Cryptids

Well I was born there Probably die there With all my long hair Detroit City  - Alice Cooper

Bedbug Swarm

1 HP, 3 STR, 14 DEX, 3 WIL, bite (d4, close), detachment

  • Bedbugs are found in cheap hotels and run-down homes, biting those foolish enough to sleep on an infested mattress. Those in Odd Detroit attack in massive swarms have been known to eat people alive.
  • Critical Damage: The STR loss done to the victim heals the swarm of an equal amount of STR loss.

Bête à Cornes

6 HP, 2 AC, 14 STR, 8 DEX, 11 WIL, thornbush whip (d6)

  • Also known as “horned beasts” or “lutin”, these faeries once stole horses, but now steal motorcycles.
  • Resembles a baboon, with a horned head, a hide of bristling black hair, glowing red eyes, and a permanent leer.
  • Takes motorcycles on joyrides, crashing them at the end. Can prevent by painting a crucifix on the motorcycle.
  • Vanish: Can use an action to disappear into the spirit world. It can only reappear next to a parked, unwatched motorcycle.
  • Faerie: Mundane attacks against it are impaired, but damage from cold iron weapons is enhanced.

The Bête à cornes appears in Legends of Le Detroit by Marie Carolyn Watson Hamilin (1884).

Black Bear

3 HP, 15 STR, 10 DEX, 7 WIL, claws (d4+d4, close)

  • Black bears have been reported in the parks of Odd Detroit.
  • These bears often walk on their hind legs and do not fear humans.
  • They like to eat garbage and other human food. If denied, they become very aggressive.
  • Critical Damage: The bear grabs and bites, causing d6 STR loss.

Black Panther

3 HP, 14 STR, 15 DEX, 14 WIL, claws (d4+d4, close)

  • The American black black panther is a cryptid cougar with the ability to merge with shadows.
  • During the crack wars, drug dealers sometimes kept black panthers as guard animals, but they escaped into the wild and reproduced.
  • Black panthers are ambush predators, and if confronted directly, they usually flee.
  • Shadow Merge: A black panther in the shadows is invisible. Attacks against it are impaired.
  • Critical Damage: Delivers a bite to the target’s throat, causing d6 STR loss.

Coydog Pack

6 HP, 12 STR, 14 DEX, 8 WIL, bite (d6, close), detachment

  • Coydogs are a cross between a coyote and a dog.
  • Coydogs in Odd Detroit hunt in packs, are highly intelligent, and build simple traps like pits and snares to guard their dens.
  • Traps: Pit traps do d8 damage, snare traps impair attacks and saves.

Cultists

4 HP, 1 AC, 8 STR, 11 DEX, 14 WIL, ceremonial dagger (d6, close), ritual armor (1 Armor), detachment

  • Cultists worship demons in exchange for magical powers.
  • Always travel in groups.
  • Evil Symbol: A detachment of cultists may make a mind control blast attack (#far) once per encounter. Those affected must make a WIL save or serve the cultists. Dispersing the detachment ends the effect.

Deathless

3 HP, 14 STR, 6 DEX, 6 WIL, jagged nails (d6)

  • Parasitic demonic spirits who feed on souls. The deathless can infect and possess the both the living and the dead, including humans, animals, and even plants. Possessed living humans turn into mutated zombie-like creatures as shown above.
  • It’s a Trick: Deathless have access to their host’s memories, and can appear uninfected or even dead in an attempt to deceive their victims.
  • Weightless: The deathless can negate their weight, allowing them to crawl along walls and ceilings like spiders, leap great distances, and float through the air, but must cancel the effect to perform other actions.
  • Critical Damage: Target is infected by a deathless spirit and will become possessed. This can only be stopped by cutting away the infected tissue.

In the real world, Evil Dead director Sam Rami and Evil Dead star Bruce Campbell are both from Michigan. The character of Ash Williams is from Michigan, and parts of the franchise are also set in Michigan.

If you want to stick with creatures from folklore and not the movies, leave the deathless out of your campaign.

Deer Tick Swarm

3 HP, 6 STR, 14 DEX, 3 WIL, bite (d4), detachment

  • A swarm of Odd deer ticks. They don’t move quickly, but are extremely dangerous once they latch on.
  • Fire attacks are enhanced against a tick swarm.
  • Ambush: Deer ticks hide on blades of grass and tree leaves, climbing up and dropping down simultaneously to attack their prey.
  • Critical Damage: The ticks start to drain blood, causing d4 STR loss each turn until the target is dead or they are driven off. If the target survives, they may still contract one of many diseases spread by ticks.

Dogman

8 HP, 15 STR, 14 DEX, 6 WIL, claws (d6+d6, close) or bite (d8, close)

  • When French trappers came to Michigan, they brought werewolves or “loup-garou” with them.
  • As wolves became less common, the loup-garou now transform into huge black dogs or dog-human hybrids instead of wolves.
  • Resistance: Mundane attacks are impaired against dogmen, but weapons made of silver are enhanced.
  • Critical Damage: Target becomes infected with lycanthropy, transforming into a dogman by the next full moon.

Detroit were-wolf legends are documented in Myths and Legends of Our Own Land by Charles M. Skinner. The Dogman is a more recent legend.

Dogman-Brian-Rosinski.jpg

Dwarf

4 HP, 2 AC (rock), 14 STR, 6 DEX, 13 WIL, knife (d6, close), psionic pistol (d6 WIL loss, near)

  • Also known as “dero”, dwarves are mutant humans who live in Subterra. They are about four feet in hight, and have oddly proportioned and positioned limbs.
  • Exposure to exotic radiation has damaged their minds, making most of them cruel and sadistic.
  • Darkvision: Perfect vision in total darkness, somewhat blinded by bright lights.
  • Hardy: Poison and disease damage against you is impaired. Saving throws against poison and disease are enhanced.
  • Critical Damage: Critical damage with a psionic pistol causes d4 WIL loss.

The dero are a fictional species from the Shaver Mysteries. If you want to stick with creatures from Detroit folklore, leave them out of your campaign.

Elemental, Gnome

12 HP, 3 Armor, 16 STR, 6 DEX, 5 WIL, throw rocks (d10, close/near)

  • Tiny dwarf-like earth spirit. Deceptively strong.
  • Can move through the ground as if it were water.
  • Pit: The nearby ground opens up into a 10 ft deep sinkhole (d6 STR, blast).

Elemental, Salamander

16 HP, 8 STR, 12 DEX, 14 WIL, flare (d10, close/near)

  • Reptilian beings made of fire.
  • Mundane attacks are ineffective, but water or ice deals d12 STR damage upon contact.
  • Critical Damage: The target catches on fire for d6 STR loss each turn, until they make a DEX save.

The fire salamander was first described by Paracelsus in his work A Book on Nyphs, Slyphs, Pygmies, and Salamanders, and on the Other Spirits.

Elemental, Sylph

16 HP, 11 STR, 15 DEX, 8 WIL, compressed air pummel (d8, close/near)

  • Capricious spirits of the air, appearing as slender elf-like people with wings.
  • Whirlwind: All nearby targets that fail a STR save are pushed away one range band and knocked down.

Elemental, Undine

14 HP, 15 STR, 16 DEX, 4 WIL, spray (d8, close/near)

  • Elemental Spirits of lakes, rivers, and seas.
  • Mundane attacks against an undine are impaired.
  • Critical Damage: Target is enveloped by the water and begins to drown, taking d4 STR loss each turn until dead or rescued.

Elf

4 HP, 1 AC, 8 STR, 12 DEX, 14 WIL, sword (d8, close), psionic rifle (d8, bulky, far)

  • Also known as “tero”. Immortal, slender humanoids with pointed ears that live in Subterra.
  • Enhanced saves vs. mental or emotional magic.
  • Can cast the following spells at will: Charm, Pacify, Telepathy.
  • Critial Damage: Critical damage with a psionic rifle causes d6 WIL loss.

The tero are a fictional species from the Shaver Mysteries. If you want to stick with monsters from Detroit folklore, leave them out of your campaign.

Feral Dog Pack

3 HP, 4 STR, 12 DEX, 8 WIL, bite (d6, close), detachment

  • Packs of feral dogs are common in Detroit. Most are pit bull mutts.

Feu Follet

14 HP, 1 STR, 18 DEX, 14 WIL, paralyzing touch (d6 DEX, close, ignores armor)

  • Also known as “Paulding Lights”, “Dog Meadow Lights”, or “Will o’ the wisps”, some say they are the ghosts of the drowned.
  • Found on coastlines, wetlands, and in sewers. They try to lure people into water, and drown them using their paralyzing touch.
  • Critical Damage: You drown, taking d4 STR loss each turn until you get CPR.
  • Incorporeal: Unharmed by mundane attacks, sleep or mind control.

Frogman

4 HP, 13 STR, 12 DEX, 10 CTRL, claws (d8, #close) tongue (d6, #near)

  • First reported in Loveland Ohio in 1972, these humanoids, also known as “frog-kin”, have spread to Michigan, but normally remain hidden in wetlands and ponds.
  • They can talk, and even be helpful if you are friendly, but their true motivations are a mystery.
  • Some have thee ability to create illusions and cloud minds. This can cause stress damage.

