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Description: Tall and burly by pygmy troll standards, with tough bluish-green skin webbed with faded battle scars. Wears a worn leather great coat over his armor and a quality hat traded from a human merchant. Has a massive axe he carries on his shoulder and numerous throwing axes hidden in his coat, on his belt, and about his person—basically everywhere. A small pyg whelp called Knuckle, spawned from a hand lopped off in a fight, typically rides on his shoulder. The whelp scampers around on his belts like a rigging rat, fetching items from the pockets on his bandolier—when it’s not getting drunk to the gills on his ale.
Background: You are the chieftain of a small tribe dwelling in the Blackmarsh Valley. As its leader and greatest warrior, in difficult times it falls to you to confront the enemies of your tribe. You’ve had many opportunities to prove your strength in battle, due in part to your tribe’s holdings lying at the fringe of land claimed by a farrow warband led by the powerful warlord Morrg. Your two groups have clashed in minor skirmishes from time to time, but recently Morrg executed a devious nighttime raid into the heart of your village. His bone grinder set homes to the torch, and as your tribe fought to battle the fires the warlord sent in brigands to abduct a dozen of your fellows.
As a pygmy troll, a small but durable breed of full-blood trolls, you have a close connection to all who share the blood of trolls, including the large and impressive trollkin. Trollkin and pygs often work together, but the larger trollkin are often viewed as the dominant partners in such cooperation. Your tribe frequently interacts with the Toborg trollkin kriel, and their kriel warriors may be willing to destroy Morrg’s warband if you were to ask—but to ask is to admit that you aren’t strong enough to defend your people, to say that pygs need the help of their larger cousins when too great a challenge rears its head. Rather than rely on the trollkin to fight your battles, you grabbed your axes and whelp and headed out alone. When you met the others, they didn’t treat you like an inferior but instead were willing to follow you into battle.
Attitude: You take every opportunity to demonstrate your strength and battle prowess, leading others by example both in and out of battle. You are honorable and do not seek underhanded methods to defeat your foes; you are willing to confront any rival head-on, whether through strength of arms or any other test.
Personal Goal: You seek to rescue your tribe mates taken by Morrg’s brigands. You cannot allow the farrow to keep them as prisoners, and you will carve a path to Morrg with your axe to make him answer for his crimes against your people.
Relations with others: Longchops, “The Hunter” – Any chieftain would be happy to have such a powerful ally. He’s tough as a boulder and almost as good a shot as a pyg. It’s wise to make sure he has something to hunt down and devour, though. Too long between meals and he starts to give you and Knuckle a funny look.
Lurk, “The Mystic” – He’s a clever bog trog, and his bone grinder talents make him very useful to you. He turns everything you kill into some kind of crazy paste or necklace that helps either him or you. Too bad about the smell, though.
Zocha, “The Guide” – She’s one of the best guides you’ve ever known, and her blood magic makes her even better to keep around. Her changes to your plans are too complicated to bother with, but once you’re in the thick of it with your axes she’s quick to join the fray.
UNLIKELY HEROESYou moved against Warlord Morgg to recover your kidnapped warriors. Your remaining tribe mates wanted you to lead them out of the valley and to seek the trollkin of the Toborg kriel to solve your problem for you. But how could you call yourself chieftain if you can’t deal with your own troubles?
Fortunately you’ve encountered others with a similar goal. They recognize your leadership talent and are willing to listen to you when needed. Together you might be able to be able to recover your missing tribe. You bring the wisdom of a chieftain and the might of a warrior to the group, leading the charge in battle with your heavy great axe and boldly confronting the mightiest foes.
Gullin Oakbreaker"THE CHIEf"Male Pygmy Troll Chieftain/WarriorThis character is in peak physical condition. He is incredibly resilient
and capable of feats of strength that defy imagination. Mighty characters gain an additional die on their melee damage rolls.
Additionally, a Mighty character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Gullin has Feat: Back Swing.
Feat: Back SwingOnce per turn, this character can spend 1 feat point to gain one additional melee attack.
Poison ResistanceThe character gains boosted rolls to resist poisons and toxins.
Spawn WhelpsThe regenerative capability of pygs is so intense that if a large enough piece of one is cut away, it will grow its own body to form a whelp.
If the pyg suffers a lost limb, he spawns a pyg whelp that grows to full size in d6 rounds. Gullin begins the game with Knuckle, a whelp companion.
Pyg WhelpsSpawned from the severed flesh of a pyg, a whelp imitates the personality and mannerisms of its creator, often in an exaggerated fashion. The creature is entirely reliant on its progenitor and will likely starve if not cared for. A pyg whelp on foot has SPD 2, so it often rides on the shoulders of the pyg who spawned it.
Whelps are typically adopted by their creators, who treat them like useful pets. A pyg whelp can be trained to perform simple tasks, though its diminutive size and limited intellect do limit its capabilities somewhat.
A pyg whelp activates on its controller’s turn and can perform one of the following quick actions:
• Draw a small weapon or item (including ammunition)
• Stow a small weapon or item
• Pull the pin on a grenade
• Other fast, simple actions at the Game Master’s discretion
ToughThe character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6 the character heals 1 vitality point, is no longer disabled, and is knocked down.
Battle Plan: Take CoverThe character can spend 1 feat point to use Battle Plan: Take Cover during a surprise round before a battle. Using a battle plan is a quick action. When a character uses this battle plan, each friendly character in his command range can immediately advance up to twelve feet (2˝) and perform a quick action to take cover or go prone.
Fast DrawA character with this ability gains +2 on initiative rolls. He also gains an additional quick action during his first turn of combat each encounter that can be used only to draw a weapon.
Natural LeaderA character with the Natural Leader ability increases his command range by 2 .̋
Roll with ItWhen the character would ordinarily be knocked down, he goes prone instead. The character loses this ability while he is mounted.
