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Monsters -- Levels 8-10
Okay, now the monsters are about to get a lot more interesting. With some of these monsters it may seem impossible to kill them. Well, that is the point. They are legends for a reason. Overcoming them will be a challenge. Try not to take them on solo and you may do alright. Leprechaun He's cute. He's tiny. He wears a lot of green, but he does not want to keep you from stealing his lucky charms. He's looking for the gold he claims is his and his alone. And if he finds you anywhere near it, you're in for a world of vicious violence. Lots of folks have claimed they captured a Leprechaun for the three wishes he has the power to grant. But trust us; do not go looking for this little guy. Injury: +12 CP: 38 EP: 300 Special Evade Capture: When a Leprechaun feels threatened they have an advantage of +4 to Escape. Three Wishes: If a Leprechaun is captured they will bargain three wishes for their lives. But the wishes will manifest negatively for the captors. If a wish can be ...
Random Zombie
The overall story arc throughout this game concerns the spread of the Phaegus Virus and zombies. During your game sessions the GM will throw any number of Phaegus Zombies at you. Alternatively, the GM may have you roll on the Random Monster table below and see how you manage with a little variety. Single Zombie Injury: 1 CP: 5 EP: 20 Special Phaegus Infection: At the end of each battle with any number of Phaegus Zombies you must roll under your Physicality. If you fail that roll you are infected. But as an experienced monster hunter you know that heat will draw the infection out. You must take 1 point of Injury while applying the heat to draw the infection out. The GM has no responsibility to remind you of this danger. If you do not act immediately after a battle you will remain infected. The moment you go to sleep you will die and become a monster. Hand your character over to the GM and create a new one. Phaegus Swarm: As any community is killed off by the Phaegus their num...