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Legends of the Boiling Isles - A TOH TTRPG

Table of contents :

Table of contents : 1
Introduction : 4
General Rules : 5
Beginner’s Tips : 6
Tips for beginning Game Masters : 6
Tips for beginning Players : 7
Character Creation : 8
Races : 9
Witches : 9
Bug Demons : 10
Biped Demons : 11
Beast Demons : 12
Statistics Explained : 13
Coven/Demonic attribution : 15
Covens : 16
Abomination Coven : 16
Bard Coven : 17
Beastkeeping Coven : 18
Construction Coven : 19
Healing Coven : 20
Illusion Coven : 21
Oracle Coven : 22
Plant Coven : 23
Potion Coven : 24
Emperor Coven : 25
Wild (Covenless) : 26
Demonic Abilities : 27
Bug Demon Abilities : 27
Beast Demon Abilities : 28
Advantages/Disadvantages : 29
Advantages : 29
Disadvantages : 29
Status Effects : 30
Item Types : 31
Advanced Rules : 32
Basic Elemental Spells : 32
Palismen : 33
Curses : 34
Glyph magic : 35
Coven Attribution for Bug Demons and Beast Demons : 35
Money system : 35
Weather : 36
Fatigue : 36
Reorientation system : 37
Simplified Statistics : 38
Bestiary : 39
Minor creatures : 40
Major creatures : 42
Boss : 44
Ally : 46
To help you set up your campaign : 49
Examples of Locations : 49
Examples of Scenario : 50
Le fishe : 52
Le fishe abilities : 52
Le fishe lore : 53
Le fishe enemies : 54
Introduction : 55
Basilisks : 56
Basilisk skill tree : 57
Energized Basilisk skill tree : 57
Insular Covens : 58
Insular Abomination Coven : 58
Insular Bard Coven : 59
Insular Beastkeeping Coven : 60
Insular Construction Coven : 61
Insular Healing Coven : 62
Insular Illusion Coven : 63
Insular Oracle Coven : 64
Insular Plant Coven : 65
Insular Potion Coven : 66
Important Locations : 67
Examples of Everchanging Palm settings : 69
Origins system : 70
Races : 71
Titan Trappers : 71
Titan Trappers skill tree : 72
Humans : 73
Human abilities : 74
Locations : 75
The Titan Trappers Hunting Grounds : 75
The In-Between : 75
Gravesfield : 75
Bestiary : 76
Minor creatures : 76
Major Creatures : 77
Boss : 78
Mysteries of Gravesfield : 79
Post-Series Playstyle : 80
Post-Series Coven abilities : 80
Post-Series Magic Statistics : 80
Patch Notes : 81
Copyright : 82
Introduction :
Legends of the Boiling Isles - A TOH TTRPG is a fantasy fanmade role playing game
inspired by the Disney animated series The Owl House, created by Dana Terrace. This
game works like a classic role playing game, such as Dungeons And Dragons, but adapted
to the universe of The Owl House, and simplified to allow everyone to have fun without
having to read through complete manuals and signing up for years-long campaigns.

Legends of the Boiling Isles will see you travel through the Boiling Isles either as a Witch or
a Demon, during the Emperor’s Golden Age, 20 years before the events of the first season.
With your friends, you will live fun and epic adventures in the most iconic locations of the
series, inventing your own characters and stories: Will you be Hexside students rushing into
wacky problems ? Or perhaps will you be experienced coven members on a mission ? This
is only a few of the possibilities you and your friends will be able to live in Legends of the
Boiling Isles !

2-5 players are recommended for this game, but you can have more participants if you feel
like it ! This short manual will provide all the rules the players and the game master need to
know, even if you never played a role playing game before, you should be able to pick it up
quickly thanks to the dedicated General Rules and Beginner’s Tips sections !
General Rules :
Since you will be playing a role playing game, there are a few basic rules you need to know
about. This list should contain everything you’ll need to know as a beginner to get into the
game :
● There are 2 different roles in this game : the Players, and the Game Master (GM).
○ The Game Master, or GM, is the host and narrator of the game. They will
narrate and plan the story, making it interactive and engaging for the Players
through characters, story elements, choices and fights.
○ The Player’s role is simply to play through the game and advance the plot by
making decisions and interacting with the Game Master’s narration. They play
the role of their own character, created beforehand, the protagonist of the
story.

● Interacting with your environment in the game as the Player will require you rolling
dice, to determine if your idea was a success, or a failure, based on your character’s
statistics. If you don’t own physical dice, you can always use a simulated one, like on
a website, or a discord bot. Every dice roll is made on a d20 basis, with the
exception of damages, rolled on a d10 basis.

● The only exception to this rule is Fluke tests, that will be tested on a game of
Heads/Tails with a coin.

● The game is separated in two phases :


○ During Exploration, Players can interact with their environment, talk to
characters, ask for descriptions of their surroundings, use their abilities and
roll the dice when needed. There is no real order to the Players, but it should
be obvious that Players should take turns to not talk over each other and
overwhelm the GM with too many questions.
○ During Fight, the Players are in a turn based system (ordered by their
Sneakiness statistic, the character with the highest Sneakiness begins, the
one with the second highest Sneakiness comes next, etc), and will have to
resolve the conflict through fighting, activating their abilities and other moves
by rolling the dice. The phase ends whenever the Game Master decides to
end it, shall it be because the enemy is down, fled, or if players decided to run
away. The Game Master also needs to roll dice to validate their monster's
actions, using their own statistics.
Beginner’s Tips :

Tips for beginning Game Masters :

As a Game Master, you will have to tell a story to your Players, and just like every good
story, it should be the most consistent and fun possible ! So don’t be afraid to plan out your
story, and write some important moments down to avoid forgetting anything, and to over-act ;
an emotionless narrator is always less appreciated than one boasting his dialogues. Adding
different mediums should help keep your story entertaining too: music, pictures, or a role
playing website like roll20, anything that can make your players or yourself more invested in
the game !

You could be tempted to write down your entire scenario, but it would be pointless ; in this
game, the Players will be the ones asking questions to you, and you will soon be faced with
dialogues you didn’t prepare for. Try improvising as much as possible, but keep in mind the
major points of your story too.

Make the story as engaging as possible ! Have your Players interact with things, make them
frequently decide stuff, even if it’s completely useless to the story, or unrelated to the
scenario, make them feel part of the game. They’re here for the story of course, but they
also want to participate !

If someone takes too much space for the others, force turns on them, ask directly other
Players who didn’t talk as much to make important choices, or just dialogue with them a bit,
don’t let anyone feel left out ! Players may also go a bit too wild for you (talking too loud,
speaking over other people, messing with the game), if you or a Player feel uncomfortable
because of it, ask them to contain themselves for everyone. You should always respect your
Players, but they need to respect you and the other Players in return !

Don’t be too strict with Players that are not necessarily interested in following the path you
had planned for the story. Sometimes, it’s better to try and go with the flow, it will make a
good writing exercise to keep your story on track while also accepting some of the hijinks
your Players want to do. You’ll eventually be able to get the story back on the path you had
planned, don’t worry.

Finally, since this game is set in the universe of The Owl House, try to be consistent with the
known lore of the series. Having your Players kill Belos after 2 hours of campaign surely can
be fun, but if your goal is to give a real TOH RPG experience to them, the best would be to
not kill the main antagonist of the series.

Don’t be scared of mistakes, everyone has to learn from them, and everyone can mess up
during a game, just have fun with your friends !
Tips for beginning Players :

As a Player, you will play the role of a main character in a story that has been carefully
written by your Game Master, so please refrain from not cooperating with the GM’s narration,
or with other Players trying to get the story started !

You will have to impersonate your character, so try to ask yourself questions like “What
would my character say/do ?” to figure out how you should react to events ! You can even
cosplay if it helps you figure it out !

One of the most common mistakes you can do as a rookie Player is to say “No.” to another
Player asking if you need help or asking your help at the beginning of the story, when the
Game Master is trying to get the Players to meet and become a group. It may be
in-character for your character to answer this, but it can be tricky for a GM to get everyone
together, so please be cooperative !

Sometimes as a Player, you will not like an idea the rest of the group decided on, but don’t
turn it into a drama ! You will get to choose what the group should do next time, so there
really is no need to ruin the game’s ambiance for that.

If you’re unsure of anything, try asking the Game Master ! If it’s about the rules, or the story,
or even just a dialogue, they will be happy to help ! Every Player needs help to get better at
role playing !

Other Players may make you uncomfortable sometimes; for your personal well-being and
fun if it ever happens, tell it ! The Game Master and the other Players should always respect
your boundaries, just like you should respect theirs !

Don’t be afraid to make mistakes, they are part of the game, and will not ruin it. Learn from
your errors, and have fun with your friends !
Character Creation :
Every Player should have their own hero to play ! To create a playable character, you’ll need
these elements on your character sheet :
● An identity : Every adventurer should have a proper name, and pronouns !
● A race : You’ll have to choose their race, as it can give you different advantages and
multiply the fun by making no stories feel the same ! (See in Races section)
● A coven : It acts as a class that will determine your special abilities !
(See in Covens/Demonic Abilities section)
● A physical description : It’s best if the other Players and the GM can imagine what
your character looks like ! Go wild ! Have fun with the
design, draw them if you want !
● A backstory : Give a bit of history to your character, summarize their personality !
● Statistics : They’re tied to your Race but are also personalized ! They’re important,
since they will decide when your actions will work or not !
(See Statistics Explained section)

It should look like this in the end :


Races :

Witches :
Witches are the equivalent of the humans in the Boiling Isles, but with a little magic
supplement ! An average witch is not very strong physically, but compensates this lack of
muscles with their intelligence and also their developed bilesack, allowing them to fire
magic as much as they want to !

Witches typically have physical characteristics like pointy ears, and fangs that fall once they
hit adulthood, but outside of that, they’re very similar to humans. Some witches may have
more inhuman traits, like additional eyes, or larger hands and claws, but they should look
mostly human.

Witches are the base race of the Boiling Isles, they’re easier to play for newcomers !

Witches’ base race statistics are :

Nerd [INT] : 14
Brawns [STR] : 9
Wits [CHR] : 13
Guts [PER] : 10
Sneaky [DEX] : 11
Resistance [RES] : 11
Health : 20
Bile : 14

+ 5 points to give in the different categories


Bug Demons :
Bug Demons are one of the 3 main types of Demons present in the Boiling Isles. As their
name suggests it they’re insectoid ! Bug Demons may be dumb, but they have an enduring
exoskeleton to protect themselves, and can also spit webs, weave cocoons, and even
evolve through metamorphosis (not metaphorically) !

Bug Demons typically are insect-like, like worms, butterflies, mantis or woodlouses, but
bigger and more terrifying ! Through metamorphosis, they may, once they hit their adult
stage, become bigger and stronger, and even sometimes develop some wings or other cool
stuff !

Bug Demons are designed for more experienced players, as their abilities are harder to
use, or even one-time only !

Bug Demons’ base race statistics are :

Nerd [INT] : 8
Brawns [STR] : 15
Wits [CHR] : 10
Guts [PER] : 13
Sneaky [DEX] : 9
Resistance [RES] : 14
Health : 25
Demonics : 12

+ 5 points to give in the different categories


Biped Demons :

Biped Demons are one of the 3 main types of Demons present in the Boiling Isles. They’re
fairly similar to Witches, but are stronger both on a magical and physical level. But as a
drawback, Biped Demons have a less developed bilesack; their bilesack cannot handle
continuous use of magic, they’ll have to recharge their magical batteries over time if they
cast spells.

Using spells as Biped Demons costs 1 Energy point. Once the Energy meter reaches 0,
the Biped Demon can’t use spells for as many turns as they have Energy points to
restore. Biped Demons can increase their Energy meter with the additional stat points
given by a level up. You can’t increase the Energy meter with the starting additional stat
points.

Biped Demons are physically ressemblant of Witches, but with a lot more inhuman features,
and a quite simple child form. Many Biped Demons have one principal exaggerated feature
(in comparison to Witches), it can be anything : eyes, nose, arms, teeth, you name it !

Biped Demons are simple, but a bit trickier to master than Witches, since they have a
cooldown after using spells, newcomers can try !

Biped Demons’ base race statistics are :

Nerd [INT] : 12
Brawns [STR] : 12
Wits [CHR] : 11
Guts [PER] : 11
Sneaky [DEX] : 10
Resistance [RES] : 12
Health : 23
Bile : 16
Energy : 1/1

+ 5 points to give in the different categories


Beast Demons :

Beast Demons are one of the 3 main types of Demons present in the Boiling Isles. They’re
related to monsters and animals, giving them naturally heightened senses, instinct, and
reflexes to compensate for their frailness. They are predators, and are experts at tracking
prey; the thrill of the hunt can even make them go into a frenzy with adrenaline !

Using abilities from the Beast Demon skill tree will put the Demon into Frenzy state. Getting
into Frenzy state allows the Player to use one of the Frenzied skills as a second action in
a single turn.