Team LeaderWhen this character gains a feat point, instead of keeping it himself he can give it to another character currently in his command range.
Description: Tall and burly by pygmy troll standards, with tough bluish-green skin webbed with faded battle scars. Wears a worn leather great coat over his armor and a quality hat traded from a human merchant. Has a massive axe he carries on his shoulder and numerous throwing axes hidden in his coat, on his belt, and about his person—basically everywhere. A small pyg whelp called Knuckle, spawned from a hand lopped off in a fight, typically rides on his shoulder. The whelp scampers around on his belts like a rigging rat, fetching items from the pockets on his bandolier—when it’s not getting drunk to the gills on his ale.
Background: You are the chieftain of a small tribe dwelling in the Blackmarsh Valley. As its leader and greatest warrior, in difficult times it falls to you to confront the enemies of your tribe. You’ve had many opportunities to prove your strength in battle, due in part to your tribe’s holdings lying at the fringe of land claimed by a farrow warband led by the powerful warlord Morrg. Your two groups have clashed in minor skirmishes from time to time, but recently Morrg executed a devious nighttime raid into the heart of your village. His bone grinder set homes to the torch, and as your tribe fought to battle the fires the warlord sent in brigands to abduct a dozen of your fellows.
As a pygmy troll, a small but durable breed of full-blood trolls, you have a close connection to all who share the blood of trolls, including the large and impressive trollkin. Trollkin and pygs often work together, but the larger trollkin are often viewed as the dominant partners in such cooperation. Your tribe frequently interacts with the Toborg trollkin kriel, and their kriel warriors may be willing to destroy Morrg’s warband if you were to ask—but to ask is to admit that you aren’t strong enough to defend your people, to say that pygs need the help of their larger cousins when too great a challenge rears its head. Rather than rely on the trollkin to fight your battles, you grabbed your axes and whelp and headed out alone. When you met the others, they didn’t treat you like an inferior but instead were willing to follow you into battle.
Attitude: You take every opportunity to demonstrate your strength and battle prowess, leading others by example both in and out of battle. You are honorable and do not seek underhanded methods to defeat your foes; you are willing to confront any rival head-on, whether through strength of arms or any other test.
Personal Goal: You seek to rescue your tribe mates taken by Morrg’s brigands. You cannot allow the farrow to keep them as prisoners, and you will carve a path to Morrg with your axe to make him answer for his crimes against your people.
Relations with others: Longchops, “The Hunter” – Any chieftain would be happy to have such a powerful ally. He’s tough as a boulder and almost as good a shot as a pyg. It’s wise to make sure he has something to hunt down and devour, though. Too long between meals and he starts to give you and Knuckle a funny look.
Lurk, “The Mystic” – He’s a clever bog trog, and his bone grinder talents make him very useful to you. He turns everything you kill into some kind of crazy paste or necklace that helps either him or you. Too bad about the smell, though.
Zocha, “The Guide” – She’s one of the best guides you’ve ever known, and her blood magic makes her even better to keep around. Her changes to your plans are too complicated to bother with, but once you’re in the thick of it with your axes she’s quick to join the fray.
UNLIKELY HEROESYou moved against Warlord Morgg to recover your kidnapped warriors. Your remaining tribe mates wanted you to lead them out of the valley and to seek the trollkin of the Toborg kriel to solve your problem for you. But how could you call yourself chieftain if you can’t deal with your own troubles?
Fortunately you’ve encountered others with a similar goal. They recognize your leadership talent and are willing to listen to you when needed. Together you might be able to be able to recover your missing tribe. You bring the wisdom of a chieftain and the might of a warrior to the group, leading the charge in battle with your heavy great axe and boldly confronting the mightiest foes.
Gullin Oakbreaker"THE CHIEf"Male Pygmy Troll Chieftain/WarriorThis character is in peak physical condition. He is incredibly resilient
and capable of feats of strength that defy imagination. Mighty characters gain an additional die on their melee damage rolls.
Additionally, a Mighty character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Gullin has Feat: Back Swing.
Feat: Back SwingOnce per turn, this character can spend 1 feat point to gain one additional melee attack.
Poison ResistanceThe character gains boosted rolls to resist poisons and toxins.
Spawn WhelpsThe regenerative capability of pygs is so intense that if a large enough piece of one is cut away, it will grow its own body to form a whelp.
If the pyg suffers a lost limb, he spawns a pyg whelp that grows to full size in d6 rounds. Gullin begins the game with Knuckle, a whelp companion.
Pyg WhelpsSpawned from the severed flesh of a pyg, a whelp imitates the personality and mannerisms of its creator, often in an exaggerated fashion. The creature is entirely reliant on its progenitor and will likely starve if not cared for. A pyg whelp on foot has SPD 2, so it often rides on the shoulders of the pyg who spawned it.
Whelps are typically adopted by their creators, who treat them like useful pets. A pyg whelp can be trained to perform simple tasks, though its diminutive size and limited intellect do limit its capabilities somewhat.
A pyg whelp activates on its controller’s turn and can perform one of the following quick actions:
• Draw a small weapon or item (including ammunition)
• Stow a small weapon or item
• Pull the pin on a grenade
• Other fast, simple actions at the Game Master’s discretion
ToughThe character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6 the character heals 1 vitality point, is no longer disabled, and is knocked down.
Battle Plan: Take CoverThe character can spend 1 feat point to use Battle Plan: Take Cover during a surprise round before a battle. Using a battle plan is a quick action. When a character uses this battle plan, each friendly character in his command range can immediately advance up to twelve feet (2˝) and perform a quick action to take cover or go prone.
Fast DrawA character with this ability gains +2 on initiative rolls. He also gains an additional quick action during his first turn of combat each encounter that can be used only to draw a weapon.
Natural LeaderA character with the Natural Leader ability increases his command range by 2 .̋
Roll with ItWhen the character would ordinarily be knocked down, he goes prone instead. The character loses this ability while he is mounted.
