diff --git a/art/portraits/afterimage.svg b/art/portraits/afterimage.svg new file mode 100644 index 0000000..b6813fe --- /dev/null +++ b/art/portraits/afterimage.svg @@ -0,0 +1,20 @@ + + Afterimage + Afterimage — baseline, SIZ 11, 7 hit locations, natural armour 0, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + diff --git a/art/portraits/anglesmith.svg b/art/portraits/anglesmith.svg new file mode 100644 index 0000000..f8dbea8 --- /dev/null +++ b/art/portraits/anglesmith.svg @@ -0,0 +1,25 @@ + + Anglesmith + Anglesmith — vesh, SIZ 15, 6 hit locations, natural armour 5, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/backscatter.svg b/art/portraits/backscatter.svg new file mode 100644 index 0000000..e013f19 --- /dev/null +++ b/art/portraits/backscatter.svg @@ -0,0 +1,27 @@ + + Backscatter + Backscatter — baseline, SIZ 16, 7 hit locations, natural armour 9, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/bearward_bear.svg b/art/portraits/bearward_bear.svg new file mode 100644 index 0000000..38d551e --- /dev/null +++ b/art/portraits/bearward_bear.svg @@ -0,0 +1,27 @@ + + The bear-ward's bear + The bear-ward's bear — baseline, SIZ 20, 7 hit locations, natural armour 5, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/black_annis.svg b/art/portraits/black_annis.svg new file mode 100644 index 0000000..2bb558f --- /dev/null +++ b/art/portraits/black_annis.svg @@ -0,0 +1,26 @@ + + Black Annis + Black Annis — baseline, SIZ 16, 7 hit locations, natural armour 4, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/bog_offering.svg b/art/portraits/bog_offering.svg new file mode 100644 index 0000000..3c9ce32 --- /dev/null +++ b/art/portraits/bog_offering.svg @@ -0,0 +1,26 @@ + + The bog offering + The bog offering — baseline, SIZ 11, 7 hit locations, natural armour 1, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/boobrie.svg b/art/portraits/boobrie.svg new file mode 100644 index 0000000..ded12a2 --- /dev/null +++ b/art/portraits/boobrie.svg @@ -0,0 +1,26 @@ + + The boobrie + The boobrie — baseline, SIZ 21, 7 hit locations, natural armour 3, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/bull_azure.svg b/art/portraits/bull_azure.svg new file mode 100644 index 0000000..54481f8 --- /dev/null +++ b/art/portraits/bull_azure.svg @@ -0,0 +1,27 @@ + + The azure bull + The azure bull — baseline, SIZ 21, 7 hit locations, natural armour 6, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/cade_lamb.svg b/art/portraits/cade_lamb.svg new file mode 100644 index 0000000..2e3be61 --- /dev/null +++ b/art/portraits/cade_lamb.svg @@ -0,0 +1,26 @@ + + The cade lamb + The cade lamb — baseline, SIZ 7, 7 hit locations, natural armour 1, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/cailleach.svg b/art/portraits/cailleach.svg new file mode 100644 index 0000000..2b52836 --- /dev/null +++ b/art/portraits/cailleach.svg @@ -0,0 +1,26 @@ + + The cailleach + The cailleach — baseline, SIZ 12, 7 hit locations, natural armour 2, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/carried_over.svg b/art/portraits/carried_over.svg new file mode 100644 index 0000000..27d7f65 --- /dev/null +++ b/art/portraits/carried_over.svg @@ -0,0 +1,21 @@ + + Carried over + Carried over — baseline, SIZ 4, 7 hit locations, natural armour 0, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + diff --git a/art/portraits/cauld_lad.svg b/art/portraits/cauld_lad.svg new file mode 100644 index 0000000..63f926f --- /dev/null +++ b/art/portraits/cauld_lad.svg @@ -0,0 +1,20 @@ + + The cauld lad + The cauld lad — baseline, SIZ 9, 7 hit locations, natural armour 0, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + diff --git a/art/portraits/changeling.svg b/art/portraits/changeling.svg new file mode 100644 index 0000000..6ee1d7e --- /dev/null +++ b/art/portraits/changeling.svg @@ -0,0 +1,26 @@ + + The changeling + The changeling — baseline, SIZ 5, 7 hit locations, natural armour 1, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/cockatrice.svg b/art/portraits/cockatrice.svg new file mode 100644 index 0000000..e88f460 --- /dev/null +++ b/art/portraits/cockatrice.svg @@ -0,0 +1,26 @@ + + The cockatrice + The cockatrice — baseline, SIZ 5, 7 hit locations, natural armour 2, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/counterpoint.svg b/art/portraits/counterpoint.svg new file mode 100644 index 0000000..2e44cc5 --- /dev/null +++ b/art/portraits/counterpoint.svg @@ -0,0 +1,23 @@ + + Counterpoint + Counterpoint — cadence, SIZ 11, 5 hit locations, natural armour 3, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/crossroads_man.svg b/art/portraits/crossroads_man.svg new file mode 100644 index 0000000..d0429bb --- /dev/null +++ b/art/portraits/crossroads_man.svg @@ -0,0 +1,26 @@ + + The crossroads man + The crossroads man — baseline, SIZ 13, 7 hit locations, natural armour 3, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/cu_sidhe.svg b/art/portraits/cu_sidhe.svg new file mode 100644 index 0000000..93ebf45 --- /dev/null +++ b/art/portraits/cu_sidhe.svg @@ -0,0 +1,26 @@ + + Cu sidhe + Cu sidhe — baseline, SIZ 17, 7 hit locations, natural armour 4, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/cut_walker.svg b/art/portraits/cut_walker.svg new file mode 100644 index 0000000..4013392 --- /dev/null +++ b/art/portraits/cut_walker.svg @@ -0,0 +1,27 @@ + + The cut walker + The cut walker — baseline, SIZ 13, 7 hit locations, natural armour 1, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/drain_heron.svg b/art/portraits/drain_heron.svg new file mode 100644 index 0000000..8b42dbf --- /dev/null +++ b/art/portraits/drain_heron.svg @@ -0,0 +1,26 @@ + + The drain heron + The drain heron — baseline, SIZ 7, 7 hit locations, natural armour 1, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/drowned_crew.svg b/art/portraits/drowned_crew.svg new file mode 100644 index 0000000..6fff0e4 --- /dev/null +++ b/art/portraits/drowned_crew.svg @@ -0,0 +1,23 @@ + + The drowned crew + The drowned crew — cadence, SIZ 12, 5 hit locations, natural armour 2, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/drowned_parish.svg b/art/portraits/drowned_parish.svg new file mode 100644 index 0000000..18ef1da --- /dev/null +++ b/art/portraits/drowned_parish.svg @@ -0,0 +1,27 @@ + + The drowned parish + The drowned parish — baseline, SIZ 11, 7 hit locations, natural armour 2, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/dullahan.svg b/art/portraits/dullahan.svg new file mode 100644 index 0000000..3d5f759 --- /dev/null +++ b/art/portraits/dullahan.svg @@ -0,0 +1,26 @@ + + The dullahan + The dullahan — baseline, SIZ 15, 7 hit locations, natural armour 5, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/dun_cow.svg b/art/portraits/dun_cow.svg new file mode 100644 index 0000000..9df4adb --- /dev/null +++ b/art/portraits/dun_cow.svg @@ -0,0 +1,26 @@ + + The dun cow + The dun cow — baseline, SIZ 32, 7 hit locations, natural armour 8, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/eagle_displayed.svg b/art/portraits/eagle_displayed.svg new file mode 100644 index 0000000..1f98f62 --- /dev/null +++ b/art/portraits/eagle_displayed.svg @@ -0,0 +1,27 @@ + + The eagle displayed + The eagle displayed — baseline, SIZ 9, 7 hit locations, natural armour 4, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/eelmother.svg b/art/portraits/eelmother.svg new file mode 100644 index 0000000..da59a0f --- /dev/null +++ b/art/portraits/eelmother.svg @@ -0,0 +1,26 @@ + + Eel mother + Eel mother — baseline, SIZ 19, 7 hit locations, natural armour 5, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/enfield.svg b/art/portraits/enfield.svg new file mode 100644 index 0000000..cbfcc40 --- /dev/null +++ b/art/portraits/enfield.svg @@ -0,0 +1,26 @@ + + The enfield + The enfield — baseline, SIZ 13, 7 hit locations, natural armour 3, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/fen_hound.svg b/art/portraits/fen_hound.svg new file mode 100644 index 0000000..195c2ec --- /dev/null +++ b/art/portraits/fen_hound.svg @@ -0,0 +1,26 @@ + + Fen hound + Fen hound — baseline, SIZ 11, 7 hit locations, natural armour 2, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/five_of_six.svg b/art/portraits/five_of_six.svg new file mode 100644 index 0000000..3e3c135 --- /dev/null +++ b/art/portraits/five_of_six.svg @@ -0,0 +1,23 @@ + + Five of six + Five of six — cadence, SIZ 13, 5 hit locations, natural armour 5, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/foldwalker.svg b/art/portraits/foldwalker.svg new file mode 100644 index 0000000..35cc599 --- /dev/null +++ b/art/portraits/foldwalker.svg @@ -0,0 +1,25 @@ + + Foldwalker + Foldwalker — vesh, SIZ 13, 6 hit locations, natural armour 4, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/foundation_child.svg b/art/portraits/foundation_child.svg new file mode 100644 index 0000000..fd240da --- /dev/null +++ b/art/portraits/foundation_child.svg @@ -0,0 +1,26 @@ + + The foundation child + The foundation child — baseline, SIZ 5, 7 hit locations, natural armour 2, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/gabriel_hounds.svg b/art/portraits/gabriel_hounds.svg new file mode 100644 index 0000000..77f5756 --- /dev/null +++ b/art/portraits/gabriel_hounds.svg @@ -0,0 +1,26 @@ + + Gabriel hounds + Gabriel hounds — baseline, SIZ 9, 7 hit locations, natural armour 2, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/gaunt_grey.svg b/art/portraits/gaunt_grey.svg new file mode 100644 index 0000000..b2cab15 --- /dev/null +++ b/art/portraits/gaunt_grey.svg @@ -0,0 +1,26 @@ + + The gaunt grey + The gaunt grey — baseline, SIZ 13, 7 hit locations, natural armour 3, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/gazehound.svg b/art/portraits/gazehound.svg new file mode 100644 index 0000000..e3fdeb9 --- /dev/null +++ b/art/portraits/gazehound.svg @@ -0,0 +1,26 @@ + + The gazehound + The gazehound — baseline, SIZ 11, 7 hit locations, natural armour 1, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/glass_auditor.svg b/art/portraits/glass_auditor.svg new file mode 100644 index 0000000..4e4a6f5 --- /dev/null +++ b/art/portraits/glass_auditor.svg @@ -0,0 +1,25 @@ + + Glass auditor + Glass auditor — vesh, SIZ 14, 6 hit locations, natural armour 7, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/greenteeth.svg b/art/portraits/greenteeth.svg new file mode 100644 index 0000000..39b8ff4 --- /dev/null +++ b/art/portraits/greenteeth.svg @@ -0,0 +1,26 @@ + + Jenny Greenteeth + Jenny Greenteeth — baseline, SIZ 16, 7 hit locations, natural armour 3, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/grey_mare.svg b/art/portraits/grey_mare.svg new file mode 100644 index 0000000..102e3ab --- /dev/null +++ b/art/portraits/grey_mare.svg @@ -0,0 +1,26 @@ + + The grey mare + The grey mare — baseline, SIZ 20, 7 hit locations, natural armour 3, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/gryphon.svg b/art/portraits/gryphon.svg new file mode 100644 index 0000000..b490197 --- /dev/null +++ b/art/portraits/gryphon.svg @@ -0,0 +1,27 @@ + + The guildhall gryphon + The guildhall gryphon — baseline, SIZ 22, 7 hit locations, natural armour 8, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/gwrach.svg b/art/portraits/gwrach.svg new file mode 100644 index 0000000..2840506 --- /dev/null +++ b/art/portraits/gwrach.svg @@ -0,0 +1,26 @@ + + Gwrach y Rhibyn + Gwrach y Rhibyn — baseline, SIZ 10, 7 hit locations, natural armour 1, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/halfpast.svg b/art/portraits/halfpast.svg new file mode 100644 index 0000000..3e31a2a --- /dev/null +++ b/art/portraits/halfpast.svg @@ -0,0 +1,25 @@ + + Half past + Half past — vesh, SIZ 11, 6 hit locations, natural armour 3, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/harbour_dog.svg b/art/portraits/harbour_dog.svg new file mode 100644 index 0000000..2ae617e --- /dev/null +++ b/art/portraits/harbour_dog.svg @@ -0,0 +1,26 @@ + + Harbour dog + Harbour dog — baseline, SIZ 13, 7 hit locations, natural armour 3, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/hearth_hob.svg b/art/portraits/hearth_hob.svg new file mode 100644 index 0000000..b9e3914 --- /dev/null +++ b/art/portraits/hearth_hob.svg @@ -0,0 +1,20 @@ + + The hob + The hob — baseline, SIZ 4, 7 hit locations, natural armour 0, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + diff --git a/art/portraits/heath_cow.svg b/art/portraits/heath_cow.svg new file mode 100644 index 0000000..e4224a4 --- /dev/null +++ b/art/portraits/heath_cow.svg @@ -0,0 +1,27 @@ + + The dun cow of the heath + The dun cow of the heath — baseline, SIZ 26, 7 hit locations, natural armour 7, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/hinny.svg b/art/portraits/hinny.svg new file mode 100644 index 0000000..0c16335 --- /dev/null +++ b/art/portraits/hinny.svg @@ -0,0 +1,26 @@ + + The hinny + The hinny — baseline, SIZ 18, 7 hit locations, natural armour 2, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/hollow_hog.svg b/art/portraits/hollow_hog.svg new file mode 100644 index 0000000..dc3d545 --- /dev/null +++ b/art/portraits/hollow_hog.svg @@ -0,0 +1,27 @@ + + The hollow hog + The hollow hog — baseline, SIZ 15, 7 hit locations, natural armour 5, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/hulk_haunt.svg b/art/portraits/hulk_haunt.svg new file mode 100644 index 0000000..27239f4 --- /dev/null +++ b/art/portraits/hulk_haunt.svg @@ -0,0 +1,26 @@ + + Hulk haunt + Hulk haunt — baseline, SIZ 14, 7 hit locations, natural armour 4, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/hunky_punk.svg b/art/portraits/hunky_punk.svg new file mode 100644 index 0000000..945826b --- /dev/null +++ b/art/portraits/hunky_punk.svg @@ -0,0 +1,26 @@ + + Hunky punk + Hunky punk — baseline, SIZ 13, 7 hit locations, natural armour 10, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/hunt_master.svg b/art/portraits/hunt_master.svg new file mode 100644 index 0000000..d5bc3e6 --- /dev/null +++ b/art/portraits/hunt_master.svg @@ -0,0 +1,26 @@ + + The master of the hunt + The master of the hunt — baseline, SIZ 17, 7 hit locations, natural armour 6, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/inside_out.svg b/art/portraits/inside_out.svg new file mode 100644 index 0000000..c74dccc --- /dev/null +++ b/art/portraits/inside_out.svg @@ -0,0 +1,27 @@ + + Inside out + Inside out — baseline, SIZ 28, 7 hit locations, natural armour 12, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/jenny_greenteeth.svg b/art/portraits/jenny_greenteeth.svg new file mode 100644 index 0000000..639b266 --- /dev/null +++ b/art/portraits/jenny_greenteeth.svg @@ -0,0 +1,26 @@ + + Jenny Greenteeth + Jenny Greenteeth — baseline, SIZ 11, 7 hit locations, natural armour 1, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/lamprey_host.svg b/art/portraits/lamprey_host.svg new file mode 100644 index 0000000..7bea046 --- /dev/null +++ b/art/portraits/lamprey_host.svg @@ -0,0 +1,27 @@ + + Lamprey host + Lamprey host — baseline, SIZ 16, 7 hit locations, natural armour 3, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/latecomer.svg b/art/portraits/latecomer.svg new file mode 100644 index 0000000..12478f5 --- /dev/null +++ b/art/portraits/latecomer.svg @@ -0,0 +1,26 @@ + + The latecomer + The latecomer — baseline, SIZ 14, 7 hit locations, natural armour 4, modern. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/lock_keeper.svg b/art/portraits/lock_keeper.svg new file mode 100644 index 0000000..59f101f --- /dev/null +++ b/art/portraits/lock_keeper.svg @@ -0,0 +1,27 @@ + + The lock keeper + The lock keeper — baseline, SIZ 14, 7 hit locations, natural armour 1, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/lych_waiter.svg b/art/portraits/lych_waiter.svg new file mode 100644 index 0000000..75c713b --- /dev/null +++ b/art/portraits/lych_waiter.svg @@ -0,0 +1,26 @@ + + The lych-gate waiter + The lych-gate waiter — baseline, SIZ 12, 7 hit locations, natural armour 3, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/man_tyger.svg b/art/portraits/man_tyger.svg new file mode 100644 index 0000000..3f39d56 --- /dev/null +++ b/art/portraits/man_tyger.svg @@ -0,0 +1,27 @@ + + The man-tyger + The man-tyger — baseline, SIZ 17, 7 hit locations, natural armour 5, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/many_hands.svg b/art/portraits/many_hands.svg new file mode 100644 index 0000000..bdefbcb --- /dev/null +++ b/art/portraits/many_hands.svg @@ -0,0 +1,23 @@ + + Many hands + Many hands — cadence, SIZ 12, 5 hit locations, natural armour 4, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/march_stone.svg b/art/portraits/march_stone.svg new file mode 100644 index 0000000..b494350 --- /dev/null +++ b/art/portraits/march_stone.svg @@ -0,0 +1,26 @@ + + The march stone + The march stone — baseline, SIZ 22, 7 hit locations, natural armour 14, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/martlet.svg b/art/portraits/martlet.svg new file mode 100644 index 0000000..e0a94b4 --- /dev/null +++ b/art/portraits/martlet.svg @@ -0,0 +1,20 @@ + + The martlet + The martlet — baseline, SIZ 3, 7 hit locations, natural armour 0, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + diff --git a/art/portraits/melusine.svg b/art/portraits/melusine.svg new file mode 100644 index 0000000..c91b01a --- /dev/null +++ b/art/portraits/melusine.svg @@ -0,0 +1,26 @@ + + Melusine + Melusine — baseline, SIZ 13, 7 hit locations, natural armour 3, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/menagerie_ape.svg b/art/portraits/menagerie_ape.svg new file mode 100644 index 0000000..a53aef6 --- /dev/null +++ b/art/portraits/menagerie_ape.svg @@ -0,0 +1,26 @@ + + The menagerie ape + The menagerie ape — baseline, SIZ 16, 7 hit locations, natural armour 3, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/mirrorline.svg b/art/portraits/mirrorline.svg new file mode 100644 index 0000000..c1fff90 --- /dev/null +++ b/art/portraits/mirrorline.svg @@ -0,0 +1,26 @@ + + Mirrorline + Mirrorline — baseline, SIZ 13, 7 hit locations, natural armour 6, modern. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/moor_cat.svg b/art/portraits/moor_cat.svg new file mode 100644 index 0000000..e968f27 --- /dev/null +++ b/art/portraits/moor_cat.svg @@ -0,0 +1,26 @@ + + The moor cat + The moor cat — baseline, SIZ 14, 7 hit locations, natural armour 2, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/mudlark_child.svg b/art/portraits/mudlark_child.svg new file mode 100644 index 0000000..dbcb09b --- /dev/null +++ b/art/portraits/mudlark_child.svg @@ -0,0 +1,21 @@ + + The mudlark + The mudlark — baseline, SIZ 6, 7 hit locations, natural armour 0, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + diff --git a/art/portraits/net_mender.svg b/art/portraits/net_mender.svg new file mode 100644 index 0000000..6e2d724 --- /dev/null +++ b/art/portraits/net_mender.svg @@ -0,0 +1,21 @@ + + The net mender + The net mender — baseline, SIZ 10, 7 hit locations, natural armour 0, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + diff --git a/art/portraits/patient_grasp.svg b/art/portraits/patient_grasp.svg new file mode 100644 index 0000000..b9e3dd6 --- /dev/null +++ b/art/portraits/patient_grasp.svg @@ -0,0 +1,25 @@ + + Patient grasp + Patient grasp — vesh, SIZ 18, 6 hit locations, natural armour 8, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/peg_powler.svg b/art/portraits/peg_powler.svg new file mode 100644 index 0000000..17d9265 --- /dev/null +++ b/art/portraits/peg_powler.svg @@ -0,0 +1,26 @@ + + Peg Powler + Peg Powler — baseline, SIZ 15, 7 hit locations, natural armour 2, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/piety_pelican.svg b/art/portraits/piety_pelican.svg new file mode 100644 index 0000000..ae4b79c --- /dev/null +++ b/art/portraits/piety_pelican.svg @@ -0,0 +1,26 @@ + + The pelican in her piety + The pelican in her piety — baseline, SIZ 8, 7 hit locations, natural armour 1, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/pooka.svg b/art/portraits/pooka.svg new file mode 100644 index 0000000..e8edbc6 --- /dev/null +++ b/art/portraits/pooka.svg @@ -0,0 +1,26 @@ + + The pooka + The pooka — baseline, SIZ 19, 7 hit locations, natural armour 3, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/quorate.svg b/art/portraits/quorate.svg new file mode 100644 index 0000000..ed9533b --- /dev/null +++ b/art/portraits/quorate.svg @@ -0,0 +1,23 @@ + + Quorate + Quorate — cadence, SIZ 11, 5 hit locations, natural armour 2, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/recurrence.svg b/art/portraits/recurrence.svg new file mode 100644 index 0000000..fc10ec1 --- /dev/null +++ b/art/portraits/recurrence.svg @@ -0,0 +1,26 @@ + + Recurrence + Recurrence — baseline, SIZ 14, 7 hit locations, natural armour 5, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/returned_surveyor.svg b/art/portraits/returned_surveyor.svg new file mode 100644 index 0000000..0fc3dd9 --- /dev/null +++ b/art/portraits/returned_surveyor.svg @@ -0,0 +1,25 @@ + + Returned surveyor + Returned surveyor — vesh, SIZ 12, 6 hit locations, natural armour 2, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/sea_crow.svg b/art/portraits/sea_crow.svg new file mode 100644 index 0000000..eca022b --- /dev/null +++ b/art/portraits/sea_crow.svg @@ -0,0 +1,26 @@ + + Sea crow + Sea crow — baseline, SIZ 5, 7 hit locations, natural armour 1, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/sea_mare.svg b/art/portraits/sea_mare.svg new file mode 100644 index 0000000..70c1774 --- /dev/null +++ b/art/portraits/sea_mare.svg @@ -0,0 +1,26 @@ + + Sea mare + Sea mare — baseline, SIZ 20, 7 hit locations, natural armour 4, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/second_pass.svg b/art/portraits/second_pass.svg new file mode 100644 index 0000000..7abd188 --- /dev/null +++ b/art/portraits/second_pass.svg @@ -0,0 +1,26 @@ + + Second pass + Second pass — baseline, SIZ 13, 7 hit locations, natural armour 3, modern. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/selkie.svg b/art/portraits/selkie.svg new file mode 100644 index 0000000..53ffbd9 --- /dev/null +++ b/art/portraits/selkie.svg @@ -0,0 +1,26 @@ + + Selkie + Selkie — baseline, SIZ 14, 7 hit locations, natural armour 2, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/shellycoat.svg b/art/portraits/shellycoat.svg new file mode 100644 index 0000000..1a76e09 --- /dev/null +++ b/art/portraits/shellycoat.svg @@ -0,0 +1,26 @@ + + Shellycoat + Shellycoat — baseline, SIZ 12, 7 hit locations, natural armour 4, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/sign_wyvern.svg b/art/portraits/sign_wyvern.svg new file mode 100644 index 0000000..ccad0ff --- /dev/null +++ b/art/portraits/sign_wyvern.svg @@ -0,0 +1,27 @@ + + The sign wyvern + The sign wyvern — baseline, SIZ 18, 7 hit locations, natural armour 6, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/sin_eater.svg b/art/portraits/sin_eater.svg new file mode 100644 index 0000000..05e016e --- /dev/null +++ b/art/portraits/sin_eater.svg @@ -0,0 +1,20 @@ + + The sin-eater + The sin-eater — baseline, SIZ 11, 7 hit locations, natural armour 0, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + diff --git a/art/portraits/so_warden.svg b/art/portraits/so_warden.svg new file mode 100644 index 0000000..c7765e1 --- /dev/null +++ b/art/portraits/so_warden.svg @@ -0,0 +1,20 @@ + + Bellhouse warden + Bellhouse warden — baseline, SIZ 13, 7 hit locations, natural armour 0, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + diff --git a/art/portraits/supporter.svg b/art/portraits/supporter.svg new file mode 100644 index 0000000..aa54f88 --- /dev/null +++ b/art/portraits/supporter.svg @@ -0,0 +1,26 @@ + + The supporter + The supporter — baseline, SIZ 24, 7 hit locations, natural armour 9, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/talbot.svg b/art/portraits/talbot.svg new file mode 100644 index 0000000..cf98be8 --- /dev/null +++ b/art/portraits/talbot.svg @@ -0,0 +1,26 @@ + + The last talbot + The last talbot — baseline, SIZ 15, 7 hit locations, natural armour 3, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/tangie.svg b/art/portraits/tangie.svg new file mode 100644 index 0000000..967df16 --- /dev/null +++ b/art/portraits/tangie.svg @@ -0,0 +1,26 @@ + + Tangie + Tangie — baseline, SIZ 17, 7 hit locations, natural armour 6, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/tatterfoal.svg b/art/portraits/tatterfoal.svg new file mode 100644 index 0000000..92e937c --- /dev/null +++ b/art/portraits/tatterfoal.svg @@ -0,0 +1,26 @@ + + Tatterfoal + Tatterfoal — baseline, SIZ 10, 7 hit locations, natural armour 1, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/the_fathom.svg b/art/portraits/the_fathom.svg new file mode 100644 index 0000000..42eb6ef --- /dev/null +++ b/art/portraits/the_fathom.svg @@ -0,0 +1,26 @@ + + The fathom + The fathom — baseline, SIZ 26, 7 hit locations, natural armour 12, future. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/the_heron.svg b/art/portraits/the_heron.svg new file mode 100644 index 0000000..b80252d --- /dev/null +++ b/art/portraits/the_heron.svg @@ -0,0 +1,27 @@ + + The heron + The heron — baseline, SIZ 12, 7 hit locations, natural armour 2, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/the_iteration.svg b/art/portraits/the_iteration.svg new file mode 100644 index 0000000..43a4faf --- /dev/null +++ b/art/portraits/the_iteration.svg @@ -0,0 +1,23 @@ + + The iteration + The iteration — cadence, SIZ 13, 5 hit locations, natural armour 6, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/the_overflight.svg b/art/portraits/the_overflight.svg new file mode 100644 index 0000000..fc734c0 --- /dev/null +++ b/art/portraits/the_overflight.svg @@ -0,0 +1,27 @@ + + The overflight + The overflight — baseline, SIZ 21, 7 hit locations, natural armour 7, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/the_remainder.svg b/art/portraits/the_remainder.svg new file mode 100644 index 0000000..d96af82 --- /dev/null +++ b/art/portraits/the_remainder.svg @@ -0,0 +1,23 @@ + + The remainder + The remainder — cadence, SIZ 10, 5 hit locations, natural armour 1, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/the_sump.svg b/art/portraits/the_sump.svg new file mode 100644 index 0000000..99a4567 --- /dev/null +++ b/art/portraits/the_sump.svg @@ -0,0 +1,27 @@ + + The sump + The sump — baseline, SIZ 20, 7 hit locations, natural armour 6, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/the_tally.svg b/art/portraits/the_tally.svg new file mode 100644 index 0000000..05a243c --- /dev/null +++ b/art/portraits/the_tally.svg @@ -0,0 +1,23 @@ + + The tally + The tally — cadence, SIZ 12, 5 hit locations, natural armour 4, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/the_teind.svg b/art/portraits/the_teind.svg new file mode 100644 index 0000000..6cf0195 --- /dev/null +++ b/art/portraits/the_teind.svg @@ -0,0 +1,26 @@ + + The teind + The teind — baseline, SIZ 13, 7 hit locations, natural armour 4, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/the_tideline.svg b/art/portraits/the_tideline.svg new file mode 100644 index 0000000..a97f1bc --- /dev/null +++ b/art/portraits/the_tideline.svg @@ -0,0 +1,25 @@ + + The tideline + The tideline — vesh, SIZ 14, 6 hit locations, natural armour 6, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/the_undertow.svg b/art/portraits/the_undertow.svg new file mode 100644 index 0000000..cad53cd --- /dev/null +++ b/art/portraits/the_undertow.svg @@ -0,0 +1,26 @@ + + The undertow + The undertow — baseline, SIZ 22, 7 hit locations, natural armour 8, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/tup.svg b/art/portraits/tup.svg new file mode 100644 index 0000000..093ff1e --- /dev/null +++ b/art/portraits/tup.svg @@ -0,0 +1,27 @@ + + The tup + The tup — baseline, SIZ 12, 7 hit locations, natural armour 4, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/turnback.svg b/art/portraits/turnback.svg new file mode 100644 index 0000000..fc1a02e --- /dev/null +++ b/art/portraits/turnback.svg @@ -0,0 +1,27 @@ + + Turnback + Turnback — baseline, SIZ 12, 7 hit locations, natural armour 4, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/uninvited.svg b/art/portraits/uninvited.svg new file mode 100644 index 0000000..9731d1a --- /dev/null +++ b/art/portraits/uninvited.svg @@ -0,0 +1,26 @@ + + The uninvited + The uninvited — baseline, SIZ 12, 7 hit locations, natural armour 2, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/unmeasured.svg b/art/portraits/unmeasured.svg new file mode 100644 index 0000000..a8dd1e7 --- /dev/null +++ b/art/portraits/unmeasured.svg @@ -0,0 +1,25 @@ + + The unmeasured + The unmeasured — vesh, SIZ 10, 6 hit locations, natural armour 1, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/washland_cattle.svg b/art/portraits/washland_cattle.svg new file mode 100644 index 0000000..47377a8 --- /dev/null +++ b/art/portraits/washland_cattle.svg @@ -0,0 +1,26 @@ + + Washland cattle + Washland cattle — baseline, SIZ 24, 7 hit locations, natural armour 4, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/water_bull.svg b/art/portraits/water_bull.svg new file mode 100644 index 0000000..21be675 --- /dev/null +++ b/art/portraits/water_bull.svg @@ -0,0 +1,26 @@ + + The water bull + The water bull — baseline, SIZ 22, 7 hit locations, natural armour 8, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/white_hart.svg b/art/portraits/white_hart.svg new file mode 100644 index 0000000..89f5a27 --- /dev/null +++ b/art/portraits/white_hart.svg @@ -0,0 +1,26 @@ + + The white hart + The white hart — baseline, SIZ 17, 7 hit locations, natural armour 2, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/wrack_gull.svg b/art/portraits/wrack_gull.svg new file mode 100644 index 0000000..d9f70ce --- /dev/null +++ b/art/portraits/wrack_gull.svg @@ -0,0 +1,26 @@ + + Wrack gull + Wrack gull — baseline, SIZ 6, 7 hit locations, natural armour 1, antique. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/wrackman.svg b/art/portraits/wrackman.svg new file mode 100644 index 0000000..f25d004 --- /dev/null +++ b/art/portraits/wrackman.svg @@ -0,0 +1,27 @@ + + Wrackman + Wrackman — baseline, SIZ 18, 7 hit locations, natural armour 5, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/art/portraits/yale.svg b/art/portraits/yale.svg new file mode 100644 index 0000000..a5465c3 --- /dev/null +++ b/art/portraits/yale.svg @@ -0,0 +1,27 @@ + + The yale + The yale — baseline, SIZ 15, 7 hit locations, natural armour 4, anomalous. Generated by tools/make-portraits.mjs; do not edit by hand. + + + + + + + + + + + + + + + + + + + + + + + diff --git a/docs/scenarios/BESTIARY_ART.md b/docs/scenarios/BESTIARY_ART.md index 55f612d..6567427 100644 --- a/docs/scenarios/BESTIARY_ART.md +++ b/docs/scenarios/BESTIARY_ART.md @@ -31,6 +31,7 @@ worse, lets the art disagree with the hit-location table. Change the creature. | `redcap` | Redcap | Redcap, The small old man in the ruin, and what he dyes his hat with, small, about the size of a child, densely and wrongly strong for its size, tough hide, carrying a halberd, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | | `boggart` | Boggart | Boggart, The thing in the house that was tolerable until it was not, very small, no higher than a person's knee, densely and wrongly strong for its size, no armour, bare, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | | `churchgrim` | Church grim | Church grim, What was buried at the north door to keep the ground, adult human scale, ordinarily built, thick natural plating, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `supporter` | The supporter | The supporter, The winged beast off a borough coat of arms, come down off it, huge, roughly twice the height of a man, ordinarily built, heavily armoured, plated like machinery, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | | `hollow_man` | Hollow man | Hollow man, Somebody who crossed too often and came back thinner each time, adult human scale, ordinarily built, tough hide, carrying an utility knife, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | | `the_tenant` | The tenant | The tenant, What moved into the house while it was empty, adult human scale, thin, wasted, not strong, no armour, bare, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | | `the_choir` | The choir | The choir, Eleven people who all say the same thing a half second apart, NOT ONE BODY: 5 small separate bodies moving together as a single creature, none of them with a head, arranged as a loose group, adult human scale, ordinarily built, tough hide, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | @@ -82,6 +83,106 @@ worse, lets the art disagree with the hit-location table. Change the creature. | `pc_renshaw` | Kate Renshaw | portrait of Kate Renshaw, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | | `pc_sharrock` | Danny Sharrock | portrait of Danny Sharrock, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | | `pc_ferriby` | Colin Ferriby | portrait of Colin Ferriby, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `hunt_master` | The master of the hunt | The master of the hunt, The rider at the head of it, who has a right of way older than the road, large, standing well above a tall man, heavy and powerfully built, thick natural plating, carrying an improvised spear, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `gabriel_hounds` | Gabriel hounds | Gabriel hounds, The pack heard passing over the rooftops on a still night, small, about the size of a child, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `grey_mare` | The grey mare | The grey mare, The riderless horse that joins the road behind you and keeps pace, huge, roughly twice the height of a man, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `black_annis` | Black Annis | Black Annis, What has lived in the cut in the hillside since before the estate was built over it, large, standing well above a tall man, heavy and powerfully built, thick natural plating, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `cailleach` | The cailleach | The cailleach, An old woman on the pass who decides when the weather stops, adult human scale, ordinarily built, tough hide, carrying a quarterstaff, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `jenny_greenteeth` | Jenny Greenteeth | Jenny Greenteeth, The weed on the pond that is arranged to look like weed on a pond, adult human scale, densely and wrongly strong for its size, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `gwrach` | Gwrach y Rhibyn | Gwrach y Rhibyn, The hag at the window who gives the name and the date, adult human scale, ordinarily built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `hunky_punk` | Hunky punk | Hunky punk, The carving off the tower that has got down and is on the leads, adult human scale, heavy and powerfully built, heavily armoured, plated like machinery, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `sin_eater` | The sin-eater | The sin-eater, The man paid sixpence at the graveside to take what the dead could not carry, adult human scale, ordinarily built, no armour, bare, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `lych_waiter` | The lych-gate waiter | The lych-gate waiter, The last one buried, standing watch at the gate until the next one comes, adult human scale, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `crossroads_man` | The crossroads man | The crossroads man, Put in at the meeting of four parishes in 1802 with a stake through him so he would stay, adult human scale, densely and wrongly strong for its size, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `march_stone` | The march stone | The march stone, The boundary stone that has been in nine places and each time was always there, huge, roughly twice the height of a man, heavy and powerfully built, heavily armoured, plated like machinery, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `foundation_child` | The foundation child | The foundation child, What was put under the first pier so the bridge would stand, very small, no higher than a person's knee, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `bog_offering` | The bog offering | The bog offering, Taken out of the peat in 1974, and it was not put in the peat to be taken out, adult human scale, ordinarily built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `hearth_hob` | The hob | The hob, The one behind the range that does the work if the work is left out for it, very small, no higher than a person's knee, densely and wrongly strong for its size, no armour, bare, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `cauld_lad` | The cauld lad | The cauld lad, The apprentice who died in the works and still turns out for the night shift, small, about the size of a child, heavy and powerfully built, no armour, bare, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `the_teind` | The teind | The teind, Collection is every seventh year and the account is not in your name, adult human scale, heavy and powerfully built, thick natural plating, carrying an utility knife, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `changeling` | The changeling | The changeling, Left in the cot in 1987 and still four years old, very small, no higher than a person's knee, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `uninvited` | The uninvited | The uninvited, The one who should have been asked to the christening and was not, adult human scale, ordinarily built, tough hide, carrying an utility knife, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `dullahan` | The dullahan | The dullahan, The coachman on the lane at two in the morning, carrying his own head, large, standing well above a tall man, heavy and powerfully built, thick natural plating, carrying a military flail, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `pooka` | The pooka | The pooka, The black thing in the lane that talks, and is not offering you a lift, huge, roughly twice the height of a man, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `cu_sidhe` | Cu sidhe | Cu sidhe, The green hound that hunts silently and barks three times at the end, large, standing well above a tall man, heavy and powerfully built, thick natural plating, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `tatterfoal` | Tatterfoal | Tatterfoal, The shaggy foal in the field that follows along the hedge and laughs, adult human scale, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `dun_cow` | The dun cow | The dun cow, It has been in the same field since the rib was hung in the church and it is not a cow, huge, roughly twice the height of a man, ordinarily built, heavily armoured, plated like machinery, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `boobrie` | The boobrie | The boobrie, The bird on the loch that takes calves off the shore, huge, roughly twice the height of a man, ordinarily built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `harbour_dog` | Harbour dog | Harbour dog, The wet dog on the quay that nobody on the quay owns, adult human scale, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `sea_mare` | Sea mare | Sea mare, The drowned horse that came up the strand with the tide still on it, huge, roughly twice the height of a man, heavy and powerfully built, thick natural plating, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `tangie` | Tangie | Tangie, The thing under the weed at the low-water line, wearing the weed, large, standing well above a tall man, heavy and powerfully built, thick natural plating, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `selkie` | Selkie | Selkie, The one on the rocks that has a skin and knows where it is, adult human scale, ordinarily built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `wrack_gull` | Wrack gull | Wrack gull, The flock off the tip that follows one person and not the bins, very small, no higher than a person's knee, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `sea_crow` | Sea crow | Sea crow, The black bird on the wreck buoy that is counting something, very small, no higher than a person's knee, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `shellycoat` | Shellycoat | Shellycoat, The rattling thing in the burn, hung with everything the water took, adult human scale, heavy and powerfully built, thick natural plating, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `peg_powler` | Peg Powler | Peg Powler, The green arms in the weir pool that children are warned about, large, standing well above a tall man, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `greenteeth` | Jenny Greenteeth | Jenny Greenteeth, The weed mat on the still water that is not a weed mat, large, standing well above a tall man, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `fen_hound` | Fen hound | Fen hound, The low thing that runs the droves between the drains, adult human scale, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `cut_walker` | The cut walker | The cut walker, What uses the towpath at the hour the towpath is empty, adult human scale, heavy and powerfully built, tough hide, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `wrackman` | Wrackman | Wrackman, The shape made of everything the flood left in the hedge, large, standing well above a tall man, ordinarily built, thick natural plating, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `net_mender` | The net mender | The net mender, The woman on the harbour steps mending something that is not a net, adult human scale, ordinarily built, no armour, bare, carrying an utility knife, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `mudlark_child` | The mudlark | The mudlark, The child working the foreshore at a tide that was three hours ago, very small, no higher than a person's knee, heavy and powerfully built, no armour, bare, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `hulk_haunt` | Hulk haunt | Hulk haunt, What stayed aboard after the vessel was condemned and beached, adult human scale, heavy and powerfully built, thick natural plating, carrying a boarding axe, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `drowned_crew` | The drowned crew | The drowned crew, Five of a crew of nine, still working the watch they were on, NOT ONE BODY: 5 small separate bodies moving together as a single creature, none of them with a head, arranged as a loose group, adult human scale, heavy and powerfully built, tough hide, carrying an entry bar, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `lock_keeper` | The lock keeper | The lock keeper, The man at the gates who has worked the lock since before the lock, adult human scale, heavy and powerfully built, tough hide, carrying an entry bar, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `the_undertow` | The undertow | The undertow, The current in the harbour mouth that goes the wrong way and chooses, huge, roughly twice the height of a man, heavy and powerfully built, heavily armoured, plated like machinery, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `the_sump` | The sump | The sump, What is at the bottom of the reservoir where the village was, huge, roughly twice the height of a man, ordinarily built, thick natural plating, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `drowned_parish` | The drowned parish | The drowned parish, A congregation that was compulsorily purchased and never left, adult human scale, ordinarily built, tough hide, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `the_fathom` | The fathom | The fathom, Something in the deep water that is measuring the deep water, huge, roughly twice the height of a man, ordinarily built, heavily armoured, plated like machinery, no weapon — it uses its own limbs, recovered technology, not of this time, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `eelmother` | Eel mother | Eel mother, The long thing in the sluice pool that the eel men used to feed, huge, roughly twice the height of a man, heavy and powerfully built, thick natural plating, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `lamprey_host` | Lamprey host | Lamprey host, What was in the intake screen when they finally cleared it, large, standing well above a tall man, ordinarily built, tough hide, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `washland_cattle` | Washland cattle | Washland cattle, The herd that was left out when the washes flooded, still grazing, huge, roughly twice the height of a man, ordinarily built, thick natural plating, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `the_heron` | The heron | The heron, The grey thing standing in the reservoir margin that has not moved since Tuesday, adult human scale, ordinarily built, tough hide, carrying an improvised spear, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `foldwalker` | Foldwalker | portrait of Foldwalker, It is standing in two rooms and only one of them is yours, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `anglesmith` | Anglesmith | portrait of Anglesmith, It adds a corner to a building and the building agrees to it, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `halfpast` | Half past | portrait of Half past, It is forty seconds ahead and cannot be caught up with, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `returned_surveyor` | Returned surveyor | portrait of Returned surveyor, Department surveyor, missing eleven years, back with the wrong