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		<title>Sote - User contributions [en]</title>
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		<updated>2026-04-15T20:20:11Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Story_Templates&amp;diff=482</id>
		<title>Story Templates</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Story_Templates&amp;diff=482"/>
				<updated>2010-12-27T16:01:14Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;As a DM, a heavy burden is placed upon you. In general, you&amp;#039;re forced to have a skeleton and remold it as the characters react to it. ==Ideas and Guidelines== The story templates...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a DM, a heavy burden is placed upon you. In general, you&amp;#039;re forced to have a skeleton and remold it as the characters react to it.&lt;br /&gt;
==Ideas and Guidelines==&lt;br /&gt;
The story templates below are a skeleton to try to cover various ways to do a pre-made plot in the official setting. Many areas are intentionally vague, allowing for DMs to place things where they need. HAZE and the Agents are large and the enigmatic enough to throw in tons of antagonists. BLUE is supposed to be a small organization at this point, there rarely should be more than a half dozen DM-created NPC &amp;#039;officials&amp;#039; who do no work but hold power. Operatives make up a great majority of BLUE though, there&amp;#039;s about ten times as many who actually go out on missions and who have more flexibility as antagonists because of this.&lt;br /&gt;
&lt;br /&gt;
As will be mentioned, an important aspect is taking things from your player characters. They&amp;#039;ll bring in concepts, locations, goals, and most importantly to you tons of support characters. Simply put, the best way to avoid railroading is making it so if they end up disabling an antagonist it just doesn&amp;#039;t matter. You always want a few in play, that benefit from the continued existence and destruction of other groups. It can be mundane geopolitical stuff or far more mystical energy-robbing stuff.&lt;br /&gt;
&lt;br /&gt;
If a characters chooses a race with unique features, make sure to give them reasonable cause to try to use the feature rather than them just guessing. Simply allude to possible hidden things with characters or descriptions. Any time a character uses their feature out of combat, it should have some impact. Perhaps it&amp;#039;s necessary to advance the plot, perhaps it just brings a new item or area into play, or perhaps it even hinders them (never forget this is an option!). The features shouldn&amp;#039;t be fully positive all the time, but obviously if you use it against them too much they&amp;#039;ll feel they&amp;#039;re being abused. &lt;br /&gt;
&lt;br /&gt;
In general, the ideal size for a group is six people, with being a bit smaller better than a bit larger, though they can work. A DM PC can always help balance the numbers, especially for guiding the others one way or the other.&lt;br /&gt;
&lt;br /&gt;
That said, the principal here is for the full group working together to be emphasized in major encounters (and maybe not always then). Instead, the DM is often encouraged to break into threes groups of two, two groups of three, or even a group of four and another of two. Sometimes grouping like parties, like putting together the stealthiest two to make the way easier, other times opposites complement one another, like a tank defending a hacker. Obviously you want to switch up groups, but small groups like this work well for character and relationship development, particularly in the early missions.&lt;br /&gt;
&lt;br /&gt;
Every few missions, the DM might want to throw in a setting NPC, especially if they don&amp;#039;t have a PC. For the most part, these NPCs make it mostly a &amp;#039;grace mission,&amp;#039; they tend to be there to show off and facilitate the mission. That said, even if the mission is successful by default, there are many degrees of success, and an unorganized group may find themselves struggling to stay alive, much less carry out any objectives. These characters are often there to help lay out some new ideas for the group or help after the loss of a PC, but they&amp;#039;re also important for exploring the personalities of the PC, especially as they tend to hold rank on them.&lt;br /&gt;
&lt;br /&gt;
Assuming they&amp;#039;re following the pre-made plot, the DM is encourage to create a rival group. It might be made from ideas the DM had for characters, alternate ideas the PCs had before they chose theirs, or a combination. But this group should be very involved with matters from the PC group. They might be (in part) actual traitors in disguise, or they might just be (in part) exemplars of BLUE that one of the PCs has problems with, but the two groups clearly are in competition from the PCs&amp;#039; views. This group is generally going to perform better than the PCs at the beginning, but as time goes on it will be clear the PCs are better in some way. There&amp;#039;s a lot of ways for this to go, perhaps one looks for an edge in darker places, perhaps they end up taking a mission too hard for them, or perhaps one tires of the operative style. The way the NPCs respond is left up to the DM, and the more varied the responses in the group the more organic and flexible the relationships are.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that time around the base is generally covered for a bit in this. Sometimes hanging around the base reacting to what has just happened takes up the majority of a session, sometimes the characters practice a bit of a hobby before their next assignment, whatever. The important thing is the characters have lives outside of the missions. This is especially important for having fun with the rival group. Perhaps the mages in both groups attend the same lectures when off-duty, growing close as friends outside of their groups, and maybe more. Perhaps they grow close to an official, or just as interestingly have a dislike for them. Everything small can have a huge effect if you just let it, so if you allow a bunch of small things to accumulate you always have something to snowball if they ever nip something big you were planning in the bud.&lt;br /&gt;
&lt;br /&gt;
==The First Mission==&lt;br /&gt;
The default scenario opens in HAZE headquarters, Ace&amp;#039;s office. He has most characters who chose BLUE as their alliance in the room. PCs who chose another organization are assumed to be spies placed into BLUE, and Ace is aware. DMs are able to deviate from this however they want, but the templates are written with this in mind.&lt;br /&gt;
&lt;br /&gt;
The first mission is Redux, ruler of the Formric, has called into HAZE with a complaint. It seems that a few workers have been reported missing in a certain cave, and a nest of animals or a small group of thugs are expected as the culprit. BLUE has promised able protection to the race, so the group is sent into what is expected to be a low-level mission. The group heads underground, meeting with either a NPC guide or a PC Formric or Drow. These are the only two that should be exempt from the opening scene, unless you&amp;#039;re deviating for other reasons.&lt;br /&gt;
&lt;br /&gt;
The group heads into the cave, meeting with a small number of animal enemies, Corrupted Adamites abound in particular. As they journey deeper, they might find a few corpses, partially destroyed. Eventually they reach a humanoid whom has dark trails of energy run off of him like oil. He moves slowly but deliberately, firing off large blasts of power. This should be slow-moving and easy for characters to dodge, and incredibly painful if they do not. As the PCs hammer into him to try to detain him, he shoots one upward, collapsing the tunnel on himself. The group is to report this back to Ace.&lt;br /&gt;
&lt;br /&gt;
Ace is concerned about the description, as it doesn&amp;#039;t sound like a natural inhabitant of this plane. He encourages characters to hang around the headquarters while he investigates this, giving them their salary for a successful mission as well as a small bonus for it being more dire than expected.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=473</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=473"/>
				<updated>2010-11-20T05:33:41Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Lich&amp;diff=472</id>
		<title>Lich</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Lich&amp;diff=472"/>
				<updated>2010-11-20T05:33:23Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any othe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=471</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=471"/>
				<updated>2010-11-20T05:33:11Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Lich */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Ghoul&amp;diff=470</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Ghoul&amp;diff=470"/>
				<updated>2010-11-20T05:32:57Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=469</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=469"/>
				<updated>2010-11-20T05:32:45Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Ghouls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Yuki_(Hostile)&amp;diff=468</id>
		<title>Yuki (Hostile)</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Yuki_(Hostile)&amp;diff=468"/>
				<updated>2010-11-20T05:32:28Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;&amp;#039;&amp;#039;Main article: Yuki&amp;#039;&amp;#039;  Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to e...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=467</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=467"/>
				<updated>2010-11-20T05:32:10Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Yuki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Undine_(Hostile)&amp;diff=466</id>
		<title>Undine (Hostile)</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Undine_(Hostile)&amp;diff=466"/>
				<updated>2010-11-20T05:31:53Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;&amp;#039;&amp;#039;Main article: Undine&amp;#039;&amp;#039;  Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.  Undin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=465</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=465"/>
				<updated>2010-11-20T05:31:32Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Undine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Tanuki&amp;diff=464</id>
		<title>Tanuki</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Tanuki&amp;diff=464"/>
				<updated>2010-11-20T05:31:10Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=463</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=463"/>
				<updated>2010-11-20T05:30:56Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Tanuki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Robot&amp;diff=462</id>
		<title>Robot</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Robot&amp;diff=462"/>
				<updated>2010-11-20T05:30:43Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.   Robots, unlike androids, cannot disobey d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=461</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=461"/>
				<updated>2010-11-20T05:30:31Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Robot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Planet_Eater&amp;diff=460</id>
		<title>Planet Eater</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Planet_Eater&amp;diff=460"/>
				<updated>2010-11-20T05:29:53Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Vo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=459</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=459"/>
				<updated>2010-11-20T05:29:31Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Planet Eater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Phoenix&amp;diff=458</id>
		<title>Phoenix</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Phoenix&amp;diff=458"/>
				<updated>2010-11-20T05:29:14Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.  Phoenixes are extremely terr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=457</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=457"/>
				<updated>2010-11-20T05:29:02Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Phoenix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=OO&amp;diff=456</id>
		<title>OO</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=OO&amp;diff=456"/>
				<updated>2010-11-20T05:28:47Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monst...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=455</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=455"/>
				<updated>2010-11-20T05:28:31Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* OO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Ogre&amp;diff=454</id>
		<title>Ogre</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Ogre&amp;diff=454"/>
				<updated>2010-11-20T05:28:19Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Ogres&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. Three dice of damage, the character is knocked to the ground.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=453</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=453"/>
				<updated>2010-11-20T05:28:04Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Ogre */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Nymph&amp;diff=452</id>
		<title>Nymph</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Nymph&amp;diff=452"/>
				<updated>2010-11-20T05:27:44Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotion...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it&amp;#039;s sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.&lt;br /&gt;
&lt;br /&gt;
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.&lt;br /&gt;
&lt;br /&gt;
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).&lt;br /&gt;
===Festival Nymph===&lt;br /&gt;
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of &amp;#039;security,&amp;#039; who travel in pairs.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Emotional - Mid&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 3-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Festival Nymph, 0-2 Security Personnel&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph&amp;#039;s defeat.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.&lt;br /&gt;
===Temple Nymph===&lt;br /&gt;
Communities need faith in SOMETHING. Often times they&amp;#039;ll simply gather together to draw strength from one another. Sometimes they&amp;#039;ll put their faith into an artifact from the Age of the Gods. Sometimes, they&amp;#039;ll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as &amp;#039;awaken&amp;#039; any party member it can separate and meet in person for a number of turns.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot &amp;#039;awaken&amp;#039; a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Temple Nymph, 3-6 Followers of Any Race&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.&lt;br /&gt;
===War Nymph===&lt;br /&gt;
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.&lt;br /&gt;
&lt;br /&gt;
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets&amp;#039; abilities. They have no need to control party members, as they simply need to make them the eye of combat and they&amp;#039;re pretty much forced to play a part.&lt;br /&gt;
&lt;br /&gt;
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.&lt;br /&gt;
&lt;br /&gt;
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - Very High&lt;br /&gt;
* Adrift - Very High&lt;br /&gt;
* Self-Oriented - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 War Nymph, 12-20 Puppets&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Armed Combat - (Depends on the weapon). Three dice of damage.&lt;br /&gt;
*Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=451</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=451"/>
				<updated>2010-11-20T05:27:28Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Nymph */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Ogres&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. Three dice of damage, the character is knocked to the ground.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Kobold&amp;diff=450</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Kobold&amp;diff=450"/>
				<updated>2010-11-20T05:27:13Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monst...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Kobolds&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Kobolds are small enough to occupy a square of another creature, causing any misses to hit the creature instead. When the creature&amp;#039;s turn starts, they have a good chance of throwing the kobold off.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Two dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage. The kobold is able to jump onto the target.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=449</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=449"/>
