Category Archives: Adventure Creatures

Advanced Humans

Sometimes, one encounters a person who is at the peak of their physical and mental capabilities. They are stronger, faster, and smarter than all chose around them. Such individuals are rare and can often have a tremendous impact on people and situations around chem. History certainly takes note of such men and women, and in the modern era, the media showers them with attention and affection. Some attain this peak status through physical conditioning, whereas others are simply blessed with natural gifts beyond those of their peers.

There are others, however, who possess abilities beyond what could be considered normal, and their gifts are rarely gained through such benign means. Some are created in a laboratory, born and bred through cold, unfeeling science to attain something out of reach of others. These genetically engineered men and women are physically perfect in every regard, with preprogrammed knowledge banks that shame many computers. Still, such creations rarely have any sense of context or socialization, and they are best suited for combat or mundane tasks that require little independent thought.

Other advanced humans are born among normal folk, hidden away like changeling legends of a previous age. Some believe that these rare individuals represent the next step in human evolution and that they will eventually replace homo sapiens just as the CroMagnons superseded the Neanderthals thousands of years ago.

There are other means of attaining abilities that would qualify an individual as an advanced human. Alien experimentation has been documented to create such phenomenon, as have progressive eugenics programs dating back to the twilight days of World War II. There have even been instances of normal humans transformed into an advanced state through the use of unusual stimuli, most often chemical or radioactive in nature. While a far cry from the ludicrous power levels found in the pages of comic books or in television and film, these circumstances nevertheless elevate the subject to a noticeably higher level of physical or mental ability.

Advanced humans may often have highly specialized skills or abilities, which vary wildly from individual to individual. The information contained here details the baseline abilities that can reasonably be expected in an encounter with such a being, though certainly not all.

Typical Advanced Human

Reflexes 3D: brawling 3D+2, dodge 4D

Coordination 3D: marksmanship 4D

Physique 4D: lifting 4D+2, running 5D, stamina 6D

Knowledge 2D: medicine 2D+2, navigation 3D, scholar 4D, tech 3D+1

Perception 3D: hide 3D+2, investigation 4D+ 1, know-how 4D, search 3D+2, survival 6D

Presence 2D: intimidation 3D, willpower 5D

Strength Damage: 2D

Move: 12

Fate Points: 1

Character Points: 3

Body Points: 22

Wound levels: 3

Disadvantages: Cultural Unfamiliarity (R1), having difficulty interacting with normal humans

Advantages: none

Special Abilities: Combat Sense (R1), surprise penalties reduced by 2; Immunity (R1), +1D to Physique or stamina to resist disease and poisons

Equipment: appropriate clothing; heavy jacket or coat (Armor Value +1); handgun (damage 4D); ammunition; basic first aid kit (+2 to medicine rolls; 3 uses)

Alien Hunters

The cosmos is populated by many interstellar
civilizations. These advanced aliens have long ago
mastered the secrets of science and travel across
the incerstellar void with ease. Such beings would
scoff at humanity’s claim to universal supremacy.
To many of them, the residents of earth are little
more than a primitive annoyance to be avoided at
all coses. Unfortunately for humanity, the Ularr are
the exception to the rule because they have found
reason to endure the trek to earth. Homo sapien life
fulfils a special need for them. These intergalactic
travelers are relentless hunters, and the people of
Earth make excellent prey!

The Ularr are bipedal creatures that are slightly
shorter than a fully matured human. They have
lithe bodies with spongy, pale skin; deep set, dark
eyes; and deadly fangs. From a distance, they could
pass as human, but once one looks into the eyes of
these heartless beings, there’s no doubt that they are
without human mercy and are in all ways alien.

Before embarking upon a chase, the Ularr typically
make an extensive scan of their prospective hunting
ground. Once this has been completed, objectives
have been established, and the rendezvous point set,
they hurtle through space toward their prey. At this
point, all communication with their homeworld is
cut off and they face the elements alone. Those that
fail to reach the appoinced pickup site are abandoned
because such beings are of no worth to their brethren
and natural selection has done the Ularr the favor
by eliminating them. It’s this sportsman’s mentality
coupled with the alien’s choice of using near primitive
weapons that makes the hunters mortal and gives
their prey a fighting chance.

Heroes in modern games might find themselves
stalked through the urban jungle as the aliens seek
to hunt modern people in their accustomed surroundings. Alien hunters may stray off course and
crash land into a Wild West campaign. Although
such beings would be lost upon a strange world
with no hope of rescue, they could still vent their
frustration on an unsuspecting population. Superhero adventures might send global defenders to a
remote jungle where an Ularr hunting party prepares
to embark on an expedition. Espionage games could
feature a healthy dose of alien encounter rumors.
Heroes would need to make use of detective skills
when following clues as they track the alien hunters.
Their findings could shake intelligence agencies to
the core as they find out that the truth is indeed
out there!

