A traveller waits beside a seated hound while a wary stag pauses at a shallow woodland crossing.
On this page

Not every danger carries a blade.

Shatterholme is full of living things that never chose a side in the Sundering. Hounds guard farmsteads, wolves follow caravans, crocodiles wait under black water, and swarms boil out of ruins. This chapter gives you ready beasts and people to bring into play, and the animals a character can befriend as a companion.

Every creature here wants something: to eat, to protect, to be left alone. Learn what it wants and you know how it will act.

What Is a Creature Entry?

Everything you need to run it, in one place.

A creature uses the same rules as a character. Its Vitality gives it its own Action Dice, it pays for its own actions, and it uses its own Skills, Readiness and Conditions. Each entry gives you:

  • Traits: its Temperament, size, habitat, whether it can be a companion, and the special abilities that make it more than a set of numbers.
  • Game Stats: its five Core Vitals, Vitality, Base Movement and Protection Rating.
  • Skills: its Skill levels. A creature still needs the body to attempt a task: a hound can follow a trail, but it can't pick a lock.
  • Natural Attacks: bites, claws, horns and stings. They work like weapons, using Strength as the Damage Vital, limited by the attack's Damage Vital Cap. The Strike Rating is already worked out for you. A Tiny creature's attacks have a Damage Vital Cap of 0, so its Strike Rating is just its Weapon Damage.
  • At the Table: how it usually behaves, and ideas for using it in your adventure.

People entries use the same layout, with a Tier, a Class and Gear in place of Temperament and Natural Attacks.

Vitality and Base Movement follow the normal rules. Vitality comes from the total of its Core Vitals, adjusted for its Size, and Base Movement is 8 + Strength + Agility, plus any bonus the entry lists. A creature with Flight or Swimmer moves through air or water using its normal Walk, Run and Sprint costs.

Temperament

How willing it is to trust you.

Temperament describes how a creature behaves towards people, and how hard it is to bond with. It never decides whether a creature is friendly right now: the situation does. A starving hound can bite, and a wolf raised from a cub can be a friend.

Temperament What it means Bonding check (Beastcraft)
Tame Bred to live and work with people: dogs, cats, horses, mules. Routine (DR 0)
Wary Can live near people, but keeps its distance: ravens, hawks, owls, rats. Challenging (DR 1)
Wild Avoids or fears people, and fights when cornered: wolves, boars, eagles. Heroic (DR 3)
Fierce A dangerous predator or powerful beast that answers to no one: bears, lions, tigers. Epic (DR 5)
Untamable Can't form a bond: swarms, venomous creatures, sharks and the very largest beasts. No roll

Companions explains how a character befriends a creature and then bonds with it.

Size

Big things need room.

Size Examples Vitality In play
Tiny Cat, rat, raven, viper −2 Fits in a pack or on a shoulder. Can't carry a rider or block a doorway.
Small Hound, goat, eagle −1 About knee to waist high.
Medium Wolf, deer, panther, every person 0 About the size of a person.
Large Horse, bear, tiger +1 Can carry a rider if its entry says so. Fills a doorway.
Huge Elephant, mammoth, killer whale +1 Fills a 2 by 2 Space. Too large to travel with a party as a companion.

Size changes Vitality. Find Vitality from the total of the Core Vitals as normal, then add or subtract for Size. Vitality can't go below 1 or above 10. Every Bloodline is Medium, so a character's Vitality doesn't change. Each entry's Game Stats already include it, and so do its Action Dice.

Running Creatures

Animals act like animals.

Play a creature from what it wants and what it can sense. Most animals avoid a fight they can't win, protect their young and their territory, and flee when badly hurt. Use the Behaviour line in each entry as your starting point.

In a fight, a creature takes turns like any character and can join an NPC group. A swarm is one creature made of many bodies; it takes one turn.

You can rename and reshape any entry. A Hound can be a jackal-dog of the dunes; a Brown bear can be the cave bear the villagers fear. Keep the numbers, change the story.

Creatures by Habitat

Summary

  • Read an entry: Each creature has Traits, Game Stats, Skills, Natural Attacks and notes for the table. It uses the same rules as a character, with its own Action Dice from its Vitality.
  • Temperament: Tame, Wary, Wild, Fierce or Untamable. It sets the Difficulty of the Beastcraft check to bond with the creature once it is friendly.
  • Size: Tiny to Huge. Size adds to or subtracts from Vitality (Tiny −2 to Huge +1). Large creatures may carry a rider; Huge creatures fill a 2 by 2 Space.
  • Run it as an animal: Play from what it wants and senses. Most creatures protect their young and territory, and flee when badly hurt.
  • Reskin freely: Rename and reshape any entry. Keep the numbers, change the story.
  • Beasts and People: Every entry, A to Z. Search the page to find one fast.

Beasts

Animals, from a rat in the grain to a mammoth on the ice.

Every beast, A to Z. Creatures by Habitat lists them by where they live.

BeastsAApe1 entry

Ape

Ape Traits

  • Temperament: Wild. Once it is friendly, bonding needs a Beastcraft check against Heroic (DR 3).
  • Size: Medium.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Climber

It climbs trees, cliffs and rough walls at its full Base Movement without a Skill Check.

Grab

When its Melee attack succeeds against a creature no larger than itself, the target is Restrained. To escape, the target spends a Major Action and succeeds on an Athletics or Acrobatics check against the beast's Athletics Readiness.

Relentless

It doesn’t give up when hurt. It passes every Continuation Check without rolling.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 3 2 4 6 14m 0

Skills

Athletics 3, Melee 2, Acrobatics 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Fists 1 3 1 AD 1 Physical (Impact) 4

At the Table

  • Behaviour: Gentle unless its family is threatened. Then terrifying.
  • Use it as: Jungle guardian, captive curiosity.
BeastsBBaboonBadgerBatBlack bearBoarBrown bear6 entries

Baboon

Baboon Traits

  • Temperament: Wild. Once it is friendly, bonding needs a Beastcraft check against Heroic (DR 3).
  • Size: Small.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Climber

It climbs trees, cliffs and rough walls at its full Base Movement without a Skill Check.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 3 11m 0

Skills

Acrobatics 2, Melee 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 1 1 1 AD 1 Physical (Piercing) 2

At the Table

  • Behaviour: Lives in loud troops that steal food and mob threats.
  • Use it as: Temple troop, market thief.

Badger

Badger Traits

  • Temperament: Wild. Once it is friendly, bonding needs a Beastcraft check against Heroic (DR 3).
  • Size: Small.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Hard to Stop

It ignores the first Hindered or Slowed Condition it gains in each scene.

Relentless

It doesn’t give up when hurt. It passes every Continuation Check without rolling.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 1 1 3 10m 1

Skills

Athletics 1, Melee 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Claws 1 1 1 AD 1 Physical (Slashing) 2

At the Table

  • Behaviour: Avoids trouble, but fights ferociously when cornered.
  • Use it as: Burrow guardian, a fight nobody wanted.

Bat

Bat Traits

  • Temperament: Wary. Once it is friendly, bonding needs a Beastcraft check against Challenging (DR 1).
  • Size: Tiny.
  • Habitat: Underground.
  • Companion: Yes, once befriended (see Companions).

Flight

It flies, using its Walk, Run and Sprint costs in three dimensions. On the ground it moves at half its Base Movement.

Keen Hearing

Advantage on Observation checks that rely on hearing.

Skittish

When it takes its first Wound, it flees unless it is cornered or protecting its young.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 2 11m 0

Skills

Acrobatics 2, Melee 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 0 0 1 AD 1 Physical (Piercing) 0

At the Table

  • Behaviour: Finds its way in darkness by sound. Swarms at dusk.
  • Use it as: Cave dweller, vampire tale.

Black bear

Black bear Traits

  • Temperament: Fierce. Once it is friendly, bonding needs a Beastcraft check against Epic (DR 5).
  • Size: Medium.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Climber

It climbs trees, cliffs and rough walls at its full Base Movement without a Skill Check.

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 3 2 3 6 13m 1

Skills

Athletics 2, Melee 2, Survival 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Claws 2 3 1 AD 1 Physical (Slashing) 5

At the Table

  • Behaviour: Shy of people unless food or cubs are involved.
  • Use it as: Camp raider, honey thief, a mother protecting cubs.

Boar

Boar Traits

  • Temperament: Wild. Once it is friendly, bonding needs a Beastcraft check against Heroic (DR 3).
  • Size: Medium.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Charge

If it moves at least 6m in a straight line toward its target during the same Activation, add +1 to the Wound Margin of its next Melee attack that turn.

Toss

When its Melee attack succeeds after a Charge, a Medium or smaller target is thrown 3m and knocked Prone.

Hard to Stop

It ignores the first Hindered or Slowed Condition it gains in each scene.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 3 2 3 6 13m 1

Skills

Athletics 2, Melee 2.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Tusks 2 3 1 AD 1 Physical (Piercing) 5

At the Table

  • Behaviour: Charges when surprised and keeps fighting long after it should fall.
  • Use it as: Royal hunt quarry, farm-wrecker, the beast in the briars.

Brown bear

Brown bear Traits

  • Temperament: Fierce. Once it is friendly, bonding needs a Beastcraft check against Epic (DR 5).
  • Size: Large.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Grab

When its Melee attack succeeds against a creature no larger than itself, the target is Restrained. To escape, the target spends a Major Action and succeeds on an Athletics or Acrobatics check against the beast's Athletics Readiness.

Hard to Stop

It ignores the first Hindered or Slowed Condition it gains in each scene.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 4 3 5 8 16m 1

Skills

Athletics 3, Melee 3, Survival 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Claws 3 4 1 AD 1 Physical (Slashing) 7
Bite 2 3 1 AD 1 Physical (Piercing) 5

At the Table

  • Behaviour: Defends its territory and kill. Mauls, then walks away from what no longer moves.
  • Use it as: Mountain menace, guardian beast, the bear in the tale.
BeastsCCamelCatConstrictor snakeCrabCrocodile5 entries

Camel

Camel Traits

  • Temperament: Tame. Once it is friendly, bonding needs a Beastcraft check against Routine (DR 0).
  • Size: Large.
  • Habitat: Desert.
  • Companion: Yes, once befriended (see Companions).

