Hamilton Bestiary Rarity of creatures: Common- Most major cities contain not only one, but a population of this creature (i.e. Kindred) Uncommon- One or two of this creature can be found in any given city or town. Rare- Only one or two of this creature can be found in any given country. Very Rare- Only a handful of these creatures exist worldwide at any given time. Unique- There is only one of this creature known to exist. Habitat: Where they prefer to live Evidence: The sorts of physical evidence this creature tends to leave at a crime scene, indicating it’s presence to investigators. M.O.- Modus Operandi, how the creature acts and thinks Folklore- These are stories about the creature which are *untrue*, but remain persistent rumours. Those who fail Occult checks to learn about these creatures will likely be unable to discern the truth from the lies. Nightmare made Flesh Rarity: Normally very rare, but Hamilton’s unusual mystical circumstances make them common there Habitat: Urban Description: NMF’s come in a wide variety of forms, some can pass for human, some only in poor light, while some are unmistakably inhuman. An NMF is the result of a Mortal who is experiencing severe nightmares while within a highly negatively charged mystical anomaly. The nightmare gains more reality until it eventually steps into our world as a separate entity from the dreamer who spawned it. NMF’s are similar in nature to Goetic demons; they are creatures of the unconscious. Evidence: NMF’s vary in form from very human looking to completely inhuman, and so may leave a wide variety of prints on objects. They do not bleed if cut (unless taking Aggravated damage), but they *do* photograph well. Any part of them that falls off or gets pulled off is composed of an ephemeral dream stuff which may look like flesh or clothing, but which laboratory tests will get inconclusive readings from. Occult tests or magic will reveal the substance as being a type of psychic Ectoplasm. M.O.: NMF’s are beings of terror and plague their dreamers during waking hours, often causing said dreamers to doubt their sanity as they see their nightmares in the flesh during daylight hours. NMF’s gain Essence by terrorizing *any* Mortal, but gain double from terrorizing their own dreamer, since they are a manifestation of what their own dreamer fears most. NMF’s need terror to survive and so tend to “pop out” and scare people whenever possible. Abilities: Terrify- as per the ghost power Obfuscate 2- As per the Vampire power, NMF’s can make themselves unseen Inhuman resilience- NMF’s take only Bashing damage from normal weapons including firearms and cutting weapons. They can be physically cut, but the wounds do not bleed and can be molded back together. Unseen Senses: Pandemonium Magic- As emotional demons, NMF’s can sense the use of Supernal Mind and Space magic, and it attracts them. Reshape: NMF’s can physically resculpt themselves to a limited extent. They stay basically human in shape, but can change the length or shape of their limbs, and drastically alter their appearance. This ability is used primarily to terrify. NMF’s can use this ability to gain +3 on a specific Physical test as they reshape their bodies into something more appropriate to their current task (such as becoming shark-like while swimming, or stretching their arms while climbing). Enter Dreams- An NMF *can* re-enter the dream world through any sleeping person, but they generally avoid this as it is possible for them to get trapped in the dream world again if the sleeper awakens. If they enter a Nightmare, they regain 1 Essence for every round spent in the Nightmare to a maximum of the Intensity of that dream. Weaknesses: NMF’s need to spend one Essence each nightfall to continue to exist. When they take Aggravated damage, they bleed black ichor. NMF’s are vulnerable to mystical attacks and take normal damage from magic. NMF’s also take Lethal damage from weapons forged of dreams, such as those created by the Fae Dream Contract, or from the mage spell Ephemeral Enhancement. NMF’s are extremely vulnerable to the dreamer that spawned them, and take Aggravated damage if attacked by their original dreamer. It is also possible for said Dreamer to cause them physical pain by standing up to them (a dreamer who chooses to confront their Nightmare can cause 1 Aggravated damage per turn by spending a Willpower point). If this combat takes place in the *dreams* of the dreamer who spawned them, it still counts. Folklore: If two NMF’s meet one another they will fight to the death (untrue, actually NMF’s tend to work well together on the rare occasion they meet) NMF’s can be destroyed if the sleeper who spawned them sleeps while tea tree oil is being used as incense NMF’s can be killed by a weapon kept under the pillow of someone who has a good dream and a restful night’s sleep. Wolfwere Rarity: Uncommon Habitat: Rural or forest Description: A wolfwere is a wolf which assumes human form on the nights of a full moon, much like a reverse werewolf. Wolfweres are generally not seen by man as they tend to live in rural and forested areas, but occasionally one wanders into a city, or is “rescued” by a concerned citizen or police officer who finds a naked, confused person and assumes they are in trouble. Concern usually