Weird Frontiers RPG
Weird Frontiers RPG
Weird Frontiers RPG
♠ S
pend a Boon for a +1d modifier to any roll (or a -1d DC 20 tasks are a hero’s work. Only the
if that is more favorable). seasoned veterans of a posse can accomplish these
♠ S
pend a Boon to give an ally a +1d modifier to their monumental deeds.
next action.
HEXES
♠ E
ach Hex token adds a cumulative +1d penalty on any Fumble table. Should a Hex be acquired by a failed attack
roll, count this Hex along with any already attached to the character before rolling on a fumble chart.
♠ H
ex tokens modify any interaction rolls with NPCs by -1d per Hex. This reflects the dark cloud following the
hexed individual that others sense.
♠ E
ach Hex token makes the Grit check that much harder. EACH Hex token adds +1 to the Grit check DC and a
+10% modifier to Madness chart rolls.
Type: Single or double action refers to how a gun operates when you pull the trigger. A double action gun both cocks
and fires the weapon when you pull the trigger. A single action gun can be “fanned” (see Firearms rules in the Combat
section).
Caliber and Ammunition: Lists the caliber and type of ammunition used.
Load: Shows how many bullets the gun holds at one time.
ROF: How many shots in a round the gun can mechanically fire without fanning.
Reload Time: The reload time reflects the number of rounds it takes to reload a single bullet into the firearm.
FIREARMS (SIMPLIFIED)
WEAPON CALIBER TYPE AMMO DAMAGE ROF LOAD RELOAD RANGE CONCEAL PRICE YEAR
TIME
Derringer .41 Single C&B d8 2 2 3 2/8/15 4 $7 1850
Pocket Pistol .30 Single C&B d6 2 5 3 5/15/50 2 $10 1850
Light Pistol .36 Single C&B d8 2 6 3 10/20/60 1 $12 1850
Heavy Pistol .44 Single C&B d10 2 6 3 10/20/60 0 $18 1847
Rifle-Musket .58 Muzzleloading C&B d16 1 1 3 25/50/75 -8 $15 1800s
Single
Breechloading .56 Breechloading C&B d14 1 1 1 40/80/150 -3 $25 1860
Carbine Single
Lever-Action .44 Lever Cart. d12 3 16 1/3 40/80/150 -4 $40 1864
Rifle
Breechloading .50 Breechloading C&B d16 1 1 1 200/400/600 -6 $50 1850
Long-Range Single
Rifle
Muzzleloading 10-12ga Muzzleloading C&B d14/d10/ 1 1 or 2 3 15/30/60 -6 $8 1600
shotgun Single d7
Scattergun 10-12ga Muzzleloading C&B d16/d8/d4 1 1 or 2 3 10/20/40 -2 $8 1600
Single
Revolving 12ga Single C&B d12/d8/ 2 5 3 15/30/60 -6 $30 1857
Shotgun d5
RANGED WEAPONS
WEAPON DAMAGE TYPE RANGE WEIGHT COST NOTES
Axe, throwing d5 S 10/15/25 2 $2
Bola d3 B 20/40/60 2 $3 May be used to trip an opponent.
Boomerang d6 B 30/60/120 2 $6 Exotic Weapon, will return if target is missed. DC10 Reflex
save to catch upon return.
Blowgun d2 P 10/20/30 1 $1
Bow d8 P 70/140/210 4 $10
Crossbow d10 P 80/160/240 5 $20 Weapon takes one full round to reload.
Dynamite see pg 147 * 10/20/30 .05 $.50 per stick Explosives. See page 147 for use.
Shuriken d4 P 10/20/30 .05 $2 Exotic Weapon, two may be thrown each round.
Sling d4 B 20/40/60 .05 $1
Slingshot d5 B 10/20/30 1 $2
Throwing Knife d5 P 10/20/30 1 $3
core rulebook
David Baity
CREATOR & WRITER
This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is
published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved.
For additional information, visit www.goodman-games.com or contact [email protected].
Brandon Goeringer, Bob Brinkman, Brendan LaSalle, Jeffrey Scifert, Keith Nelson,
Bjorn Nelson, Michael Bolam, Bruce Cunnington, Julian Hayley, Keith Garrett,
Claytonian JP, Gilbert Isla, Scott Andrew McKinley, Timothy Deschene, Scott Swift,
Jon Hook, Lee Neilson, John Watson, Dwayne Boothe, Diogo Nogueira,
J.Rhodes-Gloor, Peter C. Spahn, Steven Bean, Forrest Aguirre, Daniel Bishop,
Danny Prescott, Michael Harrington, Jason Hobbs, and Anne Hunter
CONTRIBUTING WRITERS
A
Diogo Nogueira, Angga Augustiya, Marcin S, Christopher Torres,
Todd McGowan, Simon Todd, Brooke Penrose, Adam Slivka, Zohn Dyer,
Jared Blando, Peter Mullen, Danny Prescott, Aaron Robinson, David Hoskins,
David Coppoletti, Hamad Alnajjar, Fred Dailey, Shyloh Wideman,
Tom Williams, San Julian, Bradley McDevitt, and Michael Clarke
CONTRIBUTING ARTISTS
A
Gilbert Isla and Jeffrey L. Scifert
EDITORS
A
Joseph “The Dark Hombre” Goodman, Stephen
“Snake” Newton, and Reid “Santo" San Filippo
SPIRIT GUIDES
3
WEIRD FRONTIERS CORE RULEBOOK
4
WEIRD FRONTIERS CORE RULEBOOK
5
WEIRD FRONTIERS CORE RULEBOOK
6
WEIRD FRONTIERS CORE RULEBOOK
7
WEIRD FRONTIERS CORE RULEBOOK
8
WEIRD FRONTIERS CORE RULEBOOK
D
ave Baity has been working on Weird game designed to inspire rather than constrain a
Frontiers forever, it seems. This is one of those judge. Just as the DCC RPG core rulebook leads
projects that, in my own mind, I associate many judges to walk away with their minds bursting
with a time frame many years ago, the period soon with ideas, Weird Frontiers has the same effect
after the release of DCC RPG. Dave was present at on me when I read it. The classes, creatures and
some of the very early Gary Cons, and I still have a creations get me excited to roll up a character and
beer cozy and some other swag he produced several start mapping my first adventure. Clearly there will
years ago. He has been a fixture of the community need to be a luchador involved!
for many years, and if it weren’t for the interruptions
In some unanticipated way, DCC RPG has turned
of 2020, I think I would have seen him several times
into a strong community of like-minded gamers.
this past year. Each time we spoke, he had an update
I’m certainly glad this happened, and not really
on this project, which has been slowly awakening
sure how it happened, but it’s been amazing to see.
over the years like some elder god opening its long-
The community exists online and, for so many
somnolent eye. As I write this, it is now February
years before 2020, existed in person as well. The
2021 and Weird Frontiers has finally come to life.
friendships forged at Gary Con, North Texas RPG
And what a life it is! I see in front of me the finished
Con, Gamehole Con, and of course Gen Con,
draft of the book—all 880+ pages. It’s been a long
were built by like-minded judges and players who
time coming. Seeing it now, it’s been worth every
somehow found each other through this game. And
minute of the wait.
Weird Frontiers fits right into this community. It’s
Weird Frontiers starts with a simple premise: what part of the same churning creative pot (or pit?) which
if the Civil War ended differently, and supernatural has sloshed forth so many entertaining tomes. The
powers were involved? With that neat twist on our transfer of ideas between third-party DCC publishers
history, the pathways of possibility start to sparkle. is an important part of this community, and Weird
Weird Frontiers takes the post-apocalyptic and old Frontiers has been there as a contributor and
west tropes, and mixes in horror, magic, and The recipient of the creative spirit for many years now.
Weird. The resulting mix is surprising. “Surprising” in
At long last, Weird Frontiers is complete. It is an
the best way: the setting’s internal continuity logically
impressive work. I wrote a lot of spells myself for
produces encounters which make sense for this world,
DCC RPG (and had to bring in help because it was so
yet are hard to anticipate and would never appear in
challenging), so I can truly appreciate the nearly 400
any other setting. Even the most experienced, jaded,
pages of contraptions, miracles, and spells contained
and world-weary gamer will find his ennui challenged
herein – not to mention all the other content. A lot of
by Weird Frontiers. In the same way that DCC made
work went into Weird Frontiers, and it has paid off.
classic fantasy role playing fresh again to many
When I flip through this book, I want to keep reading
experienced gamers, I think Weird Frontiers will
until I’m done, and then roll up a character to start
make wild west role playing fresh again, as well.
playing. That’s a powerful urge for a book to kindle.
As the author of DCC RPG I’m confident in stating It’s the same effect DCC RPG has on other readers
that Weird Frontiers continues the legacy of what – and I think it’s fitting that Weird Frontiers is now
DCC tries to do. DCC is a rulebook based on the having the same effect on me. Anybody up for a game?
premise that there should be minimal rules; it is a
— Joseph Goodman
set of guidelines for the judge based on the premise
February 2021
that the judge should be without guidance; it is a
9
WEIRD FRONTIERS CORE RULEBOOK
WELCOME
W
eird Frontiers begins with an alternate mid-ceremony and cut them down like dogs. The
ending to the Civil War in 1865. Necronomicon escaped destruction as it always has,
Nyarlathotep, a legendary Elder God, seizes scattering itself so that each page flew on summoned
the opportunity to awaken his slumbering brothers arcane winds to the darkest corners of the Earth.
and sisters and free them from dimensional exile Though the Elder Gods were prevented from entering
with a living tome called the Necronomicon. The our realm, several lesser “things” found a passage
grimoire is filled with forbidden lore, including through, including an entropic energy known as “The
the ancient rituals needed to bring about an Taint” that would permanently twist and shape our
event comparable to a biblical apocalypse. A cabal world and its inhabitants. Much like an organism
of cultists, dedicated to the forgotten gods and attempts to fight off a virus, Earth responded by
entrusted with the tome, head off into Mexican awakening long dormant ley lines brimming with
territory to bring about the end of all things. This arcane energies. These ley lines pulsed during the
week-long period of rituals would become known as Seven Days of Night attempting to repel the sickness
“The Seven Days of Night” due to a lunar eclipse and caused by The Taint and continue to do so during
its accompanying astral phenomena. random times. As a side-effect of these pulses,
common folks are “kissed” by the supernatural,
During the series of rituals, the twisted cabal awoke often finding themselves imbued with extraordinary
long-dormant Elder Gods now painfully aware of abilities that forever changed their lives—some for
their imprisonment. However, they would only the better, others for the worse. As a player you
partially succeed at opening the gates to set them assume the role of one such hero, fighting against an
free. Unbeknownst to the cult, a posse of Texas ever-growing ancient evil that’s found purchase in a
Rangers led by a modern-day Knight Templar was wounded country still recovering from what would
hot on their trail. The posse discovered the cabal become the bloodiest war in American history.
14
WEIRD FRONTIERS CORE RULEBOOK
B
efore you begin your first session of Weird d3, roll 1d6 and count 1-2 as a 1, 3-4 as a 2, and 5-6 as a
Frontiers, you’ll need to throw a few items 3; for a d5, roll 1d10 and count a 6 as a 1, 7 as 2, etc. For
in your saddlebags. Standard RPGs typically a d7, roll 1d8 and re-roll on the result of an 8. For d14
require polyhedral dice, paper, and something to or d16, roll a d20 and ignore rolls above the die facing
write with. Weird Frontiers adds a few things to the threshold. For a d24, roll 1d12 and 1d6; if the 6-sider
list that will help you experience the weird West. is odd, add 12 to the 1d12 roll. For a d30, roll 1d10 and
1d6; on the d6: add +0 on 1-2, +10 on 3-4, and +20 on
eck(s) of playing cards- Weird Frontiers
♠ D
5-6. For a d%, roll 2d10 of different colors and read
uses a standard deck of playing cards with the
one as the 10s digit and the other as the 1s digit.
Jokers shuffled in. A handful of mechanics
found within the pages of the game use You can also find a handy dice app by searching for
playing cards, but their primary use is for the Purple Sorcerer’s free “Crawlers Companion” at
Gun Deck. Judges should provide a cheap www.purplesorcerer.com.
deck for each player at the table for the first
♠ Character sheets- You'll find two types of
session and then encourage them to find
character sheets included. Funnel sheets are
a purdier deck on their own through their
for games that start with 0-level characters
favorite retailer.
(recommended) while the standard sheet is
♠ Poker Chips- One mechanic implemented for higher level games.
in Weird Frontiers is Boons & Hexes, a fun
♠ The Dungeon Crawl Classics RPG (optional)-
system that throws both good and bad mojo
You’ll find everything you need to play inside
a player’s way during a typical session. Poker
this tome, but having a copy of the DCC RPG
chips work best and add to the Western feel
will give you access to a host of spells and
of the game. Two colors are all you need, and
other items you can easily port into the Weird
white and black fit the bill best!
Frontiers RPG.
♠ Funky Dice- What good would a weird West
be if it didn’t include “weird dice?” If you’re a COMPATIBILITY WITH
fan of the Dungeon Crawl Classics RPG (www.
goodman-games.com) you’re already familiar
DUNGEON CRAWL CLASSICS (DCC)
T
with these strange dice, but if this is new, he Weird Frontiers RPG would not exist
you’re in for a treat! Weird Frontiers uses the were it not for the existence of the Dungeon
same 14 dice set (made by Impact miniatures Crawl Classics RPG written and created by
and Gamescience) in a brilliant mechanic Joseph Goodman. Joseph not only created a game
called “the dice chain.” A complete set should that continues to win converts over in droves, he
include a: d3, d4, d5, d6, d7, d8, d10, d12, d14, also offered a platform for folks to write and publish
d16, d20, d24, d30, and a d%. Don’t fret if you products compatible with the rules found within the
don’t have access to a set! pages of Dungeon Crawl Classics, or DCC for short.
15
WEIRD FRONTIERS CORE RULEBOOK
Y
ou’ll find that rolling a twenty-sided die enjoy rolling those odd-shaped dice that often find
determines success in just about every aspect themselves orphaned in the bag during a session.
of Weird Frontiers. You’ll try to match or The Weird Frontiers RPG uses the dice chain during
beat a target number (called a Difficulty Class or gameplay in several ways. Typically, games assign a
DC) assigned to the task at hand by your judge. positive or negative number that modifies the die
Sometimes the Difficulty Class will use a specific roll in question (+1 to attack, +3 to damage, etc.). The
term like Armor Class (or AC), which is the combat dice chain adds an element of fun. Any time you see
variation of DC. a “d” behind a modifier, you will move up or down to
the next die size instead of using the normal die for
As a general rule:
the attempted action.
♠ If you roll equal to or higher than the DC (or
AC), you succeed. Otherwise you fail. For example: You’d normally roll 1d20 for an attack
roll but maybe the judge determines you’ve got the
♠ A roll of an unmodified 1 is an automatic jump on that carnivorous jackalope turning your
failure, is a fumble and brings some degree of buddy into vittles and gives you a +1d modifier! That
disaster depending upon the task at hand. d20 now moves up the chain to the d24. As a judge
♠ Rolling an unmodified 20 is an automatic becomes more comfortable with the dice chain,
critical success! they’ll find that it’s an intuitive tool useful for many
♠ Additional game mechanics can modify these situations during a session.
rolls (fumble tables, critical hit charts, Boons, Dice Chain: d3, d4, d5, d6, d7, d8, d10, d12, d14, d16,
Hexes, Luck, and more). d20, d24, d30
16
WEIRD FRONTIERS CORE RULEBOOK
17
WEIRD FRONTIERS CORE RULEBOOK
18
WEIRD FRONTIERS CORE RULEBOOK
19
WEIRD FRONTIERS CORE RULEBOOK
20
WEIRD FRONTIERS CORE RULEBOOK
21
WEIRD FRONTIERS CORE RULEBOOK
T
he six attributes help define the characters
portrayed during the game. We use these
abilities to help determine how well a
character performs physical and mental actions.
Higher scores will offer a bonus modifier to rolls,
while negative modifiers will often hinder attempts
at various tasks.
Strength: Characters use their raw strength to help
perform tasks where “muscle” is needed to do the
job well. Lifting, pulling, melee attacks, and feats of
strength are all instances where a Strength modifier ABILITY MODIFIER TABLE
would come in to play to help or hinder the effort. ABILITY SCORE MODIFIER BONUS LANGUAGES
Intelligence: A high Intelligence will aid a character 3 -3 0
in performing actions like: searching for clues during 4 -2 0
an investigation, casting arcane spells, or using skills 5 -2 0
that require a sharp mind. Intelligence modifiers
6 -1 0
affect mental-based rolls and also determine any
additional starting languages a character might 7 -1 0
begin the game with. For bonus languages, players 8 -1 0
are free to choose any spoken language they wish 9 0 0
for their characters but should work to fit it within 10 0 0
the background story they have developed. For
11 0 0
simplicity's sake, assume all heroes in Weird Frontiers
12 0 0
speak English for free, regardless of ethnicity.
13 +1 +1
Personality: Characters that have a higher
14 +1 +1
Personality often become ambassadors for the posse
they adventure with. Personality modifiers determine 15 +1 +1
how well social interactions play out and how 16 +2 +2
mentally tough a character is. Personality modifiers 17 +2 +2
also affect Willpower saves, and certain classes like 18 +3 +3
the revelator use their Personality modifiers to adjust Every 3 points above 18 grants a +1 bonus (example: 21=+4,
attempts to perform divine abilities. 24=+5, etc.).
Stamina: The body’s ability to persevere through
harsh environmental conditions, shrug off the Luck: Sometimes, a judge will rule that a character’s
effects of poison and disease, and overall toughness chance at accomplishing the task at hand will boil
are all factors that a Stamina modifier will affect. A down to how “lucky” they are. With a Luck check
character’s Stamina modifier also adjusts hit point rolls (roll 1d20 and try to match or roll lower than the
and determines any Fortitude saving throw bonus. characters current Luck stat), characters have
a chance at tasks they’d normally find beyond
Agility: Threading the needle with an expert shot
the scope of their skill sets. The Luck modifier
from your trusty Winchester or leaping out of the
determines whether a character gains a roll on the
way of a runaway stagecoach are examples of where
Lucky Sign/Birth Augur chart and can be spent on
a character’s Agility modifier comes into play. The
a 1:1 basis to augment important rolls. Judges can
Agility modifier is applied to Armor Class, Reflex
award Luck during a session as they see fit, usually
saving throws, and ability/skill checks that depend
for acts of great sacrifice, or great role-playing.
upon a character’s quick reflexes.
22
WEIRD FRONTIERS 10 CORE RULEBOOK
23
WEIRD FRONTIERS 11 CORE RULEBOOK
24
WEIRD FRONTIERS CORE RULEBOOK
E
very hero in the world of Weird Frontiers had pation are attempted by rolling 1d20 plus or minus
a job before they up and decided to even the modifiers and compared to the DC of the task. Roll
odds against evil. Maybe they spent several 1d10 instead of a d20 when using skills unrelated to a
years herding tick magnets working as cowboys character’s occupation.
across the rough and tumble frontier, or they might
Roll a d100 to determine each character’s occupa-
have worked their days as school teachers, hoping
tion, starting weapon and a random trade good they
to bring some civility and education to the children
begin the game with.
belonging to the folks toiling away on the railroad.
25
WEIRD FRONTIERS CORE RULEBOOK
26
WEIRD FRONTIERS CORE RULEBOOK
*For simplicity’s sake any firearms acquired by occupation should be drawn from the list below. All firearms are supplied with
1d12 extra rounds.
Pistol: Light Pistol (damage d8, ROF 2, Load 6, Reload 3, Range 10/20/60)
Rifle: Breechloading Carbine (damage d14, ROF 1, Load 1, Reload 1, Range 40/80/150)
Derringer: Derringer (damage d8, ROF 2, Load 2, Reload 3, Range 2/8/15)
Shotgun: Double-barrel Muzzleloading Shotgun (d14/d10/d7, ROF 1 or 2, Load 2, Reload 3, Range 15/30/60)
27
WEIRD FRONTIERS CORE RULEBOOK
28
WEIRD FRONTIERS CORE RULEBOOK
29
WEIRD FRONTIERS CORE RULEBOOK
DAMNED ±+1D h ±+3 h ±+2 h ±+1 h WALKING THE LINEf ±+1 f ±+2 f ±+3 f ±+1D RIGHTEOUS
30
WEIRD FRONTIERS CORE RULEBOOK
31
WEIRD FRONTIERS CORE RULEBOOK
CLASSES
34
WEIRD FRONTIERS CORE RULEBOOK
35
WEIRD FRONTIERS CORE RULEBOOK
37
WEIRD FRONTIERS CORE RULEBOOK
38
WEIRD FRONTIERS CORE RULEBOOK
REPAIR/CONSTRUCTION TABLE
ITEM ITEM REPAIR REPAIR REPAIR REPAIR CONTRAPTION CONTRAPTION
COMPLEXITY DESCRIPTION TYPE TIME COST ($) DC CONSTRUCTION CONSTRUCTION
TIME COST ($)
Wagons, well pumps, Minor 1d3 hours 0 5
Basic 2d12 hours $3/hour
weapons, lanterns, etc. Major 1d6 hours 1d4 11
Stage coach, steam engine, Minor 1d5 hours 1d8 14
Advanced 2d4 days $20/day
windmill, etc. Major 1d12 hours 2d10 17
Grandfather clock, Minor 1d12 hours 2d12 20
Complex bank safe, reaper plow, 2d8 days $30/day
Gatling gun, etc. Major 1d24 hours 4d20 23
Chthonian brain drill, Minor 1d3 days* 5d4 x50 25
Alien spacecraft, telepathic hood, N/A N/A
etc. Major 1d4 weeks* 5d4 x1000 30
Minor repairs - Item works, but is damaged in some way
Major repairs - Item is broken and non-functioning
* Alien technology can only be repaired, not constructed de novo
39
WEIRD FRONTIERS CORE RULEBOOK
42
WEIRD FRONTIERS CORE RULEBOOK
General: The calavera is known to give off a shine to those wandering the spirit world, attracting them
like moths to a flame; a flame that must be allowed to burn at all costs, lest the restless dead lose their
connection to the land of the living! On rare occasions, the calavera throws out a supernatural distress
call to spirits in the area. The calling is answered by restless spirits that push through the veil that
divides the dead from the living and enter suitable corpses to animate.
Note: To keep gameplay flowing, use the following statistics for any zombie that is created from the
use of bone dance. Also assume that corpses are available when the ability is used.
Zombie: Init -1d; Atk fist +0 melee (1d4+2), bite +0 melee (1d6); AC 10; HD 1d8+2; MV 20'; Act
1d20; SP un-dead traits, overwhelm; SV Fort +4, Ref -4, Will +2; PoD +1.
Un-dead traits: Like all un-dead, zombies are immune to sleep, charm, and paralysis effects, as
well as other mental effects, and cold damage.
Overwhelm: Most zombies attack with a pack mentality and unengaged zombies will drift to
targets currently being attacked by a fellow zombie. Each zombie attacking the same target
gains a +2 attack bonus per fellow attacker, and successful attacks force targets to pass a DC 8
Reflex save to avoid being dragged to the ground prone.
Manifestation: Roll 1d5: (1) large wings appear on the calavera giving them the likeness of an angel
of death as spirits from the Near burst from them, howling maniacally as they fly about searching for
a host body; (2) the calavera heaves, vomiting forth spirits that use them as a conduit to the land of
the living as they fly in erratic patterns seeking a corpse to “ride” while cackling with glee over their
temporary release from the Near; (3) the calavera begins to glow and is lifted from the ground, turning
in circles as the spirits assesses the scene before stepping out of the calavera’s body and drifting to
whatever suitable hosts can be found; (4) a swirling portal of azure energy opens, forming a gateway to
the Near for summoned spirits to pour forth from, seeking corpses to ride; (5) the calavera becomes
instantly incorporeal, fading to the Near before rebounding back into the land of the living with
willing spirits clinging to their body.
Effects (choice of 2): (1) Restless spirits heed the distress call of the calavera, aiding them by crossing
the veil and animating nearby corpses. 1d3+CL ghostly specters enter the land of the living seeking a
host. Any available corpses (human, animal, or creature) animate as zombies that will fight for their
summoner. Bone dance lasts for 1d3+CL rounds before the spirits are pulled back to the Near. OR (2)
The sky around the calavera fills with a host of 1d3+CL spirits unable to find a host body. They will
continue to swirl around the calavera, attempting to intercept incoming attacks. Should a ranged or
melee attack strike the calavera, they may immediately attempt a Luck check. Success means a spirit
has intercepted the attack and is pulled back across the veil; the calavera takes no damage, but that
spirit has gone home. Bone dance lasts for 1d3+CL rounds before all remaining spirits are pulled back
to the Near.
908
43
WEIRD FRONTIERS CORE RULEBOOK
General: The Calavera can see directly through the veil to the spirit world and to those lingering spirits
in the Near. However, after a period of time most spirits cross over and arrive at whatever Heaven or
Hell they deserve. Grim conversation can momentarily pull a spirit back from the far reaches of the
spirit world long enough for a brief chat with the calavera. Often, spirits resent being pulled back from
the after-life, thus a calavera that presents something the spirit was partial to in life (cigars, whiskey,
flowers, etc.) goes far towards putting the irate spirit at ease.
Manifestation: Roll 1d5: (1) the spirit called appears as a large raven that emerges from a shadow
and takes flight to perch on the calavera’s shoulder; (2) the calavera becomes a living doorway for the
spirit as their head falls back, allowing the spirit to billow out of their mouth in a plume of violescent
smoke heavy with the stench of death; (3) the calavera must use some sort of reflective surface (such
as a mirror or body of water) to communicate with the spirit, who looks just as they did while they
still could draw breath; (4) the summoned spirit makes its way back through a random ally or NPC,
possessing the body and taking on the mannerism/quirks of the visiting spirit; (5) the summoned spirit
speaks to the calavera by way of whispers on the wind—all living beings within 30’ find the hair on
their necks stands on end.
Effects: The calavera must have the body (or at least an item considered near and dear to the
summoned spirit) for grim conversation to work. The body/ object serves to pull the spirit back as
it yearns to be near the object/ body for a moment before returning “home.” The spirit remains
for 1d3+CL rounds and will answer one question for each round it remains. The summoned spirit
feels compelled to answer questions correctly, but they still retain the chosen Path they had in their
previous lives—thus slight misdirection and half-truths can be given in response to the calavera’s
questions if the conversation is with a spirit that walked the Path of the Damned.
46
General: The restless dead don’t take kindly to the harassment of their “skin-kin” and have been
known to manifest in a form so terrifying that even the brawniest hombre might mess his long johns.
Manifestation: Roll 1d4: (1) ghostly figures rise up from the ground around the calavera as the ambient
temperature drops to a chill as they dive one by one into the body of the calavera, charging them with
the nightmare fuel about to be released; (2) the aiding spirit use the calavera as a conduit, momentarily
morphing their physical features to that of some hellish creature as witnessed by those that would do
them harm; (3) black sulfurous plumes begin to swirl about the calavera as the aiding spirit begins to
weave its brand of nightmare (the fumes remain in the area for 1d10 rounds, offering the calavera a +2
AC bonus for the duration); (4) the offending targets disappear for a split-second, momentarily pulled
across the veil and into the Near, where they meet face-to-face with their worst nightmare before
being dumped back into the land of the living.
Effect: Spirits experienced with weaving the stuff of nightmares answer the call of the calavera,
bringing a monstrous nightmare to life. Up to 1d3+CL intelligent targets witnessing the manifestation
must immediately pass a DC 8+CL Grit check. Additionally, targets immediately run (double Move)
from the area for the duration of spook show. Targets unable to escape the nightmarish manifestation
suffer a -1d penalty to action rolls while targeting the calavera in addition to other potential effects.
The ability lasts 1d3+CL rounds.
912
49
WEIRD FRONTIERS CORE RULEBOOK
Path: Gamblers are a self-serving lot with an To use dead man’s hand, the gambler spends 1 point
occasional “flare-up” of genuine feelings for the of Luck to “charge” the cards. The charged cards take
well-being of their allies or good-natured folks they to the air in a swarm around the gambler until used
run across while traveling to the next big game. They or the ability expires. To use or maintain the ability,
53
WEIRD FRONTIERS CORE RULEBOOK
54
WEIRD FRONTIERS CORE RULEBOOK
a point of Luck must be burned each round. Cards tendency with an occasional “cosmic redo.” To use
may be used the first round they are charged. Once fateful favorite, the gambler spends 2 points of Luck
the cards are charged, the player re-shuffles their after a roll has failed them. The expenditure of Luck
gundeck, which is then used for the duration of the allows for an immediate reroll. In the case where the
ability. gambler fails a task that does not involve someone
opposing the roll, the reroll is automatically allowed.
Starting with the first round, on their turn, the
However, should the gambler wish to reroll an attack
player begins flipping cards from the newly shuffled
action, opposed skill roll, or similar action affecting
deck. The player may choose to stop flipping cards at
a foe’s fate, the gambler must first overcome the fate
any point but must stop when a face card is flipped
of that individual with a contested test of Will. The
(signaling a major effect) or an ace or eight is turned
gambler rolls 1d20 + Willpower save modifier + level
(signaling the loss of Lady Luck’s favor). Cards 2,
vs. 1d20 + Willpower save modifier for the opponent.
3, 4, 5, 6, 7, 9, 10 act as a magically charged missile
Matching or beating the opponent in the contested
that automatically strikes for a Mojo die’s worth of
roll allows the gambler to perform the reroll. Fateful
damage each. Each of these cards can target one
favorite may only be used once for any single failed
foe within eyesight, though several targets may be
action. Even though Luck is “spent” with this power,
hit by separate cards. Each face card has a unique
a Mojo die is not rolled.
special effect (see Dead Man’s Hand result chart) and
is resolved individually. Additionally, just as aces and Shady Dealings: The gambler is proficient with a set
eights are considered a misfire when drawing from of specialized skills that help them with games of
a gun deck, pulling the same cards while using dead chance and other, less honorable ventures.
man’s hand is also detrimental to the gambler (see
Cheating: As much as any gambler hates to admit
Dead Man’s Hand chart).
it, sometimes you need an ace up your sleeve
Fateful Favorite (at a cost of 2 points Luck): There’s no for that rare occasion that Lady Luck turns a
doubting that gamblers are the little darlings of the blind eye to your thirst for top-shelf hooch. The
benevolent entity known as Lady Luck. Gamblers rely cheating skill represents the gambler’s knack for
heavily on the luck of the draw, and she rewards that deception during games of chance. Determine
55
WEIRD FRONTIERS CORE RULEBOOK
56
WEIRD FRONTIERS CORE RULEBOOK
59
WEIRD FRONTIERS CORE RULEBOOK
60
WEIRD FRONTIERS CORE RULEBOOK
61
WEIRD FRONTIERS CORE RULEBOOK
62
WEIRD FRONTIERS CORE RULEBOOK
63
WEIRD FRONTIERS CORE RULEBOOK
64
WEIRD FRONTIERS CORE RULEBOOK
65
WEIRD FRONTIERS CORE RULEBOOK
67
WEIRD FRONTIERS CORE RULEBOOK
68
WEIRD FRONTIERS CORE RULEBOOK
69
WEIRD FRONTIERS CORE RULEBOOK
70
WEIRD FRONTIERS CORE RULEBOOK
73
WEIRD FRONTIERS CORE RULEBOOK
74
WEIRD FRONTIERS CORE RULEBOOK
75
WEIRD FRONTIERS CORE RULEBOOK
76
WEIRD FRONTIERS CORE RULEBOOK
5 The opponent is held helpless and must 4 Opponent lands prone and is stunned for
break the grapple before performing any 1d3 rounds, attacking and defending with
other actions. Additionally, the crushing a -3 penalty to attack, damage, armor
pressure on the spine deals an additional class, and saving throws. The opponent
1d10 in damage, and the opponent must suffers an additional deed die of damage
pass a Fort save with a DC matching the (make a new Lucha die roll and add the
total attack roll to avoid having their result to damage) as well.
Movement reduced by 15’ for the duration 5 Opponent lands prone and must pass a
of the combat. Fort Save with a DC matching the total
6 The opponent is held helpless and must attack number to avoid being knocked
break the grapple before performing unconscious for 1d4 rounds. The
any other actions. Additionally, the opponent suffers an additional deed die
crushing pressure on the spine deals of damage (make a new Lucha die roll
an additional 1d12 in damage, and the and add the result to damage) as well.
opponent must pass a Fort save with a 6 Opponent lands prone and must pass
DC matching the total attack roll to avoid a Fort Save with a DC matching the
77
WEIRD FRONTIERS CORE RULEBOOK
78
WEIRD FRONTIERS CORE RULEBOOK
79
WEIRD FRONTIERS CORE RULEBOOK
80
WEIRD FRONTIERS CORE RULEBOOK
83
WEIRD FRONTIERS CORE RULEBOOK
To
determine the potency of the compound modifier. Note that mundane formulae do not
crafted, reference the Mundane Formulae chart. require a Brew check to create.
Mutagenic Reaction: Mixing various chemicals
Green Thumb: The mountebank is considered skilled
with unstable components is a risky venture, at gathering components needed to make poultices,
even for one well versed in alchemy. Should the adhesives, poisons, etc. Judges should set a DC
mountebank roll a natural 1 on any Brew check, based on the surrounding area. A typical search for
something has gone horribly wrong and often components should be set at DC 10 with success
results in bodily harm to the mountebank and resulting in enough desired components to make a
those close by as the poorly created formula mundane formula for 1d3+level uses.
explodes, drenching the creator and possibly
Showmanship: Being a person of many words, the
others nearby (the description for the mutagenic
mountebank uses fancy verbiage (combined with fast
reaction will determine other targets). To
hands) to deceive and misdirect the audience during
determine the exact effect of the mutagenic
the “pitch,” encouraging them to empty their wallets.
reaction, roll the listed die found under each
The mountebank is skilled in various things related
formula and adjust by your current Luck
to performing a typical stage show—such as sleight
*Maximum number of formulae that may remain charged and ready to use by the mountebank or allies.
84
WEIRD FRONTIERS CORE RULEBOOK
*Bombs have a range of 20/40/60, and mountebanks ***Formulated Adhesives cover the listed square inch-
must make a ranged-attack roll to strike the desired tar- es and will remain bonded unless the listed pounds are
get. Bombs have a splash range of 5’+2’ per level. Ranged exceeded. For example, a 3rd level mountebank can
attacks that miss will scatter 1d10’ from the target. Roll formulate 36 square inches of substance that will hold fast
1d12 and compare the result to a standard clock facing to until an excess of 35 lbs of pressure is applied, breaking the
determine direction. Damage inflicted is fire-based, and hold. In the case where a living target is held by adhesive
any target catches fire 50% of the time. Targets catching and attempts to break free, the target halves the number
fire must spend their entire next action patting the flames of pounds the adhesive holds to determine the DC of the
out or continue to suffer 1d6 damage per round. Strength check required to break the hold (round down).
The difficulty represents how hard it is to get any lever-
**Acid Bombs have a range of 20/40/60. Mountebanks age to break the adhesive when you’re covered in it and
must make a ranged-attack roll to strike the desired tar- it keeps sticking as you pull. It takes 1 round to formulate
get. Bombs have a splash range of 5’+2’ per level. Ranged adhesive.
attacks that miss will scatter 1d10’ from the target. Roll
1d12 and compare the result to a standard clock facing to **** It takes 1 round to formulate one dose of poultice
determine direction. Damage inflicted is acid-based and that heals the listed amount of hit points. A poultice
targets must spend their entire next action removing the can only be used once on a particular wound in a 24 hour
substance or suffer damage each round. Damage suffered period. Creating a poultice requires 1 round and a DC 10
on subsequent rounds is reduced by -1d on the chain as the Intelligence check.
acid weakens.
85
WEIRD FRONTIERS CORE RULEBOOK
87
WEIRD FRONTIERS CORE RULEBOOK
88
WEIRD FRONTIERS CORE RULEBOOK
89
WEIRD FRONTIERS CORE RULEBOOK
90
WEIRD FRONTIERS CORE RULEBOOK
91
WEIRD FRONTIERS CORE RULEBOOK
92
WEIRD FRONTIERS CORE RULEBOOK
95
WEIRD FRONTIERS CORE RULEBOOK
96
WEIRD FRONTIERS CORE RULEBOOK
97
WEIRD FRONTIERS CORE RULEBOOK
98
WEIRD FRONTIERS CORE RULEBOOK
Action Die: Revelators use their action die for attack Determine the degree of success by cross-
rolls and all class related ability and skill rolls unless referencing the current Path of the subject with that
otherwise noted. of the healer. To avoid any confusion, determine the
Path by looking at their current position on the Path
Fall From Grace: Sometimes a revelator takes a tracker (found in the Character Creation section).
wrong turn while trying their best to walk the Characters one or more steps in either direction
righteous path. Falling from grace can often seem count as being on that Path. Characters Walking
random, but it’s known that God has a plan for the Line are adjacent to either Path. The result is
everything. Sometimes a revelator can unknowingly the number of dice rolled to determine restored
step on divine “toes,” hindering that plan. hit points using the Hit Die type of the class being
Should a revelator roll a natural “1” on a divine healed (luchador d12, gunslinger d10, etc.). The
healing, miracle check, or turn back the night check, number of Hit Dice healed can never exceed the
the revelator’s action conflicts for reasons unknown, level of the subject.
and the revelator begins their fall from grace. The full For example: A revelator has advanced two steps towards
rules for a fall from grace are detailed in the Magic the Path of the Righteous. He attempts to heal his
section (pg 172). friend, a gambler, who is one step toward the Path of the
Luck: Revelators add their current Luck bonus to all Damned. The revelator is considered Righteous, while the
Willpower saves. gambler is considered Damned. On the Healing chart,
the two are considered to be on opposite paths.
101
WEIRD FRONTIERS CORE RULEBOOK
102
WEIRD FRONTIERS CORE RULEBOOK
103
WEIRD FRONTIERS CORE RULEBOOK
104
WEIRD FRONTIERS CORE RULEBOOK
107
WEIRD FRONTIERS CORE RULEBOOK
108
WEIRD FRONTIERS CORE RULEBOOK
109
WEIRD FRONTIERS CORE RULEBOOK
General: Ferrymen gliding the dark waters of the river Styx often find themselves at odds with
creatures that would prefer the shepherd leave their charge on the banks to be eaten. Allies are few
and far between, though Stygian ravens are known for their benevolent nature towards the ferrymen.
Corvus corax instantly summons a protective flock of the creatures to offer aid and sow confusion
amongst the foes of the sin-eater.
Manifestation: Roll 1d4: (1) the sin-eater slings their obol high into the air (allowing the ancient coin to
serve as a focus for the rite) where it hangs, mid-air, piercing the veil of reality and allowing the summoned
ravens passage into the land of the living; (2) shadows begin to curl and bend as disembodied caws signal
the coming of the ferryman’s protectors as they burst from available shadows in the area; (3) the sin-eater
momentarily floats above the ground as their neck begins to stretch and vomits forth a flock of frenzied
ravens; (4) the sin-eater traces a flaming circle in the air that serves as a portal to the Abyss—flames crackle
and pop as the summoned ravens burst forth, ready to aid the ferryman.
Effect: A flock of Stygian ravens pour forth into the area, eager to protect the ferryman. The flock
fills a 10’ area centered upon the sin-eater or a chosen foe. The sin-eater may utilize their summoned
brethren in one of two ways. (1) Protection- the sin-eater gains a temporary +4 AC (full cover) bonus
from the shielding wings of the flock for the duration of the rite. OR (2) Attack- The sin-eater sends
the murderous flock—hungry for the eyes of the sin-eater’s foes—on the attack. The flock gains one
attack on each enemy in a 10’ area using the sin-eater’s melee attack bonus. Successful strikes inflict
1d6+CL damage, and any critical hit results in an eye being plucked from the target’s skull unless a DC
10+CL Reflex save is passed. Targets losing an eye suffer a permanent -2 penalty (per eye) to any action
requiring sight unless magically healed. Corvus Corax lasts 1d3+CL rounds.
110
General: Ferrymen traversing the dark waters of the river Styx are often stalked by the creatures
haunting its banks—as the souls of the departed make for a rare meal when one can be caught. It is
bad enough that these malicious beings hunt with cunning, frequently in packs, but they often carry
gifts from Mother Maw, the undying storm that gifts her hellish children with the gift of dark magic.
It is during these times that ferryman’s reprieve is invoked, serving as a direct distress call to Charon
himself for protection and aid when under the threat of magical attack.
Manifestation: Roll 1d4: (1) the sin-eater flips their obol high into the air where it hangs, suspended,
projecting a glowing eye that surveys the scene as Charon’s gaze fills each soul in eyesight with dread
and awe for 1 round, imposing a -1 attack penalty in addition to the other listed effects of the rite; (2)
the eyes of the sin-eater begin to glow and crackle with blue-hued energy that extends to outline the
form of the sin-eater, providing the listed effects of the rite; (3) a glowing wraith-like form holding
a scythe appears behind the sin-eater, instilling them with the essence of Charon; (4) the sin-eater
momentarily bursts into a flock of Stygian ravens before instantly reforming with a faint blue glow
outlining their form.
Effect: The ferryman has fallen under the watchful eye of Charon himself and must be protected for
some unseen event yet to unfold. A glowing avatar of the original ferryman steps from an available
shadow, wearing the mask of death and carrying a glowing scythe. The mysterious figure lifts the
weapon high into the air, causing the sky to momentarily darken before bursting with a swarm of
ghostly ravens. The ravens fill the area around the sin-eater with menacing caws, forming a barrier
that offers 30 + 5% per CL of magic resistance. Ferryman’s Reprieve lasts 1d3+CL rounds.
112
General: The river Styx is known for its countless channels; the dark waters transport a newly
passed spirit to whatever hereafter they’re deemed worthy of that matches their spiritual beliefs. The
tributaries are known to be laden with sinister creatures plotting the demise of ferryman and their
precious cargo. When direct confrontation is to be avoided, stealth and subterfuge are best deployed.
Shadow walk grants the ability to use shadows to shroud and transport the sin-eater and their charges.
Manifestation: Roll 1d4: (1) the clothes of the sin-eater begin to animate, becoming inky pools of
darkness that stretch and join with areas of natural shadow; (2) a nearby shadow serves as a portal for
a flock of shadow ravens that form around and serve as a shadowy extension to the sin-eater; (3) the
sin-eater becomes a being composed of pure shadow and gains an additional +4 bonus to concealment
rolls while the rite is in effect; (4) all natural light within a 100’ radius of the sin-eater is greatly reduced
as shadows become animated and begin to coalesce around the Ferryman.
Effect: The unnatural shadows found in the underworld are channeled by the sin-eater, manifesting
from their very pores and filling a 20+5’ per CL area. The collected shadows not only aid in providing
stealth but also allow the sin-eater to make short jumps from shadow to shadow. Shadow jumping can
only be performed with an abundance of shadow, thus stepping from shadow to shadow under the
light of the sun, in an open desert, would be near impossible.
113
117
WEIRD FRONTIERS CORE RULEBOOK
118
WEIRD FRONTIERS CORE RULEBOOK
119
WEIRD FRONTIERS CORE RULEBOOK
121
WEIRD FRONTIERS CORE RULEBOOK
RULES
T
here may come a time when a skill isn’t what’s forms a natural bridge across a yawning chasm does,
needed to get the job done. Maybe you need as there is a significant consequence to failure.
to hold on to that rope a little longer so that
DC 10 tasks are real work. The weak and unskilled
your partner can climb to safety, or it could be that
could not likely achieve these tasks. Example: kicking
you’re trying your best to hold your breath and
down a door, scaling a smooth cliff wall, or hearing
not take in that lung full of black smoke filling the
the approach of a mountain lion stalking its prey.
burning barn you’re trapped in. When a physical or
mental attribute makes more sense to determine the DC 15 tasks are feats that can present quite a pickle.
outcome of a given situation, use the one you think It takes someone special to accomplish these tasks.
the character would need the most to accomplish Examples: jumping a gorge, attempting to snatch an
the task, and use the DC examples (detailed below) object out of a target’s hand while galloping on a horse,
to set the difficulty. Make an ability check by rolling lassoing a jutting rock as the hero falls from a cliff.
a D20 modified by any positive or negative modifiers
attached to the ability being used. DC 20 tasks are a hero’s work. Only the seasoned
veterans of a posse can accomplish these
Difficulty Levels monumental deeds.
Not every task should be one you have to roll to
succeed at, otherwise you’d never get saddled up and SKILLS
headed after the things you’re itching to fill with
As stated in the Occupations section of character
lead! Use common sense with everyday skills and
generation, skills are trained (they relate to your
assume a character knows the proper way to brush
occupation) or untrained. Trained skills use 1d20 +
their teeth and scramble up a few eggs to quell that
ability modifier vs. a DC set by the judge. Untrained
gnawing at the belly.
skills use 1d10 + ability modifier vs. a DC set by the judge.
When the task at hand is determined important
Matching or beating the DC of the skill check results
enough to roll for its success, the judge will assign a
in success.
DC (difficulty challenge) number to the attempt that
gives the player a number to match or beat. The DC Contested Rolls
the judge assigns to the attempt should reflect the Situations can arise where characters will have to
difficulty of the skill check in addition to modifiers match their skills and abilities against those who
that might make the check more difficult then are working against them. In such a case, each
normal (in the pouring rain under a moonless sky, side rolls using one of the above methods (skill or
under a hail of gunfire, etc.). ability check). The side with the highest total (and
Below, you’ll find general guidelines to help you still beats the DC) wins the contest. In some cases,
determine just how difficult a skill check should be. opposed ability checks may not have a set DC. Two
cowpokes arm wrasslin’ in a saloon would decide the
Sample DCs winner by simply having the higher roll. A sin-eater
DC 5 tasks are so easy a kid wet behind the ears trying to get the jump on a nasty spirit while in the
could do it. Typically, you don’t roll for these minor spirit world would use their Agility, while the spirit
challenges unless there is a consequence for failure. would use its Intelligence.
124
WEIRD FRONTIERS CORE RULEBOOK
125
WEIRD FRONTIERS CORE RULEBOOK
127
WEIRD FRONTIERS CORE RULEBOOK
128
WEIRD FRONTIERS CORE RULEBOOK
129
WEIRD FRONTIERS CORE RULEBOOK
130
WEIRD FRONTIERS CORE RULEBOOK
131
WEIRD FRONTIERS CORE RULEBOOK
GUN MODIFICATIONS
GUN MODIFICATION COST EFFECT NOTES
MELEE MODIFICATIONS
Skullcrusher butt $2 d5 damage in melee. Pistols of Conceal 2 or less.
Bowie knife blade $5-10 d6 damage in melee. Pistols of Conceal 2 or less. -1 Conceal rating.
Bayonet blade $1 d8 damage in melee. Rifles only. Conceal -1.
Folding knife blade $5 d4 damage in melee. Pistols. 1 round to engage the blade.
PISTOL MODIFICATIONS
Cartridge conversion $15-20 Reload time reduced. 2 bullets/ Revolvers.
reload time given.
Filed down sights $1 +1 on the draw. -2 to hit at medium
or longer range.
Slicked-up trigger action 2-4x +d3 to Initiative when shooting. +d3 to misfire checks.
cost
Shortened barrel $3 +1 conceal for 4” shortening. medium range -1 to hit, long range reduced by 10’ and at -2 to
hit.
Slip shooting Hammer $5 +1 quickdraw for 3” shortening. Single handed “fanning” is allowed, but -2 to hit when “fanning,”
unless using two hands.
Folding Hammer spur $3 +2 Initiative for the first shot when Only double action.
taking a shooting action. 1 round to unfold and allow “fanning.”
Trigger guard removal $1 +1 Quickdraw if drawing a +1d on misfire checks.
concealed pistol.
RIFLE MODIFICATIONS
Double-set trigger $5 +1 to hit if aiming for 1 round (or
more).
Telescopic sights $20+ Reduce penalties for longer range Fragile, easily damaged.
shots by one step; +50% to long
range.
False muzzle $10 +1 to hit. +1 round to reload times.
HOLSTER MODIFICATIONS
Tie-down holster +$1 +1 to quickdraw.
-1 to Reflex saves.
Shoulder holster $10 +2 conceal.
-1 to quickdraw.
Swivel holster +$10 +3 quickdraw.
-2 to hit when firing from a holster.
Spring clip holster +$5 +1 to quickdraw. Guns of base conceal 2 or more.
Spring release holster $15 +2 quickdraw. Guns of base conceal 3 or more or small melee weapons.
-1 conceal
132
WEIRD FRONTIERS CORE RULEBOOK
133
WEIRD FRONTIERS CORE RULEBOOK
134
WEIRD FRONTIERS CORE RULEBOOK
135
WEIRD FRONTIERS CORE RULEBOOK
137
WEIRD FRONTIERS CORE RULEBOOK
138
WEIRD FRONTIERS CORE RULEBOOK
139
WEIRD FRONTIERS CORE RULEBOOK
Hexes
Lady Calamity serves as the opposite to her good-
natured sister, taking great pleasure in unraveling a
hero’s best laid plans. Similar to a Boon, you earn a
Hex at any point when a natural 1 is rolled; however,
in a check where a lower result is better, a natural
140
WEIRD FRONTIERS CORE RULEBOOK
141
WEIRD FRONTIERS CORE RULEBOOK
FEAR TABLE
ROLL RESULT
1 or less Your hairs stand on end as prickly bumps rise on your skin. This could be the end! You suffer a -2 penalty to all actions for the next
d3 rounds.
2 You grab your gut, dry heave, and fight the urge to empty its contents. The horrific retching noises you make distract all allies within
earshot causing them to suffer a -2 penalty to their next action while you lose your next action.
3 “Momma said there weren’t no such thing as boogers, but I’ll be damned if I ain’t staring at something born from the Devil himself!”
The source of fear that made ya’ turn yeller’ causes you to drop whatever you’re holding.
4 Icy chills race from the base of your spine all the way to that thing you call a brain. You freeze with panic and can’t even speak for
1d3 rounds (unable to take any actions for the duration).
5 You feel the grip of fear on your bladder and it gives a good squeeze! Should the source of your fear be a creature, it smells the fear
and gains a +2 attack bonus against you for the encounter. Additionally, you suffer a -1d to all actions for 1d3 rounds.
6 A piercing shrill leaves your mouth, alerting everyone to the yeller in your heart! All attempts at stealth are ruined and you can take
no action other than screaming for 1d3 rounds or until a Willpower save is passed (DC 12).
7 Ain’t no beating this thing! Whatever it is you just took a gander at spells certain doom for you and the poor folks in yer’ company.
The best course of action is to get to steppin’ before your friends beat you to it, as the slowest to act is the first to get eaten! You
immediately flee with your next action and continue to run for 1d6 further rounds if a DC 12 Will save is not made..
8 The source of the fear reaches deep to something you experienced as a child, the Bogeyman incarnate! Since there’s no bed to
crawl under, you drop to your knees and begin begging for your life between cowardly sobs. You are at -2d to all actions against the
source of your fear. The source gains a +2d attack bonus against you.
9 The sight you just witnessed paints a picture in your mind that won’t soon be erased. Your mind reels from the horror before causing
a -1d action penalty until you can pass another Grit check (at a -1d penatly) with the same DC as the original (do not roll further
Fear chart effects if failure continues).
10 You mean no offense when you take the closest ally and toss them toward whatever intends to pick its teeth with your ribs. You gain
an additional +4 to your AC for 1 round while your target ally is attacked with a +1 bonus during the same round. Should the attack
strike your ally, it results in a critical hit.
11 Sometimes, when you look death in the eye, the demise you see for yourself is too much to handle. That’s when your brain does you
a “solid” and blows out the candles. You faint and fall unconscious to the ground until you’re roused by smacks to the face, cold
water being splashed on you, or other methods. A Will save against a DC of 10 + creature's HD will negate the effect.
12 The best remedy for this tragic episode is to just forget you’re even in it! You lose any valuable information related to the current
adventure as your short-term memory flees your skull.
13 The scent of your fear fills the nostrils of the thing that just turned you yeller! It figures yer’ an easy kill, and you ain’t in no position
to disagree at the moment. For 1d6 rounds you suffer a -1d attack and damage penalty versus the source of the Grit check, while
the source gains a +1d bonus to attack and damage against you!
14 The dreams you’ve been having all make sense now as you face the source of those nightmares. For 1d8 rounds, you tremble in fear
as you feel that you’re facing death itself. Should the source of the fear attack you, all successful strikes hit for maximum damage.
15 The shock to your system momentarily causes neurons to misfire, releasing an excess of serotonin. You laugh uncontrollably, as
death seems an unavoidable joke. All stealth attempts within earshot are negated, and your cackling unnerves allies, causing a -3
penalty to all action checks for 1d6 rounds.
142
WEIRD FRONTIERS CORE RULEBOOK
144
WEIRD FRONTIERS CORE RULEBOOK
146
WEIRD FRONTIERS CORE RULEBOOK
147
WEIRD FRONTIERS CORE RULEBOOK
148
WEIRD FRONTIERS CORE RULEBOOK
♠ H
orses trained to perform in combat may Untrained mount struck by an attack (DC 12 ability
make one trample attack each round, check modified by riders Personality)—The mount
assuming its rider is skilled at horsemanship. gives in to panic and rears, trying to buck the rider.
Failing the check dumps the rider to the ground,
♠ A rider uses their mount’s movement rate.
who lands prone and suffers 1d4 damage if the
♠ H
orses trained to perform during combat mount was walking, 2d4 if at a trot, and 3d4 if the
need only check to resist being spooked upon mount was galloping.
being reduced to half hit points and grant a +1
bonus to all rider-related skill checks. Firing a weapon from a trained mount moving
at faster than a walking pace (DC 10 ability check
Maneuvers/Styles modified by Agility)—The rider attempts a steady
Armless steering (DC 10 check modified by shot while riding their mount at a trot or gallop.
Agility)—Success allows the rider to steer their Failure imposes a -1d penalty on the attack.
mount by using their knees, allowing the use of both Discharging a firearm within arms reach of an
hands for 1d5 rounds. untrained mount’s head (DC 10 ability check
Comanche style (DC 12 check modified by Agility) — modified by Personality)—Failing the check results
Success allows the rider to drop down to the side of in the mount, either galloping off in a random
their mount using their heels to maintain a hold on direction or trying to throw the rider (50/50). In
the top of the horse. This style temporarily shields either case, have the player make an opposed d20
149
WEIRD FRONTIERS CORE RULEBOOK
150
WEIRD FRONTIERS CORE RULEBOOK
MAGIC
9.
Ben Disbrey (Order #37682573)
MAGIC
countermeasures, entire races perished, wiped from
A HISTORY OF MAGIC existence or exiled to hellish realms in mere days.
Although no recorded history exists of a period when Only humanity would remain—part of the dark pacts
the earth flourished with an abundance of arcane made between Elder Gods and the dark cabal. The
energies, students of the esoteric know differently Elder Gods took their place on thrones around the
and are well-versed in a time when man coexisted world, enslaving humankind and drowning their
with wondrous creatures and humanoids that defy world in a tide of madness.
all logic in modern times. Magic existed. The earth
itself could be compared to a giant sentient battery— The Celestials
giving fuel to the imaginative fires of those wise in Decades passed before a light of redemption would
the ways of magic fueled through ancient ley lines appear, piercing the curtain of darkness smothering
dating back to the time of creation. Humanity, the the earth, to answer prayers fueled by faith and hope.
youngest of the races walking the earth, would prove The Celestials, as they would come to be known,
to be both a boon and a curse to the world, eventually are a benevolent race claiming a distant kinship with
bringing the end to all things born of magic. Humans the humans of Earth, claiming to have had a hand in
proved adept at weaving arcane energies, often their creation. The Celestials would plant the seeds
learning in years what their more ancient “cousins” of rebellion against the Elder Gods—empowering
had taken centuries to master. humanity with new magic and a way to tap into
long-dormant ley lines to fuel spells powerful enough
The Hunger to challenge gods. Much like the tainted invasion
Sadly, humanity’s thirst for power and forbidden caught the world off guard and cast it into darkness,
knowledge brought an end to the age of magic so did the rebellion take the Elder Gods and their
despite warnings from those who knew full well twisted host by surprise. Aided by the Celestials,
the folly of stepping through doors that lead to humankind cast a powerful ritual designed to not
things that promise overwhelming power for “small only exile the Elder Gods to personal prisons but
favors.” The fall of magic came about through the throw them into an eternal slumber to which they’d
meddling of a powerful cabal of those well-versed in never awaken.
the arcane—those with a thirst for power that could
With the Lords of Chaos banished, all that remained
only be sated by dabbling in magic found in dark
was to wipe out those who stood with the Elder
tomes never meant for human eyes. After centuries
Gods, in addition to erasing any trace of the sadistic
of searching and paying the price of blood and soul,
beasts that followed the Elder Gods to earth to plague
an ancient forbidden tome fell into their wretched
humankind. The earth was cleansed of the taint of
hands. The Necronomicon, a living artifact, would
chaos, but her ley lines fell silent, drained by the
act as the key to open wide the cell doors to a race
unfathomable amount of power needed to fuel the
of powerful beings known as Elder Gods. Through
exile of the Elder Gods. The Celestials decreed that
ritual and great sacrifice, a doorway opened between
none should talk of the dark time they had survived,
worlds and through it poured the very essence of
nor of the allies that had come from another world
chaos.
to help them. All would be forgotten, as would any
The world was covered in a shroud of infectious knowledge of a time when magic existed. This would
darkness. The onslaught came like a thief in the ensure the Elder Gods would never return.
night, and with no time to prepare a defense or
154
WEIRD FRONTIERS CORE RULEBOOK
155
WEIRD FRONTIERS CORE RULEBOOK
156
WEIRD FRONTIERS CORE RULEBOOK
157
WEIRD FRONTIERS CORE RULEBOOK
158
WEIRD FRONTIERS CORE RULEBOOK
159
WEIRD FRONTIERS CORE RULEBOOK
1 or lower The caster’s face takes on the appearance of a snake. The scales dry and crack, constantly weeping
a blood-tinted fluid.
2 The caster develops a strange gait as one leg grows d6 inches longer than the other.
3 The caster’s eyes change into something unsettling. Roll 1d6: (1) eyes lose all color, leaving white
orbs that have a soft glow in the darkness; (2) eyes develop catlike features with large green/
yellow irises and slits for pupils—the character will be considered one who dabbles in deviltry; (3)
fishlike with no eyelids—eyes constantly weep to an unsettling degree; (4) eyes look like those of a
serpent, with narrow slits serving for pupils; (5) eyes constantly leak tears of blood; (6) pupils frost
over, giving the appearance of blindness.
4 The character finds their fingers have grown an extra knuckle, giving the appearance of long,
spindly spider legs. The look of the fingers are enough to give most folks a stiff blanket of chills up
their spines.
5 The caster finds a symbol marking them as property to some infernal or extraplanar entity on
their body. The symbol constantly smolders and is a painful reminder of a fate yet to come.
6 One of the caster’s features changes to that of an animal. Their nose may begin to resemble a
snout or perhaps their tongue becomes forked. Judges are encouraged to work with the player on
the type of animal and what feature was altered.
7 The caster has seen into the future and glimpsed the scorching crimson deserts covering and
smothering out life. They return from their mental journey sweating and parched for water.
8 The caster finds their appearance has changed for the worse. Judges are encouraged to come up
with a change that relates to the type of spell being cast. A fire based spell might have the caster
looking scarred, while an acid-based spell might have a part of the caster looking “melted.”
9 The caster catches the attention of a whiskey demon in the larval stage. The creature drifts and
settles into the stomach of the caster before manifesting in the prime. The caster constantly
thirsts for whiskey and will begin to look jaundiced and emaciated as they have no choice but to
drink to satiate the baby in their belly. Going 24 hours without at least a pint of whiskey unsettles
the larvae and it begins to chew at the caster’s stomach causing a -1d penalty to all rolls.
10+ The caster’s mind reels as it is visited by a higher power, either infernal or extraplanar. The
creature floods the caster’s mind with visions of delicious madness, causing pain sensors to
overload, forcing the caster to pass out for 1d6 hours or until awakened by vigorous means.
160
2 The caster develops a small orifice in the area of their abdomen. The hole constantly weeps a black
syrup sweet to the taste. Through the course of a month, the affected abdomen swells until the
caster succumbs to a sick version of childbirth. While in the throes of “labor,” the caster can do
nothing but lie prone for 1d10 rounds before giving birth to a demonic, mewling cat. The creature,
though infernal, will be protected by the caster long enough for it to escape. Judges should roll
1d30 secretly to determine the day the birth occurs and keep as accurate count as possible. On the
due date have the caster roll against a DC 12 with each combat encounter. Failure results in the
caster going into labor. Should the caster succeed at every save through the entire day, the “kitten”
will come during the next time of rest.
3 The caster finds their mouth is able to unhinge, allowing for large morsels to be pushed down
their throat. Additionally, the caster’s eyes change to resemble those of a viper. The caster prefers
to eat small game animals whole and is unable to produce their own body heat.
4 The caster finds one of their arms has developed into a tentacle. The underside develops hundreds
of “suckers,” while the outer becomes sickly purple in color and leathery to the touch. The caster
will never drop an item being held in their “hand” and gains a +2d bonus to any rolls relating to
grabbing or retaining their grip on items being pulled from the tentaclelike appendage.
5 The caster’s fingers grow an extra knuckle and sharp black claws, granting a melee claw attack (d6)
but inflicting a -2 penalty to rolls related to manipulating objects.
6 The forehead of the caster begins to develop horns. Two black buttons appear overnight and
begin to grow with constant spell work. Each time the caster uses a spell, their horns grow 1” to
a maximum of 18”. Horns must be ground down under the light of the moon or tools used to
perform the task will malfunction. Allowing the horns to be displayed openly will bring down a
righteous fury from the populace of an area.
7 The caster’s skin loses all color and their hair changes to an oily black hue. Spending an hour or
more under the sun without protection will cause the caster’s skin to burn, causing a -1 penalty
to all physical rolls. Additionally, the oily hair smells of sulphur, imposing a -1d penalty to any
interactions.
8 The caster finds their tongue has become forked, while their eyes have become black orbs speckled
by constellations in faraway galaxies. Their appearance is unsettling and unwanted should they
walk into town without taking proper precautions.
9 The caster constantly sloughs off skin and is compelled to eat it, lest their affinity to the arcane
vanishes. Their skin is constantly shedding, and the compulsion to nibble can only be resisted
with a DC 15 Will save. Refusal to eat results in the loss of spellcasting until the compulsion is
sated.
10+ The caster finds they cast no reflection and their shadow has acquired horns and a tail.
161
162
164
WEIRD FRONTIERS CORE RULEBOOK
165
166
167
168
169
170
171
WEIRD FRONTIERS CORE RULEBOOK
Atonement
After rolling a result in the fall from grace range
when attempting to use a class power, the revelator
should immediately roll and sum a 1d4 for each
point in the roll result and reference the Fall From
Grace Atonement chart. Modify this result by any
Luck modifiers (positive reduces the total, negative
increases the total) before applying the Atonement
chart result. Example: the character has a fall from
grace range of 1-3 and has just rolled a ‘2’ while
attempting a miracle. The player would now roll 2d4,
adjust the total of this roll by their Luck modifier, and
reference the Atonement chart. After applying the result,
the character’s fall from grace threshold would increase
to 1-4.
Each Atonement chart result states when the fall
from grace threshold is reduced. If the revelator has
multiple sins to atone for, the Atonement chart
results can overlap to reduce the fall from grace
threshold at one time. Example: The revelator has 3
instances that need to be atoned for, and each entry
states the threshold will be reduced in 24 hours.
After 24 hours, the fall from grace threshold will
have reduced by 3 points.
172
WEIRD FRONTIERS CORE RULEBOOK
173
WEIRD FRONTIERS CORE RULEBOOK
174
WEIRD FRONTIERS CORE RULEBOOK
175
WEIRD FRONTIERS CORE RULEBOOK
MOUNTEBANK
1st Level 2nd Level 3rd Level 4th Level 5th Level
Apache Fear Dust Creepy Peeper Lozenges Cú Chulainn’s Blood Basil’s Malleable Mixture Libation of Mind Thievery
Cushioning Cordial Chameleon’s Brew Devil’s Own Luck Black Cat Licorice Lozenge of Homuncular
Manifestation
Golden Vocal Philter Dead Shot Dit da Jow Brain Jelly Libation of Animal
Communion
Hair of the Dog Dust of Ossifience Draconic Breath Lozenge Chameleon Salve Multiplication Libation
Necropotion Elixir of the Comet Draught of Quills Elixir of Vegetation Philter of Delay Death
Transmogrification
Ointment of Galvanic Libation of the 49er Libertine Libations Hyde’s Brew Potable of Peculiar
Agitation Polarization
Snake Oil Pecos Pete’s Pickled Mixture of the Meteoric Iron Serum of Blood Children
Cactus Cordial Unrestrained Mind
Surrey’s Soporific Elixir Shimmering Salve Potent Panacea Night Mare Fuel Shadow Potion
Tympanic Tincture Toadstool Talc Sensory Salve Salt of the Earth Stardust
Wyoming Whiskey Cure Water Dragon Nectar Spirit Brew Tonic of Elasticity Transmogrification
Decoction
176
WEIRD FRONTIERS CORE RULEBOOK
REVELATOR
1st Level 2nd Level 3rd Level 4th Level 5th Level
Blinding Faith Angelic Arms Avenging Angel Dire Revelations Apocalypse
Doubtful Soul Eyes of the Chosen Borrowed Grace Foresight Bone to Dust
Flames of Truth Flaming Scourge Godspeed Geyser Cleanse the Soul
Fortitude Healing Rays Heavenly Lights Grave Walk Hankering
Godsight Martyr Holy Gaze Immunity Plague
Holy Sponge North Star Mark the Sinner Miraculous Growth Rapture
Righteous Symbol Nourishment Mask of My Enemy Rainbow Rebuke
Sanctify Uplifting Sermon Obeyance Scent of Death Regenerate and Banish
Shield of Faith Venomous Reprieve Revealing Sermon Tears from Heaven Rising Sun
Tongues Witch Ward Rock of Ages Woeful Winds Summon Elemental
177
WEIRD FRONTIERS CORE RULEBOOK
Description: Arenaceous bellows are contraptions fashioned much like the standard bellows used to fan
flames with direct blasts of air. Bedlamites have modified the contraption to discharge large plumes of
dust, dirt, and other irritants for choking and blinding unsuspecting targets. These contraptions are
crafted with one or more flexible hoses that run to a tank filled with all manner of “ammo.”
Manifestation: Roll 1d4: (1) the contraption chokes and sputters to life, emitting small plumes of
smoke from various vent ports of the bellows; (2) the contraption comes to life, temporarily sucking
ambient dust and dirt from the area as it prepares to fire (friends and foes suffer -1 to actions requiring
sight as they are blinded by the kicked up detritus, which lasts for one round); (3) the contraption
glows and crackles with small streaks of electricity, providing lantern-equivalent light while active; (4)
a statically charged dust particle flashes, causing a small gout of flame to shoot from the bellows (on
the first round of activation, 1d6 in fire damage is inflicted with a 30% chance of catching the target on
fire, in addition to the standard effects.
1 Malfunction! The bedlamite loses control of the device causing a random effect. Roll 1d4
modified by Luck: (0-1) a vital hose snaps that normally feeds the bellows, sending a blast of
dust, ash, and irritants into the face of the bedlamite and all within 15’ (those affected must
immediately pass a DC 12 Fortitude save to avoid violently coughing for 1d3 rounds—act as
stunned); (2) static-charged particles ignite on the way through the bellows, causing a small
explosion that engulfs the bedlamite for 2d6 damage, possibly catching them on fire (50%
chance); (3) the contraption suffers from a design flaw that causes the bellows to absorb and
blow ambient air with such force that the bedlamite is thrown 1d20’, suffers 1d8 damage, and is
knocked prone; (4+) the bellows malfunctions, creating an unearthly suction—any target within
10’ is knocked prone and “sucked” 10’ towards the bedlamite unless a DC 12 Reflex save is made.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 ailure and minor malfunction. The contraption can no longer be used until a DC 10 repair
F
check is passed. The repair takes 1 full action to attempt.
12-13 The bedlamite activates the bellows and shoots a concentrated plume of choking debris into
the face of one target up to 20’ away. The affected target must immediately pass a Reflex
save with a DC matching the total of the Gear check. Failing the save sends the target into a
coughing/retching fit where no actions can be taken for 1d3 rounds.
14-17 Blinding soot, dust, and debris fire up to 20’ from the bellows, affecting up to 1d3 targets.
Targets must pass a Reflex save with a DC matching the total of the Gear check or suffer
178
Description: A Bronze Head of the Prognosticating Phrenologist is a heavy, adult-sized head made of
bronze that houses an incredible array of cogs and machinery. Before being charged by the bedlamite,
it is merely a very heavy doorstop. Once charged, the shape of the bronze head can manifest bumps and
nodes, which the bedlamite can interpret to gain some insight into the future.
Manifestation: Roll 1d3: (1) the surface of the bronze head becomes malleable, gears visibly moving
beneath its metallic “skin” as it reveals hints of what is to come; (2) with a discharge of steam, plates
in the bronze head raise and lower to mimic the bumps read using the phrenologist’s art; (3) although
it continues to be made of bronze, the head gains almost human mobility, groaning and making faces
while in operation.
179
180
Description: A bulletproof duster typically takes the form of its namesake, though more fashion-
minded bedlamites often use varying patterns and material. The duster acts as a standard oilskin jacket
until charged by the bedlamite. Once charged, the coat acts to protect its creator from varying degrees
and types of damage.
Manifestation: Roll 1d3: (1) the coat emits an audible hum and fills the air with the scent of ozone
while the contraption is in use; (2) the bedlamite’s hair stands on end as the coat is charged and
emanates the raw energies of their psyche; (3) the coat begins to glow as waves of psychic energy move
through the weave of the material in cryptic patterns.
181
182
Description: This helmet improves and expands the senses of the bedlamite using it, allowing them
to perceive the slightest changes in their surroundings and even to look into extra dimensional
frequencies as they improve the device.
Manifestation: Roll 1d3: (1) the helmet vibrates a little until it’s tuned to the frequencies the bedlamite
is capable of perceiving; (2) the helmet, when activated, emits bluish waves that form around the user’s
head; (3) a series of small lamps and buttons on the contraption begin to glow and blink in random
order.
1 Malfunction! The helmet overheats and sends too much sensory input to the bedlamite’s
brain, making them confused for 1d4 turns. During this period, they suffer a -2 to all
perception-based checks.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11
Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-13 The helmet improves a single selected sense of the bedlamite, granting +1d to rolls made
related to that sense. The charge lasts 1d4 turns.
14-17 The helmet enhances all of the bedlamite’s senses, making them aware of everything around
them, granting a +1d to all checks to perceive information and approaching enemies. The
wearer also gains a Reflex save at DC 10 to avoid being surprised. The charge lasts 1d6+CL
turns.
18-19 The bedlamite is granted an extraordinary enhancement to one sense (they choose which
one) as they adjust their helmet’s configuration. This could be infravision, thermal vision,
x-ray vision, low pitch hearing, high pitch hearing, or something similar. The effect and its
use should be approved by the judge. The charge lasts for 1d8+CL turns.
20-23 The helmet allows the bedlamite to project one of their senses to a distant place, ignoring
intervening barriers. The maximum distance a sense can be projected is 10’xCL (so a 3rd-
level bedlamite could project their sight up to 30’). The projected sense is also augmented,
allowing checks to be made at +1d. The charge lasts 1d10+CL turns.
24-27 In addition to the result from 20-23, the maximum projection distance is now 30’xCL and the
bedlamite can now project all of their senses. The charge lasts 1d12+CL turns.
28-31 In addition to the result from 24-27, the bedlamite can now see and hear things others are
seeing, hearing, or thinking (Willpower save with a DC equal to the Gear check result to
resist); the target must be within line of sight. The wearer becomes immune to surprise, as
they sense approaching enemies with a sixth sense, and gain +2d on any perception-based
checks. The charge lasts 2d6+CL turns.
32+ The helmet augments the senses of the bedlamite in such a way that they become aware of
183
OPTICAL DISPLACER
Level: 1 Range: Varies Duration: Varies Charge Time: 1 round Save: N/A
Description: Optical displacers are often designed by bedlamites who’ve suffered permanent eye
injuries. The contraption looks and functions much like the organ it replaces, though bedlamites often
alter the appearance of the eye, giving it a “signature” style. Until activated, an optical displacer works
on a small trickle of reserves that allow it to function as a normal eye.
Manifestation: Roll 1d4: (1) the contraption activates and runs an internal diagnostic check while
scanning the surrounding area—for one round, the eye bathes whatever the bedlamite is viewing in
an unearthly glow; (2) the orbital displacer activates as microscopic gears and servo motors come to
life and small mechanical legs unfurl from the center of the orb and gain purchase on the bedlamite’s
outer eye socket (bystanders are unnerved at the sight); (3) the “pupil” of the contraption turns in a
slow, clockwise fashion while unraveling like a pinwheel in constant motion; (4) upon activation, the
orbital displacer ejects from the host’s eye socket, deploys clockwork wings, and flaps in slow circles
around the bedlamite until utilized.
1
Malfunction! The bedlamite loses control of the device, causing a random effect: Roll 1d4
modified by Luck: (0-1) an internal motor was improperly serviced, and a vital spring gives,
causing the eye to come apart, leaving the bedlamite an eye socket full of gears and springs
needing removal (the bedlamite suffers a -1d penalty to any roll requiring sight and NPC
reactions until repaired); (2) the relay-conduits between the contraption and the inventor
polarizes, sending an electrical shock through the brainstem of the user, causing 1d6 damage
and stuns for 1d3 rounds; (3) the displacer suffers a temporary overload, causing a mind-
altering strobe effect for 1 round—anyone within sight of the bedlamite must immediately
pass a DC 12 Reflex save to avoid losing their next action due to disorientation; (4+) the
contraption leaves its nesting eye socket and flies in an erratic pattern around the bedlamite,
firing searing-hot rays at random foes and allies for 1d5 rounds—50% chance that a friend or
foe is struck with the beam and suffers 1d6 damage with the possibility of catching fire (30%
chance).
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-13 The orbital displacer activates but remains nested in the bedlamite’s eye socket. While
184
185
Description: The servo arm often replaces a missing arm or is sometimes seen as a third arm or
appendagelike device attached to the user. The contraption is hardwired directly into the spine of the
bedlamite, serving several functions—including repair. The servo arm is well-equipped with a selection
of tools, an arc welder, and it can even weave material into springs, screws, and other parts required
for a repair. The servo arm lowers the repair times for fixing any man-made device by halving the time
normally required to make the needed repair. The arc welder may also produce a flame, emitting a
light the size of a candle. Should the bedlamite fall, a DC 16 Reflex save allows the servo arm to catch a
ledge or other surface, arresting the fall.
Manifestation: Roll 1d4: (1) the servo arm is composed of interlocking metal plates that resemble a
prehensile tentacle; (2) the servo arm is made from brass and operates with the constant whirl of cogs
and pistons, giving the contraption a clockwork appearance; (3) the servo arm is composed entirely of
chrome and resembles a human arm of normal proportions; (4) the contraption is a crude construction
of ill-fitting parts, gears that constantly grind and squeak, and the arm ends in a pincerlike claw.
1
Malfunction! The servo arm has a surge of electricity which makes the arm go berserk—Roll
1d4 modified by Luck: (0-1) the servo arm spasms and strikes the bedlamite for 1d3 damage;
(2) the contraption begins spewing out black smoke that restricts the view of the bedlamite,
imposing a -2 penalty to all actions requiring sight for 1d3 rounds; (3) the servo arm arcs out
with a flash of blinding electricity to all within 30'—anyone caught in the area of effect must
immediately pass a DC12 Reflex save or suffer blindness for 1d4 rounds; (4+) roll twice for the
malfunction and apply both results (ignoring this result if it comes up again).
Repair: Any malfunction result requires repair in addition to the result. Bedlamites must
spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12 repair check.
Failure means an additional 1d4 hours of repair until another check is allowed.
2-11
Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-14 The servo arm may be used to take an extra action for anything the bedlamite would normally
be capable of doing with one arm (this includes making an extra melee attack that does 1d6
damage). The extra action has a 1d16 action die. The charge lasts 1d6 rounds.
15-16 The servo arm whirls to life as the bedlamite uses the contraption’s arc welder to shoot a large
jet of flame up to 20' away, inflicting 2d6 fire damage to one target (Reflex save vs. a DC equal
to the Gear check for half damage). Targets successfully hit have a 50% chance of catching
fire. The charge lasts 1d8 rounds.
17-18 The bedlamite activates the contraption with the intent to grab and crush the target. The
servo arm may be used to take an extra attack action [1d20+CL to hit; 2d6 damage; if it hits,
the target is grappled; Strength check when required is 1d20+4]. Grappled targets suffer 2d6
damage each round if they fail to break the grapple or until the charge runs out. The charge
lasts 1d10 rounds.
19-21 The servo arm slams into the ground with a burst of arcing electricity. All except the user
186
SPRING-LOADED PUGILIST
Level: 1 Range: Varies Duration: 1 action Charge Time: 1 action Save: Varies
Description: This boxing glove attached to an extensible arm is usually concealed for a surprising
blow. It requires 1 action or a move action to activate.
Manifestation: Roll 1d3: (1) a loud boinging sound, well beyond what one would expect from an
ordinary spring, accompanies the blow; (2) the glove radiates a soft-blue glow as it springs forth; (3) a
puff of smoke belches from the casing, and the stink of sulfur fills the air in a 10’ radius.
1
Malfunction. The accordion arm remains stuck in its casing and no longer functions until
repaired.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11
Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-13
Glancing blow. The glove springs out up to 10’ inflicting 1d5 damage to the target. The glove
automatically recoils and resets for the next use.
14-17 Solid blow. The glove springs out up to 12’ causing 1d8 damage to the target. Target must
make a DC 15 Willpower save or be bleary-eyed for the next 1d2 rounds, causing a -2 to all
attack rolls. The glove automatically recoils and resets for the next use.
187
Description: This contraption launches fluorescent dye at one or more targets, making them highly
visible and easier to hit for everyone.
Manifestation: Roll 1d3: (1) the tracer paint device is a water-gun style firearm that sprays streams of
liquid; (2) the tracer paint device hurls breakable grenadelike balls of dye; (3) the tracer paint device
causes dye to pour down on its target from above, like inexplicable rain.
1 Malfunction! The tracer paint device malfunctions and sprays dye all over the user. Reroll on
this table ignoring results lower than 12 to determine the effect on the user (no save allowed).
Until repaired, the contraption no longer functions.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC
12 repair check. Failure means an additional 1d4 hours of repair until another check can is
allowed.
2-11
Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-14 Once activated, the tracer paint device hits one target within 30’, unless they make a Reflex
save vs. a DC equivalent to the Gear check result, making it more visible. Anyone attacking
that target with a melee or ranged attack receives a +1 on their attack rolls, assuming the
188
TRACHEAL HARNESS
Level: 1 Range: Earshot Duration: Varies Charge Time: 1 round Save: N/A
Description: The tracheal harness was designed to cross language barriers that often arise for those
adventuring across the wild frontier. The contraption resembles a small mechanical box that rests
against the bedlamite’s larynx, while two brass horns protrude from either side. The horns act to
receive and send auditory messages, while the box serves to translate spoken word between humans
and in some rare cases, animals, creatures, etc.
Manifestation: Roll 1d3: (1) the contraption comes to life by playing a random catchy tune as small
sensory lights softly pulse, ready to transmit; (2) the inner workings of the contraption come to life as
microscopic pistons begin to fire, energizing the harness—for 1 round, random conversations are leached
from the air and transmitted through the speaker system of the contraption; (3) a brief sonic pulse bursts
from the contraption, stressing items composed of glass—glass objects within 25’ have a 50% chance
of shattering; (4) small surgical instruments extend from the contraption along with pain-numbing
syringes and begins to operate on the throat of the bedlamite, attaching small wires that connect to
the user’s vocal chords (the bedlamite suffers 1 point of damage while using the tracheal harness).
1
Malfunction! The bedlamite loses control of the device causing a random effect: Roll 1d4
modified by Luck: (0-1) the contraption reverses vital inner workings causing an ear-piercing
feedback to fill the immediate area around the bedlamite—all humanoids within 15’ of the
bedlamite can do nothing but cover their ears until the noise subsides in 1d3 rounds; (2) the
inertial dampeners of the harness fail momentarily and send an electric shock to the vocal cords
of the bedlamite, causing them to lose their voice for 1d6 hours; (3) the contraption draws the
attention of a wayward demon seeking passage to the earth—the bedlamite must immediately
beat the creature in a contest of wills (contested Willpower rolls with the demon receiving a +1
189
190
Description: The wound stitcher is a fist-sized mechanical contraption with many legs, numerous
delicate tools, first aid supplies, and sensors. It detects a newly inflicted wound and crawls upon the
user's body until the injury is located. It then begins to administer first aid to the injury in the form
of coagulants, stitching, and dressing. Higher check results allow the wound stitcher to stay tending
to the body longer and heal more serious wounds. The wound stitcher may also be used on others
in need of healing should the bedlamite so desire—it is designed to be used solely on its inventor;
however, should the bedlamite spend one point of Luck or a Boon token, the result may instead be
applied to an ally.
Manifestation: Roll 1d4: (1) the wound stitcher resembles an arachnid that will prop itself upon the
shoulder of the bedlamite; (2) the bedlamite’s wound stitcher resembles an octopus with long tentacles
and a sack containing its first aid items, which expands and contracts like a bellows; (3) the wound
stitcher resembles a mechanical centipede with two probing antennae with glowing eyes that scan the
surface of the injured for damage; (4) the wound stitcher takes the form of a floating orb, resembling a
human eyeball, that has several ports and compartments housing probes, syringes, and surgical tools.
1
Malfunction! The wound stitcher malfunctions causing its legs to stiffen quickly and
forcefully, inflicting 1d6 damage to the injured person being worked on. The wound stitcher
no longer functions until it is repaired.
Repair: Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in
a DC 12 repair check. Failure means an additional 1d4 hours of repair until another check is
allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-14 Once activated, it takes the wound stitcher 1 round to locate the target’s most recent
wound. The wound stitcher heals 1 HD worth of hit points using the target’s Hit Die for two
consecutive rounds before powering down. The contraption can only be used successfully
on a specific wound once. The device can not raise the target’s hit points beyond their
maximum.
15-16 Once activated, it takes the wound stitcher 1 round to locate the most recent wound. The
wound stitcher heals 1 HD worth of hit points for three rounds. The wound stitcher can only
heal damage inflicted from the last source of damage since activation and cannot raise the
target's hit points beyond their maximum.
17-18 In addition to the result from 15-16, the wound stitcher administers stimulants into the
bloodstream that provides +2 to all actions for 3 rounds.
19-21 In addition to the result from 17-18, the wound stitcher now injects a fast-acting regenerative
collagen into the bloodstream which allows the target to heal 1d3 hit points every round for
the next 2d4 rounds. This may heal previous or new damage, but it is not cumulative with
multiple checks of this same result. This extra healing cannot raise the target's hit points
beyond their maximum.
191
192
Description: This belt allows the bedlamite to either reduce or enlarge their body, making them either
fast and nimble or resistant and strong.
Manifestation: Roll 1d3: (1) a great flash of light heralds the user’s sudden change in size; (2) parts of
the bedlamite’s body grow individually, making them look deformed, before the rest of their body goes
through the same transformation; (3) with a loud sonic snap and the smell of cinnamon and vanilla,
the user changes size.
1 alfunction! A part of the device gives in to a small stress-fracture in the particle engine, and
M
sparks fly out of it like a shower of stars: Roll 1d4 modified by Luck: (0-1) the bedlamite’s head
is shrunk, making them look ridiculous and speak with a high pitched voice for 1d4 turns; (2)
the bedlamite’s legs are shrunk, reducing their Move by half for 1d6+1 rounds; (3) the bedlamite
suddenly grows to gigantic proportions, probably hitting the walls and ceiling if indoors, and
suffers 1d6 damage before immediately shrinking back to their normal size; (4+) one of the
bedlamite’s limbs grows up to 1d20+10% in size, becoming disproportionate from the rest of
their body permanently.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-13 The bedlamite shrinks just enough to fit in places where small children could fit, preventing
the penalties suffered for being in a place where they are too large to move around easily.
