My Little Pokénomicon

(by Nathan Reed-aka N8, even the art is mine, mine all mine MUWHAHAHAHAHAHA!!!!)

Welcome to the first ever “My Little Pokénomicon” and I am your guide Al (which is short for Al-Azif) this book is to introduce you to some of the many Pokéthulhu you can find in the world we live in. Now realize that there are as many pokéthulu as there are stars in the sky (and when the are just right, certain thulhu are more common).  Now another Pokénomicon is also in existence, written by those who brought you the first guide book to Pokéthulhu so no Pokénomicon is complete without a link to their website: The Original Pokénomicon

 

Now before you read any further make sure you make your read check lest you fail to understand the powers within.

 

Now as every kid knows there are two kinds of Thulu, Trained and wild, so when I present numbers in parenthesis (that’s those funny looking letters that curve, which look like this ( ) ), those are for the wild version of the Thulhu.

 

Now Thulhu are broken down into 3 groups, lesser, greater, and uniques.  Lesser thulhu are great for first time cultists but tend not to be winners at the great summoning.  Greater Thulhu have the ability to “devolve.” The Hastasaur is a great example as it can become the Hungersaur.  And uniques, well they are unique.

 

Capturing a Thulhu:

Well there are three ways to get a Thulhu, first is being given one in a shiny dodecahedron.  The other is capturing a wild one.  Now the only way to capture a wild thulhu is to have your tame thulhu Trap it, injuring it to death kills it.  The other thing is you must have a spare unoccupied dodecahedron, to which you can place the essential salts of the trapped thulhu and thus make it yours.  These can be bought at any Occult Store for kids (usually next to the black birthday candles).  The last way to gain a Thulhu is to defeat an opponent in a challenge in which Thulhu are wagered, but rare is a trainer who will risk such a thing.

 

 

Now for the Lesser Thulhu:

B’Yak-tee-he e

This chicken with bat wings is fairly common, found at night high up in the trees usually shaking ice off its wings from its flight through space.  It is often found by hearing its evil “tee-hee”  (First encountered in Epidsode #1, and the second ever witnessed Thulhu)

Speed: 9 Power: 5 Hitpoints: 6

Aspects: Decomposing, Icy

Weakness: Sticky

Injure: 2 dice (2) (wretched claws, decomposing)

Dodge: 3 dice (2) (Cool Move, Icy)

Trap: 2 dice (1) (Draining beak, decomposing)

Frighten: 2 dice (1) (Wild Screech, decomposing)


Color Outta Space

These colorful bubbles are often the last thing many a thulhu or cultist sees as the Color Outta Space drains the life from its foes. (First encountered in episode #567- “Somewhere over the radiated rainbow”)

Speed: 3  Power: 7  Hitpoints: 8

Aspects: Luminescent, Sticky

Weakness: Non-Euclidean

Injure: 3 dice (3) (Draining spray of color, luminescent)

Dodge: 3 dice (1) (Shapeless stream, sticky)

Trap: 2 dice (1) (Oooh look at the pretty colors, Luminescent)

Frighten: 1 dice (1) (Slimy unhealthy vapor, Sticky)

 

Dark Tongue

These very durable Thulhu look like leafless trees covered in big red wax lips, but those lips keep sealed the Dark Tongues and the kiss of death and its horrible breath, so watch out for these thulhu. (First found in Episode #12, “Tounge in Cheek”)

Speed: 5, Power: 5 Hitpoints: 10

Aspects: Decomposing, Squamous

Weakness: Icy

Injure: 2 dice (2) (Kiss of death, decomposing)

Dodge: 1 dice (1) (Thick skinned, squamous)

Trap: 3 dice (2)  (Hugs, lots of strong hugs, squamous)

Frighten: 3 (1) (Horrible Breath, decomposing)

 

Dimensional Rambler

From the dimension of just out of sight these lumpy humanoids that shift in and out of existence are very hard to catch and are very clever as when they win a battle they will often take their victim to the “other side.”  (First encountered in episode  #89 “No-see-um”, but first seen in episode #98 “Sparkys big night”, that’s non-Euclidean for you.)

