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New Player Races

The information for new player races is given at level 1.

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List of New Player Races

Bat Pony

DESCRIPTION

Traits

Stamina: 10

Charm: d6

Mind: d6 or d4 (What isn't in Body)

Body: d6 or d4 (what isn't in Mind)

Talents

(Cutie Mark Talent of Choice) (d6)

Fly (d6)

Echolocation (d6)

The Echolocation Talent allows you to "see" with your ears by admitting a very high-pitch and almost inaudible squeaking. You can maneuver in, and sense creatures in, total darkness or light. You can also hear very faint noises. Roll Echolocation to hear/sense creatures and noises, versus either a GM-set difficulty or relevant Talent or Body Trait.

Quirks

Weakness: Loud Noises (d4)

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Siren (Lv. 1)
Traits
Stamina: 8
Charm: d6
Mind: d4
Body: d4

Talents
Special Skill: Swimming (d6)
Siren Song (d6)
The Siren Song Talent allows to use the power of song to influence (or even mind-control) other creatures. Roll a contest between Siren Song and the Mind Trait of a target who can hear you. If the Siren Song is higher, the target can be influenced in mood or emotion for as long as it hears your song. If Siren Song is more than double, the target can be directly controlled with a simple command for as long as it hears your song. You may use "Siren Song" once per creature per session. After you use Siren Song talent, your "Charm" dice is downgraded 1x (with a minimum of d4) and can only be returned to it's regular value by spending a Token of Friendship.

Quirks
(Choice)



Deer (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Heart of the Forest (d6)
1x Body Dice Upgrade in Pristine Nature or Wilderness, 1x Body Dice Downgrade in Crowded Urban or Polluted Areas. The upgrade/downgrade doesn't affect your Stamina. Additionally, you may use the "Heart of the Forest" talent once per session to convince plants to grow and/or move (versus GM-set difficulty.) This ability does not allow you to create or destory plants.

Quirks
(Choice)



Goat (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Special Skill: Climbing (d6)
Self-Sacrifice (d6)
When your character takes damage, you may choose to take double the damage and then set aside one Self-Sacrifice dice to be added to a future roll of either you or one of your character's ally. You can set aside multiple Self-Sacrifice dice (if you take double-damage on multiple turns), but you can only add one extra dice per roll.

Quirks
(Choice)



Draconequus (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Omnipotence (d20)
Your character will declare an intended magical effect of any grandoise power or skill. If you roll a 20, your magic works!! If you roll anything other than a 20, your roll is considered a critical failure and will have incredibly unfornuate side-effects as decided by the GM.

Note: Draconequus cannot start with any other talent besides Omnipotence, except for the class-specific talent if a class is chosen- however, the class talent starts at d4 rather than d6.

Quirks
Draconequus (Trait): A draconequus is the embodiement of a single trait, and will follow that trait almost uncoditionally- even at the expense of themselves or their allies. Pick a trait for your draconequus to represent, note it next to the Draconequus Quirk as a limitation of what your character can do. You do not earn Tokens of Friendship for this quirk!
(Quirk of Choice)



Janus Pony (Lv. 1)
Janus Ponies are ponies with two heads, and two different cutie-marks on either side! They come from a mirror dimension, and are lead by the six-headed Princesses Legion!
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Multi-Headed (d4)
Note: The "Multi-Headed" dice cannot be upgraded/enhanced!
Two "Cutie-Mark" Talents of Choice (d6 each)

Quirks
Heart Divided: When the two heads of a Janus Pony cannot agree on an action for their shared body to take-- their next three rolls will be halfed. (The player also gains a Token of Friendship.)
(Two Quirks of Choice)



Yak (Alternate) (Lv. 1)
This species was made before the release of the official Yak player-race.
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Thick Hide (d6)
Bulky (d6)

Quirks
Endearing Slapstick: When your character fails at any roll, if you describe the failure in a descreptive, over-the-top, and funny way, you will gain an additional Token of Friendship!
(Quirk of Choice)



Banshee (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Supersonic Screech (d6)
You unleash an incredibly loud scream, powerful enought to break glass and hurt other creatures who can hear it!!

Sticky Tongue (d6)
Your long, sticky tongue can grab and manipulate objects quickly from far away.

Quirks
Dry Skin
When your away from water, mud, or moisture for too long (about 2 hours), you begin to feel weak and get a Body Dice 1x Downgrade (minimum d4.)



