Foes

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Hellish Berserker
Alien

Hellish Berserker

8
10
3

The Hellish Berserker is a remotely humanoid alien creature of unknown origin. Bullish in stature, the creature walks upright, and is able to quickly cover a great distance.

Strength 4
Dexterity 3
Mind 2
Stress 1/3

Charge (8)

The berserk rushes towards a victim and rams it. On impact it causes piercing 1 and rams the victim back 1D6 metres.


Bite (6)

Piercing 1, Blutend 1

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Brain
Alien

Brain

10
7

The Brain is a flying, spherical creature about one metre in diameter. Its skin appears to be made of a dark metal. At the front of the "head" is an opening that glows like hot lava and gives a hint of the Brain's contents.

Strength 2
Dexterity 1
Mind 4
Stress 1/2

Aura (6)

Creates an aura of successes*D6 metres in which all aliens have 4 extra dice for all rolls.


Self destruction (8)

The brain explodes in a cloud of fire, spraying molten slag in all directions. For each success, a large portion of slag hits a character within a ten-metre radius. This inflicts two hits on impact and the Burning 1 status. At the end of each combat round, it hits again if it has not been removed.

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Nok
Alien

Nok

4
6

The Nok is a flying alien, similar to the [[brain|Brain]]. It also floats in the air. Its skin, like the Brain's, is a metallic but living surface. At the front, it has a narrow, raised-edge opening that reveals red-hot magma.

Strength 2
Dexterity 3
Mind 2
Stress 1/3

Fire Ball (6)

Causes 3 hits within a radius of D6 meters on each participant in the fight, each with two wounds and puncture 1.

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Medusa
Alien

Medusa

15
8
3

These large, floating creatures are appearing in increasing numbers around the Dante Station built above Jupiter's surface. They are at least 2 metres in diameter and float, both in space and in the atmosphere of a space station.

Strength 2
Dexterity 4
Mind 4
Stress 2/4

Fire Beam (8)

A jet of fire pours out of what might be called the Medusa's mouth. The hits cause piercing 1 and can be divided among victims in a straight line. Any victim who has taken at least one wound receives Burning 1.


Charging (6)

The Medusa rolls D6 according to this skill. For each success it receives a charge, which can be used as additional dice for the next fire beam. From the moment it charges, the Medusa has 6+ cover until the start of its next combat round.

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Harbinger
Alien

Harbinger

25
6
3

The Harbinger is a flying alien being from beyond, whose appearance is unlike anything that has been seen before. It hovers in the air with wings that resemble those of a bird, but made of an unusual material. Its skin is a smooth and reflective golden surface that glows in the sunlight.

Strength 3
Dexterity 4
Mind 5
Stress 3/5

Energy Beam (9)

A beam of energy from the eyes of the Harbinger causes piercing 2. Hits can be split in a straight line across victims and can cause critical hits.


Energy Shield (5)

The Harbinger can build up an energy shield as a reaction, which provides 5+ cover.


Shock (8)

The Harbinger causes a shockwave with a radius of 1D6 metres around him. The shockwave has piercing 1. It causes any victim who has taken a wound to be Shocked 1. It cannot cause Critical Hits.

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Vampire spawn
Undead

Vampire spawn

10
4

The vampire spawn is a lower vampire. Without much influence, this is a figure which has limited powers, and may be left to its own devices.

Strength 2
Dexterity 2
Mind 2

Bite (8)

Bleeding 1


Black Magic (6)

The Vampire Spawn casts a spell of black magic. The successes of this roll represent the power of the spell.

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Zombie
Undead

Zombie

6
3

The zombie is a tragic figure that appears in many stories. A human being who is kept alive in a special and unnatural way after his death. Zombies have a brain the size of a pea, they know little more than the desire for blood. And brains. So, if pop culture is to be believed.

Strength 3
Dexterity 1
Mind 1
Stress 0/1

Undead Grip (4)

Poison 1


Bite (5)

Poison 1

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Mummy
Undead

Mummy

8
3

The living mummy is undead. It has been magically brought to life. Nothing of her spirit remains, all she seeks is to take the life of her victims. She is usually unarmed, but her curse poisons her victims.

Strength 3
Dexterity 1
Mind 2
Stress 0/2

Grip (6)

Piercing 0


Curse (4)

Piercing 3, Poison 2

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Former Officer
Undead

Former Officer

8
6

This officer of Division S or V has suffered a fate worse than death. An unnatural, alien power has saved him from dying of his wounds. Instead, he ekes out an uncertain, eternal existence as a living corpse.

Strength 3
Dexterity 2
Mind 2
Stress 1/2

Pistol (6)

Durchschlag 1

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Minaos Torq, the first Guardian
Undead

Minaos Torq, the first Guardian

30
4
4

Once a shining figure and guardian of the first lock, Minaos Torq is now only a skeletal shadow of his former self. Banished by the magic of his crown, he sits on his throne and waits for a lucky coincidence that will bring him back to life.

Strength 4
Dexterity 2
Mind 4
Stress 2/4

Cold Grip (6)

Pierce 0


Lightning Strike (10)

Minaos rolls the attack roll and spreads the hits over any number of enemies in his view. Anyone hit may roll for resistance. If this roll shows a success, one wound is prevented. Pierce 1, Shock 1.


Shock (6)

Pierce 1, Shock 1


Awaken servant (8)

In sight, 1D3 Minoan statues are brought to life by Minaos.

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Scarecrow
Undead

Scarecrow

8
0

At harvest time, when death revisits the twilit world and summer’s blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these stoic sentinels hold their posts through wind, storm, and flood, bound to their master’s command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws.

Strength 2
Dexterity 0
Mind 4
Stress 1/3

Claw (6)

Bleeding 1

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Fleshgolem
Undead

Fleshgolem

10
4

A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons.

Strength 2
Dexterity 2
Mind 2
Stress 1/3

Claw (6)

Bleeding 1, Poison 1

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Skelett
Undead

Skelett

Made by sven
4
3

Ein wandelndes Skelett, von dunkler Magie belebt.

Strength 2
Dexterity 2
Mind 2
Stress 1/2

Knochengriff (8)

Vergiftet 1


Kalter Atem (6)

Geschockt 2, 5 Meter Reichweite

Werewolf
Magical

Werewolf

12
8
3

The werewolf is a creature that is half wolf, half human. At full moon, the "normal" human transforms into a wolf, which can grow up to two steps tall and is extremely aggressive. Anyone can become a werewolf as soon as they are bitten by an already infected werewolf.

Strength 5
Dexterity 3
Mind 3

Bite (8)

Piercing 1, Bleeding 1


Claws (8)

Bleeding 1

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Shimmer whale
Magical

Shimmer whale

40
8

The shimmer whale is a 50-step long massive whale that is able to adapt its skin colour to its surroundings in dangerous situations. Due to the "shimmering" as the whalers call it, the whale can hardly be located. This is an animal that can use magic instinctively.

