Bestiary
CREATURE(type, size hex, # reach)
Resiliency +?, Willpower +?, Speed ?
Defenses dodge +?, others
Attacks +?
Skills +?
Abilities +?
Animals
Canines
Dog(living canine, 1 hex, 1 reach)
Resiliency +2, Willpower +0, Speed 5
Defenses dodge +3(Fleet, Sidle, Fleet)
Attacks Bite +4(/Canine/)
Skills Canine +4 (Sharpened Sight, Tail Indicator, Easy Training, Bite), Stamina +2(Long walk ahead, Tough it)
Wolf(living canine, 1 hex, 1 reach)
Resiliency 7, Willpower +3, Speed 5
Defenses dodge +6(Slippery, Fleet, Sidle, Grazing hit, Fleet, Hefty speed)
Attacks Bite +8(/Canine/)
Skills Canine +8(Silhouette, Sharpened Sight, Caninid Howl, Sprint, Bite, Sniffer, Natural tracking, Packfighting), Senses +5(Awareness of momentum, Nightsight, Scent awareness, Mark of territory, Spot the difference), Stamina +4(Long walk ahead, Forced March, Tough it, Unrelenting), Willpower +3(Community Resolve, Trilogy of peace, Iron will)
Dire Wolf(living canine, 3 hexes, 1 reach)
Resiliency 11, Willpower +5, Speed 6(+6 sprint)
Defenses dodge +8(Slippery, Fleet, Sidle, Grazing hit, Fleet, Interposition, Hefty speed, Quick Reactions)
Attacks Bite +10(/Canine/)
Skills Canine +10(Silhouette, Sharpened Sight, Caninid Howl, Sprint, Bite, Sniffer, Natural tracking, Packfighting, Hidetear, Dire), Athletics +3(Full Sprint, Bare Drop, Distance Swimmer), Senses +7(Awareness of momentum, Nightsight, Scent awareness, Ignorance and Bliss, Mark of territory, Pheromone awareness, Spot the difference), Stamina +6(Long walk ahead, Forced March, Fasting, Tough it, Endorphin Wall, Unrelenting), Stealth +1(Darkvision), Survival +2(Forecast, Pawprinter), Willpower +5(Community Resolve, Trilogy of peace, Iron will)
Tier 1
- Pounce[When the canine attacks, it can move 1 hex before making the attack roll as part of the attack action.]
- Sharpened sight[The canine gains a d4 tool for senses checks and defences based on sight.]
- Silhouette[The canine selects one kind of terrain, including urban, it gains a d4 tool die when using stealth in that area.]
- Tail indicator[The canine's allies are aware of the canine's current amount damage so long as they can see them.]
Tier 2
- Boundary shape(Silhouette)[The canine retains the benefit of its Silhouette ability for 1 hour after leaving its associated terrain.]
- Caninid Howl[The creature can attempt intimidate checks using its canine skill instead of persuasion.]
- Easy Training[A creature can train the canine to use a skill that does not require tools. The canine can have a number of abilities in such skills equal to half its tier and can only use those abilities while the trainer is present.]
- Sprint[When the canine takes the run action, it can move 2 extra hexes on its next movement phase.]
Tier 3
- Bite[The creature can make attacks using its canine skill.]
- Piercing vision(Sharpened sight)[The tool die from Sharpened sight increases to d6.]
- Thicker fur[The creature can use its Canine defence against attacks.]
- Weather ignorance[The canine gains a d4 tool on all defences against weather effects.]
Tier 4
- Aligned motives[The canine gains a d4 tool die on any check to convince someone to help one of the canine's allies.]
- Breadth of tricks(Easy Training)[The canine's 'easy training' ability can support a number of abilities equal to its tier.]
- Sneak[The canine gains a d4 tool for stealth checks and may gain specialty in this tool.]
- Sniffer[The creature gains a d6 tool for senses checks and defences based on smell. Additionally, it may select senses abilities dependent on smell, as canine abilities.]
Tier 5
- Lingering shade(Boundary Shape)[The canine retains the benefit of its Silhouette ability for 1 day after leaving its associated terrain.]
- Mob bravery[The canine adds the number of allies within 11 hexes to its defences against emotion effects including intimidation.]
- Natural tracking[The creature uses its Canine skill for tracking rather than Survival.]
- Witty Pup(Bite)[The creature can use its Canine skill for Disarm, Drag, Feint, Grab, Shove, and Trip actions.]
Tier 6
- Packfighter[The creature selects a number of "packmates" equal to its tier. When within 5 hexes of a packmate, it gains a d4 aid die on all defences against emotion effects, on all senses checks, and on attack rolls. The creature may also aid one of its packmates per turn without using its aid action.]
- Specially minded[The canine gains specialty with a tool granted by an ability even if it normally cannot.]
- Team Howl(Caninid Howl)[The creature may howl as its aid action. If it does so, it grants a howling ally a d4 aid die to intimidation. If the creature is at least 3 hexes, it instead grants a d6 aid die.]
- Trip(Bite)[When the creature bites a two-legged target, it may automatically attempt the Trip action against that target using its Canine skill.]
Tier 7
- Brilliant Student(Easy Training)[A creature can train the canine to use a skill that requires tools. The canine can have a number of abilities in such skills equal to half its tier and can only use those abilities while the trainer is present.]
- Chompy(Bite)[The canine gains a d4 tool for its Bite attack.]
- Hidetear(Bite)[The canine's attack ignores armour-like hide or skin abilities.]
- Wintershake[The creature can use its canine skill instead of survival and stamina against cold effects and cold weather.]
Tier 8
- Dire[The canine is 2 hexes larger.]
- Endurance chaser[The canine gains a d4 tool die on checks made during chases.]
- Pack leader(Packfighter)[The canine can have up to 2 additional packmates and the packfighter ability has a range of 11 hexes instead of 5.]
Tier 9
- Consumption[If the canine kills a target with a bite attack and spends its next turn eating the target, the canine increases all die roll minimums by 2 against creatures of the same species as the target.]
- Diseased[The canine has a single disease with a DC lowe than 4+ its stamina modifier. It applies this disease on its bite attacks.]
- Titanic(Dire)[The canine is 2 hexes larger.]
Felines
House Cat(living feline, 1 hex, 1 reach)
Resiliency +2, Willpower +2, Speed 5
Defenses dodge +3(Slippery, Back off, Help!)
Attacks claws +8(/Feline/)
Skills Feline +7(Beans, Purr, Claws, Graceful landing, Hiss, Friendly purrs, Scent tracking), Climbing +3(Quiet Climber, Leap Higher, Glorious Hold), Insight +2(Read Mood, Twin insight), Senses +3(Nightsight, Attention to detail, Spot the difference), Stealth +d4+4(Darkvision, Silent Ascent, Stay here, Born on a winters day), Willpower +2(Acquired seabearing, Overguard)
Lion(living feline, 2 hexes, 1 reach)
Resiliency +6, Willpower +7, Speed 5
Defenses dodge +4(Slippery, Back off, Grazing hit, Quick Reactions)
Attacks claws +8(/Feline/), bite +d4+7(/Feline/)
Skills Feline +7(Beans, Big, Claws, Bite, Mane, Roar, Scent tracking, Animalistic Will), Athletics +3(Full Sprint, Hop Up, Skittish), Leadership +3(You got this, Timing path, Risk my neck), Senses +6(Nightsight, Scent awareness, Attention to detail, Mark of territory, Spot the difference, Noise Falter), Stamina +4(Long Walk ahead, Reserve contents, Full Day, Heat Wall), Stealth +d4+7(Darkvision, Silent Ascent, Stay here, Swipe, Born on a winters day, Like sees like, Combat Swipe), Willpower +2(Acquired seabearing, Overguard)
Tiger(living feline, 2 hexes, 1 reach)
Resiliency +8, Willpower +8, Speed 5
Defenses dodge +4(Slippery, Back off, Grazing hit, Quick Reactions)
Attacks claws +9(/Feline/), bite +d4+8(/Feline/)
Skills Feline +8(Beans, Big, Claws, Bite, Mane, Hiss, Roar, Scent tracking, Animalistic Will), Athletics +4(Full Sprint, Hop Up, Skittish, Rip Rider), Leadership +2(You got this, Timing path), Senses +5(Nightsight, Scent awareness, Attention to detail, Mark of territory, Spot the difference), Stealth +d4+6(Darkvision, Silent Ascent, Stay here, Swipe, Born on a winters day, Like sees like), Survival +3, Stamina +4(Long Walk ahead, Reserve contents, Full Day, Heat Wall), Willpower +4(Acquired seabearing, Overguard, Forceful Personality, The heart knows)
Tier 1
- Beans[The feline has a d4 tool for stealth checks.]
- Big[The feline's space increases to 2 hexes.]
- Darkvision[This acts exactly as the Stealth ability 'Darkvision']{STEALTH}
- Prowl[The feline treats all natural plantcover as sufficient cover for stealth checks.]
- Purr[When under no emotion effects and 'safe', the feline's mundane healing increases by 10%.]
Tier 2
- Bite[The creature can use its Feline skill for unarmed attacks and gains a d4 tool for these attacks. This attack deals piercing damage.]
- Claws[The creature can use its Feline skill for unarmed attacks and gains a +1 tool for these attacks. This attack deals slashing damage.]
- Graceful landing[The feline takes half damage from falls.]
- Stalker[The creature can use the Feline skill to track creatures and gains a d4 tool for this purpose.]
- Treeclimber[The feline adds its tier to Climb checks.]
Tier 3
- Climbers claws(Claws, Treeclimber)[The feline's claws tool applies to climb checks.]
- Hiss[This counts as the Persuasion ability 'Intimidation' but does not break stealth when performed.]
- Mane[The feline gains a d4 tool for Dodge defence. This automatically rolls maximum on defences against insects smaller than the feline.]
- Nighteyes(Darkvision)[The feline treats all hexes adjacent to it as being normal light if they are darker.]
- Pounce[When the feline attacks from stealth, its attacks deal additional damage equal to its stealth tier.]
Tier 4
- Camoflague(Prowl)[The feline selects one kind of terrain, it gains a d6 tool for stealth in that terrain.]
- Doubleswipe(Claws)[When the feline makes a claw attack, it can make a second attack with a -5 penalty as part of its next movement phase.]
- Friendly purrs(Purr)[The feline can grant the effect of its Purr ability to an adjacent creature.]
- Roar(Big)[The creature can use its Feline skill to attempt to intimidate creatures that can hear it. This functions as the Persuasion 'intimidate' option but targets all non-allies that hear it. A feline cannot have both Purr and Roar.]
- Sprinter[When the feline takes the run action, it can travel 2 additional hexes.]
