
Here a finished looked of the character sheet for Shadow of An. Fantastic work is done by
Waismuth
Work is still being done, with quite a few pages of rule competed. Though for now, I'm going to post just the introduction, as well as the basics of character creation.
=====
Welcome, and thank you for taking interest in "The Shadow of An" roleplaying game. In the world of Mantle. The setting is void of humans ever giving rise, in their place are anthropomorphic animals.
In the current world, cars are commonplace, radios are rather new, and moving pictures are cutting edge. Among the lights of splendor of this early 1900s theme world, political strife and greed are just around the corner. As the elites in society wage shadow wars with one another, while keeping a mask of grace in the public view.
In this world, a hungry mouth can be just as dangerous as a firearm. For there is a desire to eat, though it is not necessary to glut one's self, the ability has affected culture. A rounded abdomen can be seen as a symbol of power and wealth. In the feudal era, it was not uncommon for nobles to duel each other. The loser gets swallowed, the winner leaves sated and takes his prey's wager, honour, and life.
Even though normally randomly consuming another person was considered a crime, it did happen. Criminals and corrupt officials even to this day are known to do so. But if done in self defense or otherwise given permission, there were ways to get by doing it. Though most people that seem to sport a gut nowadays are mostly for social, fashion, or political status. This is done by eating vast amounts of normal food, though sometimes criminals go up for sale by the state as legal prey.
Speaking of the state, since most of the game will be played in Malitine a quick history on it should be in order.
In years past, the continent of Malitine was ravaged by a great war. Most of the nations of the land raged in a war of pent up resentment, each other pointing blame for the loss of their colonies in the New Lands, around two hundred years ago.
As the great war dragged on, it strained the lives, resources, and standards of living. The most aggravated by this was the aristocrats. Seven years into the great war, two mouse brothers, Molo and Falo, hailing from the Mires family, devised a plan. One by one they united other powerful aristocratic families from all over the continent, regardless of their nationality.
Within a year of their uprising, the aristocrats brought all their nations' leaders to their knees. Executing, exiling, or ingesting them. It has been more than a decade since then, and life now in Malitine has been at some of its most peaceful and prosperous. That is with the exception of the hidden conflicts of the aristocrats, the hunger for more power will always remain, no matter how peaceful.
The only nation in Malitine to remain untouched during the war was the cold and bitter Tsar lands to the east, past the Pale Elk Mountains. Still to this day, the border remains closed. To cross the only pass in the mountain range is perilous, a vast no man’s land remains and enforced. The soldiers of the Tsar keeping citizens in and strangers out. Their isolation having a result for them, as their original government still remains.
Across the sea to the west rests the New Lands, once colonies to various nations to the now dead nations of Malitine. Around two hundred years ago, these colonies grew fed up with their ignored pleas. The colonies put aside their differences and banded together in armed revolt.
Something the home nations could not do. United they could have smothered the uprising, but they were to self invested and untrusting of each other to do so. The old nations were repealed from the new lands, and a long bitter scar was left on Malitine's nations' relationships.
Thus the United Republic Protectorate was founded, a loose alliance of provinces that ran themselves, mostly with just a common law that they shared, besides that the rest of the laws and customs were set province by province.
In modern times, the Protectorate is known for its high life and vices. As much as their stubborn social rights. So much that they even flaunt it over each others’ provinces.
While Malitine was having its great war the Protectorate seen a boom in their economy, nowadays the two lands trade and citizens visit each other's nations.
Moving on, to the south of Malitine and across the sea, is was is known as the unclaimed lands. The northern coast is the Trade coast, lands owned the Confederate of Sultans. These sultans have always held trade with Malitine and in recent years with that of the Protectorate.
Having a long history, longer than that of Malitine. They have always enjoyed good food, fine goods, and open trade. Though they are strict on their laws, that strict rule is what has kept the Trade coast safe and wealthy. As long as you are friendly and show respect you are more likely than not to be safe.
If welcomed, your days will be filled with exploring the bazaars and seeing the historic structures, then retiring to your room and enjoying the cool coastal breeze. If your visit crosses the wrong paths, then your stay may be that in the gut of a local.
Though it is from these lands there are expeditions to the Pale sands, A great and vast desert to the south of the Trade Coast. With relative peace in Malitine, a lot of the aristocrats send out expeditions into this great desert, looking to uncover the unknown ruins of the Old Kingdom.
Nothing but mere scraps of its history is known, and the aristocrats think the artifacts look great in Malitine’s museums or personal collections.