Speed: 9  Power: 5 Hitpoints: 6

Aspects: Fungous, Non-Euclidean

Weakness: Fishy

Injure: 2 dice (1) (“Under your skin”, fungous)

Dodge: 3 dice (2) (Simply not there, non-Euclidean)

Trap: 3 dice (2) (Crossing over, non-Euclidean)

Frighten: 1 dice (1) (Creepy whispers, non-Euclidean)


 

Deep Juan

From the seas come these Thulhu often found frolicking in the surf with the head of some swimmer who got too close to the shore. These thulhu of the sea speak with an outrageous Hispanic accent and even at a young age sport a mustache which they are most proud of.  This is a well rounded thulhu and is a good addition to an experienced cultist collection of Dodecahedrons. (First encountered in Episode #3 “Reef what ye Sow”, the Deep Juans have been very popular, and have spawned their own video game – “Dogong of the Deep”)

Speed: 6 Power: 7 Hitpoints: 7

Aspects: Fishy, Squamous

Weakness: Icy

Injure: 3 dice (2) (Fish-fu, squamous)

Dodge: 2 dice (2) (Fish Scales, Squamous)

Trap: 2 dice (1) (Swimming with the fishes, fishy)

Frighten: 2 dice (1)  (Something smells fishy, fishy)

 

Rug, the Unclean Carpet

This roll of carpet scrap is what happens when too many sacrifices are made in one spot on a carpet. Rugs are usually stained with blood, candle wax and trampled and are very angry.  These thulhu are hard to control and give nasty rug burns to those they can reach, best found in abandoned houses of long dead wizards. (First encountered in Episode #212 “Roll out the Red Carpet” as our heroes explored the dark sorcerers mansion.)

Speed: 5 Power: 9 Hitpoints: 6

Aspects: Decomposing, Squamous

Weakness: Luminescent

Injure: 3 dice (2) (Rug burns, squamous)

Dodge: 1 dice (1) (Lie like a rug, squamous)

Trap: 3 dice (2) (Shagged, decomposing)

Frighten: 2 dice (1) (Unraveling, decomposing)


Dhonyx

This Albino slimy worm with a pig snout is best located by listening for its hooting and snorting and following its slimy trail, like following a man-eating slug.  The Dhonyx typically lives in burrows underground, but they will hunt the unwary above ground when hungry.   Some of the wild ones get to be of great length, over 40 feet in fact, but this is more rare than common.  It is said that the Dhonyx are servants to the great Thulhu known as the “Mother of a thousand black goats” but this thulhu has not been found yet.  The Dhonyx does not like bright lights and is rarely seen above the surface during daylight hours.  (First encountered in episode #167 “Theres a Dhole in the bucket” ) Now there is another very similar version of this thulhu known as the Dholet, found in the Original Pokénomicon.

Speed: 5 Power: 7 Hitpoints: 8

Aspects: Sticky, Fungous

Weakness: Luminescent

Injure: 3 dice (3) (Drown them in the goo of the gods, Sticky)

Dodge: 1 dice (1) (Squirm like a worm, Fungous)

Trap: 3 dice (1) (It’s a wrap!, Sticky)

Frighten: 2  (1) (Maddening Snorting and hooting,  Fungous)

 

Fyrbat

The collection of hot embers with a mean streak, is summoned from the night skies giving those pyromaniac (that’s those who like fires) cultists a good friend. (Found in episodes #42 “Hot time in the old town tonight”, #84 “When Leng freezes over”, #126 “Ashes to Ashes”, #168 “Bright lights, big City”, #230 “Out of the frying pan and into the fyr”, and #272 “Going (fyr)Batty”, and these fiery souls are like the harbingers of the Mi-go-go and you are certain to find them a few episodes later.)

Speed: 8 Power: 2 Hitpoints: 10

Aspects: Luminescent, Icy

Weakness: Fishy (water)

Injure: 2 dice (1) (Feel the Burn!, Luminescent)

Dodge: 3 dice (3) (Catch a falling star! Luminescent)

Trap: 1 dice (1) (Ring o’ fire, Icy)

Frighten: 3 dice (1) (Icy Stare, Icy)

 

Lengsect

These very intelligent Thulhu are best described as big purple spiders who harken from the plains of Leng, and love to mark their territories with trademarks and copyrights. (The first time we see one is actually in Episode #1 at the end of the credits it comes out and spins the © and ™ but its not till episode #111,”The Webs we weave” that we find out who they are)

Speed: 5 Power: 7 Hitpoints: 8

Aspects: Sticky, Squamous

Weakness: Non-Euclidean

Injure: 2 Dice (1) (“Big nasty teethies” ©, Squamous)

Dodge: 2 Dice (2) (Skitter away, Squamous)

Trap: 3 Dice (2) (“Web o’ death” ™, Sticky)

Frighten: 2 Dice (1) (“Patent Pending”, Sticky)

Hunting Bores

These long snakes are greatly despised by almost all Cultist, for these one-winged, bow-tie wearing, serpents are the most stubborn bores in all of the land.  Known better to bore its prey to death through meaningless small talk than to actually fight, these creatures are often found near libraries and will gladly talk your ear off, then your head off and then eat you. So beware the Hunting Bores, lest you wish you were dead. (First found in Episode 468, “What sound does a one wing make flapping?”)

