Light of The Moon v1.1

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Credits

Overall Concept
Aidan Lee
Creative Assistance
Ethan Lee
Playtesting
Glory2Snowstar
SomeAsian
Art
Niko on Fiverr
Noixle on Fiverr
Subhadeep on Fiverr
Articulture.id on Fiverr
Javiera V on Fiverr
Sanjeewani on Fiverr
Clip Art
PNGITEM
Freepik
Photos
WCHS-TV
Patterson–Gimlin film
George Stock
Robert Kenneth Wilson
Amarillo Zoo
Donald Bromley
Acknowledgments
Made in Homebrewery
D&D 5e for much of the system's foundation
Pokeymanz for exploding dice, traits and flaws
The Unexplained and Paper Story for unique skills
The Persona series for defining characters with arcana
Bristol, Rhode Island for inspiring Newshire
r/RPGdesign for advice on design
Cryptid Wiki for being a great reference

On the Cover
A Mothman, Wolfman and Kistune
keep watch at the top of a bell tower as
their extraterrestrial allies come in to land.
Made by Deepak Singh on Fiverr

2
Table Of Contents
1 Light of the Moon
1.1 Foreword
1.1.1 The Truth is Out There
1.1.2 Malleable Tone
1.1.3 Get Creative
1.2 Glossary of Terms
1.3 How to Play
1.3.1 GM and Players
1.3.2 Abilities
1.3.3 Skills
1.3.4 Unique Skills
1.3.5 Checks
1.3.6 Crits
1.3.7 Flubs
1.3.8 Helping
1.3.9 Traits
1.3.10 Flaws
1.3.11 Sparks
1.3.12 Arcana
1.4 Skill List
1.5 The World
1.5.1 Two Sides
1.5.2 Human Society
1.5.3 Cryptid Society
1.5.4 Cryptid Technology
1.5.5 Cryptid Leadership
1.5.6 Language
1.5.7 Newshire
1.6 Combat
1.6.1 Theatre of the Mind
1.6.2 Order of Combat
1.6.3 On Your Turn
1.6.4 Wounds
1.6.5 Falling Unconscious
1.6.6 Attacking
1.6.7 Defending
1.6.8 Bonuses and Penalties
1.7 Character Creation
1.8 Species
1.9 Other Species
1.10 Major Traits
1.11 Minor Traits
1.12 Major Flaws
1.13 Minor Flaws
1.14 Arcana
1.15 Gamemaster's Guide
1.16 NPCs
1.16.1 Humans
1.16.2 Vehicles
1.16.3 Beasts
1.16.4 Newshire Humans
1.17 Example of Play

3
Foreword
The trio of Grey Aliens scamper up the ladder to the loft as
the barn door slides open with a sickening squeal. The
farmer levels his shotgun as he scans the inky shadows for
movement. His trigger finger twitches as his eyes adjust to
the darkness, his gaze drifting past the hay bale that seems to
be slowly lifting into the air. With just a bit of telekinesis one
of the Greys sends the bale flying into the man's side,
knocking him to the ground. Before he can pick himself
back up the aliens are upon him, phasers at the ready.
As his heart rate picks up one of the croaks out a question.
"What do you know about the OPI?"
The Truth is Out There
Light of the Moon is a Tabletop Role Playing Game (TTRPG)
that focuses on the monster's side of supernatural scenarios.
In this system each player controls their own cryptid, working
with the rest of their party to achieve their goals together
while keeping their existence on a need-to-know basis. Their
primary concern will be the humans that almost always live
nearby. The threat of discovery or capture is constant as the
party makes daring forays into the world of the humans,
hoping each time to come back in one piece. These daily
fights for survival will be the main source of tension for
players as they navigate a pair of worlds that continue to
violently collide.
Malleable Tone
While Light of the Moon defaults to a semi-serious tone, this
is not a fixed rule. The tone of this game can vary based on
what the GM and players are looking for. Do not be afraid to
experiment with darker or light-hearted tones to find what
works best at your table.
Get Creative
Light of the Moon is less focused on numbers and stats and
more so on narrative and storytelling while encouraging
players and GM alike to get creative with the abilities they
have at their disposal. To this end you will find that some of
the descriptions of abilities in this TTRPG are more vague
than others. This is to invite you to fill in the blanks yourself.
What counts as "a close encounter" for the purposes of the
Night Terror trait? That's up to the players and GM to decide
together.

4
Skill
Glossary of Terms A specific aspect of life that a character might be trained in.
Ability Skill Modifier
One of a character's basic attributes that defines their The bonus that being proficient in a skill adds to any roll
capabilities. using that skill.
Ability Score Trait
The number (or "score") associated with a given ability. A positive aspect of a PC that helps them in their journey.
Ability Modifier
The amount added to or subtracted from a roll made with a
given ability.
Arcana
The major arcana of the tarot deck, used here as a guide for
aspects of character creation.
Attacking Check
The roll used to gauge how well a character attacks another.
Character
Any creature in the game world being played by either a
player or the GM, PCs and NPCs alike.
Crit
The spectacularly successful outcome that comes from
rolling at least a single 10 on a check.
Cryptid
A creature whose existence is debated, though they exist for
sure within Light of the Moon.
Defending Check
The roll used to gauge how well a character defends against
another character's attack.
Defense
The static value NPCs use for all their defending checks.
Flaw
A negative aspect of a PC that hinders their progress.
Flub
The spectacular failure that results when two 1s are rolled on
a check.
GM
The game master, the one who creates scenarios, narrates
play and plays NPCs.
NPCS
A non-player character, any character controlled by the GM.
PC
A player character, any character directly controlled by a
player.
Player
A non-GM game participant who roleplays as a player
character.

5
Unique Skills
How to Play Some cryptids are highly skilled in specific aspects of life. A
GM and Players player comes up with their character's unique skills (2 at
Basic play in Light of the Moon includes 1 GM and at least 1 character creation), they can encompass any ability their
player. Each player controls one player character (PC) while character would conceivably be trained in. A Chupacabra
the GM controls the NPCs, world and narrates events. might have Blood Drinking as a unique skill while a Grey
Alien might have Spacecraft as a unique skill. Unique skills
should be at least as specific as regular skills, if not more so.
Abilities Unique skills are also tied to any ability. When a unique skill
Each PC in Light of the Moon has 6 Abilities, each is created the player should work with their GM to figure out
representing what that character is capable of. The scores for what ability it would make most sense to fall under. Checks in
these abilities range from -5 to +5, with 0 being the average a PC's unique skills receive a +5 skill modifier.
for a human.
Strength - Your ability to physically exert yourself. This Checks
includes pushing, lifting, climbing or throwing a punch. When a PC attempts to take any action in which the result is
Dexterity - Your ability to be quick and nimble in your not certain the GM will likely call for a check to be made in a
movements, both large and small. specific ability or skill. This includes the rolling of 2d10 then
Constitution - Your ability to resist physical stresses from the adding of modifiers associated with that ability or skill.
exhaustion to bullet wounds. The GM will also set a difficulty class (DC), the number the
Knowledge - Your ability to understand and know facts, think check has to meet or exceed to be successful. A moderate DC
on your feet and remain attentive. is about 15.
Charisma - Your ability to charm, deceive
and generally navigate socially. Ability Checks
Will - Your mental fortitude, used when A check made with an ability as
pushing through something that taxes your opposed to a skill is testing the PC's
emotions, patience or paranormal power. general aptitude or an aspect that does
Each ability score correlates to a different not have a corresponding skill. These checks
bonus to rolls using that ability. add only the ability modifier to the roll.
Ability Score/Modifier Skill Checks
-5 A check made with a skill is testing a PC's specific
capabilities. These checks add the corresponding skill
-4 modifier (+3 if the PC is proficient in that skill) and the ability
-3 modifier that skill falls under. When making a check with a
unique skill only add the +5 skill modifier used with unique
-2 skills.
-1
0 Contested Checks
Sometimes two characters are acting against each other in
+1 some way. In these instances a contested check is used. Both
+2 involved characters roll their respective checks (these may
not be of the same skill or ability) with the character who
+3 rolled the highest winning the contest. In the event of a tie a
+4 PC will always win over an NPC. If two PCs (or two NPCs)
+5
tie in a contest then both checks are rerolled.
Crits
Skills Sometimes a character achieves something amazing or
Skills are the more specific aspects of life a PC is trained in. totally and utterly messes everything up to a comedic level.
Each Ability has a number of Skills associated with it. A full These possibilities are reflected by Crits and Flubs. If a check
list of these skills can be found on page 8. A PC is either is made and any of the d10 come up as a 10, this is a Crit.
proficient in a skill or not. Checks in skills a PC is proficient The d10 that came up as a 10 is rolled again and the result of
in receive a +3 bonus, known as the skill modifier. the two rolls are added together before applying modifiers. If
both dice come up as 10 then both d10s get this treatment.
Yes, this means Crits can lead into each other if luck is really
on your side. A check that crits and succeeds should do so in
some spectacular way that has extra impact on the scene.

6
Flubs Arcana
On the other hand, if both d10s come up as 1s, this is a flub. The major arcana of the tarot deck are a set of 22 cards, each
The action being attempted fails spectacularly. This failure
should be as comedic as the tone you're aiming for allows. representing a different archetype. In Light of the Moon these
cards are used in character creation as a base to build off of.
Helping Each player will choose an arcana for their character during
character creation. A list of all the arcana can be found on
Sometimes characters need to work in unison to achieve a page 21.
goal. If a character wants to help another they should first
describe how they are doing so. If the GM deems this Invoking the Arcana
sufficient enough help then the character doing the helping Once per day a PC is allowed to
can make a relevant check. If the check succeeds the invoke their arcana. Doing this
character being helped receives an extra +5 to the check activates a specific ability based on the
being helped with. arcana they chose. These abilities are
typically non-mechanical but instead
Traits impact the story. If an invocation affects
Traits are boons that a cryptid possesses that make them only one character, the player specifies which
stand out. These can be biological aspects, parts of their character is affected upon invoking their arcana. The GM is
personality or anything else. Traits are divided into major always in charge of the specifics of the effect unless the target
traits and minor traits, with major traits being more powerful is another PC, in which case they should work with the GM
but also more expensive. Traits are gained during character to determine the effects.
creation and character advancement. Arcana and Sparks
Sparks are typically given out when a PC plays into the
Flaws personality traits associated with their arcana. To facilitate
Flaws are the inverse of traits, aspects of a cryptid that hinder this players are encouraged to tell their GM when they are
their progress. Major flaws are more debilitating than minor trying to play into their arcana. The act of playing into the
flaws. Flaws are gained during character creation but can arcana must be significant. Simply making a remark that fits
also arise throughout the course of play when the GM deems a personality trait is not enough, the PC must take some
appropriate. action that has an impact on the scene that is reflective of one
of their arcana personality traits.
Sparks
Custom Arcana
Sparks represent a PCs drive to succeed where they would If you feel none of the major arcana fit the character you want
otherwise fail. Each PC can have up to 3 sparks at once, but to create you are free to come up with your own. Work with
start each session with only 1. At any point a PC can spend a your GM to decide on a goal for your character and a
spark to reroll a check and take the higher of the two rolls. narrative effect that makes sense for your invoke arcana
Sparks can be awarded by the GM for good roleplaying, ability. You may even want to give a name to your new arcana.
creative solutions, achieving something significant, etc, but
are most commonly awarded for playing into arcana (see
more in the following Arcana section).