Note: In the real world, the Loveland Frogman was later confirmed to be a large escaped pet iguana with its tail ripped off.

Gang

3 HP, 14 DEX, WIL 8, Glock pistol (d8, near), combat knife (d6, close), detachment

  • If you are carrying around artifacts, expect the local gangs to find out about it. Most street gangs have a few dozen members, and travel in numbers for protection.

Ghost

8 HP, 14 STR, 12 DEX, 15 WIL, spectral touch (d6 stress, #close)

  • Ghosts must complete some task to find rest, which always require the help of the living. If you can complete the task for them, they will move on to their eternal rest. If you refuse to help them, they may try to possess you.
  • Some ghosts do not want to move on, and cannot be negotiated with.
  • Incorporeal: Can move through solid objects. Harmed only by magic or silver.
  • Critical Damage: Target must pass a WIL save or is possessed, acting to help complete the ghost’s task.

Giant Beaver

6 HP, 14 STR, 12 DEX, 6 WIL, bite (d8, close)

  • Castoroides ohioensis or giant beavers, were believed extinct until they were spotted in the Detroit River in 1999. They are endangered, and a protected species.
  • There is a black market for giant beaver pelts. Normally harmless, giant beavers can cause serious injury when threatened.
  • Critical Damage: A tail slap knocks the target to the ground, stunning them for 1 turn.

Giant Centipede

1 HP, 1 AC, 12 STR, 14 DEX, 7 WIL, bite (d4, close)

  • These dog-sized house centipedes live in damp, underground places, and prefer to avoid humans.
  • Critical Damage: Venom renders the target deprived. Attempt a STR save once per day to recover.

Giant Rattlesnake

2 HP, 13 STR, 18 DEX, 10 WIL, bite (d6, close)

  • The reclusive Eastern Massasagua is Michigan’s only poisonous snake. In Odd Detroit, they grow up to six feet in length, and are very dangerous when they feel threatened.
  • Does not rely on vision, using heat and smell to track its victims. Unless it is surprised, it rattles its tail as a warning sound.
  • Critical Damage: Target is poisoned and must get an antitoxin or die within d12 hours.

Giant Skunk

4 HP, 6 STR, 14 DEX, 3 WIL, bite (d4, close)

  • Giant skunks are not really dangerous, but they are greatly feared.
  • Spray: The skunk can spray musk causing d8 WIL loss. Those affected can no longer suprise opponents.

Giant Spider

4 HP, 14 STR, 16 DEX, 11 WIL, bite (d8, close)

  • Michigan is home to the Northern Black Widow, Southern Black Widow, and Brown Recluse spiders. In Odd Detroit, some of them grow to the size of housecats.
  • Critical Damage: Venom paralyzes the target, causing d8 DEX loss.

Giant Squirrel

6 HP, 15 STR, 13 DEX, 5 WIL, bite (d10, close)

  • First reported in the town of Amble, this cryptid is a squirrel, except camouflage green, and the size of a cow. Normally harmless, they sometimes attack people who get too close to their buried food.
  • Critical Damage: Drags the target up a tree.

Hawk

1 HP, 8 STR, 16 DEX, 6 WIL, talons (d4, close)

  • A common predatory bird sometimes trained to hunt small animals.
  • Automatically succeeds at WIL checks involving eyesight.

Leviathan

6 HP, 14 STR, 14 DEX, 6 WIL, bite (d12, close)

  • Like many other places, Michigan has its share of lake and river monsters: the Lake Leelanau monster, the monster of the Mackinac Straits, the Saginaw Bay beast (aka “Saggy”), and the Presque Isle monster (aka “Pressie”) are just a few.
  • While varied in appearance, leviathans are at least 10 feet long and reptilian, with long necks, flippers, and sharp teeth. They don’t usually attack swimmers, but do treat boats as a threat to their territory.
  • Critical Damage: Destroys boats less than 20 ft in length.

Manchon à Rouler

3 HP, 3 STR, DEX 14, tentacle (d4, close)

  • Reports of “roling muffs” date back to the 1700s, but in recent times they have evolved to look like abandoned wigs.
  • Attack by leaping onto a victim’s head, and inserting a bone-tipped tentacle into the brainstem, allowing them to control the victim like a puppet.
  • Critical Damage: You become a Manchon zombie.

Manchon Zombie

3 HP, club (d6, close)

  • “Wig zombies” capture more victims, and eventually die from starvation. The roulers eat the body.
  • Zombie: To free a manchon zombie, you must kill the rouler.

Melonhead

6 HP, 14 STR, 8 DEX, 3 WIL, meat cleaver (d6, close), detachment

  • Also known as “CHUDs”, Melonheads were originally children with hydrocephalus who lived at the Junction Insane Asylum in the town of Lakeland. After enduring physical and emotional abuse, they killed the staff and escaped.
  • Eventually they mutated into cannibalistic feral humanoids who like to hide in places like sewers and abandoned buildings.
  • Hide: Melonheads surprise anyone who fails a WIL save.

In the real world, Junction Insane Asylum never existed.

Maymaygwashi

6 HP, 14 STR, 16 DEX, 12 WIL, spear (d8, bulky, near)

  • First reported in Lake Superior, these creatures from Ojibwe legend are also known as Nebaunaubaewuk or “merfolk”. A maymaygwashi appears to be a small human-like creature covered in water-resistant brown fur like an otter, with a small fish-like tail extending from the tailbone.
  • They are known for cutting fishing lines and nets, bringing them into conflict with fishers.
  • Bad Luck: Killing a Maymaygwashi summons a powerful thunderstorm to the area. The offender is struck by a lightning bolt for d12 damage.

Maymaygwashi.jpg

Police

HP 6, Armor ballistic vest (+1 Armor), semi-automatic pistol (d6, near), tactical flashlight (d6, close), patrol car, detachment

  • Standard patrol officers from the Detroit PD, Wayne County Sheriff’s office, or Michigan State Police.

Raccoon Mugger

1 HP, 3 STR, 16 DEX, 5 WIL, claw + bite (d4+d4), cheap revolver (d6, near)

  • In Odd Detroit, raccoons have learned to shoot pistols with their adorable little hands, and have taken to robbing people for cash, which they use to purchase food from vending machines.
  • Critical Damage: The raccoon grabs your wallet and makes a run for it.

Rat Colony

1 HP, STR 9, DEX 11, WIL 10, bite (d4, close), detachment

  • Rat colonies include roof rats that nest above ground, and Norway rats that nest below ground. A single colony can contain as many as 100 rats if there is enough food to support them.
  • Rats in Odd Detroit have been known to work together and carry off entire restaurant dumpsters.
  • Critical Damage: Contract an infection that causes d4 STR loss each day until you make a STR save.

Sasquatch

6 HP, 14 STR, 15 DEX, 12 WIL, kick (d8, close), rocks (d6, blast, near)

  • This large furry humanoid cryptid, also known as a “bigfoot”, is sometimes seen in Michigan forests, or even hiding in the ruined homes of Odd Detroit. When you attempt to get closer or take a photo, it vanishes. It’s rumored they hoard gold and other shiny treasures.
  • Invisibility: A sasquatch can turn invisible at will.

Seagull Flock

6 HP, 3 STR, 14 DEX, 3 WIL, peck (d4, close), detachment

  • In Odd Detroit these greedy creatures can sense artifacts, and will steal them to sacrifice to the Snake God of Belle Isle. If you resist them, they will attack.
  • Critical Damage: The flock flies off with an artifact in your possession, and will drop it in the Detroit River as a sacrifice to the Snake God.

Soldiers

6 HP, 2 AC (Interceptor Body Armor), assault rifle (d10, auto, bulky, far, semi-auto pistol (d8, near), combat knife (d6, close), detachment

  • When the National Guard arrives, you know you’ve really screwed up.

Terrorist

HP 6, assault rife (d10, auto, bulky, far), IED (d10 blast, stationary)

  • In the aftermath of the September 11th attacks, the United States is on high alert against international terrorists. However, the most common terrorists are domestic “lone wolves”.
  • Fanatic: Enahnced saves against critical damage.

Vampire

12 HP, 1 AC, 14 STR, 12 DEX, 16 WIL, bite (d10)

  • The first vampire immigrant from Poland arrived in Wyandotte Michigan in the 1800s. He created a dozen new vampires, but the new undead were drawing too much attention, so they moved to Detroit to live among in the Poletown nighborhood. They thrived there, until the neighborhood was razed in 1981 to make way for a GM plant.
  • A few vampires still lurk about the city, recognizable by their antiquated language and fashion.
  • Vampires act at night, and sleep in a hole in the ground during the day containing soil from Poland. They are not harmed by sunlight if forced to awaken.
  • Regeneration: A damaged vampire regains d6 STR when it bites a target that has blood. If killed, it becomes a cloud of gas and retreats to its coffin, reforming at the next nightfall. It can only be killed by placing a sickle over its neck while it rests in the earth.
  • Critical Damage: The vampire drains the target’s essence, dealing d12 damage to WIL. If the target reaches 0 WIL this way, it dies and is raised as a thrall of the vampire.

