Creatures, enemies, and the rules corresponding them.
Monsters die differently. They have a vitality stat that depletes when they are wounded, losing points equal to wound severity—1, 2, or 3 per hit. They suffer malus per their malus stat every X vitality lost. At 0 vitality, they die. 6-damage wounds kill instantly.
Monsters have unique hit location charts. Charted body areas feature their armor and the wound effects caused by hitting them; these are listed in italics and occur if the monster’s wound resist roll fails (Fortitude - severity.) Severity 1 wounds incur no effects.
Wound effects are not stresses. Some are similar to the wound effects experienced by cutters. They include:
daze
robs the monster of its next action. 2 daze = knockout
stagger
grants an edge to attackers. 2 stagger = knockdown
knockdown
monster falls down.
knockout
monster falls unconscious, rolls Fortitude every turn to wake
People never have a vitality stat. They die complexly, as cutters do. This can make them more dangerous.
on statblocks
The more inhuman or exceptional an enemy is, the more it breaks the rules. These divergences makes them faster for you to run and more unpredictable to the cutters facing them.
Some enemies:
Don’t roll to hit. “No atk roll” attacks can’t be aimed at body areas.
React differently to your defenses, forcing wise reactions. Some defenses are more effective than others. Others less so.
Act unpredictably and more often in the initiative order.
Guide for reading statblocks:
“✓” means “success”
Everything after the “:” describes an attack’s hit effect
[Bracketed] text described how defenses interact with an attack.
Reach matters. Opponents with superior reach get an edge when defending.
Enemies can block, dodge, and counterattack like cutters. Their block stat is equal to their main weapon’s damage stat.
Monocellular slimes. A common subterranean nuisance. Amoebas advance blindly, attempting to subsume life, dangerous in their singlemindedness and incidental stealth. Easily evaded, but easily stumbled upon. Most amoeba species ambush at close range, preferring to drop on targets’ heads.
Topic: Monsters -2: Griseatic amoebas, AKA grey slimes. Common in climes naturally rich in grisodate salt, namely around the Bay of Grey. These slimes absorb nutrients from other lifeforms by partially or fully engulfing them in their cellular membrane.
A silvery-grey blob one-half meter high. Lurches along, propelled by the lurch-and-drag of pseudopodia burst from bubbling blebs that roam over the cellular exterior.
actions
2
reactions
0
vitality
8
malus
n/A
Base skill
2
agility
2
Speed 4
Subtlety
8
Perception
4
Barometric senseBlind, senses spatial changes within 20 m;
phagocytoticinflicts 1 drain stress on touch;
blob anatomyimmune to knockdown and stagger;
Simple lifeImmune to malus and pain;
Surface tensionTakes ½ damage from piercing.
armornone
engulfNo atk roll, [Dodge✓ avoids]: Grabs target + 1 drain stress; Might -2 to escape. Pen. increases by -2/turn. At -8, begin drowning. +1 drain stress per round grabbed;
hit locationsblob
tacticsRolls slowly towards digestible targets, attempting to subsume them. Does not defend.
loot 1 blob carcass (can be distilled into common salts and grisodate with Chemistry;)
Topic: Monsters -2: Chalkstone amoebas, AKA colloid amoebas or smotherstone. Infamous adversary of subterranean explorers. Filled with minerals eaten off cave walls, they exhibit shear thickening, hardening, imperious to damage when struck. They are attracted to movement, especially to breathing, which they can sense at distance, attempting to envelope the source. Infamous for suffocating sleepers in deep caves.
Half meter-tall droplet of jelly complicated with translucent organelles. Exudes concentrated acid when hungry, causing surfaces—and flesh—to bubble, blacken, and fume.
actions
1
reactions
0
vitality
6
malus
n/A
Base skill
2
agility
2
Speed 4
Subtlety
8
Perception
6
Barometric senseBlind, senses spatial changes within 20 m;
CorrosiveWeapons that strike the amoeba gain 1 wear;
blob anatomyimmune to knockdown and stagger;
Simple lifeImmune to malus and pain;
Surface tensionTakes ½ damage from piercing.
armornone
lurchNo attack roll, occurs in course of movement, 1 target: 2–3 body areas burn at intensity 1d6. If armored: Armor absorbs first burn, then breaches. Expires after 2 burn stress or when washed off.
hit locationsblob
tacticsRolls slowly towards digestible targets. Does not defend.
loot 1–2 units of amoeba acid ( if killed with bludgeoning damage and harvested with Dissection + relevant equipment.
beastman
Properly known as ekheinum, beastmen are the territorial sorcerer-minions of Idra. They are robust humanoid brutes with deer or elk-like heads full of human teeth. Their yellow eyes gleam with a vulgar approximation of sapience driven by dominance, the rut, and appalling displays of territorial violence.