Beast Demons are very animal-like, may it be fur, gills, scales, anything goes ! They may
prefer to walk on all 4s so it would be preferable for them to have paws, or anything practical
to venture the grounds of the Boiling Isles.

Beast Demons are strong and fast, but quite fragile, and as such, they are recommended
for experienced players !

Beast Demons’ base race statistics are :

Nerd [INT] : 10
Brawns [STR] : 12
Wits [CHR] : 9
Guts [PER] : 12
Sneaky [DEX] : 15
Resistance [RES] : 11
Health : 16
Demonics : 14

+ 5 points to give in the different categories


Statistics Explained :

The statistics work on a 1 to 20 scale, and will help determine whether or not an action will
succeed, or fail. The higher the statistic, the better, as you will have to roll a number
inferior to your statistic to succeed.

Example : The GM asks me to do a roll in Nerd [INT] , Big Nose’s Nerd [INT] stat is a 14.
I roll a 10. 10 < 15 so my roll is a success ! :)

The GM asks me to do a roll in Wits [CHR] , Big Nose’s Wits [CHR] stat is a 10.
I roll a 18. 18 > 10 so my roll is a failure ! :(

Rolling a 1 is called a Critical Success, Critical Successes will be rewarded by incredible


results to your action !

Rolling a 20 is called a Critical Failure, Critical Failures will have disastrous consequences
to your action !

Each statistic has its domain of actions, and its uses during the game :

Nerdiness [INT] (abridged Nerd) : It’s your intelligence, it will be rolled if you try to
understand things, or try to remember things your character may know !

Brawns [STR] : It’s your strength, it will be rolled if you try to perform very physical actions !

Wits [CHR] : It’s your charisma, it will be rolled if you try to socialize, negotiate, manipulate !

Guts [PER] : It’s your instinct, it will be rolled if you try to perceive specific information and
details in your surroundings !

Sneakiness [DEX] (abridged Sneaky): It’s your dexterity, it will be rolled if you try to act fast,
if you want to go unnoticed, or if you have to use your reflexes !

Health (abridged HP) : It’s your health, if it reaches 0, you’re down ! Someone may be able
to save you but they’ll have to act quickly.

Bile : It’s your magic abilities, it will be rolled if you cast spells ! Only Witches and Biped .
Demons have a “Bile” statistic.

Demonics : It’s your demonic abilities, it will be rolled if you use your demon powers !
Only Bug Demons and Beast Demons have a “Demonics” statistic.

Energy : It’s your maximum magical capacity. Once it reaches 0, you cannot use your magic
powers anymore, you’ll have to refill it through different means ! Only Biped
Demons and Basilisks have an “Energy” statistic.
Resistance [RES] : It’s your resistance to shocks, it will be rolled if you are attacked to
determine how much damage you’ll take. If it’s a success, you divide the damages rolled per
2 ! If you roll a critical success, you’ll evade all damages !

Fluke : It’s your luck, it will be rolled with a Head/Tails coin game if you ever let fortune be a
part of your plan !

Damages inflicted by players during fights are rolled on a 1-10 scale. Enemies have their
own scale of maximum damage they can inflict (See Bestiary section).

The additional stat points are points either granted during the character creation, or gained
by leveling up. These points can be spent by the player on any statistic to upgrade them.
Leveling gives the players +1 stat point to add to any statistic.

Players statistics have a ceiling of 17, meaning none of the Players stats can go over 17 on
their character sheet (it can get over the ceiling with Advantages or temporary stat changes
due to abilities), to avoid concentrating all the points in one category to make sure they
never lose a dice roll.
Coven/Demonic attribution :
Witches and Biped Demons get attributed a Coven during their creation, chosen by the
Player, while Bug Demons and Beast Demons (and expansion races) are instead attributed
with a unique Demonic ability tree.

Coven/Demonic attributions act as the class of your character, and will be the tree abilities
your character will be able to perform.

Coven attributions give spells, while Demonic attributions give demonic abilities.

Leveling in this game is arbitrary and doesn’t work on an experience system, given as a
reward after major events by the Game Master instead, granting access to a new level of
powers, and an additional +1 stat point to give to your character. The max level you can
reach is LVL 3.
Covens :

Abomination Coven :
The Abomination Coven are expert in manipulating Abomination goo, allowing them to use
different powers making them very versatile during battles, trapping enemies, summoning
Abomination allies, and buffing themselves. Outside of fights, having control over goo and
servants under your orders might be useful. Abomination members start out with Goo in
their inventory.

● LVL 1. Goo Control : The Player is able to physically control the abomination goo,
giving it simple shapes, or throwing it magically to trap targets with it. The Player can
also prepare abomination goo in their free time. [Goo is required to use this
ability]

● LVL 2. Abomination Conjuring : The Player is able to manifest a physical


abomination as their ally. Abominations are slow, but enduring and strong. A Player
can only conjure/have 1 Abomination ally at the same time. (See Bestiary for their
statistics)

● LVL 3. Goo Form : The Player can physically fuse with abomination goo, to give
themselves various advantages, like endurance, strength or passive liquidness. Goo
form gives passive +3 points in Sneakiness [DEX], and Buff advantages. Goo
Form can be triggered once per fight, and lasts 3 turns. (See
Advantages/Disadvantages section)
Bard Coven :
The Bard Coven are versed in musical powers, making them strong support able to boost
their allies and neutralize their enemies, through kinetic and hypnosis music. However, they
need their instrument to cast these spells, and can rock at parties like no one else can. Bard
members start out with a Music Instrument of their choice in their inventory.

● LVL 1. Support Ballad : The Player can momentarily boost their allies with music,
giving them Stability and Buff advantages for the next 2 turns. [Music Instrument
is required to use this ability]

● LVL 2. Lullaby : The Player can make targets fall asleep using their music. Asleep
targets can’t act, but they slowly recover Health points. [Music instrument is
required to use this ability]

● LVL 3. Kinetic Symphony : The Player can control movement of the various items
around them. Living targets can also be affected, but for a shorter time. [Music
instrument is required to use this ability]
Beastkeeping Coven :

The Beastkeeping Coven are professional monster tamers, as such, they rely on their furry
and scaly friends to do the job for them, even stealing their traits ! That makes them
extremely useful during fights, borrowing the strength of their familiars, but also outside of it,
thanks to their animal friends.

● LVL 1. Animal communication : The Player can communicate with


animals/monsters/non-vocal demons. The Player also receives a minor monster as
their familiar, which will act as an ally. (See Bestiary for a list of Minor monsters)

● LVL 2. Beast Attributes : the player can momentarily change their physical traits for
more beast-like attributes (gills, horse legs, etc), giving them advantages during
certain situations.

● LVL 3. Monster Tamer : The Player can intimidate wild monsters, and receives a
major monster as their familiar, which will act as an ally.
Construction Coven :

The Construction Coven are masters of pure strength, thanks to their magical abilities, they
can create glyphs that can boost their and and their allies powers, and face enemies with
shockwaves and constructions to get rid of them. Of course, these abilities can also be
easily used for more pacific reasons. Construction members start with 2 Power Glyphs in
their inventory.

● LVL 1. Power Glyphs : The Player can create magical glyphs that will give Brawns
[STR] and Guts [PER] bonuses when used. Each glyph gives a +1 bonus point, a
max of 3 glyphs can be used on the same character at the same time. A maximum of
3 glyphs can be kept at the same time in the inventory. Glyphs must be prepared in
the Player’s free time. [Power Glyph is required to use this ability]

● LVL 2. Earthquake : The Player can make a shockwave around them, capable of
stunning all nearby enemies.

● LVL 3. Terra Formation : The Player can control portions of the ground and use it to
build simple shapes, like walls, pillars, spikes, etc.
Healing Coven :

The Healing Coven are specialists of the support, may it be curing diseases, or healing
bruises, they will be there to help their allies. But higher ranked members may also be able
to do just a little more than healing…

● LVL 1. Healing : The Player can heal themselves or a target using magic up to
+10HP.

● LVL 2. Zone Healing : The Player can heal everyone in their surroundings overtime,
also giving their allies the Buff advantage, and protecting them from disadvantages.

● LVL 3. Healing… with a dark side : The Player can resurrect for a short time a
Corpse, which will act as an ally, and will have specificities linked to their species,
race, and coven if they had one. Is usable as long as you have a single bone on you
or in your surroundings. Only 1 Corpse can be reanimated at the same time. [Bone
is required to use this ability]
Illusion Coven :

The Illusion Coven are talented tricksters, who can use their magic to make anyone believe
anything. As long as the secret is not out, differentiating an illusion from reality should prove
itself to be quite arduous. This might be useful to disorientate enemies and manipulate
people around you.

● LVL 1. Minor Replica : The Player can create an immobile intangible illusion to
disorientate the living creatures around. Mastering this ability gives +1 point to their
Wits [CHR] statistic.

● LVL 2. Sensory Illusion : The Player can create moving illusions that can confuse
the senses of others, making them think they can make sounds, or touch them
(unless they’re aware of its intangibility) and distract them. Mastering this ability gives
+1 point to their Wits [CHR] statistic.

● LVL 3. Mass confusion : The Player can create an extremely elaborate illusion on a
complete area. The effects are for the player to choose (with consent of the Game
Master), the more elaborate the illusion is, the harder it will be to make it work.
Mastering this ability gives +1 point to their Wits [CHR] statistic.
Oracle Coven :

The Oracle Coven are powerful mediums, capable of seeking the help of the ones who left
this world. The spirits can be used to fight, predict the future, and possess other characters !
But beware, these capacities only work with a Crystal Ball to channel the specters, and
ghosts can also be pranksters in disguise. Oracle members start with a Crystal Ball in their
inventory.

● LVL 1. Seance : The Player can bring back from the dead the spirit of a Witch to help
them, they act as an ally with no health, but a far range for actions. [Crystal Ball is
Required to use this ability]

● LVL 2. Prescience : The Player can predict the future, forcing on them knowledge
they shouldn’t know yet, like the future courses of action. Failing a Prescience will
end up with them knowing very unsure knowledge of the events to come. [Crystal
Ball is Required to use this ability]

● LVL 3. Spiritual Possession : The Player can possess themselves or an ally (with
their consent) with the spirit of a dead Witch. This spirit will allow the possessed to
use the LVL 1. and LVL 2. ability of their own coven (except Emperor or Wild). The
possessed cannot use other magic than the spirit’s until the possession ends, 2 turns
later. [Crystal Ball is Required to use this ability]
Plant Coven :

The Plant Coven are botanic connoisseurs, their green thumb grants them powers over
plants, making them grow at their will, and even bending their form to their liking. This might
end up important to catch or stop enemies, or just for taking care of a garden. Plant
members start with 2 Seeds in their inventory.

● LVL 1. Plant Growth : The Player can grow any plant they enter in contact with at an
incredible speed. [Plants or Seeds are required to use this ability]

● LVL 2. Flora Manipulation : The Player can affect the behavior of the nearby plants,
making them stretch, attack, grow thorns, etc. [Plants or Seeds are required to use
this ability]

● LVL 3. Botanical Golem : The Player can create a personalized golem made of
plants that will act as an ally, and keep the specificities of the various elements used
to create it. The more different seeds put into it, the harder it will be to succeed. Only
1 Botanical Golem can be created and maintained at the same time. [Plants or
Seeds are required to use this ability]
Potion Coven :

The Potion Coven are prodigy alchemists, capable of carefully crafting any type of potions
that could help them, toxic, elemental, bombs, anything can be made with Potions ! This
should open the way for interesting battles with negative status effects, and for strategic
uses outside of it ! Potion members start with 2 Throwable Potions in their inventory.

Potion Coven is a bit peculiar as they have to first create a recipe, meaning they’ll have to
gather materials and take time to create a potion for the first time, but then will be able to
redo it much faster after learning their recipe (as long as they have ingredients for it).

● LVL 1. Potion Splash : The Player can make with Materials, in their free time,
throwable potions that can, once thrown, inflict various negative effects : Burning,
Poisoning, Blinding. The player can simultaneously have a maximum of 3
throwable potions on them. [Throwable Potion is required to use this ability]

● LVL 2. Elemental Brew : The Player can make with Materials, in their free time,
elemental potions that can, once opened, be used as replacement for the said
elements : Wind, Fire, Earth, Water, Ice, Light. The player can simultaneously have
a maximum of 2 elemental potions on them. [Elemental Potion is required to use
this ability]

● LVL 3. Bomb Rush : The Player can make with Materials, in their free time,
explosive potions that can, once thrown, detonate with great damages. The player
can only have 1 explosive potion on them at all times. [Explosive Potion is required
to use this ability]
These are the 9 Main Covens you can be a part of but there are 2 additional Covens you can
choose to join, these are however, recommended for more experienced players :

Emperor Coven :

The Coven of the Emperor are the elite of magic, able thanks to his grace, to master any
kind of magic, and create for themselves a personalized powerful arsenal of spells. What the
members of the Emperor’s Coven decide to learn is all their decision.