limbs, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `unmeasured` | The unmeasured | portrait of The unmeasured, Nothing that measures it agrees with anything else that measures it, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `patient_grasp` | Patient grasp | portrait of Patient grasp, It has been holding something on the other side for a long time, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `the_tideline` | The tideline | portrait of The tideline, It keeps the mark where one side touches the other, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `glass_auditor` | Glass auditor | Glass auditor, It is checking whether this building is the right shape, STRONGLY ASYMMETRIC anatomy: one long grasping limb on one side and one short bracing limb on the other, and NO HEAD AT ALL — a raised sensory ridge runs down the back where a head would be, adult human scale, ordinarily built, heavily armoured, plated like machinery, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `quorate` | Quorate | portrait of Quorate, It will not act until enough of it agrees, and then all of it acts, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `five_of_six` | Five of six | Five of six, Five bodies here, one still on the far side, and it wants the set, NOT ONE BODY: 5 small separate bodies moving together as a single creature, none of them with a head, arranged as a loose group, adult human scale, heavy and powerfully built, thick natural plating, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `the_remainder` | The remainder | The remainder, A swarm-mind that lost a body somewhere it cannot go back to, NOT ONE BODY: 5 small separate bodies moving together as a single creature, none of them with a head, arranged as a loose group, adult human scale, ordinarily built, tough hide, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `counterpoint` | Counterpoint | portrait of Counterpoint, Five bodies, each in a slightly different minute, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `the_tally` | The tally | The tally, A distributed clerk counting the party against a number it already has, NOT ONE BODY: 5 small separate bodies moving together as a single creature, none of them with a head, arranged as a loose group, adult human scale, thin, wasted, not strong, thick natural plating, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `many_hands` | Many hands | portrait of Many hands, It is working on five things at once and one of them is you, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `the_iteration` | The iteration | The iteration, The same person five times, at five ages, arguing, NOT ONE BODY: 5 small separate bodies moving together as a single creature, none of them with a head, arranged as a loose group, adult human scale, ordinarily built, thick natural plating, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `backscatter` | Backscatter | portrait of Backscatter, Its geometry is wrong and so is looking at it, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `afterimage` | Afterimage | portrait of Afterimage, What is left where somebody was killed twice, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `second_pass` | Second pass | portrait of Second pass, It has already done this once and remembers how it went, carrying a service pistol, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `turnback` | Turnback | portrait of Turnback, A department dog that came back from the wrong side of a crossing, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `the_overflight` | The overflight | portrait of The overflight, It is flying over a landscape that is not this one, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `recurrence` | Recurrence | portrait of Recurrence, The same four minutes, again, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `inside_out` | Inside out | portrait of Inside out, The room is inside the thing, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `latecomer` | The latecomer | portrait of The latecomer, It arrives before it is sent for, carrying a marksman rifle, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `mirrorline` | Mirrorline | portrait of Mirrorline, It does what you do, on the other side of a line that is not there, carrying an utility knife, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `carried_over` | Carried over | Carried over, A wound that came back without the person it was in, very small, no higher than a person's knee, heavy and powerfully built, no armour, bare, no weapon — it uses its own limbs, subtly wrong, something that should not be in the record, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `bull_azure` | The azure bull | portrait of The azure bull, The blue bull off the brewery arms, standing in the yard it was drawn for, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `enfield` | The enfield | portrait of The enfield, A fox's head, an eagle's forelegs, a wolf's body and a lion's hindquarters, assembled by a herald who never saw one, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `yale` | The yale | portrait of The yale, The horned beast whose horns swivel, off a college gate, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `white_hart` | The white hart | portrait of The white hart, The badge beast with the crown about its neck, which cannot be taken, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `man_tyger` | The man-tyger | portrait of The man-tyger, A lion with an old man's face, drawn upright on a mayoral chain, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `melusine` | Melusine | portrait of Melusine, The twin-tailed mermaid off the font, and the water she came up through, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `eagle_displayed` | The eagle displayed | portrait of The eagle displayed, The two-headed eagle off a brass lectern, at full wingspan, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `gryphon` | The guildhall gryphon | portrait of The guildhall gryphon, Eagle in front, lion behind, and six centuries of being kept accurately, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `sign_wyvern` | The sign wyvern | portrait of The sign wyvern, Two legs, two wings and a barbed tail, off a pub sign that has hung there since the turnpike, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `cockatrice` | The cockatrice | portrait of The cockatrice, What came out of the egg the cockerel was sitting on, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `martlet` | The martlet | portrait of The martlet, The little bird drawn with no feet, which therefore has none, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `piety_pelican` | The pelican in her piety | portrait of The pelican in her piety, The bird carved tearing her own breast to feed the young, still doing it, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `drain_heron` | The drain heron | portrait of The drain heron, A grey heron standing in the outfall, considerably too large, entirely ordinary in every other respect, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `talbot` | The last talbot | portrait of The last talbot, The white hunting hound off the old arms, bred back for by somebody who should not have managed it, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `gazehound` | The gazehound | portrait of The gazehound, A coursing dog bred to see further than a dog should, and it does, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `bearward_bear` | The bear-ward's bear | portrait of The bear-ward's bear, The baiting bear off the inn-yard, old, half-blind, and still chained to a post that rotted away in 1804, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `heath_cow` | The dun cow of the heath | portrait of The dun cow of the heath, The cow off the heath that was killed with a rib for a weapon, according to the church, which has the rib, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `tup` | The tup | portrait of The tup, The ram that put a farmer through a gate, and has not been caught since, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `cade_lamb` | The cade lamb | portrait of The cade lamb, The hand-reared lamb that was never afraid of anybody, and grew up, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `hollow_hog` | The hollow hog | portrait of The hollow hog, A tamworth crossed back to wild boar two generations ago, at large in the plantation ever since, subtly wrong, something that should not be in the record, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `hinny` | The hinny | portrait of The hinny, A stallion's foal out of a she-ass, sterile, willing, and no longer going where it is pointed, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `water_bull` | The water bull | The water bull, What comes out of the loch and gets among the cattle, and what the calves look like afterwards, huge, roughly twice the height of a man, heavy and powerfully built, heavily armoured, plated like machinery, no weapon — it uses its own limbs, old, from long before the present day, [BASE], full figure on a plain ground, neutral background, field-guide plate, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `moor_cat` | The moor cat | portrait of The moor cat, A big black cat on the moor, in a country that has not had one for a very long time and possibly does, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `gaunt_grey` | The gaunt grey | portrait of The gaunt grey, A wolf, in a county that logged its last one in 1621, and thin in a way that does not match how much it has eaten, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `menagerie_ape` | The menagerie ape | portrait of The menagerie ape, What was billed as an orang-outang in 1831 and is still in the cage behind the arcade, old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | | `tt_bewley` | Mr Bewley | portrait of Mr Bewley, Holds the case file and signs for the agents., [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | | `tt_prosser` | Mr Prosser | portrait of Mr Prosser, Takes the modern kit off them., [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | | `tt_rance` | Rance Doyle | portrait of Rance Doyle, 1881, Cordera. His brother Tom went out on No., old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | @@ -117,5 +218,7 @@ worse, lets the art disagree with the hit-location table. Change the creature. | `od_vasey` | Tony Vasey | portrait of Tony Vasey, Wants Monday to start., [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | | `od_ferrand` | Mrs Ivy Ferrand | portrait of Mrs Ivy Ferrand, Recruiting officer., [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | | `od_bewley` | Mr Bewley | portrait of Mr Bewley, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `so_warden` | Bellhouse warden | portrait of Bellhouse warden, One of the site's eleven police, born below. Use for all of them., old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | +| `so_teague` | Warden Michael Teague | portrait of Warden Michael Teague, Head of the site's police. The man sent to fetch them., old, from long before the present day, [BASE], waist-up portrait, plain ground, --style raw --s 250 --ar 2:3 --no photography, photorealism | *Private convention play materials — not for sale or distribution.* diff --git a/tools/all-specs.mjs b/tools/all-specs.mjs index 40380cb..5881b99 100644 --- a/tools/all-specs.mjs +++ b/tools/all-specs.mjs @@ -14,6 +14,10 @@ */ import { NPCS, PREGENS } from "./content.mjs"; import { ROSTER } from "./roster.mjs"; +import { BESTIARY_FOLKLORE } from "./bestiary-folklore.mjs"; +import { BESTIARY_WATER } from "./bestiary-water.mjs"; +import { BESTIARY_ANOMALOUS } from "./bestiary-anomalous.mjs"; +import { BESTIARY_BEASTS } from "./bestiary-beasts.mjs"; /** Scenario modules whose casts join the list. */ export const SCENARIOS = ["throughtrain", "starter", "lastadmission", "openday", "standingorder"]; @@ -26,7 +30,11 @@ export async function collectSpecs() { const sources = [ { label: "content.mjs PREGENS", kind: "agent", specs: PREGENS }, { label: "content.mjs NPCS", kind: "npc", specs: NPCS }, - { label: "roster.mjs ROSTER", kind: "agent", specs: ROSTER } + { label: "roster.mjs ROSTER", kind: "agent", specs: ROSTER }, + { label: "bestiary-folklore.mjs", kind: "npc", specs: BESTIARY_FOLKLORE }, + { label: "bestiary-water.mjs", kind: "npc", specs: BESTIARY_WATER }, + { label: "bestiary-anomalous.mjs", kind: "npc", specs: BESTIARY_ANOMALOUS }, + { label: "bestiary-beasts.mjs", kind: "npc", specs: BESTIARY_BEASTS } ]; for (const s of SCENARIOS) { diff --git a/tools/bestiary-anomalous.mjs b/tools/bestiary-anomalous.mjs new file mode 100644 index 0000000..d9c75be --- /dev/null +++ b/tools/bestiary-anomalous.mjs @@ -0,0 +1,286 @@ +/** + * ANOMALOUS AND FAR-SIDE — twenty-five creatures whose geometry, count or sequence is + * wrong. + * + * Written against the two location tables the bestiary barely touches. The engine picks + * a hit table from `spec.bodyPlan ?? spec.species` (build-packs.mjs:294), so a creature + * meant to be hit-located as a Vesh or a Cadence must NOT carry a bodyPlan — every + * entry below with species vesh or cadence deliberately omits it, and the baseline + * entries name their plan explicitly. + * + * What those two tables actually do, because the tactics below rely on it: + * + * VESH (anatomy.mjs) — six locations, no head and no neck. destructionOutcomeFor + * therefore never returns "dead" for a Vesh: the worst single location result in the + * game is a destroyed RIDGE, which is "dying". There is no decapitation. The ridge is + * kind "ridge": −30% Perception, counts as a vital (prone), 3 ranged faces (18–20) + * and frac 0.5. It is in the TORSO armour coverage sets, not the head set — a helmet + * protects nothing on a Vesh and a vest protects its vital. + * The bracing limb is kind "brace", which locationEffectsFor counts as a LEG, so a + * Vesh has two leg-kind locations and one hit among them halves movement. The grasping + * limb is the ONLY manipulator it has: disable it and every manipulation is at −30% + * with nothing to fall back on, unlike a two-armed baseline. + * + * CADENCE — five bodies, 4 faces each (a flat 20% per body), frac 0.28, kind "unit". + * No vital, no head, no neck, so NO location result can kill or start a dying count: + * destructionOutcomeFor returns "none" for all five. The only way a Cadence dies is the + * hit-point pool reaching zero. Each body disabled is −10% to EVERYTHING and nothing + * else — no bleed, no prone, no unconscious. Five bodies down is a creature at −50% + * that is still standing and still fighting. 0.28 is BELOW a baseline leg's 0.42, so + * the bodies disable fast and the person degrades smoothly. This is why shooting one + * feels like nothing is working, and why a GM should narrate the penalty out loud. + * + * Talents are species-locked in the catalogue: `unblinking` is vesh-only, `distributed` + * and `quorum` are cadence-only. The five anomalous talents — out_of_step, echo_sense, + * borrowed_hour, not_quite_here, wrong_memory — are locked to nobody and are used here + * on all three species on purpose. + * + * Not wired into content.mjs or the packs. This file is the band, nothing more. + */ + +export const BESTIARY_ANOMALOUS = [ + + /* ============================================================ VESH GEOMETRY */ + + { key: "foldwalker", name: "Foldwalker", role: "ANOMALOUS. It is standing in two rooms and only one of them is yours", + chosenStyle: "reflex", naturalArmour: 4, species: "vesh", + talents: ["unblinking", "not_quite_here"], + ch: { str: 15, siz: 13, con: 16, int: 12, pow: 18, dex: 15, cha: 5, edu: 8 }, + skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:55},{fam:"stealth",spec:"",val:70}, + {fam:"spot",spec:"",val:60},{fam:"athletics",spec:"",val:55},{fam:"transposition",spec:"",val:50}], + weapons: ["grasp"], + tactics: "It fights from the room the party is not in and reaches through. POWER: HALF PRESENT. Every attack against it is resolved twice and the LOWER result stands, because half of it is elsewhere; its own attacks are unaffected. Close both exits from the room it is half in and the power stops — it has to pick a side, and it picks the one with a way out. Its grasping limb is its only manipulator: disable it (melee 16–18) and it cannot hold anyone." }, + + { key: "anglesmith", name: "Anglesmith", role: "ANOMALOUS. It adds a corner to a building and the building agrees to it", + chosenStyle: "deliberate", naturalArmour: 5, species: "vesh", + talents: ["unblinking", "echo_sense"], + ch: { str: 17, siz: 15, con: 18, int: 16, pow: 20, dex: 11, cha: 4, edu: 14 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:35},{fam:"spot",spec:"",val:75}, + {fam:"engineering",spec:"field_systems",val:70},{fam:"anomaly_lore",spec:"",val:65}, + {fam:"knowledge",spec:"",val:60},{fam:"transposition",spec:"",val:65}], + weapons: ["grasp","cutter"], + tactics: "It is working, not hunting, and will ignore a team that stays out of the room it is altering. POWER: THE NEW CORNER. Each round it works, one wall of the location gains a corner that was not there: anybody crossing the room must make a DEXx5 roll or lose their move and end prone. After four rounds the corner is permanent and the room has one more exit than the plans show, leading somewhere the plans do not name. Killing it leaves the corners it finished; they do not unmake themselves." }, + + { key: "halfpast", name: "Half past", role: "ANOMALOUS. It is forty seconds ahead and cannot be caught up with", + chosenStyle: "reflex", naturalArmour: 3, species: "vesh", + talents: ["unblinking", "out_of_step"], + ch: { str: 13, siz: 11, con: 13, int: 13, pow: 19, dex: 18, cha: 6, edu: 9 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:70},{fam:"stealth",spec:"",val:65}, + {fam:"spot",spec:"",val:70},{fam:"listen",spec:"",val:60},{fam:"athletics",spec:"",val:60}], + weapons: ["grasp"], + tactics: "It has already seen this round. It moves before anyone declares and is never where the shot goes. POWER: FORTY SECONDS. It acts first every round regardless of Reaction, and the first attack made against it each round automatically misses. Both stop the moment it takes a Major Wound — being hurt puts it back in step with everybody else, and after that it is an ordinary fast thing." }, + + { key: "returned_surveyor", name: "Returned surveyor", role: "REVENANT. Department surveyor, missing eleven years, back with the wrong limbs", + chosenStyle: "deliberate", naturalArmour: 2, species: "vesh", + talents: ["unblinking", "wrong_memory", "dead_reckon"], + ch: { str: 12, siz: 12, con: 12, int: 14, pow: 15, dex: 12, cha: 8, edu: 16 }, + skills: [{fam:"brawl",spec:"",val:40},{fam:"dodge",spec:"",val:35}, + {fam:"navigate",spec:"",val:85},{fam:"spot",spec:"",val:70},{fam:"anomaly_lore",spec:"",val:70}, + {fam:"insight",spec:"",val:55},{fam:"knowledge",spec:"",val:60}], + weapons: ["grasp"], + gear: ["survey_kit","brass_compass","field_slate"], + tactics: "Talk to it. It still has its warrant number, it still files, and it does not know what it is now — it will show anyone its notes. POWER: THE ELEVEN YEARS. Any agent who reads its survey notes learns one true fact about the far side of the crossing and loses 1 Coherence; the notes are correct and were taken from the inside. It fights only if restrained, badly, and stops the moment someone uses its name. Its body has no head to put a bullet in, which is the first thing a medic notices and the reason it cannot be sent home." }, + + { key: "unmeasured", name: "The unmeasured", role: "ANOMALOUS. Nothing that measures it agrees with anything else that measures it", + chosenStyle: "deliberate", naturalArmour: 1, species: "vesh", + talents: ["unblinking"], + ch: { str: 9, siz: 10, con: 11, int: 6, pow: 16, dex: 9, cha: 2, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:25},{fam:"dodge",spec:"",val:30},{fam:"stealth",spec:"",val:55}, + {fam:"spot",spec:"",val:40}], + weapons: ["grasp"], + gear: ["density_scanner"], + tactics: "Harmless and extremely inconvenient. It drifts, it does not attack, and it ruins the record. POWER: NO TWO AGREE. Every instrument within ten metres returns a different reading, and no measurement taken in its presence can be used as evidence — Chain of Custody fails automatically on anything logged while it is in the room. Bag it in a stasis box and the readings settle. Shooting it works and wastes the case." }, + + { key: "patient_grasp", name: "Patient grasp", role: "FAR-SIDE. It has been holding something on the other side for a long time", + chosenStyle: "deliberate", naturalArmour: 8, species: "vesh", + talents: ["unblinking"], + ch: { str: 22, siz: 18, con: 24, int: 5, pow: 17, dex: 6, cha: 1, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:75},{fam:"dodge",spec:"",val:10},{fam:"spot",spec:"",val:50}, + {fam:"listen",spec:"",val:65},{fam:"athletics",spec:"",val:40}], + weapons: ["grasp"], + tactics: "It cannot move. Its bracing limb is set into the floor and its grasping limb is through the crossing, holding something shut on the far side. POWER: DO NOT LET GO. Anything entering its reach — three metres — is seized on a successful Brawl and held at STR 22; it will not strike, only hold, and it holds until the held agent is at 0 hit points from exhaustion or somebody else cuts the limb off. Destroying the grasping limb (melee 16–18) frees everyone and opens whatever it was holding shut. That is the trade and the players should be told it plainly." }, + + { key: "the_tideline", name: "The tideline", role: "FAR-SIDE. It keeps the mark where one side touches the other", + chosenStyle: "reflex", naturalArmour: 6, species: "vesh", + talents: ["unblinking", "echo_sense"], + ch: { str: 16, siz: 14, con: 17, int: 10, pow: 22, dex: 13, cha: 4, edu: 5 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:45},{fam:"track",spec:"",val:80}, + {fam:"spot",spec:"",val:75},{fam:"stealth",spec:"",val:55},{fam:"athletics",spec:"",val:60}, + {fam:"transposition",spec:"",val:55}], + weapons: ["grasp","monoblade"], + tactics: "It patrols a line that is not drawn on anything and knows to the metre where it runs. It does not pursue across it. POWER: THE MARK. Anyone who crosses the line is marked, and the mark does not come off: while marked, the agent is found again within a day wherever they go, by this creature or the next one. A crossing regulator run in reverse on the same spot clears the mark. Killing it does not — the line stays and the next one inherits the patrol." }, + + { key: "glass_auditor", name: "Glass auditor", role: "FORWARD. It is checking whether this building is the right