Barometz (Vegetable Lamb) (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Talk to Plants (d6)
You can communicate with plants, and they can tell you what they've felt or heard.

Herbal Remedy (d6)
Once per session, you can give somebody one of the leaves that grow from your body. They will earn stamina equal to this talent dice's rolls, loose any current special status, and gain the "Loopy" status. (The Loopy Status causes a 1x Mind Downgrade and a 1x Charm Upgrade for 3 rolls!)

Quirks
Solar-Powered
When you are away from bright light for too long (about 2 hours), you begin to feel weak and get a Body Dice 1x Downgrade (minimud d4.)



Spiderfolk (Lv. 1)
Spiderfolk are intelligent talking, 6-inch tall spiders from Tarantylvaina!
Traits
Stamina: 10
Charm: d6 or d4 (What isn't in Mind)
Mind: d6 or d4 (What isn't in Charm)
Body: d4
Talents
Teeny Tiny (d8)
Note: This Talent cannot be upgraded.

Spider Climb (d6)

Web-Sling (d6)

Quirks
Spider-Sized: Your "Body" dice cannot be upgraded from a D4 when you level up. Your Stamina is Charm + Mind, rather than Mind + Body. You do not earn a Token of Friendship for this quirk.



Kelpie (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Water Control (d6)
Water-Form (d6)
Once per session, you can transform into living water, steam, or ice for about one hour (or less if you choose.) You can still use your talents in this form, and can change shape as well. In "Water-Form," your Body-Trait rolls are replaced with your Water-Form dice.

Quirks
Weakness: Electricity (d4)




Baku (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Dream-Walker (d6)
You can enter the dreams of other living creatures, if this talent dice rolls higher than the dreamer's mind-trait dice. If you roll more than double, you have the ability to control/manipulate aspects of the dreamer's dream. (You can only enter the dreams of a specific creature your know, if they are current dreaming.)

Nightmare Fog (d6)
You release a cloud of nightmare-causing gas! If this talent rolls higher than a creature's mind-trait dice who breaths the gas, the creature gains the "Dazed" status.

Quirks
Over-Tempermental
If you gain a status that causes a dice downgrade only (such as Dazed, Exaughsted, or Frantic), the downgrade is one more level down than regular.



Minotaur (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Bull-Headed (d6)
Once per session, after you fail a roll, you may immediately re-roll and try again, and add the Bull-Headed dice roll to the relevant talent or trait roll.

Intimidating (d6)
1x Upgrade on Charm Rolls where you try to scare somebody, 1x Downgrade on Charm Rolls where you try to endear yourself to somebody.
You may also add the Intimidating Talent Dice to a relevant Charm Roll once per session.


Quirks
(Quirk of Choice)



Sheep (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Wool Coat (d4)
When you have your full wool coat, you may subtract a Wool Coat talent-dice roll from any damage you receive. However, you also take a 2x Body Dice Downgrade (minimum D4.) Once per session, you may choose to shear your coat for the rest of the session, which means you don't get to subtract damage, but don't have a body-dice downgrade either. Your coat will grow back at the beginning of the next session.

Special Skill: Ramming (d6)

Quirks
(Quirk of Choice)



Peryton (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Fly (d6)

Living Shadow (d6)
Your shadow can move and think independently from you! Your shadow can go anywhere there is darkness and a surface and within 30 feet of your physical body. Your shadow can manipulate objects it comes in contact with, but it cannot speak. Use the "Living Shadow" Talent Dice for the strength of your shadow's touch/grasp. If your shadow is broken by light, it returns to you.

Quirks
(Quirk of Choice)



Camel (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Stability (d4)
You can choose to, insead of rolling a talent or trait dice, use exactly one-half of that dice's value as your roll. You may use this talent a number of times per session equal to this talent's value. (If this roll fails, do not add a Chip to the Communal Pile.)

Drought Resistant (d4)
Subtract this dice roll from any damage you would take from fire, heat, or thirst, with a minimum result of 1.

Quirks
Weakness: Extreme Cold (d4)



Hippopotamus (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Engulf (d6)

Massive (d6)
1x Upgrade on Body Rolls that involve bulk or brute strength.
1x Downgrade on any roll made to hide your body, footsteps, voice, or any part of your physical presence.
Additionally, once per session, you may add the Massive talent roll to any Charm roll where you are trying to intimidate or scare another character.


