TEXT: Perfect World Guide
  
  Memory Marionette 
  3
  Marionette 
  4
  Fire Marionette 
  5
  Memory Guardian 
  7
  Defence Seal 
  9
  Noth 
  10
  Ophanim 
  13
  Noth Principalities 
  15
  Noth Potestas 
  16
  Nexus Guardian 
  19
  Hydra Queen 
  21
  Golden Knight 
  22
  Striborg 
  25
  Basic Elemental 
  27
  Living Nightmare 
  28
  Lugubrious 
  30
  Living Puppets 
  32
  Nascal Puppet 
  32
  Ghestal Puppet 
  33
  Nascal Prototype 
  34
  Guardian Totem 
  37
  Solomon Combat Drones 
  39
  Drone 
  39
  Major Drone 
  39
  Procasian 
  41
  Minor Procasian 
  42
  Major Procasian 
  42
  Red Lady 
  43
  Messengers 
  45
  Malekith Prince of Crows 
  45
  Druaga, The Fallen 
  48
  Jonathan Kappel 
  50
  Nascal 
  52
  The Nameless 
  54
  Baal, The Gate of Hell 
  56
  Ergo Mundus, The Ultimate Monster 
  59
  i n d e x
  
  M e M o r y  M a r i o n e t t e s
  Memory Marionettes are such fascinating creatures. They 
  are a unique type of golem, artificial entities that are animated 
  not with supernatural power, but with memories. This unusual 
  “essence” allows them to move and act as if they were partially 
  alive, but the reality is very different. They are creatures that 
  feed on the same forces as Wake specters, so they are also 
  known as Wake Golems.
  What is especially unusual in their creation is that their 
  memories are not those of a particular living being. They 
  are given general memories, a piece of history that gives 
  them “existence”. These memories are nothing more than 
  energy sources and therefore they can not be “individuals”; 
  the memory is used as a source of mystical energy, but the 
  marionettes are not really aware of what the memories 
  mean nor are able of interpreting what they represent. 
  However, the fact is that the origin of the memory has 
  a large impact on their skills. Therefore, they know how 
  to fight if the memories that have been used to create 
  them were linked to warriors or soldiers, and they can be 
  wonderful servants if they have been given a part of the 
  memories of a butler.
  Memory Marionettes have many different forms 
  and functions, depending on who built them and for 
  what purpose. Their origin is largely uncertain, but it is 
  believed that the original design comes from the Devah 
  civilization, which soon abandoned them due to their 
  high manufacturing cost. Later, their design was reused 
  by the Yehudah Empire, who tried to “cheapen” their 
  construction requirements with a little more success, but 
  not enough to build them in series.
  Over the years numerous talented magicians took up 
  the studies of Yehudah and made their own versions of 
  these Golems with greater or lesser success, among them 
  especially stand out those made by Deymos, He Who 
  Does Not Die.
  Usually, all Golems are prepared to follow certain 
  guidelines that have been implanted in them or obey 
  someone who meets certain requirements (knowing 
  a keyword, be those who waken them or any other 
  imaginable condition).
  Marionette
  Level: 3 
  Category: Between Worlds, Creation 15
  Life Points: 140
  Class: Warrior
  Str: 7 Dex: 10 Agi: 8 Con: 7 Pow: 4 Int: 5 Wp: 5 Per: 7
  PhR 45 MR 40 PsR 40 VR 45 DR 45
  Initiative: 80 Natural, 60 Long Sword, 50 Short Bow
  Attack Ability: 110 Long Sword o Short Bow
  Defence Ability: 110 Long Sword o Short Bow
  Damage: 55 Long Sword (CUT), 40 Electric Arrow (ELE)
  AT: 3 Natural
  Essential Abilities: Physical Exemption, Ambidextrous, 
  Psychological Immunity, Immune to Pain.
  Powers: Electric Arrow, Metal Body, Built Bodies 
  (Regeneration Zero).
  Size: 13 Medium  
  Regeneration: 0
  Movement Value: 8  
  Fatigue: Tireless
  Secondary Abilities: Acrobatics 40, Climb 60, Jump 50, 
  Feats of Strength 70, Notice 40, Search 30, Track 30, Sleight 
  of hand 20.
  Of all the Wake Golems the best known model was 
  manufactured by the immortal Deymos for the Consortium 
  of Shadows during the Second War in the Shadow, since 
  he created for them nearly a thousand units that he never 
  delivered.
  These golems are similar to stylized knights with sharp 
  helms, and whose functionality is primarily combat. They can 
  be armed with a multitude of different weapons, but they 
  commonly use long swords or bows that shot supernatural 
  energy.
  After the fall of the consortium Deymos used the 
  remaining units as unusual gifts for his clients until he was 
  forced to abandon the remaining units (a few hundreds) 
  in one of the laboratories that the Inquisition took. These 
  units have not been destroyed, but remain in possession of 
  the Supreme Inquisitor for reasons as yet unknown.
  Modus Operandi
  Memory Marionettes are excellent soldiers who obey 
  their orders brilliantly. While they are not extremely 
  smart, they behave as effective warriors who can act as a 
  group when necessary to accomplish their mission.
  Weapons: The Marionettes can use any possible 
  combination of weapons. However, a marionette only 
  knows one possible type of combination.
  Psychological and Pain Immunity: A Marionette 
  does not have any kind of feeling and is immune to any 
  psychological state such as anger or fear. Similarly, it 
  ignores all penalties, natural or mystical, which may be 
  caused by pain.
  Electric Arrow: The bows that the Marionettes 
  carry do not need ammunition and are capable of creating 
  electrical arrows that attack with Electricity. These weapons 
  are actually an extension of the marionettes themselves, so 
  they only work in the golems´ hands.
  Metal Body: Marionettes are creatures of metal 
  exceptionally resistant to damage and only the most 
  powerful impacts cause them harm. Therefore, they have 
  a natural Damage Barrier of 80 points.
  Mnemonic Variation: Marionettes can have large 
  variations between them depending on the memories that 
  are used during manufacture. That means they can use 
  many different weapons, and sometimes even use special 
  Style Modules.
  Built Bodies: Being artificial constructions, the 
  Marionettes are not able to recover from damage by 
  themselves. Instead, they must be repaired by someone 
  who has the expertise and appropriate means.
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  Fire Marionettes
  Level: 2 
  Category: Between Worlds, Creation 10
  Life Points: 425 Damage Resistance
  Class: Acrobatic Warrior
  Str: 10 Dex: 5 Agi: 10 Con: 4 Pow: 4 Int: 4 
  Wp: 4 Per: 5
  PhR 55 MR 110 PsR 60 VR 55 DR 55
  Initiative: 75 Natural / 45 Explosion
  Attack Ability: 80 Kicks, 220 Explosion
  Defence Ability: Damage Resistance
  Damage: 25 Kicks (IMP), 150 Explosion 
  (HEAT)
  AT: 7 Physical 3 Ene
  Essential Abilities: Physical Exemption, Immune to Pain.
  Powers: Built Bodies, Explosion, Improved Speed, 
  Armor 4.
  Size: 14 Medium 
  Regeneration: 0
  Movement Value: 11  
  Fatigue: Tireless
  Secondary Abilities: Athleticism 130, Notice 60, 
  Search 45.
  These Marionettes are the first creations of 
  Deymos for the Consortium of Shadows. They 
  are golems that have immense artificial Fire Gems 
  connected to their bodies and whose function is 
  to destroy themselves to cause enormous damage 
  around them. Originally the Consortium used them 
  as mobile explosives to exterminate large crowds 
  or destroy important architectural places, and they 
  activated several of them during their first attacks.
  Physically they are identical to conventional 
  Memory Marionettes, but they carry enormous 
  burning rocks embedded in their backs that give 
  them a reddish hue.
  Since they self-destruct when activated, at 
  present there are very few of them; just about 
  fifty scattered throughout the world as Deymos 
  preferred not having them stored along with more 
  valuable possessions.
  Modus Operandi
  Fire Marionettes simply fulfill their orders as perfect 
  suicide soldiers, sprinting toward their target to make it 
  blow up.
  Explosion: At will, Fire Marionettes may burst 
  causing a terrible explosion in a radius of 10 meters 
  around them. To defend from the explosion, it is necessary 
  to make a defense against a Final Attack of difficulty of 
  Almost Impossible (i.e. a Final Attack of skill 240) if your 
  distance is between 5 and 10 meters from the Marionette, 
  or against Impossible (Final Attack of skill 280) if it is less. 
  At close range, i.e. at a distance of 1 meter, the attack is 
  of Inhuman difficulty (Final Attack of skill 320). To use 
  this ability the Marionette must use its turn to detonate 
  and act when it is appropriate to it (the explosion takes 
  place even if the Marionette was forced into defense). 
  The explosion also occurs if the Marionette is hit with an 
  attack that destroys or touch the Fire Gem (it is possible 
  to attack targeting the Marionette without touching the 
  rock by applying a penalty of -40 to the offensive skill). 
  The Marionette is always destroyed when it explodes.
  Improved Speed: The movement speed of the 
  Marionette is extremely high, and when it runs it can 
  reach a Movement Value of 11.
  Psychological and Pain Immunity: A Marionette 
  does not have any kind of feeling and is immune to any 
  psychological state such as anger or fear. Similarly, it 
  ignores all penalties, natural or mystical, which may be 
  caused by pain.
  Built Bodies: Being artificial constructions, the 
  Marionettes are not able to recover from damage by 
  themselves. Instead, they must be repaired by someone 
  who has the expertise and appropriate means.
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  MeMory Guardian
  Level: 5  Category: Between Worlds, Creation 15
  Life Points: 225
  Class: Warrior
  Str: 11 Dex: 10 Agi: 9 Con: 11 Pow: 5 Int: 5 Wp: 5 Per: 7
  PhR 70 MR 50 PsR 50 VR 70 DR 70
  Initiative: 90 Natural, 70 Long Sword
  Attack Ability: 140 Long Sword, Energy Beam 140
  Defence Ability: 140 Long Sword, Energy Beam 140
  Damage: 70 Long Sword (CUT), Energy Beam 60 (ELE)
  AT: 3 Natural
  Essential Abilities: Physical Exemption, Ambidextrous, 
  Psychological Immunity, Immunity to Pain, Regeneration zero.
  Powers: Energy Beam, Metal Body, Built Bodies (Regeneration 
  zero).
  Size: 22 Medium Regeneration: 0
  Movement Value: 9 Fatigue: Tireless
  Secondary Abilities: Acrobatics 50, Athleticism 30, Climb 
  40, Jump 110, Feats of Strength 140, Notice 100, Search 80, 
  Track 30, Sleight of hand 30, Leadership 40.
  Memory Guardians are the most powerful Wake 
  Golems of all Deymos creations, a group of artificial 
  creatures whose purpose was to be the lieutenants of the 
  armies of the Consortium of Shadows.
  These creatures are similar to conventional Memory 
  Marionettes, but they are almost twice as large and instead 
  of a head, they have a flame that burns continuously. 
  Their fighting power is also considerably higher than the 
  other Marionettes, and they are even capable of firing 
  supernatural energy beams.
  There may be more than twenty Golems of this model.
  Modus Operandi
  The Guardians behave in a similar way to 
  other Memory Marionettes, although they are 
  more intelligent and efficient in their duties. They are also 
  able to command other Golems, in which case they are 
  even able to draw complex plans on their own.
  Psychological and Pain Immunity: A Marionette 
  does not have any kind of feeling and is immune to any 
  psychological state such as anger or fear. Similarly, it 
  ignores all penalties, natural or mystical, which may be 
  caused by pain.
  Metal Body: Marionettes are creatures of metal 
  exceptionally resistant to damage and only the most 
  powerful impacts cause them harm. Therefore, they have 
  a natural Damage Barrier of 120 points.
  Energy Beam: Accumulating power during a turn, 
  the Golem can trigger a beam of supernatural energy with 
  a maximum distance of 25 meters. There is no limit to the 
  number of times the Golem can make use of this ability.
  Built Bodies: Being artificial constructions, the 
  Marionettes are not able to recover from damage by 
  themselves. Instead, they must be repaired by someone 
  who has the expertise and appropriate means.
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  deFence seals
  Level: 2  
  Category: Between Worlds 15
  Life Points: 555 Damage Resistance
  Class: Ranger
  Str: 4 Dex: 8 Agi: 5 Con: 4 Pow: 8 Int: 3 Wp: 5 Per: 10
  PhR 30 MR 45 PsR 35 VR 30 DR 30
  Initiative: 55 Natural
  Attack Ability: 100 Energy Beam
  Defence Ability: Damage Resistance
  Damage: 40 Energy Beam (ENE)
  AT: 3 Natural
  Essential Abilities: Physical Exemption.
  Powers: Watchers, Energy Beam, Damage Energy.
  Size: 9 Medium  
  Regeneration: 1
  Movement Value: 0  
  Fatigue: Tireless
  Secondary Abilities: Notice 110, Search 110, Magic 
  Appraisal 70.
  It is hard to consider the Defense Seals as real 
  creatures, because they are almost spells which, over the 
  ages, have become independent beings with their only 
  objective to fulfill the function for which they were born; 
  protect the places that they are linked with.
  Defense Seals are essentially a conjunction of mystical 
  runes and crackling energy that passively float in the air. As 
  if they were snails or mollusks hermits, these creatures seek 
  “shells” to enter inside of, medium-sized hollow objects that 
  could become their bodies. Without a shell, Seals are not able 
  to act, nor generate energy to attack or defend themselves.
  These creatures are reproduced in The Wake by mitosis, 
  in areas where magic is so strong that allows them to feed 
  on it and multiply. When they have enough magic, the Seals 
  simply divide themselves into two creating a new one.
  Usually Seals remain in The Wake until they are 
  summoned into the real world. At that time, if the person 
  who has brought them has an appropriate shell, they enter 
  in it and remain in that place for the rest of their life. Usually, 
  at the time of linking with its shell, the Seals implicitly accept 
  the rules that are written inside (which must be written in 
  a runic language in the object), but these rules 
  always must be very simple; an indication of 
  who can pass without being attacked and who can 
  not. While Defense Seals are not too smart, they know 
  extremely well the difference between the conditions 
  to be aggressive or not; they can recognize details like 
  ethnicity, armors, passwords and even symbols.
  Modus Operandi
  Defense Seals behavior is really simple; they attack 
  by constantly throwing energy beams at anyone who 
  approaches its area of influence and does not meet the 
  standards that each Seal received to not attack them. 
  Except that, they don’t have personality or complex 
  behavior, nor devise plans or strategies for combat. 
  However, they are innately very well coordinated with 
  each other, and are often able to prioritize the targets 
  that are approaching or conveniently split their attacks 
  between different targets if they are in a group.
  Watchers: Defense Seals always remain in the 
  same position, floating in the air where they were fixed, 
  and they are completely unable to move from there.
  Energy Beam: Defense Seals attack using 
  supernatural energy beams from long distance. To do 
  this, they need to accumulate power for a turn, and 
  then unleash a mystical beam on its target. The attack 
  has a maximum distance of 250 meters and attacks 
  with Energy.
  Field of Seals
  There is a place in The Wake which is known 
  among occultists circles as The Field of Seals, 
  a supernatural area completely full of these 
  creatures where they continuously reproduce 
  and where there might be several thousand of 
  them. It is believed that this place is one of many 
  artificial gardens that were “planted” by the Deva 
  for these creatures to multiply and now, millennia 
  after the fall of their empire, the area has grown 
  to acquire incomprehensible dimensions.
  n o t h
  Noth. A meaningless name for something that should 
  not exist. These entities can not even be called monsters 
  or nightmares; things like good and evil are irrelevant for 
  entelechies that simply disbelieve everything in their path.
  In more than one sense, they could be considered the 
  end of everything that exists.
  The Noth are foreign entities that are impossible to 
  understand or explain. The only thing that can be theorized 
  about them is that they are devoid of concepts or something 
  like a “nature”, so they can not be linked to anything. And 
  that is precisely what they are; absolutely nothing. They 
  can’t even be considered void elementals, as even beings like 
  the Nosos Etrien are linked conceptually to the structure of 
  existence. The Noth, however, do not respond to any rule or 
  principle, as if they were strangers to absolutely everything.
  The Noth are an almost unstoppable divine force. 
  They manifest through vortices in different unrelated 
  places and swarm aimlessly for a short period of time 
  (never more than half an hour). They perceive the 
  presence of things around them and approach those with 
  a higher existential potential. Then they enter in contact 
  with whatever has drawn their attention and consume it. 
  There is no difference to them if it is an inanimate object 
  or a living being; when someone tries to escape, the Noth 
  just shred him until he dies or is unable to move. If they 
  are attacked, the Noth respond showing clear signs of 
  possessing disproportionate combat capabilities; even the 
  weakest of them are creatures of aberrant power.
  Their appearance is difficult to explain. Physically 
  there are many types and sizes, but their forms are always 
  consistent with each other. All of them are completely 
  white and their entire bodies seem to be made of a 
  single substance, like a uniform mass that has different 
  form. They also don’t have internal organs; the Noth are 
  completely compact. Interestingly, the surface of their skin 
  is incapable of being stained in any way, so they retain their 
  characteristic whitish color at all times. The Noth also 
  usually have some kind of spiritual cord on some part of 
  their body (usually in the area equivalent to their necks), 
  which disappears after a few meters in some kind of 
  existential vortex that moves with them.
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  Probably the appearance in which people perceive 
  the Noth’s are not even their true form (if they actually 
  have one); it’s just the way that the mind of those who 
  contemplate them interprets what they are. Thus, two 
  people who see the same Noth can agree in its general 
  appearance, such as saying that it is a milky colored 
  humanoid, but both would see it in a slightly different form.
  Noth are invisible to the human eye and can only be 
  perceived by individuals able to see supernatural things or 
  have a higher Gnosis (the higher it is above their Natura, 
  the clearer they can see the Noth).
  A Noth never communicates nor seem able to 
  understand anything that surrounds it. In fact, only some 
  of them (those who are considered superior ones), seem 
  to have glimmers of intelligence. However, they never act 
  in an organized manner; it is as if they are not even aware 
  that there are others of them nearby.
  The Noth don’t generate existential energy nor can 
  their skills be detected by magical, Ki or psychic abilities. 
  They can still be affected by such powers, although it is 
  completely impossible to alter their will or mind. For all 
  purposes, it is as if they simply did not exist.
  The Arrival of the Noth
  It is impossible to determine exactly when the Noth 
  first appeared in the world. There are supernatural 
  sources that situate beings that “perhaps could be” Noth 
  at different times in history, but this information can not be 
  substantiated in any way. Therefore, although it should not 
  be ruled out that their appearances date back to ancient 
  times, it was not until a little less than a year ago that the 
  arrival of the Noth has begun to be clearly perceived.
  The first perceived appearance of the Noth as such 
  was the destruction at their hands of the supernatural 
  entity known as the Heart of Fantasy, an event witnessed 
  by the Messenger Jonathan Kappel, but not even the Dark 
  Child understood well what he saw.
  It is not known exactly whatever has called, created 
  or led to their manifestation in Gaïa, but what is certain 
  is that in recent months their appearances have started 
  to become more consistent. Imperium relates this fact to 
  Eljared actions during the Breach of Heavens, but only 
  members of the Inner Circle exactly know the truth behind 
  their arrival.
  The Danger of the Noth
  The danger posed by the Noth is difficult to measure. 
  Maybe their appearances are merely isolated events that do 
  not pose a serious problem, or maybe their mere presence 
  is indicative that the world is coming to an end. The truth 
  is that no nation or power, not even organizations as well 
  informed as Wissenschaft, know absolutely anything about 
  them. Only Imperium is aware of their appearances and 
  it is one of the few things that they take seriously. So far 
  the organization has already approved two operations 
  against them and, although their agents have managed to 
  exterminate the Noth, they have not been able to obtain 
  the information that they sought.
  At present it is estimated to have been about thirteen 
  appearances in the past year, but these are consistently 
  increasing. If this continues, in one or two decades Noth 
  will become a real threat to all creation, one that Imperium 
  will have to stop at any cost.
  Hierarchy
  As far as is known of their entelechies the Noth are 
  not organized nor have a chain of command. However, to 
  date Imperium has classified different types in what they 
  have called the Noth Hierarchy. Those known to date 
  are: Angels, Principalities, Virtues, Powers, Dominations, 
  Thrones, Cherubim and Seraphim.
  Angels are the most numerous and less destructive Noth. 
  They have a similar aspect to a quadrupedal beast, similar 
  in shape and size to a tiger. Their power is considerable, 
  but many of them have been eliminated by the forces of 
  Imperium. From there, each higher category has more 
  strange forms and its potential increases disproportionately.
  Apart from the eight types of Noth classified, there 
  are also a lower class that is called Ophanim, which are a 
  kind of residual mass that often appear in areas where the 
  Noth manifest.
  Curiosities
  • When a Noth suffers a lot of damage its body just 
  disappears without leaving any trace.
  • It is not known exactly whether Noth consume or 
  absorb the existential energy of things. If it is the second 
  case, it would mean that they transmit it through their 
  spiritual cord to an unknown location.
  • A really surprising detail is that Jürgand agents 
  have equipment specialized in exterminating the Noth. 
  While it is not surprising that Imperium would develop 
  such weapons, the strange thing is that they had it already 
  developed. Or they have responded extremely quickly to 
  the possible danger that the Noth posed or simply they 
  already had it ready for centuries.
  Unique Rules
  Noth apply a multitude of unique and special rules 
  that all of them have without exception.
  Alien Entities: The Noth are not based or follow 
  any of the rules of existence. Therefore they have certain 
  unique characteristics that all of them have. First, the Noth 
  can harm any creature, regardless of any special immunity 
  which it may possess. This affects both innate powers, 
  spells or even Gnostic capabilities, regardless of value or 
  degree.
  Noth Perception: The Noth can’t be perceived by 
  normal individuals or by supernatural beings; they exist 
  on a different level, and only those who have a unique 
  perception can see or feel them. Only natural beings 
  whose Gnosis is at least 10 points above its Natura or 
  creatures with a natural Gnosis of 30 or higher can 
  perceive them. No other method, including perceptual 
  spells or special skills, can alter this fact; this also included 
  the See Supernatural advantage.
  Immunity: Similarly, it is extremely difficult to 
  damage or even affect the Noth with anything, since only 
  entities or devices with a higher existential power can 
  “touch” them. Beings that can not see them can not hurt 
  them in any way, and those whose gnosis is at least 10 
  points above its Natura or have a natural Gnosis of 30 will 
  produce only half damage with their attacks. Only those 
  who have a Gnosis 15 points higher than their Natura or 
  have a natural Gnosis of 35 or higher can damage the Noth 
  normally. This also applies to weapons with an extremely 
  high power; no matter whether or not they can or not 
  affect supernatural beings, only weapons with a higher 
  existential power can damage the Noth, partially or fully.
  Absolute 
  Immunity 
  to 
  Effects: 
  Noth 
  automatically ignore any Resistance check, regardless of its 
  nature or origin. For all purposes, they count as if they 
  had passed it.
  Gnostic Vision: The Noth don’t perceive their 
  surroundings in a natural way, but feel and identify the 
  existential power and Gnosis of things. Therefore, their 
  interests are only in items or creatures that possess a 
  naturally high Gnosis or presence.
  Existential Cord: If somehow the spiritual cord that 
  binds the Noth to the vortex is cut the creature usually 
  disappears in a few minutes. However, in the event that it 
  is cut when the entity was absorbing existential energy, the 
  Noth suffers some unusual changes. It suddenly it becomes 
  darker, its powers increase considerably and it becomes 
  exceptionally violent, destroying everything that is around 
  it. In this case, the Noth loses its special immunities, but it 
  gets a bonus to any action ranging between +40 and +80 
  (the bonus depends on the existential power that it was 
  absorbing when the cord was cut).
  Destruction: A Noth does not support the damage 
  beyond its natural stamina. If in any case his Life Points 
  reach zero, it is automatically destroyed and disappears 
  without a trace.
  The Noth in Arcane
  It is important to note that all the Noth 
  appearing in Arcane are nothing more than 
  images invoked by memories of Jonathan Kappel, 
  one of the few beings in Gaïa who has meet them. 
  Their arrival marked the dark child so much that 
  they appear in his world, though they have no real 
  connection with that place. However, the really 
  strange thing is that even as a mere memory, the 
  Noth manifestations began to appear in other 
  parts of the Tower. Although their combat style is 
  similar, the ones that appear in this section refer 
  to the true Noth, and not those who Ergo and the 
  Bearer fight on their adventure.
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  ophaniM
  Level: 5 
  Category: Between Worlds EX
  Life Points: 120
  Class: Shadow
  Str: 8 Dex: 8 Agi: 12 Con: 7 Pow: - Int: 5 Wp: - Per: 9
  PhR - MR - PsR - VR - DR -
  Initiative: 120 Natural
  Attack Ability: 170 Claws, 160 Void Echo, 190 Charge
  Defence Ability: 150 Dodge
  Damage: 50 Claws (THR) Echo Vacuum 60 (ENE) 60 
  Charge (THR)
  AT: None
  Essential Abilities: Physical Exemption, Psychological 
  Immunity.
  Powers: Natural Weapon, Unnatural Movement (Mystic 
  Flight 10), Unnatural Charge, Echo Vacuum (Distance 50 
  Meters, Damage 60, Without limits, Requires one turn to 
  prepare), Unnatural Form (Regeneration 0).
  Size: 15 Medium 
  Regeneration: 0
  Movement Value: 12/10  
  Fatigue: Tireless
  Secondary Abilities: Notice 145, Search 125, Stealth 145.
  The Ophanim are unusual because their manifestations 
  follow slightly different rules to the Noth. In the first place 
  they rarely have existential cords, are much weaker than 
  the others and only appear in areas where the greater 
  Noth manifested. In that sense it is as if they were residual 
  energy left behind when the true Noth arrive or small 
  varmints that slip through the crevices of the portals.
  The Ophanim have a strange form, halfway between a 
  grotesque snake and a fish. They are more than a meter 
  and a half long, and have something like a maw in the area 
  that must be their head.
  The truth is that they are quite active, and their 
  attention is called by much smaller amounts of existential 
  energy than the other Noth. Therefore, they attack all 
  kinds of creatures with a minimum level of existential 
  power, and are constantly consuming energy until they 
  disappear or are destroyed.
  The Ophanim always manifest themselves 
  in fairly large groups; generally between three 
  and ten, in areas where “real Noth” have 
  appeared. They never move away far from the portal they 
  used to manifest in the world, and usually they tend to 
  disappear after a couple of hours. Rarely, and only if they 
  have consumed large amounts of energy, they can stay 
  longer in the world.
  Modus Operandi
  The Ophanim detect their objectives at great distances 
  (sometimes more than one kilometer away), and once they 
  have targeted them, their only focus would be to devour 
  them. Usually they rush at full speed towards their targets 
  using their Unnatural Charge to destroy them. If by chance 
  the targets are able to defend themselves, the Ophanim 
  prove to be extremely cautious and skillful. They will 
  retreat if it is possible, using their Echo Vacuum to perform 
  ranged attacks without risks, or try fighting in combination 
  with more Ophanim to archive their objectives.
  Echo Vacuum: The Ophanim can generate beams 
  of unlimited existential energy. To do this, they need to 
  prepare for at least one turn, before projecting an energy 
  beam on a target that is not more than 50 meters away.
  Unnatural Charge: When the Noth detects an 
  objective, they dash towards it as fast as they can regardless 
  of the distance. In doing so, they charge towards their 
  target with Flight Value of 14, applying special bonuses to 
  their attack ability and their damage. If an Ophanim wants 
  to use this ability, it must be more than 50 meters away 
  from its target and move at least a full turn towards it.
  Unnatural Movement: The Ophanim travel 
  through the air as if they had a Flight Value of 10 and when 
  they move ignore any natural obstacles such as walls that 
  have a very low presence. Only ancient objects (or with 
  great presence), are solid for them.
  Unnatural Form: The Ophanim never recover 
  from the damage suffered.
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  noth principalities
  Level: 10 
  Category: Between Worlds EX
  Life Points: 245
  Class: Acrobatic Warrior
  Str: 12 Dex: 12 Agi: 13 Con: 12 Pow: - Int: 5 Wp: - Per: 7
  PhR - MR - PsR - VR - DR -
  Initiative: 185 Natural
  Attack Ability: 260 Rend Reality
  Defence Ability: 260 Rend Reality
  Damage: 100 (CUT) Rend Reality
  AT: None
  Essential Abilities: Physical Exemption, Psychological 
  Immunity.
  Powers: Rend Reality (Natural Weapon, Existential Damage, 
  +20 Breakage, -5 AT, +40 Damage), Gnostic Vision, See 
  the Supernatural, Vortex (Automatic transport 250 meters, 
  Without limits, Requires a turn to prepare), Unnatural 