7
Skill List
Strength
Athletics
Your ability to tackle physically taxing activities. This can
include climbing, swimming, jumping, running or anything
else in that vein.
Hoisting
Your ability to physically manipulate heavy objects. This can
include pushing or lifting something or someone.
Dexterity
Acrobatics
Your ability to keep your balance in tricky situations. This
could include walking along the edge of a cliff, doing a flip or
rolling down a hill without spinning out of control.
Sleight of Hand
Your ability to work quickly and quietly with your hands (or
whatever you have instead of hands). This could cover picking Perception
locks or stealing something without a target noticing. Your ability to notice the presence of something or someone
as well as your general awareness of your surroundings. This
Stealth could include spotting the distant flash of car headlights or
Your ability to stay hidden from others. This will often be hearing the nearby rustle of leaves.
rolled with when sneaking around.
Technology
Knowledge Your understanding of modern human technology and how to
Culture operate it. This could include finding a file on a computer or
Your understanding of historical events, legends and operating a firearm.
practices of both humans and cryptids. This could include
recalling a major event in human history or deducing which Charisma
famous sasquatch is being referenced in a research paper. Deception
Your ability to hide the truth from others. This could include
Investigation talking in a misleading manner, outright lying or trying to
Your ability to suss out clues, details and things of interest by effectively use a disguise.
using thorough inspection. This could include searching a
room for an item or looking for footprints in the mud. Menace
Your ability to strike fear into the hearts of others. This could
Medicine include scaring off a nosey human or saying something
Your understanding of medical practices as well as the intimidating to get a foe to back down.
biology of creatures. This could include dressing a wound or
determining what killed someone based on the marks on Performance
their corpse. Your ability to delight an audience through dance, song or any
other act. This could include singing a folk song or pulling a
Nature punch in a convincing manner.
Your understanding of natural phenomena such as plants,
terrain, animals and your fellow cryptids. This could include Persuasion
identifying a plant or recognizing the call of a Jersey Devil. Your ability to convince others to cooperate with you through
natural charm alone. This could include convincing someone
Parascience to keep a secret or acting as a mediator in a dispute.
Your understanding of magic, psychic abilities and other
paranormal forces. This could include deducing the meaning
of a sigil or identifying ectoplasm.

8
The World
Two Sides
The world of Light of the Moon is one split in two. On one
side is the world of humanity, living in their shelters, the
majority of them blissfully unaware of the existence of
strange creatures. On the other side is the world of the
cryptids. A world that has done everything it can to isolate
itself from humanity. These worlds have begun overlapping
more and more and humanity expands further and further.
They make homes in deeper parts of the woods, create more
advanced technology and stick their collective nose where it
does not belong.
The default setting for Light of the Moon has adventures
taking place around the late 90's and early 2000's. The
previous decade is fresh in people's minds and the new
millenia is off to a rocky start. It is this unsure and wary
world that PCs step into. Cryptid Society
Cryptids tend to live solitary lives, fending for themselves and
Human Society keeping away from humans. They take up residence far from
Humans fear what they do not understand, and cryptids are populated areas when possible, in dense forests, barren
the most mysterious things that are known for sure to exist deserts, abandoned human structures or anywhere else that
(by some, at least). The majority of humans are fearful of suits their needs. As human activity increases, however,
cryptids, if not openly hostile towards them. Hunters and cryptids are pushed together in the few remaining human-
farmers will shoot to kill, government agencies will try to free havens. As such small communities of cryptids have
capture them and even some cryptozoologists are more started to form. Cryptids are wary of humans, and rightfully
interested in exploitation than research. Being captured by so. They will do anything in their power to hide from them.
humans is a fate worse than death for most cryptids. The Those cryptids who do try to establish contact with humans
best they can hope for is some mildly invasive study followed are seen by most other cryptids as deviants.
by an eternity in confinement. An effective end to their lives.
Luckily most of humanity is skeptical regarding the Cryptid Technology
existence of cryptids. Those in the know are often questioned. Cryptid creation and use of technology is uncommon but not
This has not, however, prevented the formation of small unheard of. Most cryptid settlements of decent size have
teams of cryptid hunters, researchers and investigators. The some kind of primitive shelter, be it huts, caves or nests in the
most powerful of these groups are those sects of government trees. It really depends on what kinds of cryptids live there.
agencies specifically created for addressing the cryptid Most cryptids rely on what can be found in the natural world
question. for daily life. Fireflies might be caught in discarded jars and
kept as pets to make light at night. Cryptids will hunt local
wildlife, just as any other predator would, or pick berries.
Small gardens occasionally spring up but large-scale
agriculture is mostly unheard of. Cryptids that live closer to
human civilization often make use of discarded (or stolen)
human technology. Lightbulbs of various make might be
strung up. A disused bell will be turned over and made into a
water basin.
Cryptid Leadership
Each cryptid settlement has their own form of leadership.
Some make decisions as a group, only acting when an
agreement is reached. Others have a chief (whose title can be
any number of things) who makes decisions. In a few
settlements leadership is decided by a feral show of
dominance as would be done among certain animals.
Language
Humans were the first to develop language, with cryptids
adopting it as they encountered humans more often. As such
the humans and cryptids of any given area are usually able to
understand each other.

9
Newshire
On the coast of southern Maine, near the edge of a large
conservation area, lies the coastal town of Newshire. Visitors
describe it as a small, quaint town where everyone knows
everyone and nothing much happens. As the worlds of
cryptids and humans begin to overlap, however, Newshire
becomes a hotbed of paranormal activity. Locals have
become more wary of strange goings on in the area. Hunters
report seeing unknown creatures in the woods. UFO
sightings are a weekly occurrence. Word is going around that
a special branch of the FBI has set up shop in the town to
monitor these bizarre goings-on.
Newshire is a good starting location for the first few
sessions. It is, of course, not the only setting in the world of
Light of the Moon. Playing in settings besides the picturesque
shores of Newshire is encouraged. How about a city? What
would cryptids do in a warzone? Your imagination is the only
limit. Brown Family Farm
While Newshire is clearly a suburb this does not stop some
Kattie's Diner families from sticking to their agricultural roots. The Brown
If both rumors and the smell of greasy food are in the air then Family Farm encompasses 300 acres of mostly farmland and
you know you are at Kattie's Diner. Kattie's is an 80s style borders a nature reserve dense with forest. The patriarch of
restaurant and cafe that opened in Newshire around 1982. It the family, James Brown, keeps a watchful eye on his crops of
has been serving the local community since. The owner, potatoes and corn.
Kattie, is beloved by practically everyone in town and is Paranormal Events
always willing to hand out a few discounts. Farmer Brown has filled nearly 50 pages of a personal
Paranormal Events journal with bizarre encounters he has had on the farm.
Kattie has made a few calls to police about strange creatures These range from flying saucers to eyes in the darkness.
rummaging around in her trash bins late at night. So far Each one puts him a bit more on edge.
nothing has come of these calls.
Church of Saint Lawrence
Star Catcher Arcade For the town of Newshire church is a cornerstone of the
When the school day is over there is no better place for community. While there are a few outliers, most of the
students to spend their time than the Star Catcher Arcade. townsfolk call themselves Christian and attend church at
Plenty of quarters have been spent on the wide variety of least a couple Sundays each month. The local preacher,
arcade cabinets within its walls. As of late the owner, Mike, Father Collier, is beloved by all, even those who do not attend
has opened up a movie and video game rental shelf. service.

Paranormal Events Paranormal Events


Peeking into the arcade after hours might net you a glimpse Though he cannot be sure, Father Collier has occasionally
of the ghostly figures that wander its floor at night. heard strange noises coming from the bell tower of the
Highschool kids frequently dare each other to go in and face church. He mostly keeps these incidents to himself so as not
the strange figures head on. to worry his congregation.

The Old Industrial Zone The Office of Paranormal


During the 1960s the town of Newshire was graced with a Investigation
major uptick in industrial development. Those days are long The paranormal events that Newshire seems to be a hotpoint
past now, with brick factories and construction sites left of have attracted the attention of the US government. A
abandoned. While most steer clear of the area entirely a few special detachment of the FBI known as the Office of
intrepid souls will wander in now and then for a look around. Paranormal Investigation (OPI, often pronounced [ɑpi]). OPI
agents keep a low profile, wearing trench coats and dark
Paranormal Events sunglasses to avoid identification. When something strange
Unbeknownst to the people of Newshire a number of cryptids happens in Newshire, everyone knows to expect an OPI
have taken up residence in the Old Industrial Zone. The agent to show up and take witness testimonies. The OPI
shells of factories have been subtly turned into hovels, a small operates on a "find, catch, study" agenda. They aim to identify
group of Mothmen make their home in the empty paranormal entities, locate them and capture them for
smokestacks. Though these cryptids do their best to stay out research. Have they been successful in this goal yet? Only
of sight, no one is perfect.... they know for sure.