Team LeaderWhen this character gains a feat point, instead of keeping it himself he can give it to another character currently in his command range.
Description: A tall and muscular female Tharn, with a tanned complexion and dark hair. Wears worn leathers decorated with bones of past kills and a headdress of antlers. Keeps her sacral blade close at hand, a cleft dagger intended to evoke the fangs of the Beast of All Shapes, the ancient Devourer Wurm.
Background: You are a Tharn, a race devoted to the worship of the Devourer Wurm. Your connection to the Wurm allows you to channel its power into your flesh, transforming you into a shadowy predator who moves swift and unseen as you stalk your prey. You were one of the foremost warriors of your tribe, invoking the power of blood magic through your sacral blade and hurling your javelins at your tribe’s enemies from the shadows.
Your tribe, the White Maw, has long clashed with the farrow warband of Warlord Morrg. In your most recent conflict Morrg killed your chieftain and took his heart, giving it to his bone grinder Knor to turn into a powerful totem. A few days later the main source of water to your home, the Arrowhead River, started to dry up. You suspect it may be a ploy by Morrg to drive your people away, but none of your fellow Tharn think it wise to confront the warlord so soon after losing to him in battle. Unable to make the new chieftain see reason, you struck out on your own, declaring yourself an outcast. You will not return to your people until you have defeated Morrg. Being apart from your tribe is difficult, but it is a worthy sacrifice. Morrg has something planned, and you intend to stop him.
Attitude: You are normally calm and collected, but when you invoke the savage power of the Wurm you become an unrelenting predator. You relish the power of blood magic. To you each kill performed in this way is a sacred rite to the Devourer, an offering of the blood of your enemies.
Personal Goal: Find and eliminate Morrg. His attacks on your tribe and his desecration of your chieftain cannot go unanswered, and it seems like you are the only White Maw up to the task. You will hunt him down, into the heart of his warband’s territory if necessary, to put an end to the dreadful warlord. Once he is eliminated, your self-imposed exile can end.
Relations with others: Gullin Oakbreaker, “The Chief” – Don’t let his size fool you—the little guy packs a big punch. He’s a good leader, but doesn’t always think his plans through. Lucky for him he has you here to handle the thinking. For some unfathomable reason, the little whelps he spawns from parts of him that get cut off seem fond of you.
Longchops, “The Hunter” – A solid fighter and not a bad shot with his rifle. Gets a bit violent if he hasn’t had something to eat recently, so it’s always good to make sure there are enough scraps around for him to finish off. A decent tracker, but you’re better.
Lurk, “The Mystic” – He’s the scheming sort, but sometimes it’s good to have one on your side. His spells and bone grinder totems have proven useful
more than a few times. You can’t shake the feeling that he’s looking out for his own interests—but then again, who isn’t?
UNLIKELY HEROESYou struck out from your tribe to confront the farrow warlord Morrg. Along the road you encountered the others, and you all joined together. You bring your impressive skills as a scout and bloodweaver to the group: you outflank enemies to fall upon them with a few expertly hurled javelins or emerge to slay an opponent with a single swipe of your sacral blade.
You are the group’s planner. You see the broad picture and determine the best path, guiding the others through the wilds with your eyes always on the objective. Whether it is a monster that needs to be killed or an enemy warlord who needs to be outsmarted, you are up to the task.
ZOCHa THe OuTCasT"THE GUIDE"Female Tharn Bloodweaver/ScoutThose with the Gifted archetype are born with the capacity to
work magic. This potential can be latent, discovered only later in life, or it can be pronounced from an early age.
Additionally, a Gifted character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Zocha has Occult Secrets.
occult SecretsThe character delves further into the primal mysteries of the arcane and is rewarded with a spell from one of her career spell lists. This benefit can be taken multiple times, but a character still cannot exceed twice her INT in spells known.
Feat: TransformationA Tharn is able to tap into her primal connection to the Devourer Wurm at will, transforming into a predatory beast. During her turn, the Tharn can either spend a full action to transform slowly or spend 1 feat point to transform immediately.
When a female Tharn transforms, she gains Stealth and her AGL and PER rolls are automatically boosted, but she rolls one less die on INT and non-Intimidation social rolls.
While transformed, a Tharn can communicate only through short, clipped sentences and guttural growls.
Tharn must transform and remain transformed during lunar conjunctions. When any two of Caen’s three moons are full, the Tharn cannot restrain their inner beast. For the duration of the lunar conjunction, the Tharn cannot revert to their human form for any reason.
Blood RitesAt Hero level, the character gains +2 to her sacral blade damage rolls. At Veteran level, the character gains +3 to her sacral blade damage rolls. At Epic level, the character gains +4 to her sacral blade damage rolls.
PathfinderThe character can move over rough terrain without penalty.
SurvivalistThis character can reroll failed Survival rolls. Each failed roll can be rerolled only once as a result of Survivalist.
WILL WEAvERS & fATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on their own physical stamina and the force of their mental will to summon and direct arcane energy. This process can be incredibly taxing to the spellcaster’s body and mind but allows for the subtle weaving of intricate formulae.
Gaining Fatigue PointsA will weaver can gain fatigue points in a number of ways.
• Upkeep a Spell – A will weaver gains 1 fatigue point for each spell she upkeeps during each Control Phase.
• Cast a Spell – When a will weaver casts a spell, she gains a number of fatigue points equal to the COST of the spell.
• Boost a Magic Attack or Magic Damage Roll – Each time a will weaver boosts a magic attack or magic damage roll, she gains 1 fatigue point. Boosting must be declared before rolling any dice for the roll. Remember, a single roll can be boosted only once, but a will weaver can boost as many different rolls as she can afford.
