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CHAPTER 4

Behemoths

E
very Voscan child was told stories of huge, nightmarish creatures that prey upon the young and foolish. While
the average bedtime tale was simply that—a fabrication of fantasy—stories about behemoths soon become reality for
the children of Mundus. While some behemoths are rare, the Eclipse brings horrors to the world on a regular basis, and
organized military forces are built up specifically to take down behemoths and protect the populace. Good luck encountering a
behemoth with a small group—and if you encounter one alone? Well, that’s just a real shame.

ELEPHANT Abilities
Elephants are large, gray mammals with tusks and prehensile Ponderous: Strong, but slow, Elephant’s MOB is halved.
trunks that allow them to manipulate objects. Elephants are Shambling: Elephants are slow to start running, but once
mostly peaceful herbivores who, unless provoked, generally they do, their MOB increases to 15. Elephants are terrible
have no interest in killing or brutalizing anyone. However, at any sort of acrobatic feat, however, and suffer a -8
those captured and raised by Humans have been employed penalty to anything involving dexterity, balance, or
as weapons of war, to terrible and deadly effect. Elephants jumping, to say nothing of climbing.
come in a few varieties, ranging from large to absurdly large,
with males typically coming in at twice the height of a man. Body Parts
Head
Characteristics Height: 5  Grip: Slick Flesh  Joins: Body
Environment: Savanna, forest, plains, and jungle (depending AV: 6  TOU: 12  ‡: Skull Base
on breed). Maneuvers: Gore (TN 8/SDB+4p), Grab,
Diet: Foliage, peanuts. Sweep (TN 8/SDB+0b)
Activity: Active during the day.
Spoor: Fibrous dung, discarded peanut shells. Body
Tracks: Large, unmistakable circular impressions. Height: 4  Grip: Slick Flesh
Behaviors: Typically travels in groups, highly protective of Joins: Head, Legs (4)
young. Friendly and docile if not spooked. More intelligent AV: 6  TOU: 15
than most animals, possessed of very long memories.
Weaknesses: Mice. Legs (4)
Height: 1  Grip: Flesh
Combat Stats Joins: Body
Combat Pool: 9 AV: 6  TOU: 10
Attributes: Maneuvers: Stomp (TN 7/SDB+3b),
MUR 6 END 15 WIT 3 ADR — CHA — Trample (TN 8/SDB+3b)
STR 20 HLT 15 PER 6 MOB 9 TOU —
AGI 3 WIL 4 INT 3 CAR 35 SDB 10
Attack Limit:
Up to one (1) attack with any body part.
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OASIS SPIDER Combat Stats
An opportunistic ambush-hunter, the gigantic Oasis Spider Combat Pool: 20
hunts for its game deep in the deserts of Vosca. It resembles a Attributes:
massive, alien, hard-shelled camel-spider, walking atop high MUR 14 END 10 WIT 3 ADR — CHA —
carapace poles at the end of its fourteen legs. Its shell ranges STR 18 HLT 15 PER 5 MOB 17 TOU —
from brown-gray to a near-glimmering gold, while its under- AGI 6 WIL 6 INT 3 CAR 28 SDB 9
belly is a shining, luminescent watery blue. *Unable to move in aquatic environments
It typically lays on its back and burrows down into the Attack Limit:
sands at the bottom of steep dunes, giving the impression of Up to one (1) attack with any body part.
rare, much-needed waters. The desert Ohanedin and Keduons
have learned to avoid these suspicious watering-spots, but Abilities
desperation can try even the wisest mind. Mirage: The underbelly of this huge creature works with a
supernatural effectiveness. The shimmering, watery image
Characteristics looks like a cool, refreshing pool of radiant water even up
Environment: Deserts and plains. close, beckoning the most observant to just reach out, and
Diet: Carnivore. touch the cool waters. Adventurers will be required to
Activity: Typically lays in wait, moves during cooler nights. perform an Observation test at 5 RS.
Spoor: Sweet swellings of life. Natural Formation: Grip checks against it are easier due to
Tracks: Pole-like holes in the sand that disappear quickly. natural hand-holds in the beast. Climb RS reduced by 1.
Behaviors: Ambush hunter, quick to retreat once wounded. Piercing Limbs: Stomp attacks by the Oasis Spider inflict
Weaknesses: Eyes, joints between neck and head. piercing damage instead of bludgeoning.
Dead in the Water: Unable to move in aquatic environments.

Body Parts
Head
Height: 5  Grip: Chitin  Joins: Neck
AV: 14  TOU: 16  ‡: Eyes
Maneuvers: Bite (TN 7/SDB+5p)

Neck
Height: 5  Grip: Chitin  Joins: Head, Body, Legs
AV: 10  TOU: 14  ‡: Joint

Body
Height: 4  Grip: Chitin  Joins: Neck, Legs
AV: 12  TOU: 20
Maneuvers: Thrash

Legs (16)
Height: 1  Grip: Chitin  Joins: Body, Neck
AV: 12  TOU: 16
Maneuvers: Grab, Stomp (TN 7/SDB+4p), Swallow

Chapter 4: Behemoths
22
DRAKE Characteristics
Organic imitations of the ancient Dragons of Chaos, Drakes Environment: Found in any environment.
are a slow-breeding and rare species that haunt Vosca’s Diet: Omnivorous.
remote regions, and are seldom encountered. Activity: Primarily nocturnal.
Drakes are beautiful, colorful creatures, and each is a Spoor: None. Unclear what waste they produce. Sometimes
unique rendition of their great ancestors. Unlike other beings, trail pieces of treasure once embedded in their hide.
Drakes do not age, and merely grow larger and stronger over Tracks: None if flying. Tracks on land varies depending on
time. the specific Drake, as each are unique.
They are intelligent and clever, however, the intelligence Behaviors: Highly solitary, almost never shares territory with
of a Drake is alien to that of man. While many of them could other Drakes.
communicate with mortals if they were so inclined, most do Weaknesses: Lured to treasure, prone to disregarding people
not. Human lifetimes and Human desires are so trivial to a until cannon fire is brought to bear.
Drake that the creatures are indifferent to mortal behavior.
Drakes are known to collect things—each has a sort of Combat Stats
fetishistic devotion to a certain material or treasure, and Combat Pool: 20
will horde it in its lair. Why this is done is not clear. It is Attributes:
speculated that the Drakes believe that if they gather enough MUR 16 END 15 WIT 7 ADR — CHA —
of their treasure, the Ancient Dragon to whom they trace STR 18 HLT 15 PER 10 MOB * TOU —
ancestry may some day return, lured by the promise of tribute. AGI 4 WIL 7 INT 10 CAR 37 SDB 9
Drakes are not foolish enough to engage in anything *18 MOB on land, 30 MOB while flying
resembling a fair fight unless absolutely necessary, and as Attack Limit:
they are capable of flight, they can (and Up to one (1) attack with any body part.
will) abuse that ability at every
opportunity.
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Abilities DOBARCUU
One-of-a-Kind: Some Drakes will possess thaumaturgy or The Dobarcuu are hideous abominations that dwell in aquatic
pyromancy, usually associated with one of the Chaos Gods climes, though not usually in the ocean itself. They are mostly
in the former case. Each Drake has a distinctive treasure or solitary, however mated pairs will live and hunt together,
substance it will attempt to collect, even if it means putting much to the terror of those dwelling near their vile pools.
itself in danger. Drakes also have strange Breath Weapons, The Dobarcuu is a pale, fleshy creature, with a body resem-
which it will employ to destroy its enemies at a distance. bling that of an otter with a finned tail. They have webbed
Some Drakes may have Hair or Slick Flesh instead of Scales hands, and their necks are long and prehensile. It is the head,
for their grip types, or even more mysterious qualities. however, that is their most terrible feature: it is humanoid,
Some Drakes can breathe underwater, whereas others are but five times as large, with great black chasms writhing with
totally immune to heat or cold. GMs, get creative! cilia where eyes ought to be, and distended, toothy jaws with
Breath Weapon: Most Drakes don’t actually breathe fire (and razor sharp teeth.
therefore inflict burn damage). Some will inflict cold or The Dobarcuu is a maneater, and famously prefers the
electrical damage, or will spit superheated substances or flavor of children to all others. They are disturbingly known
acid. Some will emit cones of dark light that require those for hunting pregnant women, and will sometimes leave
affected to make a WIL test at RS 4 or simply die. Others couples traveling together alone, in the hopes that the female
may inflict damage or affect targets with a magical Breath may pass by again at a later date, this time as a delicacy. This
Attack (see Magic Compendium for ideas). suggests a dark intellect and an ability to plan that is not
found in most other predators.
Body Parts Dobarcuu track primarily by smell, and will range a few
Head hundred yards from their watery territories to track and
Height: 5  Grip: Scales  Joins: Neck devour prey. They are not nearly so dangerous on land as they
AV: 10  TOU: 18  ‡: Skull Base are in the water—unless they enjoy the element of surprise.
Maneuvers: Bite (TN 6/SDB+3p), Breath Attack,
Grab, Thrash, Spit, Swallow Characteristics
Environment: Marshes, lakes, rivers, coastal sea.
Neck Diet: Carnivorous, prefers children and pregnant women.
Height: 4  Grip: Scales  Joins: Head, Body Activity: Nocturnal, but will ambush prey during the daytime.
AV: 8  TOU: 16  ‡: Skull Base Spoor: Excrement is extremely vile and nauseatingly odorous.
Hair looks human but is usually 6-8 feet long, making it
Body obvious when found on leaves or in water.
Height: 4  Grip: Scales  Joins: Neck, Wings, Legs, Tail Tracks: Highly distinctive five-fingered webbed tracks.
AV: 10  TOU: 25 Behaviors: Can feed primarily on fish and small game, but
Maneuvers: Thrash will actively seek out mortals for the chance to devour its
favored delicacies. Definitely intelligent enough to plan
Wings (2) and even coordinate with others of its kind.
Height: 5  Grip: Scales  Joins: Body Weaknesses: Awkward on land, not terribly well armored
AV: 6  TOU: 12 (besides head). Primarily an ambush predator, suffers
Maneuvers: Sweep (TN 8/SDB+4b), Thrash terribly from reversed ambushes. Blind, must track by scent
and sound. Vile smell that can give away their approach.
Legs (4)
Height: 1  Grip: Scales  Joins: Body Combat Stats
AV: 10  TOU: 18 Combat Pool: 18
Maneuvers: Grab, Stomp (TN 7/SDB+3b), Attributes:
Trample (TN 8/SDB+2b) MUR 14 END 15 WIT 4 ADR — CHA —
STR 12 HLT 15 PER 8 MOB 15 TOU —
Tail AGI 4 WIL 4 INT 4 CAR 27 SDB 6
Height: 2  Grip: Scales  Joins: Body Attack Limit:
AV: 8  TOU: 14 Up to one (1) attack with any body part.
Maneuvers: Sweep (TN 8/SDB+4b), Thrash
Abilities
Aquatic: MOB is halved on land. Can breathe underwater.
Stealth Predator: Gains a +8 bonus to Stealth rolls.