Strength 5
Dexterity 3
Mind 4

Ram (10)

The whale is able to ram its victims, sometimes entire ships. The roll causes piercing 2. If the roll succeeds with more than 5 successes, the whale devours its victim.


Wild Magic (10)

The whale casts a spell of elemental magic, a casting of the Ginae or the Duglaraan. The spell is cast intuitively and appears with a power according to the successes of this roll.

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Bork
Magical

Bork

8
6

These giant pigs are actually of a good-natured nature. However, if their habitat is restricted or they are driven into a trap, they fight back. They are magical creatures, and are proficient in magically ramming enemies.

Strength 3
Dexterity 3
Mind 3

Magic ramming (7)

The Bork charges at its victim, combining movement with attack. Piercing 2


Ram (6)

Piercing 1


Bite (5)

Piercing 1

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Fel'war
Magical

Fel'war

3
8
3

These magical creatures are more common on the steppes of the [[quitaron|Quitaron]]. The bird of prey hunts mainly small rodents, but sometimes larger animals are also on its menu.

Strength 1
Dexterity 4
Mind 2

Talons (6)

Bleeding 1


Beak (5)

Bleeding 1


Air Blast (5)

A magical gush of air pushes the victim D6 metres backwards and causes power wounds and shock 1.

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Stone Elemental
Magical

Stone Elemental

30
4

The stone elemental, as a servant of the [[tador-titan-des-steins|Tador]], grows from a rock or stone when it awakens. Stone elementals usually appear as bulky humanoid figures that can grow to a height of 4 steps.

Strength 6
Dexterity 1
Mind 1

Rockfall (8)

When the stone elemental attacks, it can hurl parts of its own substance at its opponents. For every three wounds it inflicts on itself, all enemies in a 45° cone suffer 1d6 hits. The cone extends faith level*2 steps. If the attack is unsuccessful, only the stone elemental suffers damage, the enemies remain unharmed.


Rock slap (6)

The Stone Elemental can hurl a large boulder from its own substance. The boulder hits a target up to 20 paces away and causes 3 hits per success. The stone elemental inflicts 2d6 wounds to itself. If the roll fails, only the stone elemental suffers the damage and the target remains unharmed.


Rock growth (6)

The stone elemental causes sharp rocks to grow out of the ground in a circle with a faith level step radius. This circle can be up to 20 steps away from the stone elemental. If an enemy ends their turn on the spikes, they take three hits.

If an opponent tries to move through the spikes, he must make a Deftness roll. If they fail, they take three hits.

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Water elemental
Magical

Water elemental

14
8
3

The water elemental is an elemental being that is under the favour of either the Ginae or the Duglaraan. Water elementals only exist naturally on the elemental plane and can only be summoned to this world by elementalists.

Strength 2
Dexterity 5
Mind 2

Mirror image (8)

If the roll for Mirror Image is successful, the water elemental creates an exact clone of itself, which retains all its stats. The ability costs 1D6 arcana, which is subtracted BEFORE cloning.


Blow (8)

Piercing 1


Growth (6)

The water elemental grows and doubles both its maximum and its current wounds. Once the maximum wounds reach 100, it stops growing.


Grip (8)

If the water elemental attacks a victim, it pulls the victim into its body. The victim receives two wounds of suffocation damage in each of his combat rounds, but can free himself with a Strength or Acrobatics check after the damage.

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Compost fairy
Magical

Compost fairy

2
8
4

The Compost Fairy is a strange, magical creature. She once lived in the compost of the witch Mare, in the Middle Ages on earth, not far from the town of Aquisgrani. Mare and she share a special bond, which is also magical.

Strength 2
Dexterity 5
Mind 3

Energy Orb (2)

Piercing 2, Shocked 1

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Sethlarn
Magical

Sethlarn

18
10

The Sethlarn are a magical kind of dragon-like beings. Their shape is that of [[die-drachen|Dragons]], but their leathery skin is coarse and black. Their eyes gleam a pale yellow. They reach a height of three steps, and a wingspan of five steps.

Strength 3
Dexterity 4
Mind 3

Claws (10)

Piercing 1, Bleeding 1


Dark Magic (8)

The Sethlarn are proficient in the spells of Black and Lizard magic, which they use intuitively. If this roll succeeds, the effect of a spell with power corresponding to the successes takes effect.

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Imps
Magical

Imps

4
3
3

The Imps are small 30cm high humanoid beings of scrawny gnarled shape and small red sparkling eyes. Their wrinkled skin is covered with small nodules and is grey to brown in colour. Even though they seem to be, they are not related to the Bolden.

Strength 2
Dexterity 3
Mind 4

Claws (5)

Bleeding 1


Elemental magic (10)

The Imp casts a spell of elemental magic that is suited to his element. The successes of this casting yield the power of the spell.

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Ganark
Magical

Ganark

4
6
3

Ganark is a creature that can be found in enchanted forests. In terms of habitus he resembles a goblin, it gives him entertainment to confuse strangers.

Strength 2
Dexterity 3
Mind 5

Confuse (8)

The victim is confused for 1d3 combat rounds. The minimum roll of all rolls is raised by the number of successes Ganark achieves on this Confuse roll.


Scratch (4)

Ganark scratches the victim (piercing 1)


Blur (6)

Ganark refracts the light around him and blurs his form. For Power rounds, attacks against him are difficult rolls (minimum roll +1).

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Bolds
Magical

Bolds

4
3
3

Only rarely do you see bolts in the forests and towns of Tirakan. Gifted people ascribe to them an origin in the fairy worlds, while the normal people despise bolts as bad luck bringers and charlatans. Whether it will ever be clarified where the origin of the bolts lies may be doubted. In fact, there are many bolts in the fairy world.

Strength 1
Dexterity 3
Mind 5

Wild Magic (8)

The Bold casts a spell of elemental magic, wizardry or shamanism. The successes of this roll represent the power of the spell.

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Nymphs
Magical

Nymphs

6
4

Nymphs are servants of the [[die-titanen|Titaness]] [[ginae-titanin-des-wassers|Ginae]], one-and-a-half-step-tall female figures who bear the characteristics of aquatic creatures on their bodies. Their favourite pastime is playing the harp or the sea shell flute and giving wet kisses.

Strength 2
Dexterity 2
Mind 3

Ginaes Influence (6)

Nymphs can call upon the Titaness Ginae and request her intervention.


Water Magic (10)

Nymphs can cast spells of elemental magic and sorcery related to water. The successes of this casting indicate the power of the spell.

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Slimehopper
Magical

Slimehopper

4
3

The shape of a slimy hopper is most similar to that of a small bold, which moves stoutly and close to the ground. The name comes from the way it moves, the slime hopper moves with a hopping, almost staggering gait. Its dark body is covered with a slime that the slimehopper produces itself. The slime burns on the skin and causes a distinct reddening.

