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Blood Raven
These winged beasts often are found on battlefields, and their crows encourage bloodshed. Blood ravens sometimes serve other abominations, or even human sorcerers.
Attributes: Agility d6, Smarts d6(A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d8, Guts d8, Notice d10, Stealth d12
Pace: 2; Parry: 2; Toughness: 3
Special Abilities:
• Blind: When attacking large prey (such as characters), birds of prey go for the eyes. If the bird scores a raise on its Fighting roll, it has hit the character’s face. The character must make an Agility roll. On a failure, he suffers the One Eye Hindrance until his wounds heal. A roll of 1, regardless of the
Wild Die, he suffers the Blind Hindrance instead.
• Fear (–1): Anyone who meets the gaze of a blood raven must make a Guts roll (–1). Heroes attempting to avoid its gaze must succeed at a Spirit roll opposed by the raven’s Notice.
• Flight: pace of 20".
• Claws/ Jagged Beak: Str+d6 damage, drain blood, causing 1d4 damage every time they hit with a Fighting attack.
• Size –2: These birds are indistinguishable from other ravens.
• Small: Any attack rolls targeting a night raven suffer a –2 penalty due to its size.
Dread Wolf
Dread wolves have blood-red eyes, and they constantly drool bloody saliva that coats their fur with gore. Their ferocious appearance is accentuated by the strong stench of carrion that clings to their mangy pelts. The smell and sight of a dread wolf causes normal animals to flee, and it doesn’t do much good for people either. These creatures, sometimes called blood wolves or banshee wolves, are created whenever a pack of normal wolves consumes the flesh of a supernatural corpse. The corrupted flesh transforms the wolves into servants of the Reckoners, infecting them with an unnatural form of rabies known as "bad blood." Despite their appearance, dread wolves act much like normal wolves, traveling in packs looking for lone stragglers and other easy prey.
Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Guts d8, Intimidation d10, Notice d6
Pace: 10; Parry: 6; Toughness: 7
Special Abilities:
• Bite: d8+d6.
• Fleet Footed: Dread wolves have a d10 running die.
• Go for the Throat: Dread wolves, instinctively go for an opponent’s soft spots. When a dread wolf rolls a raise on its attack roll, it hits the target’s most lightly armored location.
• Howl: Dread may take an action to make an Intimidation check against anyone within earshot of their fearsome howl.
• Infection: Anyone wounded from the bite of a dread wolf risks infection. A Vigor roll must be made to avoid sickness. In animals, this sickness manifests itself as a constant Berserk state (as the Edge). Humans gain the Bloodthirsty, Habit (Major) (Cannibalism), and Mean Hindrances. Infection can only be cured if the Habit is bought off (see the Habit Hindrance).