Chapter 4: Behemoths
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Heightened Senses: Gains a +4 bonus to PER for detecting RAROG
noisy or scented targets. Against those concealing their The Rarog is a great, terrible bird the size of an elephant, with
noise and scent, it instead suffers a -6 penalty to PER. vulture-like features and a long serpentine tail. It sails over
the Infinite Steppe, destroying life with a cone of coherent
Body Parts light that shoots forth from its beak.
Head The creature is the subject of a great deal of legend and
Height: 5  Grip: Hair  Joins: Neck speculation by Voscans. Many theorize that the beam it
AV: 8  TOU: 14  emits teleports whatever it touches directly into its stomach,
Maneuvers: Bite (TN 7/SDB+1p), Grab, Swallow while others reject the idea as ridiculous, as the bird is not
that large. The beam cuts cleanly through most materials,
Neck and eliminated objects simply vanish without a trace, like
Height: 4  Grip: Hair  Joins: Head, Body pudding scooped away by a great, terrible, winged spoon.
AV: 4  TOU: 14  ‡: Spine Base Rarogs are sometimes seen eating things normally, which
furthers the speculation as to what purpose this laser could
Body possibly serve, and why it employs it so often and so gladly.
Height: 2  Grip: Hair  Joins: Neck, Arms, Legs, Tail
AV: 4  TOU: 25  Maneuvers: Thrash Characteristics
Environment: Mountains, particularly the Infinite Steppe.
Arms (2) Diet: Carnivorous.
Height: 3  Grip: Hair  Joins: Body Activity: Active during the day.
AV: 4  TOU: 16  Maneuvers: Grab Spoor: Excrement, destruction carved into the landscape.
Tracks: None if flying. Creates large five-toed tracks when
Legs (2) it lands.
Height: 1  Grip: Hair  Joins: Body Behaviors: Solitary, rarely a mating pair will hunt together.
AV: 4  TOU: 16 Weaknesses: Not especially intelligent, fragile as far as
gigantic monsters go.
Tail
Height: 1  Grip: Hair  Joins: Body
AV: 4  TOU: 12
Maneuvers: Sweep (TN 8/SDB+1b),
Thrash
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Combat Stats GIANT
Combat Pool: 14 Great creatures of ancient times, Giants are made of earth,
Attributes: stone, and grass. Their blood is mineral oil, and their eyes are
MUR 8 END 10 WIT 4 ADR — CHA — made of crystal. They are not always violent creatures—many
STR 14 HLT 10 PER 8 MOB * TOU — sleep for centuries, and awaken only to move about. They do
AGI 6 WIL 4 INT 3 CAR 24 SDB 7 not seem to eat or to require any sort of sustenance.
*15 MOB on land, 40 MOB when flying When giants are found active, they are usually found
Attack Limit: performing a repetitive task like moving stone menhirs from
Up to one (1) attack with any body part. one side of a valley to another, arranging them in patterns.
A century later they would be found reversing the process,
Abilities moving the rocks back to the other side; they repeat this
Rarog Laser: The Rarog’s Breath Attack fires a coherent beam strange task over and over.
of light about a foot wide, that erases what it touches Nobody has found a way to communicate with Giants,
from existence upon contact. Magical objects, as well as not even Pyromancers or those who can speak directly to
orichalcum, are largely immune to this effect, however the spirits of most living things. In fact, Giants seem to be
prolonged exposure may damage them. The Rarog Laser immune to magic in general.
does not inflict damage when used as an attack; anything Giants are sometimes humanoid, but many are quadru-
it hits without magical protection will simply cease to exist. pedal, or walk like apes, using their forelimbs for locomotion.
See the Breath Attack maneuver in Chapter 6. All are capable of grasping and manipulating objects.

Body Parts Characteristics


Head Environment: Any
Height: 5  Grip: Feathers  Joins: Neck Diet: None
AV: 6  TOU: 14  ‡: Skull Base Activity: Does not sleep, often sits stills for years on end.
Maneuvers: Bite (TN 6/SDB+4p), Breath Attack, Spoor: Flowers in lush clusters around distinct impressions.
Grab, Spit, Swallow, Thrash Tracks: Huge impressions in the earth, ringed by flowers.
Behaviors: Typically found performing repetitive tasks, like
Neck moving stones back and forth into new positions based on
Height: 4  Grip: Feathers  Joins: Head, Body lunar cycles or some other unknown metric. Dislike being
AV: 4  TOU: 16  ‡: Skull Base disturbed, will violently react to disruption of activities.
Weaknesses: Slow, easy to ambush, not very intelligent. Very
Body vulnerable to artillery and explosives.
Height: 4  Grip: Feathers  Joins: Neck, Wings, Legs, Tail
AV: 6  TOU: 14 Combat Stats
Maneuvers: Thrash Combat Pool: 20
Attributes:
Wings (2) MUR 17 END 15 WIT 2 ADR — CHA —
Height: 5  Grip: Feathers  Joins: Body STR 20 HLT 20 PER 8 MOB 9 TOU —
AV: 6  TOU: 16 AGI 3 WIL 12 INT 4 CAR 35 SDB 10
Maneuvers: Sweep (TN 8/SDB+4b) Attack Limit:
Up to one (1) attack with any body part.
Legs (2)
Height: 1  Grip: Feathers  Joins: Body Abilities
AV: 8  TOU: 16 Ponderous: Strong, but slow, Giant’s MOB is halved.
Maneuvers: Grab, Stomp (TN 7/SDB+3b) Invulnerable Spirit: Magic that affects the mind or would
cause instantaneous death will not work on a Giant. Magic
Tail that inflicts damage will work.
Height: 2  Grip: Feathers  Joins: Body Earth and Stone: Burn, cold and electrical damage have no
AV: 8  TOU: 14  effect on Giants.
Maneuvers: Sweep (TN 8/SDB+4b), Thrash Heart of Silver: Giants have a heart-like core made of silver-
steel, which weighs in the realm of 600 pounds. One Giant’s
silversteel heart is a treasure that could feed a city for years.

Chapter 4: Behemoths
26
Body Parts DONDARXAK, THE MISERABLE BOIL
Head This Great Spawn of the Dark Watchers is a mass of teeming,
Height: 5  Grip: Rock  Joins: Neck quivering flesh, guided by a thrashing, agonized eyeless,
AV: 14  TOU: 12  ‡: Eyes mouthless skull. It pounds its face against its own great body-
folds over and over as it shambles across the landscape.
Neck Dondarxak was first spotted in Iber, where it was hunted
Height: 5  Grip: Rock  Joins: Head, Body by the Orredin for days before being brought down through
AV: 14  TOU: 10  ‡: Spine Base sheer weight of missiles. The creature was hacked apart, and
was found to have no stomach, but full of pus, cancerous boils,
Body and teeth, eyes, and hair growing on the inside.
Height: 4  Grip: Rock  Joins: Neck, Arms, Legs The Orredin believe that the creature was in terrible pain,
AV: 16  TOU: 14 and lashed out in fear and confusion at everything around it.
The corpse was piled high with wood and oil, and was burned.
Arms (2) A black mound remains where it fell to this day.
Height: 4  Grip: Rock  Joins: Body
AV: 14  TOU: 12 Combat Stats
Maneuvers: Grab, Sweep (TN 7/SDB+4b), Combat Pool: 11
Swing (TN 8/SDB+4b), Thrust (TN 7/SDB+4b), Thrash Attributes:
MUR 9 END 8 WIT 3 ADR — CHA —
Legs (2) STR 20 HLT 10 PER 1 MOB 15 TOU —
Height: 1  Grip: Rock  Joins: Body AGI 2 WIL 10 INT 2 CAR 28 SDB 10
AV: 14  TOU: 12  Attack Limit:
Maneuvers: Stomp (TN 7/SDB+8b), Up to three (3) attacks with any combination of body parts.
Trample (TN 8/SDB+3b)
Body Parts
Mouthless Head
Height: 5  Grip: Flesh  Joins: Body
AV: 4  TOU: 20
Maneuvers: Thrash