shape", + chosenStyle: "deliberate", naturalArmour: 7, species: "vesh", + talents: ["unblinking", "wrong_memory"], + ch: { str: 14, siz: 14, con: 16, int: 20, pow: 21, dex: 12, cha: 9, edu: 23 }, + skills: [{fam:"brawl",spec:"",val:35},{fam:"dodge",spec:"",val:40},{fam:"research",spec:"",val:90}, + {fam:"knowledge",spec:"",val:85},{fam:"spot",spec:"",val:80},{fam:"insight",spec:"",val:70}, + {fam:"engineering",spec:"field_systems",val:75},{fam:"anomaly_lore",spec:"",val:70}], + weapons: ["grasp"], + gear: ["field_slate","date_stamp","long_ledger"], + tactics: "It has a schedule of dimensions from further along and this building does not match it. It will explain this, politely, and go on working. POWER: BROUGHT INTO COMPLIANCE. Once every three rounds it corrects one measurement of the location — a corridor is now eleven metres and always was, a doorway is now too narrow for a stretcher, a stair has one fewer step. No roll resists it and the change is retroactive. Anybody standing where a wall has just always been takes 2d6 and is moved to the nearest space. Show it a higher schedule and it stops: this is a Borrowed Authority problem with a Trust it genuinely holds." }, + + /* ============================================================ CADENCE SWARMS */ + + { key: "quorate", name: "Quorate", role: "ANOMALOUS. It will not act until enough of it agrees, and then all of it acts", + chosenStyle: "reflex", naturalArmour: 2, species: "cadence", + talents: ["distributed", "quorum"], + ch: { str: 12, siz: 11, con: 14, int: 13, pow: 17, dex: 14, cha: 8, edu: 11 }, + skills: [{fam:"brawl",spec:"",val:55},{fam:"dodge",spec:"",val:50},{fam:"spot",spec:"",val:70}, + {fam:"listen",spec:"",val:65},{fam:"athletics",spec:"",val:55},{fam:"insight",spec:"",val:60}], + weapons: ["punch"], + tactics: "It spends the first rounds of any encounter doing nothing while the bodies confer. POWER: THE VOTE. It takes no action at all until three of its five bodies have line of sight to the same target; on the round that happens, it makes FIVE attacks at once against that target, one per surviving body. Break the sight lines — smoke, a closed door, a scattered party — and it goes back to conferring. Every body disabled is −10% to the whole creature and one attack fewer, and with two bodies left it can never reach quorum again." }, + + { key: "five_of_six", name: "Five of six", role: "HORROR. Five bodies here, one still on the far side, and it wants the set", + chosenStyle: "reflex", naturalArmour: 5, species: "cadence", + talents: ["distributed", "quorum", "echo_sense"], + ch: { str: 16, siz: 13, con: 19, int: 15, pow: 24, dex: 16, cha: 5, edu: 12 }, + skills: [{fam:"brawl",spec:"",val:75},{fam:"dodge",spec:"",val:60},{fam:"spot",spec:"",val:80}, + {fam:"track",spec:"",val:85},{fam:"stealth",spec:"",val:65},{fam:"athletics",spec:"",val:70}, + {fam:"transposition",spec:"",val:70},{fam:"listen",spec:"",val:70}], + weapons: ["grasp","monoblade"], + tactics: "One of the worst things in this band. It is incomplete and it is recruiting. POWER: THE SIXTH PLACE. Any agent it grapples and holds for two consecutive rounds is taken — not killed, taken: they walk to the crossing with it under no compulsion anyone can see, and they become the sixth body. A POWx1 roll each round is the only resistance, and the player rolls it in the open. Once it has six, it leaves and the case is closed badly. Its five tracked bodies have no vital and no head, so nothing the party shoots will drop it in one hit; it has to be ground to zero hit points, and it knows that better than they do. Cut off its route to the crossing and it will fight to reach it rather than to survive." }, + + { key: "the_remainder", name: "The remainder", role: "HORROR. A swarm-mind that lost a body somewhere it cannot go back to", + chosenStyle: "reflex", naturalArmour: 1, species: "cadence", + talents: ["distributed", "quorum"], + ch: { str: 10, siz: 10, con: 12, int: 11, pow: 15, dex: 13, cha: 6, edu: 9 }, + skills: [{fam:"brawl",spec:"",val:45},{fam:"dodge",spec:"",val:45},{fam:"spot",spec:"",val:60}, + {fam:"stealth",spec:"",val:60},{fam:"listen",spec:"",val:55},{fam:"athletics",spec:"",val:45}], + weapons: ["punch"], + tactics: "It is grieving and it is not dangerous unless cornered. It runs one body short from the moment it is met: start it with one body already disabled, which is −10% to everything before the first roll. POWER: THE GAP. Once per encounter it puts a body through the place the lost one went; that body is gone for two rounds and returns in any space within fifty metres, ignoring walls and locks. Feed it, and it will show a team where the gap is. Kill it, and nothing finds the gap again." }, + + { key: "counterpoint", name: "Counterpoint", role: "ANOMALOUS. Five bodies, each in a slightly different minute", + chosenStyle: "reflex", naturalArmour: 3, species: "cadence", + talents: ["distributed", "quorum", "out_of_step"], + ch: { str: 13, siz: 11, con: 15, int: 14, pow: 20, dex: 17, cha: 7, edu: 13 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:65},{fam:"spot",spec:"",val:70}, + {fam:"listen",spec:"",val:75},{fam:"stealth",spec:"",val:60},{fam:"athletics",spec:"",val:60}, + {fam:"transposition",spec:"",val:55}], + weapons: ["punch","baton"], + tactics: "Its bodies do not share a clock. One is acting on what it saw thirty seconds ago and one on what has not happened. POWER: OUT OF SEQUENCE. Damage done to one body arrives on a delay: note it, and apply it at the END of the following round rather than now, which means a body can act after the hit that disables it. Area damage hits every body at once and defeats the trick entirely, which is the intended answer and should be discoverable. Reduce it to two bodies and the remaining pair fall into the same minute; after that it is an ordinary fight at −30%." }, + + { key: "the_tally", name: "The tally", role: "FORWARD. A distributed clerk counting the party against a number it already has", + chosenStyle: "deliberate", naturalArmour: 4, species: "cadence", + talents: ["distributed", "quorum"], + ch: { str: 9, siz: 12, con: 15, int: 21, pow: 19, dex: 10, cha: 11, edu: 25 }, + skills: [{fam:"brawl",spec:"",val:20},{fam:"dodge",spec:"",val:25},{fam:"research",spec:"",val:90}, + {fam:"knowledge",spec:"",val:80},{fam:"insight",spec:"",val:75},{fam:"spot",spec:"",val:70}, + {fam:"persuade",spec:"",val:65},{fam:"status",spec:"",val:60}], + weapons: ["punch"], + gear: ["long_ledger","attendance_register","date_stamp"], + tactics: "It will not fight and cannot win one. It counts. Each of its five bodies counts a different thing — heads, warrants, weapons, hours, names — and it reconciles them out loud. POWER: THE RECONCILIATION. At the end of the scene, whatever its count says is what the record will show: if it counted three agents where four came in, the fourth has no attendance and no pay and a great deal of explaining to do, and the department believes the register. Correcting it is paperwork, not violence. Disabling a body removes one column from the count, which is the fastest legitimate fix available in the room." }, + + { key: "many_hands", name: "Many hands", role: "ANOMALOUS. It is working on five things at once and one of them is you", + chosenStyle: "reflex", naturalArmour: 4, species: "cadence", + talents: ["distributed", "quorum"], + ch: { str: 15, siz: 12, con: 16, int: 12, pow: 16, dex: 18, cha: 4, edu: 10 }, + skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:55},{fam:"sleight_of_hand",spec:"",val:80}, + {fam:"spot",spec:"",val:65},{fam:"repair",spec:"mechanical",val:70}, + {fam:"athletics",spec:"",val:55},{fam:"stealth",spec:"",val:70}], + weapons: ["punch","dagger"], + tactics: "It does not fight so much as disassemble. Each body takes one thing apart and puts it somewhere else. POWER: TAKEN TO PIECES. Each round, one body attempts Sleight of Hand at 80% against a different agent; success removes one carried item — a magazine, a key, a radio handset, a dressing — and it is gone, put down somewhere in the building. Nothing is stolen for gain and nothing is broken. It stops when it runs out of bodies or when somebody gives it something better to take apart. The scattered kit is all findable afterwards on a Spot roll per item." }, + + { key: "the_iteration", name: "The iteration", role: "FORWARD. The same person five times, at five ages, arguing", + chosenStyle: "deliberate", naturalArmour: 6, species: "cadence", + talents: ["distributed", "quorum", "borrowed_hour", "wrong_memory"], + ch: { str: 14, siz: 13, con: 20, int: 23, pow: 26, dex: 13, cha: 14, edu: 26 }, + skills: [{fam:"brawl",spec:"",val:55},{fam:"dodge",spec:"",val:50},{fam:"insight",spec:"",val:90}, + {fam:"persuade",spec:"",val:85},{fam:"psychology",spec:"",val:80},{fam:"knowledge",spec:"",val:85}, + {fam:"anomaly_lore",spec:"",val:80},{fam:"transposition",spec:"",val:75},{fam:"spot",spec:"",val:70}], + weapons: ["grasp"], + tactics: "The other genuinely apex entry. Five bodies, one life, each of them the same person at a different age, and they do not agree about what should be done. POWER: THE LONG VIEW. Once a round, it names one action an agent has not taken yet and describes how it went; the GM writes that down. If the agent takes that action this scene, the described outcome happens — no roll — and the agent loses 1 Coherence. It will not lie, because it has no reason to. It can be talked out of the encounter entirely: convince any three of its five bodies and the whole thing leaves, which is far cheaper than the fight, because no location on it can be killed outright and it has twenty-six POW to spend. Meeting it costs 1 Coherence. Killing it costs 3, and one of the five was going to be somebody's colleague." }, + + /* ============================================================ ECHOES AND REVENANTS */ + + { key: "backscatter", name: "Backscatter", role: "ANOMALOUS. Its geometry is wrong and so is looking at it", + chosenStyle: "reflex", naturalArmour: 9, species: "baseline", bodyPlan: "baseline", + ch: { str: 19, siz: 16, con: 21, int: 8, pow: 25, dex: 15, cha: 1, edu: 2 }, + skills: [{fam:"brawl",spec:"",val:80},{fam:"dodge",spec:"",val:55},{fam:"stealth",spec:"",val:60}, + {fam:"spot",spec:"",val:70},{fam:"athletics",spec:"",val:65},{fam:"listen",spec:"",val:60}], + weapons: ["grasp"], + tactics: "It moves the way a reflection moves and the angles do not close. POWER: WRONG ANGLES. Anybody who aims at it is at −30% on that attack, because the part of it they are looking at is not the part that is there; firing blind, by sound, or into a doorway it must pass through carries no penalty. Anybody who studies it deliberately for a full round loses 1 Coherence and takes the −30% for the rest of the fight even when shooting blind. It is a hard, fast, ordinary-damage thing once the trick is solved, and the trick is to stop looking." }, + + { key: "afterimage", name: "Afterimage", role: "ECHO. What is left where somebody was killed twice", + chosenStyle: "reflex", naturalArmour: 0, species: "baseline", bodyPlan: "baseline", + talents: ["not_quite_here"], + ch: { str: 8, siz: 11, con: 9, int: 5, pow: 18, dex: 13, cha: 2, edu: 3 }, + skills: [{fam:"brawl",spec:"",val:35},{fam:"dodge",spec:"",val:40},{fam:"stealth",spec:"",val:65}, + {fam:"spot",spec:"",val:45},{fam:"athletics",spec:"",val:30}], + weapons: ["punch"], + tactics: "It repeats the last ninety seconds of a death, in place, on a loop, and it cannot do anything else. It is not a threat and it cannot leave the room. POWER: THE SECOND TIME. Any agent who watches the loop to the end learns exactly how the person died, including who was in the room, which is usually the case broken open. It costs 1 Coherence to watch and it is worth it. It fades when the loop is named aloud with the dead person's real name, and a First Aid or Medicine roll on the body — if there still is one — supplies it." }, + + { key: "second_pass", name: "Second pass", role: "REVENANT. It has already done this once and remembers how it went", + chosenStyle: "deliberate", naturalArmour: 3, species: "baseline", bodyPlan: "baseline", + talents: ["borrowed_hour", "clean_scene"], + ch: { str: 14, siz: 13, con: 15, int: 16, pow: 18, dex: 15, cha: 11, edu: 14 }, + skills: [{fam:"firearm",spec:"pistol",val:70},{fam:"dodge",spec:"",val:55},{fam:"brawl",spec:"",val:55}, + {fam:"tradecraft",spec:"",val:75},{fam:"spot",spec:"",val:70},{fam:"insight",spec:"",val:65}, + {fam:"stealth",spec:"",val:65},{fam:"demolition",spec:"",val:50}], + weapons: ["pistol_med","baton"], armour: ["soft_armour"], + tactics: "Somebody competent who has run this scene before and is running it again with the answers. Build it from whoever the party is about to meet if there is one. POWER: I KNOW HOW THIS GOES. Three times per encounter it may declare that an agent's action fails — a lock that was going to open does not, a radio call does not connect, a covering shot is out of ammunition — with no roll. It spends these early, not late. Once all three are gone it is a well-equipped professional and nothing more. If the party changes the scene in a way it cannot have seen — a route it did not take, a person it did not bring — it loses any unspent declarations immediately." }, + + { key: "turnback", name: "Turnback", role: "REVENANT. A department dog that came back from the wrong side of a crossing", + chosenStyle: "reflex", naturalArmour: 4, species: "baseline", bodyPlan: "quadruped", + ch: { str: 17, siz: 12, con: 18, int: 5, pow: 16, dex: 17, cha: 4, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:75},{fam:"dodge",spec:"",val:50},{fam:"track",spec:"",val:95}, + {fam:"scent",spec:"",val:90},{fam:"spot",spec:"",val:65},{fam:"athletics",spec:"",val:75}, + {fam:"stealth",spec:"",val:55}], + weapons: ["grasp"], + tactics: "It still knows its handler's whistle and it still comes when called. That is the problem. POWER: STILL TRAINED. It will obey any correctly given department recall — the whistle, the word, the hand sign — and then it will not stop obeying: whoever gave the order has it for the rest of the scene and cannot dismiss it, including out of a room they need to leave. It tracks by a scent trail laid on the far side, so it follows people who have not been where it is going. A neck hit (melee 19, ranged 18–19) puts it down and a destroyed neck kills it outright, which is the only clean end available." }, + + { key: "the_overflight", name: "The overflight", role: "FAR-SIDE. It is flying over a landscape that is not this one", + chosenStyle: "reflex", naturalArmour: 7, species: "baseline", bodyPlan: "winged", + ch: { str: 23, siz: 21, con: 22, int: 7, pow: 20, dex: 14, cha: 3, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:80},{fam:"dodge",spec:"",val:45},{fam:"spot",spec:"",val:85}, + {fam:"athletics",spec:"",val:70},{fam:"track",spec:"",val:70},{fam:"listen",spec:"",val:60}], + weapons: ["grasp"], + tactics: "It is not hunting here. It is crossing somewhere else and this sky happens to overlap for about four minutes. It descends only at what moves alone. POWER: THE OTHER GROUND. It ignores terrain that exists on this side: walls, roofs and closed vehicles are not cover against it, because on its side they are not there. Solid earth is — a cellar, a tunnel, a ditch deeper than a man is the only cover that works, and a party that works that out survives the four minutes without a fight. Disable either wing (melee 17–18, ranged 12–17) and it is grounded here permanently, which turns a four-minute scare into a serious fight on foot." }, + + { key: "recurrence", name: "Recurrence", role: "ANOMALOUS. The same four minutes, again", + chosenStyle: "deliberate", naturalArmour: 5, species: "baseline", bodyPlan: "baseline", + talents: ["borrowed_hour"], + ch: { str: 15, siz: 14, con: 17, int: 12, pow: 23, dex: 12, cha: 7, edu: 11 }, + skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:45},{fam:"spot",spec:"",val:70}, + {fam:"insight",spec:"",val:60},{fam:"athletics",spec:"",val:50},{fam:"anomaly_lore",spec:"",val:55}], + weapons: ["grasp","cudgel"], + tactics: "It is not a loop the party is in; it is a loop the party can see. POWER: AGAIN. At the end of every fourth round, the four minutes restart: everything in the location returns to where it was, doors reclose, spent rounds are back in the magazine — and so is every hit point the party lost, and every hit point this thing lost. Nothing carries over except what the players remember and what they carried OUT of the room. It cannot be killed inside its four minutes. Drag it past the threshold, or be somewhere else when the reset lands and it starts the four minutes without you, alone, forever." }, + + { key: "inside_out", name: "Inside out", role: "ANOMALOUS. The room is inside the thing", + chosenStyle: "deliberate", naturalArmour: 12, species: "baseline", bodyPlan: "baseline", + ch: { str: 26, siz: 28, con: 27, int: 9, pow: 27, dex: 4, cha: 1, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:85},{fam:"dodge",spec:"",val:5},{fam:"spot",spec:"",val:80}, + {fam:"listen",spec:"",val:85},{fam:"athletics",spec:"",val:40}], + weapons: ["grasp"], + tactics: "The worst thing in this band and the one a team should run from. It does not enter a room; the room turns out to have been inside it for some time. POWER: CONTAINED. Everyone in the location is inside it. There is no exit except the one it has: every round, each agent takes 1d6 with no roll to avoid and no armour, and the walls are 12 points of natural armour that heals. The ONE way out is the crossing it came through, which is somewhere in the location and findable on a cumulative Spot or Anomaly Lore roll at −40%, one attempt each per round. Nobody kills this. It is a countdown with a door in it, and the correct outcome is four agents through the door and a report that recommends the site be sealed." }, + + { key: "latecomer", name: "The latecomer", role: "REVENANT. It arrives before it is sent for", + chosenStyle: "deliberate", naturalArmour: 4, species: "baseline", bodyPlan: "baseline", + talents: ["wrong_memory", "first_through"], + ch: { str: 16, siz: 14, con: 16, int: 14, pow: 19, dex: 14, cha: 10, edu: 15 }, + skills: [{fam:"firearm",spec:"rifle",val:65},{fam:"dodge",spec:"",val:50},{fam:"brawl",spec:"",val:60}, + {fam:"spot",spec:"",val:70},{fam:"first_aid",spec:"",val:55},{fam:"tradecraft",spec:"",val:60}, + {fam:"navigate",spec:"",val:65},{fam:"anomaly_lore",spec:"",val:55}], + weapons: ["rifle_med","baton"], armour: ["impact_vest"], + tactics: "Department relief for an incident that has not been called in yet, and it is already standing in the doorway with the right paperwork. POWER: THE CALL NOT MADE. It knows one thing about the next hour and will say it if asked — the GM answers one player question about what is coming, truthfully. In exchange it will insist on taking command, and its orders are for the incident it was sent to, not the one happening. If the party ever makes the call it was answering, it stops being anomalous: it is simply relief, it stands down, and the scene closes cleanly. If they never make it, it is still there at the end of the case and cannot be sent home." }, + + { key: "mirrorline", name: "Mirrorline", role: "ANOMALOUS. It does what you do, on the other side of a line that is not there", + chosenStyle: "reflex", naturalArmour: 6, species: "baseline", bodyPlan: "baseline", + talents: ["not_quite_here"], + ch: { str: 15, siz: 13, con: 16, int: 10, pow: 20, dex: 16, cha: 5, edu: 6 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:60},{fam:"stealth",spec:"",val:60}, + {fam:"spot",spec:"",val:65},{fam:"athletics",spec:"",val:60},{fam:"melee_weapon",spec:"knife",val:60}], + weapons: ["dagger","punch"], + tactics: "It copies the nearest agent's movement exactly, reversed, and it fights the way they do. POWER: REFLECTED. It uses the copied agent's Brawl, Dodge and best melee skill instead of its own, whichever are higher, for as long as that agent is the nearest. Whatever damage it takes this round, the copied agent takes half, rounded down, with armour applying normally — this is the part players must be told after the first exchange, not before. Change who is nearest and it re-copies at the start of the next round, which means the answer is to put somebody untrained and behind cover closest to it. It breaks when there is nobody within twenty metres." }, + + { key: "carried_over", name: "Carried over", role: "HORROR. A wound that came back without the person it was in", + chosenStyle: "reflex", naturalArmour: 0, species: "baseline", bodyPlan: "baseline", + talents: ["not_quite_here"], + ch: { str: 6, siz: 4, con: 14, int: 3, pow: 19, dex: 14, cha: 1, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:50},{fam:"dodge",spec:"",val:55},{fam:"stealth",spec:"",val:85}, + {fam:"spot",spec:"",val:40},{fam:"listen",spec:"",val:50}], + weapons: ["punch"], + tactics: "Small, quiet, and looking for a body to be a wound in. It does not kill and it cannot be reasoned with because there is nothing there to reason with. POWER: IT NEEDS SOMEWHERE TO BE. On a successful attack it does no damage; instead it enters the target and reopens as an injury they have already had — roll the location, and that location is at the hit points it was at the worst moment of that agent's career, bleeding 1 per round. First Aid stops the bleeding but not the wound. It leaves the host if the host goes to 0 hit points, or if a Medicine roll at −20% is made on the correct location while a ward is present. The creature itself has 14 CON and no armour, and killing it while it is loose is by far the easy answer." }, + +]; diff --git a/tools/bestiary-beasts.mjs b/tools/bestiary-beasts.mjs new file mode 100644 index 0000000..9f43783 --- /dev/null +++ b/tools/bestiary-beasts.mjs @@ -0,0 +1,260 @@ +/** + * BEASTS, HERALDRY AND HYBRIDS — twenty-five creatures on the non-human body plans. + * + * Forty-six of the existing creatures are hit-located as two-armed humans, which means a + * hound, a horse and a heraldic lion all had a chest and two arms. This file exists to + * populate `quadruped` and `winged`: twenty-two of the twenty-five use them, and the + * three on `baseline` are there because they genuinely stand upright — the wild-man + * supporter, the man-faced tyger, the mermaid off the font. A thing on four legs is a + * different fight from a man, and the anatomy table is where that difference lives. + * + * WHAT THE PLANS GIVE YOU, and why the tactics below keep pointing at them: + * + * QUADRUPED. The forequarters are the vital and they are a broadside — nine faces on + * the ranged column. The head is ONE face, carried low and swung, so "shoot it in the + * head" is