| Humanoids | Creatures of a human-like body plan. |
| | Evelynn Class Humonculus | Also known as Brown-hairs or Karens, these are military designed and minded humonculi. |
| | Juliet Class Humonculus | Also known as Red-hairs or simply Reds, these are general purpose civilian humonculi with little special about them. |
| | Those Two Cats | More of a roving random encounter, this pair of Uniques stayed behind to murder humonculi... |
| Undead | Nothing to do with body plan, but everything to do with how they are animated. |
| | SWARM Troopers | Minions of Rider of White, these converted Juliet humonculi are a fusion of vampirism and thaumecha. |
| Dragons | Terrifying beasts that generate mana passively, and are generally opposed to humankind's existence. |
| | Skull Drakes | Big, nasty beasties that are immortal due to a pact with Assassin of White. |
Humanoids
Evelynn Humonculi
Designed for military and law enforcement, the Evelynn class is one focused on mental and physical resilience, to the detriment of several areas. They have a tendency towards being high strung, stubborn, forceful, and terse. Though training and acclimation do allow them to function in civilian roles, Evelynns are ill-suited toward most public-facing tasks, despite their incredible ability to function under stress and pressure. While they are often deployed in military, law enforcement, and security-based occuptations, Evelynns are also suited and used in all forms of emergency response roles, such as fire fighting, medical fields, and hazard rescue.
Evelynns have very poor compatibility with magic, but have higher physical strength and durability than their frames suggest, and their mental resilience far outstrips their mental capacities.
Evelynn Class Humonculus, Hunter (Archer 1)
| Health | 20 | | Timing | +2 |
| Stamina | 6d6 | | Size/Reach | 5/5 |
| Morale | 14 | | Defense | +2/4 |
| Movement | 30 | | Block | 1 |
Abilities: Traits – Humonculus, Living
- Ranged Block D (Block up to 1 unit with ranged attacks)
Proficiencies: Ranged Attack D (+2, r20), Grenade C (+2; [3xd, r10, 5b])
Evelynn Class Humonculus, Supporter (Caster 2)
| Health | 15 | | Timing | +2 |
| Stamina | 6d6 | | Size/Reach | 5/5 |
| Morale | 16 | | Defense | +2/4 |
| Movement | 25 | | Block | 0 |
Abilities: Traits – Humonculus, Living
- Magic Shield B (Grant allies within range 5 advantage +2 to defense)
- Ranged Block B (Block up to 3 units with ranged attacks)
Proficiencies: Magic Use (Block) B (+4/1a, r15)
Evelynn Class Humonculus, Zealot (Saber 3)
| Health | 36 | | Timing | +4 |
| Stamina | 8d6 | | Size/Reach | 5/7 |
| Morale | 20 | | Defense | +4/6 |
| Movement | 35 | | Block | 2 |
Abilities: Traits – Humonculus, Living
- Zealous Resolve A (Guts 1 time, 5hp; +2 defense vs morale damage and magic)
Proficiencies: Athletics A (+6/1a), Melee Combat (Bladeskill) C (+5)
Evelynn Class Humonculus, Zealot; After Alter-Ego's defeat (Saber 3)
| Health | 30 | | Timing | +4 |
| Stamina | 8d6 | | Size/Reach | 5/7 |
| Morale | 15 | | Defense | +4/6 |
| Movement | 35 | | Block | 2 |
Abilities: Traits – Humonculus, Living
- Magic Hunger C (+2 defense vs morale damage and magic)
Proficiencies: Athletics A (+6/1a), Melee Combat (Bladeskill) C (+5)
Juliet Humonculi
General purpose workers, the Juliet class of humonculi are the most numerous by far in the Frozen City and in most civilian settings. Though adept at handling social situations and manual labor equally well, they do require some attention in regards to stress buildup, as they are poor at handling prolonged mental and emotional exhaustion. This trait seems to come from their more human-like personalities and expression, which is part of what makes them incredibly reliable and adaptable, and so is seen as an acceptable drawback.
Juliets are middling to average in magical talent, and have few noteworthy physical traits.