This could help them escape from bonds, grapples, and other situations where they are being
held in place. The charge lasts 2d4+CL rounds.
14-15 The bedlamite grows, gaining the physical strength and size of a large gorilla. The bedlamite
gains an additional 1d6+1 points of Strength (to a maximum of 18), gains an additional 5’
Move, and is a lot more intimidating—gaining +2 to all intimidation-related checks. The
charge lasts 2d6+CL rounds.
16-19 The bedlamite shrinks to the size of a small dog, allowing them to enter places a normal-
sized human could never get into. Additionally, they become incredibly fast and nimble,
gaining 1d6+1 points of Agility (to a maximum of 18) and improving their AC by +2. The
charge lasts 2d7+CL rounds.
20-21 The bedlamite grows to the size of an elephant, gaining giant muscles and tough skin. Their
Strength becomes 18, their AC improves by +2, their unarmed attacks inflict 1d6 damage, and
their skin reduces damage from physical attacks by -2. The charge lasts 2d8+CL rounds.
22-25 The bedlamite shrinks to the size of a rat; they can now enter spaces through small cracks in
193
CLOCKWORK FAMILIAR
Level: 2 Range: N/A Duration: Varies Charge Time: 1 round Save: N/A
Description: Bedlamites are typically so obsessed with the newest contraption that socializing doesn’t
often make it high on the list of priorities, which often results in the procurement of derangements
and compulsions stemming from the self-imposed isolation. Some bedlamites have “repaired” the
problem by creating small automatons that are infused with a sliver of their own spirit to bring it to
“life.”
To create a clockwork familiar, the bedlamite must purchase parts and tools that will cost upwards
of $1,000. From there, a workspace and one solid week of work must be devoted to the process.
Automatons can be built to take any form the bedlamite chooses, but the size must be kept to an
automaton that would fit in a box 18”x18”. For each increase in size, the bedlamite must procure an
additional $500 in parts.
Once the creation process is complete, roll on the table below to see how well their automaton is
crafted. Building the automaton is only half the process; the bedlamite still has a lifeless construct on
the workbench that needs “charging.”
194
Charge Duration: A clockwork familiar uses the infusion of a bedlamite’s psyche to provide the power
to perform tasks and interact with their creator. Even the most efficient automaton will require a
new charge at some point. To represent this, roll 1d30 at the start of each new day; any value rolled
less than the current charge value results in a successful charge for the day. On day one, the charge
value starts at “29,” guaranteeing the clockwork familiar can charge the first day unless a 30 is rolled.
Each successive day, the charge value decreases by 1 (day two has a charge value of 28). For example:
Thaddeus has gone eight days with his clockwork familiar running smoothly. On the ninth day, his
charge value has decreased to a 21 (30-9=21) and his 1d30 roll results in a 24. The automaton becomes
inert and must be recharged by an expenditure of Personality to return to functionality. Recharging
a clockwork familiar does not require a new roll on the results chart unless the bedlamite chooses
to do so. The contraption continues to operate at the same level of performance determined during
creation if the Personality expenditure can be met.
Destruction: Hit points are used to measure a clockwork familiar’s structural damage capacity. Once
the automaton reaches 0 hit points, it is destroyed and must be repaired and re-charged, requiring a
new roll (and a new Personality expenditure) on the Gear Check Results chart to determine how well
the contraption functions.
Manifestation: Roll 1d3: (1) the clockwork familiar is a constant whirl of gears and pistons making
problems for the bedlamite trying to be stealthy (bedlamites and allies within 10’ of the automaton
suffer -2 to stealth-related rolls); (2) the contraption constantly glows between the seams and eyes (if
built with them) equivalent to candlelight; (3) the contraption has miniature stove pipes that release
steam several times a day—judges should have the bedlamite make a Luck check occasionally to see if
the release happens during a moment where stealth is being used or during NPC interactions.
1
Malfunction! The bedlamite loses control of the device, causing a random effect, in addition
to the device needing repair. Roll 1d4 modified by Luck: (0-1) the clockwork familiar surges
to life, but the vested Personality creates a charge too large for internal capacitors, and the
contraption explodes causing 1d8 damage to all creatures within a 10’ radius centered upon
the contraption—the bedlamite must begin the process over from the beginning, including
spending an additional 1d10 x $100 to represent unsalvageable parts that must be replaced;
(2) the charge process goes awry as the storage cell attempts to drain the bedlamite of
their entire psyche (1d8 temporary Personality points are drained) before internal circuits
overload, and core parts overheat, shutting the contraption down—the automaton must
be repaired but can otherwise be charged again; (3) one of the automaton’s internal motors
blows, shutting the contraption down—the bedlamite must procure 1d4 x$100 in parts and
tools in addition to repairing the contraption; (4+) the contraption is momentarily possessed
by an extraplanar creature intent on killing the bedlamite! Roll 1d14+15 (do not spend the
Personality points for that result) and compare the total to the results chart: the clockwork
familiar gains the powers and Stats from that result and attacks for 1d5 rounds before
becoming inert as the possessing creature leaves the contraption.
195
196
197
198
*Movement duplicates the standard rate of the creature the contraption is modeled after
plus an additional 10’; a clockwork familiar modeled after an owl would begin with flight at
the standard movement plus 10’ for such a creature.
199
Description: A creation cube is a portable structure with dimensions small enough to fit in the palm
of a hand. Once activated, the cube is capable of repairing broken, inanimate matter in addition to
creating objects during an exceptional activation. Cubes typically vary in size and material.
Manifestation: Roll 1d3: (1) the cube begins to thrum with energy and glow as ozone in the area is
charged with the smell of gear oil; (2) the cube activates, levitating 5’ above the ground and begins to
fly about the target, casting an eerie glow on the chosen object; (3) the cube floats from the hand of
the bedlamite while emitting a particle beam at the desired object—immediately unraveling it at a
subatomic level, before reweaving and repairing the desired object (when creating objects, the beam
builds the object layer by layer, much like 3D printers found in the future).
1 alfunction! Part of the device gives in to a small stress fracture, causing a backflash of flame:
M
Roll 1d4 modified by Luck: (0-1) the cube suffers a glitch and one random non-sentient, normal
object carried by an ally crumbles after being struck by a ray emitted from the contraption—
Roll randomly for each ally within eyesight and then roll 1d4: [1] piece of clothing, [2] weapon,
[3] personal item, [4] roll twice—rerolling additional results of 4; (2) the cube crosses its creation
protocol with its repair protocol, resulting in an object the bedlamite wishes to repair being
disintegrated—Roll 1d4 for the non-sentient, normal object: [1] piece of clothing, [2] weapon,
[3] personal item, [4] roll twice—rerolling additional results of 4; (3) the cube backfires and the
object the bedlamite wishes to repair or correct is instead spliced to the living tissue of the
creator of the cube: Roll 1d4 to determine the body part the object is attached to (object can
only be removed by surgery or with a successful use of the cube to reverse the effect): [1] ear, [2]
leg, [3] arm, [4] body; (4+) the cube unravels the bedlamite at an atomic level, scattering them
momentarily on the winds of creation—the effect lasts 1 round before the inventor is restored
to their original form but stunned for 1d4 rounds.
R
epair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-13 The cube activates, bathing the area of effect in a pale blue light as the contraption scans
the structure before initiating a repair. Objects fitting in a 12” cube can be repaired from any
break or tear. The repair takes 2 rounds to finish, ending the charge.
14-15 In addition to the result from 12-13, the cube dimensions into which an object must fit is now
18”, and the repair duration decreases to 1 round.
16-19 The cube whirs to life, scanning the area for the desired repair. The cube performs
exceptionally, able to repair any item small enough to fit within a 24” cube. In addition
to repairing the object, one particular characteristic is actually “tweaked,” improving it.
Judges are encouraged to assign in-game effects depending on the nature of the object
being repaired (gun shoots more reliably, horse shoes fit their steed much better, improving
200
HELLFIRE BLASTER
Level: 2 Range: N/A Duration: Varies Charge Time: 1 round Save: N/A
Description: A hellfire blaster is often fashioned after the typical rifle or pistol, attached to a large
cylinder worn as a backpack. Legend has it that once fired, the contraption creates a microscopic tear
leading to one of the first layers of Hell, discharging varying degrees of flame.
Manifestation: Roll 1d3: (1) the blaster begins to glow much like an iron in fire as the immediate area
is filled with the scent of brimstone; (2) a high-pitched whine fills the air, sending any animals in the
immediate area into a panic and causing them to scatter; (3) the weapon’s flames resemble escaped
fiery demons flying to engulf their target.
201
202
Description: Using captivating patterns and lights, the bedlamite can hypnotize and charm those that
look into their goggles, making them docile and open to suggestions. On higher results, this can result
even in complete mind control.
Manifestation: Roll 1d3: (1) a kaleidoscopic pattern is projected in the goggles, and the same pattern
appears in the eyes of those under the effects of the contraption; (2) many colored lights are emitted by
the goggles, creating a hypnotic pattern that leaves targets baffled; (3) the contraption emits a greenish
light that seems to be reflected in the eyes and faces of everyone affected.
1 Malfunction! Part of the device goes up in sparks, and small bits and parts fly around as
strange patterns are emitted by the goggles. Roll 1d4 modified by Luck: (0-1) the goggles affect
a nearby ally that must make a DC 10 Willpower save or suffer -2 to all their actions for 1d4
rounds; (2) the goggles emit a series of flashes, and anyone within 10’ of the bedlamite must
make a Reflex save vs. the Gear check DC or be blinded for 1d4 rounds; (3) the goggles emit
a soothing pattern so strong that an ally within 30’ must make DC 12 Willpower save or fall
asleep for 1d4 turns; (4+) roll again on the result chart with a +1 bonus, and apply the result to
one or more allies as determined by the roll.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check can is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1full action to attempt.
12-13 The goggles emit a whirlwind pattern, affecting every enemy within a cone 30’ long and 20’
wide. All affected enemies who fail a Willpower save vs. a DC equal to the Gear check suffer
-2 on all their action checks for 1d4+CL rounds.
14-15 Kaleidoscopic patterns are projected in the goggles lenses, and any enemy within a cone
30’ long and 20’ that fails a Willpower save vs. a DC equal to the Gear check will fall asleep
for 1d6 rounds. The bedlamite can utter a few words as a suggestion each round to sleeping
targets, and they must fulfill these suggestions to the best of their abilities when they wake
up. If the suggestion is obviously harmful to the target, they can make another Willpower
save at +1d.
16-19 Strong flashes of prismatic light are emitted by the googles, affecting enemies within a cone
40’ long and 30’ wide. Creatures in the area affected must make two Willpower saves vs. a DC
equal to the Gear check. Failing one means the targets are blinded, while failing two means
they are blinded and unconscious. The charge lasts 1d6+CL rounds.
20-21 The goggles project images to target enemies within a cone 40’ long and 30’ wide which
engenders a sense of serenity and calm. Targets within the cone must pass a Willpower save
vs. a DC equal to the Gear check or become completely passive, dropping their weapons and
offering no threats to anyone for 2d6+CL rounds. Aggressive actions against these targets
allow them to make another Willpower save at +1d.
203
INFERNAL EGG
Level: 2 Range: Varies Duration: 1 round Charge Time: 1 round Save: Varies
Description: An infernal egg often resembles an ornately carved metal egg. The egg purportedly opens
a temporary dimensional rift straight to Hell! Activating the egg causes nauseating sulfurous fumes to
fill the immediate area. Bedlamites have been known to build the contraption in a form other than the
typical egg, ranging from canes to modern pistols.
Manifestation: Roll 1d3: (1) the egg begins to spin while floating in midair, while inner gears begin to
click and whirl as the contraption glows with a hellish light; (2) the egg begins to vibrate as the outer
shell peels away, revealing the next layer, which peels away revealing the next layer—the process
continues until all layers fall away, leaving a mysterious smoking rock (possibly from some hellish
landscape); (3) the egg begins to play a song, much like a music box, bathing the immediate area in a
scarlet glow—upon completion, the egg emits plumes of smoke giving host to shadowy demons.
1
Malfunction! Part of the device gives in to a small stress fracture, causing a backflash of
flame. Roll 1d4 modified by Luck: (0-1) a spring contained in the inner workings of the egg
snaps, catching the bedlamite off guard, causing the inventor to take a deep breath of the
sulfurous fumes (suffer the results found in result 12-13 for the next 1d3 rounds); (2) the egg
opens a dimensional rift to the elemental plane of fire—1d4 20’ long jets of flame strike out
at random targets (friend or foe!) for 1d8 fire damage and will catch fire 50% of the time
(items on fire start with a 1d6 on the burn chain); (3) the egg activates randomly for the next
204
205
PHANTASMAGORICAL HOOD
Level: 2 Range: Sight Duration: 1 round Charge Time: 1 round Save: Will
Description: Phantasmagorical hoods are typically masks designed to unnerve the average person. They
are often made to mimic demons and horrific creatures of legend. The ghastly contraption is further
augmented by emitting undetectable fear-inducing pheromones capable of driving the bravest of souls
to incurable states of madness. Rumor has it that a bedlamite designs their own hooded mask in the
likeness of their own worst nightmare.
Manifestation: Roll 1d3: (1) mechanical gears whirl to life, giving the contraption life-like expressions
of rage while amplifying the user’s voice; (2) the eyes of the mask glow a crimson red while wisps of
sulfur tainted smoke escapes from the nostrils; (3) atmospheric electrical discharges rain down on the
area centered around the bedlamite, causing the hair of all living targets within 30’ to stand on end
as the mask begins to contort and twist into a new hellish creation; (4) the distorted grimace of the
contraption opens wide as a maniacal cackle pierces the air and causes all small children (and those
weak at heart) to spontaneously begin crying within a 300’ radius.
1
Malfunction! The bedlamite loses control of the contraption, causing a random effect: Roll
1d4 modified by Luck: (0-1) a leak in the hood infuses the bedlamite with a dose of their own
fear-inducing pheromones: Roll 1d10+11 on the results table below, and apply the effect to the
hood’s owner; (2) the hooded mask malfunctions, causing dozens of springs to pop, digging
into the scalp of the bedlamite—in addition to suffering 1d7 damage from painful cuts, the
inventor is unable to remove the hood until the device can be repaired (repair attempts
suffer a -3 penalty as the hood impairs the bedlamite’s vision); (3) the plumes of fear-inducing
pheromones intended for enemies of the bedlamite instead find an unsuspecting ally as
206
207
REPULSION BOOTS
Level: 2 Range: Varies Duration: Varies Charge Time: 1 round Save: N/A
Description: Repulsion boots are remarkable contraptions that allow the wearer limited control over
gravitational fields. The boots are in a constant state of flux, adjusting fields to enable inhuman leaps
without injury and in some cases levitation. The boots are often stylized after more fashionable,
mundane footwear but riddled with gears and sensors that give the contraption its abilities.
Manifestation: Roll 1d3: (1) the boots activate by issuing several small jets of steam as gears begin
to whirl to life and sensors measure existing gravitational fields; (2) the boots begin to glow with an
unearthly light (color chosen by the inventor), illuminating a 30’ radius in an exotic glow; (3) metal
piping extends from the boots as small servo motors fire to life—each boot releases thick smelly
plumes of exhaust with each jump or while levitating.
1
Malfunction! The bedlamite loses control of the device, causing a random effect: Roll
1d4 modified by Luck: (0-1) the boots reverse gravitational fields, making the bedlamite
effectively four times their normal weight—movement requires a DC 18 Strength check, and
all physical actions suffer a -2d penalty lasting 1d8 rounds; (2) servo motors misfire, sending
the bedlamite spiraling upwards into the air: Roll 1d4x10’ to determine the distance the
inventor is propelled, and the bedlamite suffers 1d6 falling damage for every 10’ fallen (DC 13
Reflex save for half damage); (3) the bedlamite becomes weightless and begins to float away
on whatever breeze catches their feather-light form: Roll 1d8 to determine the direction they
float (read the die like a pointer with the tip of the die indicating direction) followed by 1d4
to determine the height and distance traveled in feet for each round of the malfunction—
the malfunction continues for 1d6 rounds before the bedlamite descends slowly at 10’ per
round; (4+) inner cooling fans fail, allowing intense heat to penetrate the soles of their boots,
causing the bedlamite to suffer 1d8 damage from horrible blisters which halves Movement for
1d3 days or until magical healing can be administered.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC
208
209
Description: Rossum’s Marvelous Engine is an artificial humanoid the size of a normal human but
weighs approximately five times normal human weight. The bedlamite may encounter storage
and transportation difficulties when the contraption is not charged. Rossum’s Marvelous Engine has
statistics and a charge duration based upon the Gear check result. If Rossum’s Marvelous Engine is
reduced to 0 hit points while active, the charge duration ends, and the engine must be repaired as
though a “1” were rolled on the Gear check. The effects of critical hits, Mighty Deeds, etc., may also
create permanent damage that requires repair. Otherwise, each time the contraption is charged, self-
repair mechanisms restore the contraption to whatever Gear check result is rolled.
Manifestation: Roll 1d5: (1) the engine is shaped like a crude, clanking, human obviously made of
pipes and boilers and seemingly powered by steam; (2) the engine appears to be a man-sized and man-
shaped locomotive; (3) the engine appears to be a humanoid made of flexible metal mesh and fencing
wire (some of it barbed); (4) the engine resembles a classic science-fiction robot of the player’s choice
(from any media prior to 1970); (5) the engine resembles a man wearing silver paint over his face,
wearing a tin boiler on his body, and a silver funnel as a cap.
1
Malfunction! Rossum’s Marvelous Engine fails to work as advertised! Roll 1d5 modified by
Luck: (0-1) Danger! Danger!—the engine animates, attacking the bedlamite and their allies for
2d6 rounds before becoming inert again: roll a 1d12+12 Gear check to determine the engine’s
statistics; (2) there is a grinding noise and an explosion of sparks, causing all creatures within
5’ of the engine to suffer 1d6 damage (DC 15 Reflex save for half damage); (3) the engine
gives off a loud klaxon as its internal motors fail, deafening everyone within a 30’ radius for
1d3 turns (DC 10 Fortitude save negates) ,continues for 1d3 rounds, and is certain to draw
attention; (4) the engine shudders and pieces of its body fall off—all creatures within 10’ must
succeed in either a Luck check (if a PC) or a DC 15 Reflex save (if an NPC) or be hit by a piece
of flying shrapnel for 1d5 damage; (5+) the engine merely says that it is sorry and it cannot
execute the command—it then ceases to function.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-13 R
ossum’s Marvelous Engine is capable of walking or doing manual labor but cannot make any
effective attacks. The charge lasts 1d5 rounds. The contraption comes to “life” and has the
following Stats:
Rossum’s Marvelous Engine: Init -2; Atk none; AC 10; HD 1d6+1; MV 20’; Act 1d20; SP
construct traits [All constructs can survive without air, food, or water. Not being truly alive,
they are immune to poisons, diseases, and affects that target a living metabolism. They are
210
211
212
Description: Zalderburg’s Bug Bomb is another of the more ethically dubious contraptions to have
graced the pages of Popular Etherics, pgs. 35-42, February 1821. The obvious military implications of the
contraption combined with their willingness to publish complete details caused a general boycott and
lawsuit that nearly bankrupted the publication. The design creates a mobile bioreactor shaped like a
gigantic bug that is 1’ long by 7” tall by 8” wide. “Bugs” consume living and inert matter of any quality
for their own maintenance and repair but primarily to manufacture and deliver fist-sized metallic
eggs packed with explosives, incendiaries, or gasses. Bugs are programmable, autonomous, and self-
repairing once activated—the possible applications are limited only by the imagination and scruples
of their builder. Bugs cannot fly or swim unless the result on the Gear check indicates otherwise. A
“charge” lasts until the bug is destroyed by taking damage, deprived of consumable matter for more
than 24 hours, or detonated.
The basic model costs a minimum of $100 and has the following stats:
Zalderburg’s Bug Bomb: Init +7; Atk bite +0 melee (1d3+1) or bomb +0 missile fire (3d8 fire damage,
range 20’, delay timer up to 6 rounds, DC 12 Fort save for half damage); AC 10; HD 2d7; MV 40’ or
climb 40’; Act 1d20; SP construct traits [All constructs can survive without air, food, or water. Not
being truly alive, they are immune to poisons, diseases, and affects that target a living metabolism.
They are immune to most critical hit results, mind control, and suffer half damage from non-magical
weapons], damage reduction 2 (reduce each instance of damage by 2 points); SV Fort +1, Ref +1, Will +1;
Path WtL.
They carry a max payload of two eggs while generating a third, but one egg must be deposited before
the next one can be placed into the bay. Exploding eggs take eight hours each to manufacture; a bug
can only make them one at a time and they are coated in a fast drying sticky polymer (1 round in air to
dry). These egg-bombs have delay timers of up to 6 rounds, each has a 20’ blast radius, and each inflicts
3d8 damage from fire and shrapnel. Victims are allowed a DC 12 Fortitude save for half damage. The
unit also carries a demolition charge used to destroy the contraption when necessary; it inflicts 1d8+2
damage from fire and shrapnel to anything within a 10’ radius when triggered; victims are allowed a
DC 10 Fortitude save for half damage. Self-destruction also detonates any eggs carried as payload (for
their standard damage or other effects). These units dogmatically follow their programming, which
can be quite complicated, but ultimately their instructions are hard-wired during construction so they
213
Manifestation: Roll 1d10: (1) common pill-bug “rollie-pollies,” as the standard model, but they are
strictly vegetarian, travel at half speed, and only inflict 1 damage from their bites (“rolling” up grants +3
AC, but they become stationary); (2) box elder—as standard model, but is half sized, only carries one
egg at a time, and they are easier to create (+1 on Gear checks to construct or repair damage); (3) forest
beetle—as standard model, but +2 AC; (4) centipede—as standard model, but more flexible, has half
the width and height of standard model, is twice as long, has a +4 Ref save, and can fit through tighter
spaces; (5) stick bug—as standard model, but makes stealth checks with a +5 modifier to pass itself off
as a bit of dead branch or cluster of twigs or refuse; (6) cicada—as standard model but only drinks tree
214
1
Malfunction! Roll 1d4 modified by Luck: (0-1) the pile of parts that should have been a
functional biomechanical bug reassembles itself into dozens of smaller cockroach constructs
that quickly scatter into the surrounding area to insert themselves into the local ecology
where they will eventually multiply to dangerous numbers; (2) the bug’s self-destruction
mechanism engages and instantly detonates, causing damage as described above; (3) the
bedlamite and all allies within 20’ are struck by electrical arcs from the malfunctioning
jumble of parts for 1d6 damage; (4+) upon completing assembly, the bug climbs to the highest
point available then secretes and covers itself in all of the epoxy with which it normally coats
its eggs—the goo hardens to an impenetrable cocoon and two weeks later it opens to send
forth a relatively harmless solar-powered moth.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-13 Creates one bug that functions according to the opening description above.
Zalderburg’s Bug Bomb: Init +7; Atk bite +0 melee (1d3+1) or bomb +0 missile fire (3d8 fire
damage, range 20’, delay timer up to 6 rounds, DC 12 Fort save for half damage); AC 10; HD
2d7; MV 40’ or climb 40’; Act 1d20; SP construct traits, damage reduction 2; SV Fort +1, Ref
+1, Will +1; Path WtL.
14-15 In addition to the result from 12-13, the number of standard bugs created is now two.
16-19 In addition to the result from 14-15, the bug’s base and climb Movement speeds change to 45’
and it is hermetically sealed.
20-21 In addition to the result from 16-19, the bug’s base and climb Movement speeds change to 50’,
it gains a swim speed of 25’, action dice changes to 1d20 and 1d12, and its base saving throws
increase by +1 each.
Zalderburg’s Bug Bomb (2): Init +7; Atk bite +0 melee (1d3+1) or bomb +0 missile fire (3d8
fire damage, range 20’, delay timer up to 6 rounds, DC 12 Fort save for half damage); AC 10;
HD 2d7; MV 50’, climb 50’, swim 25’; Act 1d20, 1d12; SP construct traits, damage reduction 2,
hermetically sealed; SV Fort +2, Ref +2, Will +2; Path WtL.
22-25 In addition to the result from 20-21, the number of bugs created increases to three, its swim
speed changes to 50’, it gains a burrowing speed of 25’ (no tunnels are created, however), and its
base saving throws increase to +2 each.
26-29 In addition to the result from 22-25, a bug’s action dice change to 1d20 and 1d14, its base and
215
216
Description: The arcane spectrometer is a highly tuned device capable of detecting the presence of
magic in its various forms and, on occasion, identifying the various ways the energy manifests.
Manifestation: Roll 1d3: (1) the contraption resembles a pocket watch dangling from a a silver cord
with tendrils of crackling electricity arcing over its face as the contraption analyzes the atmosphere; (2)
the spectrometer is a metallic box with two forklike protrusions that rotate while emitting crackling
noises; (3) the contraption takes the form of a glove covered in an exoskeleton of metal, wires, and
tubes that emits glowing light as they come closer to the arcane.
1 Malfunction! The bedlamite loses control of the contraption, which causes a random effect:
Roll 1d3 modified by Luck: (0-1) the contraption absorbs any ambient arcane energy, causing
a brief feedback that grounds out in the bedlamite (pass a DC 12 Reflex save to avoid suffering
1d8 damage and being knocked prone); (2) the contraption amplifies the sound arcane energies
make—all within 60’ that can hear must pass a DC 12 Fortitude save to avoid being temporarily
deafened (those deafened suffer a -2 to all actions for 1d6 rounds); (3+) the contraption suffers
a minor calamity and billows with foul-smelling, sticky, arcane smoke—a bath is needed to get
rid of the putrid effects or a -4 to all stealth and interaction related rolls will persist.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-15 Failure to charge but with no malfunction or repair needed.
16-18 The contraption whirrs to life as it scans a 15’ area, searching for arcane energies. Any magic
that is present in the area will show as a faint glow with soft chirps from an indicator on the
device. The exact location or source of the magic is undetectable. The charge lasts 1d6 rounds.
19-21 In addition to the result from 16-18, the bedlamite can better pinpoint the source of the
magic by focusing on the glow and chirps that grow in brightness and loudness as the source
of the magic comes closer to the contraption. This allows the bedlamite to detect if an object
or environmental object is magical. The charge lasts 1d8 rounds.
22-23 The spectrometer casts a web of glowing energies in a 30’ area centered on the bedlamite. Any
source of magic immediately begins to cause the strands of the web to pulse and glow. It
can also be used to detect targets capable of performing arcane abilities. Additionally, with a
full round of concentration, the bedlamite can tell if the source of magic is dangerous to the
contraption’s creator (magically trapped or cursed items). The charge lasts 1d10 rounds.
24-26 In addition to the result from 22-23, the detection area expands outward to 60’. With 1 round
of concentration, the bedlamite can determine one specific feature or effect from the source
217
Description: A rare reprint from the lost 1838 Christmas issue of Popular Etheric’s, the diagrams for
Aunt Petunia’s Parasol create an elegant device that not only provides minor protection from rain and
sunshine, but with greater Gear check results, this contraption provides significant protection to the
person holding it as well as others from physical attacks, severe weather, heat and cold, falling rocks,
toxic gas, incorporeal creatures, trans-dimensional creatures, spirits, and scrying. The protected area
is centered on the bearer and travels with them. The contraption does not protect against natural
lightning (1 billion Joules pushed by at least 30,000 amperes is nature’s great equalizer) until the
ultimate Gear check result.
If the storm or similar event is deemed too strong for this contraption, the parasol immediately
turns inside-out, becomes tattered, and immediately ends all benefits. Only the bearer of the parasol
is granted the AC modifier as well as the protection from scrying; all other protections are enjoyed
by those within the contraption’s area of effect. Usually only the bedlamite that created it can be
218
Manifestation: Roll 1d20: (1) this moldy, moth-eaten accessory is of antique fashion and fills the
shaded area it provides with the unmistakable odor of mothballs, dirty socks, and the creaking of rusty
joints (anytime it is used as a shield, its bearer must make a DC 12 Reflex or the parasol is destroyed);
(2) the parasol is brightly and garishly colored in shades never seen by human eyes (imposes a -2
penalty on stealth checks to everyone within the shaded area); (3-10) the bedlamite makes a parasol
decorated with lace trim that displays little skill or artistry, but in addition to its other abilities, for a
total of 12 hours a day, it can be commanded to function as a lantern, either shedding a 30’ radius of
bright light or a 60’ conical light beam; (11-13) in addition to its other abilities, the parasol can be used
as a club to inflict 1d4+1 subdual damage; (14) in addition to its other abilities, the parasol can be used
as a club or spear as needed that inflicts 1d5+1 damage; (15) in addition to its other abilities, the parasol
can be twirled while open to invoke a hypnotic pattern—those viewing it from a distance of 60’ or
less must make a DC 12 Willpower save, and a failure indicates the victims are immobilized until the
twirling stops and for 1d4 rounds afterwards; (16) in addition to its other abilities, 3x/day the parasol
can function as an 1868 Sharps rifle loaded with five shots; (17) in addition to its other abilities, the
parasol grants the bearer a fly Move of 60’ per round, but they must have it opened and held over their
heads; (18) in addition to its other abilities, 3x/ day the parasol grants invisibility for up to 30 minutes
to the bearer and one other person or object within the shaded area per level of the contraption’s
creator; (19) in addition to its other abilities, the parasol allows the bearer to tap out messages in Morse
code and send them up to 20 miles per CL via ethereal emanations to the recipient, who must make a
DC 10 Intelligence check to understand the message; (20) in addition to its other abilities, the parasol
grants the bearer the ability to create 1d3+1 temporary copies of itself that can be handed out to others;
these lesser versions have all the abilities of their parent but only last for half the duration of their
parent or until the bedlamite that created them decides to get rid of them.
1
Malfunction! The miscalculation in the engineering causes a temporary (but radical) shift
in the weather near the bungling bedlamite. Roll 1d30+3 to determine how many minutes
the micro-storm lasts and roll 1d100 multiplied by the bedlamite’s CL to determine the
radius of the micro-storm (in feet) that is centered on and tracking with them until it fades.
The micro-storm even follows the bedlamite inside buildings, caverns, and other enclosed
shelters. The magical storm can inflict 1d4 points of damage, +1 point per CL of the fumbling
bedlamite. Once per minute, everyone in the storm must succeed at a Luck check (or a DC
15 Reflex save if an NPC); those that fail get damaged by some aspect of the storm unless
otherwise protected.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC
12 repair check. Failure means an additional 1d4 hours of repair until another check can is
allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
219
220
BOOTS OF ACCELERATION
Level: 3 Range: Varies Duration: Varies Charge Time: 1 round Save: N/A
Description: The bedlamite uses this contraption to gain extra speed and the ability to make great
leaps or even powerful kicks.
Manifestation: Roll 1d3: (1) activating the contraption causes a harmless electric pulse to run through
the bedlamite’s body, causing their body hair to be energized with static; (2) the bedlamite’s legs can’t
seem to stop moving and are constantly viewed as a blur; (3) the boots are covered in lightning, and
anyone touching it is shocked, suffering 1d3 damage.
1
Malfunction! The bedlamite loses control of the contraption, causing a random effect: Roll
1d4 modified by Luck: (0-1) the boots actually make the character slower, reducing their Move
by half for 1d6 rounds; (2) the boots move randomly, taking the user to unexpected places
(the judge will determine the direction the character moves randomly each round for 1d4
rounds); (3) the boots lock the bedlamite in place, preventing them from moving anywhere
for 1d6 rounds; (4+) a great energy discharge passes through the ground and shocks everyone
within a 30’ radius of the bedlamite (DC 10 Reflex save negates)—those affected have their
Movement halved for 1d3 rounds.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 ailure and minor malfunction. The contraption can no longer be used until a DC 10 repair
F
check is passed. The repair takes 1 full action to attempt.
12-15 Failure to charge but with no malfunction or repair needed.
16-17 The energy accumulated in the bedlamite’s boots allows them to move twice at their full
Movement speed in the same round for 1d3 rounds. Additionally, they can end this effect
221
222
Description: The freeze ray looks like a completely metal, two-handed rifle with glass containers that
house a glowing bright blue liquid. Once fired, a beam of supercooled energy freezes targets with
various effects. On a successful Gear check, the bedlamite may choose to invoke an effect of lesser
power than his Gear check roll to produce a weaker but potentially more useful result.
Manifestation: In all cases the freeze ray makes the sound of ice solidifying and cracking: Roll 1d4: (1)
the ray shoots out millions of tiny shards of ice particles at an incredible rate of fire; (2) the weapon
emits a concentrated cylindrical beam of icy fog; (3) the ray shoots out a stream of bright blue liquid
with a muzzle flash of ice shards; (4) the beam of supercooled energy resembles a blue ray of solid light.
1
Malfunction! Part of the device has an icy buildup that causes a destructive freeze up inside the
weapon. Roll 1d4 modified by Luck: (0-1) the liquid pools flows from the tip of the barrel and
freezes the user's legs and feet from the splash—the bedlamite may not move until 3d4 damage
is caused to the icy build up (the ice has AC 12); (2) the ray covers the bedlamite's hands in
painful frozen shards—the user must make a DC 14 Fortitude save or take 2d4 damage; (3) the
ray emits a large cloud of frozen fog that affects the user and all those within 10'—those within
the area of effect must make a DC 16 Reflex save or suffer -2 to all actions for 2d4 rounds; (4+)
roll twice for malfunction and both results are applied (reroll results of 4 or more).
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC
12 repair check. Failure means an additional 1d4 hours of repair until another check can is
allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-15 Failure to charge but with no malfunction or repair needed.
16-17 The freeze ray emits its frozen blast at one target within a range of 50', doing 2d6+CL in
cold damage. Multiple consecutive rounds of damage by further Gear checks increases the
damage of this result by 1d6 for each successful attack against the same target instead of the
usual positive result (a result of 1-15 still fails and any negative result is applied as normal).
The target must make a DC 16 Fortitude save or suffer -2 to all actions for 1d4 rounds and
each consecutive round of damage adds another 1d4 rounds to the duration. A new Fortitude
save is required for each consecutive successful attack from the freeze ray.
18-19 The freeze ray creates an ice shield, 6' tall by 10' wide by 2' thick, 10' in front of the bedlamite
for 2d6 rounds. The shield protects those behind it, giving them a +4 bonus to AC. Each
consecutive Gear check result from this contraption that targets the shield adds +1 to the
AC instead of the usual result, reinforcing the shield by 2' with each Gear check result (up
to a total of +8 to AC) and adding 1d6 rounds of duration to the total shield sections. The
bedlamite may attach multiple ice shields together with multiple Gear check results if within
the duration. These may be built on top of or to the side of a previous ice shield. Fire
damage that does at least 5 points of damage to the shield reduces its duration by 1d3 rounds
per successful hit to the shield.
223
224
Description: The bedlamite uses this contraption to project their mind and senses to distant places or
even into other beings. This allows them to explore other locations from a safe distance.
Manifestation: Roll 1d3: (1) the device’s lamps flash with many colorful lights while the bedlamite
keeps their eyes closed; (2) strange flickering waves in the air form around the bedlamite’s head as their
eyes become transparent and emit a white light; (3) the helmet closes around the bedlamite’s head
while a humming sound echoes around them.
1
Malfunction! The contraption loses connection with the brainwaves of the bedlamite and
causes a random effect: Roll 1d4 modified by Luck: (0-1) the contraption sends one of the
bedlamite’s senses to an interdimensional prison accidently, making them lose that sense
for 1d4 turns; (2) the contraption malfunctions, and a shockwave of psychic energy blasts
the bedlamite’s mind, inflicting 1d6 damage; (3) the bedlamite projects their consciousness
to another world or dimension and witnesses a terrible and mind-shattering scene (make a
DC 12 Willpower save or fall unconscious for 1d4 hours); (4+) the bedlamite’s consciousness
is locked deep within their mind, while the mind of an extradimensional evil takes control of
their body for 1d4 turns (DC 14 Willpower save negates).
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-15 Failure to charge but with no malfunction or repair needed.
16-17 The bedlamite can project their consciousness up to 50’ per CL—allowing them to see, hear,
smell, and even taste anything within range, remotely. The charge lasts 1d6+CL turns.
18-19 The bedlamite projects their consciousness into the body of an ally that is at any distance
away but still in the same plane or dimension. The target ally and the bedlamite share senses
and are able to communicate telepathically. The charge lasts 1d7+CL turns.
20-21 The bedlamite creates a complete astral body for themselves and can travel at their normal
speed through the world, ignoring physical barriers and obstacles. No one in the physical
world can see their astral form, but beings in the spirit world can see and affect them. The
bedlamite, on the other hand, can see everything both in the physical and in the spirit world.
225
MAGNETIC GAUNTLETS
Level: 3 Range: Varies Duration: Varies Charge Time: 1 round Save: Varies
Description: The bedlamite uses this contraption to gain mastery over attraction and repulsion by
manipulating magnetic fields and the objects within.
Manifestation: Roll 1d3: (1) activating the contraption causes a harmless electric pulse to radiate out
50’ and mingle with the energy fields of living beings—living beings caught in the field immediately
feel their hair-raising on end; (2) all metallic objects within 30’ begin to twitch erratically while the
contraption is used; (3) wavering fields of magnetic energy spiral from the contraption, giving off a soft
purple light.
1
Malfunction! The bedlamite loses control of the device, causing a random effect: Roll 1d4
modified by Luck: (0-1) all loose fist-sized metallic items instantly adhere to the gauntlets,
possibly weighing the wearer’s arms down (-2 penalty to all actions using their arms until
a successful Luck check can be made to remove them); (2) the gauntlets cause a polarity
reversal in a 15’ radius centered on the bedlamite, and living targets caught in the field are
knocked prone (DC 15 Reflex save negates); (3) for 1d8 rounds, the gauntlets malfunction and
flying metallic projectiles in a 50’ radius centered on the bedlamite veer off course, striking a
random target (50% chance of an ally) for standard damage; (4+) the bedlamite loses control
of the contraption as a powerful burst of magnetic energy affects every living target inside
a 25’ radius centered on the bedlamite—all affected targets (including the bedlamite) must
226
36+ The gauntlets fire up with precision, maximizing the ability to move any object consisting
of ferrous metal within a 150’ radius centered on the bedlamite. As waves of glowing bands
227
MARVELOUS MONOCLE
Level: 3 Range: Varies Duration: Varies Charge Time: 1 round Save: N/A
Description: This contraption looks like a normal monocle until charged. It allows the wearer greater
than normal visual senses.
Manifestation: Roll 1d4: (1) the marvelous monocle resembles an astronomical telescope, expanding
outward from the wearer’s eye in a series of increasingly larger diameter lenses; (2) the marvelous
monocle changes thickness, tint, and reflectiveness to create its determined effect; (3) a series of
differently sized and shaped lenses emerge from the marvelous monocle and float in midair in front
of the wearer, bouncing light in a complex pattern before redirecting it into the wearer’s eye; (4) the
marvelous monocle becomes a flexible, almost liquid material of pink hue and enters the user’s eye to
provide its determined effect.
1
Malfunction! The marvelous monocle malfunctions, causing 1d4 damage to the wearer’s
eye and blinds them for 1d3 rounds. The marvelous monocle no longer functions until it is
repaired.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-14 Once activated, the marvelous monocle gives the wearer 20/10 visual acuity. They see at 20’
distance what a normal person sees at 10’, including small details and fine print. The effect
lasts 2d4+CL rounds.
15-17 In addition to the result from 12-14, the marvelous monocle now allows the wearer to “zoom”
their vision up to 5x magnification. They would see at 100’ what a normal person sees at 20’.
A small sign or facial expression could be read at that distance, for example.
18-20 In addition to the result from 15-17, the marvelous monocle now allows a 10x “zoom” and
confers the ability to see in the dark.
21-23 In addition to the result from 18-20, the marvelous monocle now allows a 20x “zoom,” and the
duration changes to 2d8+CL rounds.
24-26 In addition to the result from 21-23, the marvelous monocle detects and tracks a target of the
wearer’s choice, conferring a +3 to ranged attacks versus that target. The wearer may change
targets each round. This does not nullify any applicable range penalties.
228
Description: The contraption can project realistic images of objects and creatures according to the
desire of the bedlamite, making others believe they are real. Some holographic projections seem so real
they can cause harm to those who believe in them.
Manifestation: Roll 1d3: (1) the crystal lens of the contraption shines with a bright light that suddenly
focuses on the image the bedlamite wants to create; (2) a small light ray shoots from the contraption to
the sky and then a light hits the ground where the hologram materializes; (3) the contraption is thrown
at the place the hologram will be projected and opens up, projecting lights and sounds that form the
realistic hologram.
1
Malfunction! The bedlamite loses control of the device causing a random effect. Roll 1d4
modified by Luck: (0-1) the contraption releases some accumulated electricity and shocks
the bedlamite for 1d3 damage; (2) a random light ray shoots out of the contraption, hitting a
random nearby ally who must make a DC 12 Reflex save or they are blinded for 1 turn; (3) a
gigantic flash of colorful lights is projected from the contraption, possibly calling attention to
the presence of the party and throwing away any chance of subterfuge; (4+) the contraption
projects the images of terrible monsters over the bodies of the bedlamite and up to 1d4+1
allies nearby and persists for 1d4 hours.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC
12 repair check. Failure means an additional 1d4 hours of repair until another check can is
allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-15 Failure to charge but with no malfunction or need to repair.
16-17 By activating the contraption, the bedlamite can create a stationary image of up to human
size with simple unintelligible auditory effects. The image can move but cannot leave the
place it is set on (so it can be a flickering fire, a small waterfall, etc.). Those that have a strong
229
PORTABLE SAFE
Level: 3 Range: N/A Duration: Varies Charge Time: 1 round Save: N/A
Description: Bedlamites are known for often carrying their own weight in contraptions, both
mundane and wondrous. The most successful bedlamites have found clever ways to transport tools,
spare parts, and items in need of repair—with one such method coming by way of the portable safe.
The safe acts as a doorway leading to a pocket dimension carved into existence by the contraption’s
inventor. They are often fashioned to resemble the modern safes found in financial institutions but
230
Manifestation: Roll 1d3: (1) the doorway begins to glow around its edges as the air is filled with the
smell of burnt wiring; (2) the surface against which the portable safe is lain buckles and cracks from the
weight of cosmic meddling as the doorway sinks 6’’ into the surface before settling and activating the
portal into the bedlamite’s pocket dimension; (3) all doors, hatches, windows, and any general type of
construction used to close one area off from another open violently as the bedlamite opens their own
doorway to a pocket dimension.
1
Malfunction! The bedlamite loses control of the device, causing a random effect: Roll
1d4 modified by Luck: (0-1) the contraption opens a portal to a lost pack of 1d4 ravenous,
dimensional ghouls that will feed on anyone found in the immediate vicinity; (2) objects
stored in the portable safe suffer from a reality disruption and become rubberized (useless)
for 1d4 turns; (3) one random item stored in the portable safe is possessed for 1d4 turns
by an intangible demon (furious at its current trapped state) that causes the device to
malfunction or activate spontaneously; (4+) opening the doorway causes a fatal glitch in the
pocket dimension that results in 1d3 random items being permanently disintegrated (if the
judge wishes to be merciful, they may allow an expenditure of 1 Luck per item saved from
disintegration).
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-15 Failure to charge but with no malfunction or repair needed.
16-17 The bedlamite activates the portable safe and creates a pocket dimension small enough to
house any object capable of fitting in a 12” cubic space. Additionally, the inventor may access
any pocket dimension previously created. The pocket dimension is devoid of oxygen, and
living matter disintegrates 1d4 rounds after the safe door is closed. The space remains open
for 1 turn, after which the door must be closed to prevent a violent explosion as the space of
two realities become subject to cosmic friction (that’s 4d10 worth of damage to all within a
50’ radius which will also destroy the portable safe).
18-21 In addition to the result from 16-17, the pocket dimension of the safe increases to a 3’ cube in
size.
22-23 In addition to the result from 18-21, the dimensions of the pocket space increases to a 5’ cubic
space. The portable safe may now remain open for 1d3 turns without causing an explosion.
24-26 The bedlamite activates the contraption with rare precision. In addition to the result
from 22-23, the space can sustain life for 24 hours before needing a recharge of breathable
atmosphere (opening the safe will accomplish this).
231
232
Description: The bedlamite uses this contraption to jump long distances and sometimes even fly.
Additionally, they may produce strong gusts of wind to harass their opponents.
Manifestation: Roll 1d3: (1) pulling the right cord makes metallic wings spring from the side of the
backpack, ready to lift the bedlamite into the air; (2) pushing a small button, a great fan spring from
the backpack, lifting the bedlamite from the ground; (3) wavering fields of magnetic energy spiral from
the contraption, opposing the magnetic field of the planet and making the bedlamite levitate.
1
Malfunction! The bedlamite loses control of the contraption which causes a random effect:
Roll 1d4 modified by Luck: (0-1) the mechanics that create lift operate chaotically, making it
hard to perform other actions (-2 to all actions) for 1d6 rounds; (2) the contraption suddenly
activates, and the bedlamite is thrown 1d6x10’ in a random direction (use the falling rules for
damage); (3) the device creates a strong wind and blows out any light sources carried within 30’,
and everyone must make a DC 12 Fortitude save or be knocked prone; (4+) the mechanics that
create lift shatter and throw shrapnel in a 20’ radius, a DC 12 Reflex save must be made by all in
the area of effect, or they will suffer 2d6 points of damage (half damage on a successful save).
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-15 Failure to charge but with no malfunction or repair needed.
16-17 The bedlamite can use their Movement to make jumps, ignoring any difficult terrain or any
obstacle of up to 30’ of height. Additionally, the bedlamite ignores the damage of the first 30’
of any fall.
18-21 The flight mechanism springs from the bedlamite’s backpack and they are able to take their
base Movement with great jumps, as well as fire metallic, sharp shrapnel from their device
as an attack. Treat this as a normal ranged attack that inflicts 2d6+CL damage. Since the
bedlamite fires several bits of shrapnel at once, this attack is made with at +1d on the attack
roll. The charge lasts 1d4+1 turns.
22-23 The bedlamite can now fly with the same Movement rate as they can walk on solid ground.
They cannot hover and must keep moving at least 10’ every round that they are not on the
ground. Additionally, they can use the contraption to make melee attacks and cause grievous
wounds. Attacks made with the device are made at +1d on the attack roll and causes 3d6+CL
damage. The charge lasts 1d6+1 turns.
24-26 In addition to the result from 22-23, the bedlamite can cause an explosion of shrapnel that
damages everyone within a 30’ radius once every 1d6 rounds. Any target caught in the area
of effect must make a Reflex save vs. a DC equal to the Gear check; on a failure, they suffer
4d6+CL damage. The charge lasts 1d8+2 turns.
27-31 The bedlamite can now move so much air around themselves and in their near vicinity that
233
234
Description: Badger claws are contraptions made for the quick removal of soil, but their destructive
power as melee weapons is quite obvious. These sharp mechanical claws require a large backpack
power supply that generates an incredibly strong energy field around them to help displace and
obliterate the soil, as well as increasing the wearers strength greatly. They are always worn as a pair of
claws leaving the hands useless for any other action. Under most circumstances, badger claws add a +2
to melee attack damage at all times (even without a Gear check).
Manifestation: Roll 1d4: (1) a pair of large, fingerless gauntlets of smooth metal, each ending with five
curved claws; (2) it looks crudely made with: rough metal, leaking fluids, billowing smoke, glowing
electrical sparks, whizzes, whines, and grinds with the sound of clockwork parts; (3) it resembles a
huge, open hand of chrome with five curved fingers like an ice cream scoop; (4) large metal gloves with
five wires that extend from the knuckles and create large, glowing electric claws.
1 Malfunction! Roll 1d4 modified by Luck: (0-1) roll twice and both results are applied,
ignoring further results of 1 or less; (2) the contraption has a powerful discharge of fiery
energy, and all within 10' must make a DC 18 Reflex save or take 2d8 damage; (3) the
badger claws become over-magnetized, slam together, and are unable to be removed until
demagnetized—which takes 1d3+1 rounds or a DC 20 Strength check, made by another
person, can pry them apart through force; (4+) the bedlamite gets thrown backwards 10' from
a sudden jolt of electricity and is knocked prone, taking 1d6 damage.
epair: Any malfunction result requires repair in addition to the result determined above.
R
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction or repair needed.
18-19 The badger claws can excavate a 5' cubic volume of soil, taking either 3 rounds or 2 rounds
with a successful Luck check. They may be used as melee weapons [claws +2 melee (1d8+2 +
Strength modifier in piercing/slashing/electrical damage)]. The charge lasts 3 rounds but the
device can be used without a charge as an augmented ‘punch’ that grants +2 piercing/slashing
damage to a fist attack.
20-23 In addition to the result from 18-19, the Stats are now [claw +4 melee (1d12+2 + Strength
modifier in piercing/slashing/electrical damage)] when used as a weapon.
24-25 In addition to the result from 18-19, the Stats are now [claws +4 melee (1d14+2 + Strength
modifier in piercing/slashing/electrical damage)] when used as a weapon.
26-28 In addition to the result from 18-19, the excavated volume increases to 10' cubic volume of
soil, which takes either 4 rounds or 3 rounds with a successful Luck check. The Stats are now
235
DISINTEGRATOR
Level: 4 Range: Varies Duration: 1 round Charge Time: 1 round Save: Varies
Description: A disintegrator is a destructively powerful, yet volatile, contraption which fires super-
heated, thermal energy that oscillates molecules until they break apart or their bonds weaken. A
disintegrator is very damaging to matter but useless against non-corporeal beings.
Manifestation: Roll 1d4: (1) the disintegrator resembles a 1’ metal cube with a multitude of wires, fuses,
switches, gears, pistons, and other miscellaneous mechanical parts attached to the outer housing,
and when fired, a beam of bright orange energy emits from a black piece of crystal suspended within
the middle of the cube; (2) the contraption looks like a smooth, chrome rifle with several glass tubes
towards the stock, which are filled with intense flames which exit the barrel as a beam of fiery energy
when fired; (3) the contraption resembles a crude, metal walking stick with several glass tubes wrapped
in copper wiring and filled with arcing electricity, parallel to the metal shaft, that produces a bright-
white beam of sizzling light when fired; (4) the contraption wraps around the bedlamite's arm with
wires, copper circuit boards, and fuses, ending in a handle with a shiny mirror-like chrome metal ball
236
1
Malfunction! Roll 1d4 modified by Luck: (0-1) roll twice more (ignoring a result of 0-1 if
rolled again) and both results are applied; (2) the contraption has a powerful discharge of
fiery energy, and all creatures within 10' must make a DC 18 Reflex save or take 2d8 damage;
(3) a loud pulse emits from the contraption, and any creature that can hear and are within 50'
must make a DC 20 Willpower save or suffer -2 to all actions for one hour due to a painful
headache and uncontrollable body tremors; (4+) the disintegrator flares brightly with heat,
causing the bedlamite to make a DC 18 Fortitude save or take 1d8 damage.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction.
18-19 The disintegrator fires its beam up to a range of 30' and does 3d6+CL damage to one target.
The target must make a DC 18 Fortitude save or be stunned from shock and unable to move
or take any actions for 1d3 rounds.
20-23 In addition to the result from 18-19, the beam range increases to 40’, and the damage
increases to 4d6+CL.
24-25 In addition to the result from 20-23, the beam range increases to 50’, damage increases to
5d6+CL, Fortitude save changes to DC 20, and stun duration increases to 1d5 rounds.
26-28 In addition to the result from 24-25, any clothing, armor, or other item closest to the area
struck and nearest to the skin is immediately destroyed. If the item is magical or sentient,
the target may make either a Luck check (if a PC) or a Reflex save vs. a DC equal to the
Gear check (if an NPC) to avoid the destruction. Artifacts or relics may be immune to the
destruction (judge’s discretion).
29-33 The disintegrator fires a wide, cylindrical, beam of energy that strikes all targets in a 20’ wide
path up to a range of 50' and does 5d6+CL damage. The targets must make a DC 20 Fortitude
save or be stunned from shock and unable to move or take any actions for 1d5 rounds.
Any clothing, armor, and items carried are immediately destroyed. If an item is magical or
sentient, the target may make either a Luck check (if a PC) or a Reflex save vs. a DC equal to
the Gear check (if an NPC) to avoid the destruction. Artifacts or relics may be immune to the
destruction (judge’s discretion).
34-35 The disintegrator releases an overcharged burst of energy with a range of 100' and does
7d6+CL damage to one target. The target must make a DC 24 Fortitude save or be stunned
and unable to move or take actions for 1d8 rounds from shock. Any clothing, armor, and
items carried are immediately destroyed. If an item is magical, the target may make either a
Luck check (if a PC) or a Reflex save vs. a DC equal to the Gear check (if an NPC) to avoid the
destruction. Artifacts or relics may be immune to the destruction (judge’s discretion). The
disintegrator must cool down for 1d6+2 rounds before it may be used again. In the next round
the bedlamite must make a DC 18 repair check, as an action, or the disintegrator suffers a
malfunction!
237
FLYING STALLION
Level: 4 Range: Varies Duration: Varies Charge Time: 1 round Save: N/A
Description: This metal construct resembles a winged stallion and is capable of travelling at great
speeds on land and in the air. Various augmentations are added to enhance its abilities, but it can
never carry more than one rider and 100 pounds of additional gear. The contraption is motionless and
incapable of movement unless it is charged, so the proud bedlamites that have one of these stallions
must have a wagon or some other means to transport it.
If an unlucky rider is still mounted and in flight when the contraption’s charge ends, stallion and rider
will plummet to the ground, suffering normal fall damage; the same result occurs if the contraption
takes enough damage to reduce its hit points to zero—except it also explodes, doing 1d10 damage to
everyone within a 50’ radius.
Manifestation: Roll 1d3: (1) the flying stallion resembles a mechanical horse of bronze and chrome, with
hissing pistons and whirring cogs powering its limbs and wings; (2) the flying stallion is forged in metal
and enamelled in white, with glowing blue eye sockets that emit an arcane vapour that drifts into the
air; (3) the flying stallion is forged in metal and enamelled in black, with a silver mane, tail, and hooves,
with sulphurous-yellow eye sockets that emit an arcane vapour.
1
Malfunction! Roll 1d4 modified by Luck: (0-1) the flying stallion activates, but its wings
malfunction, leaving it unable to fly; (2) the flying stallion’s rocket engines activate
unexpectedly, and all creatures within 10' must make a DC 18 Reflex save or suffer 2d8
damage; (3) the flying stallion activates, kicks with its back legs, and then powers down (the
kick is directed at the bedlamite—attack roll with an action die of 1d20+5, 2d7+5 damage if
struck); (4+) the panel on the flying stallion’s underside opens, depositing its bomb on the
ground, which starts to make a whirring sound—the bedlamite must make a DC 14 repair
check to defuse the bomb within 1d3 rounds, or it detonates, inflicting 10d6 damage to all
238
239
FOLDABLE SOLDIER
Level: 4 Range: Varies Duration: Varies Charge Time: 1 round Save: N/A
Description: This small device can fit in the bedlamite’s pocket, and once activated, it will unfold and
form the shape of a metallic soldier bearing a variety of weapons and armor, ready to defend its owner
and attack their opponents.
Manifestation: Roll 1d3: (1) a cube flies out of the bedlamite’s hand, unfolding as it falls to the ground,
forming the image of a metallic soldier; (2) the contraption hits the floor, and a small explosion
occurs—when the smoke clears, a fully grown metallic soldier is left in its place; (3) the contraption
shines brighter and brighter until the light becomes momentarily blinding—Immediately after, the
light fades away revealing the form of the metallic soldier.
1
Malfunction! The bedlamite loses control of the contraption, causing a random effect: Roll
1d4 modified by Luck: (0-1) sparks fly out of the device, as smoke and the smell of burned
wires fill the air; (2) as the bedlamite tries to activate the contraption, the soldier’s weapon
springs forward and inflicts 1d3 damage to the character’s hand; (3) the mechanical soldier
springs out of the device and makes a one quick attack against the bedlamite (1d20 action die,
sword +5 melee, 1d8 damage) before deactivating; (4+) the contraption activates but not the
way the bedlamite intended—treat as if they had rolled a Gear check result of 18-19, but the
soldier attacks the bedlamite, and the charge duration is halved.
240
241
GHOST SUIT
Level: 4 Range: Varies Duration: Varies Charge Time: 1 round Save: N/A
Description: A ghost suit often takes the form of a currently fashionable suit of the time-period but
is woven with fibers of the bedlamite’s crafting that make travel into the spirit world an impossible
reality.
Manifestation: Roll 1d3: (1) the ghost suit pulses with a pale-azure glow, filling the air with the smell
of death; (2) nearby spirits briefly manifest before being temporarily sucked into the suit, lending
the bedlamite their ability to visit the realm of death; (3) ghostly howls broadcast from the suit as
featureless faces appear to stretch the suits fibers in a hopeless attempt at escaping.
1
Malfunction! The bedlamite loses control of the suit causing a random effect: Roll
1d4 modified by Luck: (0-1) the suit temporarily unravels, creating a portal from which
“something” from the spirit world escapes and travels to the location of a nearby un-dead
creature and alerts it to the location of the bedlamite (the creature will begin to stalk the
owner of the suit and attack in 1d20 days); (2) the suit malfunctions by pulling its user into
242
243
244
Description: This small figurine of a horse fits in the bedlamite’s pocket. When activated, the figurine
grows into a full-sized mechanical horse bearing a variety of armor, weapons, and storage to help its
owner in combat as well as to be used in transportation.
Manifestation: Roll 1d3: (1) the figurine leaps out of the hand of the bedlamite, growing into the shape
of a metal horse; (2) there is a crack of thunder and a bright flash as the mechanical stallion rears to
life; (3) seeming to come from nowhere, a steel bronco rears up beside the bedlamite, its mane a fiery
crackle of red energy.
1
Malfunction! The bedlamite loses control of the mechanical steed, causing a random effect:
Roll 1d4 modified by Luck: (0-1) the steed whinnies and falls over on its side and is non-
functional; (2) as the bedlamite tries to activate the steed, it kicks them, inflicting 1d4 damage
before becoming motionless; (3) the steed madly bites at the bedlamite, causing 1d6 damage,
before sparks and smoke erupt from beneath its metal “skin,” and it crumples to the ground;
(4+) the head of the steed explodes, causing 2d6 damage to the bedlamite (no save) and
1d6 points of damage to any creature within 5’ of the bedlamite (DC 12 Reflex save for half
damage).
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction or repair needed.
18-19 The figurine grows into a donkey-sized mechanical steed. The mechanical steed can carry the
bedlamite and will respond to simple requests (five words or less). The steed also has saddle
bags that can carry up to 50 pounds of extra gear. The charge lasts 2d4+1 hours. The steed’s
Stats are:
Mechanical Steed: Init -2; Atk bite +1 melee (1d3) or hoof +1 melee (1d4+1); AC 13; HD 3d8;
MV 60/120/240 (walk/trot/gallop); Act 1d20; SP immune to magical effects requiring a Will
save; SV Fort +4, Ref +1, Will +0; Path WtL.
20-23 The figurine becomes a full-sized, blue-steel, mechanical horse with red eyes. The mechanical
steed can carry the bedlamite and one other medium sized human and will respond to simple
requests (five words or less). The charge lasts 2d6+1 hours. The steed also has saddlebags that
can carry up to 100 pounds of extra gear. The steed’s Stats are:
Mechanical Steed: Init -1; Atk bite +1 melee (1d4+1) or hoof +2 melee (1d6+1) or laser eyes +1
missile fire (1d4+1); AC 15; HD 4d8; MV 60/120/240 (walk/trot/gallop); Act 1d20; SP immune
to magical effects requiring a Will save; SV Fort +5, Ref +2, Will +0; Path WtL.
24-25 The figurine becomes a full-sized, mechanical warhorse. The mechanical steed can carry the
bedlamite and one other medium-sized human and will respond to the bedlamite’s requests.
The charge lasts 3d6+1 hours. The steed also has saddle bags that can carry up to 100 pounds
245
246
247
Description: This contraption consists of a long metal tube that encases a pump plunger that is
attached to a round glass container. The end of the tube is shaped with a nozzle. When the bedlamite
activates the canister by grabbing the handle of the plunger and pumping, the nozzle will spray a mist
that has a variety of defensive and offensive effects.
Manifestation: Roll 1d3: (1) as the plunger is pumped, the tube crackles with blue electrical energy, and
the canister emits a high-pitched whirring sound; (2) when the bedlamite pumps the plunger of the
misting canister, the nozzle and canister transform themselves into an animated metal dragon head
that belches mist; (3) upon plunging, the canister detaches itself from the tube, twirling around the
contraption’s nozzle, and emits a dazzling multicolored light show.
1
Malfunction! The bedlamite loses control of the canister, causing a random effect: Roll 1d4
modified by Luck: (0-1) the tube crackles with energy, and the canister leaks a foul-smelling
smoke; (2) as the bedlamite tries to activate the contraption, mist flows backwards up the
tube, inflicting 1d3 damage as acidic mist burns the bedlamite’s skin; (3) the plunger recoils
into the bedlamite like an arrow, causing 1d6 damage; (4+) the canister explodes, causing 1d8
damage to the bedlamite (no save) and 1d6 points of damage to any creature within 5’ of the
bedlamite (DC 12 Reflex save for half damage).
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction or repair needed.
18-19 The contraption emits a prismatic, swirling mist that blinds up to two targets within a 30’
range. Each target must make two Willpower saves. Targets that fail one save are blinded;
target’s that fail both saves are blinded and knocked unconscious for a duration of 2d4+1
rounds. Sightless creatures are immune to the mist.
20-23 The canister emits a green, foul smelling, and acidic poisonous cloud in a 20’ radius around a
target of the bedlamite’s choosing. For 2d4+4 rounds, targets in the cloud suffer a -2 penalty
to all rolls, take 2 damage per round, and must make a Fortitude save when first exposed or
be poisoned (1d4 Agility damage, 24 hour duration). The bedlamite can move the cloud by
concentration; it moves up to 50’ per round at their command.
24-25 The canister emits a pink sparkling cloud of sweet-smelling mist. The bedlamite can select
1d6 targets per CL. Each target must make a Willpower save vs. a DC equal to the Gear check
or fall under the bedlamite’s complete control as if the targets were their friends. However,
the targets will not perform actions that are suicidal or which devoted friends would not
otherwise perform. The target can operate at full normal functionality while under the
bedlamite’s control. The target receives another save to break the charm at a frequency
according to its original Intelligence, as follows: Intelligence 3-6 = one month; Intelligence
7-9 in three weeks; Intelligence 10-11 in two weeks; Intelligence 12-15 in one week;
248
249
Description: This device is a mask attached to a series of tubes that lead to a main tank that is
strapped to either the bedlamite’s back or side. Some inventors may integrate the apparatus directly
into their chests, replacing a lung. The device feeds different combinations of gasses into and out of
the bedlamite’s mouth, providing them with a wide array of potential powers.
Manifestation: Roll 1d3: (1) the bedlamite’s breath creates large clouds of steam when they breathe out,
obscuring the area around them; (2) the bedlamite’s voice becomes harsh and mechanically robotic,
with pronounced and laborious breathing sounds while the apparatus is in place; (3) the breathing
apparatus makes a loud hissing noise as it vents vapor, making attempts at stealth virtually impossible.
1
Malfunction! Roll 1d5 modified by Luck: (0-1) a highly poisonous mixture is formed, causing
the bedlamite to choke and gasp, taking 1d6 damage and falling unconscious for 1d6 rounds
unless a DC 15 Fortitude save is made; (2) the tank explodes, dealing the bedlamite 1d8
damage, and anyone within 10’ takes 1d6 damage; (3) clouds of stinging vapor form around
the bedlamite in a 15’ radius, causing everyone caught in it to be blinded for 1d4 rounds (-4
to attacks and saves); (4) the apparatus has formed a combined hallucinogen and depressant,
causing the bedlamite to suffer -2 to all attack rolls and a -2 to AC, and they pass out blissfully
after 1d4 rounds unless a DC 12 Fortitude save is made; (5+) the gas burns their throat and
temporarily makes them unable to speak the rest of the day.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 F
ailure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction or repair needed.
18-19 The bedlamite may use the apparatus to breathe normally in an environment that has
drugged, poisonous, toxic, or no air. The charge lasts 2d6 hours.
20-23 In addition to the result from 18-19, extending additional hoses allows the bedlamite and 1d6
others to breathe normally in a hostile environment. The charge now lasts 2d6 hours.
24-25 Inhaling the complex mixture of gasses, the bedlamite and up to 2d3 allies gain 2d8
temporary hit points and 2d4 temporary physical attribute points from a single attribute
(Roll 1d3: [1] Strength, [2] Agility, [3] Stamina), or they may burn a single Luck point or Boon
to choose the attribute). If the bedlamite chooses to not share the vapors, greedily hoarding
the smoke, they gain the 2d4 temporary point increases to all three physical attributes and
initiative, as well as 4d8 temporary hit points. The additional points increase their modifiers
as follows when they go above 18: (19-20) +4, (20-23) +5, (24-25) +6, (26) +7. The charge lasts
1d8+CL rounds.
26-28 The bedlamite breathes out a cloud of noxious acidic fumes, causing all within a 30’ long by
20’ wide cone to be affected. The bedlamite can do this once each round. Those in the cone
take 2d6 damage, are at -4 to all rolls, and must make a DC 20 Fortitude save or be poisoned
250
251
Description: These cumbersome contraptions were first seen in the pages of Popular Etherics, pgs.
23-30, July 1822. They are expensive, labor intensive, and ethically dubious devices that are an essential
piece of equipment for any bedlamite that plans to spend time in haunted houses, graveyards,
forgotten tombs, and other places where the restless dead have become a nuisance. Many a bedlamite
has constructed a soul furnace in the hopes of making back their investment and development costs,
but success is both rare and short lived.
Creating one of these ruck-sack sized units costs a minimum of $2,500 (for the rare minerals and
components) as well as $100 per month in maintenance costs, even if it isn’t being used. If regular
maintenance is not performed on the new moon of each month, or the bedlamite fails a repair check
during maintenance, the device is irretrievably broken and a new soul furnace must be created. The
repair check DC is equal to half the original Gear check that built that specific soul furnace. All of
the components must be gathered before the ten day construction time begins; the last day of the
construction must coincide with the night of the new moon. All technical and ethical issues aside, a
soul furnace has two parts; the first is basically a vacuum cleaner for ghosts and restless spirits, while
the second part is a tank carried on the user’s back that converts the etheric energy of the ghost or
spirit into a solid, quartz-like crystal. It takes five ghosts or spirits to create each crystal and they can be
used to power other contraptions made by bedlamites or to aid in the casting of spells. Many people
become morally outraged by the destruction of souls in such a manner and insist the crystals be laid to
rest in consecrated ground.
Each crystal can provide power for a Level 1 contraption (replaces the Personality expenditure) created
by a bedlamite or they can be added to other crystals for the powering of larger devices of higher levels
(in general one crystal takes the place of one Personality point that needs to be burned). Alternatively,
each crystal sacrificed during a spell check (for occultists) provides a +1 modifier to the spell check.
At the judge’s discretion, the ratio of souls to the amount of energy created can be adjusted to better
suit their environment; for example, the ghost of a creature or character with a lot of levels or Hit
Dice may provide more energy or other effects to the final storage crystal. Likewise, it is also up to
the judge as to whether or not a soul furnace can target corporeal un-dead or living creatures that are
incorporeal as well.
Game use: Targets of this device must succeed at a Willpower check vs. a DC equal to the Gear check
or are effectively destroyed. Stronger and more potent targets should be given bonuses to the check
and the judge will determine this as needed. It takes a random amount of time for each target to be
processed into a crystal (1d5+3 rounds per victim), and if the contraption is destroyed before that time
has elapsed, the target is freed, unharmed, and very angry.
Manifestation: This determines how the contraption looks while in use and in stand-by mode, if
available. Roll 1d6: (1) the contraption has no stand-by mode and must be started prior to each use by
pulling a long cord with great force for 1d3+1 rounds before it starts, and it stays operational as long
as it is used at least once every round thereafter or it stalls and must be re-started; (2) the device emits
an ominous whining and keening sound (even when it is in stand-by mode), and when triggered, the
noises become quite loud, and all light sources within 25’ of the bedlamite dim significantly; (3) in
stand-by mode the device makes bubbling and churning noises—when activated, it appears to launch
a glob resembling soapy water on a tether; (4) the device emits noises that sound like six miss-matched
252
1
Malfunction! Poorly tuned energies course through the device and radiate outward inflicting
a -2 penalty on Gear, spell, engineering, listening, searching, spotting, and ranged combat
checks at a specific distance centered on the contraption: Roll 1d8 modified by Luck: (0-1)
100’ for 1d5+CL rounds; (2) 75’ for 1d4+CL rounds; (3) 50’ for 1d3+CL rounds; (4) 25’ for CL
rounds; (5) 20’ for CL rounds; (6) 15’ for CL rounds; (7) 10’ for CL rounds; (8+) 5’ for 1d3+1
rounds.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction or repair needed.
18-19 The bedlamite succeeds at creating a basic soul furnace that functions according to the
general description. The unit weighs 40 pounds and has a 30’ range and no bonus to the
ranged attack.
20-23 In addition to the result from 18-19, the contraption is slightly more efficient and the range
increases to 50’.
24-25 In addition to the result from 18-19, the contraption’s weight changes to 35 pounds, the range
increases to 70’, and now grants a +1 to hit.
26-28 In addition to the result from 18-19, the contraption’s weight changes to 30 pounds, the range
increases to 90’, and now grants a +2 to hit.
29-33 The bedlamite succeeds at creating a basic soul furnace that functions according to the
general description. The unit weighs 25 pounds, has a 110’ range, and grants a +3 bonus to hit.
Additionally, any ghost, spirit, or similar critter (the judge may allow incorporeal un-dead)
successfully hit by the soul furnace radiates a 10’radius field of energy that might catch other
ghosts, spirits, and similar critters if the tertiary targets fail a Willpower save vs. a DC equal
to the Gear check.
34-35 I n addition to the result from 29-33, the contraption’s weight decreases to 18 pounds, the
range increases to 150’, and is at +3 to hit. The energy field generated by the affected target
increases to a 20’ radius.
36-37 In addition to the result from 29-33, the contraption’s weight changes to 12 pounds, the
range increases to 200’, is at +4 to hit, and the energy field generated by the affected target
increases to a 25’ radius.
38+ The bedlamite succeeds at creating a basic soul furnace that functions according to the
general description. The unit weighs 6 pounds, has a 250’ range, and grants a +5 bonus to hit.
253
STAGECOACH
Level: 4 Range: Varies Duration: Varies Charge Time: 1 round Save: N/A
Description: Activating this contraption brings into existence a stagecoach that requires no horse,
mule, or oxen to provide locomotion. The invention instead uses arcane energy to power the various
pistons and valves that bring the contraption to life.
Manifestation: Roll 1d3: (1) the stagecoach begins as a small metal cube that springs to life with a series
of clicks and clacks as it unfolds until the contraption is at last revealed; (2) the bedlamite activates
a triggering device (a ring or possibly a button sewn into their coat) and a temporary dimensional
portal opens to where the stagecoach is stored and called forth from; (3) the contraption is a full-sized
stagecoach with thick, reinforced hubs and spokes, a steering wheel in the driver’s box, and a steam
engine in the rear boot.
1
Malfunction! Roll 1d4 modified by Luck: (0-1) the contraption forms normally but lacks
the ability to harness the required arcane energies, making it motionless and useless unless
horses are attached to it; (2) the stagecoach shudders violently, blowing steam from loose
bolts and valves, and all within a 30’ area must pass an immediate DC 12 Reflex save to avoid
taking 3d10 concussive damage and being knocked prone from the resulting explosion; (3) the
stagecoach activates but with an infestation of gremlins that cackle with glee at their good
fortune and immediately steer the stagecoach away with wild abandon; (4+) the stagecoach
activates normally but rocks and shudders as literally every nut and bolt rattles free, causing
the entire contraption to fall to pieces.
R
epair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction or repair needed.
18-19 The stagecoach activates, providing the transportation device it was named for. The
contraption is capable of moving up to 30’ per round on its own, fueled by arcane energies
invested by the bedlamite. The bedlamite needs to focus on the intended destination to
control the direction of the stagecoach (this is considered a free action). The stagecoach can
transport up to four passengers and has storage for up to 500 pounds of gear. The stagecoach
has an AC of 15 and can withstand 60 hit points of damage before falling to pieces and
dumping all travelers and carried items. The charge lasts 1d12 hours.
20-23 In addition to the result from 18-19, the stagecoach may carry up to six passengers at a speed
of up to 40’ per round. Additionally, up to 700 pounds of gear may be carried. The charge
lasts 1d7 days.
254
255
256
Description: This contraption improves the form and function of everyday, mundane items that are
man made. Clothing can be made stronger and resistant to damage, guns may be improved to lessen
misfires, etc.
Manifestation: Roll 1d3: (1) the filament is a mass of glowing, razor-thin material that is capable of
penetrating and entwining with existing materials, giving the item a permanent but faint glow; (2) the
filament completely wraps the object it’s to be used on before peeling away and leaving the object with
an organic, alien look; (3) the filament intertwines with the object, emitting a soft glow that pulses
when the object is used.
1 Malfunction! The fortifying filament malfunctions, causing a random effect: Roll 1d3 modified
by Luck: (0-1) the bedlamite momentarily loses control of the filament, allowing it to integrate
with them instead of the target (the bedlamite suffers 1d8 damage each round until a DC 13
Willpower save is passed to regain control of the contraption); (2) the filament intertwines with
the desired object but causes the item to lose coherence and lowers its quality (judges should
determine how the loss of quality affects the item: a weapons might fumble on a 1-2 instead of
a natural 1 or clothing might be more prone to tears, etc.); (3+) the filament develops a power
surge just before integrating with the desired object, sending a pulse of electricity through the
bedlamite and intended subject of the filament (the bedlamite suffers 1d8 electrical damage
while the object must pass a DC 10 Fortitude save to retain its form and function, failure results
in the ruin of the object).
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check can is allowed.
2-11 ailure and minor malfunction. The contraption can no longer be used until a DC 10 repair
F
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction or repair needed.
18-19 The filament integrates itself into the target item, granting it a +1 to a chosen ability. Some
examples could include: a +1 to AC for clothing, +1 to hit or damage for a melee weapon, a -1
step to burn damage to make an item a bit more fire-resistant, a +1 to the number of bullets a
firearm can hold, etc. Work with the judge for a suitable improvement. At this level the charge
lasts for 1d4+CL rounds.
20-23 In addition to the result from 18-19, the chosen item is tougher than normal. If set on fire, the
item starts at a -1d burn step. If it is targeted by an item or spell that destroys normal items, it
is considered to be “enchanted or magical.” The charge lasts 1d6+CL rounds.
24-25 In addition to the result from 20-23, up to 1d4 items may be enhanced and the charge now
lasts 1+CL turns.
257
GOLEMITE ARMOR
Level: 5 Range: Varies Duration: Varies Charge Time: 1 round Save: N/A
Description: This contraption takes the form of a thin harness that is worn comfortably by the
bedlamite. Once activated, it buzzes to life, unfolds, and wraps the inventor within a metal casing.
Manifestation: Roll 1d3: (1) the armor shifts and unfolds as internal servo-motors whirl into action,
leaving the bedlamite a metal/flesh hybrid of their former self; (2) the bedlamite activates the
contraption, causing an electrical field resembling armor to wrap around the inventor; (3) floating
mechanical drones whirl to life, flying around the bedlamite while bolting and screwing the suit onto
their maker.
258
259
GRAVITON GLOVE
Level: 5 Range: Varies Duration: Varies Charge Time: 1 round Save: Varies
Description: A graviton glove is a contraption which looks very much like a large, metallic gauntlet.
The glove can be modified to fit virtually any upper extremity, including hands, entire arms, tentacles,
etc. On a successful Gear check, the bedlamite may choose to invoke an effect of lesser power than
their Gear check roll to produce a weaker but potentially more useful result.
Manifestation: Roll 1d3: (1) the graviton glove produces an audible humming sound as it generates
its effects and appears as a bulky, oversized, and technologically complex contraption; (2) the glove
260
1
Malfunction! The graviton glove malfunctions, causing a random effect: Roll 1d4 modified by
Luck: (0-1) the glove did not completely bond with the host, causing feedback in their system
which generates a large 100’ diameter magnetic burst that kills all electrical components
within range (the wearer takes 1d6 damage), and the device no longer functions for until
repaired; (2) the glove emits a burst of magnetic, concussive force, randomly targeting
a creature within 60’—the target suffers 2d6 damage from the burst and must make a
successful DC 20 Fortitude save or be knocked back 1d30’, suffering an additional 1d6 damage
per 10’ traveled if it contacts any objects along its trajectory; (3) the glove pulses erratically
and launches the bedlamite into the air in an uncontrolled parabolic arc: [Roll 1d3—the result
determines the x value in feet in the parabolic equation y=5(x)2. The value x represents the
number of feet which the bedlamite is thrown away after descending from their parabolic
trajectory. The value y represents the peak height of the parabolic arc. The bedlamite takes
normal falling damage from the peak height, y, from which they fall]; (4+) the glove pulls the
iron out of the bedlamite’s blood, causing them to become faint and nauseous (suffering 1d16
damage, and they must make a DC 20 Fortitude save or fall unconscious for 1d6 rounds).
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction or repair needed.
18-19
Geomagnetic Link & Electromagnetic Vision: The graviton glove charges and attunes the
wearer to the earth’s electromagnetic (EM) field, allowing them to sense fluctuations in
the field within 60’. This allows the wearer to automatically sense traps, treasure, or other
items within the area of effect. Additionally, the wearer’s perceptions are altered, and they
may concentrate to observe patterns of magnetic and electrical energy within range. They
may perceive the current physical and mental conditions of targets within range. The
wearer knows the target’s specific physical and mental ailments, hit point remaining, and
other conditions from which the targets may be suffering (e.g., hypothermia, madness,
mind control, etc.). The attunement to the earth’s EM field is so strong that the wearer also
gains +5 to any Fortitude saves during the charge duration, as well as +1d6 points to each of
Stamina, Agility, and Strength and +10’ to movement; these additional ability points can take
the wearer to above their normal maximums. The charge lasts for 1 turn.
20-23 Magnetic Blast: The graviton glove emits a blast of pure magnetic repulsion, slamming into
a single target and doing 1d8 damage per CL. Additionally, the target must make a successful
DC 20 Fortitude save or be knocked back 10’ per 10 full points of damage suffered—receiving
an additional 1d6 damage per 10’ traveled if they contact any objects along their trajectory.
The blast also serves as an EMP, and any electronic contraptions or creatures which rely on
electricity to function within 30’ of the target are knocked offline for 1d6 rounds; sentient
creatures may make a DC 20 Willpower save to resist the effects of the EMP.
24-25
Magnetic Force Field & Diamagnetic Flight: The graviton glove emits a magnetic repulsion
261
262
263
Manifestation: Roll 1d3: (1) the helmet resembles a leather skullcap covered in cogs and dials,
surrounded by a cage of metal tubing, with two circular discs in front of the user’s eyes like a pair of
spectacles that display mesmeric patterns that revolve and pulse; (2) this chromed, metallic bubble
helmet with a dark glass visor projects images or patterns on its surface and produces a bright flash of
light (like a camera flash); (3) this impressive top-hat, with built-in goggles and venting tubes that belch
green vapours, produces a hypnotizing green ray when the goggles are focused.
1
Malfunction! The lobotomizer malfunctions: Roll 1d3 modified by Luck: (0-1) the helmet
heats up rapidly, belches super-heated steam from its vents, and pieces fly off causing 2d6
damage (DC 15 Reflex save for half damage) to the wearer and any bystanders within 20’; (2)
the mesmeric powers of the device backfire, and the bedlamite must make a DC 15 Willpower
save to avoid being drained and dazed by their own contraption (failure results in a temporary
loss of 1d3 Intelligence and 1d3 Personality, lasting 24 hours); (3+) a backwash of energy from
the battery pack surges into the bedlamite’s mind, flooding it with images and thoughts from
their recent victims (make a DC 15 Willpower save to avoid being driven temporarily mad—on
a failure, the bedlamite suffers a temporary mental breakdown and must make a d% roll and
consult the Madness rules as if they have reached zero Grit.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction or repair needed.
18-19 The helmet springs to life and begins pulsing and whirling. Its power can mesmerise 1d5
intelligent creatures within a range of 20’. The bedlamite can steal the recent thoughts of
their targets from the previous hour of their lives and store them in the device’s battery pack.
The target must make a DC 12 Willpower save to resist the effect of being zombified and
having their thoughts read; on a failure, the victim permanently loses all memory of the last
hour of their lives. The charge lasts 1+CL rounds.
20-23 In addition to the result from 18-19, the helmet surges with intense power: the number of
targets affected increases to 1d10, the range increases to 50’, the number of hours stolen
increases to 2+CL hours, the Willpower save changes to a DC 15, and the charge duration
increases to 2+CL rounds.
24-25 In addition to the result from 20-23, the number of hours stolen increases to a maximum
264
Description: This contraption resembles a small metallic hourglass with levers and various dials. The
bedlamite can use it to manipulate the temporal dimension—allowing the bedlamite and their allies to
travel to the past or future.
Manifestation: Roll 1d3: (1) an electric charge forms around the device and then jumps to the targets
affected; (2) everything starts to either slow down or accelerate appropriately, and time seems to move
normally only for those affected; (3) the environment around the user begins to fade and turn to dust
as the new timeline forms from the same dust.
1
Malfunction! The hourglass malfunctions, causing a random effect: Roll 1d4 modified by
265
266
IRON GOLEM
Level: 5 Range: Varies Duration: Varies Charge Time: 1 action Save: Varies
Manifestation: Roll 1d3: (1) the iron golem is an 8’ tall, metal, bipedal humanoid with no discernible
gender or facial features, other than its eye sockets—it walks with heavy, clanging steps and whirs,
hisses, and crackles with the sounds of cogs, pistons, servo-motors, steam, and eldritch energies; (2)
as result 1, but the golem’s head resembles a diving helmet with a metallic skull, with glowing green
eyes, being visible through the front window; (3) the golem is constructed to be more humanoid in
appearance—it may resemble a more specific gender in its construction, appear to be dressed in a
particular fashion, and have more detailed facial features.
1
Malfunction! The iron golem malfunctions, causing a random effect: Roll 1d4 modified by
Luck: (0-1) the golem activates with the Gear check result from 18-19 but is unable to move;
(2) the golem activates but fires its fists and begins to rotate as per Gear check result 26-28
for one round—anyone within a 30’ radius must make a DC 12 Reflex save or take 3d12+7
damage; (3) the golem activates but goes berserk for 1d4 rounds, attacking twice per round
with its slam attack at a random target within range (attacks with an action die of 1d20+7,
inflicting 3d8+7 damage on a successful hit); (4+) the golem activates, but a malfunction
in the flamer mechanism causes the propellant to ignite and explode in one of the arms—
anyone within a 15’ radius of the explosion must make a DC 16 Reflex save or suffer 3d14 fire
damage and catch fire, suffering an additional 1d6 fire damage per round unless a further DC
12 Reflex save is made or appropriate help is received (flammable items start with a 1d6 on the
burn chain).
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a
DC 12 repair check. Failure means an additional 1d4 hours of repair until another check is
attempted.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction or repair needed.
18-19 The Iron Golem activates under the command of the bedlamite and has the following Stats:
Iron Golem: Init as bedlamite; Atk slam +7 melee (3d8+7); AC 20; HD 20d10; MV 30’; Act
1d20; SP construct traits [all constructs can survive without air, food, or water. Not being
truly alive, they are immune to poisons, diseases, and affects that target a living metabolism.
