Trappings You have a second skin of complexly woven textile strips. These trappings protect every inch of your transparent, fragile flesh. They are essential to your culture and your wellbeing. They must never be removed save in darkness, and never before non-ragpeople. You start with a basic set of cotton trappings. These replace your starting clothes. You have Topic: Weaving 2.
Photophobia Unless swathed in trappings, your skin burns in sunlight as if exposed to an intensity 1d8 flame (per area exposed.) Bright sunlight may cause 1 pain stress if your eyes are unshaded.
Night vision You have night vision like a cat. Dim light counts as bright. Darkness counts as dim. Pitch blackness is still impenetrable.
Scurry Replace your Might with Scurry. You have little need for water and do not require a portion of liquids with your meals.
Small Mice rarely surpass two feet in height. A fit one will weigh just under ten kilos. A plump one may exceed fifteen (you tend towards comfortably fat.)
Your Fortitude can’t exceed 3. It can’t increase. After choosing a sort with Base: Mouse, curtail it appropriately.
You’re unable to use melee weapons heavier than S (small.) You can use 1# ranged weapons with two hands.
You take half the usual falling damage (rounded down.)
Whisking You can effectively “see” two steps ahead of them in the dark with your long whiskers. Your sense of touch includes your whiskers. This touch is delicate, but can sense heat and texture. If you lose your whiskers, you lose these abilities until they regrow
Uncommon
Uncommon creature types are not recommended for new players. They may be useful in creating non-player characters.
A human entailed in middle childhood, likely 8-12 years of age. Physically weak, but rife with potential.
human You have all the traits of Human.
Underdeveloped Your Might and Fortitude are capped at level 2 and may not increase. After choosing a sort with Base: Child, curtail your skills appropriately. For this reason, children are easily burdened and often lag behind.
Potential At the start of every session, you receives 5 bonus XP. Additionally, every month after the age of 12, you have a 1 in 4 chance of becoming an adolescent. This changes your sort to Human, removing the traits of Child.
A puny youngster with bug-eyes, an over-large head, and a tenuous grasp on life.
Mousy You’re subject to all the traits of Sort: Mouse.
Underdeveloped Your Scurry is capped at 4 and your Fortitude is capped at 2. After choosing this sort, curtail your skills appropriately. You may carry only one point of burden.
Potential At the start of every session, a you receive 5 bonus XP. Additionally, every month, you have a 1 in 4 chance of becoming an adolescent. This changes your sort to Mouse, removing the traits of Pup.
Bark Barking, wagging, and hackle-raising are the means of your language, called Dog. You cannot speak, but you understand your companions without issue and can carry out their plans. They understand you similarly.
Bite Your jaws are a weapon (d4+1 piercing, reach 0). Roll Melee: Savage to use any action under Melee or Melee: Hand-to-Hand except Block. They serve as a single, non-dexterous hand. If you deal 3+ damage, you grab automatically.
Beast By default, you are a midsize, 50-70 lb hound.
You cannot learn new skills. You may improve existing skills.
Replace your Intellect with Melee: Savage.
You may healthily eat raw or spoiled food.
Olfaction Your nose is a precision instrument. Roll Perception to get an olfactory image of every creature and object that has recently passed through the nearby area. If you fail, you only get details on one creature. Roll at a penalty (-2 or -4) to discern older scents.
BREED
You must spend your 20 starting XP to buy breed traits. They may only be bought at this time.
Large, 10XP You are double your starting size (100-120 lbs.) Your jaws deal d4+2 P.
Winter Coat, 10XP Your thick fur provides 4 warmth. You can’t have more than 3 Chilly stress, unless affected by unnatural cold.
Digger, 5XP Gain Entrenching 4. Your paws count as a shovel.
Bloodhound Olfaction, 10XP You automatically sense a complete olfactory image of every creature and object that has recently passed through the nearby area, upon entering it, regardless of age. Scents over a week old may still evade you.
Antibacterial Drool, 5X Normal wounds licked by you don’t become infected.
Sighthound Speed, 10XP You do not need to roll Agility to sprint.
Retriever, 10XP If provided reference, via scent or sight, for an object, you roll Perception at +2 to scrounge for that object.