Blobby Body
Height: 4  Grip: Flesh  Joins: Head, Legs, Wing
AV: 6  TOU: 26
Maneuvers: Thrash

Porous Legs (3)


Height: 1  Grip: Slick Flesh  Joins: Body
AV: 6  TOU: 18
Maneuvers: Bite (TN 8/SDB+4p), Grab, Swallow,
Stomp (TN 7/SDB+8b), Trample (TN 8/SDB+8b)

Pointless Wing
Height: 5  Grip: Feathers  Joins: Body
AV: 4  TOU: 8
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THE ONE THAT SLATHERS Harbinger: The One That Slathers is totally immune to magic
This Spawn of the Dark Watchers landed on Mundus, a and magical effects. It cannot even be indirectly impacted
quarter-mile from the Albish city of Wright, somewhere by magic that is targeted at areas near to it.
in the region of 700 years ago. The One That Slathers has The Slow Inevitable: The One That Slathers has an extremely
persisted for all that time, watching, waiting, and advancing low MOB. It would be zero, except that it does move. Slowly.
upon the city. Very, very slowly. It moves perhaps two feet per
year, glacially growing closer to the city. Body Parts
Any who draw too close to the creature are destroyed by a Mouthless Head
terrible lash of psychic energy, and no means have yet been Height: 5  Grip: Flesh  Joins: Body
found to deal with the it. Even thinking about the creature AV: 4  TOU: 20
over-long, or referring to it by a name rather than obliquely Maneuvers: Thrash
referring to it as “that thing” gives it some power over you.
Ever since the creature was detected to have begun Prehensile Neck
moving, the city of Wright has begun slowly moving away, Height: 4  Grip: Flesh  Joins: Head, Body
each year expanding a bit in the opposite direction from AV: 4  TOU: 16  ‡: Skull Base
the creature, earning it the title of “The City Moving Ever Maneuvers: Grab, Sweep (TN 8/SDB+6b)
Westward” among the other inhabitants of Albion.
Still, The One That Slathers advances onwards, its face Vile Body
hungry, its eyes level and straight. It is only in the last Height: 4  Grip: Slick Flesh  Joins: Neck, Wing, Tendrils
century that the creature seems to have realized that its prey AV: 8  TOU: 30
is moving away from it, and its expression has recently begun Maneuvers: Thrash
to transform, slowly, into a snarl of indignant rage.
Pointless Wing
Combat Stats Height: 5  Grip: Feathers  Joins: Body
Combat Pool: 12 AV: 4  TOU: 8
Attributes:
MUR 9 END 6 WIT 4 ADR — CHA — Horror Tendril
STR 16 HLT 7 PER 2 MOB * TOU — Height: 2  Grip: Flesh  Joins: Body
AGI 3 WIL 3 INT 1 CAR 22 SDB 8 AV: 4  TOU: 18 
*0.000000000000000000000001 MOB rounded up Maneuvers: Bite (TN 7/SDB+3p), Grab, Swallow,
Attack Limit: Sweep (TN 8/SDB+6b)
Up to three (3) attacks with any combination of body parts.

Abilities
Destruction: Any living thing capable of sentient thought
that enters a thousand-yard radius of The One That Slathers
must immediately make a WIL test at 10 RS or explode into
a fountain of gore and cancerous mold that bears a vague
humanoid shape, and scream in anguish for days before
perishing.
No Name: Anyone that speaks of The One That Slathers at
any great length within a thousand miles of it, or who
refers to it by a name rather than a vague
description or designation, must make
a WIL test at 4 RS or feel compelled to
draw near to the thing. This will fade
after several hours, if the character is
forcibly prevented from drawing close to
the creature.

Chapter 4: Behemoths
28
ZADIEL, SINGING ONE GREAT SPAWN OF THE DARK WATCHERS
First seen sailing near Helion, Zadiel is a hideous four-winged The terrible and hideous product of the Eclipse, the Great
monstrosity with three heads, and three useless, shriveled Spawn of the Dark Watchers are mutated abominations,
legs. Unusually capable of survival for one of the Great Spawn, each with a unique form. Many Great Spawn are incapable
Zadiel preyed on ships and coastal fleets before being hunted of sustaining themselves in the atmosphere of the world. For
and destroyed by the Black Bolts, mercenaries out of Kedoua every one that goes on a feral rampage across the land, two
who were tired of its constant, incessant “singing.” perish in agony from suffocation or depressurization.
One head was heard quite distinctly babbling High Ruvian The following are common body parts for Great Spawn,
backwards, and another was theorized to be repeating sounds which can (and should) be combined haphazardly to create
it had heard, put to a rhythmic cadence. When the creature awful, monstrous creatures. Examples of the Great Spawn are
was eventually brought down with an arrow loosed by Dondarxak, The Miserable Boil; Zadiel, Singing One; and The One
Sergeant Lue of the Black Bolts, the third head apparently That Slathers.
cried for its mother in Zellish, though with a Karthacki accent.
The Black Bolts devoured Zadiel's flesh, and many years Example Combat Stats
later, those who consumed it lost the ability to speak. Combat Pool: 12
Attributes:
Combat Stats MUR 9 END 6 WIT 4 ADR — CHA —
Combat Pool: 18 STR 16 HLT 7 PER 2 MOB 12 TOU —
Attributes: AGI 3 WIL 3 INT 1 CAR 22 SDB 8
MUR 12 END 6 WIT 4 ADR — CHA — Attack Limit:
STR 14 HLT 7 PER 25 MOB 13 TOU — Up to two (2) or three (3) attacks with any combination
AGI 6 WIL 3 INT 1 CAR 20 SDB 7 of body parts.
Attack Limit:
Up to two (2) attacks with any combination of body parts. Example Body Parts
Vile Head
Abilities Height: 5  Grip: Slick Flesh
Ambulophobia: Zadiel will not land of its own accord, so its AV: 6  TOU: 18  ‡: Skull Base 
13 MOB is its flying speed. On the ground, its MOB is 0. Maneuvers: Bite, Grab, Swallow

Body Parts Murderous Head


Screaming Heads (3) Height: 5  Grip: Feathers
Height: 5  Grip: Flesh  Joins: Neck AV: 8  TOU: 16  ‡: Skull Base
AV: 8  TOU: 20  ‡: Skull Base Maneuvers: Bite, Breath Attack, Grab, Spit, Swallow
Maneuvers: Bite (TN 7/SDB+3p), Breath Attack, Grab, Spit, Swallow
Mouthless Head
Prehensile Necks (3) Height: 5  Grip: Flesh
Height: 4  Grip: Flesh  Joins: Head, Body AV: 4  TOU: 20
AV: 4  TOU: 16  ‡: Skull Base Maneuvers: Thrash
Maneuvers: Grab, Sweep (TN 8/SDB+5b)
Prehensile Neck
Vile Body Height: 4  Grip: Flesh
Height: 4  Grip: Slick Flesh  Joins: Neck, Wings, Legs AV: 4  TOU: 16  ‡: Skull Base
AV: 8  TOU: 30 Maneuvers: Grab, Sweep
Maneuvers: Thrash, Trample (TN 8/SDB+6b)
Fanged Neck
Mouthed Wings (4) Height: 4  Grip: Hair
Height: 5  Grip: Flesh  Joins: Body AV: 10  TOU: 14
AV: 6  TOU: 16 Maneuvers: Bite, Grab, Swallow
Maneuvers: Bite, Grab, Swallow, Sweep (TN 8/SDB+5b)
Vile Neck
Pointless Legs (3) Height: 4  Grip: Slick Flesh
Height: 1  Grip: Flesh  Joins: Body AV: 6  TOU: 16
AV: 4  TOU: 8 Maneuvers: Bite, Grab, Swallow
29
Blobby Body Armored Tail/Tendril Mouthed Wing
Height: 4  Grip: Flesh Height: 2  Grip: Scales Height: 5  Grip: Flesh
AV: 6  TOU: 26 AV: 12  TOU: 18  AV: 6  TOU: 16
Maneuvers: Thrash, Trample Maneuvers: Sweep, Thrash Maneuvers: Bite, Grab, Swallow, Sweep

Vile Body Horror Tail/Tendril Hideous Leg


Height: 4  Grip: Slick Flesh Height: 2  Grip: Flesh Height: 1  Grip: Feathers
AV: 8  TOU: 30 AV: 4  TOU: 18  AV: 8  TOU: 18 
Maneuvers: Thrash, Trample Maneuvers: Bite, Breath Attack, Grab, Maneuvers: Stomp
Spit, Swallow, Sweep, Thrash
Mouth-Strewn Body Pointless Leg
Height: 4  Grip: Slick Flesh Pointless Wing Height: 1  Grip: Flesh
AV: 10  TOU: 20 Height: 5  Grip: Feathers AV: 4  TOU: 8
Maneuvers: Bite, Grab, Swallow, AV: 4  TOU: 8
Thrash, Trample Porous Leg
Vile Wing Height: 1  Grip: Slick Flesh
Vile Tail/Tendril Height: 5  Grip: Slick Flesh AV: 6  TOU: 18
Height: 2  Grip: Slick Flesh AV: 4  TOU: 16 Maneuvers: Bite, Grab, Swallow, Stomp
AV: 6  TOU: 14  Maneuvers: Grab, Sweep, Thrash
Maneuvers: Grab, Sweep, Thrash

Fanged Tail/Tendril
Height: 2  Grip: Hair
AV: 8  TOU: 18
Maneuvers: Bite,
Grab, Sweep,
Swallow, Thrash

