Ursine species including Black Bear, Brown Bear, and Polar Bear
Size Modifier: 0
ST 13 [HP: 17]
DX 10 [Will: 10]
IQ 10 [MP: 8]
HT 12 [FP: 12]
Perception: 8
Speed: 5
Move: 5
Base Lift: 34
Language: Ursine
Advantages:
Acute Smell 3
Damage Resistance 1 (Flexible)
High Pain Threshold
Temperature Tolerance 2
Teeth (Sharp)
Perks:
Fur
Disadvantages:
Gluttony (SC 12)
Quirks:
Hibernation
Skills:
Brawl (DX/A) +1
ST +3 [+30], HT +2 [+20]
HP +4 [+8], MP -3 [-9], Per -2 [-10], Speed -0.5 [-10]
Acute Smell 3 [+6], Damage Resistance 1 (Flexible) [+4], High Pain Threshold [+10], Temperature Tolerance 2 (Cold) [+2], Teeth (Sharp) [+1], Fur [+1]
Gluttony (SC 12) [-5], Hibernation [-1]
Skill: Brawling +1 rank [+1]
Acute Smell 3
You get +3 to smell on any task that utilizes the sense of smell.
Damage Resistance 1 (Flexible)
Your thick fur reduces incoming damage by 1. Your Fur is flexible and does not protect you from blunt trauma.
Discriminatory Smell
Your sense of smell is far beyond the human norm, and can register distinctive odors for practically everything you may encounter. This allows you to recognize people, places, and things by scent. You may memorize a scent by sniffing it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt.
You get +4 (in addition to any Acute Taste and Smell bonuses) on any task that utilizes the sense of smell, and receive +4 to Tracking skill.
If you actually become ill when exposed to the odor of a particular substance, take the Temporary Disadvantage limitation (p. 115). The most common effect is Revulsion (p. 151), but the GM may choose to allow other temporary disadvantages.
High Pain Threshold
You are as susceptible to injury as anyone else, but you don’t feel it as much. You never suffer a shock penalty when you are injured. In addition, you get +3 on all HT rolls to avoid knockdown and stunning – and if you are tortured physically, you get +3 to resist. The GM may let you roll at Will+3 to ignore pain in other situations.
Temperature Tolerance 2
Every character has a temperature “comfort zone” within which he suffers no ill effects (such as FP or HP loss) due to heat or cold. For ordinary humans, this zone is 55° wide and falls between 35° and 90°. For Bear Tribe Beast-Kin this zone is expanded, lowing the cold end of the spectrum by HT*2. Temperature Tolerance confers no special resistance to attacks by fire or ice unless the only damage is a result of a rise or fall in the ambient temperature. In particular, it cannot help you if your body temperature is being manipulated.
Teeth (Sharp)
Your bite deals thrust-1 cutting damage.
Fur
You have fur. This prevents sunburn.
Gluttony
In the spring and summer especially, Bear Tribe Beast-Kin can be very focused on food and can sometimes go to great lengths to gorge themselves. During the spring and summer Bear Tribe members attempting to resist the alure of food must make Self Control rolls with a difficulty of 12, in the fall and winter the difficulty is reduced to rolling under 15.
Hibernation
Bears don't enter true hibernation, however during the colder months they are more lethargic and sleep more. During the winter months Bear Tribe Beast-Kin require 1 extra hours sleep.
Boar, Pig, Swine, and Warthog
Size Modifier: 0
ST 12 [HP: 15]
DX 10 [Will: 11]
IQ 10 [MP: 9]
HT 12 [FP: 14]
Perception: 10
Speed: 5.25
Move: 5
Base Lift: 29
Language:
Advantages:
Damage Resistance (Tough Skin) 2
Discriminatory Smell
Tusks
Perks:
Disadvantages:
Appearance (Unattractive)
Bully (SC 12)
Stubbornness
Quirks:
Skills:
ST +2 [+20], HT +2 [+20]
HP +3 [+3], Will +1 [+5], MP -2 [-6], FP +4 [+12], Speed -0.25 [-5]
Acute Smell 2 [+4], Damage Resistance 2 (Tough Skin) [+6], Discriminatory Smell [+15], Tusks (Striker) [+5]
Appearance (Unattractive) [-4], Bully [-5], Stubbornness [-5]
Acute Smell 2 and Discriminatory Smell
Your sense of smell is far beyond the human norm, and can register distinctive odors for practically everything you may encounter. This allows you to recognize people, places, and things by scent. You may memorize a scent by sniffing it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt.
You get +4 to Taste and +6 to smell on any task that utilizes the sense of smell, and receive +4 to Tracking skill.
If you actually become ill when exposed to the odor of a particular substance, take the Temporary Disadvantage limitation (p. 115). The most common effect is Revulsion (p. 151), but the GM may choose to allow other temporary disadvantages.
Damage Resistance 2 (Tough Skin)
Your thick hide reduces incoming damage by 2, however your hide isn't armor and doesn't protect you against blunt trauma, or attacks that need only touch you or break your skin. Attacks that deal enough damage to get past your Damage Resistance but deal 0 Hit Point damage are considered to have hurt you when it comes to attacks that need to break your skin, like many poisons.
Tusks (Striker)
Boar Tribe Beast-Kin have Tusks that they can use to attack enemies within Close range dealing Thrust damage at +1 / die Piercing Damage.
Appearance (Unattractive)
Boar-Kin have coarse, hairy hides, short necks, and prominent snouts, which many other races find unappealing. You get -1 on reaction roles with not Boar Tribe people.
Bully
Boar-Kin can be pushy and aggressive, using their physical prowess to intimidate others into doing what they want. Make a self-control roll to avoid gross bullying when you know you shouldn’t – but to roleplay your character properly, you should bully anybody you can. Since nobody likes a bully, others react to you at -2.
Stubbornness
You always want your own way. Make yourself generally hard to get along with – roleplay it! Your friends may have to make a lot of Fast-Talk rolls to get you to go along with perfectly reasonable plans. Others react to you at -1.
Bovinae species including Cattle, Bison, and Buffalo.
As a note, if you're looking for Minotaur, they are not a separate species in the world, instead Minotaur would be considered Bovine Tribe Beast Kin.
