Common Beastling
CHARACTERISTICS ATTRIBUTES COMBAT SKILLS
STR 13 Hit Points 14 Close 44%
CON 13 Major Wound 7 Ranged 36%
DEX 11 Damage Mod. 1d4 Unarmed 39%
SIZ 14 Magic Pts. 10 RESISTANCES
INT 10 Movement 14m Dodge 41%
POW 10 Armour Worn Leather Persistence 35%
CHA 7 Armour Points 2 Resilience 38%
PRACTICAL SKILLS KNOWLEDGE SKILLS MAGIC SKILLS
Athletics 49% Language (own) 50% Innate 30%
Deception 46% Language (man) 30% Sorcery 10%
Perception 45% Nature Lore 50%
Weapon Type Damage Range Size
Battle-axe 1H 1d8 (+1d4) N/A Medium
Shortbow 2H 1d8 75m N/A

Primal Rage

If a beastling has been reduced to half of its total hit points or less in a single combat round and is not suffering the effects of a major wound, it has a POWx3 chance of entering a primal rage on its following turn. This has the exact same effect as the Fanaticism spell and is a free action.


Special Rules

All beastlings have night sight and are considered to be Fearsome I creatures.


Note that the GM may exchange any beastling's 'primal rage' ability for one of the following1:

  • Dark Sight
  • Diseased
  • Fleet
  • Foul Stench
  • Hideous
  • Lithe
  • Scent
  • Thick Skinned
Copyright © Kristian Richards 2012