• Increase the Range of a Spell – A will weaver can gain 1 fatigue point to increase the RNG of a spell by thirty feet (5˝). Each spell cast can have its RNG extended only once as a result of gaining fatigue. Spells with a RNG of CTRL or SP cannot be affected in this way.
Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.
Fatigue Rolls and exhaustionIf her fatigue points exceed her ARC, a will weaver must make a fatigue roll immediately after resolving each spell she casts. To make a fatigue roll, roll 2d6. If the total is equal to or greater than the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, she becomes exhausted.
When a character becomes exhausted, her turn immediately ends and she cannot cast spells during the next round.
Description: A tall and muscular female Tharn, with a tanned complexion and dark hair. Wears worn leathers decorated with bones of past kills and a headdress of antlers. Keeps her sacral blade close at hand, a cleft dagger intended to evoke the fangs of the Beast of All Shapes, the ancient Devourer Wurm.
Background: You are a Tharn, a race devoted to the worship of the Devourer Wurm. Your connection to the Wurm allows you to channel its power into your flesh, transforming you into a shadowy predator who moves swift and unseen as you stalk your prey. You were one of the foremost warriors of your tribe, invoking the power of blood magic through your sacral blade and hurling your javelins at your tribe’s enemies from the shadows.
Your tribe, the White Maw, has long clashed with the farrow warband of Warlord Morrg. In your most recent conflict Morrg killed your chieftain and took his heart, giving it to his bone grinder Knor to turn into a powerful totem. A few days later the main source of water to your home, the Arrowhead River, started to dry up. You suspect it may be a ploy by Morrg to drive your people away, but none of your fellow Tharn think it wise to confront the warlord so soon after losing to him in battle. Unable to make the new chieftain see reason, you struck out on your own, declaring yourself an outcast. You will not return to your people until you have defeated Morrg. Being apart from your tribe is difficult, but it is a worthy sacrifice. Morrg has something planned, and you intend to stop him.
Attitude: You are normally calm and collected, but when you invoke the savage power of the Wurm you become an unrelenting predator. You relish the power of blood magic. To you each kill performed in this way is a sacred rite to the Devourer, an offering of the blood of your enemies.
Personal Goal: Find and eliminate Morrg. His attacks on your tribe and his desecration of your chieftain cannot go unanswered, and it seems like you are the only White Maw up to the task. You will hunt him down, into the heart of his warband’s territory if necessary, to put an end to the dreadful warlord. Once he is eliminated, your self-imposed exile can end.
Relations with others: Gullin Oakbreaker, “The Chief” – Don’t let his size fool you—the little guy packs a big punch. He’s a good leader, but doesn’t always think his plans through. Lucky for him he has you here to handle the thinking. For some unfathomable reason, the little whelps he spawns from parts of him that get cut off seem fond of you.
Longchops, “The Hunter” – A solid fighter and not a bad shot with his rifle. Gets a bit violent if he hasn’t had something to eat recently, so it’s always good to make sure there are enough scraps around for him to finish off. A decent tracker, but you’re better.
Lurk, “The Mystic” – He’s the scheming sort, but sometimes it’s good to have one on your side. His spells and bone grinder totems have proven useful
more than a few times. You can’t shake the feeling that he’s looking out for his own interests—but then again, who isn’t?
UNLIKELY HEROESYou struck out from your tribe to confront the farrow warlord Morrg. Along the road you encountered the others, and you all joined together. You bring your impressive skills as a scout and bloodweaver to the group: you outflank enemies to fall upon them with a few expertly hurled javelins or emerge to slay an opponent with a single swipe of your sacral blade.
You are the group’s planner. You see the broad picture and determine the best path, guiding the others through the wilds with your eyes always on the objective. Whether it is a monster that needs to be killed or an enemy warlord who needs to be outsmarted, you are up to the task.
ZOCHa THe OuTCasT"THE GUIDE"Female Tharn Bloodweaver/ScoutThose with the Gifted archetype are born with the capacity to
work magic. This potential can be latent, discovered only later in life, or it can be pronounced from an early age.
Additionally, a Gifted character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Zocha has Occult Secrets.
occult SecretsThe character delves further into the primal mysteries of the arcane and is rewarded with a spell from one of her career spell lists. This benefit can be taken multiple times, but a character still cannot exceed twice her INT in spells known.
Feat: TransformationA Tharn is able to tap into her primal connection to the Devourer Wurm at will, transforming into a predatory beast. During her turn, the Tharn can either spend a full action to transform slowly or spend 1 feat point to transform immediately.
When a female Tharn transforms, she gains Stealth and her AGL and PER rolls are automatically boosted, but she rolls one less die on INT and non-Intimidation social rolls.
While transformed, a Tharn can communicate only through short, clipped sentences and guttural growls.
Tharn must transform and remain transformed during lunar conjunctions. When any two of Caen’s three moons are full, the Tharn cannot restrain their inner beast. For the duration of the lunar conjunction, the Tharn cannot revert to their human form for any reason.
Blood RitesAt Hero level, the character gains +2 to her sacral blade damage rolls. At Veteran level, the character gains +3 to her sacral blade damage rolls. At Epic level, the character gains +4 to her sacral blade damage rolls.
PathfinderThe character can move over rough terrain without penalty.
SurvivalistThis character can reroll failed Survival rolls. Each failed roll can be rerolled only once as a result of Survivalist.
WILL WEAvERS & fATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on their own physical stamina and the force of their mental will to summon and direct arcane energy. This process can be incredibly taxing to the spellcaster’s body and mind but allows for the subtle weaving of intricate formulae.
Gaining Fatigue PointsA will weaver can gain fatigue points in a number of ways.
• Upkeep a Spell – A will weaver gains 1 fatigue point for each spell she upkeeps during each Control Phase.
• Cast a Spell – When a will weaver casts a spell, she gains a number of fatigue points equal to the COST of the spell.
