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Fairy Tale

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition, but some would fit the bill.

Basic Creatures and NPCs for a Fairy Tale Game

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

Angry ants:

swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn

Feral tree:

level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on a failed Might defense task, hold the victim in place until they can escape

Nymph:

level 3, stealth and positive social interactions as level 6

Pixie:

level 2, stealth and finding lost items as level 6

Razorblade butterflies:

level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate distance across

Talking cat:

level 1, knowledge tasks as level 7

Troll:

level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of damage per round; troll regains 3 points of health per round

List of Creatures

Aine, Fairy Queen Of Light An Love 9 Aristocrat 4

Baba Yaga 9 Black Dog 6

Cailleach 5 Cat Sidhe 4 Child 1 Crafter 2

Dame Gothel 5

Enchanter 5 Erlking 6

Faerie (We Are All Mad Here) 3 Fairy Godmother 6

Grainne, The Wayward Daughter 9

Huntsman 2

Kelpie 6

Morgan Le Fay 9

Oz, The Great And Terrible 5

Queen 6 Queen Grimhilde 8

Robber 4

Scholar 2 Snark 7

The Blind Witch 5 The Red Queen 6 The Sea Witch 6 The Snow Queen 6 The West Wind 9 The Wicked Witch Of The West 5 Tin Woodman 7

Virgilius The Sorcerer 7

Wind Children 4 Wolf, Big Bad 8

This list includes appropriate creatures from the Creatures and Npcs chapters as well as creatures described below.

Aine, Fairy Queen Of Light An Love

Aine is the fairy queen of summer and the sun, and is known by many names: the Fairy Queen of Light and Love, Bright One, Sun Goddess, and Sweetheart of the Fairies. She is a kind, true, and benevolent ruler, and is loved by nearly everyone. Known for making just and fair bargains with humans, she is often sought after for blessings and boons.

Level:

9 (27)

Motive:

To be just and true, to protect her realm

Environment:

She shares a fairy realm with her sister, Grainne, where she rules in the summer months. (Other)

Health:

99

Damage:

12 points

Armor:

5

Movement:

Short; very long when shapeshifted

Combat:

Aine rarely engages in combat herself, as she prefers to leave that role to her son Geroid and his army. However, if she's attacked or feels the need to defend her realm or someone in it, she will not hesitate to step in. She attacks using the power of the sun, focusing light into a narrow beam that inflicts 12 points of damage on the target.

In addition, Aine has the power of chlorokineses--she can manipulate plants and flowers within very long range, causing them to grow to enormous proportions. She can use them as weapons that grab and hold multiple victims (level 7 Might task to break free) or that do damage via strangulation or thorns (7 points of damage). Any bees in the area act to help the queen.

Queen's bees: level 3; sting victims for 3 points of damage and paralyze them for one round.

She can also shapeshift into a red mare as she chooses. As a mare, she inflicts 6 points of damage with her hooves or bite, can become immaterial as an action (makes it impossible to successfully attack her, but she cannot attack in this form), and can move to a spot within long range instantaneously (does not require an action).

Interactions:

Just, true, and kind, Aine makes a powerful ally, provided that she does not feel that she or her realm are threatened. Those who wish harm on others or who she sees as malevolent in action or thought are more likely to find themselves on the wrong end of the Bright One's anger.

Uses:

Characters who wish for something important in their lives to change may ask Aine to grant them a boon. She sometimes helps those in need without them asking for it (but, of course, only for a price). If the characters attend a fairy ball or feast, they may encounter Aine as an honored guest.

Loot:

Aine wears a crown of glass, but it is not visible unless she chooses it to be (she rarely does) or she dies. She carries little else, for she is a person of deeds, not items.

Intrusions:

One of Aine's ardent followers believes a character is threatening their beloved queen.

Source Book:

page 124 of We Are All Mad Here

Aristocrat

Aristocrats are not quite high royalty--they are not kings or queens, nor even princes and princesses--but they are those with money and power enough to wield in dangerous or glorious ways. Knights and barons are typically aristocrats, as are characters like Bluebeard and Mr. Fox. Some aristocrats, such as knights, may only want to do good and protect the things that matter to them. Others, of course, prefer to use the darker side of their privileged position.

Level:

4 (12)

Motive:

Money, power, marriage, take who or what they want, protect what they care about

Environment:

Typically in cities and towns, occasionally off by themselves in large castles and manors (Urban)

Health:

12

Damage:

5 points

Armor:

2

Movement:

Short

Modifications:

Social engineering, persuasion, intimidation, and lying as level 6

Combat:

Many aristocrats have had training in combat maneuvers, as is appropriate to their station. Others may wield knives, scalpels, or butcher's tools with precision.

Interactions:

Interaction with an aristocrat often starts out positive--after all, it is delightful to be in the glow of someone so charming and powerful. For some, the interaction remains positive. A knight is just a knight. For others, a sense of unease begins to settle in after a time, as if there's something not quite right behind the facade.

Uses:

An aristocrat is about to marry and someone is worried about the safety of their future spouse. A knight is outmatched by a dragon or other strong opponent and seeks someone to come to their aid.

Loot:

Most aristocrats have currency equal to a very expensive item, in addition to fine clothes or medium armor, weapons, and miscellaneous items.

Intrusions:

The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders.

Source Book:

page 137 of We Are All Mad Here

Baba Yaga

Baba Yaga (sometimes called Frau Trude) lives many lives and has many personalities. She is both one witch and many. She uses her magic to create a new version of herself each time her life takes a new branch, following all of them at once, becoming every version of herself that she might have been. Some versions of Baba Yaga are helpful. Others harmful. Some Baba Yagas live in the woods in a wooden hut that walks around on giant chicken legs, some fly through the sky in a giant mortar and pestle, and some guard any wild spaces that they have deemed important. Some capture and cook young children in a special stove. Some do all of the above.

Level:

9 (27)

Environment:

(Other)

Combat:

Baba Yaga can use the following abilities: heal, hexbolt, imprison, protect, revive, shrivel, and vitality.

Interactions:

It is almost impossible to know which Baba Yaga you have met until you look deep in her eyes (a level 7 Intellect task). There, you might see a tiny flame, and in that flame, learn a bit about her life.

Uses:

Baba Yaga has her long, bony fingers in nearly everything that happens. She might be behind the counter at the herb and potion shop, guarding the entrance to a cave full of treasure, or offering her services in breaking (or casting) curses.

Loot:

1d6 cyphers, an artifact, and various other odds and ends

Source Book:

page 133 of We Are All Mad Here

Basic Angry Ants

Level:

1 (3)

Environment:

Forest

Health:

3

Damage:

1 point

Combat:

Swarm constantly whisper insults, slurs, and obscenities those physically attacked must also succeed on a difficulty 3 might defense task or be stunned and lose their next turn.

Source Book:

We Are All Mad Here

Basic Feral Tree

Level:

3 (9)

Environment:

Wilderness

Health:

9

Damage:

3 points

Armor:

3

Combat:

Rooted in place lashing branches attack up to three characters as a single action and on a failed might defense task, hold the victim in place until they can escape.

Source Book:

We Are All Mad Here

Basic Pixie

Level:

2 (6)

Environment:

Wilderness

Health:

6

Damage:

2 points

Combat:

Stealth and finding lost items as level 6.

Source Book:

We Are All Mad Here

Basic Razorblade Butterflies

Level:

3 (9)

Environment:

Wilderness

Health:

9

Damage:

3 points

Source Book:

We Are All Mad Here

Basic Talking Cat

Level:

1 (3)

Environment:

Urban

Health:

3

Damage:

1 point

Combat:

Knowledge tasks as level 7.

Source Book:

We Are All Mad Here

Basic Troll

Level:

6 (18)

Environment:

Wilderness

Health:

18

Damage:

6 points

Source Book:

We Are All Mad Here

Black Dog

Black dogs go by many names: hellhounds, bearers of death, black hounds of destiny, and devil dogs, just to name a few. Typically they are spectral or demonic entities that show up at night. They are often sinister, malevolent, or purposefully harmful (such as the Barghest and Black Shuck). Occasionally, black dogs are helpful and benevolent, guarding people from danger, helping them find the correct path, or signifying the death of someone nearby. Black dogs are usually large, shaggy, and as black as night, with long ears and tails. However, despite their name, they can be any color. The real distinction is that they are definitely not regular, living dogs. Some have eyes like fire, some howl with a ghostly, ethereal song, and still others have telltale witches' marks upon their chest or back. Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they can pass on to those around them. Black dogs sometimes serve as familiars for witches and sorcerers.

Level:

6 (18)

Motive:

Bring harm and pain; help and guard

Environment:

Crossroads, places of execution, and ancient paths (Other)

Health:

20

Damage:

8 points

Armor:

2

Movement:

Long; very long when running

Modifications:

Sneaking, hiding, and attacking from surprise or advantage as level 7

Combat:

Malevolent black dogs will attack from a position of surprise or advantage, inflicting 8 points of damage with their spectral teeth and claws. Some black dogs cause such a deep feeling of despair and sadness, just by being nearby, that they inflict 2 points of Intellect damage each round on everyone who can see them or otherwise sense their presence.

Interactions:

Running, at least from the malevolent ones, is typically the best course of action. Dealing with helpful black dogs is often an interesting and unexpected experience, as they don't talk and don't explain who they choose to help or why.