  Recovery.
  Size: 22 Medium 
  Regeneration: 0
  Movement Value: 13  
  Fatigue: Tireless
  Secondary Abilities: Acrobatics 180, Climb 180, Jump 185, 
  Feats of Strength 120, Notice 115, Search 105.
  The Noth known as Principalities are extremely 
  dangerous creatures, entities that appear in the world for 
  no reason only to disappear a few hours later.
  They are the only Noth who have a truly humanoid 
  form, though often those who perceive them see strange 
  variations in their appearance, as tails or even a huge 
  mouth on their chest.
  Usually Principalities are extremely calm. They move 
  slowly, but they can also move at incredible speed, deform 
  their bodies in impossible ways and do other crazy things.
  There is no way to know exactly how many of them 
  have appeared in the world, but it is possible that their 
  number exceeds twenty. When they have materialized it 
  has always been in small numbers, either one or two of 
  them at once. At least ten of them have been destroyed 
  by Imperium.
  Modus Operandi
  As with all Noth, it is difficult to determine 
  a defined combat methodology for Principalities. 
  Simply they choose their targets and destroy them with 
  frightening efficiency. While their behavior is often erratic, 
  in the rare case that their targets are able to fight them 
  back, a Principality can behave with unequal instinctive 
  talent for combat. If it faces several opponents the Noth 
  always knows whom to attack first and which tactics are 
  the best to emerge victorious. However, even if things go 
  against it, the Noth never flee; it will fight to destroy its 
  enemies or will be destroyed trying.
  Rend Reality: All the attacks of this Noth produce 
  massive existential damage, as they affect the very essence of 
  what they impact. Consequently, their attacks have Breakage 
  30 and reduce by 5 points the defenders Armor Type.
  Vortex: The Noth can move through vortices in 
  reality at will, either their whole body or just part of it. 
  This transport ignores any kind of barrier, including those 
  based on energy, as long as they do not have a huge 
  existential power or were created by beings whose Gnosis 
  is not 15 points higher than their Natura or have Gnosis 
  35 or more. Vortex can also be used offensively, either to 
  appear next to the target and attack him, or even to move 
  only parts of the Noth to attack. This second option can 
  be frighteningly effective in combat since the Principality 
  can directly reach the body of its enemies, ignoring the vast 
  majority of protections, either natural or supernatural. 
  Therefore, any Supernatural Shield or Blocking Skill takes 
  a penalty of -40 to the defense ability against an attack of 
  this nature.
  Using Vortex, either as displacement or attack 
  requires one turn.
  Unnatural Recovery: Principalities don’t recover 
  conventionally from the damage that they may suffer, but if 
  they destroy or absorb something with high supernatural 
  presence, they recover immediately from 20 to 100 Life Points, 
  depending on how powerful the element consumed was.
  noth potestas
  Level: 14  
  Category: Between Worlds, Special
  Life Points: 275
  Class: Acrobatic Warrior
  Str: 14 Dex: 14 Agi: 14 Con: 14 Pow: - Int: 8 Wp: - Per: 11
  PhR 70 MR 50 PsR 50 VR 70 DR 70
  Initiative: 210 Natural
  Attack Ability: 310 Existence Reaver + 300 Existence 
  Reaver
  Defense Ability: 310 Dodge
  Damage: 100 Reaper of Existence (CUT)
  AT: None
  Essential Abilities: Physical Exemption, Psychological 
  Immunity.
  Powers: Existence Reaver, Existential Damage, Distortion of 
  Space, Existential Shield.
  Size: 20 Medium  
  Regeneration: 3
  Movement Value: 14  
  Fatigue: Tireless
  Secondary Abilities: Acrobatics 240, Climb 180, Jump 150, 
  Feats of Strength 200, Notice 200, Search 150.
  Although for unknown reasons Imperium has in 
  their files these other Noth of a higher Hierarchy, the 
  Potestas or Exousia is the most powerful one known to 
  date that has manifested itself in the world, and it can even 
  be theorized that it is some kind of “Queen”. It is also 
  unknown whether this is a single entity or several of the 
  same category.
  The Potestas has a really strange form. It is a set of 
  bodies, limbs and wings fused together without any sense 
  or apparent utility. It has three heads with vaguely feminine 
  appearance, and uses two scythes which actually are part 
  of its body.
  Exousia has several more features, such as the fact 
  that its mere manifestation slightly alters the environment; 
  it loses some color, turning everything around it gray 
  and lifeless. This Noth is also the only one capable of 
  emitting sounds and words, but do not seem to use them 
  to communicate. Exousia simply repeat expressions or 
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  sounds that are emitted near it, using various female and 
  male voices at once.
  Unlike other Noth, the Potestas seems to be intelligent, 
  because its actions seem to be much more coordinated 
  than those of the others. Unfortunately, it seems that it has 
  not the slightest interest in communicating, and its goals (if 
  indeed it has any), are completely unknown.
  The Potestas has only appeared twice in history, of 
  which only one of them has been actually documented. 
  In theory, its first appearance was during the death of the 
  Heart of Fantasy, but only Jonathan Kappel witnessed this 
  event, and his word can not be given as certain.
  Modus Operandi
  Exousia or the Noth Potestas is simply a being of 
  overwhelming power. When it fights, it simply exterminates 
  its enemies with ease using superior combat capabilities. It 
  has no tactic nor needs it. Its speed, instincts and potential 
  destroys practically anything it may face.
  Existence Reaver: Attacks of the Potestas’ weapons 
  reduce by 6 points the defenders Armor Type.
  Existential Damage: Damage that the Potestas 
  produces with its weapons can not be healed, except for 
  those beings with Gnosis 35 or higher or with Gnosis 15 
  points or above their Natura, in which case the recovery is 
  at the rate of Sacrifice.
  Distortion of Space: The Potestas can attack 
  from any distance by distorting reality so that its cuts have 
  literally no limit. However, to do so it must combine both 
  weapons, so it can only perform a single attack that turn.
  Existential Shield: The Potestas can only lose a 
  maximum of 100 Life Points in a given turn. If it suffers 
  damage exceeding that amount, it disappears momentarily 
  from reality and reappears a few seconds later at a nearby 
  location, no more than twenty meters away.
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  nexus Guardian
  Level: 10 
  Category: Between Worlds, Creation 30
  Life Points: 270
  Class: Warrior
  Str: 9 Dex: 9 Agi: 6 Con: 9 Pow: 10 Int: 7 Wp: 8 Per: 8
  PhR 85 MR 90 PsR 85 VR 85 DR 85
  Initiative: 105 Natural, 60 Long Sword and Medium Shield
  Attack Ability: 200 Long Sword and Medium Shield +10, 
  190 Exterminator, 200 Explosion.
  Defense Ability: 200 Long Sword +10, 220 Medium Shield 
  +10
  Damage: 75 Long Sword (CUT), 50 Medium Shield (IMP), 
  Exterminator 80 (HEAT), 120 Explosion (HEAT).
  AT: 5 Natural
  Essential Abilities: Physical Exemption, Psychological 
  Immunity.
  Powers: Immunity, Bless, Double, Exterminator (Distance 
  Attack, 80 Damage, Trail of Destruction), Explosion (Area 
  25 meters, 120 Damage), Destructive Damage, Summon 
  Immunity.
  Size: 17 Medium  
  Regeneration: 2
  Movement Value: 6  
  Fatigue: Tireless
  Secondary Abilities: Climb 110, Jump 110, Feats of Strength 
  110, Notice 120, Search 110, Magic Appraisal 110, Forging 110.
  The Nexus Guardian is a location-based entity, which 
  exists to defend the Nexus of Power they are linked with. 
  Somehow, they are like a supernatural security system that 
  reality itself uses to protect those unique places. Their 
  function is pretty simple; they force out or destroy anyone 
  who tries to enter in a Nexus of Power. 
  Guardians have many forms, but its most common 
  one is an armored angel, wielding Creation in one hand 
  and Destruction in the other. They usually fight with a 
  flaming sword which casts both Fire and Destruction spells, 
  and a glowing shield covering the arm which controls his 
  Creation magic.
  They are really intelligent, but they 
  never communicate with other people in a 
  direct way. In rare cases, especially if they feel 
  that intruders have reached the Nexus by mistake, they 
  may try to expel them without a fight simply by obvious 
  threats, but always without direct communication.
  Nexus Guardians are really powerful. The magic of 
  their right hand can directly attack any enemy with fire or 
  pure destructive energy, and as well as nullify any magic, 
  Ki or psychic power. The magic of its left hand can exert 
  supernatural control over the actions of others, typically 
  to force them to leave the Nexus if they are not strong 
  enough to resist. It can also heal the Guardian, or increase 
  its strength and speed. Guardians can also use various 
  unusual powers, from duplicating itself, restoring its 
  energy, or manipulating its surroundings.
  There is not a Guardian in every Dragon Line or Nexus, 
  only in those which were never tamed in any way. Once a 
  Nexus of Power is controlled, even if it was in the past, there 
  is no Guardian linked to the place anymore. They disappeared 
  from the world after The War of God, until a Nephilim 
  called Aelfwen summoned the first of them 
  again. After that act, the Guardians 
  reappeared in the world in 
  several unlinked Nexus.
  Modus Operandi
  As its name suggests, the Nexus Guardians exist only 
  to protect these points of power. They always remain in the 
  vicinity of a Nexus, and only undertake offensive actions 
  against those who enter into the area they protect.
  Psychological and Pain Immunity: A Nexus 
  Guardian does not have any kind of feeling and is immune to 
  any psychological state such as anger or fear. Similarly, it ignores 
  all penalties, natural or mystical, which may be caused by pain.
  Summon Immunity: A Nexus Guardian can not 
  be affected by summoning skills.
  Nexus Powers: The Nexus Guardians often have 
  different powers, although usually share four different 
  ones from those listed below; two of the creative side and 
  two of the destructive side. These abilities only work if the 
  Guardian is in the vicinity of its Nexus.
  -Immunity (Creative Facet): A Guardian 
  is completely immune to any damage, spell or 
  supernatural power while it is in the vicinity of the 
  Nexus to which it is linked. That means it can not be 
  damaged in any way and is virtually indestructible. 
  However, this power is linked to the creative side of 
  the Guardian, so it temporarily loses its immunity 
  when performing some kind of attack. Therefore, 
  after making any offensive action, the Guardian is 
  no longer invulnerable during the immediate turn 
  after the attack. Immunity has no effect against 
  creatures with Gnosis 35 or higher.
  -Bless (Creative Facet): A Guardian can 
  use its creative side to cast a Blessing spell of 
  Intermediate Grade (150 Zeon points) that 
  only affects him.
  -Double (Creative Facet): A Guardian can 
  create a copy of itself fighting with its own skill, 
  but without its Nexus powers. It takes a turn to 
  materialize, during which it can not be damaged in 
  any way. The copy has only half the life points that 
  the Guardian had at the time when he creates it. 
  After using this ability, the Guardian must wait at 
  least one day before it can re-activate it.
  -Exterminator (Destructive Facet): The 
  Guardian can project gashes of fiery energy 
  that attack all targets in the same trajectory, 
  regardless of distance.
  -Explosion (Destructive Facet): After 
  focusing for a full turn, during which the 
  Guardian can only defend, it triggers a huge blast 
  of fire that burns everything that is in an area 
  of  25 meters around it. After using this skill the 
  Guardian is temporarily weakened, so during the 
  next two turns it loses the effects of Immunity 
  and takes a penalty of -40 to every action.
  -Destructive 
  Damage 
  (Destructive 
  Facet): The Guardian increases by 30 points the 
  damage of all his attacks, both basic and special.
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  hydra Queen
  Level: 7 
  Category: Natural
  Life Points: 3.210 Damage Resistance
  Class: Warrior
  Str: 15 Dex: 8 Agi: 5 Con: 13 Pow: 8 Int: 5 Wp: 6 Per: 8
  PhR 85 MR 70 PsR 65 VR 85 DR 85
  Initiative: 65 Natural
  Attack Ability: 150 Bite / 150 Explosive Breath + 100 
  Minor Heads (7 Attacks) / 100 Minor Explosive Breath (7 
  Attacks).
  Defense Ability: Damage Resistance
  Damage: 120 Bite (THR), 120 Breath (HEAT).
  AT: 6 Natural
  Essential 
  Abilities: 
  Superhuman 
  Physical 
  Characteristics, Fatigue Resistance.
  Powers: Natural Weapon, Explosive Breath, Multiple 
  Heads, Water Movement, Aquatic Breathing.
  Size: 25 Enormous 
  Regeneration: 6
  Movement Value: 6  
  Fatigue: 15
  Secondary Abilities: Feats of Strength 180, Withstand 
  Pain 100, Notice 150, Search 140, History 20, Intimidate 130.
  Hydras are huge and vicious polycephalous aquatic 
  monsters with a snake form. It is believed that they are 
  some kind of dragon degeneration similar to the wryms, 
  although its supernatural evolution has made them very 
  different creatures.
  Among them, those called Brood Queens are not only 
  larger (often have dimensions greater than 150 meters in 
  length), but are also those that lays eggs from which the 
  minor hydras are born.
  Queens, unlike common Hydras have a central 
  head, much larger, surrounded by at least seven or eight 
  minor heads snaking around it as if they were tentacles. 
  According to legend, only the central head is vulnerable, 
  since the rest regrow too fast after being severed.
  The 
  Brood 
  Queens 
  usually 
  live 
  underwater, either at sea or in lakes large 
  enough to hold them. They hibernate for decades 
  and only wake up to feed. Interestingly, the Queens 
  usually devour their brood shortly after born, although 
  many escape and survive long enough to become adults. 
  They are also very territorial creatures. While its main 
  purpose is usually just eating, they do not tolerate any 
  other large predators entering into their hunting grounds.
  Modus Operandi
  The Brood Queens act very differently depending on 
  whether they attack to feed or are fighting a real enemy. If 
  they want to eat, they are generally hidden underwater or 
  underground, using only one or two of their heads. If these 
  are destroyed, simply the prey is not valuable enough for 
  the effort and the Hydra lets them go. If instead they have 
  to face something they consider a rival, the Queen fights 
  with all its heads, using multiple attacks and abilities.
  Multiple Heads: Although they are only a mere 
  extension of the will of the Queen, secondary heads have 
  their own attributes and can act independently. Game 
  wise, they are considered different creatures linked to the 
  Queen with their own abilities and life points. The damage 
  suffered by minor heads is independent and is not counted 
  as damage to the Queen itself.
  When a head is destroyed, usually it explodes leaving 
  only a bloody stump, causing the Queen a damage of 
  300 Life Points. However, ten rounds after the head is 
  destroyed, a new one emerges instantly from the stump, 
  with all its life points intact.
  Explosive Breath: Brood Queens can launch a 
  powerful fire breath from any head (or several of them 
  at once). The breath of the main head has a range of 100 
  meters and covers an impact area of up to 25 meters. By 
  contrast, the smaller heads have a range of only 25 meters 
  and effects an area of  one meter radius. After using its 
  breath each head is required to wait at least three rounds 
  before they can re-launch it.
  Water Movement: The Brood Queen moves at full 
  speed through the water and can survive submerged for hours.
  Golden KniGht
  Level: 6 
  Category: Spirit, Light Elemental 25 
  Life Points: 2.100 Damage Resistance
  Class: Weaponmaster
  Str: 9 Dex: 12 Agi: 8 Con: 8 Pow: 9 Int: 8 Wp: 8 Per: 9
  PhR 55 MR 110 PsR 60 VR 55 DR 55
  Initiative: 100 Natural 50 Bastard Sword
  Attack Ability: 190 Bastard Sword, 200 Light Orb
  Defense Ability: Damage Resistance
  Damage: 80 / 90 Bastard Sword, 60 Light Orb
  AT: 6 Light Armor
  Essential Abilities: Superhuman Physical Characteristics.
  Powers: Living Armor, Light Armor (Physical Armor 6, 
  Mystical Armor 6), Orbs of Light, See Supernatural, Spiritual 
  Form, Damage Energy.
  Size: 16 Medium 
  Regeneration: 2
  Movement Value: 8  
  Fatigue: 8
  Secondary Abilities: Athleticism 30, Ride 40, Climb 
  25, Composure 75, Feats of Strength 65, Withstand Pain 
  90, Notice 100, Search 30, Intimidate 50, Leadership 110, 
  Persuasion 80.
  The Golden Knights, or Aluhe’nai are an unusual type 
  of light elemental of intermediate class. They are luminous 
  spirits without physical form that live inside armors and 
  move with them as if they were natural living beings.
  Their real form is poorly defined, but is similar to an 
  amorphous glow full of wings. However, the truly unique 
  characteristic of these beings is that when they posses an armor 
  it begins to glow with a golden hue, from which comes the 
  common name of “Golden Knight” by which they are known.
  As purely spiritual beings, Aluhe’nai usually reside in 
  the Wake, but prefer to remain in the material plane using 
  an armor as a body.
  They can communicate through whispers, but rarely 
  do because they are well aware that in today’s society they 
  are seen as evil beings. Actually, that doesn’t matter to 
  them; as long-lived beings, they know that the perception 
  of mortals about things change over time.
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  The Golden Knights are usually associated with the 
  Beryl Azrael and other deities linked to justice. They are 
  creatures with a high moral system, so strict that sometimes 
  they can be too radical in destroying evil in all its forms. In 
  the past they worked closely to the Alius, but after the 
  War of Darkness both elemental groups distanced from 
  each other.
  At present there are very few of them, but unlike 
  other elementals, most of the remaining one have a close 
  relationship with each other and try to protect the world 
  in their own way.
  Interestingly, a large number of them came before 
  the Supreme Inquisitor Romeo Exxet when he was still a 
  teenager on the island of Kaasi, vowing absolute fidelity 
  to him as the chosen of light and assuring him that they 
  will answer his call when it is required. Romeo’s has not 
  used them yet, but it is a wild card that he has saved for a 
  moment of great need.
  Modus Operandi
  The Golden Knights are brooding creatures that do 
  not usually engage in combat, but they are not afraid to 
  do so provided they perceive, what for them is, a dark or 
  evil act. At such times, they show an unlimited ferocity and 
  tenacity; nothing stops them from killing those who it may 
  consider a threat to “good and justice”.
  Living Armor: The Aluhe’nai fuse with any kind of 
  armor to interact with the world. They can only do this 
  with armors that are completely empty at the time of their 
  possession, as the spirit “fills” them in a supernatural way. 
  The process requires two full rounds until the merge takes 
  place. While they are attached to an armor, any damage 
  that can affect energy harms equally to the Aluhe’nai as 
  much as its physical form, but those unable to damage 
  the supernatural only cause damage to the container. 
  The endurance of each frame depends on its quality and 
  nature, but when they merge with the light spirit, they 
  often acquire similar attributes often equal to those of full 
  armor.
  In the event that the “physical body” 
  of the Golden Knight is destroyed while the 
  spirit hasn’t yet lost all its life points (e.g. if it 
  is destroyed with conventional weapons), the Aluhe’nai 
  leaves the container and is free to seek another armor to 
  be linked to.
  Naturally, if the spirit has been weakened by any cause 
  and loses all its life points before the container is destroyed, 
  the Aluhe’nai perishes and its armor crumbles lifeless.
  Spiritual Form: When not inside an armor that 
  gives them body, the Aluhe’nai can not interact with the 
  world around them, even with other spirits. Although they 
  remain invisible and intangible, they always emit a glow 
  wherever they are, so it is easy to perceive them, even if it 
  is impossible to see their real form.
  Orbs of Light: Using a part of its essence the 
  Golden Knights can create spheres of pure light as a way 
  of attack against their enemies. Instead of attacking during 
  a turn, the Knight can manifest in the air a vortex of light 
  energy that, regardless of what they do later in subsequent 
  rounds, fires power beams against the target designated by 
  the Knights before it disappears.
  Game wise, during the three subsequent rounds after 
  the generation of an Orb of Light, it fires a light beam at 
  a single target. To determine the moment when it is fired 
  on the action sequence of each round, it is considered 
  that the Orb has the equivalent final Initiative of 100. The 
  Orb attacks with an unmodified skill independent from 
  the Knight, and every round fires a light beam which is 
  equivalent to a Light Beam spell with Base Damage 60.
  Knights can generate only four orbs each day, because 
  its essence is weakened when trying to create more.
  Light Armor: Whatever type of armor they have, 
  the Golden Knight has an Armor Type of 6 against any 
  kind of attack.
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  striborG
  Level: 5 
  Category: Between Worlds, Elemental 25
  Life Points: 110
  Class: Wizard
  Str: 6 Dex: 7 Agi: 6 Con: 6 Pow: 12 Int: 11 Wp: 8 Per: 8
  PhR 55 MR 110 PsR 60 VR 55 DR 55
  Initiative: 65 Natural
  MA: 60
  Zeon: 1.410
  Magic Projection: 150
  Magic Level: 60 Water
  AT: 5 Physical, 5 Energy
  Essential Abilities: Superhuman Spiritual Characteristics, 
  Physical Exemption, Gift.
  Powers: Ice Body (Physical Armor 4, Mystical Armor 8, 
  Damage Barrier 100), Frozen Heart (+40 MR), Splinter Frost.
  Size: 12 Medium 
  Regeneration: 1
  Movement Value: 6  
  Fatigue: 6
  Secondary Abilities: Notice 70, Search 15, History 65, 
  Medicine 45, Memorize 45, Occult 55, Appraisal 75, Magic 
  Appraisal 110, Persuasion 75, Art 60, Forging 85, Sleight of 
  hand 10.
  The Striborg are a mid level category of ice elemental, 
  vaguely humanoid creatures made of geometric shapes. It 
  is believed that they are linked to the frozen lakes, and are 
  born from the union of large amounts of magic with the 
  frozen surface of the water, although no occultist has been 
  able to provide convincing evidence of this fact.
  The Striborg are exceptionally lonely and dislike the 
  company of any other creatures other than their peers. 
  This applies especially to mortals, to whom Striborg feel 
  a considerable aversion. While they usually do not attack 
  men without reason, very little is needed for getting an 
  aggressive reaction from them; sometimes, just meeting 
  them in the wrong place and time is enough. 
  Striborg are powerful sorcerers by 
  nature, but they cast their spells instinctively, 
  using unusual formulas that change every 
  time they cast a spell. They are also known for their 
  incredible resistance to supernatural effects. Magic almost 
  don’t affect them, because the spells are reflected on them 
  and disappear harmlessly. Therefore magicians consider 
  Striborg extremely dangerous and always try to avoid 
  them.
  These elementals worship crystals in all its forms. 
  They like to collect them and carve shapes with them; it 
  is something almost compulsive, a kind of racial obsession. 
  Their territories are full of them and the more bizarre they 
  are, the more time they spend watching them. While they 
  don’t interact with mortal beings, if their goal is obtaining 
  large or beautiful crystals, they may be willing to trading 
  with human or simply not attack those who they see in 
  possession of gorgeous jewels.
  There are still a large number of Striborg left in the 
  Nordic lands (especially in the Peak of the World) and 
  Beckent, though they rarely get involved in the affairs of 
  men.
  Modus Operandi
  A Striborg is always an efficient enemy. While they are 
  vulnerable to damage, their high intelligence assures that 
  they are always prepared for any contingency. If it is they 
  who have to initiate the attack, they have great patience 
  and know very well how to use their magical abilities and 
  the environment to their advantage. Their favorite time to 
  strike is at night or during ice storms when their opponents 
  do not really know who is attacking them.
  Vanity of the Mirror: There is an old tradition 
  in the north that ensures that vain women who look 
  too much in the mirrors while traveling will probably be 
  cursed and became lost in the snow. Actually, this myth 
  has a frightening origin; often Striborg could see the glow 
  of mirrors at a great distance and attack the caravan to 
  take the glass.
  Ice Body: The body of a Striborg is made of the most 
  robust and compact ice that there is. Consequently, they 
  are extremely resistant to physical damage, even if they do 
  not wear any armor, and have a Damage Barrier of 100 
  against any attacks unable to damage supernatural beings.
  Frozen Heart: They have an immense supernatural 
  resistance, which greatly increases their checks against 
  magical effects. Additionally, any supernatural attack that 
  is not based on fire reduces the damage it causes by half.
  Splinter Frost: If they have no more magic left to 
  fight, the Striborg can project shards of ice to attack their 
  enemies using its Magical Projection. These splinters attack 
  with Thrust and have Base Damage 30.
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  basic eleMental
  Level: 3  Category: Between Worlds, Elemental Dark/Light 20
  Life Points: 110
  Class: Wizard
  Str: 5 Dex: 8 Agi: 6 Con: 7 Pow: 12 Int: 10 Wp: 7 Per: 8
  PhR 45 MR 60 PsR 45 VR 45 DR 45
  AT: 3 Energy
  MA: 60
  Zeon: 710
  Magic Projection: 100
  Magic Level: 40 Light/Darkness
  Essential Abilities: Physical Exemption, Natural 
  Immunity, Gift.
  Powers: Levitation (Mystic Flight 4), Natural Immunity, 
  Elemental Form.
  Size: 11 Medium  
  Regeneration: 1
  Movement Value: 4  
  Fatigue: Tireless
  Secondary Abilities: Notice 50, Search 50, Occult 60, 
  Magic Appraisal 100, Hide 60, Stealth 60.
  The basic or primary elementals, as they are also known 
  by some occultists, are creatures based in light and darkness of 
  lesser power. They are large accumulations of light or darkness 
  which, after being imbued with magical powers of high purity, 
  become independent beings. Usually they are born in temples 
  linked to the Shajads or the Beryls, but some also arise in magic 
  schools or places where spells are triggered constantly.
  They have a humanoid appearance, but their bodies 
  are made of crackling bright or dark runes that surround 
  them as if they were some kind of magic shroud.
  They are often extremely intelligent, yet behave very 
  simply, as if they were no more than innocent children 
  incapable of evolution or learning. Dark Elementals 
  are especially malicious and cruel, but not really “evil”, 
  or at least no more than a nasty child would be. They 
  communicate in various ways and can learn languages  easily, 
  although they only use them to get on with supernatural 
  beings or people with The Gift.
  Elementals have high magical abilities and 
  are very competent sorcerers, yet are unable 
  to explain or understand their spells. It’s just 
  something innate for them, linked to the 
  magic that created them.
  Currently their number is very limited, 
  and it is believed that, with rare exceptions, 
  none have appeared after the activation 
  of Rah’s machine. Most live in The Wake, 
  although there are others who remain 
  protecting the temples or schools in which 
  they were born, as if they felt that their duty 
  is to safeguard them from any evil.
  Modus Operandi
  The basic elementals can fight for any 
  justifiable cause, since their characters are 
  very different. However, since they are all 
  wizards of considerable talent, combating 
  against them is very dangerous especially 
  if they have previous field experience and 
  know how to properly choose their spells.
  Natural 
  Immunity: 
  The 
  basic 
  elementals are immune to any kind of 
  conventional attack, except those based on 
  supernatural forces of high power. Therefore 
  the light elementals completely ignore any 
  damage based on darkness and the dark 
  elementals completely ignore any damage 
  based on light unless the attacker has Gnosis 
  30 or higher.
  Elemental Form: They are immaterial 
  creatures 
  and 
  therefore 
  they 
  ignore 
  conventional attacks which can’t damage 
  energy.
  Levitation: Elementals are able to 
  move through the air with a Flight Value of 4.
  livinG niGhtMare
  Level: 6  
  Category: Between Worlds, Between 
  20 and 30
  Life Points: 150
  Class: Warlock
  Str: 6 Dex: 8 Agi: 8 Con: 6 Pow: 11 Int: 11 Wp: 6 Per: 6
  PhR 60 MR 75 PsR 60 VR 60 DR 60
  Initiative: 90 Natural
  Attack Ability: 150 Shadow Blades
  Defense Ability: 150 Shadow Blades
  Damage: 50 Shadow Blades (COLD)
  MA: 30
  Zeon: 495
  Magic Projection: 120 Offensive
  Magic Level: 60 Darkness (Umbra)
  AT: None
  Natural Abilities: Magic Projection as an Attack.
  Essential Abilities: Physical Exemption.
  Powers: Shadow Blades (Natural Weapon), Damage Energy, 
  Aura of Fear, Enviroment Control, Elemental Form.
  Size: 15 Medium  
  Regeneration: 1
  Movement Value: 10  
  Fatigue: Tireless
  Secondary Abilities: Notice 75, Search 75, Occult 125, 
  Magic Appraisal 160.
  Living Nightmares are a particular type of entity 
  halfway between a dark elemental and a Wake Specter. 
  These are creatures that are born very rarely when 
  a dreamer’s subconscious comes into contact with a 
  particularly dark area of the Wake. If certain circumstances 
  arise, the sleeper’s emotions may affect the environment, 
  giving it consciousness and allowing the nightmare to 
  become “alive”, a representation of the bad dream itself.
  There are many types of Living Nightmare, and both 
  its powers and its capabilities are extremely different. The 
  statistics presented here refer to the most common archetype 
  and the one which appears in Gate of Memories, but it is far 
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  from being the only one that exists. There are much weaker 
  Nightmares as well as incredibly powerful ones.
  Their appearance can vary greatly from one another, but 
  are generally huge masses of chaotic darkness within which you 
  can see a shape related to the nature of the nightmare itself.
  The Living Nightmares exist only in The Wake and live 