• Boost a Magic Attack or Magic Damage Roll – Each time a will weaver boosts a magic attack or magic damage roll, she gains 1 fatigue point. Boosting must be declared before rolling any dice for the roll. Remember, a single roll can be boosted only once, but a will weaver can boost as many different rolls as she can afford.
• Increase the Range of a Spell – A will weaver can gain 1 fatigue point to increase the RNG of a spell by thirty feet (5˝). Each spell cast can have its RNG extended only once as a result of gaining fatigue. Spells with a RNG of CTRL or SP cannot be affected in this way.
Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.
Fatigue Rolls and exhaustionIf her fatigue points exceed her ARC, a will weaver must make a fatigue roll immediately after resolving each spell she casts. To make a fatigue roll, roll 2d6. If the total is equal to or greater than the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, she becomes exhausted.
When a character becomes exhausted, her turn immediately ends and she cannot cast spells during the next round.
Description: A hulking bipedal gator covered in muscles and a thick, scaly hide. Wears a jury-rigged harness across his back to carry the tools of his trade: a powerful hunting rifle and other gear useful in hunting strong, dangerous creatures.
Background: As a gatorman, you are driven by the hunt. Others may be content hunting weaker prey, but you have always sought out the deadliest game you could find, testing your talents against some of the mightiest predators the wilds have to offer. To augment your natural talents, you modified the stock of a heavy rifle you took off a hunter who intruded in your swamp and taught yourself to use it.
Unfortunately, something’s happened to the river that feeds your swampy hunting ground. The river is drying up, and it’s driving away all your prey. You considered picking up and finding a new land, but the Tharn Zocha made you an offer: help her fix what’s wrong with the river and take down the farrow warlord Morrg.
In return, you have free reign to hunt in her tribe’s territory, a place notorious for the deadly beasts that roam within—and that’s not counting the Tharn.
Attitude: There’s no predator in the world as powerful as a gatorman with a huge gun, so you are pretty easygoing, at least for a gatorman. The others tend to confuse your grin for a hungry leer. Well, that’s probably in their best interest.
Personal Goal: Morrg’s warband is said to breed a particularly nasty strain of razor boar, massive creatures able to chew through skin and bone with ease. Your ultimate goal is to secure rights to hunt in the White Maw tribe’s land, but along the way you’re hoping to bag a few razor boars as trophies.
Relations with others: Gullin Oakbreaker, “The Chief” – He’s a brave little thing, that’s for sure. Traveling with the pyg has given you opportunities to hunt bigger and better prey than ever before, and he’s good at coordinating the group in a fight. You can’t help but wonder what one of his whelps tastes like, but that can wait—for now.
Zocha, “The Guide” – She’s a good tracker and scout, but her methods are strange to you. She spends too much jumping through the trees and leaping down to stab things. By the time she’s plunging her magic blade into something, you’ve already filled it with bullets.
Lurk, “The Mystic” – You two have traveled together for years. You’ve saved his life a few times, and he’s helped you out of trouble, too. Sometimes the two of you fight over which bits of a creature he gets to keep or you get to eat, but it usually works itself out in your favor.
UNLIKELY HEROESZocha convinced you to join her with a promise. She says that if you help her, you’ll be permitted to hunt within the territory of the White Maw tribe, Tharn land to the west of your own.
It is filled with a diversity of deadly creatures unlike anything you’ve hunted before, which
will let you test your mettle against some of the deadliest beasts in the Blackmarsh Valley. You just need to help take out Morrg first.
You’re an apex predator and bring your deadly skill with
a rifle to the group; however, your jaws are as deadly as
any weapon. You can bite a farrow in half up close or take him down from afar with one well-placed shot.
lOnGCHOps"THE HUNTER"Male Gatorman Brigand/Monster hunterThis character relies on his wits, skill, and luck in equal measure.
A Skilled character gains an additional attack during his Activation Phase if he chooses to attack that turn.
Additionally, a Skilled character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Longchops has Virtuoso: Rifle.
Virtuoso: RifleWhen making a non-AOE attack with his rifle, this character gains an additional die on his attack and damage rolls. Discard the lowest die of each roll. (This benefit can be taken more than once, each time specifying a different military skill.)
amphibiousGatormen treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming rolls and always advance their full SPD while swimming.
Flesh of SteelWhile this character is unarmored, double his PHY when determining his ARM.
Gnawing hungerA Gatorman must eat at least once every four waking hours. If a Gatorman character does not eat within this timeframe, he suffers –1 to Willpower rolls until he eats again. Luckily Gatormen are not particularly picky eaters and will happily devour any meat they can get their jaws around.
Imitative PowerAll gatormen are deep believers in sympathetic magic. They often deck themselves out in the trappings of their enemies, believing such charms and trinkets enable them to steal a portion of the other’s power.
While wearing or holding at least one relic, tool, trinket, or piece of clothing that was once possessed by a member of another race, the Gatorman character gains +1 on social rolls against characters of that race.
Big Game hunterA character with the Big Game Hunter ability has hunted more than his fair share of game in the wilds of western Immoren. When a character with Big Game Hunter makes an attack against a natural animal or beast native to the wilds of Immoren, he gains a bonus on attack rolls equal to his Survival skill.
Find CoverAt the start of combat before initiative is rolled, this character can immediately advance up to twelve feet (2˝) and perform a quick action to take cover or go prone.
hunting Ground [Swamp]Choose an environment type (desert, forest, mountain, or swamp) when you select this ability. The character gains +2 to Sneak and Tracking rolls while in the selected environment. This ability can be taken more than once. Each time this ability is selected, choose a new environment type.
onslaughtAt the start of this character’s turn before moving or taking any action, he can make one ranged attack. After the attack has been resolved, the character must charge or run. The ranged attack is made before declaring a charge target.
Precision StrikeWhen the character hits with a melee attack, he chooses the branch of the target’s life spiral or the column of the target’s damage grid that is hit, if applicable.