(Special Power: Should a trainer choose to take one of these Thulhu, they get a bonus of +1 to their trash talk when they successfully make a power check against the hunting Bores power and are using this Thulhu for their match)

Speed: 4 Power: 10 Hitpoints: 6

Aspects: Squamous, Fungous

Weakness: Decomposing

Injure: 3 dice (2) (Bored to death, Fungous)

Dodge: 2 dice (1) (Smooth talking, Squamous)

Trap: 1 dice (1) (Mesmerizing gaze, Squamous)

Frighten: 3 dice (2) (Reputation alone, Fungous)


Tindaloo 

This lovable puppy with the elder sign on his right eye, showed up in Episode 165 (“Hurry Curry”) and has been a faithful friend of Sarah, and friend of the Carters.  Escaped from the Cheap Curry Dimension, this fun loving pup has a bad habit of drooling hot curry (which is much like acid) on things, which has lead to some interesting adventures. (Including the unforgettable inter-dimensional, acid spitting, space weasel incident)

Speed: 6 Power: 6 Hitpoints: 8

Aspects: Non-Euclidean, Sticky

Weakness: Fishy

Injure: 3 dice (2) (Hot curry puppy breath, Sticky)

Dodge: 3 dice (2) (Time shift, Non-Euclidean)

Trap: 1 dice (1) (Time Paradox, Non-Euclidean)

Frighten: 2 dice (1) (Puppy Eyes, Non-Euclidean)

 

Jigglypolyp

This once amorphous blob of goo has taken form in the beloved Jigglypolyp, with body piercings and a love for punk-rock, Jigglypolyp has sung its way into the hearts of cultists across the Muskatonic. With the release of its first album last Candlemass, titled “Gibbering Maddness”  Jigglypolyp is nearly as popular as Pikathulhu itself.  Jigglypolyp was encountered in the first season as a collection of oily bubbles (#21 “Tiny Bubbles”), but after finding its advances on the beautiful Sonia rebuked, it turned to Punk Music for solace.  It was in this music that the once formless found a form, both physically and for expression.  (Due to the Lengsects advice I will just refer you to the wonderful copy of Pokéthulhu you own for an illustration of Jigglypolyp (page 14))

Speed: 5 Power: 7 Hitpoints: 8

Aspects: Fungous, Sticky

Weakness: Non-Euclidean

Injure: 3 Dice (2) (Mosh Pit on your head, Fungous)

Dodge: 2 Dice (1) (Reform around your fist, Fungous)

Trap: 2 Dice (1) (Use you as my latest body Piercing, Sticky)

Frighten: 2 Dice (2) (Hear it sing one of its latest songs, Fungeous)

 

K’thu-onian

This long, tentacled, burrowing worm can get really long as we saw in the Pokéthulhu: The Movie,  when the mad scientists created K’thu-too from a K’thu-onian.  Known for burrowing its way into trouble and then causing minor tremors as part of its attack, the K’thu-onian is one of the most feared Thulhu that can be in a Cultists arsenal.  First encountered in the second season (#102, “Hole lot of shakin’ goin’ on).  [For those who are curious what K’thu-too stats are, they are listed in square brakets [] to separate them from wild K’thu-onians]

Speed: 5 [7] Power: 8 [11] Hitpoints: 7 [12]

Aspects: Squamous, Sticky

Weakness: Luminescent

Injure: 3 Dice (2) [3] (Crush, Crush Crush, munch, munch. Munch, sluurrp, Squamous)

Dodge: 2 Dice (2) [3] (Burrow away, Squamous)

Trap: 2 Dice (1) [2] (Tentacles o’ slime, Sticky)

Frighten: 2 Dice (1) [2] (Its soo big, Squamous)

 

Formless Spah-ahm

This somewhat bad smelling and definitely bad tasting Thulhu was first found in Episode #65 “The Meat Shop of Horrors,” looking like nameless bits of lunch meat packed into a formless pile, this Thulhu actually crawls into sandwiches and hopes to be eaten, there it reassembles itself and tries to eat the eater from the inside out.  Fortunately for Randy Carter, he likes Marshmellow Cream on his sandwich and this put an end to the Formless Spah-ahms evil plans.

