TEXT:         The Orphan  
   
  The world is not a nice place, and horrible 
  things frequently happen to people’s 
  families. 
  Deaths 
  from 
  sickness 
  or 
  deprivation, by being eaten by large nasty 
  predators or murdered by warlike rival 
  tribes or even fluke accidents are fairly 
  common, and as a result many children are 
  left as orphans. 
  Many don’t survive, and those that do are 
  often 
  left 
  completely 
  alone 
  in 
  the 
  wilderness, forced to rely on their own 
  wits to survive. Often, they become 
  somewhat feral and wild, abandoning any 
  pretence of civilization and hunting with 
  crude 
  weapons, 
  living 
  day-to-day. 
  However, whilst savage, any feral orphans 
  that survive for very long are honed to a 
  certain brutal competancy, and a group 
  which find them and take them in often 
  find them valuable assets.  
   
  Orphans are skilled at avoiding attention, 
  and start out with a 5 in 6 chance at 
  Stealth, which does not improve as they 
  gain levels. All orphans are either human 
  or Neanderthal. If they are human children, 
  they have an improved Animalism skill 
  chance, which increases slowly as they 
  level. If they are Neanderthals, they have 
  an improved Foraging skill chance, which 
  increases in the same way. 
  All orphans also gain certain benefits from 
  being children. Since they are small 
  targets, they treat their Armour Class as 
  one point higher. However, their small 
  frames reduce their ability to carry heavy 
  loads; reduce all their carrying capacities 
  by 2.  
  Orphans don’t attract tribes like normal 
  people, since their young age and feral 
  nature prevents them really attracting 
  followers. 
  Instead, 
  they 
  roll 
  with 
  Animalism instead of Charm, and can 
  attract animals as their companions. These 
  follow all the usual rules for a tribe, and 
  the orphan can tame further animals 
  normally.  
  Use table A1 below to see what animals 
  the Orphan has attracted. 
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  Table A: the Orphan 
  Level 
  XP 
  Flesh and Grit Points 
  Saving Throws 
  Skill Chance 
  Weather 
  Poison 
  Hazards 
  Magic 
  1 
  0 
  1d4 Flesh and 1d4 grit 
  12 
  10 
  15 
  14 
  3/6 
  2 
  20 
  +1 Flesh and +1d4 grit 
  10 
  8 
  13 
  12 
  3/6 
  3 
  40 
  +1 Flesh and +1d4 grit 
  8 
  6 
  13 
  10 
  3/6 
  4 
  80 
  +1 Flesh and +1d4 grit 
  8 
  6 
  10 
  10 
  3/6 
  5 
  160 
  +1 Flesh and +1d4 grit 
  6 
  4 
  10 
  8 
  4/6 
  6 
  320 
  +1 Flesh and +1d4 grit 
  6 
  4 
  7 
  8 
  4/6 
  7 
  640 
  +1 Flesh and +1d4 grit 
  4 
  2 
  7 
  6 
  4/6 
  8 
  1280 
  +1 Flesh and +1d4 grit 
  4 
  2 
  4 
  6 
  4/6 
  9 
  2560 
  +1 Flesh and +1d4 grit 
  2 
  2 
  4 
  4 
  5/6 
  10 
  3840 
  +2 grit 
  2 
  2 
  2 
  4 
  5/6 
  11 
  5120 
  +2 grit 
  2 
  2 
  2 
  4 
  5/6 
  12 
  6400 
  +2 grit 
  2 
  2 
  2 
  4 
  5/6 
  13 
  7680 
  +2 grit 
  2 
  2 
  2 
  2 
  6/6 
  14 
  8960 
  +2 grit 
  2 
  2 
  2 
  2 
  6/6 
  15+ 
  +1280 
  +2 grit 
  2 
  2 
  2 
  2 
  6/6 
   
  Table A1 Animal Companions 
  Roll d6 
  Animal 
  1 
  A jackal or wild dog 
  2 
  A wolf 
  3 
  A hawk, or other bird of prey 
  4 
  A rat, weasel, or other small critter 
  5 
  A vulture, or other large bird 
  6 
  A deer, goat, horse or other large herbivore 
   
   
   
  
  The Wendigo  
   
  People sometimes eat each other; in the ice 
  age this is an unfortunate fact of life. 
  Mostly, it’s something distasteful, done in 
  an emergency, or else the blood-soaked, 
  reveling excess after a successful inter-
  tribal skirmish. A few individuals, though, 
  know that there are more possibilities to it 
  than that. By eating another person’s flesh, 
  you absorb some measure of their power. 
  In truth, this is a temperamental process. A 
  certain ruthless, ravenous frame of mind is 
  required, and the Wendigo must be 
  entirely deliberate in their actions; there 
  are no ‘accidental’ Wendigos. Those few 
  individuals who pursue this route find 
  themselves gaining supernatural vigour, 
  and quite quickly display other unnatural 
  abilities as well. 
   