Uses:

The characters are fighting an extremely tough foe when a black dog steps in to help them out (or to help their foe). The characters are lost in the woods, and a large, menacing black dog steps out of the forest and leads them back to safety.

Loot:

Black dogs rarely have anything valuable on them. However, killing a black dog causes it to haunt whoever dealt it the fatal blow. That person feels such deep anxiety and despair that all their actions are hindered for at least one day, and often longer.

Intrusions:

The black dog howls, creating such a mournful sound that everyone in very long distance who can hear it takes 4 points of Intellect damage. A character who sees the black dog is deeply affected by sadness and moves one step down the damage track.

Source Book:

page 107 of We Are All Mad Here

Cailleach

Not actually a water spirit, but one who has made her peace with the sea in an eternal bargain, Cailleach once lived on land. Now she is a recluse deep in the ocean in the realm known as the Expanse of Halirane. She appears ancient, and in fact is much older than that. She shaves her head bald, wears dozens of shell earrings in each ear, and has a glass eye that allows her to see three views of the future. As part of her bargain with the sea, she can never return to dry land again, or she will lose all of her powers forever.

Level:

5 (15)

Motive:

To be left alone

Environment:

A home hidden inside a coral reef at the bottom of the ocean. Her home is a large dead whale that the sea magically preserves as part of their bargain. (Ocean)

Health:

30

Damage:

6 points

Movement:

Short; very long when shapeshifted

Modifications:

Seeing through deceptions and lies as level 6, healing as level 8

Combat:

Cailleach has many abilities at her disposal, some of which come from the sea and others that come from her own magic. They include the following:

Healing Pot: If she has the proper ingredients and takes a day to do so, Cailleach can brew a healing salve in her special pot. Depending on what she adds to the mixture, this salve can do one of three things: restore 10 Might points, move someone up one step on the damage track, or remove a curse (up to level 6).

Reptilian Form: Cailleach takes the form of a reptile of any size. While in this form, she has +3 Armor and does 6 points of damage with her bite, claw, or tail lash. In addition, she regains 3 points of health per round.

Restore to Life: Putting her wizened pointer finger into someone's mouth can bring them back to life, but only if they've been dead for less than a day and only if she holds her finger there for exactly as long as they've been dead. After that, her finger falls off. It takes three days for her to regrow a new one.

See the Future: Cailleach can use her glass eye to scry the future of an individual. She does so by first removing the eye, and then having the person hold it in their mouth until she asks for it back (sometimes this is for just a second, and sometimes it's for hours--it's hard to know if the variable length of time is part of the ritual or just her dark sense of humor). She typically sees three possible futures, and all of them have an equal chance of coming to pass.

Wanton Destruction: As part of her agreement with the sea, Cailleach was given the power to control small parts of it at a time. She can create a whirlpool that catches up all creatures and objects within short range of its center and inflicts 5 points of ambient damage (ignores Armor).

Interactions:

Cailleach is a recluse and introvert whose deepest longing is to be left alone to increase her knowledge of magic. She also likes puzzles and games, and out of everything on land, she misses birds most of all (for interacting with, not eating). Those who bring her any of those items are likely to draw Cailleach out of her shell and have a positive interaction.

Uses:

Cailleach can be a beneficial ally, particularly as a healer. She might also be convinced to help fight against an encroaching danger, especially if it's threatening her solitude and privacy.

Loot:

She typically carries a number of sea cyphers, and her home is filled with books, scrolls, and journals of all sorts.

Intrusions:

The sea offers additional assistance to Cailleach's spells, increasing her damage or movement.

Source Book:

page 129 of We Are All Mad Here

Cat Sidhe

Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches and now have shifted permanently into cat form. They're all black except for a single white symbol on their chest, which is their name.

When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails remaining, their death is final. While cat sidhes inflict damage with their soul-stealing attacks, the roleplaying element of a character losing part of their soul is possibly more important than the game effect. Consider removing something from the character that will affect them in interesting and unusual ways.

Level:

4 (12)

Motive:

Steal souls, gain power

Environment:

Highlands, mountains, and forests (Wilderness)

Health:

15

Damage:

6 points

Movement:

Long

Modifications:

Speed defense as level 6 due to quickness and agility

Combat:

Cat sidhes can attack with their claws for 6 points of damage, but they much prefer to engage from a long distance, using their unique ability to cast curses that steal part or all of a victim's soul. They may attack a foe using the following types of soul-stealing curses. Characters who succeed on an Intellect defense roll resist the effect, but take 1 point of Intellect damage due to the effort. If someone can read the symbol on the cat's chest and pronounce it, they gain +1 Armor against the cat's attacks.

Falter. Removes a favored part of the creature's personality, such as their sense of humor, courage, or kindness. The creature doesn't forget that they had that part of their personality; they just can't remember how to access it again. All social interactions are hindered.

Fester. Replaces a piece of the character's soul with an idea, false memory, or thought that, once placed, grows into something insidious and dangerous inside them. The character takes no damage at the time, but each time they make a recovery roll, they take 2 points of Intellect damage.

Forget. Removes something from the creature's memory, such as all nouns (including their own name), a loved one's face, their current purpose, an ability, or a skill. This inflicts 3 points of Intellect damage and causes the character to forget the specific thing.

Interactions:

Having once been witches, cat sidhes are smart, cunning, and dangerous. Most have no interest in conversations or bargains, unless they are injured in some way. They can, however, sometimes be distracted from their purpose of stealing souls by riddles, music, and children's games.

Uses:

A cat sidhe stalks a forest where the characters are passing through on their way elsewhere. Someone sends the characters to capture a "lost" cat, which turns out to be a cat sidhe.

Loot:

When a cat sidhe dies, it disappears, leaving behind only the once-white symbol on its chest in the form of a medallion.

Intrusions:

The cat sidhe yowls, causing a second cat sidhe to appear from hiding

Source Book:

page 108 of We Are All Mad Here

Child

Children play the roles of urchins, siblings, daughters, sons, waifs, servants, royal family members, child brides, and more.

Level:

1 (3)

Motive:

Seeking safety, comfort, money, or food; play; bringing joy

Environment:

With their families, or lost in the world trying to find their way. Sometimes in the employ or care of someone who has found them, stolen them, or otherwise become their guardians, caretakers, or keepers. (Other)

Health:

3

Damage:

1 point

Movement:

Short

Modifications:

Run, hide, sneak, and escape as level 2; knowledge of the nearby area, people, and activities as level 3

Combat:

Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift weapons, such as their fists, a stick, or a toy.

Interactions:

Children are often smarter, more creative, and more wily than they're given credit for. They may have a lot of knowledge about nearby people, places, and activities that can help the PCs, particularly if there's an exchange of food, money, or other goodies involved.

Uses:

Someone or something is stealing children from the village, and the mayor is offering to pay a large sum to anyone who tracks down the creature and rescues the children. One of the PCs catches a waif stealing from their pack in the night; the child says they've been lost in the woods for days.

Loot:

Children typically have very little on their person, although they may have a special memento of their family or a close friend.

Intrusions:

The child shouts, laughs, or talks too loudly, accidentally drawing the attention of a nearby guard toward a character. Someone mistakenly thinks a character has stolen the child, and attacks them.

Source Book:

page 138 of We Are All Mad Here

Crafter

Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters aren't particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their disposal for weapons.

Level:

2 (6)

Motive:

Defense

Environment:

In their workshops or peddling their trade while traveling (Other)

Health:

8

Damage:

3 points

Movement:

Short

Modifications:

Appropriate craft as level 3

Combat:

Crafters are unlikely to initiate combat, as most just want to be left alone to do their work (or to convince you to buy their wares). If they're forced to fight, they will typically use any item they have at hand (such as a rolling pin, butcher's knife, crafting tool, or length of wood).

Interactions:

Most crafters are happy to talk about their craft or the objects that they've made and have for sale. They take pride in their work, and flattery and attention can go a long way.

Uses:

To the PCs, crafters can be allies, obstacles, or both. Being friends with a crafter often has obvious long-term benefits, while stealing from them has short-term advantages (and possible long-term disadvantages).

Loot:

A crafter has currency equivalent to an inexpensive item, as well as crafting tools and materials and anything they've crafted that they're carrying or wearing.

Intrusions:

The crafter uses their crafting tool in a way that the character didn't anticipate, putting the character in a disadvantaged position.

Source Book:

page 138 of We Are All Mad Here

Dame Gothel

Sometimes taking the form of a young woman and sometimes an old one, Dame Gothel cares for one thing above all: her beautiful walled garden, the flowers and vegetables that grow inside it being the envy of all others. Unlike many other witches, she does not harm children and in fact has been known to protect them, at least as long as they are innocent of wrongdoing.

Level:

5 (15)

Environment:

(Other)

Modifications:

Gardening and potions as level 6

Combat:

She can use the following abilities: heal, imprison, protect, and shrivel.

Interactions:

Dame Gothel is an introvert who mostly desires to be left alone, and woe be to those who invade her space in any way, for she has a deep sense of right and wrong and a penchant for revenge upon those who cross her. However, she has been known to help those seeking aid, and is particularly skilled in using what she grows in her garden to aid her magic

Uses:

The characters need a concoction to heal someone, remove a curse, or help them get pregnant. The characters accidentally trespass on Dame Gothel's space.