Number appearing: 2d4+2 beastmen, if organized. Equal parts does and stags. If found on patrol: 1d6+2.
An antlered wildman. Snorting. Chest heaving. Eyes wet and rolling in a deer’s head. Gory incisors bared in an insane grimace unbelonging a stag. Six-point rack rusty with gore. Nude flesh tanned and anointed with daubed swirls. Stinking of eager musk.
actions
2
reactions
2
vitality
12
malus
EVERY 2
Base skill
6
agility
6
Speed 8
Perception
8
animalinflicts dirty wounds;
brutal fortitudecan resist 6+ damage wounds at -3; loses only 3 vitality if successful;
armor(none;)
thrown javelin+6 to hit, range 14 m [dodge @ -2]: 1d4+3 S + 2 speed penalty if embedded in target or their shield ; uppercut swingNo atk roll, reach 1 m [block @ -2]: 1d4+2 B; wide swingNo atk roll, reach 1 m [dodge @ -2]: 1d4+2 B; grab+6 to hit, reach 0: Grab [dodge✓ to avoid]; biteNo atk roll, reach 0, only vs grabbed target: 1d4+2 s; gore No attack roll, reach 1 m [dodge @ -2]: 1d4+2 P + extra impale stress if severity 3 not resisted;
hit locations1d8
1. antlers max 1 vitality loss
2. head, daze or stagger
3. neck,
4. arm, disarm
5. chest,
6. abdomen; stagger
7. leg; stagger
8. weapon; destroys held or carried weapon
tacticsEager to charge. If wounded badly, wrestles, attempting to bite foe to death or throw them. Dodges or blocks. Counterattacks weakened foes with gore. Gores if out of weapons.
lootjavelin, warclub
bat
Large bat species are a common nuisance in abandoned castles and mountain valleys. They are a common reservoir of diseases, which they are immune to but readily spread to other mammals. Gully bats in particular—AKA Baltese mountain bats—are territorially aggressive and carry a battery of sicknesses.
A gibbon-faced brown megabat with seashell ears and a prodigious 2-meter wingspan. Silent wings betrayed by frequent echoic clicks.
actions
2
reactions
2
vitality
6
malus
EVERY 2
Base skill
6
agility
8
Speed 10
Subtlety
8
Perception
12
animalinflicts dirty wounds;
airbornecan move in three dimensions;
echolocationperfect spatial senses within 100 m;
wingedif staggered, falls prone and drops to ground;
armor(none;)
flybyNo atk roll, reach 0, only while airborne, occurs during movement: [defend @ -2] 1d4+2 S [1d4+1 vs counter] + shove 1 m [no shove if dodge✓] + exposure to disease; biteNo atk roll, only on ground, reach 0: 1d4+1 P [1d4 if counter] + exposure to 1 disease;
tacticsTerritorial. Attempts to shove opponents off ledges. Dodges readily. Breaks off attack if opponents flee territory.
hit locations 1d4:
1. head, stun
2. body
3. wing arm, stagger
4. wing patagium. max 1 vitality loss
lootbat spleen w/ 1d8 trace salts (extractible with Dissection.)
centipede
All centipede species are poisonous. Large species are heat sensitive, a trait they use to hunt down substantially larger prey.
Topic: Monsters -2: False-carmine centipedes are common arthopods found in sandy areas. Their brilliant red color indicates maturity and corresponds with the full development of their venom glands. Despite this color, the centipedes are not a source of carmine dye; the red fades in their tissues shortly after death. Their poison, however, while not potent, keeps indefinitely.