In the real world, “vampire burials” did take place in Poland, and Detroit did have a Poletown neighborhood.

Vampire Burial.png

Wheela

STR 18, WIL 6, HP 10, claws (d8+d8, close)

  • These cryptid carnivores from Native American legends are an endangered prehistoric species known as “bear dogs”. Though the size of a bear, they form packs like dogs, making them extremely dangerous. They are also known to hibernate, and tend to lair under highway underpasses and in basements during the winter.
  • Critical Damage: The wheela hugs with both claws and follows up with a bite causing d8 STR loss.

Wolverine

1 HP, 12 STR, 11 DEX, 12 WIL, bite (d4, close)

  • Wolverines occasionally cross the ice from Canada and establish themselves in Odd Detroit. They are aggressive hunters and will take on much larger creatures without fear.
  • Ignores the Morale rule and is never treated as part of a detachment.
  • Rage: A wolverine’s first attack has both the enhanced and blast qualities.

Ohioans once described Michiganders as aggressive and greedy, “like wolverines”. The name stuck and Michigan became the “wolverine state” even though wolverines are not native here.

Yellowjacket swarm

5 HP, 10 STR, 13 DEX, 7 WIL, sting (d4, close), detachment

  • A swarm of angry yellowjackets, also known as “hornets” (even though they are not hornets), or “garbage bees”.
  • Critical Damage: Target is poisoned for d6 DEX loss.

Man in Black

6 HP, 1 Armor, 14 STR, 12 DEX, 10 WIL, Service Pistol (d8, #near)

  • Black suits, black glasses. Some believe, others doubt, most follow orders.
  • To obscure, to acquire, to maintain order
  • Critical Damage: The special agent apprehends the target.

Thunderbird

TBD

Michigan Mothman

TBD

Ghost Wolf

TBD

Artifacts

Some dude was drunk and drove his car over a bridge And had his girlfriend in the trunk, and she was pregnant with his kid And in the car they found a tape, but they didn’t say who it was to Come to think about it, his name was—it was you 

  • Eminem

The Henry Ford Artifacts

Over the last 3 decades, various artifacts were stolen from Henry Ford museum in Dearborn, Michigan. Police suspected an inside job, but the perpetrator(s) were never caught. The artifacts were split up and sold on the black market, and many of them remain scattered throughout the city.

  • Using an artifact does not cause fatigue.
  • Some artifacts have a limited number of charges, and canonly be recharged using a special ritual.

All the artifacts on this list are based on real items in the collection of the Henry Ford Museum in Dearborn, Michigan.

These artifacts include reskins of artifacts found in the Cairn SRD, which in turn are from the following sources:

To randomly determine an artifact, roll on the table below. Select an artifact name link to view the museum record for the object.

  1. Abraham Lincoln Campaign Hat, 1860
  2. Archaic Landscape Cuff Bracelet, 1991
  3. Bag of Hog Rings
  4. Beer Bottle, 1845-1875
  5. Bonnet, 1820-1850
  6. Boots, 1875-1910
  7. Bracelet, 1870-1920
  8. Brick from Indianapolis Motor Speedway
  9. Button, 10th Anniversary of Stonewall Riots, 1979
  10. Candleholder with Candle, 1991
  11. Cap’n Crunch Bo’sun Whistle, circa 1965
  12. Carpet Bag
  13. Century of Progress Souvenir Key, 1934
  14. Checkerboard and Backgammon Board, 1840-1860
  15. Chevrolet Nova Nameplate, 1968-1972
  16. Communion Cup, circa 1725
  17. Dog Pull Toy, 1944-1950
  18. Dress, 1750-1780
  19. Du Fait de Guerre, by Flavius Vegetius Renatus, 1536
  20. Ear Trumpets, 1805-1900
  21. Egg Carrier
  22. Enfield 1856 Pattern Sword Bayonet
  23. Fly-Tox Hand Sprayer, 1940-1950
  24. Folding Portable Spinning Wheel Used by Mahatma M. K. Gandhi
  25. George Washington’s Camp Bed, 1775-1780
  26. Grain Sack, Used by the Hancock Shaker Community, West Pittsfield, Massachusetts, 1870-1900
  27. Grain Sickle, 1800-1840
  28. Guide Map of Detroit, 1878
  29. Hallmark “Mistletoe Fairy” Christmas Ornament, 1998
  30. Hallmark “Mr. Potato Head” Christmas Ornament, 2003
  31. Hay Knife, circa 1860
  32. Henry Ford Museum & Greenfield Village Snow Globe, 1990-2000
  33. Herman Miller Mixed Chorus Bass Vocalist Choir Robe, 1953-1960
  34. Hildebrand & Wolfmuller Motorcycle, circa 1894
  35. Hood Ornament, “Votes for Women,” 1900-1920
  36. Hudson Hornet Nameplate, 1955
  37. Hunting Bag, 1805
  38. Inkwell, 1790-1830
  39. Jambiya with Scabbard, circa 1650
  40. King Radiator Emblem, 1915-1925
  41. Langstroth-Style Beehive, 1870-1920
  42. Lantern, circa 1890
  43. Lanvin Cloak Worn by Virginia Palmer Bradfield Ward, 1931
  44. Life Mask of Abraham Lincoln by Clark Mills
  45. Lightning Rod Stand, 1900-1920
  46. Lincoln-Kennedy Penny, circa 1972
  47. Lunchbox, Used by J.J. Fornnarino, circa 1950
  48. Mallet, circa 1880
  49. Medicine Chest, Possibly Designed for Use aboard a Ship, 1835-1845
  50. Millinery Feathers, 1900-1915
  51. Miniature Glass Figure, Snake, 1955-1985
  52. Mirror, 1875-1900
  53. Mirror, 1890-1915
  54. Mitchell’s Map of Michigan, 1850
  55. Model 1850 Foot Officer’s Sword Used by Captain Joshua Slayton, 13th Michigan Infantry, 1862-1863
  56. Mourning Ring, 1716
  57. Mug, 1894
  58. Needle, 1880-1920
  59. Nike “Air Jordan” Basketball Shoes, 1985
  60. Nissan Leaf Bracelet, 2011
  61. Nurse’s Cape, 1957
  62. Osterizer Blender, circa 1953
  63. P.H. Mayo & Bros. Tobacco Pouch, 1878-1890
  64. Pendant Necklace made from Expo ‘74 Concessions Token, 1974
  65. Planter Check Rope, circa 1880
  66. Plate, 1687
  67. Plow Blade
  68. Pocket Watch, 1850-1875
  69. Politically Themed Razor, “Tell Chapman to Crow,” 1840
  70. Pope Columbia Safety Bicycle, 1889
  71. Pot, 1775-1860
  72. Quill Pen, 1850-1950
  73. Racing Helmet Worn by Ken Block in “Gymkhana Five,” circa 2012
  74. Racing Helmet Worn by Mario Andretti, 1976-1977
  75. Sandglass, 1700-1799
  76. Scrimshaw Whale’s Tooth, “Peace Independence and Plenty,” circa 1810
  77. Serving Bowl, 1800-1850
  78. Sholes & Glidden Desk Typewriter, 1874-1876
  79. Shovel, 1901-1931
  80. Signet Ring, Worn by Baron Ehrenfried Gunther von Huenefeld during the Transatlantic Flight of the Airplane “Bremen”, circa 1928
  81. Snakeskin Shoes, Worn by Elizabeth Parke Firestone, 1920-1930
  82. Snoopy Toy Commemorating Apollo 11 Landing on Moon, 1969
  83. Sony SRF-39FP AM/FM Prison Radio, circa 2000
  84. Sootless Spark Plug, 1905-1910
  85. Souvenir Canoe with Greeting, circa 1953
  86. Sun Dial, 1920-1925
  87. Tea Box, 1800-1840
  88. Teapot, 1760-1775
  89. Tinfoil Phonograph, 1878
  90. Toy Drum, 1937-1940
  91. United States Three Cent Coin, 1865
  92. Violin by Nicolo Amati, 1647
  93. Walking Stick Commemorating Battle of Shiloh
  94. Walking Stick, 1861-1863, Allegedly Owned by Abraham Lincoln
  95. War of 1812 Era Canteen
  96. William McKinley Campaign Coin, 1896
  97. Wine Bottle, 1685-1730
  98. Women’s Cape, 1780-1830
  99. Women’s Evening Cape, circa 1835
  100. Women’s Gauntlet Gloves, circa 1915

Abraham Lincoln Campaign Hat, 1860

  • Abraham Lincoln Campaign Hat, 1860
  • 1 charge
  • While wearing this hat, you can make all nearby locks unlock, and all handcuffs, chains, and ropes come undone and fall away.
  • Recharge: Read the Gettysburg Address to the hat at dawn.

Archaic Landscape Cuff Bracelet, 1991

  • Archaic Landscape Cuff Bracelet, 1991
  • 1 charge
  • While wearing these braclets you can expend one charge to automatically succeed at a failed crit dmg save. You must activate the bracelet before facing the consequences of the failed save.
  • Recharge: Inflict crit dmg on a cryptid while wearing the bracelets.