Chapter 4: Behemoths
CHAPTER 5

Combat

Y Beasts and Monsters


our typical combat encounter may include a few
humanoid foes, but when you’re traveling in the
wilds, your party will need to protect against hungry
packs of wolves... and much worse. How do you fight against
beasts, monsters, and behemoths? Mostly as you would
normal NPCs: creatures with higher ADR can act in more ORDER OF COMBAT
phases; and in bouts both characters and creatures declare Beasts and monsters act in combat as regular characters do;
orientations and fight for initiative. Simple! Well, except for ADR determines involvement in phases, initiative in bouts.
behemoths. They’re a little different.
This chapter contains the rules and terms that shape
combat. Specifically, we talk about how to determine combat COMBAT POOL
pool (CP) for creatures, how to calculate damage and wounds, Combat Pool (CP) represents a creature’s deadliness and is
discuss the various hit locations of different shaped creatures, used to activate and power maneuvers. Quicker, stronger
and how they act in combat. Read this chapter in conjunction creatures will have a higher CP than those that are slower
with the combat rules outlined in the Core Rulebook. or less potent. Beasts and monsters determine their CP with
this formula:

Q111111111R
(ADR + MUR + Misc)
− (Encumbrance + Fatigue + Pain + Misc)
AQUATIC COMBAT = CP

2 3
Fighting underwater isn’t something most characters The undead are not affected by fatigue or pain. The GM may

2 3
are well equipped to do. Water makes it harder to move, determine how CP penalties apply to creatures.
there’s the whole problem of needing to breathe, and
the ever-present problem of the weight of armor and

2 3
equipment while submerged. DAMAGE AND WOUNDS
Melee Damage
2 3
Combat Pool Penalties
Non-aquatic characters and creatures engaged in melee Similar to regular combat, first determine whether an attack
combat underwater suffer a -15 CP penalty. This is lands by rolling the attacking CP against any defending CP.

2 3
reduced by their Swimming skill level. At maximum Determine the hit location and BS. Then, beast and monster
skill level, the penalty is reduced to -5 CP. Additionally, damage is calculated with this formula:

2 3
MOB penalties from encumbrance are also applied to
CP while fighting in water. Damage (SDB + Specific Maneuver Damage + BS)
− Defense (TOU + AV + Misc)

2 3
Exhaustion = Wound Level
While fighting underwater, characters and creatures

2 3
accrue fatigue at double the normal rate. Some maneuvers may specify that a certain type of beast or
monster would inflict more or less damage when performing
Target Number Penalties the same maneuver. For example, a Dog’s bite is less potent

S444444444T
Characters or creatures without the Aquatic quality than a Tiger’s bite, however both use the Beast Bite maneuver.
suffer a +1 penalty to the TNs of all maneuvers. This differing number is referred to as the Specific Maneuver
Damage in the damage calculation.
31
Doofus is attacked by a Tiger with Beast Bite (TN 6/SDB+4c). will die eventually from hunger, infection, or to healthier
The Tiger uses 10 dice and rolls 6 successes, against Doofus’ predators, but it is possible for most wounds to heal. Untreated
desperate Arm Parry which gives him 5 successes. The Tiger wounds will continue to bleed, and pain will be suffered in
successfully lands a bite on Doofus’ forearm with 11 damage full until the wound is completely healed.
(6 SDB + 4 Tiger Beast Bite + 1 BS) against Doofus’ defense Beasts and monsters will typically recover from level 1 and
of 8 (4 TOU + 4 AV of his Hardened Leather Vambraces). This level 2 wounds without treatment, so long as they have access
results in a serious level 3 cutting wound... Were it a Lion that to sustenance and ample rest. Without the Surgery skill in
attacked instead, our friend Doofus may have gotten away play, level 1 and level 2 wounds will take double the amount
with a mere level 1 cutting wound. of time to heal. That is, a level 2 wound to a creature with 5
HLT will take 4 weeks to recover from it.
Missile Damage In the same line, untreated level 3 wounds will take triple
Beasts and monsters suffer missile damage in the same way the amount of time to heal, and level 4 wounds quadruple the
that regular characters do. Their base missile defense is 4. typical healing time. It is impossible for a beast or monster to
recover from a level 5 wound without treatment.
Wounds The undead obviously do not suffer wounds, and GMs may
Both beasts and monsters are inflicted with wounds when indicate alternative wound effects and recovery options for
you damage them, except for the undead, who use Form. certain creatures.

Q111111111R
HIT LOCATIONS
Beasts and monsters typically have quadruped, biped, or fish
FLYING CREATURES
2 3
body profiles, however some may have wings, tails, or extra
limbs. Appendix A and Appendix B show hit location profiles

2 3
and wound charts that you can customize to suit different Some creatures can fly. That complicates things. A flying
beasts and monsters. creature is far more difficult to defend against than a
When attacking a beast or monster with a swinging or land-bound beast, to say nothing of counter-attacking!
thrusting maneuver, simply select the hit location that you’re
aiming for. Unlike typical characters, who have 20 hit loca- 2 3
It is only possible to engage a flying creature if it
closes in to make a close-range attack. Typically, a

2 3
tions, most beasts and monsters have around 10 hit locations. flying creature will use half its flying MOB to swoop
Missile attacks will roll on a table, located in Appendix A. in, perform its maneuver, then fly away again using

2 3
the remaining half of its flying MOB. At the creature’s
discretion it might swoop in to make an attack and
ACTIONS AND MANEUVERS
2 3
then land, staying on the ground to fight. Although,
Beast and monster actions and maneuvers are described f lying predators rarely stay on the ground after

2 3
in detail in Chapter 6. Characters do not require the use of attacking their prey, as they would be vulnerable.
any special actions or maneuvers to engage with a beast or A flying behemoth with the ability to breathe fire
monster—they use the same moves they would against a would be an evil threat, indeed. It could theoretically

2 3
regular humanoid foe. strafe its targets repeatedly at little or no risk to itself…
The maneuvers beasts use in combat are specific to their Unless those targets, say, had a cannon, or a lot of guns.

S444444
kind. Most animals cannot wield a sword and shield, so they While flying, creatures gain a +3 bonus
are restricted to their weapons: teeth and claws. to their missile defense.
Some monsters can use the same maneuvers and actions
that typical characters would, if they are humanoid and
capable, but note restrictions in the monster’s description.

RECOVERY
Wounded beasts and monsters do not fare as well as regular
characters once the fighting is over. If the creature has access
to someone to perform Surgery, they recover from wounds as
regular characters would.
However, without the help of Surgery, their recovery is
much longer and dangerous. Most severely wounded beasts

Chapter 5: Combat
32
TOU and AV
Behemoths Each body part has its own
TOU and AV values, which are
used for calculating damage, and are
described below. Note that TOU does not reduce damage,
ORDER OF COMBAT as it would for characters and creatures. For behemoths, it
In a round, behemoths only act in phase 3 when not engaged, is an indicator of how resistant to damage the body part is.
and only in bout 3 when engaged in melee combat.
All behemoth attacks are made as though they declared
aggressive orientation. It is possible to gain initiative over a DAMAGE AND WOUNDS
behemoth, and the change in initiative that happens in bout
3 will carry over to the next round’s bout 3 (while players try Melee Damage
their best to kill or immobilize it in bouts 1 and 2). Damage inflicted on behemoths is calculated differently than
beasts, monsters, and regular characters.
First, behemoths do not think to defend themselves
COMBAT POOL against any incoming attack, so all the CP dedicated to an
Behemoths determine their CP with this formula: attack maneuver on a behemoth is counted as BS.
Then to determine damage, the behemoth's body part
(AGI + MUR + Misc) AV and TOU come into play. AV diminishes the attack, in
− (Encumbrance + Fatigue + Pain + Misc) the same way it would for regular characters, however the
= CP amount above the defense is NOT the wound level. We call
that excess damage. See the calculation below:
Instead of ADR like regular characters, beasts, and monsters,
the determining attribute for behemoth CP is AGI. Damage (SDB + Specific Maneuver Damage + BS)
Behemoths suffer from encumbrance penalties, as well as − Defense (AV + Misc)
fatigue, and pain inflicted by wounds. = Excess Damage
Stun rarely affects behemoths, and will only modify the
available CP if the stun value is greater than the behemoth’s Excess damage stacks and remains on the body part. When
END value. the excess damage reaches the body part's TOU, then the
body part gains a level 1 wound. For each multiple of the
body part's TOU, the wound gains a new level. Upon reaching
BODY PARTS wound level 5, the body part is usually destroyed.
Behemoths are so huge that you would struggle to miss them.
Instead of aiming for target zones and landing on hit loca- Halberdier Samson Swings a Power Attack at the Drake’s leg.
tions, characters simply target the specific body part they He hits it, and inflicts a whopping 22 damage. The leg's AV
want to attack. is 10, and it has TOU 20. Samson’s attack inflicts 12 excess
Body parts are almost treated like individual creatures, damage, which does not inflict a wound, but stays on the
as it often takes the dismemberment or destruction of a few Drake’s leg. Samson hits the leg again, this time inflicting 18
body parts to take out a behemoth. damage. After the Drake’s AV, 8 excess damage is added to
the total, which brings it to 20. The Drake now suffers a level
Height and Reach 1 wound on its leg. If Samson were to continue whacking the
As behemoths are often very tall, some parts of them cannot Drake, and bring the damage level of to 40, the leg's wound
be easily attacked from the ground. Each body part has a would increase to a level 2, then a level 3 at 60 damage, a
height value, which determines the reach of weapon needed level 4 at 80, and finally a level 5 wound at 100 damage.
to attack the creature. In some cases, it may be necessary to
Climb onto the behemoth to attack it more effectively. This would take a while, so Samson had better hope the Drake
doesn’t turn its attention to him any time soon.
Height Required Reach Height Required Reach