267
268
38+ As well as gaining access to all abilities and gadgetry detailed in earlier entries, five apertures
open in the iron golem’s chest, revealing launch tubes for highly explosive rockets. The rockets
loop, twist, and twirl towards their targets, leaving a green vapor trail in their wake. Up to two
rockets may be fired per round as part of the golem’s standard ranged attack options, utilizing
an action die of 1D24+3 to hit. The rockets have an effective range of 100’ and a blast radius of
20’ upon impact. Any target caught within the blast radius takes 4d16 damage (DC 18 Reflex
save for half damage). The golem only has the capacity to carry five such rockets, and these
must be replaced by the bedlamite after being expended.
LIFE STEALER
Level: 5 Range: Varies Duration: Varies Charge Time: 1 round Save: Fort
Description: A life stealer is a contraption which looks like a Tesla coil, but instead of producing
high-voltage, low-current, high frequency AC electricity, it scans targets and generates a resonant
frequency which matches the targets’ natural frequencies. It acts as a capacitor, stealing and storing
the targets’ life energy (hit points or abilities) which can then be redistributed to other targets after
being recalibrated to their unique natural frequencies (this occurs automatically). Targets which are
un-dead or do not have a lifeforce to speak of (such as non-living constructs) are not affected by this
contraption.
A life stealer can store the stolen life energy for up to 1d4 rounds before the bedlamite must discharge
the life energy to other targets to which it is calibrated (targets may be chosen by the bedlamite), which
transfers the drained hit points in an equally distributed manner to the new targets. Transferred
hit points can take the target’s hit points to above their normal maximum. Any hit points above the
target’s maximum are treated as temporary hit points. Any ability points transferred above the target’s
maximums are lost. If there are no viable targets to which the life energy may be transferred, the
energy is dissipated harmlessly into the phlogiston.
Unless stated otherwise, charge effects last for 1d8+CL rounds; temporary hit points transferred last
until lost to damage or for 1d8+CL rounds.
Manifestation: Roll 1d3: (1) the life stealer’s electric coil is mushroom-shaped, with a large awning-like
top attached to a 6” hand-held pole that generates bluish-white arcs as its capacitor charges; (2) the life
stealer is shaped like a series of concentric interlocking discs which rotate while activated, generating a
high-pitched whine which only the attuned targets can hear; (3) the life stealer is embedded within a set
of welding goggles, allowing an orange heat-map outline of the targets attuned to the device to be seen
as their life energies are drained.
1
Malfunction! The life stealer malfunctions, causing a random effect: Roll 1d4 modified by
Luck: (0-1) the coil was not calibrated properly to the targets’ natural frequencies, causing
feedback in the system, and the contraption generates a large 10’ diameter electrical burst,
frying its internal components (the bedlamite takes 1d6 damage and the device no longer
functions until repaired); (2) the life stealer takes 1d16 hit points from the bedlamite and
269
270
Description: This weather control device is a 1’ cube with numerous dials and switches embedded into
its four sides. When activated, a set of legs emerge from the bottom, and the top unfolds, revealing a
series of large, spindly, and dish-shaped antennae and tubes that emit puffs of vapour as it shoots small
rockets into the air. When charged and activated, the contraption responds to the settings on the dials
which controls the local weather patterns.
Manifestation: Roll 1d4: (1) the contraption whirs with a high pitched humming that resonates
through the ground as the antennae rotate rapidly; (2) air currents rapidly envelope the device in a
cloud of dust—those inside the 10’ diameter sphere of dust suffer -2 to attacks but are also unable to
be seen from outside (gain +4 to AC); (3) the air around the contraption crackles with static electricity,
and all within 10’ of the contraption have their hair stand on end; (4) the contraption rises into the air
on a cloud of vapor, hovering 10’ off the ground as it activates.
1
Malfunction! The bedlamite loses control of the device, causing a random effect: Roll 1d4
modified by Luck: (0-1) a 20’ radius area around the contraption is hit by an intense hailstorm
that lasts for 2d4 rounds, causing 1d4 damage each round (DC 15 Reflex save negates); (2)
electricity arcs out of the contraption, striking 1d4 random targets within 50’ for 3d6 damage
(DC 20 Reflex save negates); (3) the intense vibration of the contraption causes a localized
earthquake that knocks all within a 40’ radius of the contraption prone (DC 15 Reflex save
negates); (4+) the metal components of the contraption turn cherry red, emitting a blistering
heat that causes all within 15’ of the contraption to take 1d4 damage (DC 15 Fortitude save
negates) and suffer -2 to all actions for 1d4 rounds.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
271
272
PORTABLE FORTRESS
Level: 5 Range: Varies Duration: Varies Charge Time: 1 round Save: N/A
Description: In its “folded” form, a portable fortress is a smooth-sided metal cube which fits in the palm
of the hand. Once activated, it unfolds into an impressive defensive structure, providing the bedlamite
and their allies with protection.
Note: Bedlamites are only capable of sustaining a small number of pocket dimensions at one time and
must choose to “release” one previously made to allow for the creation of another. Bedlamites may
only keep one pocket dimension per CL in existence at any given time.
Manifestation: Roll 1d4: (1) the cube dissolves into a fine black powder which multiplies and flows,
moving like a liquid, before solidifying into the walls and towers of the fort; (2) the cube breaks into
four smaller cubes which move into place, marking the four corners of the fort’s construction—each
cube then projects the walls of the fort as “hard light,” as solid and real to the touch as a steel plate; (3)
a fine Iridescent thread is ejected from the cube, weaving and knitting together at speed to construct
the fortress; (4) with a clockwork whirring sound, the six sides of the cube unfold flat on the ground,
then square by square the individual panels grow and change shape to form the walls, roof, and floor
pieces of the fortress.
1
Malfunction! Roll 1d4 modified by Luck: (0-1) Boom!—the unstable power source explodes,
scattering hot iron shrapnel in all directions, and all within 30’ suffer 3d8 damage (DC 18
Reflex save for half damage); (2) the contraption unfolds around the bedlamite but jams,
cycling back and forth between two different incomplete states (the bedlamite must make a
DC 15 Reflex save each round to attempt to escape the moving walls; or suffer 1d8 damage
each round until escape); (3) the cube unfolds around the bedlamite and then begins
to compress in upon itself, squeezing the bedlamite and causing 1d7 damage; (4+) the
contraption melts into slag in the bedlamite’s hand, causing the bedlamite to suffer -1d to all
actions which use that hand for 1d6 rounds.
Repair: Any malfunction result requires repair in addition to the result determined above.
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction or repair needed.
18-19 The fortress folds out to provide a stationary protective shield 15’ wide and 6’ high
273
274
Description: This contraption grants the bedlamite the means to travel by flight, allowing the inventor
to even travel outside of the Earth’s atmosphere.
Manifestation: Roll 1d3: (1) the contraption takes the form of a standard boat, complete with rowing
oars and clockwork automaton rowers; (2) the bedlamite drops a small metallic cube onto the ground
which activates and “unfolds,” with the final form of the vessel resembling a giant flying creature from
legends (a dragon, hippogriff, etc.); (3) the bedlamite produces a small saucer-sized disc that hovers at
eye level as it grows and glows with a myriad of scintillating colors, thrums with the whirl of strange
mechanical noises, only stopping once it is large enough to transport the inventor and any potential
passengers.
1
Malfunction! The star sailer malfunctions, causing a random effect: Roll 1d4 modified by
Luck and apply the result: (0-1) the contraption stalls and rattles before emitting a large
blast of steam, burning all within 15’ of the contraption for 4d4 burn damage (DC 12 Reflex
save for half damage; (2) the vessel takes shape but fails to harness the required energies
to engage the required components effectively, becoming a stalled vehicle until repaired;
(3) the contraption activates but only at a fraction of the required size and effectiveness of
the vessel (the contraption operates at the minimum level as result 18-19, but the size of
the contraption could fit in the palm of an average-sized hand, making it useless unless the
bedlamite has some means to shrink to an appropriate size); (4+) the contraption becomes
a wayward missile, with valves engaging before the activation can be complete, and for 1d6
rounds, the contraption will strike a random living target for 2d12 damage (DC 13 Reflex save
for half damage) and knocks them prone.
epair: Any malfunction result requires repair in addition to the result determined above.
R
Bedlamites must spend 2d4 uninterrupted hours repairing the device, culminating in a DC 12
repair check. Failure means an additional 1d4 hours of repair until another check can is allowed.
2-11 Failure and minor malfunction. The contraption can no longer be used until a DC 10 repair
check is passed. The repair takes 1 full action to attempt.
12-17 Failure to charge but with no malfunction or repair needed.
18-19 The vessel forms and is large enough to transport the bedlamite and up to 100 pounds of
gear. The ship is capable of flying up to 200’ per round and ignores the laws of gravity—
meaning the ship can remain motionless and hover or drop and rise at the listed Movement
rate. While aboard the ship, the contraption provides breathable oxygen and protection from
any atmospheric hazards; it is airtight and can travel beneath the waves and into near-space.
Regarding defense, the contraption has an AC of 10 +1 for each 50’ moved during any given
round. The hull of the ship can withstand 100 hit points of damage before falling apart and
dropping the bedlamite and any items being transported (suffering normal falling damage).
The charge lasts 1d3 turns.
20-23 In addition to the result from 18-19, the ship can now travel at speeds of up to 300’ per round.
Additionally, the hull can withstand 200 hit points of damage before falling apart. The charge
lasts 1d4 rounds.
275
276
277
General: This hallucinogenic powder is based upon a formula rumored to be created by the great
Geronimo for his elite warriors. The powder is composed of the ground bones of animals, brewed
with a variety of “proprietary ingredients.” It is blown into the faces of opponents to bring about
horrific visions. Unlike most horrors that would normally shock the user and lead to a Grit check,
these visions are horrors spawned directly from the user's own mind. Due to the personal nature of the
waking terrors inflicted, all visions include at least one of the user's biggest fears. This personal horror
means that the DC of the Grit check increases rapidly and far beyond the average. Apache fear dust is
ineffective against creatures which do not breathe.
Manifestation: Roll 1d4: (1) the powder scintillates and crackles with strange energies that cast ghostly
faces in a 10’ radius; (2) the powder is colored a flat gray and absorbs light from the atmosphere around
it, reducing the range of all forms of vision for those within 30’ to just 5’ for 1 round; (3) the powder
is yellowish and crusted, much like the sleep-crud one wipes from their eyes come morning; (4) the
powder glitters like pyrite and coats victims with a golden, glowing hue for 1d3 rounds.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-2) a random shock of the user’s hair instantly
turns snow white (this effect may be rolled five times before leaving the user with a full head of snow-
white hair); (3-4) “Yur’ Yella!”: for 1d4 days, any uncomfortable situations (such as combat, meeting
new people, public speaking, etc.) require the user to pass a DC 12 Willpower save—on a failure, they
are unable to vocally communicate without the harshest of nervous stammers, suffering a -2 modifier
to any related rolls; (5-7) the portion of the brain responsible for fear goes into overdrive, and the user
must pass a DC 12 Willpower save at the beginning of any combat—on a failure, they suffer -1d to all
attack rolls during the combat; (8-9) the user sinks deeply into a psychosis, absorbing the layers of fear
experienced through their lives, suffering a permanent loss of 1d3 Personality as they become more
repugnant and less caring of those around them; (10+) for the next 24 hours, the user must pass a DC
12 Willpower save to avoid passing out from fright and will awaken in 1d4 rounds or may be roused on
the following round by normal means.
278
32+ In addition to the results from 30-31, those affected must pass an initial DC 16 Fortitude save
to avoid dying from fright as their worst nightmares take form in the theaters of their mind.
Additionally, the DC of the Grit check is increased to 20. The effects of Apache fear dust last for
1d10+CL rounds.
279
General: Having observed a poor bedlamite plummet to their death while testing a bizarre flying
contraption, a cordial was developed that slows the drinker’s rate of descent during a fall—allowing
them to escape injury or death.
Manifestation: Roll 1d4: (1) with an uncomfortable spasm, the drinker’s body flattens and twists,
mimicking the shape of a sycamore seed, allowing them to spin to the ground; (2) the tail feathers of
a large flightless bird sprout from the drinker’s tailbone, arresting their fall but forcing them into an
uncomfortable head-down position; (3) brightly colored feathers, like those of an exotic tropical bird,
burst from the drinker’s arms; (4) drinker’s skin sags and sprouts soft downy fur, their eyes bulge, and
by extending their limbs, they can move through the air with the grace of a sugar glider.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) a tickle grows in the drinker’s throat, eventually
resulting in a cough that expels a cloud of small, white feathers from their mouth (penalty at judge’s
discretion); (2-3) unable to resist any crop, seed, nut or other item that might be considered bird food,
the drinker will gorge themselves at every opportunity (suffer half Movement for eight hours); (4-5)
sometimes the drinker gobbles like a turkey rather than talking like a human (-1d modifier to social
interaction rolls for the next 24 hours); (6-7) the change in the drinker’s physical form results in a
pack, satchel, or pouch falling clear and taking the full force of the fall (loss or damage to one random
piece of equipment at the judge’s discretion); (8-9) a third of the hair on the drinker’s head (including
facial hair) is replaced with feathers of a similar color and texture (-1d penalty to social interaction
rolls); (10+) drinker rides an emotional rollercoaster for seven days, after which the drinker lays an
ostrich-sized egg (the drinker attempts to avoid direct combat to protect the egg during the seven days,
suffering a -2 penalty to all melee combat rolls until the egg is laid).
280
General: The golden vocal philter improves the user’s singing voice. Depending on how potent the
mixture turns out, the effects can range from getting a rowdy saloon hall to sit still for every chorus of
“Oh, Suzannah!,” to catching the attention of the moon.
Manifestation: The only manifestation of the golden vocal philter is the improvement of the user’s
singing voice.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user sings (in their normal voice) whenever
they try to talk for the next 24 hours; (2-3) the user’s voice becomes squeaky and ridiculous for two
days; (4-5) the user can only speak in a melodic, sarcastic manner for seven days, so that even when
they are completely sincere, it sounds like they’re mocking whomever they speaks to; (6-7) the user
is forced to add the phrase “damn your eyes” to the end of every response to a question they give
for the next five days; (8-9) the user loses their voice for seven days; (10+) the user loses their voice
permanently.
281
282
General: Hair of the dog works to alleviate any kind of damage, but it is especially effective if part of
what wounded the user can be obtained. It only works if what harmed the user has a soul of some
sort. The user must either claim the needed component from the attacker’s corpse or pass a successful
melee attack to pull hair, a bit of skin, etc.
Manifestation: Roll 1d3: (1) the user’s wounds start to glow; (2) the user’s wounds start to grow tendrils
that grope about with an uncomfortable strength; (3) the user is wracked with visions of that which
damaged them and must pass a DC 10 Willpower save or be stunned for 1 round.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0–1) the tincture causes a transformation in the
relevant body part (or causes a part to grow if they do not have it) that mimics the component used
(i.e., if a claw was used as a component, then the user’s fingers or toes change into claws) for the
duration; (2-3) the user instantly falls down drunk—see Intoxication; (4-5) the user becomes allergic
to alcohol for 1d3 days (a single sip causes extreme nausea imposing a -2d penalty to all actions for
1d6 rounds); (6-7) the user constantly sweats and reeks of burning flesh for 1d6 days (-1d penalty to all
interaction rolls for the duration); (8-9) the user becomes hyperactive for 1d7 days, unable to sleep or
rest (no natural healing during this time can occur); (10+) the user suffers a permanent 1d4 Stamina
loss as their system reacts violently with the component used in the tincture.
283
284
General: Drinking this noxious brew changes the countenance of the user to resemble that of one of
the unsightly un-dead that stalk the shadows of the territories since the Seven Days of Night.
Manifestation: Roll 1d4: (1) the user’s skin becomes transparent, displaying clean white bones, healthy
blood vessels, and muscles before the temporary (hopefully!) change takes hold; (2) with a blue
flash and a jolt, the user’s eyes bulge, and their hair stands on end like they’ve taken a shock of that
‘electrickery’ they’ve seen dancing through the clouds on stormy nights; (3) with a sound like bones
cracking, the user’s shoulders droop, and their back hunches over like a person twice their age; (4)
the user gags on the last drop of potion, and the residue foams up, overflowing from their mouth,
permanently staining any skin it touches a dead-looking gray-blue color.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) a tingling sensation in the user’s scalp
causes them to run their hands through their hair, which falls out in patches (-1d on all social based
Personality checks until it grows back in approximately six weeks later); (2-3) like a zombie, the user’s
natural body odor is replaced with that of a corpse (-2d on all Personality checks for 1d3 days); (4-5)
the user’s eyebrows become one thick and bushy mass and their ears, nostrils, and the backs of their
hands sprout unattractive growths of dark hair (-2d on all Personality checks until they visit a barber);
(6-7) like a zombie, the user’s speech is impaired and they find it hard to communicate in complex
sentences, as well as sometimes interjecting the word “brains” inappropriately (any abilities requiring
speech suffer a -1d penalty for the next 24 hours); (8-9) like a vampire, the user has an unnatural
aversion to daylight (-1d on all rolls made outside during daylight hours) for the next 24 hours; (10+)
shuffling like a zombie, the user’s Movement speed is reduced by half for 1d6 days, in addition to also
suffering the results found when rolling a 6-7.
285
General: This ointment allows the user to draw upon and amplify the electrical charge within their
body and in the environment, creating arcs of galvanic energy to strike their foes.
Manifestation: Roll 1d4: (1) electricity wells up from every pore on the user’s body, wreathing them in
a nimbus of tiny flickering lights, which flare and cascade to strike where commanded; (2) a single bolt
of lightning flashes from the sky to the user’s hand before striking their intended mark; (3) flickers of
static charge build-up within the surrounding environment (and the people in it), coalescing into a
rolling ball of electricity in front of the user; (4) the user begins to convulse spasmodically, harvesting a
286
Mutagenic Reaction: Roll 1d10 modified by Luck: (0–1) the user’s hair carries a small but obvious
permanent static charge, causing it to stand up straight from their head; (2-3) during stressful times,
the user must pass a DC 8 Willpower save, and on a failure, they begin gathering an excess of galvanic
stimulation resulting in uncontrollable twitching, causing -1 to all checks involving fine motor control
for the duration of the stressful encounter; (4-5) the user acts as a human lightning rod, and while
outside in a storm, there is an increased chance they will be struck (should the user be outside during
a storm, there is a cumulative 10% chance per round that a bolt of lightning will be drawn down for
3d8 damage, and a DC 15 Reflex check will save for half damage, rounding down); (6-7) anything made
of metal, touched by the user, holds a vicious charge which is harmless to them but not to others (the
charge grounds through the next person touching the item, causing 1d8 damage); (8-9) tiny arcs of
lightning fizz and pop constantly within the user’s corneas, and the scent of ozone can be detected at
all times around the user, ruining attempts at stealth, causing a -1d to checks made in darkness; (10+)
the user’s presence causes any complex or advanced machinery within 10’ of them to go haywire—
telegraphs stutter uncontrollably, steam engine regulators fail, daguerreotype cameras capture sinister
images of slumbering monstrosities instead of their intended subjects, etc. (bedlamites suffer a -1d
penalty to Gear checks while within 10’ of the user).
287
SNAKE OIL
Level: 1 Range: Varies Duration: 1 action Brew Time: 1 round Save: Varies
General: Snake oil is affectionately named to mock those who doubt the user and their ability to brew
formulas that defy logic. The oil is rubbed on the skin to produce effects that borrow traits from the
common serpent and grant their temporary use to the user.
Manifestation: Roll 1d4: (1) the user’s skin takes on the appearance of an ornately patterned snake
for the duration of the effect; (2) the skin or soft tissue around the part of the user’s body being
transformed slews away in oily flakes as the transition takes hold; (3) the affected body part swells and
ripples in stomach-turning undulations, until settling into the new form; (4) the form of a vast snake
appears from the shadows, rapidly slithering over the user, weaving the transformation with darting
flicks of its forked tongue.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user acquires the permanent habit of
hissing when under stress, and while annoying and slightly deranged, it has no other substantial
effects; (2-3) there’s a 10% (in settled areas) to 50% (in wilderness areas) chance that each morning
the user wakes, they find a snake has cozied on up to them overnight (they are in no danger from
this critter, but traveling companions don’t have the same assurance and share a 05% to 25% chance
of drawing danger noodles themselves); (4-5) small vermin are no longer safe, as the user has a
compulsion to grab and eat them whenever they spy them (DC 14 Wilpower save to overcome this
drive) for the next 1d5 days; (6-7) the user’s skin begins to slowly but irrevocably turn to snake skin
(judge’s discretion as to how long this is going to take, years possibly), but on the plus side, the user
288
289
General: The imbiber drinks the volatile concoction which seems to vaporize in their mouth. They
may then breath forth a cloud of sleeping gas.
Manifestation: Roll 1d4: (1) the drinker’s face takes on the vague appearance of a dragon; (2) the
drinker’s body inflates briefly before exhaling; (3) the drinker’s nostrils flare unnaturally wide to emit
the gas; (4) no visible changes.
Mutagenic Reaction: Roll 1d5 modified by Luck: (0-1) the drinker becomes exhausted and suffers -1 on
all ability checks, initiative, and attack rolls for 48 hours; (2) the manifestation of the elixir becomes
permanent (if the original manifestation was “no change,” reroll a new one using 1d3); (3) the drinker’s
voice becomes monotonous, causing those with whom they interact to become bored or sleepy (the
drinker suffers a -1 on all ability checks involving social interaction for 72 hours); (4) the drinker is
henceforth prone to sleepwalking; (5+) the drinker has permanent, noticeable, bags under their eyes,
causing them to look tired no matter how much they’ve slept.
290
TYMPANIC TINCTURE
Level: 1 Range: Varies Duration: 1 round/CL Brew Time: 1 round Save: Will
General: This concoction alters the drinker’s vocal chords, allowing the production of a variety of
sounds not normally possible for the drinker.
Manifestation: Roll 1d4: (1) the drinker’s neck puffs out like a bird making a call; (2) the drinker gains
physical characteristics similar to those of the animal/person/object being imitated; (3) the drinker’s
mouth opens unnaturally wide to emit the desired sounds; (4) no visible change.
Mutagenic Reaction: Roll 1d5 modified by Luck: (0-1) the drinker loses their voice completely for 48
hours; (2) the drinker becomes tone deaf and can no longer carry a tune, play musical instruments well,
or even whistle; (3) the drinker becomes deafened and suffers -2 on all ability checks and initiative rolls
requiring hearing for 48 hours; (4) the manifestation of the elixir becomes permanent (if the original
manifestation was “no change,” reroll a new one using 1d3); (5+) the drinker compulsively whistles or
hums most of the time.
291
General: The Wyoming whiskey cure transforms water into a premium whiskey. It is basically a cure for
your water not being whiskey. If this mixture is used on a creature made of water, it gets a save against
being transformed into whiskey (Fortitude save with a DC equal to the Brew check), the effect of which
must be determined by the judge. The higher the user’s level, the higher the quality of the whiskey. A
1st level user creates a rotgut concoction that only an Arkansas mountain man could love, while a 10th
level user creates a liquor so divine it could turn a temperance revival into the Devil’s bachelor party.
The brew result creates one tiny drop, which must then be added to water within one hour to
transform it into whiskey.
Manifestation: Roll 1d4: (1) the water swirls and swirls, slowly becoming whiskey; (2) the water
becomes a tiny cloud which then rains whiskey back into its container; (3) for one beautiful moment,
light shines down on the brew, and is accompanied by a sound like a chorus of angels singing; (4) the
water leaps out of its container and becomes whiskey, landing back in the vessel without spilling a
single drop.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the mixture explodes, causing 1d6 damage
to the user; (2-3) the mixture becomes sentient, immediately forcing its way down the user’s throat,
causing extreme intoxication; (4-5) the user becomes allergic to alcohol for 1d5 days—a single sip
causes extreme nausea; (6-7) a tiny cloud appears over the user and rains whiskey on them for 1d3
hours; (8-9) the user becomes immune to the effects of alcohol for three days; (10+) all alcohol within
three miles of the user turns to water.
292
293
General: The user of this lozenge goes through a series of physiological changes, as optic nerve,
muscle, and suspensory ligaments detach, allowing the sight-giving organs to dislodge for remote
viewing.
Manifestation: Roll 1d4: (1) the user’s eyes begin to bulge in a terrifying manner as they escape the
orbital sockets they call home; (2) the user’s neck and face become flushed with blood, veins visually
pulsing to the user’s bulging eyes as the proper pressure needed to dislodge them is reached; (3) the
user uncontrollably sneezes with such force that one or both eyeballs forcefully eject from the skull; (4)
the affected organs begin to glow and grow to twice their normal size before squirting out as they grow
too large for their sockets.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user’s pupils begin to project thin beams
of light uncontrollably for 1d3 turns; (2-3) the user becomes color blind for 1d3 days; (4-5) the user’s
eyes begin to wander and roll around independently for 1d7 days during conversations, resulting in a
-2 penalty to interaction rolls; (6-7) the user’s eyeballs develop tiny red clots that constantly grow and
burst, giving the white areas of the orbs a permanent bloody appearance, resulting in a -3 penalty to
social interaction rolls; (8-9) the user’s eyes develop a permanent aversion to bright light, doubling any
penalties that normally affect vision (such as a blinding flash, spells, etc.); (10+) as a permanent result,
any blow to the head (roll 1d10 when struck in melee—a 1 results in a head shot), or even a simple
sneeze, causes the user’s eyeballs to fly out of their sockets and dangle by their optic nerves, attaching
ligaments, and muscles (the user is effectively blind until a full-round action is used to push them back
into the skull).
294
295
General: This potion allows the drinker to make minor feature changes to their physical form at lower
results and full fledge dramatic transformations, including changing sex or even mimicing inanimate
objects, with greater brew checks. (Judge’s note: adding a bio-sample relating to a living target the user
wishes to mimic before drinking grants a +1 bonus on the outcome.) Unless specified, the clothing and
objects carried by a target the user chooses to mimic are not copied (only their physical form).
Manifestation: Roll 1d4: (1) the changing part of the user peels off and falls away, revealing the changes
beneath; (2) the user’s body glows and shimmers briefly, then fades to show the alterations; (3) the
user’s features churn like a roiling liquid, losing all semblance of form until the new shape is chosen;
(4) the user’s skin pulses as if living creatures are crawling beneath , and bubbling skin eventually
bursts, showing the mixture’s desired effect.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the transformation leaves the user with one
or more features that stand out in an unfavorable way (such as looking artificial or possessing bizarre
coloration—game effects left to judge’s discretion); (2-3) the user ends up with mismatched changes
that look like they clearly belong on someone else’s body; (4-5) the user’s hands become transforming
instruments, “smudging” any part of the user’s body they touch for the next 1d6 hours (the effect is
unsettling and all interaction rolls suffer a -2 penalty); (6-7) the user grows a random extra body part,
which is useless, but constantly flails and twitches for the next 24 hours, making all interaction rolls
suffer a -1d penalty; (8-9) the user loses their sense of identity for 1d6 hours, and if they were copying
an individual’s features, they believe they are that person (otherwise, they temporarily take on a
new personality appropriate to the situation); (10+) the transformation gives the user a permanently
disfigured appearance—related to the one intended.
296
DEAD SHOT
Level: 2 Range: By ranged weapon Duration: Varies Brew Time: 1 round Save: N/A
General: Drinking this potion greatly enhances the user’s accuracy with firearms. Additionally,
the user finds their talent for placing a shot in a vulnerable area is greatly improved, making for
devastating shots.
Manifestation: Roll 1d4: (1) user’s hands are bathed in a golden pulsing glow; (2) user’s eyes lose all
color, leaving only a bullseye in place of pupils for the duration of the formula; (3) the user’s hands
are coated in an oozing black substance that glows where veins would normally be; (4) user’s arm and
hand muscles twitch nervously, eager to test the honed nature of their augmented skill.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the manifestation of the mixture becomes
297
298
DUST OF OSSIFIENCE
Level: 2 Range: Self Duration: Varies Brew Time: 1 round Save: N/A
General: Upon applying the dust, the user’s dermis hardens, yet keeps its tensile utility, allowing the
ability to shrug off physical damage they may suffer while riding the range.
Manifestation: Roll 1d4: (1) the user’s skin takes on a gray hue and leaves a grayish dusty residue where
it meets another surface; (2) for the duration of the formula, the user’s skin fossilizes, gaining a rough
titian hue as horrendous cracking sounds are audible with the user’s slightest movement; (3) the user’s
skin violently bubbles and pops and quickly coagulates into a thick, pinkish outer coating that smells
strangely like bubblegum; (4) a yellowish chalky powder explodes from every pore of the user’s skin
before dissipating, leaving the user’s skin glistening like a sleek polished stone.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the dusty nature of the mixture leaves a tickle
in the user’s throat, causing an incessant hack at the most inopportune of times for the next 1d4 days
(effects at judge’s discretion); (2-3) some hardening remains in some of the user’s extremities, causing
increased difficulty in small motor skill operation (all checks requiring a delicate touch suffer a -2
penalty for the 24 hours); (4-5) the user’s epidermis stays stretched, leaving huge flaps of skin that
returns to normal over time (Agility based rolls suffer a -1d penalty for the next 1d3 days); (6-7) the
user’s legs and feet keep some of the solidification brought about by the dust, reducing the user’s
Movement by -5’ permanently; (8-9) some of the calcifying nature of the emollient has hardened
the outer dermis, making the user’s reaction speed a tad slower (suffer a permanent -2 penalty to all
initiative rolls); (10+) user’s skin permanently manifests random patches that resembles calcified shell
(gain a +2 AC bonus at the expense of a -1d penalty to Agility saves).
299
300
General: Drinking this elixir serves to open a conduit from the deepest reaches of space, using the
living vessel that is the user to tap into various astral phenomena.
Manifestation: Roll 1d4: (1) the user's body begins to shake, and their eyes and mouth open wide to
expose a swirling black visage speckled with pinpricks of light, like the sky on a clear desert night; (2)
the sky darkens to black for the duration of the event, and the only illumination is now the skin of the
user, which glows a bright, fiery orange; (3) the ground shakes, and the user’s skin hardens and splits,
forming pits and craters on their skin like the surface of some far-off space rock; (4) the user’s body
levitates off the ground as their skin becomes translucent, showing their slow beating heart and other
internal organs clearly, and the spaces between them are filled with spinning constellations of stars
and other heavenly bodies.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user is distracted by beautiful visions of
faraway star fields and must pass a DC10 Willpower save or suffer a -1d on all checks that require
concentration for the next 24 hours; (2-3) the user is surrounded by a temporary field which slows their
movement (they suffer a -1d penalty on Strength checks and Fort saves for 1d4 days); (4-5) a temporary
field passes, making movement quicker but clumsier (suffer a -1d penalty on Agility checks and Reflex
saves for 1d4 days); (6-7) the user’s skin permanently glows with a soft light that causes darkness to no
longer offer any cover, and indoors, the user receives some peculiar looks (-1d penalty on Personality
checks); (8-9) a tear in space-time delivers the user’s psyche to a dimension native to the Elder Gods
(pass a DC 18 Grit check as things are seen that can’t be unseen); (10+) a tear in space-time allows a
minor terror from beyond to enter the user’s world (judges should pick something horrifying from the
Bestiary section and have it attack the user and all allies).
301
General: The user of this libation pierces the veil dividing the land of the living from the land of the
dead, creating a mental tunnel deep into the mountains of the spirit world, where the spirits of long-
dead 49er’s still throw iron to rock in hopes of striking it rich. The knowledge kept by these spirits are
channeled to the user.
Manifestation: Roll 1d4: (1) once the libation is consumed, the user’s skin withers and cracks as a
302
Mutagenic Reaction: Roll 1d5 modified by Luck: (0-1) the user is overcome with “gold fever” and
can smell, hear, and sense where gold is located within a 100’ radius (whether it’s still in the ground
or in a chest) and becomes obsessed with it, bringing it up at every conversation for 1d24 turns; (2)
the user’s flesh turns gray as it draws up against their bones, causing them to become emaciated,
suffering -1d to Strength-based rolls for 1 turn; (3) the user is plagued with visions of death, starvation,
disappointment, and exhaustion and must pass a DC 15 Willpower save when attempting to perform
acts that require concentration (on a failure, they are overwhelmed with visions that break their
concentration, creating a -1d penalty to all actions until a successful save is made; (4) the user’s flesh
hardens, and their joints stiffen as rigor mortis sets in, and the user suffers -1d to Agility-based rolls for
1 turn; (5+) the users’ body turns translucent with a faint glow outlining their form and features, giving
the user the appearance of being a ghost (effects up to judge’s discretion) for 1d7 days.
303
General: The Western landscape contains some of the most challenging terrain in all the Americas.
From the tallest saguaro to the widest barrel cactus, the cacti are great survivors of the American deserts
and plains. The ornery hermit Pecos Pete is credited with first uncovering the formula to confer this
survivability on humans and other members of the animal kingdom, but an enterprising thief stole a
sample of the cordial that now bears his name. It has now become a staple of the trade for those with
the knowledge to concoct it. A more skillful blending can even impart courage to the imbiber!
Manifestation: Roll 1d4: (1) the imbiber appears visibly bloated for 1d7 days but suffers no ill effects; (2)
the imbiber’s skin takes on a greenish hue, and cactus flowers appear in their hair at random times for
the next 24 hours; (3) the imbiber’s skin becomes somewhat rigid, like the outside of a cactus for 1d7 days,
improving AC by +2 for the duration, but Reflex saves suffer a -4; (4) creatures which normally feed on or
dwell around cacti (including tortoises, peccaries, flickers, cactus wrens, and some types of owl and snake)
become noticeably attracted to the imbiber for 1d7 days and will show up at random times, possibly
distracting the user during combat or making for embarrassing moments during social interactions.
Mutagenic Reaction: Roll 1d10 modified by Luck: (1) the imbiber becomes uncomfortably bloated,
suffering 1d3 points of temporary Agility loss but does not require water until the damage is healed
by normal means; (2-3) the imbiber’s skin and hair turn dull green and remain so for 2d3 days, causing
social interaction rolls to suffer a -2 penalty while the strangeness is manifest; (4-5) the imbiber’s skin
takes on a corrugated, ridged appearance causing 1d3 points of temporary Agility damage but gains
a +3 bonus to AC until this damage is fully healed by normal means; (6-7) the imbiber’s feet keep
trying to send roots into the ground, creating a -10’ Move penalty for 2d3 days (each time the user’s
feet remain in contact with the same ground for more than 10 minutes, they must succeed in a DC 12
Strength check to move away and avoid tripping); (8-9) the imbiber suffers a reverse effect: for each
day they drink less than two gallons of water, they suffers 1d3 Stamina damage and a -1d penalty to any
saves related to heat- or fire-based effects that lasts 1d7 days; (10+) for the next 2d7 days, the imbiber
feels a strong pull towards the solitary life in the desert or scrublands and suffers 1 point of temporary
Personality damage for each day spent more than an hour in the company of three or more other
beings and 1 point of temporary Stamina damage every day spent more than three hours away from
the dry climate of the desert or wastes.
304
305
General: The user’s body emanates a strange pheromone causing those who view them to see a
distorted image, making targeting them more difficult. For the salve to take effect, the targets must
have a sense of smell.
Manifestation: Roll 1d4: (1) the user’s body begins to vibrate rapidly, giving the appearance of several
persons trying to occupy the same space simultaneously; (2) the user’s body becomes translucent,
allowing light to play tricks on those viewing them; (3) all hair on the user’s body stands on end as a
strange scent resembling cactus flower fills a 20’ area; (4) the user’s skin becomes a shimmer of silver
and gold, causing light to reflect in hundreds of directions.
Mutagenic Reaction: Roll 1d4 modified by Luck: (1) the manifestation becomes permanent; (2) user
loses equilibrium due to the disruption of their own vision, and they suffer -2 to all Reflex saves for the
formula’s duration; (3) the user cannot focus on anything farther away than 5’, suffering a -2 modifier
to all ranged attacks for the mixture’s duration; (4+) the user permanently gains a +1 bonus to AC, but
any action relating to allies trying to target the user with an Agility related action will fail 50% of the
time (grabbing a hand before a fall, targeting them with a beneficial spell, etc.).
306
TOADSTOOL TALC
Level: 2 Range: Self Duration: Varies Brew Time: 1 round Save: Varies
General: The user applies the formula and finds their body benefitting from a radical physiological
change, resulting in microscopic spores sprouting from their skin which reach maturity
instantaneously. The newly grown fungus may then be picked and used to varying effect.
Manifestation: Roll 1d4: (1) the user’s skin texture momentarily changes to match the fibrous texture
of a typical mushroom; (2) microscopic tendrils push through the user’s skin, attempting to take root
in the ground beneath their feet; (3) the user belches forth a spore cloud—all creatures within a 10’ area
in front of the user must pass a DC 10 Fortitude save or sneeze uncontrollably, suffering a -1 penalty to
all action rolls for 1 round; (4) the user’s breath smells of earthy compost for the next 24 hours.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user immediately falls ill and vomits for 1d4
rounds due to poisoning; (2-3) the user’s teeth fall out, forcing the poor soul to eat soft foods (missing
teeth begin to grow back at the rate of one tooth per day); (4-5) the user belches a soporific cloud of
hallucinogenic spores, affecting any friends or foes within a 10’ area centered on the user (all must pass
a DC 12 Willpower save or suffer terrifying visions that impart a -1d penalty to all action rolls for 1d6
rounds); (6-7) one of the user’s fingers falls off and is permanently replaced by a redcap mushroom that
disrupts the physiology of the user if plucked, causing a -2 penalty to all saving throws for 24 hours
until a new mushroom grows in its place (eating a plucked redcap grants a +1 to all saves for 24 hours,
but the user does not benefit from this); (8-9) the user’s neck permanently thins and grows 1d8” to
resemble a mushroom stalk (effects at judge’s discretion); (10+) user develops a revulsion for sunlight
and suffers a -1 penalty to all action rolls while exposed to direct sunlight (this penalty is cumulative
each time the result is rolled).
307
308
General: The formula for this potent draught is said to be an ancient secret from the Oriental Empire
of Cathay, brought to the American West by Chinese immigrants. Among other more esoteric
ingredients, the formula calls for a strong brew of black oolong tea. This flavor remains potent in the
resultant mixture, but as America is the great “melting pot,” so too is the user’s formula book. Spicy
peppers from Mexico and South America have been substituted, giving the stolen breath a piquancy all
its own. The original formula only conferred the ability to breathe water for a short period. The newer
formulae have a range of effects.
When the mixture is imbibed, the user can choose any successful result equal to the Brew check result
or lower.
Manifestation: Roll 1d4: (1) the user’s eyes glow with a yellow-green light and show reptilian slits for
pupils; (2) small wisps of lotus-scented smoke curl away from the user’s nostrils every time they speak;
(3) the user’s skin develops a slight reptilian appearance; (4) a permanent tattoo of a wingless dragon
appears on the user’s skin, autonomously moving about on the user’s body, possibly causing a great
deal of shock to those witnessing it.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user’s skin becomes rough and scaly for 1d3
days and they suffer as a result with a -3 to any social interaction roll; (2-3) for 1d24 hours, the user’s
neck grows 1d4” longer, and each time this mutagenic reaction is rolled, there is a percent chance
equal to the cumulative total inches grown that the effect remains permanent (the user suffers a
-1d to all social interaction rolls); (4-5) wisps and curls of purplescent steam escape from the user’s
nostrils for 2d4 days, becoming more obvious as they exhibit strong emotions (anger in particular);
(6-7) the user’s fingernails grow into long, twisted claws that are not viable as weapons and continue
to grow 1d3x3” every night for 1d7 nights (If not trimmed, for every 3” of nail length, user suffers a
cumulative -1 penalty to actions requiring manual dexterity, including using firearms); (8-9) the user
becomes fascinated by gold, silver, and jewels for 1d12 months, and any time such treasure is found
in their presence, they must obtain more than half the total value for themselves or suffer a -1d to all
die rolls during the following hour due to distraction (as they cannot stop thinking about the loot!);
(10+) for the next 1d7 days, the user’s lungs change and now require the spending of eight hours in
24 submerged in a body of water with failure to do so resulting in a 1d4 loss of Stamina each day (in
compensation, they gain the ability to swim at 60’ per round, have perfect vision while under water,
gain a +1d modifier to all action die rolls, but they suffer a -1d penalty to all actions while on land).
309
310
General: It is said that this formula was named by an Irish cowboy who witnessed a user undergo a
horrific transformation after drinking the brew and was reminded of the tales his father told of the
“warp spasms” of Ulster’s mythic hero. The user of this potion becomes an unbridled killing machine,
sometimes sacrificing intellect and wit to do greater damage to their foes.
Manifestation: Roll 1d4: (1) the user’s right eye shrinks to the size of a pebble while their left bulges
impossibly large; (2) the user’s muscles enlarge and veins pulsate, ripping through any tight or
restrictive clothing; (3) the user’s neck swells and their tongue rolls from their mouth, leaving them
foaming at the mouth and capable of only guttural screams; (4) the user’s hands grow to a comically
large size until you’re struck by them, and they not-so-comically resemble mallets of murder.
Mutagenic Reaction: Roll 1d5 modified by Luck (0-1) the user’s joints twist and bones splinter, racking
them with pain and reducing their action die rolls by -1d until healed by supernatural means; (2) the
user’s head doubles in size for 1d7 days, and while enlarged, the user terrifies typical town folks who
will assemble a mob to run the user out of town; (3) the user is left with a permanent short fuse and
must pass a DC 10 Willpower save whenever challenged to a fight (on a failure, they immediately
attack their challengers); (4) the user’s muscles wither, causing them to lose 1 permanent point of
Strength (this effect is cumulative); (5+) the user’s muscles grow disproportionately, permanently giving
them a hunched and asymmetric appearance (gain a +1d bonus to rolls involving intimidation, but
suffer a -1d penalty to any normal interaction rolls).
12-15 Failure.
16-19
The user visibly turns a deep shade of red—veins pulsing as they gnash their teeth and emit
something resembling a battle cry. The user gains a +3 bonus to melee attack and damage
rolls, and Strength-related skill checks during combat at the expense of a -2 penalty to AC.
During the battle rage, the user is incapable of higher thought and is limited to: moving,
attacking, and performing feats of Strength. If all opponents are defeated before the formula
ends, the user must pass a DC 12 Willpower save every round for the remaining formula’s
duration; on a failure, they attack the closest target (ally or not). When the formula ends,
the user must pass a DC 10 Fortitude save to avoid passing out for 1d4 rounds. Formula lasts
1d5+CL rounds.
20-21 In addition to the result from 16-19, the bonuses are increased to +4. Formula lasts 1d6+CL
rounds.
311
312
General: The user brews a mixture that looks like quicksilver in the moonlight and smells of rotten
eggs. This concoction attracts the luck of the Devil themself, allowing its use as if it were the user’s
own. When the user steals from His Dark Majesty, it is only a matter of time before the Devil comes
calling on the karmic thief. Points generated by the Devil’s own luck (known as DOL points) are
separate from the user’s Luck score and do not add to the user’s native Luck for Luck-roll purposes.
Unless otherwise noted, DOL points can be spent on a 1-to-1 basis to modify die-roll results made
by the user only. Also, these DOL points do not stack with repeated doses of the draught. Any
repeated use of the draught taken while the user has any DOL points remaining has its effects
rendered ineffective, and the user must pass a DC 16 Fortitude save; on a failure, they must roll on the
Mutagenic Reaction table.
Manifestation: Roll 1d4: (1) a sheen of majestic grace envelops the user like a thin sheet of gauze, and
they smell faintly of sulfur; (2) the user grows a demonic tail that remains for 1d7 days past the point
all DOL is spent; (3) small horns appear on the user’s forehead and their skin takes on a slightly reddish
cast for the formula’s duration; (4) children and animals flee in terror from the user, as they have a
sense that the Devil isn’t far behind.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user smells faintly of sulfur for 1d3 days;
(2-3) the user grows a red prehensile tail ending in a spearlike tip that grows 1d12” per day for 1d5
days then shrinks 1d8” per day until it is gone; (4-5) the user reeks strongly of brimstone for 1d7 days,
making any attempt at stealth impossible against creatures which can smell and suffers a -1d to all
interaction rolls while the odor is present; (6-7) the user begins to see the Devil in any reflective
surface, and Old Scratch personally comes to visit them in their dreams (such a feeling of doom
is reached from these dreams that any Fumble Roll table checks are increased to a +1d modifier,
permanently; (8-9) the user permanently has their Luck reduced by 1d3 points which is collected by a
minor demon that appears and catches the Luck in a mason jar and is taken as payment to the Devil;
(10+) the Devil comes calling . . . personally (the judge is encouraged to mete out some fiendishly clever
punishment on the poor sod who imbibed this draft—If no inspiration is forthcoming, the Devil has
an equal chance of wanting to bargain for either the user’s life or their soul).
313
DIT DA JOW
Level: 3 Range: Self or touch Duration: Varies Brew Time: 1 round Save: Will
General: Originally found in the Orient and used as an ointment to heal the bone, tendon, muscle,
and soft tissue injuries caused by martial arts training, it has since been adapted and infused with new
energy. In cultures that have had more than their fair share of transformational curses (were-beasts
and wendigo for instance), this versatile mixture has had success in returning the cursed to their
natural forms. The mixture is best taken internally, but in a pinch, can be applied topically for subjects
less-than-willing to take their medicine.
Manifestation: Roll 1d4: (1) after consumption, the user begins to choke, grabbing at their throat while
a ghostly figure consisting of crimson smoke manifests and coats the skin of the user; (2) the user
coughs out a huge puff of smoke that obscures them from view, and when the smoke clears, the effects
are evident; (3) the user’s skin peels off like a banana, revealing the effects; (4) the user performs an
amazing backflip, fully revolving three times in the air, and when they land, the effects are complete.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user’s true form, should they ever revert
to it, has a permanent non-functional vestige of their cursed self (werewolves have permanent wolf
ears, wendigo have rows of enlarged, sharpened teeth, etc.); (2-3) the mixture explodes as the brew
completes, and the user now has downy feathers now replacing all body hair for the next 1d3 days; (4-5)
the user’s hair and eyebrows permanently change color and consistency, Roll 1d5: 1- white and spiky, 2-
green and lustrous, 3- magenta and full-bodied, 4- orange and curly, 5- pitch black and sticks straight
out; (6-7) the user physically reverts to their eight-year-old self, retaining their memories and skills and
will age rapidly, restored to their original age over the course of seven days; (8-9) the user physically
reverts to their 13-year-old self, retaining their memories and skills and age normally from there; (10+)
the mixture explodes in a cloud of icy-white mist as the brew completes, and the user transforms into
an abominable snowman for 1d4 rounds, indiscriminately attacking a random bystander.
314
315
General: Legend has it the lozenge draws its ingredients and instructions directly from legendary
alchemist Ge-Hong, who received it after winning a game of chance with an ancient dragon of the
earth. The formula grants the user the ability to both resist and produce fire.
Manifestation: Roll 1d5: (1) the user’s lower jaw stretches and unhinges as glowing sulfuric gases billow
from their mouth; (2) for the duration of the formula, the user’s eyes melt and are replaced by jets of
flame from the now-empty sockets; (3) the user is surrounded by a nimbus of flames; (4) the user’s
head explodes in a shower of gore as a scaly serpentine head erupts from within (this new head melts
away at the end of the formula’s duration, revealing the user’s head once more); (5) a terrifying screech
bellows forth from the user, causing any living creature within earshot to make a DC 12 Grit check.
Mutagenic Reaction: Roll 1d5 modified by Luck: (0-1) mixture explodes within the user’s stomach,
causing gouts of flame to erupt from their mouth, dealing 1d6 damage to them and bystanders within
5’; (2) the user is incapacitated (unable to take any action or move) for 1d3+1 rounds as they vomit
liquid flame; (3) the user’s flesh partially melts, leaving them permanently disfigured (-1d penalty to
interaction rolls); (4) the user permanently casts a shadow that resembles a great reptilian dragon; (5+)
the user’s breath permanently smells of sulfur and their voice changes to a crackling rumble.
316
317
General: This potable substance sends the user’s body through a series of physiological changes,
causing pores to enlarge so that sharp, spinelike quills grow to cover the imbibers body.
Manifestation: Roll 1d4: (1) hundreds of rainbow-colored quills sprout from the user's body for the
formula’s duration; (2) the user sprouts glowing quills that shed light equal to a candle; (3) the user falls
on all fours for 1 round while their body shakes to fully extend all available quills; (4) the user’s body
morphs to resemble a porcupine for the duration of the formula.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user’s skin sprouts short, brown quills for
24 hours that are quite painful to those touching them (causes 1 hit point of damage); (2-3) the user's
two front teeth permanently elongate to 2” in length, and they develop a hunger for wood (half their
normal daily food intake for each meal must come from wood or a DC 12 Fortitude save must be made
to avoid a -2 penalty to all action rolls for the next 24 hours due to extreme hunger); (4-5) the user
permanently feels compelled to eat unique plants, and in any turn in which they are in an area with
substantial flora, they must pass a DC 12 Willpower save or spend the next 1d3 rounds consuming
plants (cacti, desert succulents, wild flowers, etc.); (6-7) the user becomes permanently nearsighted
and suffers a -1 modifier to all ranged attacks; (8-9) the user’s face permanently transforms into a
shape resembling that of a large porcupine (they may still communicate normally), suffering -1d to
social interaction rolls except for those involving rodents, which gain a +2d bonus to interaction
rolls if they can somehow communicate; (10+) the user permanently grows short, tight hairs all over
their body that insulate them from all but the most extreme cold (no ill effects down to 0°F), but they
subsequently suffer a -1d on actions in extreme heat (90°F +).
318
LIBERTINE LIBATIONS
Level: 3 Range: Hearing Duration: Varies Brew Time: 1 round Save: Will
General: Imbibing this offshoot of a sweetened whiskey causes the user to become more charismatic
and persuasive; their words are literally “honeyed” and appealing to those listening.
Manifestation: Roll 1d4: (1) the user’s voice sounds unique to each person listening—sounding much
like one of their favorite relatives; (2) the user is suddenly viewed by all as a paragon of beauty; (3) the
user is haloed by a gentle radiance; (4) the user’s voice is musical to the ear, sounding as if a church
organ’s tones accompanies each word.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user’s features morph for the formula’s
duration, and they become an absolute wretch to look upon, their face bereft of symmetry and decency
319
320
General: The user finds they are able to use a larger portion of their brain after imbibing the potion.
It unlocks doors that allow the user to read minds, communicate telepathically, and potentially take
control of the minds of others.
Manifestation: Roll 1d4: (1) the veins that travel the near the surface of the skin and face become
engorged with blood, pulsing like a heartbeat; (2) the user’s eyes lose all color and become white orbs
that glow softly in the dark; (3) as a side effect, blood trickles from both the nose and ears as blood
vessels in swell and pop; (4) for the duration, waves of psychic energy pulse from the user, causing any
glass within 20’ of the user to shatter.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user acquires a minor headache and
suffers a -1 penalty to all rolls for 1d6 hours; (2-3) the user hears phantom voices in their head and
suffers -1d on all rolls requiring concentration for 1d4 hours; (4-5) for 24 hours, small objects start
to move erratically by themselves when near the user (may require a Luck roll to avoid some fragile
but important object from breaking); (6-7) the user’s thoughts are filled with false premonitions, and
expecting the worst to happen at all times, suffers a -1d to all Luck rolls for the next 24 hours; (8-9) the
user’s head enlarges for 1d30 days to the point that no hat will fit it (-1 to all social-interaction rolls);
(10+) forbidden whispers and forgotten truths echo in the user’s mind after opening a conduit to a
forbidden realm that once served as the domain of Elder Gods (there is a 1 in 10 chance during every
encounter that the conduit stirs to life, and the user must pass a DC 10 Willpower save or suffers a -2
penalty to all rolls for the duration of the current encounter).
321
322
General: Users that imbibe this bittersweet formula instantly feel rejuvenated, both mentally and
physically. Not only do physical wounds seemingly vanish, but more potent brews are rumored to cure
more serious maladies.
Manifestation: Roll 1d4: (1) wounds affected by the formula glow with a vibrant amber hue before
closing and leaving no scar; (2) the user forcibly expels all caustic humors and—roll 1d4: 1- blood weeps
from their pores, 2- vomits black bile, 3- coughs up a fist-sized ball of phlegm, 4- vomits yellow bile;
(3) the user exhales a blue mist in the shape of a serpent that coils around their wounds before being
absorbed into them; (4) the user completely sheds their epidermis where the wound exists, revealing
the healed tissue.
Mutagenic Reaction: Roll 1d4 modified by Luck: (0-1) user passes out and is unconscious for 1d4 hours
unless awakened by vigorous means (must be dealt at least 1 hit point of damage); (2) the user finds the
wounds grow resistant to magical healing and must rely on normal means; (3) the user finds that the
wounds have become infected and must be healed by another magical means (this formula no longer
works) or else the user loses 1d4 Stamina points each day until reduced to 0 and dies from sepsis; (4+)
the wounded parts of the user’s body develops a permanent rotting appearance which constantly oozes
puss (cumulate -1d penalty to social interaction rolls as the smell of death always accompanies them).
323
SENSORY SALVE
Level: 3 Range: Self Duration: Varies Brew Time: 1 round Save: N/A
General: The salve serves to sharpen the user’s senses to their maximum and beyond. When the brew
is more potent, it often pulls the curtain back, taking the senses to supernatural levels.
Manifestation: Roll 1d4: (1) for the duration, the user finds all of their sensory organs doubling in
size, making for a comical appearance; (2) a faint glow emanates from the user’s pores which pulsates
energetically for the duration; (3) for the duration, the user’s sensory organs are replaced by those from
animals known to have keen senses (bloodhound snout, spider’s sense of touch, etc.); (4) no visible
change to the user’s appearance.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user’s eyes become sensitive to light,
imposing a -1 penalty to all actions while in bright light for the next 24 hours; (2-3) the user’s senses
are diminished, and they suffer a -2 penalty to all physical perception-type checks and surprise rolls for
the next 24 hours; (4-5) one of the user’s senses shuts down completely (user may choose or random
select), resulting in automatically failing any skill checks dependent on it for the next 1d6 hours (if
another sense might rationally be substituted, like using your hearing to target in melee combat—
suffer a -4 penalty instead); (6-7) the user’s hearing becomes so sharp that they can even hear their own
blood flowing through their veins, making it extremely hard to concentrate on other activities (suffer
-1d to rolls requiring concentration for the next 24 hours); (8-9) one of the user’s senses (user’s choice
or random roll) is permanently impaired, and they suffer a -2 to any rolls where the sense is required;
(10+) the user’s body is permanently covered with additional eyes, ears, and noses, making them look
monstrous, effectively isolating them from more sophisticated social gatherings (all sensory ranges are
doubled, gain a +1d modifier to sensory-based rolls, but suffer a -1d penalty to social-interaction rolls).
324
325
General: A formula that sends its imbiber into a strange state of being that borders on death. This
physical change allows the user to cross the veil, stepping into the desolate wastes of the spirit world.
Manifestation: Roll 1d4: (1) user quickly fades from sight, layer by layer, starting with the clothes,
then skin, then soft tissues, etc., until the brain and central nervous system finally disappear; (2) a
mist erupts from the imbiber’s pores, quickly swirling around their form, allowing them to dissolve
into wisps of fog which dissipate as rapidly as they formed; (3) random body parts flash in and out
of phase until the entirety of the user disappears with a disconcerted look on their face; (4) the
transition is sudden and violent as the user seemingly explodes into a mist of subatomic particles,
which drifts into the land of the dead.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) some kink in their relationship with the spirit
world causes all their gear (clothing, weapons, etc.) to be left behind when they become aethyric,
leaving them naked and without tools in the spirit world; (2-3) the user now permanently hears the
needy voices of the dead that call from the Far of the spirit world and constantly beg and plead for
release (when attempting any skill that requires intense concentration, a DC 10 Willpower save must
be made or suffer a -1d penalty to the action); (4-5) that last time the user transitioned back, some parts
of them did not and remain ghostly: Roll 1d4 for the body part that remains aethyric for 1d7 days: (1)
skin- Personality checks are at -4; (2) tongue- unable to speak except to spirits, ghosts, etc.; (3) brain-
can only recall facts or parts of personal history when completely in an aethyric state; (4) one eye-
Personality checks are at -1 and all attacks rolls are at -2 due to a lack of depth perception, but the user
can see into the spirit world at all times; (6-7) at the most inopportune moments (judge’s discretion),
the user must pass a DC 10 Willpower save or for 1d6+2 rounds they have a flashback of being in the
aethyric state and act as if they’re insubstantial and weightless, which they are not; (8-9) the user has
become permanently addicted to being in the spirit form and must transition at least once a day or
suffer from withdrawal (each full 24 hours without using aethyric mixture results in a cumulative -1
to all checks until the trip across the veil can be made; (10+) the user attracts the attention of a cabal
of grave-wraiths (see Bestiary) who believe the imbiber is a threat that must be eliminated or enslaved
(judges should work on the reasonings and Stats for the cabal and have them strike at random when
the user crosses the veil).
326
327
General: This produces a thick, viscous, grayish-blue salve which is spread over the body. The body of
the user then becomes as malleable as clay, providing various benefits.
Manifestation: Roll 1d4: (1) the user’s body loses all recognizable features and turns a grayish-blue
color, but their general body shape is maintained; (2) the user’s body begins to slough its skin,
showcasing the musculature beneath; (3) the user’s body turns into a featureless, grayish-blue blob;
(4) the user’s body begins to ripple, their skin undulates in chaotic flux, forming small protrusions and
extensions that pulse constantly across their body.
Mutagenic Reaction: Roll 1d4 modified by Luck: (0-1) the Manifestation of this formula lasts for 1d5
days instead of the formula’s natural end; (2) the user loses all feeling and pain reception, resulting
in a -2 to all Agility related rolls but a +1d bonus to all Stamina related rolls; (3) the user finds their
body “sticky” and must pass a DC 10 Strength check to release any object they come into contact with
for 24 hours; (4+) the user’s nose and mouth closes off during the change, causing 1d3 Stamina loss
each round until the user passes out from suffocation, after which the formula ceases to work (user’s
reaching 0 Stamina pass out until roused or 1d3 hours, whichever comes first).
328
General: The result of this brew creates a delicious sampling of black licorice which carries the effect
of enhancing several mental and physical abilities to match that of a feral black cat.
Manifestation: Roll 1d4: (1) the user’s eyes change to large yellow orbs resembling those of a cat;
(2) the user hisses before violently hacking up a hairball; (3) the user grows a silky smooth coat of
black fur paired with a matching tail; (4) the user shows no signs of the formula’s manifestation but
regurgitates a live black cat that the formula uses to tap for its abilities.
329
330
BRAIN JELLY
Level: 4 Range: Varies Duration: Varies Brew Time: 1d5 rounds Save: N/A
General: This gelatinous mixture is applied to the mucus membranes of the user and are quickly
absorbed and transported to the brain. The euphoric effects are coupled by a greatly enhanced mental
function.
Manifestation: Roll 1d4: (1) the user’s entire cranium bulges, swelling several inches and pulses with
large veins; (2) the user’s brain begins to pulse with visual waves of azure energy; (3) the user finds
their nose and ears run with a steady stream of cerebral fluids; (4) the user doesn’t physically change
but starts speaking rapidly, using ten-dollar words.
331
332
CHAMELEON SALVE
Level: 4 Range: Varies Duration: Varies Brew Time: 1 round Save: Varies
General: The user gains the capacity to assume other forms and hide their presence.
Manifestation: Roll 1d4: (1) the user’s skin becomes scaly and chromatic in colors for the formula
duration; (2) the user’s eyes become like those of a chameleon and provide 360° vision for the formula
duration; (3) the user’s eyes change colors constantly for the next 1d24 hours; (4) for the formula
duration, the user’s skin increases its plasticity and can be molded with their own hands like clay.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user’s skin turns green for 1d3 days; (2-3) the
user grows a reptilian tail that falls off after 1d6 hours; (4-5) the user’s face keeps changing appearance
every few minutes for the next 24 hours; (6-7) for the next 24 hours, the user’s skin assumes a very
colorful tone and glows, drawing attention to them wherever they go (-2 to all stealth checks); (8-9)
the user’s tongue permanently stretches to that of a chameleon, scaled equivalently in size to their
mass (1.5-2 x the user’s body length), and they are unable to communicate properly for 1d4 weeks, after
which they learn how to speak in a somewhat comprehensible voice; (10+) the user’s eyes permanently
become like those of a chameleon and provide 360° vision (this is unnerving to most people, and they
are not welcomed amicably in more civilized meetings, suffering a -1d to all Personality-based checks
among strangers).
333
General: By drinking the elixir, the user’s physiological make up is altered to that of plant matter. The
change borrows several of the unique abilities found amongst the plants of the world.
Manifestation: Roll 1d4: (1) the user’s body momentarily turns to ash, and their consciousness
inhabits local vegetation before returning as a humanoid body consisting of a vegetative mass; (2)
the user begins to sprout roots that wrap around their limbs and sprout flowers; (3) the user coughs
a cloud of colorful pollen in a 10’ radius, centered on the user (those other than the user inside the
area cough and sneeze for 1d3 hours, causing a -1 penalty to all actions and makes stealth attempts
impossible); (4) the user finds their skin growing a soft emerald moss.
Mutagenic Reaction: Roll 1d4 modified by Luck: (0-1) the user loses some of their sentience while in
their vegetation state, becoming more reactive in nature, rather than acting through rational thought
(-1d to Intelligence-based checks for 24 hours); (2) as a permanent effect, every morning they awaken,
334
335
HYDE’S BREW
Level: 4 Range: Self Duration: Varies Brew Time: 2 rounds Save: Special
General: The user transforms into a dark and sinister side of themselves. This addictive mixture changes
the user into a monstrous version of themselves in both body and mind. It enhances physical aspects while
unveiling the cruel, wicked, and evil persona that lies within. For the duration, the user’s Path immediately
shifts to the Path of The Damned (if it already was, gain an additional step on that Path), and they will
commit wicked acts when the opportunity presents itself. Examples might include pushing someone
into mud, kicking an animal, excessive cursing, acts of law breaking, lie or deceive for the fun of it, etc.).
Committing these acts should have social repercussions. Each time the mixture is imbibed, the user must
pass a DC 12 Willpower save (unless stated otherwise); on a failure, they become addicted to Hyde’s brew. If
addicted, they must drink a dose of Hyde’s brew each morning or suffer -1d to all actions until they do.
Manifestation: Roll 1d4: (1) the user is wracked with pain, forcing them to hunch over with arms
growing to touch the ground, snorting and sneering as excessive saliva drools from their mouth; (2)
the user's back becomes hunched, and their skin becomes spotted with large boils, while their face
becomes misshapen with bumps and elongated features, and their hands become twice as large; (3)
the user sprouts many tuffs of long hair from their face and body, and their mouth elongates into a
crooked toothy maw as their eye sockets and eyes grow larger but are not the same size; (4) the user’s
body becomes thinner and a foot taller, causing them to walk with a gangling gate as their forehead
becomes more sloped, face narrows, and a larger, longer nose pushes outward.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) one of the user's eye sockets and eyes
permanently becomes twice as large as normal, causing the user to suffer -1d to interaction rolls when
visible; (2-3) the user's body is wracked by seizures for 1d6 rounds and may not take any actions or
move during this time; (4-5) the user permanently suffers from their own voice yelling at them in their
mind—every morning upon waking, the user must pass a DC 10 Willpower save, and on a failure, they
suffer a -1 penalty to all actions and a +1d penalty to fumble rolls until the next morning; (6-7) the user
is compelled to eat small animals on sight and must pass a DC 15 Willpower save when they first see
an animal such as a chicken, rabbit, or rat, and on a failure, they must attempt to catch the animal and
will rend and tear it with their teeth until it is consumed; (8-9) the user develops an extremely loud,
demonic voice and is unable to whisper or speak quietly, automatically failing any stealth rolls if they
speak; (10+) the user immediately becomes addicted to Hyde’s brew (see the General section of this
formula). If they are already addicted, roll again on the Mutagenic Reaction table, ignoring this result.
336
337
General: Meteoric iron is a shimmering metallic powder that is applied to a single object in a procedure
that takes 1 hour for proper bonding. Once bonded, the formula improves the object’s quality,
transforming it into a piece of superior workmanship. Objects that have been bonded with meteoric
iron have a distinctive shimmering, otherworldly appearance. In addition to their other qualities,
bonded objects are unbreakable, affect creatures that are normally immune to mundane weapons, and
gain a -1d bonus when involved in any kind of Fumble table check.
Meteoric iron can be applied to an object either by the formula creator or by the item’s owner, but
not by anyone else. In the text below, the “user” refers to whoever performs the hour-long bonding
procedure. Meteoric iron is a potentially toxic chemical that can cause a mutagenic reaction as it is
being applied to an object, and no amount of safety gear can protect from its otherworldly influence.
Judge’s Note: Brewing meteoric iron requires finding an actual “fallen star” meteorite to harvest for
raw materials. Most fallen stars are tiny and produce only a single dose, but a large meteorite might
provide enough material for several successful brews. If a bedlamite were ever to build a Wondrous
Contraption allowing travel into outer space where the stars reside, the possibilities for mining
meteorites are endless…
On a successful brew, the user may choose any Brew check result equal to the successful check result
or lower. If the Brew check roll is a natural 20 or if the user applies a lower result, the bonded object
gains two qualities instead of only one.
Manifestation: Roll 1d4: (1) the object turns the deepest black, like a hole in space, and distant stars
can be seen through it; (2) the object’s surface appears to be entirely covered in gunmetal sequins,
yet it’s smooth as glass to the touch; (3) the object’s surface appears to be entirely covered with silver
glitter, yet it’s smooth as glass to the touch; (4) the object turns purest white, as though it were made
of starlight.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the item is cursed and imposes -1d on rolls
related to its intended use and a negative +1d on any related Fumble chart; (2-3) the item contacts
a dark creature of great power that uses the item as a means to communicate its wishes to the user
(judges are encouraged to role play the desires of the creature and the benefit/cost for following or
resisting those desires); (4-5) the item gives off a vibrational pattern that human senses cannot detect
but can be sensed by hostile creatures within a mile of the user (judges should double the chance for
any random encounters as the object serves as a beacon to bad intentions); (6-7) the item is destroyed
and explodes into a thousand fragments which coats the user’s body in a thin layer of iron (roll
1d4 on the Manifestation table to determine the dye color), and they become immune to extreme
temperatures, feel hot when it’s cool and cold when it’s warm and loses the ability to feel emotion;
(8-9) the item is damaged and riddled with a dozen hairline cracks and will break permanently if
the user rolls a natural 1 while using it before getting it repaired (the user’s hands, forearms, mouth,
lips, and jaw are all spattered with iron and they permanently gain: immunity to most poisons, can
eat only hearth-coal, and drink only lamp oil); (10+) the user’s blood is infused with iron, and their
eyes and the inside of their mouth are coated with a thin layer of alien dye (they can permanently:
see radiation, hear radio waves, speak an alien language, and take -1d damage from all alien and
extradimensional sources).
338
339
General: Designed to be eaten by a riding animal (and usually produced in the form of sugar cubes),
this brew alters the mount into a brave, combat-hardened beast, possibly gifted with uncanny abilities
from beyond this world. When the formula is brewed, the user can choose any successful result equal
to the formula result check or lower.
Manifestation: Roll 1d4: (1) the beast’s muscles, tendons, and bones shift and crack as they gain mass
to accommodate a stronger configuration; (2) in a blink, the beast’s features change to reflect its new
capabilities; (3) a glow emanates from the beast’s eyes for the duration of the formula; (4) the sounds
of far-off neighing manifest and grow louder as a tornado of illusory horses surrounds the mount and
eventually fade away, leaving the target mount clearly changed by the ordeal.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the mount vomits up the cubes and resists
violently any attempts to feed it more for the next 7 days; (2-3) all sounds uttered by the mount sound
like human screams for the next 1d4 days; (4-5) the mount’s mane changes color to pure white, and
the mount is skittish for the next 1d4 days; (6-7) the mount’s body is traumatized by the attempted
changes, reducing its Movement speed by half for the next 1d3 days; (8-9) other horses sense that
the mount has experienced something unnatural, and they shun the beast; (10+) an alien dimension
touches the mount and leaves a lasting mark, granting it a permanent, monstrous feature (roll 1d6 to
see what it is: 1- scaly flesh, 2- clawed hooves, 3- forked tail, 4- red eyes, 5- mangy fur, 6- snakes in lieu
of mane hair).
340
341
General: This potent formula is rumored to have originated back to a time when the mountains
themselves could speak and interact with mortals. By allowing this salt to dissolve under the tongue,
the user reawakens the bond to the earth, borrowing from its strengths.
Manifestation: Roll 1d4: (1) the skin of the user becomes a magnet for loose pebbles and minerals,
making for a strange appearance; (2) the user’s eyes glow and constantly shift like the magma deep
within the earth; (3) the user’s voice becomes grating and deep while insects and subterranean worms
crawl and slither from the mouth during speech; (4) the user’s flesh sloughs off, revealing a stony hide
beneath.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user’s body loses essential minerals
causing them to temporarily lose 1d3 Stamina per day for 1d4 days; (2-3) one of the user’s hands is
turned to stone temporarily, making it hard to manipulate objects for 24 hours (any action with the
hand requiring precision or coordination suffers a -2 modifier to the roll); (4-5) the user finds their
Movement is reduced by 10’ for 1d5 days, as their feet sink into solid earth much like one would in
mud; (6-7) the user permanently develops a compulsion to eat precious gems and minerals and must
devour half of any such loot they find (the user’s teeth and digestion are not impared by this); (8-9)
the user’s arms turn to stone, and the limbs cannot be used for 1d4 days; (10+) the user constantly
collects dirt and dust on their clothing and in their undergarments, and while this has no obvious
effect, allies and close friends find it strange and unsettling.
342
343
General: Drinking this mixture temporarily changes the physical makeup of the user to be more
plastic and pliable. While allowing for several practical applications, it is important to note that the
user's clothing is not altered, and stretched limbs will emerge from sleeves and pant-legs like serpents.
There is a cumulative 1% chance each time this mixture is imbibed per day that a user will never be
able to fully regain their form at the end of the mixture's duration. Should this happen, treat the user
as having suffered a 10+ on the Mutagenic Reaction table; further use of the mixture is fatal as the
user's heart distorts and loses the ability to drive blood.
Manifestation: Roll 1d4: (1) the user's body briefly ripples like the surface of a pond disturbed by a
pebble; (2) the user’s flesh turns gray; (3) the user undergoes no obvious physical transformation, but
newsprint transfers cleanly to their flesh for the formula’s duration; (4) the user's features droop and
lose clarity as their flesh sags under its own weight.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user's facial features permanently sag
under their own weight as their flesh softens and pulls away from their skull, causing them to suffer
a permanent loss of 1 Personality; (2-3) the user's muscles lose some of their tension, permanently
elongating and cause the user to permanently lose 1d3 Strength; (4-5) the user's fingers stretch,
lengthening inordinately, and cause the user to suffer a -1d5 penalty to Agility-based checks related to
fine manipulations (the penalty reduces by 1 for each month that passes due to increased familiarity
with the new “normal”); (6-7) the user's legs narrow and elongate disproportionately to their body,
making them look like they are walking on stilts (permanently suffer a loss of 1d3 points of Personality
and -1d on all Agility-related checks which require balance or the use of their legs); (8-9) the user's
skeleton rubberizes and distorts as they lose 3d5" of height, resulting in their torso bulging in strange
ways (causing a permanent loss of 1d3 points of both Personality and Stamina); (10+) the user's flesh
hangs from their frame like an ill-fitting suit, sagging in ways that are clearly unnatural and quite
disturbing (the sagging flesh also hinders their movements, causing a permanent loss of 2d3 points of
both Personality and Agility).
344
345
General: This formula allows the imbiber to hijack a target’s mind, potentially seeing what they see
and even controlling their body with a particularly potent brew. Should the user be able to administer
just a drop of the formula to the chosen target, their saves suffer a -2 modifier against any of the effects
of this libation.
Manifestation: Roll 1d4: (1) a slow trickle of blood pours from the user’s nose for 1d6 rounds,
causing 1 hp in damage; (2) the user briefly appears as a façade of the target, which flickers in and out
throughout the duration of the formula; (3) the user takes on the voice and personal mannerisms of
the chosen target; (4) anything held by the target is dropped as a piercing pain floods their senses.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the imbiber takes on the personality of the
intended user for 2d6 minutes (this is a delusion, so they don’t gain any of the user’s knowledge,
instead having to fake it); (2-3) the intended target receives a strong mental image of the imbiber, and
the imbiber receives a terrible headache; (4-5) the imbiber’s body is taken over by a nonphysical entity
for 1d4 hours which may or may not have access to the imbiber’s knowledge and may continue to be
played by the original player (it might have specific goals at the judge’s discretion); (6-7) the imbiber
becomes dislodged from their own body, and for the next 1d4 hours, the body drops unconscious, and
the imbiber’s spirit becomes a ghost that can only be seen and heard by those able to interact with the
spirit world; (8-9) the imbiber permanently gains a mannerism or personality trait from the intended
target; (10+) the imbiber permanently gains a physical trait from the intended target (examples: an
increase or decrease in height or weight, longer or shorter hair with a change in color, skin tone
change, etc.).
346
347
General: Ingesting this large lozenge begins the process of assimilating the genetic code of the user,
borrowing just enough physical components to trigger the birth of a clone of the user.
Manifestation: Roll 1d4: (1) a cloud of reddish effluvia pours out of the user’s ears, nose, and mouth
to form the primordial mass that is to become the homunculi; (2) the user sheds multiple layers of
skin in a flurry, each forming one homunculus; (3) as the user ingests the homunculus lozenge, they
begin to rapidly vibrate and split into multiple, still-forming clones; (4) the user spits forth a stream of
glowing fluid that scatters into pools or droplets, each of which form a separate homunculus.
Mutagenic Reaction: Roll 1d5 modified by Luck: (0-1) the user permanently loses a finger or toe as the
reaction produces only a tiny, pale, withered, lifeless lump of flesh; (2) the user permanently gains a
second tiny face that emerges from their torso, twin to their own, with a subtle, twisted, evil menace
in its eyes (it is mute, and other than being a hideous deformity, has no other downside); (3) the user
sloughs their skin, but it only slowly regrows, causing 1d6 hp of damage and an immediate DC16
Fortitude save to avoid collapsing in a whimpering heap of pain for the next 1d4 rounds while re-
epithelializing; (4) a twisted copy of the user is made but turns upon them, attacking in a manic fury
[Init as user; Atk fist +2 melee (1d4+2); AC 14; HD 5; hp 30; Act 2d20; SV as user; Path PoD]; (5+) the
strain of making the homunculus causes the user to collapse in a shrunken, boneless heap—seemingly
dead—for the next 2d20 hours while leaving a perfect copy of themselves standing there, free to roam,
and passes the collapsed user off as being the failed attempt (the copy will mimic the user in all ways
but is a summation of all the user’s darkest thoughts and emotions with feet firmly set on the Path of
The Damned).
348
349
General: The mixture is formulated to create a temporary mind/sensory link between the user and
one or more animals. The user must first drink from the mixture and follow by offering it to the
desired animals. Animals find the mixture irresistible as it’s designed to tap directly into their sensory
pathways.
Manifestation: Roll 1d4: (1) the user innately speaks the bestial language of the target animals, but it
is limited to encouraging the animals to partake of the offered mixture; (2) for the formula’s duration,
the user temporarily assumes a physical characteristic of the target animals; (3) affected animals
will remain near the user for 1d4 months, feeling a “pull” to be around the human that temporarily
bonded to them, and should the user continue to use the animals for the mixture of animal
communion effects, they gain a cumulative +2 bonus to the Brew check for each use (on the next failed
Brew check, all accumulated bonuses are lost); (4) the user develops food-cravings for the natural diet
of the target animals (the craving lasts for 1d7 days, and other foods do not satisfy the cravings).
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the user makes noises matching the animals
used for the communion during any stressful situation and lasts 1d30 days; (2-3) the user’s eyes change
to match that of one of the animals and gains any vision-based advantages or disadvantages (e.g.,
infravision from snakes or dichromatic vision from canines) for the next 1d30 days; (4-5) animals of
the same species the user fails to commune with develop a natural animosity towards the user that
tried to tap into their neural pathways and will avoid them (suffer a cumulative and permanent -2
penalty to Brew checks when attempting to commune with these species); (6-7) the user develops a
dangerous allergy to the species with which the communion attempt failed (pass a DC 12+1 for each
time this result appears Fortitude save each round they are within 10’ of such creatures or suffocate
from airway constriction, taking 1d4 Stamina damage each round until they pass a DC 13 Fortitude
save—a Fortitude of zero is death); (8-9) one of the user’s hands permanently transforms into an
appendage resembling that of one of the animals used (suffer a -2 penalty to physical actions requiring
fine manipulation, but the user may also gain a natural attack at the judge’s discretion); (10+) the user
350
351
MULTIPLICATION LIBATION
Level: 5 Range: Self Duration: Varies Brew Time: 1 round Save: N/A
General: The user produces clones of themselves, allowing them to be in more than one place at the
same time, doing more than one task.
Manifestation: Roll 1d4: (1) the user develops sores on random parts of their bodies as their clones
physically climb from within them, making for a horrific display; (2) one of the user’s facial features
falls off, leaving a bloody hole that regenerates in 1d3 hours, while the fallen part serves as the
material for what forms; (3) the user’s arteries swell and burst, spraying the area with the material for
the clones; (4) the user vomits small tumors that have the likeness of their “parent.”
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) an additional pair of eyes appears on the user’s
head for 1d6 turns, which is quite disturbing to viewers (suffer -1d to social-interaction based rolls, but
gain a 360° view); (2-3) a deformed arm sprouts out of the user’s chest, and they suffer a -1d penalty to
all rolls related to physical actions for 1d4 hours; (4-7) for 2d4 hours, an additional arm or leg appears
from a random spot on the user’s body (the judge will determine any detrimental effects, but the limb
will constantly flail, hindering most actions); (8-9) for 1d4 days an additional head sprouts out of the
user’s neck that has opposing views on almost all subjects from the user and argues tirelessly with
them (ruining any attempts at stealth and actions where concentration is normally needed require a
DC 12 Willpower check to complete); (10+) a permanent, physically identical clone sprouts from the
user’s back, causing the user to pass out for 1d10 rounds while the clone attempts to escape (If allowed
to develop, the clone will plot to assume the identity of the user, making for a memorable villain for
some moment in the future).
352
General: When a cowpoke’s luck has all run out and they’re on their last breath, this potion will keep
them from crossing on to whatever reward they’ve earned.
Manifestation: Roll 1d4: (1) as the potion is downed, a contract written in a foreign tongue with the
user’s name written in blood upon it appears in the air, dissipating after 1 round; (2) a spectral hand
coalesces around and picks up the user before turning into a gas that rushes into the user’s mouth;
(3) black gasses flow out of the user’s eyes, ears, and mouth; (4) the user fluctuates from the form of a
small child to that of an old man before finally settling with the result of the potion.
Mutagenic Reaction: Roll 1d10 modified by luck: (0-1) the user ages 1d4 years; (2-3) the user gains
excessive, baggy, wrinkles all around their face, resulting in a permanent -1 to Personality; (4-5) the
user ages 1d10 years; (6-7) the user’s intelligence becomes 3 for 1d4 turns, as their mind is temporarily
that of a baby; (8-9) the user ages 1d20 years; (10+) the user de-ages until they are eight years old,
resulting in a -3 to Intelligence, Strength, and Stamina (the user ages normally from this point, and the
stat loss is removed at age 17).
353
354
General: The user gains the ability to manipulate ferromagnetic objects, and at greater a potency, they
may manipulate the iron in living things as well.
Manifestation: Roll 1d4: (1) the user is circumscribed by tiny lightning flashes; (2) all ferromagnetic
objects within a 10’ radius (centered on the user) are tugged gently towards the user, and any items
which are unsecured are drawn to the user’s skin within 1 round; (3) the user floats 1d3” off the ground
for the formula’s duration; (4) all living creatures within a 20’ radius (centered on the user) feel a mild
tingling under their skin, as the iron in their blood feels the call of the user’s formula.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) in stormy weather, the user permanently
becomes a lightning rod and has a far greater chance than normal of attracting lightning if outdoors
(roll 1d100 once each turn: (01-10) lightning strikes the user [3d6 electrical damage]; (11-20) someone
or something else within 10’ has been struck [3d6 electrical damage]; (21-100) no lightning strikes in
the user’s vicinity); (2-3) the user’s skin is horribly burned by an electromagnetic flash, and they suffer
2d4 points of of damage; (4-5) electrical currents arc between the user and any ferromagnetic objects
(including most firearms) within a 5’ radius centered on the user (pass a Luck check to avoid setting
any firearms off or every round will discharge, doing half damage to all within 10’ of the firearm); (6-7)
any ferromagnetic objects within a 5’ radius (centered on the user) are unable to be touched (objects
smaller than the user’s body are repelled beyond their grasp, while any objects larger than the user’s
body are surrounded by an impregnable magnetic field which resists any contact by the user); (8-9)
the user is permanently surrounded by a magnetic field that rapidly pulls all unsecured ferromagnetic
objects of equal mass or less within a 10’ radius (centered on the user) directly towards them; (10+)
the user’s magnetic field pulses erratically and causes all magnetic and electronic devices within a 30’
radius (centered on the user) to malfunction (effects at judge’s discretion).
355
356
General: The user imbibes this viscous syrup which immediately forces a violent regurgitation of
several clots of blood. These clots develop into a bloody brood of various forms. These horrific,
mewling creatures protect the user against any threat.
Manifestation: Roll 1d4: (1) the user vomits a deformed mass of blood that divides itself into various
clusters that project tentacles, claws, maws ,etc.; (2) the user vomits pools of blood which act as doorways
to the realms the coming creatures hail from; (3) the user perspires blood from their skin onto the ground
where it assumes the chosen form determined by the formula’s result; (4) a vein grows and pulses on the
user’s neck, growing until the vein bursts, and the freely flowing blood takes monstrous forms.
Mutagenic Reaction: Roll 1d8 modified by Luck: (0-1) the user sweats blood for the next 24 hours, and
during this time, any strenuous activity results in 1d6 damage; (2-3) the tear ducts of the user randomly
bleed for an unsettling effect (pass a Luck check during any social interaction to avoid having their
eyes well up with blood) that lasts 1d3 rounds and causes any social interaction rolls to suffer a -1d
penalty (this is a permanent effect); (4-5) the user permanently becomes a free bleeder and must receive
professional or magical healing to stop bleeding after any wound (suffer an additional 1hp of damage
per round after any damage is sustained until healing is administered); (6-7) the user permanently
gains the ability to see through the skin of any living target to witness the travel of blood through the
pathways of veins and arteries, as the effect is often distracting, it results in a -1 penalty to any attack in
the first round of combat; (8+) the user can now permanently hear the blood flowing through all living
creatures which have a circulatory system, and while this helps in some situations (judge’s discretion),
it is mostly distracting, and the user must pass a DC 10 Willpower check or suffer a -2 penalty to any
roll where concentration is important.
357
SHADOW POTION
Level: 5 Range: Varies Duration: Varies Brew Time: 1 round Save: N/A
General: The user becomes one with shadows, using them for various effects. A shadow must be
present to make use of this brew.
Judge’s note: On a successful brew, the user may choose any Brew check result equal to the successful
result or lower to produce a potentially more useful effect.