Desert Born

It can go days without water and ignores heat that would tire other travellers.

Beast of Burden

It carries heavy loads for a day's travel: up to Bulk 12 in packs, or pulls a cart.

Carries a Rider

It can carry one Medium rider and their gear. Riding uses Beastcraft or Piloting, as the Guide confirms.

Spits

When annoyed, it spits. One creature within 2m is Blinded until it spends a Minor Action to wipe its eyes.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 3 1 3 6 12m 0

Skills

Athletics 3.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 1 2 1 AD 1 Physical (Piercing) 3

At the Table

  • Behaviour: Carries loads across deserts and complains the whole way.
  • Use it as: Caravan beast, desert mount.

Cat

Cat Traits

  • Temperament: Tame. Once it is friendly, bonding needs a Beastcraft check against Routine (DR 0).
  • Size: Tiny.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Night Eyes

Dim light does not hinder its sight. Complete darkness still does.

Climber

It climbs trees, cliffs and rough walls at its full Base Movement without a Skill Check.

Skittish

When it takes its first Wound, it flees unless it is cornered or protecting its young.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 2 11m 0

Skills

Acrobatics 2, Stealth 2, Melee 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Claws 0 0 1 AD 1 Physical (Slashing) 0

At the Table

  • Behaviour: Hunts mice, ignores orders it doesn't like, and is gone at the first sign of real danger.
  • Use it as: Temple cat, ship's cat, the stray that follows you home.

Constrictor snake

Constrictor snake Traits

  • Temperament: Wild. Once it is friendly, bonding needs a Beastcraft check against Heroic (DR 3).
  • Size: Medium.
  • Habitat: Swamp and river.
  • Companion: Yes, once befriended (see Companions).

Grab

When its Melee attack succeeds against a creature no larger than itself, the target is Restrained. To escape, the target spends a Major Action and succeeds on an Athletics or Acrobatics check against the beast's Athletics Readiness.

Constrict

While it Restrains a creature with Grab, the target takes 1 Wound, Physical (Impact), at the end of each of the beast's turns.

Climber

It climbs trees, cliffs and rough walls at its full Base Movement without a Skill Check.

Swimmer

It swims at its full Base Movement and can hold its breath for several minutes.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 2 3 5 13m 0

Skills

Melee 2, Stealth 2.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 1 2 1 AD 1 Physical (Piercing) 3

At the Table

  • Behaviour: Waits, seizes and squeezes.
  • Use it as: Jungle temple guardian, river ambusher.

Crab

Crab Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Small.
  • Habitat: Sea and coast.
  • Companion: No. It cannot be bonded as a companion.

Swimmer

It swims at its full Base Movement and can hold its breath for several minutes.

Hard Shell

While it stays withdrawn in its shell it cannot act, and its Protection Rating rises by 2.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 1 1 3 10m 2

Skills

Melee 1, Stealth 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Claw 0 1 1 AD 1 Physical (Impact) 1

At the Table

  • Behaviour: Scuttles sideways and pinches what pokes it.
  • Use it as: Tide-pool nuisance, a fisher's catch.

Crocodile

Crocodile Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Large.
  • Habitat: Swamp and river.
  • Companion: No. It cannot be bonded as a companion.

Swimmer

It swims at its full Base Movement and can hold its breath for several minutes.

Ambusher

Advantage on Stealth checks in its home terrain while it stays still or moves slowly.

Grab

When its Melee attack succeeds against a creature no larger than itself, the target is Restrained. To escape, the target spends a Major Action and succeeds on an Athletics or Acrobatics check against the beast's Athletics Readiness.

Death Roll

When it already Restrains a creature with Grab, it can drag that creature underwater as part of its movement.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 4 3 4 8 15m 2

Skills

Melee 3, Stealth 3.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 3 4 1 AD 1 Physical (Piercing) 7

At the Table

  • Behaviour: Waits under the surface, then drags prey into the water.
  • Use it as: River guardian, swamp terror, a moat's last defence.
BeastsDDeerDire wolfDraft horse3 entries

Deer

Deer Traits

  • Temperament: Wary. Once it is friendly, bonding needs a Beastcraft check against Challenging (DR 1).
  • Size: Medium.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Keen Hearing

Advantage on Observation checks that rely on hearing.

Skittish

When it takes its first Wound, it flees unless it is cornered or protecting its young.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 3 2 5 17m 0

Skills

Acrobatics 2, Athletics 2, Stealth 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Antlers 1 2 1 AD 1 Physical (Piercing) 3

At the Table

  • Behaviour: Flees at the first scent of danger. A cornered stag fights.
  • Use it as: Hunters' quarry, a white hart of omen.

Dire wolf

Dire wolf Traits

  • Temperament: Wild. Once it is friendly, bonding needs a Beastcraft check against Heroic (DR 3).
  • Size: Large.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Drag Down

When its Melee attack succeeds against a creature no larger than itself, the target is knocked Prone.

Loyal Pack

It defends its pack and handler. It does not flee while an ally it recognises is in danger.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 3 3 4 8 15m 0

Skills

Athletics 3, Melee 3, Stealth 1, Survival 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 2 3 1 AD 1 Physical (Piercing) 5

At the Table

  • Behaviour: Leads packs of ordinary wolves. Bold enough to raid camps.
  • Use it as: Pack leader, beast of legend, a mount for something worse.

Draft horse

Draft horse Traits

  • Temperament: Tame. Once it is friendly, bonding needs a Beastcraft check against Routine (DR 0).
  • Size: Large.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Beast of Burden

It carries heavy loads for a day's travel: up to Bulk 12 in packs, or pulls a cart.

Carries a Rider

It can carry one Medium rider and their gear. Riding uses Beastcraft or Piloting, as the Guide confirms.

Hard to Stop

It ignores the first Hindered or Slowed Condition it gains in each scene.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 4 1 4 7 13m 0

Skills

Athletics 3.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Hooves 2 3 1 AD 1 Physical (Impact) 5

At the Table

  • Behaviour: Calm, strong and slow to anger.
  • Use it as: Plough horse, wagon team, brewer's dray.
BeastsEEagleElephantElk3 entries

Eagle

Eagle Traits

  • Temperament: Wild. Once it is friendly, bonding needs a Beastcraft check against Heroic (DR 3).
  • Size: Small.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Flight

It flies, using its Walk, Run and Sprint costs in three dimensions. On the ground it moves at half its Base Movement.

Keen Sight

Advantage on Observation checks that rely on sight at a distance.

Swoop

When it moves at least 6m toward its target before a Melee attack in the same Activation, it can move away afterwards without giving an Opportunity Attack.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 3 11m 0

Skills

Acrobatics 2, Melee 2, Observation 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Talons 1 2 1 AD 1 Physical (Piercing) 2

At the Table

  • Behaviour: Proud and territorial. Takes lambs, hares and unwary scouts' lunches.
  • Use it as: Mountain sentinel, royal emblem, sky hunter.

Elephant

Elephant Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Huge.
  • Habitat: Forest and plains.
  • Companion: No. It cannot be bonded as a companion.

Huge Body

It fills a 2 by 2 Space. Medium and smaller creatures can't push or Restrain it.

Trample

As part of its movement it may pass through a Medium or smaller creature's Space. That creature takes 1 Wound, Physical (Impact), unless it succeeds on an Acrobatics check against the beast's Athletics Readiness.

Charge

If it moves at least 6m in a straight line toward its target during the same Activation, add +1 to the Wound Margin of its next Melee attack that turn.

Beast of Burden

It carries heavy loads for a day's travel: up to Bulk 12 in packs, or pulls a cart.

Massive

A single attack causes it at most 2 Wounds, unless the attack affects an area. Bringing it down takes many blows.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 2 5 2 6 9 16m 2

Skills

Athletics 4, Melee 2.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Tusks 3 5 1 AD 2 Physical (Piercing) 8
Stomp 3 5 2 AD 1 Physical (Impact) 8

At the Table

  • Behaviour: Intelligent and long-remembering. Protects its herd.
  • Use it as: War elephant, royal mount, a herd crossing the road.

Elk

Elk Traits

  • Temperament: Wild. Once it is friendly, bonding needs a Beastcraft check against Heroic (DR 3).
  • Size: Large.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Charge

If it moves at least 6m in a straight line toward its target during the same Activation, add +1 to the Wound Margin of its next Melee attack that turn.

Head Butt

When its Melee attack succeeds after a Charge, the target is also pushed back 2m.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 3 2 4 7 14m 0

Skills

Athletics 3, Melee 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Antlers 2 3 1 AD 1 Physical (Piercing) 5

At the Table

  • Behaviour: Placid until it isn't. Defends its ground in the rutting season.
  • Use it as: Northern forest giant, sacred beast, a sled-puller.
BeastsFFerretFlying snakeFoxFrog4 entries

Ferret

Ferret Traits

  • Temperament: Tame. Once it is friendly, bonding needs a Beastcraft check against Routine (DR 0).
  • Size: Tiny.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 2 11m 0

Skills

Acrobatics 2, Melee 1, Stealth 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 0 0 1 AD 1 Physical (Piercing) 0

At the Table

  • Behaviour: Squeezes into burrows and gaps a hand wide. Bites hard, lets go reluctantly.
  • Use it as: Ratter, poacher's helper, thief's pet.

Flying snake

Flying snake Traits

  • Temperament: Wild. Once it is friendly, bonding needs a Beastcraft check against Heroic (DR 3).
  • Size: Tiny.
  • Habitat: Swamp and river.
  • Companion: Yes, once befriended (see Companions).

Mild Venom

When its bite or sting causes at least 1 Wound, the target is Hindered until the end of its next turn.

Swoop

When it moves at least 6m toward its target before a Melee attack in the same Activation, it can move away afterwards without giving an Opportunity Attack.