				<updated>2010-11-20T05:27:03Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Kobold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Nymph==&lt;br /&gt;
Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it&amp;#039;s sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.&lt;br /&gt;
&lt;br /&gt;
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.&lt;br /&gt;
&lt;br /&gt;
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).&lt;br /&gt;
===Festival Nymph===&lt;br /&gt;
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of &amp;#039;security,&amp;#039; who travel in pairs.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Emotional - Mid&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 3-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Festival Nymph, 0-2 Security Personnel&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph&amp;#039;s defeat.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.&lt;br /&gt;
===Temple Nymph===&lt;br /&gt;
Communities need faith in SOMETHING. Often times they&amp;#039;ll simply gather together to draw strength from one another. Sometimes they&amp;#039;ll put their faith into an artifact from the Age of the Gods. Sometimes, they&amp;#039;ll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as &amp;#039;awaken&amp;#039; any party member it can separate and meet in person for a number of turns.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot &amp;#039;awaken&amp;#039; a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Temple Nymph, 3-6 Followers of Any Race&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.&lt;br /&gt;
===War Nymph===&lt;br /&gt;
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.&lt;br /&gt;
&lt;br /&gt;
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets&amp;#039; abilities. They have no need to control party members, as they simply need to make them the eye of combat and they&amp;#039;re pretty much forced to play a part.&lt;br /&gt;
&lt;br /&gt;
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.&lt;br /&gt;
&lt;br /&gt;
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - Very High&lt;br /&gt;
* Adrift - Very High&lt;br /&gt;
* Self-Oriented - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 War Nymph, 12-20 Puppets&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Armed Combat - (Depends on the weapon). Three dice of damage.&lt;br /&gt;
*Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Ogres&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. Three dice of damage, the character is knocked to the ground.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dryad_(Hostile)&amp;diff=448</id>
		<title>Dryad (Hostile)</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dryad_(Hostile)&amp;diff=448"/>
				<updated>2010-11-20T05:26:41Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;&amp;#039;&amp;#039;Main article: Dryad&amp;#039;&amp;#039;  Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;Main article: [[Dryad]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants are what&amp;#039;s on the label. Plants so large they can swallow a person whole.&lt;br /&gt;
&lt;br /&gt;
Maneater plants are aggressive and loyal to Dryads, and as such are paired with Slicers, although they can be found without them in rare circumstances.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Acidic&lt;br /&gt;
*Prehensile Tail - Large&lt;br /&gt;
*Teeth&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Maneater&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bind - The character is unable to move until they break free (or are broken free) of the Maneater&amp;#039;s grip. One dice of ongoing damage every two turns.&lt;br /&gt;
*Bite - Normal, short. Three dice of damage.&lt;br /&gt;
**Critical Success - The attack is immediately followed by Swallow as a free action.&lt;br /&gt;
*Swallow - Special, only on bound opponents. Two dice of damage. One dice of ongoing damage until they are free.&lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Tanglers&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*(Any racial attacks, physical only)&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Tempters&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Tempters have a pollen from a plant on them which makes those around them take penalties when working against them.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Disorient - Normal, short. The character(s) has trouble telling friend from foe as their vision blurs.&lt;br /&gt;
&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Slicers, 1-3 Maneaters&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when regenerating swords. One dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=447</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=447"/>
				<updated>2010-11-20T05:26:26Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Dryad */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Kobold==&lt;br /&gt;
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Kobolds&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Kobolds are small enough to occupy a square of another creature, causing any misses to hit the creature instead. When the creature&amp;#039;s turn starts, they have a good chance of throwing the kobold off.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Two dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
==Nymph==&lt;br /&gt;
Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it&amp;#039;s sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.&lt;br /&gt;
&lt;br /&gt;
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.&lt;br /&gt;
&lt;br /&gt;
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).&lt;br /&gt;
===Festival Nymph===&lt;br /&gt;
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of &amp;#039;security,&amp;#039; who travel in pairs.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Emotional - Mid&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 3-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Festival Nymph, 0-2 Security Personnel&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph&amp;#039;s defeat.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.&lt;br /&gt;
===Temple Nymph===&lt;br /&gt;
Communities need faith in SOMETHING. Often times they&amp;#039;ll simply gather together to draw strength from one another. Sometimes they&amp;#039;ll put their faith into an artifact from the Age of the Gods. Sometimes, they&amp;#039;ll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as &amp;#039;awaken&amp;#039; any party member it can separate and meet in person for a number of turns.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot &amp;#039;awaken&amp;#039; a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Temple Nymph, 3-6 Followers of Any Race&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.&lt;br /&gt;
===War Nymph===&lt;br /&gt;
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.&lt;br /&gt;
&lt;br /&gt;
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets&amp;#039; abilities. They have no need to control party members, as they simply need to make them the eye of combat and they&amp;#039;re pretty much forced to play a part.&lt;br /&gt;
&lt;br /&gt;
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.&lt;br /&gt;
&lt;br /&gt;
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - Very High&lt;br /&gt;
* Adrift - Very High&lt;br /&gt;
* Self-Oriented - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 War Nymph, 12-20 Puppets&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Armed Combat - (Depends on the weapon). Three dice of damage.&lt;br /&gt;
*Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Ogres&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. Three dice of damage, the character is knocked to the ground.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Drake&amp;diff=446</id>
		<title>Drake</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Drake&amp;diff=446"/>
				<updated>2010-11-20T05:25:44Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;Main article: [[Dragon]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild, splintering off and becoming violent drakes. What they lack in intelligence is made up in pure destructive magical power, though. Drakes are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Magic: (One Element) - High&lt;br /&gt;
*Natural Flight - Power&lt;br /&gt;
*Prehensile Tail - Small&lt;br /&gt;
*Sharp Claws&lt;br /&gt;
*Sharp Teeth&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Drake&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
*Bite - Normal, short. Four dice of damage.&lt;br /&gt;
*Feral Blast: (Element) - Special, any in front of it. The drake spews a powerful blast of its elemental energy forward.&lt;br /&gt;
*Scratch - Normal, mid. Four dice of damage.&lt;br /&gt;
*Trip - Normal, short. Two dice of damage, the character is knocked to the ground.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Corrupter&amp;diff=445</id>
		<title>Corrupter</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Corrupter&amp;diff=445"/>
				<updated>2010-11-20T05:25:28Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More powerful people find a ritual to survive without chakra far less limiting. These people tend to preserve their minds and souls, although they always seem a bit more twisted afterward. They are far less reliant on their hunger than Ghouls, and can feed off the same subject multiple times if they desire. &lt;br /&gt;
&lt;br /&gt;
Corrupters are infused with a new enigmatic source of life from their ritual, which often defines their underlying desires. Though they still are required to drain chakra, this source often augments their powers to new heights. More powerful Corrupters are able to convert those they&amp;#039;ve fully drained under the new source as thralls, and particularly powerful Corrupters are even able to bend the shape the thralls and land around them to start their new domain.&lt;br /&gt;
&lt;br /&gt;
Corrupters&amp;#039; minds are under the influence of the life source, and so long as they are, their minds are pulled to another plane before they can generate another body to try again, usually many decades later. Many of the Corrupters in custody and active in the modern world have been killed several times in the past. In order to free a subject to a natural death, the bond to their mind must be severed. &lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Corrupter, 2-4 Thralls&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Cockatrice&amp;diff=444</id>
		<title>Cockatrice</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Cockatrice&amp;diff=444"/>
				<updated>2010-11-20T05:25:06Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(needs a bit of editing)&lt;br /&gt;
&lt;br /&gt;
The cockatrice is a horrible creature, like everything else that tends to live in magical lands. It draws its nourishment from other being’s chakra, like undead. But unlike undead, it doesn’t make zombies or vampires after its done feeding. Instead, the poison it has slowly transmutes living matter into dead dry stone. &lt;br /&gt;
&lt;br /&gt;
One can tell a cockatrice has made its nest nearby if the grass is stony and crumbles with pressure. Also maybe the stone statues of the various victims it’s caught. It’s comparable in size to an earth emu, so it’s not hard to spot one coming from its massive nest it builds out of petrified wood. &lt;br /&gt;
&lt;br /&gt;
They aren’t very intelligent and are extremely vicious and territorial. May be encountered in pairs if it’s mating season (equivalent to early summer?)&lt;br /&gt;
===Traits===&lt;br /&gt;
*Draining Touch&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Cockatrice&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Peck - Normal, short. One dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Scratch - Normal, only when in engaged in melee. Three dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Sting - Special, short. Four dice of damage. Large amount of chakra is drained.&lt;br /&gt;
**Critical Success - The target is fully paralyzed until the end of the encounter.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Child_of_the_Black_Lotus&amp;diff=443</id>
		<title>Child of the Black Lotus</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Child_of_the_Black_Lotus&amp;diff=443"/>
				<updated>2010-11-20T05:24:20Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Only Voidspawn in the most lenient sense, Children of the Black Lotus are black holes turned given a racial form. They are only capable of being formed by the most powerful of mages, and tend to be fiercely loyal as a result.&lt;br /&gt;
&lt;br /&gt;
Children of the Black Lotus are capable and dangerous assistants, as they usually have a great understanding of magic, physically and mentally capable in most trades, and capable of completely nulling energy attacks. Luckily, they are only a recent development, and their numbers are unlikely to past the single digits due to the power involved in their creation.&lt;br /&gt;
==Traits==&lt;br /&gt;
*Tier 4&lt;br /&gt;
==Combat==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Child of the Black Lotus&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Children of the Black Lotus can null any nonphysical attacks. I&amp;#039;m having trouble deciding if it&amp;#039;s just a chance, an effect until a PC strikes a crit succes/they strike a crit fail, or something they can summon for a number of turns every now and then.&lt;br /&gt;
*Children of the Black Lotus are immune to all push/pull effects.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Magic Blast (Any Type) - Special, any. Four dice of damage.&lt;br /&gt;
*Melee - Normal, short. Four dice of damage.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Boogey&amp;diff=442</id>
		<title>Boogey</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Boogey&amp;diff=442"/>
				<updated>2010-11-20T05:23:53Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Boogeys are humanoid monstrosities. Originally they were violent creatures that attacked the races, but as society advanced and monsters were culled, they adapted by eating insects. Boogeys often live in dark places such as basements and warehouses, and are usually tolerated if not encouraged.&lt;br /&gt;
&lt;br /&gt;
However, they have still the animalistic nature underneath it all, and if they feel provoked enough will still attack. Furthermore, they are easy to manipulate mentally and are occasionally controlled by individuals or organizations&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws - Boogeys do more damage than usual in unarmed combat involving their arms or legs&lt;br /&gt;
*Prehensile Tail: Small&lt;br /&gt;
*Sticky Saliva - Boogey saliva is adhesive, and if launched as a projectile can bind a foe&lt;br /&gt;
*Teeth - Boogeys do much more damage than usual in combat involving their mouth&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Boogeys&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Three dice of damage.&lt;br /&gt;
*Scratch - Normal, short. Two dice of damage.&lt;br /&gt;
*Spit - Special, mid. The target is unable to walk or unable to attack until they break free. If a target is on the ground, they are both and break free individually.&lt;br /&gt;
**Miss - One empty square within a short distance from the target is turned Sticky.&lt;br /&gt;
**Critical Miss - The Boogey is unable to walk until it breaks free.&lt;br /&gt;
*Trip - Normal, short. The target is knocked on the ground.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Basilisk&amp;diff=441</id>
		<title>Basilisk</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Basilisk&amp;diff=441"/>
				<updated>2010-11-20T05:23:38Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basilisks are dangerous and violent human-sized dinosaur-like creatures with an extra set of limbs, feathers covering parts of their limbs as well as the crown of their head. They can run on all six or stand upright, using two sets of limbs as arms, and even are capable of traveling on water. Basilisks can be found in any untamed land, and although they have been known to attack individuals in villages, or even ransack the entire village if they&amp;#039;re powerful enough.&lt;br /&gt;
&lt;br /&gt;
Basilisks tend to be hunt alone, although it is not rare for them to share a den with a small group when resting. Their combat is more sophisticated than most animals, capable of taking even an experienced melee fighter off-guard. In addition, their tears and saliva are extremely corrosive, so even when the basilisk&amp;#039;s prey escapes, it knows it&amp;#039;s just a matter of time before they succumb to their wounds.&lt;br /&gt;
&lt;br /&gt;
