TEXT: Magical Minutia  
  HARQINLI , the evil clowns 
  
   2 
  Harqinli are not in humans in make up, they are not happy, they are not funny. 
  What Harqinli are,  is something insidious. 
   
  In “Witch Girls Adventures”, Clowns or Harquinli are creatures that hide among 
  humanity living off the emotions related to happiness. This could be anything from 
  actual good-natured humor to the kind of humor that comes from watching others 
  fail or get hurt.  The darker the humor a clown uses to sustain themselves, the 
  more evil and malicious that clown becomes. 
   
  History of Harqinli 
   
  Harqinli where once spirits t who existed only to bring happiness to other be-
  ings.  Like most sprits chose to remain neutral during the war between Echidna 
  and her siblings.  However, like many of those spirits, the war eventually came to 
  them and the carnage and the despair corrupted many of them.  Unable to sustain 
  themselves with the happiness of those around them they possessed humans 
  creating the first non– spirit Harqinli. 
   
  The Harqinli discovered in their new forms they could feed on the humor they cre-
  ated. Community of Harqinli traveled the world as entertainers getting humor any 
  way they can.   Over the millennia Harqinli eventually  became an integral part in 
  royal court life as jesters and as a mainstay in the  circus and in theaters. 
   
  Harqinli today 
   
  Harqinli use the belief that they are just humorous entertainers to travel among 
  mundanes and magical people alike as street performers and circus folk.  Once in 
  a city or town they use their powers to drain away humor and move on. In some 
  cases the drainage ends in death but no one suspects a clown. 
   
  Harqinli as Friends 
   
  Harqinli are not all evil but rather opportunist who have a child like understanding 
  of the world. They can be great friends  to characters helping out with information 
  and always offering a place to hide despite most having no idea what fear is . 
   
  Harqinli as Enemies 
   
  Harqinli hate boring people and people that lack a senses of humor or take them-
  selves seriously. Such creatures become the subject of pranks that can go from 
  harmless to life treating easily. Harqinli have no idea what kind of danger they can 
  cause nor do they have any real concept of mortality beyond their own. 
   
   
   
   
   
   
   
   
  
   3 
  Name: Harqinli 
  Type:  Harqinli 
  AKA: Clown, Evil Clown, Trickster 
  Rank: 2 
  Location: Places of great happiness and 
  fun 
  Motivations: Be Happy at any cost 
  Body 
  D6 
  Mind 
  D6 
  Senses 
  D6 
  Will 
  D6 
  Social 
  D6+1 Magic D6+1 
  Life Points 
  12 
  Reflex 
  9 
  Actions 
  1(2) 
  Armor 
  0 
  Resist 
  Magic 
  10 
  Zap 
  Points 
  14 
  Common Skills: Athletics D6+ 4, 
  Basics D6+3, Comedy D6+4,  Fight-
  ing D6+4, Hide D6+3 , Urchin D6+3, 
  Mysticism D6+3 
  Common Traits (Choose 2):  
  Sassy, Friendly, Wicked , Lackey 
  Abilities 
  Elastic: The creature body acts as if it was rubber allowing it to bend and stretch beyond that of a nor-
  mal creature. The Creature can stretch each limb up to 10 feet. They are immune to blunt physical dam-
  age and all other blunt physical damage is halved.  They can contort themselves into knots half their true 
  size and flatten themselves an inch in width.  They can bounce like a ball and even expand into a ball 
  like balloon to float.  
  Humor Drain:  The creature drains Humor from a target (within 10 feet)  with a Magic vs. magic roll 
  (Counts as an action)  The drain makes the target sad and depress and steals D4 Zap points (that must 
  be regained Normal.  If the target reaches 0 Zap the power starts to drain Life points at the same rate.  
  The Creature can use the Zap Points to restore their Zap Points to maximum  and the Life points to 
  restore life points to maximum.  The creature cannot restore Zap or Life without using this ability.  
  Immortal (Self Resurrecting) : The creature doesn't age and is immune to magic and abilities that alter 
  age. The creature if  killed by  anything non magically will return life full and whole in D6 days.  
  Prankster: The creature gains +2 to rolls when being funny, making others laugh or pulling pranks.  
  Quick Conjure: The creature may spend a zap point to conjure within 20 feet a mundane simple de-
  vices (Like a banana peel or  water balloon). The Device itself cannot do damage nor weight more than  
  50lbs.   
  Common Equipment  
  Normal Clown attire and props.  
  Information: The Harqinli are the true name of clowns and are in fact most clowns.  Living for fun, hu-
  mor and a good prank they survive by draining humor from other people. 
   