1 H-reach 4 LL-reach
Missile Damage
Behemoths suffer missile damage in the same way that
2 VL-reach Cannot attack regular characters do. Their base missile defense is 0, as they
5 are so large and are difficult to miss. Behemoths will not avoid
3 EL-reach from ground
incoming missiles.
33

Instead of rolling on a missile damage table to deter- ACTIONS AND MANEUVERS


mine a hit location, attackers indicate which body part Behemoth actions and maneuvers are described in detail in
will receive damage. Any successful missile damage Chapter 6.
applies in a similar way to melee damage: damage in The number of maneuvers a behemoth can perform in a
excess to the body part's AV is stacked, a wound level is gained round (at the end of bout 3) is determined by the “Attack
when damage reaches the body part's TOU. Limit” figure in its combat stats. If a behemoth has an attack
limit of 3, then its limbs may perform 3 allowable maneu-
Falling Damage vers. A leg may have a Stomp maneuver, and a tendril may
Large creatures tend to deal with falling worse than smaller have a Sweep maneuver available to it. Check the behemoth’s
ones. A mouse dropped from a cliff would bounce upon description!
hitting the ground a hundred feet below, but an elephant
would splash, as its own weight obliterates its body. For this
reason, and for their varied construction, behemoths should RECOVERY
be subject to far greater injury from dangerous falls than Like beasts and monsters, behemoths typically do not have
other creatures. The extent of this is up to the GM’s discretion, access to Surgery, or have the ability to treat their own
as it is impossible sufficiently detail every variable. wounds. They will continue to suffer from their injuries, and
Generally, for every 10x the weight of regular character, a eventually die from hunger, infection, or to predators.
behemoth will suffer double falling damage. As an example, It is possible for their untreated wounds to heal, however.
a regular character will average 200 pounds, and an elephant Untreated wounds will continue to bleed, and pain will be
generally weighs in the vicinity of 12,000 pounds. That means suffered in full until the wound is completely healed. Their
elephants weigh 60x a regular character. If a regular character recovery rate is the same as beasts and monsters:
would suffer 2 damage from a fall, then doubling that 6 times  Level 1 and 2 wounds at double the normal recovery rate;
(60÷factor of 10=6) would mean an elephant would suffer 120  Level 3 wounds at triple the normal recovery rate;
damage from the same fall. Ouch!  Level 4 wounds at quadruple the normal recovery rate; and
Of course flying creatures may have a very good weight-to-  It is impossible to recover from a level 5 wound.
size ratio—and that’s not even getting into magic.
We’ve left weight off behemoth stat blocks for these types GMs may indicate alternative wound effects and recovery
of variables. Eyeball it, GMs! options for certain behemoths.

Chapter 5: Combat
CHAPTER 6

Actions and Maneuvers

O
nce you’ve entered into combat with a creature, MANEUVERS
you’re left with few options. Dialogue is off the A Tiger’s Beast Bite is more potent than a Dog’s, and this is
table; it’s kill or be killed, and maim or be maimed. reflected in their differing base damage. These values are
Beasts, monsters, and behemoths have a unique set of found in the creature’s entry, where 🆇 is the TN, 🆈 is the base
maneuvers available to them that regular characters don’t damage of the creature’s “weapon,” and 🆉 is the damage type.
use. Unless you have a fire breather in your party? Your GM Some maneuvers call for “half 🆈” damage against Hard
can work that one out. Characters also may need to employ a armor. GMs may need to define what this means for certain
different approach when in combat with behemoths. creatures, as some values cannot be halved as an integer. The
intent is for the attack to be “half” as effective. It is suggested
that if 🆈 is:
 +6, then half 🆈 is +3;  +0, then half 🆈 is -1; and

Beasts and Monsters


 +1, then half 🆈 is +0;  -1, then half 🆈 is -2.

Beast Bite [X]


Type and Tags:  U   Th   ATTACK   BEAST   GRAB
Requirements: Beast or monster with unrestrained jaws.
ACTIONS Maneuver: Attack at HA-reach, at TN 🆇, targeting opponent
Beasts and monsters can perform one action per phase, and with X dice. Roll on the Thrusting Target Zone for the hit
may only act in phases where they have high enough ADR location when targeting a character, or aim for a specific
(see Table 19.4 in the Core Rulebook). Like regular characters, hit location when targeting a creature.
beasts and monsters may substitute an action for a maneuver Success: Inflict damage equal to [SDB+/-🆈+BS] in 🆉 damage
in a bout. Two moves are performed in each melee bout. type to hit location. If there is Hard armor on the hit loca-
Beasts and monsters are not as able as regular characters, tion, inflicts [SDB+/-half 🆈+half BS] bludgeoning damage.
and so their available actions are limited. All beasts and If you hit an arm, leg, neck, lower head or groin, you may
monsters can perform the Charge, Engage, and Sprint actions spend 2 CP (if you inflicted either a cutting or bludgeoning
found in the Core Rulebook. If the beast or monster’s INT is wound with this attack, there is no CP cost) to grab the
equal to or higher than 5, they may perform Active Defense and bitten hit location. If you do so, opponent must make a
Take Cover. Those with less than 5 INT do not even consider stability check at [2+BS] RS or be rendered prone.
using cover or dodging to help defend against their assailants. Performing maneuvers that involve a grabbed limb has
an activation cost of 4, and suffers a TN increase of 2. This
Quick Actions includes Void and Movement
Actions consume one allowed move, however beasts and maneuvers for grabbed
monsters may do quicker things that do not consume their legs, and attacks with
move. At the GM’s discretion, one (or two) of these undertak- grabbed arms. Creature
ings, or something similar, may be performed in addition to, remain grabbing the oppo-
or instead of, an action: nent until it is rendered
 Moving a number of yards equal to their MOB; prone; it makes another
 Drawing a weapon from an easily accessed sheath; Beast Bite attack; it makes
 Picking something up within S-reach; any defense maneuver; it
 Growling, roaring, or vocalizing something short; voluntarily releases the
 Standing up from a prone position—not to be used instead victim; or it (or someone
of Rapid Rise or similar maneuvers; or else) rips off the oppo-
 Opening or closing a door to prepare an escape, if able. nent’s grabbed limb.
35
Crash [X+4] Tackle [X+2]
Type and Tags:  U   ATTACK   BEAST Type and Tags:  U   ATTACK   BEAST
Requirements: Creature able to run and Crash into target. Requirements: Beast or monster able to Tackle.
Maneuver: Attack at current reach, at TN 8, targeting oppo- Maneuver: Attack at HA-reach, at TN 5, targeting opponent
nent with X dice. Roll on the Falling Damage Hit Location with X dice.
table to determine hit location and adjacent hit locations. Success: Opponent suffers [BS] stun, and must make a
Success: Inflicts [Weight+BS] in bludgeoning damage to hit stability check at [2+BS] RS or be rendered prone and suffer
location, determined by the Falling Damage Hit Location falling damage equal to [SDB+5+BS] feet. Roll on the Falling
table. Adjacent hit locations take half the wound level as Damage Hit Location table to determine hit location and
the main hit location. Damage to adjacent hit locations adjacent hit locations. Adjacent hit locations take half the
cannot be reduced. wound level as the main hit location. Damage to adjacent
Special: This maneuver may not be defended with a Block or hit locations cannot be reduced.
Parry; it can only be defended with a Void maneuver.

Gore [X]

Behemoths
Type and Tags:  U   Th   ATTACK   BEAST  
Requirements: Beast or monster with tusks or horns.
Maneuver: Attack at HA-reach, at TN 🆇, targeting opponent
with X dice. Roll on the Thrusting Target Zone for the hit
location when targeting a character, or aim for a specific
hit location when targeting a creature. ACTIONS
Success: Inflicts [SDB+/-🆈+BS] in 🆉 damage type to hit loca- Behemoths only perform one action in phase 3, regardless of
tion. If there is Hard armor on the area, inflicts [SDB+/-half whether their ADR would allow them to perform actions in
🆈+half BS] damage, and inflicts bludgeoning damage. other phases. In phase 3, however, they act in order of ADR,
Special: This maneuver cannot be Parried. If Blocked, the like regular characters.
maneuver will inflict damage as though resolving with 0 Behemoths may substitute an action for a maneuver in a
BS, with shield AV automatically applied to the hit location. melee bout. Behemoths may only move in round 3 of a melee
bout, and the number of maneuvers they may perform is
Savage [X] limited, and is noted in the behemoth’s description as its
Type and Tags:  U   ATTACK   BEAST “attack limit.”
Requirements: Beast or monster currently grabbing an oppo- Behemoths are not as able as regular characters, and so
nent (requires successful Beast Bite). their available actions are limited. All beasts and monsters
Maneuver: Attack at HA-reach, at TN 4, targeting opponent’s can perform the Charge, Engage, and Sprint actions found
grabbed hit location with X dice. This maneuver cannot be in the Core Rulebook. If the behemoth’s INT is equal to or
defended against. higher than 5, they may perform Active Defense and Take Cover.
Success: Inf lict damage equal to [SDB-1+BS] in cutting Those with less than 5 INT do not even consider using cover
damage to grabbed hit location. If there is Hard armor on or dodging to help defend against their assailants.
the area, this attack inflicts [SDB-4+BS] in bludgeoning
damage instead. Opponent must make a stability check at Quick Actions
[2+BS] RS or be rendered prone. If already prone, opponent Actions consume one allowed move, however behemoths may
takes [BS] stun. Savage does not end a grab. do quicker things that do not consume their move. At the
GM’s discretion, one (or two) of these undertakings, or some-
Swipe [X] thing similar, may be performed in addition to, or instead of,
Type and Tags:  U   ATTACK   BEAST an action:
Requirements: Beast or monster with paw able to Swipe.  Moving a number of yards equal to their MOB;
Maneuver: Attack at H-reach, at TN 🆇, targeting opponent  Picking something up within S-reach;
with X dice. Roll on the Swinging Target Zone for the hit  Growling, roaring, or vocalizing something short; or
location when targeting a character, or aim for a specific  Standing up from a prone position—not to be used instead
hit location when targeting a creature. of Rapid Rise or similar maneuvers.
Success: Inflict damage equal to [SDB+/-🆈+BS] in 🆉 damage
type to hit location. If there is Hard armor on the hit loca-
tion, this attack only inflicts [SDB+/-half 🆈+half BS] blud-
geoning damage.

