K NIGHTS & K NAVES

TABLE OF CONTENTS

Introduction 2

Skills 2

Combat 6

Equipment 8

Miscellaneous 10

Magic and Spells 11

The Setting 13

Bestiary 17 HOW THIS PDF IS ORGANIZED CHARACTER CREATION

If you're new to this game, it might help to know First, get an idea for what kind of character you're that learning how to play requires only that you read the going to want to play, write a short background for the PDF in order. The first section of the PDF covers gameplay character, including their goals and motivations (you'll mechanics, including character creation, the attribute and probably want more than one goal for each character and skill system, combat, and equipment. The second section a different motivation for each goal), and a short covers the optional rules to include magic in the setting. description of the character. Then, you're going to want to The third section covers the setting itself, all the way from make your characters statistics (attributes, skills, and the world and cosmology to key places of interest and equipment) reflect your description and background. You important figures from throughout its history. The fourth start with 30 Experience Points (EP) to do this, which and final section of this PDF covers the bestiary, which must be spent on developing the character before the includes stats for common NPC archetypes, wild animals, game begins. EP is used to increase your characters monsters, and even alternatives to sentient races that the attributes and skills. players can play as instead humans, which the PDF assumes you'll be playing by default. ATTRIBUTES

WHY PLAY KNIGHTS & KNAVES? Your score in an attribute determines the type of dice you roll when performing an action that pertains to There are plenty of tabletop roleplaying games that attribute (consult the chart below). When you create already in print, so why play this one? Knights & Knaves is your character, pick two attributes to be your primary a rules-light system that's meant to fit well in a medieval- attributes. All of your attributes start at a score of 2, but styled setting with a "NobleDark" theme, which is to say you can raise them by spending EP. Raising one of your that the general populace in the game is filled with primary attribute scores by 1 point costs an amount of EP people that are at least well intentioned, if not dedicated equal to the score you wish to raise it to (for example: to leaving the world a better place than when they came Agility is one of your primary attributes. It starts at 2. You into it. However, environmental conditions such as want to raise it to a total of 4. First spend 3 EP to raise it droughts, floods, and blight, as well as monsters and the to 3, then spend another 4 EP to raise it to 4). Your other occasional tyrant all seem to be determined to make life attributes cost double this amout to increase. An miserable. Unlike many other tabletop roleplaying games, attribute can be raised to a maximum score of 5. this one is both class-less and level-less. Any type of action not displayed in the following There are a few other tabletop games that are made section is up to the GM's discretion when determining with those specifications in mind, and as the author of which attribute governs that action. If the GM determines this game and an avid tabletop roleplayer, I encourage that an action could fall under more than one of the you to try each of them as you find them. After some attributes, then you can use the alternate attribute if the experimentation, you might find that you prefer the way alternate attribute is one of your two primary attributes gameplay mechanics are handled in this system over the (for example: if Perception is one of your primary way they are handled in other games. If this game offers attributes, then you could use Perception for unarmed the ideal system to just one group other than my own, attacks instead of Might; likewise, if Might is one of your then I'll consider the time I spent writing it to have been primary attributes, then you could use Might for attacks well worth the effort. made with thrown weapons instead of Perception). The GM should be careful not to allow too many types of actions to fall under a single attribute.

WHAT YOU'LL NEED TO PLAY THE GAME

Bare Minimum Recommended At least 1 four-sided dice, 1 six-sided dice, At least 5 four-sided dice, 5 six-sided dice, 1 eight-sided dice, 1 ten-sided dice, and 5 eight-sided dice, 5 ten-sided dice, and 1 twelve-sided dice. 5 twelve-sided dice. Enough scrap paper to keep track of A character sheet for each character, details on characters and missions, events, in addition to some scrap paper. and the setting as you deem necessary. A mechanical pencil for Something to write with – preferable a pencil. each player and the GM. Someone willing to be the GM. Someone who actually wants to be the GM. Agility: This is the attribute typically used to times damage is applied to a random location; succeeding measure your mobility. It governs the following skills: on an Acrobatics roll doubles the number you subtract Acrobatics, Athletics, Dodge, Ride, Stealth. when determining how many times damage is applied to Communication: This is the attribute used for nearly a random location. The GM determines the TN - typically all forms of social interaction. It governs the following 4 or 6. skills: Charm, Goad, Intimidate, Leadership, Mercantile. Athletics (Agility): A characters movement speed is 5 Education: This is the attribute used for the meters per round and they can climb or swim at a rate of academic arts. It governs the following skills: History, 1 meter per round. If Agility is one of your primary Linguistics, Medicine, Research, Science. attributes, you may add your Agility score to your Might: This attribute is the measure of your physical movement speed and both Climb and Swim at a rate power and durability. It governs the following skills: equal to your Agility score in meters per round instead of Encumbrance, Endurance, Fortitude, Labor, Melee the typical rate of 1 meter per round. Use Athletics when Attacks. climbing a wall or sheer cliff face to avoid falling or when Perception: This is the attribute used for hand-eye swimming in liquids thicker than water or against a coordination and general awareness of ones current to avoid sinking. The GM determines the TN – surroundings. It governs the following skills: Initiative, typically 4 or 6. Judgment, Navigation, Ranged Attacks, Vigilance. Charm (Communication): This is your ability to make Subterfuge: This is the attribute used for the people like you. Use Charm to seduce or gain the favor of criminal arts. It governs the following skills: Disguise, an NPC. Many NPCs may be immune to your advances or Forgery, Legerdemain, Lockpick, Sabotage. determined to dislike you for some reason. The GM determines the TN – typically 8 or 10. Attribute Score and Dice Type Disguise (Subterfuge): This is your ability to pull off a SCORE 1 2 3 4 5 convincing disguise. Use Disguise to convince someone you are somebody else while wearing an appropriate DICE TYPE d4 d6 d8 d10 d12 disguise or disappear into a crowd while wearing normal street clothes (For example, you could convince someone SKILLS you're a guard if you're wearing a guards outfit). Your roll when using Disguise sets the TN for Vigiliance rolls made to see through your deception. At the GMs discretion, Your score in a skill determines the number of dice some NPCs may be too well-informed to fall for a you roll when performing an action that pertains to that disguise. skill. All of your skills start at a score of 1, but you can Dodge (Agility): This is your ability to avoid attacks raise them by spending EP. Raising one of your skills by 1 and traps. Use Dodge whenever you are aware of an point costs an amount of EP equal to double the score attacker or you trigger a trap. You cannot dodge an attack you wish to raise it to (for example: You want to raise made by an enemy you are unaware of. The TN is Stealth to a total of 3. First spend 4 EP to raise it to 2, determined by the Melee Attack roll, Ranged Attack roll, then spend another 6 EP to raise it to 3). A skill can be or trap that you're attempting to avoid. See the entry raised to a maximum score of 5. "Essential Combat Reference" on page 9 for details. When you use a skill, you keep the highest number Encumbrance (Might): The maximum amount of out of the dice that you roll and ignore the rest (for weight in pounds that you can carry without suffering any example: You're making a Stealth roll. Your Stealth score penalties is equal to 10 pounds, plus 5 times your Might is 3 and your Agility score (the governing attribute for score, plus 5 times your Encumbrance score. If you carry Stealth rolls) is 4. So you roll three 10-sided dice. The dice more weight than that, you can't use Climb, Stealth, or roll a 3, 5, and a 9, so you keep the 9 and ignore the 3 and Swim, the result of any Dodge roll you make is halved the 5. Thus, 9 would be the result of that Stealth roll). (rounded down), and your overland movement speed is Acrobatics (Agility): This represents your ability to halved (rounded down). Furthermore, while attempting perform all sorts of gymnastics. Use Acrobatics to balance to carry double your maximum carry weight or more, while walking along precarious terrain, jump across your overland movement speed is reduced to 0 and you chasms, or soften your landing in the event that you fall. cannot Dodge. Unless the GM allows otherwise, assume that certain Endurance (Might): This is your ability to withstand actions are too extreme to involve Acrobatics, such as extreme conditions. Use Endurance to avoid walking on the tips of spears or sticking a landing from a hypothermia, hyperthermia, suffocation, and systemic fall off of a kilometer high mountain. The TN to soften a shock. Hyperthermia and hypothermia occur when you fall is equal to the number of meters fallen (maximum TN spend too much time unprotected in an extremely hot or of 10) and landing deals 1 damage to a random location extremely cold environment, respectively. At the GMs for every meter fallen. If you can see where you're going discretion, the extreme nature of an environment may be to land and can perform an acrobatics check (regardless enough for the onset time of hyperthermia or of whether you are capable of succeeding on the check), hypothermia to be one hour or one minute (anywhere you subtract your Agility score from the number of less extreme probably wouldn't require an Endurance roll meters you have fallen when determining how many and anywhere more extreme would probably just deal 1 enemy combatant; characters frightened in this way will point or more of heating or freezing damage each round avoid attacking you if there are other, less frightening instead). The first roll you make when combating people for them to attack instead; additionally, such hyperthermia or hypothermia is to fight off fatigue, which characters will attempt to run from you in the event that prevents you from performing more than one action each you begin to attack them directly. The GM determines the round (so you'd have to choose to move, speak, or attack TN – typically 8 or 10. The GM may deem some individual each round, instead of being able to do all three) and at NPCs immune to your discouragement and organized the GMs discretion, may cause hallucinations; if you're groups of NPCs will often be similarly immune if they fatigued in this way, spending more time unprotected in a greatly outnumber you and any allies you may have. harsh environment will require another Endurance roll, Judgment (Perception): This is your ability to detect this time to avoid systemic shock. lies and intuit the motivation behind someones actions. You can hold your breath for 10 rounds, plus a Use Judgment to know a lie when you hear it or to number of rounds equal to your Might score plus your deduce the reason for a persons actions (For example, Endurance score. Suffocation requires that you make an one roll is needed to detect a lie and another is needed Endurance roll every round; once you have failed two immediately afterward to determine why they lied). The consecutive Endurance rolls to avoid suffocation, you GM must give a correct assessment to a successful must immediately make another Endurance roll, this time Judgment roll made to determine someones motivations to avoid systemic shock. or at least the most likely reasonable answer for their Whenever you make an Endurance roll to avoid actions. The TN is set by the roll the intended target of systemic shock caused by taking damage, the TN is equal the Judgment makes when they tell the lie (See the entry to the total amount of damage that has been dealt to the "Social Interaction Basics" on page 8 for details). location that is the source of the shock. The GM Labor (Might): This is your ability to craft any sort of determines the TN for Endurance rolls made to avoid items. Use Labor to craft weapons and armor, to build a shock caused by hyperthermia, hypothermia, or house, or tend a farm. The GM determines the amount of suffocation – typically 4 or 6. time it takes to perform a single act of manual labor; as a Forgery (Subterfuge): This is self-exlainitory. Use general rule, have each major step of a project take 1 day Forgery to falsify signatures and documents or to discern (For example: smelting ore, forging a blade or single piece whether or not a signature or document is a forgery. Your of armor, setting the foundation and supports for a 2x2 roll when making a forgery sets the TN for Forgery rolls meter section of a house, tilling a field, planting crops, made to discern the nature of your forgery. On rare etc.). The TN should be listed in the entry for most items; occassions, the GM may deem some documents to be too however, in the event that it isn't or in the event that you intricate or extensive to properly falsify. want to perform manual labor pertaining to something Fortitude (Might): This is your ability to resist that isn't extensively covered in this book, the GM diseases and toxins. Use Fortitude to avoid contracting determines the TN – typically 4 or 6. Unsuccessful Labor diseases or resist the effects of poisons and venoms. The rolls will result in your work being ruined; in most cases, onset time and TN will be listed in the entry for a disease this simply means that you do not make any progress for or toxin. that day and will have to start that part of your project Goad (Communication): This is your ability to over again. provoke someone. Use Goad only when you really want Leadership (Communication): This is your ability to to start a fight, but don't want to attack first. The GM work a crowd, instruct a class, and orate in general. Use determines the degree to which you aggrivate someone Leadership to keep tensions low during a negotiation, and the TN – typically 4, 6, or 8. The GM may deem some instigate a riot, or negate or prevent the effects of NPCs immune to your taunts. The typical neutral NPC may someone elses attempt to use Charm, Goad, Intimidate, become annoyed, then angered, then furious, then finally or Mercantile on one or more of your subordinates. start to attack you if provoked further. Preventing such an effect requires a preemptive use of History (Education): This represents your knowledge Leadership and must target a single form of manipulation; of historic events, important political figures, legends, which is to say that you must choose for a group of allies myths, and the lineage and heraldry of the nobility. Use to be protected from the effects of only one such History to see if your character knows anything Communication skill. The protective effects of a speech noteworthy about a person, place, or thing relevant to you give with Leadership will only last an hour; however, their current situation. The GM determines the TN – in the event that your Leadership roll beats the TN by typically 8 or 10 for explicitly helpful information. double what is necessary, the effect lasts for an entire day Initiative (Perception): This is a measure of your instead. If a Charm, Goad, Intimidate, or Mercantile roll reaction time. Use Initiative to determine what order would be made against an ally that is inspired by your characters take their turns during a round. See the entry Leadership, the roll must beat the Leadership roll you "Rounds, Initiative, and Turn Order" on page 9 for details. made when you made your speech in addition to beating Intimidate (Communication): This is your ability to the standard TN or fail. The TN of a Leadership roll made strike fear into the hearts of others. Use Intimidate to for any other purpose is determined by the GM – typically coerce somone into telling you a secret or frighten an 6 or 8. Legerdemain (Subterfuge): This is your ability to appraise exotic and illegal goods and services, barter with perform feats of sleight of hand. Use Legerdemain to a merchant to get the best prices, or persuade someone palm a knife, hide a document in your belt, pick with bribery. Also, the amount of gold your character someones pockets, or sleeve an ace. Your roll when using starts with is equal to 30gp, plus an additional amount of Legerdemain sets the TN for Vigiliance rolls made to see gp equal to ten times your Mercantile score. The GM through your deception. Some objects are too large or determines the TN – typically anything from 4 to 10. too awkwardly shaped to conceal. Some objects are priceless, some goods are too common Linguistics (Education): For simplicity's sake, a to negotiate the price, and some people are immune to character either knows how to speak a language or they bribery. do not, with no middle-ground. A character can speak a Navigation (Perception): This is your ability to intuit number of languages equal to their Education score. what lies beyond your field of vision while travelling Specializing in this skill doesn't affect a roll, but increases through the wilderness. Use Navigation to know which the maximum number of languages you can learn to direction is north, estimate your distance travelled vs the speak by 1. You can learn to read and write a language in distance to your destination, or pilot a ship on the open place of learning how to speak it; the exception being seas. The use of an appropriate map or star chart will that you must learn how to speak at least one language double the result of any relevant Navigation roll you before you can learn how to read or write any language. If make. The GM determines the TN – typically 4 or 6 for the number of languages you can learn to speak increases plains, hills, and mountains and 8 or 10 for swamps, after character creation, you must have a source from jungles, and thick forests. which to learn a new language, such as a book or tutor. At Ranged Attack (Perception): This is simply your the GMs discretion, you may make a Communication roll ability to perform ranged attacks. Use Ranged Attack to convey very simple messages to an individual whose whenever you want to attack while armed with a ranged language you do not speak; doing so has a TN of 10. weapon or attack with a thrown weapon. Your roll when Lockpick (Subterfuge): This is simply your ability to using Ranged Attack sets the TN for Dodge rolls made to pick locks. Use Lockpick to, well, pick locks. If you can avoid your attack. See the entry "Essential Combat come up with another use for this ability and you have Reference" on page 9 for details. the GMs permission, then by all means go for it. Lockpick Research (Education): This is your ability to gather can be used in conjunction with Labor to craft a lock. Each information. Use Research to survey a crowd, study in a Lockpick roll usually takes about a minute (10 rounds), library, and locate field experts to learn the answer to any but this may be increased or decreased at the GMs question. Each use of Research should take roughly an discretion. Missing the TN by half the amount needed (a hour; rerolls are allowed for the same question, but each roll resulting in 2 on a TN 4 lock) will cause the lock to additional roll takes another hour. The GM determines jam, preventing further lockpicking attempts and require the TN – potentially anywhere from 4 to 12. Sometimes that a locksmith tend to the lock before it can be opened there just aren't enough good sources to find the answers by key or another lockpicking attempt can be made. The you're looking for. GM determines the TN – potentially anywhere from 4 to Ride (Agility): This represents your proficiency with 12. The TN to craft a lock should be the same as the TN to riding animals. Use Ride to avoid falling off a bucking pick that lock. horse, calm a startled mount, or break a pony. Typically, Medicine (Education): This represents your only horses, ponies, donkies, and mules are available as knowledge of herbalism, anatomy, and first aid. Use mounts, although some environments may provide an Medicine to treat injuries and illnesses or to craft opportunity to attain an elephant, camel, oxen, or other medicines, drugs, and poisons. The TN to heal 1 point of animal as a mount. At the GMs discretion, you may be damage is equal to the amount of total damage dealt to able to use Communication as the governing attribute for the location of the body you wish to treat. Such this skill instead of Agility. The TN is determined by the treatments can only be made to each location of the body GM – typically 6 or 8. While riding a mount, always use once per day. Unsuccessful Medicine rolls will inflict an the mounts speed instead of your own. At the GMs additional point of damage instead of heal 1 point of discretion, performing an action that requires the use of damage. The TN to craft an item should be listed in each your hands may call for a Ride roll; the GM determines items entry; however, if it isn't, the GM determines the the TN – typically 4 or 6. TN – typically 8 or 10. Sabotage (Subterfuge): This is your ability to disable Melee Attack (Might): This is simply your ability to machinery. Use Sabotage to stall a mill, lock a gate in the perform melee attacks. Use Melee Attack whenever you raised or lowered position, or disarm a trap. The GM want to attack while unarmed, attack while armed with a determines the TN – typically equal to the TN needed to melee weapon, or bash someone with your shield. Your craft the contraption you're attempting to disable; roll when using Melee Attack sets the TN for Dodge rolls however, if the mechanisms crafting TN isn't listed in this made to avoid your attack. See the entry "Essential book, the TN should typically be 4, 6, or 8. Combat Reference" on page 9 for details. Science (Education): This represents your Mercantile (Communication): This is your familiarity comprehension of math, chemistry, engineering, and with all kinds of monetary practices. Use Mercantile to architecture. Use Science in conjunction with Labor to craft explosives, crossbows, siege engines, and example, spreading a rumor that a tyrant is raising taxes architecturally advanced structures (such as dams and again would be a 5 dice lie – 3 dice, plus 1 for bridges). You may use Science in conjunction with believability, plus 1 for being relatively harmless; someone elses Labor roll instead of your own. The TN to however, trying to convince someone that walked into an craft an item should be listed in each items entry; alley and saw you holding a knife over the corpse of a however, if it isn't, the GM determines the TN – typically 8 stab victim that you didn't kill the victem before the or 10. pedestrian calls for the guards would be a 1 dice lie). The Stealth (Agility): This is your general ability to avoid result of your lie roll sets the TN of the Judgment roll detection. Use Stealth to hide in the shadows, silently made by those who hear it to see through the lie. A PC is sneak up on someone, or camouflage yourself in dense never obligated to believe a lie they're told, regardless of foliage. Your movement speed while attempting to sneak the result of their Judgment roll. around quietly is reduced to 1 meter per round; however, if Agility is one of your primary attributes, your ROUNDS, INITIATIVE, AND TURN ORDER movement speed while sneaking is equal to your Agility score in meters per round instead. Your roll when using 1. At the start of combat, each participant makes an Stealth sets the TN for Vigiliance rolls made to detect you. Initiative roll to determine the order in which characters At the GMs discretion, certain things will likely give away take their turn, going from highest result to lowest result. your position, such as speaking out-loud (whispering is an The GM determines how you break ties. obvious exception most of the time, but it should typically 2. A round lasts approximately 6 seconds (give or only allow you to communicate with someone you are take a few, depending on what the situation calls for). On right next to), or wearing clothing that starkly contrasts a characters turn, during a given round, they may perform with your surroundings. For the details on the effects that several actions. See the entry "Actions" below for details. Stealth has on combat, see the entry "Stealth in Combat" 3. Repeat the turn order until combat is resolved. on page 10. You can delay your turn until something happens (for Vigilance (Perception): This is your ability to detect example, you could stand beside a door and wait for hidden and obscured objects and people. Use Vigilance to someone to open it and then attack them the moment spot a gold piece that's partially coved by a scrap of they walk through). Doing this doesn't change the turn paper, hear someones footsteps as they try to sneak up order after your delayed turn has ended. If you delay your on you, or search for a hidden passageway, the best loot turn long enough for it to become your turn again, then off a fallen enemy's corpse, or a trail left by someone you lose your delayed turn. you're tracking down. The TN is set by the roll that this skill is made against (For example, someone elses Disguise, Legerdemain, or Stealth roll); if this skill isn't ACTIONS used against someone who is actively using a skill to deceive others, then the GM determines the TN – The only limit to what you can do in a round to what typically 4 or 6. is reasonable within the time-frame of roughly 6 seconds, at the GMs discretion. Typically, this entails one action with the hands (such as attacking an enemy), one action SOCIAL INTERACTION BASICS with your feet (such as moving up to your full movement speed), and one action with your head (such as alerting The Communication skills – Charm, Goad, your allies to danger); additionally, there is no limit to the Intimidate, Leadership, and Mercantile – are meant to be number of attacks you can make a Dodge roll against in a used by both PCs (Player Characters) and NPCs (Non- given round; however, if you want to focus on a particular Player Characters), but are only meant to affect NPCs, not type of action by performing that action twice (attacking PCs. If a PC would potentially be subjected to one of twice, moving twice, etc.), then you may do so, but at the these skills, it is entirely up to the player to decide if they cost of not being able to perform any other actions for want to roleplay being affected by the use of that skill. that round – including dodging attacks. Lying: If a character wants to lie, they roll a number of dice based on the believability of the lie and the size of the dice they roll is based on their Communication score. The GM determines the believability of the lie and the corresponding number of dice the character should roll for the lie. When a character rolls multiple dice to determine the effectiveness of their lie, they keep the highest result out of the dice they rolled and ignore the rest just like a skill roll. For reference, a lie by default rolls 3 dice; then if the lie is particularly believable or unbelievable, it rolls 1 more or 1 less dice, respectively; then if the implications of the lie are innocuous or notable, it rolls 1 more or 1 less dice, respectively (for ESSENTIAL COMBAT REFERENCE CRITICAL HITS AND COUNTER ATTACKS