Guardian, 5XP You’re considered to always be keeping watch, per Perception, unless you are explicitly distracted. Additionally, you can control and guide flocks of animals with strict precision. They will not wander or get lost without your knowledge.
Hardy Cur, 5XP +1 Fortitude & Immunity.
Goose, 20XP You are not a hound, but a hefty domestic goose (60lbs.) You speak Goose. Your bite attack has a reach of medium (M) due to your lengthy neck. You do not possess the Olfaction trait. You may fly instead of walking at an altitude of up to 2 meters. You may sprint, while doing so. At the end of your move action, you land safely on the ground. You gain Swimming 5.
Ram, 20XP You are no dog at all, but a stout and wily ram (120lbs.) You speak Fleece. You have no bite attack. Instead, you have horns (1d6B.) You don’t possess Olfaction. You have the Winter Coat trait. You resist knockdown at +2, and shove at +2.
Exotic
You have a chance of being a allowed a unusual creature type at time of character creation. Unusual types are a minute fraction of the population, though they are overrepresented in the Cutter caste.
A human affected by precocious plague. A life concurrent with the grue within.
ingravescent 1d4 of your extremities are necrotic—reduced to gruesome black bone. If a living body area contiguous one fails to resist infection or severe injury, it begins necrotizing: When the Wound stress “heals,” the area sloughs, revealing more black bone. While alive, only your internal organs are inviolate—the rest cede to plague in time.
plagued Your necrotic body areas are immune to stress except Burn and Break. You burn from grisodate as if you were a grue.
haunted When knocked out, act as a grue until conscious. When sleeping, you have a 1-in-4 chance of somnambulating as a scuttling grue (losing the benefits of sleep.) Your grue is nonhostile to allies while you have 3 distress or lower.
vector You rapidly re-infect humans around you with latent plague. On death, you become a hostile grue immediately.
A robust, mole-like man. Neckless, furry, and squat.
Corundum Core A huge ovoid gemstone, a grieb, comprises the core of your squat body. The stone is your central nervous system. Your organs and tissues surround it, housed in a hairy paunch attached to the stone by bone girdles. It is impervious to weapons. Objects cannot become embedded in your chest or neck. If you die, you may be resurrected by stripping your grieb of flesh and placing it in an urn of meat, fat, and whiskey for 3 months.
Solid State Your skull houses no vital organs. It contains an alcohol storage sponge and your sense organs. Blows to your head cannot result in instant death. You may still be stunned by blows to the head due to disruption of your senses.
Fuel Alcoholic sustains your metabolism. A real meal still provides its usual benefits if consumed with alcohol. Failing to imbibe causes you Hungry stress as if you had missed a meal. Without at least one alcoholic drink a day, you will starve to death. Your starting alcohol tolerance equals your Immunity.
An artificial being of elegant device, wrought like a fine marble. An alloy skeleton fleshed with sculptural porcelain plates.
Material flesh You are craftwork of incredible artifice. Your bones are steel lamina complicated by moving works, like a clock movement. Your muscle and sinew are steel fiber and cabling, unbreakably spry. Your skin is splendid porcelain, articulated like a doll or a suit of armor, sculpted in a loving study of the human form. Golden traces, your nerves, complicate the inside of these ceramic plates, transmitting sensation and motivation.
Artificial physiology You do not suffer injury as normal. You gain 1 wounded stress whenever one of your body plates is breached. You gain 1 Pain stress for each broken (max 3.) You have 26 main body plates: A front & back unit for each body area. Each of these plates is an armor item. Your starting plates are 5|0 armor. When they are breached by damage, they break.
To make new plates, use Topic: Electrophysiology, plus the crafting skills and tools (see crafting) required for the armor material you are using to create plates (i.e. ceramics, metalworking, etc.) You need £1 per plate, for your nervous traces. If you don armor plates of a material heavier than porcelain, you bear the excess burden as if it were normal armor.
Your skeleton is proof against conventional weapons.
If you reach 13 stress, you become unconscious until your malus is reduced below 4.
If your face plate is broken, you suffer 2 Distress.
You are immune to most stresses, but not to hot, chilly, or drowsy stress. You do need to sleep.
Design standard Your core skills start at 4 (with the exception of your weakness.) They can’t exceed level 6, due to your unchanging construction. You get additional starting skills: