Awakened Earth: In the Shadow of WraithsGovernment or Political Building Major Trade HeadquartersNot just the obvious political centres, but nexus points may also In a similar vein to political buildings, such places will have beenform at buildings of local governments or council chambers too. involved in some serious decision making, and stress levels willTo form, buildings of this nature will have been involved in some have intensified the magical energy at the site. Nexus Pointsdrastic decision or history shaping process and such sites may also of this nature could form at the main buildings of major, multi-include old castles, courtrooms, palaces, Roman forts and keeps. national, corporations, and world trade buildings, that house a country s stock market.Such places within the British Isles include The Houses ofParliament. River, Waterfall, Lake or Sea A river Nexus may be spotted by a strange kink or twist in theHill river s course occasionally, water can even be seen to flowDue to their defensive vantage point, hills were often made use uphill to avoid spoiling such a place. Hidden nexus caves andof as the homes by ancient tribal peoples from many societies deep wells can often be found at the foot of waterfalls, andacross the globe. A hill, including some man-made in origin, may superstitious tales will tell you that the formation of rainbowsalso incorporate a number of other qualifiers to have become a at such places is the work of fairies or water spirits. Sailors andNexus: ruins, battle site, political area, or scenic lookout etc. In fishermen tales abound concerning many Great Lakes andaddition, some legends of hills tell of giant graves, chieftain s sea voyages; stories of monsters, spirits, and strange islandstombs or Woden s dykes. shrouded in mist. Lakes also appear in many more famous tales such as the Loch Ness monster and, in Arthurian literature, theNotable hills of the British Isle include Scafell Pike, Shinning Tor, lady of the lake was said to be the bearer of Excalibur. RiversSilbury Hill and Wards Stone. that pass through, or close by a nexus point will often continue to follow the course of the ley, leading a follower very close toLandmark or other Notable site another Nexus.Nexus Points may form at easily recognisable sites or sitesspoken of in novels, films, verse or song. Examples may include; Ruin or Excavation SiteBanbury Cross, Hanging rock, the Eiffel tower, The leaning The site of the ruin or dig may be a genuine lost Nexus, hometower of Pisa, Oxford and Cambridge universities, the White to some ancient standing stones, political buildings, or religiouscliffs of Dover, the Long Man of Wilmington, and many more site. Or, the Nexus may have formed from the keen interest andincluding burial mounds, earthworks and other features of the certain viewpoint of past times that it has attracted. Perhapsancient world. Such sites need not always be as globally known, the site contains certain valuable artefacts; still waiting to beand may also include locally notorious junctions on the highway, uncovered - some may be enchanted, once again returneda particular service station, or the local shopping mall. to splendour and drawing upon the revitalised magical power within the land. Places of Powerwww.paraspace.co.uk 99
Places of Power Ruins and excavations within the British Isle include Dunnottar Shadow of Wraiths, it is important to note that every Nexus point Castle, Dunstanburgh Castle, Tintern Abbey and Tintagel has a 40% chance of becoming Latent (and therefore inactive) Castle. once it has delivered its initial outpouring of wraiths. For those that remain active, consider that, for player characters, each Scenic Location or View point has a 20% chance of Bestowing upon visiting the site. Nexus points will have slowly formed over hundreds of years of wonder and awe inspired by such sites of beauty. The site will Bestowing usually be lush with plant life and attractive to animals and birds. Sometimes, the intense magic that flows through nexus points Colours will seem richer, smells more prominent and tastes can cause certain, receptive individuals to become gifted (or more invigorating. The site itself will likely be secluded, private cursed) with Skills, Quirks, Special Abilities or changes to their and quite. A place where a person will feel at ease, can relax, Manipulations. Upon a visit to the site of an active Nexus Point, and forget about stress and worry. The scenic location may be consider that it has a 20% chance of Bestowing as a once in a high; a park, overlooking the city - it may even be a tranquil lifetime chance per Player Character. i.e. multiple visits to the spot within the city. It could also be an oasis in the desert or it same site will not create multiple chances. could very well be a simple secluded spot in the country by a particular oak tree or group of bushes. When visiting the site of an active and Bestowing Nexus Point, use the tables below to determine a random attributed Major Sports Stadium or Concert Venue outcome. Such gatherings are subject to immense psychic energy, expressing itself in the team s good or bad fortune. However, it Explanation of Terms is rare that the entire arena of such kind will become the focus for the nexus point and is more likely that a particular area of Manipulation the venue, such as the goal mouth, will be the conductor for The character’s selected Manipulation is increased by 1D10/3 the ley. (Round off Fractions). Stone Circle or Standing stones Age Old and long forgotten religions respected the ways of nature The character is aged by 2D10 years, gains no benefit and must and held many places of power in high regard. Nexus points immediately check the Ageing defects with PSrps Core Rules were quite often marked with stone circles, standing stones, page x to determine any penalties. wall carvings and runes. Many of these sites true meanings have long been forgotten in today s climate. You may wish to Skill decide that their awakening reveals the true meaning behind The character gains the Skill at Base Level 0. Should the the positions of the stones. Perhaps they are actually part of character already have the selected skill, it will be increased by some arcane magic spell, Sigil or ritual to a long forgotten god, +3 to the Base Level. or perhaps even gateway to another realm. Special Ability Stone circles of the British Isles include Stonhenge, Avebury The character will gain the selected Special Ability as Latent and the Ring of Brodgar and will be subject to the random conditions as presented on page x until control is gained and Manifestation occurs. Well or Natural Spring The worship of water is pre-Christian and there are many Whilst a list of bestowed abilities is presented with a random hundreds of wells and springs throughout the earth that are percentage number, it is by no means exhaustive and it is regarded as holy sites or shrines. advised that the GM select and attribute the bestowed ability based upon the character’s demeanour i.e. a tough, brawler Within the British Isles, such waters include Bath Spa, Stoney may be better suited to Amazing Toughness or Combat Rage, Middleton and Hotwells. whereas a scientist or deep thinker may be better suited to an increase Intelligence or Academic aptitude. Nexus Powers No individual may have more Special Abilities than the amount Once the Nexus points have delivered their initial payload, they of their MND Manipulation, as described in PSrps Core Rules will settle down to their natural, awakened state. Each will have page x. Should a character deemed to Bestowed such an varying degrees of power depending upon how many ley lines additional Special Ability, this will instead become a Quirk. intersect upon them. Quirk The Ley of the Land game supplement looks at Nexus Points and The character will obtain a random or selected Quirk as their powers in greater detail however, for the purposes of In the determined by the GM and befitting of the character. 100
Awakened Earth: In the Shadow of Wraiths Bestowing Nexus PowersBestowing Type Skill Special Abilities1-20 Manip 1-4 Academic 1 Acute Pheromones 35 Improved Sense Aptitude of Smell21-40 Skill41-90 SA 5-8 Alluring 2 Amazing Speed 36 Incredible agility Charm91-100 Quirk 3 Amazing Stability 37-38 Incredible Feat 9-12 Ambidexterity of StrengthRefer to PSrps Core 13-16 Ambilateral 4 Amazing Stamina 39-40 Longevity (orRules page x to determine Concentrationrandom Quirks. Incredible Longevity) 17-20 Anticipate 5 Amazing Toughness 41-42 Lullaby Attack 6 Animal Empathy* 43-44 Magic Resistance, 21-24 AnticipateManipulations Defence Superior(+1D10/3 round down) 25-28 Art 7 Animal Totem (Bear) 45-46 Magical Aptitude1-10 PH 29-32 Combat 8 animal Totem (Bird) 47-48 Manipulate Metal Aptitude11-20 DEF 9 Animal Totem (Cat) 49-50 Marksman21-30 Q 33-36 Combat 10 Animal Totem (Deer) 51-52 Memory31-40 FIT Awareness 11 Animal Totem (Fox) 53-54 Midas Touch41-50 PER 37-40 Combat 12 Animal Totem (Spider) 55-56 Nerves of Steel Reflexes51-60 MND 13 Animal Totem (Wolf) 57-58 Night Vision 41-44 Confidence61-70 INT Under Threat 14 Aqua Breathing 59-60 Poison Resistance71-80 CHA 45-48 Endurance 15 Battle Scream 61-62 Precognition81-90 LCK 49-52 Held 16 Beginner’s Luck 63-64 Prodigy of the Warrior91-100 Aged +2D10 Respiration 17 Blind Strike 65-66 Read Languages years 53-56 Hypermobility 18 Calming Influence 67-68 Regeneration (or Amazing) 57-60 Improved Magic 19 Chameleon 69-70 Rejuvenate Resistance Magical Energy Places of Power 61-64 Improved 20 Charm 71-72 Resist Heat Stability 21 Combat Rage 73-74 Resist Magic Weapons 65-68 Intimidating 22 Damage Reduction 75-76 Resist Non Aura Magic Weapons, 69-72 Marksman Lesser (or full) 73-76 Motivate/ 23 Drain Magic Energy 77-78 sense Danger Leadership 24 Elasticity 79-80 Shapechange 77-80 Notice 25 Enhanced Hearing 81-82 Skill Aptitude* 81-84 Odour 26 Enhanced Vision 83-84 Skin of the Warrior Scenting 27 Extra Sensory Tracking 85-86 Smite Spirits 85-88 Sprint 28 Featherweight 87-88 Smite Undead 89-92 Stamina 29 Fighting Instinct 89-90 Speak Languages 92-96 Taste 30 Fly 91-92 Telepathy 97-100 +3 Bonus 31 Heat Vision 93-94 Telescopic Vision 32 Hypnotise 95-96 Uncanny Luck 33 Improved Initiative 97-98 View aura (or Lightning Initiative) 34 Improved 99-100 X-Ray Vision Magic Retention www.paraspace.co.uk 101
Fortune Telling Fortune Telling as a result of trying to change one’s destiny. All precognitions are based upon the course of events as they will take place For centuries, mankind has been obsessed with reading the if allowed to continue to flow from the present should nothing future. Wars have been fought on the tell of soothsayers, be done to interfere with the natural course. This, obviously, empires and kingdoms have been built in alignment with the begs the question as to what is and isn’t to be considered as stars and the common man has visited with and passed silver interfering with the natural course or already considered as across the palms of prophets and charlatans alike. part of a pre-determined action – which brings us full circle and back to the original AE argument with regard to a pre- The world of AE is no different. In fact, people will become determined destiny. even more desperate to know their fate and hedge wizards will become of high demand, advising and warning of future What this means, with regard to “in game” fortune telling is that a events, looking into the prospects of a plot of land or herd of fortune teller worth their salt could, potentially, predict the future cattle, reading the weather and prophesying the fortunes of and then advise what needs to be done in order to alter events. settlements. In addition, once magic is seen as a very real and However, only then, after this attempt to alter the future has potent force, people are far more ready to believe these portents been made, would the fortune teller then be able to re-predict of the future. the altered flow of time. Whilst opinion, among the populace of AE, will be divided Whenever a precognition is made in play, be it a tarot read, between those who believe that the future is unavoidably fixed astrological reading, visionary premonition or even a celestial and those that believe they are in control of their destiny, the truth visitation, as GM, unless you actually have powers of (in game terms) is actually somewhere in between. Everything precognition, you should base your vision of the future upon key and everyone does have a mapped out and pre-determined elements of your plot and introduce them to the pregog’ in either destiny; a fate for the future. However this future fate is not fixed snippets of mysterious information or as blatant and obvious and is not 100% inevitable. That is, if nothing is done to change visions. How detailed and precise you decide to make your or alter the course of destiny, then the fate will come to pass. revelation could be based upon Success Amount; although, for But, if successful intervention occurs, it is possible to deviate the most part, the readings should remain relatively general and and change the future. However, making changes and altering open to interpretation. this course of fate is not easy. Time/destiny will always attempt to retain its original pattern. For general fortunes, in the main, you will have prepared a scenario in advance and will know, roughly, what course of As an example, consider the flow of time as a river. It is inevitable actions will lead to success (or failure). From there it should not that the river will seek out the low parts of the land (this is its take too much forethought to pick and chose which parts of the natural shape). It is also inevitable that the river will, eventually, future you wish to reveal. In addition, in cases where you have flow out to the sea (this is its natural fate and the eventual death no idea about a character’s potential future, you could use the of the river). But, although this destiny is fixed, it can be altered. random plot and adventure tables from the PSrps Core Rules A river’s course can be dammed, siphoned and re-routed (these page x to help make something up on the spot. could be considered as interventions to the natural flow) but, without significant effort, the river will likely re-assume its natural When used to determine the outcome of something that (in course to the sea (it is the natural shape and behaviour of the game) cannot/should not be fixed, such as the outcome of river). Of course, there are many arguments of entropy, gravity combat. At a basic level, any answer will do, since knowing the and the continuous cycle of the river that can be thrown for and outcome means that you have the power to alter it. Alternatively, against this metaphor but, in its simplest form, it serves for a at a more proficient level, you could give clues as to what may reasonable model of destiny. cause that particular outcome (such as a gun misfiring, an early wound or a particular fighting style, attack type or spell being Precisely foretelling the future is therefore no easy feat. used) – if required, you can always have the NPC use Luck to Depending on the source of the precognition, the results are ensure that these specific events occur. often vague and general, images can appear foggy, prophecies can make no sense (until they have actually come to pass), Only through the study of Arcane Magic (in any discipline) strangers and friends can sometimes be interchanged and or Lore (Fortune Telling) at a Base level of 3 will a precog’ Metaphor and reality can become mixed. character be aware as to the “AE game nature” of fortune telling. Unless meeting the above requirements or figuring It is also important to note that a precognition, in whatever such out themselves through personal experience, during form, is only accurate up to the point at which the subject play, do not be tempted to reveal this to the player. Instead, to becomes aware of their future. No vision of the future will take preserve atmosphere, allow the mystery to reveal itself as the into account any events that may (or may not) come to pass game progresses. 102