1. Attacker makes a Melee Attack roll or a Ranged Attack Critical Hit: If the attackers attack roll results in a roll. number that is equal to or greater than double the 2. Defender makes a Dodge roll. defenders Dodge roll, the attack is a critical hit. In the 2a. If the defenders roll meets or beats the attackers event of a critical hit, the attack deals double the amount roll, the attack misses. of damage it normally would. 3. If the attack hits, roll 1d6 to determine where the Counter Attack: If the defenders Dodge roll results defender is hit. in a number that is equal to or greater than double the attackers attack roll, the attack fails (as usual) and the Hit Locations of the Human Body defender is allowed to make a free counter-attack against 1 – Head 4 - Torso the attacker. A counter-attack functions exactly as a normal attack, but does not count against the total 2 - Right Arm 5 - Right Leg number of actions you can perform on your turn in a 3 - Left Arm 6 - Left Leg given round. Additionally, only dodging Melee Attacks can result in counter-attacks and counter-attacks can only be Melee Attacks. HIT POINTS AND DAMAGE PARRY AND DUAL WIELDING The amount of damage done by a Melee Attack is equal to the attackers Might score, plus any damage At the GMs discretion, you can parry an attack made bonus from the attackers weapon. The amount of with a melee weapon if you also wield a melee weapon; damage done by a Ranged Attack is equal to the attackers doing so uses the Agility attribute and the Melee Attack Perception score, plus any damage bonus from the skill. Parrying is otherwise exactly the same as using the attackers weapon. Dodge skill. If you are wielding two one-handed melee Each location on your body has a number of Hit weapons or one two-handed melee weapon, you gain a Points equal to double your Might score, except your +2 bonus on your parry rolls. If you are wielding two one- torso, which has a number of Hit Points equal to triple handed melee weapons, you can spend an entire round your Might score. For every 5 points of total damage that focused on making three attacks instead of only two. has been dealt to a character, they take a -1 penalty to the result of all of their rolls. Furthermore, each crippled limb increases this penalty by an additional -1. STEALTH IN COMBAT Limbs: When a limb has been dealt an amount of damage equal to its HP, it becomes crippled. A crippled Whether you're ambushing a caravan, hunting a limb is completely useless and doesn't heal naturally, but deer, or literally stabbing someone in the back, if you use can potentially be healed through use of the Medicine Stealth to avoid detection and then attack someone that's skill. See the entry "Medicine" on page 7 for details. A unaware of your presence, that attack receives several limb that takes an amount of damage totaling double its benefits; the attack automatically hits, since a person who Hit Points or more is completely destroyed. When a is unaware of your presence wouldn't be able to respond characters limb is destroyed, they must immediately to the attack with a Dodge roll; the attack is an automatic make an Endurance roll to avoid systemic shock; the TN is critical hit; and if the target of your attack is relatively 6. stationary (not actively walking or running), then you get Head and Torso: When a characters head or torso to choose which location of their body you hit instead of has been dealt an amount of damage equal to its HP, they needing to roll for it. Once you attack someone, they must immediately make an Endurance roll to avoid immediately become aware of your presence, so only systemic shock; the TN is 6. When a characters head or your first attack will gain the benefits associated with torso has been dealt an amount of damage totaling using Stealth. double its Hit Points or more, they die immediately. At the GMs discretion, they might not die immediately, but their CALLED SHOTS wounds render them completely helpless, unable to perform almost any action except for speaking for several You can choose a location you wish to aim for, roll minutes before eventual death. for location a number of times equal to your Melee Attack Recovery: Characters recover hit points at a rate of 1 score or Ranged Attack score (depending on which type per eight hours of rest. If a character has multiple of attack you're performing) before you attack instead of damaged locations, the least damaged location recovers rolling once for location after you attack (for example, if the hit point; if two locations are tied for how much you want to make a called shot with a Melee Attack and damage they have taken, the character makes the your Melee Attack score is 3, then you would roll for decision. location 3 times before you attack); if any of those rolls result in the chosen location, your attack will hit that EQUIPMENT location if a successful attack is made. If none of those rolls result in the chosen location, your attack Gold Pieces (GP): Commonly referred to simply as automatically fails and counts against the total number of gold, gold pieces are the standard unit of currency. Each actions you can perform on your turn in a given round. character starts with 30gp, plus an additional amount of Disarm: You can make a called shot targetting an gp equal to 10 times their Mercantile score. The amount arm with a Melee Attack or Ranged Attack that does not of gold a character has is not directly affected by changes add your weapons bonus to damage and cannot result in made to that characters Mercantile score after character a critical hit. If the called shot hits, the enemy drops what creation; however, that characters ability to make gold they were holding in the hand of the targetted arm. throughout the game by roleplaying is likely to be Picking up a dropped item counts as performing an action affected. Gold pieces are small enough to be considered with your hands, and thus prevents the disarmed very light-weight individually; however, if the GM deems individual from attacking with a weapon they just picked it necessary to keep track of the weight of gold, then 20gp back up. should weigh 1 pound; if the GM wants to keep track of Feint: You can allow an attacker making a Melee the weight of gold, but also wants to be lenient on that Attack against you to choose which location their attack front, then 50gp should weigh 1 pound. will hit you before they make their Melee Attack roll. If Armor: Whenever an armored location would be hit the attack hits, the enemy benefits from having been by an attack or trap, reduce the amount of damage given the opportunity to choose where they hit you; caused by the attack or trap by the amount listed under however, if the attack misses, you get a free counter- the armors DR (Damage Reduction). Armor does not attack regardless of how much your Dodge roll beat the reduce the damage caused by a critical hit. attackers Melee Attack roll by. Shields: A shields "Shield Bonus (SB)" is the bonus Grapple: You can make a called shot targetting a that it grants to the result of your Dodge rolls. Most shield head with a Melee Attack that deals no damage. If the types have a unique trait that makes them preferable in called shot hits, the enemy becomes pinned. While various different situations. Unless otherwise noted, a pinned, the enemy cannot attack, move, or speak and weapon cannot be wielded in the same hand that is immediately begins to hold their breath until either you equipped with a shield. You cannot effectively wield a release them from the pin or they escape from the pin. To shield that weighs more than double your Might score. escape from the pin, the enemy must spend their entire You can bash someone with a shield; such attacks treat turn devoted to the escape and make a Dodge roll that the shield as though it were a melee weapon with a meets or beats your initial Melee Attack roll made to pin Damage Bonus (DB) of 1. You cannot effectively bash with them. Each round that you maintain the pin, you reduce a shield that weighs more than your Might score. the number of rounds they may hold their breath for by Weapons: Weapons grant a bonus to the damage an amount equal to your Might score, plus your Melee that your attacks do. You cannot effectively wield a Attack score. See the entry "Endurance" on page 5 for weapon that weighs more than your Might score in one details on suffocation. hand or one that weighs more than double your Might Push: You can make a called shot targetting a torso score in two hands. You cannot effectively throw a with a Melee Attack that does not add your weapons weapon with two hands (thus, effectively throwing a bonus to damage and cannot result in a critical hit. If the weapon requires that it not weigh more than your Might called shot hits, the enemy is knocked directly backwards score). Ranged weapons have a limited range; you can hit a number of meters equal to your Might score. This can anything within the listed range with a Ranged Attack be used to force someone to make an Acrobatics roll to made with these weapons or spend an entire round avoid falling off of a cliff. focusing on a single Ranged Attack to double the listed Trip: You can make a called shot targetting a leg with range. a Melee Attack that does not add your weapons bonus to Ammo: Each ranged weapon listed requires ammo. damage and cannot result in a critical hit. If the called You have two options, at the GMs discretion – 1 gold for shot hits, the enemy is knocked to the ground. Someone 10 ammo or multiply the cost of ranged weapons by 5 that is prone like this cannot make Dodge rolls and their and they have an unlimited amount of ammo; the GM movement speed is reduced to 1 meter per round. should only allow one of these options, not both; Standing up from the prone position uses up the number allowing the unlimited ammo option comes with one of actions you can perform with your feet during a given crucial caveat: don't allow unreasonable or ridiculous round (and therefore does not hinder your ability to actions that would seek to take advantage of this option. attack during that round). Unlike ranged weapons, thrown weapons need to be recovered once thrown to be thrown again. If the GM deems it necessary to keep track of the weight of ammo, then 10 ammo should weigh 1 pound. Explosives: These deal the listed amount of damage Locks: The TN to pick a lock is always the same as to everything within the listed blast radius. If a person is the TN to craft the lock. Crafting a lock always implies within the blast radius, the damage is dealt to every crafting the key to the lock as well, and purchasing a lock location of that persons body. Packing multiple explosives always includes the key in the price. A locksmith can craft together to detonate simultaneously makes them each their locks to accept a skeleton key, which they must deal their damage at the same time and increases the create separately, but which has no official cost or craft blast radius by 1 meter for every 5 explosives. time; a lock cannot be made to accept a skeleton key after it has already been crafted. See the entry "Lockpick" on page 7 for details on lockpicking.