There is more history and lands to the world of Mantle, but from the glance here, it should get you started on your adventure. Though the talk of the aristocrats brings up the matter of the social structure of the "Families" in Malitine.
These families can be broken up into three tiers Major, Minor, and Lesser. Major families hold the highest powers, having enough wealth, land ownership, and political sway that they have seats on the Aristocrats' Council. This council is the head of government, passing laws and orders over the rest of the people of Malitine.
Minor families are those of wealth and power, but not enough to warrant an offer onto the council. A lot of these families serve the major families in hopes to gain favour, though some seek ways to replace others and gain a seat on the council. Though this rarely happens and most seek to go as high in power as they can go, without gaining the ire of one of the major families.
Lesser families are those of the common citizens. Ranging from upper middle class workers, down to pickpockets and thugs. They are the everyday people, making the rest of the nation work or in some cases, not.
Though, there are also guilds, an alternative force mostly maintained by Minor families to help balance power with them and the lesser families to that of the Major families. Guilds are allowed to send a representative to have a seat on the Aristocrats' Council.
With this given information, think of how your character would fit in this world. What brought them to Malitine? Are they from there, or are they immigrants, maybe even the descendant of those who traded their home for a new life, or just visiting Malitine in its new time of relative peace.
Are you a student, factory worker, farmer, or officer? Maybe something else? Maybe an offspring of a major or minor family? Or are you a child to that of a lesser family striving for more in your life? Rich to poor, young to old, enforcer or criminal, all is up for you to decide, with what you make of it is to be seen.
For more information, feel free to read about the families, history, and lore. Or you could learn as you play and finding out about the world of Mantle along with your character! Hopefully, this brief explanation will set you on your way to having adventures... As The Shadow of An looms over you.
Attributes
Insight: +1/2 rounded down Will bonus, +1 Insight based skill tests.
Allure: +1/2 rounded down Will bonus, +1 Allure based skill tests.
Finesse: +1/2 rounded down dodge rate bonus, +1 ranged accuracy bonus, 1/4 rounded down movement speed bonus, +1 Finesse based skill tests.
Vigor: +1/2 rounded down Resist rate bonus, +1 maximum health, +2 carry capacity, +1 Vigor based skill tests.
Physique: +1/2 rounded down melee damage, +1 melee accuracy bonus, +4 carry capacity, +1 Physique based skill tests.
All Character attributes start off with a base of 1. From there the player may add 5 points as they see fit. Then spend 5 skill ranks, pick 2 starting talents, and pick 2 consuming talents. Then adjust stats for species bonuses
When spending skill ranks, You make put them in multiple skills or into a skill multiple times. There are five ranks to skills, Those are. Unskilled, Learned, Skilled, Professional, Master. Though every skill starts off at Unskilled without having to spend any skill points, This is still considered untrained.
A character also starts off with 50 Statements to spend at character creation. This currancy should be spend to get your character their starting equipment.
Statistics
Base Health: 10
Base Dodge: 10
Base Speed: 5
Base Will: 2
Base Resist: 4
Base Carry: 30
All Character starting traits run off of these scores. Any attribute and species bonus are then added on to the total.
Species
Old land Species
Badger:
Average weight: 65
Average height: 5'6"
Stomach fullness: 65
Attributes: +2 Vigor, +2 Physique
Trait: Restful: Heal an additional 2 health per day from rest.
Bear:
Average weight: 130
Average height: 7'
Stomach fullness: 130
Attributes: +1 Vigor, +3 Physique
Trait: Mauling: +1 damage with one handed weapons, +2 damage with 2 handed.
Cat:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +2 Allure, +2 Finesse
Trait: Grace: Add 1/4 your Finesse on allure tests.
Cow:
Average weight: 130
Average height: 6'8"
Stomach fullness: 160
Attributes: +3 Vigor, +1 Physique
Trait: Lumbering: Starting carry weight is 80.
Deer:
Average weight: 55
Average height: 6'
Stomach fullness: 55
Attributes: +2 Finesse, +2 Vigor
Trait: Skittish: At half health or lower you gain +4 on your movement speed.
Dog:
Average weight: 60
Average height: 5'9"
Stomach fullness: 65
Attributes: +1 Allure, +2 Vigor, +1 Physique
Trait: Tracker: Can reroll any perception tests four times a day. These include all the dice in the roll, Though the new roll must be taken.