  Like a hunter, a Wendigo can use the 
  ‘aim’, 
  ‘fight 
  defensively’, 
  ‘fight 
  recklessly’ and ‘go for the kill’ combat 
  options without a penalty. 
  A Wendigo of any level can regain hit 
  points by eating the dead flesh of another 
  person. They don’t need to consume the 
  whole body (multiple Wendigos can even 
  share a kill) but only get the benefit once; 
  after the first meal, the only benefit of 
  subsequent meals is a full belly. When 
  they feed in this way, the Wendigo gets 
  back all their lost flesh and grit, purges any 
  normal poisons or diseases from their 
  system, and fixes any injuries, no matter 
  how serious. A Wendigo consuming a 
  person’s flesh never has to worry about 
  food poisoning or being driven mad.  
  Starting at 2nd level, the Wendigo gains the 
  ability to cast a limited number of spells. 
  Unlike other spell-casters, Wendigos are 
  innately familiar with their magic; it is as 
  much a part of their being as their ability 
  to breathe or walk. The Wendigo knows a 
  set number of spells, and can’t learn more 
  from studying sanctums or similar.  Each 
  level, they will gain a new spell of the 
  Wendigo’s player’s choice at a set rank. 
  Each spell they know can be cast exactly 
  once before they need to refresh their 
  abilities with a full night’s sleep. Eating a 
  person’s flesh also refreshes the Wendigo 
  just as if they’d had a night’s sleep. 
  Casting a spell takes the Wendigo a round, 
  as if they had it memorized. 
  A Wendigo is not a magician. They do not 
  need a sanctum, cannot memorize spells, 
  develop new spells, bind spells into magic 
  items, or similar. They can still, however, 
  use a spell for novel effects (with an Art 
  skill roll and a save against Magic) just 
  like a magician would. 
   
   
   
   
   
  
  Table B: the Wendigo 
  Level 
  XP 
  Flesh and Grit Points 
  Saving Throws 
  Spell Gained 
  Weather 
  Poison 
  Hazards 
  Magic 
  1 
  0 
  1d6 Flesh and 1d6 grit 
  14 
  12 
  15 
  16 
  - 
  2 
  20 
  +1 Flesh and +1d6 grit 
  14 
  12 
  15 
  16 
  1st rank  
  3 
  40 
  +1 Flesh and +1d6 grit 
  14 
  12 
  15 
  16 
  1st rank 
  4 
  80 
  +1 Flesh and +1d6 grit 
  12 
  10 
  13 
  14 
  1st rank 
  5 
  160 
  +1 Flesh and +1d6 grit 
  12 
  10 
  13 
  14 
  1st or 2nd rank  
  6 
  320 
  +1 Flesh and +1d6 grit 
  12 
  10 
  13 
  14 
  1st or 2nd rank 
  7 
  640 
  +1 Flesh and +1d6 grit 
  10 
  8 
  9 
  12 
  1st or 2nd rank 
  8 
  1280 
  +1 Flesh and +1d6 grit 
  10 
  8 
  9 
  12 
  3rd rank or less 
  9 
  2560 
  +1 Flesh and +1d6 grit 
  10 
  8 
  9 
  12 
  3rd rank or less 
  10 
  3840 
  +2 grit 
  8 
  6 
  7 
  10 
  3rd rank or less 
  11 
  5120 
  +2 grit 
  8 
  6 
  7 
  10 
  4th rank or less 
  12 
  6400 
  +2 grit 
  8 
  6 
  7 
  10 
  4th rank or less 
  13 
  7680 
  +2 grit 
  6 
  4 
  5 
  8 
  5th rank or less 
  14 
  8960 
  +2 grit 
  6 
  4 
  5 
  8 
  5th rank or less 
  15+ 
  +1280 
  +2 grit 
  6 
  4 
  5 
  8 
  6th rank or less 
   