Chapter 6: Actions and Maneuvers


36
MANEUVERS Sweep [4+X]
Behemoths use their body parts to attack. The number of Type and Tags:  U   ATTACK   BEHEMOTH   GENERAL
attacks they can perform per round is limited, however— Requirements: Behemoth with a strong body part (limb or
the attack limit is noted in the behemoth’s description. For tail) able to perform a Sweep maneuver.
example, if the behemoth’s attack limit is 4, they can use their Maneuver: Attack at LL-reach at TN 8, targeting characters
head to perform 1 maneuver, their legs to perform 2, and their within a 90-degree arc with X dice. Roll on the Falling
tail to perform 1, for a total of 4 maneuvers. Behemoths may Damage Hit Location table to determine hit location.
only perform these maneuvers in bout 3 of the round. Success: The beast sweeps its foes with a limb or tail. Inflicts
There are two types of behemoth maneuvers: general and [SDB+/-🆈+BS] in 🆉 damage type to hit location, deter-
targeted. General attacks affect an area and those within it, mined by the Falling Damage Hit Location table. Characters
and targeted attacks specifically focus on one character. that are hit are also thrown [STR] yards away.
Special: Parries and Blocks can be taken against Sweep, but
cannot reduce the damage below 1 BS. A successful Parry
General Maneuvers inflicts damage to the attacking body part as though
succeeding on a Swing or Thrust with Parry BS.
Breath Attack [6+X]
Type and Tags:  U   ATTACK   BEHEMOTH   GENERAL   BREATH Thrash [8]
Requirements: Behemoth that can breathe a substance such Type and Tags:  U   ATTACK   BEHEMOTH   GENERAL   ANTI-CLIMB
as fire, mercury, or plasma. Requirements: Behemoth able to Thrash around.
Maneuver: Attack at LL-reach at TN 🆇 (see “Success”), Maneuver: Immediately force a Climbing test for each char-
targeting characters within a 90-degree arc with X dice. acter Climbing the creature, with +2 RS.
Roll on the Missile Target Zones table for the hit location. Success: The climber is thrown off the creature, and suffers
Does not use reach modifiers. falling damage for distance dislodged.
Success (Drake): Each Drake’s Breath Attack has a different
damage type determined by the GM. No two Drakes are Trample [4+X]
the same. Each Breath Attack has a TN of 6. For each BS, the Type and Tags:  U   ATTACK   BEHEMOTH   GENERAL
targets suffer that amount of damage of the appropriate Requirements: Heavy behemoth able to Trample targets.
type. For example, if the Drake breathes fire, and they get Maneuver: Attack at M-reach at TN 8, targeting all charac-
5 BS, the targets suffer 5 instances of burn damage at an ters in the path of the creature with X dice. Creature can
intensity of the GM’s discretion. If the damage type does Trample up to 4x MOB in yards in a straight line. Roll on the
not require an advanced calculation (e.g. a Drake with a Falling Damage Hit Location table to determine hit location.
sonic attack) apply the amount of BS directly as damage Success: The creature charges at and Tramples targets. Inflicts
of the appropriate type, with appropriate saves (e.g. HLT [SDB+/-🆈+BS] in 🆉 damage to hit location, determined by
check to prevent one’s eardrums from exploding). the Falling Damage Hit Location table.
Success (Rarog): The Rarog’s Breath Attack has a TN of 10. Special: Defenders do not use CP against this maneuver, but
Any material it touches is obliterated, with a few minor instead an opposed MOB roll to get out of the way in time.
magical exceptions being able to resist its potency. GM to
determine exceptions or modified conditions.
Success (Zadiel, Singing One): Zadiel’s Breath Attack is at TN 6. Targeted Maneuvers
It inflicts [6+BS] bludgeoning damage to the upper head of
its targets. AV does not reduce this damage, however magic Behemoth Bite [X]
items may, at the GM's discretion. For every 5 BS, victims Type and Tags:  U   ATTACK   BEHEMOTH   TARGETED
of Zadiel’s attack must make a WIL check at 5 RS. Victims Requirements: Behemoth able to Bite target.
take an additional 1 pain for each failed test. Once 5 or Maneuver: Attack at L-reach at TN 🆇, targeting opponent
more tests have been failed within 24 hours the affected with X dice. Roll on the Thrusting Target Zone for the hit
characters gain a random bane (either Blind, Deaf, or Mute) location.
that can only be removed by magical healing. Success: Inflicts [SDB+/-🆈+BS] in 🆉 damage type to hit
Special: Parries cannot be used against Breath Attack, but Block location. Characters that are bitten may be immediately
can, in some instances. At the GM’s discretion, shields subjected to a Grab maneuver, which the behemoth can
may be damaged by the Breath Attack. Voids can be used use at -2 to the activation cost.
as normal, unless they are not applicable. You can’t really Special: This maneuver cannot be Blocked.
move out of the way of a sonic Breath Attack!
37
Behemoth Gore [X] Special: Parries cannot be used against Spit, but Block can, in
Type and Tags:  U   ATTACK   BEHEMOTH   TARGETED some instances. At the GM’s discretion, shields may be
Requirements: Behemoth with tusks or horns. damaged by the Spit. Voids can be used as normal, unless
Maneuver: Attack at HA-reach, at TN 🆇, targeting opponent they are not applicable. You can’t really move out of the
with X dice. Roll on the Thrusting Target Zone for the hit way of a sonic Spit!
location.
Success: Inflicts [SDB+/-🆈+BS] in 🆉 damage type to hit loca- Stomp [X]
tion. If there is Hard armor on the area, inflicts [SDB+/-half Type and Tags:  U   ATTACK   BEHEMOTH   TARGETED
🆈+half BS] damage, and inflicts bludgeoning damage. Requirements: Heavy behemoth able to Stomp target.
Special: This maneuver cannot be Parried. If Blocked, the Maneuver: Attack at M-reach at TN 7, targeting opponent’s
maneuver will inflict damage as though resolving with 0 target zone with X dice.
BS, with shield AV automatically applied to the hit location. Success: Inflicts [SDB+/-🆈+BS] in 🆉 damage type to every hit
location in target zone.
Grab [2+X] Special: This maneuver cannot be Parried. A successful Block
Type and Tags:  U   ATTACK   BEHEMOTH   TARGETED   GRAB resolves at reduced damage by BS, and does not negate the
Requirements: Behemoth with a body part able to Grab target. attack. Shield AV is applied to the resulting hit.
Maneuver: Attack at L-reach at TN 7, targeting chosen hit
location of target with X dice. Swallow [4]
Success: The behemoth Grabs and holds onto its target. Target Type and Tags:  U   ATTACK   BEHEMOTH   TARGETED
is grabbed. A grabbed character will be carried along with Requirements: Behemoth has Grabbed target and is able to
the body part used to grab them, and will not be able to attempt to Swallow them.
move. The character may continue making attacks, though Maneuver: Attack at HA-reach at TN 6, targeting opponent
at a +2 TN penalty. At the end of bout 3, the character can with dice equal to STR. Target defends by rolling a MOB test
attempt to break free of the behemoth’s grasp by making an at TN 6 against attack.
opposed STR test against the behemoth. If the behemoth Success: Target is swallowed. Immediately suffers falling
suffers a wound or other injury to the body part grabbing a damage as though falling 20 feet onto Hard ground per
target, it will have a -4 penalty to these STR tests. round until either they perish, or the behemoth is killed
Special: This maneuver cannot be Blocked or Parried. and they are removed from its body.

Spit [2+X]
Type and Tags:  U   ATTACK   BEHEMOTH   TARGETED   BREATH

Characters
Requirements: Behemoth able to perform a directed Breath
Attack.
Maneuver: Attack at LL-reach at TN 🆇 (see “Success”),
targeting opponent with X dice. Roll on the Missile
Target Zones table for the hit location. Does not use reach Actions and maneuvers for regular characters are covered in
modifiers. the Core Rulebook, however some special actions and maneu-
Success (Drake): Each Drake’s Spit has a different damage vers may be needed when dealing with behemoths.
type determined by the GM. It should match its Breath
Attack, except that its TN is reduced by 1. For each BS, the
target suffers that amount of damage of the appropriate ACTIONS
type. For example, if the Drake breathes fire, and they get Characters in close contact with a behemoth can attempt to
5 BS, the target suffers 5 instances of burn damage at an Cling to it, and then Climb it. This allows characters to attack
intensity of the GM’s discretion. If the damage type does it up close, plant a bomb on it, or just escape its attacks! Some
not require an advanced calculation (e.g. a Drake with a body parts will be too high to reach from the ground, making
sonic attack) apply the amount of BS directly as damage Climbing an awful necessity.
of the appropriate type, with appropriate saves (e.g. HLT
check to prevent one’s eardrums from exploding). Cling
Success (Rarog): The Rarog’s Spit has a TN of 9. Any material it Clinging onto a behemoth is needed before starting to Climb
touches is obliterated, with a few minor magical exceptions it. Clinging uses the Climbing SP. The base RS of 3 is modified
being able to resist its potency. GM to determine excep- by the grip type of the body part being Clinged to, and other
tions or modified conditions. factors that may be in play. Clinging and Climbing must be
separate actions, regardless of how many BS are rolled.

