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Stats

The seven stats are: Strength (Str, physical power), Agility (Agi, quickness and coordination), Toughness (Tou,
endurance and physical grit), Education (Edu, smarts, knowledge, problem solving), Senses (Sen, alertness and
observation), Willpower (Wil, self-identity and mental toughness), and Personality (Per, influence and leadership)

Your race will influence some of your stat bonuses (unless otherwise stated, you will roll 2d6) and when you roll
them, you will consult this table:

2 = -3
3 = -2
4-5 = -1
6-8 = 0
9-10 = 1
11 = 2
12 = 3

Background
No one started out as an adventurer. Here is a d66 table of simple backgrounds that your character may have been
before they became the most renowned cleric in all the land:

11 Armorer - You’ve spent long hours working at the forge and hammering metal upon the anvil. You know how to
craft metal armor and shields, as well as how to maintain them.
12 Apothecary - Helping the sick and injured is your life. You can identify herbs and their uses, as well as apply
medical help.
13 Bowyer - You know how to identify, cure, and craft wood into longbows, shortbows, crossbows, and arrows.
14 Cartographer - You know how to read and scribe maps, as well as decipher their details and nuances.
15 Cook - You can prepare fine meals for yourself and for large groups. You know quality cuisine when you see it.
16 Farmer - You know how to tend and till the land in hopes of harvesting it’s bounty.
21 Fisherman - Whether with fishing line or with a net, you can catch, clean, cure and prepare fish for consumption.
22 Forester - You can follow simple paths through woodland terrain and identify both edible and poisonous flora.
23 Gambler - Whether dicing, with cards, or any other game of chance, you make your fortune through luck and can
usually get a good sense of those you game with.
24 Guard - You’ve patrolled your town for many nights and you’ve fought that which tried to take your home. You
know the inner workings of the guard life.
25 Groom - You are trained in tending to and riding horses. You know how to tend to horses, read their social cues,
and can determine their general state of health and market value.
26 Hunter - You’re a skilled hunter of small game, such as rabbits or deer, and can identify their recent passage, their
presence, or even their unusual absence.
31 Jeweler - You know the art of working metal on a miniscule scale and have a keen eye for value of gold and
jewels. You can spot forgeries and poor craftsmanship in such things.
32 Mercenary - You’ve sold your arms in countless battles and ended up being a very scary person. You can scare
people with just a stare.
33 Miner - You have toiled long hours in the dark, mining minerals and valuables from raw stone. You are more
acclaimed to underground environments than most.
34 Navigator - You are skilled at determining the best path over long distances in open environments, both at land
and at sea. You do not often get lost when traveling great distances.
35 Sailor - You know your way around seafaring vessels and are skilled at knot-tying, setting sails, and are a skilled
swimmer.
36 Scribe - You have learned to translate texts, transcribe books, and create illuminated manuscripts.
41 Shepard - With your trusty herding dog, you’ve moved all manner of cattle. You get a herding dog and have
knowledge of the many types of cattle, as well as an idea of many well-traveled roads.
42 Slave - Enslaved to a richer man. You know how to do many a menial task very well
43 Smuggler - A fast-talking, sauvy type. You know of many lesser traveled road and a few hideouts for when things
get hairy.
44 Soldier - You’ve been to many front line battles. You know a great deal about tacticions and their arts.
45 Squire - Chivalry and honor is your expertise as your knightley master has taught you. You know a great deal
about chivalry and the many knightly orders.
46 Stonemason - You can work rock and stone to craft the large blocks used in constructing buildings. You can
discern between quality craftsmanship and poor work.
51 Tailor - You know how to weave raw materials such as wool into clothing. You can mend tears, and clean stains
from finery.
52 Tanner - You can boil and cure leather into armor and other garments, as well as craft and repair leather footwear.
53 Tapper - You’ve worked long nights behind a bar. You can get the latest gossip fairly easily and know your way
around a beverage of tipsying.
54 Teamster - You have worked among merchant caravans for a long time. You know how to hitch and repair a
wagon and are a shrewd negotiator.
55 Trapper - You are skilled at laying snares and traps to catch small game such as squirrels or hares. You can also
identify their presence or passage.
56 Unskilled - You have no trained occupation to speak of.
61 Urchin - You were homeless in an urban environment. You can fade easily into a crowd and do not often get lost
navigating through the labyrinth-like streets of some cities.
62 Weaponsmith - Working fire and raw metal, you are capable of crafting swords, spearheads, ax blades, and other
implements of warfare. You are also able to recognize quality craftsmanship with only cursory examination.
63 Wizard’s Apprentice - Whether you were experimented on or just used as a portable bookshelf, you are skilled at
identifying the magic that flows throughout the land.
64 Woodworker - You are skilled at carving wood into planks, poles, and other trappings that are the cornerstone of
villages and towns everywhere.
65 Nobility - You were raised in a palace, castle or other locale of high society. You are wealthy beyond the
imagination of most others and can recognize heraldry as well as understand the niceties of courtly etiquette.
66 Outlaw - Born a life of crime, you know many bandit gangs and their works as well as a few hideouts and
hideaways.