   
   
  
  The Aberrant  
  Whether by inbreeding, slow exposure to 
  mutagens, or magical accidents, some 
  individuals end up physically mutated, 
  their forms warping in odd, unnatural 
  ways. Often, these people will group 
  together, either because their whole family 
  tree is similarly altered, or from seeking 
  out other people afflicted with the same 
  condition. The property of being mutated 
  can be passed down from parent to child, 
  although the unnatural features a mutant 
  child displays may be completely different 
  to those of their parents. It’s not unusual 
  for these tribes to develop elaborate 
  systems of taboos around their mutations, 
  hiding them beneath veils and draped 
  clothing, only revealing their nature to 
  their own kind or in dire need. 
  Most of these people, in the end, resort to 
  the same basic lifestyle. They recluse 
  themselves in small clans in the hidden 
  cracks and corners of the world. Here, they 
  hunt by ambush or laying cunning traps, 
  and mark their the boundaries of their 
  territory with wicked snares and impaled 
  carcasses. When outsiders might find 
  them, the most physically odd are hidden 
  away whilst the more normal-looking 
  members of the clan attempt to hurry them 
  away. In the event that this doesn’t work 
  (and it often doesn’t), the remainder of the 
  clan have plenty of ways to dispose of 
  unwanted guests with jagged stone knives 
  and strangling-cords. 
   
  As suits their skulking, furtive nature, 
  Aberrants start off with a basic Stealth 
  skill chance of 3 in 6, which slowly 
  improves as they gain levels. They will be 
  either a human or a Neanderthal; if they 
  are human they have the same chance at 
  Animalism, while if they are a Neanderthal 
  they have the same chance in Tracking. 
  An Aberrant deals extra damage when they 
  make a surprise attack against an enemy; if 
  the damage would be dealt straight to the 
  enemy’s flesh, the Aberrant deals extra 
  damage. In addition, an Aberrant can use 
  the ‘aim’, ‘fight defensively’, ‘fight 
  recklessly’ and ‘go for the kill’ combat 
  options without a penalty. 
  On top of this, all Aberrants have 
  somewhere 
  between 
  one 
  and 
  four 
  unnatural features. When you create your 
  character, choose how many unnatural 
  features you want your Aberrant to have 
  and generate that many random unnatural 
  features for them. If your GM allows non-
  random character creation (such as letting 
  a Magician pick their spells rather than 
  rolling), you can instead pick a single 
  unnatural feature, and any related details. 
   
  Should an Aberrant try to attract a tribe, 
  use table C1 below to determine which 
  followers they might attract. Other than 
  this, their tribes use all the normal rules. 
   
  Table C1: the Aberrant’s tribe.  
  Roll d6 Follower 
  1 or 2 
  Human mutant (equal chance of 
  being male or female) 
  3 or 4 
  Neanderthal 
  mutant 
  (equal 
  chance of being male or female) 
  5 
  Child (equal chance of being 
  male or female) 
  6 
  A dog (use the rules for jackals) 
  
  Table C: the Aberrant  
  Level 
  XP 
  Flesh and Grit Points 
  Saving Throws 
  Skill 
  Chance 
  Bonus 
  Damage 
  Weather 
  Poison 
  Hazards 
  Magic 
  1 
  0 
  1d6 Flesh and 1d6 grit 
  14 
  16 
  15 
  14 
  3/6 
  +1 
  2 
  15 
  +1 Flesh and +1d6 grit 
  14 
  16 
  15 
  14 
  3/6 
  +2 
  3 
  30 
  +1 Flesh and +1d6 grit 
  14 
  16 
  15 
  14 
  3/6 
  +3 
  4 
  60 
  +1 Flesh and +1d6 grit 
  14 
  16 
  15 
  14 
  3/6 
  +4 
  5 
  120 
  +1 Flesh and +1d6 grit 
  11 
  12 
  14 
  12 
  4/6 
  +5 
  6 
  240 
  +1 Flesh and +1d6 grit 
  11 
  12 
  14 
  12 
  4/6 
  +6 
  7 
  480 
  +1 Flesh and +1d6 grit 
  11 
  12 
  14 
  12 
  4/6 
  +7 
  8 
  960 
  +1 Flesh and +1d6 grit 
  11 
  12 
  14 
  12 
  4/6 
  +8 
  9 
  1920 
  +1 Flesh and +1d6 grit 
  9 
  10 
  12 
  10 
  5/6 
  +9 
  10 
  2880 
  +2 grit 
  9 
  10 
  12 
  10 
  5/6 
  +10 
  11 
  3840 
  +2 grit 
  9 
  10 
  12 
  10 
  5/6 
  +10 
  12 
  4800 
  +2 grit 
  9 
  10 
  12 
  10 
  5/6 
  +10 
  13 
  5760 
  +2 grit 
  7 
  8 
  10 
  8 
  6/6 
  +10 
  14 
  6720 
  +2 grit 
  7 
  8 
  10 
  8 
  6/6 
  +10 
  15+ 
  +960 
  +2 grit 
  7 
  8 
  10 
  8 
  6/6 
  +10 
   