Fox:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +2 Insight, +2 Finesse
Trait: Cunning: Add 1/4 rounded down of Insight on finesse tests.
Goat:
Average weight: 65
Average height: 6'
Stomach fullness: 80
Attributes: +2 Finesse, +1 Vigor, +1 Physique
Trait: Stubborn stomach: Stomach acid deals 2 damage and can digest items.
Horse:
Average weight: 85
Average height: 6'5"
Stomach fullness: 80
Attributes: +1 Allure, +1 Vigor, +2 Physique
Trait: Steed: +1 movement, +20 carry capacity.
Mouse:
Average weight: 30
Average height: 4'6"
Stomach fullness: 30
Attributes: +1 Allure, +3 Finesse
Trait: Nimble: +2 dodge rate.
Pig:
Average weight: 80
Average height: 5'8"
Stomach fullness: 85
Attributes: +2 Insight, +2 Vigor
Trait: Potent snout: The rolled blue dice numbers are doubled for perception tests made with scent.
Rabbit:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +2 Allure, +1 Finesse, +1 Vigor
Trait: Fortunate: Reroll any of your dice rolls, twice a day. You may select to roll just a single dice out of your red and blue dice for skill tests, instead of the whole roll. Though this counts as full usage of the trait, also you must keep the new numbers rolled.
Rat:
Average weight: 45
Average height: 5'
Stomach fullness: 45
Attributes: +4 Finesse
Trait: Skulk: Once uncovered from stealth. May reroll stealth test to remain hidden, Three times a day. The entire roll must be rerolled, the new numbers rolled must be taken.
Sheep:
Average weight: 70
Average height: 5'9"
Stomach fullness: 70
Attributes: +1 Allure, +3 Vigor
Trait: Ram: When you charge into melee add +2 damage, This is included on other bonus damage.
Skunk:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +2 Finesse, +2 Vigor
Trait: Spray: Can spray out a cone of stench as a free action, the cone being 15 feet. Targets make a Challenging Resist test, add your vigor onto their red dice digits, if they fail they are stunned for a turn. Spray effects anyone or thing that can smell in the blast of the cone, cone spray comes from the backside of the skunk, a skunk can spray twice a day.
Squirrel:
Average weight: 45
Average height: 5'
Stomach fullness: 45
Attributes: +1 Insight, +1 Allure, +2 Finesse
Trait: Hoarder: Ammo, equipment, treasures all weigh half as much to personal self. But takes the normal space and the weight still has an effect in the world.
Weasel:
Average weight: 30
Average height: 5'5"
Stomach fullness: 30
Attributes: +3 Finesse, +1 Vigor
Trait: Slink: Can fit into spaces of one size smaller than self.
Wolf:
Average weight: 60
Average height: 5'10"
Stomach fullness: 65
Attributes: +1 Insight, +1 Vigor, +2 Physique
Trait: Predator's grip: +2 Blue digit on all grapple tests.
New Land Species
Armadillo:
Average weight: 50
Average height: 5'0"
Stomach fullness: 55
Attributes: +1 Finesse, +3 Vigor
Trait: Plated: +2 armour on torso and limbs, but not on the head.
Beaver:
Average weight: 55
Average height: 5'5"
Stomach fullness: 55
Attributes: +2 Insight, +2 Vigor
Trait: Crafter: Gain a blue die on two trade skills of choice.
Buffalo:
Average weight: 150
Average height: 7'0"
Stomach fullness: 170
Attributes: +2 Vigor, +2 Physique
Trait: Stampede: Using all your actions that turn. You may push your way through people. Up to your maximum movement. Targets must make a competing Physique test against you, if they fail they are knocked prone. Targets may willingly step to the side at the cost of their movement next turn. Targets that win their Physique test against yours will end your charge and you are knocked prone, if they fail, they are knocked prone and you continue with your stampede.
Coyote:
Average weight: 55
Average height: 5'8"
Stomach fullness: 60
Attributes: +2 Finesse, +1 Vigor, +1 Physique
Trait: Lone hunter: +1 melee accuracy, +1 grapple in one on one fights. No one else can be in any adjacent space, Besides you and your target.
Jaguar:
Average weight: 65
Average height: 6'2"
Stomach fullness: 70
Attributes: +2 Finesse, +2 Physique
Trait: Prowl: Gain 2 damage on an unexpecting target.
Llama:
Average weight: 50
Average height: 6'0"
Stomach fullness: 50
Attributes: +1 Allure, +1 Finesse, +2 Vigor
Trait: Good aim: Gain 2 blue digits on Range Accuracy.