Any attempt at something that your background can help you with grants you a +1 bonus on the roll (ie a farmer gets
a +1 to identify the seeds of a neighbour’s far) or may just allow you to attempt something based on the GM (ie
being an outlaw may allow you to pick locks, even if you aren’t a thief)

Everyone gets additional skills equal to their Education (minimum 0), check Advancement

Races
The five main races are: Dwarf, Elf, Halfling, Human, and Koka. They will determine what stats have better chances
then the others, what classes you can play, and what racial powers or flaws you may have

Dwarf:
1d6+6 Strength
1d6+6 Toughness
1d6+1 Personality
Speed - 8+Agi+AP
Arcane Intolerant - Cannot become a Wizard
Darkvision - Can see in the dark
Der Groll - When you are attacked (verbally or physically) or you think you're attacked, you must finish the fight.
Either to the death… or insult their mother harder then they insulted yours. You will never forget this and will hold it
against them forever
Forged by the Mountain - At first level and every level after, add +1 to your hp

Elf:
1d6+6 Agility
1d6+6 Education
1d6+6 Sense
1d6+1 Toughness
1d6+1 Willpower
Speed - 12+Agi+AP
Faithless - Cannot become a Cleric
Low light vision - See in low light, not darkness
Perfectionist - If you fail a roll, all other rolls take a -1 penalty until you succeed in another roll or take a camp rest
Not Long for this World - When you drop to 0 HP, roll death saves with disadvantage

Halfling:
1d6+6 Personality
1d6+6 Agility
1d6+1 Strength
Speed - 8+Agi+AP
I’m a Lover, Not a Fighter - Cannot become Warriors
Homesick - You wake up always a little sad from your days away from your nice warm home. Your first roll of the
day is at disadvantage
Lucky - Once per day, you may reroll any roll you make or allow any ally to reroll a roll they make (this includes
damage, saves, checks, etc.)
Cousin! - Make all Personality checks with advantage when interacting with other halflings (this is lost if the
halfling for some reason hates you or your company)

Human:
You may swap any two of your stats twice (Str & Agi, then Wil & Edu)
Speed - 10+Agi+AP

Koka:
1d6+6 Willpower
1d6+6 Toughness
1d6+1 Education
Speed - 10+Agi+AP
No Honor Amongst Thieves - Cannot be a Thief
Wooden - You gain +1 to armor, but you take double fire damage
Fueled by the Sun - You don’t need to eat, sleep, or breathe (you still need to rest to heal) and you can see in low
light
Nut of Life - Once per week you produce a fruit that, when eaten, restores 1d6hp (the fruit lasts until the next one
grows)

Classes
The four main classes are: Cleric, Thief, Warrior, and Wizard. These will determine your role in a party, your class
powers, and your skills

Cleric:
1d6+4+Tou = HP (min 2)
Main Stats: Willpower & Personality
Proficiencies: Light Melee, Medium Melee, Light Ranged, Heavy Ranged, Light Armor, Medium Armor
Sworn - You follow a God or Way and must adhere to its tenets. If you stray from your God/Way’s rules, you will
lose your clerical powers. If you stay loyal and actively enforce your God/Way’s tenets, you gain Favor with your
higher power, allowing you to invoke a prayer for free (no Invoking check). You can only have one Favor at a time
O My God, I Trust in Thee - You can try to invoke a prayer once per level (Check magic)

Thief:
1d6+3+Tou = HP (min 2)
Main Stats: Agility & Senses
Proficiencies: Light Melee, Medium Melee, Light Ranged, Light Armor
I’ve Got Them Right Here - Once per Town Rest, you may say you have a relatively common item (such as rope, a
grappling hook, a cooking pot, etc.)
Backstab - Once per turn, if you attack a target who is unaware of you, the attack crits