Strength 2
Dexterity 2
Mind 3

Burning slime (6)

If one is covered in the slime of the slimehopper, the slime causes a wound per combat round until it is wiped off. The affected area burns terribly.


Suffocation (4)

If the slime hop is in distress, it tries to jump into the face of the attacker. If it succeeds (a success on this action), the victim takes two wounds per combat round until it has freed itself from the slimehopper with a test of strength.

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Giants
Magical

Giants

25
8

There are giants both in the northern forests near the [[tal-des-vergessens|Valley of Oblivion]] and in the south near the [[xordai|Xordai]] territories. These gigantic, human-like beings live their own culture, have their own language, and keep away from [[menschen|Humans]].

Strength 6
Dexterity 2
Mind 2

Blow (12)

Shocked 1

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Ventriculum
Magical

Ventriculum

15
6
4

One of the strangest creatures in Tirakan is the ventriculum. Although observers of the past centuries classified it as an undead being, it must be considered a purely magical entity. Nevertheless, the ventriculum consists of the dead remains of a human being that have been magically brought to life.

Strength 1
Dexterity 3
Mind 5

Telekinesis (8)

By means of concentration, the ventriculum is able to move objects within a radius of 10 steps up to a weight of 50 stones. For every one arcana per 3 stones, the weight can also exceed this 50 stones.

The object can be moved at any speed, so that objects with great speed can also be hurled against a victim. The damage is determined by the game master and depends on the type and speed of the object. Living beings can also be moved.


Mind control (6)

The ventriculum controls the mind of an intelligent being. Here the ventriculum can completely control the actions of the victim, but must spend one of its actions each combat round to maintain control.


Dyspnoe (6)

The ventriculum is capable of magically strangling a victim. To maintain the strangle, an action must be expended each combat round. The strangled victim takes a wound in the first combat round. The damage doubles every combat round.


Jump (8)

Within one action, the ventriculum may jump to any visible position within 10 steps.


Lightning storm (12)

Lightning streams from the nerve endings of the ventriculum, which in a cone of 90 degrees at a range of 10 paces strikes all living creatures within it according to the successes of this throw per round of combat. To maintain the lightning storm, the ventriculum must expend one action per round.

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Chronar's blessing
Magical

Chronar's blessing

1
2

This butterfly, known as [[chronar-gott-der-zeit|Chronar]]'s Blessing, is very rare on Tirakan. It is said to land at night on the heads of the seriously ill or wounded, heal them or accompany them into the realm of the dead to relieve their pain.

Strength 1
Dexterity 2
Mind 4
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Baba's Creeping Hut
Magical

Baba's Creeping Hut

20
4

Baba built a hut atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.

Strength 5
Dexterity 1
Mind 4

Rootslash (10)

Root Attack


Rockthrow (8)

Rocktoss

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Basilisk
Magical

Basilisk

12
4

Of all the creatures known to us, none is more dangerous and deadly than the basilisk - otherwise known as "the king of snakes". This creature is born from a chicken egg hatched by a crow. The venom of the basilisk is deadly.

Strength 3
Dexterity 4
Mind 5

Bite (10)

Piercing 1, Poison 6


Deadly gaze (10)

The gaze of the basilisk is both paralysing and deadly. If the gaze hits someone directly, it causes 20 hits. If it hits someone via a reflection, it causes 2D6 hits and paralyses the victim indefinitely.

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Unicorn
Magical

Unicorn

14
8

The unicorn (from [[silkanda|silk.]] licorne - the pure) is an animal that resembles the horse in shape and size, but is more slenderly built and wears a horn on its forehead.

Strength 3
Dexterity 3
Mind 8

Wild Magic (12)

The unicorn can cast spells of elemental magic, white magic and shamanism. The successes of this roll become the power of the spell.

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Common flying lizard
Magical

Common flying lizard

10
10

The common flying lizard has two legs and two leathery wings. On the ground they have to support themselves with their wings, but in the air these slender lizards are nimble and fast flyers. Their skin, covered with small green scales, offers them quite good protection, and particularly strong flying lizards can also be clad in light metal-reinforced leather armour.

Strength 3
Dexterity 2
Mind 4

Bite (8)

Piercing 1, Bleeding 1


Claws (8)

Durchschlag 2

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Shadow Crawler
Magical

Shadow Crawler

8
5

Created by the black magician Ortan, the Shadow Crawlers are humanoid creatures. They live in the northern forests of [[asgoran|Asgoran]], where they were artificially created by magic.

Strength 2
Dexterity 4
Mind 2
Stress 2/3

Claws (6)

Piercing 1


Shadow Cloud (8)

The Shadow Crawler spits a cloud of pure shadow that engulfs all light in a sphere with a radius equal to the success of the roll. This total darkness increases the minimum roll of all characters except the Shadow Crawler by 4.

The sphere remains in place for 2 combat rounds and does no damage. Night vision does not prevent the penalty to the minimum roll.

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Tree Blight
Magical

Tree Blight

6
2

Awakened plants gifted with the powers of intelligence and mobility, blights plague lands tainted by darkness. Drinking the darkness from the soil, a blight carries out the will of an ancient evil and seeks to spread that evil wherever it can.

Strength 4
Dexterity 1
Mind 2

Root Whip (7)

Poison 1

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Ensouled Statue
Magical

Ensouled Statue

12
2

Sometimes a spirit or magical presence is banished into a statue. These statues are made of stone, chiselled by their creator. But the spirit of the past lives in them and awakens them to ghostly life. The soul of their model connects with the stone body and comes to life.

Strength 5
Dexterity 1
Mind 2
Stress 1/2

Temporal Grip (5)

The statue grabs the victim. If the throw is successful, it places its cold hands on the victim's body and looks into the victim's eyes.

At that moment, the victim seems to disappear. However, the victim is not dead, but has been transported back 200 years.

The victim is allowed to throw at the resistance once per hour. If the throw is successful, the victim is transported back to the present. If the throw fails, the victim remains in time.


Blink (8)

The animated statue teleports to the desired destination. This can be up to Power metres away. The action is only possible if no one is looking at the statue.

