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Table of Contents
Introduction 1 Wild Shape 5
Animal NPCs 1 Animist 5
Animal Races 1 Master Animist 5
Beastmen 1 Shapechanger 5
Druids 3 Master Shapechanger 5
Super Powers 3 Summoner 5
Werebeasts 3 Master Summoner 5

New Edges 4 New Powers 6


Summon Familiar 4 Aspect of the Beast 6
Spell-linked Familiar 4 Beast Shape 6
Talking Beast 5 Nature’s Ally 6
Shifter 5
Animal Abilities 7
Partial Transformation 5
Rapid Shift 5 Animal Templates 8

Written by Zadmar.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at
www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the
quality, viability, or suitability for purpose of this product.

Artwork by Storn Cook, licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5
Generic License. Check out his amazing work on his website at www.stornart.com

Savage Beasts version 4 © 2014 Richard Woolcock

Licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Generic.

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Introduction
Savage Worlds and the various Companions offer If the template has a low race value then you
a number of Edges and Powers related to animals, will need to add additional abilities. If there’s a
such as Beast Bond, Beast Master, Familiar, stronger version of the animal available (such as a
Shape Change, etc. However the list of animals dire variant) you could try borrowing abilities from
available for players to use is relatively small, and that, but as a general rule it’s better to stick to
while GMs can just make up other animal types on skills (worth a +½ ability each in Savage Beasts)
the fly, it can often be difficult to balance them. and Edges (worth a +2 ability).

Savage Beasts attempts to address this issue by Beastmen


introducing 300 animal templates, each with a
breakdown of their individual ability costs as both
Beastmen are humanoid creatures with animal-
races and shapechanged forms. Shapechanging
like features and characteristics. They are created
has also been adjusted to use relative attributes,
much like regular races, except that their abilities
rather than replacing the attributes of the original
are all drawn from one of the animal templates
character. This was done for both balance and
(different beastmen can use different templates,
flavour reasons – the muscular barbarian shaman
but it’s best not to mix and match).
who shapechanges into a grizzly bear will now be
stronger than the frail and elderly wizard who
They should take natural weapons (beastmen
assumes the same form.
often have claws as well, even if their animal form
doesn’t), natural armour and special senses from
Animal NPCs their animal template, and if possible retain a +1
bonus to at least one attribute in which that
Creating new NPC animals with Savage Beasts is particular animal excels.
very easy – start with d6 in each attribute, then
add the appropriate animal template. That’s it. No Hands, No Speech and Naked are not
generally used for beastmen, but you can balance
Animal Races the race at +2 with other abilities, for example:

• Simple Minded (-2): -1 die step to Smarts. If


If you want to balance the animal exactly (for
this would take Smarts below d4, instead suffer -1
example, if it’s a sentient animal PC race (in which
to all Smarts rolls.
case remove (A) from Smarts), or an animal
• Undisciplined (-2): -1 die step to Spirit. If this
companion created for the Beast Master Edge),
would take Spirit below d4, instead suffer -1 to all
then use the Race Creation line at the top of the
Spirit rolls.
template for advice on what needs to be adjusted.
• Bestial (-1): Perhaps you have a very bestial
Note that if you change the attributes (rather than
appearance, or maybe you have uncontrollable
starting them all at d6) you may need to
urges, or simply no sense of propriety. You suffer
recalculate the 15 skill points as well.
a -2 penalty to Charisma.
If the template is particularly expensive, then
You can also roll other abilities into racial Edges,
you’ll need to remove some of the abilities. This
although it's recommended that you try to limit
is an art more than a science, but it’s generally
the number of racial Edges to 2-3 per race. A
recommended that you first remove Edges
racial Edge should typically give a +2 ability
(starting with the stronger ones first). After that
bonus, if this isn't possible (due to fractions) then
you can lower or remove attribute bonuses,
consider splitting the bonus over two Edges, with
although if the animal has both a Size and a
the first Edge containing the smaller part of the
Strength bonus, don’t lower Strength below Size
bonus. You can also flesh out an otherwise boring
(e.g., a gorilla has +6 Strength and +4 Size, so
Edge with a bonus to an attribute maximum - as
you shouldn’t reduce its Strength below +4). If
this doesn't actually increase the attribute itself,
that’s still not enough, you’ll need to be more
it's not very powerful, but it helps add flavor.
creative, or perhaps pick a different template that
isn’t quite so expensive.
Here are a few examples to get you started:

~ 1 ~
Adult Lionman
Requirements: Novice, lionfolk
You've reached full maturity, standing at nearly
seven feet in height. Increase both your Size and
Pace by +1.

Pouncing Attack
Requirements: Seasoned, lionfolk, Agility d8
You can leap d6" towards a non-adjacent foe
before attacking them with your claws. This gives
+4 to the attack and damage rolls, but you also
suffer a -2 penalty to Parry until the beginning of
your next turn.

Pin Foe
Requirements: Seasoned, lionfolk, Strength d8
If you hit your opponent with a raise when using
your claws, you can choose to pin them. They
require a raise on an opposed Strength roll (as a
normal action) to escape.

Batfolk Walrusfolk
• Strong (+2): +1 current/max Strength.
• Agile (+2): +1 current/max Agility.
• Slow (-1): Pace 4.
• Frail (-2): -1 current/max Vigor.
• Tusks/Claws (+1): Str+d6.
• Simple Minded (-2): -1 current/max Smarts.
• Low Light Vision (+1): Dim/dark lighting.
• Bite/Claws (+1): Str+d6.
• Scent (+1): Navigate by scent (range 6").
• Keen Ears (+1): +2 to listening Notice rolls.
• Hold Breath (+½): For Vigor x 10 minutes.
• Sonar (+1): Gain Blindsense to a range of 4".
• Resistance (+½): -2 damage from cold.
• Gliding (+1): Can glide at Pace 6, but loses at
• Simple Minded (-2): -1 current/max Smarts.
least 1” of altitude at the end of each round, and
• Crude Manners (-1): -2 Charisma.
cannot normally gain altitude while gliding.
Mature Walrus
Aerial Discipline Requirements: Novice, walrusfolk
Requirements: Novice, batfolk
As you mature your tusks lengthen and your skin
You’ve learned how to utilise your bat-like wings
thickens. You gain +1 natural armour, and if you
for true flight. You can now fly with Pace 7" and
move at least 6” in a straight line towards your
Climb 1.
opponent before attacking with your tusks, you
inflict +4 damage.
Visual Acuity
Requirements: Novice, batfolk Really Strong
Some bats rely on their vision as much as their
Requirements: Novice, walrusfolk
hearing. You gain Low Light Vision, and a +2
Your Strength increases by an additional +1, and
bonus to sight-based Notice rolls. This Edge must
your maximum Strength increases by +3, allowing
be taken during character creation.
you to raise your Strength to d12+4 with normal
advances, and d12+6 with the Expert and Master
LionFolk Edges.
• Strong (+2): +1 current/max Strength.
• Pelt (+1): +1 natural armour. At Home in the Water
• Bite/Claws (+1): Str+d6. Requirements: Novice, walrusfolk, Vigor d8,
• Low Light Vision (+1): Dim/dark lighting. Swimming d8
• Scent (+1): Navigate by scent (range 6"). You gain a Swimming Pace of 7”, and receive a
• Simple Minded (-2): -1 current/max Smarts. +2 bonus to resist drowning. You also gain the
• Savage Demeanor (-2): Same as Bloodthirsty. Hardy ability.

~ 2 ~
Druids Werebeasts
Guardians of nature and protectors of the wild, To create a lycanthrope (or indeed any type of
druids wield primal magic that allows them to therianthrope), it is recommended that you use
summon and shapeshift into animals, and call the guidelines from Savage Undead to define
down elemental forces upon their foes. their core abilities, and then give them the Shifter
Edge to let them transform into animal form:
Druids take Arcane Background (Miracles), and
usually choose Beast Shape and/or Nature's Ally • Ravenous: Craving for raw flesh.
as their starting powers. Most druids also take • Subservient Spawn: Pack hierarchy.
the Beast Master Edge. • Weakness (Minor): Silver inflicts +4 damage.
• Allergy (Minor): Wolfsbane (2d6 damage).
• Aspects: Animals, plants, weather. • Marked (Minor): Animals can smell that you’re
• Powers: Beast friend, beast shape, nature's ally a predator, and become highly agitated.
and elemental manipulation are the usual choices, • Undead: +2 Toughness, +2 bonus when rolling
but druids can take any power as long as it has an to recover from Shaken, ignore wound modifiers,
appropriate trapping. immune to disease and poison.
• Duties: Protect nature. • Blush of Life: Werebeasts aren’t really undead,
• Sins: (Minor) wearing armour made from metal, they just get many of the same benefits.
carrying shields that aren't made from wood; • Mortal limitations: Still need to eat, drink and
(Major) accidentally causing destruction to nature, sleep, and still vulnerable to called shots.
or doing nothing while someone else causes such • Shifter (Edge): Choose an animal template.
destruction; (Mortal) intentionally causing damage • Restriction (Minor): Must always assume their
or destruction to nature. animal form on the night of a full moon.

Note that sins should take into account both the The Undead ability means the werebeast ignores
intent and the bigger picture. For example, fire is wound modifiers, while Predator and Free Meal
a natural part of forest ecology, and a controlled mean they require food to remove wounds. In the
fire can sometimes help renew a forest or reduce case of werewolves, this is used as a trapping for
other hazards. On the other hand, starting an their amazing healing factor – their wounds close
uncontrolled forest fire through maliciousness or up almost instantly (which is why they don't suffer
carelessness would certainly be considered a sin. wound modifiers, and why Healing rolls don't work
on them), but doing so rapidly burns through their
Super Powers body's resources, and they need to eat raw meat
to restore what their body has used (representing
the actual mechanical removal of the wounds).
Savage Beasts can also be used with Necessary
Evil or the Super Powers Companion, providing an
The above werebeast is intentionally balanced at
alternative to Animal Control (Shapechanger).
+0, so that you can apply the abilities directly to a
PC if they become infected. However you could
Shapeshift (Variable) instead turn werebeasts into a full race, giving
Trappings: Lycanthrope, magic, shifter them an additional Edge to bring them up to +0 –
This power grants you the ability to shapechange perhaps Free Will (particularly if they’re based on
into an animal form as a normal action. You must a solitary animal), or Resilience to make them
invest a number of Power Points into this power even tougher, or even Tainted to represent their
equal to the Beast Shape cost of your chosen infectious disease. It really depends on the sort of
animal form, depending on whether you have a mythology you want to base them on.
dedicated form or can assume any animal form,
and whether your equipment magically vanishes Alternatively you could give them Shapechanger,
when you change. Ignore the Beast Shape ranks. allowing them to choose any animal template up
Modifiers to Veteran rank, or Rapid Shift so that they can
• Additional Form (+1): You have an additional transform even more quickly, or even Partial
form you can assume, with the same PP value as Transformation. Ignore requirements (unless they
the first. This modifier obviously only makes include other Edges) when turning an Edge into a
sense if you have a dedicated form. racial ability.

~ 3 ~
New Edges
Summon Familiar Spell-Linked Familiar
Requirements: Novice, Arcane Background Requirements: Seasoned, Summon Familiar
(Magic) You can now withdraw and deposit Power Points
You can summon a familiar, which is chosen over distances of up to a mile, and may also treat
when this Edge is first taken. Only animal types your familiar as part of your own body for the
with the Small ability can be selected, and the purposes of casting touch spells on others.
familiar must be balanced as a +2 race. You can As long as your familiar is (and remains) within a
communicate with your familiar empathically over mile of you, it can benefit from spells you cast on
distances of up to a mile, but this only allows very yourself.
basic communication. Familiars understand the Finally, you can now use Aspect of the Beast to
same languages as their master, but those with view the world through your familiar’s senses –
No Speech cannot respond verbally. each sense is treated as a +2 racial ability.
The familiar is treated as an extension of its
master. It has a Wild Die if its master has one,
and shares bennies and wound levels (including
wound penalties) with its master rather than
having its own. If the familiar suffers wounds, it
can attempt to Soak using its master's bennies,
otherwise the wounds are automatically applied to
the master (the master cannot try to Soak as well,
nor does he become Shaken or incapacitated by
damage suffered by the familiar, or vice versa). If
the familiar suffers damage and its master doesn't
have sufficient wound levels, the familiar will be
incapacitated.
If both master and familiar are hit by the same
area effect attack, they can each make a Soak roll
with the same benny, and don’t apply any wounds
until afterwards (i.e., if one suffers a wound, the
other doesn't treat that as a penalty to their trait
rolls until after they've made their own Soak roll).
Familiars serve as a battery of magical energy,
and can store up to 5 Power Points, although they
don’t recover these Power Points naturally. The
master can withdraw or deposit Power Points as a
free action while within 2" of his familiar.
If you cast a spell on yourself, you may choose
to have it also affect your familiar, as long as
you’re within 2" of each other – if you ever move
more than 2" apart, your familiar immediately
loses the benefits of the spell.
You can also draw upon the abilities of your
familiar, as long as you’re within (and remain
within) 1 mile of each other. This works exactly
like casting Aspect of the Beast (using your
familiar’s animal template), and benefits from any
Edges that apply to Aspect of the Beast, except
that you can’t cast it on other people.
Should your familiar die, it requires 2d6 days to
summon a replacement, or a year and a day if you
want a different type of animal.

~ 4 ~
Talking Beast get a raise when casting Beast Shape, you also
Requirements: Novice, intelligent animal or heal a wound if you are within the “Golden Hour”.
Summon Familiar
Unlike most beasts, you have the ability to talk. Animist
Note that if you have Summon Familiar, you can Requirements: Novice, Arcane Background
take this Edge yourself on your familiar’s behalf. (Miracles) with Aspect of the Beast, Spirit d8
You can take Aspect of the Beast for animal
Shifter forms up to two ranks above your own, and the
Requirements: Novice spell duration increases to 3 minutes (1/minute).
This Edge grants you the ability to transform into You can also pay double the PP cost in return for
an animal, exactly like the Beast Shape power. twice as many ability points, if you wish.
Initiating the transformation is a free action, but
you suffer -2 Parry until the process is complete. Master Animist
At the beginning of your next turn after initiating Requirements: Veteran, Animist
a transformation, make a Spirit roll with a penalty You can take Aspect of the Beast for animal
equal to half the PP cost of the form you wish to forms of any rank, and the duration of the spell
assume (rounded down). On a success, you finish increases to 1 hour (1/hour). You can now pay
shifting, but it consumes your entire action for the triple the cost for three times the ability points.
round. On a raise, you can also act normally that
round. On a failure, you become Shaken from the Shapechanger
exertion, and you’ll need to roll again next round Requirements: Novice, Shifter or Arcane
to continue shifting. If you roll 1 on the Spirit die, Background with Beast Shape, Spirit d8
you suffer a level of Fatigue (Bumps and Bruises). You’re able to assume animal forms of up to two
You do not suffer from disruption while in animal ranks above your own when using the Shifter
form, in fact it actually requires effort to turn back Edge or Beast Shape. If you assume a dedicated
– you must go through the same process to return form, you gain a +2 bonus to the Spirit or arcane
to your original form (or reverse a transformation skill roll if the form doesn't exceed your rank, or
that’s still in progress), without the form penalty. +1 if it's no more than one rank higher than you.

Partial Transformation Master Shapechanger


Requirements: Seasoned, Shifter with Requirements: Veteran, Shapechanger
dedicated form, Spirit d8 You’re now able to assume animal forms of up to
You can partially transform your own body while four ranks above your own when using the Shifter
in human form. This works like Shifter, except Edge or Beast Shape. At Legendary rank you can
using Aspect of the Beast instead of Beast Shape. assume any animal form, regardless of rank. If
If you have Spirit d10+, you can also remove you assume a dedicated form, you now gain a +4
negative abilities while in animal form. bonus to the roll if it doesn't exceed your rank, or
Shapechanger (and Master Shapechanger) also +2 if it's no more than two ranks higher than you.
apply their bonuses to this Edge.
Summoner
Rapid Shift Requirements: Novice, Arcane Background with
Requirements: Novice, Shifter, Spirit d8 Nature's Ally, Spirit d8
You're able to shapeshift as a normal action if When casting Nature's Ally you can summon a
you wish; make the Spirit roll immediately instead single animal up to two ranks above your own, or
of waiting until your next turn. After failing a roll summon multiple animals as if you were one rank
to transform, you have the option of spending a higher than you really are. You also halve the PP
benny to automatically assume your animal form cost of the Extended Duration modifier.
(although you’re still Shaken from the failed roll,
and cannot perform any other action for the turn). Master Summoner
Requirements: Veteran, Summoner
Wild Shape When casting Nature's Ally you can now summon
Requirements: Seasoned, Arcane Background a single animal up to four ranks above your own,
(Miracles), Knowledge (Nature) d6 or summon multiple animals as if you were two
When you cast Beast Shape, the duration is now ranks higher than you really are. You can now
in hours rather than minutes. In addition, if you control a number of animals equal to your Spirit.

~ 5 ~
New Powers
Aspect of the Beast to your character. For example, if you become a
Rank: Novice dire wolf your Agility will increase by +1, Strength
Power Points: 2+ by +3, and Vigor by +2. If you're an Obese Lame
Range: Smarts druid with Strength d4 and Vigor d12, you'll
Duration: 3 (1/round) become an Obese Lame dire wolf with Strength
You must select one d10 and Vigor d12+2. Your Smarts and
animal template when Spirit do not change, nor do you gain or
you first take this power, lose any skills when you shapechange,
but you can choose which you always keep your own.
specific abilities you grant Generally speaking, it requires a normal
each time you cast the spell. action to strip off your clothes before you
On a success, you grant the change, although certain types of clothing may
target a +2 ability of your choice require longer. If you don't strip, you’ll
from your animal template. On a shapechange inside your clothes, and must make
raise, you can give them a +4 ability either a Strength or Agility roll to avoid becoming
instead. You may break the bonus up entangled by them (as if you’d been targeted by
into smaller parts if you wish (e.g., two the Entangle power). Your new form (and the
+1 abilities instead of one +2 ability), GM’s discretion) determines which attribute you
and raise skills as +½ abilities (although should roll, but larger forms usually use Strength
not above the template maximum), but (and tear clothing to shreds) while smaller forms
you cannot give negative abilities. If the use Agility (and allow you to slip out of your
ability is an Edge, the target must also have clothing, leaving it behind in a pile on the floor).
any additional Edges it requires (e.g., you ► Vanishing Equipment: Your clothes and other
cannot give someone Improved Sweep unless equipment magically vanish when you transform,
they also have Sweep). These abilities then reappear again when you turn back to your
manifest in a physical way, for example a original form. This option increases the casting
character gaining Flight from a parrot would grow cost by +2 PP, and cannot be toggled on and off;
wings with colored feathers, while someone you must choose whether you wish to use this
gaining Natural Weapons from a boar would grow option when you first take the power, if so it will
tusks. Unwilling targets can resist the spell with always apply, otherwise it is never available.
an opposed Spirit roll.
► Extra Push: You may spend +1 PP (and only Nature's Ally
+1) to gain an additional +½ ability. Rank: Novice
► Additional Targets: You can affect up to five Power Points: 3+
additional targets with the same abilities, at the Range: Smarts
cost of +1 PP for each target after the first. Duration: 3 (1/round)
You can summon a single animal of your rank,
Beast Shape up to two animals of one rank lower than you, up
Rank: Novice to three animals of two ranks lower than you, etc.
Power Points: 1+ If you summon multiple animals, they must all be
Range: Self of exactly the same type. The animals are initially
Duration: 1 minute (1/minute) Extras with d6 in all attributes, just add on the
You have the ability to transform yourself into an abilities from their template. Each template also
animal. When you first take this power you must lists the summoning cost in PP.
decide whether or not you have a dedicated form; If you get a raise on your arcane skill roll, the
if so, you always assume the same form, but the animals can act on the turn they’re summoned,
casting cost is lower. Otherwise you can choose a otherwise they do nothing until your next turn.
different form each time you use this spell, but it You can control a number of animals at one time
will cost more to cast. The Power Point cost is equal to half your Spirit.
listed at the top of each animal template. ► Extended Duration: You may spend +2 PP to
When you shapechange into animal form, simply increase the duration to 3 minutes (1/minute), or
apply the abilities from the appropriate template +4 PP to increase the duration to 1 hour (1/hour).

~ 6 ~
Animal Abilities
Most of the abilities are clearly defined within die as well, which I treat as ½ per die step). Note
their individual animal templates, but some are that the Brawny Edge is valued at +2, but as well
less obvious, or may appear strangely priced. as providing +1 Toughness it also increases the
carrying capacity, which will potentially allow the
Race and Shape: The race value is the total of character to wield superior weapons and/or wear
all the abilities, while the shape value ignores better armour.
skills, Docile, and modifiers to Smarts or Spirit.
Hardy: This is officially valued at +3, but I've
Beast Shape: Divide the shape value by 2 and run literally millions of simulated fights, with a
round down (minimum of 1) to determine the PP diverse range of characters, and Hardy always
cost. If the result is 1-2 then the rank is Novice, seems to be about half as effective as +1
3-4 is Seasoned, 5-6 is Veteran, and so on. The Toughness, so I treat it as a +1 ability.
dedicated version is divided by 4 instead of 2, but
the rank is unchanged. Both cost an additional Gore and Pounce: These abilities look much
+2 PP if they have vanishing equipment. stronger than they are, which is why their values
appear quite low. Because they require you to
Nature’s Ally: Divide the race value by 4 and move towards your opponent, they're usually only
round down (minimum of 1) to determine the PP useful for initiating combat, and even then a
cost. If the result is 1, then the rank is Novice, 2 clever opponent can negate the ability by closing
is Seasoned, 3 is Veteran, and so on. It always with you first. Note that both of these abilities
costs +2 PP to summon the first creature. only work with natural weapons.

No Hands: No Thumbs is a Minor Hindrance, Grab: This is a powerful ability when you've got
from which I've extrapolated that being unable to high Strength, but as you need a raise you usually
use tools at all would likely be a Major Hindrance. end up pinning a corpse. Generally speaking, you
In addition, this ability prevents you using a shield can only pin one opponent at a time, although you
(which would be the equivalent of Block). can also swallow them if you have the ability.

No Speech: Animals can make sounds and use Swallow: After successfully pinning a victim
body language, but cannot verbally communicate, with a bite attack, you can make an opposed
which I rate as a Major Hindrance. The inability to Strength roll as a normal action. If successful the
speak is considered a Minor Hindrance in the SFC, victim has been swallowed, and you automatically
however it also states that you can use electronic inflict Str+d6 damage to them every round after
devices to communicate – compare that with Bad that. A swallowed victim can attempt to crawl
Eyes, which is either a Minor or Major Hindrance, back up to your mouth as a normal action with an
depending on whether the setting has glasses. opposed Strength roll, although they still remain
pinned by the bite even if successful. This ability
Naked: Most animals aren't capable of wearing only works on victims of a smaller size category
armour or carrying equipment, which I rate as a (i.e., Small, Medium, Large, or Huge).
Major Hindrance. Some animals (such as horses)
don't have the Naked ability, because they can Scent: This ability allows you to navigate, track
wear barding and carry saddlebags. Some players and detect creatures by scent, with a range of 6".
might argue that it's physically possible for other The range is halved when you're upwind and
animals to wear barding, in which case you can doubled when you're downwind. It’s also doubled
either adjust the animal’s abilities, allow them to again for very strong scents. You can use this
buy off Naked (as an Edge), or give them a -2 ability to attack adjacent opponents you can't see,
penalty to Pace and Parry while wearing armour. but you suffer a -2 penalty to your attacks.

Size: Size and Toughness are both valued at +2 Edges: If an animal template includes an Edge,
in SWD, and +1 in the SFC. I've taken the middle you gain it regardless of requirements. If you
ground, and valued them at +1½ each (although already have that Edge, you should stack the two
changing Size often changes the natural weapon if possible, or provide an alternative benefit if not.

~ 7 ~
Animal Templates
Armadillo Dire Badger (+8½ race/+10 shape)
Race Creation: Remove 6½ racial abilities.
Beast Shape (Veteran): 5-7 PP, or 2-4 PP for
Armadillo (+1 race/+4 shape)
dedicated form.
Race Creation: Assign another 2 skill points.
Nature's Ally (Seasoned): 4 PP for the first,
Beast Shape (Novice): 2-4 PP, or 1-3 PP for
+2 PP for each additional animal.
dedicated form.
Abilities:
Nature's Ally (Novice): 3 PP for the first, +1
• Skills (-1½/+0): Fighting d6, Tracking d10
PP for each additional animal.
and Notice d8.
Abilities:
• Agile (+2): +1 die step to Agility.
• Skills (-3/+0): Tracking d8, Swimming d4
• Strong (+2): +1 die step to Strength.
and Notice d8.
• Tough (+4): +2 die steps to Vigor.
• Agile (+2): +1 die step to Agility.
• Edge (+2): Berserk.
• Weak (-2): -1 die step to Strength. If this
• Edge (+2): Level Headed.
would take Strength below d4, instead suffer -1
• Shaggy Fur (+1): +1 armour.
to all Strength rolls (including damage) and
• Bite/Claws (+1): Str+d6.
halve carrying capacity.
• Low Light Vision (+1): Dim/dark lighting.
• Overlapping Scales (+1): +1 armour.
• Scent (+1): Navigate by scent (range 6").
• Claws (+1): Str.
• Keen Senses (+1): +1 to Notice rolls.
• Scent (+1): Navigate by scent (range 6").
• Burrow (+1): Burrow and reappear within 2".
• Burrow (+1): Burrow and reappear within 2".
• No Hands (-4): Can't use weapons or tools.
• Size -2 (-4): 2½ feet long; Toughness -2;
• No Speech (-2): Not capable of speaking.
Natural weapons reduced to Str damage.
• Naked (-2): Cannot wear armour or clothing.
• Small (+12): +2 to attack medium-sized
foes, they receive -2 to their attacks.
• No Hands (-4): Can't use weapons or tools. Bat
• No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing. Bat (-½ race/+3 shape)
Race Creation: Assign another 5 skill points.
Badger Beast Shape (Novice): 1-3 PP.
Nature's Ally (Novice): 3 PP for the first, +1
PP for each additional animal.
Badger (-5 race/+0 shape)
Abilities:
Race Creation: Assign another 10 skill points
• Skills (-5½/+0): Notice d8.
and 2 racial abilities.
• Agile (+2): +1 die step to Agility.
Beast Shape (Novice): 1-3 PP.
• Spirited (+2/+0): +1 die step to Spirit (not
Nature's Ally (Novice): 3 PP for the first, +1
when shapechanging).
PP for each additional animal.
• Weak (-2): -1 die step to Strength. If this
Abilities:
would take Strength below d4, instead suffer -1
• Skills (-5/+0): Fighting d4, Tracking d6 and
to all Strength rolls (including damage) and
Notice d6.
halve carrying capacity.
• Tough (+2): +1 die step to Vigor.
• Frail (-2): -1 die step to Vigor. If this would
• Edge (+2): Berserk.
take Vigor below d4, instead suffer -1 to all Vigor
• Bite/Claws (+1): Str+d4.
rolls and reduce Toughness by 1 (this can take
• Low Light Vision (+1): Dim/dark lighting.
Toughness below 1).
• Scent (+1): Navigate by scent (range 6").
• Slow (-2½): Pace 1.
• Burrow (+1): Burrow and reappear within 2".
• Bite (+1): Str.
• Endurance (+2) +2 to Soak rolls.
• Low Light Vision (+1): Dim/dark lighting.
• Size -1 (-2): Toughness -1; Natural weapons
• Blindsense (+1): Can sense and
reduced to Str+d4 damage.
approximately pinpoint things within 4", attacks
• No Hands (-4): Can't use weapons or tools.
using blindsense are made at -2.
• No Speech (-2): Not capable of speaking.
• Keen Senses (+2): +2 to Notice rolls.
• Naked (-2): Cannot wear armour or clothing.
~ 8 ~
• Flight (+4): Flying Pace of 8" and Climb 2. • Low Light Vision (+1): Dim/dark lighting.
• Size -3 (-5½): Toughness -3; Natural • Blindsense (+1): Can sense and
weapons reduced to Str damage. approximately pinpoint things within 4", attacks
• Small (+12): +2 to attack medium-sized using blindsense are made at -2.
foes, they receive -2 to their attacks. • Keen Senses (+2): +2 to Notice rolls.
• No Hands (-4): Can't use weapons or tools. • Swarm (+12): +2 Parry, immune to most
• No Speech (-2): Not capable of speaking. weapons, automatically inflicts 2d6 damage to
• Naked (-2): Cannot wear armour or clothing. everyone within a MBT.
• Flight (+3½): Flying Pace of 8" and Climb 1.
Dire Bat (+8 race/+9½ shape) • No Hands (-4): Can't use weapons or tools.
Race Creation: Remove 6 racial abilities. • No Speech (-2): Not capable of speaking.
Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for • Naked (-2): Cannot wear armour or clothing.
dedicated form.
Nature's Ally (Seasoned): 4 PP for the first, Bear
+2 PP for each additional animal.
Abilities:
Black Bear (+8 race/+9½ shape)
• Skills (-3½/+0): Fighting d6, Notice d8 and
Race Creation: Remove 6 racial abilities.
Stealth d6.
Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
• Agile (+2): +1 die step to Agility.
dedicated form.
• Spirited (+2/+0): +1 die step to Spirit (not
Nature's Ally (Seasoned): 4 PP for the first,
when shapechanging).
+2 PP for each additional animal.
• Strong (+4): +2 die steps to Strength.
Abilities:
• Edge (+2): Alertness.
• Skills (-1½/+0): Fighting d6, Survival d6,
• Slow (-1): Pace 4.
Tracking d6, Swimming d10 and Notice d6.
• Dark Fur (+1): +1 armour.
• Agile (+4): +2 die steps to Agility.
• Bite (+1): Str+d6.
• Strong (+4): +2 die steps to Strength.
• Blindsense (+1): Can sense and
• Tough (+2): +1 die step to Vigor.
approximately pinpoint things within 8", attacks
• Fast (+1): Pace 8.
using blindsense are made at -2.
• Black Fur (+1): +1 armour.
• Keen Ears (+1): +2 to sound-based Notice
• Claws/Bite (+1): Str+d6; Grab.
rolls.
• Low Light Vision (+1): Dim/dark lighting.
• Flight (+3½): Flying Pace of 8" and Climb 1.
• Scent (+1): Navigate by scent (range 6").
• Size +2 (+3): Toughness +2.
• Fast Runner (+½): d8 running die.
• No Hands (-4): Can't use weapons or tools.
• Grab (+2): Pin your opponent if you hit with a
• No Speech (-2): Not capable of speaking.
raise, they require a raise on an opposed
• Naked (-2): Cannot wear armour or clothing.
Strength roll to escape.
• No Hands (-4): Can't use weapons or tools.
Cloud Of Bats (+16 race/+17 • No Speech (-2): Not capable of speaking.
shape) • Naked (-2): Cannot wear armour or clothing.
Race Creation: Remove 14 racial abilities.
Beast Shape (Heroic): 8-10 PP, or 4-6 PP for Dire Bear (+23½ race/+20 shape)
dedicated form. Race Creation: Remove 21½ racial abilities.
Nature's Ally (Heroic): 6 PP for the first, +4 Beast Shape (Legendary): 10-12 PP, or 5-7
PP for each additional animal. PP for dedicated form.
Abilities: Nature's Ally (Legendary): 7 PP for the first,
• Skills (-5/+0): Notice d8. +5 PP for each additional animal.
• Agile (+2): +1 die step to Agility. Abilities:
• Stupid (-2/+0): -1 die step to Smarts (not • Skills (+3½/+0): Fighting d8, Tracking d10,
when shapechanging). Swimming d12 and Notice d8.
• Spirited (+6/+0): +3 die steps to Spirit (not • Strong (+12): +6 die steps to Strength.
when shapechanging). • Tough (+8): +4 die steps to Vigor.
• Strong (+2): +1 die step to Strength. • Edge (+2): Level Headed.
• Tough (+2): +1 die step to Vigor. • Edge (+2): Strong Willed.
• Edge (+2): Level Headed. • Fast (+1): Pace 8.
• Slow (-2½): Pace 1. • Matted Fur (+2): +2 armour.
~ 9 ~
• Claws/Bite (+1): Str+d8; Grab. • Low Light Vision (+1): Dim/dark lighting.
• Low Light Vision (+1): Dim/dark lighting. • No Hands (-4): Can't use weapons or tools.
• Scent (+1): Navigate by scent (range 6"). • No Speech (-2): Not capable of speaking.
• Keen Senses (+1): +1 to Notice rolls. • Naked (-2): Cannot wear armour or clothing.
• Fast Runner (+½): d8 running die.
• Grab (+2): Pin your opponent if you hit with a Polar Bear (+27 race/+21 shape)
raise, they require a raise on an opposed Race Creation: Remove 25 racial abilities.
Strength roll to escape. Beast Shape (Legendary): 10-12 PP, or 5-7
• Size +4 (+6½): Toughness +4; Natural PP for dedicated form.
weapons increased to Str+d8 damage. Nature's Ally (Legendary+1): 8 PP for the
• Large (-12): -2 to attack medium-sized foes, first, +6 PP for each additional animal.
they receive +2 to their attacks. Abilities:
• No Hands (-4): Can't use weapons or tools. • Skills (+2/+0): Fighting d6, Survival d8,
• No Speech (-2): Not capable of speaking. Tracking d8, Swimming d12 and Notice d8.
• Naked (-2): Cannot wear armour or clothing. • Agile (+4): +2 die steps to Agility.
• Spirited (+4/+0): +2 die steps to Spirit (not
Grizzly Bear (+18 race/+17½ when shapechanging).
shape) • Strong (+12): +6 die steps to Strength.
Race Creation: Remove 16 racial abilities. • Tough (+10): +5 die steps to Vigor.
Beast Shape (Heroic): 8-10 PP, or 4-6 PP for • Fast (+1): Pace 8.
dedicated form. • White Fur (+2): +2 armour.
Nature's Ally (Heroic): 6 PP for the first, +4 • Claws/Bite (+1): Str+d8; Grab.
PP for each additional animal. • Low Light Vision (+1): Dim/dark lighting.
Abilities: • Scent (+1): Navigate by scent (range 6").
• Skills (+½/+0): Fighting d6, Survival d6, • Fast Runner (+½): d8 running die.
Tracking d6, Swimming d12 and Notice d6. • Grab (+2): Pin your opponent if you hit with a
• Strong (+8): +4 die steps to Strength. raise, they require a raise on an opposed
• Tough (+6): +3 die steps to Vigor. Strength roll to escape.
• Fast (+1): Pace 8. • Size +4 (+6½): Toughness +4; Natural
• Brown Fur (+2): +2 armour. weapons increased to Str+d8 damage.
• Claws/Bite (+1): Str+d6; Grab. • Large (-12): -2 to attack medium-sized foes,
• Low Light Vision (+1): Dim/dark lighting. they receive +2 to their attacks.
• Scent (+1): Navigate by scent (range 6"). • No Hands (-4): Can't use weapons or tools.
• Fast Runner (+½): d8 running die. • No Speech (-2): Not capable of speaking.
• Grab (+2): Pin your opponent if you hit with a • Naked (-2): Cannot wear armour or clothing.
raise, they require a raise on an opposed
Strength roll to escape. Bird
• Size +2 (+3): Toughness +2.
• No Hands (-4): Can't use weapons or tools.
Archaeopteryx (+2 race/+5½ shape)
• No Speech (-2): Not capable of speaking.
Race Creation: Already balanced.
• Naked (-2): Cannot wear armour or clothing.
Beast Shape (Novice): 2-4 PP, or 1-3 PP for
dedicated form.
Panda (-1 race/+1 shape) Nature's Ally (Novice): 3 PP for the first, +1
Race Creation: Assign another 4 skill points PP for each additional animal.
and 1 racial ability. Abilities:
Beast Shape (Novice): 1-3 PP. • Skills (-3½/+0): Climbing d10 and Notice
Nature's Ally (Novice): 3 PP for the first, +1 d4.
PP for each additional animal. • Agile (+2): +1 die step to Agility.
Abilities: • Weak (-2): -1 die step to Strength. If this
• Skills (-2/+0): Fighting d6, Climbing d10, would take Strength below d4, instead suffer -1
Survival d4 and Notice d8. to all Strength rolls (including damage) and
• Strong (+4): +2 die steps to Strength. halve carrying capacity.
• Tough (+2): +1 die step to Vigor. • Fast (+1): Pace 8.
• Thick Fur (+1): +1 armour. • Bite (+1): Str.
• Bite/Claws (+1): Str+d6. • Low Light Vision (+1): Dim/dark lighting.
~ 10 ~
• Glide (+1½): Flying Pace of 8" and Climb -1, • Bite (+1): Str.
but cannot gain or maintain altitude. • Low Light Vision (+1): Dim/dark lighting.
• Wall Walker (+1): Climbing Pace 2". • Flight (+3): Flying Pace of 8" and Climb 0.
• Size -2 (-4): Toughness -2; Natural weapons • Size -3 (-5½): Toughness -3; Natural
reduced to Str damage. weapons reduced to Str damage.
• Small (+12): +2 to attack medium-sized • Small (+12): +2 to attack medium-sized
foes, they receive -2 to their attacks. foes, they receive -2 to their attacks.
• No Hands (-4): Can't use weapons or tools. • No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking. • Naked (-2): Cannot wear armour or clothing.
• Naked (-2): Cannot wear armour or clothing.
Murder Of Crows (+22 race/+19½
Chicken (-4½ race/+2 shape) shape)
Race Creation: Assign another 13 skill points. Race Creation: Remove 20 racial abilities.
Beast Shape (Novice): 1-3 PP. Beast Shape (Legendary): 9-11 PP, or 4-6 PP
Nature's Ally (Novice): 3 PP for the first, +1 for dedicated form.
PP for each additional animal. Nature's Ally (Legendary): 7 PP for the first,
Abilities: +5 PP for each additional animal.
• Skills (-6½/+0): Notice d6. Abilities:
• Agile (+2): +1 die step to Agility. • Skills (-1½/+0): Tracking d10 and Notice
• Weak (-2): -1 die step to Strength. If this d8.
would take Strength below d4, instead suffer -1 • Agile (+2): +1 die step to Agility.
to all Strength rolls (including damage) and • Stupid (-2/+0): -1 die step to Smarts (not
halve carrying capacity. when shapechanging).
• Slow (-1): Pace 4. • Spirited (+6/+0): +3 die steps to Spirit (not
• Bite (+1): Str. when shapechanging).
• Low Light Vision (+1): Dim/dark lighting. • Strong (+2): +1 die step to Strength.
• Limited Flight (+1): Flying Pace of 2" and • Tough (+2): +1 die step to Vigor.
Climb 0, but cannot remain airborne. • Edge (+4): Improved Level Headed.
• Size -2 (-4): Toughness -2; Natural weapons • Slow (-2½): Pace 1.
reduced to Str damage. • Low Light Vision (+1): Dim/dark lighting.
• Small (+12): +2 to attack medium-sized • Scent (+1): Navigate by scent (range 6").
foes, they receive -2 to their attacks. • Keen Senses (+1): +1 to Notice rolls.
• No Hands (-4): Can't use weapons or tools. • Swarm (+12): +2 Parry, immune to most
• No Speech (-2): Not capable of speaking. weapons, automatically inflicts 2d6 damage to
• Naked (-2): Cannot wear armour or clothing. everyone within a MBT.
• Flight (+3): Flying Pace of 8" and Climb 0.
Crow (-3 race/+1½ shape) • No Hands (-4): Can't use weapons or tools.
Race Creation: Assign another 10 skill points. • Naked (-2): Cannot wear armour or clothing.
Beast Shape (Novice): 1-3 PP.
Nature's Ally (Novice): 3 PP for the first, +1 Diatryma (-3 race/+2½ shape)
PP for each additional animal. Race Creation: Assign another 10 skill points.
Abilities: Beast Shape (Novice): 1-3 PP.
• Skills (-6½/+0): Notice d6. Nature's Ally (Novice): 3 PP for the first, +1
• Agile (+2): +1 die step to Agility. PP for each additional animal.
• Spirited (+2/+0): +1 die step to Spirit (not Abilities:
when shapechanging). • Skills (-5½/+0): Fighting d6 and Notice d6.
• Weak (-2): -1 die step to Strength. If this • Agile (+6): +3 die steps to Agility.
would take Strength below d4, instead suffer -1 • Fast (+2): Pace 10.
to all Strength rolls (including damage) and • Bite (+1): Str+d6.
halve carrying capacity. • Low Light Vision (+1): Dim/dark lighting.
• Frail (-2): -1 die step to Vigor. If this would • Fast Runner (+½): d8 running die.
take Vigor below d4, instead suffer -1 to all Vigor • No Hands (-4): Can't use weapons or tools.
rolls and reduce Toughness by 1 (this can take • No Speech (-2): Not capable of speaking.
Toughness below 1). • Naked (-2): Cannot wear armour or clothing.
• Slow (-2): Pace 2.

~ 11 ~
Dodo (-15½ race/-9 shape) Beast Shape (Novice): 1-3 PP.
Race Creation: Assign another 13 skill points Nature's Ally (Novice): 3 PP for the first, +1
and 11 racial abilities. PP for each additional animal.
Beast Shape (Novice): 1-3 PP. Abilities:
Nature's Ally (Novice): 3 PP for the first, +1 • Skills (-4½/+0): Fighting d6 and Notice d8.
PP for each additional animal. • Agile (+2): +1 die step to Agility.
Abilities: • Spirited (+2/+0): +1 die step to Spirit (not
• Skills (-6½/+0): Fighting d4 and Notice d4. when shapechanging).
• Weak (-2): -1 die step to Strength. If this • Slow (-2): Pace 2.
would take Strength below d4, instead suffer -1 • Talons/Bite (+1): Str+d4.
to all Strength rolls (including damage) and • Low Light Vision (+1): Dim/dark lighting.
halve carrying capacity. • Keen Eyes (+½): +1 to sight-based Notice
• Tough (+2): +1 die step to Vigor. rolls.
• Slow (-1): Pace 4. • Flight (+7): Flying Pace of 16" and Climb 0.
• Bite (+1): Str+d4. • Size -1 (-2): Toughness -1; Natural weapons
• Low Light Vision (+1): Dim/dark lighting. reduced to Str+d4 damage.
• Size -1 (-2): Toughness -1; Natural weapons • No Hands (-4): Can't use weapons or tools.
reduced to Str+d4 damage. • No Speech (-2): Not capable of speaking.
• No Hands (-4): Can't use weapons or tools. • Naked (-2): Cannot wear armour or clothing.
• No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing. Emu (-9½ race/-½ shape)
Race Creation: Assign another 10 skill points
Duck (-4 race/+2 shape) and 6½ racial abilities.
Race Creation: Assign another 12 skill points. Beast Shape (Novice): 1-3 PP.
Beast Shape (Novice): 1-3 PP. Nature's Ally (Novice): 3 PP for the first, +1
Nature's Ally (Novice): 3 PP for the first, +1 PP for each additional animal.
PP for each additional animal. Abilities:
Abilities: • Skills (-5/+0): Fighting d4 and Notice d8.
• Skills (-6/+0): Swimming d6 and Notice d4. • Agile (+4): +2 die steps to Agility.
• Agile (+2): +1 die step to Agility. • Fast (+1): Pace 8.
• Weak (-2): -1 die step to Strength. If this • Kicks (+1): Str.
would take Strength below d4, instead suffer -1 • Low Light Vision (+1): Dim/dark lighting.
to all Strength rolls (including damage) and • Fast Runner (+½): d8 running die.
halve carrying capacity. • Docile (-4/+0): +0 for shapechanging. -4 for
• Frail (-2): -1 die step to Vigor. If this would companions, familiars and summoned minions;
take Vigor below d4, instead suffer -1 to all Vigor this animal won't attack, and automatically flees
rolls and reduce Toughness by 1 (this can take if Shaken.
Toughness below 1). • No Hands (-4): Can't use weapons or tools.
• Slow (-2): Pace 2. • No Speech (-2): Not capable of speaking.
• Bite (+1): Str. • Naked (-2): Cannot wear armour or clothing.
• Low Light Vision (+1): Dim/dark lighting.
• Flight (+3): Flying Pace of 8" and Climb 0. Battle Emu (+6½ race/+9 shape)
• Natural Swimmer (+1): Swimming Pace of Race Creation: Remove 4½ racial abilities.
5", and +2 to resist drowning. Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
• Size -2 (-4): Toughness -2; Natural weapons dedicated form.
reduced to Str damage. Nature's Ally (Novice): 3 PP for the first, +1
• Small (+12): +2 to attack medium-sized PP for each additional animal.
foes, they receive -2 to their attacks. Abilities:
• No Hands (-4): Can't use weapons or tools. • Skills (-4½/+0): Fighting d6 and Notice d8.
• No Speech (-2): Not capable of speaking. • Agile (+8): +4 die steps to Agility.
• Naked (-2): Cannot wear armour or clothing. • Spirited (+2/+0): +1 die step to Spirit (not
when shapechanging).
Eagle (-3 race/-½ shape) • Strong (+2): +1 die step to Strength.
Race Creation: Assign another 9 skill points • Tough (+2): +1 die step to Vigor.
and ½ racial ability. • Fast (+1): Pace 8.