Juliet Class Humonculus, Saboteur (Assassin 2)
| Health | 20 | | Timing | +3 |
| Stamina | 6d6 | | Size/Reach | 5/4 |
| Morale | 12 | | Defense | +2/4 |
| Movement: | 35 | | Block | 1 |
Abilities: Traits – Humonculus, Living
- Sabotage B+ (???)
- Territory Creation D+ (Gain up to 4 d8 trap dice with preparation)
Proficiencies: Awareness B (+4/1a), Stealth B (+4/1a), [Lore] C (+2/2a)
Juliet Class Humonculus, Specialist (Archer 2)
| Health | 24 | | Timing | +4 |
| Stamina | 8d6 | | Size/Reach | 5/6 |
| Morale | 15 | | Defense | +3/6 |
| Movement: | 30 | | Block | 1 |
Abilities: Traits – Humonculus, Living
- Ranged Block D (1 target)
- Resolve D (Takes no morale damage from losses or wounds)
Proficiencies: Awareness C (+4), Melee Combat (Bladeskill) D+ (+2/1a), Ranged Combat (Firearms) B (+5), Stealth D (+2)
Juliet Class Humonculus, Crusader (Berserker 3)
| Health | 36 | | Timing | +4 |
| Stamina | 8d6 | | Size/Reach | 5/7 |
| Morale | 20 | | Defense | +2/4 |
| Movement | 35 | | Block | 2 |
Abilities: Traits – Humonculus, Cyborg, Living
- Crusader's Resolve A (When hit by an attack, treat the highest die of the attack as a 1 when calculating damage)
- Madness Enhancement D (Does not take morale damage. May spend 4 morale to gain 1d8 stanima for a single roll.)
Proficiencies: Athletics A (+6/1a), Melee Combat (Bladeskill) C (+5)
Those Two Cats

Una and Alia are a pair of slightly mutated Uniques, who had trouble finding proper employment due to said mutations. However, as Uniques, they were offered a special protection; that of being essentially above the law when it came to actions performed against humonculi. With their own broken mentality, they took up streaming violence and brutality against random humonculi online, with donators choosing if their victims would live or die, and exactly how much of them might be left. With weekly streams bringing in hundreds of thousands of dollars, the pair did at least manage not to push their luck, and even when legislation was brought up to curb anti-humonculus violence, the Ice Wall appeared, trapping them inside with the humonculi even as nearly all other Uniques fled before it fully encased the city.
Somehow, they still have access to the outside world, and continue streaming their senseless assaults against anyone still within, only now it is an almost constant livestream of mayhem and disaster.
Una, Murdercat (Assassin 3rd)
| Health | 30 | | Timing | +6 |
| Stamina | 8d6 | | Size/Reach | 4/4 |
| Morale | 21 | | Defense | +2/4 |
| Movement: | 40 | | Block | 1 |
Abilities: Traits – Unique, Cyborg, Living
- Parry B (Grant self Evade vs melee 1/round), Protection from Missiles C (Uses d8s on defense rolls vs ranged weapons, +2 to defense), Survivalist A+ (Guts 1 time, 15hp)
Proficiencies: Athletics A (+6/1a), Melee Combat (Brawling) C (+4/1a), Stealth B (+4/2a)
Alia, Murdercat (Lancer 3rd)
| Health | 40 | | Timing | +5 |
| Stamina | 6d6 | | Size/Reach | 4/8 |
| Morale | 24 | | Defense | +4/6 |
| Movement: | 35 | | Block | 2 |
Abilities: Traits – Unique, Cyborg, Living
- Parry B (Grant self Evade vs melee 1/round), Protection from Missiles C (Uses d8s on defense rolls vs ranged weapons, +2 to defense), Survivalist A+ (Guts 1 time, 20hp)
Proficiencies: Athletics A (+6/1a), Awareness C (+3/2a), Melee Combat (Spears) B (+5/1a)
Undead
SWARM Troopers

SWARM troopers are Rider of White's soldiers, converted from her followers, who seek to keep the peace and protect those that Rider of White has declared dominion over. These fearless Juliet-class humonculi have been augmented both through thaumecha and vampirism provided by Rider of White, greatly increasing their combat ability and allowing them to revive through the power of Rider of White's Four Heavenly Kings ability.