Tier 5
- Genius landing(Graceful landing)[The feline takes no damage from falls.]
- Hoist[The feline can carry creatures smaller than its size without taking a penalty to its movement.]
- Quickpounce(Pounce)[If the feline moves at full speed and makes an attack on the same turn, neither action breaks stealth.]
- Scent tracking[When the feline attempts to track a creature, it can do so without requiring a physical trail.]
- Superiority[The creature selects one tool die it gains from a feline ability, that tool die increases by 1 step.]
Tier 6
- Animalistic Will[The creature may use its Feline skill in place of Willpower for defences.]
- Bound[The creature can use the feline skill to determine its ability to jump.]
- Brutal purrs(Purr)[When very wounded, but otherwise 'safe', the feline may perform no other actions but to purr. If it does so, its natural healing increases by 75% rather than 10.]
- Fast sprinter(Sprinter)[The creature increases the bonus from Sprinter to 4 hexes.]
- Heavy Pounce(Big, Pounce)[When the creature uses pounce, the attack also counts as a trip attempt.]
Tier 7
- Elemental Predator[The feline selects one elemental skill. It can select up to 3 abilities from that skill(following the normal rules) without gaining the basic weaknesses, immunities, or special rules associated with that element.]
- Farspread Presence(Roar)[When the feline uses Roar, any creatures that cannot see it roll their defence twice and take the lower result.]
- Great Hoist(Hoist)[The feline can carry creatures its size without taking a penalty to its movement.]
- Impossible landing(Genius landing)[When the feline lands, if it had any hexes of movement remaining from before it fell, it may continue to move.]
- Scent Sin(Scent Tracking)[When tracking a creature that has caused injury to another creature, the feline automatically rolls maximum on the base die.]
Tier 8
- Bone Crushing(Bite)[The feline's tool die for Bites increases by 1 step. Additionally, it can gain specialty in this tool.]
- Gigantic(Big)[The feline is 1 hex larger.]
- Invisiflague(Camoflague)[So long as it doesn't move, the feline's tool die from camoflague always rolls maximum.]
- Sonar Chatter[The feline can use its sight based abilities against invisible creatures as if they were hearing based abilities.]
Tier 9
- Blinding speed(Fast sprinter)[When the creature takes the run action, it increases the distance traveled by up to 18 hexes.]
- Jugular[When the feline attacks a creature that isn't aware of its presence, the attack automatically rolls maximum.]
- Sea Calming(Purr)[The creature may attempt a Feline check against the current strain for a magister adjacent to it. On a success, the target reduces their strain by the amount the check exceeded their current strain.]
- X-Ray(Nighteyes)[The feline can see through one hex of non-metal material such as stone or wood.]
Rusties
Rustie(living insect, 3-1 hex, 1 reach)
Resiliency +5, Willpower +3, Speed 3-7
Defenses heavy armour/light armour +3(Threaded Hide, Turret(Farmed)/Softfall(Scavenger), Stormhide)
Attacks Feeler+2(Feeler Strike, Mandibles), Bite +1(Mandibles)
Skills Willpower+3(Calm Down, Community Resolve, Iron Will), Stamina +2(Carry(Farmed)/Long walk ahead(Scavenger), Full day)
Rusties are a mostly domesticated species of large insect. They have a sheddable shell that can be augmented by their partial diet of metal. Rusties vary from the size of a large dog to that of a large cow and typically have a long forked tail, two antannae, and six legs. While they do walk like other creatures, an excited Rustie is known to skip while running. Rusties were domesticated separately by Goruns and Rjkari.
Farmed or Scavenger Rusties come in two major variants; Farmed rusties are large(3 hexes sharing a single point) with a heavy carapace. Farmed Rusties treat any rustie ability who's name contains the word "hide" as a heavy armour ability and may select heavy armour abilities. Scavenger rusties are smaller(1 hex) and far more nimble. Scavenger rusties treat rustie abilities who's name contains the word "hide" as light armour abilities and may select dodge abilities.
Diet Rusties are herbivores similar to cows. Though they have a bacteria on their feelers that are able to break down any metal into a form consumable by the rustie. When the rustie eats the resulting slurry, the metal is funnelled to harden its carapace. All Rusties can break down metal in this way, regardless what abilities they have, the abilities below only allow this as a combat option.
Tier 1
- Feeler Strike[The rustie's feelers can decay metal. As an attack action the rustie makes a feeler attack check against an opponent's defence. On a success, a chosen metal item the target carries is broken. If the rustie performs this ability on a broken item, the item is instead destroyed.]
- Threaded Hide[The Rustie’s carapace counts as a d4 tool for its defence]
- Metalsense[The rustie can smell metals up to a number of kilometers away equal to half its tier.]
Tier 2
- Alloy Hide[The Rustie’s carapace counts as either flesh or metal, whichever is more advantageous to it]
- Mandibles[The Rustie's mandibles help it aim attacks and can be used as weak attacks themselves.]
- Pinpoint Sense(Metalsense)[The Rustie can pinpoint the location of metal it can sense as clearly as if it could see it]
Tier 3
- Feeler Grab(Feeler Strike)[The rustie may use its feelers to attempt the steal or grab actions, though it may only grab creatures smaller than it.]
- Stormhide[The rustie’s carapace counts as a tool on survival defence against the weather. If the carapace doesn’t otherwise grant a tool die, it grants a d4 for this purpose]
- Veindetector(Metalsense)[The rustie’s metalsense can detect through stone though only one quarter as far.]
Tier 4
- Bizarre Alloy Hide(Alloy Hide)[The rustie’s carapace grants its tool die on defences against magical effects]
- Chonk(Farmed)[The rustie may make bodyslam attacks with its large bulk. The rustie gains a slam attack. This ability counts for all rustie attack options.]{STAMINA}
- Squeeze(Scavenger)[The rustie may enter the hex of any creature its size or larger, that creature always counts as aiding the rustie’s defences.]
Tier 5
- Hide-or-Sprint[The Rustie may discard its carapace at the start of a round. If it does so, its speed is doubled for that round. The Carapace takes at least 3 months to regrow]
- Tailblade[The rustie may make an additional attack with its tail during its attack action. This ability counts for all rustie attack options.]
- Unphased[The rustie is immune to attempts to intimidate or spook it]
Tier 6
- Accelerated Rusting(Feeler Strike)[The Rustie’s feelers count as d6 tools for its Feeler attack.]
- Hide airsac[The rustie’s carapace stores air that assists it in swimming. A scavenger Rustie gains a d6 tool die on Athletics checks to swim. A farmed Rustie does not take penalties from its weight when in water]
- Iron blooded(Metalsense)[The rustie’s metalsense allows it to detect living creatures with blood]
Tier 7
- Brutal Tail(Tailblade)[The rustie’s tail counts as a Trauma weapon with a tool die of d6. The rustie may take Trauma abilities that do not involve throwing or in any way releasing the weapon]{TRAUMA}
- Cutting Tail(Tailblade)[The rustie’s tail counts as an Axe weapon with a tool die of d6. The rustie may take Axe abilities that do not involve throwing or in any way releasing the weapon]{AXES}
- Hideperthermic[The Rustie is immune to cold damage. If it takes any fire damage, creatures touching it within 1 round take an equal amount of Fire damage]
Tier 8
- Dawnbiter(Feeler Strike)[The rustie’s feeler attack works on wooden objects in addition to metal]
- Fragile Hide?[When a creature breaks the Rustie’s carapace, such as through the Sunder action, that creature and all creature’s adjacent to the Rustie take piercing damage equal to half the damage dealt by the effect]
- Rustlord[A weapon currently damaged by a rustie’s feeler attack, even if it was not this particular rustie, deals no damage to this rustie]
Tier 9
- Instant reinforcer(Feeler Strike)[When the rustie destroys a metal item with a feeler attack, it may heal an amount of damage equal to the amount it exceeded the target’s defence by. If the Rustie’s Carapace is damaged or broken, it receives this healing instead]
- Nestleader[The rustie gains a d8 tool die on interactions with other Rusties and may select one tool die it can use to gain specialty in]
- Pressured Hide[The Rustie’s carapace counts as diamond when it is advantageous to the Rustie]
Snakes
Snake, Viper(living serpent, 1 hex, 1 reach)
Resiliency +2, Willpower +0, Speed 3
Defenses dodge +2(Back off, Slippery)
Attacks +4 constrict(/Snake/)
Skills Climbing +3(Grazing Grip,Quiet Climber, Free Climbing), Senses +3(Scent awareness, Mark of territory, Pheromone awareness), Snake +4(Camoflague, Constrict, Snek, Venom Resistance), Stamina +2(Reserve Contents, Fasting)
Snake, Cobra(living serpent, 2 hex, 2 reach)
Resiliency +4, Willpower +0, Speed 3
Defenses dodge +4(Back off, Drop and roll, Slippery, Grazing hit)
Attacks +8 bite(/Snake/)
Skills Climbing +1(Rappel line), Senses +5(Awareness of momentum, Nightsight, Scent awareness, attention to detail, pheromone awareness), Snake +8(Bite, Camoflague, Length, Hood, Slow Venom, Stealthhunter, Slither Up, Luring Pattern), Stamina +4(Hold breath, Reserve Contents, Fasting, Running on fumes), Stealth +d4
Snake, Constrictor(living serpent, 3 hex, 2 reach)
Resiliency +3, Willpower +0, Speed 3
Defenses Light armour +2(Hit the ground running, Softfall), dodge +2(Back off, slippery)
Attacks +13 constrict(/Snake/)
Skills Climbing +4(Brachiation, Quiet Climber, Climbing pace, guarantee), Senses +3(Nightsight, attention to detail, pheromone awareness), Snake +13(Length, Constrict, Camoflague, Hook, Suffocate, Stealthhunter, Length, Silencing grip, Sturdy Scales, Distributed grip, Slither up, Alike, Ribcracker), Stamina +3(Reserve Contents, Fasting, Running on fumes), Stealth +6(Darkvision, Hidden hand, Silent Ascent, Born on a winters day, Like sees like, Song of Silence)
Length[The snake's length increases by 1 hex. A snake's space is depicted by a string of adjacent hexes, rather than a number of hexes centered on a point. This may be taken once at each tier.]
Tier 1
- Bite[The snake has a bite attack. This bite only deals damage equal to the snake's tier, regardless how much the attack exceeds the defence. The snake cannot have both Bite and Constrict.]
- Camoflague[The snake's skin counts as a d4 tool for Stealth checks. The snake cannot have both this and Vibrant.]
- Constrict[The snake can attempt the Grab action using its species modifier. The snake cannot have both Bite and Constrict.]
