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attitude scale:

Welcome Wishes adventurers well.
Greet Willing to trade or give minor aid.
Inquire Wishes to know more about the adventurers, does not wish them harm.
Ignore Completely neutral.
Suspect Wary of adventurers, interprets most actions negatively.
Confront Take direct action to threaten adventurers. Warning shots fired.
Destroy Want adventurers dead or suffering. Go for the kill.
Destroy Confront Suspect Ignore Inquire Greet Welcome

Every creature has a default attitude based on its nature, like trogs are confrontational and ground lemurs are ambivalent. Specific attitude of a given creature can change based on reaction die, sliding some number of steps either to the left (negative numbers) or to the right (positive numbers).

1 -2
2-4 -1
5-8 0
9-11 +1
12 +2

Bestiary

Creatures of the Black Horizon, organized by biome.

Biome Summary
Exhale Damp stony mountains rich in geothermic activity.
Imperial Cities and settlements of humanity.
Magnephyll Iron-rich magnetic forests that utilize lightning energy.
Manifest Mysterious alternate dimension accessed through dreams.
Metro Reef Partially-sunken city overgrown by coral.
Undercroft Tunnels, caverns and open spaces under the earth.

Exhale

Forbidding rocky peaks eternally cloaked in damp permeating fog from the many geysers, fumaroles and other sources of geothermic activity, the Exhale is located to the south and east of the Black Horizon colony. It is a place of great mystery and danger rumored to hide untold secrets and terrifying monsters.

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# Encounter Major (1) Minor (2-3) Traces (4-6)
1 Bighead 1. Warband hunting invaders.
2. Bandit clan seeking opportunity.
3. Guardians of a sacred site.
1. Hunting party with kill.
2. Small trade caravan.
3. Scouting expedition for larger force.
1. Cold campsite.
2. Dangerous creature corpse(s) with exploded head.
3. Rough totem/shrine with a few offerings.
2 Bloodfruit 1. Multiple bushes on edge of a narrow path.
2. Calls for help. Somebody's gone too deep.
3. Treacherous high path. They grow eagerly below.
1. Lone bush at comfortable distance.
2. Humanoid harvesters taking turns.
3. Potted in back of wagon. Remains of wagon-driver nearby?
1. Happy harvester covered in hickeys.
2. Signpost warning.
3. Rough totem/shrine with a few offerings.
3 Bone Ape 1. Troop foraging for food.
2. Silverbacks battle their minions for alpha status.
3. Recycling recent dead.
1. Lone male.
2. Sleeping in a pile.
3. Skittish of danger.
1. Pile of bone fragments.
2. Flattened vegetation.
3. Tuft of wiry black fur.
4 Broodmother 1. Lair guarded by adult children.
2. Nursery outdoor picnic.
3. Angry mob in hot pursuit, spider unseen nearby.
1. Transporting a kill back home.
2. Escaping with a baby.
3. Trading silk handicrafts for meat, milk, vegetables.
1. Prey beast drained of bodily fluids.
2. Discarded silk diapers.
3. Humanoid parents conducting search.
5 Condenser 1. Swarm flying this way.
2. Roosting spire.
3. Dumping snow all over the path ahead.
1. Whizzing by. On a mission?
2. Lazily circling overhead.
3. Grounded with damaged rotor.
1. Small shrine to Owmac in hopes of appeasement.
2. Slippery ice-coated rocks.
3. Specks in the distant sky.
6 Eye Archon 1. About to drill something valuable.
2. Fresh victory over something that got in its way.
3. Blocking the path.
1. Passing through.
2. Drilling something mundane.
3. Dismantling a dead archon.
1. Fresh borehole, rimmed with frost.
2. Melting spikes, blood puddle nearby.
3. The sounds of a drill echo from far away.
7 Foguar 1. Ambush. They've already surrounded you.
2. Den with noncombatant kittens inside.
3. Feasting on a kill.
1. In the middle of stalking something else.
2. Sentinel, watching alone. Probably.
3. Eating muckers.
1. Paw prints in the mud.
2. Scrap metal buzzes faintly, resonating with invisible crosstalk.
3. Boulder reeking of cat urine.
8 Gulletree 1. Ancient budding off juveniles.
2. Clumping around food source.
3. Hidden copse.
1. Wandering alone.
2. Sated mature.
3. Newborn juveniles.
1. Shell fragments.
2. Wide path, small stones shoved aside.
3. Half-digested bones.
9 Juggerdillo 1. Lone boar with nothing to lose.
2. Large herd grazing.
3. Rolling from above. You're in their path.
1. Small herd in distance.
2. Lost pup.
3. Sows and pups. Boar nearby?
1. Furrowed earth.
2. Large pile of steaming dung.
3. Broken-off spike long as your arm.
10 Mistblade 1. Someone's voice calling for help. That's bait.
2. Well-worn crevice. You're trespassing.
3. Thick fog. They're here.
1. Lone stalker.
2. Dead humanoid, still warm. Killers lurking.
3. Is the mist getting thicker here?
1. Skulls lined up on a rock. A warning.
2. Old corpse, dismembered by swords.
3. Screams echo faintly in the distance.
11 Mucker 1. Huge mudhole filled with squirming bodies.
2. Migration in search of new mud.
3. Quiescent hole. Something else lurks nearby, waiting for you to close your eyes.
1. Busy melting a carcass.
2. Just a handful.
3. Basketful. Owner of basket nowhere to be seen.
1. Soft, warm mud.
2. Retching croaking noises.
3. The scent of earth and decay.
12 Sprite 1. Swarming thick around geyser.
2. Pursuing warm target.
3. Lights ahead and behind.
1. Lonely, flits around.
2. Skimming the edge of a hot spring.
3. Hiding in the earth.
1. Frost-coated corpse.
2. A slushy puddle.
3. A sharp, burned smell on the breeze.
Conditions 7. Thick fog. Visibility reduced to 5 meters, 10 meters with concealment. 8. Thunderstorm. Random lightning strikes every few minutes for 1-12 (+escalation, if any) projectile damage and the Electrified condition. Roll a trigger die: on a 10+ the lightning hits a random unsheltered creature nearby, else it harmlessly hits the landscape. 9. Minor snow/mud/rockslide. Will rumble in warning. Pathfinder (Survival) ability bypasses risk.
Interest 10-11. Landmark, shelter or lair. 12. Random keystone or supply cache.

Bighead

AKA Mountain People, Grandma's Boys

Bigheads (creatively named for their proportionally large heads) are intelligent, grey-skinned mountain dwellers. Almost every Bighead possesses some level of psychic ability and can prove a wily and fierce opponent despite their smaller size. In ages long past, the ancestors of the Bigheads crashed their spaceship in the Exhale and have since gone native in the shadowed ruins of their ancient technology.

Recent events have completely upended Bighead society, trading out strict totalitarian control for utter anarchy.

Wants: Safety, revenge.

Destroy Confront Suspect Ignore Inquire Greet Welcome
Bighead Hunter → Level 5, Size 4, M-1 P-3 A-1
Bow Projectile attack, range 20 (or 50 with failure chance 6). Consumes Supply on a 1. Can shoot over/ignore barriers in their path.
Arc Shot
Stealth Treat partial concealment as full on 7+.
Survival Independently feed themselves in the wild.
Telepathy Read minds with physical contact.
Bighead Mindstorm → Level 5, Size 4, M-1 P-1 A-3
Mind Blast Area attack with two forms: single-target at range of 10 meters (Supply 1-3) or all in visual arc to range of 5 meters (Supply 1-6). Explodes heads on kill, inflicting Fear to all creatures within 2m of victim.
Blastwave
Head Exploder
Perception Detect all hidden things/creatures within 10 meters. Costs Supply on 1-4.
Telepathy Read minds with physical contact.
Bighead Sentinel → Level 5, Size 4, M-3 P-1 A-1
Polearm Melee attack with range 2-5. Ignores cover from creatures.
Phalanx
Shield Takes an action to use, grants failure chance 8 to all melee/projectile attacks from the front until next turn.
Tower Shield
Telepathy Read minds with physical contact.
Bighead Leader → Level 8, Size 4, M-2 P-3 A-3
Mind Control Inflict Charm on subject within 10m (Supply 1-6). Grants recovery attempt to target when offensive actions are taken against them instead of being automatically removed. When removed, target loses all Flow.
Discipline
Remorse
Remote Charm
Intrigue Tell quick, simple lies that are always believable. Tell truth from lies on a 4+ (except the lies of another Intrigue user).
Lie Detector
Negotiate Others always have to at least name a price for anything that's desired. If a deal is not struck, an alternative method to gaining what's desired must be given if possible.
Alternatives

Back to Exhale

Bloodfruit

AKA Vampire Rose

A bloodfruit bush is partially named for the large, lustrous red berries it grows. Get your hands on some and you'll be treated to a true culinary delight: sweet, juicy and savory all at once. Try and pick some from the bush and you'll discover the other reason for its name: leaves rustle and grasp, draining your blood through thousands of microtubules with the merest graze. This is how the bush gets the nutrients necessary to grow its fruit in such rocky soil. Most mountain travelers consider it a fair exchange, but give the bush a respectfully wide berth when they aren't hungry. Many are the bleached skeletons lying in the middle of a bloodfruit patch, who overestimated their own strength… or simply got a reputation for cheating the bush. Local culture frowns on that.

Wants: Blood, sunlight.

Destroy Confront Suspect Ignore Inquire Greet Welcome
Bloodfruit Bush → Level 6, Size 5, M-6 P-0 A-0
Deathtouch Melee attack, crits on 10+. Heal one lost Endurance per hit, or all lost Endurance on a crit.
Drain Touch
Devour Life
Verdant Can feed itself with sunlight and produces one day's worth of rations in berries per day. When encountered, has 1-6 days worth of rations on its branches already. Removes injuries automatically after a day and can return to life after being killed so long as it has sunlight and water.
Photosynthesis
Fruiting
Spring
Gourmet Bloodfruit is high-quality foodstuff, and automatically restores 1 lost Vitality to any eater once per day in addition to sating hunger.
Steadfast Immune to fear and charming.
Implacable
Weakness: Mindless (Steadfast) Stupid as hell.
Weakness: Stationary (Verdant) Cannot take movement actions.

Back to Exhale

Bone Ape

AKA Blakutan, Sorcerilla

It's no secret that some animals use tools, sometimes to an usually sophisticated degree. While not necessarily more intelligent than any other species of clever monkey, Bone Apes have mastered the use of one particular tool that serves them quite well in the dangerous peaks of the Exhale: necromancy.

A full-grown bone ape is a strong, but straightforward opponent that prefers to hang back from combat and throw things at intruders. The first thing they tend to throw is a small bone chip taken from a former member of their troop, which rapidly grows into an entire animated skeleton mid-flight. A bone ape always has backup, even when alone.

Wants: To be left alone, to defend the troop, to acquire bones.

Destroy Confront Suspect Ignore Inquire Greet Welcome
Bone Ape Adult → Level 8, Size 5, M-2 P-4 A-2
Throwing Projectile attack, range 10, never consumes Supply. Can deploy undead (see below) as Throwing attacks.
Impact
Throw Anything
Necromancy Throw an undead servitor out into play. An adult bone ape has either one adult skeleton or three juvenile skeletons. Slain skeletons fully revive on a 12 at the beginning of each round. If the controlling ape is slain, its minions crumble to dust. Telling minions to start attacking or switch targets takes an action.
Binds of Death
Essential Salts
Mechromancy
Rewake
Survival Independently feed themselves in the wild, powerful sense of smell.
Scent
Weakness: Animal (Survival) Vulnerable to Beastmaster abilities.

Skeletal adults have the same statistics as regular adults, but have an unrecoverable Slowed condition and the following additional abilities/weaknesses

GritInjured at half normal rate, immune to Choking.
Breathless
Steadfast Immune to Fear and Charmed.
Implacable
Weakness: Synthetic (Grit) Cannot benefit from the Heal or Gourmet trees.
Weakness: Mindless (Steadfast) Stupid as hell.
Bone Ape Juvenile → Level 4, Size 4, M-1 P-2 A-1
Throwing Projectile attack, range 10, never consumes Supply.
Throw Anything
Necromancy Throw an undead servitor out into play. A juvenile bone ape has one juvenile skeleton. If the controlling ape is slain, its minion goes into a frenzy and attacks whatever's nearest. Telling minions to start attacking or switch targets takes an action.
Essential Salts
Survival Independently feed themselves in the wild.
Weakness: Animal (Survival) Vulnerable to Beastmaster abilities.

Skeletal juveniles have the same statistics as regular juveniles, but have an unrecoverable Slowed condition and the following additional abilities/weaknesses

GritInjured at half normal rate.
Steadfast Immune to Fear.
Weakness: Synthetic (Grit) Cannot benefit from the Heal or Gourmet trees.
Weakness: Mindless (Steadfast) Stupid as hell.

Back to Exhale

Broodmother

AKA Child-Taker, Adoption Spider

The widely-feared and immensely powerful broodmothers are enormous intelligent spiders. Despite their large size, they move like lightning and pad nearly-silently on their chitinous feet that unnervingly resemble human hands. The most interesting behavior of broodmothers is their tendency to stealthily creep into humanoid settlements, seek out infants and kidnap them back to their dark, hidden holes… and then to lovingly raise them as their own. The broodmother's own biological children are hatched by the dozen and thoughtlessly abandoned to their fate and her male counterpart is a mindless creature no bigger than a fist that dies shortly after mating; her love and attention is lavished exclusively on her cross-species adoptees.

A broodmother's lair is filled with webs and bones and wild, naked children of various species who adore their mother and exclusively speak her bizarre, alien language. The older a broodmother is, the more likely it is for them to have fully-grown children living in their dens with them, assisting in its defense and in the rearing of their younger “siblings”.

Wants: To steal babies of intelligent species, to care for adopted offspring.

Destroy Confront Suspect Ignore Inquire Greet Welcome
Broodmother → Level 19, Size 7, M-10 P-5 A-4
Close Combat Powerful poison-slick fangs. Adds Poisoned condition on 7+. Crits on 11+ for +2 bonus damage, gain another free attack immediately after critting.
Followup
Precision Always hit on 10+ regardless of circumstances, act as size 4-7 for failure chances vs smaller targets. Critical hits are more frequent and powerful.
Improved Critical
Runt Stomper
Poisoner Adds Poisoned to Close Combat attacks.
Stealth Can treat partial concealment as total concealment on 4+. Blends in with the Exhale boulders extremely well and doesn't need any concealment to hide when among them. Can spend 10 rounds changing its coloration in order to use this benefit in a different environment instead. Can move at full speed without breaking cover and never leaves tracks or traces behind unless she wants to.
Camouflage
Creep
Flit
Master Shadow
Traceless
Subdue Can use an action to force adjacent noncombatant to surrender peacefully. Helpless creatures can be bitten/wrapped in web to completely paralyze them for a while without causing further harm.
Gulliver
Paralysis
Shout Down
Language of Violence
Mobility Move three times instead of twice when sprinting. Ignore Endurance cost of sprinting on 7+.
Runner's Lungs
Full-Grown Adoptee → Level 5, Size as species, M-2 P-2 A-1
Close Combat Melee attack with fists or crude daggers.
Precision Always hit on a 10+ regardless of circumstances.
Throwing Throwing rocks, clubs or knives (Supply 1).
(Variable) An adoptee's last two abilities vary depending on its species. They can be ignored for the sake of expediency if desired.
Human: Handyman, → Freebies.
Gillman: Swim, → Water-Adapted.
Trog: Grit, → Poisonproof.
Ferrous: Tank, → Lightweight Armor.
Lilium: Strength, → Door Kicker.
Bighead: Telepathy, → Mind Sense.
Wizbit: Lore, → Identify.

Back to Exhale

Condenser

AKA Metal Kite, Angel of Owmac

Drone-like mechanical creatures that simply began to appear one day, the condensers fly over the Exhale collecting, concentrating and chilling water vapor. It is suspected from the timing of their arrival and their weather-related functions that the condensers are agents of Owmac the Storm-Father. That would certainly explain their erratic behavior, as they have been noted to both unleash punishing blizzards and proffer rewards and assistance seemingly at random.

