🪖 Operation: Twelve-Mile Terror
Cypress Shadow: Rise of the Skunk Ape Shaman
Featuring: The Cypress Swamp Team, The Arizona Ndé Hot Shots, and The FBI Occult Crimes Unit.
🛡️ Mission Briefing: 08:00 AM Hunt
The perimeter of the Shreveport Cabin is no longer just a property line; it is the front line of a spiritual war. With the Skunk Ape Shaman pulling the strings of the 1885 Burial Ground, three elite units have converged to hold the 12-mile radius.
The Cypress Swamp Team: Local knowledge, Tygerian magic, and Marine grit.
The Arizona Ndé Hot Shots: Totem power, ancestral shifting, and special forces precision.
The FBI Occult Crimes Unit: Federal authority, silver-core rounds, and high-tech SIGINT.
[TACTICAL LOG: 0831 HOURS] MOONRISE AMBUSH: THE SHAMAN’S GAMBIT
Operation: Twelve-Mile Terror / Cypress Shadow
Location: The Cypress Shadow B&B / 1885 Burial Ground Perimeter
Units Engaged: Cypress Swamp Team, Arizona Ndé Hot Shots, FBI O.C.U.
Condition: Level 4 (Heroic) Spatial Instability
I. THE NARRATIVE: THE SILVER SLICE
At 08:31 AM, the thin, 4.5% sliver of the Waxing Crescent Moon crests the horizon. Even in the daylight, its "Vortex" reflection slices through the emerald Oozekin (#15) mist like a razor. The Skunk Ape Shaman lets out a high-pitched, vibrating whistle that resonates with the 1885 Burial Ground.
Suddenly, the "Green Awakening" shifts to a violent violet. The Orange-Brown Skunk-Durdles (#11) stop their hit-and-run tactics and charge the Cypress Shadow B&B from three sides. They aren't just swinging clubs anymore; they are moving with a supernatural speed granted by the Shaman’s ritual.
II. JOINT TASK FORCE ENGAGEMENT
The Arizona Ndé Hot Shots: Utilizing Ancestral Shifting, the Hot Shots detect the "Blur" before it hits. They intercept the northern flank, their totem-enhanced senses negating the -2D mist penalty.
The FBI Occult Crimes Unit: The SIGINT scanners spike. "Contact Front!" The O.C.U. opens up with Silver-Core .308 rounds, the supersonic cracks echoing off the Bald Cypress Wood Giants (#8).
The Cypress Swamp Team: Armed with Dragon's Breath and Tygerian Magic, you hold the center. The Marine grit kicks in as you identify the Skunk Ape Shaman hovering near the rift-line.
III. THE 12 MILE BAYOU SAVING ROLL TABLE (MOONRISE MODS)
| Unit Action | M!M! 2.7 SR | Open D6 TN | Sanity Roll | Tactical Result |
| Ndé Totem Shift | L3SR-INT (30) | 30 | L1SR (10) | Success: Negate all Visibility Penalties. |
| O.C.U. Silver Volley | L2SR-DEX (20) | 20 | N/A | Success: Double Damage vs. Ethereal Fur. |
| Resist Shaman Song | L3SR-WIZ (30) | 30 | L3SR (30) | Failure: "Vortex Vertigo" (-4D to all rolls). |
IV. CAPTAIN HEDGES’ COMMAND
"Hot Shots, take the treeline! I want the Shaman’s eyes on those totems! FBI, keep those silver-cores cycling—don't let 'em bunch up near the porch! Swamp Team, with me! We’re gonna 'Crisp' the burial ground perimeter. If that Shaman completes the 08:31 lunar-cycle, we’re gonna be fighting ghosts from 1885 and Ape-Demons at the same time. MOVE!"
PRODUCT IDENTITY & LEGAL
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:
The Multiverse: The world of Zimrala, the Tygerian Isles, the Ether Dragons, and the Zimralan Void-Water.
Personas & Organizations: The specific "Hedge Wizard of the Shreveport Cabin" persona, the Tiger Force Shadow Saga (Tiger Transit Version), the Arizona Ndé Hot Shots, the Cypress Swamp Team, and the FBI Occult Crimes Unit.
The 12 Mile Bestiary: Père Malfait, the Honey Island Skunk-Durdle, and the narrative of the September 1963 Circus Crash.
Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor.
Geographic Focus: The 12-mile radius of Shreveport, LA and the Cypress Shadow B&B.
Trademarks & Credits:
Monsters! Monsters!™ and Humans! Humans!™ (Ken St. Andre / Trollgodfather Press).
The Monastery of Zimrala (MoZ) (Ken St. Andre).
Monster Credits: Oozekin (Marzio Ombra), Quicksilver (Brian Gross), Shoggox and Jungle Trolls (Ken St. Andre), Durdle "Demon" (Stuart Skilton).
System Mechanics: Lovecraft D6, Sanity Tables (Bolt Thrower Press). Open D6 (OGL v1.0a).
🪖 Pre-Generated Characters: Tiger Force Shadow Saga
Campaign: The Twelve Mile Terror | System: M!M! 2.7 + Lovecraft D6 MM Variant
🐯 The Front-Line
CYPRESS SWAMP CREW
🛶 1. The Cypress Swamp Team (The Local Resistance)
The front-line defense of the B&B.
Bayou Earl (Human/Tygerian Shapeshifters; Professions Scholler and Hedge Wizard)
The Cypress Swamp Team (Leader)
System: M!M! 2.7 / Lovecraft D6 Mythos / 12-Mile Bayou Rules
Character Profile
Monster Rating (MR): 1,188 (Deadliness: 6)
Combat Adds: +600
Unified Mental Shield (INT / IQ / Sanity): 80 (Current: 65 / Max: 80)
Mythos Knowledge: 4D6
Current Status: Consuming Protein Shake (+1 CON/MR)
Primary Attributes (The Tygerian Scale)
STR (Strength): 25 (x5 = 125 Carry/Lift)
INT / IQ / Sanity: 80 (The anchor for logic and mental resistance.)
CON (Constitution): 198 (x6 = 1,188 Total Stamina / MR)
DEX (Dexterity): 22 (Reflex Saving Rolls)
LUK (Luck): 18 (Fortune Saving Rolls)
SPD (Speed): 20
WIZ (Wizardry/Mana): 70 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
🎒 Combat Gear & Tygerian Artifacts
⌚ The Clock King’s Time Watch & Compass of Lost Things: A custom-made wrist device by Abe Fugget.
The Inquiry: Once per session, Bayou Earl may set the watch for one specific inquiry (e.g., "Find the Shaman's hidden ritual site" or "Locate the 1885 burial grounds"). The watch face shifts, and the compass hand locks onto the target regardless of magical interference or swamp mist.
The Scope of the True Meridian: Precision optics that see through magical fog and identify hide weak points (+10 to aimed shots/spells).
The Rod of Infinite Spanning: Melee weapon (+2D6 damage) and portal anchor.
The Plumb of Gravity’s Anchor: Prevents knockback or displacement by seismic pulses.
The Ink of Anticipation & Parchment of Echoes: Grants a one-time LUK Saving Roll re-roll per session.
⌚ The Clock King’s Time Watch & Compass of Lost Things: A custom-made wrist device by Abe Fugget.
The Inquiry: Once per session, Bayou Earl may set the watch for one specific inquiry (e.g., "Find the Shaman's hidden ritual site" or "Locate the 1885 burial grounds"). The watch face shifts, and the compass hand locks onto the target regardless of magical interference or swamp mist.
The Scope of the True Meridian: Precision optics that see through magical fog and identify hide weak points (+10 to aimed shots/spells).
The Rod of Infinite Spanning: Melee weapon (+2D6 damage) and portal anchor.
The Plumb of Gravity’s Anchor: Prevents knockback or displacement by seismic pulses.
The Ink of Anticipation & Parchment of Echoes: Grants a one-time LUK Saving Roll re-roll per session.
🐆 Beast Mode: The Tygerian Sovereign
Beast Mode MR: 1,188.
Beast Adds: +600.
Beast Armor: Naturally negates 10 points of damage per hit.
Beast CON: 1,188.Special Abilities & Talents
Tygerian Berserk: If MR/CON drops below 50% (594).
Effect: Combat Adds double instantly (+1,200).
The Risk: Must pass a LUK Level 5 SR or it triggers a Cosmic Apocalypse Implosion.
Sonic Scream Roar: Costs 5 WIZ add 1d6 per level (So it costs MAX of 75; and it adds + 15d6+600 to sonic roar)
Hedge Wizards Alchemy: Immune to Acid and Poison base attacks.
Lovecraftian Variant Mechanics (Bolt Thrower Press)
In the 12 Mile Bayou, your mind is as much a target as your throat. These stats govern how Earl resists the Skunk Ape Shaman’s mental rot.
Sanity Threshold (Max): 80 (Derived from your INT/IQ anchor).
Current Sanity: 65 (The "Jitters" have already taken a small toll).
Mythos Knowledge: 4D6 (You understand the Zimralan Void better than any Fed or Hot Shot).
Mental Trauma Threshold: 16 (Any single Sanity loss above this causes an immediate "Vortex Snap").
Spiritual Armor (Wiz-Resonance): 14 (Natural resistance to Shamanic songs and Ethereal whispers while carrying the Plumb of Gravity’s Anchor).
Psychological Profile: Desperate Scholar. You know too much about 1963, which makes you the team's greatest asset and their biggest liability if the rifts widen.
2. Open D6 Attribute Stats (OGL v1.0a)
These pips represent your tactical reliability when the 2.7 MR is too broad for a specific action.
