OLC Kin

Common Folk

2d6 Kin Boon Bane
2 Gnome Invisible while holding breath and eyes closed Punch those who side eye you
3-4 Halfling Re-roll a roll of 1 on a d12 Eat twice as much
5-7 Foulkn Detect undead as a chill -2 vs mutations
8-9 Orc Add level to healing Hated by the Authority
10-11 Dwarrow Can identify the origin of any craft Sink like a stone
12 Beastfolk - -

Beast Folk

d Kin Boon Bane
1 Boar-man Can smell food within 200’ Eat twice as many rations
2 Deer-man   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    
27 Hare-man Gain 1 Boon on all Movement checks Solitary - gain no benefit from assistance

Unlocked Kin