Wants: To gather data, to punish and reward.

Destroy Confront Suspect Ignore Inquire Greet Welcome
Condenser → Level 8, Size 3, M-0 P-3 A-5
Blizzard Supercondensed vapor causes a minor localized blizzard event directly below the condenser, plus all adjacent spaces. Can be used for free at the beginning of each movement action. Inflicts Frozen on 10+, Supply 1-6. Area of effect becomes slippery (fall prone when entering unless Acrobatics is equipped.)
Icy Ground
Glide Flies through the air. Can make a maximum of one direction change and gain 1 meter of elevation per move action. Must continue moving at all times or fall.
Aerial Maneuvers
Air Brakes
Powered Flight
Twitchy Can freely change facing in response to attack and drop blizzards for free at the beginning of each movement action.
Running Drop
Grit Injured at half normal rate, immune to Poisoned.
Poisonproof
Weakness: Synthetic (Grit) Cannot benefit from the Heal or Gourmet trees.

Back to Exhale

Eye Archon

AKA Wandering Eye, Cheesemaker

Eye archons are great floating mechanical spheres that shift their surfaces to reveal new hidden tricks, the favored of which is a hollow drill that they use to take cylindrical chunks out of things with. A great glass lens on the front gives them the eye-like resemblance that is their namesake. Most often their samples are bored from the mountainside or from a particularly impressive tree, but the Eye Archons have no compunctions about drilling holes in ruins, large corpses, garbage heaps or even people's homes. Anything that sits still long enough to be drilled seems to be fair game. Other than their annoying destruction of (sometimes priceless) property, an Eye Archon tends to be largely harmless and many communities have adopted a policy of simply letting them do whatever they want and patching up the damage afterward as they can be powerful and deadly foes when provoked.

Wants: To drill interesting things.

Destroy Confront Suspect Ignore Inquire Greet Welcome
Eye Archon → Level 15, Size 6, M-5 P-5 A-5
Fleshgrinder Big hollow-pointed drill. +2 damage, Adds Frozen condition on 7+, critically hits on 10+, removes a Tank/Shield ability on 10+ if any are equipped on target. Failure chance 4 vs human-sized targets. Costs 1 action and Supply to start up, jams on a die result of 1 (requiring another startup). Loud, has range of 1-2 meters.
Long Tool
Beam Freeze ray fired from eye. Adds Frozen condition on 7+, critically hits on 10+, Supply on 1-2. Failure chance 4 vs human-sized targets. Range 6-50, unblocked by fog/smoke. Never costs Supply if the last action taken was anything other than firing the beam.
Phased Array
Recharger
Hazard Area attack. Ejects a superchilled pellet that causes rapid growth of spiky ice in an area (target space plus adjacent spaces, range 0-10). Frozen on 7+, Supply 1. Anything entering the area or being knocked prone in it gets attacked automatically. Move through two spaces=attacked twice, move through five spaces=attacked three times. The Archon itself is immune. No failure chance due to size differences. Can be used for free at the beginning of a movement action, targeting the space where the archon started moving.
Size-Adapted
Cryophile Adds Frozen to attacks. Immune to the Frozen condition and all Cryophile-enhanced attacks.
Freezeproof
Cold Immunity
Acrobatics Floats a short distance above the ground, ignoring Hazard attacks and difficult terrain.
Light Step
Hover
Twitchy Can switch facing for free in response to attacks and drop a Hazard in its path when moving.
Running Drop
GritInjured at half normal rate, immune to Poisoned and Dazed. Automatically restores 3 Endurance each round before regaining Flow.
Regeneration
Soothing Regen
Poisonproof
Toughness
Weakness: Synthetic (Grit) Cannot benefit from the Heal or Gourmet trees.

Back to Exhale

Foguar

AKA Mist Lion

A foguar is a medium-sized cat that lives and hunts in an extended family group. Their spotted blue-grey coats are luxuriously plush and wick moisture beautifully, but they are most often hunted for another prize entirely: the strange metallic organ that grows at the base of their skulls. It reverberates in response to the cat's vocalizations, and interestingly enough also causes the same organ to reverberate in the same way in all of the rest of the cat's clowder. With a bit of sorcery these can be adapted to create long-range communications for humanoid use, although the supply is vanishingly rare. The cats look out for each other and send invisible messages on the wind. They are difficult to find, except when they've decided to make a meal of you with a frighteningly well-choreographed ambush.

Wants: To defend the clowder and territory, to acquire meat.

Destroy Confront Suspect Ignore Inquire Greet Welcome
Foguar → Level 6, Size 5, M-3 P-1 A-2
Close Combat Melee attack, range 1. Can move up to 2 meters as part of the attack.
Pounce
Communications Can communicate with any other member of the clowder that's in the same regional hex. You can't tell if a cat is communicating at any given moment just by looking at it, though.
Hidden Comms
Stealth Treat partial concealment as full, can move (with an impairment) without breaking cover.
Creep
Survival Can feed itself in the wild and sniff out creatures within 5 meters.
Scent
Weakness: Animal (Survival) Vulnerable to Beastmaster abilities.

Back to Exhale

Gulletree

AKA Meat Flower

While a gulletree might superficially resemble a strange species of tree or a misshapen boulder from a distance, it is actually a voracious animal. These distant descendants of sea anemones have grown large and landbound, slowly crawling across the stony ground in the pleasantly damp environment of the Exhale as they grow ever larger. The gulletree's main diet consists of insects and vermin drawn to its tempting rotten smell, but it will also happily grab and devour any larger prey that wanders too close.

The gulletree wraps its soft, floppy body in a hard, fibrous shell. Gulletree shells are strong, lightweight, and very buoyant, making them highly prized as a building material for boats. Larger shells are far more valuable than smaller ones, but larger gulletrees are also much more likely to simply devour any would-be harvesters. It's a tough profession to get into.

Wants: To gorge itself on meat, to be left alone.

Destroy Confront Suspect Ignore Inquire Greet Welcome
Juvenile Gulletree → Level 4, Size 5, M-2 P-1 A-1
Lasher Long tentacle attack, range 2-5. Works fine for fishing up submerged targets. Can choose to inflict Grabbed on 7+, limiting later attacks to grabbed target only unless released.
Constrict
Tentacle
Tank Doubled defenses, expires on 1-6 after each hit, refreshes at beginning of each turn, imposes movement impairment (stacks with impairment from Slowpoke weakness for 2 impairments).
Steadfast Immune to fear.
Survival Can feed itself in the wild.
Strength Can carry up to 1/2 Bulk without penalty or 2 Bulk maximum.
Weakness: Animal (Survival) Vulnerable to Beastmaster abilities.
Weakness: Mindless (Steadfast) Stupid as hell.
Weakness: Slowpoke (Strength) Impairment to movement.
Mature Gulletree → Level 10, Size 6, M-5 P-3 A-2
Lasher Long tentacle attack, range 2-5. Failure chance 4 vs human-sized targets. Works fine for fishing up submerged targets. Can choose to inflict Grabbed on 7+, limiting later attacks to grabbed target only unless released. Can spend an action to pull a grabbed target adjacent to itself for devouring.
Constrict
Lash Pull
Tentacle
Tank Doubled defenses, expires on 1-6 after each hit, refreshes at beginning of each turn, imposes movement impairment (stacks with impairment from Slowpoke weakness for 2 impairments). Immune to backstabs and extra damage when prone while the armor is in effect. Armor never expires when no Endurance is left.
Back Plating
Immortal
Devour Can spend an action to consume adjacent creature grabbed with a tentacle. Stomach can hold one human-sized target at a time. Stomach deals unavoidable damage equal to Escalation at beginning of each round, plus inflicts Choking, Dissolving and Poisoned conditions.
Gluttony
Toxic Guts
Steadfast Immune to fear, charm and confusion.
Implacable
Self-Assured
Survival Can feed itself in the wild, shrug off very hot or cold environments, and sniff out creatures within 5 meters.
Endure Temperature
Scent
Strength Can carry weight as size 7 creature (5 without penalty, 20 total) and take an action to root itself to the ground, becoming unmovable.
Pack Mule
Rooted
Weakness: Animal (Survival) Vulnerable to Beastmaster abilities.
Weakness: Mindless (Steadfast) Stupid as hell.
Weakness: Slowpoke (Strength) Impairment to movement.
Ancient Gulletree → Level 17, Size 7, M-8 P-5 A-4
Lasher Long tentacle attack, range 2-5. Deals +2 damage to all targets Size 5 and smaller. Works fine for fishing up submerged targets. Can choose to inflict Grabbed on 7+, limiting later attacks to grabbed target only unless released. Can spend an action to pull a grabbed target adjacent to itself for devouring.
Constrict
Lash Pull
Tentacle
Kaiju +2 damage to human-size or smaller targets, area effects from human-sized targets have a failure chance of 4 against it.
Shrug Off
Precision Can act as size 4-7 for size-based failure chance. Always hits on 10+ regardless of circumstances.
Runt Stomper
Tank Doubled defenses, expires on 1-6 after each hit, refreshes at beginning of each turn, imposes movement impairment (stacks with impairment from Slowpoke weakness for 2 impairments). Immune to backstabs and extra damage when prone while the armor is in effect. Armor never expires when no Endurance is left. Can spend 1 Supply to negate a critical hit made against it.
Back Plating
Immortal
Unbreakable
Devour Can spend an action to consume adjacent creature grabbed with a tentacle. Stomach can hold up to 20 human-sized targets at a time. Stomach deals unavoidable damage equal to Escalation at beginning of each round, plus inflicts Bleeding, Choking, Dissolving and Poisoned conditions.
Gluttony
Insatiable
Leech Belly
Toxic Guts
Steadfast Immune to fear, charm and confusion.
Implacable
Self-Assured
Survival Can feed itself in the wild, shrug off very hot or cold environments, and sniff out creatures within 5 meters.
Endure Temperature
Scent
Strength Can carry weight as size 7 creature (5 without penalty, 20 total) and take an action to root itself to the ground, becoming unmovable.
Pack Mule
Rooted
Weakness: Animal (Survival) Vulnerable to Beastmaster abilities.
Weakness: Mindless (Steadfast) Stupid as hell.
Weakness: Slowpoke (Strength) Impairment to movement.

Back to Exhale

Juggerdillo

AKA Glyptotank

Juggerdillo graze the Exhale slopes in small herds. These enormous beasts are covered in a leathery, segmented shell lined with rough-edged bony spikes which serve as their primary means of both defense and offense. When threatened, juggerdillos curl up into a ball and either roll-smash their enemies or simply bounce on down the slope out of reach.

Although primarily herbivores, a juggerdillo is opportunistically omnivorous and will occasionally dig up the ground for worms and insects or slurp down a mucker. It is not recommended to leave babies or small children unattended near them, which is just one of several hurdles to overcome before domestication becomes a possibility.

Wants: To protect the herd, to eat novel things.

Destroy Confront Suspect Ignore Inquire Greet Welcome
Juggerdillo Pup → Level 4, Size 5, M-3 P-1 A-0
Trample Melee attack performed when moving over a target. Cannot be used on human-sized targets unless prone, cannot be used on larger targets at all. No failure chance vs smaller creatures.
Tank Doubles all defenses, expires on 1-6 until beginning of next turn. Inflicts impairment to move when expired.
Lightweight Armor
Acrobatics Surprisingly flexible and agile.
Survival Can feed itself in the wild.
Weakness: Animal (Survival) Vulnerable to Beastmaster abilities.
Juggerdillo Sow → Level 9, Size 6, M-5 P-2 A-2
Trample Melee attack performed when moving over a target (once per move). Cannot be used on size 6 targets unless prone, cannot be used on larger targets at all. No failure chance vs smaller creatures. Inflicts Prone on 7+. Never harms targets the sow doesn't want to harm (such as pups).
Beatdown
Careful Steps
Spikes Melee attack. Automatically counters all adjacent attackers and hits targets rolled over. Failure chance 4 vs human-sized targets.
Spike Slam
Body Slam
Tank Doubles all defenses, expires on 1-6 until beginning of next turn. Inflicts impairment to move when expired.
Lightweight Armor
Acrobatics Surprisingly flexible and agile.
Survival Can feed itself in the wild. Excellent sense of smell.
Scent
Powerful Nose
Weakness: Animal (Survival) Vulnerable to Beastmaster abilities.
Juggerdillo Boar → Level 17, Size 7, M-9 P-4 A-4
Trample Melee attack performed when moving over a target (once per move). +5 damage if currently berserk. Cannot be used on size 6 targets unless prone, cannot be used on larger targets at all. No failure chance vs smaller creatures. Inflicts Prone on 7+. Never harms targets the boar doesn't want to harm (such as sows or pups). Can trample up to three targets with a single move. Targets killed by the attack don't count against this limit. Can stop on top of a trampled target, giving them the Grabbed condition until it moves again.
Beatdown
Breakthrough
Full Throttle
Careful Steps
Press
Spikes Melee attack. +5 damage if currently berserk. Automatically counters all adjacent attackers, strikes grabbed targets and hits targets rolled over (once per round). Failure chance 8 vs human-sized targets.
Spike Slam
Body Slam
Tank Doubles all defenses, expires on 1-6 until beginning of next turn. Inflicts impairment to move when expired. Can smash right through wooden barriers without slowing down.
Lightweight Armor
Juggernaut
Strength Can carry up to 10 Bulk with no encumbrance (or 50 maximum). Wooden objects can be smashed easily. Can go berserk as a free action, dealing +5 damage with all melee attacks but taking +2 damage from all incoming strikes.
Berserker
Rage Control
Door Kicker
Acrobatics Surprisingly flexible and agile.
Survival Can feed itself in the wild. Excellent sense of smell. Ignores environmental heat/cold (serves as shade/rain cover for pups) and excellent sense of direction (leads the herd to new pastures).
Endure Temperature
Pathfinder
Scent
Powerful Nose
Weakness: Animal (Survival) Vulnerable to Beastmaster abilities.

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Mistblade

AKA Wraith, Pale One

The frequent rains blowing in from the coast and high geothermic activity give plenty of logical cause for the fog hanging perpetually over the Exhale, but locals still contend that it is is undeniably magic. How else to explain the existence of the mistblades?

If you're lucky enough to kill one, a mistblade is revealed to be a thin, hairless and incredibly pale humanoid wielding a wicked scimitar and wearing nothing but a loincloth and gas mask. Most only see the mistblade alive- or rather, don't see it; the mistblades jump from bank to bank of fog and cut down their foes sight unseen. Nobody knows exactly where they come from, but it's pretty easy to guess what they want: death to all intruders.

Wants: Intruders gone.

Destroy Confront Suspect Ignore Inquire Greet Welcome
Mistblade → Level 13, Size 5, M-8 P-2 A-3
Martial Melee attack, range 1-2. Deals +5 damage with backstabs. No failure chance from concealment.
Smoke Creates a huge area of oppressive fog within throwing range (0-10 meters)- all spaces within 5 meters gain total concealment, and all within 10 meters gain partial concealment. Costs Supply on 1-3. The cloud lasts until the end of combat. Anything starting its turn inside the cloud gains the Choking condition (the mistblade is immune to this).
Lingering Smoke
Noxious Smoke
Wide Cloud
Darkseeker While in an area of complete concealment, failure chance against the mistblade is 12 with all attacks (including area attacks) until it takes an offensive action. Can teleport up to 20 meters from an area of complete concealment to any other area of complete concealment, and deals extra damage with backstabs.
Uncertainty Principle
Unseen Killer
Grit Half probability for injuries, immune to the Choking condition.
Breathless
Precision No failure chance from partial concealment or total concealment within 10 meters. Always hit on a 10+ regardless of circumstances.
Blind-Fight
Improved Blind-Fight

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Mucker

AKA Slime-eyes, Sludge Basilisk

Wretched-looking creatures somewhere between amphibian and lungfish that lurk in damp muddy patches, muckers are a food source for just about everything carnivorous in the Exhale. They gasp and flop around as they filter nutrients from the muck with their baleen-filled mouths, but do not make the mistake of thinking they are totally safe. A mucker's bulbous eyes hold a strange power to disintegrate anything that meets their gaze, melting them down into a pile of goo that can be slurped up at leisure. Hunters in search of a delicious mucker to fry up are advised to cover their eyes and be willing to get dirty.