Moose:
Average weight: 120
Average height: 6'8"
Stomach fullness: 120
Attributes: +3 Vigor, +1 Physique
Trait: Lumbering: +1 movement, +1 melee damage.
Opossum:
Average weight: 45
Average height: 5'0"
Stomach fullness: 45
Attributes: +1 Finesse, +2 Vigor, +1 Physique
Trait: Feign death: Once per day may appear dead for up to 4 hours. Must make a Tough tend test to know that they are faking.
Otter:
Average weight: 50
Average height: 5'6"
Stomach fullness: 50
Attributes: +2 Finesse, +2 Vigor
Trait: Nimble swimmer: Swims at full speed, Double the numbers on blue dice rolls for swim tests.
Prairie dog:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +3 Allure, +1 Vigor
Trait: Commune: Gain +1 to damage, movement, and dodge rate when in a group of 3 or more prairie dogs.
Raccoon:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +2 Allure, +2 Finesse
Trait: Nocturnal: +1 movement, +2 Finesse at night.
Turtle:
Average weight: 60
Average height: 5'2"
Stomach fullness: 40
Attributes: +1 Insight, +3 Vigor
Trait: Shelled: +3 armour on the torso.
Unclaimed land Species
Camel:
Average weight: 85
Average height: 6'5"
Stomach fullness: 85
Attributes: +1 Finesse, +3 Vigor
Trait: Reserves: Hunger and thirst take three times to take effect.
Cheetah:
Average weight: 55
Average height: 6'0"
Stomach fullness: 55
Attributes: +3 Finesse, +1 Vigor
Trait: Quick: +2 movement speed.
Elephant:
Average weight: 350
Average height: 10'0"
Stomach fullness: 300
Attributes: +2 Insight, +2 Physique
Trait: Wize Hulk: Insight is added as bonus health as well.
Gator:
Average weight: 80
Average height: 6'5"
Stomach fullness: 85
Attributes: +2 Vigor, +2 Physique
Trait: Thickened scales: +1 armour to all of the body hit locations.
Gazelle:
Average weight: 50
Average height: 6'0"
Stomach fullness: 45
Attributes: +1 Allure, +3 Finesse
Trait: Prance: +1 movement, +1 dodge rate.
Giraffe:
Average weight: 225
Average height: 12'0"
Stomach fullness: 180
Attributes: +2 Allure, +2 Vigor
Trait: Sentinel: Gain 1 blue die on sight based Perception tests, +15 feet distance on ranged weapons.
Hyena:
Average weight: 60
Average height: 5"10"
Stomach fullness: 80
Attributes: +1 Finesse, +2 Vigor, +1 Physique
Trait: Mighty Jaws: Once the target is held in a consume grapple, Gain 1 blue die to competing grapple tests against them.
Jackal:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +3 Insight, +1 Allure
Feat: Opportunistic: Use 1/4 rounded down of Allure on Insight tests.
Lion:
Average weight: 65
Average height: 6'0"
Stomach fullness: 70
Attributes: +2 Allure, +2 Vigor
Feat: Born leader: +2 Allure to self when in a party.
Meerkat:
Average weight: 40
Average height: 5'5"
Stomach fullness: 40
Attributes: +1 Insight, +1 Allure, +2 Finesse
Trait: Commune: Gain +1 to damage, movement, and dodge rate when in a group of 3 or more meerkats.
Rhino:
Average weight: 200
Average height: 8'0"
Stomach fullness: 180
Attributes: +2 Vigor, +2 Physique
Trait: Gore: Forgo other attacks to attempt a melee attack with your horn, deals 6 damage and knocks the target back two spaces. Target may compete against your Physique test to remain unmoved.
Tiger:
Average weight: 75
Average height: 6'5"
Stomach fullness: 80
Attributes: +1 Finesse, +3 Physique
Trait: Dire strikes: +1 melee accuracy, melee ignores 1 point of armour.
Zebra:
Average weight: 85
Average height: 6'5"
Stomach fullness: 80
Attributes: +2 Vigor, +2 Physique
Trait: Apprehensive: +1 dodge, +1 Melee Accuracy

Work is still being done, with quite a few pages of rule competed. Though for now, I'm going to post just the introduction, as well as the basics of character creation.
=====
Welcome, and thank you for taking interest in "The Shadow of An" roleplaying game. In the world of Mantle. The setting is void of humans ever giving rise, in their place are anthropomorphic animals.