turns to confusion as daybreak comes and the “victim” is replaced with a wolf. M.O.: Wolfweres possess human form during the full moon, but retain animal intelligence and thought processes. Most are fearful of humans and loud noises and may react violently if cornered, but more out of instinct than malice. Wolfweres tend to bite when threatened, though being bitten by a Wolfwere does not convey any supernatural infections. Wolfweres cannot speak, but may grunt. If treated especially well, it is possible for Wolfweres to identify individuals as friendly, though they can never completely be domesticated. It is not unknown for young men to fall in love with a female Wolfwere while in human form, even in the rare event this is reciprocated, it seldom ends well. Evidence: In wolf form, Wolfweres appear completely wolflike to all testing, and in human form, seem completely human. If one doesn’t witness a transformation, it’s very hard to prove that a Wolfwere is anything but a normal human or wolf. Abilities: Wolfweres have no special abilities in wolf form beyond that of a normal wolf. In human form, Wolfweres are at +2 to Wits + Composure tests involving Scent or Hearing. Wolfweres can breed with wolves, humans, Uratha or Wolfweres, but the child is always a Wolfwere. Weaknesses: The plant Aconite, or Monkshood, is poisonous to Wolfweres. Folklore: Being bitten by a Wolfwere is the same as being bitten by a Werewolf, and will cause lycanthropy. Wolfweres can only die if killed with silver weapons. Doppelganger Rarity: Rare Habitat: Urban Description: A Doppelganger is an imperfect type of Fetch, often created by a Fae, Goblin, or Mortal attempting to use a flawed variation on Fae magic. Unlike a Fetch, a Doppelganger cannot hold one form for very long and is in a constant state of degeneration. As they degenerate, they appear to be human but more sickly and aging. At their weakest, their Mein starts to break down and they appear as they truly are; a collection of leaves, twigs and other detritus in the shape of a man. Doppelgangers need to assume the form of new hosts regularly to renew themselves. M.O.: A Doppelganger worms it’s way into the confidence of a Mortal, spends a lot of time in close proximity to them, learning their habits and mirroring them, and slowly takes over aspects of that Mortal’s life (think “Single White Female”). During the night, the Doppelganger will slip into the Mortal’s room and steal their breath and with it some of their essence. As the Doppelganger bonds with their new host, they begin to take on more of the physical appearance of the new host, until they are physically indistinguishable. The Doppelganger eventually replaces their Host in his or her life while the original is exhausted and bedridden until the Doppelganger eventually drains the last of their life essence and they die. When this happens, the Doppelganger will need to repeat the cycle and seek a new host. Doppelgangers sometimes attempt to sell their services as a “perfect double” to other supernatural creatures who are aware of their nature. Those who agree will learn that the Doppelganger can seem willing to bargain, but it is in it’s nature to eventually destroy those close to them. Evidence: Doppelgangers assume the physical traits of their new host down to fingerprints. They do not bleed or leave DNA, and if injured, will leave leaves and twigs at the scene of a crime. A Mortal under the effects of breath stealing seems to be sickly and getting weaker for no discernible medical cause. Abilities: Drain Essence: A Doppelganger must drain Essence from a living host to assume their form and survive. Victims afflicted lose Willpower first, then Health levels. This may also be used as an attack in combat, but it requires the Doppelganger to first get their victim in a grapple and then attempt to suck breath out of his opponents lungs. This power does not work on Kindred or other Undead. Self Repair: Doppelgangers do not heal naturally but can spend Essence to recover from injury in the same manner as a Kindred. Assume form: A Doppelganger begins to assume the form of the last person they drew essence from. Each point of Essence drawn counts as an automatic success towards the disguise until they reach 5 successes at which point the disguise is perfect. Doppelgangers can assume the human form of other supernatural creatures, but do not gain any of their powers (though they may pretend otherwise). A Doppelganger who attempts to Drain the Essence of a second victim before their first victim is dead, will begin to involuntarily take on physical traits of the latest victim. Weaknesses: A Doppelganger needs to spend one Essence every three days just to survive, and when out of Essence will physically deteriorate, losing one Health level per day. Folklore: A Doppelganger’s true form can be seen in a mirror Doppelgangers who steal the breath of a supernatural creature also gains their powers. If they can slay that supernatural creature, the powers stolen become permanent. Doppelgangers cannot bear the smell of sulphur, which will send them from the room. Lazarene Alternate names: the Takejeje, the Rising People Rarity: Uncommon in Canada, Very Rare elsewhere Description: The Lazarenes can easily pass for humans of African descent and appear