Creature types

Table of Contents
Primary Item (H2)

Your crea­ture type defines your age and species. One or more traits may come with your crea­ture type.

Human

The major­i­ty of Coastal folk. A peo­ple defined by faith, resilience, and ambi­tion.

Faith Only humans can take faith virtues.

Plague Your bones suc­cumb to patho­gen­e­sis after death, trans­form­ing into a hos­tile grue.

Ragman

Alagóran: trap­ero; Emper­oussin: chif­fon­nier.

A queer crea­ture swathed in woven cloth. Sun­light intol­er­ant.

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.

Mouse

A small, fur­ry per­son­age.

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.

Child

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.

Pup

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.

Ragling

Mis­tak­able for a large, red-eyed rag­doll.

Child You have all the traits of Child, save for Human.

Raggedy You have all the traits of Rag­man.

Hound

An actu­al dog.

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.

Cadaverite

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.

Hob

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.

Animunculus

Emper­oussin: fac­tice.

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: 

  • Top­ic: Elec­tro­phys­i­ol­o­gy 4
  • Top­ic: Ceram­ics 4

* * *