In the current world, cars are commonplace, radios are rather new, and moving pictures are cutting edge. Among the lights of splendor of this early 1900s theme world, political strife and greed are just around the corner. As the elites in society wage shadow wars with one another, while keeping a mask of grace in the public view.
In this world, a hungry mouth can be just as dangerous as a firearm. For there is a desire to eat, though it is not necessary to glut one's self, the ability has affected culture. A rounded abdomen can be seen as a symbol of power and wealth. In the feudal era, it was not uncommon for nobles to duel each other. The loser gets swallowed, the winner leaves sated and takes his prey's wager, honour, and life.
Even though normally randomly consuming another person was considered a crime, it did happen. Criminals and corrupt officials even to this day are known to do so. But if done in self defense or otherwise given permission, there were ways to get by doing it. Though most people that seem to sport a gut nowadays are mostly for social, fashion, or political status. This is done by eating vast amounts of normal food, though sometimes criminals go up for sale by the state as legal prey.
Speaking of the state, since most of the game will be played in Malitine a quick history on it should be in order.
In years past, the continent of Malitine was ravaged by a great war. Most of the nations of the land raged in a war of pent up resentment, each other pointing blame for the loss of their colonies in the New Lands, around two hundred years ago.
As the great war dragged on, it strained the lives, resources, and standards of living. The most aggravated by this was the aristocrats. Seven years into the great war, two mouse brothers, Molo and Falo, hailing from the Mires family, devised a plan. One by one they united other powerful aristocratic families from all over the continent, regardless of their nationality.
Within a year of their uprising, the aristocrats brought all their nations' leaders to their knees. Executing, exiling, or ingesting them. It has been more than a decade since then, and life now in Malitine has been at some of its most peaceful and prosperous. That is with the exception of the hidden conflicts of the aristocrats, the hunger for more power will always remain, no matter how peaceful.
The only nation in Malitine to remain untouched during the war was the cold and bitter Tsar lands to the east, past the Pale Elk Mountains. Still to this day, the border remains closed. To cross the only pass in the mountain range is perilous, a vast no man’s land remains and enforced. The soldiers of the Tsar keeping citizens in and strangers out. Their isolation having a result for them, as their original government still remains.
Across the sea to the west rests the New Lands, once colonies to various nations to the now dead nations of Malitine. Around two hundred years ago, these colonies grew fed up with their ignored pleas. The colonies put aside their differences and banded together in armed revolt.
Something the home nations could not do. United they could have smothered the uprising, but they were to self invested and untrusting of each other to do so. The old nations were repealed from the new lands, and a long bitter scar was left on Malitine's nations' relationships.
Thus the United Republic Protectorate was founded, a loose alliance of provinces that ran themselves, mostly with just a common law that they shared, besides that the rest of the laws and customs were set province by province.
In modern times, the Protectorate is known for its high life and vices. As much as their stubborn social rights. So much that they even flaunt it over each others’ provinces.
While Malitine was having its great war the Protectorate seen a boom in their economy, nowadays the two lands trade and citizens visit each other's nations.
Moving on, to the south of Malitine and across the sea, is was is known as the unclaimed lands. The northern coast is the Trade coast, lands owned the Confederate of Sultans. These sultans have always held trade with Malitine and in recent years with that of the Protectorate.
Having a long history, longer than that of Malitine. They have always enjoyed good food, fine goods, and open trade. Though they are strict on their laws, that strict rule is what has kept the Trade coast safe and wealthy. As long as you are friendly and show respect you are more likely than not to be safe.
If welcomed, your days will be filled with exploring the bazaars and seeing the historic structures, then retiring to your room and enjoying the cool coastal breeze. If your visit crosses the wrong paths, then your stay may be that in the gut of a local.
Though it is from these lands there are expeditions to the Pale sands, A great and vast desert to the south of the Trade Coast. With relative peace in Malitine, a lot of the aristocrats send out expeditions into this great desert, looking to uncover the unknown ruins of the Old Kingdom.
Nothing but mere scraps of its history is known, and the aristocrats think the artifacts look great in Malitine’s museums or personal collections.
There is more history and lands to the world of Mantle, but from the glance here, it should get you started on your adventure. Though the talk of the aristocrats brings up the matter of the social structure of the "Families" in Malitine.