Size Modifier: +1
ST 14 [HP: 15]
DX 10 [Will: 10]
IQ 9 [MP: 9]
HT 12 [FP: 15]
Perception: 9
Speed: 5.25
Move: 5
Base Lift: 39
Language:
Advantages:
Damage Resistance 1 (Tough Hide)
Damage Resistance 3 (Skull Only)
Hooves
Horns
Perks:
Fur
Disadvantages:
Code of Honor (Warrior's Code)
Quirks:
Slow Eater
Skills:
Brawling (DX/A) +1
ST +4 [+40], IQ -1 [-20], HT +2 [+20+]
HP +1 [+2], Will +1 [+5], MP -1 [-3], FP +3 [+9], Speed -0.25 [-5]
Damage Resistance 1 (Tough Hide) [+3], Hooves [+3], Horns [+5], Fur [+1]
Code of Honor (Warrior's Code) [-5], Slow Eater [-1]
Skill: Brawling +1 rank [+1]
Damage Resistance 1 (Tough Hide)
Your resilient hide protects you, reducing incoming damage by 1, however your hide isn't armor and doesn't protect you against blunt trauma, or attacks that need only touch you or break your skin. Attacks that deal enough damage to get past your Damage Resistance but deal 0 Hit Point damage are considered to have hurt you when it comes to attacks that need to break your skin, like many poisons.
Damage Resistance 3 (Skull Only)
Due to your horns and the reinforcement of your skull attacks against your skull have Damage Resistance of 3. Tough Hide also applies to your skull, giving you a total of 4 Damage Resistance when you suffer damage against your skull.
Hooves
Hooved feet give +1 damage to kick attacks and grant Damage Resistance +1 (Feet Only)
Horns
The horns atop a Bovine Tribe members head can be used to gore an opponent or as part of a slam attack.
When you attack with your horns they deal Thrust +1 per die Piercing damage.
Fur
You have fur. This prevents sunburn.
Code of Honor (Warrior's Code)
Bovine Tribe Beast-Kin are known to have a strong warriors spirit. They have a fairly martial society and pride themselves on their Honor, to dishonor oneself or ones people is a very serious problem that they all work to avoid. Combat should be honorable, tricks and subterfuge are dishonorable.
Slow Eater
This is a Quark version of the Disadvantage, it just means Minotaur eat slowly, taking more time that others to chew their food.
Antler Charge Technique - Average
Skill: Brawling or Martial Arts
Default: Brawling or Martial Ats -4. Cannot Exceed Brawling or Martial Arts
This Technique lets you 'buy off' the -4 penalty imposed on attacks when using the Move and Attack maneuver. This reduced penalty applies only on attack made with your antlers. Each Rank of the technique costs 1 character advancement point. Additionally slam attacks you initiate in this way receive the Damage Resistance value of your Skull.
Dogs and animals of the like, Foxes, Coyotes, Hyena, Jackals, and Wolves. Tribes of Canis can be separated based on the race of animal, Hyena and Wolves are the most ridged, however the Dog Tribes is accepting of all races of Canis, allowing for a wide variety of breeds within the tribes.
As a note, if you're looking for Gnolls, they are not a separate species in this world, instead Gnolls would be considered Hyena Tribe Beast Kin.
If you'd like to play smaller dog breads or potentially a fox, you might consider giving yourself a Size modifier of -1, and probably adjust your strength score by decreasing it by at lease one
Size Modifier: 0
ST 11 [HP: 12]
DX 10 [Will: 10]
IQ 10 [MP: 7]
HT 11 [FP: 12]
Perception: 11
Speed: 5.25
Move: 6
Base Lift: 24
Language:
Advantages:
Acute Hearing 2
Acute Smell 2
Claws (Blunt Claws)
Damage Resistance 1 (Flexible)
Discriminatory Smell
Teeth (Sharp)
Temperature Tolerance 1
Ultra-hearing
Perks:
Fur
Pack Tactics
Disadvantages:
Sense of Duty (Pack)
Quirks:
Skills:
ST +1 [+10], HT +1 [+10]
HP +1 [+2], MP -3 [-9], FP +1 [+3], Per +1 [+5], Move +1 [+5]
Acute Hearing 2 [+4], Acute Smell 2 [+4], Claws (Blunt Claws) [+3], Damage Resistance 1 (Flexible) [+4], Discriminatory Smell [+15], Teeth (Sharp) [+1], Temperature Tolerance 1 [+1], Ultra Hearing [+5], Fur [+1], Pack Tactics [+1]
Sense of Duty (Pack) [-5]
Acute Hearing 2
Your sense of hearing is much stronger than that of a human. You gain +2 on all sense rolls involving your sense of hearing.
Acute Smell 2 and Discriminatory Smell
Your sense of smell is far beyond the human norm, and can register distinctive odors for practically everything you may encounter. This allows you to recognize people, places, and things by scent. You may memorize a scent by sniffing it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt.
You get +4 to Taste and +6 to smell on any task that utilizes the sense of smell, and receive +4 to Tracking skill.
If you actually become ill when exposed to the odor of a particular substance, take the Temporary Disadvantage limitation (p. 115). The most common effect is Revulsion (p. 151), but the GM may choose to allow other temporary disadvantages.
Claws (Blunt Claws)
You have blunt claws like those of a dog. Your Claws deal Thrust, +1 damage per die, Crushing Damage.
Damage Resistance 1 (Flexible)
Your thick fur reduces incoming damage by 1. Your Fur is flexible and does not protect you from blunt trauma.
Temperature Tolerance 1
Every character has a temperature “comfort zone” within which he suffers no ill effects (such as FP or HP loss) due to heat or cold. For ordinary humans, this zone is 55° wide and falls between 35° and 90°. For Canis Tribe Beast-Kin this zone is expanded, lowing the cold end of the spectrum by HT. Temperature Tolerance confers no special resistance to attacks by fire or ice unless the only damage is a result of a rise or fall in the ambient temperature. In particular, it cannot help you if your body temperature is being manipulated.
Teeth (Sharp)
Your bite deals thrust-1 cutting damage.
Ultrahearing
You can hear sounds in the frequencies above the normal range of human hearing (20 kHz). This allows you to hear dog whistles, sonar, motion detectors, etc. You can detect active sonar at twice its effective range.
Fur
You have fur. This prevents sunburn.
Pack Tactics
When fighting in a coordinated manner with members of your tribe you receive +1 to hit with attack against opponents flanked by another member of your tribe.