10
Combat
Theatre of the Mind Note to GMs
Hostile humans typically do not want to kill the
Light of the Moon uses no maps or markers for combat. PCs, but rather capture them. Only in extreme
Instead the GM describes the action as it happens. This style circumstances should NPCs opt for a finishing
of combat is meant to be less concrete and tactics-based than blow.
other TTRPG systems.
Order of Combat
When the PCs enter a combat situation every character
involved rolls a Dexterity check. This determines when in Attacking
combat they act, with the highest roller taking their turn first,
then the second highest roller, etc. When one character makes an attack against another they
first must roll a Strength check (unless stated otherwise) to
On Your Turn determine how deftly they strike. This is known at the
attacking check. If applicable to the situation a character can
Each turn in combat takes 6 seconds. On a character's turn also use another ability in place of Strength to attack, such as
they can do each of the following once: using Telekinesis to throw an object with Will or aiming a
Move about 30ft (the GM may rule it as slightly higher or ranged weapon with Dex. This usually takes some set up to
lower than usual based on the circumstances) pull off, such as finding an angle of attack or using a trait.
Perform an action that requires a check (often an attack)
Perform an action that does not require a check (such as Defending
talking to an ally or picking up a small item) The target of an attack must then choose to either roll a
Dexterity check (to avoid the attack) or a Constitution check
Wounds (to absorb the damage) to avoid taking a wound from the
Each PC can take a total of 3 wounds. Whenever an attack attack. This is known as the defending check If they fail, they
against a PC lands the player must mark down a wound. take a wound. Certain special kinds of attacks may call for a
Once a PC receives 3 wounds they fall unconscious. NPCs different check. Unless otherwise stated, default to Dexterity
also take wounds in the same way, however some NPCs may and Constitution.
be able to take more or less wounds. A character recovers NPCs do not roll defending checks! Instead each NPC has
from all wounds they have taken once they are able to take at a set defense value that a PC's attacking check has to equal
least 4 hours to rest and dress their wounds in a safe place. or exceed in order to land a hit. This is to make enemy
combatants a bit more predictable.
Bonuses and Penalties
Note to Players
When the GM deems it appropriate they may add a bonus of
Human weapons are known for being especially
dangerous. You might be a mythic beast, but hot
up to +3 or a penalty of up to -3 to an attacking check or
lead still stings. Sometimes it will be smarter to
defending check. These modifiers are used to reflect the
take a diplomatic approach or simply flee. Creative
situations within combat. A character hiding behind a rock
solutions are encouraged. might have a +2 to their defensive check while a character
who has been blinded by the flash of a camera might have -3
to their attacking check.

Falling Unconscious
When a character has all their wounds marked they fall
unconscious. In this state the character is helpless to stop
any actions against them. To regain consciousness a
character needs 1 hour of rest or 10 minutes of
being tended to by an ally. Doing this also
removes the wound that led to them falling
unconscious. Though death is rare in Light of
the Moon it is possible. While a character is
unconscious another character can take
1 minute with them to deliver a finishing
blow which will kill the target if they are
still unconscious at the end of said minute.

11
Create Your Unique Skills
Character Creation There are also very specific fields you might excel in. Create
In Light of the Moon each player plays their own cryptid 2 unique skills for your character, tying each to one of your 6
finding their way in the world. They could be anything from abilities, just like a regular skill would be. You should work
charismatic yokai to burly sasquatches. with your GM to figure out what ability it would make most
Character Sheet on Google Drive sense for any given unique skill to fall under. Checks made in
a unique skill receive a +5 skill modifier instead of the usual
+3.
At a Glance You may also forgo taking any unique skills and instead
Distribute 7 points across your abilities, each starting at 0 gain proficiency in 2 regular skills.
Choose a species if you want to be done quick, if not
continue on Choose an Arcana
Choose 4 skills to be proficient in Next you choose one of the 22 arcana for your character to
Create 2 unique skills to be a master at embody. Your choice of arcana will impact your character's
Choose an arcana out of the 22 major arcana goal, grant you a specific invoke arcana ability and determine
Decide on a goal for your character based on the arcana what traits you should play to when aiming to gain sparks, all
you chose described on page 21. If none of the arcana appeal to you
Pick 1 major trait or 2 minor traits then you are free to create your own as described on page 7.
Pick 1 major flaw or 2 minor flaws
Give your character a name Choose a Goal
Record 1 spark
Your character almost certainly has an overarching goal,
Work with the GM otherwise why would they bother ever leaving their secluded
The capabilities of PCs in Light of the Moon range wildly, as home? Take the goal described
such it is important that players work with their GM in the
process of creating their character. Both player and GM Pick Trait(s)
should know what the other is looking for in the coming Each character has special traits that they can call on. When
campaign, what the tone will be, etc. Some traits and flaws you create your character choose either 1 major trait or 2
also expect you to fill in some blanks yourself. This is a great minor traits from the list of traits.
time to work with the GM to build out the world you will be
playing in. Pick Flaw(s)
Assign Your Abilities Each character also has flaws that make life difficult
sometimes. When you create your character choose either 1
When you create your character you must also assign a major flaw or 2 minor flaws from the list of traits. You can
number to each of their ability scores. Each ability score also choose to take extra flaws in exchange for extra traits.
starts at 0. You have 7 points to be distributed across your You can take one of the following if you so choose:
abilities however you choose. Each point can be spent to
raise an ability score by 1. You can also gain up to 4 extra 1 extra minor flaw for 1 extra minor trait
points total to spend by lowering ability scores below 0. Each 2 extra minor flaws for 1 extra major trait or 2 extra minor
time you choose to decrease an ability score (assuming it is traits
decreasing to 0 or below already) you gain 1 of these extra 1 extra major flaw for 1 extra major trait or 2 extra minor
points to reinvest elsewhere. During this process you cannot traits
raise an ability score above +4 or lower it below -4.
Finishing Touches
Choose a Species (Optional) Finally give your new character a name and an appearance.
Making an original cryptid or recreating one can be difficult. Cryptids tend to have 2 names The first is their true name
To help with this there are ready-made species provided. and what they prefer to be called by their kin. This is usually
These species suggest skill proficiencies, unique skills, something unusual to humans, such as Ith'zigar. The second
arcana, traits and flaws for you. You are free to take these name is the nickname that humans have given them, such as
species as they are, modify them or completely ignore them. Mothman, Bigfoot or the Flatwoods Monster. Some cryptids
When changing traits and flaws around remember: do end up identifying more with their nickname than their
2 minor = 1 major true name.
Finally record 1 spark for your character. Everyone starts
each session with 1.
Assign Your Skill Proficiencies
Every cryptid has things they're good at and things they're
not. Choose 4 skills to become proficient in. Checks in skills
you are proficient in receive a +3 bonus.

12
Chupacabra
Species Also known as the "goat sucker", this strange creature was
Bunyip first spotted in Mexico as well as Central and South America.
Its name comes from the habit it makes of attacking goats
and draining them of their blood. The Chupacabra is almost
universally swift and thin, though the specifics of their
appearance vary based on region.
Suggested Arcana - The Devil
Skill Proficiencies - Athletics, Hoisting, Nature,
Perception
Unique Skills - Outmaneuvering (Dexterity), Anatomy
(Knowledge)
Major Traits - Life Drinker
Minor Traits - Quick
Major Flaws - Unskilled (Technology, Persuasion)
Minor Flaws - Loathed by Beasts

Said to be an evil spirit by Aboriginal Australians and often Drake


sighted around lakes, rivers, swamps and the like. Accounts
of a Bunyip's appearance vary wildly, from huge starfish to
semi-aquatic canines. The only prevailing belief is that the
Bunyip is some kind of evil force that should be banished if
possible.
Suggested Arcana - Judgment
Skill Proficiencies - Stealth, Culture, Deception,
Performance
Unique Skills - Swimming (Strength), Smelling
(Knowledge)
Major Traits - None
Minor Traits - Amphibious, Night Vision
Major Flaws - Hunted (Shamans) More commonly known as dragons, these large reptiles are
Minor Flaws - None supported by a pair of wings with some being able to ignite
their breath like a flamethrower. They spend most of their
Cheshin time in solitude, curled up in their dens. It takes a significant
Named for their resemblance to the Cheshire Cat, these event to rouse a Drake from their hovels.
bipedal, furry creatures sport a wide mouth of pointed teeth, Suggested Arcana - The Hermit
feline eyes and large, puffy tails. They are known for their Skill Proficiencies - Acrobatics, Stealth, Parascience,
love of mischief in all its forms as well as for their endless Menace
appetite. There are tales that tell of Cheshin entering homes Unique Skills - Geology (Knowledge), Nest Making
in the night and challenging the occupant to a game of some (Knowledge)
kind. If the Cheshin wins they will devour everything edible in Major Traits - Flight, Haven (Den)
the house (sometimes including the occupant). Minor Traits - None
Suggested Arcana - Wheel of Fortune Major Flaws - Bad Temper
Skill Proficiencies - Sleight of Hand, Perception, Minor Flaws - Leaves a Trail (Scales), Prized Hide
Performance, Persuasion
Unique Skills - Game Playing (Knowledge), Teasing Ghost
(Charisma) While most spirits of the dead move on to the next life there
Major Traits - Hypnotic Gaze are those who linger in the world of the living as ghosts.
Minor Traits - None These ghastly beings tend to have some reason to stick
Major Flaws - None around, usually some unfinished business.
Minor Flaws - Glutton, Curious Suggested Arcana - Death
Skill Proficiencies - Stealth, Investigation, Parascience,
Deception
Unique Skills - Human History (Knowledge), Paranormal
Objects (Knowledge)
Major Traits - Major Posession
Minor Traits - None
Major Flaws - None
Minor Flaws - Loathed by Beasts, Minor Phobia (Holy
Symbols)

13
Grey Alien Lake Monster
Most Lake Monsters, from Nessie to the Igopogo, want
nothing more than to be left to their own devices deep
beneath the waves. Unfortunately for them humans always
seem to take notice on the rare occasions that they show
themselves. Even when a Lake Monster is roused from their
preferred body of water they will always slink back under the
surf when it comes time to rest again.
Suggested Arcana - The World
Skill Proficiencies - Athletics, Stealth, Nature, Menace
Unique Skills - Swimming (Strength), Hiding Underwater
(Dexterity)
Major Traits - Haven (Lake)
Minor Traits - Amphibious, Hoax
Major Flaws - Grudge (Sailors), Tech Inept
Also known as just "the Greys", these extraterrestrial beings Minor Flaws - None
are distinguished by their short stature, grey skin and large
eyes. While they have societies on their home planets, on Mothman
Earth they have mostly fallen in with cryptid society. Grey
Aliens may have a number of reasons for coming to Earth,
but the most common is simple exploration and discovery.
Suggested Arcana - The Fool
Skill Proficiencies - Sleight of Hand, Investigation,
Medicine, Technology
Unique Skills - Alien Technology (Knowledge), Diplomacy
(Charimsa)
Major Traits - Projectile Weapon, Psychokinesis
Minor Traits - None
Major Flaws - Hunted (Secret Service)
Minor Flaws - Curious, Tagged (Lab tattoo)
Jersey Devil
A particularly demonic looking creature with red skin and
bull horns. Some humans claim these cryptids came from the First sighted in Point Pleasant, West Virginia, the Mothmen
depths of Hell itself. As such many devout humans seek this are a species of bipedal, moth-like cryptids covered in black
cryptid's total elimination. fur with a massive pair of wings on their backs. Mothmen
Suggested Arcana - Strength have the uncanny ability to predict coming disasters. Some of
Skill Proficiencies - Athletics, Acrobatics, Stealth, their numbers show themselves to humans to warn them of
Menace the crises they have foreseen. Unfortunately this has led to
Unique Skills - Religion (Knowledge), Threats (Charisma) many humans blaming the Mothmen for the disasters they
Major Traits - Blink of an Eye, Night Terror portend.
Minor Traits - None Suggested Arcana - The Tower
Major Flaws - Unlucky, Hunted (Religious Order) Skill Proficiencies - Acrobatics, Stealth, Perception,
Minor Flaws - None Persuasion
Unique Skills - Flying (Dexterity), Predictions
Kitsune (Knowledge)
A kind of fox that has gained paranormal abilities through Major Traits - Flight, Disaster Bringer
wisdom and old age. These cryptids (known as yokai locally) Minor Traits - None
were first discovered in Japan. Many say they can effortlessly Major Flaws - Frail
disguise themselves as humans in order to get what they Minor Flaws - Leaves a Trail (Feathers), Obsession
want. They are correct. (Artificial Lights)
Suggested Arcana - The Lovers
Skill Proficiencies - Acrobatics, Culture, Deception,
Persuasion
Unique Skills - Avoiding Obstacles (Dexterity), Seduction
(Charisma)
Major Traits - Human Disguise
Minor Traits - Will o' Wisp
Major Flaws - Frail
Minor Flaws - Cat's Eyes