Description: A hulking bipedal gator covered in muscles and a thick, scaly hide. Wears a jury-rigged harness across his back to carry the tools of his trade: a powerful hunting rifle and other gear useful in hunting strong, dangerous creatures.
Background: As a gatorman, you are driven by the hunt. Others may be content hunting weaker prey, but you have always sought out the deadliest game you could find, testing your talents against some of the mightiest predators the wilds have to offer. To augment your natural talents, you modified the stock of a heavy rifle you took off a hunter who intruded in your swamp and taught yourself to use it.
Unfortunately, something’s happened to the river that feeds your swampy hunting ground. The river is drying up, and it’s driving away all your prey. You considered picking up and finding a new land, but the Tharn Zocha made you an offer: help her fix what’s wrong with the river and take down the farrow warlord Morrg.
In return, you have free reign to hunt in her tribe’s territory, a place notorious for the deadly beasts that roam within—and that’s not counting the Tharn.
Attitude: There’s no predator in the world as powerful as a gatorman with a huge gun, so you are pretty easygoing, at least for a gatorman. The others tend to confuse your grin for a hungry leer. Well, that’s probably in their best interest.
Personal Goal: Morrg’s warband is said to breed a particularly nasty strain of razor boar, massive creatures able to chew through skin and bone with ease. Your ultimate goal is to secure rights to hunt in the White Maw tribe’s land, but along the way you’re hoping to bag a few razor boars as trophies.
Relations with others: Gullin Oakbreaker, “The Chief” – He’s a brave little thing, that’s for sure. Traveling with the pyg has given you opportunities to hunt bigger and better prey than ever before, and he’s good at coordinating the group in a fight. You can’t help but wonder what one of his whelps tastes like, but that can wait—for now.
Zocha, “The Guide” – She’s a good tracker and scout, but her methods are strange to you. She spends too much jumping through the trees and leaping down to stab things. By the time she’s plunging her magic blade into something, you’ve already filled it with bullets.
Lurk, “The Mystic” – You two have traveled together for years. You’ve saved his life a few times, and he’s helped you out of trouble, too. Sometimes the two of you fight over which bits of a creature he gets to keep or you get to eat, but it usually works itself out in your favor.
UNLIKELY HEROESZocha convinced you to join her with a promise. She says that if you help her, you’ll be permitted to hunt within the territory of the White Maw tribe, Tharn land to the west of your own.
It is filled with a diversity of deadly creatures unlike anything you’ve hunted before, which
will let you test your mettle against some of the deadliest beasts in the Blackmarsh Valley. You just need to help take out Morrg first.
You’re an apex predator and bring your deadly skill with
a rifle to the group; however, your jaws are as deadly as
any weapon. You can bite a farrow in half up close or take him down from afar with one well-placed shot.
lOnGCHOps"THE HUNTER"Male Gatorman Brigand/Monster hunterThis character relies on his wits, skill, and luck in equal measure.
A Skilled character gains an additional attack during his Activation Phase if he chooses to attack that turn.
Additionally, a Skilled character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Longchops has Virtuoso: Rifle.
Virtuoso: RifleWhen making a non-AOE attack with his rifle, this character gains an additional die on his attack and damage rolls. Discard the lowest die of each roll. (This benefit can be taken more than once, each time specifying a different military skill.)
amphibiousGatormen treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming rolls and always advance their full SPD while swimming.
Flesh of SteelWhile this character is unarmored, double his PHY when determining his ARM.
Gnawing hungerA Gatorman must eat at least once every four waking hours. If a Gatorman character does not eat within this timeframe, he suffers –1 to Willpower rolls until he eats again. Luckily Gatormen are not particularly picky eaters and will happily devour any meat they can get their jaws around.
Imitative PowerAll gatormen are deep believers in sympathetic magic. They often deck themselves out in the trappings of their enemies, believing such charms and trinkets enable them to steal a portion of the other’s power.
While wearing or holding at least one relic, tool, trinket, or piece of clothing that was once possessed by a member of another race, the Gatorman character gains +1 on social rolls against characters of that race.
Big Game hunterA character with the Big Game Hunter ability has hunted more than his fair share of game in the wilds of western Immoren. When a character with Big Game Hunter makes an attack against a natural animal or beast native to the wilds of Immoren, he gains a bonus on attack rolls equal to his Survival skill.
Find CoverAt the start of combat before initiative is rolled, this character can immediately advance up to twelve feet (2˝) and perform a quick action to take cover or go prone.
hunting Ground [Swamp]Choose an environment type (desert, forest, mountain, or swamp) when you select this ability. The character gains +2 to Sneak and Tracking rolls while in the selected environment. This ability can be taken more than once. Each time this ability is selected, choose a new environment type.
onslaughtAt the start of this character’s turn before moving or taking any action, he can make one ranged attack. After the attack has been resolved, the character must charge or run. The ranged attack is made before declaring a charge target.
Precision StrikeWhen the character hits with a melee attack, he chooses the branch of the target’s life spiral or the column of the target’s damage grid that is hit, if applicable.
Description: A stooped, reptilian fish-man with all manner of tattered arcane totems decorating his body. Carries a surplus of body parts, pastes from smashed organs and bones, fluids, and other harvested parts for his arcane form of alchemy as well as a few trophies from particularly interesting prey taken down in cooperation with Longchops.
Background: As a bone grinder, you have the talent for turning organic components into powerful magical artifacts. Years ago you were part of a bone grinder hunting party led by the farrow bone grinder Knor. It went well for a while, but you had a habit of taking the most powerful components for yourself. Things came to a head between you and Knor, and the farrow swore he’d grind your bones the next time you met. You helped yourself to a few choice items before leaving to hide out in the swamps, where you met Longchops.