Wants: Food, uncontested control of their patch of mud.

Destroy Confront Suspect Ignore Inquire Greet Welcome
Mucker → Level 4, Size 3, M-1 P-2 A-1
Glare Projectile attack, range 20 meters, requires eye contact between mucker and target, size-based failure chance halved (4 vs human-sized targets). Supply 1, adds Dissolving on 7+, is a free action on 10+ (once per round only).
Glance
Mordant Adds Dissolving to attacks, slain targets leave no body.
Body Disposal
Survival Can feed itself in the wild.
Weakness: Animal (Survival) Vulnerable to Beastmaster abilities.

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Sprite

AKA Dancing Light, Freezing Flame

Bighead lore holds that the damp, warm fog that gives the Exhale its name spontaneously births sprites from its own matter. They appear as dim, bouncing lights in the mist constantly on the move in search of heat to sustain their own short existences with. Get up close and you can see that a sprite has no true body at all, just a pocket of crackling, glowing gas eagerly swooping towards you to steal your life-giving warmth. Disperse it quickly, or you'll be frozen solid.

Wants: Warmth.

Destroy Confront Suspect Ignore Inquire Greet Welcome
Sprite → Level 5, Size 4, M-3 P-2 A-0
Deathtouch Heat-draining touch. Adds Frozen condition on 7+, critically hits on 10+. Fails on 1-6 except vs other spectres.
Cryophile Adds Frozen to attacks.
Acrobatics Floats a short distance above the ground, ignoring Hazard attacks and difficult terrain.
Light Step
Hover
Spectre All attacks made by or against the sprite have failure chance 6, except for attacks made by/against other spectres.
Steadfast Immune to fear.
Grit Probability of injury halved.
Weakness: Mindless (Steadfast) Stupid as hell.
Weakness: Synthetic (Grit) Immune to Heal and Gourmet trees.

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Imperial

Humanity isn't native to the Black Horizon, but the towns and settlements that they are constructing draw a fair share of dangers foreign and native alike.

Role Creature Summary
Ambient
Burbler Larval mannabeasts often kept as pets.
Howler Dogs employed for a range of domestic functions.
Mannabeast Large, domesticated beetle-like creatures.
Trotter Porcine mounts and beasts of burden.
Humanoid
Hirelings Expert assistants commonly employed by adventurers.
Soldiers Guardians of the realm.
Pest
Neohawk Clever, semi-domesticated birds of prey.
Scavig Omnivorous iguanas that live off urban garbage.
Threat
Sinister Something bizarre and alien wearing a human shape.
Reaper
thing reaper creature description

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Burbler

AKA Purring Maggot, Manna-Sucker

A burbler is the juvenile larva form of the mannabeast: all rotund, fuzzy, and legless. So named for the noises they make when excited or happy, burblers are much more social and affectionate than the mannabeasts they eventually metamorphose into and are highly popular as household pets for this reason. Most who keep burblers for companionship have selected hormone glands surgically removed so that they never metamorphose and remain fat and snuggly forever.

Reactions
1-2 Territorial. This is MY house!
3-4 Shy. Crawl under some furniture or something and wait for them to go away.
5-8 Disinterested. Nap in a sunbeam, watch the interlopers go by.
9-12 Affectionate. Flop over, ask for tummy rubs. Burble loudly.
Level Combat Supply Size
1 M-1 / P-0 / A-0 0 3
Weakness: Slowpoke (Mobility)
Weakness: Animal (Survival)
Mobility Burblers are slow-moving but capable of sprinting quickly. They have no hands.
Beast Speed
Survival Burblers are omnivorous and can happily forage for themselves in any reasonably lush environment.

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Hirelings

AKA Lackey, Henchman, Mercenary

Adventurers have a lot to juggle. Sometimes they would rather hire somebody else to take care of some of the more mundane tasks their profession requires so they can focus more fully on the parts they find interesting. For their part hirelings generally just go along with the flow so long as they are treated reasonably well. Hirelings won't fight unless their employer has the Mercenaries ability or they have no choice.

  • Torchbearer. Carries a light source.
  • Medic. Heals injuries, noncombatant.
  • Interpreter. Has knowledge of language and how to use it.
  • Guardian. Tough bruiser, has your back in a fight.
  • Artilleyman. Operates the big guns.
Reactions
1-3 Loyal. Will squeal on interlopers for sure.
4-9 Ambivalent. Follow the boss' lead.
10-12 Disgruntled. Very willing to entertain alternate employment offers or just stay out of the way.

Torchbearer

Level Combat Supply Size
5 M-3 / P-1 / A-1 1 5
Handyman Usually used to produce a light which the torchbearer then carries, but can be used to produce other useful items instead on demand at cost of 1 Supply.
Acrobatics Basic agility required to follow the boss down darkened corridors underneath the earth.
Squeeze Fit into tight spaces when necessary.
Close Combat (Melee) Hit something with the torch. Adds the Burning condition on a 10+.
Firebug Torchbearers can inflict the Burning condition with their melee strikes.

Medic

Level Combat Supply Size
5 M-1 / P-2 / A-2 1 5
Heal Restore one lost Vitality and then all lost Endurance to a subject. If the subject has the Bleeding or Poisoned conditions, these are automatically removed and the subject becomes immune to them for the remainder of the battle. Can be used to restore 1 Vitality to a creature that died in the last 3 rounds, bringing them back to life.
Antitoxin
Coagulants
First Aid
Revive

Interpreter

Level Combat Supply Size
5 M-2 / P-1 / A-2 1 5
Martial (Melee) A simple sword for self-defense.
Lore Interpreters can speak all commonly known languages.
Polyglot
Influence Can always get a target to at least quote terms for a deal and knows how to soothe upset tempers.
Smooth Over

Guardian

Level Combat Supply Size
5 M-3 / P-1 / A-1 1 5
Martial (Melee) A solidly built mace.
Spikes (Melee) Spiked armor counterattacks all adjacent foes.
Shield All incoming Melee and Projectile attacks from the front have a failure chance of 4 for the next round when used. Applies to the guardian and all adjacent allies.
Shield Other
Tank Defenses doubled against incoming attacks until depleted; makes a lot of noise.

Artilleryman

Level Combat Supply Size
5 M-0 / P-0 / A-5 1 5
Artillery (Area) A catapult, trebuchet, or light cannon. Requires 2 Supply and a few minutes of time to set up and more supply to actually attack. Typically this means that the employer must provide the missing Supply required to fully utilize an artilleryman. Consumes Supply on a 1-6, misfires on a 1-2. Hits a target space and all other spaces within 2 meters, dealing +10 damage and applying the Burning condition with every hit. The weapon requires 10 actions to reload between shots, not all of which need to be provided by the artilleryman.
Parts Kit
Siege Engineer
Firebug The artilleryman applies the Burning condition automatically to every creature struck by their artillery.
Flame Munitions

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Howler

AKA Hound, Dog, Second Son

Considered by many to be the species created by the Goddess directly after she created humanity (and depending on interpretation of holy writ, possibly the only other species to share that divine distinction), howlers are pretty much just large dogs. Sometimes they are born with weird biomechanical eyes or vestigial circuitry arrays in their guts or even an electrical socket at the base of their skulls, but that's perfectly normal and such variations don't ultimately have much effect on the beast's behavior or helpfulness to their human masters.

Sometimes neglected or feral howlers congregate into packs and run wild over the countryside, beholden to no master save themselves. They live, hunt, breed and die with no interference from humans at all- a wholly unnatural state of affairs as frightening as it is rare.

Reactions
1 Aggressive. Ill or bad-tempered and ready to kill.
2-3 Defensive. Protect your territory with barks, escalate to bites if left no choice.
4-6 Disinterested. Human business is none of yours.
7-12 Friendly. Run and greet all new people. Get treats and pets if possible.
Level Combat Supply Size
6 M-3 / P-2 / A-1 1 5
Weakness: Animal (Survival)
Close Combat (Melee) A powerful bite attack that inflicts the Grabbed condition on a 7+. Deals +2 damage against targets already attacked by an ally during the same turn due to the howler's instinctual pack-hunting tactics.
Grab
Harrier
Mobility Howlers have a movement speed of 10 instead of 5 and ignore the Endurance cost of sprinting half the time, making them extremely quick to close the gap.
Beast Speed
Survival Howlers can forage their own food and have incredibly keen senses of smell.
Scent
Powerful Nose

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Mannabeast

AKA Shellcow, Meatle, Buggalo

Mannabeasts are among the first creatures native to Torquetum that were successfully domesticated by humans, in no small part thanks to their extremely docile nature. A mannabeast somewhat resembles a beetle-like creature larger than a man with hard wing cases covering vestigial wings and a bulging, fleshy abdomen that produces a large number of high-quality steaks when the beast is butchered. The true value of ranching mannabeasts, however, is naturally the manna: a thick, yellowish and highly nutritious paste they regurgitate to feed their young.

Reactions
1 Ornery. Anybody harassing you is asking for a stomping.
2-4 Skittish. If something frightens the herd, you're likely to stampede.
5-12 Placid. Graze and stare at the passer-bys. Maybe ask for chin rubs.
Level Combat Supply Size
6 M-3 / P-1 / A-2 2 6
Weakness: Animal (Survival)
Trample (Melee) A mannabeast's primary method of attack is stomping on the offending actor with its heavy, chitinous hooves. If the danger is great, then the herd will generally run away… which once again makes the hooves a danger for whoever gets in their way. One creature per turn can be trampled per mannabeast. If the trigger die is 7+, the target also gains the Prone condition.
Beatdown
Mobility Mannabeasts have a movement speed of 10 instead of 5 and ignore the Endurance cost of sprinting half the time.
Beast Speed
Grit Mannabeasts are difficult to inflict lasting injuries on and are immune to the Dazed and Poisoned conditions.
Poisonproof
Toughness
Survival Like the burblers from which they develop, mannabeasts are omnivorous and can happily forage for themselves in any reasonably lush environment. Largely unbothered by hot or cold, they feel at home in almost any climate.
Endure Temperature

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Neohawk

AKA Hunter's Friend, Winged Assassin

Great birds of prey with iridescent blue-black feathers, neohawks are a semi-domesticated species frequently used in hunting. Several specimens were brought to the Black Horizon by colonists for this purpose, and escaped/feral neohawks have furthered their own independent colonization effort.

While the bird's intelligence makes them useful when they cooperate with humans in exchange for treats and attention, it can also be problematic for those who get on their bad side. Neohawks are famous grudge-holders whose vengeance for wrongs range from despoiling of food and destruction of personal items to straight-up talon-based murder. Those who have crossed a neohawk are advised to either kill it quickly or bribe it back into ambivalence with foodstuffs and shiny objects.

Reactions
1-3 Aggressive. Drive them out. If they won't leave, make life unpleasant or cut it short.
4-9 Indifference. Humans are not preferred prey and these ones look useless.
10-12 Bargaining. Catch a fish or something. See if they'll give you anything good for it.
Level Combat Supply Size
7 M-3 / P-2 / A-2 2 4
Weakness: Animal (Survival)
Weakness: Fragile (Glide)
Close Combat (Melee) Claw the crap out of something. Failure chance 4 against human-sized targets. Can attack for free immediately after taking a movement action to fly 10 meters or less, and can move up to 10 meters as part of the attack action.
Pounce
Mobility Fast, no hands. Abilities in the Glide tree below further modify base movement speed beyond the normal 10 for Beast Speed.
Beast Speed
Glide Neohawks have a base speed of 20, but are more awkward on the ground and take two impairments to movement when not flying. As with all fliers, when a neohawk is flying they cannot take any actions other than continuing to fly or they will fall (up to 20 meters). Neohawks can move only part of their allotted 20 meters per action without falling, however- and if they move 10 meters or less then they can make an attack with their claws for free without falling. Neohawks are not vulnerable while flying and can gain 1 meter of elevation for free as part of every move they take. They can only turn once per movement, but are capable of doing so at any angle.
Aerial Maneuvers
Air-Adapted
Air Brakes
Powered Flight
Survival The neohawk's extreme skill in foraging while in lush environments allows them to feed not only themselves but also sometimes others as well, if the bird is so inclined.
Skilled Hunter

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Scavig

AKA Trash Lizard, Skinny

Peeking from every trash-heap, cavorting in every alley and lurking in every sewer of every imperial city are the scavigs: fast-moving, omnivorous iguanas that feed off the refuse of civilization. Traps are set and poison laid and the scavig-catchers hang bundles of tails by their doors as proof of their prowess at their trade, but the scavigs persist. Wherever humans go, scavigs follow. The Black Horizon is no exception.

Reactions
1-2 Aggressive. Disease or hunger has driven you to attack even those you would normally fear.
3-10 Fear. Scatter from the intruders back to the dark places, and wait for them to go away.
11-12 Begging. Chirp and look cute. Hope for handouts.
Level Combat Supply Size
3 M-1 / P-1 / A-1 1 3
Weakness: Animal (Survival)
Close Combat (Melee) Attack with claws and bite. Generally a last resort. Failure chance of 8 against human-sized targets.
Mobility Scavigs have a movement speed of 10 instead of 5 and ignore the Endurance cost of sprinting half the time.
Beast Speed
Survival Scavigs are experts at feeding themselves.

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Sinister

AKA Hollow Man

They always seem human at first, from a distance. Then you get closer and notice the things that aren't quite right. The grotesque and unchanging facial expressions. The way their limbs sometimes bend the wrong direction. The stilted, broken walk. The unearthly, incomprehensible screech when it knows its been discovered. Nobody knows what a Sinister really is or what it wants, but it's clear that it is actually so far removed from human that it can only muster up a poor imitation. They wander our streets sometimes late at night, or gather together in small groups on street corners. They are fascinated by magic, which means they are often found outside our churches. When they die, only their human skin remains crumpled up in a bloody, wrinkled mess on the floor. They are immune to pain and do not fear death, and will happily deal it out to anyone who figures out what they are.

Reactions
1-4 SKREEEEEE. Kill them all.
5-8 OOOOORRR. Look “inconspicuous”. Maybe they'll go away.
9-12 GAMAGAMA. Shuffle up to them and show them an “entertaining” trick.
Level Combat Supply Size
8 M-4 / P-1 / A-3 2 5
Lasher (Melee) Arms, legs, and/or head whip out at blinding speeds to bludgeon, tear and entangle targets. Inflicts the Grapple condition on a 7+. Once a sinister has grappled a subject, they focus all further attacks on that same subject as they cannot switch targets without relinquishing the hold.
Constrict
Mobility A sinister's creepy lunging gait allows them to ignore the Endurance cost of sprinting half the time. They can give up one of their actions on their upcoming turn to dodge a melee attack from a target they can see so long as the trigger die is not 10+.
Dodge
Darkseeker When in an area of complete concealment and not being observed by any sense, all attacks against a sinister have a failure chance of 12. They forgo this protection for a round if they make an attack. Sinisters can teleport up to 20 meters as an action while unobserved, and if they make a kill while unobserved all their victim's allies gain the Fear condition.
Uncertainty Principle
Slasher
Steadfast Immune to the Fear condition.

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Soldier

AKA Grunt, Squaddie

Soldiers are squads of men and women levied to work for the defense of the human colony. When the need is great, they might be temporarily placed under the command of Ravens and led into battle against the colony's enemies. Surviving a battle allows individual squads to level up, so advancement stats are also included.