- Snek[The snake is small. It can share the space of any creature larger than it. The snake gains a d4 aid die to dodge defence when sharing a creature's space and treats its size as a d4 tool die for dodge. The snake cannot take the Length ability.]
- Sturdy Scales[The snake can use Light armour abilities and Light armour defence without requiring light armour.]
Tier 2
- Hood[The snake's hood counts as a d4 tool die for persuasion attempts to intimidate. This also counts as the Intimidation ability.]
- Hook(Constrict)[A creature grabbed by the snake may share one of the snake's hexes.]
- Slow Venom(Bite)[Damage the snake deals, over the defense value, is considered poison damage. The target must make a Stamina check against this initial poison damage, at the end of each round for a number of rounds equal to the initial poison damage divided by the target's stamina tier. Each failure causes the target to take 2 additional damage. The snake cannot have both Immediate Venom and Slow Venom.]
- Suffocate(Constrict)[A creature that needs to breathe, that is grabbed by the snake, takes damage each round equal to the snake's length(opposed by Stamina defence).]
- Vibrant[The snake can use its Persuasion Defence to avoid initiating Combat. The snake cannot have both this and Camoflague.]
Tier 3
- Distributed grip[So long as at least 1 hex is on a tree or other structure strong enough to support it's weight; the snake may have any other number of hexes elevated from the ground.]
- Immediate Venom(Bite)[When the snake bites a creature, the bite deals damage as normal and the target must make a Stamina check against the amount of damage dealt. On a failure, the target is paralyzed for a number of rounds equal to half the snake's tier. The snake cannot have both Immediate Venom and Slow Venom.]
- Stealthhunter(Camoflague)[When the snakeis using stealth, creatures with a senses tier less than the snake's tool die result cannot use non-vision senses(Such as hearing or infrared) to locate the snake.]
- Titanoboa(Length)[The snake's length increases by 2 hexes. The snake must have more instances of "Length" than "Titanoboa".]
- Venom Resistance[The snake takes half poison damage and can use Species instead of Stamina on saves against toxins(any poison or venom)]
Tier 4
- Covering[The snake increases the aid die from cover such as rocks or leaves by 1 step.]
- Silencing Grip(Constrict)[A creature grabbed by the snake cannot make noise.]
- Slither Up[When the snake makes a Climbing check, it always makes at least 1 progress]
- Track Venom(Bite)[The snake is always aware of the direction of a creature currently suffering from its venom]
- Warning Snap[The snake may spend 1 momentum, if it does so all hexes adjacent to the snake costs 1 extra hex to enter.]
Tier 5
- Excellent Camoflague(Camoflague)[Select one environment, in that environment the snake's stealth tool die is d8 instead of d4.]
- Longfang(Bite)[The snake gains a d4 tool die for bite attacks.]
- Luring pattern(Camoflague)[The snake selects one other creature its size or smaller, it can use Species during a stealth check to create the illusion that that creature is in its space.]
- Rattle[The snake has a special tail it can use as a d4 aid die for persuasion attempts to intimidate. This also counts as the Intimidation ability.]
- Shed Wounds[Once per fight the snake may spend 1 momentum to remove damage equal to a single species check.]
Tier 6
- Hidden Strike(Bite)[Bite attacks that deliver a poison do not break the snake's stealth check.]
- Sea Slither(Slither Up)[The snake does not need to make checks to swim unless forced to do so by some special effect.]
- Titanoboa(Length)[The snake's length increases by 2 hexes. The snake must have more instances of "Length" than "Titanoboa".]
- Toxic(Slow Venom)[When the snake takes damage from a bite attack, the attacker takes poison damage equal to the snake's tier]
- Venom Immunity(Venom Resistance)[The snake is immune to any toxin effect with a tier lower than the snake's.]
Tier 7
- Alike[Select any one other ability the snake possesses other than Length or Titanoboa. The Remember and Analyze actions cannot determine the snake has that ability until this ability is identified first.]
- Extreme Venom(Bite)[The Snake can choose to use all its venom in a single attack. The snake spends 2 momentum and makes a bite attack. On success, the resulting poison damage is tripled. But the snake cannot use any venom ability for the rest of the day and any following bite attacks deal damage as normal, ignoring the poison damage rules.]
- Fused Senses[The snake is immune to any illusion based magical effect, even if the effect normally affects animals.]
- Infrared[The snake ignores stealth tool dice and aid dice from any effect that does not specifically counter 'Infrared'.]
- Total Locomotion(Slither Up)[The snake gains a d4 tool die for all forms of movement]
Tier 8
- Excrutiating Venom(Slow Venom)[The snake's venom lasts twice as long.]
- Hypernate[The snake may choose to hibernate through a summer in addition to the winter. If it does so, it gains a +8 on all attack rolls for the first month of its active period.]
- Neurotoxin(Bite)[A creature subject to the snake's bite must use Willpower instead of Stamina for rolls against the poison damage. Additionally, the snake's venom can carry one additional mental effect(source?)]
- Precise Sense[Any limited-distance Senses abilities the snake possesses have double the range.]
- Ribcracker(Constrict)[A creature grabbed by the snake takes damage equal to double the snake's tier regardless the result of their stamina defence each round.]
Tier 9
- Acidic venom(Immediate Venom)[The snake's venom deals triple damage.]
- Pattern Shifter(Luring pattern)[The snake can spend 1 momentum to change the creature created by its Luring pattern ability.]
- Serpentine horror(Hidden strike)[Targets of the snake's bite are unaware they were bitten unless they see the snake attack.]
- Stonesight[The snake may spend 3 momentum to attempt to petrify a creature. The target rolls a Willpower check against the snake's Species defence. On a failure the target's Initiative is decreased by 1, and an additional 1 for every 3 points by which they failed. A target who's initiative is reduced to 0 in this way is paralyzed, a target who's initiative was 0 already and failed against this effect is instead turned to stone.]
- Titanoboa(Length)[The snake's length increases by 2 hexes. The snake must have more instances of "Length" than "Titanoboa".]
Undead
Animated//Zombielike
Burning man(undead fire ape, 1 hex, 1 reach)
Resiliency +4, Willpower +0, Speed 5
Defenses Parry +4, dodge +3
Attacks Shortswords +3+d4(Encroaching, Stabby, Parry), unarmed +3+d4(/Element-Fire/)
Skills Animated +4(Darkvision, Uninhibited, Chomp, Stink), Dodge +3(Back off, Catch the edge, Pushed!), Element-Fire +3(Inner Furnace, Burn!, Hothands), Human +1(Encroaching), Shortswords +3+d4(Encroaching, Stabby, Parry), Stamina +4(Carry, Forced March, Mason, Tough it)
Temple rot(undead water fungus, 1 hex, 1 reach)
Resiliency +4, Willpower +0, Speed 2
Defenses Parry +4
Attacks Unarmed +4(Muffle, Stance, Parry, Martial Exploit)
Skills Animated +4(Staggerer, Chomp, Free dislocate, Poisoned), Element-Water +2(Slippery, Douse), Stamina +4(Carry, Forced March, Mason, Tough it)
Cavern corpse(undead earth marsupial, 1 hex, 1 reach)
Resiliency +6, Willpower +0, Speed 5
Defenses Parry +7
Attacks Unarmed +7(+d4/+7)(Muffle, Slap, Strongarm, Parry, Shove-over, Instant Smash, Riposte)
Skills Animated +5(Darkvision, Uninhibited, Digger, Stink, Broken Wild), Element-Earth +4(Roll, Echo in Stone, Cold Stones, Ongoing Roll), Irwinian +1(Tail Trip), Stamina +6(Carry, Prop Up, Reserve Contents, Tough It, Endless Carry, Heat Wall)
Tier 1
- Darkvision[This acts exactly as the Stealth ability 'Darkvision']{STEALTH}
- Staggerer[The undead cannot take the run action, but decreases the difficulty to enter any hex by 1, to a minimum of 1.]
- Uninhibited[The undead gains a d4 tool die on unarmed attacks. Additionally, it may choose to take damage equal to its tier when making an unarmed attack to increase the damage dealt by the same amount. This doesn't allow an attack that would originally not deal damage to deal damage.]
Tier 2
- Chomp[The creature can make unarmed attacks using its Undead skill, though only against creatures grabbing or being grabbed by another creature.]
- Digger[The undead can move at a speed of 1 hex through loose dirt, sand, or other particulate but not through stone or metals.]
- Disrepair[The creature uses double its undead modifier for resiliency instead of Stamina + Willpower, but does not benefit from natural healing.]
Tier 3
- Crunchsplat[The undead does not take fall damage but is knocked prone when it falls any distance that would normally inflict fall damage.]
- Free dislocate[The undead may choose to take damage equal to its tier when attempting to escape a Grab. If it does, it gains a bonus on the check equal to its undead modifier.]
- Stink[The undead gains a stench aura that sickens adjacent targets. The creature makes an undead check against the target's stamina defence. On a success the target cannot benefit from aid dice for 1 round. This is a free action each round for the creature.]
Tier 4
- Broken Wild(Uninhibited)[When the undead makes an unarmed attack it adds its Unarmed modifier to the attack. If it does, it takes damage equal to its tier but does not gain the benefits of the Uninhibited ability.]
- Consistency(Disrepair)[The creature may select Stamina abilities as Undead abilities, though it may not have more than 5 undead abilities per tier.]
- Poisoned[When the creature is subject to a poison or venom, it takes no damage and can transmit that poison on its next unarmed attack.]
Tier 5
- Mozaic[The creature can take limbs from fallen dead bodies and attach them to itself. The creature gains 1 ability it qualifies from the stolen body. If it does not qualify for any abilities, it increases either its attack modifier or speed by 1. Limbs attached in this way can be removed by sundering.]
- Rapid digger(Digger)[The undead moves at its normal speed through loose dirt, sand, or other particulate and at a speed of 1 hex through stone or metals.]
- Tumbling(Stagger)[The undead decreases the difficult to enter hexes by its tier, to a minimum of 1.]
Tier 6
- Disgusting(Stink)[The undead's stink area occupies its entire reach.]
- Sineous interconnection(Disrepair)[The creature's resiliency modifier is triple its undead modifier.]
- Slipperylimbed(Free dislocate)[The undead gains a d6 tool die on grab attempts and attempts to escape a grab.]
Tier 7
- Draining bite[The creature can make an undead attack against a grabbed target. On a success, the creature recovers damage equal to half the damage it deals the target.]
- Insectified[The undead treats all insects as allies. Insects that normally cannot aid, can aid the undead's attacks and defences.]
- Norexa[The undead benefits from natural healing when within the area of a magical effect that specifically benefits an undead.]