Bag of Hog Rings

  • Bag of Hog Rings
  • 2d6 charges when found
  • When a ring is placed into a person’s nose, they must make a WIL save or physically turn into a pig (10 STR, 6 DEX). They retain their intelligence and WIL score, but cannot talk, cast spells, etc.
  • When removed, the subject must make another WIL save or remain a pig. This curse can be removed magicaly but is otherwise permanent.
  • Each ring represents a charge, and they cannot be recharged.

Beer Bottle, 1845-1875

  • Beer Bottle, 1845-1875
  • 1 charge
  • When filled with beer, anyone who drinks from this bottle will boast loudly and incautiously about their deepest secrets, whether or not said secrets are worthy of boasting about.
  • Recharge: Boast about your secrets while drinking from the bottle in front of a group of strangers.

Bonnet, 1820-1850

  • Bonnet, 1820-1850
  • 2 charges
  • Donning this bonnet envelops the wearer in complete silence, but also leaves them unable to hear or speak.
  • Recharge: While wearing the bonnet, meditate in a quiet room for 1 hour.

Boots, 1875-1910

  • Boots, 1875-1910
  • These boots allow you do jump to any landing point you can see, up to 100 feet away.
  • While worn, the boots reduce your speed, so you require a full turn to move 1 range band.
  • Recharge: Spend a full day in bed.

Bracelet, 1870-1920

  • Bracelet, 1870-1920
  • 3 charges
  • This bracelet can be thrown, releasing a d8 blast of fire on impact to all close by.
  • Recharge: Leave it in a bonfire overnight.

Brick from Indianapolis Motor Speedway

  • Brick from Indianapolis Motor Speedway
  • 1 charge
  • If you put the brick in a vehicle, the vehicle’s wheels will seize up when it reaches 56 mph, causing a spectacular crash (d20 damage).
  • Recharge: The target vehicle must crash to recharge the brick.

Button, 10th Anniversary of Stonewall Riots, 1979

  • Button, 10th Anniversary of Stonewall Riots, 1979
  • Tap this button to conjure an empty beer bottle (d6, near, d6 DEX loss on crit) into your hand.
  • When thrown, the bottle vanishes seconds after shattering on impact. The button does not require recharging, but can only create one bottle at a time.

Candleholder with Candle, 1991

  • Candleholder with Candle, 1991
  • 7 charges
  • A candle placed into this candleholder emanates pure darkness instead of light at close range, impairing attacks within, into, or out of the area. The candle lasts 1 watch (6 hours).
  • Recharge: Make new tallow candles using fat rendered from a cryptid.

Cap’n Crunch Bo’sun Whistle, circa 1965

  • Cap’n Crunch Bo’sun Whistle, circa 1965
  • 3 charges
  • Blowing this toy whistle before using a cell phone gives the phone unlimited minutes, texting, and data for 1 year. The magic also hides the extra data from your cellular provider.
  • Recharge: Leave it in a full box of Cap’n Crunch for 1 year.

Carpet Bag

  • Carpet Bag
  • This cheap luggage takes up an inventory slot, but lets you carry an additional 3 inventory slots beyond the usual 10.
  • When you add this bag to your inventory, within 24 hours, a hostile detachment of KKK members (treat as cultists) will somehow find and confront you.

Century of Progress Souvenir Key, 1934

  • Century of Progress Souvenir Key, 1934
  • 3 charges
  • Press the key against a wall less than 1 ft thick, and a keyhole will appear. Use the key on it, and a door will appear in the wall, allowing you to pass through the wall. The door disappears after 1 watch (6 hours).
  • Recharge: The key naturally regains 1 charge per week at 5 PM on Friday.

Inkwell, 1790-1830

  • Inkwell, 1790-1830
  • Charges: 2d4 when found
  • If you know someone’s legal name, or a spirit’s true name, you can use this ink to write it on a sheet of paper. This cannot be done in combat.
  • If you read the name off the paper, and the person or spirit is far away or closer, they flee in panic, and continue to flee each turn until they pass a WIL save.
  • Recharge: You can make more ink, but it requires the ink from a live squid.

Checkerboard and Backgammon Board, 1840-1860

  • Checkerboard and Backgammon Board, 1840-1860
  • 1 charge
  • Play a game of checkers or backgammon against a spirit that moves the pieces telekinetically.
  • The pattern of the spirit’s moves reveals information about the future. You can ask the guide one yes/no question, and they will answer to the best of their ability.
  • Recharge: Convince a random stranger to play checkers with you.

Jambiya with Scabbard, circa 1650

Chevrolet Nova Nameplate, 1968-1972

  • Chevrolet Nova Nameplate, 1968-1972
  • If attached to a vehicle, the nameplate will change to read “No vas”, Spanish for “you’re not going”, and the vehicle cannot move, even if pulled by a tow truck. Removing the nameplate will end the curse.

King Radiator Emblem, 1915-1925

  • King Radiator Emblem, 1915-1925
  • 3 charges
  • If you attach this emblem to a car radiator, the vehicle gains the ability to expel a huge blast (d10, blast, d6 DEX loss on crit dmg) of steam at any vehicles behind it at up to far range.
  • In addition, drivers in affected vehicles must make a DEX save or crash, and attacks through the steam are impaired. The steam blast only lasts 1 turn.
  • Recharge: Put the emblem on a car without coolant, and drive it until it overheats.

Communion Cup, circa 1725

  • Communion Cup, circa 1725
  • 3 charges
  • If the cup is filled with human blood and you drink from it, you heal all lost STR, and a charge is expended.
  • Curse: If you drink from the cup 3 times, you become a vampire.
  • Recharge: Wash the cup in the blood of a vampire.

Dog Pull Toy, 1944-1950

  • Dog Pull Toy, 1944-1950
  • 1 charge
  • Nearby dogs, wolves, and coyotes grow docile when you pull the toy behind you.
  • Recharge: Spend an hour petting and praising the toy.

Dress, 1750-1780

  • Dress, 1750-1780
  • The dress can change color with a thought, or you can make yourself completely invisible as long as you stand still. When you move, a slight blur gives your position away.
  • Taking any damage while wearing the dress renders it useless. If it is mended by a trained fabric preservationist, it can be used again.

Du Fait de Guerre, by Flavius Vegetius Renatus, 1536

  • Du Fait de Guerre, by Flavius Vegetius Renatus, 1536
  • Reading this book can improve your combat skills. It takes 4 weeks of downtime to study it, but if you do, roll 2d6. If the result is higher than your current HP, take the result as your new HP.
  • Recharge: Place the book on a shelf, and leave it there for 1 year.

Ear Trumpets, 1805-1900

  • Ear Trumpets, 1805-1900
  • 2 charges
  • If placed in the ears, these trumpets grant the wearer the power to listen to whatever is happening in another room by pointing their head toward a door or window.
  • Recharge: Place the trumpets in a sound-dampened room overnight.

Egg Carrier

  • Egg Carrier
  • 2d12 charges when found
  • When any of the two dozen eggs carried inside are cracked open, it releases an incredible stench. They can be thrown up to near range. Anyone close to the cracked egg must make a WIL save or spend a turn gagging and retching.
  • Recharge: Place the carrier in a chicken coop. Each day at dawn, a new egg will appear in the carrier.

Enfield 1856 Pattern Sword Bayonet

  • Enfield 1856 Pattern Sword Bayonet
  • Spirits automatically fail crit dmg saves caused by this weapon (d8, d10 on rifle, bulky on rifle, close).
  • Curse: You are unable to flee from combat without dropping this weapon.

Fly-Tox Hand Sprayer, 1940-1950

  • Fly-Tox Hand Sprayer, 1940-1950
  • 5 charges
  • This sprayer fills up with deadly poison that kills insects and spiders (d8, blast, near, vermin flops over dead on crit dmg), but is harmless to most other animals.
  • Recharge: Eat a live spider.

Folding Portable Spinning Wheel Used by Mahatma M. K. Gandhi

  • Folding Portable Spinning Wheel Used by Mahatma M. K. Gandhi
  • While spinning linen with this wheel, no one can attack you. You cannot spin at night, or if you have attacked someone since sunrise.
  • It does not require charges, but you need to maintain a supply of raw material, and you will grow tired of spinning whenever the sun sets.

George Washington’s Camp Bed, 1775-1780

  • George Washington’s Camp Bed, 1775-1780
  • 3 charges
  • Sleeping one night on this cot allows you to ignore cold weather for one week.
  • Recharge: Watch the movie George Washington Slept Here, starring Jack Benny and Ann Sheridan.

Grain Sack, Used by the Hancock Shaker Community, West Pittsfield, Massachusetts, 1870-1900

  • Grain Sack, Used by the Hancock Shaker Community, West Pittsfield, Massachusetts, 1870-1900
  • 1 charge
  • Fill the sack with leaves, nutshells, spruce needles etc. and expend a charge. When the things eventually trickle out through the hole in the bottom corner, they appear as Sacagawea dollar coins, 100 in total. When 1 hour has passed the coins revert back to being forest debris. This counts as counterfeiting, and you can expect the Secret Service to come after you.
  • Recharge: A spirit has to spit into the sack.