Warrior:
1d6+6+Tou = HP (min 2)
Main Stats: Strength & Toughness
Proficiencies: All Melee, All Ranged, All Armor
MURDER - You may attack once per round as a free action
VIOLENCE - You crit if you roll 11 or 12 on your dice

Wizard:
1d6+1+Tou = HP (min 2)
Main Stats: Education & Willpower
Proficiencies: Light Melee
Prestidigitation - You do basic magic tricks like picking up light, small objects and moving them around or making a
noise appear not too far away. In addition you can also deal 1d3 damage to a target 10m away
Sorcery - You gain a mana pool (1/lvl+Edu), you know 2+Edu Tier 1 spells at 1st Level (Check magic). You regain
all mana when you sleep during a camp rest.

Making The Roll


Most rolls will consist of rolling 2d6 + a stat + skill bonus if any. Here is a table of “Target Numbers/TNs” that will
help you and your GM determine how difficult something should be:
3 = Easy

5 = Routine

7 = Average

9 = Difficult

11 = Hard

If you believe that a check is harder than “Hard” add +2 to the TN until you arrive at a reasonable TN. If you believe
that the player has the advantage, you can grant them “Advantage” which allows them to roll twice and take the
more favourable roll. You can also make them roll with “Disadvantage” where they roll twice and take the less
favourable roll. The TN should be always considered for your average everyday Joe. The average person has a 0 in
each of their stats, so a TN7 is of average difficulty to them. Your heroes are extraordinary, having stats above 0, so
they will have an easier time doing certain things. If someone has the right tools, the right knowhow, or something
else that might help, then you will want to grant them Advantage for that roll. You will want to grant them
Disadvantage if there is any sort of difficulty actively fighting against them.

Example: A thief wants to pick a lock. We’ll say this is a sturdy lock and put a TN9 on it. The rogue has the right
tools for the job, a light source, and complete silence to hear the tumblers. It seems as the odds are stacked in his
favour, so we’ll grant him Advantage. We won't change the TN for the lock because the lock is not a bad lock or is
damaged in any way.

Combat

When combat is started, everyone rolls initiative by rolling 2d6+Agi+Sen. The higher the number, the earlier you’ll
go.

You have 2 Acts (or 2 Actions). Any action you take will cost either 1 or 2 Acts to complete or be a Free Act that
costs nothing to do. Below is a list of Actions that you might take and how many Acts it takes to complete:

Free Acts: Speak a Short Sentence, Drop Something, Grabbing Something From Your Belt (once)

1-Act: Attack, Move, Quick-Step, Cast a Quick Spell, Drink A Potion, Switch Weapons, Picking Up Something

2-Acts: Sprint, Finish Off Someone, Grab Something In Your Pack, Heal Someone, Cast a Slow Spell

To attack you must choose a combatant within 2m of you and make an attack roll by rolling 2d6+Str. If your attack
roll is equal or higher than the defendant’s Defence (which is 7+Agi+Shield if any), then you hit and roll damage.
Snake eyes (double 1s) is an automatic miss and your opponent gets a free attack, while double 6s (also called angel
eyes) is an automatic hit and also deals double damage. Damage is usually 1d6 to 2d6 plus your strength. Armor
gives you a flat armor rating, which reduces damage against physical attacks (An armor rating of 4 would reduce all
physical damage by 4). There are two forms of damage: Normal and Penetrating. Penetrating damage bypasses
armor.

When you are reduced to 0hp, you become helpless and start dying. On your next turn and every turn after, you must
roll a TN7 Toughness check. If you succeed, nothing happens. If you fail 3 times, you die. Roll snake eyes and you
die no matter how many times you fail, but if you roll angel eyes, you will become stable. For every injury you
have, you take a -1 on death saves. For every round beyond the first that you are still dying, take a -1 penalty on the
Toughness check. While someone is down and dying, they are considered helpless. If one spends 2-Acts to Finish
Them Off, they automatically hit and deal max damage. The helpless creature can make a TN(Amount of damage
dealt) Toughness Check to not die immediately.