Tier 8
- Assemblage(Mozaic)[When targetted by an effect that would normally kill it, the undead may choose to dispose of at least 2 stolen limbs. If it does, it is not killed by the effect. Disposed limbs cannot be reattached.]
- Retched(Disgusting)[When the creature's stench aura affects a target, it lasts for 5 rounds rather than 1.]
- Split[The undead can choose to instead become two creatures or to separate a portion of itself. The two sections gain separate turns on initiative but track damage collectively.]
Tier 9
- Breacher(Rapid digger)[The undead moves at its normal speed through stone.]
- Cognitobite(Draining Bite)[When the creature uses Draining Bite, the attack is also compared to the targets Willpower Defence. On a success, the creature learns 1 piece of information the target knows, of the creature's choosing.]
- Scent pearl[The undead is aware of the exact location of any soul pearls within 17 hexes of it.]
Assembled//Skeletonlike
Rustie Husk(assembled undead insect, 3 hex, 1 reach)
Resiliency +0, Willpower +0, Speed 3
Defenses Dodge +3+d4(Drop and Roll, Rattling nimbility, Rattling nimbility)
Attacks Trauma +3+d4(Bonebreaking, Everything is a nail, Ribpush)
Skills Assembled +4(Rattling nimbility, Why poke?, Freakish Rattle, Rattling nimbility), Rustie +4(Threaded Hide, Feeler Strike, Alloy Hide, Mandibles)
Ignited Skeleton(undead fire ape, 1 hex, 1 reach)
Resiliency +7, Willpower +5, Speed 5
Defenses Dodge +6(Sidle, Fleet, Freakish Rattle, Grazing Hit, Fleet, Freakish Rattle)
Attacks Axe +4(Fire Marshal, Icebreaker, Demolishing Swing, Hooked grip)
Skills Assembled +7(Rattling Nimbility, Why Poke?, Rattling Nimbility, Freakish Rattle, Dogpile, Reality Bound, Comboneatorics), Element-Fire +5(Consume Fuel, Match Surface, Smoker, Strike the Match, Raging flame), Acrobatics +4(Ledgewalk, Upright Sprint, Reference Frame, Parallel), Stamina +2(Carry, Mason), Willpower +5(Community Resolve, Resolve, Fuel my fire, Second wind, Momentus Offense)
Weapon Woodcutter’s Axe{6}[Damage d4, Slashing, Tool, Reach, Aiding(Force) d4]
Frozen(undead water, 1 hex, 1 reach)
Resiliency +11, Willpower +6, Speed 2
Defenses Light Armour +4d4(Hit the ground running, Willing Knockback, Soulfoil, Springbok)
Attacks Trauma +4+d4(Bonebreaking, Everything is a nail, Knock on wood, Hammer time)
Skills Assembled +4(iClub, Tinkerbone, Dogpile, Reality Bound), Element-Water +8(Bioluminescence, Slippery, Aquatic Pull, Icetools, Slide, Icegrowth, Iceflow, Rainslider), Stamina +5(Carry, Prop up, Full Day, Mason, Endless Carry), Willpower +6(Aye Captain, Calm Down, Resolve, Forceful personality, Iron Will, Aye)
Assembled or skeletal undead cannot wear armor.
Rattling Nimbility[This ability counts as both a Assembled and a Dodge ability simultaneously. This ability can be selected once per tier.]
Tier 1
- iClub[The undead always possesses a d4 tool for Trauma attacks and can use trauma for any species abilities that call for unarmed or undead attacks.]
- Why poke?[The undead takes half damage from piercing weapons and attacks.]
Tier 2
- Freakish Rattle[When a target cannot see the creature, the creature may attempt an Undead check against the targets willpower defence. On a success, the target is frightened.]
- Tinkerbone(iClub)[The undead can create a tool for any skill. This tool lasts for 1 round and grants a d4 for a check. The undead can choose to extend the duration for 1 round at a time by taking 3 points of damage.]
Tier 3
- Compression[The undead can ignore a number of hexes equal to its tier from its size for the purpose of moving through tight spaces. If this would reduce the creature's size to 0 or fewer hexes, it can move through any space that can fit its largest constituent bone.]
- Dogpile[The undead treats adjacent allies with this ability as being part of its space.]
Tier 4
- Heavy Mind[The undead can communicate telepathically with any thinking creature within 11 hexes.]
- Reality bound[The undead gains a d6 tool die on defences against illusions.]
Tier 5
- Comboneatorics[The creature may choose to repair damage to an adjacent undead by taking an equal amount of damage. If this would kill the undead, it does. If it would not; the creature may choose to merge with the target, increasing its size by 1 hex.]
- Temporary flesh[As its movement phase, the undead can temporarily grow an organ that functions as normal for the species that the creature originally was. This allows the undead to speak, cast spells, vomit, receive tactile feedback or whatever else. However, this organ is an obvious weakness and takes double damage when struck. This temporary organ exists for 3 rounds at a time.]
Tier 6
- Collapse[The undead can appear to be a scattering or pile of bones. In this form it cannot be recognised as a creature without magical assistance.]
- Empty mind[The undead cannot be affected by magical effects that target a mind.]
Tier 7
- Permanent organ(Temporary flesh)[The undead has a permanent fleshy organ. This functions as normal for the temporary flesh ability except that the organ persists with no maximum duration, cannot be created on the fly, and does not take extra damage.]
- Crawling darkness[The creature can use its undead skill to create any arcane effect that creates or manipulates darkness.]
Tier 8
- Hidden Eyes[The undead ignores the effect of Invisibility magics or abilities that utilize the word invisibile or invisibility. Though it must still succeed at senses defence against stealth checks that do not utilize one of these abilities.]
- Telekinetic[When the undead does not move, it can perform its attack action up to a range of up to 3 hexes further than its reach.]
Tier 9
- No Poke(Why poke?)[The undead is immune to piercing damage.]
- Rib Caged[The creature can contain a target smaller than itself in its ribcage. A target held in this manner counts as grabbed and takes 10 damage each round.]
Constructs
Golems
Homunculus(living construct, 1 hex, 1 reach)
Resiliency +7, Willpower +4, Speed 4
Defenses golem +6(Arcane Animation, Carapace, Visage, Skilled Carapace[Light(Hit the ground running, Soulfoil)])
Attacks Unarmed +3(Stance, Muffle, Low center of gravity)
Skills Light +2(Hit the ground running, Soulfoil), Coordination +3(Careful step, Toss, Pickpocket), Climbing +d4+6(Brachiation, Grazing grip, Underpass, Free climbing, Climbing pace, Swing Speed), Senses +2(Awareness of momentum, Nightsight), Stamina +3(Prop Up,Carry, Tough It), Willpower +4(Trilogy of Peace, Acquired Seabearing, Second wind, [Momentus Defense or Momentus Offense]
Golem(living construct, 1 hex, 1 reach)
Resiliency +13, Willpower +5, Speed 3
Defenses golem +11(Carapace, It is the weapon, One piece, High density, Big fist, Unresilient)
Attacks unarmed +5+d6(Muffle, Strongarm, Parry, Shove-over, Mouth bind)
Skills Athletics +5(Coyote CatchHop up, Wall Kick, Bare Drop, Coyote Time), Climbing +5(Climb path, Rappel line, Underpass, Free climbing, Spelunking), Engineering +3(Forgeworker, Counterbreak, Magic Shielding), Senses +5(Continuity of grip, Pinpointer, Absolute position, Attention to detail, Notice Falter), Stamina +8(Carry, Forced March, Long Walk ahead, Prop Up, Full Day, Tough it, Endless carry, Marathon), Willpower +5(Aye Captain, Overguard, Forceful personality, Fuel my fire, Aye!)
Tier 1
- Arcane Animation[The Golem is animated by an Arcane sigil and is not subject to effects that target soul pearls.]
- Carapace[The creature can use the Golem skill for defences in combat.]
- It is the Weapon[The creature treats all Unarmed abilities as Golem abilities and has a d4 tool for Unarmed attacks.]
- Masterlink[The golem can telepathically inform its creator of anything it is aware of at any time.]
- Rigid Understanding[The Golem only follows a strict set of orders and is immune to mental effects that would cause it to act in a way counter to those orders.]
Tier 2
- Arcanomechanism[The creature is made of complex machinery. It is immune to effects that would slow it and it can use its Golem modifier to attempt the Sunder action. The creature cannot have both One Piece and Arcanomechanism.]
- Buyers Broadcast(Masterlink)[The golems creator may set the golem's Masterlink ability to some creature other than itself.]
- One Piece[The creature is made of a single material. The sunder action damages all its innate tools, but it can be repaired as if its Trade DC was its Golem modifier. The creature cannot have both One Piece and Arcanomechanism.]
- Plated Face[The Golem does not have a face. The creature can still sense the area around it but is immune to sense based magic such as illusions. The creature cannot have both Plated Face and Visage.]
- Visage[The Golem has a face, designed by its maker. The creature can speak and gains a d6 tool die on senses checks. The creature cannot have both Plated Face and Visage.]
Tier 3
- Arcane reinforcement(Arcane Animation)[Arcane effects that target the creature add its Golem tier to the check.]
- High Density[The creature takes half damage from Slashing and Piercing damages.]
- One Job[The Golem has a dedicated task. It gains a d4 aid die on all checks to perform that task.]
- Skilled Carapace(Carapace)[The golem selects either Light Armour or Heavy Armour, abilities from the selected skill count as Golem abilities.]
- Sluggish[On any round the creature does not move its full speed, it adds the remaining hexes of movement to any defences against being moved or tripped.]
Tier 4
- Big Fist(It is the Weapon)[The Golem's unarmed tool die increases to d6, it may gain specialty in this tool.]
- Hidden form[When unmoving, the golem appears to be a statue or similar object. In this state it cannot be affected by abilities or spells that target creatures but can be affected as if it were an object or structure.]
- Immutable[The Golem is immune to magical effects that would change its shape or form unless they are part of its design.]
- Grind my gears[When the golem would be unable to succeed at its Resiliency roll, it may decrease its speed by 1 hex to reduce its damage by an amount equal to its tier.]
- Temper Temper(One Piece)[When the creature has taken more damage than half its golem modifier, its unarmed attacks deal additional fire damage equal to its tier.]
Tier 5
- Facsimile[The creature can select abilities from a single species other than Golem such as Canine. Its modifier and tier in this second species cannot exceed its modifier and tier for Golem.]
- Heavy pull(High density)[Targets must spend an additional hex of movement to move out of a hex adjacent to the golem.]
- Ride along[The creature can allow another target to control its actions. When in this mode, the controlling target suffers no damage dealt to the creature but may use all their skills through the creature, provided their modifier is not greater than the creature's golem modifier.]