Sense of Duty (Pack)
Canis Tribe Beast-Kin are prone to forming loyalties. Typically this is to a pack, a close knit family group, however this is not always the case.
Size Modifier: +2
ST 13 [HP: 17]
DX 9 [Will: 11]
IQ 11 [MP: 11]
HT 12 [FP: 12]
Perception: 11
Speed: 5
Move: 5
Base Lift: 34
Language:
Advantages:
Damage Resistance 2 (Tough Skin)
Trunk
Tusks
Perks:
Disadvantages:
Code of Honor (Protector's Code)
Quarks:
Skills:
ST +3 [+30], DX -1 [-20], IQ +1 [+20], HT +2 [+20]
HP +4 [+8], Speed -0.25 [-5]
Damage Resistance 2 (Tough Skin) [6], Trunk (Extra Arm, Extra-Flexible, No Physical Attack, Weak 1/2, Ham-Fisted -3) [+5], Tusks [+5], Memory of the Matriarch [+1]
Code of Honor (Protector's Code) [-10]
Damage Resistance 2 (Tough Hide)
Your thick hide reduces incoming damage by 2, however your hide isn't armor and doesn't protect you against blunt trauma, or attacks that need only touch you or break your skin. Attacks that deal enough damage to get past your Damage Resistance but deal 0 Hit Point damage are considered to have hurt you when it comes to attacks that need to break your skin, like many poisons.
Trunk
The trunk of an elephant is a unique appendage that can interact with objects but with less grace than a hand. It is considerably more flexible but much weaker with half the Base Lift of your arms. It can't be used to attack effectively though it does help a small amount during a grapple, offering a +1 to rolls made to grapple or escape a grapple. Dexterity skills attempted with your trunk receive a -3 penalty due to the difficulty of using a trunk in place of a hand to accomplish something.
Tusks
Elephant Tribe Beast-Kin have Tusks that they can use to attack enemies within Close range dealing Thrust damage at +1 / die Impaling Damage. Impaling damage that gets past a targets Damage Resistance is doubled.
Memory of the Matriarch
Elephants have famously long and impressive memories, especially the matriarchs who lead their herds, remembering paths to food and water over many years. With this perk, you tap into a similar deep-seated instinct for recalling routes and past information related to travel. When attempting to recall a route, find a water source, or navigate a large, complex area you've visited before, you receive a +1 bonus to your IQ, Navigation, or relevant skill roll. This bonus can represent flashes of instinctual recall, even if you weren't consciously paying attention to the details of the previous journey.
Code of Honor (Protector's Code)
Biggest of the Beast-Kin the Elephant tribe views themselves as protectors of the wild and of those smaller than themselves. You follow a powerful moral code centered on the defense of the vulnerable and fair, open conflict. Your sense of honor is not for personal vanity but for the well-being of your tribe, family, and any innocents under your protection.
Elk, and animals similar to Elk include animals like Antelope, Deer, Gazelle, and Moose.
Moose are a special situation here, if you want to base your character off a moose instead of a normal sized animal, increase your size modifier to +1 and probably adjust your strength score by increasing it by at lease one
Size Modifier: 0
ST 12 [HP: 12]
DX 10 [Will: 9]
IQ 10 [MP: 19]
HT 12 [FP: 1]
Perception: 10
Speed: 5.75
Move: 7
Base Lift: 29
Language:
Advantages:
Acute Hearing 2
Antlers
Damage Resistance 3 (Skull Only)
Peripheral Vision
Hooves
Perks:
Fur
Disadvantages:
Impulsiveness (SC 12)
Restricted Diet (Herbivore)
Quirks:
Skills:
Brawling (DX/A) +1
Technique:
Antler Charge +1
ST +2 [+20], HT +2 [+20]
HP +1 [+2], MP -1 [-3], Move +1 [+5]
Acute Hearing 2 [+4], Antlers [+5], Damage Resistance 3 (Skull Only) [+5], Peripheral Vision [+15], Hooves [+3], Fur [+1]
Impulsiveness [-5], Restricted Diet (Herbivore) [-10]
Skills: Brawling +1 rank [+1], Techniques: Antler Charge +1 rank [+1]
Acute Hearing 2
Your sense of hearing is much stronger than that of a human. You gain +2 on all sense rolls involving your sense of hearing.
Damage Resistance 3 (Skull Only)
Due to your horns and the reinforcement of your skull attacks against your skull have Damage Resistance of 3.
Peripheral Vision
The Bovine Tribe has weaker perception than many other humanoids but what they lack in a direct capacity to observe they make up in wide placed eyes that give them a wider range of vision. You have an unusually wide field of vision. You can see a 180° arc in front of you without turning your head, and have 30° of peripheral vision to either side of that. This gives you a 240° “arc of vision” for observation and ranged attacks.
If you are playing with a battle map, you can make melee attacks into “side” (“right” and “left”) hexes as well as “front” hexes – although a one-handed attack to the opposite side (e.g., attacking your left hex with your right hand) is clumsy and considered a Wild Swing. You still cannot attack a foe directly behind you except with a Wild Swing.
This also helps on defense! If you are attacked from a “side” hex, you defend at no penalty. Even against attacks from the rear, your active defense is only at -2.
Out of combat, you get +3 to all rolls to detect Shadowing attempts or ambushes from behind, and the GM will always make a Vision roll for you to spot dangers “behind your back.”
Hooves
Hooved feet give +1 damage to kick attacks and grant Damage Resistance +1 (Feet Only)
Antlers
The horns atop a Elk Tribe members head can be used to gore an opponent or as part of a slam attack. When you attack with your antlers they deal Thrust +1 per die Piercing damage, and can be used to parry. Your antlers also protect your head giving you Damage Resistance 2 to attacks against your skull.
Fur
You have fur. This prevents sunburn.
Impulsiveness
Elk Tribe Beast-Kin have an over developed fight-or-flight instinct that can be overwhelming, causing them to act rashly when faced with a sudden threat. S
Restricted Diet (Herbivore)
Elk Tribe Beast-Kin have a diet that consists entirely of plant matter. Their diet isn't as limited as their animal kin, but they never developed the capacity to digest flesh.
