Fur-covered beasts who dwell within forests, these beings' subspecies are often very different to one another despite being of the same species.
Beastfolk Stat Line-Up:
Physique: 10
Dexterity: 7
Intellect: 6
Wisdom: 9
Charisma: 8
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Creature Type: Humanoid (Beastfolk)
Age Categories: 6-13 Years (Young), 14-159 Years (Adult), 160-259 Years (Old).
Maximum Age: 260 + 2d8 Years
Standard Vision: Beastfolk can only see 3 sq. in Darkness, and see normally in daylight.
Bull-man hybrids who hold a great desire for orichalcum and obsidian, fashioning most of their tools from them.
Physical Description
Bulky and rippling muscles adorn the body of the bull-headed figures, standing around 11' tall and possessing long bull horns and their human-like bodies covered in the same fur as on their head. Their fur is often brown or black, and their eyes are usually also are black. Minotaur also prize jewelry and thus are often covered in orichalcum or obsidian forged rings and piercings.
Personality
Minotaurs are natural-born miners and honor driven, being close allies to Stone Dwarves in that they both end up mining around the same regions with Minotaurs prizing different valuables from the Dwarves, and not leading to much competition between the two. Minotaurs are easy to get along with despite their bullish appearances.
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Minotaur Stats
Ability Bonus: Minotaurs receive a +2 bonus to Power.
Training of Minos: Equipment made of orichalcum or obsidian does not suffer the penalties from the special material when used by the Minotaur. In addition, the Minotaur takes no penalties to attack rolls from any source - so long as they wield an orichalcum or obsidian weapon (the exception is for magical penalties; such as from spells or curses).
Bull Horns: Minotaurs have a horns natural attack which deals 2d8 points of piercing damage with Pummeling and Brutish.
Base HP: 18
Size: Large
Speed: 4 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Kursk
Hyena-man hybrids who take great pride in their communion with demons.
Physical Description
Despite being hunched over, Gnolls tend to stand around 5'8'' and have arrow-shaped heads. Their fur is often golden brown at its lightest or a raven black at its darkest, and they have yellow or white eyes. Because of their association with demons some Gnolls are born with horn-like protrusions from their heads right above their ears, others may start growing them and file them off if they are part of a Gnoll tribe disgusted with the idea of communing with demons.
Personality
Cunning and vicious creatures who take pleasure in inflicting pain on others, Gnoll culture is traditionally Satanic and often involves venerating demons (especially Satan himself) and seeking ways for them to acquire 'gifts' from their demon lords in the hopes they may receive the blessing of becoming a demon themselves once they die. Despite this Gnoll society isn't always too friendly to demons, these societies are often more tribal or choose to worship Nordic deities (especially Thor) and see these as means to combat demonic entities.
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Gnoll Stats
Ability Bonus: Gnolls receive a +1 to Stamina and Voice.
Gnash and Claw: Gnolls receive a Bite attack (1d8) and two claw attacks (1d6 each) as natural weapons. The bite has the Fatiguing weapon property.
Snarling Jaws: Gnolls deal 1d10 Resolve damage instead of 1d8 when making Intimidate checks. In addition, they increase the Resolve damage by 2d10 for every 5 points over Mental Defense.
Base HP: 16
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Gnoll, Demonic (mutually intelligible with Gnoll)
Wolf-man hybrids, these feral beasts struggle to maintain their sanity while they hunger for flesh.
Physical Description
Although thin and lanky, Rougarou still possess muscles and are tall at around 6'4'' on average. Their eyes are normally red or orange, and their fur grows in patches around their body and is black or a dull silver color. Beneath their fur is a thin layer of bruised skin which tends to not bleed even if it has open cuts and wounds.
Personality
Rougarou have a tenuous grasp on reality, their struggles stemming from their minds trying to act upon their natural instincts rather than behaving 'normally' in the eyes of society. Those Rougarou who can keep themselves fed well enough on meat can function and present themselves as in control of their urge to feast on others, however those who do fail end up biting someone in a blind, hunger-induced fury and run off to hide and abandon wherever it was they lived. Even while falling to these urges, they are fully aware of what they are doing despite not being in control, likening this insanity to being possessed.
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Rougarou Stats
Ability Bonus: Rougarou receive a +1 to Health and Stamina.
Bloody Maw: If a Rougarou eats at least one pound of raw flesh (enough to cover their mouth and fangs in gore and viscera), they receive a +10 bonus to Intimidate and recover 1d4 HP. This bonus lasts for 1 minute. For every week they don't do this, they suffer 2d4 Sanity damage.