Agility: 3D+2
Specialization: Beast-Mode Reflexes +1D
Strength: 4D+1
Specialization: Stamina/Lifting +2D
Knowledge: 5D
Specialization: Hedge Wizard Alchemy +2D / Zimralan Lore +1D
Perception: 4D
Specialization: Tracking (Prey) +2D / True Meridian Optics +1D
Mechanical: 3D
Specialization: Time Watch Operation +1D
Technical: 3D+1
Specialization: Portal Anchoring +2D
You’re right, Captain. We can’t have Bayou Earl heading into a Level 30 encounter without the tactical pips for his kit. In Open D6, gear isn't just a list—it provides direct bonuses to your dice pools, reflecting the "Full Weight" of those Tygerian artifacts.
Here is the Open D6 Gear Block for Bayou Earl.
🎒 Bayou Earl — Open D6 Tactical Gear
Reflecting the OGL v1.0a Mechanics for the Shadow Saga
The Clock King’s Time Watch & Compass: * Effect: Grants +2D to Search or Investigation rolls when tracking a specific inquiry. It ignores all "Vortex Blur" environmental penalties.
The Scope of the True Meridian: * Effect: Adds +2D to Marksmanship or Long-Range Spells. Allows the user to see through magical fog/emerald mist as if it were clear daylight.
The Rod of Infinite Spanning: * Effect: Strength-based melee weapon (STR + 2D Damage).
Portal Anchor: Provides a +1D bonus to Technical rolls when stabilizing a "Thin Spot."
The Plumb of Gravity’s Anchor: * Effect: Passive. Grants a +3D bonus to Stamina or Strength checks to resist being moved, knocked down, or levitated by the Equinox Pulse.
The Ink of Anticipation & Parchment of Echoes: * Effect: Once per session, allows the player to add +1D to any Luck or Reflex roll after the dice have been cast (The "Echo" effect).
Hedge Wizard’s Alchemical Kit: * Effect: Provides +1D to Knowledge: Chemistry/Alchemy rolls. Contains the components to "Crisp" a 10-foot area of swamp.
Tactical Gear for the Shadow Saga
1. Primary Weapon: Modified MSR (Main Service Rifle)
Type: Semi-Automatic Battle Rifle.
Open D6 Damage: 5D+2 (Ballistic).
Ammo Type: Silver-Core .308 Rounds.
The "Silver Slice": Ignores all "Blurring" or "Rift-Dampening" armor. Deals +1D damage to Quicksilver (#13) or Ethereal targets.
Range: 30/100/300 meters.
2. Under-Mount: Dragon’s Breath Magnesium Unit
Type: Single-Shot Alchemical Igniter.
Open D6 Damage: 6D (Fire).
The "Crisp" Rule: Any target hit by this cannot regenerate (negates Jungle Troll #16 regeneration) for 1D6 hours.
Psychological Impact: Forces an immediate L3SR-WILL (30) or TN 30 Morale check on non-boss monsters.
3. Tactical Armor: "Vortex-Lined" Flak Vest
Protection: +1D+2 vs. Physical/Ballistic; +2 vs. Energy/Magic.
Special: The lining is woven with Tygerian Silk, providing a +1D bonus to Sanity Rolls against localized rift-shudders.
4. Specialized Equipment
Scope of the True Meridian (Compact): Adds +1D+1 to Marksmanship rolls. Negates all visibility penalties from the Green Awakening emerald mist.
The Plumb-Weighted Boots: Adds +2 pips to Strength or Stamina rolls when resisting the Sucking Mud (#10) or Equinox Pulse displacement.
Hedge Wizard’s "Smudge" Stick: A bundle of sage and alchemical sulfur. When lit, it creates a 5-foot "Safe Zone" that grants +1D to Sanity Thresholds for 1D6 rounds.
Tactical Synergy: The "Leader"
Because you are consuming that Protein Shake, your Open D6 Strength rolls receive a +2 pip bonus to all totals for the next hour.
When you use the Sonic Scream Roar, in Open D6 terms, this forces a TN 30 (Level 3 SR) Stamina check on everyone in a 30-foot cone. Failure results in being Stunned for 1D6 rounds as the Zimralan frequency shatters their inner ear.
Uncle Bill (Profession: Retired Marine Marksman)
Team: The Cypress Swamp Team (Fire Support)
System: M!M! 2.7 / Lovecraft D6 Mythos / 12-Mile Bayou Rules
Character Profile
Monster Rating (MR): 95 (Deadliness: 3)
Combat Adds: +52
Unified Intelligence (INT / IQ / Sanity): 70 (Current: 55 / Max: 70)
Mythos Knowledge: 1D6
Current Status: Eating a Pop-Tart (+1 DEX next round).
Primary Attributes (The Veteran Scale)
STR (Strength): 18 (x5 = 90 Carry/Lift)
INT / IQ / Sanity: 70 (The anchor for his mental discipline and grit.)
CON (Constitution): 47 (x6 = 282 Total Stamina / MR)
DEX (Dexterity): 24 (Base for Marksman Saving Rolls—increases to 25 next round).
LUK (Luck): 12 (Base for Fortune Saving Rolls)
SPD (Speed): 15
WIZ (Wizardry/Mana): 10 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance—mostly used here for resisting the Shaman's mental static).
🎒 Uncle Bill’s Basement Weapons Locker
Bill is currently firing from the basement windows of the Shreveport Cabin.
The M-216 "Butcher" Special: 40mm HE-DP Grenade Launcher (6D6 Damage).
Old Style Double-Barrel Greener Shotgun: (5D6 Damage at close range). Devastating against Skunk Apes that get too close to the window.
Police Riot Shotgun: (4D6 Damage). High spread for clearing multiple swamp-spawn.
M16 Marksman Rifle (Scoped/Silenced): (4D6 Damage). Used for surgical sniper shots.
M16 with Mounted Grenade Launcher: (5D6 Damage combined). The "Jack of all trades."
The "Master-Key" Rig: An M16 rigged with an under-barrel shotgun. (Allows switching between 4D6 and 3D6 damage without switching weapons).
Special Abilities & Talents
Marine Grin: Uncle Bill has seen things in the service that would break a civilian. He ignores the first 1D6 of Sanity loss when encountering "Swamp Dread" or Skunk Ape entities.
Tactical Marksman: Uncle Bill can sacrifice his movement action for the round to focus his breathing. Effect: Double his Combat Adds (+104) for a single ranged shot.
Basement Fortification: While firing from the basement windows of the Cabin, Uncle Bill gains +4D6 Armor against incoming projectiles or seismic debris.
GM Note: High Precision Butcher
Uncle Bill is the team’s "Finisher." While Bayou Earl holds the center, Bill uses his Tactical Marksman ability to put a 40mm grenade right between a Skunk Ape’s eyes.
Lovecraftian Variant Mechanics (Bolt Thrower Press)
Sanity Threshold (Max): 70 (The anchor of Marine discipline).
Current Sanity: 55 (He's seen the '63 Circus debris; he's steady but weary).
Mythos Knowledge: 1D6 (He knows there are monsters, but he doesn't care why they're here—only how to kill them).
Mental Trauma Threshold: 14 (Tougher than most; it takes a lot to make Bill blink).
Special: Marine Grin. Passive ability. Deduct 1D6 from any Sanity loss triggered by "Swamp Dread."
Psychological Profile: Hardened Veteran. Immune to the "Jitters" penalty during the first 3 rounds of combat.
2. Open D6 Attribute Stats (OGL v1.0a)
Agility: 4D (Specialization: Marksman Rifle +2D)
Strength: 3D (Specialization: Stamina +1D)
Knowledge: 3D (Specialization: Tactical Fortification +2D)
Perception: 4D+2 (Specialization: Sniping +2D / Spotting Skunk-Apes +1D)
Mechanical: 3D+1 (Specialization: Grenade Launcher Operation +2D)
Technical: 2D (Specialization: Weapon Maintenance +1D)
3. Open D6 Tactical Gear (The Basement Locker)
M-216 "Butcher" Special: 7D Damage (Area Effect).
Double-Barrel Greener: 6D Damage (Short Range only).
M16 Marksman (Scoped): 5D Damage. Scope adds +1D+2 to Marksmanship.
Pop-Tart Bonus: For the next round, add +3 pips (+1D) to all Agility/DEX-based rolls.\
My apologies, Captain—I definitely jumped the gun. We can’t have a Retired Marine Marksman holding the basement with just a Pop-Tart and a dream. Uncle Bill needs the Full Weight of a Marine Combat Kit to back up that M!M! 2.7 firepower.
In Open D6, this kit provides the pips and specialized dice to ensure those 40mm grenades land exactly where they need to.
🪖 Uncle Bill — Full Marine Combat Kit (Open D6)
System: OGL v1.0a / Tiger Transit Spec
1. Primary Weaponry: The "Butcher" & M16 Suite
M-216 "Butcher" Special (40mm HE-DP): * Damage: 7D (Area Effect: 5-meter radius).
Bonus: +1D to Marksmanship when firing from a braced/fortified position.
M16 Marksman Rifle (Scoped/Silenced): * Damage: 5D+1.
Bonus: The high-powered scope adds +2D to Marksmanship at Long Range.
The "Master-Key" Under-barrel Shotgun: * Damage: 5D (Short Range).
Bonus: Allows a free "Switch-Fire" action (No multi-action penalty to swap between M16 and Shotgun).
2. Tactical Marine Apparel
ERDL Pattern Fatigue Jacket (Vortex-Reinforced): * Protection: +1D Physical; +2 Energy/Magic.
Bonus: +2 pips to Stamina when resisting the humidity/heat of the 12-Mile Bayou.
LBE (Load Bearing Equipment): * Effect: Increases "Carry" capacity by 25 lbs.