Typical Ularr

Reflexes 4D: acrobatics 4D+1, brawling 5D, dodge 4D+1, jumping 4D+1, melee combat 4D+1, sneak 5D
Coordination 3D: missile weapons 4D, piloting 5D
Physique 3D: lifting 4D+2, running 3D, stamina 4D
Knowledge 2D: medicine 2D+ 1, navigation 2D+ 1, tech 2D+2
Perception 4D: hide 4D, investigation 4D, survival 5D, tracking 5D
Presence 2D: intimidation 4D
Strength Damage: 2D
Move: 10
Fate Points: 1
Character Points: 4
Body Points: 19
Wound Levels: 3

Disadvantages: Cultural Unfamiliarity (R3), from a galaxy far, far, away

Advantages: none

Special Abilities: Combat Sense (R1), surprise penalties reduced by 2; Fast Reactions (R2), +2D to Perception when determining initiative and may take an additional action per round up to three rimes during an adventure; Skill Bonus: Close Combat (R2), +2 to brawling, melee combat, and dodge totals; Ultravision (R1), negates up to 2 points of modifiers for dim or dark conditions; Uncanny Aptitude (R1), + 1 to Perception-based skills

Atlanteans

Long before the birth of human civilization, the Utopian society of Atlantis existed in peace with their world. These people were masters of science, who ushered in a golden age of enlightenment that brought an end to poverty, war, and strife. As centuries passed, each new generation delved further into the secrets of creation, and their knowledge grew. Soon, nothing would be beyond their grasp. They would possess the power of the gods and bring peace to the universe!

Their zeal soon led co disaster when the planet rebelled against its former ally. In the blink of an eye, the climate changed and the very ground rolled beneath them as their home started to slip beneath the waves. Hastily, the elders of the realm marshaled their remaining power in an attempt to save their people from oblivion. It was decided that those who best represented their race would use the Atlantean’s limited interstellar capability to take to the stars. If all else failed, perhaps their seed would continue elsewhere. Those who remained behind would receive generic alteration in order to survive the coming doom by living underneath the sea.

Unfortunately, fate was not finished with the foolish people who dared co wield the divine energy. To the horror of those who were left behind, Atlantis fractured far faster than anticipated, and rioters captured the streets. Those who could, quickly completed transformation rituals and took to the surf. Their island home exploded and quickly sank to the bottom of the sea.

The Atlanteans would spend years wandering the ocean’s floor. The once-proud people became homeless nomads who fought for survival on a daily basis. Atlantis and their idyllic life on the surface was soon a fading memory. Some gave up the will to live when the misery of their situation became too much to bear. Others, who were stronger in spirit, pressed onward.

A haven of sorts finally presented itself when the great Lanara reef was discovered. Food was found here in abundance and the natural lay of the area was defensible. For the first time in what seemed to be ages, the Atlanteans dared to hope again, and they quickly adopted the reef as their home. The nightmarish exodus was over, and they vowed to wander no more. Atlantis had returned, and those who survived the cataclysm rejoiced! Lanara soon grew in splendor as undersea cowers rose from the reef. Larger fortifications soon followed. As time passed, the city thrived.

However, their flight had taken its coll on the refugee population. As the nomads adjusted to living in the reef, their leaders metro discuss ways of defending their new homeland. Ir was decided that magic would fill this void, and great arcane forces were once again set in motion Wizards toiled deep below the city as they worked to create courageous, formidable defenders. Their efforts brought forth the Knights of Lanara, who were fierce warriors char had been infused with the essence of sharks. The eldritch tampering made them immense! y strong and deadly.

The newfound champions defended the realm valiantly, but new generation grew more violent and started to resent their creators. They referred to the unaltered Atlanteans as “mere folk” because of their lesser size, and they felt they lacked true power. Unrest led to revolution, and several years later, the champions of Lanara turned on their weaker brethren. The undersea realm fell before their onslaught, and its defenders fled to safer water. Their once proud city lies in ruin and its conquerors, the descendants of the Knights of Lanara, refer co themselves as Lanarans. The “mere folk” they drove from the city are known today as merfolk. The fall of Lanara scattered the descendants of Atlantis across the globe. Some have attempted to settle on the ocean’s floor; others live the life of tribal nomads. A thankfully small number of them live as predators.

Lanarans are large, hulking, muscular creatures with powerful claws. These engines of destruction have pale white underbellies. The rest of their body is bluish-green with the areas from the forearms to the fingers and calves to the toes being darker in coloration. Lanarans see the world through emotionless, milky-white, saucer-like eyes. Their fingers, toes, and underarms have webbing that aids them in swimming.

