Beasts & Blights #
Bear #
Easily Scared
Skills: Fight 13, Move 12, Study 4, Survive 16, Talk 3, Operate 2
Stress: 12
Natural Armor: 3
Actions #
- Bite [Major Action]: 3 damage.
- Paws [Major Action]: 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 at end of next round. No limit on Bonus Damage Chaos use. Weakness to Blast and Zone affects (+2 damage, +1 difficulty).
Actions #
- Bites [Major Action]: 1 damage, Destructive (Each Momentum generated by an attack may be spent to reduce the target’s armor or cover by 1).
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 at end of next round. No limit on Bonus Damage Chaos use. Weakness to Blast and Zone affects (+2 damage, +1 difficulty).
Actions #
- Claws [Major Action]: 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 at end of 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 Action]: 3 damage, Intense (+X damage when rolling X extra successes).
- Cutthroat Caw [Major Action, 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 at end of next round. No limit on Bonus Damage Chaos use. Weakness to Blast and Zone affects (+2 damage, +1 difficulty).
Actions #
- Bites [Major Action]: 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 at end of 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 Action]: 2 damage.
- Flaming Wings [Major Action, 1 Chaos]: 1 damage, Burn 2 (Targets get the condition Burning 2).
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 Action]: 3 damage.
- Horrifying Shriek [Major Action]: 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, Resilience 3, Scent 3
Stress: 9
Abilities #
Night Vision: Ignore Traits that hinder sight.
Weakness to Fire: +2 damage, +1 difficulty to related affects.
Ashes to Gold: Chaos may be spent instead of Mana.
Actions #
- Vine Lash [Major Action]: 4 damage. Hit targets become Bound 3.
Powers #
Bio-Shot [Survive, Major Action, 2 Mana]
2 damage and Bound 1 to nearby target.
Titan Rhino #
Not-So-Gentle Giant ; Easy to Irritate
Skills: Fight 14, Move 11, Study 6, Survive 16, Talk 4, Operate 4
Stress: 20
Natural Armor: 4
Abilities #
Menacing 4: +4 Chaos when enters the scene.
Wrathful: +2 Chaos for first damage reduction in combat (by taking negative Trait).
Steady: +1 difficulty to takedown or seize.
Actions #
- Horn [Major Action]: 4 damage.
- Charge [Major Action]: 6 damage, Destructive (Each Momentum generated by an attack may be spent to reduce the target’s armor or cover by 1), Knockdown (When rolling X extra successes, targets must Survive at difficulty X or be Prone). Requires moving between zones before use.
- Earthshutter [Minor Action]: 3 damage, Cooldown 1 (Skip 1 rounds between uses). Contest roll vs all characters in current and adjacent zone. Whoever fails gets 3 damage and falls Prone.