Grain Sickle, 1800-1840

  • Grain Sickle, 1800-1840
  • 1 charge
  • This simple tool (d6, close) activates and decapitates a target when it causes critical damage.
  • Recharge: Spend a day harvesting grain with the sickle.

“Guide Map of Detroit,” 1878

  • “Guide Map of Detroit,” 1878
  • 1 charge
  • This map of Odd Detroit shows all of the major points of interest in the city. At the cost of one charge, write in the name of a place that does not appear on the map but that is known to exist somewhere in the city. The label will move, settling on this place’s actual location on the map.
  • Recharge: Sleep with the map under your pillow. If no one is watching you awaken in a weird random place in the city with no memory of how you got there, holding the map in your hand.

Hallmark “Mistletoe Fairy” Christmas Ornament, 1998

Hallmark “Mr. Potato Head” Christmas Ornament, 2003

  • Hallmark “Mr. Potato Head” Christmas Ornament, 2003
  • 5 charges
  • Hang this ornament from a pine tree far away or closer, and you can change your facial appearance, including your hair, age, and gender.
  • Recharge: Hang the ornament on a real Christmas tree on Christmas eve.

Hay Knife, circa 1860

  • Hay Knife, circa 1860
  • This knife (d6, close) can cut down all nearby plants in a single swipe. If used against plant creatures, it does d10 damage.

Henry Ford Museum & Greenfield Village Snow Globe, 1990-2000

  • Henry Ford Museum & Greenfield Village Snow Globe, 1990-2000
  • 1 charge
  • On command, one nearby creature must make a WIL save or shrink and be teleported into the snow globe. If the save passes, a charge is not expended. The interior is filled with water, and the creature will drown for d4 STR loss each turn until dead, with their tiny corpse floating within the globe. The creature can be freed by repeating the command word.
  • Recharge: Bury the globe in snow for 1 week.

Herman Miller Mixed Chorus Bass Vocalist Choir Robe, 1953-1960

Hildebrand & Wolfmuller Motorcycle, circa 1894

Hood Ornament, “Votes for Women,” 1900-1920

  • Hood Ornament, “Votes for Women,” 1900-1920
  • 1 charge
  • If attached to a vehicle, and you sit inside and talk to a politician, the politician will carry out any political actions you request during the conversation.
  • Recharge: Vote with the hood ornament on your person.

Hudson Hornet Nameplate, 1955

  • Hudson Hornet Nameplate, 1955
  • A nameplate from an old car. When the nameplate is attached inside the vehicle, a passenger has the ability to summon a swarm of angry hornets by slapping the nameplate. The hornets may be directed to attack any person outside the vehicle, or people in a vehicle, at a range of close, nearby, or far away.
  • Hornet Swarm: 5 HP, 10 STR, 13 DEX, 7 WIL, sting (d4, close), detachment, crit dmg: Target is poisoned for d6 DEX loss.
  • Recharge: Get stung by a hornet.

Hunting Bag, 1805

  • Hunting Bag, 1805
  • 1 charge
  • The bag holds a sylphid, an elemental spirit of forests and the air. When the bag is opened, the spirit is released and must serve the owner for 1 hour, after wich it will act under its own will.
  • Sylphid: 16 HP, 11 STR, 15 DEX, 8 WIL, compressed air pummel (d8, close/near), Whirlwind: All nearby targets that fail a STR save are pushed away one range band and knocked down.
  • Recharge: Even if killed, the spirit automatically returns to its home in the bag at the next sunrise.

Langstroth-Style Beehive, 1870-1920

  • Langstroth-Style Beehive, 1870-1920
  • 1 charge
  • You can command the hive to produce a swarm of angry honeybees, who will obey your commands.
  • Honeybee Swarm: 6 HP, 14 STR, 14 DEX, 6 WIL, sting (d4, close), detachment, crit dmg: Target is poisoned for d4 STR loss.
  • Recharge: If the swarm is dispersed, you must replace it by introducing a new honeybee queen to the hive.

Lantern, circa 1890

  • Lantern, circa 1890
  • This lantern sheds a pale blue light in a 60-foot radius, and must be filled with kerosene, but does not use up any fuel.

Lanvin Cloak Worn by Virginia Palmer Bradfield Ward, 1931

TBD

  • Nurse’s Cape, 1957
  • 1 charge
  • This cape renders you invisible to hostile creatures for up to 3 hours. Attacks against you are impaired. You can move normally, but if you try to harm anyone, the invisibility ends.
  • Recharge: TBD

  • P.H. Mayo & Bros. Tobacco Pouch, 1878-1890
  • 1 charge
  • Produces $10 of tobacco or cannabis of any type requested by the wearer.
  • Recharge: Let the pouch sit empty overnight.

  • Pendant Necklace made from Expo ‘74 Concessions Token, 1974
  • 1 charge
  • The wearer automatically succeeds on their next crit dmg save.
  • Recharge: Bury the now faded amulet amidst the roots of a Rowan tree. Hang upon the branches, a fresh umbilical cord from either livestock or babe. If either the child or animal was harmed while procuring this, the magic won’t work. The umbilical cord must dry out completely while hanging on the branches. Afterwards you can dig up the amulet which now will look renewed with fresh pigment.

  • Planter Check Rope, circa 1880
  • 1 charge
  • The end of this 50ft. rope attaches to any surface. Pull twice to release it.
  • Recharge: Cut off 5ft. of the rope.

  • Plate, 1687
  • A heavy, palm-sized plate of shale with a strange symbol scratched deeply into the face. When pressed to a mundane or magical lock, roll a d6. On a 1-5, the lock unlocks silently. On a 6, the shale cracks with a thud that echoes for miles, leaving the bearer’s hand temporarily numb and weakened from the shock.
  • Recharge: If the cracked Rune is placed in a locked receptacle, the next time an unsuspecting thief picks the lock they will find the rune whole and functional within.

  • Pocket Watch, 1850-1875
  • 1 Charge
  • When you or an ally would do something actively harmful to them (step on a trap, trip in combat), rewind time back to before that happened, but you remember what happened from the rewound time.
  • Recharge: When at 0 Charges, you are deprived until blood is spilt on the bloodstone (3+ STR damage worth), which also refreshes the charge.

  • Plow Blade
  • 3 charges
  • A dark red shortsword with inscriptions of scenes of ancient battles on it.
  • Spend a charge to give yourself the strength of a demigod for the length of a single feat (bend bars, lift gates, hurl boulders)
  • Recharge: It deals a killing blow to a creature stronger than any human, living or dead.

  • Politically Themed Razor, “Tell Chapman to Crow,” 1840
  • 10 charges
  • This razor thin shortsword hurts on initial cut and then once more when the victim moves (d4).
  • Recharge: Permanently end a meaningful relationship.

  • Pot, 1775-1860
  • An iron cook pot filled with a thick bland porridge, the pot can never be emptied of porridge.
  • If anyone tastes the porridge they become cursed. The curse makes it impossible for the subject to eat any food, except for the porridge. If any other food is consumed it will be hurled up instantly.
  • The curse can be broken by powerful magic or by destroying the pot, such as shattering it or smelting it.

  • Quill Pen, 1850-1950
  • 1 charge
  • A feather quill, black flecked with gold. When a contract is written with this pen, all who sign in agreement are magically compelled to follow its tenets, except the one that wrote the terms.
  • Recharge: Abstain from reading or writing for a full lunar cycle, while keeping the quill on your person.

  • Racing Helmet Worn by Ken Block in “Gymkhana Five,” circa 2012
  • 1 charge
  • A helmet that transforms the bearer’s head into the appearance of a skull until dawn.
  • Recharge: Bury with human bones for one night.

  • Sandglass, 1700-1799
  • 1 charge
  • Inverting the hourglass and placing it on a surface will invert the object it was placed on, rapidly and violently.
  • Spend more charges to invert larger objects.
  • Rumored to be hidden in the upside ruins of a city.
  • Recharge: Allow the hourglass to rest for the length of a season, gain more charges with additional seasons of resting.

  • Scrimshaw Whale’s Tooth, “Peace Independence and Plenty,” circa 1810
  • A humble magnetic stone carved in the shape of a sperm whale.
  • When suspended in salt water, points to the nearest, safest place or harbor within 6 miles.
  • Recharge: Boil the stone in oil.

  • Serving Bowl, 1800-1850
  • If you serve food to somebody in your home, camp or a place of hospitality in this simple, wooden bowl, the person accepting the food can not harm you for a week.
  • Recharge: Fill this bowl with food and bring it to those in need, every day for seven days. If you act stingy, the next time you eat from this bowl you’ll choke. Only somebody else can save you.
  • In the case of the coin and the bowl, I guess players should be aware of the recharge condition, but maybe not of the consequences should they act against its spirit

  • Shovel, 1901-1931
  • 1 charge
  • Shovels solid rock like it would be dirt.
  • Recharge: Spend 1 hour shoveling dirt in the rain.