not a plan. Four legs at 0.42 each: cripple one and the animal is still + * standing, cripple two on the same end and it is not. Most of these creatures are + * stopped by taking their legs, not their lives. + * + * WINGED. The same animal, plus two wings that are `bare` in anatomy.mjs — they carry + * NO natural armour at any thickness — and that own six of the twenty ranged faces + * while it is in the air. Disable either one and the creature drops to `quadruped` for + * the rest of the scene, and a grounded creature's natural armour HALVES everywhere + * except the vital. That is the whole shape of every armoured flyer here: shoot the + * wing, ground it, then fight the animal instead of the armour. It is the supporter's + * own lesson (R-254/R-255, docs/REVIEW_LOG.md) and nothing below is allowed to be an + * unkillable object without naming the way through it. + * + * CATALOGUE GAP, stated rather than papered over: WEAPONS has no natural attacks except + * `grasp` (1d6+1 blunt, damage-modified) and `punch` (1d3). There is no bite, no gore, no + * hoof, no talon, no trample. Every biter and gorer below is therefore written as `grasp` + * and its real attack is described in the tactics line. The wound type is consequently + * wrong for the whole file — a boar's tusk and a gryphon's talon both resolve as blunt. + * Named, not invented; see the report. + * + * Register is folk-horror and natural history: these are animals in the wrong county, + * livestock that has gone wrong, and records of animals that were kept too accurately. + * Threat is deliberately uneven. The cade lamb, the drain heron, the hinny, the gazehound + * and the martlet are animals a team can drive off, shout at, or simply outwalk. The dun + * cow, the gryphon and the water bull will kill people. + */ + +export const BESTIARY_BEASTS = [ + + /* ---------------- HERALDRY: things that came down off the arms ---------------- */ + + { key: "bull_azure", name: "The azure bull", role: "HERALDRY. The blue bull off the brewery arms, standing in the yard it was drawn for", + chosenStyle: "deliberate", naturalArmour: 6, species: "baseline", bodyPlan: "quadruped", + ch: { str: 26, siz: 21, con: 24, int: 4, pow: 14, dex: 10, cha: 9, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:25},{fam:"spot",spec:"",val:50}, + {fam:"listen",spec:"",val:55},{fam:"athletics",spec:"",val:70}], + weapons: ["grasp"], + tactics: "It charges in straight lines and it will not turn inside a yard. Fight it in a doorway or an alley and it can only come at you one way; fight it in the open and it comes back round every third round. POWER: THE CHARGE. If it moves 10m or more in a straight line before it connects, the hit does double damage. Break the line — cover, a parked car, a scattered team — and it is an ordinary large animal at 1d6+1 plus its considerable damage bonus. Its hide is 6 across the barrel; its legs are the same but there are four of them and it only needs two at the front. It stops when it is back in the yard, which is where it thinks it lives.", + note: "The brewery closed in 1974. The arms are still on the gatepost." }, + + { key: "enfield", name: "The enfield", role: "HERALDRY. A fox's head, an eagle's forelegs, a wolf's body and a lion's hindquarters, assembled by a herald who never saw one", + chosenStyle: "reflex", naturalArmour: 3, species: "baseline", bodyPlan: "quadruped", + ch: { str: 15, siz: 13, con: 14, int: 8, pow: 16, dex: 18, cha: 6, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:65},{fam:"stealth",spec:"",val:70}, + {fam:"scent",spec:"",val:75},{fam:"spot",spec:"",val:60},{fam:"athletics",spec:"",val:65}], + weapons: ["grasp"], + tactics: "It was described before it existed and it moves like four animals arguing. It scavenges, it takes the dead, and it will not stand and fight anything that is still upright and shouting. POWER: BADLY ASSEMBLED. Its parts do not share a nervous system: a crippled limb costs it nothing in initiative or attack, because the other three were never coordinating with it anyway. What does stop it is the forequarters — one good broadside and the fox's head goes down with the wolf's chest. It only defends what it has already dragged off, so the way to end this without a fight is to let it keep the body." }, + + { key: "yale", name: "The yale", role: "HERALDRY. The horned beast whose horns swivel, off a college gate", + chosenStyle: "deliberate", naturalArmour: 4, species: "baseline", bodyPlan: "quadruped", + ch: { str: 19, siz: 15, con: 18, int: 5, pow: 15, dex: 14, cha: 8, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:45},{fam:"spot",spec:"",val:70}, + {fam:"listen",spec:"",val:60},{fam:"athletics",spec:"",val:60}], + weapons: ["grasp"], + tactics: "The one detail the heralds insisted on is the one that matters: the horns turn. It can point one forward and one back. POWER: BOTH WAYS AT ONCE. It may not be flanked. Attacks from behind or the side get no bonus and it defends against two attackers in the same round at no penalty; against three or more the ordinary cumulative defence penalty applies again, so the answer is a fourth agent, not a cleverer angle. It fights to drive you off the gateway it guards and stops the moment you are outside it.", + note: "The college has held the badge since 1487 and has no record of granting it anything." }, + + { key: "white_hart", name: "The white hart", role: "HERALDRY. The badge beast with the crown about its neck, which cannot be taken", + chosenStyle: "deliberate", naturalArmour: 2, species: "baseline", bodyPlan: "quadruped", + ch: { str: 17, siz: 17, con: 16, int: 9, pow: 24, dex: 19, cha: 18, edu: 1 }, + skills: [{fam:"dodge",spec:"",val:80},{fam:"athletics",spec:"",val:85},{fam:"spot",spec:"",val:75}, + {fam:"listen",spec:"",val:80},{fam:"stealth",spec:"",val:60},{fam:"brawl",spec:"",val:20}], + weapons: ["punch"], + tactics: "It does not fight. It is a badge, and a badge's whole function is to be followed. It stands at the edge of the light, lets itself be seen, and moves off at a walk. POWER: THE CHASE IS THE POINT. Anybody who sets out after it must make a POWx5 roll each hour to break off; failure means another hour, and every agent still following after three hours is lost — they arrive somewhere the case did not include and their own route back does not work. It is ended by nobody following it. Shooting it is possible, easy even, and every scenario in which it has been shot has gone worse from that point." }, + + { key: "man_tyger", name: "The man-tyger", role: "HERALDRY. A lion with an old man's face, drawn upright on a mayoral chain", + chosenStyle: "reflex", naturalArmour: 5, species: "baseline", + ch: { str: 21, siz: 17, con: 20, int: 12, pow: 18, dex: 15, cha: 11, edu: 3 }, + skills: [{fam:"brawl",spec:"",val:75},{fam:"dodge",spec:"",val:50},{fam:"spot",spec:"",val:65}, + {fam:"insight",spec:"",val:70},{fam:"persuade",spec:"",val:45},{fam:"athletics",spec:"",val:60}], + weapons: ["grasp"], + tactics: "It stands and grapples like a man because that is how it was drawn — rampant, two forelimbs free — and it has a man's face and a man's willingness to talk first. It will ask who authorised you. POWER: THE FACE. While it is talking, no agent may attack it without spending a round overcoming the fact that it has a face; declare the attack, lose the round, act on the next one. Attacking it from surprise, or while it is already fighting somebody else, skips this entirely. Armour 5 over the torso, nothing over the face it keeps using." }, + + { key: "melusine", name: "Melusine", role: "HERALDRY. The twin-tailed mermaid off the font, and the water she came up through", + chosenStyle: "deliberate", naturalArmour: 3, species: "baseline", + ch: { str: 18, siz: 13, con: 17, int: 14, pow: 21, dex: 16, cha: 17, edu: 6 }, + skills: [{fam:"brawl",spec:"",val:50},{fam:"dodge",spec:"",val:40},{fam:"persuade",spec:"",val:75}, + {fam:"insight",spec:"",val:70},{fam:"listen",spec:"",val:65},{fam:"athletics",spec:"",val:70}], + weapons: ["grasp"], + tactics: "She holds the two tails apart with her hands, exactly as carved, and she cannot move on dry stone faster than a walk. On land she is a conversation; in water she is a drowning. POWER: THE FONT IS A DOOR. Any standing water deeper than a foot within sight of her carving is somewhere she can be, and she may move between any two such bodies of water in the building as a single action. Drain the font, or break the line of sight to the carving with something opaque, and she is confined to whichever pool she is standing in. She does not pursue anybody out of the church." }, + + { key: "eagle_displayed", name: "The eagle displayed", role: "HERALDRY. The two-headed eagle off a brass lectern, at full wingspan", + chosenStyle: "reflex", naturalArmour: 4, species: "baseline", bodyPlan: "winged", + ch: { str: 16, siz: 9, con: 13, int: 6, pow: 19, dex: 20, cha: 10, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:70},{fam:"spot",spec:"",val:90}, + {fam:"athletics",spec:"",val:75},{fam:"listen",spec:"",val:60}], + weapons: ["grasp"], + tactics: "Brass, hollow, and drawn flat — wings spread, one head each way — so it flies as a shape rather than a bird. It goes for hands and faces and never lands. POWER: TWO HEADS. It cannot be surprised and it watches two directions at once: every agent in the room is being observed, so no stealth approach works while it is airborne. The wings carry none of its 4 armour and are three ranged faces each; put a hole in one and it comes down, at which point it is a brass bird the size of a goose with armour 2 and no way back up. It is a nuisance with a beak, not a killer, and it will leave if the lectern is covered." }, + + /* ---------------- HYBRIDS AND WINGED THINGS ---------------- */ + + { key: "gryphon", name: "The guildhall gryphon", role: "HERALDRY. Eagle in front, lion behind, and six centuries of being kept accurately", + chosenStyle: "reflex", naturalArmour: 8, species: "baseline", bodyPlan: "winged", + ch: { str: 28, siz: 22, con: 30, int: 9, pow: 20, dex: 15, cha: 13, edu: 2 }, + skills: [{fam:"brawl",spec:"",val:80},{fam:"dodge",spec:"",val:40},{fam:"spot",spec:"",val:85}, + {fam:"athletics",spec:"",val:75},{fam:"track",spec:"",val:60},{fam:"insight",spec:"",val:40}], + weapons: ["grasp"], + tactics: "It stoops from height, takes one agent off the ground, and drops them — it does not wrestle. Anybody lifted takes the fall damage for the height, and the team's problem is that it goes back up afterwards. POWER: STOOP AND DROP. On a successful attack against a target of SIZ 16 or less it carries them 15m up and releases: 3d6, no armour, and the agent is now somewhere else. THE WAY THROUGH IT: 8 armour is more than a service pistol beats, and the wings carry none of it. Wing hits are six of twenty ranged faces while it is airborne — put one out and it is grounded for the scene, armour halved to 4 everywhere but the forequarters, and the fight becomes a large angry animal that the party can shoot. Left alone above the guildhall roof it is close to unkillable, which is why nobody fights it there." }, + + { key: "sign_wyvern", name: "The sign wyvern", role: "HERALDRY. Two legs, two wings and a barbed tail, off a pub sign that has hung there since the turnpike", + chosenStyle: "reflex", naturalArmour: 6, species: "baseline", bodyPlan: "winged", + ch: { str: 20, siz: 18, con: 22, int: 7, pow: 17, dex: 16, cha: 8, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:50},{fam:"spot",spec:"",val:70}, + {fam:"athletics",spec:"",val:70},{fam:"stealth",spec:"",val:45}], + weapons: ["grasp"], + tactics: "Painted, so it is flat from the side and startlingly thin head-on, and it fights in passes rather than standing. It will not go further than the sign's own sightline down the road. POWER: A FOOT OF PAINT. Attacks against it from directly in front or behind are at −30%; from the side it is an ordinary target. It has only two legs, so crippling either one puts it on the ground for good — that is the fast way through the 6 armour, which halves to 3 once it is down. It goes back onto the sign at first light and is a painting again until somebody repaints the sign." }, + + { key: "cockatrice", name: "The cockatrice", role: "HYBRID. What came out of the egg the cockerel was sitting on", + chosenStyle: "reflex", naturalArmour: 2, species: "baseline", bodyPlan: "winged", + ch: { str: 8, siz: 5, con: 11, int: 4, pow: 22, dex: 18, cha: 3, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:45},{fam:"dodge",spec:"",val:70},{fam:"stealth",spec:"",val:75}, + {fam:"spot",spec:"",val:65},{fam:"listen",spec:"",val:70}], + weapons: ["punch"], + tactics: "Small, ugly, and physically feeble — a boot kills it and it knows, so it hides in the rafters and the straw and it never fights first. The danger is entirely in being looked at. POWER: THE LOOK. Any agent who meets its eyes makes a POWx5 roll; failure means that limb or that side goes stiff and cold — one location of the GM's choice is treated as crippled for the rest of the scene, with no wound and no blood. Two failures and the agent cannot move at all, and must be carried. Every effect ends when the cockatrice dies. Anybody working with their eyes down, by touch, or by a mirror is immune, and so is anybody who kills it from outside the room. A weasel in the building will do the job for you, according to the file, and the file is not joking." }, + + { key: "martlet", name: "The martlet", role: "HERALDRY. The little bird drawn with no feet, which therefore has none", + chosenStyle: "reflex", naturalArmour: 0, species: "baseline", bodyPlan: "winged", + ch: { str: 3, siz: 3, con: 8, int: 5, pow: 16, dex: 22, cha: 7, edu: 1 }, + skills: [{fam:"dodge",spec:"",val:85},{fam:"athletics",spec:"",val:80},{fam:"spot",spec:"",val:75}, + {fam:"listen",spec:"",val:70},{fam:"brawl",spec:"",val:15}], + weapons: ["punch"], + tactics: "It cannot land. It has been in the air since somebody drew it that way and it is exhausted in a manner that is difficult to watch. It is not a threat to anybody — 1d3 at worst, and it does not attack. POWER: IT CANNOT COME DOWN. It will follow one agent, the one who looked at it longest, for the rest of the case, and it cries continuously. Anybody trying to sleep within earshot recovers nothing that night. Killing it is trivial with a stick and the department does not recommend it: the mark passes to whoever swung. It ends if somebody gives it somewhere to be — a drawn perch, a carved foot, anything that amends the record it is stuck in." }, + + { key: "piety_pelican", name: "The pelican in her piety", role: "HERALDRY. The bird carved tearing her own breast to feed the young, still doing it", + chosenStyle: "deliberate", naturalArmour: 1, species: "baseline", bodyPlan: "winged", + ch: { str: 9, siz: 8, con: 20, int: 6, pow: 23, dex: 12, cha: 12, edu: 1 }, + skills: [{fam:"dodge",spec:"",val:35},{fam:"spot",spec:"",val:60},{fam:"listen",spec:"",val:55}, + {fam:"athletics",spec:"",val:40},{fam:"brawl",spec:"",val:25}], + weapons: ["punch"], + tactics: "She will not fight and she cannot be driven off the nest. She is opening her own chest with her beak, continuously, and she has been for a long time. POWER: PIETY. Her blood heals: a mouthful closes one wound completely, restoring hit points to a single location in full and lifting a crippled result, and she gives it freely to anybody who asks. Each mouthful taken costs her 3 hit points that she does not recover, and she will empty herself for a team that keeps asking. If she dies of it, everybody who drank loses 1 Coherence permanently and the nest is still full of chicks. The correct outcome of this encounter is nobody drinking anything." }, + + { key: "drain_heron", name: "The drain heron", role: "BEAST. A grey heron standing in the outfall, considerably too large, entirely ordinary in every other respect", + chosenStyle: "deliberate", naturalArmour: 1, species: "baseline", bodyPlan: "winged", + ch: { str: 11, siz: 7, con: 10, int: 4, pow: 12, dex: 17, cha: 4, edu: 1 }, + skills: [{fam:"dodge",spec:"",val:60},{fam:"spot",spec:"",val:85},{fam:"listen",spec:"",val:70}, + {fam:"stealth",spec:"",val:65},{fam:"brawl",spec:"",val:40}], + weapons: ["grasp"], + tactics: "It is a bird. It stands absolutely still in the outfall for twenty minutes at a time and then stabs something. Walk towards it and it goes — no roll, no test, it simply leaves, because that is what herons do. The only reason it is in the file at all is that it is four feet at the shoulder and it has been seen swallowing things from the drain that were wearing clothing. If cornered it stabs at eye height for 1d6+1 and then flies. Do not corner it." }, + + /* ---------------- HOUNDS, AND WHAT IS IN THE KENNELS ---------------- */ + + { key: "talbot", name: "The last talbot", role: "BEAST. The white hunting hound off the old arms, bred back for by somebody who should not have managed it", + chosenStyle: "deliberate", naturalArmour: 3, species: "baseline", bodyPlan: "quadruped", + ch: { str: 20, siz: 15, con: 19, int: 6, pow: 15, dex: 14, cha: 7, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:40},{fam:"scent",spec:"",val:95}, + {fam:"track",spec:"",val:90},{fam:"listen",spec:"",val:70},{fam:"athletics",spec:"",val:75}], + weapons: ["grasp"], + tactics: "It is a hound and it does the hound thing: it takes the scent, it follows at a trot all day, and it does not hurry because it does not need to. It fights only at the end. POWER: IT DOES NOT LOSE THE LINE. Once it has an agent's scent no stealth, water, vehicle or transposition breaks the track — it arrives, hours later, wherever they went. It can be BEATEN rather than broken: it answers to kennel discipline, and anybody who makes a Persuade roll while using the right tone and the right words (the kennel book is in the estate archive) can call it off entirely. Otherwise it is an 8-stone dog with a bite, which four armed agents can kill, and it will still have been worth reading the book." }, + + { key: "gazehound", name: "The gazehound", role: "BEAST. A coursing dog bred to see further than a dog should, and it does", + chosenStyle: "reflex", naturalArmour: 1, species: "baseline", bodyPlan: "quadruped", + ch: { str: 13, siz: 11, con: 12, int: 5, pow: 13, dex: 21, cha: 8, edu: 1 }, + skills: [{fam:"dodge",spec:"",val:70},{fam:"spot",spec:"",val:95},{fam:"athletics",spec:"",val:90}, + {fam:"brawl",spec:"",val:55},{fam:"listen",spec:"",val:60},{fam:"track",spec:"",val:50}], + weapons: ["grasp"], + tactics: "Fast, light, thin-skinned, and no real threat to an adult who stands their ground — it is built to run things down, not to fight them, and it breaks off the moment anything hits it. POWER: IT SEES YOU FIRST. It automatically spots anything that moves within 400m, in any light, and it starts running. It is a HERALD, not a fight: whatever owns it knows where the team is about forty seconds later. Killing it is easy and pointless. Losing it means breaking line of sight before it gets up to speed, or giving it something else to course." }, + + { key: "bearward_bear", name: "The bear-ward's bear", role: "MENAGERIE. The baiting bear off the inn-yard, old, half-blind, and still chained to a post that rotted away in 1804", + chosenStyle: "deliberate", naturalArmour: 5, species: "baseline", bodyPlan: "quadruped", + ch: { str: 24, siz: 20, con: 22, int: 6, pow: 16, dex: 9, cha: 6, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:75},{fam:"dodge",spec:"",val:20},{fam:"scent",spec:"",val:80}, + {fam:"listen",spec:"",val:75},{fam:"spot",spec:"",val:30},{fam:"athletics",spec:"",val:50}], + weapons: ["grasp"], + tactics: "It is nearly blind and it tracks by sound and smell, so it fights whatever is loudest. 