Loot:

Various plants, potions, and cyphers

Source Book:

page 134 of We Are All Mad Here

Enchanter

Enchanters include magic-users of all genders. They may choose to call themselves wizards, sorcerers, mages, or diviners, depending on their strengths, abilities, and desired reputations.

Enchanters usually take great pride in their appearance, including their outfits, accouterments, and equipment. They often incorporate living or dead elements of dangerous creatures, such as spiders, snakes, crocodiles, and dragons, into the objects that matter to them. Additionally, they may imbue objects with powerful magic.

Enchanters can use long-lasting or even permanent versions of their magical abilities, but doing so usually requires minutes or hours of time.

Most enchanters have one or more apprentices or helpers, typically animals that have been made human temporarily or humans who are in the service of the enchanter until some debt of theirs or their family's has been paid.

Sorcerer's Apprentice: level 3

Level:

5 (15)

Motive:

Control magic, power

Environment:

Everywhere, particularly in places where magic is present and powerful (Other)

Health:

20

Damage:

5 points

Armor:

2

Movement:

Short

Modifications:

Using and controlling magic as level 7

Combat:

Magical weapons and artifacts (such as a whip made of living snakes, a staff with a biting wolf's head on top, or a sword that acts of its own accord) do 5 points of damage. Additionally, an enchanter may employ a number of magical abilities, including the Following:

Animate: Takes any material (such as wood or stone) and turns it into an animate level 4 creature. The creature has a mind and will of its own, and acts just as that type of creature would act if it were born instead of created.

Blood to Stone: Turns living creatures into stone, or immobilizes them in their current form. Breaking free is a level 6 Might task.

Enchant: Imbues a normal object with a magical power. The object works under the enchanter's command, and does as the enchanter asks of it. For example, an enchanter might imbue a foe's weapon and force it to attack the foe, or they might imbue a door and have it close tight against incoming dangers.

Endless Passage: Creates an endless series of thick spiderwebs, invisible barriers, rings of flame, or other hurdles across an entrance, exit, tunnel, or passage. Every time one of the hurdles is broken, another forms. Characters' movement is halved while going through the endless passage, and they take 2 points of Intellect damage each round.

Invisible: Turns anything (including themselves, others, and entire areas up to 30 feet by 30 feet [9 m by 9 m]) invisible for ten minutes. It's a level 6 Intellect task to be able to see something that has been made invisible.

Persuasion: Convinces all victims in long range that what they believe is not real or that what is false is real. Sometimes this ability just affects others' minds, creating a mental dissonance. Other times, the enchanter creates an illusion or other visible, auditory, and tactile element that persuades a character to believe everything they are experiencing. The effect lasts for ten minutes. Additionally, an enchanter may have one or more of the same abilities as a witch or a faerie.

Interactions:

For the characters, an enchanter may be a terrifying foe or a powerful ally. Enchanters are fickle, perhaps due to their close relationship with magic, and may change their loyalties on a whim or an imagined slight.

Uses:

The characters need to have an object imbued, a person returned to life, or a curse undone, and they turn to the enchanter for help. The characters accidentally insulted the enchanter in some way, and now the enchanter is hunting them down to get revenge.

Loot:

Enchanters often protect their precious items with spells and magical locks (level 8). Behind those wards are 1d6 cyphers, an artifact, and an elegant or interesting outfit.

Source Book:

page 118 of We Are All Mad Here

Erlking

This vaguely humanoid creature is an animated accumulation of woodland debris--bark, lost teeth, matted weeds, and dirt. It wears a crown of oak leaves and a cloak of mist.

Its eyes are knotholes, and its hands are sharpened twigs. An erlking is a greedy spirit of hunger deemed Unseelie by the faerie nobility of that wild and wicked realm. Erlkings love to hunt and eat children, who are particularly susceptible to the promises and glamours that the creatures spin. An erlking is a former noble stripped of title, lands, and even form, and exiled into the night for crimes unimaginable in their cruelty. An erlking's victims are found in the cold sunlight, pale and bloodless, with their vital organs nibbled out.

Level:

6 (18)

Motive:

Hungers for flesh and to reclaim stripped titles

Environment:

Almost anywhere wooded at night (Forest)

Health:

27

Damage:

6 points

Armor:

4

Movement:

Short; immediate when burrowing

Modifications:

Stealth tasks as level 7

Combat:

An erlking prefers to attack from hiding, and whisper a child or other creature within short distance from their bed out into the night if the victim fails an Intellect defense task. An affected creature remains under the erlking's spell for up to an hour or until attacked or otherwise harmed.

When it attacks physically, an erlking can attack three times on its turn with root tendrils. A target hit by a tendril must also succeed on a Speed defense roll or become grabbed until they escape. The erlking automatically inflicts 6 points of damage on each grabbed creature each round until they succeed on a Might-based task to escape.

Silvered and cold iron weapons ignore an erlking's Armor. If an erlking's remains are not burned or otherwise destroyed, it will sprout and grow a new body from its corpse within a day.

Interactions:

An erlking may negotiate if creatures have something it wants, or if targets are armed with silvered or cold iron weapons.

Uses:

An erlking is active only by night; by day, it hides beneath a mound of weedy earth indistinguishable from the surrounding terrain.

Intrusions:

A character surprised by an erlking in the darkness must succeed on an Intellect defense task or lose their next action as they faint, run screaming, or stand paralyzed in terror.

Source Book:

page 116 of We Are All Mad Here

Faerie (We Are All Mad Here)

In general, faeries (sometimes called fairies or fair folk) are humanoid in appearance, small in stature, and magical. They are associated with music, mirth, tricks, and taunts. Seeing one is an omen--hopefully, an omen of a silly song or the first appearance of an annoying new road companion (the very faerie sighted) flitting around, asking the questions of a curious four-year-old hyped up on sugar water and ice cream. Some faeries are tricksters, delighting in playing pranks and stealing clothing, equipment, or prized objects. And a few are malicious, luring travelers to their various dooms, making deadly deals, and forcing others into captivity.

Not all faeries have wings, but those that do find many ways to use them to their advantage.

Level:

3 (9)

Motive:

Unpredictable

Environment:

Encountered alone or in a flutter of three to twelve, usually in forests (Forest)

Health:

12

Damage:

4 points

Movement:

Immediate; long when flying

Modifications:

Tasks related to performance and deception as level 5; Speed defense as level 5 due to size and quickness

Combat:

A faerie attacks by hurling sparkling magic dust at a target within short range. In addition, if a faerie is touched or struck by a melee weapon, more magic dust puffs away from the faerie and clouds the attacker, who must succeed on a Speed defense task or suffer the same amount of damage they just dealt to the faerie. Sometimes faeries wield tiny weapons, such as bows, spears, or swords; treat these as light weapons.

A faerie can see in the dark, but it can also emit bright light (often colored) and appear as a glowing humanoid or an illuminated sphere.

Faeries regain 1 point of health per round while their health is above 0 unless they've been damaged with a silvered or cold iron weapon.

In addition to inflicting damage with their fairy dust and their weapons of choice, faeries have a number of curses and abilities at their disposal. These include the following:

Animal Friend: Most faeries can communicate with animals, and a few can even summon animals within long range for help and protection. Some faeries can also grant others the ability to communicate with animals, but only for a day.

Charm: Some faeries can attempt to use a song or light display to charm others within short range. The target must succeed on an Intellect defense task or fall into a suggestible state for one hour. During this period, the target can be led by the faerie until attacked, damaged, or shaken from their glamour.

Clairvoyance: The faerie grants someone the ability to see the future, the past, faeries, or one of the hidden faerie worlds. This gift lasts for one day, or until the character makes a ten-hour recovery roll.

Heal: The faerie heals themselves, a plant, a creature, or another character for 1d6 + 2 points of damage.

Illusion: Powerful faeries can cast elaborate and convincing illusions that make them and their worlds appear more appealing and beautiful. Illusions can cover up to a mile in area. Seeing through the illusion is a task equal to the faerie's level and lasts for ten minutes. After that, the viewer reverts to seeing the illusion and quickly forgets that they saw anything else.

Invisibility: Makes the faerie invisible to most eyes. Seeing, hearing, or sensing a faerie when it's invisible is a task equal to the faerie's level. A failed attempt to see a faerie causes the viewer to see something that harms their mind, inflicting 1 point of Intellect damage.

Vortex: A defensive tactic where one or more threatened faeries use their wings to create a strong gust of wind, tornado, or vortex. The wind pushes their foes back a long distance and inflicts 2 points of damage.

Faeries have a wide variety of weaknesses, including silver, iron, technology, sugar and salt (they must count each grain), and cream (intoxicates them). But not all faeries have the same weaknesses, and some may not have any.

Interactions:

Faeries are mercurial creatures, but except for the malicious ones, they can be negotiated with, especially if offered sweets, wine, cream, or other gifts. That said, faerie attention spans are limited, so even one that means well could end up leaving the PCs in the lurch at just the wrong moment.

Uses:

The characters come upon an injured faerie, who promises to grant them their deepest wish if they agree to help it. They must decide if they believe the faerie speaks true, or if it's a trap.

Loot:

The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times larger on the inside and could contain expensive items or cyphers.

Intrusions:

A character accidentally does something to offend a helpful faerie, causing it to turn on them.

Source Book:

page 121 of We Are All Mad Here

Fairy Godmother

Fairy godmothers are nearly always beneficent beings, typically acting as mentors, parents, or protectors, much like human godparents. The difference, of course, is that fairy godmothers have a great deal more magic at their disposal.