A meter-long hook-fanged centipede with sixty long, seething legs. It’s carapace is stark red and striped at each segment with fleshy grey-yellow joints.
actions
2
reactions
2
vitality
4
malus
every 1
Base skill
4
agility
5
speed 7
might
2
subtlety
6
animalinflicts dirty wounds;
sticky feettraverses walls and ceilings;
armorcarapace (2|1 everywhere;)
poison biteno atk roll, reach 0; 1d4 P + 1 Poison per danger round until resisted with Immunity (1 resist roll per round) [dodge✓ or block✓ avoids];
hit locations1d4 1:
Head, instant death
2: Body
3–4: Legs, max 1 vitality loss
tacticsbites attackers and leaves, hoping for the poison to do its work;
lootx2 venomous forcipules (extractable with dissection @ +2;)
crab
Large species of crab are endemic Coast-wide, and nearly all of the are edible.
A prodigious red-orange spider crab held offensively aloft on slender legs, its bulbous eye stalks nearly head-high. Two shear-like claws pinch pensively at the air on quick, lengthy arms.
actions
2
reactions
2
vitality
6
malus
every 2
Base skill
4
agility
5
speed 7
perception
3
subtlety
6
animalinflicts dirty wounds;
dual circulationbreathes in water or air;
armorcarapace (2|2 everywhere;)
snipno atk roll, reach 1.5 m: 1d4+1 S [1d4 vs counter, grabs weapon vs block]; pinch+4 to hit, reach 1.5 m: 1d4 B + grab [dodge✓ to avoid, grabs weapon vs block];
hit locations1d6
1: Cephalothorax (2|2,) instant death
2: Carapace (2|2)
3: Arm (2|2,) releases 1 grab
4: Pleon (2|2,)
5–6: Legs (2|2,) stagger
tacticspicks apart opponents, grabbing then pinching. blocks with claws;
loot3d4 units crab meat (compliments butter, extractible with butchery;)
lemure
Spirits, they say. Lemures shirk sunlight, preferring seacaves, abbattoirs, and moonlight fishmarkets. They are scavengers, but may attack opportunistically if pestered.
A heap of innards. Redolent of raw blood. Kidneys, pancreases, stomachs, and other offal assembled into a lurching, moaning corpus. It crawls on arms of large bowel and strikes with tentacles of darting intestine, ends ringed in lamprey teeth.
actions
2
reactions
0
vitality
9
malus
EVERY 3
Base skill
4
agility
2
Speed 4
Immunity
6
Perception
3
bonelesstakes ½ damage from bludgeoning;
ungainlycannot dodge, cannot block;
spoilinginflicts dirty wounds;
wetnot easily set on fire;
armorlayered offal (2|1;)
strikeNo atk roll, reach 1: 1d4 gut-tentacles grab target [1d4 - 1 vs counter; dodge✓ avoids];
burrowNo atk roll, only vs tentacle-grabbed target: 1d4+2 P per grabbing tentacle + exposure to fat rot or ague; stomach acid+4 to hit, range 6 m [dodge @ -2]: 2 contiguous body areas begin burning (d8) [dodge✓ avoids];
tacticsSimplistic. Gangs up on targets, trying to wriggle inside their rib cages and abdomens, aiming to puncture the aorta or heart.
hit locations 1d4:
1–2. corpus
3. gut tentacles, releases 1 grab
4. bowel legs
lootlemure cartilage (extractable with Dissection)
Rare, healthy lemures acquire the ability to cobble skeletal muscle into their borrowed physiques, making them larger, more structurally distinct, and vastly strong. These “carnous” lemures are not squeamish like their lesser brethren: They brachiate about on crude arms, willfully attacking livestock—and people—for their inferiors to scavenge.