14
Naga Vampire

More often considered a myth than a cryptid, these humanoid


Nagas are a species of serpentine humanoids who share a creatures subsist off the blood of the living. Despite their
common belief that they are naturally devine. Certain human uncanny appearance they are known for their social skills
religions agree with this belief and hold Nagas as holy. They and natural charm.
are most numerous in the warmer areas of Southern Asia Suggested Arcana - The Emperor
and surrounding islands. They are staunch defenders of holy Skill Proficiencies - Sleight of Hand, Culture, Deception,
sites, sometimes employing human-made weapons of the age Persuasion
to do so. Unique Skills - Pouncing (Charisma), Threats (Charisma)
Suggested Arcana - The Hierophant Major Traits - Hypnotic Gaze, Life Drinker
Skill Proficiencies - Hoisting, Culture, Parascience, Minor Traits - None
Performance Major Flaws - Weakness (Bright Light)
Unique Skills - Human Weapons (Knowledge), Preaching Minor Flaws - Haughty, Restricted Diet (Blood)
(Charisma)
Major Traits - Folk Spirit (Eastern Religion) Wanyik
Minor Traits - Mimickry
Major Flaws - None
Minor Flaws - Haughty, Obsession (Holy Symbols),
Temperature Sensitive (Cold)
Sasquatch
A species of large, ape-like cryptids that inhabit the forests of
North America. Human sightings of these cryptids have been
reported all across the continental United States and
Canada. Their body gives off a distinct scent that makes them
just as easy to smell as they are to see or hear. Individual
members of this species are sometimes called "Bigfoot" by
humans.
Suggested Arcana - The Chariot
Skill Proficiencies - Athletics, Hoisting, Nature,
Perception
Unique Skills - Rock Throwing (Strength), Tool Crafting
(Knowledge) Wanyik are a type of feral, forest dwelling spirit with a
Major Traits - Bulky particular appetite for humans. They are often mistaken for
Minor Traits - Camera Shy, Night Vision the much more malicious Wendigo and hunted by humans as
Major Flaws - Distinct Musk, Tech Inept a result. Most who think they have killed a Wendigo have
Minor Flaws - None actually killed a Wanyik. While they are territorial they are
not universally evil (unlike Wendigos).
Suggested Arcana - Justice
Skill Proficiencies - Hoisting, Medicine, Nature, Menace
Unique Skills - Sprinting (Strength), Tracking
(Knowledge)
Major Traits - None
Minor Traits - Loved by Beasts, Natural Hunter, Minor
Posession
Major Flaws - Grudge (Hunters)
Minor Flaws - Restricted Diet (Human Flesh)

15
Wolfman Other Species
There are a staggering number of cryptids out there. As nice
as it would be to include all of them, that just is not possible.
Instead, here is a list of interesting cryptids you can play by
putting together a species for yourself. When doing so it is
encouraged that you research the cryptid for yourself. The
descriptions provided are only for getting an idea of what you
are dealing with.
Name Origin Brief Description
Antmen Greek Bipedal, war-loving ants
Banshee Irish Ghostly woman, omen of death
Brownie Scotland Tiny, benevolent fairies
Bukavac Slavic Huge, lake-dwelling reptile
Cactus Cat USA Cat covered in spines
Capelobo Brazil Smelly, bipedal tapir
Cherufe Chile Magma reptile living in volcanoes
A particularly bestial species of cryptid resembling a Dingbat USA Bird with antlers and a seal face
humanoid canine. These cryptids are often called werewolves
by humans. Groups of Wolfmen hunt and live together in Drekavac Slavic Long, thin reptile, eats kids
packs, much like mundane wolves. Giant Beast Global Any abnormally large animal
Suggested Arcana - The Moon
Skill Proficiencies - Athletics, Acrobatics, Perception, Grootslang S Africa Huge serpent, elephant head
Menace Hatman Global Shadow man with a hat and coat
Unique Skills - Pouncing (Strength), Threats (Charisma) Hodag USA Reptilian conglomerate
Major Traits - Bulky, Life Drinker
Minor Traits - None Indrid Cold USA Humanoid alien, always smiling
Major Flaws - Socially Inept, Weakness (Silver) Jackalope USA Rabbit with antlers
Minor Flaws - None
Jenglot Indonesia Tiny, gaunt humanoid
Yeti Jólakötturinn Iceland Giant cat, eats people during Yule
A cousin of the Sasquatch, these white furred, ape-like Jorōgumo Japan Giant spider, turns into a woman
cryptids inhabit woods and caves on snowy mountains. They Kappa Japan Turtle-like humanoid, loves sumo
are said to occasionally harass human climbers and skiers,
even throwing snowballs in some cases. They were first Kamaitachi Japan Speedy weasel, kama claws
sighted by humans in the deep snow of the Himalayas. Lau Sudan Dinosaur, tentacles for a face
Suggested Arcana - Judgment Mermaid Global Aquatic humanoid with fish tail
Skill Proficiencies - Athletics, Investigation, Nature,
Perception Nightcrawler USA White, armless humanoids
Unique Skills - Climbing (Strength), Balance (Dexterity) Nixie Germanic Evil, formless water spirits
Major Traits - Bulky
Minor Traits - Night Vision Orang Bati SE Asia Predatory, flying primates
Major Flaws - Tech Inept Popobawa Tanzania Humanoid, bat-like demon
Minor Flaws - Temperature Sensitive (Hot) Reptoid USA Humanoid reptiles, imposters
Scarecrow Western Living scarecrow, often malicious
Sea Monk Denmark Humanoid fish, resembles monk
Tengu Japan Red, bird-like yokai
Wanyūdō Japan Man's head on a flaming wheel
Zmeu Romania Scheming, humanoid dragon

16
Major Traits Haven
Blink of an Eye There is someplace, located somewhere, that acts as a
You often seem to just disappear when people are not looking personal safe haven for you. This could be an abandoned bell
at you. As long as you are not visible to any humans you can tower, a secluded cave, a murky pond or any other hidden
spend a spark to activate this trait. When you do so choose shelter that is yours and yours alone. This haven is
another spot within 200ft of somewhere safe, regardless of how close it is to human
you that is also not visible to settlements. Only you know its exact location, though you
any humans. You instantly may pass this knowledge on to others. While you may not
teleport from your current always have access to your haven it will always be there for
position to the new position. you when you get back.
This will often be very surprising
to those who are not expecting it Human Disguise
and is a good way to catch You have some sort of costume, shape-shifting device or other
people off guard. disguise that makes you closely resemble a human. While
you have this disguise on you look remarkably similar to a
human. Real humans might find your disguise a bit off-
Bulky putting, but no human will be able to discern that something
You are tougher to bring down than you kin. You are able to is off without a successful Investigation check.
take 1 extra wound before falling unconscious. You may take
this trait multiple times to further increase the number of Hypnotic Gaze
wounds you can take. Just a glance into your eyes has the potential to be
enthralling. When your gaze meets that of another character
Disaster Bringer you can spend a spark to activate this trait. When you do you
You tend to bring misfortune onto those around you, whether gain a +5 bonus to any
you mean to do so or not. At any time you can spend a spark Persuasion checks made to
to activate this trait, choosing another character that you can interact with the character who
see to be the target. The next check that the targeted met your gaze for 1 minute.
character makes is treated as a flub.
Flight
You have a set of wings, the ability to levitate, a jetpack or
some other means of taking to the air. You can fly up to 100ft Invisibility
above the ground but cannot fly any faster than you can move
on the ground. You will also still have to make checks to Whether it be a biological ability or one aided by technology
perform complex acts in the air, just as you would have to on you are able to render yourself invisible. You can spend a
the ground. spark to activate this trait. When you do you turn completely
invisible and remain so for 1 minute. During this time only
Folk Spirit your visual form is hidden, your smell, sounds you make and
any trails you leave behind can still be detected.
You are considered a benevolent force among some specific
group. This is usually thanks to some connection you have to Life Drinker
their culture. A religious organization, for instance, might
consider you a helpful spirit. You can expect much less You are able to siphon energy, blood, or just take a tiny little
hostility from this specific group. You also receive a +1 to any nibble from those you fell. You can spend 1 minute with an
Charisma checks and Charisma-based skill checks made to unconscious character to recover 1 wound. You cannot
interact with members of this group. This trait can be taken recover a wound using the same unconscious character more
multiple times, choosing a different group each time. than once per session.
Night Terror
You have a unique way of worming your way into the minds of
humans and sticking around when they would rather you not.
Any humans who experience a close encounter with you are
struck by you in a deeply psychological way. The affected
human begins having nightmares about you, seeing you out
of the corners of their eyes and slowly growing paranoid. In
the near future the affected human becomes more fearful of
you and potentially more susceptible to manipulation.