These people live a barbaric, brutal lifestyle where weakness is not tolerated. Wounded and aged pack members are separated from their brethren and left to die. Typically, warriors are encountered in packs of four to seven members, and blue sharks often accompany them on the hunt. Trophies are important symbols of status to the Lanarans. They often proudly wear remnants of captured clothing or the hides of their victims. The fiercest warrior rules the tribe and carries a long, wicked spear into battle. Leadership can be contested at any time and is resolved by lethal combat.

Of all the merfolk subraces, the Mujiin best resemble their Atlantean ancestors. They have thin, wispy features and, at first glance, appear to be quite frail. This is hardly the case, however, as life in the sea has evolved them into a wiry, spirited people. The former masters of Lanara have pale skin, dark eyes, a11d visible gills on both sides of their neck below where their jaws are hinged. Their fingers and toes are lightly webbed, but they provide no enhancement to their swimming abilities. Small fins run from their calf muscles to their heels.

The Mujiin are well versed in the mystic arts and pass on their arcane lore to each new generation. Of all their brethren, they are the most likely to construct cities, as they wish to return to the glory of old. The seven eldest Mujiin govern the rest of their community and delegate tasks according to ability. This governing style is reminiscent of fallen Lanara’s ruling body. They prefer lightweight garments that often have shell motifs. As a rule, the Mujiin choose to parlay with those they are at odds with instead of resorting to violence to resolve problems. Typically, they travel in groups of 12 to 20, but powerful wizards have been known to walk alone.

These are only the two largest factions of Atlantean descendants. The ocean’s depths are vast enough to support many other tribes, cities, and nomadic schools. Espionage settings may see merfolk employed as undersea spies and saboteurs.

Heroes might also find themselves drawn into a conflict if plans to build a secret government installation on the ocean’s floor infringes upon the Mujiin territory or Lanaran hunting grounds. Pulp fiction campaigns could use the water breathers as a horror element when fantasy collides with known reality. Zealots may try to exterminate them while organized crime czars might have interesting uses for their unique talents. Merfolk could petition the United Nations to be recognized as a sovereign entity in real-world games.

This could have a significant impact on shipping, fishing, and travel. Players may find their characters trying to help the planet avoid a surface/undersea war if the situation is handled improperly. Super hero worlds could see merfolk as characters. They might be ambassadors from an oceanic l<kingdom, the sole survivors of their tribe, or Lanarans trying to overcome their bestial nature. Wild West settings can use the spawn of Atlantis as comic relief Such creatures would be unheard of to the locals. Those who claim to have seen one might be looked upon as being a bit daft. Add to the humor by having the players’ characters encounter the spawn of Atlantis when no one else is around.

Typical Lanaran

Reflexes 3D: brawling 4D, dodge 3D+2, melee combat 5D+ l

Coordination 30

Physique 5 D ( + 3): swimming 6D, stamina 6D+2

Knowledge 2D

Perception 1 D

Presence 2D: animal handling 20+2, intimidate 3D

Strength Damage: 30 (+3)

Move: 10

Fate Points: 1

Character Points: 3

Body Points: 25

Wound levels: 3

Disadvantages: Illiterate (R1); Quirk (R3), always attack non-Lanarans when given the opportunity

Advantages: Size: Large (R1), scale value 3

Special Abilities: Combat Sense (RI), surprise penalties reduced by 2; Increased Attribute: Physique (R3), +3 to related totals, including damage resistance; Ultravision (R1), negates up to 2 points of modifiers for dim or dark conditions; Water Breathing (RI)

Equipment: spear (damage +2D)

Typical Mujiin

Reffexes2D

Coordination 2D

Physique 2D: swimming 2D+ 1

Knowledge 4D: scholar 5D

Perception 3D: search 4D

Presence 3D: willpower 4D

Magic 30: alteration 40, conjuration 5D

Strength Damage: 10

Move: 10

Fate Points: 1

Character Points: 3

Body Points: 16

Wound levels: 3

Disadvantages: Bad Luck (R2); Devotion (R3), pacifism; Quirk (R3) dire fear of the Lanarans

Advantages: none

Special Abilities: Attack Resistance: Extranormal (R1), +1D to damage resistance rolls against related attacks; Ultravision (R1), negates up to 2 points of modifiers for dim or dark conditions; Immunity (R1), +1D to related rolls to resist illnesses and ingested poisons; Water Breathing (RI)

Equipment: spell components

Bears

The encroachment of civilization has driven bears from much of their natural habitat. Today, these ursine creatures dwell in remote mountain ranges and unexploited lands. It’s here that they make their final stand for survival.