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Shimmer whale (leviatan)
Magical

Shimmer whale (leviatan)

80
20

The Shimmer whale resembles an earthly blue whale in shape, but is slimmer and has longer, almost wing-like side fins. What makes it special is its skin: it is not gray, but has a pearlescent, semi-transparent surface. Depending on the incidence of light and the magical saturation of the environment, its skin refracts light into all colors of the spectrum. Hence the name. When an iridescent whale breaks the surface, it looks like a living rainbow rising out of the water. Scholars believe that these whales not only feed on krill, but also absorb the light of the moon and stars when they come to the surface at night. Shimmer whales avoid shallow coastal waters. They travel through the deep oceans, far away from the routes of merchant ships. They are most often sighted in the Southern Ocean, in the cold currents far from the heat of the jungle, or in the mystical waters around abandoned island archives. They travel in small family groups (pods). It is said that their song can calm storms or drive those who listen to it for too long mad. Since hunting them is extremely dangerous (shimmer whales rarely defend themselves, but are often protected by sea elementals or mermaids) and the animals are rare, the price is enormous. The Ancatir consider hunting shimmer whales a sacrilege. They only use oil that comes from naturally stranded whales (“gift of the tides”). Alchemists who use “bloody oil” are often expelled from the city in elven enclaves. The Shimmer Whale is one of the most fascinating and peaceful giants of the seas around Tirakan. It is not just an animal, but a living anomaly closely connected to the magical currents of the oceans. Shimmer whales never attack first. If killed, all involved suffer a curse of the sea (+2 exhaustion per day at sea). "We saw it at new moon. It glowed beneath the keel like a sunken city. When we threw the harpoons, the beast did not scream. It began to sing. A sound so deep that the wood of my ship splintered and two of my men simply jumped into the water, smiles on their faces. We killed it, yes. But the oil... it burns in the lamps of my cabin, and I swear I see the faces of those who jumped in the shadows." From the logbook of the whaler 'Haken-Ulf'

Strength 16
Dexterity 12
Mind 11

Sonar pulse (16)

The whale emits an extremely loud, directional sound pulse.

Targets must pass a Resistance check (WI). If they fail, they are stunned for 1D6 rounds and suffer a -4 penalty to all checks.


Powerful fin stroke (14)

A blow with its massive tail fin that whips the water.

3d6+16 damage. Hits all targets within a 5-meter radius behind the whale.


Iridescent glow (14)

The whale flashes its skin in a dazzling spectrum of colors.

All attackers in close range must pass a Perception check. If they fail, they are blinded for the next round and cannot attack.


Deep dive (12)

The whale retreats into the depths.

Increases the RS by an additional +4 shields for one round while it leaves the combat area.

Alien spider
Mechanical

Alien spider

3
7
3

The spider is a mechanical being in the form of a spider, created by an unknown power. The spiders usually appear in groups and are mostly harmless, although they can bite with mechanical teeth.

Strength 1
Dexterity 3
Mind 2

Bite (3)

Shocked 1

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Minoan Statue
Mechanical

Minoan Statue

8
2

The statue of a minotaur guardian, finely crafted and life-size. It can be brought to life by Minaos Torq.

Strength 3
Dexterity 1
Mind 2
Stress 0/1

Sword blow (6)

Pierce 1

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Ultra Bot 5000
Mechanical

Ultra Bot 5000

12
3

The Ultra Bot 5000 was researched by the NEXUS as a combat robot in Victorian times. However, the project was later dropped. Not only was the robot very ponderous and slow, its electronic drive was far ahead of its time and the battery did not last long enough to be fit for combat use.

Strength 5
Dexterity 1
Mind 2

Bayonet (8)

Piercing 1


12mm cannon (8)

Piercing 1

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Striped horse
Animal

Striped horse

8
8

Like the horse of the northern steppes, the striped horses populate the steppes of the [[die-stamme-der-barbaren|barbarians]]. The colour of the body is divided into white and dark brown stripes, which give the striped horse its distinctive appearance.

Strength 2
Dexterity 3
Mind 2

Bite (8)

Piercing 0


Hoofs (8)

Shocked 1

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Kinstarchel
Animal

Kinstarchel

6
3

Kinstarchel are the name given to wild dwarf cattle in [[hadewald|Hadewald]]. The largest specimens of this species rarely reach a shoulder height of more than 2 ells. The small, sturdy animals are silver-grey to pitch-black in colour and roam in herds through woods remote from people. Kinstarchels are always popular hunting targets. Because they are becoming increasingly rare, efforts have recently been made to domesticate kinstarchel. However, this has so far proved difficult, as the captured specimens often die of a strange disease after a few months.

Strength 2
Dexterity 1
Mind 2
Discover
Spider
Animal

Spider

2
2

A patient and methodical predator, the venomous spider embodies stillness, precision, and entrapment. It waits unseen, concealed in webs or hidden corners, striking only when prey is caught or vulnerable. Its venom weakens or paralyzes, ensuring the victim cannot escape once seized. Unlike hunters that pursue, the spider controls its domain—turning space itself into a trap. In darker interpretations, it feels calculating and alien, a silent architect of death whose presence is often noticed too late.

Strength 1
Dexterity 3
Mind 1

Bite (4)

Poison 1, Piercing 1

Sheep
Animal

Sheep

5
4

Sheep are mostly woolly farm animals, sometimes just over one step high. Their colour varies from white to grey to black. Besides the wool breeds, there are also breeds with less wool which are primarily bred for meat production.

Strength 2
Dexterity 1
Mind 2

Bleat (10)

The bleating of a whole herd of sheep can be quite a confusion for a character.


Kick (6)

Piercing 0


Bite (8)

Piercing 0

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Nahrz'gu
Animal

Nahrz'gu

10
7

The Nahrz'gu are herbivores found in the northern plains and forests. They reach a shoulder height of just under 1.7 steps and are a sturdy variety of aurochs. They have long shaggy fur and thick forward curved horns.

Strength 4
Dexterity 2
Mind 2

Charge (10)

Shock 1

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Dragsberg Barn Devil
Animal

Dragsberg Barn Devil

3
6
3

The Dragsberg barn devils are probably the largest domestic cat species of Tirakan and originate from the duchy of Dragsberg in [[asgoran|Asgoran]]. A Dragsberg barn devil grows 1 to 1.40 steps long. They have a 3-4 finger long fur of various colours, 2 and 3-coloured animals are the rule, and a long bushy tail.

Strength 2
Dexterity 4
Mind 3

Scratch (4)

The claws of the barn devil are very unpleasant when they are pulled through the face.


Bite (5)

Piercing 0

Discover
Rat
Animal

Rat

2
5

In the dark and hidden places, the rat thrives where others falter. It slips through cracks, nests in walls, and gathers in numbers that turn nuisance into threat. Alone it is timid and easily driven off, but in groups it becomes bold—gnawing, biting, and overwhelming through sheer persistence. Rats spread filth, consume supplies, and carry unseen dangers with them. In darker interpretations, they feel like a creeping infestation, a living sign of decay that grows stronger the longer it is ignored.

Strength 1
Dexterity 3
Mind 1

Bite (5)

Bleeding 1

Wild Dog
Animal

Wild Dog

6
4

A relentless pack hunter driven by coordination, endurance, and instinct. Wild dogs do not rely on strength alone—they win through teamwork, communication, and exhaustion of their prey. They harry targets over long distances, forcing mistakes and isolating the weak before closing in together. Individually manageable, but in numbers they become a fast-moving, disciplined threat. In darker interpretations, they feel eerily synchronized—like a single will spread across many bodies.

Strength 2
Dexterity 2
Mind 2

Bite (6)

Bleeding 1


Call to the pack (6)

The wild dog calls to its pack. After 1d3 combat rounds, additional wild dogs arrive equal to the number of successes on this roll.