Antler Charge Technique - Average
Skill: Brawling or Martial Arts
Default: Brawling or Martial Ats -4. Cannot Exceed Brawling or Martial Arts
This Technique lets you 'buy off' the -4 penalty imposed on attacks when using the Move and Attack maneuver. This reduced penalty applies only on attack made with your antlers. Each Rank of the technique costs 1 character advancement point. Additionally slam attacks you initiate in this way receive the Damage Resistance value of your Skull.
Cats including many species such as the Lion, Tiger, Leopard, Cheetah, Cougar, and House Cats.
Different cats are pretty easy to distinguish:
if you want to play a house cat base tribe member give yourself a Size modifier of -1, and probably adjust your strength score by decreasing it by at lease one
if you want to play a tiger based tribe member give yourself a Size modifier of +1, and probably adjust your strength score by increasing it by at lease one, maybe increase the Damage Resistance by 1
Most other cats are going to be fine with the below template as a starting point.
Size Modifier: 0
ST 10 [HP: 11]
DX 12 [Will: 10]
IQ 10 [MP: 10]
HT 9 [FP: 10]
Perception: 11
Speed: 5.25
Move: 5
Base Lift: 20
Language:
Advantages:
Acute Hearing 2
Catfall
Claws (Sharp)
Damage Resistance (Flexible) 1
Night Vision 5
Perfect Balance
Teeth (Sharp)
Perks:
Fur
Whiskers
Disadvantages:
Impulsiveness
Loner
Overconfidence
Short Attention Span
Quirks:
Skills:
Stealth (DX/A) +1
DX +2 [+40], HT -1 [-10]
HP +1 [+2], MP +1 [+3], FP +1 [+3], Per +1 [+5]
Acute Hearing 2 [+4], Catfall [+10], Claws (Sharp) [+5], Damage Resistance 1 (Flexible) [+4], Night Vision 5 [+5], Perfect Balance [+15], Teeth (Sharp) [+1], Fur [+1], Whiskers [+1]
Impulsiveness [-10], Overconfidence [-5], Short Attention Span [-10], Loner [-5]
Skill: Stealth +1 rank [+1]
Acute Hearing 2
Your sense of hearing is much stronger than that of a human. You gain +2 on all sense rolls involving your sense of hearing.
Catfall
You subtract five yards from a fall automatically (treat this as an automatic Acrobatics success – don’t check again for it). In addition, a successful DX roll halves damage from any fall. To enjoy these benefits, your limbs must be unbound and your body free to twist as you fall.
Claws (Sharp)
When using your claws to attack you upgrade your basic melee damage from crushing to cutting.
Damage Resistance (Flexible) 1
Your thick fur reduces incoming damage by 1. Your Fur is flexible and does not protect you from blunt trauma.
Night Vision 5
Reduce the Vision Penalty due to darkness by up to 5.
Perfect Balance
You can always keep your footing, no matter how narrow the walking surface, under normal conditions. This lets you walk along a tightrope, ledge, tree limb, or other anchored surface without having to make a die roll. If the surface is wet, slippery, or unstable, you get +6 on all rolls to keep your feet. In combat, you get +4 to DX and DX-based skill rolls to keep your feet or avoid being knocked down. Finally, you get +1 to Acrobatics, Climbing, and Piloting skills.
Teeth (Sharp)
Your teeth inflict Thrust -1 cutting damage.
Fur
You have fur. This prevents sunburn.
Whiskers
This perk allows the rodent to navigate very confined, dark spaces without penalty. When moving at a controlled speed (half move or less) in absolute darkness, the character can avoid running into things or misjudging turns in spaces no larger than a corridor of 1 yard wide.
Impulsiveness
You hate talk and debate. You prefer action! When you are alone, you act first and think later. In a group, when your friends want to stop and discuss something, you should put in your two cents’ worth quickly – if at all – and then do something. Roleplay it! Make a self-control roll whenever it would be wise to wait and ponder. If you fail, you must act.
Loner
Feline Clan Beast-Kin are typically quite individualistic. Though they may enjoy closeness when in private or sleeping, they tend to have a preference for personal space and independent work. Make a self-control roll with a difficulty of 12 whenever anyone lingers nearby, watches over your shoulder, etc. If you fail, you lash out at that person or group and must insult, attack, or otherwise act against them until they are out of your space.
Overconfidence
You believe that you are far more powerful, intelligent, or competent than you really are. You may be proud and boastful or just quietly determined, but you must roleplay this trait.
You must make a self-control roll any time the GM feels you show an unreasonable degree of caution. If you fail, you must go ahead as though you were able to handle the situation!
Being even overly cautious is never an option.
You receive +2 on all reaction rolls from young or naive individuals (who believe you are as good as you say you are), but -2 on reactions from experienced NPCs.
Short Attention Span
You find it difficult to concentrate on a single task for longer than a few minutes. Make a self-control 12 roll whenever you must maintain interest in something for an extended period of time, or whenever a distraction is offered. If you fail, you automatically fail at the task at hand. The GM might give you a small bonus to the self-control roll in situations where concentration is crucial, such as when your survival is at stake.
Goats including many species such as the Ibex, Mountain Goat, and Sheep
Size Modifier: 0
ST 11 [HP: 13]
DX 11 [Will: 10]
IQ 10 [MP: 10]
HT 11 [FP: 11]
Perception: 10
Speed: 5.5
Move: 5
Base Lift: 24
Language:
Advantages:
Damage Resistance 3 (Skull Only)
Hooves
Horns
Perfect Balance
Perks:
Fur
Disadvantages:
Combat Paralysis
Quirks:
Skills:
Brawling (DX/A) +1
Technique:
Ram's Charge +1
ST +1 [+10], DX +1 [+20], HT +1 [+10]
HP +2 [+4]
Damage Resistance 3 (Skull Only) [+5], Hooves [+3]. Horns [+5], Perfect Balance [+15], Fur [+1]
Combat Paralysis [-15]
Skills: Brawling 1 rank [+1], Techniques: Ram's Charge +1 [+1]
Damage Resistance 3 (Skull Only)
Due to your horns and the reinforcement of your skull attacks against your skull have Damage Resistance of 3.
Hooves
Hooved feet give +1 damage to kick attacks and grant Damage Resistance +1 (Feet Only)
Horns
Goat Tribe Beat-Kin have curved horns on their heads they can use to attack thrusting at +1 damage per die crushing damage.