to be covered in ritual scarification on their faces, chest and arms. Actually, this is not scarification at all, Lazarenes are born this way. It is actually believed that many African tribes may have adopted scarification in an attempt to claim the power of the Lazarenes. Legend says that the ancestors of the Lazarenes dared to venture into the afterlife to try and reclaim their dead queen and were cursed by the Gods of the Underworld to be undying until flesh fails them and then spend eternity in Limbo. The original, African name of the Lazarene tribe is the Takejeje and they are now only known by the name given to them by the christian settlers of North America; Lazarenes. In Africa, the Lazarenes were feared as undying warriors until it was realized that they could be captured as easily as any living man (more in fact as a killing blow would merely make them easier to capture). Lazarenes were traded as slaves extensively throughout Africa and were transported to the New World in large numbers to work in Southern Plantations. Lazarenes fled to Canada in large numbers via the Underground Railroad (in fact, a larger proportion of Lazarenes made it to Canada as death was not a deterrent to them and they could afford to take greater risks). Modern Lazarenes are an insular people who have lost much of their original culture. Many refer to humans as “The Fragile People” and they are proud of their fearlessness in battle and ability to return from the dead. Most Lazarenes live in squalour and turn to lives of crime, trying to live just under the radar of human authorities. Lazarenes are often found serving other, more powerful supernatural creatures as henchmen. Evidence: Lazarenes appear human in just about every way. They are born with their “scarification”, but this is really only evident for those who witness a birth. Lazarenes can (and do) lose extremely large amounts of blood before rising from the dead again. On a cellular level, Lazarene corpses do not decay normally (or indeed at all) after death, until they attain “Final Death”. Lazarenes can also regenerate limbs given enough time. Abilities: Resurrection- The Lazarenes greatest ability is that they can return from the dead. After being killed via Lethal damage, Lazarenes do not bleed out like Mortals and do not take additional Aggravated damage from blood loss. After about an hour, a Lazarene will regain three health levels and return to life, still injured but breathing. Cell regeneration- Lazarenes heal at a normal human rate, but unlike humans can eventually regrow lost limbs and replenish lost blood at a much faster rate than humans. Weaknesses: There are certain conditions which prevent a Lazarene from rising from the dead again. The Lazarene’s Resurrection ability will not work on hallowed ground; churches, graveyards, temples, and other sanctified sites. Lazarenes avoid these places accordingly. Lazarenes do not automatically Resurrect if they are decapitated, however their heads and bodies do not decay, and reattaching a Lazarene’s head up to a week after “death” will allow them to rise again. Lazarenes *can* drown or suffocate, and will continuously resurrect over and over, dying repeatedly in these circumstances. For this reason, most Lazarenes are terrified of having to cross large bodies of water as they fear the unending horror of eternal drowning. Lazarenes are vulnerable to death by magical means and gross bodily injury (i.e. anything which completely fills their Health boxes with Aggravated damage can kill them permanently). Folklore: Lazarenes who become Christian do not return from the dead as normal, presumably as their soul has found it's way into Heaven (or Hell) and is not stuck in the Limbo of the ancient Gods. Drinking the blood of a Lazarene is said to make one invulnerable in battle. So many Lazarenes were helped to escape slavery by Harriet Tubman that it is said the Lazarenes recognized a deep and abiding debt to her. Not only did she have secret Lazarene bodyguards during her lifetime, but Lazarenes supposedly guard her descendants, and those of other “conductors” on the underground Railroad as well. Such bodyguards do not allow themselves to be known until the moment that someone or something tries to harm their charge, at which point they throw themselves in the path of the harm. Many of the legends of voodoo zombies in the Caribbean can be attributed to Houngans poisoning and enslaving Lazarenes. Gravelings Alternate names: Gremlins, Poltergeists Rarity: Common in Twilight, Uncommon in our world Description: Gravelings are imp like creatures associated with the powers of darkness and death. They cannot be seen when looked at directly with the human eye, but can only be seen with peripheral vision. Because they cannot be seen head on, most humans mistake them for tricks of the light or shadows. Gravelings are about the size of a cat and appear monkey-like with grey skin, black bristles and angry, human-like faces. Gravelings are evil and mischievous creatures who try to cause human death as much as possible, they typically do this by tampering with the environment, engineering “accidents” which then claim human lives. Gravelings exist naturally in Twilight, but can be summoned to our world by certain rituals or will sometimes