  • Namico Rangers: Survivalist archers and scouts capable of far-ranging operation.
  • Trotter Cavalry: Versatile, highly mobile troops mounted on trotters. Though recruitment is unisex, still 90% female.
Reactions
1-2 Unfriendly. Ravens know nothing of REAL soldiering and should go away.
3-6 Neutral. The key to military life is keeping your head down and your mouth shut.
7-10 Friendly. We're all on the same team here.
11-12 Helpful. Nobody risks more than the Ravens do and they deserve respect.

Namico Rangers

Level Combat Supply Size
5 M-1 / P-3 / A-1 1 5
Martial (Melee) Scimitars for close-range work.
Bow (Projectile) Compound bows for long-range fighting.
Swim Basic swimming ability for forays into the reef.
Stealth A ranger squad can hide in dense shrubbery and avoid all notice.
Survival The Rangers can feed themselves in the wild without needing to rely on supply lines.
Advancement
Level 6 +1 M, +1 Supply, Longshot (Bow)

Trotter Cavalry

Level Combat Supply Size
5 M-2 / P-2 / A-1 1 5
Martial (Melee) Long, sturdy pikes.
Reach
Bow (Projectile) A shortbow for ranged combat and skirmishing.
Beastmaster Trotter mounts trained for warfare.
Mount
Advancement
Level 6 +1 M, +1 Supply, Expert Rider (Beastmaster)

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Trotter

AKA Ridin' Pig

A trotter is a fast-moving, powerfully muscled porcine creature with hefty cloven hooves, coarse wool and short, stubby upturned tusks. Thoroughly domesticated, trotters frequently act as mounts and beasts of burden for humans. For their part, humans in turn have often come to romanticize the trotter as the most beautiful and noble of beasts (young women especially are often trotter-obsessed).

Reactions
1-3 Skittish. If danger breaks out, it's time to run. Anything gets in your way, stomp it.
4-6 Lazy. Try and make yourself scarce if you see a saddle being broken out, but otherwise just lie around enjoying life.
7-9 Placid. Don't get too worked up about anything, cooperate with whatever the humans want and they'll leave you alone.
10-12 Friendly. Maybe those humans have some fruit in their pockets?
Level Combat Supply Size
5 M-3 / P-1 / A-1 1 6
Weakness: Animal (Survival)
Trample (Melee) Solid hooves for stomping smaller creatures underfoot. Inflicts the Prone condition on a 7+.
Beatdown
Mobility Trotters are fast and agile mounts with a movement speed of 10 instead of 5 who ignore the Endurance cost of sprinting half the time.
Beast Speed
Grit Ignore 1 damage per round.
Survival The opportunistically-omnivorous trotters can forage and feed themselves in any reasonably lush environment and possess a sense of smell keener than any human's.
Scent

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Magnephyll

Magnephyll trees are a dull reddish-black color with bright scarlet leaves veined in silvery steel. They grow in thickets of semi-concentric rings, laid out like iron filings around unseen magnetic forces. This is because a magnephyll tree is highly rich in elemental iron (sages believe somewhere in the neighborhood of 40%). This makes them incredibly slow-growing, nearly indestructible, and highly conductive to electricity. Frequent thunderstorms blowing in off the coast provide the lightning strikes that catalyze a magnephyll tree's internal metabolic processes, and in years where such storms don't appear the local electricity-producing wildlife symbiotically keeps the forest alive.

Creature Summary
Bolt Serpent Biomechanoid snakes that produce lightning bolts.
Ferrous Robotic humanoid defenders of nature. Come in multiple flavors.
Ground Lemur Gentle giants possessing fearsome strength when provoked.
Lodestone Dryad Towering forest guardians.
Scarlet Capuchin Arboreal monkeys that use steel leaves as deadly throwing weapons.
Thunder Bee Fist-sized bumblebees that produce electricity.
Vulpemare Foxes with the ability to drag a sleeper into the Manifest.
Wizbit Diminutive irritating wizard-thing.

Bolt Serpent

AKA Zapsnake, Shock-Spitter

Snake-like biomechanoids with equal parts organic and synthetic components, a bolt serpent's mottled red scales let it blend into its magnephyll habitat while its more infamous ability to arc bolts of lightning out of its mouth serves as both its primary means of subduing prey and an additional source of the life-giving current that helps sustain the forest in general, making the bolt serpent a keystone species for the local ecology. They are also, however, very dangerous to humans. Very dangerous indeed.

Reactions
1-4 Hunting. Perched up in foliage, waiting for something to ambush passing by below.
5-8 Evasive. Not hungry, not in the mood for fights. Slither away.
9-12 Sunbathing. Sleepy and loving the warmth. Can be taken by surprise by foolhardy sorts.
Level Combat Supply Size
13 M-5 / P-6 / A-2 3 6
Weakness: Animal (Survival)
Close Combat (Melee) Sparks of raw current arc between the bolt serpent's impressive fangs, adding the Electrified condition to bitten targets on a 10+. Failure chance of 4 vs human-sized targets.
Lightning (Projectile) Range 10. Chains into secondary and tertiary targets on a 7+. Consumes supply on a 1-4; when the serpent runs out they need to go lie in the sun for a while to recharge. Failure chance of 4 vs human-sized targets.
Double Chain
Mobility Movement speed of 10, no hands.
Beast Speed
Survival The bolt serpent has no troubles feeding itself in its magnephyll habitat. One sure sign of an incoming electrical storm is the sight of a bolt serpent acting unusually excited or energetic; they always seem to know and love it.
Weather Eye
Acrobatics Bolt serpents are skillful climbers and can keep their balance on even the most precariously thin of branches. They can easily slither from tree to tree using intersecting branches as a highway with no impairments or vulnerabilities.
Perfect Balance
Scale
Stealth Can treat partial concealment as full concealment with a die result of 7+, and move about slowly without breaking cover. Usually this partial concealment comes from being perched in the overhead canopy, but also functions for dim light, thin fog, etc.
Creep
Tesla Bolt serpents harmlessly dissipate electrical current directed at them and are immune to electricity-based attacks, including their own.
Shockproof
Electric Immunity

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Ferrous

AKA Android, Fair Folk, Lightning-Kissed

The Ferrous are robotic spirits of the magnephyll forest, born from its oldest trees and deeply involved with maintaining its natural balance. They gather in loosely-defined villages perched in the treetops where they create beautiful works of minimalist art and perfect their martial talents. To those who threaten their forests, there can be no response save fury and vengeance. The human need to clear land for farming has set the two races at significant odds, and most among the Fair Folk distrust humanity on principle.

  • Ferrous Sentinel: Treetop archers that wait in ambush.
  • Ferrous Stormcaller: Sacred warriors that summon lightning.
  • Ferrous Cleanser. Caretakers of the forest and wielders of flame.
Reactions
1-4 Hostile. All despoilers of the forest must be killed.
5-8 Unfriendly. Meat-man invaders are abominations and cannot be trusted.
9-10 Neutral. So long as proper respect is paid, there is no need for trouble today.
11-12 Friendly. Even the forest can change with time.

Ferrous Sentinel

Level Combat Supply Size
5 M-1 / P-3 / A-1 1 5
Weakness: Synthetic (Grit)
Bow (Projectile) Sentinels wait patiently in treetop blinds at the borders of ferrous land, steelwood bows in hand. Few things escape their notice, and fewer still their arrows. Deal +2 damage to lower-elevation targets.
Drop Shot
Stealth Can treat the partial concealment of a magnephyll tree's canopy as complete concealment on a 4+.
Master Shadow
Acrobatics Basic tree-climbing ability is essential for the people of the forest.
Grit Ignores 1 damage per round, immune to the Poisoned condition.
Poison Immunity

Ferrous Stormcaller

Level Combat Supply Size
5 M-1 / P-3 / A-1 1 5
Weakness: Synthetic (Grit)
Lightning (Projectile) Lightning is sacred to the ferrous, the breath of life and source of the forest's strength. Holy and religious-minded members of their race learn to call it from the sky by manipulating the magnetic fields that permeate the forest. Range is 20 meters, deals +2 damage to targets outdoors (or +5 if there is already a storm brewing/in effect). Chains on a 7+, inflicts Electrified on a 10+, consumes Supply on a 1-4.
Far Shock
Invoked
Martial A steelwood staff inscribed with words of power, useful as a backup for when the stormcaller runs out of Supply.
Acrobatics Basic tree-climbing ability is essential for the people of the forest.
Grit Ignores 1 damage per round, immune to the Poisoned condition.
Poison Immunity

Ferrous Cleanser

Level Combat Supply Size
5 M-1 / P-1 / A-3 1 5
Weakness: Synthetic (Grit)
Flamethrower (Area) The heat of a forest fire scorches the land, but also clears the way for new growth. Some ferrous train in fire magics to selectively cleanse the forest not only of old growth but of new enemies. Only takes one action to spray, deals +5 damage to targets within 2 meters and +2 damage to those within 3-5, always inflicts the Burning and Dazed conditions, consumes Supply on 1-6.
Fast Spray
Stun Lock
Close Combat (Melee) A ceremonial knife useful as a backup weapon.
Acrobatics Basic tree-climbing ability is essential for the people of the forest.
Grit Ignores 1 damage per round, immune to the Poisoned condition.
Poison Immunity

Ground Lemur

AKA Lemurzilla

Enormously muscled lemurs with elongated front arms, short back legs and big bushy tails who amble around the forest munching on shrubbery and being chill. Upon reaching adulthood a ground lemur has few natural predators and is famously laid-back in its attitudes towards smaller creatures such as humanoids- in fact, some people make a living by periodically trimming bundles of high-quality hair fibers from wild ground lemur's tails. This peaceful affect belies the ground lemur's tremendous potential for violence if it perceives a threat to itself or its young, however, and travelers are cautioned to act with respect and prudence.

Reactions
1-2 Angry. Give warning, then smash all potential threats into paste if they don't scram.
3-12 Placid. Just chill out and take it easy.
Level Combat Supply Size
10 M-5 / P-3 / A-2 3 6
Weakness: Animal (Survival)
Close Combat (Melee) Fists of semi-literal iron swung with the force to break bones. Ground lemurs can move up to two meters as part of their attack action, and grab targets on a 7+.
Grab
Pounce
Throwing (Projectile) When a ground lemur successfully grabs a target in close combat, they then can throw that target as a projectile weapon. This deals damage to both the thrown creature and whatever they throw it at (usually another aggressor). Ground lemurs can also use this attack without throwing a person by throwing boulders that they pick up and carry around for this purpose, but this consumes Supply on a result of 1 and they don't generally bother.
Fastball Special
Foe Throw
Survival The ground lemur's slow metabolism and meticulous nature means it can feed itself almost anywhere without much difficulty.
Extreme Foraging
Acrobatics Although not particularly quick, ground lemurs are competent climbers when they want to be. Magnephyll trees are highly sturdy and almost always capable of holding their considerable weight when they fancy a treetop nap.
Grit A ground lemur's durability is famous enough to have become idiomatic. Ignore 2 damage per round, can recover from up to two conditions per round, and completely immune to being dazed, such beasts are quite difficult to put down once they get riled up.
Resurgence
Toughness

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Lodestone Dryad

AKA Forest Giant, Treekeeper

The lodestone dryads are humanoids of steel, wire, and lenses standing three meters tall. They wander the woods planting new trees and ushering in new growth with lightning blasts. They move and act with intelligence, but no means of communication has ever been established. Some say that their magnephyll-promoting behavior marks them as being like the Ferrous, or that perhaps a lodestone dryad is what happens to a Ferrous who grows old or dedicated enough. This doesn't explain why the forest giants seem as likely to smash a Ferrous village as a human woodcutter. Perhaps they are greater spirits of the forest itself, given bodies. Perhaps they are remnants of an ancient race, forgotten servants tending to the gardens of masters long since gone to dust. Nobody knows for sure.

Reactions
1-3 Violent. Drive out intruders from this part of the forest.
4-6 Watchful. Attack only if the visitors harm a tree.
7-12 Ambivalent. Go about your business, take no aggressive action unless attacked first.
Level Combat Supply Size
16 M-3 / P-7 / A-6 5 6
Weakness: Synthetic (Grit)
Lightning (Projectile) Electrical discharge from the generator in the creature's chest. Range 20, chains (up to four targets total) on a 7+, always inflicts the Electrified condition to all struck targets, consumes Supply on 1-4. No failure chance against human-sized targets.
Double Chain
Triple Chain
Far Shock
Hazard (Area) The lodestone dryad has but to point to any location within 10 meters, and new growth instantly bursts forth from the ground: tiny, wickedly sharp magnephyll saplings. Turns the target space and all other spaces within 2 meters hazardous, consumes Supply on a 1-4. No failure chance against human-sized targets. The lodestone dryad and its allies are immune to the negative effects of the hazard, thus they tend to pursue a strategy of carpeting as much of the combat area as possible while staying in the middle of it all.
Maker's Path
Leader's Path
Scatter Wide
Lasher (Melee) A long, flexible limb sparking with power. Grabs a target on a 7+, inflicts the Electrified condition on a 10+. Cannot be used to attack when grabbing. Mostly a backup attack for when Supply runs out. No failure chance against human-sized targets.
Tesla The creature's attacks are empowered with electricity. It is itself completely immune to electricty-based attacks, including its own lightning. Any time a lodestone dryad would gain the Electrified condition, it restores all lost Endurance instead (up to once per round). The creatures are clever enough to intentionally chain lightning into themselves for this purpose.
Shockproof
Electricity Immunity
Supercharge
Precision Always hits on a 10+ no matter the failure chance. Can act as if as small as size 3 for purposes of size-based failure.
Runt Stomper
Grit Ignore 3 damage per round and immune to the Poison condition.
Poison Immunity

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Scarlet Capuchin

AKA Leafer, The Parliament (collectively)

Diminutive monkeys with red fur, steel teeth and noisy disposition, scarlet capuchins roam the forests in troops of ten to a hundred individuals consisting on a diet mostly composed of the cyborg grubs that lurk in the bark of the magnephyll trees. Unless you stumble across a group of them napping, it's highly likely that you will hear scarlet capuchins long before you ever see one; a troop is constantly emitting calls, screeches and warning cries to each other. When faced with a threat, scarlet capuchins generally overwhelm it with a barrage of metal-edged leaves torn from the foliage of their home territory and thrown with frightening force and accuracy.

Reactions
1-4 Territorial. Drive out all threats, including adventurers.
5-8 Curious. Investigate the invaders, maybe follow them for a while or raid their camp.
9-12 Indifferent. Watch the invaders go by, but pay no special attention to them.
Level Combat Supply Size
4 M-0 / P-3 / A-1 1 3
Weakness: Animal (Survival)
Throwing (Projectile) Rain down punishment from above. Failure chance of 8 vs human-sized targets, but the sheer number of projectiles thrown makes scarlet capuchins dangerous all the same. So long as they are in the treetops, this attack never consumes Supply.
Throw Anything
Acrobatics Scarlet capuchins are decent climbers with excellent balance, thanks to their long prehensile tails (although their climbing ability is truthfully limited to things about equal in difficulty to trees and vines). They can easily scamper from tree to tree using intersecting branches with no impairments or vulnerabilities.
Perfect Balance
Survival The ground lemur's slow metabolism and meticulous nature means it can feed itself almost anywhere without much difficulty.
Extreme Foraging

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Thunder Bee

AKA Shockysmidge, Storm Mite

Large, fuzzy bumblebees the size of a man's fist striped in bright yellow-green, thunder bees subsist on tree pollen and the occasional smaller insect while in turn being favored prey for several local carnivorous species (scarlet capuchins in general love eating thunder bee larvae, though avoid fully-grown specimens whenever possible.) Thunder bees congregate in small swarms that lair, sleep and share food together but do not have a queen or the vigorous social hierarchy present in many other insect species.

The most noteworthy feature of the thunder bee is their electricity-generating sting, evolved as an alternative to an injected venom in an environment full of inorganic threats. This, combined with their small size and superior maneuverability, makes thunder bees a surprisingly powerful threat when they attack. Fortunately, thunder bees are generally not interested in interfering with human business so long as the reverse is also observed. They even can make good pets for those who don't mind the occasional shock.