A gigantic torso and clubbed arms assembled from entrails and massive sides of meat. Marbled with spoiling fat, undulating with a clotted pulse, wriggling with biting intestinal cilia.
actions
3
reactions
0
vitality
12
malus
EVERY 3
Base skill
8
agility
2
Speed 4
Might
10
Perception
4
bonelesstakes ½ damage from bludgeoning;
largerepresented by a 2x2 m square if on grid;
meatbagcannot be killed instantly;
unconcernedcannot defend;
spoilinginflicts dirty wounds;
wetnot easily set on fire;
armorlayered musculature (3|2;)
slamNo atk roll, reach 2 [defend @ -2]: 1d4+3 B [1d4+4 vs counter];
trampleNo atk roll, occurs during movement, targets all in path [defend @ -2]: 1d4+3 B [1d4+4 vs block or counter] + knockdown [stagger if dodge✓] + grabbed targets are dragged along;
tentacle burstNo atk roll, targets all behind, reach 1: 1d6 gut-tentacles grab target [1d6 - 2 vs counter; dodge✓ avoids];
burrowNo atk roll, free every turn, only vs tentacle-grabbed target: 1d4+2 P per grabbing tentacle + exposure to fat rot or ague;
tacticsUninhibited. Tramples opponents massed in front, tentacle bursts those behind. Will die to protect smaller lemures.
hit locations 1d6:
1–2. corpus
3. gut tentacles, releases 1 grab
4–5. arm
6. innards
lootlemure cartilage (extractable with Dissection)
mandrake
A parasitic humano-assumptive protocarnivore. The mandrake roots in human brains, later piloting the corpse to seek out fertilizing flesh. Its weapon is a ultrasonic cry, lethal at close range.
Defending against the mandrake’s cry
Simple hearing protection (wax or corks in ears) lets you ignore the first effect of every cry. Advanced hearing protection (isolation suit, shooting muffs, being deaf) allows you ignore the first 2.
A corpse pale and dirty as a turnip. Its fingers tattered from digging, its ruined cranium home to a broad-leaf plant with thick, waving stems. Roots curl through the eyes and mouth like potato sprouts.
actions
2
1 attack
reactions
0
vitality
12
malus
every 3
Base skill
5
agility
2
Speed 4
fortitude
6
might
6
mechanosensitive“sees” within 20 m by vibrational sense;
weaknessmay be killed by sev 3 blows to head;
armor ensoiled husk (2|1 everywhere but head)
ultrasonic cry Hits all within 30 m.
within 30 m: Succeed Fort. -2 or 1 suffer one from d4 list below;
within 20 m: 1 from table + Succeed Fort. -4 or suffer another
within 10 m: 1 from table + Succeed Fort. -4 or suffer 2 more
1 target w/in 2 meters: 2 from table + Succeed Fort. -6 or suffer 1d4+1 b to skull. Bypasses armor. Can be dodged. Requires LoS.
A soil-encrusted black skeleton, oddly upright. From its fragmented skull bursts a hairy tuber crawling with pale sprouts and a shock of dark broad leaves like burdock.
actions
3
1 cry
reactions
2
vitality
6
malus
n/A
Base skill
5
agility
4
Speed 6
subtlety
6
mechanosensitive“sees” within 20 m by vibrational sense;
plagueSuffers 1d4 vitality loss from grisodate;
skeletalsuffers vitality loss only from unresisted sev. 3 wounds;
weaknesssev. 3 blows to head may disable cry;
armor none, merely bones
ultrasonic cry Hits all within 30 m.
within 30 m: Succeed Fort. -2 or 1 suffer one from d4 list below;
within 20 m: 1 from table + Succeed Fort. -4 or suffer another
within 10 m: 1 from table + Succeed Fort. -4 or suffer 2 more
1 target w/in 2 meters: 2 from table + Succeed Fort. -6 or suffer 1d4+1 b to skull. Bypasses armor but can be dodged. Requires LoS.
tacticsAdvances, crying repeatedly, attempting to disable a target before executing them with a point-blank cry or a physical blow. Counters, only dodging longer weapons.
Sorcerous terror units. Sustained by sorcerous half-life, but infamous for a habit of devouring human prey. Hunger drives them. Hunger unreal, incapable of satiation. Many heraldic myths confuse lions with manticores, attributing to the big cats a deliberate viciousness and hateful demeanor unearned.