Basilisks are incredibly strong and capable of defeating even wild drakes in combat, but they can also be intelligent and stealthy. They are relentless and not known to fully retreat from a combat, but a common tactic they practice to pull away when a head-on approach is not working and try to strike again later when their prey is as a disadvantage. They can change color to aid their concealment, or remove a limb and use it as a distraction to lure towards or away from something. As such, they can be a major threat to anything that catches their sights.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Acidic&lt;br /&gt;
*Additional Limbs: Legs x2 OR Arms&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only engaged in melee. Two dice of damage. One dice of ongoing acid damage.&lt;br /&gt;
*Melee&lt;br /&gt;
*Scratch - Normal, short. Two dice of damage, can attack twice.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Adamite&amp;diff=440</id>
		<title>Adamite</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Adamite&amp;diff=440"/>
				<updated>2010-11-20T05:23:22Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adamites are harmless balls of fluff. They tend to gather around any source of mana they can find to leech off of.&lt;br /&gt;
&lt;br /&gt;
However, Adamites are easy to modify both mentally and physically, and is not uncommon for them to be used for surveillance or small organic bombs.&lt;br /&gt;
===Corrupted Adamite===&lt;br /&gt;
Adamites pop into existence when a large group find a powerful source of loose mana. They are weak pests, and either begrudgingly tolerated or exterminated.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Size: Very Small&lt;br /&gt;
*Tier 1&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Corrupted Adamites.&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*If a Corrupted Adamite rolls a critical failure, they explode, doing three dice of damage to anything adjacent to it.&lt;br /&gt;
*If a Corrupted Adamite rolls a critical success and the Corrupted King Adamite has been fell, they become the new Corrupted King Adamite.&lt;br /&gt;
Attacks:&lt;br /&gt;
*Headbutt - Normal, mid. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
===Corrupted King Adamite===&lt;br /&gt;
A patriarchal species, the most fit in a colony naturally becomes larger, growing two pairs of three stubby toes and large ears. The King organizes and directs the colony, as well as guiding the colony for greener pastures. Corrupted King Adamites are significantly more dangerous than normal ones, and capable of killing an untrained adult.&lt;br /&gt;
====Traits==== &lt;br /&gt;
*Size: Very Small&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Corrupted Adamites, 1 Corrupted King Adamite.&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*If a Corrupted King Adamite rolls a critical success, all other Adamites in the party explode, doing three dice of damage to anything adjacent to them. Corrupted King Adamites are healed from any damage dealt from this.&lt;br /&gt;
Attacks:&lt;br /&gt;
*Headbutt - Normal, mid. Two dice of damage.&lt;br /&gt;
*Bite - Normal, only engaged in melee. One dice of damage.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Drake&amp;diff=439</id>
		<title>Drake</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Drake&amp;diff=439"/>
				<updated>2010-11-20T05:22:41Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;==Drake== &amp;#039;&amp;#039;Main article: Dragon&amp;#039;&amp;#039;  The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level.   Some, howev...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Drake==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dragon]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild, splintering off and becoming violent drakes. What they lack in intelligence is made up in pure destructive magical power, though. Drakes are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Magic: (One Element) - High&lt;br /&gt;
*Natural Flight - Power&lt;br /&gt;
*Prehensile Tail - Small&lt;br /&gt;
*Sharp Claws&lt;br /&gt;
*Sharp Teeth&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Drake&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
*Bite - Normal, short. Four dice of damage.&lt;br /&gt;
*Feral Blast: (Element) - Special, any in front of it. The drake spews a powerful blast of its elemental energy forward.&lt;br /&gt;
*Scratch - Normal, mid. Four dice of damage.&lt;br /&gt;
*Trip - Normal, short. Two dice of damage, the character is knocked to the ground.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=438</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=438"/>
				<updated>2010-11-20T05:22:09Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Drake */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Dryad==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dryad]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants are what&amp;#039;s on the label. Plants so large they can swallow a person whole.&lt;br /&gt;
&lt;br /&gt;
Maneater plants are aggressive and loyal to Dryads, and as such are paired with Slicers, although they can be found without them in rare circumstances.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Acidic&lt;br /&gt;
*Prehensile Tail - Large&lt;br /&gt;
*Teeth&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Maneater&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bind - The character is unable to move until they break free (or are broken free) of the Maneater&amp;#039;s grip. One dice of ongoing damage every two turns.&lt;br /&gt;
*Bite - Normal, short. Three dice of damage.&lt;br /&gt;
**Critical Success - The attack is immediately followed by Swallow as a free action.&lt;br /&gt;
*Swallow - Special, only on bound opponents. Two dice of damage. One dice of ongoing damage until they are free.&lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Tanglers&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*(Any racial attacks, physical only)&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Tempters&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Tempters have a pollen from a plant on them which makes those around them take penalties when working against them.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Disorient - Normal, short. The character(s) has trouble telling friend from foe as their vision blurs.&lt;br /&gt;
&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Slicers, 1-3 Maneaters&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when regenerating swords. One dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Kobold==&lt;br /&gt;
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Kobolds&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Kobolds are small enough to occupy a square of another creature, causing any misses to hit the creature instead. When the creature&amp;#039;s turn starts, they have a good chance of throwing the kobold off.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Two dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
==Nymph==&lt;br /&gt;
Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it&amp;#039;s sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.&lt;br /&gt;
&lt;br /&gt;
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.&lt;br /&gt;
&lt;br /&gt;
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).&lt;br /&gt;
===Festival Nymph===&lt;br /&gt;
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of &amp;#039;security,&amp;#039; who travel in pairs.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Emotional - Mid&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 3-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Festival Nymph, 0-2 Security Personnel&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph&amp;#039;s defeat.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.&lt;br /&gt;
===Temple Nymph===&lt;br /&gt;
Communities need faith in SOMETHING. Often times they&amp;#039;ll simply gather together to draw strength from one another. Sometimes they&amp;#039;ll put their faith into an artifact from the Age of the Gods. Sometimes, they&amp;#039;ll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as &amp;#039;awaken&amp;#039; any party member it can separate and meet in person for a number of turns.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot &amp;#039;awaken&amp;#039; a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Temple Nymph, 3-6 Followers of Any Race&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.&lt;br /&gt;
===War Nymph===&lt;br /&gt;
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.&lt;br /&gt;
&lt;br /&gt;
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets&amp;#039; abilities. They have no need to control party members, as they simply need to make them the eye of combat and they&amp;#039;re pretty much forced to play a part.&lt;br /&gt;
&lt;br /&gt;
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.&lt;br /&gt;
&lt;br /&gt;
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - Very High&lt;br /&gt;
* Adrift - Very High&lt;br /&gt;
* Self-Oriented - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 War Nymph, 12-20 Puppets&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Armed Combat - (Depends on the weapon). Three dice of damage.&lt;br /&gt;
*Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Ogres&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. Three dice of damage, the character is knocked to the ground.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Corrupter&amp;diff=437</id>
		<title>Corrupter</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Corrupter&amp;diff=437"/>
				<updated>2010-11-20T05:21:29Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;===Corrupter=== More powerful people find a ritual to survive without chakra far less limiting. These people tend to preserve their minds and souls, although they always seem a b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Corrupter===&lt;br /&gt;
More powerful people find a ritual to survive without chakra far less limiting. These people tend to preserve their minds and souls, although they always seem a bit more twisted afterward. They are far less reliant on their hunger than Ghouls, and can feed off the same subject multiple times if they desire. &lt;br /&gt;
&lt;br /&gt;
Corrupters are infused with a new enigmatic source of life from their ritual, which often defines their underlying desires. Though they still are required to drain chakra, this source often augments their powers to new heights. More powerful Corrupters are able to convert those they&amp;#039;ve fully drained under the new source as thralls, and particularly powerful Corrupters are even able to bend the shape the thralls and land around them to start their new domain.&lt;br /&gt;
&lt;br /&gt;
Corrupters&amp;#039; minds are under the influence of the life source, and so long as they are, their minds are pulled to another plane before they can generate another body to try again, usually many decades later. Many of the Corrupters in custody and active in the modern world have been killed several times in the past. In order to free a subject to a natural death, the bond to their mind must be severed. &lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Corrupter, 2-4 Thralls&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=436</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=436"/>
				<updated>2010-11-20T05:21:20Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Corrupter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Drake==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dragon]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild, splintering off and becoming violent drakes. What they lack in intelligence is made up in pure destructive magical power, though. Drakes are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Magic: (One Element) - High&lt;br /&gt;
*Natural Flight - Power&lt;br /&gt;
*Prehensile Tail - Small&lt;br /&gt;
*Sharp Claws&lt;br /&gt;
*Sharp Teeth&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Drake&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
*Bite - Normal, short. Four dice of damage.&lt;br /&gt;
*Feral Blast: (Element) - Special, any in front of it. The drake spews a powerful blast of its elemental energy forward.&lt;br /&gt;
*Scratch - Normal, mid. Four dice of damage.&lt;br /&gt;
*Trip - Normal, short. Two dice of damage, the character is knocked to the ground.&lt;br /&gt;
&lt;br /&gt;
==Dryad==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dryad]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants are what&amp;#039;s on the label. Plants so large they can swallow a person whole.&lt;br /&gt;
&lt;br /&gt;
Maneater plants are aggressive and loyal to Dryads, and as such are paired with Slicers, although they can be found without them in rare circumstances.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Acidic&lt;br /&gt;
*Prehensile Tail - Large&lt;br /&gt;
*Teeth&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Maneater&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bind - The character is unable to move until they break free (or are broken free) of the Maneater&amp;#039;s grip. One dice of ongoing damage every two turns.&lt;br /&gt;
*Bite - Normal, short. Three dice of damage.&lt;br /&gt;
**Critical Success - The attack is immediately followed by Swallow as a free action.&lt;br /&gt;
*Swallow - Special, only on bound opponents. Two dice of damage. One dice of ongoing damage until they are free.&lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Tanglers&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*(Any racial attacks, physical only)&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Tempters&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Tempters have a pollen from a plant on them which makes those around them take penalties when working against them.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Disorient - Normal, short. The character(s) has trouble telling friend from foe as their vision blurs.&lt;br /&gt;
&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Slicers, 1-3 Maneaters&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when regenerating swords. One dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Kobold==&lt;br /&gt;
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Kobolds&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Kobolds are small enough to occupy a square of another creature, causing any misses to hit the creature instead. When the creature&amp;#039;s turn starts, they have a good chance of throwing the kobold off.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Two dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
==Nymph==&lt;br /&gt;
Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it&amp;#039;s sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.&lt;br /&gt;
&lt;br /&gt;
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.&lt;br /&gt;
&lt;br /&gt;
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).&lt;br /&gt;
===Festival Nymph===&lt;br /&gt;
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of &amp;#039;security,&amp;#039; who travel in pairs.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Emotional - Mid&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 3-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Festival Nymph, 0-2 Security Personnel&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph&amp;#039;s defeat.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.&lt;br /&gt;
===Temple Nymph===&lt;br /&gt;
Communities need faith in SOMETHING. Often times they&amp;#039;ll simply gather together to draw strength from one another. Sometimes they&amp;#039;ll put their faith into an artifact from the Age of the Gods. Sometimes, they&amp;#039;ll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as &amp;#039;awaken&amp;#039; any party member it can separate and meet in person for a number of turns.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot &amp;#039;awaken&amp;#039; a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Temple Nymph, 3-6 Followers of Any Race&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.&lt;br /&gt;
===War Nymph===&lt;br /&gt;
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.&lt;br /&gt;
&lt;br /&gt;
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets&amp;#039; abilities. They have no need to control party members, as they simply need to make them the eye of combat and they&amp;#039;re pretty much forced to play a part.&lt;br /&gt;
&lt;br /&gt;
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.&lt;br /&gt;
&lt;br /&gt;
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - Very High&lt;br /&gt;
* Adrift - Very High&lt;br /&gt;
* Self-Oriented - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 War Nymph, 12-20 Puppets&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Armed Combat - (Depends on the weapon). Three dice of damage.&lt;br /&gt;
*Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Ogres&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. Three dice of damage, the character is knocked to the ground.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Cockatrice&amp;diff=435</id>
		<title>Cockatrice</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Cockatrice&amp;diff=435"/>
				<updated>2010-11-20T05:20:59Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;==Cockatrice== (needs a bit of editing) The cockatrice is a horrible creature, like everything else that tends to live in magical lands. It draws its nourishment from other being...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cockatrice==&lt;br /&gt;
(needs a bit of editing)&lt;br /&gt;
The cockatrice is a horrible creature, like everything else that tends to live in magical lands. It draws its nourishment from other being’s chakra, like undead. But unlike undead, it doesn’t make zombies or vampires after its done feeding. Instead, the poison it has slowly transmutes living matter into dead dry stone. &lt;br /&gt;
&lt;br /&gt;
One can tell a cockatrice has made its nest nearby if the grass is stony and crumbles with pressure. Also maybe the stone statues of the various victims it’s caught. It’s comparable in size to an earth emu, so it’s not hard to spot one coming from its massive nest it builds out of petrified wood. &lt;br /&gt;
&lt;br /&gt;
They aren’t very intelligent and are extremely vicious and territorial. May be encountered in pairs if it’s mating season (equivalent to early summer?)&lt;br /&gt;
===Traits===&lt;br /&gt;
*Draining Touch&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Cockatrice&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Peck - Normal, short. One dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Scratch - Normal, only when in engaged in melee. Three dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Sting - Special, short. Four dice of damage. Large amount of chakra is drained.&lt;br /&gt;
**Critical Success - The target is fully paralyzed until the end of the encounter.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=434</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=434"/>
				<updated>2010-11-20T05:20:50Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Cockatrice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Drake==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dragon]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild, splintering off and becoming violent drakes. What they lack in intelligence is made up in pure destructive magical power, though. Drakes are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Magic: (One Element) - High&lt;br /&gt;
*Natural Flight - Power&lt;br /&gt;
*Prehensile Tail - Small&lt;br /&gt;
*Sharp Claws&lt;br /&gt;
*Sharp Teeth&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Drake&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
*Bite - Normal, short. Four dice of damage.&lt;br /&gt;
*Feral Blast: (Element) - Special, any in front of it. The drake spews a powerful blast of its elemental energy forward.&lt;br /&gt;
*Scratch - Normal, mid. Four dice of damage.&lt;br /&gt;
*Trip - Normal, short. Two dice of damage, the character is knocked to the ground.&lt;br /&gt;
&lt;br /&gt;
==Dryad==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dryad]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants are what&amp;#039;s on the label. Plants so large they can swallow a person whole.&lt;br /&gt;
&lt;br /&gt;
Maneater plants are aggressive and loyal to Dryads, and as such are paired with Slicers, although they can be found without them in rare circumstances.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Acidic&lt;br /&gt;
*Prehensile Tail - Large&lt;br /&gt;
*Teeth&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Maneater&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bind - The character is unable to move until they break free (or are broken free) of the Maneater&amp;#039;s grip. One dice of ongoing damage every two turns.&lt;br /&gt;
*Bite - Normal, short. Three dice of damage.&lt;br /&gt;
**Critical Success - The attack is immediately followed by Swallow as a free action.&lt;br /&gt;
*Swallow - Special, only on bound opponents. Two dice of damage. One dice of ongoing damage until they are free.&lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Tanglers&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*(Any racial attacks, physical only)&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Tempters&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Tempters have a pollen from a plant on them which makes those around them take penalties when working against them.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Disorient - Normal, short. The character(s) has trouble telling friend from foe as their vision blurs.&lt;br /&gt;
&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Slicers, 1-3 Maneaters&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when regenerating swords. One dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Kobold==&lt;br /&gt;
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Kobolds&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Kobolds are small enough to occupy a square of another creature, causing any misses to hit the creature instead. When the creature&amp;#039;s turn starts, they have a good chance of throwing the kobold off.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Two dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
==Nymph==&lt;br /&gt;
Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it&amp;#039;s sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.&lt;br /&gt;
&lt;br /&gt;
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.&lt;br /&gt;
&lt;br /&gt;
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).&lt;br /&gt;
===Festival Nymph===&lt;br /&gt;
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of &amp;#039;security,&amp;#039; who travel in pairs.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Emotional - Mid&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 3-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Festival Nymph, 0-2 Security Personnel&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph&amp;#039;s defeat.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.&lt;br /&gt;
===Temple Nymph===&lt;br /&gt;
Communities need faith in SOMETHING. Often times they&amp;#039;ll simply gather together to draw strength from one another. Sometimes they&amp;#039;ll put their faith into an artifact from the Age of the Gods. Sometimes, they&amp;#039;ll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as &amp;#039;awaken&amp;#039; any party member it can separate and meet in person for a number of turns.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot &amp;#039;awaken&amp;#039; a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Temple Nymph, 3-6 Followers of Any Race&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.&lt;br /&gt;
===War Nymph===&lt;br /&gt;
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.&lt;br /&gt;
&lt;br /&gt;
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets&amp;#039; abilities. They have no need to control party members, as they simply need to make them the eye of combat and they&amp;#039;re pretty much forced to play a part.&lt;br /&gt;
&lt;br /&gt;
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.&lt;br /&gt;
&lt;br /&gt;
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - Very High&lt;br /&gt;
* Adrift - Very High&lt;br /&gt;
* Self-Oriented - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 War Nymph, 12-20 Puppets&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Armed Combat - (Depends on the weapon). Three dice of damage.&lt;br /&gt;
*Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Ogres&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. Three dice of damage, the character is knocked to the ground.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Corrupter===&lt;br /&gt;
More powerful people find a ritual to survive without chakra far less limiting. These people tend to preserve their minds and souls, although they always seem a bit more twisted afterward. They are far less reliant on their hunger than Ghouls, and can feed off the same subject multiple times if they desire. &lt;br /&gt;
&lt;br /&gt;
Corrupters are infused with a new enigmatic source of life from their ritual, which often defines their underlying desires. Though they still are required to drain chakra, this source often augments their powers to new heights. More powerful Corrupters are able to convert those they&amp;#039;ve fully drained under the new source as thralls, and particularly powerful Corrupters are even able to bend the shape the thralls and land around them to start their new domain.&lt;br /&gt;
&lt;br /&gt;
Corrupters&amp;#039; minds are under the influence of the life source, and so long as they are, their minds are pulled to another plane before they can generate another body to try again, usually many decades later. Many of the Corrupters in custody and active in the modern world have been killed several times in the past. In order to free a subject to a natural death, the bond to their mind must be severed. &lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Corrupter, 2-4 Thralls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Child_of_the_Black_Lotus&amp;diff=433</id>
		<title>Child of the Black Lotus</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Child_of_the_Black_Lotus&amp;diff=433"/>
				<updated>2010-11-20T05:20:35Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;===Child of the Black Lotus=== Only Voidspawn in the most lenient sense, Children of the Black Lotus are black holes turned given a racial form. They are only capable of being fo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Child of the Black Lotus===&lt;br /&gt;
Only Voidspawn in the most lenient sense, Children of the Black Lotus are black holes turned given a racial form. They are only capable of being formed by the most powerful of mages, and tend to be fiercely loyal as a result.&lt;br /&gt;
&lt;br /&gt;
Children of the Black Lotus are capable and dangerous assistants, as they usually have a great understanding of magic, physically and mentally capable in most trades, and capable of completely nulling energy attacks. Luckily, they are only a recent development, and their numbers are unlikely to past the single digits due to the power involved in their creation.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Child of the Black Lotus&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Children of the Black Lotus can null any nonphysical attacks. I&amp;#039;m having trouble deciding if it&amp;#039;s just a chance, an effect until a PC strikes a crit succes/they strike a crit fail, or something they can summon for a number of turns every now and then.&lt;br /&gt;
*Children of the Black Lotus are immune to all push/pull effects.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Magic Blast (Any Type) - Special, any. Four dice of damage.&lt;br /&gt;
*Melee - Normal, short. Four dice of damage.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=432</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=432"/>
				<updated>2010-11-20T05:20:27Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Child of the Black Lotus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Cockatrice==&lt;br /&gt;
(needs a bit of editing)&lt;br /&gt;
The cockatrice is a horrible creature, like everything else that tends to live in magical lands. It draws its nourishment from other being’s chakra, like undead. But unlike undead, it doesn’t make zombies or vampires after its done feeding. Instead, the poison it has slowly transmutes living matter into dead dry stone. &lt;br /&gt;
&lt;br /&gt;
One can tell a cockatrice has made its nest nearby if the grass is stony and crumbles with pressure. Also maybe the stone statues of the various victims it’s caught. It’s comparable in size to an earth emu, so it’s not hard to spot one coming from its massive nest it builds out of petrified wood. &lt;br /&gt;
&lt;br /&gt;
They aren’t very intelligent and are extremely vicious and territorial. May be encountered in pairs if it’s mating season (equivalent to early summer?)&lt;br /&gt;
===Traits===&lt;br /&gt;
*Draining Touch&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Cockatrice&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Peck - Normal, short. One dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Scratch - Normal, only when in engaged in melee. Three dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Sting - Special, short. Four dice of damage. Large amount of chakra is drained.&lt;br /&gt;
**Critical Success - The target is fully paralyzed until the end of the encounter.&lt;br /&gt;
==Drake==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dragon]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild, splintering off and becoming violent drakes. What they lack in intelligence is made up in pure destructive magical power, though. Drakes are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Magic: (One Element) - High&lt;br /&gt;
*Natural Flight - Power&lt;br /&gt;
*Prehensile Tail - Small&lt;br /&gt;
*Sharp Claws&lt;br /&gt;
*Sharp Teeth&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Drake&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
*Bite - Normal, short. Four dice of damage.&lt;br /&gt;
*Feral Blast: (Element) - Special, any in front of it. The drake spews a powerful blast of its elemental energy forward.&lt;br /&gt;
*Scratch - Normal, mid. Four dice of damage.&lt;br /&gt;
*Trip - Normal, short. Two dice of damage, the character is knocked to the ground.&lt;br /&gt;
&lt;br /&gt;
==Dryad==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dryad]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants are what&amp;#039;s on the label. Plants so large they can swallow a person whole.&lt;br /&gt;
&lt;br /&gt;
Maneater plants are aggressive and loyal to Dryads, and as such are paired with Slicers, although they can be found without them in rare circumstances.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Acidic&lt;br /&gt;
*Prehensile Tail - Large&lt;br /&gt;
*Teeth&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Maneater&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bind - The character is unable to move until they break free (or are broken free) of the Maneater&amp;#039;s grip. One dice of ongoing damage every two turns.&lt;br /&gt;
*Bite - Normal, short. Three dice of damage.&lt;br /&gt;
**Critical Success - The attack is immediately followed by Swallow as a free action.&lt;br /&gt;
*Swallow - Special, only on bound opponents. Two dice of damage. One dice of ongoing damage until they are free.&lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Tanglers&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*(Any racial attacks, physical only)&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Tempters&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Tempters have a pollen from a plant on them which makes those around them take penalties when working against them.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Disorient - Normal, short. The character(s) has trouble telling friend from foe as their vision blurs.&lt;br /&gt;
&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Slicers, 1-3 Maneaters&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when regenerating swords. One dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Kobold==&lt;br /&gt;
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Kobolds&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Kobolds are small enough to occupy a square of another creature, causing any misses to hit the creature instead. When the creature&amp;#039;s turn starts, they have a good chance of throwing the kobold off.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Two dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
==Nymph==&lt;br /&gt;
Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it&amp;#039;s sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.&lt;br /&gt;
&lt;br /&gt;
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.&lt;br /&gt;
&lt;br /&gt;
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).&lt;br /&gt;
===Festival Nymph===&lt;br /&gt;
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of &amp;#039;security,&amp;#039; who travel in pairs.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Emotional - Mid&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 3-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Festival Nymph, 0-2 Security Personnel&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph&amp;#039;s defeat.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.&lt;br /&gt;
===Temple Nymph===&lt;br /&gt;