  • Signet Ring, Worn by Baron Ehrenfried Gunther von Huenefeld during the Transatlantic Flight of the Airplane “Bremen”, circa 1928
  • 1 charge
  • A wax stamp made of rocks, sticks, a bird skull and a rat tail. A paper stamped with this seal in greenish-yellow wax will be considered by any goblin as an order from the Grand Gob themself.
  • At the cost of a charge, stamp a schematic describing a wondrous contraption or magical item, and gather a pile of shiny stones, straw, bugs, fungi, or the like into a pile vaguely shaped like said item. The pile binds together, and functions as the item described for about an hour. It then fails catastrophically.
  • Recharge: Supplicate before the Grand Gob, describing in flowery terms how inferior you and your fellows are to their magnificence. Beg a boon of them - if impressed, they will provide a small, probably slimy token to tack onto the seal.

  • Snakeskin Shoes, Worn by Elizabeth Parke Firestone, 1920-1930
  • 1 charge
  • Over the course of several hours, you can painfully shed your skin, losing 1d4 STR.
  • After this time, you reveal a new skin, broadly the same as your previous, but with new features, seen or imagined.
  • Recharge: Devour every scrap of the skin of a giant snake.

  • Souvenir Canoe with Greeting, circa 1953
  • 1 charge
  • A folded sheet of pure white tree bark. When refolded into a toy dinghy and placed in a body of water it grows into a sturdy 8-footer with a remarkable resistance to capsizing, even in the roughest of waters. When you finish your journey, the bark will unfold back to its normal size, now soaked through and useless.
  • Recharge: Catch a fish under the full moon from a sacred pool or river. Wrap it in the bark and cook it, then give the fish back to the water. The bark will float back to the surface, pure white and whole once more.

  • Sun Dial, 1920-1925
  • A small, ordinary looking sundial and a round yellow pebble. By holding both at once, the bearer can change the actual position of the sun. It snaps back once one or both items are dropped.
  • Every time this item is used, roll 1d6. On the first 1, the sun goes away for a day, and comes back dimmer. On the second 1, if goes away for a month and comes back red. On the third 1, it goes away and doesn’t come back.

  • Tea Box, 1800-1840
  • An ornate little bronze box, devours all spells uttered in the vicinity for 1d4 turns.
  • Recharge: Whoever opened the box must remain silent for as many days as spells devoured by the box.

  • Teapot, 1760-1775
  • A squat clay teapot with a crane carved in one side and a centipede on the other. If a poisonous plant is steeped in this pot, the resulting tea is its antidote Likewise beneficial herbs steeped in this teapot produce poison.

  • Toy Drum, 1937-1940
  • 3 charges
  • A pair of graying deer ribs cut to size for rhythmic performance. One has a crude skull etched into its surface, the other a skeletal hand. When played, they can be used to control the bones of another creature. If they still live, the effect is brief, a single instant of abrupt bodily control that may only be enough to foil another physical action. If they are dead or undead, the effect lasts for as long as the bearer can continue playing.
  • Recharge: Stand at the edge of the dark wood, and throw one of the Bones overhand as far as you can into the tangle. Keep your eyes tightly shut as you enter to recover it. Do not peek, and do not respond to the taunting whispers of the dead that greet you.

  • United States Three Cent Coin, 1865
  • Each time a Die of Fate would be rolled where the owner would be affected, treat the dice roll as a 1.
  • The owner can’t get rid of the coin by normal means.
  • Break curse: Another individual must accept the coin by their own admission, while being aware of the curse.

  • Violin by Nicolo Amati, 1647
  • 3 charges
  • A lyre crafted from red coral, with strings made from mermaid’s hair.
  • While playing the lyre and expending a charge, the user can attract a school of fish to their location.
  • While playing the lyre and expending a charge, the user can create waves with increasing intensity as long as they keep playing.
  • Recharge: A siren has to kiss the lyre.

  • Walking Stick, 1861-1863, Allegedly Owned by Abraham Lincoln
  • 3 charges
  • By expending a charge you can cast Cure wounds, Shield or Thicket.
  • Recharge: Make a mixture from jelly ears fungus and oil and rub it all over the staff 3 times. Place the staff by a homestead and wait a 3 days. While waiting help a mother in her daily tasks 3 times.

  • Walking Stick Commemorating Battle of Shiloh
  • 1 charge
  • A walking stick with a big eyeball on top
  • You can fixate on the eye to see the outcome of one action in the immediate future (play it out and the player decides to confirm it or not) and then the eye shuts
  • Recharge: move exclusively in the same direction as the wind for a day

  • War of 1812 Era Canteen
  • 3 charges
  • A large flask, made of polished, deeply furrowed wood. The cap is attached by a silver ring, held closed with a pin. At the cost of one charge, twist the pin; whatever fluid is inside is replaced with half a canteen-full of water. Twist it back, and the original fluid reappears. Handy for carrying extra water on journeys, hiding your best brandy from your fellow adventurers, or to convince a rival that there really isn’t any poison in there, after all.
  • Recharge: Dowse and dig out a fresh well or untouched spring, or any source of water that has never before passed mortal lips. Fill the Canteen to the brim.

  • William McKinley Campaign Coin, 1896
  • Ask a question that can be answered with yes or no and toss the coin. While in the air, you announce which side is yes or no. The coin answers truthfully. Recharge: While making an important decision, toss the coin.
  • While in the air, you announce which side is yes or no. Act according to the coin’s answer. If you don’t act accordingly, your endeavor is cursed and the coin loses its powers forever.

  • Wine Bottle, 1685-1730
  • 4 uses
  • A bottle of old wine vinegar, bewitched by a grumpy warlock.
  • When any food or drink are prepared using the vinegar, all who consume it are affected by the Hatred spell. They hate the first person they see.

  • Women’s Cape, 1780-1830
  • 3 charges
  • Faded black great-cloak with orange and white geometric patterns.
  • Dash or fly swiftly across distances of 30 feet.
  • Recharge: by jumping from heights of 50 feet or greater, or from spending an hour adventuring through furious winds.

  • Women’s Evening Cape, circa 1835
  • 6 charges
  • A long flowing cloak made from a bluish black material with no discernible fabric texture. There are bright twinkling stars all over the cloak.
  • While wearing the cloak treat the wearer’s maximum HP as 1 more than normal.
  • By expending 1 charge, the wearer can pick a star from the cloak and use it as a throwing weapon, dealing d6 points of damage.
  • Recharge: Spread the cloak on the ground on a clear night and wait until morning.

  • Women’s Gauntlet Gloves, circa 1915
  • When they are put on, the bearer immediately gains 1 fatigue and then again one more each hour they are worn. If the wearer ever gets 7 or more fatigue, they collapse and die within the hour. This danger should clearly be telegraphed by the Warden.
  • All attacks are enhanced while they are worn and all feats of strength involving the wearer’s arms/hands automatically succeed.

Detroit Institute of Arts Collection

https://dia.org/collection/howdy-doody-93417 https://dia.org/collection/peacock-shaped-incense-burner-112933 https://dia.org/collection/head-buddha-1174 https://dia.org/collection/mummy-43755 https://dia.org/collection/stool-33244 https://dia.org/collection/man-holding-flintlock-3227 https://dia.org/collection/kermit-frog/47904 https://dia.org/collection/babylonian-whore-43040 https://dia.org/collection/cylinder-seal-two-goddesses-and-inscription-owners-name-33394

Life Mask of Abraham Lincoln by Clark Mills

  • Life Mask of Abraham Lincoln by Clark Mills
  • 7 charges
  • By expending a charge, the wearer can change the mask’s features to look like an exact copy of the face of anyone they have met in person.
  • Recharge: Get a professional Abraham Lincoln impersonator to wear the mask.

Lightning Rod Stand, 1900-1920

  • Lightning Rod Stand, 1900-1920
  • 1 charge
  • Pick a general type of object or material. The lightning rod acts like a powerful dowsing rod, and indicates distance, direction and quantity to nearest match.
  • Recharge: Expose to lightning or powerful electricity.

Lincoln-Kennedy Penny, circa 1972

  • Lincoln-Kennedy Penny, circa 1972
  • This coin acts like a tracking device. If you give it to someone else, as long as they have it on their posession, you know know the direction and distance to the coin.
  • If that person gives away the coin, they become the new owner.

Lunchbox, Used by J.J. Fornnarino, circa 1950

Mallet, circa 1880

  • Mallet, circa 1880
  • This mallet can knock down any door with a single strike, but when it does so, it also relases a sonic boom that deafens the wielder for 1 minute, shatters all nearby windows, and can be heard VERY FAR away.

Medicine Chest, Possibly Designed for Use aboard a Ship, 1835-1845

Millinery Feathers, 1900-1915

  • Millinery Feathers, 1900-1915
  • 1 Charge
  • Expend a charge to make a person, creature or object light as a feather for 3 hours.
  • Recharge: Drop the feathers from a height of at least 100 ft from the ground.

Miniature Glass Figure, Snake, 1955-1985

Content Warning: Self-harm (cutting)

  • Miniature Glass Figure, Snake, 1955-1985
  • 1 charge
  • A glass snake that transforms into a venomous snake under your control until killed,
  • When killed the snake shatters into broken glass.
  • Poisonous snake: 2 HP, 13 STR, 18 DEX, 10 WIL, bite (d6, close, crit dmg: poisoned for d8 STR loss).
  • Recharge: Cut yourself with the broken glass (d6 STR loss).