pass through via other mystical disturbances or untended Ghost Gates using the Death Arcana. They cannot enter our world unaided. Certain ancient mystical wards used in medieval Europe will summon Gravelings as a form of “booby trap”, particularly to guard mystical places or grimoires. There is some evidence that the Third Reich’s Thule Society may have uncovered these rituals and sent Gravelings to menace the Allied Forces' aircraft. Evidence: Most Graveling attacks appear to be accidental on cursory inspection, but a more experienced or attentive investigator can often find evidence of tampering as the Gravelings will use their claws to cut wires or unscrew bolts which could not possibly come undone any other way. Gravelings leave behind claw marks as evidence of their passing, which can be mistaken for a similar sized animal, such as a racoon. Gravelings do not show up on camera at all, but can be recorded on microphone or other audio recording equipment. If killed, Gravelings dissolve quickly into a foul smelling ectoplasmic goo which then quickly evaporates. Abilities: Conditional Invisibility- Gravelings cannot be seen when looked at straight on by the human eye, but can only be seen using peripheral vision. They do not appear on visual recording devices at all. This power does not work in Twilight and those who can perceive Twilight can see Gravelings when they are in that state. Bloody Curse- Any injury caused by Graveling tampering will bleed profusely until bandaged, even if the type of injury sustained normally would be unlikely to bleed. Mechanical aptitude- Gravelings have an innate knack for machinery and seem to know how to sabotage a machine in the way so as to cause the most harm. Natural Climber- Gravelings are naturally able leapers and climbers and can climb about as well and quickly as a squirrel. Weaknesses: Gravelings cannot bear the sight of themselves in a reflective surface, and this will kill them immediately. They tend to avoid partially reflective surfaces (like window glass) if they can avoid it. Power 2, Finesse 3, Resistance 2 Initiative 3, Corpus 4 Gravelings attack by manipulating objects in the room to cause damage, and any bleeding wound caused by a Graveling continues to bleed profusely one damage per round until bandaged. Note: Gravelings are small and can be fought physically, though it is difficult since they are invisible when looked at head on. Trying to attack based on visual cues is done at a Chance draw. If the player stops and succeeds at listening carefully, he may be able to make a combat check at -3. If grappled, Gravelings will bite and scratch (2 Bashing). When killed, they dissolve into grayish goo. Folklore: Gravelings are the ghosts of dead monkeys who hate mankind. Theories about as to why. Some thing they are dead performing animals, while others claim they were a pre-hominid species which competed and lost against Homo Sapiens to become the dominant species on Earth. The Nazi's Thule society summoned Gravelings to menace enemy aircraft, where they became known as Gremlins. The Thule mystics lost control of the Gravelings near the end of the war and they turned on their former masters. A popular conspiracy theory is that Hitler's supposed “suicide” was actually the result of a Graveling “accident”. Gravelings require human death to survive, and binding one into one's service is possible only through a ritual which involves human sacrifice. Fleshlings Alternate names: Candarian Demons Rarity: Uncommon Description: Fleshlings are unclean spirits which possess the bodies of the dead to attack the living, thus providing their brethren more bodies to inhabit. Fleshlings have no physical form but can be seen with Spirit magic as shadowy vaguely human shapes. Fleshlings are easily mistaken for zombies, and indeed could be considered a form of zombie. A Fleshling will animate any nearby corpse. If humans are not available, animals will do. Fleshlings are known to animate even long dead animals, such as taxidermically preserved animals or meat, and can animate turkeys or luau pigs. Fleshlings can also animate skeletons, mummies or other long dead creatures with no actual flesh on them. Fleshlings are easily bound mystically and are often used as guardians for magical treasures or grimoires, typically left to guard goods left in a crypt. Rituals to summon and bind Fleshlings tend to summon them in groups of “twice thirteen” (26). Evidence: Fleshlings who possess bodies do not have any special ability to hide themselves as long as they are embodied. Abilities: Possess the Dead- A Fleshling can possess any dead animal or human corpse and animate it. Once in a body, the Fleshling cannot voluntarily leave that body until it is destroyed. Kindred are immune to this possession, though other animate dead (such as Revenants) may or may not be at VST discretion. Resilience of the Dead- Fleshling animated bodies do not make a test to see if they collapse once all health levels are Lethal, they keep fighting until all Health Levels are full of Aggravated Damage. Animated corpses rise as if they had full health levels. Last Meal- Fleshlings have a particularly revolting attack against humans and other carnivores; if their victim has eaten any meat within the last three hours, the Fleshling