A maneater. Its moon-faced head heavy on a bulging neck; shark-tooth rows in a crescent mandible gaping wide as a human skull. Its lionine body hollow-bellied and hyperplasic, muscled and starved; armored in a mane and low coat of dense metallic spines. Its tail is vertebral, corded, tapered to a pom-pom tuft of steel quills. Its affect is miserable, hungry; its xanthic gaze leaden with hate.
actions
3
1/turn
reactions
3
vitality
15
malus
EVERY 5
Base skill
8
agility
8
Speed 10
Immunity
6
might
10
biometal hideignores first 2 burns/round;
durablesuffers death and dismemberment at 8 dmg, not 6;
powerfulmovement unconstrained by grabs or grabbing;
seethinggets a turn on 9, 6, and 3;
armorcauldron-cured skin (3|2 face,) iron bristles (4|3 everywhere else;)
swipeNo atk roll, reach 1 [defend @ -4]: 1d4+4 S [1d4+3 vs block] + stagger [avoid if dodge✓];
biteNo atk roll, only vs staggered, reach .5: 1d4+4 P + extra Impale stress [avoid if dodge✓];
throw quills+8 to hit, 1 free/turn, range 8 [defend @ -4]: x2 1d4+2 P + manticore poison;
tail maceNo atk roll, targets all behind, reach 3 [defend @ -4]: 1d4+4 P + manticore poison;
Manticore poison: Quill wounds that pierce skin apply poison. Roll Immunity -4 to resist. Failure: 2 Poison stress, -1 Agility.
tacticsOutrageous shock troop. Eagerly finishes staggered/downed opponents with bites (abusing edges.) Launches quills prolifically, hoping to slow foes with poison. Only counterattacks. Fights to the death.
hit locations1d8
1. head (3|2,) stun
2. spiny maned neck (4|3,) 1d4 dmg. to atkr if reach <1 m
3–4. foreleg (4|3,)
5. torso (4|3,)
6. abdomen (4|3,) stagger
7. leg (4|3,) stagger
8. spine tail (4|3,) disables throw quills for 1 round
loot1d6 units manticore poison (extractible with Dissection.)
White teeth in a black leather face. A body fetid and leaking; swollen and bruised, gushing liquefaction. The flesh is extraneous: It splits under blows. Putrid armor for the plague within.
actions
3
2 attacks
reactions
2
vitality
6
malus
n/A
Base skill
5
agility
3
Speed 5
fortitude
4
perception
2
diseasedinflicts dirty wounds;
plagueSuffers 1d4 vitality loss from grisodate;
skeletalsuffers vitality loss only from unresisted sev. 3 wounds
scuttlingno differentiation or penalty for prone vs. standing.
vital bone50% resistance to piercing and slashing dmg.;
armorrotting husk (2|1 everywhere but head)
strikeno atk roll, reach 0: 1d4+2 B [1d4+1 vs counter]; biteno atk roll, reach 0: 1d4+2 P [1d4+3 vs counter]; grab+5 to hit, reach 0: Grab [dodge✓ to avoid]; grave water vomitfree on grab: Exposure to disease;
hit locations1d6
1. head (2|1,) disables bite
2. neck (2|1)
3. arm (2|1)
4. chest (2|1)
5. abdomen (2|1,) stagger
6. leg (2|1,) stagger
tacticsStrike, grab, then bite humans. Strike all others. Counterattacks, only dodging longer weapons.
A human skeleton stained and driven to mindless violence by black plague. Bereft of life’s flesh, reduced to twitching gristle and bones. Hitting it is like smashing a box spring mattress: The bones spring back, connected by the wiry ligaments of plague.
actions
3
2 attacks
reactions
2
vitality
6
malus
n/A
Base skill
5
agility
5
Speed 7
fortitude
2
might
6
perception
6
subtlety
7
diseasedinflicts dirty wounds;
plagueSuffers 1d4 vitality loss from grisodate;
skeletalsuffers vitality loss only from unresisted sev. 3 wounds
scuttlingno differentiation or penalty for prone vs. standing.
vital bone50% resistance to piercing and slashing dmg.;
armornone
strikeno atk roll, reach 0: 1d4+2 B [1d4+1 vs counter]; biteno atk roll, reach 0: 1d4+2 P [1d4+3 vs counter]; grab+5 to hit, reach 0: Grab [dodge✓ to avoid];
Two red pinpricks in the dark. Wet shining fangs. A killer with spindly horns swaddled in filthy shredded cloth matted with dirt and dead skin. Lean and hungry, its belly sunken, its claws groping and eager.