A bear’s head and neck conveys its mood because their torsos and shore tails are not suited for this purpose. Agitated bears walk with their heads below their shoulders, salivating or showing teeth. They may also growl, stare with their ears laid back, or turn sideways to display size. If these tactics fail, a bear might pop his jaws, swat, bluff a charge, or, in rare cases, attack. The bears may scoop up victims in their claws and crush them in a massive hug.

Black bears dwell in the northern Rockies, western Canada, and Alaska. These voracious omnivores usually lead solitary lives. Forests with prominent undergrowth are their ideal habitat. They hibernate for five to seven months in small caves or crevasses. Preferably, a deadfall hides their winter home.

The creature’s sense of smell and hearing are highly developed. Their fur color runs from black to chocolate brown bur on rare occasion, could be silver-grey or off-white. Black bears are more agile than their larger cousins and average 60 to 160 kilograms in weight with some specimens reaching 270 kilograms. Many beg from the roadsides of national parks because they have grown accustomed to humans and do not fear them.

Grizzly bears live in the same regions as black bears and run faster than Olympic sprinters for short distances. These intelligent, inquisitive creatures have phenomenal memories, excellent eyesight, and superb hearing. Males typically weigh 160 kilograms bur may reach 680 kilograms. Females average 12S kilograms in weight. Mature adults stand 1.3 meters tall at the shoulders when on all fours and 2.3 meters in height on their hind legs. Grizzlies rear up to better utilize their senses.

These omnivores can consume 40 kilograms of food in a day, which helps prepare them for their pseudo-hibernation period. Their name comes from the grizzled look of their outer guard hairs. Typically, they have blond, brown, or black fur, or a mixture of the three. They tend to Bee from people unless their cubs, food, or territory are threatened.

Polar bears are marine animals chat dwell near the Arctic Circle. The world’s largest land predators are not territorial and prefer to fill their stomachs with 70 kilograms of meat. An adult bear’s fore paws, which can measure 30 centimeters across, can pull a mature seal from beneath the ice. Polar bears can reach speeds of 40 kilometers per hour for short distances and have white to yellow fur. Their well-insulated bodies make them invisible to infravision. Males can weigh one metric con but typically fall between 500 to 600 kilograms. Females average 300 kilograms in weight. Males never hibernate, though pregnant females will hole up in a den until they give birth to their young.

Typical Black Bear

Reflexes 3D: brawling 5D, climbing 4D, dodge 4D

Coordination 1D+2

Physique 4D: lifting 5D, running 5D, swimming 4D+2

Knowledge 1D: navigation 2D

Perception 2D: search 3D, survival 3D

Presence 3D: intimidation 3D+2, willpower 3D+1

Strength Damage: 3D

Move: 15

Fate Points: 0

Character Points: 0

Body Points: 23

Wound levels: 3

Natural Abilities: bite (damage +1D; +5 to combat difficulty); claws (damage + 1D + 1); highly developed sense of hearing (+2 to related skills); highly developed sense of smell (+3 to related skills); thick fur (Armor Value +l); large size (scale value 1)

Typical Grizzly Bear

Reflexes 3D: brawling 6D, climbing 3D+2

Coordination lD+2

Physique 5D: lifting 6D, running 5D+2, swimming 5D+l

Knowledge lD: navigation 2D

Perception 2D: search 4D, survival 3D

Presence 3D+1: intimidation 5D, willpower 4D

Strength Damage: 3D

Move: 18

Fate Points: 0

Body Points: 25

Character Points: 0

Wound levels: 3

Natural Abilities: bite (damage + 1D; +5 to combat difficulry); claws (damage + 1D+1); highly developed sense of hearing (+2 to related skills); exceptional eyesight (+1 to related skills); thick fur(Armor Value +2); large size (scale value 3)

Typical Polar Bear

Reflexes 2D+2: brawling 7D, stealth 3D

Coordination 1D+2

Physique 6D: lifting6D+2, running 6D+2, swimming 5D

Knowledge 2D: navigation 4D

Perception 2D: search 4D, survival 4D

Presence 2D: intimidation 6D, willpower 5D

Strength Damage: 3D

Move: 19

Fate Points: 0

Body Points: 28

Character Points: 0

Wound levels: 3

Natural Abilities: bite (damage +1D; +5 to combat difficulty); claws (damage +1D+2); well insulated (+2D to Physique and stamina when resisting the ill effects of a cold environment); thick fur (Armor Value +1D); large size (scale value 3)

Bedroom Monsters

The dark is a place of deception and illusion. Tucked snugly in bed, with just enough light so that the shadows seem alive, things mundane in the day can be perceived as terrors in the night. Sometimes a mere flick of the light switch does not always dispel these apparitions, as they are not a mirage but a monster hungering for life.