  always in dark places full of fear. The most powerful of 
  them act independently, although most often join a Lord of 
  Nightmares serving him as agents. Only in very exceptional 
  cases can Nightmares manifest in the real world possessing 
  human bodies that they take as “avatars”.
  Modus Operandi
  Since there are no two Living Nightmares alike and 
  each act for entirely different reasons, the methodologies 
  that they can use in combat are really endless. However, 
  all are creatures based on fear and feed on it, so they 
  generally tend to be dark and twisted, preferring to extend 
  all fights to enjoy the terror they cause.
  Aura of Fear: For its dark nature, anyone contemplating 
  the true form of a living nightmare must withstand a Magic 
  Resistance Check against 80 or suffer Fear for a number of 
  rounds equivalent to the level of failure. This is an automatic 
  effect whose only condition is to look directly into the 
  Nightmare. Someone exceeding the check need not make it 
  again until at least 10 rounds have passed. This ability can be 
  deactivated at will by the Nightmare.
  Shadow Blades: Nightmare attacks are of a 
  supernatural nature and can only be stopped by means 
  capable of stopping energy. Furthermore, due their unique 
  nature, they attack with Cold.
  Environment Control: If they are in the Wake area 
  they are linked to, Nightmares can alter the environment 
  to recreate the atmosphere of the original dream that gave 
  birth to them. On these occasions, they can even alter 
  their own appearance acquiring different forms.
  Variations: Nightmares can have any type of power 
  related to its original nature, so they have access to every 
  conceivable power of those listed in Those Who Walked 
  Amongst Us.
  luGubrious
  Level: 2  
  Category: Anima, Elemental Darkness 15
  Life Points: 155
  Class: Assassin
  Str: 4 Dex: 8 Agi: 10 Con: - Pow: 8 Int: 3 Wp: 5 Per: 8
  PhR 45 MR 45 PsR 40 VR 45 DR 45
  Initiative: 75 Natural
  Attack Ability: 110 Death Knell
  Defense Ability: 100 Dodge
  Damage: None
  AT: None
  Essential Abilities: Unnatural Size.
  Powers: Mystic Flight 8, Death Knell, Complete Night Vision.
  Size: 12 Medium  
  Regeneration: 3
  Movement Value: 8  
  Fatigue: Tireless
  Secondary Abilities: Notice 60, Search 60, Intimidate 40, 
  Hide 60, Stealth 65.
  Lugubrious are small specters that are commonly created 
  when a person dies in the darkest areas of The Wake. They 
  are not really made of “complete” souls, but of spiritual 
  fragments left behind when someone dies with strong negative 
  emotions. All this is interspersed with environmental darkness 
  giving “birth” to these beings. Therefore, one person dying 
  can generate several Lugubrious, each consisting of small 
  residues of a soul stained by darkness.
  Its appearance is usually a small dark mass floating in 
  the air in a chaotic way, leaving behind a trail similar to a 
  black snake. Within it is sometimes possible to see skulls 
  and red eyes, giving them an even more macabre aspect.
  Lugubrious behave like small critters in the darkness, 
  scavengers that feed on pain. When they see sentient 
  creatures they go to them in swarms and stick to their 
  bodies, since their contact causes its victim a terrible 
  spiritual damage that feed the Lugubrious.
  Often, if they consider that a prey can not escape from 
  them and they are not very hungry, they can show themselves 
  to make their prey flee in terror, something that gives them a 
  certain special “flavor” when they are consumed.
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  Since the Lugubrious can not feed on 
  dark creatures, it is not uncommon to act 
  in groups forming swarms of vermin who 
  dare to attack even large prey. Sometimes 
  they live near Living Nightmares or the 
  most powerful Wake Specter that can 
  provide them victims, feeding of the 
  “remains” that such creatures leave 
  behind.
  Although their exact number is 
  unknown, there is a lot of Lugubrious 
  in The Wake, and they can be found 
  in virtually any location with enough 
  darkness.
  Modus Operandi
  The Lugubrious can act in very 
  different ways depending if they act alone 
  or in packs. If they are independent hunters 
  they proceed as assassins, stalking their 
  victims from the shadows and throwing 
  themselves on them at the appropriate 
  time to stick to their bodies and kill them 
  with pain. By contrast, in large groups 
  they lose any fear and have no problem 
  to appear like a dark cloud that splits to 
  attack one or more targets at once.
  Death Knell: Any entity that enters 
  in contact with the Lugubrious must 
  overcome a MR check against 100 each 
  turn or suffer an equivalent damage to the 
  level of failure.
  Mystical Flight: Lugubrious travel 
  through the air with a Flight Value of 8.
  Complete 
  Night 
  Vision: 
  A 
  Lugubrious sees perfectly in the dark, even 
  in those of a supernatural nature.
  l i v i n G  P u P P e t s
  The Living Puppets are dolls animated by 
  supernatural means, beautiful artworks made 
  by a talented craftsman which subsequently 
  received some kind of power that allows 
  them to move by themselves.
  Their shapes are varied, as much as the 
  imagination of their creator. Most appear to be 
  human, but actually can have any aspect, from animals 
  to unique and unusual “things”. Similarly, there are many 
  supernatural processes that allow them to move, from the 
  intervention of greater forces to infusing a soul on them as 
  an energy source.
  There are currently a lot of living puppets in Gaïa (or at 
  least, when considering the limited number of supernatural 
  entities that are left in the world), but their classes are very 
  different. Those in this section are those created by Nascal, 
  although there are also many others.
  nascal puppet
  Level: 2 
  Category: Between Worlds, Creation 15
  Life Points: 1.125 Damage Resistance
  Class: Warrior
  Str: 5 Dex: 5 Agi: 5 Con: 7 Pow: 6 Int: 2 Wp: 5 Per: 6
  PhR 40 MR 35 PsR 35 VR 40 DR 40
  Initiative: 55 Natural
  Attack Ability: 80 Wood Limbs
  Defense Ability: Damage Resistance
  Damage: 30 Wood Limbs (CON)
  AT: 3 Natural
  Essential Abilities: Physical Exemption, Immunity to Pain.
  Powers: Wood Limbs (Limited Natural Weapon), Built 
  Bodies (Regeneration zero).
  Size: 12 Medium 
  Regeneration: 0
  Movement Value: 5  
  Fatigue: Tireless
  Secondary Abilities: Notice 60, Search 50, Art 25, Dance 
  20, Music 25.
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  This is the most basic model of all the puppets 
  created by Nascal, simple decorative dolls used sometimes 
  to protect his property. They have the appearance of 
  traditional wooden marionettes, the same that fascinated 
  him as a child, but its simplicity is exceptional if we consider 
  the skill of the maker.
  Their intelligence is very limited, and only carry out 
  the orders of their creator in the most direct way they can.
  Modus Operandi
  Despite its simplicity, Nascal Puppets are dangerous 
  opponents. One of their favorite tactics is to stay 
  completely still, pretending to be simple dolls, and attack 
  by surprise when their objectives approach them without 
  knowing their true nature.
  Weapons: The puppets can have any possible 
  combination of weapons, but generally use their limbs as 
  if they were maces. The statistics reflected above consider 
  using their limbs as weapon, but can be replaced by others 
  without problem.
  Psychologically Immunity and Without Pain: 
  A puppet does not have any kind of feeling and is immune 
  to any psychological state such as anger or fear. Similarly, 
  it ignores all penalties, natural or mystical, which may be 
  caused by pain.
  Built Bodies: Being artificial constructions, the 
  puppets are not able to recover from damage by 
  themselves. Instead, they must be repaired by someone 
  who has the expertise and appropriate means.
  Ghestal puppet
  Level: 4 
  Category: Between Worlds, Creation 15
  Life Points: 1.720 Damage Resistance
  Class: Warrior
  Str: 5 Dex: 5 Agi: 5 Con: 7 Pow: 6 Int: 5 Wp: 5 Per: 6
  PhR 40 MR 35 PsR 35 VR 40 DR 40
  Initiative: 55 Natural
  Attack Ability: 110 Wood Limbs, 110 Throwing Fire
  Defense Ability: Damage Resistance
  Damage: 30/40 Wood Limbs(IMP/HEAT), 40 
  Throw Throwing Fire (HEAT)
  AT: 3 Natural
  Essential Abilities: Physical Exemption, Immune to Pain.
  Powers: Wood Limbs (Limited Natural Weapon), Throwing 
  Fire, Infernal Heat, Immune to an element (Fire), Built Bodies 
  (Regeneration zero).
  Size: 12 Medium 
  Regeneration: 0
  Movement Value: 5  
  Fatigue: Tireless
  Secondary Abilities: Notice 85, Search 75.
  Ghestal Puppets are one of the most imaginative of Nascal’s 
  creations, living puppets made of the sacred Duk’zarist wood. 
  While in appearance they are mere puppets of dark wood, its 
  true capacity is to burst into fire at will and, since Ghestal wood 
  never consumes, burn eternally as “fire puppets.”
  Naturally, this ability makes them very dangerous 
  enemies, especially because its flames are so strong that 
  they devour all that is close to them.
  Since Ghestal wood is extremely complicated to get, 
  Nascal could only create a dozen of these creatures, so 
  they are extremely rare.
  Modus Operandi
  Ghestal Puppets are, like the other Nascal’s creations, 
  extensions of the will of their master, and are only able 
  to follow his orders. In combat, they specialize in distance 
  attacks, but they do not have problems in melee thanks to 
  the superiority that their fire aura gives them.
  Weapons: The puppets can have any possible 
  combination of weapons, but generally use their limbs as 
  if they were igneous maces. When they are burning (i.e., 
  while the eternal flames are active), they increase its Base 
  Damage by 10 points and attack with Heat.
  Throwing Fire: Thanks to their control over fire 
  Ghestal Puppets can do distance attacks by generating 
  bursts of fire. This skill is considered a ranged attack that 
  explodes on impact with an effect area of 3 meters.
  Eternal Flames: The supernatural fire surrounding 
  the Ghestal Puppets is so powerful that it acts as a shield that 
  nullifies part of the damage that they can suffer. Therefore all 
  attacks of a physical nature (normal or energy based) reduce 
  their Base Damage by 30 points against the puppets. However, 
  the fire endurance is limited, so if the puppet loses more than 
  400 Points of Life in one round, the flames are temporarily 
  mitigated throughout the next turn. The fire rekindles at the 
  end of the next round and the puppet gets this skill active again.
  Infernal Heat: Everyone who comes into contact 
  with the Ghestal Puppets while they are burning must pass 
  a Physical Resistance check against 80 each turn or suffer 
  Heat based damage equivalent to the level of failure.
  Immune to Fire: The Ghestal Puppets are immune 
  to any kind of attack based on fire or heat unless this is 
  caused by a being with Gnosis 30 or higher.
  Built Bodies: Being artificial constructions, the 
  puppets are not able to recover from damage by 
  themselves. Instead, they must be repaired by someone 
  who has the expertise and appropriate means.
  nascal prototype
  Level: 7 
  Category: Between Worlds, Creation 25 
  Life Points: 110
  Class: Acrobatic Warrior
  Str: 5 Dex: 12 Agi: 9 Con: 9 Pow: 10 Int: 5 Wp: 4 Per: 9
  PhR 55 MR 110 PsR 60 VR 55 DR 55
  Initiative: 140 Natural
  Attack Ability: 205 Electric Arc
  Defense Ability: 195 Dodge, 220 Magnetic Field (Special)
  Damage: 80 Electric Arc.
  AT: 6 Physical, 4 Energy
  Essential Abilities: Superhuman Physical Characteristics, 
  Physical Exemption.
  Powers: Electric Arc (Natural Weapon, Extended Range, 
  +40 Damage, Elemental Attack Electricity, Damage Energy), 
  Magnetic Field, Levitation(Mystic Flight 4), Metal Body 
  (Physical Armor 6, Mystic Armor 4, Regeneration zero).
  Size: 14 Medium 
  Regeneration: 0
  Movement Value: 9  
  Fatigue: Tireless
  Secondary Abilities: Acrobatics 100, Climb 30, Jump 150, 
  Notice 100, Search 90, Science 80, Memorize 80, Navigation 
  80, Lock Picking 50, Forging 100, Sleight of Hand130.
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  Of all Nascal’s works the Combat Prototypes are his 
  most dangerous creations, technomagical puppets that 
  have been produced as replacement bodies or extensions 
  of the Messenger’s will. These beings are living weapons 
  that, while not having the destructive potential of Nascal’s 
  huge real body, have a considerable battle power, even 
  higher than a whole battalion of soldiers.
  They appear to be smaller versions of the Messenger 
  itself, but instead of blades on their back they have metal 
  wings that allow them to move through the air.
  Prototypes have their own identity that allows them 
  to act independently, but usually Nascal takes control of 
  them and uses them as extensions to interact with other 
  beings or fight against enemies that he does not consider 
  a real threat.
  Modus Operandi
  Prototypes are very dangerous creatures in combat, 
  since they have high fighting capabilities and are programed 
  to be lethal. Usually they attack with electric shockwaves 
  that allows them to end their enemies very quickly, but if 
  they feel that the fight can get against them, the Prototypes 
  prefer to kept their distance and fly away a few meters to 
  make sure that their opponents can not reach them.
  Usually they are accompanied in combat by other 
  Nascal’s puppets, allowing them to have an additional 
  superiority in battle.
  Electric Arc: To fight the Prototype often triggers 
  powerful electric arcs that destroy everything around 
  them. These attacks have a range of 10 meters and can 
  affect up to three different targets each turn, although 
  all attacks are considered melee. Given its supernatural 
  nature, electrical arcs are capable of damaging energy.
  Magnetic Field: If they are attacked by metallic 
  elements, the Prototype can deploy a magnetic shield as a 
  defense. This ability only works against attacks that may be 
  potentially affected by magnetism.
  Levitation: Thanks to the generators in their back, 
  Prototypes can move through the air with a Flight Value of 4.
  Built Bodies: Being artificial constructions, the 
  puppets are not able to recover from damage by 
  themselves. Instead, they must be repaired by someone 
  who has the expertise and appropriate means.
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  Guardian toteM
  Level: 5 
  Category: Between Worlds 25
  Life Points: 1.410 Damage Resistance
  Class: Ranger
  Str: 12 Dex: 8 Agi: 5 Con: 12 Pow: 6 Int: 6 Wp: 5 Per: 10
  PhR 40 MR 35 PsR 35 VR 40 DR 40
  Initiative: 65 Natural
  Attack Ability: 160 Ray of Chaos
  Defense Ability: Damage Resistance
  Damage: 100 Ray of Chaos(ENE)
  AT: 4 Natural
  Essential Abilities: Physical Exemption.
  Powers: Physical Ray, Damage Energy, Mystic Flight 2.
  Size: 25 Big 
  Regeneration: 5
  Movement Value: 2  
  Fatigue: Tireless
  Secondary Abilities: Notice 180, Search 180.
  The Guardian Totems are ancestral protector spirits 
  which reside in high power artifacts that people consider 
  sacred. They are not necessarily true supernatural items; 
  devotion is what imbues on them true fragments of divinity.
  It is difficult to determine if we may or may not 
  consider Guardian Totems as a creation of mortal beings 
  or low divine spirits. Undoubtedly, it is necessary to build a 
  monument and that its creators consider it their protector 
  with such faith that the spirit is attracted to the item. 
  Actually, it is the faith itself what calls the spirits, the strong 
  feeling that attracts them and makes them reside there.
  Generally, these creatures never do absolutely anything 
  or give any sign of being alive until the people or the place 
  that they protect are endangered. Then, the Totems unleash 
  their anger against that which endangers their protégés.
  These entities can exist in any culture and have many 
  different forms; they can be enormous stone heads on a 
  wall of old religions, a tribal column in the jungle or simple 
  statue erected in the middle of a village. Naturally, Totems 
  are exceptionally rare and occur only in places where a lot 
  of environmental magic exists.
  Interestingly, these beings can continue 
  to exist even if the people who summoned 
  them disappeared long ago; the feelings that 
  called them for the first time is all that matters to them.
  Modus Operandi
  The Totems fight in a very direct way, generating 
  energy discharges against their targets trying to destroy 
  or drive them away from what they want to protect. They 
  do not usually move from their original location or peruse 
  their enemies, unless it is essential to safeguard their 
  protégés.
  Ray of Chaos: The primary means of attack Totems 
  use is its ability to generate Rays of Chaos. The preparation 
  requires an entire round to unleash this attack, but once it 
  has triggered it they can choose one of three possibilities 
  listed below.
  -Seeker: Attack gains a +30 bonus to the Totem skill 
  against targets who try to Dodge.
  -Blast: The attack launches a continuous stream of 
  energy that lasts three rounds. Once fixed on a target for 
  the next two rounds the attack is automatically repeated as 
  the first action in the round, independent of the initiative 
  of the characters.
  -Explosion: Attack launches dozens of beams 
  surrounding the Totem, attacking all targets that are in an 
  area of  10 meters.
  Regardless of the action, the Ray of Chaos always has 
  the same damage and can affect energy.
  Flight: The Totems travel through the air with a Flight 
  Value of 2.
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  s o l o M o n  c o M b a t  d r o n e s
  Solomon Combat Drones are one of the most popular 
  technomagical creations of the lost empire, produced in its 
  period of expansion as mobile weapons to take control of 
  territories with very different geography.
  They are similar to large metal spiders with three legs, 
  whose size varies considerably depending on whether they 
  are models for infiltration and mass combat (not larger 
  than a small dog), or for assault and command (larger than 
  a human being).
  While they stopped being used when the science 
  of Solomon went further and were replaced with more 
  powerful models of golems, the fact is that the number 
  of Drones hidden in the world was very high. Many lost 
  Solomon outposts may have a few of them as guardians, 
  waiting for someone without authorization to enter into 
  their domains.
  Modus Operandi
  Usually, lesser Drones can act separately or in a large 
  group, in which case there are serious chances that they are 
  under the supervision of a Major Drone which gives them 
  orders. In combat, they often prefer to use subterfuge to 
  get close to their targets and attack by surprise, trying to 
  wipe out any opposition before they can do anything.
  If they have to fight in an open way, they will try to 
  overwhelm their targets massively attacking one or two 
  enemies each time, killing them one by one in a secure way.
  drone
  Level: 2  
  Category: Between Worlds, Creation 15
  Life Points: 60
  Class: Acrobatic Warrior
  Str: 3 Dex: 6 Agi: 10 Con: 3 Pow: 5 Int: 4 Wp: 5 Per: 6
  PhR 30 MR 45 PsR 35 VR 30 DR 30
  Initiative: 90 Natural
  Attack Ability: 90 Physical Weapons
  Defense Ability: 90 Dodge
  Damage: 30 Physical Weapons (THR)
  AT: None
  Essential Abilities: Physical Exemption.
  Powers: Natural Weapon, Free Movement, 
  Metal Body.
  Size: 6 Small  
  Regeneration: 0
  Movement Value: 6  
  Fatigue: Tireless
  Secondary Abilities: Notice 75, Search 80, Magic Appraisal 
  20, Stealth 40, Hide 30.
  Physical Weapons: The extremities of the Drones 
  are prepared to function as effective melee weapons on 
  any surface and are capable of damaging energy.
  Free Movement: Drones can travel through walls 
  and ceilings using their limbs like a spider would.
  Metal Body: As they are artificial constructions, 
  the Drones are not able to recover from damage by 
  themselves. Instead, they must be repaired by someone 
  who has the expertise and appropriate means.
  Major drone
  Level: 4 
  Category: Between Worlds, Creation 15
  Life Points: 150
  Class: Acrobatic Warrior
  Str: 8 Dex: 8 Agi: 11 Con: 8 Pow: 6 Int: 6 Wp: 5 Per: 8
  PhR 30 MR 45 PsR 35 VR 30 DR 30
  Initiative: 110 Natural
  Attack Ability: 130 Physical Weapons, 170 Laser System
  Defense Ability: 120 Dodge
  Damage: 50 Physical Weapons (THR), 100 Laser System 
  (HEAT)
  AT: Frame 6 Physical 4 Energy
  Essential Abilities: Physical Exemption.
  Powers: Natural Weapon, Laser System, Commander 
  System, Frame (Physical Armor 6, Mystic Armor 4, Damage 
  Barrier 100), Metal Body, Vulnerable Point.
  Size: 16 Medium  
  Regeneration: 0
  Movement Value: 11  
  Fatigue: Tireless
  Secondary Abilities: Notice 85, Search 80, Magic Appraisal 
  60, Stealth 40, Hide 20, Track 20, Leadership 50, Climb 80.
  Physical Weapons: The 
  extremities of the Drones are 
  prepared to function as effective 
  melee weapons on any surface and are 
  capable of damaging energy.
  Lazor System: This attack allows the 
  Drone to fix a target and, if it does not lose 
  visual contact with him for 3 consecutive 
  turns (during which the Drone can still act 
  normally), unleash a barrage of supernatural 
  energy at distance. This attack counts as a full 
  action, so if the Drone wants to use it, the 
  creature can not attack in the same turn that 
  triggers it. It attacks with Heat and decreases 
  by 3 points the defender’s Armor Type.
  Commander System: Major 
  Drones organize and improve the 
  actions of their assigned Minor 
  Drones, making them behave in 
  a much more competent way. 
  Therefore, while they are no 
  more than 100 meters away 
  from the Major Drone, they 
  apply a +10 bonus to any action 
  and can use the Intelligence 
  attribute of their controller. 
  This ability can affect up to 12 
  minor Drones, and only if they 
  are linked to the Major Drone.
  Frame: The Drone has a Damage 
  Barrier of 100 against all attacks that does 
  not affect energy.
  Vulnerable Point: The crystal in the 
  center of their head has no physical armor, 
  while still protecting against energy-based 
  attacks. Any attack aimed at it applies a -30 
  to the attacker skill.
  Metal Body: As they are artificial 
  constructions, the Drones are not able 
  to recover from damage by themselves. 
  Instead, they must be repaired by someone 
  who has the expertise and appropriate 
  means.
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  P r o c a s i a n
  Among the strangest blood legacies are the Procasian, 
  those to whom their heritage has been a real curse. 
  They are direct descendants of a great beast of which 
  they have inherited not only its power but also part of its 
  supernatural and monstrous nature. Their mortal bodies, 
  unable to endure the unspeakable power in their flesh and 
  blood, often change and adapt to their legacy, becoming 
  the creatures called Procasian.
  Those who have the least amount of blood (being 
  about ten and twenty percent of purity) usually maintain 
  a fully human form, and only get minor changes that can 
  not be distinguished as monstrous. Sometimes they are 
  stronger or faster than normal, but their bodies do not have 
  real abnormalities. Those with “average” amounts purity 
  (between thirty and fifty percent) have partial alterations, 
  like one limb, and their powers are far superior, but 
  they usually do not survive the changes. Those 
  between fifty and seventy percent purity are called 
  “minor” because they suffer full body mutations 
  and their Dragonborn physiognomy resemble huge 
  monsters. About four meters tall, 
  their bodies are full of scales and 
  have an incredible destructive 
  potential. Unfortunately, their 
  power sometimes destroys their 
  psyches, turning them into violent, 
  almost animal-like individuals.
  Finally, those who possess 
  greater than seventy percent of 
  purity are Alphas, whose bodies 
  are so pure that they look like a 
  true hybrid of the Great Beast. They 
  are the greatest among the Procasians, beings with a huge 
  potential hard to match.
  The Procasian are extremely unusual, as they rarely 
  have children, but it is still possible to find one or two 
  dozen in the world. The largest group is in the Peak of 
  the World, but there are others both in remote areas 
  and cohabiting hidden among men like normal people. 
  Each case is completely different, but here are the most 
  common statistics of the two most common types.
  Modus Operandi
  The Procasian are behemoths in combat, 
  creatures with a power comparable only to 
  legendary beasts like dragons or other similar 
  monstrosities. Their physical power is simply 
  overwhelming, and their strength and speed 
  are such that allow them to crush any enemy. 
  Therefore, they usually never have the need 
  to prepare complex plans or combat tactics; 
  they simply use their innate superiority and 
  wildness to quickly finish the combat.
  Minor procasian
  Level: 7
  Category: Between Worlds 25
  Life Points: 2.685 Damage Resistance
  Class: Warrior
  Str: 13 Dex: 8 Agi: 8 Con: 11 Pow: 7 Int: 5 
  Wp: 5 Per: 6
  PhR 80 MR 65 PsR 60 VR 80 DR 80
  Initiative: 85 Natural
  Attack Ability: 195 Claws, 195 Breath
  Defense Ability: Damage Resistance
  Damage: 85 (CUT) Claws, 100 Breath (Special)
  AT: 6 Natural
  Essential 
  Abilities: 
  Physical Superhuman 
  Characteristics, 
  Full 
  Elemental 
  Immunity, 
  Elemental Vulnerability Double Damage.
  Powers: Breath, Natural Weapon, Extreme 
  Vulnerability (Specific Element MR 140 Damage 
  equal to the level of failure).
  Size: 24 Big 
  Regeneration: 4
  Movement Value: 8  
  Fatigue: 15
  Secondary Abilities: Athleticism 
  130, Swim 90, Climb 110, Jump 85, 
  Feats of Strength 95, Withstand 
  Pain 80, Notice 85, Search 85, 
  Track 85, Intimidate 80.
  Major procasian (alpha)
  Level: 9 
  Category: Between Worlds 25
  Life Points: 6.220 Damage Resistance
  Class: Warrior
  Str: 13 Dex: 8 Agi: 8 Con: 13 Pow: 9 Int: 5 Wp: 5 Per: 6
  PhR 95 MR 80PsR 70 VR 95 DR 95
  Initiative: 85 Natural
  Attack Ability: 230 Claws, 230 Breath
  Defense Ability: Damage Resistance
  Damage: 125 (FIL) Claws, 150 Breath (Special)
  AT: 8 Natural
  Essential Abilities: Physical Superhuman Characteristics, 
  Full Elemental Immunity, Elemental Vulnerability Double 
  Damage.
  Powers: Breath, Natural Weapon, Extreme Vulnerability 
  (Specific Element MR 140 Damage equal to the level of failure).
  Size: 26 Enormous 
  Regeneration: 6
  Movement Value: 9  
  Fatigue: 17
  Secondary Abilities: Athleticism 130, Swim 110, Climb 110, 
  Jump 105, Feats of Strength 115, Withstand Pain 100, Notice 
  105, Search 105, Track 85, Intimidate 80.
  Breath: At will, a Procasian can use his supernatural 
  breath instead of attacking during a round. The breath is 
  a linear attack that completely covers an arc of up to 25 
  meters around the creature, and can attack with Heat, 
  Cold or Electricity, depending on the elemental affinity of 
  the Procasian itself.
  Elemental Immunity: Although they are not 
  elementals, the Procasian are completely invulnerable to the 
  element to which they are related.
  Vulnerable to an Element: The Procasian are 
  very vulnerable to a particular element (each to a different 
  one), and the mere fact of being in contact with it force the 
  Procasian to overcome a MR Check against 140 every five 
  rounds or suffer a damage equivalent to the level of failure. 
  In addition, attacks based on this element produce double 
  damage to them.
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  red lady
  Level: 9 
  Category: Natural
  Life Points: 140
  Class: Wizard
  Str: 7 Dex: 9 Agi: 8 Con: 7 Pow: 13 Int: 12 Wp: 9 Per: 8
  PhR 75 MR 105 PsR 80 VR 75 DR 75
  Initiative: 105 Natural
  MA: 90 (100 with amplifiers)
  Zeon: 1.925
  Magic Projection: 220 (235 with amplifiers)
  Magic Level: Creation 40, Darkness 80
  AT: Armored Longcoat +10
  CUT 4 IMP 4 THR4 HEAT 5 ELE 2 COLD 3 ENE 2
  Natural Abilities: Gift, Superior Magic Recovery.
  Size: 14 Medium 
  Regeneration: 1
  Movement Value: 8  
  Fatigue: 7
  Secondary Abilities: Ride 80, Swim 70, Composure 70, 
  Notice 105, Search 60, Track 120, History 80, Medicine 30, 
  Memorize 50, Navigation 30, Occult 225, Magic Appraisal 265, 
  Style 55, Intimidate 90, Persuasion 100.
  Very little is know of the true origins of the high sorcerer 
  known as The Red Lady, other than for more than twenty 
  years she has been the most efficient agent of Nathaniel. 
  Her unmatched supernatural knowledge was the reason 
  why Romeo Exxet chose her to become The Bearer’s master 
  and teach the little girl how to control Ergo’s powers. She was 
  a strict tutor for the child, but the time that they spent together 
  established a familiar bond between both.
  Lady has cold and ironic humor that distance her from 
  people, but with a strict sense of duty that always force her 
  to complete her missions at any cost, even if that means 
  putting her own life in danger.
  With the fall of the Empire Lady became really 
  disillusioned with mankind, and soon after that she 
  vanished for a year just to reappear stealing the Byblos 
  from Nathaniel, something that none, even her own pupil, 
  has been able to understand.
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  M a l e K i t h ,
  P r i n c e  o f  c r o W s
  Malekith, the Prince of Crows, is the greatest of the 
  known Lords of Nightmares, a quasi-divine being who dwells 
  in The Wake feeding on dark emotions of the territories 
  that he controls. His area of  influence is currently the largest 
  that exists and, having absorbed the territories of dozens 
  of Lords of Nightmares who dared to confront him, now 
  the Prince is one of the greatest dark powers of the world.
  Malekith is a huge sum of dualities that make him as 
  enigmatic as unpredictable. He behaves haughty and capricious, 
  but at the same time has a high sense of honor. He never 
  forgets an insult, but appreciates an enemy who knows how 
  to live to his expectations, something that he usually taste like a 
  fine wine. One day he can be childish and almost as ridiculous 
  as a clown, just to surprise everyone with a dark and terrifying 
  side a moment later. Sometimes he behaves like a man and 
  other looks more like a divine being with no mortal morals.
  Whatever the case, his intelligence is undeniable, and 
  his plans and manipulations reach impossible heights of 
  foresight. Often, he has played with true gods using them 
  as disposable puppets and making them dance to his tune. 
  Therefore, no one knows what’s in his head; but he always 
  knows what he has to do to win.
  The Prince of Crows has no unique form. Usually his 
  best known appearance is a pale man dressed in noble 
  robes and with raven wings, but to others he may appear 
  as a skeleton with a pumpkin head, as a huge shadow full 
  of eyes or even like a monstrous crow with a crown. Some 