  Most Harqinli drain only what they need and are satisfied, others drain it for fun until all that is left of a 
  person is a husk. 
   
  
   4 
  Variants 
  There are many types of Harqinli thanks to  there adap-
  tion to various types of humor over the millennia.  
  Hooks 
   
  1. 
  Mortal children are reporting a strange 
  clown in the Sewers.  The characters 
  investigate and find out its been kidnap-
  ping children for decades. 
  2. 
  A good Harqinli needs help learning how 
  to be funny. 
  3. 
  The circus comes to town.  
  Cryptozoology Facts 
   
  1. 
  Some Harqinli speak in squeaks. 
  2. 
  Harqinli have no idea their appearance is 
  odd. 
  3. 
  Harqinli is vulnerable to gold ( They take 
  +2 damage from it)  
  Mime 
   
  Mimes are  rare but powerful Harqinli who cannot 
  speak.  They also tend to hate noise of all kind 
    
  Rank Bonus: +1 
  Attribute Bonus: +1 Social, +1 Will 
  Skill Bonus:   
  Abilities:  
  Telekinetic: Mimes can move up to 200lbs at range 
  with their line of sight. They may also  create an invisi-
  ble box or wall of force up to 10 feet by 10 They can 
  feet that provides  3 points of armor to all inside it. They 
  can also use their Telekinesis to do 10 points iof dam-
  age at range with a push that knocks a target down.  
  This ability cost 2 zap points a uses and  uses  Will + 4 
  roll to hit.  
  Wanderer 
  The wanderer travels alone from place to place. 
  They are cruel solitary hunters usually preying 
  on children. 
  Rank Bonus: +2 
  Attribute Bonus: +1 Body, +1 Mind, +1 Magic 
  Skill Bonus:  Comedy +1,  Fighting +4, Track-
  ing +4,  
  Abilities:  
  Magic: The creature has 5 Magic ranks and is 
  limited to  Conjuration, Illusion and  Mentalism,  
  The Wander uses Comedy to cast spells.  
  Tooth and Claw: The creature can grow at will 
  sharp teeth and claws that do +3 Damage 
  (Total  9 damage) 
  Description: The Harqinli look like clowns with white 
  skin, red noses (Some are ball shaped), red lips and 
  other markings that  can easily be mistaken for clown 
  make up.  
   
  Acrobatic 
   
  The acrobatic is agile and swift despite their clumsy 
  appearance .  
    
  Rank Bonus: +1 
  Attribute Bonus: +1 Body 
  Skill Bonus:  Athletics +2, Dance +4, Fighting +4 
  Abilities:  
  Hyper Movement (Jump):  The character can leap  
  +40 feet vertically and horizontal.  
  Omni Weapon: The creature can use anything they 
  can lift as a weapon doing +1-5 damage.  
  Fool 
   
  The fool looks totally human and is in fact a half human 
  half Harqinli.  Bitter of those in power they tend to use 
  their power against them.  
    
  Rank Bonus: +1 
  Attribute Bonus: +1 Social, +1 Mind 
  Skill Bonus:  Charm +3, Hide +3 
  Abilities:  
  Killing Joke: The creature can spend 2 zap points to 
  causes anyone effected by their comedy skill to take 1 
  point of damage that cannot be lessened in any way.   
  All Comedy minuses to targets are doubled.  
  
   5 
  Rules 
   
  The following rules are not just new abilities but changes to previous rules. 
   