   
  Neanderthal  mutant (a 1st level  
  Abberant) 
  Flesh 
  1d6 (4) 
  Grit 
  1d6 (4) 
  AC 
  13 
  Attacks 
  Club (+0 bonus, 1d8 damage) or 
  Net (use to wrestle at throwing 
  range) 
  Strength +0, Dexterity +1, Constitution +0, 
  Intelligence-1, Wisdom +1, Charisma -1 
  14 vs Weather, 16 vs Poison, 14 vs hazards, 13 
  vs Magic 
  Skills; Stealth 4/6, Tracking 4/6  
  Equipment; Gloves, Club, Veil, Sack, Net. 
  Abilities; +1 damage on sneak attacks.  
  Thorny skin deals 1d6 damage on a successful 
  unarmed attack or to enemies grappling the 
  mutant. 
  Adjectives; Gnarled, Shady, Shrouded, Brutish, 
  Shambling, Scarred, Ragged, Furtive, Odd 
   
   
   
   
   
   
  Human  mutant (a 1st level  
  Abberant) 
  Flesh 
  1d6 (4) 
  Grit 
  1d6 (4) 
  AC 
  13 
  Attacks 
  Sling (+1 bonus, 1d4-1 damage) 
  or 
  Spear 
  (-1 
  bonus, 
  1d6-1 
  damage) 
  Strength -1, Dexterity +1, Constitution +0, 
  Intelligence +0, Wisdom +0, Charisma +0 
  14 vs Weather, 16 vs Poison, 14 vs hazards, 14 
  vs Magic 
  Skills; Stealth 4/6, Animalism 3/6  
  Equipment; Gloves, Sling, 20 Slingstones, 
  Spear, veil. 
  Abilities; +1 damage on sneak attacks.  
  Rubbery flesh gives +1 to wrestling rolls and 
  can squeeze through small gaps. 
  Adjectives; Wriggling, Slinking, Peering, Foetid, 
  Emaciated, Grasping, Wiry, Pallid, Assymetric 
  