~ 12 ~
• Feathers (+1): +1 armour. Natural weapons reduced to Str damage.
• Kicks (+1): Str+d4. • Small (+12): +2 to attack medium-sized
• Low Light Vision (+1): Dim/dark lighting. foes, they receive -2 to their attacks.
• Keen Eyes (+½): +1 to sight-based Notice • No Hands (-4): Can't use weapons or tools.
rolls. • No Speech (-2): Not capable of speaking.
• Fast Runner (+½): d8 running die. • Naked (-2): Cannot wear armour or clothing.
• No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking. Hawk (+4½ race/+8 shape)
• Naked (-2): Cannot wear armour or clothing. Race Creation: Remove 2½ racial abilities.
Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
Giant Falcon (+11½ race/+13 dedicated form.
shape) Nature's Ally (Novice): 3 PP for the first, +1
Race Creation: Remove 9½ racial abilities. PP for each additional animal.
Beast Shape (Veteran): 6-8 PP, or 3-5 PP for Abilities:
dedicated form. • Skills (-5½/+0): Notice d8.
Nature's Ally (Seasoned): 4 PP for the first, • Agile (+4): +2 die steps to Agility.
+2 PP for each additional animal. • Spirited (+2/+0): +1 die step to Spirit (not
Abilities: when shapechanging).
• Skills (-1½/+0): Fighting d6, Tracking d10 • Weak (-2): -1 die step to Strength. If this
and Notice d8. would take Strength below d4, instead suffer -1
• Agile (+4): +2 die steps to Agility. to all Strength rolls (including damage) and
• Strong (+4): +2 die steps to Strength. halve carrying capacity.
• Slow (-2): Pace 2. • Slow (-2): Pace 2.
• Feathers (+1): +1 armour. • Talons (+1): Str.
• Talons/Bite (+1): Str+d6. • Low Light Vision (+1): Dim/dark lighting.
• Low Light Vision (+1): Dim/dark lighting. • Keen Eyes (+1): +2 to sight-based Notice
• Scent (+1): Navigate by scent (range 6"). rolls.
• Keen Senses (+1): +1 to Notice rolls. • Flight (+5): Flying Pace of 12" and Climb 0.
• Flight (+7): Flying Pace of 16" and Climb 0. • Size -2 (-4): Toughness -2; Natural weapons
• Size +2 (+3): Nine feet tall; Toughness +2. reduced to Str damage.
• No Hands (-4): Can't use weapons or tools. • Small (+12): +2 to attack medium-sized
• No Speech (-2): Not capable of speaking. foes, they receive -2 to their attacks.
• Naked (-2): Cannot wear armour or clothing. • No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing.
Goose (+1½ race/+6 shape)
Race Creation: Assign another 1 skill point.
Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
Ostrich (-2½ race/+5 shape)
dedicated form. Race Creation: Assign another 7 skill points
Nature's Ally (Novice): 3 PP for the first, +1 and 1 racial ability.
PP for each additional animal. Beast Shape (Novice): 2-4 PP, or 1-3 PP for
Abilities: dedicated form.
• Skills (-4½/+0): Swimming d6 and Notice Nature's Ally (Novice): 3 PP for the first, +1
d8. PP for each additional animal.
• Agile (+2): +1 die step to Agility. Abilities:
• Weak (-2): -1 die step to Strength. If this • Skills (-3½/+0): Fighting d4, Notice d8 and
would take Strength below d4, instead suffer -1 Stealth d8.
to all Strength rolls (including damage) and • Agile (+4): +2 die steps to Agility.
halve carrying capacity. • Strong (+2): +1 die step to Strength.
• Slow (-2): Pace 2. • Fast (+2): Pace 10.
• Bite (+1): Str. • Kicks (+1): Str.
• Low Light Vision (+1): Dim/dark lighting. • Low Light Vision (+1): Dim/dark lighting.
• Flight (+5): Flying Pace of 12" and Climb 0. • Docile (-4/+0): +0 for shapechanging. -4 for
• Natural Swimmer (+1): Swimming Pace of companions, familiars and summoned minions;
5", and +2 to resist drowning. this animal won't attack, and automatically flees
• Size -2 (-4): Five feet long; Toughness -2; if Shaken.

~ 13 ~
• Size +2 (+3): Nine feet tall; Toughness +2. • Small (+12): +2 to attack medium-sized
• No Hands (-4): Can't use weapons or tools. foes, they receive -2 to their attacks.
• No Speech (-2): Not capable of speaking. • No Hands (-4): Can't use weapons or tools.
• Naked (-2): Cannot wear armour or clothing. • No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing.
Battle-Trained Ostrich (+19½
race/+18½ shape) Great Horned Owl (-4 race/-2½
Race Creation: Remove 17½ racial abilities. shape)
Beast Shape (Legendary): 9-11 PP, or 4-6 PP Race Creation: Assign another 7 skill points
for dedicated form. and 2½ racial abilities.
Nature's Ally (Heroic): 6 PP for the first, +4 Beast Shape (Novice): 1-3 PP.
PP for each additional animal. Nature's Ally (Novice): 3 PP for the first, +1
Abilities: PP for each additional animal.
• Skills (-3/+0): Fighting d6, Notice d8 and Abilities:
Stealth d8. • Skills (-3½/+0): Fighting d4, Notice d8 and
• Agile (+8): +4 die steps to Agility. Stealth d8.
• Spirited (+4/+0): +2 die steps to Spirit (not • Agile (+2): +1 die step to Agility.
when shapechanging). • Spirited (+2/+0): +1 die step to Spirit (not
• Strong (+6): +3 die steps to Strength. when shapechanging).
• Tough (+4): +2 die steps to Vigor. • Weak (-2): -1 die step to Strength. If this
• Fast (+2): Pace 10. would take Strength below d4, instead suffer -1
• Feathers (+1): +1 armour. to all Strength rolls (including damage) and
• Kicks (+1): Str+d4. halve carrying capacity.
• Low Light Vision (+1): Dim/dark lighting. • Slow (-2): Pace 2.
• Keen Eyes (+½): +1 to sight-based Notice • Feathers (+1): +1 armour.
rolls. • Talons (+1): Str+d4.
• Size +2 (+3): Nine feet tall; Toughness +2. • Low Light Vision (+1): Dim/dark lighting.
• No Hands (-4): Can't use weapons or tools. • Keen Eyes (+½): +1 to sight-based Notice
• No Speech (-2): Not capable of speaking. rolls.
• Naked (-2): Cannot wear armour or clothing. • Stealthy (+1): +1 to Stealth rolls.
• Flight (+5): Flying Pace of 12" and Climb 0.
Owl (+7½ race/+9½ shape) • Size -1 (-2): Toughness -1; Natural weapons
Race Creation: Remove 5½ racial abilities. reduced to Str+d4 damage.
Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for • No Hands (-4): Can't use weapons or tools.
dedicated form. • No Speech (-2): Not capable of speaking.
Nature's Ally (Novice): 3 PP for the first, +1 • Naked (-2): Cannot wear armour or clothing.
PP for each additional animal.
Abilities: Parrot (-3 race/+1½ shape)
• Skills (-4/+0): Notice d8 and Stealth d8. Race Creation: Assign another 10 skill points.
• Agile (+4): +2 die steps to Agility. Beast Shape (Novice): 1-3 PP.
• Spirited (+2/+0): +1 die step to Spirit (not Nature's Ally (Novice): 3 PP for the first, +1
when shapechanging). PP for each additional animal.
• Weak (-2): -1 die step to Strength. If this Abilities:
would take Strength below d4, instead suffer -1 • Skills (-6½/+0): Notice d6.
to all Strength rolls (including damage) and • Agile (+2): +1 die step to Agility.
halve carrying capacity. • Spirited (+2/+0): +1 die step to Spirit (not
• Slow (-2): Pace 2. when shapechanging).
• Talons (+1): Str. • Weak (-2): -1 die step to Strength. If this
• Low Light Vision (+1): Dim/dark lighting. would take Strength below d4, instead suffer -1
• Keen Eyes (+½): +1 to sight-based Notice to all Strength rolls (including damage) and
rolls. halve carrying capacity.
• Very Stealthy (+2): +2 to Stealth rolls. • Frail (-2): -1 die step to Vigor. If this would
• Flight (+5): Flying Pace of 12" and Climb 0. take Vigor below d4, instead suffer -1 to all Vigor
• Size -2 (-4): Toughness -2; Natural weapons rolls and reduce Toughness by 1 (this can take
reduced to Str damage. Toughness below 1).

~ 14 ~
• Slow (-2): Pace 2. • Small (+12): +2 to attack medium-sized
• Bite (+1): Str. foes, they receive -2 to their attacks.
• Low Light Vision (+1): Dim/dark lighting. • No Hands (-4): Can't use weapons or tools.
• Flight (+3): Flying Pace of 8" and Climb 0. • No Speech (-2): Not capable of speaking.
• Size -3 (-5½): Two feet tall; Toughness -2; • Naked (-2): Cannot wear armour or clothing.
Natural weapons reduced to Str damage.
• Small (+12): +2 to attack medium-sized Pigeon (-5 race/-½ shape)
foes, they receive -2 to their attacks. Race Creation: Assign another 13 skill points
• No Hands (-4): Can't use weapons or tools. and ½ racial ability.
• Naked (-2): Cannot wear armour or clothing. Beast Shape (Novice): 1-3 PP.
Nature's Ally (Novice): 3 PP for the first, +1
Emperor Penguin (-5½ race/-2 shape) PP for each additional animal.
Race Creation: Assign another 7 skill points Abilities:
and 4 racial abilities. • Skills (-6½/+0): Notice d6.
Beast Shape (Novice): 1-3 PP. • Agile (+2): +1 die step to Agility.
Nature's Ally (Novice): 3 PP for the first, +1 • Spirited (+2/+0): +1 die step to Spirit (not
PP for each additional animal. when shapechanging).
Abilities: • Weak (-2): -1 die step to Strength. If this
• Skills (-3½/+0): Fighting d4, Swimming d10 would take Strength below d4, instead suffer -1
and Notice d6. to all Strength rolls (including damage) and
• Agile (+2): +1 die step to Agility. halve carrying capacity.
• Tough (+2): +1 die step to Vigor. • Frail (-2): -1 die step to Vigor. If this would
• Slow (-2½): Pace 1. take Vigor below d4, instead suffer -1 to all Vigor
• Feathers (+1): +1 armour. rolls and reduce Toughness by 1 (this can take
• Bite (+1): Str+d6. Toughness below 1).
• Low Light Vision (+1): Dim/dark lighting. • Slow (-2): Pace 2.
• Natural Swimmer (+1): Swimming Pace of • Bite (+1): Str.
7", and +2 to resist drowning. • Low Light Vision (+1): Dim/dark lighting.
• Hold Breath (+½): For Vigor x 10 minutes. • Flight (+3): Flying Pace of 8" and Climb 0.
• No Hands (-4): Can't use weapons or tools. • Size -3 (-5½): Three feet long; Toughness -
• No Speech (-2): Not capable of speaking. 2; Natural weapons reduced to Str damage.
• Naked (-2): Cannot wear armour or clothing. • Small (+12): +2 to attack medium-sized
foes, they receive -2 to their attacks.
Rockhopper Penguin (-3 race/+1 • No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking.
shape) • Naked (-2): Cannot wear armour or clothing.
Race Creation: Assign another 8 skill points
and 1 racial ability.
Beast Shape (Novice): 1-3 PP.
Puffin (-2½ race/+½ shape)
Nature's Ally (Novice): 3 PP for the first, +1 Race Creation: Assign another 9 skill points.
PP for each additional animal. Beast Shape (Novice): 1-3 PP.
Abilities: Nature's Ally (Novice): 3 PP for the first, +1
• Skills (-4/+0): Swimming d10 and Notice d6. PP for each additional animal.
• Agile (+2): +1 die step to Agility. Abilities:
• Weak (-2): -1 die step to Strength. If this • Skills (-5/+0): Swimming d8 and Notice d6.
would take Strength below d4, instead suffer -1 • Agile (+2): +1 die step to Agility.
to all Strength rolls (including damage) and • Spirited (+2/+0): +1 die step to Spirit (not
halve carrying capacity. when shapechanging).
• Slow (-2½): Pace 1. • Weak (-2): -1 die step to Strength. If this
• Bite (+1): Str. would take Strength below d4, instead suffer -1
• Low Light Vision (+1): Dim/dark lighting. to all Strength rolls (including damage) and
• Natural Swimmer (+1): Swimming Pace of halve carrying capacity.
7", and +2 to resist drowning. • Frail (-2): -1 die step to Vigor. If this would
• Hold Breath (+½): For Vigor x 10 minutes. take Vigor below d4, instead suffer -1 to all Vigor
• Size -2 (-4): Toughness -2; Natural weapons rolls and reduce Toughness by 1 (this can take
reduced to Str damage. Toughness below 1).

~ 15 ~
• Slow (-2): Pace 2. when shapechanging).
• Bite (+1): Str. • Spirited (+6/+0): +3 die steps to Spirit (not
• Low Light Vision (+1): Dim/dark lighting. when shapechanging).
• Flight (+3): Flying Pace of 8" and Climb 0. • Strong (+2): +1 die step to Strength.
• Natural Swimmer (+1): Swimming Pace of • Slow (-2): Pace 2.
6", and +2 to resist drowning. • Low Light Vision (+1): Dim/dark lighting.
• Size -3 (-5½): Toughness -3; Natural • Scent (+1): Navigate by scent (range 6").
weapons reduced to Str damage. • Keen Senses (+1): +1 to Notice rolls.
• Small (+12): +2 to attack medium-sized • Swarm (+12): +2 Parry, immune to most
foes, they receive -2 to their attacks. weapons, automatically inflicts 2d6 damage to
• No Hands (-4): Can't use weapons or tools. everyone within a MBT.
• No Speech (-2): Not capable of speaking. • Flight (+3): Flying Pace of 8" and Climb 0.
• Naked (-2): Cannot wear armour or clothing. • No Hands (-4): Can't use weapons or tools.
• Naked (-2): Cannot wear armour or clothing.
Raven (-1½ race/+3 shape)
Race Creation: Assign another 7 skill points. Roc (+21 race/+24 shape)
Beast Shape (Novice): 1-3 PP. Race Creation: Remove 19 racial abilities.
Nature's Ally (Novice): 3 PP for the first, +1 Beast Shape (Legendary+1): 12-14 PP, or 6-
PP for each additional animal. 8 PP for dedicated form.
Abilities: Nature's Ally (Legendary): 7 PP for the first,
• Skills (-6½/+0): Notice d6. +5 PP for each additional animal.
• Agile (+2): +1 die step to Agility. Abilities:
• Spirited (+2/+0): +1 die step to Spirit (not • Skills (-3/+0): Fighting d10 and Notice d8.
when shapechanging). • Agile (+2): +1 die step to Agility.
• Weak (-2): -1 die step to Strength. If this • Strong (+12): +6 die steps to Strength.
would take Strength below d4, instead suffer -1 • Tough (+4): +2 die steps to Vigor.
to all Strength rolls (including damage) and • Edge (+4): Improved Level Headed.
halve carrying capacity. • Edge (+2): Strong Willed.
• Frail (-2): -1 die step to Vigor. If this would • Edge (+2): Trademark Weapon (talons).
take Vigor below d4, instead suffer -1 to all Vigor • Slow (-1): Pace 4.
rolls and reduce Toughness by 1 (this can take • Feathers (+3): +3 armour.
Toughness below 1). • Talons/Bite (+1): Str+d8; Grab.
• Slow (-2): Pace 2. • Low Light Vision (+1): Dim/dark lighting.
• Bite (+1): Str. • Keen Eyes (+1): +2 to sight-based Notice
• Low Light Vision (+1): Dim/dark lighting. rolls.
• Flight (+3): Flying Pace of 8" and Climb 0. • Grab (+2): Pin your opponent if you hit with a
• Size -2 (-4): Toughness -2; Natural weapons raise, they require a raise on an opposed
reduced to Str damage. Strength roll to escape.
• Small (+12): +2 to attack medium-sized • Flight (+7): Flying Pace of 16" and Climb 0.
foes, they receive -2 to their attacks. • Size +10 (+16): Thirty feet long; Toughness
• No Hands (-4): Can't use weapons or tools. +10; Natural weapons increased to Str+d10
• Naked (-2): Cannot wear armour or clothing. damage.
• Huge (-24): -4 to attack medium-sized foes,
Unkindness Of Ravens (+16½ they receive +4 to their attacks.
• No Hands (-4): Can't use weapons or tools.
race/+14 shape) • No Speech (-2): Not capable of speaking.
Race Creation: Remove 14½ racial abilities. • Naked (-2): Cannot wear armour or clothing.
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for
dedicated form.
Nature's Ally (Heroic): 6 PP for the first, +4
Snail Kite (+4½ race/+8 shape)
PP for each additional animal. Race Creation: Remove 2½ racial abilities.
Abilities: Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
• Skills (-1½/+0): Tracking d10 and Notice dedicated form.
d8. Nature's Ally (Novice): 3 PP for the first, +1
• Agile (+2): +1 die step to Agility. PP for each additional animal.
• Stupid (-2/+0): -1 die step to Smarts (not Abilities:

~ 16 ~
• Skills (-5½/+0): Notice d8. • Feathers (+1): +1 armour.
• Agile (+4): +2 die steps to Agility. • Bite/Talons (+1): Str+d6.
• Spirited (+2/+0): +1 die step to Spirit (not • Low Light Vision (+1): Dim/dark lighting.
when shapechanging). • Keen Eyes (+½): +1 to sight-based Notice
• Weak (-2): -1 die step to Strength. If this rolls.
would take Strength below d4, instead suffer -1 • Fast Runner (+½): d8 running die.
to all Strength rolls (including damage) and • Size +2 (+3): Toughness +2.
halve carrying capacity. • No Hands (-4): Can't use weapons or tools.
• Slow (-2): Pace 2. • No Speech (-2): Not capable of speaking.
• Talons (+1): Str. • Naked (-2): Cannot wear armour or clothing.
• Low Light Vision (+1): Dim/dark lighting.
• Keen Eyes (+1): +2 to sight-based Notice Thrush (-5 race/-½ shape)
rolls. Race Creation: Assign another 13 skill points
• Flight (+5): Flying Pace of 12" and Climb 0. and ½ racial ability.
• Size -2 (-4): Toughness -2; Natural weapons Beast Shape (Novice): 1-3 PP.
reduced to Str damage. Nature's Ally (Novice): 3 PP for the first, +1
• Small (+12): +2 to attack medium-sized PP for each additional animal.
foes, they receive -2 to their attacks. Abilities:
• No Hands (-4): Can't use weapons or tools. • Skills (-6½/+0): Notice d6.
• No Speech (-2): Not capable of speaking. • Agile (+2): +1 die step to Agility.
• Naked (-2): Cannot wear armour or clothing. • Spirited (+2/+0): +1 die step to Spirit (not
when shapechanging).
Swan (-2 race/+2 shape) • Weak (-2): -1 die step to Strength. If this
Race Creation: Assign another 8 skill points. would take Strength below d4, instead suffer -1
Beast Shape (Novice): 1-3 PP. to all Strength rolls (including damage) and
Nature's Ally (Novice): 3 PP for the first, +1 halve carrying capacity.
PP for each additional animal. • Frail (-2): -1 die step to Vigor. If this would
Abilities: take Vigor below d4, instead suffer -1 to all Vigor
• Skills (-4/+0): Fighting d4, Swimming d6 rolls and reduce Toughness by 1 (this can take
and Notice d8. Toughness below 1).
• Agile (+2): +1 die step to Agility. • Slow (-2): Pace 2.
• Slow (-2): Pace 2. • Bite (+1): Str.
• Bite/Wings (+1): Str+d4. • Low Light Vision (+1): Dim/dark lighting.
• Low Light Vision (+1): Dim/dark lighting. • Flight (+3): Flying Pace of 8" and Climb 0.
• Flight (+9): Flying Pace of 20" and Climb 0. • Size -3 (-5½): Toughness -3; Natural
• Natural Swimmer (+1): Swimming Pace of weapons reduced to Str damage.
5", and +2 to resist drowning. • Small (+12): +2 to attack medium-sized
• Size -1 (-2): Five feet long; Toughness -1; foes, they receive -2 to their attacks.
Natural weapons reduced to Str+d4 damage. • No Hands (-4): Can't use weapons or tools.
• No Hands (-4): Can't use weapons or tools. • No Speech (-2): Not capable of speaking.
• No Speech (-2): Not capable of speaking. • Naked (-2): Cannot wear armour or clothing.
• Naked (-2): Cannot wear armour or clothing.
Toucan (-3½ race/+1 shape)
Terror Bird (+10½ race/+15 shape) Race Creation: Assign another 11 skill points.
Race Creation: Remove 8½ racial abilities. Beast Shape (Novice): 1-3 PP.
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for Nature's Ally (Novice): 3 PP for the first, +1
dedicated form. PP for each additional animal.
Nature's Ally (Seasoned): 4 PP for the first, Abilities:
+2 PP for each additional animal. • Skills (-6½/+0): Notice d6.
Abilities: • Agile (+2): +1 die step to Agility.
• Skills (-4½/+0): Fighting d6 and Notice d8. • Spirited (+2/+0): +1 die step to Spirit (not
• Agile (+4): +2 die steps to Agility. when shapechanging).
• Strong (+6): +3 die steps to Strength. • Weak (-2): -1 die step to Strength. If this
• Tough (+4): +2 die steps to Vigor. would take Strength below d4, instead suffer -1
• Fast (+2): Pace 10. to all Strength rolls (including damage) and

~ 17 ~
halve carrying capacity. • Bite (+1): Str+d6.
• Frail (-2): -1 die step to Vigor. If this would • Low Light Vision (+1): Dim/dark lighting.
take Vigor below d4, instead suffer -1 to all Vigor • Scent (+1): Navigate by scent (range 6").
rolls and reduce Toughness by 1 (this can take • Flight (+3): Flying Pace of 8" and Climb 0.
Toughness below 1). • Size +2 (+3): Toughness +2.
• Slow (-2): Pace 2. • No Hands (-4): Can't use weapons or tools.
• Bite (+1): Str. • No Speech (-2): Not capable of speaking.
• Low Light Vision (+1): Dim/dark lighting. • Naked (-2): Cannot wear armour or clothing.
• Flight (+3): Flying Pace of 8" and Climb 0.
• Size -2 (-4): Toughness -2; Natural weapons Giant Vulture (+29 race/+28
reduced to Str damage.
• Small (+12): +2 to attack medium-sized shape)
foes, they receive -2 to their attacks. Race Creation: Remove 27 racial abilities.
• No Hands (-4): Can't use weapons or tools. Beast Shape (Legendary+2): 14-16 PP, or 7-
• No Speech (-2): Not capable of speaking. 9 PP for dedicated form.
• Naked (-2): Cannot wear armour or clothing. Nature's Ally (Legendary+2): 9 PP for the
first, +7 PP for each additional animal.
Abilities:
Vulture (-5 race/-2 shape) • Skills (-1/+0): Fighting d8, Tracking d10 and
Race Creation: Assign another 6 skill points Notice d8.
and 4 racial abilities. • Agile (+2): +1 die step to Agility.
Beast Shape (Novice): 1-3 PP. • Spirited (+2/+0): +1 die step to Spirit (not
Nature's Ally (Novice): 3 PP for the first, +1 when shapechanging).
PP for each additional animal. • Strong (+10): +5 die steps to Strength.
Abilities: • Tough (+6): +3 die steps to Vigor.
• Skills (-3/+0): Fighting d4, Tracking d8 and • Edge (+2): Trademark Weapon (bite).
Notice d8. • Slow (-2): Pace 2.
• Tough (+2): +1 die step to Vigor. • Feathers (+2): +2 armour.
• Slow (-2): Pace 2. • Bite (+1): Str+d6; Disease.
• Bite (+1): Str+d4. • Low Light Vision (+1): Dim/dark lighting.
• Low Light Vision (+1): Dim/dark lighting. • Scent (+1): Navigate by scent (range 6").
• Scent (+1): Navigate by scent (range 6"). • Keen Senses (+1): +1 to Notice rolls.
• Flight (+4): Flying Pace of 10" and Climb 0. • Flight (+4): Flying Pace of 10" and Climb 0.
• Hardy (+1): A second Shaken result doesn't • Hardy (+1): A second Shaken result doesn't
become a wound. become a wound.
• Size -1 (-2): Toughness -1; Natural weapons • Disease (+½): Make a Vigor roll or become
reduced to Str+d4 damage. afflicted.
• No Hands (-4): Can't use weapons or tools. • Endurance (+2) +2 to Soak rolls.
• No Speech (-2): Not capable of speaking. • Size +3 (+4½): Thirteen feet tall; Toughness
• Naked (-2): Cannot wear armour or clothing. +3.
• No Hands (-4): Can't use weapons or tools.
Geier (+18 race/+20½ shape) • No Speech (-2): Not capable of speaking.
Race Creation: Remove 16 racial abilities. • Naked (-2): Cannot wear armour or clothing.
Beast Shape (Legendary): 10-12 PP, or 5-7
PP for dedicated form. Cat
Nature's Ally (Heroic): 6 PP for the first, +4
PP for each additional animal.
Abilities: Cat (+½ race/+3 shape)
• Skills (-2½/+0): Fighting d6, Tracking d8 Race Creation: Assign another 3 skill points.
and Notice d8. Beast Shape (Novice): 1-3 PP.
• Agile (+2): +1 die step to Agility. Nature's Ally (Novice): 3 PP for the first, +1
• Strong (+8): +4 die steps to Strength. PP for each additional animal.
• Tough (+8): +4 die steps to Vigor. Abilities:
• Edge (+2): Alertness. • Skills (-2½/+0): Climbing d6, Tracking d6,
• Slow (-1½): Pace 3. Notice d6 and Stealth d8.
• Feathers (+1): +1 armour. • Agile (+2): +1 die step to Agility.
• Weak (-2): -1 die step to Strength. If this
~ 18 ~
would take Strength below d4, instead suffer -1 • Tough (+2): +1 die step to Vigor.
to all Strength rolls (including damage) and • Edge (+2): Trademark Weapon (bite).
halve carrying capacity. • Fast (+1): Pace 8.
• Frail (-2): -1 die step to Vigor. If this would • Thick Fur (+1): +1 armour.
take Vigor below d4, instead suffer -1 to all Vigor • Claw/Bite (+1): Str+d8; Grab.
rolls and reduce Toughness by 1 (this can take • Low Light Vision (+1): Dim/dark lighting.
Toughness below 1). • Scent (+1): Navigate by scent (range 6").
• Claws/Bite (+1): Str. • Stealthy (+1): +1 to Stealth rolls.
• Low Light Vision (+1): Dim/dark lighting. • Grab (+2): Pin your opponent if you hit with a
• Scent (+1): Navigate by scent (range 6"). raise, they require a raise on an opposed
• Very Stealthy (+2): +2 to Stealth rolls. Strength roll to escape.
• Size -2 (-4): Toughness -2; Natural weapons • Pounce (+2): +4 attack/damage and -2 Parry
reduced to Str damage. after leaping d6" in a straight line towards non-
• Small (+12): +2 to attack medium-sized adjacent foe.
foes, they receive -2 to their attacks. • Wall Walker (+1): Climbing Pace 4".
• No Hands (-4): Can't use weapons or tools. • Natural Swimmer (+1): Swimming Pace of
• No Speech (-2): Not capable of speaking. 6", and +2 to resist drowning.
• Naked (-2): Cannot wear armour or clothing. • No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking.
Cheetah (+12 race/+14½ shape) • Naked (-2): Cannot wear armour or clothing.
Race Creation: Remove 10 racial abilities.
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for Leopard (+13½ race/+14 shape)
dedicated form. Race Creation: Remove 11½ racial abilities.
Nature's Ally (Veteran): 5 PP for the first, +3 Beast Shape (Heroic): 7-9 PP, or 3-5 PP for
PP for each additional animal. dedicated form.
Abilities: Nature's Ally (Veteran): 5 PP for the first, +3
• Skills (-2½/+0): Fighting d8, Tracking d6, PP for each additional animal.
Notice d6 and Stealth d8. Abilities:
• Agile (+6): +3 die steps to Agility. • Skills (-½/+0): Fighting d8, Climbing d10,
• Strong (+4): +2 die steps to Strength. Tracking d6, Notice d6 and Stealth d8.
• Tough (+2): +1 die step to Vigor. • Agile (+6): +3 die steps to Agility.
• Edge (+2): Level Headed. • Strong (+4): +2 die steps to Strength.
• Fast (+2): Pace 10. • Tough (+2): +1 die step to Vigor.
• Bite/Claws (+1): Str+d6; Go for the Throat. • Fast (+1): Pace 8.
• Low Light Vision (+1): Dim/dark lighting. • Bite/Claws (+1): Str+d6; Grab.
• Scent (+1): Navigate by scent (range 6"). • Low Light Vision (+1): Dim/dark lighting.
• Sprint (+1½): d12 running die. • Scent (+1): Navigate by scent (range 6").
• Go for the Throat (+2): Target least • Stealthy (+1): +1 to Stealth rolls.
armoured location on a raise. • Grab (+2): Pin your opponent if you hit with a
• No Hands (-4): Can't use weapons or tools. raise, they require a raise on an opposed
• No Speech (-2): Not capable of speaking. Strength roll to escape.
• Naked (-2): Cannot wear armour or clothing. • Pounce (+2): +4 attack/damage and -2 Parry
after leaping d6" in a straight line towards non-
Jaguar (+23 race/+18 shape) adjacent foe.
Race Creation: Remove 21 racial abilities. • Wall Walker (+1): Climbing Pace 4".
Beast Shape (Legendary): 9-11 PP, or 4-6 PP • No Hands (-4): Can't use weapons or tools.
for dedicated form. • No Speech (-2): Not capable of speaking.
Nature's Ally (Legendary): 7 PP for the first, • Naked (-2): Cannot wear armour or clothing.
+5 PP for each additional animal.
Abilities: Clouded Leopard (+11 race/+10
• Skills (+5/+0): Fighting d8, Climbing d12, shape)
Tracking d8, Swimming d12, Notice d8 and Race Creation: Remove 9 racial abilities.
Stealth d8. Beast Shape (Veteran): 5-7 PP, or 2-4 PP for
• Agile (+4): +2 die steps to Agility. dedicated form.
• Strong (+6): +3 die steps to Strength. Nature's Ally (Seasoned): 4 PP for the first,

~ 19 ~
+2 PP for each additional animal. PP for dedicated form.
Abilities: Nature's Ally (Heroic): 6 PP for the first, +4
• Skills (+1/+0): Fighting d8, Climbing d12, PP for each additional animal.
Tracking d6, Notice d6 and Stealth d8. Abilities:
• Agile (+6): +3 die steps to Agility. • Skills (-1/+0): Fighting d6, Tracking d8,
• Strong (+2): +1 die step to Strength. Notice d8 and Stealth d8.
• Tough (+2): +1 die step to Vigor. • Agile (+4): +2 die steps to Agility.
• Fast (+1): Pace 8. • Strong (+8): +4 die steps to Strength.
• Bite/Claws (+1): Str+d4; Grab. • Tough (+2): +1 die step to Vigor.
• Low Light Vision (+1): Dim/dark lighting. • Edge (+2): Level Headed.
• Scent (+1): Navigate by scent (range 6"). • Fast (+1): Pace 8.
• Stealthy (+1): +1 to Stealth rolls. • Skin (+1): +1 armour.
• Grab (+2): Pin your opponent if you hit with a • Bite/Claws (+1): Str+d6; Grab.
raise, they require a raise on an opposed • Low Light Vision (+1): Dim/dark lighting.
Strength roll to escape. • Scent (+1): Navigate by scent (range 6").
• Pounce (+2): +4 attack/damage and -2 Parry • Fast Runner (+½): d8 running die.
after leaping d6" in a straight line towards non- • Grab (+2): Pin your opponent if you hit with a
adjacent foe. raise, they require a raise on an opposed
• Wall Walker (+1): Climbing Pace 6". Strength roll to escape.
• Size -1 (-2): Three feet long; Toughness -1; • Pounce (+2): +4 attack/damage and -2 Parry
Natural weapons reduced to Str+d4 damage. after leaping d6" in a straight line towards non-
• No Hands (-4): Can't use weapons or tools. adjacent foe.
• No Speech (-2): Not capable of speaking. • Size +2 (+3): Eight feet long; Toughness +2.
• Naked (-2): Cannot wear armour or clothing. • No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking.
Snow Leopard (+16 race/+13 shape) • Naked (-2): Cannot wear armour or clothing.
Race Creation: Remove 14 racial abilities.
Beast Shape (Veteran): 6-8 PP, or 3-5 PP for Cave Lion (+20 race/+19½ shape)
dedicated form. Race Creation: Remove 18 racial abilities.
Nature's Ally (Heroic): 6 PP for the first, +4 Beast Shape (Legendary): 9-11 PP, or 4-6 PP
PP for each additional animal. for dedicated form.
Abilities: Nature's Ally (Legendary): 7 PP for the first,
• Skills (+3/+0): Fighting d8, Climbing d10, +5 PP for each additional animal.
Tracking d10, Notice d8 and Stealth d8. Abilities:
• Agile (+6): +3 die steps to Agility. • Skills (+½/+0): Fighting d8, Tracking d10,
• Strong (+2): +1 die step to Strength. Notice d8 and Stealth d8.
• Tough (+2): +1 die step to Vigor. • Agile (+4): +2 die steps to Agility.
• Fast (+1): Pace 8. • Strong (+12): +6 die steps to Strength.
• Claw/Bite (+1): Str+d6. • Tough (+4): +2 die steps to Vigor.
• Low Light Vision (+1): Dim/dark lighting. • Edge (+2): Trademark Weapon (claw).
• Scent (+1): Navigate by scent (range 6"). • Fast (+1): Pace 8.
• Keen Senses (+1): +1 to Notice rolls. • Thick Fur (+2): +2 armour.
• Stealthy (+1): +1 to Stealth rolls. • Claws/Bite (+1): Str+d8; Grab.
• Pounce (+2): +4 attack/damage and -2 Parry • Low Light Vision (+1): Dim/dark lighting.
after leaping d6" in a straight line towards non- • Scent (+1): Navigate by scent (range 6").
adjacent foe. • Keen Senses (+1): +1 to Notice rolls.
• Wall Walker (+1): Climbing Pace 4". • Grab (+2): Pin your opponent if you hit with a
• Endurance (+2) +2 to Soak rolls. raise, they require a raise on an opposed
• No Hands (-4): Can't use weapons or tools. Strength roll to escape.
• No Speech (-2): Not capable of speaking. • Pounce (+2): +4 attack/damage and -2 Parry
• Naked (-2): Cannot wear armour or clothing. after leaping d6" in a straight line towards non-
adjacent foe.
Lion (+19½ race/+20½ shape) • Size +4 (+6½): Ten feet long; Toughness
Race Creation: Remove 17½ racial abilities. +4; Natural weapons increased to Str+d8
Beast Shape (Legendary): 10-12 PP, or 5-7 damage.
• Large (-12): -2 to attack medium-sized foes,
~ 20 ~
they receive +2 to their attacks. • Low Light Vision (+1): Dim/dark lighting.
• No Hands (-4): Can't use weapons or tools. • Scent (+1): Navigate by scent (range 6").
• No Speech (-2): Not capable of speaking. • Stealthy (+1): +1 to Stealth rolls.
• Naked (-2): Cannot wear armour or clothing. • Grab (+2): Pin your opponent if you hit with a
raise, they require a raise on an opposed
Dire Lion (+19½ race/+19 shape) Strength roll to escape.
Race Creation: Remove 17½ racial abilities. • Pounce (+2): +4 attack/damage and -2 Parry
Beast Shape (Legendary): 9-11 PP, or 4-6 PP after leaping d6" in a straight line towards non-
for dedicated form. adjacent foe.
Nature's Ally (Heroic): 6 PP for the first, +4 • Wall Walker (+1): Climbing Pace 4".
PP for each additional animal. • Size -1 (-2): Three feet long; Toughness -1;
Abilities: Natural weapons reduced to Str+d4 damage.
• Skills (+½/+0): Fighting d8, Tracking d10, • No Hands (-4): Can't use weapons or tools.
Notice d8 and Stealth d8. • No Speech (-2): Not capable of speaking.
• Agile (+2): +1 die step to Agility. • Naked (-2): Cannot wear armour or clothing.
• Strong (+12): +6 die steps to Strength.
• Tough (+4): +2 die steps to Vigor. Margay (+11½ race/+7 shape)
• Edge (+2): Level Headed. Race Creation: Remove 9½ racial abilities.
• Edge (+2): Trademark Weapon (claw). Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
• Fast (+1): Pace 8. dedicated form.
• Thick Fur (+1): +1 armour. Nature's Ally (Seasoned): 4 PP for the first,
• Bite/Claws (+1): Str+d8; Grab. +2 PP for each additional animal.
• Low Light Vision (+1): Dim/dark lighting. Abilities:
• Scent (+1): Navigate by scent (range 6"). • Skills (+4½/+0): Fighting d8, Climbing d12,
• Keen Senses (+1): +1 to Notice rolls. Tracking d10, Notice d8 and Stealth d8.
• Fast Runner (+½): d8 running die. • Agile (+4): +2 die steps to Agility.
• Grab (+2): Pin your opponent if you hit with a • Tough (+2): +1 die step to Vigor.
raise, they require a raise on an opposed • Fast (+1): Pace 8.
Strength roll to escape. • Bite/Claws (+1): Str+d4; Grab.
• Pounce (+2): +4 attack/damage and -2 Parry • Low Light Vision (+1): Dim/dark lighting.
after leaping d6" in a straight line towards non- • Scent (+1): Navigate by scent (range 6").
adjacent foe. • Keen Senses (+1): +1 to Notice rolls.
• Size +4 (+6½): Fifteen feet long; Toughness • Stealthy (+1): +1 to Stealth rolls.
+4; Natural weapons increased to Str+d8 • Grab (+2): Pin your opponent if you hit with a
damage. raise, they require a raise on an opposed
• Large (-12): -2 to attack medium-sized foes, Strength roll to escape.
they receive +2 to their attacks. • Pounce (+2): +4 attack/damage and -2 Parry
• No Hands (-4): Can't use weapons or tools. after leaping d6" in a straight line towards non-
• No Speech (-2): Not capable of speaking. adjacent foe.
• Naked (-2): Cannot wear armour or clothing. • Wall Walker (+1): Climbing Pace 6".
• Size -1 (-2): Two feet long; Toughness -1;
Lynx (+7½ race/+6 shape) Natural weapons reduced to Str+d4 damage.
Race Creation: Remove 5½ racial abilities. • No Hands (-4): Can't use weapons or tools.
Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for • No Speech (-2): Not capable of speaking.
dedicated form. • Naked (-2): Cannot wear armour or clothing.
Nature's Ally (Novice): 3 PP for the first, +1
PP for each additional animal. Panther (+17 race/+15 shape)
Abilities: Race Creation: Remove 15 racial abilities.
• Skills (+1½/+0): Fighting d6, Climbing d10, Beast Shape (Heroic): 7-9 PP, or 3-5 PP for
Tracking d8, Notice d8 and Stealth d8. dedicated form.
• Agile (+2): +1 die step to Agility. Nature's Ally (Heroic): 6 PP for the first, +4
• Strong (+2): +1 die step to Strength. PP for each additional animal.
• Tough (+2): +1 die step to Vigor. Abilities:
• Fast (+1): Pace 8. • Skills (+2/+0): Fighting d8, Climbing d8,
• Claw/Bite (+1): Str+d4; Grab. Tracking d10, Notice d8 and Stealth d8.

~ 21 ~
• Agile (+6): +3 die steps to Agility. first, +6 PP for each additional animal.
• Strong (+4): +2 die steps to Strength. Abilities:
• Tough (+2): +1 die step to Vigor. • Skills (+4/+0): Fighting d10, Tracking d10,
• Fast (+2): Pace 10. Swimming d10, Notice d8 and Stealth d8.
• Rusty Brown Fur (+1): +1 armour. • Agile (+2): +1 die step to Agility.
• Bite/Claws (+1): Str+d6; Grab. • Strong (+12): +6 die steps to Strength.
• Low Light Vision (+1): Dim/dark lighting. • Tough (+4): +2 die steps to Vigor.
• Scent (+1): Navigate by scent (range 6"). • Edge (+2): Level Headed.
• Keen Senses (+1): +1 to Notice rolls. • Fast (+1): Pace 8.
• Grab (+2): Pin your opponent if you hit with a • Thick Fur (+2): +2 armour.
raise, they require a raise on an opposed • Claws/Bite (+1): Str+d8; Grab.
Strength roll to escape. • Low Light Vision (+1): Dim/dark lighting.
• Pounce (+2): +4 attack/damage and -2 Parry • Scent (+1): Navigate by scent (range 6").
after leaping d6" in a straight line towards non- • Keen Senses (+1): +1 to Notice rolls.
adjacent foe. • Very Stealthy (+2): +2 to Stealth rolls.
• No Hands (-4): Can't use weapons or tools. • Fast Runner (+½): d8 running die.
• No Speech (-2): Not capable of speaking. • Grab (+2): Pin your opponent if you hit with a
• Naked (-2): Cannot wear armour or clothing. raise, they require a raise on an opposed
Strength roll to escape.
Tiger (+27½ race/+25½ shape) • Pounce (+2): +4 attack/damage and -2 Parry
Race Creation: Remove 25½ racial abilities. after leaping d6" in a straight line towards non-
Beast Shape (Legendary+1): 12-14 PP, or 6- adjacent foe.
8 PP for dedicated form. • Size +4 (+6½): Twelve feet long; Toughness
Nature's Ally (Legendary+1): 8 PP for the +4; Natural weapons increased to Str+d8
first, +6 PP for each additional animal. damage.
Abilities: • Large (-12): -2 to attack medium-sized foes,
• Skills (+2/+0): Fighting d8, Tracking d8, they receive +2 to their attacks.
Swimming d10, Notice d8 and Stealth d8. • No Hands (-4): Can't use weapons or tools.
• Agile (+2): +1 die step to Agility. • No Speech (-2): Not capable of speaking.
• Strong (+10): +5 die steps to Strength. • Naked (-2): Cannot wear armour or clothing.
• Tough (+4): +2 die steps to Vigor.
• Edge (+2): Level Headed. Saber-Toothed Tiger (+18 race/+18
• Edge (+2): Trademark Weapon (claw). shape)
• Fast (+1): Pace 8. Race Creation: Remove 16 racial abilities.
• Reddish-orange Fur (+1): +1 armour. Beast Shape (Legendary): 9-11 PP, or 4-6 PP
• Claws/Bite (+1): Str+d6; Grab. for dedicated form.
• Low Light Vision (+1): Dim/dark lighting. Nature's Ally (Heroic): 6 PP for the first, +4
• Scent (+1): Navigate by scent (range 6"). PP for each additional animal.
• Grab (+2): Pin your opponent if you hit with a Abilities:
raise, they require a raise on an opposed • Skills (+0/+0): Fighting d8, Swimming d10,
Strength roll to escape. Notice d8 and Stealth d8.
• Pounce (+2): +4 attack/damage and -2 Parry • Agile (+2): +1 die step to Agility.
after leaping d6" in a straight line towards non- • Strong (+12): +6 die steps to Strength.
adjacent foe. • Tough (+6): +3 die steps to Vigor.
• Size +3 (+4½): Three feet tall; Toughness • Fast (+1): Pace 8.
+3. • Thick Fur (+1): +1 armour.
• No Hands (-4): Can't use weapons or tools. • Bite/Claws (+1): Str+d8; Grab; Bleed.
• No Speech (-2): Not capable of speaking. • Low Light Vision (+1): Dim/dark lighting.
• Naked (-2): Cannot wear armour or clothing. • Stealthy (+1): +1 to Stealth rolls.
• Fast Runner (+½): d8 running die.
Dire Tiger (+24 race/+20 shape) • Grab (+2): Pin your opponent if you hit with a
Race Creation: Remove 22 racial abilities. raise, they require a raise on an opposed
Beast Shape (Legendary): 10-12 PP, or 5-7 Strength roll to escape.
PP for dedicated form. • Pounce (+2): +4 attack/damage and -2 Parry
Nature's Ally (Legendary+1): 8 PP for the after leaping d6" in a straight line towards non-

~ 22 ~
adjacent foe. • No Hands (-4): Can't use weapons or tools.
• Bleed (+2): If you hit with a raise, and the • No Speech (-2): Not capable of speaking.
victim is Shaken or wounded by the blow, they • Naked (-2): Cannot wear armour or clothing.
start Bleeding Out. They must make a Vigor roll
each round, on a raise they stop bleeding, on a Crocodilian
failure they become Shaken (this can cause a
wound)
• Size +4 (+6½): Five feet long; Toughness Alligator (+7 race/+10 shape)
+4; Natural weapons increased to Str+d8 Race Creation: Remove 5 racial abilities.
damage. Beast Shape (Veteran): 5-7 PP, or 2-4 PP for
• Large (-12): -2 to attack medium-sized foes, dedicated form.
they receive +2 to their attacks. Nature's Ally (Novice): 3 PP for the first, +1
• No Hands (-4): Can't use weapons or tools. PP for each additional animal.
• No Speech (-2): Not capable of speaking. Abilities:
• Naked (-2): Cannot wear armour or clothing. • Skills (-1/+0): Fighting d6, Swimming d6,
Notice d8 and Stealth d8.
• Stupid (-2/+0): -1 die step to Smarts (not
Dire Saber-Toothed Tiger (+35
when shapechanging).
race/+30½ shape) • Strong (+6): +3 die steps to Strength.
Race Creation: Remove 33 racial abilities. • Tough (+4): +2 die steps to Vigor.
Beast Shape (Legendary+3): 15-17 PP, or 7- • Slow (-1): Pace 4.
9 PP for dedicated form. • Thick Hide (+1): +1 armour.
Nature's Ally (Legendary+3): 10 PP for the • Bite/Tail Slap (+1): Str+d6; Grab.
first, +8 PP for each additional animal. • Low Light Vision (+1): Dim/dark lighting.
Abilities: • Sprint (+½): d8 running die.
• Skills (+½/+0): Fighting d8, Swimming d12, • Rollover (+2): Inflict Str+2d4 damage on a
Notice d8 and Stealth d8. raise.
• Agile (+4): +2 die steps to Agility. • Grab (+2): Pin your opponent if you hit with a
• Spirited (+4/+0): +2 die steps to Spirit (not raise, they require a raise on an opposed
when shapechanging). Strength roll to escape.
• Strong (+14): +7 die steps to Strength. • Natural Swimmer (+1): Swimming Pace of
• Tough (+12): +6 die steps to Vigor. 6", and +2 to resist drowning.
• Fast (+2): Pace 10. • Hold Breath (+½): For Vigor x 10 minutes.
• Thick Fur (+2): +2 armour. • No Hands (-4): Can't use weapons or tools.
• Bite/Claws (+1): Str+d8; Grab; Bleed. • No Speech (-2): Not capable of speaking.
• Low Light Vision (+1): Dim/dark lighting. • Naked (-2): Cannot wear armour or clothing.
• Keen Eyes (+½): +1 to sight-based Notice
rolls.
Dwarf Caiman (-7½ race/-5 shape)
• Stealthy (+1): +1 to Stealth rolls.
Race Creation: Assign another 5 skill points
• Fast Runner (+½): d8 running die.
and 7 racial abilities.
• Grab (+2): Pin your opponent if you hit with a
Beast Shape (Novice): 1-3 PP.
raise, they require a raise on an opposed
Nature's Ally (Novice): 3 PP for the first, +1
Strength roll to escape.
PP for each additional animal.
• Pounce (+2): +4 attack/damage and -2 Parry
Abilities:
after leaping d6" in a straight line towards non-
• Skills (-2½/+0): Fighting d4, Swimming d8,
adjacent foe.
Notice d4 and Stealth d8.
• Bleed (+2): If you hit with a raise, and the
• Tough (+2): +1 die step to Vigor.
victim is Shaken or wounded by the blow, they
• Slow (-2): Pace 2.
start Bleeding Out. They must make a Vigor roll
• Thick Hide (+1): +1 armour.
each round, on a raise they stop bleeding, on a
• Bite (+1): Str+d4.
failure they become Shaken (this can cause a
• Low Light Vision (+1): Dim/dark lighting.
wound)
• Stealthy (+1): +1 to Stealth rolls.
• Size +4 (+6½): Toughness +4; Natural
• Natural Swimmer (+1): Swimming Pace of
weapons increased to Str+d8 damage.
6", and +2 to resist drowning.
• Large (-12): -2 to attack medium-sized foes,
• Size -1 (-2): Toughness -1; Natural weapons
they receive +2 to their attacks.
reduced to Str+d4 damage.
~ 23 ~
• No Hands (-4): Can't use weapons or tools. • Thick Hide (+4): +4 armour.
• No Speech (-2): Not capable of speaking. • Bite/Tail Slap (+1): Str+d8; Grab.
• Naked (-2): Cannot wear armour or clothing. • Low Light Vision (+1): Dim/dark lighting.
• Keen Eyes (+1): +2 to sight-based Notice
Crocodile (+11 race/+13 shape) rolls.
Race Creation: Remove 9 racial abilities. • Sprint (+½): d8 running die.
Beast Shape (Veteran): 6-8 PP, or 3-5 PP for • Rollover (+2): Inflict Str+2d4 damage on a
dedicated form. raise.
Nature's Ally (Seasoned): 4 PP for the first, • Grab (+2): Pin your opponent if you hit with a
+2 PP for each additional animal. raise, they require a raise on an opposed
Abilities: Strength roll to escape.
• Skills (+0/+0): Fighting d6, Swimming d10, • Swallow (+2): Can swallow victims whole.
Notice d8 and Stealth d6. • Natural Swimmer (+1): Swimming Pace of
• Stupid (-2/+0): -1 die step to Smarts (not 7", and +2 to resist drowning.
when shapechanging). • Hold Breath (+½): For Vigor x 10 minutes.
• Strong (+6): +3 die steps to Strength. • Size +10 (+16): Toughness +10; Natural
• Tough (+4): +2 die steps to Vigor. weapons increased to Str+d10 damage.
• Slow (-1): Pace 4. • Huge (-24): -4 to attack medium-sized foes,
• Thick Hide (+1): +1 armour. they receive +4 to their attacks.
• Bite/Tail Slap (+1): Str+d6; Grab. • No Hands (-4): Can't use weapons or tools.
• Low Light Vision (+1): Dim/dark lighting. • No Speech (-2): Not capable of speaking.
• Sprint (+½): d8 running die. • Naked (-2): Cannot wear armour or clothing.
• Rollover (+2): Inflict Str+2d4 damage on a
raise. Marine Crocodile (+11½ race/+14½
• Grab (+2): Pin your opponent if you hit with a shape)
raise, they require a raise on an opposed Race Creation: Remove 9½ racial abilities.
Strength roll to escape. Beast Shape (Heroic): 7-9 PP, or 3-5 PP for
• Natural Swimmer (+1): Swimming Pace of dedicated form.
6", and +2 to resist drowning. Nature's Ally (Seasoned): 4 PP for the first,
• Hold Breath (+½): For Vigor x 10 minutes. +2 PP for each additional animal.
• Size +2 (+3): Fourteen feet long; Toughness Abilities:
+2. • Skills (-1/+0): Fighting d6, Swimming d10
• No Hands (-4): Can't use weapons or tools. and Notice d8.
• No Speech (-2): Not capable of speaking. • Stupid (-2/+0): -1 die step to Smarts (not
• Naked (-2): Cannot wear armour or clothing. when shapechanging).
• Strong (+8): +4 die steps to Strength.
Dire Crocodile (+33 race/+32 • Tough (+4): +2 die steps to Vigor.
shape) • Edge (+2): Level Headed.
Race Creation: Remove 31 racial abilities. • Slow (-1½): Pace 3.
Beast Shape (Legendary+3): 16-18 PP, or 8- • Thick Hide (+1): +1 armour.
10 PP for dedicated form. • Bite (+1): Str+d6; Grab.
Nature's Ally (Legendary+3): 10 PP for the • Low Light Vision (+1): Dim/dark lighting.
first, +8 PP for each additional animal. • Keen Eyes (+½): +1 to sight-based Notice
Abilities: rolls.
• Skills (+1/+0): Fighting d8, Swimming d12 • Grab (+2): Pin your opponent if you hit with a
and Notice d8. raise, they require a raise on an opposed
• Stupid (-2/+0): -1 die step to Smarts (not Strength roll to escape.
when shapechanging). • Natural Swimmer (+1): Swimming Pace of
• Spirited (+2/+0): +1 die step to Spirit (not 8", and +2 to resist drowning.
when shapechanging). • Hold Breath (+½): For Vigor x 10 minutes.
• Strong (+18): +9 die steps to Strength. • Size +2 (+3): Toughness +2.
• Tough (+12): +6 die steps to Vigor. • No Hands (-4): Can't use weapons or tools.
• Edge (+2): Level Headed. • No Speech (-2): Not capable of speaking.
• Edge (+2): Strong Willed. • Naked (-2): Cannot wear armour or clothing.
• Slow (-1): Pace 4.