SWARM troopers are rarely alone, and tend to travel in groups of five SWARM Basics, though within Rider of White's core territory, patrols may be made of squads of up to 12 SWARMS, with two or even three SWARM Aegis among them. SWARM Stalkers usually travel in pairs, and will rarely attack unless there is a clear threat that they are capable of handling, and their cautious nature usually means they will have called for backup before ever plotting when they will strike.
A SWARM has the same height as a Juliet-class, as she is still a Juliet-class humonculus. The thaumecha adds surprisingly little weight, as magic has been used to make them lighter and more maneuverable, even capable of "double-jumping" and other terrifying feats of agility. As they are also equipped with a veil-like Mystic Code that blurs their outlines and blends them into the background, they are difficult to attack at range, or even to detect if one is unaware what to look for.
Despite their vampiric nature, SWARM troopers do not actually drink blood. They seem to subsist off of Rider of White's mana, and so are not subject to bloodlust so long as she is alive.
SWARM basic rank 3 Archer
The most common SWARM unit, the basic trooper is not to be underestimated. Armed with two Stinger swords and a Hornet rifle, they will usually open with ranged attacks before closing into melee once inflicting wounds or if their target has made the choice for them instead. They will use teamwork and flank enemies whenever possible, focusing down the weakest enemies even at risk of their own destruction.
| Health | 30 | | Timing | +2 |
| Stamina | 9d6 | | Size/Reach | 4/4 |
| Morale | 18 | | Defense | +1/1a/5 |
| Movement: | 30 | | Block | 1 |
Abilities: Traits – cyborg, undead, vampiric
- Catfall (B) – A SWARM basic negates the first 50 feet of a fall, treats any further distance as if it were 1/5th as far, and always lands on her feet.
- Presence Concealment (E) – Detecting a SWARM basic has an awareness target of 8; a SWARM basic may attempt to hide so long as she has not been directly observed, regardless of conditions.
- Ranged Block (D) – A SWARM basic may attempt to block one (1) creature within range 30.
Proficiencies: Awareness (8), Bladeskill (+4), Firearms (+6/1a)
- Hornet Rifle (C) - Firearm; x1, range 50, magazine 50. A SWARM usually carries three spare magazines for her hornet rifle.
- Stinger (B+) - A SWARM possesses two Stinger blades that can be activated as casting; a stinger provides advantage +2 to her Bladeskill rolls and has an x2 damage modifier for the first round it is activated, and then advantage +1 to her bladeskill rolls and an x1 damage modifier on the second round, burning into useless slag after the second round. This is fire damage and ignores invulnerability and resistance up to rank B.
SWARM Stalker rank 3 Assassin
There are very few SWARM stalkers, but those that exist are well equipped and prepared for surgical strikes against enemies. A stalker will readily burn through half, or even all, of her shock blades to take out a single target as quickly as possible.
| Health | 20 | | Timing | +6 |
| Stamina | 10d6 | | Size/Reach | 4/4 |
| Morale | 12 | | Defense | +1/1a/5 |
| Movement: | 40 | | Block | 1 |
Abilities: Traits – Cyborg, Undead, Vampiric
- Catfall (B) – A SWARM stalker negates the first 50 feet of a fall, treats any further distance as if it were 1/5th as far, and always lands on her feet.
- Presence Concealment (B) – Detecting a SWARM stalker has an awareness target of 12; a SWARM stalker may attempt to hide so long as she has not been directly observed, regardless of conditions.
Proficiencies: Awareness (9), Bladeskill (+5), Firearms (+5)
- Hornet Rifle (C) - Firearm; x1, range 50, magazine 50. A SWARM usually carries three spare magazines for her hornet rifle.
- Shock Dagger (B+) - A SWARM stalker possesses several (6) shock daggers, light weapons with no damage multiplier. A shock dagger may be activated on a successful hit, shocking the target with electricity. This effect is a second attack at the same allotment (but does not cost additional stamina), resisted by Corpus or Luck and bypasses normal defenses, dealing damage with an x2 modifier. A shock dagger may only be activated once, requiring a full recharge before it may be used again.
