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An anthromorphic races based RPG

Indomitable Kingdoms

Indomitable Kingdoms was developed to be played with the children and teenagers of the RPG courses of Project Linetale. It aims to showcase simpler mechanics (when compared to the tradicional RPG systems), facilitating the introduction of new players, specially younger ones, or those who are not familiar with the area, and accelerating the proccess of character creation. It contains a simple system of Classes and Races, which are combined to create a new character.

Hereafter we can see the basic game rules, which were compacted into a single page, followed by the list of Classes and Races, Items and Equipments, Languages and an introduction to the Gods and Religions of the universe. This system is completely authoral, but Races and Classes are currently using images that do not belong to me (as temporary references), which cannot be used for commercial purposes.

System Basics

General Rules:

  • Attributes: generic dice rolls
  • Talents: specific dice rolls

Dice Rolls

  • The Class defines the nº of dice (1d, 2d, etc)
  • The Race defines the bonus (+1, -1, etc)
  • Only the highest die is considered

Critical Hits and Failures

  • If the highest die rolled 1, it is a critical failure (miss)
  • If the highest die rolled its greatest value, it is a critical hit
  • During a critical hit, roll 1 extra die and add it to the previous roll
  • If that extra die resulted in another critical hit, repeat the proccess

Damage

  • Damage = Attack – Defense
  • Attack is the result of the Roll (highest die + bônus)
  • Defense is a fixed value of the target

Defense (Physical)

  • Defends against physical () attacks/rolls
  • 3 + [Armor] + [Shield] + [Bonus]

Mental Defense

  • Defends against mental (🗣) attacks/rolls
  • 3 + [Will] + [Bonus]
Talents (by Attribute)
STRENGTH () LUCK (🗣)
  • Resistance
  • Push/Pull
  • Carry/Lift
  • Crush/Break
  • Athletics*
  • Combat (Melee)
  • Social
    • Deceive
    • Convince
    • Intimidate
  • Intuition
  • Reflexes*
  • Search
AGILITY () INTELLECT (🗣)
  • Initiative
  • Acrobatics
  • Athletics*
  • Reflexes*
  • Perception*
  • Stealth
  • Thievery
  • Music/Art
  • Combat (Ranged)
  • Knowledge
    • Strategy
    • Nature
    • Religion
    • History
  • Perception*
  • Will
  • Medicine
  • Magic
* Can use another base Attribute (use always the highest)

Subtitles:

🕑: temporary (can be resisted every turn) ⚂: require a roll (red = the target must roll)
★: used through a spell or magical effect ♫: used through music
: defended by the target’s Defense 🗣: defended by the target’s Mental Defense
: defended by the target’s Roll Passive    Free    Action    Reaction

Guilds and Races

Rodents Guild

Guinea-piggeans

porquiloque
Strength -1 Agility +0
Intellect +0 Luck +2
Languages Cui and Common.
Prey Senses Stealth +1d.
⛏ Gnaw Damage d4 (Combat [Melee] ⚂). Grants Crush/Break •••.
Union Grants Rolls +1d to allies.

Passive    Free    Action    Reaction

Lepusians

lepusiano
Strength -1 Agility +1
Intellect +0 Luck +1
Languages Cui and Common.
Prey Senses Stealth +1d.
⛏ Gnaw Damage d4 (Combat [Melee] ⚂). Grants Crush/Break •••.
Hopping Can hop far and high.

Passive    Free    Action    Reaction

Squirrelics

esquilico
Strength -1 Agility +2
Intellect +0 Luck +0
Languages Cui and Common.
Prey Senses Stealth +1d.
⛏ Gnaw Damage d4 (Combat [Melee] ⚂). Grants Crush/Break •••.
Balance Acrobatics +1d.

Passive    Free    Action    Reaction

Micenese

camoteo
Strength -1 Agility +1
Intellect +1 Luck +0
Languages Cui and Common.
Prey Senses Stealth +1d.
⛏ Gnaw Damage d4 (Combat [Melee] ⚂). Grants Crush/Break •••.
Courage Will +1d.

Passive    Free    Action    Reaction

Felines Guild

Meowquesses

miauques
Strength +0 Agility +1
Intellect -1 Luck +1
Languages Meow, Ferine and Common.
Feline Senses Perception/Reflexes +1d.
⛏ Claws Damage d4, hits up to 2 targets (Combat [Melee] ⚂).
Charm Convince +1d.

Passive    Free    Action    Reaction

Jaguarines

jaguarino
Strength +1 Agility +1
Intellect -1 Luck +0
Languages Ferine and Common.
Feline Senses Perception/Reflexes +1d.
⛏ Claws Damage d4, hits up to 2 targets (Combat [Melee] ⚂).
Sylvan Nature +1d.

Passive    Free    Action    Reaction

Tigerines

tigrano
Strength +2 Agility +1
Intellect -1 Luck -1
Languages Ferine and Common.
Feline Senses Perception/Reflexes +1d.
⛏ Claws Damage d4, hits up to 2 targets (Combat [Melee] ⚂).
🗣 Roar Targets become Afraid (Strength ⚂).

Passive    Free    Action    Reaction

Leonines

leonino
Strength +2 Agility +0
Intellect -1 Luck +0
Languages Ferine and Common.
Feline Senses Perception/Reflexes +1d.
⛏ Claws Damage d4, hits up to 2 targets (Combat [Melee] ⚂).
🗣 Roar Targets become Afraid (Strength ⚂).

Passive    Free    Action    Reaction

Canids Guild

Canines

canino
Strength +0 Agility +0
Intellect +1 Luck +0
Languages Bark, Howl and Common.
Scent Can locate/identify things by their smell.
⛏ Bite Damage d4, grabs the target (Combat [Melee] ⚂).
Union Grants Rolls +1d to allies.

Passive    Free    Action    Reaction

Lupines

lupino
Strength +1 Agility +0
Intellect +0 Luck +0
Languages Howl and Common.
Scent Can locate/identify things by their smell.
⛏ Bite Damage d4, grabs the target (Combat [Melee] ⚂).
Leadership Social +1d.

Passive    Free    Action    Reaction

Vulpidians

vulpideo
Strength -1 Agility +0
Intellect +1 Luck +1
Languages Vulpi and Common.
Scent Can locate/identify things by their smell.
⛏ Bite Damage d4, grabs the target (Combat [Melee] ⚂).
Light Steps Stealth +1d.