Overall, fairy godmothers are kind, gentle, and loving to almost everyone, not just their godchildren. Of course, not all fairy godmothers are good at their roles--some may act out of their own interests and inadvertently (or purposefully) do harm to those they are supposed to protect. This is particularly true if they feel like they have not been given the respect they deserve, or have been offended in some way.

And if you should harm someone they have pledged to protect? Beware, beware, for there is no wrath like that of a fairy godmother's.

Level:

6 (18)

Motive:

Protect their proteges, be respected

Environment:

Cities, towns, and anywhere someone is in need of assistance (Urban)

Health:

24

Damage:

6 points

Armor:

2

Movement:

Short; long when flying

Combat:

Fairy godmothers attack by shooting a stream of sharp-edged glitter up to a long distance from their magic wands (glitter gets into every nook and cranny, and thus ignores Armor). Fairy godmothers can bestow blessings upon their friends and allies, and curse their enemies.

Fairy godmothers can cast any of the skills and abilities that faeries can cast, as well as a few that are specific to them, including the following:

A Little Luck: The fairy godmother blesses a character with luck, granting them the opportunity to reroll once in the next day without spending XP.

A Little Misfortune: Despite the name, this is usually a beneficial spell. It is designed to give a nearby character something to overcome so that they might grow stronger in temperament or stature. When this spell is cast, the character receives a GM intrusion on their next action (no matter what their roll is) and receives 1 XP to give away (but not one to keep).

Alteration: Can turn any creature within short range into a different creature (such as a mouse into a horse) and any object into a similarly shaped object (such as a

Prophecy: Creates a prediction for the future of a single person. The prediction has a high chance of coming true, but is not certain. (Prophecies work like GM intrusions that will take place in the future; the player can reject the prophecy by spending an XP.) Not all prophecies are negative.

Interactions:

Interacting with fairy godmothers is usually a little frantic, frenzied, and full of "Bibbidi-bobbidi-boo!" If they like you, they're likely to prove a loyal, steadfast, and useful ally. If not, well, hopefully you like being turned into a horse, or worse.

Uses:

Fairy godmothers make great lighthearted additions to encounters, particularly ones where the characters are preparing for a ball, a fight, or a big adventure.

Intrusions:

The fairy godmother's magic goes awry and a character is accidentally turned into a horse.

Source Book:

page 123 of We Are All Mad Here

Grainne, The Wayward Daughter

Grainne is the Fairy Queen of Hope and Despair, sometimes also called the Wayward Daughter, the Winter Queen, and Dark One. Grainne is to the dark what Aine is to the light. This doesn't mean that Grainne is evil, just that she represents what is good and bad in the world that is hidden in shadows, buried beneath the ground, and revealed at night. She has her own moral code, one that can work in the favor of those who are cunning and willing to look at the darkness of their own hearts.

Level:

9 (27)

Motive:

To honor the darkness, to protect her realm

Environment:

She shares a fairy realm with her sister, where she rules in winter. In the summer, she sleeps in the Sorrows, a belowground realm out of time and space. (Other)

Health:

99

Damage:

12 points

Armor:

5

Movement:

Short; long when flying

Combat:

Grainne is a talented combatant, and seems to revel in having a foe who is a challenge to her. She carries a dark green crystal staff that emits a dark coil of reddish energy, which inflicts 12 points of damage. Alternatively, she can send out a cloud of black smoke that deals 9 points of damage to all creatures in a short area. She also wears the Tiara of Pailis, a griffin-shaped tiara that allows her to fly. Grainne has a variety of magical abilities at her disposal, including the following:

Animal Communication: Grainne has a special affinity with badgers and can ask them for help. When she calls them (as an action), a cete of eight large badgers appears. They act as two level 4 creatures; attacked beings must also succeed on an Intellect defense roll or be shapeshifted into a badger for one round.

Oneirokinesis: Grainne can infiltrate people's dreams to converse with them. As such, she might implant an idea in their heads (such as "I'm going to die tonight" or "I should go back home"). When the character wakes, they must succeed on a level 6 Intellect defense roll to shake the idea. Otherwise, they feel a strong need to act on it, and are hindered in any tasks that go against the idea (this lasts until they make their next recovery roll).

Shadowmelding: Grainne merges with shadows, making her nearly intangible. In this form, she cannot be injured by physical attacks, and her attacks inflict 8 points of Intellect damage on anyone whose body is darkened by her shadow.

Interactions:

For those who don't mind a little darkness and moral ambiguity, Grainne makes a powerful ally.

Uses:

The characters stumble into a fairy realm, only to be met by its just-woken guardian. Grieving characters may find the solutions and solace they seek in Grainne's magic and power.

Loot:

Tiara of Pailis Tiara of Pailis (artifact): level 7; allows the wearer to fly a long distance each round (as an action). The wearer can control their speed, direction, and height. Depletion: 1 in 1d20

Intrusions:

A character's companion animal or mount is affected by Grainne's animal affinity and falls under her power.

Source Book:

page 125 of We Are All Mad Here

Huntsman

A huntsman may be in the employ of a powerful magic user, protecting a section of the woods they consider their own, or just trying to provide for their family by chopping wood and hunting game.

Level:

2 (6)

Motive:

Follow orders, support their loved ones, protect the innocent

Environment:

Woods, forests, and other wild lands (Forest)

Health:

8

Damage:

2 points

Armor:

1

Movement:

Short

Modifications:

Tracking and pathfinding as level 4

Combat:

Huntsmen and woodcutters both understand the power of the perfectly aimed shot or swing. They take their time, steady their hand and breath, and hit with precision and force. When they take no action on a turn, their next attack inflicts twice the normal damage.

Interactions:

Many huntsmen and woodcutters are motivated by a deep need to be loyal, but they're also soft of heart and have a strong moral center. If they're tasked with something they deem unpalatable, they may forgo their promises and go rogue.

Uses:

They are hunting the characters on the orders of a higher authority. They save the PCs from a dangerous foe, then ask for assistance for their own tasks.

Loot:

In addition to their clothing and mundane weapon, they likely have an expensive token of promise or affection from someone they have helped or who they owe fealty to.

Intrusions:

A perfectly timed cut sends a tree down in the direction of the character.

Source Book:

page 139 of We Are All Mad Here

Kelpie

A sinister aquatic creature that takes the shape of a grey horse or white pony, the kelpie lures unsuspecting passersby and attempts to drown them in a nearby body of water.

Some kelpies look just like horses. Others look as if they're created from elements of the swamp--maybe its tail is algae, its mane cattails, its eyes glowing pebbles or miniature moons. Maybe eels and snails and other creatures are its teeth or tongue. One thing about kelpies is always true: their manes are always dripping and their hooves are always inverted.

If someone knows a kelpie's name and says it aloud, the kelpie loses all its power over that person and retreats to the depths of the water.

Level:

6 (18)

Motive:

Unknown

Environment:

Near or in rivers, streams, lakes, and other bodies of running or still water. Modern settings might find them near public or private swimming pools, koi ponds, and reservoirs. (Ocean)

Health:

21

Damage:

4 points

Movement:

Very long when running

Combat:

When a passerby approaches, the kelpie might appear tame, a little lost, injured, or otherwise friendly and in need. Or, if the passerby appears weary or sad, the kelpie will offer a ride upon their back. The kelpie's sticky skin traps the rider (level 7 Might task to break free). Once the rider is seated, the kelpie may attempt to drown them in the lake, run so fast that the rider takes 5 points of Intellect damage from fright, or roll over on them, inflicting 4 points of damage (ignores Armor).

Interactions:

Not all kelpies are malevolent. Some were once "tamed" by someone who learned their names and loved them. These kelpies actively seek out human contact, attempting to find someone to replace the one they loved.

Uses:

In the gloom, a large black horse appears, wearing beautiful tack and acting as if lost. It offers one of the weary characters a ride upon its back.

Intrusions:

While dealing with something else, the characters come upon a kelpie in the process of drowning someone.

Source Book:

page 130 of We Are All Mad Here

Morgan Le Fay

Morgan le Fay (also known as Morgen, Margain, Morgant, and various other names) is a powerful sorceress from the legends of King Arthur. She has an unpredictable duality to her nature, with the potential for great good and great evil.

Level:

9 (27)

Environment:

(Other)

Combat:

Attacks with a variety of weapons, including a sword and staff. She also can use any of the following abilities: charm, enchant, glamour, heal, invisible, persuasion, protect, revive, seduce, and shrivel.

Interactions:

Morgan le Fay is fickle and enigmatic, and rarely reveals her purposes. If she agrees to help the characters in some way, it's absolutely because she has a higher goal in mind.

Uses:

The characters are stopped by a beautiful woman in the woods, who asks them to help her accomplish a great task. A powerful foe has brought Morgan le Fay into his confidence, and she is helping him against the PCs.

Source Book:

page 120 of We Are All Mad Here

Oz, The Great And Terrible

It is perhaps the greatest feat the Wizard of Oz ever pulled off to make everyone believe that he was not a sorcerer at all, but merely a ventriloquist and balloonist from some faraway land. He is, in fact, far more powerful than that, but prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious.

Level:

5 (15)

Environment:

(Other)

Combat:

Oz does not fight, but instead sends his army of green-whiskered soldiers forth.

He may also use an artifact or spell to protect himself, hide himself, or flee. He can use the following abilities: enchant, invisible, persuasion.