Vulture
Animal

Vulture

2
6

On rising thermals, the vulture circles patiently, watching for signs of weakness below. It does not hunt in the traditional sense—waiting instead for the inevitable, drawn to death, decay, and the promise of easy sustenance. Its presence is a silent omen, often arriving before the end has fully come. On the ground, it moves with awkward persistence, tearing and feeding with grim efficiency. In darker interpretations, it feels like a herald of fate, appearing wherever life falters, as if summoned by the dying.

Strength 1
Dexterity 3
Mind 2

Beak (7)

Piercing 1

Schlange
Animal

Schlange

2
5
3

A silent and elusive predator, the venomous snake embodies patience, precision, and hidden lethality. It relies on camouflage and stillness, striking with lightning speed when prey comes within reach. Its venom does the true killing—weakening, paralyzing, or slowly breaking the victim from within. Snakes avoid open confrontation, preferring ambush and retreat, but a single mistake near them can prove fatal. In darker interpretations, they feel cold and calculating, as if every movement is deliberate and every strike inevitable.

Strength 1
Dexterity 3
Mind 1

Bite (8)

Poison 1

Crocodile
Animal

Crocodile

6
4

A patient and ancient ambush predator, the crocodile embodies stillness, precision, and sudden, overwhelming violence. It waits half-submerged, barely visible, striking in an instant when prey comes too close to the water’s edge. Its grip is relentless—once seized, escape is unlikely. Crocodiles do not pursue far; they control the boundary between land and water, turning safe ground into a deadly trap. In darker interpretations, they feel primordial and calculating, as if the water itself has teeth.

Strength 2
Dexterity 2
Mind 2

Bite (10)

The victim can only break free from the bite with a Strength test. The crocodile will try to drag its victim underwater whenever possible.

Sand viper
Animal

Sand viper

3
2
3

These nasty snakes inhabit the great desert of [[al-bah-jira|Al Bah JiRa]]. Mostly they lie hidden in the sand, where they lie in waiting for passing animals or even people. If an unfortunate person should come within reach of a lurking sand viper, he will see a scaly, horned abomination with a length of 2 steps and a thickness of 1 foot spring up seemingly out of nowhere and bite at him. The highly effective poison will kill him within four hours if he does not manage to get an antidote by then.

Strength 1
Dexterity 5
Mind 4

Bite (8)

Poison 2

Discover
Swamp turtoll
Animal

Swamp turtoll

4
2

This is what 2 steps tall, yellow-eyed toads are called. These mystical animals are as rare as they are dangerous. In their insatiable hunger, they pounce on any life form that crosses their path and is not twice as massive as themselves. To kill its victim, the swamp turtoll sprays it with a viscous, highly corrosive acid, which is capable of destroying even the iron of armour.

Strength 1
Dexterity 3
Mind 5

Spit (8)

The toad spits a yellowish corrosive liquid at a 90 degree angle 5 steps away. The liquid causes one wound per combat round until it is washed away. It also reduces the condition of all affected pieces of armour by 1 protection.

Discover
Three-horned rhinoceros
Animal

Three-horned rhinoceros

12
8

Supposedly, if you believe those newfangled young scholars who study strange subjects like zoology, the three-horned rhinoceros is a relative of the elephant and the mammoth. But look at this animal! No trunk! The essential feature of the animals are the 3 horns. The front horn grows from the nasal bone, the middle and the rear horn from the fore skull.

Strength 4
Dexterity 2
Mind 2

Charge (10)

Piercing 1


Trample (10)

Piercing 0

Discover
Swarm eater
Animal

Swarm eater

3
6

The swarm eater is mainly native to the shallow regions of the large inland lake of [[yavon|Yavon]]. However, individual specimens can also be found in other areas of the long river. When fully grown, these fish reach a length of about one step. They are characterised by a green-brown striped upper side and a silvery underside. The tail fin is slightly rounded at the top.

Strength 2
Dexterity 3
Mind 1
Discover
Steinbeisser
Animal

Steinbeisser

6
4

Echsenartige Wesen mit Säureartigen Speichel

Strength 2
Dexterity 3
Mind 2

Bite (5)

Piercing 1, Poison 1


Tail Attack (7)

Piercing 1


Spit Attack (3)

Acid based on successes, ignores armor

Discover
Ox
Animal

Ox

8
4

A powerful and stubborn beast, the bull embodies raw force, endurance, and territorial fury. Whether wild or driven to rage, it reacts with sudden, violent charges, using its horns to gore and toss aside anything in its path. Unlike predators, it does not hunt—it confronts, driving intruders away through sheer momentum and intimidation. Oxen, while more controlled, still possess immense strength and can become dangerous when stressed or overburdened. In darker interpretations, the bull becomes a symbol of blind wrath and unstoppable momentum, a living force that cannot be reasoned with once unleashed.

Strength 2
Dexterity 3
Mind 2

Ram (10)

Piercing 1

Gorilla
Animal

Gorilla

6
4

A massively built and intelligent primate, the gorilla embodies controlled strength, social dominance, and explosive violence. Normally calm within its group, it reacts with terrifying force when threatened, defending territory or kin with overwhelming physical power. Displays of dominance—beating its chest, roaring, charging—are often warnings, but once it commits, the attack is swift and brutal. A gorilla does not hunt like a predator; it confronts and crushes threats directly. In darker interpretations, it feels almost sentient in its fury—calculated, protective, and unstoppable when roused.

Strength 2
Dexterity 3
Mind 3

Grip (8)

The victim is held fast and can only break free with a Strength test.

Boar
Animal

Boar

8
4

A brutal and fearless force of the wild, the boar embodies aggression, resilience, and territorial dominance. When threatened or cornered, it charges with explosive speed, using its tusks to gore and trample anything in its path. Boars do not retreat easily—they commit fully, fighting through injury and pain with relentless fury. In darker interpretations, they appear almost unstoppable, driven by blind rage and an unyielding instinct to destroy intruders.

Strength 3
Dexterity 1
Mind 2

Ram (10)

Piercing 1

Large cave spider
Animal

Large cave spider

10
4

The large cave spider is found in all areas of the central Tirakan. It reaches a height of 3 steps and, despite its weight, is extremely skilful at moving through passages.

Strength 2
Dexterity 4
Mind 3
Stress 2/4

Bite (8)

Poison 1


Web (8)

Shocked 1

Discover
Lion
Animal

Lion

6
4

A dominant apex predator, the lion embodies strength, authority, and lethal precision. Unlike relentless pack hunters, it relies on bursts of overwhelming force, often striking from concealment or claiming territory through sheer presence. A lion does not chase endlessly—it decides when the hunt begins and ends. In harsher interpretations, it appears regal and terrifying, a symbol of power that tolerates no challenge.