Reactions
1-3 Agitated. Something has disturbed the nest. Swarm and attack all potential threats.
4-6 Annoying. One of those adventurers smells like a flower or something. Go check them out.
7-12 Placid. Bumble about your business, don't bother nobody. Bzzz bzz bzzz!
Level Combat Supply Size
5 M-3 / P-1 / A-1 1 1
Weakness: Animal (Survival)
Weakness: Fragile (Glide)
Close Combat (Melee) After landing on/near a target, “sting” with a jolt of electric current. Inflicts the Electrified condition on a 10+. Only hits targets size 4 or larger on a 10+.
Precision Necessary for the tiny thunder bee to be significantly threatening at all to humans.
Glide Can awkwardly fly, but prefers to land on a target before stinging.
Aerial Maneuvers
Powered Flight
Tesla Electrifies the bee's attack.
Survival Thunder bees feed themselves in the wild and are extremely sensitive to fluctuations in barometric pressure, quickly retreating back to the hive when a storm looms near.
Weather Eye

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Vulpemare

AKA Dream Fox

Vulpemares are jaunty steel-colored foxes that hunt smaller vermin and generally avoid conflict with anything larger than themselves. Their pelts are ridiculously plush and cozy, making them highly sought-after trade goods. Kill a vulpemare and you'll get a good haul of coin, but you'll also become the enemy of all vulpemares everywhere. They have but to look at you and they know. One day, one will manage to sneak into your campsite or house while you sleep, curl up on your chest and pass out. Then they drag you screaming into the Manifest and abandon you there to be killed by one of the nightmares that stalk that realm, for the vulpemares are natural dreamwalkers that do not forgive. If you see a vulpemare sleeping on your friend's chest, wake them both up immediately and hope it's not too late.

Reactions
1-6 Shy. Run away and hide.
7-12 Indifferent. Go about your business with one eye on the intruders. Run away if they get too close. Plot revenge if you see one of them has killed your kin before or is wearing their pelt.
Level Combat Supply Size
5 M-2 / P-2 / A-1 1 3
Weakness: Animal (Survival)
Close Combat (Melee) A simple bite attack, generally used as a last resort. Failure chance of 8 when used against human-sized targets.
Psychonaut Enter the Manifest and take anyone sleeping in physical contact with the Vulpemare along for the ride. Once arrived, the vulpemare runs off and hides while letting nature take its course with their likely disoriented and terrified victim. Alternately, sometimes vulpemares go to the Manifest on their own for reasons unknown, and can be encountered there by other psychonauts. If the vulpemare wakes up, so does its passenger. If the vulpemare is killed, the passenger is trapped until/if they wake up on their own.
Manifest Conductor
Mobility Movement speed of 10, no hands.
Beast Speed
Survival Vulpemares forage food in the forests of both the physical world and Manifest and have a keen sense of smell.
Scent

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Wizbit

AKA Knobhead, Shitmancer

Wizbits appear at first glance to be diminutive bearded old men wearing gaudy robes and pointy hats festooned with star and moon symbols. In truth, wizbits are asexual pests that wear no clothes at all- their wizard attire is composed of loose folds of skin and their tall, pointy heads make a good imitation of a hat. Periodically a wizbit will find a private place and lay a clutch of about a dozen eggs that they then promptly abandon to hatch into more wizbits. Wizbits do not mate; every wizbit is an imperfect clone of every other wizbit.

While highly intelligent, wizbits all tend to focus their mental energies entirely on arguing with each other over stupid things and pretending to be more powerful and interesting than they are. They love the trappings of wizardry and often collect “staffs” (sticks covered in graffiti), “potions” (flasks of colored water) and other bits of gear that they then quickly forget aren't actually the genuine article. When they encounter civilization, wizbits tend to go through people's garbage and steal anything they can get their little old-man hands on while constantly screeching at each other about “intelligence modifiers”, “thacko”, “nonweapon proficiencies” and “stacking bonuses”. When they run out of supply in combat (and all of their abilities consume/rely on supply), they promptly run for the hills in order to “recharge mana.”

Reactions
1-4 Murder-hobo. Cast spells at anything you see in order to “get their treasure” and “gain experience”.
5-8 Manic. Run around arguing and breaking things. Pay no attention to the outside world unless it gets in your way.
9-12 Pompous. Dispense “wisdom” to everything you see, get offended if they don't immediately follow your advice and thank you for it.
Level Combat Supply Size
6 M-0 / P-3 / A-3 2 4
Bow (Projectile) MAGIC MISSILE! Not actually a bow, but functions the same as one. A glowing pellet is fired from the wizbit's pointed finger. Takes a round to reload (“casting time”) in between each use, deals +2 damage, critically hits and inflicts Burning on a 10+. Failure chance 4 against human-sized targets, cannot be used within 5 meters, consumes supply on a 1.
Crossbow
Lightning (Projectile) LIGHTNING BOLT! Consumes supply on a 1-4, chains on a 7+, inflicts Electrified on a 10+, failure chance of 4 against human-sized targets. Usually used when an individual wizbit wants to seem more impressive or flashy than usual.
Explosive (Area) FIREBALL! The most impressive (and costly) wizbit spell. Consumes supply on a 1-6 and inflicts the Burning condition on all targets.
Firebug Every wizbit is something of a pyromaniac (or as they say, “has a bargain with the elemental powers”), which is why their magic missiles and fireballs inflict the Burning condition.
Flame Munitions

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Manifest

The Manifest is an alternate dimension sometimes accessible through dreams, which has led to it sometimes being called the Dreamscape (a misleading name, since dreams are the door and the Manifest is something else entirely.) Just as the physical world is made of matter, the Manifest is made of ideas. People accidentally stumble into it all the time for periods of a second or two while sleeping and leave psychic copies of the world they were dreaming about there, and so the Manifest somewhat resembles the real world in part. The creatures that prowl it, being composed of concept and emotion rather than meat and metal, are quite different.

If you die in the Manifest, you forget who you are and your essence is lost in the swirling haze. If you intentionally entered the Manifest (via psychotropic drugs, ritual trances or similar) you cannot leave it again until your body wakes up, and you will immediately forget everything that happened there except for vague details, like a half-forgotten dream.

Creature Summary
Aethanoli Flying creatures that puff confusion-causing gas clouds.
Allicere Rabbit-like beings that lead you to fortune or doom.
Foedatus Parasitic doubts and shame that latch on and kill you slowly.
Inumbro Shadowy spreaders of fear and hunters of children.
Torvus Harbingers and enforcers of nature's most unbreakable law: all things die.

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Aethanoli

AKA Pink Elephant, Junk Fairy

Tiny fanciful pink creatures resembling elephants with delicate gossamer wings and clutching bottles, needles and pipes filled with material of unknown provenance. Aethanoli frequently appear to travelers that stumble into the Manifest using chemical assistance but are happy to spread choking and confusion to those who aren't already experiencing them as well. Aethanoli are highly erratic and always utterly mad.

Reactions
1-6 Mean. Pelt them from above, then carpet-bomb with smoke.
7-10 Stupor. Way too high to even notice the travelers.
10-12 Hookup. Provide the travelers with dream-drugs of some sort.
Level Combat Supply Size
11 M-0 / P-7 / A-4 3 2
Bow (Projectile) Aethanoli can fire pellets out of their trunks that somehow feel both soft and hard at the same time that vanish instantly after striking their target. Deals +2 damage to targets at lower elevation than the aethanoli (which is the preferred method of engagement). Consumes supply on a 1, cannot target creatures within 5 meters. Failure chance 4 against human-sized targets.
Drop Shot
Precision Always hits on a 10+ no matter how much failure chance is stacked against it. Acts as being up to size 4 when calculating failure chance against larger foes.
Giant Slayer
Glide While not very graceful in the air, aethanoli can hover in place as an action and remain there indefinitely raining down punishment from above.
Air Brakes
Hover
Powered Flight
Smoke Firing a different sort of pellet from the opposite end of the creature creates a thick bank of pink smoke, granting total concealment within 2 meters of the target location and partial concealment out to 5 meters. The smoke lasts until the beginning of the Aethanoli's next turn. Any creature that starts their turn inside it gains the Choking and Confusion conditions- being immune to Choking also confers immunity to Confusion from the smoke. Aethanoli are not immune to the effects of their own smoke, and generally lay it down as a finisher after pelting targets from above with their trunk-pellets to inflict conditions and hamper counter-fire.
Noxious Smoke
Hallucinogenic Smoke

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Allicere

AKA Dreamhare, White Rabbit

Tiny allicere scamper by in the background, waving little lanterns and pocket watches. They say nothing, but beckon to you with a clear desire to be followed. They might appear to be ordinary rabbits, but closer inspection sometimes reveals the stitching in their little rabbit-skin suits and the glowing eyes peering out of the slack mouth. Or sometimes not.

Allicere can be safely ignored if you want, as they never attack and avoid all conflict. If you peacefully follow them, they might lead you to something good, useful or serendipitous. Or they might lead you to horrible danger, such as a more powerful Manifest dweller or a dream-logic environmental hazard. It's impossible to tell without taking the risk of following one. Unlike with other foes, the GM rolls the reaction check in secret and does not reveal the intentions of the allicere encountered.

Reactions
1-6 Malicious. Lead the travelers to something dangerous.
7-12 Benevolent. Lead the travelers to something useful.
Level Combat Supply Size
3 M-1 / P-1 / A-1 1 2
Acrobatics Allicere are capable of astonishing jumps of up to 10 meters in distance or 5 meters high. These distances are doubled if they can get a 20-meter running start in a more-or-less straight line.
Springheeled
Handy An allicere generally spends its one Supply to pull out a lantern, which makes all spaces within 5 meters well-lit and increases the light level by one step of all spaces within 10 meters. They can snuff it as an action.

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Foedatus

AKA Stigmaling

Wretched, puking floppy maggots with weakly grasping arms and human faces about the size of a man's foot, foedatus are embodiments of secret shames. Utterly pathetic, foedatus are easily defeatable so long as you don't let one near you. Let one latch on, though, and suddenly they stop being abstract external shames and start being personal to you. To tear it off, then, would be to acknowledge that it even exists in the first place- an unbearable hurdle for most. And so the foedatus latch on and slowly devour their victims, who die filled with self-loathing. This is why you should always bring a friend when you travel to the Manifest, so they can remove foedatus from you. The light of the sun also burns a foedatus, if you can find it in the Manifest.

Reactions
1-6 Vindictive. Flop towards the intruders and attach.
7-12 Sniveling. Lay around crying. Attach if they come close.
Level Combat Supply Size
2 M-1 / P-1 / A-0 0 2
Weakness: Nightbound (Ghoul)
Brawl Basic grabbing, tripping and shoving. A foedatus cannot trip or shove any creature above size 2, but generally doesn't bother anyway. Most foedatus focus on grabbing, which they can do successfully on a 7+ on a trigger die. This number is completely unaffected by relative size.
Ghoul After latching on, a foedatus' host immediately forgets about it. As an action, a foedatus removes 1 Endurance from their host (or Vitality if there is no Endurance left.) If Vitality is removed, the host remembers and may act against the foedatus for 1 round. The host's allies have no limitations on their actions or knowledge of the foedatus.
Parasite
Shameful Leech

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Inumbro

AKA Boogeyman

Inumbro are shadowy figures that feed off fear, particularly that of children. Most aren't too picky on that point, though, and will happily hunt and destroy any fleshy creature that stumbles into the Manifest. Lucky inumbro that make kills can possess the body of their victim and go on to spread terror in the physical world as well, though this is rare as only psychonauts generally spend enough time in the Manifest to be effectively killable there.

Reactions
1-6 Murderous. Pick them off from the shadows.
7-9 Sadistic. Make them afraid. Hunt them. The kill is less important than the fear.
10-12 Finicky. So long as the targets are adults, you don't care about them and won't bother them.
Level Combat Supply Size
12 M-6 / P-3 / A-3 4 5
Martial (Melee) An inumbro's long arms and implausibly huge claws make for fearsome weapons. Can make an additional attack for free immediately after rolling a 12 on the trigger die or when making a kill. No failure chance when underwater or in a grapple.
Cleave
Close-Quarters
Darkseeker When in an area of complete concealment, an inumbro fades from reality and is immune to all attacks. This benefit disappears for a round as soon as it takes any kind of offensive action or is directly observed. If an inumbro makes a kill while not being directly observed, all nearby allies of their victim gain the Fear condition. Inumbro can see perfectly fine in the dark.
Darkvision
Slasher
Precision Always hits on a 10+ no matter how much failure chance is stacked against it. Can act as being a little as size 3 for purposed of attacking smaller creatures.
Runt Stomper
Psychonaut Can enter the physical world by devouring the essence of a slain traveler and possessing their body, and will do so at every opportunity. Can travel to new Manifest locations instantly by spending Supply, or ride along with others who do so while in the inumbro's presence. There is no escape.
Manifest Travel
Manifest Stowaway

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Torvus

AKA Reaper, Death, Soul Collector

Torvus appear like humans at first glance, as widely varied in age, ethnicity and gender as the species they emulate. They are most readily identified from a distance by their mourning attire. Closer up, you might sometimes notice their eyes or the insides of their mouths clouding over into pools of absolute darkness. A torvus never speaks and rarely interferes, save when they feel someone has died an incomplete death or has otherwise unfairly avoided their final fate. They very frequently tangle with inumbro that manage to spill into the real world via possession for this reason, as the torvus seem to perceive this as improper. When a torvus decides to take direct action, they are fearsome and deadly opponents that know no fear or hesitation.

Reactions
1 Judgment. One of those before you must die. Carry out the sentence wordlessly and without explanation.
2-9 Neutral. Watch the visitors pass by, but make no moves to either help or hinder them.
10-12 Petitioner. Silently accompany the visitors for a time. Defend yourself if attacked, but otherwise act as a dispassionate observer.
Level Combat Supply Size
17 M-9 / P-4 / A-4 5 5
Martial (Melee) A wicked scythe that wounds without pain and whose touch is cold as a winter's midnight. Adds the Prone, Frozen and Slowed conditions when the trigger die is 10+, and gains a free cleaving attack when the trigger die is 12 or the attack is used to make a kill. Unlike standard martial weapons, the scythe has no failure chance when used in a grapple or underwater.
Cleave
Close-Quarters
Knockdown
Cryophile Torvus carry the cold of the grave with them wherever they go, which grants the Frozen and Slowed conditions to their scythe attacks and makes them utterly immune to all cold-based effects.
Freezeproof
Cold Immunity
Slowing Chill
Steadfast Torvus do not fear death, for they are death incarnate. When outnumbered, they deal +2 damage with all attacks.
Defiance
Grit Torvus ignore 3 damage per round and regenerate one Endurance at the beginning of each round before regaining lost Flow. They can attempt to remove two conditions per round, and if they are killed they survive with one Vitality remaining by spending a point of Supply.
Die Hard
Regeneration
Soothing Regen
Resurgence
Psychonaut Can enter the physical world by devouring the essence of a slain traveler and possessing their body, although torvus almost never elect to do this except in extreme cases and abandon their possessed body immediately after achieving their objectives in the material world. Can travel to new Manifest locations instantly by spending Supply.
Manifest Travel

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Metro Reef

The Metro Reef biome is a colossal, vibrant coral reef overgrowing a semi-sunken urban metropolis. Ancient skyscrapers jut out of the ocean shallows, crumbling and overtaken by climbing plants. The first few floors of these “reef towers” are filled with sand and sea creatures, while the upper ones serve as habitat for an array of flying and climbing wildlife. Ancient shipwrecks can sometimes be seen littering the sunken streets. The gillmen are undisputed masters of the land here, and construct lodges both above and below the waterline.