Speed: 6 Power: 5 Hitpoints: 9

Aspects: Fungous, Decomposing

Weak: Sticky

Injure: 2 Dice (1)  (Clog the Arteries, Decomposing)

Dodge: 3 Dice (2) (That mysterious slime, Fungous)

Trap: 3 Dice (2) (You can just have one bite, Decomposing)

Frighten: 1 Dice (1) (If you knew what it was you wouldn’t want to know, Decomposing)

 

Oldish

What at first looks like an odd flower or plant, this amphibious fungous was one of the first Thulhu ever to come to this world, but after loosing several key tournaments to Deep Juans and Jigglypolyps, they have become rather rare.  Still with 3 arms and many feet these Thulhu are very handy to have around.  The first one Randy encounters is when digging through the Ice on Mount Antarticos in episode #79 “You Scream, I Scream, We all Scream for Ice Scream.”

Speed: 7 Power: 6 Hitpoints: 7

Aspects: Squamous, Fungous

Weakness: Icy

Injure: 2 Dice (2) (Sap you silly, Fungeous)

Dodge: 3 Dice (2) (Close Petals and leave, Squamous)

Trap: 3 Dice (1) (Too many Limbs, Fungous)

Frighten: 2 Dice (1) (Its bark is worse than its bite, Squamous)

 

Dagong

The Dagong and its closely related female counterpart Hydrawurl, are what happens if a Deep Juan devolves into darkness after winning enough Aquatic Tournaments.  First encountered when Randy went to Waite’s Point to win his Celano Fragment Badge and faced Erika and her Fishy Thulhu in episode #19 “Juan for the Money, Thulhu for the Show.”  A really fast swimmer its Elder sign upon its chest gives it a great defense against most attacks.  As this is the result of training a Deep Juan for an extensive period of time and making the right sacrifices the Dagong is never encountered in the wild, and shows the love of a Cultist willing to spend time with a Deep Juan.

Speed: 6 Power: 7 Hitpoints: 7

Aspects: Fishy, Squamous

Weakness: Icy

Injure: 3 Dice (Tail slap, Fishy)

Dodge: 3 Dice (See the Sign, Squamous)

Trap: 2 Dice (Deep sea Swimming, Fishy)

Frighten: 2 Dice (It IS the Elder Sign, Squamous)

 

Gruel

This mealy pile of mush is what stalks the Cemeteries of Muskratonic Valley, feasting on the dead, and their last meal.  While it generally prefers to hunt by night, a fresh corpse, or a pile of brown sugar, above ground can lure them out from their mausoleums for easy capture.  First encountered by Sonia when her Thulhu ran away in Episode #18 “It’s a Cold Gruel World”, they have made some frequent appearances and are the theme of Jigglypolyps first hit song (Title the same as the episode).

Speed: 8 Power: 5 Hitpoints: 7

Aspects: Decomposing, Sticky

Weak: Non-Euclidean

Injure: 2 Dice (1) (Your Last Meal, Decomposing)

Dodge: 2 Dice (1) (Show some Grit, Decomposing)

Trap: 3 Dice (3) (Stick to your ribs, Sticky)

Frighten: 2 Dice (1) (Suddenly there, Decomposing)

 

Slaves of Takki

These small, slightly green, humanoids are probably the worst dressers in all of Muskratonic valley.  Known to wear what ever is out of fashion and to mix stripes with paisley these Thulhu are often found in the bargain bins of clothes of major department stores.  First encountered in episode #194,  “Rikki-tiki-Takki,” when  Randy entered the Marsh Department Store to get his Pikathulhu some ice cream, fortunately he found a paisley tie to throw at the hungry mob of Slaves to make his escape.  These slaves serve a greater Thulhu known as Takki who has written the thirteen books called the “The Lessons of Fashion”,  and according to the writer notes Slaves of Takki actually were once human who read all 13 books and became willing slaves to the Greater Thulhu.  At this point Randy has not encountered Takki, but it is only a matter of time.