Bonus: Provides a +1D bonus to Mechanical rolls when performing a "Combat Reload" under pressure.
3. Support & SIGINT Gear
Marine Recon Binoculars (IR/Low-Light): * Effect: Negates all darkness penalties.
Bonus: Adds +1D+2 to Perception/Search when scanning the tree line for Orange-Brown fur.
K-Bar Fighting Knife: * Damage: STR + 1D+1.
Bonus: +1 pip to Brawling checks.
Entrenching Tool (E-Tool): * Effect: Essential for the "Basement Fortification" talent.
Bonus: Adds +1D to Technical rolls when reinforcing a defensive position.
🎯 Combat Synergy: The "Finisher" Build
When Uncle Bill uses his Tactical Marksman talent (Sacrificing movement to focus), his Open D6 total for a single shot looks like this:
Base Perception/Marksmanship: 6D+2 (with Scope).
Tactical Focus: +104 Adds (from M!M! 2.7 translation).
Result: A guaranteed hit that can punch through a Jungle Troll’s (#16) hide before the beast even clears the mist.
Detective Jones (Perimeter Security Profession: Police Detective and Investigator)
Team: The Cypress Swamp Team (SPD and Tactical Support)
System: M!M! 2.7 / Lovecraft D6 Mythos / 12-Mile Bayou Rules
Character Profile
Monster Rating (MR): 360 (Deadliness: 3)
Note: Since MR = CON and CON is x6, his base MR is 360 for high-tier play.
Combat Adds: +32
Unified Intelligence (INT / IQ / Sanity): 70 (Current: 60 / Max: 70)
Mythos Knowledge: 2D6
Current Status: On Point (Scanning the treeline).
Primary Attributes (The Lawman Scale)
STR (Strength): 16 (x5 = 80 Carry/Lift)
INT / IQ / Sanity: 70 (The anchor for his investigative mind and mental shield.)
CON (Constitution): 60 (x6 = 360 Total Stamina / MR)
DEX (Dexterity): 18 (Base for Reflex Saving Rolls)
LUK (Luck): 14 (Base for Fortune Saving Rolls)
SPD (Speed): 14
WIZ (Wizardry/Mana): 15 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following AMAZING ACCURACY
- Level: 1 Cost: 4 WIZ or 2 DEX (DEX used for this spell does not regenerate with time and is a permanent loss) Duration: until the missile hits its target or is intercepted in some fashion.
- Range to cast: 100 feet and line of sight.
- Range of effect: N/A. Power up: 2× range of the
- possible shot per level. Origin of spell: Elf magic.
- Description: This spell will work on any projectile and must be triggered just as the missile is released. Most commonly used in archery, it is useful in both hunting and combat. Simply put, the missile will not miss its intended target even if the original aim was inaccurate or off line. Elves have the timing thing down very well, but non-elves must make a 2nd Level SR on DEX to be sure they launch the missile at the exact moment when they cast the spell. If they fail the saving roll, they must take the DEX penalty and lose 2 DEX.
🎒 Detective Jones’ Duty Gear
Standard Issue .357 Magnum: (4D6 Damage). Reliable and heavy-hitting.
12-Gauge Pump Action Shotgun: (4D6 Damage). Loaded with buckshot for perimeter defense.
Shreveport PD Tactical Vest: (Reduces incoming physical damage by 4 per hit).
The "Bullhorn" of Authority: Used for the Law & Order ability; can be heard over the swamp mist.
High-Intensity Spotlight: Mounted on the B&B porch to cut through the Shaman's shadows.
Special Abilities & Talents
Law & Order: Detective Jones is a natural leader under pressure.
Effect: Provides +5 Combat Adds to all allies when defending a fixed structure (like the Cypress Shadow B&B).
Perimeter Expert: Jones gets a +2D6 bonus to any LUK or DEX Saving Rolls made to spot hidden traps or Skunk Apes attempting to breach the Cabin.
Street Wise / Swamp Wise: Can identify local criminal or cultist markings, granting the team a tactical advantage when navigating the 12-mile radius.
GM Note: The Perimeter Anchor
Detective Jones is essential for the "Siege" phase of the adventure. His Law & Order buff ensures that even the lower-MR support staff can hit their targets when the Skunk Apes rush the porch.
Lovecraftian Variant Mechanics (Bolt Thrower Press)
Sanity Threshold (Max): 70 (The anchor of a logical, evidence-based mind).
Current Sanity: 60 (The '63 Circus files and Bayou reports have chipped away at his calm).
Mythos Knowledge: 2D6 (He’s seen the "Red-File" cases that the SPDO never officially closed).
Mental Trauma Threshold: 14 (Sturdy; his procedural training keeps him from snapping during minor rifts).
Spiritual Armor (Wiz-Resonance): 3 (Minimal, but his focused observation acts as a "logic shield" against the Shaman’s whispers).
Psychological Profile: Methodical Investigator. Gains a +1D bonus to all Perception/Search rolls when conducting a "grid sweep" of the treeline.
2. Open D6 Attribute Stats (OGL v1.0a)
Agility: 3D (Specialization: Quick Draw +1D / Amazing Accuracy Timing +1D)
Strength: 2D+2 (Specialization: Brawling +1D / Grappling +1D)
Knowledge: 4D (Specialization: Law Enforcement +2D / Criminology +1D)
Perception: 4D (Specialization: Scanning Treeline +2D / Investigation +1D)
Mechanical: 2D+1 (Specialization: Patrol Vehicle Operation +1D)
Technical: 3D (Specialization: Security Systems +1D / Evidence Collection +1D)
3. 🎒 Open D6 Duty Gear & Tactical Loadout
Standard Issue .357 Magnum: 4D Damage.
Bonus: +1 pip to Marksmanship at Short Range.
12-Gauge Pump Action Shotgun: 5D Damage.
Bonus: Adds +1D to Marksmanship against multiple targets in a 10-foot cone.
Shreveport PD Tactical Vest: +1D Physical Armor; +2 Energy/Magic Resistance.
High-Intensity Spotlight: Negates all darkness/shadow penalties within a 50-foot beam.
The "Bullhorn" of Authority: When using the Law & Order ability, Jones makes a Presence (Command) roll (TN 15). Success grants all allies +1D to their Willpower or Sanity rolls for 3 rounds.
4. The "Amazing Accuracy" Mechanics (Open D6 Integration)
When Detective Jones triggers this Elven-sourced spell:
The Cost: 4 WIZ (or a permanent -2 DEX loss if mana is empty).
The Check: Jones must pass a TN 15 (2nd Level SR) Agility roll to time the launch.
The Effect: If successful, the Target Number (TN) for the shot becomes 5 (Automatic Hit). The projectile will curve or adjust mid-air to find its target, ignoring all cover or concealment penalties.
Voodoo Doctor John (Occult Support)
Team: The Cypress Swamp Team (Profession: Scholar / Witch Doctor)
System: M!M! 2.7 / Lovecraft D6 Mythos / 12-Mile Bayou Rules
Character Profile
Monster Rating (MR): 450 (Deadliness: 3)
Calculation: CON 75 x 6 = 450 Stamina/MR.
Combat Adds: +40
Unified Intelligence (INT / IQ / Sanity): 85 (Current: 75 / Max: 85)
Mythos Knowledge: 6D6 (Advanced Scholar)
Current Status: Casting the Bones (Consulting the Spirits).
Primary Attributes (The Witch Doctor Scale)
STR (Strength): 12 (x5 = 60 Carry/Lift)
INT / IQ / Sanity: 85 (The massive anchor for his voodoo scholarship and mental armor.)
CON (Constitution): 75 (x6 = 450 Total Stamina / MR)
DEX (Dexterity): 15 (Base for Ritual Saving Rolls)
LUK (Luck): 20 (High Fortune—favored by the Loa)
SPD (Speed): 12
WIZ (Wizardry/Mana): 60 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
🎒 Doctor John’s Ritual Gear
The Gris-Gris Bag: A potent collection of graveyard dirt, herbs, and bones.
Healing Mojo: Can restore 1D6 Sanity to an ally once per turn.
Giant’s Hex: Can target a 12-foot giant or Skunk Ape. The target must make a LUK Saving Roll or suffer a -20 penalty to Adds for the duration of the combat.
The Bone Staff: A heavy walking stick carved from the femur of a prehistoric beast. (Melee: 3D6 damage; acts as a focus for WIZ).
Vials of Swamp-Water Tonic: Used to buff the team's physical resilience (+10 CON for 1 hour).
Scholar’s Ledger: An ancient book containing the lineage of the 1885 Bigfoot War.
Special Abilities & Talents
Spiritual Resonance: Because of his high INT/Sanity, John can sense the arrival of "Swamp Dread" entities before they manifest physically.
Witch Doctor's Roar: Costs 5 WIZ per level. Unlike Earl’s sonic scream, John’s roar carries the voices of the ancestors, causing fear and forcing a Sanity Check on enemies.
Hex Resistance: John provides a passive +1D6 bonus to all nearby allies' Saving Rolls against magical attacks or Shaman curses.
GM Note: The Spiritual Guardian
Doctor John isn't there to trade blows with Skunk Apes; he's there to make sure the Skunk Apes can't land a hit. His Gris-Gris is the only thing keeping Uncle Bill's Sanity from bottoming out when the carnage gets heavy.
This is the "Full Weight" spiritual anchor of the team. Voodoo Doctor John doesn't just fight the swamp; he negotiates with the spirits that haunt it. We’re locking in his high-tier Mythos Knowledge and his Open D6 ritual pips to supplement that massive 450 MR.