Since then you two have hunted together. The relationship has worked out well so far, but Longchops struck a deal with the Tharn Zocha to hunt down the farrow warlord Morrg—Knor’ new employer. You could run, but if Longchops and Zocha fail, Knor will likely discover your whereabouts and it will only be a matter of time before your old friend comes calling.
Attitude: You’re always looking for ways to increase your own personal influence and power. Fortunately you’ve made some impressive friends who help you do just that. Having them around always makes negotiations go smoother, and they’re a great aid in bringing down bigger and better beasts you can turn into powerful arcane charms. You’re not actively scheming against them, but you’re always on the lookout for ways to make your own life better.
Personal Goal: Your number one goal is to eliminate Knor. Your former bone grinder associate holds a grudge against you, and if he’s not dealt with it’s only a matter of time before he comes around looking for payback.
Relations with others: Gullin Oakbreaker, “The Chief” – The pyg thinks he’s in charge. That’s fine. It just means that when trouble comes, it comes to him first. You’re careful and patient, and working with him has had its advantages so far. Whenever you need to push him a certain way, a few well-chosen words seem to do the trick.
Longchops, “The Hunter” – He’s a big, scaly wall of meat that draws attention away from you. More than that, though, he’s useful to you. Traveling with him has given you the opportunity to harvest components from creatures you never could have defeated on your own.
Zocha, “The Guide” – Too clever for her own good. The Tharn seems to think you’re actively scheming against her. Well, maybe a little, but no more than anyone else. You’re smarter than her, but she doesn’t miss many details. Lucky for the both of you, you’re working together.
UNLIKELY HEROESWhen Longchops suggested joining up with Gullin and Zocha, you had your reservations. Moving against Morrg means you’ll have to confront your old enemy, the farrow bone grinder Knor. You think you can influence the others into helping you confront Knor and take him out of the equation. You definitely have a better chance of survival if there are others with you, and your mystical talents can help keep them alive until they get the job done. If you can get your hands on one of the razor boars Morrg’s warband keeps around, you can make use of its flesh to create a scent mask to throw the old bone grinder off your trail— you hope.
lurGlekk (lurk)"THE MYSTIC"Male Bog Trog Bone Grinder/Mist SpeakerThose with the Gifted archetype are born with the capacity to
work magic. This potential can be latent, discovered only later in life, or it can be pronounced from an early age.
Additionally, a Gifted character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Lurk has Combat Caster.
Combat CasterWhen this character makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.
amphibiousBog trogs treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming rolls and can always advance their full SPD while swimming.
BlendingBog trog skin pigmentation naturally changes to enable them to blend into their surroundings. Provided his body is mostly uncovered and while not wearing armor, a bog trog gains boosted Sneak rolls.
Greed ManiaBog trogs become highly aggressive in the presence of objects of wealth and are overcome with a desire to possess them. The Game Master determines what constitutes an object of wealth, but generally the larger and gaudier it is, the better. A bog trog that takes possession of such an object immediately gains 1 feat point. Once a bog trog gets his hands on an object of wealth, he will fight to the death to remain in possession of it. Letting go of it or otherwise allowing it to slip willingly from his possession requires the bog trog to succeed in a Willpower roll with a target number of 16.
StinkWhile out of water bog trogs exude a repellent, fishy odor. Though close companions can learn to ignore this stench over time, any character attempting to track or detect a bog trog by scent gains +2 to his die roll. Additionally, bog trogs suffer –1 on non-Intimidation social rolls when dealing with creatures potentially offended by their stench.
Bone GrinderThis character can create and use bone grinder fetishes.
ConniverThe character is well skilled in the arts of deception. The character can reroll failed Bribery- and Deception-based social skill rolls. Each roll can be rerolled only once as a result of Conniver.
Disease ResistanceThe character can make boosted rolls to resist disease and infection.
ITEM: ARCANE RELICDescription: This is a talisman made from the desiccated flesh and bones of an arcanist, sorcerer, warbeast, warlock, or other innately arcane creature. The bone grinder can call upon the power of the relic to extend his own arcane powers.
Special Rules: When a character with the Bone Grinder ability casts a spell while holding an arcane relic in one hand, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected.
WILL WEAvERS & fATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on their own physical stamina and the force of their mental will to summon and direct arcane energy. This process can be incredibly taxing to the spellcaster’s body and mind but allows for the subtle weaving of intricate formulae.
Gaining Fatigue PointsA will weaver can gain fatigue points in a number of ways.
• Upkeep a Spell – A will weaver gains 1 fatigue point for each spell he upkeeps during each Control Phase.
• Cast a Spell – When a will weaver casts a spell, he gains a number of fatigue points equal to the COST of the spell.
• Boost a Magic Attack or Magic Damage Roll – Each time a will weaver boosts a magic attack or magic damage roll, he gains 1 fatigue point. Boosting must be declared before rolling any dice for the roll. Remember, a single roll can be boosted only once, but a will weaver can boost as many different rolls as he can afford.
• Increase the Range of a Spell – A will weaver can gain 1 fatigue point to increase the RNG of a spell by thirty feet (5˝). Each spell cast can have its RNG extended only once as a result of gaining fatigue. Spells with a RNG of CTRL or SP cannot be affected in this way.
Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.
Fatigue Rolls and exhaustionIf his fatigue points exceed his ARC, a will weaver must make a fatigue roll immediately after resolving each spell he casts. To make a fatigue roll, roll 2d6. If the total is equal to or greater than the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, he becomes exhausted.
When a character becomes exhausted, his turn immediately ends and he cannot cast spells during the next round.
Description: A stooped, reptilian fish-man with all manner of tattered arcane totems decorating his body. Carries a surplus of body parts, pastes from smashed organs and bones, fluids, and other harvested parts for his arcane form of alchemy as well as a few trophies from particularly interesting prey taken down in cooperation with Longchops.