can possess the digesting meat, causing severe stomach upset. The victim must make a Stamina + Resolve test to avoid disgorging their meal and then losing a Willpower point from watching it twitch. Weaknesses: Fleshlings are vulnerable to salt. They cannot cross a line drawn with it, and any contact with Salt causes 2 Aggravated wounds automatically. A Fleshling can be destroyed if the mouth of the body it is possessing is filled with salt. In an emergency, occultists have been known to successfully substitute heavily salted foods such as potato chips, french fries or coffee grounds. Folklore: Those bitten by a Fleshling will become slowly possessed by one, even if they were alive to begin with. Fleshlings are the result of resurrection spells gone wrong. Caponians Rarity: Uncommon, Caponians tend to work in major cities in small cell groups of 2-4 Habitat: Urban Description: Caponians are extradimensional invaders who come to Earth in human form to prepare the way for a full scale invasion of their kind. Caponians appear human, though they look like bald albinos. They wear hats, wigs, sunshades and concealing clothing to cover this up. Caponians tend to dress and speak as if they have learned about Earth via old gangster movies. Supernaturals who attempt to draw sustenance from Caponians by absorbing blood, Glamour, etc, will find that Caponians provide no nourishment and those who “taste” them find they have a foul, chemical flavour. Evidence: Caponians leave very human bodies behind, though they have no hair or physical blemishes upon themselves, which any coroner might think is odd. On autopsies, they show up as being in excellent physical condition, as if they were much younger than they appear. Caponians leave normal trace evidence at crime scenes; blood, fingerprints, etc, though obviously no hair. M.O.: Caponians are trying to pave the way for invasion from another plane of existence. To this end they are acquiring whatever they think will be useful to establish a toehold in our world; money, power, etc. Caponians do not seem to understand individual human behavior very well, but they do understand things like companies and governments, which seem to mirror bureaucracies they have at home. Caponians do their best to emulate humans though they have mixed results. They tend to buy things like houses and cars and other things that will help them blend in. Caponians have discovered a human enemy; the The Society for Ancient Wisdom, or the Rylaens (see “Cults for Awakening” doc. Caponians may retreat when faced with the Rylaens' Synonium Devices, though they actively try to abduct Rylaens individually. Abilities: Alien Minds- Caponians are immune to most mind affecting powers, and attempts to read their minds or perceive their Auras will come back with some very alien readings. Those who attempt to telepathically scan them will find their minds terrifying places to be and will come back with one clear impression; they may be in human form right now, but their natural form isn't remotely human, and their home dimension is nothing like ours. Alien technology- Caponians major advantage is their alien technology. Caponian technology appears to be made of solid pieces of metal, but often have electronic or energy manipulating properties. Caponians all carry a metal sphere the size of a large marble which allows them to mentally link with Computers and other electronic devices gaining a +3 bonus to manipulate them. They often do this to bypass human bureaucratic red tape and give themselves false bank accounts to facilitate their purchases. Caponians also make use of teleportation technology and can move from place to place instantly if they are standing on one of their metal plate teleportation pads. Many other Caponian devices duplicate the effects of Forces magic or minor Mind effects. They have a rectangle which they can touch to the head of a human victim rendering them confused, which they often use to prevent discovery. The Caponians main weapon is the Regressor. This is typically a large device, the size of a room, which requires large amounts of electricity and looks like a large, moving metal sculpture. When set up, and hooked up to telecommunications networks, it generates a low frequency signal which retards human intelligence of those who make use of telecommunications. Those exposed to this over long periods of time (those who spend all day on the computer or the phone) will lose one point of Intelligence over the course of a week. It is possible to lose more Intelligence by being closer to the signal source, in fact, one of the Caponians preferred techniques is to capture prisoners and put them next to the Regressor until they are rendered catatonic from the drain, and then release the victim into the streets. Intelligence will return very quickly, at the rate of one point a day, if the victim avoids further exposure. Weaknesses: The Caponians main weakness is that they are not immune to the Regressor, but are not aware of this fact. By assuming human form, they have rendered themselves vulnerable to it. This is one reason the invasion is not going quickly or well. Most Caponians are reduced to an Intelligence of 1, with the occasional leader with an Intelligence of 2. Those who encounter them more than