Manifestation: Roll 1d4: (1) for the brew duration, the user's body becomes transparent, except for
their major arteries and heart; (2) the user's body looks like black, flickering flames but still retains
their physical shape for the brew duration; (3) the user looks like a roughly human-shaped cloud
of billowing, black smoke while the brew is in effect; (4) the user’s body looks like a black shroud,
resembling the Grim Reaper, their eyes gleaming as pale white flames within the shroud's darkness
until the effect ends.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) the left or right half of the user's body (player’s
discretion) permanently becomes slightly transparent, and they suffer -1d on all Personality-based
checks; (2-3) the user's body gets "stuck" in shadows when attempting to hide within them, and they
must pass a DC 12 Strength check to pull themselves from the shadow; (4-5) the user feels weak when
exposed to sunlight, and for each day exposed to bright sunlight for the first time, they must pass a
DC 15 Fortitude save or suffer a -2 penalty to all actions until nightfall; (6-7) the user is at peace in
shadows, and they must pass a DC 15 Willpower save if they wish to leave and may try each round
until they succeed; (8-9) the user’s eyes permanently become black, fiery holes, and they suffer -2d
on all Personality-based checks involving God-fearing folk, but gain +1d to Personality-based checks
involving any Path of The Damned creatures or when attempting intimidation against sentient
358
359
General: Stardust is a glowing liquid that looks like molten gold. The user imbibes the liquid, which is
like drinking warm jelly made from French champagne. Stardust shifts the winds of fortune around the
user, allowing for incredibly lucky events to occur or for the fate and luck of other’s to be stolen.
The user of a stardust formula may select any result lower than or equal to the Brew check rolled.
Judge’s note: Stardust requires finding an actual “fallen star” meteorite to harvest for raw materials.
Most fallen stars are tiny and produce only a single dose of stardust, but a large meteorite might
provide enough material for several successful brews.
Manifestation: Roll 1d4: (1) a thick murder of crows (in the day) or a parliament of owls (at night)
presage the change of fortune to come by flocking in unusual numbers nearby; (2) time stands still for
a heartbeat as the universe rewrites fate; (3) the sound of a spinning coin on hardwood is heard by all;
(4) ghostly images of divining instruments (dice, coins, sticks, marked-tiles, etc.) float about the area,
tumbling and turning, with an oppressive weight of “change” hanging heavily in the air.
Mutagenic Reaction: Roll 1d10 modified by Luck: (0-1) in the next city the user visits, they are treated
like a known wanted criminal that they greatly resemble; (2-3) an enemy the user has made over their
career has achieved a position of power and has spent their resources in bringing the user to “justice”
by declaring them to be a wanted criminal in all territories and regions (the enemy gains greater power
and resources each time this result occurs); (4-5) for the next 1d4 days, the user can not catch a lucky
break, and anytime a Luck check is called for, they will automatically fail; (6-7) the formula has caused
an imbalance in the loom of fate, as the user no longer fits into the fabric of time (for the next 1d4
weeks, each morning the user must reroll their Luck Attribute); (8-9); all Brew checks for the next
1d4 weeks have a -10 modifier applied, as small errors in brewing keep the formulae from reaching
maximum potency; (10+) the user loses 1d4 points of permanent Luck each time this result occurs.
360
361
362
General: The user gains the ability to completely alter the structure of their own DNA, replacing
it with that of another species. The end result leaves the user not only privy to the workings of the
chosen subject’s anatomy but also some or all of the special abilities of the subject.
Judges Note: There are too many options in the animal kingdom to choose from, making it impossible
to include all the stats with this formula. Judges are encouraged to make some basic stat adjustments
on the fly and run with it in a way that does not bog down gameplay. For example, a grizzly bear might
give a +4 to Strength and Stamina, a bite attack that inflicts 1d10, and claws that inflict 1d7. The bear’s
great sense of smell might allow a +6 bonus to rolls requiring smell, etc.
Manifestation: Roll 1d4: (1) as the user shakes the bottle, it begins to hiss, and small amounts
of harmless steam come out before the cap pops off and the decoction becomes ready to sip; (2)
drinking the formula blurs the façade of the user, as they shift between their own seeming and one of
hundreds of animals before settling on the chosen form; (3) the decoction travels from the throat and
back through the nose, before it enters the user’s ear canal; (4) the user’s form withers and peel away
in the wind as skin, bones, and organs are stripped away until nothing but a pile of ash remains, out
of which the new form rises.
Mutagenic Reaction: Roll 1d10 modified by luck: (0-1) the transformation is a failure, and worse, the
user retains one malformed limb of the chosen creature that flails from a random part of their body
(for the next 24 hours all related physical rolls suffer a -1d penalty); (2-3) the formula begins to work,
but an ingredient was off and causes it to go horribly wrong, as the head of whatever creature the user
hoped to emulate grows out of the user’s neck and immediately attacks for the next 1d7 rounds with a
bite inflicting 1d4 damage, before turning into a rotting mass of flesh that falls off the user’s neck; (4-5)
the user makes a successful transformation but loses all sense of self, in effect becoming the chosen
creature in mind as well as body (the user must attempt a Luck check each day to try and return to
their native form and mind); (6-7) the user finds they now have a ravenous hunger for the food of
choice from the chosen creature (for the next 1d24 days, the user may only gain needed sustenance
from this food type, otherwise suffering from the effects of malnutrition); (8-9) for 1d8 rounds, the
user falls into a dreamlike state and dreams of a death from being devoured by the chosen creature and
awakens with a phobia for that creature; (10+) the head of the user permanently transforms into that
of the creature selected but with the same mass as the user, changing each time this result occurs (this
makes communication nearly impossible, with a -1d penalty to all social-interaction rolls being levied
for the awkwardness of the new head as well as its horrific appearance).
363
364
General: The revelator summons their inner faith and channels it to become invisible to creatures
following the Path of The Damned.
Manifestation: Roll 1d4: (1) a short gust of sweetly scented air causes the revelator’s form to fall away
like dust lost to the wind—only to reform instantly as a shadow; (2) the revelator’s body acquires a pale
glow while the miracle is in effect that only the living can see; (3) shadows join and converge upon
the revelator, shrouding them in unnatural darkness; (4) the revelator’s eyes change, taking on the
appearance of black orbs.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-11 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
12-13 The revelator becomes invisible to the following creatures of 1 HD or less: un-dead, demons,
creatures not native to the earth, and creatures that walk the Path of the Damned. The
revelator need not concentrate to remain invisible, and all attacks against them from affected
creatures have a 50% chance of missing due to the invisibility. Blinding faith lasts for 1d6
rounds or until the revelator attacks a creature under the effects of the miracle.
14-17 In addition to the effects gained from 12-13, the revelator can now affect creatures of 2 HD
or less. The miracle lasts for 1d8 rounds or until the revelator attacks a creature under the
effects of the miracle.
18-19 In addition to the effects gained from 14-17, the revelator can now affect creatures of 3 HD
or less. The miracle lasts for 1d10 rounds or until the revelator attacks a creature under the
effects of the miracle.
20-23 In addition to the effects gained from 18-19, the revelator can now affect creatures of 5 HD
or less. The miracle lasts for 1d12 rounds or until the revelator attacks a creature under the
effects of the miracle.
24-27 The revelator and 1d6 chosen allies within 30’ of the priest become invisible to the following
creatures of 6 HD or less: un-dead, demons, creatures not native to the earth, and creatures
that walk the Path of The Damned. The miracle lasts for 1 turn or until the revelator or any
affected ally attacks a creature under the effects of the miracle.
28-29 In addition to the result from 24-27, the miracle affects the revelator and all allies within 60’
of the priest. The miracle lasts for 1d3 turns or until the revelator or any affected ally attacks a
365
DOUBTFUL SOUL
Level: 1 Range: Varies Duration: Varies Casting Time: 1 round Save: Will
General: The revelator strongly proselytizes their faith and berates the sinful ways of the target—
which often gives them reason to pause and reconsider their actions.
Manifestation: Roll 1d4: (1) the target’s eyes shed a faint light with hues related to the revelator’s faith;
(2) the revelator’s face takes the shape of someone the target holds dear; (3) the revelator’s voice booms,
chilling the target to the bone; (4) a flaming mirror appears before the chosen target and replays
moments of regret and bad choices from their lives.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-11 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
12-13 A target within 30’ chosen by the revelator suddenly questions their actions, considers
the priest’s words, and loses their next standard action. The target must be able to tell the
difference between good and evil. No save is allowed.
14-17 The revelator chooses a target within 30’ and orders them to repent from their baleful
actions. This target must pass a DC 12 Willpower save to avoid being unable to act during
their next available action.
18-19 The revelator utters words of faith that penetrate deep into the minds of up to 1d3+CL
chosen targets within 30’. Targets become wracked with guilt and must pass a DC 13
Willpower save or are unable to take actions for 1d4 rounds as they ponder eternal
damnation. Attacking the affected targets will immediately end the miracle’s effects. The
miracle lasts 1d6 rounds.
20-23 The revelator urges up to 1d5+CL selected targets within 30’ to rethink their ways and ponder
a means to make amends. Chosen targets must immediately pass a DC 15 Willpower save or
refrain from acting at all for the next 1d6 rounds. Attacking affected targets will immediately
end the miracle’s effects. The miracle lasts 1d6 rounds.
24-27 The revelator urges up to 1d8+CL specified targets within 60’ to atone for their baleful acts
and work towards undoing what they have done. Targets must immediately pass a DC 16
Willpower save or spend the next 1d6+CL rounds trying to make amends and undo the
wrongful acts they have taken. Those that pass the Willpower save receive a -1d to all dice
rolls for the same duration of the miracle. Attacking affected targets will immediately end the
366
FLAMES OF TRUTH
Level: 1 Range: Eyesight Duration: Varies Casting Time: 1 round Save: N/A
General: The revelator channels the divine fires of creation and uses them to discern truth from lies
with those they encounter. In extreme cases, the flames can scorch the sinner. Note that targets taking
any damage from the flames produced by the miracle will not catch fire. The flames reach deep into
the target, burning their spirit.
Manifestation: Roll 1d4: (1) the revelator’s eyes resemble burning embers; (2) a small flame, in the
shape of a sword, bursts from the palm of the revelator’s hand; (3) a white flame with the face of an
avenging angel appears in front of the target; (4) flaming doves manifest and fly in circles around the
revelator and those they question.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-11 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
367
FORTITUDE
Level: 1 Range: Varies Duration: Varies Casting Time: 1 action Save: N/A
General: The revelator’s pleas for divine aid and succor result in a temporary (or possibly permanent)
increase in vitality and strength. Bonuses granted to Stamina grants temporary hit points for each
character level (recalculate hit points based on the new Stamina modifier). Temporary hit points last
until reduced by damage or the miracle duration ends.
Manifestation: Roll 1d4: (1) muscles thicken and become better defined, lung capacity and efficiency
is increased; (2) the revelator’s body molds itself such that their upper-body appears as that of a
368
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-11 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
12-13 The revelator (or one chosen ally that they touch) increases their Stamina and Strength by
+1d3 each. The miracle lasts for 1d4 rounds.
14-17 The revelator (or a chosen ally that they touch) gains divine strength and vitality. The
affected gains +1d6 to both Strength and Stamina. The miracle lasts for 1d4+CL rounds.
18-19 The revelator (or a chosen ally that they touch) gains divine strength and vitality. Both
Strength and Stamina are raised to 18 for the duration. Miracle lasts for 1d6+CL rounds.
20-23 The revelator (or a chosen ally that they touch) gains divine strength and vitality. The target’s
Strength and Stamina are raised to 20. Affected take on the appearance of an extremely
muscular human, adding a +1d modifier to all intimidation-based rolls. The miracle lasts for
1d10+CL rounds.
24-27 The revelator and all allies within a 30’ radius are blessed with a +2 bonus to Strength and
Stamina scores in addition to gaining a bonus 1d12 to hit points. The miracle lasts 1 turn.
28-29 The revelator and all allies within a 30’ radius automatically pass any Fortitude saves in
addition to gaining +1d4 points to both Stamina and Strength Attributes. Additionally, the
revelator and affected allies gain a temporary bonus of 1d12 hit points for the duration of the
miracle or as reduced by damage. The miracle lasts for 1 turn.
30-31 The revelator and all allies within a 60’ radius automatically pass any Fortitude saves in
addition to gaining +1d5 points to both Stamina and Strength Attributes. Additionally, the
revelator and affected allies gain a temporary bonus of 1d14 hit points for the duration of the
miracle or as reduced by damage. The miracle lasts for 1d3 turns.
32+ The revelator and all allies within a 100’ radius automatically pass any Fortitude saves, in
addition to gaining +1d6 points to both Stamina and Strength Attributes. Additionally, the
revelator and affected allies gain a temporary bonus of 2d14 hit points for the duration of the
miracle or as reduced by damage. The miracle lasts for 1d3 turns.
GODSIGHT
Level: 1 Range: Varies Duration: Varies Casting Time: 1 round Save: N/A
General: The revelator receives glimpses of the future actions taken by those around them, allowing
for a brief moment to make crucial adjustments.
Manifestation: Roll 1d4: (1) shadow copies of present enemies manifests and perform their future
369
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-11 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
12-13 The revelator senses the coming intentions of one chosen target within eyesight, which
grants a +4 bonus to AC and to any saving throws that come as a result of the chosen target’s
actions until the next round.
14-17 The revelator concentrates on a chosen target within eyesight, predicting and reacting to
their actions. The revelator gains a +5 bonus to AC and to any saving throws that come as a
result of the chosen target’s actions. The miracle lasts for 1d4+CL rounds.
18-19 The revelator concentrates on a chosen target within eyesight, predicting and reacting to
their actions. The revelator gains a +6 bonus to AC and to any saving throws that come as a
result of the chosen target’s actions. The miracle lasts for 1d5+CL rounds.
20-23 The revelator extends the abilities granted by the miracle to affect 1d6 enemies within
eyesight. While the miracle is in effect, the revelator receives a bonus +1d for all action
rolls, saving throws, and Critical Hit chart rolls against the chosen targets. Additionally, the
revelator can spend a standard action to warn an ally—granting them the same bonus for the
round in question. The miracle lasts 1d7+CL rounds.
24-27 In addition to the result from 20-23, the revelator becomes aware of every enemy within 100’
and sees into the minds of each potential enemy. While in effect, enemies wishing to target
the priest must pass a DC 12 Willpower save to focus on the coming action as the revelator
begins quoting wrathful biblical quotes into the theater of their minds. Passing the save
means attacks suffer a -1d penalty, failure means the foes can not attack for the duration. The
miracle lasts for 1d8+CL rounds.
28-29 In addition to the result from 24-27, the revelator concentrates for a full turn to clearly see
the future actions of all potential enemies within one mile. The revelator views all of their
actions for an entire day, giving ample opportunity to prepare accordingly, warn off targets,
and help possible future victims. The revelator receives a bonus of +2d for action rolls, saving
throws, and to any class abilities against those watched. The miracle lasts for 1d3 turns.
30-31 In addition to the result from 28-29, allies touching the revelator can join in viewing the
unfolding events, thus benefiting from a +1d modifier to all attack and save rolls, in addition
to gaining a +6 bonus to AC. The miracle lasts for 24 hours.
32+ In addition to the result from 30-31, the miracle now lasts for 48 hours.
370
General: The revelator manifests a sponge with holy curative powers capable of healing wounds,
diseases, poisons, and other maladies from those that are faithful.
Manifestation: Roll 1d4: (1) the sponge manifests by way of two angelic cherubs appearing and
dropping a glowing sponge into the priest’s hands; (2) an appropriately sized rock transforms into
the sponge; (3) the revelator’s hands burst into flames momentarily—upon clapping them together
the flames extinguish and leave a glowing sponge ready to be used; (4) a flame of red fire engulfs the
sponge, cauterizing wounds and sterilizing while doing no burn damage to the recipient of the healing.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-11 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
12-13 The revelator infuses the sponge with holy healing power, allowing it to be used by up to 1d4
allies, who are not walking the Path of The Damned, to immediately recover 1d3 hp when
applied directly to a wound. Wounded allies can only be healed once with the sponge per day.
The miracle lasts for 1 turn.
14-17 The revelator infuses the sponge with holy healing power, allowing it to be used by 1d5 allies,
who are not walking the Path of The Damned, to recover 1d5 hp when applied directly to a
wound. Wounded allies can only be healed once with the sponge per day. The miracle lasts
for 1 turn.
18-19 The revelator infuses the sponge with energies of divine healing, allowing it to be used by
anyone not walking the Path of The Damned, giving them the ability to recover one class Hit
Die worth of hit points when applied directly to a wound. Wounded allies can only be healed
once with the sponge per day. The miracle lasts for 1d3 turns.
20-23 In addition to the result from 18-19, the sponge can be used once to allow for a reroll of
any poison-based saving throw. Using the sponge in this way causes it to transform into an
alabaster asp before slithering away. The miracle lasts 1d6 turns.
24-27 In addition to the result from 20-23, the sponge can be used once to heal up to 1d6 lost ability
points, broken bones, and grievous wounds inflicted from any Critical Hit chart roll. Using
the sponge in this way causes it to instantly calcify and crumble to powdered bone. The
miracle lasts 10 turns.
28-29 In addition to the result from 24-27, the revelator creates a sponge each for up to 1d6 allies.
Each sponge now lasts for 12 hours.
30-31 For the next 24 hours, the revelator may call upon an angel, who instantly manifests and
treats the wounds of the priest and those nearby who are not walking the Path of The
Damned. The sponge completely heals the revelator and each ally once during the allotted
time. Additionally, the sponge can be used to reroll a poison save with a +1d modifier, to cure
371
RIGHTEOUS SYMBOL
Level: 1 Range: Varies Duration: Varies Casting Time: 1 round Save: Will
General: The revelator uses a holy symbol as a focus to channel divine energies for rebuking the forces
of darkness.
Manifestation: Roll 1d4: (1) the revelator’s holy symbol glows with divine light, giving soft illumination
out to 60’; (2) the revelator’s forehead glows with divine energy, taking on a symbol of the divine—the
symbol remains burnt into the revelator’s skin, much like a tattoo, marking them as one touched by
the divine; (3) the revelator traces a fiery cross in the air that serves as the focal point for the miracle;
(4) the revelator’s holy symbol burns with divine flames that are harmless to the priest but will burn
anyone walking the Path of The Damned with a melee attack that does 1d6 fire damage.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-11 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
12-13 The holy symbol radiates a heavenly light. One target within 20’ instantly experiences divine
wrath as visions of past sins flood their mind. Un-dead, demons, and creatures not native to
the earth may be targeted by righteous symbol, in addition to humans walking the Path of
The Damned. The chosen target suffers 1d6 fire damage and must immediately pass a DC
12 Willpower save or catch fire. The revelator may target a different sinner each round the
miracle is in effect. The miracle lasts 1d4 rounds.
14-17 In addition to the result from 12-13, 1d3 creatures within 20’ of the revelator may be targeted.
The miracle lasts 1d5 rounds.
18-19 In addition to the result from 14-17, affected targets must avoid the revelator at all costs.
Affected targets refrain from attacking the revelator, instead choosing to attack someone else
within range. Affected targets wishing to attack the revelator out of desperation do so with a
-1d penalty to attack rolls. The miracle lasts 1d6 rounds.
20-23 The revelator begins to glow and levitates off the ground, rising 20’ into the air as a fiery
symbol of divine energy radiates above their head. 1d6 beams of light trail from the symbol,
striking targets chosen by the revelator within 30’. Un-dead, demons, and creatures not
372
SANCTIFY
Level: 1 Range: Varies Duration: Varies Casting Time: 1 turn Save: Will
General: The revelator blesses an area to help protect it from the forces of darkness, allowing allies to
rest safely and grant them advantage, should they come under attack.
Manifestation: Roll 1d4: (1) a faint white aura covers the area of the miracle before slowly fading away;
(2) a constant breeze blows through the area, leaving pleasant scents to comfort those within the area;
(3) the area becomes instantly cleaner, empty of cobwebs, minor pests and vermin, and other signs of
abandonment; (4) smoke from a sweet incense fills the area, lending it a calming atmosphere.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-11 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
12-13 The revelator blesses an area of 15’ square, making it safe and comfortable for resting, no
matter the chosen location. This allows the priest and their allies to rest even in hostile
environments where they would not be able to otherwise. Random encounter chances are
halved, and attempts at stealth against those resting in the area suffer a -1d penalty. The
miracle lasts for exactly eight hours.
14-17 The revelator blesses an area of 25’ square, making it safe and comfortable for resting, no
373
SHIELD OF FAITH
Level: 1 Range: Self and allies nearby Duration: Varies Casting Time: 1 round Save: N/A
General: The revelator pulls a trace of the divine from within that manifests as a means to protect the
faithful servant.
Manifestation: Roll 1d4: (1) a shimmering angelic being holding a shield appears in front of the
revelator and any chosen allies, maneuvering to deflect attacks directed at them; (2) the revelator and
any affected allies are enveloped in waves of divine fire—harmless to the revelator and affected targets,
but successful attacks against them inflict 1d3 damage back upon the attacker; (3) the faint outline of
374
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-11 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
12-13 The effects of the miracle make it difficult to land a solid attack on the revelator as attacks
seem to be deflected, even as they find their mark. The revelator gains a +2 bonus to both AC
and Fortitude saves. The miracle lasts 1d6 rounds.
14-17 In addition to the result from 12-13, the revelator gains a +4 to AC and Fortitude saves. The
miracle lasts 1d8 rounds.
18-19 In addition to the result from 14-17, the miracle offers protection against spells cast by beings
walking the Path of The Damned. The revelator gains a +4 bonus to all magical-based saving
throws. The miracle lasts 1d8+CL rounds.
20-23 Successful ranged and melee attacks targeting the revelator simply bounce off some
unseen force, making enemies of the revelator doubt their chance at winning the combat.
The revelator gains a +6 AC bonus in addition to gaining a +4 bonus to all saving throws.
Additionally, successful attacks have a 50% chance of missing the revelator. The miracle lasts
1d10 rounds.
24-27 In addition to the result from 20-23, the revelator may choose up to 1d6 nearby allies to grant
a +4 bonus to AC and saving throws. The miracle lasts 1d10+CL rounds.
28-29 Successful melee and ranged attacks targeting the revelator simply bounce off some
unseen force, making enemies of the revelator doubt their chance at winning the combat.
Additionally, magical attacks (along with melee and ranged) directed at the revelator have a
50% chance of being redirected against the caster should the poor soul walk the Path of The
Damned. The revelator gains a +7 AC bonus in addition to gaining a +6 bonus to all saving
throws. The revelator may also choose 1d8 allies nearby to benefit from a +6 AC bonus. The
miracle lasts 1 turn.
30-31 In addition to the result from 28-29, the chance of missing increases to 60%. Enemies
successfully attacking the revelator must immediately pass a DC 18 Willpower save or find
that half the damage is redirected upon the attacker. Additionally, the revelator becomes
immune to the effects of critical hits. The miracle lasts 1d3 turns.
32+ Successful magic, melee, and ranged attacks targeting the revelator simply bounce off some
unseen force, making enemies fear the man of God they seek to cut down. Attackers walking
the Path of The Damned find successful attacks will miss the revelator 75% of the time.
Additionally, damage inflicted upon the holy warrior is halved, with one portion redirecting
on the attacker. The revelator may also choose 1d10 nearby allies to grant a +8 bonus to AC
and saving throws, in addition to making them immune to the effects of fear. The revelator
gains a +8 to AC and saving throws. The miracle lasts 1d3 turns.
375
General: The revelator communicates directly with the spirit of their fellow brothers and sisters, enabling
communication with those that normally wouldn’t be able to speak the revelator’s native tongue.
Manifestation: Roll 1d4: (1) a light shines from within the revelator’s mouth for the miracle’s duration;
(2) the revelator and anyone affected by the miracle acquire an angelic glow for the miracle’s duration;
(3) any words spoken by the revelator or those they communicate with are spoken in true “tongues”
and thus incomprehensible to anyone not affected by the miracle; (4) communication between the
revelator and anyone under the effect of the miracle sound like birds chirping.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-11 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
12-13 For the duration of the miracle, the revelator can plainly converse with one chosen human.
Any spoken words between the revelator and the chosen sound like incomprehensible
gibberish to those listening to the conversation not also affected by the miracle. Language
barriers are no issue as communication is via the pathway of the spirit. The miracle lasts for
1d8 rounds.
14-17 In addition to the result from 12-13, up to 1d4 human beings may be chosen. The miracle lasts
for 1d8+CL rounds.
18-19 In addition to the result from 14-17, up to 1d8 human beings may be targeted. The miracle
lasts for 1d10+CL rounds.
20-23 In addition to the result from 18-19, up to 1d10 human beings may be targeted. The miracle
lasts for 1d12+CL rounds.
24-27 For the duration of the miracle, the revelator can plainly converse with 1d10 chosen human
beings. Any spoken words between the revelator and the chosen sound like incomprehensible
gibberish to those listening to the conversation not also affected by the miracle. Language
barriers are no issue as communication is via the pathway of the spirit. In addition, the
revelator may also determine the current emotional state of those with whom they
communicate. The spirit of each individual shines with a vibrant hue based on their current
state: angry (red), sad (blue), excited (golden), etc. This gives the bonus effect of allowing the
priest to detect lies and those harboring ill will towards the revelator. The miracle lasts for
1d14+CL rounds.
28-29 In addition to the result from 24-27, the revelator can communicate with humanoids and
creatures that are not currently walking the Path of The Damned that also have a minimum
Intelligence of 5. The miracle lasts for 1 turn.
30-31 In addition to the result from 28-29, the revelator may communicate with any human or
humanoids within range. The miracle lasts for 1d3 turns.
376
377
General: The revelator invokes the favor of the divine, who sends aid by way of angelic weapons that
join the priest in his current struggle against the tides of darkness. Weapons manifesting by way of
angelic arms are magical by nature and affect creatures that are proof against normal mortal weapons.
Manifestation: Roll 1d4: (1) the clouds part allowing a beam of light to momentarily bathe the
revelator in divine warmth before the light breaks up and takes the shape of weapons; (2) the ground
beneath the revelator shudders and cracks as earthen arms stretch from below, brandishing ancient
weapons that have a life of their own; (3) a shimmering portal wreathed in flames appears and gives
flaming weapons entrance to the world; (4) smoke from the priest’s censer (or smoking tobacco)
condenses into the shape of holy weapons.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-13 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
14-15 A single floating saber manifests within 10’ of the revelator. The weapon gains an immediate
attack (as well as gaining a 20’ fly Movement) and continues to attack for each round of the
miracle’s duration; it acts on the same initiative as the priest. The saber attacks with a d20
and gains a bonus to the attack and damage roll equal to revelator’s Personality bonus. It
inflicts 1d8 points of damage upon a successful strike. The miracle requires concentration to
maintain, and the revelator must sacrifice either their Move or standard action to maintain
the miracle. The miracle lasts 1d6+CL rounds.
16-19 In addition to the result from 14-15, the saber now attacks with a d24 action die and lasts for
1d7+CL rounds
20-21 In addition to the result from 14-15, the saber now attacks with a d24 action die and inflicts
1d8 points of damage plus an additional 1d4 in fire damage upon a successful strike. Targets
successfully struck have a 40% chance to catch fire. The miracle now lasts 1d8+CL rounds.
22-25 A single floating longbow (range 60/80/120), wrapped in divine flames, manifests within 10’
of the revelator. The weapon gains an immediate ranged attack (as well as gaining a 20’ fly
Movement) and continues to attack for every round of the miracle’s duration, acting on the
revelator’s initiative. The weapon attacks with a d24 action die and gains a bonus to attack
and damage rolls equal to the priest’s Personality bonus, inflicting 1d8 points of damage plus
an additional d4 in fire damage upon a successful strike. Targets successfully struck also have
a 50% chance to catch fire. The priest must sacrifice either their move or standard action to
maintain the effects. The miracle lasts 1d10+CL rounds.
26-29 In addition to the result from 22-25, the damage of the longbow is increased to 1d10 and the
weapon’s Movement rate is increased to 30’. The miracle lasts 1d12+CL rounds.
378
General: The revelator sends out their spirit to inhabit and control an animal in the vicinity, allowing
the use of the creature’s senses, and control of their body while the miracle lasts. The possessed
creature may make a Willpower save vs. a DC equal to the miracle result.
Manifestation: Roll 1d4: (1) a phantasmal mask with the features of the target creature covers the
revelator’s face; (2) white fire burns in the revelator’s eyes for the duration of the miracle; (3) the
revelator takes on an aspect of the controlled animal while the miracle lasts—their hair may become
feathers or their boots heavy hooves; (4) the revelator holds out their hands, palms up, and the ghostly
image of the animal they control takes form there.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-13 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
14-15 The revelator’s spirit abandons their body to take control of a tiny, land-bound creature’s
senses and physical form—using both as if born to them. They maintain control until the
miracle ends or until the connection is broken by the creature’s death, the revelator’s will,
damage is taken, or by moving more than 300’ from the revelator’s body. The creature is a
379
380
General: The revelator exacts their righteous wrath by way of a scourge (a handle connected to
six leather straps, each ending in a wicked barb). The weapon is considered magical and will affect
creatures that are proof against mundane or mortal weapons.
Manifestation: Roll 1d4: (1) the scourge appears in the revelator’s hand with six flaming cords, each
ending in flaming orbs; (2) the revelator’s arm becomes a living weapon, shrouded in a crackling
electricity that ends in lightninglike streaks coursing with energy; (3) the weapon manifests and moans
and wails with each successful attack; (4) the weapon manifests in the priest’s hand and resembles six,
writhing, albino asps that constantly hiss and strike.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-13 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
14-15 A fiery scourge of judgment appears in the hand of the revelator, ready to extract the wages
of sin. The whiplike weapon grants a +1 bonus to both attack and damage rolls, inflicting 1d4
damage in addition to 1d3 fire damage. The miracle lasts for 1d4 rounds.
16-19 A fiery scourge of judgment appears in the hand of the revelator, ready to exact the priest’s
righteous wrath. The whip is treated as a signature weapon and grants a +1 bonus to both
attack and damage rolls, inflicting 1d4 damage in addition to 1d4 fire damage. Targets that are
un-dead, demonic, alien, or on the Path of The Damned must pass a DC 10 Willpower save to
avoid catching fire. The miracle lasts for 1d5+CL rounds.
20-21 A fiery scourge of judgment appears in the hand of the revelator, ready to exact the priest’s
righteous wrath. The whip is treated as a signature weapon and grants a +2 bonus to both
attack and damage rolls, inflicting 1d5 damage in addition to 1d6 fire damage. Targets that
are considered un-dead, demonic, alien, or on the Path of The Damned must pass a DC 12
Willpower save to avoid catching fire. The priest can also use the weapon to perform a trip
attack, with a successful strike forcing the target to pass an immediate DC 12 Reflex save to
avoid being knocked prone. The miracle lasts 1d6+CL rounds.
22-25 A fiery scourge of judgment appears in the hand of the revelator, ready to exact the priest’s
righteous wrath. The whip is treated as a signature weapon and grants a +3 bonus to both
attack and damage rolls, inflicting 1d6 damage in addition to 1d6 fire damage. Targets that
are considered un-dead, demonic, alien, or on the Path of The Damned must pass a DC 14
Willpower save to avoid catching fire. The priest can also use the weapon to perform a trip
attack, with a successful strike forcing an immediate DC 12 Reflex save to avoid landing
prone. The miracle lasts 1d10+CL rounds.
26-29 In addition to the result from 22-25, the whip grants a +4 bonus to both attack and damage
rolls, gains a reach of 10’, and inflicts 1d8 damage in addition to 1d6 fire damage. The miracle
lasts 1 turn.
381
HEALING RAYS
Level: 2 Range: Varies Duration: Varies Casting Time: 1 round Save: N/A
General: The revelator absorbs the healing warmth of the sun, redirecting it outwards towards allies in
need of healing.
Manifestation: Roll 1d4: (1) the caster begins to glow from the healing energies coursing through their
body and becomes a source of warmth for the next turn, granting targets within 10’ of the priest a +2
bonus to cold-based attacks; (2) rays of sunlight beam down to wash over those affected by the miracle;
(3) a hovering angel, holding a large shield trimmed in flame, appears above the caster—the shield
absorbs and redirects the rays of the sun to bathe those chosen for healing; (4) the revelator’s skin
cracks as beams of light glow from within.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-15 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
16-17 A golden light bathes an area of 20’ centered on the priest as 1d3 allies, chosen by the caster,
spontaneously heal from the energy. Affected allies heal 1 HD of hit points (calavera 1d8,
luchador 1d12, etc.) up to their starting total. Excess hit points are lost. The miracle lasts 1 round.
18-21 In addition to the result from 16-17, the healing affects 1d4 targets. The miracle lasts 1 round.
22-23 Rays of warm, healing energy bathe a 40’ area around the revelator, healing up to 1d6 chosen
allies of up to 2 HD of hit points. Additionally, poison-based saves gain a +1d modifier. The
miracle lasts 1 round
382
MARTYR
Level: 2 Range: 100' Duration: Varies Casting Time: 1 round Save: N/A
General: The revelator performs the ultimate act of sacrifice, using the power of faith to take the
damage and other effects intended for friends and allies upon themselves.
Manifestation: Roll 1d4: (1) spontaneous wounds open up on the revelator that match the type of
wound the chosen ally would have received had they taken the damage; (2) a ghostly image of the
revelator appears in front of the chosen ally, intercepting the strike; (3) the attack strikes the chosen
ally but instantaneously heals in the same round; (4) dark clouds form overhead, and for each
successful attack, the revelator absorbs a bolt of lightning that streaks down from the sky, delivering
the absorbed damage.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-15 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
16-19 The revelator gains the ability to take up to 8 damage points suffered from one chosen ally
that is within 100’. The ally suffers any remaining effects and damage the revelator can not
cover. The revelator may only absorb the damage if they have not yet reached 0 hit points.
20-21 The revelator gains the ability to take up to 12 damage points suffered from one chosen ally
383
NORTH STAR
Level: 2 Range: Varies Duration: Varies Casting Time: 1 round Save: Varies
General: The revelator reaches for the heavens, calling down the essence of the North Star. The
miracle grants several abilities ranging from defensive to offensive.
Manifestation: Roll 1d4: (1) a small star manifests over the revelator’s right shoulder and follows
the priest around, emanating a soft blue light for the duration of the miracle; (2) the revelator floats
inches from the ground as they’re bathed in the light of the star; (3) the revelator’s eyes lose all color,
instead resembling two black orbs speckled with the stars of the galaxy; (4) the miracle manifests as a
bright flash of light pulled directly from the star, causing all creatures with a light sensitivity to suffer
blindness for 1d3 rounds.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-13 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
384
385
General: The revelator pulls a blessed berry-producing shrub from a heavenly domain. The berries can
last for several days, providing nourishment and divine healing to those who eat them.
Manifestation: Roll 1d4: (1) a shoot sprouts from the ground, rapidly developing into a bush with
berries that have a faint glow; (2) the revelator’s outstretched palm grows a small bush with blood
colored berries; (3) any nearby vegetation is changed into a berry-producing plant; (4) a floating berry-
covered bush appears, being held by two cherub angels.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-13 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
14-15 A bush sprouts to life, providing 2d4 berries, that once ingested make the eater feel satiated
and hydrated—having no need to eat or drink for 24 hours. Each berry heals 1 hit point up to
the maximum starting total. Berries retain their healing properties for 24 hours. The plant
crumbles to dust once all berries have been picked or 24 hours have passed.
16-19 A bush sprouts to life, providing 2d6 berries, that once ingested makes the eater feel satiated
and hydrated—having no need to eat or drink for 24 hours. Each berry heals 2 hit points of
damage up to the starting total. Berries retain their healing properties for 24 hours. The plant
crumbles to dust once all berries have been picked or 24 hours have passed.
20-21 A bush sprouts to life, providing 3d6 berries, that once ingested will make the eater feel
satiated and hydrated—having no need to eat or drink for 24 hours. Each berry heals 2 hit
points of damage up to the starting total. Berries retain their healing properties for 48 hours.
The plant crumbles to dust once all berries have been picked or 48 hours have passed.
22-25 A bush sprouts to life, providing 3d8 berries, that once ingested will make the eater feel
satiated and hydrated—having no need to eat or drink for 48 hours. Each berry heals 2 hit
points of damage up to the starting total. Eaten berries also allow for a reroll of any poison
related saves. Berries retain their healing properties for 48 hours. The plant crumbles to dust
once all berries have been picked or 48 hours have passed.
26-29 In addition to the result from 22-25, each berry heals 1d3 hit points instantly upon being
eaten. Berries retain their healing properties for 1d3 days.
30-31 A plant sprouts to life providing 4d8 berries that once ingested will make the eater feel
satiated and hydrated—having no need to eat or drink for 72 hours. Each berry heals 1d3
in lost hit points up to the starting total. Eaten berries also allow for a reroll of any poison
related saves with a +2 save modifier. Berries retain their healing properties for 72 hours. The
plant crumbles to dust once all berries have been picked or 72 hours have passed.
32-33 In addition to the result from 30-31, 4d8 berries are produced and will make the eater feel
satiated and hydrated for 96 hours. Each berry now heals 1d4 lost hit points up to the starting
386
UPLIFTING SERMON
Level: 2 Range: 60' Duration: Varies Casting Time: 1 round Save: N/A
General: The revelator recites one of their favorite passages from the Good Book and begins a sermon
that is fueled by the fires of faith. Those on the right side of the Good Book find themselves physically
and mentally better able to withstand the current challenge they face.
Manifestation: Roll 1d4: (1) the caster’s voice develops an otherworldly tone that resonates pleasantly
with each ally affected by the miracle; (2) a halo appears above the caster’s head as they begin their
sermon—the halo glows with a divine light, illuminating a 60’ radius centered on the caster; (3) roiling
clouds form high in the sky above the priest as they begin their sermon, and a strong breeze blows
through the area giving those around them the feeling something divine is watching over them; (4)
those listening who are affected by the sermon begin to glow faintly with a divine radiance as they
become enraptured with the caster’s recital.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-13 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
14-15 The quoted passage resonates with a divinity that strikes a chord in 1d4 chosen allies within
60’ of the revelator, each gain a +2 bonus to Willpower saves. The miracle lasts 1d6 rounds.
16-19 The revelator finds an uplifting quote and the words reach directly to the hearts of 1d4 allies
within 60’. The chosen allies gain a +4 bonus to Willpower saves and Grit checks for the
duration of the miracle. The miracle lasts for 1d6+CL rounds.
20-21 The revelator finds an uplifting passage and the words reach directly to the hearts of 1d6
chosen allies within 60’. The chosen targets gain a +4 bonus to Willpower saves and Grit
checks for the duration of the miracle. The miracle lasts for 1d8+CL rounds.
22-25 The revelator selects an inspiring passage, and the words reach directly to the hearts of 1d8
chosen allies within 60’. Allies gain a +2 bonus to all saving throws and Grit checks for the
duration of the miracle. The miracle lasts for 1d8+CL rounds.
26-29 The revelator finds a passage that instills great courage in the targets around them, fueling
their desires to eradicate the evil at hand. Up to eight targets gain a +1d bonus to all attack
387
VENOMOUS REPRIEVE
Level: 2 Range: Varies Duration: Varies Casting Time: 1 round Save: N/A
General: The revelator summons divine energies that grant the affected the ability to resist venom and
related toxic effects.
Manifestation: Roll 1d4: (1) the revelator’s skin gives off a faint glow; (2) mist-like angels manifest
and continue to fly around the priest while the miracle is in effect; (3) any wounds inflicted while the
miracle is in effect begin to glow while the venom is pushed out of the entry wound; (4) two ghostlike
serpents slither and coil around the revelator’s forearms, sinking their fangs into the flesh of the holy
warrior and causing their limbs to pulse with a strange light.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-13 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
14-15 The revelator or one ally touched by the priest gains +3 on Fortitude saves versus mundane,
non-magical poisons or other harmful, naturally occurring toxins. The miracle lasts 1d10
rounds.
16-19 The revelator or one target touched by the priest gains +4 on Fortitude saves versus
mundane, non-magical poisons or other harmful, naturally occurring toxins. The miracle
lasts 1d10+CL rounds.
20-21 The revelator and up to 1d3 chosen allies gain a +5 bonus to all mundane and magical based
poison saving throws. Additionally, damage inflicted by related attacks suffer a -1d modifier
to the damage roll. The miracle lasts for 1 turn.
22-25 In addition to the result from 20-21, the revelator and chosen allies are naturally repulsive to
venomous creatures. Such creatures suffer a -1d to attack rolls when targeting those under
the effect of the miracle. The miracle lasts for 1 turn.
388
WITCH WARD
Level: 2 Range: 60' Duration: Varies Casting Time: 1 round Save: Special
General: The revelator reaches deep within their reserve of faith and shapes it into a barrier capable of
lessening or dispelling any dark magics cast by those on the Path of The Damned.
Manifestation: Roll 1d4: (1) a brilliant gold beam of light shines on the revelator from above; (2) a
glowing web of energy covers the listed area of effect; (3) the eyes of the priest glow with a luminescent
light as the sound of trumpets are heard in the distance; (4) angelic beings composed of energy
manifest and fly around the priest, glowing brightly whenever spells are cast against the priest.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-13 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
14-19 A glowing orb of divine energy envelopes the revelator, negating the effects thrown on the
holy warrior by those aligned with the forces of darkness. The revelator gains a +3 save bonus
to any spell or item using a spell-like ability used by an opponent walking the Path of The
Damned. The miracle lasts for 1d6 rounds.
20-21 A glowing orb of divine energy envelopes the revelator, negating the effects thrown on the
holy warrior by those aligned with the forces of darkness. The revelator gains a +4 save bonus
to any spell or item using a spell-like ability used by an opponent walking the Path of The
Damned. The miracle lasts for 1d8 rounds.
22-25 The revelator is lifted 1’ off the ground and is surrounded by crackling energies. An ally can
389
390
General: The revelator’s time on earth must be allowed to go unfettered, hence the calling of an angel
directly from a host of war-angels. The divine being drops from the heavens, filled with righteous
wrath and the determination to protect the earth-bound holy warrior.
Manifestation: Roll 1d4: (1) the revelator screams in momentary pain as the angel uses the priest’s
body as a portal to enter the scene; (2) the revelator’s hand begins to burn as the priest traces the
angelic symbol representing the angel being called for aid; (3) the clouds overhead part as a bolt of
lightning strikes the ground, serving to summon the avenging angel; (4) a giant ball of fire appears high
overhead, serving as a portal through which the angel flies forth down to earth.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-13 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
14-15 The revelator calls a minor war angel down from the heavens. The soldier will defend
the priest to the death. The miracle lasts until the end of the current combat, the angel is
destroyed, or the angel is dismissed back to the heavens.
ar Angel (minor): Init +3; Atk sword +3 melee (1d8); AC 15; HD 6d8; MV 60’ flight or 30’
W
walking; Act 2d20; SP flames of judgement, angelic resilience; SV Fort +3, Ref +3, Will +5; Path
PoR +3.
Flames of judgement: Any successful attack with the flaming sword inflicts an additional d6 in
fire damage to targets that are not walking the Path of the Righteous.
Angelic resilience: Angels are resistant to mundane weapons, suffering only half damage from
them. Angels receive a +1d bonus to all saving throws while on earth. Angels are resistant to
magic, gaining a flat 50% resistance to any spell cast upon them.
16-21 The revelator calls a minor war angel down from the heavens. The soldier will defend the
priest to the death. Additionally, the portal used by the angel to manifest remains open,
randomly selecting an enemy as a target for a divine lightning strike. Every other round,
beginning with the round of the miracle, a random foe of the priest is chosen and must
immediately pass a DC 15 Reflex save to avoid suffering 4d8 in electrical damage (save for half
damage). The miracle lasts until the end of combat, the angel is destroyed, or the angel is
dismissed back to the heavens.
ar Angel (minor): Init +3; Atk sword +3 melee (1d8); AC 15; HD 6d8; MV 60’ flight or 30’
W
walking; Act 2d20; SP flames of judgement, angelic resilience; SV Fort +3, Ref +3, Will +5; Path
PoR +3.
Flames of judgement: Any successful attack with the flaming sword inflicts an additional d6 in
fire damage to targets that are not walking the walking the Path of the Righteous.
391
392
393
General: The revelator’s prayer is answered directly by an angel. For the duration of the miracle, the
angel’s spirit intertwines with that of the revelator, imparting its powers on the priest.
Manifestation: Roll 1d4: (1) the revelator opens the Good Book to a favorite passage to read on the
dealing with angels—the heavenly visitor manifests from the pages as a glowing wisp of sweetly
smelling incense to be inhaled by the priest; (2) a bevy of doves appear around the revelator while the
miracle is in effect; (3) the revelator gains a glowing visage that resembles the outline of a great winged
angel; (4) the revelator grows large angelic wings that cast a shimmering glow.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-15 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
16 The revelator gains the power of flight. Often the ability comes with the appearance of large,
feathery wings. The revelator gains a flight Move of 60’ while the miracle is in effect. The
revelator is unable to carry objects over 60 pounds. Should the priest be midair when the
miracle ends, they will float harmlessly back to the ground at the rate of 8’ per round. The
miracle lasts 1d6+CL rounds.
17 In addition to the result from 16, the revelator may carry objects up to 100 pounds. The
miracle lasts for 1d8+CL rounds.
18-21 The revelator gains the power of flight by way of large, feathered wings. The wings grant a
flight Move of 60’ and allow the revelator the ability to carry 150 pounds. Additionally, the
possessing angel imparts some of its great fortitude, resulting in a +1d modifier to all Stamina
saves. The miracle lasts for 1d10+CL rounds.
22-23 In addition to the result from 18-21, the revelator may carry objects of up to 200 pounds in
weight. The revelator also finds their reflexes greatly enhanced by the possessing angel. All
Reflex save rolls are modified by +1d. The miracle lasts for 1d12+CL rounds.
24-26 The angel manifests, and its fiery form flies directly into the revelator, melding with the
priest, and giving them the use of the creature’s wings. The revelator gains flight at the rate
of 90’ per round and may carry up to 250 pounds. All saving throws made by the revelator
benefit from a +1d modifier and the revelator is immune to disease and poison. The miracle
lasts 1 turn.
27-31 In addition to the result from 24-26, the revelator gains the ability to detect lies from the
spoken word. Any statement spoken in any human-based language (that the revelator
understands) is immediately known to be truth or lie. Additionally, the visiting angel grants
3d8 temporary hit points to the revelator that can surpass their maximum and last until
removed by damage or the miracle ends. The miracle lasts 1 turn.
32-33 The revelator gains powerful flaming wings that grant flight at the rate of 120’ per round. The
394
GODSPEED
Level: 3 Range: Self Duration: Varies Casting Time: 1 round Save: N/A
General: The revelator reaches to the heavens and establishes a link to one of Heaven’s stallions,
borrowing some of the great beast’s speed, and using it to aid the priest in their moment of need.
Manifestation: Roll 1d4: (1) the revelator blinks in and out of existence as they move about the field
of battle; (2) the revelator crackles with energy and leaves a smoldering trail in their footsteps; (3) the
revelator’s hair is in constant motion as if caught in the wind for the duration of the miracle; (4) the
revelator leaves a silhouette as they move—the wispy shadow trails behind them.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-15 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
16 The revelator gains a sliver of the great beast’s speed and now moves with greater speed and
agility. For the duration of the miracle, the priest gains a +1 modifier to initiative and AC. The
miracle lasts 1d3+CL rounds.
17 In addition to the result from 16, the revelator gains a +1 modifier to all Reflex saving throws
and Agility based rolls. The miracle lasts 1d4+CL rounds.
395
HEAVENLY LIGHTS
Level: 3 Range: Varies Duration: Varies Casting Time: 1 action Save: Varies
General: The revelator casts the light of divinity upon chosen targets, bathing them in the soft glow of
heavenly light. The revelator and chosen friendly targets may control the intensity of the light while
the miracle is in effect and suffer no ill effect from the illumination (foes suffer the effects).
Manifestation: Roll 1d4: (1) twin beams of white radiance shoot from the revelator’s eyes, illuminating
the targets within range; (2) the revelator calls down a cylinder of radiant light from the heavens which
bathes allied targets in a sublime glow or wreathes their foes in fire; (3) targets begin to glow with an
396
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-15 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
16-17 The revelator causes one target within a 30’ radius to be bathed in light. This light provides
brilliance equivalent to that of 10 candlepower. The target finds the light blinding and suffers
a -2 to their AC as they try to maneuver while being illuminated. The miracle lasts 1d6+CL
rounds.
18-21 In addition to the result from 16-17, the revelator may choose up to 1d3 targets to illuminate
to the equivalent of 100 candlepower. Targets find maneuvering difficult and suffer a -3 to
their AC while the miracle is in effect. Additionally, the targets find any attempt at stealth
ruined. The miracle lasts 1d8+CL rounds.
22-23 In addition to the result from 18-21, 1d5 targets may be affected (allies or enemies). Targets
blaze at even brighter illumination (equivalent of up to 200 candlepower), the radius extends
outward to 60’. Allies benefit from the illumination by gaining a +1d to any roll to keep or
regain sure footing in addition to a +2 bonus to AC. Enemies targeted by the miracle suffer
a -4 to AC and find even the basic act of walking harder; Movement is halved and all stealth
attempts within 60’ are ruined. The miracle lasts 1d10+CL rounds.
24-26 In addition to the result from 22-23, 1d6 targets may be affected (allies or enemies). Targets
blaze at even brighter illumination (equivalent of up to 600 candlepower), and the radius
extends outward to 90’. Allies benefit from the illumination by gaining a +1d to any roll to
keep or regain sure footing in addition to a +4 bonus to AC. Enemies targeted by the miracle
suffer a -6 to AC and find even the basic act of walking almost impossible; Movement is
halved and all stealth attempts (for enemy or ally) within 90’are ruined. The miracle lasts
1d12+CL rounds.
27-31 The revelator gains the ability to illuminate up to 1d8 allies or foes, increasing the
candlepower upwards to 1200. Enemies targeted by the light suffer an immediate 1d6 in burn
damage as the intensity causes skin to sear. In addition, enemy targets find their Movement
reduced by half as the blinding rays makes seeing impossible. Enemy targets also suffer
from the effects of blindness, gaining a -4 to all rolls requiring sight and a -7 penalty to AC.
Affected enemy targets must pass a DC 15 Fortitude save to avoid suffering from blindness for
1d30 days. Allies illuminated gain +1d to any roll relating to maneuvering in difficult terrain.
Chosen allies also benefit from a +6 bonus to AC. Any attempts at stealth within 100’ are
ruined for both enemies and allies. The miracle lasts 1 turn.
32-35 In addition to the result from 27-31, targets blaze at even brighter illumination (up to 4400
candlepower); chosen enemies suffer 3d6 burn damage and immediately burst into flames
while having their AC reduced by -8. The DC for enemies to avoid blindness increases to DC
17 with failure resulting in permanent blindness. Allies affected by the illumination find the
bonus to AC increased to +8. The miracle lasts 1d3 turns.
36+ The gates to Heaven momentarily open, revealing a light no living being would normally be
397
HOLY GAZE
Level: 3 Range: Varies Duration: Varies Casting Time: 1 round Save: Will
General: The revelator temporarily channels the gaze of the creator, unleashing it upon the un-
dead, demons, and creatures not native to this world or that walk the Path of The Damned. Affected
creatures momentarily feel the unmatchable power of divinity, unable to do anything but cower in
place.
Manifestation: Roll 1d4: (1) light emits from every pore of the revelator, bathing the area in a soft
pulsing light; (2) the eyes of the revelator become smoldering fires of judgement; (3) a fiery halo
manifests above the revelator’s head; (4) a sudden clap of thunder shakes the ground, leaving a ringing
in the ears of all within 60’ of the priest.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-15 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
16-19 The revelator casts their gaze upon one chosen target. Demons, un-dead, and creatures
not native to this world or that walk the Path of The Damned must immediately pass a
Willpower save versus a DC equal to the miracle check or become paralyzed and helpless.
Attacking the affected creature immediately ends the miracles effects; however, any such
attack inflicts maximum damage. The miracle lasts 1d4 rounds.
20-21 In addition to the result from 16-19, the revelator can affect up to 1d4 targets. The miracle
lasts 1d6 rounds.
22-23 The revelator turns their gaze upon 1d6 targets. Demons, un-dead, and creatures not native
to this world or that walk the Path of The Damned must immediately pass a Willpower
save versus a DC equal to the total of the miracle check or become paralyzed with fear.
Additionally, affected creatures are temporarily blinded for 1d4 rounds. Creatures affected
by the miracle may attempt a new save with each round. Attacking affected creatures
immediately ends the miracles effects; however, any attack inflicts maximum damage. The
miracle lasts 1d8 rounds.
398
General: The revelator is granted divine insight into persons that walk the Path of The Damned, and
are able to create a mental map of their locations.
Manifestation: Roll 1d4: (1) the revelator’s eyes become milky-white with no irises or pupils; (2) a
spiritual hound appears, marking those affected with a constant ghostly howl; (3) each affected target
is marked by a scent that only the revelator can detect; (4) the revelator becomes tethered to each
affected target by a wispy cord—the cord has no effect other than to tether the chosen to the priest no
matter the distance.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-15 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
16-17 The revelator reaches out within a 300’ area by concentrating, detecting any one living being
399
400
MASK OF MY ENEMY
Level: 3 Range: Eyesight Duration: Varies Casting Time: 1 action Save: N/A
General: Sometimes a revelator must hide their channeled divinity and appear to be that which
they fight. This miracle allows them to pass among the various mockeries of life by assuming their
appearance: un-dead, demons, and creatures not native to this world.
Manifestation: Roll 1d4: (1) the revelator’s form fluctuates visually—to living creatures, the caster’s
appearance does not change (other than to become slightly out-of-focus), but to un-dead, the caster
appears to be one of their own; (2) the revelator’s skin takes on a sallow tone to the living; (3) the
revelator’s flesh sloughs off, revealing an un-dead visage; (4) the revelator generates an energy-based
version of the creature they wish to resemble and steps into it to complete the transformation.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-15 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
16-17 The revelator takes on the visage of a lower type of un-dead, demon, or being not native to
this world. Creatures of up to 1HD can be mimicked. Those known to associate with the
type mimicked will ignore the revelator and view them as one of their own. However, the
transformation does not grant the priest the ability to converse in the creature’s language,
which may reveal the revelator as an imposter. The miracle lasts 1d8+CL rounds.
18-21 In addition to the result from 16-17, the creatures mimicked may be up to 2HD. The miracle
lasts 1d10+CL rounds.
22-23 The revelator’s visage takes on that of an un-dead, demon, or being not native to this world.
Creatures of up to 4HD can be mimicked. Those known to associate with the type mimicked
will ignore the revelator and view them as one of their own. However, the transformation
does not grant the priest the ability to converse in the creature’s language, which may reveal
the revelator as an imposter. The miracle lasts 1 turn.
24-26 In addition to the result from 22-23, the priest can now mimic a specific (named) creature of
up to 5HD (example: the revelator now looks like Bubba, a minor soul-gathering demon of
Hell), and the effect can also be placed upon 1d3 allies. The miracle lasts 1 turn.
27-31 In addition to the result from 24-26, they may also impart the ability to 1d5 allies. Any
named creature of up to 6 HD can now be imitated. Additionally, the transformation also
grants the revelator the ability to converse in the creature’s native tongue. Note the ability
to communicate is not granted to allies benefitting from the miracle. Allies must assume
401
OBEYANCE
Level: 3 Range: Hearing Duration: Varies Casting Time: 1 round Save: Varies
General: The revelator manifests the power of the almighty in the presence of creatures that are a
mockery of life, forcing the will of the divine upon them by a commanding word.
Manifestation: Roll 1d4: (1) the revelator’s shadow glows bright white and sprouts celestial wings;
(2) the priest’s body transforms into a pillar of flame; (3) the revelator undergoes a shocking
transformation as their body takes on a blue-topaz hue, their face crackles like lightning, and their
eyes burn like flaming torches; (4) the glow around the priest appears to be that of a flaming, six-
winged celestial hovering just over their right shoulder, and when the revelator speaks, the sound of
multitudes speaking at once issues forth.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-15 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
16-17 The revelator’s voice causes the very ground to shake as it penetrates the blackened heart
of one chosen un-dead, demon, or creature not native to this world. The chosen target
must be 1HD or less and gains an immediate DC 12 Willpower save. Failing the save means
obeying a one-word command from the revelator. Commands are spoken in the language of
the creature (even if the revelator does not know that language) and must be followed. The
miracle lasts 1 round.
402
403
General: As a false balance is an abomination to the lord, the revelator provides a “just” weight.
Illusions, auras, and hidden objects or creatures shine by the light of faith.
Manifestation: Roll 1d4: (1) the revelator’s eyes glow with a golden light; (2) angels manifest that only
the revelator can see—the heavenly host flies about revealing secrets and pointing the hidden out; (3)
the hidden is made clear by a golden light; (4) the revelator is able to observe the scene from multiple
angles, each from a different plane or dimension, making all hidden things obvious.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-15 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
16-17 The revelator becomes aware of magical auras and invisible objects or creatures. They may
also pierce any illusion to see creatures and objects in their true forms within 60’. The miracle
lasts 1d6 rounds.
18-21 In addition to the result from 16-17, the revelator gains the ability to extend either vision
or hearing remotely, up to one mile. The determination of which sense is used must be
made before rolling the miracle check. Only places that have been visited in the past by the
revelator may be remotely viewed or listened in on. The miracle lasts 1d8 rounds.
22-23 In addition to the result form 18-21, the revelator gains infravision and can see thermal
patterns through objects or other physical impediments up to 20” thick. The revelator may
use this viewing capability through their “remote” senses as well. The miracle now lasts 1d10
rounds.
24-26 In addition to the result from 20-23, the revelator may extend the range to five miles. The
miracle lasts 1d12 rounds.
27-31 The revelator can detect magical auras, see invisible objects or creatures, and pierce illusions
to see creatures and objects in their true forms within 60’ and through 20” of physical
impediments. Additionally, the priest can peer into the spirit world, the astral, and any
dimension connected to their world. The revelator may also choose to remote view any
location previously visited or that they have an object from. Hearing and sight to the remote
location are granted for as long as the revelator maintains full concentration. The range for
remote viewing is 10 miles. The miracle lasts 1 turn.
32-33 In addition to the result from 27-31, the revelator’s range for remote viewing is 50 miles. The
miracle lasts 1 turn.
34-35 The revelator gains infravision, as well as gaining the ability to see thermal patterns through
objects. The priest can also detect magical auras, see invisible objects or creatures, and pierce
illusions to see creatures and objects in their true forms within 90’. Additionally, the priest
can view into the spirit world, as well as the astral, and any dimensions connected to our
404
ROCK OF AGES
Level: 3 Range: Touch Duration: Varies Casting Time: 1 round Save: N/A
General: The revelator takes a normal stone of any size and pulls a miracle out of the heavens to place
inside it. The stone acts as a spiritual sponge capable of holding the power of the miracle. Only one
such stone can exist per level of the revelator at any given time. The stone can be activated by anyone
(that does not walk the Path of The Damned) holding or touching the stone by way of a short prayer.
Once the miracle is called out of the stone, it crumbles to dust. Note that the revelator must still
perform the miracle that is held within the rock of ages as well as successfully performing this miracle.
Failing to perform the miracle to be held within the rock of ages means that the desired selection fails
to enter the stone and the rock crumbles to dust.
Manifestation: Roll 1d4: (1) the stone glitters, much like a gold-speckled nugget that is panned from
the river; (2) the stone throbs to some unheard heavenly choir; (3) the stone randomly reveals an
engraved passage from the Good Book, with each day bringing a new passage; (4) the stone glows
brightly in the presence of those walking the Path of The Damned.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-15 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
16-17 The revelator performs one selected 1st level miracle, rolling for the attempt as normal.
Success implants the miracle into the stone. To use, either the revelator or the recipient of
the rock activates the stone by saying a small prayer. The miracle is then released at the same
Miracle check result rolled during the time of the rock’s creation. Note: activating a stone
still requires a standard action to do so (as the quick prayer is spoken). The stone retains the
miracle for a maximum of 24 hours before crumbling.
18-21 The revelator performs up to two selected 1st level miracles, rolling for the attempt as
normal. Success implants the miracles into the stone. To use, either the revelator or the
recipient of the rock activates the stone by way of a small prayer. The miracle is then released
at the same Miracle check rolled during the time of the rock’s creation. Note: activating a
stone still requires one standard action per miracle to do so. The stone retains the miracles
for up to 48 hours before crumbling.
405
406
General: The target of this miracle is lashed with nightmarish visions showing a version of the Hell
that awaits them in the afterlife.
Manifestation: Roll 1d4: (1) the revelator is shrouded in the visage of an angel of death; (2) the
revelator’s voice takes on a thunderous tone so deep that all within hearing range feel the vibrations
in their chest; (3) the target bursts into divine flames, harmless to the touch, but adding to the fear the
target experiences; (4) a murder of crows fly from the book the revelator is reading from, swarming the
target of the miracle.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-17 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
18-19 One target within 30’ is shown the lifetime of their misgivings and the hellish tortures
awaiting them should they stay the course. The target must pass a Willpower save with a DC
equal to the total of the Miracle check; failure results in being overwhelmed by the visions
revealed and they must attempt to flee the immediate area with their next available action.
Should the target be unable to flee, all actions suffer a -1d penalty. The Miracle lasts 1d4+CL
rounds.
20-23 In addition to the result from 18-19, the revelator can choose up to two targets. The miracle
lasts 1d6+CL rounds.
24-25 1d4 targets within 60’ are shown the lifetime of their misgivings and the hellish tortures
awaiting them should they stay the course. Targets must pass a Willpower save with a DC
equal to the total of the Miracle check; failure results in being overwhelmed by the visions
revealed and they must attempt to flee the immediate area with their next available actions.
Should the targets be unable to flee, all their actions suffer a -1d penalty. The Miracle lasts
1d8+CL rounds.
26-27 In addition to the result from 24-25, the revelator can affect up to 1d6 targets. The miracle
lasts 1d10+CL rounds.
28-33 The clouds part as a bolt of black lightning strikes the earth, summoning an angel of
judgement. The dark messenger stands 7’ tall and is shrouded in dark robes and armor cast in
the likeness of various faces in anguish. The angel casts a 60’ radius of gloom over the area,
washing all enemies of the revelator in waves of guilt and fear. Targets must immediately
pass a DC 18 Willpower save to avoid losing 1d3 temporary Personality points each round the
miracle affects them (save each round until passed). Targets reaching 0 Personality collapse,
permanently suffering a nervous breakdown while writhing in guilt and shame. Enemies
suffering a permanent breakdown will waste away unless placed under the care of a medical
professional. The miracle lasts 1d12+CL rounds.
407
FORESIGHT
Level: 4 Range: Self Duration: Varies Casting Time: 1 round Save: N/A
General: The revelator momentarily sheds their mortal coil, freeing their soul to slip between the folds
of time. A form of time-travel is granted that allows the revelator to make decisions about current or
future events, shifting how particular events play out. The miracle only allows minute changes to the
past or future, reflected in rerolls and minor in-game effects. Judges should work with players that
want to make changes that have long-lasting repercussions.
Manifestation: Roll 1d4: (1) the revelator becomes a being of light; (2) the revelator is pulled between
the folds of time by way of two angels; (3) the scene before the revelator flickers in and out of existence;
(4) the revelator sees living beings as blurs engulfed in colors matching their auras.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-17 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
18-19 The revelator steps between the folds of time, gaining the ability to see into the recent past
or near future. Watching the scenes unfold gives the revelator the opportunity to better react
or potentially gain a slight “redo” to past actions. Mechanically, the revelator gains a reroll of
anything attempted in previous rounds or a reroll of any action performed in future rounds.
Roll 1d4 to determine the number of rounds that can be affected. Only one reroll may be
attempted each round, with the second roll replacing the first.
20-23 In addition to the result from 18-19, 1d6 rounds can now be affected.
24-25 In addition to the result from 20-23, the revelator may cause melee, ranged, or magical
attacks to miss by stepping into the past or present and stepping back at a different location.
Roll 1d6 to determine the number of rounds forward that can be affected. Any number of
attacks can be “dodged” for the number of rounds the miracle lasts.
26-27 In addition to the result from 24-25, the revelator can warn one ally of something, past or
present. This may allow a reroll or possibly a change of action that will save the chosen ally.
408
409
General: The revelator combines a passage from the Good Book speaking of a great flood with their
own inner faith to pull a geyser out of the ground, sending the boiling water high into the air to rain
down as a painful reminder of a lack of faith in the chosen targets.
Manifestation: Roll 1d4: (1) the revelator begins to sweat profusely as rivulets seep rapidly into the
ground before erupting as the geyser; (2) the revelator’s eyes begin to shed tears which drop to the
ground and immediately move to pool above the spot about to erupt; (3) the revelator calls down the
lightning, pulling a bolt out of the heavens strong enough to burst the ground, allowing the geyser
to erupt; (4) the revelator’s body is completely drained of all moisture and is vomited in a gout on
the ground where it begins melting into the earth to meld with the upcoming geyser (the revelator
resembles a shriveled shell of a human for 1d4 rounds but suffers no ill-effects from the manifestation).
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-17 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
18-19 A geyser erupts from the ground at a location within 30’ of the revelator, reaching a height of
100’. The eruption causes all unsecured objects within 15’ of the eruption to be thrown 1d20
feet in a random direction away from the eruption point, knocking targets prone unless a DC
12 Reflex save is passed. Additionally, targets within the area of effect (except the revelator
and allies) suffer 4d8 damage from the scalding water raining down. Targets are allowed a
DC 14 Reflex save to reduce damage by half, rounding down. Each additional round of the
miracle reduces damage inflicted by the geyser by -1d. The miracle lasts for 1d4 rounds.
20-23 In addition to the result from 18-19, the geyser erupts within 60’ of the revelator and damage
is increased to 5d8. The miracle now lasts 1d5 rounds.
24-25 Two geysers erupt from the ground at a location within 100’ of the revelator, reaching a
height of 100’. The eruption causes all unsecured objects in a 30’ radius of the eruption’s
origin point to be thrown 1d30 feet in a random direction away from the geyser, targets are
left prone and suffer 1d6 falling damage per 10’ thrown. Additionally, targets within the area
of effect (except the revelator and allies) suffer 6d8 damage from the scalding water raining
down. Targets are allowed a DC 16 Reflex save to reduce damage by half, rounding down.
Each additional round of the miracle reduces damage inflicted by the geyser by -1d. The
miracle lasts for 1d6 rounds.
26-27 In addition to the result from 24-25, the geysers erupt within 200’ of the revelator and
damage is increased to 8d8. The miracle lasts 1d7 rounds.
28-33 In addition to the result from 26-27, three geysers erupt within 300’ of the revelator and
damage is increased to 10d8. The miracle lasts 1d8 rounds.
34-35 In addition to the result from 28-33, the revelator gains the ability to momentarily take the
form of water and reforms anywhere within 300’ of the geyser, acting much like a teleport
410
GRAVE WALK
Level: 4 Range: Varies Duration: Varies Casting Time: Varies Save: N/A
General: The revelator's close bond with the resting places of the dead allows them to physically travel
from one burial site to another. For the miracle to work there must be at least one grave that holds the
remains of someone that once followed the same religion as that of the revelator. Too much use of the
miracle often calls the soul of the grave owner back to come calling on the priest.
Manifestation: Roll 1d4: (1) the revelator spirals down into the earth vanishing from the area; (2)
the ground parts, revealing a set of earthen steps leading into an unnatural shadow—the revelator
vanishes once walking into the darkness; (3) an arm breaks the surface of the grave, reaching for
the revelator—once the priest takes the shriveled hand they are transported away; (4) the revelator
crumbles into a pile of grave soil, joining the existing earth of the grave and reforms at the new
location.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-17 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
411
412
General: The revelator reaches deep within their soul, pulling and channeling inner faith to the
surface in a way that fortifies the body. The miracle grants the priest the ability to resist wounds
inflicted by those that would see them put in the ground permanently.
Manifestation: Roll 1d4: (1) the revelator bursts into flames which causes no harm but serves to absorb
damaging attacks; (2) the revelator’s form is shrouded in a swirling mist that forms into a shield that
intercepts attacks targeting the priest; (3) crackling energy covers the revelator like a second skin,
causing the hair of friends and foes within 10’ to stand on end; (4) the revelator’s body begins to fade in
and out of reality.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-17 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
18-19 Bladed weapons have a harder time penetrating the revelator’s skin and bullets seem to
merely graze the holy warrior. For the duration of the miracle, all successful mundane attacks
against the revelator have their damage rolls reduced by -1d (to a minimum of 1 point). The
miracle lasts 1d6+CL rounds.
20-23 In addition to the result from 18-19, the revelator gains damage resistance to magical spells
and weapons as well (-1d to any damage rolls to a minimum of 1 point). The miracle lasts
1d8+CL rounds.
24-25 The revelator’s skin shines with a golden glow from every pore as their skin hardens in
preparation for battle. In addition to mundane and magical damage rolls suffering a -1d
penalty (to a minimum of 1 point), the revelator also gains a +1d to all Stamina-related rolls
and Fortitude saves. The miracle lasts 1d10+CL rounds.
26-27 In addition to the result from 24-25, the revelator gains a temporary bonus of 1d8 hit points.
Bonus hit points can take the revelator’s starting total over the normal maximum and last
until reduced by damage or the miracle ends. The miracle lasts 1d12+CL rounds.
28-33 The revelator takes on the appearance of something otherworldly and divine as their skin
cracks and reveals a radiance beneath. The revelator not only reduces any type of physical
or magical damage rolls by -1d (to a minimum of 1 point of damage), but they also gain a
temporary bonus of 2d8 hit points. Bonus hit points can take the revelator’s starting total
over the normal maximum and remain until reduced by damage or the miracle ends. The
revelator also gains a +1d modifier to any Stamina-related rolls and Fortitude saves. Finally,
the revelator has no need to breathe, making them immune to attacks requiring inhalation to
do damage (drowning, poisonous gas, etc.). The miracle lasts 1 turn.
34-35 In addition to the result from 28-33, the revelator gains 3d8 temporary hit points and gains
the ability to regenerate 1hp per round. The miracle now lasts 1 turn.
413
MIRACULOUS GROWTH
Level: 4 Range: Varies Duration: Varies Casting Time: 1 round Save: Will
General: The revelator reads aloud a passage mentioning the ancient Nephilim (giants that existed
in ages past) and channels divinity to imbue affected targets with growth of biblical proportion.
Note: Targets enlarged in enclosed spaces will take 1d12 damage (from bursting through or being
compressed) for each 1’ of wood, 1’ of loose dirt, or 6” of stone or brick that surrounds them.
Manifestation: Roll 1d6: (1) target is suffused by a beam of sunlight or moonlight that grows in
brilliance and sinks into the target, leaving its internal structure glowing with an inner fire as they
distort and expand in size; (2) target is surrounded by the image of a towering, dark, winged being
and grows in size to match the image; (3) target is surrounded by a dust-devil that quickly disappears
as it incorporates into the new, grossly enlarged form; (4) as the target levitates into the air, a bolt of
lightning spears down from the sky, pinning it in place as it gains size and substance; (5) the earth
below the target is scooped away as it flows into the target, leaving behind a giant clay version of the
target within a newly formed crater; (6) a flock of birds/insects rushes out of the caster’s outstretched
hands and swirls around the target, melding into it as it swells in size.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-17 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
18-19 The revelator may target any non-living object or objects within a 5’ radius of a single point
up to 50’ away. The target objects will expand in size to 5d4 times normal (eg. a 6’ door may
become up to 120’ tall or a 1’ tall statue will grow to be 5’ to 20’ tall). The miracle lasts for
1d8+CL turns.
20-23 The target increases in size to that of a proverbial giant bestriding the earth, becoming 15’-20’
tall and proportionately heavy. Clothing and other worn items enlarge with the expanded
size, though firearms do not remain functional. The target gains the powers of a normal giant
for the next 1d8+CL rounds, as well as gaining an additional temporary 6d10 hp which lasts
until reduced by damage or the miracle ends.
414
415
General: The priest becomes the focus for the miracle as a rainbow breaks the clouds, finds the true-
believers, and bathes them in prismatic rays which helps allies and hinders foes.
Manifestation: Roll 1d4: (1) a small cloudburst showers the area with warm droplets of rain before a
colorful rainbow breaks from the clouds; (2) the body of the revelator is lifted into the air and bathed
in a divine glow as clouds part to allow a rainbow to strike the willing servant; (3) angelic figures soar
through the sky with a colorful rainbow following closely on their heels as they briefly circle the
revelator, the rainbow bathing them in the warmth of divine love; (4) a warm rain begins to fall in a
one-mile radius as the sun breaks through the clouds, and a rainbow manifests and reaches down to
the revelator.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-17 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
18-19 The revelator becomes a focal point for a rainbow. One color of the rainbow may be chosen
to manifest one of the following effects upon 1d3 targets (allies or foes) within line of sight.
The miracle lasts 1d4 rounds.
Red: Chosen targets immediately feel the flames of divine fire. Targets suffer 1d6 damage in
addition to a 50% chance of catching fire and suffering continual fire damage until the flames
are extinguished. Targets must pass a Reflex save vs. a DC equal to the total of the Miracle
check result to halve the suffered damage.
Orange: Chosen allies find themselves graced by the divine as they’re bathed in healing light.
Each affected target is instantly healed of 1 Hit Die of starting hit points as determined by class.
Yellow: Chosen targets are blinded by the golden ray of the rainbow unless a Reflex save with
a DC equal to the total of the Miracle check is passed. Blinded targets suffer a -4 to attack and
initiative rolls.
G
reen: Chosen allies find all hunger and thirst removed from their bodies. Additionally, each
target may go an additional 1d4 days without food or water.
Blue: Chosen targets are electrocuted by the electrical charge of a sapphire ray, suffering 1d8
electrical damage. Any living thing touching the affected suffers 1d4 damage. Targets must
pass a Reflex save with a DC equal to the total Miracle check to have damage reduced by half.
Indigo: The warm indigo ray passes over the chosen allies, restoring 1d3 lost ability points.
V
iolet: Chosen targets are bathed in a sickly ray of violet and begin to feel their life force
being sucked away. Targets suffer 1d3 temporary ability-point loss from one physical
Attribute chosen by the revelator. Targets are allowed a Fortitude save with a DC equal to the
total Miracle check to avoid the effect.
20-23 The rainbow strikes the priest before reflecting onto 1d4 targets within sight. The miracle
lasts for 1d5 rounds.
416
417
418
419
420
General: The revelator forces their will on un-dead in their presence or remotely with higher degrees
of success. While in possession of the creature, the revelator takes control much like a puppet, gaining
access to all the abilities of the target creature. Note that while the revelator uses scent of death they are
effectively helpless from the trance-like state needed to retain control of the creature. Attacking the
revelator automatically awakens them effectively ending the miracle.
Manifestation: Roll 1d4: (1) the body of the revelator assumes the features of the creature possessed;
(2) wisps of ethereal vapors pour from the eyes, mouth, and ears of the revelator; (3) the scent of death
fills the immediate area of the revelator; (4) the revelator’s pores emanate wisps of violet-colored mist.
The mist is funneled directly from the deepest part of the spirit world—chilling the room and setting
nerves on end.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-17 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
18-19 The revelator targets one un-dead creature of 3 HD or less, forcing the creature to make
an immediate Willpower save with a DC equal to the total of the Miracle check. Failure
temporarily kicks the essence out of the creature’s body, sending it into the Far of the spirit
world, while the revelator assumes control of the creature’s body. While in possession, the
revelator can no longer perform any class-related abilities but gains access to all senses,
abilities, and communicative skills of the creature. At the end of the miracle, the creature
spirit returns to its body and must immediately pass a DC 12 Fortitude save to avoid suffering
1d6+CL fire damage as being temporarily filled with the divine causes the creature to burst
into flames. The miracle lasts for 1d8 rounds.
20-23 In addition to the result from 18-19, the revelator may target one un-dead creature of 5 HD
or less, and at the end of the miracle, the creature returns to its body and must immediately
pass a DC 12 Fortitude save to avoid suffering 2d6+CL fire damage as being temporarily filled
with the divine causes the creature to burst into flames. The miracle lasts for 1d10 rounds.
24-25 In addition to the result from 20-23, one un-dead creature of up to 6 HD can be affected or
two creatures totaling 6 HD or less can be possessed. The miracle lasts 1 turn.
26-27 The revelator may target one un-dead creature of up to 7 HD or any number of un-dead
creatures totaling 7 HD or less. The creatures must immediately pass a Willpower save with a
DC equal to the total of the Miracle check. Failure temporarily kicks the tainted essence out
of the creature’s body and into the Far while the revelator assumes control of the body. While
in possession, the revelator can no longer perform any class-related abilities but gains access
to all senses, abilities, and communicative skills of the creatures. At the end of the miracle,
creatures return to their bodies and must immediately pass a DC 16 Fortitude save to avoid
suffering 4d6+CL fire damage as being temporarily filled with the divine causes the creature
to burst into flames. The miracle lasts for 1d4 turns.
421
General: The revelator utters one of their favorite passages and fuels it with their inner faith. The
resulting scripture drops the temperature and parts the clouds as the sky grows gray, giving way to
holy hailstones that assail sinners chosen by the revelator.
Manifestation: Roll 1d4: (1) the revelator’s body begins to emit a low-hanging fog which obscures the
ground within the area of effect; (2) a thin sheen of frost covers the revelators body; (3) the ambient
temperature drops precipitously within the affected area as winds increase; (4) the revelator’s eyes frost
over and their chilled breath leaves wisps of smoke.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-17 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
422
423
WOEFUL WINDS
Level: 4 Range: Varies Duration: Varies Casting Time: 1 action Save: Varies
General: The revelator momentarily opens a portal to Hell, unleashing a host of damned spirits
into the area so that the living can witness the wages of sin. The spirits fill the area with moans and
screams, crying for forgiveness or lashing out in rage.
Manifestation: Roll 1d4: (1) the revelator touches the ground, causing it to crack in a burst of hellish
flames, calling the host of spirits to the surface; (2) the revelator vomits forth a swarm of spirits which
claw and fight to get out and into the world; (3) all color drains from the world around the revelator,
leaving only the shades of gray typical of the spirit world’s landscape; (4) the revelator opens the Good
Book to a passage relating to the devil, the spirit host pours from the pages as the revelator quotes the
scripture.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-17 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
18-21 The summoned spirit host fills a 30’ area centered on the revelator and attacks the enemies
of the holy warrior in an attempt to gain redemption. Each enemy within the area of effect
suffers 2d8+CL in damage as spirits momentarily manifest, biting and clawing the selected
targets. The miracle lasts 1d6 rounds.
22-23 The summoned spirit host fills a 50’ area centered on the revelator and attacks the enemies
of the holy warrior in an attempt to gain redemption. Each enemy within the area of effect
suffers 3d8+CL in damage as spirits manifest, biting and clawing the selected targets. All
movement within the area of effect is reduced by 10’. The miracle lasts 1d8 rounds.
24-25 In addition to the result from 22-23, each enemy successfully attacked is lifted off the ground
and thrown. Affected targets must immediately pass a DC 12 Reflex save to remain standing.
Failing the save results in the target being thrown 1d10’ for an additional 1d6 damage, landing
prone. The miracle lasts 1d10 rounds.
26-27 The summoned spirit host fills a 100’ area centered on the revelator and attacks the enemies
of the holy warrior in an attempt to gain redemption. Each enemy within the area of effect
suffers 3d8+CL in damage as spirits manifest, biting and clawing the selected targets. All
movement within the area of effect is halved, and enemies successfully attacked are lifted off
the ground and thrown. Affected targets must pass a DC 12 Reflex save to remain standing.
Failing the save results in the target being thrown 2d10’ for an additional 1d6 damage per 10’
thrown, landing prone. The miracle lasts 1d12 rounds.
424
425
General: The revelator dives into end-time related scripture, using the fires of their inner faith to
summon the aspects of the Four Horsemen of the Apocalypse. Note that all Horsemen of the Apocalypse
are immune to all attacks except banishing magic. Each Horseman has a base +5 to all saves.
Manifestation: Roll 1d4: (1) the sky grows dark, as a thick fog rises from the earth; (2) an unseasonably
hot (or cold) wind blows through the area; (3) a crimson rain begins to fall from the sky, bearing an
ominous portent to the coming event; (4) the sky goes black and starless, giving welcome to a severe
storm, as the summoned agents of the Apocalypse riding down from the clouds.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-19 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
20-21 A pale-white, emaciated horseman wrapped in flowing, tattered robes sitting atop a
malnourished horse appears. The horseman vomits forth a mist consisting of disease and
sickness. Up to 1d6 targets chosen by the revelator suffer an immediate 2d12+CL damage.
Targets must pass a Fortitude save with a DC 16 or suffer 1d4 in Stamina damage each round
until the save can be passed or magical healing is administered. Targets reduced to 0 Stamina
die of rapid starvation. The miracle lasts for 1d6+CL rounds.
22-25 A horseman appears in the sky, shrouded by a swarm of ravenous locusts. The harbinger
of pestilence makes a pass, vomiting a cloud of flies, wasps, and locusts covering a 20’ area.
The swarm attacks all within the area, friends and foes alike. Targets suffer 3d12+CL damage
each round they remain in the area of effect, in addition to 1d4 Stamina damage each round,
representing the thousands of bites and stings overwhelming the targets. Those reaching
0 Stamina are dead, their flesh picked clean to the bone (no chance to roll the body). The
miracle lasts 1d8+CL rounds.
26-27 Lightning parts the sky for a masculine male atop a snorting warhorse. He brandishes a
pair of large shooting irons and wears an eye patch. His voice bellows commands to the
massive warhorse he rides down from the heavens. The rider gives pause as he surveys the
battlefield and produces a blood-stained war horn carved from ivory. The horseman blows
the instrument, inciting a rage in the revelator and their allies. All affected receive a +4 bonus
to attack and damage rolls. Additionally, their critical-hit threshold improves by one (in most
cases a 19-20) and they are granted a bonus 3d8 hit points that last until reduced by damage
or the miracle ends. Should the battlefield be wiped clean of enemies, each ally (including the
revelator) must pass a DC 15 Willpower save to snap out of the blood rage—else attack the
nearest ally. The miracle lasts for 1d10+CL rounds.
28-29 The world seems to turn into a collage of black and gray, colored by a freakish black sun
rimmed in blood. A deep, rumbling groan of thunder pierces the sky as a black cloaked
426
BONE TO DUST
Level: 5 Range: Varies Duration: Varies Casting Time: 1 action Save: Varies
General: The revelator shouts wrathful scriptures at the sinful with such force that the targets feel
physical pain from the thunderous sermon. Note that allies and those not chosen as targets for the
miracle hear the sermon of the revelator in normal vocal ranges.
Manifestation: Roll 1d4: (1) the revelator breathes fire as they shout their sermon; (2) the voice of the
revelator sounds different to each person witnessing the miracle, each hearing it as someone they’ve
wronged at some point in life; (3) all glass objects within 20’ of the revelator shatter; (4) all animals
(domestic and wild) within 100’ immediately flee the area.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-19 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
20-21 The words of the revelator bellow with deafening thunder, affecting all enemies within 60’.
Their voice is so loud that no communication between the targets is possible in the area
while the miracle is in effect. Spell casting suffers a -2 penalty, and creatures considered to
walk the Path of the Damned suffer 2d5+CL damage from concussive forces battering their
427
428
General: The revelator blesses the recipients of the miracle, removing any lingering stain on their
souls and eliminating misfortunes plaguing them. Those who walk the Path of The Damned must
make a successful Willpower save vs. a DC equal to the total of the Miracle check in order to receive
the blessing available to them—while those who walk the Path of the Righteous or Walk the Line need
do nothing. This miracle affects all allies of the revelator and has no effects on enemies. The revelator
may choose a lesser effect than the level achieved if they so choose.
Manifestation: Roll 1d4: (1) the revelator’s forearms and hands glow with a bluish-white light which
arcs to the intended allies; (2) allies begin to excrete a brackish, ebony ooze from their pores which
pours out onto the ground around them; (3) divine Enochian sigils begin to appear all over the allies
bodies, blazing with violet flames; (4) the allies bodies melt into the ground, reforming within 1 round
fully reconstituted, without any physical scarring.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-19 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
20-21 Chosen allies are bathed in otherworldly light and feel the true warmth and serenity of
the divine. Each feels themselves shed of past sin and guilt and are renewed with a strong
affirmation in a higher power that keeps a constant vigil over those who avoid the Path of
The Damned. Any chosen allies within 30’ lose one Hex token currently held and ignore the
first critical fail effect achieved within the next 24 hours. Additionally, all Grit checks are
made with a +1d modifier for that time.