Climber

It climbs trees, cliffs and rough walls at its full Base Movement without a Skill Check.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 3 1 3 12m 0

Skills

Acrobatics 2, Stealth 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 0 0 1 AD 1 Affliction (Poison) 0

At the Table

  • Behaviour: Drops from the canopy onto prey.
  • Use it as: Canopy hazard, jungle curiosity.

Fox

Fox Traits

  • Temperament: Wary. Once it is friendly, bonding needs a Beastcraft check against Challenging (DR 1).
  • Size: Tiny.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Keen Hearing

Advantage on Observation checks that rely on hearing.

Skittish

When it takes its first Wound, it flees unless it is cornered or protecting its young.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 2 11m 0

Skills

Stealth 2, Acrobatics 1, Melee 1, Survival 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 0 0 1 AD 1 Physical (Piercing) 0

At the Table

  • Behaviour: Cunning thief of eggs and hens. Never fights fair.
  • Use it as: Hen-house thief, trickster of tales.

Frog

Frog Traits

  • Temperament: Wary. Once it is friendly, bonding needs a Beastcraft check against Challenging (DR 1).
  • Size: Tiny.
  • Habitat: Swamp and river.
  • Companion: Yes, once befriended (see Companions).

Swimmer

It swims at its full Base Movement and can hold its breath for several minutes.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 2 11m 0

Skills

Acrobatics 2, Stealth 1.

At the Table

  • Behaviour: Harmless. Loud at night.
  • Use it as: Potion ingredient, a curse's victim.
BeastsGGoatGreat shark2 entries

Goat

Goat Traits

  • Temperament: Tame. Once it is friendly, bonding needs a Beastcraft check against Routine (DR 0).
  • Size: Small.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Climber

It climbs trees, cliffs and rough walls at its full Base Movement without a Skill Check.

Charge

If it moves at least 6m in a straight line toward its target during the same Activation, add +1 to the Wound Margin of its next Melee attack that turn.

Head Butt

When its Melee attack succeeds after a Charge, the target is also pushed back 2m.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 2 1 4 11m 0

Skills

Acrobatics 2, Athletics 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Horns 1 1 1 AD 1 Physical (Impact) 2

At the Table

  • Behaviour: Sure-footed and stubborn. Butts what annoys it.
  • Use it as: Herd animal, mountain guide's pack goat, sacrifice.

Great shark

Great shark Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Large.
  • Habitat: Sea and coast.
  • Companion: No. It cannot be bonded as a companion.

Water Dweller

It swims at its full Base Movement and breathes underwater. Out of water it can only flop or drag itself, at 2m per Activation.

Scent of Blood

Advantage on Observation checks to find a creature with Lingering Harm or fewer than half its Vitality, within a long distance in water.

Grab

When its Melee attack succeeds against a creature no larger than itself, the target is Restrained. To escape, the target spends a Major Action and succeeds on an Athletics or Acrobatics check against the beast's Athletics Readiness.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 4 3 5 8 16m 1

Skills

Athletics 3, Melee 3.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 3 5 1 AD 1 Physical (Piercing) 8

At the Table

  • Behaviour: Follows blood and ships. Strikes from below.
  • Use it as: Sea terror, a sunk ship's guardian.
BeastsHHawkHoundHyena3 entries

Hawk

Hawk Traits

  • Temperament: Wary. Once it is friendly, bonding needs a Beastcraft check against Challenging (DR 1).
  • Size: Tiny.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Flight

It flies, using its Walk, Run and Sprint costs in three dimensions. On the ground it moves at half its Base Movement.

Keen Sight

Advantage on Observation checks that rely on sight at a distance.

Swoop

When it moves at least 6m toward its target before a Melee attack in the same Activation, it can move away afterwards without giving an Opportunity Attack.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 2 11m 0

Skills

Acrobatics 2, Melee 1, Observation 1, Stealth 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Talons 0 0 1 AD 1 Physical (Piercing) 0

At the Table

  • Behaviour: Strikes from above and is gone before prey reacts.
  • Use it as: Falconer's bird, hunting partner, scout.

Hound

Hound Traits

  • Temperament: Tame. Once it is friendly, bonding needs a Beastcraft check against Routine (DR 0).
  • Size: Small.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Loyal Pack

It defends its pack and handler. It does not flee while an ally it recognises is in danger.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 3 11m 0

Skills

Acrobatics 1, Athletics 1, Melee 1, Observation 1, Survival 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 1 1 1 AD 1 Physical (Piercing) 2

At the Table

  • Behaviour: Guards, herds and hunts with people. Barks first; bites when its people are threatened.
  • Use it as: Guard dog, hunting hound, stray, camp dog.

Hyena

Hyena Traits

  • Temperament: Wild. Once it is friendly, bonding needs a Beastcraft check against Heroic (DR 3).
  • Size: Medium.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Patient Scavenger

It circles or waits near the dying. It rarely attacks a creature that can still fight back.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 2 2 5 12m 0

Skills

Athletics 2, Melee 2, Survival 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 1 3 1 AD 1 Physical (Piercing) 3

At the Table

  • Behaviour: Scavenges and hunts the weak. Laughs while it waits.
  • Use it as: Battlefield scavenger, camp thief, a laugh in the dark.
BeastsJJackal1 entry

Jackal

Jackal Traits

  • Temperament: Wary. Once it is friendly, bonding needs a Beastcraft check against Challenging (DR 1).
  • Size: Small.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Skittish

When it takes its first Wound, it flees unless it is cornered or protecting its young.

Patient Scavenger

It circles or waits near the dying. It rarely attacks a creature that can still fight back.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 3 11m 0

Skills

Stealth 2, Melee 1, Survival 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 0 1 1 AD 1 Physical (Piercing) 1

At the Table

  • Behaviour: Follows bigger hunters for scraps. Bold in numbers.
  • Use it as: Desert scavenger, omen of death.
BeastsKKiller whale1 entry

Killer whale

Killer whale Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Huge.
  • Habitat: Sea and coast.
  • Companion: No. It cannot be bonded as a companion.

Water Dweller

It swims at its full Base Movement and breathes underwater. Out of water it can only flop or drag itself, at 2m per Activation.

Huge Body

It fills a 2 by 2 Space. Medium and smaller creatures can't push or Restrain it.

Keen Hearing

Advantage on Observation checks that rely on hearing.

Massive

A single attack causes it at most 2 Wounds, unless the attack affects an area. Bringing it down takes many blows.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 2 4 3 6 9 17m 1

Skills

Athletics 4, Melee 3.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 3 5 1 AD 1 Physical (Piercing) 8

At the Table

  • Behaviour: Hunts in clever pods that tip ice floes and boats.
  • Use it as: Sea wolf of sailors' tales.
BeastsLLionLizard2 entries

Lion

Lion Traits

  • Temperament: Fierce. Once it is friendly, bonding needs a Beastcraft check against Epic (DR 5).
  • Size: Large.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Charge

If it moves at least 6m in a straight line toward its target during the same Activation, add +1 to the Wound Margin of its next Melee attack that turn.

Drag Down

When its Melee attack succeeds against a creature no larger than itself, the target is knocked Prone.

Fearsome Roar

Once per scene, as a Minor Action, it roars. Each creature that can hear it makes a Beastcraft or Insight check against its Presence Readiness; on a failure, the creature is Unnerved until the end of its next turn.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 2 3 3 4 8 15m 0

Skills

Athletics 3, Melee 3, Stealth 2.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Claws 2 3 1 AD 1 Physical (Slashing) 5
Bite 2 3 1 AD 1 Physical (Piercing) 5

At the Table

  • Behaviour: Hunts in prides; lionesses hunt, lions defend.
  • Use it as: Arena beast, king's menagerie, man-eater of the plains.

Lizard

Lizard Traits

  • Temperament: Wary. Once it is friendly, bonding needs a Beastcraft check against Challenging (DR 1).
  • Size: Small.
  • Habitat: Desert.
  • Companion: Yes, once befriended (see Companions).

Climber

It climbs trees, cliffs and rough walls at its full Base Movement without a Skill Check.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 1 1 3 10m 1

Skills

Melee 1, Stealth 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 1 1 1 AD 1 Physical (Piercing) 2

At the Table

  • Behaviour: Basks in the sun and eats what it can catch.
  • Use it as: Desert curiosity, a beast-handler's pet.
BeastsMMammothMastiffMule3 entries

Mammoth

Mammoth Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Huge.
  • Habitat: Cold lands.
  • Companion: No. It cannot be bonded as a companion.

Huge Body

It fills a 2 by 2 Space. Medium and smaller creatures can't push or Restrain it.

Trample

As part of its movement it may pass through a Medium or smaller creature's Space. That creature takes 1 Wound, Physical (Impact), unless it succeeds on an Acrobatics check against the beast's Athletics Readiness.

Thick Fur

Cold weather does not slow or harm it. Ignore 1 Wound from each source of Elemental (Cold) harm.

Massive

A single attack causes it at most 2 Wounds, unless the attack affects an area. Bringing it down takes many blows.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 6 2 6 9 16m 2

Skills

Athletics 4, Melee 2.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Tusks 4 6 2 AD 2 Physical (Piercing) 10
Stomp 3 5 2 AD 1 Physical (Impact) 8

At the Table

  • Behaviour: Wanders the ice in small herds. Panicked, it flattens everything.
  • Use it as: Ice-age giant, beast of the far north, a frozen find.

Mastiff

Mastiff Traits

  • Temperament: Tame. Once it is friendly, bonding needs a Beastcraft check against Routine (DR 0).
  • Size: Medium.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Drag Down

When its Melee attack succeeds against a creature no larger than itself, the target is knocked Prone.

Loyal Pack

It defends its pack and handler. It does not flee while an ally it recognises is in danger.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 2 2 5 12m 0

Skills

Athletics 2, Melee 2.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 1 2 1 AD 1 Physical (Piercing) 3

At the Table

  • Behaviour: Trained to hold, not to kill. Pins intruders until its handler arrives.
  • Use it as: Estate guard dog, war dog, fighting-pit hound.