These families can be broken up into three tiers Major, Minor, and Lesser. Major families hold the highest powers, having enough wealth, land ownership, and political sway that they have seats on the Aristocrats' Council. This council is the head of government, passing laws and orders over the rest of the people of Malitine.
Minor families are those of wealth and power, but not enough to warrant an offer onto the council. A lot of these families serve the major families in hopes to gain favour, though some seek ways to replace others and gain a seat on the council. Though this rarely happens and most seek to go as high in power as they can go, without gaining the ire of one of the major families.
Lesser families are those of the common citizens. Ranging from upper middle class workers, down to pickpockets and thugs. They are the everyday people, making the rest of the nation work or in some cases, not.
Though, there are also guilds, an alternative force mostly maintained by Minor families to help balance power with them and the lesser families to that of the Major families. Guilds are allowed to send a representative to have a seat on the Aristocrats' Council.
With this given information, think of how your character would fit in this world. What brought them to Malitine? Are they from there, or are they immigrants, maybe even the descendant of those who traded their home for a new life, or just visiting Malitine in its new time of relative peace.
Are you a student, factory worker, farmer, or officer? Maybe something else? Maybe an offspring of a major or minor family? Or are you a child to that of a lesser family striving for more in your life? Rich to poor, young to old, enforcer or criminal, all is up for you to decide, with what you make of it is to be seen.
For more information, feel free to read about the families, history, and lore. Or you could learn as you play and finding out about the world of Mantle along with your character! Hopefully, this brief explanation will set you on your way to having adventures... As The Shadow of An looms over you.
Attributes
Insight: +1/2 rounded down Will bonus, +1 Insight based skill tests.
Allure: +1/2 rounded down Will bonus, +1 Allure based skill tests.
Finesse: +1/2 rounded down dodge rate bonus, +1 ranged accuracy bonus, 1/4 rounded down movement speed bonus, +1 Finesse based skill tests.
Vigor: +1/2 rounded down Resist rate bonus, +1 maximum health, +2 carry capacity, +1 Vigor based skill tests.
Physique: +1/2 rounded down melee damage, +1 melee accuracy bonus, +4 carry capacity, +1 Physique based skill tests.
All Character attributes start off with a base of 1. From there the player may add 5 points as they see fit. Then spend 5 skill ranks, pick 2 starting talents, and pick 2 consuming talents. Then adjust stats for species bonuses
When spending skill ranks, You make put them in multiple skills or into a skill multiple times. There are five ranks to skills, Those are. Unskilled, Learned, Skilled, Professional, Master. Though every skill starts off at Unskilled without having to spend any skill points, This is still considered untrained.
A character also starts off with 50 Statements to spend at character creation. This currancy should be spend to get your character their starting equipment.
Statistics
Base Health: 10
Base Dodge: 10
Base Speed: 5
Base Will: 2
Base Resist: 4
Base Carry: 30
All Character starting traits run off of these scores. Any attribute and species bonus are then added on to the total.
Species
Old land Species
Badger:
Average weight: 65
Average height: 5'6"
Stomach fullness: 65
Attributes: +2 Vigor, +2 Physique
Trait: Restful: Heal an additional 2 health per day from rest.
Bear:
Average weight: 130
Average height: 7'
Stomach fullness: 130
Attributes: +1 Vigor, +3 Physique
Trait: Mauling: +1 damage with one handed weapons, +2 damage with 2 handed.
Cat:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +2 Allure, +2 Finesse
Trait: Grace: Add 1/4 your Finesse on allure tests.
Cow:
Average weight: 130
Average height: 6'8"
Stomach fullness: 160
Attributes: +3 Vigor, +1 Physique
Trait: Lumbering: Starting carry weight is 80.
Deer:
Average weight: 55
Average height: 6'
Stomach fullness: 55
Attributes: +2 Finesse, +2 Vigor
Trait: Skittish: At half health or lower you gain +4 on your movement speed.
Dog:
Average weight: 60
Average height: 5'9"
Stomach fullness: 65
Attributes: +1 Allure, +2 Vigor, +1 Physique
Trait: Tracker: Can reroll any perception tests four times a day. These include all the dice in the roll, Though the new roll must be taken.
Fox:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +2 Insight, +2 Finesse
Trait: Cunning: Add 1/4 rounded down of Insight on finesse tests.
Goat:
Average weight: 65
Average height: 6'
Stomach fullness: 80
Attributes: +2 Finesse, +1 Vigor, +1 Physique
Trait: Stubborn stomach: Stomach acid deals 2 damage and can digest items.