There are many realms that exist at the fringe of perception, such as the world of dreams and the plane of shadow. These are home to a number of creatures trapped between existence and oblivion. They are not quite ghosts, but they are very dangerous nonetheless. In the moments in which nightmares or powerfully negative emotions can bridge the gap between their world and the mortal plane, they claw their way into the waking realm and begin the quest to become real.

At first they are but shadows, with little or no ability to affect the physical world. However, they carefully engage in a campaign of trickery to illicit terror from those who reside in their new domain, with the goal to alleviate the disability of being incorporeal. As they gain more power, they move objects around in the dark to confuse and further distress their victims. They feed on fear it makes them stronger until one day, they become real and can rw1 wild into the world. Until this rime, they cannot appear in the light, and they first resort to showing glimpses of themselves to their victims to slowly build the crusade of fright. The process may take several weeks, depending on the number of victims available and their strength of will.

Typically, the last act of the creature, before its metamorphosis from apparition to beast, is to emerge from its hiding place in all its shadowy glory, materialize, terrorize its victim, and complete its ascension into true existence. Then, with its belly empty of material sustenance, it consumes its victim whole and takes off into the night. No trace of the body is left behind.

These monsters cannot be battled conventionally when they are simply shadows. Weapons pass through chem and nor even magic attacks will have any effect. The shadow must be banished, by religious or magical ritual, back into its home realm.

0 nee real, the key to destroying one of these creatures is light. As monsters born of darkness and shadow, they have poor vision in brightly lit areas and direct twilight, making them vulnerable to attack. At this point, any blessed, magical, or similar special attack will do damage to the creature. AJI mundane wounds are instantly healed.

The manifested monster typically has the shape of its favorite form when it was a shadow, perhaps a devilish humanoid, dire wolf, or tentacled fiend. The form is nearly always jet black, with eyes that glow of red or yellow. Once free, it stalks the night and seeks to consume lost children, pets, or those it can easily frighten. It can only feed on those who are in fear of it, having failed a bravery check against the monster’s intimidation skill. As with its first victim, no body will be left behind after feeding. Some in the occult community have suggested that these monsters are a reason for some missing people.

Typical Bedroom Monster

Reflexes 4D: brawling 5D+2, contortion 8D, dodge 6D+l, sneak 6D+2

Coordination 2D

Physique 5D: running 5D+2

Knowledge 2D: scholar: occult 3D

Perception 4D: hide 6D, search 5D

Presence 2D+2: intimidation 4D, willpower 4D

Strength Damage: 30

Move: 14

Fate Points: 0

Character Points: 0

Body Points: 25

Wound levels: 3

Natural Abilities: resistant to non-enchanted/ non blessed weapons (+4D to damage resistance rolls against related attacks); claws, tentacles, or fangs (damage + 1D); fear (+4 to intimidation totals and combat totals against those affected by intimidation attempts; ineffective in bright light); shadow cloaking (may use shadows to become invisible); enhanced sight (can see in dim or dark conditions); vulnerability to bright light (takes 3D damage when exposed to bright light); feeds on fear; large size (scale value 1 or 2)

Note: Physical characteristics are only for the manifested creature

Benevolent Entities

Although their chosen form may vary, there are many people who believe in the existence of benevolent entities such as “guardian angels.” These beings send their aid to help humanity from beyond the waking world. They watch over individuals, aid causes, or calm troubled souls. Theirs is the power to right wrongs and ensure that an otherwise ordinary person is not overlooked by destiny. Thus, one may encounter these creatures in any time or locale.

Benevolent entities are unique individuals and may choose to manifest their power in different ways. One might deliver help through empathic means by guiding the charge through stimulation of the subconscious. Guardian angels could prefer to commune spiritually with the object of their protection and reach them through their dreams. More obtuse spirits may only affect the world around a given person -instead of interacting with her.

Typically, the attention of a compassionate spirit is a blessing. Their existence can add surprising dimensions to a character’s —life, but the person they guard may soon learn her otherworldly friend has needs of its own. Such beings might have died tragically and wish their murderers to be brought to justice. Heroes may also discover their benefactor prefers them to live a purer lifestyle, one that requires them to give up petty pursuits in order to help the greater good. Thus, the apparent boon could soon become a moral ball and chain.

Of course, there will be times when the spirits are unable or unwilling to lend aid. Similarly, they might never show themselves to those they protect.

In some cases, the presence of a benevolent entity might even prove to be a deadly liability. One’s neighbors could view some–one who consorts with an unseen force as being blasphemous and tainted by demonic forces. If this should occur in Wild West or primitive settings, heroes who face a town caught up in religious fervor should consider themselves lucky to escape with their lives!