If someone makes a TN7+(# of rounds you’ve been down) Edu check (2-Acts) on you, they can stop you from
dying. Once you reach 0hp, you take on an injury. An injury manifests as a penalty to one of your seven stats
(injuries include physical and mental trauma), temporarily reducing the affected stat by 1. The GM can choose the
stat or roll 2d6 (the first d6 is counted normally. If the second d6 is even, add 0. If the second d6 is odd, add +1).
Injuries can be fixed with a town rest (a week per injury) and 100 sens per injury. If a critical attack brings you down
to 0hp, you take two injuries instead of one.

Rests
A camp rest takes an hour to set up. There are 5 main steps to a Camp Rest after it is set up: Work, Provisions, Sleep
& Rest, Keeping Watch and Relaxing Around the Campfire.

Work involves working on a project like cooking up more Provisions, Hunting, Repairing arms & armor, etc.

Provisions are done after work, and include eating a decent meal. If you don’t eat during a camp rest, you receive a
temporary -1 to all stats for everyday you go without a meal. This heals entirely when you take a Town Rest.

Sleep & Rest is after Provisions, when everyone has eaten (or gone hungry). Everyone must sleep at least 6 hours,
with 2 hours of light activity (usually taken up by Work and Provisions). After Provisions, Sleep & Rest you will
heal your level + your Toughness (minimum 1).

If at least one person is Keeping Watch, then they can awaken the others to active dangers. The one taking watch
must forgo Sleep & Rest, unless they are taking turns with others with 2 hour shifts each(a total of three people must
take turns watching for everyone to gain the benefits of Sleep & Rest). Otherwise creatures will have a much easier
time sneaking into the camp.

Relaxing Around the Campfire requires everyone to forgo Work, double Provisions and have no one Keeping Watch.
Once you finish Sleep & Rest along with Relaxing Around the Campfire, everyone gets to roll with advantage once
the next day.

A town rest is at least a week long in a town, city or similar settlement and when it is complete, you heal completely.

Magic

Clerics and Wizards are the only classes capable of Magic. Clerics invoke prayers which are weaker than spells, but
are much safer. Wizards cast spells which are stronger than prayers, but are much more dangerous.

When a prayer is done, it gives you a certain benefit based on the prayer you invoke. Prayers require Wil checks to
invoke (2d6 + Wil), the TN of which is 5 + 1/additional prayer invoked after the first. If you fail to invoke the
prayer, your prayer goes unheard and does nothing. Snake eyes on the invoking check means you have somehow
angered your god/way and lose the ability to invoke prayers for the rest of the day. Angel eyes means you invoke the
prayer for free (this also does not increase the TN). You can also get Favor with your god that will allow you to
invoke a prayer, no Invoke Check needed. You get Favor by enforcing your patron’s/way’s tenets. You can only ever
have 1 Favor at a time, though it is quite easy to acquire. Per every hour you spend resting during a camp rest,
restores you one use of Invoke Prayers.

These prayers include:

Bless (1-Act) - You can touch a creature and give them the ability to reroll any check or attack roll they make for the
next 8 hours. Only one creature at a time can have this

Smite (Free Act) - As part of a melee attack, instead of rolling damage, you deal maximum weapon damage + your
level. The attack counts as magical. This ability can only be used once per round

Lay on Hands (1-Act) - You can touch a target and heal them 1d6+lvl

Sense Abominations (2-Acts, Concentration) - You can detect any Undead, Demons, and/or Aberrations within 40m
of you for 1d6 rounds

Turning (2-Acts) - You brandish your holy symbol and turn all Undead, Demons, and/or Aberrations within 10m.
All turned whose level is equal or lower than the Cleric’s must make a Wil check (TN= Cleric’s Level+Cleric’s
Wil+Cleric’s Per) or become afraid of the Cleric. All turned whose level is higher than the Cleric’s automatically
succeeds the Wil check

When spells are done, they cause certain effects based on the spell you cast. A wizard must spend 1 mana per tier of
the spell to try and cast it. Some spells allow you to spend more mana to increase the effectiveness of it, though it
must be done before the casting check, not after. Spells require an Edu check to cast, the TN of which is 5 + spell’s
tier (a tier 2 spell check TN is 7). If you fail to cast the spell, the spell does nothing instead of the effect stated in its
description, effectively wasting your mana (unless you are wearing armor, then if you fail the spell it acts as if you
rolled snake eyes). Snake eyes on a spell check instead causes harm to the Wizard and possibly their party, while
angel eyes means you instead cast the spell for free. For every hour you spend resting during a camp rest restore 1
mana.

