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Colonial Gothic Creatures

January 16, 2008

Work on what is known as Colonial Gothic Book 2 is well underway. Files are in editing, rules have been tested, and though I might have a little more writing to do here and there, I am very happy with the book. There is a lot in this book–new rituals, a new style of magic, a lot of background and history, and finally creatures.

In Colonial Gothic there are three types of creatures: Mundane, Spirit and Infernal.

Mundane creatures are creatures native to the natural world. They run the gamut from common animals to werewolves.

Spirit creatures are creatures native to other planes of existence and have difficulty staying in the natural world. In order to manifest in the natural world, they must expand Plasm, which is a force that fuels everything these creatures do. Spirit creatures, since they do not have physical bodies, do not have the Vitality Attribute, instead their Plasm acts as this Attribute. Examples of spirit creatures are ghosts, nature spirits, and animal spirits.

The final creatures are Infernal, and like Spirits, are not native to the natural world. The best examples of Infernal creatures are demons and devils. Infernal creatures do not have Faith, but they do have Taint, which is the power fueling them and the abilities they call upon. Infernal creatures also differ from other creatures in that they do not have Vitality, instead they have Power. Power is the force keeping them in the physical world, and any damage done to these creatures drains their Power. Losing Power slowly drives the creature from the natural world back to their realm.

I picked these three broad categories, because they fit the flavor of not only the period, but the setting. I realize lumping normal animals into the Mundane classification seems strange, but it is an intuitive distinction for me. For many, animals were just as fantastic as the things that go bump in the night.

So what does a fully stated creature look like? Here is an example of a Colonial Gothic Bat.

Bat

Might 1 Nimble 15 Vigor 3

Reason 2 Resolution 13 Actions 1

Vitality Special Fear —

Skills

Observe [10], Stealth [16]

Abilities

Flight
Bats are able to fly 60-feet/Round.

Night Vision
Bats are able to see in the dark, as easy as they can see in full daylight. They ignore all penalties while fighting in the dark.

Swarm
Bats are able to Swarm and because of this are handled as a group instead of as n individual creature. The reason is that Swarming gives weaker creatures a chance to stand up to tougher creatures. Creatures that Swarm have Vitality equal to their number, thus if there are 20 Bats, their Vitality would be 20. As the swarm takes damage, an equal number of bats are killed. In addition, creatures that swarm cause damage based on their numbers. Damage for Swarms is as follows:

1-25 Creatures 1d12 Damage
26-50 creatures 2d12 Damage
51-75 creatures 3d12 Damage
76-100 creatures 4d12 Damage

Bats are nocturnal creatures that many link to the supernatural. They are seen as creatures that desire blood and many consider their appearance to be a sign that is close by. Bats are found throughout the colonies, and the Mandoag view bats as being lucky. It is this that leads many to see the bat as being evil.

As you can see, pretty intuitive and everything a GM needs is laid out in the entry.

Now here is an example of a Spirit Creature:

Jogah

Might 8 Nimble 10 Vigor 10

Reason 8 Resolution 11 Actions 3

Vitality 0 Plasm 55 Fear -1

Skills

Heal [14], Observe [9], Resist [9]

Abilities

Summon

Jogah’s can use their Plasm to summon any animal to their side. They can summon one animal at a time, and to do so costs 4 Plasm and a successful Resolution Test. If the Test is Failed, the Plasm is still spent. It takes 1d12 Rounds for an animal to come to the Jogah’s side, and they are responsive to all their commands.

These small spirits measure about 2 feet in height and view themselves as the protectors of all woodland animals. Always naked, the Jogah takes their role seriously. Whenever an animal is in trouble, sick or injured, they appear to bring it aid.

Currently there are a lot of creatures in Book 2, and they do a very good job of filling in a lot of the holes in the game. As for the history and background of this creatures, all but a few, have been taken from myth and legend and added to the setting. I really like these creatures, and my players who have been dealing with them for awhile, have a love hate relationship with them.

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