- Unresilient[The golem cannot fall unconcious. It does not need to make resiliency checks and simply dies when its damage exceeds 8+ its Resiliency modifier. If the golem has Grind my Gears, it may use that at any time.]
Tier 6
- Divine Guard[The golem is associated with a deity. Its attacks cannot harm animals sacred to that deity and it gains a d6 aid die on all checks made on ground sacred to that deity.]
- Hidden Sigils(Arcane Animation)[The Golem's animating sigil is hidden among other decorative symbols. It gains a d6 tool die on defences against effects that specifically target its animating sigil.]
- Pure imperfection(One Piece)[The golem gains a d6 tool die on defences against effects that specifically work on golems of its material type.]
- Upgradable[The golem may have up to 3 upgrades. An upgrade is a tool attached to the golem, which thereafter counts as part of the golem for all purposes.]
Tier 7
- Erroneous Sunder(Immutable)[When the golem is targetted by a Sunder action that fails, the result of the attack and defence are reversed to damage the attacking weapon.]
- Light Frame[The golem's speed increases by 2 hexes and it treats Dodge abilities as Willpower abilities.]
- Telepathy(Masterlink)[The golem can communicate mentally with any creature it can see or hear.]
Tier 8
- Encasement(Hidden Form)[The golem has a location in a wall that it can slot itself. When embedded in this wall location, the golem counts as part of the wall and not as a creature.]
- Fluid Form(Doesn't have Arcanomechanism)[The golem can turn itself into a liquid for 1 round as part of its movement phase. When it does, it is immune to bludgeoning, piercing, and slashing damage, but cannot make attack actions.]
- Sigil bearer(Arcane Animation)[The golem can be enscribed with Arcane sigils as if it were an item.]
- Unmovable[The golem is immune to magical effects, wind effects, and the shove action that would move it against its will.]
Tier 9
- Elemental Attunement[The golem is immune to damage from one elemental type such as fire or electricity.]
- Gravity Pull(Heavy Pull)[Targets attempting to move away from the golem while within its reach, must spend an additional hex of movement. This stacks with Heavy Pull.]
- Unbroken(Unresilient)[The golem does not die until its damage exceeds 17 + its Resiliency modifier.]
Genius Loci
Tier 1
- Manifest[The Loci can create a physical form that appears to be of a single specific species. This lasts for 1 hour maximum per day.]
- Possessive[The Loci can control the actions of unintelligent feral animals inside its bounds.]
- Voice my own[The loci can emit a voice from any point in its space.]
Tier 2
- Self Repair[The loci gains passive healing of 1 point per hour.]
- Shifting[The Loci can manipulate its own structure such as opening or closing doors or moving tiles. This does not require Manifest.]
- Understood Manifestation(Manifest)[The loci may select abilities unique to the species it can manifest. If these abilities require a physical form, the loci must manifest to benefit from those abilities.]
Tier 3
- Feeder[The loci can provide food magically for its occupants. This does not take an action and the food disappears 1 hour after creation unless consumed.]
- Language Within[The Loci is always at least Conversation with every language spoken within its bounds.]
- Leavci(Manifest)[The loci's manifestation can move up to 20 hexes away from the loci itself.]
Tier 4
- Aligned structure[The loci selects 3 non-geographical jent ghun effects. It can manifest any of those effects at any time within its area.]
- Dominant(Possessive)[By spending a momentum, the creature can attempt a Loci check against the willpower Defence of a target in its area. On a success it can control the targets actions for 1 round + 1 round for every 3 by which it exceeds the targets defence.]
- Prismatic Appearance(Manifest)[The loci can create a number of different styles of physical appearance equal to its tier.]
Tier 5
- Borrowing[The Loci can use abilities possessed by creatures in its space provided the creature consents and the loci qualifies to take the ability in question.]
- Environmental Damage(Shifting)[The structure may make attacks using its Loci modifier. These attacks can do any type of damage depending on the objects available to the Loci.]
- Fast repair(Self Repair)[The loci can increase the tool die of any tool used to repair it, by 1 step.]
Tier 6
- Distributed soul[The loci is immune to effects that target its soul.]
- Lei Barrier[The Loci may refuse to allow spells cast outside its bounds to enter, provided those spells have a lower tier than the loci.]
- Lingering manifestation(Manifest)[The loci's manifestation lasts until the loci chooses to demanifest it.]
Tier 7
- Air of repair(Self Repair)[The loci can lend its Self repair ability to an object in its area.]
- Alive[The Loci can be repaired using magic that directly heals living creatures, however such magic is only half as effective as normal.]
- Creature of Ghun(Aligned Structure)[The loci may create any non-architectural, non-geographic jent ghun within its space at will provided it has space to do so.]
Tier 8
- Fortifier(Shifting)[The loci may choose for any attack against a specific creature in its bounds, to target the Loci instead. This uses the Loci's aid action for that round.]
- Gift on the House[When a tool the loci has specialty with is used in its borders, the loci may grant that specialization to the creature wielding the tool. The loci doesn't need to grant this boon.]
Tier 9
- Dangerous Ruin(Environmental Damage)[The loci may choose to take 2 damage when attempting an attack within its bounds to force that attack to resolve against Dodge defence regardless the abilities of the target.]
- Dispel(Lei Barrier)[The loci may attempt to dispel any spell in its area, using its Loci modifier(plus its modifier in the applicable magic skill) against the DC to create the effect.]
- Preservation[The creature can pour its soul pearl into an important object or piece of architecture inside its bounds such as a statue. The soul can remain in this object for up to 1 year, after which it dissolves as if the creature had died. The creature may reexpand into its original structure at any point during this year provided the structure has been repaired enough to support it.]
Einodian Horrors
Obrem Loom(type, size hex, # reach)
Resiliency +?, Willpower +?, Speed ?
Defenses dodge +?, others
Attacks +?
Skills +?
Abilities +?
Solvekla(type, size hex, # reach)
Resiliency +?, Willpower +?, Speed ?
Defenses dodge +?, others
Attacks +?
Skills +?
Abilities +?
Borrok Panther(type, size hex, # reach)
Resiliency +?, Willpower +?, Speed ?
Defenses dodge +?, others
Attacks +?
Skills +?
Abilities +?
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
NPCs
Ruffian(living marsupial, 1 hex, 1 reach)
Resiliency +6, Willpower +4, Speed 5
Defenses Light Armour +3+d4(Tailoring, Quickchange, Slip Free), Dodge +4(Catch the edge, Sidle, Help!, Pushed!)
Attacks Bow +4+d4(Close Shot, Unexpected shot, High Arc, I said drop it), Dagger +3+d4(Butterfly swipe, Daggerskate, Flashing Blades)
Skills Irwinian +3(Pouch Stow, Tail Trip, Civil Interplay), Athletics +3(Coyote Catch, Full Sprint, Huff), Deceit +2(Animal call, Disguises), Status +2(Infamous, Easy Notice), Stamina +2(Carry, Hold Breath), Stealth +1(Echo), Willpower +4(Calm Down, Overguard, Iron Will, Push through it(cold))
Gear Shortbow{4}[Damage d4, Piercing, Range 2], Dagger{5}[Damage d4, Piercing, Slashing, Range 1, Tool], Gambeson d4
Guard(living ape, 1 hex, 1 reach)
Resiliency +10, Willpower +4, Speed 5
Defenses Light Armour +5+d6(Basic Stitching, Underlining, Noble Arquenne, Woven, Catch), Dodge +3(Dive for cover, Drop and roll, Grazing hit)
Attacks Shortsword +5+d4(Encroaching, Civil Weapon, Stabby, Parry, Quick Release), Bow +5+d6(Bow is Bow is Bow, Close Shot, Armed but not dangerous, Mounted Archery, I said drop it)
Skills Human +3(Encroaching, Pack Bonding, Civil Interplay), Persuasion +4(Animal Training, Intimidation, Whisper of Council, A pile of lies), Senses +5(Awareness of momentum, Nightsight, Pinpointer, Attention to detail, Selective hearing), Stamina +6(Carry, Long walk ahead, Full day, Tough it, Marathon, Of the people), Status +1(Official Employment), Willpower +4(Community Resolve, Trilogy of Peace, Fuel my fire, Whistlealong)
Gear Shortsword{3}[Damage d4, Slashing], Longbow{6}[Damage d6, Piercing, Range 2], Gambeson d6
Aristocrat(living ape, 1 hex, 1 reach)
Resiliency +6, Willpower +6/+10, Speed 7
Defenses Dodge +4(Sidle, Fleet, Grazing hit, Fleet)
Attacks Longsword +4+d6(Anti-air, Longblade twist, One hander, Pry free)
Skills Gorun +2(Apply Pressure, Worn Hooks), Acrobatics +4(Ledgewalk, Sure footed dancer, Tossup, Fancydance), Insight +8(Attentive, Quick understanding, Read mood, Lie to me, No more lies, No you, Interpret understanding, No me!), Persuasion +5(Conceptual trap, Intimidation, No offence meant, A pile of lies, lure), Status +4(Nobility, Right of Birth, Host, Jhevel), Willpower +6(Community Resolve, Acquired Seabearing, Calm Down, Forceful personality, Fuel my fire, Momentus Offense), Writing +3(Fiction, Letter of the Law, Loophole)
Gear Falchion{7}[Damage d6, Slashing, Reach 1, Aiding(Slicing) d4], Noble robes d4
Dragons
Dragon 1(type, size hex, # reach)
Resiliency +?, Willpower +?, Speed ?
Defenses dodge +?, others
Attacks +?
Skills +?
Abilities +?
Dragons may select abilities from every skill, including multiple species and nature skills as well as gaining the following abilities.
Tier 1
- Breath Weapon(Any elemental ability)[The dragon can breathe a cone of elemental energy that harms creatures. This cone is 6 hexes long and is resolved as an attack using the dragon's highest skill against the dodge defence of all creatures in the area. The dragon cannot use this ability again until for 4 rounds after use.]
- Hide form[The Dragon can assume the form of any species that it has an ability of. This form is always the same whenever it assumes that species. The Dragon can maintain this form as long as it chooses.]
- Solid scales[Any tool die to defences gained from another species increases by 1 step. This does not stack with specialization.]
Tier 2
- Flight[The dragon can fly at a speed equal to its tier.]
- Swarmcaller[Once per hour, the dragon can emit a swarm of insects common to its area.]
- Terrain bonding[The dragon's form draws partially from a nearby natural landmark. The dragon gains a d6 aid die to all physical defences.]
Tier 3
- Bigger![The dragon increases its size by one ring of hexes.]
- Mindreader[The creature can read a target's mind by looking at them provided the creature succeeds at a Dragon check against the target's Willpower defence.]