  even say that he never takes the same appearance twice.
  Little or nothing is known about his past, except that 
  he appeared by surprise in The Wake several centuries 
  ago, and rose from the shadows destroying anyone who 
  faced him. Malekith currently controls the largest dark 
  power of The Wake, the city of nightmares Graven, an 
  immense metropolis of dreams in which dwell thousands 
  of dreamers and dark beings. Inside his power is almost 
  infinite, and he plans to increase its ties with the real world 
  to manifest the city in Gaïa and become a true god.
  Malekith is not really present in Arcane during the 
  events of Gate of Memories, and the entity to which the 
  Bearer and Ergo face is only a shadow of the Prince of 
  Crows created by the memories of the tower. However, the 
  Lord of Nightmares has some connection with his shadow, 
  and is vaguely aware of everything that has happened there.
  MaleKith, lord oF niGhtMares
  Level: 16 Category: Between Worlds 30 / 40 (in Graven)
  Life Points: 350
  Class: Warlock
  Str: 10 Dex: 13 Agi: 9 Con: 9 Pow: 15 Int: 15 Wp: 13 
  Per: 14
  PhR 115 MR 135 PsR 130 VR 115 DR 115
  Initiative: 155 Natural
  Attack Ability: 330 Natural Weapon / 350 Weapon +20
  Defense Ability: 330 Dodge / Parry
  Damage: 100 Natural Weapon / Var. Weapon
  MA: 140 (160 with artifacts) 
  Zeon: 2.345
  Magic Projection: 280 (300 with Artifacts)
  Magic Level: 90 Darkness, 90 Umbra, 90 Destruction, 90 
  Dreams
  AT: No (Variable with Artifacts)
  Natural Abilities: Magic Projection as an Attack.
  Essential 
  Abilities: 
  Divine 
  Spiritual 
  Characteristics, 
  Supernatural Physical Characteristics, Inhumanity, Physical 
  Exemption.
  Powers: Natural Weapon, Shapeshifter, Existential Barrier, 
  Lord of Fear, Spectral Immunity, Aura of Terror, Mystic Flight, 
  Lord of Nightmares.
  Size: 19 Medium (Var.) 
  Regeneration: 10
  Movement Value: 11  
  Fatigue: Tireless
  Secondary Abilities: Ride 80, Swim 40, Style 120, 
  Intimidate 240, Leadership 280, Persuasion 200, Notice 200, 
  Search 160, History 200, Occult 240, Magic Appraisal 240, 
  Composure 200, Feats of Strength 80, Withstand Pain 100. 
  Shapeshifter: Malekith has hundreds of 
  different forms and rarely appears twice in the 
  same appearance. The Lord of Crows can take any 
  appearance at will, although he can never be smaller than 
  20 cm or bigger than 100 meters. This ability also allows 
  him to create natural weapons, or spend the equivalent 
  100 DP for monster powers that depend exclusively on 
  the body. This ability also allows him to increase by up to 
  3 points any physical attributes in an equivalent expense of 
  another physical attribute. For example, he could increase 
  his Strength 3 points by lowering his Agility 3 points.
  Existential Barrier: Malekith can not suffer in 
  a single turn more than 150 points of damage. If this 
  happens, he melts into crows and reform seconds later.
  Lord of Fear: Malekith feels instinctively which the 
  biggest fear of anyone in his presence is. This ability does not 
  allow him to understand what people are thinking or see 
  inside their heads, but he always can identify  innately what 
  causes fear to others (though without knowing the cause). 
  This ability only works on creatures that are able to dream.
  Spectral Immunity: The Lord of Crows can only 
  be damaged by attacks that affect supernatural beings.
  Aura of Terror: Anyone who comes within 20 meters 
  of Malekith must undergo a MR or PhR check against 120 
  or suffer Fear automatically. This ability is not voluntary and 
  Malekith can not suppress or eliminate his aura voluntarily. 
  Someone who passes this check does not need to repeat it 
  until he blinks, which means that those beings without eyes or 
  eyelids do not have to repeat it once they have passed it at least 
  once. Those who fail can make a new check every minute.
  Mystical Flight: The Lord of Crows can move freely 
  through the air with a Flight Value of 8.
  Lord of Nightmares: Malekith has almost divine 
  abilities while he is inside his realm. Therefore, in a dark 
  area of The Wake that he controls, the Lord of Crows has 
  extensive additional powers. Below is a list of such skills, 
  which stop working in the case Malekith is forced to leave 
  his area of  influence.
  M e s s e n G e r s
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  -Legion of Nightmares: Malekith can create 
  countless nightmare avatars of himself, giving them 
  the appearance and shape that he wants. Game wise, 
  these entities are only shadows that are destroyed 
  if they suffer any damage, but Malekith can use 
  them to attack or cast spells through them as if he 
  was present using his Magic Projection and combat 
  ability. Malekith is able to create up to ten of these 
  copies at a time, but those that are destroyed take at 
  least thirty-seven days to be re-created.
  -Immortal: Malekith is virtually indestructible 
  in Graven. Even after losing all his life points, he 
  would simply disappear and be fully recovered in just 
  a few hours. Only beings with a higher Gnosis than 
  the Prince of Crows might destroy him definitively. 
  He could also perish if during this period Graven is 
  purified or his link to the city is broken, although 
  both seem virtually impossible to achieve.
  -Supreme Sorcerer: While he is in the core 
  of Graven Malekith is considered to be in a controlled 
  Power Node when he is casting magic.
  -Lord of Dreams: Malekith can create at will 
  dream elements as if they were real objects. This skill 
  has a limit of one object per round and 60 points of 
  presence.
  -Nemesis: Malekith can create a dreamlike copy 
  of the person or creature most feared by someone 
  who is inside his domains. The entity may not exceed 
  level 14 and can only be seen and interacted with by 
  the individual who is the target of this ability. The copy 
  follows Malekith’s orders, but behaves and acts as the 
  target would expect. This only works one time per 
  person, if the copy is destroyed or Malekith dispels 
  it, the Lord of Crows losses the power to affect that 
  individual again in the future with Nemesis.
  Weapons and Equipment: Malekith can 
  fight with any weapon he wants with full ability. It is 
  also important to note that he has access to a huge 
  collection of power artifacts that he has accumulated 
  over the centuries in The Wake, and can use them at 
  will at any time (in fact, while he is in Graven, Malekith 
  can invoke any item of his collection in one round).
  d r u a G a ,
  t h e  f a l l e n  o n e
  Druaga is a demonic entity 
  that has absorbed into his body 
  corrupted energies of ancient 
  times becoming a monster of 
  immense power. In the past 
  he was an Arbiter of the Sacred 
  Empire of Abel, one of the greatest 
  heroes in the world before he was 
  seduced by Baal to turn against everything 
  for which he had fought.
  With his reason tainted and without 
  knowing that he was being manipulated, the 
  great Arbiter destroyed the pillars of the 
  Temple of the Seasons, causing a perversion of 
  the natural order of the world during which he 
  took the opportunity to ascend into something 
  unholy.
  That act transformed him completely, and 
  though his body still has a humanoid form, 
  he has grown deformed acquiring demonic 
  powers.
  Druaga served Baal unconsciously, which 
  he saw not as an independent entity, but as 
  a force of existence of which he was going 
  to be part. In his vague awareness, Druaga 
  considered himself a facet of Baal much more 
  than his pawn.
  Druaga’s only desire was to be important 
  to history, becoming one of the cornerstones 
  that move the world’s destiny. However, 
  rooted in his heart always existed an intrinsic 
  envy of his student, Emperor Elijah, whom he 
  admired, loved and hated equally.
  The Fallen One was destroyed during the 
  Third War in the Shadows by his student, 
  although a part of him still exists in the axe that 
  he used in life.
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  druaGa, the Fallen
  Level: 14 
  Category: Between Worlds 30
  Life Points: 480
  Class: Weaponmaster
  Str: 14 Dex: 13 Agi: 11 Con: 15 Pow: 12 Int: 7 Wp: 7 Per: 9
  PhR 120 MR 120 PsR 110 VR 120 DR 120
  Initiative: 145 Natural
  Attack Ability: 310 Natural Weapon
  Defense Ability: 315 Natural Weapon
  Damage: 100 Natural Weapon
  AT: Natural 6
  Essential Abilities: Divine Physical Characteristics, Supernatural 
  Spiritual Characteristics, Zen, Physical Exemption.
  Powers: Spiritual Form, Destroyer Attacks, Destructive 
  Areas, Resurrection, Elemental Lord, Elemental Storm, Fire-
  seeker Sphere.
  Size: 24 Big 
  Regeneration: 5
  Movement Value: 12  
  Fatigue: 15
  Secondary Abilities: Acrobatics 145, Athleticism 175, Swim 
  125, Climb 175, Jump 150, Feats of Strength 200, Withstand Pain 
  150, Notice 160, Search 40, Intimidate 225, Leadership 135.
  Spiritual Form: Druaga is able to separate his physical 
  and spiritual form, which makes him virtually two different 
  entities that exist on two levels at once. Although they are 
  in different dimensions, both can not be more than 100 
  meters away from the “equivalent place” between the two 
  worlds, or otherwise, the spiritual form simply disappears 
  and returns to merge with the physical form.
  Destroyer Attacks: All Druaga’s physical attacks, 
  either with his claws, legs or antler, have an extremely high 
  destructive supernatural power. The creature not only has 
  a huge force, but the effects of his impacts are charged 
  with pure negative energy that destroys everything it 
  touches. Therefore the blows of Druaga cause increased 
  damage and reduce the defender Armor Type by 6 points.
  Destructive Areas: Druaga can make area attacks 
  to all enemies within 5 meters around him applying only a 
  -20 to his ability.
  Resurrection: If either the spiritual or 
  the physical form of Druaga is destroyed, the 
  remaining one can try to resurrect the other 
  through the bond they share. The time required for 
  the resurrection to take place depends on whether the 
  remaining form may or may not focus on bringing back 
  the other. If it can, Druaga must spend at least 10 rounds 
  concentrated on recreating his other self, a time during 
  which he can’t perform active actions. If it is busy and can 
  not focus on the resurrection, after half an hour the other 
  part of Druaga will be resurrected by the mere fact that one 
  of them is still alive. That means that, to destroy him once 
  and for all, it is necessary to obliterate both forms.
  Elemental Lord: Druaga innately controls the basic 
  elements and can create or alter them at will, allowing him to 
  perform all kind of elemental attacks or defend against them. 
  This ability allows Druaga to control up to 15 Intensities of 
  Fire, Cold or Electricity at will, or become immune to them. 
  This ability is limited to one element per turn.
  Elemental Storm: Using his control over elements 
  Druaga can trigger a storm in a nearby area. This ability 
  allows him to unleash an attack of Electricity, Fire, or 
  Cold in an area of  25 meters radius, within which it is not 
  possible to designate targets. The attack is natural, so it 
  doesn’t have the ability to damage energy beings.
  Fire-Seeker Sphere: Using his control over fire 
  Druaga can generate a fireball that follows a designated 
  target until it hits him. The fireball moves with a Movement 
  Type speed of 8 during 3 turns before fading, so it is 
  possible to avoid it by moving faster than it or dodging 
  (although that does not eliminate the fireball itself). If the 
  ball reaches its target, it explodes causing a fire explosion 
  equivalent to Level 40 spell Fire Mine cast at Intermediate 
  grade. This action counts as a full attack, and only one can 
  be launch each turn.
  J o n at h a n  K a P P e l
  Enigma for some, monster to others, 
  Jonathan Kappel is one of the most bizarre and 
  unpredictable active Messengers in the world.
  Originally he was the half breed son of the 
  greatest which of her time and The Dragon, the 
  supreme Aeon that incarnates fantasy itself, but when 
  Rah’s machine destroyed the supernatural, Jonathan’s 
  father was separated from the existence and locked in 
  one of the Intereigns. All that remained of the great 
  Aeon in Gaïa was a partial shadow of The Dragon 
  which, having no real ties with the world, tried to 
  consume Kappel to survive. However it 
  would be the young Jonathan, just a child 
  back then, who absorbed the remains of 
  his father, becoming a partial avatar of 
  Fantasy in the world.
  Real and unreal at the same time, he receives the 
  title of Fairy King, an eternal entity that could never grow.
  As a flesh and blood Aeon, Kappel has immense 
  personal power that allows him to control the 
  supernatural at will. He instinctively knows the name 
  of impossible spells and magical creatures, so he’s an 
  incomparable sorcerer and summoner.
  Jonathan, raised as a gentleman before ascending, 
  always behaves with impeccable manners, but he is 
  still a child and acts as such. Constantly bored, often 
  he interferes in the affairs of men to spend time. 
  Depending on the day he can be a fairytale villain, a 
  hero of legend or the shadow that pulls the strings of 
  the events, but usually none of his actions are really evil. 
  Sometimes he has come to help various organizations 
  in the shadow, such as the Order of Magus, Samael or 
  even Nathaniel.
  He currently lives on the back of a minor Aeon 
  known as The Folklore, whom the eternal child calls 
  his living castle. Like the other Messengers he has not 
  been directly involved in the events of Arcane and what 
  appeared in the tower was only a shadow created from 
  his memories.
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  Kappel, the darK child oF liGht
  Level: 15 
  Category: Between Worlds 35
  Life Points: 245
  Class: Warrior Summoner
  Str: 5 Dex: 12 Agi: 9 Con: 7 Pow: 17 Int: 15 Wp: 11 
  Per: 13
  PhR 105 MR 135 PsR 120 VR 105 DR 105
  Initiative: 145 Natural
  Attack Ability: 270 Orbs of Light and Darkness
  Defense Ability: 260 Dodge
  Damage: 75 Orbs of Light and Darkness (ENE)
  AT: None
  Act: 100
  Zeon: 1.975
  Magic Projection: 220 
  Summon: 370
  Control: 295
  Bind: 310
  Banish: 110
  Magic Level: Light 80, Darkness 80
  Essential Abilities: Superhuman Physical Characteristics, 
  Divine Spiritual Characteristics, Orbs of Light and Darkness 
  (Natural Weapon), Inhumanity, Gift.
  Powers: Natural Weapon, Igneous Canon, Blade Wings, 
  Limbs, Terminals, Vulnerable Point.
  Size: 12 Medium 
  Regeneration: 1
  Movement Value: 9  
  Fatigue: 7
  Secondary Abilities: Swim 105, Notice 105, Search 105, 
  History 105, Occult 255, Magic Appraisal 180, Style 105.
  Supernatural Affinity: Any supernatural creature, 
  regardless of its nature, feels that Kappel is a related entity 
  or an elemental of superior hierarchy. Beings with superior 
  Gnosis than Kappel ignore this capability.
  Everywhere: Once each turn, as an active action 
  Kappel can teleport at will anywhere in the world. This 
  ability allows him to even enter other planes of existence, 
  as in The Wake, or even in places with 
  supernatural seals. Kappel usually has no limits 
  on the number of times he can be transported, 
  but if he does to exceptionally remote or protected places, 
  he can be weakened and need some time (sometimes 
  minutes, sometimes hours) to be able to teleport again.
  Elemental Immunity: Kappel may become partially 
  immune to any attack except to the one he chooses from 
  the following list; Light, Darkness, Fire or Ice. In doing so, 
  attacks based on any other element (or those not related 
  to any particular) will cause only half damage, while those 
  based on the element that is chosen cause normal damage.
  Beloved by Magic: Kappel has an unparalleled 
  ability to attract environmental magic. Therefore he 
  absorbs ambient Zeon at extremely high speed and, if in a 
  place full of magic, he can recover between 5 and 10 points 
  of Zeon each turn.
  Gnostic Knowledge: By looking at any being whose 
  Gnosis does not exceed his own, Kappel can see floating 
  over their head the real name of the creature.
  Door to Fantasy: This is undoubtedly the most 
  strange and unique supernatural ability to Kappel, the 
  ability to summon and control not only “real” supernatural 
  creatures that exist in the world, but also fantasy creatures. 
  His power allows him to “call” imaginary beings, invented 
  creatures that have not even really existed in the world, 
  only in the imagination of people. Therefore, Kappel is 
  always able to summon beings that fit perfectly in his needs 
  at all times, a virtually unlimited list of entities. This ability 
  does not allow him to “call” creatures with Gnosis equal 
  or superior to Kappel’s.
  Reality and Fantasy: Kappel can “make fantasy” 
  from reality, allowing him to “undo” events that have just 
  happened. Therefore, he is able to override anything that 
  has happened around him in the previous turn, believing 
  that such event didn’t take place. This power allows him 
  almost anything, from ignoring attacks, prevent that 
  someone dies, or even cancel more complex events. This 
  ability does not allow him to affect the actions of entities 
  with Gnosis equal to or higher than his own, nor the ones 
  of people with Gnosis 15 points (or more) higher than 
  their Natura. Kappel can only use this skill once per day.
  n a s c a l
  Nascal, the Master of Puppets, 
  the Great Artist, is a man whose talent 
  was matched only by his madness. Gifted 
  with a unique natural aptitude and an 
  unhealthy obsession with puppets, Nascal 
  decided to create the most amazing works, 
  perfect dolls that no one could distinguish from 
  real living beings. Following a meeting with the 
  famous Maker of Wonders Gaudemus in which he 
  was deeply humiliated by his rival, Nascal locked 
  himself in a mansion for years during which gave 
  birth to countless masterworks and monstrosities. 
  Whatever it was what happened inside those walls, 
  the sanity of the artist broke completely and when 
  he reappeared what returned to the world had 
  nothing to do with the man he was. It is unknown 
  whether Nascal modified his own body or he 
  created a puppet who believed to be him, but one 
  way or another, “that” was no longer human.
  Needing vital energy to continue with his 
  experiments, the so called Lord of Puppets started 
  using people as sacrifices, which led to him to being 
  persecuted by the Inquisition and other forces of 
  Gaïa.
  Nascal’s body was always changing, for 
  the Lord of Puppets changed himself dozens of 
  times. He even became a giant being, a full living 
  technomagical weapon with several system of huge 
  destructive power.
  Nascal was theoretically destroyed by the 
  Messenger Bringreus recently, although it is unclear 
  if in one of his bodies could have survived a part of 
  his consciousness or a copy of it.
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  nascal, Master oF Marionettes
  Level: 13 
  Category: Between Worlds, Creation 25
  Life Points: 6.250
  Class: Freelancer
  Str: 14 Dex: 13 Agi: 9 Con: 15 Pow: 13 Int: 13 Wp: 12 
  Per: 12
  PhR 120 MR 115 PsR 110 VR 120 DR 120
  Initiative: 110 Natural
  Attack Ability: 275 Natural Weapon
  Defense Ability: Damage Resistance
  Damage: 145 Natural Weapon
  AT: 8 Natural
  Essential 
  Abilities: 
  Divine 
  Physical 
  Characteristics, 
  Supernatural 
  Spiritual 
  Characteristics, 
  Zen, 
  Physical 
  Exemption.
  Powers: Natural Weapon, Igneous Canon, Blade Wings, 
  Limbs, Terminals, Vulnerable Point.
  Size: 29 Giant 
  Regeneration: 0
  Movement Value: 11  
  Fatigue: Tireless
  Secondary Abilities: Ride 110, Climb 110, Jump 115, 
  Composure 110, Feats of Strength 115, Notice 130, Search 
  110, Science 285, Herbal Lore 35, History 110, Medicine 175, 
  Memorize 110, Occult 265, Art 275, Forging 275.
  Igneous Cannons: Among the many supernatural 
  weapons which Nascal is equipped with, the Igneus 
  Cannons are the most dangerous by far. They are fire spell 
  generators that triggers huge explosions that incinerated 
  everything in large areas. This ability allows the Master 
  of Puppets to create supernatural fire based explosion 
  attacks that affects all in an area with a radius of  25 
  meters. It is not possible to choose targets within the area 
  of  influence of the attack, but Nascal himself is unaffected 
  by the flames. To use this ability Nascal must sacrifice one 
  of his attacks that round. Usually, the Igneus Cannons have 
  sufficient ammunition to be activated twelve times before 
  needing additional energy.
  Blade Wings: Nascal has two large 
  appendages with blades at the top of his back 
  that he can use to attack, either independently 
  or in combination with his limbs. These attacks are less 
  accurate and affect a single target each, but their damage is 
  much higher and lower by 4 points the defender’s Armor 
  Type.
  Limbs: Given its size, Nascal often use his limbs 
  to attack, either swatting or stomping on enemies. The 
  attacks have an area of  effect of five meters centered on 
  the point where they hit.
  Terminals: All Nascal’s puppets are connected to 
  him, and he is able to see and hear through them as if he 
  was present. This ability is not innate, and Nascal must 
  decide when he wants to use it and what “terminal” he 
  will connect with. This link also allows him to remotely 
  command and organize his puppets at will, as a true 
  puppeteer.
  Vulnerable Points: While almost all Nascal’s body 
  is extremely resistant to damage, attacks aimed at his 
  head are extremely effective, as that point is where he 
  has the most vulnerable and least protected machinery. So 
  if someone manages to reach there (something difficult, 
  as the head is usually just over 20 meters high), attacks 
  directed at this point ignore the physical armor of Nascal.
  Puppets: Nascal usually have inside his body several 
  combat puppets that he can release at will to fight if it is 
  necessary. Typically he carries within twenty of them, of 
  different models.
  t h e  n a M e l e s s
  Little is known of the enigmatic 
  Messenger known as The Nameless. He 
  first appeared during the Third War in the 
  Shadows siding with humanity against Baal.
  Although his appearance is human, anyone 
  that can feel auras know immediately that he is 
  not a mere mortal, but a being with a forsaken 
  power that makes everything tremble. At first 
  glance he is a pale man with long black hair. He 
  dresses in many different ways, but he always 
  has his right arm chained to his back.
  The Nameless is a thoughtful and silent 
  entity. Rarely speaks, but he has no problem 
  with interacting with anyone if he needs to. 
  He never hurts anyone who he considers too 
  weak to pose a threat, but neither has any 
  piety.
  The Nameless walks through the world 
  of men seeking the Messengers of the End (a 
  group in which he has been included by the 
  Church after having destroyed several of them 
  in the past), but seems to have no hurry in his 
  task.
  The truth is that The Nameless is 
  surrounded by dozens of myths and legends 
  invented by those who have crossed paths with 
  him. It is difficult to know if any of them have 
  some truth or not, but all of them agree that 
  his right arm is intrinsically linked with Death in 
  some way. An old story says that he was the little 
  brother of the first Emperor of Yehudah, who 
  rose against his people during the last revolution 
  of slaves and fell in combat. Shredded and on 
  the verge of death, his former lover Etheldrea 
  managed to save his life using the remains of a 
  God of Death (some versions say they trapped 
  Death itself in his body), making him a Being 
  Between Worlds with the power to sever any 
  life. Others say he is the original Death, who, 
  tired of his eternal mission, became mortal and 
  ceded its position to the Three Fates.
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  naMeless
  Level: 15 
  Category: Between Worlds 35
  Life Points: 210
  Class: Technician
  Str: 11 Dex: 15 Agi: 14 Con: 10 Pow: 16 Int: 8 Wp: 11 
  Per: 11
  PhR 115 MR 135 PsR 110 VR 115 DR 115
  Initiative: 170 Natural, 160 Necrom
  Attack Ability: 330 Necrom (Unique Weapon +10)
  Defense Ability: 320 Necrom (Unique Weapon +10)
  Damage: 105 Necrom.
  AT: Combat Coat Cut 4 Imp 2 Thr 4 Heat 4 Cold 5 Ele 5 
  Ene 2
  Accumulation: Str 5 Agi 5 Dex 5 Con 3 Pow 3 Wp 3
  Ki: 185
  Natural Abilities : Use of Nemesis, Armor of Emptiness, 
  Noht, Ki Cancellation, Greater Ki Cancellation, Magic 
  Cancellation, 
  Greater 
  Magic 
  Cancellation, 
  Matrices 
  Cancellation, 
  Greater 
  Matrices 
  Cancellation, 
  Binding 
  Cancellation, Emptiness Extrusion, Body of Emptiness, 
  No Needs, Movement of Emptiness, Form of Emptiness, 
  Essence of Emptiness, One with the Nothing, Aura of 
  Emptiness, Undetectable, Inhumanity, Zen, Use of Ki, Ki 
  Control, Ki Detection, Erudition, Use of Necessary Energy, Ki 
  Concealment, Combat Aura.
  Essential 
  Abilities: 
  Divine 
  Physical 
  Characteristics, 
  Supernatural Spiritual Characteristics.
  Powers: The Hand of Death, Inevitable, Gate of the End of 
  All Life, Without Death.
  Size: 21 Medium 
  Regeneration: 3
  Movement Value: 14  
  Fatigue: 10
  Secondary Abilities: Acrobatics 165, Athleticism 125, Ride 55, 
  Swim 35, Climb 95, Jump 130, Composure 200, Feats of Strength 
  120, Withstand Pain 200, Notice 150, Search 130, Track 50, 
  Occult 120, Style 35, Hide 100, Stealth 135, Poisons 30, Sleight of 
  Hand 100, Ki Detection 440, Ki Concealment 425.
  The Hand of Death: The right hand 
  of The Nameless is the hand of Death, and 
  has the power to exterminate his enemies in an 
  absolute way. Therefore, every attack he makes with it, 
  either directly or wielding weapons, causes an automatic 
  critical (creatures with damage accumulation considers 
  that their whole body is a vulnerable point) and applies 
  a +40 to the result. The attacks also completely ignore 
  any kind of immunity or existential barrier, and if it ends 
  an enemy, his soul is immediately wiped out, without any 
  chance to reincarnate.
  Inevitable: If he attacks with his right hand The 
  Nameless can not control his power and all his attacks only 
  aims to kill his opponents in an unavoidable way. Therefore, 
  The Nameless can’t not reduce his attack skill or perform 
  any maneuver other than area attack, and he doesn’t even 
  throw the dice; it is considered to have directly obtained 
  a 100 in its result (but it is not considered an open roll).
  Gate to the End of All Life: Using his right hand, 
  the Nameless can create a vortex of death that kills 
  everything that is around him. To make use of this ability, 
  he should focus for at least one full turn, during which he 
  can only defend. Gate to the End of All Life automatically 
  affects anyone that is less than 25 meters from where the 
  Nameless is when active, without any possible defense 
  roll. Individuals who are affected by this ability inevitably 
  die, unless they have Gnosis 30 or higher, or a Gnosis 10 
  points above their Natura. In this case, they must pass a 
  MR Check against 140 or their life points are automatically 
  reduced to one. The Nameless can only use this skill once 
  per hour.
  Without Death: The Nameless can not properly 
  die, no matter how much as his body or his soul is 
  destroyed or being damaged. Only attacks or beings able 
  to eradicate divine entities can destroy him. Therefore, 
  no matter how many life points lost or even if his body 
  is completely destroyed, he will recover from any wound 
  normally with the given time.
  Weapons: Throughout his existence The Nameless 
  has wielded a multitude of swords, broadswords, katanas 
  and different scythes. In his statistics he carries an 
  artifact called Necrom, whose powers are explained in 
  Prometheus Exxet. Necrom is the weapon he used during 
  the events of Gate of Memories.
  b a a l ,
  t h e  G at e  o f  h e l l
  Baal is not essentially a creature as such, it is an 
  emotion, a primal and ancestral thought born from 
  mankind. It is the concept of evil, created by humanity 
  when it needed a justification for everything that happened 
  to them. They wished that there was something to blame, 
  something that would explain their suffering, grief and 
  misfortune beyond mere chance. And so, a nightmare that 
  should never exist was born.
  That idea, simple in form, emerged at the Nexus 
  of the world and nourished from the essence of all the 
  dead gods throughout history. Piece by piece, bit by bit, 
  its power grew to be humongous, a true living hell that 
  nothing could contain.
  A living door to Hell.
  But it was not complete. Mankind was calling it and that 
  nameless entity needed to have a presence in the real world. 
  However, since it resided in its own area in the Nexus, it 
  needed a body and, unsurprisingly, it had to be very unique; 
  to receive it required a power as had not been seen in the 
  world since the War of God. Therefore, the Gate of Hell 
  tried dozens of methods to create an appropriate form for 
  it, from artificial bodies built by madmen to corpses of dead 
  gods. Finally, after subtly influence the world for centuries, it 
  made its existence evident in the Third War in the Shadows. 
  During the conflict it was named Baal, which is the name 
  under which it is best known and feared.
  However, just as Baal was about to manifest itself 
  completely, it was defeated by the union of different forces and 
  entities, destroying not only its ultimate body, but also cutting 
  the ties that bounded it to existence. Sealed and weakened, its 
  essence was cast away from the world to never return.
  Currently, although it remains as one of the most 
  powerful entities of Gaïa, its influence has all but 
  disappeared. The seals that tie it are too powerful to allow 
  it to manipulate the world and its consciousness remains 
  dormant in the Nexus.
  Defining Baal’s personality is difficult, because it does 
  not behave like a living being in the strict sense of the word. 
  It is a vague consciousness, absolute and divine who look 
  at the world through a different prism than other beings. It 
  has unnatural perception and absolute intelligence. It is not 
  “evil” as such; Baal is a facet of evil itself. It acts only for what 
  it considers man’s desires and to fulfill its role in existence.
  During the events that take place in Gate of Memories, 
  the protections that prevented Baal from manifesting were 
  greatly weakened, allowing the Gate of Hell to manifest 
  one of his avatars in the world with a power almost 
  comparable to the one it had when he physically entered 
  in the world during the Third War in the Shadows.
  The attributes listed in this section refer to the power 
  of Baal in the real world with a living body. His power as an 
  idea in the Nexus of Souls is much more diffused.
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   0  5  6
  