Passive    Free    Action    Reaction

Anubidians

anubideo
Strength +1 Agility +0
Intellect +1 Luck -1
Languages Howl and Common.
Scent Can locate/identify things by their smell.
⛏ Bite Damage d4, grabs the target (Combat [Melee] ⚂).
Scavenger Immunity to poisons and diseases.

Passive    Free    Action    Reaction

Reptilian Guild

Crocodilians

crocodiliano
Strength +2 Agility +0
Intellect -1 Luck +0
Languages Escali and Common.
Cold Blooded Immunity to fear and diseases.
Scales Defense +1.
⛏ Bite Damage d4, grabs the target (Combat [Melee] ⚂).

Passive    Free    Action    Reaction

Serpentines

serpentino
Strength +0 Agility +1
Intellect +0 Luck +0
Languages Escali and Common.
Cold Blooded Immunity to fear and diseases.
Scales Defense +1.
⛏ Poison Bite Damage d4, inflicts rolls -1d 🕑 (Combat [Melee] ⚂).

Passive    Free    Action    Reaction

Chameleonics

camaleonico
Strength -1 Agility +0
Intellect +1 Luck +0
Languages Escali and Common.
Cold Blooded Immunity to fear and diseases.
Scales Defense +1.
⚔ Camouflage Changes the appearance/becomes invisible (Perception ⚂ vs Stealth ⚂).

Passive    Free    Action    Reaction

Tortoiseans

jabutideo
Strength +1 Agility -2
Intellect +1 Luck +0
Languages Escali and Common.
Cold Blooded Immunity to fear and diseases.
Shell Defense +3, Reflexes becomes and cannot equip armors.
Refuge Defense becomes 12, but cannot do anything besides defending.

Passive    Free    Action    Reaction

Amphibian Guild

Amphiloques

anfiloque
Strength +2 Agility +1
Intellect +0 Luck -1
Languages Croak and Common.
Hopping Can hop far and high.
Amphibian Breaths underwater and grants Swim •••.

Passive    Free    Action    Reaction

Salamandrians

salamandrio
Strength +0 Agility +0
Intellect +1 Luck +0
Languages Croak and Common.
Regeneration Heals d4 and regenerates body parts (Resistance ⚂).
Amphibian Breaths underwater and grants Swim •••.

Passive    Free    Action    Reaction

Poisonous Amphiloques

anfiloque-venenoso
Strength +0 Agility +1
Intellect +1 Luck -1
Languages Croak and Common.
Hopping Can hop far and high.
Amphibian Breaths underwater and grants Swim •••.
Poisonous Produces poison through its skin (inflicts Damage 1 on touch).

Passive    Free    Action    Reaction

Avian Guild

Eaglers

aquila
Strength +0 Agility +2
Intellect -1 Luck -1
Languages Avili and Common.
Wings Can fly.
⛏ Claws Damage d4, hits up to 2 targets (Combat [Melee] ⚂).
Bird of Prey Combat (Melee) +1d.

Passive    Free    Action    Reaction

Estrygeans

estrigeo
Strength -1 Agility +0
Intellect +1 Luck +0
Languages Avili and Common.
Wings Can fly.
⛏ Claws Damage d4, hits up to 2 targets (Combat [Melee] ⚂).
Wisdom Knowledge +1d.

Passive    Free    Action    Reaction

Canarians

canariano
Strength -1 Agility +1
Intellect -1 Luck +1
Languages Avili and Common.
Wings Can fly.
⛏ Claws Damage d4, hits up to 2 targets (Combat [Melee] ⚂).
Singing Art/Music +1d.

Passive    Free    Action    Reaction

Penguines

penguino
Strength +1 Agility -1
Intellect +0 Luck +1
Languages Avili and Comum.
Aquatic Swim becomes •••.
Polar Does not feel cold/Resistance +1d.
Chubby Life +4.

Passive    Free    Action    Reaction

Ursidean Guild

Brown Ursideans

urso-pardo
Strength +2 Agility -1
Intellect +0 Luck +0
Languages Brute and Common.
Scent Can locate/identify things by their smell.
Ursidean Fury Strength+1d when furious.
⛏ Swipe Damage d4, throws target (Combat [Melee] ⚂).

Passive    Free    Action    Reaction

Raconics

raconico
Strength +0 Agility +0
Intellect +0 Luck +1
Languages Brute and Common.
Scent Can locate/identify things by their smell.
Ursidean Fury Strength+1d when furious.
Burglar Thievery +1d.

Passive    Free    Action    Reaction

Pandines

artista-marcial
Strength +1 Agility -1
Intellect +0 Luck +1
Languages Brute and Common.
Scent Can locate/identify things by their smell.
Ursidean Fury Strength+1d when furious.
Glutton Heals 1d6 after eating.

Passive    Free    Action    Reaction

Polar Ursideans

urso-polar
Strength +2 Agility -1
Intellect -1 Luck +0
Languages Brute and Common.
Scent Can locate/identify things by their smell.
Ursidean Fury Strength+1d when furious.
⛏ Swipe Damage d4, throws target (Combat [Melee] ⚂).
Polar Does not feel cold/Resistance +1d.

Passive    Free    Action    Reaction

Primate Guild

Monkeans

miqueanos
Strength -1 Agility +1
Intellect +1 Luck +0
Languages Adamic and Common.
Thumbs Can use all weapons.
Big Brain Intellect +1d.
Monkey Tail Its tail functions as an extra leg/arm.

Passive    Free    Action    Reaction

Gorillese

gorilez
Strength +1 Agility +0
Intellect +1 Luck -1
Languages Adamic and Common.
Thumbs Can use all weapons.
Big Brain Intellect +1d.
⛏ Primal Force Damage d4, knocks the target down (Combat [Melee] ⚂).

Passive    Free    Action    Reaction

Humans

humano
Strength -1 Agility -1
Intellect +2 Luck +0
Languages Adamic and Common.
Thumbs Can use all weapons.
Big Brain Intellect +1d.
Learning Can craft items that grant new abilities (check table).

Passive    Free    Action    Reaction

Classes

Warriors

Strength ••• Agility
Intellect Luck
Life 12 Can use weapons (Melee), bows, projectiles, shields and armors.
Talents Chain Mail +2
Strategy ••

Intimidate ••

Reflexes ••

Initiative ••

Small Shield +1
Longsword
Hunting Knife
Fierce Attack Combat +2 (inflicts exhaustion on self) 🕑
Spinning Blow Attacks in area with -1d (Combat [Melee] ⚂).
2 Basic Artillery Grants Combat (Ranged) ••
2 Offensive Stance Combat +1d, Defense -2.
2 Defensive Stance Combat -1d, Defense +2.
2 Rest Heals exhaustion (Resistance ⚂).
3 Vitality Life +4.
3 Lead the Way Grants Combat +1d to allies.
3 Two-Weapons Can attack 2x if wielding 2 weapons.
4 Counter-Strike Attacks when evading a melee hit (Combat [Melee] ⚂).