Quirks
(Quirk of Choice)



Antelope (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Special Skill: Leaping (d6)

Stealthy (d6)
1x Upgrade on any roll made to hide one's body, footsteps, voice, or any part of your physical presence.
1x Downgrade on Body Rolls that involve bulk or brute strength.
Additionally, once per session, you may add the Stealthy Talent roll to any Charm Roll where you are trying to distract, lie to, or confuse another character.


Quirks
(Quirk of Choice)



Pig (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Engulf (d6)

Herbal Scent Tracker (d6)
When in natural environments, you can use your nose to find, and then dig up natural ingredients and remedies according to the list below. You can only use this talent once in any natural environment per session.

1 or 11: Meager Root- Eaten: Less Hungry, Regain 2 Stamina
2 or 12: Valuable Mushroom- Sold: Worth 50 Bits (or gift to party member for +1 Token of Friendship)
3 or 13: Poison Mushroom- Eaten: Gain the "POISONED" Status
4 or 14: Restorative Herb- Eaten: Loose all Special Statuses
5 or 15: Nifty Potato- Eaten: Less Hungry, Regain 5 Stamina
6 or 16: Rotten Root- Eaten: Loose 5 Stamina
7 or 17: Super Food- Eaten: Gain the "EMPOWERED" Status
8 or 18: Stinky Onion- Eaten: Immune to negative status effects for 1 session
9 or 19: Heart-Shaped Mushroom- Sold: Worth 100 Bits (or gift to a party member for +2 Tokens of Friendship)
10 or 20: Revival Root- Eaten: For one session, if you get down to 0 Stamina, you automatically revive, up to 6 stamina.


Quirks
(Quirk of Choice)



Pinata (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Candy Suffering (d4)
Whenever you take damage, you may choose to additionally roll the Candy Suffering talent-dice- and immediately add the roll to the damage you take. However, your ally of choice then heals an equal amount of stamina to the extra damage you took. (Example: You have been hit by a rock and would loose 2 stamina. You roll the Candy Suffering talent, and get a 2. You now loose 4 stamina, but your ally also heals 2 Stamina!)

Cutie-Patootie (d6)
1x Upgrade on Charm Rolls where you try to endear yourself to somebody, 1x Downgrade on Charm Rolls where you try to scare or intimidate somebody.
You may also add the Cutie-Patootie Talent Dice to a relevant Charm Roll once per session.


Quirks
(Quirk of Choice)



Baphomet (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Fire-Control (d6)

Demonic Pact (d4)
Once per session, another character makes a demonic pact with you- roll this talent dice, and subtract that much stamina from the other character. (The stamina is not resisted by any talent or trait.) Afterward, the character chooses one talent or trait dice to upgrade by half of this dice's level (see chart) for their next roll.

d4 ==> d6 ==> d8 ==> d10 ==> d12 ==> d20 ( ==> d40 ==> d60 ==> d100 (max))
Demonic Pact d4 ==> 2x Upgrade, after Damage
Demonic Pact d6 ==> 3x Upgrade, after Damage
Demonic Pact d8 ==> 4x Upgrade, after Damage
Demonic Pact d10 ==> 5x Upgrade, after Damage
Demonic Pact d12 ==> 6x Upgrade, after Damage
Demonic Pact d20 ==> Automatically D100, after Damage


Quirks
Untrustworthy
You automatically start with an "Unfriendly" Reputation (1x Downgrade) with all factions you encounter for the first time. You do not earn Tokens of Friendship for this quirk.



Breezie (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4* (what isn't in Mind)

Talents
Fly (d4)

Teeny-Tiny (d8)
*Note that all Body Rolls are automatically "1" with the Teeny-Tiny Talent.

Pollen Spray (d6)
You spray an enemy with gathered pollen, causing them to feel sick and sneezy. If this dice beats a roll against the opponen's body trait dice, they gain the EXAUGHSTED status

Quirks
Breezie Brittle Body
Your "Fly" talent dice and "Teeny-Tiny" talent dice cannot be upgraded. You do not earn a Token of Friendship for this Quirk.



Centaur (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Intimidating (d6)
1x Upgrade on Charm Rolls where you try to scare somebody, 1x Downgrade on Charm Rolls where you try to endear yourself to somebody.
You may also add the Intimidating Talent Dice to a relevant Charm Roll once per session.