actions
2
reactions
2
vitality
12
malus
every 3
Base skill
4
agility
6
speed 8
perception
6
subtlety
8
filthyinflicts dirty wounds;
infravisionmonochrome night vision. highlights warm life;
keen nosecan smell targets through walls;
photophobiabright light causes 1 malus;
armornone
bite+4 to hit, only when grappling: [-2 to defend] 1d4+2 P shankno atk roll, reach 1: 1d4+3 P [1d4+2 vs block] swipeno atk roll, reach 1: 1d4+2 S [1d4+3 vs dodge] Self bow+4 to hit, range 20 m: 1d6 P
Two red pinpricks in the dark. Wet shining fangs. A killer with spindly horns swaddled in filthy shredded cloth matted with dirt and dead skin. Lean and hungry, its belly sunken, its claws groping and eager.
actions
2
reactions
2
vitality
12
malus
every 3
Base skill
4
agility
6
speed 8
perception
6
subtlety
8
filthyinflicts dirty wounds;
infravisionmonochrome night vision. highlights warm life;
keen nosecan smell targets through walls;
photophobiabright light causes 1 malus;
armornone
bite+4 to hit, only when grappling: [-2 to defend] 1d4+2 P shankno atk roll, reach 1: 1d4+3 P [1d4+2 vs block] swipeno atk roll, reach 1: 1d4+2 S [1d4+3 vs dodge] Self bow+4 to hit, range 20 m: 1d6 P
A broad, stooped bird-thing cloaked in quills of split bone. Within the haystack of shards clicks a hooked beak under a mask of stolen bone. Loth to fight, but capable of great violence.
actions
4
2/turn
reactions
2
vitality
30
malus
per 6
Base skill
6
agility
7
speed 9
fortitude
4
might
8
perception
10
savagery
8
subtlety
7
animalinflicts dirty wounds;
hyperosmiapowerful sense of smell;
infravisionthermal vision within 200 m;
large presencerepresented as a 2x2 m square on the grid;
durablesuffers death and dismemberment at 9 dmg., not 6;
motion unrelentinggets turn on initiative 10 and 6;
pricklyattackers striking with reach < 2 suffer 1d4+1 P;
boneshard cloak(4|3 everywhere but head;) dense shards(6|4 arms;) beak(6|3;) bone mask(5|4 face;)
bite+6 to hit, reach 1, move ≤2 m: 1d6+3 P [+1 wear vs blocking or countering weapon] fling shardsno atk roll, targets all within a nearby 3x3 m area [dodge @ -4, counter/block ineffective]: x2 1d4+4; 1 adjacent target struck by arm [dodge @ -4]: 1d6+2 B puff shardsno atk roll, all targets [dodge @ -4]: 1d4 + 4 P;)
hit locations
1: Beak (6|3,)
2: Face (5|4,) flees if hit by unresisted sev.3 x2
3–4: Torso (4|3,)
5–6: Arm (6|4,)
7–8: Hunch (4|3,)
9: Legs (4|3,) stagger
10: Talons (4|3,)
tacticsrushes from ambush
loot50% chance of an item from this list. Additionally, rattleshake meat is a rich source of phosphate salts.
Monstrous owl-thing striding atop four great legs. The body is camouflaged. Banded, dark, concealed on high. The legs: Scaly, lichened. Indistinguishable from pine trunks.
actions
4
2/turn
reactions
2
vitality
25
malus
per 5
Base skill
7
agility
8
speed 10
might
9
perception
11
savagery
7
subtlety
12
animalinflicts dirty wounds;
anosmicno practical sense of smell;
massivesuffers death and dismemberment at 9 dmg., not 6;
motion unrelentinggets a turn on initiative 11 and 4;
night visionperfect night vision ≤ 2 km;
well-supported4 stagger required to be knocked down;
massive quadrupodrepresented as four 0.5 m legs on the grid. Body unreachable by weapons shorter than a pike (4 m.) Per turn, each leg moves + must remain within 3 m of others. Per leg forced farther apart, the stryge is staggered. Legs can be individually staggered, contributing to knockdown.
bite+7 to hit, reach 4m, only vs target between legs: [defend @ -4] 1d6+3 P [+1 wear to blocking/countering weapon]
stompno atk roll, reach 4m: [defend @ -4] 1d6+2 B + knockdown [or staggered if dodge/block✓]
kickno atk roll, reach 4m: [defend @ -2, counter @ -4] 1d6+2 S + knockdown and thrown 1d6 m [or staggered if block✓]
hit locations
1-4: Beak
5–6: Head daze or stagger
7–12: Body
13–20: Legs: stagger
tacticsstrides towards foes, shrieking. Takes advantage of edges from charging and attacking from above. Kicks and stomps oriented until over a foe, then bikes. Legs dodge. Does not counterattack. Retreats at 3 malus, sprinting.
lootgizzard contents (solid items from last meal.) 25% chance of coins swallowed as gizzard grit (2d100p, £2d20.)
topple
A mature dustbunny. An adult doxbell. A cautelous and furtive poltergeist. Not merely a household pest, but an over-turner of domestic life.
An insectile gremlim. Roughly spherical, soot-colored. Its limbs and beetle-body assembled from hair, fingernails, skin cells, and the detritus of dustbins, crawlspaces, sofa cushions, and rats’ nests. Two feet tall, at most. To dissect it would yield lint, filth, and a jumble of uncannily powerful bug-arms.
actions
2
reactions
2
vitality
3
malus
n/a
Base skill
2
agility
4
speed 6
might
6
subtlety
6
filthyinflicts dirty wounds;
seismic eavesdroppercannot be surprised;
simple neurologydoesn’t suffer malus;
sticky feettraverses walls and ceilings;
tinderboxany burn damage kills the topple;
armorcrust (2|2 everywhere;)
shoveno atk roll, reach 1: target shoved 1 m + knocked down [or staggered if dodge✓] toppleno atk roll: Knocks over a furniture item [blocking/countering ineffective] nipno atk roll, reach 0; 1d4+2 P [1d4+1 vs counter]
hit locations1d4 1—2 Carapace
3–4: Arms, stagger
tacticsloth to fight openly, but viciously opportunistic. Utilizes furniture, height advantage, and stealth greedily.
lootlint
wag
The folk of the countryside fear and despise the wag, called also the gangrel or the fairy-dog. It is a militant force of the otherworld: While spriggans are a reminder that the other is near and working subtly to expand, the appearance of a wag (or wags, for they always come in packs) is notice that you are being actively colonized. The cackle of the wag—their constant, seemingly-meaningless expression of glee, yapped continually to each other while at play or at mischief—is a hated sound in the nighttime woods, for it means they are wreaking their misdeeds; heard but unseen, simultaneously hidden and confidently gleeful in their rascality.
A pack of wags wreaks no direct violence on humankind: They will not hunt or willingly kill people. Instead, they embark on elaborate missions of terror and nuisance, targeting crops, livestock, and property. They craft and wield simple tools—such as self bows, in which they are frustratingly proficient—and raid sparodically. They steal chickens, bespoil crops, murder farm dogs, block up outhouses, and—most notably—assemble traps in woodlands. They do it all unseen, if not unheard, dispersing immediately when confronted. If found in their territory, in the wilds, they have no confidence whatsoever: They play skittish and guilty, or behave as if they are being prosecuted. They will tell as much, for gangrels, in their limited cognition, can speak human words—though they do so nonsensically and with no regard for the truth, comprehending only the present tense.
Topic: Monsters/Otherworld -2: As in all real fairies, black blood runs in the veins of wags. They are hurt by iron. Fear of it fuels their guilty and avoidant nature. Additionally, wag anatomy makes them unable to truly stand erect: When at archery, they shoot from a low, hunched posture with a reversed grip. When mobile, they hold any weapons or tools in their mouths and dash low over the ground. For this postural quirk, they are loth to engage in melee with larger combatants.