Passive   Free    Action    Reaction

Wizards

Strength Agility
Intellect ••• Luck
Life 6 Can use wands and staffs.
Talents Robe +0
Intuition •••

Arcane Wand (Magical Blast)
🗣 Telekinesis ★ Levitates the target (Magic ⚂).
Magical Shield Blocks 5 points of damage 🕑.
🗣 Detect Magic ★ Feel magical effects in the area (Magic ⚂).
2 Fireball ★ Explosion/damage d10 +2 (Magic ⚂).
2 🗣 Magical Fog ★ Distorts images 🕑 (Will ⚂).
2 Polyglot Speaks all languages.
3 🗣 Transfiguration ★ Targets change their appearances 🕑 (Magic ⚂).
3 🗣 Counter-Spell Cancels/reflects another Spell (Magic ⚂).
4 🗣 Chronomancy ★ Targets become slow/fast 🕑 (Magic ⚂).
4 🗣 Teleport ★ Teleports the target (Magic ⚂).

Passive    Free    Action    Reaction

Hunters

Strength Agility •••
Intellect Luck
Life 6 Can use bows, projectiles, knives and light armors.
Talents Light Protection +1
Nature •••

Search •••

Resistance ••

Longbow
Hunting Knife
Aim Combat (Ranged) +1d, Defense -2.
Taming Can befriend animals (Nature ⚂).
2 Double Strafe Attacks with -2d and damage 2x (Combat [Ranged] ⚂).
2 Canopy Master Can jump from tree to tree.
2 Mimicry Can mimic nature sounds (Nature ⚂).
3 Favorite Enemy Combat +1d/Defense +2 vs. that enemy.
3 Shooting Trap Shoots arrow on touch 🕑 (Nature ⚂).
3 Ambush Combat +2 in surprise attacks.
3 🗣 Warning Shot Intimidates target 🕑 (Combat [Ranged] ⚂).
4 Deadly Shooting Combat +1d (bows).

Passive   Free    Action    Reaction

Clerics

Strength Agility
Intellect •• Luck ••
Life 10 Can use light armors, maces, staffs and shields.
Talents Robe +0
Religion •••

Medicine •••

Holy Staff (Holy Light)
Heal ★ Heals ally by d6 (Magic ⚂).
Prayer ★ Next Roll +2 (target).
🗣 Revelation ★ God gives you one advice (Religion ⚂).
2 Protection ★ Grants target Defense +2 🕑.
2 God’s Servant Religion replaces Convince.
2 Blessing ★ Grants target Rolls +1d 🕑.
3 🗣 Sanctuary ★ Area repels enemies 🕑 (Will ).
3 Altruism Your Spells can affect both you + 1 target.
3 Celestial Mantle Cuts in ½ all damage on the target 🕑.
4 🗣 Exorcism ★ Damage d10 +2 vs. demons (Magic ⚂).

Passive    Free    Action    Reaction

Thieves

Strength Agility
Intellect Luck ••
Life 8 Can use all 1-handed weapon, bows and light armors.
Talents Common Garb +0
Stealth •••

Thievery •••

Perception •••

Reflexes •••

Combat Knives x 2
Throwing Daggers x 10
Nimble Adds Reflexes to Defense.
Ambush Combat +2 in surprise attacks.
2 Gank Steals from the target (melee/Thievery ⚂).
2 Streetfight Reflexes replaces Combat (knives).
2 Sweeping Strike Knocks the target down (Combat [Melee] ⚂).
2 Roguish Charisma Grants Social •••.
3 Flanking Ambush activates on surrounded targets.
3 Low Blow Rolls -1d 🕑 (target/Combat [Melee] ⚂).
3 Two-Weapons Attacks 2x if wielding 2 weapons.
4 Backstabbing Combat +1d (Knives).

Passive   Free    Action    Reaction

Barbarians

Strength Agility
Intellect Luck
Life 15 Can use all melee weapons, shields and light armors.
Talents Light Protection +1
Intimidate •••

Reflexes ••

Nature ••

2-Handed Axe
Fury Combat (melee) +1d/Defense -2 🕑
Brute Force Can wield 2-handed weapons with 1 hand.
2 Vitality Life +4.
2 ⛏ Spinning Blow Attacks in area with -1d (Combat [Melee] ⚂).
2 Fearless Will ••• when furious.
3 Instincts Reflexes replaces Perception and Initiative.
3 🗣 Menacing Inflicts fear/area in critical hits (Intimidate ⚂).
3 ⛏ Trample Attacks multiple targets in a straight line/Defense -2.
4 Unstoppable Attacks again after defeating an enemy.
4 Thick Hide Takes ½ damage when furious.

Passive    Free    Action    Reaction

Bards

Strength Agility
Intellect Luck •••
Life 6 Can use knives and projectiles.
Talents Artist Garb +0
Music/Art •••

Knowledge •••

Retractile Knife
Musical Instrument
🗣 Lullaby ♫ Targets fall Asleep (Music/Art ⚂).
🗣 Diversion ♫ Distract targets (Music/Art ⚂).
2 Inspiration ♫ Grants Will ••• to allies.
2 🗣 Spooking ♫ Inflicts fear on targets (Music/Art ⚂).
2 Relaxation ♫ Heals allies by d4 (Music/Art ⚂).
3 Battle! ♫ Grants Combat +1 and Defesa +1 (allies).
3 🗣 Influence ♫ Targets obey one order (Music/Art ⚂).
4 Disgrace ♫ Rolls -1d (enemies).
4 Fortune ♫ Rolls +1d (allies).
4 Concentration Musics () become a free action.

Passiva    Livre    Ação    Reação

Paladins

Strength Agility
Intellect Luck ••
Life 15 Can use all melee weapons, heavy armors and shields.
Talents Chain Mail +2
Magic ••

Religion •••

Will •••

Resistance •••

Small Shield +1
Longsword
Justice Rolls +1d vs. evil targets.
🗣 Detect Evil ★ Detects/identifies evil around the area (Magic ⚂).
2 🗣 Shield of Light ★ Your shield glows/targets/area/blind (Magic ⚂).
2 God’s Servant Religion replaces Convince.
2 Guard Blocks (shield) a melee hit (Combat ⚂).
3 Heal ★ Heals ally by d6 (Magic ⚂).
3 Shield Bashing When blocking (shield), deals 1d4 damage.
3 Vitality Life +4.
4 Sacrifice ★ Receives damage instead of the target (melee).
4 🗣 Grand Cross ★ Damage d10 +2/targets/area/takes ½ (Magic ⚂).

Passive   Free    Action    Reaction

Shamans

Strength Agility
Intellect Luck
Life 12 Can use staffs, knives and projectiles.
Talents Tribal Garb +0
Will ••

Nature •••

Dark Staff (Phantom Bolt)
Cerimonial Knife
🗣 Spiritualism ★ Interacts with spirits (Magic ⚂).
🗣 Curse ★ Rolls -1d 🕑 (target/Magic ⚂).
2 Vampirism ★ Heals when dealing damage with knives.
2 🗣 Premonition ★ See scenes from the future (Magic ⚂).
2 🗣 Unholy Force ★ Grants Strength •••/takes d4 damage (Magic ⚂).
3 Weakening ★ Cursed targets are granted Defense -2.
3 🗣 Crystal Ball ★ Shows image of the target (Magic ⚂).
3 Zombify ★ Reanimates a corpse under your command.
4 Astral Projection ★ Your spirit leaves your body.
4 Impure ★ Uses Curse. Must be directly touching the target.

Passive    Free    Action    Reaction

Illusionists

Strength Agility
Intellect Luck
Life 6 Can use wands, knives and projectiles.
Talents Artist Garb +0
Thievery ••

Initiative ••

Stealth ••

Deceive ••

Throwing Daggers x10
Misdirection Adds Deceive to Defense.
🗣 Fake Image ★ Creates an illusion 🕑 (Perception ).
2 🗣 Vanish ★ Target becomes invisible 🕑 (Perception ).
2 Fake Sounds ★ Creates any sound.
2 🗣 Hipnosis ★ Target falls Asleep 🕑 (Magic ⚂).
2 Magical Knives ★ Projectiles attack and return (target/Magic ⚂).
3 🗣 Command ★ Target must obey one order (Magic ⚂).
3 🗣 Swap ★ Two targets swap their places (Magic ⚂).
4 🗣 Magical Hats ★ Picks up a random object from your hat (Magic ⚂).
4 Raining Knives Can attack up to 8 targets with projectiles.

Passive   Free    Action    Reaction

Inquisitors

Strength Agility ••
Intellect Luck
Life 8 Can use all weapons, shields and light armors.
Talents Light Protection +1
Combat ••

Intuition ••

Religion ••

Intimidate ••

Mace
Light Crossbow
🗣 Anti-Witches ★ Cancels other Spell (Will ⚂).
🗣 Detect Lies ★ Finds out if the target is lying (Intuition ⚂).
2 🗣 Threaten Inflicts medo on the target 🕑 (Intimidate ⚂).
2 God’s Servant Religion replaces Convince.
2 🗣 Detect Magic ★ Feels magical effects in the area (Magic ⚂).
2 🗣 Judgement ★ Marks target as a heretic (Religion ⚂).
3 🗣 Interrogate ★ Forces target to reveal one information (Intimidate ⚂).
3 Purge Rolls +1d vs. heretics.
4 Magical Net ★ Entangles target 🕑 (Resistance vs Magic ).
4 🗣 Divine Punishment ★ Damage d10 +2/damages self on a miss (Magic ⚂).

Passive    Free    Action    Reaction

Monks

Strength Agility ••
Intellect Luck
Life 8 Can use martial arts weapons.
Talents Training Garb +0
Acrobatics •••

Reflexes •••

Will ••

Combat (Melee) ••

Nimble Adds Reflexes to Defense.
Rapid Fists Attacks 2x (Combat [Melee] ⚂).
2 Breaking Point Grants Crush/Break •••.
2 Knockout Target falls Asleep 🕑 (Combat [Melee] ⚂).
2 Tornado Kick Damage d6/area (Combat [Melee] ⚂).
3 Inner Peace Heals self by d4 (Will ⚂).
3 Combat Aura Combat (Melee) +1, Defense +1.
3 Deflecting Aura Deflects attack [projectile] (Reflexes ⚂).
4 Supreme Fist Damage d20/takes ½ of it (Combat [Melee] ⚂).
4 Seventh Sense Rolls +2d 🕑 (inflicts exhaustion to self).

Passive   Free    Action    Reaction

Arcane Artillerists

Strength Agility ••
Intellect Luck
Life 6 Can use bows, firearms, projectiles and light/heavy armors.
Talents Chain Mail +2
Resistance •••

Athletics •••

Combat (Ranged) ••

Longbow
Magical Ammunition ★ Conjures your own ammunition/projectiles.
Magical Eyes ★ Can see with zoom/through walls.
2 🗣 Fire Shot ★ Projectile burns 🕑 (Resistance ).
2 🗣 Ice Shot ★ Projectile freezes 🕑 (Resistance ⚂).
2 Ghost Shot ★ Projectile passes through targets/walls.
3 ⚔ Deflecting Aura Deflects attack [projectile] (Magic ⚂).
3 Lightweight ★ Becomes light (shots push you on the other direction).
3 Magical Net ★ Entangles target 🕑 (Resistance vs Magic ).
4 Raining Barrage ★ Attacks area with -1d (Combat [Ranged] ⚂).
4 Teleguided Missile ★ Re-do the roll (1x) when missing a shot.

Passive   Free    Action    Reaction

Duelists

Strength Agility ••
Intellect Luck
Life 8 Can use swords, knives, projectiles, firearms, exotic weapons and light armors.
Talents Light Protection +1
Social ••

Initiative •••

Rapier
Flinlock .64
Duel Grants Combat ••• on 1×1.
Fencing Defense +1 (Rapier).
2 🗣 Provoke Grants defense -2 to target 🕑 (Social ⚂).
2 🗣 Intimidate Inflicts fear on target 🕑 (Intimidate ⚂).
2 Two-Weapons Attacks 2x if wielding 2 weapons.
3 Disarm Disarms (Rapier) after evading a melee hit (Combat ⚂).
3 Recharge Quickly recharges pistol.
3 Roguish Charm Grants Social •••.
4 🗣 Ridicule Target must re-do (1x) a successful roll (Social ⚂).
4 Counter-Strike Attacks after evading a melee hit (Combate [Melee] ⚂).

Passive   Free    Action    Reaction

Languages

Arcane Secret language developed by the wizards, used to guard their secrets and Spells. Only those who learned from another wizard can master it. Pre-Requisites: Intellect •••
Abyssal Extinct submarine language, preceded even the ancient escali. Can only be heard underwater and very few people actually known it. Pre-Requisites: special (extinct language)
Adamic Language of the first primates, it is formed by uncountable elaborate sounds. It is currently the most complex and difficult language ever spoken. Pre-Requisites: Primate Guild or Intellect ••••
Avili Language of the avians, it derives from the original escali and mixtures caws, trills and chirps. Can sound very aggressive or sweet and beautiful. Pre-Requisites: Avian Guild or Escali Language
Brute Language of the ursideans, is formed by roars and low growls. It is very primitive and objective, with almost no embelishments or refinements. Pre-Requisites: Ursidean Guild or Ferine/Howl/Cui/Cynoidic Language
Croak Language of the amphibians, is a refined variant of the abyssal, utilizing plenty of pops and croaks that work in and out of the water. Is similar to the escali. Pre-Requisites: Amphibian Guild or Abyssal/Escali Language
Common Language spoken by everyone. It is very simple and easy to learn. Pre-Requisites: None
Cynoidic Extinct language of the first mammalians. Few is known about it, besides the fact that it originated the brute language and sounds similar to the escali. Pre-Requisites: special (extinct language)
Cui Language of the rodents, it derives from the brute language, swapping its low sounds by squeaks and their variants. Subtle pitch and tone differences can compose complex phrases. Pre-Requisites: Rodents Guild or Brute Language
Druidic Language of the nature, it takes decades to learn. It is spoken by trees, plants, rivers and even the wind, and even to those who mastered it, is full of confuse phrases and metaphores. Animals cannot speak it (only listen and comprehend). Pre-Requisites: Knowledge (Nature)
Escali Ancestral language of the reptilians, it was taught to people by the Ancient Monster-Gods. It is a basic and simple language, composed of pops and chirps. Pre-Requisites: Reptilian Guild or Croak/Avili/Cynoidic Language
Ferine Language of the felines, it derives from the brute language. Is composed of roars, growls and purs and can transmit different degrees of aggressiveness. Pre-Requisites: Feline Guild or Brute Language
Bark Language of the canines, it is directly derived from the howl language, largely amplifying its vocabules and allowing a much more complex communication. Pre-Requisites: Canine Race or Howl Language
Tracke Secret language of the criminals, it mixtures plenty of other languages into coded phrases used to pass secret messages. Only members of the underworld can truly understand it. Pre-Requisites: Thief Class or Social •••
Meow Language of the meowquesses, is derived from the original purs from the ferine language, removing a lot of their aggressiveness and filling them up with a lot charm and subtleties. Pre-Requisites: Meowquesse Race or Ferine Language.
Howl Language of the canids, it is a beautiful high pitched variant of the brute language that can travel great distances. It communicates lots of informations with different sequences of identical sounds. Pre-Requisites: Canid Guild or Brute Language
Vulpi Language of the vulpidians, it is elegant and silent, utilized a lot for spellcasting. It is an elaborated and much more subtler derivative of the howl language. Pre-Requisites: Vulpidian Race or Howl Language

Gods and Religions

The Ancient Monster-Gods

It is believed that they lived among us and ascended to the status of gods many eras ago, leaving behind only their bones. Old and strange, they are incomprehensible to many. They are worshiped by the reptilian guild since forgotten times. Each of them represents a founding concept of all life.
The Primordial Egg

Tendency: Chaotic Good.

Domains: Chaos, Healing, Magic.

Typical Worshipers: reptilian, amphibians and avians, bards, shamans and hunters, prophets and rogues.

Sacred Symbol: oval stone with a spiral on the center.

Favorite Weapon: none (unarmed)

Symbolizes the chaotic beggining of life. Its followers like to share their vowls of disorderly freedom with everyone they meet.
The Wanderer

Tendency: Loyal Good.

Domains: Good, Protection, Travel.

Typical Worshipers: reptilians and amphibians, monks and paladins, peasants and travellers.

Sacred Symbol: mountain formed by a long spinal chord.

Favorite Weapon: Quarterstaff.

Symbolizes the journey of life. Its followers are wanderers that help everyone in need that they come upon in their endless path.
The Tricorn

Tendency: Loyal Neutral.

Domains: Strength, War, Order.

Typical Worshipers: reptilians and amphibians, monks and warriors, soldiers and ministers.

Sacred Symbol: kite shield with three horns.

Favorite Weapon: Warhammer.

Symbolizes the laws and rules imposed by life. Its followers defend the rules of society above all else and are very strict.
The Wide Back

Tendency: True Neutral.

Domínios: Strength, Protection, Earth.

Typical Worshipers: reptilians and amphibians, monks and warriors, hermits and peasants.

Sacred Symbol: circle formed by seven great dorsal plates.

Favorite Weapon: Large Shield.

Symbolizes the protection of your own life. Its followers defend the right of living their own lives as they see fit, rejecting any kind of guidance or interference.
The Leather Wings

Tendency: Chaotic Neutral.

Domains: Air, Trickery, Travel.

Typical Worshipers: reptilians and avians, thieves, bards and duelists, artists and rogues.

Sacred Symbol: two wing bones crossing the borders of a circle.

Favorite Weapon: Spears.

Symbolizes the pleasures of life. Its followers try to have fun and enjoy everything they can, never submiting to anyone or anything.
The Predator

Tendency: Chaotic Evil.

Domains: Chaos, Destruction, Death.

Typicall Worshipers: reptilians and avians, barbarians, thieves and shamans, killers and rogues.

Sacred Symbol: open mandible full of sharp teeth.

Favorite Weapon: none (unarmed).

Symbolizes the end of life. Its followers consider pious the act of getting rid of morals and releasing their most wicked impulses.
The Abyssal King

Tendency: Loyal Evil.

Domains: Water, Destruction, Evil.

Typical Worshipers: reptilians and avians, warriors and wizards, nobles and ministers.

Sacred Symbol: black pearl above a pile of white bones.

Favorite Weapon: Whip.

Symbolizes the domain of one life above other. Its followers consider natural the strong subduing and tormenting the weak.

The Tripartite Birds of Prey

 

It is the God of the oficial religion of the Raptor Empire, founded five thousand years ago. An Allmighty being, the Tripartite Birds of Prey created the Avian Guild to rule all others, granting them the gifts of authority and leadership. With its three heads, it observes all that is happening in the world in order to judge and punish the sinners after their death. Its followers consider fair the ruling of the avian guild and the fact that the people under them are forced to build immense pyramid, ziggurats and obelisks to please their god. Desobedience is faced with severe punishments.

