Beasts & Blights #
Bear #
Easily Scared
Skills: Fight 13, Move 12, Study 4, Survive 16, Talk 3, Operate 2
Focuses: Scent 4
Stress: 12
Natural Armor: 3
Actions #
- Bite [Major]: 3 damage.
- Paws [Major]: 2 damage, Knockdown (When rolling X extra successes, targets must Survive at difficulty X or be Prone).
Rat Swarm #
Skills: Fight 6, Move 7, Study 2, Survive 4, Talk 2, Operate 3
Stress: 8
Abilities #
Climbing: Scale walls and stick to surfaces at ease.
Swarm: Rolls Xd20 on skill tests, where X is remaining stress. Split or coalesce to other swarms as minor action, new swarms act on next round. No limit on Bonus Damage Chaos use. Weakness to Blast and Zone affects (+2 damage, +1 difficulty).
Actions #
- Bites [Major]: 1 damage, Destructive (Targets’ armor is reduced by X when rolling X extra successes).
Murder of Crows #
Skills: Fight 5, Move 6, Study 3, Survive 5, Talk 2, Operate 3
Stress: 10
Abilities #
Airborne: Able to fly.
Swarm: Rolls Xd20 on skill tests, where X is remaining stress. Split or coalesce to other swarms as minor action, new swarms act on next round. No limit on Bonus Damage Chaos use. Weakness to Blast and Zone affects (+2 damage, +1 difficulty).
Actions #
- Claws [Major]: 1 damage, Intense (+X damage when rolling X extra successes).
Birds of Prey #
Killers with Wings ; Out for Blood
Skills: Fight 7, Move 8, Study 5, Survive 7, Talk 4, Operate 5
Focuses: Scent 3
Stress: 10
Abilities #
Airborne: Able to fly.
Swarm: Rolls Xd20 on skill tests, where X is remaining stress. Split or coalesce to other swarms as minor action, new swarms act on next round. No limit on Bonus Damage Chaos use. Weakness to Blast and Zone affects (+2 damage, +1 difficulty).
Smells Like Iron: -1 to difficulty tests against Bleeding targets.
Actions #
- Claws [Major]: 3 damage, Intense (+X damage when rolling X extra successes).
- Cutthroat Caw [Major, 1 Chaos]: 1 damage. Apply Bleeding 1 to the target. They suffer 1 damage at the end of each round.
Cockroach Swarm #
Cleaner Than You’d Think
Skills: Fight 6, Move 6, Study 3, Survive 5, Talk 2, Operate 3
Stress: 12
Abilities #
Climbing: Scale walls and stick to surfaces at ease.
Swarm: Rolls Xd20 on skill tests, where X is remaining stress. Split or coalesce to other swarms as minor action, new swarms act on next round. No limit on Bonus Damage Chaos use. Weakness to Blast and Zone affects (+2 damage, +1 difficulty).
Actions #
- Bites [Major]: 2 damage.
Mazki Denura Swarm #
Hivemind ; Protect the Queen
Skills: Fight 6, Move 6, Study 3, Survive 5, Talk 2, Operate 3
Stress: 6
Abilities #
Airborne: Able to fly.
Swarm: Rolls Xd20 on skill tests, where X is remaining stress. Split or coalesce to other swarms as minor action, new swarms act on next round. No limit on Bonus Damage Chaos use. Weakness to Blast and Zone affects (+2 damage, +1 difficulty).
Immune to Fire: Unharmed by related affects.
Actions #
- Bites [Major]: 2 damage.
- Flaming Wings [Major, 1 Chaos]: 1 damage, Burn 2 (2 damage at end of round).
Mazki Denura Queen #
Majestic Horror ; Terribly Fat
Skills: Fight 8, Move 9, Study 12, Survive 15, Talk 6, Operate 4
Stress: 15
Natural Armor: 3
Abilities #
Immune to Fire: Unharmed by related affects.
Actions #
- Flail [Major]: 3 damage.
- Horrifying Shriek [Major]: 1 damage, Range, Mental (Ignores physical resistance). Add Enraged Swarm Trait to all nearby termites for -1 difficulty to Fight rolls.
Devouring Shrub #
Hungry
Skills: Fight 12, Move 2, Study 5, Survive 9, Talk 2, Operate 3
Focuses: Wilderness 5
Stress: 9
Abilities #
Night Vision: Ignore Traits that hinder sight.
Weakness to Fire: +2 damage, +1 difficulty to related affects.
Actions #
- Vine Lash [Major]: 4 damage. Hit targets become Bound 3.
Titan Rhino #
Not-So-Gentle Giant ; Easy to Irritate
Skills: Fight 14, Move 11, Study 6, Survive 16, Talk 4, Operate 4
Focuses: Melee 5, Strength 5, Resilience 5
Stress: 20
Natural Armor: 4
Abilities #
Menacing 4: +4 Chaos when enters the scene.
Wrathful 4: +4 Chaos for first damage reduction in combat (by taking negative Trait).
Steady: +1 difficulty to takedown or seize.
Actions #
- Horn [Major]: 4 damage.
- Charge [Major]: 6 damage, Destructive (Targets’ armor is reduced by X when rolling X extra successes), Knockdown (When rolling X extra successes, targets must Survive at difficulty X or be Prone). Requires moving between zones before use.
- Earthshutter [Minor, 2 Chaos]: 3 damage. Contest roll vs all characters in current and an adjacent zone. Whoever fails gets 3 damage and falls Prone.