  New Skills 
   
  Comedy (Replaces Charm+witty) 
  Attribute: Social 
  The  Character is an expert at comedy and making people laugh.  Comedy is a lot 
  harder than most think and a good comedian can get away with insulting a person 
  in power or even using their act to  bring about social change. 
   
  The skill also allows The character to use insults and underhanded compliments to 
  attack a person verbally. 
   
  Insult  
   
  A person affected by an insult  ego is bruised and is –1 to all rolls for the remainder of the 
  scene or on their next combat roll.  
   
  Insult can also be uses to draw the attention of a target to the insulter.  The Insulter and 
  target  engage in a contest (Comedy Skill vs. Will (Or Focus) ) Is the Insulter wins the target 
  must focus on the Insulter for the  next D4 combat rounds or until they make a Hard Focus 
  or Will roll.  
   
  Lighten Mood  
   
  Comedy can also be used to lighten the mood.  This takes a Hard Difficulty roll but if suc-
  cessful  all allies that hear or see the joke regain one life point or zap point. This can  only 
  be  done once a scene.  
   
  New Trait 
   
  Talent 
   
  Funny 
  The character is naturally humorous and tends to be well liked because of it. The funny 
  character knows how to say the right thing to lighten the mood and make friends feel better. 
  Rules: Free rank of Comedy.  Lighten mood grants 2 life or zap points.  
    
  Venomous 
  Venous characters love to insult people and put them down. They are generally mean spir-
  ited and nasty to those they see as beneath them and not much better to everyone else. 
  Rules: Free rank of Comedy.  Insult causes a –2 to rolls instead of –1. 
  
   6 
  Heritages 
   
  Prankster 
   
  Witches tend to be tolerant of other witches no matter their background. However, to every 
  rule there is an exception and that exception is the Prankster. Pranksters are witches who 
  love using their magic to play pranks, create real life puns and generally make life more en-
  tertaining and humorous…at least for the Prankster. 
   
  Most pranksters just want to have fun. A few on the other hand are truly malicious and not 
  above using their magic to terrorize someone or worse in the name of a good joke. 
  Advantages 
  
  Gains two  free ranks  of the skill Comedy 
  
  +1 to magic based rolls when casting joke/prank spells or when creating joke/prank 
  magical items. 
  
  Can Spend a zap point to conjure simple mundane practical joke equipment like a joy 
  buzzer, super hot wasbi chewing gum or  small bucket of water to fall on someone’s 
  head. 
  
  If the character fails at casting a spell they can spend  2 zap points to just have some-
  thing harmless and comedic happen to themselves instead of rolling on the spell failure 
  chart. 
   
  Magic and Spells 
   
  Magic and comedy can go hand and here .  Listed here are a few comedic spells 
  for a witch with a senses of humor. 
   
  Ants in your Pants 
  Type: Elementalism 
  Rank:  1 
  This spell summons near by ants on to the legs of the target.  The potential for ants must be 
  present and regardless of the ant type the spell causes –1 to all rolls from ant bites  until the 
  ants are removed or the duration of the spells has past.  
   
  Clown Car 
  Type: Time and Space  
  Rank:  2 
  An enclosed car  will now hold X2 the amount of people comfortably.  
   
  Gassy Pants 
  Type: Curse 
  Rank:  1 
  The target becomes extremely flatulent  and bloated with gas.  They are –1 to social roils 
  while gassy and due to the bloated feeling  they are –1 to any Body rolls dealing with running 
  or jumping. 
   
   
  
   7 
  Got your nose 
  Type: Alteration 
  Rank:  2 
  The caster of this spell must touch the targets face to cast it. If successful the target noses 
  falls off leaving smooth skin in it’s face. The nose is in the caster’s hand but can be placed 
  anywhere after that.  The nose-less person can only smell in range of their disconnected 
  nose.    
   
  Hammer Time 
  Type: Conjuration 
  Rank: 3 
  This spell conjures an over sized wooden mallet that is light as a feather for the caster but 
  weighs  200lbs for everyone else. .  The mallet has a base damage or 4 and anyone hit 
  with it must make a Hard body roll or be knocked down.  Impact with also summon D4 
  tweeting birds or D6 sparkly stars. 
   