Magic Resistance (d6) or Magic Drain (d4)

Magic Drain (d4)
If this talent dice rolls higher than a living creatur's magical-talent dice, the targe's magical-talent dice becomes d0 for 5 rolls, and "Magic Drain" is upgrade 1x and this centaur's charm is downgraded 1x for 5 rolls. This talent can only be used once per creature per session.

Quirks
(Quirk of Choice)



Hippalectryon (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Fly (d6)

Talons (d6)

Flashy Plumage (d6)
You flash your colorful and impressive tail-feathers at a creature!! If this talent dice rolls higher than a target's charm dice, you gain the "Awakened" status (1x Charm Upgrade for 3 Rolls) and the target gains the "Dazed" status (1x Mind Downgrade for 5 Rolls.) This talent can only be used once per target per session.

Quirks
Crest-Fallen
Whenever you fail a Charm roll, you loose 1 Stamina. You do not earn Tokens of Friendship for this quirk.



Elephant (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Massive (d6)
1x Upgrade on Body Rolls that involve bulk or brute strength.
1x Downgrade on any roll made to hide your body, footsteps, voice, or any part of your physical presence.
Additionally, once per session, you may add the Massive talent roll to any Charm roll where you are trying to intimidate or scare another character.


Trunk (d6)
You can use the "Trunk" talent to manipulate, grab, and hold objects with your trunk... as well as fling objects or spray water great distances. Objects or water launched from your trunk have the capability of causing harm, decided by the "Trunk" talent roll.

Quirks
(Quirk of Choice)



Satyr (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Creative Flaire: (Musical Instrument of Choice) (d6)

Mischeif Maker (d6)
Once per session, when another character attempts a talent or trait roll that succeeds, you may decide to interfere with their success with the Mischeif Maker Talent. If this talent rolls higher than the character's succeeding talent or trait roll, the success is hindered humourously and this character gains the Awakened status (1x Charm upgrade for 3 Rolls).

Quirks
Silly-Billy
Once per session, you can "activate" Silly-Billy to downgrade your Charm and Mind by 2x for the rest of the session (minimum d0), but also earn 2 chips for the communal pile for every failed roll for the rest of the session. At the beginning of the next session, your charm and mind dice will reset. You can not unactivate Silly-Billy during a session. You do not earn Tokens of Friendship for this quirk.



Plushie Pony (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Cutie-Patootie (d6)
1x Upgrade on Charm Rolls where you try to endear yourself to somebody, 1x Downgrade on Charm Rolls where you try to scare or intimidate somebody.
You may also add the Cutie-Patootie Talent Dice to a relevant Charm Roll once per session.


Soothe (d6)
Choose a target you can touch- if this talent rolls higher than or equal to their Mind trait, the target looses all special statuses.

Quirks
Weak at the Seams
Choose a specific point on your body as your "weak spot." Any damage you may take that doesn't target your weak spot is reduced to 1, but any damage you take against your Weak Spot is doubled! You cannot change your Weak Spot and it cannot be covered.



Giraffe (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Above it All (d8)
You can roll the "Above it All" talent dice (instead of a trait dice) to resist being influenced, convinced, or even mind-controlled. If this talent rolls higher, you are not affected at all.

Swinging Neck Strike (d4)
You attack an enemy by swinging your long neck and hitting them with your horns! If this talent dice rolls its highest possible value, even if you are already successful, activate the "Exploding Hoof" rule to upgrade this dice 1x and roll again. This effect can be repeated.

Quirks
(Quirk of Choice)



Abada (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
(Magical Talent of Choice) (d8*)

Fuel for the Fire (d6)
If somebody tries to use your magical talent or element against you, you automatically take no damage, and are unaffected by any status or effect that it might have caused. Then, set aside one "Fuel fo the Fire" dice to add to any of your rolls in the future. You can only have one "Fuel For the Fire" dice set aside at a time.

Quirks
Abada's Domain
Abadas, unlike unicorns, specialize in one specific type of magic. Choose a magical talent that defines your magic and upgrade it to d8 at Lv. 1. You can learn other magical talents with the same "element" or theme, but not magical talents that do not relate to your magical theme. This is also the element that dictates your "Fuel for the Fire" ability. You do not earn Tokens of Friendship for this quirk.