Chapter 6: Actions and Maneuvers


38
Climb Climb-Attack
Characters use their SP to Climb. This action is used to Type and Tags:  U   ATTACK   WEAPON   CLIMB
move from one body part to a connecting one by rolling a Requirements: Clinging to or Climbing on a behemoth, using
Climbing test. Each Climb test has a base RS of 3. If a char- a weapon.
acter rolls above the RS, they can move from that body part Maneuver: Make a Climb test and either a Swing or Thrust
to a connecting one—and from there, potentially to others. If maneuver. You may only target the body part you are
a character rolls enough BS to traverse multiple body parts in currently Climbing on. If you are using a 1H weapon, the
a row, then they may do so in only one action. Each multiple Climb test is at no penalty. If you are using a 2H weapon,
of RS successes will allow movement to another body part. the Climb test is at a +2 RS penalty, and you suffer a +1 to
the weapon’s TN.
Modifiers Effects Success (Attack): Resolve damage normally on the behemoth.
Behemoth attacks +2 RS Success (Climb): Retain grip on the behemoth.
Monster moves +1 RS (normal) Failure (Climb): Lose grip on the behemoth, and fall to the
+2 RS (running/sprinting) ground, suffering falling damage as appropriate. At the
GM’s discretion, make an Athletics test to Cling to a lower
Climber attacks +1 RS
body part during your fall.
Grip type +2 RS (chitin, slick flesh, smooth scales)
+1 RS (flesh)
Weak Point Attack [4]
+0 RS (scales, rock)
Type and Tags:  U   ATTACK   WEAPON   CLIMB
-1 RS (hair, feathers)
Requirements: Clinging to or Climbing on a behemoth, using
a weapon.
If a character fails a Climb test to hold onto a behemoth, Maneuver: Make a Climb test and either a Swing or Thrust
they will fall off it. If they fail by 3 or fewer successes, it is a maneuver. You may only target the weak point (‡) of the
controlled fall, and the height involved will be halved for the body part you are currently Climbing on. If you are using a
purposes of damage. 4 successes of failure or more, however, 1H weapon, the Climb test is at no penalty. If you are using
and the fall will be uncontrolled and thus inflict full damage. a 2H weapon, the Climb test is at a +2 RS penalty, and you
suffer a +1 to the weapon’s TN.
Height Feet Fallen Height Feet Fallen Success (Attack): Resolve damage normally on the behemoth,
halving the AV on the behemoth’s body part for this attack.
1 5 feet 4 20 feet
Success (Climb): Retain grip on the behemoth.
2 10 feet GM will need to Failure (Climb): Lose grip on the behemoth, and fall to the
5 ground, suffering falling damage as appropriate. At the
3 15 feet determine feet
GM’s discretion, make an Athletics test to Cling to a lower
body part during your fall.
Weak Point Shoot
This action is similar to a regular Shoot, however it must target Weak Point Melee Shoot [Variable]
a weak point (‡) on a behemoth's body part. When using this Type and Tags:  U   ATTACK   WEAPON
action, your weapon's TN increases by 2 (a regular TN 5 would Requirements: Have a loaded or spanned bow, crossbow, or
be TN 7). firearm ready in the hand.
Maneuver: Attack at current combat reach, at Missile TN+1,
targeting weak point (‡) on a behemoth's body part with
MANEUVERS X dice.
When Climbing a behemoth, characters can make the Climb- Success: Resolve missile attack damage normally on the
Attack maneuver, which allows them to attack the body part behemoth, halving the AV on the behemoth’s body part
they are climbing on, regardless of whether they would for this attack.
normally be able to reach it. Special: If your weapon is readied in the hand, the variable
Also, it is harder for behemoths to attack characters activation cost is 2. If the weapon has just been drawn
who are Climbing on them. A behemoth cannot make any using Quickdraw this move, the variable activation cost is 4.
GENERAL attacks against climbers except for those which have While mounted, you suffer a -2 CP penalty to this
the ANTI-CLIMB tag, and TARGETED attacks suffer a -4 penalty maneuver.
against climbers.
39
CHAPTER 7

Equipment

U
nkindlies are known for their specialized tools Flare (1 sp)
to hunt behemoths and monsters of Vosca. Weapons Useful both for frightening away creatures fearful of fire or
that are designed for hunting are essential for dealing light, and also for illuminating dark areas where torches or
with particularly large and deadly threats. While regular lanterns may be inconvenient. Flares produce light through
weapons and particularly polearms can do in a pinch, nothing chemical reactions and glow bright enough to illuminate
beats a tool created for a particular situation. large rooms as though they were Evenly Lit. Flares will burn
A rapier is a fine weapon for killing a Human or Zellish for one minute before they fizzle out, and will even continue
opponent, but the man who brings a rapier to hunt a tiger is to burn underwater, albeit at reduced brightness. Flares affect
the man who goes home in a box. That is, if enough can be lighting depending on the environment.
found of him to warrant a box.
Hunting is a dangerous art, and the more fantastical the Grappling Hook (3 sp)
setting, in all likelihood, the more dangerous it becomes. Used primarily for Climbing obstacles, Grappling Hooks are
also useful for Climbing on behemoths. The hooks come in
Dyne Hammer (15 GP) many shapes—some resemble four-bladed anchors, others
An Unkindly invention developed by the Burdinadin Armory have fewer or more arms. All function the same way: finding
Master Adraxl Dyne. The weapon is a large hammer, outfitted purchase on an object that will allow the attached rope to be
with four “triggers” on the striking face of the weapon, which used to Climb. A Grappling Hook requires at least one hand
will only be pressed by a clean hit on a target. When trig- to use, and provides a +4 bonus to any Climb roll.
gered by a Swing maneuver at 4 BS or more, the Dyne Hammer Additionally, though this is a less common use, Grappling
discharges the .69 caliber cannon built into its head, hitting Hooks are often employed to retrieve objects out of water or
the same hit location with an attack identical in power to a from a distance, though this is usually time-consuming and
Deck Gun/Abus Gun hitting with 4 BS. can be quite difficult if the object lacks suitable appendages
As one might imagine this weapon can only be used once for the hooks to entwine with.
before a new one must be built.
Hook-Knives (2 gp)
Elephant Chisel Set (4 sp) Designed first by the Unkindlies of Albion, the Hook-Knife
An elephant may be impervious to attacks from below, but a (often called a Crow Hook, though never by the Unkindlies
blade stuck into the base of its skull was a foolproof enough themselves) is a forward-curving blade designed to be used
way to kill one, that historically, some elephant riders would dually as a weapon and as a climbing-tool.
carry a specialized chisel and hammer in case their mount A Hook-Knife is identical to a Kukri in performance as a
began running amok and attacking their allies. Better to put weapon, but additionally provides a +2 bonus to Climbing
a quick end to such a rampage than to risk losing a battle tests when scaling behemoths. Two Hook-Knives are often
because Corporal Pachyderm saw a mouse! used simultaneously; the bonuses are cumulative.
This weapon requires an extra move to set up. In combat,
that means one bout should be spent aligning the chisel and Menuvalion (1 gp)
hammer to strike, and the next would use a Thrust maneuver Sometimes simple solutions are the best. The Menuvalion is
to attack. GMs are to use their discretion here. an absurdly thick pike, used sometimes as an anti-cavalry
measure. It finds a special use against creatures too large to
Name T H R Swing Thrust D/Gd Quals Wt Cost feasibly attack with regular spears.
Chisel B, R 2H H — 7(+3p) 10(0) AP Thrust 3 3 1 sp
Name T H R Swing Thrust D/Gd Quals Wt Cost
Manuvalion S 2H LL 10(-2c) 8(+6p) 10(0) Brace 8 1 gp

Chapter 7: Equipment
APPENDIX A

Hit Locations
HIT LOCATIONS EXTRA LIMBS
Unlike regular characters who have 20 hit locations, bipedal There are so many variations on these base frames (wings
creatures such as Skeletons and Nightstalkers have a simpli- instead of arms, added tails or tentacles, and multiple heads)
fied nine-hit location profile. This is to bring their wounds that these hit location profiles should be used as guides. GMs
and difficulty level in line with quadrupedal or fish-shaped should determine the hit locations for custom creatures.
creatures.
Quadrupedal creatures have around nine or ten hit loca-
tions, depending on whether they have a tail, and fish have TARGETING HIT LOCATIONS
only four hit locations. When targeting a creature with a swinging or thrusting
attack, simply target that specific hit location, rather than
Biped and Quadruped Profiles a target zone. If you are using a missile attack, then you will
need to roll on a custom missile hit loca-
# Hit Location # Hit Location
tion table.
1 Head Lower Foreleg/Lower
6
Arm/Lower Wing
2 Neck
7 Upper Hind Leg
3 Chest
8 Lower Hind Leg
4 Belly 1
9 Back
Upper Foreleg/Upper
5
Arm/Upper Wing 10 Tail
2
Fish Profile
# Hit Location
9
1 Head

