TABLE OF CONTENTS
Introduction
Combat
Equipment
10
Miscellaneous
13
14
The Setting
19
Bestiary
28
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 License International.
CHARACTER CREATION
EARNING EXPERIENCE
Once gained, EP must be spent before the start of
the following session. Unspent EP is lost. You may invest
less EP into something than it costs to purchase that
upgrade outright; if you do, you do not gain the benefits
of that upgrade until you have paid off the full EP cost of
that upgrade; you may make such partial EP investments
during character creation. One EP is awarded at the end
of each game session for each of the following that apply:
Attend the entire session
Complete a quest-line
Overcome a significant obstacle
Recommended
ATTRIBUTES
SKILLS
DICE TYPE
d4
d6
d8
d10 d12
ACTIONS
The only limit to what you can do in a round is what
is reasonable within the time-frame of roughly 6 seconds,
at the GMs discretion. Typically, this entails one action
with the hands (such as attacking an enemy), one action
with your feet (such as moving up to your full movement
speed), and one action with your head (such as alerting
your allies to danger); additionally, there is no limit to the
number of attacks you can make a Dodge roll against in a
given round; however, if you want to focus on a particular
type of action by performing that action twice (attacking
twice, moving twice, etc.), then you may do so, but at the
cost of not being able to perform any other actions for
that round including dodging attacks.
4 - Torso
2 - Right Arm
5 - Right Leg
3 - Left Arm
6 - Left Leg
CALLED SHOTS
TWO-HANDED WEAPONS
Whenever you wield a melee weapon which is
designed to be held in two hands (most heavy and great
melee weapons) with both of your hands, your critical
hits deal triple damage instead of double damage. The
weapon must be light enough for you to wield it
effectively to gain this bonus. See the entry "Weapons"
on page 10 for details.
STEALTH IN COMBAT
Whether you're ambushing a caravan, hunting a
deer, or literally stabbing someone in the back, if you use
Stealth to avoid detection and then attack someone that's
unaware of your presence, that attack receives several
benefits; the attack automatically hits, since a person who
is unaware of your presence wouldn't be able to respond
to the attack with a Dodge roll; the attack is an automatic
critical hit; and if the target of your attack is relatively
stationary (not actively walking or running), then you get
to choose which location of their body you hit instead of
needing to roll for it. Once you attack someone, they
immediately become aware of your presence, so only
your first attack will gain the benefits associated with
using Stealth.
EQUIPMENT
Gold Pieces (GP): Commonly referred to simply as
gold, gold pieces are the standard unit of currency. Each
character starts with 30gp, plus an additional amount of
gp equal to 10 times their Mercantile score. The amount
of gold a character has is not directly affected by changes
made to that characters Mercantile score after character
creation; however, that characters ability to make gold
throughout the game by roleplaying is likely to be
affected. Gold pieces are small enough to be considered
very light-weight individually; however, if the GM deems
it necessary to keep track of the weight of gold, then
20gp should weigh 1 pound; if the GM wants to keep
track of the weight of gold, but also wants to be lenient
on that front, then 50gp should weigh 1 pound.
Armor: Whenever an armored location would be hit
by an attack or trap, reduce the amount of damage
caused by the attack or trap by the amount listed under
the armors "Damage Reduction (DR)." Armor does not
reduce the damage caused by a critical hit.
Shields: A shields "Shield Bonus (SB)" is the bonus
that it grants to the result of your Dodge rolls. Most shield
types have a unique trait that makes them preferable in
various different situations. Unless otherwise noted, a
weapon cannot be wielded in the same hand that is
equipped with a shield. You cannot effectively wield a
shield that weighs more than double your Might score.
You can bash someone with a shield that weighs an
amount equal to or less than your Might score; such
attacks treat the shield as though it were a melee weapon
with a Damage Bonus (DB) of 1.
Weapons: Weapons grant a bonus to the damage
that your attacks do. You cannot effectively wield a
weapon that weighs more than your Might score in one
hand or one that weighs more than double your Might
score in two hands. You cannot effectively throw a
weapon with two hands (thus, throwing weapons require
that they not weigh more than your Might score). Ranged
weapons have a limited range; you can hit anything
within the listed range with a Ranged Attack made with
these weapons or spend an entire round focusing on a
single Ranged Attack to double the listed range.
WEAPON
DB
RNG
WT
COST
CRAFT EXAMPLES
Light Ranged
50
10
TN 8
Heavy Ranged
50
15
Light Thrown
10
10
TN 4
Heavy Thrown
10
15
TN 4
Light Melee
10
TN 6
Heavy Melee
15
TN 6
Great Melee
5
1
5
20
TN 6
DB: Damage Bonus. RNG: Range (in meters). WT: Weight.
TRAIT
EFFECT
WEAPON TYPE
WEAPON SUBTYPE
Aim
Any Ranged
Bows
Bash
Shield
Spiked/Bladed Shields
Cloak
Light Melee
Any
Crush
Any Melee
Bludgeons
Dash
Heavy Ranged
Any
Deflect
Any Melee
Swords
Fleet
+5 bonus to range.
Any Thrown
Spears
Glide
Light Ranged
Any
Grip
Any Thrown
Throwing Axes/Knives
Prime
Any Ranged
Crossbows
Reach
+1 bonus to range.
Great Melee
Polearms
Sting
Light Ranged
Blowguns
Slender
Decrease weight by 1.
Heavy Melee
Any
Stout
Great Melee
Any
Sunder
Any Melee
Axes
Tangle
Any Thrown
ARMOR
DR
P-WT
S-WT
S-COST
Hide
P-COST CRAFT
1
TN 4
12
Leather / Padded
TN 4
12
Chain / Scale
TN 6
12
24
Brigandine / Lamellar
TN 6
18
36
Laminar / Splint
TN 8
24
48
Plate
5
5
10
TN 10
DR: Damage Reduction. P-: Piecemeal. S-: Full Suit.
30
60
SHIELD
SB
WT
COST
Target
10
TN 6
Small
15
TN 4
-N/A-
Large
20
TN 4
Tower
2
SB: Shield Bonus.
10
25
TN 6
EXPLOSIVES
R+D
WT
Class I
Class II
Class III
Class IV
Class V
CRAFT SPECIAL
COST CRAFT
LOCKS
WT
TN 4
Class I
TN 4
Analgesic
TN 8
TN 6
Class II
TN 6
Antidote
TN 10
TN 8
Class III
TN 8
Bane
TN 12
10
TN 10
Class IV
10
TN 10
Poison
TN 8
15
TN 12
Class V
15
TN 12
Salve
TN 6
Sedative
TN 6
Stimulant
TN 12
Tranquilizer
TN 10
COST CRAFT
MEDICINE
COST CRAFT
MEDICINE
You can take a total number of doses of medicine
equal to your Fortitude score. Each time you take a dose
of medicine when you've already reached your limit and
each time that you take a dose of medicine when you
already have a different type of medicine in your system,
you must make a Fortitude roll; the TN is 6. An
unsuccessful Fortitude roll results in intense stomach
cramps and blurred vision for a day, which together cause
the result of all rolls you make to be halved. Becoming
sickened in this way immediately triggers the need for
another Fortitude roll. If it is also unsuccessful, you fall
unconscious for a day. Falling unconscious in this way
immediately triggers the need for another Fortitude roll.
If this third roll is also unsuccessful, you are paralyzed for
1 minute and then die unless someone else spends a full
round of focused effort to make you vomit before the end
of the minute.
Each time that you take more than one dose of a
Medicine item that is listed addictive in a single day,
you gain 1 point of addiction to that item, up to a
maximum of 10. At the end of each day, you lose 1
addiction point for each Medicine item if you have taken
no doses of that item during that day. When you wake up
each day, you must make an Endurance roll for each
Medicine item that you have 1 or more addiction points
with; the TN is equal to the number of addiction points
you have for that item. Failing the roll results in the need
for you to make taking another dose of that item or take a
-1 penalty to the result of all of your skill rolls for each
addiction point you have for that item. Penalties caused
by addictions to multiple items stack with eachother.
Whenever you would take a dose of a Medicine item and
you have a number of addiction points with that item
greater than your Fortitude score, you must make an
Endurance roll to avoid systemic shock.