17
Possession, Major Hoax
You have the supernatural ability to puppeteer other You're fake, a fabrication, pure fiction, at least that's what
creatures and objects. You can spend a spark to activate this everyone seems to think. Only humans who have had a direct
trait. When you do you can attempt to possess a character or encounter with you will even entertain the idea of your
object. A sufficient Will check is required to possess a existence. Even some fellow cryptids aren't entirely sure your
character while objects can usually be possessed without a species is real.
check. While you are possessing a character or object you are
able to control that character/object for 1 minute. If the thing Loved by Beasts
you are possessing can produce speech you are able to You seem to have a natural kinship with animals. Unless you
communicate through it using your own voice. threaten them directly, animals will keep a neutral or even
friendly disposition towards you.
Projectile Weapon
You have some kind of projectile weapon that Mimicry
you can use instead of normal attacks. It You have the uncanny ability to mimic the voices of humans.
could be a phaser gun, a psychic blast, a If you spend at least 1 minute listening to the voice of a
sonic screech or anything else that makes human you are able to recreate it almost perfectly. Your
sense. You can make attacks with this cadence and diction might be a bit off but it's enough to fool
weapon at a distance of 90ft or closer. most humans.
You also use your Dexterity or Will
when making an attacking check Moving Target
with this weapon.
You're a slippery little bastard! When a character makes an
attack against you using a ranged weapon you gain a +3
bonus to your defensive check if you use Dexterity for said
check.
Psychokinesis
You can use the power of your mind to move objects. You can Natural Hunter
attempt to move any object you can see. To do so you must You are a born killer, possessing at least some of the traits of
make a sufficient Will check. Heavier objects are usually a wild predator. You are able to perform a finishing blow in
harder to move. How much influence you have over the only 10 seconds instead of the usual 1 minute.
movement of the object is determined by the same check. A
high roll might let you lift up an object and move it precisely Night Vision
while a low roll will usually reduce you to merely nudging an
object to the side. While most cryptids can operate well enough in the dark, you
thrive in it. You are able to see in the dark unimpeded, as if
the area were fully illuminated.
Minor Traits
Amphibious Possession, Minor
You are adapted to both the dry land and the wet embrace of You can spend a spark to activate this trait. When you do you
the water (if water is even wet). You are able to breathe air can attempt to possess an object. While you are possessing
normally and also breathe underwater. an object you are able to control that object for 1 minute. If
the thing you are possessing can produce speech (such as a
Camera Shy radio or computer) you are able to communicate through it
using your own voice.
For some strange reason people just can't snap a halfway
decent photo of you no matter how hard they try. Any time Quick
you are photographed or recorded on video the device
capturing the image malfunctions in some way that makes You are faster on your feet than your kin. During combat this
you unrecognizable in the resulting photo or video. translates to being able to move about 50ft each turn instead
of only 30ft.
Extra Terrifying
Something about your appearance is just too horrible for Will o' Wisp
humans to bear. Whenever you make a Menace check you You are able to produce up to 3 small, flaming orbs of any
add an additional +1 bonus to that check. You may take this color you choose. You can move these orbs freely up to 100ft
trait multiple times, increasing the bonus by 1 each time you away from you, having them float in place if you desire.
do so. Despite their fiery appearance these orbs are only slightly
warm to the touch and the fire on them does not spread.

18
Panic Mode
Major Flaws You just can't keep your head on straight when things go
Bad Temper wrong. Whenever a threatening and unexpected situation
It does not take much to set you off which tends to get you pops up (such as being jumped by a hunter) or plans go awry
into trouble. If you are insulted, challenged or degraded in your mind tries to switch to panic mode. This might incur a
some way you feel the overwhelming urge to respond with Will check to resist. When you enter panic mode your
hostility. This typically manifests as a Will check, assuming rational thinking goes out the window, you start acting on
you try to control your anger. Your response is usually instinct instead. Once the event that sent you into a panic
detrimental to yourself and those around you. You might passes it takes 1 minute of relaxation for you to ground
shout an insult from a hiding place, let out a bestial growl or yourself again.
even fly into a rage and attack the offender.
Phobia, Major
Distinct Musk Due to an experience you had in the past you have been left
You emit a recognizable and perhaps even repulsive odor. with an absolutely crippling fear of something. When you
While most cryptids will not mind this, almost all humans do. encounter the object of your phobia the fear is overwhelming.
Other characters can almost always smell you coming before You must succeed on a Will check or take a -2 penalty to all
they see you with a successful Perception check. This may checks made while the object of your phobia remains
give away your location or drive off potential allies. present. This flaw can be taken multiple times, choosing a
different phobia each time.
Frail Socially Inept
Your body is weak, unable to take the same amount of You have absolutely no idea how to handle yourself in social
punishment as your kin. You are able to take 1 less wound situations. You might struggle to think of appropriate
before falling unconscious. You may take this trait multiple responses or give one word responses to everything.
times to further decrease the number of wounds you can take Whenever you roll a Charisma check or a Charisma-based
(to a minimum of 1 wound). skill check your overall modifier for that check can never be
more than -1.
Grudge
You hold a major grudge towards someone or some group. Tech Inept
This chip on your shoulder immediately comes to your mind Now just how the heck do all these gizmos and doohickies
whenever you encounter the object of said grudge. You feel work anyway? You are utterly confounded by the majority of
constantly compelled to act on this grudge, likely incurring human technology. Your skill modifier in Technology
Will checks to avoid doing so, if you even try to resist in the becomes a -6.
first place. This flaw can be taken multiple times, choosing a
differnt group or person each time.
Unlucky
Lady Luck is never there when you need her... or ever. Due to
some paranormal force of the universe you are phenomenally
unlucky. Whenever you use a spark to reroll a check you must
take the results of the new roll instead of the higher roll.
Unskilled
There are some things you are much worse at than others.
Choose 2 skills you are not proficient in. Your skill modifier in
these skills becomes -3. This flaw can be taken multiple
times.
Hunted Weakness
Some person or group is after you. Who are they? What do You are particularly vulnerable to a certain substance. When
they want with you? The person or group hunting you should you come into physical contact with the substance you are
be a not insignificant threat. Some easy answers are weak to you must succeed on a Constitution check, taking a
government agencies, paranormal investigators and cults. wound if you fail. A good rule of thumb is that the more
This person/group is hot on your tail and often shows up at complete your exposure to the substance is, the harder the
inconvenient times for you. Your relationship to this check will be. This flaw can be taken multiple times,
person/group does not need to be hostile. It may be a religion choosing a different weakness each time.
that sees you as a savior but is more of a bother than a help.
This flaw can be taken multiple times.

19
Loathed by Beasts
Minor Flaws There is just something about you that animals cannot stand.
Cat's Eyes Wild animals will act aggressively towards you. Pets will get
Your eyes shine in the darkness, either through nervous and defensive when they catch your scent, barking
bioluminescence or by reflecting light (like actual cat eyes). and hissing until you leave. This might alert others to your
This will likely make Perception checks made to spot you presence.
easier for others.
Obsession
Catchphrase You are enamored with some piece of human technology or
You have some repetitive, perhaps annoying phrase you aspect of human life. When you encounter the object of your
cannot help but repeat when the opportunity arises. This obsession you find it difficult to curb your curiosity. The GM
phrase should be at least somewhat revealing of your cryptid may even call for a Will check
nature, such as "take me to your leader" or "return the slab". depending on how alluring the
When you meet someone new you have a hard time not prospect of interacting with this
repeating this phrase, perhaps even incurring a Will check. (apparently) amazing thing is.
This flaw can be taken multiple
times.
Clumsy
You are generally less coordinated than your peers. You have
trouble keeping your balance and manipulating fine objects.
Acrobatics and Sleight of Hand checks will almost certainly
be harder for you in most cases.
Curious Phobia, Minor
You have a hard time leaving well enough alone. When you Due to an experience you had in the past you have been left
come across something new (whether it be an object, with a fear of something. When you encounter the object of
situation, person or place) you are compelled to learn more your phobia the fear is palpable, though not overwhelming.
about it. While this fascination may not go as far as an Extreme cases might even incur a Will save to continue
obsession it is still hard to ignore. without penalties. This flaw can be taken multiple times.
Glutton Prized Hide
You require more food than your peers. If you have gone Rumor has it that some part of you (your fur, claws, bones,
more than an hour without eating you start craving food. The etc.) would sell for a high price. As a result of this hunters
longer you wait to eat the more intense these cravings have a vested interest in capturing you. They need not kill you
become, possibly incurring a Will check to control appetite. to claim their prize, they might even let you go after if they are
the eco-friendly types.
Gullible
You find yourself easily persuaded by others, even those with Restricted Diet
dubious intentions. You often take things you are told at face While most cryptids are omnivorous your diet is far less
value and don't tend to be the suspicious type. varied. Choose only one type of thing that you can eat. This
must be more specific than meat, veggies, grains, etc.
Haughty Whenever you eat something that is not part of your specific
You generally consider yourself above your peers and diet you experience intense discomfort and gain no
certainly above humans. Others will sometimes take offense nutritional value from it.
to this, making certain social situations more difficult.
Tagged
Leaves a Trail Your time with a professional agency has left you with some
You leave some kind of evidence of your passing wherever permanent and identifying mark on you. It could be a tag
you go. This could be patches of fur, feathers, footprints or embedded in your body, a brand on your back or anything
anything else that lets others know you have been else that makes sense. Members of the group who tagged you
somewhere. These trails will likely raise suspicions but, will almost certainly recognize the tag.
however only those in the know will be able to identify the
trail as yours. Temperature Sensitive
You find yourself uncomfortable in either hot or cold
climates. When you are exposed to this temperature for more
than a few minutes you grow weak and stressed. In extreme
cases this may even incur a Constitution save.