~ 24 ~
Saltwater Crocodile (+17½ • Bite/Tail Slap (+1): Str+d8; Constrict.
• Low Light Vision (+1): Dim/dark lighting.
race/+19 shape) • Keen Eyes (+1): +2 to sight-based Notice
Race Creation: Remove 15½ racial abilities. rolls.
Beast Shape (Legendary): 9-11 PP, or 4-6 PP • Constrict (+2): Pin opponent on a raise,
for dedicated form. inflict Str+d6 per round after that, they require a
Nature's Ally (Heroic): 6 PP for the first, +4 raise on an opposed Strength roll to escape.
PP for each additional animal. • Natural Swimmer (+1): Swimming Pace of
Abilities: 7", and +2 to resist drowning.
• Skills (+½/+0): Fighting d6, Swimming d12, • Hold Breath (+½): For Vigor x 10 minutes.
Notice d8 and Stealth d4. • Size +10 (+16): Toughness +10; Natural
• Stupid (-2/+0): -1 die step to Smarts (not weapons increased to Str+d10 damage.
when shapechanging). • Huge (-24): -4 to attack medium-sized foes,
• Strong (+10): +5 die steps to Strength. they receive +4 to their attacks.
• Tough (+8): +4 die steps to Vigor. • No Hands (-4): Can't use weapons or tools.
• Edge (+2): Level Headed. • No Speech (-2): Not capable of speaking.
• Slow (-1): Pace 4. • Naked (-2): Cannot wear armour or clothing.
• Thick Hide (+3): +3 armour.
• Bite/Tail Slap (+1): Str+d8; Grab.
• Low Light Vision (+1): Dim/dark lighting. Dinosaur
• Rollover (+2): Inflict Str+2d4 damage on a
raise. Allosaurus (+32 race/+29½ shape)
• Grab (+2): Pin your opponent if you hit with a Race Creation: Remove 30 racial abilities.
raise, they require a raise on an opposed Beast Shape (Legendary+2): 14-16 PP, or 7-
Strength roll to escape. 9 PP for dedicated form.
• Natural Swimmer (+1): Swimming Pace of Nature's Ally (Legendary+3): 10 PP for the
6", and +2 to resist drowning. first, +8 PP for each additional animal.
• Hold Breath (+½): For Vigor x 10 minutes. Abilities:
• Size +6 (+9½): Toughness +6; Natural • Skills (+½/+0): Fighting d8, Tracking d12
weapons increased to Str+d8 damage. and Notice d8.
• Large (-12): -2 to attack medium-sized foes, • Spirited (+2/+0): +1 die step to Spirit (not
they receive +2 to their attacks. when shapechanging).
• No Hands (-4): Can't use weapons or tools. • Strong (+12): +6 die steps to Strength.
• No Speech (-2): Not capable of speaking. • Tough (+6): +3 die steps to Vigor.
• Naked (-2): Cannot wear armour or clothing. • Edge (+2): Alertness.
• Edge (+2): Level Headed.
Deinosuchus (+26½ race/+25½ • Edge (+2): Strong Willed.
• Fast (+2): Pace 10.
shape) • Thick Hide (+3): +3 armour.
Race Creation: Remove 24½ racial abilities.
• Bite/Claws (+1): Str+d8; Grab.
Beast Shape (Legendary+1): 12-14 PP, or 6-
• Low Light Vision (+1): Dim/dark lighting.
8 PP for dedicated form.
• Scent (+1): Navigate by scent (range 6").
Nature's Ally (Legendary+1): 8 PP for the
• Keen Senses (+2): +2 to Notice rolls.
first, +6 PP for each additional animal.
• Fast Runner (+½): d8 running die.
Abilities:
• Grab (+2): Pin your opponent if you hit with a
• Skills (+1/+0): Fighting d8, Swimming d12
raise, they require a raise on an opposed
and Notice d8.
Strength roll to escape.
• Stupid (-2/+0): -1 die step to Smarts (not
• Pounce (+2): +4 attack/damage and -2 Parry
when shapechanging).
after leaping d6" in a straight line towards non-
• Spirited (+2/+0): +1 die step to Spirit (not
adjacent foe.
when shapechanging).
• Size +7 (+11): Thirty feet long; Toughness
• Strong (+16): +8 die steps to Strength.
+7; Natural weapons increased to Str+d8
• Tough (+8): +4 die steps to Vigor.
damage.
• Edge (+4): Improved Level Headed.
• Large (-12): -2 to attack medium-sized foes,
• Edge (+2): Strong Willed.
they receive +2 to their attacks.
• Edge (+2): Trademark Weapon (bite).
• No Hands (-4): Can't use weapons or tools.
• Thick Hide (+3): +3 armour.
~ 25 ~
• No Speech (-2): Not capable of speaking. • Keen Senses (+2): +2 to Notice rolls.
• Naked (-2): Cannot wear armour or clothing. • Hardy (+1): A second Shaken result doesn't
become a wound.
Ankylosaurus (+20½ race/+20 • Size +10 (+16): Eighty feet long; Toughness
+10; Natural weapons increased to Str+d10
shape) damage.
Race Creation: Remove 18½ racial abilities. • Huge (-24): -4 to attack medium-sized foes,
Beast Shape (Legendary): 10-12 PP, or 5-7 they receive +4 to their attacks.
PP for dedicated form. • No Hands (-4): Can't use weapons or tools.
Nature's Ally (Legendary): 7 PP for the first, • No Speech (-2): Not capable of speaking.
+5 PP for each additional animal. • Naked (-2): Cannot wear armour or clothing.
Abilities:
• Skills (+½/+0): Fighting d8, Tracking d12
and Notice d8.
Brontosaurus (+21 race/+24 shape)
• Strong (+12): +6 die steps to Strength. Race Creation: Remove 19 racial abilities.
• Tough (+4): +2 die steps to Vigor. Beast Shape (Legendary+1): 12-14 PP, or 6-
• Edge (+2): Trademark Weapon (tail). 8 PP for dedicated form.
• Thick Hide (+3): +3 armour. Nature's Ally (Legendary): 7 PP for the first,
• Tail (+1): Str+d8; Knockback. +5 PP for each additional animal.
• Low Light Vision (+1): Dim/dark lighting. Abilities:
• Scent (+1): Navigate by scent (range 6"). • Skills (-1/+0): Fighting d12 and Notice d8.
• Keen Senses (+2): +2 to Notice rolls. • Stupid (-2/+0): -1 die step to Smarts (not
• Knockback (+2): Opponent knocked back d8" when shapechanging).
on a raise, if they hit a solid object they suffer • Strong (+16): +8 die steps to Strength.
+d6 damage. • Tough (+12): +6 die steps to Vigor.
• Hardy (+1): A second Shaken result doesn't • Edge (+2): Level Headed.
become a wound. • Edge (+2): Trademark Weapon (stomp).
• Size +7 (+11): Thirty feet long; Toughness • Slow (-1): Pace 4.
+7; Natural weapons increased to Str+d8 • Thick Hide (+3): +3 armour.
damage. • Stomp/Tail (+1): Str+d8.
• Large (-12): -2 to attack medium-sized foes, • Low Light Vision (+1): Dim/dark lighting.
they receive +2 to their attacks. • Keen Eyes (+1): +2 to sight-based Notice
• No Hands (-4): Can't use weapons or tools. rolls.
• No Speech (-2): Not capable of speaking. • Hardy (+1): A second Shaken result doesn't
• Naked (-2): Cannot wear armour or clothing. become a wound.
• Endurance (+2) +2 to Soak rolls.
• Size +10 (+16): Toughness +10; Natural
Brachiosaurus (+28½ race/+27 weapons increased to Str+d10 damage.
shape) • Huge (-24): -4 to attack medium-sized foes,
Race Creation: Remove 26½ racial abilities. they receive +4 to their attacks.
Beast Shape (Legendary+2): 13-15 PP, or 6- • No Hands (-4): Can't use weapons or tools.
8 PP for dedicated form. • No Speech (-2): Not capable of speaking.
Nature's Ally (Legendary+2): 9 PP for the • Naked (-2): Cannot wear armour or clothing.
first, +7 PP for each additional animal.
Abilities: Compsognathus (+10 race/+13
• Skills (+1½/+0): Fighting d10, Tracking d12
and Notice d8.
shape)
• Strong (+18): +9 die steps to Strength. Race Creation: Remove 8 racial abilities.
• Tough (+8): +4 die steps to Vigor. Beast Shape (Veteran): 6-8 PP, or 3-5 PP for
• Edge (+2): Sweep. dedicated form.
• Edge (+2): Improved Sweep. Nature's Ally (Seasoned): 4 PP for the first,
• Edge (+2): Strong Willed. +2 PP for each additional animal.
• Edge (+2): Trademark Weapon (tail). Abilities:
• Thick Hide (+3): +3 armour. • Skills (-3/+0): Tracking d6, Swimming d10
• Tail (+1): Str+d8. and Notice d6.
• Low Light Vision (+1): Dim/dark lighting. • Agile (+2): +1 die step to Agility.
• Scent (+1): Navigate by scent (range 6"). • Weak (-2): -1 die step to Strength. If this

~ 26 ~
would take Strength below d4, instead suffer -1 PP for each additional animal.
to all Strength rolls (including damage) and Abilities:
halve carrying capacity. • Skills (-2½/+0): Fighting d8, Tracking d6,
• Tough (+2): +1 die step to Vigor. Notice d6 and Stealth d4.
• Edge (+2): Level Headed. • Agile (+2): +1 die step to Agility.
• Fast (+1): Pace 8. • Stupid (-2/+0): -1 die step to Smarts (not
• Bite (+1): Str; Poison. when shapechanging).
• Low Light Vision (+1): Dim/dark lighting. • Strong (+8): +4 die steps to Strength.
• Scent (+1): Navigate by scent (range 6"). • Tough (+6): +3 die steps to Vigor.
• Natural Swimmer (+1): Swimming Pace of • Edge (+2): Level Headed.
5", and +2 to resist drowning. • Edge (+2): Trademark Weapon (bite).
• Poison (+4): Bite inflicts venomous poison if • Thick Hide (+1): +1 armour.
foe is Shaken or wounded. • Bite (+1): Str+d6.
• Size -2 (-4): Three feet long; Toughness -2; • Low Light Vision (+1): Dim/dark lighting.
Natural weapons reduced to Str damage. • Scent (+1): Navigate by scent (range 6").
• Small (+12): +2 to attack medium-sized • Size +2 (+3): Toughness +2.
foes, they receive -2 to their attacks. • No Hands (-4): Can't use weapons or tools.
• No Hands (-4): Can't use weapons or tools. • No Speech (-2): Not capable of speaking.
• No Speech (-2): Not capable of speaking. • Naked (-2): Cannot wear armour or clothing.
• Naked (-2): Cannot wear armour or clothing.
Elasmosarus (+34½ race/+31
Deinonychus (+18½ race/+17½ shape)
shape) Race Creation: Remove 32½ racial abilities.
Race Creation: Remove 16½ racial abilities. Beast Shape (Legendary+3): 15-17 PP, or 7-
Beast Shape (Heroic): 8-10 PP, or 4-6 PP for 9 PP for dedicated form.
dedicated form. Nature's Ally (Legendary+3): 10 PP for the
Nature's Ally (Heroic): 6 PP for the first, +4 first, +8 PP for each additional animal.
PP for each additional animal. Abilities:
Abilities: • Skills (+3½/+0): Fighting d8, Tracking d12,
• Skills (+1/+0): Fighting d6, Tracking d12, Swimming d12 and Notice d8.
Notice d8 and Stealth d8. • Agile (+2): +1 die step to Agility.
• Agile (+2): +1 die step to Agility. • Strong (+12): +6 die steps to Strength.
• Strong (+2): +1 die step to Strength. • Tough (+8): +4 die steps to Vigor.
• Tough (+6): +3 die steps to Vigor. • Edge (+2): Dodge.
• Edge (+2): Level Headed. • Edge (+2): Improved Dodge.
• Fast (+3): Pace 12. • Edge (+2): Extraction.
• Thick Hide (+1): +1 armour. • Edge (+2): Strong Willed.
• Talons/Bite (+1): Str+d6. • Slow (-1): Pace 4.
• Low Light Vision (+1): Dim/dark lighting. • Thick Hide (+2): +2 armour.
• Scent (+1): Navigate by scent (range 6"). • Bite (+1): Str+d8.
• Keen Senses (+2): +2 to Notice rolls. • Low Light Vision (+1): Dim/dark lighting.
• Very Stealthy (+2): +2 to Stealth rolls. • Scent (+1): Navigate by scent (range 6").
• Fast Runner (+½): d8 running die. • Keen Senses (+2): +2 to Notice rolls.
• Pounce (+2): +4 attack/damage and -2 Parry • Natural Swimmer (+1): Swimming Pace of
after leaping d6" in a straight line towards non- 8", and +2 to resist drowning.
adjacent foe. • Hardy (+1): A second Shaken result doesn't
• No Hands (-4): Can't use weapons or tools. become a wound.
• No Speech (-2): Not capable of speaking. • Endurance (+2) +2 to Soak rolls.
• Naked (-2): Cannot wear armour or clothing. • Size +7 (+11): Forty-five feet long;
Toughness +7; Natural weapons increased to
Dimetrodon (+14½ race/+19 shape) Str+d8 damage.
Race Creation: Remove 12½ racial abilities. • Large (-12): -2 to attack medium-sized foes,
Beast Shape (Legendary): 9-11 PP, or 4-6 PP they receive +2 to their attacks.
for dedicated form. • No Hands (-4): Can't use weapons or tools.
Nature's Ally (Veteran): 5 PP for the first, +3 • No Speech (-2): Not capable of speaking.

~ 27 ~
• Naked (-2): Cannot wear armour or clothing. • Natural Swimmer (+1): Swimming Pace of
9", and +2 to resist drowning.
Iguanodon (+19½ race/+19½ • Size +10 (+16): Toughness +10; Natural
weapons increased to Str+d10 damage.
shape) • Huge (-24): -4 to attack medium-sized foes,
Race Creation: Remove 17½ racial abilities. they receive +4 to their attacks.
Beast Shape (Legendary): 9-11 PP, or 4-6 PP • No Hands (-4): Can't use weapons or tools.
for dedicated form. • No Speech (-2): Not capable of speaking.
Nature's Ally (Heroic): 6 PP for the first, +4 • Naked (-2): Cannot wear armour or clothing.
PP for each additional animal.
Abilities:
• Skills (+0/+0): Fighting d8, Tracking d10,
Megaraptor (+44 race/+39 shape)
Notice d8 and Stealth d6. Race Creation: Remove 42 racial abilities.
• Agile (+2): +1 die step to Agility. Beast Shape (Legendary+5): 19-21 PP, or 9-
• Strong (+12): +6 die steps to Strength. 11 PP for dedicated form.
• Tough (+6): +3 die steps to Vigor. Nature's Ally (Legendary+6): 13 PP for the
• Edge (+2): Trademark Weapon (claw). first, +11 PP for each additional animal.
• Thick Hide (+2): +2 armour. Abilities:
• Claws (+1): Str+d8. • Skills (+1/+0): Fighting d6, Tracking d12,
• Low Light Vision (+1): Dim/dark lighting. Notice d8 and Stealth d8.
• Scent (+1): Navigate by scent (range 6"). • Agile (+4): +2 die steps to Agility.
• Keen Senses (+1): +1 to Notice rolls. • Spirited (+4/+0): +2 die steps to Spirit (not
• Fast Runner (+½): d8 running die. when shapechanging).
• Size +7 (+11): Thirty feet long; Toughness • Strong (+10): +5 die steps to Strength.
+7; Natural weapons increased to Str+d8 • Tough (+12): +6 die steps to Vigor.
damage. • Edge (+2): Level Headed.
• Large (-12): -2 to attack medium-sized foes, • Fast (+3): Pace 12.
they receive +2 to their attacks. • Thick Hide (+2): +2 armour.
• No Hands (-4): Can't use weapons or tools. • Talons/Bite (+1): Str+d6.
• No Speech (-2): Not capable of speaking. • Low Light Vision (+1): Dim/dark lighting.
• Naked (-2): Cannot wear armour or clothing. • Scent (+1): Navigate by scent (range 6").
• Keen Senses (+2): +2 to Notice rolls.
• Very Stealthy (+2): +2 to Stealth rolls.
Kronosaurus (+29½ race/+25 • Fast Runner (+½): d8 running die.
shape) • Pounce (+2): +4 attack/damage and -2 Parry
Race Creation: Remove 27½ racial abilities. after leaping d6" in a straight line towards non-
Beast Shape (Legendary+1): 12-14 PP, or 6- adjacent foe.
8 PP for dedicated form. • Size +3 (+4½): Toughness +3.
Nature's Ally (Legendary+2): 9 PP for the • No Hands (-4): Can't use weapons or tools.
first, +7 PP for each additional animal. • No Speech (-2): Not capable of speaking.
Abilities: • Naked (-2): Cannot wear armour or clothing.
• Skills (+4½/+0): Fighting d8, Tracking d12,
Swimming d12 and Notice d8. Nothosaur (+24½ race/+23 shape)
• Strong (+16): +8 die steps to Strength. Race Creation: Remove 22½ racial abilities.
• Tough (+10): +5 die steps to Vigor. Beast Shape (Legendary+1): 11-13 PP, or 5-
• Edge (+2): Strong Willed. 7 PP for dedicated form.
• Edge (+2): Trademark Weapon (bite). Nature's Ally (Legendary+1): 8 PP for the
• Slow (-3): Pace 0. first, +6 PP for each additional animal.
• Thick Hide (+4): +4 armour. Abilities:
• Bite (+1): Str+d8; Grab. • Skills (-½/+0): Fighting d6, Swimming d12
• Low Light Vision (+1): Dim/dark lighting. and Notice d8.
• Scent (+1): Navigate by scent (range 6"). • Spirited (+2/+0): +1 die step to Spirit (not
• Keen Senses (+2): +2 to Notice rolls. when shapechanging).
• Grab (+2): Pin your opponent if you hit with a • Strong (+10): +5 die steps to Strength.
raise, they require a raise on an opposed • Tough (+6): +3 die steps to Vigor.
Strength roll to escape. • Edge (+2): Ambidextrous.
• Swallow (+2): Can swallow victims whole.
~ 28 ~
• Edge (+2): Trademark Weapon (bite). • Low Light Vision (+1): Dim/dark lighting.
• Slow (-1): Pace 4. • Scent (+1): Navigate by scent (range 6").
• Thick Hide (+2): +2 armour. • Keen Senses (+1): +1 to Notice rolls.
• Bite/Tail Slap (+1): Str+d6. • Size +6 (+9½): Thirty feet long; Toughness
• Low Light Vision (+1): Dim/dark lighting. +6; Natural weapons increased to Str+d8
• Keen Eyes (+½): +1 to sight-based Notice damage.
rolls. • Large (-12): -2 to attack medium-sized foes,
• Natural Swimmer (+1): Swimming Pace of they receive +2 to their attacks.
7", and +2 to resist drowning. • No Hands (-4): Can't use weapons or tools.
• Endurance (+2) +2 to Soak rolls. • No Speech (-2): Not capable of speaking.
• Size +3 (+4½): Twelve feet long; Toughness • Naked (-2): Cannot wear armour or clothing.
+3.
• No Hands (-4): Can't use weapons or tools. Spinosaurus (+39½ race/+34 shape)
• No Speech (-2): Not capable of speaking. Race Creation: Remove 37½ racial abilities.
• Naked (-2): Cannot wear armour or clothing. Beast Shape (Legendary+4): 17-19 PP, or 8-
10 PP for dedicated form.
Pachycephalosaurus (+17½ Nature's Ally (Legendary+4): 11 PP for the
race/+19 shape) first, +9 PP for each additional animal.
Race Creation: Remove 15½ racial abilities. Abilities:
Beast Shape (Legendary): 9-11 PP, or 4-6 PP • Skills (+5½/+0): Fighting d12, Tracking
for dedicated form. d12, Swimming d12 and Notice d8.
Nature's Ally (Heroic): 6 PP for the first, +4 • Agile (+2): +1 die step to Agility.
PP for each additional animal. • Strong (+16): +8 die steps to Strength.
Abilities: • Tough (+6): +3 die steps to Vigor.
• Skills (-1½/+0): Fighting d8, Tracking d8, • Edge (+2): Hard to Kill.
Notice d8 and Stealth d4. • Edge (+4): Improved Level Headed.
• Agile (+2): +1 die step to Agility. • Edge (+2): Strong Willed.
• Strong (+10): +5 die steps to Strength. • Fast (+1): Pace 8.
• Tough (+4): +2 die steps to Vigor. • Thick Hide (+4): +4 armour.
• Fast (+1): Pace 8. • Bite/Claws (+1): Str+d8; Grab.
• Thick Hide (+2): +2 armour. • Low Light Vision (+1): Dim/dark lighting.
• Slam (+1): Str+d6. • Scent (+1): Navigate by scent (range 6").
• Low Light Vision (+1): Dim/dark lighting. • Keen Senses (+2): +2 to Notice rolls.
• Scent (+1): Navigate by scent (range 6"). • Fast Runner (+½): d8 running die.
• Fast Runner (+½): d8 running die. • Grab (+2): Pin your opponent if you hit with a
• Size +3 (+4½): Toughness +3. raise, they require a raise on an opposed
• No Hands (-4): Can't use weapons or tools. Strength roll to escape.
• No Speech (-2): Not capable of speaking. • Swallow (+2): Can swallow victims whole.
• Naked (-2): Cannot wear armour or clothing. • Pounce (+2): +4 attack/damage and -2 Parry
after leaping d6" in a straight line towards non-
adjacent foe.
Parasaurolophus (+10½ race/+11½ • Natural Swimmer (+1): Swimming Pace of
shape) 8", and +2 to resist drowning.
Race Creation: Remove 8½ racial abilities. • Hold Breath (+½): For Vigor x 10 minutes.
Beast Shape (Veteran): 5-7 PP, or 2-4 PP for • Size +10 (+16): Sixty feet long; Toughness
dedicated form. +10; Natural weapons increased to Str+d10
Nature's Ally (Seasoned): 4 PP for the first, damage.
+2 PP for each additional animal. • Huge (-24): -4 to attack medium-sized foes,
Abilities: they receive +4 to their attacks.
• Skills (-1/+0): Fighting d8, Tracking d10 and • No Hands (-4): Can't use weapons or tools.
Notice d8. • No Speech (-2): Not capable of speaking.
• Agile (+2): +1 die step to Agility. • Naked (-2): Cannot wear armour or clothing.
• Strong (+10): +5 die steps to Strength.
• Tough (+4): +2 die steps to Vigor. Stegosaurus (+26 race/+26 shape)
• Thick Hide (+2): +2 armour. Race Creation: Remove 24 racial abilities.
• Tail (+1): Str+d8.
~ 29 ~
Beast Shape (Legendary+2): 13-15 PP, or 6- • Size +7 (+11): Thirty feet long; Toughness
8 PP for dedicated form. +7; Natural weapons increased to Str+d8
Nature's Ally (Legendary+1): 8 PP for the damage.
first, +6 PP for each additional animal. • Large (-12): -2 to attack medium-sized foes,
Abilities: they receive +2 to their attacks.
• Skills (+0/+0): Fighting d8, Tracking d12 • No Hands (-4): Can't use weapons or tools.
and Notice d8. • No Speech (-2): Not capable of speaking.
• Agile (+2): +1 die step to Agility. • Naked (-2): Cannot wear armour or clothing.
• Strong (+12): +6 die steps to Strength.
• Tough (+4): +2 die steps to Vigor. Tylosaurus (+30½ race/+30
• Edge (+2): Level Headed.
• Edge (+2): Sweep. shape)
• Edge (+2): Trademark Weapon (tail). Race Creation: Remove 28½ racial abilities.
• Thick Hide (+3): +3 armour. Beast Shape (Legendary+3): 15-17 PP, or 7-
• Tail (+1): Str+d8; Knockback. 9 PP for dedicated form.
• Low Light Vision (+1): Dim/dark lighting. Nature's Ally (Legendary+2): 9 PP for the
• Scent (+1): Navigate by scent (range 6"). first, +7 PP for each additional animal.
• Keen Senses (+2): +2 to Notice rolls. Abilities:
• Knockback (+2): Opponent knocked back d8" • Skills (+½/+0): Fighting d8, Swimming d12
on a raise, if they hit a solid object they suffer and Notice d8.
+d6 damage. • Strong (+16): +8 die steps to Strength.
• Hardy (+1): A second Shaken result doesn't • Tough (+10): +5 die steps to Vigor.
become a wound. • Edge (+2): Dodge.
• Size +7 (+11): Thirty feet long; Toughness • Edge (+2): Improved Dodge.
+7; Natural weapons increased to Str+d8 • Edge (+2): Extraction.
damage. • Edge (+2): Sweep.
• Large (-12): -2 to attack medium-sized foes, • Slow (-1): Pace 4.
they receive +2 to their attacks. • Thick Hide (+3): +3 armour.
• No Hands (-4): Can't use weapons or tools. • Bite (+1): Str+d8; Grab.
• No Speech (-2): Not capable of speaking. • Low Light Vision (+1): Dim/dark lighting.
• Naked (-2): Cannot wear armour or clothing. • Darkvision (+1): No vision penalties for
darkness (range 12").
• Keen Eyes (+1): +2 to sight-based Notice
Triceratops (+23 race/+21½ rolls.
shape) • Grab (+2): Pin your opponent if you hit with a
Race Creation: Remove 21 racial abilities. raise, they require a raise on an opposed
Beast Shape (Legendary): 10-12 PP, or 5-7 Strength roll to escape.
PP for dedicated form. • Swallow (+2): Can swallow victims whole.
Nature's Ally (Legendary): 7 PP for the first, • Natural Swimmer (+1): Swimming Pace of
+5 PP for each additional animal. 8", and +2 to resist drowning.
Abilities: • Hardy (+1): A second Shaken result doesn't
• Skills (+1½/+0): Fighting d10, Tracking d12 become a wound.
and Notice d8. • Size +10 (+16): Fifty feet long; Toughness
• Strong (+12): +6 die steps to Strength. +10; Natural weapons increased to Str+d10
• Tough (+6): +3 die steps to Vigor. damage.
• Edge (+2): Trademark Weapon (gore). • Huge (-24): -4 to attack medium-sized foes,
• Thick Hide (+3): +3 armour. they receive +4 to their attacks.
• Horns (+1): Str+d8. • No Hands (-4): Can't use weapons or tools.
• Low Light Vision (+1): Dim/dark lighting. • No Speech (-2): Not capable of speaking.
• Scent (+1): Navigate by scent (range 6"). • Naked (-2): Cannot wear armour or clothing.
• Keen Senses (+2): +2 to Notice rolls.
• Fast Runner (+½): d8 running die. Tyrannosaurus Rex (+27 race/+23½
• Gore (+1): +4 damage if move 6" or more in
straight line before attacking. shape)
• Hardy (+1): A second Shaken result doesn't Race Creation: Remove 25 racial abilities.
become a wound. Beast Shape (Legendary+1): 11-13 PP, or 5-
7 PP for dedicated form.
~ 30 ~
Nature's Ally (Legendary+1): 8 PP for the • Size -1 (-2): Toughness -1; Natural weapons
first, +6 PP for each additional animal. reduced to Str+d4 damage.
Abilities: • No Hands (-4): Can't use weapons or tools.
• Skills (+1½/+0): Fighting d10, Tracking d12 • No Speech (-2): Not capable of speaking.
and Notice d8. • Naked (-2): Cannot wear armour or clothing.
• Spirited (+2/+0): +1 die step to Spirit (not
when shapechanging). Dog
• Strong (+14): +7 die steps to Strength.
• Tough (+6): +3 die steps to Vigor.
• Edge (+2): Hard to Kill. Dog (-6½ race/-4 shape)
• Edge (+2): Level Headed. Race Creation: Assign another 5 skill points
• Edge (+2): Strong Willed. and 6 racial abilities.
• Fast (+1): Pace 8. Beast Shape (Novice): 1-3 PP.
• Thick Hide (+3): +3 armour. Nature's Ally (Novice): 3 PP for the first, +1
• Bite (+1): Str+d8; Grab. PP for each additional animal.
• Low Light Vision (+1): Dim/dark lighting. Abilities:
• Scent (+1): Navigate by scent (range 6"). • Skills (-2½/+0): Fighting d4, Survival d4,
• Keen Senses (+2): +2 to Notice rolls. Tracking d8 and Notice d8.
• Fast Runner (+½): d8 running die. • Tough (+2): +1 die step to Vigor.
• Grab (+2): Pin your opponent if you hit with a • Fast (+1): Pace 8.
raise, they require a raise on an opposed • Bite (+1): Str+d4.
Strength roll to escape. • Low Light Vision (+1): Dim/dark lighting.
• Swallow (+2): Can swallow victims whole. • Scent (+1): Navigate by scent (range 6").
• Size +10 (+16): Forty feet long; Toughness • Size -1 (-2): Toughness -1; Natural weapons
+10; Natural weapons increased to Str+d10 reduced to Str+d4 damage.
damage. • No Hands (-4): Can't use weapons or tools.
• Huge (-24): -4 to attack medium-sized foes, • No Speech (-2): Not capable of speaking.
they receive +4 to their attacks. • Naked (-2): Cannot wear armour or clothing.
• No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking. Badgerhound (+5½ race/+8 shape)
• Naked (-2): Cannot wear armour or clothing. Race Creation: Remove 3½ racial abilities.
Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
Velociraptor (+13½ race/+12½ dedicated form.
Nature's Ally (Novice): 3 PP for the first, +1
shape)
PP for each additional animal.
Race Creation: Remove 11½ racial abilities.
Abilities:
Beast Shape (Veteran): 6-8 PP, or 3-5 PP for
• Skills (-2½/+0): Fighting d4, Survival d4,
dedicated form.
Tracking d8 and Notice d8.
Nature's Ally (Veteran): 5 PP for the first, +3
• Agile (+4): +2 die steps to Agility.
PP for each additional animal.
• Bite (+1): Str.
Abilities:
• Low Light Vision (+1): Dim/dark lighting.
• Skills (+1/+0): Fighting d6, Tracking d12,
• Scent (+1): Navigate by scent (range 6").
Notice d8 and Stealth d8.
• Burrow (+1): Burrow and reappear within 2".
• Agile (+6): +3 die steps to Agility.
• Size -2 (-4): Toughness -2; Natural weapons
• Tough (+2): +1 die step to Vigor.
reduced to Str damage.
• Edge (+2): Level Headed.
• Small (+12): +2 to attack medium-sized
• Fast (+3): Pace 12.
foes, they receive -2 to their attacks.
• Talons/Bite (+1): Str+d4.
• No Hands (-4): Can't use weapons or tools.
• Low Light Vision (+1): Dim/dark lighting.
• No Speech (-2): Not capable of speaking.
• Scent (+1): Navigate by scent (range 6").
• Naked (-2): Cannot wear armour or clothing.
• Keen Senses (+2): +2 to Notice rolls.
• Very Stealthy (+2): +2 to Stealth rolls.
• Fast Runner (+½): d8 running die. Bear Dog (+5 race/+7 shape)
• Pounce (+2): +4 attack/damage and -2 Parry Race Creation: Remove 3 racial abilities.
after leaping d6" in a straight line towards non- Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
adjacent foe. dedicated form.
Nature's Ally (Novice): 3 PP for the first, +1
~ 31 ~
PP for each additional animal. • Immunity (+1): Disease.
Abilities: • Allergic Reaction (+2): Make a Vigor roll or
• Skills (-2/+0): Fighting d6, Survival d4, suffer a level of Fatigue.
Tracking d8 and Notice d8. • Endurance (+2) +2 to Soak rolls.
• Agile (+2): +1 die step to Agility. • No Hands (-4): Can't use weapons or tools.
• Strong (+4): +2 die steps to Strength. • No Speech (-2): Not capable of speaking.
• Tough (+4): +2 die steps to Vigor. • Naked (-2): Cannot wear armour or clothing.
• Fast (+1): Pace 8.
• Thick Fur (+1): +1 armour. Jackal (-3 race/+2 shape)
• Bite (+1): Str+d6. Race Creation: Assign another 10 skill points.
• Low Light Vision (+1): Dim/dark lighting. Beast Shape (Novice): 1-3 PP.
• Scent (+1): Navigate by scent (range 6"). Nature's Ally (Novice): 3 PP for the first, +1
• No Hands (-4): Can't use weapons or tools. PP for each additional animal.
• No Speech (-2): Not capable of speaking. Abilities:
• Naked (-2): Cannot wear armour or clothing. • Skills (-5/+0): Fighting d4, Tracking d6 and
Notice d6.
Bulldog (-4½ race/-2 shape) • Agile (+2): +1 die step to Agility.
Race Creation: Assign another 5 skill points • Tough (+2): +1 die step to Vigor.
and 4 racial abilities. • Fast (+1): Pace 8.
Beast Shape (Novice): 1-3 PP. • Bite (+1): Str+d4; Go for the Throat.
Nature's Ally (Novice): 3 PP for the first, +1 • Low Light Vision (+1): Dim/dark lighting.
PP for each additional animal. • Scent (+1): Navigate by scent (range 6").
Abilities: • Go for the Throat (+2): Target least
• Skills (-2½/+0): Fighting d4, Survival d4, armoured location on a raise.
Tracking d8 and Notice d8. • Endurance (+2) +2 to Soak rolls.
• Tough (+2): +1 die step to Vigor. • Size -1 (-2): Toughness -1; Natural weapons
• Fast (+1): Pace 8. reduced to Str+d4 damage.
• Bite (+1): Str+d4; Grab. • No Hands (-4): Can't use weapons or tools.
• Low Light Vision (+1): Dim/dark lighting. • No Speech (-2): Not capable of speaking.
• Scent (+1): Navigate by scent (range 6"). • Naked (-2): Cannot wear armour or clothing.
• Grab (+2): Pin your opponent if you hit with a
raise, they require a raise on an opposed Mastiff (+2 race/+4 shape)
Strength roll to escape. Race Creation: Already balanced.
• Size -1 (-2): Toughness -1; Natural weapons Beast Shape (Novice): 2-4 PP, or 1-3 PP for
reduced to Str+d4 damage. dedicated form.
• No Hands (-4): Can't use weapons or tools. Nature's Ally (Novice): 3 PP for the first, +1
• No Speech (-2): Not capable of speaking. PP for each additional animal.
• Naked (-2): Cannot wear armour or clothing. Abilities:
• Skills (-2/+0): Fighting d6, Survival d4,
Goblin Dog (+3 race/+8 shape) Tracking d8 and Notice d8.
Race Creation: Remove 1 racial ability. • Agile (+2): +1 die step to Agility.
Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for • Strong (+2): +1 die step to Strength.
dedicated form. • Tough (+2): +1 die step to Vigor.
Nature's Ally (Novice): 3 PP for the first, +1 • Fast (+1): Pace 8.
PP for each additional animal. • Bite (+1): Str+d6; Go for the Throat.
Abilities: • Low Light Vision (+1): Dim/dark lighting.
• Skills (-5/+0): Fighting d4, Tracking d4, • Scent (+1): Navigate by scent (range 6").
Notice d4 and Stealth d6. • Go for the Throat (+2): Target least
• Agile (+2): +1 die step to Agility. armoured location on a raise.
• Strong (+2): +1 die step to Strength. • No Hands (-4): Can't use weapons or tools.
• Tough (+2): +1 die step to Vigor. • No Speech (-2): Not capable of speaking.
• Fast (+2): Pace 10. • Naked (-2): Cannot wear armour or clothing.
• Bite (+1): Str+d6; Allergic Reaction.
• Low Light Vision (+1): Dim/dark lighting. Toy Dog (-1½ race/+1½ shape)
• Scent (+1): Navigate by scent (range 6"). Race Creation: Assign another 6 skill points

~ 32 ~
and ½ racial ability. Tracking d4, Swimming d4 and Notice d4.
Beast Shape (Novice): 1-3 PP. • Agile (+4): +2 die steps to Agility.
Nature's Ally (Novice): 3 PP for the first, +1 • Strong (+2): +1 die step to Strength.
PP for each additional animal. • Tough (+2): +1 die step to Vigor.
Abilities: • Edge (+2): Berserk.
• Skills (-3/+0): Survival d4, Tracking d8 and • Edge (+2): Level Headed.
Notice d8. • Thick Fur (+1): +1 armour.
• Agile (+2): +1 die step to Agility. • Bite/Claws (+1): Str+d6.
• Weak (-2): -1 die step to Strength. If this • Blindsight (+3): Ignore sight-based penalties
would take Strength below d4, instead suffer -1 and gaze attacks (range 6").
to all Strength rolls (including damage) and • Scent (+1): Navigate by scent (range 6").
halve carrying capacity. • Burrow (+1): Burrow and reappear within 2".
• Bite (+1): Str. • Natural Swimmer (+1): Swimming Pace of
• Low Light Vision (+1): Dim/dark lighting. 4", and +2 to resist drowning.
• Scent (+1): Navigate by scent (range 6"). • Hardy (+1): A second Shaken result doesn't
• Size -3 (-5½): Toughness -3; Natural become a wound.
weapons reduced to Str damage. • No Hands (-4): Can't use weapons or tools.
• Small (+12): +2 to attack medium-sized • No Speech (-2): Not capable of speaking.
foes, they receive -2 to their attacks. • Naked (-2): Cannot wear armour or clothing.
• No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking. Dogmole Juggernaut (+21
• Naked (-2): Cannot wear armour or clothing.
race/+22½ shape)
Race Creation: Remove 19 racial abilities.
War Dog (+2 race/+4 shape) Beast Shape (Legendary+1): 11-13 PP, or 5-
Race Creation: Already balanced. 7 PP for dedicated form.
Beast Shape (Novice): 2-4 PP, or 1-3 PP for Nature's Ally (Legendary): 7 PP for the first,
dedicated form. +5 PP for each additional animal.
Nature's Ally (Novice): 3 PP for the first, +1 Abilities:
PP for each additional animal. • Skills (-1½/+0): Fighting d8, Climbing d8,
Abilities: Survival d6, Tracking d6, Swimming d4 and
• Skills (-2/+0): Fighting d6, Survival d4, Notice d4.
Tracking d8 and Notice d8. • Agile (+2): +1 die step to Agility.
• Agile (+2): +1 die step to Agility. • Strong (+12): +6 die steps to Strength.
• Strong (+2): +1 die step to Strength. • Tough (+8): +4 die steps to Vigor.
• Tough (+2): +1 die step to Vigor. • Edge (+2): Berserk.
• Fast (+1): Pace 8. • Edge (+2): Level Headed.
• Bite (+1): Str+d6; Go for the Throat. • Thick Fur (+2): +2 armour.
• Low Light Vision (+1): Dim/dark lighting. • Bite/Claws (+1): Str+d8.
• Scent (+1): Navigate by scent (range 6"). • Blindsight (+3): Ignore sight-based penalties
• Go for the Throat (+2): Target least and gaze attacks (range 6").
armoured location on a raise. • Scent (+1): Navigate by scent (range 6").
• No Hands (-4): Can't use weapons or tools. • Burrow (+1): Burrow and reappear within 2".
• No Speech (-2): Not capable of speaking. • Natural Swimmer (+1): Swimming Pace of
• Naked (-2): Cannot wear armour or clothing. 4", and +2 to resist drowning.
• Hardy (+1): A second Shaken result doesn't
Dogmole become a wound.
• Size +4 (+6½): Toughness +4; Natural
weapons increased to Str+d8 damage.
Dogmole (+8½ race/+13 shape)
• Large (-12): -2 to attack medium-sized foes,
Race Creation: Remove 6½ racial abilities.
they receive +2 to their attacks.
Beast Shape (Veteran): 6-8 PP, or 3-5 PP for
• No Hands (-4): Can't use weapons or tools.
dedicated form.
• No Speech (-2): Not capable of speaking.
Nature's Ally (Seasoned): 4 PP for the first,
• Naked (-2): Cannot wear armour or clothing.
+2 PP for each additional animal.
Abilities:
• Skills (-4½/+0): Fighting d6, Survival d4, Dolphin
~ 33 ~
• No Speech (-2): Not capable of speaking.
Dolphin (-3 race/-2½ shape) • Naked (-2): Cannot wear armour or clothing.
Race Creation: Assign another 1 skill point and
4½ racial abilities. Eel
Beast Shape (Novice): 1-3 PP.
Nature's Ally (Novice): 3 PP for the first, +1
Electric Eel (+1 race/+5 shape)
PP for each additional animal.
Race Creation: Assign another 2 skill points.
Abilities:
Beast Shape (Novice): 2-4 PP, or 1-3 PP for
• Skills (-½/+0): Fighting d8, Swimming d12
dedicated form.
and Notice d8.
Nature's Ally (Novice): 3 PP for the first, +1
• Agile (+2): +1 die step to Agility.
PP for each additional animal.
• Slow (-3): Pace 0.
Abilities:
• Slam (+1): Str+d6.
• Skills (-2/+0): Fighting d6, Swimming d8,
• Low Light Vision (+1): Dim/dark lighting.
Notice d6 and Stealth d8.
• Blindsight (+3): Ignore sight-based penalties
• Agile (+2): +1 die step to Agility.
and gaze attacks (range 24").
• Stupid (-2/+0): -1 die step to Smarts (not
• Natural Swimmer (+1): Swimming Pace of
when shapechanging).
11", and +2 to resist drowning.
• Tough (+6): +3 die steps to Vigor.
• Hold Breath (+½): For Vigor x 10 minutes.
• Edge (+2): Level Headed.
• No Hands (-4): Can't use weapons or tools.
• Slow (-2½): Pace 1.
• No Speech (-2): Not capable of speaking.
• Tough Flesh (+1): +1 armour.
• Naked (-2): Cannot wear armour or clothing.
• Bite/Tail (+3): Str+d4; +2 electricity
damage.
Orca (+21 race/+19½ shape) • Low Light Vision (+1): Dim/dark lighting.
Race Creation: Remove 19 racial abilities. • Stealthy (+1): +1 to Stealth rolls.
Beast Shape (Legendary): 9-11 PP, or 4-6 PP • Natural Swimmer (+1): Swimming Pace of
for dedicated form. 6", and +2 to resist drowning.
Nature's Ally (Legendary): 7 PP for the first, • Energy Resistance (+½): -2 damage from
+5 PP for each additional animal. electricity.
Abilities: • Size -1 (-2): Six feet long; Toughness -1;
• Skills (-½/+0): Fighting d8, Swimming d12 Natural weapons reduced to Str+d4 damage.
and Notice d8. • No Hands (-4): Can't use weapons or tools.
• Agile (+2): +1 die step to Agility. • No Speech (-2): Not capable of speaking.
• Spirited (+2/+0): +1 die step to Spirit (not • Naked (-2): Cannot wear armour or clothing.
when shapechanging).
• Strong (+12): +6 die steps to Strength.
Dire Electric Eel (+7½ race/+14
• Tough (+4): +2 die steps to Vigor.
• Edge (+2): Level Headed. shape)
• Edge (+2): Trademark Weapon (bite). Race Creation: Remove 5½ racial abilities.
• Slow (-3): Pace 0. Beast Shape (Heroic): 7-9 PP, or 3-5 PP for
• Thick Hide (+2): +2 armour. dedicated form.
• Bite (+1): Str+d8. Nature's Ally (Novice): 3 PP for the first, +1
• Low Light Vision (+1): Dim/dark lighting. PP for each additional animal.
• Blindsight (+3): Ignore sight-based penalties Abilities:
and gaze attacks (range 24"). • Skills (-4½/+0): Fighting d6, Swimming d8
• Keen Eyes (+1): +2 to sight-based Notice and Notice d6.
rolls. • Agile (+4): +2 die steps to Agility.
• Natural Swimmer (+1): Swimming Pace of • Stupid (-2/+0): -1 die step to Smarts (not
11", and +2 to resist drowning. when shapechanging).
• Hold Breath (+½): For Vigor x 10 minutes. • Strong (+2): +1 die step to Strength.
• Size +7 (+11): Toughness +7; Natural • Edge (+2): Level Headed.
weapons increased to Str+d8 damage. • Slow (-3): Pace 0.
• Large (-12): -2 to attack medium-sized foes, • Scales (+1): +1 armour.
they receive +2 to their attacks. • Bite/Tail (+3): Str+d6; +2 electricity
• No Hands (-4): Can't use weapons or tools. damage.
• Low Light Vision (+1): Dim/dark lighting.
~ 34 ~
• Blindsense (+1): Can sense and • Skills (+3/+0): Fighting d8, Tracking d8,
approximately pinpoint things within 6", attacks Swimming d12, Notice d8 and Stealth d8.
using blindsense are made at -2. • Agile (+2): +1 die step to Agility.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Stupid (-2/+0): -1 die step to Smarts (not
step if already have the skill). Swimming Pace of when shapechanging).
8", and cannot drown. • Strong (+10): +5 die steps to Strength.
• Immunity (+4): Electricity. • Tough (+4): +2 die steps to Vigor.
• Endurance (+2) +2 to Soak rolls. • Edge (+4): Improved Level Headed.
• Size +2 (+3): Toughness +2. • Edge (+2): Trademark Weapon (bite).
• No Hands (-4): Can't use weapons or tools. • Slow (-3): Pace 0.
• No Speech (-2): Not capable of speaking. • Tough Flesh (+2): +2 armour.
• Naked (-2): Cannot wear armour or clothing. • Bite (+1): Str+d6; Grab.
• Low Light Vision (+1): Dim/dark lighting.
Gulper Eel (+15½ race/+15 shape) • Scent (+1): Navigate by scent (range 6").
Race Creation: Remove 13½ racial abilities. • Grab (+2): Pin your opponent if you hit with a
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for raise, they require a raise on an opposed
dedicated form. Strength roll to escape.
Nature's Ally (Veteran): 5 PP for the first, +3 • Aquatic (+2): Gain Swimming d6 (or +1 die
PP for each additional animal. step if already have the skill). Swimming Pace of
Abilities: 12", and cannot drown.
• Skills (+2½/+0): Fighting d8, Tracking d10, • Size +3 (+4½): Toughness +3.
Swimming d12 and Notice d8. • No Hands (-4): Can't use weapons or tools.
• Agile (+2): +1 die step to Agility. • No Speech (-2): Not capable of speaking.
• Stupid (-2/+0): -1 die step to Smarts (not • Naked (-2): Cannot wear armour or clothing.
when shapechanging).
• Strong (+4): +2 die steps to Strength. Elephant
• Tough (+2): +1 die step to Vigor.
• Edge (+2): Trademark Weapon (bite).
Elephant (+13½ race/+13 shape)
• Slow (-3): Pace 0.
Race Creation: Remove 11½ racial abilities.
• Tough Flesh (+1): +1 armour.
Beast Shape (Veteran): 6-8 PP, or 3-5 PP for
• Bite (+1): Str+d6; Grab.
dedicated form.
• Low Light Vision (+1): Dim/dark lighting.
Nature's Ally (Veteran): 5 PP for the first, +3
• Scent (+1): Navigate by scent (range 6").
PP for each additional animal.
• Keen Senses (+1): +1 to Notice rolls.
Abilities:
• Grab (+2): Pin your opponent if you hit with a
• Skills (+½/+0): Fighting d8, Tracking d12
raise, they require a raise on an opposed
and Notice d8.
Strength roll to escape.
• Strong (+14): +7 die steps to Strength.
• Swallow (+2): Can swallow victims whole.
• Tough (+6): +3 die steps to Vigor.
• Aquatic (+2): Gain Swimming d6 (or +1 die
• Edge (+2): Strong Willed.
step if already have the skill). Swimming Pace of
• Fast (+1): Pace 8.
12", and cannot drown.
• Thick Skin (+2): +2 armour.
• Endurance (+2) +2 to Soak rolls.
• Tusks/Slam (+1): Str+d8.
• Size +2 (+3): Ten feet long; Toughness +2.
• Low Light Vision (+1): Dim/dark lighting.
• No Hands (-4): Can't use weapons or tools.
• Scent (+1): Navigate by scent (range 6").
• No Speech (-2): Not capable of speaking.
• Keen Senses (+2): +2 to Notice rolls.
• Naked (-2): Cannot wear armour or clothing.
• Gore (+1): +4 damage if move 6" or more in
straight line before attacking.
Giant Moray Eel (+25½ race/+24½ • Hardy (+1): A second Shaken result doesn't
shape) become a wound.
Race Creation: Remove 23½ racial abilities. • Size +8 (+13): Toughness +8; Natural
Beast Shape (Legendary+1): 12-14 PP, or 6- weapons increased to Str+d10 damage.
8 PP for dedicated form. • Huge (-24): -4 to attack medium-sized foes,
Nature's Ally (Legendary+1): 8 PP for the they receive +4 to their attacks.
first, +6 PP for each additional animal. • No Hands (-4): Can't use weapons or tools.
Abilities: • No Speech (-2): Not capable of speaking.