  baal avatar, the Gate oF MeMories
  Level: 17 
  Category: Between Worlds 40
  Life Points: 400
  Class: Warlock
  Str: 15 Dex: 15 Agi: 15 Con: 17 Pow: 18 Int: 15 
  Wp: 18 Per: 15
  PhR 140 MR 150 PsR 150 VR 140 DR 140
  Initiative: 180 Natural
  Attack Ability: 350 Infernal Weapons
  Defense Ability: 340 Existential Defense
  Damage: 150 Infernal Weapons
  MA: 200
  Zeon: 2.250
  Magical Projection: 300 
  Magic Level: Darkness 100, Destruction 100, Illusion 
  100, Sin 100, Chaos 100, Time 100
  AT: No
  Natural Abilities: Magic Projection as an Attack.
  Essential Abilities: Divine Spiritual Characteristics, 
  Supernatural Physical Characteristics, Zen, Physical 
  Exemption.
  Powers: Infernal Weapons, Existential Defense, 
  Control of Fate, Existential Barrier, Absolute 
  Knowledge, 
  Absolute 
  Regeneration, 
  Corruption, 
  Avatar.
  Size: 28 Medium 
  Regeneration: Special
  Movement Value: 15  
  Fatigue: Tireless
  Secondary Abilities: 200 Everything (Absolute 
  Knowledge).
  Infernal Weapons: All Baal’s physical attacks 
  are actually deformations in reality that destroy 
  the very existence of what they hit. All attacks 
  completely ignore any armor defense, except 
  those that have an extremely strong supernatural 
  presence, in which case they are reduced to half.
  Existential Defense: Baal does not 
  block or dodge in a conventional manner. 
  Simply, it alters the reality in a way that the 
  attacks do not reach him either stopping 
  them or moving them away from its path. 
  Therefore, Baal does not apply any penalty 
  to its ability for negatives that may exist 
  for blocking or dodging, nor for additional 
  defenses in the same round.
  Control of Fate: Baal can 
  repeat a roll each round, either one 
  of its own or one of its opponents. 
  Entities with greater Gnosis than Baal 
  are not affected by this rule.
  Existential Barrier: Baal can not 
  lose more than 200 life points in one round.
  Absolute 
  Knowledge: 
  Baal’s 
  connection with human consciousness at the 
  Nexus of Souls gives it access to a source of 
  almost infinite knowledge. Therefore, it can 
  use any secondary skill with the equivalent 
  value of 200.
  Absolute 
  Regeneration: 
  Baal 
  recovers at the end of each round half of all 
  the life points he lost that round. In case it 
  has not lost any that round, Baal recovers 10 
  life points.
  Corruption: Baal has the ability to 
  corrupt and link to its own essence to any 
  type of creature who has enough evil or 
  negative emotions. This process can be more 
  or less problematic depending on the personal 
  circumstances of each individual, but once 
  someone is bound to Baal, this union can 
  not be broken and the target is influenced by 
  Baal at will. Any entity that accepts this link 
  automatically gets an increase of between 1 
  and 3 levels depending on the attention the 
  Gate of Hell put on him. This transformation 
  allows the target to choose powers of monster as a being 
  with Gnosis 30.
  Baal can force this union with beings with high doses 
  of evil, forcing them to overcome a MR check against 120 
  as an automatic action or they will be linked to it. Demons 
  and beings whose nature is innately evil are immune to 
  this ability. Someone who exceeds the check becomes 
  completely immune to the influence of Baal and can not 
  link to it later, even voluntarily, so the Gate of Hell will 
  never usually force this union, as it hopes to corrupt agents 
  with the passage of time.
  Avatar: This description of Baal measures its form 
  in the real world, because in the Nexus where its true 
  essence resides it lacks a “real body”. Therefore, the 
  Avatar can vary its power depending on how much essence 
  Baal infuses in it each turn, although their current statistics 
  represent the amount of power that the body of Baal can 
  withstand without being damaged or destroyed. However, 
  in desperate times Baal can “introduce” more of himself in 
  his earthly form, temporarily altering the environment to 
  make it its hell.
  Therefore Baal is able to obtain a bonus of between 
  +10 and +100 to any action (and between +5 and +50 to 
  its MA) at the expense of destroying its earthly form. In 
  doing so, its body suffers a damage equivalent to half the 
  bonus received which is considered a Sacrifice, so the life 
  points are recovered at a rate of 10 points per day. For 
  example, if one turn Baal gets a bonus of +50 to every 
  action and +25 to MA using this method also suffers a loss 
  of 25 Life Points.
   0  5  7
   0  5  8
  