The Just

Tendency: Loyal Good.

Domains: Air, War, Order.

Typical Worshipers: avians, warrios and paladins, soldiers and nobles.

Sacred Symbol: scepter with two wings.

Favorite Weapon: Halberd.

Represented by the eagler head, it symbolizes power, order and divine right to rule.

The Wise

Tendency: Loyal Neutral.

Domains: Air, Magic, Order.

Typical Worshippers: avians, wizards and monks, academics and professors.

Sacred Symbol: book with two wings.

Favorite Weapon: Light Crossbow.

Represented by the estrygean head, it symbolizes knowledge, temperance and self-reflection.

The Cruel

Tendency: Loyal Evil.

Domains: Air, Death and Order.

Typical Worshipers: avians, shamans and thieves, assassins and ministers.

Sacred Symbol: dagger with two wings.

Favorite Weapon: Knives.

Represented by the crowler head (an extinct race), it symbolizes punishment, suffering and revenge.

The Freedom Herald

Tendency: Loyal Good.

Domains: Good, Healing, Protection.

Typical Worshipers: Rodents, felines, canids, ursideans and primates, bards and paladins, peasants and wanderers.

Sacred Symbol: golden key.

Favorite Weapon: Longsword.

 

A thousand years ago, the last member of the race that originated all mammalians sacrificed itself to liberate the people opressed by the Raptor Empire, known thereafter as “The Freedom Herald”. It symbolizes self-sacrifice, liberation and fraternity. After its sacrifice, it ascended to the heavens and now looks after its descendants. Its followers practice charity and consider anyone as their sibling, part of a big family originated with The Freedom Herald. They also believe that their savior will return once again one day to liberate the opressed when time is due.

The Raptors Bane

Tendency: Neutral Evil.

Domains: Trickery, War and Death.

Typical Worshipers: felines, canids and ursideans, shamans, warriors and thieves, assassins and vigilantes.

Sacred Symbol: two broken handcuffs.

Favorite Weapon: Tomahawk.

 

Born from the resentment from the Raptor Empire, it was a slave to the Avian Guild around the same period of The Freedom Herald. During years, it architected a plan to escape slavery, culminating into a rebellion and later into a movement in favor of the termination of all avians. It symbolizes grudge, resentment and hate, and its followers consider all members of the Avian Guild to be scum that must be terminated by all means necessary.

The Lady of the Rivers

Tendency: Neutral Good.

Domains: Water, Protection, Travel.

Typical Worshipers: amphibians, rodents and canids, warriors and hunters, travelers and merchants.

Sacred Symbol: raft.

Favorite Weapon: Quarterstaff.

 

Its cult was born approximately 700 years ago with a little riverside community that granted offerings to her to prevent floodings and protect their boats. Many members of the Rodents Guild consider her their ancestor, from the day when creatures left the rivers to inhabit the earth. Her followers offer her fruits and seeds in exchange of good luck. It is said that she grants peaceful travels to anyone as long as they are good and respect each other.

The Submersed Oracle

Tendency: Chaotic Good.

Domains: Water, Knowledge, Luck.

Typical Worshipers: amphibians and rodents, bards, duelists and monks, peasants and rogues.

Sacred Symbol: lily pad.

Favorite Weapon: Trident.

 

Ten thousand years ago, a young reptilian abandoned its guild to search for enlightenment in the bottom of a lake: thus was born the first amphibian. After a long meditation, it comprehended that life must be light and free of sorrows, and taught that with games and jokes, attempting to bring smiles and true joy to everyone. Its followers like to prank people, but also promote plenty of good deeds. They believe that the path to happiness lies in making other people happy first and that nobody is truly happy in expense of other people’s sadness.

The Red Rage

Tendency: Chaotic Evil.

Domains: Fire, Strength, War.

Typical Worshipers: ursideans and primates, barbarians and warriors, soldiers, assassins and rogues.

Sacred Symbol: mark of a red paw or hand.

Favorite Weapon: Knuckles.

 

There was a soldier, 500 years ago, that went mad and killed its allies. Because of that, it was burned at the stake. Its rage was so intense, however, that instead of dying, it freed itself from the flames, massacred all around it and then vanished. People say that it is still alive and ready to concede its powers to anyone possessed by the insanity of the war.

The Three Primordials

Members of guilds in remote communities or wild regions follow that ancestral religion, believing in the Three Primordials, representants of the natural forces that rule the universe since forgotten times. Its followers recognize all three of them, but usually worship one more than the others, stablishing a favorite.

The Discoverer

Tendency: Neutral Good.

Domains: Knowledge, Magic, Travel.

Typical Worshipers: salamandrians, estrygeans, vulpidians and primates, bards and wizards, academics and artists.

Sacred Symbol: white crystal.

Favorite Weapon: Warhammer.

It is the origin of all consciousness, born from desire and curiosity. All magic in the world also comes from it, when it decided to share it with all the living beings. It genuinely desires that everyone experiences the pleasure of the discovery, becoming beings in constant evolution. Its followers are thirst for knowledge and foment discovery, criativity, imagination and creation, hating stagnation, conformism and stupidity.

The Mother Tree

Tendency: True Neutral.

Domains: Healing, Plants, Earth.

Typical Worshipers: amphiloques, rodents, lupines and primates, shamans, hunters and monks, hermits and prophets.

Sacred Symbol: floating tree showing its roots.

Favorite Weapon: Quarterstaff.

She is the origin of all life. All living beings are like her branches and leaves, nurtured by her, and without her vital energy no one could exist. Its followers advise the exile from society and meditation, trying to distance themselves from mundane affairs, beliving that they are nothing but extensions of her and that, after death, their essences will return to her to be reborn into a new being. They are against all attachment and seek a state of absence and absolute peace.

The Fire in the Sky

Tendency: Neutral Evil.

Domains: Destruction, Fire, Evil.

Typical Worshipers: tigerines, crocodilians, poisonous amphiloques and primates, thieves and shamans, rogues and assassins.

Sacred Symbol: burning comet.

Favorite Weapon: Scythe.

It is the origin of all forces that exist in the universe. Composed of pure, destructive energy, it is dangerous and destroy everything in its path. Its followers seek its power even knowing how dangerous it is, and alternate between cautiousnes and lust for power. People say the it rewards the violence practiced by its followers, but that its evil nature is sometimes unpredictable. It symbolizes violence, energy, desire and the destructive power of the primordial nature.

The Trickster

Tendency: Chaotic Neutral.

Domains: Chaos, Trickery, Luck.