Perfect Balance
You can always keep your footing, no matter how narrow the walking surface, under normal conditions. This lets you walk along a tightrope, ledge, tree limb, or other anchored surface without having to make a die roll. If the surface is wet, slippery, or unstable, you get +6 on all rolls to keep your feet. In combat, you get +4 to DX and DX-based skill rolls to keep your feet or avoid being knocked down. Finally, you get +1 to Acrobatics, Climbing, and Piloting skills.
Fur
You have fur. This prevents sunburn.
Combat Paralysis
Goat Tribe Beast-Kin are known to freeze up when startled or in danger, sometimes even physically locking up to the point of falling over. You receive -2 to all Fright Checks. This has nothing to do with Cowardice, you may be brave, but your body betrays you.
In any situation in which personal harm seems imminent, make a HT roll. Do not roll until the instant you need to fight, run, pull the trigger, or whatever. Any roll over 13 is a failure, even if you have HT 14+. On a success, you can act normally. On a failure, you are mentally stunned . Make another HT roll every second, at a cumulative +1 per turn after the first, to break the freeze. A quick slap from a friend gives +1 to your cumulative roll.
Once you unfreeze, you will not freeze again until the immediate danger is over. Then, in the next dangerous situation, you may freeze once again.
Ram's Charge Technique - Average
Skill: Brawling or Martial Arts
Default: Brawling or Martial Ats -4. Cannot Exceed Brawling or Martial Arts
This Technique lets you 'buy off' the -4 penalty imposed on attacks when using the Move and Attack maneuver. This reduced penalty applies only on attack made with your horns. Each Rank of the technique costs 1 character advancement point. Additionally slam attacks you initiate in this way receive the Damage Resistance value of your Skull.
Though technically rodents, rabbits and hares are quite distinct and form a tribe apart from the rodent tribes.
Size Modifier: -1
ST 9 [HP: 13]
DX 12 [Will: 10]
IQ 10 [MP: 21]
HT 11 [FP: 13]
Perception: 11
Speed: 6
Move: 6
Base Lift: 16
Language:
Advantages:
Acute Hearing 3
Combat Reflexes
Night Vision 3
Perks:
Burrower
Fur
Whiskers
Disadvantages:
Gregarious
Low Pain Threshold
Fearfulness 2
Quirks:
Skills:
Running (DX/A) +1
ST -1 [-10], DX +2 [+40], HT +1 [+10]
HP +4 [+8], Speed +0.25 [+5]
Acute Hearing 3 [+6], Combat Reflexes [+15], Night Vision 3 [+3], Burrower [+1], Fur [+1], Whiskers [+1]
Gregarious [-10], Low Pain Threshold [-10], Fearfulness 2 [-4]
Skill: Running +1 rank [+1]
Acuter Hearing 3
Your sense of hearing is much stronger than that of a human. You gain +3 on all sense rolls involving your sense of hearing.
Combat Reflexes
You have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to all active defense rolls, +1 to Fast-Draw skill, and +2 to Fright Checks. You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.” Your side gets +1 on initiative rolls to avoid a surprise attack – +2 if you are the leader.
Darkvision 3
Reduce the Vision Penalty due to darkness by up to 3.
Burrower
Hare Tribe Beast-Kin can use their hands to burrow into soft earth, this perk allows a character to dig as if equipped with a shovel.
Fur
You have fur. This prevents sunburn.
Whiskers
This perk allows the rodent to navigate very confined, dark spaces without penalty. When moving at a controlled speed (half move or less) in absolute darkness, the character can avoid running into things or misjudging turns in spaces no larger than a corridor of 1 yard wide.
Gregarious
As a communal species, Hare Tribe Beast-Kin are uncomfortable being alone for extended periods and function poorly without the support of others. You usually react to others at +4. You are miserable when alone, and use IQ-based skills at -2 – or
at -1 if in a group of four or less.
Low Pain Threshold
Hares and rabbits are prone to shock from pain, making them more susceptible to knockdown and stun effects. Double the shock from any injury; e.g., if you take 2 HP of damage, you are at -4 to DX on your next turn. You roll at -4 to resist knockdown, stunning, and physical torture.
Whenever you take a wound that does more than 1 HP of damage, you must make a Will roll to avoid crying out.
This can give away your presence, and may earn you a -1 reaction from “macho” individuals.
Fearfulness 2
Hare Tribe Beast-Kin evolved from skittish prey animals. It causes most of them to be more likely to flee or panic when faced with danger. Subtract your 2 from your Will whenever you make a Fright Check, and whenever you must resist the Intimidation skill (p. 202) or a supernatural power that causes fear.
As well, add your Fearfulness level to all Intimidation rolls made against you.
Size Modifier: -1
ST 11 [HP: 12]
DX 11 [Will: 10]
IQ 10 [MP: 11]
HT 12 [FP: 12]
Perception: 9
Speed: 5.5
Move: 5
Base Lift: 24
Language:
Advantages:
Acute Sense (Smell)
Armored Ball
Damage Resistance 1 (Flexible, Head)
Damage Resistance 3 (Flexible, Not Head)
Discriminatory Smell
Night Vision 5
Tail Striker (Cutting, Restricted Arc)
Tunneling 1 (Earth Only)
Perks:
Long Tongue
Disadvantages:
Pacifism (Self-Defense)
Poor Distance Vision
Restricted Diet (Insectivore)
Day Blindness
Quirks:
Nocturnal
Skills:
ST +1 [+10], DX +1 [+20], HT +1 [+10]
HP +4 [+8], Per -1 [-5]
Acuter Sense (Smell) +2 [+4], Armored Ball [7], Damage Resistance 1 (Flexible, Skull Only) [+1], Damage Resistance 3 (Flexible, Torso/Limbs) [+12], Discriminatory Smell [+15], Night Vision 5 [+5], Tail Striker [+1], Tunneling (1 yard/round) [+22], Long Tongue [+1]
Day Blindness [-15], Pacifism (Self-Defense) [-15], Poor Distance Vision [-10], Restricted Diet (Insectivore) [-10], Nocturnal [-1]
Acute Sense (Smell) and Discriminatory Smell
Due to the Pangolin's poor vision they have developed an exceptional sense of smell to help them hunt insects and protect themselves from dangers. Their sense of smell is exceptional, allowing them to identify people, places, and things based solely on smell.