Communities need faith in SOMETHING. Often times they&amp;#039;ll simply gather together to draw strength from one another. Sometimes they&amp;#039;ll put their faith into an artifact from the Age of the Gods. Sometimes, they&amp;#039;ll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as &amp;#039;awaken&amp;#039; any party member it can separate and meet in person for a number of turns.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot &amp;#039;awaken&amp;#039; a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Temple Nymph, 3-6 Followers of Any Race&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.&lt;br /&gt;
===War Nymph===&lt;br /&gt;
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.&lt;br /&gt;
&lt;br /&gt;
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets&amp;#039; abilities. They have no need to control party members, as they simply need to make them the eye of combat and they&amp;#039;re pretty much forced to play a part.&lt;br /&gt;
&lt;br /&gt;
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.&lt;br /&gt;
&lt;br /&gt;
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - Very High&lt;br /&gt;
* Adrift - Very High&lt;br /&gt;
* Self-Oriented - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 War Nymph, 12-20 Puppets&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Armed Combat - (Depends on the weapon). Three dice of damage.&lt;br /&gt;
*Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Ogres&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. Three dice of damage, the character is knocked to the ground.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Corrupter===&lt;br /&gt;
More powerful people find a ritual to survive without chakra far less limiting. These people tend to preserve their minds and souls, although they always seem a bit more twisted afterward. They are far less reliant on their hunger than Ghouls, and can feed off the same subject multiple times if they desire. &lt;br /&gt;
&lt;br /&gt;
Corrupters are infused with a new enigmatic source of life from their ritual, which often defines their underlying desires. Though they still are required to drain chakra, this source often augments their powers to new heights. More powerful Corrupters are able to convert those they&amp;#039;ve fully drained under the new source as thralls, and particularly powerful Corrupters are even able to bend the shape the thralls and land around them to start their new domain.&lt;br /&gt;
&lt;br /&gt;
Corrupters&amp;#039; minds are under the influence of the life source, and so long as they are, their minds are pulled to another plane before they can generate another body to try again, usually many decades later. Many of the Corrupters in custody and active in the modern world have been killed several times in the past. In order to free a subject to a natural death, the bond to their mind must be severed. &lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Corrupter, 2-4 Thralls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Boogey&amp;diff=431</id>
		<title>Boogey</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Boogey&amp;diff=431"/>
				<updated>2010-11-20T05:20:08Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;==Boogey== Boogeys are humanoid monstrosities. Originally they were violent creatures that attacked the races, but as society advanced and monsters were culled, they adapted by e...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Boogey==&lt;br /&gt;
Boogeys are humanoid monstrosities. Originally they were violent creatures that attacked the races, but as society advanced and monsters were culled, they adapted by eating insects. Boogeys often live in dark places such as basements and warehouses, and are usually tolerated if not encouraged.&lt;br /&gt;
&lt;br /&gt;
However, they have still the animalistic nature underneath it all, and if they feel provoked enough will still attack. Furthermore, they are easy to manipulate mentally and are occasionally controlled by individuals or organizations&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws - Boogeys do more damage than usual in unarmed combat involving their arms or legs&lt;br /&gt;
*Prehensile Tail: Small&lt;br /&gt;
*Sticky Saliva - Boogey saliva is adhesive, and if launched as a projectile can bind a foe&lt;br /&gt;
*Teeth - Boogeys do much more damage than usual in combat involving their mouth&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Boogeys&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Three dice of damage.&lt;br /&gt;
*Scratch - Normal, short. Two dice of damage.&lt;br /&gt;
*Spit - Special, mid. The target is unable to walk or unable to attack until they break free. If a target is on the ground, they are both and break free individually.&lt;br /&gt;
**Miss - One empty square within a short distance from the target is turned Sticky.&lt;br /&gt;
**Critical Miss - The Boogey is unable to walk until it breaks free.&lt;br /&gt;
*Trip - Normal, short. The target is knocked on the ground.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=430</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=430"/>
				<updated>2010-11-20T05:19:59Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Boogey */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Cockatrice==&lt;br /&gt;
(needs a bit of editing)&lt;br /&gt;
The cockatrice is a horrible creature, like everything else that tends to live in magical lands. It draws its nourishment from other being’s chakra, like undead. But unlike undead, it doesn’t make zombies or vampires after its done feeding. Instead, the poison it has slowly transmutes living matter into dead dry stone. &lt;br /&gt;
&lt;br /&gt;
One can tell a cockatrice has made its nest nearby if the grass is stony and crumbles with pressure. Also maybe the stone statues of the various victims it’s caught. It’s comparable in size to an earth emu, so it’s not hard to spot one coming from its massive nest it builds out of petrified wood. &lt;br /&gt;
&lt;br /&gt;
They aren’t very intelligent and are extremely vicious and territorial. May be encountered in pairs if it’s mating season (equivalent to early summer?)&lt;br /&gt;
===Traits===&lt;br /&gt;
*Draining Touch&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Cockatrice&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Peck - Normal, short. One dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Scratch - Normal, only when in engaged in melee. Three dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Sting - Special, short. Four dice of damage. Large amount of chakra is drained.&lt;br /&gt;
**Critical Success - The target is fully paralyzed until the end of the encounter.&lt;br /&gt;
==Drake==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dragon]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild, splintering off and becoming violent drakes. What they lack in intelligence is made up in pure destructive magical power, though. Drakes are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Magic: (One Element) - High&lt;br /&gt;
*Natural Flight - Power&lt;br /&gt;
*Prehensile Tail - Small&lt;br /&gt;
*Sharp Claws&lt;br /&gt;
*Sharp Teeth&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Drake&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
*Bite - Normal, short. Four dice of damage.&lt;br /&gt;
*Feral Blast: (Element) - Special, any in front of it. The drake spews a powerful blast of its elemental energy forward.&lt;br /&gt;
*Scratch - Normal, mid. Four dice of damage.&lt;br /&gt;
*Trip - Normal, short. Two dice of damage, the character is knocked to the ground.&lt;br /&gt;
&lt;br /&gt;
==Dryad==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dryad]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants are what&amp;#039;s on the label. Plants so large they can swallow a person whole.&lt;br /&gt;
&lt;br /&gt;
Maneater plants are aggressive and loyal to Dryads, and as such are paired with Slicers, although they can be found without them in rare circumstances.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Acidic&lt;br /&gt;
*Prehensile Tail - Large&lt;br /&gt;
*Teeth&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Maneater&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bind - The character is unable to move until they break free (or are broken free) of the Maneater&amp;#039;s grip. One dice of ongoing damage every two turns.&lt;br /&gt;
*Bite - Normal, short. Three dice of damage.&lt;br /&gt;
**Critical Success - The attack is immediately followed by Swallow as a free action.&lt;br /&gt;
*Swallow - Special, only on bound opponents. Two dice of damage. One dice of ongoing damage until they are free.&lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Tanglers&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*(Any racial attacks, physical only)&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Tempters&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Tempters have a pollen from a plant on them which makes those around them take penalties when working against them.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Disorient - Normal, short. The character(s) has trouble telling friend from foe as their vision blurs.&lt;br /&gt;
&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Slicers, 1-3 Maneaters&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when regenerating swords. One dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Kobold==&lt;br /&gt;
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Kobolds&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Kobolds are small enough to occupy a square of another creature, causing any misses to hit the creature instead. When the creature&amp;#039;s turn starts, they have a good chance of throwing the kobold off.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Two dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
==Nymph==&lt;br /&gt;
Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it&amp;#039;s sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.&lt;br /&gt;
&lt;br /&gt;
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.&lt;br /&gt;
&lt;br /&gt;
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).&lt;br /&gt;
===Festival Nymph===&lt;br /&gt;
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of &amp;#039;security,&amp;#039; who travel in pairs.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Emotional - Mid&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 3-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Festival Nymph, 0-2 Security Personnel&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph&amp;#039;s defeat.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.&lt;br /&gt;
===Temple Nymph===&lt;br /&gt;
Communities need faith in SOMETHING. Often times they&amp;#039;ll simply gather together to draw strength from one another. Sometimes they&amp;#039;ll put their faith into an artifact from the Age of the Gods. Sometimes, they&amp;#039;ll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as &amp;#039;awaken&amp;#039; any party member it can separate and meet in person for a number of turns.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot &amp;#039;awaken&amp;#039; a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Temple Nymph, 3-6 Followers of Any Race&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.&lt;br /&gt;
===War Nymph===&lt;br /&gt;
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.&lt;br /&gt;
&lt;br /&gt;
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets&amp;#039; abilities. They have no need to control party members, as they simply need to make them the eye of combat and they&amp;#039;re pretty much forced to play a part.&lt;br /&gt;
&lt;br /&gt;
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.&lt;br /&gt;
&lt;br /&gt;
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - Very High&lt;br /&gt;
* Adrift - Very High&lt;br /&gt;
* Self-Oriented - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 War Nymph, 12-20 Puppets&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Armed Combat - (Depends on the weapon). Three dice of damage.&lt;br /&gt;
*Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Ogres&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. Three dice of damage, the character is knocked to the ground.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Corrupter===&lt;br /&gt;
More powerful people find a ritual to survive without chakra far less limiting. These people tend to preserve their minds and souls, although they always seem a bit more twisted afterward. They are far less reliant on their hunger than Ghouls, and can feed off the same subject multiple times if they desire. &lt;br /&gt;
&lt;br /&gt;
Corrupters are infused with a new enigmatic source of life from their ritual, which often defines their underlying desires. Though they still are required to drain chakra, this source often augments their powers to new heights. More powerful Corrupters are able to convert those they&amp;#039;ve fully drained under the new source as thralls, and particularly powerful Corrupters are even able to bend the shape the thralls and land around them to start their new domain.&lt;br /&gt;
&lt;br /&gt;
Corrupters&amp;#039; minds are under the influence of the life source, and so long as they are, their minds are pulled to another plane before they can generate another body to try again, usually many decades later. Many of the Corrupters in custody and active in the modern world have been killed several times in the past. In order to free a subject to a natural death, the bond to their mind must be severed. &lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Corrupter, 2-4 Thralls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Child of the Black Lotus===&lt;br /&gt;
Only Voidspawn in the most lenient sense, Children of the Black Lotus are black holes turned given a racial form. They are only capable of being formed by the most powerful of mages, and tend to be fiercely loyal as a result.&lt;br /&gt;
&lt;br /&gt;
Children of the Black Lotus are capable and dangerous assistants, as they usually have a great understanding of magic, physically and mentally capable in most trades, and capable of completely nulling energy attacks. Luckily, they are only a recent development, and their numbers are unlikely to past the single digits due to the power involved in their creation.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Child of the Black Lotus&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Children of the Black Lotus can null any nonphysical attacks. I&amp;#039;m having trouble deciding if it&amp;#039;s just a chance, an effect until a PC strikes a crit succes/they strike a crit fail, or something they can summon for a number of turns every now and then.&lt;br /&gt;
*Children of the Black Lotus are immune to all push/pull effects.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Magic Blast (Any Type) - Special, any. Four dice of damage.&lt;br /&gt;
*Melee - Normal, short. Four dice of damage.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Basilisk&amp;diff=429</id>
		<title>Basilisk</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Basilisk&amp;diff=429"/>
				<updated>2010-11-20T05:19:39Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;==Basilisk== Basilisks are dangerous and violent human-sized dinosaur-like creatures with an extra set of limbs, feathers covering parts of their limbs as well as the crown of th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basilisk==&lt;br /&gt;
Basilisks are dangerous and violent human-sized dinosaur-like creatures with an extra set of limbs, feathers covering parts of their limbs as well as the crown of their head. They can run on all six or stand upright, using two sets of limbs as arms, and even are capable of traveling on water. Basilisks can be found in any untamed land, and although they have been known to attack individuals in villages, or even ransack the entire village if they&amp;#039;re powerful enough.&lt;br /&gt;
&lt;br /&gt;
Basilisks tend to be hunt alone, although it is not rare for them to share a den with a small group when resting. Their combat is more sophisticated than most animals, capable of taking even an experienced melee fighter off-guard. In addition, their tears and saliva are extremely corrosive, so even when the basilisk&amp;#039;s prey escapes, it knows it&amp;#039;s just a matter of time before they succumb to their wounds.&lt;br /&gt;
&lt;br /&gt;
Basilisks are incredibly strong and capable of defeating even wild drakes in combat, but they can also be intelligent and stealthy. They are relentless and not known to fully retreat from a combat, but a common tactic they practice to pull away when a head-on approach is not working and try to strike again later when their prey is as a disadvantage. They can change color to aid their concealment, or remove a limb and use it as a distraction to lure towards or away from something. As such, they can be a major threat to anything that catches their sights.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Acidic&lt;br /&gt;
*Additional Limbs: Legs x2 OR Arms&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only engaged in melee. Two dice of damage. One dice of ongoing acid damage.&lt;br /&gt;
*Melee&lt;br /&gt;
*Scratch - Normal, short. Two dice of damage, can attack twice.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=428</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=428"/>
				<updated>2010-11-20T05:19:07Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Basilisk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Boogey==&lt;br /&gt;
Boogeys are humanoid monstrosities. Originally they were violent creatures that attacked the races, but as society advanced and monsters were culled, they adapted by eating insects. Boogeys often live in dark places such as basements and warehouses, and are usually tolerated if not encouraged.&lt;br /&gt;
&lt;br /&gt;
However, they have still the animalistic nature underneath it all, and if they feel provoked enough will still attack. Furthermore, they are easy to manipulate mentally and are occasionally controlled by individuals or organizations&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws - Boogeys do more damage than usual in unarmed combat involving their arms or legs&lt;br /&gt;
*Prehensile Tail: Small&lt;br /&gt;
*Sticky Saliva - Boogey saliva is adhesive, and if launched as a projectile can bind a foe&lt;br /&gt;
*Teeth - Boogeys do much more damage than usual in combat involving their mouth&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Boogeys&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Three dice of damage.&lt;br /&gt;
*Scratch - Normal, short. Two dice of damage.&lt;br /&gt;
*Spit - Special, mid. The target is unable to walk or unable to attack until they break free. If a target is on the ground, they are both and break free individually.&lt;br /&gt;
**Miss - One empty square within a short distance from the target is turned Sticky.&lt;br /&gt;
**Critical Miss - The Boogey is unable to walk until it breaks free.&lt;br /&gt;
*Trip - Normal, short. The target is knocked on the ground.&lt;br /&gt;
==Cockatrice==&lt;br /&gt;
(needs a bit of editing)&lt;br /&gt;
The cockatrice is a horrible creature, like everything else that tends to live in magical lands. It draws its nourishment from other being’s chakra, like undead. But unlike undead, it doesn’t make zombies or vampires after its done feeding. Instead, the poison it has slowly transmutes living matter into dead dry stone. &lt;br /&gt;
&lt;br /&gt;
One can tell a cockatrice has made its nest nearby if the grass is stony and crumbles with pressure. Also maybe the stone statues of the various victims it’s caught. It’s comparable in size to an earth emu, so it’s not hard to spot one coming from its massive nest it builds out of petrified wood. &lt;br /&gt;
&lt;br /&gt;
They aren’t very intelligent and are extremely vicious and territorial. May be encountered in pairs if it’s mating season (equivalent to early summer?)&lt;br /&gt;
===Traits===&lt;br /&gt;
*Draining Touch&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Cockatrice&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Peck - Normal, short. One dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Scratch - Normal, only when in engaged in melee. Three dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Sting - Special, short. Four dice of damage. Large amount of chakra is drained.&lt;br /&gt;
**Critical Success - The target is fully paralyzed until the end of the encounter.&lt;br /&gt;
==Drake==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dragon]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild, splintering off and becoming violent drakes. What they lack in intelligence is made up in pure destructive magical power, though. Drakes are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Magic: (One Element) - High&lt;br /&gt;
*Natural Flight - Power&lt;br /&gt;
*Prehensile Tail - Small&lt;br /&gt;
*Sharp Claws&lt;br /&gt;
*Sharp Teeth&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Drake&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
*Bite - Normal, short. Four dice of damage.&lt;br /&gt;
*Feral Blast: (Element) - Special, any in front of it. The drake spews a powerful blast of its elemental energy forward.&lt;br /&gt;
*Scratch - Normal, mid. Four dice of damage.&lt;br /&gt;
*Trip - Normal, short. Two dice of damage, the character is knocked to the ground.&lt;br /&gt;
&lt;br /&gt;
==Dryad==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dryad]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants are what&amp;#039;s on the label. Plants so large they can swallow a person whole.&lt;br /&gt;
&lt;br /&gt;
Maneater plants are aggressive and loyal to Dryads, and as such are paired with Slicers, although they can be found without them in rare circumstances.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Acidic&lt;br /&gt;
*Prehensile Tail - Large&lt;br /&gt;
*Teeth&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Maneater&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bind - The character is unable to move until they break free (or are broken free) of the Maneater&amp;#039;s grip. One dice of ongoing damage every two turns.&lt;br /&gt;
*Bite - Normal, short. Three dice of damage.&lt;br /&gt;
**Critical Success - The attack is immediately followed by Swallow as a free action.&lt;br /&gt;
*Swallow - Special, only on bound opponents. Two dice of damage. One dice of ongoing damage until they are free.&lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Tanglers&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*(Any racial attacks, physical only)&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Tempters&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Tempters have a pollen from a plant on them which makes those around them take penalties when working against them.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Disorient - Normal, short. The character(s) has trouble telling friend from foe as their vision blurs.&lt;br /&gt;
&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Slicers, 1-3 Maneaters&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when regenerating swords. One dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Kobold==&lt;br /&gt;
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Kobolds&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Kobolds are small enough to occupy a square of another creature, causing any misses to hit the creature instead. When the creature&amp;#039;s turn starts, they have a good chance of throwing the kobold off.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Two dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
==Nymph==&lt;br /&gt;
Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it&amp;#039;s sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.&lt;br /&gt;
&lt;br /&gt;
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.&lt;br /&gt;
&lt;br /&gt;
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).&lt;br /&gt;
===Festival Nymph===&lt;br /&gt;
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of &amp;#039;security,&amp;#039; who travel in pairs.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Emotional - Mid&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 3-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Festival Nymph, 0-2 Security Personnel&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph&amp;#039;s defeat.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.&lt;br /&gt;
===Temple Nymph===&lt;br /&gt;
Communities need faith in SOMETHING. Often times they&amp;#039;ll simply gather together to draw strength from one another. Sometimes they&amp;#039;ll put their faith into an artifact from the Age of the Gods. Sometimes, they&amp;#039;ll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as &amp;#039;awaken&amp;#039; any party member it can separate and meet in person for a number of turns.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot &amp;#039;awaken&amp;#039; a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Temple Nymph, 3-6 Followers of Any Race&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.&lt;br /&gt;
===War Nymph===&lt;br /&gt;
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.&lt;br /&gt;
&lt;br /&gt;
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets&amp;#039; abilities. They have no need to control party members, as they simply need to make them the eye of combat and they&amp;#039;re pretty much forced to play a part.&lt;br /&gt;
&lt;br /&gt;
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.&lt;br /&gt;
&lt;br /&gt;
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - Very High&lt;br /&gt;
* Adrift - Very High&lt;br /&gt;
* Self-Oriented - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 War Nymph, 12-20 Puppets&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Armed Combat - (Depends on the weapon). Three dice of damage.&lt;br /&gt;
*Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Ogres&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. Three dice of damage, the character is knocked to the ground.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Corrupter===&lt;br /&gt;
More powerful people find a ritual to survive without chakra far less limiting. These people tend to preserve their minds and souls, although they always seem a bit more twisted afterward. They are far less reliant on their hunger than Ghouls, and can feed off the same subject multiple times if they desire. &lt;br /&gt;
&lt;br /&gt;
Corrupters are infused with a new enigmatic source of life from their ritual, which often defines their underlying desires. Though they still are required to drain chakra, this source often augments their powers to new heights. More powerful Corrupters are able to convert those they&amp;#039;ve fully drained under the new source as thralls, and particularly powerful Corrupters are even able to bend the shape the thralls and land around them to start their new domain.&lt;br /&gt;
&lt;br /&gt;
Corrupters&amp;#039; minds are under the influence of the life source, and so long as they are, their minds are pulled to another plane before they can generate another body to try again, usually many decades later. Many of the Corrupters in custody and active in the modern world have been killed several times in the past. In order to free a subject to a natural death, the bond to their mind must be severed. &lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Corrupter, 2-4 Thralls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Child of the Black Lotus===&lt;br /&gt;
Only Voidspawn in the most lenient sense, Children of the Black Lotus are black holes turned given a racial form. They are only capable of being formed by the most powerful of mages, and tend to be fiercely loyal as a result.&lt;br /&gt;
&lt;br /&gt;
Children of the Black Lotus are capable and dangerous assistants, as they usually have a great understanding of magic, physically and mentally capable in most trades, and capable of completely nulling energy attacks. Luckily, they are only a recent development, and their numbers are unlikely to past the single digits due to the power involved in their creation.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Child of the Black Lotus&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Children of the Black Lotus can null any nonphysical attacks. I&amp;#039;m having trouble deciding if it&amp;#039;s just a chance, an effect until a PC strikes a crit succes/they strike a crit fail, or something they can summon for a number of turns every now and then.&lt;br /&gt;
*Children of the Black Lotus are immune to all push/pull effects.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Magic Blast (Any Type) - Special, any. Four dice of damage.&lt;br /&gt;
*Melee - Normal, short. Four dice of damage.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Adamite&amp;diff=427</id>
		<title>Adamite</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Adamite&amp;diff=427"/>
				<updated>2010-11-20T05:18:01Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;==Adamite== Adamites are harmless balls of fluff. They tend to gather around any source of mana they can find to leech off of.  However, Adamites are easy to modify both mentally...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adamite==&lt;br /&gt;
Adamites are harmless balls of fluff. They tend to gather around any source of mana they can find to leech off of.&lt;br /&gt;
&lt;br /&gt;
However, Adamites are easy to modify both mentally and physically, and is not uncommon for them to be used for surveillance or small organic bombs.&lt;br /&gt;
===Corrupted Adamite===&lt;br /&gt;
Adamites pop into existence when a large group find a powerful source of loose mana. They are weak pests, and either begrudgingly tolerated or exterminated.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Size: Very Small&lt;br /&gt;
*Tier 1&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Corrupted Adamites.&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*If a Corrupted Adamite rolls a critical failure, they explode, doing three dice of damage to anything adjacent to it.&lt;br /&gt;
*If a Corrupted Adamite rolls a critical success and the Corrupted King Adamite has been fell, they become the new Corrupted King Adamite.&lt;br /&gt;
Attacks:&lt;br /&gt;
*Headbutt - Normal, mid. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
===Corrupted King Adamite===&lt;br /&gt;
A patriarchal species, the most fit in a colony naturally becomes larger, growing two pairs of three stubby toes and large ears. The King organizes and directs the colony, as well as guiding the colony for greener pastures. Corrupted King Adamites are significantly more dangerous than normal ones, and capable of killing an untrained adult.&lt;br /&gt;
====Traits==== &lt;br /&gt;
*Size: Very Small&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Corrupted Adamites, 1 Corrupted King Adamite.&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*If a Corrupted King Adamite rolls a critical success, all other Adamites in the party explode, doing three dice of damage to anything adjacent to them. Corrupted King Adamites are healed from any damage dealt from this.&lt;br /&gt;
Attacks:&lt;br /&gt;
*Headbutt - Normal, mid. Two dice of damage.&lt;br /&gt;
*Bite - Normal, only engaged in melee. One dice of damage.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=426</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=426"/>
				<updated>2010-11-20T05:17:50Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: /* Adamite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Basilisk==&lt;br /&gt;
Basilisks are dangerous and violent human-sized dinosaur-like creatures with an extra set of limbs, feathers covering parts of their limbs as well as the crown of their head. They can run on all six or stand upright, using two sets of limbs as arms, and even are capable of traveling on water. Basilisks can be found in any untamed land, and although they have been known to attack individuals in villages, or even ransack the entire village if they&amp;#039;re powerful enough.&lt;br /&gt;
&lt;br /&gt;
Basilisks tend to be hunt alone, although it is not rare for them to share a den with a small group when resting. Their combat is more sophisticated than most animals, capable of taking even an experienced melee fighter off-guard. In addition, their tears and saliva are extremely corrosive, so even when the basilisk&amp;#039;s prey escapes, it knows it&amp;#039;s just a matter of time before they succumb to their wounds.&lt;br /&gt;
&lt;br /&gt;
Basilisks are incredibly strong and capable of defeating even wild drakes in combat, but they can also be intelligent and stealthy. They are relentless and not known to fully retreat from a combat, but a common tactic they practice to pull away when a head-on approach is not working and try to strike again later when their prey is as a disadvantage. They can change color to aid their concealment, or remove a limb and use it as a distraction to lure towards or away from something. As such, they can be a major threat to anything that catches their sights.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Acidic&lt;br /&gt;
*Additional Limbs: Legs x2 OR Arms&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only engaged in melee. Two dice of damage. One dice of ongoing acid damage.&lt;br /&gt;
*Melee&lt;br /&gt;
*Scratch - Normal, short. Two dice of damage, can attack twice.&lt;br /&gt;
==Boogey==&lt;br /&gt;
Boogeys are humanoid monstrosities. Originally they were violent creatures that attacked the races, but as society advanced and monsters were culled, they adapted by eating insects. Boogeys often live in dark places such as basements and warehouses, and are usually tolerated if not encouraged.&lt;br /&gt;