  Morlocks 
  Hundreds of millennia ago, the lightless 
  depths of the earth were ruled by the now-
  extinct race of serpent-folk. These beings 
  built huge cities carved from the living 
  rock, lit by pools of glowing magma next 
  to which the serpents basked. Great stone 
  altars marked the centre of each such city, 
  upon-which the priest-kings sacrificed 
  dozens of living victims a day to their 
  horrible gods. Now, though, these cities 
  are empty, the caverns flooded or filled 
  with rubble, with only crumbling ruins and 
  scattered reptilian bones to show that they 
  were inhabited. Although their civilization 
  came to an end, as their society tore itself 
  apart in blood-soaked fury, one remnant of 
  their culture remains. 
  The serpent-folk bred the slave race known 
  as morlocks from the same ancient apes 
  that went on to become modern humans 
  and Neanderthals. These creatures were 
  artificially raised to full sapience, and 
  altered by the serpent-folk’s strange arts to 
  be better suited to servitude. They were 
  made strong and dextrous enough for 
  labour, but not so powerful as to ever pose 
  a threat to their masters if they chose to 
  revolt. Finely-honed senses, to better cope 
  with life in the dark underground, were 
  developed, and the race were made long-
  lived and resilient to cope with their 
  difficult existence. The morlocks were 
  given a demure, easily-swayed nature, and 
  a few minor magical gifts to better serve 
  their masters. In particular, they had bred 
  into them a peculiar suitability as live 
  sacrifices, and vast numbers of slaves were 
  cut open so that their hearts’ blood could 
  be offered to the serpent-folk’s hungry 
  gods. 
  Following the fall of the serpent-folk 
  civilization, a few scattered morlocks 
  survived in the deep underground. Over 
  the 
  millennia, 
  they 
  have 
  adapted 
  themselves to a subterranean existence. 
  These people are now lanky, pale people, 
  lacking any pigmentation in their marble-
  white skin and hair. Their ears have grown 
  large and pointed, like those of a bat, and 
  their eyes are wide staring things, 
  completely black since their pupils take up 
  the whole eye. They are fragile, with long 
  limbs and delicate, spider-like fingers, and 
  their diet is adapted to the crawling insects 
  and fungal slimes that can be harvested in 
  the depths. 
  Being magically created beings, the whole 
  race possess some level of talent with 
  magic. The morlocks record their magic by 
  scarring it into one another’s flesh with 
  flint knives or hot brands, and each 
  morlock learns to ‘read’ these marks by 
  running their fingers over the rough scars. 
  Even in pitch darkness, a morlock is never 
  without their magic. However, the morlock 
  race have little in the way of inventiveness. 
  The entirety of their magic consists of 
  remnants of the serpent-folk’s practices, 
  now mostly forgotten and degraded to the 
  level of mere parlour tricks. 
  Morlock technology is primitive, even 
  compared to that of the surface-dwellers, 
  as they have regressed massively since 
  their time as slaves. They remember 
  nothing of their creators, and have little 
  knowledge of the surface world. They live 
  a simple life, small families of their kind 
  crawling through the lightless passages of 
  the earth in search of food and supplies 
  that they can scavenge.  
  Occasionally, a band will find their way to 
  the surface world, where the bright 
  daylight and empty void of the sky is 
  initially 
  terrifying 
  to 
  these 
  simple 
  creatures. Those that remain above ground 
  might become acclimatized, but their 
  docile, easily startled nature doesn’t 
  prepare them well for encounters with 
  humans and Neanderthals. These strange 
  people are often savagely driven back 
  underground, or else conquered and 
  subjugated by other races. Indeed, many 
  magicians have heard rumours of a 
  subterranean race of magical simpletons, 
  and dearly wish to acquire one as their 
  own slave. 
  
   
  As beings of the deep underground, 
  morlocks start with a basic 2 in 6 chance at 
  Perception, which slowly improves as they 
  gain levels. A morlock can use the ‘aim’, 
  ‘fight defensively’, ‘fight recklessly’ and 
  ‘go for the kill’ combat options without a 
  penalty. 
  A morlock can cast spells similarly to a 
  magician. Unlike magicians, morlocks do 
  not use sanctums, and instead use 
  scarification to record their spells on their 
  own flesh. Carving a spell into a morlock’s 
  flesh works much like a magician painting 
  the spell onto their sanctum’s walls, with 
  the exception that it takes only one turn per 
  spell rank, and rather than requiring 
  magical reagents, the morlock deals 1 
  damage to their flesh for each rank of spell 
  being recorded. A morlock can translate 
  spells from sanctums or bound into items 
  just like a magician. A morlock’s flesh is 
  essentially a small sanctum, so a morlock 
  or Magician able to study it can translate 
  spells from it. 
  A morlock can make magic items like a 
  human magician, but they cannot use 
  spells in unusual ways or develop spells of 
  their own. morlocks seem to be largely 
  placid beings that lack the ambition and 
  curiosity of human Magicians, and whilst 
  they can learn new spells from others, they 
  don’t really have the mindset to develop 
  them for themselves.  
  The fresh heart of a morlock can always be 
  used in place of any required magical 
  reagent; morlocks are innately magical 
  beings and were bred for the purpose of 
  ritual sacrifice. 
  Unlike Magicians, morlocks start of 
  knowing only a single random first-rank 
  spell.  
   