WEAPON DB RNG WT COST CRAFT EXAMPLES Light Ranged 1 50 1 10 TN 8 Atlatl, Bow, Sling Heavy Ranged 2 50 2 15 TN 10 Compound Bow, Crossbow Light Thrown 2 10 1 10 TN 4 Javelin, Knife, Shuriken Heavy Thrown 3 10 2 15 TN 4 Harpoon, Spear, Tomahawk Light Melee 3 1 1 10 TN 6 Shortsword, Club, Hatchet Heavy Melee 4 1 3 15 TN 6 Longsword, Mace, Battleaxe Great Melee 5 1 5 20 TN 6 Claymore, Maul, Halberd DB: Damage Bonus. RNG: Range (in meters). WT: Weight.

ARMOR DR P-WT P-COST CRAFT S-WT S-COST Hide 1 2 1 TN 4 12 6 Leather / Padded 1 1 2 TN 4 6 12 Chain / Scale 2 2 4 TN 6 12 24 Brigandine / Lamellar 3 3 6 TN 6 18 36 Laminar / Splint 4 4 8 TN 8 24 48 Plate 5 5 10 TN 10 30 60 DR: Damage Reduction. P-: Piecemeal. S-: Full Suit.

SHIELD SB WT COST CRAFT SPECIAL Target 1 2 10 TN 6 May be worn in addition to a wielded weapon. Small 2 4 15 TN 4 -N/A- Large 2 6 20 TN 4 Provides 2x SB against Ranged Attacks. Tower 2 10 25 TN 6 Provides 4x SB against Ranged Attacks. SB: Shield Bonus.