Creature Summary
Corsairs Human pirates and raiders.
Dropwhooper Huge, incredibly dangerous birds that roost at the top of towers.
Elicthyan Bio-electric fish that hunt via discharging shocks.
Gillman Native humanoids of the Reef. Come in multiple flavors.
Headpopper Predatory barnacles that lay in wait.
Picodile Small, highly social crocodilians.
Reef Monkey Gliding monkeys that dwell in the upper levels of reef towers.
Romper Otters that hunt in packs.
Shellhound Highly aggressive crustacean monsters.
Skimmer A terrifying mechanical demon that collects humanoid body parts.
Thorncrawler Slow-moving starfish covered in poisonous spines.
Trigger Shark Sharks that spit powerful blasts of water to knock prey down.

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Corsairs

AKA Pirate, Sharphill Scum

The defection of Captain Sharphill made him the first corsair captain of the Black Horizon, but more were inevitably to follow. Rumors of primitive natives hoarding treasure and fat supply ships loaded with goods bound for the colonies have their own draw to those filled with desperation, greed, or simple bloodlust. Some are defected colonists looking for an easier way to make a living, others new arrivals from Torquetum on privately-chartered boats with a mandate to earn fast profits with a price paid in the blood of the weak.

  • Boarder: Agile melee combatant.
  • Sharpeye: Ranged gunner.
  • Bomber: Throws explosives.
Reactions
1-2 Hostile. Take their stuff… and their heads.
3-4 Unfriendly. Demand tribute backed with threats.
5-8 Neutral. Not here to start a fight today, but we'll sure as hell finish one.
9-10 Friendly. No reason not to be polite and trade gossip.
11-12 Helpful. Being a corsair is exhausting. Maybe it's time to leave that life.

Corsair Boarder

Level Combat Supply Size
5 M-3 / P-1 / A-1 1 5
Martial (Melee) A well-used cutlass. Has no failure chance in grapples or underwater.
Close-Quarters
Acrobatics Both sailing and capturing ships requires a certain amount of agility.
Swim Only one impairment when swimming, can submerge if desired.
Handyman A supply of tools and kit for maintaining ships. Most often used to spend their Supply to pull out ropes with grappling hooks for use in boarding enemy vessels.

Corsair Sharpeye

Level Combat Supply Size
5 M-1 / P-3 / A-1 1 5
Firearm (Projectile) A brace of flintlock pistols or a worn blackpowder musket. Consumes supply on a 1-3 and requires reloading after every shot, but deals +2 damage and critically hits on a 10+. No good at close range.
Precision No matter how many stacking sources of failure chance apply, the sharpeye always hits on a 10+ unless the target has complete cover.
Close Combat (Melee) A curved dagger for when ammunition runs dry.
Acrobatics Both sailing and capturing ships requires a certain amount of agility.
Swim Only one impairment when swimming, can submerge if desired.

Corsair Bomber

Level Combat Supply Size
5 M-1 / P-1 / A-3 2 5
Explosive (Projectile) Fistful of boomberries carried on a bandoleer. Consumes the bomber's single Supply on a 1-6, requiring them to switch to close combat thereafter. Hits all spaces within 2m on a 1-4, 5m on 5-8, and 10m on 9+.
Expanded
Close Combat (Melee) Homemade brass knuckles.
Acrobatics Both sailing and capturing ships requires a certain amount of agility.
Swim Only one impairment when swimming, can submerge if desired.

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Dropwhooper

AKA Hellican

The uncontested apex predator of the metro reef, dropwhoopers are birds with the size, durability, and personality of garbage trucks that nest on the roofs of reef towers and gobble up anything they want from the buffet spread out below. Driving off an unwanted dropwhooper is a tremendous undertaking that usually involves climbing up to its nest and destroying it before welding down a thicket of spikes, forcing it to rebuild elsewhere. Slaying a dropwhooper is an even more arduous undertaking that all but guarantees your induction into the annals of legend.

A dropwhooper's ability to digest almost anything it eats suggests strange alchemies at work in its ponderous stomach, but the evidence that confirms its metabolism as simultaneously dreadful and unearthly is the fact that its droppings are both noxious and highly volatile. Dropwhoopers will sometimes elect to let fly their explosive payload on land-walkers as they soar by to kill or weaken them before swooping in to gobble them up. The fact that a dropwhooper doesn't mind eating things covered in its own shit just adds to their disgusting reputation.

Reactions
1-3 Hungry for humanoids. Swoop down, gobble gobble.
4-6 Hungry for whatever. Swoop down and carry off some other hapless thing.
7-9 Just cruising. Circle overhead and make everything below nervous.
10-12 Roosting. Sit in your nest at the top of a tower and occasionally whoop at passers-by.
Level Combat Supply Size
30 M-10 / P-10 / A-10 10 8
Weakness: Animal (Survival)
Close Combat (Melee) The dropwhooper's primary attack form. Grabs a target on a 7+. No failure chance against human-sized targets thanks to the bird's Precision abilities. Always deals +5 damage to creatures of size 6 or less. Reach is 2 meters instead of the standard 1 meter for close combat abilities.
Grab
Precision Dropwhoopers are expert at striking much smaller prey, and can act as if they were as small as size 2 for purposes of failure chance against smaller targets.
Runt Stomper
Poisoner A dropwhooper's entire digestive tract is filled with virulent poisons, from its saliva to its excrement. Its beak attack poisons on a 10+, and its explosive excrement always poisons its targets. Any creature poisoned by the dropwhooper also gains the Fatigue condition as well.
Chemical Infusion
Sapping Poison
Explosive (Area) Hits a target space and all other spaces within 2 meters (1-4), 5 meters (5-8), or 10 meters (9-12). Hiding in/under water doesn't help. All affected creatures gain the Poisoned and Fatigued conditions, and all affected spaces become difficult terrain. Always deals +5 damage to creatures of size 6 or less.
Debris
Depth Charge
Expanded
Devour Grabbed targets can be swallowed as an action. A dropwhooper's stomach can hold up to sixteen human-sized creatures before it is full, after which it will simply drop grabbed enemies from a substantial height instead of swallowing them. Swallowed creatures are subject to unrecoverable Choking, Dissolving and Poisoned conditions while they remain in the beast's stomach.
Gluttony
Toxic Guts
Kaiju The source of the “extra damage to smaller creatures” feature of the dropwhooper's beak and shit attacks, plus expands the creature's reach and allows it to move faster than normal. It's good to be huge.
Giant Reach
Giant Strides
Ogrish Cruelty
Twitchy A dropwhooper has an impeccable, almost uncanny sense of timing. The beast can change its facing as a free action any time, even immediately before being attacked from behind (and thus deny its attacker the backstab bonus). Changing facing costs a point of Supply on a result os 1-3 rolled on a trigger die. The dropwhooper can also choose to use its explosive excrement for free at the beginning of a move action, leaving it to be resolved immediately after it stops moving.
Running Drop
Glide Dropwhoopers aren't the most graceful fliers and generally prefer to land before engaging targets in close-range fighting with their beaks, but often make bombing runs to soften targets up before doing so. A dropwhooper's movement speed is an impressive 50 meters per action, but they take two impairments when moving in any fashion other than flight. When fighting on the wing, they can make a beak attack for free at the end of any move in which they travel 25 meters or less.
Aerial Maneuvers
Air-Adapted
Air Brakes
Powered Flight
Mobility Enhanced movement speed (totaling 50!) but no hands.
Beast Speed
Grit A dropwhooper ignores 6 damage per round, is immune to being poisoned and can recover from up to two different conditions per round.
Poison Immunity
Resurgence
Survival Dropwhoopers require a lot of food, but their willingness to eat almost anything that moves means that they can always stay fed.
Extreme Foraging

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Elicthyan

AKA Zap Fish, Reef Bolter

Elicthyans are reef fish that have evolved a powerful bio-electric pulse for both offensive and defensive use. After shocking their prey (generally smaller fish, but sometimes much larger beasts) into submission, flesh is nibbled away at leisure. The elicthyans have few predators except for the gillmen, who prize them as a delicacy and carefully hunt them with javelins and wooden-handled harpoons.

Reactions
1-4 Hungry. Some intruder flesh would be delicious right now.
5-8 Indifferent. Watch and wait.
9-12 Shy. Actively avoid conflict if possible.
Level Combat Supply Size
7 M-3 / P-2 / A-2 2 4
Weakness: Aquatic (Swim)
Weakness: Animal (Survival)
Close Combat (Melee) A powerful electric jolt strikes every adjacent creature at once when used underwater. Inflicts the Dazed condition on a 10+.
Tesla The elicthyans's unusual physiology makes them completely immune to all electricity-based effects, including their own pulse. Any creature that grabs the elicthyan or damages it from an adjacent position immediately gains the Electrified condition.
Jolt
Shockproof
Electricity Immunity
Mobility Move speed 10, no hands.
Beast Speed
Swim Elicthyans are natural swimmers that suffer no troubles while submerged.
Water Adapted
Survival Elicthyans can forage for themselves and use their insulating fat and energy discharges to regulate their body temperature in a way few other fish can.
Endure Temperature

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Gillman

AKA Fishman, Merman, Reefman, Stank (offensive)

The gillmen are a race of demihumans native to the Black Horizon with a strictly amphibious life-cycle. Baby gillmen are born with fat, streamlined and tailed bodies. With the onset of puberty a gillman child grows first lungs, then arms and legs while re-absorbing its tail and all of the gill slits between its ribs. An adult gillman maintains only the gills on the sides of their neck. Otherwise adult gillmen are very physically similar to humans in size and stature, but are difficult to mistake for such due to their pale blue-green skin (sometimes featuring stripes), white hair, and enlarged eyes.

Gillman culture is tribal but sedentary, depending mostly on fishing, gathering, and kelp-farming. The inhospitability of the Metro Reef to other demihumans (and indeed, to regular humans) means that with the exception of those who dwell near the shoreline they have few cultural competitors. The second-greatest killer of gillmen behind hostile wildlife is therefore other gillmen, and the tribes are a complex network of wars and alliances.

  • Gillman Impaler. Wields a long harpoon.
  • Gillman Slinger. Throws javelins.
  • Gillman Hyetal. Conjures water for support.
Reactions
1-2 Hostile. The reef will be nourished with the blood of the motherless foreign devils.
3-4 Unfriendly. Let them know they're not welcome here and need to leave.
5-8 Neutral. If they don't mess with us, we'll return the favor.
9-10 Friendly. Hail the travelers, ask them to share a meal and their story.
11-12 Helpful. Welcome and well met, honored guests.

Gillman Impaler

Level Combat Supply Size
5 M-3 / P-1 / A-1 1 5
Martial (Melee) A long, sturdy harpoon. Can make regular and interception attacks out to 5 meters, but cannot attack adjacent subjects. Failure chance of 6 underwater.
Reach
Acrobatics Basic climbing/jumping/balance ability is essential for life in the metro reef.
Swim Excellent swimmer, no movement penalties in water. Can breathe underwater just fine.
Water Adapted

Gillman Slinger

Level Combat Supply Size
5 M-1 / P-3 / A-1 1 5
Throwing (Projectile) A back-mounted case full of lightweight, handmade javelins. Can be used out to a distance of 10 meters with no minimum range.
Precision Always hit on a 10+ no matter the failure chance.
Acrobatics Basic climbing/jumping/balance ability is essential for life in the metro reef.
Swim Excellent swimmer, no movement penalties in water. Can breathe underwater just fine.
Water Adapted

Gillman Hyetal

Level Combat Supply Size
5 M-1 / P-2 / A-2 1 5
Acrobatics Basic climbing/jumping/balance ability is essential for life in the metro reef.
Swim Excellent swimmer, no movement penalties in water. Can breathe underwater just fine. Has the ability to conjure water seemingly from nowhere and hurl it anywhere within 10 meters. This extinguishes lights or the Burning condition, and optionally adds the Dissolving condition to foes. Conjuring water consumes Supply on a 1-3 unless the hyetal is swimming, in which case it's free.
Splash
Acid Splash
Water Adapted

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Headpopper

AKA Hungry Shield, Crunch-Hill

Huge barnacles the size of a man with very slow metabolisms, a headpopper can lay semi-dormant for several years without feeding and then strike like lightning. They tend to grow in clumps near doorways and chokepoints in reef towers and other damp environments, snapping at anything that goes through. More than one unwary traveler has been instantly killed in this manner (via the assassination mechanic) leading to the creature's unfortunately literal name.

Headpoppers can also be difficult to kill, due to their tendency to hide inside their thick outer shells. Area effects are a very effective strategy, but failing that more creative solutions such as decoys or poisoned meat might be required to get past a large number of them. If there's enough room and time to spare, projectiles are useful (but most headpoppers grow in cramped, close areas where it's difficult to stay out of their reach). Engaging in melee is almost always a very poor idea.

Reactions
1-10 Hungry. Snap at anything that walks by.
11-12 Sated. Already ate recently, so just stay shut. From a distance, this looks identical to a hungry headpopper.
Level Combat Supply Size
8 M-8 / P-0 / A-0 2 5
Weakness: Mindless (Steadfast)
Weakness: Animal (Survival)
Close Combat (Melee) Headpoppers snap with an enlarged beak and pull with feathery crustacean legs. They tend to use this ability to attack targets that walk by with their Overwatch ability from the Stealth tree, but if a creature is foolish enough to end their turn adjacent to a headpopper they will elect to attack as many times as possible and thus forgo using actions to set up further Overwatch interrupts or defend themselves with Shield.
Shield All melee and projectile attacks have a failure chance of 8 when used against a headpopper from the front (and getting behind a headpopper is a difficult proposition since they are generally rooted to solid walls). This protection also extends to all other adjacent headpoppers, which tend to grow in clusters to provide mutual defense. The head popper must spend an action each turn to maintain this protection and loses it temporarily if they attack twice (though an adjacent headpopper can pick up the slack).
Shield Other
Tower Shield
Strength Headpoppers are immoveable and cannot be pushed, pulled, picked up, or otherwise moved from their position.
Rooted
Stealth When growing in areas of partial concealment (such as murky caves or underwater) head poppers can avoid being noticed by rolling a 7+ on a trigger die. By spending an action, they can also set up an attack to immediately hit anything that wanders by them as an interrupt to that movement.
Overwatch
Steadfast Headpoppers are immune to the Fear and Charmed conditions, mostly because they're not intelligent enough to experience them.
Implacable
Survival A headpopper's metabolism is so slow that they can satisfy their needs in almost any environment.
Extreme Foraging

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Picodile

AKA Piranha Lizard, Scaly Shithead

Picodiles are diminutive crocodiles about the length of a man's forearm that exhibit complex social behavior. All picodiles live in groups (called “basks”) of three or more individuals led by an alpha. Those unfamiliar with the creatures who see them laying around in the sun in piles, grooming each other, and looking sleepy might be tempted to believe that they are harmless. This is a terrible mistake, and more than one traveler has lost their lives knee-deep in water surrounded by approaching V-shaped ripples.

Reactions
1-2 Hungry. Swarm the nearest intruder, ignore the others.
3-4 Warning. Hiss at the intruders. Let them know you're fierce.
5-6 Curiosity. Approach slowly, sniff around.
7-12 Sleepy. Ignore the intruders unless they try something funny.
Level Combat Supply Size
5 M-3 / P-1 / A-1 1 2
Weakness: Slowpoke (Mobility)
Weakness: Animal (Survival)
Close Combat (Melee) Small (but surprisingly powerful) jaws clamp shut, then rip chunks away. Failure chance 8 vs human-sized targets.
Swim Well-suited to life in the water, a picodile takes no impairments to movement while swimming. While they technically cannot breathe underwater, they can hold their breath long enough that it's functionally identical.
Water-Adapted
Precision A picodile has a failure chance of 8 when attacking human-sized targets and always hits on a 10+ no matter what the overall failure chance is.
Giant Slayer
Survival Picodiles know how to forage for themselves and have keen senses of smell.
Scent
Mobility The picodile's increased movement from the Beast Speed ability is counteracted by its Slowpoke weakness, giving it an actual movement speed of 5 and no hands.
Beast Speed

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Reef Monkey

AKA Tower Thief

Reef monkeys live in the upper reaches of reef towers, subsisting on a highly omnivorous diet of insects, shellfish and razor ivy nuts. When threatened, they retreat into that same razor ivy where nothing else can follow without being cut to ribbons. If that doesn't work, they fling themselves off the tower and glide to another one using the loose flaps of skin between their arms and legs.