~ 35 ~
• Naked (-2): Cannot wear armour or clothing. • Size +8 (+13): Toughness +8; Natural
weapons increased to Str+d10 damage.
Mammoth (+25½ race/+25 shape) • Huge (-24): -4 to attack medium-sized foes,
Race Creation: Remove 23½ racial abilities. they receive +4 to their attacks.
Beast Shape (Legendary+1): 12-14 PP, or 6- • No Hands (-4): Can't use weapons or tools.
8 PP for dedicated form. • No Speech (-2): Not capable of speaking.
Nature's Ally (Legendary+1): 8 PP for the • Naked (-2): Cannot wear armour or clothing.
first, +6 PP for each additional animal.
Abilities: Oliphant (+24 race/+22 shape)
• Skills (+½/+0): Fighting d8, Tracking d12 Race Creation: Remove 22 racial abilities.
and Notice d8. Beast Shape (Legendary+1): 11-13 PP, or 5-
• Strong (+16): +8 die steps to Strength. 7 PP for dedicated form.
• Tough (+10): +5 die steps to Vigor. Nature's Ally (Legendary+1): 8 PP for the
• Edge (+2): Ambidextrous. first, +6 PP for each additional animal.
• Edge (+2): Strong Willed. Abilities:
• Edge (+2): Trademark Weapon (slam). • Skills (+0/+0): Fighting d6, Intimidation
• Fast (+1): Pace 8. d10, Tracking d8 and Notice d8.
• Thick Pelt (+3): +3 armour. • Spirited (+2/+0): +1 die step to Spirit (not
• Tusks/Slam (+1): Str+d8. when shapechanging).
• Low Light Vision (+1): Dim/dark lighting. • Strong (+12): +6 die steps to Strength.
• Scent (+1): Navigate by scent (range 6"). • Tough (+8): +4 die steps to Vigor.
• Keen Senses (+2): +2 to Notice rolls. • Edge (+2): Hard to Kill.
• Gore (+1): +4 damage if move 6" or more in • Edge (+2): Strong Willed.
straight line before attacking. • Fast (+1): Pace 8.
• Endurance (+2) +2 to Soak rolls. • Thick Pelt (+2): +2 armour.
• Size +8 (+13): Twenty-two feet tall; • Tusks (+1): Str+d8.
Toughness +8; Natural weapons increased to • Low Light Vision (+1): Dim/dark lighting.
Str+d10 damage. • Scent (+1): Navigate by scent (range 6").
• Huge (-24): -4 to attack medium-sized foes, • Gore (+1): +4 damage if move 6" or more in
they receive +4 to their attacks. straight line before attacking.
• No Hands (-4): Can't use weapons or tools. • Size +7 (+11): Twenty feet long; Toughness
• No Speech (-2): Not capable of speaking. +7; Natural weapons increased to Str+d8
• Naked (-2): Cannot wear armour or clothing. damage.
• Large (-12): -2 to attack medium-sized foes,
Mastodon (+20½ race/+19 shape) they receive +2 to their attacks.
Race Creation: Remove 18½ racial abilities. • No Hands (-4): Can't use weapons or tools.
Beast Shape (Legendary): 9-11 PP, or 4-6 PP • No Speech (-2): Not capable of speaking.
for dedicated form. • Naked (-2): Cannot wear armour or clothing.
Nature's Ally (Legendary): 7 PP for the first,
+5 PP for each additional animal. Fish
Abilities:
• Skills (+1½/+0): Fighting d10, Tracking d12
Giant Archerfish (-4 race/-1 shape)
and Notice d8.
Race Creation: Assign another 2 skill points
• Strong (+16): +8 die steps to Strength.
and 5 racial abilities.
• Tough (+8): +4 die steps to Vigor.
Beast Shape (Novice): 1-3 PP.
• Edge (+2): Strong Willed.
Nature's Ally (Novice): 3 PP for the first, +1
• Edge (+2): Trademark Weapon (gore).
PP for each additional animal.
• Fast (+1): Pace 8.
Abilities:
• Brown Fur (+3): +3 armour.
• Skills (-1/+0): Fighting d8, Tracking d6,
• Tusks/Slam (+1): Str+d8.
Swimming d10, Notice d6 and Shooting d6.
• Low Light Vision (+1): Dim/dark lighting.
• Agile (+4): +2 die steps to Agility.
• Scent (+1): Navigate by scent (range 6").
• Stupid (-2/+0): -1 die step to Smarts (not
• Keen Senses (+2): +2 to Notice rolls.
when shapechanging).
• Gore (+1): +4 damage if move 6" or more in
• Slow (-3): Pace 0.
straight line before attacking.
• Bite (+1): Str+d6.
~ 36 ~
• Water Spray (+1): Shooting; range 4/8/16; • Stupid (-2/+0): -1 die step to Smarts (not
2d6. when shapechanging).
• Low Light Vision (+1): Dim/dark lighting. • Strong (+8): +4 die steps to Strength.
• Scent (+1): Navigate by scent (range 6"). • Tough (+4): +2 die steps to Vigor.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Edge (+2): Trademark Weapon (bite).
step if already have the skill). Swimming Pace of • Slow (-3): Pace 0.
10", and cannot drown. • Tough Scales (+2): +2 armour.
• No Hands (-4): Can't use weapons or tools. • Bite (+1): Str+d6.
• No Speech (-2): Not capable of speaking. • Low Light Vision (+1): Dim/dark lighting.
• Naked (-2): Cannot wear armour or clothing. • Keen Eyes (+½): +1 to sight-based Notice
rolls.
Dire Barracuda (+6½ race/+10½ • Aquatic (+2): Gain Swimming d6 (or +1 die
step if already have the skill). Swimming Pace of
shape) 13", and cannot drown.
Race Creation: Remove 4½ racial abilities. • Endurance (+2) +2 to Soak rolls.
Beast Shape (Veteran): 5-7 PP, or 2-4 PP for • Size +2 (+3): Ten feet long; Toughness +2.
dedicated form. • No Hands (-4): Can't use weapons or tools.
Nature's Ally (Novice): 3 PP for the first, +1 • No Speech (-2): Not capable of speaking.
PP for each additional animal. • Naked (-2): Cannot wear armour or clothing.
Abilities:
• Skills (-2/+0): Fighting d6, Swimming d10
and Notice d8.
Medium Barracuda (-8 race/-5
• Stupid (-2/+0): -1 die step to Smarts (not shape)
when shapechanging). Race Creation: Assign another 2 skill points
• Strong (+10): +5 die steps to Strength. and 9 racial abilities.
• Tough (+4): +2 die steps to Vigor. Beast Shape (Novice): 1-3 PP.
• Edge (+2): Dodge. Nature's Ally (Novice): 3 PP for the first, +1
• Edge (+2): Level Headed. PP for each additional animal.
• Slow (-3): Pace 0. Abilities:
• Bite (+1): Str+d8; Grab. • Skills (-1/+0): Fighting d8, Swimming d12
• Low Light Vision (+1): Dim/dark lighting. and Notice d8.
• Grab (+2): Pin your opponent if you hit with a • Agile (+2): +1 die step to Agility.
raise, they require a raise on an opposed • Stupid (-2/+0): -1 die step to Smarts (not
Strength roll to escape. when shapechanging).
• Aquatic (+2): Gain Swimming d6 (or +1 die • Slow (-3): Pace 0.
step if already have the skill). Swimming Pace of • Bite (+1): Str+d6.
10", and cannot drown. • Low Light Vision (+1): Dim/dark lighting.
• Size +6 (+9½): Twenty feet long; Toughness • Aquatic (+2): Gain Swimming d6 (or +1 die
+6; Natural weapons increased to Str+d8 step if already have the skill). Swimming Pace of
damage. 12", and cannot drown.
• Large (-12): -2 to attack medium-sized foes, • No Hands (-4): Can't use weapons or tools.
they receive +2 to their attacks. • No Speech (-2): Not capable of speaking.
• No Hands (-4): Can't use weapons or tools. • Naked (-2): Cannot wear armour or clothing.
• No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing. Small Barracuda (-13½ race/-7
shape)
Giant Barracuda (+11½ race/+14½ Race Creation: Assign another 9 skill points
shape) and 11 racial abilities.
Race Creation: Remove 9½ racial abilities. Beast Shape (Novice): 1-3 PP.
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for Nature's Ally (Novice): 3 PP for the first, +1
dedicated form. PP for each additional animal.
Nature's Ally (Seasoned): 4 PP for the first, Abilities:
+2 PP for each additional animal. • Skills (-4½/+0): Fighting d4, Swimming d10
Abilities: and Notice d6.
• Skills (-1/+0): Fighting d6, Swimming d12 • Agile (+4): +2 die steps to Agility.
and Notice d8. • Stupid (-2/+0): -1 die step to Smarts (not
~ 37 ~
when shapechanging). • Spirited (+2/+0): +1 die step to Spirit (not
• Weak (-2): -1 die step to Strength. If this when shapechanging).
would take Strength below d4, instead suffer -1 • Strong (+6): +3 die steps to Strength.
to all Strength rolls (including damage) and • Tough (+4): +2 die steps to Vigor.
halve carrying capacity. • Edge (+2): Level Headed.
• Slow (-3): Pace 0. • Edge (+2): Trademark Weapon (slam).
• Bite (+1): Str+d4. • Tough Scales (+2): +2 armour.
• Low Light Vision (+1): Dim/dark lighting. • Slam (+1): Str+d6; Poison.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Low Light Vision (+1): Dim/dark lighting.
step if already have the skill). Swimming Pace of • Quills (+½): Anyone attacking the creature
10", and cannot drown. with unarmed or natural weapons suffers 2d4
• Size -1 (-2): Two feet long; Toughness -1; damage if they roll 1 on their Fighting die. This
Natural weapons reduced to Str+d4 damage. can cause Shaken but not wounds.
• No Hands (-4): Can't use weapons or tools. • Aquatic (+2): Gain Swimming d6 (or +1 die
• No Speech (-2): Not capable of speaking. step if already have the skill). Swimming Pace of
• Naked (-2): Cannot wear armour or clothing. 12", and cannot drown.
• Hardy (+1): A second Shaken result doesn't
Swamp Barracuda (+1½ race/+2 become a wound.
• Poison (+4): Slam inflicts venomous poison if
shape) foe is Shaken or wounded.
Race Creation: Assign another ½ racial ability. • Size +2 (+3): Toughness +2.
Beast Shape (Novice): 1-3 PP. • No Hands (-4): Can't use weapons or tools.
Nature's Ally (Novice): 3 PP for the first, +1 • No Speech (-2): Not capable of speaking.
PP for each additional animal. • Naked (-2): Cannot wear armour or clothing.
Abilities:
• Skills (+1½/+0): Fighting d6, Tracking d8,
Swimming d10, Notice d8 and Stealth d8.
Giant Caribe (-2½ race/-2 shape)
• Agile (+2): +1 die step to Agility. Race Creation: Assign another 4½ racial
• Stupid (-2/+0): -1 die step to Smarts (not abilities.
when shapechanging). Beast Shape (Novice): 1-3 PP.
• Strong (+4): +2 die steps to Strength. Nature's Ally (Novice): 3 PP for the first, +1
• Slow (-2): Pace 2. PP for each additional animal.
• Tough Scales (+1): +1 armour. Abilities:
• Bite/Tail Slap (+1): Str+d6. • Skills (+1½/+0): Fighting d8, Tracking d10,
• Low Light Vision (+1): Dim/dark lighting. Swimming d10 and Notice d8.
• Scent (+1): Navigate by scent (range 6"). • Agile (+2): +1 die step to Agility.
• Amphibious (+2): Gain Swimming d6 (or +1 • Stupid (-2/+0): -1 die step to Smarts (not
die step if already have the skill). Swimming when shapechanging).
Pace of 10", and cannot drown, but can also • Slow (-3): Pace 0.
breathe air and survive indefinitely on land. • Tough Scales (+1): +1 armour.
• No Hands (-4): Can't use weapons or tools. • Bite (+1): Str+d6.
• No Speech (-2): Not capable of speaking. • Low Light Vision (+1): Dim/dark lighting.
• Naked (-2): Cannot wear armour or clothing. • Scent (+1): Navigate by scent (range 6").
• Keen Senses (+1): +1 to Notice rolls.
• Aquatic (+2): Gain Swimming d6 (or +1 die
Giant Blowfish (+18½ race/+20½ step if already have the skill). Swimming Pace of
shape) 10", and cannot drown.
Race Creation: Remove 16½ racial abilities. • No Hands (-4): Can't use weapons or tools.
Beast Shape (Legendary): 10-12 PP, or 5-7 • No Speech (-2): Not capable of speaking.
PP for dedicated form. • Naked (-2): Cannot wear armour or clothing.
Nature's Ally (Heroic): 6 PP for the first, +4
PP for each additional animal. Giant Electric Catfish (+18½
Abilities:
• Skills (-2/+0): Fighting d6, Swimming d12
race/+20 shape)
and Notice d6. Race Creation: Remove 16½ racial abilities.
• Stupid (-2/+0): -1 die step to Smarts (not Beast Shape (Legendary): 10-12 PP, or 5-7
when shapechanging). PP for dedicated form.

~ 38 ~
Nature's Ally (Heroic): 6 PP for the first, +4 • No Speech (-2): Not capable of speaking.
PP for each additional animal. • Naked (-2): Cannot wear armour or clothing.
Abilities:
• Skills (-1½/+0): Fighting d8, Swimming d12 Dunkleosteus (+8 race/+11 shape)
and Notice d8. Race Creation: Remove 6 racial abilities.
• Agile (+2): +1 die step to Agility. Beast Shape (Veteran): 5-7 PP, or 2-4 PP for
• Strong (+6): +3 die steps to Strength. dedicated form.
• Tough (+4): +2 die steps to Vigor. Nature's Ally (Seasoned): 4 PP for the first,
• Edge (+2): Strong Willed. +2 PP for each additional animal.
• Edge (+2): Trademark Weapon (bite). Abilities:
• Slow (-3): Pace 0. • Skills (-1/+0): Fighting d8, Swimming d12
• Grey Skin (+2): +2 armour. and Notice d8.
• Bite (+1): Str+d6; Grab. • Agile (+2): +1 die step to Agility.
• Low Light Vision (+1): Dim/dark lighting. • Stupid (-2/+0): -1 die step to Smarts (not
• Tremorsense (+1): Can sense and accurately when shapechanging).
pinpoint anything within 12" that's in contact • Strong (+14): +7 die steps to Strength.
with the water. • Tough (+4): +2 die steps to Vigor.
• Keen Eyes (+1): +2 to sight-based Notice • Edge (+2): Level Headed.
rolls. • Edge (+2): Trademark Weapon (bite).
• Grab (+2): Pin your opponent if you hit with a • Slow (-3): Pace 0.
raise, they require a raise on an opposed • Tough Scales (+2): +2 armour.
Strength roll to escape. • Bite (+1): Str+d8; Grab.
• Swallow (+2): Can swallow victims whole. • Low Light Vision (+1): Dim/dark lighting.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Keen Eyes (+1): +2 to sight-based Notice
step if already have the skill). Swimming Pace of rolls.
12", and cannot drown. • Grab (+2): Pin your opponent if you hit with a
• Size +2 (+3): Eight feet long; Toughness +2. raise, they require a raise on an opposed
• No Hands (-4): Can't use weapons or tools. Strength roll to escape.
• No Speech (-2): Not capable of speaking. • Aquatic (+2): Gain Swimming d6 (or +1 die
• Naked (-2): Cannot wear armour or clothing. step if already have the skill). Swimming Pace of
16", and cannot drown.
Dragonfish (+1½ race/+1 shape) • Size +8 (+13): Thirty feet long; Toughness
Race Creation: Assign another ½ racial ability. +8; Natural weapons increased to Str+d10
Beast Shape (Novice): 1-3 PP. damage.
Nature's Ally (Novice): 3 PP for the first, +1 • Huge (-24): -4 to attack medium-sized foes,
PP for each additional animal. they receive +4 to their attacks.
Abilities: • No Hands (-4): Can't use weapons or tools.
• Skills (+½/+0): Fighting d6, Tracking d8, • No Speech (-2): Not capable of speaking.
Swimming d10, Notice d8 and Stealth d8. • Naked (-2): Cannot wear armour or clothing.
• Agile (+2): +1 die step to Agility.
• Slow (-3): Pace 0. Gar (-2½ race/+3 shape)
• Brown Scales (+1): +1 armour. Race Creation: Assign another 7 skill points
• Bite (+1): Str+d4. and 1 racial ability.
• Low Light Vision (+1): Dim/dark lighting. Beast Shape (Novice): 1-3 PP.
• Darkvision (+1): No vision penalties for Nature's Ally (Novice): 3 PP for the first, +1
darkness (range 12"). PP for each additional animal.
• Scent (+1): Navigate by scent (range 6"). Abilities:
• Stealthy (+1): +1 to Stealth rolls. • Skills (-3½/+0): Fighting d6, Swimming d10
• Aquatic (+2): Gain Swimming d6 (or +1 die and Notice d6.
step if already have the skill). Swimming Pace of • Agile (+2): +1 die step to Agility.
10", and cannot drown. • Stupid (-2/+0): -1 die step to Smarts (not
• Poison (+4): Inflict venomous poison if foe is when shapechanging).
Shaken or wounded. • Strong (+2): +1 die step to Strength.
• Size -1 (-2): Two feet long; Toughness -1; • Tough (+2): +1 die step to Vigor.
Natural weapons reduced to Str+d4 damage. • Edge (+2): Level Headed.
• No Hands (-4): Can't use weapons or tools.
~ 39 ~
• Slow (-3): Pace 0. Nature's Ally (Seasoned): 4 PP for the first,
• Bite (+1): Str+d6; Grab. +2 PP for each additional animal.
• Low Light Vision (+1): Dim/dark lighting. Abilities:
• Grab (+2): Pin your opponent if you hit with a • Skills (-3½/+0): Fighting d6, Swimming d12
raise, they require a raise on an opposed and Notice d4.
Strength roll to escape. • Agile (+2): +1 die step to Agility.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Stupid (-2/+0): -1 die step to Smarts (not
step if already have the skill). Swimming Pace of when shapechanging).
10", and cannot drown. • Tough (+6): +3 die steps to Vigor.
• No Hands (-4): Can't use weapons or tools. • Edge (+2): Level Headed.
• No Speech (-2): Not capable of speaking. • Bite (+1): Str.
• Naked (-2): Cannot wear armour or clothing. • Low Light Vision (+1): Dim/dark lighting.
• Aquatic (+2): Gain Swimming d6 (or +1 die
Giant Gar (+16½ race/+19½ step if already have the skill). Swimming Pace of
12", and cannot drown.
shape) • Size -2 (-4): Toughness -2; Natural weapons
Race Creation: Remove 14½ racial abilities. reduced to Str damage.
Beast Shape (Legendary): 9-11 PP, or 4-6 PP • Small (+12): +2 to attack medium-sized
for dedicated form. foes, they receive -2 to their attacks.
Nature's Ally (Heroic): 6 PP for the first, +4 • No Hands (-4): Can't use weapons or tools.
PP for each additional animal. • No Speech (-2): Not capable of speaking.
Abilities: • Naked (-2): Cannot wear armour or clothing.
• Skills (-1/+0): Fighting d6, Swimming d12
and Notice d8.
• Stupid (-2/+0): -1 die step to Smarts (not
Giant Pike (+16½ race/+16 shape)
when shapechanging). Race Creation: Remove 14½ racial abilities.
• Strong (+14): +7 die steps to Strength. Beast Shape (Heroic): 8-10 PP, or 4-6 PP for
• Tough (+10): +5 die steps to Vigor. dedicated form.
• Edge (+4): Improved Level Headed. Nature's Ally (Heroic): 6 PP for the first, +4
• Edge (+2): Strong Willed. PP for each additional animal.
• Slow (-3): Pace 0. Abilities:
• Bony Scales (+3): +3 armour. • Skills (+2½/+0): Fighting d8, Tracking d12,
• Bite (+1): Str+d8; Grab. Swimming d12 and Notice d8.
• Low Light Vision (+1): Dim/dark lighting. • Agile (+6): +3 die steps to Agility.
• Keen Eyes (+½): +1 to sight-based Notice • Stupid (-2/+0): -1 die step to Smarts (not
rolls. when shapechanging).
• Grab (+2): Pin your opponent if you hit with a • Strong (+2): +1 die step to Strength.
raise, they require a raise on an opposed • Tough (+2): +1 die step to Vigor.
Strength roll to escape. • Edge (+2): Level Headed.
• Swallow (+2): Can swallow victims whole. • Slow (-3): Pace 0.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Tough Scales (+1): +1 armour.
step if already have the skill). Swimming Pace of • Bite (+1): Str+d6; Grab.
13", and cannot drown. • Low Light Vision (+1): Dim/dark lighting.
• Size +8 (+13): Toughness +8; Natural • Scent (+1): Navigate by scent (range 6").
weapons increased to Str+d10 damage. • Keen Senses (+2): +2 to Notice rolls.
• Huge (-24): -4 to attack medium-sized foes, • Grab (+2): Pin your opponent if you hit with a
they receive +4 to their attacks. raise, they require a raise on an opposed
• No Hands (-4): Can't use weapons or tools. Strength roll to escape.
• No Speech (-2): Not capable of speaking. • Swallow (+2): Can swallow victims whole.
• Naked (-2): Cannot wear armour or clothing. • Aquatic (+2): Gain Swimming d6 (or +1 die
step if already have the skill). Swimming Pace of
13", and cannot drown.
Slimy Hagfish (+8½ race/+14 • Size +2 (+3): Nine feet long; Toughness +2.
shape) • No Hands (-4): Can't use weapons or tools.
Race Creation: Remove 6½ racial abilities. • No Speech (-2): Not capable of speaking.
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for • Naked (-2): Cannot wear armour or clothing.
dedicated form.
~ 40 ~
Piranha (-4 race/-1 shape) 8", and cannot drown.
Race Creation: Assign another 2 skill points • Bleed (+3): A victim who is Shaken or
and 5 racial abilities. wounded starts Bleeding Out. They must make a
Beast Shape (Novice): 1-3 PP. Vigor roll each round, on a raise they stop
Nature's Ally (Novice): 3 PP for the first, +1 bleeding, on a failure they become Shaken (this
PP for each additional animal. can cause a wound)
Abilities: • No Hands (-4): Can't use weapons or tools.
• Skills (-1/+0): Fighting d6, Tracking d8, • No Speech (-2): Not capable of speaking.
Swimming d8 and Notice d8. • Naked (-2): Cannot wear armour or clothing.
• Agile (+2): +1 die step to Agility.
• Stupid (-2/+0): -1 die step to Smarts (not Quipper (-2½ race/+½ shape)
when shapechanging). Race Creation: Assign another 2 skill points
• Edge (+2): Alertness. and 3½ racial abilities.
• Edge (+2): Level Headed. Beast Shape (Novice): 1-3 PP.
• Slow (-3): Pace 0. Nature's Ally (Novice): 3 PP for the first, +1
• Tough Scales (+1): +1 armour. PP for each additional animal.
• Bite (+1): Str+d4. Abilities:
• Low Light Vision (+1): Dim/dark lighting. • Skills (-1/+0): Tracking d8, Swimming d10
• Scent (+1): Navigate by scent (range 6"). and Notice d8.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Agile (+2): +1 die step to Agility.
step if already have the skill). Swimming Pace of • Stupid (-2/+0): -1 die step to Smarts (not
8", and cannot drown. when shapechanging).
• Size -1 (-2): Toughness -1; Natural weapons • Weak (-2): -1 die step to Strength. If this
reduced to Str+d4 damage. would take Strength below d4, instead suffer -1
• No Hands (-4): Can't use weapons or tools. to all Strength rolls (including damage) and
• No Speech (-2): Not capable of speaking. halve carrying capacity.
• Naked (-2): Cannot wear armour or clothing. • Slow (-3): Pace 0.
• Bite (+1): Str.
School Of Piranhas (+20 race/+19 • Low Light Vision (+1): Dim/dark lighting.
• Scent (+1): Navigate by scent (range 6").
shape) • Aquatic (+2): Gain Swimming d6 (or +1 die
Race Creation: Remove 18 racial abilities. step if already have the skill). Swimming Pace of
Beast Shape (Legendary): 9-11 PP, or 4-6 PP 10", and cannot drown.
for dedicated form. • Size -3 (-5½): Toughness -3; Natural
Nature's Ally (Legendary): 7 PP for the first, weapons reduced to Str damage.
+5 PP for each additional animal. • Small (+12): +2 to attack medium-sized
Abilities: foes, they receive -2 to their attacks.
• Skills (-1/+0): Tracking d10, Swimming d8 • No Hands (-4): Can't use weapons or tools.
and Notice d8. • No Speech (-2): Not capable of speaking.
• Agile (+4): +2 die steps to Agility. • Naked (-2): Cannot wear armour or clothing.
• Stupid (-2/+0): -1 die step to Smarts (not
when shapechanging).
• Spirited (+4/+0): +2 die steps to Spirit (not
Manta Ray (+0 race/+4 shape)
when shapechanging). Race Creation: Assign another 4 skill points.
• Strong (+2): +1 die step to Strength. Beast Shape (Novice): 2-4 PP, or 1-3 PP for
• Edge (+2): Alertness. dedicated form.
• Edge (+2): Level Headed. Nature's Ally (Novice): 3 PP for the first, +1
• Slow (-3): Pace 0. PP for each additional animal.
• Low Light Vision (+1): Dim/dark lighting. Abilities:
• Scent (+1): Navigate by scent (range 6"). • Skills (-2/+0): Fighting d6, Swimming d12
• Keen Senses (+1): +1 to Notice rolls. and Notice d6.
• Swarm (+12): +2 Parry, immune to most • Stupid (-2/+0): -1 die step to Smarts (not
weapons, automatically inflicts 2d6 damage to when shapechanging).
everyone within a MBT. • Strong (+4): +2 die steps to Strength.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Tough (+2): +1 die step to Vigor.
step if already have the skill). Swimming Pace of • Slow (-3): Pace 0.

~ 41 ~
• Tough Skin (+1): +1 armour. when shapechanging).
• Tail Slap (+1): Str+d6. • Strong (+2): +1 die step to Strength.
• Low Light Vision (+1): Dim/dark lighting. • Slow (-3): Pace 0.
• Blindsense (+1): Can sense and • Tough Skin (+1): +1 armour.
approximately pinpoint things within 6", attacks • Sting (+1): Str+d6; Poison.
using blindsense are made at -2. • Low Light Vision (+1): Dim/dark lighting.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Tremorsense (+2): Can sense and accurately
step if already have the skill). Swimming Pace of pinpoint anything within 20" that's in contact
12", and cannot drown. with the water.
• Size +2 (+3): Toughness +2. • Scent (+1): Navigate by scent (range 6").
• No Hands (-4): Can't use weapons or tools. • Keen Senses (+1): +1 to Notice rolls.
• No Speech (-2): Not capable of speaking. • Aquatic (+2): Gain Swimming d6 (or +1 die
• Naked (-2): Cannot wear armour or clothing. step if already have the skill). Swimming Pace of
10", and cannot drown.
Small Stingray (-4 race/+0 shape) • Poison (+4): Sting inflicts venomous poison if
Race Creation: Assign another 4 skill points foe is Shaken or wounded.
and 4 racial abilities. • No Hands (-4): Can't use weapons or tools.
Beast Shape (Novice): 1-3 PP. • No Speech (-2): Not capable of speaking.
Nature's Ally (Novice): 3 PP for the first, +1 • Naked (-2): Cannot wear armour or clothing.
PP for each additional animal.
Abilities: Large Stingray (+26½ race/+25½
• Skills (-2/+0): Fighting d6, Tracking d6, shape)
Swimming d10 and Notice d6. Race Creation: Remove 24½ racial abilities.
• Agile (+2): +1 die step to Agility. Beast Shape (Legendary+1): 12-14 PP, or 6-
• Stupid (-2/+0): -1 die step to Smarts (not 8 PP for dedicated form.
when shapechanging). Nature's Ally (Legendary+1): 8 PP for the
• Slow (-3): Pace 0. first, +6 PP for each additional animal.
• Sting (+1): Str+d4; Poison. Abilities:
• Low Light Vision (+1): Dim/dark lighting. • Skills (+3/+0): Fighting d6, Tracking d10,
• Tremorsense (+2): Can sense and accurately Swimming d12, Notice d8 and Stealth d4.
pinpoint anything within 20" that's in contact • Stupid (-2/+0): -1 die step to Smarts (not
with the water. when shapechanging).
• Scent (+1): Navigate by scent (range 6"). • Strong (+10): +5 die steps to Strength.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Tough (+4): +2 die steps to Vigor.
step if already have the skill). Swimming Pace of • Edge (+2): Ambidextrous.
10", and cannot drown. • Slow (-3): Pace 0.
• Poison (+4): Sting inflicts venomous poison if • Tough Skin (+2): +2 armour.
foe is Shaken or wounded. • Sting/Wing (+1): Str+d6; Poison.
• Size -1 (-2): Toughness -1; Natural weapons • Low Light Vision (+1): Dim/dark lighting.
reduced to Str+d4 damage. • Tremorsense (+2): Can sense and accurately
• No Hands (-4): Can't use weapons or tools. pinpoint anything within 20" that's in contact
• No Speech (-2): Not capable of speaking. with the water.
• Naked (-2): Cannot wear armour or clothing. • Scent (+1): Navigate by scent (range 6").
• Keen Senses (+1): +1 to Notice rolls.
Medium Stingray (+4½ race/+4 • Aquatic (+2): Gain Swimming d6 (or +1 die
shape) step if already have the skill). Swimming Pace of
Race Creation: Remove 2½ racial abilities. 12", and cannot drown.
Beast Shape (Novice): 2-4 PP, or 1-3 PP for • Poison (+4): Sting inflicts venomous poison if
dedicated form. foe is Shaken or wounded.
Nature's Ally (Novice): 3 PP for the first, +1 • Endurance (+2) +2 to Soak rolls.
PP for each additional animal. • Size +3 (+4½): Toughness +3.
Abilities: • No Hands (-4): Can't use weapons or tools.
• Skills (+2½/+0): Fighting d6, Tracking d10, • No Speech (-2): Not capable of speaking.
Swimming d10, Notice d8 and Stealth d6. • Naked (-2): Cannot wear armour or clothing.
• Stupid (-2/+0): -1 die step to Smarts (not

~ 42 ~
Giant Seahorse (+8 race/+9½ • Bleed (+2): If you hit with a raise, and the
victim is Shaken or wounded by the blow, they
shape) start Bleeding Out. They must make a Vigor roll
Race Creation: Remove 6 racial abilities. each round, on a raise they stop bleeding, on a
Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for failure they become Shaken (this can cause a
dedicated form. wound)
Nature's Ally (Seasoned): 4 PP for the first, • Endurance (+2) +2 to Soak rolls.
+2 PP for each additional animal. • Size +7 (+11): Toughness +7; Natural
Abilities: weapons increased to Str+d8 damage.
• Skills (-1½/+0): Fighting d6, Swimming • Large (-12): -2 to attack medium-sized foes,
d10, Notice d8 and Stealth d8. they receive +2 to their attacks.
• Agile (+2): +1 die step to Agility. • No Hands (-4): Can't use weapons or tools.
• Strong (+6): +3 die steps to Strength. • No Speech (-2): Not capable of speaking.
• Tough (+2): +1 die step to Vigor. • Naked (-2): Cannot wear armour or clothing.
• Edge (+2): Dodge.
• Slow (-3): Pace 0.
• Tough Flesh (+1): +1 armour.
Shark (+3½ race/+5 shape)
• Slam (+1): Str+d6. Race Creation: Remove 1½ racial abilities.
• Low Light Vision (+1): Dim/dark lighting. Beast Shape (Novice): 2-4 PP, or 1-3 PP for
• Keen Eyes (+½): +1 to sight-based Notice dedicated form.
rolls. Nature's Ally (Novice): 3 PP for the first, +1
• Aquatic (+2): Gain Swimming d6 (or +1 die PP for each additional animal.
step if already have the skill). Swimming Pace of Abilities:
10", and cannot drown. • Skills (+½/+0): Fighting d6, Tracking d8,
• Size +2 (+3): Eight feet long; Toughness +2. Swimming d10 and Notice d8.
• No Hands (-4): Can't use weapons or tools. • Stupid (-2/+0): -1 die step to Smarts (not
• No Speech (-2): Not capable of speaking. when shapechanging).
• Naked (-2): Cannot wear armour or clothing. • Strong (+4): +2 die steps to Strength.
• Edge (+2): Level Headed.
• Slow (-3): Pace 0.
Killer Seahorse (+17½ race/+20½ • Tough Flesh (+1): +1 armour.
shape) • Bite (+1): Str+d6.
Race Creation: Remove 15½ racial abilities. • Blindsense (+1): Can sense and
Beast Shape (Legendary): 10-12 PP, or 5-7 approximately pinpoint things within 6", attacks
PP for dedicated form. using blindsense are made at -2.
Nature's Ally (Heroic): 6 PP for the first, +4 • Scent (+1): Navigate by scent (range 6").
PP for each additional animal. • Aquatic (+2): Gain Swimming d6 (or +1 die
Abilities: step if already have the skill). Swimming Pace of
• Skills (-1/+0): Fighting d6, Swimming d12 10", and cannot drown.
and Notice d8. • Hardy (+1): A second Shaken result doesn't
• Stupid (-2/+0): -1 die step to Smarts (not become a wound.
when shapechanging). • Size +2 (+3): Toughness +2.
• Strong (+12): +6 die steps to Strength. • No Hands (-4): Can't use weapons or tools.
• Tough (+8): +4 die steps to Vigor. • No Speech (-2): Not capable of speaking.
• Slow (-3): Pace 0. • Naked (-2): Cannot wear armour or clothing.
• Tough Flesh (+2): +2 armour.
• Bite/Tail Slap (+1): Str+d8; Bleed; Angustiden Shark (+20½ race/+17
Constrict.
• Low Light Vision (+1): Dim/dark lighting.
shape)
• Keen Eyes (+½): +1 to sight-based Notice Race Creation: Remove 18½ racial abilities.
rolls. Beast Shape (Heroic): 8-10 PP, or 4-6 PP for
• Constrict (+2): Pin opponent on a raise, dedicated form.
inflict Str+d6 per round after that, they require a Nature's Ally (Legendary): 7 PP for the first,
raise on an opposed Strength roll to escape. +5 PP for each additional animal.
• Aquatic (+2): Gain Swimming d6 (or +1 die Abilities:
step if already have the skill). Swimming Pace of • Skills (+3½/+0): Fighting d8, Tracking d12,
12", and cannot drown. Swimming d12 and Notice d8.

~ 43 ~
• Strong (+14): +7 die steps to Strength. Dire Shark (+25½ race/+23 shape)
• Tough (+10): +5 die steps to Vigor. Race Creation: Remove 23½ racial abilities.
• Slow (-3): Pace 0. Beast Shape (Legendary+1): 11-13 PP, or 5-
• Tough Flesh (+2): +2 armour. 7 PP for dedicated form.
• Bite (+1): Str+d8; Grab. Nature's Ally (Legendary+1): 8 PP for the
• Blindsense (+1): Can sense and first, +6 PP for each additional animal.
approximately pinpoint things within 6", attacks Abilities:
using blindsense are made at -2. • Skills (+4½/+0): Fighting d10, Tracking
• Scent (+1): Navigate by scent (range 6"). d12, Swimming d12 and Notice d8.
• Keen Senses (+2): +2 to Notice rolls. • Agile (+2): +1 die step to Agility.
• Grab (+2): Pin your opponent if you hit with a • Stupid (-2/+0): -1 die step to Smarts (not
raise, they require a raise on an opposed when shapechanging).
Strength roll to escape. • Strong (+14): +7 die steps to Strength.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Tough (+4): +2 die steps to Vigor.
step if already have the skill). Swimming Pace of • Edge (+4): Improved Level Headed.
13", and cannot drown. • Edge (+2): Strong Willed.
• Hardy (+1): A second Shaken result doesn't • Slow (-3): Pace 0.
become a wound. • Tough Flesh (+4): +4 armour.
• Size +10 (+16): Toughness +10; Natural • Bite (+1): Str+d8; Grab.
weapons increased to Str+d10 damage. • Blindsense (+1): Can sense and
• Huge (-24): -4 to attack medium-sized foes, approximately pinpoint things within 6", attacks
they receive +4 to their attacks. using blindsense are made at -2.
• No Hands (-4): Can't use weapons or tools. • Scent (+1): Navigate by scent (range 6").
• No Speech (-2): Not capable of speaking. • Keen Senses (+2): +2 to Notice rolls.
• Naked (-2): Cannot wear armour or clothing. • Grab (+2): Pin your opponent if you hit with a
raise, they require a raise on an opposed
Bull Shark (-2 race/+2 shape) Strength roll to escape.
Race Creation: Assign another 4 skill points • Swallow (+2): Can swallow victims whole.
and 2 racial abilities. • Aquatic (+2): Gain Swimming d6 (or +1 die
Beast Shape (Novice): 1-3 PP. step if already have the skill). Swimming Pace of
Nature's Ally (Novice): 3 PP for the first, +1 13", and cannot drown.
PP for each additional animal. • Hardy (+1): A second Shaken result doesn't
Abilities: become a wound.
• Skills (-2/+0): Fighting d6, Tracking d6, • Size +10 (+16): Sixty feet long; Toughness
Swimming d10 and Notice d6. +10; Natural weapons increased to Str+d10
• Agile (+2): +1 die step to Agility. damage.
• Stupid (-2/+0): -1 die step to Smarts (not • Huge (-24): -4 to attack medium-sized foes,
when shapechanging). they receive +4 to their attacks.
• Strong (+2): +1 die step to Strength. • No Hands (-4): Can't use weapons or tools.
• Edge (+2): Level Headed. • No Speech (-2): Not capable of speaking.
• Slow (-3): Pace 0. • Naked (-2): Cannot wear armour or clothing.
• Tough Flesh (+1): +1 armour.
• Bite (+1): Str+d6. Great White Shark (+25 race/+21
• Low Light Vision (+1): Dim/dark lighting.
• Blindsense (+1): Can sense and shape)
approximately pinpoint things within 6", attacks Race Creation: Remove 23 racial abilities.
using blindsense are made at -2. Beast Shape (Legendary): 10-12 PP, or 5-7
• Scent (+1): Navigate by scent (range 6"). PP for dedicated form.
• Aquatic (+2): Gain Swimming d6 (or +1 die Nature's Ally (Legendary+1): 8 PP for the
step if already have the skill). Swimming Pace of first, +6 PP for each additional animal.
10", and cannot drown. Abilities:
• No Hands (-4): Can't use weapons or tools. • Skills (+2/+0): Fighting d6, Tracking d10,
• No Speech (-2): Not capable of speaking. Swimming d12 and Notice d8.
• Naked (-2): Cannot wear armour or clothing. • Agile (+2): +1 die step to Agility.
• Stupid (-2/+0): -1 die step to Smarts (not
when shapechanging).