● LVL 1. Enrollment : The Player can choose 1 LVL 1. ability from any coven
(except Wild), and make it their own forever. This choice cannot be cancelled by any
means.

● LVL 2. Promotion : The Player can choose 1 LVL 2. ability from any coven (except
Wild), and make it their own forever. This choice cannot be cancelled by any means.

● LVL 3. Captain Rank : The Player can choose 1 LVL 3. ability from any coven
(except Wild), and make it their own forever. This choice cannot be cancelled by any
means.
Wild (Covenless) :

Some rebels preferred to escape and ignore the Emperor’s grace, refusing to get into
Covens. Wild magic lets Wild Witches have access to every form of spells, but being a
jack-of-all-trades is not good for mastering magic, and their spells will escape control more
often.

● LVL 1. Rebel : The Player has access to every LVL 1. abilities from every coven
(except Emperor), but all their spells are affected with Weakness and Instability.

● LVL 2. Savage : The Player has access to every LVL 2. abilities from every coven
(except Emperor), but all their spells are affected with Weakness and Instability.

● LVL 3. Bad Girl : The Player has access to every LVL 3. abilities from every
coven (except Emperor), but all their spells are affected with Weakness and
Instability.
Demonic Abilities :

Bug Demon Abilities :

Bug Demons develop throughout their life cycle multiple abilities that will make them strong
and feared in melee combat, as they will fight using their defensive abilities, and are even
able to evolve in the middle of a crucial battle.

● LVL 1. Web Spitting : The Player can spit bug webs to slow down, entrap, and
move targets or themselves.

● LVL 2. Cocoon : The Player can hide in a cocoon, making themselves sturdier, and
regenerating health overtime.

● LVL 3. Metamorphosis : The Player can evolve into their adult bug stage, making
them stronger forever, and healing them completely. +3 additional stat points are
granted from Metamorphosis. If the character didn't have wings, the Player can
sacrifice 1 of Metamorphosis’s additional points to grow a pair of wings.
Metamorphosis is instantaneous once used, but can only be used a single time on
a character. Once Metamorphosis is used up, the Player unlocks the LVL3-B ability.

● LVL 3-B. Molting : The Player can molt, leaving behind their skin. The agile skeleton
of the Player gets a passive +1 Sneakiness [DEX], until they go back in the molted
skin. Players can use Molting during an enemy attack. The enemy attack is
deflected and rips the skin instead of inflicting damages. As a skeleton, the Player
loses all special features such as wings, or a shell. If the skin is destroyed, the
Player will have to re-grow a new one to be able to re-use this ability.
Beast Demon Abilities :

Beast Demons develop throughout their life cycle abilities to track prey and make their
enhanced senses a powerful element during hunts. Since Beast Demons are frail, they
needed to focus all their fighting style around speed, precision and aggressivity, and they
did.

● LVL 1. Enhanced senses : The Player can activate stronger senses, giving a strong
Stability advantage to their next Guts [PER] or Sneakiness [DEX] roll, and highlight
their findings to other characters. Using this ability puts the Player in the Frenzy
state.

● LVL 2. Predation : The Player can target any living target with Predation. Once
Predation is activated, it cannot switch targets until the target is down, or if the
target leaves the area. The next move the player makes that includes the target
can't miss and downing the target will grant a Buff advantage for the next action.
The predated target is always visible to the player, even with sight blockers between
them. Predation rolls still must be made to evaluate the degree of success of the
unmissable action. Using this ability puts the Player in the Frenzy state.

● LVL 3. Feral mode : The Player becomes stronger, more beastlike, and faster for a
very short time. In Feral Mode, the character gains +1 point to their Sneakiness and
Demonics statistics until it ends and any offensive action made in Feral mode will hit
everything nearby the player and gain a strong Buff advantage. The Feral mode
stays active for 2 turns, and then deactivates for the rest of the current fight. Feral
mode can be used outside of battles, but is only 1 turn long, and will not be usable for
a while after. Using this ability puts the Player in the Frenzy state.

The Frenzy state unlocks the Frenzy skill tree. The Player can use a Frenzy skill as a
second action during their turn, using a Frenzy skill makes the Player leave the Frenzy
state, and enter a cooldown of 1 turn before being able to enter the Frenzy state again :

● Frenzied howl : The beast demon howls loudly, intimidating and inflicting Fear to an
enemy. The beast demon leaves the Frenzy state.

● Frenzied dash : The beast demon rushes for their prey, closing the distance at an
incredible speed. The beast demon leaves the Frenzy state.

● Frenzied assault : The beast demon claws and bites their opponent, attacking 2
times to their opponent with an Instability disadvantage, 2 rolls must be made.
The beast demon leaves the Frenzy state.
Advantages/Disadvantages :

An advantage/disadvantage is a modification of statistics during rolls.

A player’s status is eligible to an advantage or a disadvantage under special circumstances :


● An ability / spell the player is using specifically mentions Instability, Weakness,
Stability, or Buff.
● The player is in a perfect situation/bad situation for a specific action.
● The player is in perfect health/badly harmed.
Advantages and Disadvantages can also be considered “strong” by some circumstances, or
at the choice of the Game Master : strong advantages/disadvantages are +1 point more
effective. Advantages and Disadvantages can stack up to 2.

Advantages :
● Stability : Gives +2 points for the roll to the challenged stat.
● Buff : Boosts the effects of the successful roll / +1 damage to offensive actions.

Disadvantages :
● Instability : Removes +2 points for the roll to the challenged stat.
● Weakness : Nerfs the effects of the successful roll / -1 damage to offensive actions.
Status Effects :
A player/character can be affected by a temporary status effect following events or abilities :

● Poisoning : The poisoned target loses -1 HP/turn and is affected with Weakness for
3 turns.

● Burning : The burned target loses -2 HP/turn.

● Sleep : The sleeping target cannot act this turn, and recovers +1HP. The target will
wake up after succeeding a Guts [PER] roll, or if attacked.

● Blindness : The blinded target can’t see correctly, and is affected with strong
Instability.

● Stunned : The stunned target cannot act (use abilities) or move this turn.

● Trapped : The trapped target cannot move this turn. The trapped target is afflicted
with strong Weakness until their next turn.

● Confusion : The confused target will start their turn by rolling a Fluke test. If they
fail, they’ll roll a damage dice for themselves and end their turn.

● Vampirized : The vampirized target cannot use magical skills until the end of their
affliction.

● Overcharge : The overcharged target has to roll 2 dice to confirm an action, instead
of 1.

● Fear : The scared target has to roll a Resistance test, if they fail, the target will get
stunned for this turn, and a strong Instability disadvantage to their next action. A
target can be under the Fear effect only if they didn't get scared the last 2 turns.
Item Types :
These are the different types of items you can use in the game, only categories are given so
you can create your own stuff around it :

● Food : Consumable, eating it recovers HP.


(example : apple juice, eye scream…)

● Elixirs : Consumable, drinking it grants advantages / recovers HP.


(example : Buff elixir, Antidote…)

● Melee weapons : Non-magical weapons, usable in fight, gives a Buff advantage in


melee offensive actions.
(example : sword, spear…)

● Ranged weapons : Non-magical weapons, usable in fight, gives a Buff advantage


in ranged offensive actions.
(example : bow, crossbow…)

● Glyphs : Consumable, can be either created by the Construction Coven members, or


by finding their pattern, using them will cause different effects. (See Advanced Rules
section for Glyph magic rule)

● Materials : Consumable, can be foraged to create various things. Using abilities to


craft various items with materials use up those materials.
(example : mushrooms, wood, flowers, goo, seeds…)

● Music Instruments : Can be wielded by Bard Coven members to use their spells,
and are necessary to their casting. Are quite fragile.

● Crystal Balls : Can be wielded by Oracle Coven members to use their spells, and
are necessary to their casting. Are quite fragile.

● Potions : Can be created by the Potion Coven members as their special ability, using
materials to brew it. Anyone can use them, once brewed.
Advanced Rules :

These rules are a set of mechanics that are more fit to be used with experienced players.
Decide with your GM/Players which ones you want to include as part of your campaign !

Basic Elemental Spells :


In addition to the Coven spells / Demonic abilities, players can use weak elemental spells,
common to everyone. These spells have two levels each, and level up at the same time as
the character. Their offensive abilities are low, but they’re meant to bring some variety to the
uses of magic and the early campaigns.

● Fire Spell : The Player summons the power of fire. LVL 2 Fire Spell inflicts Burning
to its target in addition to damages.

● Water Spell : The Player summons the power of water. LVL 2 Water Spell can
create a bubble filled with air.

● Ice Spell : The Player summons the power of ice. LVL 2 Ice Spell can Trap its target
in addition to damages.

● Wind Spell : The Player summons the power of wind. LVL 2 Wind Spell can push its
target in the desired direction.
Palismen :

Every player can start with a Palisman, a familiar that can morph into a Staff if desired :

● Witches and Biped Demons can have a Personal Palisman in exchange for 2 of their
starting additional statistic points. A Personal Palisman can go fetch items or distract
the enemy if ordered to. Changing into a Staff takes 1 turn, but gives a Stability
advantage on Bile rolls, grants a +1 damage boost in melee fight, and can be used
as a means of locomotion.

Personal Palisman’s statistics are :


Brawns [STR] : 9
Sneaky [DEX] : 13
Health : 15
Resistance [RES] : 12

● Bug Demons and Beast Demons can have a Stray Palisman in exchange for 1 of
their starting additional statistic points. A Stray Palisman is not domesticated,
and won’t turn into a Staff, but will fight alongside the character as a familiar, and will
be able to go fetch items and distract the enemy if ordered to, just like a Personal
Palisman.

Stray Palisman’s statistics are :


Brawns [STR] : 12
Sneaky [DEX] : 12
Health : 15
Resistance [RES] : 13
Curses :

Cursed is a special permanent status effect that can be inflicted either following the
consequences of a major event in the game (for example, a critical failure at an important
moment), or directly at the character creation.

Cursed characters have a permanent Instability disadvantage and a permanent strong


Buff advantage on every Bile/Demonics roll they’ll do.

Curses also have a unique side effect, you can invent your own curses and effects, here
are 3 to use if you don’t want to :
Curse of tattoos : After meddling with wild magic, your body has been forever altered, and
requires more and more magic to keep going. All your casted spells are successful (you still
need to roll for Bile, to check if you do a critical success), you now have a 2/2 Energy meter
that will only be refilled by absorbing a palisman’s magic.

Curse of feathers : You can turn into a powerful birdlike creature on command, in that form
you get +1 additional points in every stat for 2 turns. Your spell limit is reduced to 10.
Once you use up all your spells, you are stuck in bird form and lose the additional
points.

Curse of bones : Your limbs can detach themselves. you have to do Resistance rolls to
physical damages to see if one of your limbs detach from the shock.

Cursed characters have a limited and set number of spells to use too, using them all up
will mean your character won’t be able to use magic for the rest of the campaign. The base
number of spells Cursed characters start with is 20.

It is possible through meeting the maker of the curse to cure the character, removing all the
effects, unless the character already used up all of their magic, in which case it will become
incurable.
Glyph magic :

Primordial glyphs are relics of the ancient ways Witches used to bend the power of the Titan
to their will. This art was lost in the tides of time, but searching through ruins and known
elder cities of Witches, the Players may be able to discover the knowledge of these glyphs.
They’re stronger than Basic Elemental Spells.

● Fire glyph : It can be used on a target, inflicting the Burning status effect, or just on
the environment.
● Ice glyph : It can be used on a target as an offensive means, or on the environment,
to make platforms, and the likes.
● Plant glyph : It can be used on a target, inflicting the Trapped status effect, or on the
environment, like a whip, and the likes.
● Light glyph : It can be used on a target, inflicting the Blinding status effect, or as a
way to lighten up the way.

Glyphes have to be prepared beforehand by the Players if they’re going to use them during
battles, the maximum of Glyphes a character can carry is 2.

Glyphes can be combined to create new effects, be creative and propose your ideas,
maybe it will give a new combo !

Coven Attribution for Bug Demons and Beast Demons :

This special rule allows Bug Demons and Beast Demons to join a coven of their choice
(except Emperor and Wild). In exchange for 1 of their additional starting statistic points,
they will be able to choose a Coven, and replace their LVL 1. ability with the LVL 1. ability
of their newly assigned Coven. The rest of the Demonic Abilities tree stays unchanged.

Money system :

The snails are the currency used in the Boiling Isles. If you want the players to exchange
with merchants, you should use this money system to not break the immersion.

100 snails = 1$ is a good base to use for example.


Weather :

The Boiling Isles have its own set of weird weathers, and either through deciding for plot
purposes, or through random dice rolls, having certain weathers happen or not :

● Clear weather : Nothing special happens !