20
Arcana
Arcana Goal Personality Traits Invocation
The Fool To explore some aspect of the Innocence, Spontaneity, Another character in the scene is fascinated
world unknown to you Recklessness by something new
The Magician To discover a hidden talent Resourcefulness, Another character in the scene falls back on
you may or may not have Manipulation a skill they haven't before
The High Priestess To answer some personal Intuition, Withdrawal Another character in the scene takes a
question you have about yourself moment to reflect inward
The Empress To find compassion in some Kindness, Compassion, Another character in the scene is reminded
part of the world Codependence of the importance of kindness
The Emperor To lead a group toward some Authority, Inflexibility A character in the scene bends to the
goal will of another
The Hierophant To gain a new perspective on Conformity, Discipline Another character in the scene consults a
some aspect of your life higher power before acting
The Lovers To deepen your bond with Compassion, Self-love A character in the scene becomes briefly
someone in your life smitten with another
The Chariot To achieve success in something Self-control, Another character in the scene redoubles
you have previously failed at Persistence their efforts
Strength To overcome some monolithic Courage, Compassion, Another character in the scene displays a
obstacle in your life Self-doubt surprising amount of courage
The Hermit To carve out your own space in Introspection, Another character in the scene hides
the world Withdrawal something from those around them
Wheel of Fortune To achieve some personal good Resistance to change, Another character in the scene suddenly
for yourself Hopefulness has their luck flipped
Justice To right some wrong done to Fairness, Dishonesty Something another character in the scene
you or someone you know did in the past comes back to bite them
The Hanged Man To benefit some kind of greater Self-sacrifice, Another character in the scene makes some
good Resilience kind of sacrifice
Death To break some kind of repeating Bravery, Acceptance Another character in the scene falls into
cycle despair
Temperance To bring balance to some aspect Moderation, Patience Another character in the scene regulates
of the world their emotions
The Devil To gain control over some Restriction, Another character in the scene becomes
aspect of your life or the world Detachment possessive
The Tower To prevent (or cause) some Anxiety, Intuition Another character in the scene becomes
coming crisis convinced of some coming misfortune
The Star To heal some wound on your Hope, Self-trust, Another character in the scene is relieved
soul Compassion of some burden upon them
The Moon To uncover some sort of Intuition, Another character in the scene reveals
secret in the world or yourself Distrustfulness some feeling they were hiding
The Sun To make the world a happier Positivity, Love, Another character in the scene looks on
place Optimism the bright side
Judgment To bring two people or groups Judginess, Self-critique Another character in the scene reflects on
together their actions up to this point
The World To maintain the status-quo Contentment Another character in the scene becomes
content with the situation

21
Interpreting Traits
Gamemaster's Guide You may notice that traits, flaws and arcana invocations are
When Worlds Collide worded somewhat vaguely. This is to encourage the players
It's no secret that the most interesting interactions in Light of and GM to interpret these descriptions creatively.
the Moon happen when cryptids are forced to interact with
humans. Sure, compelling situations can occur between Tweaking Character Creation
cryptids alone, but when humans enter the equation there's Sometimes you want players to start out stronger than they
some immediate risk. As such most games will naturally otherwise would. There are a number of ways to do this.
revolve around the human world in some way. Giving PCs the ability to take extra traits and/or use more
points when assigning their ability scores. This can also be
Sample Scenarios reversed if you want the PCs to start weaker.
The following tables are here to help you construct a
potential scenario to use for a session or campaign. Environment
Primary Conflict Darkness
d8 Conflict
It is reasonable to assume that most cryptids, and thus most
PCs, can operate decently well in the dark. While the cover of
1 A companion has been captured and needs the PCs' night may impede their distance vision and ability to discern
help to escape color it does not blind most cryptid characters. As a general
2 Someone possesses unmistakable evidence of the PCs' rule of thumb assume that PCs can only see in monochrome
existence, they can't let it get out in the dark and cannot distinguish distant objects, but can
3 Someone has discovered the PCs' community and
otherwise see normally.
wants to root it out
Falling
4 The place the PCs call home is being threatened by Fall damage is rather simple in Light of the Moon. A
human expansion character can come out of a fall from up to 30ft with no
5 Some injustice has occurred in the human world, one wounds. For any falls of 30ft or further consult the following
so great the PCs' community feels the need to table.
intervene
6 The PCs have become stranded in a human settlement
Fall Damage
and need to get home Fall Height Result
7 Some human-made (or natural) crisis is threatening 30ft - 59ft 1 Wound
both the PCs' home and the nearby humans 60ft - 89ft 2 Wounds
8 The PCs need some resource from a human settlement 90ft - 119ft 3 Wounds
120ft + Instant Death
Primary Antagonist
d6 Antagonist
1 A government organization
Training
Trained in a bonus exclusive to NPCs that represents their
2 A small band of hunters skill in using a weapon or piece of equipment. This bonus
3 A powerful official gives many weapon wielding humans a slight edge in combat,
4 The local police making the danger that comes with facing these foes more
apparent.
5 A rag-tag group of kid investigators (and their dog)
6 A fellow cryptid masquerading as a human

Newshire Locations
d8 Location
1 Kattie's Diner
2 Star Catcher Arcade
3 The docks
4 The police station
5 The old industrial zone
6 Church of Saint Lawrence
7 Newshire Highschool
8 The old graveyard

22
Advancing Using Human Technology
Out of Combat
Milestone System When a PC attempts to understand human technology or
Advancement in Light of the Moon is based on a milestone accomplish some task with it they should roll a Technology
system. When the PCs achieve something significant or check to do so. More complex technologies will naturally
reach some important milestone in their adventure the GM require higher rolls to use correctly.
should reward them with character advancement. The
frequency of these advancements can vary based on how In Combat
powerful the GM wants the PCs to become. An advancement There might be an instance where a PC picks up a human
could be any of the following: weapon and attempts to use it in combat. On the turn that the
Gain a major or minor trait PC picks up the weapon they should also roll a Technology
Add 1 to an ability score check to understand how to operate the weapon. If the
Gain proficiency in 1 skill weapon is simple enough (such as a knife or a bat) this check
Gain 1 unique skill can automatically succeed. If they fail this check they take a -3
Gain the ability to invoke arcana twice per session to any attacking checks using the weapon. If not, the penalty
is only -1. A human weapon may use Dexterity for attacking
Getting Over Flaws checks instead of Strength, usually lightweight melee
It is possible that, through the course of play (and particularly weapons or weapons that require aiming instead of swinging.
roleplay) a PC might overcome one of their flaws, thus
removing it from their sheet. This is no easy feat and usually Changing Out Rules
takes many sessions of effort to achieve. If a PC wants to Seriously, just do it if you want to. Light of the Moon is meant
overcome a flaw of theirs then doing so should be the focus of to be fully homebrewable. If there's a rule you don't think
an entire character arc. Keep in mind that not all flaws can be works or you want to try something new go right ahead.
overcome. While it might be possible to conquer a Minor Heck, publish your own homebrew if you want!
Phobia or an Obsession, no amount of self-care is going to
get rid of a Distinct Musk.
Inspiration!
Gaining Flaws Sometimes it can be hard to get in the mood. Here are some
It is also possible for PCs to gain flaws through the course of good tone setters.
play. Just like getting over flaws, this should be done
sparingly. If possible a GM should work with a player when Classic monster movies
introducing a new flaw to them and work it into the story. A The X-Files
particularly intense fight with a soldier might lead to a Minor These songs
Phobia of guns, for instance.
Campaign Length
One-Shot
The one-shot is an adventure that lasts a single session.
There will likely be no character advancement during a one-
shot as there is not enough time.
Short Campaign
Short campaigns are those that tend to take around 3 or 4
sessions. These campaigns are usually able to fit a single
story arc within them as well as some character development.
Some significant advancement feels at home around the
middle of a short campaign.
Long Campaign
These are the campaigns that can fit multiple story arcs
within them. They might take any number of sessions but are
almost always more than 6. You might not even have a plan
for the end of a long campaign when you first start it. These
campaigns have a lot of room for advancement. Give the
players small advances for achievements within a story arc
(minor traits, important items, proficiencies, etc.) and large
rewards at the end of entire arcs (major traits, unique skills,
ability score increases, etc.)

23
Cryptozoologist
NPCs Those humans who honestly investigate cryptids with the
sole purpose of learning are the Cryptozoologists. They are
Humans generally harmless, posing only the threat of potential
Civilian
exposure to cryptids. They could even be a port in the storm
The fact of the matter is most humans do not have much of human suspicion... maybe in exchange for an interview?
unique about them when compared to cryptids. Sometimes
you will just stumble upon your average Joe Shmoe.
Cryptozoologist
Defense - 9
Civilian Wounds - 3
Speed - ≈20ft
Defense - 8
Wounds - 3 Str - -1
Speed - ≈20ft Dex - +2
Con - 0
Str - 0 Know - +3
Dex - 0 Cha - -1
Con - 0 Will - +1
Know - 0
Cha - 0 Skill Proficiencies - Culture, Investigation,
Will - 0 Parascience
Unique Skills - Cryptids (Know)
Skill Proficiencies - None
Unique Skills - Popular Culture (Knowledge) Passive Traits
Eye for the Strange - The Cryptozoologist gains a
bonus to checks made to investigate or detect the
Cryptid Slayer paranormal.
There are humans in the know about cryptids who make it
their mission to hunt them down. Some do it for fame, others
see cryptids as a threat to humans or themselves. Regardless
of the reason they come armed and dangerous.

Cryptid Slayer
Defense - 14
Wounds - 4
Speed - ≈35ft
Str - +3
Dex - 0
Con - +3
Know - +2
Cha - -1
Will - +3

Skill Proficiencies - Athletics, Parascience, Menace


Unique Skills - Wrestling (Str), Tracking (Know)
Passive Traits
Overprepared - When the Cryptid Slayer encounters
a cryptid with a specific Weakness roll 1d4. If the
result is a 4 then the Slayer has a small amount of
the substance the cryptid is weak to on their
person.

Special Actions
Sawed-Off Shotgun - (Ranged Attack) +3 to attack
(Dex + Trained), 30ft x 10ft cone.

24
G-man Investigator
That stands for "government man". These are the black coats When the law just is not enough, that is when the private eye
and dark sunglasses who look into strange happenings. They steps in. Humans who have been the subjects of paranormal
operate with strict orders and efficient execution. activity might call an Investigator to get to the bottom of it.

G-man Investigator
Defense - 12 Defense - 10
Wounds - 3 Wounds - 3
Speed - ≈25ft Speed - ≈20ft
Str - 0 Str - -1
Dex - +3 Dex - +1
Con - +1 Con - 0
Know - +3 Know - +4
Cha - +1 Cha - +2
Will - 0 Will - +2

Skill Proficiencies - Sleight of Hand, Investigation, Skill Proficiencies - Stealth, Investigation,


Technology, Deception Perception
Unique Skills - Interrogation (Cha) Unique Skills - Clue Finding (Know), Reasoning
(Know)
Special Actions
Passive Traits
Stun Gun - (Ranged Attack) +3 to attack (Dex), 30ft
range, one target. This attack does not cause a Photographic Memory - The Investigator can
wound. Instead it incurs a -2 penalty to any checks perfectly recall any event they have experienced
the target makes for the next minute. within the last 3 days.
Hi-Caliber Pistol - (Ranged Attack) +6 to attack (Dex
+ Trained), 90ft range, one target. Special Actions
Revolver - (Ranged Attack) +1 to attack (Dex), 90ft
range, one target.
Hunter
These types of humans are experts in weapons and tend to
live in rural areas. They are often territorial and hunt for Police Officer
sport. They will not usually go searching for cryptids unless Local law enforcement vary wildly in their effectiveness. They
they are certain of their existence. typically come in the form of cops, officers, the fuzz and so
on. They tend to keep things by the books when they can but
are not afraid to get their hands dirty, especially when their
Hunter own safety is in danger.
Defense - 9
Wounds - 3
Speed - ≈20ft Police Officer
Str - 0 Defense - 11
Dex - +2 Wounds - 3
Con - +1 Speed - ≈20ft
Know - +1
Cha - -2 Str - +1
Will - 0 Dex - +2
Con - 0
Skill Proficiencies - Athletics, Perception Know - +1
Unique Skills - Shooting (Dex), Tracking (Know) Cha - 0
Will - +3
Passive Traits
Skill Proficiencies - Medicine, Menace
Forest Walker - The Hunter cannot become lost in Unique Skills - Shooting (Dex), Law (Know)
any wilderness they are familiar with.
Special Actions
Special Actions Service Pistol - (Ranged Attack) +5 to attack (Dex +
Hunting Rifle - (Ranged Attack) +5 to attack (Dex + Trained), 120ft range, one target.
Trained), 120ft range, one target.

