Created by Mike Donohue and John Fiore; illustrated by John Fiore At the start of the 30th century, Earth’s scientists launched giant terraforming robots to pave the way for humanity’s settlement of the Milky Way's Perseus Arm. Those that landed on Planetoid GR-7 were met by the unexpected – a thriving civilization of rustic craftsfolk remarkably similar to the most infamous cryptids of North American legend! Masters of improvised fabrication, the craftsfolk of Planetoid GR-7 – known as “Usland” to its inhabitants – don’t have the comparable technology to fight back the massive robots, but they do have the cleverness it will take to seek out the elusive Qs, a mysterious race of giant flying snakes whose reflective scales and beam-emitting eyes just might provide the best defense against the robots programmed to wipe out entire worlds. Can the folk of Usland put aside petty rivalries, brave the intrigues of their own mysterious world, and find the Qs before all life on their little planet is obliterated? Hero Types Patterneer –
improviser; constructive; intuitively cobbles together useful creations
from anything at hand; specializes in the fabrication of machines,
garments, or cuisine. Tea Smarm
– cultivator; erudite; carefully studies and researches tea plants for
drinking and medicinal use; may be dedicated to a particular part of the
tea-making process. Gamesmith
– inventor; strategic; applies concepts of game theory to recreational,
athletic, or social situations; may hold a position of importance in a
community. Sonneteer –
writer; poetic; crafts songs, poems, or performances for historical or
entertainment purposes; may be hired by a community to record exploits
or events. Jokeroo – humorist; chaotic; upends stability to entertain or annoy. Hero Races Jackalopes –
feisty antlered hare folk; leapers; males enjoy wearing smoking
jackets, and females enjoy fancy dresses; a demonstrative race of great
passions. Skunk Apes –
energetic and odiferous ape folk; climbers; except for a bow or two,
both males and females “wear” only their scents which mostly smell like
fruits; a congenial race, almost to a fault. Moth Men
– genteel and sophisticated moth folk; flyers; there are only males
(don’t ask), and they all wear vests; a refined race with very lofty
preferences. Pukwudgies –
curious porcupine-turtle folk; burrowers; males have green shells, and
females have yellow shells; a contemplative race that can never resist
the unknown. Gremlins –
wild reptilian folk; hiders; slick black scales make males and females
impossible to see at night, so many wear bright cloaks; an unpredictable
race capable of bursts of genius or madness. Sample Heroes Flim Moth Man Tea Smarm Believing himself to be gifted with
the finest of palettes, Flim approaches all things in life as he does
his job as a Master Leaf Blender – with exacting precision and obnoxious
deportment. Of course, such behavior makes Flim rather unpopular in
most social circles, but high-end tea houses and private clients find
the Moth Man’s talents most valuable. As a member of the Tea Consortium, Flim’s primary objective is to ensure the safety of the
tea fields threatened by the giant robots…no matter what it takes. SUIT ABILITIES
Diamonds [3] – Blender, understands tea leaf blend potential Hearts [2] – Connoisseur, recognizes fine quality SPECIAL FX King of Diamonds – Superblend: concocts potent leaf blends Vatilda Gremlin Patterneer Often unwelcome in the quieter Usland
villages, Vatilda specializes in the improvised creation of things that
can un-make other things. Nicknamed “The Spoiler,” Vatilda’s knack for
undoing others’ patterns through her own has made her a folk hero to
other Gremlins and a nuisance to most everyone else. At times, however,
Vatilda’s skills are the only ones suitable for particular jobs. SUIT ABILITIES Clubs [4] – Breacher, exploits structural weaknesses Spades [1] – Partier, thrills at the chance to be wild ARTIFACT Clubs [3] – The Foibler, all-purpose de-hinger SPECIAL FX Queen of Clubs – Demolition: improvises mega-destruction |