Analgesic: For one day, you reduce the penalties
you've gotten from damage by 1. This does not heal
damage. For example, if you're taking a -2 penalty to your
rolls due to the damage you have taken and you take one
dose of analgesic, the penalty is reduced to -1. Addictive.
Antidote: An antidote completely cures you of one
disease or toxin you currently have. The disease or toxin
that an antidote cures is determined during its creation,
so an antidote that cures one disease can't be used to
cure a different disease or any kind of toxin. Antidotes
cannot be used to increase the number of doses of
medicine a single person can take in any way and each
antidote you take still counts against the total number of
doses of medicine you can take.
EXPOSURE
EXPOSURE
ER
CONSEQUENCE
-7
MAGIC
Magic is a natural part of the Knights & Knaves
setting, but in custom settings, magic is an optional set of
rules that the GM may include or exclude in the options
available to the players and various NPCs. Magic
encompasses four additional attributes beyond the six
standard attributes and a total of twenty spells (five for
each magic attribute). Magic spells function exactly as
mundane skills, except that they accomplish more
supernatural effects.
Just like how the standard six attributes affect more
than just your ability to perform certain skills, the magic
attributes affect more than just your ability to cast spells
they also have an effect on your ability to alter arcanum
(in the case of Alchemy), practice blood-magic (in the
case of Druidism), perform seances (in the case of
Necromancy) and communicate telepathically (in the case
of Thaumaturgy) see the entry "Fundamental Magic
Abilities" below for details. All magic attributes and spells,
unlike the standard attributes and skills, start at a score of
0; you can't cast a spell if your score in it is 0 and if your
score in the attribute that governs that spell is 0, then you
will be unable to reach any of the TNs that spell has.
Alchemy: This is your ability to read and rewrite the
divine text of the Eternals. It governs the following spells:
Alkahest, Ambrosia, Azoth, Homunculus, Phlogiston.
Druidism: This is your ability to perform the ancient
art of blood magic. It governs the following spells:
Berserk, Leyline, Pact, Shapeshift, Sineater.
Necromancy: This is your ability to communicate
and interact with spirits. It governs the following spells:
Animate, Clairvoyance, Exorcism, Familiar, Psychometry.
Thaumaturgy: This is your ability to perform feats of
mind over matter. It governs the following spells: Dowse,
Intangibility, Invisibility, Telekinesis, Thoughtform.
SPELLS
Alkahest (Alchemy): This spell can only be cast upon
an object that is made of composite materials, which you
have identified with the Arcanum ability. Composite
objects include things like swords, pieces of armor, locks,
furniture, and most crafting tools; objects that are not
considered composite (for the purpose of this spell)
include things like wood, flesh, metal alloys, and liquid
mixtures. You cause the object to be separated into its
component parts, without damaging those parts (for
example, if cast upon an axe, you would cause the shaft
and head to separate, but neither would be damaged by
this action). The components, once separated, all fall
within one meter of eachother. The object must be within
a number of meters equal to your Alkahest score, plus
your Alchemy score. The TN is 4 for a Fine-sized object, 8
for a Tiny object, and 12 for a Small object; casting this
spell takes 1 success; the roll requires a full round of
focused effort.
Ambrosia (Alchemy): This spell can only be cast
upon a dead, organic object, which you have identified
with the Arcanum ability. You bestow incorruptibility
upon the object preventing it from decaying or carrying
diseases. If cast on an Animated undead, the duration of
the Animate spell is renewed. If cast on a natrual undead,
this spell deals 1 damage to a random location of its body,
but also releaves it from suffering the pain of its death for
one day (which may allow the undead to perceive and
think licidly, even if it has already fallen into insanity). The
incorruptibility granted by this spell lasts for a number of
days equal to your Ambrosia score, plus your Alchemy
score. The TN is 4; casting this spell requires 3
consecutive successes; the roll requires a full round of
focused effort.
Animate (Necromancy): This spell can only be cast in
the presence of a spirit and requires a non-living, sapient
organism (a humanoid corpse or skeleton, referred to
hereafter as a "vessel"). You bind a spirit to a vessel for 1
year, after which time the vessel disintegrates and the
bonds are broken. The vessel need not be completely
intact, but less intact specimens are less capable and
more easily destroyed. The spell ceases to function early
if the vessel is destroyed. See the entry "Undead" on page
42 for details.
You can use Animate to compel an undead that you
animated to follow a single command. The TN for
animating a vessel with a spirit is 4 and requires 5
consecutive successes; each roll requires a full round of
focused effort. The GM determines the TN of Animate
rolls made to compel a spirit to follow a command
anywhere from 4 for something that the spirit sees as
reasonable and which fits within its personal views to 12
for something that the spirit sees as unreasonable and
which is contrary to its personal views. Some actions may
be seen as so outrageously reprehensible by the spirit
that it is impossible to compel it to perform such actions;
likewise, some actions may be so in-line with the spirits
desires that no roll is necessary to compel it.
HOT
DRY
Acid
Fire
WET
Frost
Lightning
THE SETTING
THE COSMOLOGY
Genesis: In the beginning, the six Eternals entered
the void and sought to create life. First, the Eternal Yarikh
created Titan - the world within which the seed of life
would be planted; however, Titan was cold and dark, so
the Eternal Shemesh created Helios - a grand star to
warm the air and illuminate the sky. The melting ice
turned to stagnant water and every day was the same as
the last, so the Eternal Dagon created Erebus - a new
world of swirling shades of black and white to dance
through the void with Titan and provide it with change in
both predictable and chaotic ways.
Together, the Eternals then created life. Although
the people of Titan were mortal and fragile, their prayers
sustained and enriched the Eternals. In light of their
potential, the Eternals chose to nurture and cultivate the
life they had birthed on Titan. The Eternal Resheph gave
life the ability to heal through medicine and rest, but life
was still mortal and death was inevitable, so the Eternal
Ishtar gave Necromancy to the people of Titan to loosen
the bindings of death. The Eternal Moloch gave life
language, that it may protect its knowledge.
Shemesh was not content with the life they had
crafted on Titan considering all of the gifts that the
Eternals had to provide it and petitioned the Eternals to
start over, but none of them would agree. Moloch wished
to teach Shemesh that the life they created was valuable
by displaying the greatness it was capable of with the
most simple of things, so Moloch stole fire from Shemesh
and gave that tool to the people of Titan.
Shemesh was furious; both because Moloch stole
from Shemesh and then insisted Shemesh could learn
from the mortals, so Shemesh secretly corrupted life on
Titan and sowed mistrust amongst the other Eternals to
steal their power. Eventually, a few mortals discovered
this plot and revealed the deception to the other
Eternals. The ensuing battle tore 10,000 holes in the void,
which can still be seen at night. Shemesh was eventually
defeated and its corpse rained down on Titan, filling the
sky with fire and scarring the land.
THE NATIONS
AZURA: The empire of Azura is known for its vast
cities and for its plumbing and sewerage system. The
empires dedicated government workforce, known as the
Imperial Union, holds outrageously lucrative contracts
with Sylvania and East Agraria. Azura is comprised of
savannahs and russet badlands streaked with verdant
rivers as far as they eye can see.
Capital: Bruvesas.
Majority: Kobold.
Primary Exports: Workers and mass-produced items.
Prestigious Organizations: The industrious Imperial
Union is a government construction company, but it's also
the primary cover for the Syndicate - a proprietor of
illegal blood-sports, gambling, and a guild of assassins.
Only the most experienced members of the Syndicate are
given the title of "Assassin" and the relevant contracts
that come with the title.
Monuments: The Great Labyrinth of Bruvesas (A squaremile labyrinth of walls and trenches that protects
Bruvesas; smaller alleys will low-hanging arches allow
kobolds to pass through the labyrinth with ease).
BOREA: The tetrarchy of Borea is known for its hotspring bath-houses, arenas, and frequent combat and
sporting competitions. Borea is in a stalemate in their war
with Volmar and skirmishes along their border are
frequent. Despite the active fighting, Borea still lends its
soldiers to other countries and individuals to fund their
own war effort. Every citizen of Borea must spend the
first five years of adulthood as a military conscript. The
tetrarchy is comprised of the four winners of the Grand
Melee, which takes place every 20 years and pits the
contestants in several strength-, endurance-, tactics-, and
combat-based competitions; any citizen that has finished
their five years of conscription is eligible to compete.
Boreas most common landscapes are tundra, geyser
fields, and active volcanoes.