Bounding Dash: Rougarou double the amount of squares they can move when spending Stamina to move additional squares in a turn.
Base HP: 15
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Garou
"Bearfolk" who are strong and resilient, using their thick hides laden with muscles to shrug off attacks a human would find grievous.
Physical Description
Ursii are massive in stature standing at 10' or so and massive arms which are just as thick as their legs, their fur being dark colors like black, brown, and gray. However, some white Ursii resembling polar bears exist, and rarer than that are those whose coloration matches that of a panda.
Personality
Though they look threatening, especially due to their size and stature, Ursii try to give off a calmer and more reserved appearance. Their society is one built upon honor, especially of one's elders, and those who disrespect their friends are seen as being on the same level as a sinner or heretic and punishment is common to those who would dare squander friendships and relationships with betrayal or subterfuge. Those who are banished from Ursii society are known as 'Ukri' (Outcast in Ursian) and are distinguished by an X-shaped scar extending from their ears and down across their cheeks.
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Ursus Stats
Ability Bonus: Ursii receive a +1 to Power and Health.
Shrug Off: Ursii can, once per day, rely on some of their redundant organs within their body to spring into action and allowing them to stay alive; if hit by an attack that would kill them, they are not dead and immediately stop bleeding out as their wounds temporarily close. After 4 hours if medical attention is not done to the Ursii, they resume bleeding out.
Unnatural Health: Ursii receive 2 points of HP per point of their Health attribute when adding Health to HP.
Base HP: 20
Size: Large
Speed: 4 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Ursian
Bipedal rat beings who are skilled at the creation of bows and the ability to squeeze into small places.
Physical Description
Skitterlings (sometimes called Ratlings or Ratmen) stand at around 3'8'' on average and possess a wide variety of fur colors, although the most common among them is a dull gray color. Their eyes are black, brown, or red, and those with red eyes often have white fur accompanying them. Despite the typical depiction of rats as dirty, Skitterlings are known to take great pride in the cleanliness of their coats of fur and how well they take care of their features, as well as often wrapping their tail around their waist as if it were a belt.
Personality
Smart albeit mischievous and resourceful folk, Skitterlings are misunderstood in many ways by others who would otherwise see them as dumb, uncouth, and unreliable. Part of this stereotype is intentionally developed by them as a means to ensure most people underestimate them, especially in regards to being a threat (although this negative stereotype they've built means most suspect them of being up to no good, even if they have proof they aren't). Skitterlings are natural schemers however, and often use the fact people underestimate them to their advantage, cluing only their most trusted allies in on the deeper mechanisms of their schemes.
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Skitterling Stats
Ability Bonus: Skitterlings receive a +1 bonus to Precision and Agility.
Small and Quick: Skitterlings possess 10 Dexterity, 9 Intellect, 7 Wisdom, and 6 Physique unlike regular Beastfolk.
Dexterous: Skitterlings receive a +5 bonus to Bowyer and Contortion.
Strong Senses: Skitterlings possess the Keen Smell ability.
Base HP: 12
Size: Small
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Skira
A creation of the old god Tiamat in her war against Apsu, the Girtablilu now serve as guardians to ancient tombs and crypts in the Middle East and Northern Africa.
Physical Description
Massive in stature due to their lower-half, their true height is around 12'4'' and their tail extends over them but does not add to their height (instead being factored into their 'length'). Their lower scorpion halves often mimic the chitinous bodies of other scorpions, although the most common coloration is a tan sand-like color. The human half usually appears as a toned Arab with dark hair and brown eyes.
Personality
Girtablilu are naturally prideful and stern, being strict adherents to Tiamat's divine will and rarely straying from said path. Most still worship Tiamat despite her supposed death by the hands of Marduk and see to their task to defend Tiamat who Marduk claims to have molded the Earth with her body. Few Girtablilu travel outside of their homelands, and those who do seek new tasks for them to undertake in order to keep themselves busy lest they become restless.
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Girtablilu Stats
Ability Bonus: Girtablilu receive a +1 to Health and Agility.
Sting: Girtablilu possess a Sting natural attack which deals 2d4 piercing damage, possesses Reach and a poison which acts as Bone Rot.
Tough Chitin: Girtablilu's Body and Legs possess 80 Defense Points each but cannot wear any armor. These Defense Points stack with abilities or spells which add to Defense Points.