Background: As a bone grinder, you have the talent for turning organic components into powerful magical artifacts. Years ago you were part of a bone grinder hunting party led by the farrow bone grinder Knor. It went well for a while, but you had a habit of taking the most powerful components for yourself. Things came to a head between you and Knor, and the farrow swore he’d grind your bones the next time you met. You helped yourself to a few choice items before leaving to hide out in the swamps, where you met Longchops.
Since then you two have hunted together. The relationship has worked out well so far, but Longchops struck a deal with the Tharn Zocha to hunt down the farrow warlord Morrg—Knor’ new employer. You could run, but if Longchops and Zocha fail, Knor will likely discover your whereabouts and it will only be a matter of time before your old friend comes calling.
Attitude: You’re always looking for ways to increase your own personal influence and power. Fortunately you’ve made some impressive friends who help you do just that. Having them around always makes negotiations go smoother, and they’re a great aid in bringing down bigger and better beasts you can turn into powerful arcane charms. You’re not actively scheming against them, but you’re always on the lookout for ways to make your own life better.
Personal Goal: Your number one goal is to eliminate Knor. Your former bone grinder associate holds a grudge against you, and if he’s not dealt with it’s only a matter of time before he comes around looking for payback.
Relations with others: Gullin Oakbreaker, “The Chief” – The pyg thinks he’s in charge. That’s fine. It just means that when trouble comes, it comes to him first. You’re careful and patient, and working with him has had its advantages so far. Whenever you need to push him a certain way, a few well-chosen words seem to do the trick.
Longchops, “The Hunter” – He’s a big, scaly wall of meat that draws attention away from you. More than that, though, he’s useful to you. Traveling with him has given you the opportunity to harvest components from creatures you never could have defeated on your own.
Zocha, “The Guide” – Too clever for her own good. The Tharn seems to think you’re actively scheming against her. Well, maybe a little, but no more than anyone else. You’re smarter than her, but she doesn’t miss many details. Lucky for the both of you, you’re working together.
UNLIKELY HEROESWhen Longchops suggested joining up with Gullin and Zocha, you had your reservations. Moving against Morrg means you’ll have to confront your old enemy, the farrow bone grinder Knor. You think you can influence the others into helping you confront Knor and take him out of the equation. You definitely have a better chance of survival if there are others with you, and your mystical talents can help keep them alive until they get the job done. If you can get your hands on one of the razor boars Morrg’s warband keeps around, you can make use of its flesh to create a scent mask to throw the old bone grinder off your trail— you hope.
lurGlekk (lurk)"THE MYSTIC"Male Bog Trog Bone Grinder/Mist SpeakerThose with the Gifted archetype are born with the capacity to
work magic. This potential can be latent, discovered only later in life, or it can be pronounced from an early age.
Additionally, a Gifted character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Lurk has Combat Caster.
Combat CasterWhen this character makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.
amphibiousBog trogs treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming rolls and can always advance their full SPD while swimming.
BlendingBog trog skin pigmentation naturally changes to enable them to blend into their surroundings. Provided his body is mostly uncovered and while not wearing armor, a bog trog gains boosted Sneak rolls.
Greed ManiaBog trogs become highly aggressive in the presence of objects of wealth and are overcome with a desire to possess them. The Game Master determines what constitutes an object of wealth, but generally the larger and gaudier it is, the better. A bog trog that takes possession of such an object immediately gains 1 feat point. Once a bog trog gets his hands on an object of wealth, he will fight to the death to remain in possession of it. Letting go of it or otherwise allowing it to slip willingly from his possession requires the bog trog to succeed in a Willpower roll with a target number of 16.
StinkWhile out of water bog trogs exude a repellent, fishy odor. Though close companions can learn to ignore this stench over time, any character attempting to track or detect a bog trog by scent gains +2 to his die roll. Additionally, bog trogs suffer –1 on non-Intimidation social rolls when dealing with creatures potentially offended by their stench.
Bone GrinderThis character can create and use bone grinder fetishes.
ConniverThe character is well skilled in the arts of deception. The character can reroll failed Bribery- and Deception-based social skill rolls. Each roll can be rerolled only once as a result of Conniver.
Disease ResistanceThe character can make boosted rolls to resist disease and infection.
ITEM: ARCANE RELICDescription: This is a talisman made from the desiccated flesh and bones of an arcanist, sorcerer, warbeast, warlock, or other innately arcane creature. The bone grinder can call upon the power of the relic to extend his own arcane powers.
Special Rules: When a character with the Bone Grinder ability casts a spell while holding an arcane relic in one hand, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected.
WILL WEAvERS & fATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on their own physical stamina and the force of their mental will to summon and direct arcane energy. This process can be incredibly taxing to the spellcaster’s body and mind but allows for the subtle weaving of intricate formulae.
Gaining Fatigue PointsA will weaver can gain fatigue points in a number of ways.
• Upkeep a Spell – A will weaver gains 1 fatigue point for each spell he upkeeps during each Control Phase.
• Cast a Spell – When a will weaver casts a spell, he gains a number of fatigue points equal to the COST of the spell.
• Boost a Magic Attack or Magic Damage Roll – Each time a will weaver boosts a magic attack or magic damage roll, he gains 1 fatigue point. Boosting must be declared before rolling any dice for the roll. Remember, a single roll can be boosted only once, but a will weaver can boost as many different rolls as he can afford.
• Increase the Range of a Spell – A will weaver can gain 1 fatigue point to increase the RNG of a spell by thirty feet (5˝). Each spell cast can have its RNG extended only once as a result of gaining fatigue. Spells with a RNG of CTRL or SP cannot be affected in this way.
Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.
Fatigue Rolls and exhaustionIf his fatigue points exceed his ARC, a will weaver must make a fatigue roll immediately after resolving each spell he casts. To make a fatigue roll, roll 2d6. If the total is equal to or greater than the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, he becomes exhausted.
When a character becomes exhausted, his turn immediately ends and he cannot cast spells during the next round.