While rarely aggressive, reef monkeys are notorious thieves and will mercilessly pilfer the camps of those who stop to rest in their domains. While they tend to focus on food stocks, they will also happily cart off anything else that isn't nailed down- shoes, rope, cash, priceless artifacts, whatever. Reef monkeys don't care.

Reactions
1-3 Territorial. Scream at the invaders, throw poop, let them know they're not welcome.
4-6 Shy. Avoid contact. Watch for opportunities to steal something.
7-9 Playful. Chase each other around, ignore the intruders unless they do something aggressive.
10-12 Friendly. Beg for handouts.
Level Combat Supply Size
4 M-2 / P-1 / A-1 1 3
Weakness: Animal (Survival)
Close Combat (Melee) Bite with nut-cracking jaws. Generally a last resort for a scared monkey with no other way out. Failure chance 8 against human-sized targets.
Acrobatics Like all monkeys, reef monkeys are graceful and capable climbers.
Glide Can glide through the air. Can't do anything else while gliding or they'll fall.
Burglary Reef monkeys can steal anything unattended that's relatively light without even being noticed if they get a 7+ on a trigger die.
Survival Reef monkeys can always find their way back home and are immune to the hazardous effects of razor ivy.
Pathfinder

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Romper

AKA Dire Otter, Wicked Catsnake

A romper is a man-sized otter that hunts in packs. They occupy a similar ecological niche to wolves in the half-sunken metro reef area, frequently using cooperative tactics to take down larger prey such as shellhounds or trigger sharks. They also will happily prey on humanoids if they outnumber you, so watch out. Rompers are incredibly playful as well as dangerous, and it's not uncommon to see them sliding down steep sandbars and reef towers on their bellies. Some of them have learned to chase fish into gillman nets in exchange for a cut of the catch.

Reactions
1-3 Hungry. Take down the tastiest-looking one, but retreat if they don't make it easy.
4-6 Hunting. Follow the intruders around, but stay out of reach. Wait for a good opportunity.
7-9 Playful. Keep playing your romper games, but make the game turn deadly if they get too close.
10-12 Indifferent. We just ate, anyway. Leave 'em be, for now.
Level Combat Supply Size
7 M-4 / P-2 / A-1 2 5
Weakness: Animal (Survival)
Close Combat (Melee) Bite with a mouth full of short, sharp fangs. Rompers can move up to 5 meters as part of their attack action by pouncing.
Pounce
Acrobatics Rompers all possess a certain amount of inherent grace.
Swim Excellent swimmer, no movement penalties in water. Cannot technically breathe underwater, but can hold their breath long enough that it's unlikely to matter either way.
Water Adapted
Mobility Base speed 10, no hands.
Beast Speed
Survival Rompers can feed themselves in the wild and have excellent senses of smell.
Scent

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Shellhound

AKA Faithless Crab, Ocean's Tooth, Salty Reaver

Shellhounds are horse-sized crustaceans that are infamous for both their aggression and stupidity. Many gillman tribes have semi-domesticated a number of shellhounds for use as guardians, food and their exceptionally tough carapaces (for crafting). Unlike many other animals, a shellhound forgets all of its training by the next day and will furiously attack the same handler that has brought it food and shown it affection for years, so the only way to keep shellhounds usefully controllable is through regular administration of psychotropic drugs and beatings. Shellhounds are excellent climbers, which wild specimens use to their advantage by scavenging for food in the upper reaches of reef towers.

Some few people can establish an instant rapport with shellhounds, making them docile with only a few words. These rare individuals are known as “shellhound whisperers” and are highly admired in gillman society. Even a whisperer can't calm down a shellhound that has gone berserk, however.

Reactions
1-4 Rage. Go berserk immediately!
5-8 Attack. Go berserk once the first shellhound blood has been spilled.
9-12 Threaten. Attack if they come any nearer.
Level Combat Supply Size
10 M-4 / P-3 / A-3 3 6
Weakness: Animal (Survival)
Close Combat (Melee) Big ol' claws at the end of short little arms. Apply the Grabbed condition on 7+. Failure chance of 4 against human-sized creatures.
Grab
Acrobatics Shellhounds frequently climb the reef towers of their native biome, but can also climb anything else the smoothness of a brick wall or less.
Scale
Swim Excellent swimmer, no movement penalties in water. Can breathe underwater just fine.
Water Adapted
Mobility Base speed 10, no hands.
Beast Speed
Strength Shellhounds can carry up to four humans (or one other shellhound) without being impaired by it at all. They can spend an action to go berserk, allowing them to deal +5 damage with their claws but take +2 damage from all attacks.
Berserker
Survival A shellhound's extreme omnivorousness allows it to feed itself almost anywhere.
Extreme Foraging

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Skimmer

AKA Hundred-Eye, Reef Demon, Flesh-Thief

Skimmers are so named because they never touch the ground, at least not while alive. A crackling of energy and eerie blue glow emanates from their underside, holding up a huge circular disk of steel and innumerable waving metal pincers all along its rim. Above that are the eyes, pointing in every direction. If the skimmer has been hunting recently (and most have) its many pincers will be holding the grisly trophies that it came for: arms, legs, heads, torsos. An ear here. A lovely pair of eyes, dangling from their optic nerves.

No one knows why skimmers collect pieces of those it kills, or what criteria it selects for when it tears one piece off a dead body and tosses the remainder aside. No one knows where the skimmers come from, or what place they return to when their hunt is finished. No one knows why skimmers exclusively seem to target humanoids, utterly ignoring everything else. No one knows why skimmers have the severed head of a human in their mechanical hearts inside a frozen glass jar, all wired into its central systems. No one knows a lot about skimmers, because few encounter one and live to tell about it.

Reactions
1-9 Murder. Kill them all, then sort through the bodies for trophies.
10-12 Ignore. There are trophies enough already. It's time to leave.
Level Combat Supply Size
16 M-5 / P-7 / A-4 5 7
Weakness: Synthetic (Grit)
Fleshgrinder (Melee) A heavy-duty drill hand sparking with current mounted to the skimmer's undercarriage on a mechanical arm with a full 360-degree arc of movement. Takes 1 action and a Supply to start up before it can be used. Deals +2 damage with every strike, makes a lot of noise, jams on a 1, critically hits and inflicts the Electrified condition on a 10+.
Long Tool
Lightning (Projectile) The skimmer's lightning generation rod is attached to its very top center. Fire bolts at anybody within 20 meters and inflicts the Electrified condition no matter what the trigger die is. On a 7+, it chains into a secondary target within 5 meters of the first. Consumes supply on a 1-4.
Far Shock
Acrobatics Skimmers move with a grace quite unsettling for their large size and bulky bodies. Thanks to their hovering nature, they are immune to the effects of difficult terrain and Hazard abilities and can freely move over the surface of water so long as they don't stop moving.
Light Step
Hover
Surface Runner
Grit Half as likely to be injured. The skimmer's mechanical body is immune to the Choking, Poisoned and Dazed conditions. Attacks that deal the Poisoned condition on a 10+ have a failure chance of 6, and attacks that inflict Poisoned no matter the trigger die have a failure chance of 12.
Breathless
Poisonproof
Toxic Immunity
Toughness
Tesla The raw current flowing through a skimmer is what empowers its drill to inflict the Electrified condition sometimes and its lightning generator to always inflict it. Skimmers are completely immune to electricity and if they would gain the Electrified condition, they convert the incoming power to energy and restore all lost Endurance. This can happen a maximum of once per round. Skimmers low on Endurance will frequently position themselves to potentially receive chain effects from their own lightning and thereby heal themselves.
Shockproof
Electricity Immunity
Supercharge
Twitchy You cannot attack a skimmer from behind or sneak behind its back, because a skimmer is always facing every direction at once.
Whirl
Precision Always hits on a 10+, no matter how many stacking sources of failure chance there are. Can act as any size 4-7 for purposes of size-based failure chance.
Runt Stomper

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Thorncrawler

AKA Poison Pie, Stingwiggle

Big starfish covered in semi-mobile spikes filled with mild neurotoxin. Thorncrawlers are mostly mindless scavengers whose slow movement allows for easy evasion, but they can be dangerous to the unwary or crippled reef explorer. Properly prepared, they can also be delicious. Improperly prepared, they are even more deadly than when alive.

Thorncrawlers often live solitary lives by necessity, due to the fact that they are not immune to each others' thorns. The one exception is the annual breeding season, where all thorncrawlers shed their spines and start growing soft, rubbery new ones while excitedly congregating together into disturbing starfish orgies.

Reactions
1-6 Active. Crawl towards fleshy tasties, spike them, eat them.
7-12 Dormant. Do nothing unless directly disturbed. Spikes are still active when dormant.
Level Combat Supply Size
5 M-2 / P-1 / A-2 1 4
Weakness: Animal (Survival)
Weakness: Mindless (Steadfast)
Weakness: Slowpoke (Mobility)
Weakness: Aquatic (Swim)
Spikes (Melee) Thorncrawler spines automatically counterattack any damage dealt against them from an adjacent attacker, and automatically attack everything adjacent to the thorncrawler at the beginning of its turn. Thorncrawlers have no other means of attack. Attacking human-sized targets carries a failure chance of 4. Targets gain the Poisoned condition on a 10+.
Outflow
Poisoner The source of the thorn crawler's poisonous spines.
Acrobatics A thorncrawler's many suckers allow them to climb walls with great skill and poor speed.
Scale
Swim Excellent swimmer, no movement penalties in water. Can breathe underwater just fine. Incredibly slow (two impairments) and vulnerable (+2 damage from attacks) on land due to the Aquatic weakness.
Water Adapted
Mobility Beast Speed and the Slowpoke weakness counteract, giving the thorncrawler a base speed of 5 and no hands.
Beast Speed
Steadfast Thorncrawlers are fearless and deal +2 damage when outnumbered, as this usually means a large amount of potential food.
Defiance
Survival Thorncrawlers will eat pretty much anything organic, and so can feed themselves pretty much anywhere there is organic matter.
Extreme Foraging

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Trigger Shark

AKA Hosehead, Reef Spitter

Large reef fish with mouths full of fangs, a trigger shark's most notable feature is the inflatable pouches on either side of its face. By filling these pouches with water, poking its head above the surface, and carefully expelling all of the held liquid at once a trigger shark creates a brief stream of water powerful enough to knock land-dwelling creatures flying, preferably down into the water where they can be torn into meat-chunks. Though reef monkeys clambering about far above the surface of the water are their favored prey, trigger sharks have also been known to blow fishermen out of their boats with much the same result.

Reactions
1-4 Hungry. Find something to knock in the water.
5-12 Cruising. Swim around and ignore the land-dwellers.
Level Combat Supply Size
8 M-3 / P-3 / A-2 2 6
Weakness: Animal (Survival)
Weakness: Aquatic (Swim)
Close Combat (Melee) Bite with powerful jaws. Can choose to bite twice per action with a failure chance of 4 on each strike- this usually happens during a feeding frenzy. Always deal +5 damage to creatures in the water that don't have the Swim ability equipped, or +2 damage to those who have it but not the Water-Adapted upgrade from the same tree.
Flurry
Mobility Base speed 10, no hands.
Beast Speed
Swim Excellent swimmer, no movement penalties in water. Can breathe underwater just fine. Incredibly slow (two impairments) and vulnerable (+2 damage from attacks) on land due to the Aquatic weakness. As an action, can shoot a stream of water anywhere within 10 meters to knock a target prone and back a number of meters equal to the difference in size with the shark. Creatures that are already prone are not knocked back.
Water Adapted
Aquatic Predator
Splash
Torrent
Survival Trigger sharks forage for their own food and have amazing senses of smell that function perfectly fine underwater.
Scent
Powerful Nose

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Undercroft

“Undercroft” is a generic name for the many tunnels, caverns and other spaces underneath the surface of the earth (both natural and man-made). Many Undercroft creatures are completely adapted to the dark, while others live in the edge habitat between the Undercroft and the world of light above.

Creature Summary
Cthonocyte Mindless acidic slimes that engulf prey whole. Come in adult and juvenile forms.
Curdie Stinking, mindless humanoids that operate in huge swarms.
Eidolodon Ghosts of ancient sharks.
Drillworm Robotic tunnel-digging worms.
Grue Unknowable lurkers in darkness who flee from the light.
Sausage Beast Evasive creatures that grow delicious, harvestable meat “sausages”.
Trog Humanoid raiders of the surface world. Violent, filthy and savage. Come in multiple flavors.
Weeper Pathetic, immortal sad-sacks that cannot bear to be seen.

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Cthonocyte

AKA Stomach Jelly, Digester, Underscrubber

Cthonocytes are large, amorphous single-cell organisms coated in highly acidic slime that creep slowly and aimlessly through the Undercroft feeding on filth and organic matter. While they leave a spotlessly clean trail in their wake, a cthonocyte itself is absolutely crammed with dirt and decaying bits of matter in the process of being digested or excreted, making them a mottled brownish-green color similar to vomit. Rarely a cthonocyte in a clean habitat will assume its natural semi-transparent color, allowing adventurers to see through its skin to the nucleus and other organelles floating inside it. Cthonocytes eagerly seek out fresher organic material whenever possible, and the creature's lack of a brain or ability to feel pain mean there's no reasoning with a hungry one or driving it off. Sunlight rapidly kills them, though, so they rarely become a problem above the surface.

Juvenile cthonocytes are too small to engulf and absorb much of anything, but are more energetic than their adult form. While sometimes encountered in small groups together feasting on cave moss or a rotting carcass, most encounters with juveniles will happen when an adult spawns them in combat.

Reactions
1-10 All-Devouring. Slowly creep through the darkened spaces under the earth consuming anything organic that gets in your way.
11-12 Dormant. Still digesting a particularly big meal.