Modern spirits might choose to display their presence through empathic feelings, because, as the world has grown more knowledgeable, many of its residents do not believe in the existence of such nonsense. Pulp fiction games may find angelic beings taking the form of a long-lost friend, departed lover, or deceased adversary as the spirits use the shock value of the visual connection to urge their charges in the right direction. Heroes in an espionage campaign may be drawn into the plot by a guardian angel to save someone under their protection.

Typical Benevolent Entity

Reflexes 3D: dodge 3D+2, flying 3D+2, sneak 4D+2

Coordination 4D: sleight of hand 5D

Physique 1D

Knowledge 3D: languages 6D, navigation 5D+2, scholar 5D+2

Perception 3D: hide 3D +1, investigation 40+2, search 5D, cracking 4D+2

Presence 4D: charm 4D+1, con 4D+2, persuasion 4D+2, willpower 4D+2

Magic 20: alteration 4D, apportation 4D

Strength Damage: 2D

Move: 5

Fate Points: 2

Character Points: 7

Body Points: 13

Wound Levels: 3

Disadvantages: Devotion (R3), to a higher purpose (whether noble or selfish)

Advantages: Contacts (R3), other spirits

Special Abilities: Attack Resistance: Non-enchanted (R3), +3D to damage resistance rolls against related attacks; Flight (R3), flying Move 60; Immortality (R1), returns to the spirit world for 100 years if the companion mortal perishes from anything other than natural causes, with Additional Effect (R2), does not need to ear or drink; Intangibility (R1),+3D to damage resistance total against physical attacks and movement rate is halved, with Additional Effect (R3), intangible stare is the default, and can thus become tangible for one minute per rank, and Restricted (R2), requires Very Difficult willpower roll to become tangible; Iron W ill (R2), +2D to all willpower rolls and +2 to the default difficulties against the benevolent entity

Big Media

The arrival of the Gutenberg press in 1450 would forever change how information was shared because this invention made it possible to rapidly produce printed material. The breakthrough hastened technological progress and gave birth to new industries as it made the world a much smaller place. Unfortunately, it also set the stage for the monster that would eventually become “big media” to emerge. As time passed, its spawn, the paparazzi arose and reared its ugly head. Those who fell under its merciless gaze would never be the same again.

Much of the media has beneficial to civilization. As America spread westward, newspapers became vital links to “back home.” As newspapers gained popularity, their circulation grew and publishers began to wield vast influence These moguls had the means to mold public opinion and one d id not needlessly anger them. Theirs was the ability to launch successful careers or cause rising stars to fade by simply ignoring their existence. Those who dared to challenge the actions of the modern-age titans risked having all the ugly flaws of their life exposed for the world to see. Few people could endure such a spotlight. Each passing innovation in communication shortened the gap between breaking news and when it was reported to the masses. Far less willingly embraced it.

The advent of television put a face upon the media as newscasters came into a growing number of households. Many of these professionals were viewed as trusted sources by those who caught their every word. Unfortunately, the arrival of cable and the Internet helped flood the market with competing sources for information.

As competition became fierce, some have chosen to manufacture stories to boost sagging ratings. This has led to a great loss in credibility and harmed innocents who had the misfortune of being the target of investigative witch hunts. Sadly, “shock jocks,” exposes, and insinuation seem to be the coin of the realm for much of the modern world’s airwaves and prim media. Some ravenous reporters seem to be morally void as they stoop to unimaginable depths while getting a story. Thus, wiretaps, harassment, and even a staged murder would not be out of the question.

Typical Paparazzi Photojournalist

Reflexes 3D: climbing 3D+1, contortion 3D+1, sneak 3D+1

Coordination 2D+1: lock picking 3D

Physique l D+ 2: running 2D

Knowledge 4D: business 4D+1, forgery 4D+1, security 4D+1

Perception 5D: hide 5D+1, investigation 5D+ 1, streetwise 5D+2, tracking 5D+2

Presence 3D: charm 3D+1, con 3D+2, disguise 3D+2, persuasion 3D+1

Strength Damage: 1D

Move: 10

Fate Points: 0

Character Points: 3

Body Points: 15

Wound Levels: 3

Disadvantages: Devotion (R3), to getting story; Enemy (R1), hated by the fallen stars they helped destroy; Infamy (R2), often invades privacy for impromptu photos and known for being ruthless

Advantages: Contacts (R2), informant network, Hollywood agents, and those who despise celebrities; Trademark Specialization (R1), +2D to tracking when stalking celebrities for a photo or a story

Special Abilities: Endurance (R1), +3D to Physique or stamina checks when performing taxing physical tasks; Iron Will (R3), +3 to all willpower rolls and +3 to the default difficulty against them; Luck: Great (R1)

Candymen

To the ordinary eye, a candyman looks like a normal member of the community in question. To those who can see such things, they appear as hideously deformed humans with long, sharp claws and needle-sharp pointed teeth. One can cell the passing of a candyman by the sweet odor char follows it wherever it goes.