🛶 Voodoo Doctor John — System Expansion
Role: Occult Support & Spiritual Guardian
Archetype: Scholar / Witch Doctor
1. Lovecraftian Variant Mechanics (Bolt Thrower Press)
Sanity Threshold (Max): 85 (The highest on the team; his mind is a fortified temple of ancient lore).
Current Sanity: 75 (Consulting the spirits has its price, but he remains the most stable member).
Mythos Knowledge: 66D6 (Advanced Scholar—he knows the True Names of the Zimralan entities).
Mental Trauma Threshold: 17 (Extremely resilient; it takes a cosmic-level event to rattle the Doctor).
Spiritual Armor (Wiz-Resonance): 12 (Natural resistance to the Shaman’s songs; he can "hear" the counter-melody).
Psychological Profile: Enlightened Mystic. Immune to "Swamp Dread" fear penalties. He treats the supernatural as a science.
2. Open D6 Attribute Stats (OGL v1.0a)
Agility: 2D+1 (Specialization: Ritual Movement +1D)
Strength: 2D (Specialization: Stamina +1D)
Knowledge: 5D+2 (Specialization: Occult Lore +3D / Zimralan History +2D)
Perception: 5D (Specialization: Astral Sight +2D / Sense Danger +1D)
Mechanical: 2D (Specialization: Apothecary Tools +1D)
Technical: 4D (Specialization: Alchemy/Medicine +2D / Ritual Prep +1D)
3. 🎒 Open D6 Ritual Gear & Tactical Support
The Bone Staff: STR + 1D+2 Damage.
Focus: Adds +2D to any Wizardry or Occult roll when casting hexes or roars.
The Gris-Gris Bag (Healing Mojo): * Effect: Restores 1D6 Sanity (Lovecraftian) or 1D6 pips to any Attribute pool once per turn.
Giant’s Hex: * Effect: Forces a TN 25 (L3SR) Luck roll on the target. Failure subtracts -3D from the target's Agility or Strength rolls.
Vials of Swamp-Water Tonic: Provides +1D to Stamina rolls for 1 hour.
Scholar’s Ledger: Grants a +2D bonus to Knowledge rolls regarding the 1885 or 1963 events.
4. Witch Doctor’s Roar (Open D6 Integration)
When John unleashes the voices of the ancestors:
The Cost: 5 WIZ per level of power.
The Check: John makes a Presence (Intimidation) or Occult roll vs. the enemy's Willpower/Sanity.
The Effect: Targets who fail are Shaken (-2D to all actions) and must make an immediate Sanity Check (TN 20) or flee the 12-mile radius in terror.
🐯 The Front-Line "Hot Shot" Team
🦅 2. The Hot Shot Totem Warriors (Arizona Ndé Unit)
System: M!M! 2.7 / 12-Mile Bayou Rules / Totem Spirit Mechanics
1. Grey Wolf (Ndé Elder & Soldier Team Leader)
Primary Profession: Special Forces Soldier / Totem Leader
Human Form (Full Tactical)
Monster Rating (MR): 660 (Deadliness: 3)
Combat Adds: +60
CON (Constitution): 110 (x6 = 660 Total Stamina)
Unified INT / IQ / Sanity: 90 (Current: 75 / Max: 90)
WIZ (Wizardry/Mana): 70 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Equipment & Gear:
M4A1 Carbine (Modified): 4D6 Damage. Equipped with an ACOG scope and IR laser.
Sidearm: .45 Tactical 1911 (3D6 Damage).
Obsidian Ritual Knife: (2D6+Adds). Magical, hits incorporeal spirits.
Kevlar Tactical Vest: Reduces incoming damage by 6 per hit.
The Medicine Pouch: Sacred sage and bone dust for perimeter warding.
Trophies of 1885: Ancient artifacts granting +5 bonus to Sanity checks.
Monster Rating (MR): 660 (Deadliness: 3)
Combat Adds: +60
CON (Constitution): 110 (x6 = 660 Total Stamina)
Unified INT / IQ / Sanity: 90 (Current: 75 / Max: 90)
WIZ (Wizardry/Mana): 70 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Equipment & Gear:
M4A1 Carbine (Modified): 4D6 Damage. Equipped with an ACOG scope and IR laser.
Sidearm: .45 Tactical 1911 (3D6 Damage).
Obsidian Ritual Knife: (2D6+Adds). Magical, hits incorporeal spirits.
Kevlar Tactical Vest: Reduces incoming damage by 6 per hit.
The Medicine Pouch: Sacred sage and bone dust for perimeter warding.
Trophies of 1885: Ancient artifacts granting +5 bonus to Sanity checks.
🐺 Hybrid Wolf Form (The Beast Unleashed)
Condition: Activates once ammo is spent or by choice.
Monster Rating (MR): 660 (Deadliness: 5)
Combat Adds: +335
Rapid Regeneration: Heals 330 MR at the start of every combat round.
Attacks: Crushing Jaws (4D6 + Adds).
Special: Shadow Walk Passive (Cannot be tracked, +3D6 Backstab damage).
This is the "Full Weight" breakdown for Grey Wolf, the tactical and spiritual anchor of the Arizona Ndé Hot Shots. He bridges the gap between modern Special Forces precision and the ancient, raw power of the Hybrid Wolf Form.
We are locking in his Open D6 tactical pips and his Lovecraftian ancestral shielding to supplement that massive 660 MR.
Condition: Activates once ammo is spent or by choice.
Monster Rating (MR): 660 (Deadliness: 5)
Combat Adds: +335
Rapid Regeneration: Heals 330 MR at the start of every combat round.
Attacks: Crushing Jaws (4D6 + Adds).
Special: Shadow Walk Passive (Cannot be tracked, +3D6 Backstab damage).
This is the "Full Weight" breakdown for Grey Wolf, the tactical and spiritual anchor of the Arizona Ndé Hot Shots. He bridges the gap between modern Special Forces precision and the ancient, raw power of the Hybrid Wolf Form.
We are locking in his Open D6 tactical pips and his Lovecraftian ancestral shielding to supplement that massive 660 MR.
🦅 1. Grey Wolf — System Expansion
Role: Ndé Unit Leader / Totem Elder
Archetype: Special Forces Soldier / Totem Warrior
1. Lovecraftian Variant Mechanics (Bolt Thrower Press)
Sanity Threshold (Max): 90 (High-tier mental discipline; his soul is anchored to the Great Spirit).
Current Sanity: 75 (The "Thin Spots" in the 12-mile radius have tested him, but his trophies keep him steady).
Mythos Knowledge: 3D6 (He understands the "Star-People" and Void-entities through tribal oral history).
Mental Trauma Threshold: 18 (Elite resilience; it takes a catastrophic rift-event to break his focus).
Spiritual Armor (Wiz-Resonance): 15 (Natural resistance to the Shaman’s songs; his Trophies of 1885 provide an additional +5 flat bonus).
Psychological Profile: Ancestral Guardian. Immune to the "Swamp Dread" fear penalties while in Hybrid Form.
Sanity Threshold (Max): 90 (High-tier mental discipline; his soul is anchored to the Great Spirit).
Current Sanity: 75 (The "Thin Spots" in the 12-mile radius have tested him, but his trophies keep him steady).
Mythos Knowledge: 3D6 (He understands the "Star-People" and Void-entities through tribal oral history).
Mental Trauma Threshold: 18 (Elite resilience; it takes a catastrophic rift-event to break his focus).
Spiritual Armor (Wiz-Resonance): 15 (Natural resistance to the Shaman’s songs; his Trophies of 1885 provide an additional +5 flat bonus).
Psychological Profile: Ancestral Guardian. Immune to the "Swamp Dread" fear penalties while in Hybrid Form.
2. Open D6 Attribute Stats (OGL v1.0a)
Agility: 4D (Specialization: M4A1 Marksmanship +2D / Stealth +1D)
Strength: 3D+2 (Specialization: Stamina +1D / Brawling +2D)
Knowledge: 4D (Specialization: Special Forces Tactics +2D / Ndé Lore +2D)
Perception: 4D+1 (Specialization: Tracking (Scent) +2D / Search +1D)
Mechanical: 3D (Specialization: IR Laser/Optics +1D)
Technical: 3D (Specialization: Perimeter Warding +2D / Demolitions +1D)
Agility: 4D (Specialization: M4A1 Marksmanship +2D / Stealth +1D)
Strength: 3D+2 (Specialization: Stamina +1D / Brawling +2D)
Knowledge: 4D (Specialization: Special Forces Tactics +2D / Ndé Lore +2D)
Perception: 4D+1 (Specialization: Tracking (Scent) +2D / Search +1D)
Mechanical: 3D (Specialization: IR Laser/Optics +1D)
Technical: 3D (Specialization: Perimeter Warding +2D / Demolitions +1D)
3. 🎒 Open D6 Tactical & Ritual Gear
M4A1 Carbine (Modified): 5D Damage.
ACOG Scope: Adds +1D+1 to Marksmanship at Long Range.
.45 Tactical 1911: 4D Damage.
Obsidian Ritual Knife: STR + 1D+2 Damage.
Magical: Ignores the "Ethereal Armor" of ghosts and Quicksilver entities.
Kevlar Tactical Vest: +1D+1 Physical Armor; +2 Energy Resistance.
The Medicine Pouch: Grants a +2D bonus to Technical rolls when setting up "Safe Zone" wards.
M4A1 Carbine (Modified): 5D Damage.
ACOG Scope: Adds +1D+1 to Marksmanship at Long Range.
.45 Tactical 1911: 4D Damage.
Obsidian Ritual Knife: STR + 1D+2 Damage.
Magical: Ignores the "Ethereal Armor" of ghosts and Quicksilver entities.