Strength 3
Dexterity 2
Mind 2

Bite (8)

Piercing 1, Bleeding 1


Claws (6)

Piercing 1, Bleeding 2

Swamp crow
Animal

Swamp crow

2
7
3

This is an exceptionally large-bodied variety of the widely known common crow. Its home is the swamps in eastern [[yadosien|Yadosia]]. Hikers travelling in this place should take care of their luggage, because it can easily happen that in a careless moment a marsh crow glides down from the sky, snatches it and carries it to its hiding place.

Strength 1
Dexterity 4
Mind 4

Steal (8)

If the crow succeeds in the roll, the person stolen from can make a perception roll, the minimum roll of which is increased by the number of successes of the crow. If the perception roll succeeds, the crow is caught in the act, otherwise it manages to steal without being noticed.


Pecking (6)

Bleeding 1

Discover
Lion
Animal

Lion

8
6

An adult male lion can reach a good 1.5 steps in shoulder height when fully grown and its mouth is adorned with two powerful sabre teeth.

Strength 3
Dexterity 3
Mind 2

Bite (8)

Piercint 1, Bleeding 1


Claws (6)

Piercing 1, Bleeding 2

Discover
Owl
Animal

Owl

2
8

In the quiet hours, the owl moves where sound itself seems to fade. Its flight is nearly silent, wings cutting through the dark without warning. Guided by exceptional hearing, it locates movement others would miss, striking with sudden precision from above. It does not linger—appearing only long enough to seize what it seeks before vanishing again into shadow. In darker interpretations, it feels like a watcher of the night, unseen yet ever-present, a whisper of motion just beyond perception.

Strength 1
Dexterity 3
Mind 4

Beak (6)

Piercing 0

Jellyfish
Animal

Jellyfish

2
4

Drifting through the water with quiet grace, the jellyfish appears almost harmless—until contact is made. Its translucent body conceals trailing tentacles armed with potent venom, reacting instantly to touch. It does not pursue or hunt in the traditional sense; instead, it turns its surroundings into a passive hazard, where movement itself becomes dangerous. In numbers, they form near-invisible barriers that are difficult to detect until it is too late. In darker interpretations, they feel like living traps of the sea—silent, indifferent, and unavoidable.

Strength 1
Dexterity 2
Mind 1

Sting (4)

Poison 1

Elephant
Animal

Elephant

10
4

A towering giant of the natural world, the elephant embodies immense strength, resilience, and unstoppable momentum. Usually calm and deliberate, it becomes a devastating force when threatened or provoked—charging with crushing weight and sweeping aside anything in its path. Its size alone reshapes the battlefield, turning terrain into an advantage. Elephants are not inherently aggressive, but once angered or panicked, they are nearly impossible to stop. In darker interpretations, they feel like living engines of destruction—slow to rouse, but catastrophic when unleashed.

Strength 4
Dexterity 2
Mind 2

Choke (8)

The elephant chokes the victim with its trunk.


Stomp (16)

The elephant’s full weight bears down on the victim. The attack has Piercing 2, but can only be used if the elephant has already been adjacent to the target for one round.

Cave worm
Animal

Cave worm

24
5

These worms, up to three steps long, live in tunnels and pits mainly under the surface of Tirakan. Their mouths are peppered with sharp, long teeth. Although the worms are blind, they have an excellent sense of smell and hearing. Morgala leaders are known to use trained worms as mounts and in battle, and to use them to dig tunnels.

Strength 5
Dexterity 1
Mind 3

Bite (12)

Piercing 2, Bleeding 1


Roll over (14)

If the worm is in distress, it will roll over everything in its path in a straight line at 10 steps. The hits of this throw are divided among all the victims rolled over and cause Pierce 1.

Discover
Tiger
Animal

Tiger

6
4

A solitary and elusive apex predator, the tiger embodies stealth, patience, and explosive violence. Unlike pack hunters, it relies on perfect timing—stalking unseen, closing distance in silence, and ending the hunt in a single decisive strike. Tigers are territorial and unpredictable, vanishing into their surroundings as easily as they emerge. In darker interpretations, they feel almost spectral—silent, inevitable, and terrifyingly precise.

Strength 2
Dexterity 3
Mind 2

Bite (10)

Piercing 1, Bleeding 1


Claws (10)

Piercing 1

Scorpion
Animal

Scorpion

3
5

Hidden beneath sand, stone, or shadow, the scorpion waits with unnerving stillness. It reacts in an instant when disturbed, its stinger striking with precise, practiced speed. The venom does not need brute force—it weakens, paralyzes, or ends the fight outright. It does not chase; it punishes intrusion. In harsher interpretations, it feels ancient and indifferent, perfectly suited to a world where hesitation means death.

Strength 1
Dexterity 3
Mind 1

Bite (6)

Poison 1


Sting (8)

Poison 2

High Seas Serpent
Animal

High Seas Serpent

15
8
3

A disgusting snake species that occurs mainly on the east coast, around [[echsen|Lizard]] Island, where it has almost taken over the entire water landscape. It is about 3-6 steps long and has a light greenish glow. It has gills on its otherwise snake-like head, and its mouth is adorned with interlocking fangs.

Strength 5
Dexterity 4
Mind 2

Bite (10)

Piercing 1, Bleeding 1

Discover
Yellow Tiger
Animal

Yellow Tiger

8
8

As its name suggests, its fur between the stripes is yellowish and lighter than that of the other tigers. The tropical lands of the [[ancatir|Ancatir]] and the [[ogrut|O'Grut]], crossed by numerous rivers, are his home.

Strength 3
Dexterity 5
Mind 2

Claws (8)

Piercing 1, Bleeding 1


Bite (10)

Piercing 1, Bleeding 1

Discover
Giant Crab
Animal

Giant Crab

6
6

Across tidal flats and along rocky shores, the giant crab advances with unsettling purpose. Its heavy shell turns aside lesser blows, while massive claws snap with crushing force, capable of breaking bone or armor alike. It does not rush blindly—each movement is measured, closing distance while guarding itself with raised pincers. In its domain, footing is treacherous, and escape is hindered by terrain it knows well. In darker interpretations, it feels like a living bastion of the coast—unyielding, alien, and perfectly adapted to drag the unwary into a slow, inevitable end.

Strength 2
Dexterity 2
Mind 1

Claws (10)

Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?

Augura
Animal

Augura

4
7
3

Auguras are giant, owl-like birds. Although they are not magical, their size enables them to inflict terrifying wounds with their claws and beaks. They inhabit the snow-covered plains of Bitrheimr. They have very keen senses and are easily disturbed by any disturbance to their peace. They become aggressive very quickly.

Strength 2
Dexterity 5
Mind 4

Bite (6)

Piercing 1


Talons (7)

Piercing 1, Bleeding 1


Evade (4)

See Evasion player rule

Discover
Wolf
Animal

Wolf

5
7
3

There are wolves everywhere in the temperate regions of Tirakan. These pack animals are usually reserved, and stay away from people. When cornered or threatened, they become aggressive and can also attack humans.