Capital: Ogongrad.
Majority: Orc.
Primary Exports: Mercenaries.
Prestigious Organizations: The disciplined Four Legions
represent the navy, army, guard, and champions (the
champions being gladiators, sport teams, and/or the
people who represent accusers and offenders in trials by
combat for a price); high ranking members of any of the
Four Legions are greatly respected, but elite members of
the champions are the most well known and are given the
title of "Berserker."
Monuments: The Pit of Ogongrad (A huge colosseum that
features impressive fire-based gimmicks in most of its
events and is the center-stage for the champions).
THE HISTORY
1E 1: With an unknowable motivation and the intent
to create life, the six Eternals (Dagon, Ishtar, Moloch,
Resheph, Shemesh, and Yarikh) enter the void.
1E 1000: The Eternal Yarikh creates Titan the world
on which the Eternals plan to plant the seeds of life.
1E 2000: The Eternal Shemesh creates Helios the
star that Titan orbits, warming it and giving it light.
1E 3000: The Eternal Dagon creates Erebus a world
very close to Titan that gives Titan its seasons and tides.
1E 3100: The Eternals create life on Titan Dwarves
placed on the landmass that would later be known as
Volmar, Elves in the archipelago of Garuda, Goliaths in the
great subterranean network of caverns and tunnels that
they call Orlotha, Humans in Olma, Kobolds in Azura, and
Orcs in Agraria.
1E 3200: The Eternal Moloch gives the gift of
language to the sentient races, so they could protect the
knowledge they use to protect themselves.
1E 3300: The Eternal Resheph gave the gift of
restoration to the sentient races, so they could recover
through rest and the use of medicine, as well as Druidism
the ability to use language to make a set selection of
divine requests.
1E 3327: The dwarves of Volmar first begin to raid
the humans in Olma and orcs in Agraria.
1E 3400: The Eternal Ishtar gives the gift of
Necromancy the ability to use language to make a set
selection of divine requests to the sentient races, so
they may overcome their mortal limitations.
1E 3450: The Eternal Shemesh is requested by the
other Eternals to give a gift to the sentient races of Titan
as many other Eternals have already done; the Eternal
Shemesh states he had already given them the gift of
Helios and suggests that the Eternals join efforts to make
another attempt at creating life if the sentient races that
they created need so many gifts.
1E 3500: The Eternal Moloch has faith in the
potential of the sentient races, since their prayers sustain
and enrich the power of the Eternals. Because of this,
Moloch steals fire from Shemesh and gives it as a gift to
the sentient races to show Shemesh the great things they
are capable of accomplishing with such a simple tool.
1E 3536: The ebony and platinum city of Sebora is
built by the elves in Garuda. See the "Monuments" entry
for Garuda for details.
1E 3538: Shemesh, none the wiser, becomes
enraged when Moloch reveals the theft and the beautiful
city of Sebora to Shemesh. As Shemesh was alone in the
opinion that the life they had created was insufficient,
Shemesh chose not only to secretly corrupt life on Titan
in form and intent, but also manipulated the other
Eternals into distrusting eachother.
1E 3591: The kobolds from Azura discover Sylvania
and make many fishing settlements along the coast of
Sylvanias desert, but rarely enter its forests.
1E 3592: The kobolds in Sylvania discover the 50meter slab of brilliant orange metal protruding from the
sands of Sylvania and build a shrine around it, naming it
The Obelisk of Helios. See the "Monuments" entry for
Sylvania for details.
1E 3604: A group of several mortals according to
legend, consisting of a member of each of the sentient
races discovers the actions of Shemesh and informs the
other Eternals. How these mortals discovered Shemeshs
treachery is a mystery, though it is believed that
Animated undead could once retain knowledge of the
afterlife and that such undead who came from Shemeshs
afterlife had told the mortals of his actions. How those
mortals contacted the Eternals is also a mystery, though
some say that they accomplished the feat through a
magical object in the Garudan city of Sebora.
1E 3607: The other five Eternals turn on Shemesh.
Their battle tore 10,000 holes in the black void and the
remains of Shemeshs corpse fell to Titan, filling the sky
with fire and scarring the land.
1E 3608: The first of The One Thousand Pyramids
are built by the humans in Olma. See the "Monuments"
entry for South Olma for details.
1E 3616: The Story Stones of Futharkholm are built
by the dwarves in Volmar. See the "Monuments" entry for
Volmar for details.
1E 3628: Garm the Great is built by the kobolds in
Sylvania in tribute to the ruler that lead them to Sylvania.
See the "Monuments" entry for Sylvania for details.
1E 3631: The last of The One Thousand Pyramids are
built by the humans in Olma. See the "Monuments" entry
for South Olma for details.
1E 3632: Lake Olmec is built by the elves in Garuda.
See the "Monuments" entry for Garuda for details.
1E 3653: The end of the first Era, remembered as
the Age of Genesis.
2E 1: Superstitions run high in Garuda after the
creation of Lake Olmec, leading many of the elves from
Garuda to search for a new home; those elves discovered
Sylvania and immediately sought to invade and conquer
the land for themselves.
2E 4: The elves from Garuda conquer Sylvania,
taking it from the kobolds that originally came from
Azura.
2E 5: Defeated by the invading elves from Garuda,
the Sylvanian kobolds retreat to their homeland Azura.
2E 38: Monsters begin to spawn from the remains of
Shemesh, forming dens from which they terrorize their
surroundings and warp the land.
2E 42: A civil war starts in Volmar, centered around
dwarves who want to continue their raids on Olma and
Agraria and those who want to cease the raids in favor of
starting trade with Olma and Agraria and focus on
exterminating monsters and destroying their dens.
THE RACES
If you are going to use any of the sentient races in
your game other than human, either for player characters
or NPCs, include the traits listed below based on the
characters race; otherwise, if your are only using humans
as a playable race, it is recommended that you do not
include the trait listed for humans in the table below.
Dwarves, Elves, and Orcs: Dwarves have bulbous
noses and are typically more short and stout than their
human cousins. Elves have pointed ears and are typically
more tall and lithe than their human cousins. Orcs are
typically the same height as humans, but they have short
tusks, their skin ranges in shades of grey, rather than
shades of brown, and their eyes have black corneas and
red, orange, yellow, or brown irises.
Kobolds: These reptilian bipeds have scales, claws,
elongated snouts, sharp teeth, and a tail. They bear a
strong resemblance to their distant cousins, the
crocodiles. Kobold scales range in color from a wide
variety of earthy greens and browns and are typically
paler along the front of the neck, stomach, and underside of the tail; their irises range in shades of blue, green,
and yellow and their tails are short and stubby. Kobolds
have an average height of 4'3" to 4'9", but often appear
shorter due to their natural posture, and they typically
appear thin and weigh slightly less than a human of
similar height.
Human
5 skills of your choice cost 1 EP less for each rank and they start with 2 ranks instead of 1 rank.
Dwarf
Elf
Orc
Kobold
Agility and Subterfuge cost 2 EP less for each rank. Your choice of either Agility or Subterfuge starts
with 3 ranks instead of 2 ranks. Might starts with 1 rank instead of 2 ranks, cannot be one of your
primary attributes, and has a maximum of 4 ranks instead of 5 ranks. The result of any Fortitude roll
you make to avoid the effects of ingested toxins and diseased food is doubled.
Goliath
Might and Education cost 2 EP less for each rank. Your choice of either Might or Education starts
with 3 ranks instead of 2 ranks. Agility starts with 1 rank instead of 2 ranks, cannot be one of your
primary attributes, and has a maximum of 4 ranks instead of 5 ranks. The result of any Acrobatics
roll you make to soften a landing from a fall is doubled.
Myconid
Thaumaturgy and Communication both cost 2 EP less for each rank. Thaumaturgy starts with 2
ranks instead of 0 ranks. Education starts with 1 rank instead of 2 ranks, cannot be one of your
primary attributes, and has a maximum of 4 ranks instead of 5 ranks. The result of any Endurance
roll you make to avoid any form of unconsciousness is doubled.
BESTIARY
This section includes examples for animals and
mobile plants that are a natural part of the ecology on
Titan, monsters that spawn from dens, and non-player
characters of every race - both living and undead. These
examples are largely meant as a guideline to make it
easier to create your own campaigns. The GM should feel
free to change any of the statistics presented in this
section, completely remove certain creatures, or add in
creatures of their own design.