Base HP: 20
Size: Large
Speed: 4 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Akkadian
An ancient primate relative, the Sasquatch is an elusive figure who defends forested regions.
Physical Description
Sasquatches are tall in stature standing around 6'6'' and possessing well toned muscles due to their active outdoor lifestyle. Their faces are in an unnerving stage of being not human enough and not primate enough, being a blend of both but not being truly one or the other. Sasquatches usually have fur appropriate for the region they live in - brown in temperate forests and jungles, white in typically snowy areas, and so on.
Personality
Although developed after humans became intelligent, the Sasquatches often surprise others who encounter them due to their ability to speak and their curiosity in regards to other beings. Despite their curiosity, Sasquatches are very cautious of others, seeing them as potentially dangerous and wishing to instead watch where they can't be seen by others, or even sneaking up on those sleeping. Because of this, they typically only learn simple phrases in languages and are often only barely able to communicate with other beings, especially humans.
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Sasquatch Stats
Ability Bonus: Sasquatches receive a +1 to Stamina and Common Sense.
Lost in the Trees: Sasquatches receive a +5 bonus to Hide checks while in forests and other woodland environments, and do not need to roll Silence checks while hiding in woods. In addition to this, they are unaffected by difficult terrain in woods.
Steady Gait: Sasquatches cannot spend Stamina in order to move additional spaces, despite this however they are immune to penalties to their movement speed.
Base HP: 15
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Sask
Naga are half-human, half-snake creatures who inhabit jungles and undergrounds.
Physical Description
The lower half of Naga are snake-like and their coloration often matches that of a boa constrictor although other colorations exist. Their upper half resembles a human with unnaturally white hair and eyes, and blotchy patches of discoloration and scales ascending from their stomach and stopping just below the collarbone. Because of their association with snakes some believe they possess fangs when in reality some Naga get artificial fangs put into their mouths or similar processes with magic in order to replicate being able to bite people just as a snake would.
Personality
Bold, courageous, and prideful, Naga are much more focused on doing rather than contemplating, preferring to be active and in the thick of things. Despite this they're reluctant to involve themselves in the affairs of people outside of a designated 'Domain' they control, each 'Naga Domain' typically being inherited from a family, thus giving importance to the zone they protect as it is their 'home turf' in their eyes. While they pursue intruders of their domain hastily and ruthlessly, they prefer to not engage with places outside their domain so as to not potentially end their ancestral line and lose their land. Most Naga are okay with development or towns coming to be within their domain, or even having their domain be part of a kingdom, so long as they are in control of it themselves and other Naga aren't at the head of the kingdom in question.
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Naga Stats
Ability Bonus: Naga receive a +1 to Reason and Agility.
Coil: Naga can coil to better defend themselves. While doing this the Naga increases their current Defense Points by 50%, however regardless of their choice - all attacks go against the Body. Called shots cannot be made, only the Body is able to be struck. While doing this the Naga cannot act, and exiting Coil can be done at the beginning of their next turn. In order to Coil, the Naga must spend 5 Stamina.
Aura of Decay: Naga have a 3 square aura which causes all enemies within it to suffer a -4 penalty to Bodily Defense. This penalty is instead -8 against poisons and diseases.
Base HP: 18
Size: Large
Speed: 4 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Drakken
These charming goat-legged creatures use their wit and charm to seduce those they wish to make as part of their harem.
Physical Description
Satyrs stand around 5'10'' and have brown or bright colored fur to contrast their stunning eyes and the jarring animal features they possess like their horns and legs. Their human features are normally more hirsute than normal with thick and bushy arm and body hair as well as thick beards which need to be properly groomed.
Personality
Always looking for their next prey, the Satyr have unconquerable sexual appetites who always desire attention and affection. Going without such affection causes them to become aggressive, seeking it out by any means necessary. Not all Satyr become aggressive though those who do can become more violent in their tendencies, even attempting to kidnap people.
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Satyr Stats
Ability Bonus: Satyr receive a +1 to Rhetoric and Voice.
Enchanted Pipes: Satyrs can summon a pipe at will which is magically bound to them. Playing these pipes as a Musical Instrument (Pipes) check versus Mental Defense, the Satyr can attempt to afflict opponents within 6 squares of them with Unconscious at Low Intensity.
Obsessive Charmer: Satyr receive a +5 bonus to Etiquette and Seduction.
Base HP: 13
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Fae