1d6+1 with a damage bonus that will take a limb off, but DEX 9 and Dodge 20 — it is slow, and a team that keeps moving and stays quiet can leave at any point. POWER: THE DOGS ARE STILL COMING. It is fighting animals that are not there, and it will not stop while it can hear anything it takes for dogs: barking, a whistle, a radio, a team shouting to each other. Total silence for three full rounds and it lies down. Dragging it back to the post is a Persuade problem and a 50kg chain, and it is the only ending in which nothing else in the yard gets hurt." }, + + /* ---------------- LIVESTOCK THAT HAS GONE WRONG ---------------- */ + + { key: "heath_cow", name: "The dun cow of the heath", role: "LIVESTOCK. The cow off the heath that was killed with a rib for a weapon, according to the church, which has the rib", + chosenStyle: "deliberate", naturalArmour: 7, species: "baseline", bodyPlan: "quadruped", + ch: { str: 30, siz: 26, con: 32, int: 4, pow: 18, dex: 8, cha: 10, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:15},{fam:"spot",spec:"",val:45}, + {fam:"listen",spec:"",val:60},{fam:"athletics",spec:"",val:55}], + weapons: ["grasp"], + tactics: "Twelve feet at the shoulder and slower than everything the party owns. It does not chase, it does not need to, and it kills by standing where you are — 1d6+1 with a damage bonus in the region of +2d6, which is a dead agent per connected hit. POWER: MILKED DRY. It cannot be killed by anything it has already been killed by: edged steel, firearms and energy do half damage, because the story says it went down to a rib bone and the story is the load-bearing part. THE WAY THROUGH IT: bone, or a blunt improvised weapon, does full damage — the rib in the church is the correct answer and the file expects the team to go and get it. Failing that, take a foreleg and a hind leg on the same side and it goes down and stays down, because nothing that size gets up on two. Its head is one face in twenty and its skull is the thickest thing on it; do not aim there." }, + + { key: "tup", name: "The tup", role: "LIVESTOCK. The ram that put a farmer through a gate, and has not been caught since", + chosenStyle: "reflex", naturalArmour: 4, species: "baseline", bodyPlan: "quadruped", + ch: { str: 18, siz: 12, con: 16, int: 5, pow: 14, dex: 15, cha: 5, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:45},{fam:"spot",spec:"",val:55}, + {fam:"listen",spec:"",val:60},{fam:"athletics",spec:"",val:70},{fam:"stealth",spec:"",val:35}], + weapons: ["grasp"], + tactics: "It butts, from behind, at running speed, and it goes for whoever has their back to it. Nothing supernatural has ever been established about it. POWER: THE BLIND SIDE. Against any target who is not currently looking at it, the hit knocks down automatically and does 1d6+1+1d4 — no defence roll, because there was no warning. Face it and it will not close; it circles, it waits, and it takes the next person who turns around. A team that keeps one agent watching it is completely safe. A wall between you and it is enough. It can be driven into a pen by four people with sticks and that is the recommended outcome, because it is somebody's ram and somebody wants it back." }, + + { key: "cade_lamb", name: "The cade lamb", role: "LIVESTOCK. The hand-reared lamb that was never afraid of anybody, and grew up", + chosenStyle: "deliberate", naturalArmour: 1, species: "baseline", bodyPlan: "quadruped", + ch: { str: 8, siz: 7, con: 10, int: 6, pow: 17, dex: 11, cha: 14, edu: 1 }, + skills: [{fam:"dodge",spec:"",val:30},{fam:"spot",spec:"",val:50},{fam:"listen",spec:"",val:55}, + {fam:"insight",spec:"",val:65},{fam:"brawl",spec:"",val:10},{fam:"athletics",spec:"",val:35}], + weapons: ["punch"], + tactics: "It cannot hurt anybody. It follows the team, stands too close, and watches faces the way a dog does and a sheep does not. POWER: IT WANTS TO COME IN. It will get through any door left ajar and it is inside the building by the next scene whatever the team does short of killing it. While it is in the room, everyone's Listen and Spot are at −20%, because it is standing there and they keep looking at it. Nothing ends it except shutting a real door or putting it in a vehicle, and both work. It is in the file because three separate teams have shot it and all three wrote the same sentence afterwards: it did not run." }, + + { key: "hollow_hog", name: "The hollow hog", role: "LIVESTOCK. A tamworth crossed back to wild boar two generations ago, at large in the plantation ever since", + chosenStyle: "reflex", naturalArmour: 5, species: "baseline", bodyPlan: "quadruped", + ch: { str: 21, siz: 15, con: 20, int: 5, pow: 12, dex: 13, cha: 4, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:40},{fam:"scent",spec:"",val:85}, + {fam:"listen",spec:"",val:70},{fam:"spot",spec:"",val:40},{fam:"athletics",spec:"",val:60}, + {fam:"stealth",spec:"",val:55}], + weapons: ["grasp"], + tactics: "A real animal doing real animal damage: shoulder armour like a plate of gristle, tusks that open a thigh, and no interest in a fight it can avoid. In thick cover it is on you at four metres with no warning. POWER: GONE. Any round in which it is not engaged, it is out of sight and the team must Spot at −30% to know where it went; it re-enters the fight from a new direction. It is killed by ordinary means and it is a genuinely bad idea to wound it and follow it into the plantation, which is where every previous casualty happened. Shoot it in the open or leave it alone." }, + + { key: "hinny", name: "The hinny", role: "LIVESTOCK. A stallion's foal out of a she-ass, sterile, willing, and no longer going where it is pointed", + chosenStyle: "deliberate", naturalArmour: 2, species: "baseline", bodyPlan: "quadruped", + ch: { str: 22, siz: 18, con: 20, int: 8, pow: 19, dex: 12, cha: 9, edu: 1 }, + skills: [{fam:"dodge",spec:"",val:30},{fam:"spot",spec:"",val:60},{fam:"listen",spec:"",val:70}, + {fam:"athletics",spec:"",val:65},{fam:"brawl",spec:"",val:45},{fam:"track",spec:"",val:70}], + weapons: ["punch"], + tactics: "It is a working animal and it does not attack. It kicks if handled roughly — 1d3 plus a large damage bonus, which is still a broken forearm — and otherwise it stands. POWER: IT KNOWS THE ROUTE. It is on a round it has walked for sixty years and it will not deviate: lead it, drive it, or load it, and it comes back to the lane by the next scene. Follow it instead and it takes the team along a route that is on no map and through at least one gateway that should not open, which is either the point of the scenario or the end of it. It ends when the round is finished, at a yard that was demolished, where it stops and waits to be unharnessed." }, + + { key: "water_bull", name: "The water bull", role: "FOLKLORE. What comes out of the loch and gets among the cattle, and what the calves look like afterwards", + chosenStyle: "reflex", naturalArmour: 8, species: "baseline", bodyPlan: "quadruped", + ch: { str: 27, siz: 22, con: 28, int: 7, pow: 21, dex: 14, cha: 7, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:75},{fam:"dodge",spec:"",val:35},{fam:"stealth",spec:"",val:60}, + {fam:"listen",spec:"",val:70},{fam:"spot",spec:"",val:55},{fam:"athletics",spec:"",val:70}], + weapons: ["grasp"], + tactics: "It comes out at night, it is among the herd before the dogs start, and it goes back into the water when it is done. It fights only what stands between it and the loch. POWER: WET HIDE. While it is wet its armour is 8 and nothing the team carries reliably beats that. It dries: from the third round out of the water the armour drops by 1 each round, to a floor of 3. THE WAY THROUGH IT: keep it out of the water and keep it fighting — block the run, burn the time, and by round eight it is an ordinary enormous bull. Drive it back to the loch and the scene is over, the herd is short four beasts, and it will be back. Its calves are the actual scenario and they are in the byre now." }, + + /* ---------------- BIG PREDATORS IN THE WRONG COUNTY ---------------- */ + + { key: "moor_cat", name: "The moor cat", role: "BEAST. A big black cat on the moor, in a country that has not had one for a very long time and possibly does", + chosenStyle: "reflex", naturalArmour: 2, species: "baseline", bodyPlan: "quadruped", + ch: { str: 17, siz: 14, con: 15, int: 7, pow: 14, dex: 20, cha: 9, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:75},{fam:"dodge",spec:"",val:70},{fam:"stealth",spec:"",val:90}, + {fam:"spot",spec:"",val:80},{fam:"scent",spec:"",val:70},{fam:"athletics",spec:"",val:85}], + weapons: ["grasp"], + tactics: "An animal, and an animal's risk assessment: it takes sheep, it takes the agent at the back of the line, and it does not fight a group that has noticed it. POWER: ONE PASS. Its first attack in a scene is from ambush at +30% and knocks the target prone; after that it is either away into the bracken or it is in a fight it does not want. Any real injury and it leaves for good. Three agents walking together will never be attacked, which is the finding the department keeps putting in reports and the press keeps ignoring. It is killable with a rifle and the paperwork afterwards is the hard part." }, + + { key: "gaunt_grey", name: "The gaunt grey", role: "BEAST. A wolf, in a county that logged its last one in 1621, and thin in a way that does not match how much it has eaten", + chosenStyle: "reflex", naturalArmour: 3, species: "baseline", bodyPlan: "quadruped", + ch: { str: 18, siz: 13, con: 17, int: 9, pow: 18, dex: 17, cha: 6, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:55},{fam:"scent",spec:"",val:90}, + {fam:"track",spec:"",val:85},{fam:"stealth",spec:"",val:75},{fam:"listen",spec:"",val:80}, + {fam:"athletics",spec:"",val:75}], + weapons: ["grasp"], + tactics: "It hunts the way a wolf hunts, which is to say by attrition and at the edges, and it is never where the team last heard it. POWER: STILL HUNGRY. It is not eating what it kills, and it does not stop for wounds: ignore all penalties from crippled legs, and it fights on at any hit point total above zero. What stops it is the total — it has no special defence and 3 armour, so it dies to concentrated fire like any large dog. The wrong plan is chasing it. It has been doing this for four hundred years and it will out-walk the party in one night.", + note: "There are always exactly seven of these in the county. Kill one and the count is seven again by the following month." }, + + { key: "menagerie_ape", name: "The menagerie ape", role: "MENAGERIE. What was billed as an orang-outang in 1831 and is still in the cage behind the arcade", + chosenStyle: "reflex", naturalArmour: 3, species: "baseline", + ch: { str: 23, siz: 16, con: 19, int: 11, pow: 14, dex: 16, cha: 7, edu: 2 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:55},{fam:"athletics",spec:"",val:85}, + {fam:"spot",spec:"",val:65},{fam:"insight",spec:"",val:60},{fam:"sleight_of_hand",spec:"",val:70}, + {fam:"stealth",spec:"",val:50}], + weapons: ["grasp"], + tactics: "It has hands, it is stronger than any two agents, and it has spent a very long time watching people work locks and doors. It does not want to fight; it wants out, and it will go through anybody standing in the doorway to get there. POWER: HANDS. It opens any mechanical lock, catch or bolt it can reach in one round, disarms on a successful brawl attack (the weapon goes over the railing), and climbs anything. Fight it in the open and it flees. Corner it and it is 1d6+1 with a heavy damage bonus and no interest in stopping. Opening the cage and standing well back ends the encounter with nobody hurt and a considerably worse problem next week." } + +]; diff --git a/tools/bestiary-folklore.mjs b/tools/bestiary-folklore.mjs new file mode 100644 index 0000000..a815c3a --- /dev/null +++ b/tools/bestiary-folklore.mjs @@ -0,0 +1,251 @@ +/** + * FOLKLORE OF THE ISLES — twenty-five anomalies the department files under folk custom. + * + * Same spec shape as the creatures in content.mjs, validated by tools/creature-schema.mjs. + * Two things are deliberate here and worth saying out loud: + * + * BODIES. Nine of these are not shaped like a man and are not hit-located as one: + * four `winged`, five `quadruped`. A hound shot in the foreleg loses the foreleg, and + * a flyer with a hole in a wing is a quadruped. See anatomy.mjs LOCATION_TABLES. + * + * NATURAL WEAPONS. WEAPONS has exactly one — `grasp` (1d6+1) — and `punch` (1d3). + * There is no bite, claw, talon, hoof or gore key, so everything here that kills with + * its mouth carries `grasp` and says in its tactics what the damage actually is. + * + * Nothing in this file reaches the packs until something imports it. It is a bestiary + * sheet, not a registration. + */ + +export const BESTIARY_FOLKLORE = [ + + /* ---------------- THE HUNT ---------------- */ + + { key: "hunt_master", name: "The master of the hunt", role: "FOLKLORE. The rider at the head of it, who has a right of way older than the road", + chosenStyle: "deliberate", naturalArmour: 6, species: "baseline", + ch: { str: 22, siz: 17, con: 24, int: 14, pow: 24, dex: 16, cha: 18, edu: 6 }, + skills: [{fam:"melee_weapon",spec:"spear",val:90},{fam:"dodge",spec:"",val:55},{fam:"track",spec:"",val:95}, + {fam:"spot",spec:"",val:80},{fam:"insight",spec:"",val:70},{fam:"persuade",spec:"",val:65}, + {fam:"athletics",spec:"",val:75},{fam:"navigate",spec:"",val:85}], + weapons: ["spear1h"], + tactics: "It is hunting one named thing and everything else on the road is an obstruction. It will tell you what it is hunting if asked directly, because it has no reason to lie. POWER: RIGHT OF WAY. Anything standing between it and its quarry is ridden down: 3d6 damage, DEXx5 to throw yourself clear for half, and armour counts. It does not stop, circle back, or finish anybody off. Give it the road and it passes in under a minute. Hand it the thing it is hunting and it leaves the county." }, + + { key: "gabriel_hounds", name: "Gabriel hounds", role: "FOLKLORE. The pack heard passing over the rooftops on a still night", + chosenStyle: "reflex", naturalArmour: 2, species: "baseline", bodyPlan: "winged", + ch: { str: 14, siz: 9, con: 12, int: 4, pow: 20, dex: 21, cha: 3, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:70},{fam:"track",spec:"",val:90}, + {fam:"scent",spec:"",val:95},{fam:"listen",spec:"",val:85},{fam:"athletics",spec:"",val:80}, + {fam:"spot",spec:"",val:60}], + weapons: ["grasp"], + tactics: "Treat as a single creature with four bodies in the air at once; run one initiative, one hit table, one wound pool. Heard far more often than seen, and being heard is most of what it does. POWER: OVERHEAD. On the round it passes above a group, everybody who heard it makes a POWx5 roll; a failure means the agent's next action this scene is to look up, and only that. Grounded — disable a wing and it comes down — it is a fast snapping animal doing 1d6+1 and it can be killed. In the air it cannot be caught, and it has no interest in landing." }, + + { key: "grey_mare", name: "The grey mare", role: "FOLKLORE. The riderless horse that joins the road behind you and keeps pace", + chosenStyle: "deliberate", naturalArmour: 3, species: "baseline", bodyPlan: "quadruped", + ch: { str: 24, siz: 20, con: 18, int: 6, pow: 17, dex: 12, cha: 11, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:55},{fam:"dodge",spec:"",val:35},{fam:"track",spec:"",val:70}, + {fam:"listen",spec:"",val:75},{fam:"athletics",spec:"",val:85},{fam:"stealth",spec:"",val:50}], + weapons: ["grasp"], + tactics: "It does not attack. It walks behind the party at exactly their pace, on the road, for as long as they are on the road, and it is waiting to be mounted. POWER: MOUNT UP. Any agent who touches its back must make a POWx5 roll or get on; a rider is carried at a flat gallop to the nearest boundary of the parish and put down there, one Major Wound check on landing, and the mare is gone. Nobody has ever been killed by it. Two agents have been found eleven miles from the vehicle and could not explain the interval. Leave the road and it will not follow." }, + + /* ---------------- HAGS ---------------- */ + + { key: "black_annis", name: "Black Annis", role: "FOLKLORE. What has lived in the cut in the hillside since before the estate was built over it", + chosenStyle: "reflex", naturalArmour: 4, species: "baseline", + ch: { str: 25, siz: 16, con: 22, int: 13, pow: 21, dex: 20, cha: 2, edu: 3 }, + skills: [{fam:"brawl",spec:"",val:85},{fam:"dodge",spec:"",val:65},{fam:"stealth",spec:"",val:90}, + {fam:"listen",spec:"",val:80},{fam:"spot",spec:"",val:75},{fam:"athletics",spec:"",val:80}, + {fam:"track",spec:"",val:70}], + weapons: ["grasp"], + tactics: "Lethal, and hunts the way a thing with long arms and a low ceiling hunts: it takes one person from the back of a line and goes back into the cut. Its grasp does 1d6+1 and it drags — resolve as a STR contest each round, and a lost contest is another five yards underground. POWER: THE REACH. It attacks through any gap an arm will fit, from full concealment, and the agent it reaches for does not get a Dodge that round because there was nothing to see. It will not come out into open ground in daylight. Collapse the cut and it is somebody else's problem in forty years." }, + + { key: "cailleach", name: "The cailleach", role: "FOLKLORE. An old woman on the pass who decides when the weather stops", + chosenStyle: "deliberate", naturalArmour: 2, species: "baseline", + ch: { str: 13, siz: 12, con: 20, int: 17, pow: 28, dex: 8, cha: 15, edu: 9 }, + skills: [{fam:"insight",spec:"",val:85},{fam:"bargain",spec:"",val:80},{fam:"persuade",spec:"",val:70}, + {fam:"navigate",spec:"",val:90},{fam:"spot",spec:"",val:70},{fam:"occult",spec:"",val:75}, + {fam:"dodge",spec:"",val:20},{fam:"brawl",spec:"",val:25}], + weapons: ["quarterstaff"], + tactics: "She cannot fight and will not try. She sits on the pass and is perfectly willing to talk. POWER: THE PASS IS SHUT. Anybody she has refused takes 1 point of damage per ten minutes of exposure on the high ground, no roll, no armour, and their compass and their handset both stop being useful; the cold is the whole weapon and it does not miss. She refuses anyone who walks past without speaking, and she has never refused anyone who asked. The department's standing instruction is to send one officer up with a bottle and to not argue about the cost of the bottle." }, + + { key: "jenny_greenteeth", name: "Jenny Greenteeth", role: "FOLKLORE. The weed on the pond that is arranged to look like weed on a pond", + chosenStyle: "reflex", naturalArmour: 1, species: "baseline", + ch: { str: 19, siz: 11, con: 16, int: 8, pow: 15, dex: 17, cha: 1, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"stealth",spec:"",val:95},{fam:"dodge",spec:"",val:40}, + {fam:"listen",spec:"",val:70},{fam:"athletics",spec:"",val:60},{fam:"spot",spec:"",val:55}], + weapons: ["grasp"], + tactics: "It lies under the green skin of still water within arm's reach of a bank and it takes whoever is nearest the edge. It cannot leave the water and it cannot be reasoned with. POWER: UNDER. A successful grasp puts the target in the water: STRx5 each round to get out, at −20% cumulative, and run the ASPHYXIA rules from there rather than a combat. It will let go of anybody who costs it a Major Wound. Drain, fence, or net the pond and the case closes; it has never been observed to move to another one." }, + + { key: "gwrach", name: "Gwrach y Rhibyn", role: "FOLKLORE. The hag at the window who gives the name and the date", + chosenStyle: "deliberate", naturalArmour: 1, species: "baseline", bodyPlan: "winged", + ch: { str: 9, siz: 10, con: 11, int: 15, pow: 26, dex: 14, cha: 1, edu: 7 }, + skills: [{fam:"stealth",spec:"",val:80},{fam:"dodge",spec:"",val:45},{fam:"spot",spec:"",val:85}, + {fam:"insight",spec:"",val:80},{fam:"listen",spec:"",val:75},{fam:"brawl",spec:"",val:20}, + {fam:"athletics",spec:"",val:55}], + weapons: ["punch"], + tactics: "Physically negligible — eleven hit points on a bad frame and it does not fight. It arrives at a window, at head height, on wings that are too thin to carry it and do anyway, and it says one name. POWER: THE NAMING. The named person loses 1 Coherence and every roll they make to avoid harm for the next twenty-four hours is at −10%, because they now know. It is never wrong and it is never early. Shooting it is easy, achieves nothing, and the name has already been said. Disable a wing and it cannot leave, which is worse for everyone." }, + + /* ---------------- CHURCH GROUND ---------------- */ + + { key: "hunky_punk", name: "Hunky punk", role: "FOLKLORE. The carving off the tower that has got down and is on the leads", + chosenStyle: "deliberate", naturalArmour: 10, species: "baseline", bodyPlan: "winged", + ch: { str: 20, siz: 13, con: 26, int: 5, pow: 14, dex: 10, cha: 4, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:20},{fam:"spot",spec:"",val:70}, + {fam:"listen",spec:"",val:55},{fam:"stealth",spec:"",val:65},{fam:"athletics",spec:"",val:50}], + weapons: ["grasp"], + tactics: "Slow, stupid, armoured in six hundred years of oolite, and it only moves on the church's own roof and walls. It cannot be surprised while it is holding still, because holding still is what it is. POWER: MASONRY. Bullets do minimum damage to it and edged weapons do none at all; a prybar, a hammer, or a fall onto flags does full. It is ten points of armour that walks at a stroll — leave the roof and it does not follow past the gutter. Ends when it is broken, and the diocese will want the pieces." }, + + { key: "sin_eater", name: "The sin-eater", role: "FOLKLORE. The man paid sixpence at the graveside to take what the dead could not carry", + chosenStyle: "deliberate", naturalArmour: 0, species: "baseline", + ch: { str: 10, siz: 11, con: 13, int: 14, pow: 22, dex: 11, cha: 6, edu: 8 }, + skills: [{fam:"insight",spec:"",val:80},{fam:"religion",spec:"",val:85},{fam:"persuade",spec:"",val:60}, + {fam:"bargain",spec:"",val:75},{fam:"occult",spec:"",val:70},{fam:"dodge",spec:"",val:30}, + {fam:"brawl",spec:"",val:20},{fam:"stealth",spec:"",val:55}], + weapons: ["punch"], + tactics: "He is not hostile and never has been. He turns up at the cordon of any death the department attends, waits at the edge, and offers. POWER: SIXPENCE. Any agent who accepts food from his hands recovers 2 Coherence immediately and permanently loses the ability to make a Religion roll; the transaction is real, it is recorded somewhere, and it cannot be given back. He will not take by force and he will not take from anybody who says no out loud. He has been at three hundred and eleven of our incidents and is on no payroll." }, + + { key: "lych_waiter", name: "The lych-gate waiter", role: "FOLKLORE. The last one buried, standing watch at the gate until the next one comes", + chosenStyle: "deliberate", naturalArmour: 3, species: "baseline", + ch: { str: 14, siz: 12, con: 17, int: 9, pow: 18, dex: 9, cha: 3, edu: 5 }, + skills: [{fam:"spot",spec:"",val:90},{fam:"listen",spec:"",val:85},{fam:"brawl",spec:"",val:50}, + {fam:"dodge",spec:"",val:25},{fam:"stealth",spec:"",val:40},{fam:"insight",spec:"",val:45}], + weapons: ["grasp"], + tactics: "It stands in the gate. It is doing a duty and it is tired. It will not step off the churchyard path and it will not let a body through the gate in the wrong direction. POWER: THE WATCH. Anything carried out through the lych-gate that came from inside the ground — remains, grave goods, a coffin plate — is held: the carrier makes a STRx5 roll against its STR to get past, and a failure means it takes the item and puts it back, without violence and without hurry. Bury somebody new in the yard and it is relieved of the duty that night. That is the entire disposal." }, + + /* ---------------- BURIED AT BOUNDARIES ---------------- */ + + { key: "crossroads_man", name: "The crossroads man", role: "FOLKLORE. Put in at the meeting of four parishes in 1802 with a stake through him so he would stay", + chosenStyle: "reflex", naturalArmour: 3, species: "baseline", + ch: { str: 21, siz: 13, con: 21, int: 8, pow: 19, dex: 13, cha: 2, edu: 4 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:40},{fam:"track",spec:"",val:65}, + {fam:"stealth",spec:"",val:60},{fam:"athletics",spec:"",val:65},{fam:"spot",spec:"",val:60}], + weapons: ["grasp"], + tactics: "Dormant, and will stay dormant forever if the road is left alone. Roadworks at the junction are what brings the calls in. POWER: NO PARISH. It cannot be stopped by anything that works by jurisdiction — a cordon, a warrant, a Borrowed Authority, a boundary of any kind — because it was buried precisely where four of them fail to meet. It fights with its hands, 1d6+1, and it is strong. Drive the stake back into the same ground and it lies down mid-swing; the stake is in Stores, labelled, and must go back in the original hole." }, + + { key: "march_stone", name: "The march stone", role: "FOLKLORE. The boundary stone that has been in nine places and each time was always there", + chosenStyle: "deliberate", naturalArmour: 14, species: "baseline", + ch: { str: 28, siz: 22, con: 30, int: 3, pow: 23, dex: 2, cha: 1, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:45},{fam:"dodge",spec:"",val:5},{fam:"spot",spec:"",val:40}, + {fam:"listen",spec:"",val:35},{fam:"stealth",spec:"",val:30}], + weapons: ["grasp"], + tactics: "It moves only when nobody is looking at it and it has never been seen to move. It kills perhaps one person a century, always by being where a wall or a floor used to be. POWER: ALWAYS WAS. Wherever it stands, every map, deed, and register within a mile agrees it has stood there since