Sleipner (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Nimble (d6)

Dimensional Slip (d6)
Once per session, you may roll this dice to attempt to return you and your entire party to a previous point in your current session, but regain the knowledge of your adventure afterwards. (Your Stamina and Statuses remain unchanged.) You must roll at least an 8 to be successful in traveling 15 minutes back. The farther back in the session you go, or the more other parties you try to take with you, the harder the roll.

Quirks
(Quirk of Choice)



Moose (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Special Skill: Swimming (d6)

Massive (d6)
1x Upgrade on Body Rolls that involve bulk or brute strength.
1x Downgrade on any roll made to hide your body, footsteps, voice, or any part of your physical presence.
Additionally, once per session, you may add the Massive talent roll to any Charm roll where you are trying to intimidate or scare another character.


Freeze-Resistant (d4)
Subtract this dice roll from any damage you may take from cold, ice, snow, or hunger with a minimum of 1.

Quirks
Poor Vision
1x Downgrade on any roll that involves eye-sight. You do not earn Tokens of Friendship for this quirk.

Weakness: Extreme Heat (d4)



Nuckelavee (Lv. 1)
Traits
Stamina: 12
Charm: d4
Mind: d6
Body: d6
Talents
Intimidating (d6)
1x Upgrade on Charm Rolls where you try to scare somebody, 1x Downgrade on Charm Rolls where you try to endear yourself to somebody.
You may also add the Intimidating Talent Dice to a relevant Charm Roll once per session.


Fog of Famine (d6)
You release a poisonous gas breath. Any creature in the room besides you, but including your allies, whose body dice rolls less than this talent dice will gain the POISONED status. This gas will also wither/destroy all plants in the area (versus GM-set difficulty for larger areas or magically grown plants).

Absolute Terror (d6)
You may roll this talent dice when any other creature in your vicinity tries to use a talent that is limited to one use per session or scene. If "Absolute Terror" rolls higher than the attempted limited-use talent, the limited-use talent automatically fails and can not be used again for the rest of the session.

Quirks
Knuckle-Dragger
You may choose to downgrade both your Mind and Charm Dice 1x (with a minimum of d0), and then consequently upgrade your Body Dice 1x. This effect can be repeated until either your Mind and Charm Dice are at d0, but it can not be undone until the end of the session. You do not earn Tokens of Friendship for this quirk.

Untrustworthy
You automatically start with an "Unfriendly" Reputation (1x Downgrade) with all factions you encounter for the first time. You do not earn Tokens of Friendship for this quirk.

Weakness: Freshwater and Rain (d6)



Krampus (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
True-Sight (d6)

Naughty List (d6)
Once per session, when any character in your knowable vicinity acts against your virtue (regardless if they have that same virtue), set aside a Naughty List dice to add to your own roll of choice at a later time. You may only have one Naughty List dice set aside at a time, and it will expire at the end of the session.

Quirks
Virtuous
You must always have a virtue in-play. You do not earn Tokens of Friendship for this quirk.



X'Mas Reindeer (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Fly (d6)

Starlight Flash (d6)
You unleash a bright burst of magical light for about a minute, that will illuminate any darkness and cause harm to creatures and beings of ill-intent. "Starlight Flash" is not resisted by the Insubstantial or Teeny Tiny talents!

Quirks
(Quirk of Choice)


Care Bear (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Empathetic Insight (d6)
The ability to discern emotions, feelings, and thoughts of another party. (Versus Mind Trait to keep feelings private/hidden.)

Belly-Badge (d4)
You have a magical symbol on your stomach, and you can summon this symbol as a physical object as many times per adventure as this maximum dice value.

Care Bear Stare (d4)
In the prescense of at least one of your friends, you release a bright beam of energy that can cause harm to evil, or release evil power over innocent beings who are possessed or cursed. You, or any of your party, can spend 1 (or more) Token of Friendship(s) to upgrade the Care Bear Stare's dice by 1x per Token spent. If more than one Care Bear Stare talent is used at the same time, these rolls are upgraded 1x and then added together and count as a single roll.

Quirks
Hurts Because I Care
Once per session, when another party-member looses stamina in your prescense, you will loose 1 Stamina as well. You do not earn Tokens of Friendship for this Quirk.


Furby (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Zap! (d6)

Glitch Out (d6)
Whenever you loose stamina from an animate creature, roll your "Glitch Out!" dice. If you roll higher than the damage you took, the creature that caused the damage gains the "Exaughsted" status.

Quirks
(Quirk of Choice)


Enchanted Tree (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Talk to Plants (d6)
You can communicate with plants, and they can tell you what they've felt or heard.