Horse:
Average weight: 85
Average height: 6'5"
Stomach fullness: 80
Attributes: +1 Allure, +1 Vigor, +2 Physique
Trait: Steed: +1 movement, +20 carry capacity.
Mouse:
Average weight: 30
Average height: 4'6"
Stomach fullness: 30
Attributes: +1 Allure, +3 Finesse
Trait: Nimble: +2 dodge rate.
Pig:
Average weight: 80
Average height: 5'8"
Stomach fullness: 85
Attributes: +2 Insight, +2 Vigor
Trait: Potent snout: The rolled blue dice numbers are doubled for perception tests made with scent.
Rabbit:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +2 Allure, +1 Finesse, +1 Vigor
Trait: Fortunate: Reroll any of your dice rolls, twice a day. You may select to roll just a single dice out of your red and blue dice for skill tests, instead of the whole roll. Though this counts as full usage of the trait, also you must keep the new numbers rolled.
Rat:
Average weight: 45
Average height: 5'
Stomach fullness: 45
Attributes: +4 Finesse
Trait: Skulk: Once uncovered from stealth. May reroll stealth test to remain hidden, Three times a day. The entire roll must be rerolled, the new numbers rolled must be taken.
Sheep:
Average weight: 70
Average height: 5'9"
Stomach fullness: 70
Attributes: +1 Allure, +3 Vigor
Trait: Ram: When you charge into melee add +2 damage, This is included on other bonus damage.
Skunk:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +2 Finesse, +2 Vigor
Trait: Spray: Can spray out a cone of stench as a free action, the cone being 15 feet. Targets make a Challenging Resist test, add your vigor onto their red dice digits, if they fail they are stunned for a turn. Spray effects anyone or thing that can smell in the blast of the cone, cone spray comes from the backside of the skunk, a skunk can spray twice a day.
Squirrel:
Average weight: 45
Average height: 5'
Stomach fullness: 45
Attributes: +1 Insight, +1 Allure, +2 Finesse
Trait: Hoarder: Ammo, equipment, treasures all weigh half as much to personal self. But takes the normal space and the weight still has an effect in the world.
Weasel:
Average weight: 30
Average height: 5'5"
Stomach fullness: 30
Attributes: +3 Finesse, +1 Vigor
Trait: Slink: Can fit into spaces of one size smaller than self.
Wolf:
Average weight: 60
Average height: 5'10"
Stomach fullness: 65
Attributes: +1 Insight, +1 Vigor, +2 Physique
Trait: Predator's grip: +2 Blue digit on all grapple tests.
New Land Species
Armadillo:
Average weight: 50
Average height: 5'0"
Stomach fullness: 55
Attributes: +1 Finesse, +3 Vigor
Trait: Plated: +2 armour on torso and limbs, but not on the head.
Beaver:
Average weight: 55
Average height: 5'5"
Stomach fullness: 55
Attributes: +2 Insight, +2 Vigor
Trait: Crafter: Gain a blue die on two trade skills of choice.
Buffalo:
Average weight: 150
Average height: 7'0"
Stomach fullness: 170
Attributes: +2 Vigor, +2 Physique
Trait: Stampede: Using all your actions that turn. You may push your way through people. Up to your maximum movement. Targets must make a competing Physique test against you, if they fail they are knocked prone. Targets may willingly step to the side at the cost of their movement next turn. Targets that win their Physique test against yours will end your charge and you are knocked prone, if they fail, they are knocked prone and you continue with your stampede.
Coyote:
Average weight: 55
Average height: 5'8"
Stomach fullness: 60
Attributes: +2 Finesse, +1 Vigor, +1 Physique
Trait: Lone hunter: +1 melee accuracy, +1 grapple in one on one fights. No one else can be in any adjacent space, Besides you and your target.
Jaguar:
Average weight: 65
Average height: 6'2"
Stomach fullness: 70
Attributes: +2 Finesse, +2 Physique
Trait: Prowl: Gain 2 damage on an unexpecting target.
Llama:
Average weight: 50
Average height: 6'0"
Stomach fullness: 50
Attributes: +1 Allure, +1 Finesse, +2 Vigor
Trait: Good aim: Gain 2 blue digits on Range Accuracy.
Moose:
Average weight: 120
Average height: 6'8"
Stomach fullness: 120
Attributes: +3 Vigor, +1 Physique
Trait: Lumbering: +1 movement, +1 melee damage.