22-25 In addition to the result from 20-21, chosen allies within 60’ lose up to two Hex tokens
currently held, and all Grit checks are made with a +2d modifier for the next 24 hours.
26-27 The revelator raises their hands high to the sky and calls down a chorus of angels as time is
seemingly locked in place. Each angel turns their soothing song to a chosen ally within 100’,
instantly removing up to three Hex tokens. Chosen allies may choose to ignore their next
critical miss and gain a +2d modifier to Grit checks for the next 24 hours. Additionally, each
ally is granted one Boon to be used within the next 24 hours.
28-29 In addition to the result from 26-27, any chosen allies within 200’ lose up to four Hex tokens
currently held and ignore the next two critical fail effects achieved within the next 24 hours.
Additionally, lost Grit points are restored and each chosen ally gains two Boons to be used
within the next 24 hours.
30-35 The revelator raises their hands high to the sky and calls down a chorus of angels as time
is seemingly locked in place. Each angel turns their soothing song to a chosen ally within
300’, instantly removing up to five Hex Tokens. Chosen allies may choose to ignore their
next three critical miss results and gain a +2d modifier to Grit checks for the next 24 hours
in addition to having all lost Grit points instantly restored. Additionally, each ally is granted
three Boons to be used within the next 24 hours.
429
HANKERING
Level: 5 Range: Self or more Duration: Permanent Casting Time: 1 turn Save: N/A
General: Caster can call upon the power of the divine to manipulate reality as desired. The revelator
phrases something for which they have a wish and the divine powers fulfill it . . . possibly…maybe…
well, sort of. This wish, even though it is one of the most powerful of divine miracles, has its limits.
First, it must invoke no more than a single effect and the judge is encouraged to be literal-minded with
the results based on the phrasing of the wish. Secondly, if the wish would affect another creature, the
creature always receives a Willpower save vs. a DC equal to the Miracle check. Thirdly, the hankering
result must not conflict with the powers that be and must not be considered a sinful use of the divine
power (judge’s discretion); if it is, the revelator suffers automatic disapproval—regardless of their
Miracle check result and must roll 5d4 modified by any Luck modifiers on the Atonement chart.
Fourthly, the revelator must expend some of their own life force to engage divinity when granting this
effect; the amount of Stamina burned to fuel the effects increases with each higher level of the miracle
achieved. If Stamina reaches 0 or less, the revelator falls unconscious for 24 hours before waking
with 1 Stamina. Finally, longer rituals entailing longer performing times may be appropriate for more
powerful hankering level effects (judge’s discretion). Hankering may not be dispelled or countered.
Manifestation: Roll 1d4: (1) the revelator generates an imposing presence as their god’s will is brought
to bear, causing all conflict to pause for 1 round while divine will is made manifest in their chosen
servant; (2) the revelator begins to shake violently and speak in Enochian as the power of their god
courses through them; (3) the revelator levitates off the ground 10’, growing golden wings and a halo,
and surveys the scene through eyes glowing with warmth and love; (4) the caster sacrifices something
of great value in service to their request to the divine—the object transforms into a glowing orb which
floats away from the caster and disappears and may not be recreated by the caster via the effects of
hankering.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-19 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
430
431
432
General: The revelator manifests the full wrath of the higher power as hordes of disease-carrying
creatures swarm the area, slithering, crawling, or flying their way to those deemed unworthy of life on
earth.
Manifestation: Roll 1d4: (1) a tremor deep within the earth rocks the ground, and all within 100' are
knocked prone as a yawning pit opens up and gives birth to the summoned vermin; (2) clouds break as
the sky darkens and pours down a hard rain of creatures with gnashing teeth and stingers; (3) the priest
retches and heaves as a gout of swarming death is vomited forth; (4) a giant creature tears through a
hole in reality, only to burst into thousands of miniature versions of itself which swarm the area.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-19 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
20-21 A plague of locusts appears and swarms an area of 50’ centered upon the revelator. The
locusts disorient and blind as they swarm and bite 1d6 opponents in the area of effect. Any
ranged attack (including from the revelator) suffers a -2 penalty. Targeted opponents suffer
1d10 damage each round and must immediately pass a Fortitude save vs. a DC equal to the
Miracle check or succumb to a rotting plague. Should the initial save be passed, the target
will no longer be required to save (but continues to suffer biting damage). Failure means
losing 1d4 temporary Stamina points as the target begins to rot from the inside out. Each
additional day of affliction requires another Fortitude save against the same DC, with failure
resulting in an additional 1d4 points of Stamina being lost. Targets losing all Stamina bleed
out from every orifice as their organs liquify. Only magical healing will remove the plague—
which requires a result that heals 3 HD or more. The miracle lasts for 1d5 rounds.
22-25 A ravening horde of diseased rats manifest in a 50’ area centered upon the priest and attack
1d7 opponents, chosen by the priest. With gnashing teeth and gleaming eyes the rats crawl
and overwhelm their quarry, biting and chittering with glee. Targets suffer 1d10 damage and
must immediately pass a Fortitude save versus a DC matching the total result of the Miracle
check to avoid contracting a deadly fever. Should the initial save be a success, no additional
saves are required; however, targets will still be subject to bite damage each round. Targets
failing the save immediately suffer 1d4 temporary points of Intelligence loss. Each additional
day requires another Fortitude save to avoid slipping further into madness and losing an
additional 1d4 Intelligence points. Only magical healing will remove the plague—which
requires a result that heals 3 HD or more. Targets reaching zero Intelligence become drooling
madmen, lost forever to the fever that claimed them. While the miracle is in effect, anyone
moving in the area of effect must pass a DC 12 Reflex save to avoid slipping and falling prone,
as a pack of rats have found their way under the feet (the revelator is immune to this effect)
of the unfortunate. The miracle lasts for 1d6 rounds.
26-27 Thick clouds of stinging flies block out the sky inside a 50’ area centered upon the priest,
attacking 1d8 targets chosen by the summoner. Anyone caught in the area other than the
433
434
RAPTURE
Level: 5 Range: Varies Duration: Permanent Casting Time: 1 action Save: Varies
General: The revelator establishes a direct link to a higher power, funneling pure spiritual energy
into their efforts to heal those who have been injured in either body or spirit. Such power, coming
from a divine source, must be used on those worthy of such healing. Those who walk the Path of The
Damned, have spellburned in dealings with false gods, who have corruption, and tommyknockers
find themselves unable to benefit from the full effects of the healing power—if at all. See below for
additional effects; all effects below that apply are cumulative!
• The Path of The Damned - Chosen allies must pass a Willpower check vs. a DC equal to the
total Miracle check to receive any benefits from the miracle. Healing effects targeting hit
points or ability scores are successful but effects are halved (to a minimum of 1). No additional
healing effects from the miracle are possible.
• Major Corruption - Chosen allies must pass a Willpower saving throw vs. a DC equal to
the Miracle check to receive any benefits from the miracle. Healing effects targeting hit points
or ability scores are successful. The chosen receives the benefits of up to two other effects from
the miracle, as chosen by the revelator.
435
Manifestation: Roll 1d4: (1) bright pearlescent light emanates in a halo around the revelator, bathing
the area in radiant light; (2) the revelator’s eyes begin to glow with a sky-blue tinted light as a strange
rumble comes from the sky above; (3) the revelator’s hands become the source for divine fires of
healing; (4) all targets exhibit a pearlescent glow as the effects of the miracle take hold.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-19 F
ailure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
20-21 The revelator restores 2d6+CL hit points and 1d8 points of non-permanent ability score drain
(Strength, Stamina, Agility, Intelligence, and Personality) and removes any mundane poison
effects from a single target. If this healing is associated with an injury, that injury is also
healed; injured or severed limbs are restored, provided the original severed body parts are
available to be reattached. Hit points and ability points restored cannot exceed the target’s
original maximums. The miracle lasts 1 round.
22-25 The revelator restores 3d6+CL hit points and 1d10 points of ability score drain (Strength,
Stamina, Agility, Intelligence, and Personality—even if permanent in nature), 1d6 Grit points,
and removes any mundane poison and disease effects from up to 1d3 allies within a 30’ range.
If this healing is associated with an injury, that injury is also healed; injured or severed limbs
are restored, provided the original severed body parts are available to be reattached. Hit
points and ability points restored cannot exceed the target’s original maximums. The miracle
lasts 1 round.
26-27 The revelator restores all hit points and points of ability score drain (Strength, Stamina,
Agility, Intelligence, and Personality—even if permanent in nature), 1d6 Grit points, and
removes any mundane or supernatural poison and disease effects from up to 1d6 allies within
a 60’ range. If this healing is associated with an injury, that injury is also healed; injured or
severed limbs are restored to function, and severed body parts regrow and do not need to be
available to be reattached. Hit points and ability points restored cannot exceed the target’s
original maximums. The miracle lasts 1 round.
28-29 The revelator restores all hit points, points of ability score drain (Strength, Stamina, Agility,
Intelligence, and Personality—even if permanent in nature), all Grit points, and removes any
mundane or supernatural poison and disease effects from all targets within visual range. If
this healing is associated with an injury, that injury is also healed; injured or severed limbs
are restored to function, and severed body parts regrow and do not need to be available
to be reattached. Hit points and ability points restored cannot exceed the target’s original
maximums. Additionally, targets receive 1d8+CL temporary hit points.
436
REBUKE
Level: 5 Range: Varies Duration: Varies Casting Time: 1 action Save: Varies
General: The revelator taps directly into their inner faith, momentarily weakening the barrier between
the land of the living and the dead, allowing the revelator the ability to send un-dead creatures back to
the maelstrom that first gave them their spark of “un-life.”
Manifestation: Roll 1d4: (1) a swirling miasma of glowing purplescent energies manifest, killing
all natural sources of light for the duration of the miracle; (2) the body of the revelator becomes
transparent, allowing all to see the golden glow of their skeleton, temporarily blinding all un-dead
types for one round; (3) the immediate area around the revelator loses all color and is instead replaced
by the varying shades of gray found in the spirit world; (4) a portal opens in front of the revelator,
revealing the vast ever-swirling maelstrom of negative energy serving to give un-life to the creatures
that prey upon man—creatures walking the Path of The Damned are temporarily stunned for 1 round
as they stand mesmerized by the beauty of their creator.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-19 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
437
438
General: The revelator opens themselves up wholly to the divine, channeling the full healing nature
of their savior. The results of the undertaking range from lost limbs regrowing all the way to the dead
reforming and taking breath as well as banishing beings that are not on their home plane of existence
with higher results.
Manifestation: Roll 1d4: (1) the chosen ally feels their wounds opening up, bubbling and shuddering
as the healing act begins; (2) the chosen ally’s skin around the wound becomes transparent, visibly
showing the regenerative process occurring; (3) the revelator’s hands glow with unearthly light as they
touch the affected wound; (4) the revelator and chosen allies’ bodies exhibit a synchronous, pulsating,
golden glow around their bodies.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-19 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
20-21 The caster touches one ally (which may be themselves) and they begin to regenerate damage
and heal at an accelerated rate. The recipient of the healing recovers 1 point of damage at
the end of each round as their body knits itself back together rapidly. This will not heal
or regenerate a target who is dead at the time of administration, and regeneration of any
damage from magic-based attacks will not heal. By the end of the miracle, the ally will regrow
one missing limb. Miracle lasts 1d10 rounds.
22-25 In addition to the result from 20-21, the regeneration increases to 2 points of damage
439
RISING SUN
Level: 5 Range: Varies Duration: Varies Casting Time: 1 action Save: Fort
General: The revelator calls forth a pure radiance within the area of effect, bathing it in the purest
sunlight. The air also smells of the freshness of a bright spring morning. Targets who walk the Path of
The Damned and unnatural NPC creatures (un-dead, demons, supernatural entities), creatures with
greater corruption, and tommyknockers are all affected. See below for additional effects and their
ability to save.
• Unnatural NPC creatures (un-dead, demons, supernatural entities): Targets must pass a Fortitude
save vs. a DC equal to the Miracle check; they suffer half damage on a save but suffer all other
effects unless they are allied to the priest and are spared the additional negative effects but do
440
Manifestation: Roll 1d4: (1) the ground cracks open, and sunlight pours from the rent earth, bathing
the area in a holy light; (2) the revelator’s body explodes into motes of light, blazing forth a divine
radiance which persists in the area as their body reforms at the end of the round once the miracle’s
effects occur; (3) the revelator’s holy symbol blazes forth radiant light; (4) the unnatural creatures are
encircled by a luminous glow which stays with them for the duration.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-19 F
ailure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
20-21 Divine light and the aroma of a spring day bathe a 50’ radius centered on the revelator,
ignoring all cover as it permeates through into the smallest crevices. Un-dead, demons,
creatures not native to the earth, and those walking the Path of The Damned within the
affected area suffer 1d7 damage per caster level per round they are exposed. The miracle lasts
1d6 rounds.
22-25 The revelator causes a giant glowing gate to appear; opening it allows the light of Heaven
to permeate all things within 100’. Un-dead, demons, creatures not native to the earth, and
those walking the Path of The Damned within the affected area suffer 1d8 damage per CL
unless a save is passed to reduce damage by half each round they are exposed. In addition to
the effects of the light, affected creatures must immediately pass a DC 18 Grit check or suffer
the effects of fear and madness from coming face to face with proof of their damnation. The
miracle lasts 1d8 rounds.
26-27 In addition to the result from 22-25, The revelator increases the damage inflicted to 1d10 per
CL each round and targets have a 50% of catching fire. Targets on fire must use their next full
action to extinguish the flames. Affected targets must pass a save to reduce damage by half
each round including the first. The DC for Grit checks increases to 20. The miracle lasts for
1d10 rounds.
28-29 The revelator reaches high to the sun and pulls down a 200’ radius (centered upon the
revelator) ray of cleansing heat to earth, bathing those on the Path of the Righteous with
healing warmth, while un-dead, demons, creatures not native to the earth, and those walking
the Path of The Damned within the affected area suffer 1d14 damage per caster level each
round from the searing heat. Affected targets must save to reduce damage by half each round
441
SUMMON ELEMENTAL
Level: 5 Range: 100' Duration: Varies Casting Time: Varies Save: N/A
General: The revelator can summon elemental spirits from the very elements around them (much like
the ancient faiths which created such fantastic creatures as golems). The summoning time is equal to
a number of rounds equal to half the elemental’s HD minus the CL of the summoning revelator (to a
minimum 1 round). These elemental creatures are extraplanar in origin, but due to the divine nature
of the summoning, they cannot be controlled by those other than the caster and become free-willed
after being summoned if the priest can not command them. They can be banished back to their home
plane. The revelator need not have direct access to base materials at hand related to the elemental
force being summoned. Statistics and details on elementals may be found below:
All elementals summoned by the revelator share these traits:
• As extraplanar creatures, they are impervious to normal attacks. They can only be wounded by
magic weapons, spells, other extraplanar denizens, or creatures with naturally magical attacks
(including paralysis, sleep, poison, acid, breath weapon, etc.). Creatures of at least 4 HD are
442
443
Manifestation: Manifestation (effects depend on the nature of the elemental summoned): Roll 1d4:
(1) a 60’ area is beset by brisk breezes, dust devils, increased temperature, or high levels of humidity;
(2) the revelator’s body is surrounded by a nimbus of whirling flames, pebbles, tornadic vortexes, or
seaspray; (3) a portal opens behind the revelator, spewing forth raw elemental energies (fire, water,
earth, or air); (4) the revelator’s body temporarily turns into the raw elemental material from which
they are summoning the extraplanar entity, returning to normal once the summoning is complete.
1
Fall from grace! Roll on the Atonement chart. Additionally, increase the revelator’s fall from
grace threshold by +1.
2-19 Failure. Potential fall from grace if the roll is at or below the current fall from grace threshold.
Increase the revelator's fall from grace threshold by +1.
20-21 The revelator beseeches their deity for the power to bring forth a single 8 HD elemental of
their choice. It can take the shape of whatever the revelator wishes, as long as its total size is
man-sized or smaller. The elemental obeys the revelator’s commands for a number of rounds
equal to CL before being summoned back to its home elemental plane.
22-25 The revelator beseeches their deity for the power to bring forth up to two 8 HD elementals of
their choice; they may be of different types if so desired. They can take the shape of whatever
the revelator wishes, as long as their total size is man-sized or smaller. The elementals obey
the revelator’s commands for a number of rounds equal to 5+CL before being summoned
back to their home elemental plane.
26-27 The revelator beseeches their deity for the power to bring forth a single 12 HD elemental of
their choice. It can take the shape of whatever the revelator wishes, as long as its total size is
man-sized or smaller. The elemental obeys the revelator’s commands for 1 turn before being
summoned back to its home elemental plane.
28-29 The revelator beseeches their deity for the power to bring forth up to 1d3 12 HD elementals of
their choice; they may be of different types if so desired. They can take the shape of whatever
the revelator wishes, as long as their total size is man-sized or smaller. The elementals obey
444
445
General: A greasy mixture of ectoplasmic residue is pulled directly from the spirit world, offering
many uses.
Manifestation: Roll 1d4: (1) a swirling portal opens to the spirit world as a stream of glowing “grease”
is channeled by the caster; (2) the caster’s skin momentarily melts off their bones, forming the mass of
ghostly grease; (3) a ghostly spirit steps through a temporary rip in reality only to be shot by a pursuant
on the other side (the shot causes the spirit to burst into the greasy mass forming the spell); (4) the
caster’s palms grow two mouths that vomit the material essence of the spell.
Corruption: Roll 1d10 modified by Luck: (0-1) the caster’s palms always seemed to be greasy, resulting
in an object falling out of their hands anytime a natural 2 is rolled during a physical action; (2-3) caster
finds residue constantly oozing from their pores—if left unchecked, the caster’s entire body is covered
in a ghostly grease within eight hours (as a result of the corruption, the caster always looks unwashed
and oily, suffering -1d to all social based rolls—in addition, caster gains a +6 bonus vs. all grapple
checks); (4-5) caster constantly finds their eyes glazing over with a greasy film and gains the ability to
see into the Near of the spirit world, while normal vision is halved; (6-7) caster leaves a trail (much like
a snail leaves) when walking by foot (wearing shoes does not prevent the effect, and all attempts to
track the caster gain +6); (8-9) caster develops a feint glow to their skin only noticeable in darkness and
shadow (the illumination matches the strength of a torch, possibly attracting unwanted attention and
spoiling any stealth related rolls); (10+) the caster’s face becomes disfigured and resembles constantly
roiling grease with their eyes and mouth changing places before righting themselves (the effect
disturbs all who gaze upon the caster, making all social based rolls near impossible with a -3d penalty—
animals will not allow the caster to approach, and infants scream uncontrollably—yeah, yer pretty
damn ugly!).
Misfire: Roll 1d4: (1) one ally is randomly coated in grease—making any physical actions nearly
impossible (the affected ally suffers a -2d penalty to any physical-based rolls and drops anything held
on a natural d20 roll of 1-3); (2) a 10’ radius of grease forms at the feet of the caster, making movement
impossible (caster must crawl from the spot and pass a DC 15 Reflex save to stand on their feet); (3)
the caster feels their lungs filling up with the substance and must pass a DC 12 Fortitude save to avoid
temporary Stamina damage from drowning (1d4 damage each round until the save is passed); (4) 1d6
allies trip from the small areas of ghostly grease forming under their boots (those affected must spend
their next action getting up by passing a DC 12 Reflex save or remain prone).
1 ost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1-2)
L
corruption; (3+) misfire.
446
BRANDING IRON
Level: 1 Range: Touch Duration: Special Casting Time: 1 action Save: Special
General: Originally copied from the tattered pages of H. P. Snodbottom’s Prairie Home Survival Guide,
this incantation allows an occultist to create a potent magical tool that can be used as a weapon.
Creating the branding iron requires $50 in arcane materials and a half-hour ritual that involves heating
the brand and committing 2 points of spellburn (taken from Stamina) as they plunge the red-hot
brand onto exposed skin. One of these points of spellburn will heal normally, but the other is lost
447
Manifestation: Roll 1d6: (1) during the ritual to create the branding iron, nothing especially dramatic
appears to happen, but afterwards the occultist finds their mark has been transcribed permanently
upon the earth below the ritual’s location (the symbol is 10’ in diameter and no amount of erosion,
construction, or vegetation will ever successfully hide it from anyone looking for it); (2-5) during the
ritual to create the branding iron, a devil’s hand reaches out from the fire and invites the occultist
to brand its palm—this devil carries the occultist’s mark to the Hall of Records; (6+) during the
ritual to create the branding iron, a small flock of tiny devils swarm out of the fire to take detailed
measurements, and by the end of the ritual they have created a duplicate that can be carried back to
the Hall of Records.
Corruption: Each time this result is achieved, the bungling occultist takes on a physical characteristic
(purely cosmetic) that makes them look more and more like a devil. This imparts a permanent -1 penalty
on all checks to interact with people or animals each time a corruption result is achieved. Roll 1d6: (1) a
twisted horn grows from the caster’s head; (2) one of the caster’s fingers grows extra joints and a thick
448
Misfire: The branding iron burns the hand of its master. Roll 1d4: (0-1) inflicts 1d6 points of fire
damage; (2) inflicts 1d5 points of fire damage; (3) inflicts 1d4 points of fire damage; (4) inflicts 1d3 points
of fire damage.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) major corruption + misfire;
(1-2) corruption, (3+) misfire.
12-13 The occultist awakens the hellfire stored within their branding iron for 1d3 rounds, and on
a successful touch attack, it inflicts fire damage equal to 1d4 + Strength modifier + the iron’s
magical modifier (+1 for every 5 caster levels).
14-17 In addition to the result from 12-13, harm: damage rolls against the recipient inflict 1 extra
point of damage on each die that was rolled. The hellfire is active for 1d3+1 rounds.
18-19 The occultist awakens the hellfire stored within their branding iron for 1d3+1 rounds, and
on a successful touch attack, it inflicts fire damage equal to 1d5 + Strength modifier + the
iron’s magical modifier, and Boon: recipient is granted a +1 modifier to armor class or harm:
recipient gains a -1 pain penalty on attack and damage rolls.
20-23 The occultist awakens the hellfire stored within their branding iron for 2d3+1 rounds, and on
a successful touch attack, it inflicts fire damage equal to 1d6 + Strength modifier + the iron’s
magical modifier, and Boon: recipient is granted a +1 modifier to armor class and all save rolls
or harm: recipient gains a -1 pain penalty on attack, damage, and initiative rolls.
24-27 In addition to the result from 20-23, hellfire lasts 3d3+1 rounds, inflicts 1d8 + Strength
modifier + the iron’s magical modifier, and Boon: recipient is granted a +2 modifier to armor
class and all save rolls or harm: recipient gains a -2 pain penalty to attack, damage, and
initiative rolls.
28-30 The occultist reawakens the hellfire stored within their branding iron for 3d3+2 rounds, and
on a successful touch attack, it inflicts fire damage equal to 1d8 + Strength modifier + the
iron’s magical modifier, and Boon: recipient is granted a damage reduction of 3 points (which
does not apply to magical damage) in addition to a +1 modifier to armor class as well as all
rolls for saves and initiative checks or harm: recipient suffers 1d3 points of Stamina damage
and gains a -2 pain penalty on attack, damage, and initiative rolls.
31-33 In addition to the result from 28-30, hellfire now lasts 4d3 rounds, inflicts 1d10 + Strength
modifier + the iron’s magical modifier, and Boon: recipient is granted a damage reduction of 5
points (which does not apply to magical damage) in addition to a +2 modifier to armor class,
saves, and initiative checks or harm: recipient suffers 1d4 points of Stamina damage and gains
a -3 pain penalty on attack, damage, and initiative rolls.
449
36+ The brand burns brightly with hellfire that lasts for the entire combat scene and
automatically inflicts 2d6+1 + Strength modifier + the iron’s magical modifier in damage upon
the occultist’s target (a touch-attack roll is no longer required as long as the target is within
line of sight), and Boon: recipient is granted a damage reduction of 5 points (which does apply
to magical damage) in addition to a +3 modifier to armor class, saves, and initiative checks or
harm: recipient suffers 1d6 points of Stamina and Intelligence damage and is stunned from
the unbearable pain of the brand for 1d6+1 rounds (only movement actions are possible), as
well as a -3 modifier to all attack, damage, and initiative rolls.
INCOMPREHENSIBLE BABBLING
Level: 1 Range: 50’+10’/CL Duration: Varies Casting Time: 1 round Save: Will
General: This spell confounds speech much like the Lord did to those erecting the Tower of Babel.
Another gem from H.P. Snodbottom’s Prairie Home Survival Guide, this spell can be used on foes that
use language and renders them incapable of understanding or communicating with others to varying
degrees for the duration of the incantation. The spell does not keep other occultists or users of magical
languages from casting their spells or reading from their books. A successful DC 15 Intelligence
check is required to attempt any communications with those affected by the spell. As a small twist,
the magical link in casting this spell creates an understanding between the caster and target and
communications between them are not confounded.
Manifestation: Roll 1d8: (1-7) beams of light shoot from the occultist’s fingers to the target’s throat,
causing them to lose control of their voices; (8) the victim’s tongue splits into 2d12 tentacles that are
not under their control for the duration of the incantation.
Corruption: The occultist is incapable of casting any incantation that has a verbal component for 1d7
days because: Roll 1d8 modified by Luck: (0-1) caster’s tongue splits into 2d12 tentacles that are not
under their control and must make a Willpower save at DC 10 to master these tentacles long enough
to make the casting attempt; (2-3) caster’s mouth seals shut for 1d3 days and no verbalization, eating,
or drinking is possible (1d3 Stamina damage each day without food or water) without self-inflicting a
1d6 damage wound by cutting out a new pie-hole; (4-7) caster is incapable of making anything other
than random animal noises whenever they try to speak for 2d7 days unless they succeed at a DC13
Willpower save (success creates the ability to speak normally and cast spells that require a verbal
component for five minutes); (8+) caster’s normal voice is replaced by a painful, high-pitched squeak
that lasts 1d7 days and is barely audible to humans but irritates dogs and other creatures with sensitive
hearing, provoking an attack if they are within 50’ while the occultist is speaking.
Misfire: Roll 1d4: (1) one ally has their tongue split into 2d12 tentacles that are not under their control
450
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-10
Lost. Failure.
11 If the target of this incantation fails their Willpower save, they are prevented from speaking
in any normal languages for 1d6 rounds; they may still write and understand any languages
that they know.
12-13 If the target fails their Willpower save, they are prevented from speaking in any normal
languages for 1d6 minutes; they can still write and understand any languages that they know.
14-17 If the target fails their Willpower save, they are prevented from speaking in any normal
languages for 10 minutes; they can still write and understand any languages that they know.
18-19 The occultist may select one target for every two levels. Targets who fail their Willpower
saves are prevented from speaking in any normal languages for 1d3 turns; they may still write
with any languages that they know and can still understand the words of others.
20-23 The occultist may select one target per level. Targets who fail their Willpower saves are
prevented from speaking in any normal languages for 1d3+CL turns; they may still write with
any languages that they know and can still understand the words of others.
24-27 The occultist may target 1d3 creatures per level. Targets who fail their Willpower saves are
prevented from writing and speaking in any normal languages for 2d3+CL turns. Victims
cannot understand the words of anyone but the occultist who cast this incantation.
28-29 The occultist may select 2d3+CL targets. Targets who fail their Willpower saves are prevented
from writing and speaking in any normal languages for 2d4+CL hours. Victims cannot
understand the words of anyone but the occultist who cast this incantation.
30-31 The occultist may select 3d3+CL targets. Targets who fail their Willpower saves are prevented
from writing and speaking in any normal languages for 2d4+CL days. Victims cannot
understand the words of anyone but the occultist who cast this incantation.
32+ The occultist may select 4d4 +2 per CL targets. Targets who fail their Willpower saves are
prevented from writing and speaking in any normal languages for 2d4+CL weeks. Victims
cannot understand the words of anyone but the occultist who cast this incantation.
451
General: This incantation prevents the target from sleeping, even if they desperately need the rest.
The occultist can choose any lesser casting result on the results table. Insomnia does have the added
benefit of protecting recipients from other mundane or magical effects that induce sleep (but not
unconsciousness). Most mortal beings suffer gradually increasing levels of impairment based on
how long they have gone without rest. For game purposes, this is set at a -1 penalty to all actions
that applies to the target as soon as they hit 12 hours of being awake, then a cumulative -1 penalty on
all actions for every additional six hours they have gone without normal, natural rest. In addition,
after three days without natural sleep, the target will lose -1 Stamina per day until they can sleep
naturally or they die as their Stamina reaches 0. The incantation’s result may only add a few hours
of enforced wakefulness, but it is the total number of hours the victim has been awake that is tallied
for determining their action penalty. A victim that is knocked out or drugged into unconsciousness
merely resets their insomnia penalty to -1 and 1 point of lost Stamina returns as soon as they regain
consciousness or the drug wears off, assuming there is still effect time left on the insomnia spell.
Manifestation: Roll 1d6: (1) the target feels like their skin is crawling with ants that bite and sting any
time they start to fall asleep; (2) every time the victim starts to fall asleep, an invisible imp or pixie hits
them someplace painful enough to rouse the victim to wakefulness; (3-4) a sad, scraggly parrot appears
upon the target’s shoulder (only the target can see and hear this annoying little pest) and squawks
loudly and sings offensive songs into the victim’s ears, forcing them awake—these parrots cannot be
dislodged, neither can they be slain, nor banished before the incantation has ended; (5) every time the
target start to fall asleep, there is a loud screeching noise similar to the sound of a machine wailing like
an angry injured child that only they can hear; (6) the target hears spirited music that they enjoy that
never gets tiresome or tedious and keeps them going in spite of how tired they are (only the recipients
can hear the music).
Corruption: The first time this corruption result occurs the occultist must succeed at a DC 8
Willpower save every time they try to sleep. The DC increases by 1 each time corruption is rolled.
Failing this save means their sleep is poor and fragmented and does not allow for natural healing or
recuperation; they do not regain lost spells until natural sleep is obtained.
Misfire: Any time this spell misfires, every living thing within 30’ that has a need for sleep must
succeed at a DC12 Willpower save or instantly fall asleep. This is normal and natural sleep and will
disappear as soon as something happens to waken the sleeper (such as taking damage).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-10
Lost. Failure.
11 Failure.
12-13 One target within range must make a Willpower save with a DC equal to the spell check or
they awake from sleep (if asleep) and are prevented from returning to sleep for 1d6 hours. The
target can still be drugged or knocked into unconsciousness via normal means. When casting
452
453
INSTANT CACTUS
Level: 1 Range: Varies Duration: Permanent Casting Time: 1 round Save: Special
General: Through this incantation, an occultist can point to any appropriate patch of dirt within range
and call forth one or more fully grown and mature cacti. The summoned plants are the same with
each casting and are otherwise normal, permanent, and firmly rooted to their location. Shifting or
moving them requires a minimum DC 20 Strength check and the determination to suffer a good deal
of damage and pain. How the manifestation of this new cactus or patch of cacti affects the situation
varies with the ingenuity of the occultist, but in general this incantation can create an instant obstacle
or even a substantial barrier with a powerful manifestation. The ground at the feet of an opponent can
be chosen by the occultist, forcing a Reflex save to avoid damage and painful entanglement. A failed
save inflicts a minimum of 1d4 points of damage + the victim’s Strength modifier. If the victim was
moving at the time of contact, the impact is treated as a fall but without any broken bones. A failed
Reflex save means the victim has become entangled with a cactus; holding still avoids further damage
but immobilizes the victim with the threat of pain and a deep desire to not inflict further damage.
Extrication from the cactus without further damage requires 2d6 rounds, a successful DC15 Reflex
save, and still inflicts a -2 pain penalty on all actions until the victim can receive medical care.
Manifestation: When an occultist learns this spell, roll 1d8 to determine the type of cactus that
manifests each time this spell is cast (roll 1d12+1 to determine its number of limbs): (1) Prickly Pear; (2)
Organ Pipe; (3) Blue Myrtle-cactus; (4) Teddy Bear Cholla; (5) Fishhook Barrel; (6) Ocotillo; (7) Tree
Cholla; (8) Saguaro.
Corruption: A corruption result causes one cactus of the type the occultist normally summons to
sprout between their own feet, no matter what the type of ground they stand upon. The occultist
must succeed at a DC15 Reflex save to avoid minimal damage (1d4) and entanglement with the cactus.
The cactus is also animated, angry, and won’t be satisfied until it has killed or at least severely injured
the fumble-fingered occultist. It will persist until it succeeds at killing its creator or is itself destroyed,
sufficiently impeded, or detained. It draws its nourishment from another dimension, and if it succeeds
at killing its creator, it will go on to become a roaming monster.
Angry Cactus(1): Init +4; Atk wallop +4 melee (1d4+3 piercing); AC 12; hp 3x as much as the caster; MV
30’; Act 2d20; SP blindsight 60’, no need to sleep or eat; SV Fort as the caster, Ref as the caster, Will as
the caster; Path WtL
Misfire: A misfire causes the occultist to incur a permanent -1 penalty to any action roll (including
454
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-10
Lost. Failure.
11 Failure.
12-14 The incantation calls forth one cactus of the type normally summoned by the occultist.
15-17 The incantation calls forth 1d3 cacti of the type normally summoned by the occultist; each
additional cactus sprouts up randomly within 10’ of the first.
18-19 The incantation calls forth 1d3+1 cacti of the type normally summoned by the occultist; each
additional cactus sprouts up randomly within 15’ of the first.
20-23 The incantation calls forth 1d5+1 cacti of the type normally summoned by the occultist; each
additional cactus sprouts up where the occultist wants them, but additional cacti must be
within 20’ of the first.
24-27 The incantation calls forth a number of cacti equal to 1d7+CL of the occultist. They are of
the type normally summoned by the occultist; each additional cactus sprouts up where the
occultist wants them, but additional cacti must be within 25’ of the first.
28-29 The normal range of the incantation is doubled and it calls forth a number of cacti equal
to 2d8+CL of the occultist. They are of the type normally summoned by the occultist; each
additional cactus sprouts up where the occultist wants them, as long as they are within the
incantation’s range.
30-31 The normal range of the incantation is doubled and the occultist calls forth enough cacti
to form a number of 30’ long “hedge walls” equal to their CL+3. These walls of cacti are
anchored and self-supporting and any damage inflicted by these cacti is increased by +1d; the
DC for extrication and the lingering pain penalty are increased by 1.
32-33 The normal range of the incantation is tripled and the occultist calls forth enough cacti
to form a number of 60’ long “hedge walls” equal to their CL+5. These walls of cacti are
anchored and self-supporting and any damage inflicted by these cacti is increased by +2d; the
DC for extrication and the lingering pain penalty are increased by 2.
34-35 The normal range of the incantation is tripled and the occultist calls forth enough cacti
to form a number of 90’ long “hedge walls” equal to their CL+8. These walls of cacti are
anchored and self-supporting and any damage inflicted by these cacti is increased by +3d; the
DC for extrication and the lingering pain penalty are increased by 3.
36+ Cactus maze! The normal range of the incantation is quadrupled and the occultist calls forth
enough cacti to form a maze that fits within the confines of the incantation’s maximum
range. The walls of cacti that form the maze are anchored and self-supporting. Any damage
dice used by these cacti are increased by +3d, and the DC for extrication and the lingering
pain penalty are increased by 3. The maze can have halls, doorways, defined spaces for rooms,
but is open to the sky and must have at least one entrance and exit to qualify as a maze. The
455
MAGIC LASSO
Level: 1 Range: Varies Duration: Varies Casting Time: 1 round Save: Varies
General: The caster pulls energies from the winds of magic and shapes the raw essence into a lasso.
Manifestation: Roll 1d4: (1) a small glowing spiral appears before the caster, growing in length and
thickness until resembling a glowing lasso; (2) the caster reaches towards the sky just as a stroke of
lightning strikes from the heavens, leaving the caster with a lasso crackling with arcane energy (caster
takes 1 point of damage from the discharge); (3) caster’s belt comes to life, unraveling itself to allow for
growth (if no belt is worn, some other article of clothing heeds the call); (4) the lasso arrives through
a dimensional portal, finding the caster’s hand (unfortunately, the creature currently attached to the
lasso isn’t feeling agreeable and attacks randomly for 1d6 rounds [init +0; HD 1d8; hp 6; MV 20’; Act
1d20; SV Fort +1, Ref +1, Will +0; WtL] until it discorporate and returns home).
Corruption: Roll 1d10 modified by Luck: (0-1) caster’s body unravels like cloth for the duration of the
spell (roll d%, on a 51-00 the caster loses any actions but gains a +6 to AC) losing all actions; (2-3) caster
finds their hair growing at such a rate that it blinds or trips them unless a DC 10 Reflex save is passed
for each round of the spell; (4-5) caster is caught in a dimensional anomaly and vomits rope at the rate
of 5’ per round for 1d10 rounds (the caster suffers a -1d penalty to all actions for the duration); (6-7)
a giant net formed from arcane energy drops on all within 50’, entangling any failing a DC 12 Reflex
save (entangled targets can do nothing until the save is passed and count as being prone); (8-9) caster’s
hair is used as the main component for the spell, leaving them permanently bald; (10+) an inky-black
portal to one of the lower planes opens up to allow a demon to step through and lasso the caster,
pulling them back into their lair, with the caster returning 1d4 rounds later, finding their Grit score
permanently reduced by half (round down) due to the unspeakable horrors witnessed over the span of
several years (time is measured differently in Hell, after all).
Misfire: Roll 1d4: (1) caster trips and is prone as the lasso dances at their feet; (2) the lasso manifests
over the caster’s head, just before cinching down on their neck, and they are jerked off their feet
and held mid-air at the height of 10’ for 1d4 rounds (each round inflicts 1d4 Stamina damage
from choking); (3) the lasso momentarily forms, moving with lightning-quick speed as it attempts
to entangle as many of the caster’s allies as possible (each ally must pass a DC 14 Reflex save or
immediately land prone from being tripped); (4) Several arcane lassos manifest, attempting to lasso any
arms currently holding melee or ranged weapons (all targets within a 30’ area are affected and must
pass a DC 16 Reflex save to avoid having all weapons being held jerked free and slung 1d20’ away).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-13 A glowing 50’ lasso appears coiled in the caster’s hand. Caster counts the lasso as a “signature
456
NINE LIVES
Level: 1 Range: Varies Duration: Varies Casting Time: 1 round Save: N/A
General: The caster forms an arcane field of protective energy that serves as a buffer from fatal blows.
Manifestation: Roll 1d4: (1) indigo smoke pours from the mouth of the caster, moving to protect
the caster; (2) arcane energy crackles and forms around the caster, resembling medieval armor; (3)
457
Corruption: Roll 1d10 modified by Luck: (0-1) caster’s eyes become cat-like, granting night vision
(during moments of stress, a DC 8 Willpower save must be passed to avoid hissing and doing nothing
but cleaning oneself, much like a cat for 1d6 rounds); (2-3) caster grows a feline tail that constantly
twitches and sways dependent upon their mood; (4-5) caster develops a major phobia of water and
hates getting wet; (6-7) caster’s hands morph into the paws of a cat (the claws inflict 1d5 damage and
add +4 to climb checks), all physical actions involving handling objects are made at -1; (8-9) caster
grows long white whiskers, imposing a -1 to all interaction rolls (trimming the whiskers causes 24
hours of vertigo, leaving the caster unable to function until they grow back 1d4 days later); (10+) caster
grows a set of feline canines, gaining a bite attack (1d5 damage) and a taste for live rats (spotting a juicy
morsel calls for a DC 12 Willpower save to avoid dropping everything and chasing the future snack).
Misfire: Roll 1d4: (1) the arcane energy summoned works against the caster, granting all attacks
aimed at the source of the spell a +2; (2) 1d6 angry black cats are summoned and immediately attack
the caster (the cats inflict no real damage but distract the caster so much that all physical actions are
made at -1d); (3) all damage absorbed is reflected into a random ally instead; (4) caster is temporarily
transformed into a normal-sized black cat—while retaining hit points, all other stats are reduced
accordingly; the change lasts for 1d6 rounds.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-13 The caster is protected by an arcane barrier that reduces all damage suffered by -1d (for
example, a sword that would normally inflict 1d8 now inflicts 1d6 damage). The spell lasts for
1d4 + CL rounds.
14-17 The caster is protected by an arcane barrier that reduces all damage suffered by -2d. The spell
lasts for 1d6 + CL rounds.
18-19 Nine shadowy felines appear and serve to block attacks aimed at the caster. On any
successful attack, the felines leap to intercept the attack, reducing damage suffered by half.
Each time an attack is intercepted, a cat vanishes in a poof and hiss. The spell lasts until no
felines remain or 1 turn has passed.
20-23 Nine shadowy felines appear and serve to block attacks aimed at the caster and any ally
within 10’ of the caster. On any successful attack, the felines leap to intercept the attack,
reducing damage suffered by half. Each time an attack is intercepted, a cat vanishes in a poof
and hiss. The spell lasts until no felines remain or 1 turn has passed.
24-27 Nine shadowy felines appear and serve to block attacks aimed at the caster and all allies
within 20’ of the caster. On any successful attack, the felines leap to intercept the attack,
reducing damage suffered by half. Each time an attack is intercepted, a cat vanishes in a poof
and hiss. The spell lasts until no felines remain or 1 turn has passed.
28-31 In addition to the result from 24-27, the caster gains the ability to cheat death. If any attack
458
OBSCURING MIST
Level: 1 Range: 150’+50’/CL Duration: Varies Casting Time: 1 round Save: Varies
General: This incantation generates a thick and heavy mist that erupts from the center of the effect to
fill the area for the spell’s duration. Spells with wind effects will disperse the mists in 1d4 rounds. The
mist is magical by nature and blocks all vision to enemies within (but not for allies or the caster).
Manifestation: (roll again every time the incantation manifests) Mists appear with the sound of… Roll
1d6: (1) flatulence; (2) ghostly moans; (3) eerie organ music; (4) silvery chimes; (5) a thunderclap; (6)
screams of anguish—the sounds continue periodically as the cloud replenishes itself during the spell’s
duration—roll 1d8 to determine the color of the mist: (1) red; (2) orange; (3) yellow; (4) green; (5) blue;
(6) indigo; (7) violet; (8) purple.
Corruption: Roll 1d10 modified by Luck: (0-1) caster’s eyes begin to billow a black mist that takes a
demonic shape (caster is effectively blinded for 1d4 rounds, and all allies suffer a -1 to rolls due to the
malevolent force in the mists); (2-3) spell will go off with a d12+5 result at some random point down the
road (judges should roll randomly for remaining encounters to determine when the mists appear—all
living targets are affected, and the spell will be centered at a point that will affect the most targets);
(4-5) mists are semi-sentient and cling to the caster, making them the center point of the spell; (6-7)
caster momentarily turns into a mist for 1d10 rounds (while in mist form the caster can only drift at 10’
per round); (8-9) mist is semi-sentient and angry at being pulled from the elemental realms and attacks
the caster each round, choking them for 1d4 temporary Stamina damage per round for 1d6 rounds or
until a DC 15 Willpower save can be passed; (10+) one of the caster’s arms permanently transforms into
a crimson mist (the appendage can be used for nothing but spellcasting).
Misfire: Roll 1d4: (1) mists are acidic to the caster and inflict 1d4 damage per round for 1d6 rounds;
(2) mist takes a humanoid form and follows the caster for the next d7 days (the mist constantly tries
to distract the caster causing a -1 penalty to all spell checks while the mist is present); (3) temporal
phlogiston fills the area for 1d8 rounds (for each round, roll randomly to determine one ally who turns
into a helpless mist that can do nothing but drift 10’ the round they’re affected); (4) mist manifests,
taking the form of a squidlike head with reaching tentacles (up to eight allies must immediately pass a
DC 16 Grit check as each tentacle wraps a separate ally, including the caster—failed Grit checks result
in an immediate loss of 1d6 Grit points and a Hex token as characters see what awaits them with the
inevitable release of the Elder Gods).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
459
RENDING
Level: 1 Range: Varies Duration: Permanent Casting Time: 1 round Save: Special
General: An occultist can use this incantation to damage objects, generally of a simple and mundane
nature. At greater levels of power, this incantation can affect complex and even magical objects at
great range. Once rended, the object imposes a penalty upon any armor class, skill checks, attacks,
and damage made using the damaged item. The judge determines any additional side effects from
460
Manifestation: Roll 1d8: (1) the target is pelted by scores of tiny meteors; (2) the target is assaulted by a
flock of demonic geese that bite and peck with violent abandon; (3) the object glows violent-pink, then
melts or is otherwise damaged slightly; (4) target is enveloped momentarily in an acidic cloud that
leaves it pitted and damaged; (5-6) the object disappears, then reappears in worn and shabby condition;
(7) a swarm of clockwork bugs attacks the item, leaving it torn and battered; (8) the targeted item
fragments with bits falling apart and reforming poorly in a matter of moments.
Corruption: All of the occultist’s equipment suffers a -1 penalty to any roll they would provide a bonus
for. Magic items are entitled to a DC15 Fortitude save roll with a bonus equal to their attack modifier
or the level of incantation that created the item. This penalty is cumulative with further corruptions
and is applied immediately to any new equipment. Furthermore, this damage is permanent and
remains even if the occultist sells their equipment.
Misfire: Roll 1d6: (1) one randomly targeted item no larger than a house-cat is restored to pristine
condition; (2) all enemies within 20’ have their equipment polished and repaired to maximum
effectiveness, granting them a +1 bonus to attacks, armor class, and damage for the next hour; (3) all of
the (non magical) equipment of one of the occultist’s allies within 20’ suffers a permanent -1 penalty
when used for skill checks, attacks, damage, or armor class until repaired; (4) all precious metals and
gems owned by the occultist and their allies within 20’ have their impurities and flaws enhanced,
which decreases their value by 20%; (5) one of the occultist’s allies has all of their (non magical)
equipment glow with sickly green light as the items each split into two identical sets of items (the new
items all impose a -1 to all actions they are used in and worst of all, the new items are nearly impossible
to distinguish from the character’s original items); (6) occultist suffers a minor but aggravating wound
as their flesh rends, which causes no damage but inflicts a -2 penalty to all rolls for 10 minutes per CL.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-10
Lost. Failure.
11 Failure.
12-17 The occultist causes a minor defect in a simple object of non-magical, non-sentient nature.
The object impaired must be of a single material, is no more than one cubic foot in volume,
and contains no moving parts or complex mechanisms. The defect imposes a -1 penalty to its
use. Examples: torn shirt, dent in a cannon causing the aim to be off, cause a fracture in a normal
sword, or snap a bow or bow string.
18-19 The occultist causes a major defect in a simple object of non-magical, non-sentient nature.
The item must be of a single material, is no more than one cubic foot in volume, and
contains no moving parts or complex mechanisms. The object is rendered useless until it is
repaired or replaced.
461
RICOCHET
Level: 1 Range: Varies Duration: Varies Casting Time: 1 round Save: Varies
General: The caster weaves a mystic barrier specifically attuned to lead and other compounds used to
create ammunition. The barrier acts to repel gun shots fired at the caster, often with chaotic results.
Manifestation: Roll 1d4: (1) a shimmering field appears around the caster; (2) caster’s skin changes to
lead, improving AC by +6 and reducing movement by 20’; (3) a swarm of organic-metal wasps arrive
and deflect shots fired at the caster, but they distract your allies, causing a -1 to all their rolls while the
spell is in effect; (4) storm clouds with charged, arcane lightning form in the area above the caster as the
lightning bolts strike out in response to shots fired at the caster, disintegrating the rounds in mid-air.
Corruption: Roll 1d4 modified by Luck: (0-1) bad luck follows the caster during any time they are
around gunfire—during any misfire the caster is involved with, the caster must roll 1d10 and on a 1
the attacker strikes the caster instead of the standard roll on the misfire chart; (2) the caster finds any
attack rolls made with a firearm actually misfire on a natural 1 or 2 instead of the usual natural 1; (3)
462
Misfire: Roll 1d4: (1) the field is reversed, attracting bullets, even those not aimed at the caster (if any
ranged-attack roll is an odd-numbered result, the bullet strays towards the caster, calling for another
attack roll to determine if the caster is struck); (2) one of the caster’s fingers turns to lead each time this
result is rolled (the finger is useless and imposes a cumulative -1 penalty to all physical rolls, including
spell checks that use the hand); (3) arcane interference permeates a 30’ area surrounding the caster, and
all firearms discharged in the area flip two cards from a Gun deck to determine misfires; (4) A crackling
field of indigo energy surrounds the caster, and the first shot aimed at the caster will automatically hit,
after which the field dissipates.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-13 The first bullet in each round to successfully strike the caster is redirected at a randomly
determined target, be it friend or foe. If the attack roll from the initial shot is high enough
to strike the new target’s AC, determine damage as normal. Any sort of ammunition for
firearms can be affected. Spell lasts 1d6 rounds.
14-17 The caster can deflect up to 1d4 bullets each round that would normally strike true.
Redirected bullets potentially hit random targets, be it friend or foe. If the attack roll from
the initial shot is high enough to strike the new target’s AC, determine damage as normal.
Any sort of ammunition for firearms can be affected. The spell lasts 1d6 rounds.
18-19 In addition to the result from 14-17, the caster may choose the targets for any bullets
deflected from the arcane barrier. The caster must roll to strike the chosen target using any
Intelligence modifier in place of any ranged attack bonus to simulate forcing their will on
redirecting the bullets. The spell lasts for 1d6+CL rounds.
20-23 The arcane barrier will deflect the first bullet to successfully strike the caster and those
directed at up to 1d4 allies chosen by the caster for each round of the spell's duration.
Deflected bullets will strike a randomly determined friend or foe if the original attack roll
matches or beats the new target’s AC. Roll for standard damage if the deflected bullet finds its
new mark. The spell lasts for 1d8 rounds.
24-27 In addition to the result from 20-23, 1d4 bullets may be deflected by each protected ally per
round. The spell lasts for 1d10 rounds.
28-31 In addition to the result from 24-27, larger weapons can be affected and redirected. Rounds
up to the size of a cannonball can be redirected using the same mechanics as for bullets.
32+ All shots that successfully strike the caster or any ally within a 30’ area are automatically
redirected to new targets chosen by the caster. No attack roll is needed, and any sized metal-
based ammunition can be affected. The spell lasts for 1 turn.
463
General: This incantation shrouds the caster in a shifting array of dense, black shadows that hide
them, and on command, will obscure their face as well. These shifting shadows grant the caster a
+3 modifier to any stealth or hiding checks and reduces any damage or penalties from sunlight by 1
point per level of the occultist. Frequently used by creatures sensitive to sunlight, the incantation is
also a favorite of folks that must spend time in a desert and are in need of protection from the sun.
The armor doesn’t impede the wearer in any way, grants a modifier to armor class, and bestows other
tertiary benefits based on the spell check results.
Manifestation: Roll 1d6: (1) the ground opens beneath the caster, dunking them in a pool of sticky,
black swirling shadows, before they are ejected from the pool with a rude noise and are covered head-
to-toe in rubbery, tough shadows that form a spiky armor; (2) the caster steals the shadows (which
will be returned when the spell ends) from their local environment to create the armor; (3-4) a strange
being that resembles a prairie-dog, but nearly 3’ tall, pops out of the ground with a hose that sprays
a black, viscous goop onto the caster; (5) all of the shadows within a 20’ radius expand and stretch
to enwrap the caster, then retreat, leaving the armor in place; (6) the armor is of a style and design
preferred by the caster that creates it and appears on the caster at the end of the casting time.
Corruption: The first time this corruption manifests it causes the caster to suffer 1d3 points of damage
from sunlight for each hour exposed for the next 1d24 hours. Thereafter, each time this incantation is
rolled it increases the amount of damage and time the caster suffers from sunlight by an additional die
(1d3 damage for 1d24 hours the first time, 2d3 damage for 2d24 hours the second time, 3d3 damage for
3d24 hours the third time, etc.).
Misfire: Each time this incantation misfires there is a tremendous flash of bright light; all within a
designated radius must succeed at a Luck check to have closed their eyes in time to avoid the flash.
Roll 1d6 modified by Luck to determine the radius of the light and effect: (0-1) 100’ and inflicts a -5
penalty on ranged combat and actions that require vision or Agility; (2) 75’ and inflicts a -4 penalty
on ranged combat and any actions that require vision or Agility; (3-4) 50’ and inflicts a -3 penalty on
ranged combat and any actions that require vision or Agility; (5) 25’ and inflicts a -2 penalty on ranged
combat and any actions that require vision or Agility; (6+) 15’ and inflicts a -1 penalty on ranged combat
and on actions that require vision or Agility.
1 ost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1-2)
L
corruption; (3+) misfire.
2-11
Lost. Failure.
12-13 Failure.
14-15 The spell provides a +3 bonus to stealth and hiding checks, reduces damage and penalties
from sunlight by 1 point, grants a +1 to the caster’s Armor Class, and the wearer can see in
the dark out to 60’.
464
CACTUS JACK
Level: 2 Range: Varies Duration: Varies Casting Time: 1 round Save: Varies
General: A cactus spirit from the Near of the spirit world bonds with the caster, allowing the mortal to
assume some of the spirit’s traits.
Manifestation: Roll 1d4: (1) caster’s skin immediately takes on an emerald hue that lasts for 1d24 hours;
(2) caster’s blood is transformed into a nourishing cactus milk that may be bled out and imbibed for
healing (for each hit point sacrificed, up to three doses can be made that heals 1d3 hit points each) and
lasts for 1d10 rounds; (3) caster’s skin immediately grows thousands of painful cactus needles (caster
takes 1d3 damage) that are unleashed in a spray, causing 1d3 damage to all within a 20’ radius (pass a
DC 15 Reflex save to negate); (4) 1d10 cacti sprout from the ground at the caster’s feet and provide a
dose of cactus milk each if harvested.
Corruption: Roll 1d10 modified by Luck: (0-1) caster’s skin takes on a permanent green hue, causing
a -1d penalty to all human interaction rolls; (2-3) caster becomes rooted to the spot for 1 turn; (4-5)
caster absorbs a portion of the plant’s intelligence permanently and becomes “alien” with emotional
465
Misfire: Roll 1d4: (1) caster immediately begins vomiting cactus milk for 1d6 rounds and is stunned
for the spell duration; (2) several cacti sprout from the ground to unleash a volley of sharp needles,
all directed at the caster who is struck by 1d10 needles, suffering 1d3 damage per needle; (3) an
unquenchable thirst overcomes the caster who must spend their following actions drinking the
equivalent of two canteens worth of water before any normal action may be performed; (4) for 1 turn,
the caster is plagued by random, sprouting patches of needles that push through their skin and inflict 1
point of damage each round (the distraction causes a -3 penalty to all rolls for the turn).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) major corruption + misfire;
(1-2) corruption, (3+) misfire.
12-13
Failure.
14-17 Caster’s skin develops a thick, wax-like texture that grants a +4 AC bonus. The spell lasts 1
turn.
18-19 Caster sprouts large needles from both arms. The needles can be used as a vicious melee
weapon (1d8 piercing damage) or 1d6 needles can be shot at a range of 30’ (1d3 piercing
damage per needle). Melee and missile attacks are made at a +4 bonus when using the
needles. Their skin’s wax-like texture grants a +4 AC bonus. The spell lasts for 1 turn.
20-23 In addition to the result from 18-19, their entire body sprouts needles. Any target successfully
striking the caster in melee suffers 1d8 piercing damage and must pass a DC 13 Willpower
save to strike the caster in the first place. Note, even animals with a low intelligence will
recognize the threat of attacking the caster. The spell lasts for 2 turns.
24-27 In addition to the result from 20-23, the caster’s armor bonus is increased to +6, and 1d10
needles are fired to a range of 50’ (1d3 piercing damage per needle). In addition, needles store
the hallucinogen mescaline. Targets suffering damage from a needle must immediately pass
a DC 12 Fortitude save or fall victim to a psychedelic trip. Affected are stunned for 1d3 turns.
The spell lasts for 2 turns.
28-31 In addition to the result from 24-27, gain the ability to use cacti in the area as a form of
dimensional travel called “cactus jumping.” By stepping through a cactus, the caster may re-
appear from a different cactus within 300’. The spell lasts for 3 turns.
466
GHOST IRONS
Level: 2 Range: Varies Duration: Varies Casting Time: 1 round Save: Varies
General: The caster shapes arcane energies into floating firearms controlled by thought alone.
Manifestation: The firearm floats in the air, glowing with colorful energies. The type of firearm is
determined by the spell check result. The glowing colors are determined by the caster.
Corruption: Roll 1d8 modified by Luck: (0-1) caster always smells of discharged gunpowder; (2-3) one
of the caster’s teeth are replaced by a brass cartridge that will magically fit any type of firearm (pulling
the tooth will leave a hole that regrows the cartridge in 24 hours and causes 1 point of damage) and
is startling enough to cause a -1d penalty to human interaction rolls; (4-5) for 1d10 days, one of the
caster’s hands turns ghostly, resembling the same appearance of the firearm summoned and can no
longer hold physical objects (but can grasp ghostly items or spirits); (6-7) roll on the Minor Corruption
table; (8+) roll on the Major Corruption table.
Misfire: Roll 1d4: (1) the spell backfires, sending a random gun shot towards a random ally (use result
14-17 for the effects); (2) a pistol forms mid-air but explodes after the first shot, doing 1d10 damage to
the caster who is stunned for 1 round; (3) all normal bullets in a 30’ radius centered on the caster are
emptied of their gunpowder and will not fire; (4) a ghostly Gatling gun appears with a minor demon
manning the crank (every living target within a 60’ radius must immediately pass a Luck check or be
struck by 1d3 bullets, doing 1d6 damage each) who quickly packs up the gun and vanishes in a cloud of
brimstone after firing one volley.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-10
Lost. Failure.
11 Failure.
12-17 A ghostly pistol manifests with the following stats [single action, 1d6 damage, load of 6 shots,
rate of fire 3, range 15/50/100]. The caster substitutes their Intelligence modifier as a bonus to
467
468
General: Arcane energies combine with a ghostly melody to make even the most stubborn soul take to
the floor and dance.
Manifestation: Roll 1d4: (1) a ghostly band of musicians materialize and begin playing tunes to
perfection; (2) musical instruments appear, floating in midair, joining in harmony for the song at hand;
(3) the caster begins to sing with the beautiful voice of a channeled spirit; (4) a glowing hallucinogenic
mist flows from the mouth of the caster, enveloping the chosen targets, producing the illusion of a
dancehall filled with wonderful music.
Corruption: Roll 1d8 modified by Luck: (0-1) the caster must resist the urge to dance to the constant
melodies playing in their mind during moments of stress (a DC 8 Willpower save must be passed
to avoid dancing for 1d3 rounds with no further actions possible while the caster is perfecting their
clogging skills); (2) caster is compelled to learn music as a hobby and chooses an instrument that must
be practiced for one hour each day or suffers 1d4 Personality damage for each day they are kept from
it (permanent insanity is reached if Personality reaches 0 but is restored to full when they are able to
practice); (3) caster’s skin becomes tattooed with glowing musical notes composing a long-forgotten
song (anyone attempting to play the notes of the song inflicts 1d8 in searing-pain damage on the
caster but offers a +1 bonus to all spell checks for 24 hours); (4) caster constantly hums their favorite
tune, even during moments when silence is necessary and must pass a DC 10 Willpower save to avoid
humming (failure imposes a -4 penalty to all related stealth or hiding rolls); (5) caster must dance any
time music is played and will continue dancing to the point of physical exhaustion (d3 Stamina loss
each round), passing out when Stamina reaches zero—a DC 15 Willpower save will allow the caster to
stop dancing; (6-7) roll on the Minor Corruption chart; (8+) roll on the Major Corruption chart.
Misfire: Roll 1d4: (1) a banshee appears and begins singing to all within listening range of the caster
(the ghostly wail causes 1d6 sonic damage to friend and foe alike); (2) the ghostly band providing the
music takes offense to the caster’s request and attacks with their instruments, causing 1d3 damage
for 1d3 rounds; (3) a major demon with a golden fiddle appears to play a song that all within 100’ find
irresistible (for 1 turn, friend and foe alike suffer a -2d penalty to all actions as they struggle to act
instead of dancing); (4) a spectral host of musicians manifest, angry from being pulled from a square
dance in the spirit world and focus their music on the caster, forcing them to dance for 1d10 rounds
(the caster suffers -1d to all rolls for the duration as they dance their best jig).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-13 Failure.
14-17 One target chosen by the caster succumbs to the music being played. Failing a Willpower
save with a DC equal to the spell check results in a compulsion to dance. During each round,
the target must choose to move or take a standard action while under the effect. The spell
lasts for 1d6 rounds.
469
LEECH
Level: 2 Range: Varies Duration: Varies Casting Time: 1 round Save: Varies
General: The target’s body is invaded by extradimensional parasitic worms intent on dining upon their
favorite delicacy, human organs.
Manifestation: Roll 1d4: (1) the caster’s stomach quivers and twitches as thousands of parasitic worms
arrive and are vomited onto the chosen target; (2) caster opens a dimensional portal to a host of
writhing, squirming worms in the vague form of a humanoid; (3) caster gates in their dimensional
“pets” through a concentrated blood rain containing a colony of parasitic eggs; (4) the ground beneath
the target’s feet erupts with a mass of full grown parasitic worms that slither up boot legs to exposed
flesh.
Corruption: Roll 1d8 modified by Luck: (0-1) the caster’s skin always gives the appearance that worms
are nesting/squirming in their body, unnerving those observing and imposes a -1d penalty to human
interaction rolls; (2-3) for 1d7 days, all worms in a 300’ radius will surface and crawl towards the caster;
(4-5) caster’s tongue transforms into a similarly sized parasitic worm that squirms out of the caster’s
mouth during inappropriate times, often resulting in vomiting from those keeping company with the
caster (judges feel free to impose penalties dependent upon the situation); (6-7) caster’s eyeballs are
replaced by a similarly sized mass of parasitic worms that “peek” out of the orbit of the skull, making
for a terrifying countenance (caster gains 360° vision, but suffers a -2d penalty to all interaction
470
Misfire: Roll 1d4: (1) caster feels thousands of worms squirming around, trapped inside their skull,
that quickly die off, but for 1d3 rounds, all spell or Intelligence-based checks are made at -3; (2) the
voracious worms find a more suitable target and instead infect one random ally (reroll the spell check
to determine the effect with a +2 bonus to the roll); (3) worms force their way out of the caster’s orifices
(yes, all of ‘em!) causing the caster to fall prone and writhe in pain for 1d4 rounds while suffering 1d3
damage for each round of effect; (4) caster’s mouth becomes the portal for summoned worms, but
the arcane energies used to summon the creatures also kills them as soon as they touch air (caster is
unable to spellcast for 1d4 rounds and all human allies and enemies within sight must pass a Grit check
to avoid succumbing to fear or disgust).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-13 Failure.
14-17 One target chosen by the caster within 30’ becomes the host for the parasitic worms. The
target must immediately pass a Fortitude save with a DC equal to the spell check to avoid
infection. The infected target immediately feels squirming under their skin as the worms
manifest before beginning to burrow in search of harvestable organs. For the duration of
the spell, the target suffers internal bleeding for 1d3 damage each round, in addition to a -1d
penalty to all physical and mental based rolls. Spell lasts for 1d6 rounds.
18-19 One target chosen by the caster within 40’ becomes the host for the parasitic worms. The
target must immediately pass a Fortitude save with a DC equal to the spell check to avoid
infection. The infected target immediately feels squirming under their skin as the worms
manifest before beginning to burrow in search of harvestable organs. For the duration of
the spell, the target suffers internal bleeding for 1d4 damage each round, in addition to a -2d
penalty to all physical and mental based rolls. Spell lasts for 1d8 rounds.
20-23 1d6 targets chosen by the caster within 50’ become the hosts for the parasitic worms. Targets
must immediately pass a Fortitude save with a DC equal to the spell check to avoid infection.
Infected targets immediately feel squirming under their skin as the worms manifest before
beginning to burrow in search of harvestable organs. For the duration of the spell, the targets
suffer internal bleeding for 1d5 damage each round, in addition to a -2d penalty to all physical
and mental based rolls. Spell lasts for 1d8 rounds.
24-27 In addition to the result from 20-23, each affected target is also partially blinded as the worms
squirm into the vitreous body of the eye. Those affected suffer a -2 to all physical-based rolls
and must immediately pass a Grit check with any phobia or disorder acquired being worm-
related. Spell lasts for 1d10 rounds.
471
LIQUID COURAGE
Level: 2 Range: Varies Duration: Varies Casting Time: 1 round Save: N/A
General: A ghostly flask grants access to a mentally fortifying hooch. Guaranteed to shake the “yellow”
out!
Manifestation: Roll 1d4: (1) caster leaks whiskey from their pores for 1 round, leaving clothing soaked
in alcohol; (2) caster belches loudly and uncontrollably for 1d3 rounds, destroying any attempts to use
stealth; (3) a small spout of whiskey bursts from the ground at the caster’s feet and is enough to fill a
small cask; (4) a ghostly “barfly” manifests to hand the caster their flask of “sauce.”
Corruption: Roll 1d10 modified by Luck: (0-1) caster becomes intoxicated for 1d4 turns and suffers
a -1d penalty to all physical and mental rolls; (2-3) caster’s liver is overloaded with hooch and they
must vomit for 1d4 rounds—no other actions are possible; (4-5) caster permanently sweats whiskey,
giving the appearance of a drunkard (-1d to all social-based rolls); (6-7) caster permanently slurs and
stammers like a drunkard when trying to speak rapidly, making relaying urgent messages impossible;
(8-9) caster’s eyes are permanently transformed to resemble a glass filled with whiskey, which exudes
an unnerving effect on those they encounter (-2d to all social interaction rolls); (10+) caster finds their
saliva has been replaced by whiskey, and every 12 hours, the caster must pass a DC 12 Fortitude save to
avoid becoming intoxicated (failure results in a -1d penalty to all mental and physical actions until they
can sleep for 8 hours).
Misfire: Roll 1d4: (1) caster feels their stomach fill with whiskey and immediately vomits for 1d3
rounds—no other actions are possible for the duration; (2) a minor demon appears on the caster’s
shoulder and dumps the contents of a drinking horn onto the caster, touches its cigar to the alcohol,
and catches the caster on fire (caster suffers 1d6 fire damage and must spend the next full-round action
patting the flames out); (3) caster is overcome with a thirst for whiskey and will go to any means to
quench the unnatural thirst (until an entire flask of spirits is imbibed, no other actions are possible); (4)
A 30’ area centered on the caster begins raining whiskey, and all living beings depending on sight find
their eyes burning (suffering a -4 penalty to rolls dependent upon sight) for 1 turn.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-13
Failure.
14-17 Caster benefits from a strong wave of confidence. Grit checks are modified by +1d (roll 1d24
472
MESSAGE IN A BOTTLE
Level: 2 Range: Varies Duration: Varies Casting Time: 1 round Save: N/A
General: This incantation allows the caster to create a tiny portal to the Near, through which they
can send messages and small items that are whisked away by a spirit to be delivered to the addressee.
Messages usually take six seconds per mile to traverse their way to the target (10 minutes per 100
miles). This spell can deliver the effects of another spell that has a range of touch (as agreed to by the
judge) when it is cast upon at least one full sheet of paper. Used in this way, the recipient attempts any
save allowed by the spell cast upon the paper with a DC equal to the casting check of the delivered
arcane effect. On results of 26 or more, the sender can use any pre-arranged passwords with their
intended recipient that allows safe access to the message. If the recipient is further away than the
rolled result would allow, the package is returned to the sender.
The incantation only delivers messages and non-living matter unless the results table indicates
otherwise. Attempting to deliver any substance in an inappropriate shipping container is treated as a
result roll of 1, as it angers the delivering spirit greatly.
Manifestation: Roll 1d6: (1) a dark swirling portal opens up, and a charred and burned skeletal arm
reaches through and takes the package for delivery; (2) the container distorts and elongates as it is
sucked down an invisible drain, and when delivered, it lands with a horrible squelching noise at the
recipient’s feet, oscillating like gelatin for a moment; (3) the package disappears and arrives with the
sound of galloping hooves and the smell of fresh horse manure; (4) a glowing, supernatural portal
opens and the package is taken by a charred, skeletal bird of appropriate size; (5) a smartly dressed
spirit takes the package upon a silver platter to the required destination; (6) the package simply
disappears and reappears at its destination with an appropriately loud displacement of air and the
smell of fresh-cut lemons.
473
Misfire: Roll 1d6: (1) the carrier arrives as normal to pick up the package, but they decide they’ve had
enough of their crappy job, and in a fit of rage, they attack the caster and their allies; (2) the carrier
arrives as normal to inform the caster that they are under investigation for mail fraud and will follow
the caster until they arrive at the nearest magistrate for a resolution to the dispute (the spirit will
harasses and generally make mayhem that imposes a -2 penalty on the dice rolls of the accused and all
nearby allies until they set foot before an officer of the law); (3-4) the carrier arrives as they normally
would but insists they can do nothing until the caster pays all past due charges for insufficient
postage on several previous items (the invoice is calculated at 2d5 X $10 and this spell cannot be used
until the charges are paid in full—installments are allowed); (5) the carrier arrives as usual but seems
to be shabby and disreputable, demanding a fee of $2d5 to NOT spread vicious rumors about the
embarrassing nature of the caster’s mistakes (failure to pay means the occultist gets laughed at and
made fun of by any occultist they meet for the next 1d3+1 months, refusing to render any aid to the
caster); (6) the carrier shows up as normal, makes one surprise attack at the bumbling caster, makes an
incredibly rude gesture, and disappears.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-12
Lost. Failure.
Failure.
13
14-15 The caster sends an item or brief message written on a tiny strip of paper holding 15-20
words in a tiny capsule. The spirit will accurately deliver the message to a recipient whose
name the caster speaks clearly as they hold forth the message capsule. The recipient of a
message must be on the same plane of existence as and no farther than 20 miles from the
sender.
16-19 The caster sends an item or brief message written on up to three tiny strips of paper that
hold about 15-20 words each in a tiny capsule. The spirit will accurately deliver the message
to a recipient whose name the caster speaks clearly as they hold forth the message capsule.
The recipient of a message must be on the same plane of existence as and no farther than 40
miles from the sender.
20-21 The caster sends an item or brief message written on up to one sheet of parchment that
holds 150-250 words on each side in a container no larger than a teacup. The spirit will
accurately deliver the message to a recipient whose name the caster speaks clearly as they
hold forth the message container. The recipient of a message must be on the same plane of
existence as and no farther than 80 miles from the sender.
22-25 The caster sends an item or message written on up to three full sheets of parchment, each
holding 150-250 words on each side in a container no larger than a Mason jar. The spirit will
accurately deliver the message to a recipient whose name the occultist whispers clearly as
they hold forth the message container. The recipient of a message must be on the same plane
474
475
SNAKE PIT
Level: 2 Range: Varies Duration: Varies Casting Time: 1 action Save: Reflex
General: This incantation allows the caster to create one pit of variable dimensions with at least
one snake in residence. The caster causes the pit to form at any designated point they can see that
is within range of the incantation—even if that location is under a stationary target or in front of
a moving target. A target is allowed a Reflex save with a DC equal to the spell check to avoid tumbling
in and suffering falling damage (including a chance of broken bones). They also get a Fortitude save
appropriate to the venom of the snake should it successfully bite the victim. The pit will close and bury
anyone caught inside when its duration expires; successful climbing checks are required to avoid this
unmarked grave. Each successful strike by a venomous snake will force the specified save.
Manifestation: Roll 1d6: (1) an impossibly large, spectral prairie-dog pops up from the designated spot
and creates a pit in just a few fractions of a second as it makes its escape from the snake that appears;
(2) a strange circular craft covered in blinking lights and making random pinging noises drops down
out of the heavens, fires a purple light beam at the indicated location while a snake appears in the
air next to the craft before the surprised and irritated reptile is dropped into position as the craft
flies away; (3-4) the dirt and debris within the designated area glows brightly and shifts randomly
and quickly through the visible light spectrum for a couple of seconds, then disappears without a
trace, revealing a confused snake at the bottom of the finished pit; (5) the designated areas boils with
steam and the resulting mud drains farther down into the earth, revealing the pit and an overheated
snake; (6) with the sounding of a distant siren signaling a warning, a controlled explosion at the point
designated by the caster sends dirt and debris from within the pit into the air.
Corruption: The caster now generates a scent that snakes find deliciously attractive; the caster has
a 20% chance of encountering a snake or snakelike creature anytime they move to a new location.
Outdoors, this can be rolled as often as every turn. The roll is also made anytime they open a container
or closet, as well as when entering rooms that haven’t been occupied for some time. Hereafter, each
time corruption occurs it increases the encounter chance by 5%.
Misfire: An enraged version (+1d bite damage) of the rattler described in result 14-19 appears 6’ in the
air and lands with a solid thump in the midst of the greatest number of the caster’s nearby allies. Roll
1d10+1 to determine how many rounds it remains before disappearing; it will always chase and try to
envenom as many targets as possible.
476
477
General: The caster summons a ghostly contingent of fallen Native American Dog Soldiers, drawn to
the emotional energies of those about to participate in combat. The spirits bolster the resolve of the
caster and allies if the spell result is high enough.
Manifestation: Roll 1d4: (1) a ghostly white buffalo manifests to bestow upon the caster the benefits of
the spell; (2) caster is temporarily possessed by a Dog Soldier as a ghostly outline of the warrior can be
seen just on the outside of the caster; (3) a small warband of ghostly Dog Soldiers cross from the Near,
wailing their war cry while dancing amidst those engaged in the honorable act of combat; (4) ghostly
drums and war cries can be heard as a mock battle takes place in the air above the caster—re-enacting
the battle that claimed the lives of the brave warriors summoned to aid the caster.
Corruption: Roll 1d6 modified by Luck: (0-1) a ghostly owl permanently follows the caster and acts as
a bad omen (caster receives 2 hex tokens for each hex gained); (2) caster finds their face tattooed with
tribal markings, revealing them to be an abomination to Native Americans, often resulting in being
attacked on sight or hunted; (3) caster’s presence often instills violence in those around them, and if
there is a chance for a fight during any encounter, someone involved will lash out in anger; (4) caster
finds that they are ill-at-ease when in towns, cities, or even buildings and prefers to sleep outdoors
with minimal shelter (if forced to stay within a building, town, or city, the caster must make a DC 15
willpower save or be unable to sleep from anxiety); (5) caster must spend the first round of combat
in melee to satisfy the blood lust of the angry spirits drawn to the battle; (6+) a ghostly sash appears
around the waist of the caster that is pierced with an arrow, and they are compelled to stake the long
sash to the ground, refusing to leave battle or move from the spot until all foes are slain or they meet
an honorable end.
Misfire: 1d4: (1) a ghostly, white buffalo manifests and charges the caster, slamming them prone before
disappearing (the caster takes 1d5 damage and must spend an action to catch their breath and stand);
(2) the spiritual warriors deem the opposition to be more brave and deserving of their aid and give
all enemies to the caster a +1 to hit and damage; (3) the summoned warriors are angry at being pulled
from the Near and unleash a war cry that chills everyone within 50’ to the bone (every creature in the
area must make a Grit check); (4) the caster’s scalp is needed to fuel a ritual in the spirit world, and the
warriors will claim their prize using spectral tomahawks, leaving the caster bald and scarred (caster
takes 1d5 damage and suffers a -1d penalty to Personality-based rolls for 1d12 months as the skin heals
and the hair regrows).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-13 The sound of tribal drums and a war cry fills a 100’ area, granting bravery to allies of the
caster and instilling fear in their enemies. All allies receive +1 to attack and damage rolls
while enemies suffer -1 to attack and damage rolls. The spell lasts for 1d8 rounds.
14-17 In addition to the result from 12-13, allies now receiving a +2 to attack and damage rolls while
478
General: This incantation calls into existence a pair of bent, “L” shaped rods. Properly holding
them loosely, one in each hand, they pivot and triangulate to point at a desired item or location.
These dowsing rods aid the caster in finding water, lost items, animals, and people or it can be used
to divine the answers to simple yes/no questions. The rods cross each other to indicate when the
location or object is reached or indicates “yes” for divinations, uncrossing and pointing in opposite
directions for a “no.” It only works properly if the occultist can succeed at an Agility check to keep
themselves from influencing the outcome each time they take a reading; this check is always rolled
secretly by the judge. The base DC for the check is 12 + any situational modifiers the judge deems
appropriate (like weather, moving quickly, or impending danger that makes the caster anxious. When
used for divination, the caster is limited to asking small-scale questions where the information is
available from their local environment. They automatically get false information if their questions
are too grandiose or too generalized. Only the caster can use the summoned rods. Accuracy increases
with higher casting results.
Manifestation: Roll 1d6: (1) a corroded pair of copper dowsing rods appear at the caster’s feet that
function adequately but add a -2 penalty on all saves against electricity attacks while carried; (2) two
willow branches, perfectly formed for dowsing, poke up through the ground at the caster’s feet; (3-4)
two rusty iron rods materialise a few feet above and to the left of the caster before falling to the ground
with a clatter; (5) a friendly woods-spirit steps out of the nearest wooden object or tree to briefly give
the caster a pair of oak dowsing rods from its home-tree; (6) a black crow drops a beautifully carved
and decorated set of hawthorn dowsing rods and caws a stern admonishment not to lose, damage, or
desecrate these valuable items.
479
Misfire: Roll 1d4: (1) the caster and all allies within 10’ are drained of 1d3 points of Luck that are taken
to appease the angry, oracle spirits bound to the rods, which disappear in a flaming burst of air; (2) the
summoned rods momentarily open a conduit into the spirit world, directly to the icy waters of the
river Styx and become so cold that they cause 1d6 frost damage to the caster before disappearing in a
flurry of cold air; (3) the summoned rods are bent and cracked if metal or rotten and brittle if wood—
regardless they do not function and the caster is drained of 1d4 points of Luck; (4) all of possibility is
opened to the caster in a quick, mind-destroying vision that shows every choice and forking path of all
things, in all times (the caster must pass a DC 15 Willpower save or be left unable to act or move, eyes
staring wide, tears streaming down their face, as their mind is shattered for 1d6 rounds—after which
they may try and save again as the mental onslaught continues until a save is made).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-12
Lost. Failure.
13 Failure.
14-15 The summoned set of dowsing rods last for 30 minutes and have a search range of 30’ + 10’
per CL.
16-19 The summoned set of dowsing rods last for one hour and have a search range of 60’ + 10’ per
CL and grants a +1 bonus to their Agility checks for accuracy.
20-22 The summoned set of dowsing rods last for one hour, + 30 minutes per CL and have a search
range of 120’ + 10’ per CL and grants a +2 bonus to their Agility checks for accuracy.
23-26 The summoned set of dowsing rods last for 1d3 hours + 30 minutes per CL and have a search
range of 240’ + 20’ per CL and grants a +3 bonus to their Agility checks for accuracy.
27-30 The summoned set of dowsing rods last for 1d3 days + 1 day per CL and have a search range of
one mile + one mile per CL and grants a +4 bonus to their Agility checks for accuracy.
31-35 The summoned set of dowsing rods last for 1d4 weeks + 1 week per CL and have a search
range of 10 miles + one mile per CL and the Agility checks for accuracy are no longer
required.
36+ In addition to the result from 31-35, the rods can now give more than “yes” or “no” answers
if the caster provides a spirit board (also called a Ouija board or talking board) or a suitable
grid of letters and numbers that the rod can point to. The spirits inhabiting the rods may
not know the answer to every question, but the judge should allow either a truthful answer
to the caster’s question, obscure hints towards the correct answer, or outright lie if the rods
have been tainted with a mischief-spirit from a previous corruption result.
480
General: Translated from the Book of Saint Cyprian from the original Portuguese, this spell enchants a
bandoleer to always have ammunition available to the wearer—as long as the enchantment lasts. The
casting time for this incantation is a full 24 hours during which the caster cannot eat, drink, or ingest
drugs of any kind (alcohol and tobacco included). The time is spent cleaning and decorating one bullet
for each of the bandoleer’s empty loops. These ritual bullets must be made of gold, silver, and crushed
precious stones for a total cost of at least $200.
The incantation makes bullets for a handgun, shotgun, or rifle; more exotic ammunition requires some
luck and a powerful spell check. The ammunition must be loaded by hand, thus a bandoleer of plentiful
bullets cannot make belt- or strip-fed ammo. The bandoleer is usable by anyone once enchanted.
Manifestation: Roll 1d20 modified by Luck: (1-2) at the end of the ritual, a puff of foul, sulfurous
smoke clears to reveal the bandoleer which is always grimy and makes poor quality ammo (damage
is reduced by -1d for each bullet); (3-13) the ritual is concluded, but nothing seems to happen as the
bandoleer appears normal, the bullets it summons function as written and in accordance with the
casting result; (14-15) at the end of the ritual, the bandoleer is covered in glowing mystical runes which
increase the damage from each bullet by +1d; (16) at the conclusion of the ritual, the bandoleer turns
dark green and has a waxy, glossy look, and the bullets it makes don’t feel like they are made of metal
(these bullets can ricochet once before hitting a target—after missing a target, the bullet bounces,
and if the shooter succeeds at a Luck check, strikes the target fired upon); (17) at the conclusion of the
ritual, the bandoleer is struck by lightning, the energy gets absorbed, and the bandoleer and its bullets
crackle constantly with little static discharges (damage for each bullet is increased by +2d); (18) at the
conclusion of the ritual, a playful air elemental steals the bandoleer and tweaks the ritual formula
in subtle ways before leaving the bandoleer 25’ up a nearby tree (the bullets produced are lighter and
give a 50% greater range bonus with the damage being reduced by -1d); (19) for a few minutes after the
completion of the ritual, the bandoleer shimmers through every color of the rainbow several times, in
quick succession, before stopping and revealing encrusted glittering sequins and rhinestones (impose
a -3 penalty to stealth and concealment checks) with ammo that can phase through magical and
non-magical barriers (negates cover modifiers, armor, and magical protection that takes the form of a
barrier); (20+) at the conclusion of the ritual, the ground shakes and swallows the bandoleer, leaving
in its place a note with several cryptic riddles leading to the location of the bandoleer that require 1d4
hours of diligent scrutiny to solve (the bullets will seek their targets, who do not have to be in line of
sight, following any route necessary to connect, giving a +5 to the shooting roll and negating any cover
the target is using).
Corruption: Bullet Sponge!! This result hereafter causes the bungling caster to become more
susceptible to damage from projectile weapons. Weapons fired at the caster have a +1 to hit. Shots that
miss allies that are fired upon and are within 10’ of the caster, strike the caster 10% of the time. Each
additional corruption result increases the bonus given to the caster’s foes by +1, and the chance that
missed shots, aimed at nearby allies, hits the caster increases by 10%.
Misfire: As this spell takes a great deal of preparation and time to achieve, a misfire results in the loss
481
1 ost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) major corruption + misfire; (1)
L
corruption + misfire; (2-3) minor corruption + misfire; (4+) misfire.
2-11
Lost. Failure.
12-15 Failure.
16-18
Bandoleer lasts for 1d3 days +1 day per CL. On command, a single bullet appears in hand and
does not deplete bullets in the bandoleer. Bullets created this way must be used before they
disappear in 5 minutes.
19-22 Bandoleer lasts for 1d6 days +1 day per CL. On command, a single bullet appears in hand and
does not deplete bullets in the bandoleer. Bullets created by this way must be used before
they disappear in 5 minutes +1 minute per CL.
23-25 Bandoleer lasts for 2d7 days +1 day per CL. On command, the firearm is filled to capacity with
bullets and does not deplete bullets in the bandoleer. Bullets created by this bandoleer must
be used before they disappear in 1 hour + 1 hour per CL.
26-28 Bandoleer lasts for 1d4 weeks +1 week per CL. On command, the firearm is filled to capacity
with bullets and does not deplete bullets in the bandoleer. These bullets act as +1 magic
weapons for the purpose of hitting supernatural critters and spirits. Bullets created by this
bandoleer must be used before they disappear in 1 hour +1 hour per CL.
29-31 Bandoleer lasts for 1d3 months +1 month per CL. On command, the firearm and the firearms
of all allies within 20’ are filled to capacity with the correct ammo. These bullets act as +1
magic weapons for the purpose of hitting supernatural critters and spirits. The bullets do not
disappear until after being fired. A single bullet that fits any type of firearm can be produced
upon command that has the same bonuses.