- Mystical beast[The creature selects one magic skill; it adds its Dragon modifier to all checks with that skill.]
Tier 4
- Greater breath(Breath weapon)[Damage dealt by the dragon's breath weapon is increased by 50% after the defence is accounted for.]
- Malleable Form(Hide Form)[The dragon can have a number of forms for each species equal to its highest tier for that species.]
- Tailslap[On any turn where the creature does not move, it may make an additional attack action using its tail. This attack uses its Dragon modifier. However, damage dealt by the attack is halved, with the missing amount counting as successes for the Shove action.]
Tier 5
- Absorb soul[When a target dies as a result of damage caused by the creature's abilities, the creature makes a Dragon check against the target's Willpower Defence. On succeess, all attempts to bring the target back from the dead take a penalty equal to the Dragon's tier.]
- Secondary Terrain(Terrain bonding)[The dragon draws mutually from two natural landmarks. When within range of both, its aid die from Terrain bonding increases to d8.]
- Whisperer(Mindreader)[The dragon can communicate telepathically with anyone who's mind it has read in the past 4 days so long as they are within its territory.]
Tier 6
- Frequent Breath(Breath weapon)[The dragon can use its breath weapon again after 2 rounds after use.]
- Magical Crux(Mystical beast)[The mystical beast ability applies to the selected skill and the other two magic skills in the same category(Kepera, Lei, or Tapplis).]
- Spread breath(Breath weapon)[The dragon's breath weapon is a cone 11 hexes long.]
Tier 7
- Elemental Affinity[The dragon is immune to damage whos type is associated with any element it has the elemental skill for.]
- Even Bigger!(Bigger!)[The dragon increases its size by one ring of hexes.]
- Eyes on(Mindreader)[When the dragon uses Mindreader against a target and is able to look the target in the eyes, the target does not benefit from Willpower tool dice for the defence against this effect.]
Tier 8
- Bioprismatic Scales[The dragons association with plants allows it to heal through exposure to sunlight. When in the sun, the dragon's natural healing rate triples.]
- Landscape Metaphor(Terrain bonding)[The Dragon takes only half damage from bludgeoning effects and no damage from slashing effects.]
- Tier override[The creature selects one skill, that skill's tier is equal to the Dragon's tier rather than whatever its tier is normally.]
Tier 9
- Colossal(Even Bigger!)[The dragon increases its size by one ring of hexes.]
- Devour soul(Absorb soul)[The penalty from the dragon's Absorb Soul ability is equal to its Dragon modifier. The dragon can waive this penalty at will and it may be overruled by a deity.]
- Unforgettable presence[The dragon selects one ability per tier of every skill it has. If the dragon dies, it reforms 1-3 years later. When it reforms it possesses only those abilities for 1 month before starting to regain abilities(this allows the dragon to break the rules for supporting high tier abilities)]
Elementals
Elemental Air
Air Elemental(living air elemental, 4 hexes, 17 reach)
Resiliency +6, Willpower +3, Speed 4
Defenses Unarmed +6(Parry)
Attacks Unarmed +6(Martial Artist, Muffle, Strongarm, Combat Stance(T3), Parry, Mouth Bind)
Skills Element-air +6(A breath away, Assisted Breathing, Concussive, Gusty, Throw a punch, Passive Assistance), Arcane +2(Spoken Sigils, Witness the Flow), Medicine +(Lifesaver, Site the pearl), Persuasion +3(Intimidation, Seed Rumour, Unshaken), Senses +7(Awareness of momentum, Scent awareness, Nightsight, Absolute position, Mark of territory, Held against it, Pheromone awareness), Stamina +3(Reserve Contents, Full Day, Marathon), Stealth +2(Hidden hand, Twin sneaking), Willpower +3(Calm Down, Second Wind, Push through it(cold))
Air creatures are immune to electricity damage, have a space equal to their Element-Air tier and a fly speed of 4 hexes unless some other form or aspect of their physiology is faster.
Compression[The creature counts as 1 hex smaller, to a minimum of 1 hex. This can be taken once per tier.]
Gusty[The creature's speed increases by 1 hex. This can be taken once per tier and stacks with all other speed increases.]
Tier 1
- A breath away[The creature can share its space with any other creature.]
- Assisted breathing[The creature can provide air to a target that needs to breath and which is within the creature's reach. This counts as an aid action.]
- Concussive[The creature may use its Element-air skill to make unarmed attacks against creatures within its reach.]
Tier 2
- Blurry[The creature gains a d4 tool die on stealth checks and may make stealth checks even when directly observed.]
- Dervish[As an attack action creature can make a single adjacent hex a 'dervish'. Dervish hexes cost 1 extra hex to enter and eject creatures their size or smaller into a random adjacent hex. Dervish's last a number of rounds equal to half the creature's Element-Air tier.]
- Wind-crobatics[The creature treats all Acrobatics abilities as Element-Air abilities.]
Tier 3
- Barrier winds(A breath away)[Ranged attacks that attempt to hit a target in the creature's space must overcome the creature's Element-Air defence before resolving against the target.]
- Pressure differential[The creature gains a d6 tool die on all defences against the stealth of other targets.]
- Throw a punch(Concussive)[The creature's unarmed attacks have 3 range tags.]
Tier 4
- Passive assistance(Assisted breathing, A breath away)[The creature may choose to supply targets in its space with air as per "Assisted breathing" without requiring an action.]
- Spicy dervish(Dervish)[Dervishes the creature creates knock targets prone when it ejects them. If a target has an effect that would prevent them being moved by the dervish, it instead deals damage as per the creature's Element-air modifier as an attack each round a target remains in its space.]
- Steady(Blurry)[On any round the creature does not take any other actions, it is assumed to have rolled maximum on Stealth.]
Tier 5
- Co-spin[When adjacent to another creature with this ability, both may move around any corner adjacent to both spaces as much as they desire without spending hexes of movement.]
- Knockback(Concussive)[Whenever the creature makes an unarmed attack, it may choose for that attack to also count as a shove action.]
- Unholy grasp(A breath away)[The creature may use Element-Air to attempt the grab action. A target held in this way cannot take actions and is automatically pulled into the creature's space. The creature may only hold one target with this ability at a time.]
Tier 6
- Gustform(Steady)[On any round the creature does not move, it is assumed to have rolled maximum on Stealth. Attacks do not break this stealth check.]
- Implosion[The creature may make a Element-Air check against the Athletics or Heavy Armour defence of all creatures within its reach. Each creature it succeeds against are pulled 1 hex closer, +1 hex for each hex the creature is larger than them. Creatures pulled at least 4 hexes also fall prone.]
- Secure winds(Barrier winds)[A willing target sharing the creatures space cannot be affected by ranged weapons short of magical effects.]
Tier 7
- Razor wind[The creature may choose for any damage it deals to be slashing instead of the normal damage associated with the effect.]
- Suffocate(Unholy grasp)[A target, which needs to breath, grabbed by the creature automatically takes damage equal to the average of the creature's Element-air and Stamina tiers at the end of each round.]
- Whirling(Dervish)[When the creature creates a dervish, it can design a path of no more hexes than its tier. The dervish moves along this path at a speed of 1 each round. If the beginning and end of the path are the same hex, it is treated as a loop, otherwise the dervish bounces back and forth along the path.]
Tier 8
- Invisibility(Gustform)[The creature gains a d6 tool die to all stealth checks. Additionally, it is always considered to have rolled maximum on stealth and no actions break this stealth check.]
- Juggler[When the creature shoves a target, it may choose to shove them directly upward instead of away or toward itself.]
Tier 9
- Arrowproof[The creature is immune to ranged attacks including magical effects from a source of tier 7 or lower.]
- Puppetmaster[In place of its movement action, If the creature has a target its size or larger grabbed, it may attempt an Element-Air check against the target's Willpower defence. On a success, it enters the targets body and can manipulate their physical actions for 2 rounds. Each round the creature does not otherwise move it may attempt this check again to extend the duration by a further 1 round.]
- Winds of change(Razor Wind)[When the creature makes an unarmed attack, it may select the damage type from; Fire, Cold, Electricity, Bludgeoning, Piercing, or Slashing.]
Elemental Earth
Earth Elemental(living earth elemental, 3 hex, 1 reach)
Resiliency +12, Willpower +6, Speed 4
Defenses Heavy Armour +4(Iron Can, Rockwarden, Turret, Get the grip), Shield +7(Calf breaker, Emblematic, Plug hole, Bounceoff, Mirror Shield, Spellward, Truesight)
Attacks Longsword +5+d4(Anti-air, One Hander, Overhead, Half-blade, Sword and Shield)
Skills Element-Earth +8(Beat, Roll, Stony Exterior, Mass, Mineraltouch, Stoneswell, Ongoing Roll, Lance), Climbing +d4+5(Climb Path, Quiet Climber, Climbing Pace, Free Climbing, Trickpath), Stamina +6(Crafter[Blacksmithing], Prop Up, Full Day, Mason, Marathon, Running on Fumes), Status +5(Faceless, Infamous, Right of Birth, Easy Notice, Patsy), Tampering +2(Wasn't here, Bare mech), Willpower +6(Calm Down, Community Resolve, Overguard, Forceful Personality, Iron Will, Momentus Defense)
Gear Longsword{4}[Damage d4, Slashing, Reach 1, Aiding(Slicing) d4]
Mass[The creature's size increases by 2 hexes. This can be taken once per tier.]
Tier 1
- Beat[The creature can use weapons regardless of its normal anatomy.]
- Holespring[As its movement phase, the creature can half bury itself in the ground. If it does so, it can make Stealth checks while observed and gains a d6 tool to all defences against attacks. Moving from the hex removes these bonus'.]
- Roll[If the creature moves at least 2 hexes but not its full speed on its movement phase, it may move 1 additional hex after making its attack phase action.]
- Stony Exterior[The creature's skin counts as a d4 heavy armour.]
Tier 2
- Echo in stone[The creature gains a d6 tool die on senses checks and defences when both it and the opponent of the senses roll are in contact with the ground.]
- Gemscent[The creature is aware of the presence of any gemstones within 17 hexes of it.]
- Hard grip[When the creature is wielding a weapon, it may use its Element-Earth defence against disarm attempts.]
- Mineraltouch[The creature can aid checks to garden or the stamina defences of plants within 11 hexes.]
Tier 3
- Cold stones[The creature's unarmed attacks count as cold iron.]
- Shardspray[The creature may make an Element-Earth attack against all creatures in a line up to 17 hexes long.]
- Stoneburrow(Holespring)[The creature can move through dirt, gravel, dust, ash and other particulates at its speed, and through solid stone and metal at a speed of 1 hex.]