Damage Resistance (Flexible) 1 - 3
Pangolin have evolved a unique defense of armored plates in place of fur. This provides them with a high degree of Damage Resistance. They have DR 3 across their entire body with the exception of their head where the finer plates reduce the bonus to DR 1. Flexible armor provides less protection than more rigid armors and provides no protection against blunt force trauma.
Tail Striker (Cutting, Clumsy, Restricted Arc)
Pangolin have a thick tail covered in armor plates that cause the edges to have an almost created cutting edge. Their tail deal Thrust damage at +1 damage per die but receives -1 to attack rolls and can only be used to attack people in the back and sides of your vision arc.
Armored Ball
This is a unique action Pangolin can take, that of rolling into a tight ball to protect themselves. Rolling into a ball is a ready action that can be taken on any turn in which the Pangolin is able to move and free to curl up. While curled up the Pangolin gains +7 Damage Resistance (Flexible) but is considered stunned until they chose to make another Ready action to uncurl and stand. The only action a Stunned creature make take is the 'Do Nothing' action, as they focus on remaining curled and protecting themselves.
Tunneling 1 (Earth Only)
Pangolin are burrowers, however Pangolin Tribe Beast-Kin are a little to big to move quickly in this way. Their strong wide hands are excellent at digging however and they are capable of clearing a 5 foot space big enough for themselves in a round so long as the earth is soft enough. They have Tunneling 1 yard / second.
Long Tongue and Diet (Insectivore)
Pangolin are insectivores, meaning they eat insects, almost exclusively. Though they do fill out their diet with some plant matter and sugars like honey and sugar cane (depending on where you find them). They use their long sticky tongue to lick up insects by the mouthful from places like ant hives.
Pacifism (Self-Defense)
Pangolin are a naturally non-violent race, they eat insects and leave everyone else alone, their natural defense is entirely defensive, and they have no real natural weapons, as a result most Pangolin Tribe Beast-Kin are pacifists, though some learn to fight in defense of their homes they never attack without provocation.
Nocturnal and Vision (Night Vision 5, Poor Distance Vision, and Bright Light Sensitivity)
Pangolin are primarily nocturnal, this is a Quark because it doesn't change the number of hours they're awake, they typically sleep from around 9 am until 5 pm, though this can fluctuate with the time of year and when the dawn rises, however the Vision modifiers that come with their nocturnal lifestyle are more impactful.
Pangolin Tribe Beast-Kin have Night Vision 5, which reduces the penalties for darkness by up to 5, however their Distance Vision is poor reducing their perception of anything beyond 10 yards by -3 and making it so that ranged attacks beyond that distance have a -1 to their skill roll. Additionally when in light in excess of dim light they receive a -3 to all vision based perception rolls and a -1 to all skill rolls that depend of the users ability to see, including all combat skills.
Raccoons are... raccoons. Adaptive, clever, mischievous, and cunning.
Size Modifier: -1
ST 9 [HP: 11]
DX 11 [Will: 11]
IQ 11 [MP: 11]
HT 11 [FP: 11]
Perception: 11
Speed: 5.5
Move: 5
Base Lift: 16
Language:
Advantages:
Acute Senses (Smell) 2
Bite (Sharp)
Claws (Sharp)
Damage Resistance 1 (Flexible)
Night Vision 6
Resistant (Poison) 3
Perks:
Fur
Whiskers
Disadvantages:
Curious
Quirks:
Collector
Skills:
Stealth (DX/A) +1
ST -1 [-10], DX +1 [+20], IQ +1 [+20], HT +1 [+10]
HP +2 [+4]
Acute Senses 2 (Smell) [+4], Bite (Sharp) [+1], Claws (Sharp) [+5], Night Vision 6 [+6], Resistant (Poison) [+3], Fur [+1], Whiskers [+1]
Curious [-5], Collector [-1]
Skills: Stealth +1 Rank [+1]
Acute Senses
Racoon Tribe Beast-Kin have a sharp sense of smell that helps them to investigate the world, gaining +2 on Sense rolls made with using their sense of smell.
Claws (Sharp)
The Racoon Tribe have sharp claws that allow them to deal Cutting damage with their brawl attacks.
Damage Resistance 1 (Flexible)
Your thick fur reduces incoming damage by 1. Your Fur is flexible and does not protect you from blunt trauma.
Night Vision 7
Night vision 7 reduces the penalty to vision caused by darkness by up to 7.
Resistant (Poison) 3
Racoons are, traditionally, omnivorous scavengers capable of eating a wide variety of foods with a good tolerance for rot and food born illnesses. Racoon Tribe Beast-Kin gain +3 on all HT rolls to resist illnesses and toxins they may come into contact with though ingestion.
Fur
You have fur. This prevents sunburn.
Whiskers
This perk allows the rodent to navigate very confined, dark spaces without penalty. When moving at a controlled speed (half move or less) in absolute darkness, the character can avoid running into things or misjudging turns in spaces no larger than a corridor of 1 yard wide.
Curious
Racoon Tribe Beast-Kin are naturally inquisitive people. This means they tend to want to know the why and the how of things, it leads them to investigate, to take apart... to push the button. When you are presented with a situation that might pique your curiosity you must make a Self Control roll, rolling equal to or less than 12, or you are unable to contain your natural curiosity. In most situations this should be roleplayed though in life or death situations the GM may allow a bonus to the roll, like if there's a good chance that pressing the button might result in the death of an ally.
Collector
You collect things that interest you. Maybe you like rocks, or bugs, or jewelry, or bones... you collect them. This doesn't imply a compulsion to steal, just a desire to collect.
Size Modifier: +1
ST 14 [HP: 16]
DX 10 [Will: 10]
IQ 10 [MP: 11]
HT 12 [FP: 13]
Perception: 10
Speed: 5
Move: 5
Base Lift: 39
Language:
Advantages:
Acute Senses +2 (Hearing)
Acute Senses +2 (Smell)
Damage Resistance 3 (Tough Hide)
Damage Resistance 5 (Skull Only)
Horn
Perks:
Disadvantages:
Loner
Pacifism (Cannot Harm Innocents)
Poor Distance Vision
Quirks:
Skills:
Brawling (DX/A) +1
Techniques:
Rhino Charge 1
ST +4 [+40], HT +2 [+20]
HP +2 [+4], FP +1 [+3], Speed -0.5 [-10]
Acute Senses +2 (Hearing) [+2], Acute Senses +2 (Smell) [+2], Damage Resistance 3 (Tough Hide) [+9], Damage Resistance 5 (Skull Only) [+8], Horn [+5]
Loner [-5], Pacifism (Cannot Harm Innocents) [-10], Poor Distance Vision [-10]
Skills: Brawling +1 rank [+1], Technique: 1 [+1]
Acute Senses (Hearing & Smell)
Rhino Tribe Beast-Kin have excellent senses of Hearing and Smell to help make up for their poor vision. They receive a +2 bonus to perception rolls related to their senses of Hearing and Smell.