With the exception of the non-player characters,
none of the creatures listed are sentient or intelligent
enough to be used as playable races; furthermore, they
are treated as having Communication, Education, and
Subterfuge scores of 0. If some situation would call for
such a creature to roll dice for one of those attributes, the
GM may choose to have that creature roll one of any
sized dice or automatically fail the roll.
The following is a series of traits that creatures can
have they include a description of the interaction
between creatures of different sizes and a number of
special abilities that a creature might have, some of which
are supernatural. Creatures may have other abilities that
are detailed in their entry, but not listed here; the ones
listed here are merely the most common abilities.
Attack # (#): Creatures with this ability can make a
number of attacks equal to the first number listed with
the same effort that most creatures only make a single
attack, meaning that they can both move and make that
number of attacks; alternatively, those creatures can
spend their whole turn on attacking in which case, they
can make a number of attacks equal to the number listed
in the parentheses.
Confusion: Whenever a creature affected by
confusion would perform an action, they must make a
Perception roll with one dice and a TN of 4; if the roll is
unsuccessful, it must choose some other action to
perform (for example, if a confused creature tries to
attack someone, but fails its Perception roll, then it would
have to choose to attack someone else or perform an
entirely different action, such as moving to a different
location). A confused creature doesn't have to roll for an
action that they chose in response to failing a roll.
Constrict: For the purpose of Grapple called shots,
this creatures SDV is increased by 1 and it gains a bonus
to such attacks equal to its SDV; additionally, those
attacks deal damage as though they were standard
attacks in addition to their normal effects. See the Size
entry on page 29 for details.
Damage: Whenever one of these creatures attacks
would deal damage, that damage is increased by the
listed amount. If the value listed is a negative number,
subtract that number from this creatures damage on all
attacks it makes.
FINE
TINY
SMALL
MEDIUM
LARGE
GIANT
COLOSSAL
FINE
0
1
2
3
4
5
6
TINY
1
0
1
2
3
4
5
MIGHT
PERCEPTION
D8 (3)
D12 (5)
D6 (2)
MIGHT
PERCEPTION
D4 (1)
D10 (4)
D6 (2)
LARGE
4
3
2
1
0
1
2
GIANT
5
4
3
2
1
0
1
COLOSSAL
6
5
4
3
2
1
0
BEAST, AQUATIC
AGILITY
MIGHT
PERCEPTION
D8 (3)
D10 (4)
D8 (3)
BEAST, HEAVY
BIRD, FLIGHTLESS
AGILITY
MIGHT
PERCEPTION
AGILITY
MIGHT
PERCEPTION
D4 (1)
D10 (4)
D8 (3)
D6 (2)
D6 (2)
D8 (3)
MIGHT
PERCEPTION
D4 (1)
D10 (4)
D8 (3)
Size: Boar (M), Goat (S), Ibex (S), Pig (S), Tapir (S), Sheep
(S), Warthog (S).
Locations: Quadruped.
Movement: Land 4.
Skills: Endurance 3. Fortitude 3. Vigilance 2. Halves result
of Acrobatics rolls made to soften their landing after
falling.
Natural Habitat: Boar (Tropical), Goat (Temperate), Ibex
(Temperate), Pig (Temperate), Tapir (Tropical), Sheep
(Temperate), Warthog (Tropical).
Special (Boar, Warthog): Tough 1.
Special (Ibex, Warthog): Damage 1.
BIRD
AGILITY
MIGHT
PERCEPTION
D10 (4)
D6 (2)
D12 (5)
Size: Eagle (T), Hawk (T), Owl (T), Raven (T), Vulture (T).
Locations: Aven.
Movement: Land 1, Fly 10.
Skills: Melee Attack 3. Navigation 5. Vigilance 5. Carry
capacity is halved relative to its size.
Natural Habitat: Eagle (Tropical), Hawk (Temperate), Owl
(Arctic), Raven (Temperate), Vulture (Tropical).
MIGHT
PERCEPTION
D4 (1)
D10 (4)
D8 (3)
Size: Auroch (G), Bison (L), Buffalo (L), Cattle (L), Ox (L),
Yak (L).
Locations: Quadruped.
Movement: Land 6.
Skills: Encumbrance 5. Endurance 3. Vigilance 4. Halves
result of Acrobatics rolls made to soften their landing
after falling.
Natural Habitat: Auroch (Temperate), Bison (Tropical),
Buffalo (Temperate), Cattle (Temperate), Ox (Tropical), yak
(Arctic).
Special (Auroch, Bison, Ox): Damage 1.
CAT
AGILITY
MIGHT
PERCEPTION
D12 (5)
D6 (2)
D6 (2)
Size: Cougar (M), Lion (M), Ocelot (S), Tiger (M), Smilodon
(L).
Locations: Quadruped.
Movement: Land 7.
Skills: Dodge 2. Melee Attack 3. Stealth 3.
Natural Habitat: Cougar (Temperate), Lion (Tropical),
Ocelot (Tropical), Tiger (Temperate), Smilodon (Tropical).
Special: Damage 1.
HOUND
STEED
AGILITY
MIGHT
PERCEPTION
AGILITY
MIGHT
PERCEPTION
D8 (3)
D8 (3)
D6 (2)
D4 (1)
D8 (3)
D10 (4)
Size: Coyote (S), Fox (T), Hyaenodon (L), Hyena (S), Jackal
(S), Wolf (M).
Locations: Quadruped.
Movement: Land 5.
Skills: Dodge 2. Melee Attack 3. Stealth 2.
Natural Habitat: Coyote (Tropical),
Fox (Temperate), Hyaenodon (Tropical), Hyena (Tropical),
Jackal (Tropical), Wolf (Arctic).
Special: Damage 1.
LIZARD
AGILITY
MIGHT
PERCEPTION
D12 (5)
D6 (2)
D8 (3)
MIGHT
PERCEPTION
D8 (3)
D8 (3)
D6 (2)
Size: Adder (T), Anaconda (L), Boa (M), Cobra (T), Python
(S), Viper (T).
Locations: Serpentine.
Movement: Land 3, Climb 3, Swim 3.
Skills: Initiative 3. Melee Attack 5. Stealth 4. Halves
results of Acrobatics rolls.
Natural Habitat: Adder (Tropical), Anaconda (Tropical),
Boa (Tropical), Cobra (Tropical), Python (Tropical), Viper
(Tropical).
Special (Anaconda, Boa, Python): Constrict.
Special (Adder, Cobra, Viper): Bite Venom (Bane; 2
doses).
MIGHT
PERCEPTION
D8 (3)
D4 (1)
D12 (5)
MIGHT
PERCEPTION
D8 (3)
D8 (3)
D6 (2)
Size: Large.
Locations: Quadruped.
Movement: Land 5.
Skills: Dodge 3. Melee Attack 4.
Natural Habitat: Temperate.
Special: Damage 1. The barghest can enlarge itself to
Giant size for up to 5 rounds; then it must wait 10 rounds
before it can use this ability again.
Description: A barghest is a bulky, hairless hound with
tight, wrinkly, pitch-black skin. Barghests often lead packs
of wolves and hyaenodons; the wolves in those packs
develop into wargs and the hyaenodons into new
barghests.
CATOBLEPAS
AGILITY
MIGHT
PERCEPTION
D4 (1)
D10 (4)
D8 (3)
Size: Large.
Locations: Quadruped.
Movement: Land 6.
Skills: Endurance 4. Fortitude 4. Halves result of
Acrobatics rolls made to soften their landing after falling.
Natural Habitat: Temperate.
Special: Damage 1. Disease (Blight). Poisonous (Sedative).
Tough 1. The catoblepas has an aura of toxic gas that
extends to a 2m radius and has the same effect as the
"Sedative" medicine item on contact.
Description: A catoblepas resembles a camel, but with
thicker legs and a heavy warthog-like head that the
catoblepas has trouble lifting.
CHIMERA
AGILITY
MIGHT
PERCEPTION
D8 (3)
D8 (3)
D8 (3)
Size: Medium.
Locations: Quadruped (Tail).
Movement: Land 7, Climb 3.
Skills: Dodge 3. Melee Attack 3. Stealth 3.
Natural Habitat: Tropical.
Special: Barbed Tail Venom (Bane). Damage 1.
