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Animals

In a world populated with mythical, monstrous creatures, natural animals can still be quite dangerous.

Summoning Difficulty: +10

Vast Strength, Savage Claws

Good At: Mauling (+3), Being Tough (+3)

Bad At: Being Active During Winter (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Bears always fight as individuals.

Bear

Tough Hide: Because I have a tough hide I reduce by one (1) all stress inflicted on me as damage by physical attacks, and when I defend against physical attacks and tie my opponent does not get a boost.

Summoning Difficulty: +7

Ferocity, Tusks

Good At: Goring (+2), Being Tough (+2)

Bad At: Climbing And Jumping (-2)

Stress [1][2][3]

Mild (2)

Boars generally fight as individuals, particularly male boars. However up to three (3) may form a mob, with each individual represented by two (2) stress boxes. Gain +1 to attack and defend for each additional individual.

Boar

Tough Hide: Because I have a tough hide I reduce by one (1) all stress inflicted on me as damage by physical attacks, and when I defend against physical attacks and tie my opponent does not get a boost.

Summoning Difficulty: +7

Ferocity, Strong Jaws

Good At: Biting (+2), Being Tough (+2)

Bad At: Climbing And Jumping (-2)

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

Caveigator

Tough Hide: Because I have a tough hide I reduce by one (1) all stress inflicted on me as damage by physical attacks, and when I defend against physical attacks and tie my opponent does not get a boost.

Summoning Difficulty: +3

Really Big Rat

Good At: Very Sharp Teeth (+2), Eating Just About Anything (+2)

Bad At: No Thumbs (-2)

Hits: [1][1]  

Up to three (3) may form a mob. Add two (2) hit boxes per rat. +1 to attack and defend for each additional rat remaining.

DonkeyRat

Summoning Difficulty: +1

Regal Raptor, Endless Vision

Good At: Noticing Things (+2), Beak And Talon (+2)

Bad At: No Thumbs (-2), Indoors (-2)

Hits: [1][1]

Do not treat as a mob; eagles always fight as individuals.

Eagle

Summoning Difficulty: +1

Good Hunter, Always Alert

Good At: Noticing Things (+1), Biting (+1)

Bad At: Not Growling Or Barking (-1), Knowing When To Run Away (-1)

Hits: [1][1]  

Up to five (5) may form a mob. Add two (2) hit boxes per dog. +1 to attack and overcome for each additional dog remaining.

HuntingDog

Summoning Difficulty: +3

Swift And Cunning Hunter, Always Alert

Good At: Noticing Things (+2), Tooth And Claw (+2)

Bad At: Social Interactions (-2)

Hits: [1][1]  

Wolves generally fight as individuals. However up to five (5) may form a mob. Add two (2) hit boxes per wolf. +1 to attack and create advantage for each additional wolf remaining.

Wolf