● Boiling rains : The acidic waters of the sea also have a water cycle, and the boiling
rains will hurt anyone left uncovered, inflicting -1HP damage each turn!
● Snow : It’s just regular snow. Did you know that snow is cold ? Staying inactive
during a turn will inflict a Weakness disadvantage on the next action.
● Plagues : Storms of poisoned grasshoppers ! They’re flying everywhere, and if you
can’t cover yourself, they’ll fly right into your mouth, and it will inflict you the
Poisoned status effect !
● Sun season : The sun is shining bright, and it will inflict Burning if you can’t stay
hidden ! Be sure to carry some sunscreen on you !
● Knife season : A nice time of the year where glass shards fall from the cloudy sky !
Moving during the Knife season will inflict -2HP damages ! Unless
you can fly above the knives.
● Painbows : Looking at them turns you inside out ! Well… this one’s kind of violent…
Looking directly at a Painbow will divide your health by 2 ! Every
characters present has to do a Resistance roll, if they succeed, they
can evade the damages. After a turn, this weather clears.
● Rainbows : Looking at them doesn’t do anything !
UNLESS IT’S ACTUALLY A PAINBOW ?!
The first character to look at the Rainbows will roll a Fluke check. If
they succeed, nothing happens ! But if they fail, oops, it was actually a
Painbow. After a turn, this weather clears.

Fatigue :

Using magic can be great, but maybe you don’t want your players to spam their most
powerful spells all the time. The fatigue system is there to prevent abuse of abilities : spells
can be used multiple times in a row, but using it over and over again will cause
Disadvantages for the player, may it be Instability or Weakness.
Reorientation system :

Sometimes players may grow tired of their coven, but if they don’t want to change characters
and start all over again, then this system may be the solution to it.

Players can change their coven in cities, using a local Coven Managing Office. There,
they’ll be able to change their Coven for any other Coven they may like, except Emperor and
Wild.

When getting in a new Coven after reorienting, the player will be back to LVL 1 in this
Coven, and will have to level up to unlock their Coven’s spells.

Reoriented characters also get to keep their old Coven’s spells up to their Coven level minus
one.

Example : My character is LVL 3 in Oracle Coven. I changed my Coven.


LVL 3 - 1 = LVL 2 : I can keep the Oracle spells up to LVL 2.

If a character reorients after reorienting once, they forget the oldest Coven spells they have.

Example : My character is in Plant Coven after a reorientation from Oracle Coven. I


changed again. Then I forget my Oracle spells, and get to keep my Plant spells.
Simplified Statistics :
You’re a newcomer, and you’re too scared of all these numbers everywhere ? You don’t
know what statistic to check ? Then here’s a simplified statistics rule, that will offer you a
simpler experience to enjoy :

This ruleset only has 4 statistics (instead of 8 in the base game) :

● Physical : This stat will be checked for anything that requires physical effort !
● Magical : This stat will be checked for anything requiring magical expertise !
● Social : This stat will be checked for anything requiring communicating !
● Health : This stat is your life points, once it reaches 0, you fall unconscious !

Here are the simplified stats for every character (do not forget to add your +5 additional stat
points !) :

Witch’s simplified stats : P/11 M/13 S/14 H/20


Beast Demon’s simplified stats : P/13 M/12 S/12 H/16
Biped Demon’s simplified stats : P/12 M/14 S/12 H/23
Bug Demon’s simplified stats : P/15 M/12 S/10 H/25
Basilisks’s base simplified statistics are : P/13 M/11 S/13 H/18
Titan Trapper’s base simplified statistics are : P/13 M/13 S/8 H/20
Human’s simplified statistics : P/9 M/0 (not upgradable, if Curse of Tattoos 13) S/14 H/18
Le fishe simplified stats : P/7 M/7 S/7 H/20

For non-playable creatures, only refer to their Health and Damage Range.
Bestiary :
This bestiary contains most of the creatures you will be able to encounter during your
campaigns, including their statistics, special abilities. They are categorized under Minor,
Major, Boss, and Ally sections. Each category of monsters has a maximum of damages
they can inflict upon attacking a target.

Enemies Health points should be scaled around the number of players in the game :
2 players : +0 HP
3 players : +3 HP
4 players : +5 HP
5+ players : +8 HP

Minor creatures have a damage ceiling of 3


Major creatures have a damage ceiling of 6
Bosses have a damage ceiling of 8
Minor creatures :
Damage ceiling : 3

● Bat : Blood-sucking monsters. Can be found in caves, forests, and mountains.


Generally in groups.
Special ability : Sucker for Blood : The Bat bites a target, drinking their blood, and
regenerating +1HP.
Brawns [STR] : 12
Sneaky [DEX] : 13
Resistance [RES] : 7
6 HP

● Cerberus : Three-headed dog. According to stereotypes, likes to guard doors to the


underworld. Can be found as a support.
Special ability : Howling : The Cerberus can bark at an enemy, scaring them, and
inflicting the Stun status effect.
Brawns [STR] : 12
Sneaky [DEX] : 10
Resistance [RES] : 8
11 HP

● Echo Mice : Knowledge-eating rats, literally consume words. Can be found in


libraries and other places filled with books.
Special ability : Projector : The Echo Mice projects a mental image of the last book it
read, sharing precious information.
Brawns [STR] : 8
Sneaky [DEX] : 15
Resistance [RES] : 9
4 HP

● Eye Rat : Urban rats, sly and with a 3rd eye on their back, you can’t surprise them.
Can be found in cities. Generally in group.
Special ability : Poisoned bite : The Eye Rat’s teeth are covered with poison, getting
bit by it inflicts Poisoning.
Brawns [STR] : 9
Sneaky [DEX] : 14
Resistance [RES] : 8
4 HP

● Fairy : Wild Bug Demons, with a taste for blood. They’re related to Pixies. Can be
found anywhere. Generally alone.
Special ability : Web Spitting : The Fairy can spit bug webs to slow down, entrap,
and move targets or themselves.
Brawns [STR] : 13
Sneaky [DEX] : 10
Resistance [RES] : 8
10 HP
● Feral Ghost : Specters haunting other creatures, their attacks won’t physically hurt,
but they will at least inflict emotional damage. Generally found as a support.
Special ability : Haunting : The Ghost cannot deal damage, but can inflict Instability
/ Weakness disadvantages on a target. Is unmissable.
Brawns [STR] : 0
Sneaky [DEX] : 0
Resistance [RES] : 10
7 HP

● Fire Bees : A swarm of very hot bees. Literally on fire. It really burns. Yeah. Can be
found in forests. Generally found in swarms.
Special ability : ON. FIRE. : If the Fire Bee inflict damages, it will also apply the
Burning status effect.
Brawns [STR] : 7
Sneaky [DEX] : 15
Resistance [RES] : 14
2 HP

● Hand Pigeons : Birds with a hand for a head. Has a flight or flight response to
everything. Can be found in cities. Generally found in swarms.
Special ability : A helping hand : Hand Pigeons are actually very good at flying, and
will even let their allies fly with them.
Brawns [STR] : 0
Sneaky [DEX] : 0
Resistance [RES] : 1
6 HP

● Rat worms : Popular steeds with the young witches, they can be mounted like a pet.
Generally found as a support.
Special ability : Racer : Rat worms can rush towards an enemy if mounted, inflicting
the damages of the Player’s roll + the Buff advantage. Racer can only be used once
per fight.
Brawns [STR] : 13
Sneaky [DEX] : 13
Resistance [RES] : 11
10 HP
Major creatures :
Damage ceiling : 6

● Bee Nest : Giant hornet with a nest-shaped head. Its head actually is a real nest for
Fire Bees. Generally alone. Can be found in caves.
Special ability : Hive mind : Bee Nest can pop out of its head 2 ally Fire Bees instead
of its action.
Brawns [STR] : 9
Sneaky [DEX] : 14
Resistance [RES] : 13
23 HP

● Griffin : Half-pigeon half-demon, Griffins are a force to be reckoned with, thanks to


their SIGNATURE MOVE SPIDER BREATH. Generally alone. Can be found in the
sky, and mountains.
Special ability : OH MY GOD ITS THE SPIDER BREATH : The Griffin can attack with
its INCREDIBLY POWERFUL SPIDER BREATH ATTACK from a distance, throwing
SPIDERS at the target that will inflict A RANDOM STATUS EFFECT AND
DISADVANTAGE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Brawns [STR] : 14
Sneaky [DEX] : 11
Resistance [RES] : 14
26 HP

● Mandragora : A carnivorous and invasive plant from the Boiling Isles, their gastric
acid can digest even Demons. Generally alone. Can be found in forests.
Special ability : Tangled : The Mandragora can attack maximum 2 targets from a
distance using its roots, inflicting the Trapped status effect.
Brawns [STR] : 17
Sneaky [DEX] : 0
Resistance [RES] : 13
27 HP

● Slitherbeast : This giant monster lives at the top of the mountains. Unprovoked, it is
quite harmless, but try anything funny… Generally alone. Can be found in mountains
and caves.
Special ability : Fury : The Slitherbeast gets upset after 3 turns. The upset
Slitherbeast can then attack twice a turn.
Brawns [STR] : 15
Sneaky [DEX] : 12
Resistance [RES] : 15
30 HP
● Spider-demon : This demon can be milked for spider milk. Don’t ask me how it
tastes. Generally found as a support.
Special ability : Milk delivery : The Spider-demon lets another enemy drink their
milk, recovering +4 HP and granting them the Stability advantage for 2 turns.
Brawns [STR] : 9
Sneaky [DEX] : 13
Resistance [RES] : 13
20 HP

● Wild Demon clan : These feral demons created a clan, and are ready to attack
anyone who dare enter their territory. Generally in group.
Special ability : Reinforcements : Once every 2 turns, a feral demon from the
Demon clan can summon help, adding a new feral demon to the fight. If a feral
demon uses this ability, it is on cooldown for the whole Wild Demon clan.
Brawns [STR] : 10
Sneaky [DEX] : 14
Resistance [RES] : 12
14 HP

● Curse Believers : Some accursed witches and demons believe this was the Titan’s
will, and as such, should be considered a blessing. Those cultists can be very hostile
to non-cursed individuals. Generally in group.
Special ability : Blessed by the Titan : Curse Believers have a personal curse that
they can momentarily share with targets. A Curse Believer can momentarily share
their curse with a target once, if the target fails their Resistance check, the shared
curse lasts until the end of the fight, or until the Curse Believer is downed.
Brawns [STR] : 14
Sneaky [DEX] : 13
Resistance [RES] : 14
16 HP
Boss :
Damage ceiling : 8

● Detention Room : This demon got hired at school to scold bad students, and enjoys
their work way too much. Can be found in school.
Special ability : Detention : Every 2 turns, Detention Room can gulp one of the
Players. They become unable to act as long as they have not been saved by an ally
attack. The Detention room must fail a Resistance roll to release a character. Only 1
character can be gulped at the same time.
Special ability : Scolding : Detention Room can attack using their heads, attacking
from a distance with the Buff advantage.
Brawns [STR] : 15
Sneaky [DEX] : 0
Resistance [RES] : 15
55 HP

● Finger dragon : This rare monster can shout fire spells using its numerous
finger-like appendices. Can be found in the sky, mountains.
Special ability : Fire casting : The Finger dragon can cast a fire spell, inflicting
damages on a zone, but also inflicting the Burning status effect.
Special ability : Finger in the nose : The Finger dragon can take a nap in the middle
of the battle, once per fight, putting them to Sleep, healing 25% of its health, and
granting them with the strong Buff and strong Stability advantages for 2 turns.
Brawns [STR] : 17
Sneaky [DEX] : 8
Resistance [RES] : 16
50 HP

● Golem : Ancient magic arts gone berserk. Very resistant to magic attacks. Can be
found in ruins.
Special ability : Split : Once per fight, once at 50% health, Golem will
instantaneously split into 2 Golems with 20HP.
Special ability : Resistance : Golem is naturally very resistant to modern forms of
magic. Except for Glyph magic, Golem will absorb the spells casted at him and
divide the damages inflicted by 2.
Brawns [STR] : 10
Sneaky [DEX] : 16
Resistance [RES] : 17
40 HP
● Selkidomus : A sea monster, hunting the uncharted Boiling Seas. Is a very prized
hunting trophy.
Special ability : Dart splash : The Selkidomus throws waves of darts around it,
damaging and Trapping the nearby characters.
Special ability : Boiling spit : The Selkidomus spits water from the Boiling seas,
inflicting damages, the Burning, Poisoning, and Blindness status effects to a
target.
Brawns [STR] : 17
Sneaky [DEX] : 7
Resistance [RES] : 12
45 HP

● Inquisitors : The Elite of the Emperor’s Coven, candidates to become Head Covens
chosen by the Emperor to instead, exert his power in his stead in remote lands.
Found in groups of 3.
Special ability : The Elite : Inquisitors have access to all Coven magics, if they’re a
demon, they have access to their Demon abilities and all LVL 1. and LVL 2. Coven
abilities.
Special ability : Forced Reorientation : Inquisitors can use an experimental sigil
gauntlet to force a character into a different coven than their own if they grab
them, Players have to roll for Sneakiness [DEX]. The forced characters can use the
magic of their new coven with the same level as their character. This gauntlet is
fragile, and if broken, the effects will revert.
Brawns [STR] : 14
Sneaky [DEX] : 14
Bile/Demonics : 14
Resistance [RES] : 14
30 HP

● Golden Guard : The highest rank of the Emperor’s Coven, personally trained and
scouted by the Emperor himself. Only the most important missions have the Golden
Guard come out of the Emperor’s Castle.
Special ability : Techno-witch : The Golden Guard’s modified staff gives him access
to all Coven abilities, and an incredible accuracy. His skills let him teleport once
every 2 turns, and his spells cannot fail, the GM still must roll his spell dice for critical
successes.
Special ability : Guards ! To me ! : The Golden Guard can once per fight, summon
to his help 3 Emperor’s Coven guards to help him in the fight. Their statistics are
the divided by 2 statistics of the Golden Guard.
Brawns [STR] : 16
Sneaky [DEX] : 16
Bile/Demonics : 20
Resistance [RES] : 14
40 HP
Ally :
Is considered “Ally” creatures that can only be summoned through the use of an ability.
If a player rolls a Critical success, they will summon a “Great” version of the Ally they were
conjuring. Great versions are stronger versions of the Ally.