Mitchell’s Map of Michigan, 1850

  • Mitchell’s Map of Michigan, 1850
  • Charges: 1
  • A blank leather parchment. Spill blood onto it and it will be absorbed, revealing where in the city the remaining blood can be found.
  • Recharge: the parchment must be wholly ingested then defecated by any creature that can hunt by blood-scent. Wolf, Tiger, Shark, blood-fly, etc.

Mirror, 1875-1900

  • Mirror, 1875-1900
  • A soul-trapping mirror. If a spirit looks into the mirror, it must make a WIL save or be pulled into the mirror.
  • You may communicate with the spirit held in the mirror, which appears in the reflection.
  • The mirror can only hold one spirit at a time. If a second spirit is trapped, the first one goes free.

Mirror, 1890-1915

  • Mirror, 1890-1915
  • When you meet the gaze of your reflection, you are pulled into the mirror and replaced with your reflection, which you play as your PC. Your reflection has your gear, but it has 3 in all attributes, and only 1 HP.
  • If the mirror is broken while someone is inside, that person dies.
  • When the reflection dies, you are freed from the mirror. You no longer cast a reflection, and cannot benefit from the mirror again.

Model 1850 Foot Officer’s Sword Used by Captain Joshua Slayton, 13th Michigan Infantry, 1862-1863

Mourning Ring, 1716

  • Mourning Ring, 1716
  • 1 charge
  • The wearer can choose to negate the effects of a spell that targets them.
  • Recharge: Store the ring in a bird’s nest within earshot of a church with a bell, for at least a week.

Mug, 1894

  • Mug, 1894
  • 3 charges
  • When filled and raised with a hearty toast, everything in earshot capable of hearing must pause what they’re doing for a moment and return the toast, raising whatever item they hold in their hand.
  • Recharge: Offer to share a drink with a hostile creature, then convince them to agree of their own free will.

Needle, 1880-1920

  • Needle, 1880-1920
  • 2 charges
  • By dealing crit dmg with this this needle (d4, close), you leech the soul from one person and cause the needle to glow faintly. Their body is left in a comatose state.
  • By sticking the charged needle into an animal, you imprison the person’s soul in that animal. They have their full intelligence and WIL, but cannot speak or use magic.
  • By reversing the process the person’s soul can be restored to their body.
  • Recharge: Stab the needle into 2 different human corpses.

Nissan Leaf Bracelet, 2011

  • Nissan Leaf Bracelet, 2011
  • 3 charges
  • This bracelet is from THE FUTURE.
  • Expend a charge to make a car run without fuel for 24 hours.
  • Recharge: Plant the bracelet in forest soil at sunset, water with the blood of an animal sacrifice, and wait until sunrise.

Creating Cryptids

Use the following template to model NPCs and monsters:

  • Title (denotes the type of NPC/monster)
  • NPC Name (most things have a name. Some have forgotten theirs and are now solely defined by their title)
  • X HP, X Armor, X STR, X DEX, X CTRL,
  • Attack (dX, special items, qualities)
  • Description (appearance or demeanor)
  • Drive, behavior, tactic, or peculiarity
  • Special effect or critical damage consequence.

General Principles

  • Ability Scores are 10 unless noted.
  • Ability Scores: 3 is deficient, 6 is weak, 10 is average, 14 is noteworthy, and 18 is legendary.
  • HP: 3 HP is average , 6 HP sturdy, 1 0+ HP is serious threat
  • HP is Hit Protection, not a measure of Hit Points. It’s a measure of skill, luck, drive, resilience.
  • Flavor and style = memorable
  • Use d6 as the baseline for damage.
  • Including ways to deal stress makes the game more Weird (increases chance of Stress Fallout)
  • Critical Damage triggers increase threat or strangeness

Creature Cheat Sheet:

  • Able to avoid being hit? Give it HP.
  • Soak up damage? Give it Armor.
  • Physically powerful? Give it a high STR or larger damage dice.
  • Quick? Give it high DEX.
  • Weird? Give it high CTRL or ability to deal Stress Damage.

Unique Cryptids

Children, go where I send you (Where will you send me?) I’m gon’ send you to that land The land of a thousand dances 

  • Wilson Pickett

Ada Witch

Originally from the town of Ada, this ghostly lover’s triangle has been making the rounds for decades. Sometime during the 19th century, a woman named Sarah McMillian had been unfaithful to her husband and would disappear at night to meet with her lover. Her husband suspected something and one night feigned sleep. His wife got up and left the house, so he followed and found her in the arms of another man. He killed his wife first, then attacked her lover. The two men fought, and both died from their wounds. Unknown to both her husband and her lover, Sarah was a witch, and all three returned from the dead as ghosts. Now Sarah must get her husband and lover must work together before she moves on to the realm of the dead.

The Ada witch will sometimes appear in the middle of a street, waving her arms and begging for help. If you stop, she will ask you to reconcile her husband and lover by pretending to be yet another lover. If you play along, they will soon appear and cooperate to attack you. If they reduce your WIL to 0, all three of them will thank you and vanish forever.

In the real world, Sarah McMillan, the so-called “Ada Witch”, was not murdered, but died in 1870 at the age of 29, of typhoid fever.

Sarah McMillan

HP 3, ghostly touch (d4, close)

  • Driven to bring herself, her husband, and her lover to rest.
  • Incorporeal spirits of the restless dead, vulnerable only to magic and specific anointed rites.
  • Critical Damage: Target must save WIL or is mind-controlled, pretending to be her lover.

Ghost Husband

9 HP, 16 STR, 14 WIL, ghostly knife (d6, close)

  • Driven to fight his romantic rivals.
  • Incorporeal spirits of the restless dead, vulnerable only to magic and specific anointed rites.
  • Critical Damage: d8 WIL loss.

Ghost Lover

6 HP, 16 STR, 14 WIL, ghostly pistol (d8, near)

  • Driven to fight his romantic rivals.
  • Incorporeal spirits of the restless dead, vulnerable only to magic and specific anointed rites.
  • Critical Damage: d8 WIL loss.

Cybercop

6 HP, 3 Armor, 18 STR, 6 DEX, auto 9 pistol (d10, auto, far), data spike (d8, close), detachment

  • Cybercop is an experimental cyborg used by the Detroit Police Department to hunt down dangerous cryptids. His existence and true identity is a closely guarded secret.
  • Cybercop is mostly a machine, though his human brain, head, and torso are mostly intact. He still has memories, feelings, and human judgement.
  • Data Spike: A retractable spike extending from Cybercop’s left hand can plug into any computer. Cybercop can control the computer using only his mind, bypassing all security. The spike can also be used as a weapon.
  • Hidden Compartment: Cybercop has compartements hidden in his legs, allowing each one to store an inventory slot. He always uses one of these to store his weapon.

In the real world, the movie Robocop was set in Detroit. A Kickstarter raised $67,436 to build a bronze Robocop statue for the city in 2011. The statue was completed in 2021, and is expected to go on public display in 2024.

RoboCop_statue_at_Venus_Bronze_Works.jpg

Dark One

9 HP, 14 STR, 13 DEX, 15 WIL, punch (d6)

  • A vigilante scientist horribly burned by acid and fire, the Dark One hunts down and kills gangsters and other criminals without remorse.
  • Immune to critical damage: The Dark One cannot feel pain, and can fight until he drops dead.
  • Rage: The Dark One’s first attack in each combat has both the enhanced and blast qualities.
  • Disguise: In dim light, the Dark One can disguise himself as any person he has met. His disguise melts away under sunlight or UV light.

In the real world, the movie Darkman was directed by Detroit native Sam Rami, and set in Detroit.

Detroit Chimera

10 HP, 3 Armor, 14 STR, 11 DEX, 13 WIL, bite (d10)

  • A cybernetic hybrid modeled on the city’s sports teams with the head of a Lion, the body of a Tiger, Red Wings, and a Piston powered engine. Often seen near the Russel Industrial Center on Clay street.
  • Like Cybercop, the chimera is the result of cybernetic experiments performed by the U.S. government during the crack wars of the 1980s.
  • Dragon’s Breath: The chimera spits fire. d8 STR loss.

Note: In the real world, the Chimera is an incomplete street mural painted by Kobie Solomon on the side of a building at the Russel Industrial Center in 2010.

Detroit Chimera.jpg

Evangelista Ghosts

Content Warning: greusome real-life mass murder

  • Benny Evangelista was a realtor who lived in Detroit in the 1920s. He was also a rootworker and spiritualist who made potions and cast spells for pay, and wasn’t too picky about the difference between white magic and black magic.
  • In 1929 he was found decapitated at this desk, hands folded in prayer. On the floor lay his own severed head, as well of several famed photos of his deceased soon, lying in a coffin. Elsewhere in the house, his wife had also been decapitated, and his four remaining children were found in their beds, skulls crushed.
  • Was he killed by an angry client? Did his son return from the grave for some kind of revenge? Was the massacare caused by a spirit. No one may ever know, but Benny and his family stalk the streets to this day.

The murder of the Evangelistga family really happened, and was never solved.