Kevlar Tactical Vest: +1D+1 Physical Armor; +2 Energy Resistance.
The Medicine Pouch: Grants a +2D bonus to Technical rolls when setting up "Safe Zone" wards.
4. 🐺 Hybrid Wolf Form (Open D6 Integration)
When Grey Wolf unleashes the beast:
Attribute Shift: Strength increases to 6D, Agility to 5D.
Rapid Regeneration: In Open D6 terms, he recovers 2D of lost Attribute pips or health every round.
Shadow Walk (Passive): All Stealth rolls gain a +3D bonus.
Crushing Jaws: STR + 3D Damage. If a "Wild Die" 6 is rolled, the target is pinned.
When Grey Wolf unleashes the beast:
Attribute Shift: Strength increases to 6D, Agility to 5D.
Rapid Regeneration: In Open D6 terms, he recovers 2D of lost Attribute pips or health every round.
Shadow Walk (Passive): All Stealth rolls gain a +3D bonus.
Crushing Jaws: STR + 3D Damage. If a "Wild Die" 6 is rolled, the target is pinned.
2. Kodiak (Bear-Spirit & Heavy Breacher)
Primary Profession: Heavy Weapons Specialist / Skinwalker
Human Form (Full Tactical)
Monster Rating (MR): 1,260 (Deadliness: 4)
Combat Adds: +110
CON (Constitution): 210 (x6 = 1,260 Total Stamina)
Unified INT / IQ / Sanity: 60 (Current: 40 / Max: 60)
WIZ (Wizardry/Mana): 30 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Equipment & Gear:
M249 SAW (Squad Automatic Weapon): 6D6 Damage. Belt-fed suppression.
Tactical Axe: (3D6+Adds). For breaching and close quarters.
Heavy Ballistic Shield: Negates 12 damage from the front.
Frag Grenades (x4): 5D6 Damage in a 10-yard radius.
Monster Rating (MR): 1,260 (Deadliness: 4)
Combat Adds: +110
CON (Constitution): 210 (x6 = 1,260 Total Stamina)
Unified INT / IQ / Sanity: 60 (Current: 40 / Max: 60)
WIZ (Wizardry/Mana): 30 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Equipment & Gear:
M249 SAW (Squad Automatic Weapon): 6D6 Damage. Belt-fed suppression.
Tactical Axe: (3D6+Adds). For breaching and close quarters.
Heavy Ballistic Shield: Negates 12 damage from the front.
Frag Grenades (x4): 5D6 Damage in a 10-yard radius.
🐻 Hybrid Bear Form (The Great Bear)
Condition: Activates when SAW runs dry or in melee.
Monster Rating (MR): 1,260 (Deadliness: 5)
Combat Adds: +635
Rapid Regeneration: Heals 630 MR at the start of every combat round.
Attacks: Mauling Claws (6D6 + Adds). Triple 6s = Butchered.
Special: Earth Quake Stomp (15 WIZ cost, knocks all enemies prone).
Condition: Activates when SAW runs dry or in melee.
Monster Rating (MR): 1,260 (Deadliness: 5)
Combat Adds: +635
Rapid Regeneration: Heals 630 MR at the start of every combat round.
Attacks: Mauling Claws (6D6 + Adds). Triple 6s = Butchered.
Special: Earth Quake Stomp (15 WIZ cost, knocks all enemies prone).
🦅 2. Kodiak — System Expansion
Role: Heavy Breacher / Squad Automatic Specialist
Archetype: Heavy Weapons Specialist / Skinwalker
1. Lovecraftian Variant Mechanics (Bolt Thrower Press)
Sanity Threshold (Max): 60 (Anchored by his physical mass and stoicism).
Current Sanity: 40 (The "Bear" spirit is restless; the Bayou's rifts are grinding his nerves down).
Mythos Knowledge: 1D6 (He doesn't need to understand the Void to crush it).
Mental Trauma Threshold: 12 (His low current Sanity makes him vulnerable to a "Vortex Snap").
Spiritual Armor (Wiz-Resonance): 6 (Decent resistance, mostly due to his sheer physical density).
Psychological Profile: The Berserker. If Sanity drops below 30, Kodiak enters an uncontrollable Hybrid Form state for 1D6 rounds.
Sanity Threshold (Max): 60 (Anchored by his physical mass and stoicism).
Current Sanity: 40 (The "Bear" spirit is restless; the Bayou's rifts are grinding his nerves down).
Mythos Knowledge: 1D6 (He doesn't need to understand the Void to crush it).
Mental Trauma Threshold: 12 (His low current Sanity makes him vulnerable to a "Vortex Snap").
Spiritual Armor (Wiz-Resonance): 6 (Decent resistance, mostly due to his sheer physical density).
Psychological Profile: The Berserker. If Sanity drops below 30, Kodiak enters an uncontrollable Hybrid Form state for 1D6 rounds.
2. Open D6 Attribute Stats (OGL v1.0a)
Agility: 2D+2 (Specialization: Heavy Weapons: M249 +2D / Brawling +1D)
Strength: 5D (Specialization: Lifting/Breaching +2D / Stamina +1D)
Knowledge: 2D (Specialization: Demolitions +1D / Military Protocol +1D)
Perception: 3D (Specialization: Spotting Ambush +1D)
Mechanical: 3D (Specialization: SAW Maintenance +2D)
Technical: 2D+1 (Specialization: Fortification Repairs +1D)
Agility: 2D+2 (Specialization: Heavy Weapons: M249 +2D / Brawling +1D)
Strength: 5D (Specialization: Lifting/Breaching +2D / Stamina +1D)
Knowledge: 2D (Specialization: Demolitions +1D / Military Protocol +1D)
Perception: 3D (Specialization: Spotting Ambush +1D)
Mechanical: 3D (Specialization: SAW Maintenance +2D)
Technical: 2D+1 (Specialization: Fortification Repairs +1D)
3. 🎒 Open D6 Tactical & Heavy Gear
M249 SAW (Squad Automatic Weapon): 6D+2 Damage.
Suppression Rule: Provides a +2D bonus to Intimidation or Crowd Control rolls. Any target not behind hard cover is forced to make a TN 20 (L2SR) Courage check.
Tactical Axe: STR + 2D Damage.
Breacher: Adds +2D to Strength rolls for destroying doors or barriers.
Heavy Ballistic Shield: +2D Physical Armor (Frontal Only).
Frag Grenades: 5D Damage (5-meter radius).
M249 SAW (Squad Automatic Weapon): 6D+2 Damage.
Suppression Rule: Provides a +2D bonus to Intimidation or Crowd Control rolls. Any target not behind hard cover is forced to make a TN 20 (L2SR) Courage check.
Tactical Axe: STR + 2D Damage.
Breacher: Adds +2D to Strength rolls for destroying doors or barriers.
Heavy Ballistic Shield: +2D Physical Armor (Frontal Only).
Frag Grenades: 5D Damage (5-meter radius).
4. 🐻 Hybrid Bear Form (Open D6 Integration)
When the Bear takes over:
Attribute Shift: Strength skyrockets to 8D, Agility drops to 2D.
Rapid Regeneration: Recovers 4D of lost Attribute pips or health every round.
Mauling Claws: STR + 4D Damage.
Earth Quake Stomp: * The Cost: 15 WIZ.
The Effect: Everyone in a 10-meter radius must pass a TN 25 (L3SR) Agility/DEX check or be knocked Prone and lose their next action.
When the Bear takes over:
Attribute Shift: Strength skyrockets to 8D, Agility drops to 2D.
Rapid Regeneration: Recovers 4D of lost Attribute pips or health every round.
Mauling Claws: STR + 4D Damage.
Earth Quake Stomp: * The Cost: 15 WIZ.
The Effect: Everyone in a 10-meter radius must pass a TN 25 (L3SR) Agility/DEX check or be knocked Prone and lose their next action.
3. Winter (Thunderbird Shaman)
Primary Profession: Combat Medic / Spiritual Specialist
Human Form (Full Tactical)
Monster Rating (MR): 420 (Deadliness: 3)
Combat Adds: +38
CON (Constitution): 70 (x6 = 420 Total Stamina)
Unified INT / IQ / Sanity: 90 (Current: 85 / Max: 90)
WIZ (Wizardry/Mana): 80 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Equipment & Gear:
MP5 Submachine Gun: 3D6 Damage. Silenced for night operations.
Combat Medical Kit: Can restore 2D6 CON to allies per use.
Thunderbird Staff: Focus for WIZ-based spells.
Sacred Corn Pollen: Cleanses magical corruption.
Monster Rating (MR): 420 (Deadliness: 3)
Combat Adds: +38
CON (Constitution): 70 (x6 = 420 Total Stamina)
Unified INT / IQ / Sanity: 90 (Current: 85 / Max: 90)
WIZ (Wizardry/Mana): 80 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Equipment & Gear:
MP5 Submachine Gun: 3D6 Damage. Silenced for night operations.
Combat Medical Kit: Can restore 2D6 CON to allies per use.
Thunderbird Staff: Focus for WIZ-based spells.
Sacred Corn Pollen: Cleanses magical corruption.
🦅 Spirit Form (Thunderbird Avatar)
Condition: Activates to provide air support or high magic.
Monster Rating (MR): 420 (Deadliness: 4)
Special Ability: Thunderbird’s Wake: Spiritual shield negating 4D6 magical damage for allies.
Attacks: Lightning Strike (20 WIZ, 8D6 Damage, ignores armor).
Flight: SPD 40 while in spirit form.
can cast any air and whether spells here gms are encouraged to come up with their own VERSIONS OF THESE SPELLS.