- Stoneswell(Mass)[The creature may spend 1 momentum to increase its size by 3 hexes for four rounds.]
Tier 4
- Molten[When the creature takes fire damage, its following melee attacks deal fire damage equal to its normal damage until it deals fire damage equal to the amount it originally took.]
- Ongoing Roll(Roll)[The creature may expend 1 momentum when using the roll ability to move a number of hexes equal to half its Element-Earth tier.]
- Solid Surface(Stony exterior)[The creature's skin counts as a d6 heavy armour.]
- Stone eats steel[On a turn where the creature is hit by a metal weapon, as its attack action it may choose to attempt the disarm action against the weapon used against it. The creature uses its Element-Earth skill for this check.]
Tier 5
- Blinding sand[The creature can make an Element-Earth attack against a target's Dodge defence. On a success, the target is blinded for 2 rounds or until it spends its movement phase wiping the sand away.]
- Crystally(Gemscent)[The creature can use its Element-Earth skill in place of Uolune for uolune magic checks provided it has a gemstone to work with.]
- Lance[The creature's reach is 3 longer than normal.]
- Witness from stone(Echo in stone)[The creature's bonus from echo in stone increases to d8.]
Tier 6
- Burrow speed(Stoneburrow)[The creature moves through all earthen matter such as dirt, gravel, stone, and metals, at its full speed.]
- Calcify[As an attack action, the creature may make a Element-Earth check against a targets Stamina defence. On success, the creature takes a -1 penalty to checks and defences that are based on movement for a number of rounds equal to the creature's Element-earth tier. Repeated uses of this ability stack to a maximum of the creature's element-earth tier.]
- Discorporate[The creature can render itself as a pile of rubble. When in this state it can take no actions but also cannot be harmed without the use of magic.]
- Unbreaking(Solid Surface)[The creature's skin counts as a d8 heavy armour. The creature may gain specialty with this ability.]
Tier 7
- Alloydrift(Cold stones)[the creature's unarmed attack can function as any metal it so chooses.]
- Inner reflection(Crystally)[The creature may select Uolune abilities as Element-Earth abilities.]
- Titanswell(Stoneswell)[When using Stoneswell, the creature can expend 2 Momentum to increase its size by 6 hexes instead of 3.]
Tier 8
- Avalanche march[After the creature makes a melee attack 3 rounds in a row, on its next movement phase it may attack any target who's space it moves through.]
- Rockslide Roll(Ongoing Roll)[When the creature spends momentum to use Ongoing Roll, it can instead move up to a number of hexes equal to its Element-Earth tier.]
- Searing blindness(Blinding sand)[When the creature uses Blinding sand, the attack also deals damage as normal.]
Tier 9
- Gemsoul(Crystally)[The creature selects one type of gemstone. The Creature counts as that type of gemstone for the ability to perform Uolune magic effects.]
- Petrifying(Calcify)[If the penalty from Calcify exceeds a targets highest tier in any skill, the target is turned to stone.]
- Prolonged Swell(Stoneswell)[The stoneswell ability lasts 8 rounds.]
- Stoneeye(Witness from stone)[The creature ignores the stealth check of any creature in contact with the same ground it is.]
Elemental Fire
Fire Elemental(living fire elemental, 1 hex, 1 reach)
Resiliency +7, Willpower +3, Speed 9
Defenses dodge +d4+7(Fleet, Dive for cover, Sidle, Fleet, Interposition, Fleet, Quick Reactions)
Attacks unarmed +d4+6(/Element-fire/)
Skills Element-fire +6(Wildfire, Inner Furnace, Burn!, Smoker, Hothands, Spitfire), Acrobatics +3(Hurdler, Contortionist, Parallel), Deceit +3(Face to face lie, Sow paranoia, Extended feint), Stamina +4(Forced March, Prop up, Tough it, Heat wall), Status +1(Right of Birth), Survival +5(Firestarting, Forecast, Shelters, Forestear, ShieldedCampfire), Tetherianism +2(Entrancement, Whistle within), Willpower +3(Acquired Seabearing, Community Resolve, Forceful personality)
Fire creatures are immune to fire damage and take 50% extra damage from water and earth effects
Wildfire[The creature's speed increases by 1 hex. This can be taken once per tier and stacks with the Fleet ability from the Dodge skill.]
Tier 1
- Consume Fuel[The creature heals half the damage it deals to wooden items and other items that are vulnerable to fire.]
- Detonate[When killed, the creature explodes. The damage it had taken is compared to the dodge or stamina defence of all creatures adjacent to it. Excess counts as fire damage for each target.]
- Inner furnace[The creature can make unarmed attacks using its Elemental-Fire skill, these attacks deal fire damage.]
- Match Surface[A weapon with the burning trait automatically ignites when it strikes the creature.]
Tier 2
- Burn!(Inner Furnace)[The creature may spend its aid action to ignite any flammable object up to 1 hex outside its reach.]
- Molten Skin(Match Surface)[Opponents that strike the creature with unarmed or species based attacks, take fire damage equal to the creature's tier.]
- Rocketstep(Wildfire)[The creature may fly through the use of fire, up to a number of hexes per turn equal to its tier.]
- Smoker[The creature emits smoke, this smoke acts as a d4 tool for all defences the creature makes but does not benefit creatures it attacks.]
Tier 3
- Flamesight[The creature can look into one fire and see out of another fire up to 3km away.]
- Hothands(Inner Furnace)[The creature's hands count as d4 tools for its unarmed attacks.]
- Strike the match(Match Surface)[A weapon with the burning trait is automatically ignited when used to attack the creature.]
- Swallow fire[When in an area of fire damage, the creature may choose to prevent one creature within its reach from taking the damage.]
Tier 4
- Raging flame(Consume Fuel)[Any fire damage that would target the creature instead heals it half as much as the damage would have dealt.]
- Spitfire[The creature can spend 1 momentum to make ranged attacks using its Elemental-Fire skill, these attacks deal fire damage and have a range traits.]
- Steamheat[The creature loses its weakness to water effects. The creature cannot have both Steamheat and Steadyheat.]
- Steadyheat[The creature loses its weakness to earth effects. The creature cannot have both Steadyheat and Steamheat.]
Tier 5
- Flametravel(Flamesight)[The creature can move through fires large enough to engulf it, travelling to another fire up to 3km away.]
- Heavy Smoker(Smoker)[The creature's smoke grants a d6 tool die instead of a d4.]
- Hot air(Rocketstep)[The creature's speed is its flying speed.]
- Instant ignition(strike the match)[Weapons with the burning trait are automatically ignited when within the creature's reach.]
Tier 6
- Blackout heat(Steamheat or Steadyheat)[The creature loses its weakness to water and earth effects.]
- Breathe the heat[When the creature is in contact with a source of fire damage it did not create, it does not need to breathe. If the creature is normally healed by fire damage, this damage cannot simultaneously heal the creature and function for this ability.]
- Consuming Flame(Raging Flame)[Any fire damage that would target the creature instead heals it as much as the damage would have dealt.]
- Engulf(Swallow Fire)[When in the area of a fire effect such as a bushfire or a fire based spell, the creature may prevent all creatures within its reach from taking the damage.]
Tier 7
- Choking Smoke(Smoker)[Opponents adjacent to the creature must make a stamina defence against the creature's attack minimum each turn. On a failure they take damage equal to the creature's tier.]
- Flameportal(Flametravel)[The creature treats all fires as portals to the plane of fire.]
- Lobfire(Spitfire)[The creature's ranged attacks benefit from a d4 tool die]
- Incinerate cloud[When in the area of a cloud effect such as smoke, spores, a sandstorm, etc, the creature can use its movement and attack actions to ignite the cloud. The creature makes an Elemental-Fire attack against the Stamina defence of all creatures within the cloud and within 1 hex per 2 points of Elemental-fire. After using this ability, the cloud effect in all affected hexes is removed.]
Tier 8
- Artillery(Spitfire)[The creature does not need to spend momentum to use the Spitfire ability.]
- Beyond hot(Inner furnace)[The creature's fire damage bypasses the fire immunity of other creatures. Targets healed by fire are not healed by this creature's attacks and instead only take half damage.]
- Billowing(Heavy Smoker)[The creature's smoke grants a d8 tool die instead of a d6. If it already gains a tool die for defence from some other means, this instead grants a d6 aid die.]
- Firesoul[The creature may make a Elemental-Fire check against the appropriate magic skill of a magical fire effect within its reach. On success, the creature controls the magical fire instead of the original creator or its normal rules.]
Tier 9
- Holy Fire[The creature selects one kind of magic. The creature may use its Elemental-Fire skil instead of that magic skill for the purpose of creating fire effects. If the magic type is Dawnism or Uolune, the creature does not need a wand or gemstone in order to perform this magic.]
- Smoky aura(Smoker)[The creature's smoke extends to every hex adjacent to the creature. This increases the distance of any smoke related abilities it has and can aid its allies defence, though at one die step lower than the norm.]
- Smother(Engulf)[The creature may immediately end any fire effects it is inside without spending an action.]
Elemental Water
Water Elemental(living water elemental, 5 hex, 3 reach)
Resiliency +8, Willpower +3, Speed 3
Defenses light armour +4+d4(Hit the ground running, Willing Knockback, Kickoff, Knockback racer), dodge +2(Slippery, Pushed!)
Attacks unarmed +5(/element-water/)
Skills Element-water +5[T4](Mass, Bioluminescence, Mass, Wavecrash, Conduit of Life), Analysis +2(Health inspection, Examine tactics), Deceit +6(Actually-, Heckle, Hidden ship, Sow Paranoia, Extended Feint, Stepping in), Languages +1(Obvious proficiency), Medicine +3(First aid, Poison training, Long term care), Stamina +5(Carry, Crafter[icework], Prop up, Heavy sleeper, Marathon), Status +3(Faceless, Infamous, Easy Notice), Stealth +4(Darkvision, Echo, Swipe, Born on a Winters day), Willpower +3(Trilogy of peace, Second wind, Momentus Defense)
Gear Icearmor(d4 light armour, TDC 5)
Water creatures are immune to water based effects and take 50% extra damage from electricity and air effects.
Mass[The creature's size increases by 2 hexes. This can be taken once per tier.]
Tier 1
- Bioluminescence[The creature emits a calm blue light out to the range of its reach.]
- Fluid movement[The creature's speed is the same in water and on land.]
- Salty[Imbibing the creature's water can deal damage as if it were a poison. The creature uses its Element-Water skill vs the imbiber's Stamina Defence to determine damage.]
- Slippery[When the creature moves, or is moved by another effect, it moves 1 hex further than it should.]