Mule

Mule Traits

  • Temperament: Tame. Once it is friendly, bonding needs a Beastcraft check against Routine (DR 0).
  • Size: Large.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Beast of Burden

It carries heavy loads for a day's travel: up to Bulk 12 in packs, or pulls a cart.

Hard to Stop

It ignores the first Hindered or Slowed Condition it gains in each scene.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 3 1 3 6 12m 0

Skills

Athletics 2.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Kick 1 2 1 AD 1 Physical (Impact) 3

At the Table

  • Behaviour: Carries more than its share and refuses dangerous paths.
  • Use it as: Pack animal, cart beast, a stubborn traveller's only friend.
BeastsOOctopusOwl2 entries

Octopus

Octopus Traits

  • Temperament: Wild. Once it is friendly, bonding needs a Beastcraft check against Heroic (DR 3).
  • Size: Small.
  • Habitat: Sea and coast.
  • Companion: Yes, once befriended (see Companions).

Water Dweller

It swims at its full Base Movement and breathes underwater. Out of water it can only flop or drag itself, at 2m per Activation.

Ink Cloud

Once per scene, as a Minor Action, it clouds the water around it. Sight is blocked within 3m of it until the start of its next turn.

Grab

When its Melee attack succeeds against a creature no larger than itself, the target is Restrained. To escape, the target spends a Major Action and succeeds on an Athletics or Acrobatics check against the beast's Athletics Readiness.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 1 1 3 1 4 12m 0

Skills

Stealth 3, Acrobatics 2.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Tentacles 0 1 1 AD 1 Physical (Impact) 1

At the Table

  • Behaviour: Clever, curious and shy. Escapes through any gap.
  • Use it as: Reef curiosity, a sea witch's familiar.

Owl

Owl Traits

  • Temperament: Wary. Once it is friendly, bonding needs a Beastcraft check against Challenging (DR 1).
  • Size: Tiny.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Flight

It flies, using its Walk, Run and Sprint costs in three dimensions. On the ground it moves at half its Base Movement.

Night Eyes

Dim light does not hinder its sight. Complete darkness still does.

Keen Hearing

Advantage on Observation checks that rely on hearing.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 2 11m 0

Skills

Stealth 2, Acrobatics 1, Melee 1, Observation 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Talons 0 0 1 AD 1 Physical (Piercing) 0

At the Table

  • Behaviour: Hunts silently at night. Sleeps through the day.
  • Use it as: Night watcher, scholar's companion, ill omen.
BeastsPPantherPolar bearPony3 entries

Panther

Panther Traits

  • Temperament: Fierce. Once it is friendly, bonding needs a Beastcraft check against Epic (DR 5).
  • Size: Medium.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Ambusher

Advantage on Stealth checks in its home terrain while it stays still or moves slowly.

Climber

It climbs trees, cliffs and rough walls at its full Base Movement without a Skill Check.

Night Eyes

Dim light does not hinder its sight. Complete darkness still does.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 4 3 6 15m 0

Skills

Acrobatics 3, Melee 3, Stealth 3.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Claws 1 3 1 AD 1 Physical (Slashing) 4
Bite 2 3 1 AD 1 Physical (Piercing) 5

At the Table

  • Behaviour: Hunts alone from cover and drags kills into trees.
  • Use it as: Jungle stalker, assassin's beast, temple guardian.

Polar bear

Polar bear Traits

  • Temperament: Fierce. Once it is friendly, bonding needs a Beastcraft check against Epic (DR 5).
  • Size: Large.
  • Habitat: Cold lands.
  • Companion: Yes, once befriended (see Companions).

Swimmer

It swims at its full Base Movement and can hold its breath for several minutes.

Thick Fur

Cold weather does not slow or harm it. Ignore 1 Wound from each source of Elemental (Cold) harm.

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 4 3 5 8 16m 1

Skills

Athletics 3, Melee 3, Survival 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Claws 3 4 1 AD 1 Physical (Slashing) 7
Bite 2 3 1 AD 1 Physical (Piercing) 5

At the Table

  • Behaviour: Stalks seals and anything else that smells like food.
  • Use it as: Ice-field terror, northern legend.

Pony

Pony Traits

  • Temperament: Tame. Once it is friendly, bonding needs a Beastcraft check against Routine (DR 0).
  • Size: Medium.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Carries a Rider

It can carry one Medium rider and their gear. Riding uses Beastcraft or Piloting, as the Guide confirms.

Beast of Burden

It carries heavy loads for a day's travel: up to Bulk 12 in packs, or pulls a cart.

Skittish

When it takes its first Wound, it flees unless it is cornered or protecting its young.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 2 2 5 12m 0

Skills

Athletics 2, Acrobatics 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Kick 1 2 1 AD 1 Physical (Impact) 3

At the Table

  • Behaviour: Patient and hardy. Bolts from fire and loud noises unless trained.
  • Use it as: Riding pony, cart pony, a child's first mount.
BeastsRRatRavenReef sharkRhinocerosRiding horse5 entries

Rat

Rat Traits

  • Temperament: Wary. Once it is friendly, bonding needs a Beastcraft check against Challenging (DR 1).
  • Size: Tiny.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Skittish

When it takes its first Wound, it flees unless it is cornered or protecting its young.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 1 1 1 10m 0

Skills

Melee 1, Stealth 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 0 0 1 AD 1 Physical (Piercing) 0

At the Table

  • Behaviour: Avoids people unless starving or cornered. One is a nuisance; many are a plague.
  • Use it as: Sewer vermin, plague carrier, a wizard's errand-runner.

Raven

Raven Traits

  • Temperament: Wary. Once it is friendly, bonding needs a Beastcraft check against Challenging (DR 1).
  • Size: Tiny.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Flight

It flies, using its Walk, Run and Sprint costs in three dimensions. On the ground it moves at half its Base Movement.

Mimic

It can repeat short sounds and a few words it has heard, in the voice it heard them.

Keen Sight

Advantage on Observation checks that rely on sight at a distance.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 1 1 2 1 3 11m 0

Skills

Acrobatics 2, Observation 2, Stealth 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Beak 0 0 1 AD 1 Physical (Piercing) 0

At the Table

  • Behaviour: Clever, curious and greedy for shiny things. Remembers faces.
  • Use it as: Messenger, omen, a witch's watcher.

Reef shark

Reef shark Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Medium.
  • Habitat: Sea and coast.
  • Companion: No. It cannot be bonded as a companion.

Water Dweller

It swims at its full Base Movement and breathes underwater. Out of water it can only flop or drag itself, at 2m per Activation.

Scent of Blood

Advantage on Observation checks to find a creature with Lingering Harm or fewer than half its Vitality, within a long distance in water.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 3 2 5 13m 0

Skills

Athletics 2, Melee 2.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 2 2 1 AD 1 Physical (Piercing) 4

At the Table

  • Behaviour: Hunts in warm shallows. Curious about swimmers.
  • Use it as: Shipwreck hazard, a diver's danger.

Rhinoceros

Rhinoceros Traits

  • Temperament: Fierce. Once it is friendly, bonding needs a Beastcraft check against Epic (DR 5).
  • Size: Large.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Charge

If it moves at least 6m in a straight line toward its target during the same Activation, add +1 to the Wound Margin of its next Melee attack that turn.

Toss

When its Melee attack succeeds after a Charge, a Medium or smaller target is thrown 3m and knocked Prone.

Hard to Stop

It ignores the first Hindered or Slowed Condition it gains in each scene.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 4 2 5 8 15m 3

Skills

Athletics 3, Melee 2.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Horn 3 4 1 AD 1 Physical (Piercing) 7

At the Table

  • Behaviour: Short-sighted and short-tempered. Charges sounds and smells.
  • Use it as: Savannah juggernaut, war beast of distant kings.

Riding horse

Riding horse Traits

  • Temperament: Tame. Once it is friendly, bonding needs a Beastcraft check against Routine (DR 0).
  • Size: Large.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Carries a Rider

It can carry one Medium rider and their gear. Riding uses Beastcraft or Piloting, as the Guide confirms.

Skittish

When it takes its first Wound, it flees unless it is cornered or protecting its young.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 3 3 7 20m 0

Skills

Athletics 3, Acrobatics 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Hooves 1 2 1 AD 1 Physical (Impact) 3

At the Table

  • Behaviour: Fast and nervous. Runs from danger unless its rider steadies it.
  • Use it as: Courier's horse, noble's palfrey, stolen mount.
BeastsSSabre-tooth tigerScorpionSpiderSwarm of batsSwarm of crowsSwarm of insectsSwarm of ratsSwarm of snakes8 entries

Sabre-tooth tiger

Sabre-tooth tiger Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Large.
  • Habitat: Cold lands.
  • Companion: No. It cannot be bonded as a companion.

Ambusher

Advantage on Stealth checks in its home terrain while it stays still or moves slowly.

Drag Down

When its Melee attack succeeds against a creature no larger than itself, the target is knocked Prone.

Fearsome Roar

Once per scene, as a Minor Action, it roars. Each creature that can hear it makes a Beastcraft or Insight check against its Presence Readiness; on a failure, the creature is Unnerved until the end of its next turn.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 2 3 3 5 8 16m 0

Skills

Athletics 3, Melee 3, Stealth 2.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 3 5 1 AD 1 Physical (Piercing) 8
Claws 2 3 1 AD 1 Physical (Slashing) 5

At the Table

  • Behaviour: Ambushes large prey and bleeds it.
  • Use it as: Primeval hunter, a beast thought extinct.

Scorpion

Scorpion Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Tiny.
  • Habitat: Desert.
  • Companion: No. It cannot be bonded as a companion.

Venom

When its bite or sting causes at least 1 Wound, the target gains Lingering Harm: Poisoned. It ends after a completed Rest, or when someone succeeds on a Medicine check (Challenging, DR 1) to treat it.

Ambusher

Advantage on Stealth checks in its home terrain while it stays still or moves slowly.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 2 11m 1

Skills

Stealth 2, Melee 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Sting 0 0 1 AD 1 Affliction (Poison) 0

At the Table

  • Behaviour: Hides in boots, bedrolls and dark corners.
  • Use it as: A trap in a box, an assassin's gift.