Opossum:
Average weight: 45
Average height: 5'0"
Stomach fullness: 45
Attributes: +1 Finesse, +2 Vigor, +1 Physique
Trait: Feign death: Once per day may appear dead for up to 4 hours. Must make a Tough tend test to know that they are faking.
Otter:
Average weight: 50
Average height: 5'6"
Stomach fullness: 50
Attributes: +2 Finesse, +2 Vigor
Trait: Nimble swimmer: Swims at full speed, Double the numbers on blue dice rolls for swim tests.
Prairie dog:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +3 Allure, +1 Vigor
Trait: Commune: Gain +1 to damage, movement, and dodge rate when in a group of 3 or more prairie dogs.
Raccoon:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +2 Allure, +2 Finesse
Trait: Nocturnal: +1 movement, +2 Finesse at night.
Turtle:
Average weight: 60
Average height: 5'2"
Stomach fullness: 40
Attributes: +1 Insight, +3 Vigor
Trait: Shelled: +3 armour on the torso.
Unclaimed land Species
Camel:
Average weight: 85
Average height: 6'5"
Stomach fullness: 85
Attributes: +1 Finesse, +3 Vigor
Trait: Reserves: Hunger and thirst take three times to take effect.
Cheetah:
Average weight: 55
Average height: 6'0"
Stomach fullness: 55
Attributes: +3 Finesse, +1 Vigor
Trait: Quick: +2 movement speed.
Elephant:
Average weight: 350
Average height: 10'0"
Stomach fullness: 300
Attributes: +2 Insight, +2 Physique
Trait: Wize Hulk: Insight is added as bonus health as well.
Gator:
Average weight: 80
Average height: 6'5"
Stomach fullness: 85
Attributes: +2 Vigor, +2 Physique
Trait: Thickened scales: +1 armour to all of the body hit locations.
Gazelle:
Average weight: 50
Average height: 6'0"
Stomach fullness: 45
Attributes: +1 Allure, +3 Finesse
Trait: Prance: +1 movement, +1 dodge rate.
Giraffe:
Average weight: 225
Average height: 12'0"
Stomach fullness: 180
Attributes: +2 Allure, +2 Vigor
Trait: Sentinel: Gain 1 blue die on sight based Perception tests, +15 feet distance on ranged weapons.
Hyena:
Average weight: 60
Average height: 5"10"
Stomach fullness: 80
Attributes: +1 Finesse, +2 Vigor, +1 Physique
Trait: Mighty Jaws: Once the target is held in a consume grapple, Gain 1 blue die to competing grapple tests against them.
Jackal:
Average weight: 50
Average height: 5'5"
Stomach fullness: 50
Attributes: +3 Insight, +1 Allure
Feat: Opportunistic: Use 1/4 rounded down of Allure on Insight tests.
Lion:
Average weight: 65
Average height: 6'0"
Stomach fullness: 70
Attributes: +2 Allure, +2 Vigor
Feat: Born leader: +2 Allure to self when in a party.
Meerkat:
Average weight: 40
Average height: 5'5"
Stomach fullness: 40
Attributes: +1 Insight, +1 Allure, +2 Finesse
Trait: Commune: Gain +1 to damage, movement, and dodge rate when in a group of 3 or more meerkats.
Rhino:
Average weight: 200
Average height: 8'0"
Stomach fullness: 180
Attributes: +2 Vigor, +2 Physique
Trait: Gore: Forgo other attacks to attempt a melee attack with your horn, deals 6 damage and knocks the target back two spaces. Target may compete against your Physique test to remain unmoved.
Tiger:
Average weight: 75
Average height: 6'5"
Stomach fullness: 80
Attributes: +1 Finesse, +3 Physique
Trait: Dire strikes: +1 melee accuracy, melee ignores 1 point of armour.
Zebra:
Average weight: 85
Average height: 6'5"
Stomach fullness: 80
Attributes: +2 Vigor, +2 Physique
Trait: Apprehensive: +1 dodge, +1 Melee Accuracy
Category All / Vore
Species Unspecified / Any
Size 6668 x 4060px
File Size 1.69 MB
The lore is written in a very interesting way indeed, and the way the author tried to weave such things as different species and vore elements in it is especially peculiar! In my opinion, such good work deserves praise!
If there will be any updates about lore or the mechanics, I am going to wait for them — this work impressed me in a good way.
If there will be any updates about lore or the mechanics, I am going to wait for them — this work impressed me in a good way.
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