Description: A chimera looks like a lion, but with ram-like
horns and a scaly tail that has a bulb on the end with two
retractable stingers.
COUATL
AGILITY
MIGHT
PERCEPTION
D8 (3)
D8 (3)
D6 (2)
Size: Medium.
Locations: D6 (1 Head/Neck, 2 Right Wing,
3 Left Wing, 4-6 Body/Tail).
Movement: Land 3, Climb 3, Fly 5.
Skills: Initiative 3. Fortitude 5. Melee Attack 5. Stealth 4.
Vigilance 3.
Natural Habitat: Tropical.
Special: Bite Spell (Exorcise 5d8). Spell (Invisibility 5d8).
Bite Venom (Bane).
Description: Couatls are winged serpents.
GRYPHON
AGILITY
MIGHT
PERCEPTION
D8 (3)
D8 (3)
D8 (3)
Size: Large.
Locations: D8 (1 Head, 2 Right Front Leg, 3 Left
Front Leg, 4 Torso, 5 Right Back Leg, 6 Left Back Leg,
7 Right Wing, 8 Left Wing).
Movement: Land 6, Fly 10.
Skills: Melee Attack 3. Navigation 5. Vigilance 5.
Natural Habitat: Tropical.
Special: Damage 1.
Description: Gryphons resemble a lions, but with the
head, talons, and wings of an eagle.
HIPPOGRIFF
MANTICORE
AGILITY
MIGHT
PERCEPTION
AGILITY
MIGHT
PERCEPTION
D8 (3)
D8 (3)
D12 (5)
D8 (3)
D10 (4)
D6 (2)
Size: Large.
Locations: D8 (1 Head, 2 Right Front Leg, 3 Left
Front Leg, 4 Torso, 5 Right Back Leg, 6 Left Back Leg,
7 Right Wing, 8 Left Wing).
Movement: Land 6, Fly 10.
Skills: Dodge 2. Initiative 2. Melee Attack 2. Vigilance 5.
Natural Habitat: Temperate.
Description: A hippogriff is a steed with the head and
wings of a hawk.
Size: Large.
Locations: D10 (1 Head, 2 Right Front Leg, 3 Left
Front Leg, 4 Torso, 5 Right Back Leg, 6 Left Back Leg,
7 Right Wing, 8 Left Wing, 9 Tail, 10 - Reroll).
Movement: Land 7, Fly 7.
Skills: Dodge 3. Melee Attack 3. Stealth 3.
Natural Habitat: Tropical.
Special: Barbed Tail Venom (Bane). Damage 1.
Description: Like a lion with a shorter face, a manticore
has bat-like wings and a tail tipped with toxin-filled quills.
ICHNEUMON
AGILITY
MIGHT
PERCEPTION
D12 (5)
D6 (2)
D6 (2)
Size: Medium.
Locations: D10 (1 First Leg, 2 Second Leg, 3 Third
Leg, 4 Fourth Leg, 5 Fifth Leg, 6 Sixth Leg, 7 Head,
8 Thorax, 9 Abdomen, 10 Tail).
Movement: Land 10, Climb 5.
Skills: Dodge 4, Initiative 5, Melee Attack 5. Can use
Agility for Initiative and Melee Attack rolls.
Natural Habitat: Temperate.
Special: Attack 3 (8). Tough 2. The ichneumon is immune
to fear, inhaled toxins, and injected toxins, both mundane
and magical.
Description: A weasel-like creature with four front legs,
two back legs, no lips, saber-like teeth, and silvery fur that
has a metallic sheen.
KRAKEN
AGILITY
MIGHT
PERCEPTION
D12 (5)
D8 (3)
D6 (2)
Size: Colossal.
Locations: D12 (1 First Tentacle, 2 Second Tentacle, 3
Third Tentacle, 4 Fourth Tentacle, 5 Fifth Tentacle, 6
Sixth Tentacle, 7 Seventh Tentacle, 8 Eighth Tentacle,
9 Face, 10-12 Head).
Movement: Land 0, Climb 0, Swim 10.
Skills: Completely incapable of moving on land. Athletics
rolls made to climb automatically fail. Acrobatics rolls
made to balance or soften their landing after falling
automatically fail.
Natural Habitat: Temperate.
Special: Attack 3 (8). Constrict. Tough 1 (Head Tough 5).
Description: Squid-like in appearance, krakens are the
largest species of cephalopod. They exclusively hunt the
largest prey they can and occasionally attack ships.
PHOENIX
AGILITY
MIGHT
PERCEPTION
D10 (4)
D6 (2)
D12 (5)
Size: Giant.
Locations: Aven.
Movement: Land 3, Fly 20.
Skills: Melee Attack 3. Navigation 5. Vigilance 5. Carry
capacity is halved relative to its size.
Natural Habitat: Volcanic.
Special: DR 20 against heat-based damage.
Description: A phoenix is a bird of paradise, with yellow,
orange, red, and purple feathers. The phoenix crumbles
to ashes when it dies, leaving behind eggs if it had
reached maturity the older it is, the more eggs it leaves.
PLANT, MANTRAP
AGILITY
MIGHT
PERCEPTION
D4 (1)
D12 (5)
D4 (1)
Size: Large.
Locations: D4 (1 Maw, 2-3 Stalk, 4 - Trunk).
Movement: The mantrap can't move from the position
where it is rooted.
Skills: Endurance 5, Fortitude 5, Stealth 3 (Jungle).
Doubles result of Fortitude rolls against diseases, ingested
toxins, and inhaled toxins. Can use Might for Stealth rolls
made to blend into a jungle.
Natural Habitat: Tropical.
Special: Bite Venom (Tranquilizer, 1 Acid damage,
applied on Grapple called shots). Damage 2. Tough 3.
Description: A mantrap is a flytrap-like plant large enough
to swallow a person whole.
PLANT, SPRIGGAN
ROC
AGILITY
MIGHT
PERCEPTION
AGILITY
MIGHT
PERCEPTION
D6 (2)
D12 (5)
D6 (2)
D8 (3)
D8 (3)
D12 (5)
Size: Fine.
Locations: D6 (1 Top Right Limb, 2 Top Left Limb, 3-4
Body, 5 Bottom Right Limb, 6 Bottom Left Limb).
Movement: Land 6, Climb 6, Swim 4.
Skills: Acrobatics 5. Endurance 3. Fortitude 3. Doubles
result of Acrobatics rolls made to soften their landing
after falling. Halves result of Fortitude rolls against
ingested toxins.
Special: Constrict. Regeneration. Immune to inhaled
toxins and injected toxins.
Natural Habitat: Tropical.
Description: A spriggan looks like a shambling mound of
vegetation usually seaweed or vines. Spriggans are
carnivorous and can devour and absorb a creature the
same size as itself in an hour or a larger creature after a
day for every size category the creature is larger than the
spriggan; for every five creatures of the same size that the
spriggan devours, it becomes one size category larger;
when it absorbs a larger creature, it gains that creatures
size; smaller creatures can sustain a spriggans size, but
are rarely abundant enough to enlarge the spriggan.
PLANT, TREANT
AGILITY
MIGHT
PERCEPTION
D4 (1)
D12 (5)
D6 (2)
Size: Giant.
Locations: Biped.
Movement: Land 3, Swim 0.
Skills: Endurance 5, Encumbrance 5, Fortitude 5. Doubles
result of Fortitude rolls against diseases, ingested toxins,
and inhaled toxins.
Natural Habitat: Temperate.
Special: Tough 5. Immune to injected poisons.
Description: Treants are humanoid plants with a distinctly
tree-like appearance; they are territorial while in their
groves, but docile when they wander to other parts of the
forest.
Size: Colossal.
Locations: Aven.
Movement: Land 5, Fly 20.
Skills: Encumbrance 3. Melee Attack 3. Navigation 5.
Vigilance 5.
Natural Habitat: Tropical.
Description: This massive bird of prey closely resembles a
bearded vulture, though its white and light-grey feathers
help it mimic a cloud.
SPHINX
AGILITY
MIGHT
PERCEPTION
D10 (4)
D8 (3)
D10 (4)
Size: Medium.
Locations: D8 (1 Head, 2 Right Front Leg, 3 Left
Front Leg, 4 Torso, 5 Right Back Leg, 6 Left Back Leg,
7 Right Wing, 8 Left Wing).
Movement: Land 7, Fly 7.