Strength 2
Dexterity 2
Mind 2

Bite (7)

Bleeding 1


Call for the pack (4)

The wolf howls loudly. Every success calls one wolf into the combat after 1d3 combat rounds, if there are other wolves near.

Discover
Zwarl
Animal

Zwarl

12
6

A distinctly large, obese furry beast that moves on two legs. It can measure up to 4 steps in height, but is no less strongly built in width. A full-grown Zwarl weighs about 2 pounds.

Strength 4
Dexterity 2
Mind 4

Blow (10)

The blow hits up to three enemies within a range of 2 metres. It causes Shocked 1.


Roll (8)

When the Zwarl is in distress, it rolls over its opponents. He can reach up to three opponents if they stand in a line up to five steps away. He inflicts the wounds of this roll on each opponent.

Discover
Goose
Animal

Goose

2
6

By still water and open fields, the goose holds its ground with unexpected defiance. What seems like a harmless creature quickly turns confrontational when approached, hissing, spreading its wings, and advancing without hesitation. It defends territory and kin with startling boldness, striking with its beak and battering with powerful wings. Retreat is not its first instinct—challenge is. In darker interpretations, it feels oddly relentless, a small but furious guardian that refuses to yield, no matter the odds.

Strength 1
Dexterity 2
Mind 3

Bite (8)

Bleeding 1

Hell taipan
Animal

Hell taipan

3
2
3

The hell taipan is a slender snake up to 3 steps long, dark brown, rarely olive green, in colour. It is found in the southern regions of [[yadosien|Yadosia]], through [[al-bah-jira|Al Bah JiRa]] to the lands of the [[ogrut|O'Grut]] and the [[ancatir|Ancatir]].

Strength 2
Dexterity 4
Mind 4

Bite (8)

Piercing 4, Poison 2

Discover
Riding dragon
Animal

Riding dragon

8
8

The riding dragon is not a true dragon, merely a large flying lizard with a grained head. These rare animals can be trained to be faithful mounts if caught as young, or if a clutch of eggs is discovered and can be secured.

Strength 4
Dexterity 4
Mind 3

Claws (8)

Piercing 1, Bleeding 1


Fire beam (10)

Riding dragons are capable of spitting a jet of fire about 10 steps long. Anyone within the range of this beam receives the hits of this throw with penetration 0.

Discover
Shark
Animal

Shark

8
6

Beneath the surface, the shark moves with silent certainty, sensing what cannot be seen. It does not rush blindly—it circles, tests, and closes in with deliberate intent. A sudden strike ends the encounter in a burst of motion and blood, vanishing again into the depths just as quickly. In its domain, escape is uncertain and footing is lost. In darker interpretations, it feels like an unseen force of the deep, drawn to weakness and disturbance, as if the water itself has turned against its prey.

Strength 2
Dexterity 3
Mind 1

Bite (10)

Piercing 1

Camel
Animal

Camel

8
4

A hardy beast of harsh lands turned volatile and dangerous, the camel embodies endurance twisted into aggression. Normally resilient and deliberate, it can become fiercely territorial or unpredictable under stress, lashing out with powerful bites, trampling kicks, and sudden charges. Its endurance allows it to outlast opponents, pressing the attack longer than expected. Camels are difficult to intimidate once enraged, their stubborn nature turning into relentless hostility. In darker interpretations, they feel uncanny—enduring, spiteful, and disturbingly persistent, as if the desert itself refuses to yield.

Strength 2
Dexterity 2
Mind 2

Bite (6)

Piercing 1

Wolf
Animal

Wolf

4
5

A predatory hunter of the wild, the wolf embodies patience, instinct, and coordination. Rarely alone, it stalks its prey in packs, testing for weakness before committing to the kill. Wolves avoid unnecessary risk, circling, harassing, and striking when advantage is certain. In harsher interpretations, they may appear unnaturally intelligent, relentless, or disturbingly fearless.

Strength 2
Dexterity 3
Mind 2

Bite (7)

Bleeding 1

Silver Moonfish
Animal

Silver Moonfish

4
7

This fish species is extremely rare, solitary and only found on the high seas. The body of this fish is strangely disc-shaped, with a diameter of up to two steps, and the fins are round. Its scales are light blue in colour, but almost transparent.

Strength 1
Dexterity 5
Mind 1
Discover
Goat
Animal

Goat

4
4

This animal, which the scholars have classified in the family of the so-called hoofed animals (first mention in the old Codex Bestiarius in the [[viertes-zeitalter-das-zeitalter-der-menschen|first millenium before the new age]]) is related to the sheep, which is better known in the north. Recent research shows that the goat seems to have evolved from these sheep in the south of Tirakan (a thesis that is highly controversial, especially among the religious scholars).

Strength 3
Dexterity 2
Mind 2

Kick (6)

Piercing 0


Bite (8)

Piercing 0

Discover
Mammoth
Animal

Mammoth

18
6

Mammoth refers to a genus of [[elefant|elephants]] that are widespread in the colder regions of Tirakan. The scholars under the young, slightly crazy zoologist Bernhard of [[yavon|Yavon]] assume that they evolved from a group of elephants via several intermediate forms that increasingly specialised in grass food and adapted to the cold.

Strength 6
Dexterity 2
Mind 2

Trample (12)

Piercing 0


Charge (8)

Piercing 0

Discover
Further chatter
Animal

Further chatter

2
11
3

In the 7th century, the [[gnomartige|Gnomes]] also draw military attention to this strange bird that lives on small islands in the rocky sea. Its feathers are yellow and green and its beak is strangely crooked. The special thing about them is that when several of them are together and you whisper a word to one of them, all the other birds automatically repeat it to the person you are talking to.

Strength 1
Dexterity 4
Mind 7
Discover
Hadidim-Lizard
Animal

Hadidim-Lizard

14
12

Hadidim lizards are large flying lizards with a wingspan of up to 2 steps. They feed mainly on fish, but are not averse to the odd seabird. Hadidim lizards are only found on the narrow coastal strip and at the lakes and oases of [[al-bah-jira|Al Bah JiRa]]. They rarely pose a threat to [[menschen|Humans]], unless someone is foolish enough to try to steal the eggs of a hadidim mother from her nest.

Strength 3
Dexterity 3
Mind 2

Bite (8)

Piercing 1

Discover
Frog
Animal

Frog

2
4

Bright colors in the undergrowth signal danger long before the frog itself moves. Small and easily overlooked, it relies on potent toxins rather than strength, turning even a careless touch into a threat. It does not hunt through pursuit but through proximity—its presence alone can be enough to harm. In dense jungles or humid environments, it becomes part of the landscape, a hidden hazard among leaves and water. In darker interpretations, it feels almost unnatural, its vivid appearance a deliberate warning that something beneath the surface is deeply wrong.