Wizards also have something called Spellpower, which is what a creature must roll against to resist certain spells. It
is equal to your casting check.

When you roll Snake Eyes, you will roll 2d6 and consult the table below:

2 - The spell effect reverses (it harms instead of heals)

3 - Roll a Casting Check and take the sum in damage

4 - The GM chooses a different target for your spell as long as the new target is within the range of the spell, nothing
happens otherwise

5 - You deal 1d6/Tier penetrating damage to a creature the GM chooses

6 - You take an injury

7 - The spell is reflected back to you

8 - Your magic bursts into a magical flare. All who can see you must make a TN7 Agility Check or become blinded,
except you because fuck you, for 1d6 rounds

9 - An deafening crack dances from your fingertips. All within 10m must make a TN7 Toughness Check or become
Deafened, except you because fuck you, for 1d6 rounds

10 - You become stunned for a d6 rounds

11 - You explode. You and any creatures within 10m take (Roll Casting Check) penetrating damage

12 - Roll twice and take both

Here are 10 tiers, each with 5 spells:


Tier 1 - Magic Missile, Silent Image, Burning Hands
Tier 2 - Misty Step, Fireball,
Tier 3 - Sacred Flame, Magnetic Arc
Tier 4 - Phantasmal Killer
Tier 5 -
Tier 6 - Antimagic Field
Tier 7 -
Tier 8 -
Tier 9 -
Tier 10 -
Here are those spells but detailed in their effects:
Tier 1:
(2-Act) Magic Missile - A magic bolt appears before you and hits anyone you can see. It deals 1d3 penetrating
damage, but always hits. For every extra point of mana you spend, gain another bolt.

(2-Act) Burning Hands - Anyone within a 5m cone takes 2d6 fire damage. For every two extra mana, you increase
the damage by 1d6

Tier 2:
(1-Act) Misty Step - Anywhere you see within 10m you can teleport to. For ever extra point of mana you spend,
increase the meters moved by 5

Tier 3:
(2-Act) Sacred Flame - You make a Melee attack and if it hits, you deal 1d6 penetrating damage to them and they
are on fire (1d6 continual penetrating damage) until they spend 2 Acts putting it out. For every extra point of mana
you spend, increase the initial damage by 1d6

Tier 4:
(2-Act) Phantasmal Killer - Your target makes a Senses check against your Spellpower, then if they fail they make a
Willpower check against your Spellpower. If they fail again… they die. If they succeed the Senses check, the spell is
negated. If they succeed the Willpower check, they take 2d6 penetrating damage.

Tier 6:
(2-Act, Concentration) Antimagic Field - An antimagic field springs from you in a 4m radius. It follows you and
makes all magic in the bubble useless, including yours. Spells, Prayers, Magic arms and armor are all affected by
this. Magic cannot not enter, nor exit the sphere.

Advancement

You will level up after an adventure, an example would be after you have saved the village from the evil mayor or
after you rescue the princess from the tower. An adventure is usually 2-3 sessions, maybe more.

When you level up, you will add 1d6+Tou to your max HP (min 1). Every time you level up, you will gain a new
skill. It must be relatively specific (example: drinking, swimming, seeing, smelling, religious lore, cultural lore, etc.
look at backgrounds for more examples) and any time a skill may help with roll, you gain a +1 bonus. At 3rd level
and every two levels after, you will gain a Perk.

Perks & Traits

Each PC can start with up to 2 traits. Traits give you a bonus and a penalty. Perks give you special powers and are
split into general and racial Perks.

Traits:

Bloodlust - You deal +1 damage, but take +1 additional damage whenever you take damage

Hardy - Your HP increases by 3, but you take a -1 to your Defence

Thin - Your defence increases by 2, but you take +1 additional penetrating damage whenever you take damage
General Perks:

Healthy - Increase your max HP by 1 every level

Dwarf Perks:

Elf Perks:

Halfling Perks:

Human Perks:

Koka Perks:

Equipment & Expenses

Currency is called Sens. The three types of Sen is Senten, Sen and Tensen. 10 Sentens (st) = 1 Sen (s), 10 Sens = 1
Tensen (ts)

Your average commoner makes about two sens a day. A sellsword makes a tensen a day.