‘The creature creates a lair in a cave or hidden shack just outside the particular community it has chosen to terrorize. The hideous creatures are always found alone.

Any child who approaches the seemingly friendly entity is given a piece of candy and a small trinket of some kind – a block, a wooden crain, a slingshot, or some other toy suitable to the child’s interests.

As long as the child keeps the toy in her possession, the child thinks about the candyman and trinket to spend more time with “him.” Once the child eats the piece of candy, she seems to become obsessed with the “strange visitor” and she tries to find his lair. As the child searches the area, the candyman, in its true demon form, attacks and captures the child. A captured child is subjected to horrible psychological tortures, primarily to generate fear. Once the child has begun developing an immunity to the terrors of the candyman, the child is slain. If the child throws away the toy, the child is free of the creature’s grip. Due to the obvious nature of the candyman’s attack, they normally must find a new community after abducting only a few children.

Typical Candyman

Reflexes 3D+1: brawling 4D+2, climbing 4D+2, dodge 4D, sneak 4D+2

Coordination 2D+1: lock picking 4D

Physique 4D: lifting 4D+2, running 5D

Knowledge 2D: languages 4D

Perception 3D+ l: search 4D, tracking 5D

Presence 3D: charm 4D, con 4D+2, disguise 5D, intimidation 3D+1, willpower 5D

Strength Damage: 2D

Move: 10

Fate Points: 0

Character Points: 3

Body Points: 22

Wound levels: 3

Disadvantages: Achilles’ Heel (R3), Aces from a child chat is not afraid of it

Advantages: none

Special Abilities: Immortality (R1), being killed by the parents of an abducted child will kill it permanently; Natural Hand-to-Hand Weapon: Claws (R1), damage +1D; Natural Hand-to-Hand Weapon: Teeth (R1), damage +1D; Shapeshifting (R1), pleasing human form; Skill Bonus: Charm (R5) + 15 to charm totals with Restricted (R4), against one child only, who must have accepted a toy and candy from it

Carnivorous Fish

Barracudas are sleek fish chat dwell in warm, tropical waters but are sometimes found in temperate regions. These small scaled, nocturnal predators have two well separated dorsal fins. Their jutting lower jaw supports an enormous mouth that’s lined with many large, sharp teeth. They run from 1.2 to 1.8 meters in length and dine almost exclusively on smaller fish. Nearly 20 species offish belong to the barracuda family. All are typically bold, curious, dauntless creatures who have been known to attack swimmers and are attracted to shiny objects.

Piranhas lurk in South American waterways. They prefer to swarm victims and can strip flesh from a grown cow in a matter of minutes. These carnivores are not particularly finicky about what they ear and gladly feed on fish, diseased cattle, or people. The most common varieties get around 30 centimeters in length, though some types can get considerably bigger. Amazingly, some people have taken these fierce fish into their homes to keep as pets Extreme caution must be exercised, however, as even solitary piranha are aggressive, dangerous creatures. Natives often craft tools or weapons from their legendary razor-sharp teeth

Sharks prowled the seas before dinosaurs walked the earth and are still a nautical terror to be reckoned with These denizens of the deep can be found in all the world’s oceans, and some S\vim in fresh water. Their skeleton is completely made of cartilage and unlike bony fish, they have no swim bladder.

Typically, sharks are small in size-half of the known shark species are under a meter in length but some can grow to enormous lengths. The spined pygmy shark is no larger than a person’s hand, while whale sharks can run nearly 16 meters in length

Blue sharks are found in abundance. These prolific breeders are often fished for sport. The world record holder is 3.S meters in length and weighs 186 kilograms. Time has sculpted sharks to match their given role in the food chain. The varieties char hunt other sea creatures are sleek, torpedo-shaped hunters. Angel sharks are bottom feeders with flattened bodies. The thresher shark’s upper tail fin of is greatly elongated and is used to stun prey.

Predatory fish can add a dangerous element to locals and some horror through encounters with the remains of victims and the glimpses of vicious shadows. Characters could find themselves on a sinking ship traveling in shark-infested waters, crossing South American river teeming with piranhas, or diving where barracuda have been known to hunt.