EXPLOSIVES R+D WT COST CRAFT LOCKS WT COST CRAFT MEDICINE COST CRAFT Class I 1 1 1 TN 4 Class I 1 1 TN 4 Analgesic 4 TN 8 Class II 2 1 3 TN 6 Class II 1 3 TN 6 Antidote 6 TN 10 Class III 3 1 6 TN 8 Class III 1 6 TN 8 Bane 8 TN 12 Class IV 4 1 10 TN 10 Class IV 1 10 TN 10 Poison 4 TN 8 Class V 5 1 15 TN 12 Class V 1 15 TN 12 Salve 2 TN 6 R+D: Blast Radius and Damage. CRAFT: Also the Lockpick TN. Sedative 2 TN 6 Stimulant 8 TN 12 Tranquilizer 6 TN 10 MEDICINE When ingested, salve has no effect other than to count against the number of doses of medicine you can You can take a total number of doses of medicine tolerate. Salve does not heal damage; wounded locations equal to your fortitude score. Each time you take a dose that have salve applied to them still heal normally. of medicine when you've already reached your limit and Sedative: This is a toxin that must be ingested. each time that you take a dose of medicine when you Ingesting a sedative triggers the need to make a Fortitude already have a different type of medicine in your system, roll every minute to avoid falling unconscious; the TN is 6. you must make a Fortitude roll; the TN is 6. An Sedatives have an onset time of 1 minute; symptoms do unsuccessful Fortitude roll results in intense stomach not manifest until after a minute has passed. Follow the cramps and blurred vision for a day, which together cause same assumptions for sedating someones drink as you the result of all rolls you make to be halved. Becoming would for poisoning it. Unconsciousness caused by sickened in this way immediately triggers the need for sedatives lasts for 1 hour. Ingesting multiple doses another Fortitude roll. If it is also unsuccessful, you fall increases the number of Fortitude rolls you must make unconscious for a day. Falling unconscious in this way each minute. immediately triggers the need for another Fortitude roll. Stimulant: When ingested, a stimulant temporarily If this third roll is also unsuccessful, you are paralyzed for increases your Agility and Might score by 1 (to a 1 minute and then die unless someone else causes you to maximum score of 5 each) and you cannot be rendered vomit before the end of the minute. Inducing vomitting in unconscious by any means. Stimulants take effect this way takes a full round of focused effort. immediately and last for 1 hour. The effects of a stimulant Analgesic: For one day, you reduce the penalties do not stack with multiple doses. you've gotten from damage by 1. This does not heal Tranquilizer: This is a toxin that has no affect when damage. For example, if you're taking a -2 penalty to your ingested, but when injected or exposed to an open rolls due to having taking between 10 and 14 damage and wound (typically by being applied to a blade that then you take one dose of analgesic, the penalty is reduced to inflicts a wound), it triggers the need to make a Fortitude -1. roll to prevent the affected location from becoming Antidote: An antidote completely cures you of one paralyzed for 1 hour. A paralyzed location is treated as disease or toxin you currently have. The disease or toxin though it is crippled. Tranquilizer counts against the that an antidote cures is determined during its creation, number of doses you can tolerate. so an antidote that cures one disease can't be used to cure a different disease or any kind of toxin. Antidotes COVER AND CONCEALMENT cannot be used to increase the number of doses of medicine a single person can take in any way and each Cover: At the GMs discretion, certain environmental antidote you take still counts against the total number of features may be used as cover, such as boulders, trees, or doses of medicine you can take. the parapets on a wall. Cover grants the same bonus as a Bane: This is a toxin that has no affect when tower shield against ranged attacks; however, cover is ingested, but when injected or exposed to an open almost always completely stationary, so you must stay wound (typically by being applied to a blade that then behind it to receive its benefits and it only protects inflicts a wound), it causes 1 point of damage to the torso, against attacks made from the other side. regardless of the location that the poison is applied to. Concealment: At the GMs discretion, certain This counts against the number of doses of medicine a environmental features may be used for concealment, person can tolerate. such as bushes, curtains, or any kind of cover. Poison: This is a toxin that must be ingested to take Concealment facilitates the use of Stealth in broad effect. It causes 1 point of damage to the torso and daylight. Note that jumping behind a bush right in front of counts against the number of doses of medicine a person a group of guards that are chasing you will not allow you can tolerate. Poison has an onset time of 1 minute; to use Stealth to make them suddenly forget that they symptoms do not manifest until after a minute has saw you jump behind the bush. passed. When poisoning a drink, follow the assumption that a person takes 1 minute to drink a pint of liquid with LIGHT AND VISION a meal and that to be effective, multiple doses are necessary, since a person will almost certainly stop Light: There are three levels of visibility – dark, dim, drinking a poisoned beverage after symptoms manifest. and bright. The visibility level outdoors is bright during Salve: When applied directly to a wound, you treat the day, dim during twilight, and dark during the night. If that location as though it had 1 point of damage less than it's the night of the full moon and the sky is clear, then it it actually does for 1 day; this may also cause the penalty might be dim at night instead of dark, at the GMs to your rolls due to having taken a large amount of discretion. As a guideline, shaded alleyways, the inside of damage to be reduced (see the entry "Analgesic" on page poorly-lit houses, and forests or jungles with very dense 13 for details). Salve does not count against the total canopies will almost always be one level of visibility lower number of doses of medicine you can tolerate, but only than normal (so a shady alley would be dim instead of one "dose" of salve can be applied to each location. bright during the day). Candles create bright light in a 1 SEANCES AND TELEPATHY meter radius and dim light in a 1 meter radius beyond that; torches are the same, except the radius of the bright Seance: You can summon a spirit if you possess at and dim light are each 2 meters instead of 1; a campfire is least part of the spirits corpse (for example, a lock of hair the same as well, except the radius of the bright and dim or a finger) or an item owned by the spirit in life that the light are each 5 meters instead of 1. spirit holds an emotional attachment to. Summoning a Vision: The result of your Stealth rolls are halved in spirit takes twelve rounds, minus a number of rounds areas of bright light; Stealth functions normally in areas of equal to double your Necromancy score. If your dim lighting; and areas of dark visibility facilitate the use Necromancy score is 0, then you cannot perform a of Stealth even in the open, where there's nothing to hide seance. The spirit can understand anything you say in a or sneak behind. language that it knew in life, but it cannot speak and needs to be provided with an easy way to communicate EARNING EXPERIENCE that takes as little physical effort as possible, such as a foggy mirror or an ouija board. A spirit that could Once gained, Experience Points (EP) must be spent communicate telepathically in life can still do so in death, before the start of the following session. Unspent EP is thus such a spirit doesn't require a medium such as an lost. You may invest less EP into something than it costs to ouija board. A spirit that is present in the physical realm purchase that upgrade outright; if you do, you do not gain (intangible, though it may be), is limited in its knowledge the benefits of that upgrade until you have payed off the to that which it has learned in the physical realm. full EP cost of that upgrade; you may make such partial EP Telepathy: You can communicate telepathically in investments during character creation. One EP is awarded any language you can speak with anyone who also speaks at the end of each game session for each of the following that language. You and the person you wish to that apply: communicate telepathically with must both be able to see eachothers eyes, you must both maintain eye contact, Attend the entire session and the person must be within a number of meters equal to your Thaumaturgy score times your Thaumaturgy Complete a quest-line score. If your Thaumaturgy score is 0, then you cannot Overcome a significant obstacle communicate telepathically. Telepathy only works one way, so a telepathic conversation between two people requires that they both be telepathic. The MAGIC Communication skills – Charm, Goad, Intimidate, Leadership, and Mercantile can be used telepathically. Magic is an optional set of rules that the GM may include or exclude in part or (preferably) in whole in the SPELLS options available to the players and various NPCs. Magic encompasses two additional attributes beyond the six Animate (Necromancy): This spell can only be cast in standard attributes and a total of ten spells (five for each the presence of a spirit and requires a non-living, sapient magic attribute). Magic spells function exactly as organism (a human corpse or skeleton). You bind a spirit mundane skills, except that they accomplish more to a corpse or skeleton for 1 year, after which time the supernatural effects. Just like most of the standard six corpse or skeleton disintegrates and the bonds are attributes, the magic attributes affect more than just your broken. The corpse or skeleton need not be completely ability to cast spells – they also have an effect on your intact, but less intact specimens are less capable and once ability to perform seances (in the case of Necromancy) the corpse or skeleton is completely destroyed, the spell and communicate telepathically (in the case of will cease to function. Thaumaturgy) – see the entry "Seances and Telepathy" Spirits bound to a corpse or skeleton in this way do below for details. All magic attributes and spells, unlike not feel sensations normally, but the magics that bind it the standard attributes and skills, start at a score of 0. also function to provide it with rudimentary versions of Thaumaturgy: This is your ability to perform feats of hearing, sight, and touch. The lowest attribute and skill mind over matter. It governs the following spells: scores possible for physical attributes (i.e. Agility, Might, Intangibility, Invisibility, Shapeshift, Sineater, Telekinesis. and Subterfuge, as well as each of the skills that those Necromancy: This is your ability to communicate attributes govern all have a score of 1 when using a and interact with spirits. It governs the following skills: human corpse or skeleton), regardless of the scores that Animate, Clairvoyance, Exorcism, , and the corpse or skeleton had in life; these scores cannot be Psychometry. raised. Damage does not cause penalties to actions, but rolls that require the use of a crippled or destroyed location will still always automatically fail. Anything that would normally affect only living beings would not affect roll requires a full round of focused effort; the TN to the spirit or the corpse or skeleton it is bound to sanctify a location is 12 and this requires 3 consecutive (suffocation, disease, poison, etc.). successes. The spirit, while bound to the corpse or skeleton, Familiar (Necromancy): This spell can only be cast in retains its sentience and free will, but is compelled to the presence of a spirit and requires a living, sentient, protect you from harm. Because of this, a spirit also non-sapient organism (an animal). This spell functions retains the scores for its mental attributes and skills exactly as the Animate spell, except that it binds a spirit to (Communication, Education, Perception, and any Magic an animal instead of a corpse or skeleton. Attributes, as well as each of the skills that those Intangibility (Thaumaturgy): To cast this spell, you attributes govern). must be completely submerged in liquid and hold your Additionally, you can make further Animate rolls to breath. You astrally project your spirit and see through its compel the spirit to follow a single command. The TN for eyes instead of your own. Your spirit looks like a the initial animation is 4 and casting this spell for this transparent version of yourself and is exactly as mobile as purpose requires 5 consecutive successes; each roll you are, except that in addition to sharing your requires a full round of focused effort; the GM movement speeds, it can also move through solid objects determines the TN of Animate rolls made to compel a at a rate of 1 meter per round; however, each time that spirit to follow a command – anywhere from 4 for you make your spirit move through an object, each something that the spirit sees as reasonable and which location of your body that moved through the object fits within its personal views to 12 for something that the takes 1 point of damage and you leave an ectoplasmic spirit sees as unreasonable and which contradicts its residue on the surface of the object. personal views. Some actions may be seen as so Your equipment has no effect on your spirit and your outrageously reprehensible by the spirit that it is spirit cannot be damaged; however, objects moving impossible to compel it to perform such actions; likewise, through your spirit in the form of attacks, traps, falling some actions may be so in-line with the spirits desires rocks, or anything else will still count as objects that you that no roll is necessary to compel it. move your spirit through and thus deal 1 damage to the Clairvoyance (Necromancy): This spell can only be location that they hit. cast in the presence of a spirit and requires a reflective You can emerge from the body of liquid or cease surface. The reflective surface displays what the spirit holding your breath at any time to end the spell. Once sees. For the limitations on the mobility of a spirit, see you do, your body snaps to the exact location that your the entry for the spell "Intangibility." The spirit of a dead spirit was occupying. If your spirit was moving through a person is unharmed by walking through solid objects, but solid object at the time that this spell is ended, your body still leaves an ectoplasmic residue on the surface of still snaps to the exact location, occupying the same space objects it passes through. A spirit will likely obey a as the object, which deals an amount of damage to the request to travel to a specified location so that you may location equal to double the locations HP, which should use the reflective surface to see what it does, but if the always be enough to trigger the need for an Endurance spirit doesn't want to do so for any reason, you can roll to avoid systemic shock. The TN is 4; casting this spell compel it to obey as is explained in the entry for the spell takes 1 success, plus an additional success each round "Animate." The TN to make a reflective surface reveal a that you maintain it; failing a roll results in your spirit spirits sight is determined by the GM – anywhere from 4 snapping back to your body and the spell ends to 12, depending on distance; the maximum distance immediately; the roll requires a full round of focused would typically be 1 kilometer; the TN to compel a spirit effort, which prevents your physical body from to obey a command is listed in the entry for the spell performing any other actions, but doesn't hinder your "Animate." spirit in any way. Exorcism (Necromancy): This spell can only be cast Invisibility (Thaumaturgy): To cast this spell, you in the presence of a spirit and you must use an item with must keep your eyes closed for the spells duration. significant personal meaning as a focal point through Anyone viewing your current location while you're which to channel the exorcising energies of this spell. You invisible sees only what was there the previous round; dispel the magic that is binding a particular spirit to a this means that while invisible, you are always considered corpse, skeleton, or non-sapient organism (an animal). to be behind concealment while moving and the result of This spell can also be used to sanctify a location; spirits all of your Stealth rolls made while moving are doubled cannot enter such a sanctuary and those within a (you must move at least one meter each round to gain sanctuary at the moment of its creation are shunted the benefits of this spell, so Stealth rolls made to hide in a outside its area. This spell has no effect on spirits that are single spot are unaffected by the spell). Additionally, directly linked to a physical form, such as those currently attacks made against you are made as though the residing in their own, living body, those put into a corpse attacker were blind; however, you are also considered to via the Animate spell, or those that are being astrally be blind for as long as you continue to remain invisible. projected via the Intangibility spell The TN to exorcise a The spell lasts until you open your eyes. The TN is 4; spirit that is possessing a host is 4 and casting this spell casting this spell takes 1 success; the roll requires a full for this purpose requires 3 consecutive successes; each round of focused effort. Psychometry (Necromancy): This spell can only be Thaumaturgy score. The object can be moved at a rate of cast in the presence of a spirit and is limited to a single up to a number of meters equal to your Telekinesis score object or location. You use a spirit to analyze any per round. The amount of force you exert on the object is connections that have been made to a specific object or so minute that any notable amount of resistance prevents location. During the first round, this spell reveals the last the object from being moved in this manner, which is to person to come in contact with the object or location say that although an object can be moved through the air (excluding the caster), how long ago that person was in or through water, an object cannot be made to move contact with it, and for how long that person was in other objects; coupled with the incredibly low speed of contact with it; each subsequent round spent maintaining even the fastest telekinetically manipulated object makes this spell reveals the person before last, the person before it impossible to use such an object as a weapon, unless that, and so on. Spirits are not normally capable of you simply levitate an object far enough above someones analyzing places and things in this way without the aid of head that when you let go, it gains enough momentum this spell. The TN is 4; casting this spell takes 1 success, from falling to harm them. but each round spent maintaining the spell require an One exception is if you choose to use enhanced additional consecutive success; failing to maintain the telekinesis, which multiplies the maximum weight, spell requires that you start from the beginning if you distance, and speed allowed by this spell by 5; doing so wish to progress further in the object or locations history; also allows you to make a Ranged Attack with a however, each time you attempt to cast this spell beyond telekinetically moved object that deals an amount of the first counts as a person coming into contact with the damage equal to your Telekinesis score; however, doing object or location and therefore requires an additional so causes a migrane, which intensifies with every use of success to progress to your previous point in the object or enhanced telekinesis (this translates to 1 point of damage locations history; each roll requires a full round of focused to your head every time you use enhanced telekinesis). effort. The TN is 4 for normal telekinesis and 8 for enhanced Shapeshift (Thaumaturgy): To cast this spell, you telekinesis. must wear a skin of the animal to be transformed into. Your body transforms into that of the animal whose skin THE COSMOLOGY you're wearing. The animal to be transformed into must be roughly the same size as you (Examples of animals Genesis: In the beginning, the six Eternals entered close enough to human-sized are: timber wolves, black the void and saught to create life. First, the Eternal Yarikh bears, anacondas, cougars, and albatrosses). You remain created Titan - the world within which the seed of life in the transformed state until the dawn of the day would be planted; however, Titan was cold and dark, so following the night of the full moon. The TN is 8, minus 2 the Eternal Shemesh created Helios - a grand star to during the night (unless it is the night of the new-moon, warm the air and illuminate the sky. The melting ice in which case it is unchanged), or minus 4 instead if it is turned to stagnant water and every day was the same as the night of the full-moon; casting this spell takes 3 the last, so the Eternal Dagon created Erebus - a new consecutive successes; each roll requires a full round of world of swirling shades of black and white to dance focused effort. through the void with Titan and provide it with change in Sineater (Thaumaturgy): To cast this spell, you must both predictable and chaotic ways. maintain physical contact with the target of your spell, Together, the Eternals then created life. Although which must be a living, sapient being. You transfer all the people of Titan were mortal and fragile, their prayers damage, diseases, and toxins from the target to yourself. sustained and enriched the Eternals. In light of their You cannot choose to partially tranfer any of these things potential, the Eternals chose to nurture and cultivate the or to transfer only damage, only disease, or only toxins. life they had birthed on Titan. The Eternal Resheph gave Damage is transfered precisely from location to location life the ability to heal through medicine and rest, but life (for example, if your target has 3 damage dealt to their was still mortal and death was inevitable, so the Eternal left leg and 1 damage dealt to their torso, then the 3 Ishtar gave Necromancy to the people of Titan so the damage to their left leg would be transfered to your left bindings of death may be loosened. The Eternal Moloch leg and the 1 damage to their torso would be transfered gave life knowledge, that it may learn to further protect to your torso). The TN is equal to 4, plus 2 for each itself. disease, plus 2 for each toxin, plus 1 for each point of Shemesh was not content with the life they had damage; casting this spell takes 3 consecutive successes; crafted on Titan for all of the gifts that the Eternals had to each roll requires a full round of focused effort. provide it and petitioned them Eternals to start over, but Telekinesis (Thaumaturgy): To cast this spell, you none of them would agree. Moloch wished to teach must focus solely on the object you wish to move, which Shemesh that the life they created was valuable by must be no farther from you than a number of meters displaying the greatness it was capable of with the most equal to your Telekinesis score, plus your Thaumaturgy simple of things, so Moloch stole fire from Shemesh and score. You move an object with your mind. This can be gave that tool to the people of Titan. used on anything that weighs a number of pounds equal to or less than your Telekinesis score, plus your Shemesh was furious not only because of Moloch's Primary Exports: Furniture and tools. theft, but because Moloch insisted Shemesh could learn Monuments: The Catacombs of Uskaad (Holds the anything from the mortals, so Shemesh secretly remains of every citizen of Uskaad, which may be used for corrupted life on Titan and sowed mistrust amongst the reanimating the spirits of deceased royalty). other Eternals to steal their power. Eventually, a few SOUTH OLMA: The Human kingdom of South Olma mortals discovered the truth of this plot and revealed the is known for its roads, walls, and banks. The adventurous deception to the other Eternals. The insuing battle tore Rangers League provides several services, such as 10,000 holes in the void, which can still be seen at night. wilderness guidance, military reconnaissance, and Shemesh was eventually defeated and its corpse rained environmental resource surveys. South Olma holds a down on Titan, filling the sky with fire and scarring the strong, long-standing alliance with West Agraria and land. mediates government interactions between North Olma The remains of Shemesh that fell to Titan continue and Sylvania. Dense evergreen forests and rolling hills to radiate corruption. In recent times, the corruption has cover all of South Olma. intensified - spawning abominations, blight, and Primary Exports: Iron and lumber. unnaturally harsh weather. Truces were struck and Monuments: The One Thousand Pyramids of Olma (These alliances were forged among the nations of Titan when all house-sized tombs contain the remains of ancient heroes manner of monstrous creature began crawling up from and rulers, preserved until true immortality can be deep underground terrorizing the local surroundings and achieved). warping the land. With the coming of this greater threat, SYLVANIA: The Elven republic of Sylvania is known which has consistently grown with time, none of the for its elegant and luxurious forest villages, resorts, and nations still openly war with eachother. vacation attractions. The judicious Bards Guild provides The mysterious Myconid people have seemingly entertainment across Sylvania and gathers information for arrived on Titan around the same time that the the Sylvania Council - anything from the Sylvania census abominations have begun scouring the land, leading to the political and scientific secrets of the other nations. many to distrust them. However, the nomadic Myconids Tropical forests line the northern border of Sylvania, have displayed that they are allies to the other people of contrasting with the nigh-impassable desert to the south. Titan and they have brought with them Thaumaturgy - a Primary Exports: Clothing and jewelry. new form of magic that may turn the tide in the battle Monuments: The Obelisk of Helios (A fifty meter tall against the monstrous hordes. monolith made of a single slab of unidentified brilliant, Undead: Each Eternal rules over their own afterlife. orange metal), The Gargantua (A mountain carved into Normally, souls are assigned to an afterlife based on the the likeness of a head). way in which they died; however, an Eternal will WEST AGRARIA: The Orcish fiefdoms of West occasionally deny a soul permittance into their afterlife to Agraria are known for their mills, bridges, dams, and suffer through the pain of their death as a reanimated frequent festivals. The prestigeous Academy of Ishtar corpse until their body is destroyed as punishment for offers Necromancy training and services. Due to the misdeeds made in life. The undead and spirits that are unregulated undead services industry of East Agraria, created and summoned through Necromancy don't suffer trade and travel between the two is restricted to the way naturally occurring undead do. government business. West Agraria is nothing but tundra, Magic: Fundamentally speaking, magic is a complex prairie, and farmland. and precise language. The Eternals can hear any words Primary Exports: Produce and livestock. that are spoken at any time, but choose to filter out Monuments: The Plexus of Deimos (A complex network anything that does not conform to the syntax of a spell of aquaducts, dams, and irrigation canals). being cast. The art of Necromancy has been around since EAST AGRARIA: The Orcish fiefdoms of East Agraria the beginning of recorded history; it is believed to have are known for their gardens, harbors, and sinking cities. originated from the Orcs, due to their intense cultural The even-handed Magistrate issues Praetors to any veneration of their ancestors. When Myconids emerged location as needed - elite law enforcement officials from the corrupted lands around the dens of monsters a charged with eliminating crime wherever they find it with few decades ago, they brought Thaumaturgy with them. as much force as needed. East Agraria has a loose, business oriented alliance with Azura. Swamps, bayous, THE NATIONS and deciduous forests coat East Agraria. Primary Exports: Produce and livestock. NORTH OLMA: The Dwarven kingdom of North Monuments: The Standing Army of Breima (An army of Olma is known for its unconquerable mountain fortresses 10,000 orcish stone soldiers in Breima Pass, crafted by the and reputation for durable craftsmanship. The knightly kobolds of Azura in under a month for East Agraria to Order of the Shield protects the major holds of North confuse and ward-off an invading force from West Agraria Olma. Sylvanians are banned from all of the major holds over five hundred years ago). due to several of North Olma's national secrets being published by the Sylvania Council. North Olma is dominated by a broad range of snow-capped mountains. AZURA: The empire of Azura is known for its corruption on Orlothan experiments; it is unclear whether vast cities and for its pluming and sewerage system. The Orlotha is involved. Orlotha is a subterranean network of industrious Imperial Union is a government construction natural and crafted tunnels and caves. company, but it's also the primary cover for the Syndicate Primary Exports: Medicine and precious metals. - a proprietor of illegal blood-sport gambling and a guild Monuments: The Silk Road (A lattice of tunnels coated in of assassins. The Imperial Union holds outrageously webbing from herds of gossamer worms, which is lucrative contracts with Sylvania and East Agraria. harvested by local Goliaths for fertilizer and clothing Primary Exports: Undead workforce and mass-produced material). items. Azura is russet badlands streaked with verdant MYCONIDS: The nomadic Myconid tribes have rivers as far as they eye can see. wandered across Titan for nearly fourty years - tolerated Monuments: The Great Labyrinth of Bruvesas (A square- by most, welcomed by few. No one knows from where mile labyrinth that protects Bruvesas). they originated, but the most popular theories involve ORLOTHA: The underground Goliathite empire of either Orlothan experiments or the Shemesh corruption. Orlotha is known for its hospitals and mines. The The Myconids have yet to carve out their place on Titan secretive Epoli Institute of Chemical Science has produced and currently have no allies or enemies. They incredible medicines, toxins, solvents, and explosives. occassionally trade their knowledge of Thaumaturgy for Dealings with Orlotha are rare and are usually mere trade supplies. agreements. Some blame the increased Shemesh THE RACES Goliaths: These four-limbed, bipedal insectoids have a chininous carapace, a set of four vestigial, sheathed If you are going to use any of the sentient races in wings, and two large, feather-like antennae. Their chitin your game other than human, either for player characters ranges in color from shades of lustrous blues to purples. or NPCs, include the traits listed below based on the Their unique appearance places them far from resembling characters race. anything else, but beetles share the closest physical Dwarves, , and Orcs: Dwarves are typically parallels to them. Goliaths have an average height of 4'3" more short and stout than their human cousins and elves to 4'9", but weigh nearly double the average weight of a are typically more tall and lithe. Orcs are typically the similarly sized human. same height as humans, but their skin ranges in shades of Myconids: Only vaguely humanoid, Myconids have grey, rather than shades of brown; their eyes have black no mouths, ears, or nose. They eat through the thin, hair- corneas and red, orange, yellow, or brown irises, and their like roots that coat their limbs and communicate via teeth feature pronounced upper and, especially, lower telepathy; they smell, breathe, and pick up sound through canines. the gills on the under-side of the mushroom-like cap on Kobolds: These reptilian bipeds have scales, claws, their heads. Their eyes are completely white with no elongated snouts, sharp teeth, and a tail. They bear a visible pupils or irises, their skin ranges from pale white to strong resemblance to their distant cousins, the dark brown, and their caps range from red to brown with crocodiles. Kobold scales range in color from a wide white flecks. Myconids have an average height of 5'3" to variety of earthy greens and browns and are typically 5'9", weigh roughly the same as a human of similar paler along the front of the neck, stomach, and under- height, and a strongly inhuman build with primarily gaunt side of the tail; their irises range in shades of blue, green, features except for their forearms, hands, shins, and feet, and yellow and their tails are short and stubby. Kobolds which are all significantly more plump. Myconids do not have an average height of 4'3" to 4'9", but often appear sleep, but eating takes them just as long as humans take shorter due to their natural posture, they typically appear to sleep. thin and weigh slightly less than a human of similar height.