  erGo Mundus, the ultiMate Monster
  Level: 17 Category: Between Worlds 35 / 40 (real form)
  Life Points: 350
  Class: Warlock
  Str: 16 Dex: 16 Agi: 16 Con: 16 Pow: 18 Int: 13 Wp: 14 
  Per: 14
  PhR 140 MR 160 PsR 140 VR 140 DR 140
  Initiative: 195 Natural
  Attack Ability: 330 Natural 
  Weapons (Variable)
  Defense Ability: 320 Dodge
  Damage: 80 Natural Weapons / 
  Variable
  AT: Natural 8, Energy 9
  MA: 150
  Zeon: 2.240
  Magic Projection: 280
  Magic Level: Special
  Accumulation: Str 4 Agi 5 Dex 5 Con 4 Pow 5 Wp 3
  Ki: 166
  Natural Abilities: Magic Projection as an Attack, Use of Ki, 
  Ki Control, Ki Detection, Erudition, Presence Extrusion, Aura 
  Extension, Use of Necessary Energy, Energy Armor.
  Essential Abilities: Divine Spiritual Characteristics, Divine 
  Physical Characteristics, Zen, Unnatural Size, Ambidextrous.
  Powers: Natural Weapon, Natural Armor 8, Natural Magic, 
  Absorption of Concepts, Existential Barrier, Edge of Darkness, 
  Immortal, Absolute Accumulation.
  Size: 19 Medium  
  Regeneration: 6
  Movement Value: 15  
  Fatigue: 13
  Secondary Abilities: Acrobatics 240, Athleticism 240, 
  Swim 125, Jump 125, Composure 240, Feats of Strength 180, 
  Withstand Pain 140, Notice 240, Search 180, Occult 200, 
  Magic Appraisal 200, Style 280, Intimidate 240.
  Natural Magic: Ergo has extensive innate magical 
  knowledge, although he doesn’t known formulaic 
  incantations and spells. For him the magic is natural in an 
  unknown way, so he is unable to teach anyone to cast spells, 
  but his magical skills are extremely high. Therefore, Ergo 
  can cast any spell of any path up to level 70. However, he 
  can only use spells of basic degree, although when they are 
  launched by him, its effects are equivalent to those of a spell 
  of Intermediate grade (or, in case that you are not using 
  Core Exxet rules, as if the spell had been launched adding 
  50 Zeon points to its value).
  Absorption of Concepts: Ergo can absorb and 
  assimilate both artifacts and creatures and extract from 
  them their fundamental conditions to learn how their 
  powers work. In doing so, he gains partially or fully their 
  skills, and is able to use them as their own.
  When used with weapons, this ability allows Ergo to 
  apply each and every one of the benefits and statistics of 
  the weapon that he chooses from all the ones that he has 
  absorbed and use them with his physical attacks with full 
  ability. It further includes any bonus or power that the 
  weapon had. For example, he could choose a battleaxe 
  of quality +10, and for all purposes his physical attacks 
  would be equal to that weapon, even applying the special 
  bonus of +10 to his skill. However, visually Ergo would be 
  struggling with nothing more than his body.
  When used with artifacts or creatures, Ergo can use any 
  of the special powers that they possess, as if he physically had 
  the object or he was the creature himself, though not to copy 
  their attack, defense and secondary skill values. For example, 
  Ergo could throw the breath of a dragon (with his own attack 
  skill value) or hit physically using the special qualities of the 
  creature. This ability allows him to copy Ki techniques too.
  Ergo is able to assimilate an unknown vast amount 
  of existential power of weapons, artifacts and creatures 
  (before being sealed, he had assimilated the abilities of 
  hundreds of creatures and artifacts of very high power), 
  but can only use three of them each time. To change from 
  one power to another of the ones he has assimilated, he 
  needs a full round, during which he can not use either of 
  the two powers which are being exchanged. Of course, he 
  can act normally while interchanging powers.
   0  5  9
   0  6  0
  