enclosure, and the previous line is gone from the record; agents who read the old survey and the new one in the same scene lose 1 Coherence. It cannot be broken by anything the department can carry. Photograph it continuously and it simply does not move — a two-officer watch is the standing containment and it has held since 1971." }, + + { key: "foundation_child", name: "The foundation child", role: "FOLKLORE. What was put under the first pier so the bridge would stand", + chosenStyle: "deliberate", naturalArmour: 2, species: "baseline", + ch: { str: 8, siz: 5, con: 24, int: 10, pow: 25, dex: 12, cha: 12, edu: 3 }, + skills: [{fam:"listen",spec:"",val:80},{fam:"insight",spec:"",val:70},{fam:"stealth",spec:"",val:75}, + {fam:"persuade",spec:"",val:55},{fam:"dodge",spec:"",val:45},{fam:"brawl",spec:"",val:15}], + weapons: ["punch"], + tactics: "It cannot hurt anybody and it has held a nine-arch viaduct up since 1848. It is heard, not met: counting, under the pier, in a dialect nobody local speaks. POWER: THE PIER. While it is in the footing the structure above cannot fail — no flood, no subsidence, no lorry strike. Remove it, and the structure is only as sound as its engineering, which is the department's problem and not a monster's; three surveys since 1990 say the viaduct goes down in under a year. It will talk. It asks to be let out. Every officer who has heard it has recommended leaving it in, and every one of them has also recommended it be recorded that they did so." }, + + { key: "bog_offering", name: "The bog offering", role: "FOLKLORE. Taken out of the peat in 1974, and it was not put in the peat to be taken out", + chosenStyle: "deliberate", naturalArmour: 1, species: "baseline", + ch: { str: 12, siz: 11, con: 19, int: 12, pow: 24, dex: 7, cha: 4, edu: 6 }, + skills: [{fam:"insight",spec:"",val:75},{fam:"stealth",spec:"",val:55},{fam:"listen",spec:"",val:70}, + {fam:"occult",spec:"",val:65},{fam:"dodge",spec:"",val:20},{fam:"brawl",spec:"",val:30}, + {fam:"persuade",spec:"",val:50}], + weapons: ["punch"], + tactics: "It is in a case in a county museum and it does not move. It works on the building, not on people in it. POWER: STANDING WATER. Every room within thirty yards of it floods slowly with peat-coloured water that no drain accounts for, one inch a day, and every electrical and paper record in those rooms is ruined in the order they were created. Nothing stops this but distance. It has never injured anybody; it has cost four institutions their archives. Put it back in the same moss, at the same depth, and the water stops the same night. The museum will not agree to this and that is the case." }, + + /* ---------------- HEARTH ---------------- */ + + { key: "hearth_hob", name: "The hob", role: "FOLKLORE. The one behind the range that does the work if the work is left out for it", + chosenStyle: "deliberate", naturalArmour: 0, species: "baseline", + ch: { str: 9, siz: 4, con: 11, int: 14, pow: 16, dex: 18, cha: 7, edu: 6 }, + skills: [{fam:"stealth",spec:"",val:85},{fam:"sleight_of_hand",spec:"",val:80},{fam:"repair",spec:"mechanical",val:70}, + {fam:"listen",spec:"",val:75},{fam:"dodge",spec:"",val:60},{fam:"brawl",spec:"",val:20}, + {fam:"insight",spec:"",val:55}], + weapons: ["punch"], + tactics: "A nuisance, and on balance a useful one. It mends what is left broken on the hearth overnight and it eats what is left in the dish. Ignore it and nothing happens at all. POWER: THE DISH. If the household gives it anything that could be mistaken for payment — money, new clothes, thanks in writing — it leaves that night and every mechanical thing in the building fails within the month; nothing repairs and nothing stays repaired. There is no way to call it back. Advise the occupier, in writing, to keep putting out cream and to say nothing." }, + + { key: "cauld_lad", name: "The cauld lad", role: "FOLKLORE. The apprentice who died in the works and still turns out for the night shift", + chosenStyle: "reflex", naturalArmour: 0, species: "baseline", + ch: { str: 11, siz: 9, con: 12, int: 12, pow: 17, dex: 16, cha: 9, edu: 5 }, + skills: [{fam:"stealth",spec:"",val:70},{fam:"repair",spec:"mechanical",val:60},{fam:"athletics",spec:"",val:65}, + {fam:"listen",spec:"",val:65},{fam:"dodge",spec:"",val:55},{fam:"brawl",spec:"",val:30}, + {fam:"sleight_of_hand",spec:"",val:65}], + weapons: ["punch"], + tactics: "Harmless, loud, and cold. It stacks everything that was left out, in the wrong order, and it is audible on any night the plant is empty. POWER: COLD WORK. Any room it is working in drops enough that hands stop being reliable: all fine manual rolls at −20% and a Repair or First Aid roll there takes twice as long. It has never touched anybody. Tell the site it has a draught problem and close the file; the only recorded attempt at removal gave the works eleven years of industrial accidents and the officer responsible took early retirement." }, + + /* ---------------- THE BARGAIN ---------------- */ + + { key: "the_teind", name: "The teind", role: "FOLKLORE. Collection is every seventh year and the account is not in your name", + chosenStyle: "deliberate", naturalArmour: 4, species: "baseline", + ch: { str: 15, siz: 13, con: 18, int: 18, pow: 27, dex: 14, cha: 20, edu: 14 }, + skills: [{fam:"bargain",spec:"",val:95},{fam:"insight",spec:"",val:85},{fam:"persuade",spec:"",val:80}, + {fam:"status",spec:"",val:75},{fam:"knowledge",spec:"",val:70},{fam:"dodge",spec:"",val:45}, + {fam:"brawl",spec:"",val:35},{fam:"occult",spec:"",val:65}], + weapons: ["dagger"], + tactics: "It arrives correctly dressed, on the right day, with the paperwork, and it is owed something by a household that has forgotten why. It will not begin a fight and it will finish one it did not begin. POWER: THE ACCOUNT. Once per scene it may name a debt: opposed POWx5 against one agent. If it wins, that agent is the payment, walks out of the scene under their own power, and is a missing person until the department settles the account. It accepts substitution — anybody who volunteers, in words, in front of it, is taken instead and the original is released. It will not accept a substitution offered by a third party. The debt can also simply be paid; work out what was borrowed, and by whom." }, + + { key: "changeling", name: "The changeling", role: "FOLKLORE. Left in the cot in 1987 and still four years old", + chosenStyle: "reflex", naturalArmour: 1, species: "baseline", + ch: { str: 7, siz: 5, con: 16, int: 20, pow: 22, dex: 15, cha: 17, edu: 3 }, + skills: [{fam:"insight",spec:"",val:90},{fam:"fast_talk",spec:"",val:75},{fam:"persuade",spec:"",val:70}, + {fam:"stealth",spec:"",val:60},{fam:"dodge",spec:"",val:55},{fam:"brawl",spec:"",val:15}, + {fam:"psychology",spec:"",val:80}], + weapons: ["punch"], + tactics: "It cannot hurt an adult and does not try. It has been four years old for thirty-nine years in the same house, and the family's records agree with it and not with the neighbours. POWER: THE SUBSTITUTION. It knows exactly where the real child is and it will say, once, to one agent, alone. Acting on what it says is a crossing, priced as one. Its own removal is a Borrowed Authority problem: nothing that works on anomalies works on it, and everything that works on a child in care does. There is a live file on the real child and it has not been closed for thirty-nine years." }, + + { key: "uninvited", name: "The uninvited", role: "FOLKLORE. The one who should have been asked to the christening and was not", + chosenStyle: "deliberate", naturalArmour: 2, species: "baseline", + ch: { str: 12, siz: 12, con: 15, int: 19, pow: 25, dex: 15, cha: 22, edu: 12 }, + skills: [{fam:"persuade",spec:"",val:85},{fam:"insight",spec:"",val:80},{fam:"bargain",spec:"",val:75}, + {fam:"status",spec:"",val:80},{fam:"art",spec:"",val:70},{fam:"dodge",spec:"",val:40}, + {fam:"brawl",spec:"",val:25},{fam:"fast_talk",spec:"",val:70}], + weapons: ["dagger"], + tactics: "It stands at the back of any gathering it was not asked to and is entirely pleasant until spoken to. It never attacks. POWER: THE GIFT. It gives one person present something they did not ask for and cannot refuse: roll 1d6 — 1-2 a skill goes to 95% and one other skill of the GM's choice goes to 5%; 3-4 they cannot be lied to for a year and cannot sleep in a building with more than one door; 5-6 they are lucky, once, at a time not of their choosing, and they lose 2 Coherence knowing it is spent. The gift is permanent and it is not a curse; it is a gift, and that is what makes it a problem. Invite it in advance — a written invitation, correctly addressed — and it accepts, attends, gives nothing, and leaves early." }, + + { key: "dullahan", name: "The dullahan", role: "FOLKLORE. The coachman on the lane at two in the morning, carrying his own head", + chosenStyle: "reflex", naturalArmour: 5, species: "baseline", + ch: { str: 20, siz: 15, con: 22, int: 11, pow: 24, dex: 18, cha: 5, edu: 4 }, + skills: [{fam:"melee_weapon",spec:"flail",val:85},{fam:"dodge",spec:"",val:50},{fam:"spot",spec:"",val:80}, + {fam:"navigate",spec:"",val:85},{fam:"pilot",spec:"ground_car",val:70},{fam:"stealth",spec:"",val:45}, + {fam:"listen",spec:"",val:70}], + weapons: ["flail"], + tactics: "Lethal, and only on a road, and only to whoever it has come for. It stops at a gate, says one name, and if nobody answers it drives on and comes back the next night. POWER: THE CALL. When it speaks the name, the named person must make a POWx5 roll or walk to the coach; anyone physically restraining them takes the flail instead, 1d10 and it strikes at 85%. Its eyes see through anything, so concealment is worthless. It cannot cross running water and it cannot pass a gate that is locked with a key nobody present is holding — the department carries a padlock and a second officer takes the key a mile down the road. The name it gives is always a real person and there is always a death certificate within the week." }, + + /* ---------------- FOUR LEGS ---------------- */ + + { key: "pooka", name: "The pooka", role: "FOLKLORE. The black thing in the lane that talks, and is not offering you a lift", + chosenStyle: "reflex", naturalArmour: 3, species: "baseline", bodyPlan: "quadruped", + ch: { str: 23, siz: 19, con: 17, int: 16, pow: 22, dex: 19, cha: 13, edu: 7 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:60},{fam:"fast_talk",spec:"",val:85}, + {fam:"insight",spec:"",val:75},{fam:"athletics",spec:"",val:85},{fam:"stealth",spec:"",val:65}, + {fam:"listen",spec:"",val:70}], + weapons: ["grasp"], + tactics: "It is clever, it is bored, and it is not trying to kill anybody — which does not mean nobody dies. It talks the whole time, in good English, and most of what it says is true. POWER: THE RIDE. Anyone it can get onto its back goes wherever it wants for one hour: hedges, water, a dual carriageway. At the end, one Major Wound check and 1d6 damage, and the agent is somewhere inconvenient and unhurt in every way that matters. It answers direct questions honestly if the question is put politely, which makes it the single best source in this file. It is gone after November and back at the same lane the following year." }, + + { key: "cu_sidhe", name: "Cu sidhe", role: "FOLKLORE. The green hound that hunts silently and barks three times at the end", + chosenStyle: "reflex", naturalArmour: 4, species: "baseline", bodyPlan: "quadruped", + ch: { str: 20, siz: 17, con: 18, int: 7, pow: 21, dex: 20, cha: 6, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:80},{fam:"dodge",spec:"",val:65},{fam:"track",spec:"",val:95}, + {fam:"scent",spec:"",val:95},{fam:"stealth",spec:"",val:90},{fam:"athletics",spec:"",val:85}, + {fam:"listen",spec:"",val:80}], + weapons: ["grasp"], + tactics: "It hunts without a sound and it gives fair warning, in that order. Grasp does 1d6+1 and it is quick enough to do it twice a round against anybody who has already been hit. POWER: THREE BARKS. It barks once when it has the scent, twice when it has closed, and a third time when it is about to take the target; on the third bark every agent who can hear it must make a POWx5 roll or lose their next action. Anybody indoors, behind a shut door, before the third bark is not hunted — it will not enter a building. It hunts one target per night and it does not switch." }, + + { key: "tatterfoal", name: "Tatterfoal", role: "FOLKLORE. The shaggy foal in the field that follows along the hedge and laughs", + chosenStyle: "reflex", naturalArmour: 1, species: "baseline", bodyPlan: "quadruped", + ch: { str: 13, siz: 10, con: 12, int: 10, pow: 16, dex: 20, cha: 8, edu: 2 }, + skills: [{fam:"dodge",spec:"",val:75},{fam:"stealth",spec:"",val:70},{fam:"athletics",spec:"",val:80}, + {fam:"brawl",spec:"",val:30},{fam:"listen",spec:"",val:65},{fam:"spot",spec:"",val:60}], + weapons: ["grasp"], + tactics: "A pest. It follows a walker along the far side of a hedge for a mile or two, making a noise like a man laughing, and then it is not there. It has never hurt anybody and it cannot be caught. POWER: THE HEDGE. It is always on the other side of something: any ranged attack on it is at −40% because the hedge, wall, or fence it is behind is always exactly where it needs to be. Ignore it and it stops at the parish line. Chase it and you will be in a ditch — one Major Wound check for whoever ran after it in the dark. Genuinely fine to leave open." }, + + { key: "dun_cow", name: "The dun cow", role: "FOLKLORE. It has been in the same field since the rib was hung in the church and it is not a cow", + chosenStyle: "deliberate", naturalArmour: 8, species: "baseline", bodyPlan: "quadruped", + ch: { str: 34, siz: 32, con: 30, int: 4, pow: 19, dex: 8, cha: 7, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:15},{fam:"spot",spec:"",val:50}, + {fam:"listen",spec:"",val:60},{fam:"athletics",spec:"",val:60},{fam:"track",spec:"",val:30}], + weapons: ["grasp"], + tactics: "Enormous, slow to anger, and it has killed everything that has ever tried to milk it. It grazes. It will tolerate people in the field indefinitely. POWER: THE CHARGE. Once it has decided, it charges in a straight line and cannot turn: 4d6 damage, armour counts, DEXx5 to be somewhere else, and anything it hits that is not a person is destroyed. It takes four rounds to line up again. What decides it is any attempt to take anything from it — milk, hair, blood, a sample — and the department has lost two officers to a swab kit. Sixteen points of armour-piercing rifle fire will do it. So will leaving." }, + + { key: "boobrie", name: "The boobrie", role: "FOLKLORE. The bird on the loch that takes calves off the shore", + chosenStyle: "reflex", naturalArmour: 3, species: "baseline", bodyPlan: "winged", + ch: { str: 22, siz: 21, con: 16, int: 6, pow: 15, dex: 17, cha: 5, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:55},{fam:"spot",spec:"",val:90}, + {fam:"stealth",spec:"",val:60},{fam:"athletics",spec:"",val:75},{fam:"listen",spec:"",val:70}, + {fam:"scent",spec:"",val:50}], + weapons: ["grasp"], + tactics: "A stock-losses case that becomes a fatality case when somebody tries to stop it. It takes one heavy animal from the shoreline every few weeks and carries it out over the water. Grasp is 1d6+1 and the beak is the least of it. POWER: THE LIFT. Against a target of SIZ 14 or under it may attempt a grasp at 70%; on a success the target is airborne, and dropped from forty feet a round later for 4d6. Above SIZ 14 it cannot lift and will not try. Its wings are the broadest thing on it: put a hole in one and it is a large angry bird on the ground, which is a fight three agents win. Keep livestock two hundred yards off the water and there is no case." } + +]; diff --git a/tools/bestiary-water.mjs b/tools/bestiary-water.mjs new file mode 100644 index 0000000..10a97f4 --- /dev/null +++ b/tools/bestiary-water.mjs @@ -0,0 +1,258 @@ +/** + * WATER, COAST AND THE DROWNED. + * + * Twenty-five anomalies filed against standing water, tidal water and the things + * that were put into either. The department's water file is the oldest one it has, + * because a river does not forget and a harbour keeps everything. + * + * Two notes on the shape of these, both deliberate: + * + * BODIES. Eleven of the twenty-five are not two-armed humans. A drowned horse on + * the strand, a flock off the tip, a lamprey the length of a lock gate — none of + * those have an arm to shoot and the hit tables say so. Where a long, limbless + * thing is written as `quadruped` the reason is in a comment on the entry: it is + * the only plan in anatomy.mjs with a neck, a body divided fore and aft, and no + * arms, and that is closer to an eel than a man with a chest is. + * + * DROWNING. Nearly everything here kills by holding you under, and "it drowns you" + * is not a rule. Every POWER states the roll, the number, the penalty per round and + * the thing that stops it. Where a creature's method is asphyxia the tactics line + * says to run the ASPHYXIA rules rather than a combat round, the same way the + * kelpie entry in content.mjs does. + * + * No key here collides with content.mjs or bestiary.mjs — checked, including the + * aquatic ones already filed (kelpie, grindylow, nuckelavee, washer at the ford, + * the lantern man, the knockers). + */ + +export const BESTIARY_WATER = [ + + /* ---------------- THE COAST ---------------- */ + + { key: "harbour_dog", name: "Harbour dog", role: "FOLKLORE. The wet dog on the quay that nobody on the quay owns", + chosenStyle: "reflex", naturalArmour: 3, species: "baseline", bodyPlan: "quadruped", // a dog, not a man + ch: { str: 17, siz: 13, con: 18, int: 6, pow: 15, dex: 16, cha: 5, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:55},{fam:"scent",spec:"",val:90}, + {fam:"track",spec:"",val:85},{fam:"stealth",spec:"",val:60},{fam:"listen",spec:"",val:75}, + {fam:"athletics",spec:"",val:80}], + weapons: ["grasp"], + tactics: "It is always soaking and there is never a trail of water behind it. It works the quay, the fish market and the car park above the slip, and it is friendly until somebody is between it and the water. POWER: HEEL. Anyone it has touched must roll POWx5 at the end of every scene spent within sight of that harbour; on a failure they walk to the edge of the quay before they notice they have stood up, and a second agent must physically stop them. Two failures in one night means they go in. Getting the subject more than a mile inland ends it permanently and they do not remember any of it." }, + + { key: "sea_mare", name: "Sea mare", role: "FOLKLORE. The drowned horse that came up the strand with the tide still on it", + chosenStyle: "reflex", naturalArmour: 4, species: "baseline", bodyPlan: "quadruped", // a horse, and a dead one + ch: { str: 24, siz: 20, con: 19, int: 5, pow: 16, dex: 12, cha: 3, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:35},{fam:"athletics",spec:"",val:75}, + {fam:"spot",spec:"",val:60},{fam:"listen",spec:"",val:70},{fam:"track",spec:"",val:55}], + weapons: ["grasp"], + tactics: "Not a kelpie and not pretending to be a horse anybody would ride — it is plainly a drowned animal walking, and it comes up the wet sand at a trot. It runs people down rather than grappling them. POWER: THE TIDE IT CAME IN ON. Below the high-water mark it takes half damage from anything and recovers 2 hit points a round. Above that line it takes full damage and recovers nothing, so the fight the agents can win is on the sea wall, on the road, or on the car park — anywhere the sea does not reach. It will not cross a freshwater outfall; the department has driven two of these into a storm drain and lost neither." }, + + { key: "tangie", name: "Tangie", role: "FOLKLORE. The thing under the weed at the low-water line, wearing the weed", + chosenStyle: "reflex", naturalArmour: 6, species: "baseline", bodyPlan: "quadruped", // four-limbed, low, no arms worth the name + ch: { str: 22, siz: 17, con: 21, int: 8, pow: 17, dex: 14, cha: 2, edu: 2 }, + skills: [{fam:"brawl",spec:"",val:75},{fam:"dodge",spec:"",val:40},{fam:"stealth",spec:"",val:85}, + {fam:"spot",spec:"",val:55},{fam:"listen",spec:"",val:65},{fam:"athletics",spec:"",val:70}], + weapons: ["grasp"], + tactics: "It lies in the wrack at the bottom of the beach and is indistinguishable from it until somebody stands on it. First strike is always a surprise attack. It grapples and reverses, dragging the subject seaward at about two metres a round. POWER: WEED. Its hide is a metre of bladderwrack: edged and piercing weapons do HALF damage rounded down, blunt weapons do full. Burning the wrack off takes a round of open flame and drops its natural armour to 1 for the rest of the scene. It cannot pursue past the high-water mark — the weed dries and it will not." }, + + { key: "selkie", name: "Selkie", role: "FOLKLORE. The one on the rocks that has a skin and knows where it is", + chosenStyle: "deliberate", naturalArmour: 2, species: "baseline", bodyPlan: "quadruped", // a seal for most of the interview + ch: { str: 15, siz: 14, con: 16, int: 15, pow: 19, dex: 15, cha: 18, edu: 6 }, + skills: [{fam:"brawl",spec:"",val:40},{fam:"dodge",spec:"",val:55},{fam:"persuade",spec:"",val:80}, + {fam:"insight",spec:"",val:85},{fam:"bargain",spec:"",val:75},{fam:"stealth",spec:"",val:65}, + {fam:"athletics",spec:"",val:70},{fam:"spot",spec:"",val:60}], + weapons: ["grasp"], + tactics: "It will not fight and it does not have to. It negotiates, and it negotiates from the position of somebody who has already found out what you want. It is a Borrowed Authority problem and a bargain problem, not a combat. POWER: THE SKIN IS THE CONTRACT. Whoever physically holds its skin may give it one instruction per day and it must obey the letter of it; every such instruction costs the holder 1 Coherence and the selkie is choosing the letter. If the skin is returned, destroyed, or taken by somebody else, every instruction it ever gave is void and the selkie is owed whatever it decides it is owed. Nobody in Registry will sign for a skin." }, + + { key: "wrack_gull", name: "Wrack gull", role: "FOLKLORE. The flock off the tip that follows one person and not the bins", + chosenStyle: "reflex", naturalArmour: 1, species: "baseline", bodyPlan: "winged", + ch: { str: 9, siz: 6, con: 12, int: 4, pow: 18, dex: 20, cha: 3, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:80},{fam:"spot",spec:"",val:90}, + {fam:"athletics",spec:"",val:75},{fam:"listen",spec:"",val:60},{fam:"stealth",spec:"",val:30}], + weapons: ["punch"], + tactics: "Run the flock as ONE creature with the statblock above — forty birds acting as one animal, one initiative, one set of hit points. It does not fight to kill. It fights to move somebody: every round it engages, the