HOWEVER, ANY versions of KEN ST ANDRE'S spells will work here from any of his game books, FOR MM 2.7 OR HIS THER RPGS WHICH CANOT BE NAMED NOW BECUSE THIER OWNED BY A DIFFERANT COMPANY.
Condition: Activates to provide air support or high magic.
Monster Rating (MR): 420 (Deadliness: 4)
Special Ability: Thunderbird’s Wake: Spiritual shield negating 4D6 magical damage for allies.
Attacks: Lightning Strike (20 WIZ, 8D6 Damage, ignores armor).
Flight: SPD 40 while in spirit form.
can cast any air and whether spells here gms are encouraged to come up with their own VERSIONS OF THESE SPELLS.
HOWEVER, ANY versions of KEN ST ANDRE'S spells will work here from any of his game books, FOR MM 2.7 OR HIS THER RPGS WHICH CANOT BE NAMED NOW BECUSE THIER OWNED BY A DIFFERANT COMPANY.
🦅 3. Winter — System Expansion
Role: Combat Medic / Spiritual Specialist
Archetype: Thunderbird Shaman
1. Lovecraftian Variant Mechanics (Bolt Thrower Press)
Sanity Threshold (Max): 90 (Her spirit is high-altitude, far above the Bayou's muck).
Current Sanity: 85 (The most stable member of the Ndé Unit).
Mythos Knowledge: 5D6 (She understands the "Upper World" entities and how to ground their energy).
Mental Trauma Threshold: 18 (Extreme resilience; it takes a direct psychic assault to shake her).
Spiritual Armor (Wiz-Resonance): 16 (Passive protection against the Shaman's songs).
Psychological Profile: The Healer. Gains a +1D bonus to all Sanity/Willpower rolls when successfully treating an ally.
Sanity Threshold (Max): 90 (Her spirit is high-altitude, far above the Bayou's muck).
Current Sanity: 85 (The most stable member of the Ndé Unit).
Mythos Knowledge: 5D6 (She understands the "Upper World" entities and how to ground their energy).
Mental Trauma Threshold: 18 (Extreme resilience; it takes a direct psychic assault to shake her).
Spiritual Armor (Wiz-Resonance): 16 (Passive protection against the Shaman's songs).
Psychological Profile: The Healer. Gains a +1D bonus to all Sanity/Willpower rolls when successfully treating an ally.
2. Open D6 Attribute Stats (OGL v1.0a)
Agility: 3D+1 (Specialization: MP5 Marksmanship +1D / Evasion +1D)
Strength: 2D+2 (Specialization: Stamina +1D / Climbing +1D)
Knowledge: 5D (Specialization: First Aid/Medicine +3D / Spiritual Lore +2D)
Perception: 4D (Specialization: Search +1D / Empathy +1D)
Mechanical: 2D (Specialization: Medical Scanner Operation +1D)
Technical: 4D (Specialization: Ritual Cleansing +2D / Alchemy +1D)
Agility: 3D+1 (Specialization: MP5 Marksmanship +1D / Evasion +1D)
Strength: 2D+2 (Specialization: Stamina +1D / Climbing +1D)
Knowledge: 5D (Specialization: First Aid/Medicine +3D / Spiritual Lore +2D)
Perception: 4D (Specialization: Search +1D / Empathy +1D)
Mechanical: 2D (Specialization: Medical Scanner Operation +1D)
Technical: 4D (Specialization: Ritual Cleansing +2D / Alchemy +1D)
3. 🎒 Open D6 Tactical & Spiritual Gear
MP5 Submachine Gun (Silenced): 3D+2 Damage.
Silent Fire: Adds +2D to Stealth when firing from concealment.
Combat Medical Kit: * Effect: Restores 2D6 pips to any lost Attribute pool (Strength/Agility/etc.) per use.
Thunderbird Staff: * Focus: Provides a +2D bonus to any Wizardry or Occult rolls.
Sacred Corn Pollen: One-time use. Cleanses 1D6 points of Sanity loss or negates a magical "Debuff" on an ally.
MP5 Submachine Gun (Silenced): 3D+2 Damage.
Silent Fire: Adds +2D to Stealth when firing from concealment.
Combat Medical Kit: * Effect: Restores 2D6 pips to any lost Attribute pool (Strength/Agility/etc.) per use.
Thunderbird Staff: * Focus: Provides a +2D bonus to any Wizardry or Occult rolls.
Sacred Corn Pollen: One-time use. Cleanses 1D6 points of Sanity loss or negates a magical "Debuff" on an ally.
4. 🦅 Thunderbird Avatar (Open D6 Integration)
When the Spirit takes flight:
Thunderbird’s Wake (Shield): * The Cost: Passive.
The Effect: Provides a 4D6 (Open D6 conversion: 4D) Physical/Magical Armor bubble to all allies within 10 meters.
Lightning Strike: * The Cost: 20 WIZ.
The Effect: 8D Damage. Ignores all non-magical Armor (Physical/Tech).
Air/Weather Mastery: Winter can cast any Ken St. Andre-style air spell (e.g., Whirly-Gig, Breath of Life). In Open D6, these typically have a TN 15 to 25 depending on scale.
4. Coyote (Ndé Scout & Trickster)
Primary Profession: Reconnaissance / Infiltrator / Totem Scout
Human Form (Full Tactical)
Monster Rating (MR): 360 (Deadliness: 2)
Combat Adds: +30
CON (Constitution): 60 (x6 = 360 Total Stamina)
Unified INT / IQ / Sanity: 80 (Current: 70 / Max: 80)
WIZ (Wizardry/Mana): 50 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Equipment & Gear:
Remington 700 Sniper Rifle: 5D6 Damage. (Precision optics).
Suppressed .22 Pistol: 2D6 Damage.
Thermal Goggles: Tracks Skunk Apes through brush.
Ghillie Suit: +1D6 to Stealth/DEX Saving Rolls.
Monster Rating (MR): 360 (Deadliness: 2)
Combat Adds: +30
CON (Constitution): 60 (x6 = 360 Total Stamina)
Unified INT / IQ / Sanity: 80 (Current: 70 / Max: 80)
WIZ (Wizardry/Mana): 50 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Equipment & Gear:
Remington 700 Sniper Rifle: 5D6 Damage. (Precision optics).
Suppressed .22 Pistol: 2D6 Damage.
Thermal Goggles: Tracks Skunk Apes through brush.
Ghillie Suit: +1D6 to Stealth/DEX Saving Rolls.
🦊 Hybrid Coyote Form (The Shadow Trickster)
Condition: Voluntary change; takes 1 round.
Monster Rating (MR): 360 (Deadliness: 5)
Combat Adds: +185
Rapid Regeneration: Heals 180 MR at the start of every combat round.
Attacks: Snapping Jaws (3D6 + Adds). Non-infectious.
Special: Misdirection: (10 WIZ). Creates 1D4 "Mirror Images."
Special: Master Infiltrator: +3D6 to all DEX Saving Rolls.
Condition: Voluntary change; takes 1 round.
Monster Rating (MR): 360 (Deadliness: 5)
Combat Adds: +185
Rapid Regeneration: Heals 180 MR at the start of every combat round.
Attacks: Snapping Jaws (3D6 + Adds). Non-infectious.
Special: Misdirection: (10 WIZ). Creates 1D4 "Mirror Images."
Special: Master Infiltrator: +3D6 to all DEX Saving Rolls.
🦅 4. Coyote — System Expansion
Role: Reconnaissance / Infiltrator
Archetype: Totem Scout / Shadow Trickster
1. Lovecraftian Variant Mechanics (Bolt Thrower Press)
Sanity Threshold (Max): 80 (Anchored by his fluid, adaptable mind).
Current Sanity: 70 (He’s seen the "glitches" in the Bayou's reality and just laughs them off).
Mythos Knowledge: 3D6 (He understands the "Trickster" nature of the Zimralan Void).
Mental Trauma Threshold: 16 (Sturdy; he’s used to things not being what they seem).
Spiritual Armor (Wiz-Resonance): 10 (Naturally slippery; the Shaman’s songs have a hard time "latching" onto him).
Psychological Profile: Detached Observer. Immune to "Vortex Vertigo" penalties.
Sanity Threshold (Max): 80 (Anchored by his fluid, adaptable mind).
Current Sanity: 70 (He’s seen the "glitches" in the Bayou's reality and just laughs them off).
Mythos Knowledge: 3D6 (He understands the "Trickster" nature of the Zimralan Void).
Mental Trauma Threshold: 16 (Sturdy; he’s used to things not being what they seem).
Spiritual Armor (Wiz-Resonance): 10 (Naturally slippery; the Shaman’s songs have a hard time "latching" onto him).
Psychological Profile: Detached Observer. Immune to "Vortex Vertigo" penalties.
2. Open D6 Attribute Stats (OGL v1.0a)
Agility: 4D+2 (Specialization: Stealth +3D / Sniping +2D / Evasion +1D)
Strength: 3D (Specialization: Climbing +1D)
Knowledge: 3D (Specialization: Recon Tactics +2D / Wilderness Lore +1D)
Perception: 5D (Specialization: Tracking +2D / Search +1D / Thermal Goggles +1D)
Mechanical: 2D+1 (Specialization: Communications +1D)
Technical: 2D (Specialization: Trap Disarming +1D)
Agility: 4D+2 (Specialization: Stealth +3D / Sniping +2D / Evasion +1D)
Strength: 3D (Specialization: Climbing +1D)
Knowledge: 3D (Specialization: Recon Tactics +2D / Wilderness Lore +1D)
Perception: 5D (Specialization: Tracking +2D / Search +1D / Thermal Goggles +1D)
Mechanical: 2D+1 (Specialization: Communications +1D)
Technical: 2D (Specialization: Trap Disarming +1D)
3. 🎒 Open D6 Tactical & Stealth Gear
Remington 700 Sniper Rifle: 5D+2 Damage.