25
Soldier Street Car
A human who is part of the state military or a local militia. Anything from a smart car to an SUV. These are the vehicles
They do as the higher ups say and tend to operate with driven by your average human.
extreme prejudice. If things start really going wrong or a
significant threat presents itself.
Street Car
Defense - 17
Soldier Wounds - 4
Defense - 15 Speed - ≈70ft
Wounds - 4 Crew - 1-4
Speed - ≈30ft
Passive Traits
Str - +3
Drive-by - When the Armored Car moves at least
Dex - +4 35ft during its turn it adds +3 to attack with Ram.
Con - +3
Know - +1
Cha - 0 Special Actions
Will - +2 Ram - (Melee Attack) +2 to attack, one target.
Skill Proficiencies - Athletics, Hoisting, Medicine,
Perception
Unique Skills - Shooting (Dex), Tactics (Know) Tank
Passive Traits A piece of heavy ordinance that human militaries only bring
to bear when everything else has gone wrong. These metal
Squad Tactics - When the Soldier is within 10ft of beasts can easily spell the end for their foes.
another member of their unit their Defense is 15.

Special Actions
Knife - (Melee Attack) +6 to attack (Str + Trained),
Tank
one target. Defense - 22
Combat Rifle - (Ranged Attack) +7 to attack (Dex + Wounds - 8
Trained), 120ft range, one target. Speed - ≈50ft
Flashbang - (Ranged Attack) +3 to attack (Str), 30ft Crew - 6-8
range, 15ft x 15ft circle. This attack does not cause
a wound. Instead it incurs a -1 penalty to any Special Actions
checks the target makes for the next minute. Main Gun - (Ranged Attack) +7 to attack, 180ft
range, 20ft x 20ft circle.
Mounted Machinegun - (Ranged Attack) +8 to
attack, 120ft range, two targets.
Vehicles
Armored Car
A heavily armed vehicle used by human armed forces.

Armored Car
Defense - 19
Wounds - 6
Speed - ≈80ft
Crew - 2-6
Passive Traits
Drive-by - When the Armored Car moves at least
40ft during its turn it adds +3 to attack with Ram.

Special Actions
Ram - (Melee Attack) +3 to attack, one target.
Mounted Machinegun - (Ranged Attack) +6 to
attack, 120ft range, two targets.

26
Beasts House Cat
Semi-domesticated felines that humans keep as pets. They
Cattle tend to be less obedient than their canine counterparts.
Most often found on farms, these docile creatures can be
cows, sheep, goats, or any other decently sized animal kept by
humans for their resources.
House Cat
Defense - 5
Cattle Wounds - 2
Speed - ≈25ft
Defense - 8 Str - -3
Wounds - 3 Dex - +4
Speed - ≈20ft Con - -2
Str - +2 Know - -2
Dex - 0 Cha - -1
Con - +1 Will - 0
Know - -4
Cha - -4 Skill Proficiencies - Acrobatics, Perception
Will - 0 Unique Skills - Hearing (Know)

Skill Proficiencies - Athletics Passive Traits


Unique Skills - None Land on Their Feet - The House Cat cannot die from
falling any less than 300ft.

Dog
Domesticated canines that humans keep as pets, companions
or even hunting partners.

Dog
Defense - 6
Wounds - 3
Speed - ≈30ft
Str - 0
Dex - +3
Con - 0
Know - -3
Cha - -1
Will - +2

Skill Proficiencies - Perception


Unique Skills - Smelling (Know), Hearing (Know)

27
Newshire Humans Annabella Brown
The one and only Brown daughter, Anna is a relatively quiet
Agent Kim young woman of 20 who tends to keep to herself. She spends
While she tries her best to keep a low profile it has become most of her time either in the woods practicing occultism or
an open secret that Amilia Kim is an operative of the OPI. at her part-time job in the arcade. She is a firm believer in the
Despite this she is still well liked by the citizens of Newshire. supernatural, though she takes issue with how aggressive
Most of them pretend they know nothing of her employment. groups such as the OPI are in researching these phenomena.
She is almost never seen without her brown trench coat, According to Anna, paranormality is just a part of the world
cleverly concealing the netgun she keeps in a holster on her that people must come to accept or embrace. She prefers the
back. Throughout her time in Newshire she has developed latter.
the suspicion that cryptids inhabit parts of the town. With any
luck she will be able to deliver one to OPI alive and
(hopefully) willing to talk.

Annabella Brown
Defense - 8
Agent Kim Wounds - 3
Speed - ≈20ft
Defense - 11 Str - -1
Wounds - 3 Dex - +2
Speed - ≈25ft Con - 0
Str - 0 Know - +2
Dex - +3 Cha - +3
Con - 0 Will - +1
Know - +4
Cha - +2 Skill Proficiencies - Culture, Nature, Parascience
Will - 0 Unique Skills - Witchcraft (Know), Paganism (Know)

Skill Proficiencies - Stealth, Investigation, Passive Traits


Parascience, Persuasion Paranormal Vibes - Things just feel... strange around
Unique Skills - Clue Finding (Know), Ingratiation Annabella. Others will pick up on this. Some will be
(Cha) attracted to it, some not so much.
Special Actions
Net Gun - (Ranged Attack) +3 to attack (Dex), 30ft
range, one target. This attack does not cause a
wound. Instead it halves the target's speed until
they can escape the net by making an appropriate
check.
Pocket Revolver - (Ranged Attack) +6 to attack (Dex
+ Trained), 60ft range, one target.

28
Farmer Brown Father Collier
The proud owner of the Brown Family Farm and probably The pastor of Church of Saint Lawrence, he is respected for
one of the only people who cares much at all about it. Emmit his wise words and life advice. He is always careful to keep
Brown has long followed in his father's agricultural footsteps, himself modest, though he does occasionally catch himself
growing and maintaining crops of potatoes and corn. being pushy with his faith. His calm and open demeanor
However, the recent spike in paranormal events has left him makes him popular around town and his role as a preacher
somewhat paranoid. He is not sure what is out there, but he means he has connections to just about everyone in town.
does not like it. He keeps his family close and his gun closer. While he has become suspicious of the strange happenings in
While he worries about Anna's safety when she wanders into Newshire he is still not totally convinced that something
the woods to practice witchery he knows he cannot stop her. paranormal is going on. He firmly believes that Christ will
in his own words "she's a grown woman now." protect him and his community.

Farmer Brown Father Collier


Defense - 9 Defense - 9
Wounds - 3 Wounds - 3
Speed - ≈20ft Speed - ≈20ft
Str - 0 Str - -2
Dex - +3 Dex - 0
Con - +2 Con - 0
Know - +1 Know - +2
Cha - -3 Cha - +4
Will - 0 Will - +4

Skill Proficiencies - Athletics, Nature, Perception Skill Proficiencies - Culture, Persuasion,


Unique Skills - Shooting (Dex), Agriculture (Know) Performance
Unique Skills - Christianity (Know), Preaching (Cha)
Passive Traits
Passive Traits
Sentinel - Farmer Brown gains a +2 bonus to
attacking checks made against targets who are Demonology - If Father Collier encounters a cryptid
within the borders of his farm. with a Weakness to holy symbols or holy water he
immediately knows it. Similarly, if he encounters a
cryptid with a Phobia (Major or Minor) of holy
Special Actions symbols he immediately knows it.
Hunting Shotgun - (Ranged Attack) +3 to attack Best with Company - When Father Collier is within
(Dex), 90ft range, one target. 10ft of another member of his church his Defense
is 8 and he gains a +1 bonus to Will checks.

29
Jennie Bailey Kattie Arbuckle
Some might say that 14 years old is too young to be doing The owner and founder of Kattie's Diner, something she will
cryptozoology. Jennie disagrees. Ever since she heard news of not let anyone forget. Nothing makes her prouder than seeing
paranormal events from Linda she has been obsessed with someone walk out of her diner with a smile on their face and
the idea. Her time outside of school is spent combing a full belly. She greets everyone with a smile and tries to
Newshire for evidence of the supernatural. She would not be assume the best of others. If you are ever looking for a quick
caught dead without her trusty flashlight and a notebook full favor, Kattie is always happy to provide.
of hypothesis and sketches of every odd thing she has ever
seen. While her investigation skills might be slightly lacking,
she makes up for it in her knowledge of computers. Growing
up with a personal computer has left her more savvy than
even some adults.

Kattie Arbuckle
Defense - 10
Wounds - 3
Speed - ≈20ft
Jennie Bailey Str - -1
Dex - +1
Defense - 8 Con - 0
Wounds - 2 Know - +2
Speed - ≈15ft Cha - +4
Will - +1
Str - -2
Dex - +3 Skill Proficiencies - Culture, Persuasion
Con - 0 Unique Skills - Cooking (Know), Business (Know),
Know - +1 Catering (Cha)
Cha - +1
Will - 0 Special Actions
Skill Proficiencies - Stealth, Technology Broom - (Melee Attack) +1 to attack (Dex), one
Unique Skills - Computers (Know) target.

Passive Traits
Sixth Sense - When a cryptid is within 100ft of
Jennie Bailey she immediately knows it, though she
does not know the location or nature of the
cryptid.

Special Actions
Slingshot - (Ranged Attack) +3 to attack (Dex), 45ft
range, one target.

30
Linda Lester Officer Powell
If there is a scoop to be had you can bet Linda will be there to Some say that Matthew Powell has grown complacent during
get it. She has been a prolific member of the high school his 6 years on the Newshire police force. The town's low
newspaper since her freshman year, always looking for crime rate means Powell spends most of his time directing
interesting stories to grab the attention of her readers. The traffic or handing out parking tickets. Residents joke that you
recent uptick in paranormal events has been a goldmine of will not even find his fingerprints on his own gun with how
news stories. The juicer a story is the better and Linda little he draws it. Powell is an amiable fellow, giving a "top of
intends on getting the juiciest. To this end she often partners the morning" to anyone he passes on his daily patrols. He can
up with Jennie to go on hunts for the supernatural. Though be serious when he really needs to, though he often struggles
Jennie's amateur investigational skills sometimes get on her to make tough decisions on his own.
nerves, Linda is sure to keep her cool and give Jennie good
advice, acting as the older sister Jennie never had.