  Jokes on you 
  Type: Protection 
  Rank: 2  
  Prank and joke spells cast at the person under this spell are reflected back at the caster.  
  This spell only works on magic with comical intent.  
   
  Joy Buzzer 
  Type: Offense 
  Rank: 2 
  With a touch the caster can cause a target to  be shocked as if they are hit by lighting. This 
  spell does no damage but causes –1 to all rolls for up to minute.  And the lost of the char-
  acters next action. 
   
  Mirror Monster 
  Type: Illusion 
  Rank: 2 
  This spell creates a monstrous form in a mirror for the duration of the spell. This monster 
  conforms to the persons looking at it worst fears.  
   
  Silly string 
  Type: Conjuration 
  Rank: 1 
  This sell conjures sticky and hard to removed string on a target. While easy to break it will 
  slow a target down, halving movement for the spell s duration or until the string is re-
  moved . (Easy Body/Athletics roll or 4 Damage.)  
   
  Spam a lot 
  Type: Cybermancy 
  Rank: 1 
  The computer device (Lap top, computer, smart phone etc) is now full of comical and em-
  
   8 
  barrassing Spam that narrates itself loudly when opened. The Spam cannot be erased and 
  will automatically open and speak  if the character so much as look at the e-mail folder.  
   
  Adventure Hooks 
   
  For your comedic enjoyment here are a few adventure hooks. 
   
  April Fools 
  Hook: It’s April fools day at the characters magic school.  Can the characters survive magi-
  cal pranks by both the students and staff? 
  Casting call: School Cast characters 
  Resolution:  Someone is taking their jokes to far and the characters must sop them. 
   
  Clowning Around 
  Hook: Harqinli have come to town seeking witches to help remove a curse on their clan 
  hundreds of years old cast on them by a Fae trickster. Can the characters help the  clowns 
  find their  noses?  
  Casting call: Harqinli and Fae 
  Resolution: The Fae is keeping the Harqinli noses in a vault of Stink cheeses guarded by 
  a Cheese monster. 
   
  Cheese Monster 
  Type: Animate 
  Rank: 2 
  Motivation: Guard Vault 
  Attributes: 
  Body: D8 Mind: D4 Senses: D6 
  Social: D2 
  Will: D6  
  Magic: D6 
  Life Points: 17 
   Reflex: 11 
  Actions: 2  
  Resist Magic: 9 
  Zap Points: 12 
  Skills: Athletics D8+3 Fighting D8+4 
   Abilities: 
  Animate:  The Creature is a magically created life form.  They do not need to eat, sleep or breathe, do 
  not age and are immune to Abilities that control or alter thoughts and emotion.  They also do not feel 
  pain and  have no internal organs to worry about  (or at least ones that work and gain +2 Armor be-
  cause of it). Animates do not heal, instead they must be repaired.  (Easy-To Hard, Craft, Build/Repair, 
  Art or Enchant roll to repair 2 Life points)   
  Attacks: Cheesy Punch (Damage 8),  Cheesy Slam (attacks up to three people at once) Damage (6) 
  Foul Smell: The creature smells so bad  that all within 20 feet of it must make a Hard Will roll not to 
  be at –2 to all rolls.  
  Made of Cheeses: The creature is made of cheeses and tastes really good.  The creature can also 
  move like melted cheeses (Squeeze through cracks and bindings)  and is can  be as hard as the hard-
  est cheese rinds (+1 Armor) 
   
  Comedy of Errors 
  Hook:  Someone the character knows known for being humorless suddenly find them-
  selves unable to be anything but funny.  Can the character help cure them? 
  Casting Call: Humorless Character, Harqinli (wanderer) 
  Resolution: A wandering Harqinli has cursed the character to be funny so they can devour 
  that humor.  
   
     
  
   
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SOURCE: textdata/thevault/Collections/Kid Friendly/Witch Girl Adventures/Magical Minutia - Harquinli.pdf