~ 44 ~
• Spirited (+4/+0): +2 die steps to Spirit (not • Hardy (+1): A second Shaken result doesn't
when shapechanging). become a wound.
• Strong (+12): +6 die steps to Strength. • Size +2 (+3): Toughness +2.
• Tough (+8): +4 die steps to Vigor. • No Hands (-4): Can't use weapons or tools.
• Edge (+2): Level Headed. • No Speech (-2): Not capable of speaking.
• Slow (-3): Pace 0. • Naked (-2): Cannot wear armour or clothing.
• Tough Flesh (+2): +2 armour.
• Bite (+1): Str+d8. Helicoprion Shark (+22½ race/+22½
• Blindsense (+1): Can sense and
approximately pinpoint things within 6", attacks shape)
using blindsense are made at -2. Race Creation: Remove 20½ racial abilities.
• Scent (+1): Navigate by scent (range 6"). Beast Shape (Legendary+1): 11-13 PP, or 5-
• Keen Senses (+1): +1 to Notice rolls. 7 PP for dedicated form.
• Aquatic (+2): Gain Swimming d6 (or +1 die Nature's Ally (Legendary): 7 PP for the first,
step if already have the skill). Swimming Pace of +5 PP for each additional animal.
12", and cannot drown. Abilities:
• Hardy (+1): A second Shaken result doesn't • Skills (+0/+0): Fighting d6, Tracking d10,
become a wound. Swimming d12 and Notice d8.
• Size +7 (+11): Toughness +7; Natural • Agile (+6): +3 die steps to Agility.
weapons increased to Str+d8 damage. • Strong (+12): +6 die steps to Strength.
• Large (-12): -2 to attack medium-sized foes, • Tough (+6): +3 die steps to Vigor.
they receive +2 to their attacks. • Edge (+4): Improved Level Headed.
• No Hands (-4): Can't use weapons or tools. • Slow (-3): Pace 0.
• No Speech (-2): Not capable of speaking. • Tough Flesh (+2): +2 armour.
• Naked (-2): Cannot wear armour or clothing. • Bite (+1): Str+d8; Bleed.
• Blindsense (+1): Can sense and
approximately pinpoint things within 6", attacks
Hammerhead Shark (+21½ race/+19 using blindsense are made at -2.
shape) • Scent (+1): Navigate by scent (range 6").
Race Creation: Remove 19½ racial abilities. • Keen Senses (+1): +1 to Notice rolls.
Beast Shape (Legendary): 9-11 PP, or 4-6 PP • Aquatic (+2): Gain Swimming d6 (or +1 die
for dedicated form. step if already have the skill). Swimming Pace of
Nature's Ally (Legendary): 7 PP for the first, 12", and cannot drown.
+5 PP for each additional animal. • Hardy (+1): A second Shaken result doesn't
Abilities: become a wound.
• Skills (+½/+0): Fighting d6, Tracking d10, • Bleed (+2): If you hit with a raise, and the
Swimming d10 and Notice d8. victim is Shaken or wounded by the blow, they
• Agile (+4): +2 die steps to Agility. start Bleeding Out. They must make a Vigor roll
• Stupid (-2/+0): -1 die step to Smarts (not each round, on a raise they stop bleeding, on a
when shapechanging). failure they become Shaken (this can cause a
• Spirited (+4/+0): +2 die steps to Spirit (not wound)
when shapechanging). • Size +4 (+6½): Toughness +4; Natural
• Strong (+8): +4 die steps to Strength. weapons increased to Str+d8 damage.
• Tough (+4): +2 die steps to Vigor. • Large (-12): -2 to attack medium-sized foes,
• Edge (+2): Level Headed. they receive +2 to their attacks.
• Slow (-3): Pace 0. • No Hands (-4): Can't use weapons or tools.
• Tough Flesh (+2): +2 armour. • No Speech (-2): Not capable of speaking.
• Bite (+1): Str+d6. • Naked (-2): Cannot wear armour or clothing.
• Blindsense (+1): Can sense and
approximately pinpoint things within 6", attacks Jigsaw Shark (-3 race/+1 shape)
using blindsense are made at -2. Race Creation: Assign another 4 skill points
• Scent (+1): Navigate by scent (range 6"). and 3 racial abilities.
• Keen Senses (+1): +1 to Notice rolls. Beast Shape (Novice): 1-3 PP.
• Aquatic (+2): Gain Swimming d6 (or +1 die Nature's Ally (Novice): 3 PP for the first, +1
step if already have the skill). Swimming Pace of PP for each additional animal.
10", and cannot drown. Abilities:

~ 45 ~
• Skills (-2/+0): Fighting d6, Tracking d6, Stumble Fish (-21½ race/-13 shape)
Swimming d10 and Notice d6. Race Creation: Assign another 13 skill points
• Agile (+2): +1 die step to Agility. and 17 racial abilities.
• Stupid (-2/+0): -1 die step to Smarts (not Beast Shape (Novice): 1-3 PP.
when shapechanging). Nature's Ally (Novice): 3 PP for the first, +1
• Strong (+2): +1 die step to Strength. PP for each additional animal.
• Edge (+2): Level Headed. Abilities:
• Slow (-3): Pace 0. • Skills (-6½/+0): Fighting d4, Swimming d6
• Tough Flesh (+1): +1 armour. and Notice d4.
• Bite (+1): Str+d6. • Stupid (-2/+0): -1 die step to Smarts (not
• Blindsense (+1): Can sense and when shapechanging).
approximately pinpoint things within 6", attacks • Weak (-2): -1 die step to Strength. If this
using blindsense are made at -2. would take Strength below d4, instead suffer -1
• Scent (+1): Navigate by scent (range 6"). to all Strength rolls (including damage) and
• Aquatic (+2): Gain Swimming d6 (or +1 die halve carrying capacity.
step if already have the skill). Swimming Pace of • Frail (-2): -1 die step to Vigor. If this would
10", and cannot drown. take Vigor below d4, instead suffer -1 to all Vigor
• No Hands (-4): Can't use weapons or tools. rolls and reduce Toughness by 1 (this can take
• No Speech (-2): Not capable of speaking. Toughness below 1).
• Naked (-2): Cannot wear armour or clothing. • Slow (-3): Pace 0.
• Bite (+1): Str+d4.
Tiger Shark (+6½ race/+7 shape) • Low Light Vision (+1): Dim/dark lighting.
Race Creation: Remove 4½ racial abilities. • Aquatic (+2): Gain Swimming d6 (or +1 die
Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for step if already have the skill). Swimming Pace of
dedicated form. 6", and cannot drown.
Nature's Ally (Novice): 3 PP for the first, +1 • Size -1 (-2): Toughness -1; Natural weapons
PP for each additional animal. reduced to Str+d4 damage.
Abilities: • No Hands (-4): Can't use weapons or tools.
• Skills (+1½/+0): Fighting d6, Tracking d8, • No Speech (-2): Not capable of speaking.
Swimming d12 and Notice d8. • Naked (-2): Cannot wear armour or clothing.
• Stupid (-2/+0): -1 die step to Smarts (not
when shapechanging). Swordfish (+1½ race/+4½ shape)
• Strong (+8): +4 die steps to Strength. Race Creation: Assign another 1 skill point.
• Tough (+4): +2 die steps to Vigor. Beast Shape (Novice): 2-4 PP, or 1-3 PP for
• Edge (+2): Level Headed. dedicated form.
• Slow (-3): Pace 0. Nature's Ally (Novice): 3 PP for the first, +1
• Tough Flesh (+2): +2 armour. PP for each additional animal.
• Bite (+1): Str+d8. Abilities:
• Blindsense (+1): Can sense and • Skills (-1/+0): Fighting d8, Swimming d12
approximately pinpoint things within 6", attacks and Notice d8.
using blindsense are made at -2. • Agile (+2): +1 die step to Agility.
• Scent (+1): Navigate by scent (range 6"). • Stupid (-2/+0): -1 die step to Smarts (not
• Aquatic (+2): Gain Swimming d6 (or +1 die when shapechanging).
step if already have the skill). Swimming Pace of • Strong (+2): +1 die step to Strength.
13", and cannot drown. • Edge (+2): Trademark Weapon (gore).
• Hardy (+1): A second Shaken result doesn't • Slow (-3): Pace 0.
become a wound. • Tough Flesh (+1): +1 armour.
• Size +5 (+8): Toughness +5; Natural • Horns (+1): Str+d6.
weapons increased to Str+d8 damage. • Low Light Vision (+1): Dim/dark lighting.
• Large (-12): -2 to attack medium-sized foes, • Keen Eyes (+½): +1 to sight-based Notice
they receive +2 to their attacks. rolls.
• No Hands (-4): Can't use weapons or tools. • Gore (+1): +4 damage if move 6" or more in
• No Speech (-2): Not capable of speaking. straight line before attacking.
• Naked (-2): Cannot wear armour or clothing. • Aquatic (+2): Gain Swimming d6 (or +1 die
step if already have the skill). Swimming Pace of

~ 46 ~
13", and cannot drown. • No Speech (-2): Not capable of speaking.
• Size +2 (+3): Toughness +2. • Naked (-2): Cannot wear armour or clothing.
• No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking. Fox
• Naked (-2): Cannot wear armour or clothing.

Tiger Fish (-5½ race/-3 shape) Fox (+6 race/+7 shape)


Race Creation: Remove 4 racial abilities.
Race Creation: Assign another 1 skill point and
Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
7 racial abilities.
dedicated form.
Beast Shape (Novice): 1-3 PP.
Nature's Ally (Novice): 3 PP for the first, +1
Nature's Ally (Novice): 3 PP for the first, +1
PP for each additional animal.
PP for each additional animal.
Abilities:
Abilities:
• Skills (-1/+0): Fighting d4, Survival d4,
• Skills (-½/+0): Fighting d6, Swimming d12,
Tracking d8, Notice d8 and Stealth d8.
Notice d8 and Stealth d6.
• Agile (+2): +1 die step to Agility.
• Agile (+2): +1 die step to Agility.
• Fast (+1): Pace 8.
• Stupid (-2/+0): -1 die step to Smarts (not
• Bite (+1): Str.
when shapechanging).
• Low Light Vision (+1): Dim/dark lighting.
• Strong (+2): +1 die step to Strength.
• Scent (+1): Navigate by scent (range 6").
• Slow (-3): Pace 0.
• Stealthy (+1): +1 to Stealth rolls.
• Bite (+1): Str+d6.
• Size -2 (-4): Toughness -2; Natural weapons
• Low Light Vision (+1): Dim/dark lighting.
reduced to Str damage.
• Aquatic (+2): Gain Swimming d6 (or +1 die
• Small (+12): +2 to attack medium-sized
step if already have the skill). Swimming Pace of
foes, they receive -2 to their attacks.
13", and cannot drown.
• No Hands (-4): Can't use weapons or tools.
• No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking.
• No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing.
• Naked (-2): Cannot wear armour or clothing.

Giant Tiger Barb (+3½ race/+4 Arctic Fox (+7½ race/+8 shape)
Race Creation: Remove 5½ racial abilities.
shape) Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
Race Creation: Remove 1½ racial abilities. dedicated form.
Beast Shape (Novice): 2-4 PP, or 1-3 PP for Nature's Ally (Novice): 3 PP for the first, +1
dedicated form. PP for each additional animal.
Nature's Ally (Novice): 3 PP for the first, +1 Abilities:
PP for each additional animal. • Skills (-½/+0): Survival d4, Tracking d10,
Abilities: Notice d8 and Stealth d8.
• Skills (+1½/+0): Fighting d8, Tracking d8, • Agile (+2): +1 die step to Agility.
Swimming d12 and Notice d8. • Weak (-2): -1 die step to Strength. If this
• Agile (+2): +1 die step to Agility. would take Strength below d4, instead suffer -1
• Stupid (-2/+0): -1 die step to Smarts (not to all Strength rolls (including damage) and
when shapechanging). halve carrying capacity.
• Strong (+2): +1 die step to Strength. • Fast (+1): Pace 8.
• Edge (+2): Trademark Weapon (bite). • Thick Fur (+1): +1 armour.
• Slow (-3): Pace 0. • Bite (+1): Str.
• Striped Scales (+1): +1 armour. • Low Light Vision (+1): Dim/dark lighting.
• Bite (+1): Str+d6. • Scent (+1): Navigate by scent (range 6").
• Low Light Vision (+1): Dim/dark lighting. • Keen Senses (+1): +1 to Notice rolls.
• Scent (+1): Navigate by scent (range 6"). • Stealthy (+1): +1 to Stealth rolls.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Arctic Stride (+1): Snow and ice is not
step if already have the skill). Swimming Pace of treated as difficult ground.
12", and cannot drown. • Size -2 (-4): Toughness -2; Natural weapons
• Size +2 (+3): Fifteen feet long; Toughness reduced to Str damage.
+2. • Small (+12): +2 to attack medium-sized
• No Hands (-4): Can't use weapons or tools. foes, they receive -2 to their attacks.
~ 47 ~
• No Hands (-4): Can't use weapons or tools. • Naked (-2): Cannot wear armour or clothing.
• No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing. Giant Dire Frog (+32 race/+33½
shape)
Firefoot Fennec (+5½ race/+8 shape) Race Creation: Remove 30 racial abilities.
Race Creation: Remove 3½ racial abilities. Beast Shape (Legendary+3): 16-18 PP, or 8-
Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for 10 PP for dedicated form.
dedicated form. Nature's Ally (Legendary+3): 10 PP for the
Nature's Ally (Novice): 3 PP for the first, +1 first, +8 PP for each additional animal.
PP for each additional animal. Abilities:
Abilities: • Skills (+½/+0): Fighting d6, Tracking d6,
• Skills (-2½/+0): Fighting d4, Survival d4, Swimming d12, Notice d6 and Stealth d4.
Tracking d8 and Notice d8. • Agile (+2): +1 die step to Agility.
• Agile (+4): +2 die steps to Agility. • Stupid (-2/+0): -1 die step to Smarts (not
• Fast (+1): Pace 8. when shapechanging).
• Bite (+1): Str. • Strong (+10): +5 die steps to Strength.
• Low Light Vision (+1): Dim/dark lighting. • Tough (+10): +5 die steps to Vigor.
• Scent (+1): Navigate by scent (range 6"). • Edge (+4): Improved Level Headed.
• Size -2 (-4): Toughness -2; Natural weapons • Fast (+1): Pace 8.
reduced to Str damage. • Mottled Skin (+2): +2 armour.
• Small (+12): +2 to attack medium-sized • Bite/Tongue (+1): Str+d6; Reach 1"; Grab.
foes, they receive -2 to their attacks. • Low Light Vision (+1): Dim/dark lighting.
• No Hands (-4): Can't use weapons or tools. • Scent (+1): Navigate by scent (range 6").
• No Speech (-2): Not capable of speaking. • Grab (+2): Pin your opponent if you hit with a
• Naked (-2): Cannot wear armour or clothing. raise, they require a raise on an opposed
Strength roll to escape.
Frog • Swallow (+2): Can swallow victims whole.
• Natural Swimmer (+1): Swimming Pace of
7", and +2 to resist drowning.
Giant Frog (+2½ race/+8 shape)
• Size +3 (+4½): Ten feet long; Toughness
Race Creation: Remove ½ racial ability.
+3.
Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
• No Hands (-4): Can't use weapons or tools.
dedicated form.
• No Speech (-2): Not capable of speaking.
Nature's Ally (Novice): 3 PP for the first, +1
• Naked (-2): Cannot wear armour or clothing.
PP for each additional animal.
Abilities:
• Skills (-1½/+0): Fighting d6, Tracking d4, Killer Frog (-4 race/-3 shape)
Swimming d10, Notice d4 and Stealth d6. Race Creation: Assign another 2 skill points
• Stupid (-2/+0): -1 die step to Smarts (not and 5 racial abilities.
when shapechanging). Beast Shape (Novice): 1-3 PP.
• Meek (-2/+0): -1 die step to Spirit (not when Nature's Ally (Novice): 3 PP for the first, +1
shapechanging). PP for each additional animal.
• Strong (+2): +1 die step to Strength. Abilities:
• Tough (+4): +2 die steps to Vigor. • Skills (-1/+0): Fighting d4, Tracking d4,
• Edge (+2): Level Headed. Swimming d10, Notice d4 and Stealth d8.
• Bite/Tongue (+1): Str+d6; Reach 1"; Grab. • Tough (+2): +1 die step to Vigor.
• Low Light Vision (+1): Dim/dark lighting. • Slow (-2): Pace 2.
• Scent (+1): Navigate by scent (range 6"). • Green Skin (+1): +1 armour.
• Grab (+2): Pin your opponent if you hit with a • Claws/Bite (+1): Str+d6; Grab.
raise, they require a raise on an opposed • Low Light Vision (+1): Dim/dark lighting.
Strength roll to escape. • Scent (+1): Navigate by scent (range 6").
• Swallow (+2): Can swallow victims whole. • Grab (+2): Pin your opponent if you hit with a
• Natural Swimmer (+1): Swimming Pace of raise, they require a raise on an opposed
6", and +2 to resist drowning. Strength roll to escape.
• No Hands (-4): Can't use weapons or tools. • Natural Swimmer (+1): Swimming Pace of
• No Speech (-2): Not capable of speaking. 6", and +2 to resist drowning.

~ 48 ~
• Size -1 (-2): Toughness -1; Natural weapons • Scent (+1): Navigate by scent (range 6").
reduced to Str+d4 damage. • Very Stealthy (+2): +2 to Stealth rolls.
• No Hands (-4): Can't use weapons or tools. • Swarm (+12): +2 Parry, immune to most
• No Speech (-2): Not capable of speaking. weapons, automatically inflicts 2d6 damage to
• Naked (-2): Cannot wear armour or clothing. everyone within a MBT.
• Poison (+4): Swarm inflicts venomous poison
Poisonous Frog (-1 race/+4 shape) if foe is Shaken or wounded.
Race Creation: Assign another 6 skill points. • No Hands (-4): Can't use weapons or tools.
Beast Shape (Novice): 2-4 PP, or 1-3 PP for • No Speech (-2): Not capable of speaking.
dedicated form. • Naked (-2): Cannot wear armour or clothing.
Nature's Ally (Novice): 3 PP for the first, +1
PP for each additional animal. Toad (-3½ race/-1 shape)
Abilities: Race Creation: Assign another 5 skill points
• Skills (-3/+0): Swimming d8, Notice d4 and and 3 racial abilities.
Stealth d8. Beast Shape (Novice): 1-3 PP.
• Stupid (-2/+0): -1 die step to Smarts (not Nature's Ally (Novice): 3 PP for the first, +1
when shapechanging). PP for each additional animal.
• Weak (-2): -1 die step to Strength. If this Abilities:
would take Strength below d4, instead suffer -1 • Skills (-2½/+0): Tracking d6, Swimming d6,
to all Strength rolls (including damage) and Notice d6 and Stealth d8.
halve carrying capacity. • Stupid (-2/+0): -1 die step to Smarts (not
• Slow (-2): Pace 2. when shapechanging).
• Bite (+1): Str; Poison. • Spirited (+2/+0): +1 die step to Spirit (not
• Low Light Vision (+1): Dim/dark lighting. when shapechanging).
• Stealthy (+1): +1 to Stealth rolls. • Weak (-2): -1 die step to Strength. If this
• Natural Swimmer (+1): Swimming Pace of would take Strength below d4, instead suffer -1
5", and +2 to resist drowning. to all Strength rolls (including damage) and
• Poison (+4): Bite inflicts venomous poison if halve carrying capacity.
foe is Shaken or wounded. • Frail (-2): -1 die step to Vigor. If this would
• Size -2 (-4): Toughness -2; Natural weapons take Vigor below d4, instead suffer -1 to all Vigor
reduced to Str damage. rolls and reduce Toughness by 1 (this can take
• Small (+12): +2 to attack medium-sized Toughness below 1).
foes, they receive -2 to their attacks. • Slow (-2½): Pace 1.
• No Hands (-4): Can't use weapons or tools. • Slam (+1): Str.
• No Speech (-2): Not capable of speaking. • Low Light Vision (+1): Dim/dark lighting.
• Naked (-2): Cannot wear armour or clothing. • Scent (+1): Navigate by scent (range 6").
• Very Stealthy (+2): +2 to Stealth rolls.
Army Of Poisonous Frogs (+15½ • Amphibious (+2): Gain Swimming d6 (or +1
die step if already have the skill). Swimming
race/+14 shape) Pace of 6", and cannot drown, but can also
Race Creation: Remove 13½ racial abilities. breathe air and survive indefinitely on land.
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for • Size -3 (-5½): Toughness -3; Natural
dedicated form. weapons reduced to Str damage.
Nature's Ally (Veteran): 5 PP for the first, +3 • Small (+12): +2 to attack medium-sized
PP for each additional animal. foes, they receive -2 to their attacks.
Abilities: • No Hands (-4): Can't use weapons or tools.
• Skills (-½/+0): Tracking d8, Notice d8 and • No Speech (-2): Not capable of speaking.
Stealth d8. • Naked (-2): Cannot wear armour or clothing.
• Stupid (-2/+0): -1 die step to Smarts (not
when shapechanging).
• Spirited (+4/+0): +2 die steps to Spirit (not
Giant Toad (+14½ race/+17 shape)
when shapechanging). Race Creation: Remove 12½ racial abilities.
• Strong (+2): +1 die step to Strength. Beast Shape (Heroic): 8-10 PP, or 4-6 PP for
• Tough (+2): +1 die step to Vigor. dedicated form.
• Slow (-2): Pace 2. Nature's Ally (Veteran): 5 PP for the first, +3
• Low Light Vision (+1): Dim/dark lighting. PP for each additional animal.

~ 49 ~
Abilities: • No Hands (-4): Can't use weapons or tools.
• Skills (+1½/+0): Fighting d6, Tracking d8, • No Speech (-2): Not capable of speaking.
Swimming d10, Notice d8 and Stealth d6. • Naked (-2): Cannot wear armour or clothing.
• Stupid (-2/+0): -1 die step to Smarts (not
when shapechanging). Herd animal
• Meek (-2/+0): -1 die step to Spirit (not when
shapechanging).
• Strong (+6): +3 die steps to Strength. Antelope (-1½ race/+4½ shape)
• Tough (+4): +2 die steps to Vigor. Race Creation: Assign another 7 skill points.
• Edge (+2): Level Headed. Beast Shape (Novice): 2-4 PP, or 1-3 PP for
• Skin (+1): +1 armour. dedicated form.
• Bite (+1): Str+d6; Grab. Nature's Ally (Novice): 3 PP for the first, +1
• Low Light Vision (+1): Dim/dark lighting. PP for each additional animal.
• Scent (+1): Navigate by scent (range 6"). Abilities:
• Grab (+2): Pin your opponent if you hit with a • Skills (-6/+0): Fighting d4 and Notice d6.
raise, they require a raise on an opposed • Agile (+4): +2 die steps to Agility.
Strength roll to escape. • Tough (+2): +1 die step to Vigor.
• Swallow (+2): Can swallow victims whole. • Edge (+2): Level Headed.
• Amphibious (+2): Gain Swimming d6 (or +1 • Fast (+3): Pace 12.
die step if already have the skill). Swimming • Horns (+1): Str+d4.
Pace of 10", and cannot drown, but can also • Low Light Vision (+1): Dim/dark lighting.
breathe air and survive indefinitely on land. • Fast Runner (+½): d8 running die.
• Size +2 (+3): Toughness +2. • Gore (+1): +4 damage if move 6" or more in
• No Hands (-4): Can't use weapons or tools. straight line before attacking.
• No Speech (-2): Not capable of speaking. • Size -1 (-2): Four feet long; Toughness -1;
• Naked (-2): Cannot wear armour or clothing. Natural weapons reduced to Str+d4 damage.
• No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking.
Hedgehog • Naked (-2): Cannot wear armour or clothing.

Hedgehog (-1½ race/+1½ shape) Aurochs (+14 race/+16½ shape)


Race Creation: Assign another 6 skill points Race Creation: Remove 12 racial abilities.
and ½ racial ability. Beast Shape (Heroic): 8-10 PP, or 4-6 PP for
Beast Shape (Novice): 1-3 PP. dedicated form.
Nature's Ally (Novice): 3 PP for the first, +1 Nature's Ally (Veteran): 5 PP for the first, +3
PP for each additional animal. PP for each additional animal.
Abilities: Abilities:
• Skills (-3/+0): Climbing d6, Swimming d6, • Skills (-2½/+0): Fighting d6, Tracking d8
Notice d4 and Stealth d8. and Notice d8.
• Agile (+4): +2 die steps to Agility. • Strong (+10): +5 die steps to Strength.
• Weak (-2): -1 die step to Strength. If this • Tough (+4): +2 die steps to Vigor.
would take Strength below d4, instead suffer -1 • Fast (+1): Pace 8.
to all Strength rolls (including damage) and • Shaggy Hide (+1): +1 armour.
halve carrying capacity. • Horns (+1): Str+d6.
• Frail (-2): -1 die step to Vigor. If this would • Low Light Vision (+1): Dim/dark lighting.
take Vigor below d4, instead suffer -1 to all Vigor • Scent (+1): Navigate by scent (range 6").
rolls and reduce Toughness by 1 (this can take • Gore (+1): +4 damage if move 6" or more in
Toughness below 1). straight line before attacking.
• Slow (-1): Pace 4. • Size +3 (+4½): Toughness +3.
• Bite (+1): Str. • No Hands (-4): Can't use weapons or tools.
• Low Light Vision (+1): Dim/dark lighting. • No Speech (-2): Not capable of speaking.
• Very Stealthy (+2): +2 to Stealth rolls. • Naked (-2): Cannot wear armour or clothing.
• Size -3 (-5½): Toughness -3; Natural
weapons reduced to Str damage.
• Small (+12): +2 to attack medium-sized Mountain Aurochs (+15½ race/+15
foes, they receive -2 to their attacks. shape)
~ 50 ~
Race Creation: Remove 13½ racial abilities. Bison/Buffalo (+9 race/+11½ shape)
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for Race Creation: Remove 7 racial abilities.
dedicated form. Beast Shape (Veteran): 5-7 PP, or 2-4 PP for
Nature's Ally (Veteran): 5 PP for the first, +3 dedicated form.
PP for each additional animal. Nature's Ally (Seasoned): 4 PP for the first,
Abilities: +2 PP for each additional animal.
• Skills (-1½/+0): Fighting d6, Tracking d10 Abilities:
and Notice d8. • Skills (-2½/+0): Fighting d6, Tracking d8
• Spirited (+2/+0): +1 die step to Spirit (not and Notice d8.
when shapechanging). • Strong (+12): +6 die steps to Strength.
• Strong (+14): +7 die steps to Strength. • Tough (+6): +3 die steps to Vigor.
• Tough (+12): +6 die steps to Vigor. • Fast (+1): Pace 8.
• Fast (+1): Pace 8. • Fur (+2): +2 armour.
• Shaggy Hide (+2): +2 armour. • Horns (+1): Str+d8.
• Horns (+1): Str+d8. • Low Light Vision (+1): Dim/dark lighting.
• Low Light Vision (+1): Dim/dark lighting. • Scent (+1): Navigate by scent (range 6").
• Scent (+1): Navigate by scent (range 6"). • Gore (+1): +4 damage if move 6" or more in
• Keen Senses (+1): +1 to Notice rolls. straight line before attacking.
• Gore (+1): +4 damage if move 6" or more in • Size +4 (+6½): Toughness +4; Natural
straight line before attacking. weapons increased to Str+d8 damage.
• Size +8 (+13): Toughness +8; Natural • Large (-12): -2 to attack medium-sized foes,
weapons increased to Str+d10 damage. they receive +2 to their attacks.
• Huge (-24): -4 to attack medium-sized foes, • No Hands (-4): Can't use weapons or tools.
they receive +4 to their attacks. • No Speech (-2): Not capable of speaking.
• No Hands (-4): Can't use weapons or tools. • Naked (-2): Cannot wear armour or clothing.
• No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing.
Dire Bison (+20½ race/+18 shape)
Race Creation: Remove 18½ racial abilities.
Storval Aurochs (+10½ race/+13 Beast Shape (Legendary): 9-11 PP, or 4-6 PP
shape) for dedicated form.
Race Creation: Remove 8½ racial abilities. Nature's Ally (Legendary): 7 PP for the first,
Beast Shape (Veteran): 6-8 PP, or 3-5 PP for +5 PP for each additional animal.
dedicated form. Abilities:
Nature's Ally (Seasoned): 4 PP for the first, • Skills (+½/+0): Fighting d8, Tracking d12
+2 PP for each additional animal. and Notice d8.
Abilities: • Spirited (+2/+0): +1 die step to Spirit (not
• Skills (-2½/+0): Fighting d6, Tracking d8 when shapechanging).
and Notice d8. • Strong (+14): +7 die steps to Strength.
• Strong (+14): +7 die steps to Strength. • Tough (+10): +5 die steps to Vigor.
• Tough (+12): +6 die steps to Vigor. • Edge (+2): Alertness.
• Fast (+1): Pace 8. • Fast (+2): Pace 10.
• Shaggy Hide (+1): +1 armour. • Black Fur (+2): +2 armour.
• Horns (+1): Str+d8. • Horns (+1): Str+d8.
• Low Light Vision (+1): Dim/dark lighting. • Low Light Vision (+1): Dim/dark lighting.
• Scent (+1): Navigate by scent (range 6"). • Scent (+1): Navigate by scent (range 6").
• Gore (+1): +4 damage if move 6" or more in • Keen Senses (+2): +2 to Notice rolls.
straight line before attacking. • Gore (+1): +4 damage if move 6" or more in
• Size +8 (+13): Toughness +8; Natural straight line before attacking.
weapons increased to Str+d10 damage. • Hardy (+1): A second Shaken result doesn't
• Huge (-24): -4 to attack medium-sized foes, become a wound.
they receive +4 to their attacks. • Size +8 (+13): Toughness +8; Natural
• No Hands (-4): Can't use weapons or tools. weapons increased to Str+d10 damage.
• No Speech (-2): Not capable of speaking. • Huge (-24): -4 to attack medium-sized foes,
• Naked (-2): Cannot wear armour or clothing. they receive +4 to their attacks.
• No Hands (-4): Can't use weapons or tools.

~ 51 ~
• No Speech (-2): Not capable of speaking. • Skills (-6½/+0): Fighting d4 and Notice d4.
• Naked (-2): Cannot wear armour or clothing. • Clumsy (-2): -1 die step to Agility. If this
would take Agility below d4, instead suffer -1 to
Bull (+15 race/+17½ shape) all Agility rolls.
Race Creation: Remove 13 racial abilities. • Stupid (-2/+0): -1 die step to Smarts (not
Beast Shape (Heroic): 8-10 PP, or 4-6 PP for when shapechanging).
dedicated form. • Meek (-2/+0): -1 die step to Spirit (not when
Nature's Ally (Veteran): 5 PP for the first, +3 shapechanging).
PP for each additional animal. • Strong (+2): +1 die step to Strength.
Abilities: • Tough (+2): +1 die step to Vigor.
• Skills (-4½/+0): Fighting d6, Tracking d6 • Slow (-1): Pace 4.
and Notice d6. • Hooves (+1): Str.
• Spirited (+2/+0): +1 die step to Spirit (not • Low Light Vision (+1): Dim/dark lighting.
when shapechanging). • Scent (+1): Navigate by scent (range 6").
• Strong (+10): +5 die steps to Strength. • Docile (-4/+0): +0 for shapechanging. -4 for
• Tough (+6): +3 die steps to Vigor. companions, familiars and summoned minions;
• Fast (+1): Pace 8. this animal won't attack, and automatically flees
• Horns (+1): Str+d6. if Shaken.
• Low Light Vision (+1): Dim/dark lighting. • Size +2 (+3): Toughness +2.
• Scent (+1): Navigate by scent (range 6"). • No Hands (-4): Can't use weapons or tools.
• Gore (+1): +4 damage if move 6" or more in • No Speech (-2): Not capable of speaking.
straight line before attacking. • Naked (-2): Cannot wear armour or clothing.
• Size +3 (+4½): Toughness +3.
• No Hands (-4): Can't use weapons or tools. Deer (+10½ race/+7½ shape)
• No Speech (-2): Not capable of speaking. Race Creation: Remove 8½ racial abilities.
• Naked (-2): Cannot wear armour or clothing. Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
dedicated form.
Camel (+7½ race/+12 shape) Nature's Ally (Seasoned): 4 PP for the first,
Race Creation: Remove 5½ racial abilities. +2 PP for each additional animal.
Beast Shape (Veteran): 6-8 PP, or 3-5 PP for Abilities:
dedicated form. • Skills (+1/+0): Fighting d6, Tracking d10,
Nature's Ally (Novice): 3 PP for the first, +1 Swimming d6, Notice d8 and Stealth d8.
PP for each additional animal. • Agile (+2): +1 die step to Agility.
Abilities: • Spirited (+2/+0): +1 die step to Spirit (not
• Skills (-4½/+0): Fighting d6, Tracking d6 when shapechanging).
and Notice d6. • Edge (+2): Dodge.
• Agile (+4): +2 die steps to Agility. • Edge (+2): Improved Dodge.
• Strong (+6): +3 die steps to Strength. • Edge (+2): Extraction.
• Tough (+2): +1 die step to Vigor. • Fast (+1): Pace 8.
• Fast (+2): Pace 10. • Antlers/Hooves (+1): Str+d6.
• Bite (+1): Str+d6. • Low Light Vision (+1): Dim/dark lighting.
• Low Light Vision (+1): Dim/dark lighting. • Scent (+1): Navigate by scent (range 6").
• Scent (+1): Navigate by scent (range 6"). • Keen Senses (+1): +1 to Notice rolls.
• Size +2 (+3): Toughness +2. • Stealthy (+1): +1 to Stealth rolls.
• No Hands (-4): Can't use weapons or tools. • Fast Runner (+½): d8 running die.
• No Speech (-2): Not capable of speaking. • Gore (+1): +4 damage if move 6" or more in
• Naked (-2): Cannot wear armour or clothing. straight line before attacking.
• No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking.
Cow (-15½ race/-1 shape) • Naked (-2): Cannot wear armour or clothing.
Race Creation: Assign another 13 skill points
and 11 racial abilities.
Beast Shape (Novice): 1-3 PP.
Elk (+7 race/+9½ shape)
Nature's Ally (Novice): 3 PP for the first, +1 Race Creation: Remove 5 racial abilities.
PP for each additional animal. Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
Abilities: dedicated form.

~ 52 ~
Nature's Ally (Novice): 3 PP for the first, +1 Nature's Ally (Heroic): 6 PP for the first, +4
PP for each additional animal. PP for each additional animal.
Abilities: Abilities:
• Skills (-4½/+0): Fighting d6 and Notice d8. • Skills (-2/+0): Fighting d6, Swimming d10
• Agile (+4): +2 die steps to Agility. and Notice d8.
• Spirited (+2/+0): +1 die step to Spirit (not • Agile (+2): +1 die step to Agility.
when shapechanging). • Spirited (+2/+0): +1 die step to Spirit (not
• Strong (+2): +1 die step to Strength. when shapechanging).
• Tough (+4): +2 die steps to Vigor. • Strong (+4): +2 die steps to Strength.
• Edge (+2): Level Headed. • Tough (+6): +3 die steps to Vigor.
• Fast (+2): Pace 10. • Edge (+2): Level Headed.
• Antlers/Hooves (+1): Str+d6. • Fast (+2): Pace 10.
• Low Light Vision (+1): Dim/dark lighting. • Thick Pelt (+1): +1 armour.
• Fast Runner (+½): d8 running die. • Antlers/Hooves (+1): Str+d6.
• Gore (+1): +4 damage if move 6" or more in • Low Light Vision (+1): Dim/dark lighting.
straight line before attacking. • Fast Runner (+½): d8 running die.
• No Hands (-4): Can't use weapons or tools. • Gore (+1): +4 damage if move 6" or more in
• No Speech (-2): Not capable of speaking. straight line before attacking.
• Naked (-2): Cannot wear armour or clothing. • Natural Swimmer (+1): Swimming Pace of
6", and +2 to resist drowning.
Giant Elk (+13½ race/+18 shape) • Size +2 (+3): Six feet tall; Toughness +2.
Race Creation: Remove 11½ racial abilities. • No Hands (-4): Can't use weapons or tools.
Beast Shape (Legendary): 9-11 PP, or 4-6 PP • No Speech (-2): Not capable of speaking.
for dedicated form. • Naked (-2): Cannot wear armour or clothing.
Nature's Ally (Veteran): 5 PP for the first, +3
PP for each additional animal. Giraffe (+4 race/+8½ shape)
Abilities: Race Creation: Remove 2 racial abilities.
• Skills (-2½/+0): Fighting d6, Notice d8 and Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
Stealth d8. dedicated form.
• Agile (+2): +1 die step to Agility. Nature's Ally (Novice): 3 PP for the first, +1
• Stupid (-2/+0): -1 die step to Smarts (not PP for each additional animal.
when shapechanging). Abilities:
• Strong (+12): +6 die steps to Strength. • Skills (-4½/+0): Fighting d6 and Notice d8.
• Tough (+8): +4 die steps to Vigor. • Agile (+2): +1 die step to Agility.
• Edge (+2): Alertness. • Strong (+8): +4 die steps to Strength.
• Edge (+2): Level Headed. • Tough (+4): +2 die steps to Vigor.
• Fast (+1): Pace 8. • Fast (+2): Pace 10.
• Thick Pelt (+1): +1 armour. • Spotted Pelt (+2): +2 armour.
• Antlers (+1): Str+d8. • Hooves/Slam (+1): Str+d4.
• Low Light Vision (+1): Dim/dark lighting. • Low Light Vision (+1): Dim/dark lighting.
• Fast Runner (+½): d8 running die. • Fast Runner (+½): d8 running die.
• Gore (+1): +4 damage if move 6" or more in • Size +5 (+8): Twenty feet tall; Toughness
straight line before attacking. +5; Natural weapons increased to Str+d8
• Size +4 (+6½): Toughness +4; Natural damage.
weapons increased to Str+d8 damage. • Large (-12): -2 to attack medium-sized foes,
• Large (-12): -2 to attack medium-sized foes, they receive +2 to their attacks.
they receive +2 to their attacks. • No Hands (-4): Can't use weapons or tools.
• No Hands (-4): Can't use weapons or tools. • No Speech (-2): Not capable of speaking.
• No Speech (-2): Not capable of speaking. • Naked (-2): Cannot wear armour or clothing.
• Naked (-2): Cannot wear armour or clothing.
Goat (-12½ race/-7 shape)
River Elk (+16½ race/+16½ shape) Race Creation: Assign another 11 skill points
Race Creation: Remove 14½ racial abilities. and 9 racial abilities.
Beast Shape (Heroic): 8-10 PP, or 4-6 PP for Beast Shape (Novice): 1-3 PP.
dedicated form. Nature's Ally (Novice): 3 PP for the first, +1

~ 53 ~
PP for each additional animal. • Thick Pelt (+2): +2 armour.
Abilities: • Bite (+1): Str+d8.
• Skills (-5½/+0): Fighting d4, Climbing d6 • Low Light Vision (+1): Dim/dark lighting.
and Notice d4. • Keen Eyes (+½): +1 to sight-based Notice
• Horns (+1): Str+d4. rolls.
• Low Light Vision (+1): Dim/dark lighting. • Stealthy (+1): +1 to Stealth rolls.
• Gore (+1): +4 damage if move 6" or more in • Hardy (+1): A second Shaken result doesn't
straight line before attacking. become a wound.
• Size -1 (-2): Toughness -1; Natural weapons • Endurance (+2) +2 to Soak rolls.
reduced to Str+d4 damage. • Size +7 (+11): Thirty feet long; Toughness
• No Hands (-4): Can't use weapons or tools. +7; Natural weapons increased to Str+d8
• No Speech (-2): Not capable of speaking. damage.
• Naked (-2): Cannot wear armour or clothing. • Large (-12): -2 to attack medium-sized foes,
they receive +2 to their attacks.
Dire Goat (+12½ race/+14 shape) • No Hands (-4): Can't use weapons or tools.
Race Creation: Remove 10½ racial abilities. • No Speech (-2): Not capable of speaking.
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for • Naked (-2): Cannot wear armour or clothing.
dedicated form.
Nature's Ally (Veteran): 5 PP for the first, +3 Llama (-9½ race/-3 shape)
PP for each additional animal. Race Creation: Assign another 13 skill points
Abilities: and 5 racial abilities.
• Skills (-1½/+0): Fighting d6, Tracking d10 Beast Shape (Novice): 1-3 PP.
and Notice d8. Nature's Ally (Novice): 3 PP for the first, +1
• Strong (+6): +3 die steps to Strength. PP for each additional animal.
• Tough (+4): +2 die steps to Vigor. Abilities:
• Edge (+2): Alertness. • Skills (-6½/+0): Fighting d4 and Notice d4.
• Fast (+2): Pace 10. • Tough (+2): +1 die step to Vigor.
• Whitish-brown Fur (+2): +2 armour. • Fast (+1): Pace 8.
• Horns (+1): Str+d6. • Bite (+1): Str+d6.
• Low Light Vision (+1): Dim/dark lighting. • Low Light Vision (+1): Dim/dark lighting.
• Scent (+1): Navigate by scent (range 6"). • No Hands (-4): Can't use weapons or tools.
• Keen Senses (+1): +1 to Notice rolls. • No Speech (-2): Not capable of speaking.
• Gore (+1): +4 damage if move 6" or more in • Naked (-2): Cannot wear armour or clothing.
straight line before attacking.
• Hardy (+1): A second Shaken result doesn't Moose (+13 race/+12 shape)
become a wound. Race Creation: Remove 11 racial abilities.
• No Hands (-4): Can't use weapons or tools. Beast Shape (Veteran): 6-8 PP, or 3-5 PP for
• No Speech (-2): Not capable of speaking. dedicated form.
• Naked (-2): Cannot wear armour or clothing. Nature's Ally (Veteran): 5 PP for the first, +3
PP for each additional animal.
Grangeri (+19½ race/+22½ shape) Abilities:
Race Creation: Remove 17½ racial abilities. • Skills (+1/+0): Fighting d6, Tracking d10,
Beast Shape (Legendary+1): 11-13 PP, or 5- Swimming d8, Notice d8 and Stealth d4.
7 PP for dedicated form. • Strong (+6): +3 die steps to Strength.
Nature's Ally (Heroic): 6 PP for the first, +4 • Tough (+4): +2 die steps to Vigor.
PP for each additional animal. • Thick Pelt (+2): +2 armour.
Abilities: • Antlers/Hooves (+1): Str+d6.
• Skills (-1/+0): Fighting d8, Notice d8 and • Low Light Vision (+1): Dim/dark lighting.
Stealth d8. • Scent (+1): Navigate by scent (range 6").
• Stupid (-2/+0): -1 die step to Smarts (not • Keen Senses (+1): +1 to Notice rolls.
when shapechanging). • Gore (+1): +4 damage if move 6" or more in
• Strong (+12): +6 die steps to Strength. straight line before attacking.
• Tough (+8): +4 die steps to Vigor. • Size +2 (+3): Eight feet tall; Toughness +2.
• Edge (+2): Alertness. • No Hands (-4): Can't use weapons or tools.
• Fast (+1): Pace 8. • No Speech (-2): Not capable of speaking.