Skills: Dodge 3. Melee Attack 3. Stealth 3. Vigilance 3
Natural Habitat: Tropical.
Description: A sphinx has a very cougar-like appearance,
but with owl-like wings and a mane of feathers. A sphinx
can rotate its head as much as 270 degrees.
THYSANURID
AGILITY
MIGHT
PERCEPTION
D10 (4)
D10 (4)
D4 (1)
WARG
AGILITY
MIGHT
PERCEPTION
D6 (2)
D10 (4)
D6 (2)
Size: Large.
Locations: Quadruped.
Movement: Land 5.
Skills: Dodge 3. Melee Attack 4.
Natural Habitat: Temperate.
Special: Damage 2.
Description: Also called dire wolves, wargs look like a
half-breed between a wolf and a bear.
ZARATAN
AGILITY
MIGHT
PERCEPTION
D4 (1)
D12 (5)
D4 (1)
Size: Colossal.
Locations: Quadruped.
Movement: Land 1.
Skills: Encumbrance 5, Endurance 5, Fortitude 5,
Navigation 5.
Natural Habitat: Temperate.
Special: Tough 5 (Torso Tough 50). The zaratan can
retract its head and limbs into its shell, making its torso
the only location of its body that can be hit. The zaratan is
immune to all toxins be they ingested, injected, or
inhaled.
Description: Zaratan are the largest known animals on
Titan; they look like gargantuan sea turtles, but they
rarely swim preferring to float due to their glacial
metabolism; this often causes them to be mistaken for
islands.
MIGHT
PERCEPTION
D8 (3)
D4 (1)
D4 (1)
Size: Small.
Locations: Only one location Body.
Movement: Land 2, Climb 2, Swim 5.
Skills: Athletics 5. Stealth 5. Doubles result of Athletics
rolls. Doubles result of Stealth rolls while underwater.
Special: Damage (-2). When the amoeba attacks a smaller
creature and hits, it completely engulfs that creature,
causing suffocation; an engulfed creature counts as being
grappled; the amoebas attack deals 2 acid-based damage.
Description: These amoeba are not actually single-celled
organisms, but look and act strikingly similar to their
namesake.
ABERRATION, GIBBERLING
AGILITY
MIGHT
PERCEPTION
D8 (3)
D4 (1)
D4 (1)
Size: Small.
Locations: Only one location Body.
Movement: Land 7, Climb 7.
Skills: Athletics 5. Stealth 5.
Special: Attack 2 (3). Damage (-1). Fear 1.
Description: A gibberling is an amorphous blob of flesh
with countless mouths and black, orb-like, primitive eyes
on its surface.
ABERRATION, GORGON
AGILITY
MIGHT
PERCEPTION
D8 (3)
D6 (2)
D12 (5)
Size: Medium.
Locations: Only one location Body.
Movement: Land 0, Climb 0, Fly 5.
Skills: Dodge 3. Initiative 3. Vigilance 5.
Special: Attack 2 (3). Bite Venom (Confusion for 1 round
and roll 1d6; 1-2 = Bane, 3-4 = Sedative, 5-6 =
Tranquilizer). Fear 2. Tough 2.
Description: A gorgon is a spherical creature that floats
through the air, has a single, massive compound-eye and
has six short, mouth-tipped tendrils that look like snakes.
DEMON, GARGOYLE
AGILITY
MIGHT
PERCEPTION
AGILITY
MIGHT
PERCEPTION
D6 (2)
D6 (2)
D6 (2)
D10 (4)
D8 (3)
D8 (3)
Size: Medium.
Locations: Biped.
Movement: Land 5.
Skills: Ranged Attack 5.
Special: Confusion (10m radius). Fear 2. Spell (Telekinesis
5d12).
Description: Mind flayers have a very humanoid shape,
but with a gaunt frame, leathery, slime-coated skin, and a
head that looks like an octopus tentacles and all.
Size: Medium.
Locations: D8 (1 Head, 2 Right Arm, 3 Left Arm, 4
Right Wing, 5 Left Wing, 6 Torso, 7 Right Leg, 8 Left
Leg).
Movement: Land 5, Fly 5.
Skills: Dodge 3. Initiative 3. Melee Attack 3.
Special: Spell (Telekinesis 3d8). DR 5 against heat-based
damage.
Description: With a very humanoid shape, gargoyles have
leathery wings, scales, bull-like horns and sharp teeth.
ABERRATION, WILL-O-WISP
AGILITY
MIGHT
PERCEPTION
D8 (3)
D4 (1)
D12 (5)
Size: Small.
Locations: Only one location Body.
Movement: Land 0, Climb 0, Fly 5.
Skills: Dodge 2. Stealth 5.
Special: Damage (-2). Fear 2. Spell (Invisibility 5d12). The
will-o-wisps attack deals 1 heat-based damage.
Description: A will-o-wisp looks like an amoeba, but can
float through the air and emit bioluminescence like a
firefly.
COCKATRICE
AGILITY
MIGHT
PERCEPTION
D6 (2)
D6 (2)
D8 (3)
Size: Medium.
Locations: D8 (1 Head, 2 Right Wing, 3 Left Wing, 4
Torso, 5 Right Leg, 6 Left Leg, 7 Tail, 8 Reroll).
Movement: Land 7.
Skills: Initiative 5. Melee Attack 5.
Special: Bite Venom (Tranquilizer). Disease (Blight).
Description: A cockatrice vaguely resembles a featherless
parrot with bat-like wings and a thin, rat-like tail.
DEMON, IMP
AGILITY
MIGHT
PERCEPTION
D12 (5)
D4 (1)
D8 (3)
Size: Small.
Locations: D8 (1 Head, 2 Right Arm, 3 Left Arm, 4
Right Wing, 5 Left Wing, 6 Torso, 7 Right Leg, 8 Left
Leg).
Movement: Land 5, Fly 5.
Skills: Dodge 3. Initiative 3.
Special: Spell (Telekinesis 3d8). DR 5 against heat-based
damage.
Description: With a very humanoid shape, imps have
leathery wings, scales, bull-like horns and sharp teeth.
DEMON, PIT FIEND
AGILITY
MIGHT
PERCEPTION
D8 (3)
D12 (5)
D8 (3)
Size: Large.
Locations: D8 (1 Head, 2 Right Arm, 3 Left Arm, 4
Right Wing, 5 Left Wing, 6 Torso, 7 Right Leg, 8 Left
Leg).
Movement: Land 5, Fly 5.
Skills: Dodge 3. Initiative 3. Melee Attack 3. Ranged
Attack 3.
Special: Spell (Telekinesis 3d8). DR 5 against heat-based
damage.
Description: With a very humanoid shape, pit fiends have
leathery wings, scales, bull-like horns and sharp teeth.
DRAGON, BASILISK
DRAGON, HYDRA
AGILITY
MIGHT
PERCEPTION
AGILITY
MIGHT
PERCEPTION
D10 (4)
D8 (3)
D10 (4)
D10 (4)
D10 (4)
D10 (4)
Size: Large.
Locations: D10 (1 First Leg, 2 Second Leg, 3 Third
Leg, 4 Fourth Leg, 5 Fifth Leg, 6 Sixth Leg, 7 Head,
8 Thorax, 9 Abdomen, 10 Tail).
Movement: Land 5, Climb 3.
Skills: Dodge 3. Melee Attack 4. Stealth 3.
Special: Damage 2. Disease (Blight). Tough 1. The basilisk
has an aura of toxic gas that extends to a 1m radius and
has the same effect as the "Tranquilizer" medicine item
on contact; the basilisk can breathe out a 5m long, 1m
wide cloud of that toxic gas, making a Ranged Attack roll
against everything in that cloud; this ability can't be used
for 1d4 rounds after each use.
Description: Basilisks resemble moloch lizards, but with
two front legs and four hind legs.
DRAGON, DRAKE
AGILITY
MIGHT
PERCEPTION
D10 (4)
D10 (4)
D8 (3)
Size: Large.
Locations: D8 (1 Head, 2 Right Wing, 3 Left Wing, 4
Torso, 5 Right Leg, 6 Left Leg, 7 Tail, 8 Reroll).
Movement: Land 4, Fly 10.
Skills: Dodge 3. Melee Attack 4. Initiative 3.
Special: Damage 2. Tough 1.
Description: Drakes have a very iguana-like appearance,
but with two legs and two wings.