32+ The bandoleer is now permanent. On command, the firearm and the firearms of all allies
within 40’ are not only filled to capacity with the correct ammo, but will also continue to be
filled for the duration of the combat. These bullets act as +1 magic weapons for the purpose
of hitting supernatural critters, spirits, and extra-planar beings. The bullets do not disappear
until after being fired. A single bullet that fits any type of firearm can be produced upon
command that has the same bonuses.
CTHUTHONIC EMBRACE
Level: 3 Range: Varies Duration: Varies Casting Time: 1 round Save: Varies
General: Roused, but still confined to its prison, the old god Cthulhu can send slivers of power to
petitioners willing to make dark pacts. It’s through the lending of power through these channels, these
little insignificant gifts, that Cthulhu has slowly punched holes in its prison and will one day return.
Manifestation: Roll 1d4: (1) the caster’s face is overlaid with the horrific image of a tentacle-ringed
maw that causes those within eyesight to suffer a -1 to their next action; (2) caster’s arms transform
482
Corruption: The caster’s body changes to resemble an avatar of Cthulhu each time corruption is
rolled. The effects and penalties are additive, and if the same result is rolled twice, choose the next
higher or lower result that the caster does not already have. Each time corruption is rolled, the
caster’s Path moves one step towards the Path of Darkness and will continue as bonuses on the PoD
once that Path is reached. Once all effects are gained, further corruption just adds an additional step
to the PoD. Roll 1d10 modified by Luck: (0-1) caster’s skin takes on a rubbery texture that increases
their natural AC by +1, but all healing attempts (magical or not) suffer a -2 penalty to the roll; (2-3)
caster’s eyes change, taking on the appearance of blank white orbs (caster suffers -1 to action rolls
made in full daylight, but can now see in the dark); (4-5) caster exudes a scent that is both sweet and
repulsive that animals and humans find disturbing (-1d on all social interaction rolls but oddly grants
a +2 bonus to any type of charm or mental domination checks); (6-7) pustules and a spreading rash
grow to cover the caster over the course of a month (imposing a -1d on all human interaction rolls),
and on the next waxing crescent moon, the pustules will burst as small writhing tentacles sprout
from the sores (caster gains +3 to all spell checks until the next waxing crescent moon when the
tentacles will die off and the pustules and rash will reform over the course of a new month); (8-9)
each finger of the caster’s hand elongates and becomes tentacular with tiny suckers covering their
length (this creates a superior grip on any held item which will never be dropped unless the caster
wishes it, but they seem to have a mind of their own and doing any intricate or delicate hand work
requires a DC 15 Willpower check to even try and perform); (10+) slowly, over the course of a month,
the caster will undergo a transformation that will radically change their countenance (causing a -2d
on all interaction rolls): all body hair falls off as the caster’s skin turns an increasingly deeper shade
of red—teeth fall out as tentacles sprout on the caster’s face, surrounding their mouth, which has
widened and become beaklike; finally, their skull elongates taking on a squid shape.
Misfire: Roll 1d4: (1) caster feels their tongue transform into a black tentacle, making any additional
spell checks or verbal communication suffer a -2 penalty for 1d3 rounds; (2) black, writhing tentacles
sprout from the ground, tripping any unwary target within 30’ (DC 13 Reflex save or become prone);
(3) the spell backfires: roll another spell check at +1, and apply all new effects to the caster and allies
within 10’; (4) caster is mentally pulled from the field of battle and now faces the prison holding the
exiled god Cthulhu, who whispers a forbidden secret “man is not meant to know” before being sent
back to their mortal shell (Grit is permanently reduced by 1 point each time this result is rolled, and the
caster now has a major phobia—nyctophobia is recommended).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) major corruption + misfire;
(1-2) corruption, (3+) misfire.
12-13
Failure.
483
18-19 A pool of ebon-taint manifests on the ground within a 40’ area centered on the caster. For
the duration of the spell, tentacles reach out at any targets in the area of effect as chosen by
the caster. Targets must pass a Reflex save versus a DC equaling the spell check total + CL,
with failure resulting in the targets being knocked prone. After which, they must continue to
try and pass the save (this represents the constant harassment by the summoned tentacles)
before they can stand. The spell lasts for 1d10 rounds.
20-23 A pool of ebon-taint manifests on the ground within a 50’ area centered on the caster. For
the duration of the spell, tentacles reach out at any targets in the area of effect as chosen by
the caster. Targets must pass a Reflex save versus a DC equaling the spell check total + CL,
with failure resulting in the targets being knocked prone. After which, they must continue to
try and pass the save (this represents the constant harassment by the summoned tentacles)
before they can stand. In addition, each target failing the save suffers 1d8+CL in piercing
damage from the thorny growths on the tentacle. The spell lasts for 1 turn.
24-27 In addition to the result from 20-23, the caster may command a giant viridian-hued tentacle
to burst from the ground beneath, delicately lifting them into the air as the tentacle
continues to grow 20’ per round. The effect can be used to escape danger, reach items or
locations that were out of reach, etc. The tentacle is AC 12 with 80 hp. Each successful melee
attack upon the tentacle will cause a sickly sweet aromatic ichor to spray the attacker (1d4
damage + DC 12 Fortitude save or paralysis for 1d8 rounds) as a self-defense mechanism. The
spell now lasts for 1+CL turns.
28-31 In addition to the result from 20-23, the caster may command 1d4 giant viridian-hued
tentacles to burst from the ground, covering a 60’ area centered on the caster. Each round,
including the round the spell is cast, the tentacles will attempt to slam or crush targets in
the area of effect that are chosen by the caster. Targets may attempt a Reflex save with a
target DC matching the original spell check result or take 1d10+CL in bludgeoning damage.
Suffering any amount of damage results in the target being knocked prone. The tentacles
may be attacked directly and have an AC of 12 with 80 hp. Each successful melee attack upon
the tentacle will cause a sickly sweet aromatic ichor to spray the attacker (1d4 damage + DC
12 Fortitude save or paralysis for 1d8 rounds) as a self-defense mechanism. The spell lasts
1+CL turns.
32-35 In addition to the result from 20-23, each round, including the round the spell is cast, a giant
viridian-hued tentacle can be commanded to burst from the ground and lash out towards
one target as chosen by the caster within 50’. The target is automatically grabbed (no hit roll
is needed and it can not be avoided) and 1d20 crushing damage is applied as the target is
lifted into the air to meet the dread gaze of Cthulhu. The target must pass a DC 18 Grit check
or permanently lose half (round down) of their current Grit. The target is then thrown 1d30’
away, suffering falling damage upon contacting the ground, and is prone. The spell lasts for
1+CL turns.
484
DUST DEVIL
Level: 3 Range: Varies Duration: Varies Casting Time: 1 round Save: Varies
General: The caster temporarily summons (or becomes one with) a dust elemental that manifests as a
funnel cloud of dust, sand, and other debris.
Manifestation: Roll 1d4: (1) a strong wind accompanied by a ghostly howl blows through the area
the caster currently inhabits; (2) caster momentarily crumbles to dust during the round of casting
before being reformed on the following round; (3) caster is lifted in midair and spun violently by the
elemental as it arrives, leaving the caster disoriented (-1d to all rolls) on the following round; (4) the
skin of the caster begins to crack as wind and sand escape from the wounds (caster suffers 1 hit point
of damage).
Corruption: Roll 1d10 modified by Luck: (0-1) the skin of the caster gains a gritlike texture, giving the
appearance of always looking dirty (-1 to social interaction rolls); (2-3) caster finds themselves a magnet
for dirt and all things dusty, requiring the removal of outer clothing every eight hours or the caster
will suffer from fits of sneezing (neglecting the dusting causes -1d on all physical rolls due to the dust
being kicked up); (4-5) the voice of the caster takes on a dry raspy sound, unsettling animals and small
children (-1d to social interaction rolls); (6-7) caster vomits plumes of dust and debris during times of
stress (a DC 8 Willpower save is needed during stressful situations or the caster is unable to act for 1d3
rounds); (8-9) a strong breeze follows the caster, often knocking small objects over, or stirring wind
chimes on a breezeless day (any attempt at stealth or concealment is made at -1d); (10+) caster develops
an aversion for water (the elemental opposite to wind) and is unable to consciously cross running
bodies of water and avoids baths (any action rolled that involves the caster being in or very near water
is penalized by -1d).
Misfire: Roll 1d3: (1) caster is swept 10’ up in a miniature whirlwind before being dropped to the
ground prone (1d6 fall damage with a chance of broken bone); (2) a blast of searing desert wind spreads
out from the caster in a 30’ radius (any living creature in the area must make a DC 12 Fortitude save
to avoid 1d8 blistering heat damage; (3) caster crumbles to dust and is blown 1d100’ away in a random
direction before reforming, prone on the ground, at the end of the round.
485
486
GALLOWS
Level: 3 Range: Line of sight Duration: Varies Casting Time: 1 round Save: Varies
General: Spectral hangmen cross the veil to dole out vigilante justice for the target’s past
transgressions by way of a just hanging at the ghostly gallows.
Manifestation: Roll 1d4: (1) a hangman’s noose materializes and begins stretching to reveal a
dimensional portal into the Near of the spirit world; (2) caster becomes a conduit to the spirit world,
allowing the spirits to step out of their body; (3) a crack of thunder signals the coming of judgement
as the sky darkens with storm clouds blown in by a burst of cold wind; (4) a section of hangman’s rope
bursts from the ground, pulling the spirit hanging on to the free end out of the earth.
Corruption: Roll 1d8 modified by Luck: (0-1) caster’s eyes lose all color, leaving only milky orbs (bright
sunlight results in a -1d penalty to all actions requiring eyesight, but once per day, the caster can see
the sins of one target in a vision); (2-3) caster’s neck is left with a permanent rope burn as a reminder
that they will one day face judgement for their own sins; (4-5) all who encounter the caster sense
something peculiar about them and feel as if they’re being judged (social interaction rolls are made
with a -1d penalty); (6-7) a short piece of rope that glows faintly in darkness is tied in a noose and hangs
from the caster’s neck, and upon removal, the spell is lost for 24 hours and a roll is made on the Minor
Corruption table; (8+) a roll on the Major Corruption table is made and the caster develops a strong
compulsion for hunting down, and passing judgement on, wanted criminals.
Misfire: Roll 1d4: (1) summoned spirits find the caster to be a worse blight on mankind than the
original targets (reroll the spell check with a +1 or use 1d24+1 if the caster is not on the PoR— apply the
spell’s effects on the caster and any allies not on the PoR should the spell affect multiple targets); (2) a
spectral hangman’s noose materializes around the caster’s neck, cinching down for 1d6 rounds, causing
1d3 temporary Stamina damage per round until the rope can be pulled free (DC 10 Strength check,
and once the rope is removed, lost Stamina returns with a Stamina that reaches 0 being death by
suffocation); (3) a portal appears above the caster, sending a powerful gust of wind downward which,
knocks them prone; (4) waves of regret wash over the caster as they are forced to relive past sins and
possible crimes (a DC 13 Willpower save must be made each round to act normally, or the caster stands
motionless, an unwilling witness to past transgressions for 1d8 rounds).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-13 Failure.
14-18 A spectral gallows explodes from the ground along with a hangman’s spirit. The hangman
487
GUN BUTTER
Level: 3 Range: 60' Duration: 1+CL rounds Casting Time: 1 round Save: Varies
General: A simple (but effective) spell that causes metal objects to heat up.
Manifestation: Roll 1d4: (1) invisible microwaves radiate from the caster, heating up a specific metal
object on or held by the target; (2) the holder of the item has their own body heat stolen (causing them
to shiver and become more sluggish, causing a -1d to all actions) and conductively transferred to the
item held; (3) invisible microwaves radiate from the caster’s hands, directed at a metal object on or held
by the target; (4) ambient heat from around the target is transferred to a specific object on or held by
488
Corruption: Roll 1d4 modified by Luck: (0-1) caster’s body pulls heat from their surroundings to
stay warm, causing all temperatures within 15’ of them to be 15° cooler at all times; (2) caster’s body
temperature drops to 94°F, causing them to shake and shiver as they enter a state of mild hypothermia
(caster suffer -1 on all spell checks and Agility checks from the trembling); (3) minor corruption; (4+)
major corruption.
Misfire: Roll 1d4: (1) spell randomly targets an object on an ally (reroll the spell check with a +1 bonus
and apply the results to a random item on your closest ally); (2) a random object on the caster suffers
the result from 16-17; (3) reroll the spell check with a +15 bonus, the spell works as normal, but the
caster’s body provides the necessary heat, causing them to become hypothermic and suffer -2d to all
actions for the spell duration; (4) all metal objects within 60’ of the caster become too hot to hold or
carry, causing 1d6 damage to those carrying or holding such objects for the spell duration.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-15 Failure.
16-17 Caster chooses one mundane (non-magical or non-mystical), inanimate metal object within
range, which becomes increasingly hotter over time. The first round of the spell, the item
becomes scalding hot, causing 1d4 damage to anyone holding or carrying the object near
their skin. Subsequent rounds find the object becoming so hot that having it anywhere near
living tissue causes second-degree burns and 1d8 damage each round it is near the creature
carrying or holding the object.
18-21 In addition to the result from 16-17, the damage to living beings changes to 1d8 immediately
and 1d10 each subsequent round; the spell inflicts damage to the object, moving it 1 step up
the ladder to being destroyed (see Catching Fire) as it begins to melt and deform. If the object
chosen is a firearm, any loaded ammo will immediately discharge and damage the wielder
(roll damage for each bullet present, take half damage if the weapon was dropped).
22-23 In addition to the result from 18-21, magical and mystical inanimate metal objects may be
targeted. Furthermore, the damage to living beings changes to 1d10 immediately and 1d12
each subsequent round. The damage to a mundane, inanimate, metal object moves 2 steps up
the ladder (see Catching Fire), but does not damage magical or supernatural objects.
24-26 In addition to the result from 22-23, the number of objects which may be targeted changes
to 1d3, the damage to living beings changes to 1d14 immediately and 1d16 each subsequent
round; the damage to mundane, inanimate metal objects moves 4 steps up the ladder (see
Catching Fire).
27-31 1d5 targeted, inanimate metal objects within range, become increasingly hotter over
time. The first round of the spell, the item becomes scalding hot, causing 1d16 damage to
anyone holding or carrying the object near their skin. Subsequent rounds find the object
becoming so hot that having it anywhere near living tissue causes second-degree burns and
489
NECROTIZING TOUCH
Level: 3 Range: Touch or 20’ Duration: Varies Casting Time: 1 round Save: Fort
General: The caster’s hands become anathema to life itself, draining the life-force from living things
within its range.
Manifestation: Roll 1d4: (1) caster’s hands take on the pallor and appearance of a rotting corpse while
casting the spell; (2) caster exudes a malefic aura in a 20’ radius, causing animals to shy away from
them; (3) all native plant life within a 20’ radius of the caster begins to wither; (4) caster’s eyes have the
appearance of hourglasses, seeing all beauty fade as their vision depicts the rapid decay of all living and
non-living matter for the spell’s duration.
Corruption: Roll 1d10 modified by Luck: (0-1) caster’s hands take on the pallor and appearance of a
rotting corpse, forcing them to either hide their disfigurement or suffer -2d on social interaction rolls;
490
Misfire: Roll 1d4: (1) caster and all allies suddenly feel as if rigor mortis had set in, causing -1d on all
Agility-related rolls and a Movement reduction of -5’ (to a minimum of 5’) for 1d4 rounds; (2) the spell
backfires and applies to one random ally within 50’ of the caster (reroll the spell check at a +1 and
apply the results to the poor ally); (3) caster suffers visions of the evils done by any creature within 50’
(make a DC 10 Willpower save or is unable to act for 1d4 rounds as the evils witnessed distract their
focus); (4) caster’s body begins to undergo an accelerated aging process (for 1d4 rounds, caster must
make a DC 10 Fortitude save each round or suffer 1 point of permanent Stamina loss and age 5 years
for each failed check).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
Failure.
12-13
14-17 Caster’s touch initiates a process of cellular degeneration. Any living being touched by the
caster must make a Fortitude save vs. a DC equal to the spell check or lose 1d6 points of
Stamina or Fortitude. The caster restores an equal amount of Stamina (treat a Fortitude
drain as if it were Stamina) as that drained. Caster’s Stamina score cannot be increased higher
than the caster’s original maximum.
18-20 The touch causes either 1d8 points of Stamina loss (Fortitude if a creature) or 1d8 hp loss.
An equal amount of either Stamina (treat a Fortitude drain like Stamina) or hit points are
transferred to the caster. Stamina cannot be increased higher than the caster’s original, but
hit points can (additional hp over character maximum will drain away if not used in 1d4
turns). Additionally, the caster begins to drain the moisture from a target’s body, causing
them to have to make an additional Willpower save with a DC matching the result of the
spell check; failure results in the target becoming extremely dehydrated and suffering
dizziness and confusion (-1d to all actions for 1d4 rounds).
21-23 In addition to the result from 18-20, the Stamina and hit point losses are increased to 1d10
points (Fortitude from a creature). Additionally, the target’s skin begins to blacken and
slough off in places as the effects of the touch spread throughout the target’s system (-1d on
Personality checks due to the disgusting effects). Spell lasts for 1d4 rounds.
24-26 The cellular degeneration becomes increasingly severe. In addition to the result from 21-23,
instead of just suffering Stamina or hp loss, the target must make a Fortitude save or lose 1d4
points each of Stamina, Strength, and Agility (Fortitude, Reflex, and Willpower if a creature)
and the hit point loss is increased to 2d6.
27-28 In addition to the result from 24-26, the Stamina, Strength, and Agility (Fortitude, Reflex,
and Willpower if a creature) loss is increased to 1d6 and the hit point loss is increased to
491
PAROXYSM
Level: 3 Range: Varies Duration: Varies Casting Time: 1 round Save: Fort
General: Excellent for home defense, this is another chestnut originally copied from the tattered
pages of H. P. Snodbottom’s Prairie Home Survival Guide. Until the incantation is discharged, one of the
occultist’s hands, a melee weapon, or several pieces of ammunition are charged with energy and are
coated with a sticky layer of neurotoxic venom. This layer of venom causes no problems with gripping,
climbing, or fine manipulation, but the caster does need to be careful not to discharge the incantation
accidentally upon an ally or innocent bystander. A glove may be donned to alleviate the risk and
most of the manifestation effects, but the glove must be removed before the caster can discharge the
incantation. The spell ends after the caster succeeds with their first attack within the time granted
by the incantation. Any enchanted ammunition created can be shared with others, but only the one
who cast this incantation is immune to the incantation’s effects. Care must be taken by others using
these missiles, and a thief may apply their bonus for handling poisons when using these items. Unless
indicated by the casting check, the effects of this incantation are normal, non-magical, and heal with
rest or magical aid.
Manifestation: Roll 1d8: (1-2) the ammo or hand glows with a dim, purple light equivalent to a candle
and is constantly dripping with slime of the same hue; (3-5) the ammo or hand sheds sparks and makes
little whizzing noises; (6-7) the ammo or hand smolders and crackles, trailing red smoke that quickly
dissipates; (8) the ammo or hand glows with a neon-yellow light equivalent to a torch and is constantly
dripping slime of the same hue.
Corruption: Roll 1d6 modified by Luck: (0-1) the caster must succeed at a Luck check for their hand
492
Misfire: Roll 1d6: (1) two randomly chosen targets within 40’ must succeed at a DC14 Fortitude save
or are overcome by seizures (targets are unable to move or take physical actions for 1d6+CL rounds);
(2-5) one randomly chosen target within 20’ must succeed at a DC12 Fortitude save or be overcome by
seizures (target is unable to move or take physical actions for 1d4+CL rounds); (6) the inept caster must
succeed at a DC16 Fortitude save or be overcome by seizures which renders them unable to move or
take physical actions for 1d3+CL rounds.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) greater corruption + misfire;
(1) major corruption + misfire; (2-3) corruption + misfire; (4+) misfire.
2-14
Lost. Failure.
15 One of the caster’s hands is charged with chaotic energy. The caster can make a normal
melee attack on their next round, trying to strike their target. If successful, the attack inflicts
any normal damage and the victim must succeed at a Fortitude save with a DC equal to the
spell check result, or they are overcome by seizures. The convulsing target is unable to move
or take any actions for 1 round. The spell ends after a successful strike.
16-17 One of the caster’s hands is charged with chaotic energy. The occultist can make a normal
melee attack on their next round, trying to strike their target. If successful, the attack may
inflict any normal damage and the target must succeed at a Fortitude save with a DC equal
to the spell check result, or they are overcome by seizures. The convulsing target is unable to
move or take any actions for 1d6+CL rounds. Incantation ends after one successful strike.
18-21 One of the caster’s hands or 1d6+CL bullets are charged with chaotic energy for 1d4+CL
turns. The occultist makes normal attacks trying to touch or shoot their targets. If successful,
the attack may inflict any normal damage and the victims must succeed at a Fortitude save
with a DC equal to the spell check result, or they are overcome by seizures. The convulsing
targets are unable to move or take any physical actions for 1d8+CL rounds. Incantation ends
after 1 successful strike by hand or per bullet, or the spell duration expires.
22-23 One of the caster’s hands, a melee weapon, or 2d4+CL bullets can be charged with chaotic
energy for 1d4+CL turns. The caster makes normal attacks on their targets. If successful,
the attack may inflict any normal damage, and the victims must succeed at a Fortitude save
with a DC equal to the spell check result, or they are overcome by seizures. The convulsing
targets are unable to move or take any actions for 1d10+CL rounds. Incantation ends after a
successful strike by melee or missile fire, or the spell duration expires.
24-26 For the next 1d3 rounds, the caster designates one creature within 30’ and with a word
causes the indicated target to become overwhelmed by seizures of such violence that the
victim causes themselves 1 point of damage per round they are in the grip of the seizure. If
the creature is 2HD or less, it is affected automatically. If 3HD or greater, it receives a DC 20
493
RESISTANCE
Level: 3 Range: Varies Duration: Varies Casting Time: 1 round Save: Varies
General: The caster grants the target resistance to various forms of energies and potentially
even magic! When a random form of energy is asked for: Roll 1d10: (1) sonic; (2) chemical; (3)
electromagnetic; (4) kinetic; (5) nuclear; (6) ionization; (7) thermal; (8) gravitational; (9) magic; or (10)
roll twice and combine.
Manifestation: Roll 1d4: (1) targets are surrounded by a nimbus of non-damaging energies of the forms
to which they are granted protection; (2) caster’s hands are wreathed in non-damaging energies to
which they are providing resistance; (3) caster’s body takes on the visual aspect of the energies to which
they are providing resistance; (4) lines of non-damaging energies connect the caster to those provided
resistance.
Corruption: Roll 1d5 modified by Luck: (0-1) caster becomes vulnerable to one or more forms of
energy and suffers double damage when exposed (roll 1d10: 1- sonic, 2- chemical, 3- electromagnetic, 4-
kinetic, 5- nuclear, 6- ionization, 7- thermal, 8- gravitational, 9- magic, or 10- roll twice and combine);
(2) the area within 30’ of the caster is constantly deluged with minor amounts of one or more forms of
energy described above; (3) greater corruption; (4) major corruption; (5+) minor corruption.
Misfire: Roll 1d4: (1) spell randomly targets an opposing enemy (reroll with a +1 bonus and apply the
result); (2) one random inanimate object in range begins to emit one or more forms of energy; (3) caster
suffers +1d to all energy-based damage for the spell duration; (4) all enemies within 120’ of the caster
are resistant to damage from all forms of energy, gaining -1d to all energy-based damage rolls.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1-2)
corruption; (3) minor corruption; (4+) misfire.
2-11
Lost. Failure.
12-15 Failure.
494
SHADOW STRIDE
Level: 3 Range: Touch or 25’ radius Duration: 1 round Casting Time: 1 round Save: Will
General: The caster works with the darkness inherent in shadows that connects the mortal world with
that of the spirit, forging a spirit-path used for quick travel. With the proper spell check, up to five
miles can be crossed in 1 round.
Manifestation: Roll 1d4: (1) caster’s body becomes a living shadow (+1 to Fortitude saves and can see
120’ in darkness with no penalties) that needs to stay away from direct sunlight for the duration of the
spell or will start dissolving at the rate of -1 Stamina per round until death is reached at 0 Stamina; (2)
a swirling of dark mist bubbles up in front of the caster, engulfing them from the waist down as they
step onto a shadowy path that leads into the spirit world; (3) tendrils of semi-solid blackness reach out
from the nearest collection of shadows and grasp the caster, pulling them rapidly into the shadows
and ejecting them out at their destination (a Grit check at DC 10 must be made as the experience is
495
Corruption: Roll 1d8 modified by Luck: (0-1) caster finds their skin has become very sensitive to
sunlight (direct sunlight on exposed skin causes 1 point of damage each round), making heavy clothing
a must; (2-3) caster’s skin begins to turn more translucent as swirling whorls of constantly moving
shadow is glimpsed beneath (+1d to stealth-related rolls but suffers -2d on all social interactions due
to the unnerving tattoos); (4-5) caster’s shadow begins to move independently of their physical form,
japing and cavorting behind the caster constantly which distracts the caster’s allies (who suffer -1 to all
rolls during combat as their peripheral vision constantly catches the movement) when it is visible; (6-7)
caster’s eyes turn completely black and leak a smoky mist, causing them to view a world which appears
cloudy and somehow less substantial (vision-related rolls gain +1d in the spirit world and a -1d penalty
on earth); (8+) caster’s lower extremities turn to swirling shadows, making movement difficult on earth
and much easier in the spirit world (-10’ MV to a minimum of 5’ on earth, +10’ MV in the spirit world).
Misfire: Roll 1d4: (1) caster’s tongue turns into shadow substance, making any additional spell checks
suffer a -2 penalty for 1d3 rounds as forming words are difficult; (2) a 10’ deep, 5’ radius pit of shadows,
centered on the caster, comes into existence and turns solid again in 1d4 rounds, trapping those that
fell in who have not made their way out in time (a DC 12 Fortitude check saves for half damage or
suffer 3d8 damage from the crushing ground that pushes those trapped to the surface the next round);
(3) the spell backfires and instantly transports the caster to the spirit world, trapping them for 1d4
turns unless they have another way to return; (4) for 1d8 turns, the caster casts no shadow—which has
gone missing—a sensation which causes mental strain (make a DC 12 Grit check).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-13 Failure.
14-16 The caster fades into the shadows and is transported bodily through the spirit world, along
a shadowy path, to a maximum distance of 60’ where they step through into the plane they
just left, up to 60’ away from where they were. The caster returns to his starting plane ready
for action the next round. If they choose not to leave the spirit world, they will be ejected the
next round as the spell ends.
17-19 In addition to the result from 4-16, the maximum distance increases to 120’.
20-22 In addition to the result from 17-19, the caster may take up to one willing target they are
touching with them along for the ride, to a maximum distance of 240’.
23-25 In addition to the result from 20-22, the caster may take up to 1d4+CL willing targets they are
touching with them along for the ride, to a maximum distance of 480’.
26-28 The caster and 1d4+CL willing targets—that can be touched—fade into the shadows and are
transported bodily through the spirit world, along a shadowy path, to a maximum distance of
one mile. The group returns to their starting plane ready for action the next round up to one
mile away from their starting location. If they choose not to leave the spirit world, they will
be ejected the next round as the spell ends.
496
TUMBLEWEED
Level: 3 Range: 30' Duration: Varies Casting Time: 1 round Save: Fort
General: The spell’s effect either changes the structure of a body or surrounds a body in a field that is
extremely pliant and bouncy, allowing the ability to roll in a controlled fashion, bounce off structures,
absorb kinetic energy, and gain some measure of protection against damage.
Manifestation: Roll 1d4: (1) target’s body balloons into a spherical shape, allowing them to roll and
bounce; (2) target is surrounded by floating, gyrating, rubbery bubbles granting a certain lubricity and
the ability to float in the bubbly mass; (3) target’s physical appearances are unchanged, but their body
becomes extremely pliable; (4) target is surrounded by a completely transparent, kinetic force field of
unknown energy and can control the motion of the rubbery containment field with their thoughts.
Corruption: Roll 1d5 modified by Luck: (0-1) caster’s body begins to lose cohesion, causing them to
suffer 2 points of Strength loss permanently; (2) caster’s body becomes permanently pliant and rubbery,
with a high surface tension that repels all fluids (+2 to all swim checks but may cause other issues as
directed by the judge); (3) greater corruption; (4) major corruption; (5+) minor corruption.
Misfire: Roll 1d4: (1) spell randomly targets an opposing enemy (reroll the spell check with a +1
modifier and apply the result); (2) caster’s own physical attacks bounce slightly, causing them to suffer
1d5 damage for each melee attack they make during the spell duration; (3) spell takes effect as normal,
but targets are not able to control the direction of their movement—roll 1d4 each time they suffer an
outside force acting on them or try to move: 1- up, 2- lateral, 3- directly away from acting force, or 4-
stays where they are; (4) spell takes effect, but all numbers within the spell description are reversed in
terms of effect (e.g., Movement is decreased, physical damage is increased, and melee attack damage
is reduced).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1-2)
corruption; (3) minor corruption; (4+) misfire.
2-12
Lost. Failure.
13 Failure.
14-17 One chosen target increases their base Movement by +10’ and gains a limited damage
resistance (all physical damage is reduced by 1d3 points to a minimum of 0). If they are able
497
498
General: This spell causes targets to become extremely ornery and blasphemous, venting and cussin’
uncontrollably any and all frustrations in the most foul and uncouth way possible. This affects their
social interactions with those witnessing or hearing first-hand about the tirade. Those who walk the
Path of The Righteous gain a +1d to Willpower saves to resist the spell effects, while those who walk
the Path of The Damned suffer a -1d penalty to the Willpower saves. Those who Walk the Line gain no
bonus nor suffer any penalty to the rolls.
Manifestation: Roll 1d4: (1) target begins to drool at the mouth and spittle flies as they vent forcibly
their frustrations; (2) target uncontrollably gesticulates with rude and blasphemous gestures; (3) targets
begins cussin’ uncontrollably at the top of their lungs at any nearby sentient beings; (4) target begins
to flatulate loudly and speak the most foul cussin’ based on anything that the closest person finds
offensive.
Corruption: Roll 1d5 modified by Luck: (0-1) target’s speech patterns are permanently altered,
requiring a cuss word to be used multiple times per statement spoken and causing a -1d to all social
interaction rolls; (2) one of the target’s hands are permanently twisted into a rude gesture; (3) greater
corruption; (4) major corruption; (5) minor corruption.
Misfire: Roll 1d4: (1) caster must reroll their spell check at a +11 and suffer the consequences of the
roll; (2) caster’s eyes bug out, and their face turns an ugly purplish-blue as they can do nothing for 1d3
rounds except cast vitriolic statements at the closest person; (3) caster’s own cussin’ and foul mouth
causes all rolls related to social interactions to suffer a -1d penalty for the duration; (4) for one week,
the caster is compelled to speak in the most vile terms each time they meet someone new (-2d to
interaction rolls when encountering a new person).
1 ost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1-2)
L
corruption; (3) minor corruption; (4+) misfire.
2-11
Lost. Failure.
12-17 Failure.
18-19
One chosen target is forced to begin cussin’ uncontrollably and extremely loudly for the
duration unless a Willpower save with a DC equal to the spell check is made. This will
interrupt spell casting efforts, eliminates all chances at stealth, and causes hard feelings in
those who Walk the Line or are on the Path of The Righteous who hear their foul mouth (-2
to all Personality rolls related to social interactions). The spell effects last 1+CL rounds.
20-23 In addition to the result gained from 18-19, the target is forced to gesticulate wildly, causing
them to suffer a -2 on all rolls requiring a physical skill check for the duration.
24-25 In addition to the result gained from 20-23, the number of targets which may be affected is
increased to 1d3 and the Personality penalty changes to -4 due to the extreme vitriolic cussin’.
499
General: The lore states that Balor, the King of the Formorians, was possessed of a third eye, high on
his forehead, that had the power to curse and destroy his enemies. While not as powerful, this spell
replicates some of the abilities of Balor’s fabled weapon.
Manifestation: For the duration of the spell, the caster displays: Roll 1d4: (1) an eye that bulges several
inches beyond the eye-socket, is rimmed in red, broken veins, and has no discernable cornea; (2) a third
eye that opens on the caster’s forehead, centered between and two inches above their other eyes; (3) a
gigantic, lidless eye that is revealed as the caster opens their mouth so wide that it unhinges over the
top of their head, drops to the back of their neck, as the eye emerges from within the gaping throat-
hole; (4) a single eye, made from the merging of the normal two.
Corruption: The spirit of the long-dead King of the Formorians finds a suitable vessel in the
occultist. Balor’s evil mantle falls upon the caster who is overcome with bloodlust and must attack
every living being within 50’ until they (or the caster) are destroyed. Balor’s mantle invigorates the
caster and grants them: +5 to AC, Strength, Agility, and Stamina; and +2d20 temporary hit points that
last until reduced by damage or the possession ends. In addition, the caster makes another spell check
with a +10 bonus to see what powers Balor’s eye grants while they are possessed. The caster may only
500
Misfire: Roll 1d4: (1) the caster is rendered temporarily blind for 1d3 turns; (2) all within 10’ of the
caster (including the caster) are rendered temporarily blind for 1d4 turns; (3) Balor’s eye activates but
something goes wrong—instead of creating fear in their enemies, the spell causes all enemies within
50’ of the caster to focus their aggression and attacks solely on them; (4) all within 20’ of the caster
must make a Grit check vs. a DC of 20 as the fierce spirit of Balor instills absolute terror.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) major corruption + misfire;
(1-2) corruption, (3+) misfire.
12-17
Failure.
18-20 Balor’s eye opens and forces all that view the caster to make a Grit check vs. a DC equal to the
spell check.
21-25 The evil eye curses 1d6+CL targets. Each target selected by the caster receives 1d6 Hex tokens.
26-29 The evil eye causes the foes of the caster to quake in their boots and lose all desire to fight!
All enemies within eyesight must make a Willpower save vs. a DC equal to the spell check;
failure results in 1d4 rounds where they can take no action as they shake in fear, rooted to the
spot. This mystical power works regardless if the enemies are actually looking at the caster.
Waves of fear roll forth from the eye causing the effect.
30-31 One target chosen by the caster receives the full brunt of Balor’s rage. That target must make
a Fortitude save vs. a DC equal to the spell check or suffers a stroke. The target drops to the
ground, unable to move or take action as their nervous system misfires. Each round, the
target can make another Fortitude test with the DC reducing by 1 for each round after the
first until they succeed. Once the target recovers, they must make a Luck check; on a failure,
the unfortunate lose 1d6 points from their physical Stats (they may spread the loss across all
three Stats as they wish).
32-34 Entire armies can be cowed by the awful majesty of Balor’s gaze. All living beings within 100’
of the caster receive 1d10 Hex tokens each and must make a Grit check vs. a DC equal to the
spell check. If allies of the caster are warned in advance, they can close their eyes and avoid
Balor’s gaze (those warned must make a Willpower save vs. a DC of 10 to not look).
35+ 1d6 living targets are singled out for the full might of the evil eye. These unfortunate beings
must make a Fortitude save vs. a DC equal to the spell check or die. The waves of fear that
roil off the caster are so strong that the targets have massive heart attacks and drop where
they stand. Roll the body checks can still be made. Those that pass their Fortitude save still
experience painful heart palpitations and take 1d6 points of Stamina damage. A Stamina
score of zero is death.
501
General: The spell grants the caster the ability to pull a singular appendicular bone (the ones that
support the appendages) from living targets. Bones pulled from living targets can then be used either
as a talisman or spell focus targeting the bone’s original owner or to generate an entirely new skeleton
under the caster’s control. The spell may be somewhat resisted by making a Fortitude save vs. a DC
equal to the spell check.
Manifestation: Roll 1d4: (1) target’s body overlying the bone turns transparent and jelly like as the
bone is telekinetically pulled out; (2) caster’s bones become visible as the target’s bone disappears,
rematerializing inside the caster, where it can then be removed freely; (3) target’s bone becomes soft
and malleable and is forcefully coughed up and lands in the caster’s hand; (4) target’s bone is removed
via psychoportation by the caster, appearing in the caster’s chosen hand.
Corruption: Roll 1d5 modified by Luck: (0-1) the small bones (phalanges) in the digits of a random
affected limb suffer skeletal deformity, causing the caster to suffer -2 to all Agility rolls that use the
affected appendage; (2) caster suffers -1d to Agility rolls and Reflex saves, as a bone is forcibly yanked
from their body, causing them to lose structural integrity in an affected limb; (3) greater corruption; (4)
major corruption; (5) minor corruption.
Misfire: Roll 1d4: (1) the caster removes their own bone by mistake, suffering the result of a spell check
reroll made with a +1 bonus; (2) caster’s bones become more dense, granting them a +2 AC bonus and a
-10’ Move penalty (to a minimum of 5’) for the duration; (3) caster’s own bones become brittle, causing
them to increase all damage suffered by +1d for the duration; (4) target’s bones enlarge and grow
large spurs, causing them to suffer 1d6 damage as their bones tear painfully through their skin, but it
increases all unarmed damage done by the target by +1d for the duration.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1-2)
corruption; (3) minor corruption; (4+) misfire.
2-11
Lost. Failure.
12-17 Failure.
18-19 The bone talisman magnifies all other spells cast by the caster which affect the target, causing
them to be cast as if the CL was one higher. The target also suffers wracking pain from the
missing bone, suffering 1d6+CL damage (Fortitude save with a DC equal to the spell check for
half damage on a success).
20-23 In addition to the result from 18-19, the spell magnification effect is increased by 2 levels,
the damage to the target is increased to 1d8+CL (Fortitude save with a DC equal to the spell
check for half damage on a success), and the caster gains some protection from attacks by the
target, reducing all damage dealt to them by the target by 2 (to a minimum of 1 damage).
24-25 In addition to the result from 20-23, the spell magnification effect is increased by 3 levels,
the damage to the target is increased to 1d10+CL (Fortitude save with a DC equal to the spell
check for half damage on a success), and the protection gained from attacks by the target
502
503
CALABOOSE
Level: 4 Range: 120' Duration: 1+CL rounds Casting Time: 1 round Save: Varies
General: The spell encases the targets inside a colored “jail” of sorts that moves with the target.
Various additional effects, based on the casing coloration, appear with higher spell checks.
Manifestation: Roll 1d4: (1) the casing is gelatinous in nature; (2) the casing appears as a series of
closely spaced, jail-cell bars encircling the targets; (3) the casing is formed from a gemstone; (4) the
casing is made of solidified light.
Corruption: If result 1-2 is ever duplicated, reroll the corruption check at +2 and apply that result
instead. Roll 1d5 modified by Luck: (0-1) caster’s skin becomes translucent, and anytime they are in a
confined space (judge’s discretion), they must make a DC 10 Grit check; (2) caster will not enter into
a jail or other space used for confinement under their own free will, fighting vehemently if they are
forced to do so; (3) greater corruption; (4) major corruption; (5+) minor corruption.
Misfire: Roll 1d4: (1) the spell backfires and the caster must reroll their spell check with a +1 bonus
and suffer the most negative results if given a choice; (2) a random ally suffers the effects of the spell (a
DC 15 Reflex save will avoid the effect); (3) target is magically unable to be constrained by any effects,
including magical or physical restraints, for the spell duration; (4) caster is unable to move from their
immediate location for the spell duration (their Movement becomes 0’).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1-2)
corruption; (3) minor corruption; (4+) misfire.
2-11
Lost. Failure.
12-17 Failure.
18-19 The caster chooses one of the following results for the spell duration: (1) a white casing
encompasses a single target, enhancing their life-force, granting the target 1d6 temporary hit
points (that last for the duration of the spell) and increases their AC by 2 OR (2) a black casing
504
CHICKABIDDY LEGS
Level: 4 Range: Varies Duration: Varies Casting Time: 1 round Save: N/A
General: The spell grants inanimate objects leglike, bipedal appendages which provide locomotion and
will take direction from the caster and can be ridden.
Manifestation: Roll 1d4: (1) object’s bipedal legs are enlarged versions of a chosen natural animal;
(2) object’s bipedal legs are enlarged versions of a chosen natural animal and wreathed in glowing,
violet flames which do not burn, but provide illumination out to 30’; (3) object’s bipedal legs are an
amalgamation of enlarged versions of two chosen natural animals, unnatural in their merging, and
obviously weird; (4) object’s bipedal legs are human in form: Roll 1d3: 1- male, 2- female, 3- one of
each gender.
Corruption: Roll 1d5 modified by Luck: (0-1) caster gains an extra set of vestigial legs which protrude
from their torso (-1d on interactions rolls if they are kept visible); (2) caster’s legs now resemble the
manifestation result; (3) greater corruption; (4) major corruption; (5+) minor corruption.
505
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1-2)
corruption; (3) minor corruption; (4+) misfire.
2-11
Lost. Failure.
12-17 Failure.
18-19 One inanimate object of no larger than human-sized dimensions grows bipedal legs, granting
a Movement speed of 40’ for a duration of 1d6+CL rounds. It can carry roughly 100lbs. in
weight.
20-23 In addition to the result from 18-19, the object’s leg musculature is massive, increasing the
Movement speed to 60’ for 1d8+CL rounds. It can carry roughly 150lbs. In weight.
24-25 In addition to the result from 20-23, the object’s Movement speed is increased to 80’ for 1d3
turns. It can carry roughly 200lbs. In weight.
26-28 One inanimate object of no larger than human-sized dimensions grows bipedal legs, granting
a Movement speed of 100’ for a duration of 1d6 turns. It can carry roughly 250lbs.
29-33 In addition to the result from 26-28, the spell can affect up to 1d3 objects and these object’s
now teleport as an action, limited in distance to anywhere on the current plane of existence
that the caster can see or has physically been to before, for a duration of 1d7 turns. The object
and any riders arrives with a margin of error of 1d10-CL miles to a minimum of 0 miles off
target. The items can carry roughly 300lbs. in weight each.
34-35 In addition to the result from 29-33, the teleportation distance changes to limited interplanar
travel to a location that the caster has physically been and allows transport of a rider through
the veil and into the Near. The spell lasts 1d5 days and the items can carry roughly 350lbs. in
weight each.
36-37 1d7 inanimate objects of no larger than horse-sized dimensions grow bipedal legs, granting a
Movement speed of 100’, and can teleport as an action, only limited in distance to anywhere
on this plane, other planes, or the Near of the spirit world to a point where the caster has
physically been before. The spell lasts for 1d7 days and the items can carry roughly 400lbs. in
weight each.
38+ In addition to the result from 36-37, the spell can affect up to 1d10 objects which become
permanently enchanted and can now teleport to any location that the caster has heard of,
read of, or seen a picture of (that actually exists). The objects can carry up to 500lbs. each.
506
General: The caster’s hands become anathema to life itself, draining the life-force from living things
within its range.
Manifestation: Roll 1d4: (1) caster’s eyes emit beams of white scintillating light which strike the
targets; (2) caster’s cranium physically expands to abnormal proportions for 1d4 rounds as they blast
their target with invisible psychic energy waves; (3) target’s cranium shrivels and shrinks for 1d6 rounds
as the caster bombard’s it with their tremendous psychic energies; (4) ropelike strands of wispy colorful
energy extend from the caster’s cranium and bury themselves in their target.
Corruption: Roll 1d6 modified by Luck: (0-3) greater corruption; (4-5) major corruption; (6+) minor
corruption.
Misfire: Roll 1d4: (1) caster loses 1d4 points of Intelligence, and any hair on their head falls out
immediately; (2) caster and all their allies within 20’ are barraged by waves of unfocused psychic
energy (each must make a DC 10 Willpower save or suffer -1d to all actions for 1d8 rounds as their
minds wail under the assault); (3) one randomly determined ally within range is stricken with a
psychic malaise and temporarily loses 1d6 Intelligence points (no save); (4) roll on the Generic Spell
Misfire table found in the Magic section.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-13
Failure.
14-15 Caster targets a single sentient creature within range. The target must make a Willpower
save with a DC equal to the spell check or suffers 1d4 points of temporary Intelligence loss
as their mind struggles to deal with the psychic barrage. If Intelligence reaches 0 or less, the
target can perform no actions and simply drools until the Stat loss can be healed naturally or
magically.
16-19 In addition to the result from 14-15, the target suffers 1d7 points of temporary Intelligence
loss.
20-21 In addition to the result from 16-19, the target suffers 1d10 points of temporary Intelligence
loss. Targets of 1 HD or less receive no save. Additionally, the caster gains 2 points of
Intelligence for 1 turn (does not stack with multiple castings of this spell).
22-25 Caster targets up to two sentient creatures within range. The targets must make a Willpower
save with a DC equal to the spell check or suffer 1d16 points of temporary Intelligence loss as
their mind struggles to deal with the psychic barrage. Targets of 2 HD or less receive no save,
and the caster gains 3 points of Intelligence for 1 turn (does not stack with multiple castings
of this spell). If Intelligence reaches 0 or less, the target can perform no actions and simply
drools until the Stat loss can be healed naturally or magically.
507
FOLKLORE
Level: 4 Range: Self Duration: 1d4 turns Casting Time: 1 turn Save: N/A
General: The spell provides the caster with varying degrees of information regarding local legends or
lore pertinent to a defined subject.
Manifestation: Roll 1d4: (1) caster’s eyes turn milky-white for 1d4 rounds; (2) caster’s becomes
catatonic for 1d4 rounds while they glean the information; (3) wispy images of hefty tomes whirling
slowly around the caster appear, and a peaceful aura exudes from the caster (hostile creature within
30’ of the caster must make a Willpower save matching the DC of the spell or be unable to attack the
caster during the spell’s duration); (4) a physical tome resting on an ornate pedestal appears in front of
the caster who must read its pages to obtain the information they seek.
Corruption: Roll 1d8 modified by Luck: (0-1) caster’s eyes, nose, and ears leak trickling, bloody rivulets
constantly (caster suffers -1d to social interaction rolls); (2-3) caster’s mind becomes addled and
they must make a DC 8 Willpower save once each day or suffer the effects of dissociative amnesia,
forgetting personal memories and identity (judge’s call as to effects on their game); (4-5) minor
corruption; (6-7) major corruption; (8+) greater corruption.
Misfire: Roll 1d4: (1) the information data stream is completely alien to the caster and their mind
cannot process it (caster is stunned for 1d4 rounds); (2) caster and all their allies within 50’ are
inundated with flashing mental images of strange, alien landscapes (each must make a DC 10
Willpower save or suffer -2d to all actions for 1d6 rounds as their minds come to grips with the data);
(3) caster transports the contents of the closest library to their location as manuscripts, tomes, and
shelving come crashing down into a 100’ area centered on the caster, causing 2d12 damage to all within
the area (half damage on a successful DC 12 Reflex save); (4) roll on the Generic Spell Misfire table in
the Magic section.
508
509
General: Another chestnut from the pages of H. P. Snodbottom’s Prairie Home Survival Guide, this
incantation allows the caster a chance to steal Luck from others by getting them to roll the knuckle
bones against Fate—metaphorically speaking. A psychic game of chance is entered with the winner
receiving Luck from the loser. Using this incantation is an evil act. Any caster using it with regularity
may gain steps along the Path of The Damned (the judge will determine when it has been used enough
for this to occur).
Manifestation: Roll 1d6: (1) a small imp pops into existence next to each intended target and bounces
a couple of decorated knuckle bones off their foreheads and reads off the results to determine the
winners and losers according to the casting result; (2) a gigantic, translucent coin spins over the target’s
head then passes through the length of their body before hitting the ground with a soul-trembling
thud, determining the outcome of the incantation; (3) as the caster’s gaze settles upon their target,
twin rays of crackling, indigo energy strikes; (4) a strange wormlike creature bursts out of the ground
and latches onto the victim and caster, gulping down Luck and transferring it to the winner; (5) deep-
purple lightning bolts pass from the loser to the winner; (6) an emerald-green beam of light shoots
from the finger of the caster and strikes their target.
Corruption: The caster loses 1 point of their Luck score at sunset each day for the rest of their lives;
each subsequent corruption result increases this daily drain by 1 point. If the Luck stat reaches 0, the
judge should make the caster the target of every bad-luck encounter for every session Luck remains at
0.
Misfire: The Luck score of everyone within 15’ of the clumsy caster (who is included) has their Luck
score temporarily reduced by 3. Each victim rolls 1d6 to determine how long this affliction will last: (1)
1d12 hours, (2) 1d10 hours, (3) 1d8 turns, (4) 1d6 turns, (5) 1d5 turns, (6) 1d4 rounds.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-17 Failure.
18-19 The spell affects the caster and one target within 25’; each rolls a Willpower save modified by
Luck with a DC equal to the spell check—the highest successful roll is the winner. Tied rolls
or mutual failure results in the spell failing as per the 12-17 result. The loser transfers 1 point
of permanent Luck from the victim to the winner. The point taken by the winner does not
increase their natural maximum and is gone once used or 18 total points of Luck are reached.
20-23 Two targets within 25’ can now be affected; a failed Willpower save with a DC equal to the
spell check transfers 1 point of permanent Luck from each victim to the winner. The highest
successful roll is the winner. Tied rolls or mutual failure results in the spell failing as per the
12-17 result. The points taken by the winner do not increase their natural maximum and are
gone once used or 18 total points of Luck are reached.
510
REPEL GRAVITATION
Level: 4 Range: Varies Duration: Varies Casting Time: 1 action Save: Reflex
General: The spell causes gravitational forces to be reversed, repelling the target away from the earth.
Manifestation: Roll 1d4: (1) a translucent cylinder of light beams down, centered on the target; (2)
beams of scintillating colors shoot in a rainbow pattern from the caster’s fingers, striking the target; (3)
caster’s mass and girth increases an amount equal to that of the target who likewise decreases in mass
and girth, negating the target’s gravitational attraction; (4) puppet-strings of light-blue energy lash
themselves to the target, pulling it away from the ground.
Corruption: Roll 1d8 modified by Luck: (0-1) caster’s mass permanently increases ten-fold
(musculature and bones compensates for this change, giving a +2 AC bonus), possibly causing floors or
other structures to break or collapse, unable to handle the increased mass; (2-3) caster’s mass doubles
but without any compensation from their muscular or skeletal frame (caster suffers -1d to all physical
actions permanently); (4-5) minor corruption; (6-7) major corruption; (8+) greater corruption.
511
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-13 Failure.
14-17 Caster selects a single target, either a creature or object, within range. On a failed Reflex
save with a DC equal to the spell check result, if the target is not anchored to the ground or
some other structure, they fall upward to a maximum height of 20’. If a solid object, such as a
ceiling, is encountered while they are falling, they suffer normal falling damage based on the
height traveled to that point. The target continues to fall upwards for 1d4 rounds, ending an
upwards trajectory only if encountering a solid object blocking their path or upon reaching
the maximum 20’ height, where they hover for the spell’s duration. After the spell’s duration,
gravity returns to normal around the target and they fall back towards the ground, possibly
suffering additional falling damage based on their current height.
18-21 In addition to the result from 14-17, the target’s height maximum increases to 40’ and the
duration of fall increases to 1d6 rounds.
22-25 In addition to the result from 18-21, the target’s height maximum increases to 60’ and the
duration of fall increases to 1d8 rounds.
26-29 Caster selects 1d4 targets, either creatures or objects, within range. On a failed Reflex save
with a DC equal to the spell check result, if the targets are not anchored to the ground or
some other structure, they fall upward to a maximum height of 80’. If a solid object, such as a
ceiling, is encountered while they are falling, they suffer normal falling damage based on the
height traveled to that point. The targets continue to fall upwards for 1d8 rounds, ending an
upwards trajectory only if encountering a solid object blocking their path or upon reaching
the maximum 80’ height, where they hover for the spell’s duration. After the spell’s duration,
gravity returns to normal around the targets and they fall back towards the ground, possibly
suffering additional falling damage based on their current height. Additionally, targets
suffer from vertigo, and are unable to focus on anything as they suffer bouts of dizziness and
nausea. Each target suffers -1d to all actions while under the spell’s effect.
30-33 In addition to the result from 26-29, the caster may target up to 1d6+CL targets at a time, the
maximum height of the fall increases to 100’, and the action penalty increases to -2d.
34+ In addition to the result from 30-33, the caster may target all enemies within a 50’ radius
centered on themselves and the action penalty increases to -3d as the mass of all targets also
increases enough to distort time locally around them, causing them to additionally age 1d10
years.
512
General: The spell summons and channels various lesser animal spirits to the Near of the spirit world
where they offer aid by the lending of various traits.
Manifestation: Roll 1d4: (1) caster’s hair instantly changes to a fiery plume of flaming feathers for the
duration of the spell; (2) caster’s eyes vanish, replaced by hollow sockets that emit a thick violescent
smoke that obscures vision and offers cover (+2 AC bonus) to all within a 30’ area for the duration of
the spell; (3) caster begins to morph as various parts of their body change into animalistic variations
(claws, tails, wings, etc.) that offer no additional benefit for the duration of the spell; (4) caster’s skin is
transformed into a wooden hide, carved with Native American symbols (gain +4 AC, but Movement is
halved and any action requiring Agility is made with a -4 penalty) for the duration of the spell.
Corruption: Roll 1d10 modified by Luck: (0-1) caster’s fingernails are replaced by claws (d4 damage, but
impose a -2 penalty to all mundane physical tasks); (2-3) caster’s voice becomes low and guttural, much
like a bear (imposes a -2 penalty to all social interactions, but adds +2 to any intimidation checks); (4-5)
caster begins to smell like a wild animal, easily recognizable by animals with a keen sense of smell, and
makes hiding almost impossible; (6-7) caster’s hair is replaced by long colorful feathers that grow back
when plucked, and the visual effect often distracts those the caster engages in conversation (-1d to social
interactions); (8-9) caster permanently harnesses an animal spirit that desperately wishes to return to
the spirit world, causing the caster to dream of roaming the spirit world and sleep walk (a +2 bonus to
cast this spell is granted while the spirit animal is trapped but the sleepwalking should cause issues);
(10+) painful permanent carvings, tribal in design, manifest on the caster’s skin, causing 1d16 damage
and the caster is stunned for 1d4 rounds.
Misfire: Roll 1d4: (1) spirits channeled are of alien origin and seek to short-circuit the caster’s mind,
causing them to be stunned for 1d4 rounds, and take 1d16 damage in the form of a crackling bolt
of eldritch feedback; (2) flying spirit animals manifest, grabbing the caster and soaring into the air
before dropping them 1d50’ to the ground (caster suffers falling damage); (3) the spell backfires—roll
once again with a +1 modifier and apply all effects to the nearest ally; (4) the air around the caster is
suddenly filled with angry animal spirits that howl and crackle with primal energies and randomly
lash out for 1d10 rounds (each living being within a 50’ area centered on the caster must make a DC 14
Reflex save to avoid being struck for 1d8 damage).
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-17 Failure.
18-19 The caster is possessed by the spirit of a grizzly bear, gaining two claw attacks (1d10 damage
each, second attack action is at 1d20) and the ability to track by smell (+6 to all tracking rolls).
In addition, the scent of honey forces the caster to make a DC 15 Willpower save to avoid
going straight to the source (300’ radius). Spell lasts for 1+CL turns.
20-23 The caster channels the spirit of a great cat, gaining two claw attacks (1d8 damage each),
513
514
General: The spell creates a restraint that renders targets bound within a specific location until the
spell’s duration ends or a specified trigger releases them or dispels the effects.
Manifestation: Roll 1d4: (1) invisible force waves radiate out from the caster, causing small vibrational
effects for 1d4 rounds; (2) light bends around the caster, causing the area within 5’ centered on the
caster, to be covered in a rainbow pattern for 1d4 rounds; (3) ground within a 5’ area centered on the
caster begins to float upwards and swirl gently around the caster for 1d4 rounds; (4) air around the
caster begins to generate mild wind effects for the duration of the spell.
Corruption: Roll 1d8 modified by Luck: (0-1) caster’s Movement is permanently halved due to the
manifestation of unbreakable and irremovable chained, spherical ankle weights; (2-3) allies within 10’
of the caster suffer a time dilation effect which slows them down while they are within range (lose 1
action die, to a minimum 1); (4-5) greater corruption; (6-7) major corruption; (8+) minor corruption.
Misfire: Roll 1d4: (1) one randomly determined object weighing less than 20lbs. on the ground within
30’ of the caster becomes stuck in place for the spell’s duration; (2) one randomly determined object on
the caster’s person becomes stuck to them for 1d6 rounds; (3) the spell backfires; roll once again with
a +1 bonus and apply all effects to the nearest ally; (4) caster is sucked into an extradimensional pocket
dimension, reappearing 1d8 rounds later in the spot where they disappeared.
1 ost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire; (1-2)
L
corruption; (3+) misfire.
2-11
Lost. Failure.
12-13 Failure.
14-17
Caster creates an invisible and immobile 10’ radius hemi-spherical containment dome which
manifests at a desired location within 30’ of the caster. The dome traps any targets within,
preventing any physical matter (other than air) from moving through it, blocks any spells
which are aimed at targets on the other side of the barrier, and prevents any astral or ethereal
travel through it as well. Should the retrained targets attempt a magical means of egress
from the all-fired restraint, they must make a Willpower save matching the spell check result;
failure means they cannot pass the barrier and the magical attempt is wasted. Spell lasts for
1d4 rounds.
18-21 In addition to the result from 14-17, the dome is now 20’ radius in size and may be centered
at a location within 60’ of the caster. Willpower saves to magically breach or circumvent the
all-fired restraint are made at -2. Spell lasts for 1d8 rounds.
22-25 In addition to the result from 18-21, the dome is now 40’ radius in size and may be centered
at a location within 100’ of the caster. The Willpower save to magically breach or circumvent
the all-fired restraint is now made at -4. Spell lasts for 1 turn.
515
516
General: The spell grants the caster the ability to alter their form to mimic the form of other
humanoids, even specific ones!
Manifestation: Roll 1d4: (1) target’s body flows like wet, muddy clay and rearranges itself to the desired
form; (2) target’s body is completely obscured by a crimson, smokey haze and a strong breeze blows by,
clearing the haze and revealing the target’s transformation into the new form; (3) target’s body turns
to pure shadow as it morphs into the new form and rematerializes; (4) target emits a blinding, bright
light, which then fades, leaving the target in their new form.
Corruption: Roll 1d5 modified by Luck: (0-1) caster’s facial features are permanently altered and develop
different characteristics that stand out in a crowd (elongated face, pointy ears, unibrow, etc.); (2) caster’s
general build changes (short to tall, stout to slim, etc.) which will, at a minimum, require new clothing
and perhaps new gear; (3) greater corruption; (4) major corruption; (5+) minor corruption.
Misfire: Roll 1d4: (1) spell effects target a random ally or enemy (reroll the spell check with a +1
modifier and apply the result to the new random target within 50’; (2) partial transformation leaves
the caster with a changed head but a normal body for 1d4 hours; (3) target’s skin and hair coloration
changes for 1d4 hours; (4) caster’s feet and hands change to be one size smaller or larger than what
would fit their body (-1d on actions that require fine manipulation) for 1d7 days.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) major corruption + misfire;
(1-2) corruption, (3+) misfire.
Failure.
12-17
18-19 Caster can transform themselves in minor ways to resemble someone of the same basic age,
gender, and physical dimensions. The features are not specific to any particular individual,
but features such as hair color, eye color, skin tone, scars, etc. can be modified for the
duration of the spell.
20-23 In addition to the result from 18-19, significant facial features, and gender can be modified.
24-25 In addition to the result from 20-23, the caster can (by touch) affect up to 1d3 targets and
height, mass, and age can be changed by up to 25% of their norm. Unwilling targets must first
be ‘struck’ by a touch attack and can then make a Fortitude save vs. a DC equal to the spell
check result to resist the spell.
26-28 In addition to the result from 24-25, the number of targets affected changes to 1d6 and
height, mass and age can be changed by up to 50% of their norm.
29-33 For the duration of the spell, the caster can transform 1d12 targets in major ways. Hair color,
eye color, skin tone, and gender can all be readily changed. Height, mass, and age can be
modified by up to 75% of the original features. In addition, the forms chosen can resemble
517
34-35 In addition to the result from 29-33, the range increases to 120’, and the number of targets
affected changes to 1d24; height, mass, and age can be changed by up to 85%. If mimicking
a specific person, it is now easier to pass as the original. Mannerisms, speech patterns,
and other identifying characteristics are magically mimicked as well. Fooling friends and
acquaintances now only require a DC 15 Personality check.
36+ In addition to the result from 34-35, the range increases to 200’, and the number of targets
affected changes to 1d30; height, mass, and age can be changed by up to 95%. Any person the
caster has met or any of the targets has met, can now be mimicked. Fooling someone now
only requires a DC 10 Personality check.
BOOT SHAKER
Level: 5 Range: Varies Duration: Varies Casting Time: 1 round Save: Varies
General: The spell summons powerful earth spirits, giving the caster the ability to harness primal
energies for the purposes of manipulating and controlling the ground beneath their feet.
Manifestation: Roll 1d4: (1) for 1d7 days, the caster’s skin develops a permanent dirt-sheen that even
washing with soap only removes for a few hours before returning; (2) all fist-sized rocks within 30’
levitate briefly in the air before dropping to the ground at the end of the round the spell is cast; (3)
caster’s skin takes the form of stone, granting a +6 to AC for the next 1d3 rounds but slows Movement
by -20’ for the duration; (4) the ground cracks beneath the caster’s feet as slight tremors in the ground
are felt by all within 300’.
Corruption: Roll 1d10 modified by Luck: (0-1) caster’s eyes are replaced by black onyx stones which
grant the ability to see in the dark, but they suffer a -1 to all rolls made under direct sunlight (each
time this result is rolled, the negative modifier grows worse by 1 point); (2-3 ) minor corruption; (4-5)
caster’s skin begins to take on the appearance of stone and small painful cracks come and go, making
movement a chore (gain a permanent +1 AC bonus but suffers -5’ Movement for each time the result is
rolled, to a minimum Move of 5’); (6-7) major corruption; (8-9) small rocks begin to grow from beneath
the caster’s skin, granting a monstrous visage (all slashing weapons inflict -1d damage, while social
interactions are reduced by -1d each time this result appears); (10+) painful esoteric carvings manifest
on the caster’s skin (doing 1d16 damage) and the caster is stunned for 1d4 rounds.
Misfire: Roll 1d4: (1) for 24 hours, the caster’s skin resembles that of a man crawling from a grave,
in addition to smelling like freshly plowed soil and results in a -1d penalty to all social interaction
rolls; (2) for 1d6 turns caster’s voice changes to a deep, gravel-tinged rasp, making the finer nuances
of speech difficulty (further spell checks are at -1); (3) the summoned elemental is in no mood to help
and sequesters the caster in an all-encompassing earthen jail (20 hp) before shouting obscenities and
leaving; (4) the misfire causes the caster and all within a 20’ radius centered on the caster to fall prone
(no save possible) as the earth shakes violently beneath their feet.
518
519
BOULDER DASH
Level: 5 Range: 200’+10’/CL' Duration: Till sunrise or sunset Casting Time: 1 turn Save: N/A
General: This incantation summons up a bunch of boulders from the local environment and
empowers them to roll about and act with all the creativity and independence of a herd of annoyed,
trail-weary, foot-sore, longhorn cattle. They are under the caster’s command for as long as the caster
continues to succeed at Personality checks with each order given. The base DC for these checks is 8,
modified by +1 for every hour the incantation has been active and by the size of the herd (+1 for every
10 full stones).
The caster adds their Personality score modifier and CL to command checks when giving directions
to the herd, but things can quickly get out of hand—especially with larger herds. Since the incantation
always lasts until sunrise or sunset, uncontrolled boulders bashing and dashing around the landscape
is no laughing matter. Boulders become uncontrolled when they leave the spell range and attack
anything within 15’ that moves or makes noise. Any occultist can work to help bring the herd back
under control with a successful DC15 Personality check, but this only applies to boulders within 10’ per
CL of the occultist making the check.
Manifestation: Roll 1d6: (1) the caster must be barefooted and standing on natural ground before
calling the boulders that slowly work their way out of the ground (taking 1d6 rounds before they
can be useful); (2) when cast, this spell causes the boulders to spray clods of earth indiscriminately as
they rise to the surface in 1d5 rounds; (3-4) the caster must perform an intricate tap-dance as part of a
successful casting check to attract the boulders in 1d4 rounds; (5) the boulders silently and suddenly
appear within 1d3 rounds—one moment there are no boulders, the next they are covering the
landscape as if they had always been there; (6) the summoned boulders appear instantly within range,
15’ off the ground, before they fall and bombard everything within range that is not the caster and their
allies (DC 13 Reflex save to avoid the falling stones which will do 1d10 crushing damage otherwise).
Corruption: Each time corruption is rolled, the occultist suffers a permanent loss of 1 Agility point.
When zero Agility is reached, the caster has turned into a perfect statue—dressed in all of their normal
equipment which remains unaffected. Whether this kills the caster or not requires a DC20 Fortitude
save; failure is instant death while a success allows magical intervention to return them to living flesh.
Misfire: When this incantation misfires, the caster’s nose and mouth are filled with fine dust.
Roll 2d12 modified by Luck to see how many rounds they spend sneezing, coughing, and possibly
attracting unwanted attention. At the end of this time, the caster must succeed at a DC 5 + rounds
spent coughing Fortitude save, or they fall unconscious for 1d20+10 rounds. If the victim is somehow
immune to asphyxiation or smothering, they instead suffer involuntary convulsions for the same
amount of time.
520
521
General: This incantation creates a permanent magic item—the crystal ball. It requires $1500 worth of
gold dust and assorted powdered crystals of all kinds to be mixed into a plaster made with holy water
and enough of the caster’s blood to constitute 3 points of temporary spellburn that grants no modifiers
to their casting check. The caster spends a week shaping the mass into as perfect a sphere as possible,
but drying time can take another 2d3 days, -1 day per positive point of the caster’s Luck modifier (+1
day for each negative Luck modifier). The casting result determines the crystal ball’s range and any
other capabilities. A successful Willpower save with a DC equal to the spell check prevents the scrying
attempt on a subject and allows them to be aware that they are being spied upon. A crystal ball has the
same hit points as its creator and increases with the creator’s.
A crystal ball has enough inherent power that it can be used by anything with an Intelligence score
of 3 or more. Their basic function is to allow their user to see and hear things at long distances, but
powerful incantations can attune the crystal to additional powers. A scrying check to utilize these items
is an Intelligence check with a basic DC of 10, modified by the situation at hand. Failure means they
cannot activate the item, critical failure means it activates and gives them false information. On a
successful Intelligence check the scryer has their point-of-view transferred to their chosen location
and they have a 120o field of vision that can be rotated to look in a desired direction as a standard
action. They can perceive the new location with their normal modes of vision and range of hearing,
but they cannot move to a new location without making another scrying check unless their casting
result for the orb states otherwise. Maintaining the scrying magic uses the first action die of each round,
so they must use secondary action dice for casting additional incantations and activating the crystal’s other
abilities.
Another basic function of a scrying device allows the casting of spells at greatly enhanced range. Any
appropriate spell with either line-of-sight targeting or which has a fixed radius that normally emanates
from the caster can be sent out to (or launched from) the point they are viewing with their scrying
efforts.
The downside of using a crystal ball: the item and its user must remain stationary, often for long
periods of time. Anyone using a crystal ball can also be targeted by incantations and other powers
of a visual and auditory nature. To actively fight against the scryer; those who are being spied upon
must first succeed at a Willpower save to know they are under observation. If the save is successful, a
spell may be cast through the link to harm the crystal ball itself or to harm the viewer. The distance is
considered “touch.” Destruction of a crystal ball causes it to explode; inflicting 6d10 damage to their
creator and anything within 25’, DC20 Fortitude save for half damage.
Manifestation: Roll 1d6: (1) the orb is slightly oblong, shaped like an egg; (2) the orb produced is
lustrous and shines like a diamond; (3-4) it’s spherical, smooth, and totally without noteworthy merit;
(5) the orb is dark, so dark that it seems to draw all the light away from the room, and on occasion, a
flaming eye can be seen in its depths; (6) the orb, though smooth, appears to be faceted and reflects
light in the multi-colored hues of the rainbow.
Corruption: If the attempt to create a crystal ball ever results in corruption, future attempts to create
one are made at -1 to the spell check for each time corruption is rolled. In addition, there is a higher
chance each time the crystal ball is used to scrye on another spell caster that they are aware of the
522
Misfire: The plaster sphere the caster has been shaping and to which they have been whispering
incantations, leaps off the workbench to hover a few inches off the ground. It has a wide mouth full of
razor sharp teeth that serves as the aperture for a bottomless inter-dimensional stomach [Init +1; Atk
bite melee +10 (1d10+10); AC 16; HD 3d8; MV 50’; Act 1d20; SV Fort +3, Ref +3, Will +3; Path PoD]. It
eats any living matter and living beings become ghosts if slain by this creature.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0-1) greater corruption + misfire; (2-3)
major corruption + misfire; (4-5) minor corruption; (6) misfire.
2-11
Lost. Failure.
12-19 Failure.
20-25 Minimal Function. The lack-luster orb has a range of only 2d14+CL miles and cannot pierce
the veils between dimensions. Targets must be on the same plane as the viewer.
26-33 Basic Function. The orb has a range of 3d16+3 miles / CL and it can pierce the veils between
dimensions. Targets can be on a different plane, but this imposes a penalty of -5 to their
Intelligence checks to use the crystal ball.
34-37 Respectable Functionality. The orb has a range of 4d20+5 miles / CL and can pierce the veils
between dimensions. Scrying targets can be on a different plane, but this imposes a penalty
of -3 to their Intelligence checks to use the crystal ball. A crystal ball of this quality allows the
scryer to pick one person or creature with which they can have a two-way conversation, the
target must be willing or have already failed their Willpower save.
38-41 Superior functionality. The orb has a range of 25 miles / CL and can pierce the veils between
dimensions. Scrying targets can be on a different plane, but this imposes a penalty of -1
to their Intelligence checks to use the crystal ball. A crystal ball of this quality allows the
scryer to pick one person or creature per CL of the scryer with which they can have a group
conversation. The targets must be willing or have already failed their Willpower save. The
scryer can use their Move action to not only rotate their view point, but they can move it as if
walking up to 60’ per round. Their point-of-view cannot pass through solid barriers, but will
pass through the tiniest of cracks.
42-43 Marvelous functionality. The orb has a range of 50 miles / CL and can pierce the veils
between dimensions with no penalty to their Intelligence checks to use the crystal ball. A
crystal ball of such superb quality allows the scryer to pick one person to converse with or
even a large crowd with which they can have a group conversation, whether the targets have
failed their Willpower save or not. The scryer can use their Move action to not only rotate
their view point, but they can move it as if walking up to 120’ per round. Their point of view
cannot pass through solid barriers, but will pass through the tiniest of cracks.
44+ Legendary functionality. In addition to the result from 42-43, the range is unlimited and the
scryer can even pierce the time barrier which imposes a -1 penalty to the Intelligence check
per 100 years of distance from the viewer’s current time.
523
General: Targets of the spell gain some protection from damage, potentially extending their life and
ability to survive—possibly at a cost.
Manifestation: Roll 1d4: (1) target’s skin takes on a silver-metallic sheen; (2) target’s height and mass increase
by 50% for the duration (clothing and worn items increase to fit, no benefits otherwise are gained); (3) a
shimmering forcefield envelops the target; (4) spectral green-hued armor appears to overlay the target’s body.
Corruption: Roll 1d8 modified by Luck: (0-1) caster suffers -2 to AC as any armor worn weakens
and their skin becomes easier to harm; (2-3) caster’s body permanently loses its ability to regenerate
damage easily; all magical healing effects targeting hit points are reduced by 1 and getting a good
night’s rest heals no hit points. If the character gets an entire day of bed rest, they heal 1 hit point per
day; (4-5) greater corruption; (6-7) major corruption; (8+) minor corruption.
Misfire: Roll 1d4: (1) the spell backfires and the caster becomes a danger magnet as all attacks are
redirected to them from all enemies for 1d4 rounds; (2) caster suffers -1d on Luck checks and saves
to avoid dangerous traps or other hazards for 1d4 turns; (3) caster and all allies within 60’ suffer from
internal hemorrhaging and cannot heal (magical or otherwise) hit point damage for 1d4 rounds; (4)
reroll the spell check again with a +1 bonus and apply the results to all enemies within 60’.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-13
Failure.
14-16 Caster selects a single target who gains -2 to each damage roll from non-magical melee
attacks against them (to minimum of 1 damage). The spell’s effects do not affect attacks
or spells which apply to an area of effect, nor those which result in indirect damage to the
targets. Spell effects which cause effects other than hit point damage are not affected by this
spell. Spell lasts for 1 round.
17-20 In addition to the result from 14-16, the bonus is increased to -4 to each damage roll against
them and it now applies to non-magical ranged attacks as well. Spell lasts for 1d4 rounds.
21-24 In addition to the result from 17-20, the caster may target 1d4 targets with the spell effects,
the effects apply to non-magical and magical physical-, mental-, and spell-based damage
which affects hit points, and the bonus is increased to -6. Spell lasts for 1d6 rounds.
25-28 1d4 targets of the curly wolf spell suffer only the minimum damage on all damage dice rolled
from attacks directly targeting them (each damage dice is considered to have rolled a 1).
The spell affects all types of damage except those that are area-based or indirect in dealing
damage. Spell lasts for 1d8+CL rounds.
29-31 In addition to the result from 25-28, the total amount of damage that gets through is halved
before being applied. Spell lasts for 1 turn.
524
DREAM
Level: 5 Range: Special Duration: Special Casting Time: 8 hours of sleep Save: Will
General: This incredibly powerful incantation manifests quazi-real creatures and objects from the
caster’s dreams. The casting result sets the duration and overall range of the incantation; all dream
creatures and materials must remain within the fixed diameter of the incantation at the time of
casting. While the occultist is casting this incantation they are not considered to be resting and
cannot regain any lost spells or naturally heal damage. Anyone that interacts or would be damaged by
these dream constructs and creatures is allowed a Willpower save vs. a DC equal to the spell check to
disbelieve in their existence. Success means all dream creatures and materials become translucent and
cannot inflict damage or interact with that person.
Manifestation: When the caster mutters the first few words of the incantation, they instantly fall
asleep and finish casting from within their sleeping mind. Roll 1d8 to determine how the occultist’s
imaginings manifest to outside observers: (1) when the caster falls asleep, an impenetrable, spherical
barrier springs into place at the edge of the incantation’s range; (2) the caster falls asleep but soon
begins to sleepwalk their way through the motions of designing and building the things they desire;
(3-4) the area inside the radius of the incantation shifts and weaves as if by heat shimmers on desert
sands; (5-6) upon falling asleep, the caster’s unfortunate allies must endure eight hours of snoring
so loud and cartoonish that it frightens off any would-be attackers, but they must succeed at a DC13
Willpower save to get any useful sleep; (7) after the caster falls asleep, the appearance of everything
and everyone within range of the occultist’s incantation changes to the quality and texture of an oil
painting; (8) the caster goes to bed as usual and wakes after eight hours, nothing strange happens and
everything they dreamt up just seems to fade into existence with the rising of the sun.
Corruption: The misdirected energy of the spell passes through the caster’s subconscious,
transforming into a copy of the caster that is thoroughly opposite in Path and attitudes. This living
antithesis has all of its creator’s knowledge, abilities, and equipment and will usually seek a way to kill
its creator as soon as possible, but within the context of who they are. Thus a cowardly copy of a brave
person would seek to cause its creator’s demise at someone else’s hands, and a PoR doppelganger with
good tendencies will seek to imprison its creator via the local system of justice. These murderous and
vengeful alternates exist until they are slain or until they can take over their creator’s life. They form
over 1d7 days, in the place the spell was cast. After its initial creation, any following corruption result
levels the previously made creature, giving it ample reason to hold off from immediately seeking the
death of its creator.
Misfire: Insomnia! The caster and all allies within 100’ are subject to a protracted bout of insomnia.
Roll 6d6 to see how many hours they must endure before they can sleep. There is a general -1 penalty
525
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-11
Lost. Failure.
12-19
Lost. Failure.
20-23 The spell creates 1d4 items or creatures that last for two hours / CL that must remain within
a radius of 50’+10’ / CL. An object or creature created can not be larger than a horse and a
creature will have 1d3 HD. The objects or creatures created will otherwise have the Stats and
use of the items they emulate. Any creature created is not under the control of the caster.
24-25 In addition to the result from 20-23, the creations last for three hours / CL and must remain
within a radius of 75’+15’ per CL. Creatures created have 1d6 HD and may be controlled with
a successful DC 20 Personality check.
26-31 In addition to the result from 24-25, the creations last for four hours / CL and must remain
within a radius of 100’+20’ / CL. Creatures created have 2d6 HD and may be controlled with a
successful DC 15 Personality check.
32-33 1d6 objects or creatures are created that last for four days / CL and must remain within
a radius of 150’+25’ / CL. Creatures created have 2d8 HD and may be controlled with a
successful DC 10 Personality check.
34-35 In addition to the result from 32-33, the creations last for five days / CL and must remain
within a radius of 175’+30’ / CL. Creatures created have a pool of 10d8 HD which can be
assigned with no one creature having more than 5d8 HD and they are considered to be under
control.
36-37 In addition to the result from 34-35, 2d6 objects can be created with the creations lasting for
six days / CL and must remain within a radius of 250’+40’ per CL. Creatures created have a
pool of 10d10 HD which can be assigned with no one creature having more than 6d10 HD
and they are considered to be under control.
38+ In addition to the result from 36-37, creations now last until destroyed or disbelieved, but
they are still subject to range limitations, now 1000’+150’ / CL.
526
General: The spell causes a 30’ radius spherical gravitational singularity to appear at a fixed point
within range. The presence of the gravitational singularity begins to suck in all unsecured objects and
creatures within the area of effect.
Manifestation: Roll 1d4: (1) a crimson-stained, dark, whorl-shaped blotch appears at the manifestation
origin, where it expands to maximum radius; (2) a rent tears in reality at the manifestation origin,
slicing through the air like a ragged wound; (3) a pitch black 1” sphere erupts from the caster’s mouth
and flings itself to the manifestation origin point, where it expands to maximum radius; (4) a dark
cloud roils from the manifestation point out to maximum radius, stars visible within it, and coats
targets in a viscous tar-like goo.
Corruption: Roll 1d8 modified by Luck: (0-1) caster’s neck and face exhibit black, vein-like lines criss
crossing their skin, causing them to suffer -1d to all social interaction rolls; (2-3) caster’s eyes lose all
color and take on the appearance of a clear, starry night sky, causing the caster to slip into random
periods of disaffected interest in their surroundings as they contemplate the universal blackness
of the Void (-1d to all Willpower saves); (4-5) minor corruption; (6-7) major corruption; (8+) greater
corruption.
Misfire: Roll 1d4: (1) caster suffers 1d4 Stamina loss as they suffer briefly the effects of vacuum, and the
air is forcibly extracted from their lungs; (2) caster becomes catatonic for 1d10 turns as their mind is
overwhelmed by images from the void of chthonic creatures; (3) caster’s shadow acts as a lodestone,
pulling towards the caster all metal objects within 10’ (this may result in being impaled or brained by
various weaponry and suffering 1d6 damage per incident); (4) caster’s chest forms a brief singularity,
causing them to suffer heart palpitations and 1d4 damage.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-10
Lost. Failure.
11-12 Failure.
13-16 Caster creates a 30’ radius, spherical gravitational singularity to appear at a fixed point within
a 40’ range. Any unsecured objects within the sphere are pulled immediately 1d10’ towards
the singularity’s origin point. Creatures within the area of effect must make a DC 10 Strength
check each round; failure means they are pulled 1d10’ towards the singularity’s origin point
as well, and on a critical success, they manage to move 1d4’ away from the origin point. Any
objects or creatures which reach the origin point by being pulled in suffer 3d6 damage. Spell
lasts for 1 round.
17-20 In addition to the result from 13-16, the Strength check DC increases to 12, the critical success
distance to pull away from the origin is increased to 1d6’, the distance pulled in increases to
1d16’ and damage is increased to 4d6 by reaching the origin point. Spell lasts for 1d3 rounds.
21-24 In addition to the result from 17-20, the Strength check DC increases to 14, the critical
527
HANG FIRE
Level: 5 Range: Varies Duration: Varies Casting Time: 1 round Save: Varies
General: The spell causes a target to experience a suppression of all magic, whether arcane or divine.
The target experiences increased difficulty in casting spells, calling for miracles, using wondrous
contraptions, imbuing formulae, as well as in the use of class-related abilities that are mystical in
nature.
Manifestation: Roll 1d4: (1) a dark, astral nimbus surrounds the targets of the spell, roiling and
churning; (2) caster’s nostrils exude a noxious green smoke which stretches out to touch the spell’s area
of effect; (3) a bright flash bursts from the caster, causing after-images in the vision of those around
them for 1d4 rounds, causing a -1 penalty to all vision-related rolls; (4) target generates a small vacuum
effect, causing small pieces of detritus to cling to them for the spell duration.
528
Misfire: Roll 1d4: (1) the spell backfires on caster and allies within 60’ (roll once again with a +1 bonus
and apply all effects to the caster and all allies); (2) caster loses 1d4 points of Luck permanently, as
their actions against the targets anger a higher power; (3) caster and all allies within 60’ suffer a bout
of misfortune—all rolls are at -1d (minimum 1d3) for 1d4 rounds; (4) for 1d4 rounds, any negative spell
effects cast are suffered by the caster and their allies within 60’ instead of their foes.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or lower) major corruption + misfire;
(1) corruption + misfire; (2) corruption; (3+) misfire.
2-10
Lost. Failure.
11-12 Failure.
13-16 Caster selects a single target who must make a Willpower save matching the spell check.
Failure results in the target experiencing increased difficulty (-2) in all checks related to
casting spells, calling for miracles, using wondrous contraptions, imbuing formulae, as well
as in the use of class-related abilities that are mystical in nature. Spell lasts for 1 round.
17-20 In addition to the result from 13-16, the penalty is increased to -3. Spell lasts for 1d4 rounds.
Target can repeat the saving throw at the end of each of their rounds; success means the spell
effects are ended.
21-24 In addition to the result from 17-20, the penalty is increased to -4. Spell lasts for 1d6 rounds.
25-28 In addition to the result from 21-24,the caster may select 1d4 targets with the spell effects.
Spell lasts for 1 turn.
29-31 Caster exudes an anti-magic field which extends in a 30’ radius affecting all in range
who must make a Willpower save matching the spell check. Failure results in the targets
experiencing increased difficulty (-6) in all checks related to casting spells, calling for
miracles, using wondrous contraptions, imbuing formulae, as well as in the use of class-
related abilities that are mystical in nature. Targets can repeat the saving throw at the end
of each of their rounds; success means the spell effects are ended for them. Spell lasts for
1d8+CL rounds.
32+ Caster creates a “mystical dead zone” which prevents the use of all checks related to casting
spells, calling for miracles, using wondrous contraptions, imbuing formulae, as well as in
the use of class-related abilities that are mystical in nature. The dead zone extends up to
CL miles in radius, centered on where the caster stood when casting the spell and affects all
creatures within the dead zone. Nothing short of divine intercession can negate this effect.
Spell duration is permanent. Once the area of effect is left, magical abilities return unless the
area is re-entered.
529
General: This spell allows one or more casters to create a net-like web of ethereal energy that has
several functions based upon the strength of their casting result. Regardless of the effectiveness, an
ethereal net’s main purpose is to protect an area from infiltration and attacks by ghosts, spirits, shades,
and other ethereal entities. The area protected varies with the number of casters and the combined
might of their casting ritual. The basic coverage is calculated as one cube of 10’, or (1000 ft3) per CL,
and all participating casters add their levels together to calculate the total coverage area. Thus, each
9th level caster can cover a room 30’ x 30’ x 10’; and nine such casters could cover an area 90’ x 90’ x 10’.