~ 54 ~
• Naked (-2): Cannot wear armour or clothing. • Agile (+2): +1 die step to Agility.
• Spirited (+2/+0): +1 die step to Spirit (not
Scythe Horn (+24 race/+22½ when shapechanging).
• Strong (+2): +1 die step to Strength.
shape) • Fast (+1): Pace 8.
Race Creation: Remove 22 racial abilities. • Horns (+1): Str+d6.
Beast Shape (Legendary+1): 11-13 PP, or 5- • Low Light Vision (+1): Dim/dark lighting.
7 PP for dedicated form. • Scent (+1): Navigate by scent (range 6").
Nature's Ally (Legendary+1): 8 PP for the • Gore (+1): +4 damage if move 6" or more in
first, +6 PP for each additional animal. straight line before attacking.
Abilities: • No Hands (-4): Can't use weapons or tools.
• Skills (+1½/+0): Fighting d6, Tracking d10, • No Speech (-2): Not capable of speaking.
Swimming d10 and Notice d8. • Naked (-2): Cannot wear armour or clothing.
• Strong (+10): +5 die steps to Strength.
• Tough (+4): +2 die steps to Vigor.
• Edge (+2): Strong Willed.
Dire Ram (+21 race/+25 shape)
• Edge (+2): Trademark Weapon (antlers). Race Creation: Remove 19 racial abilities.
• Fast (+1): Pace 8. Beast Shape (Legendary+1): 12-14 PP, or 6-
• Thick Pelt (+2): +2 armour. 8 PP for dedicated form.
• Antlers (+1): Str+d6. Nature's Ally (Legendary): 7 PP for the first,
• Low Light Vision (+1): Dim/dark lighting. +5 PP for each additional animal.
• Scent (+1): Navigate by scent (range 6"). Abilities:
• Keen Senses (+1): +1 to Notice rolls. • Skills (-4/+0): Fighting d6 and Notice d8.
• Gore (+1): +4 damage if move 6" or more in • Agile (+2): +1 die step to Agility.
straight line before attacking. • Stupid (-2/+0): -1 die step to Smarts (not
• Size +3 (+4½): Thirteen feet long; when shapechanging).
Toughness +3. • Spirited (+2/+0): +1 die step to Spirit (not
• No Hands (-4): Can't use weapons or tools. when shapechanging).
• No Speech (-2): Not capable of speaking. • Strong (+8): +4 die steps to Strength.
• Naked (-2): Cannot wear armour or clothing. • Tough (+8): +4 die steps to Vigor.
• Edge (+2): Level Headed.
• Fast (+2): Pace 10.
Sheep (-13½ race/-5 shape) • Thick Coat (+2): +2 armour.
Race Creation: Assign another 13 skill points • Horns (+1): Str+d6.
and 9 racial abilities. • Low Light Vision (+1): Dim/dark lighting.
Beast Shape (Novice): 1-3 PP. • Keen Eyes (+1): +2 to sight-based Notice
Nature's Ally (Novice): 3 PP for the first, +1 rolls.
PP for each additional animal. • Gore (+1): +4 damage if move 6" or more in
Abilities: straight line before attacking.
• Skills (-6½/+0): Fighting d4 and Notice d4. • Endurance (+2) +2 to Soak rolls.
• Stupid (-2/+0): -1 die step to Smarts (not • Size +2 (+3): Toughness +2.
when shapechanging). • No Hands (-4): Can't use weapons or tools.
• Thick Wool (+1): +1 armour. • No Speech (-2): Not capable of speaking.
• Bite (+1): Str+d6. • Naked (-2): Cannot wear armour or clothing.
• Low Light Vision (+1): Dim/dark lighting.
• No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking. Hippopotamus
• Naked (-2): Cannot wear armour or clothing.
Hippopotamus (+12½ race/+11½
Ram (-1½ race/+1 shape) shape)
Race Creation: Assign another 7 skill points. Race Creation: Remove 10½ racial abilities.
Beast Shape (Novice): 1-3 PP. Beast Shape (Veteran): 5-7 PP, or 2-4 PP for
Nature's Ally (Novice): 3 PP for the first, +1 dedicated form.
PP for each additional animal. Nature's Ally (Veteran): 5 PP for the first, +3
Abilities: PP for each additional animal.
• Skills (-4½/+0): Fighting d6, Tracking d6 Abilities:
and Notice d6. • Skills (+1/+0): Fighting d6, Tracking d8,
~ 55 ~
Swimming d10, Notice d8 and Stealth d4. Nature's Ally (Legendary+3): 10 PP for the
• Strong (+6): +3 die steps to Strength. first, +8 PP for each additional animal.
• Tough (+4): +2 die steps to Vigor. Abilities:
• Fast (+1): Pace 8. • Skills (+4½/+0): Fighting d8, Tracking d12,
• Thick Skin (+2): +2 armour. Swimming d12 and Notice d8.
• Bite (+1): Str+d6. • Strong (+12): +6 die steps to Strength.
• Low Light Vision (+1): Dim/dark lighting. • Tough (+10): +5 die steps to Vigor.
• Scent (+1): Navigate by scent (range 6"). • Edge (+2): Level Headed.
• Hold Breath (+½): For Vigor x 10 minutes. • Fast (+1): Pace 8.
• Size +2 (+3): Toughness +2. • Thick Skin (+3): +3 armour.
• No Hands (-4): Can't use weapons or tools. • Bite (+1): Str+d8.
• No Speech (-2): Not capable of speaking. • Low Light Vision (+1): Dim/dark lighting.
• Naked (-2): Cannot wear armour or clothing. • Scent (+1): Navigate by scent (range 6").
• Keen Senses (+2): +2 to Notice rolls.
Behemoth Hippopotamus (+20 • Natural Swimmer (+1): Swimming Pace of
7", and +2 to resist drowning.
race/+18 shape) • Hold Breath (+½): For Vigor x 10 minutes.
Race Creation: Remove 18 racial abilities. • Hardy (+1): A second Shaken result doesn't
Beast Shape (Legendary): 9-11 PP, or 4-6 PP become a wound.
for dedicated form. • Endurance (+2) +2 to Soak rolls.
Nature's Ally (Legendary): 7 PP for the first, • Size +7 (+11): Twenty feet long; Toughness
+5 PP for each additional animal. +7; Natural weapons increased to Str+d8
Abilities: damage.
• Skills (+2/+0): Fighting d10, Swimming d10, • Large (-12): -2 to attack medium-sized foes,
Notice d8 and Stealth d4. they receive +2 to their attacks.
• Clumsy (-2): -1 die step to Agility. If this • No Hands (-4): Can't use weapons or tools.
would take Agility below d4, instead suffer -1 to • No Speech (-2): Not capable of speaking.
all Agility rolls. • Naked (-2): Cannot wear armour or clothing.
• Strong (+14): +7 die steps to Strength.
• Tough (+8): +4 die steps to Vigor.
• Edge (+2): Hard to Kill.
Horse
• Edge (+2): Level Headed.
• Edge (+2): Strong Willed. Riding Horse (+3½ race/+12½
• Fast (+2): Pace 10.
shape)
• Thick Skin (+4): +4 armour.
Race Creation: Remove 1½ racial abilities.
• Bite (+1): Str+d8; Grab.
Beast Shape (Veteran): 6-8 PP, or 3-5 PP for
• Low Light Vision (+1): Dim/dark lighting.
dedicated form.
• Keen Eyes (+½): +1 to sight-based Notice
Nature's Ally (Novice): 3 PP for the first, +1
rolls.
PP for each additional animal.
• Grab (+2): Pin your opponent if you hit with a
Abilities:
raise, they require a raise on an opposed
• Skills (-5/+0): Fighting d4, Tracking d6 and
Strength roll to escape.
Notice d6.
• Hold Breath (+½): For Vigor x 10 minutes.
• Agile (+2): +1 die step to Agility.
• Size +8 (+13): Toughness +8; Natural
• Strong (+4): +2 die steps to Strength.
weapons increased to Str+d10 damage.
• Tough (+4): +2 die steps to Vigor.
• Huge (-24): -4 to attack medium-sized foes,
• Fast (+2): Pace 10.
they receive +4 to their attacks.
• Hooves (+1): Str.
• No Hands (-4): Can't use weapons or tools.
• Low Light Vision (+1): Dim/dark lighting.
• No Speech (-2): Not capable of speaking.
• Scent (+1): Navigate by scent (range 6").
• Naked (-2): Cannot wear armour or clothing.
• Fast Runner (+½): d8 running die.
• Docile (-4/+0): +0 for shapechanging. -4 for
Dire Hippopotamus (+33 race/+28½ companions, familiars and summoned minions;
shape) this animal won't attack, and automatically flees
Race Creation: Remove 31 racial abilities. if Shaken.
Beast Shape (Legendary+2): 14-16 PP, or 7- • Size +2 (+3): Six feet tall; Toughness +2.
9 PP for dedicated form. • No Hands (-4): Can't use weapons or tools.
~ 56 ~
• No Speech (-2): Not capable of speaking. Notice d8.
• Agile (+6): +3 die steps to Agility.
Warhorse (+27½ race/+26 shape) • Spirited (+4/+0): +2 die steps to Spirit (not
Race Creation: Remove 25½ racial abilities. when shapechanging).
Beast Shape (Legendary+2): 13-15 PP, or 6- • Strong (+8): +4 die steps to Strength.
8 PP for dedicated form. • Tough (+8): +4 die steps to Vigor.
Nature's Ally (Legendary+1): 8 PP for the • Fast (+2): Pace 10.
first, +6 PP for each additional animal. • Thick Coat (+1): +1 armour.
Abilities: • Bite/Hooves (+1): Str.
• Skills (-2½/+0): Fighting d6, Tracking d8 • Low Light Vision (+1): Dim/dark lighting.
and Notice d8. • Scent (+1): Navigate by scent (range 6").
• Agile (+6): +3 die steps to Agility. • Fast Runner (+½): d8 running die.
• Spirited (+4/+0): +2 die steps to Spirit (not • Docile (-4/+0): +0 for shapechanging. -4 for
when shapechanging). companions, familiars and summoned minions;
• Strong (+8): +4 die steps to Strength. this animal won't attack, and automatically flees
• Tough (+8): +4 die steps to Vigor. if Shaken.
• Fast (+2): Pace 10. • Size +2 (+3): Six feet tall; Toughness +2.
• Hooves (+1): Str+d4. • No Hands (-4): Can't use weapons or tools.
• Low Light Vision (+1): Dim/dark lighting. • No Speech (-2): Not capable of speaking.
• Scent (+1): Navigate by scent (range 6").
• Fast Runner (+½): d8 running die. Mule (+1 race/+10 shape)
• Size +3 (+4½): Toughness +3. Race Creation: Assign another 2 skill points.
• No Hands (-4): Can't use weapons or tools. Beast Shape (Veteran): 5-7 PP, or 2-4 PP for
• No Speech (-2): Not capable of speaking. dedicated form.
Nature's Ally (Novice): 3 PP for the first, +1
Donkey (-10½ race/-½ shape) PP for each additional animal.
Race Creation: Assign another 12 skill points Abilities:
and 6½ racial abilities. • Skills (-5/+0): Fighting d4, Tracking d6 and
Beast Shape (Novice): 1-3 PP. Notice d6.
Nature's Ally (Novice): 3 PP for the first, +1 • Strong (+4): +2 die steps to Strength.
PP for each additional animal. • Tough (+4): +2 die steps to Vigor.
Abilities: • Edge (+2): Alertness.
• Skills (-6/+0): Fighting d4, Tracking d4 and • Hooves (+1): Str.
Notice d4. • Low Light Vision (+1): Dim/dark lighting.
• Fast (+1): Pace 8. • Scent (+1): Navigate by scent (range 6").
• Bite (+1): Str. • Docile (-4/+0): +0 for shapechanging. -4 for
• Low Light Vision (+1): Dim/dark lighting. companions, familiars and summoned minions;
• Scent (+1): Navigate by scent (range 6"). this animal won't attack, and automatically flees
• Docile (-4/+0): +0 for shapechanging. -4 for if Shaken.
companions, familiars and summoned minions; • Size +2 (+3): Six feet tall; Toughness +2.
this animal won't attack, and automatically flees • No Hands (-4): Can't use weapons or tools.
if Shaken. • No Speech (-2): Not capable of speaking.
• Size +1 (+1½): Six feet tall; Toughness +1.
• No Hands (-4): Can't use weapons or tools. Pony (-5 race/+4 shape)
• No Speech (-2): Not capable of speaking. Race Creation: Assign another 10 skill points
and 2 racial abilities.
Draft Horse (+22½ race/+25½ Beast Shape (Novice): 2-4 PP, or 1-3 PP for
dedicated form.
shape) Nature's Ally (Novice): 3 PP for the first, +1
Race Creation: Remove 20½ racial abilities. PP for each additional animal.
Beast Shape (Legendary+1): 12-14 PP, or 6- Abilities:
8 PP for dedicated form. • Skills (-5/+0): Fighting d4, Tracking d6 and
Nature's Ally (Legendary): 7 PP for the first, Notice d6.
+5 PP for each additional animal. • Strong (+2): +1 die step to Strength.
Abilities: • Tough (+2): +1 die step to Vigor.
• Skills (-3/+0): Fighting d4, Tracking d8 and
~ 57 ~
• Fast (+1): Pace 8. Hyena
• Hooves (+1): Str.
• Low Light Vision (+1): Dim/dark lighting.
• Scent (+1): Navigate by scent (range 6"). Hyena (+4½ race/+6 shape)
• Fast Runner (+½): d8 running die. Race Creation: Remove 2½ racial abilities.
• Docile (-4/+0): +0 for shapechanging. -4 for Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
companions, familiars and summoned minions; dedicated form.
this animal won't attack, and automatically flees Nature's Ally (Novice): 3 PP for the first, +1
if Shaken. PP for each additional animal.
• Size +1 (+1½): Four feet tall; Toughness +1. Abilities:
• No Hands (-4): Can't use weapons or tools. • Skills (-1½/+0): Fighting d6, Tracking d8,
• No Speech (-2): Not capable of speaking. Notice d8 and Stealth d6.
• Agile (+2): +1 die step to Agility.
• Strong (+2): +1 die step to Strength.
War Pony (+13½ race/+14 shape)
• Tough (+2): +1 die step to Vigor.
Race Creation: Remove 11½ racial abilities.
• Fast (+2): Pace 10.
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for
• Tan-colored Fur (+1): +1 armour.
dedicated form.
• Bite (+1): Str+d6; Go for the Throat.
Nature's Ally (Veteran): 5 PP for the first, +3
• Low Light Vision (+1): Dim/dark lighting.
PP for each additional animal.
• Scent (+1): Navigate by scent (range 6").
Abilities:
• Go for the Throat (+2): Target least
• Skills (-2½/+0): Fighting d6, Tracking d8
armoured location on a raise.
and Notice d8.
• No Hands (-4): Can't use weapons or tools.
• Agile (+4): +2 die steps to Agility.
• No Speech (-2): Not capable of speaking.
• Spirited (+2/+0): +1 die step to Spirit (not
• Naked (-2): Cannot wear armour or clothing.
when shapechanging).
• Strong (+4): +2 die steps to Strength.
• Tough (+6): +3 die steps to Vigor. Dire Hyena (+12 race/+13 shape)
• Fast (+1): Pace 8. Race Creation: Remove 10 racial abilities.
• Hooves (+1): Str+d4. Beast Shape (Veteran): 6-8 PP, or 3-5 PP for
• Low Light Vision (+1): Dim/dark lighting. dedicated form.
• Scent (+1): Navigate by scent (range 6"). Nature's Ally (Veteran): 5 PP for the first, +3
• Fast Runner (+½): d8 running die. PP for each additional animal.
• Size +1 (+1½): Four feet tall; Toughness +1. Abilities:
• No Hands (-4): Can't use weapons or tools. • Skills (-1/+0): Fighting d6, Tracking d8,
• No Speech (-2): Not capable of speaking. Notice d8 and Stealth d8.
• Agile (+2): +1 die step to Agility.
• Strong (+6): +3 die steps to Strength.
Zebra (-½ race/+4 shape)
• Tough (+2): +1 die step to Vigor.
Race Creation: Assign another 5 skill points.
• Fast (+2): Pace 10.
Beast Shape (Novice): 2-4 PP, or 1-3 PP for
• Spotted Pelt (+1): +1 armour.
dedicated form.
• Bite (+1): Str+d6; Go for the Throat.
Nature's Ally (Novice): 3 PP for the first, +1
• Low Light Vision (+1): Dim/dark lighting.
PP for each additional animal.
• Scent (+1): Navigate by scent (range 6").
Abilities:
• Go for the Throat (+2): Target least
• Skills (-4½/+0): Fighting d6, Tracking d6
armoured location on a raise.
and Notice d6.
• Size +2 (+3): Six feet tall; Toughness +2.
• Strong (+2): +1 die step to Strength.
• No Hands (-4): Can't use weapons or tools.
• Tough (+2): +1 die step to Vigor.
• No Speech (-2): Not capable of speaking.
• Fast (+1): Pace 8.
• Naked (-2): Cannot wear armour or clothing.
• Hooves (+1): Str+d4.
• Low Light Vision (+1): Dim/dark lighting.
• Scent (+1): Navigate by scent (range 6"). Giant Hyena (+16 race/+15½ shape)
• Fast Runner (+½): d8 running die. Race Creation: Remove 14 racial abilities.
• Size +1 (+1½): Four feet tall; Toughness +1. Beast Shape (Heroic): 7-9 PP, or 3-5 PP for
• No Hands (-4): Can't use weapons or tools. dedicated form.
• No Speech (-2): Not capable of speaking. Nature's Ally (Heroic): 6 PP for the first, +4
PP for each additional animal.
~ 58 ~
Abilities: and 2 racial abilities.
• Skills (+½/+0): Fighting d8, Survival d6, Beast Shape (Novice): 1-3 PP.
Tracking d10, Notice d8 and Stealth d4. Nature's Ally (Novice): 3 PP for the first, +1
• Agile (+2): +1 die step to Agility. PP for each additional animal.
• Strong (+12): +6 die steps to Strength. Abilities:
• Tough (+6): +3 die steps to Vigor. • Skills (-2/+0): Climbing d10, Notice d4 and
• Edge (+2): Trademark Weapon (bite). Stealth d8.
• Slow (-3): Pace 0. • Agile (+2): +1 die step to Agility.
• Spotted Pelt (+2): +2 armour. • Stupid (-2/+0): -1 die step to Smarts (not
• Bite (+1): Str+d8; Go for the Throat. when shapechanging).
• Low Light Vision (+1): Dim/dark lighting. • Weak (-2): -1 die step to Strength. If this
• Scent (+1): Navigate by scent (range 6"). would take Strength below d4, instead suffer -1
• Keen Senses (+1): +1 to Notice rolls. to all Strength rolls (including damage) and
• Go for the Throat (+2): Target least halve carrying capacity.
armoured location on a raise. • Frail (-2): -1 die step to Vigor. If this would
• Endurance (+2) +2 to Soak rolls. take Vigor below d4, instead suffer -1 to all Vigor
• Size +4 (+6½): Eight feet long; Toughness rolls and reduce Toughness by 1 (this can take
+4; Natural weapons increased to Str+d8 Toughness below 1).
damage. • Slow (-1): Pace 4.
• Large (-12): -2 to attack medium-sized foes, • Bite (+1): Str.
they receive +2 to their attacks. • Low Light Vision (+1): Dim/dark lighting.
• No Hands (-4): Can't use weapons or tools. • Very Stealthy (+2): +2 to Stealth rolls.
• No Speech (-2): Not capable of speaking. • Wall Walker (+1): Climbing Pace 4".
• Naked (-2): Cannot wear armour or clothing. • Size -2 (-4): Toughness -2; Natural weapons
reduced to Str damage.
Kangaroo • Small (+12): +2 to attack medium-sized
foes, they receive -2 to their attacks.
• No Hands (-4): Can't use weapons or tools.
Kangaroo (+1 race/+6 shape) • No Speech (-2): Not capable of speaking.
Race Creation: Assign another 2 skill points. • Naked (-2): Cannot wear armour or clothing.
Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
dedicated form.
Giant Chameleon (+17 race/+18
Nature's Ally (Novice): 3 PP for the first, +1
PP for each additional animal. shape)
Abilities: Race Creation: Remove 15 racial abilities.
• Skills (-5/+0): Fighting d4, Tracking d6 and Beast Shape (Legendary): 9-11 PP, or 4-6 PP
Notice d6. for dedicated form.
• Agile (+4): +2 die steps to Agility. Nature's Ally (Heroic): 6 PP for the first, +4
• Tough (+2): +1 die step to Vigor. PP for each additional animal.
• Fast (+2): Pace 10. Abilities:
• Thick Pelt (+1): +1 armour. • Skills (-1/+0): Fighting d6, Climbing d12,
• Kick (+1): Str+d4; Knockback. Notice d6 and Stealth d8.
• Low Light Vision (+1): Dim/dark lighting. • Agile (+2): +1 die step to Agility.
• Scent (+1): Navigate by scent (range 6"). • Strong (+4): +2 die steps to Strength.
• Knockback (+2): Opponent knocked back d6" • Tough (+6): +3 die steps to Vigor.
on a raise, if they hit a solid object they suffer • Edge (+2): Level Headed.
+d6 damage. • Fast (+1): Pace 8.
• No Hands (-4): Can't use weapons or tools. • Thick Scales (+1): +1 armour.
• No Speech (-2): Not capable of speaking. • Bite/Tongue (+1): Str+d6; Reach 1"; Grab.
• Naked (-2): Cannot wear armour or clothing. • Low Light Vision (+1): Dim/dark lighting.
• Very Stealthy (+2): +2 to Stealth rolls.
• Grab (+2): Pin your opponent if you hit with a
Lizard
raise, they require a raise on an opposed
Strength roll to escape.
Lizard (-2 race/+2 shape) • Wall Walker (+1): Climbing Pace 8".
Race Creation: Assign another 4 skill points • Size +2 (+3): Eleven feet long; Toughness

~ 59 ~
+2. Race Creation: Remove 13 racial abilities.
• No Hands (-4): Can't use weapons or tools. Beast Shape (Veteran): 6-8 PP, or 3-5 PP for
• No Speech (-2): Not capable of speaking. dedicated form.
• Naked (-2): Cannot wear armour or clothing. Nature's Ally (Veteran): 5 PP for the first, +3
PP for each additional animal.
Giant Frilled Lizard (+25½ Abilities:
• Skills (+3/+0): Fighting d8, Climbing d10,
race/+21 shape) Swimming d12, Notice d8 and Stealth d8.
Race Creation: Remove 23½ racial abilities. • Agile (+2): +1 die step to Agility.
Beast Shape (Legendary): 10-12 PP, or 5-7 • Strong (+6): +3 die steps to Strength.
PP for dedicated form. • Tough (+4): +2 die steps to Vigor.
Nature's Ally (Legendary+1): 8 PP for the • Edge (+2): Trademark Weapon (bite).
first, +6 PP for each additional animal. • Thick Scales (+2): +2 armour.
Abilities: • Bite (+1): Str+d6.
• Skills (+2½/+0): Fighting d6, Climbing d10, • Low Light Vision (+1): Dim/dark lighting.
Tracking d10, Notice d8 and Stealth d8. • Stealthy (+1): +1 to Stealth rolls.
• Spirited (+2/+0): +1 die step to Spirit (not • Natural Swimmer (+1): Swimming Pace of
when shapechanging). 6", and +2 to resist drowning.
• Strong (+8): +4 die steps to Strength. • No Hands (-4): Can't use weapons or tools.
• Tough (+6): +3 die steps to Vigor. • No Speech (-2): Not capable of speaking.
• Edge (+4): Improved Level Headed. • Naked (-2): Cannot wear armour or clothing.
• Thick Scales (+2): +2 armour.
• Bite/Tail (+1): Str+d6.
• Low Light Vision (+1): Dim/dark lighting.
Hydrus (+11 race/+14 shape)
• Scent (+1): Navigate by scent (range 6"). Race Creation: Remove 9 racial abilities.
• Keen Senses (+1): +1 to Notice rolls. Beast Shape (Heroic): 7-9 PP, or 3-5 PP for
• Wall Walker (+1): Climbing Pace 6". dedicated form.
• Hardy (+1): A second Shaken result doesn't Nature's Ally (Seasoned): 4 PP for the first,
become a wound. +2 PP for each additional animal.
• Size +2 (+3): Toughness +2. Abilities:
• No Hands (-4): Can't use weapons or tools. • Skills (-5/+0): Swimming d8 and Notice d6.
• No Speech (-2): Not capable of speaking. • Agile (+8): +4 die steps to Agility.
• Naked (-2): Cannot wear armour or clothing. • Spirited (+2/+0): +1 die step to Spirit (not
when shapechanging).
• Weak (-2): -1 die step to Strength. If this
Giant Gecko (+1½ race/+1 shape) would take Strength below d4, instead suffer -1
Race Creation: Assign another 1 skill point. to all Strength rolls (including damage) and
Beast Shape (Novice): 1-3 PP. halve carrying capacity.
Nature's Ally (Novice): 3 PP for the first, +1 • Slow (-1): Pace 4.
PP for each additional animal. • Bite (+1): Str; Invasion (crawl into the mouth
Abilities: of a helpless foe and devour them from within).
• Skills (-1½/+0): Fighting d6, Climbing d12 • Spittle (+1): Shooting; range 3/6/12; 2d4;
and Notice d6. Poison.
• Agile (+2): +1 die step to Agility. • Low Light Vision (+1): Dim/dark lighting.
• Spirited (+2/+0): +1 die step to Spirit (not • Wall Walker (+1): Climbing Pace 2".
when shapechanging). • Natural Swimmer (+1): Swimming Pace of
• Edge (+2): Level Headed. 7", and +2 to resist drowning.
• Fast (+1): Pace 8. • Poison (+4): Spittle inflicts venomous poison
• Thick Scales (+1): +1 armour. if foe is Shaken or wounded.
• Bite (+1): Str+d6. • Size -2 (-4): Two feet long; Toughness -2;
• Low Light Vision (+1): Dim/dark lighting. Natural weapons reduced to Str damage.
• Wall Walker (+1): Climbing Pace 8". • Small (+12): +2 to attack medium-sized
• No Hands (-4): Can't use weapons or tools. foes, they receive -2 to their attacks.
• No Speech (-2): Not capable of speaking. • No Hands (-4): Can't use weapons or tools.
• Naked (-2): Cannot wear armour or clothing. • No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing.
Blood Lizard (+15 race/+12 shape)
~ 60 ~
Marine Iguana (-7½ race/-5 shape) Megafauna
Race Creation: Assign another 5 skill points
and 7 racial abilities.
Archelon (+21 race/+18½ shape)
Beast Shape (Novice): 1-3 PP.
Race Creation: Remove 19 racial abilities.
Nature's Ally (Novice): 3 PP for the first, +1
Beast Shape (Legendary): 9-11 PP, or 4-6 PP
PP for each additional animal.
for dedicated form.
Abilities:
Nature's Ally (Legendary): 7 PP for the first,
• Skills (-2½/+0): Fighting d4, Swimming d8,
+5 PP for each additional animal.
Notice d4 and Stealth d8.
Abilities:
• Tough (+2): +1 die step to Vigor.
• Skills (+2½/+0): Fighting d6, Tracking d10,
• Slow (-2): Pace 2.
Swimming d12 and Notice d8.
• Thick Scales (+1): +1 armour.
• Strong (+10): +5 die steps to Strength.
• Bite (+1): Str+d4.
• Tough (+6): +3 die steps to Vigor.
• Low Light Vision (+1): Dim/dark lighting.
• Edge (+2): Level Headed.
• Stealthy (+1): +1 to Stealth rolls.
• Edge (+2): Strong Willed.
• Natural Swimmer (+1): Swimming Pace of
• Edge (+2): Trademark Weapon (bite).
6", and +2 to resist drowning.
• Slow (-1½): Pace 3.
• Size -1 (-2): Toughness -1; Natural weapons
• Thick Shell (+3): +3 armour.
reduced to Str+d4 damage.
• Bite (+1): Str+d8.
• No Hands (-4): Can't use weapons or tools.
• Low Light Vision (+1): Dim/dark lighting.
• No Speech (-2): Not capable of speaking.
• Scent (+1): Navigate by scent (range 6").
• Naked (-2): Cannot wear armour or clothing.
• Keen Senses (+1): +1 to Notice rolls.
• Natural Swimmer (+1): Swimming Pace of
Monitor Lizard (+18 race/+15 8", and +2 to resist drowning.
shape) • Hold Breath (+½): For Vigor x 10 minutes.
Race Creation: Remove 16 racial abilities. • Size +6 (+9½): Twelve feet long; Toughness
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for +6; Natural weapons increased to Str+d8
dedicated form. damage.
Nature's Ally (Heroic): 6 PP for the first, +4 • Large (-12): -2 to attack medium-sized foes,
PP for each additional animal. they receive +2 to their attacks.
Abilities: • No Hands (-4): Can't use weapons or tools.
• Skills (+3/+0): Fighting d6, Climbing d8, • No Speech (-2): Not capable of speaking.
Tracking d8, Swimming d10, Notice d8 and • Naked (-2): Cannot wear armour or clothing.
Stealth d8.
• Agile (+2): +1 die step to Agility. Arsinoitherium (+16 race/+17½
• Strong (+4): +2 die steps to Strength.
shape)
• Tough (+4): +2 die steps to Vigor.
Race Creation: Remove 14 racial abilities.
• Thick Scales (+1): +1 armour.
Beast Shape (Heroic): 8-10 PP, or 4-6 PP for
• Bite (+1): Str+d6; Grab; Poison.
dedicated form.
• Low Light Vision (+1): Dim/dark lighting.
Nature's Ally (Heroic): 6 PP for the first, +4
• Scent (+1): Navigate by scent (range 6").
PP for each additional animal.
• Stealthy (+1): +1 to Stealth rolls.
Abilities:
• Grab (+2): Pin your opponent if you hit with a
• Skills (-1½/+0): Fighting d6, Tracking d10
raise, they require a raise on an opposed
and Notice d8.
Strength roll to escape.
• Strong (+12): +6 die steps to Strength.
• Natural Swimmer (+1): Swimming Pace of
• Tough (+8): +4 die steps to Vigor.
6", and +2 to resist drowning.
• Edge (+2): Hard to Kill.
• Hardy (+1): A second Shaken result doesn't
• Thick Hide (+3): +3 armour.
become a wound.
• Horns (+1): Str+d8.
• Poison (+4): Bite inflicts venomous poison if
• Low Light Vision (+1): Dim/dark lighting.
foe is Shaken or wounded.
• Scent (+1): Navigate by scent (range 6").
• No Hands (-4): Can't use weapons or tools.
• Keen Senses (+1): +1 to Notice rolls.
• No Speech (-2): Not capable of speaking.
• Gore (+1): +4 damage if move 6" or more in
• Naked (-2): Cannot wear armour or clothing.
straight line before attacking.
• Hardy (+1): A second Shaken result doesn't
~ 61 ~
become a wound. • Bite/Tail Slap (+1): Str+d8; Grab.
• Size +4 (+6½): Six feet tall; Toughness +4; • Low Light Vision (+1): Dim/dark lighting.
Natural weapons increased to Str+d8 damage. • Blindsense (+1): Can sense and
• Large (-12): -2 to attack medium-sized foes, approximately pinpoint things within 12", attacks
they receive +2 to their attacks. using blindsense are made at -2.
• No Hands (-4): Can't use weapons or tools. • Keen Senses (+2): +2 to Notice rolls.
• No Speech (-2): Not capable of speaking. • Grab (+2): Pin your opponent if you hit with a
• Naked (-2): Cannot wear armour or clothing. raise, they require a raise on an opposed
Strength roll to escape.
Baluchitherium (+19½ race/+15 • Swallow (+2): Can swallow victims whole.
• Natural Swimmer (+1): Swimming Pace of
shape) 8", and +2 to resist drowning.
Race Creation: Remove 17½ racial abilities. • Hold Breath (+½): For Vigor x 10 minutes.
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for • Hardy (+1): A second Shaken result doesn't
dedicated form. become a wound.
Nature's Ally (Heroic): 6 PP for the first, +4 • Size +10 (+16): Sixty feet long; Toughness
PP for each additional animal. +10; Natural weapons increased to Str+d10
Abilities: damage.
• Skills (+4½/+0): Fighting d8, Tracking d12, • Huge (-24): -4 to attack medium-sized foes,
Swimming d12 and Notice d8. they receive +4 to their attacks.
• Strong (+14): +7 die steps to Strength. • No Hands (-4): Can't use weapons or tools.
• Tough (+8): +4 die steps to Vigor. • No Speech (-2): Not capable of speaking.
• Edge (+2): Strong Willed. • Naked (-2): Cannot wear armour or clothing.
• Fast (+1): Pace 8.
• Thick Hide (+3): +3 armour.
• Hooves (+1): Str+d4.
Brontotherium (+20½ race/+17
• Low Light Vision (+1): Dim/dark lighting. shape)
• Scent (+1): Navigate by scent (range 6"). Race Creation: Remove 18½ racial abilities.
• Keen Senses (+2): +2 to Notice rolls. Beast Shape (Heroic): 8-10 PP, or 4-6 PP for
• Hardy (+1): A second Shaken result doesn't dedicated form.
become a wound. Nature's Ally (Legendary): 7 PP for the first,
• Size +8 (+13): Toughness +8; Natural +5 PP for each additional animal.
weapons increased to Str+d10 damage. Abilities:
• Huge (-24): -4 to attack medium-sized foes, • Skills (+3½/+0): Fighting d8, Tracking d12,
they receive +4 to their attacks. Swimming d10 and Notice d8.
• No Hands (-4): Can't use weapons or tools. • Strong (+14): +7 die steps to Strength.
• No Speech (-2): Not capable of speaking. • Tough (+8): +4 die steps to Vigor.
• Naked (-2): Cannot wear armour or clothing. • Edge (+2): Strong Willed.
• Fast (+1): Pace 8.
Basilosaurus (+33 race/+31½ • Thick Hide (+2): +2 armour.
• Horns (+1): Str+d8.
shape) • Low Light Vision (+1): Dim/dark lighting.
Race Creation: Remove 31 racial abilities. • Scent (+1): Navigate by scent (range 6").
Beast Shape (Legendary+3): 15-17 PP, or 7- • Keen Senses (+2): +2 to Notice rolls.
9 PP for dedicated form. • Gore (+1): +4 damage if move 6" or more in
Nature's Ally (Legendary+3): 10 PP for the straight line before attacking.
first, +8 PP for each additional animal. • Hardy (+1): A second Shaken result doesn't
Abilities: become a wound.
• Skills (+1½/+0): Fighting d10, Swimming • Endurance (+2) +2 to Soak rolls.
d12 and Notice d8. • Size +8 (+13): Fourteen feet long;
• Strong (+20): +10 die steps to Strength. Toughness +8; Natural weapons increased to
• Tough (+8): +4 die steps to Vigor. Str+d10 damage.
• Edge (+2): Hard to Kill. • Huge (-24): -4 to attack medium-sized foes,
• Edge (+2): Level Headed. they receive +4 to their attacks.
• Edge (+2): Strong Willed. • No Hands (-4): Can't use weapons or tools.
• Slow (-3): Pace 0. • No Speech (-2): Not capable of speaking.
• Thick Hide (+5): +5 armour.
~ 62 ~
• Naked (-2): Cannot wear armour or clothing. • Natural Swimmer (+1): Swimming Pace of
6", and +2 to resist drowning.
Gylptodon (+10 race/+10½ shape) • Poison (+4): Bite inflicts venomous poison if
Race Creation: Remove 8 racial abilities. foe is Shaken or wounded.
Beast Shape (Veteran): 5-7 PP, or 2-4 PP for • Size +7 (+11): Twenty feet long; Toughness
dedicated form. +7; Natural weapons increased to Str+d8
Nature's Ally (Seasoned): 4 PP for the first, damage.
+2 PP for each additional animal. • Large (-12): -2 to attack medium-sized foes,
Abilities: they receive +2 to their attacks.
• Skills (-½/+0): Fighting d6, Tracking d12 • No Hands (-4): Can't use weapons or tools.
and Notice d8. • No Speech (-2): Not capable of speaking.
• Strong (+12): +6 die steps to Strength. • Naked (-2): Cannot wear armour or clothing.
• Tough (+4): +2 die steps to Vigor.
• Slow (-1): Pace 4. Megaloceros (+21 race/+21½
• Thick Shell (+3): +3 armour. shape)
• Claws (+1): Str+d8. Race Creation: Remove 19 racial abilities.
• Low Light Vision (+1): Dim/dark lighting. Beast Shape (Legendary): 10-12 PP, or 5-7
• Scent (+1): Navigate by scent (range 6"). PP for dedicated form.
• Keen Senses (+2): +2 to Notice rolls. Nature's Ally (Legendary): 7 PP for the first,
• Hardy (+1): A second Shaken result doesn't +5 PP for each additional animal.
become a wound. Abilities:
• Size +4 (+6½): Toughness +4; Natural • Skills (-2½/+0): Fighting d6, Tracking d8
weapons increased to Str+d8 damage. and Notice d8.
• Large (-12): -2 to attack medium-sized foes, • Agile (+2): +1 die step to Agility.
they receive +2 to their attacks. • Spirited (+2/+0): +1 die step to Spirit (not
• No Hands (-4): Can't use weapons or tools. when shapechanging).
• No Speech (-2): Not capable of speaking. • Strong (+8): +4 die steps to Strength.
• Naked (-2): Cannot wear armour or clothing. • Tough (+6): +3 die steps to Vigor.
• Edge (+2): Level Headed.
Megalania (+39½ race/+30 shape) • Fast (+2): Pace 10.
Race Creation: Remove 37½ racial abilities. • Thick Hide (+2): +2 armour.
Beast Shape (Legendary+3): 15-17 PP, or 7- • Antlers/Hooves (+1): Str+d6.
9 PP for dedicated form. • Low Light Vision (+1): Dim/dark lighting.
Nature's Ally (Legendary+4): 11 PP for the • Scent (+1): Navigate by scent (range 6").
first, +9 PP for each additional animal. • Fast Runner (+½): d8 running die.
Abilities: • Gore (+1): +4 damage if move 6" or more in
• Skills (+7½/+0): Fighting d8, Climbing d10, straight line before attacking.
Tracking d10, Swimming d12, Notice d8 and • Size +2 (+3): Six feet tall; Toughness +2.
Stealth d8. • No Hands (-4): Can't use weapons or tools.
• Spirited (+2/+0): +1 die step to Spirit (not • No Speech (-2): Not capable of speaking.
when shapechanging). • Naked (-2): Cannot wear armour or clothing.
• Strong (+12): +6 die steps to Strength.
• Tough (+6): +3 die steps to Vigor. Megatherium (+22 race/+20 shape)
• Edge (+2): Strong Willed. Race Creation: Remove 20 racial abilities.
• Edge (+2): Trademark Weapon (bite). Beast Shape (Legendary): 10-12 PP, or 5-7
• Thick Scales (+3): +3 armour. PP for dedicated form.
• Bite (+1): Str+d8; Grab; Poison. Nature's Ally (Legendary): 7 PP for the first,
• Low Light Vision (+1): Dim/dark lighting. +5 PP for each additional animal.
• Scent (+1): Navigate by scent (range 6"). Abilities:
• Keen Senses (+1): +1 to Notice rolls. • Skills (+2/+0): Fighting d6, Climbing d12,
• Stealthy (+1): +1 to Stealth rolls. Tracking d12 and Notice d8.
• Grab (+2): Pin your opponent if you hit with a • Strong (+12): +6 die steps to Strength.
raise, they require a raise on an opposed • Tough (+6): +3 die steps to Vigor.
Strength roll to escape. • Thick Hide (+3): +3 armour.
• Swallow (+2): Can swallow victims whole. • Claws (+1): Str+d8; Knockback.

~ 63 ~
• Low Light Vision (+1): Dim/dark lighting.
• Scent (+1): Navigate by scent (range 6"). Mongoose (+5½ race/+7 shape)
• Keen Senses (+2): +2 to Notice rolls. Race Creation: Remove 3½ racial abilities.
• Knockback (+2): Opponent knocked back d8" Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
on a raise, if they hit a solid object they suffer dedicated form.
+d6 damage. Nature's Ally (Novice): 3 PP for the first, +1
• Wall Walker (+1): Climbing Pace 2". PP for each additional animal.
• Size +7 (+11): Toughness +7; Natural Abilities:
weapons increased to Str+d8 damage. • Skills (-1½/+0): Climbing d10, Tracking d4,
• Large (-12): -2 to attack medium-sized foes, Notice d4 and Stealth d8.
they receive +2 to their attacks. • Agile (+2): +1 die step to Agility.
• No Hands (-4): Can't use weapons or tools. • Weak (-2): -1 die step to Strength. If this
• No Speech (-2): Not capable of speaking. would take Strength below d4, instead suffer -1
• Naked (-2): Cannot wear armour or clothing. to all Strength rolls (including damage) and
halve carrying capacity.
Zeuglodon (+28½ race/+31 shape) • Slow (-1): Pace 4.
Race Creation: Remove 26½ racial abilities. • Bite (+1): Str; Attach.
Beast Shape (Legendary+3): 15-17 PP, or 7- • Low Light Vision (+1): Dim/dark lighting.
9 PP for dedicated form. • Scent (+1): Navigate by scent (range 6").
Nature's Ally (Legendary+2): 9 PP for the • Very Stealthy (+2): +2 to Stealth rolls.
first, +7 PP for each additional animal. • Attach (+2): Attach yourself to opponent on a
Abilities: raise, automatically inflict Str+d6 damage each
• Skills (-½/+0): Fighting d10, Swimming d12 round after that, victim require a raise on an
and Notice d8. opposed Strength roll to pull you off.
• Agile (+6): +3 die steps to Agility. • Wall Walker (+1): Climbing Pace 4".
• Stupid (-2/+0): -1 die step to Smarts (not • Size -2 (-4): Toughness -2; Natural weapons
when shapechanging). reduced to Str damage.
• Strong (+18): +9 die steps to Strength. • Small (+12): +2 to attack medium-sized
• Tough (+10): +5 die steps to Vigor. foes, they receive -2 to their attacks.
• Edge (+2): Dodge. • No Hands (-4): Can't use weapons or tools.
• Edge (+2): Level Headed. • No Speech (-2): Not capable of speaking.
• Edge (+2): Strong Willed. • Naked (-2): Cannot wear armour or clothing.
• Slow (-3): Pace 0.
• Thick Hide (+3): +3 armour. Octopus
• Bite (+1): Str+d8; Grab.
• Low Light Vision (+1): Dim/dark lighting.
• Keen Eyes (+1): +2 to sight-based Notice Octopus (+5½ race/+9 shape)
rolls. Race Creation: Remove 3½ racial abilities.
• Fast Runner (+½): d8 running die. Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
• Grab (+2): Pin your opponent if you hit with a dedicated form.
raise, they require a raise on an opposed Nature's Ally (Novice): 3 PP for the first, +1
Strength roll to escape. PP for each additional animal.
• Natural Swimmer (+1): Swimming Pace of Abilities:
9", and +2 to resist drowning. • Skills (-3½/+0): Fighting d8, Swimming d8,
• Hold Breath (+½): For Vigor x 10 minutes. Notice d4 and Stealth d8.
• Size +10 (+16): Fifty feet long; Toughness • Agile (+4): +2 die steps to Agility.
+10; Natural weapons increased to Str+d10 • Tough (+2): +1 die step to Vigor.
damage. • Edge (+2): Ambidextrous.
• Huge (-24): -4 to attack medium-sized foes, • Slow (-1): Pace 4.
they receive +4 to their attacks. • Bite/Tentacles (+1): Str+d4; Reach 1";
• No Hands (-4): Can't use weapons or tools. Poison; Grab.
• No Speech (-2): Not capable of speaking. • Low Light Vision (+1): Dim/dark lighting.
• Naked (-2): Cannot wear armour or clothing. • Very Stealthy (+2): +2 to Stealth rolls.
• Grab (+2): Pin your opponent if you hit with a
raise, they require a raise on an opposed
Mongoose
Strength roll to escape.
~ 64 ~
• Aquatic (+2): Gain Swimming d6 (or +1 die Abilities:
step if already have the skill). Swimming Pace of • Skills (-1/+0): Fighting d8, Swimming d10,
8", and cannot drown. Notice d8 and Stealth d8.
• Poison (+4): Bite inflicts venomous poison if • Agile (+2): +1 die step to Agility.
foe is Shaken or wounded. • Strong (+8): +4 die steps to Strength.
• Size -1 (-2): Toughness -1; Natural weapons • Tough (+4): +2 die steps to Vigor.
reduced to Str+d4 damage. • Edge (+2): Ambidextrous.
• No Hands (-4): Can't use weapons or tools. • Edge (+2): Combat Reflexes.
• No Speech (-2): Not capable of speaking. • Edge (+4): Improved Level Headed.
• Naked (-2): Cannot wear armour or clothing. • Edge (+2): Strong Willed.
• Slow (-1): Pace 4.
Blue-Ringed Octopus (+14½ • Leathery Hide (+2): +2 armour.
• Bite/Tentacles (+1): Str+d6; Reach 1";
race/+19 shape) Poison; Constrict.
Race Creation: Remove 12½ racial abilities. • Low Light Vision (+1): Dim/dark lighting.
Beast Shape (Legendary): 9-11 PP, or 4-6 PP • Very Stealthy (+2): +2 to Stealth rolls.
for dedicated form. • Constrict (+2): Pin opponent on a raise,
Nature's Ally (Veteran): 5 PP for the first, +3 inflict Str+d6 per round after that, they require a
PP for each additional animal. raise on an opposed Strength roll to escape.
Abilities: • Aquatic (+2): Gain Swimming d6 (or +1 die
• Skills (-4½/+0): Swimming d10, Notice d4 step if already have the skill). Swimming Pace of
and Stealth d8. 10", and cannot drown.
• Agile (+8): +4 die steps to Agility. • Poison (+4): Bite inflicts venomous poison if
• Weak (-2): -1 die step to Strength. If this foe is Shaken or wounded.
would take Strength below d4, instead suffer -1 • Size +2 (+3): Twenty feet long; Toughness
to all Strength rolls (including damage) and +2.
halve carrying capacity. • No Hands (-4): Can't use weapons or tools.
• Edge (+2): Ambidextrous. • No Speech (-2): Not capable of speaking.
• Slow (-1): Pace 4. • Naked (-2): Cannot wear armour or clothing.
• Bite/Tentacles (+1): Str; Reach 1"; Poison;
Grab.
• Low Light Vision (+1): Dim/dark lighting.
Giant Lake Octopus (+38 race/+37
• Very Stealthy (+2): +2 to Stealth rolls. shape)
• Grab (+2): Pin your opponent if you hit with a Race Creation: Remove 36 racial abilities.
raise, they require a raise on an opposed Beast Shape (Legendary+4): 18-20 PP, or 9-
Strength roll to escape. 11 PP for dedicated form.
• Aquatic (+2): Gain Swimming d6 (or +1 die Nature's Ally (Legendary+4): 11 PP for the
step if already have the skill). Swimming Pace of first, +9 PP for each additional animal.
10", and cannot drown. Abilities:
• Poison (+4): Bite inflicts venomous poison if • Skills (+1/+0): Fighting d10, Swimming d12,
foe is Shaken or wounded. Notice d8 and Stealth d8.
• Size -2 (-4): Toughness -2; Natural weapons • Agile (+2): +1 die step to Agility.
reduced to Str damage. • Strong (+12): +6 die steps to Strength.
• Small (+12): +2 to attack medium-sized • Tough (+8): +4 die steps to Vigor.
foes, they receive -2 to their attacks. • Edge (+2): Ambidextrous.
• No Hands (-4): Can't use weapons or tools. • Edge (+2): Combat Reflexes.
• No Speech (-2): Not capable of speaking. • Edge (+4): Improved Level Headed.
• Naked (-2): Cannot wear armour or clothing. • Edge (+2): Strong Willed.
• Slow (-1): Pace 4.
Giant Octopus (+31 race/+32 • Leathery Hide (+3): +3 armour.
• Bite/Tentacles (+1): Str+d8; Reach 1";
shape) Poison; Grab.
Race Creation: Remove 29 racial abilities. • Low Light Vision (+1): Dim/dark lighting.
Beast Shape (Legendary+3): 16-18 PP, or 8- • Very Stealthy (+2): +2 to Stealth rolls.
10 PP for dedicated form. • Grab (+2): Pin your opponent if you hit with a
Nature's Ally (Legendary+2): 9 PP for the raise, they require a raise on an opposed
first, +7 PP for each additional animal.
~ 65 ~
Strength roll to escape. • Bite (+1): Str+d4.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Low Light Vision (+1): Dim/dark lighting.
step if already have the skill). Swimming Pace of • Scent (+1): Navigate by scent (range 6").
13", and cannot drown. • Hardy (+1): A second Shaken result doesn't
• Poison (+4): Bite inflicts venomous poison if become a wound.
foe is Shaken or wounded. • Size -1 (-2): Toughness -1; Natural weapons
• Size +7 (+11): Toughness +7; Natural reduced to Str+d4 damage.
weapons increased to Str+d8 damage. • No Hands (-4): Can't use weapons or tools.
• Large (-12): -2 to attack medium-sized foes, • No Speech (-2): Not capable of speaking.
they receive +2 to their attacks. • Naked (-2): Cannot wear armour or clothing.
• No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking. Wild Pig (-4½ race/+0 shape)
• Naked (-2): Cannot wear armour or clothing. Race Creation: Assign another 9 skill points
and 2 racial abilities.
Otter Beast Shape (Novice): 1-3 PP.
Nature's Ally (Novice): 3 PP for the first, +1
PP for each additional animal.
Otter (-1 race/+4 shape)
Abilities:
Race Creation: Assign another 6 skill points.
• Skills (-4½/+0): Fighting d6, Tracking d6
Beast Shape (Novice): 2-4 PP, or 1-3 PP for
and Notice d6.
dedicated form.
• Agile (+2): +1 die step to Agility.
Nature's Ally (Novice): 3 PP for the first, +1
• Fast (+1): Pace 8.
PP for each additional animal.
• Bristly Fur (+1): +1 armour.
Abilities:
• Tusks (+1): Str+d4.
• Skills (-5/+0): Swimming d10 and Notice d4.
• Low Light Vision (+1): Dim/dark lighting.
• Agile (+4): +2 die steps to Agility.
• Scent (+1): Navigate by scent (range 6").
• Weak (-2): -1 die step to Strength. If this
• Gore (+1): +4 damage if move 6" or more in
would take Strength below d4, instead suffer -1
straight line before attacking.
to all Strength rolls (including damage) and
• Endurance (+2) +2 to Soak rolls.
halve carrying capacity.
• Size -1 (-2): Toughness -1; Natural weapons
• Slow (-1): Pace 4.
reduced to Str+d4 damage.
• Bite (+1): Str.
• No Hands (-4): Can't use weapons or tools.
• Low Light Vision (+1): Dim/dark lighting.
• No Speech (-2): Not capable of speaking.
• Natural Swimmer (+1): Swimming Pace of
• Naked (-2): Cannot wear armour or clothing.
6", and +2 to resist drowning.
• Size -2 (-4): Toughness -2; Natural weapons
reduced to Str damage. Boar (+3½ race/+8 shape)
• Small (+12): +2 to attack medium-sized Race Creation: Remove 1½ racial abilities.
foes, they receive -2 to their attacks. Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
• No Hands (-4): Can't use weapons or tools. dedicated form.
• No Speech (-2): Not capable of speaking. Nature's Ally (Novice): 3 PP for the first, +1
• Naked (-2): Cannot wear armour or clothing. PP for each additional animal.
Abilities:
• Skills (-4½/+0): Fighting d6, Tracking d6
Pig and Notice d6.
• Strong (+4): +2 die steps to Strength.
Pig (-9 race/-4 shape) • Tough (+4): +2 die steps to Vigor.
Race Creation: Assign another 10 skill points • Fast (+1): Pace 8.
and 6 racial abilities. • Bristly Fur (+1): +1 armour.
Beast Shape (Novice): 1-3 PP. • Tusks (+1): Str+d6.
Nature's Ally (Novice): 3 PP for the first, +1 • Low Light Vision (+1): Dim/dark lighting.
PP for each additional animal. • Scent (+1): Navigate by scent (range 6").
Abilities: • Gore (+1): +4 damage if move 6" or more in
• Skills (-5/+0): Fighting d4, Tracking d6 and straight line before attacking.
Notice d6. • Endurance (+2) +2 to Soak rolls.
• Tough (+2): +1 die step to Vigor. • No Hands (-4): Can't use weapons or tools.