Green-whiskered soldiers: level 4; Armor 2; unloaded rifles deal 4 points of damage

Interactions:

Curmudgeonly and a bit of a humbug, but rarely with evil intent, Oz is likely to help those who ask, although he often fumbles things just to make a point.

Uses:

The characters set off to meet the powerful ruler of a strange land. Or they encounter someone they believe is just a humble, simple man, but who instead turns out to be incredibly powerful.

Loot:

Oz has at least one artifact, as well as 1d6 cyphers.

Source Book:

page 120 of We Are All Mad Here

Queen

Ah, the Evil Queen. Ruler of the land, watcher in the mirror. Full of magic, utterly merciless, and sharp of tongue. Evil and wicked queens abound in fairy tales, from those who have no names and are remembered only for their evil deeds, to those whose names will never be forgotten: Queen Grimhilde, Maleficent, the Queen of Hearts, and the White Witch. These queens seek power for power's sake, not caring what destruction lies in their wake.

Of course, not all queens are evil--just the ones you hear about most often. But they are all powerful in their own way, even if they are forced to hide it by their circumstances. While they too crave power, they seek it in order to protect their lands, their people, and their loved ones.

Level:

6 (18)

Motive:

Power

Environment:

Anywhere, but typically in cities and towns, where there are people to admire and fear them (Urban)

Health:

18

Damage:

4 points

Movement:

Short

Combat:

Queens almost always carry an artifact of great power, such as a staff, crown, mirror, or sword, that grants them unique abilities and skills.

Queens often have familiars, such as ravens, who fight for or beside them. Most familiars can do 4 points of damage with an attack.

Some queens may also be witches or fey creatures, and thus have the ability to use one or two spells and curses that witches and fey also use.

Source Book:

page 126 of We Are All Mad Here

Queen Grimhilde

Perhaps best known for her attempts to kill Snow White through magic and poison, Grimhilde has other passions and talents as well. She seeks ways to make all beings obey her commands, starting with the huntsman who so stupidly and willfully deceived her so long ago.

Level:

8 (24)

Environment:

One of her many castles, the woods (Forest)

Health:

18

Damage:

4 points

Armor:

2

Movement:

Short

Combat:

Her vulture familiars swirl about all foes in short range, knocking them prone and inflicting 4 points of damage. She can use the following witch abilities: glamour, imprison, and seduce.

Vulture familiars: level 4

Interactions:

Grimhilde is cunning and devious, always hatching plans against those who harm her, who threaten to overshadow her, or who have caught her eye in some way.

Uses:

The characters enter an area that is under Grimhilde's power and must face her wrath.

Loot:

She has a mirror mirror artifact, as well as 1d6 cyphers (often poison).

Source Book:

page 126 of We Are All Mad Here

Robber

Robbers, thieves, highwaymen, robin hoods--whatever name you call them, they want what you have, and they're willing to get it any way they can. Some robbers are honorable, stealing only from the rich or the evil. Others will take anything that isn't nailed down or magically protected.

Robbers often travel in pairs or small groups of dedicated friends and fellow robbers.

Level:

4 (12)

Motive:

What's yours is mine

Environment:

Anywhere there's something to be stolen (Other)

Health:

12

Damage:

2 points

Armor:

1

Movement:

Short

Modifications:

Stealth, including sneaking, stealing, hiding, and deception, as level 5; attacking from hiding as level 5

Combat:

Robbers typically prefer light and medium weapons, particularly bows and small blades.

Interactions:

Most robbers have a moral code of some sort--it just may not be the code that others abide by. Still, they are willing to listen to reason (and particularly the sound of sliding coins). Robbers are often willing to be hired for jobs that are too difficult for others.

Uses:

Robbers happen upon the place where the characters have made camp, and ask to join them. A group of robbers arrives to steal a thing that the characters are just about to steal themselves.

Loot:

Depending on whether they've just robbed someone or not, robbers may have anywhere from nothing (other than their weapons and clothing) up to the currency equivalent of a very expensive item.

Intrusions:

The robber's arrow manages to hit two foes in a single attack, or the robber shoots two arrows at multiple foes.

Source Book:

page 139 of We Are All Mad Here

Scholar

Scholars might be librarians, sages, wise women, crones, experts, or soothsayers. Typically, scholars seek knowledge above all else, and many also are willing to share it with others (sometimes for a price, sometimes just for the joy of sharing knowledge). A scholar's expertise might be general or specific--they may study the world at large or home in on a specific type of magic or fey being, for example.

Level:

2 (6)

Motive:

Find answers, seek knowledge

Environment:

Schools, libraries, the royal study, laboratories, and anywhere there are sources of information (Other)

Health:

6

Damage:

3 points

Movement:

Short

Modifications:

Intuition, persuasion, detecting falsehoods, and most knowledge tasks as level 4

Combat:

Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe's weaknesses (if any) and exploit them in combat. Some scholars might have learned spells or abilities from those they've studied. Others might be examining a useful cypher or artifact, and will use it on their attackers.

Interactions:

Most scholars are helpful and full of information (whether or not it's useful or true information varies from scholar to scholar). What they don't know, they may be willing to learn or study, if given the proper tools and incentive. However, some scholars are secretive, hoarding their knowledge for their own personal uses.

Uses:

Scholars can be incredible allies, offering clues, hints, and information that can help the characters. However, they may be reclusive and hard to find, hidden away in ancient libraries or secret laboratories.

Loot:

Most scholars have currency equivalent to a very expensive item and one or two cyphers.

Intrusions:

Something the scholar is studying comes alive, creating havoc and disarray throughout the area.

Source Book:

page 140 of We Are All Mad Here

Snark

The snark is unimaginable. It is a Boojum, you see. An agony in eight fits. Part snail and shark and bark and snake and snarl. It has feathers that bite, claws that catch, and jaws that snatch. It softly and suddenly vanishes away, never to be met with again. It smells of the will-o-wisp, sleeps late in the day, and breathes fire when it finds something funny (which is nearly never).

Level:

7 (21)

Motive:

Unfathomable

Environment:

Upon islands filled with chasms and crags, near bathing machines, and around those whose coats are too tight in the waist (Other)

Health:

21

Damage:

5 points

Armor:

2

Movement:

Short when moving perpendicular; long when moving sideways

Modifications:

Invisibility, shapeshifting, confusion, and mimsy as level 8

Combat:

Inflicts 5 points of damage with biting feathers, catching claws, and snatching jaws. Also blows out a stream of fire that can light a match or inflict 3 points of damage to everyone in close range.

Interactions:

Not recommended.

Uses:

The characters are given the impossible task of hunting a snark. Whether or not they actually find one, they have grand adventures along the way.

Loot:

The frabjous joy of catching the impossible, improbable, unimaginable snark.

Intrusions:

Everything about the snark is a GM intrusion.

Source Book:

page 110 of We Are All Mad Here

The Blind Witch

The Blind Witch is skinny and always hungry. She lives deep in the forest in a house made of confectionery, which allows her to catch, fatten, and eventually eat any children unlucky enough to get caught in her trap.

Level:

5 (15)

Environment:

(Other)

Modifications:

Cooking as level 6, deception and trickery as level 7, seeing through deception and trickery as level 4

Combat:

She can use the following abilities: charm, protect, and vitality. She is immune to visual effects, including hallucinations.

Interactions:

The Blind Witch can appear sweet and charming, and might play up her blindness and apparent frailty for sympathy.

Uses:

Characters wandering the woods might come upon a candy house, and woe to them should they take a bite. A rescue mission could lead here.

Loot:

She usually has at least one magical animal in a cage, along with various children and even adults. Two or three cyphers can be found in her kitchen, along with her magic oven, which bakes children into gingerbread.

Source Book:

page 134 of We Are All Mad Here

The Red Queen

The Red Queen has never once yelled "Off with her head!" In fact, she has never yelled. It's horrible manners, and besides, when you know how to wield power, you don't need all that noise and chaos. You need only whisper and be still, and everyone will politely fall quiet and listen.

Level:

6 (18)

Environment:

Polite dinner parties and social gatherings (Wilderness)

Armor:

1

Combat:

Prefers verbal sparring over the physical sort, and inflicts 3 points of damage with a single cutting remark or sharp-tongued retort.

Interactions:

The Red Queen is quite proper and chatty, the perfect host and the perfect guest. The only time she ever grows irate is when the subject of her sister, the Queen of Hearts, comes up.

Uses:

While attending a party to steal something, the characters are caught by the Red Queen

Source Book:

page 127 of We Are All Mad Here

The Sea Witch

Living in the darkest depths of the sea, the Sea Witch is dangerous, wily, persuasive, and scheming. She is best known for brewing up life options--for a price. If you want what she's got (and she's got everything), you bring her what she wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won't miss them . . .

Level:

6 (18)

Environment:

(Other)

Modifications:

Persuasion, intimidation, coercion, and swimming as level 8

Combat:

She can use the following abilities: charm, familiar (water snakes), glamour, imprison, protect, seduce, and shrivel.

Interactions:

The Sea Witch will always make a bargain, take a bet, gamble all she's got on the downtrodden and woe-be-gotten. Not because her heart is big, but because she makes sure that the house--that's her--always wins.

Uses:

The characters need a potion, a spell, a curse, or any other bit of magic, large or small, and the Sea Witch will find a way to put it in their hands and let them walk away thinking they've come out ahead. At least until she comes to collect.