SWARM Aegis rank 4 Shielder
Only generally found closest to Rider of White herself, sometimes a SWARM Aegis will be deployed to help handle larger threats. Appropriate to their role as shielders, an aegis will hang back and rely on her shared pain ability to protect allies while raining down grenades on foes, choosing the most appropriate to the situation. Usually this is the gas grenade, as it will not harm her allied SWARMs, but it may not be used if civilians under Rider of White's protection are at all at risk.
| Health | 50 | | Timing | +2 |
| Stamina | 10d6 | | Size/Reach | 4/4 |
| Morale | 20 | | Defense | +4/2a/8 |
| Movement: | 25 | | Block | 4 |
Abilities: Traits – Cyborg, Undead, Vampiric
- Catfall (B) – A SWARM aegis negates the first 50 feet of a fall, treats any further distance as if it were 1/5th as far, and always lands on her feet.
- Invulnerability (D) – A SWARM aegis may reduce any damage she receives by 2.
- Shared Pain (B) - A SWARM aegis is able to divert any amount of damage an ally receives to herself. She may apply her Invulnerability to this damage taken.
- Vigor (B) - A SWARM aegis may spend morale as dice when making a defense roll.
Proficiencies: Awareness (9), Bladeskill (+4), Firearms (+5)
- Hornet Rifle (C) - Firearm; x1, range 50, magazine 50. A SWARM usually carries three spare magazines for her hornet rifle.
- Launcher (D) - A SWARM aegis is equipped with pnuematic grenade launchers and a variety of grenades and flares. They are equipped with three of each, and their effects are as follows.
- Arson Grenade (B-) - This grenade fills a radius 5 circle around it with flammable foam with an attack of 10 (resisted by athletics or luck); on the next action phase, this foam ignites as an attack at 2d8+5 with a multiplier of x3 to anyone or anything covered with it. This flame persists, occurring at each end phase and reducing the multiplier by 1 until it reaches 0, or unless it is somehow cleansed.
- Gas Grenade (A) - This grenade emits poisonous gas that lowers the Corpus rank of any creature without the Undead trait by 2, and has an attack of 10 (resisted by corpus or luck). On each action phase, the gas fills up the closest 25 (1ft) squares that are not already filled with gas for 5 rounds; a creature starting an action phase in the gas suffers its attack. After 5 rounds, the gas slowly fades, lowering its attack by -1 until it reaches 0.
- Light Flare (D) - A standard, light emitting flare that can be set to different colors for signalling or lighting.
- Shrapnel Grenade (C) – A standard explosive, it resolves the SWARM aegis's attack within range 10 of the target square, grants advantage +2, and has a damage multiplier of x3.
Dragons
Skull Drake, Beast rank 6
| Health | Infinite | | Timing | +9 |
| Stamina | 16d6 | | Size/Reach | 12/15 |
| Morale | 50 | | Defense | +7/2a/12 |
| Movement: | 90 | | Block | 5 |
Abilities: Traits – Dragon, Immortal, Undead
- Flight (B) – A skull drake may fly, using a type 3 flight deck. It has wings, which may be used to block (or blow away blocked) targets within its reach, using its natural weapons proficiency.
- Foul Strikes (B) – A skull drake's attacks deal 2 points of stress damage to a target on hit.
- Immortality (Ex) – Skull drakes cannot be killed through damage or effects. A Skull Drake still takes wounds, receiving one wound for every 30 points of damage it receives, and it becomes immobilized if it receives at least 6 wounds or its body is somehow destroyed (in which case, it is considered to have taken 100 points of damage, added to its current damage). A skull drake regenerates 5 health each turn.
Proficiencies: Awareness (15), Breath Attack (+8/3a), Natural Weapons (+8/2a)
- Breath Attack (A) – A skull drake may breathe out a wave of disease, bone shards, teeth, and noxious air as a heavy action, using its listed proficiency against all targets it chooses in a range 30 cone. This attack has an x2 damage multiplier, and this bonus damage is dealt to the stamina of affected creatures. A skull drake may use its breath attack once per scene.
Blank Template
[Unit Name], subtype (Class/Rank)
| Health | xx | | Timing | +x |
| Stamina | xd6 | | Size/Reach | x/x |
| Morale | xx | | Defense | +x/p |
| Movement: | xx | | Block | x |
Abilities: Traits – xx
Proficiencies: aeiou q (+x)