Precision Optics: Adds +2D to Marksmanship at Long Range.
Suppressed .22 Pistol: 3D Damage.
Bonus: +1D to Stealth when firing from concealment.
Thermal Goggles: Negates all darkness/mist penalties (TN 10 to track heat).
Ghillie Suit: Adds +1D+2 to all Stealth rolls in the 12 Mile Bayou.
Remington 700 Sniper Rifle: 5D+2 Damage.
Precision Optics: Adds +2D to Marksmanship at Long Range.
Suppressed .22 Pistol: 3D Damage.
Bonus: +1D to Stealth when firing from concealment.
Thermal Goggles: Negates all darkness/mist penalties (TN 10 to track heat).
Ghillie Suit: Adds +1D+2 to all Stealth rolls in the 12 Mile Bayou.
4. 🦊 Hybrid Coyote Form (Open D6 Integration)
Master Infiltrator: All Agility and Perception rolls gain a +3D bonus.
Misdirection (Spell): * Cost: 10 WIZ.
Effect: Creates 1D4 illusions. Attackers must pass a TN 20 (L2SR) Perception check or hit a fake image.
Rapid Regeneration: Recovers 2D of lost Attribute pips or health every round.
Master Infiltrator: All Agility and Perception rolls gain a +3D bonus.
Misdirection (Spell): * Cost: 10 WIZ.
Effect: Creates 1D4 illusions. Attackers must pass a TN 20 (L2SR) Perception check or hit a fake image.
Rapid Regeneration: Recovers 2D of lost Attribute pips or health every round.
5. Stallion (Ndé Interceptor & Heavy Cav)
Primary Profession: Point-Man / Rapid Response / Totem Charger
Human Form (Full Tactical)
Monster Rating (MR): 480 (Deadliness: 3)
Combat Adds: +45
CON (Constitution): 80 (x6 = 480 Total Stamina)
Unified INT / IQ / Sanity: 70 (Current: 60 / Max: 70)
WIZ (Wizardry/Mana): 40 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Equipment & Gear:
Benelli M4 Super 90 Shotgun: 5D6 Damage.
Dual Combat Kukris: (3D6+Adds).
Light Tactical Armor: Reduces damage by 4 per hit.
Smoke Grenades (x6): Team concealment.
Monster Rating (MR): 480 (Deadliness: 3)
Combat Adds: +45
CON (Constitution): 80 (x6 = 480 Total Stamina)
Unified INT / IQ / Sanity: 70 (Current: 60 / Max: 70)
WIZ (Wizardry/Mana): 40 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Equipment & Gear:
Benelli M4 Super 90 Shotgun: 5D6 Damage.
Dual Combat Kukris: (3D6+Adds).
Light Tactical Armor: Reduces damage by 4 per hit.
Smoke Grenades (x6): Team concealment.
🐎 Hybrid Stallion Form (The War-Spirit)
Condition: Voluntary change; takes 1 round.
Monster Rating (MR): 480 (Deadliness: 5)
Combat Adds: +245
Rapid Regeneration: Heals 240 MR at the start of every combat round.
Attacks: Powerful Hooves and Bite (4D6 + Adds). Non-infectious.
Special: Thunderous Charge: Double Damage on initial strike after moving 20+ yards.
Speed: SPD 35 (Ground Speed leader).
When in this form he picks up winter and tosses her on his back or she mounts on his back and ride into combat she can tarns form her wizards Staff into a mighty spear and has javelins and can shoot here bow and arrows form horse back as a monted archer mm 2.7 missile combat is still in effect here
Condition: Voluntary change; takes 1 round.
Monster Rating (MR): 480 (Deadliness: 5)
Combat Adds: +245
Rapid Regeneration: Heals 240 MR at the start of every combat round.
Attacks: Powerful Hooves and Bite (4D6 + Adds). Non-infectious.
Special: Thunderous Charge: Double Damage on initial strike after moving 20+ yards.
Speed: SPD 35 (Ground Speed leader).
When in this form he picks up winter and tosses her on his back or she mounts on his back and ride into combat she can tarns form her wizards Staff into a mighty spear and has javelins and can shoot here bow and arrows form horse back as a monted archer mm 2.7 missile combat is still in effect here
🦅 5. Stallion — System Expansion
Role: Point-Man / Rapid Response
Archetype: Totem Interceptor / War-Spirit
1. Lovecraftian Variant Mechanics (Bolt Thrower Press)
Sanity Threshold (Max): 70 (Anchored by momentum and forward drive).
Current Sanity: 60 (The Bayou's muck slows him down mentally; he hates being "stuck").
Mythos Knowledge: 1D6 (Sees the Void as just another fence to jump).
Mental Trauma Threshold: 14 (Solid; focused on the physical world).
Spiritual Armor (Wiz-Resonance): 8 (His "Thunderous Charge" generates a protective aura).
Psychological Profile: The Charger. Gains +1D to all Willpower rolls while moving at full speed.
2. Open D6 Attribute Stats (OGL v1.0a)
Agility: 4D (Specialization: Shotgun Marksmanship +1D / Dual Kukri Brawling +2D)
Strength: 4D (Specialization: Stamina +2D / Kicking +1D)
Knowledge: 2D+2 (Specialization: Cavalry Tactics +2D)
Perception: 3D+1 (Specialization: Reflexes +2D / Initiative +1D)
Mechanical: 3D (Specialization: Rapid Response Driving +1D)
Technical: 2D (Specialization: First Aid (Field) +1D)
3. 🎒 Open D6 Tactical & Intercept Gear
Benelli M4 Super 90: 5D+1 Damage. (Ignore 1 point of armor at close range).
Dual Combat Kukris: STR + 2D Damage.
Light Tactical Armor: +1D Physical Armor; +1 Magic Resistance.
Smoke Grenades: Creates a 10-meter cloud; provides +2D Cover bonus to the whole team.
4. 🐎 Hybrid Stallion Form (Open D6 Integration)
Thunderous Charge: If Stallion moves 20+ yards, his first attack (Hooves or Bite) deals Double Open D6 Damage (8D+ Adds).
Mounted Combat (The Thunderbird Knight): * Effect: When Winter mounts Stallion, they act on the same initiative. Stallion provides the SPD 35 and 4D Defense, while Winter provides the 4D Thunderbird Shield and 8D Lightning Strikes.
Rapid Regeneration: Recovers 3D of lost Attribute pips or health every round.
🕵️♀️ 1. Valkyrae (Lead Sharpshooter)
Profession: Sharpshooter (Humans! Humans! 1st Ed.)
M!M! 2.7 Base Stats:
Monster Rating (MR): 96 (Deadliness: 3)
CON (Constitution): 16 ($x6 = 96$ Stamina/MR)
DEX (Dexterity): 26 (Elite Marksman SR Base)
IQ (Intelligence): 18 (Ballistic Calculation)
STR (Strength): 12 ($x5 = 60$ Carry/Lift)
LUK (Luck): 15
WIZ (Wizardry): 10 (Mental Resistance)
Combat Adds: +34
M!M! 2.7 Sharpshooter Mechanics:
Primary Weapon: Heavy Military Rifle ($5\text{D6} \times 3$ Multiplier).
Full Scope: Reduces all Range SRs by 2 Levels.
Precision Shot: If Valkyrae makes a Level 1 SR on DEX (Target 20), she ignores the target's armor.
🕵️♀️ 1. Valkyrae — System Expansion
Role: Lead Sharpshooter (The Trigger)
Profession: Sharpshooter (Humans! Humans! 1st Ed.)
Archetype: High-Precision Hunter
1. Lovecraftian Variant Mechanics (Bolt Thrower Press)
Sanity Threshold (Max): 75 (Anchored by the cold glass of her scope).
Current Sanity: 65 (The "Vortex Blur" has tested her focus, but she remains elite).
Mythos Knowledge: 2D6 (She knows exactly where to aim to disrupt a Shaman's "Glow-Points").
Mental Trauma Threshold: 15 (She doesn't flinch at the sight of an Orange-Brown Skunk-Durdle #11).
Psychological Profile: The Professional. She ignores the first 1D6 of Sanity loss when viewing a target through her optics.
2. Open D6 Attribute Stats (OGL v1.0a)
Agility: 5D (Specialization: Marksman Rifle +3D / Stealth +2D / Evasion +1D)
Strength: 2D+2 (Specialization: Stamina +1D)
Knowledge: 3D+1 (Specialization: Ballistics +2D / Cryptid Anatomy +1D)
Perception: 4D+2 (Specialization: Long-Range Spotting +2D / Search +1D)
Mechanical: 3D (Specialization: Scope Calibration +1D)
Technical: 2D (Specialization: Rifle Maintenance +1D)
🕵️♂️ 2. Hendel (Sniper's Spotter)
Profession: Sharpshooter / Recon (Humans! Humans! 1st Ed.)
M!M! 2.7 Base Stats:
Monster Rating (MR): 108 (Deadliness: 3)
CON (Constitution): 18 ($x6 = 108$ Stamina/MR)
DEX (Dexterity): 22 (Spotter Reflexes)
IQ (Intelligence): 20 (High-tier SIGINT/Ballistic Logic)
STR (Strength): 14 ($x5 = 70$ Carry/Lift)
LUK (Luck): 12
WIZ (Wizardry): 12
Combat Adds: +28
M!M! 2.7 Spotter Mechanics:
Spotter Lead: When Hendel is active, Valkyrae’s DEX SR for shooting receives a +5 bonus to the roll total.