Spider

Spider Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Tiny.
  • Habitat: Underground.
  • Companion: No. It cannot be bonded as a companion.

Mild Venom

When its bite or sting causes at least 1 Wound, the target is Hindered until the end of its next turn.

Climber

It climbs trees, cliffs and rough walls at its full Base Movement without a Skill Check.

Web

It spins sticky webs across a Space nearby. A creature entering the web is Restrained; escape as for Grab, against Difficulty Challenging (DR 1).

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 2 11m 0

Skills

Stealth 2, Melee 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 0 0 1 AD 1 Affliction (Poison) 0

At the Table

  • Behaviour: Waits in its web. Bites what blunders in.
  • Use it as: Cellar hazard, dungeon crawler.

Swarm of bats

Swarm of bats Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Medium.
  • Habitat: Swarms.
  • Companion: No. It cannot be bonded as a companion.

Many Bodies

It is one creature made of many. A single attack causes it at most 1 Wound unless the attack affects an area. It can occupy another creature's Space, and it cannot be Grabbed, Restrained or knocked Prone.

Biting Cloud

At the end of its turn, each creature sharing its Space takes 1 Wound of the swarm's harm type, unless that creature succeeds on an Acrobatics check against the swarm's Melee Readiness.

Flight

It flies, using its Walk, Run and Sprint costs in three dimensions. On the ground it moves at half its Base Movement.

Keen Hearing

Advantage on Observation checks that rely on hearing.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 3 1 5 12m 0

Skills

Acrobatics 2, Melee 1.

At the Table

  • Behaviour: Bursts from caves at dusk, blinding torch-bearers.
  • Use it as: Cave guardian, dusk omen.

Swarm of crows

Swarm of crows Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Medium.
  • Habitat: Swarms.
  • Companion: No. It cannot be bonded as a companion.

Many Bodies

It is one creature made of many. A single attack causes it at most 1 Wound unless the attack affects an area. It can occupy another creature's Space, and it cannot be Grabbed, Restrained or knocked Prone.

Biting Cloud

At the end of its turn, each creature sharing its Space takes 1 Wound of the swarm's harm type, unless that creature succeeds on an Acrobatics check against the swarm's Melee Readiness.

Flight

It flies, using its Walk, Run and Sprint costs in three dimensions. On the ground it moves at half its Base Movement.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 3 1 5 12m 0

Skills

Acrobatics 2, Melee 1.

At the Table

  • Behaviour: Mobs intruders near its roost or a fresh battlefield.
  • Use it as: Omen of war, a witch's anger.

Swarm of insects

Swarm of insects Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Medium.
  • Habitat: Swarms.
  • Companion: No. It cannot be bonded as a companion.

Many Bodies

It is one creature made of many. A single attack causes it at most 1 Wound unless the attack affects an area. It can occupy another creature's Space, and it cannot be Grabbed, Restrained or knocked Prone.

Biting Cloud

At the end of its turn, each creature sharing its Space takes 1 Wound of the swarm's harm type, unless that creature succeeds on an Acrobatics check against the swarm's Melee Readiness.

Flight

It flies, using its Walk, Run and Sprint costs in three dimensions. On the ground it moves at half its Base Movement.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 4 11m 0

Skills

Melee 1.

At the Table

  • Behaviour: Defends a nest or follows the smell of sweat.
  • Use it as: Kicked wasp nest, plague of the Sundering.

Swarm of rats

Swarm of rats Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Medium.
  • Habitat: Swarms.
  • Companion: No. It cannot be bonded as a companion.

Many Bodies

It is one creature made of many. A single attack causes it at most 1 Wound unless the attack affects an area. It can occupy another creature's Space, and it cannot be Grabbed, Restrained or knocked Prone.

Biting Cloud

At the end of its turn, each creature sharing its Space takes 1 Wound of the swarm's harm type, unless that creature succeeds on an Acrobatics check against the swarm's Melee Readiness.

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 2 1 5 11m 0

Skills

Melee 1.

At the Table

  • Behaviour: Pours out of sewers and cellars when food runs short.
  • Use it as: Plague, cursed granary, siege hunger.

Swarm of snakes

Swarm of snakes Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Medium.
  • Habitat: Swarms.
  • Companion: No. It cannot be bonded as a companion.

Many Bodies

It is one creature made of many. A single attack causes it at most 1 Wound unless the attack affects an area. It can occupy another creature's Space, and it cannot be Grabbed, Restrained or knocked Prone.

Biting Cloud

At the end of its turn, each creature sharing its Space takes 1 Wound of the swarm's harm type, unless that creature succeeds on an Acrobatics check against the swarm's Melee Readiness.

Venom

When its bite or sting causes at least 1 Wound, the target gains Lingering Harm: Poisoned. It ends after a completed Rest, or when someone succeeds on a Medicine check (Challenging, DR 1) to treat it.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 4 11m 0

Skills

Stealth 2, Melee 1.

At the Table

  • Behaviour: Boils out of a pit or ruined temple floor.
  • Use it as: Snake pit, cursed tomb, serpent cult trap.
BeastsTTiger1 entry

Tiger

Tiger Traits

  • Temperament: Fierce. Once it is friendly, bonding needs a Beastcraft check against Epic (DR 5).
  • Size: Large.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Ambusher

Advantage on Stealth checks in its home terrain while it stays still or moves slowly.

Drag Down

When its Melee attack succeeds against a creature no larger than itself, the target is knocked Prone.

Fearsome Roar

Once per scene, as a Minor Action, it roars. Each creature that can hear it makes a Beastcraft or Insight check against its Presence Readiness; on a failure, the creature is Unnerved until the end of its next turn.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 2 3 3 5 8 16m 0

Skills

Athletics 3, Melee 3, Stealth 3.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Claws 3 4 1 AD 1 Physical (Slashing) 7
Bite 2 4 1 AD 1 Physical (Piercing) 6

At the Table

  • Behaviour: A solitary ambush hunter that takes prey far larger than itself.
  • Use it as: Man-eater, royal hunt, a beast the villagers won't name.
BeastsVViperVulture2 entries

Viper

Viper Traits

  • Temperament: Untamable. It cannot become a companion.
  • Size: Tiny.
  • Habitat: Desert.
  • Companion: No. It cannot be bonded as a companion.

Venom

When its bite or sting causes at least 1 Wound, the target gains Lingering Harm: Poisoned. It ends after a completed Rest, or when someone succeeds on a Medicine check (Challenging, DR 1) to treat it.

Ambusher

Advantage on Stealth checks in its home terrain while it stays still or moves slowly.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 2 1 2 11m 0

Skills

Melee 1, Stealth 2.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 0 0 1 AD 1 Affliction (Poison) 0

At the Table

  • Behaviour: Strikes when stepped on or cornered.
  • Use it as: Temple serpent, snake in the basket.

Vulture

Vulture Traits

  • Temperament: Wary. Once it is friendly, bonding needs a Beastcraft check against Challenging (DR 1).
  • Size: Small.
  • Habitat: Desert.
  • Companion: Yes, once befriended (see Companions).

Flight

It flies, using its Walk, Run and Sprint costs in three dimensions. On the ground it moves at half its Base Movement.

Keen Sight

Advantage on Observation checks that rely on sight at a distance.

Patient Scavenger

It circles or waits near the dying. It rarely attacks a creature that can still fight back.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 2 1 4 11m 0

Skills

Observation 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Beak 1 1 1 AD 1 Physical (Piercing) 2

At the Table

  • Behaviour: Circles the dying and waits.
  • Use it as: Omen of death, battlefield follower.
BeastsWWarhorseWolf2 entries

Warhorse

Warhorse Traits

  • Temperament: Wary. Once it is friendly, bonding needs a Beastcraft check against Challenging (DR 1).
  • Size: Large.
  • Habitat: Roads, farms and towns.
  • Companion: Yes, once befriended (see Companions).

Carries a Rider

It can carry one Medium rider and their gear. Riding uses Beastcraft or Piloting, as the Guide confirms.

Charge

If it moves at least 6m in a straight line toward its target during the same Activation, add +1 to the Wound Margin of its next Melee attack that turn.

Trample

As part of its movement it may pass through a Medium or smaller creature's Space. That creature takes 1 Wound, Physical (Impact), unless it succeeds on an Acrobatics check against the beast's Athletics Readiness.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 2 3 3 4 8 19m 0

Skills

Athletics 3, Melee 2, Acrobatics 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Hooves 2 3 1 AD 1 Physical (Impact) 5

At the Table

  • Behaviour: Trained not to flinch. Kicks and tramples when its rider fights.
  • Use it as: Knight's charger, cavalry mount, a prize worth stealing.

Wolf

Wolf Traits

  • Temperament: Wild. Once it is friendly, bonding needs a Beastcraft check against Heroic (DR 3).
  • Size: Medium.
  • Habitat: Forest and plains.
  • Companion: Yes, once befriended (see Companions).

Keen Nose

Advantage on Observation checks that rely on smell, including following a scent trail.

Drag Down

When its Melee attack succeeds against a creature no larger than itself, the target is knocked Prone.

Loyal Pack

It defends its pack and handler. It does not flee while an ally it recognises is in danger.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 3 2 5 13m 0

Skills

Athletics 2, Melee 2, Stealth 2, Survival 1.

Natural Attacks

Attack Weapon Damage Damage Vital Cap Base Attack Cost Reach Rating Harm Strike Rating
Bite 1 2 1 AD 1 Physical (Piercing) 3

At the Table

  • Behaviour: Hunts in packs and tests prey for weakness. Rarely fights to the death.
  • Use it as: Pack hunter, winter threat, a lone wolf at the edge of camp.

People

Ready-made people, from a farmhand to a warlord.

People use the same rules as any character, so a person is a full character sheet you can drop into a scene. Profiles are general on purpose: none has a Bloodline or Origin, so give them one when it matters to the story. Folk have no Class. Trained people have a Class for its traits and spells: Minor and Standard at level 1, Tough at level 2 and Elite at level 3.