Loot:

A chest full of gifts and winnings from lovers, fawners, and those who should have known better, including 1d6 cyphers and two artifacts.

Source Book:

page 135 of We Are All Mad Here

The Snow Queen

The Snow Queen rules over the "snow bees"--snowflakes that look like bees. She keeps an ornate palace surrounded by gardens in the lands of permafrost, but she can be seen elsewhere in the world where snowflakes cluster. Most say she is cold, and they would be right. She has been part of the snow for so long that it's possible she no longer remembers warmth or kindness or love.

Level:

6 (18)

Environment:

Anywhere there is snow, ice, or winter (Mountains)

Armor:

2

Combat:

Creates a snowstorm that blinds all foes in long range for three rounds; ice shards rain down upon all foes in long range, inflicting 2 points of damage; reindeer familiar inflicts 5 points of damage with her horns.

Interactions:

The Snow Queen is not evil--she just has forgotten what it means to be human, with human needs and human hearts (not that she was ever truly human, but that's a story for another time). She is willing to bargain if she understands what she gets out of it.

Uses:

The Snow Queen guards the entrance to a place the characters need to enter.

Source Book:

page 126 of We Are All Mad Here

The West Wind

The West Wind has no master, no shackles, no chains. She goes where she will, and woe to those who try to capture or hold her. When she's not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue tuxedo, her short silver hair pushed back from her face.

Not all winds are living creatures. Sometimes the wind is just the wind. But you won't know which is which until you try to talk with it.

Level:

9 (27)

Motive:

To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others

Environment:

Anywhere she wants to be (Other)

Health:

40

Damage:

6 points

Movement:

Very long

Modifications:

Speed defense as level 10; sees through and resists trickery, lies, deceit, and intimidation as level 10

Combat:

Inflicts 6 points of damage to every creature and object she chooses within a very long distance, and knocks them prone.

Interactions:

Some say the West Wind is cold, but she's really just an introvert and prefers to spend most of her time traveling alone. However, she's actually very warm hearted and is likely to help those in need. She does not respond well to trickery, traps, or attempts to force her hand (unless they're terribly clever or smart, and then she admits grudging respect for the perpetrators).

Uses:

The characters need the West Wind's help to travel somewhere, knock something down, or retrieve something from a hidden place. Someone needs an elegant date to a royal ball or a fairy festival.

Loot:

Sometimes the West Wind picks up interesting things on her travels. She may gift allies these items, including cyphers, artifacts, and even creatures.

Intrusions:

The West Wind lifts a character high in the air and threatens to let them fall.

Source Book:

page 131 of We Are All Mad Here

The Wicked Witch Of The West

With her three pigtails and diminutive stature, it would be easy to write off the Wicked Witch of the West as a nobody--and many have--but her power lies in the creatures that work for her and in her vast and growing collection of magical footwear.

She can see up to 2 miles (3 km) away with her single eye, and wears galoshes that give her +2 Armor against water and liquid of all kinds.

Level:

5 (15)

Environment:

(Other)

Modifications:

Tasks involving water and the dark as level 3

Combat:

She carries an umbrella that acts as a heavy weapon, and she can use the following abilities: familiar (pack of wolves, swarm of bees, flock of crows, and an army of flying monkeys), hexbolt, imprison, protect, and shrivel.

Interactions:

She is volatile in nature and quick to anger. However, she can also be a bit cowardly, and will likely back down in a confrontation (only to send her hordes of magical animals out afterward to do her dirty work).

Uses:

The characters need to find galoshes of fortune and decide to steal a pair from the Wicked Witch of the West. Perhaps they need to make it through the land she presides over and must find a way to get her approval.

Loot:

Whatever shoes she's wearing (which are very likely an artifact).

Source Book:

page 135 of We Are All Mad Here

Tin Woodman

Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman's story is a sad one. His beloved axe was enchanted by a wicked witch in order to keep him from his other true love (it's a long story, but suffice it to say that witches who are wicked do wicked things). His beloved axe turned on Nick Chopper, taking off one limb after another. A tinsmith kindly replaced Nick's missing body parts (except his heart) with tin prosthetics, but eventually nothing was left of the original human and he became the Tin Woodman.

Note that the Tin Woodman will never tell you this story himself, for he has no heart and seeks only revenge: revenge upon the witch who cursed him, upon the tinsmith who did not replace his heart, upon the rain that rusts him. Someday, he will find all the original parts of himself, no matter who they belong to currently, so that he can return to his original form.

Level:

7 (21)

Motive:

Revenge, find his original body parts

Environment:

Anywhere (Other)

Health:

21

Damage:

4 points

Armor:

4

Movement:

Short; immediate if rusted Modifications: Speed defense as level 5 due to rust

Combat:

Inflicts 7 points of damage with his enchanted axe.

Interactions:

The Tin Woodman is singularly focused, and cares only about clues that lead to revenge or his original body parts. He does not eat, drink, or sleep, and often comes across as frantic and frenzied.

Uses:

The PCs are hunting the same foe that the Tin Woodman is, and either they join together, or the Tin Woodman tries to prevent them from reaching the foe before he does.

Loot:

Enchanted axe Enchanted axe (artifact): level 7; inflicts 7 points of damage; can be activated to move a long distance away from the wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)

Intrusions:

A character's weapon gets caught in the Tin Woodman's metal body, pulling the weapon out of their hands.

Source Book:

page 113 of We Are All Mad Here

Virgilius The Sorcerer

The most renowned of all the poet-sorcerers, Virgilius studies and uses the power of the written word to enhance his magical abilities. He keeps a black book, which is the source of his spells, and creates copper creatures to protect and defend him. He has a love of challenges, such as magician's battles, and seeks them out.

Level:

7 (21)

Environment:

(Other)

Combat:

Can use the following abilities: animate, blood to stone, enchant, endless passage.

Interactions:

Virgilius is quick thinking, wily, and full of interesting schemes. Those who entertain him for longer than a moment might find him a very useful ally. However, he is also driven toward revenge, particularly on those who attempt to publicly humiliate or shame him.

Uses:

The characters enter into a battle of wits or wills, only to discover they're competing with Virgilius.

Loot:

Carries a black book. Black book (artifact): level 6; allows the user to cast animate, blood to stone, enchant, or endless passage. Casting a spell from the black book costs 2 Intellect points and is an action. Depletion: 1 in 1d6

Source Book:

page 120 of We Are All Mad Here

Wind Children

The children of the wind cannot be measured in known numbers, for they are here and there and everywhere. They are not born, so much as borne, by weather patterns, wishes, and wants. Dust devils, gales, and zephyrs are all wind children.

Level:

4 (12)

Motive:

See everything, know everything

Environment:

Everywhere there is weather, real or magic-made (Other)

Health:

12

Damage:

4 points

Movement:

Long

Combat:

Inflicts 4 points of damage with an exhale. Alternatively, can knock a character prone for one round.

Interactions:

Interacting with wind children is a bit like interacting with a group of mischievous, precocious, and spoiled kids. However, they know many things, having been all over the world, and will often share what they know in exchange for new secrets or knowledge.

Uses:

One of the PCs seeks information about a person, place, or thing. The characters need a surreptitious spy to gather information for them.

Loot:

Information, secrets, and possibly a cypher or two picked up during their travels.

Intrusions:

The wind children grab something precious from one of the characters and start to play a game of "keep away" with it.

Source Book:

page 131 of We Are All Mad Here

Wolf, Big Bad

The Big Bad Wolf (just call him the Wolf, for he is truly the only one worthy of that title) is a beast of near immortality, kept alive by the legends that swirl around him, the constant stream of terrorizing tales. Once the stalker of the woods, now he stalks the streets and towns, no longer staying to the shadows, no longer merely hunting girls and grandmothers. As his reputation has grown, so has his appetite. He hungers. He swallows worlds. He will not be contained.

Level:

8 (24)

Motive:

Hunger

Environment:

Woods, cities, behind you (Forest)

Health:

30

Damage:

8 points

Armor:

1

Movement:

Long

Modifications:

Hunting, seeking, and sneaking as level 9

Combat:

The Wolf 's bite does 8 points of damage. Additionally, he has a variety of abilities that he may use.

What Big Ears You Have: Can track and hear his prey up to a mile away. Tracking ignores all cloaking abilities, including magical ones.

What Big Eyes You Have: Mesmerizes his victims for two rounds, convincing them that he is a friend and that they should do what he suggests.

What Big Teeth You Have: Swallows his victim whole, holding them in his belly. It's a level 8 Speed or Might defense task to avoid being eaten whole. Captured characters can attempt to cut themselves free, which requires three successful attacks.

Huff and Puff: Exhale creates a wind so strong it can knock over foes, trees, and even houses. Inflicts 6 points of damage to everything within long distance, and knocks most things prone. Once the Wolf uses this ability, he can't use it again for three rounds.

Interactions:

Despite his constant hunger and his gnawing need to swallow the world, the Wolf makes an interesting ally (provided that he's well fed at the time) for he is smart and cunning, and has myriad tricks for moving through the world.

Uses:

The Big Bad Wolf is a great character to introduce into a modern fairy tale game. Imagine his new iteration as an urban legend, spreading through the internet.

Intrusions:

The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and that person calls for help from out of the Wolf's mouth.