Awakened Earth: In the Shadow of WraithsSickness, Disease and Infection placed within isolation, any such epidemic can then be deemed as being within close contact to the player characters, therebyThe factors that will contribute to the spread of communicable forcing them to generate additional RES.disease within the early days of Awakened Earth are high; thelack of clean water and latrines and the fact that the dead will If precautions have been taken however, then the NPCbe moving about being the main contributors. For simplicity of percentages can be reduced. Using the bonus award examplesgame play, throughout May, and continuing for as long as the above, multiply the bonus amount by 10% and reduce thecharacters remain in confined conditions without taking adequate initial 70% chance by this amount, to a minimum of 10%. Anysanitary measures, starting from Day 6, each character will need remaining reductions should then be taken from the 30% volumeto generate Resistance at a TN 12 (see PSrps Core Rules page of NPCs that would have been infected. For example, wearing164), once every 5 days. Failure will mean that the character masks when dealing with the undead gains a +1 (x10 = +10%)has come into close contact with a contagion, selected randomly bonus, reducing the initial 70% chance of contamination to 60%.from the table below. In addition, should it be determined that A further +10% for washing then reduces it to 50%, drinkingthe character has come into close contact as part of the ongoing bottled water reduces it to 30%, and using medical sanitationstory, such as drinking contaminated water, close contact with would reduce the chance to 10%, with an additional 10% leftzombies or whilst nursing the sick, the character will need to over. Should contamination occur among the NPCs therefore, itmake RES TN against the actual disease as described. would actually only affect 20% of the population.A cumulative bonus to RES, may also be awarded if the Table of Random Diseasecharacters have been particularly careful to avoid any suchcontamination. For example, award a +1 Bonus for wearing 1-10 Common Cold Sickness Disease and Infectionmasks when dealing with the undead, a +1 bonus forthoroughly washing after any such activity, a +2 bonus for 11-30 Choleradrinking only bottled water, a +2 bonus for eating only tinnedfood, a +2 Bonus for appropriately dealing with waste, and 31-40 Flua +3 bonus if any medical means has been used to ensurecleanliness or immunity. 41-50 Hepititas AWithin any shelter, the outbreak of disease among NPCs should 51-55 Pneumoniaalso be taken into account. Consider that, every 5 day period,there is a 70% chance that 30% of the NPCs will suffer from an 56-65 Sepsisepidemic as randomly determined on the table below. Unless 66-70 Tuberculosis 71-75 Whooping Cough 76-100 Zombidom* (see page x) *Re roll if player character.www.paraspace.co.uk 103
Magic Items Suggested Powers: Calming Influence, Charm, Darkness/ Daylight, Dreamcatcher, Experience, Historical Vision, As magic energy overflows from the ley lines and floods the land, Hypnotise, Longevity, Memory, Rest, Sleep, Stop Time and in the same way that Nexus Points will form at places of intense Time Travel etc. psychic activity, so too will pools of magic energy be drawn into numerous items and imbue them with wondrous power. Much Divination Devices like Nexus Points, these items will already be in some way amazing, perhaps beautifully hand-crafted, naturally occurring GPS device, Compass, Crystal Balls, Dowsing Rods, Ouija or spoken of in tales and legend throughout the ages. As such, Boards, Pendulums, Planchettes, Rune Stones and Tarot holy symbols, talismans, fantastical swords, magical rings, and Cards etc. are all common items that can be purchased over exotic crystals, shells and meteorites, now lay gathering dust, the counter in the modern day. However, none of these mass waiting to be rediscovered in churches, museum collections and produced items are ever likely to become enchanted. Only rare the houses of quack-healers, psychics and mediums across and authentic devices will awaken with true power beyond a the world. Particularly within the early days of AE, you should focal point for a spell. Such devices will likely have been hand- consider the location in which such an item is found, i.e. how crafted by their original owner and, whilst they may be either did it get there and, perhaps more importantly, how will the simple or ornate in their design, it is probable that the device will characters know of its existence, discover what it can do and have been made from a particular material; copper, silver, ash, how to operate it. or willow wood, ivory, skin or bone etc. Such divination devices will have been of precious, sentimental value to their owner Whilst characters may simply stumble across such items and believed to have been bound with personal magic energy. as part of their everyday scavenging, magic items within the In addition, the owner would have been very protective of the setting of Awakened Earth are rare, will likely require some item. Divination devices will therefore likely be found within the means of detection and activation and should be regarded as owner’s house or place of practice. special by the players. Any enchanted item, be it an ancient sword or modern day art will have a story to tell. The item will Such items are likely to operate within the bounds of their design likely have had some renown purpose, be it a gift to woo a VIP, and their magical properties will likely only be discovered by the pastoral crosier or the Holy Grail itself and its powers will those of actual magical persuasion with knowledge of foretelling be appropriate to its associated story or fable. Whilst it is not the future or the divining information. necessary to detail all of an item’s background or history, a few notes as to its original purpose or legend will go a long way to Suggested Powers: Communicate with the Dead/Spirit, giving authenticity and reason to the enchantment. Detection Spells, Direction Sense, Dowsing, Extra Sensory Tracking, Foresight, Fortune Read, Identify, Magic Perception, A few generic categories follow along with suggestions for the Mind Read, Perquisition, Precognition, Scrying, Truth Telling types of powers any such item may contain. and Watcher etc.Magic Items Clock or Timepiece Enchanted Weapons or Armour Such a marvel would be of an intricate design and, in all Either modern or ancient, Enchanted Weapons or Armour likelihood, of immaculate timekeeping capability. The piece will have been personal items used by men and women with could be an individual, bespoke, custom made, modern day incredible stories to tell. Kings and queens, warriors and soldiers, wrist watch, encrusted with jewels and made by a famous freedom fighters or invaders, such items will likely have saved brand for a famous individual – to be found worn by the undead the lives of their owners, been responsible for winning the battle corpse or locked within the property of the deceased. Or it or may well be the weapon used to kill the now renown enemy. could be an ornate Grandfather Clock standing in the foyer of a Victorian manor house that the character’s are using as their Such items will likely be confined to personal collections or base. Alternatively, consider some early timekeeping devices museums however, since such stories abound, locating the such as an hourglass counting down the duration of a spell official item will be difficult due to the amount of counterfeits or an escapement ticking away in the background of the now that will be on display to accompany any exhibit. In addition, quiet museum. many ancient such items will have long since rusted away and only replicas now remain. However, scavenging those The wheels and cogs of the clock, or the design of the clock collections for ordnance will quickly turn up if there are any face itself could be formed into a Sigil and operation could be Enchantments. Even if characters are unaware of the magical discovered through attempting to move the hands to set the nature of such a weapon or piece of armour, its superior nature time. Alternatively, the powers may be activated when sleeping will mean it is likely to be carried or worn and practice, time or in the same room as the clock or by setting the timing device to magical means may then identify other properties that the item monitor a duration. may contain. 104
Awakened Earth: In the Shadow of WraithsSuggested Powers: Aided Defence / Strike, Alertness, Blinding Medals Magic ItemsFlash, Blind Strike, Damage, Death, Enchantments, Fear,Foible, Killing Strike, Luck, Marksman, Pain Control, Prodigy of Stories abound from around the globe of men and womenthe Stalwart / Warrior and Sense Danger etc. performing incredible feats. Often awarded for incredible achievements, service, acts of bravery, honour or valour, medalsHoly Artefact are not just limited to those within the military or professional services and any enchanted medal will have a definite link toOver and above the ordinary articles of faith that can be found easily define the types of power that may awaken. For example,within their respective place of worship, enchanted holy items acts of bravery may offer a bonus to Confidence Under Threatwill have a fascinating story or legend surrounding them. Such whereas sporting achievements may offer bonuses to Speed orlegends will often involve healing the sick, exercising evil spirits, Stamina etc.keeping the faithful safe in times of desperation or other typesof miracles or signs that the religion’s figurehead is present Likely to be found in the homes of the owners or as part of aand listening to the prayers of the people; weeping statues, greater collection, activation may occur when wearing the medalmaterialisations and apparitions etc. or may only become active when undertaking the associated task, such as a speed bonus activating when sprinting or aOperation is likely to be through prayer, requiring a Faith TN. marksman bonus activating only when aiming etc.Suggested Powers: Aura, Banish, Calming Influence, Suggested Powers: Aided Defence / Strike, Amazing SpeedCleansing Blast, Coincidence, Communicate with Spirits, / Stability / Stamina / Toughness, Aqua Breathing, ConfidenceConfidence, Curing, Daylight, Detect Spirits / Undead, Fear, Under Threat, Extinguish, Focussing Trance, Good Luck,Focal Item, Funeral, Good Luck, Healing, Health, Hidden Incredible Agility / Strength, Marksman, Motivate / Leadership,Energy, Holy Symbol, Language, Literacy, Meditation, Mind Nerves of Steel, Pain Control, Positive Energy, Prodigy of SpeedMask, Positive Energy, Protection from Disease / Magic / Spirits / Stalwart / Warrior, Resist Heat, Skill Aptitude and Uncanny/ Undead, Resurrection, Spell Turning and Watcher etc. Luck etc.Mask MirrorMasks appear in many cultures and societies and are often Legends of mirrors bearing a true reflection of the soul,used to hide or transform the wearer during religious or magical gateways to secret worlds and divining information are commonceremonies, social occasions or even criminal activities. Masks throughout many folk-tales and stories of mythology. But theof such repute will likely be found in museums or collections. inclusion of a much less famous enchanted mirror can also beHowever, also consider that the characters may stumble across gained when you consider to what events a mirror has beenthe balaclava or mask used by a notorious (but perhaps never witness and what secrets could lay within. Or a darkly enchantedcaught) criminal. Such a mask may enchant with evil or malicious or cursed mirror that awakens within a maze of mirrors or apowers and, as a twist, could slowly corrupt the wearer to dark haunted mansion and the curses that could befall any characterand harmful ways. unfortunate enough to look within...In many cases, simply wearing the mask may be enough to Suggested Powers: Acquisition, Astral Windows, Beauty,activate it but, certainly in the case of religious or ritual masks, a Communicate with Dead / Spirits, Confidence, Curses, Extraspecific mantra or ceremony must be conducted. Dimensional Space, Foresight, Gate, Historical Vision, Homing Beacon, Imprisonment, Meditation, Scrying, Trap Creature,Suggested Powers: Animal Totem, Astral Projection, Blind Truth, View Aura and Watcher etc.Strike, Blood Kin, Chameleon, Communicate with Spirits,Contemplate, Converse with Object, Direction Sense, Espy, Example Magic ItemsExtra Sensory Vision, Fertility, Foresight, Gaseous Form, HeatVision, Identify, Invisibility, Literacy, Magic Sight, Memory, Mind There follows a few examples of the type of magic item that canMask, Mind Read, Perquisition, Scrying, Shapechange, Speak be found within Awakened Earth. In each case, we have tried towith the Dead, Spiritual Body, Telepathy, Teleport, View Aura make the background as generic as possible in order that theyand X-Ray Vision etc. can be more easily inserted into your locale.www.paraspace.co.uk 105
Magic Items Mahu’s Sand-timer (replicas or originals). Without means of magical detection, it is possible that the characters may miss this item if it is sat Background alongside many other items within the collection of equal or Presented to Jacques Mahu as captaincy of the expedition out greater value. However, once worn, its magical effects will of Rotterdam to the Far East in 1598, this sand-timer is said to become immediately apparent (see below). have travelled upon The Hoope and been used for navigational purposes on board the vessel. It is thought that the timer Activation and Effect changed hands many times and eventually made its way back When worn, effects of Invisibility (PSrps Core Rules page 216) to Europe on board Japanese vessels, whereupon it was sold and Mind Mask (PSrps Core Rules 217 will activate causing the back into the hands of traders and became an antiquity of desire user to disappear from view and become immune to the effects among historians and collectors alike. of extra-sensory perception (including the Detect Life ability of undead and spirits such as wraiths and zombies). To reactivate, Description the helmet will need to be removed and replaced requiring 2 Weighing 1.2kg, this bespoke, all brass sand-timer is Actions. However, with a little practice of techniques of focussed approximately 19cm high and rotates within a frame that is concentration (70 XP, 21 Attempt), the user is able to control approximately 14cm in diameter. The foot of the frame comprises and activate the effects as desired. an ornamental ship’s wheel with a compass at its centre; the combination being used to maintain a course and also measure ER 26: +2 Covering, Bronze Bascinet Helm +3 knots of speed in 30 second periods. AC 4, TOU 70 Power: User External MEP and/or Elicit MEP: 7 Discovery Invisibility: MEP 4, RNG S, DUR 1 Hour, Cast 2, TN na Mahu’s Sand-timer is now likely to be found within a museum Mind Mask: MEP 3, RNG S, DUR 24 Hours, Cast 1, TN na or in the possession of a nautical / maritime collector. However, without the means of magical detection, the characters are very Enchanted Ulfberht likely to pass over this item, even if it is in the place in which they shelter. Discovery will therefore likely be an accidental Background occurrence and may be uncovered as a character is merely Made from a pure steel, said to be hundreds of years ahead of fooling with the device whilst reading through some of the its time, the Ulfberht Viking sword was an elite weapon of its day. museum’s pamphlets and literature. Carried by only the most prestigious warriors from about the 9th to 11th centuries, most Ulfberht discoveries have been made Activation and Effect across Northern Europe with the swords in varying condition of The Direction Awareness Talent has become Bound into the corrosion. sand-timer (PSrps Core Rules page 254), and will activate as the glass bulbs are turned. Description A one handed, double edged, straight bladed sword with a Power: User External MEP slight taper, brazil nut pommel and hand guard. Inlaid with the Direction Awareness: MEP 4, RNG S, DUR Instant, Cast 1, TN na inscription +VLFBERHT+ (and other variants) on one side with a unique geometric pattern on the other. Cap of Invisibility As part of its enchanting process, an awakened Ulfberht will Background be restored to its former splendour and glory. In addition, the Also known as the Helm of Hades or the Helm of Darkness, geometric pattern upon its blade will form magical sigils, each this Beoetian Helmet may or may not be an original or the unique with powers befitting of its original, ancestral wielders. actual helm worn by Perseus to slay Medusa, however as part of a collection of antiquities, in its immaculate condition, it has Discovery become imbued with magic. Likely to be found in an armoury of antique or exotic weapons, an enchanted Ulfberht will stand out among its contemporaries due Description to the fact that it will have been fully restored to its former glory This Beoetian helmet is a bronze, domed, skull helmet, with as part of the enchantment process. Characters finding such a wide brim that extends and protects the back of the neck. Of weapon may well use it due to its relatively light weight and ease open design, the helmet allows for good peripheral vision and of use. However, without magical means of detection, they are unimpaired hearing. unlikely to discover its Enchanted properties (unless slashing at a wraith) but, due to them requiring a specific sword movement Discovery as defined by TN below, the character may accidentally stumble Likely to be found in an armoury of antique or exotic weapons across the power of the Sigils through practice, trial and error. 106