Tier 2
- Aquatic pull[When the creature and a target are both in contact with flowing water or a body of water at least twice the creature's size, the creature may make an Element-Water check as an attack against against the other creature's Athletics or Heavy Armour defence. On a success the creature pulls the target 1 hex closer per tier. This effect has the range 1 trait.]
- Douse[The creature's touch can put out non-magical fires smaller than it, and magical fires smaller than it with an originating tier lower than the creature's element-water.]
- Invigorated waves[The creature treats bodies of water larger than itself as d4 tools for all physical checks.]
- Icetool[As an attack action, the creature can create a tool who's trade DC does not exceed its Element-Water modifier. This tool lasts as long as the creature holds it.]
Tier 3
- Fluid consistency[The creature takes half damage from piercing and slashing damage.]
- Rainthrow(Douse)[The creature can make a spray of water. This is a cone that can travel up to 2 hexes per Element-Water tier. This functions as a ranged attack that deals cold damage and automatically puts out non-magical fires of the creature's size or less.]
- Slide[Opponents wishing to move past the creature must make an Athletics check against the creature's Element-Water defence. If they fail they fall prone and end their movement.]
- Wavecrash[The creature may attempt Unarmed attacks using its Element-Water skill. These attacks deal Bludgeoning and Cold damage.]
Tier 4
- Brutal wave(Fluid movement)[When the creature takes the run action, any unwielded items it passes through take damage equal to the creature's Element-Water modifier.]
- Conduit of life[The creature may touch a creature as an attack action and take some of the damage it has accrued, the creature cannot take more damage than its Element-Water tier per action. Damage taken in this way is healed from the target.]
- Icegrowth(Icetool)[When the creature uses Icetool, it may attempt an Element-Water check against the trade DC of an item, to create something more complex than it is normally capable.]
- Personal mirage[The creature gains a d4 tool die on stealth and survival checks. This increases to d6 when in contact with water.]
Tier 5
- High Pressure[The creature's unarmed tier is equal to its normal unarmed tier + its Element-Water tier.]
- Iceflow[The creature treats ice as water for the purpose of movement, and any abilities that require contact with water.]
- Merging(Conduit of Life)[If the creature uses Conduit of Life on another creature with the element-water skill, it may heal the target up to twice as much as normal. If the damage the creature takes in this way would kill it, the target also gains a d6 aid die on all physical checks for 1 round per tier of the creature.]
- Piercing cold(Wavecrash)[The creature's attacks can deal piercing damage and ignore immunity to piercing of any non-magical objects but not creatures.]
Tier 6
- Drowner[A target restrained by the creature must hold its breath each round or be subject to the drowning rules.]
- Light fluctuation(Bioluminescence)[The creature can change how much light it emits out to a maximum range of twice its reach.]
- Merging mass(Merging, Mass)[When the creature uses Merging and would kill itself in doing so, the target's size increases by 1 hex.]
- Rainslider(Slippery)[In rain, the creature's speed increases by 2 hexes and it gains a d4 aid die on all defences. If the creature uses its Element-Water skill for attacks, those attacks gain a d4 aid die as well.]
Tier 7
- Icespeed(Icetool)[The creature can use the icetool ability in place of 3 hexes of movement during the movement phase rather than requiring an attack action.]
- Oceanic Pull(Aquatic Pull)[Aquatic pull instead has 2 range traits.]
- Shocking transfer[When the creature takes electricity damage, it may attempt an Element-Water check against the dodge defence of all creatures adjacent to it. Each target the creature succeeds against takes half of the original damage from the electricity effect. This does not prevent the creature from taking the electricity damage as well.]
- Siren's song[The creature can use the Element-Water skill in place of Diplomacy to interact with other thinking creatures and in place of Artistry for checks related to dancing.]
Tier 8
- Crushing pressure(High pressure)[When the creature makes an unarmed attack underwater, any tool die it gains on the attack automatically rolls maximum]
- Fogblend[The creature increases the tool or aid die to its defence from fog, mist, and smoke by 3.]
- Whelm[The creature can attempt the Grab action using its Element-Water skill. The creature suffers no penalty for having a target grabbed in this way provided the target is the same size or smaller than the creature.]
- Whirlpool[The creature can create whirlpools in bodies of water larger than it as its movement phase action.]
Tier 9
- Extended flow[The creature is aware of attempts to create magic effects within its reach. If the magical effect has a DC to create, the creature may substitute its Willpower Defence if that is higher than the effects normal DC.]
- Hidden lands(Personal Mirage)[The creature may attempt Stealth checks to hide an entire island. The creature cannot hide an area larger than 70sq.km.]
- Heavy Water(Merging Mass)[When the creature uses Merging mass, its target's size increases by the target's Element-Water tier.]
- Puppetmaster[In place of its movement action, If the creature has a target its size or larger grabbed, it may attempt an Element-Water check against the target's Willpower defence. On a success, it enters the targets body and can manipulate their physical actions for 2 rounds. Each round the creature does not otherwise move it may attempt this check again to extend the duration by a further 1 round.]
Therianthropes
Therianthropes are a curious result of someone attempting magic beyond their normal limitations and making deals they don't fully understand. Typically, a therianthrope begins as a person who reaches out for a deities help completing a task, though instead of directing their request to a specific entity, they address the request to any supernatural aid that might be willing and able to assist. The soul sea, uncertain how to answer this request, will often grab a newly passed soul and present it to the person as 'help'. Unfortunately for both the person and this soul, the soul is almost always incapable of understanding the request let alone helping. The two souls in one body causes issues, with both having a distinct sense of how the body should look and behave. If the original controller of the body lacked any magical experience at all, this often leads to the two souls trading control of one body, gradually leading to disphoria and apparent madness for both phases.
However, sometimes, the person that invited or request help has some prior experience with magic. In this case, the new soul typically draws on this magical experience to alleviate its own dismorphia, twisting and transforming the body to something more familiar for the periods where it is in control.
The former of these two cases are typically called 'Feralminded', while the latter is referred to using the prefix 'were-' attached to whatever species the second soul is from such as a Werewolf for a person who gains the soul pearl of a wolf, or Wereviper if the second soul was a viper or similar snake.
A therianthrope usually trades soul control at regular intervals, the most common being 12 hour periods, though longer or shorter stretches are known to occur. If both souls insist on being concious and active during the entire period of their control, the body doesn't tend to last very long; becoming exhausted and deteriorating from over exertion.
Mechanics Therianthropes gain the unique "twinned soul" ability and may select species abilities from their default species and from the animal species of their second soul.
Twinned Soul[The creature has two souls. It selects a period of time no longer than a number of hours equal to the sum of its species tiers, the therianthrope's controlling soul switches automatically after this period of time elapses. When targetted by an effect that targets a creature's soul, the Therianthrope may willingly switch to its other soul, rendering it immune to the effect. All physical damage persists when the soul switches. The Therianthrope can only use species abilities when in the form associated with that species.]
Wereviper(living therianthrope ceratogi serpent, 1 hex, 1 reach)
Resiliency +3, Willpower +0, Speed 7
Defenses dodge +0
Attacks Whip +2+d4(Whipcrack showcase, From neck to hand), Bite +3[exactly 3 damage]
Skills Acrobatics +2(Upright Sprint, Underfoot), Arcane +1(Witness the Flow), Ceratogi +3(Inside Joke, Underfoot, From neck to hand), Insight +1(Inside Joke), Serpent +3(Bite, Hood, Immediate Venom), Stamina +3(Reserve Contents, Hold breath, Oxenarm), Twinned Soul
Weretiger(living therianthrope gorun feline, 1 hex, 1 reach)
Resiliency +6, Willpower +2, Speed 5
Defenses dodge +0, light armor +0+d4, Unarmed Parry +3
Attacks Unarmed +3(Stance, Parry, Mouthbind), Bite +3+d4(Pounce +3)
Skills Feline +3(Big, Bite, Pounce[3]), Gorun +2(Armored Hide, Bloodpumper), Senses +1(Winter Nights), Stealth +3(Silent Ascent, Born on a Winters day, Winter Nights), Stamina +4(Carry, Hold breath, Tough it, Unrelenting), Unarmed +3(Stance, Parry, Mouthbind), Willpower +2(Overguard, Beastheart), Twinned Soul
Soulbind
The soulbind ritual, also called the Familiar ritual by many, takes a piece of the soul pearl of two creatures and exchanges them. This is most commonly performed between a person, and an animal; taking a very small piece of the person's pearl and exchanging it for what is the same size from the animal. From the perspective of the animal's soul pearl this could be as much as half of their pearl. Creatures with mixed soul pearls gain a deeper understanding of each other and a strong emotional bond. When one of the two creatures dies after having undertaken the soulbind ritual, the other can be targeted as a representative of the deceased's soul; allowing for spells that bring back the dead to work properly.
Animals are not the only potential targets of the soulbind ritual however. Uolune jewellery and Dawnism wands are other common choices. It is not unheard of for some spellcasters to have their soul pearl mixed with that of a tree, requesting that the tree bring them back should they die. These people typically become wooden in appearance and take on the moniker of 'Dryad'. But all together, the most common targets for the soulbind ritual are household pets, and marriage partners.
The terminology and abilities that result from the soulbind ritual depend on the targets involved.
Familiars
The bond partner of a familiar is always aided on skills the familiar has abilities of. When the partner of a familiar attempts any form of social interaction with creatures of the same type as their familiar(such as rodents, or avians), the aid die is the smallest die capable of rolling a number half the familiar's status modifier. A familiar with a status modifier of +20 or higher grants a +10 aid bonus instead of an aid die in this circumstance.
Familiars gain limited access to the skillset of their bond. The familiar gains access to all abilities of their bond that do not require any specific form of anatomy. Familiars are always aware of the location and emotional state of their bond and those with an effective Insight of +4 or higher can communicate telepathically with their bond. Additionally, any time the Familiar's Bond would gain a new ability, they may instead choose for the Familiar to gain an ability instead. The Familiar's bond may choose to accept any form of damage their familiar takes from a magical source in the familiar's stead.
Spouse
Two people can be bound using the soulbind ritual, usually this is performed as part of a wedding ceremony, leading to the link being called the spousal link. However it is not unheard of for this to occur platonically. In the case of a spousal link, both participants are considered the "bond partner" and so gain the same effects;
Firstly, bond partners are always aware of the location and emotional state of their bonds. A bond partner with a species tier of at least 4 can send telepathic messages to their bond. If both bond partners have this capacity, they can share senses in addition to thoughts. This can result in randomly sending memories however.
Secondly, bond partners can draw strength from each other and are always considered to be aiding the other on Willpower Defence and Resiliency rolls. A bond partner may choose to accept any form of damage their bond takes from a magical source in the bond's stead.