  When he absorbs a weapon 
  or an artifact, Ergo need 
  to physically destroy 
  the object or kill 
  the creature to 
  fully absorb the 
  concept 
  and 
  “assimilate it”.
  This 
  ability 
  does not allow him 
  to assimilate powers 
  of entities with Gnosis 
  40 or higher.
  Sealed in the Book 
  of Void, Ergo can only use 
  one power at a time and can 
  not use powers of entities with 
  Gnosis 30 or higher.
  Existential Barrier: Ergo 
  can not lose more than 150 life 
  points in one round.
  Edge of Darkness: Ergo 
  gets a +20 to any action when his 
  life points fall below 90.
  Immortal: 
  It 
  is 
  not 
  known whether Ergo can die 
  or be completely destroyed. In 
  the past, even if his body was 
  destroyed, his spirit survived long 
  enough to find another physical 
  form in which inhabit.
  Absolute Accumulation: 
  Ergo always fully accumulates Ki 
  and Magic, even if is fighting, can 
  not concentrate or gesture.
   0  6  2
  a n i M a  t a c t i c s P r o f i l e s
  
  6
  5
  9
  2
  16
  12
  innate abilities: Intangible, Flight.
  aura oF terror: All enemy units that start a round 
  inside Malekith’s Control Zone recover 1 Action Point 
  less. Effect 16.
   