DRAGON, FEILONG
AGILITY
MIGHT
PERCEPTION
D12 (5)
D8 (3)
D8 (3)
Size: Giant.
Locations: D10 (1 Head, 2 Neck, 3 Right Arm, 4
Left Arm, 5-6 Body, 7 Right Leg, 8 Left Leg, 9-10
Tail).
Movement: Land 7, Swim 5.
Skills: Dodge 3. Melee Attack 4. Stealth 3.
Special: Damage 1. Tough 1. The feilong can build up
static electricity in its body and discharge it whenever it
desires, including when it strikes or is struck by another
creature; this electrical discharge deals 5 electricity-based
damage to the location the feilong is touching and the
torso of that creature. If the feilong is under water during
the discharge, it instead deals 2 electricity-based damage
to everything within a 1m radius; this ability can't be used
for 1d4 rounds after each use.
Description: The serpentine feilong have lion-like manes
that flow along their spines and elk-like antlers.
Size: Giant.
Locations: D10 (1 Right Head, 2 Central Head, 3 Left
Head, 4 Right Leg, 5 Left Leg, 6-7 Torso, 8-10 Tail).
Movement: Land 4, Swim 4.
Skills: Dodge 3. Melee Attack 4. Stealth 3.
Special: Attack 2 (3). Damage 2. Regeneration. Tough 1.
Description: Hydras have three heads, each like a great
anaconda and their serpentine bodies seem relatively
short and stubby considering the length of their necks.
Their brains are in their tail. The tail can't store enough
nutrients to regenerate its entire body destroying it kills
the hydra.
DRAGON, LINNORM
AGILITY
MIGHT
PERCEPTION
D10 (4)
D10 (4)
D8 (3)
Size: Giant.
Locations: D6 (1 Head, 2 Right Leg, 3 Left Leg, 4
Torso, 5-6 Tail).
Movement: Land 4, Swim 4.
Skills: Dodge 3. Melee Attack 4. Stealth 3.
Special: Damage 2. Tough 1. The linnorm can spit a 20m
jet of toxic liquid with a Ranged Attack roll; the closest
enemy to fail their Dodge roll is the only enemy hit by the
jet; the toxin has a Fortitude TN of 4, which must be
made each round; 3 consecutive successful Fortitude rolls
negate the toxins effects; failed Fortitude saves cause a -1
Endurance score penalty; if the creatures Endurance
score is 0, the toxin causes a -1 Might score penalty
instead; this ability can't be used for 1d4 rounds after
each use. Being hit multiple times does not cause the
effects to stack, but does renew the number of successful
saves that must be made.
Description: Linnorms have heads reminiscent of the trex, but only have two legs and a tail.
DRAGON, NAGA
AGILITY
MIGHT
PERCEPTION
D12 (5)
D8 (3)
D8 (3)
Size: Medium.
Locations: Serpentine.
Movement: Land 4, Swim 4.
Skills: Dodge 3. Melee Attack 4. Stealth 3.
Special: Damage 2. Tough 1. Bite Venom (-1 Endurance
score penalty; if Endurance is 0, -1 Might score instead;
Fortitude TN 6).
Description: Naga have the shortest snouts of all the
dragons, skin instead of scales, and they have no limbs.
DRAGON, QIRIN
GRINDYLOW
AGILITY
MIGHT
PERCEPTION
AGILITY
MIGHT
PERCEPTION
D8 (3)
D8 (3)
D8 (3)
D10 (4)
D6 (2)
D6 (2)
Size: Large.
Locations: D8 (1 Head, 2 Right Arm, 3 Left Arm, 4
Body, 5 Right Leg, 6 Left Leg, 7 Tail, 8 Reroll).
Movement: Land 7.
Skills: Dodge 3. Melee Attack 4. Stealth 3.
Special: Damage 2. Tough 1. The qirin can build up static
electricity in its body and discharge it whenever it desires,
including when it strikes or is struck by another creature;
this electrical discharge deals 5 electricity-based damage
to the location the qirin is touching and the torso of that
creature. If the qirin is under water during the discharge,
it instead deals 2 electricity-based damage to everything
within a 1m radius; this ability can't be used for 1d4
rounds after each use.
Description: Qirin have a steed-like frame, but heads,
scales, and tails similar to other dragons, a lion-like mane
that flows down along their spine, and elk-like antlers.
Size: Small.
Locations: D10 (1 First Tentacle, 2 Second Tentacle, 3
Third Tentacle, 4 Fourth Tentacle, 5 Fifth Tentacle, 6
Sixth Tentacle, 7 Head, 8 Right Arm, 9 Left Arm, 10
Torso).
Movement: Land 2, Climb 2, Swim 5.
Skills: Dodge 2 (Underwater), Melee Attack 2
(Underwater), Stealth 2 (Underwater).
Special: Constrict.
Description: With a humanoid upper half, grindylow have
an octopus-like lower half. Their skin is rubbery, their
hands are webbed, and their faces are comparable to
those of sharks.
KELPIE
AGILITY
MIGHT
PERCEPTION
D8 (3)
D8 (3)
D6 (2)
DRAGON, WYRM
AGILITY
MIGHT
PERCEPTION
D10 (4)
D12 (5)
D8 (3)
Size: Colossal.
Locations: D10 (1 Head, 2 Right Front Leg, 3 Left
Front Leg, 4 Right Wing, 5 Left Wing, 6-7 Torso, 8
Right Hind Leg, 9 Left Hind Leg, 10 Tail).
Movement: Land 7, Fly 10.
Skills: Dodge 3. Initiative 3. Melee Attack 4. Ranged
Attack 3.
Special: Damage 2. Tough 1. The wyrm can breathe a 20m
long, 3m wide column of fire, making a Ranged Attack roll
that deals 5 heat-based damage to all locations of a hit
creature that fits entirely within the column.
Description: A wyrm is the largest, most feared of
dragons; it has four legs, two wings, and a notably
crocodilian appearance.
DRAGON, WYVERN
AGILITY
MIGHT
PERCEPTION
D10 (4)
D10 (4)
D8 (3)
Size: Large.
Locations: D8 (1 Head, 2 Right Wing, 3 Left Wing, 4
Torso, 5 Right Leg, 6 Left Leg, 7 Tail, 8 Reroll).
Movement: Land 4, Fly 10.
Skills: Dodge 3. Melee Attack 4. Initiative 3.
Special: Barbed Tail Venom (Bane). Damage 2. Tough 1.
Description: A very close relative to the drake, wyverns
have a more skink-like appearance and their tails have a
scorpion-like stinger.
Size: Large.
Locations: D8 (1 Head, 2 Right Fin, 3 Left Fin, 4-5
Torso, 6-8 Tail).
Movement: Land 1, Climb 0, Swim 7.
Skills: Dodge 2 (Underwater), Initiative 2. Melee Attack 2
(Underwater).
Special: Bite Venom (Sedative). Damage 1.
Description: The kelpie is the aquatic version of a
nightmare, with the exception that it has scales and a
fish-like tail in place of its hind legs.
MIMIC
AGILITY
MIGHT
PERCEPTION
D4 (1)
D12 (5)
D4 (1)
Size: Medium.
Locations: D6 (1-3 Pseudopod, 4-6 Shell).
Movement: Land 1, Climb 0.
Skills: Melee Attack 5.
Special: Constrict. Shell Tough 10. The mimic can retract
its pseudopod into its shell, making its shell the only
location of its body that can be hit. Immune to acid-based
damage.
Description: Dungeon hearts are large, immobile, oysterlike organisms that live in acidic pools in dens; if slain, the
den they inhabit will cease spawning monsters. Mimics
are indistinguishable from dungeon hearts and only
attack when they or the heart is opened.
MINOTAUR
SHADE
AGILITY
MIGHT
PERCEPTION
AGILITY
MIGHT
PERCEPTION
D6 (2)
D12 (5)
D6 (2)
D12 (5)
D4 (1)
D6 (2)
Size: Large.
Locations: Biped.
Movement: Land 5.
Skills: Melee Attack 3.
Special: Confusion (20m radius). Damage 2. Tough 2.
Description: A minotaur is very humanoid in shape, but
has a distinctly bull-like head, an even coat of fine fur, and
an unnaturally muscular physique.
NIGHTMARE
AGILITY
MIGHT
PERCEPTION
D8 (3)
D8 (3)
D6 (2)
Size: Large.