Damage ceiling : linked to the summoner’s damage rolls.

● Abomination : A servant made out of goo created by the Abomination Coven. Very
slow, but enduring.
Special ability : Bear hug : The Abomination can block a target in its arms, making
them Trapped.
Brawns [STR] : 14
Sneaky [DEX] : 6
Resistance [RES] : 9
15HP

● Great Abomination : A servant made out of goo created by the Abomination Coven.
Very slow, but enduring.
Special ability : Bear hug : The Abomination can block a target in its arms, making
them Trapped.
Brawns [STR] : 17
Sneaky [DEX] : 6
Resistance [RES] : 12
23HP

● Mud Abomination : A small servant made out of mud created by the Insular
Abomination Coven. Fast, but fragile.
Special ability : Mud hug : The Mud Abominations can throw themselves at targets,
splashing into mud puddles that can be used for Mud control can also inflict
Blindness if they splash into someone’s eyes
Brawns [STR] : 7
Sneaky [DEX] : 13
Resistance [RES] : 7
5HP

● Reanimated corpse : A body resurrected by the powers of the Healing Coven. Still
remembers fragments of its past life.
Special ability : Memories : Depending on what the bone has been identified to be
part of, the Reanimated corpse will have access to the special ability of the creature it
was before.
Brawns [STR] : 10
Sneaky [DEX] : 8
Resistance [RES] : 11
12HP
● Great Reanimated corpse : A body resurrected by the powers of the Healing
Coven. Still remembers fragments of its past life.
Special ability : Memories : Depending on what the bone has been identified to be
part of, the Reanimated corpse will have access to the special ability of the creature it
was before.
Brawns [STR] : 13
Sneaky [DEX] : 11
Resistance [RES] : 12
20HP

● Spirit : A ghost summoned by the Oracle Coven’s powers. Is linked to a crystal ball.
Special ability : Deathbound : The Spirit greatly increases the range of melee
attacks the summoner can do, lets them attack through obstacles, and grants a Buff
advantage to these melee offensive actions. If the crystal ball is destroyed, the Spirit
stops existing.
Brawns [STR] : 0
Sneaky [DEX] : 0
Resistance [RES] : 0
0HP

● Great Spirit : A ghost summoned by the Oracle Coven’s powers. Is linked to a


crystal ball.
Special ability : Deathbound : The Spirit greatly increases the range of melee
attacks the summoner can do, lets them attack through obstacles, and grants a
strong Buff advantage to these melee offensive actions. If the crystal ball is
destroyed, the Spirit stops existing.
Brawns [STR] : 0
Sneaky [DEX] : 0
Resistance [RES] : 0
0HP

● Botanical golem : An amalgam of plants, assembled by a member of the Plant


Coven, using other plants.
Special ability : Amalgam : The Botanical Golem can have one of these 3 different
abilities at their creation :
○ Fly trap : The Botanical Golem can bite targets in front of them, inflicting the
Trapped and Poisoning status effects.
○ Peashooter : The Botanical Golem can shoot seeds at a very high speed,
planting them once they reach the ground, and inflicting damage and the
Burning status effect to the hit targets.
○ Fungal spores : The Botanical Golem passively sprays spores around it,
inflicting to any living creature in range Poisoning and Blindness status
effects until they leave the affected area. Killing the Botanical Golem will
make it explode, damaging anything near it.
Brawns [STR] : 14
Sneaky [DEX] : 8
Resistance [RES] : 10
20HP
● Great Botanical golem : An amalgam of plants, assembled by a member of the
Plant Coven, using other plants.
Special ability : Amalgam : The Botanical Golem can have one of these 3 different
abilities at their creation :
○ Fly trap : The Botanical Golem can bite targets in front of them, inflicting the
Trapped and Poisoning status effects.
○ Peashooter : The Botanical Golem can shoot seeds at a very high speed,
planting them once they reach the ground, and inflicting damage and the
Burning status effect to the hit targets.
○ Fungal spores : The Botanical Golem passively sprays spores around it,
inflicting to any living creature in range Poisoning and Blindness status
effects until they leave the affected area. Killing the Botanical Golem will
make it explode, damaging anything near it.
Brawns [STR] : 17
Sneaky [DEX] : 10
Resistance [RES] : 13
26HP
To help you set up your campaign :

To help you get some inspiration to write your story, here are a few locations and scenari you
could use to build your campaign :

Examples of Locations :
● Bonesborough : Bonesborough is a large Witch city, home of the largest market hub
of the Boiling Isles, but also of the Conformatorium, the Great Library, and more !

● Latissa : Latissa is a portuary city, situated on the armpit of the Titan, the city is
known to be a main point of the Emperor’s forces, shady business, and its port.

● Hexside / Glandus / St Epiderm Schools of Magic and Demonics : The three


biggest magic schools of the Titan. They have a fierce rivalry between them.

● The Cubital Valley : This region located on the Titan’s right arm, is known for its
dense forests and swamps.

● The Emperor’s Castle : This fortress was built over the Titan’s ribcage, diving down
inside its corpse. The castle is ruled over by the Emperor himself, and his Elite
forces.

● The Conformatorium : This prison situated in Bonesborough doubles down as a


way for the Emperor to marginalize from society individuals judged unfit for it.

● The Great Library : This library contains many archives, and The Stacks, an old
dungeon that also contains very important and ancient knowledge.

● The Night Market : A black market for illicit merchandise, situated in Bonesborough.

● The Knee : The Titan’s folded leg, a region known for its mountains, its snowy
weather, the caves on it, and the old abandoned titan blood mines dug inside.
Examples of Scenario :
Here are some synopsis you could draw inspiration from (or completely use) :

● How To Train Your Demon : Your group has been hired to find and catch a living
[feral demon]/[slitherbeast]/[...] in the nearby mountains, but you’re not the only ones
on its trail; the [Demon Hunters]/[Emperor’s Coven] are trying to get their hands on it
first. Will you successfully accomplish your mission ?

● The Empire Strikes Back : Mercenaries from all around the Boiling Isles are joining
forces with the Emperor’s army to fight back in Latissa, where a rebel force
appeared, led by a powerful [Witch]/[Demon] general. Your group has been paid to
take part in the battle to come. Will you stay loyal to the Emperor, or make the tides
of the war change ?

● Furious Student's Day Off : One of your mutual friends didn’t come to school today,
and you’re worried something happened to them. You decide to skip classes and
investigate around the school to find out why they’re absent today, but the teachers
are not going to let you skip classes so easily.

● Witches In Black : A member of the [Bard]/[Abomination]/[...] coven has been


murdered at the night market, and as curious citizens, you decide to investigate their
death. But someone out there doesn’t want you to uncover the truth about the
murder. Will you find out what happened to this poor soul, or will you be the next
victim ?
THE SEVERED HAND - A TOH
TTRPG EXPANSION
Introduction :

The Titan is not the only place you can explore in the Boiling Isles, and two days at sea from
the Titan’s right shoulder can be found an island, flowing with wild magic, hostile biomes,
and habitants with very polarized opinions on the main land’s regime; the population is
plagued with wild magic users, constantly sabotaging and making political attacks on the
Emperor’s Coven, while more than a quarter of the population is enrolled in the Emperor’s
Coven, enforcing violently the law of the Titan to fanaticized crowds.

This island is a place of separations, forced reunions, jolting rebellions, and order, and your
spark might be the one thing that this island needs to become the main gear in the grand
scheme of things, or be the faulty one that makes everything fall apart. Through the
uncharted and ever-changing scapes of the Palm, the industrial portuary capital of the Wrist,
to the enemy twin cities of the Conjoined fingers, and the terrible Ringed Fortress, will you
venture through those wild countries with your friends, unraveling the history of the Titan,
take part in the assaults against the system, or try to reunite this divided people ?

Take a seat, the next ferry will soon arrive at its destination : The Severed Hand.

This expansion for the TTRPG contains a few new mechanics, a whole new set of covens,
and a brand new playable race, Basilisks. These additions are recommended for more
experienced players, but newer players can also enjoy the added content, especially the
brand new location of the Severed Hand and its own game and narrative mechanics,
allowing for fun twists during longer campaigns.
Basilisks :
Basilisks went extinct a long time ago on the Boiling Isles, until the Emperor thought of
bringing them back to accomplish his design. In the jails of the Ringed Fortress, many
scientists led strange unethical experiments to revive this species and try to weaponize
them. Some Basilisks escaped, now venturing the isles in secret, hiding from the Emperor’s
Coven, wishing to find a place where they could live in peace.

Basilisks are known for their two main abilities, to feed on magic and to shapeshift into the
different creatures they’ve witnessed. Since they can’t produce magic on their own, they
have to manage their Energy points, or they’ll lose their powers once it reaches 0. Getting
more energy points than the limit forces Basilisks to release their primal hunger, making
them Overcharged and get access to their powerful Energized skill tree. Basilisks can
increase their Energy meter with the additional stat points given by a level up. You can’t
increase the Energy meter with the starting additional stat points.

Basilisks are demons with serpentine features, they do not have legs, and are furry. Their
size, colors, and ears and tails shapes change depending on the individual.

Basilisks are hard to play, with a hard strategic management of their magical resources,
they’re more fit for experienced players.

Basilisks’s base race statistics are :

Nerd [INT] : 12
Brawns [STR] : 7
Wits [CHR] : 13
Guts [PER] : 9
Sneaky [DEX] : 14
Resistance [RES] : 12
Health : 18
Demonics : 12
Energy : 3/5
+ 5 points to give in the different categories

Basilisks’s base simplified statistics are : P/13 M/11 S/13 H/18


Basilisk skill tree :

● LVL 1. Shapeshifter : The Player takes the appearance of a witch, monster or


demon they recently have seen with your own eyes. They keep this appearance until
their energy points get to 0, or until they dispel it themself. The Basilisk also copies
special traits such as being able to fly if the stolen identity has wings. Basilisks can
feed on various magical items and ally spells to restore their Energy points. If the
Player is not shapeshifted, they’re considered to be in Uncovered form (without the
Energized benefits)

● LVL 2. Energy sharing : The Player shares their strength to help an ally, giving them
a bonus of 1 point per Energy point up to 3 points in their next dice roll. The
Player loses all their Energy points from using Energy Sharing.

● LVL 3. Bile Rejection : The player vomits pure bile energy, inflicting damage, and a
bonus of 1 damage point per Energy point they have, also afflicting the
Overcharged status effect to the hit target. They lose all their Energy points from
using Bile Rejection.

Energized Basilisk skill tree :


The Energized skill tree is unlocked by reaching over the maximum amount of Energy
points, the Player is then afflicted with Overcharged, their Energy is reset to 0, their
shapeshifting is negated, and they have to use an Energized skill to leave their Energized
state.

● LVL 1. Uncovered : If the Player is shapeshifted when entering the Energized state,
they lose their shapeshifted appearance, get a +3 HP heal, a strong Buff
advantage and the Overcharged status effect for 2 turns. In the Uncovered form,
they can leap from far away to a target and devour their magic, restoring +1 Energy
point.

● LVL 2. Energy Guzzler : The Player devours the magic of the target, inflicting
damages, and the Vampirized status effect. Gives them +1 Energy point.