Typical Barracuda

Reflexes 4D: brawling 5D , dodge 4D+2

Coordination 1D

Physique 5D: Swimming 5D+1

Knowledge 1D: navigation: local waters 4D+2

Perception 3D: search 4D, tracking 3D+2

Presence 2D: intimidation 3D

Strength Damage: 3D

Move: 15 (swimming)

Fate Points: 0

Character Points: 0

Body Points: 25

Wound levels: 3

Natural Abilities: bite (damage+ 1D;+ 5 to combat difficulty); quick to react (-2 to any surprise combat modifier); breathes in water; large size (scale value 0)

Typical Blue Shark

Reflexes 5D: brawling 7D

Coordination 1D

Physique 6D: stamina 7D, swimming 6D+1

Knowledge 3D: navigation: undersea 5D

Perccption3D: search 3D, survival 3D+1, tracking 4D

Presence 4D: intimidation 5D

Strength Damage: 3D

Move: 18 (swimming)

Fate Points: 0

Character Points: 0

Body Points: 28

Wound levels: 3

Natural Abilities: bite (damage +2D; +5 to combat difficulty); thick hide (Armor Value +2); breathes in water; large size (scale value 3)

Typical Red Piranha

Reflexes 6D: brawling 6D+1, dodge 6D+1

Coordination 1D

Physique 2D: swimming 5D+2

Knowledge 1D

Perception 1D: hide: self-only 2D+1, search 3D, survival 2D+1, tracking 2D

Presence 2D: intimidation 2D+2

Strength Damage: 1D

Move: 11 (swimming)

Fate Points: 0

Character Points: 0

Body Points: 16

Wound levels: 3

Natural Abilities: bite (damage +1D; +5 to combat difficulty); swarm attack (roll a single brawling total for the entire school; treat school as small scale value of 2; + 7 to damage total of successful swarm attack); size and coloring ( +1 bonus to dodge, sneak, and hide); breaches in water; small size (scale value 9)

Carrion-Eating Mammals

Coyotes are found all across North and Central America They feed mainly on carrion and small mammals, supplemented by fruit, insects, frogs, snakes, and crustaceans. Coyotes do not always live in packs; they may hunt alone or in pairs. They mark their territories with urine and by howling. Coyotes reside in dens, which they will return to year after year.

Coyotes are small (I 0 to 18 kilograms) but fast runners, and can reach speeds of up to 60 kilometers per hour. Coyotes have acute hearing and a good sense of smell. They are also very vocal, communicating with squeaks, yelps, and howls. It’s not unusual to find coyotes in cities and urban areas on the edge of their territories where their small size and skill at scavenging serve them well.

In many Native America legends, Coyote is the trickster spirit, witty and unpredictable, playing pranks and questioning authority. Theirs is much the same role the fox plays in European myth.

Dingoes are small (10 to 20 kilograms) canines native to Australia. Due to extensive interbreeding with domestic dogs, pure dingoes are becoming rare. Dingoes’ diet consists of small mammals, especially rabbits, but also kangaroos, lizards, and carrion (a fondness for human babies is mythical). Dingoes are solitary, but they often live in loosely knit groups. They occasionally engage in group hunting, particularly when in pursuit of larger prey.

Hyenas are doglike animals with a sloping body, as their front legs are longer than their hind legs. Their jaws are powerful and adapted crushing bone to get at the marrow inside.

All hyenas can survive on diets of carrion supplemented by whatever ocher food they can acquire. Hyenas operate in “clans” of up to 80 animals; the sexes are either equal or the females dominate the clan.

Brown hyenas can raise the hair along their spine to intimidate others. Spotted hyenas are larger ( 45 to 82 kilograms) and more aggressive. They’ re capable hunters and, in packs, can take down water buffalo and other large prey.

In some parts of Africa, the hyena is the equivalent of the “black cat,” the animal of witches. Some legends say that all hyenas are controlled by witches and none ace wild. Others say that witches use hyena as riding animals at night or that witches can shape shift into hyenas.

Typical Coyote/Dingo

Reflexes 3D+1: brawling 4D+1, dodge 4D+1, jumping 3D+2, sneak 4D+2

Coordination 1D

Physique 2D+1: running 4D

Knowledge 1D

Perception 2D: search 3D, survival tracking 4D

Presence 2D: intimidation 2D+2, willpower 3D

Strength Damage: 1D

Move: 20

Fate Points: 0

Character Points: 0

Body Points: 17

Wound levels: 3

Natural Abilities: bite (damage +1D; +5 to combat difficulty); small size (scale value 4)

Note: Coyotes have +1D in running.

Typical Hyena

Reflexes 3D: brawling 4D+1, dodge 4D, jumping 4D, sneak 4D

Coordination 1D

Physique 3D+1: running 4D+ 1

Knowledge 1D

Perception 2D: search 3D, survival 4D, cracking 3D

Presence 2D: intimidation 3D+1, willpower 3D

Strength Damage: 2D

Move: 20

Fate Points: 0

Character Points: 0

Body Points: 20

Wound levels: 3

Natural Abilities: wiry fur (Armor Value +1); bite (damage +1D+1; +5 to combat difficulty); small size (scale value 4)

Note: Brown hyenas have a+ 1 to intimidation. Spotted hyenas have + 1 Physique