Damage Resistance (Tough Hide) 3 & Damage Resistance 5 (Skull Only)
Your thick hide reduces incoming damage by 3, however your hide isn't as rigid as armor and doesn't protect you against blunt trauma, or attacks that need only touch you or break your skin. Attacks that deal enough damage to get past your Damage Resistance but deal 0 Hit Point damage are considered to have hurt you when it comes to attacks that need to break your skin, like many poisons.
Your horn and reinforced skull are particularly damage resistant, attacks that hit your skull have 5 Damage Resistance. The Damage Resistance from your hide also applies to attacks against your skull, so the full Damage Resistance on your skull is 8.
Horns
When you attack with your horn it deals Thrust +1 per die Piercing damage.
Loner
Rhino Clan Beast-Kin are typically quite individualistic. Preferring personal space and independent work. Make a self-control roll with a difficulty of 12 whenever anyone lingers nearby, watches over your shoulder, etc. If you fail, you lash out at that person or group and must insult, attack, or otherwise act against them until they are out of your space.
Pacifism (Cannot Harm Innocents)
You may fight – you may even start fights – but you may only use deadly force on a foe that is attempting to do you serious harm. Capture is not “serious harm” unless you are already under penalty of death or have a Code of Honor that would require suicide if captured. You never intentionally do anything that causes, or even threatens to cause, injury to the uninvolved – particularly if they are “ordinary folks.”
Poor Distance Vision
Rhino Tribe Beast-Kin have poorer vision than most, in particular their Distance Vision is bad, reducing their perception of anything beyond 15 yards by -3 and making it so that ranged attacks beyond that distance have a -1 to their skill roll.
Rhino Charge Technique - Average
Skill: Brawling or Martial Arts
Default: Brawling or Martial Ats -4. Cannot Exceed Brawling or Martial Arts
This Technique lets you 'buy off' the -4 penalty imposed on attacks when using the Move and Attack maneuver. This reduced penalty applies only on attack made with your horn. Each Rank of the technique costs 1 character advancement point. Additionally slam attacks you initiate in this way receive the Damage Resistance value of your Skull.
Many smaller creatures qualify as rodents, such as Rat and Mouse, Squirrel and Chipmunk, Hare and Rabbit, Mole and Goffer, Porcupine and Hedgehog, Capybara and Beaver... and more. Due to the stigma of being a rodent many of the rodent tribes specify their species when claiming a tribe, Rat tribe is not the same as Rabbit tribe, or Mole tribe.
The Stat line presented below is a generic stat line for something like a mouse or hamster, a player wishing to play something more exotic such as a hedgehog with spine, a rat with a more menacing demeanor and an affinity for eating garbage, or a mole with the capacity to tunnel is welcome to ask the GM for assistance in altering the template to suite the specific rodent they're looking to play.
Size Modifier: -2
ST 7 [HP: 6]
DX 12 [Will: 10]
IQ 10 [MP: 22]
HT 12 [FP: 12]
Perception: 10
Speed: 5.75
Move: 5
Base Lift: 10
Language:
Advantages:
Acute Senses (Hearing, Smell) 2
Combat Reflexes
Night Vision 4
Peripheral Vision
Resistant (Disease) 3
Perks:
Fur
Tail
Whiskers
Disadvantages:
Curiosity
Social Stigma (Vermin)
Quirks:
Nester
Skills:
Stealth (DX/A) +2
ST -3 [-30], DX +2 [+40], HT +2 [+20]
Per +1 [+5], Speed -0.5 [-10], Move -1 [-5]
Acute Senses +2 Hearing [+2], Acute Senses +1 (Smell) [+1], Combat Reflexes [+15], Night Vision 5 [+5], Peripheral Vision [+15], Resistance +3 (Disease) [+3], Fur [+1], Tail [+1], Whiskers [+1]
Curiosity [-5], Social Stigma (Vermin) [-10]
Skills: Stealth +2 Ranks [+2]
Acute Senses 2 (Hearing & Smell)
Rodents being prey animals have heightened senses of Hearing and Smell to help them detect predators and stay alive. They gain +2 on all sense rolls dealing with their senses of Hearing and or Smell. Something that could potentially apply both (like a fire producing the faint sound of burning on the other side of the wall and the smell of burnt plastic wafting under the door) do allow for a higher bonus.
Combat Reflexes
You have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to all active defense rolls (see Defending, p. 374), +1 to Fast-Draw skill, and +2 to Fright Checks (see Fright Checks, p. 360). You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.” Your side gets +1 on initiative rolls to avoid a surprise attack – +2 if you are the leader.
Night Vision 4
Night vision 4 reduces the penalty to vision caused by darkness by up to 4.
Peripheral Vision
The Rodent Tribe has wide placed eyes that give them a wider range of vision. You have an unusually wide field of vision. You can see a 180° arc in front of you without turning your head, and have 30° of peripheral vision to either side of that. This gives you a 240° “arc of vision” for observation and ranged attacks.
If you are playing with a battle map, you can make melee attacks into “side” (“right” and “left”) hexes as well as “front” hexes – although a one-handed attack to the opposite side (e.g., attacking your left hex with your right hand) is clumsy and considered a Wild Swing. You still cannot attack a foe directly behind you except with a Wild Swing.
This also helps on defense! If you are attacked from a “side” hex, you defend at no penalty. Even against attacks from the rear, your active defense is only at -2.
Out of combat, you get +3 to all rolls to detect Shadowing attempts or ambushes from behind, and the GM will always make a Vision roll for you to spot dangers “behind your back.”
Resistant (Disease) 3
Rodents are resistant to Disease gaining a +3 bonus to resist Diseases and their effects.
Fur
You have fur. This prevents sunburn.