Awakened Earth: In the Shadow of WraithsER 22: +1 Quickness, +1 Dodge, + half damaging Ulfberht +2 inspiration (i.e. an Entity) points them in the right direction to Magic ItemsPH 5, TOU 110, HND 1, LTH 91, WGT 1.2, RNG 2, INIT -2, PAR discover the cross and reveal some of its awakened purpose.+3, DGE -2, SPD -1, GV x, HV 0, HIT +5, GWP -2, ATM -14,ACP -2, DMG 9 Activation and EffectPower: User External MEP and/or Elicit MEP: 7 All powers are activated by reciting the Prayers of St BenedictAlertness: MEP 2, RNG S, DUR Use, Cast 1, TN sword 10 and TNs are achieved through Faith within any Christian(PSrps Core Rules page 211) denomination.Foible: MEP 4, RNG 30, 15, 49, DUR 12 Rounds, Cast 2, TNsword 14 (PSrps Core Rules page 213) Power: User External MEP and/or Symbiotic MEP: 10 Banish: MEP 3, RNG S, DUR Inst, Cast 2, TN 15 (SeeHoly Cross of St Benedict below*) Detect Magical Foul Play: MEP 2, RNG 20,10,32 D, DUR Inst,Background Cast 1, TN 10 (ItSoW page x)This crucifix, along with other treasures, was discovered in the Dispel Magic: MEP 3, RNG S, DUR Inst, Cast 2, TN 15 (Seebowels of “the cathedral” circa 1941 when a sealed chamber below*)was rediscovered after bomb damage caused parts of the floor Health: MEP 6, RNG T, DUR 28 Days, Cast 2, TN 15 (ItSoWto collapse. It is believed that these items were placed within page x)this chamber to keep them safe during the reformation years. Holy Symbol: MEP 5, RNG 50, 25, 82 D, DUR 1 Hour, Cast 2,However, since there is no documented record, the truth, for TN 16 (PSrps Core Rules page 233 – affects both Spirits andcertain, will never be known. Undead) Magic Resistance: MEP 5, RNG S, DUR 1 Hour, Cast 2, TN 16The cross was, in fact, a gift from Pope Adrian IV to what was (PSrps Core Rules page 217)then a nunnery and small abbey in circa 1156 and was usedin the parish in many ceremonies to ward off and root out evil. *Banish/Dispel Magic: When activated through use as part ofIt was indeed locked away and sealed within a chamber in any Christian ceremony, this power provides the user with a +4circa 1525 but, with the occupancy executed in bloody conflict, bonus to their dice Result when attempting to create a Banishknowledge of the chamber was lost. or Dispel Magic spell effect (see ItSoW page x and PSrps Core Rules page 204).Since its rediscovery, the cross has been overlooking the LadyChapel of the cathedral and, due to the inscription links to St Iron Age, Bronze MirrorBenedict on the reverse, became known as St Benedict’s cross.It has since become a focal point for prayers of good health, self Backgroundcontrol and defence against torment. Weeping at the news of her husband’s death, into the mirror, a gift from her king, the tribal queen vowed she would take revengeDescription and beseeched the gods to allow her to see the conversationsThis 30cm, solid silver, crucifix cross comprises an effigy of of her enemies...Jesus Christ. Engraved into the back of the cross are the initialLatin letters to the prayers of St Benedict ( C S S M L - N D S M DescriptionD, C S P B, V R S N S M V - S M Q L I V B and PAX) that now A polished, circular bronze plate, approximately 15cm diameter,feature on St Benedict’s medals. now somewhat misted but still providing a hazy reflection, is backed by a complex symmetrical pattern and attached to aDiscovery woven iron handle.The Cross of St Benedict will only activate through Faith inChristian doctrine and reciting the prayers of St Benedict (in Discoveryany language). Knowledge of the meaning behind the Latin Likely to reside within a museum or collection, this magic iteminscriptions requires Lore (Christianity TN 10). However, since will go unnoticed without magical means of detection.the cross will initially be found hanging within the Lady Chapelof “the Cathedral” and the inscriptions are on the reverse, Activation and Effectwithout magical means, it is highly unlikely that the characters Activation requires only thought of the person or area uponwill discover its power as part of their early scavenges. which the scry is to focus and an image will form upon the brass plate.With that in mind, it could be that the characters are retreatingfrom wraiths or undead and find themselves within “the Power: User External MEPcathedral”, in particular, the Lady Chapel and a flash of divine Scrying: MEP 3, RNG 1km, DUR 1 Hour, Cast 1, TN na (PSrps Core Rules page 218)www.paraspace.co.uk 107
Creature Catalogue Creature Catalogue The energy gained from this continued feasting fully develops its remaining organs and allows it to secrete protein that will be The Journey of the Wraith used during its hibernation to develop its outer layer of skin, fur or exoskeleton etc. A final burst of energy sees its transition When it first overflowed from the Nexus points on May 1st, magic from undead to life as it morphs and awakens as a new breed energy immediately took on the spiritual form of the Wraith. of creature. Quite simply, this spirit’s reason for being is to find purpose. Uncontrollably and without comprehension, each is attracted to The Nature of the Beast the closest life force that it detects. Upon contact, the Wraith will draw that life force from its victim into itself. The energy Whilst the descriptions that follow within the Creature Catalogue it consumes begins a magical transformation within the Wraith refer to the newly awakened as if they were an established and the journey toward a new life form is begun. creature, certainly In the Shadow of Wraiths, this is far from the case. For the month of May and stretching into June, those that Initially, the Wraith will begin to darken as it consumes more and do survive the journey from ghoul to life will be few in number, more life energy, this darkening will then, in most cases, steadily far between and must contend with the same problems that still, begin to form the blood and organs of whatever creature it is currently face humanity. destined to become. Some, however will develop a conscious mind and remain in spirit form and others will regress and With no memory of their former selves, all manner of newly become trapped among the undead. Those transmogrifying awakened creatures and beasts will climb from the hives of to a physical form will become encumbered by the flesh and ghouls and, for the first few hours of existence, soaking up blood they carry and must find a new way to continue gathering all the sights, sounds and smells of the world around them, essence. Hidden away from the light, the wraith transmogrifies only their subconscious is active. They will also, therefore, to become a Blood Spirit (as described on page x). Part flesh never be able to recollect clawing their way from a pyre of and part spirit, this creature is still without comprehension and carcasses. Whilst each will conduct itself according to its driven only by it’s attraction to life energy. Drawing this energy individual nature, mostly, they will simply feel frightened, from its victim’s blood it continues to develop flesh organs. alone and hungry. Slowly, as the Blood Spirit gorges itself, its ethereal essence An even split is made between the number of awakened females will be replaced by bone, flesh, and blood. At the pinnacle and the number of awakened males and all will spawn at an of this growth, the creature loses its ability to detect life and analogous age – i.e. although they have actually only been alive transmogrifies to become a ghoul. Although the ghoul’s organs for a few seconds they are, in fact, physically and mentally of do not function, it has now made a full transition from spirit to varying ages; some as children, some as adult and some as undead flesh. Having a perception and comprehension of its elderly. But, like humans, none will really be able to recall an surroundings, it is now driven by a hunger to draw energy from actual, specific first memory. To the awakened, it will seem as if the flesh and bone it consumes. The ghoul has a basic primeval they have always been. instinct to hunt and build a hive in which to hibernate. 108
Awakened Earth: In the Shadow of WraithsWhilst all the newly awakened are different and each will have you uncomfortable and will, probably, eventually make you Creature Cataloguedifferent levels of intelligence, different behaviours, different sick and possibly lead to death. But, unless told, they will notoutlooks, personalties and learning capabilities etc. each shares be aware that bacteria is the cause of many sicknesses anda primeval instinct for survival, food, shelter and a desire to disease, nor will they be aware that a course of antibiotics willprocreate. In many cases, when encountered within the first few likely make them feel better. However, in this, many speciesdays of their existence, creatures of above animal intelligence (as defined by description) will grasp and take to new things aswill have yet to establish any of the more defining aspects of naturally as if they had been doing such all of their analogoustheir species. As such, they may be found to be feral and hostile lives. If shown how to drive a car for example, mastering theor protective to the extreme. But this is merely a temporary, task for themselves would then prove no more difficult than thatinstinctive reaction and, within a few short days of their arrival, of the average human.their true nature will emerge and, as each also has a generalaffinity toward its own kind (apart from a select few solitary When asked about their past, an awakened creature’s likelytypes, as described with the particular creature statistics) the response will be vacant. They simply do not know how theycreatures will begin to group together and form family units, arrived or where they came from. However, this lack of pre-packs, clans and tribes (particularly those awakened in close history will not disturb them any more than it affects mostproximity to one-another). humans of the modern day to not know how our species arrived or have any memory of their birth. In addition, ifAll will awaken with no comprehension or understanding of informed as to the nature of their past, whilst the creaturelanguage. Awakened beasts that are considered to have only may or may not choose to believe, the information is likelyanimal intelligence, will likely have an instinct based Survival to have no more bearing or effect than the relationshipSkill, as noted with their particular description, and never between human and ape. Should the awakened be told thatdevelop beyond a general level of such. However, within a few the humans were here long before and that all the artefactsshort days, for creatures deemed to be of superior and human- of the Old World are of their making, whilst the awakenedlike intelligence it will simply occur to them to speak the names may or may not believe this, they will likely come up with theirof things (usually using the common language spoken in the own philosophies as to how and why things came to pass.area) – as if they had made up or always known the name. In addition, the awakened are likely to form bonds with theirMoreover, once they meet with others and hear the language own guardian spirits and entities and this will only serve tospoken back, their grasp of vocabulary will quickly expand and, further develop their varying viewpoints of the natural worldwithin hours of that meeting, the individual will have a range as and spiritual/religious understanding...full as that of any human. IntelligenceAlong with their natural basic instincts, those with human-likeintelligence have a childlike set of understandings. Instinctively, The below table provides a general guide to a creature’s level ofthe awakened will desire particular types of food and it will language and ability based on its Intelligence Manipulationtherefore not take long to discover that the pictures on the sideof a tin will often mean that that is what one can expect to find 1 Animal. Unlikely to be capable of language beyond simplewithin. Equally, they know that the flesh of living beasts can be phrases and gestures, the creature is likely to function on instincteaten as can the leaves and roots of certain plants (although, alone. Where the creature has the appropriate appendages,depending upon their species, they may find some of these simple items such as clubs and hammers, that require little userpractices unsettling). Present also is an incredible capacity to ingenuity, may be scavenged and used as tools.learn and this will mean that within a few weeks, along withhunting, scavenging, cooking and curing techniques, many 2-3 Semi Intelligent. The creature is likely to have a basic graspspecies will have mastered the art of making simple weapons of language and, in some cases, may even be able to read andand tools such as spears, bows, knives, pots and pans etc. write simple texts. Where the creature has the appropriateSuch self learning will usually peter out around TL 2-3. appendages, it is capable of learning to use more complex tools such as tin openers, battery operated radios and even guns.Within a few days of existence, the more intelligent among theawakened will have gathered a simple knowledge of the world 4-7 Human like. The creature’s intelligence and ability to learnaround them but will not necessarily understand its complexities, is on a par with humans and it is capable of complex languagefor example, they will know that the sun gives off both light and and using or modifying complex tools such as screwdrivers,heat, during the day but, at night, it is dark and gets colder. drills, generators and motor vehicles.However, unless told, they will not know that the world is roundand rotates around the sun. Likewise, they are aware that the 8+ Greater. The creature’s intelligence surpasses that of therain falls from the sky and fills the rivers and lakes (and, if they average human and it is highly likely to be a wielder of magiclive near the ocean, the seas). They are also aware that they and have a comprehension of other celestial matters.should probably find shelter from such elements as they makewww.paraspace.co.uk 109