The unfortunate downside to this incantation is that revelators suffer a -1 penalty on their spell checks
and the use of many of their powers for every three occultists connected to the ethereal net.
Once the net is established, only one caster is needed to maintain it, and they must remain stationary
and devote all action dice to maintaining the net. The responsibility can be passed from one member
to another to allow for rest periods, and once an ethereal net is established, occultists of any level can
connect and add their levels to the grand total. The other participating occultists (as well as anyone
else inside the net) are free to act normally within the protected space. They can communicate with
each other freely and organize their defenses as if they were all in one room. The net remains active for
1 turn per total levels from all participating occultists; however, this limit can be extended.
The netting prevents passage to any spirit or ethereal being that cannot succeed at a Willpower save
with a DC equal to the spell check. At any given point in time, the net can entrap a total number of
spirits equal to the number of participating casters squared. Entrapped spirits provide several benefits:
* A connected caster can tap into a spirit’s knowledge to learn about it and its goals, etc.
* A connected occultist can drain a spirit’s hit points to heal themselves at a similar rate; ethereal beings
reduced to 0 hp are destroyed.
* The controller of an ethereal net can choose to sacrifice a spirit’s levels or Hit Dice directly to extend
the duration of the ethereal net by 1 turn per HD or level sacrificed; ethereal beings reduced to 0 HD are
destroyed.
Manifestation: As the last of the chanted incantation fades to silence: Roll 1d8: (1) a skeletal chair
erupts under the caster or leader of the ritual to knock them into a seated position where they are
immediately grappled (no save) to become the locus of an eruption of sickly green electric arcs (the
chair is the control point, and after the network is operational, the caster or leader of the circle can
allow others to sit in their place as needed); (2) an oily black fog rises from the ground, it billows
outward until it completely fills the space that will be the coverage area and fades quickly, but not
before the caster or leader of the circle is encased in black rock and everything else in the protected
area is dusted with a sooty stain that remains while the incantation is active; (3-4) something
resembling a drain pipe with a screened cover lifts the caster or the leader of the circle off the ground
as a horde of amber-colored translucent spiders pour out of the pipe, dashing off to the edges of
the soon to be constructed ethereal net; (5-6) the grass, trees, and other vegetation at the edge of the
soon-to-be-constructed network grow rapidly to create a loosely woven basket of toughened grass,
branches, and roots; (7) the edges of the ethereal network take on the consistency and sheen of a
soap bubble, but with magical toughness; (8) the network and its control center are designed to the
specifications of the participants with the judge’s approval.
530
Misfire: Plague of ghosts! The incantation fails, and instead of creating a net to repel ethereal beings,
and ghosts—all participating casters now act as ethereal sirens that have attracted one ghost for every
5 CL. These ghosts [Init +1; Atk rend +2 melee (2d6); AC 14; HD 4d6; MV fly 60’; Act 1d20; SV Fort +1,
Ref+1, Will+1; Path PoD] are deeply offended by what the casters are trying to create. They remain for
3d10 rounds, +1 round per CL of the participating occultists—attacking everyone they can reach until
destroyed or the summoning duration expires.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0-1) greater corruption + misfire; (2-3)
major corruption + misfire; (4-5) corruption + misfire; (6) misfire.
2-11
Lost. Failure.
12-19 Failure.
20-23 In addition to the standard benefits of connection, the linked casters gain a bonus equal to +1
per 5 casters connected to the ethereal net on all Intelligence checks, including casting and
research.
24-25 In addition to the result from 20-23, the ritual casting creates 2d3 adapter units that allow
non-casters to connect; adapters only provide the basic level of benefits listed in the general
description. Those connected via these crude adapters do not count as occultists for
calculation of any bonuses.
26-31 In addition to the result from 24-25, the linked occultists gain a bonus equal to +1 per 4
casters connected to the ethereal net on all Intelligence checks including casting, research,
and similar activities like crafting and engineering checks.
32-33 In addition to the result from 26-31, the spell casting is efficient; each of the occultists can
cover a volume of area equal to 10’ x 10’ by 20’.
34-35 In addition to the standard benefits of connection, the linked casters gain a bonus equal to
+1 per 3 casters connected to the ethereal net on all Intelligence checks, including casting
and research. The ritual casting creates 2d3 adapter units that allow non-casters to connect;
adapters only provide the basic level of benefits listed in the general description. Those
connected via these crude adapters do not count as occultists for calculation of any bonuses.
In addition, the spell casting is efficient; each of the occultists can cover a volume of area
equal to 10’ x 10’ by 20’. The occultists are no longer required to stay within the area covered
by the net. The occultists connected to the net can choose to leave the area and retain the
benefits of connection if they remain within one mile of the protected area and make a
sacrifice (spellburn 2 points) per trip outside the area covered by the incantation.
531
532
JUDGE'S RULES
536
WEIRD FRONTIERS CORE RULEBOOK
537
WEIRD FRONTIERS CORE RULEBOOK
538
WEIRD FRONTIERS CORE RULEBOOK
539
WEIRD FRONTIERS CORE RULEBOOK
540
WEIRD FRONTIERS CORE RULEBOOK
541
WEIRD FRONTIERS CORE RULEBOOK
542
WEIRD FRONTIERS CORE RULEBOOK
• Mohawk Tribe- Upstate New York to South Quebec Narragansett- The New England States, lower
and East Ontario Canada, west to Minnesota, and north of the Ohio
River
543
WEIRD FRONTIERS CORE RULEBOOK
544
WEIRD FRONTIERS CORE RULEBOOK
545
WEIRD FRONTIERS CORE RULEBOOK
546
WEIRD FRONTIERS CORE RULEBOOK
Wyoming Territory
Not yet a state, Wyoming is home to vast stretches
of untamed wilderness and more than a few Native
American tribes. The towering stone landmark
in the northeast called “Bear’s House” has always
been a place of solemn and sacred power. (It only
548
WEIRD FRONTIERS CORE RULEBOOK
549
WEIRD FRONTIERS CORE RULEBOOK
550
WEIRD FRONTIERS CORE RULEBOOK
551
WEIRD FRONTIERS CORE RULEBOOK
552
WEIRD FRONTIERS CORE RULEBOOK
553
WEIRD FRONTIERS CORE RULEBOOK
554
WEIRD FRONTIERS CORE RULEBOOK
555
WEIRD FRONTIERS CORE RULEBOOK
556
WEIRD FRONTIERS CORE RULEBOOK
557
WEIRD FRONTIERS CORE RULEBOOK
558
WEIRD FRONTIERS CORE RULEBOOK
A hotel is generally a two-story affair, but larger Larger towns often contain a building that holds a
establishments can be found in the big cities back gun safe for spare firearms and ammunition, as well
East. The main floor serves as a reception area where as a wood stove, desk, and possibly a bunk. Though
fancier jails do exist, a criminal can be kept locked
559
WEIRD FRONTIERS CORE RULEBOOK
560
WEIRD FRONTIERS CORE RULEBOOK
561
WEIRD FRONTIERS CORE RULEBOOK
*Ghost towns can have any places of interest but are considered deserted in their current state.
** Almost all points of interest will be tent construction during initial set up with major places of interest
eventually building up to more permanent structures.
Places of Interest Key- Bank (B), Barber Shop (BS), Boarding House (BH), Brothel (BR), Cattle Yard (CY),
Church (CH), Dance Hall (DH), Dentist Office (DN), Doctors office (DO), Gambling Parlor (GP), Graveyard
(G), Hotel (H), Telegraph Office (TO), Train Depot (TD), Housing for the Elite (HE), Launderer (L), Law
Office (LO), Livery (LV), Novelty Theater (NV), Opium Den (OD), Restaurant (R), Saloon (S), School (SCH),
Stagecoach (SC), Stores (ST), Tent Housing (TH).
562
WEIRD FRONTIERS CORE RULEBOOK
AGE WEALTH
ROLL 1D100 RESULT ROLL 1D100
01-10 Adolescent (14-18 years old) 01-15 Penniless
11-25 Young (19-25 years old) 16-35 Struggling
26-65 Adult (26-40 years old) 36-75 Getting by
66-80 Middle Age (41-50 years old) 76-95 Comfortable
81-90 Over the Hill (51-60 years old) 96-00 Flush with money
91-100 Oldtimer (61+ years old)
HAIR STYLE
HEIGHT ROLL 1D100 RESULT
ROLL 1D100 RESULT (50/50 LONG
OR SHORT)
01-02 Dwarfism (4’ to 4’10”)
01-40 Straight
03-21 Short (4’11” to 5’7”)
41-50 Tight Curls
22-77 Average (5’8” to 5’10”)
51-60 Loose Curls
78-96 Tall (5’11” to 6’4”)
61-85 Wavy
97-99 Very Tall (6’5” to 6’11”)
86-00 Bald or Balding
00 Gigantism (over 7’ tall)
WEIGHT
ROLL 1D100 RESULT
01-10 Skin and Bones
11-30 Lean
31-70 Average
71-90 Portly
91-00 Rotund
HAIR COLOR
ROLL 1D100 RESULT
01-04 Blonde
05-07 Red
08-19 Light Brown to Brown
20-52 Dark Brown
53-85 Black
86-99 Graying, heavily Salt & Peppered
00 Other - pure white, silver, mixed, etc.
563
WEIRD FRONTIERS CORE RULEBOOK
564
WEIRD FRONTIERS CORE RULEBOOK
565
WEIRD FRONTIERS CORE RULEBOOK
566
WEIRD FRONTIERS CORE RULEBOOK
567
WEIRD FRONTIERS CORE RULEBOOK
568
WEIRD FRONTIERS CORE RULEBOOK
569
WEIRD FRONTIERS CORE RULEBOOK
8. Ruth Green
Ruth is a large woman in her early fifties with long,
braided, brown hair. She buys local grain from the
exchange, grinds her own flour in the back room of
her shop, and produces baked goods everyone agrees
are top quality. Ruth dresses plainly, unconcerned
when she has flour on her clothes and in her hair.
She is cheerful, quick to laugh, and never seems to
quarrel with anyone. Ruth suffers from a chronic
respiratory problem, possibly as a result of breathing
in the dust and flour produced in milling. She was
married before she came to town, but no one here
knew her husband or what became of him.
Secrets: The truth is that Ruth’s husband Elias was a Secrets: About a year ago, the Jamison brothers
small-time inventor who found himself transformed gathered a posse to track down the notorious bandit,
into a bedlamite by the Seven Days of Night. He Black Bill Horner. Horner had just robbed a stage
became more and more obsessed with his creations. coach outside of Ash Bluff and killed one of the
As they became more powerful and outlandish, residents who was on board, an exceptionally bright,
he became less and less sane. When he injured a well-liked young woman heading East to attend a
neighbor child and didn’t seem to care, Ruth left girls’ school. Black Bill was rumored to have a soul
him. Unfortunately, he has invented a device which darker than his name and to perpetrate horrors
allows him to track his missing wife, and he could upon anyone who stood in his way. The posse
show up in town any day. cornered Black Bill and his gang in an abandoned
mine. While Raymond and the others dealt with
9. Hank and Raymond Jamison (Sheriffs) Bill’s underlings, Hank pursued the outlaw himself
These two are tall, broad-shouldered, strappin’ deeper into the mine tunnels. Hank outdrew Black
twins with short-cropped auburn hair. Whether Bill, but the bandit died with a gurgling laugh,
patrolling the town or in the sheriffs’ office, they saying he would get the best of the lawman—even
wear long leather dusters, a pair of six-guns, and from the grave. Hank took a particularly fine silver
worn brass stars that mark them as lawmen. They pocket watch off the dead criminal, not knowing
have cooperatively kept the peace in Ash Bluff for it was imbued with dark mystical energy and had
a decade, administering justice with a hard but fair been the cause of Black Bill’s evil rampage in the first
hand. Not everyone can tell the brothers apart by place. Hank, by nature a kind and honorable man,
sight, but lately everyone knows not to cross Hank, has been slowly eaten away by the evil timepiece,
and to seek out Ray if they need some minor issue which he feels compelled to carry with him always.
dealt with. He has become callous and succumbed to small acts
570
WEIRD FRONTIERS CORE RULEBOOK
571
WEIRD FRONTIERS CORE RULEBOOK
572
WEIRD FRONTIERS CORE RULEBOOK
573
WEIRD FRONTIERS CORE RULEBOOK
574
WEIRD FRONTIERS CORE RULEBOOK
575
WEIRD FRONTIERS CORE RULEBOOK
576
WEIRD FRONTIERS CORE RULEBOOK
577
WEIRD FRONTIERS CORE RULEBOOK
578
WEIRD FRONTIERS CORE RULEBOOK
PREVAILING EFFECT
EMOTION
Anger Characters must pass a DC 10 Will save for each hour spent within 50’ of the spot or give in to a rise of inner anger. Failure
results in an eventual outburst or possible attack on an ally (50% of the time) and lasts 1d4 rounds.
Excitement Characters must pass a DC 10 Will save for each hour within 50’ of the spot, or they will begin to develop an addiction to
the endorphins produced in the presence of the emotion. Failure results in the character becoming addicted to the spot,
finding themselves hard pressed to focus on little else, refusing to leave for 24 hours, preferring to ride the adrenalin high.
Successive saves must be passed with a DC penalty of +2 with each new check. Each 24-hour period spent in the locale
means losing 2 points of Personality until zero is reached, at which point the character’s spirit is permanently absorbed by
the location, while their physical form crumbles to ash.
Fear Characters must resist the spot’s innate ability to draw on the innermost fears haunting their minds. Characters must pass
a DC 10 Grit check for each hour spent within 50’ of the location. Further Grit checks past the 1st round incur a cumula-
tive +1 penalty to the DC of the Grit check. Should Grit be reduced to zero before the character passes the check, they die
from fright and are permanently absorbed by the location, their body crumbling to ash.
Guilt Characters begin to relive past regrets with an unbearable intensity as they reflect on moments from the past. Characters
must pass a DC 10 Will save for each hour spent within 50’ of the location, with failure resulting in the loss of 1 point of
temporary Personality to reflect the slip into a state of tear-laden guilt. Each round a new save is allowed with a cumula-
tive +1 penalty to the DC. Should the character reach zero Personality, they are wracked with so much guilt that they are
absorbed into the locale, while their physical body crumbles to ash.
Love The character must resist the warmth and tenderness of lost loves as figments of the past return to replay special mo-
ments that coax the release of emotions one experiences in the deepest form of love. To avoid becoming entranced, the
character must pass a DC 10 Will save for each hour spent within 50’ of the location, with failure resulting in the loss of
1 Personality point to represent the character refusing to leave for 24 hours as they prefer to relish the ghostly embrace
of tender memories. Successive saves must be passed each round with a ccumulative DC penalty of +1 per failed check.
Should the character reach zero Personality, they become overwhelmed with the feelings of love, giving themselves
wholly to the spot which in turn absorbs them, while their physical body crumbles to ash.
579
WEIRD FRONTIERS CORE RULEBOOK
580
WEIRD FRONTIERS CORE RULEBOOK
583
WEIRD FRONTIERS CORE RULEBOOK
INVOKE PATRON
Level: 1 Range: Varies Duration: Varies Casting Time: 1 round Save: None
General: The caster must have first made contact and agreed to serve Vog’thulb to use this spell. The initial
meeting and pledge to serve the Elder God could be handled in many ways. Perhaps after weeks of fever
dreams where Vog’thulb has slowly entered the nightmares of the occultist, a pact was formed. Perhaps
investigations into ancient metal plates filled with arcane secrets meant to be buried for all time led to a spell
of contact or drew the attention of the Elder God to the occultist. If the judge wishes, the spell patron bond
from Dungeon Crawl Classics could be used. Judges should weave the meeting of the god and the details of
the contract into their ongoing storylines.
Manifestation: Varies by result.
Check Result
1 L
ost, failure, and worse! Roll 1d6 modified by Luck: (3 or less) major corruption + patron taint; (4-5)
major corruption; (6) patron taint.
2-11 Failure, but the spell is not lost.
12-13 Vog'thulb spends the minimal amount of energy required to recognize the caster. A bloated slug
crawls from the ground and sprays a warm, welcoming stream of slime into the caster's face,
providing a +2 bonus on the next 1d3 spell checks, which must be used in the next hour or the bonus
is lost.
14-17 The ground bursts from below the caster's feet with a mass of writhing invertebrates. The vile
creatures cover the caster's body from head to toe in a constant writhing mass, offering a bonus of
+2 to AC and Fortitude saves for 1d3 turns. During this time, all social-interaction rolls suffer a -2d
penalty.
18-19 Vog'thulb hears the caster's call and summons up a large slug from the earth. The invertebrate crawls
up the caster's body until reaching the head. Once there (it takes 1 round) the slug exudes an offensive
smelling slime that coats the caster's head before dying. This slime increases all sensory-related
checks by +2 and grants nightvision for 30’ in addition to seeing things made invisible. The nauseating
slime is so pungent that all within 20’ of the caster suffer a -2 to all rolls as they dry heave and gag.
The effect lasts 1d3 turns, at which point the slime hardens, falls away, and breaks into six pieces. Each
piece may be eaten, which heals 1d3 lost hit points to any follower of Vog’thulb.
585
WEIRD FRONTIERS CORE RULEBOOK
586
WEIRD FRONTIERS CORE RULEBOOK
SPELLBURN: VOG'THULB
Vog'thulb sees only weakness in those that do not possess her physical qualities, her desire to alter those that
spellburn is clearly evident. When a caster utilizes spellburn, roll 1d4 and consult the following table.
Roll 1D4 Spellburn Result
1 Moisture from the caster's body secretes too rapidly and with great intensity, causing
exhaustion and weakness (expressed as Strength, Stamina, or Agility loss). Clothing will
become soaked from perspiration.
2 The fingers on one of the caster's hands fuse together, making the hand take on a sluglike
appearance. This is expressed as Strength, Stamina, or Agility loss. The caster suffers -2 to all
attack rolls and the hand must be doused with water or submerged in mud once per hour
until the ability loss is healed. Failing to do so causes 1d2 points of damage due to desiccation.
3 Whatever digested food the caster consumed early in the day causes extreme nausea. This is
expressed as Strength, Stamina, or Agility loss. Vomiting and diarrhea happen very frequently,
causing the caster to be at -2 for all actions until the ability loss is healed.
4 The mind of the caster is altered by the will of Vog'thulb. The caster's speech becomes
incoherent and they will hesitate to decide a course of action, causing the caster to suffer -2
to Initiative rolls until the ability is healed. This manifests as Intelligence and Personality loss,
rather than loss of physical statistics.
587
WEIRD FRONTIERS CORE RULEBOOK
MOISTURE DRAIN
Level: 1 Range: Varies Duration: Varies Casting Time: 1 round Save: Varies
General: The caster pulls the moisture from a living creature (that has water in its body) causing various
effects for their own use.
Manifestation: Roll 1d3: (1) the target’s moisture is pulled from their mouth into the caster's mouth in a
steady stream of liquid; (2) the caster causes the creature's moisture to explode from their body in a mist of
liquid that floats over to and is absorbed by the caster; (3) the target vomits forward a huge ball of moisture
from their mouth which floats over to and is sucked up by the caster's mouth.
Check Result
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 The caster can pull moisture from one target at a range of 10'. The target must make a DC 16 Fortitude
save or take 1d6 points of damage and be at -1 to all actions for 1d3 rounds.
16-17
The caster can pull moisture from up to two targets at a range of 20'. The targets must make a DC 18
Fortitude save or take 2d4 points of damage and be at -2 to all actions for 1d6 rounds.
18-21
The caster can pull moisture from up to four targets at a range of 40'. The targets must make a DC 20
Fortitude save or take 2d6 points of damage and be at -3 to all actions for 1d8 rounds.
22-23
The caster can pull moisture from one target at a range of 40'. The target must make a DC 20
Fortitude save or take 1d6 points of damage and be at -1 to all actions for 1d3 rounds. The caster also
heals 2 HD worth of hit points as Vog'thulb changes the bodily luid to a life-giving liquid.
24-27 The
caster can pull moisture from one target at a range of 50'. The target must make a DC 22
Fortitude save or take 3d6 points of damage and be at -4 to all actions for 1 turn. The caster heals 2 HD
worth of hit points and their AC is increased by +2 for 1 turn as the liquid heals and creates a healing
barrier on the caster's skin.
28-29 The caster can pull a small amount of concentrated moisture from one target at a range of 30'. The
target must make a DC 22 Fortitude save or be struck with extreme lethargy for 1 turn. The target
takes 1d6 points of damage and is at -4 to all actions, AC, and Initiative. The caster can then use the
moisture to heal up to 3 HD of hit points to themselves or the Hit Dice may be split up between three
allies within 10' of the caster.
30+ The caster can pull every drop of moisture from one target at a range of 50'. The target must make a
DC 24 Fortitude save or be instantly killed. The caster regains all of their lost hit points.
588
WEIRD FRONTIERS CORE RULEBOOK
589
WEIRD FRONTIERS CORE RULEBOOK
590
WEIRD FRONTIERS CORE RULEBOOK
INVOKE PATRON
Level: 1 Range: Varies Duration: Varies Casting Time: 1 round Save: None
General: The caster must have first made contact and agreed to serve Shub-Niggurath to use this spell. Any
who would bond with Shub-Niggurath must perform her ceremony either in some wild place or in a building
that has been consecrated to her cult’s use. The sacrifice of an innocent is required as the petitioner chants
their praises to the Black Goat of the Woods. Iä! Shub-Niggurath! If the judge wishes, the spell patron bond
from Dungeon Crawl Classics could be used. Judges should weave the meeting of the god and the details of
the contract into their ongoing storylines.
Manifestation: Varies by result.
Check Result
Lost, failure, and worse! Roll 1d6 modified by Luck: (3 or less) major corruption + patron taint; (4-5)
1
major corruption; (6) patron taint.
2-11 Failure, but the spell is not lost.
12-13 Shub-Niggurath spares but a moment’s attention for the caster. Still, that moment offers some
protection, and the caster gains a +2 bonus to Armor Class and all saving throws for the next 10
minutes.
14-17 I ä! Shub-Niggurath! Shadows from unseen sources flicker like the traces of clouds in a cloudless sky.
All foes within 50’ of the caster must succeed in a DC 10 Willpower save or suffer a -2 penalty to attack
rolls, damage rolls, and saves for the next turn. Mythos creatures within 50’ must also succeed in a
DC 5 Willpower save or be temporarily banished from the caster’s vicinity and are unable to approach
within 50’ of the caster for a full hour.
18-19 There is a barely audible thrumming in the air. The direction is impossible to determine; it seems to
come sometimes from above the listener, sometimes from one side or another, and sometimes from
within their own head. The sky grows heavy, pressing downward like the oppression before a sudden
storm. Hundreds of conical pits or divots appear in the flesh of the caster’s greatest foe within 100’,
causing that foe to sustain 4d6 damage (Fortitude save DC 15 for half). Mythos creatures within 50’
591
WEIRD FRONTIERS CORE RULEBOOK
593
WEIRD FRONTIERS CORE RULEBOOK
594
WEIRD FRONTIERS CORE RULEBOOK
595
WEIRD FRONTIERS CORE RULEBOOK
SPELLBURN: SHUB-NIGGURATH
When a caster utilizes spellburn, roll 1d4 on the table below or build off the ideas presented therein to create
an event specific to your home campaign.
Roll 1D4 Spellburn Result
1 Thousands of miniscule creatures are born from the caster’s pores, which then seek to escape
immediately. This manifests as Strength, Agility, or Stamina damage. The creatures appear
to be: Roll 1d5: (1) black tadpoles; (2) white pinworms; (3) miniscule locusts; (4) minute gray
moths; (5) almost microscopic human babies. There is no repercussion (usually) for releasing
these creatures into the world—they quickly become prey to other beings—but the judge may
rule otherwise.
2 The caster experiences a moment of the Black Goat’s constant birthing pains, manifesting as
Strength, Agility, or Stamina loss. As the spellburn is healed, the birthing pains ease.
3 The caster experiences an encounter which might end in their death. The judge chooses an
encounter in the current adventure or in the adventuring area if no formal adventure is being
played and then describes a vision of that encounter killing the caster. The caster may choose
up to 6 points of spellburn without any immediate ability score loss but suffers twice the
chosen spellburn loss immediately if they take any damage in that encounter.
4 The caster feels the winds of the Outer Dark blow through their soul and tastes the strange
fruits of Lake Hali and Carcosa upon their lips. This burns their shrinking spirit even as it
calls to them, manifesting as Stamina or Personality loss.
596
WEIRD FRONTIERS CORE RULEBOOK
597
WEIRD FRONTIERS CORE RULEBOOK
598
WEIRD FRONTIERS CORE RULEBOOK
599
WEIRD FRONTIERS CORE RULEBOOK
600
WEIRD FRONTIERS CORE RULEBOOK
The Showman
Perhaps the most approachable of its many forms, the Showman travels the West setting up his massive tent
and demonstrating his marvelous gadgets to the public. The Showman appears to be of Egyptian descent and
moves more like a pharaoh than a commoner; his presence oozes authority and wisdom. Seeming to be equal
parts revelator and mountebank, his is no mere “medicine show.” Instead, the gatherings have an emotional
current like that of a twisted tent revival. His praxinoscope shows unsettling moving pictures of a world in
ruins, a “glimpse into the future” he declares. Strange devices using hitherto-unknown energies pulse and
vibrate in rhythm with strange aethereal vibrations. Many of those who attend his presentations pull up
stakes and follow him, worshiping him as a dark prophet of the coming doom.
601
WEIRD FRONTIERS CORE RULEBOOK
603
WEIRD FRONTIERS CORE RULEBOOK
604
WEIRD FRONTIERS CORE RULEBOOK
605
WEIRD FRONTIERS CORE RULEBOOK
606
WEIRD FRONTIERS CORE RULEBOOK
607
WEIRD FRONTIERS CORE RULEBOOK
608
WEIRD FRONTIERS CORE RULEBOOK
610
WEIRD FRONTIERS CORE RULEBOOK
611
WEIRD FRONTIERS CORE RULEBOOK
DOWNTIME OR
“HOW’D YA SPEND YER’ LOOT?”
Judges running a series of adventures in the world
of Weird Frontiers may wish to add an additional
layer to their campaigns by weaving story elements
that unfold between adventures. Doing so provides
ample opportunity to inject new personalities,
challenges, and events to solidify the legendary
status each member of the posse will eventually
attain (If they can avoid the bone orchard). Judges
can use the following table to inject some down-
time drama into the character’s lives when and
as they wish. At the judge’s discretion, the roll
may include the character's Luck modifier (Luck
may modify the roll by +/-10% per modifier, and
accumulated Hexes and Boons could modify the roll
by +/-10% per as well).
612
WEIRD FRONTIERS CORE RULEBOOK
613
WEIRD FRONTIERS CORE RULEBOOK
614
WEIRD FRONTIERS CORE RULEBOOK
615
WEIRD FRONTIERS CORE RULEBOOK
616
WEIRD FRONTIERS CORE RULEBOOK
617
WEIRD FRONTIERS CORE RULEBOOK
618
WEIRD FRONTIERS CORE RULEBOOK
619
WEIRD FRONTIERS CORE RULEBOOK
621
WEIRD FRONTIERS CORE RULEBOOK
623
WEIRD FRONTIERS CORE RULEBOOK
MAGIC ITEMS
S
ensing the coming of the second age of magic, the existing reliquary found within these pages.
long forgotten artifacts have begun to stir in
Back story- Remember that magic has found its way
the ancient tombs that have held them safe for
to the West with the re-emergence of long dormant ley
centuries.
lines, but wondrous items that harness arcane energies
Ancient ley lines that have been dormant through are still a rare find in the weird West. Take the item
several ages of mankind now stir as a direct result of you intend to create and give it a story to reflect its
the events of the Seven Days of Night. The energies rarity! Start by giving the item a name and background
embrace the Earth in a web of energy that serves to that includes why the item was created. Was it
feed all things arcane, including the heroic classes born spontaneously as a result of strange events or
found in the Weird Frontiers RPG. purposefully created with some ultimate goal in mind?
While the arcane energy needed to fuel spellwork For example, let’s use a typical farm scythe as a base
is once again abundant in the world of Weird for our item. Daniel Fortner was one of thousands of
Frontiers, those capable of mastering it along with settlers aiming to stake a claim on a nice parcel of land.
the items that draw upon it to produce wondrous This land would serve as a bastion for a promising
effects are few and far between. Considering this future. The forest will provide the timber for a new
rarity, magic items placed in adventures should home, while rich farmable soil will provide food for his
be examined carefully for the effect they’ll have bride and the baby kicking in her belly.
on gameplay and awarded only after characters
Unbeknownst to Daniel, the land purchased with his
have risked life and limb over the course of several
life savings is blanketed with tainted energies causing
sessions to procure the arcane item.
anything built or planted on the land to corrupt and
One of the wonderful elements found in the DCC warp. Cabin walls built from timber pulled out of the
rulebook is in how magic is treated so that it truly dark woods begin to bow, weeping a strange crimson
feels “wondrous” during a typical gaming session. sap, while freshly plowed fields produce crops of grain
Don’t take typical routes when creating a magic and vegetables that come out of the ground with a
item! Breathe a story into it and give it powers that disturbing appearance, often inducing mutations in
serve to make it something memorable! those foolish enough to eat them.
Pleas from his wife to leave the cursed land are
CREATION OF MAGIC ITEMS ignored; Daniel refuses to give up his land, instead
The items included in the Reliquary section (pg 637) slowly succumbing to tender whispers of madness that
of the Weird Frontiers RPG will give a judge plenty comes calling when the sun sets and he’s still working
of wondrous creations to plug into a Weird Frontiers the fields, often literally til his hands bleed. “The crops
campaign. In addition to using these items in your are thirsty” he’d mumble to his wife. Childbirth is
games, use them as fuel for your own machinations. never easy for settlers in the West, and when both his
You’ll notice no standard tables are provided for wife and child perished as a result of “complications,”
creating items. Instead, the listed methods for Daniel took to the crops in a blind rage, determined to
creating items have been left intentionally vague to raze anything taking root in the tainted soil with the
challenge a judge to break away from random rolls scythe—convinced the land had taken his family. Death
when creating arcane items. Judges are encouraged to claimed its third victim as the sweat from Daniel’s
626
WEIRD FRONTIERS CORE RULEBOOK
627
WEIRD FRONTIERS CORE RULEBOOK
Judges wishing to create a magical firearm can use 41-60 Walking the Line
the following tables to help flesh out something they 61-00 Path of the Damned
have in mind or create one randomly by rolling the
appropriate dice. In the rare instance a gunslinger
takes ownership of a magical firearm, it should
be assumed the spirit possessing their ghost irons
628
WEIRD FRONTIERS CORE RULEBOOK
629
WEIRD FRONTIERS CORE RULEBOOK
630
WEIRD FRONTIERS CORE RULEBOOK
631
WEIRD FRONTIERS CORE RULEBOOK
632
WEIRD FRONTIERS CORE RULEBOOK
633
WEIRD FRONTIERS CORE RULEBOOK
634
WEIRD FRONTIERS CORE RULEBOOK
635
WEIRD FRONTIERS CORE RULEBOOK
636
WEIRD FRONTIERS CORE RULEBOOK
637
WEIRD FRONTIERS CORE RULEBOOK
638
WEIRD FRONTIERS CORE RULEBOOK
639
WEIRD FRONTIERS CORE RULEBOOK
The saddle gives the horse +1 to Init, +2 to AC, This brown Boss of the Plains hat has folded up sides
and 10' to movement. It also adds +9 to the horse's with a depressed crown. The right side of the brim
Willpower saving throw. Only under the night sky, is slashed, and there is a slight hole in the back. The
if the saddle is removed and placed on the ground, inside of the crown is dark red, stained from blood.
it will levitate to a height of 15'. It will then expand a When the hat is worn, a DC 16 Willpower save must
half-globe of invisibility 30' in diameter. All people, be made to drown out a symphony of death screams
animals, and their items will be invisible to anything that echo in the wearer’s head. Failure means the
looking in from outside the globe. This lasts until sufferer will take a -2 to all actions for 1 turn. This
dawn. This globe also shelters those within from save must be made each time the hat is placed upon
wind, rain, sandstorm, or snow. Should the saddle the head. This even affects those that have lost
need to be retrieved prematurely, one of the stirrup their hearing. A successful save allows the wearer
leather straps elongates down to around 6' high, to tolerate the screams but they will be at a -1 to
which can then pull the saddle down, which then all hearing checks. The hat gives the wearer a +2 to
disrupts the globe. AC and allows them to see blood trails as if it were
640
WEIRD FRONTIERS CORE RULEBOOK
641
WEIRD FRONTIERS CORE RULEBOOK
642
WEIRD FRONTIERS CORE RULEBOOK
643
WEIRD FRONTIERS CORE RULEBOOK
644
WEIRD FRONTIERS CORE RULEBOOK
645
WEIRD FRONTIERS CORE RULEBOOK
646
WEIRD FRONTIERS CORE RULEBOOK
647
WEIRD FRONTIERS CORE RULEBOOK
BESTIARY
650
WEIRD FRONTIERS CORE RULEBOOK
651
WEIRD FRONTIERS CORE RULEBOOK
652
WEIRD FRONTIERS CORE RULEBOOK
653
WEIRD FRONTIERS CORE RULEBOOK
654
WEIRD FRONTIERS CORE RULEBOOK
655
WEIRD FRONTIERS CORE RULEBOOK
656
WEIRD FRONTIERS CORE RULEBOOK
Acephali are a bizarre race of headless humanoids Acephali: Int +2; Atk slam +2 melee (1d4+1), bow +3
that began appearing after the events of the Seven ranged or spear +5 melee (1d8+1); AC 13; HD 2d8; MV
Days of Night. Although having no heads, their 30'; Act 1d20; SP resilience (take half damage); SV
chests serve as a nesting place for broad faces that Fort +4, Ref +2, Will +3; Path WtL.
often babble incoherently or laugh in the midst
Resilience: Acephali are naturally resistant to damage
of combat. While their numbers are few, those
and extreme temperatures. Successful attacks suffer
encountered appear to Walk the Line, attacking
a -2d penalty to damage rolls when striking an
only in self-defense. They live tribal, nomadic lives
acephali, while spells dealing any sort of heat/cold/
in deserts or areas with hot climates. A typical tribe
electrical damage also suffer a -2d penalty.
consists of 2d10+5 individuals, who live in tents
fashioned from animal skins. Acephali are extremely
skilled at the use of spear and bow and can use them
with deadly accuracy. Acephali speak a primitive
form of pre-Islamic Arabic, yet seem to have no form
of writing.
657
WEIRD FRONTIERS CORE RULEBOOK
According to native folklore, the ahkiyyini are Melancholy melody: Once per day, the ahkiyyini
mischievous skeletal spirits that play strange, can play a tune so sad that it can make an angel
haunting and destructive music. To make their cry. Anyone hearing the tune must make a DC
music, the skeletons strike and strum their scapula 14 Willpower save or else succumb to such great
and ribs. The ahkiyyini seem to take great delight sadness that the listener can only weep, left
in the suffering of mortals; it is believed that the defenseless and vulnerable for 1d4 rounds.
wailing and crying of voices in agony are the lyrics
Resistant to blades: The ahkiyyini is especially
to the songs of the dead played by the ahkiyyini. The
resistant to slashing weapons and suffers half
ahkiyyini are often found in places where a plague
damage from all such attacks (rounding down).
is ravaging a population or amongst the dead and
dying on a battlefield. The ahkiyyini’s music can Thunderous bones: The ahkiyyini can play their
destroy villages and sink ships by making the earth music in such a fashion as to create a powerful force
tremble and the rivers rage. of sound that can rend the earth. With a successful
music attack roll, the target suffers 2d8 concussive
Ahkiyyini: Init +0; Atk fist melee +1 (1d3), music
damage, but the target may make a successful DC 12
missile +1 (special); AC 14; HD 1d8; MV 30’; Act 1d20;
Fortitude save for half damage.
SP melancholy melody, thunderous bones, resistant
to blades; SV Fort +0, Ref +2, Will +2; Path POD +2.
658
WEIRD FRONTIERS CORE RULEBOOK
After the Seven Days of Night, sightings of two- A giant ampisbaena’s typical habitat is arid desert
headed snakes increased. The dreaded giant regions in caves or rocky valleys. A rare water-
ampisbaena has also been spotted in the western swimming variety of creature is rumored to dwell
states and territories. It resembles a pit viper but in swamps and marsh mud caves (MV swim 30').
with two heads at the end of its body. Normally The skin of the creature can be fashioned to make
around 30’ long and weighing 1,000 lbs, the giant clothing of various sorts. When crafted into a vest or
ampisbaena is capable of spitting poison twice per similar item, the skin adds +1 to AC.
encounter from each head, using 1 action die for
Giant Ampisbaena: Init +6; Atk bite +8 melee (3d6 +
each ranged attack. The spittle is a spray 30' long
poison DC 14 or death); AC 15; HD 6d8; MV 30'; Act
and 5' wide at its terminus. All caught within the
2d20; SP regeneration, 10% spitting; SV Fort +7, Ref
line are affected by the snake's poison. The serpent
+3, Will +3; Path WtL.
regenerates 2d4+2 hit points at the start of each
round, unless reduced to 0 hit points.
659
WEIRD FRONTIERS CORE RULEBOOK
The bladerunner or "Blood Drinking Bird" is a creatures are often used as spearheads (granting a
tainted form of the fast ground-running avian, +2 to damage) and can be used to remove venom
the roadrunner. Typically found terrorizing the from wounds inflicted by creatures such as snakes.
Mexican border and any arid desert regions, the Any character with medical training may insert and
flightless avians typically grow to 1’ in height with a suck venom from the wound, granting a second save
rust-brown plumage that turns crimson as it crests versus the venom.
the creature’s neck. The beak of the bird grows to
Bladerunner: Init +4; Atk impale +2 melee (2d3); AC
lengths of 12’’, ending in a needle-like shape that
16; HD 1d6+2; MV 60’; Act 1d20; SP impale, blood
gives the bird its deadly attack.
drain; SV Fort +0, Ref +4, Will +0; Path WtL.
The bladerunner exclusively feeds on blood from
Impale and blood drain: The bladerunner makes a
mammals, making them a troublesome predator for
running impale attack at +4 if it moves 20' or more
farmers and wildlife in the areas they roost. They
on the ground with success causing 2d3 damage
attack by using uncanny speed to charge, plunging
from the wound and initial blood drain. Each
their beaks into their target to allow feeding.
additional round the creature is allowed to feed
A brood of bladerunners typically consists of 1d6+2 will inflict an additional 1d3 damage in the form of
bladerunners, though stories of larger flocks have temporary Stamina damage to reflect the victim
been told as their numbers expand. Bladerunners losing blood. Victims reaching 0 Stamina perish
leave odd four-toed impressions, making them easy from blood loss. Lost Stamina damage returns at the
to track by those that live nearby. rate of 1pt per hour for survivors of the attack.
Farmers and neighboring Native American tribes Striking the bird will cause it to immediately
often form hunting parties to hunt the creatures disengage, often causing the bird to run away (50%
once a brood is discovered, less their livestock fall chance) having successfully fed.
victim to the vicious bird. The wicked beaks of the
660
WEIRD FRONTIERS CORE RULEBOOK
Bunyips are nasty varmints found in lakes, ponds, Bunyip: Init +2; Atk bite melee +2 (2d8), claw melee
and watering holes. They’re huge creatures (more +1 (1d6+2); AC 14; HD 6d8; MV 30’, 50’ swimming;
than twice the size of a full-grown mustang) that Act 2d20; SP barrel roll; SV Fort +3, Ref +2, Will +0;
resemble otters that build their dens near bodies of Path POD +2.
water. Clever bunyips have been known to lie in wait
Barrel roll: While fighting in a body of water, if the
under the water until its prey unknowingly attempts
bunyip can land two successful claw attacks in a
to cross over it, giving the creature a surprise attack
single round, the creature begins to twirl its body
from below. They say only the very lucky ever see a
in a barrel roll. Victims caught in a bunyip barrel
bunyip and live to tell about it, and most folks ain’t
roll must make a DC 15 Fortitude save or suffer 1d6
that lucky. Known by many names, mudcats, bog
drowning damage. To free themselves from a barrel
monsters, or creek beasts, bunyips are nothing to be
roll, the victim must make an opposed Strength roll
trifled with.
against the bunyip’s Reflex save.
BYAKHEE
Things live in the cold, dark spaces between the upon the ground as they move is enough to make a
stars and in the dark spaces beneath the earth. strong man queasy; the sight of them soaring into the
Among these creatures are the byakhee, servants of air is more frightening still. Some folks say that there
the Unspeakable Hastur. These things no mind can were man-like bats among the dead in the realm of
completely grasp, no human Xibalba in the long-ago days
eye completely see, for they of the Mayan empire; perhaps
are forbidden to men. Yet these were also byakhee.
warlocks beholden to Hastur
Byakhee: Init +0; Atk bite +4
and other Elder Gods can
melee (1d7) or claw +3 melee
summon them forth, for the
(1d5); AC 14; HD 3d12; MV
spell can still be learned from
15’ or fly 70’; Act 1d20; SP
Olaus Wormius’ forbidden
immune to cold damage, does
Latin translation of that tome
not need to breathe, dark
of blasted lore occultists call
omen; SV Fort +6, Ref +0 ,
the Necronomicon.
Will +2; PoD.
Byakhee are larger than
Dark Omen: The byakhee
a man—large enough to
attacks by way of vicious claw
be ridden by the witch or
or bite, which requires an
warlock so bold to do so.
immediate DC 12 Willpower
In form, they are some part
save. Failure results in the
crow and buzzard, some
victim being immediately
part mole and ant, some
shown the cold, dark alien
part vampire bat, some part
lands that are native to the
decomposing corpse, and
creature. The visions are
some part madness. Their feet
unsettling and remove 1d6 Grit
are webbed, and their wings
points, in addition to stunning
membranous like a bat. The
the victim for 1 round.
very sight of them flopping
661
WEIRD FRONTIERS CORE RULEBOOK
Greenhorns in the weird West have to be capable out Shared abilities: Plants are generally immune to
under the Western skies, ‘cause even the plants can critical hits and are generally aware of living beings
kill you! Below is a selection of the most common within 100’, although few react until a creature
plants to watch out for, but don’t make a tenderfoot wanders into their range. They are immune to mind-
mistake and imagine that knowing a few likely affecting effects and any spells that target animals,
dangers means that you know all there is to know, as including paralysis. They have no true sense of sight or
it seems like something nasty is sprouting out of the hearing and are not affected by spells that utilize these.
ground with each new day. They are also immune to piercing damage and take half
damage from firearms and bludgeoning attacks.
663
WEIRD FRONTIERS CORE RULEBOOK
664
WEIRD FRONTIERS CORE RULEBOOK
665
WEIRD FRONTIERS CORE RULEBOOK
666
WEIRD FRONTIERS CORE RULEBOOK
Starvation is a terrible thing, and it can drive folks Chenoo: Init +2; Atk slam +4 (1d16+8) or bite +2
to do even more terrible things. According to the (1d14+6); AC 16; HD 16d10; MV 50’; Act 3d20;
legends of the northeastern Micmac tribes, when a SP camouflage (use 1d30 to determine surprise/
person resorts to cannibalism, or even refuses to give stealth of a chenoo while in winter terrain), slam
so much as a pot of beans to those that are starving, (characters successfully attacked are thrown and
his heart may freeze—thus beginning the curse that slammed, landing prone), roar, immune to cold-
can rarely be cured by any means other than death. based damage, decapitation; SV Fort +8, Ref +2, Will
Chenoo resemble emaciated giants, standing as tall +6; PoD.
as 20’, covered in long blood-stained hair that drapes
Decapitation: Should the chenoo score a critical hit
around pale withered skin that they use as a natural
on a bite attack, the victim must immediately pass
camouflage when stalking prey. The mouth of a
a DC 15 Fortitude save to avoid being decapitated—
chenoo is unusually large, and the creatures have
with death being instantaneous.
no lips, having gnawed them off as a result of their
constant state of ravenous hunger. Roar: Those who hear the screams must pass a DC
13 Grit check that increases by +1 for each night the
Chenoo often make sport of stalking/tormenting
creature stalks its prey.
their prey for days, wearing the poor soul’s nerves
down with nightly screams that can take the courage
out of most mountain men.
Chenoo attack by attempting to throw/slam their
target against a tree or anything solid that will serve,
to both stun the target and soften the organs up for
devouring. Stunned targets are often finished with a
horrific bite from a diseased maw filled with jagged
teeth.
667
WEIRD FRONTIERS CORE RULEBOOK
“Gawd knows what ye done to yourself, gal, a-stompin’ those marked by Yig to make offerings and assuage
out a hull brood o’ Yig’s chillen. He’ll git ye, sure, sooner the god’s anger. In the harvest months, when Yig is
or later, unlessen I kin buy a charm offen some o’ the more volatile, these snakes are sent simply to lie in
Injun medicine-men. He’ll git ye, Aud, as sure’s they’s a wait—striking in silence to kill the individual who
Gawd in heaven—he’ll come outa the night and turn ye has drawn the god’s wrath. Only after they have
into a crawlin’ spotted snake!” struck will they rattle to warn others against similar
transgressions and interferences.
— H.P. Lovecraft & Zealia Bishop, The Curse of Yig
Child of Yig: Init +4; Atk bite +8 melee (3d6 + poison
Lore speaks of Yig being the father of serpents and
DC 13 Fort or 1d3 Stamina damage); AC 14; HD
all snakes being his children. Matters of esoteric lore
2d6+4; MV 30’; Act 1d20; SP camouflage, favored of
are seldom as simple as one might initially express.
Yig, fear immunity, poison immunity; SV Fort +1, Ref
While Yig considers all snakes to be his children
+3, Will +2; PoD.
and protects them as such, among rattlesnakes one
finds his favored children—the massive Western Camouflage: When motionless and silent, these
diamondbacks. Measuring up to eight feet in length snakes blend into natural or shadowy surroundings
and weighing 15 pounds or more, these monstrous causing a -2d penalty to any rolls to discover them.
snakes bear a white crescent on their heads, marking
Favored of Yig: Favored of, and sent by Yig, these
them as the chosen of Yig.
snakes cannot be slain in the first round of combat.
In the spring months, these creatures are sent as Regardless of the amount of damage done or the
a warning to those who have transgressed against form it takes, these relentless serpents attempt to
Yig and his children. Their appearance and the deliver their killing bite at least once.
haunting sound of their massive rattles, allows for
669
WEIRD FRONTIERS CORE RULEBOOK
670
WEIRD FRONTIERS CORE RULEBOOK
671
WEIRD FRONTIERS CORE RULEBOOK
More potent than the pale demons of the polar Cold aura: Just being within 30’ of a cold one causes
ice, or even the cold witches of the moon, are the 1d7 damage due to cold each round (Fortitude save
star-spawn of Fomalhaut, known since the time of at DC 15 for half).
the sages of long-lost Pnom as the “Cold Ones.” For
Cold beam: Cold damage is a function of distance,
these are the scions of the One who comes from a
as indicated in the chart below. The closer a victim,
place of utmost cold, and against whom no heat can
the more damage taken and the more difficult it is to
endure. That One is imprisoned by the Elder Gods,
save against. In all cases, a successful Fortitude save
but the cold ones that are his spawn appear on this
results in half normal damage. It can use this ray
world as white worms, naked against the cold, but
three times each day.
needing no protection from it. They are mighty
sorcerers as well as powerful combatants, and they
DISTANCE DAMAGE FORT SAVE
are able to emit a ray of cold which is enough to
freeze a man solid. Some say that the imprisonment 1-30’ 7d8 20
of the One, that is their father, is proof that the 31-60’ 6d8 18
Elder Gods cannot be wholly malign. 61-90’ 5d8 16
The cold ones resent mortal intrusion into polar 91-120’ 4d8 14
lands, and they sometimes travel down from the 121-150’ 3d8 12
boreal realm during the chill of winter. When a cold 151-250’ 2d8 10
one is active in the land, the air grows increasingly 251-360’ 1d8 10
more frigid and fire itself seems to give off less heat.
The aura of a cold one produces alien monstrosities
Swallow whole: A cold one that succeeds on a
in rivers, lakes, and oceans—menacing and
bite attack swallows its victim whole, unless a
unnatural creatures which are not usually dangerous
DC 15 Reflex save succeeds. Swallowed victims
themselves but drive away precious food species.
automatically take 1d6 Stamina damage each round
This effect spreads out like an icy cancer from a cold
to simulate being digested. VIctims reduced to 0
one, to an extent that can reach dozens of miles
Stamina perish in the stomach acids of the beast.
from the creature itself.
A cold one takes the form of a great polar worm, 15’
long or longer, whose naked body is the sickly white
of a giant maggot. Its single eye can emit a beam of
light up to 360’ away that drains heat from those it
strikes.
Cold One: Init -4; Atk bite +7 melee (3d7+8) or crush
+9 melee (6d8) or cold beam; AC 20; HD 10d8+30;
MV 40’; Act 2d20; SP cold beam, swallow whole, cold
aura; SV Fort +12, Ref -6 , Will +10; PoD.
672
WEIRD FRONTIERS CORE RULEBOOK
673
WEIRD FRONTIERS CORE RULEBOOK
The Corruption of Colour that has already been inflicted on the victim.
Animals that drink the water or eat food that has Colour Out of Space: Init -2; Atk filament +2 melee
been tainted by a colour, or if a colour has touched (1d4-1 plus colour corruption); AC 12; HD 10d8; MV
the animal with a filament of itself, then that animal 20’; Act 1d20; SP immune to non-magical weapons,
may become corrupted. To determine if the victim immune to mind-affecting spells, fire and electrical
has been corrupted it must make a DC 12 Fortitude attacks do half damage, magical weapons and spells
save; the roll is reduced by the amount of damage do half damage, cold attacks do normal damage; SV
inflicted by a filament attack before the victim’s Fort +20, Ref +0, Will +10; WtL.
Fortitude modifier is applied. If the victim fails their
Fortitude save, then roll on the Colour Corruption
table below. The D12 roll on the Colour Corruption
table is adjusted by the victim’s Luck modifier, and a
+1 is added to the roll for each previous corruption
674
WEIRD FRONTIERS CORE RULEBOOK
Often, body parts marked by cult branding begin the advantage of a +2 to spell checks, in addition to
to develop into something “strange” that takes a granting the host immunity to Grit checks when
trait from whatever dark power their host worships faced with a source of fear aligned with the Elder
(claws, extra knuckles, hairy palms, etc.) and should God the crawling claw serves. Additionally, the claw
they be severed from the host body, the traits often may be used to attack (1d5 damage).
serve to insure survivability of the organ—further
Crawling Claws: Init +1; Atk leaping rake +1 melee
enhanced senses that replace sight for instance.
(1pt); AC 16; HD d4; MV 20’, leap 10’; Act 1d20; SP
Amputated hands, for example, are fully aware of
charm; SV Fort +2, Ref +6, Will +1; PoD.
their surroundings, possessed by minor seedlings
of their dark god that exist on the near side of Charm: The claw may attempt to make contact
the Spirit World. Crawling claws ultimately try with the chosen victim. The claw must pass a spell
to attempt a connection to weak-willed targets, check using 1d16 + an additional 1d6 to the roll for
promising power beyond measure should the fool each crawling claw within 30’. A successful result
choose to amputate their own hand allowing the convinces the new host that they must amputate
tainted claw a chance to affix itself to the bloody one of their hands to complete the union. Targets
stump. If an appropriate target cannot be found, the immediately find the nearest tool or weapon and
claw will attempt a leaping rake attack or attempt to proceeds to amputate the appropriate hand (1d3)—
scurry away, much like a scorpion. allowing the waiting claw to instantly meld itself to
the new host during the same round.
The unusual “union” of host and crawling claw
makes for an unsightly appendage that comes with
675
WEIRD FRONTIERS CORE RULEBOOK
Not everyone up in Boot Hill should be buried corrupted bodies on which the worms can feed,
there. Those folks in ancient times who said that it and hence, create more crawling ones. A crawling
was a happy town where no witch was buried knew one sometimes retains the memories, spellcasting
what they were talking about. There’s a reason they ability, and most of the personality of the corpse that
burned those spell-seeker’s bones to ash. Magic spawns it. In this way, the crawling ones claim the
stays in their flesh, dead though it may be, and is Dark Arts have given them a path to immortality.
consumed by the worms of the earth. They rise from Regardless of the original path and goals of the living
the nethermost places of the world, caverns where magician they mimic, the crawling ones are always
those things that should be crawling have learned to evil and always seek to spread dark magic.
walk.
Crawling one: Init +0; Atk by weapon +0 melee
Called “Crawling Ones,” they have learned to form or spell +4; AC 9; HD 3d6; MV 30’; Act 1d20; SP
themselves bodies out of the masses of worms that spellcasting, not destroyed at 0 hp; SV Fort +1, Ref
eat corrupted flesh. They say the Devil himself +1, Will +5; PoD.
teaches them to walk, and to speak, and to imitate
Spellcasting: Fed on the foul remains of mortal
humankind. Hidden behind masks, hoods, and
spellcasters, a crawling one can itself cast spells as
robes, the crawling ones have learned to vex and
though it were a 3rd level occultist. At the judge’s
plague the God(s)-fearing people who till the surface
discretion, some crawling ones may have higher-
of the world.
level or lower-level spellcasting abilities.
They are composed of masses of huge graveyard
worms, and when reduced to 0 hp, they collapse
into a writhing
swarm. If they are not
dealt damage equal
to their starting hit
points, using an area
effect attack, within 1
round enough worms
will survive that the
stricken crawling one
can reform itself in
1d7 weeks or months
(depending upon how
much damage was
done).
Crawling ones infest
human communities,
seeking to lead mortals
into black magic
and worship of the
Elder Gods. This, in
turn, creates more
676
WEIRD FRONTIERS CORE RULEBOOK
As is with most folks, settlers of Greek ancestry bring them by those who worship at their feet. Cyclopes
their hopes and dreams that are often meshed with are predominantly man-eaters, though will settle
superstition and lore. Students of the occult and for livestock and animals living in the wild when
all things supernatural hold a theory that claims “manflesh” isn’t readily available.
the taint that blanketed the Earth during the Seven
Cyclopes prefer hurling stones at their prey before
Days of Night serves the raw material needed to
closing the distance and attacking with crude clubs
breathe life into the creatures that would normally
fashioned from tree limbs. Cyclopes attack with a
be limited to haunting the dreams of humanity.
d24 die and cause critical hits on any natural attack
Creatures like the cyclopes are a perfect example
roll of 20-24 that also exceeds the target's AC.
of this theory, forming in the darkest parts of the
Cyclopes roll 1d24 on Crit tables.
country, feeding and growing in strength while some
even find themselves worshiped by deranged cults. Cyclopes: Init +0; Atk club +6 melee (1d14+6) or
hurled stone +5 missile (1d8+6, range 100'); AC 15;
Cyclopes are massive one-eyed monsters that
HD 10d8+2; MV 40'; Act 1d24; SP infravision, Crit on
often stand at a height between 12 and 16 feet.
20-24; SV Fort +10, Ref +2, Will +6; PoD.
They’re covered with matted tufts of body hair
and often wear crude handmade clothes sewn for
677
WEIRD FRONTIERS CORE RULEBOOK
Nothing strikes a chord of dread more in the to claw its way from its earthly grave, seeking the
hearts of settlers than the mention of the walking only thing that gives the shamblers a moment of
dead. These “deadpokes” as folks have come to call respite from the hunger gnawing on their bones—
them first made their appearance soon after the the taste of living flesh.
events of the Seven Days of Nights. Gossip around
Though most deadpokes share the same disturbing
the campfire has it they are a side effect of some
characteristics, only a fool assumes them to all be
powerful black magic attempted during those seven
the same, as the taint blanketing the land seems
days that dipped the world in darkness.
to have a dark sense of humor with the occasional
Deadpokes are the animated remains of friends and variations the deadpokes display.
family that will not stay buried. Their departing
Deadpoke: Init -1d; Atk fist +0 melee (1d4+2),
souls are replaced with an undying hunger so
bite +0 melee (1d6); AC 10; HD 1d8+2; MV 20’;
intense that it’ll give the corpse a strong hankering
Act 1d20/1d16; SP un-dead traits, quirky traits,
678
WEIRD FRONTIERS CORE RULEBOOK
679
WEIRD FRONTIERS CORE RULEBOOK
Death grip vultures, often called “snatchers” by those This turns the body into a zombie (not un-dead)
who have survived encounters with them resemble of normal stats, with complete control over their
the carrion birds that are often seen circling over functions until the zombie is destroyed or the death
those who’ve answered Death’s call. The creatures grip vulture finds a more intact body to become its
are markedly different from their cousins by way host. The carrion bird remains in the host corpse
of a set of “feelers” that protrude from around the until the body is destroyed and they’re forced out
creatures diseased beak, reaching outward up to or the creature finds a new source of food. Death
two feet. The creatures sport a wingspan of up grip vultures attack with surprise on the round they
to six feet, but flight is not the preferred mode of exit a corpse host and attack with a vicious beak (d5
transportation. These vile birds prefer to burrow damage) that often leaves the victim with a touch of
inside bloated corpses, choosing to feast on the “beak rot.”
rotted organ meat. In addition to using the corpse as
Death grip vulture: Init +2; Atk beak +2 melee (1d5);
a source of food, death grip vultures use their feelers
AC 14; HD 2d8+4; MV 10' or fly 30'; Act 1d20; SP
to enter the spinal cord of the corpse (which must be
animate corpse, beak rot; SV Fort +2, Ref +2, Will +3;
human) and animate it by way of a semi-intelligent
PoD.
mind control. Animated corpses look and act, for all
intent and purposes, like the walking dead and are Beak rot: DC 13 Fortitude save or victim loses 1d3
often mistaken as such. Burrowing into the corpse's Stamina per day until magically healed as tissue
abdomen and animating the corpse takes 2 rounds. around the wound begins to rot away.
680
WEIRD FRONTIERS CORE RULEBOOK
The dholes (sometimes called bholes or dôls) are they are not much larger in girth than a human.
vast wormlike monsters, pale and covered in a
Dhole: Init -5; Atk bite +8 melee (3d6); AC 15;
viscous slime. They dwell upon and beneath the
HD 2d8 to 12d8; MV 40’ or burrow 30’; Act 1d20;
bone-covered vale of Pnath in the Dreamlands, but
SP viscous mucus, tower and slam attack, light
some escape into the waking world, where they
vulnerability; SV Fort +6, Ref +6 , Will +2; PoD.
hide from the sun, deep underground or in other
shadowy places. It is the duty of the wizard Zkauba Light vulnerability: Dholes flee light stronger than
(of a clawed and snouted species native to the torchlight. Where a dhole may attempt to destroy a
planet Yaddith) to keep the dholes from leaving the single light-bearer, it avoids parties carrying several
Dreamlands, but he protects his world more than lanterns/torches. Lantern-light causes dholes to take
ours, for he knows well that someday a being from a -1d penalty to all rolls. Stronger light sources cause
our world will distract him from his duties, leaving greater penalties.
Yaddith black and dead and overrun by the frightful
and pallid dholes. The bone-colored dholes have Tower and slam attack: If a dhole does nothing else
already honeycombed his world, reaching from the during a round, it can rear up over half its length,
Dreamlands, so greater care is needed there. towering over opponents. When it slams downward,
it gains a +4 bonus to its attack roll and causes twice
Dholes avoid light, so they are seldom seen clearly. normal damage.
In the Dreamlands, they are more often heard
rustling among piles of bones or felt as they slither Viscous mucus: Dholes are covered with a viscid
past a frightened sojourner. Each dhole is 2d6 x 100’ mucus which causes any weapon that strikes the
long with 3 HD per 100’. Regardless of their length, creature to be wrenched from its wielder’s hand
unless a DC 8 Strength check succeeds.
681
WEIRD FRONTIERS CORE RULEBOOK
682
WEIRD FRONTIERS CORE RULEBOOK
683
WEIRD FRONTIERS CORE RULEBOOK
We think of this world as being solid, but it is not, A thin manipulative stalk grows from the center of
and the mathematics of Euclid and Newton don’t each dark-gray ridge. Each stalk branches twice, each
tell you how time and space can fold—using strange into five separate branches, allowing each ridge to
angles and odd mathematics, allowing you to travel have a set of 25 delicate manipulative tentacles. A
anywhere or anywhen, or even to no place at all. starfishlike head surmounts the body, with an eye
This knowledge was kept by the elder things, who sprouting from the end of each “arm,” five feeding
colonized the Earth a billion years ago from their tubes, and prismatic cilia that grant the elder things
world hidden between the constellations of Hydra 120’ infravision. Finally, at their base they have
and Argo Navis. They inhabited first the sea and five thicker tentacles used for locomotion or gross
then the land, and they went to war with the star- manipulation. Elder things are semi-vegetable in
spawn of Cthulhu for dominion of the planet so long nature, and reproduce via spores. Although they can
ago that nothing but rumor and nightmare remains consume both organic and non-organic matter, they
of that great conflict. are carnivores by preference.
Elder things have access to incredible technologies, They may also use tools of any sort with their
including a vast understanding of cosmology, manipulative tentacles, including weapons (some of
physics, and biological engineering that borders on which may be advanced even by modern standards).
magic, allowing the judge to place any sort of strange Energy weapons are not outside the means of the
device into their lairs. The elder things themselves elder things, although a human probably would
are dispassionate scientists—their first impulse upon be unable to manipulate such a weapon. They are
encountering a new species is to dissect it and learn equally at home in water or on land and are fully
about it. If communication can be established, elder amphibious.
things are not necessarily hostile and may even teach
Elder Thing: Init +0; Atk lower tentacle +5 melee
human protégés.
(1d5+6 plus grab) or by weapon (melee or missile)
Elder things are radially symmetrical, with five +5; AC 19; HD 12d12; MV 40’ or swim 60’; Act 3d20;
bulging ridges running their vertical length. The SP infravision 120’, amphibious, grab, regenerative
central part of their body is about three and a half hibernation; SV Fort +15, Ref +4 , Will +8; WtL.
feet in diameter, tapering to one foot at the top and
Grab: The lower tentacles of an elder thing are
bottom, and six feet high. They have vestigial wings
incredibly strong (+6 to opposed Strength checks)
that fold out fanwise in the furrows between their
and can grab and hold an opponent.
body’s ridges—these wings once allowed flight even
in the aether between the stars, although they are Regenerative hibernation: An elder thing reduced to 0
generally ineffectual from disuse. These retractable hp has only a one-in-six chance of being truly dead.
leathery wings have a seven foot spread, and are still Otherwise, it is just hibernating for 1d7 days while
used for swimming. Elder things new to Earth may its hit points are regenerated.
have a fly Move of 60’ and larger wings.
684
WEIRD FRONTIERS CORE RULEBOOK
685
WEIRD FRONTIERS CORE RULEBOOK
687
WEIRD FRONTIERS CORE RULEBOOK
688
WEIRD FRONTIERS CORE RULEBOOK
689
WEIRD FRONTIERS CORE RULEBOOK
690
WEIRD FRONTIERS CORE RULEBOOK
A fetch is the spectral doppelganger of a living 1d20; SP spectral weapons, resistant to non-magical
person. It’s said that to see one is an ill omen, for weapons, vulnerable to silver, regeneration; SV Fort
it portents the impending death of the duplicated +0, Ref +0, Will +4; PoD +2.
person. But fate is the fancy of dreamers and poets,
Non-magical weapon resistance: Non-magical
and the fetch is a brazen predator that announces
weapons only inflict 1 hit point of damage with a
itself to its prey. No one knows why or how a fetch
successful hit.
selects its victim, but once it becomes fixated on
that target, it pursues it until one of them is dead— Regeneration: A fetch regenerates 4 hit points of
and killing a fetch is no mean feat. A fetch is a damage each round.
malevolent spirit from the Near; it can crossover at
will in pursuit of its prey. Until it chooses a target, Spectral weapons: The fetch duplicates the weapons
a fetch is an invisible and intangible spirit, but of its prey too. It uses these weapons, blade or pistol,
once a target has been selected, the fetch creates to attack its prey. Regardless of the duplicated
a perfect duplication of that person. It looks like a weapon, the spectral weapons inflict 1d8+1 hit points
blue translucent copy of the target with wisps of of damage with each successful hit.
blue ectoplasmic smoke wafting off the fetch. The Vulnerable to silver: Silver weapons inflict full-normal
act of duplicating a target renders the fetch slightly damage for that type of weapon
tangible, but it’s still nearly impossible to destroy.
Fetch: Init +2; Atk spectral weapons melee or missile
+2 (1d8+1, range 30’); AC 18; HD 4d8; MV 30’; Act
FIRE VAMPIRE
Among the Elder Gods and the things that worship Fire vampire swarm: Init +5; Atk swarming touch
them, the beings associated with the elements +3 melee (1d6 plus ignite); AC 15; HD 6d8; MV fly
of Earth, Air, Fire, and Water oppose each other. 40’; Act special; SP swarm traits, ignite creatures
Cthugha is a primal being of living fire, dwelling on a touched, immunities; SV Fort +2, Ref +10 , Will +0;
world circling the star Fomalhaut. The fire vampires PoD.
(sparks of elemental flame that can burn forever
Ignite creatures touched: Any creature touched by a
without fuel) are his creatures, and they set to flame
fire vampire must succeed in a DC 15 Reflex save or
anything they touch. Few occultists know the ritual
be set on fire (1d6 damage per round until a DC 10
to summon the flame vampires of Cthugha, who
Reflex save succeeds).
is only mentioned in an obscure footnote in the
Necronomicon. Immunities: Fire vampires only suffer damage from
magic, cold, or water, and take half damage from
The fire vampires only appear when Fomalhaut has
anything that is not an area attack.
risen, and only abide until that star has set. They can
cross the twenty-seven light years from their home Swarm traits: Fire vampires are treated like a swarm,
to Earth in an instant, appearing as thousands of occupying a 20’ x 20’ x 20’ cube.
tiny points of living flame.
691
WEIRD FRONTIERS CORE RULEBOOK
The flesh communion is a horrific fusing of skinned weapons are weak against the monster as they do
victims from ritualistic sacrifices. Possessing no not strike vital body parts. The creature eats nothing
bones, the flesh communion is a blob of various and seems all but mindless except for its desire to
full-body skins, sewed together with gut string, kill. It contains the full body-skins of six victims.
forever bleeding. It moves by heaving its bulbous
If killed and the heart is intact, the heart will
form forward. It makes a sloppy splattering noise
continue to ooze blood from its surface until
as it lurches around. In each of the skinned victim's
destroyed. It creates one gallon of blood a day and is
orifices glows an orb of eerie green energy. It leaves
often used to feed creatures and fuel blood magic.
behind a trail of blood and other secretions on
anything it touches, and flings blood with each Cultists create flesh conglomerates to shock and
attack. Connected to all the skins in the middle, is terrorize their foes, often using the skins of friends
a large fused heart that pumps blood to the skin or the loved ones of their enemies.
through large arteries and veins.
Flesh communion: Init +1; Atk claw +3 melee
A flesh communion will lash out with the skin of (1d4+2); AC 12; HD 6d6; MV 20'; Act 6d20; SP
many arms and legs of its victims, at anything living. piercing attacks do half damage; SV Fort +4, Ref -1,
It cannot remake new skin or take the flesh off of its Will +1; PoD.
kills to rebuild or grow its body. Bullets and stabbing
692
WEIRD FRONTIERS CORE RULEBOOK
That heron wading in the marshy bit of a stream Cannot be slain: These creatures cannot be killed
looks awfully beautiful to you or me. To the frog by mortal means; a fisher reduced to 0 hp is merely
swimming in the water though, that heron is a driven off.
horror. Imagine that frog just swimming along,
Infinite move: Once a fisher has made its presence
minding its own business. The water and the stream
known, targets may roll initiative against it each
bank are the frog’s whole world. The poor fellow
round for an opportunity to strike at it before it
doesn’t even know that there is a beady eye hovering
can strike at them and fade away. The judge should
over him and a sharp beak waiting for the perfect
remember that PCs can burn Luck to modify
moment to strike.
initiative rolls. Otherwise, a target must succeed
Now imagine that you’re the frog, and there is in a DC 20 Reflex save to launch an attack before
something watching you from beyond the world you the fisher temporarily withdraws from our world
know. Sooner or later, if you’re unlucky, you swim between attacks. Otherwise, attacks continue for
away from cover, and snap! That sharp beak has 1d5+3 rounds, after which the fisher from Outside
snapped you up. Like the frog, even if you get away, loses interest and seeks some other prey. It doesn’t
there’s no certainty that you’ll fall back into the river. matter how far a target moves between attacks or
Unlike the frog, if you fall into the wrong world, you even if the target leaps to another world or plane. It
can’t just hop your way back. is all the same distance to the fisher.
That’s what the fishers from Outside are. They Snatch: Any successful attack snatches a creature
appear like titanic wingless birds with scales instead unless it succeeds in a DC 15 Reflex save. Snatched
of feathers. They have but a single leg, a single large creatures are pulled up through the planes of
eye, and a great hooked beak filled with fangs. All existence, to the Outside, where the fisher devours
living things abhor them because all living things are its prey at its leisure. The victim gains 1d3 chances
their frogs. They wait Outside, beyond the planes of escaping before this, each requiring a DC 20
that we know and the planes we do not, watching Strength or Agility check, but a victim who succeeds
us with that cyclopean eye, snapping up what they may end up in any place, time, or world that the
want. These creatures are over 100’ tall. judge desires.
Fisher from Outside: Init -6; Atk beak +6 melee Surprise: A fisher from Outside always makes its first
(2d8 plus snatch); AC 14; HD 8d8; MV special; Act attack with surprise.
1d24; SP surprise, snatch, withdraw between planes,
cannot be slain, infinite move; SV Fort +20, Ref +20,
Will +10; PoD.
694
WEIRD FRONTIERS CORE RULEBOOK
695
WEIRD FRONTIERS CORE RULEBOOK
696
WEIRD FRONTIERS CORE RULEBOOK
697
WEIRD FRONTIERS CORE RULEBOOK
Found in the Dreamlands, the hidden Vaults of natural light and are killed immediately if exposed
Zin, and in dark places of the waking world, ghasts to sunlight but ignore the dim light of candles or
are repulsive near-humanoid beings, scabrous torches. Their sense of smell is exceedingly keen,
and unwholesome, who resemble human beings being equal to that of a terrestrial bloodhound.
despite the lack of foreheads, noses, and other
Ghast: Init +2; Atk bite +5 melee (1d6+3) or claw +3
important particulars. A ghast is the size of a horse,
melee (1d4+3) or kick +4 melee (1d5+3); AC 15; HD
which bounds on powerful hind legs like those of
4d8; MV 60’ or leap 20’; Act 2d20; SP infravision
a kangaroo but terminate in hooves. Ghasts are
120’, keen sense of smell, slain by sunlight; SV Fort
pack hunters, often hunting ghouls but willing to
+6, Ref +6, Will +2; PoD+1.
eat any flesh—even that of their fellows. They fear
GHOST BEINGS OF IB
Pilgrims travelling far from the paths laid by the Ghost-beings of Ib are individually weak but hard
wagon trains have sometimes beheld the ruins of to kill as they regenerate 3 hp each round. Special
an ancient city on the shores of a misty lake. Those effects from critical hits and magical based attacks
ruins are said to be older even than the oldest native are healed as soon as the damage which caused them
tribes now dwelling in the region. Older yet are the is healed.
gray stone ruins of the city of Ib, which lies nearby,
These creatures are only ever encountered when the
its strangely carven pillars lost in the lake long ago.
moon is gibbous, and not always then.
Here can still be found, eroded from weather and
time over many ages of the world, the sea-green Ghost-being of Ib: Init +0; Atk bite +1 melee (1d3) or
stone idol of Bokrug, the great water-lizard. Legends by weapon +3 melee or ranged; AC 8; HD 1d8; MV
say that when the Native Americans first came 30’ or swim 40’; Act 1d20; SP regenerate 3 hp/round,
here, the people that dwelled in this land prostrated mesmeric dancing; SV Fort +0, Ref +2, Will +2; PoD.
themselves before this idol and danced before it
under the gibbous moon. Horrified by the dancing of Mesmeric dancing: Their horrible dance can
these non-human people, the first tribes slaughtered mesmerize foes, which take a -1d penalty to all rolls
them and pushed their bodies into the lake. so long as the dancing is visible (Willpower DC 15
save negates). Dancing reduces the ghost-being’s
The ghost-beings of Ib still haunt this region. On Move by 10’ and requires using an action die.
some nights, when the moon is growing large and
the sky is strange, green mists arise from the lake.
The waters rise, and with them arise the ghost-
beings of Ib—green-skinned and voiceless. They
have bulging eyes, flabby lips, and curiously shaped
ears. They dance as they rise. Sometimes they bear
treasures from the deep but at other times they bear
only death, and never do they mean the living well.
698
WEIRD FRONTIERS CORE RULEBOOK
699
WEIRD FRONTIERS CORE RULEBOOK
700
WEIRD FRONTIERS CORE RULEBOOK
The glass web spider is a hairy tarantulalike spider Invisible web: The spider spins webs resembling glass
growing to the size of a large dog. Nesting anywhere up to the size of double doors. They frequently place
a normal spider does, if it can fit. The glass web them in the doorways or ruins where human prey
spider is known for its translucent "broken shards of tend to traverse, while they affix themselves to the
glass" abdomen—its innards and fluids can clearly be ceiling, patiently waiting to attack. To notice a "glass
viewed. web" requires a DC 18 Intelligence check. Another
witness may call out to someone about to walk
If the abdomen of a glass web spider can be claimed
into a glass web with a DC16 Reflex save. Failing to
(intact) after its death, the largest of the glasslike
notice and traversing through the web will cause
shards can be broken off (1d3 usable pieces) and
entanglement, the target will be at -1d to all actions
fashioned into a knife (1d7) with a conceal of 6,
for 1d4 rounds as the incredibly sticky and barely
which breaks after its first successful attack.
visible web clings to the body, hampering movement
Glass web spider: Init +3; Atk bite +3 melee and vision.
(1d6+poison DC 14 Fort or 1d6 Stamina each round
until the save can be passed); AC 16; HD 4d8; MV
30'; Act 1d20; SP invisible web, +4 to stealth checks;
SV Fort +2, Ref +3, Will +1; WtL.
GNOPH-KEH
The legendary six-limbed hairy bear-man of Gnoph-keh: Init+3; Atk horn +10 melee (1d8+5) or
Greenland that walks upon the ice with two, four, or bite +6 melee (1d5+5) or claw +8 melee (1d7+5); AC 16;
six limbs; the gnoph-keh is a carnivore with a single HD 6d8; MV 60’ or 40’ or 20’ or swim 40’; Act 3d20
horn jutting sharply from its head. The gnoph-keh or 5d16; SP stealthy, rend, multiple legs, half damage
waylays lonesome travellers in the wastes, who are from cold; SV Fort +12, Ref +4 , Will +2;PoD.
never seen again. They are formed somewhat like
Multiple legs: The speed of a gnoph-keh depends
a polar bear but with six limbs, matted hair, and
upon how many legs it is using to move, with faster
apelike hands instead of paws. Their horn resembles
speeds indicating more legs.
that of a narwhal. Sightings of the gnoph-keh in
other Arctic regions have been claimed, but none Rend: If the gnoph-keh hits with two claws, it can
ever proven. rend for an additional 2d8 damage.
A gnoph-keh attacks with its sharp horn by Stealthy: These creatures are stealthy when walking
preference, but it can attack with claws or bite. on six legs and gain a +4 bonus to any check to
When standing on two legs, it gains more claw surprise victims if they move at half normal speed.
attacks but is less stable in making those attacks.
701
WEIRD FRONTIERS CORE RULEBOOK
Who knows why the creation-obsessed do what the following tables. All golems can survive without
they do? Maybe they want to emulate their Creator. air, food, or water. Not being truly alive, they are
Maybe they have a score to settle. Some folks can’t immune to poisons, diseases, and affects that target
let nature alone. Some of them dig up graves for a living metabolism. They are immune to most
spare parts. Some of them use captured lightning or critical hit results and suffer half damage from non-
steam power. All of them are trying to build some magical weapons.
form of artificial man. That’s what a golem is—a
Golem: Init -2; Atk slam +3 melee (1d7+2) or by
parody of humankind, made out of dead or synthetic
weapon +3 melee (weapon damage +2); AC 15; HD
flesh or out of some other material and then brought
6d8; MV 20’; Act 1d20; SP golem traits; SV Fort +4,
to a mockery of life through mad science or magic …
Ref -2 , Will +0; PoD +1
or both.
Every golem in Weird Frontiers is unique. Use the
basic golem statblock, below and then modify with
GOLEM TYPE
D30 GOLEM MATE- EFFECTS
RIAL
1-2 Adobe +1 AC; SP regenerate 1 hp/round as straw and clay knit together.
3 Bone +2 AC; damage 1d5+2.
4 Cactus -3 hp; +1d3 damage; SP anyone making a melee attack must succeed in a DC 10 Reflex save or take 1d3
damage from sharp spines.
5-12 Clay +1 AC; Atk slam +5 melee; Act 2d20.
13 Cloth -4 AC; Atk slam +2 melee (smother); SP only harmed by slashing weapons, smother (1d4 temporary Stamina
damage per round, victim takes equal damage to any damage taken by the golem before immunities are taken
into account, Agility DC 15 breaks free); SV Ref +2.
14-16 Flesh Init +1; MV 30’; SV Ref +0.
17-18 Iron +4 AC; Atk slam +5 melee (1d8+4); SV Fort +10.
19-20 Leather +2 AC.
21 Rope Atk slam +3 melee (1d3 plus entangle); SP entangle (automatic damage each round, victim can only attempt
to break free with a DC 15 Strength check).
22-24 Stone +3 AC; damage 1d6+3.
25 Straw Atk slam +1 melee (1d3); HD 1d8; SP ½ damage from bludgeoning weapons, vulnerable to fire (x2 damage).
26 Tin +2 AC.
27-28 Wax SP regenerates 4 hp/round.
29-30 Wood +6 AC.
702
WEIRD FRONTIERS CORE RULEBOOK
704
WEIRD FRONTIERS CORE RULEBOOK
705
WEIRD FRONTIERS CORE RULEBOOK
The grave-wraith looks like a shriveled up old man, Grave-wraiths are master manipulators and are
tall and gaunt and covered in dark robes. He’s known to be well connected in the Near and Far of
wearing a leather girdle that is adorned with dozens the spirit world, as any good ghost is going to need
of small trinkets from children, as well as their something to defend itself with eventually while
ears, hands, etc. He uses the childrens’ spirits to sell wandering the spirit wastes.
for profit in the spirit realm, as well as for making
Grave-wraith: Init +3; Atk touch of death +3 melee
bullets for his spirit irons.
(1d6 and an additional 1d3 per round until victim
Grave-wraiths are the result of bitter souls too leaves the spirit world and even then inflicted
frightened to cross over into whatever bleak afterlife damage is healed at ½ rate), soul stinger (pistols) +2
they’ve carved out for themselves by spending a missile (1d8 bullets are made from the ectoplasmic
lifetime of misgivings. These vile creatures keep essence of souls and can’t be healed until exorcised
their earthborn countenance, but their forms are out or turned by a revelator at -4 to the roll); AC 15;
poisoned by their wicked hearts, causing their HD 6d10; MV 30’ or fly 20’; Act 2d20; SP can’t be
features to distort—withered skin pulling taut into damaged by normal weapons, un-dead traits; SV
a rictus grin. Grave-wraiths make their way through Fort +2, Ref +2, Will +2; PoD +3.
the spirit wastes of the Near by preying on newly
Un-dead traits: Like all un-dead, grave-wraiths are
passing souls, snatching them up before the poor
immune to sleep, charm, and paralysis spells, as well
souls can gather their senses, binding them in chains
as other mental effects and cold damage.
forged of materials taken from ghost-mines. These
creatures prefer the spirits of children and newborn,
snatching their anchors (items that the spirits holds
dear and are anchored to) and slowly leaching the
spirit essence of the enslaved to forge objects made
from ghost-iron (bullets, weapons, and the chains
used to bind those they enslave).
706
WEIRD FRONTIERS CORE RULEBOOK
Yithians are a psychically powerful alien race that mind is far more deadly, and as such, a Yithian rarely
escaped the destruction of their home world by engages in physical altercations. Yithian science has
transferring their minds across the vast gulf of the developed many weapons during their war with the
cosmos into a race of cone-shaped beings indigenous flying polyps, including a device capable of emitting
to Earth during the planet’s geological infancy. great gouts of electricity. Mankind has coined the
term “lightning gun” for this awesome device. The
The Yithians were not alone in their colonization
lightning gun is but one of an array in the Yithian
of the Earth; the mi-go and the spawns of Cthulhu
arsenal.
thrived then as well. The three factions were able
to divide the earth into territories with the kin Great race of Yith: Init +0; Atk pincer -3 melee
of Cthulhu in the seas, the mi-go in the northern (1d6), lightning gun +3 missile (1d12/charge); AC 14
hemisphere, and the Yithians ruling the southern conical body; HD 3d10; MV 30’; Act 2d20; SP psionic
hemisphere. The greatest Yithian city was Pnakotus, abilities; SV Fort +4, Ref -2, Will +4; PoD +2.
located on the island continent that would
eventually be known as Australia by mankind. Lightning Gun
Yithian society and culture would eventually be This weapon is available in a variety of styles, but it
laid low after a war with the flying polyps, but the is typically designed to resemble a mashup between a
mentally superior Yithians knew of their eventual shotgun and a phonograph. A DC 7 Intelligence test
downfall because of their ability to see and study is required in order for someone to ascertain how
the full spectrum of time on Earth. So the Yithians to use a lightning gun. The weapon is large enough
escaped destruction again by transferring their to be considered a rifle when in human hands, but
minds deep into the Earth’s future, where they a Yithian’s conical body can wield the weapon with
inhabit the minds of another indigenous Earthly a single pincer. A lightning gun’s ammunition is a
race from that timeline. mystically charged crystal. The Yithians have yet to
share the secrets of how to charge a crystal. A fully
Yithians are cold and calculating scientists, charged crystal has 3d6+2 charges. Once a crystal
philosophers, and dreamers. They have developed an has been depleted it crumbles into dust. When the
ideal society; they worship nothing and serve only weapon is fired, it can be set to discharge from 1 to 5
themselves. They use their mental time travel ability charges.
to study humanity in all of its varied forms. They
document everything they observe in Pnakotus, a MODEL CALIBER/ACTION SHOTS
city-sized library. Lightning Gun 1.21 gigawatts 3d6+2 charges
When a Yithian transports its mind into a human DAMAGE RANGE CONCEALMENT
host, that person’s conscious mind is counter- 1d12/charge 15/30/90/200 -8
transferred into the Yithian’s conical body hundreds
of millions of years in Earth’s past. The experience is Psionic abilities: The greatest weapon a Yithian
terrifying at first, but other Yithians ensure that the possesses is its psychic mind. Every Yithian, whether
human mind is able to acclimate peacefully. Once it inhabits its own conical body or that of a human
the initial shock has worn off, the human mind is host, possesses a wide range of psychic powers.
welcomed to explore and experience Yithian society, Consult the Yithian Psychic Powers table below. All
culture, and literature in a Yithian body while the Yithians are able to manifest each psychic power
Yithian mind borrows the human’s body elsewhen in listed on the table below, but each Yithian is truly
time. exceptional in only two psychic abilities. Roll or
select from the table below to determine the two
A Yithian’s conical body is large and powerful,
abilities a Yithian is particularly skilled in. For those
including a pair of formidable pincers. But a Yithian’s
708
WEIRD FRONTIERS CORE RULEBOOK
709
WEIRD FRONTIERS CORE RULEBOOK
Deep underground—or
perhaps merely in the depths of
nightmares—there is a city of
cyclopean towers surrounded
by monolithic gravestones. The
greatest of these towers, the
Tower of Koth, leads upward
to an enchanted wood in the
Upper Dreamlands, or to a wood
in our own world, depending
upon how the planes align. This
city is the dwelling place of the
gugs, black-furred giants of
horrific aspect. It is the mercy of
the Elder Gods that the gugs are
forbidden to open the trapdoor
between the Tower of Koth and
what lies beyond, though mercy
may not have been their intent.