Typical Worshipers: ursideans, primates and rodents, duelists, thieves and bards, rogues, artists and merchants.

Sacred Symbol: money bag.

Favorite Weapon: Shortsword.

 

People say that he was the greatest thief that ever existed and never was caught. It was so good that, when it died of old age 500 years ago, it stole its life back from the hands of death itself and ascended to the status of god. Today he looks over all tricksters and criminals of all kinds, bringing them good luck and protecting them from the authorities.

The Wild Kings and Queens

300 years ago, an alliance was formed between the Canids and Felines Guilds to stop Asha-Shiesh, the Cultist Empress, from bringing the Ancient Monster-Gods back to life. The alliance was called “The Wild Alliance” and, together, they overcame their differences and put an end to their enemies’ ambition. Their followers say that, after their deaths, the kings and queens ascended to the status of gods and goddesses for their brave and heroic feat and today look over the lives of the mortals.

The Savannah King

Tendency: Loyal Good.

Domains: Sun, Strength and Order.

Typical Worshipers: felines, wariors and bards, soldiers and nobles.

Sacred Symbol: golden sun.

Favorite Weapon: Longsword.

The old leader of the leonines was known for his strong personality and incredible charisma. His people loved him; just not more than he loved himself.

Quality: attitude. Flaw: lack of humility.

The Monsoon Lord

Tendency: True Neutral.

Domains: Strength, Destruction and Protection.

Typical Worshipers: felines, hunters and warriors, hermits and rangers.

Sacred Symbol: river divided by four slashes.

Favorite Weapon: Scimitar.

The old leader of the tigerines was known for being tempered, but fair, and was very respected by his people. He was feared a lot more than he was respected, however.

Quality: balance. Flaw: lack of empathy.

The Sylvan Queen

Tendency: Chaotic Good.

Domains: Chaos, Trickery, Plants.

Typical Worshipers: felines, shamans and hunters, rogues and rangers.

Sacred Symbol: tall tree with six hanging vines.

Favorite Weapon: Longbow.

The old leader of the jaguarines was known for caring a lot with the sense of freedom of her people. After all, she just did what she wanted, even stealing or abstaining from leading them.

Quality: empathy. Flaw: lack of responsability.

The Forest Sorceress

Tendency: Neutral Good.

Domains: Knowledge, Plants, Magic.

Typical Worshipers: canids, shamans and wizards, peasants and rangers.

Sacred Symbol: single leaf inside three circles.

Favorite Weapon: Knives.

The old leader of the vulpidians was known for sharing her immense magic with her people, without any pride or arrogance. That is why leading them was always so exhausting for her.

Quality: humility. Flaw: lack of resilience.

The Full Moon Mistress

Tendency: Loyal Neutral.

Domains: Order, Magic, Earth.

Typical Worshipers: canids, warriors and wizards, peasants and soldiers.

Sacred Symbol: yellow moon.

Favorite Weapon: Warhammer.

The old leader of the lupines was known for being efficient, capable of achieving anything with her magic and determination. Even if she and her followers needed to stop sleeping and eating to do so.

Quality: responsability. Flaw: lack of balance.

The Desert Prophet

Tendency: Chaotic Neutral.

Domains: Sun, Luck, Earth.

Typical Worshipers: canids, thieves and duelists, rogues and merchants.

Sacred Symbol: single tower over a sand dune.

Favorite Weapon: Katar.

The old leader of the anubidians was known for guiding his people throughout the worst catastrophes. Even if, many times, all he did was to wait and count on his luck.

Quality: resilience. Flaw: lack of attitude.

The Three Winter Sisters

A thousand years ago, the King in the extreme South passed away and left the kingdom to his three daughters. The oldest became a huntress to potect her people from their enemies; the youngest became a weaver to protect her people from the cold; and the middle one became a priestess to protect her people from the wrath of the gods. The middle sister, however, broke the law and had a son with a peasant. After knowing what happened, the Huntress tried to kill her, but the Weaver interceded in her favor and they decided to exile the middle sister instead. The two sisters that remained were good leaders until the end of their lives and their spirits stayed behind to keep protecting their people. The middle sister, however, had her son and husband killed by the cold, driving her mad before killing her as well. Nowadays, her insane spirit wanders throughout the glaciers, stealing the lives of whoever tries to explore the region.

The Weaver

The Huntress

The Exiled

Tendency: Loyal Good.

Domains: Good, Protection, Fire.

Typical Worshipers: polar ursideans and penguines, paladins and monks, peasants and prophets.

Sacred Symbol: bonfire.

Favorite Weapon: Net.

Tendency: Loyal Neutral.

Domains: Order, Protection War.

Typical Worshipers: polar ursideans and penguines, warriors and hunters, rangers and soldiers.

Sacred Symbol: three crossed spears.

Favorite Weapon: Spears.

Tendency: Chaotic Evil.

Domains: Air, Chaos and Evil.

Typical Worshipers: polar ursideans and penguines, barbarians and thieves, hermits and rogues.

Sacred Symbol: snowy mountain.

Favorite Weapon: 2-Handed Axe.

Items and Equipments

Weapons

KNIVES Attack Range

Extras

Hunting Knife d4 Melee Attack -1d (thrown)
Retractile Knife d4 Melee Attack -1d (thrown), easy to conceal
Throwing Dagger* d4 Both Easy to conceal
Combat Knife d6 Melee Attack -1d (thrown)
Cerimonial Knife d6 Melee Attack -1d (thrown), has a magical aura
SWORDS Attack Range

Extras

Shortsword d6 Melee
Rapier d6 Melee
Longsword d8 Melee
Scimitar d4 +2 Melee
Bastard Sword d8 Melee If used with 2-hands, Damage +1
Claymore d10 +1 Melee 2-handed
SPEARS Attack Range

Extras

Javelin* d6 Both
Trident d4 +2 Melee
Pike d10 Melee 2-handed
Halberd* d8 +2 Melee 2-handed
Glaive d10 +1 Melee 2-handed
MACES Attack Range

Extras

Club d4 Melee
Mace d6 Melee
Morningstar d6 +1 Melee
Maul d6 +2 Melee Attack -1d
Warhammer d10 +2 Melee 2-handed, Attack -1d
MARTIAL ARTS Attack Range

Extras

Quarterstaff d4 Melee 2-handed, Defense + 1
Sai d4 +2 Melee If wielding two, can Disarm as a reaction after evading a melee hit (Combat [Melee] ⚂)
Tonfa d4 +2 Melee If wielding two, Combat (melee) +1d
Nunchaku d4 +2 Melee If 1 hand is free, can Attack as a reaction after evading a melee hit (Combat [Melee] ⚂)
Knuckles Damage = d4 in Unarmed (fists) attacks
FIREARMS (1-handed) Attack Range