  darK beaM (MaGic, ranGed attacK)
  Distance (40 Cm / 16 C.).
   
  niGhtMare beaM (MaGic, ranGed attacK)
  +3 Attack / +3 Damage. Distance (50 Cm / 20 C.).
   
  raven FliGht (MaGic, eFFect, MoveMent)
  Place Malekith in any point inside its actual Control 
  Zone. This skill allows him to automatically escape from 
  combat.
  MaleKith
  Warrior - Mystic - le ader
  l e v e l 10 0
  15 / 25
  (6 / 10)
  Base Size: Small
  
  neMesis: Once per game, at the start of a 
  round, Malekith can place inside its Control 
  Zone one unit chosen by you whose level can 
  not exceed 60. It can be any character, even 
  if it is already in the game. The unit appears 
  with all its Action Points and must be at 
  least one 3 Cm away (1 C) from any other 
  unit. At the end of the round, remove that 
  character from game.
  existential barrier: Malekith can’t lose 
  more than 8 Life points in a single round. If 
  he does, put a marker in his actual position 
  and remove it from the game. During the 
  recovery Phase of the next round, place 
  Malekith no farer than 10 Cm (4 C) from 
  the marker.
  M a l e K i t h 
  L ord of K ni g ht mares
  
  6
  6
  8
  0/6
  16
  11
  iMMunity: While the Nexus Guardian has not been 
  activated that round, he uses his secondary Armor 
  Attribute,
   
  exterMinator (MaGic, ranGed attacK)
  Distance (40 Cm / 16 C.).
   
  explosion (MaGic, attacK)
  Affects all units at 10 Cm (4 C) around the Nexus 
  Guardian.
  nexus Guardian
  Warrior
  l e v e l 60
  15 / 25
  (6 / 10)
  Base Size: Small
  
  6
  6
  9
  1
  30
  10
  innate abilities: Damage Resistance
  resurrection: When Druaga Life Points reach 0, don’t 
  remove him from the game. Instead, he will enter in 
  Resurrection Mode, losing all his remaining Action Points and 
  he won’t be able to do anything until the end of the next turn. 
  During this time he automatically recovers 8 Life Points, but 
  he doesn’t count as a unit in any way. If during Resurrection 
  Mode he losses all his life points, he is removed from game.
  destroyer: Any hand to hand attack made by Druaga ignores 
  2 points of the defender’s Armor.
   
  area attacK (Ki, ranGed attacK)
  Druaga Attacks all enemy units within 5 Cm (2C).
   
  Fire sphere (Ki, ranGed attacK)
  Distance (50 Cm / 20 C.).
   
  coMo (Ki, attacK)
  Druaga does two consecutive attacks against the same target.
  druaG a
  Warrior - le ader
  l e v e l 70
  30 / 40
  (12 / 16)
  Base Size: Medium
  
  4
  2
  10
  0
  16
  12
  suMMoner level: 3 aFFinity: Light, Dark and Void
  lord oF Fantasy: In a group that includes Kappel as Leader you 
  can add as many Summon creatures as you want as normal units, 
  ignoring if you want the summoning rules. Any unit included this way 
  uses its Atman to count its Character level.
  Fantasy: While Kappel is in game, you can use your Gnosis points to 
  force to repeat any roll of your rival. 
  liGht and darK aFFinity: At will, Kappel may be considered either a 
  Light or a Dark unit, to obtain the best possible effect in each moment.
   
  Fantasy beaM (MaGic, ranGed attacK)
  +2 Attack / + 3 Damage. Distance (40 Cm / 16 C.).
   
  charGe (MaGic, charGe)
  +2 Attack / + 4 Damage
   
  suMMon (MaGic, ranGed attacK)
  Distance (30 Cm), +2 Attack / +3 Damage. If this Attack hits its target, 
  then all Characters within 5 Cm (2 C.) of the target also suffer the Attack.
   
  unleashed (MaGic, attacK)
  +2 Attack / +3 Damage. Unleashed affects all enemy Units within 5 
  Cm (2 C.) of Kappel.
  KaPPel
  Mystic - le ader
  l e v e l 70
  30 / 40
  (12 / 16)
  Base Size: Small
  
SOURCE: textdata/thevault/Anima. Beyond Fantasy System [multi]/Anima - Gate of Memories - Perfect World Guide.pdf