Tail
A rodent with a tail gains a +1 to any situation in which they need to make a roll to keep their balance.
Whiskers
This perk allows the rodent to navigate very confined, dark spaces without penalty. When moving at a controlled speed (half move or less) in absolute darkness, the character can avoid running into things or misjudging turns in spaces no larger than a corridor of 1 yard wide.
Curious
Rodent Tribe Beast-Kin are naturally inquisitive people. This means they tend to want to know the why and the how of things, it leads them to investigate, to take apart... to push the button. When you are presented with a situation that might pique your curiosity you must make a Self Control roll, rolling equal to or less than 12, or you are unable to contain your natural curiosity. In most situations this should be roleplayed though in life or death situations the GM may allow a bonus to the roll, like if there's a good chance that pressing the button might result in the death of an ally.
Social Stigma (Rodent)
Rodents, even Beast-Kin, have a bad reputation. And while some are cute enough to help mitigate the very common discomfort people feel when confronted with rodents, most are not. Rodents receive a -2 on reaction rolls from non-Rodent Tribe Beast-Kin. This is reduced to -1 with other Beast-Kin though, even other Beast-Kin often avoid Rodent Tribe members.
Nester
Rodent Tribe members are known to enjoy making themselves comfortable, preferably in spaces that might make others feel claustrophobic. When not actively nesting they prefer to stick to enclosed spaces, indoor spaces, caves, tunnels, and the like. Wide open spaces, can induce anxiety, discomfort or just a sense of dread... a genetic memory of being out in the open making them vulnerable to predators.
Mustelidae family, which also includes badgers, otters, ferrets, minks, wolverines, martens, and skunks. The Template below is for otters pretty specifically. It would have to be reworked for all the others... but otters are the cutest so they get to represent the Mustelidae.
Minks, ferrets, and skunks are pretty close to each other, but skunks would have a smell attack. Wolverines are their own thing, they would berserk and have good poison resistance.
Size Modifier: -1
ST 9 [HP: 10]
DX 11 [Will: 11]
IQ 10 [MP: 10]
HT 11 [FP: 11]
Perception:10
Speed: 5.5
Move: 5
Base Lift: 16
Language:
Advantages:
Amphibious
Breath-Holding 1
Damage Resistance 1 (Flexible)
Enhanced Move 1 (Water)
Teeth (Sharp)
Temperature Tolerance 2 (Cold)
Vibration Sense (Water)
Perks:
Fur
Tail
Disadvantages:
Curious
Short Attention Span
Quirks:
Skills:
Swimming (DX/A) +2
ST -1 [-10], DX +1 [+20], HT +1 [+10]
HP +1 [+2], Will +1 [+5]
Amphibious [+10], Breath-Holding 1 [+2], Damage Resistance 1 (Flexible) [+4], Enhanced Move 1 (Water) [+20], Teeth (Sharp) [+1], Temperature Tolerance 2 (Cold) [+2], Vibration Sense (Water) [+5], Fur [+1], Tail [+1]
Curious [-5], Short Attention Span [-10]
Skills: Swimming +1 rank [+1]
Amphibious and Enhanced Move (Water)
Otter Tribe Beast-Kin are capable swimmers well adapted to survival in the water. They can move at their full movement speed in the water, even being able to sprint in the water up to double their normal speed. They also don't receive the normal DX penalties to activities performed while in the water.
You need to breath.
Breath Holding 1
You are adept at holding your breath. You can hold your breath for double the time a human would be able to.
No Exertion (e.g., sitting quietly or meditating): HT * 20 seconds.
Mild Exertion (e.g., operating a vehicle, treading water, or walking): HT * 8 seconds.
Heavy Exertion (e.g., climbing, combat, or running): HT * 2 seconds.
Damage Resistance 1 (Flexible)
Your thick fur reduces incoming damage by 1. Your Fur is flexible and does not protect you from blunt trauma.
Teeth (Sharp)
Your teeth inflict Thrust -1 cutting damage.
Temperature Tolerance 2 (Cold)
Every character has a temperature “comfort zone” within which he suffers no ill effects (such as FP or HP loss) due to heat or cold. For ordinary humans, this zone is 55° wide and falls between 35° and 90°. For Otter Tribe Beast-Kin this zone is expanded, lowing the cold end of the spectrum by HT*2. Temperature Tolerance confers no special resistance to attacks by fire or ice unless the only damage is a result of a rise or fall in the ambient temperature. In particular, it cannot help you if your body temperature is being manipulated.
Vibration Sense (Water)
Otter Tribe Beast-Kin use their whiskers while underwater to help them navigate and stay safe in the water by keeping attuned to vibrations in the water.
Perception, not Vision: Vibration Sense is not a replacement for vision, and it does not grant sight in the traditional sense. Instead, it functions as a highly specialized perception ability, allowing the character to "feel" their environment through water currents and movements.
Automatic detection of movement: A character with Vibration Sense (Water) can automatically perceive any significant disturbance or movement in the water within their range. This is especially effective for pinpointing the location of moving creatures or objects.
Active vs. Passive Sense:
Passive Sensing: The otter-kin instinctively feels the water around them and can sense disturbances caused by other creatures moving nearby. This works against any character who moves, with an opposed roll between the otter-kin's Perception and the moving creature's Stealth.
Active Sensing: A character can use a Concentrate Maneuver to actively "scan" their surroundings.
Fur
You have fur. This prevents sunburn.
Tail
An Otter Tribe Beast-Kin uses their tail to help them move through the water. They gain +1 on Swim skill rolls.
Curious
Otter Tribe Beast-Kin are naturally inquisitive people. This means they tend to want to know the why and the how of things, it leads them to investigate, to take apart... to push the button. When you are presented with a situation that might pique your curiosity you must make a Self Control roll, rolling equal to or less than 12, or you are unable to contain your natural curiosity. In most situations this should be roleplayed though in life or death situations the GM may allow a bonus to the roll, like if there's a good chance that pressing the button might result in the death of an ally.
Short Attention Span
You find it difficult to concentrate on a single task for longer than a few minutes. Make a self-control roll of 15 or less whenever you must maintain interest in something for an extended period of time, or whenever a distraction is offered. If you fail, you automatically fail at the task at hand. The GM might give you a small bonus to the self-control roll in situations where concentration is crucial, such as when your survival is at stake.