~ 66 ~
• No Speech (-2): Not capable of speaking. • Size -2 (-4): Toughness -2; Natural weapons
• Naked (-2): Cannot wear armour or clothing. reduced to Str damage.
• Small (+12): +2 to attack medium-sized
Dire Boar (+21 race/+22½ shape) foes, they receive -2 to their attacks.
Race Creation: Remove 19 racial abilities. • No Hands (-4): Can't use weapons or tools.
Beast Shape (Legendary+1): 11-13 PP, or 5- • No Speech (-2): Not capable of speaking.
7 PP for dedicated form. • Naked (-2): Cannot wear armour or clothing.
Nature's Ally (Legendary): 7 PP for the first,
+5 PP for each additional animal. Primate
Abilities:
• Skills (-1½/+0): Fighting d6, Tracking d10
Baboon (-7 race/-2 shape)
and Notice d8.
Race Creation: Assign another 10 skill points
• Strong (+10): +5 die steps to Strength.
and 4 racial abilities.
• Tough (+4): +2 die steps to Vigor.
Beast Shape (Novice): 1-3 PP.
• Edge (+2): Level Headed.
Nature's Ally (Novice): 3 PP for the first, +1
• Fast (+1): Pace 8.
PP for each additional animal.
• Bristly Fur (+2): +2 armour.
Abilities:
• Tusks (+1): Str+d6.
• Skills (-5/+0): Fighting d6, Climbing d6 and
• Low Light Vision (+1): Dim/dark lighting.
Notice d4.
• Scent (+1): Navigate by scent (range 6").
• Agile (+2): +1 die step to Agility.
• Keen Senses (+1): +1 to Notice rolls.
• Bite (+1): Str+d4.
• Gore (+1): +4 damage if move 6" or more in
• Low Light Vision (+1): Dim/dark lighting.
straight line before attacking.
• Size -1 (-2): Three feet tall; Toughness -1;
• Endurance (+2) +2 to Soak rolls.
Natural weapons reduced to Str+d4 damage.
• Size +3 (+4½): Ten feet long; Toughness
• No Speech (-2): Not capable of speaking.
+3.
• Naked (-2): Cannot wear armour or clothing.
• No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing. Rock Baboon (+6 race/+7 shape)
Race Creation: Remove 4 racial abilities.
Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
Platypus dedicated form.
Nature's Ally (Novice): 3 PP for the first, +1
Platypus (-1½ race/+2 shape) PP for each additional animal.
Race Creation: Assign another 7 skill points. Abilities:
Beast Shape (Novice): 1-3 PP. • Skills (-1/+0): Fighting d6, Climbing d8,
Nature's Ally (Novice): 3 PP for the first, +1 Tracking d8 and Notice d8.
PP for each additional animal. • Agile (+2): +1 die step to Agility.
Abilities: • Strong (+2): +1 die step to Strength.
• Skills (-3½/+0): Swimming d12 and Notice • Edge (+2): Alertness.
d4. • Fast (+1): Pace 8.
• Agile (+2): +1 die step to Agility. • Bite (+1): Str+d6.
• Weak (-2): -1 die step to Strength. If this • Low Light Vision (+1): Dim/dark lighting.
would take Strength below d4, instead suffer -1 • Scent (+1): Navigate by scent (range 6").
to all Strength rolls (including damage) and • Wall Walker (+1): Climbing Pace 6".
halve carrying capacity. • No Speech (-2): Not capable of speaking.
• Frail (-2): -1 die step to Vigor. If this would • Naked (-2): Cannot wear armour or clothing.
take Vigor below d4, instead suffer -1 to all Vigor
rolls and reduce Toughness by 1 (this can take Chimpanzee (+7½ race/+7 shape)
Toughness below 1). Race Creation: Remove 5½ racial abilities.
• Slow (-2): Pace 2. Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
• Spur (+1): Str; Poison. dedicated form.
• Natural Swimmer (+1): Swimming Pace of Nature's Ally (Novice): 3 PP for the first, +1
7", and +2 to resist drowning. PP for each additional animal.
• Poison (+4): Spur inflicts venomous poison if Abilities:
foe is Shaken or wounded. • Skills (+½/+0): Fighting d6, Climbing d10,
~ 67 ~
Tracking d8 and Notice d8. • Naked (-2): Cannot wear armour or clothing.
• Agile (+6): +3 die steps to Agility.
• Slams (+1): Str+d6. Gorilla (+12½ race/+12½ shape)
• Low Light Vision (+1): Dim/dark lighting. Race Creation: Remove 10½ racial abilities.
• Scent (+1): Navigate by scent (range 6"). Beast Shape (Veteran): 6-8 PP, or 3-5 PP for
• Wall Walker (+1): Climbing Pace 6". dedicated form.
• Hardy (+1): A second Shaken result doesn't Nature's Ally (Veteran): 5 PP for the first, +3
become a wound. PP for each additional animal.
• No Speech (-2): Not capable of speaking. Abilities:
• Naked (-2): Cannot wear armour or clothing. • Skills (+0/+0): Fighting d6, Climbing d12,
Tracking d8 and Notice d8.
Dire Ape (+18 race/+17½ shape) • Agile (+2): +1 die step to Agility.
Race Creation: Remove 16 racial abilities. • Strong (+12): +6 die steps to Strength.
Beast Shape (Heroic): 8-10 PP, or 4-6 PP for • Tough (+2): +1 die step to Vigor.
dedicated form. • Thick Hide (+1): +1 armour.
Nature's Ally (Heroic): 6 PP for the first, +4 • Slams (+1): Str+d8.
PP for each additional animal. • Low Light Vision (+1): Dim/dark lighting.
Abilities: • Scent (+1): Navigate by scent (range 6").
• Skills (+½/+0): Fighting d6, Climbing d12, • Wall Walker (+1): Climbing Pace 6".
Tracking d8, Notice d8 and Stealth d4. • Hardy (+1): A second Shaken result doesn't
• Agile (+2): +1 die step to Agility. become a wound.
• Strong (+14): +7 die steps to Strength. • Size +4 (+6½): Eight feet tall; Toughness
• Tough (+4): +2 die steps to Vigor. +4; Natural weapons increased to Str+d8
• Edge (+2): Strong Willed. damage.
• Thick Hide (+1): +1 armour. • Large (-12): -2 to attack medium-sized foes,
• Bite/Claws (+1): Str+d8. they receive +2 to their attacks.
• Low Light Vision (+1): Dim/dark lighting. • No Speech (-2): Not capable of speaking.
• Scent (+1): Navigate by scent (range 6"). • Naked (-2): Cannot wear armour or clothing.
• Wall Walker (+1): Climbing Pace 6".
• Size +4 (+6½): Nine feet tall; Toughness Mandrill (+1 race/+1 shape)
+4; Natural weapons increased to Str+d8 Race Creation: Assign another 1 racial ability.
damage. Beast Shape (Novice): 1-3 PP.
• Large (-12): -2 to attack medium-sized foes, Nature's Ally (Novice): 3 PP for the first, +1
they receive +2 to their attacks. PP for each additional animal.
• No Speech (-2): Not capable of speaking. Abilities:
• Naked (-2): Cannot wear armour or clothing. • Skills (+0/+0): Fighting d6, Climbing d10,
Tracking d6, Notice d6 and Stealth d8.
Giant Marmoset (+8 race/+5 shape) • Agile (+2): +1 die step to Agility.
Race Creation: Remove 6 racial abilities. • Bite (+1): Str+d4.
Beast Shape (Novice): 2-4 PP, or 1-3 PP for • Low Light Vision (+1): Dim/dark lighting.
dedicated form. • Scent (+1): Navigate by scent (range 6").
Nature's Ally (Seasoned): 4 PP for the first, • Stealthy (+1): +1 to Stealth rolls.
+2 PP for each additional animal. • Wall Walker (+1): Climbing Pace 6".
Abilities: • Size -1 (-2): Three feet tall; Toughness -1;
• Skills (+3/+0): Fighting d8, Climbing d10, Natural weapons reduced to Str+d4 damage.
Tracking d10, Notice d8 and Stealth d6. • No Speech (-2): Not capable of speaking.
• Agile (+2): +1 die step to Agility. • Naked (-2): Cannot wear armour or clothing.
• Fast (+1): Pace 8.
• Gray Fur (+1): +1 armour. Monkey (+4 race/+7 shape)
• Claws/Bite (+1): Str+d6. Race Creation: Remove 2 racial abilities.
• Low Light Vision (+1): Dim/dark lighting. Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
• Scent (+1): Navigate by scent (range 6"). dedicated form.
• Keen Senses (+1): +1 to Notice rolls. Nature's Ally (Novice): 3 PP for the first, +1
• Wall Walker (+1): Climbing Pace 6". PP for each additional animal.
• No Speech (-2): Not capable of speaking. Abilities:

~ 68 ~
• Skills (-3/+0): Climbing d10 and Notice d6. • Wall Walker (+1): Climbing Pace 6".
• Agile (+2): +1 die step to Agility. • Hardy (+1): A second Shaken result doesn't
• Weak (-2): -1 die step to Strength. If this become a wound.
would take Strength below d4, instead suffer -1 • No Speech (-2): Not capable of speaking.
to all Strength rolls (including damage) and • Naked (-2): Cannot wear armour or clothing.
halve carrying capacity.
• Bite (+1): Str. Pterosaur
• Low Light Vision (+1): Dim/dark lighting.
• Wall Walker (+1): Climbing Pace 6".
• Size -2 (-4): Toughness -2; Natural weapons Dimorphodon (+½ race/+5 shape)
reduced to Str damage. Race Creation: Assign another 3 skill points.
• Small (+12): +2 to attack medium-sized Beast Shape (Novice): 2-4 PP, or 1-3 PP for
foes, they receive -2 to their attacks. dedicated form.
• No Speech (-2): Not capable of speaking. Nature's Ally (Novice): 3 PP for the first, +1
• Naked (-2): Cannot wear armour or clothing. PP for each additional animal.
Abilities:
• Skills (-4½/+0): Fighting d6, Tracking d6
Troop Of Monkeys (+24½ race/+26
and Notice d6.
shape) • Agile (+4): +2 die steps to Agility.
Race Creation: Remove 22½ racial abilities. • Strong (+2): +1 die step to Strength.
Beast Shape (Legendary+2): 13-15 PP, or 6- • Slow (-2): Pace 2.
8 PP for dedicated form. • Bite (+1): Str+d6; Poison.
Nature's Ally (Legendary+1): 8 PP for the • Low Light Vision (+1): Dim/dark lighting.
first, +6 PP for each additional animal. • Scent (+1): Navigate by scent (range 6").
Abilities: • Flight (+2): Flying Pace of 6" and Climb 0.
• Skills (-3½/+0): Climbing d10 and Notice • Poison (+4): Bite inflicts venomous poison if
d6. foe is Shaken or wounded.
• Agile (+4): +2 die steps to Agility. • No Hands (-4): Can't use weapons or tools.
• Stupid (-2/+0): -1 die step to Smarts (not • No Speech (-2): Not capable of speaking.
when shapechanging). • Naked (-2): Cannot wear armour or clothing.
• Spirited (+4/+0): +2 die steps to Spirit (not
when shapechanging).
Pteranodon (+17½ race/+17 shape)
• Strong (+2): +1 die step to Strength.
Race Creation: Remove 15½ racial abilities.
• Tough (+6): +3 die steps to Vigor.
Beast Shape (Heroic): 8-10 PP, or 4-6 PP for
• Edge (+4): Improved Level Headed.
dedicated form.
• Low Light Vision (+1): Dim/dark lighting.
Nature's Ally (Heroic): 6 PP for the first, +4
• Swarm (+12): +2 Parry, immune to most
PP for each additional animal.
weapons, automatically inflicts 2d6 damage to
Abilities:
everyone within a MBT.
• Skills (-1½/+0): Fighting d6, Tracking d10
• Wall Walker (+1): Climbing Pace 4".
and Notice d8.
• No Speech (-2): Not capable of speaking.
• Agile (+6): +3 die steps to Agility.
• Naked (-2): Cannot wear armour or clothing.
• Spirited (+2/+0): +1 die step to Spirit (not
when shapechanging).
Orangutan (+7½ race/+7 shape) • Strong (+4): +2 die steps to Strength.
Race Creation: Remove 5½ racial abilities. • Tough (+2): +1 die step to Vigor.
Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for • Edge (+2): Dodge.
dedicated form. • Edge (+2): Level Headed.
Nature's Ally (Novice): 3 PP for the first, +1 • Slow (-2): Pace 2.
PP for each additional animal. • Tough Hide (+1): +1 armour.
Abilities: • Bite (+1): Str+d6.
• Skills (+½/+0): Fighting d6, Climbing d10, • Low Light Vision (+1): Dim/dark lighting.
Tracking d8 and Notice d8. • Scent (+1): Navigate by scent (range 6").
• Agile (+6): +3 die steps to Agility. • Keen Senses (+1): +1 to Notice rolls.
• Slams (+1): Str+d6. • Flight (+3): Flying Pace of 10" and Climb -2.
• Low Light Vision (+1): Dim/dark lighting. • Size +2 (+3): Toughness +2.
• Scent (+1): Navigate by scent (range 6"). • No Hands (-4): Can't use weapons or tools.
~ 69 ~
• No Speech (-2): Not capable of speaking. • Low Light Vision (+1): Dim/dark lighting.
• Naked (-2): Cannot wear armour or clothing. • Scent (+1): Navigate by scent (range 6").
• Stealthy (+1): +1 to Stealth rolls.
Quetzalcoatlus (+27 race/+26 • Flight (+4): Flying Pace of 8" and Climb 2.
• Size -2 (-4): Toughness -2; Natural weapons
shape) reduced to Str damage.
Race Creation: Remove 25 racial abilities. • Small (+12): +2 to attack medium-sized
Beast Shape (Legendary+2): 13-15 PP, or 6- foes, they receive -2 to their attacks.
8 PP for dedicated form. • No Hands (-4): Can't use weapons or tools.
Nature's Ally (Legendary+1): 8 PP for the • No Speech (-2): Not capable of speaking.
first, +6 PP for each additional animal. • Naked (-2): Cannot wear armour or clothing.
Abilities:
• Skills (-1/+0): Fighting d8, Tracking d10 and
Notice d8.
Rabbit
• Agile (+4): +2 die steps to Agility.
• Spirited (+2/+0): +1 die step to Spirit (not Rabbit (-1 race/+4½ shape)
when shapechanging). Race Creation: Assign another 6 skill points.
• Strong (+12): +6 die steps to Strength. Beast Shape (Novice): 2-4 PP, or 1-3 PP for
• Tough (+4): +2 die steps to Vigor. dedicated form.
• Edge (+2): Dodge. Nature's Ally (Novice): 3 PP for the first, +1
• Edge (+4): Improved Level Headed. PP for each additional animal.
• Tough Hide (+2): +2 armour. Abilities:
• Bite/Wings (+1): Str+d8. • Skills (-5½/+0): Notice d4 and Stealth d8.
• Low Light Vision (+1): Dim/dark lighting. • Agile (+2): +1 die step to Agility.
• Scent (+1): Navigate by scent (range 6"). • Weak (-2): -1 die step to Strength. If this
• Keen Senses (+1): +1 to Notice rolls. would take Strength below d4, instead suffer -1
• Flight (+3): Flying Pace of 10" and Climb -2. to all Strength rolls (including damage) and
• Size +7 (+11): Toughness +7; Natural halve carrying capacity.
weapons increased to Str+d8 damage. • Bite (+1): Str.
• Large (-12): -2 to attack medium-sized foes, • Low Light Vision (+1): Dim/dark lighting.
they receive +2 to their attacks. • Very Stealthy (+2): +2 to Stealth rolls.
• No Hands (-4): Can't use weapons or tools. • Fast Runner (+½): d8 running die.
• No Speech (-2): Not capable of speaking. • Size -2 (-4): Toughness -2; Natural weapons
• Naked (-2): Cannot wear armour or clothing. reduced to Str damage.
• Small (+12): +2 to attack medium-sized
Rhamphorhynchus (+10 race/+12 foes, they receive -2 to their attacks.
• No Hands (-4): Can't use weapons or tools.
shape) • No Speech (-2): Not capable of speaking.
Race Creation: Remove 8 racial abilities.
• Naked (-2): Cannot wear armour or clothing.
Beast Shape (Veteran): 6-8 PP, or 3-5 PP for
dedicated form.
Nature's Ally (Seasoned): 4 PP for the first, Hare (+2 race/+7½ shape)
+2 PP for each additional animal. Race Creation: Already balanced.
Abilities: Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
• Skills (-4/+0): Tracking d6, Notice d6 and dedicated form.
Stealth d8. Nature's Ally (Novice): 3 PP for the first, +1
• Agile (+4): +2 die steps to Agility. PP for each additional animal.
• Spirited (+2/+0): +1 die step to Spirit (not Abilities:
when shapechanging). • Skills (-5½/+0): Notice d4 and Stealth d8.
• Weak (-2): -1 die step to Strength. If this • Agile (+4): +2 die steps to Agility.
would take Strength below d4, instead suffer -1 • Weak (-2): -1 die step to Strength. If this
to all Strength rolls (including damage) and would take Strength below d4, instead suffer -1
halve carrying capacity. to all Strength rolls (including damage) and
• Edge (+2): Dodge. halve carrying capacity.
• Edge (+2): Level Headed. • Fast (+1): Pace 8.
• Slow (-2): Pace 2. • Bite (+1): Str.
• Bite (+1): Str. • Low Light Vision (+1): Dim/dark lighting.
~ 70 ~
• Very Stealthy (+2): +2 to Stealth rolls. • Low Light Vision (+1): Dim/dark lighting.
• Fast Runner (+½): d8 running die. • Keen Eyes (+½): +1 to sight-based Notice
• Size -2 (-4): Toughness -2; Natural weapons rolls.
reduced to Str damage. • Stealthy (+1): +1 to Stealth rolls.
• Small (+12): +2 to attack medium-sized • Wall Walker (+1): Climbing Pace 6".
foes, they receive -2 to their attacks. • Disease (+½): Make a Vigor roll or become
• No Hands (-4): Can't use weapons or tools. afflicted.
• No Speech (-2): Not capable of speaking. • Size -1 (-2): Toughness -1; Natural weapons
• Naked (-2): Cannot wear armour or clothing. reduced to Str+d4 damage.
• No Hands (-4): Can't use weapons or tools.
Raccoon • No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing.

Raccoon (+3 race/+3 shape) Rhinoceros


Race Creation: Remove 1 racial ability.
Beast Shape (Novice): 1-3 PP.
Nature's Ally (Novice): 3 PP for the first, +1 Rhinoceros (+18½ race/+20 shape)
PP for each additional animal. Race Creation: Remove 16½ racial abilities.
Abilities: Beast Shape (Legendary): 10-12 PP, or 5-7
• Skills (-4/+0): Climbing d8, Tracking d4 and PP for dedicated form.
Notice d4. Nature's Ally (Heroic): 6 PP for the first, +4
• Agile (+2): +1 die step to Agility. PP for each additional animal.
• Spirited (+4/+0): +2 die steps to Spirit (not Abilities:
when shapechanging). • Skills (-1½/+0): Fighting d6, Tracking d10
• Weak (-2): -1 die step to Strength. If this and Notice d8.
would take Strength below d4, instead suffer -1 • Strong (+10): +5 die steps to Strength.
to all Strength rolls (including damage) and • Tough (+6): +3 die steps to Vigor.
halve carrying capacity. • Fast (+1): Pace 8.
• Slow (-1): Pace 4. • Thick Hide (+2): +2 armour.
• Bite (+1): Str. • Horns (+1): Str+d6.
• Low Light Vision (+1): Dim/dark lighting. • Scent (+1): Navigate by scent (range 6").
• Scent (+1): Navigate by scent (range 6"). • Keen Nose (+½): +1 to smell-based Notice
• Wall Walker (+1): Climbing Pace 4". rolls.
• Size -2 (-4): Toughness -2; Natural weapons • Gore (+1): +4 damage if move 6" or more in
reduced to Str damage. straight line before attacking.
• Small (+12): +2 to attack medium-sized • Hardy (+1): A second Shaken result doesn't
foes, they receive -2 to their attacks. become a wound.
• No Hands (-4): Can't use weapons or tools. • Size +3 (+4½): Toughness +3.
• No Speech (-2): Not capable of speaking. • No Hands (-4): Can't use weapons or tools.
• Naked (-2): Cannot wear armour or clothing. • No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing.
Dire Racoon (+11½ race/+7 shape)
Race Creation: Remove 9½ racial abilities. Woolly Rhinoceros (+16 race/+16½
Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for shape)
dedicated form. Race Creation: Remove 14 racial abilities.
Nature's Ally (Seasoned): 4 PP for the first, Beast Shape (Heroic): 8-10 PP, or 4-6 PP for
+2 PP for each additional animal. dedicated form.
Abilities: Nature's Ally (Heroic): 6 PP for the first, +4
• Skills (+½/+0): Fighting d8, Climbing d8, PP for each additional animal.
Swimming d6, Notice d8 and Stealth d8. Abilities:
• Agile (+4): +2 die steps to Agility. • Skills (-½/+0): Fighting d6, Tracking d12
• Spirited (+4/+0): +2 die steps to Spirit (not and Notice d8.
when shapechanging). • Strong (+12): +6 die steps to Strength.
• Tough (+6): +3 die steps to Vigor. • Tough (+8): +4 die steps to Vigor.
• Brownish-grey Fur (+2): +2 armour. • Edge (+2): Hard to Kill.
• Bite (+1): Str+d4; Disease. • Brown Fur (+3): +3 armour.
~ 71 ~
• Horn (+1): Str+d8. dedicated form.
• Scent (+1): Navigate by scent (range 6"). Nature's Ally (Novice): 3 PP for the first, +1
• Keen Nose (+1): +2 to smell-based Notice PP for each additional animal.
rolls. Abilities:
• Gore (+1): +4 damage if move 6" or more in • Skills (-2½/+0): Fighting d6, Climbing d8
straight line before attacking. and Notice d8.
• Hardy (+1): A second Shaken result doesn't • Stupid (-2/+0): -1 die step to Smarts (not
become a wound. when shapechanging).
• Size +4 (+6½): Toughness +4; Natural • Strong (+6): +3 die steps to Strength.
weapons increased to Str+d8 damage. • Tough (+4): +2 die steps to Vigor.
• Large (-12): -2 to attack medium-sized foes, • Slow (-1): Pace 4.
they receive +2 to their attacks. • Tan Fur (+2): +2 armour.
• No Hands (-4): Can't use weapons or tools. • Bite (+1): Str+d6; Grab.
• No Speech (-2): Not capable of speaking. • Low Light Vision (+1): Dim/dark lighting.
• Naked (-2): Cannot wear armour or clothing. • Grab (+2): Pin your opponent if you hit with a
raise, they require a raise on an opposed
Giant Woolly Rhinoceros (+26 Strength roll to escape.
• Burrow (+1): Burrow and reappear within 2".
race/+24½ shape) • Immunity (+1): Disease.
Race Creation: Remove 24 racial abilities. • Size +2 (+3): Toughness +2.
Beast Shape (Legendary+1): 12-14 PP, or 6- • No Hands (-4): Can't use weapons or tools.
8 PP for dedicated form. • No Speech (-2): Not capable of speaking.
Nature's Ally (Legendary+1): 8 PP for the • Naked (-2): Cannot wear armour or clothing.
first, +6 PP for each additional animal.
Abilities:
• Skills (+1½/+0): Fighting d10, Tracking d12
Mouse (+5 race/+4 shape)
and Notice d8. Race Creation: Remove 3 racial abilities.
• Strong (+14): +7 die steps to Strength. Beast Shape (Novice): 2-4 PP, or 1-3 PP for
• Tough (+10): +5 die steps to Vigor. dedicated form.
• Edge (+2): Trademark Weapon (gore). Nature's Ally (Novice): 3 PP for the first, +1
• Brown Fur (+3): +3 armour. PP for each additional animal.
• Horn (+1): Str+d8. Abilities:
• Low Light Vision (+1): Dim/dark lighting. • Skills (+1/+0): Climbing d10, Tracking d4,
• Scent (+1): Navigate by scent (range 6"). Swimming d10, Notice d4 and Stealth d8.
• Keen Senses (+2): +2 to Notice rolls. • Agile (+2): +1 die step to Agility.
• Gore (+1): +4 damage if move 6" or more in • Weak (-2): -1 die step to Strength. If this
straight line before attacking. would take Strength below d4, instead suffer -1
• Hardy (+1): A second Shaken result doesn't to all Strength rolls (including damage) and
become a wound. halve carrying capacity.
• Endurance (+2) +2 to Soak rolls. • Slow (-1½): Pace 3.
• Size +4 (+6½): Fifteen feet long; Toughness • Bite (+1): Str.
+4; Natural weapons increased to Str+d8 • Low Light Vision (+1): Dim/dark lighting.
damage. • Scent (+1): Navigate by scent (range 6").
• Large (-12): -2 to attack medium-sized foes, • Very Stealthy (+2): +2 to Stealth rolls.
they receive +2 to their attacks. • Wall Walker (+1): Climbing Pace 3".
• No Hands (-4): Can't use weapons or tools. • Natural Swimmer (+1): Swimming Pace of
• No Speech (-2): Not capable of speaking. 5", and +2 to resist drowning.
• Naked (-2): Cannot wear armour or clothing. • Size -3 (-5½): Toughness -3; Natural
weapons reduced to Str damage.
• Small (+12): +2 to attack medium-sized
Rodent foes, they receive -2 to their attacks.
• No Hands (-4): Can't use weapons or tools.
Giant Hamster (+7½ race/+12 • No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing.
shape)
Race Creation: Remove 5½ racial abilities.
Beast Shape (Veteran): 6-8 PP, or 3-5 PP for Porcupine (+½ race/+4½ shape)
~ 72 ~
Race Creation: Assign another 3 skill points. PP for each additional animal.
Beast Shape (Novice): 2-4 PP, or 1-3 PP for Abilities:
dedicated form. • Skills (-4/+0): Fighting d6, Climbing d8 and
Nature's Ally (Novice): 3 PP for the first, +1 Notice d6.
PP for each additional animal. • Strong (+4): +2 die steps to Strength.
Abilities: • Tough (+4): +2 die steps to Vigor.
• Skills (-4/+0): Fighting d4, Climbing d6 and • Edge (+2): Level Headed.
Stealth d8. • Fast (+1): Pace 8.
• Edge (+2): Level Headed. • Thick Hide (+1): +1 armour.
• Tail Slap (+1): Str. • Tail Slap (+1): Str+d6.
• Low Light Vision (+1): Dim/dark lighting. • Low Light Vision (+1): Dim/dark lighting.
• Quills (+½): Anyone attacking the creature • Quills (+½): Anyone attacking the creature
with unarmed or natural weapons suffers 2d4 with unarmed or natural weapons suffers 2d4
damage if they roll 1 on their Fighting die. This damage if they roll 1 on their Fighting die. This
can cause Shaken but not wounds. can cause Shaken but not wounds.
• Size -2 (-4): Toughness -2; Natural weapons • No Hands (-4): Can't use weapons or tools.
reduced to Str damage. • No Speech (-2): Not capable of speaking.
• Small (+12): +2 to attack medium-sized • Naked (-2): Cannot wear armour or clothing.
foes, they receive -2 to their attacks.
• No Hands (-4): Can't use weapons or tools. Rat (+6½ race/+5½ shape)
• No Speech (-2): Not capable of speaking. Race Creation: Remove 4½ racial abilities.
• Naked (-2): Cannot wear armour or clothing. Beast Shape (Novice): 2-4 PP, or 1-3 PP for
dedicated form.
Dire Porcupine (-1 race/+1½ shape) Nature's Ally (Novice): 3 PP for the first, +1
Race Creation: Assign another 5 skill points PP for each additional animal.
and ½ racial ability. Abilities:
Beast Shape (Novice): 1-3 PP. • Skills (+1/+0): Climbing d10, Tracking d4,
Nature's Ally (Novice): 3 PP for the first, +1 Swimming d10, Notice d4 and Stealth d8.
PP for each additional animal. • Agile (+2): +1 die step to Agility.
Abilities: • Weak (-2): -1 die step to Strength. If this
• Skills (-2½/+0): Fighting d6, Tracking d6, would take Strength below d4, instead suffer -1
Notice d6 and Stealth d8. to all Strength rolls (including damage) and
• Strong (+2): +1 die step to Strength. halve carrying capacity.
• Tough (+2): +1 die step to Vigor. • Slow (-1½): Pace 3.
• Edge (+2): Level Headed. • Bite (+1): Str.
• Thick Hide (+2): +2 armour. • Low Light Vision (+1): Dim/dark lighting.
• Tail Slap (+1): Str+d4. • Scent (+1): Navigate by scent (range 6").
• Low Light Vision (+1): Dim/dark lighting. • Very Stealthy (+2): +2 to Stealth rolls.
• Scent (+1): Navigate by scent (range 6"). • Wall Walker (+1): Climbing Pace 3".
• Quills (+½): Anyone attacking the creature • Natural Swimmer (+1): Swimming Pace of
with unarmed or natural weapons suffers 2d4 5", and +2 to resist drowning.
damage if they roll 1 on their Fighting die. This • Size -2 (-4): Toughness -2; Natural weapons
can cause Shaken but not wounds. reduced to Str damage.
• Size -1 (-2): Four feet tall; Toughness -1; • Small (+12): +2 to attack medium-sized
Natural weapons reduced to Str+d4 damage. foes, they receive -2 to their attacks.
• No Hands (-4): Can't use weapons or tools. • No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking. • No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing. • Naked (-2): Cannot wear armour or clothing.

Giant Porcupine (+2½ race/+6½ Dire Rat (+3 race/+1½ shape)


shape) Race Creation: Remove 1 racial ability.
Race Creation: Remove ½ racial ability. Beast Shape (Novice): 1-3 PP.
Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for Nature's Ally (Novice): 3 PP for the first, +1
dedicated form. PP for each additional animal.
Nature's Ally (Novice): 3 PP for the first, +1 Abilities:

~ 73 ~
• Skills (+1½/+0): Fighting d4, Climbing d10, Race Creation: Remove 1 racial ability.
Tracking d6, Swimming d10, Notice d6 and Beast Shape (Novice): 2-4 PP, or 1-3 PP for
Stealth d8. dedicated form.
• Agile (+4): +2 die steps to Agility. Nature's Ally (Novice): 3 PP for the first, +1
• Fast (+1): Pace 8. PP for each additional animal.
• Bite (+1): Str+d4; Disease. Abilities:
• Low Light Vision (+1): Dim/dark lighting. • Skills (-2½/+0): Climbing d12 and Notice
• Scent (+1): Navigate by scent (range 6"). d4.
• Stealthy (+1): +1 to Stealth rolls. • Agile (+6): +3 die steps to Agility.
• Wall Walker (+1): Climbing Pace 4". • Weak (-2): -1 die step to Strength. If this
• Natural Swimmer (+1): Swimming Pace of would take Strength below d4, instead suffer -1
5", and +2 to resist drowning. to all Strength rolls (including damage) and
• Disease (+½): Make a Vigor roll or become halve carrying capacity.
afflicted. • Bite (+1): Str.
• Size -1 (-2): Two feet long; Toughness -1; • Low Light Vision (+1): Dim/dark lighting.
Natural weapons reduced to Str+d4 damage. • Wall Walker (+1): Climbing Pace 6".
• No Hands (-4): Can't use weapons or tools. • Size -3 (-5½): 1½ feet long; Toughness -2;
• No Speech (-2): Not capable of speaking. Natural weapons reduced to Str damage.
• Naked (-2): Cannot wear armour or clothing. • Small (+12): +2 to attack medium-sized
foes, they receive -2 to their attacks.
Swarm Of Rats (+23 race/+17 • No Hands (-4): Can't use weapons or tools.
• No Speech (-2): Not capable of speaking.
shape) • Naked (-2): Cannot wear armour or clothing.
Race Creation: Remove 21 racial abilities.
Beast Shape (Heroic): 8-10 PP, or 4-6 PP for
dedicated form.
Dire Squirrel (+10 race/+12 shape)
Nature's Ally (Legendary): 7 PP for the first, Race Creation: Remove 8 racial abilities.
+5 PP for each additional animal. Beast Shape (Veteran): 6-8 PP, or 3-5 PP for
Abilities: dedicated form.
• Skills (+4/+0): Climbing d10, Tracking d8, Nature's Ally (Seasoned): 4 PP for the first,
Swimming d10, Notice d8 and Stealth d8. +2 PP for each additional animal.
• Agile (+2): +1 die step to Agility. Abilities:
• Stupid (-2/+0): -1 die step to Smarts (not • Skills (-2/+0): Fighting d8, Climbing d12 and
when shapechanging). Notice d6.
• Spirited (+4/+0): +2 die steps to Spirit (not • Agile (+8): +4 die steps to Agility.
when shapechanging). • Strong (+4): +2 die steps to Strength.
• Strong (+2): +1 die step to Strength. • Tough (+4): +2 die steps to Vigor.
• Tough (+2): +1 die step to Vigor. • Fast (+1): Pace 8.
• Edge (+2): Level Headed. • Bite (+1): Str+d6.
• Slow (-1½): Pace 3. • Low Light Vision (+1): Dim/dark lighting.
• Low Light Vision (+1): Dim/dark lighting. • Wall Walker (+1): Climbing Pace 6".
• Scent (+1): Navigate by scent (range 6"). • No Hands (-4): Can't use weapons or tools.
• Very Stealthy (+2): +2 to Stealth rolls. • No Speech (-2): Not capable of speaking.
• Swarm (+12): +2 Parry, immune to most • Naked (-2): Cannot wear armour or clothing.
weapons, automatically inflicts 2d6 damage to
everyone within a MBT. Flying Squirrel (-4½ race/+1
• Wall Walker (+1): Climbing Pace 3". shape)
• Natural Swimmer (+1): Swimming Pace of Race Creation: Assign another 7 skill points
5", and +2 to resist drowning. and 3 racial abilities.
• Disease (+½): Make a Vigor roll or become Beast Shape (Novice): 1-3 PP.
afflicted. Nature's Ally (Novice): 3 PP for the first, +1
• No Hands (-4): Can't use weapons or tools. PP for each additional animal.
• No Speech (-2): Not capable of speaking. Abilities:
• Naked (-2): Cannot wear armour or clothing. • Skills (-3½/+0): Climbing d10 and Notice
d4.
Squirrel (+3 race/+5½ shape) • Agile (+2): +1 die step to Agility.

~ 74 ~
• Stupid (-2/+0): -1 die step to Smarts (not • Strong (+10): +5 die steps to Strength.
when shapechanging). • Tough (+4): +2 die steps to Vigor.
• Weak (-2): -1 die step to Strength. If this • Slow (-1): Pace 4.
would take Strength below d4, instead suffer -1 • Tough Flesh (+2): +2 armour.
to all Strength rolls (including damage) and • Bite (+1): Str+d6.
halve carrying capacity. • Low Light Vision (+1): Dim/dark lighting.
• Frail (-2): -1 die step to Vigor. If this would • Scent (+1): Navigate by scent (range 6").
take Vigor below d4, instead suffer -1 to all Vigor • Natural Swimmer (+1): Swimming Pace of
rolls and reduce Toughness by 1 (this can take 7", and +2 to resist drowning.
Toughness below 1). • Size +3 (+4½): Toughness +3.
• Bite (+1): Str. • No Hands (-4): Can't use weapons or tools.
• Low Light Vision (+1): Dim/dark lighting. • No Speech (-2): Not capable of speaking.
• Glide (+1): Flying Pace of 8" and Climb -2, • Naked (-2): Cannot wear armour or clothing.
but cannot gain or maintain altitude.
• Size -2 (-4): Toughness -2; Natural weapons Sea Lion (+3½ race/+4½ shape)
reduced to Str damage. Race Creation: Remove 1½ racial abilities.
• Small (+12): +2 to attack medium-sized Beast Shape (Novice): 2-4 PP, or 1-3 PP for
foes, they receive -2 to their attacks. dedicated form.
• No Hands (-4): Can't use weapons or tools. Nature's Ally (Novice): 3 PP for the first, +1
• No Speech (-2): Not capable of speaking. PP for each additional animal.
• Naked (-2): Cannot wear armour or clothing. Abilities:
• Skills (-1/+0): Fighting d6, Tracking d8,
Seal Swimming d8 and Notice d8.
• Agile (+2): +1 die step to Agility.
• Strong (+2): +1 die step to Strength.
Seal (-11½ race/-8½ shape)
• Tough (+2): +1 die step to Vigor.
Race Creation: Assign another 6 skill points
• Slow (-1): Pace 4.
and 10½ racial abilities.
• Tough Flesh (+1): +1 armour.
Beast Shape (Novice): 1-3 PP.
• Bite (+1): Str+d6; Go for the Throat.
Nature's Ally (Novice): 3 PP for the first, +1
• Low Light Vision (+1): Dim/dark lighting.
PP for each additional animal.
• Scent (+1): Navigate by scent (range 6").
Abilities:
• Go for the Throat (+2): Target least
• Skills (-3/+0): Fighting d4, Swimming d10
armoured location on a raise.
and Notice d6.
• Natural Swimmer (+1): Swimming Pace of
• Slow (-2): Pace 2.
8", and +2 to resist drowning.
• Bite (+1): Str+d4.
• Hold Breath (+½): For Vigor x 10 minutes.
• Low Light Vision (+1): Dim/dark lighting.
• No Hands (-4): Can't use weapons or tools.
• Natural Swimmer (+1): Swimming Pace of
• No Speech (-2): Not capable of speaking.
9", and +2 to resist drowning.
• Naked (-2): Cannot wear armour or clothing.
• Hold Breath (+½): For Vigor x 10 minutes.
• Size -1 (-2): Toughness -1; Natural weapons
reduced to Str+d4 damage. Walrus (+12 race/+12½ shape)
• No Hands (-4): Can't use weapons or tools. Race Creation: Remove 10 racial abilities.
• No Speech (-2): Not capable of speaking. Beast Shape (Veteran): 6-8 PP, or 3-5 PP for
• Naked (-2): Cannot wear armour or clothing. dedicated form.
Nature's Ally (Veteran): 5 PP for the first, +3
PP for each additional animal.
Elephant Seal (+15 race/+15½
Abilities:
shape) • Skills (-½/+0): Fighting d6, Swimming d12
Race Creation: Remove 13 racial abilities. and Notice d8.
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for • Strong (+8): +4 die steps to Strength.
dedicated form. • Tough (+4): +2 die steps to Vigor.
Nature's Ally (Veteran): 5 PP for the first, +3 • Edge (+2): Trademark Weapon (bite).
PP for each additional animal. • Slow (-2): Pace 2.
Abilities: • Thick Hide (+2): +2 armour.
• Skills (-½/+0): Fighting d6, Tracking d8, • Bite (+1): Str+d6.
Swimming d8 and Notice d8.
~ 75 ~
• Low Light Vision (+1): Dim/dark lighting. Abilities:
• Natural Swimmer (+1): Swimming Pace of • Skills (-5½/+0): Tracking d6 and Notice d6.
7", and +2 to resist drowning. • Agile (+2): +1 die step to Agility.
• Hold Breath (+½): For Vigor x 10 minutes. • Weak (-2): -1 die step to Strength. If this
• Size +2 (+3): Ten feet long; Toughness +2. would take Strength below d4, instead suffer -1
• No Hands (-4): Can't use weapons or tools. to all Strength rolls (including damage) and
• No Speech (-2): Not capable of speaking. halve carrying capacity.
• Naked (-2): Cannot wear armour or clothing. • Bite/Claws (+1): Str.
• Spray (+1): Shooting; range 4/8/16; 2d6;
Emperor Walrus (+26 race/+23½ Musk (can cause Shaken but not wounds).
• Low Light Vision (+1): Dim/dark lighting.
shape) • Scent (+1): Navigate by scent (range 6").
Race Creation: Remove 24 racial abilities. • Size -2 (-4): Toughness -2; Natural weapons
Beast Shape (Legendary+1): 11-13 PP, or 5- reduced to Str damage.
7 PP for dedicated form. • Small (+12): +2 to attack medium-sized
Nature's Ally (Legendary+1): 8 PP for the foes, they receive -2 to their attacks.
first, +6 PP for each additional animal. • No Hands (-4): Can't use weapons or tools.
Abilities: • No Speech (-2): Not capable of speaking.
• Skills (+½/+0): Fighting d8, Swimming d12 • Naked (-2): Cannot wear armour or clothing.
and Notice d8.
• Spirited (+2/+0): +1 die step to Spirit (not
when shapechanging).
Giant Skunk (+9 race/+8 shape)
• Strong (+14): +7 die steps to Strength. Race Creation: Remove 7 racial abilities.
• Tough (+10): +5 die steps to Vigor. Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
• Edge (+2): Hard to Kill. dedicated form.
• Edge (+2): Strong Willed. Nature's Ally (Seasoned): 4 PP for the first,
• Edge (+2): Trademark Weapon (bite). +2 PP for each additional animal.
• Slow (-1): Pace 4. Abilities:
• Skin (+4): +4 armour. • Skills (+1/+0): Fighting d8, Climbing d8,
• Bite/Slam (+1): Str+d8; Knockback. Survival d4, Tracking d8, Notice d8 and Shooting
• Low Light Vision (+1): Dim/dark lighting. d6.
• Keen Eyes (+1): +2 to sight-based Notice • Agile (+4): +2 die steps to Agility.
rolls. • Strong (+4): +2 die steps to Strength.
• Knockback (+2): Opponent knocked back • Thick Pelt (+1): +1 armour.
d10" on a raise, if they hit a solid object they • Bite/Claws (+1): Str+d6.
suffer +d6 damage. • Spray (+1): Shooting; range 4/8/16; 2d6;
• Natural Swimmer (+1): Swimming Pace of Musk (can cause Shaken but not wounds).
9", and +2 to resist drowning. • Low Light Vision (+1): Dim/dark lighting.
• Hold Breath (+½): For Vigor x 10 minutes. • Scent (+1): Navigate by scent (range 6").
• Size +10 (+16): Twenty feet long; • Size +2 (+3): Toughness +2.
Toughness +10; Natural weapons increased to • No Hands (-4): Can't use weapons or tools.
Str+d10 damage. • No Speech (-2): Not capable of speaking.
• Huge (-24): -4 to attack medium-sized foes, • Naked (-2): Cannot wear armour or clothing.
they receive +4 to their attacks.
• No Hands (-4): Can't use weapons or tools. Sloth
• No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing.
Sloth (-½ race/-½ shape)
Race Creation: Assign another 2½ racial
Skunk abilities.
Beast Shape (Novice): 1-3 PP.
Skunk (-1½ race/+4 shape) Nature's Ally (Novice): 3 PP for the first, +1
Race Creation: Assign another 7 skill points. PP for each additional animal.
Beast Shape (Novice): 2-4 PP, or 1-3 PP for Abilities:
dedicated form. • Skills (+0/+0): Climbing d10, Tracking d4,
Nature's Ally (Novice): 3 PP for the first, +1 Swimming d4, Notice d4 and Stealth d8.
PP for each additional animal. • Clumsy (-2): -1 die step to Agility. If this
~ 76 ~
would take Agility below d4, instead suffer -1 to • Agile (+2): +1 die step to Agility.
all Agility rolls. • Stupid (-2/+0): -1 die step to Smarts (not
• Weak (-2): -1 die step to Strength. If this when shapechanging).
would take Strength below d4, instead suffer -1 • Strong (+12): +6 die steps to Strength.
to all Strength rolls (including damage) and • Tough (+4): +2 die steps to Vigor.
halve carrying capacity. • Slow (-1): Pace 4.
• Slow (-2½): Pace 1. • Tough Scales (+1): +1 armour.
• Claws (+1): Str. • Bite (+1): Str+d10; Constrict.
• Low Light Vision (+1): Dim/dark lighting. • Low Light Vision (+1): Dim/dark lighting.
• Scent (+1): Navigate by scent (range 6"). • Keen Eyes (+½): +1 to sight-based Notice
• Very Stealthy (+2): +2 to Stealth rolls. rolls.
• Wall Walker (+1): Climbing Pace 1". • Constrict (+2): Pin opponent on a raise,
• Size -2 (-4): Toughness -2; Natural weapons inflict Str+d6 per round after that, they require a
reduced to Str damage. raise on an opposed Strength roll to escape.
• Small (+12): +2 to attack medium-sized • Wall Walker (+1): Climbing Pace 4".
foes, they receive -2 to their attacks. • Natural Swimmer (+1): Swimming Pace of
• No Hands (-4): Can't use weapons or tools. 6", and +2 to resist drowning.
• No Speech (-2): Not capable of speaking. • Hardy (+1): A second Shaken result doesn't
• Naked (-2): Cannot wear armour or clothing. become a wound.
• Endurance (+2) +2 to Soak rolls.
Dire Sloth (+7 race/+5½ shape) • Size +4 (+6½): Toughness +4; Natural
Race Creation: Remove 5 racial abilities. weapons increased to Str+d8 damage.
Beast Shape (Novice): 2-4 PP, or 1-3 PP for • Large (-12): -2 to attack medium-sized foes,
dedicated form. they receive +2 to their attacks.
Nature's Ally (Novice): 3 PP for the first, +1 • No Hands (-4): Can't use weapons or tools.
PP for each additional animal. • No Speech (-2): Not capable of speaking.
Abilities: • Naked (-2): Cannot wear armour or clothing.
• Skills (+1½/+0): Fighting d6, Climbing d10,
Tracking d4, Swimming d10, Notice d4 and Giant Anaconda (+35 race/+30
Stealth d8. shape)
• Strong (+6): +3 die steps to Strength. Race Creation: Remove 33 racial abilities.
• Tough (+2): +1 die step to Vigor. Beast Shape (Legendary+3): 15-17 PP, or 7-
• Slow (-1½): Pace 3. 9 PP for dedicated form.
• Fur (+2): +2 armour. Nature's Ally (Legendary+3): 10 PP for the
• Claws/Bite (+1): Str+d6. first, +8 PP for each additional animal.
• Low Light Vision (+1): Dim/dark lighting. Abilities:
• Scent (+1): Navigate by scent (range 6"). • Skills (+7/+0): Fighting d8, Climbing d12,
• Wall Walker (+1): Climbing Pace 6". Tracking d12, Swimming d12 and Notice d8.
• Hardy (+1): A second Shaken result doesn't • Agile (+2): +1 die step to Agility.
become a wound. • Stupid (-2/+0): -1 die step to Smarts (not
• No Hands (-4): Can't use weapons or tools. when shapechanging).
• No Speech (-2): Not capable of speaking. • Strong (+16): +8 die steps to Strength.
• Naked (-2): Cannot wear armour or clothing. • Tough (+10): +5 die steps to Vigor.
• Edge (+2): Dodge.
Snake • Edge (+2): Level Headed.
• Edge (+2): Trademark Weapon (bite).
• Slow (-1): Pace 4.
Anaconda (+15½ race/+14 shape)
• Scales (+4): +4 armour.
Race Creation: Remove 13½ racial abilities.
• Bite (+1): Str+d8; Constrict.
Beast Shape (Heroic): 7-9 PP, or 3-5 PP for
• Low Light Vision (+1): Dim/dark lighting.
dedicated form.
• Scent (+1): Navigate by scent (range 6").
Nature's Ally (Veteran): 5 PP for the first, +3
• Keen Senses (+2): +2 to Notice rolls.
PP for each additional animal.
• Constrict (+2): Pin opponent on a raise,
Abilities:
inflict Str+d6 per round after that, they require a
• Skills (+3½/+0): Fighting d6, Climbing d12,
raise on an opposed Strength roll to escape.
Swimming d12, Notice d8 and Stealth d8.
~ 77 ~
• Wall Walker (+1): Climbing Pace 4". • Agile (+2): +1 die step to Agility.
• Natural Swimmer (+1): Swimming Pace of • Stupid (-2/+0): -1 die step to Smarts (not
7", and +2 to resist drowning. when shapechanging).
• Size +10 (+16): Toughness +10; Natural • Spirited (+4/+0): +2 die steps to Spirit (not
weapons increased to Str+d10 damage. when shapechanging).
• Huge (-24): -4 to attack medium-sized foes, • Strong (+10): +5 die steps to Strength.
they receive +4 to their attacks. • Tough (+6): +3 die steps to Vigor.
• No Hands (-4): Can't use weapons or tools. • Edge (+2): Level Headed.
• No Speech (-2): Not capable of speaking. • Edge (+2): Trademark Weapon (bite).
• Naked (-2): Cannot wear armour or clothing. • Tough Scales (+2): +2 armour.
• Bite (+1): Str+d6; Poison.
Asp (+17 race/+10 shape) • Low Light Vision (+1): Dim/dark lighting.
Race Creation: Remove 15 racial abilities. • Scent (+1): Navigate by scent (range 6").
Beast Shape (Veteran): 5-7 PP, or 2-4 PP for • Keen Senses (+1): +1 to Notice rolls.
dedicated form. • Stealthy (+1): +1 to Stealth rolls.
Nature's Ally (Heroic): 6 PP for the first, +4 • Wall Walker (+1): Climbing Pace 6".
PP for each additional animal. • Natural Swimmer (+1): Swimming Pace of
Abilities: 6", and +2 to resist drowning.
• Skills (+7/+0): Fighting d8, Climbing d10, • Poison (+4): Bite inflicts venomous poison if
Tracking d10, Swimming d10, Notice d8 and foe is Shaken or wounded.
Stealth d8. • Size +3 (+4½): Sixteen feet long; Toughness
• Agile (+2): +1 die step to Agility. +3.
• Stupid (-2/+0): -1 die step to Smarts (not • No Hands (-4): Can't use weapons or tools.
when shapechanging). • No Speech (-2): Not capable of speaking.
• Spirited (+2/+0): +1 die step to Spirit (not • Naked (-2): Cannot wear armour or clothing.
when shapechanging).
• Tough (+2): +1 die step to Vigor. King Cobra (+35 race/+28 shape)
• Edge (+2): Level Headed. Race Creation: Remove 33 racial abilities.
• Slow (-1): Pace 4. Beast Shape (Legendary+2): 14-16 PP, or 7-
• Tough Scales (+1): +1 armour. 9 PP for dedicated form.
• Bite (+1): Str+d6; Poison. Nature's Ally (Legendary+3): 10 PP for the
• Low Light Vision (+1): Dim/dark lighting. first, +8 PP for each additional animal.
• Scent (+1): Navigate by scent (range 6"). Abilities:
• Keen Senses (+1): +1 to Notice rolls. • Skills (+5/+0): Fighting d6, Climbing d10,
• Very Stealthy (+2): +2 to Stealth rolls. Tracking d10, Swimming d10, Notice d8 and
• Wall Walker (+1): Climbing Pace 4". Stealth d6.
• Natural Swimmer (+1): Swimming Pace of • Agile (+2): +1 die step to Agility.
5", and +2 to resist drowning. • Stupid (-2/+0): -1 die step to Smarts (not
• Poison (+4): Bite inflicts venomous poison if when shapechanging).
foe is Shaken or wounded. • Spirited (+4/+0): +2 die steps to Spirit (not
• No Hands (-4): Can't use weapons or tools. when shapechanging).
• No Speech (-2): Not capable of speaking. • Strong (+8): +4 die steps to Strength.
• Naked (-2): Cannot wear armour or clothing. • Tough (+10): +5 die steps to Vigor.
• Edge (+2): Level Headed.
Emperor Cobra (+41 race/+31½ • Slow (-1): Pace 4.
• Tough Scales (+2): +2 armour.
shape) • Bite (+1): Str+d6; Poison.
Race Creation: Remove 39 racial abilities. • Low Light Vision (+1): Dim/dark lighting.
Beast Shape (Legendary+3): 15-17 PP, or 7- • Scent (+1): Navigate by scent (range 6").
9 PP for dedicated form. • Keen Senses (+1): +1 to Notice rolls.
Nature's Ally (Legendary+5): 12 PP for the • Wall Walker (+1): Climbing Pace 4".
first, +10 PP for each additional animal. • Natural Swimmer (+1): Swimming Pace of
Abilities: 5", and +2 to resist drowning.
• Skills (+7½/+0): Fighting d8, Climbing d12, • Poison (+4): Bite inflicts venomous poison if
Tracking d10, Swimming d12, Notice d8 and foe is Shaken or wounded.
Stealth d8. • Size +2 (+3): Toughness +2.
~ 78 ~
• No Hands (-4): Can't use weapons or tools. • Constrict (+2): Pin opponent on a raise,
• No Speech (-2): Not capable of speaking. inflict Str+d6 per round after that, they require a
• Naked (-2): Cannot wear armour or clothing. raise on an opposed Strength roll to escape.
• Wall Walker (+1): Climbing Pace 4".
Spitting Cobra (+6 race/+9 shape) • Natural Swimmer (+1): Swimming Pace of
Race Creation: Remove 4 racial abilities. 5", and +2 to resist drowning.
Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for • Endurance (+2) +2 to Soak rolls.
dedicated form. • No Hands (-4): Can't use weapons or tools.
Nature's Ally (Novice): 3 PP for the first, +1 • No Speech (-2): Not capable of speaking.
PP for each additional animal. • Naked (-2): Cannot wear armour or clothing.
Abilities:
• Skills (-3/+0): Climbing d4, Tracking d6, Sea Snake (-1 race/-½ shape)
Swimming d4, Notice d6 and Stealth d8. Race Creation: Assign another 3 racial abilities.
• Agile (+4): +2 die steps to Agility. Beast Shape (Novice): 1-3 PP.
• Weak (-2): -1 die step to Strength. If this Nature's Ally (Novice): 3 PP for the first, +1
would take Strength below d4, instead suffer -1 PP for each additional animal.
to all Strength rolls (including damage) and Abilities:
halve carrying capacity. • Skills (+1½/+0): Fighting d6, Climbing d8,
• Slow (-1): Pace 4. Swimming d8, Notice d8 and Stealth d8.
• Bite (+1): Str; Poison. • Agile (+2): +1 die step to Agility.
• Low Light Vision (+1): Dim/dark lighting. • Stupid (-2/+0): -1 die step to Smarts (not
• Scent (+1): Navigate by scent (range 6"). when shapechanging).
• Stealthy (+1): +1 to Stealth rolls. • Weak (-2): -1 die step to Strength. If this
• Poison (+4): Bite inflicts venomous poison if would take Strength below d4, instead suffer -1
foe is Shaken or wounded. to all Strength rolls (including damage) and
• Size -2 (-4): Three feet long; Toughness -2; halve carrying capacity.
Natural weapons reduced to Str damage. • Slow (-1): Pace 4.
• Small (+12): +2 to attack medium-sized • Bite (+1): Str+d4; Poison.
foes, they receive -2 to their attacks. • Low Light Vision (+1): Dim/dark lighting.
• No Hands (-4): Can't use weapons or tools. • Very Stealthy (+2): +2 to Stealth rolls.
• No Speech (-2): Not capable of speaking. • Wall Walker (+1): Climbing Pace 4".
• Naked (-2): Cannot wear armour or clothing. • Natural Swimmer (+1): Swimming Pace of
7", and +2 to resist drowning.
Constrictor Snake (+12½ race/+9½ • Hold Breath (+½): For Vigor x 10 minutes.
• Poison (+4): Bite inflicts venomous poison if
shape) foe is Shaken or wounded.
Race Creation: Remove 10½ racial abilities. • Size -1 (-2): Four feet long; Toughness -1;
Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for Natural weapons reduced to Str+d4 damage.
dedicated form. • No Hands (-4): Can't use weapons or tools.
Nature's Ally (Veteran): 5 PP for the first, +3 • No Speech (-2): Not capable of speaking.
PP for each additional animal. • Naked (-2): Cannot wear armour or clothing.
Abilities:
• Skills (+5/+0): Fighting d6, Climbing d10,
Tracking d10, Swimming d10, Notice d8 and
Giant Sea Snake (+27 race/+23
Stealth d8. shape)
• Agile (+4): +2 die steps to Agility. Race Creation: Remove 25 racial abilities.
• Stupid (-2/+0): -1 die step to Smarts (not Beast Shape (Legendary+1): 11-13 PP, or 5-
when shapechanging). 7 PP for dedicated form.
• Strong (+4): +2 die steps to Strength. Nature's Ally (Legendary+1): 8 PP for the
• Slow (-1): Pace 4. first, +6 PP for each additional animal.
• Green Scales (+1): +1 armour. Abilities:
• Bite (+1): Str+d6; Constrict. • Skills (+4/+0): Fighting d8, Climbing d12,
• Scent (+1): Navigate by scent (range 6"). Swimming d12, Notice d8 and Stealth d8.
• Keen Nose (+½): +1 to smell-based Notice • Agile (+2): +1 die step to Agility.
rolls. • Stupid (-2/+0): -1 die step to Smarts (not
• Stealthy (+1): +1 to Stealth rolls. when shapechanging).