Creature Catalogue The Nature of Being naturally invisible, have an ethereal or no form and will only materialise under certain circumstances. The next few pages provide general, average statistics and descriptions for some newly awakened species that can be found Reverence – Reverence is a state of mind that usually comes in the early days of Awakened Earth. As per the notes within over mortal creatures in philosophical or emotional moments; such PSrps Core Rules page x, the GM should modify as required as during prayer, intercourse, drug trances, extreme moments to represent weaker or more powerful variates with differing of joy, grief, fear, worship and pain. Whilst ongoing Reverence, experience. An explanation of terms where different from the such as that provided by worship or fear, is the most powerful NPC templates within the PSrps Core Rules follows below: form, Reverence can also manifest through friendships and acquaintances. Spirits (and some undead) are naturally attracted Name: Each creature is given a canonical name to which, for to the aura of Reverence as it provides them with sustenance, consistency, it will always be referred within published material. energy and power. In fact, creatures of this type will often surround Below this, each creature is then also provided with other names themselves (or, at least, place themselves in direct contact) with to which it may also be referred by the peoples of Awakened mortal creatures in order to tap this potentially endless supply Earth. When the characters first encounter creatures, you should - typically speaking, the more acute the Reverence or the more try to avoid referring to them by name and instead rely solely upon beings that revere, the more powerful the spirit (or undead). description. This will mean that the players will be kept guessing as to what the creature actually is and will likely name it for Beyond the emotional aspects however, Reverence will have no themselves. Only when others begin to refer to similar encounters effect upon player characters. Therefore, the amount of Reverence should a common name then begin to form. You will also note a creature requires in order to survive or become powerful (or the that many of the secondary given names are duplicates across method in which this is achieved), is not detailed In the Shadow of several different creature types. This has been done deliberately Wraiths. GMs can simply assume that any creature that requires as it is highly likely that people will have differing opinions about Reverence in order to exist is capable, through one means or certain mythological creatures and their motives or abilities. another, of acquiring whatever volumes are needed. Description: The physical description of the creature will often Undead: Any once living creature (including animations, plants cover notable characteristics, particularly where they appear and spirits) that has ended its natural life but whose soul has similar to real world animals, and define aspects such as the become trapped, unable to transcend from the physical world creatures height, build, colour and type of skin or fur etc. In and transmogrified into another form that is often unable to addition, each description will usually identify to which category naturally heal or procreate. Incoorporeal beings of this type the creature belongs i.e. Animan, Undead or spirit etc. As with (such as ghosts) are often unaffected by time although may the creature name, to the average person within Awakened often regress to more malignant and aggressive forms whilst Earth, the lines between these categories may seem blurred. those trapped within physical vessels will often have a span of However, for clarity and coherence of game play, a definition of existence limited to deterioration or magical circumstances. published terms follows: Life Span: Defines a creature’s natural cycle of existence, Animan: A general term referring to any awakened creature including details with regard to its birth, infancy and ageing that can be considered half man half animal. Typically, process. Animans have above animal intelligence and are bipeds with opposable thumbs. Such creatures may also be referred to as Behaviour: Discusses the creature’s ecology, intelligence and meta-chromes, xeno or halfbeasts. social interaction. Where relevant, the section will contain notes on feeding habits, abode or lair and the structure of its society. Animated: Any conscious or programmed being that has no capacity for physical growth or biological reproduction. Usually GM Notes: Specific details with regard to rules and how to such beings have a span of existence limited to physical portray the creature within game. deterioration or circumstances of magical duration. Such creatures are often magical or electro-mechanical in origin and require Combat Notes: Specific details with regard to combat rules physical repair or magic in order to heal, mend or rejuvenate. concerning the creature or its preferred method of attack. Plants: Awakened Earth will give rise to a multitude of plant Size: The category of size into which the creature fits, as defined species, including many carnivorous varieties with intelligence, by the PSrps Core Rules page x moveable branches and the ability to travel. Statistics: The statistics provide a snapshot template for a typical Spirit: Spirits form from magic energy as part of a Transcendental version of the creature. As per the PSrps Core Rules page x, all awakening of collective consciousness. They are living creature statistics (and their commonly associated Skills) can be creatures that require Reverence (see below) in order to exist adjusted as required to reflect variety within the species and account or some form of life energy as sustenance. Spirits are typically, for larger/weaker or more or less experienced combinations. incorporeal, affected only by magic and not bound by time. In game terms, as defined within each description, spirits are often 110
Awakened Earth: In the Shadow of WraithsApparition GM and Combat Notes Creature Catalogue - ApparitionSpirit, Haunt, Shade, Ghost, Spectre, Grey Reaper • Apparitions are incorporeal and can pass through solid objects.Description • Apparitions may only be struck and caused damage byApparitions are a silent, incorporeal form of undead creature enchanted weapons or magic. All other means of attack willthat manifest from the ether at particular and often regular simply pass through its incorporeal form.intervals. Apparitions appear as a wispy, translucent renditionof their former living self with shades of blue, black and white • When damaged, an apparition will immediately dematerialisemaking up their ethereal essence. without finishing its replay. When it returns to repeat its performance, whilst it will suffer no penalties, its damage willIn the early days of Awakened Earth, although the occasional remain and the apparition will be of much less clarity, lighteranimal types may be found, particularly cats or dogs, apparitions and more transparent.will most commonly be of human origin. However, every livingcreature that had magic energy in life is capable of becoming • When viewed, an apparition immediately causes atrapped as an apparition and so, as Awakened Earth draws on, Confidence Under Threat against its Shock Factor.upon their death, many other beast and Animan species mayalso become present. • Should an apparition pass through any living creature, it will deliver a Chilling Touch. The touch will cause the victimLife Span to generate an additional Confidence Under Threat, and reaches inside to their soul (ignoring armour), to deliverIt is not always the way but, for the most part, an apparition will direct damage as noted below. In addition, the victim of aform as a ghost’s being begins to regress into a more sinister form Chilling Touch is aged 5 years.(see page x). Once in this form, an apparition will remain until it iseither vanquished or successfully manages to resolve whatever • Temperature. 70% of apparitions will radiate a coolmatter kept it from passing into the afterlife (see below). temperature at 5 degrees Celsius within a 10 meter radius immediately prior and during their manifestation.Behaviour Apparition (BR 10 - or 20 vs non magic using creatures)Apparitions are undead creatures whose soul has not beenable to naturally rest or pass on to the afterlife. Although they Size Averageare most commonly the result of a ghost that is regressingto another form, they are also sometimes made up from the Manipulationsnear dead. PH 5 DEF 5 Q 5 FIT 5 PER 5 MND 5 INT 5 CHA 5 LCK 0The reasons for such entrapment are the same as for that of the Common Skillsghost (see page x) however, apparitions are not intelligent and Noneretain no knowledge of their former lives. In fact, an apparitioncan be likened to a recording and will simply manifest to replay SF 25 CUT N/A MR 5 SPD 7 INIT N/A (+5) DGE N/Aa certain situation or event over and over again. Such an eventis usually something key to its reason for becoming trapped; Chilling Touchperhaps it will walk across the landing of a house and can be Hit +0seen to silently argue at the top of the stairs before tumbling ATM (Armour will have no effect)backwards to its final resting spot at the exact time of its death, or DMG (CUT + Age 5 Years)maybe the creature is seen to wander by the canal on particularly 1-5 30, 6-10 60, 11-15 90, 16-20 120.foggy nights, or make circuits around a building as if it were onsome form of ghostly security patrol. KDV St 10-34 KB 35-64 FKD 65+No amount of interference will waylay the apparition from itsreplay. The creature will simply continue, without defending itself L 1-20 M 21-40 H 41-60 S 61-80 C 81-100 D 101-120whilst under attack and, as it is incorporeal, will pass throughany obstacle placed in its way.www.paraspace.co.uk 111
Creature Catalogue - Beastman Beastman leader is just as likely to be female as male and, when it comes to bullying and domination beastmen make no distinction Description between the sexes. However, such groups usually only exist out of practicality, assistance with hunting and greater The beastman is a seeming chaotic mixture of wild breeds, protection against threat. Beastmen are unlikely to form strong including dog, deer, bull and human. They stand upon two, bonds of friendship and are, for the most part, mean, greedy powerful, muscular legs at about 2.5 meters (8 feet) in height and self serving. and have large, heavy set shoulders that often cause them to slump forward and give the impression that their arms are Although covered with a thick, warm, fur hide, Beastmen prefer actually longer than they really are. However, despite their size to make their homes in warm, dry shelters. However, finding and awkward looking bulk, due to their superior muscle power, the height of Old World housing to cause them to stoop and beastmen are incredibly fast and agile. the conditions often too cramped for their size, Beastmen can usually be found in larger buildings such as shopping malls, Their tough, leathery hide is covered with thick, light brown, covered car parks or hotel or business reception areas etc. coarse fur and between ten to thirty thorny teeth protrude Scavenged from close by housing estates, the lair consists of sporadically from the beastman body. The male sports two worn and stained mattresses, cushions and blankets and, not magnificent gazelle style horns atop his head whilst the female renown for their hygiene, is usually surrounded by feathers, furs has shorter, goat style, horns. Complementing strong jaws and and the discarded bone and meat remnants of prey. tusked teeth, each of the beastman’s appendages (feet and hands) are armed with strong, sharp, retractile claws. As carnivores beastmen prefer larger game (including humans and humanoids) but will eat, pretty much, anything that they can Life Span digest (which can include roots, shrubs, trees and even soil in some extreme cases). Having a seemingly bottomless appetite, Beastman gestation requires six months and the female the beastman is always on the lookout for its next meal and will will need to take the same kind of care as a human of the generally attempt to kill and eat anything it encounters. same condition. Child birth is a painful affair for the female who will conceive (usually) only one cub. For the first year In order to satisfy his desires, the male will go to extreme of its life, unable to walk, feed or fend for itself, the cub is lengths in order impress a particular female of his kind and considered a baby, having the same qualities as that of a will often bestow gifts of food in his attempts to woo. However, human baby. However, over the next few years, the cub will although it is occasionally true, once he has had his way, it put on an intense growth spurt and will reach maturity by its is rare to find that a male will remain with his female for any sixth year. Adulthood spans the next ten years and beastmen length of time. Whilst a mother will fiercely defend her young to are old and withered by the time they reach the sixteenth year. the death, the father is easily distracted by other matters and A beastman can expect old age to last for approximately five often wanders off to leave the female (and any young) to fend years and, therefore, has a life expectancy of approximately for themselves. twenty years. Common Names Behaviour Having only a basic grasp of language, Beastmen names, when Beastmen are relatively unintelligent and most will only have a they bother to refer to them, make no distinction between male basic grasp of language. As hunters and scavengers they rely and female, are quite simplistic, gruff sounding and monosyllabic upon their size and strength to overcome prey and problems. in nature: They are incredibly aggressive, quick to anger, violent and, Gruff, Mab, Gruz, Murd, Ark, Frak, Dak, Sak, Tuk, Zik lacking empathy, can be intolerably cruel. For example, they would think nothing of using an injured and crying child as bait Combat Notes to draw out a parent or larger prey. And, like a human child to the wings of a fly, they are also well known to pull the arms • Due to their size and strength, beastmen will use large and legs of creatures or perform other acts of hideousness for weapons. Such weapons are often simple clubs and spears fun, such as drowning, burning or torture in order to hear the made from OW road signs, bits of scrap metal or simply torn cries of pain. from the trees. Due to their argumentative and violent nature, beastmen are • Designed to gauge an opponent’s speed or strength, rarely found in groups that are larger than an immediate family before attacking, the beastman will often size up their or brothers in arms (usually two to five) and it is often the case opponents with threatening gestures and grunts in order that the largest, most ferocious and belligerent member will be to elicit a response. seen to take charge. Equal in stature and aggression, such a 112
Awakened Earth: In the Shadow of Wraiths Creature Catalogue - BeastmanBeastman (BR 15)Size LargeManipulationsPH 9 DEF 6 Q 5 FIT 7 PER 5 MND 5 INT 2 CHA 1 LCK 0Common SkillsArea Knowledge (50km diameter of current abode) 8, Climbing9, Confidence Under Threat 10, Dodge 7, Notice 8, ImprovedStability 13, Odour Scenting 14, Stamina 11, Stealth 8, Survival(Overgrowth) 5, Swimming 8, Toughness 14, Tracking 10,Weapon +5SF 14 CUT 10 MR 5 SPD 10 INIT +5 DGE +7ClawHit +10 ATM -5DMG 1-5 14, 6-10 27, 11-15 41, 16-20 54.BiteHit +8 ATM -8DMG 1-5 20, 6-10 41, 11-15 61, 16-20 81.WeaponPAR +13 Hit +13 ATM -5DMG 1-5 36, 6-10 72, 11-15 108, 16-20 144.SpecialPAR +15 Hit +15 ATM -15DMG 1-5 60, 6-10 120, 11-15 180, 16-20 240.KDVSt 26-90 KB 91-168 FKD 169+AC Natural hide Tou 10L 1-38 M 39-77 H 78-115 S 116-153 C 154-191 D 192-230www.paraspace.co.uk 113
BirdMan (Common) Their wings, head and human-like torso are covered with feathers and their colouration can vary between blacks, Avian browns, grey and, less commonly, blue. Their shoulders are also feathered but their arms and hands, from the elbow down Description are more human-like and they make full use of their opposable thumbs. The wings are large and, extending from the high back Birdmen are a winged, humanoid hybrid mixture of common, bone, just below the neck, each spans more than the height of garden birds such as thrush, sparrow and starling etc. As such, the creature. However, although sitting comfortably folded upon they stand as short (approximately 1.5 meters - 5 feet tall), their back when not in flight, they do reach down to their thick, upright Animans with bird-like features such as rounded eyes strong tail feathers and, when standing upright and walking, will and hooked (parrot like) beak. Also, like the parrot, birdmen brush gently along the ground behind them. have a grand head plumage; which is, more often than not, more prominent in the male. Whilst proficient with standard human Life Span languages, their speech is often squawk-like and contains chirps and whistles. The breeding cycle takes place throughout the year and females generally come into season once each month Birdmen stand upright upon two thin, wiry legs that end in – although no egg is laid unless copulation and fertilisation large, sharp, claw-like talons. These talons enable the creature occurs. Gestation typically requires 2 months and the female to comfortably rest and sleep whilst perching, but only a few will gain a swollen belly during this time. When the resulting birdmen are powerful enough to carry off man-sized prey to any egg is laid it is approximately 50cm in length and the shell will great distance. have a TOU 10. The egg must then be incubated for a further month (whereupon it is wrapped within a bundle of guano andCreature Catalogue - Birdman plant foliage and parents will take it in turns to sit upon the nest, covering the egg with their wings and tail feathers, to keep it warm). When the chick finally hatches it is featherless and cannot stand, although, much like a human child its eyes are open and it is able to see. During the course of the next month, the chic will demand an incredible amount of food, will grow feathers, learn to walk and develop speech; to all intents and purposes it is akin to a human toddler of approximately 1 year. Childhood will typically last about 8 months and, during this time, at approximately 6 months, the young Avian will learn to fly. Adolescence will last 1 year and full maturity is often gained by the time the Bird-Man reaches its second birthday (a birthday considered as being the day of hatching). Adulthood will last around 20 years and the Avian has a total life expectancy of about 25 to 30 years. Behaviour Bird-men congregate in flocks ranging between 10 and 100 individuals. Typically, the flock is made up of a number of socially monogamous family units, although there are exceptions to the rule; particularly with those in charge of a flock - who will often have a harem consisting of several mates at any one time. The leader of the flock, referred to as the Head, is chosen for their scavenging success and ability to keep the flock alive and comfortable. Challenges to that leadership will only likely occur if the current Head makes a mistake and puts the flock in jeopardy. Such challenges are usually formed in a mutinous style and will certainly result in violence between the Head and 114