2 Back (Dorsal)

3 Belly (Ventral) 3
4 Tail 4
1
2 5
9
3
7 4
5
10

8
6
6
41
MISSILE HIT LOCATION TABLE
Missile attacks and explosions against creatures will
roll on a table like the one below. If the creature has a
particularly prominent hit location (e.g. a giraffe’s chest
would be easier to hit than its head), then modify the
table to provide more or less probability to hit certain hit
locations. There should be 10 values. 6
# Hit Location # Hit Location

1 Critical Hit! Upper Foreleg/Upper


7 Arm/Upper Wing
2 Head (1-5 Left, 6-10 Right)
5
3 Neck Upper Hind Leg
8
4 Chest (1-5 Left, 6-10 Right)

5 Chest 9 Back

6 Belly 10 Back

Critical Hit: 1
 Missile attack: the attacker may choose where the missile
hits, and halve AV on that hit location 9
 Explosion: damage misses the target
2
 Scatter: hit location counts as chest

3
5 5
2
1 4
6 6
3
4

7
7 7
10 1

10 2

9
5
8 8
6
3

4
8
7
8

Appendix A: Hit Locations


APPENDIX B

Wound Charts
The following wound charts are used for beasts and monsters. GMs may modify the levels of stun, pain, bleed, and also the effects
of the wound, depending on the creature being wounded. A horse may be less wounded by a shallow nick than a domestic cat
would, for example. It is generally much easier to incapacitate or kill a beast than a character.

HEAD NECK
Type Level Stun Pain Bleed Effects Type Level Stun Pain Bleed Effects
1 1 6 1 — 1 1 4 4 —
2 2 8 3 — 2 2 8 6 —
Cutting

Cutting
3 4 16 8 Surgery vs One-Eyed 3 3 12 12 Surgery vs Lasting Pain
4 6 20 18 Surgery vs One-Eyed 4 5 14 20 Surgery vs Lasting Pain
5 — — — Dead 5 — — — Dead
1 1 5 1 — 1 1 5 6 —
2 2 6 2 — 2 2 5 10 —
Piercing

Piercing

3 3 8 3 — 3 3 8 20 Surgery vs Lasting Pain


4 5 15 10 Surgery vs One-Eyed 4 5 12 25 Surgery vs Lasting Pain
5 — — — Dead 5 — — — Dead
1 2 4 0 — 1 2 2 0 —
Bludgeoning

Bludgeoning

2 3 5 2 — 2 4 3 0 —
3 5 8 3 KO vs 3 RS 3 6 6 3 —
4 7 12 7 KO vs 5 RS 4 Total Total 7 KO vs 3 RS
5 — — — Dead 5 — — — Dead
1 1 0 0 — 1 1 0 0 —
2 2 0 0 — 2 1 0 0 —
Unarmed

Unarmed

3 3 2 0 KO vs 2 RS 3 3 2 0 —
4 4 10 3 KO vs 5 RS 4 5 5 0 KO vs 3 RS
5 Total 15 3 Auto-KO 5 Total 15 3 Auto-KO
43
CHEST UPPER FORELEG/ARM/WING
Type Level Stun Pain Bleed Effects Type Level Stun Pain Bleed Effects
1 0 4 0 — 1 1 4 1 —
2 1 5 2 — 2 2 7 2 —
Cutting

Cutting
3 2 10 5 — 3 3 10 3 —
4 3 15 20 — 4 4 14 6 Surgery vs Crippled Limb
5 — — — Dead 5 5 15 20 Severed Limb
1 0 3 2 — 1 1 4 2 —
2 1 4 4 — 2 2 5 3 —
Piercing

Piercing
3 3 7 6 — 3 3 8 5 —
4 4 14 25 Surgery vs Lasting Pain 4 4 12 8 Surgery vs Crippled Limb
5 — — — Dead 5 5 15 15 Surgery vs Crippled Limb
1 1 3 0 — 1 2 2 0 —
Bludgeoning

Bludgeoning
2 2 6 0 — 2 3 3 0 —
3 3 8 0 — 3 5 5 1 Surgery vs Crippled Limb
4 5 12 8 Internal Bleeding 4 7 9 2 Surgery vs Crippled Limb
5 Total Total 15 Internal Bleeding 5 9 12 5 Crippled Limb
1 0 0 0 — 1 0 0 0 —
2 0 1 0 — 2 1 0 0 —
Unarmed

Unarmed
3 1 2 0 — 3 2 2 0 —
4 2 5 0 — 4 3 3 0 —
5 3 15 5 Internal Bleeding 5 4 5 0 —

BELLY LOWER FORELEG/ARM/WING


Type Level Stun Pain Bleed Effects Type Level Stun Pain Bleed Effects
1 1 5 1 — 1 1 3 1 —
2 3 8 4 — 2 2 6 3 —
Cutting

Cutting

3 4 10 10 — 3 3 10 6 —
4 5 15 15 Infection +4 4 4 15 8 Surgery vs Crippled Limb
5 — — — Dead 5 5 20 20 Severed Limb
1 1 4 3 — 1 1 2 2 —
2 3 6 6 — 2 2 5 5 —
Piercing

Piercing

3 5 12 10 Infection +4 3 3 7 10 —
4 7 14 20 Infection +4 4 4 9 14 —
5 — — — Dead 5 5 12 18 Surgery vs Crippled Limb
1 3 4 0 — 1 2 2 0 —
Bludgeoning

Bludgeoning

2 6 5 0 — 2 4 4 1 —
3 9 6 0 KO vs 3 RS 3 6 10 3 Surgery vs Crippled Limb
4 11 7 3 KO vs 4 RS 4 8 14 6 Surgery vs Crippled Limb
5 15 8 5 KO vs 6 RS 5 10 15 10 Crippled Limb
1 1 0 0 — 1 0 0 0 —
2 3 3 0 — 2 1 0 0 —
Unarmed

Unarmed

3 5 5 0 KO vs 3 RS 3 2 1 0 —
4 7 7 0 KO vs 4 RS 4 3 2 0 —
5 9 12 3 KO vs 6 RS 5 5 8 3 Surgery vs Crippled Limb

Appendix B: Wound Charts


UPPER HIND LEG BACK
Type Level Stun Pain Bleed Effects Type Level Stun Pain Bleed Effects
1 1 4 2 — 1 1 2 2 —
2 2 5 4 — 2 3 8 4 —
Cutting

Cutting
3 3 12 10 Stability vs 3 RS 3 4 12 6 —
4 4 15 20 Surgery vs Crippled Limb 4 8 20 10 Stability vs 3 RS
5 Total Total 25 Severed Limb 5 — — — Dead
1 1 3 4 — 1 1 3 2 —
2 2 5 6 — 2 3 4 4 —
Piercing

Piercing
3 3 10 10 Stability vs 1 RS 3 5 9 8 —
4 4 12 15 Stability vs 3 RS 4 7 13 20 Internal Bleeding
5 5 14 20 Surgery vs Crippled Limb 5 — — — Dead
1 2 0 0 — 1 2 4 0 —
Bludgeoning

Bludgeoning
2 4 2 0 — 2 5 5 1 —
3 6 4 1 Stability vs 2 RS 3 9 8 2 Stability vs 1 RS
4 8 10 3 Surgery vs Crippled Limb 4 11 12 3 Stability vs 6 RS
5 10 20 5 Surgery vs Crippled Limb 5 — — — Dead
1 0 0 0 — 1 0 0 0 —
2 0 0 0 — 2 1 0 0 —
Unarmed

Unarmed
3 0 1 0 — 3 3 1 0 —
4 1 2 0 Stability vs 2 RS 4 5 2 0 —
5 2 10 3 Surgery vs Crippled Limb 5 10 5 0 —

LOWER HIND LEG TAIL/TENDRIL


Type Level Stun Pain Bleed Effects Type Level Stun Pain Bleed Effects
1 1 5 1 — 1 1 2 0 —
2 2 7 4 Stability vs 1 RS 2 2 4 0 —
Cutting

Cutting

3 3 9 7 Stability vs 3 RS 3 4 6 2 —
4 4 14 10 Surgery vs Crippled Limb 4 6 8 6 Crippled Limb
5 5 20 15 Severed Limb 5 8 10 10 Severed Limb
1 1 4 2 — 1 1 1 0 —
2 2 6 5 Stability vs 2 RS 2 2 1 0 —
Piercing

Piercing

3 3 8 8 Stability vs 3 RS 3 3 2 0 —
4 4 10 10 Surgery vs Crippled Limb 4 4 2 1 —
5 5 20 17 Surgery vs Crippled Limb 5 5 4 2 Crippled Limb
1 2 4 0 — 1 0 0 0 —
Bludgeoning

Bludgeoning

2 3 6 0 Stability vs 1 RS 2 0 1 0 —
3 5 8 3 Stability vs 4 RS 3 1 2 0 —
4 7 14 5 Surgery vs Crippled Limb 4 3 3 0 —
5 9 16 10 Surgery vs Crippled Limb 5 5 5 1 Crippled Limb
1 0 0 0 — 1 0 0 0 —
2 1 0 0 Stability vs 1 RS 2 0 0 0 —
Unarmed

Unarmed

3 2 5 0 Stability vs 3 RS 3 0 1 0 —
4 3 8 0 Stability vs 4 RS 4 2 3 0 —
5 6 14 0 Surgery vs Crippled Limb 5 4 6 0 Crippled Limb

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