PeopleAAcolyteApprentice mageArtisanAssassin4 entries

Acolyte

Acolyte Traits

  • Tier: Minor.
  • Class: Cleric 1, Shepherd Path.
  • Trance: 1 use per Rest.
  • Size: Medium.
  • Gear: Quarterstaff.
  • Concept: A young servant of a temple.

Restoring Grace

Declare a Shepherd spell and Boost its casting check with at least 1 of your own AD, before rolling. Add +1 to that casting check's final total. Cost: One use of Restoring Grace. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 2 2 1 1 5 10m 0

Skills

Influence 1, Medicine 1, Occult 1.

Attacks

Attack Use Strike Rating
Quarterstaff Melee 2

Spells

  • Restoring Light (DR 1)

At the Table

  • Background: Tends the shrine, carries messages for the priests and is just beginning to feel the power of prayer.
  • Virtues: Devoted; eager to help.
  • Vices: Naive; repeats what the elders say.
  • Use them as: Temple novice, shrine keeper, monk, a priest's assistant.

Apprentice mage

Apprentice mage Traits

  • Tier: Minor.
  • Class: Mage 1, Flamekeeper Path.
  • Trance: 1 use per Rest.
  • Size: Medium.
  • Gear: Quarterstaff, Dagger.
  • Concept: A student who has learned one spell too few.

Steady Ember

Declare a Flamekeeper spell, before paying, and commit at least one of your own AD to Boost its casting check. Add +1 to the final casting total after all rerolls. Cost: One use of Steady Ember. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 1 1 2 1 5 11m 0

Skills

Occult 2, Observation 1.

Attacks

Attack Use Strike Rating
Quarterstaff Melee 3
Dagger Melee 3
Dagger Thrown (Ranged) 3

Spells

  • Living Ember (DR 1)

At the Table

  • Background: Studies under a master and practises when nobody is watching. Usually gets it nearly right.
  • Virtues: Brave; endlessly curious.
  • Vices: Overconfident; can't resist showing off.
  • Use them as: Mage's apprentice, academy student, hedge-wizard.

Artisan

Artisan Traits

  • Tier: Folk.
  • Class: None. Folk have no Class.
  • Size: Medium.
  • Gear: Light Hammer.
  • Concept: A maker, proud of good work.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 1 2 2 2 5 12m 0

Skills

Artifice 2, Athletics 1.

Attacks

Attack Use Strike Rating
Light Hammer Melee 3
Light Hammer Thrown (Ranged) 3

At the Table

  • Background: Learned a trade from a master and now has apprentices of their own. Knows good work, and lazy work, at a glance.
  • Virtues: Takes pride in a job done properly.
  • Vices: Stubborn; scornful of shoddy work and the people who make it.
  • Use them as: Blacksmith, wheelwright, guild member, a forger of fine things.

Assassin

Assassin Traits

  • Tier: Tough.
  • Class: Rogue 2, Viper Path.
  • Size: Medium.
  • Gear: Dagger, Throwing Knife, Leather.
  • Concept: Death, delivered for a fee.

Exact Cut

After your boosted Melee attack with a Dagger wins, check its normal Wound Margin. If it is at least 1, you may declare Exact Cut before Wound Conversion. The attack must have struck anatomy you can reach and understand. Add +2 to that attack's Wound Margin. Apply the bonus only to this hit on your declared target. Cost: One use of Exact Cut. Uses: 1 per Rest.

Fine Work

Before a Finesse check to interfere with an existing nonmagical mechanism, choose a control or fastening you have identified and can reach. Agree on your method, required tools, target and consequences with the Guide. Declare Fine Work and Boost the check with at least 1 AD. Add +1 to your check total. Cost: One use of Fine Work. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 1 1 4 2 6 14m 1

Skills

Finesse 3, Stealth 3, Acrobatics 2, Melee 2.

Attacks

Attack Use Strike Rating
Dagger Melee 3
Dagger Thrown (Ranged) 3
Throwing Knife Thrown (Ranged) 3

At the Table

  • Background: Takes contracts through go-betweens and is never seen twice.
  • Virtues: Professional; keeps to the contract.
  • Vices: Cold; sees people as work.
  • Use them as: Hired killer, cult blade, poisoner, executioner.
PeopleBBanditBattle mage2 entries

Bandit

Bandit Traits

  • Tier: Standard.
  • Class: Fighter 1, Marksman Path.
  • Size: Medium.
  • Gear: Bow, Dagger, Leather.
  • Concept: An outlaw living off the road.

Steady Aim

During your Activation, start a Ranged Exchange before you have moved voluntarily. Boost your attack with at least 1 AD and declare Steady Aim before the target chooses a response. After Edge and all other applicable rerolls, you may reroll one of your dice still showing a Miss. Keep its new result. If you are moved before the attack roll, you lose the reroll. Your use stays spent and your promise to stay still lasts until the Activation ends, even if you reroll no die. Cost: One use of Steady Aim. You commit to staying still for the rest of this Activation, including movement offered by other traits. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 1 3 2 5 13m 1

Skills

Ranged 2, Melee 1, Stealth 1.

Attacks

Attack Use Strike Rating
Bow Shot (Ranged) 5
Dagger Melee 3
Dagger Thrown (Ranged) 3

At the Table

  • Background: Fell on hard times, or chose them. Waits in the trees for travellers worth robbing.
  • Virtues: Loyal to the gang.
  • Vices: Cowardly when the odds turn.
  • Use them as: Highwayman, pirate, smuggler, deserter, poacher.

Battle mage

Battle mage Traits

  • Tier: Tough.
  • Class: Mage 2, Invoker Path.
  • Trance: 2 uses per Rest.
  • Size: Medium.
  • Gear: Quarterstaff, Gambeson.
  • Concept: A mage who fights with words of power.

Resonant Verse

Declare an Invoker spell, before choosing its targets and paying. Add 6m to its target range for this cast and to any range you must maintain for its ongoing effect. Its other distances stay the same. Cost: One use of Resonant Verse. Uses: 1 per Rest.

Exact Address

Declare an Invoker spell, before paying, and commit at least one of your own AD to Boost its casting check. Add +1 to the final casting total after all rerolls. Cost: One use of Exact Address. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
3 2 2 2 1 6 11m 1

Skills

Occult 3, Performance 2, Observation 1.

Attacks

Attack Use Strike Rating
Quarterstaff Melee 3

Spells

  • Resounding Word
  • Carrying Voice (DR 1)

At the Table

  • Background: Trained by an army or an academy to break shield walls with spells.
  • Virtues: Disciplined; protective of their unit.
  • Vices: Sees spells as the answer to everything.
  • Use them as: War mage, academy master, court wizard.
PeopleCCaptainClan warriorCommonerCult leaderCultist5 entries

Captain

Captain Traits

  • Tier: Tough.
  • Class: Fighter 2, Warrior Path.
  • Size: Medium.
  • Gear: Arming Sword, Studded Leather, Buckler.
  • Concept: A leader others follow into danger.

Parry

When an enemy starts a Melee Exchange against you, choose Melee Full Guard and Boost it with at least 1 AD. Declare Parry as you commit your response, before rolling. Add +1 to your Full Guard total. Cost: One use of Parry. Uses: 1 per Rest.

Breach

Start a Melee Exchange and Boost your attack with at least 1 AD. If the target chooses Full Guard, declare Breach before either of you rolls. Add +1 to your attack total against that Full Guard. Cost: One use of Breach. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 2 2 3 2 6 13m 2

Skills

Melee 3, Influence 2, Athletics 1.

Attacks

Attack Use Strike Rating
Arming Sword Melee 5

At the Table

  • Background: Earned command the hard way, and keeps it by results.
  • Virtues: Decisive; protects their people.
  • Vices: Ruthless with failure.
  • Use them as: Mercenary captain, ship's captain, bandit chief, watch commander.

Clan warrior

Clan warrior Traits

  • Tier: Standard.
  • Class: Fighter 1, Warrior Path.
  • Size: Medium.
  • Gear: Spear, Targe, Gambeson.
  • Concept: A defender of their own people.

Parry

When an enemy starts a Melee Exchange against you, choose Melee Full Guard and Boost it with at least 1 AD. Declare Parry as you commit your response, before rolling. Add +1 to your Full Guard total. Cost: One use of Parry. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 2 2 5 12m 1

Skills

Melee 2, Athletics 1, Survival 1.

Attacks

Attack Use Strike Rating
Spear Melee 4
Spear Thrown (Ranged) 4

At the Table

  • Background: Fights for family and clan, not for coin.
  • Virtues: Loyal; brave in defence.
  • Vices: Suspicious of strangers; holds old grudges.
  • Use them as: Village defender, clan warrior, militia, hunter-warrior.

Commoner

Commoner Traits

  • Tier: Folk.
  • Class: None. Folk have no Class.
  • Size: Medium.
  • Gear: Club.
  • Concept: An ordinary person getting through the day.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 1 2 5 11m 0

Skills

Athletics 1.

Attacks

Attack Use Strike Rating
Club Melee 3

At the Table

  • Background: Works hard for little and knows the neighbourhood: who drinks where, which roads flood, who owes whom.
  • Virtues: Neighbourly; honest about small things.
  • Vices: Gossips; won't cross anyone powerful.
  • Use them as: Farmhand, porter, beggar, witness, crowd.

Cult leader

Cult leader Traits

  • Tier: Tough.
  • Class: Cleric 2, Charnel Prophet Path.
  • Trance: 2 uses per Rest.
  • Size: Medium.
  • Gear: Dagger.
  • Concept: A prophet with followers who would die for them.

Echoing Invocation

After Edge and the other rerolls of a Charnel Prophet casting check, at least one die is a Miss. Reroll one remaining Miss. Keep its new result. Cost: One use of Echoing Invocation. Uses: 1 per Rest.

Far Communion

Declare a Charnel Prophet spell, before choosing its target and committing dice. For this casting and its ongoing effect, add 6m to the spell's target range. A touch spell instead reaches 6m. This changes how far away you can choose and keep its target, without enlarging an area or removing another requirement. Cost: One use of Far Communion. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
3 3 2 1 1 6 10m 0

Skills

Influence 3, Occult 3, Insight 2.

Attacks

Attack Use Strike Rating
Dagger Melee 2
Dagger Thrown (Ranged) 2

Spells

  • Whisper to the Dead (DR 1)
  • Funeral Seal (DR 1)

At the Table

  • Background: Found something in the dark that answered, and built a congregation around it.
  • Virtues: Charismatic; certain.
  • Vices: Will sacrifice anyone, starting with the faithful.
  • Use them as: Cult prophet, heretic priest, false saint.

Cultist

Cultist Traits

  • Tier: Standard.
  • Class: Cleric 1, Charnel Prophet Path.
  • Trance: 1 use per Rest.
  • Size: Medium.
  • Gear: Dagger.
  • Concept: A believer in something best left unworshipped.

Echoing Invocation

After Edge and the other rerolls of a Charnel Prophet casting check, at least one die is a Miss. Reroll one remaining Miss. Keep its new result. Cost: One use of Echoing Invocation. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 2 1 1 1 5 10m 0

Skills

Occult 2, Influence 1.

Attacks

Attack Use Strike Rating
Dagger Melee 2
Dagger Thrown (Ranged) 2

Spells

  • Whisper to the Dead (DR 1)

At the Table

  • Background: Meets in cellars and ruins, and has promised something to something.
  • Virtues: Fiercely loyal to the faithful.
  • Vices: Fanatical; afraid of the cult more than of you.
  • Use them as: Cult member, heretic, grave-robber, fanatic.
PeopleGGuard1 entry

Guard

Guard Traits

  • Tier: Standard.
  • Class: Fighter 1, Warrior Path.
  • Size: Medium.
  • Gear: Spear, Leather, Buckler.
  • Concept: Someone paid to stand watch.

Parry

When an enemy starts a Melee Exchange against you, choose Melee Full Guard and Boost it with at least 1 AD. Declare Parry as you commit your response, before rolling. Add +1 to your Full Guard total. Cost: One use of Parry. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 2 2 5 12m 1

Skills

Melee 2, Athletics 1, Observation 1.

Attacks

Attack Use Strike Rating
Spear Melee 4
Spear Thrown (Ranged) 4

At the Table

  • Background: Walks the same wall every night and knows every face that passes the gate.
  • Virtues: Dutiful; keeps the peace.
  • Vices: Bored; can be bribed, if politely.
  • Use them as: City watch, gate guard, caravan guard, bodyguard.
PeopleHHerbalistHigh magus2 entries

Herbalist

Herbalist Traits

  • Tier: Folk.
  • Class: None. Folk have no Class.
  • Size: Medium.
  • Gear: Dagger.
  • Concept: The one people send for when someone is sick.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 1 1 1 1 4 10m 0

Skills

Medicine 2, Alchemy 1, Survival 1.

Attacks

Attack Use Strike Rating
Dagger Melee 2
Dagger Thrown (Ranged) 2

At the Table

  • Background: Gathers plants at dawn and knows which cure and which kill.
  • Virtues: Calm in a crisis; cares for anyone hurt.
  • Vices: Keeps dangerous secrets; distrusts temples and their healers.
  • Use them as: Village healer, midwife, poisoner, hedge-witch.

High magus

High magus Traits

  • Tier: Elite.
  • Class: Mage 3, Diviner Path.
  • Trance: 3 uses per Rest.
  • Size: Medium.
  • Gear: Quarterstaff.
  • Concept: A master of magic who has seen what others cannot.

Favourable Moment

Declare a Diviner spell, before paying, and commit at least one of your own AD to Boost its casting check. You have Advantage on that casting check. Cost: One use of Favourable Moment. Uses: 1 per Rest.

Inward Sight

Declare a Diviner spell, before paying. Cast without an audible invocation or visible hand sign. The spell retains its other requirements and effects. Cost: One use of Inward Sight. Uses: 1 per Rest.

Read Again

A Diviner casting check you Boosted with at least one of your own AD fails and has a Miss remaining after Edge and other rerolls. Act before resolving that failure. Reroll one remaining Miss. Keep its new result. Recalculate the outcome once. Read Again cannot trigger again on that recalculation. Cost: One use of Read Again. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
5 3 2 2 1 7 11m 0

Skills

Observation 4, Occult 4, Languages 3, Performance 2.

Attacks

Attack Use Strike Rating
Quarterstaff Melee 3

Spells

  • Star Compass (DR 1)
  • Starlit Sight (DR 1)
  • Dream of the Past (DR 1)

At the Table

  • Background: Has studied for decades and answers to no court, though every court wants them.
  • Virtues: Wise; plays a long game.
  • Vices: Secretive; treats people as pieces.
  • Use them as: Archmage, court seer, tower master, a patron with an agenda.
PeopleIInnkeeper1 entry

Innkeeper

Innkeeper Traits

  • Tier: Folk.
  • Class: None. Folk have no Class.
  • Size: Medium.
  • Gear: Club.
  • Concept: The host who hears everything.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 2 2 1 2 5 11m 0

Skills

Influence 2, Insight 1, Society 1.

Attacks

Attack Use Strike Rating
Club Melee 3

At the Table

  • Background: Runs the place where travellers sleep and locals drink. Keeps a club under the counter and a list of who hasn't paid.
  • Virtues: Generous to regulars.
  • Vices: Sells information to whoever pays.
  • Use them as: Tavern keeper, bathhouse owner, cook, ferry keeper.
PeopleKKnight1 entry

Knight

Knight Traits

  • Tier: Tough.
  • Class: Fighter 2, Warrior Path.
  • Size: Medium.
  • Gear: Longsword, Mail Hauberk, Heater Shield.
  • Concept: A sworn warrior in mail.

Parry

When an enemy starts a Melee Exchange against you, choose Melee Full Guard and Boost it with at least 1 AD. Declare Parry as you commit your response, before rolling. Add +1 to your Full Guard total. Cost: One use of Parry. Uses: 1 per Rest.

Breach

Start a Melee Exchange and Boost your attack with at least 1 AD. If the target chooses Full Guard, declare Breach before either of you rolls. Add +1 to your attack total against that Full Guard. Cost: One use of Breach. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 2 3 2 3 6 13m 3

Skills

Athletics 2, Melee 2, Society 1.

Attacks

Attack Use Strike Rating
Longsword Melee 6

At the Table

  • Background: Bound by oath to a lord, an order or a cause, and expected to live by it.
  • Virtues: Honourable; protects the weak.
  • Vices: Proud; quick to take offence.
  • Use them as: Knight errant, temple guardian, lord's champion.
PeopleMMerchant1 entry

Merchant

Merchant Traits

  • Tier: Folk.
  • Class: None. Folk have no Class.
  • Size: Medium.
  • Gear: Dagger.
  • Concept: A trader who knows the price of everything.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 2 1 1 1 5 10m 0

Skills

Influence 2, Insight 1, Society 1.

Attacks

Attack Use Strike Rating
Dagger Melee 2
Dagger Thrown (Ranged) 2

At the Table

  • Background: Keeps a stall, a shop or a caravan, and a ledger of favours as careful as the ledger of coin.
  • Virtues: Keeps a bargain once it's struck.
  • Vices: Greedy; quick to blame others for losses.
  • Use them as: Shopkeeper, fence, caravan master, moneylender.
PeopleNNoble1 entry

Noble

Noble Traits

  • Tier: Standard.
  • Class: Fighter 1, Warrior Path.
  • Size: Medium.
  • Gear: Arming Sword, Buckler.
  • Concept: Someone born to rank.

Parry

When an enemy starts a Melee Exchange against you, choose Melee Full Guard and Boost it with at least 1 AD. Declare Parry as you commit your response, before rolling. Add +1 to your Full Guard total. Cost: One use of Parry. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 2 1 2 1 5 11m 0

Skills

Influence 2, Society 2, Melee 1.

Attacks

Attack Use Strike Rating
Arming Sword Melee 4

At the Table

  • Background: Raised among courts and estates, taught to duel and to bargain.
  • Virtues: Generous to those who show respect.
  • Vices: Arrogant; used to being obeyed.
  • Use them as: Courtier, landholder, heir, diplomat, ambitious cousin.
PeoplePPilgrimPit fighter2 entries

Pilgrim

Pilgrim Traits

  • Tier: Folk.
  • Class: None. Folk have no Class.
  • Size: Medium.
  • Gear: Quarterstaff.
  • Concept: A seeker walking towards something holy.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 2 2 1 1 5 10m 0

Skills

Influence 1, Insight 1, Survival 1.

Attacks

Attack Use Strike Rating
Quarterstaff Melee 2

At the Table

  • Background: Left home with little but faith and a staff. Has heard every rumour along the road.
  • Virtues: Kind to fellow travellers.
  • Vices: Trusts too easily; sees omens everywhere.
  • Use them as: Wandering worshipper, refugee, messenger, a stranger at the fire.

Pit fighter

Pit fighter Traits

  • Tier: Tough.
  • Class: Fighter 2, Titan Path.
  • Size: Medium.
  • Gear: Trident, Gambeson.
  • Concept: A fighter who knows how to please a crowd.

Brace

After Wound Conversion, one source of Physical harm would deal at least 1 Wound to you. Declare Brace before applying those Wounds. Prevent 1 Wound from that source. Use Brace only once for that batch of Wounds. Cost: One use of Brace and 2 AD as a Reaction. Uses: 1 per Rest.

Power Attack

Commit a Physical Melee attack that uses Strength for damage, and Boost it with at least 1 AD. Declare Power Attack before rolling. When you start the Exchange, declare it before the target chooses a response. If you win this Exchange, add +2 to the Strike Rating of that Strength-based hit against your declared target. Cost: One use of Power Attack. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 2 3 3 3 7 14m 1

Skills

Melee 3, Acrobatics 2, Athletics 2, Performance 1.