Advanced Optics: Hendel can identify a cryptid's MR and Special Abilities with a Level 1 SR on IQ.
🛡️ System Expansion (Open D6 & Lovecraftian)
| Attribute | Valkyrae (Open D6) | Hendel (Open D6) |
| Agility | 5D (Marksmanship +2D) | 4D (Evasion +1D) |
| Knowledge | 3D (Ballistics +2D) | 4D (Tactics +2D) |
| Perception | 4D (Search +1D) | 5D (Spotting +2D) |
| Sanity (Max) | 75 | 70 |
| Mythos Know. | 2D6 | 1D6 |
🎒 The Sharpshooter Loadout (Integrated)
The Rifle: Heavy Military ($5\text{D6} \times 3$ in 2.7 / 6D+2 in Open D6).
The Armor: Tactical Kelvar (-6 Damage in 2.7 / +1D+1 in Open D6).
The "Un-Nerfed" Scope: Valkyrae treats all Long-Range shots as Level 1 SRs.
🕵️♂️ 2. Hendel — System Expansion
Role: Sniper's Spotter (The Eyes)
Profession: Sharpshooter / Recon (Humans! Humans! 1st Ed.)
Archetype: Tactical Overwatch / Ballistic Tech
1. Lovecraftian Variant Mechanics (Bolt Thrower Press)
Sanity Threshold (Max): 70 (Anchored by military procedural data).
Current Sanity: 60 (The Bayou's emerald mist makes him double-check his calculations).
Mythos Knowledge: 1D6 (He treats the Void as a weather pattern to be compensated for).
Mental Trauma Threshold: 14 (Steady hand; takes high-tier rift activity to rattle him).
Psychological Profile: The Anchor. As long as Hendel is within 5 feet of Valkyrae, she gains +1D to all Willpower or Sanity rolls.
2. Open D6 Attribute Stats (OGL v1.0a)
Agility: 4D+1 (Specialization: Marksman Rifle +1D / Evasion +2D)
Strength: 3D (Specialization: Lifting +1D)
Knowledge: 4D (Specialization: Tactical Positioning +2D / SIGINT Operation +1D)
Perception: 5D (Specialization: Tracking +2D / Searching +1D / Identifying Weak Points +2D)
Mechanical: 4D (Specialization: Tactical Scanner/Rangefinder +2D)
Technical: 2D+2 (Specialization: Communications Repair +1D)
🔭 Sniper-Spotter Tactical Synergy (Un-Nerfed)
1. The "Spotter's Lead" Rule (Open D6 / M!M! 2.7)
If Hendel uses his action to "Spot" a target for Valkyrae:
M!M! 2.7 Effect: Valkyrae’s DEX Saving Roll difficulty is reduced by an additional -1 Level (Combining with the Scope for a total -3 Level reduction).
Open D6 Effect: Valkyrae adds +2D to her Marksmanship total and ignores all target "Velocity" or "Concealment" (Mist) penalties.
2. Heavy / Military Rifle Ballistics (Humans! Humans!)
M!M! 2.7 Damage: $5\text{D6} \times 3$ (Heavy Factor).
The "Dars" Precision: If Valkyrae rolls doubles on her DEX SR, the Multiplier increases to x5 as she puts a silver-core round through a vital spirit-node.
Open D6 Damage: 7D (Silver-Core / High Velocity).
3. Gear: The "Long-Look" Kit
Leupold Advanced Optics: +2D to Perception/Marksmanship.
Hendel’s Laser Rangefinder: Negates the -2D penalty for "Vortex Blur" atmospheric distortion.
Silenced M21 (Valkyrae): 6D+2 Damage.
Benelli M4 (Hendel's Backup): 5D Damage for perimeter defense.
🏛️ 3. Agent Cornwall’s Federal Unit (FBI Occult Crimes)
System: Humans! Humans! (1st Edition) / M!M! 2.7 / 12-Mile Bayou Rules
1. Special Agent Cornwall (Team Leader)
Profession: FBI Agent / Profiler
Monster Rating (MR): 390 (Deadliness: 3) | Adds: +35
CON (Constitution): 65 (x6 = 390 Total Stamina)
Unified INT / IQ / Sanity: 85 (Current: 70 / Max: 85)
WIZ (Wizardry/Mana): 30 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Skills: Criminology, HUMINT, Law, Occult, Psychotherapy, Alertness, Drive.
Gear: Barksdale Sat-Link (Tactical Uplink), .40 Glock (3D6 Damage), Kevlar Vest (Armor 6).
2. McCabe (The Sniper)
Profession: Retired Army Ranger / Security Contractor
Monster Rating (MR): 510 (Deadliness: 4) | Adds: +48
CON (Constitution): 85 (x6 = 510 Total Stamina)
Unified INT / IQ / Sanity: 70 (Current: 50 / Max: 70)
WIZ (Wizardry/Mana): 15 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Skills: Stealth (x2), Dodge (x2), First Aid, Arabic, Pashto, Urdu.
Gear: Barrett .50 Cal Sniper Rifle (7D6 Damage), Silver-Core Rounds (Ignores supernatural DR), Ghillie Suit.
3. Tanker / McMurtry (Heavy Weapons)
Profession: Retired Army Ranger / Heavy Gunner
Monster Rating (MR): 720 (Deadliness: 5) | Adds: +65
CON (Constitution): 120 (x6 = 720 Total Stamina)
Unified INT / IQ / Sanity: 65 (Current: 45 / Max: 65)
WIZ (Wizardry/Mana): 15 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Skills: Extreme Violence (Trauma), Stealth, First Aid, Arabic, Pashto.
Gear: M2 Browning (.50 Cal Machine Gun - 8D6 Damage), Heavy Suppression Kit, Ballistic Plate Carrier (Armor 10).
4. Kurtz (Tech & Comms)
Profession: Computer Scientist / SIGINT Expert
Monster Rating (MR): 300 (Deadliness: 2) | Adds: +25
CON (Constitution): 50 (x6 = 300 Total Stamina)
Unified INT / IQ / Sanity: 90 (Current: 80 / Max: 90)
WIZ (Wizardry/Mana): 25 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Skills: Computer Science, Microelectronics, SIGINT, Mathematics, Unarmed Combat.
Gear: Cybernetic Thermal Eye (Negates invisibility/darkness penalties), SIGINT Jammer, PDW Submachine Gun (3D6 Damage).
5. Dr. Kamilia Palmer (Field Medic)
Profession: Forensic Pathologist / Former Military Medic
Monster Rating (MR): 270 (Deadliness: 2) | Adds: +20
CON (Constitution): 45 (x6 = 270 Total Stamina)
Unified INT / IQ / Sanity: 95 (Current: 80 / Max: 95)
WIZ (Wizardry/Mana): 20 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Skills: Medicine, Forensics, Field Triage, Firearms, Latin (x2).
Gear: Field Medical Surgical Kit (Restores 3D6 MR), Trauma Shears, 9mm Beretta (3D6 Damage).
6. Professor Alistair Finch (The Expert)
Profession: Anthropologist / Cryptozoologist / Occultist
Monster Rating (MR): 240 (Deadliness: 2) | Adds: +15
CON (Constitution): 40 (x6 = 240 Total Stamina)
Unified INT / IQ / Sanity: 100 (Current: 75 / Max: 100)
WIZ (Wizardry/Mana): 45 (Used as both the Wizardry Base for spells and the Mana Pool this includes the following for all Hedge Magic, and magic resistance and resonance like sonic scream roar attack spell cost 5 wiz per level, wtc.
Skills: Anthropology, Archaeology, Cryptids, Zoology, Photography (x2), Search, Occult.
Gear: High-Res Camera (Can capture spiritual entities), The "Black Ledger" of 1885, Ancient Totem Map.
⚖️ Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:
The Multiverse & Lore: The world of Zimrala, the Tygerian Isles, the Ether Dragons and their portal mechanics, the Zimralan Void-Water Sovereign, and the specific narrative of the September 1963 Circus Crash.
The War Records: The Tiger Force Shadow Saga (Tiger Transit Version), the "Oklahoma Bigfoot Wars," and the "1885 Bigfoot War" in relation to the 1885 Burial Ground.
Personas & Commanders: The specific "Hedge Wizard of the Shreveport Cabin" persona, "Bayou Earl," LT Sandsborn, Captain Hernandez, and the "Royal Cartographer" archetype.
Tactical Units: The Cypress Swamp Team, the Arizona Ndé Hot Shots, and the FBI Occult Crimes Unit.
The 12 Mile Bestiary: Père Malfait: The Hollowed Shoggox-Muckra-Oozekin-Blearrrggh Hexa-Sentinel, the Honey Island Skunk-Durdle (Orange-Brown variant), the Skunk Ape Shaman, and the Durdle "Demon" (Stuart Skilton).
Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor.
Geographic Focus: The 12-mile radius of Shreveport, LA, the Cypress Shadow B&B, and the Sovereign’s Bluff Lodge.
Trademarks & Credits:
Monsters! Monsters!™ and Humans! Humans!™ (1st Edition) are trademarks of Ken St. Andre and Trollgodfather Press and are used with permission.
The Monastery of Zimrala (MoZ) is the official campaign setting created by Ken St. Andre.
Monster Credits: Oozekin (Marzio Ombra), Quicksilver (Brian Gross), Shoggox and Jungle Trolls (Ken St. Andre).
System Mechanics: The specific mechanics for Lovecraft D6, Sanity Tables, and Mythos rules are the intellectual property of Bolt Thrower Press. This work utilizes the Open D6 system under the OGL v1.0a.
© 2026 Arthur Earl C. Hedges Jr. All rights reserved.

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