Speed: 7, Power: 7  Hitpoints: 6

Aspects: Decomposing, Fishy

Weak: Fungous (Green Rot)

Injure: 2 Dice  (1) (Argh! The Clashing Colors. Decomposing)

Dodge: 2 Dice (1) (Argh! That terrible cologne, Fishy)

Trap: 2 Dice (1) (Fit to be Tied, Decomposing)

Frighten: 3 Dice (3) (Oh my God! How can you be seen in public with that on! Decomposing)

 

Koughten

This furry thulhu which walks on six, four, or two legs has a prominent single horn  from its forehead.  It is found only in the coldest of climes and should it be forced to travel to warmer places it frequently catches a “Hot” which causes it to cough often-hence the name Koughten.  Randy encountered his first Koughten enroute to Mount Antarticos in episode #79 “You Scream, I Scream, We all Scream for Ice Scream.”

Speed: 8 Power: 6 Hitpoints: 6

Aspects: Icy, Squamous

Weak: Non-Euclidean

Injure: 3 Dice (2) (Horn to the Head, Squamous)

Dodge: 3 Dice (1) (Blast of Cold, Icy)

Trap: 2 Dice (1) (Put on Ice, Icy)

Frighten: 1 Dice (1)  (Look super cute, Squamous)

 

Llidorino – What can I say except look at The Original Pokénomicon or look in your owners manual on page 26 for an illustration.

 

Mi-Go-Go

The Mi-Go-Go have appeared in only a few episodes of the show, but each occurrence has been a momentous change in the lives of Randy, Sonia, and Pikathulhu.  The Mi-Go-Go are an extraterrestrial race much like the average Thulhu, but they are from a vastly different area of space and are far more evil.  Now in the 4th season we learn of their weakness to chicken flavored snack crackers, but it is up to the Owner to decide if the players know this fact or not.   These Thulhu can never be captured, as when they are defeated they dissolve into a gooey mess.  Mi-Go-Goare never encountered as wild, treat them as owner/thulhu as such we have given them a Trash Talking score to represent their unique position in the Pokéthulhu universe.  Mi-Go-Go are actively hunted by members of Team Carcosa, also known as the Brotherhood of the Yellow Sign.

Speed: 7 Power: 8 Hitpoints: 8

Aspects: Fungous, Icy

Weakness: Fishy

Injure: 2 Dice (Cold Mist guns, Icy)

Dodge: 3 Dice (Slippery devils, Fungous)

Trap: 2 Dice (Freeze!, Icy)

Frighten: 3 Dice  (Aieee, it’s the Fungous of Bal-Soggoth! Fungous)

Trash Talk: 4

 

Lunasee

This rare Thulhu is greatly feared by the adults as it loves to torture those who fall prey to its grasp and it drives them mad.  In fact this Thulhu has the unique power of draining a point of Sanity from any cultist for each successful hit against him or for each thulhu it defeats, as the cries of this Thulhu torturing the defeated is often too much to bare.  Sanity is regained at one point per day, no greater than the amount they started with.  Should a Cultists Sanity reach zero, the cultist will flee the scene and not return for at least 1 day. Sonia encountered one on her trip to Tharnath to visit her sister Amy, and was barely able to defeat it with some sanity intact in Episode #311 “Moon over My Amy.”

Speed: 5 Power: 8 Hitpoints: 7

Aspects: Fungous, Non-Euclidean

Weak: Non-Euclidean

Injure: 3 Dice (2) (Moonraker, Fungous)

Dodge: 2 Dice (1) (Moon in your eye, Non-Euclidean)

Trap: 2 Dice (1) (Lunatic, Fungous)

Frighten: 3 Dice (2) (ARRRGH, the Torture! Non-Euclidean)

 

Nytgaunt

This flying Thulhu is found often in the service of some of the Greater Thulhu like Noddings, it often is also found in the belfries of abandoned churches to dark gods.  First encountered by Randy in Epdisode #301 “Bats in the Belfry” Nytgaunts show their favored attack is tickling their foe to distraction with their tail before picking up the victim and dropping them from a great height.  The most disturbing aspect of the Nytgaunt is they have no facial features, they rather look like all black bats with no heads, and their skin is smooth and oily looking in the light.