Adventurers start with a survival kit which includes: 2d6 Sens, a bedroll, a week's worth of rations, a knife, a
waterskin, a few matches and 10m of rope.

Clerics also start with a Medium Melee Weapon, a Light Shield, and Light Armor. Thieves start with a Light Melee
Weapon and a Light Ranged Weapon. Warriors start with any two Weapons, a Medium Shield, and Medium Armor.
Wizards don’t get anything extra.

Weapons are split into five broad types. In these broad types there will be special weapons that fall in that category,
but have special properties.

Weapons:

10s Light Melee (Knives, Shortswords, etc.) - 1d3+Str/Agi (Agility can be used to attack and damage) (Can be
dual-wielded to allow you to make another attack as a free attack)

25s Medium Melee (Arming Swords, Battleaxes, etc.) - 1d6+Str

50s Heavy Melee (Longswords, Dane Axes, etc.) - 2d6+Str (2-handed)

20s Light Ranged (Slings, Shortbows, etc.) - 1d3+Agi (2-handed)

50s Heavy Ranged (Longbows, Crossbows, etc.) - 1d6+Agi (2-handed)


Armor:

Armors and Shields protect you, but in different ways. Armor reduces damage, while shields help you avoid and
block attacks. Armor and Shields also impede you in some ways. Armor gives you a -1 Armor Penalty for every tier
heavier it is, same goes for shields.

100s Light Armor - 2 Armor, -1 AP

250s Medium Armor - 4 Armor, -2 AP

500s Heavy Armor - 6 Armor, -3 AP

20s Light Shield - +1 Defence (Can be shattered to give you 1 Armor to against attack), -1 AP

50s Medium Shield - +2 Defence (Can be shattered to give you 2 Armor against one attack), -2 AP

100s Heavy Shield - +3 Defence (Can be shattered to give you 3 Armor against one attack), -3 AP

Exploration

On foot, you travel 5kph or 40km in a day (8 hours of travel).

You can carry, comfortably, 20kg with a bonus from your Strength (for every point above 0 you have in Str, you get
+5kg to your comfortable carry weight. For every point below 0, you get -5kg to your comfortable carry weight).
Your max carry weight is 4 times your comfortable carry weight (at 0 Str that’s 20kg x 4 = 80kg). You’ll be able to
carry 20kg in a backpack (30 cubic cm), any more and you’ll need additional containers for the material (I.e. a chest
or large sack).

When you carry more than ¼ of your max carry weight (your comfortable carry weight), but less than ½ of your
max, you become encumbered (the equivalent of 2 Armor Penalty). When you carry more than ½ your max carry
weight, but less than your max, you become heavily encumbered (equivalent of 4 AP). You cannot carry more than
your max carry weight.

Your Pack and your Belt are two very important containers. Your Belt can hold 2 small items, but can be grabbed in
combat as a Free Act. Your Pack can carry 20kg, but takes 2-Acts to grab something from it. It is best to keep
potions and the like in your Belt, and your adventuring equipment in your Pack.

Bestiary

There are 4 creature types: Aberration, Beasts, Humanoid and Undead. They each have their own abilities and
characteristics. Per level of the creature, they have 7 points to allocate to their 7 attributes, their good stats can be
twice their level, while their bad stats must be half their level (rounded down)

Aberration -

1d6+4 hp at 1st level

Education and Willpower are it’s good stats, it has no bad stats

They can see in the dark; they can use any weapons and armors it is described as using and they need to eat, sleep
and breathe.
Beasts -

1d6+4 hp at first level

Strength and Agility are it’s good stats, while Education is it’s bad stat

They can see in low light; they are proficient in no arms or armors and they need to eat, sleep and breathe.

Humanoid -

1d6+2 hp at first level

They have one good stat (you choose) and no bad stats

Proficient with any arms and armor stated as using and they need to eat, sleep and breathe

Undead -

1d6+4 hp at first level

They have Toughness as a good stat and has Agility, Willpower and Personality as bad stats

They can see in the dark; immunity to all mind-affecting effects; immunity to bleed, death-effects, disease, paralysis,
poison, sleep effects and stunning; cannot take non-lethal damage; cannot heal with rests; immune to all effects that
require a Toughness check; they cannot be resurrected; proficient with natural weapons and all weapons that it is
mentioned with using; proficient with any armors it is mentioned with wearing; they do not eat, sleep or breathe

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