   
   
   
   
   
   
  
  Table D: the Morlock 
  Level 
  XP 
  Flesh and Grit Points 
  Saving Throws 
  Perception 
  Skill 
  Weather 
  Poison 
  Hazards 
  Magic 
  1 
  0 
  1d6 Flesh and 1d6 grit 
  13 
  12 
  15 
  15 
  2/6 
  2 
  30 
  +1 Flesh and +1d6 grit 
  13 
  12 
  15 
  15 
  3/6 
  3 
  60 
  +1 Flesh and +1d6 grit 
  13 
  12 
  15 
  15 
  3/6 
  4 
  120 
  +1 Flesh and +1d6 grit 
  11 
  10 
  13 
  13 
  4/6 
  5 
  240 
  +1 Flesh and +1d6 grit 
  11 
  10 
  13 
  13 
  4/6 
  6 
  480 
  +1 Flesh and +1d6 grit 
  11 
  10 
  13 
  13 
  4/6 
  7 
  960 
  +1 Flesh and +1d6 grit 
  9 
  8 
  9 
  11 
  5/6 
  8 
  1920 
  +1 Flesh and +1d6 grit 
  9 
  8 
  9 
  11 
  5/6 
  9 
  3840 
  +1 Flesh and +1d6 grit 
  9 
  8 
  9 
  11 
  5/6 
  10 
  5760 
  +2 grit 
  7 
  6 
  7 
  9 
  5/6 
  11 
  7680 
  +2 grit 
  7 
  6 
  7 
  9 
  6/6 
  12 
  9600 
  +2 grit 
  7 
  6 
  7 
  9 
  6/6 
  13 
  11520 
  +2 grit 
  5 
  4 
  5 
  7 
  6/6 
  14 
  13440 
  +2 grit 
  5 
  4 
  5 
  7 
  6/6 
  15+ 
  +1920 
  +2 grit 
  5 
  4 
  5 
  7 
  6/6 
   
  Table E; Spells a Morlock can memorize at once  
  Level 
  Rank 1 Rank 2  Rank 3 Rank 4 Rank 5 Rank 6 Rank 7 Rank 8 
  1 
  1 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  2 
  2 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  3 
  3 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  4 
  3 
  1 
  0 
  0 
  0 
  0 
  0 
  0 
  5 
  3 
  2 
  0 
  0 
  0 
  0 
  0 
  0 
  6 
  3 
  3 
  0 
  0 
  0 
  0 
  0 
  0 
  7 
  3 
  3 
  1 
  0 
  0 
  0 
  0 
  0 
  8 
  3 
  3 
  2 
  0 
  0 
  0 
  0 
  0 
  9 
  3 
  3 
  3 
  1 
  0 
  0 
  0 
  0 
  10 
  3 
  3 
  3 
  2 
  0 
  0 
  0 
  0 
  11 
  3 
  3 
  3 
  2 
  1 
  0 
  0 
  0 
  12 
  3 
  3 
  3 
  2 
  2 
  0 
  0 
  0 
  13 
  3 
  3 
  3 
  2 
  2 
  1 
  0 
  0 
  14 
  3 
  3 
  3 
  2 
  2 
  1 
  1 
  0 
  15+ 
  3 
  3 
  3 
  2 
  2 
  1 
  1 
  1 
   
   
   
   
   
   
   
   
  
  The Mystic 
   
  Humans 
  and 
  their 
  related 
  races 
  (Neanderthals and Morlocks) are not alone 
  in the world. There are other beings, old 
  and alien, that live in the lightless depths 
  of the earth and in the voids between 
  planets. These entities take many forms, 
  from amorphous shapeless horrors, to 
  beings of pure intilect, to creatures that 
  should have perished millions of years ago 
  yet cling on to existance.  
  These various beings are not, in the 
  strictest sense of the term, gods, but they 
  dearly wish to be, and they crave the 
  sensations of worship and sacrifice. As 
  such, the rise of cultured beings on the 
  earth’s surface has attracted their attention, 
  and they blindly grope out with what 
  influence they have, worming their way 
  into the minds of susceptible beings. 
  This, then, is how the various mystics in 
  the world came to be. Each has the tendril 
  of some strange entity lodged in their mind 
  like roots penetrating rock. Each mystic is 
  promised fantastic power if they just open 
  themself up to the worship of their patron, 
  and those that do are suitably rewarded. 
  And, of course, the more the mystic is 
  rewarded, the more their patron coils itself 
  around their mind. 
  Over time, the patron will warp their 
  followers to better suit its nature. Bizarre 
  codes of behavior appear, which slowly 
  become 
  requirements 
  to 
  sustain 
  the 
  mystic’s supernatural gifts. In truth, any 
  would-be divinity requires these things, as 
  veneration quickly becomes addictive, and 
  without it the patron would wither and 
  fade back into obscurity.  
   
  Mystics start with a basic 1 in 6 chance at 
  Charm, which slowly improves as they 
  gain levels. A mystic can cast spells, too, 
  but in a very different fashion to a 
  magician.  A mystic has a set number of 
  spells known to them. These are all that 
  their patron is willing to grant them, and 
  they may not learn any more by translating 
  a magician’s work or researching them for 
  themselves. Similarly, they may not create 
  magical items. They can still, however, use 
  a spell for novel effects (with an Art skill 
  roll and a save against Magic) just like a 
  magician would. 
  A mystic has no limit on how often they 
  can cast a spell. Instead, they must spend a 
  round in supplication to their patron, and 
  make a Charm roll to see if the being 
  answers their pleas. If the Charm roll is 
  successful, the spell is cast successfully. If 
  the roll Charm roll fails then roll a d20 on 
  Table F1 to determine what has gone 
  wrong. For any result on Table F1 that 
  requires a sacrifice or offering, the fresh 
  heart of a Morlock can be offered instead.  
  A mystic starts off knowing two random 
  Rank 1 spells. Based off these rolls, a 
  mystic’s player should work with the GM 
  come up with a very rough picture of their 
  patron’s nature. As they mystic gains 
  levels, they will learn additional spells; 
  table F states which rank spell is learned at 
  each level; a random spell of this level is 
  learned. As more spells are learned (and 
  results on table G are rolled), a better 
  picture of the Patron will emerge. 
   
  
  Table F; The Mystic  
  Level 
  XP 
  Flesh and Grit Points 
  Saving Throws 
  Charm 
  Spell Gained 
  Weather 
  Poison 
  Hazards 
  Magic 
  1 
  0 
  1d6 Flesh and 1d6 grit 
  14 
  11 
  16 
  15 
  1/6 
  2 1st rank 
  2 
  18 
  +1 Flesh and +1d6 grit 
  14 
  11 
  16 
  15 
  2/6 
  1st rank 
  3 
  35 
  +1 Flesh and +1d6 grit 
  14 
  11 
  16 
  15 
  3/6 
  1st rank 
  4 
  70 
  +1 Flesh and +1d6 grit 
  14 
  11 
  16 
  15 
  3/6 
  2nd  rank  
  5 
  140 
  +1 Flesh and +1d6 grit 
  12 
  9 
  14 
  12 
  3/6 
  2nd rank 
  6 
  280 
  +1 Flesh and +1d6 grit 
  12 
  9 
  14 
  12 
  3/6 
  2nd rank 
  7 
  560 
  +1 Flesh and +1d6 grit 
  12 
  9 
  14 
  12 
  4/6 
  3rd rank 
  8 
  1120 
  +1 Flesh and +1d6 grit 
  12 
  9 
  14 
  12 
  4/6 
  3rd rank 
  9 
  2240 
  +1 Flesh and +1d6 grit 
  10 
  7 
  12 
  9 
  4/6 
  4th rank 
  10 
  3360 
  +2 grit 
  10 
  7 
  12 
  9 
  4/6 
  4th rank 
  11 
  5600 
  +2 grit 
  10 
  7 
  12 
  9 
  5/6 
  5th rank 
  12 
  6720 
  +2 grit 
  10 
  7 
  12 
  9 
  5/6 
  5th rank 
  13 
  7840 
  +2 grit 
  8 
  3 
  8 
  6 
  5/6 
  6th rank 
  14 
  8960 
  +2 grit 
  8 
  3 
  8 
  6 
  5/6 
  7th rank 
  15+ 
  +1120 
  +2 grit 
  8 
  3 
  8 
  6 
  6/6 
  8th rank or less 
   
   
   