&lt;br /&gt;
However, they have still the animalistic nature underneath it all, and if they feel provoked enough will still attack. Furthermore, they are easy to manipulate mentally and are occasionally controlled by individuals or organizations&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws - Boogeys do more damage than usual in unarmed combat involving their arms or legs&lt;br /&gt;
*Prehensile Tail: Small&lt;br /&gt;
*Sticky Saliva - Boogey saliva is adhesive, and if launched as a projectile can bind a foe&lt;br /&gt;
*Teeth - Boogeys do much more damage than usual in combat involving their mouth&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Boogeys&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Three dice of damage.&lt;br /&gt;
*Scratch - Normal, short. Two dice of damage.&lt;br /&gt;
*Spit - Special, mid. The target is unable to walk or unable to attack until they break free. If a target is on the ground, they are both and break free individually.&lt;br /&gt;
**Miss - One empty square within a short distance from the target is turned Sticky.&lt;br /&gt;
**Critical Miss - The Boogey is unable to walk until it breaks free.&lt;br /&gt;
*Trip - Normal, short. The target is knocked on the ground.&lt;br /&gt;
==Cockatrice==&lt;br /&gt;
(needs a bit of editing)&lt;br /&gt;
The cockatrice is a horrible creature, like everything else that tends to live in magical lands. It draws its nourishment from other being’s chakra, like undead. But unlike undead, it doesn’t make zombies or vampires after its done feeding. Instead, the poison it has slowly transmutes living matter into dead dry stone. &lt;br /&gt;
&lt;br /&gt;
One can tell a cockatrice has made its nest nearby if the grass is stony and crumbles with pressure. Also maybe the stone statues of the various victims it’s caught. It’s comparable in size to an earth emu, so it’s not hard to spot one coming from its massive nest it builds out of petrified wood. &lt;br /&gt;
&lt;br /&gt;
They aren’t very intelligent and are extremely vicious and territorial. May be encountered in pairs if it’s mating season (equivalent to early summer?)&lt;br /&gt;
===Traits===&lt;br /&gt;
*Draining Touch&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Cockatrice&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Peck - Normal, short. One dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Scratch - Normal, only when in engaged in melee. Three dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Sting - Special, short. Four dice of damage. Large amount of chakra is drained.&lt;br /&gt;
**Critical Success - The target is fully paralyzed until the end of the encounter.&lt;br /&gt;
==Drake==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dragon]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild, splintering off and becoming violent drakes. What they lack in intelligence is made up in pure destructive magical power, though. Drakes are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Magic: (One Element) - High&lt;br /&gt;
*Natural Flight - Power&lt;br /&gt;
*Prehensile Tail - Small&lt;br /&gt;
*Sharp Claws&lt;br /&gt;
*Sharp Teeth&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Drake&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
*Bite - Normal, short. Four dice of damage.&lt;br /&gt;
*Feral Blast: (Element) - Special, any in front of it. The drake spews a powerful blast of its elemental energy forward.&lt;br /&gt;
*Scratch - Normal, mid. Four dice of damage.&lt;br /&gt;
*Trip - Normal, short. Two dice of damage, the character is knocked to the ground.&lt;br /&gt;
&lt;br /&gt;
==Dryad==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dryad]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants are what&amp;#039;s on the label. Plants so large they can swallow a person whole.&lt;br /&gt;
&lt;br /&gt;
Maneater plants are aggressive and loyal to Dryads, and as such are paired with Slicers, although they can be found without them in rare circumstances.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Acidic&lt;br /&gt;
*Prehensile Tail - Large&lt;br /&gt;
*Teeth&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Maneater&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bind - The character is unable to move until they break free (or are broken free) of the Maneater&amp;#039;s grip. One dice of ongoing damage every two turns.&lt;br /&gt;
*Bite - Normal, short. Three dice of damage.&lt;br /&gt;
**Critical Success - The attack is immediately followed by Swallow as a free action.&lt;br /&gt;
*Swallow - Special, only on bound opponents. Two dice of damage. One dice of ongoing damage until they are free.&lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Tanglers&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*(Any racial attacks, physical only)&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Tempters&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Tempters have a pollen from a plant on them which makes those around them take penalties when working against them.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Disorient - Normal, short. The character(s) has trouble telling friend from foe as their vision blurs.&lt;br /&gt;
&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Slicers, 1-3 Maneaters&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when regenerating swords. One dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Kobold==&lt;br /&gt;
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Kobolds&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Kobolds are small enough to occupy a square of another creature, causing any misses to hit the creature instead. When the creature&amp;#039;s turn starts, they have a good chance of throwing the kobold off.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Two dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
==Nymph==&lt;br /&gt;
Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it&amp;#039;s sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.&lt;br /&gt;
&lt;br /&gt;
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.&lt;br /&gt;
&lt;br /&gt;
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).&lt;br /&gt;
===Festival Nymph===&lt;br /&gt;
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of &amp;#039;security,&amp;#039; who travel in pairs.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Emotional - Mid&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 3-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Festival Nymph, 0-2 Security Personnel&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph&amp;#039;s defeat.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.&lt;br /&gt;
===Temple Nymph===&lt;br /&gt;
Communities need faith in SOMETHING. Often times they&amp;#039;ll simply gather together to draw strength from one another. Sometimes they&amp;#039;ll put their faith into an artifact from the Age of the Gods. Sometimes, they&amp;#039;ll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as &amp;#039;awaken&amp;#039; any party member it can separate and meet in person for a number of turns.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot &amp;#039;awaken&amp;#039; a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Temple Nymph, 3-6 Followers of Any Race&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.&lt;br /&gt;
===War Nymph===&lt;br /&gt;
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.&lt;br /&gt;
&lt;br /&gt;
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets&amp;#039; abilities. They have no need to control party members, as they simply need to make them the eye of combat and they&amp;#039;re pretty much forced to play a part.&lt;br /&gt;
&lt;br /&gt;
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.&lt;br /&gt;
&lt;br /&gt;
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - Very High&lt;br /&gt;
* Adrift - Very High&lt;br /&gt;
* Self-Oriented - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 War Nymph, 12-20 Puppets&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Armed Combat - (Depends on the weapon). Three dice of damage.&lt;br /&gt;
*Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Ogres&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. Three dice of damage, the character is knocked to the ground.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Corrupter===&lt;br /&gt;
More powerful people find a ritual to survive without chakra far less limiting. These people tend to preserve their minds and souls, although they always seem a bit more twisted afterward. They are far less reliant on their hunger than Ghouls, and can feed off the same subject multiple times if they desire. &lt;br /&gt;
&lt;br /&gt;
Corrupters are infused with a new enigmatic source of life from their ritual, which often defines their underlying desires. Though they still are required to drain chakra, this source often augments their powers to new heights. More powerful Corrupters are able to convert those they&amp;#039;ve fully drained under the new source as thralls, and particularly powerful Corrupters are even able to bend the shape the thralls and land around them to start their new domain.&lt;br /&gt;
&lt;br /&gt;
Corrupters&amp;#039; minds are under the influence of the life source, and so long as they are, their minds are pulled to another plane before they can generate another body to try again, usually many decades later. Many of the Corrupters in custody and active in the modern world have been killed several times in the past. In order to free a subject to a natural death, the bond to their mind must be severed. &lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Corrupter, 2-4 Thralls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Child of the Black Lotus===&lt;br /&gt;
Only Voidspawn in the most lenient sense, Children of the Black Lotus are black holes turned given a racial form. They are only capable of being formed by the most powerful of mages, and tend to be fiercely loyal as a result.&lt;br /&gt;
&lt;br /&gt;
Children of the Black Lotus are capable and dangerous assistants, as they usually have a great understanding of magic, physically and mentally capable in most trades, and capable of completely nulling energy attacks. Luckily, they are only a recent development, and their numbers are unlikely to past the single digits due to the power involved in their creation.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Child of the Black Lotus&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Children of the Black Lotus can null any nonphysical attacks. I&amp;#039;m having trouble deciding if it&amp;#039;s just a chance, an effect until a PC strikes a crit succes/they strike a crit fail, or something they can summon for a number of turns every now and then.&lt;br /&gt;
*Children of the Black Lotus are immune to all push/pull effects.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Magic Blast (Any Type) - Special, any. Four dice of damage.&lt;br /&gt;
*Melee - Normal, short. Four dice of damage.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=425</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=425"/>
				<updated>2010-11-20T05:17:33Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Type&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Tier Range&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Location&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamite]] || Animal&lt;br /&gt;
| Tier 1-2 || Anywhere (Mana Source) &lt;br /&gt;
| Very Small || Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Basilisk]] || Humanoid, Reptile&lt;br /&gt;
| Tier 3-4 || Any Wild&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Boogey]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Child of the Black Lotus]] || Demi-Human, Void&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatrice]] || Animal&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Corrupter]] || Demi-Human, Undead&lt;br /&gt;
| Tier 3-4 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drake]] || Animal, Reptile&lt;br /&gt;
| Tier 4 || Any Wild&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Forests&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]] || Humanoid, Undead&lt;br /&gt;
| Tier 2 || No Regular (Created)&lt;br /&gt;
| (Depends on Race) || (Depends on Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Small || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich]] || Demi-Human, Undead&lt;br /&gt;
| Tier 4-5 || No Regular (Created)&lt;br /&gt;
| (Depends on the Race) || (Depends on the Race)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph]] || Demi-Human&lt;br /&gt;
| Tier 3-4 || Abandoned/Neglected Camps&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]] || Humanoid&lt;br /&gt;
| Tier 3 || Plains?&lt;br /&gt;
| Mid || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[OO]] || Demi-Human&lt;br /&gt;
| Tier 2-4 || ???&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix]] || Bird, Fire&lt;br /&gt;
| Tier 2-4 || Volcanoes&lt;br /&gt;
| Mid-Large || Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Planet Eater]] || Void, Animal&lt;br /&gt;
| Tier 5 || The Void&lt;br /&gt;
| Very Large || Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Robot]] || Humanoid, Electric&lt;br /&gt;
| Tier 2-3 || No Regular (Manufactured)&lt;br /&gt;
| Mid-Large || Heavy-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanuki]] || Humanoid&lt;br /&gt;
| Tier 2-3 || Forests, Plains?&lt;br /&gt;
| Mid || Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine (Hostile)]] || Animal&lt;br /&gt;
| Tier 2-4 || Water&lt;br /&gt;
| Small-Very Large || Light-Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki (Hostile)]] || Demi-Human&lt;br /&gt;
| Tier 3 || Snowtipped Mountains, Arctic&lt;br /&gt;
| Mid-Large || Mid-Heavy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Adamite==&lt;br /&gt;
Adamites are harmless balls of fluff. They tend to gather around any source of mana they can find to leech off of.&lt;br /&gt;
&lt;br /&gt;
However, Adamites are easy to modify both mentally and physically, and is not uncommon for them to be used for surveillance or small organic bombs.&lt;br /&gt;
===Corrupted Adamite===&lt;br /&gt;
Adamites pop into existence when a large group find a powerful source of loose mana. They are weak pests, and either begrudgingly tolerated or exterminated.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Size: Very Small&lt;br /&gt;
*Tier 1&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Corrupted Adamites.&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*If a Corrupted Adamite rolls a critical failure, they explode, doing three dice of damage to anything adjacent to it.&lt;br /&gt;
*If a Corrupted Adamite rolls a critical success and the Corrupted King Adamite has been fell, they become the new Corrupted King Adamite.&lt;br /&gt;
Attacks:&lt;br /&gt;
*Headbutt - Normal, mid. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
===Corrupted King Adamite===&lt;br /&gt;
A patriarchal species, the most fit in a colony naturally becomes larger, growing two pairs of three stubby toes and large ears. The King organizes and directs the colony, as well as guiding the colony for greener pastures. Corrupted King Adamites are significantly more dangerous than normal ones, and capable of killing an untrained adult.&lt;br /&gt;
====Traits==== &lt;br /&gt;
*Size: Very Small&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Corrupted Adamites, 1 Corrupted King Adamite.&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*If a Corrupted King Adamite rolls a critical success, all other Adamites in the party explode, doing three dice of damage to anything adjacent to them. Corrupted King Adamites are healed from any damage dealt from this.&lt;br /&gt;
Attacks:&lt;br /&gt;
*Headbutt - Normal, mid. Two dice of damage.&lt;br /&gt;
*Bite - Normal, only engaged in melee. One dice of damage.&lt;br /&gt;
==Basilisk==&lt;br /&gt;
Basilisks are dangerous and violent human-sized dinosaur-like creatures with an extra set of limbs, feathers covering parts of their limbs as well as the crown of their head. They can run on all six or stand upright, using two sets of limbs as arms, and even are capable of traveling on water. Basilisks can be found in any untamed land, and although they have been known to attack individuals in villages, or even ransack the entire village if they&amp;#039;re powerful enough.&lt;br /&gt;
&lt;br /&gt;
Basilisks tend to be hunt alone, although it is not rare for them to share a den with a small group when resting. Their combat is more sophisticated than most animals, capable of taking even an experienced melee fighter off-guard. In addition, their tears and saliva are extremely corrosive, so even when the basilisk&amp;#039;s prey escapes, it knows it&amp;#039;s just a matter of time before they succumb to their wounds.&lt;br /&gt;
&lt;br /&gt;