Human 5 skills of your choice cost 1 EP less for each rank and they start with 2 ranks instead of 1 rank. Education and Subterfuge both cost 1 EP less for each rank. Perception and Agility both cost 1 EP less for each rank. Orc Necromancy and Might both cost 1 EP less for each rank. Kobold Agility and Subterfuge cost 1 EP less for each rank. Your choice of either Agility or Subterfuge starts with 3 ranks instead of 2 ranks. Might starts with 1 rank instead of 2 ranks, cannot be one of your primary attributes, and has a maximum of 4 ranks instead of 5 ranks. The result of any Fortitude roll you make to avoid the effects of ingested toxins and diseased food is doubled. Goliath Might and Education cost 1 EP less for each rank. Your choice of either Might or Education starts with 3 ranks instead of 2 ranks. Agility starts with 1 rank instead of 2 ranks, cannot be one of your primary attributes, and has a maximum of 4 ranks instead of 5 ranks. The result of any Acrobatics roll you make to soften a landing from a fall is doubled. Myconid Thaumaturgy and Communication both cost 1 EP less for each rank. Thaumaturgy starts with 2 ranks instead of 0 ranks. Education starts with 1 rank instead of 2 ranks, cannot be one of your primary attributes, and has a maximum of 4 ranks instead of 5 ranks. The result of any Endurance roll you make to avoid any form of unconsciousness is doubled. BESTIARY Constrict: This creature is treated as one size category larger for the purpose of making Grapple Called This section includes examples for animals and Shot attacks and those attacks deal damage as though mobile plants that are a natural part of the ecology on they were standard attacks. Titan, monsters that spawn from dens, and non-player Damage: Whenever one of this creatures attacks characters of every race - both living and undead. These would deal damage, that damage is increased by the examples are largely meant as a guideline to make it listed amount; if the creature that would be damaged is easier to create your own campaigns. The GM should feel smaller than this creature, further increase the damage free to change any of the statistics presented in this by the listed amount for each size category this creature is section, completely remove certain creatures, or add in larger than the one it is attacking. If the value listed is a creatures of their own design. negative number, subtract that number from this With the exception of the non-player characters, creatures damage on all attacks it makes; this subtraction none of the creatures listed are sentient or intelligent is not further amplified by differences in size the way enough to be used as playable races; furthermore, they bonuses granted by this ability are normally amplified. are treated as having Communication, Education, and Disease: Usually transmitted through bites or Subterfuge scores of 0. If some situation would call for extended contact. such a creature to roll dice for one of those attributes, the Fear 1: Creatures with this ability strike fear into all GM may choose to have that creature roll one of any those who witness them; this fear is supernatural and sized dice or automatically fail the roll. isn't affects all characters equally – it isn't a measure of a The following is a series of traits that creatures can characters courage. Any character that sees this creature have – they include a description of the interaction must avoid attacking this creature in combat if there are between creatures of different sizes and a number of other, less frightening enemy combatants. Also, whenever special abilities that a creature might have, some of which this creature attacks, the character hit by the attack has a are supernatural. Creatures may have other abilities that 33% chance (1-2 on 1d6) that they must run away from are detailed in their entry, but not listed here; these are this creature the first chance they get. merely the most common abilities. Fear 2: This ability functions exactly as the "Fear 2" Size: There are seven size categories given here; ability, except that someone attacked by a creature with from smallest to largest, they are: Fine, Tiny, Small, this ability has a 66% chance (1-4 on 1d6) that they must Medium, Large, Giant, and Colossal. A creature gains a +1 run away from the attacker the first chance they get. bonus to damage and the result of all Called Shot attack Poison: Whenever this creature is bitten, it delivers rolls it makes against another creature for each size an injested toxin to the attacker that has an immediate category larger it is than its target. A creature takes a -1 effect. The toxin usually mimics the effect of certain penalty to damage and the result of all Called Shot attack medicine items. A TN for resisting the poison may be rolls it makes against another creature for each size included. category smaller it is than its target (critical hits do not Regeneration: Creatures with regeneration can heal bypass this reduction of damage like they bypass damage crippled, severed, or otherwise destroyed limbs over time reduction granted by armor); creatures gain an equal just like most creatures heal normal wounds. Additionally, bonus to the result of standard Dodge, Melee Attack, and each location of these creatures bodies recover hit points Ranged Attack rolls it makes against the larger target, as at a rate of 1 per eight hours, regardless of whether or well as the result of all Called Shot attack rolls made not the creature is resting during that time. Acid- and fire- against that creature. based damage does not recover normally and can only be Attack # (#): Creatures with this ability can make a healed through the use of the Medicine skill. number of attacks equal to the first number listed with Spell: Creatures can in some ways mimic the effects the same effort that most creatures only make a single of a spell, but such instances rarely require the creature attack, meaning that they can both move and make that to meet the standard requirements for the spell (for number of attacks; alternatively, those creatures can example, creatures that have "Invisibility" duplicate the spend their whole turn on attacking – in which case, they benefit of doubling their stealth roll, but those creatures can make a number of attacks equal to the number listed don't need to hold their eyes shut in order to maintain in the parentheses. the benefit of the spell). Creatures with such abilities Confusion: Whenever a creature affected by aren't actually casting the spell listed, they are performing confusion would perform an action, they must make a an entirely unique action that merely has a similar effect Perception roll with one dice and a TN of 4; if the roll is to the listed spell. unsuccessful, it must choose some other action to Tough: Whenever an attack would damage this perform (for example, if a confused creature tries to creature, reduce that damage by the listed amount; if the attack someone, but fails its Perception roll, then it would attacker is smaller than this creature, further reduce that have to choose to attack someone else or perform an damage by the listed amount for each size category the entirely different action, such as moving to a different attacker is smaller than this creature (critical hits do not location). A confused creature doesn't have to roll for an bypass this reduction of damage like it bypasses damage action that they chose in response to failing a roll. reduction granted by armor). Venom: Whenever this creature attacks with the Natural Habitat: Dolphin (Tropical), Dunkleosteus listed natural weapon (usually a bite or a stinger on a (Temperate), Kronosaurus (Temperate), Megalodon barbed tail), it delivers an injected toxin to the creature it (Temperate), Orca (Arctic), Plesiosaurus (Tropical), Shark damages. The toxin usually mimics the effect of certain (Tropical), Whale (Temperate). medicine items. A TN for resisting the venom may be Special (Orca, Whale): Tough 1. included. Special (Plesiosaurus): Damage 1. Special (Dunkleosteus, Kronosaurus, Megalodon, Shark): Damage 2. Animals: Some of these real-world animals may not Special (Dunkleosteus): Tough 2. necessarily be found in the Knights & Knaves setting, but their entries have been provided so they can still be used BEAST, HEAVY if the GM so desires and to give a point of reference when crafting your own monsters to include in your campaign. AGILITY MIGHT PERCEPTION D4 (1) D10 (4) D8 (3) APE AGILITY MIGHT PERCEPTION Size: Coelodonta (G), Elephant (G), Hippopotamus (L), Indricotherium (G), Mammoth (G), Mastodon (G), D8 (3) D12 (5) D6 (2) Rhinoceros (L). Locations: Quadruped. Size: Gibbon (T), Chimpanzee (S), Gorilla (M). Movement: Land – 6. Locations: Biped. Skills: Encumbrance 5. Endurance 3. Vigilance 4. Halves Movement: Gibbon (Land – 2), Chimpanzee (Land – 3), result of Acrobatics rolls made to soften their landing Gorilla (Land – 5). after falling. Skills: Athletics 3. Melee Attack 3. Can use Acrobatics to Natural Habitat: Coelodonta (Arctic), Elephant (Tropical), jump while climbing. Can use Might for Athletics rolls. Hippopotamus (Tropical), Indricotherium (Tropical), Halves result of Athletics rolls made to swim. Mammoth (Arctic), Mastodon (Arctic), Rhinoceros Natural Habitat: Tropical. (Tropical). Special: Damage 1. Special (Elephant, Hippopotamus): Tough 1. Special (Coelodonta, Indricotherium, Mammoth, BEAR Mastodon, Rhinoceros): Tough 2. Special (Elephant, Mammoth, Mastodon): Damage 2. AGILITY MIGHT PERCEPTION Special (Coelodonta, Hippopotamus, Rhinoceros): D4 (1) D10 (4) D6 (2) Damage 1.