Attacks

Attack Use Strike Rating
Trident Melee 5
Trident Thrown (Ranged) 5

At the Table

  • Background: Fought for coin, freedom or both, in pits where the crowd decides who lives.
  • Virtues: Fearless; respects a worthy opponent.
  • Vices: Vain; plays to the audience.
  • Use them as: Gladiator, prize fighter, champion, arena slave.
PeopleRRaider1 entry

Raider

Raider Traits

  • Tier: Standard.
  • Class: Fighter 1, Titan Path.
  • Size: Medium.
  • Gear: Battleaxe, Leather.
  • Concept: A warrior who lives for the charge.

Brace

After Wound Conversion, one source of Physical harm would deal at least 1 Wound to you. Declare Brace before applying those Wounds. Prevent 1 Wound from that source. Use Brace only once for that batch of Wounds. Cost: One use of Brace and 2 AD as a Reaction. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 3 2 3 6 13m 1

Skills

Athletics 2, Melee 2, Survival 1.

Attacks

Attack Use Strike Rating
Battleaxe Melee 6

At the Table

  • Background: Comes from the wild lands with a war band, chasing glory and plunder.
  • Virtues: Fearless; keeps their word to the band.
  • Vices: Reckless; hard to stop once fighting.
  • Use them as: Raider, berserker, reaver, wild warrior.
PeopleSSailorScholarScoutShamanSoldierSpy6 entries

Sailor

Sailor Traits

  • Tier: Folk.
  • Class: None. Folk have no Class.
  • Size: Medium.
  • Gear: Dagger.
  • Concept: A hand on a ship or barge.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 1 2 2 2 5 12m 0

Skills

Athletics 2, Piloting 2, Acrobatics 1.

Attacks

Attack Use Strike Rating
Dagger Melee 3
Dagger Thrown (Ranged) 3

At the Table

  • Background: Has worked every kind of water, and has the stories and scars to show for it.
  • Virtues: Loyal to the crew.
  • Vices: Drinks away every wage; superstitious.
  • Use them as: Deckhand, bargeman, dock worker, pirate crew.

Scholar

Scholar Traits

  • Tier: Folk.
  • Class: None. Folk have no Class.
  • Size: Medium.
  • Gear: Quarterstaff.
  • Concept: A keeper of books and old knowledge.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
3 1 1 1 1 5 10m 0

Skills

Languages 2, Society 2, Observation 1.

Attacks

Attack Use Strike Rating
Quarterstaff Melee 2

At the Table

  • Background: Spends more time with the dead in their books than with the living, and can read things others cannot.
  • Virtues: Patient; curious.
  • Vices: Proud of their learning; forgets people need sleep and food.
  • Use them as: Librarian, translator, tutor, archivist, lore-keeper.

Scout

Scout Traits

  • Tier: Standard.
  • Class: Ranger 1, Hunter Path.
  • Size: Medium.
  • Gear: Bow, Dagger, Leather.
  • Concept: A tracker who moves quietly.

Trail Eye

Before you or your companion makes a Survival check to follow a creature's tracks, declare Trail Eye. The creature making the check must Boost it with at least 1 of its own AD. Add +1 to that tracking check's total. Cost: One use of Trail Eye. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 1 1 3 1 5 12m 1

Skills

Ranged 2, Stealth 2, Survival 2, Observation 1.

Attacks

Attack Use Strike Rating
Bow Shot (Ranged) 5
Dagger Melee 3
Dagger Thrown (Ranged) 3

At the Table

  • Background: Ranges ahead of armies, caravans and hunting parties, reading the land.
  • Virtues: Patient; reliable.
  • Vices: Distrusts towns and the people in them.
  • Use them as: Outrider, hunter, border watcher, guide.

Shaman

Shaman Traits

  • Tier: Standard.
  • Class: Primant 1, Wildling Path.
  • Trance: 1 use per Rest.
  • Size: Medium.
  • Gear: Quarterstaff.
  • Concept: A keeper of the old ways.

Primal Focus

Declare a Wildling spell with a casting check and Boost that check with at least 1 of your own AD. Declare Primal Focus before a defender chooses a response or any dice are rolled. Add +1 to that casting check's final total. This includes an Observation casting check made through Call Wisp. Cost: One use of Primal Focus. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 2 1 1 1 5 10m 0

Skills

Survival 2, Influence 1, Insight 1.

Attacks

Attack Use Strike Rating
Quarterstaff Melee 2

Spells

  • Elemental Lash

At the Table

  • Background: Guides a clan or village by reading the land, the weather and the spirits in them.
  • Virtues: Wise; protective of their people.
  • Vices: Distrusts outsiders and their gods.
  • Use them as: Clan wise one, druid, hedge priest, spirit-talker.

Soldier

Soldier Traits

  • Tier: Standard.
  • Class: Fighter 1, Titan Path.
  • Size: Medium.
  • Gear: Arming Sword, Studded Leather, Targe.
  • Concept: A trained fighter serving a lord or a company.

Brace

After Wound Conversion, one source of Physical harm would deal at least 1 Wound to you. Declare Brace before applying those Wounds. Prevent 1 Wound from that source. Use Brace only once for that batch of Wounds. Cost: One use of Brace and 2 AD as a Reaction. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 2 3 5 13m 2

Skills

Athletics 2, Melee 2.

Attacks

Attack Use Strike Rating
Arming Sword Melee 5

At the Table

  • Background: Has marched, drilled and fought, and expects to again.
  • Virtues: Disciplined; stands by comrades.
  • Vices: Follows orders it shouldn't.
  • Use them as: Soldier, mercenary, deserter, militia sergeant.

Spy

Spy Traits

  • Tier: Standard.
  • Class: Rogue 1, Phantom Path.
  • Size: Medium.
  • Gear: Dagger.
  • Concept: Someone who learns secrets for a living.

Ambush

During your Activation, start a Melee or Ranged Exchange against a creature you are hidden from. Boost your attack with at least 1 AD and declare Ambush before the target chooses a response. Add +1 to your attack total if you remain hidden from the target until you roll. Being revealed before the roll loses the bonus. Cost: One use of Ambush. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 2 1 2 1 5 11m 0

Skills

Insight 2, Stealth 2, Finesse 1, Influence 1.

Attacks

Attack Use Strike Rating
Dagger Melee 3
Dagger Thrown (Ranged) 3

At the Table

  • Background: Works under another name, for someone who will deny everything.
  • Virtues: Careful; keeps their head.
  • Vices: Trusts no one; sells to two masters.
  • Use them as: Informant, agent, smuggler's lookout, double agent.
PeopleTThug1 entry

Thug

Thug Traits

  • Tier: Standard.
  • Class: Fighter 1, Titan Path.
  • Size: Medium.
  • Gear: Club, Leather.
  • Concept: Muscle for hire.

Brace

After Wound Conversion, one source of Physical harm would deal at least 1 Wound to you. Declare Brace before applying those Wounds. Prevent 1 Wound from that source. Use Brace only once for that batch of Wounds. Cost: One use of Brace and 2 AD as a Reaction. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 2 2 3 5 13m 1

Skills

Athletics 2, Melee 2.

Attacks

Attack Use Strike Rating
Club Melee 3

At the Table

  • Background: Collects debts and breaks things for whoever pays.
  • Virtues: Does what it's paid to do.
  • Vices: Enjoys it a little too much.
  • Use them as: Enforcer, bouncer, gang heavy, press-gang.
PeopleVVeteran1 entry

Veteran

Veteran Traits

  • Tier: Tough.
  • Class: Fighter 2, Warrior Path.
  • Size: Medium.
  • Gear: Arming Sword, Studded Leather, Buckler.
  • Concept: Someone who has fought and lived.

Parry

When an enemy starts a Melee Exchange against you, choose Melee Full Guard and Boost it with at least 1 AD. Declare Parry as you commit your response, before rolling. Add +1 to your Full Guard total. Cost: One use of Parry. Uses: 1 per Rest.

Breach

Start a Melee Exchange and Boost your attack with at least 1 AD. If the target chooses Full Guard, declare Breach before either of you rolls. Add +1 to your attack total against that Full Guard. Cost: One use of Breach. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
1 1 3 3 3 6 14m 2

Skills

Melee 3, Athletics 2, Acrobatics 1.

Attacks

Attack Use Strike Rating
Arming Sword Melee 5

At the Table

  • Background: Has seen too many battles, and buried friends after most of them.
  • Virtues: Steady under pressure; teaches the young.
  • Vices: Tired of it all; drinks to forget.
  • Use them as: Old soldier, sergeant, sellsword, trainer.
PeopleWWarlord1 entry

Warlord

Warlord Traits

  • Tier: Elite.
  • Class: Fighter 3, Warrior Path.
  • Size: Medium.
  • Gear: Longsword, Plate Cuirass, Heater Shield.
  • Concept: Someone who means to rule.

Parry

When an enemy starts a Melee Exchange against you, choose Melee Full Guard and Boost it with at least 1 AD. Declare Parry as you commit your response, before rolling. Add +1 to your Full Guard total. Cost: One use of Parry. Uses: 1 per Rest.

Breach

Start a Melee Exchange and Boost your attack with at least 1 AD. If the target chooses Full Guard, declare Breach before either of you rolls. Add +1 to your attack total against that Full Guard. Cost: One use of Breach. Uses: 1 per Rest.

Footwork

Once during your Activation, after a Melee Exchange you started has fully resolved. You must have Boosted your attack with at least 1 AD. Move up to 6m without jumping, Sprinting or using your normal movement allowance. You can use Footwork whether you won or lost the Exchange. Cost: One use of Footwork and a 0-AD Reaction. Uses: 1 per Rest.

Game Stats

Cognition Presence Resilience Agility Strength Vitality / AD Base Movement Protection
2 3 4 4 4 8 16m 4

Skills

Melee 4, Athletics 3, Influence 2.

Attacks

Attack Use Strike Rating
Longsword Melee 7

At the Table

  • Background: Won a war band, then a region. Wants more, and has the army to try.
  • Virtues: Bold; rewards loyalty generously.
  • Vices: Cannot share power.
  • Use them as: Warlord, rebel general, tyrant, champion of a dark lord.