Extras: all require ammunition and must be recharged (1 bullet slot)

Flintlock .64 d10 Ranged
4-Barrel .45 d8 Ranged Stores 4 bullets (instead of 1)
BOWS Attack Reach

Extras

Shortbow d4 Ranged 2-handed, requires arrows
Longbow d6 Ranged 2-handed, requires arrows
Light Crossbow d6 Ranged Requires bolts, requires recharging (1 shot)
2-handed Crossbow d12 Ranged 2-handed, requires bolts, requires recharging (1 shot)
Repeating Crossbow d10 Ranged 2-handed, requires bolts, requires recharging(6 shots)
PROJECTILES Attack Reach

Extras

Thrown Dagger* d4 Both Easy to conceal
Tomahawk* d6 Both
Javelin* d6 Both
Shuriken d6 +1 Both Easy to conceal
Arrow (without bow) 1 Both
Bolt (without crossbow) 1 Both
AXES Attack Reach

Extras

Tomahawk* d6 Both
Light Axe d6 +1 Melee
2-handed Axe d10 Melee 2-handed
Halberd* d8 +2 Melee 2-handed
Bardiche d12 Melee 2-handed
EXOTIC Attack Range

Extras

Whip d4 -2 Both Can ⛏ Disarm or Knockdown as an action (Combat [Melee] ⚂)
Net 0 Both Can ⚔ Entangle 🕑 as an action (Resistence ⚂ vs Combat ⚂)
Katar d6 Melee If wielding two, Combat (melee) +1d
Scythe d12 Melee 2-handed
Kusarigama d4 Both 2-handed, can ⛏ Disarm ou Attack as a reaction after evading a melee hit (Combat ⚂)
IMPROVISED Attack Range

Extras

Unarmed d4 -2 Melee
Light Objects d4 Melee Attack -1d
Heavy Objects d6 Melee Attack -1d
Melee Weapons (thrown) Original Ranged Attack -2d
Ranged Weapons (melee) Original Melee Attack -2d
FIREARMS (2-handed) Attack Range

Extras: all require ammunition and must be recharged (1 bullet slot)

Matchlock .75 d10 +2 Ranged 2-handed
Hand Cannon d12 +2 Ranged 2-handed, Area, Attack -1d

Magical Weapons

WANDS Attack (Magic ⚂)

Effects

Arcane ⛏ Magical Blast Damage d6.
Flaming ⛏ Blaze Damage d4/burns🕑 (Resistance )
Flowing ⛏ Squirt Damage d4/knocks down 🕑 (Resistance )
Aerial ⛏ Gust Damage d4/pushes 🕑 (Resistance )
Tellurian ⛏ Tremor Damage d4/stuns 🕑 (Resistance )
Thunderous ⛏ Sparks Damage d4/paralyses 🕑 (Resistance )
Glacial ⛏ Frost Damage d4/freezes 🕑 (Resistance )
STAFFS Attack (Magia ⚂)

Effects

Holy 🗣 Holy Light ★ Damage d4/illuminates/blinds 🕑.
Dark 🗣 Phantom Bolt Damage d4/target becomes Afraid 🕑.
Martial 🗣 Aggressiveness Grants target Combat +1d/Defense -2 🕑.
Winged 🗣 Create Wings Grants Wings to the target (can fly).
Gravitational 🗣 Alter Weight Target becomes light/heavy 🕑.
Natural Command Plants Controls plants.
Bestial 🗣 Enfuriate Target becomes furious 🕑.

Armors and Shields

LIGHT Defense

Extras

Light Protection +1
Leather Armor +2
Mystical Protection +0 Mental Defense +1
Arcane Armor +1 Mental Defense +1
HEAVY Defense

Extras

Chain Mail +2
Bone Armor +3 Agility -1d
Scales Mail +3
Legionary Armor +4 Agility -1d
CLOTHES (Defense 0)

Robe, Common Garb, Training Garb, Artist Garb, Tribal Garb, Cold Garb, Party Garb, Arcane Garb, Religious Garb, Fancy Clothes, Camouflaged Clothes, Servant Uniform, Militar Uniform, Cerimonial Robe

SHIELDS Defense

Extras

Small Shield +1
Large Shield +2
Wall Shield +3 Agility -1d
REINFORCEMENTS

Extras: can be added to shields/armors

Spikes Deals 1 Damage when touching the target directly
Arcane Symbols Mental Defense +1
Extra Coating Defense +1, Agility -1d

Amulets

📿 AMULETS God(ess)

Effects

of the Beginning The Primordial Egg Initiative +1d.
of the Road The Wanderer Athletics +1d.
of Laws The Tricorn Social +1, Thievery -1.
of Independency The Wide Back Ignores Agility -1d (armors/shields).
of Freedom The Leather Wings Can glide (ignores fall damage).
of the End The Predator Critical hits deal Damage x3.
of Opression The Abyssal King Intimidate +1d.
of the Crossing The Lady of the Rivers Swimming becomes •••. 
of Tranquility The Submersed Oracle Mental Defense +1, Reflexes -1.
of Sacrifice The Freedom Herald Heals +1 and takes 1 Damage when Healing. 
of Termination The Raptors Bane Combat +1d vs. the Avian Guild.
of Justice The Tripartite Birds of Prey (The Just) Rolls +1 vs. evil targets.
of Organization The Tripartite Birds of Prey (The Wise) Search +1d.
of Punishment  The Tripartite Birds of Prey (The Cruel) Rolls +1 vs. heretics.
📿 AMULETS God(ess)

Effects

of Wrath The Red Rage Damage +1 in physical attacks.
of the Discovery The Discoverer Knowledge +1d.
of Life The Mother Tree Defense +1, Combat -1.
of Destruction The Fire in the Sky Damage +1 in magical attacks.
of Trickery The Trickster Thievery +1d.
of the Defrost The Weaver Grants immunity to cold.
of the Hunt The Huntress Perception +1d.
of the Exile The Exiled Deals 1 damage (frio) on touch.
of Attitude The Savannah King Will +1d.
of Empathy The Sylvan Queen Intuition +1d.
of Balance The Monsoon Lord Ignores critical hits/failures.
of Humility The Forest Sorceress Magic +1, Initiative -1
of Responsability The Full Moon Mistress Will +1, Intuition -1.
of Resiliency The Desert Prophet Resistance +1d.