Adult Cthonocyte

Level Combat Supply Size
15 M-7 / P-4 / A-4 5 7
Weakness: Blind (Burrow)
Weakness: Mindless (Steadfast)
Weakness: Nightbound (Ghoul)
Trample (Melee) Cthonocytes attack by rolling over and crushing opponents where they stand. The creature can freely end its turn while smashing a target, which automatically applies the Grabbed condition to the victim. Inflicts the Dissolving condition on a 10+ (unlikely to be relevant, but still).
Press
Devour Once it has grabbed an unfortunate victim by rolling over them, a cthonocyte can fully engulf them as an action. This traps the target inside the cthonocyte where it is slowly digested/suffocated with unrecoverable Dissolving, Choking and Grabbed conditions. Removing at least one point of the creature's Vitality from the inside allows a swallowed creature to slip out. Cthonocytes can hold an incredible amount of creatures inside themselves before being too full to continue- up to one other Size 7 creature, or sixteen human-sized ones at a time.
Gluttony
Insatiable
Minion Cthonocytes reproduce asexually by budding off portions of themselves as an action. By creating a small vacuum in their cytoplasmic flesh, the much-smaller juvenile cthonocyte can be “thrown” small distances, an evolutionary adaptation that prevents the parent creature from immediately re-absorbing its offspring. This costs an action and always consumes 1 Supply when done deliberately. Every time the cthonocyte takes damage, it instantly spawns a juvenile as a free action (and if the cthonocyte lost Vitality, this costs no Supply). When killed, three juveniles are spawned from the corpse.
Spawn
Parting Whelp
Throw Minion
Burrow A cthonocyte can sense the terrain and creatures standing on it within 20 meters of its location without the use of sight. They are also capable of digging tunnels through soil (but not stone), but take two impairments to movement speed while doing so.
Tremorsense
Tremorsensitive
Steadfast Being mindless, cthonocytes are immune to the Fear and Charmed conditions.
Implacable
Ghoul Cthonocytes restore 1 Vitality to themselves automatically by digesting a corpse. This takes a few minutes to work, but the corpse does not have to be fresh. Digesting the corpse of another cthonocyte restores up to 5 Vitality instead of only 1.
Graverobber
Mordant Cthonocytes inflict the Dissolving ability with their trampling attacks (unlikely to be relevant, as they tend to devour trampled targets immediately afterwards). They are immune to the Dissolving condition and can chose to leave caustic puddles behind when moving if they take an impairment to movement speed (and they often do).
Insoluble
Caustic Wake
Mobility Base speed 10, no hands. The cthonocyte most often elects to move with an impairment in order to use the Caustic Wake ability from its Mordant tree, but can move at full speed or sprint when desired.
Beast Speed

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Juvenile Cthonocyte

Level Combat Supply Size
5 M-3 / P-0 / A-0 0 3
Weakness: Blind (Burrow)
Weakness: Mindless (Steadfast)
Weakness: Nightbound (Ghoul)
Close Combat (Melee) Juvenile cthonocytes are too small to simply roll over targets, much preferring to simply ram into them or slam them with pseudopods. Adds the Dissolving condition on a check result of 10+.
Mordant Inflicts Dissolving, also is immune to it.
Insoluble
Burrow A juvenile's tremorsense only extends to 5 meters instead of the normal 20 of an adult.
Tremorsense
Mobility Base speed 10, no hands. Juveniles have no caustic wake.
Beast Speed
Steadfast Being mindless, cthonocytes are immune to the Fear and Charmed conditions.
Implacable
Ghoul Cthonocytes restore 1 Vitality to themselves automatically by digesting a corpse. This takes a few minutes to work, but the corpse does not have to be fresh. Digesting the corpse of another cthonocyte restores up to 5 Vitality instead of only 1.
Graverobber

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Curdie

AKA Cheesehead

Curdies are eyeless humanoid dwellers of the Undercroft whose withered, mutated bodies are constantly covered in a thin sheen of grease and mold. Their fermented flesh smells strongly like rotting cheese, leading to their name (and causing many adventurers that face them to swear off dairy for a while). It is unknown whether curdies have any sort of language, culture or society (as no signifiers of such have ever been discovered) but it is definitely known that they crawl about in feral swarms and eagerly tear apart anything fleshy that crosses their path without actually eating any of it. When they die, they collapse noiselessly into rotting chunks of fermented meat and blooms of spores. When they enter sunlight, they die much more spectacularly in gushing flame and thin, high shrieks.

Reactions
1-6 Aggressive. Kill anything organic, ignore anything that isn't.
7-10 Wandering. Stumble about aimlessly in crowds. Only fight things that get in your way.
10-12 Dormant. Pay no attention to anything unless directly disturbed.
Level Combat Supply Size
1 M-1 / P-0 / A-0 0 5
Weakness: Blind (Burrow)
Weakness: Mindless (Steadfast)
Weakness: Nightbound (Ghoul)
Close Combat (Melee) Gnashing woody teeth and gnarled fingers twisted into crude claws. Deal +2 damage versus targets that have the Bleeding condition.
Steadfast Curdies are immune to the Fear and Charmed conditions.
Implacable
Ghoul Curdies could theoretically restore lost Vitality by feasting on the dead, but don't bother since they only have 1 point anyway. They can keenly smell blood and deal additional damage to bleeding targets.
Scourge
Burrow Curdies have tremorsense out to a range of 5 meters and can slowly tunnel through the earth, which has allowed them to infest nearly every corner of the Undercroft.
Tremorsense

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Drillworm

AKA Stone Eel, Goddess Parasite

Drillworms are writhing things of synthetic muscle and hard-edged steel that use their whirling, buzzing heads to bore the species' signature holes through rock. Drillworms are perhaps the single largest environmental factor that shapes the Undercroft; many of the great caverns and tunnels that serve as habitat for most other Undercroft wildlife are the locations of former drillworm nests. On the other hand, the destructive worms can spell disaster for the long-term structural stability of an area. More than one cave-in has been caused by excessive drillworm activity, and the discovery of a nest can be enough to cause a massive shutdown of all nearby mining operations.

Reactions
1-3 Violent. Drill apart everything that moves except other drillworms.
4-9 Expansionist. Dig tunnels everywhere. Kill anything that tries to interrupt you.
10-12 Recharging. Pay no attention to anything unless directly disturbed.
Level Combat Supply Size
8 M-4 / P-2 / A-2 2 5
Weakness: Blind (Burrow)
Weakness: Animal (Survival)
Weakness: Synthetic (Grit)
Martial (Melee) The creature's drill-head is a formidable weapon. Critically hits on a 10+, deals +2 damage, makes a lot of noise, and consumes Supply on a 1.
Powered
Burrow Drillworms are extremely proficient tunnelers, capable of digging through soil without any impairments and through stone with only three. Drillworms always leave a tunnel behind when tunneling and have tremorsense out to 20 meters.
Fast Digger
Earth Bolt
Stonebreaker
Tremorsense
Tremorsensitive
Tunneler
Survival It's not entirely clear what drillworms feed on (the most popular theory is coal, plastic or another energy-rich mineral), but it must be pretty widely available since the creatures thrive even in the sparsest of environments. They also have excellent senses of direction and cannot get lost.
Extreme Forager
Pathfinder
Grit Ignore 1 damage per turn and immune to the Choking condition.
Breathless

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Eidolodon

AKA Wraith Shark

Ghost stories can be heard around every campfire and in every inn's common room across the Empire- tales of the dead who refuse to sleep peacefully, rising up again from their graves to prey upon the living. No human ghost has ever been definitively proven to exist, and so many believe these stories to be only stories. This makes it all the more bizarre when an eidolodon is encountered far beneath the surface, bound to the vicinity of its long-fossilized remains. Why would ancient sharks dead for millions of years so readily attain ghosthood while human graveyards remain silent? More than one researcher has gone to the deep dark places of the earth to find out. None have come back, alive or dead.

Reactions
1-6 Frenzy. Devour life.
7-10 Lurk. Stalk the intruders a while. Let them see you. If they look weak or vulnerable, strike.
11-12 Catatonia. Stare into space. Pay no attention unless directly disturbed.
Level Combat Supply Size
12 M-4 / P-4 / A-4 4 6
Weakness: Tethered (Spectre)
Weakness: Animal (Survival)
Weakness: Synthetic (Grit)
Spectre Being a ghost gives the eidolodon a variety of powers. The eidolodon's ghostly body is only semi-real, causing all physical actions to have a failure chance of 6 against it and allowing the creature to “swim” through walls and solid barriers with two impairments. As an action the eidolodon can consume part of the essence of an adjacent living target, dealing half the current Escalation in damage and restoring that amount in Endurance plus one Vitality to the shark itself. Ending one's turn next to the eidolodon inflicts the Fatigue condition, and seeing it for the first time inflicts the Fear condition if a trigger die is not 7+. Finally, if the eidolodon is “killed” it automatically returns at full strength after a number of days equal to the result on a trigger die.
Energy Drain
Devour Life
Malevolence
Phasethrough
Reconstitute
Withering Aura
Survival An eidolodon might have a lot of ghostly powers, but it is still an animal and retains all of its animal traits and instincts (not least among which are a powerful sense of smell and the ability to never be lost).
Pathfinder
Scent
Powerful Nose
Mobility Base speed 10, no hands. Sprinting costs no Endurance if a trigger die is 7+, and grants partial concealment to the eidolodon until the beginning of its next turn.
Beast Speed
Evasive Sprint
Grit The eidoldon can ignore 2 damage per turn and is immune to the Choking, Bleeding and Poisoned conditions.
Bloodless
Breathless
Poison Immunity

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Grue

AKA Hungry Darkness, Black Ghost

The uneasy feeling of being watched. The scrabbling, clicking sound of claws on stone. And, of course, the raspy cry from which the creature gets its name: “Gruuuuuuuuu… gruuuuuuu…”. These are both the only warnings adventurers beneath the earth will have of the presence of a grue, and the only things we know about the creature at all. This is because a grue is literally unknowable- wander into the dark and it's on you like a rending gale, but shine a light on it and you'll see only a torn and broken corpse with no trace of the beastly killer. No wonder some people think they're ghosts. Fortunately, grues are easy to keep at bay if you bring a torch and someone to watch your back… just don't let the light go out.

Reactions
1-6 Spiteful. Kill everything. Not because you're hungry, but because you hate them.
7-10 Malicious. Follow them, make them afraid, ruin their sleep. Then kill them.
11-12 Selfish. Drive them off, but don't follow. This is your territory.
Level Combat Supply Size
16 M-7 / P-4 / A-5 5 5
Close Combat (Melee) Whatever this is (fangs? claws? rending darkness?), it hurts tremendously and leaves long, jagged scars. Inflicts Bleeding on 10+, critically hits on 11+. Critical hits deal +2 damage more than usual in addition to ignoring defense. Can attack the same target again as a free action every time it critically hits.
Followup
Precision A well-honed killer instinct allows grues to always hit on a result of 10+ regardless of failure chance and both critically hit and inflict the Bleeding condition more often than normal.
Bloodletter
Improved Critical
Darkseeker Grues thrive on their unknowability and have several powers relating to lurking in darkness. When in an area of complete concealment, all attacks have a failure chance of 12 against a grue. If the grue takes an aggressive action, they lose this protection until the beginning of their next round. Grues can see perfectly well in the dark and ignore darkness-based concealment (but not concealment from other sources such as fog). They can treat any space within 5 meters of themselves as their true location for purposes of attack range while unobserved, and when they make a kill all of their victim's allies automatically gain the fear condition. Most infamously of all, a grue can teleport to any location within 20 meters as an action so long as they and their target location are not being observed. Any time a grue would be observed, they do this automatically immediately before but lose one Vitality.
Darkvision
Slasher
Uncertainty Principle
Dark Reach
Unknowable
Stealth Grues can treat partial concealment as full concealment for a round by rolling a 4+ on a trigger die, and freely move around at full speed while doing so. They leave no scent or footprints of any kind.
Creep
Flit
Master Shadow
Traceless

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Sausage Beast

AKA Dungeon Ration

The result of ancient genetic engineering, sausage beasts are squat, rather homely looking things that grow sausage-like boneless lumps of highly nutritious protein and fat where a normal creature would grow a tail. This combined with the beast's ability to subsist on nearly any sort of organic matter (most frequently algae blooms and slime patches) makes them a keystone Undercroft ecological species and a major boon to adventurers lost in the dark. A sausage beast is largely unharmed by the loss of their tail as they can simply grow another one given enough time. In fact, most sausage beasts lose their tails with shocking regularity to various creatures higher up on the food chain than themselves.

Reactions
1-2 Hungry. The standard food supply is low, so put meat back on the menu.
3-10 Evasive. Skulk in darkness and avoid predators.
11-12 Sluggish. Somehow you've grown too many links to be comfortable. Intentionally show yourself to predators; hopefully they'll tear a few off for you and let you go on your way.
Level Combat Supply Size
6 M-2 / P-2 / A-2 2 3
Close Combat (Melee) Small, weak fangs and claws used primarily for self-defense. Failure chance 8 vs larger creatures.
Squeeze By spending a round squeezing themselves down, a sausage beast can fit through spaces as if they were size 2 instead of size 3. They can choose to throw off the Grabbed, Stuck or Wrapped conditions as an action.
Escape Artist
Acrobatics Sausage beasts are surprisingly adept at climbing, balancing, and jumping considering their weak-looking bodies and the dead weight they drag around everywhere.
Stealth The beast can treat partial concealment as full concealment so long as they are unobserved while hiding and get a 7+ on a trigger die roll. They can take non-attack actions without giving themselves away.
Creep

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Trog

AKA Chud, Goblin, Morlock

Trogs are humanoids that subsist through raiding the surface from their dens in the Undercroft. Trogs look much like exceptionally pale-skinned humans, blond and blue-eyed with mouths full of fangs. The life of a trog is nasty, brutish and generally short. They live in small bands and tribes that constantly split and merge, with the leader generally being whichever trog is the biggest. They maintain large numbers despite their high death rate via an equally high birth rate- the birth of the typical trog litter of around twenty babies is never survived by the mother, and frequently she serves as her childrens' first meal.

This is not to say that trogs are unintelligent. In fact, nearly the opposite is true; trogs frequently possess a fiendish cleverness for traps, weapons and other implements of murder and cruelty. Trogs are not hideous, either- hose one off and make them sit up straight and you'd have a strikingly beautiful humanoid. Trogs say that this is because they are the true inheritors of the earth, superior specimens on a fast track to ascendency. This doesn't keep them from killing and raiding each other as much as they do the surface-dwellers, however, and that might be the only thing proving them wrong.

  • Viper. Agile close-quarters fighter with a poisoned blade.
  • Flamer. Heavy hitter holding a flamethrower.
  • Gunslinger. Firearm specialist that attacks at range.
Reactions
1-4 Hostile. Hahaha, kill them all!
5-8 Unfriendly. These assholes need to leave now, or they'll get what's coming to them.
9-10 Neutral. Avoid confrontation, not in the mood for a fight today.
11-12 Friendly. Maybe they'd like to join us for dinner? Can always add them to it later.

Trog Viper

Level Combat Supply Size
5 M-3 / P-1 / A-1 1 5
Close Combat (Melee) A rusty knife smeared with filth. Inflicts the Poisoned condition on a 10+.
Poisoner This is how they poison their weapons.
Acrobatics Basic climbing/jumping/balance ability for life underground.
Grit Trogs ignore 1 damage per round and never get sick.
Disease Immunity

Trog Flamer

Level Combat Supply Size
5 M-1 / P-1 / A-3 2 5
Flamethrower (Area) A heavy backpack full of fuel makes trog flamers less maneuverable than the more numerous and agile vipers, but sheer offensive power makes them a force to be reckoned with. Flamers can use this attack as a single action rather than the double action normally required for flamethrowers. Every use consumes Supply on 1-6, although other trogs in a cooperative mood might share theirs when the flamer runs dry.
Fast Spray
Martial (Melee) A large club meant as a backup weapon for when the flamer runs out of fuel.
Grit Trogs ignore 1 damage per round and never get sick.
Disease Immunity

Trog Gunslinger

Level Combat Supply Size
5 M-1 / P-3 / A-1 1 5
Firearm A trog's immense affinity for death-dealing technology and low safety concerns means that they are a perfect fit for firearms. Trog gunslingers generally have a whole vest of home-made flintlock pistols of varying degrees of quality ready to go at anytime, effectively removing their need to spend time reloading.
Magazined
Close Combat Pistol whipping, for when the bullets have run out.
Grit Trogs ignore 1 damage per round and never get sick.
Disease Immunity

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Weeper

AKA Wretchling

They stumble through the empty darkness, sobbing softly to themselves. Why do they cry? Some say because their stunted little bodies are so hideous that they hate themselves for it, and that would certainly explain why they cannot bear to be seen and scatter before our torches. Some say they weep because they remember a lost world of antiquity where they were worshipped as gods, now gone forevermore. Most believe that they weep because they are so tired of living, and yet cannot ever die. The weepers never say. They only scream when we meet them, and scuttle away.

Reactions
1-12 Sorrowful. Snuff lights, flee the sight of your betters, pay no attention to anything else.
Level Combat Supply Size
3 M-1 / P-1 / A-1 2 4
Weakness: Wretched (Darkseeker)
Swim Weepers are capable swimmers and are often found near underground lakes or rivers, some of which are entirely composed of decades of tears shed by the weeper themselves. As an action, a weeper can gush forth a shockingly large volume of tears at any target within 10 meters, making them wet (and likely snuffing any torches they were carrying). This costs Supply on a 1-3, or if used while swimming never costs Supply at all.
Splash
Darkseeker Weepers can see in the dark and all attacks have a failure chance of 12 against them so long as they stay in complete concealment. If they die while concealed, they automatically come back to life again later.
Darkvision
Hidden Reconstitution

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bestiary.txt · Last modified: 2018/08/06 20:39 by kyle