Gugs stand about 15’ tall, with
wide taloned paws and short
forearms. Their pink eyes are
shaded by bony protuberances
on either side of a barrel-sized
head. The yellow-fanged jaws
open vertically, running the
entire length of a gug’s head.
These creatures cannot speak
but communicate only with
gestures.
These monsters are carnivorous,
preying on the ghasts who live
in the underworld about their
city, as well as on any curious
traveller who might approach
too closely to their dwellings.
They sleep often between their
great feasts, so that a pilgrim
found in their larder might have
Gug: Init +1; Atk claw +18 melee (2d6+8) or bite +20
a chance to escape. Gugs have an irrational fear of
melee (4d8+8); AC 18; HD 12d10; MV 50’; Act 1d24;
ghouls, the knowledge of which may afford clever
SP crit on 20-24, roll 1d24 on Crit table, irrational
would-be meals an escape.
fear of ghouls; SV Fort +12, Ref +5, Will +8; PoD +1.
710
WEIRD FRONTIERS CORE RULEBOOK
711
WEIRD FRONTIERS CORE RULEBOOK
Throughout German folklore, tales of "field spirits" Burning the field will be a quick way to locate the
or Feldgeister, are well known to the farmers of hafermann but at a great loss to the farm. It will fight
Western Europe but are less familiar to those in the to the death over the field.
western United States. One particular type of spirit
The hafermann will normally attack with his stick or
is the Hafermann or "oat man." The hafermann is
long claws.
a demonic spirit that has the appearance of an old,
lanky man with a broad farmer's hat, dirty rags for This wicked spirit delights in kidnapping and eating
clothing, and carrying a large gnarled stick. He is children. Farmer's have often used stories of the
often mistaken for a hag or witch, as he has a long hafermann to scare unruly and disobedient children.
nose and straight gray or white hair. He has large A farm that has had a hafermann stake a claim over
hands ending in sharp, curled nails. His flesh is the the field is an evil omen and other farmer's will
light brown color of wheat or rye, though wrinkly blame its owner for being cursed due to some wicked
and having warts. The Hafermann is normally about deed or crime. The hafermann is a devious and
six feet tall but may appear shorter as it is hunched cunning foe that will try to use the surrounding field
and tends to crouch. With eyes that are completely to its advantage to not only trap its victim but to also
black and a wide toothed grin, it's never confused create fear by whispering, appearing to disappear
for an actual man. Surrounding the hafermann is and move crops to confuse and terrorize. Whilst in
an exuding sense of foreboding and malevolence. combat it leers, laughs and discusses the screams,
The hafermann resides in any field of grain, be it pleas and deaths of its previous victims.
oat, wheat, or rye. It lures children by placing a
handmade doll made of grain stalks, clothed in a Hafermann: Init +3; Atk claw +4 melee (1d6+2) or
scrap of dress from a previous victim, just on the club +4 (1d8+2); AC 16; HD 6d8+2; MV 30'; Act 2d20;
edge of the field, followed by whisperings of more SP control field, move silently, peel skin; SV Fort +4,
dolls if the child enters deeper within the field. The Ref +6, Will +6; PoD+2.
hafermann can control any field of grain that he has Control field: As an action the hafermann directs the
laid claim over. At his will, the field will move stalks field to hold a target by having the crops twist and
of grain out of his way so as to give the hafermann curl around the victim. The target must make a DC
easy passage. The same field will help ensnare his 16 Reflex save or be grabbed by the crops—made
prey. Once captured by the hafermann and killed, unable to move or make an attack. Each round they
he'll proceed to peel the skin from the arms and legs may make a DC 14 Strength check to break free from
to eat. The remaining corpse will then be covered up the crops. Any attack made at the base of the crop
by soil in the heart of the field. that does 4 points of damage will break the victim
A hafermann can control any field of grain from free. Applying any fire damage to the crops will
any point within the field. The larger the field the immediately release the target. Once broken free, or
more area the hafermann is able to control, though the crop is damaged or burned, the 20’ diameter area
it may only direct the field at one target at a time. of crops that attacked the target will no longer be
Destroying the field will shrink the hafermann's area controlled by the hafermann for 1 turn.
of control as well as its ability to sneak through the Move silently: In a field, the hafermann has a +10 to
crops. This allows the hafermann to be contained all checks related to stealth, as the field will move
within a smaller area until it may no longer escape. and obfuscate for the hafermann.
712
WEIRD FRONTIERS CORE RULEBOOK
713
WEIRD FRONTIERS CORE RULEBOOK
Harpies are the nightmarish joining of the legs, woman is not perfect because they still have the
wings, and tail of a vulture with the torso and legs of a vulture, so they are careful to keep them
head of a woman. In its natural form, the harpy is concealed under their long skirts. Harpies crave the
a horrific creature that smells of rot and filth; the taste of human flesh—the younger and fatter the
female portions of the creature are scabbed and better.
scarred. The woman’s face is cruel and wicked with
Harpy: Init +1; Atk talon melee +2 (1d8); AC 12; HD
several missing teeth; she is the very definition of
3d8; MV 30’, 50’ flying; Act 1d20; SP transfiguration;
a crone. Harpies are the twisted abominations of
SV Fort +2, Ref +2, Will -1; Path POD +2.
witches that failed to obey the commands of their
demonic patrons. Transfiguration: Up to three times per day, a harpy
can transform itself into the guise of a young and
Harpies still possess some of the mystical energies
beautiful woman. The transformation is perfect
that they wielded as a witch. For short periods of
except for the harpy’s legs, which remain in the form
time, they can transfigure themselves to look like a
of a vulture’s legs. While in this disguise, the harpy
beautiful young woman. Their disguise as a young
does her best to conceal the truth of her legs.
Not every haunting lurks around the mortal world victims. Sometimes they will gallop invisibly around
at all times. Some hauntings are induced, appearing a house or be heard stepping heavy-hoofed within a
only when the circumstances are right. For instance, chamber.
in the Hisgin family it is the custom of one such
It is whispered by some that these horses serve
haunt to appear if the firstborn child is a daughter
Thasaidon, a dread god of the primeval past or the
and if that daughter becomes engaged. This haunt
distant future.
continues to the day of the wedding ceremony itself
and most often leaves the Hisgin bride-to-be dead Horse of the Invisible: Init +1; Atk hoof +6 melee
either by suicide or misadventure. (1d7+4); AC 16; HD 5d8; MV 60’; Act 1d20; SP
invisible, selective audibility, half damage from non-
Although the Horses of the Invisible cannot
magical weapons, pass through doors; SV Fort +6,
normally be seen, they are sometimes visible to
Ref +4, Will +6; PoD.
their victims or those who can see beyond the
normal visual spectrum (with infravision for Invisible: Because of their invisibility, any creature
example) as enormous infernal horses seemingly trying to strike these horses automatically misses
made of shadow-stuff. The nascent art of camera 50% of the time.
photography has also captured haunts of this sort,
more often by accident than by design. Pass through doors: Doors seem to be no barrier to
the Horses of the Invisible, no matter how stout, as
In addition to being invisible, these horses can they pass right through these physical barriers (by
render themselves inaudible. They are even using an action die).
capable of selecting which creatures can hear their
ponderous clopping tread or their infernal gobbling
neighing. They delight in frightening their intended
714
WEIRD FRONTIERS CORE RULEBOOK
715
WEIRD FRONTIERS CORE RULEBOOK
What once was believed to be a Japanese monster Somewhere amongst a jorogumo's possessions will
of myth has become a devious and murdering be $8d100 in coins, bills, and fancy jewelry.
living nightmare. The dreaded jorogumo is a shape
Jorogumo: Init +6; Atk bite +8 melee (1d6 + poison
changing, man devouring, demon. They appear as
DC 18 or 1d6 Stamina damage) or claw +10 melee
beautiful Asian women with long black hair. Able
(1d6+2); AC 20; HD 8d12+8; MV 30' or climb 40'; Act
to change their lower half to that of a huge chitin-
2d10; SP brood, shape change, spider legs; SV Fort
armored spider at will, a jorogumo is a devious
+6, Ref +8, Will +10; PoD +2
trickster that delights at seducing men to their
deaths, becoming the jorogumo's next meal. A Brood: A jorogumo can unleash a swarm of spiders
jorogumo enjoys obtaining a high social standing from under their dress which she can be directed to
by infiltrating communities under the guise of a attack. This spider swarm has the following stats:
wealthy business owner or heiress.
Spider swarm: Init +5; Atk bite swarming bite +1
A jorogumo is believed to be a demon from Japan melee (1 plus sting); AC 11; HD 4d8; MV 20'; Act
that delights in the suffering of others, being cruel, special; SP bite all targets within a 20' x 20' space,
calculating, and patient. A jorogumo will devise half damage from non-area attacks, sting (DC 6 Fort
elaborate traps to ensnare the target of its sinister save or additional 1d5 damage); SV Fort +0, Ref +8,
desires and then devour them. Those that believe Will +0; WtL.
they are in the presence of a jorogumo often search
under items for skittering spiders that hide from Shape change: As an action, a jorogumo can shift to
the light, though this may come too late. When its spider from gaining its 40' climb movement due
killed, a jorogumo will unleash a terrible screech to its spider legs. It can climb sheer surfaces and
while its body burns with an infernal purple hellfire precarious ledges or beams. This also changes their
into ash. Witnessing their death forces a Grit check. mouths to horrible sharp maws and allows them to
The ashes of a jorogumo are highly desired by attack with their sharp chitinous legs. They will try
cultists who use them in rituals of demonic binding. to escape if losing a battle.
716
WEIRD FRONTIERS CORE RULEBOOK
717
WEIRD FRONTIERS CORE RULEBOOK
Found in many deep lakes, lake monsters are a large, While sightings of lake monsters are extremely rare,
elusive freshwater dwelling creature. Possessing long there are stories of them chasing boats or surfacing
necks, small heads, large flippers, and a flat tail. The close to swimmers. Several interactions with the
lake monster spends most of its time in the deepest beasts have been more favorable, with lake monsters
parts of lakes or rivers, while periodically filling their bringing unconscious swimmers to shore. They are
lungs with air. They can grow up to 40 feet tall and rumored to be fond of shiny objects, which has led
weigh over two tons. They have the ability to detect many treasure hunters to seek out their lairs.
the slightest underwater movement and use it to
Lake monster: Init +2; Atk bite +4 melee (2d8); AC
feed on fish and other freshwater animals. They are
19; HD 4d8; MV swim 60' or 20'; Act 1d20; SP body
rumored to be prehistoric animals that have endured
slam +6 melee (2d10+2), underwater detection; SV
through millions of years.
Fort +6; Ref +3, Will +3; WtL.
While preferring to avoid conflict, if a lake monster
Body slam: Once every-other turn it can attempt
is forced, it will bite or try to smash a boat or enemy
to perform a body slam. All those on a vessel being
with the weight of its body. Lake monsters will
slammed must make a DC 16 Reflex save to stay
always flee if they take half damage or after 1d4+1
onboard should the vessel not be destroyed by the
rounds. A lake monster can detect any underwater
attack.
movement within 500'.
718
WEIRD FRONTIERS CORE RULEBOOK
Found in the wet vegetation of bayous, marshes with strange dreams which grant a +2 to all spell
and swamps, The Lost Servitors of Nya'Lotha are a checks and to any checks involving planets, space, or
powerful cosmic race roughly humanoid in shape otherworld entities for the duration of the following
and composed of black strips of sinewy muscle day. Bringing a living human sacrifice provides these
that writhes upon itself. Brought to Earth eons same benefits for a month. During these dreams,
ago by a powerful entity known as Nya'Lotha, they a lost servitor of Nya'Lotha seeks, forever in the
have apparently been abandoned by the master worshippers mind, the whereabouts of their master,
they once served. Regardless, they still possess an Nya'Lotha.
otherworldly intelligence and dominating presence
The lost servitors of Nya'Lotha are bent on acquiring
to those that worship them. They are about 12 feet
more worshippers to delve into their memories
long and anywhere from three to five feet wide. Wet,
and discover the location of Nya'Lotha. They are
black writhing muscle strands are their only feature;
very cruel and malevolent, delighting in pain and
it could be mistaken for a black-barked tree. Yet,
suffering. They usually attract low-intelligence
when it desires flesh, the strands part and a sharp
humans of degenerated lineage as cultists. Cultists
toothed vertical maw, the length of its height, opens
of the lost servitors of Nya'Lotha usually adorn their
up revealing a blood red, saliva dripping mouth.
places of worship with black gnarled pieces of wood,
They seek sacrifices on certain nights from their
twisted with rope, and other such fetishes.
worshippers. In payment, they flood their cultists
dreams with vistas from alien worlds, esoteric lore, Lost servitor of Nya'Lotha: Init +5; Atk bite +3
and horrors man was not meant to know. melee (2d6); AC 19; HD 5d6; MV 30'; Act 1d20; SP
corrosive touch, half damage from non-magical
Servitors of Nya'Lotha are very resilient to weapons
weapons, immune to cold damage, regenerate 2d4
and immune to cold damage. Their ability to
hit points each round, survive in vacuum of space;
regenerate wounds and survive in the harshest of
SV Fort + 6, Ref +5, Will +5; PoD +2.
environments, including the vacuum of space, has
allowed them to strive on countless worlds. They Corrosive touch: Any non-organic material that
speak telepathically to worshippers that bring touches a servitor of Nya'Lotha will be corroded to
them any form of flesh, and they are then gifted ruin in 1d3+1 rounds.
719
WEIRD FRONTIERS CORE RULEBOOK
Enormous bloated purple spiders dwell in the vales check to pull free; each failure increases the DC by
neighboring the frozen plateau of Lyeung. In ages +2, until escape is impossible. While the spiders of
past, these creatures fought with the Men of Lyeung, Lyeung can wrap fallen victims in their webs, they
and the Men of Lyeung conquered them. Now, there cannot cast them as a weapon.
are but few of these creatures, old and well-hidden.
Venom: The venom of the Lyeung spiders is infused
Some may have left the Dreamlands altogether to
with the essence of the Dreamlands. Any creature
conceal themselves in our own world.
bitten must make a Willpower save (DC 15) or
Lyeung Spider: Init +2; Atk bite +3 melee (1d4+2 plus hallucinate, being unable to tell friend from foe.
venom); AC 17; HD 4d8+3; MV 30’ or climb 30’; Act Any attack made or spell cast while affected targets
1d20; SP venom, webs; SV Fort +2, Ref +3, Will +3; random individuals (unless the spell targets the
PoD+1. envenomed creature) and cannot submit to the
touch of friends in order to gain a benefit (such as
Webs: These spiders can create webs which are
from a cleric’s lay on hands ability). This condition
strong and sticky, being hard to cut through with
lasts for 2d6 rounds. If the save succeeds, the
non-magical weapons (5 hp to cut through webs,
hallucinations are weaker, but the character is
half damage by non-magical sources). Any creature
reduced by -1d to all rolls for a like period of time.
touching the webs must succeed in a DC 10 Strength
720
WEIRD FRONTIERS CORE RULEBOOK
Some people have changed in the recent years. The malformed all possess thickened skin, especially
These people are often called the malformed, the on joints such as knuckles, knees and elbows, being
twisted, or the cursed. These people exhibit rapidly the only characteristic they seem to share. They use
growing tumors, excessive body hair, elongated their toughened up fists to pummel their victims,
skin, and bone growths are typical. They also as well as any other physical change that might
became aggressive, belligerent, and destructive. Each help them to beat, rob and kill. A few of them are
malformed develops unique conditions that affect truly something out of a nightmare, as they possess
man, woman, young or old alike. These physical and massive amounts of strength and hardened bodies,
mental changes often force their families to abandon which aid them in both survival and killing.
them, place them in orphanages, or put them “out of
There are a scant few malformed that have somehow
their misery,” as their behavior becomes intolerable
managed to retain their mental faculties, whilst
to murderous. Some develop such extreme physical
living in their crooked bodies. Doctors are trying
changes that they barely retain the appearance of a
to create a cure but have made no strides. The
human. Hunched backs, massive muscles, drooping
malformed often live in garbage dumps, shacks or
skin, limb enlargement, slurred speech, toothy
farmhouses of those they have killed or forced to
maws, tumor masses, etc. All make the malformed
flee. They occasionally band together but this often
become something much more monstrous. They
leads to violent attacks amongst themselves as even
lose what little humanity their brains can retain.
other malformed are difficult to tolerate. Many of
them will continue to wear pieces of clothing in
a feeble attempt at normalcy, for as long as their
misshapen bodies will let them.
The Malformed: Init +1; Atk slam +2 melee (1d7+1);
AC 14; HD 3d8+2; MV 30'; Act 1d20; SP deformities;
SV Fort +3, Ref +0, Will 0; PoD.
Deformities: A malformed will normally possess
1d4+2 cosmetic changes while also possessing 2
functional changes.
721
WEIRD FRONTIERS CORE RULEBOOK
722
WEIRD FRONTIERS CORE RULEBOOK
MEN OF LYEUNG
The forbidden plateau of Lyeung can be found in Priest Not to Be Described, or to the presence of
the cold north of the Dreamlands, near where the Nyarlathotep or some other Outer God. No statistics
Earth’s Dreamlands end and the realm of Earth’s are given for the High Priest Not to Be Described; he
Gods begin. Lyeung can also be accessed in the may even be an aspect of the Crawling Chaos itself.
waking world, and one may discover it in Asia, in Lesser priests cast and select spells as occultists.
Antarctica, or even in the mesas of the American
These men are sometimes found far from Lyeung,
West. Different realities meet and mingle in Lyeung,
piloting black galleys for the moon-beasts who
like strangers at a barn dance that turn out to be well
trade with distant countries in the Dreamlands and
known to each other after all.
sometimes in the waking world. In this case, they wear
The men of Lyeung are not truly human, but goat- turbans and curiously made shoes to hide their non-
hooved and goat-horned things that serve the human nature. They may carry a potent wine in ruby
Crawling Chaos Nyarlathotep and the Outer Gods. containers that cause all other beings to make a DC
They dance in the long nights before blazing fires, 15 Fortitude save or fall asleep for 1d5 hours. During
throwing strange shadows of fear across the plateau. this time, they may be taken onto the black galleys for
They are led by priests, and those priests owe fealty transportation, awakening far from any friendly shore.
to the High Priest Not to Be Described, which lurks
Man of Lyeung: Init -1; Atk club +3 melee (1d4+2) or
hidden behind yellow silk robes in the darkness
spear +2 melee (1d8+2); AC 10; HD 2d8+2; MV 30’;
of an ancient monastery on Lyeung. The walls of
Act 1d20; SP half damage from cold; SV Fort +2, Ref
this monastery are carved with images not good to
+1, Will -2; PoD.
behold and best not described. The men of Lyeung
have wide mouths—not so wide as to be inhuman, Priest of Lyeung: Init +0; Atk dagger +3 melee
but wide enough to disturb those who see them. (1d4+2) or spell; AC 13; HD 4d8; MV 30’; Act 1d20;
SP spellcasting (+5 to spell check), no damage from
Anyone captured by the men of Lyeung faces torture
cold; SV Fort +2, Ref +2 , Will +2; PoD+1.
and eventual consumption, unless the men have
other, more sinister purposes dictated to them by Spell casting: 1d4 randomly determined spells from
the Outer Gods they serve. Such a misfortunate the occultist spell list found in the Magic section
one may be taken to the moon, before the High cast with a +5 bonus to the spell check.
723
WEIRD FRONTIERS CORE RULEBOOK
There is a dark world, farthest in orbit from Sol, Photography is still in its infancy after the Seven
which is home to a large colony of fungal creatures Days of Night, so any attempt to photograph a mi-go
known as the mi-go. The fungi call that world must also include a DC 19 Luck test. If successful,
Yuggoth, while man has named it Pluto. The mi-go a shadowy and fuzzy image has been captured but
look like alien crustaceans with wings, but they are otherwise nothing is transferred to the photo-plate.
actually a kind of extraterrestrial mycological life Mi-go physiology is such that once one has died its
form. They communicate with each other by shifting body breaks down and dissolves into a sticky puddle
the colors of the fungus that covers their bodies but in a matter of minutes. A few hours after that, the
primarily the fungus on their brain-like heads. sticky goo evaporates leaving almost no trace that
the creature ever existed. A mi-go’s diet is unknown.
The mi-go are some of the most advanced scientists
What is known is that they are unable to consume
in the galaxy. Their expertise in xenobiology is
any plant or animal matter that humans would
unparalleled. One method of study utilized by the
classify as food.
mi-go is brain-extraction surgery; they remove
the subject’s brain and place it within a special Mi-go: Init +3; Atk claw +3 melee (1d6), electric gun
container designed to allow the brain to see, speak, +3 missile fire (special); AC 12; HD 5d8+4; MV 60’ fly;
and hear the world around it. It has also proven to Act 1d20; SP hypnosis, telepathy, alien technological
be the most efficient method for the transporting of devices, non-magical weapons inflict half damage;
prisoners back to Yuggoth. The mi-go’s extra-terrene SV Fort +1, Ref +3, Will +3; PoD +1.
biology allows them to survive the vacuum of space
Alien technological devices: The mi-go have
as they fly from world-to-world, but humanity is
established a few mining outposts on Earth. Their
not quite so lucky. One of the uses the mi-go have
motives for collecting the ore are unknown; those
for extracted brains is to connect several of them
who seek to learn why are never seen again. One
together to form a super computer that thinks and
possible reason for the mining may be for the
learns. Nothing goes to waste from a mi-go’s surgical
construction of some of their fantastic devices.
table. The mi-go have been known to repurpose
In addition to being brilliant scientists, the mi-go
human remains to create disguises for themselves
are astonishing engineers. A short list of mi-go
so they can attempt to move among humanity
technology is listed below, but the judge should feel
unobserved.
free to create more.
Mi-go can mimic human speech by modulating
• Bio-web armor—this defensive harness is
the pitch and tone of a buzzing sound they emit.
composed of luminous strands of tendons and
They are also capable of telepathic communication
cartilage that have been stitched together into a
with selected individuals. The human mind is frail
kind of net. The net self-seals when it is wrapped
and susceptible to subliminal messages. A mi-go
around someone, be they mi-go or human, to
is able to mass hypnotize humans within 30’ when
form a protective aura. A fresh bio-web provides
it begins to flash a kaleidoscope of colors from its
a defense of AC 18. Each attack that succeeds in
fungus-covered body. Potential victims of mi-go
inflicting damage on someone wearing bio-web
hypnosis must make a successful DC 14 Willpower
armor drops the effective defense by one (so AC 18
save; failing the saving throw results in the victim
would then drop to AC 17). If the bio-web armor
becoming passive and docile, and their minds
ever drops below an effective defense of AC 12,
become receptive to subliminal messages and
the device unravels and is destroyed. The mi-go’s
commands.
superior surgical and engineering skills provide
The alien biology of the mi-go not only allows them the ability to refresh wounded bio-web armor
them to fly through space, but it also makes it back to full health. Humanity has yet to unlock
difficult to capture photographic evidence of them. the medical science required to heal a net of bio-
724
WEIRD FRONTIERS CORE RULEBOOK
725
WEIRD FRONTIERS CORE RULEBOOK
726
WEIRD FRONTIERS CORE RULEBOOK
727
WEIRD FRONTIERS CORE RULEBOOK
728
WEIRD FRONTIERS CORE RULEBOOK
729
WEIRD FRONTIERS CORE RULEBOOK
730
WEIRD FRONTIERS CORE RULEBOOK
732
WEIRD FRONTIERS CORE RULEBOOK
733
WEIRD FRONTIERS CORE RULEBOOK
734
WEIRD FRONTIERS CORE RULEBOOK
735
WEIRD FRONTIERS CORE RULEBOOK
736
WEIRD FRONTIERS CORE RULEBOOK
737
WEIRD FRONTIERS CORE RULEBOOK
739
WEIRD FRONTIERS CORE RULEBOOK
740
WEIRD FRONTIERS CORE RULEBOOK
741
WEIRD FRONTIERS CORE RULEBOOK
SKUNK APE
Also known as a "swamp ape" or "stink ape," the Skunk apes live in small communities of 2d4 apes,
skunk ape is usually found in various wet lands of consisting of half that number in young. They lair
the Southeastern states. Covered in orange and in swamp caves or large rotten trees. Amongst
black fur and having red eyes, the skunk ape is scholars of the arcane, skunk apes are believed to
often mistaken for a variant of the sasquatch. An worship Shub-Niggurath, as they have been found in
extreme stench is their main trait as all sightings possession of twisted branches shaped like the head
have included the wretched odor they emit and of a goat. They are more intelligent than natural
leave behind. While elusive to some, to others it is a apes and use crude tools.
ferocious predator that preys on livestock and even
Skunk Ape: Init +2; Atk bite +4 melee (1d6+3) or
humans. A skunk ape can be as tall as eight feet and
slam +6 melee (1d8+3); AC 16; HD 8d8+6; MV 30'
weigh up to 400 pounds.
or climb 20'; Act 1d20; SP infravision, stench, +4 to
Skunk apes are known for their ability to hide in hide checks in wooded terrain; SV Fort +6, Ref +4,
swamps, forests, and bogs due to their fur which also Will +2; PoD
has the tendency to attract moss and vines. They get
Stench: The stench of a skunk ape is produced from
+4 to hide checks in those terrains. Able climbers,
potent glands that forces all those within 20' to
they usually attack from above, using their extreme
make a DC 14 Fortitude save or be at -2 to all actions
strength to knock their prey to the ground.
for 1d6+2 rounds from nausea.
742
WEIRD FRONTIERS CORE RULEBOOK
743
WEIRD FRONTIERS CORE RULEBOOK
JAGUAR KNIGHT
When the civilization of the Aztecs was destroyed by
Hernán Cortés and his conquistadors, those Aztec
priests who breathed the smoke of Tenochtitlan’s
burning temples and survived were empowered
by the jaguar-god Tezcatlipoca to seek vengeance
for the Nahuatl people. These became the jaguar
knights, who neither age nor die (except by
misadventure) and who can take the form of large
black jaguars at will. This requires the normal
transformation time for shapeshifters.
Jaguar knights are typically active in Mesoamerica,
as well as areas controlled by—or which were once
controlled by—Spain. Their range includes areas of
Texas, New Mexico, California, and Arizona, where
they work against European expansion and aid any
Native Americans who are victims of, or go to war
against, the settlers. No one knows how many jaguar
knights were created when Tenochtitlan fell, but
as no new jaguar knights are created, those which
remain are careful with their lives.
When a jaguar knight assumes animal form, their
clothing and normal gear becomes part of the new form.
creating the effects of either a darkness or a choking
Jaguar knight: Init +4; Atk obsidian blade +3 melee cloud spell, with a spell check result of 1d12+10.
(1d8+1)/bite +5 melee (1d5+2) or claw +4 melee (1d4);
AC 16; HD 8d8+8; MV 30’/40’; Act 1d20/2d20; Rake: In jaguar form, if a jaguar knight hits with
SP breathe smoke, regeneration/breathe smoke, both fore claws, it may automatically rake with its
regeneration, rake, stealthy (+6 to checks); SV Fort hind claws for an additional 2d4 damage.
+4, Ref +4, Will +4; PoR+2. Regeneration: Tezcatlipoca has also granted these
Breathe smoke: In either form, jaguar knights can shapeshifters the ability to regenerate 1d5 hp at the
breathe a cloud of smoke three times per day, start of each round, so long as they are not yet slain.
746
WEIRD FRONTIERS CORE RULEBOOK
747
WEIRD FRONTIERS CORE RULEBOOK
A shoggoth appears as a bubbling mass of elastic Shoggoth: Init +0; Atk pseudopod +10 melee
flesh 15’ high, constantly stretching and shrinking, (4d8+10) or absorb +6 melee (special); AC 10; HD
erupting eyes, mouths, and pseudopods from its 12d12; MV 40’; Act 2d20; SP immunity to most
body. Though its main body averages 15’ wide harm, limited mimicry, absorption; SV Fort +15, Ref
and long, it is difficult to say exactly how large a +0, Will +6; PoD+3.
shoggoth is at any given time. These creatures are Immunity to most harm: Fire and electricity does
not mindless blobs but are as intelligent as the half damage, unaffected by blunt weapons, sharp/
most intelligent of humans. Physically, their flesh is edged weapons and bullets only do 1 hp of damage,
something like human flesh but more translucent. immune to spells that affect the mind.
Any person seeing one in normal lighting conditions
will note the similarity. Those absorbed by the Limited mimicry: A shoggoth can mimic faces of
shoggoth will understand this trait intimately, as those absorbed or who are within line of sight. A DC
their own flesh is deconstructed at a cellular level 12 Willpower save must be made if observed or be
and absorbed into the body of the shoggoth itself. stunned for 1 round.
Shoggoths can mimic the faces of humans they have Absorption: A shoggoth may absorb an opponent
faced or whom they have absorbed previously. Those on a successful hit. Absorbed victims suffer 1d6
who witness this manifestation must make a DC 12 hp/round of permanent damage that may not be
Willpower save or be stunned for one full round. recovered. For every 2 hp absorbed, the shoggoth
Though the shoggoth is not particularly fast in its regenerates or adds 1 hp to its total hp.
movement, it is quick in its actions and receives 2
actions each round. Though they are easy to hit with
748
WEIRD FRONTIERS CORE RULEBOOK
749
WEIRD FRONTIERS CORE RULEBOOK
750
WEIRD FRONTIERS CORE RULEBOOK
752
WEIRD FRONTIERS CORE RULEBOOK
753
WEIRD FRONTIERS CORE RULEBOOK
When a star-spawn is awakened (or even stirs in its Psychic wave: A star-spawn can concentrate their
sleep), it projects dreams and visions to sensitive psychic energy into a psionic wave, forming an
minds within a radius of 10 miles. This may induce invisible cone 120’ long and 40’ at its base. Any
madness in some, or terrible works of art and poetry creature caught within the wave must succeed in
in others, but it is at least some warning that the a DC 20 Willpower save or suffer 1d6 points of
creature is present. Some occultists may seek out temporary Personality damage, becoming catatonic
such places for the occasional flash of inspiration if Personality reaches 0. If a character’s Personality
these visions bring. reaches 3 or less as a result of this attack, they must
succeed in a Luck check or roll 1d24 and consult
Although not as massive as Great Cthulhu himself, the Madness Chart. The creature can only use this
the star-spawn are 14’ tall creatures, with a attack once every 1d12 rounds.
wingspread of 50’. Because of their enormous size,
755
WEIRD FRONTIERS CORE RULEBOOK
756
WEIRD FRONTIERS CORE RULEBOOK
757
WEIRD FRONTIERS CORE RULEBOOK
759
WEIRD FRONTIERS CORE RULEBOOK
760
WEIRD FRONTIERS CORE RULEBOOK
761
WEIRD FRONTIERS CORE RULEBOOK
762
WEIRD FRONTIERS CORE RULEBOOK
TORO DIABÓLICO
The Toro Diabólico, or "demon bull," is a massive the festival goers were burned to ash as a huge
creature that weighs 4,000 pounds, and its massive explosion of hellfire engulfed the area. The demon
frame rises upwards to nine-feet tall at the shoulders bull has an ever-burning wreath of fire surrounding
and is embraced in hellish flames. The history of its body, making it immune to fire based attacks.
the bull is only truly known to practicing shamans
The Toro Diabólico is not just a huge destructive
residing in Mexico. It was created when a powerful
flaming bull, it is an extremely devious and malicious
practitioner of the dark arts was jailed for crimes
enemy that is more demon than bovine. The demon
of witchcraft and sorcery. Sentenced to die, the
bull has two driving forces: to burn everything,
townsfolk lashed the cultist to a pole, allowing the
and revenge. Just the simple act of walking can
bull to be his executioner. Burning balls of pitch
be devastating to anything around it. It will walk
were stuck to the bull’s horns, much to the delight of
through a forest leaving behind the ashen remains
the onlookers. During the fatal moment the damned
of trees in its wake. Towns and farms have been
man was struck by the bull's burning horns a curse
reduced to cinders from its mere passing. Its love of
was uttered against the villagers with his dying
fire will cause the bull to stand, unmoving, within a
breath. At that moment, his soul fused with the body
raging fire until it dies out. It also has the desire to
of the panic stricken bull as he died. The bull's body
kill those that have banished or destroyed demons
was consumed by the soul of the warlock in unison
and their cults. It will acquire cult worshippers in its
with a hellish demon given entry into our world
passing, that will serve it, offer it sacrifices, protect
through the curse. As the demonic bull manifested,
it with their lives, and help it locate cult foes. The
763
WEIRD FRONTIERS CORE RULEBOOK
764
WEIRD FRONTIERS CORE RULEBOOK
765
WEIRD FRONTIERS CORE RULEBOOK
767
WEIRD FRONTIERS CORE RULEBOOK
769
WEIRD FRONTIERS CORE RULEBOOK
771
WEIRD FRONTIERS CORE RULEBOOK
772
WEIRD FRONTIERS CORE RULEBOOK
773
WEIRD FRONTIERS CORE RULEBOOK
ADVENTURES
D
eath Crawls West is a Weird Frontiers The settlers have assembled their wagons and tents
Roleplaying Game adventure funnel just outside the fort, waiting for the command to
designed for 0-level player characters (PCs, move out. The judge can jump straight into the
approximately 18 to 21 characters total). The funnel or allow the PCs time to gear up and perhaps
adventure is adaptable to fit a typical four-hour hear some gossip (see Rumors and Superstitions) at
convention session or to use in your home group Fort Fallow.
with all the options that will typically take 2 to 3
game sessions to complete. In Death Crawls West, the Ley Lines
characters are settlers who have joined a wagon train Since the beginning of creation, the Earth has been
at Fort Fallow, on the outskirts of the New Mexico wrapped in an invisible web of mystical energy
Territory. Their destination lies across the badlands known as “ley lines.” These ley lines have long
in a fertile river valley named Whitaker’s Valley. remained dormant, but the events of the Seven Days
of Night awakened them in response to the blanket
The decision to move West is certainly easier of taint unleashed during a failed attempt to rouse
considering that a Man of God has brought back and free sleeping Elder Gods from their prisons
samples of rich soil, clear water, and lush plants deep within the Earth. This taint continually seeps
that grew in the valley. Reverend Halpern originally into the pores of the Earth, but the re-awakening of
set out a month ago with his trusted hands to find ley-line energy not only gives birth to the second age
land that will sustain and nourish those choosing to of magic, their seemingly random “pulses” are also
follow him for a new start in the untamed West. The what lead to the birth of the character classes found
settlers know the journey will be difficult, but they in Weird Frontiers. In essence, the Earth ain’t done!
have faith the trip will be worthwhile. She’s fighting back!
776
WEIRD FRONTIERS CORE RULEBOOK
777
WEIRD FRONTIERS CORE RULEBOOK
778
WEIRD FRONTIERS CORE RULEBOOK
779
WEIRD FRONTIERS CORE RULEBOOK
Russ Daggett: Init +2; Atk Bowie knife +1 melee (1d6) 1. “ Sheriff Cole Hanlon and his posse passed
or pistol +2 ranged (1d8); AC 11; HD 2d8; hp 9; MV through these parts a couple of weeks ago trailing
30'; Act 1d20; SV Fort +2, Ref +2, Will+1; Path POD an outlaw named Jose Lazarro. We warned ‘em
+3; Colt Navy, 15 bullets, Bowie knife, dirty bandana, to stay outta the badlands, but they said they
set of bone dice, strip of beef jerky, $32 cash. weren't worried none. Had a flatbed wagon with
‘em, loaded up with gear, but they never would
The Uninvited let none of us near it to see what were under the
Although insects are common along the trail, tarp.”
thousands of cockroaches will begin to infest 2. “ See those raggedy wolf pelts on the wall? There’s
the wagon train, drawn to the artifact Reverend wolves out there the size of ponies. You’d best
Halpern has in his possession. As the trip progresses, keep a good guard on your livestock.”
increasingly describe the roaches as hiding in trunks,
bins, and food stores. The roaches stay hidden 3. “ There was a railroad being laid here before the
during the day but become active at night, much world turned bad and swallowed it up. Some
to the embarrassment/disgust of the settlers. The Chinese fellas passed through a while back,
roaches are a minor nuisance and can foreshadow heading out into the badlands. Had the look of
future events, when Halpern’s affiliation with H'ahf' rail workers and they was driving a wagon with
Ahfhtagnor is finally revealed. fresh ties. They didn’t speak to no one, and they
never returned.”
Thurmond G. Willoughby
4. “ Whitaker’s Valley is a myth. Ain’t nothin’ on the
Thurmond G. Willoughby is an educated man from
other side of them badlands but more badlands.”
Tennessee. A gambler by trade, he dresses well and
presents himself as a man of means. Thurmond 5. “ Whitaker’s Valley is the Promised Land. Lem
always seems to be at the center of trouble. He is Withers came from there. Used to speak of the
charming and flirtatious and has enough money green grass and cool waters like he was speakin’
to gamble on just about anything. He carries a about Heaven itself. He’s dead now. Drank
pistol inside his waistcoat that he draws only when himself into an early grave wishing he could go
necessary. back but was too scared to make the trip.”
Thurmond G. Willoughby: Init +1; Atk pistol +1 6. “ The badlands are full o’ snakes and sinkholes.
ranged (1d8); AC 10; HD 1d6; hp 5; MV 30'; Act 1d20; You watch out for both. Some o’ those sinkholes’ll
780
WEIRD FRONTIERS CORE RULEBOOK
13. “They say a giant lives deep in the canyons and Jed Rawlings, the Reverend’s trusty right-hand man,
likes to cause rockslides. Soldier by the name o’ steps up onto a makeshift stage with the reverend. The
Greg Oglesby got his head smashed in by a falling crowd of hopeful men, women, and children quiets
rock. Some say it weren’t no accident.” down as he begins to speak.
14. “There’s ghosts out there. You can hear ‘em callin’ “Greetings, ladies and gentlemen,” Rawlings says. “I
to ya on hot nights when the moon is full. Don’t have spoken with each of you privately over the past
listen.” few days and explained some of what lies ahead. Now is
the time to begin. We have over 300 miles of desert and
15. “That gambler fella Willoughby just rubs me the rough terrain to cross. It will not be easy. You will all
wrong way. He ain’t got no family here. I wonder have to pitch in and do your part. All able-bodied men
why he’s goin’ with us to settle the valley?” and women will help scout the trail, drive the wagons,
16. “Was once an old woman who ran a river ferry and guard the camp at night. There may be trouble
out where yer goin’. They say she was a witch and along the way, and some of you will begin to doubt. But
that she’d made a pact with the river gods. I heard I assure you, the trip will be well worth it. Whitaker’s
the Comanche killed her, but if that’s true, I’d Valley is a paradise. It is your right to claim it. No, it is
expect her ghost is still hangin’ around out there more than that. It is your destiny.”
somewheres.” Rawlings indicates the men standing next to him with
17. “Watch out for flash floods. Some of those a wave of his good hand. “Here to the right of me is my
canyons’ll fill up with water and drown ya before trail-hand, Russ Daggett. He is a capable man who is
ya catch a breath.” well-accustomed to the rigors of the trail. We intend to
help the good reverend ensure that you reach Whitaker’s
781
WEIRD FRONTIERS CORE RULEBOOK
At the start of this adventure funnel, each player Homesteaders During Encounters
creates up to four 0-level characters using the Over two hundred settlers and teamsters are
funnel rules found in the Weird Frontiers Roleplaying traveling with the wagon train. These God-fearing
Game. These are ordinary men and women (mostly men and women are generally friendly and willing
farmers, craftsmen, or tradesmen) who have headed to help their fellow travelers. They understand that
West across the badlands to settle Whitaker’s Valley. everyone must work together to reach Whitaker’s
The players may decide their backstory and whether Valley. However, it is important to keep in mind that
they have families in the wagon train at the judge’s they are not soldiers. The settlers defend themselves
discretion. if they are attacked, but they don’t go looking for
trouble and are of minimal help during any fight.
A Word on Leveling Up
Death Crawls West is best run with the If the wagon train is attacked, the judge should
understanding that characters will only level up describe the settlers shooting haphazardly at their
upon completion of the adventure. Judges wishing enemies from the safety of their wagons. Three out
to allow characters to level up sooner should keep of four settlers are cowardly (“jus’ plum skeered”) or
in mind that it will add a substantial delay to the too set in protecting their own families to offer much
session and that encounters are designed with help. The advance scouts (those most capable with
0-level characters in mind. Judges should adjust weapons) are typically the first to die in any attack.
encounters to offer a challenge to characters that are This means that in most cases, it is largely up to the
allowed to level up before the end of Death Crawls PCs to step up and handle any threats along the trail.
West (increase number of creatures, add additional
hit dice, increase attack damage, etc.). Although RUNNING THE ADVENTURE
the authors suggest not allowing characters the
The trail to Whitaker’s Valley is long and perilous,
chance to level up mid-game, judges are encouraged
with strange events and violent encounters
to instruct players to keep up with any earned
interspersed along the way. However, most of the
experience during the adventure to apply the total
trip consists of day-to-day drudgery that can be
once characters progress from 0-level.
782
WEIRD FRONTIERS CORE RULEBOOK
783
WEIRD FRONTIERS CORE RULEBOOK
784
WEIRD FRONTIERS CORE RULEBOOK
13. The ground begins to tremble. The settlers cry out 18. To the character with lowest Luck: A cockroach
in panic as dogs bark and horses snort and stamp crawled into your ear while you slept. You could
their feet. After a time, the trembling stops and hear it jumping around until you shook it out. You
the settlers return to sleep, but folks are scared, barely slept a wink afterward.
that’s fer sure. 19. To the character with the highest Intelligence: You
14. The old man Hop Crabtree showed a couple of are looking up at the moon when a dark, winged
youngsters how to make a fire with just two sticks. shape passes in front of it. None of the other
Them boys’ll probably set half the camp on fire now. settlers saw it.
15. There was roach parts in the potatoes tonight. 20. The ground begins to tremble. The settlers cry
Made a couple of the softer folks sick. Cook was out in panic as dogs bark and horses snort and
real sorry about it. Said there weren’t nothin’ he stamp their feet. After a time, the trembling stops
could do about it, and he’s probably right, but and the settlers return to sleep, but folks are
most of the folks are sore at him nonetheless. scared, that’s fer sure.
785
WEIRD FRONTIERS CORE RULEBOOK
786
WEIRD FRONTIERS CORE RULEBOOK
787
WEIRD FRONTIERS CORE RULEBOOK
788
WEIRD FRONTIERS CORE RULEBOOK
789
WEIRD FRONTIERS CORE RULEBOOK
790
WEIRD FRONTIERS CORE RULEBOOK
791
WEIRD FRONTIERS CORE RULEBOOK
792
WEIRD FRONTIERS CORE RULEBOOK
793
WEIRD FRONTIERS CORE RULEBOOK
794
WEIRD FRONTIERS CORE RULEBOOK
A half-dozen malformed wolves with muscular Web spinning: brush spiders can use their webbing in
shoulders, patchy fur, and tentacles serving as two ways: 1) on a successful ranged attack, the target
hindquarters drag themselves out from behind the rocks. must pass an Agility check with a DC equal to the
Their lips are pulled back showing pointed teeth as attack roll; on a fail the target is knocked prone, and
slaver drips from their snarling mouths. the spider pulls its prey away from the fight where it
will 2) cocoon the target in anesthetic-laced webbing
Broken wolves drag themselves along in short bursts which will render the prey motionless but able to
of speed, moving faster than a human can run. They breathe for 1d12 days before they are devoured by
are ravenous and attack until half or more of their the brush spider colony, or die of thirst. The prey
number are dead. has one chance at a Fortitude save vs. DC 12 to pull
Broken wolf (6): Init +3; Atk bite +2 melee (1d4); AC away from the webbing before the anesthetic takes
12; HD 1d8; hp 3, 4, 4, 5, 7, 8; MV 20' or 40'; Act 1d20; hold.
SP speed burst (every other round may move 40'), XP Award: 2
trip attack; SV Fort+3, Ref+2, Will +1; Path POD. Character Role: Advance Scout
795
WEIRD FRONTIERS CORE RULEBOOK
796
WEIRD FRONTIERS CORE RULEBOOK
797
WEIRD FRONTIERS CORE RULEBOOK
798
WEIRD FRONTIERS CORE RULEBOOK
799
WEIRD FRONTIERS CORE RULEBOOK
800
WEIRD FRONTIERS CORE RULEBOOK
WEEK TWO: DEVIL’S CAVES, LUCHADOR Read the following if characters assist the child-like
corpse render:
CANYON, AND DIVINE SPRINGS
Your calming words seem to help the poor soul as she
It’s been a week since you set out from Fort Fallow.
trembles in fear, knees pulled to her chest, her sobs
The road has been full of trials and tribulations, and
seeming to grow at the sound of your voice. As you
the desert was relentless and unyielding. At times, the
move closer to take her from the cave her head snaps up
settlers had grown despondent, but spirits seem to
revealing the child’s eyes have been eaten away. Instead
lift as the wagon train enters a range of barren, rocky
of eyes, large roaches with gleaming pin pricks for eyes
hills and narrow canyons. At least here there will be
seem to be sizing you up as she launches at you with a
watering holes.
frightful hiss.
Reverend Halpern gathers you together as you prepare
Characters in the cave are surprised during the first
to take on the role of scouts and says: “Just a brief
round as the remaining corpse renderers move from
warning of what lies ahead. The canyons and arroyos
the shadows to attack. The ‘renders are allergic to
ahead are full of strangeness. First you’ll come upon
sunlight and recoil from light sources but attack
a line of wooden crosses overlooking the trail. These
anyone who enters the caves.
crosses guard a handful of caves that have a dark feel
about them. Beyond the caves, the trail leads to a The silver wire adorning each cross is worth $15.
twisting canyon with giant faces carved into the canyon The floor of each cave is littered with human bones,
walls. I’m putting my faith in you that you’ll keep my tattered clothing, and broken equipment, as well $8
flock safe. You must be vigilant.” With that, he removes in assorted coins and bills, a gold tooth worth $16, a
his hat and bows his head “Now, let’s say a prayer to silver cigarette case (empty) worth $25, and a chisel
help get you on your way.” (1d2 damage) worth $3. Characters also find a small
altar where something once stood. Strange symbols
DEVIL’S CAVES and roach-like glyphs adorn the altar. This was
where the relic the Reverend now carries was once
An unnatural quiet greets you as you enter a twisting guarded.
ravine. Six caves overlook the trail as it winds through
the gulley. Wooden crosses wrapped with silver wire If the silver is taken or the wooden cross removed,
have been erected in front of each cave. One of the the corpse renders in that cave are free to exit at
wooden crosses is damaged and appears to have been night. The monsters will track down the wagon
chopped down with an axe. Crosses are also inscribed in train and attack, fighting until half their number are
the rock over each cave entrance. A cool breeze brings killed before retreating. The corpse renders return to
a slight relief as you shift in the saddle taking the sight the wagon train each night until they are destroyed.
in, but the indistinct cry of a child carried on the breeze Corpse render (1d4+1): Init -4; Atk bite +3 melee
gives it a sinister feel. (1d4); AC 9; HD 3d6; MV 20'; Act 1d20; SP un-dead,
Packs of 1d4+1 ravenous corpse renders were sunlight allergy, contagious roach vomit; SV Fort +4,
imprisoned in each cave years ago by a revelator and Ref-4, Will+2; Path POD.
801
WEIRD FRONTIERS CORE RULEBOOK
802
WEIRD FRONTIERS CORE RULEBOOK
803
WEIRD FRONTIERS CORE RULEBOOK
804
WEIRD FRONTIERS CORE RULEBOOK
805
WEIRD FRONTIERS CORE RULEBOOK
806
WEIRD FRONTIERS CORE RULEBOOK
807
WEIRD FRONTIERS CORE RULEBOOK
Saving the Day Reverend Andrew Halpern (High Priest of The One
Kill the Reverend: Killing Reverend Halpern will end Who Crawls): Init +2; Atk talon rend +2 melee (1d8),
the ritual. The worm will thrash around in defiance bite +2 melee (1d6), or by weapon; AC 16; HD 3d8; hp
for 1 round before swallowing both Halpern and the 16; MV 30’ (and can cling to any surface); Act 2d20;
relic and burrowing back into the earth. Attacking SP crawling vomit, chitin armor, Elder blessings; SV
the Reverend causes him and Jed and Claude to shed Fort +5, Ref +2, Will +3; Path POD +3.
their skin revealing their roach-like forms. To use any Elder God gifted abilities, the Reverend
Kill Ole’ Snake Mouth: Killing the mammoth must shed his human skin, revealing a cockroach/
creature is a near impossible task; however, human hybrid. The Reverend must consume a
should characters have access to dynamite or the human being (leaving heaping piles of roach-scat) to
Thundermaker cannon, they have a chance. Allow regrow its human guise.
characters to get creative with the dynamite, Crawling vomit: attack range 10’, 1d3 damage
perhaps throwing it into the creature’s maw and each round until the target can take an action to
then shooting the bundle to cause an epic “Jaws”- remove the mixture of digestive juices and living
like ending. Several hits from the Thundermaker cockroaches that covers them by either rolling
cannon will also likely slay the worm, or drive it off. on the ground and crushing the insects or by
Killing the worm means still having to deal with the submerging their entire body in water.
Reverend and those aligned with him that are still
alive (Jed, Claude, and any followers gained from the Chitin armor: repels all bullets unless they score a
Promised Land Camp Encounter). critical hit, in which case damage is applied normally.
Bludgeoning and piercing melee attacks do normal
Reverend Andrew Halpern damage and slashing damage is halved (round up).
Reverend Halpern was born and raised in Northern Elder blessings: account for the spell-like powers the
Virginia and felt the Lord’s call early in life. During Reverend uses to perform minor “miracles” about
the war, he converted his church into a hospital, the camp, such as healing wounds. However, all
earning the respect of Union and Confederate the benefits from this power are cosmetic and the
soldiers alike. person receiving any help will expire within a month,
Reverend Halpern was a genuinely good person. A or immediately should Halpern become deceased,
few months ago he received a vision of a bright, their body being consumed from the inside by larval
green valley that had been “touched by God’s cockroaches that burst forth after their month-long
hand” and immediately came West to find it. Over incubation.
the course of his journey, his visions became Bullet shield talisman: This is an artifact dedicated
more fevered as the bright, green valley became a to The One Who Crawls which is used by her
nightmare hellscape. An illness consumed his body worshippers. This copper and lapis lazuli talisman
as the crawling cockroach minions of The One is Halpern’s link to the Elder God and provides a
Who Crawls infected his food and bedding. By unique defensive bonus when worn around the
the time the reverend arrives at Fort Fallow, the neck: Anyone swayed by Halpern to worship the
metamorphosis has run its course and the husk that Elder Goddess as a minion attracts all bullets and
was once a God-fearing man is now inhabited by a missiles fired at Halpern if they are within 10’ of
minion of an Elder God. The unknowing settlers him. Projectiles veer off target and noticeably
look to Reverend Halpern for spiritual guidance. change direction, striking the nearest cultist instead
Rawlings pretends to share leadership with
809
WEIRD FRONTIERS CORE RULEBOOK
Jed Rawlings
Jed Rawlings is the wagon master for the Rawlings
Expedition. He’s a tough, grizzled man with a gimpy
left arm that he wears in a tight sling. He fought
for the Union Army during the war and claims a
Confederate shell in Atlanta cost him the use of his
arm. In reality, Rawlings is a cultist disciple of H'ahf'
Ahfhtagnor. His misguided allegiance to this dark
power has transformed his arm into an insectile
forearm and claw. If his deformity is ever exposed,
Rawlings claims his arm became infected after a
fight with a bug-like monster.
Jed Rawlings: Init +1; Atk claw +1 melee (1d6), bite
+2 melee (1d4), pistol +1 ranged (1d8); AC 12; HD
3d8; hp 16; MV 30'; Act 1d20; SP crawling vomit,
lesser chitin armor, poison; SV Fort +2, Ref +1, Will
+1; Path POD +2; Pistol: Starr Action Pistol - shots
6, damage 1d12, range 10/25/75, reload 2 rds; silver
whiskey flask, tobacco pouch and rolling papers,
average horse, saddle, saddle bags, mess kit, canteen,
flint and tinder, harmonica, $30 cash.
MODEL TYPE AMMO
Star Action Army Double Action 44
DAMAGE LOAD ROF
1d12 6 shots 3
showing the insect carapace beneath. Eating raw
RANGE S/M/L RELOAD CONCEALMENT
flesh repairs the cosmetic damage after a suitable
10/25/75 2 rounds +2 digestion period.
To use any Elder God gifted abilities, Jed must shed Poison: Jed’s poisonous saliva causes stomach
his human skin, revealing a cockroach/human cramping and weakness in those ingesting it or who
hybrid. Rawlings must consume a human being are bitten by him (DC 10 Fort save on hit or at -1d
(leaving heaping piles of roach-scat) to regrow its to all actions for 24 hours. This is cumulative with
human guise. multiple bites, minimum 1d3).
811
WEIRD FRONTIERS CORE RULEBOOK
813
WEIRD FRONTIERS CORE RULEBOOK
Amidst all this, Texas cattleman and future cowboy than the Cimarron Route, it’s still likely there’ll be
legend Oliver Loving arrives at the fort with a plenty of trouble.
sizable herd. Loving and his partner Charles
To safely transit the route, Loving needs scouts to
Goodnight have been blazing the soon-to-be
operate just ahead of the drive, but the departure
famous Goodnight- Loving Cattle Trail with this
of Goodnight and his escort has left Loving short-
inaugural drive. The pair have sold 1200 of their
handed—he barely has enough cowpokes to handle
original 2000 head here at the fort, where the meat
wrangling the herd. That’s where the PCs come in.
is enthusiastically welcomed by the thousands of
Loving offers them $325 to work for him as armed
Alliance soldiers and tribal warriors garrisoning
scouts. It’s more than the $160 toll at Raton, but by
there, as well as by the civilian crafters and laborers
helping Loving learn the route, he figures they’re
expanding the facility. Loving has sent Goodnight
saving him at least another $300 on the next drive.
and a half-dozen cowpokes handy with their
The fort commander sweetens the pot with an
shootin’ irons back to Texas to buy more stock.
additional $125 due to the PCs saving the military
Loving is continuing north to the railhead in
the cost and manpower of running one of their
Denver, Colorado, to sell the remaining 800 head
scheduled patrols up the road. This makes the
of cattle. The southern Cimarron Route of the
total payout $400 with the terms being a third up
Santa Fe Trail is basically impassable because of
front and the remaining balance when the herd
the constant action against settlers and commerce
reaches Fort Lyon. PCs with government or military
by aberrant marauders. Loving’s original plan was
connections will want to help out from a sense of
to follow the Santa Fe Trail’s Mountain Route, but
duty or obligation; those without such connections
an inflated 20-cents-a-head toll at Raton Pass has
should recognize that it’s always good to have the
him considering his other option: the Fort Union
authorities owe you a favor. If the PCs need their
to Granada Military Road that runs south of the
arms twisted, the fort commander can draft them
Purgatoire River—parallel to, but in between the
into temporary service using emergency powers
two Santa Fe Trail routes. Problem is, Loving doesn’t
granted him by the current crisis. If the PCs take the
know the road, and while it would definitely be safer
job but are poorly equipped, the fort commander
814
WEIRD FRONTIERS CORE RULEBOOK
815
WEIRD FRONTIERS CORE RULEBOOK
816
WEIRD FRONTIERS CORE RULEBOOK
817
WEIRD FRONTIERS CORE RULEBOOK
818
WEIRD FRONTIERS CORE RULEBOOK
819
WEIRD FRONTIERS CORE RULEBOOK
820
WEIRD FRONTIERS CORE RULEBOOK
821
WEIRD FRONTIERS CORE RULEBOOK
823
WEIRD FRONTIERS CORE RULEBOOK
824
WEIRD FRONTIERS CORE RULEBOOK
826
WEIRD FRONTIERS CORE RULEBOOK
827
WEIRD FRONTIERS CORE RULEBOOK
828
WEIRD FRONTIERS CORE RULEBOOK
829
WEIRD FRONTIERS CORE RULEBOOK
830
WEIRD FRONTIERS CORE RULEBOOK
831
WEIRD FRONTIERS CORE RULEBOOK
If the PCs are still in the cleft after the 3d6 roll At some point Aunt-Uncle Mystery will return to the
determined previously, Nih-wah’s egg sac hatches, cliff dwelling and learn about the PCs. While Aunt-
belching forth thousands of spiderlings the size of Uncle Mystery had no real vested interest in the
large crabs from the tunnel (requiring those who nest or its matriarch, the fact that someone attacked
witness the hatching to make a DC 15 Grit check). and possibly destroyed it may spark its curiosity.
If there are any captives still in the funnel web, the As a trickster god with wise, cunning, playful, and
spiderling swarm engulfs them and devours them in malevolent aspects, any attention it chooses to pay
such a gruesome manner that anyone watching must the PCs can take any number of diverse forms.
make a DC 13 Grit check. On the plus side, this event However, if after visiting the cliff dwelling the PCs
gives the PCs a five-minute head start on the swarm. have somehow lost their means to cross back from
Nih-Wah’s Spiderling Swarms (1): Init +1; Atk bite +3 the Near, they will be forced to undertake a quest
melee (2d6+3); AC 14; HD 10d4; MV 25’; Act in that twilit dimension to find another way back
1d20/1d20; SP swarm tactics, swarm traits; SV Fort to the mortal world; such a quest will involve all
+4, Ref +2, Will +0; PoD +1. manner of bizarre challenges.
833
WEIRD FRONTIERS CORE RULEBOOK
APPENDIX
Quality Modifiers*
Crow Bait -20/-40/NA -2d8 -2 0 -2/-2 2 -2 -2 -2 /2
Aging -10/-20/-40 -1d8 -1 0 -1/-1 -1 -1 -1 -1 /1.5
Average See basic stats 0 0 0 0 0 0 0 +0 0
Quality +10/+20/+40 +1d8 +1 0 +1/+1 +1 +1 +1 +1 x1.5
Charger +20/+40/+60 +2d8 +2 0 +2/+2 +2 +2 +2 +2 x2
*Typically, quality modifiers only pertain to the purchase of horses. Feel free to use them as a guideline for the buying and selling
of other transport animals of various quality.
A typical horse was good for 30 miles in a day. A horse can be pushed to gallop for 10 miles, but must rest for a day after being
pushed so hard.
836
WEIRD FRONTIERS CORE RULEBOOK
837
WEIRD FRONTIERS CORE RULEBOOK
838
WEIRD FRONTIERS CORE RULEBOOK
839
WEIRD FRONTIERS CORE RULEBOOK
840
WEIRD FRONTIERS CORE RULEBOOK
841
WEIRD FRONTIERS CORE RULEBOOK
Defensive Trip
Weapons with the Defensive trait make attacks Weapons with the Trip trait successfully striking a man
against their wielder more difficult to land. Wielders sized target may forego damage in exchange for a trip
may choose to use the weapons in a defensive attack, in which case the defender must immediately
fashion to gain a temporary +2 AC bonus against pass a Reflex save versus a DC matching the total
all attacks during the current round, but suffer a attack number to avoid being knocked prone.
-2 to any subsequent attacks. Wielders must not
Two-handed
have taken an attack yet to declare the use of the
defensive trait. Two-handed melee weapons strike with a -1d
initiative penalty.
MELEE WEAPONS
WEAPON DAM- TYPE WEIGHT COST NOTES
AGE
Axe, hand d6 S 4 $3
Bagh Nakh (tiger claws) d5+1 S 1 $1 Exotic
Battleaxe d10 S 5 $12 Exotic
Bayonet d7 P 2 $1 Must be mounted on a rifle
Brass Knuckles d6 B 0.5 $2
Cane d4 B 1 $1
Cane Sword d6 S 1 $3 +4 to concealment rolls
Cestus d5 P 1 $3 Exotic, grants +1 to AC vs 1 melee attack per round
Chain d4 B 5 $2 May be used to trip or disarm. Target must beat attack result or fall,
become grappled, etc.
Club d6 B 3 $1
842
WEIRD FRONTIERS CORE RULEBOOK
843
WEIRD FRONTIERS CORE RULEBOOK
Firearms (simplified) Caliber and Ammunition: Lists the caliber and type of
The simplified firearms chart has a few new terms as ammunition used.
well: Load: Shows how many bullets the gun holds at one
Type: Single or double action refers to how a gun time.
operates when you pull the trigger. A double action Reload Time: Reflects the number of rounds it takes to
gun both cocks and fires the weapon when you pull reload a single bullet into the firearm.
the trigger. A single action gun can be “fanned” (see ROF: How many shots in a round the gun can
Firearms rules in the Combat section). mechanically fire without fanning.
SIMPLIFIED FIREARMS
WEAPON CALIBER TYPE AMMO DAM- ROF LOAD RELOAD TIME RANGE CONCEAL PRICE YEAR
AGE
Derringer .41 Single C&B d8 2 2 3 2/8/15 4 $7 1850
Pocket Pistol .30 Single C&B d6 2 5 3 5/15/50 2 $10 1850
Light Pistol .36 Single C&B d8 2 6 3 10/20/60 1 $12 1850
Heavy Pistol .44 Single C&B d10 2 6 3 10/20/60 0 $18 1847
Rifle-Musket .58 Muzzleloading C&B d16 1 1 3 25/50/75 -8 $15 1800s
Single
Breechloading .56 Breechloading C&B d14 1 1 1 40/80/150 -3 $25 1860
Carbine Single
Lever-Action .44 Lever Cart. d12 3 16 1/3 40/80/150 -4 $40 1864
Rifle
Breechloading .50 Breechloading C&B d16 1 1 1 200/400/600 -6 $50 1850
Long-Range Single
Rifle
Muzzleloading 10-12ga Muzzleloading C&B d14/ 1 1 or 2 3 15/30/60 -6 $8 1600
shotgun Single d10/d7
Scattergun 10-12ga Muzzleloading C&B d16/d8/ 1 1 or 2 3 10/20/40 -2 $8 1600
Single d4
Revolving 12ga Single C&B d12/d8/ 2 5 3 15/30/60 -6 $30 1857
Shotgun d5
844
WEIRD FRONTIERS CORE RULEBOOK
Attacker is…
Invisible +2 +2
Blinded -2 -4
On higher ground or mounted +1 +1
Squeezing through a tight space -1d -1d
Entangled -1d -1d
Using a non-signature weapon -2 -2
Firing into melee combat N/A 50% chance of hitting ally
Firing more than 1 shot in a round -1 for each shot after the first, cumulative
Fanning the hammer and NOT a gunslinger -1d for each shot after the first, cumulative
Defender is…
Blinded +2 +2
Entangled +1d +1d
Helpless (paralyzed, sleeping, or bound) +1d +1d
Kneeling, sitting, or prone +2 -2
Invisible -4 -4
Behind partial cover N/A +1 to defender’s AC
Behind half cover N/A +2 to defender’s AC
Behind full cover N/A +4 to defender’s AC
845
WEIRD FRONTIERS CORE RULEBOOK
846
WEIRD FRONTIERS CORE RULEBOOK
847
WEIRD FRONTIERS CORE RULEBOOK
848
WEIRD FRONTIERS CORE RULEBOOK
849
WEIRD FRONTIERS CORE RULEBOOK
850
WEIRD FRONTIERS CORE RULEBOOK
851
WEIRD FRONTIERS CORE RULEBOOK
852
WEIRD FRONTIERS CORE RULEBOOK
853
WEIRD FRONTIERS CORE RULEBOOK
854
WEIRD FRONTIERS CORE RULEBOOK
855
WEIRD FRONTIERS CORE RULEBOOK
856
WEIRD FRONTIERS CORE RULEBOOK
10/20/60 1 $20 1858 Hammerless. Increased misfire chance without frequent cleaning.
10/20/60 1 $20 1858 Hammerless. Increased misfire chance without frequent cleaning.
10/20/60 2 $9 1870
5/10/45 3 $4 1859
10/20/60 0 $18 1876 Also S&W Model 3, S&W Russian,
10/20/60 1 $15 1876
10/25/75 1 $25 1860
857
WEIRD FRONTIERS CORE RULEBOOK
DERRINGERS
Colt Derringer .41 Single Cart. d8 1 1 1
858
WEIRD FRONTIERS CORE RULEBOOK
6/15/50 0 $20 1857 Superimposed chamber loads. Requires manual loading. Increased chance of bad
fumble (+1d)
2/8/16 5 $8 1861 Also Moore Derringer (1861), National Arms Derringer (1866), Williamson
SingleShot
2/5/12 3 $15 for pair 1825 First “derringer”
2/8/15 4 5 1865
2/5/12 5 $10 1866
2/5/16 3 $8 1859 Also the Remington-Elliot Pepperbox (1863)
2/6/16 3 $10 1859
2/5/12 2 $9 1868 Has a 4" folding knife blade or a similar fixed blade that can attach to the barrel.
2/8/15 3 $12 1865 Also usable as brass knuckles and has an integrated short dagger blade.
2/8/15 2 11 1850
2/8/15 2 13 1850
50/100/200 -4 $22 1855 Also Merrill Carbine, Smith Carbine, Joslyn Carbine (Cart.), Frank Wesson Carbine
(Cart.), Ballard Carbine (cart.)
25/75/150 -5 $44 1855 Tendency to misfire (chain-firing all cylinders and spraying users left arm and
hand with gunpowder and lead fragments. Also Colt Paterson Rifle (1836)
50/100/200 -5 $45 1871 Carbine version - Range (25/75/150); Conceal: -4
859
WEIRD FRONTIERS CORE RULEBOOK
860
WEIRD FRONTIERS CORE RULEBOOK
6 200/400/800 -8 $120 1857 Sharpshooter weapon. Telescopic sight. +2D to hit at all ranges.
1/3 50/100/250 -6 $40 1866, 1873 Carbine version - Range (50/75/150); Conceal: -4. Trapper
version - Range (25/50/100); Conceal: -3.
1/3 50/150/350 -6 $55 1876 Carbine version - Range (50/100/200); Conceal: -4
1 15/30/60 -6 $15 1851 European makers - Greener, Purdey, others. U.S. Makers (1865
onwards): Allen, Sharps, Parker, Wesson, Whitney, Remington,
Smith, Stevens, Baker
Subtract $10 from price for muzzleloaders (Reload time 3)
1 15/30/60 -6 $20 1855 European makers - Greener, Purdey, others. U.S. Makers (1865
onwards): Allen, Parker, Wesson, Whitney, Remington, Stevens,
Colt, Baker
Subtract $10 from price for muzzleloaders (Reload time 3)
1 10/20/40 -3 $15-$20 1855 Subtract $10 from price for muzzleloaders (Reload time 3)
861
WEIRD FRONTIERS CORE RULEBOOK
ARTILLERY
MODEL BORE SHOT POWDER GUN & CAR- AMMO ROF CREW CANNISTER/ SOLID/ PRICE COST
WEIGHT CHARGE IN RIAGE WEIGHT WT IN GRAPE CASE OF
IN LBS. LBS. IN LBS. LBS. SHOT SHOT AMMO
RANGE RANGE
Swivel Gun 2” 1 0.25 100 - 2 2 300' 1500' $100 $0.50
6 Pound 3.5” 6 1.25 1700 1000 2 6 900' 4500' $800 $1.00
Napoleon
12 Pound 4.5” 12 2.5 2400 1500 1 8 1200' 4800' $400 $1.50
Napoleon
Parrot 3” 10 1 1800 1200 2 8 1200' 5400' $500 $1.25
Cannon
Ordnance 3” 10 1 1700 1200 2 8 1200' 5400' $650 $1.25
Rifled
Cannon
Mountain 4.5” 9 0.5 300 300 2 4 750' 3000' $400 $1.00
Howitzer
862
WEIRD FRONTIERS CORE RULEBOOK
* = When used against personnel instead of structures, the damage die ‘explodes’ when the highest
possible number on the damage die is rolled. Roll that die again, and add to the total; keep
doing this if the high number continues to be rolled.
863
WEIRD FRONTIERS CORE RULEBOOK
0 or less Weapon lands with such force it inflicts maximum damage before bounding off of the target and
strikes either the attacker or an ally within melee range (50% chance) for ½ damage.
1 Cheap shot to the “tenders.” Target suffers +1d6 damage and is stunned for 1 round.
2 Weapon smashes the opponent’s elbow, striking a nerve and causing a momentary loss of
feeling. The blow inflicts +1d4 damage and causes anything carried to be dropped.
3 Blow smashes any weapon opponent may be wielding, doing an additional +1d5 damage. The
target weapon must pass a DC 8 Fortitude save or is destroyed.
4 Attack lands in the mid-section, knocking the wind out of the target, inflicting +1d6 damage
and causes 1d3 temporary Stamina damage each round until a DC12 Fortitude save can be made.
Reaching zero Stamina results in passing out for 1 turn or until roused.
5 Opponent spins awkwardly from the blow, off balance and vulnerable, offering a +1d bonus to all
attacks against them until their next action.
6 Weapon strikes low, smashing the foot of the target, breaking 1d5 toes, which inflicts +1d8
damage. Target suffers ½ movement until the broken bones heal.
7 Weapon strikes lower back, fracturing vertebrae for +1d10 damage. Target suffers -1d to all Reflex
saves until magically healed or treated.
8 Target suffers maximum damage while attempting to parry the blow. In addition to the damage,
they drop their weapon.
9 Hit to the spleen causes the target to vomit blood. Besides suffering +1d12 damage, the target
doubles over helplessly from pain. Only a Fortitude save at DC 13 allows the target to shrug off
the pain and function normally.
10 Weapon swings into the target's knee, causing a ligament to snap, inflicting +1d12 damage and
knocking the target prone. Movement is halved until healed magically or treated medically.
11 Target raises their arm to block the attack and the force of the blow snaps their wrist back,
breaking it, inflicting +1d12 damage. The hand is useless until bones are set or magically healed.
12 A brutal blow to the face knocks 1d4 teeth out of target’s mouth, inflicting +1d10 damage,
stunning them for 1d6 rounds. Target’s Personality checks suffer a -2 penalty when appearance
comes in to play.
13 Force of the blow inflicts +1d14 damage and spins target awkwardly on their feet, giving the
attacker an opportunity for a second attack.
14 Weapon lands solidly fracturing the femur, inflicting+1d16 damage that causes internal bleeding
for 1pt of damage per round until the bone is set or magically healed. Movement is halved until
the bone is healed.
15 Weapon connects squarely with the target's nose, shattering it and inflicting +3d6 damage. Target
loses all sense of smell until healed.
866
17 Brutal gut-shot knocks the plumbing loose, rupturing a vital organ. Weapon inflicts +1d16
damage and target bleeds internally for 1d2 damage per round until surgery or magical healing is
performed.
18 Swing strikes the foes windpipe for +3d8 damage. Target can only whisper until surgery or
magical healing is performed.
19 Minor skull fracture causes +3d8 damage and knocks the target senseless. Opponents gain +1d on
attack rolls for 1d10 rounds while the target is dazed.
20 Crushing blow to the chest causes +1d16 damage and breaks 1d6 ribs while collapsing the target's
lung. Target suffers -2d to any roll involving physical activity until healed.
21 Weapon crushes the orbital bone, freeing target's eyeball. The attack inflicts +1d16 dmg and
target loss of sight in one eye until surgery, or magically healed. All rolls requiring sight suffer a -2
penalty.
22 Blow connects with the spine, shattering several vertebrae. The attack inflicts +2d12 damage and
a DC 15 Fortitude save must be passed to avoid paralysis until magically healed.
23 Blow crushes bones and snaps tendons for an additional 2d12 damage. Target permanently loses
the use of an arm unless magically healed.
24 Blow strikes the target’s face with such force that both eyes are punctured by shards of bone from
their own skull, inflicting +3d12 damage. Target is permanently blinded until magically healed
and suffers a -1d penalty to all rolls requiring sight.
25 Vicious blow to the genitalia inflicts +2d16 damage. Target is stunned for 1d6 rounds and loses
the ability to reproduce until magically healed.
26 Blow lands on the head, cracking the target’s skull and causes brain matter to leak through their
nose and ears, inflicting +3d12 damage. Target's Intelligence is permanently halved and loss of
memory prevents any actions requiring complex thinking until magically healed.
27 Blow lands low, shattering every bone and tendon in the target's foot, splitting the skin, allowing
the gore to escape. Blow inflicts +3d8 damage and target becomes lame, halving movement until
magically healed.
28 Blow shatters the target’s ribcage, sending jagged bone shards into their heart. Target must
immediately pass a DC 15 Fortitude save or die instantly. Passing the save means the target suffers
+2d12 damage and is helpless until magically healed.
29 Inner organs are smashed to a fine paste, inflicting +4d12 damage as the target's bowels empty
and they begin bleeding internally. Target suffers +1d4 additional damage unless magically
healed.
30+ Target’s skull explodes like a gore-filled melon. Brain matter splatters everyone in a 10' area as the
target dies instantly.
867
868
869
870
871
872
873
874
875
876
877
0-1 Attacker’s weapon slips slightly in their hand! The attack not only misses, but the following
attack is made with a -1d penalty on the attack roll.
2 Something on the ground causes the attacker to slip or trip, throwing the attack off and wasting
the shot. Additionally, the attacker must immediately pass a DC 10 Reflex save to avoid falling
prone.
3 Perhaps the sun or maybe a reflective light of some sort causes the shot to drift from the target.
The attack not only misses, but the attacker continues to see spots for the next 1d3 rounds,
causing a -2 penalty to attack rolls while in effect.
4 Your weapon malfunctions (bow string breaks, axe head flies off the shaft, etc.) and must be tend
to it before it can be used again. Your attack is lost and the affected weapon must be repaired
with a DC 8 skill check. Magical weapons lower the DC by one for each +1.
5 The shot ricochets, potentially rebounding towards the attacker! Make a second attack without
ranged modifiers against the attackers AC. Success results in standard damage for the weapon.
6 The attack is poorly aimed and made strikes a random ally for standard damage. No additional
attack roll is needed.
7 The attack blunders as the attacker drops the weapon used to make the attack. The weapon is
dropped and must be picked up by spending the next available action and may not be used on the
round it is retrieved.
8 The attack strikes the target but in an area that causes no damage, instead invoking the anger of
the target and directing their next attack on the attacker with a +1d bonus.
9 Sweat or blood from the attacker trickles into their eyes just as the attack is made, blurring their
vision until they can wipe their eyes clear using a standard action with a free hand. Additional
attacks suffer a -1d penalty until this can happen.
10 The attack is knocked wild by an ally engaged in melee, or perhaps due to slipping on something
lying on the ground. The attack not only strikes an ally but stuns them for 1d3 rounds as they
have suffered a wound from the hands of a trusted friend.
11 The weapon malfunctions or you slip during the process of release, hitting yourself. No roll is
required and you suffer the normal damage of the weapon.
12 Attacker slips and falls prone as they move to gain a better vantage point. Bows must pass a DC
10 save to avoid breaking, while thrown weapons cause their unmodified damage to the attacker.
The attacker is left prone until they take an action to stand.
13 The attack goes wide and leaves the attacker open for a bonus charge attack from the target. The
target must have a direct path to the attacker and be within normal movement range. The charge
attack is made at a +2, but leaves the charger at a -2 to AC for the remainder of the round.
878
15 Lady Calamity smiles upon the attacker and marks them for doom. The attacke’s fumble range
improves by one (for example 1-2 after the first miss, 1-3 after the second, etc.) for each successive
miss for the duration of the melee.
16 Lady Luck has chosen to intervene on behalf of the defender for reasons known only to major
forces at play. The defender is given 1d3 Boons that may be used in standard fashion when the
attacker is involved.
17 The attack is on target, but a random ally steps in the path of the attack in such a way that they
suffer normal damage and the effects of a critical hit.
18 The attack misses wildly, but the attacker garners the attention of not only the defender, but all
allies of the target not currently involved in combat. All allies of the defender will be aimed at the
attacker as they’re seen as a threat that must be taken down. All attacks against the attacker are
made with a +2 bonus.
19 Attacker receives a brief vision of a violent death resulting from the current encounter. The
attacker must attempt to withdraw from harm's way for the duration of the combat. If the
attacker cannot escape, all attacks are made with a -2d penalty.
20+ Lady Calamity directly intervenes as a ghostly female form materializes, catches the attack, and
sends it back towards the attacker with deadly precision. This return attack not only inflicts
maximum damage, but also scores a critical hit to the original attacker. Use a d16 as the Crit die.
879
0-1 The gun accidentally discharges before proper aim can be taken, alerting the target to your bad
intentions. Their next attacks against you gain a +2 attack bonus.
2 The cylinder is over-packed, sounding off with a deafening boom! You are effectively stunned for
1d2 rounds as you try to regain your senses as the ringing in your ears subsides.
3 Flaming debris from the spent cartridge or possible blow-back from a faulty round burns your
hands. You suffer 1d3 damage and must pass a DC 10 Reflex save to keep hold of the firearm.
4 The cylinder is over-packed and goes off with a deafening boom and fiery flash. The attacker is
not only stunned for 1d3 rounds, but all ranged attacks within 50’ suffer a -2 to attack rolls due to
opponents and allies seeing spots.
5 The shot goes off, but the sweat from the attacker’s palm causes the firearm to fly from the
attacker’s hand, landing 1d10’ away. The shot misses, and the attacker must spend their next
entire action retrieving their weapon (if they expect to use it).
6 The chamber is overloaded causing a minor explosion as the shot fires. The force of the shot
catches you off guard, throwing you to the ground. You are considered prone and must pass a DC
12 Reflex save to avoid dropping the weapon.
7 All rounds in the firearm are fouled, and the gun must be emptied and cleaned before being used
again.
8 The shot misses, hitting a hard surface that causes the round to ricochet back towards the
attacker. Make a normal attack roll versus the attacker’s AC to see if the fateful shot finds its new
mark.
9 Somehow your grip is off, causing the hammer or some other part of the firearm to catch one of
your fingers or part of the hand. The attacker suffers 1d4 damage and a -1d attack penalty with
the affected hand for 1d6 rounds.
10 The shot strikes the target, but the shot lands harmlessly on a part of the defender’s gear. The
defender spins, cursing up a storm and uses words best left unmentioned about the attacker’s
mother. The attacker flies into a rage and must direct all attacks at the defender with a -1d
penalty to all actions for the duration of the encounter.
11 The shot explodes before leaving the barrel of the gun, causing a fiery backblast of gunpowder to
temporarily blind the attacker for 1d6 rounds in addition to inflicting 1d6 burn damage.
12 The shot is knocked wide by someone or something, causing the shot to strike a random ally.
The attack automatically hits for normal damage and stuns them for 1d3 rounds as they try to
make sense of the apparent betrayal.
13 The shot kicks back from an over-packed round, striking the shooter in the face for 1d8 damage.
The wound cuts into the forehead causing blood to seep into the attacker’s eyes. The wound
must be tended by spending the next 1d3 rounds to stop the bleeding to avoid a -1d to all attack
rolls.
14 The shot goes wide but gains the full undivided attention of the attacker’s intent to put them in
a pine box. Rather than face another shot, the defender makes an immediate bonus charge attack
at +2 with a -2AC penalty incurred against any additional attacks against them during the round.
880
881
887
WEIRD FRONTIERS CORE RULEBOOK
888
WEIRD FRONTIERS CORE RULEBOOK
889
WEIRD FRONTIERS CORE RULEBOOK
890
WEIRD FRONTIERS CORE RULEBOOK
891
WEIRD FRONTIERS CORE RULEBOOK
892
WEIRD FRONTIERS CORE RULEBOOK
893
WEIRD FRONTIERS CORE RULEBOOK
894
WEIRD FRONTIERS CORE RULEBOOK
895
WEIRD FRONTIERS CORE RULEBOOK
896
WEIRD FRONTIERS CORE RULEBOOK
FIND US ONLINE!
Ben Disbrey (Order #37682573)
MELEE WEAPONS
WEAPON DAMAGE TYPE WEIGHT COST NOTES
Axe, hand d6 S 4 $3
Bagh Nakh d5+1 S 1 $1 Exotic
Battleaxe d10 S 5 $12 Exotic
Bayonet d7 P 2 $1 Must be mounted on a rifle
Brass d6 B 0.5 $2
Knuckles
Cane d4 B 1 $1
Cane Sword d6 S 1 $3 +4 to concealment rolls
Cestus d5 P 1 $3 Exotic, grants +1 to AC vs 1 melee attack per round
Chain d4 B 5 $2 May be used to trip or disarm. Target must beat attack result or fall, become grappled, etc.
Club d6 B 3 $1
Halberd d10/d6 S/P 6 $20 Exotic, when used as a piercing weapon attacker gains a +1d bonus to attack rolls versus
armored foes. Halbreds may also be used to trip opponents.
Katana d10 S 6 $20 Exotic, may be used two handed (d12 dmg)
Katar d5+1 P 3 $5 Exotic, wielder gains a +1d bonus to attack rolls versus armored foes.
Knife, Bowie d6 S 1 $5
Knife, Pocket d4 S .5 $2
Kusari Gama d4/d6 S/B 4 $15 Exotic, may be used as a chain or edged weapon, capable of tripping, or disarming.
Mace d6 B/P 3 $10 Exotic, attacker gains a +1d bonus to attack rolls versus armored opponents in melee.
Machete d7 S 3 $3
Naginata d8 S 9 $20 Exotic, reach 10'
Nunchaku d5 B 2 $5 Exotic, may be used to entangle, see chain entry
Pick d5 P 2 $2 Attacker gains a +1d bonus to attack rolls versus armored opponents in melee.
Pitchfork d7 P 6 $3
Saber d8 S 5 $8
Sai d4 P 3 $15 Exotic, disarm.
Sap d4 B 2 $1 Inflicts non-lethal damage to Stamina. Target falls unconscious after reaching 0 Stamina.
Shovel d5 B 5 $3
Sledge d8 B 8 $7
hammer
Spear d8 P 6 $4 May be thrown 10/20/30
Staff d6 B 3 $3
Straight Razor d3 S .05 $1
Tetsubo d10 B 5 $30 Exotic
Tomahawk d6 S 3 $3 May be thrown 5/15/20
Tonfa d5 B 2 $8 Exotic, may be used to trip, or disarm
Trident d8 P 5 $10 Exotic, may be thrown 20'
Wakizashi d7 S 4 $12 Exotic
Warclub d7 B 3 $3
Warfan d3 S 1 $2 Exotic, when used as a pair the weapons offer a +2 AC bonus versus melee weapons.
Weird d6 B 1 $60 Beat your foes with the rules book
Frontiers
Whip d2 S 1 $2 May be used to disarm, or trip.
Zweihander d12 S 4 $20 Exotic, two handed, adds a +1d modifier to any critical hit chart roll
GUNSMITHING
Any character with a background occupation considered to lean heavily on the use of firearms can be assumed to have received
training on the maintenance and minor repairs for the firearms they carry. In game terms, characters may announce they wish to
“tune the rig” (clean, oil, and perform any maintenance the weapon needs) during downtime in a session. Tuning the rig typically
happens before the character turns in for the night or during morning hours when they awaken. Each firearm requires a number
of rounds and a proper cleaning kit must be on hand.
Once the proper time has been spent on the firearm in question, have the player make a gunsmithy skill check with a standard DC
5. For every multiple of 5 the check is passed by, have the player remove one Ace or Eight from their gun deck before reshuffling
their deck for the start of the day. For example, Zander rolls a 5 on his skill check to clean his trusty Colt Navy revolver. He not only
succeeds at cleaning and oiling his rig, but is allowed to remove 1 misfire card from his gun deck before shuffling it for play. Should
Zander have rolled a natural 20 he would have pulled 4 misfires from the deck (and snagged a Boon for rolling that 20!).
WEIRD FRONTIERS
HOPE YOU SURVIVE THE RIDE!
Things have gotten plum weird since the events of The Seven Days
of Night brought an end to the war, revealing the presence of an evil
thicker than the darkest molasses that’d make the Devil himself blush!
You can turn tail or take the fight to the night, and you ain’t about to be
called yeller! So, saddle your horses and clean those irons, ‘cause there’s
something slithering across the dark frontier and it’s dead set
on making vittles out of you and your ragtag posse!