Speed: 9 Power: 5 Hitpoints: 6

Aspects: Squamous, Fungous

Weak: Luminescent

Injure: 2 Dice (2) (Dropped from great height, Squamous)

Dodge: 3 Dice (2) (Flutter away, Fungous)

Trap: 2 Dice (1) (Tickled to distraction, Squamous)

Frighten: 2 Dice (1) (Drive you batty, Squamous)

 

Tan Jenkins- For this one I will refer you to the owners manual, look at page 18 for a description and page 23 for their stats.

 

Sand-ies

Found in the driest locations of the Muskratonic Valley and at the beach, these mewling, big eared, creatures like to get sand in everything, as Randy discovered in episode #316  “Soup and Sand-witch. ” For while Randy did lay on the beach playing with his Deep-Juan, a host of these little critters attempted to take his lunch away from him, guess they like Tuna Fish sandwiches.

Speed: 7 Power: 5 Hitpoints: 8

Aspects: Squamous, Sticky

Weakness: Non-Euclidean

Injure: 3 Dice (2) (Sand-blast, Squamous)

Dodge:  2 Dice (1) (Sand through your fingers, Squamous)

Trap: 3 Dice (2) (Its EVERYWHERE in EVERYTHING!, Sticky)

Frighten: 1 Dice (1) (Incessant Mewling, Sticky)

 

Serptors

These once very intelligent Thulhu once ruled a great part of ancient times (but not as ancient as the time the Oldish ruled) but have devolved into the Serptors who now live in tall grass.   Serptors can carry on full conversations with their trainers and often tempt them into unwise actions like eating apples with worms in them and seeking dark tombs of knowledge. Encountered in episode #616 “Are you Yiggy with it?” when a Serptor suggested to Randy to read a particularly nasty book to summon the greatest of the Serptors – Yiggiy, but fortunately Pikathulhu was able to send that nasty thulhu back to his hole.

Speed: 9 Power: 5 Hitpoints: 6

Aspects: Squamous, Fungous

Weakness: Luminescent

Injure: 2 Dice (2) (Poisonous thoughts, Fungous)

Dodge: 3 Dice (2) (Snake in the grass, Squamous)

Trap: 2 Dice (1) (Got a grip, Squamous)

Frighten: 2 (1) (Look into my eyes, Fungous)

 

Servers (Also known as waiters)

These Thulhu live to serve, be it cultist dinner or cultists for dinner.  These many tentacled Thulhu are beloved by those Adults who have not lost their mind for once properly trained they can do all manners of household chores leaving the owner to other machinations. Randy’s Mother has one and it gets along fairly well with her Mr. Mi-Go (see official Pokénomicon for details on that thulhu). 

Speed: 6, Power: 6 Hitpoints: 8

Aspects: Fungous, Sticky

Weakness: Fishy

Injure: 3 Dice (2) (Serve up a helping of whoop%$$,  Fungous)

Dodge: 2 Dice (1) (Duster in the face, Sticky)

Trap: 3 Dice (2) (Taking out the trash, Sticky)

Frighten: 1 Dice (1) (That’s Mr. Clean to you, Fungous)

 

Nag-gi (Also known as Shams)

These thulhu are from the cold reaches of space, and they are here for our brains, well sorta.  As Randy found out in Episode #531,” Not every bloodsucker is a lawyer,”  the Nag-gi are here to find insane adults (fairly easy) and then materialize in their brains (which can be hard at time) and then to feast upon  their insanity (which they have plenty of).  This feeding can have the odd side effect of making a few adults sane again. Which begs the question, are there any sane adults in the Muskratonic Valley or are they all infested with Nag-gi?  Anyway Lengsects love to feast on these guys and as such no trainer has ever successfully kept both in their stock at the same time, as the Nag-gi escape or the Lengsect eat it.  Should the two be put in battle against each other its always to the death and Trapping is not an option.  (SPECIAL RULE: Wild Nag-gi can often be found in the minds of sane adults, should a trainer voluntarily allow a Nag-gi into his head it increases their Sanity by 1 point, but to learn this should require reading some very bad books, plus once the Nag-gi is in their head it nags them all the time – hence the name.)

Speed: 8 Power: 4 Hitpoints: 8

Aspects: Non Euclidean, Squamous

Weakness: Sticky

Injure: 2 Dice (1) (Mind Probe, Squamous)

Dodge: 3 Dice (3) (Mind Games, Non-Euclidean)

Trap: 3 Dice (1) (Mind over Matter, Non-Euclidean)

Frighten 1 Dice (1) (Buzzzzzzzz, Squamous)

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