Ghosts of Knock-Knock Road

8 HP, 14 STR, 12 DEX, 15 WIL, fire touch (d6, close), detachment

  • Strasburg Road is known as “Knock Knock Road”, because many people have reported the sounds of constant knocking and rapping on their car doors and windows.
  • The haunting is from a group of teenagers who crashed their car into a utility pole. The car caught fire and started to burn, while the teenagers, who were trapped inside, desperately pounded on the windows in an attempt to get out while they burned to death. Now they crash and burn other cars. They cannot rest until someone survives a crash and burn.
  • Incorporeal spirits of the restless dead, vulnerable only to magic and specific anointed rites.
  • Crash: When the ghosts knock on a car, the driver must make a DEX save or crash the vehicle. to see if anyone survives,
  • Critical Damage: The doors and windows magically lock, and the vehicle catches on fire, causing d6 damage to the vehicle and those inside it each turn. If anyone survives, the ghosts reappear, thank the survivor, and then vanish forever.

Le Griffon

600px-Le-griffon.jpg

Le Griffon: 2 AC, 14 STR, 14 DEX, 6 WIL, Cannons (d12+d12), detachment

  • The ghost ship Le Griffon is a 3-masted barque, a 40-foot long sailing ship. Despite sinking more than once, it continues to reappear on stormy days.
  • Fog: Despite the storms it manifests in, the Griffon can summon a fog cloud to enter or exit the spirit world. It uses the cover of the fog both to attack and escape from combat.

Skeleton Crew: 5 HP, 1 AC, 8 STR, 13 DEX, 0 WIL, musket (d8, bulky, far, slow), cutlass (d8, close), detachment

  • The crew of the Griffon are now merely bones, rags, and weapons. They are still extremely dangerous.
  • Attacks passing ships to steal furs. If there are no furs on board, they will kill the crew and scuttle the ship.
  • If a skeleton is killed and its bones are not scattered, it reforms.

Le Griffon is one of the oldest and most famous ships to sail the great lakes. Built by the French explorer and fur trader La Salle, the Griffon vanished on September 18, 1679 after setting sail for the Niagra river from Mackinac isalnd without La Salle on board.

Revenant

Sample Revenant (Ricky D.)

9 HP, 14 STR, 14 DEX, 14 WIL, shotgun ((d6 blast, near) or (d10 close), bulky), katana (d10, bulky, close)

  • The revenant is an undead vigilante brought back by the spirit crow to avenge their own death and that of a loved one. At any given time, there is only one revenant in Odd Detroit.
  • After the Flesh: The revenant is immune to critical damage, and heals d4 STR loss each turn. They can only be killed by complete destruction of the body (for example, an acid bath or cremation).
  • Burn: The revenant can purge mind or body-altering substances from anyone they touch, including totacco, alcohol, prescription drugs, illegal drugs, etc.
  • Ghostrider: The revenant is guided by the spirit crow, and can see through the crow’s eyes. Once the revenant has gained their revenge, the crow returns them to the land of the dead.
  • Time Baby: By touching someone else’s eyelids, the revenant can experience that person’s memories. If the subject is unwilling, they get a WIL save.

Spirit Crow

8 HP, 14 STR, 12 DEX, 15 WIL, spectral touch (d6, close)

  • The spirit crow guides people to the land of the dead. If someone is murdered trying to protect a loved one who is also murdered, the crow may raise them as undead. The crow can be “killed”, but returns from the land of the dead the following night.
  • Incorporeal: Harmed only by magic.
  • Critical Damage: Target get an eye pecked out.

In the real world, James O’Barr, creator of the comic book The Crow, was born in Detroit, and the comic is set in Detroit.

Mishipeshu

12 HP, 2 Armor, 14 STR, 14 DEX, 18 WIL, horns (d12), detachment

  • Mishipeshu means the “Great Lynx” in Ojibwe, also known as the “Underwater Panther”. It has the head and paws of a giant cougar or lynx, horns like a deer, is covered in scales, and has dagger-like spikes running along its back and tail.
  • Guards treasure, especialy copper objects and ore.
  • Summon storm: THe Mishipeshu can summon a storm as an action. The storm impairs all attacks and saves up to very far away.
  • Thunderclap: A mighty roar deals d4 WIL loss (blast, close), and all affected must make a save or be deafened until the next watch.

Mishipeshu.jpg

Mother

Content warning: rape, incest

Mother: 9 HP, 18 STR, 8 DEX, 6 WIL, inhuman strength (d10, close)

Father: 12 HP, 1 AC, 14 STR, 12 DEX, 16 WIL, bite (d10, close, heals d6 STR, crit dmg d12 WIL)

  • “Mother” is a mutant with superhuman strength and durability, the result of multi-generational incest between “Father”, a vampire serial rapist, and the descendents of his original victims, whom he kept hidden in an underground dungeon since the 1960s.
  • Mother wants to be kind and nurturing, and if a victim allows her to treat them like her baby, she will not harm them.
  • Father rests in a hole in the dungeon, filled with dirt from his homeland. He does not wake up any more, unless disturbed. He can be killed permanently by beheading him with a sickle while he sleeps.
  • Inhuman Strength: Although unarmed, Mother’s unarmed grappling attacks do d10 damage.
  • Critical Damage: Mother uses her inhuman strength to instantly kill her target in a gruesome manner.

The 2022 horror movie Barbarian was filmed in Bulgaria, but is set in and contains exterior shots of Detroit’s Brightmoor neighborhood.

Nain Rouge

12 HP, 6 STR, 18 DEX, Cursed gaze (d8)

  • The Nain Rouge, aka the “Red Dwarf” or “Demon of the Strait”, is a small red demon. Antoine de la Mothe Cadillac, commander of Fort Detroit in 1701, roused the creature’s ire by striking it with his walking stick, and it has held a grudge against Odd Detroit ever since.
  • When encountered, a disaster will soon follow. If attacked and harmed, the demon will flee, and the disaster will be averted.
  • Demon: Mundane attacks against it are impaired, while cold iron weapons are enhanced.
  • Teleport: The Nain Rouge can teleport at will, making it very difficult to destroy.

The story of the Nain Rouge was documented in Myths and Legends of Our Own Lands by Charles M. Skinner.

MarcheDuNainRouge.png

Phantom Car

3 HP, 2 AC, 18 STR, 6 DEX, 3 WIL, ram (d10)

  • First reported in the town of Denton, a mysterious ghost car tries to run down pedestrians. If victims survive the initial attack, the car drives on and vanishes. Those who survived an attack report the sound of a crying infant, and glowing blue footprints in the road. No one has ever learned what this ghost wants, or how to put it to rest.
  • Incorporeal: Spirits of the restless dead, vulnerable only to magic and specific anointed rites.
  • Critical Damage: The target is run over and immediately killed.

Pig Lady

9 HP, STR 14, DEX 14, WIL 18, michigan axe (d8, bulky, close)

  • Pig Lady is a mutant serial killer who preys on children and lives somewhere in Detroit. It is said she camps alongside railroad tracks, choosing a new site every day. She is called the “Pig Lady” because she has a pig’s head and oinks like a pig. Also, if you’re ever near the railroad tracks at night, watch out!
  • Just like Bloody Mary you can call her. Go into a dark closet with the door closed and repeatedly say “Pig Lady”. After saying her name for fifteen minutes, leave the closet and go to the closest mirror. She will appear behind you in the mirror and simply looking at her will give you nightmares for days.
  • Nightmares: Looking at the Pig Lady causes nightmares and the deprived status each day until you make a WIL save.
  • Immune to critical damage: If Pig Lady takes critical damage, she will appear to die, but is just waiting for someone to get closer.

The Pig Lady urban legend also exists in New Jersey.

Snake Goddess of Belle Isle

6 HP, 14 STR, 14 DEX, 14 WIL, unarmed (d4)

  • The Snake Goddess was an Ottawa woman who was so beautiful that young warriors wwere always attemping to kidnap her, and even the spirits of the water and wind tried to woo her.
  • For the protection of the tribe, the elder sent her to live on rattlesnake-infested Belle Isle, and the jealous spirits, wanting to keep humans away, transformed her into an immortal white doe.
  • They say if you wait near the woods at night, you might see a white doe, or an Ottowa woman dressed in white. Those who follow are never seen again.
  • To set the ghost to rest, she must leave the island. Anyone who attempts to help is attacked by elementals, and detachment of Massasagua rattlesnakes.
  • Ghost: Immune to al harm except for magic and certain sacred rituals.
  • Shapechange: The snake goddess usually appears as a white doe, but can appear as a human for 1 hour each night.
  • Giant Rattlesnakes: 2 HP, 13 STR, 18 DEX, 10 WIL, bite (d6, close), crit dmg: Target is poisoned and must get an antitoxin or die within d12 hours, detachment.
  • Sylph: 16 HP, 11 STR, 15 DEX, 8 WIL, compressed air pummel (d8, close/near), Whirlwind: All nearby targets that fail a STR save are pushed away one range band and knocked down.
  • Undine: 14 HP, 15 STR, 16 DEX, 4 WIL, spray (d8, close/near), mundane attacks against an undine are impaired, crit dmg: Target is enveloped by the water and begins to drown, taking d4 STR loss each turn until dead or rescued.

Critters

Crews