1 |
Boar-man |
Can smell food within 200’ |
Eat twice as many rations |
2 |
Deer-man |
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Save or flee (1d4 Rounds) if surprised |
3 |
Goat-man |
Movement unaffected in rough terrain |
1 Bane on all Stealth rolls due to pervasive goat-odour |
4 |
Horse-man |
+2 Inventory Slots |
Save or suffer 1d4 damage when incurring Fatigue |
5 |
Badger-man |
Can excavate twice as much with your paws |
Poor vision beyond 50’. |
6 |
Cat-man |
Night vision |
Save or toy with wounded enemies (reduce to 1hp if damage is lethal) |
7 |
Hound-man |
Can track targets by scent |
Save vs commands from legitimate authority figures |
8 |
Ox-man |
Horns - 1d6 damage natural weapon + Save or stunned for 1 Round |
Hungry enemies attack you first |
9 |
Crow-man |
Can sense spirits of the dead |
Save or devour carrion |
10 |
Otter-man |
Can hold breath for 8 minutes |
Oily skin makes it easier to slip (1 Bane when climbing, balancing etc.) |
11 |
Bear-man |
Claws - 1d6 natural weapons |
Can’t fit in tight spaces, armour is 50% more expensive |
12 |
Rat-man |
1 Boon to Saves vs Disease |
1 Bane on Saves vs Fear |
13 |
Owl-man |
1 extra Boon to Stealth at night |
Can only eat raw meat |
14 |
Snake-man |
Poisonous bite - 1d6 + poison |
Movement halved and all rolls made with 1 Bane when cold |
15 |
Peacock-man |
Can dazzle enemies in combat as an action (Save or 1 Bane on attacks) |
Take 1 Bane on all rolls if soiled/dirty |
16 |
Mole-man |
Can burrow beneath the ground as a movement action |
Vision limited to 10’ |
17 |
Sheep-man |
1 Boon to resist poor weather and cold |
Save or flee (1d4 Rounds) if surprised |
18 |
Lizard-man |
Eat half as many rations |
Movement halved and all rolls made with 1 Bane when cold |
19 |
Hawk-man |
20/5 vision |
If an attack does max damage, Save or boast for 1 Round |
20 |
Mouse-man |
Can detect incredibly quiet sounds |
Save or freeze (1d4 Rounds) if surprised |
21 |
Moth-man |
Can shed a dust cloud |
Save or attracted to lights when in darkness |
22 |
Frog-man |
Sticky tongue can grab objects 20’ away |
Drink twice as much liquid |
23 |
Rabbit-man |
Can jump twice as high |
Save or flee (1d4 Rounds) if surprised |
24 |
Beetle-man |
Can lift objects twice heavier than the regular weight limit |
1 Bane to all Movement rolls |
25 |
Monkey-man |
Prehensile tail |
Save or tinker with mechanical objects |
26 |
Fox-man |
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27 |
Hare-man |
Gain 1 Boon on all Movement checks |
Solitary - gain no benefit from assistance |