Awakened Earth: In the Shadow of Wraithschallenger. It is also often that the nature of the challenge will Combat Notes Creature Catalogue - Birdmandrag in supporters on each side and result in further bloodshedand, ultimately, civil separation of the flock. However, under • The statistics below are used when the birdman is upon thenormal circumstances, it is for the Head to choose their ground (or when in combat against other flyers). However,successor (which is usually an heir). birdmen rarely remain in such a vulnerable position and, when in combat against non flyers, they will quickly take toA flock of bird-men will make their nests in the rooftops and the skies. When in flight against ground based opponents,upper floors of OW houses and flats. Lower floors tend to use the statistics (in brackets) that account for advantages ofbe used as lavatories and have their ground floor entrances height and manoeuvrability.blocked using plants and guano (TOU 25). In some cases,these lower rooms are also laden with simple but strategically • When in flight, a Birdman may attack with both Talons in theplaced traps (such as barbed wire and smashed glass) in order same Action, receiving a -3 HIT penalty to each. A successfulto further deter intruders. strike with both talons will mean that the birdman has gripped its victim at an Entangle Value equal to the highest StrikeAn entranceway to the upper floor is often made in a window Result and may carry them off it it has movement remaining(or the rooftop itself) and all other entrances are blocked with in the Action.the same mixture of plant and guano. As a result, the insideof the nest building is shrouded in shadow and many of the • For simplicity, assume that the birdman may carry off anyrooms lie in complete darkness. Where possible, the family unit creature equal to or less than its own PH but is able to liftnest house is divided into communal sleeping, eating and social up to its own PH x 1.5 (i.e. PH 6 for an average birdman) atchambers and these rooms are often furnished with the OW half speed for a distance of its PH x2 meters (i.e. 8 metersfindings of the birds (Birdmen sleep on OW beds, relax on OW (26 feet) for an average birdman) before needing to let go.sofas and armchairs and eat off OW tables - albeit in a rather Any opponent falling from such a height will receive SA 10,chaotic manner with no regard for cleanliness). ATM 0, ACP -1 DMG 1D100/2 as per the PSrps Core Rules page 157Except where family and flock are concerned, whereupon theywill close ranks to protect individuals, the nesting ground and Birdman (BR 12)the flock itself, birdmen are typically very selfish in their natureand have a Logical (almost Bad) Conduct. Fundamentally, Size AverageBirdmen are scavengers that survive off the pickings of theOW. However, as such resources begin to run dry, they will Manipulationsadequately turn their hand to hunting and raiding; particularly PH 4 DEF 6 Q 5 FIT 6 PER 6 MND 4 INT 3 CHA 2 LCK 0cattle stocks, usually by dropping rocks from the sky whilst othermembers distract any defence that may be present. SF 10 CUT 4 MR 4 SPD 11 (Fly 16) INIT +5 (+8) DGE +9 (+14)Bird-men migrate to warmer climates during the winter months Common Skillsand will often have several resting grounds along the route of Dodge 9, Fly 12, Look 12, Navigate (Sky) 11, Notice 15, Survivalthat migration. Typically, however, a birdman flock will have two (Overgrowth) 5, Stamina 10, Weapon 7.nesting grounds in separate countries and will generally speakboth languages equally well. Upon return, they will fiercely Talonattack anything that has taken up residence in their nesting Hit +9 (+14) ATM -5grounds during their absence. DMG 1-5 8, 6-10 16, 11-15 24, 16-20 32.Common Names Weapon Hit +10 (+15) ATM -5For no theological reason, birdmen names are often of biblical DMG 1-5 10, 6-10 20, 11-15 30, 16-20 40.origin, accented with squawks and whistles.Male: Cain, Enoch, Jacob, Methuselah, Moses, Obidiah, Zechariah Dropped RockFemale: Achsah, Azubah, Dinah, Keziah, Tamar, Vashti Hit (+8) ATM -3 DMG 1-5 25, 6-10 50, 11-15 75, 16-20 100.GM Notes KDVBirdmen are selfish scavengers and hunters that have little or St 8-27 KB 28-51 FKD 52+no respect for their environment or the people that live amongstit. Birdmen will squabble among themselves over scavenge but AC Natural Tou 5will close ranks and fiercely defend against any that threaten a L 1-23 M 24-45 H 46-68 S 69-90 C 91-113 D 114-135member of the flock.www.paraspace.co.uk 115
Creature Catalogue - Blood Spirit Blood Spirit • A blood spirit attacks by latching an ethereal tendril onto its victim (requiring a successful Strike Result that avoids Sucker, Vampire, half-flesh armour). The tendrils themselves are without physical form and can therefore not, under normal circumstances, Description be removed by any methods other than magical strikes. Once attached, upon its following Action the blood spirit will The blood spirit appears similar to a wraith except that it has begin draining the blood and life essence of its victim (at veins and organs growing within its ethereal midst; mature blood the rate of 10 F&T per Action). The victim will physically see spirits will even have muscle and sinew and some may even their blood being drawn up the tendril and into the spirit. be developing skin. Its method of movement is flight; however, However, without magical means, there is little that can be due to its material make-up, the blood spirit is far slower and done to stop the process. The victim may attempt to move less graceful than the wraith; it is affected by gravity and finds out of the tendril’s range but this will first Require a PH TN hovering and other slow manoeuvres awkward to perform. The 15 per action of movement (although the blood spirit is creature retains the ability to alter and manipulate its ethereal incapable of moving the victim, the victim’s movement is shape; however, its scope is severely inhibited as it cannot restricted to quarter the usual rate due to the spirit’s hold). alter its material parts. The creature cannot pass through solid In addition, the victim will require a Magic Resistance TN objects, nor can it squeeze its whole self through small gaps. 17 to move beyond the range and sever the link. Passing It is, however, capable of forming wispy, ethereal tendrils to any solid object through the tendril, at this stage, will only feel into such places in search of prey or to create whip-like serve to temporarily spill the victim’s blood and force the lashes with which to attack its victims. However, at all times, its tendril to re-join. But, should it be the case that a permanent blood and body parts must be covered with ether; otherwise the object is placed between the victim and the tendril, such as creature will bleed to death. a door, this will serve to sever the link to the spirit. However, any severed link will not stop the siphoning process and the Life Span victim’s blood will continue to spill out unless pressure is first applied to the wound – Medical TN 10, followed by any Blood spirits are immune to the effects of ageing but their ethereal usual medical procedure as required. essence will suffer damage from sunlight as outlined below. • For every 10 F&T stolen, the blood spirit will gain 10 F&T. The Behaviour creature will, therefore, progress through Lesser, Standard and Greater levels as shown below. The blood spirit has no method of communication, no conscience and requires no rest. Its thought process is based on instinct • Blood spirits can detect the direction to any creatures of alone: to consume as much living energy as possible before Average (man) size or greater to a distance of 500 metres. its ethereal essence is consumed by sunlight and causes it to bleed to death. Whilst the spirit will attempt to stay out of direct Combat Notes sunlight, it is not as versatile as the wraith and therefore less able to hide away from the sun’s rays during periods of famine; • Non-magical attacks made directly through a tendril will it is therefore incredibly aggressive and less patient than the have no effect other than spilling the victim’s blood as wraith in its attempts to find food. described above. GM Notes • A blood spirit is able to produce and control a maximum of two tendrils at any one time. • Sunlight (including the reflection from the moon) will evaporate the blood spirit’s remaining ethereal essence (a process that • To be considered a successful strike against flesh, all non- will require approximately 24 hours – one full day and night), magical attacks made against the body of the spirit will and so the spirit must accumulate life energy and grow enough require a +5 TN. flesh in order to survive. Of course, if the blood spirit were to find complete darkness, this process would take longer (as • Magical attacks will cause damage as usual. per the sunlight damage guidelines for wraiths – see page x). However, as the blood spirit cannot re-build ethereal essence, • Composed of half-spirit and half-flesh, the blood spirit is it is aggressively keen to grow flesh for its survival. affected by both Smite Spirits and Smite Undead in the normal manner (see PSrps Core Rules page 286). • Should the creature be killed or evaporated by sunlight, almost immediately, its ethereal essence will dissipate and break apart. With nothing to contain the creature’s blood and internal organs, they will simply fall to the floor in a twisted mess of carrion. 116
Awakened Earth: In the Shadow of WraithsBlood Spirit (BR 18 or 13 vs magic) Creature Catalogue - Blood SpiritSF 13 CUT na* MR 5 SPD 8 INIT +7 DGE +5*Blood Spirit’s are mindless and immune to the effects ofShock Factor).Tendril x2HIT +10DMG 10 per action – see leftLesser:KDV: St 10-34 KB 35-64 FKD 65 +L 1-15 M 16-30 H 31-45 S 46-60C 61-75 D 76-90Standard:KDV: St 20-69 KB 70-129FKD 130 +L 1-20 M 21-40 H 41-60S 61-80 C 81-100 D 101-120Greater:KDV: St 30-104KB 105-194FKD 195 +L 1-50 M 51-100H 101-150 S 151-200C 201-250 D 251-300www.paraspace.co.uk 117
Creature Catalogue - Canid Canid within the Old World buildings of man. However, their sense of comradeship also means that they like to sleep together Kobold, DogMan, Goblin, Ankle-Biter, Puppy, Scratch, and so they will often chose places with large rooms that will Fleas, Mutt, Gnasher accommodate the entire pack. Description Common Names Canids are small, dog-like, animan, halfbreeds. They have two Although often bearing no resemblance, canid take their names arms, each with an opposable thumbed hand and stand upright from the numerous dog breeds: Collie, Boxer, Bull, Dane, Fox, at about 1.2 meters (4 feet) on two legs with pawed feet. All have Mastiff, Pug, Rott, Staffy Wolf etc. large ears that sit to the top of their head, a muzzled snout and large canine teeth. Fur covered, the canid typically resemble Pack leaders often take on the name of a mythological dog: smaller domestic dogs such as bull dogs and terriers. As such, Anubi, Shuck, Warg, Cerberus, Hellhound, Geri, Freki etc. although their physical appearance can vary, they are typically small of frame but quite muscular and very fit. The statistics Canid (BR 8) provided below reflect a common average and can be adjusted as per PSrps Core Rules page 322 to reflect such differences. Size Small Life Span Manipulations PH 3 DEF 6 Q 6 FIT 7 PER 6 MND 5 INT 4 CHA 3 LCK 0 Bitch canid come into season twice per year and will give birth to a litter of five to seven puppies after an average 60 day Common Skills pregnancy. The pups grow quickly and will reach maturity within Ambush 9, Dirty Fighting 11, Dodge 10, Listen 10, Look 9, the year. By eight years they can be considered as old aged and Notice 10, Odour Scenting 13, Outdoorsman 7, Stealth 9. have a life expectancy of ten years. SF 8 CUT 5 MR 5 SPD 11 INIT +6 DGE +10 Behaviour Bite Canid are generally loyal, playful and good natured with those Hit +6 that they consider friends. However, they are also quick to temper ATM -2 and can be incredibly aggressive, whereupon they also suffer DMG 1-5 3, 6-10 6, 11-15 9, 16-20 12. from a lack of thought or empathy as to the consequences of such actions. Whilst Canid are not lazy, beyond the necessities Weapon of hunting and scavenging, they are renown for their childish PAR +6 behaviour and prefer to spend their days play fighting and Hit +6 frolicking rather than pursuing any useful labour intensive ATM -6 activity. With that in mind, except in times of desperation, canid DMG 1-5 8, 6-10 will often select small, weak and easy targets as prey and are 15, 11-15 23, 16- quick to retreat if it transpires that they have bitten off more than 20 30. they can chew. Special Typically living in packs of between 5 to 20 members, the pack PAR +10 leader is usually the most dominant and strongest male. The Hit +10 pack will rally to his command, attack or retreat on his say so and ATM -10 close ranks against any intruder to their domain. Unfortunately, DMG 1-5 11, 6-10 Gnolls are often seen to take charge of a canid pack and, in 21, 11-15 32, 16- such cases, the canid will become the runts. Used for fetching, 20 42. carrying and other menial tasks. In such circumstances, although the gnolls would close ranks against anyone that attempted to KDV cause harm to the canid, the canid are often worked hard and St 6-20 KB 21-38 bullied by the gnolls and are very unhappy. FKD 39+ Canid are territorial and, although they may roam far in search L 1-20 M 21-40 H of scavenge, once settled into a place, they will be very 41-60 S 61-80 C reluctant to move on. Although they love the open air and will 81-100 D 101-120 often be found outside in all weathers, preferring to keep out of the elements during the night, canid will make their homes 118