~ 79 ~
• Spirited (+2/+0): +1 die step to Spirit (not • Size -2 (-4): Toughness -2; Natural weapons
when shapechanging). reduced to Str damage.
• Strong (+14): +7 die steps to Strength. • Small (+12): +2 to attack medium-sized
• Tough (+8): +4 die steps to Vigor. foes, they receive -2 to their attacks.
• Edge (+4): Improved Level Headed. • No Hands (-4): Can't use weapons or tools.
• Edge (+2): Trademark Weapon (bite). • No Speech (-2): Not capable of speaking.
• Tough Scales (+3): +3 armour. • Naked (-2): Cannot wear armour or clothing.
• Bite (+1): Str+d8; Poison.
• Low Light Vision (+1): Dim/dark lighting. Snake Swarm (+26½ race/+21
• Keen Eyes (+½): +1 to sight-based Notice
rolls. shape)
• Wall Walker (+1): Climbing Pace 4". Race Creation: Remove 24½ racial abilities.
• Natural Swimmer (+1): Swimming Pace of Beast Shape (Legendary): 10-12 PP, or 5-7
7", and +2 to resist drowning. PP for dedicated form.
• Hold Breath (+½): For Vigor x 10 minutes. Nature's Ally (Legendary+1): 8 PP for the
• Poison (+4): Bite inflicts venomous poison if first, +6 PP for each additional animal.
foe is Shaken or wounded. Abilities:
• Size +8 (+13): Thirty feet long; Toughness • Skills (+3½/+0): Climbing d12, Tracking d8,
+8; Natural weapons increased to Str+d10 Swimming d8, Notice d8 and Stealth d8.
damage. • Agile (+2): +1 die step to Agility.
• Huge (-24): -4 to attack medium-sized foes, • Stupid (-2/+0): -1 die step to Smarts (not
they receive +4 to their attacks. when shapechanging).
• No Hands (-4): Can't use weapons or tools. • Spirited (+4/+0): +2 die steps to Spirit (not
• No Speech (-2): Not capable of speaking. when shapechanging).
• Naked (-2): Cannot wear armour or clothing. • Strong (+4): +2 die steps to Strength.
• Tough (+2): +1 die step to Vigor.
• Edge (+4): Improved Level Headed.
Sea Krait (+12½ race/+10 shape) • Slow (-1): Pace 4.
Race Creation: Remove 10½ racial abilities. • Low Light Vision (+1): Dim/dark lighting.
Beast Shape (Veteran): 5-7 PP, or 2-4 PP for • Scent (+1): Navigate by scent (range 6").
dedicated form. • Very Stealthy (+2): +2 to Stealth rolls.
Nature's Ally (Veteran): 5 PP for the first, +3 • Swarm (+12): +2 Parry, immune to most
PP for each additional animal. weapons, automatically inflicts 2d6 damage to
Abilities: everyone within a MBT.
• Skills (+4½/+0): Climbing d10, Tracking d8, • Wall Walker (+1): Climbing Pace 4".
Swimming d10, Notice d8 and Stealth d8. • Natural Swimmer (+1): Swimming Pace of
• Agile (+4): +2 die steps to Agility. 5", and +2 to resist drowning.
• Stupid (-2/+0): -1 die step to Smarts (not • No Hands (-4): Can't use weapons or tools.
when shapechanging). • No Speech (-2): Not capable of speaking.
• Weak (-2): -1 die step to Strength. If this • Naked (-2): Cannot wear armour or clothing.
would take Strength below d4, instead suffer -1
to all Strength rolls (including damage) and
halve carrying capacity. Venomous Snake Swarm (+40
• Frail (-2): -1 die step to Vigor. If this would race/+33 shape)
take Vigor below d4, instead suffer -1 to all Vigor Race Creation: Remove 38 racial abilities.
rolls and reduce Toughness by 1 (this can take Beast Shape (Legendary+3): 16-18 PP, or 8-
Toughness below 1). 10 PP for dedicated form.
• Slow (-1): Pace 4. Nature's Ally (Legendary+5): 12 PP for the
• Bite (+1): Str; Poison. first, +10 PP for each additional animal.
• Low Light Vision (+1): Dim/dark lighting. Abilities:
• Scent (+1): Navigate by scent (range 6"). • Skills (+5/+0): Climbing d12, Tracking d10,
• Very Stealthy (+2): +2 to Stealth rolls. Swimming d10, Notice d8 and Stealth d8.
• Wall Walker (+1): Climbing Pace 4". • Agile (+4): +2 die steps to Agility.
• Natural Swimmer (+1): Swimming Pace of • Stupid (-2/+0): -1 die step to Smarts (not
5", and +2 to resist drowning. when shapechanging).
• Poison (+4): Bite inflicts venomous poison if • Spirited (+4/+0): +2 die steps to Spirit (not
foe is Shaken or wounded. when shapechanging).
~ 80 ~
• Strong (+4): +2 die steps to Strength. dedicated form.
• Tough (+6): +3 die steps to Vigor. Nature's Ally (Veteran): 5 PP for the first, +3
• Edge (+4): Improved Level Headed. PP for each additional animal.
• Slow (-1): Pace 4. Abilities:
• Tough Scales (+1): +1 armour. • Skills (+4½/+0): Climbing d10, Tracking d8,
• Low Light Vision (+1): Dim/dark lighting. Swimming d10, Notice d8 and Stealth d8.
• Scent (+1): Navigate by scent (range 6"). • Agile (+4): +2 die steps to Agility.
• Keen Senses (+1): +1 to Notice rolls. • Stupid (-2/+0): -1 die step to Smarts (not
• Very Stealthy (+2): +2 to Stealth rolls. when shapechanging).
• Swarm (+12): +2 Parry, immune to most • Weak (-2): -1 die step to Strength. If this
weapons, automatically inflicts 2d6 damage to would take Strength below d4, instead suffer -1
everyone within a MBT. to all Strength rolls (including damage) and
• Wall Walker (+1): Climbing Pace 4". halve carrying capacity.
• Natural Swimmer (+1): Swimming Pace of • Frail (-2): -1 die step to Vigor. If this would
5", and +2 to resist drowning. take Vigor below d4, instead suffer -1 to all Vigor
• Poison (+4): Swarm inflicts venomous poison rolls and reduce Toughness by 1 (this can take
if foe is Shaken or wounded. Toughness below 1).
• No Hands (-4): Can't use weapons or tools. • Slow (-1): Pace 4.
• No Speech (-2): Not capable of speaking. • Bite (+1): Str; Poison.
• Naked (-2): Cannot wear armour or clothing. • Low Light Vision (+1): Dim/dark lighting.
• Scent (+1): Navigate by scent (range 6").
Venomous Snake (+6 race/+3 shape) • Very Stealthy (+2): +2 to Stealth rolls.
Race Creation: Remove 4 racial abilities. • Wall Walker (+1): Climbing Pace 4".
Beast Shape (Novice): 1-3 PP. • Natural Swimmer (+1): Swimming Pace of
Nature's Ally (Novice): 3 PP for the first, +1 5", and +2 to resist drowning.
PP for each additional animal. • Poison (+4): Bite inflicts venomous poison if
Abilities: foe is Shaken or wounded.
• Skills (+5/+0): Fighting d6, Climbing d8, • Size -2 (-4): Toughness -2; Natural weapons
Tracking d8, Swimming d8, Notice d8 and reduced to Str damage.
Stealth d8. • Small (+12): +2 to attack medium-sized
• Stupid (-2/+0): -1 die step to Smarts (not foes, they receive -2 to their attacks.
when shapechanging). • No Hands (-4): Can't use weapons or tools.
• Weak (-2): -1 die step to Strength. If this • No Speech (-2): Not capable of speaking.
would take Strength below d4, instead suffer -1 • Naked (-2): Cannot wear armour or clothing.
to all Strength rolls (including damage) and
halve carrying capacity. Squid
• Tough (+2): +1 die step to Vigor.
• Edge (+2): Level Headed.
Squid (+2 race/+5 shape)
• Slow (-1): Pace 4.
Race Creation: Already balanced.
• Tough Scales (+1): +1 armour.
Beast Shape (Novice): 2-4 PP, or 1-3 PP for
• Bite (+1): Str+d6; Poison.
dedicated form.
• Low Light Vision (+1): Dim/dark lighting.
Nature's Ally (Novice): 3 PP for the first, +1
• Scent (+1): Navigate by scent (range 6").
PP for each additional animal.
• Wall Walker (+1): Climbing Pace 4".
Abilities:
• Natural Swimmer (+1): Swimming Pace of
• Skills (-3/+0): Fighting d6, Swimming d10
5", and +2 to resist drowning.
and Notice d8.
• Poison (+4): Bite inflicts venomous poison if
• Agile (+2): +1 die step to Agility.
foe is Shaken or wounded.
• Strong (+2): +1 die step to Strength.
• No Hands (-4): Can't use weapons or tools.
• Edge (+2): Ambidextrous.
• No Speech (-2): Not capable of speaking.
• Edge (+4): Improved Level Headed.
• Naked (-2): Cannot wear armour or clothing.
• Slow (-3): Pace 0.
• Bite/Tentacles (+1): Str+d6; Reach 1";
Viper (+12½ race/+10 shape) Grab.
Race Creation: Remove 10½ racial abilities. • Low Light Vision (+1): Dim/dark lighting.
Beast Shape (Veteran): 5-7 PP, or 2-4 PP for • Grab (+2): Pin your opponent if you hit with a

~ 81 ~
raise, they require a raise on an opposed Abilities:
Strength roll to escape. • Skills (-5/+0): Fighting d4 and Notice d8.
• Aquatic (+2): Gain Swimming d6 (or +1 die • Agile (+2): +1 die step to Agility.
step if already have the skill). Swimming Pace of • Tough (+4): +2 die steps to Vigor.
10", and cannot drown. • Bite (+1): Str+d4.
• No Hands (-4): Can't use weapons or tools. • Low Light Vision (+1): Dim/dark lighting.
• No Speech (-2): Not capable of speaking. • Size -1 (-2): Two feet tall; Toughness -1;
• Naked (-2): Cannot wear armour or clothing. Natural weapons reduced to Str+d4 damage.
• No Hands (-4): Can't use weapons or tools.
Giant Squid (+26 race/+28 shape) • No Speech (-2): Not capable of speaking.
Race Creation: Remove 24 racial abilities. • Naked (-2): Cannot wear armour or clothing.
Beast Shape (Legendary+2): 14-16 PP, or 7-
9 PP for dedicated form. Brush Thylacine (+3½ race/+7
Nature's Ally (Legendary+1): 8 PP for the shape)
first, +6 PP for each additional animal. Race Creation: Remove 1½ racial abilities.
Abilities: Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
• Skills (-2/+0): Fighting d8, Swimming d12 dedicated form.
and Notice d8. Nature's Ally (Novice): 3 PP for the first, +1
• Agile (+4): +2 die steps to Agility. PP for each additional animal.
• Strong (+12): +6 die steps to Strength. Abilities:
• Tough (+6): +3 die steps to Vigor. • Skills (-3½/+0): Fighting d6, Notice d8 and
• Edge (+2): Ambidextrous. Stealth d6.
• Edge (+2): Combat Reflexes. • Agile (+2): +1 die step to Agility.
• Edge (+4): Improved Level Headed. • Strong (+4): +2 die steps to Strength.
• Slow (-3): Pace 0. • Tough (+6): +3 die steps to Vigor.
• Tough Flesh (+2): +2 armour. • Striped Fur (+1): +1 armour.
• Bite (+1): Str+d8. • Bite (+1): Str+d6.
• Low Light Vision (+1): Dim/dark lighting. • Low Light Vision (+1): Dim/dark lighting.
• Keen Eyes (+1): +2 to sight-based Notice • No Hands (-4): Can't use weapons or tools.
rolls. • No Speech (-2): Not capable of speaking.
• Constrict (+2): Pin opponent on a raise, • Naked (-2): Cannot wear armour or clothing.
inflict Str+d6 per round after that, they require a
raise on an opposed Strength roll to escape.
• Aquatic (+2): Gain Swimming d6 (or +1 die Tortoise
step if already have the skill). Swimming Pace of
12", and cannot drown. Giant Tortoise (-5 race/-1 shape)
• Hardy (+1): A second Shaken result doesn't Race Creation: Assign another 8 skill points
become a wound. and 3 racial abilities.
• Size +7 (+11): Forty-five feet long; Beast Shape (Novice): 1-3 PP.
Toughness +7; Natural weapons increased to Nature's Ally (Novice): 3 PP for the first, +1
Str+d8 damage. PP for each additional animal.
• Large (-12): -2 to attack medium-sized foes, Abilities:
they receive +2 to their attacks. • Skills (-4/+0): Fighting d6 and Notice d8.
• No Hands (-4): Can't use weapons or tools. • Clumsy (-2): -1 die step to Agility. If this
• No Speech (-2): Not capable of speaking. would take Agility below d4, instead suffer -1 to
• Naked (-2): Cannot wear armour or clothing. all Agility rolls.
• Strong (+2): +1 die step to Strength.
Thylacine • Tough (+4): +2 die steps to Vigor.
• Slow (-2): Pace 2.
• Leathery Skin (+2): +2 armour.
Thylacine (-7 race/-2 shape) • Bite (+1): Str+d6.
Race Creation: Assign another 10 skill points • Low Light Vision (+1): Dim/dark lighting.
and 4 racial abilities. • Hardy (+1): A second Shaken result doesn't
Beast Shape (Novice): 1-3 PP. become a wound.
Nature's Ally (Novice): 3 PP for the first, +1 • No Hands (-4): Can't use weapons or tools.
PP for each additional animal. • No Speech (-2): Not capable of speaking.
~ 82 ~
• Naked (-2): Cannot wear armour or clothing. • Hardy (+1): A second Shaken result doesn't
become a wound.
Immense Tortoise (+29 race/+32 • Size +2 (+3): Ten feet long; Toughness +2.
• No Hands (-4): Can't use weapons or tools.
shape) • No Speech (-2): Not capable of speaking.
Race Creation: Remove 27 racial abilities. • Naked (-2): Cannot wear armour or clothing.
Beast Shape (Legendary+3): 16-18 PP, or 8-
10 PP for dedicated form.
Nature's Ally (Legendary+2): 9 PP for the Turtle
first, +7 PP for each additional animal.
Abilities: Turtle (-6½ race/-3½ shape)
• Skills (-3/+0): Fighting d8 and Notice d8. Race Creation: Assign another 6 skill points
• Clumsy (-2): -1 die step to Agility. If this and 5½ racial abilities.
would take Agility below d4, instead suffer -1 to Beast Shape (Novice): 1-3 PP.
all Agility rolls. Nature's Ally (Novice): 3 PP for the first, +1
• Strong (+18): +9 die steps to Strength. PP for each additional animal.
• Tough (+10): +5 die steps to Vigor. Abilities:
• Slow (-1): Pace 4. • Skills (-3/+0): Swimming d10 and Notice d6.
• Thick Shell (+6): +6 armour. • Clumsy (-2): -1 die step to Agility. If this
• Bite (+1): Str+d8. would take Agility below d4, instead suffer -1 to
• Low Light Vision (+1): Dim/dark lighting. all Agility rolls.
• Keen Eyes (+1): +2 to sight-based Notice • Weak (-2): -1 die step to Strength. If this
rolls. would take Strength below d4, instead suffer -1
• Hardy (+1): A second Shaken result doesn't to all Strength rolls (including damage) and
become a wound. halve carrying capacity.
• Size +16 (+25): Toughness +16; Natural • Frail (-2): -1 die step to Vigor. If this would
weapons increased to Str+d10 damage. take Vigor below d4, instead suffer -1 to all Vigor
• Gargantuan (-20): -4 to attack medium-sized rolls and reduce Toughness by 1 (this can take
foes, they receive +4 to their attacks. Counts as Toughness below 1).
having Heavy Armour and Heavy Weapons. • Slow (-2½): Pace 1.
• No Hands (-4): Can't use weapons or tools. • Thick Shell (+2): +2 armour.
• No Speech (-2): Not capable of speaking. • Bite (+1): Str.
• Naked (-2): Cannot wear armour or clothing. • Low Light Vision (+1): Dim/dark lighting.
• Natural Swimmer (+1): Swimming Pace of
Giant Tuatara 5", and +2 to resist drowning.
• Size -2 (-4): Toughness -2; Natural weapons
reduced to Str damage.
Giant Tuatara (+19½ race/+18 • Small (+12): +2 to attack medium-sized
shape) foes, they receive -2 to their attacks.
Race Creation: Remove 17½ racial abilities. • No Hands (-4): Can't use weapons or tools.
Beast Shape (Legendary): 9-11 PP, or 4-6 PP • No Speech (-2): Not capable of speaking.
for dedicated form. • Naked (-2): Cannot wear armour or clothing.
Nature's Ally (Heroic): 6 PP for the first, +4
PP for each additional animal. Snapping Turtle (-6½ race/-1½
Abilities:
• Skills (+1½/+0): Fighting d6, Climbing d8,
shape)
Tracking d8, Swimming d8, Notice d8 and Race Creation: Assign another 6 skill points
Stealth d4. and 5½ racial abilities.
• Strong (+8): +4 die steps to Strength. Beast Shape (Novice): 1-3 PP.
• Tough (+6): +3 die steps to Vigor. Nature's Ally (Novice): 3 PP for the first, +1
• Edge (+2): Level Headed. PP for each additional animal.
• Hard Scales (+2): +2 armour. Abilities:
• Bite (+1): Str+d6. • Skills (-3/+0): Tracking d6, Swimming d6
• Low Light Vision (+1): Dim/dark lighting. and Notice d6.
• Scent (+1): Navigate by scent (range 6"). • Clumsy (-2): -1 die step to Agility. If this
• Burrow (+1): Burrow and reappear within 2". would take Agility below d4, instead suffer -1 to
all Agility rolls.
~ 83 ~
• Stupid (-2/+0): -1 die step to Smarts (not • Size +10 (+16): Toughness +10; Natural
when shapechanging). weapons increased to Str+d10 damage.
• Weak (-2): -1 die step to Strength. If this • Huge (-24): -4 to attack medium-sized foes,
would take Strength below d4, instead suffer -1 they receive +4 to their attacks.
to all Strength rolls (including damage) and • No Hands (-4): Can't use weapons or tools.
halve carrying capacity. • No Speech (-2): Not capable of speaking.
• Slow (-2): Pace 2. • Naked (-2): Cannot wear armour or clothing.
• Bite (+1): Str.
• Low Light Vision (+1): Dim/dark lighting. Weasel
• Scent (+1): Navigate by scent (range 6").
• Natural Swimmer (+1): Swimming Pace of
5", and +2 to resist drowning. Weasel (+5½ race/+7 shape)
• Hold Breath (+½): For Vigor x 10 minutes. Race Creation: Remove 3½ racial abilities.
• Size -2 (-4): Toughness -2; Natural weapons Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
reduced to Str damage. dedicated form.
• Small (+12): +2 to attack medium-sized Nature's Ally (Novice): 3 PP for the first, +1
foes, they receive -2 to their attacks. PP for each additional animal.
• No Hands (-4): Can't use weapons or tools. Abilities:
• No Speech (-2): Not capable of speaking. • Skills (-1½/+0): Climbing d10, Tracking d4,
• Naked (-2): Cannot wear armour or clothing. Notice d4 and Stealth d8.
• Agile (+2): +1 die step to Agility.
• Weak (-2): -1 die step to Strength. If this
Giant Snapping Turtle (+30
would take Strength below d4, instead suffer -1
race/+25½ shape) to all Strength rolls (including damage) and
Race Creation: Remove 28 racial abilities. halve carrying capacity.
Beast Shape (Legendary+1): 12-14 PP, or 6- • Slow (-1): Pace 4.
8 PP for dedicated form. • Bite (+1): Str; Attach.
Nature's Ally (Legendary+2): 9 PP for the • Low Light Vision (+1): Dim/dark lighting.
first, +7 PP for each additional animal. • Scent (+1): Navigate by scent (range 6").
Abilities: • Very Stealthy (+2): +2 to Stealth rolls.
• Skills (+6½/+0): Fighting d8, Tracking d12, • Attach (+2): Attach yourself to opponent on a
Swimming d12 and Notice d8. raise, automatically inflict Str+d6 damage each
• Clumsy (-2): -1 die step to Agility. If this round after that, victim require a raise on an
would take Agility below d4, instead suffer -1 to opposed Strength roll to pull you off.
all Agility rolls. • Wall Walker (+1): Climbing Pace 4".
• Stupid (-2/+0): -1 die step to Smarts (not • Size -2 (-4): Toughness -2; Natural weapons
when shapechanging). reduced to Str damage.
• Strong (+14): +7 die steps to Strength. • Small (+12): +2 to attack medium-sized
• Tough (+8): +4 die steps to Vigor. foes, they receive -2 to their attacks.
• Edge (+2): Level Headed. • No Hands (-4): Can't use weapons or tools.
• Edge (+2): Strong Willed. • No Speech (-2): Not capable of speaking.
• Edge (+2): Trademark Weapon (bite). • Naked (-2): Cannot wear armour or clothing.
• Slow (-1): Pace 4.
• Thick Shell (+4): +4 armour.
Dire Weasel (+4½ race/+6 shape)
• Bite (+1): Str+d8; Grab.
Race Creation: Remove 2½ racial abilities.
• Low Light Vision (+1): Dim/dark lighting.
Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for
• Scent (+1): Navigate by scent (range 6").
dedicated form.
• Keen Senses (+2): +2 to Notice rolls.
Nature's Ally (Novice): 3 PP for the first, +1
• Grab (+2): Pin your opponent if you hit with a
PP for each additional animal.
raise, they require a raise on an opposed
Abilities:
Strength roll to escape.
• Skills (-1½/+0): Fighting d8, Climbing d6,
• Swallow (+2): Can swallow victims whole.
Tracking d6, Notice d6 and Stealth d8.
• Natural Swimmer (+1): Swimming Pace of
• Agile (+6): +3 die steps to Agility.
6", and +2 to resist drowning.
• Strong (+2): +1 die step to Strength.
• Hold Breath (+½): For Vigor x 10 minutes.
• Fast (+1): Pace 8.
• Endurance (+2) +2 to Soak rolls.
• Thick Pelt (+1): +1 armour.
~ 84 ~
• Bite (+1): Str+d6. • Blindsight (+3): Ignore sight-based penalties
• Low Light Vision (+1): Dim/dark lighting. and gaze attacks (range 24").
• Scent (+1): Navigate by scent (range 6"). • Keen Eyes (+1): +2 to sight-based Notice
• Stealthy (+1): +1 to Stealth rolls. rolls.
• No Hands (-4): Can't use weapons or tools. • Natural Swimmer (+1): Swimming Pace of
• No Speech (-2): Not capable of speaking. 8", and +2 to resist drowning.
• Naked (-2): Cannot wear armour or clothing. • Hold Breath (+½): For Vigor x 10 minutes.
• Hardy (+1): A second Shaken result doesn't
Giant Weasel (+9 race/+7 shape) become a wound.
Race Creation: Remove 7 racial abilities. • Size +10 (+16): Toughness +10; Natural
Beast Shape (Seasoned): 3-5 PP, or 1-3 PP for weapons increased to Str+d10 damage.
dedicated form. • Huge (-24): -4 to attack medium-sized foes,
Nature's Ally (Seasoned): 4 PP for the first, they receive +4 to their attacks.
+2 PP for each additional animal. • No Hands (-4): Can't use weapons or tools.
Abilities: • No Speech (-2): Not capable of speaking.
• Skills (+2/+0): Fighting d8, Climbing d6, • Naked (-2): Cannot wear armour or clothing.
Tracking d8, Swimming d8, Notice d8 and
Stealth d8. Blue Whale (+48½ race/+46 shape)
• Agile (+6): +3 die steps to Agility. Race Creation: Remove 46½ racial abilities.
• Strong (+2): +1 die step to Strength. Beast Shape (Legendary+7): 23-25 PP, or
• Fast (+1): Pace 8. 11-13 PP for dedicated form.
• Bite (+1): Str+d6; Grab. Nature's Ally (Legendary+7): 14 PP for the
• Low Light Vision (+1): Dim/dark lighting. first, +12 PP for each additional animal.
• Scent (+1): Navigate by scent (range 6"). Abilities:
• Stealthy (+1): +1 to Stealth rolls. • Skills (+2½/+0): Fighting d10, Swimming
• Grab (+2): Pin your opponent if you hit with a d12 and Notice d8.
raise, they require a raise on an opposed • Clumsy (-2): -1 die step to Agility. If this
Strength roll to escape. would take Agility below d4, instead suffer -1 to
• No Hands (-4): Can't use weapons or tools. all Agility rolls.
• No Speech (-2): Not capable of speaking. • Strong (+20): +10 die steps to Strength.
• Naked (-2): Cannot wear armour or clothing. • Tough (+12): +6 die steps to Vigor.
• Edge (+2): Hard to Kill.
Whale • Edge (+2): Strong Willed.
• Edge (+2): Trademark Weapon (tail slap).
• Slow (-3): Pace 0.
Whale (+28 race/+25½ shape) • Thick Flesh (+6): +6 armour.
Race Creation: Remove 26 racial abilities. • Tail Slap (+1): Str+d8; Knockback.
Beast Shape (Legendary+1): 12-14 PP, or 6- • Low Light Vision (+1): Dim/dark lighting.
8 PP for dedicated form. • Keen Eyes (+1): +2 to sight-based Notice
Nature's Ally (Legendary+2): 9 PP for the rolls.
first, +7 PP for each additional animal. • Swallow (+2): Can swallow victims whole.
Abilities: • Knockback (+2): Opponent knocked back
• Skills (+2½/+0): Fighting d10, Swimming d12" on a raise, if they hit a solid object they
d12 and Notice d8. suffer +d6 damage.
• Clumsy (-2): -1 die step to Agility. If this • Natural Swimmer (+1): Swimming Pace of
would take Agility below d4, instead suffer -1 to 9", and +2 to resist drowning.
all Agility rolls. • Hold Breath (+½): For Vigor x 10 minutes.
• Strong (+18): +9 die steps to Strength. • Size +17 (+26½): One hundred feet long;
• Tough (+10): +5 die steps to Vigor. Toughness +17; Natural weapons increased to
• Edge (+2): Hard to Kill. Str+d10 damage.
• Edge (+2): Level Headed. • Gargantuan (-20): -4 to attack medium-sized
• Edge (+2): Strong Willed. foes, they receive +4 to their attacks. Counts as
• Slow (-3): Pace 0. having Heavy Armour and Heavy Weapons.
• Thick Flesh (+4): +4 armour. • No Hands (-4): Can't use weapons or tools.
• Tail Slap/Bite (+1): Str+d8. • No Speech (-2): Not capable of speaking.
• Low Light Vision (+1): Dim/dark lighting. • Naked (-2): Cannot wear armour or clothing.
~ 85 ~
would take Agility below d4, instead suffer -1 to
Crimson Whale (+27 race/+25½ all Agility rolls.
• Strong (+24): +12 die steps to Strength.
shape) • Tough (+12): +6 die steps to Vigor.
Race Creation: Remove 25 racial abilities. • Edge (+2): Hard to Kill.
Beast Shape (Legendary+1): 12-14 PP, or 6- • Edge (+2): Strong Willed.
8 PP for dedicated form. • Slow (-3): Pace 0.
Nature's Ally (Legendary+1): 8 PP for the • Thick Flesh (+6): +6 armour.
first, +6 PP for each additional animal. • Bite/Tail Slap (+1): Str+d8.
Abilities: • Low Light Vision (+1): Dim/dark lighting.
• Skills (+1½/+0): Fighting d8, Swimming • Blindsight (+3): Ignore sight-based penalties
d12 and Notice d8. and gaze attacks (range 24").
• Clumsy (-2): -1 die step to Agility. If this • Keen Eyes (+½): +1 to sight-based Notice
would take Agility below d4, instead suffer -1 to rolls.
all Agility rolls. • Natural Swimmer (+1): Swimming Pace of
• Strong (+16): +8 die steps to Strength. 9", and +2 to resist drowning.
• Tough (+8): +4 die steps to Vigor. • Hold Breath (+½): For Vigor x 10 minutes.
• Edge (+2): Level Headed. • Hardy (+1): A second Shaken result doesn't
• Edge (+2): Strong Willed. become a wound.
• Edge (+2): Trademark Weapon (bite). • Size +19 (+29½): Toughness +19; Natural
• Slow (-3): Pace 0. weapons increased to Str+d10 damage.
• Blood-red Skin (+4): +4 armour. • Gargantuan (-20): -4 to attack medium-sized
• Bite (+1): Str+d8; Grab. foes, they receive +4 to their attacks. Counts as
• Low Light Vision (+1): Dim/dark lighting. having Heavy Armour and Heavy Weapons.
• Blindsense (+1): Can sense and • No Hands (-4): Can't use weapons or tools.
approximately pinpoint things within 24", attacks • No Speech (-2): Not capable of speaking.
using blindsense are made at -2. • Naked (-2): Cannot wear armour or clothing.
• Keen Senses (+2): +2 to Notice rolls.
• Grab (+2): Pin your opponent if you hit with a
raise, they require a raise on an opposed
Narwhal (+16½ race/+16 shape)
Strength roll to escape. Race Creation: Remove 14½ racial abilities.
• Swallow (+2): Can swallow victims whole. Beast Shape (Heroic): 8-10 PP, or 4-6 PP for
• Natural Swimmer (+1): Swimming Pace of dedicated form.
8", and +2 to resist drowning. Nature's Ally (Heroic): 6 PP for the first, +4
• Hold Breath (+½): For Vigor x 10 minutes. PP for each additional animal.
• Endurance (+2) +2 to Soak rolls. Abilities:
• Size +10 (+16): Two feet long; Toughness • Skills (-1½/+0): Fighting d6, Swimming d12
+10; Natural weapons increased to Str+d10 and Notice d8.
damage. • Agile (+4): +2 die steps to Agility.
• Huge (-24): -4 to attack medium-sized foes, • Spirited (+2/+0): +1 die step to Spirit (not
they receive +4 to their attacks. when shapechanging).
• No Hands (-4): Can't use weapons or tools. • Strong (+8): +4 die steps to Strength.
• No Speech (-2): Not capable of speaking. • Tough (+2): +1 die step to Vigor.
• Naked (-2): Cannot wear armour or clothing. • Slow (-3): Pace 0.
• Thick Flesh (+1): +1 armour.
• Bite (+1): Str+d6.
Great White Whale (+53 race/+50½ • Low Light Vision (+1): Dim/dark lighting.
shape) • Blindsight (+3): Ignore sight-based penalties
Race Creation: Remove 51 racial abilities. and gaze attacks (range 24").
Beast Shape (Legendary+8): 25-27 PP, or • Keen Eyes (+½): +1 to sight-based Notice
12-14 PP for dedicated form. rolls.
Nature's Ally (Legendary+8): 15 PP for the • Natural Swimmer (+1): Swimming Pace of
first, +13 PP for each additional animal. 11", and +2 to resist drowning.
Abilities: • Hold Breath (+½): For Vigor x 10 minutes.
• Skills (+2½/+0): Fighting d10, Swimming • Endurance (+2) +2 to Soak rolls.
d12 and Notice d8. • Size +2 (+3): Fourteen feet long; Toughness
• Clumsy (-2): -1 die step to Agility. If this +2.
~ 86 ~
• No Hands (-4): Can't use weapons or tools. Wolverine
• No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing.
Wolverine (+10 race/+9 shape)
Race Creation: Remove 8 racial abilities.
Wolf
Beast Shape (Seasoned): 4-6 PP, or 2-4 PP for
dedicated form.
Wolf (+3½ race/+4½ shape) Nature's Ally (Seasoned): 4 PP for the first,
Race Creation: Remove 1½ racial abilities. +2 PP for each additional animal.
Beast Shape (Novice): 2-4 PP, or 1-3 PP for Abilities:
dedicated form. • Skills (+1/+0): Fighting d6, Climbing d10,
Nature's Ally (Novice): 3 PP for the first, +1 Tracking d10 and Notice d8.
PP for each additional animal. • Agile (+2): +1 die step to Agility.
Abilities: • Strong (+2): +1 die step to Strength.
• Skills (-1/+0): Fighting d6, Survival d4, • Tough (+2): +1 die step to Vigor.
Tracking d8, Notice d8 and Stealth d6. • Edge (+2): Berserk.
• Agile (+2): +1 die step to Agility. • Thick Pelt (+1): +1 armour.
• Tough (+2): +1 die step to Vigor. • Claws/Bite (+1): Str+d6.
• Fast (+2): Pace 10. • Low Light Vision (+1): Dim/dark lighting.
• Thick Pelt (+1): +1 armour. • Scent (+1): Navigate by scent (range 6").
• Bite (+1): Str+d6; Go for the Throat. • Keen Senses (+1): +1 to Notice rolls.
• Low Light Vision (+1): Dim/dark lighting. • Burrow (+1): Burrow and reappear within 2".
• Scent (+1): Navigate by scent (range 6"). • Wall Walker (+1): Climbing Pace 2".
• Fast Runner (+½): d8 running die. • Endurance (+2) +2 to Soak rolls.
• Go for the Throat (+2): Target least • No Hands (-4): Can't use weapons or tools.
armoured location on a raise. • No Speech (-2): Not capable of speaking.
• No Hands (-4): Can't use weapons or tools. • Naked (-2): Cannot wear armour or clothing.
• No Speech (-2): Not capable of speaking.
• Naked (-2): Cannot wear armour or clothing. Dire Wolverine (+21½ race/+21
shape)
Dire Wolf (+18½ race/+18½ shape) Race Creation: Remove 19½ racial abilities.
Race Creation: Remove 16½ racial abilities. Beast Shape (Legendary): 10-12 PP, or 5-7
Beast Shape (Legendary): 9-11 PP, or 4-6 PP PP for dedicated form.
for dedicated form. Nature's Ally (Legendary): 7 PP for the first,
Nature's Ally (Heroic): 6 PP for the first, +4 +5 PP for each additional animal.
PP for each additional animal. Abilities:
Abilities: • Skills (+½/+0): Fighting d6, Climbing d10,
• Skills (+0/+0): Fighting d8, Survival d4, Tracking d10 and Notice d8.
Tracking d10, Notice d8 and Stealth d4. • Agile (+4): +2 die steps to Agility.
• Agile (+2): +1 die step to Agility. • Strong (+6): +3 die steps to Strength.
• Strong (+6): +3 die steps to Strength. • Tough (+4): +2 die steps to Vigor.
• Tough (+4): +2 die steps to Vigor. • Edge (+2): Berserk.
• Edge (+2): Trademark Weapon (bite). • Edge (+2): Level Headed.
• Fast (+2): Pace 10. • Thick Pelt (+1): +1 armour.
• Thick Pelt (+1): +1 armour. • Claws/Bite (+1): Str+d6.
• Bite (+1): Str+d6; Go for the Throat. • Low Light Vision (+1): Dim/dark lighting.
• Low Light Vision (+1): Dim/dark lighting. • Scent (+1): Navigate by scent (range 6").
• Scent (+1): Navigate by scent (range 6"). • Keen Senses (+1): +1 to Notice rolls.
• Keen Senses (+1): +1 to Notice rolls. • Wall Walker (+1): Climbing Pace 2".
• Fast Runner (+½): d8 running die. • Endurance (+2) +2 to Soak rolls.
• Go for the Throat (+2): Target least • Size +2 (+3): Twelve feet long; Toughness
armoured location on a raise. +2.
• Size +2 (+3): Nine feet long; Toughness +2. • No Hands (-4): Can't use weapons or tools.
• No Hands (-4): Can't use weapons or tools. • No Speech (-2): Not capable of speaking.
• No Speech (-2): Not capable of speaking. • Naked (-2): Cannot wear armour or clothing.
• Naked (-2): Cannot wear armour or clothing.
~ 87 ~

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