● LVL 3. Bile Feast : The Player consumes all magic around them, inflicting damage to
everyone around the Player, regardless of their side, Energizing them instantly with
+1 Energy point per hit target, and inflicting the Vampirized status effect to every
hit target.
Insular Covens :

Insular Abomination Coven :


The Insular Abomination Coven members are experts in mud mutation, the bad quality goo
of the Severed Hand rendering impossible the conjuring of good abominations. They will use
mud, even from a distance, to create lethal traps, protect themselves, and even make
themselves fully liquid and transportable. Insular Abomination members start out with Mud in
their inventory.

● LVL 1. Mud Control : The Player can create from afar with preparation a limb made
of titan mud that can attack and trap enemies, or create simple objects. [Mud is
required to use this ability]

● LVL 2. Abomination Armor : The player can create for themselves an armor of
mud, acting as a giant shield. The next attack they take is negated in exchange. Any
mud used in the armor dries after 3 turns. The abomination armor can be used for
Mud Control if it isn’t destroyed. [Mud is required to use this ability]

● LVL 3. Mud Synergy : The player can turn themselves into liquid mud, and
transport themselves instantly to any muddy or gooey point in sight, leaving a
puddle of mud behind them. Puddles can be used to create Ally Mud
Abominations, a Player can have a maximum of 3 ally Mud Abominations at the
same time. The mud dries after 3 turns, changing the player back into their usual
form. This ability can be triggered once per fight.
Insular Bard Coven :
The Insular Bard Coven is used to being the heroes on the battlefield, they know the crowd
loves to cheer for the underdog, and that fame is for themselves. With their music, Insular
Bards can make themselves stronger, inflict damages, and steal the show. Insular Bard
Coven members start out with a Music Instrument of their choice in their inventory.

● LVL 1. Epic Solo : Zealous bards can use the power of their music to turn
themselves into strong warriors, giving themselves any strong advantage for the
next 2 turns. Advantaged Insular Bards can use Epic Solo to attack with a
soundwave their enemies, inflicting damage at a few meters distance. [Music
Instrument is required to use this ability]

● LVL 2. Metal Powerslide : During the show, the bards can rush on their knees,
unleashing the notes in a downpour of magic. Using Metal Powerslide makes you
slide on the battlefield, leaving in your trails a rain of magic, giving advantages to
your allies and yourself, and inflicting damage to your enemies. [Music Instrument
is required to use this ability]

● LVL 3. Grand Finale : Using their incredible music skills, the bards can put on their
side the will of the Titan in a once in a lifetime opportunity to steal the show. Using
Grand Finale assures the player’s next roll to be a critical success no matter
what. Rolling this ability breaks the music instrument. Grand Finale can be used only
once per character. [Music Instrument is required to use this ability]
Insular Beastkeeping Coven :

The Insular Beastkeeping Coven takes good care of the wild nature, forcing obedience upon
any monster that crosses them. The Insular Beastkeeping coven members can tame the
feral creatures, keeping them in check, becoming in some sort, even scarier than the beasts
they hunt. Insular Beastkeeping Coven members start out with a Whip in their inventory.

● LVL 1. Taming the Beast : The player can crack their whip, forcing respect to them.
Using Taming the Beast gives +2 points in Wits [CHR] for the next 2 turns, using it
on an enemy target will inflict the Confused status effect on them. [Whip required]

● LVL 2. Pet Person : The player can use magic to submit by force the beasts to their
will, turning them into obedient pets. Using Pet Person on an animal or a minor
monster will turn the creature into an ally until the player uses Pet Person again or
dismisses them. The player has a strong Instability disadvantage while rolling for
this ability.

● LVL 3. Therianthropy : The player can use magic to steal any demon/beast feature
from any target at close range. Using Therianthropy on a target will cause the target
to lose the chosen feature for 3 turns, the player gains the feature in exchange. The
player has a strong Instability disadvantage while rolling for this ability.
Insular Construction Coven :

The Insular Coven members are known for their knowledge of art and crafting all across the
Boiling Isles. They can even use this knowledge to enchant some of their finest works with
glyph magic, pushing their crafting abilities to their maximum.

● LVL 1. Archeology : The player chooses knowledge of a basic glyph. They are now
able to cast this glyph at any moment as long as they have material to draw it. This
ability also works with any gained glyph. Witnessing a glyph adds it instantly without
needing a knowledge check to the player’s list of castable glyphs.

● LVL 2. Forgery : The player can use magic to create any known non-magical item
using the gifts the Titan offers in nature. Insular Construction Coven members who
find plans can also recreate the items, and understand it effortlessly.

● LVL 3. Arts and Crafts : The player chooses knowledge of a basic glyph. They are
now able to cast this glyph at any moment as long as they have material to draw it.
The player can craft enchanted items and enchant existing items by incorporating
glyphs in them, giving them the elemental powers of the said glyph. Only one
basic glyph / glyph combination can be incorporated in an item.
Insular Healing Coven :

The Insular Healing Coven are versed in alchemical theories, granting them useful abilities
for their hard work on the Severed Hand, to fight against this environment’s many biological
threats, and even reconstruct and destroy with splendid accuracy.

● LVL 1. Panacea : The Player can heal themselves or any target up to +5HP, and
cure the healed target from a status effect.

● LVL 2. Equal Exchange :The Player sacrifices themselves in order to help others.
Using Equal Exchange on a target heals them completely, and cures all their
status effects. The Player then loses an equivalent number of HP and gets afflicted
with the lost status effects for as long as the target. Beware, as curses can be
shared with Equal Exchange if one of the characters is cursed.

● LVL 3. Empathetic connection : The Player can create a painful link between
themselves and others. All damages inflicted to you are also inflicted to your
target, if you inflict yourself damages on the target, the damages are x2. Hurting a
non-hostile target links your injuries, letting you control the body part of the hurt
target, as if it was your own.
Insular Illusion Coven :

The Insular Illusion Coven had to hone their threatening skills to survive in the Severed
Hand’s discriminating and ruthless system. Their nightmarish style causes dreadful
hallucinations upon those who witness them.

● LVL 1. Scarecrow : The Player can use magic to give life to horrific visions to a
target. If the target fails their Resistance roll, they’ll be struck with the Fear status
effect.

● LVL 2. Personal Space : The Player can shield themselves in illusions, anyone
approaching them will get the Confused status effect. Personal Space lasts for 3
turns.

● LVL 3. Reminiscence : The player can materialize their own memories, clearer than
even they remember it, allowing further introspection and inspection of previously
seen places. The player can also force other characters to relive memories, inflicting
the Confused and Feared status effects if the target fails their Resistance roll. An
Oracle coven member can use their crystal ball near a reminiscing character to
watch the memories with it.
Insular Oracle Coven :

The Insular Oracle Coven is essential on the Severed Hand, because of their expert
clairvoyance of meteorology, and their abilities to bless others with the protection of the
dead. Insular Oracle members start with a Crystal Ball in their inventory.

● LVL 1. Spirit Guardian :Using spirits, you can send your spirit to protect a target
from damages, halving any damage received and reflecting the other half on the
source of these damages. [Crystal Ball is required to use this ability]

● LVL 2. Weather Report : Using clairvoyance, you can predict the weather to come.
Succeeding a Fluke roll will let you change the weather to the desired weather next
turn. If this fails, the weather will be chosen at random. [Crystal Ball is required to
use this ability]

● LVL 3. Unleashing the Souls : The player breaks their crystal ball, liberating the
spirits trapped within the in-between. Trapping every non-ally character who failed a
resistance roll and inflicting them with the Fear status effect. [Crystal Ball is
required to use this ability]
Insular Plant Coven :

The Insular Plant Coven adapted to the wild nature of the Severed Hand, and developed a
special affection for aggressive and venomous plants to protect themselves from the very
nature they love. Insular Plant members start with 2 Seeds in their inventory.

● LVL 1. Symbiose : You can hide in vegetation, making you undetectable until you
move again, perfect for going for sneak attacks and briefly controlling the plants that
are in direct contact, making them grow poisonous thorns at will. You can grow
seeds to create hiding spots.

● LVL 2. Vine whip : Incorporating seeds in their bracelets, Plant coven members can
create a thorned whip that can be used to pull items, as a grapple whip, or as a
means to injure enemies, inflicting damage to the target and either Poisoning them
or Trapping them, if wanted. [Seeds are required to use this ability]

● LVL 3. Thorn Vault : Using thorny vines' resistance, the player can leap very high in
the sky quickly, and fall either on their target with a damage bonus (inflicting x2
damage), or in a blooming flower at the last moment. The player can also design
them as traps, throwing unsuspecting enemies in the air far away.
Insular Potion Coven :

The Potion Coven are prodigy alchemists, capable of carefully crafting any type of potions
that could help them, toxic, elemental, bombs, anything can be made with Potions ! This
should open the way for interesting battles with negative status effects, and for strategic
uses outside of it ! Insular Potion members start with 2 Throwable Potions in their inventory.

Potion Coven is a bit peculiar as they have to first create a recipe, meaning they’ll have to
gather materials and take time to create a potion for the first time, but then will be able to
redo it much faster after learning their recipe (as long as they have ingredients for it).

● LVL 1. Smoke Potion : The player can make with materials a smoke potion that will
explode into a blinding screen for a turn, acting as a distraction. Using a Smoke
Potion grants you a second emergency action for the turn.

● LVL 2. Bile Potion : The player can make with materials a potion that will replenish
the Energy bar of a hit target who has one, or inflict the Overcharged status effect to
the hit target if they don’t have one, or if they already have their Energy points filled.

● LVL 3. Weather Potion : The player can make with materials a potion that will inflict
the effect of the chosen weather to the hit target and its localized surroundings
only, for the next 3 turns, and follow the target.
Important Locations :
This list of locations is made to help setting up your campaigns, but you can create your own
locations !

The Everchanging Palm : The Palm is the wild center of the Severed Hand, its landscapes
seemingly moving at all times, making it impossible to track anything other than the general
direction you’re going. Stepping into the Everchanging Palm is obligatory to get to the
different locations of the Severed Hand, and it hides an infinity of mysteries and dangers yet
to be discovered.

But journeying through the Palm will be a great occasion to discover new distractions from
the main quest, and to have some fun ! Have one player roll a dice, or have them pick up
papers for weather, one for the location, one for the situation (even a roll for random
enemies if you want !) and create your own side missions to relax from all the world saving
and other threats !

The Pinky’svere Academy of Enchantments and Curses : On top of the severed Pinky
lies the old Academy of Enchantments and Curses, specialized in training the elite of the
Emperor’s Coven; the school has an history of toxic competition spirit between their students
and with their rival school, Nail’svere.

The Nail’svere School of Demonics : On the severed phalanx, isolated from the rest of the
Hand, lies the School of Demonics, Nail’svere, specialized in Demon training, this school
was created to give a better scholar cursus to the Demons who wished to study their history
and abilities. Nail’svere’s focus on social sciences and history courses made it an active
recruitment base for the resistance,

The Thumb : Desertic wastelands and arid mountains, filled with old mines, and ruins from
another time, this region is under strict Emperor’s Coven control.

The Wrist : Beaches, underwater ruins, a giant port capital, the Wrist is the economic heart
of the Severed Hand, merchants from all around the boiling isles reunite here to make great
deals, and make the politics shift in their favors with grand galas (only the richest can get
into those parties). Name it and the Wrist has it ! The Wrist resists the Emperor’s law thanks
to the most powerful asset of all : money.

Phalburg and Anxford : On the linked phalanxes of the conjoined middle and index fingers
are the twin cities of Phalburg and Anxford, old rivals since their creation by two enemy
sisters, the cities were reunited by force by a powerful earthquake that shook the whole
Hand, closing together the two fingers and colliding the two cities. The habitants built bridges
to connect the two cities, in an attempt of a peace treaty, but the population of Anxford (on
the Index) sided majoritarily with the Emperor during his rise to power, as they always were a
lot more religious than the Palburgians, while Phalburg (on the Middle) is historically hostile
to the regime. As such the cities’s habitants are constantly threatening one another's,
triggering terrorist attacks, gang wars, under the corrupted and indifferent eyes of the police
and politicians, to be the last one standing.
The Ringed Fortress : A terrible castle, built around the ring finger of the Hand, controlled
by the Emperor’s coven special forces of Inquisitors. Serves as an avant-post, a prison, and
a field trip for scientists and alchemists who seek to continue their experiences far away from
the public’s eyes. This fortress is the main base of operations for the Emperor on the
Severed Hand, and his Inquisitors are his agents to take over the country through law
enforcement, and to lead his special experiments on magic sigils, studies no one except the
Emperor knows the purpose of.
Examples of Everchanging Palm settings :
This section is made to help the GM set up some Everchanging Palm scenarios, choose
some of the possibilities of locations and events below, and mix them up for when your
players will go through the Palm ! You can invent your own settings too !

Ideas of Locations :

● A small farm in the middle of a clearing


● A bridge over a boiling river
● An eerie graveyard
● An old windmill on the top of a hill
● A camp of survivalists in the middle of a desert
● A small merchant town in an icy forest
● A mysterious dungeon
● A lake filled with fishes
● A creepy swamp
● A small peninsula with a cute fishing house on it
● A beautiful church in the middle of nowhere
● A moving house in a flowery field
● An immense crop field
● An illuminated cave
● A beautiful valley
● An abandoned mansion
● An ancient ruin
● A monster hunter reunion site
● A Coven’s outpost
● A local town’s sacred grounds
● A giant mountain that blocks the way

Ideas of Events :

● You encounter a convoy of merchants, selling rare stuff


● A feral monster attacks bystanders
● An Emperor’s Coven squadron caught a resistant
● Bandits are attacking locals
● You interrupt a secret meeting of Curse Believers
● You find a secret mechanism that opens a secret entrance
● Rogue resistants seem up to something
● Farmers are victims of a disaster
● You find a strange relic that may be linked to this place
● You meet a strange fortune teller
● A bourgeois is lost and requires help
● You end up in the middle of a meaningless argument about lands between locals
● You find a lost pet in search of their family
Origins system :
You can now decide the origins of your character, did they study on the Boiling Isles ? On the
Severed Hand ? Adding an origin to your character lets you choose to mix your Coven’s
abilities with the ones from the other regions' abilities !

● Mainlander : You were born on the Titan’s body, but for personal reasons, studied
magic on the Severed Hand. Your LVL 1. Coven ability is the one from your
associated Titan Coven, the rest of your skill tree is from the associated Insular
Coven. Once you reach LVL 3. You can choose to replace your LVL 2. Coven ability
with the associated LVL 2. Titan Coven ability.

● Islander : You were born on the Severed Hand, but had to leave your roots behind
for personal reasons, and adapted to the Mainland’s magic. Your LVL 1.Coven ability
is the one from your associated Insular Coven, the rest of your skill tree is from the
associated Titan Coven. Once you reach LVL 3. You can choose to replace your LVL
2. Coven ability with the associated LVL 2. Titan Coven ability.

● Mixed Origins : Your parents taught you both about your islander and mainlander
roots, giving you a great heritage to hold up to. You cannot access the LVL 3. Coven
ability, but you get full access to both the Insular and Titan versions of your LVL 1.
and LVL 2. abilities.
BEYOND THE TITAN - A TOH TTRPG
EXPANSION
Races :

Titan Trappers :
Titan Trappers are a community of ancient witches and demons that already existed before
the Titan. As their name suggests, following the commandment of their vengeful deity, they
hunted the Titans, until none remained.

Proud warriors, they live in their Hunting Grounds preparing since time immemorial for the
arrival of the last Titan, and to finally obtain their reward, and salvation. Usually, they stay
hidden behind the Lost Finger, where the Hunting Grounds are confined and concealed to
the eyes of intruders. They have very few reasons to leave their domain and make contact
with the outside world : affairs that concern the whole tribe, or exile mostly.

Titan Trappers wear the imposing corpses of young Titans, that were once hunted by their
parents, and given as their birthright. Titan Trappers have mastered the art of war, and use
their Titan skull to amplify their voice, letting them unleash Titan-like war cries onto their
fearful enemies.

Titan Trappers have a very specific fighting style, and no real social skills, so they’re
recommended for players with an advanced background in roleplay.

Titan Trapper’s base race statistics are :

Nerd [INT] : 10
Brawns [STR] : 14
Wits [CHR] : 11
Guts [PER] : 9
Sneaky [DEX] : 14
Resistance [RES] : 9
Health : 20
Demonics : 13
+ 5 points to give in the different categories

Titan Trapper’s base simplified statistics are : P/13 M/13 S/8 H/20
Titan Trappers skill tree :
Titan Trappers will have you make a choice when leveling up, as you can only choose 1
ability from the two possible options. Will you master your weapons as a true Titan slayer, or
enhance your spiritual connection with the Collector ? Your choice.

● LVL 1. : Titan Warcry : Wearing the skull for your entire life, you have learned to
mimic the Titans’ formidable war cries. Shouting at a target of your size or less will
push them away for a few meters. Titan Warcry doesn’t count as an action so
you can still move and act in addition to Titan Warcry in the same turn. Titan Warcry
can be used 3 times per fight.

● LVL 2-A. : Gift of the Beyond : Closing your eyes, you can feel the warm embrace
of the Collector. Their presence helps you focus on the flow of magic. When you
close your eyes, you can feel the magic in everything that lives around you, letting
you find hints, find someone, find a weakness. Titan Warcry can now heal +3HP if
used on allies.
● LVL 2-B. : Pact of Blood : You forged a magic bond with your weapons, and are
able to recall them at will to yourself, if no environmental obstacle blocks the way.
Titan Warcry can now Stun enemies if used at close range, or do weak
environmental damages.

● LVL 3-A. : Domination : Connected to the In-Between through the blood of your
enemies, you feel the power of the Collector flow in your skull. You can borrow a
speck of the Collector’s power for a brief moment, allowing you to fly, attract, and
push away at will living creatures and moveable obstacles through the power of
the Stars. You can only use Domination once a day. Titan Warcry can now attract
small targets to close range.
● LVL 3-B. : The Warrior’s Way : Through the battles, you become one with your
ancestry’s techniques, and learn everything about the art of war. When an enemy is
hurt by an ally or yourself, you can do a chain attack : you roll a Brawns [STR]
dice at your normal statistic, if you hit the enemy, you can do another chain attack,
but your Brawns [STR] statistic will have a strong Disadvantage; repeat until you
miss an attack. The Warrior’s Way can only be used once a fight. Titan Warcry can
now negate a magic ability in-use if used at close range of the target.
Humans :
Lost between realms, falling through a distorted crack in space and time, or discovering a
forbidden spell forgotten in the Human realm, there are a few ways a human could end up
banished to the Demon realm. Finding a way to get back home is most likely your best
option to survive here, as humans don’t have any magical abilities. But they do have some
advantage : technology, and glyphs.

Humans have no spells whatsoever, cannot join any coven except the Potion coven, and
have to manage their glyph inventory, as such, they’re recommended to experienced
players.

Human’s base race statistics are :

Nerd [INT] : 14
Brawns [STR] : 8
Wits [CHR] : 13
Guts [PER] : 13
Sneaky [DEX] : 10
Resistance [RES] : 8
Health : 18
Bile : 0 and cannot be upgraded except through the Curse of Tattoos.
+ 5 points to give in the different categories

Obtaining the Curse of Tattoos will unlock the Bile category and give you access to Wild
ability LVL 1. in addition to your skill tree. But beware, the toll to pay is quite high. The base
statistic for unlocked Bile category is 13.

Human’s simplified statistics : P/9 M/0 (not upgradable, if Curse of Tattoos 13) S/14 H/18
Human abilities :

● LVL 1. : Glyph Magic : The Titan’s will is on your side, Human. Witnessing a glyph
adds it instantly without needing a knowledge check to the player’s list of castable
glyphs. The player starts with one elemental basic glyph that can be cast instantly as
long as they have material to draw on. You can prepare glyphs in anticipation of
using them (up to 3), Prepared glyphs can be shared to friends, or kept. If a Human
uses a prepared glyph, it doesn’t count as an action and can continue their turn (only
once a turn).

● LVL 2. : Palisman Carving : Humans are good at arts and craft, and glyph magic
helps in concentrating that talent. Once the player finds Palistrom wood, they can
craft a Palisman, for themselves, or for their friends. They can add any glyph to the
Palisman during the carving, giving them a special ability linked to that glyph (for
example, carving a light glyph will give the Palisman the ability to glow and flash).
The Player can carve only one basic glyph or glyph combination on the
Palisman. The Palisman has the same statistics as stated in the Advanced rules
section.

● LVL 3. : Glyph Mastery : Expert of Titan magic, you are experienced enough now to
create your own very complex glyph combination. With the help of the GM, the Player
can create their own complex glyph combination, and will now be able to cast it
without needing turns of preparation, or prepare it in prevision like other glyphs.
Locations :

The Titan Trappers Hunting Grounds :


The Hunting grounds are home to the cult of the Collector, vast wastelands of dead titans,
surrounded by neutral, cold waters. The small tribes of titan trappers are scattered around
the Hunting Grounds, living from fishing and hunting, waiting for their time, when they’ll be
able to slay the last of the Titans. Titan Trappers may be from a remote and dangerous
region, but they’re not necessarily hostile to friendly witches and demons. Some live in totally
closed off villages, some are open to cultural and merchandise exchanges, it just depends
on where you wander. To access the Hunting Grounds, you have to find one of their
doorways, most found on remote islands, or reefs.

The In-Between :
The In-Between is the connection between the realms. The empty space that ties the two of
them. It’s a nonsensical, empty, out of time and space dimension, that was never designed
to be crossed by mere mortals, and even worse, it is not welcoming interference. In the
labyrinth of the In-Between, you will find a lot of “cubes”, that are small windows to the other
realms, and to memories. But if you’re unfortunate enough, or spend too much time in this
dimension, the realm will try to erase you, sending agents like an immune system, perhaps
defending itself, or the presence that lurks in the In-Between. You will need to create or find
a portal and fuel it with Titan blood, to reach the In-Between. Verify you won’t be out of juice
and stay trapped forever before jumping in.

Gravesfield :
Gravesfield, Connecticut. Home to many Witch Hunts and two different Starbucks. The small
town has faced many supernatural activities during the 15th century, and over the years,
some artifacts of the Demon Realms got lost in it. Visit the square, the zoo, the Gravesfield
Historical Society, the two different Starbucks ! Have fun in an (almost) harmless town, far
away from the troubles of the demon realm. To get to the Human Realm you will need a
portal, be careful to not jump in while it’s not stable, you don’t want to get stuck in the
In-Between.
Bestiary :

Minor creatures :
Damage ceiling : 3

- Possum : Exiled Demons that somehow escaped the Boiling Isles and found their
way on Earth, centuries ago. Despite their appearances and their usual passiveness,
they will attack on sight witches and demons who threaten their territory. They’re
most likely found in packs. They’re intelligent too, and can speak to other demons
just fine. Most found in Gravesfield.
Special ability : Play dead : Possums can fake death, once during a fight. This will
give them the opportunity to make a sneak attack on anyone, at an unexpected time,
making the attack +2 damage. Players cannot tell when a Possum fakes death,
unless they’re human.
Brawns [STR] : 6
Sneaky [DEX] : 11
Resistance [RES] : 10
9 HP

- Chaser : Guardians of the In-Between, sent by the realm itself, they can appear from
anywhere, and will start attacking any intruder. In packs only. Found only in the
In-Between.
Special ability : Nowhere to hide : Once the fight starts with Chasers, they always
know where the enemy is, until the Players leave the In-Between. Downing a Chaser
will make another one appear. They can only grab Players at contact distance.
Brawns [STR] : 12
Sneaky [DEX] : 12
Resistance [RES] : 0
10 HP

- Hunter Associate : Somehow, old traditions don’t die easily at Gravesfield. These
witch hunters still exist, their community hidden in shame, convincing themselves
furthermore that witches exist and must be eradicated. Generally alone. Found only
in Gravesfield.
Special ability : …Nothing ? Really ? Wow, those guys suck. They can only use
human items to fight, and when it gets physical, damn they’re bad.
Brawns [STR] : 7
Sneaky [DEX] : 12
Resistance [RES] : 2
10 HP
Major Creatures :
Damage ceiling : 6

- Stone-Sleeper : A creature from the Hecktacious period, long thought to be extinct, it


seems they still roam free in the Hunting Grounds. Generally found alone. They have
a ticklish spot behind their ears.
Special ability : Stone Age : Stone-Sleepers can petrify themselves, rendering
themselves invincible to any physical attack. It takes 2 turns for Stone-Sleepers to
petrify. Stone-Sleepers can still get pushed around, or just left alone. If you try hard
enough, tickling them, baiting them, maybe you could bring one down. Or get them
down before they petrify themselves.
Brawns [STR] : 12
Sneaky [DEX] : 10
Resistance [RES] : 14
18 HP

- Giraffe : Bunch of freaks. Generally in packs. Found only in Gravesfield.


Special ability : Psychic Powers : Giraffes can fight. Hard. With their mind. Once a
turn, in addition to their action, they can grab a target with their Psychic powers, and
throw them away as they please. If the target hits something, they roll for Resistance
[RES], if they fail, they take a dice roll of damage.
Brawns [STR] : 14
Sneaky [DEX] : 5
Resistance [RES] : 12
16 HP

- Fixer : Defenders of the In-Between, sent by the realm itself, can appear from
anywhere, and will erase out of existence any intruder.
Special ability : You won’t escape it : Fixers are invulnerable, phasing in and out of
existence while chasing the Players, trying to attack them to drown them in the
In-Between.
Brawns [STR] : 15
Sneaky [DEX] : 16
Resistance [RES] : 0
0 HP

- Witch Hunter : Actually competent Witch Hunters that took part on real hunts, against
the Bigfoot, or possessed women that refused to date them because of the Devil’s
influence. Generally alone. Found only in Gravesfield.
Special ability : Technological advantage : The Witch Hunters bought a bunch of
seemingly useless stuff, and created an anti-witch arsenal with it. Each Witch Hunter
gets a special weapon and equipment designed by the Game Master.
Brawns [STR] : 9
Sneaky [DEX] : 14
Resistance [RES] : 5
20 HP
Boss :
Damage ceiling : 8

- Multi-Giraffe : A bunch of freaks, fused together, a mighty deceiving demon that looks
just like a regular giraffe, until it opens its eyes and mouth, showing multiple blue
tongues and multiple irises.
Special ability : Eyes of the Unknown : Once a turn, the Multi-Giraffe opens its eyes,
Stunning any living creature close to it, as long as the Multi-Giraffe can see them.
This doesn’t count as an action.
Special ability : Eldritch Blast : A beam of crackling energy streaks toward a
creature within range. Make a ranged spell attack against the target. On a hit, the
target takes 1d10 force damage. Is instantaneous, and has a range of 120 feet.
Brawns [STR] : 17
Sneaky [DEX] : 10
Resistance [RES] : 15
50 HP

- The Shadow of a God : Run.


Special ability : ??? : They’re here. Rush to the nearest portal, if they catch you, it’s
the END.
Brawns [STR] : ???
Sneaky [DEX] : ???
Resistance [RES] : ???
??? HP

- Witch Hunter General : A man who is a popular figure among Witch hunters, publicly
representing their community, notably after tv interventions and lawsuits revolving
around hate speech. He possesses actual artifacts of witches, and will use them
against their creators.
Special ability : Leader : Of his 3500+ followers on social medias, newsletter, radio
channel, at least 2 of them will come to help ! Witch Hunter General starts the fight by
making an SOS call to two other Witch Hunters, who will assist him in the fight
(when they arrive. If they’re not already here before the battle starts, roll a 6 faced
dice, it will be the number of turns they’ll need to get to the battlefield)
Special ability : Witch artifact : He really has a strong artifact in his hands, despite
not knowing the full extent of its powers. The Witch Hunter General can use a
personalized artifact, designed by the Game Master.
Brawns [STR] : 12
Sneaky [DEX] : 17
Resistance [RES] : 7
60 HP
Mysteries of Gravesfield :
If you want to start your campaign in the Human Realm, here’s 3 short plotlines you can go
for :

Your group got lost through a portal, and ended up in the Human Realm, precisely, in the
little Connecticut city of Gravesfield. You decide to explore the city disguised as Humans, to
try to find your way back home.

The Exiled Demons Plotline : Your group searches for the knowledge and help of exiled
demons, to find a way to come back home. But they’re not very friendly.

The Witch Hunters Plotline : Your group discovers there are lost artifacts that could help
you get back home, but they’ve fallen into the hands of Witch Hunters.

The Outer Being Plotline : You were spotted by a presence when you fell through the
dimensions. You must get back home, and your only way is to find the otherworldly rift that
you can still feel, somewhere out there. It seems your chasers are still after you.
Post-Series Playstyle :
If you want to go for a post-series roleplay, here are a few rules you can apply to play in the
Post-Series Titan :

The Titan’s state has changed a lot since the death of the Emperor. Covens have been
dismissed, a whole new academy of Wild magic has started giving classes to students in
search of knowledge. Coven sympathizers still exist, as pacifist or violent political parties.
They’re not appreciated, even among their own, as the Imperialists cut off ties with them,
becoming their own separate, violent terrorist group. They keep their low profile, as most of
the population won’t accept them, and live in secluded communities, in remote hidden lands
on the Titan, like the Titan’s arm, reaching the sky since the death of the Empire, or the
broken Archives.

This is under this new era that you will take part in adventures around the Boiling Isles and
more ! Go on a journey to catch a monster that roams free on the Knee, Track down
Imperialists in the Archives to stop their plans, or learn the secrets of the Titan and the
Boiling isles in the ruins of the Emperor’s Castle ! And most of all have fun, Witches and
Demons !

Post-Series Coven abilities :

All characters, except Coven sympathizers and Humans (who still can’t do regular magic,
sorry), have access to all Coven abilities of their level and Origins, (either Mainland or
Insular abilities) without restrictions.

Bug Demons/Beast Demons/Basilisks/Titan Trappers have access to Coven abilities +


all their Demon abilities. Level 3 Coven abilities are locked.

Coven sympathizers will play their Coven like in the basic ruleset, except they gain a +1
in their Bile/Demonics (or Magical stat if you use Simplified statistics).

Post-Series Magic Statistics :

All characters, except Coven sympathizers, have their Bile statistic removed (Demonics
stays for Demonic abilities). Instead, they will be given Specialization stats, a statistic
unique to each type of magic ! When creating a character, the Player will give out points to
each of the statistics to customize their character and give them specializations in certain
types of magic !

Each of the 9 categories of magic start at 10 by default. The player gets an additional +35
specialization points to spend on these categories when creating their character. When
leveling up a character, the player gets an additional +5 specialization points to spend.
LE FISHE - A TOH TTRPG APRIL’S FOOL
This expansion was originally released as an April’s Fool joke, this expansion can be ignored
or used to create a new character. This expansion is greatly unbalanced and is more of a
joke that adds some wacky fun to the experience.
Le fishe :

Le fishe are omnipotent beings from the abyss of the Boiling Seas. Their unlimited magical
abilities are feared even by The Emperor himself. Using their infinite bile and their impossible
strength, those eldritch creatures are virtually invincible… In the water. At least they can
breathe outside of the seas using water helmets.

Le fishes are immune to venomous boiling south starfishes’ poison. (which is a very useful
skill)

Le fishe typically looks like Le fishe.

Le fishe is very fishy to play, newer players might find them difficult.

Le fishe’s base race statistics are :

Nerd [INT] : 7
Brawns [STR] : 9
Wits [CHR] : 6
Guts [PER] : 9
Sneaky [DEX] : 6
Resistance [RES] : 7
Health : 20
Bile : 10
+ 5 points to give in the different categories

Le fishe simplified stats : P/7 M/7 S/7 H/20

Le fishe abilities :

Le fishe develop throughout their life cycle multiple abilities that will make them overpowered
in a water environment. Too bad that outside of the water they’re very average.

● LVL 1. Blub! Glug! : The Player can swallow and spit water at a very high speed,
inflicting damage, the Burning status effect, and recover as much Health as they
inflicted. (See Status effects section) [Water is required to use this ability]

● LVL 2. Glub! Glub! Glug! : The Player dives underwater, unlocking the true potential
of Le Fishe, and gaining +7 STAT POINTS to every stat except Health, until they
leave the water. [Water is required to use this ability]

● LVL 3. Splash : Splash has no effect whatsoever. After the Player selects the ability,
the GM will simply mimic Le fishe dipping and then say "But nothing happened!"
[Water is required to use this ability]
Le fishe lore :
Le fishe is a deity who presides over the Deep Ones, an amphibious humanoid race that
currently resides in the Boiling Seas. They are first introduced in The Owl House Episode 01
Season 04 "Le fishe", and are mentioned extensively throughout the mythos. Also known as
̡͙͍͇ͬ̂ ̡͙͍͇ͬ̂
L̝̬̣͉̈́ͨ͢ë̸̞͔͍̳̜́ͣ͑ ̵̟͉̯̪͇͓͖̪ͫ̎f̨̭̪͐ͪ͑͑i̦̻͓̫͉ͩ́ͣ͝s͍͍̬̞̬̘̟̠ͮ͢he̛͙̾ͬͨ̾ͅ and the consort of L̝̬̣͉̈́ͨ͢ë̸̞͔͍̳̜́ͣ͑ ̵̟͉̯̪͇͓͖̪ͫ̎f̨̭̪͐ͪ͑͑i̦̻͓̫͉ͩ́ͣ͝s͍͍̬̞̬̘̟̠ͮ͢he̛͙̾ͬͨ̾ͅ 2, although they are worshiped as deities, they are
generally considered Great Old Ones.

They are worshiped by the Esoteric Order of Le fishe, a secret cult based in Aprizful.

At a very advanced age, some Deep Ones reach enormous sizes . Such individuals
engender the Cult of Le fishe, who worship these creatures as deities. They are, in fact,
entirely corporeal beings whose great age contributes to their massive size. There is fossil
evidence that the oldest, largest of these beings reached sizes of over 50 feet in height.

Le fishe is an enormous specimen of a Deep One that has been mentioned in texts since at
least the time of the Deadwardian Era. They are worshiped as a deity by a devout cult of
both witches and Deep Ones. While apparently immortal, their longevity may be attributable
to their fraternization with the Locked One, who sometimes select formidable specimens
from a given species to protect, nurture, and empower for reasons known only to them .

It may also be that there has been more than one gigantic specimen of Deep Ones who
could have been confused with or mistaken for the original Le fishe. All Deep Ones continue
to grow slowly after they reach maturity, provided that they have access to enough
nourishment. In fact, there are ancient Le fishe-related carvings that display what appear to
be several gigantic Deep Ones wrestling with Selkidomuses, although these may in fact be
the creatures known as Silent Ones, a trio of creatures worshiped by the Deep Ones which
are known to eat Selkidomuses.

The Deadwardians worshiped the god Le fishe, mentioned in the old Forbidden History of
the Boiling Isles, 4:1.
Le fishe enemies :
● Venomous Boiling South Starfishes : A very venomous and dangerous starfish,
sometimes it jumps out of the water to leap on its prey, poisoning and digesting them.
Can be found near water. Generally in groups.
Special ability : Poisoning touch : The Venomous Boiling South Starfishes are
dangerous to touch. Anything touching them (except Le fishe) will suffer from the
Poisoned status effect. You can recover from Venomous Boiling South Starfishes
stings by peeing on it, which will instantly remove the Poisoned status effect.
Brawns [STR] : 0
Sneaky [DEX] : 2
Resistance [RES] : 2
3HP

● Sea cucumbers : Regular sea cucumbers from the human realm that got stranded in
the Boiling Isles. Seem to accommodate perfectly to their new environment as Apex
Predators. Can be found near water. Generally in groups.
Special ability : The ultimate Le fishe killer : Le fishe are allergic to Sea
Cucumbers. If Le fishe touches a Sea Cucumber, their Health points will be halved.
The Sea Cucumber then dies.
Brawns [STR] : 2
Sneaky [DEX] : 0
Resistance [RES] : 2
7HP
Patch Notes :
v1.1 :
● Reworked Biped Demons : Added the new Energy system to their mechanics. Biped
Demons were hard to dissociate from Witches, the Energy system will bring more
clear limits and uniqueness to them.
● Reworked Beast Demons : Added the new Frenzy system to their mechanics. Beast
Demons are great for searching clues and tracking characters, but their limited
capacities made them very passive during certain phases. The Frenzy system is here
to make them more active during moments when their powers aren’t very useful.
● Gave a Buff in Bile to all races. This change was made to put more focus on magical
abilities.
● Gave a Buff in Nerd to Witches. Witches were “too” average in all stats, so I decided
to give them an edge on the others and make them more appealing.
● Added a ceiling to stat points. This should prevent characters from reaching 20 and
making one of their stat busted.
● Reworked Illusion Coven : Added a +1 Wits stat point to each level of Illusion Coven.
● Added generic stat names to make explanations clearer to people used to RPGs.
Illusion Coven suffered from its uniqueness, making the Illusion Coven characters
focused on social interactions, I hope to give them a more interesting and directed
playstyle.
v2.0 :
● Added the Severed Hand expansion
● Added the Le fishe expansion to the basekit
● Added a new ability to the Bug Demons, the Molting.
● Added the “simplified statistics” to help newcomers feel more at ease with the game.
● Reworked various effects

v3.0 :
● Added the Beyond the Titan expansion
● Buffed the Bug Demon’s Brawns [STR] and Resistance [RES] statistics by +1, nerfed
Wits [CHR] by -1
● Buffed the Beast Demon’s Guts [PER] and [DEX] statistic by +1
● Buffed the Witch’s Wits [CHR] statistic by +1
● Buffed the Biped Demon’s Wits [CHR] statistic by +1
● Advantages and Disadvantages can now stack up to 2
● Added a new negative consequence to Curse of Feathers
● Added a new Ruleset with the Post-Series Playstyle
Copyright :

All the illustrations used belong to Disney Television Animation (DTVA)©

Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair
use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and
research. Fair use is a use permitted by copyright statute that might otherwise be infringing.
Non-profit, educational or personal use tips the balance in favor of fair use.

---------------------------------------------------------------------------------------------------------------------------------

That’s all folks, thank you for supporting the show and this TTRPG, I’m still so sorry it took
me so much time in between updates, but it was an absolute blast to make, and I hope that
despite the lack of feedback that I got for it, you and your friends had fun roleplaying with my
silly system.

Thank you, and goodbye 🌠

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