Basilisks are incredibly strong and capable of defeating even wild drakes in combat, but they can also be intelligent and stealthy. They are relentless and not known to fully retreat from a combat, but a common tactic they practice to pull away when a head-on approach is not working and try to strike again later when their prey is as a disadvantage. They can change color to aid their concealment, or remove a limb and use it as a distraction to lure towards or away from something. As such, they can be a major threat to anything that catches their sights.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Acidic&lt;br /&gt;
*Additional Limbs: Legs x2 OR Arms&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only engaged in melee. Two dice of damage. One dice of ongoing acid damage.&lt;br /&gt;
*Melee&lt;br /&gt;
*Scratch - Normal, short. Two dice of damage, can attack twice.&lt;br /&gt;
==Boogey==&lt;br /&gt;
Boogeys are humanoid monstrosities. Originally they were violent creatures that attacked the races, but as society advanced and monsters were culled, they adapted by eating insects. Boogeys often live in dark places such as basements and warehouses, and are usually tolerated if not encouraged.&lt;br /&gt;
&lt;br /&gt;
However, they have still the animalistic nature underneath it all, and if they feel provoked enough will still attack. Furthermore, they are easy to manipulate mentally and are occasionally controlled by individuals or organizations&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws - Boogeys do more damage than usual in unarmed combat involving their arms or legs&lt;br /&gt;
*Prehensile Tail: Small&lt;br /&gt;
*Sticky Saliva - Boogey saliva is adhesive, and if launched as a projectile can bind a foe&lt;br /&gt;
*Teeth - Boogeys do much more damage than usual in combat involving their mouth&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Boogeys&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Three dice of damage.&lt;br /&gt;
*Scratch - Normal, short. Two dice of damage.&lt;br /&gt;
*Spit - Special, mid. The target is unable to walk or unable to attack until they break free. If a target is on the ground, they are both and break free individually.&lt;br /&gt;
**Miss - One empty square within a short distance from the target is turned Sticky.&lt;br /&gt;
**Critical Miss - The Boogey is unable to walk until it breaks free.&lt;br /&gt;
*Trip - Normal, short. The target is knocked on the ground.&lt;br /&gt;
==Cockatrice==&lt;br /&gt;
(needs a bit of editing)&lt;br /&gt;
The cockatrice is a horrible creature, like everything else that tends to live in magical lands. It draws its nourishment from other being’s chakra, like undead. But unlike undead, it doesn’t make zombies or vampires after its done feeding. Instead, the poison it has slowly transmutes living matter into dead dry stone. &lt;br /&gt;
&lt;br /&gt;
One can tell a cockatrice has made its nest nearby if the grass is stony and crumbles with pressure. Also maybe the stone statues of the various victims it’s caught. It’s comparable in size to an earth emu, so it’s not hard to spot one coming from its massive nest it builds out of petrified wood. &lt;br /&gt;
&lt;br /&gt;
They aren’t very intelligent and are extremely vicious and territorial. May be encountered in pairs if it’s mating season (equivalent to early summer?)&lt;br /&gt;
===Traits===&lt;br /&gt;
*Draining Touch&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Cockatrice&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Peck - Normal, short. One dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Scratch - Normal, only when in engaged in melee. Three dice of damage. Small amount of chakra is drained.&lt;br /&gt;
*Sting - Special, short. Four dice of damage. Large amount of chakra is drained.&lt;br /&gt;
**Critical Success - The target is fully paralyzed until the end of the encounter.&lt;br /&gt;
==Drake==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dragon]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild, splintering off and becoming violent drakes. What they lack in intelligence is made up in pure destructive magical power, though. Drakes are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Magic: (One Element) - High&lt;br /&gt;
*Natural Flight - Power&lt;br /&gt;
*Prehensile Tail - Small&lt;br /&gt;
*Sharp Claws&lt;br /&gt;
*Sharp Teeth&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Drake&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
*Bite - Normal, short. Four dice of damage.&lt;br /&gt;
*Feral Blast: (Element) - Special, any in front of it. The drake spews a powerful blast of its elemental energy forward.&lt;br /&gt;
*Scratch - Normal, mid. Four dice of damage.&lt;br /&gt;
*Trip - Normal, short. Two dice of damage, the character is knocked to the ground.&lt;br /&gt;
&lt;br /&gt;
==Dryad==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Dryad]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants are what&amp;#039;s on the label. Plants so large they can swallow a person whole.&lt;br /&gt;
&lt;br /&gt;
Maneater plants are aggressive and loyal to Dryads, and as such are paired with Slicers, although they can be found without them in rare circumstances.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Acidic&lt;br /&gt;
*Prehensile Tail - Large&lt;br /&gt;
*Teeth&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Maneater&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bind - The character is unable to move until they break free (or are broken free) of the Maneater&amp;#039;s grip. One dice of ongoing damage every two turns.&lt;br /&gt;
*Bite - Normal, short. Three dice of damage.&lt;br /&gt;
**Critical Success - The attack is immediately followed by Swallow as a free action.&lt;br /&gt;
*Swallow - Special, only on bound opponents. Two dice of damage. One dice of ongoing damage until they are free.&lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Tanglers&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*(Any racial attacks, physical only)&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Tempters&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Tempters have a pollen from a plant on them which makes those around them take penalties when working against them.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Disorient - Normal, short. The character(s) has trouble telling friend from foe as their vision blurs.&lt;br /&gt;
&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Slicers, 1-3 Maneaters&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when regenerating swords. One dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Gnoll, 2-6 Monsters of One Type&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Melee - Two dice of damage.&lt;br /&gt;
==Kobold==&lt;br /&gt;
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-6 Kobolds&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Kobolds are small enough to occupy a square of another creature, causing any misses to hit the creature instead. When the creature&amp;#039;s turn starts, they have a good chance of throwing the kobold off.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Two dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage. The kobold is able to jump onto the target.&lt;br /&gt;
==Nymph==&lt;br /&gt;
Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it&amp;#039;s sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.&lt;br /&gt;
&lt;br /&gt;
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.&lt;br /&gt;
&lt;br /&gt;
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).&lt;br /&gt;
===Festival Nymph===&lt;br /&gt;
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.&lt;br /&gt;
&lt;br /&gt;
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of &amp;#039;security,&amp;#039; who travel in pairs.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Emotional - Mid&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 3-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Festival Nymph, 0-2 Security Personnel&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph&amp;#039;s defeat.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.&lt;br /&gt;
===Temple Nymph===&lt;br /&gt;
Communities need faith in SOMETHING. Often times they&amp;#039;ll simply gather together to draw strength from one another. Sometimes they&amp;#039;ll put their faith into an artifact from the Age of the Gods. Sometimes, they&amp;#039;ll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as &amp;#039;awaken&amp;#039; any party member it can separate and meet in person for a number of turns.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.&lt;br /&gt;
&lt;br /&gt;
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot &amp;#039;awaken&amp;#039; a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Temple Nymph, 3-6 Followers of Any Race&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.&lt;br /&gt;
*Melee - Normal, short. Two dice of damage.&lt;br /&gt;
*Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.&lt;br /&gt;
===War Nymph===&lt;br /&gt;
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.&lt;br /&gt;
&lt;br /&gt;
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets&amp;#039; abilities. They have no need to control party members, as they simply need to make them the eye of combat and they&amp;#039;re pretty much forced to play a part.&lt;br /&gt;
&lt;br /&gt;
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.&lt;br /&gt;
&lt;br /&gt;
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.&lt;br /&gt;
====Personality====&lt;br /&gt;
* Emotional - Very High&lt;br /&gt;
* Adrift - Very High&lt;br /&gt;
* Self-Oriented - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 War Nymph, 12-20 Puppets&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Armed Combat - (Depends on the weapon). Three dice of damage.&lt;br /&gt;
*Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Ogres&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. Three dice of damage, the character is knocked to the ground.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when disarmed. Two dice of damage.&lt;br /&gt;
*Swordplay - Normal, short. Three dice of damage.&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Heal - The character regains three dice of hit points.&lt;br /&gt;
&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Divine Blast - Special, any. Three dice of damage.&lt;br /&gt;
*Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.&lt;br /&gt;
*Swordplay - Normal, only when behind a character. Three dice of damage.&lt;br /&gt;
==Phoenix==&lt;br /&gt;
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;br /&gt;
&lt;br /&gt;
==Robot==&lt;br /&gt;
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.&lt;br /&gt;
 &lt;br /&gt;
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they&amp;#039;re primarily physical beings.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-6 Robots&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Robots are healed by electric attacks.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Melee - Two dice of damage.&lt;br /&gt;
==Tanuki==&lt;br /&gt;
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.&lt;br /&gt;
&lt;br /&gt;
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-4 Tanuki&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Feral Blast - Special, mid. Two dice of damage.&lt;br /&gt;
*Feral Melee - Normal, short. Two dice of damage.&lt;br /&gt;
==Undead==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.&lt;br /&gt;
&lt;br /&gt;
Ghouls rarely are spawned alone, usually they reside with a few to many others.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 2&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 3-9 Ghouls&lt;br /&gt;
===Corrupter===&lt;br /&gt;
More powerful people find a ritual to survive without chakra far less limiting. These people tend to preserve their minds and souls, although they always seem a bit more twisted afterward. They are far less reliant on their hunger than Ghouls, and can feed off the same subject multiple times if they desire. &lt;br /&gt;
&lt;br /&gt;
Corrupters are infused with a new enigmatic source of life from their ritual, which often defines their underlying desires. Though they still are required to drain chakra, this source often augments their powers to new heights. More powerful Corrupters are able to convert those they&amp;#039;ve fully drained under the new source as thralls, and particularly powerful Corrupters are even able to bend the shape the thralls and land around them to start their new domain.&lt;br /&gt;
&lt;br /&gt;
Corrupters&amp;#039; minds are under the influence of the life source, and so long as they are, their minds are pulled to another plane before they can generate another body to try again, usually many decades later. Many of the Corrupters in custody and active in the modern world have been killed several times in the past. In order to free a subject to a natural death, the bond to their mind must be severed. &lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Corrupter, 2-4 Thralls&lt;br /&gt;
===Lich===&lt;br /&gt;
Many powerful mages saw the beginning of the influence, and figured they&amp;#039;d cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.&lt;br /&gt;
&lt;br /&gt;
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine.  The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can&amp;#039;t think of defining yet!&lt;br /&gt;
====Traits====&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Lich&lt;br /&gt;
&lt;br /&gt;
==Undine==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Undine]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.&lt;br /&gt;
&lt;br /&gt;
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they&amp;#039;re mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 2&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 2-12 Undine&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Pull - Special, any. The character is pulled a number of squares closer.&lt;br /&gt;
*Whip - Normal, short. Three dice of damage.&lt;br /&gt;
&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It&amp;#039;s been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.&lt;br /&gt;
===Child of the Black Lotus===&lt;br /&gt;
Only Voidspawn in the most lenient sense, Children of the Black Lotus are black holes turned given a racial form. They are only capable of being formed by the most powerful of mages, and tend to be fiercely loyal as a result.&lt;br /&gt;
&lt;br /&gt;
Children of the Black Lotus are capable and dangerous assistants, as they usually have a great understanding of magic, physically and mentally capable in most trades, and capable of completely nulling energy attacks. Luckily, they are only a recent development, and their numbers are unlikely to past the single digits due to the power involved in their creation.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 4&lt;br /&gt;
====Combat====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Child of the Black Lotus&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Children of the Black Lotus can null any nonphysical attacks. I&amp;#039;m having trouble deciding if it&amp;#039;s just a chance, an effect until a PC strikes a crit succes/they strike a crit fail, or something they can summon for a number of turns every now and then.&lt;br /&gt;
*Children of the Black Lotus are immune to all push/pull effects.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Magic Blast (Any Type) - Special, any. Four dice of damage.&lt;br /&gt;
*Melee - Normal, short. Four dice of damage.&lt;br /&gt;
===Planet Eater===&lt;br /&gt;
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.&lt;br /&gt;
&lt;br /&gt;
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*Tier 5&lt;br /&gt;
====Combat====&lt;br /&gt;
Probably not.&lt;br /&gt;
==Yuki==&lt;br /&gt;
&amp;#039;&amp;#039;Main article: [[Yuki]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience  and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don&amp;#039;t even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.&lt;br /&gt;
&lt;br /&gt;
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Tier 3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-3 Yuki, 1-3 Snows&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*All are resistant to ice magic.&lt;br /&gt;
&lt;br /&gt;
Attacks (Snow):&lt;br /&gt;
*Bite - Normal, only when in engaged in melee. Two dice of damage.&lt;br /&gt;
*Scratch - Normal, short. One dice of damage.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yuki):&lt;br /&gt;
*Ice Magic - Special, mid. Two dice of damage.&lt;br /&gt;
*Melee - Normal, short. One dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.&lt;br /&gt;
&lt;br /&gt;
Attacks (Yeti):&lt;br /&gt;
*Feral Melee - Normal, short. Three dice of damage.&lt;br /&gt;
*Shapeshift - Special. The Yeti reverts to its Yuki form.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

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