Creature types

Table of Contents
Primary Item (H2)

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

Human

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

Faith Only humans can take faith virtues.

Plague You 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 wear a sec­ond skin of com­plex­ly woven tex­tile strips. These trap­pings pro­tect your trans­par­ent, frag­ile flesh. They are essen­tial to your cul­ture and well­be­ing. They can only be removed in dark­ness, and nev­er before non-rag­peo­ple.

  • You start with basic linen trap­pings.
  • You have Top­ic: Weav­ing 2.

Pho­to­pho­bia Your uncov­ered 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 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.
  • 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 “see” two steps ahead with your whiskers. Your sense of touch includes them. They 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 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. After choos­ing a sort with Base: Child, cur­tail your skills appro­pri­ate­ly. Chil­dren are eas­i­ly bur­dened and often lag behind.

Poten­tial At end of every ses­sion, receives 5 bonus XP. Every month after the age of 12, you have a 1 in 4 chance of becom­ing an ado­les­cent. Your crea­ture type changes to Human.

Pup

A puny young­ster with bug-eyes, an over-large head, and a ten­u­ous grasp on life.

Mousy You have the traits of crea­ture type: Mouse.

Under­de­vel­oped Your Scur­ry is capped at 4 and your For­ti­tude is capped at 2. You may car­ry only one point of bur­den.

Poten­tial At end of every ses­sion, receive 5 bonus XP. Every month after the age of 12, you have a 1 in 4 chance of becom­ing an ado­les­cent. Your crea­ture type changes to Mouse.

Ragling

Mis­tak­able for a large, red-eyed rag­doll.

Child You have 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 your lan­guage. 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. If you deal 3+ dam­age, you grab auto­mat­i­cal­ly.

Beast 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. Suc­ceed Per­cep­tion to “see” an olfac­to­ry image of every crea­ture and object recent­ly present in the area. If you fail, you only get details on one sub­ject. Roll at a penal­ty (2–4) to dis­cern old­er scents.

BREED

Spend your 20 start­ing XP on breed traits. You can’t buy them lat­er.

Large, 10XP Dou­ble your start­ing size (100-120 lbs.) Your jaws deal d4+2 P.

Win­ter Coat, 10XP 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 evi­dence of an object, you roll Per­cep­tion at +2 to scrounge for that object.

Guardian, 5XP You’re always be keep­ing watch, per Per­cep­tion, unless you are explic­it­ly dis­tract­ed. You can con­trol and guide flocks of ani­mals with strict pre­ci­sion.

Hardy Cur, 5XP +1 For­ti­tude & Immu­ni­ty.

Goose, 20XP You are a hefty domes­tic goose (60lbs.) Your bite attack has a reach of 1 m from your lengthy neck. You do not pos­sess Olfac­tion. You can fly at an alti­tude of up to 2 meters. You can 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 a stout and wily ram (120lbs.) You speak Fleece. You have no bite attack. Instead, you have horns (1d6 B.) You don’t pos­sess Olfac­tion. You have the Win­ter Coat trait. You resist knock­down 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—gruesome black bone. If a liv­ing body area con­tigu­ous one fails to resist infec­tion or severe injury, it necro­tizes: When the Wound stress “heals,” the area sloughs, reveal­ing more black bone. Only your inter­nal organs are inviolate—the rest cedes to plague in time.

plagued 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. When sleep­ing, you have a 1-in-4 chance of som­nam­bu­lat­ing as a scut­tling grue. 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-man. Neck­less, fur­ry, and squat.

Corun­dum Core A huge ovoid gemstone—a grieb—com­pris­es the core of your squat body. It is your cen­tral ner­vous system.Your organs and tis­sues sur­round it in a hairy paunch attached by bone gir­dles. It is imper­vi­ous. Objects can­not embed in your chest or abdomen. If you die, you can 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 your sense organs and an alco­hol stor­age sponge. 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 you. A real meal 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 1 drink per day, you will starve to death.

Animunculus

Emper­oussin: fac­tice.

An arti­fi­cial being of ele­gant device. An alloy skele­ton fleshed with sculp­tur­al porce­lain plates wrought like a fine mar­ble.

Mate­r­i­al flesh You are craft­work of incred­i­ble arti­fice. Your bones are steel lam­i­na com­pli­cat­ed by mov­ing works. Your mus­cles and sinews are steel fiber and cabling. Your skin is splen­did porce­lain artic­u­lat­ed like a doll or suit of armor and sculpt­ed in lov­ing study of the human form. Gold­en traces—your nerves—complicate the inte­ri­or of these plates, trans­mit­ting sen­sa­tion and moti­va­tion. 

Arti­fi­cial phys­i­ol­o­gy You do not suf­fer injury nor­mal­ly. You have 13 main body plates: 1 for each body area. Each of these plates is an armor item (5|0.) When breached by dam­age, they break. Suf­fer 1 wound stress per bro­ken plate and 1 pain stress, up to 3.

To make new plates, use Top­ic: Elec­tro­phys­i­ol­o­gy and the craft­ing skills and tools required by the armor mate­r­i­al you’re craft­ing plates from (i.e. ceram­ics, met­al­work­ing.) You need £1 in gold per plate for your ner­vous traces. If you don plates heav­ier than porce­lain, you bear the excess bur­den as if it were nor­mal armor.

  • Your skele­ton is immune to con­ven­tion­al weapons. 
  • At 13 stress, become comatose until your malus is reduced to 3.
    • Every bro­ken plate replaced heals 1 wound stress and 1 pain. 
  • If your face plate is bro­ken, you suf­fer 2 dis­tress.
  • You are not immune 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

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