  
  Table F1; The Fickle Whims of the Divine 
  d20 
  Result 
  1 
  The patron demands a sacrifice of blood; d4 flesh points either from the Mystic or other willing 
  suplicants. The blood does not need to be drawn out all at once. When the sacrifice has been offered, the 
  spell will take effect. 
  2 
  The patron demands a sacrifice of a particular animal. The animal will always be one in some way 
  significant to the patron’s nature. The patron will always demand the same animal sacrifice. When the 
  sacrifice has been offered, the spell will take effect. 
  3 
  The patron demands a sacrifice of five days’ worth of food. When the sacrifice has been offered, the spell 
  will take effect. 
  4 
  The patron demands that the mystic destroy either a magical item or else a shrine or idol of a rival being. 
  When this has been done, the spell will take effect. 
  5 
  The patron demands the sacrifice of either an eye, tooth, tongue or finger taken from a Human, 
  Neanderthal or Morlock victim. When the sacrifice has been offered, the spell will take effect. 
  6 
  The patron requires adulation. After a total of 2d6 rounds have been spent singing the patron’s praises, 
  the spell will take effect. 
  7 
  The patron requires an idol of it be made; an image representing it will be burned into the mystics mind. 
  When an idol has been made and consecrated, the spell will take effect. The mystic can cast no other 
  spells until this is done. 
  8 
  The patron requires a show of faith from the mystic; they must travel to some nearby site appropriate to 
  the patron’s nature, such as a mountain-peak, deep cave or tar pit, and remain there in meditation for a 
  full day.  When this is done, the spell will take effect. The mystic can cast no other spells until this is 
  done. 
  9 
  A mark or likeness of the patron is permanently burnt into the mystic’s flesh somewhere prominent, 
  appearing as a scar or birthmark. The spell does not take effect. 
  10 
  The patron places a restriction upon the mystic. From now on, some activity antithetical to their patron’s 
  nature is forbidden. Should the mystic perform such an act, they immediately take d12 damage from a 
  bolt of lightning from the sky, sudden bleeding from the eyes, or similar. The spell does not take effect. 
  11 
  The patron requires a daily ceremony from the mystic. Either at sunrise, midday, sunset or midnight, the 
  mystic must perform some small rite of thanks to their patron. Failure to do so will result in the mystic 
  losing the ability to cast spells at all for a full day, and d4 damage. If this result is rolled a further time, 
  the penalty for missing this supplication increases by a day and a dice-size. The spell does not take effect. 
  12 
  The patron requires a ceremony from the mystic every time they would perform some everyday activity 
  such as eating, sleeping, preparing food or dressing. Failure to do so will result in the mystic losing the 
  ability to cast spells at all for a full day, and d4 damage. If this result is rolled a further time, the penalty 
  for missing this supplication increases by a day and a dice-size. The spell does not take effect. 
  13 
  The patron requires daily sacrifice. Roll a d6 on this table to determine what is required. Each day, either 
  at sunrise, midday, sunset or midnight, the mystic must offer this sacrifice. Failure to do so will result in 
  the mystic losing the ability to cast spells at all for a full day. If this result is rolled a further time, the 
  penalty for missing this supplication increases by a day. The spell takes effect normally. 
  14 
  The patron decides to mould their mystic’s capabilities. The mystic loses a point from a randomly chosen 
  attribute, and gains a point of another random attribute. The spell does not take effect. 
  15 
  The patron decides to grant their mystic new gifts. The mystic forgets the spell they just tried to cast, 
  which does not take effect, and instead learns a new random spell of the same level.  
  16 
  The patron decides to shape their mystic to better suit their taste. The mystic gains a random unnatural 
  feature. The spell does not take effect. 
  17 
  The mystic is knocked unconscious for d4 rounds, during which they experience strange hallucinatory 
  visions of their patron. When they awaken, the spell takes effect. 
  18 
  The spell takes effect normally, but the mystic is unable to use any more spells for the remainder of the 
  day as their patron grows briefly bored of them. 
  19 
  The spell has no effect, and the mystic cannot use that spell again for the remainder of the day as the 
  patron grows irritated with them. They can, however, use any other spell normally. 
  20 
  The spell takes effect normally. For 2d6 rounds, the mystic is filled with the their patron’s power, and 
  may show signs such as glowing eyes, feet not touching the ground as they walk, a coating of frost, and 
  so forth. During this time, they must cast a spell they know each round, without needing a Charm skill 
  roll. However, their mortal body is not suited to such exertion, and each spell they cast in this way deals a 
  point of damage to their flesh when the power finally leaves them. 
   
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/LotFP Classes/Cavegirl Horror Classes for LotFP.pdf