Heart of the Forest (d6)
1x Body Dice Upgrade in Pristine Nature or Wilderness, 1x Body Dice Downgrade in Crowded Urban or Polluted Areas. The upgrade/downgrade doesn't affect your Stamina. Additionally, you may use the "Heart of the Forest" talent once per session to convince plants to grow and/or move (versus GM-set difficulty.) This ability does not allow you to create or destory plants.

Quirks
Take Root
Once per session, you may choose to activate the "Take Root" quirk. Your character will regain maximum stamina, loose any special status, and have their Charm, Mind, and Body dice upgraded 1x for as long as they are "rooted". However, they'll also be planted to the ground and cannot move their roots or base for the duration of the effect, with a minimum of 2 hours. You do not earn Tokens of Friendship for this quirk.


Slimeling (Lv. 1)
Traits
Stamina: 10
Charm: d6
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Insubstantial (d6)*
Note: This talent can not be upgraded
Engulf (d6)
Quirks
(Quirk of Choice)


Leprechaun (Lv. 1)
A "leprechaun" is a tiny, armadillo-like equine with powerful luck magic.
Traits
Stamina: 8 or 10 (depending on Mind Trait)
Charm: d6 or d4 (Whatever isn't in Mind)
Mind: d6 or d4 (What isn't in Charm)
Body: d4

Talents
Lucky Leprechaun (d4)
You can choose to use the Lucky Leprechaun talent dice on any check, up three times per session. Anytime a character rolls a "1" in your prescense, the Lucky Leprechaun dice is upgraded 1x for the rest of the session, and this effect can be repeated, with a maximum dice value of d100. However, if when you roll the Lucky Leprechaun talent and roll a 1, the talent reverts to d4.

Burrowing (d6)

Quirks
Little Leprechaun
Your "Body" dice starts at d4, and your "Lucky Leprechaun" Talent can not be upgraded when you level up. You do not earn Tokens of Friendship for this quirk.


Wolpertinger (Lv. 1)
A "wolpertinger" is a magical rabbit-like being that can attach other parts to it's body, like a creepy puzzle.
Traits
Stamina: 10
Charm: d4
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Augmentation (d6)
Once per session, your character can magically attach an inanimate object or peice of an unsapient, defeated creature with 0 Stamina, to themselves. When they do, the character will gain a single new talent at the same dice level as "Augmentation" talent dice, based on the object they have attached. (If the object was part of another creature, the talent will be a talent the creature had.) This new talent can be used for the rest of the session, but will fall off and/or break at the beginning of the next session or if the character reaches 0 stamina.

Quirks
Creepy-Crawly

Weak at the Seams
Choose a specific point on your body as your "weak spot." Any damage you may take that doesn't target your weak spot is reduced to 1, but any damage you take against your Weak Spot is doubled! You cannot change your Weak Spot and it cannot be covered.


Kitsune (Lv. 1)
Traits
Stamina: 10
Charm: d4
Mind: d6 or d4 (What isn't in Body)
Body: d6 or d4 (what isn't in Mind)

Talents
Rogue (d6)
Illusionist (d6)
You disguise yourself or an object with an illusion form. This form can not touch anything, or be touched, physically-- but appears realistically in regular vision. (Creatures with True Sight might be able to see through it!!) Larger illusions that obscure more objects besides yourself, and illussions that last more than 10 minutes, require higher dice rolls as set by your GM.

Quirks
Extra Tails
Kitsunes start with two tails, and gain a tail at Level 3, and once more per level after that! A kitusne can change any of their own rolls to "18," one time per extra tail they have, per adventure! You do not earn Tokens of Friendship for this quirk.


Cattle

Moo~

Traits

Stamina: 10

Charm: d6

Mind: d6 or d4 (What isn't in Body)

Body: d6 or d4 (what isn't in Mind)

Talents

Herd Mentality(d6)

You can choose to add a Herd Mentality dice-roll to another roll that is used to aid, protect, assist, or defend any friend or ally.

However, every time you use Herd Mentality, your Mind trait is downgraded 1x for the rest of the session with a minimum of D0.

Chew It Over Again (d4)

You can choose to activate this talent to roll any talent (not trait) dice twice, and choose either number as your final roll. You can only use this talent as many times as it's dice value per adventure.

Quirks

(Quirk of Choice)

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