Officer Powell
Defense - 10
Wounds - 3
Linda Lester Speed - ≈20ft
Defense - 9 Str - +2
Wounds - 3 Dex - +2
Speed - ≈20ft Con - 0
Know - 0
Str - 0 Cha - +2
Dex - +2 Will - +1
Con - 0
Know - +3 Skill Proficiencies - Athletics, Medicine, Persuasion
Cha - -1 Unique Skills - Law (Know)
Will - +2
Passive Traits
Skill Proficiencies - Investigation, Perception,
Aiming High - Any attacks Officer Powell makes
Technology
with his Service Pistol during the first round of
Unique Skills - Photo Shooting (Dex), Photography
(Know) combat will always miss.

Passive Traits Special Actions


Photographic Memory - Linda Lester can perfectly Service Pistol - (Ranged Attack) +5 to attack (Dex +
recall any event she has experienced within the last Trained), 120ft range, one target.
7 days.

31
Old Man Miller Richard Walker
With a smile full of loose teeth the 80 year old Lawson Miller After serving in the Gulf War, Private Walker was happy to
heads down to the dock each day to check his lobster traps. return to his hometown of Newshire. Since then he has taken
The children of Newshire affectionately refer to him as "Old a part-time job at Kattie's Diner and done his best to put his
Man Miller" while older folks are polite enough to opt for "Mr. experiences overseas behind him. Unfortunately, the recent
Miller''. He has seen a lot in his time and is more than paranormal occurrences have brought back memories
content to live out the twilight years doing what he loves, Richard would rather forget.
fishing. On any given day you can look out over the sea and
spot Miller's old fishing boat, the Indomitable, floating just
offshore.

Richard Walker
Defense - 12
Wounds - 3
Old Man Miller Speed - ≈25ft
Defense - 7 Str - +2
Wounds - 3 Dex - +1
Speed - ≈15ft Con - +2
Str - -1 Know - 0
Dex - -2 Cha - -1
Con - -1 Will - +2
Know - +3
Skill Proficiencies - Athletics, Perception
Cha - +2
Unique Skills - Shooting (Dex), War History (Know)
Will - +1

Skill Proficiencies - Hoisting, Nature, Performance


Special Actions
Unique Skills - History (Know), Fishing (Know), Double-Barrel Shotgun - (Ranged Attack) +4 to
Story Telling (Cha) attack (Dex + Trained), 60ft x 15ft cone.
Scoped Magnum - (Ranged Attack) +4 to attack
Passive Traits (Dex + Trained), 150ft range, one target.
Something in the Water - While Old Man Miller is at
sea he can automatically detect anything moving
within 50ft of himself or his boat.
Storm's-a-Comin' - Old Man Miller can accurately
predict the weather up to 3 hours in advance.

Special Actions
Fishing Net - (Ranged Attack) +1 to attack (Dex +
Trained), 30ft range, one target. This attack does
not cause a wound. Instead it halves the target's
speed until they can escape the net by making an
appropriate check.

32
Amy: “You devour the apple in a matter of seconds, it’s gone
Example of Play before you know it. Now I’d like you to roll a Constitution
This section shows an example of how a scene in Light of the check for me.”
Moon might play out. In this scenario the PCs are sneaking Dan: “Uh oh….”
around the exterior of a small house belonging to Farmer
Brown. It’s the dead of night and they are hoping to get some Steph: Rolls her 2d10. “Well crap. That’s a 1 on each die.
information out of Brown regarding the secretive government That’s a flub.”
agency he has been talking to about cryptids recently. The
people in this example are: Amy: “Mere moments after you help yourself to the apple an
Steph, playing Sneers the Cheshin agonizing pain grips your entire body. You seize up for a
Dan, playing Dover the Mothman moment, hacking and coughing. It seems the apple was
Amy, the GM poisoned. I’m going to say you have a -2 to all checks you
make for the next minute.”
Steph: “I want to climb over the fence and into the backyard,
keeping my head on a swivel in case of danger.” Dan: “Well this means trouble. I’m going to run over to
Sneers as fast as I can.”
Dan: “And I’ll follow behind her.”
Steph: “I’m still coughing my lungs out after eating what was
Amy: “Alright, you both carefully vault the fence and see that probably rat poison.”
the back porch lights are on. Farmer Brown is sitting in his
lounge chair, fast asleep, with his rifle across his lap. You can Amy: “Alright. Dover, as soon as you reach your friend Farmer
hear his snores from all the way across the yard.” Brown springs up from his chair and grabs his rifle! Seems
he was just pretending to be asleep.”
Dan: “Yeah, that sounds like Brown.”
Amy (as Farmer Brown): “You blood suckin’ demons ain’t
Amy: “There is something else, though. On the table next to gettin’ away this time! Gotcha right where I want ya!”
him is a ripe, juicy apple. It looks freshly picked.”
Amy: “With that you are now in combat. Everybody roll a
Steph: “Oooh, Sneers has the Glutton flaw and she hasn’t Dexterity check for initiative!”
eaten since we left the forest.”
Dan: Rolls his 2d10. “I got a 12, add my +2 in Dexterity, that’s
Amy: “Yup, that apple is looking pretty tasty. Dover, you notice 14.”
the hungry look in Sneers’ eyes.”
Steph: Rolls her 2d10. “That’s 10, add my +1 in Dexterity
Dan (in character): “Sneers, don’t, you might wake him up.” then -2 from the poison. That makes 9.”
Steph: “Yeah, I’m going to try to resist the temptation.” Amy: “Alright, Dover you’re up first.”
Amy: “Alright, roll a Will check for me to resist.” Dan: “Great! I jump at Farmer Brown and try to tear into him
with my claws! I'm not letting him get away with this.”
Dan: “Can I try to help with that? I want to put a hand on her
shoulder and remind her in a stern tone that we’re here to do Amy: “Alright, roll a Strength check to hit him.”
something important.”
Dan: Rolls his 2d10. “I got a 7 and I don’t get any bonuses to
Amy: “Sure, Dover give me a Persuasion check to see if you Strength.”
can help.”
Amy: “Unfortunately that doesn’t reach his Defense. You
Dan: Rolls his 2d10. “That’s a 9, add my +3 in Charisma then swing at him but he ducks below the attack. Now it’s his turn
the +3 from my proficiency in Persuasion and that’s… 15!” and he’s going to raise his rifle and fire at you, Dover.”
Amy: “Nice! Your message seems to get through to your Amy: Rolls her 2d10 for Farmer Brown. He gets a 10, +2 from
companion. So that means you get a +5 on that Will check, his Dexterity, +5 from his unique skill of Shooting, that makes
Sneers. Roll it!” 17. Amy decides to keep this result secret for now to add
suspense.
Steph: Rolls her 2d10. “Yikes, that’s a 4, my -1 in Will makes
it a 3 and that +5 from Dover makes it an 8.” Amy: “Alright, roll a defending check.”
Amy: “Not quite enough. The hunger you feel is absolutely Dan: Rolls his 2d10. “I’ll use Dexterity to dodge out of the
overwhelming. You just have to get a taste of that apple!” way instead of Constitution. I got an 11, add my +2 in Dex
and that’s 13.”
Steph (in character): “I… I have to…. So hungry….”
Amy: “That’s not enough. Pain shoots through your body as
Steph: “I’m going to scamper up to the porch, swipe the apple the bullet rips a large hole in your wing. Mark one wound.
and swallow it whole!” With that we’re on to you, Sneers.”

33
Steph: “Alright, I don’t want Dover getting shot again so I Amy: “Interesting! Farmer Brown’s expression of rage seems
want to draw his attention to me by taunting him.” to falter suddenly as something dawns on him. He lowers his
gun with shaky hands.”
Amy: “What do you say to distract him?”
Amy (as Farmer Brown): “I know what this is, this is an
Steph (in character): “You think you can kill timeless invasion from Hell. I… I ain’t gonna let that happen! I gotta tell
creatures like us? You’re pathetic!” someone….”
Amy: “Roll a Menace check for that.” Amy: “With that he turns and runs back into his house,
Steph: “Can I use my unique ability Teasing?” barreling through the door in a panic.”
Amy: “Sure, that fits. Roll a Teasing check.” Steph: “Welp, we got out of that but it sounds like he’s even
more paranoid now.”
Steph: Rolls her 2d10, gets a 6 and a 10. “That would be a 16 Dan: “Yep, we’re going to have to try a different approach….”
but that second dice crit!”
Amy: “Yep, so it explodes. Roll that one again.”
Steph: Rolls the crit d10 again, gets a 9. “Wow, so that’s 25
total, add my +3 in Charisma, my +5 in Teasing and the -2
from the poison…. That’s 31!”
Amy: “Oh yeah, Farmer Brown is absolutely livid now. You
can see his face starting to turn red as he works the bolt on
his gun. Back to you, Dover.”
Dan: “Alright, I want to play into my arcana bit here, anxiety
specifically. Dover is wounded and on the backfoot, so I’m
going to turn and start running for my life.”
Amy: “I think that’s a good way to play into it. You get a spark
for that.”
Dan: “Nice!”
Amy: “Now it’s Farmer Brown’s turn. He’s pissed and
confused, so he’s going to shove the barrel of his gun in your
face, Sneers, and start shouting.”
Amy (as Farmer Brown): “What the hell are you!?”
Steph (in character): “Nothing that you would understand,
human.”
Amy: “He’s not happy with that answer. Since he hasn’t made
a check yet this turn he’s going to try to tackle you to the
ground. He’s going to roll Athletics and you can roll either
Athletics to wrestle him back or Acrobatics to slip away.”
Steph: Rolls her 2d10. “I’ll do Acrobatics. That’s a… 17 total.”
Amy: Rolls her 2d10. “And he gets a 7. He tries to grab at you
but you slip through his grasp like it’s nothing.”
Steph: “Alright, my turn. Since Dover is running away I’m
going to do the same thing. That’s all I’ll do for my turn.”
Amy: “So at this point you’re both scampering across the
lawn. Farmer Brown seems just about ready to take off after
you. Now it’s your turn, Dover.”
Dan: “I’m going to invoke my arcana this turn. I am trying to
use it to convince Farmer Brown that there’s some disaster
on the horizon.”

34
I wanted to use this last page to thank you, the reader, for picking up this rulebook. Light
of the Moon has been a passion project of mine for some time now, born out of a spark of
inspiration that just kept going. I've put tons of time, energy and money into it with the
hopes of bringing my vision to life. It's people like you who make that effort feel seen.
Thank you.

- Aidan

35

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