Size: Black (M), Brown (L), White (L). BEAST, LIGHT Locations: Quadruped. AGILITY MIGHT PERCEPTION Movement: Land – 5. Skills: Melee Attack 3. D4 (1) D10 (4) D8 (3) Natural Habitat: Black (Temperate), Brown (Temperate), White (Arctic). Size: Boar (M), Goat (S), Ibex (S), Pig (S), Tapir (S), Sheep Special: Damage 1. Tough 1. (S), Warthog (S). Locations: Quadruped. BEAST, AQUATIC Movement: Land – 4. Skills: Endurance 3. Fortitude 3. Vigilance 2. Halves result AGILITY MIGHT PERCEPTION of Acrobatics rolls made to soften their landing after D8 (3) D10 (4) D8 (3) falling. Natural Habitat: Boar (Tropical), Goat (Temperate), Ibex (Temperate), Pig (Temperate), Tapir (Tropical), Sheep Size: Dolphin (M), Dunkleosteus (G), Kronosaurus (G), (Temperate), Warthog (Tropical). Megalodon (C), Orca (G), Plesiosaurus (L), Shark (L), Special (Boar, Warthog): Tough 1. Whale (C). Special (Ibex, Warthog): Damage 1. Locations: Piscine. Movement: Land – 0, Climb – 0, Swim – 10. Skills: Endurance 3. Navigation 4. Dodge 2. Melee Attack 2. Completely incapable of moving on land. Athletics rolls made to climb automatically fail. Acrobatics rolls made to balance or soften their landing after falling automatically fail. BIRD Natural Habitat: Cougar (Temperate), Lion (Tropical), Ocelot (Tropical), Tiger (Temperate), Smilodon (Tropical). AGILITY MIGHT PERCEPTION Special: Damage 1. D10 (4) D6 (2) D12 (5) HOUND Size: Eagle (T), Hawk (T), Owl (T), Raven (T), Vulture (T). AGILITY MIGHT PERCEPTION Locations: Aven. Movement: Land – 1, Fly – 10. D8 (3) D8 (3) D6 (2) Skills: Melee Attack 3. Navigation 5. Vigilance 5. Carry capacity is halved relative to its size. Size: Coyote (S), Fox (T), Hyaenodon (L), Hyena (S), Jackal Natural Habitat: Eagle (Tropical), Hawk (Temperate), Owl (S), Wolf (M). (Arctic), Raven (Temperate), Vulture (Tropical). Locations: Quadruped. Movement: Land – 5. BIRD, FLIGHTLESS Skills: Dodge 2. Melee Attack 3. Stealth 2. Natural Habitat: Coyote (Tropical), AGILITY MIGHT PERCEPTION Fox (Temperate), Hyaenodon (Tropical), Hyena (Tropical), D6 (2) D6 (2) D8 (3) Jackal (Tropical), Wolf (Arctic). Special: Damage 1. Size: Cassowary (S), Emu (M), Kiwi (T), Ostrich (M), Penguin (T), Rhea (S), Titanis (L). LIZARD Locations: Biped. AGILITY MIGHT PERCEPTION Movement: Land – 1 (Penguin), Land – 5 (Cassowary, Kiwi), Land – 7 (Emu, Ostrich, Rhea, Titanis), Swim – 3 D12 (5) D6 (2) D8 (3) (Penguin). Skills: Melee Attack 2. Navigation 3. Vigilance 3. Size: Alligator (M-L), Crocodile (M-L), Deinosuchus (G), Natural Habitat: Cassowary (Tropical), Emu (Tropical), Monitor (S). Kiwi (Tropical), Ostrich (Tropical), Penguin (Arctic), Rhea Locations: Quadruped (Tail). (Tropical), Titanis (Tropical). Movement: Land – 3, Swim – 5. Skills: Athletics 2. Stealth 2. Halves result of Athletics rolls BOVINE made to climb. Doubles result of Athletics rolls made to swim. AGILITY MIGHT PERCEPTION Natural Habitat: Alligator (Tropical), Crocodile (Tropical), D4 (1) D10 (4) D8 (3) Deinosuchus (Tropical), Monitor (Tropical). Special (Alligator, Crocodile): Damage 2. Tough 1. Size: Auroch (G), Bison (L), Buffalo (L), Cattle (L), Ox (L), Special (Deinosuchus): Damage 2. Tough 2. Yak (L). Special (Monitor): Damage 1. Locations: Quadruped. Movement: Land – 6. Skills: Encumbrance 5. Endurance 3. Vigilance 4. Halves SNAKE result of Acrobatics rolls made to soften their landing AGILITY MIGHT PERCEPTION after falling. Natural Habitat: Auroch (Temperate), Bison (Tropical), D8 (3) D8 (3) D6 (2) Buffalo (Temperate), Cattle (Temperate), Ox (Tropical), yak (Arctic). Size: Adder (T), Anaconda (L), Boa (M), Cobra (T), Python Special (Auroch, Bison, Ox): Damage 1. (S), Viper (T). Locations: Serpentine. CAT Movement: Land – 3, Climb – 3, Swim – 3. Skills: Initiative 3. Melee Attack 5. Stealth 4. Halves AGILITY MIGHT PERCEPTION results of Acrobatics rolls. D12 (5) D6 (2) D6 (2) Natural Habitat: Adder (Tropical), Anaconda (Tropical), Boa (Tropical), Cobra (Tropical), Python (Tropical), Viper (Tropical). Size: Cougar (M), Lion (M), Ocelot (S), Tiger (M), Smilodon Special (Anaconda, Boa, Python): Constrict. (L). Special (Adder, Cobra, Viper): Bite – Venom (Bane; 2 Locations: Quadruped. doses). Movement: Land – 7. Skills: Dodge 2. Melee Attack 3. Stealth 3. STEED mythologies, rather than strictly adhering to their depictions in those stories; this is based on how they AGILITY MIGHT PERCEPTION could best be implemented into the Knights & Knaves D4 (1) D8 (3) D10 (4) setting.

Size: Antelope (M), Deer (M), Donkey (M), Elk (M), Gazelle (S), Horse (L), Megaloceros (G), Moose (L), Pony (M). AGILITY MIGHT PERCEPTION Locations: Quadruped. Movement: Land – 7. D8 (3) D8 (3) D6 (2) Skills: Dodge 3. Encumbrance 3. Initiative 2. Vigilance 3. Halves result of Acrobatics rolls made to soften their Size: Large. landing after falling. Locations: Quadruped. Natural Habitat: Antelope (Tropical), Deer (Temperate), Movement: Land – 5. Donkey (Temperate), Elk (Arctic), Gazelle (Tropical), Horse Skills: Dodge 3. Melee Attack 4. (Temperate), Megaloceros (Arctic), Moose (Arctic), Pony Natural Habitat: Temperate. (Temperate). Special: Damage 1. The barghest can enlarge itself to Giant size for up to 5 rounds; then it must wait 10 rounds SWARM before it can use this ability again. Description: A barghest is a bulky, hairless hound with AGILITY MIGHT PERCEPTION tight, wrinkly, pitch-black skin. often lead packs D8 (3) D4 (1) D12 (5) of wolves and hyaenodons; the wolves in those packs develop into wargs and the hyaenodons into new barghests. Size: Treated as the same size as the creature that is attacking or attacked by the swarm. Locations: Only one location – Body. CATOBLEPAS Movement (Centipede, Rat, Scorpion, Spider): Land – 5, AGILITY MIGHT PERCEPTION Climb – 3. Movement (Bat, Mosquito, Wasp): Land – 0, Climb – 0, D4 (1) D10 (4) D8 (3) Fly – 5, Swim – 0. Movement (Piranha): Land – 0, Climb – 0, Swim – 5. Size: Large. Skills: Initiative 5. Vigilance 5. Locations: Quadruped. Special: Attacks made by swarms against creatures within Movement: Land – 6. their area and attacks made against swarms by creatures Skills: Endurance 4. Fortitude 4. Halves result of within the swarm automatically hit and can't score critical Acrobatics rolls made to soften their landing after falling. hits. Ignores damage reduction granted by armor. Natural Habitat: Temperate. Immune to piercing weapons. Takes double damage from Special: Damage 1. Poisonous (Sedative). Tough 1. The element-based damage. catoblepas has an aura of toxic gas that extends to a 2m Special (Centipede, Scorpion, Spider): Venom (GMs radius and has the same effect as the "Sedative" medicine choice of Bane or Tranquilizer). item on contact. Special (Bat, Mosquito, Rat): Disease (GMs choice; Description: A catoblepas resembles a camel, but with example disease: infected creatures make a TN 6 thicker legs and a heavy warthog-like head that the Fortitude roll every day; failure causes a -1 Endurance catoblepas has trouble lifting. score penalty; multiple failures increase the penalty; if the creatures Endurance score is 0, failure causes a -1 CHIMERA Might score penalty instead; three consecutive successful Fortitude rolls cure the disease). AGILITY MIGHT PERCEPTION Natural Habitat: Tropical. D8 (3) D8 (3) D8 (3) Other: Swarms typically ignore other creatures, unless a creature enters the swarm, then the swarm will often actively attack and chase that creature. Size: Medium. Locations: Quadruped (Tail). Movement: Land – 7, Climb – 3. Skills: Dodge 3. Melee Attack 3. Stealth 3. Natural Monster: This section of the bestiary Natural Habitat: Tropical. includes the monstrous, mythological creatures that are Special: Barbed Tail – Venom (Bane). Damage 1. just as much a part of the natural ecology of Titan as the Description: A chimera looks like a lion, but with ram-like creatures listed in the "Animals" section of the bestiary. horns and a scaly tail that has a bulb on the end with two Some of these creatures only draw from their real-world retractable stingers. COUATL Skills: Dodge 4, Initiative 5, Melee Attack 5. Can use Agility for Initiative and Melee Attack rolls. AGILITY MIGHT PERCEPTION Natural Habitat: Temperate. D8 (3) D8 (3) D6 (2) Special: Attack 3 (8). Tough 2. The ichneumon is immune to fear, inhaled toxins, and injected toxins, both mundane and magical. Size: Medium. Description: A weasel-like creature with four front legs, Locations: D6 (1 – Head/Neck, 2 – Right Wing, two back legs, no lips, saber-like teeth, and silvery fur that 3 – Left Wing, 4-6 – Body/Tail). has a metallic sheen. Movement: Land – 3, Climb – 3, Fly – 5. Skills: Initiative 3. Fortitude 5. Melee Attack 5. Stealth 4. Vigilance 3. KRAKEN Natural Habitat: Tropical. AGILITY MIGHT PERCEPTION Special: Bite – Spell (Exorcise 5d8). Spell (Invisibility 5d8). Bite – Venom (Bane). D12 (5) D8 (3) D6 (2) Description: Couatls are winged serpents. Size: Colossal. GRYPHON Locations: D12 (1 – First Tentacle, 2 – Second Tentacle, 3 – Third Tentacle, 4 – Fourth Tentacle, 5 – Fifth Tentacle, 6 – AGILITY MIGHT PERCEPTION Sixth Tentacle, 7 – Seventh Tentacle, 8 – Eighth Tentacle, 9 D8 (3) D8 (3) D8 (3) – Face, 10-12 – Head). Movement: Land – 0, Climb – 0, Swim – 10. Skills: Completely incapable of moving on land. Athletics Size: Large. rolls made to climb automatically fail. Acrobatics rolls Locations: D8 (1 – Head, 2 – Right Front Leg, 3 – Left made to balance or soften their landing after falling Front Leg, 4 – Torso, 5 – Right Back Leg, 6 – Left Back Leg, automatically fail. 7 – Right Wing, 8 – Left Wing). Natural Habitat: Temperate. Movement: Land – 6, Fly – 10. Special: Attack 3 (8). Constrict. Tough 1 (Head – Tough 5). Skills: Melee Attack 3. Navigation 5. Vigilance 5. Description: Squid-like in appearance, krakens are the Natural Habitat: Tropical. largest species of cephalopod. They exclusively hunt the Special: Damage 1. largest prey they can and occassionally attack ships. Description: Gryphons resemble a lions, but with the head, talons, and wings of an eagle. MANTICORE HIPPOGRIFF AGILITY MIGHT PERCEPTION AGILITY MIGHT PERCEPTION D8 (3) D10 (4) D6 (2) D8 (3) D8 (3) D12 (5) Size: Large. Locations: D10 (1 – Head, 2 – Right Front Leg, 3 – Left Size: Large. Front Leg, 4 – Torso, 5 – Right Back Leg, 6 – Left Back Leg, Locations: D8 (1 – Head, 2 – Right Front Leg, 3 – Left 7 – Right Wing, 8 – Left Wing, 9 – Tail, 10 - Reroll). Front Leg, 4 – Torso, 5 – Right Back Leg, 6 – Left Back Leg, Movement: Land – 7, Fly – 7. 7 – Right Wing, 8 – Left Wing). Skills: Dodge 3. Melee Attack 3. Stealth 3. Movement: Land – 6, Fly – 10. Natural Habitat: Tropical. Skills: Dodge 2. Initiative 2. Melee Attack 2. Vigilance 5. Special: Barbed Tail – Venom (Bane). Damage 1. Natural Habitat: Temperate. Description: Like a lion with a shorter face, a manticore Description: A hippogriff is a steed with the head and has bat-like wings and a tail tipped with toxin-filled quills. wings of a hawk.