once will likely figure out quickly that they don't act very smart. Caponians do not seem to understand most human technology, with the exception of computers and cars (though they use their devices to drive modern cars which have ECM's in them, so it seems likely they can only drive cars with a computer in them). They don't seem to understand guns; they will threaten someone with them, but never seem to fire them on purpose, and in fact will tend to drop them in a fight. Similarly, they always seem more surprised than scared when they get shot, and are not intimidated by guns even when it's obvious that they should be. Similarly, Caponians are fascinated and distracted by many common Earth devices, particularly elevators, doors (especially revolving doors), children's toys, fans, etc. The Caponians try to emulate humans but have a poor understanding of human interaction and culture, as if they have learned much of it from television and movies (true). They tend to speak in outdated slang, and will switch from emotionless to highly excitable in conversations. They sometimes verbally sabotage each other when trying to persuade a human, as if they are attempting a poor version of “good cop, bad cop” but when it is not required, like when trying to purchase something. Caponians tend to stick out because of their inability to understand humans. They seem to have no sense of taste and will gladly eat any food in any combination. Those who break into a dwelling the Caponians are using will find the place is set up more like a model “Ikea” home than someplace people actually live. The home will be immaculately neat, with very few personal touches, as if someone literally tried to emulate a living room out of a catalogue. The home will have only one type of clothing in it (as if they wear the same outfit every day) and the kitchen is likely to have only one type of food in it (imagine a kitchen with only tomato soup). Caponian technology is extremely vulnerable to Synonium Devices as created by the human group known as The Society for Ancient Wisdom, or the Rylaens. In the presence of Synonium Devices, most Caponian technology will not work, with the notable exception of their teleporters. Caponians may retreat when faced with Synonium Devices, though they actively try to abduct Rylaens. Mimics Rarity: Uncommon, Mimics only nest in the largest cities with populations of half a million or more. Mimics can spawn hundreds of themselves but only the oldest get large enough to be truly dangerous. Habitat: Urban Description: Mimics are mystically evolved insects which can take on vaguely human shape. When hunting, they resemble a man in a trenchcoat, but can only be mistaken for human at a distance, and in poor lighting or other poor visibility. Young Mimics resemble cockroaches and get larger year by year until they are eventually attain enough size to be able to fold their wings and mandibles into a humanlike disguise. Mimics are of animal intelligence and cannot speak, but can make a human like “harumph” sound which they use to maintain their disguise. Mimics also make a high pitched clicking sound barely audible to humans which they use to echo locate their prey. Mimics are all believed to have been created by an Adamantine Arrow Mage, Pestilence, who using his Mastery of Life Arcana modified several cockroaches with Fantasia and Hereditary Change spells changing them into the first Mimics. Pestilence used the Mimics as expendable foot soldiers in his war with the Seers of the Throne and when he was killed, they were left to their own devices and began to breed. Mimics do not trigger Mage's Unseen Senses, but the mystical senses of most Supernatural beings will easily detect that they are not human. Mimics do not provide any sustenance to Kindred or Fae who try to draw blood or Glamour from them, but ironically as insects could prove a good source of protein to a human or Uratha desperate enough to eat one. Evidence: If killed, a Mimic will leave a human-sized insect body. If someone kills a Mimic and leaves it alone for more than a few moments in a public place, it is very likely a second Mimic will be attracted by the scent of death and consume the corpse of the first, hiding the evidence. Places where Mimics frequent tend to be warm and dark and full of other cockroaches (some of which are younger Mimics) Human victims of Mimic predation tend to have all the flesh eaten off their bones and the bones covered in a corrosive gel which is actually the digestive fluid of the Mimic. Chemical analysis will identify the substance as a type of stomach acid. M.O.: Most Mimics live in the sewers beneath major North American cities and may never venture to the surface. Only the largest, who are no longer able to subsist on the smaller creatures in the sewers venture to the surface in search of larger prey; typically cats, dogs and humans. Mimics are solitary hunters who take on human guise and stand waiting alone and in dark places to attract humans. Many prefer bus stops, but in cities where muggings are common, some deliberately lure muggers into dark alleyways. When a lone human gets close enough, they pounce and attack, engaging the target in a grapple and then taking flight and carrying off the victim while they bite. Mimics are opportunistic predators and if outnumbered or faced with an opponent who fights back too vigorously, they will often flee rather than fight. Similarly, Mimics will only pursue a victim so long as they remain alone and in a darkened place. Mimics prefer one thing to human prey; sugar. Some humans have survived Mimic attacks because they were eating something sugary at the time and the Mimic preferentially snatched the candy, giving the surprised victim time to escape. Mimics have also been known to congregate and attack in groups around sites with a lot of sugar, such as bakeries, candy factories, and sometimes candy outlet stores. Abilities: Echolocation- Mimics hunt using a type of sonar, like a bat. Thus they can hunt and function in total darkness as long as they are not overwhelmed by loud sound. Flight- Mimics can fly for short distances carrying weights in excess of 200lbs. When they attack, they tend to pick up their victim and carry them up. A victim who breaks their hold thus is in danger of falling and injuring themselves, which only helps the Mimic as they return to retrieve their prey. Human camouflage- Mimics can take on a vaguely human shape to attract humans while hunting. This disguise is not very good and will tend to only fool humans under poor visibility or who are not paying attention or inebriated. If any PC asks about a disguised Mimic's appearance, if they get even one success on a Wits + Composure test, they will notice that there is something “off” about the Mimic's appearance; they don't move or look right. Natural armour- a Mimic's carapace counts a 3 armour against all physical attacks Weaknesses: Mimics can look human-like, but only have basic animal intelligence. Once someone knows how they hunt, they are extremely predictable, and will return to the same place even if they've been “caught” there previously. Mimics prefer sugar to meat and are easily lured with it. As insects, they also communicate with their own kind via pheromones and could be easily lured by a biochemist who duplicates these. Janneys Rarity: Uncommon, also Janneys are seasonal and only show up at certain times of year Habitat: Urban/Rural Description: Janneys are goblins who leave the Hedge in disguise to partake in human festivals. This typically happens on Hallowe'en, Devil's Night, and in East coast communities during Christmas Mummering season. It is unknown precisely how long Janneys have done this, but it is believed to date back to the origins of these festivals. Physically, Janneys are humanoid, and tend to be either short enough to pass for children, or exceptionally tall. They wear disguises which can easily pass for homemade costumes. Janneys do their best to pass for human, but the masquerade is often imperfect as they aren't familiar with human customs. Despite this, Janneys often get away with it as people tend to overlook odd behaviour during costume parties. Janneys do their best to stay masked but mistakes do happen, often much to the horror of both Mortal and Janney. Evidence: Janneys work hard to conceal their presence through costuming and disguise, but they are completely unfamiliar with forensic evidence and so are likely to leave trace evidence. If a Janney is unmasked, their Mein is visible, usually resulting in shock and horror for Mortal witnesses. Cameras however will show a human Mask if one is photographed. M.O.: Janneys are generally non-harmful. They attend human festivals apparently to receive candy and party. It would be a mistake to call them completely harmless though, as they are very familiar with the custom of Trick or Treating; they consider it a binding contract, in fact. Homes which are unwilling to produce candy may find themselves on the receiving end of truly malicious pranks performed by beings with access to magic. While seldom fatal, these pranks can be harmful. Picture having your car suddenly driven through your second story bedroom. Abilities: Janneys have powers akin to Changelings. They often have three dots in common Contracts, and can enter into Pledges. They can also create portals to and from the Hedge. Weaknesses: If a Janneys identity is ever revealed, they have to flee back to the Hedge. Also, if someone is targeted by Janney pranking, the Janneys can be appeased with an appropriate “treat”. Typically candy, fruit, nuts or alcohol. Drifting outside these typical “treats” can have mixed results. Some Janneys have been known to accept garlic, cabbage, fish or pickled beets as treats, while others take this as insulting and just escalate the pranking. Part of the tradition of Mummering is to guess the name of the costumed guests to your house. Since Janneys aren't neighbourhood kids, they have an unfair advantage and will usually stay and eat all the homeowners offered food, HOWEVER, if a homeowner does manage to guess the name of the Janney, then by tradition, they are bound to owe him one wish, usually in the form of a Pledge. Folklore: Janneys are the restless spirits of Trick or Treaters killed by poisoned or otherwise maliciously altered candies. Keeping a piece of a costume worn by a Janney is bad luck. Jack O' Lanterns keep Janneys away and they cannot approach a house with one, nor harm someone holding one.
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