Awakened Earth: In the Shadow of WraithsEntity to directly intervene with lightning bolts from the sky and are, Creature Catalogue - Entity instead, far more likely to put obstacles in the mortal’s way orDescription have servants perform tasks that will waylay or cause the mortal to abandon their objective.Including creatures such as Gods, Deities, Devils, Angels andDemons, Entity is a catch all term used to refer to incredibly When portraying any Entity within the game, in order to rolepowerful beings that are often considered beyond mortal play that particular individual, it is obviously important to havecomprehension. Personified through Reverence, Entities will some knowledge of the god, deity, devil, angel, demon, saint,manifest in forms appropriate to the collective viewpoint of guru or prophet etc. and their personality, patronage or aimsthose that revere them. and objectives. But also consider the Reverence that is to be gained by the intervention. Simply conveying a direct answerLife Span to a question or slaying the beast for the characters may well serve a short term end. But more so, the enigmatic approachForming from a Transcendental event caused by the collective that causes the characters to contemplate their situation,consciousness of a philosophy or religious view, Entities gain wonder at the marvel of the universe and strive harder topower through Reverence and manifest, interact and influence strengthen their faith will always be the preferred approachthe physical world through Phenomenal magic energy. Whilst of any Entity. Equally, simply killing those that stand opposed,an Entity can never truly die, without Reverence, the creature unless making an example for others to see, will only stand assimply does not exist and without magic energy, the Entity is a short term gain. The fear that can be caused by toying withreduced to nothing more than a silent observer. the mortal and causing as much distress as possible will allow for far greater Reverence to be gained – especially when oneBehaviour considers how fear can spread quickly and become ingrained within a philosophy, manipulating people to act in a certain way;As magic energy surges through the Ley Lines, every Entity for example, the concepts of Sin, Hell and Karma etc.from across history will manifest from their state of slumber andbe able to take an active role. Pantheons of the ancient past will GM Notesimmediately be thrust together with omnipotent, monotheisticdeities and their hosts of angels, gurus, prophets and saints. Whilst no game statistics need to be provided for these incrediblyEach materialising with the behaviour and personality defined powerful and potentially limitless beings, you can consider thatby the countless tales that surround them, some of these the more Reverence an Entity gains, the more powerful andEntities will be infinitely powerful and immediately bloated with influential it will become. And whilst an Entity’s true power willReverence, whilst others will have to work hard to make a name always be limited by the mortals’ viewpoint of that Entity, thefor themselves and attract a following. more power that an Entity gains, the more influential it can become in being able to manipulate, adapt, alter and changeWhilst each will have a different personality, different aims, that viewpoint.objectives or patronage, according to the theology to which itbelongs, the ultimate goal for any Entity is Reverence. Such An Entity’s power is also limited by the volume of conflictingmay be achieved in many different ways and does not always Reverence I.e. by those mortals (and the pantheon of Entities)mean direct worship of an individual. Reverence to a particular that have a different philosophical or religious view. Simply put,philosophy or religion for example, will provide Reverence to all every conflicting mortal creature or Entity is able to attempt aEntities within that Pantheon or Caste. Magic Resistance against any Entity’s attempts to influence the world. So, whilst the effects that an Entity is capable of producingFor the most part, such powerful Entities should not play an active are Phenomenal, the chances of the Entity actually achievingrole within the game and should be regarded as background world shattering or altering events are slim. Again, no gameand story influences that will determine a character’s philosophy statistics need be provided for this and such Magic Resistanceof Faith. However, from time to time, as befitting to your story, will take place, naturally, in the background, keeping the universethese Entities may well become embroiled within mortal affairs in balance. For game purposes, it means that any Entity, noand seek to directly help or hinder actions. In each case, whilst matter their power, will need to be subtle in their approachesthe Entity will always act in an expected and befitting manner, to influence and gain Reverence. As such, gifts bestowed uponthese interactions will always be about maximising Reverence. followers are usually minimalistic (compared to the power theyIn only but the rarest of cases, will the Entity’s action be direct could bestow), acts of Divine Intervention are limited to onlyand decisive. For the most part, any gifts, help or assistance will those but the most faithful of servants, and any act of rivalrybe enigmatic and simply point the mortal in the right direction between two Entities would need to be carefully consideredto achieve a goal or require that some task be overcome or as, given that neither can be truly killed, an escalation of suchgratitude, by way of sacrifice or transfer of value, be shown. a conflict would only serve to considerably weaken each andWhen hindering mortals, Entities will also be just as unlikely allow other Entities an opportunity to gain an upper hand.www.paraspace.co.uk 119
Creature Catalogue - Feline Feline themselves with other species and are also not shut off to others and welcome a diverse mix into their culture, a feline Catwoman/man, Cat community will usually consist of between 10 and 30 families working together for both the common and personal good. Description Community Conduct will usually follow a Moral path and, whilst the political structure can vary dramatically between groups, Felines are human-cat halfbreeds that range from fully furred to most felines have a strong sense of family kinship. So, whilst having only fur upon their tail. However, no matter the amount clever and charismatic leaders may emerge to take charge, for or colour of their fur, all retain cat features such as pointed the most part, feline communities tend to posses a communistic ears and pointed, canine teeth, rounded eyes with vertical shared sense of ownership and responsibility. eyeball and second eye lid, a rough tongue and retractile claws. Standing at an average of 1.7 meters (5 ft 8), felines are slender Although making their homes in OW properties and utilising yet muscular bipeds with long (1 meter, 3ft) fur covered tails that all such luxuries that can be found within, for the site of their aid with balancing. It is often that fully furred felines wear little communities, felines tend to prefer secluded, tranquil and clothing other than a loin cloth, whilst skin felines prefer to cover wooded areas, where they can be closer to nature. Such sites their nakedness with clothing of human style. are therefore rarely in city centres or crowded housing estates and are more often out of town, situated in rural villages - usually Life Span taking up residence within larger, once, more affluent, properties. In some cases, the feline community will share a single Apart from the first few months where kittens are born blind country estate and farm the surrounding land. But, preferring and small (on average, between three and four pounds), the a little privacy over their own affairs, it is more common for an feline life span mirrors the human. Pregnancy lasts only six immediate family to abode within separate sizeable properties, months and, during this time, the expected litter size can often coming together for community events and such. be determined by the female’s size. Giving birth to between one and five siblings, toward the end of her term, the mother Feline are generally clean creatures with an appetite penchant can become quite large and extremely uncomfortable. It is and aesthetic tastes and values that are similar to humans. also not uncommon for larger litters to have a stillborn among Their communities survive by hunting, farming, scavenging and their number. trade, and skill sets, professions and personalities can be as wide and divers as that of humans. When born, the kittens are blind, always furless and (apart from their sex), often indistinguishable from one another. However, Common Names demanding a high quantity of food from the mother’s two nipples, the young feline grow quickly and, where they are going to, will Feline prefer to name themselves with strong, royal, British have grown a full body of fur within a few weeks of birth. In sounding names. However, it is also not uncommon to have the addition, the feline eyes will open within the first month and they occasional Egyptian or brand name among their number. will begin to develop distinguishing features, such as eye or fur Female: Samantha, Cola, Anna, Elizabeth, Beth, Mary, Helen, colour, build and personality, that will set them apart from their Miriam, siblings. As they continue to grow, commonalities, such as the Male: Sebastian, Michael, James, Ramsis, Harry, Cuthbert, shape of the facial features may remain to mark them as related Rupert, Richard, Henry, Hector but each will develop in their own manner and it is unusual for two felines to look (exactly) the same, as if twins. GM Notes The young are walking by the time they are 12 months old and Felines are a diverse breed that are made up from a multitude talking by 2 years. Throughout childhood, the feline will further of personalities, beliefs and laws. Where some felines may run develop its incredible agility and, by the time it reaches 6 years, and hide, others will stand and fight, where some feline will the feline is often an adept climber and gymnast. On average, a barter and trade, others will raid and rob. In a similar manner to feline can expect to live for 85 years and can be considered of humans, no two feline personalities will be exactly the same. old age at 60 years. Combat Notes Behaviour Felines use their speed and agility to their best advantage. Although many rebels, renegades and troublemakers do exist Although not particularly built for strength, it is not uncommon to throughout the feline kind, not too dissimilar from humans, find expert feline swordsman running rings around their human Felines are generally sociable creatures that tend to live in a counterparts. Many felines are also Mystics or Bushidos and family structure and, when old enough, will eventually leave, study martial arts. partner with their own permanent mate and start families of their own. Although feline will happily and comfortably integrate 120
Awakened Earth: In the Shadow of Wraiths Creature Catalogue - FelineFeline (BR 12)Size AverageManipulationsPH 5 DEF 6 Q 6 FIT 5 PER 6 MND 5 INT 5 CHA 5 LCK 0Common SkillsAlluring Charm 8, BC Style (Martial Arts) Base 3*, Climbing 10,Combat Reflexes 10, Confidence Under Threat 9, Dodge 11,Gain Trust / Seduction 8, General Knowledge 8, Gymnastics 10,Jump 9, Notice 10, Odour scenting 9, Outdoorsman 9, Stealth9, Weapon 11.Common Special AbilitiesNight Vision Base 3, Nine Lives.Common QuirksHydrophobia, CuriositySF 10 CUT 9 MR 5 SPD 10 INIT +6 DGE +11ClawHit +9 ATM -7DMG 1-5 5, 6-10 10, 11-15 15, 16-20 20.WeaponPAR +14 Hit +14 ATM -5DMG 1-5 13, 6-10 25, 11-15 38, 16-20 50.SpecialPAR +15 Hit +15 ATM -15DMG 1-5 30, 6-10 60, 11-15 90, 16-20 120.KDVSt 12-41 KB 42-77 FKD 78+AC 16 TOU 23L 1-20 M 21-40 H 41-60 S 61-80 C 81-100 D 101-120www.paraspace.co.uk 121
Creature Catalogue - Ghost Ghost such can range from murder, suicide, theft or a lost object of personal value, a confession of some kind or guilt over a secret. Spirit, Phantom, Haunt, Apparition, Spectre Alternatively a strong desire to say goodbye to a loved one or the need to watch over a loved one whilst they get through their Description grieving is sometimes enough to delay one’s journey to the afterlife. As such, a ghost will remain trapped in this form until Ghosts are a silent, incorporeal form of undead creature that are they are either vanquished, regress to another form (as defined naturally invisible. When viewed however, ghosts are revealed above) or successfully manage to settle whatever matter is as a rendition of their former living self. Appearing as if solid, preventing their cessation. they are opaque and with complete colour. Ghosts are replicas of themselves in every detail and retain all In the early days of Awakened Earth, although the occasional the knowledge and intelligence they had when living (including animal types may be found, particularly cats or dogs, ghosts the knowledge and ability to create magical effects). However, will most commonly be of human origin. However, every living whilst the fundamentals of their personality remain unchanged creature that had magic energy in life is capable of becoming (at least to begin), the act and knowledge of their death will trapped in ghost form and so, as Awakened Earth draws on, cause them much distress and results in them being obsessed upon their death, many other beast and Animan species may with resolving whatever issue is keeping them from moving on. also become present. A ghost’s obsessive nature to move on will mean that it is Life Span very unlikely to perform any task that would take it away from determining and resolving its issues. However, if a ghost feels It is not always the way but, for the most part, only the near that assisting others with a particular task will, in the long run, dead with some kind of unfinished business (see below) will help with its own circumstance, then the ghost may well behave form as ghosts. If trapped in this form for any long term period (a in a helpful and friendly manner. year for each point of MND), a ghost’s essence will often break down and it will regress to another form of undead such as an In many cases, such as if they were murdered for example, the Apparition (see page x), Phantom (see page x), Poltergeist (see ghost’s reason for being is seemingly obvious, to catch or make page x) or Spectre (see page x) etc. the living aware of the murderer. However, not all cases are as straight forward and, with their limited ways to interact with the Behaviour living, determining the ghost’s reasons for becoming trapped in this form, and thereby escaping it, can cause it even greater Ghosts are cursed undead creatures whose soul has not been frustration. Such frustration and isolation from the living will often able to naturally rest or pass on to the afterlife. This is usually lead the ghost down a dark path and cause various Personality due to some misdeed, unfinished business or a desire to reveal Quirks, such as Anger (see PSrps Core Rules page 26) and, a piece of information from when it was alive. The causes of eventually, Reduced Conduct (see PSrps Core Rules page 25). GM Notes When creating any ghost encounter, select or randomly determine one or more abilities from the list below. Audible Presence All ghosts are naturally silent however, for a number of minutes per day, equal to its MND, 30% of ghosts have the ability to form their thoughts into the sound of voice and thereby hold a brief conversation. Temparature For a number of hours equal to their MND per day, 30% of ghosts are able to radiate a cool temperature at 5 degrees Celsius within a 10 meter radius. Physical Presence All ghosts are naturally incorporeal and have no natural physical presence. As such, they are able to pass through walls and solid objects. However, 30% of ghosts are able to interact with 122
Awakened Earth: In the Shadow of Wraithsthe physical world for short periods (1 or 2 Actions) at a time for penalty, using the victim’s body, abilities and skill set. However, Creature Catalogue - Ghostas many times equal to their MND per day. These ghosts are whilst in control, the ghost will lose the power of any otherable to knock objects to the floor, slam doors and switch devices ghostly abilities such as Telekinesis and Chilling Touch etc.on or off etc. Of these 30% ghosts that are able to physically Should the victim be killed whilst the ghost is in possession,interact, 50% are also able to make physical Body Combat unfortunately, the victim will remain dead but, unless attackedattacks against the living and can push, trip, bite and punch using an enchanted weapon or spell, the ghost will be unaffectedtheir victims as part of the same ability. beyond ejection from the body.Chilling Touch Combat Notes30% of all ghosts are able to deliver a Chilling Touch by reachingthrough to the victim’s soul. This form of melee strike will force • Ghosts may only be struck and caused damage withthe victim to generate an additional Confidence Under Threat enchanted weapons or magic. All other means of attack willand reaches inside the victim (ignoring armour) to deliver direct simply pass through its incorporeal form.damage as noted below. In addition, the victim of a ChillingTouch is aged 5 years. • When damaged, the visibility of a ghost’s form will seem to weaken and it will become more translucent in appearance.Ghostly Wail A ghost will not heal that essence and will indefinitely remain30% of all ghosts are able to produce a continuous, awful, in any wounded state.incomprehensible echoing, wailing noise that will cause allwithin earshot to generate Confidence Under Treat at a TN 12 • A ghost will not suffer Shock or Haemorrhage and cannoteach Round. be knocked unconscious. However, all other penalties will result from the effects of F&T wounding.VisibilityAll ghosts are naturally invisible. However, 50% of ghosts are • Ghost Statistics (apart from SF) are the same as it had in life.able to reveal themselves for short periods of time up to a An average human is presented belownumber of minutes per day equal to their MND. However, eachperson that views the ghost is immediately subject to its Shock Ghost (BR 10 or 30 vs non magic using creatures)Factor and must generate Confidence Under Threat. ManipulationsTelekinesis PH 5 DEF 5 Q 5 FIT 5 PER 5 MND 5 INT 5 CHA 5 LCK 030% of all ghosts posses telekinetic powers. At any one time,such ghosts are able to lift and control a number of objects Common Skillsequal to their MND that, in total, weigh no more than their As in lifeMND x 10kg. Such objects can also be thrown as missilesas per the Inherent Path description (see PSrps Core Rules SF 25 CUT 5 MR 5 SPD 7 INIT +5 DGE +5page 265) PunchPossession Hit +5 ATM 030% of all ghosts have the ability to posses a living victim. DMG 1-5 2, 6-10 5, 11-15 5, 16-20 9.However, this is known to be a terrible act and so only ghostsof malicious or evil intent, whose souls are likely already Bitedamned, will carry it out. To do so, the ghost must be within 5 Hit +5 ATM -1meters of its victim and will generate MND +1D10. The victim DMG 1-5 5, 6-10 10, 11-15 15, 16-20 20.may then attempt a Magic Resistance to avoid the effects.However, the ghost may re-attempt the possession once each Objectday. Should a victim become possessed, they may re-attempt Hit +10 ATM -5a Magic Resistance each day to eject the ghost. Hence the DMG 1-5 10, 6-10 20, 11-15 30, 16-20 40.period of possession and non possession is easily misread assplit personality or other form of insanity. When possessed, a Chilling Touchvictim is completely unaware of what the body is doing but is Hit +5 ATM (Armour will have no effect)aware of the possession and blacked out out period of memory. DMG (CUT + Age 5 Years)Each possession will therefore cost the victim 10 SAN and any 1-5 30, 6-10 60, 11-15 90, 16-20 120.Quirks as appropriate. KDVOnce possessed, the ghost will be in complete physical and St 10-34 KB 35-64 FKD 65+mental control of the victim and can perform tasks, without L 1-20 M 21-40 H 41-60 S 61-80 C 81-100 D 101-120www.paraspace.co.uk 123
Creature Catalogue - Ghoul Ghoul Small Ghoul (BR 10) Dead Eater, Jumper, Skinless. Size Small Description Manipulations PH 3 DEF 6 Q 5 FIT 4 PER 5 MND 4 INT 1 CHA 1 LCK 0 Although most commonly they are of average human size, a ghoul’s height and build can range from that of a small boy to Common Skills that of a grizzly bear. With their innards on display for all to see, Climbing 15, Dodge 12, Gymnastics 10, Jump 14, Odour they appear as if humanoids without skin or fur; an exposed Scenting 12, Stealth 8 rib cage is coated with a blood-red mucous membrane, muscle and sinew wraps itself along limbs and joints and, attached and SF 9 CUT 4 MR 4 SPD 10 INIT +5 DGE +12 held in place with tendons, bodily organs and intestines are coated with veins and arteries. The ghoul’s arms and legs are Claw long and gangly and both hands and feet are tipped with sharp, HIT +8, ATM -3 hard claws that can be used, not only for attacking, but also to DMG 1-5 5, 6-10 9, 11-15 14, 16-20 18 assist when climbing. They have slightly pointed ears, severely blood-shot, unblinking red eyes and many teeth. Ghouls are Bite fast and agile creatures that can move on two legs. However, HIT +5, ATM -5 in an ape-like fashion, most ghouls will use all four limbs with DMG 1-5 8, 6-10 15, 11-15 23, 16-20 30 their movement and can be seen easily running, jumping and climbing walls and other obstacles in order to gain speed KDV . St 6-20 KB 21-38 FKD 39+ Behaviour L 1-14 M 15-28 H 29-42 S 43-56 C 57-70 D 71-84 Ghouls make their homes by surrounding themselves in a Average Ghoul (BR 12) pyre-like structure of carcasses – referred to as a ghoul hive. In the early days of Awakened Earth, the abundance of readily Size Average available meat means that survivors will (mostly) be left alone by these creatures. However, as ghouls are carnivores that will Manipulations eat an entire body (flesh and bone), the hive also acts as a PH 6 DEF 8 Q 7 FIT 8 PER 5 MND 5 INT 1 CHA 1 LCK 0 larder and anyone approaching will be seen as both a threat and an additional meal, causing the ghoul/s within to react in Common Skills a frenzied, bloodthirsty attack on the invaders. Whilst ghouls Climbing 18, Dodge 12, Gymnastics 14, Jump 19, Odour are independent creatures that have no regard or concern for Scenting 12, Stealth 8 other members of their kin, they do band together in packs and use weight of numbers to their advantage. As the zombie flesh SF 12 CUT 5 MR 5 SPD 14 INIT +7 DGE +12 begins to get scarce, these ghoul packs will turn their attention to, and begin carrying out raids against, the living. Claw HIT +10, ATM -5 Combat Notes DMG 1-5 15, 6-10 30, 11-15 45, 16-20 60 • Before orchestrating any attack, a ghoul (or a pack of ghouls) Bite will survey the scene from a higher vantage point. Each HIT +5, ATM -5 ghoul will select a target and, using their superior speed and DMG 1-5 20, 6-10 40, 11-15 60, 16-20 80 agility, they will make guerrilla-style passing strikes, Running By their opponent (see PSrps Core Rules page 105), before KDV retreating back to their vantage point. St 12-41 KB 42-77 FKD 78 + • Due to their speed, agility and frenetic movement, ghouls L 1-28 M 29-56 H 57-84 S 85-112 C 113-140 D 141-168 should always be considered as actively dodging. In addition, ghouls receives a + 3 bonus to non-defended attacks (see PSrps Core Rules page 108); i.e. the usual 5, 8, 10 TNs are increased to 8, 11, 13. 124
Awakened Earth: In the Shadow of WraithsMedium Ghoul (BR 15) Large Ghoul (BR 17) Creature Catalogue - GhoulSize Medium Size LargeManipulations ManipulationsPH 9 DEF 8 Q 7 FIT 10 PER 5 MND 5 INT 1 CHA 1 LCK 0 PH 11 DEF 8 Q 7 FIT 12 PER 5 MND 5 INT 1 CHA 1 LCK 0Common Skills Common SkillsClimbing 18, Dodge 12, Gymnastics 14, Jump 19, Odour Climbing 18, Dodge 12, Gymnastics 14, Jump 19, OdourScenting 12, Stealth 8 Scenting 12, Stealth 8SF 14 CUT 5 MR 5 SPD 12 INIT +7 DGE +12 SF 16 CUT 5 MR 5 SPD 12 INIT +7 DGE +12Claw ClawHIT +12, ATM -7 HIT +13, ATM -7DMG 1-5 18, 6-10 36, 11-15 54, 16-20 72 DMG 1-5 22, 6-10 44, 11-15 66, 16-20 88Bite BiteHIT +5, ATM -5 HIT +5, ATM -5DMG 1-5 23, 6-10 45, 11-15 68, 16-20 90 DMG 1-5 28, 6-10 55, 11-15 83, 16-20 110KDV KDVSt 18-62 KB 63-116 FKD 117 + St 22-76 KB 77-142 FKD 143 +L 1-32 M 33-64 H 65-96 S 97-128 C 129-160 D 161-192 L 1-46 M 47-92 H 93-138 S 139-184 C 185-230 D 231-276www.paraspace.co.uk 125
Creature Catalogue - Gnoll Gnoll Common Names Although often bearing no resemblance, Gnolls take their names Dogbeast, Dogman from the numerous dog breeds: Collie, Boxer, Bull, Dane, Fox, Mastiff, Pug, Rott, Staffy Wolf etc. Description Pack leaders often take on the name of a mythological dog: Anubi, Shuck, Warg, Cerberus, Hellhound, Geri, Freki etc. Gnolls are burly, fur covered, humanoids that resemble large dogs. Standing upon two large, powerful legs that end in great Gnoll (BR 15) padded feet, at an average of just over 7 feet (2 meters), despite their bulk, they are fleet of foot and gifted with great speed. Size Medium Pointed ears sit atop a muzzle of razor sharp teeth and, for the most part, Gnoll’s facial features are very similar to that of an Manipulations Alsatian. Their arms, are as flexible as that of any human and PH 7 DEF 6 Q 6 FIT 7 PER 6 MND 5 INT 4 CHA 3 LCK 0 their opposable thumbs enable them to manipulate objects, tools and wield weapons. In contrast to their slim and toned stomach Common Skills , a large, well defied torso gives them ample lung capacity and Combat Awareness 9, Confidence Under Threat 9, Dodge a wide v shaped body. 9 Improved Stability 11, Listen 9, Look 8, Notice 10, Odour Scenting 10, Outdoorsman 7, Weapon 10 Life Span SF 12 CUT 9 MR 5 SPD 10 INIT +6 DGE +9 Compared to humans, Gnolls have a relatively short life span. Born to a litter of between 3 and 7 pups, they grow quickly and Bite are akin to a teenage human by the time they are one year in Hit +6 ATM -2 age. Reaching adulthood by the time they are two, a Gnoll’s life DMG 1-5 11, 6- expectancy is not usually more than 15 years. 10 21, 11-15 32, 16-20 42 Behaviour Weapon Gnolls operate within a pack society. Pack size can range PAR +12 Hit +12 between 10 to 50 individuals and the leader is usually a male and ATM -6 the strongest and most dominant member. Surrounding himself DMG 1-5 25, 6- with other strong and dominating types, this inner circle forms 10 49, 11-15 74, the basis for the pack’s political decision making process. 16-20 98 The Gnoll pack is a tight, social unit and, whilst squabbles and Special in-fighting does often occur, such battles are usually swift displays PAR +15 Hit +15 of power designed to quickly establish dominance. Although not ATM -10 usual and rarely fatal, serious maiming and broken bones do DMG 1-5 35, 6- occasionally result. Even with the in-fighting, the closeness of the 10 70, 11-15 105, pack provides the Gnoll with a great sense of pride and belonging. 16-20 140. Once dominance is determined, although there can still be much bullying, great care and protection is given to those of lesser KDV standing – particularly with regard to threats from outside of the St 22-76 KB 77- pack.AGnoll pack will often incorporate Canids among their number 142 FKD 143+ and, whilst the closeness and protection is extended to them, the lesser sized canids are often regarded as grunts and used to carry AC Natural TOU out menial tasks of scavenging, fetching and carrying. 7 L 1-28 M 29-56 The Gnoll pack will often take residence in large open buildings H 57-84 S 85- (such as OW offices) where they are able to gather together for 112 C 113-140 D sleep and communal activities such as meals. However, within 141-168 that set up, certain, less sociable, private, individual members of the pack will also lay claim to their own space within separate internal chambers or in surrounding buildings. As hunters and scavengers, Gnolls are incredibly aggressive and organised. A hunting party will usually consist of five to ten, well armed, dominant males that work together, employing many well versed tactics of ambush and entrapment in order to achieve their objective. 126
Awakened Earth: In the Shadow of WraithsGoblin Goblin Names Creature Catalogue - GoblinDescription Goblins tend to have Norse/Viking sounding names such as Agmund, Alf, Fafnir, Grenjar, Kol, Odin, Olaf, Rothgar andStanding between three to four feet in height, goblins are dark Sigmund,green in colour and have bulbous yellow or red eyes. Theyhave large pointed ears and a dog-like snout with extruding Special Abilitiescanine teeth. Their heads are often bald but, when older, theysometimes develop thin wiry strands of hair. Goblins have long, Invisibility: Goblins are able to turn themselves invisibles, atthin arms and legs, making their well-rounded pot belly seem will, whenever they are not in view. For example, when escapingvery out of place. from an enemy, they need only dart behind a wall to disappear or cause a distraction to force the onlooker to momentarily turnLife Span away – disappearing before they turn back.Goblins are incapable of reproduction and must take a newborn Such invisibility will otherwise function as per the Thaumaturgybaby (of any species) for themselves. This baby is then fed a based spell (see PSrps Core Rules Page 216) except that,diet of goblin blood that is milked from the goblin breast. This although able to pick pockets and play other malicious tricks,diet will cause the baby much pain and forces it into a deathlike should the goblin attempt to attack or otherwise cause directsleep within the week. The golin will then bury the baby in a physical damage to any opponent whilst invisible, the magic willshallow grave. As a cruel trick, some goblins return the dead be broken and they will reappear.child to the real parents in the hope that it will be buried. Night Vision: Base Level 5 (see PSrps Core Rules page 282)The buried baby will then undergo a transformation into a goblinchild within two months and must dig itself out of the grave. In Goblin (BR 9)cases where the baby has been buried in a coffin, the sound of achild crying is usually enough to cause the grave to be opened. Size SmallAt birth, the goblin is able to immediately turn invisible and, if Manipulationsrequired, will attempt to flee the area. By this time, the goblin PH 4 DEF 6 Q 5 FIT 5 PER 5 MND 5 INT 6 CHA 7* LCK 1is at an analogues age to that of a 5 year old human. In otherwords, the goblin can walk, speak and even wield a small *Goblins are experts at speaking in manipulative and friendlyweapon such as a dagger but has a limited knowledge of the tones. However, when first encountering any human or human-world around it. like creature, due to their ugly looks, croaking voice and cackling laugh, they will suffer a -3 penalty to all Charisma based SkillsThe goblin will then continue to grow at a rate just over double that until they can successfully gain the trust of the individual.of a human and can expect to die of old age at around 30 years. Common SkillsBehaviour Acting 10, Ambush 8, Bribery 10, Deceive / Conceal Emotions 12, Dirty Fighting 9, Dodge 8, Gain Trust 12, General KnowledgeGoblins are malicious tricksters that take great pleasure in the 9, Improved Magic Resistance 8, Listen 7, Lore (Awakenedanguish and pain of others. Since goblins will feed off small Earth), Notice 9, Odour Scenting 9, Pick Locks 8, Pick Pocketsinsects, rodents, fish and birds, they have no physical need for 10, Stealth 12.this pleasure so it can only be likened to having an addiction formalice – in the same way that a human may have an addiction SF 9 CUT 5 MR 8 SPD 10 INIT +5 DGE +8for alcohol, cigarettes or other drugs. WeaponGoblins are solitary creatures that prefer to remain out of sight PAR +7 Hit +7 ATM -5and often hidden away from sunlight. A goblin will usually plague DMG 1-5 10, 6-10 20, 11-15 30, 16-20 40.a victim for a month or so, making its lair close by, before tiringand moving on to the next. Special PAR +15 Hit +15 ATM -15Goblin pranks are rarely good natured and can sometimes be DMG 1-5 60, 6-10 120, 11-15 180, 16-20 240.life threatening. Using its invisibility, the goblin is very fond oftricks such as placing biting insects or poison snakes in the KDVbed, maggots in the food, swapping fresh milk for sour, breaking St 8-27 KB 28-51 FKD 52+children’s toys, loosening screws or upturning nails and evenplacing flammable objects in the fire. L 1-18 M 19-36 H 37-54 S 55-72 C 73-90 D 91-108Goblins do not value possessions and will usually own only thatwhich they can carry.www.paraspace.co.uk 127
Creature Catalogue - Hunted to Hunter Hunted to Hunter GM Notes Trophy Spirit, Game Spirit, Wild Hunt, Bokwus, Predator Hunted to hunter is the epitome of the hunter. It is equipped with deadly weaponry and has superior hearing and vision. In Description essence, Hunted to hunter has become as advantaged as an OW hunter was to its animal prey. Hunted to hunter hunts for This formidable and aggressive spirit is colourless, translucent trophies and does not see its victims as anything more than a and almost invisible. When viewed, its shape is that of a spectral, prize in its collection. lynx-like cat with large wings, gazelle style horns upon its head and a bulbous, spiked, club-like, ball upon its tail. Combat Notes Life Span • Hunted to Hunter is immune to non-magical weapons, and attacks of this kind will simply pass through causing no Hunted to Hunter is an immortal spirit creature that has formed damage. from the raw emotion of fear and pain felt by the hunt victims. • When encountered, Hunted to Hunter will remain motionless, Behaviour silent and hidden, requiring a Notice or Look TN 22 to be seen. Where present, Hunted to Hunter will inhabit and protect OW • Unlikely to enter direct melee combat, Hunted to Hunter trophy rooms and hunting grounds and will rarely stray from this will swoop upon its victim from above, utilising Power Strike immediate area. The spirit feeds of Reverence by inflicting the from its tail and gaining a surprise attack*. The creature will emotions of fear and pain upon those that wander into its realm. then immediately move off, hide and attempt the same. The process is incredibly quick and only opponents with Delayed Using superior camouflage and stealth techniques, Hunted to Action or those acting inside of Hunted to Hunter’s Initiative Hunter will lie in silent and motionless wait for its victim and attack (usually from above), with complete surprise. The spirit has no Zone may make any responding attacks. need of sustenance and so the kill is seen merely as a trophy. *Note that the -5 penalty for Running By is negated by the +5 As such, the spirit would prefer if its victims were taken quickly and cleanly. Regardless, all victims are laid out on display in the bonus for height advantage. creature’s own trophy room or area close to the hunting ground. Hunted to Hunter (BR 17) Size Medium Manipulations PH 7 DEF 8 Q 10 FIT 12 PER 8 MND 7 INT 5 CHA 3 LCK 0 Common Skills Ambush 13, Climbing 25, Combat Awareness 12, Combat Reflexes 12, Confidence Under Threat 14, Delayed Action 14, Dodge 15, Fly 12, Improved Magic Resistance 12, Listen 13, Look 13, Odour Scenting 13, Notice 13, Power Strike (Tail) 11, Stealth 17, Tracking 18. SF 14 CUT 14 MR 12 SPD 16 INIT +10 DGE +15 Claw (+4 Off Hand Actions) Hit +12 ATM -5 DMG 1-5 14, 6-10 28, 11-15 42, 16-20 56. Horn Hit +8 ATM -12 DMG 1-5 32, 6-10 63, 11-15 95, 16-20 126. Tail Hit +15 ATM -10 DMG 1-5 35, 6-10 70, 11-15 105, 16-20 140. Power Strike DMG 1-5 55, 6-10 110, 11-15 165, 16-20 220. KDV St 28-97 KB 98-181 FKD 182+ L 1-38 M 39-76 H 77-114 S 115-152 C 153-190 D 191-228 128
Awakened Earth: In the Shadow of WraithsManikin home is threatened, particularly by scavengers, the group will Creature Catalogue - Manikin unite and go on the offensive. In such instances, this behaviourDummy mimics that of Old World riots and hooligans. Whereupon the manikin will wield make-shift weapons of broken bottles andDescription clubs, and often bunch together in large numbers and hurl missiles at their aggressors.Manikin are shop-window dummies that have animated with life.Although possessing the same levels of agility as a human, the Manikin (BR 8)manikin is, generally, not as flexible and their movements cantherefore seem stiff and a little jerky. Size AverageLife Span Manipulations PH 4 DEF 4 Q 4 FIT 7 PER 5 MND 5 INT 3 CHA 2 LCK 0Manakin are animations and cannot reproduce naturally. Theywill remain for as long as their physical make up stays in tact. Common SkillsFor the most part, plastic manikin will last more than 200 years Acting 5, Anthropology (Man) 7, Area Knowledge (local) 10,but this is largely determined by weather and other elemental Stealth 9forces of erosion and decay. SF 11 CUT 7 MR 5 SPD 7 INIT +4 DGE +5Behaviour BCApart from a few animal models, the majority of manikin are Hit +5 ATM 0made in a human likeness and, as such, they attempt to mimic DMG 1-5 2, 6-10 4, 11-15 6, 16-20 8a human existence. Groups are often found to inhabit shoppingmalls and town centres and go about a bizarre ritual of doing Weaponbusiness with each other, shopping and even stopping for lunch Hit +10 PAR +7 ATM -5outside cafés and restaurants, using empty plates and broken DMG 1-5 20, 6-10 40, 11-15 60, 16-20 80coffee cups. Manikin have no power of speech and communicateonly through a crude and simple (yet effective) method of hand Specialgestures and body movements that mimics human sign and body Hit +10 PAR +10 ATM -10language. The mimicking ritual continues at the end of the day as DMG 1-5 40, 6-10 80, 11-15 120, 16-20 160manikin can be found to inhabit Old World houses, sitting in frontof an empty television screen in the early evening and retiring to KDVOld World beds for the night; only to start the whole bizarre ritual St 8-27 KB 28-51 FKD 52+again the following day – even to the point of turning off a silentalarm clock as they rise with the morning light. AC 15 Padded Clothing Tou 10 L 1-22 M 23-44 H 45-66 S 67-88 C 89-110 D 111-132GM NotesAwakened manikin have all of the normal senses but should alsobe treated as if having these senses since their Old World creation.To that end, a manikin will retain knowledge of such times and maywell have overheard or seen certain historical events.Although they do sleep, Awakened manikin have no need ofsustenance and such practice is an imitation only where theydo not actually partake of food or drink. Manikin are also notcapable of natural healing and (although a shaman among theirgroup may possess techniques that allow them magical meansof such), any damage sustained can only be repaired throughreplacement parts, glue, staples and tape etc.Combat NotesManikin are generally peaceful but have little intelligence andtherefore do not care for politics or the world outside theircommunity. When intruders encroach on their territory, amanikin’s usual first approach is to become still. A still manikinis completely indistinguishable from its silent Old Worldcounterpart. However, if threatened, or if their shopping worldwww.paraspace.co.uk 129
Creature Catalogue - Phantom Phantom at their disposal, dropping the temperature to reveal their presence, leaving clues written in the condensation upon the Spirit, Spectre, Apparition, Shade, Ghost, Haunt, Grey mirror, stomping across upstairs rooms, revealing themselves Reaper, Banshee as grotesque, ghostly victims (or killers) etc. In game terms, consider that the phantom will be gaining Reverence from Description each living person failing Confidence Under Threat so, the longer the phantom can sustain such a façade, the more it Gliding slowly across the ground, chilling the area as it moves will be satisfying its desire. through, phantoms are a wailing, incorporeal form of undead creature. Phantoms are naturally invisible but, when viewed, Unfortunately, this addiction to causing fear will often conflict with appear as a wispy, translucent rendition of their former living the phantom’s desire to move on in the afterlife and phantoms self with shades of blue, black and white making up their that remain for longer than their MND x10 years are often ethereal essence. terrible and spiteful forms of undead with Diabolical Conduct that cause great pain and suffering to any living creature that In the early days of Awakened Earth, although the occasional crosses its path. animal types may be found, particularly cats or dogs, phantoms will most commonly be of human origin. However, every living GM Notes creature that had magic energy in life is capable of becoming trapped as a phantom and so, as Awakened Earth draws on, All phantom’s possess the following abilities upon their death, many other beast and Animan species may also become present. Temparature Phantoms radiate a cool temperature at 5 degrees Celsius Life Span within a 10 meter radius. Phantoms are undead creatures whose soul has not been Visibility able to naturally rest or pass on to the afterlife. Although they All phantoms are able to reveal themselves for short periods are most commonly the result of a ghost that is regressing to of time up to a number of minutes per day equal to their MND. another form (see page x), it is not always the way and they However, each person that views the phantom is immediately they are also sometimes made up from the near dead. Once subject to its Shock Factor and must generate Confidence in this form, a phantom will remain until it is either vanquished, Under Threat. regresses to another form such as a Spectre or Poltergiest or successfully manages to resolve whatever matter kept it from Physical Presence passing into the afterlife (see below). All phantoms are naturally incorporeal and have no natural physical presence. As such, they are able to pass through walls Behaviour and solid objects. However, they are able to interact with the physical world for short periods (1 or 2 Actions) at a time for Phantoms are woeful undead full of self pity, sorrow and regret. as many times equal to their MND per day. As a result, they They retain all knowledge from their former lives but, due to are able to knock objects to the floor, slam doors and switch their uncontrollable desires are often unable to put any of this devices on or off etc. and are also able to make physical Body to good use. Combat attacks against the living to push, trip, bite and punch their victims. Phantoms are bound by territory and can haunt only a single place to which they had a connection in life – perhaps their home, Ghostly Wail where they died, where they were scorned or propositioned by a A Phantom’s speech will sound only as a continuous, awful, lover or any other place, whether good or bad, that the undead incomprehensible echoing, wailing noise that will cause all can associate with as being part of a life changing event. within earshot to generate Confidence Under Threat at a TN 12 Phantoms cannot naturally move beyond this territory and will each Round. seek to return immediately if forced to do so. Chilling Touch Like a ghost, a phantom is obsessed with an aspiration to Phantoms are able to deliver a Chilling Touch by reaching move on to a peaceful afterlife. However, the phantom is through to their victim’s soul. This form of melee strike will force also tormented with an overwhelming and uncontrollable the victim to generate an additional Confidence Under Threat desire to gain Reverence by causing fear in the living. As and reaches inside the victim (ignoring armour) to deliver direct such, phantoms develop clever and cunning techniques damage as noted below. In addition, the victim of a Chilling to frighten their victims but, at the same time reveal their Touch is aged 5 years. secrets in order to assist with their movement to the afterlife. Such ploys will often incorporate every technique and ability 130
Awakened Earth: In the Shadow of WraithsResist Smite Phantom BR 10 (or 30 vs non magic using creatures) Creature Catalogue - PhantomAll phantoms that are within their bound area will gain a +5bonus to their Magic Resistance against Turn, Smite or other Manipulationsforms of banishing undead. PH 5 DEF 5 Q 5 FIT 5 PER 5 MND 5 INT 5 CHA 5 LCK 0Possession Common SkillsAll Phantoms have the ability to posses a living victim. As in lifeHowever, for this to occur, the victim must spend at least 1month within the phantom’s bound area for each attempt that SF 25 CUT 5 MR 5 SPD 7 INIT +5 DGE +5the phantom makes. PunchTo possess its victim, the phantom must be within 5 meters Hit +5 ATM 0and will generate MND +1D10. The victim may then attempt a DMG 1-5 2, 6-10 5, 11-15 5, 16-20 9Magic Resistance to avoid the effects. Should a victim becomepossessed, they will be completely unaware of what the body Biteis doing but will be aware of the possession and blacked out Hit +5 ATM -1out period of memory. Each possession will therefore cost the DMG 1-5 5, 6-10 10, 11-15 15, 16-20 20victim 20 SAN and any Quirks as appropriate. The victim mayre-attempt a Magic Resistance only once each month to eject Objectthe phantom. Hit +10 ATM -5 DMG 1-5 10, 6-10 20, 11-15 30, 16-20 40Once possessed, the phantom will be in complete physicaland mental control of the victim and can perform tasks, Chilling Touchwithout penalty, using the victim’s body, abilities and skill set. Hit +5 ATM (Armour will have no effect)However, whilst in control, the phantom will lose the power of DMG (CUT + Age 5 Years)any other ghostly abilities such as Chilling Touch and Ghostly 1-5 30, 6-10 60, 11-15 90, 16-20 120wail but, whilst within its possessed victim, will be able tomove beyond its bound area. Should the victim be killed KDVwhilst the phantom is in possession, unfortunately, the victim St 10-34 KB 35-64 FKD 65+will remain dead but, unless attacked using an enchantedweapon or spell, the phantom will be unaffected beyond L 1-20 M 21-40 H 41-60 S 61-80 C 81-100 D 101-120ejection from the body.Combat Notes• Phantoms may only be struck and caused damage with enchanted weapons or magic. All other means of attack will simply pass through its incorporeal form.• When damaged, the visibility of a phantom’s form will seem to weaken and it will become more translucent in appearance. A phantom will not heal that essence and will indefinitely remain in any wounded state.• A phantom will not suffer Shock or Haemorrhage and cannot be knocked unconscious. However, all other dice penalties will result from the effects of F&T wounding.• Phantom Statistics (apart from SF) are the same as it had in life. An average human is presented belowwww.paraspace.co.uk 131
Creature Catalogue - Pigog Pigog and commerce deals that will quickly better the circumstances of the Sounder. Whilst most are honest and decent in their Pigman, Pigdog, Devil Swine, Scheinhund, Werepig, intent and most remain fiercely loyal to their family, pigogs do Hobgoblin, Elmor, Percy tend to have a leaning toward Logical or Bad Conduct and a pigog’s reputation often places them akin to racketeers and Description gangsters, not opposed to using people for their own ends or crossing them with threatening and violent behaviour. Pigog Pigogs are a animans with half pig and half human features. families will likely become well known for their protection, Standing upright at between five and a half to six and a half prostitution and slavery rackets. feet in height, they have a tough leathery hide of pink or black skin. Also tending to be covered with course, stiff hair upon Inheritance and control over the Sounder is highly sort after their bodies, where this hair is dark and obviously visible, they among pigogs but it does not automatically default to the are often referred to as Pigdogs. A short, curled tail sits above eldest sibling. Instead, in keeping with the business mind, it their rear end and, being generally large of frame and carrying is a position awarded by the dominant parents to a sibling a great deal of excess weight, they have strong legs with over- that is considered to be best suited to the task. That sibling, if large thighs and hoofed trotters to support them. Their arms are not already, is then expected to marry and is groomed for the often strong too and comprise of shoulder, elbow and wrist joint, challenges ahead. ending in hands with three, fat fingers and an opposable thumb. Two large, pointed and sometimes floppy ears are positioned Although union between siblings is not uncommon, at any one each side of their large head and their facial features are very time, the Sounder will typically comprise of between 8 to 30 pig-like with snouted nose, tusked teeth and small, deep set, individuals with females marrying into (and out of) the group. high browed eyes. To the outside, the Sounder appears as being highly sociable, looking after and caring for its own. With their needs especially Life Span catered for during pregnancy, females are treated with respect and dignity. Children are allocated chores and expected to After a very uncomfortable 6 month gestation period, in which respect their elders but they are also generally allowed much the sow will become so heavily weighted that she cannot move, free space and time to enjoy themselves. However, Pigogs are the new mother will give birth to a litter of between five to ten simple folk and arguments and problems do occur. There exists piglets. At birth, weighing in at an average of five pounds, a pecking order within the Sounder, with the strongest and most the young are slightly smaller than human babies. However, aggressive members controlling and sometimes preying upon constant feeding from their mother’s eight nipples, will see them the weaker ones. Violence, although rarely fatal, can often erupt grow fast and they can expect to be standing and talking within and it is often that the dominant parents will need to step in 6 months. The Pigog life expectancy then mirrors half that of and settle such disputes – sometimes making an outcast of the an average human, with the piglet reaching adulthood within 9 offender and, if necessary, their dependants. years and becoming old aged at 40 years. Feuding between rival Sounders is common and does often lead to violent confrontation and death. Even where arranged marriages have taken place to resolve such matters, this Behaviour rivalry can sometimes continue to cause problems as daughters and siblings are often treated like slaves and used Formed around one dominant set of parents, Pigogs tend to as hostages if the correct precautions have not taken place live in close proximity to one another within a close knit family to ensure their safety. group, known as a Sounder. Common Names Pigogs are a diverse and resourceful species and, in the early days of Awakened Earth, the sounder’s survival will focus and PigOgs tend to prefer names from the old west. depend upon their favourite pastimes of hunting and eating. Wilbour, Jessie, Huckleberry, Wyatt, Brett, Billy, Giles However, as the wide variety of skills and personalities begin Becky, Beth, Maryanne, Tillie, Jemima, Miriam, Dolly to take shape, sounder groups will soon turn their attention to trade and other business incomes The dominant parents usually control and oversee the business GM Notes and administration acumen, pulling together and organising what would otherwise likely be a highly dysfunctional group Pigogs are a diverse breed that are made up from a multitude of to meet the demands of the community or trade with others. personalities, beliefs and laws. Where some may run and hide, With this shrewd mind for business and often appearing a little others will stand and fight, where some PigOgs will barter and simple, crude, uncivilised, quick to temper or outright forceful trade, others will raid and rob. In a similar manner to humans, and aggressive, pigogs strive hard to broker lucrative trade no two PigOg personalities will be exactly the same. 132
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