PHOENIX ICHNEUMON AGILITY MIGHT PERCEPTION AGILITY MIGHT PERCEPTION D10 (4) D6 (2) D12 (5) D12 (5) D6 (2) D6 (2)

Size: Giant. Size: Medium. Locations: Aven. Locations: D10 (1 – First Leg, 2 – Second Leg, 3 – Third Movement: Land – 3, Fly – 20. Leg, 4 – Fourth Leg, 5 – Fifth Leg, 6 – Sixth Leg, 7 – Head, Skills: Melee Attack 3. Navigation 5. Vigilance 5. Carry 8 – Thorax, 9 – Abdomen, 10 – Tail). capacity is halved relative to its size. Movement: Land – 10, Climb – 5. Natural Habitat: Volcanic. PLANT, TREANT Special: DR 20 against heat-based damage. Description: A phoenix is a bird of paradise, with yellow, AGILITY MIGHT PERCEPTION orange, red, and purple feathers. The phoenix crumbles D4 (1) D12 (5) D6 (2) to ashes when it dies, leaving behind eggs if it had reached maturity – the older it is, the more eggs it leaves. Size: Giant. Locations: Biped. PLANT, MANTRAP Movement: Land – 3, Swim – 0. AGILITY MIGHT PERCEPTION Skills: Endurance 5, Encumbrance 5, Fortitude 5. Doubles result of Fortitude rolls against diseases, ingested toxins, D4 (1) D12 (5) D4 (1) and inhaled toxins. Natural Habitat: Temperate. Size: Large. Special: Tough 5. Immune to injected poisons. Locations: D4 (1 – Maw, 2-3 – Stalk, 4 - Trunk). Description: Treants are humanoid plants with a distinctly Movement: The mantrap can't move from the position tree-like appearance; they are territorial while in their where it is rooted. groves, but docile when they wander to other parts of the Skills: Endurance 5, Fortitude 5, Stealth 3 (Jungle). forest. Doubles result of Fortitude rolls against diseases, ingested toxins, and inhaled toxins. Can use Might for Stealth rolls ROC made to blend into a jungle. Natural Habitat: Tropical. AGILITY MIGHT PERCEPTION Special: Bite – Venom (Tranquilizer, 1 Acid damage, D8 (3) D8 (3) D12 (5) applied on Grapple called shots). Damage 2. Tough 3. Description: A mantrap is a flytrap-like plant large enough to swallow a person whole. Size: Colossal. Locations: Aven. Movement: Land – 5, Fly – 20. PLANT, Skills: Encumbrance 3. Melee Attack 3. Navigation 5. AGILITY MIGHT PERCEPTION Vigilance 5. Natural Habitat: Tropical. D6 (2) D12 (5) D6 (2) Description: This massive bird of prey closely resembles a bearded vulture, though its white and light-grey feathers Size: Fine. help it mimic a cloud. Locations: (1 – Top Right Limb, 2 – Top Left Limb, 3-4 – Body, 5 – Bottom Right Limb, 6 – Bottom Left Limb). SPHINX Movement: Land – 6, Climb – 6, Swim – 4. Skills: Acrobatics 5. Endurance 3. Fortitude 3. Doubles AGILITY MIGHT PERCEPTION result of Acrobatics rolls made to soften their landing D10 (4) D8 (3) D10 (4) after falling. Halves result of Fortitude rolls against ingested toxins. Special: Constrict. Regeneration. Immune to inhaled Size: Medium. toxins and injected toxins. Locations: D8 (1 – Head, 2 – Right Front Leg, 3 – Left Natural Habitat: Tropical. Front Leg, 4 – Torso, 5 – Right Back Leg, 6 – Left Back Leg, Description: A spriggan looks like a shambling mound of 7 – Right Wing, 8 – Left Wing). vegetation – usually seaweed or vines. are Movement: Land – 7, Fly – 7. carnivorous and can devour and absorb a creature the Skills: Dodge 3. Melee Attack 3. Stealth 3. Vigilance 3 same size as itself in an hour or a larger creature after a Natural Habitat: Tropical. day for every size category the creature is larger than the Description: A sphinx has a very cougar-like appearance, spriggan; for every five creatures of the same size that the but with owl-like wings and a mane of feathers. A sphinx spriggan devours, it becomes one size category larger; can rotate its head as much as 270 degrees. when it absorbs a larger creature, it gains that creatures size; smaller creatures can sustain a spriggans size, but are rarely abundant enough to enlarge the spriggan. THYSANURID Special: Tough 5 (Torso – Tough 50). The zaratan can retract its head and limbs into its shell, making its torso AGILITY MIGHT PERCEPTION the only location of its body that can be hit. The zaratan is D10 (4) D10 (4) D4 (1) immune to all toxins – be they injested, injected, or inhaled. Description: Zaratan are the largest known animals on Size: Carnivorous (S), Herbivorous (M), Metallovorous (S), Titan; they look like gargantuan sea turtles, but they Terravorous (L). rarely swim – preferring to float due to their glacial Locations: D12 (1 – First Leg, 2 – Second Leg, 3 – Third metabolism; this often causes them to be mistaken for Leg, 4 – Fourth Leg, 5 – Fifth Leg, 6 – Sixth Leg, 7 – Head, islands. 8-10 – Thorax, 11-12 - Abdomen). Movement: Land – 5, Burrow – 1, Swim – 0. Skills: Endurance 3. Stealth 5. Halves result of Acrobatics Den Monsters: This section of the bestiary lists all of rolls. the creatures that spawn from the dens found across Natural Habitat: Temperate. Titan and terrorize their surroundings. Like animals and Special: Damage (-2). Tough 1. The thysanurids saliva is natural monsters, the creatures in this section don't have extraordinarily corrosive to the type of material it eats, the level of intelligence needed to develop a culture or be causing its bite to deal an additional 5 acid-based damage used as a playable race, but may still appear exceedingly to that material. clever at times and display alien motivations. Description: Thysanurids look like larger versions of the silverfish insect, but the carnivorous variety has glossy black chitin, the herbivores are a mottled brown-green, ABERRATION, AMOEBA the metallovores are a metallic red, and the terravores AGILITY MIGHT PERCEPTION are dull grey. D8 (3) D4 (1) D4 (1) WARG Size: Small. AGILITY MIGHT PERCEPTION Locations: Only one location – Body. D6 (2) D10 (4) D6 (2) Movement: Land – 2, Climb – 2, Swim – 5. Skills: Athletics 5. Stealth 5. Doubles result of Athletics rolls. Doubles result of Stealth rolls while underwater. Size: Large. Special: Damage (-2). When the amoeba attacks a smaller Locations: Quadruped. creature and hits, it competely engulfs that creature, Movement: Land – 5. causing suffocation; an engulfed creature counts as being Skills: Dodge 3. Melee Attack 4. grappled; the amoebas attack deals 2 acid-based damage. Natural Habitat: Temperate. Description: These amoeba are not actually single-celled Special: Damage 2. organisms, but look and act strikingly similar to their Description: Also called dire wolves, wargs look like a namesake. half-breed between a wolf and a bear.

ABERRATION, GIBBERLING ZARATAN AGILITY MIGHT PERCEPTION AGILITY MIGHT PERCEPTION D8 (3) D4 (1) D4 (1) D4 (1) D12 (5) D4 (1)

Size: Small. Size: Colossal. Locations: Only one location – Body. Locations: Quadruped. Movement: Land – 7, Climb – 7. Movement: Land – 1. Skills: Athletics 5. Stealth 5. Skills: Encumbrance 5, Endurance 5, Fortitude 5, Special: Attack 2 (3). Damage (-1). Fear 1. Navigation 5. Description: A gibberling is an amorphous blob of flesh Natural Habitat: Temperate. with countless mouths and black, orb-like, primitive eyes on its surface. ABERRATION, GORGON Special: Bite – Venom (Tranquilizer). Description: A cockatrice vaguely resembles a featherless AGILITY MIGHT PERCEPTION parrot with bat-like wings and a thin, rat-like tail. D8 (3) D6 (2) D12 (5) DEMON, GARGOYLE Size: Medium. AGILITY MIGHT PERCEPTION Locations: Only one location – Body. Movement: Land – 0, Climb – 0, Fly – 5. D10 (4) D8 (3) D8 (3) Skills: Dodge 3. Initiative 3. Vigilance 5. Special: Attack 2 (3). Bite – Venom (Confusion for 1 round Size: Medium. and roll 1d6; 1-2 = Bane, 3-4 = Sedative, 5-6 = Locations: D8 (1 – Head, 2 – Right Arm, 3 – Left Arm, 4 – Tranquilizer). Fear 2. Tough 2. Right Wing, 5 – Left Wing, 6 – Torso, 7 – Right Leg, 8 – Left Description: A gorgon is a spherical creature that floats Leg). through the air, has a single, massive compound-eye and Movement: Land – 5, Fly – 5. has six short, mouth-tipped tendrils that look like snakes. Skills: Dodge 3. Initiative 3. Melee Attack 3. Special: Spell (Telekinesis 3d8). DR 5 against heat-based ABERRATION, MIND FLAYER damage. Description: With a very humanoid shape, gargoyles have AGILITY MIGHT PERCEPTION leathery wings, scales, bull-like horns and sharp teeth. D6 (2) D6 (2) D6 (2) DEMON, Size: Medium. AGILITY MIGHT PERCEPTION Locations: Biped. Movement: Land – 5. D12 (5) D4 (1) D8 (3) Skills: Ranged Attack 5. Special: Confusion (10m radius). Fear 2. Spell (Telekinesis Size: Small. 5d12). Locations: D8 (1 – Head, 2 – Right Arm, 3 – Left Arm, 4 – Description: Mind flayers have a very humanoid shape, Right Wing, 5 – Left Wing, 6 – Torso, 7 – Right Leg, 8 – Left but with a gaunt frame, leathery, slime-coated skin, and a Leg). head that looks like an octopus – tentacles and all. Movement: Land – 5, Fly – 5. Skills: Dodge 3. Initiative 3. ABERRATION, WILL-O-WISP Special: Spell (Telekinesis 3d8). DR 5 against heat-based damage. AGILITY MIGHT PERCEPTION Description: With a very humanoid shape, have D8 (3) D4 (1) D12 (5) leathery wings, scales, bull-like horns and sharp teeth.

Size: Small. DEMON, PIT FIEND Locations: Only one location – Body. AGILITY MIGHT PERCEPTION Movement: Land – 0, Climb – 0, Fly – 5. Skills: Dodge 2. Stealth 5. D8 (3) D12 (5) D8 (3) Special: Damage (-2). Fear 2. Spell (Invisibility 5d12). The will-o-wisps attack deals 1 heat-based damage. Size: Large. Description: A will-o-wisp looks like an amoeba, but can Locations: D8 (1 – Head, 2 – Right Arm, 3 – Left Arm, 4 – float through the air and emit bioluminescence like a Right Wing, 5 – Left Wing, 6 – Torso, 7 – Right Leg, 8 – Left firefly. Leg). Movement: Land – 5, Fly – 5. COCKATRICE Skills: Dodge 3. Initiative 3. Melee Attack 3. Ranged Attack 3. AGILITY MIGHT PERCEPTION Special: Spell (Telekinesis 3d8). DR 5 against heat-based D6 (2) D6 (2) D8 (3) damage. Description: With a very humanoid shape, pit fiends have leathery wings, scales, bull-like horns and sharp teeth. Size: Medium. Locations: D8 (1 – Head, 2 – Right Wing, 3 – Left Wing, 4 – Torso, 5 – Right Leg, 6 – Left Leg, 7 – Tail, 8 – Reroll). Movement: Land – 7. Skills: Initiative 5. Melee Attack 5. DRAGON, BASILISK DRAGON, HYDRA AGILITY MIGHT PERCEPTION AGILITY MIGHT PERCEPTION D10 (4) D8 (3) D10 (4) D10 (4) D10 (4) D10 (4)

Size: Large. Size: Giant. Locations: D10 (1 – First Leg, 2 – Second Leg, 3 – Third Locations: D10 (1 – Right Head, 2 – Central Head, 3 – Left Leg, 4 – Fourth Leg, 5 – Fifth Leg, 6 – Sixth Leg, 7 – Head, Head, 4 – Right Leg, 5 – Left Leg, 6-7 – Torso, 8-10 – Tail). 8 – Thorax, 9 – Abdomen, 10 – Tail). Movement: Land – 4, Swim – 4. Movement: Land – 5, Climb – 3. Skills: Dodge 3. Melee Attack 4. Stealth 3. Skills: Dodge 3. Melee Attack 4. Stealth 3. Special: Attack 2 (3). Damage 2. Regeneration. Tough 1. Special: Damage 2. Tough 1. The basilisk has an aura of Description: Hydras have three heads, each like a great toxic gas that extends to a 1m radius and has the same anaconda and their serpentine bodies seem relatively effect as the "Tranquilizer" medicine item on contact; the short and stubby considering the length of their necks. basilisk can breathe out a 5m long, 1m wide cloud of that Their brains are in their tail. The tail can't store enough toxic gas, making a Ranged Attack roll agains everything in nutrients to regenerate its entire body – destroying it kills that cloud; this ability can't be used for 1d4 rounds after the hydra. each use. Description: Basilisks resemble moloch lizards, but with DRAGON, LINNORM two front legs and four hind legs. AGILITY MIGHT PERCEPTION DRAGON, DRAKE D10 (4) D10 (4) D8 (3) AGILITY MIGHT PERCEPTION Size: Giant. D10 (4) D10 (4) D8 (3) Locations: D6 (1 – Head, 2 – Right Leg, 3 – Left Leg, 4 – Torso, 5-6 – Tail). Size: Large. Movement: Land – 4, Swim – 4. Locations: D8 (1 – Head, 2 – Right Wing, 3 – Left Wing, 4 Skills: Dodge 3. Melee Attack 4. Stealth 3. – Torso, 5 – Right Leg, 6 – Left Leg, 7 – Tail, 8 – Reroll). Special: Damage 2. Tough 1. The linnorm can spit a 20m Movement: Land – 4, Fly – 10. jet of toxic liquid with a Ranged Attack roll; the closest Skills: Dodge 3. Melee Attack 4. Initiative 3. enemy to fail their Dodge roll is the only enemy hit by the Special: Damage 2. Tough 1. jet; the toxin has a Fortitude TN of 4, which must be Description: Drakes have a very iguana-like appearance, made each round; 3 consecutive successful Fortitude rolls but with two legs and two wings. negate the toxins effects; failed Fortitude saves cause a -1 Endurance score penalty; if the creatures Endurance score DRAGON, FEILONG is 0, the toxin causes a -1 Might score penalty instead; this ability can't be used for 1d4 rounds after each use. Being AGILITY MIGHT PERCEPTION hit multiple times does not cause the effects to stack, but D12 (5) D8 (3) D8 (3) does renew the number of successful saves that must be made. Description: Linnorms have heads reminiscent of the t- Size: Giant. rex, but only have two legs and a tail. Locations: D10 (1 – Head, 2 – Neck, 3 – Right Arm, 4 – Left Arm, 5-6 – Body, 7 – Right Leg, 8 – Left Leg, 9-10 – Tail). DRAGON, NAGA Movement: Land – 7, Swim – 5. AGILITY MIGHT PERCEPTION Skills: Dodge 3. Melee Attack 4. Stealth 3. Special: Damage 1. Tough 1. The feilong can build up D12 (5) D8 (3) D8 (3) static electricity in its body and discharge it whenever it desires, including when it strikes or is struck by another Size: Medium. creature; this electrical discharge deals 5 electricity-based Locations: Serpentine. damage to the location the feilong is touching and the Movement: Land – 4, Swim – 4. torso of that creature. If the feilong is under water during Skills: Dodge 3. Melee Attack 4. Stealth 3. the discharge, it instead deals 2 electricity-based damage Special: Damage 2. Tough 1. Bite – Venom (-1 Endurance to everything within a 1m radius; this ability can't be used score penalty; if Endurance is 0, -1 Might score instead; for 1d4 rounds after each use. Fortitude TN 6). Description: The serpentine feilong have lion-like manes Description: Naga have the shortest snouts of all the that flow along their spines and elk-like antlers. dragons, skin instead of scales, and they have no limbs. DRAGON, QIRIN GRINDYLOW AGILITY MIGHT PERCEPTION AGILITY MIGHT PERCEPTION D8 (3) D8 (3) D8 (3) D10 (4) D6 (2) D6 (2)