Source Book:

page 111 of We Are All Mad Here

Fairy Tale Artifacts

Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or similar item. Come up with your own or roll a quirk on the table below.

d10 Quirk
1 Is sometimes invisible.
2 Cries like a baby if jostled.
3 Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4 Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5 Also serves as a key to some magically locked doors and chests.
6 Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7 Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8 Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life.
9 The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10 Causes flowers to grow wherever it is stored or set down.

A Tisket A Tasket

This basket can contain up to one cypher per artifact level, as long as each is no larger than a typical cat. Cyphers in the basket do not count against a character's limit.

Level:

1d6

Form:

Woven yellow basket with wooden handles

Depletion:

1 in 1d20 (check each time a cypher is added to the basket)

Source Book:

page 93 of We Are All Mad Here

Bounding Boots (We Are All Mad Here)

The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level 6 or higher).

Level:

1d6+1

Form:

Beautifully made leather and gold boots that adjust to fit the wearer perfectly

Source Book:

page 121 of We Are All Mad Here

Boundless Bag

Any nonliving item held in the bag becomes a slightly more valuable item. For example, an inexpensive item becomes a moderately priced item, while a moderate item becomes an expensive item. The bag has no effect on items that are very expensive or exorbitant. The change takes a full day to take effect, during which time the item cannot leave the bag and the bag should not be opened. If the bag is opened, the process is canceled and must be started over. Putting all or part of a living thing into a boundless bag is always risky, as more than one person has had their hand or head turned to gold (which might sound lovely, but typically isn't). Also, doing so often causes the boundless bag to revert to a normal bag. Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact.

Level:

1d6+2

Form:

Small bag with two handles and a clasp

Depletion:

1 in 1d6. When the effect depletes, it can still be used as a normal bag.

Source Book:

page 93 of We Are All Mad Here

Boy Blue's Horn

When playing a lullaby, the horn puts every hearing living being in short range (including the user) to sleep for two rounds. When the horn plays something upbeat, the user and all allies within short range add +1 to their recovery rolls for ten minutes.

Level:

1d6

Form:

Gleaming horn that never needs to be tuned or polished

Depletion:

1 in 1d20. After depletion, it continues to function as a regular horn.

Source Book:

page 93 of We Are All Mad Here

Carving Knife Of Sharpness

This weapon functions as a normal knife of its kind. When the wielder gets a special major effect when attacking, they can choose to lop off one of the target's limbs. The GM determines the effect of a lost limb; however, many magical beings can withstand lost limbs with far more aplomb than a mortal creature will display in a similar situation.

Level:

1d6+1

Form:

Knife (light weapon)

Depletion:

1 in 1d10 (roll on each major effect)

Source Book:

page 93 of We Are All Mad Here

Devils And Tailors

Playing someone in a game of checkers or draughts eases all of the user's positive social interactions with their opponent. While playing, the user can make a move and interact with their opponent as a single action. The game lasts a number of rounds equal to the artifact level. You can determine the outcome of a game by having both players roll 2d6. The player with the highest number of pieces left on the board (highest roll) is the winner.

Level:

1d6+2

Form:

Blood-stained draughtboard with figures of white gold, bronze, and pearl

Depletion:

1 in 1d20 (check each game played). After depletion, the board continues to function as a regular draughtboard.

Source Book:

page 94 of We Are All Mad Here

Fiddle Of The Fossegrim

Playing the fiddle causes everyone within long distance to become enticed by the music and draw closer to the player. After one round, all creatures in short range begin to dance uncontrollably for a number of rounds equal to the artifact level. The only action they can take while dancing is to attempt to break free from the effect (an Intellect action equal to the artifact level).

Level:

1d6+2

Form:

Water-worn fiddle

Depletion:

1 in 1d20

Source Book:

page 94 of We Are All Mad Here

Fortunate's Purse

Any object put inside the sack cannot be detected by physical senses or magic. The sack can hold a single item, of any size and shape, at a time. Cyphers in Fortunate's purse do not count against the user's cypher limit.

Level:

1d6

Form:

Elegant knapsack that shifts colors to hide in plain sight. magic bags come in many forms, such as coin purses, sacks, packs, and pockets. some can be used to hide someone safely out of sight, provide an endless supply of gold or riches, or grant wishes. they are most often given as rewards for doing great kindnesses or completing a difficult task.

Depletion:

1 in 1d20 (check each time an item is added to the knapsack)

Source Book:

page 94 of We Are All Mad Here

Galoshes Of Fortune

Transports the wearer to a time and place in the past or present that they desire for up to ten minutes. The wearer cannot be seen, heard, or sensed by others, and they cannot take any actions other than to watch events unfold. Traveling to and from the time and place causes the wearer to disappear from the present for two rounds.

Level:

1d6+4

Form:

Pair of rubber boots

Depletion:

1 in 1d6

Source Book:

page 94 of We Are All Mad Here

Genie's Lamp

Rubbing the lamp produces a genie who grants the user a wish. The GM assigns a level to the wish, so the larger and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The genie cannot grant a wish above its level. The genie can grant only one wish per day.

Level:

1d6+2

Form:

Bronze oil lamp. genies, also called djinn or jinn, come in many forms, and not all of them are contained or controlled by something so simple as a lamp.

Depletion:

1 in 1d6

Source Book:

page 95 of We Are All Mad Here

Golden Bridle

To activate the bridle, the user must succeed on an Intellect interaction with a beast whose level does not exceed the artifact level. The bridle bonds to the creature, which immediately becomes calm. The creature awaits the user's commands and carries out orders to the best of its ability. The creature remains calmed for a number of hours equal to the artifact's level minus the creature's level. (If the result is 0 or less, the creature is enslaved for only one minute.)

Level:

1d6+2

Form:

Bridle made of flowing gold

Depletion:

1 in 1d10

Source Book:

page 95 of We Are All Mad Here

Hatchet Of The Woodsman

When used on a creature, the hatchet turns the target into wood and inflicts damage equal to its level. If the creature is living wood, the hatchet turns them into nonliving wood. If the target is slain by the hatchet, the creature becomes animated wood. Effects last for ten minutes or until the target succeeds on an Intellect roll.

Level:

1d6+4

Form:

Well-worn hatchet of unremarkable appearance

Depletion:

1 in 1d20 (check on each successful attack)

Source Book:

page 95 of We Are All Mad Here

Hook's Hook

When placed on an amputated limb, the hook grafts on permanently. It works as a simple hook and as a light weapon. When activated, Hook's hook affects the minds of all thinking foes within long range. Those affected are instilled with terror, making them drop whatever they're holding and flee for a number of rounds equal to the artifact level. There are rumored to be any number of Hook's hooks, all of which are made from different materials and serve different purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook. Enterprising characters might seek out multiple hooks, along with a way to exchange them easily.

Level:

1d6+1

Form:

Simple iron hook designed to be worn as a prosthetic

Depletion:

1 in 1d6 (for the fear ability). After depletion, it still functions as a hook and a weapon.

Source Book:

page 95 of We Are All Mad Here

Horn Of Destruction

Blowing into the horn destroys all objects in an immediate area that is up to a long distance away, turning it all into rubble and debris. Living beings inside the area take 2 points of ambient damage (ignores Armor). It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris and to wear a crown fashioned from talus and scree.

Level:

1d6+3

Form:

Large brass horn

Depletion:

1 in 1d6

Source Book:

page 95 of We Are All Mad Here

Iron Stove

Once per day, the stove can bake aliving gingerbread cookie. The baker chooses the form, but it must be a simple, one-dimensional shape (such as a human, a dog, or a tree). The cookie is a level 3 creature that can move, talk, and complete simple tasks that the baker asks of it. After a day, the cookie crumbles away. Additionally, the iron stove can be used as a regular stove to heat water, cook meals, and so on. A gingerbread being is not immune to dangers. Large amounts of liquids are likely to make it melt away, while birds and other scavengers have been known to try to take an eye or leg.

Level:

1d6+3

Form:

Iron stove that walks and talks

Depletion:

1 in 1d100. After depletion, it remains a regular working stove, but no longer walks and talks.

Source Book:

page 95 of We Are All Mad Here

Knapsack Of Sevens

Tapping the knapsack seven times causes seven swans to fly out. For as long as the user does not speak or make any sounds, the swans fly around the user, providing them with +1 Armor against mental and physical attacks for the next ten minutes. As soon as the user utters a sound, the swans return to the knapsack.

Level:

1d6

Form:

Simple knapsack

Depletion:

1 in 1d20

Source Book:

page 96 of We Are All Mad Here

Mirror Mirror

When the user looks into the mirror and interacts with it, it grants their request, as it is able. Most mirror mirrors have a personality all their own. Some sing their answers, some show images, and still others sigh with boredom at being asked the same thing over and over. Mirrors never lie. Except when they do. Roll a d6 to determine the mirror's ability:

Level:

1d6+4

Form:

Ornate mirror that grows or shrinks in size according to its user's needs.