Strength 1
Dexterity 1
Mind 1

Tong (3)

Poison 1

Tree ripper
Animal

Tree ripper

10
6

A full-grown animal measures about three steps long and weighs about five centners. Its strong legs make it an excellent climber and fast runner. The tree-ripper feeds mainly on small animals and carrion, but does not shy away from attacking other creatures in bad times. Basically, any creature smaller than itself is a possible addition to its diet.

Strength 4
Dexterity 2
Mind 2

Claws (5)

Piercing 1


Choke (10)

With its strong arms, the tree ripper is able to strangle its victim and also move. The strangle has piercing 0. It takes a difficult test of strength to free oneself from the grip.

Discover
Brown Tiger
Animal

Brown Tiger

8
7
3

Far away from its cousin, the yellow tiger, the brown tiger lives in the highest north of Tirakan. What distinguishes it from all other tigers is its dark fur. Furthermore, it has enormous fangs, which are the largest in the realm of the big cats.

Strength 2
Dexterity 4
Mind 4

Claws (10)

Piercing 1


Bite (10)

Piercing 1, Bleeding 1

Discover
Giant Octopus
Animal

Giant Octopus

10
4

From the depths, something vast and patient unfolds. The giant octopus is a master of concealment, blending seamlessly with rock and reef until it chooses to act. Its intelligence is unsettling—testing, probing, learning. When it strikes, it does so with sudden reach, ensnaring prey in powerful limbs and pulling it into a crushing, inescapable grip. The water becomes its weapon, obscuring vision and direction alike. In darker interpretations, it feels ancient and watchful, a mind lurking below, waiting for the right moment to claim what drifts too close.

Strength 3
Dexterity 3
Mind 2

Grip (10)

The victim is grappled and suffers 2 Wounds each combat round. It can break free on its turn with a Strength test.

Eagle
Animal

Eagle

2
10

High above the land, the eagle circles with commanding vision, observing every movement below. It does not waste effort—waiting for the precise moment before diving in a swift, lethal descent. Its talons strike with accuracy and force, seizing prey before it can react. Even when not attacking, its presence dominates the sky, a constant watcher that cannot be easily approached or escaped. In darker interpretations, it feels like an unblinking eye of the heavens, distant, patient, and utterly decisive when it acts.

Strength 1
Dexterity 4
Mind 2

Claws (7)

Bleeding 1


Beak (7)

Piercing 1

Bear
Animal

Bear

8
3

A massive and resilient force of nature, the bear embodies raw strength, endurance, and territorial fury. Unlike swift predators, it does not rely on speed or subtlety—once roused, it overwhelms through sheer power and persistence. Bears are often indifferent until provoked, but when threatened or defending their domain, they become relentless and devastating. In darker interpretations, they feel almost unstoppable—an embodiment of primal wrath given form.

Strength 3
Dexterity 2
Mind 2

Bite (8)

Bleeding 2


Claws (8)

Bleeding 1

Seal
Animal

Seal

5
5

Along cold shores and drifting ice, the seal moves with effortless grace between water and land. In the sea it is swift and elusive, diving and turning with fluid precision; on land it appears slower, yet remains alert and wary. Seals are not natural aggressors, but when cornered or defending their young, they react with sudden ferocity—biting and thrashing with surprising strength. Their presence often signals rich hunting grounds, but also hidden dangers beneath the surface. In darker interpretations, they feel watchful and knowing, eyes lingering just above the waterline before slipping silently out of sight.

Strength 1
Dexterity 2
Mind 2

Bite (5)

Piercing 0

Bat
Animal

Bat

2
5
3

From the rafters and cave ceilings, bats descend in restless motion, guided more by sound than sight. They move in erratic swarms, disorienting and unnerving, their sudden proximity enough to startle even seasoned travelers. Alone they are fragile, but in numbers they overwhelm—clawing, biting, and filling the air with chaotic movement. Their presence often marks decay, darkness, or forgotten places. In darker interpretations, they feel like living shadows, erupting from the black and vanishing just as quickly.

Strength 1
Dexterity 4
Mind 1

Bite (2)

Piercing 2

Rhinoceros
Animal

Rhinoceros

10
4

A heavily built and short-tempered giant, the rhinoceros embodies raw impact, stubborn resilience, and explosive aggression. Its poor eyesight is offset by acute hearing and scent, reacting instantly to perceived threats. Once it commits, it charges with unstoppable force, goring and crushing anything in its path. A rhinoceros does not maneuver or hesitate—it breaks through. In darker interpretations, it feels like a living battering ram, driven by blind momentum and unyielding instinct.

Strength 3
Dexterity 3
Mind 1

Charge (10)

Piercing 2

Hyena
Animal

Hyena

4
4

A cunning scavenger and opportunistic hunter, the hyena thrives where others falter. It survives through adaptability, endurance, and ruthless pragmatism, often circling conflict rather than initiating it. Hyenas test weakness relentlessly, harassing, outlasting, and exploiting any sign of vulnerability. Their eerie vocalizations and unsettling demeanor give them a reputation that borders on the unnatural. In darker interpretations, they feel mocking and cruel—creatures that revel in decay and the downfall of others.

Strength 1
Dexterity 3
Mind 2

Bite (8)

Bleeding 1

Spectre
Paranormal

Spectre

4
8
4

The Spectre is a ghost-like apparition that can move freely in space. The creature can glide through walls. Its grip and breath are ice-cold, and can cause serious harm to a victim.

Strength 2
Dexterity 3
Mind 2
Stress 1/2

Cold Breath (3)

Penetration 4, Shock 2, Disoriented 1


Submerge (4)

The Spector may submerge from the real world and appear at an arbitrary place at the start of the next round. Submerging and Appearing uses one action each.


Cold Grip (7)

Shock 2

Discover
Stalker
Paranormal

Stalker

8
6

The stalker is a strange, paranormal being. He almost blurs into the background, and moves slowly without taking any steps. When he reaches a victim he strangles them, this seems to be his only interaction with the world.

Strength 3
Dexterity 1
Mind 2
Stress 1/3

Choke (7)

Shock 1

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Phantomwarrior
Paranormal

Phantomwarrior

10
4

A phantom warrior is the undead spirit of a soldier or other skilled person-at-arms (i.e. a professional killer) who has died in violent conflict or before completing an assigned task. Although incorporeal, a phantom warrior carries ghostly armour, shield and weapon. A phantom warrior's memory of the days before his death is hazy at best.

Strength 3
Dexterity 3
Mind 2
Stress 1/3

Sword Attack (10)

Piercing 1

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Cultist
Human

Cultist

10
4

A cultist, a member of some dark cult. They worship a dark deity, a powerful alien, or simply a lamb. They are not particularly clever, but they are many. And they can handle an Uzi. They probably eat children too!

Strength 2
Dexterity 2
Mind 2

Ritual Dagger (8)

Bleeding 1


Pistol (6)

Piercing 0

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