An impish wolf-thing. A pointed face with cat-teeth, furtive orange eyes, and triangle ears apt to rise in glee or droop sidelong in miserable caution. Its lank skeleton, stretched with grey pelt, converts readily between a slimline slink and a hunched monkey-squat—the better to use its clutching, clawed hands. Its bushy tail is stained black as if used to clean a smoking pipe and hangs dolorously as if continually denied sufficient mischief.
actions
2
reactions
2
vitality
8
malus
every 2
Base skill
5
agility
7
speed 9
perception
7
subtlety
7
black bloodloses 1 vitality on contact with iron;
slouchedin melee, can’t hit higher than the abdomen on human-sized targets w/o height advantage;
armornone, merely grey pelt;
self bow+5 to hit, range 12 m, RoF: every other action: d4+2 P flint knifeno atk roll reach 0: 1d4+1 P [knife breaks vs block✓]
tacticscagey and avoidant. Will flee before committing to melee combat. Prefers ambushes or parlay to a fight.
loot bow and knife, 1-in-4 chance of small bag with local berries or firestarting material
wolf
130 years ago, the last grey wolves were shot in eastern Leah. These were the world’s own wolves, who hunted long before humans ever named it Nôren. Hated for all history as maneaters and sheep-stealers, they were viciously and finally extirpated come the Industrial Enlightenment. Only pelts remain of them.
What wolves stalk the hinterlands now do not belong here. The remotest echo of their song portends as much: Deeper, sincerer in slaughterous intent than ever the grey wolves sang. The mere glimpse of one a valley over spells a ravishment of the heart and senses, a long instant of terror difficult to escape. They are a shape and an affect unmeant for the Coast, thoroughly disturbing: The long cross-step lope. The lowered venatic skull. The atramentous eyes vivid with intellect.
These are the black wolves of the Otherworld. Long checked by the late autochthonic greys and contained to the Eastern reaches, they prey now upon the wider Coast. Their depredations do not stop at sheep. They do not respect the territories of man or beast. They claim travelers from the forest paths with candor and hardly shirk at gunshots or fire. They bleed black as fairies do, but unlike them gorge on the red flesh of Coastal folk and animals unburned by the iron. They devour hundreds, yearly.
Named for their jet coats and eyes, black wolves are clever, powerful, and ruthless. Their ears are long and keen. Their skin tough and reluctant to spill its black blood. Their pelts often adorned with woven embellishments bestowed by fairies, who love them dearly. Standing bounties pay for any black pelt delivered, just as they did long ago for the endemic greys. None can tally the pelts redeemed against the wolves’ kills, though—the wolves consume them bones and all.
Black wolves always appear in packs of 2d6 members.
Achromatic lupine horror. Slinking, slouching, seething in equal parts. The shoulders broad and maned. The ears pointed and well-back on a muscled head. The void-eyes level and low. The fangs white round a dark and steaming tongue. Its confidence is absolute, its brethren many. Its tactics sound.
actions
2
reactions
2
vitality
12
malus
every 3
Base skill
7
agility
8
speed 12
perception
10
subtlety
10
abductorignores ½ speed penalty from carried bodies;
black bloodloses 1 vitality from contact with iron;
coordinatedpack members benefit from cohesion;
swiftextra +2 m traversed when dodging and moving;
terrifyingcauses 1 distress in onlookers;
armorthick pelt (2|2 everywhere;)
tearno atk roll, reach 1, move ≤ 2 after: 1d4+3 S [1d4+2 vs block] seize+7 to hit, reach 1: 1d4+2 p + grab [grabs weapon vs block] shakeno atk roll, targets grabbed foe/item: 1d4+2 S + stagger or disarm grabbed weapon (target rolls to resist: Might - 2;)
tacticsquick and vicious skirmisher. Abuses edges. Works with pack to strike, disengage, and repeat, swapping fresh wolves for injured. Disarms foes with superior reach. Grab opponents only if convinced of a kill, whereupon the pack withdraws, covering the kill-bearer. 1-in-4 chance the pack retreats per wolf felled. Most packs threaten a moment before attacking, daring prey to exchange a sacrifice for peace.
lootroll Butchery to claim achromatic pelt
Some black wolves turn titanium-white in winter and never turn black again. These white wolves are closer to the otherworld than their kin: They turn invisible as älves do. Typically, white wolves rapidly assume the role of pack leader and spawn lethal packs of invisible children.
1-in-6 chance for any wolfpack to contain 1–2 white leaders.
tacticsConfident leader. Attacks the strongest evident foe. Aware of indivisibility’s limits, preferring an attack from above or out of darkness. Break from its chosen target to support flagging or injured packmates.
lootnone; the white wolf rapidly withers into a husk