This notebook is a compilation on the data you’ve collected about the magical mutant beasts of the wastelands and other supernatural threats. More info will be added as you encounter and learn about the creatures.
Base Creature: Human
Threat Level: Low in small numbers, Moderate in hordes
Description: Most Spellghouls appear to be disheveled humans with various rotting injuries. Their eyes are completely cloudy white with a faint purple glow. Thier blood has a similar violet luminescence.
Behavior: Spellghouls have very little intelligence, and will mostly wander aimlessly or remain in a comatose state if undisturbed. When they detect a living being in close proximity, they will attempt to chase it down and eat it. Like most arcane mutants, they do not attack other mutated creatures. They often tend to gather in large hordes, drawn to one spot by prey.
Notable Abilities: Very hard to kill due to not relying on most human organs. They can take an entire clip to the torso and still keep coming. They also seem to have heightened senses.
Notable Weaknesses: Headshots, decapitation, and burning are the most effective tactics.
- Some estimate that as many as half of those killed by magical energies during the Mage War rose as spellghouls. If this is the case, there could be as many as 3 billion worldwide, outnumbering living humans almost 1000 to 1.
- It is commonly known that ingesting the blood or tissue of a spellghoul often causes dementia and aggression, followed by permanent brain damage and usually death.
- Some rumors tell that certain uncivilized survivor tribes have built up a partial immunity to spellghoul blood, and drink small amounts to augment their abilities in battle.
- Unlike most other arcane mutants, spellghouls seem to be able to subsist on very little food, kept alive by the magical energy animating them. This could be due to an ability to enter some kind of stasis when they haven’t fed for a long period. Whether they will ever “burn out” is unknown, and only time will tell.
Base Creature: Human?
Threat Level: Moderate alone, up to High in packs
Description: Hulking Abominations are like 9 to 12-foot Spellghouls with bulky upper bodies, and usually a number of glowing tumors and horn-like protrusions all over their skin. They are built more like gorillas than humans, and have enormous jaws full of jagged teeth as well as fists the size of wrecking balls.
Behavior: They seem slightly more intelligent than Spellghouls, and often wander in groups of 2-4 in search of prey. Groups that meet have been observed engaging in what seems to be territorial conflict. When they catch sight of prey, they will either charge straight into battle or find something very large to hide behind until the prey gets closer.
Notable Abilities: Extreme strength and durability. Unless burned or decapitated, they often get back up minutes or hours after sustaining seemingly-fatal wounds.
Notable Weaknesses: The inside of the mouth seems to be one of the only places not covered by their leathery, armored hide.
Base Creature: N/A
Threat Level: Moderate alone, High in packs
Description: Werewolves are not actually magical mutants, and have existed at least as long as mages. Maybe longer. They are, quite simply, humans that can transform their bodies into a creature closely resembling canis lupus, but around 50% larger. This ability seems to be genetically heritable, so most werewolves are of an ethnicity that comes from a region where wolves are common. European, Russian, and Native American seem to be the most likely.
Behavior: Werewolves generally behave much like humans in their human form, although they may show signs of being unfamiliar in civilized settings. As a wolf, they seem to retain their human intelligence and will thus behave in ways that wild wolves never would.
Notable Abilities: In human form, they have sharper senses than a human. In their wolf form, they have all of the benefits that comes with being a massive apex predator.
Notable Weaknesses: Put away the silver bullets. Even in wolf form, they’re just flesh and blood. A 12-gauge will kill them just the same as it would any other large carnivore.
- Werewolves seem to have coexisted and interbred with humans for at least as long as they have lived in areas where wolves are present. The origin of the “curse,” much like the origin of the ability to use magic, is unknown.
- The chance for a child of a werewolf and a human to become a werewolf is low. The child of two werewolf parents has a slightly higher chance. It is also possible, but very rare, for a child with a recessive gene on one or both parents’ side(s) to become a werewolf.
- The werewolf “curse” can only be spread by a bite during the Blood Moon, when werewolves often enter a state of extreme aggression. The Blood Moon is the full moon closest to the Autumn Equinox, for those not up on their astronomy. The cause of this seems to be a magical “toxin” of sorts produced in a werewolf’s saliva once a year.
- The full moon does affect the behavior of werewolves to some degree, triggering a state of mind similar to that caused by the natural cycle of female humans. Werewolf hunters have made countless jokes regarding this fact throughout the centuries.
- In many areas, werewolves (and relatives of werewolves) organize into cultural subgroups similar to that of Native Americans and Latinos in the United States before the war, adopting tribal customs and lifestyles that some claim are thousands of years old. These “Werewolf Tribes” often masquerade as tribal groups related to the dominant ethnicity of the members.
- The plant wolfsbane is highly toxic to werewolves… but it is also highly toxic to humans, so save yourself the flower hunt and just use arsenic.
Base Creature: N/A
Threat Level: Moderate to Extreme
Description: When not using their powers, most spellcasters are indistinguishable from normal humans. They come from all nations and demographics.
Notable Abilities: The power of individual spellcasters varies- from focused practitioners that have very specific, restrictive magical abilities to full-blown Sorcerers that can do just about anything they can imagine.
Notable Weaknesses: Physically, spellcasters are human and are suceptible to anything their non-magical counterparts are. However, many of them can deflect bullets with a thought or create potions that make them immune to poison or disease. The key here is preparation. If a true mage knows you’re coming, he becomes 100 times more dangerous. Take one off guard, and you actually have a decent shot.
- Like the werewolf “curse,” the ability to use magic is passed on hereditarily- most commonly on the mother’s side. It has no preference for ethnicity or gender, but tends to manifest in very healthy people. Of course, it’s possible that the magical gift is what makes them seem so healthy.
Base Creature: N/A
Threat Level: Moderate to High
Description: Vampires can usually pass for human using a form of cloaking magic that hides their true form. They generally appear very young and athletic. When their cloak falls, however, they appear very pale and feral, with jagged fangs, claws, and an inhuman facial structure.
Notable Abilities: Super strength, super speed, and extreme resistance to most forms of damage. Some of them seem to have limited magical abilities.
Notable Weaknesses: Quite a few, luckily. Sunlight won’t kill them, but it is painful enough to keep them from fighting back. Fire is almost always a death sentence, as is decapitation or destruction of the head. The heart is also a prime target, but it’s not enough to damage it. A vampire heart regenerates so fast that you can turn it to Swiss cheese with bullets and it’ll be good as new in minutes. You need to jam something through it that will stick there and keep it from being able to heal. That’s why stakes are so useful.
Vampires are also repelled, like many demonic creatures, by magical thresholds.
- Vampires are predators, and they need human blood to survive. They can get by on animal blood, but it would be like trying to live on a diet of just lettuce leaves—they’ll waste away to almost nothing.
- Vampirism is inflicted on mortals purposefully by way of a toxin that only older and more powerful vampires can produce. It never happens by accident, and not everyone fed upon or killed by a vampire will become one.
- Vampire blood is highly addictive and bestows supernatural abilities on a drinker. However, the drinker becomes far more susceptible to the mind-affecting powers of the vampire the blood came from.