Size: Large. Size: Small. Locations: D8 (1 – Head, 2 – Right Arm, 3 – Left Arm, 4 – Locations: D10 (1 – First Tentacle, 2 – Second Tentacle, 3 – Body, 5 – Right Leg, 6 – Left Leg, 7 – Tail, 8 – Reroll). Third Tentacle, 4 – Fourth Tentacle, 5 – Fifth Tentacle, 6 – Movement: Land – 7. Sixth Tentacle, 7 – Head, 8 – Right Arm, 9 – Left Arm, 10 – Skills: Dodge 3. Melee Attack 4. Stealth 3. Torso). Special: Damage 2. Tough 1. The qirin can build up static Movement: Land – 2, Climb – 2, Swim 5. electricity in its body and discharge it whenever it desires, Skills: Dodge 2 (Underwater), Melee Attack 2 including when it strikes or is struck by another creature; (Underwater), Stealth 2 (Underwater). this electrical discharge deals 5 electricity-based damage Special: Constrict. to the location the qirin is touching and the torso of that Description: With a humanoid upper half, grindylow have creature. If the qirin is under water during the discharge, an octopus-like lower half. Their skin is rubbery, their it instead deals 2 electricity-based damage to everything hands are webbed, and their faces are comparable to within a 1m radius; this ability can't be used for 1d4 those of sharks. rounds after each use. Description: Qirin have a steed-like frame, but heads, scales, and tails similar to other dragons, a lion-like mane that flows down along their spine, and elk-like antlers. AGILITY MIGHT PERCEPTION D8 (3) D8 (3) D6 (2) DRAGON, WYRM AGILITY MIGHT PERCEPTION Size: Large. Locations: D8 (1 – Head, 2 – Right Fin, 3 – Left Fin, 4-5 – D10 (4) D12 (5) D8 (3) Torso, 6-8 – Tail). Movement: Land – 1, Climb – 0, Swim – 7. Size: Colossal. Skills: Dodge 2 (Underwater), Initiative 2. Melee Attack 2 Locations: D10 (1 – Head, 2 – Right Front Leg, 3 – Left (Underwater). Front Leg, 4 – Right Wing, 5 – Left Wing, 6-7 – Torso, 8 – Special: Bite – Venom (Sedative). Damage 1. Right Hind Leg, 9 – Left Hind Leg, 10 – Tail). Description: The kelpie is the aquatic version of a Movement: Land – 7, Fly – 10. nightmare, with the exception that it has scales and a Skills: Dodge 3. Initiative 3. Melee Attack 4. Ranged fish-like tail in place of its hind legs. Attack 3. Special: Damage 2. Tough 1. The wyrm can breathe a 20m MIMIC long, 3m wide column of fire, making a Ranged Attack roll that deals 5 heat-based damage to all locations of a hit AGILITY MIGHT PERCEPTION creature that fits entirely within the column. D4 (1) D12 (5) D4 (1) Description: A wyrm is the largest, most feared of dragons; it has four legs, two wings, and a notably crocodilian appearance. Size: Medium. Locations: D6 (1-3 – Pseudopod, 4-6 – Shell). Movement: Land – 1, Climb – 0. DRAGON, WYVERN Skills: Melee Attack 5. AGILITY MIGHT PERCEPTION Special: Constrict. Shell – Tough 10. The mimc can retract its pseudopod into its shell, making its shell the only D10 (4) D10 (4) D8 (3) location of its body that can be hit. Immune to acid-based damage. Size: Large. Description: Dungeon hearts are large, immobile, oyster- Locations: D8 (1 – Head, 2 – Right Wing, 3 – Left Wing, 4 like organisms that live in acidic pools in dens; if slain, the – Torso, 5 – Right Leg, 6 – Left Leg, 7 – Tail, 8 – Reroll). den they inhabit will cease spawning monsters. Mimics Movement: Land – 4, Fly – 10. are indistinguishable from dungeon hearts and only Skills: Dodge 3. Melee Attack 4. Initiative 3. attack when they or the heart is opened. Special: Barbed Tail – Venom (Bane). Damage 2. Tough 1. Description: A very close relative to the drake, wyverns have a more skink-like appearance and their tails have a scorpion-like stinger. MINOTAUR SHADE AGILITY MIGHT PERCEPTION AGILITY MIGHT PERCEPTION D6 (2) D12 (5) D6 (2) D12 (5) D4 (1) D6 (2)

Size: Large. Size: Medium. Locations: Biped. Locations: Biped. Movement: Land – 5. Movement: Land – 5. Skills: Melee Attack 3. Skills: Dodge 3. Stealth 3. Doubles result of Stealth rolls Special: Confusion (20m radius). Damage 2. Tough 2. made in dim lighting. Halves result of Stealth rolls made in Description: A minotaur is very humanoid in shape, but bright and dark lighting. has a distinctly bull-like head, an even coat of fine fur, and Special: Touch – Spell (Animate 5d12). an unnaturally muscular physique. Description: Shades are frail, skeletal humanoids with grey skin that appears to emit faint light when the shade NIGHTMARE is in dark areas, emit wisps of smoke in bright areas, and blend in with the shades surroundings in dim lighting. AGILITY MIGHT PERCEPTION Shades usually prefer to Animate corpses without the use D8 (3) D8 (3) D6 (2) of a soul and have its zombies attack enemies for it instead of risking its own life in a confrontation. Size: Large. Locations: Quadruped. VODYANOI Movement: Land – 6. AGILITY MIGHT PERCEPTION Skills: Dodge 2. Melee Attack 2. Stealth 5. Special: Damage 1. The nightmare has an aura of D6 (2) D8 (3) D6 (2) odorless, colorless, toxic gas that extends to a 2m radius and has the same effect as the "Sedative" medicine item Size: Medium. on contact. Locations: Biped. Description: Nightmares have a vaguely horse-like Movement: Land – 3, Swim – 5. appearance that is especially pronounced with its head, Skills: Dodge 2, Melee Attack 2. but the crease of its mouth runs back to the base of the Special: Damage 1. Tough 1. jaw, its teeth are sharp, its eyes more forward-facing, it Description: Vodyanoi are aquatic humanoids with has clawed hands and feet instead of hooves, and its webbed hands and feet, long claws, a wide mouth, and posture is reminiscent of a theropod. thick skin that's both rubbery and covered in slime.

RUSALKA Non-Player Characters: This final section of the AGILITY MIGHT PERCEPTION bestiary contains non-player characters of all the playable D8 (3) D6 (2) D6 (2) races, all generalized into common genre stereotypes so they can be quickly implemented in a game. The numbers presented here for these characters is based on what a Size: Medium. player could build with the 30 EP that characters typically Locations: Biped. start with. Unless otherwise noted in their entry, all of the Movement: Land – 3, Swim – 5. NPCs listed here have a score of 2 in all of their attributes Skills: Dodge 3 (Underwater), Melee Attack 3 – the same is true of their skills, but with a score of 0 in all (Underwater). Thaumaturgy- and Necromancy-based skills and a score Special: Attack 2 (3). of 1 in all other skills. Description: An aquatic humanoid, the have long, webbed hands and feet, a combination of skin and scales, and a piranha-like head and coloration. NON-PLAYER CHARACTER ARCHETYPES CLASS ATTRIBUTE ATTRIBUTE SKILL SKILL SKILL Archer PER - D10 (4) X Initiative 2 Ranged Attack 4 X Doctor EDU - D10 (4) X Medicine 4 Labor 2 X Guard PER - D8 (3) X Judgement 4 Melee Attack 2 Vigilance 2 Knave AGI - D8 (3) SUB - D10 (4) Legerdemain 3 Lockpick 2 Stealth 2 Knight AGI - D8 (3) MIG - D10 (4) Dodge 2 Melee Attack 3 Ride 2 Merchant COM - D10 (4) X Mercantile 4 Vigilance 2 X Noble COM - D8 (3) EDU - D8 (3) History 3 Leadership 3 X Peasant MIG - D8 (3) X Fortitude 2 Labor 4 Mercantile 2 Sage EDU - D10 (4) X History 4 Research 2 X Sentry PER - D10 (4) X Ranged Attack 2 Vigilance 4 X Warrior AGI - D8 (3) MIG - D8 (3) Dodge 3 Melee Attack 3 X

The numbers listed in the "Non-Player Character Archetypes" table do not include considerations for the race of a character, so those numbers should be coupled with the numbers provided in the "Non-Player Character Racial Adjustments" table below.

NON-PLAYER CHARACTER RACIAL ADJUSTMENTS CLASS HUMAN DWARF ELF ORC KOBOLD GOLIATH Archer +1 Initiative +1 EDU +1 PER +1 MIG -1 MIG, +2 AGI -1 AGI, +2 MIG Doctor +1 Labor +1 EDU +1 AGI +2 NEC -1 MIG, +2 SUB -1 AGI, +2 EDU Guard +1 Melee Attack +1 SUB +1 PER +2 NEC +1 SUB -1 AGI, +2 MIG Knave +1 Legerdemain +1 SUB +1 AGI +1 MIG -1 MIG, +1 AGI, +1 SUB +1 MIG Knight +1 Melee Attack +1 EDU +1 AGI +1 MIG +1 AGI +1 MIG Merchant +1 Vigilance +1 SUB +1 PER +2 NEC -1 MIG, +2 SUB -1 AGI, +2 EDU Noble +1 Leadership +1 EDU +1 AGI +2 NEC -1 MIG, +1 AGI, +1 SUB -1 AGI, +2 EDU Peasant +1 Fortitude +1 SUB +1 PER +1 MIG -1 MIG, +2 SUB -1 AGI, +2 MIG Sage +1 Research +1 EDU +1 PER +2 NEC -1 MIG, +2 SUB -1 AGI, +1 EDU, +1 MIG Sentry +1 Ranged Attack +1 SUB +1 PER +1 MIG +1 AGI -1 AGI, +2 MIG Warrior +1 Dodge +1 EDU +1 AGI +1 MIG +1 AGI +1 MIG

Myconids haven't been around on Titan long enough to develop niche cultural roles. Collectors scavenge ruins for tools and materials that their tribe can use and they search for rotting vegetation and animals for use in food pits. Shaman are both healers and historians among the Myconids. Traders manage the wealth their tribe, negotiating trades for supplies and sanctuary. Tricksters lie, cheat, and steal from anyone inside or outside of their tribe. Unless otherwise noted in their entry, Myconids have an Education score of 1 and a Thaumaturgy score of 2.

NON-PLAYER CHARACTER ARCHETYPES CLASS ATTRIBUTE ATTRIBUTE SKILL SKILL SKILL Collector PER - D10 (4) MIG - D8 (3) Encumbrance 2 Ranged Attack 2 Vigilance 3 Shaman EDU - D8 (3) THA – D8 (3) History 2 Research 2 Sineater 3 Trader COM - D10 (4) THA – D8 (3) Charm 2 Leadership 2 Mercantile 3 Trickster AGI - D8 (3) SUB - D10 (4) Legerdemain 3 Stealth 2 Telekinesis 2 Loot: To make things easy, a simple guideline for the diseases. Dessicated, mummified corpses don't suffer amount of gold an NPC is carrying on their person at any from either of these penalties. given time is equal to either 1d10, 3d10, or 5d10, Animated objects are commonly made of bone, depending on how wealthy the character is supposed to cloth, and/or wood; they are referred to as "golems." be. Most characters, regardless of how wealthy they are, Bone golems can be built to have no penalties or to have keep most of their gold at home, at a bank, or at some their Agility score reduced to 1 in exchange for gaining other safe location. the "tough 1" special trait. Cloth golems have their Might Undead: There are three general categories of score reduced to 1, but such golems are the cheapest due undead – those that occur naturally as a form of to the abundance of the materials needed to craft them; punishment by the gods, those that are made by using they often have a wooden chassis. Wood golems are the Animate spell to place a soul into a dead body, and statistically the same as bone golems, except that the those that are made by using the Animate spell to place a version which has its Agility score reduced to 1 gains the soul into an inanimate, organic object. Corpses are usually "tough 2" special trait instead. transferred to the nobility of a nation, so most other Undead can be surgically reinforced with metal bars people who seek undeath must rely on vessels crafted and plating without harming the vessel; doing so gives with inanimate, organic material. Use the information in the vessel the "tough 1" special trait or doubles its this section as a template to be applied to an NPC existing "tough" special trait value if it already has that archetype in the same way that the characters racial trait. adjustments are applied to it. There are rumors among the necromany-trained Natural undead have the same attributes and skills community of methods for crafting a homunculus – a they did in life, but as they continue to experience the golem made of blood from one source that doesn't pain caused by what killed them, their minds degrade disintegrate after it has been animated for a year like until their Communication, Education, and Subterfuge other golems do if it is Animated by the same soul as the scores are reduced to 0, which either renders them body it was drawn from. Some of those rumors hold that catatonic or turns them violent and animalistic. such a creation may be as much as a full size-category Animated skeletons have all the same attribute and smaller than the soul it's Animated by. The statistics of a skill scores as they did in life, except for their Might score, homunculus are unknown, but the cost-efficiency of a which is reduced to 1. If it is an Animated corpse, it golem that can last an undetermined length greater than instead has its Agility score reduced to 1, but such undead a year could be immeasurable. are uncommon in society due to their high risk of carrying