Depletion:

1 in 1d20

Source Book:

page 96 of We Are All Mad Here

Roll Result
1 Answers a question about the present (such as "Who is the fairest of them all?") with a simple one- or two-word answer.
2 Allows the viewer to check in on someone they know (and who knows them) from anywhere. The image lasts just a moment, and those being viewed are not aware that it has happened.
3 If the viewer stands before the mirror and shouts their own name three times, they are granted a glimpse of their future. This glimpse lasts just a moment, and is not guaranteed to come true.
4 If the viewer stands before the mirror at midnight while holding a light source, they are able to contact the ghost or spirit of a person or creature they know the name of. Whether or not the being agrees to talk with them is another matter.
5 Distorts the appearance of everything it reflects, particularly by magnifying the horrible and ugly aspects of things and people while ignoring their good and beautiful aspects. Looking into the mirror inflicts 2 points of Intellect damage. Angling the mirror to reflect an object inflicts 2 points of damage to it.
6 Coats the user's skin with its reflective surface, offering protection. The first time the user would take damage, the mirror shatters instead, reflecting the damage back to the user's attacker.

Pandora's Box

When the box is opened, light leaks out. The light coalesces into a golden form that represents a deep sense of peace and hope to the person who opened the box. For a number of rounds equal to the artifact level, the golden form eases all actions taken by the opener. Alternatively, the opener can share the effect of the golden form as their action, easing all actions taken by allies within short range (but not giving themselves the benefits).

Level:

1d6+4

Form:

Elegant gold box with a hinged lid and a locked clasp

Depletion:

1 in 1d6

Source Book:

page 96 of We Are All Mad Here

Pixie Dust

Shake the glittering light on a living being and it can fly for ten minutes per artifact level. If the being can already fly, shaking the light on them grounds them, taking away their ability to be airborne for the same amount of time.

Level:

1d6

Form:

Glass bottle filled with glittering light

Depletion:

1 in 1d10

Source Book:

page 97 of We Are All Mad Here

Red Cap

The wearer gains an extra recovery roll each day that is not an action and does not count toward their daily limit. Once the wearer uses this recovery roll, they can't do so again until after they make a ten-hour recovery roll and soak the hat in fresh human blood.

Level:

1d6+3

Form:

Woolen cap soaked in human blood

Depletion:

1 in 1d20 (check each day of use)

Source Book:

page 97 of We Are All Mad Here

Red Riding Hood

Draws the eye while also giving the wearer the impression of being easy prey. All tasks involving sneaking and hiding are hindered, and foes will typically attack the wearer over any others in the area. The cloak provides +3 Armor and an asset to all Might-based tasks, including combat tasks.

Level:

1d6+3

Form:

Bright red cloak that adjusts to fit its wearer

Depletion:

1 in 1d10 (check each day of use)

Source Book:

page 97 of We Are All Mad Here

Self Swinging Sword

When activated by a special word, the sword attacks whoever the user indicates, fighting as a creature whose level is equal to the artifact level. Commanding the sword is not an action, but it can only do things that a sword would be able to do (attack, block, slice, and so on). If the sword is reduced to 0 health, the self-swinging ability ends and must be reactivated. The sword returns to the user when the duration ends.

Level:

1d6+1

Form:

Steel sword with an ornate hilt

Depletion:

1 in 1d6 (for the self-swinging ability). After depletion, it functions as a regular sword.

Source Book:

page 97 of We Are All Mad Here

Seven League Boots

Allows the wearer to travel up to 21 miles (34 km) with a single step. Alternatively, two people may each wear one boot and travel up to 10.5 miles (19 km) with a single step. Seven-league boots exhaust the user, costing them 2 Might points per step.

Level:

1d6+3

Form:

Lace-up knee-high boots of black leather

Depletion:

1 in 1d20 (check each step). Once the movement ability depletes, the boots continue to function as regular boots.

Source Book:

page 97 of We Are All Mad Here

Shapeshifter Wand

Allows the user to turn one living being (including themself) into one of the following: flower, lake, duck, swan, cottage, rosebush, or fish. While in their new form, the shapeshifted being retains all of their health and other attributes, but cannot perform any actions beyond what the non-magical item or creature could normally perform. So a flower can blow in the wind, bloom, attract insects, be cut, and smell nice. Any attempts to detect the shapeshifted being by physical senses or magic are hindered by two steps. While shapeshifted, the being cannot die; however, they can be injured, cursed, or moved down the damage track. The effect lasts for ten minutes or until the user chooses to end it early.

Level:

1d6

Form:

Wand made of wood, glass, metal, or stone

Depletion:

1 in 1d10

Source Book:

page 97 of We Are All Mad Here

She Bear

When placed in the mouth, changes the wielder into the form of a female bear. While in this form, the user gains +4 to their Might Pool, +4 to their Speed Pool, and +1 to Armor. They also can communicate with other bears while in this form. The effect lasts for ten minutes.

Level:

1d6

Form:

Bit of wood carved in the shape of a bear

Depletion:

1 in 1d6

Source Book:

page 98 of We Are All Mad Here

Shirt Of Nettles

The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or higher) in addition to the 1 Armor that light armor typically provides. Additionally, the wearer can't be shapeshifted against their will.

Level:

1d6+4

Form:

Woven shirt of stinging nettles

Depletion:
  • (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that ability, after which the shirt still functions as armor.)
Source Book:

page 98 of We Are All Mad Here

Soldier's Cloak Of Invisibility

Provides an asset to hiding, sneaking, and remaining undetected (even by magic) for as long as the wearer does not interact with another creature. Entering into combat or interacting with another creature in any way breaks the effect.

Level:

1d6+2

Form:

Slate-grey cloak sewn of shadows and silence

Depletion:

1 in 1d100

Source Book:

page 98 of We Are All Mad Here

Soulful Fiddle

This instrument acts like a normal fiddle of its kind. If the wielder is trained in its use and plays an appropriate tune, those within short range who hear it suffer one of the following effects: fall asleep, become amenable to suggestion, follow the fiddle player in a light trance, or take a similar action. The desired effect must be the same for all creatures who hear it. The effect lasts for ten minutes, but actions by others (such as attacking the listeners or physically restraining them) can end the effect early for a creature.

Level:

1d6+2

Form:

Fiddle made of bone and guts

Depletion:

1 in 1d20

Source Book:

page 98 of We Are All Mad Here

Steadfast Tin Soldier

Gives a user who is missing a limb the ability to transform the tin soldier into a prosthetic limb with the appearance of their choosing. The limb permanently increases the user's maximum Speed Pool or Might Pool (user's choice) by 5 points (or 7 points if the artifact is level 6 or higher). It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including Paper Ballerina, Handless Maiden, and Bianca's Snake.

Level:

1d6+2

Form:

Small tin soldier with one leg

Source Book:

page 98 of We Are All Mad Here

Stone Canoe

When activated, forms into a canoe that can carry a number of beings (and their equipment) equal to the artifact level. The canoe lasts for one day and then transforms back into a pebble.

Level:

1d6+3

Form:

Shiny grey pebble, small enough to fit into a pocket

Depletion:

1 in 1d6 (check each use)

Source Book:

page 98 of We Are All Mad Here

Story Knife

Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. This has one of two effects, depending on the wielder's desire (the wielder must decide before they activate the artifact each time): Makes the story, song, and so on sharper, stronger, and more interesting, increasing the chance that it will have an impact on listeners (eases any attempted interaction task). Makes the story, song, and so on boring, unwieldy, and disjointed, decreasing the chance that it will have the intended impact on listeners (hinders any attempted interaction task) Using the story knife is an action. It has no power to cut physical objects or living beings (unless those beings are made of stories).

Level:

1d6+2

Form:

Small penknife inscribed with tiny words in hundreds of languages

Depletion:

1 in 1d20

Source Book:

page 99 of We Are All Mad Here

Table Be Set

Putting the table out and saying "Table be set" automatically fills the table with as much food and drink as will fit upon its surface. The table does not become empty as long as there is anyone in long range who still wishes to eat. Once a character uses the table's ability, they can't do so again until after they make a ten-hour recovery roll. In addition to artifact quirks, common sense suggests that the effects of some artifacts will draw additional interesting opportunities or dangers. Using table-be-set in the middle of a forest, for example, is likely to draw bears and other hungry beasts, while using it in the middle of town might garner the characters new friends, or catch the attention of thieves.

Level:

1d6

Form:

Common-looking wooden table

Depletion:

1 in 1d100

Source Book:

page 99 of We Are All Mad Here

Tinderbox

Summons three dogs to do the user's bidding. The dogs can complete any tasks dogs would normally be able to accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3 creature.

Level:

1d6+2

Form:

Small ornate tinderbox made of metal

Depletion:

1 in 1d6

Source Book:

page 99 of We Are All Mad Here

Tweedledee's Umbrella

Touch a creature (up to the artifact's level) of any size and the umbrella will fold up around it, capturing it inside. Holding the umbrella with the captive inside is an action. A caught character is held for ten minutes or until they make a successful Might roll to break free.

Level:

1d6+2

Form:

Large umbrella with a sharp point on the end

Depletion:

1 in 1d10

Source Book:

page 99 of We Are All Mad Here

Vicious Tankard

In addition to serving as a convenient means to drink a variety of liquids, if the tankard is topped off with good ale or spirits, it can be used as a medium weapon that inflicts +2 damage (for a total of 6 points of damage). Anyone who picks up the tankard is practiced in using it in this fashion. Surprisingly, using the tankard as a melee weapon does not cause more than a modicum of good ale or spirits to slosh out.

Level:

1d6+2

Form:

Hefty ale tankard carved of stone

Depletion:

1 in 1d20 (check each fight)

Source Book:

page 99 of We Are All Mad Here


The Cypher System is a setting-generic tabletop roleplaying game designed by Monte Cook Games.
This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at https://csol.montecookgames.com.
CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.