Locations: Quadruped.
Movement: Land 6.
Skills: Dodge 2. Melee Attack 2. Stealth 5.
Special: Damage 1. The nightmare has an aura of
odorless, colorless, toxic gas that extends to a 2m radius
and has the same effect as the "Sedative" medicine item
on contact.
Description: Nightmares have a vaguely horse-like
appearance that is especially pronounced with its head,
but the crease of its mouth runs back to the base of the
jaw, its teeth are sharp, its eyes more forward-facing, it
has clawed hands and feet instead of hooves, and its
posture is reminiscent of a theropod.
RUSALKA
AGILITY
MIGHT
PERCEPTION
D8 (3)
D6 (2)
D6 (2)
Size: Medium.
Locations: Biped.
Movement: Land 3, Swim 5.
Skills: Dodge 3 (Underwater), Melee Attack 3
(Underwater).
Special: Attack 2 (3).
Description: An aquatic humanoid, the rusalka have long,
webbed hands and feet, a combination of skin and scales,
and a piranha-like head and coloration.
Size: Medium.
Locations: Biped.
Movement: Land 5.
Skills: Dodge 3. Stealth 3. Doubles result of Stealth rolls
made in dim lighting. Halves result of Stealth rolls made
in bright and dark lighting.
Special: Touch Spell (Animate 5d12).
Description: Shades are frail, skeletal humanoids with
grey skin that appears to emit faint light when the shade
is in dark areas, emit wisps of smoke in bright areas, and
blend in with the shades surroundings in dim lighting.
Shades usually prefer to Animate corpses without the use
of a soul and have its zombies attack enemies for it
instead of risking its own life in a confrontation.
VODYANOI
AGILITY
MIGHT
PERCEPTION
D6 (2)
D8 (3)
D6 (2)
Size: Medium.
Locations: Biped.
Movement: Land 3, Swim 5.
Skills: Dodge 2, Melee Attack 2.
Special: Damage 1. Tough 1.
Description: Vodyanoi are aquatic humanoids with
webbed hands and feet, long claws, a wide mouth, and
thick skin that's both rubbery and covered in slime.
Non-Player Character: This final section of the bestiary contains non-player characters of all the playable races,
all generalized into common genre stereotypes so they can be quickly implemented in a game. The numbers presented
here for these characters is based on what a player could build with the 30 EP that characters typically start with.
Unless otherwise noted in their entry, all of the NPCs listed here have a score of 2 in all of their attributes, except for
Necromancy and Thaumaturgy, which have scores of 0 unless otherwise noted the same is true of their skills, but
with a score of 1, except for Necromancy- and Thaumaturgy-based skills, which have a score of 0.
NON-PLAYER CHARACTER ARCHETYPES
ARCHETYPE
ATTRIBUTE
ATTRIBUTE
SKILL
SKILL
SKILL
Archer
Initiative 2
Ranged Attack 4
Doctor
Medicine 4
Labor 2
Guard
PER D8 (3)
Judgment 4
Melee Attack 2
Vigilance 2
Knave
AGI D8 (3)
Legerdemain 3
Lockpick 2
Stealth 2
Knight
AGI D8 (3)
Dodge 2
Melee Attack 3
Ride 2
Merchant
Mercantile 4
Vigilance 2
Noble
COM D8 (3)
EDU D8 (3)
History 3
Leadership 3
Peasant
MIG D8 (3)
Fortitude 2
Labor 4
Mercantile 2
Sage
History 4
Research 2
Sentry
Ranged Attack 2
Vigilance 4
Warrior
AGI D8 (3)
MIG D8 (3)
Dodge 3
Melee Attack 3
The numbers listed in the "Non-Player Character Archetypes" table do not include considerations for the race of a
character. If you are playing with multiple playable races, those numbers should be coupled with the numbers
provided in the "Non-Player Character Racial Adjustments" table below.
NON-PLAYER CHARACTER RACIAL ADJUSTMENTS
ARCHETYPE
HUMAN
DWARF
ELF
ORC
KOBOLD
GOLIATH
Archer
+1 Initiative
+1 EDU
+1 PER
+1 MIG
-1 MIG, +2 AGI
-1 AGI, +2 MIG
Doctor
+1 Labor
+1 EDU
+1 AGI
+2 NEC
-1 MIG, +2 SUB
-1 AGI, +2 EDU
Guard
+1 Melee Attack
+1 SUB
+1 PER
+2 NEC
+1 SUB
-1 AGI, +2 MIG
Knave
+1 Legerdemain
+1 SUB
+1 AGI
+1 MIG
+1 MIG
Knight
+1 Melee Attack
+1 EDU
+1 AGI
+1 MIG
+1 AGI
+1 MIG
Merchant
+1 Vigilance
+1 SUB
+1 PER
+2 NEC
-1 MIG, +2 SUB
-1 AGI, +2 EDU
Noble
+1 Leadership
+1 EDU
+1 AGI
+2 NEC
-1 AGI, +2 EDU
Peasant
+1 Fortitude
+1 SUB
+1 PER
+1 MIG
-1 MIG, +2 SUB
-1 AGI, +2 MIG
Sage
+1 Research
+1 EDU
+1 PER
+2 NEC
-1 MIG, +2 SUB
Sentry
+1 PER
+1 MIG
+1 AGI
-1 AGI, +2 MIG
Warrior
+1 Dodge
+1 AGI
+1 MIG
+1 AGI
+1 MIG
+1 EDU
Myconids haven't been around on Titan long enough to develop niche cultural roles. Collectors scavenge ruins for
tools and materials that their tribe can use and they search for rotting vegetation and animals for use in food pits.
Shamans are both healers and historians among the Myconids. Traders manage the wealth their tribe, negotiating
trades for supplies and sanctuary. Tricksters lie, cheat, and steal from anyone inside or outside of their tribe. Unless
otherwise noted in their entry, Myconids have an Education score of 1 and a Thaumaturgy score of 2.
NON-PLAYER CHARACTER MYCONID ARCHETYPES
ARCHETYPE
ATTRIBUTE
ATTRIBUTE
SKILL
SKILL
SKILL
Collector
MIG D8 (3)
Encumbrance 2
Ranged Attack 2
Vigilance 3
Shaman
EDU D8 (3)
THA D8 (3)
History 2
Research 2
Sineater 3
THA D8 (3)
Charm 2
Leadership 2
Mercantile 3
AGI D8 (3)
Legerdemain 3
Stealth 2
Telekinesis 2
Trader
Trickster
The "Non-Player Character Elite Archetypes" table below provides examples of very experienced and specialized
NPCs from each nation on Titan in the Knights & Knaves setting. These archetypes also do not take race into
consideration; however, unlike previous archetypes, adjustments for race are not necessary, since these archetypes
represent the best of the best and any race that pursues one of these archetypes would end up with the same scores.
NON-PLAYER CHARACTER ELITE ARCHETYPES
ARCHETYPE
Alchemist
ATTRIBUTES
Organization: The "Epoli Institute of Chemical Science" in Orlotha. Equipment: Suit of Armor (Plate),
Great Melee Weapon (Claymore), Light Melee Weapon (Shortsword), Explosives, and all Medicines.
Assassin
Organization: The "Syndicate" in Azura. Equipment: Suit of Armor (Brigandine), Light Melee Weapon (Dagger),
multiple doses of one type of Toxin (GMs choice, based on the Assassins current mission).
Bastion
Organization: The "Order of the Shield" in North Olma. Equipment: Suit of Armor (Plate),
Melee Weapon (Maul), Shield (Tower).
Inquisitor
Organization: The "Academy of Ishtar" in West Agraria. Equipment: Suit of Armor (Brigandine),
Heavy Melee Weapon (Mace).
Praetor
COM - D10 (4), NEC - D8 (3), PER - D12 (5) Clairvoyance, Judgment, Initiative, Psychometry, Ranged Attack, Vigilance
Organization: The "Rangers League" in South Olma. Equipment: Suit of Armor (Brigandine),
Heavy Ranged Weapon (Longbow), Light Melee Weapon (Hatchet), all beneficial Medicines.
Thaumaturge
Organization: The many myconid tribes across Titan. Equipment: Suit of Armor (Plate),
Great Melee Weapon (Bardiche), Shield (Small), all beneficial Medicines.