subject is pushed 3 metres in a direction of the GM's choosing and that direction is always towards water. POWER: BY ACCLAMATION. While the flock is on a subject, that subject's Dodge and Athletics are at −30%, because they are covering their face. Kill or drive off half of it — 8 or more points of damage in a single round does this — and the whole flock breaks for the sea and does not come back that day. Killing individual birds achieves nothing; there are always forty." }, + + { key: "sea_crow", name: "Sea crow", role: "FOLKLORE. The black bird on the wreck buoy that is counting something", + chosenStyle: "deliberate", naturalArmour: 1, species: "baseline", bodyPlan: "winged", + ch: { str: 7, siz: 5, con: 10, int: 12, pow: 20, dex: 18, cha: 4, edu: 8 }, + skills: [{fam:"brawl",spec:"",val:35},{fam:"dodge",spec:"",val:70},{fam:"spot",spec:"",val:95}, + {fam:"listen",spec:"",val:85},{fam:"insight",spec:"",val:70},{fam:"stealth",spec:"",val:55}, + {fam:"knowledge",spec:"",val:60}], + weapons: ["punch"], + tactics: "It is harmless, it is one bird, and it is the worst thing in this file. It sits on the buoy over a wreck and it has the drowned by name. POWER: THE COUNT. Every time the agents lose somebody to water in this case, the crow says that person's name once, aloud, in their own voice, and adds it to a list it recites at dusk. Any agent who hears their own name on the list loses 1 Coherence immediately and is on the list from then on, whether they drowned or not. The list can be ended only by salvaging and burying the remains the crow is counting; shooting the bird moves the list to the next buoy along and the department has chased one list across nine miles of coast." }, + + { key: "shellycoat", name: "Shellycoat", role: "FOLKLORE. The rattling thing in the burn, hung with everything the water took", + chosenStyle: "reflex", naturalArmour: 4, species: "baseline", + ch: { str: 16, siz: 12, con: 15, int: 10, pow: 16, dex: 13, cha: 4, edu: 3 }, + skills: [{fam:"brawl",spec:"",val:55},{fam:"dodge",spec:"",val:45},{fam:"stealth",spec:"",val:50}, + {fam:"listen",spec:"",val:80},{fam:"spot",spec:"",val:60},{fam:"athletics",spec:"",val:65}, + {fam:"sleight_of_hand",spec:"",val:70}], + weapons: ["grasp"], + tactics: "Shells, keys, watch cases, a door handle, three phones. It rattles when it moves and it moves constantly, so it can never surprise anybody and does not try. Its method is misdirection: it makes the sound of somebody in the water, twenty metres upstream, and waits at the place people will run to. POWER: SOMETHING OF YOURS. It steals one carried object per round from anyone it touches — GM picks, and it picks the useful one — and hangs it on itself. Everything it holds is on its body: kill it and everything comes back, and until then the item is simply gone. It will trade the lot for one object that was taken from the water without asking, returned to it." }, + + /* ---------------- RIVER, FEN AND CUT ---------------- */ + + { key: "peg_powler", name: "Peg Powler", role: "FOLKLORE. The green arms in the weir pool that children are warned about", + chosenStyle: "reflex", naturalArmour: 2, species: "baseline", + ch: { str: 23, siz: 15, con: 17, int: 9, pow: 18, dex: 16, cha: 3, edu: 2 }, + skills: [{fam:"brawl",spec:"",val:80},{fam:"dodge",spec:"",val:40},{fam:"stealth",spec:"",val:75}, + {fam:"listen",spec:"",val:70},{fam:"spot",spec:"",val:55},{fam:"athletics",spec:"",val:70}], + weapons: ["grasp"], + tactics: "It never leaves the water and it cannot be fought on land, so the whole engagement is about who is standing where. It reaches from the pool, takes an ankle, and pulls. POWER: UNDER. A successful grasp is not damage — it is a grapple at STR 23 and the subject is under the surface at the end of that round. Breaking free is STRx5 or Athletics, at −20% per round already held. From the second round under, run the ASPHYXIA rules. Anyone standing within two metres of the water's edge can be reached; anyone three metres back cannot, and saying that out loud to the players is the point of the entry. It releases a subject instantly if a second person enters the water, because it would rather have two." }, + + { key: "greenteeth", name: "Jenny Greenteeth", role: "FOLKLORE. The weed mat on the still water that is not a weed mat", + chosenStyle: "deliberate", naturalArmour: 3, species: "baseline", + ch: { str: 19, siz: 16, con: 20, int: 11, pow: 17, dex: 10, cha: 2, edu: 3 }, + skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:25},{fam:"stealth",spec:"",val:90}, + {fam:"listen",spec:"",val:75},{fam:"insight",spec:"",val:50},{fam:"spot",spec:"",val:45}], + weapons: ["grasp"], + tactics: "A hundred square metres of duckweed on a millpond, and it is all one animal. Nothing about the surface reads as a creature; a thrown stone sits on it. POWER: IT LOOKS LIKE GROUND. Anybody who steps on it goes through and is held: STRx5 to get out, −20% per round, and duckweed closes over the hole in one round so nobody watching can see where they went. From the second round under, run the ASPHYXIA rules. It has no interest in fighting and will not pursue onto the bank — it cannot leave the water it grows in. Draining or poisoning the pond kills it over a week; a pole and a rope recovers the subject in two rounds and the department would rather the agents used the pole." }, + + { key: "fen_hound", name: "Fen hound", role: "FOLKLORE. The low thing that runs the droves between the drains", + chosenStyle: "reflex", naturalArmour: 2, species: "baseline", bodyPlan: "quadruped", // a lurcher, wrong at the joints + ch: { str: 16, siz: 11, con: 15, int: 6, pow: 15, dex: 19, cha: 3, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:70},{fam:"scent",spec:"",val:85}, + {fam:"track",spec:"",val:90},{fam:"stealth",spec:"",val:80},{fam:"athletics",spec:"",val:90}, + {fam:"listen",spec:"",val:70}], + weapons: ["grasp"], + tactics: "It is fast, it is thin, and it hunts by driving — it does not engage, it turns people, and it turns them off the drove and into the drain. Two or three work a field together. POWER: OFF THE PATH. Any agent who runs from it must make an Athletics roll each round; a failure puts them in water up to the chest and they drop one carried item, GM's choice. Walking, at a walk, needs no roll at all and the hound will not close on somebody walking. It breaks off at a hard light — a vehicle's headlamps, a roof lamp — and does not come back to a lit field." }, + + { key: "cut_walker", name: "The cut walker", role: "HORROR. What uses the towpath at the hour the towpath is empty", + chosenStyle: "deliberate", naturalArmour: 1, species: "baseline", + ch: { str: 18, siz: 13, con: 16, int: 13, pow: 18, dex: 12, cha: 7, edu: 7 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:40},{fam:"stealth",spec:"",val:85}, + {fam:"listen",spec:"",val:80},{fam:"spot",spec:"",val:70},{fam:"insight",spec:"",val:60}, + {fam:"persuade",spec:"",val:45}], + weapons: ["grasp"], + tactics: "It walks the same two miles of canal every night in the same direction, and it has right of way. It does not chase, does not hurry and does not turn round. If the agents stay out of its path it passes within arm's reach and keeps walking. POWER: PASSING PLACE. Anybody still on the towpath when it arrives at them must give ground into the hedge, the water, or a moored boat before it gets there — a Dodge roll or an Athletics roll, declared. Fail and they are in the cut, 1d3 from the fall and the ASPHYXIA rules if they cannot get out, which in a lined canal with no ladder is an Athletics roll at −20%. It will not enter a bridge hole with a person standing in it; the department has used that twice." }, + + { key: "wrackman", name: "Wrackman", role: "HORROR. The shape made of everything the flood left in the hedge", + chosenStyle: "deliberate", naturalArmour: 5, species: "baseline", + ch: { str: 20, siz: 18, con: 22, int: 5, pow: 14, dex: 8, cha: 2, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:20},{fam:"athletics",spec:"",val:45}, + {fam:"spot",spec:"",val:40},{fam:"listen",spec:"",val:50},{fam:"stealth",spec:"",val:35}], + weapons: ["grasp"], + tactics: "Straw, fence wire, a child's coat, half a pallet and forty feet of baler twine, standing up. It is slow — it gets one action to most people's two if the GM is tracking that — and it is enormously hard to stop, because there is nothing in it to break. POWER: FLOOD LINE. Any wound that is not fire heals at 3 hit points a round while it stands in standing water, and the fens are standing water. Fire does full damage and it does not heal that at all; one round of sustained flame on a dry part of it does 1d6+2 and sets the whole thing going. It does not pursue anybody uphill and it never has." }, + + { key: "net_mender", name: "The net mender", role: "HORROR. The woman on the harbour steps mending something that is not a net", + chosenStyle: "deliberate", naturalArmour: 0, species: "baseline", + ch: { str: 9, siz: 10, con: 12, int: 16, pow: 19, dex: 18, cha: 12, edu: 9 }, + skills: [{fam:"dodge",spec:"",val:40},{fam:"brawl",spec:"",val:25},{fam:"sleight_of_hand",spec:"",val:90}, + {fam:"insight",spec:"",val:85},{fam:"persuade",spec:"",val:70},{fam:"bargain",spec:"",val:80}, + {fam:"occult",spec:"",val:65},{fam:"listen",spec:"",val:75}], + weapons: ["dagger"], + tactics: "She is on the steps in all weathers with a lap full of brown twine and she will talk to anybody. What she is repairing is somebody's return — she mends the fact that a named person came home, and she can unpick it. POWER: UNPICKED. Name a person to her and pay her price, and within a day the record and the memory of that person's last return from water is gone: they went out and did not come back, and everybody believes it, including the department. Reversing it requires the physical net, which she keeps, and an hour of somebody unpicking her work while she watches. She cannot be made to do either by force — she has 12 hit points and dies like a woman of sixty — and her price is always another name." }, + + { key: "mudlark_child", name: "The mudlark", role: "HORROR. The child working the foreshore at a tide that was three hours ago", + chosenStyle: "reflex", naturalArmour: 0, species: "baseline", + ch: { str: 8, siz: 6, con: 11, int: 12, pow: 20, dex: 17, cha: 15, edu: 4 }, + skills: [{fam:"dodge",spec:"",val:65},{fam:"brawl",spec:"",val:30},{fam:"stealth",spec:"",val:80}, + {fam:"spot",spec:"",val:85},{fam:"persuade",spec:"",val:60},{fam:"sleight_of_hand",spec:"",val:75}, + {fam:"insight",spec:"",val:55}], + weapons: ["punch"], + tactics: "It is a barefoot child on the mud, it asks for help, and it is not lying about needing it. It never touches anybody. POWER: COME AND SEE. It shows an agent something genuinely valuable to the case — a real clue, and the GM should give a real one — that is a hundred metres further out on the foreshore than it looks. Anyone who goes to it is on soft mud: an Athletics roll to leave, at −20%, and the tide in this estuary comes in at walking pace, so the second failure means the ASPHYXIA rules with both legs held. It is not malicious. It does this because it has been doing it since 1878 and it would like the company. A line thrown from hard ground cancels the whole thing." }, + + /* ---------------- WRECK, HULL AND HARBOUR ---------------- */ + + { key: "hulk_haunt", name: "Hulk haunt", role: "FOLKLORE. What stayed aboard after the vessel was condemned and beached", + chosenStyle: "deliberate", naturalArmour: 4, species: "baseline", + ch: { str: 17, siz: 14, con: 19, int: 8, pow: 20, dex: 11, cha: 4, edu: 5 }, + skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:30},{fam:"spot",spec:"",val:80}, + {fam:"listen",spec:"",val:85},{fam:"stealth",spec:"",val:60},{fam:"athletics",spec:"",val:50}, + {fam:"repair",spec:"mechanical",val:40}], + weapons: ["boarding_axe"], + tactics: "It is aboard and it does not leave the hull, so a boarding party is fighting on its ground and knows it. It fights with what is aboard, which is an axe off the bulkhead, and it fights in the dark by hearing. POWER: WATERTIGHT. While the agents are inside the hull it can shut one door, hatch or scuttle per round from wherever it is standing; a shut door is a Repair (Mechanical) roll or 20 points of damage to open, and it shuts the one behind them first. Anything it shuts on a flooding compartment stays shut. It cannot touch a door that has been physically wedged — the department issues door wedges for exactly this and this is the entry that explains why. Taking the hull apart, or cutting it up for scrap, ends it." }, + + { key: "drowned_crew", name: "The drowned crew", role: "HORROR. Five of a crew of nine, still working the watch they were on", + chosenStyle: "reflex", naturalArmour: 2, species: "cadence", + talents: ["distributed", "quorum"], + ch: { str: 14, siz: 12, con: 14, int: 8, pow: 17, dex: 11, cha: 5, edu: 4 }, + skills: [{fam:"brawl",spec:"",val:55},{fam:"dodge",spec:"",val:35},{fam:"athletics",spec:"",val:60}, + {fam:"listen",spec:"",val:80},{fam:"spot",spec:"",val:65},{fam:"repair",spec:"mechanical",val:45}, + {fam:"navigate",spec:"",val:50}], + weapons: ["prybar"], + tactics: "Five bodies, one watch, one initiative. They are not hostile and they are not stoppable: they are turning the vessel out for sea, and anything in the way of that gets moved, including people. Each body works its own station and they hand tools to each other without looking. POWER: ALL HANDS. Every round an agent is aboard and in their way, that agent rolls POWx5 or joins the watch — they pick up the nearest tool and work, for 1d3 rounds, and they do not hear anybody. The roll is at −10% per body still upright. Get them below five bodies and the watch is short and the whole thing stops. Speaking the name of the vessel's master, aloud and correctly, stands the whole crew still for one round." }, + + { key: "lock_keeper", name: "The lock keeper", role: "HORROR. The man at the gates who has worked the lock since before the lock", + chosenStyle: "deliberate", naturalArmour: 1, species: "baseline", + ch: { str: 19, siz: 14, con: 17, int: 14, pow: 19, dex: 12, cha: 9, edu: 8 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"melee_weapon",spec:"prybar",val:70},{fam:"dodge",spec:"",val:40}, + {fam:"repair",spec:"mechanical",val:80},{fam:"insight",spec:"",val:65},{fam:"spot",spec:"",val:70}, + {fam:"bargain",spec:"",val:60},{fam:"listen",spec:"",val:65}], + weapons: ["prybar"], + tactics: "Polite, employed, and the paperwork agrees with him. He will not attack anybody standing on the bank. He works the gates and the paddles, and the chamber is his weapon. POWER: THE CHAMBER. Anyone inside the lock — in the water or on a boat in it — is subject to his hand on the paddle gear: he can raise or drop the chamber 2 metres a round. A boat rising to the cill takes 2d6 hull damage a round; a person in a dropping chamber is against a wall with no ladder and gets an Athletics roll at −30% to get out before the ASPHYXIA rules apply. He stops the moment he is shown a written instruction to stop, on any letterhead, signed. He has never questioned one." }, + + { key: "the_undertow", name: "The undertow", role: "FOLKLORE. The current in the harbour mouth that goes the wrong way and chooses", + chosenStyle: "reflex", naturalArmour: 8, species: "baseline", + ch: { str: 26, siz: 22, con: 24, int: 4, pow: 21, dex: 15, cha: 1, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:50},{fam:"stealth",spec:"",val:95}, + {fam:"spot",spec:"",val:40},{fam:"athletics",spec:"",val:85},{fam:"listen",spec:"",val:35}], + weapons: ["grasp"], + tactics: "There is nothing to see and nothing to shoot; the statblock is there so a GM can run it as a creature, not a hazard, because it selects. It takes the strongest swimmer in the water, every time. POWER: SET. Anybody in the water in the harbour mouth is moved 5 metres seaward a round and held under from the second round — STRx5 to surface, at −20% per round, and the ASPHYXIA rules run from there. Armour and weapons do nothing to it. What does work is taking it out of the water: it exists only in moving tidal water, so it is dead at slack water for forty minutes either side, and the tide table is the intelligence product that wins this case. A subject who stops swimming and lets it carry them is released after four rounds, 200 metres out, alive. Nobody does this." }, + + /* ---------------- RESERVOIR AND DEEP WATER ---------------- */ + + { key: "the_sump", name: "The sump", role: "HORROR. What is at the bottom of the reservoir where the village was", + chosenStyle: "deliberate", naturalArmour: 6, species: "baseline", + ch: { str: 21, siz: 20, con: 26, int: 10, pow: 22, dex: 7, cha: 3, edu: 6 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:15},{fam:"listen",spec:"",val:90}, + {fam:"spot",spec:"",val:50},{fam:"stealth",spec:"",val:70},{fam:"occult",spec:"",val:55}], + weapons: ["grasp"], + tactics: "It is forty metres down in the dark on top of a drowned street, and it has never come up. Nothing in this entry is a combat unless the agents dive, in which case it is a very short one. POWER: DRAWDOWN. While the reservoir is above 60% capacity the sump reaches the surface: any agent within 20 metres of the water's edge at dusk rolls POWx5 or hears the village — bells, a dog, their own family — and must then roll again to not enter the water, the second roll at −20%. Two failures and they are swimming out, and the ASPHYXIA rules apply at 200 metres from shore. Below 60% it cannot reach past the waterline at all, so the case is a conversation with the water company about drawing the reservoir down, and that conversation is the scenario. Nobody has ever fought it and lived to file." }, + + { key: "drowned_parish", name: "The drowned parish", role: "HORROR. A congregation that was compulsorily purchased and never left", + chosenStyle: "deliberate", naturalArmour: 2, species: "baseline", + ch: { str: 12, siz: 11, con: 13, int: 12, pow: 21, dex: 9, cha: 11, edu: 7 }, + skills: [{fam:"brawl",spec:"",val:40},{fam:"dodge",spec:"",val:25},{fam:"persuade",spec:"",val:75}, + {fam:"religion",spec:"",val:80},{fam:"insight",spec:"",val:60},{fam:"listen",spec:"",val:85}, + {fam:"status",spec:"",val:55}], + weapons: ["punch"], + tactics: "Run this as one creature standing for about sixty people. They are wet, they are civil, and they want the paperwork corrected: the parish was never properly closed. They will not strike first and they cannot be dispersed by force — dropping the statblock puts down whoever is nearest and the rest are still there. POWER: THE SERVICE IS AT SIX. Any agent who is inside the parish boundary at six in the evening must roll POWx5 or attend: they walk to the drowned church, and walking to it means walking into the reservoir. −20% on the roll for each previous evening attended, and the ASPHYXIA rules apply once they are past the shallows. Reading a formal deconsecration aloud, with a real date and a real signature on it, ends the parish permanently. Obtaining one is a Clearance problem and that is the whole case." }, + + { key: "the_fathom", name: "The fathom", role: "FORWARD. Something in the deep water that is measuring the deep water", + chosenStyle: "reflex", naturalArmour: 12, species: "baseline", + ch: { str: 25, siz: 26, con: 28, int: 18, pow: 24, dex: 13, cha: 2, edu: 20 }, + skills: [{fam:"brawl",spec:"",val:60},{fam:"dodge",spec:"",val:45},{fam:"spot",spec:"",val:85}, + {fam:"listen",spec:"",val:95},{fam:"science",spec:"physics",val:80},{fam:"anomaly_lore",spec:"",val:70}, + {fam:"transposition",spec:"",val:75},{fam:"stealth",spec:"",val:80}], + weapons: ["grasp"], + tactics: "It sits at 90 metres off the shelf edge and pings. It is not from here, it is not hostile, and it is conducting a survey that has been running for longer than the department. It will not attack a vessel and has never attacked a diver. POWER: SOUNDING. Once a scene it takes one reading of anything in the water above it: that subject's exact depth, mass and remaining air, and every agent within earshot in the water takes 1d4 from the pressure pulse with no roll to avoid and no armour, and is deafened for the rest of the scene. Ear defenders reduce it to 1 point and cancel the deafness — the department has lost divers to not issuing them. It answers a sonar transponder set to repeat its own last ping, and answering it is the only way anyone has ever got information out of it. Leave it alone. That is the standing instruction and it is in writing." }, + + { key: "eelmother", name: "Eel mother", role: "FOLKLORE. The long thing in the sluice pool that the eel men used to feed", + chosenStyle: "reflex", naturalArmour: 5, species: "baseline", bodyPlan: "quadruped", + // A four-metre eel, hit-located as a quadruped: the only plan in anatomy.mjs with a + // neck, a body divided fore and aft and NO arms. It has no legs either, so treat the + // four leg locations as the body's four quarters; that is closer than a man's chest. + ch: { str: 22, siz: 19, con: 22, int: 7, pow: 16, dex: 17, cha: 2, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:75},{fam:"dodge",spec:"",val:60},{fam:"stealth",spec:"",val:80}, + {fam:"scent",spec:"",val:85},{fam:"athletics",spec:"",val:75},{fam:"listen",spec:"",val:60}], + weapons: ["grasp"], + tactics: "Four metres of eel in a brick chamber under a pumping station, and it has been fed by hand for two hundred years. It is used to people and it is not used to people stopping. It takes an arm, reverses, and rolls. POWER: THE ROLL. A successful grasp does 1d6+1 and the subject is rolled: 1d3 further damage and a STRx5 roll or they are face down in the pool, whereupon the ASPHYXIA rules apply and breaking free is at −20% per round. Blood in the water adds +20% to everything it does for the rest of the scene. It will not leave the chamber — there is nowhere for it to go — and a fed eel is a calm eel, so a dead sheep in the pool buys the agents fifteen minutes of it being entirely uninterested in them. Draining the chamber kills it in a day." }, + + { key: "lamprey_host", name: "Lamprey host", role: "HORROR. What was in the intake screen when they finally cleared it", + chosenStyle: "reflex", naturalArmour: 3, species: "baseline", bodyPlan: "quadruped", + // Hit-located as a quadruped for the same reason as the eel mother: a long body with + // a head at one end and no arms. The four "legs" are the quarters of the mass. + ch: { str: 18, siz: 16, con: 20, int: 3, pow: 15, dex: 14, cha: 1, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:70},{fam:"dodge",spec:"",val:45},{fam:"stealth",spec:"",val:70}, + {fam:"scent",spec:"",val:80},{fam:"athletics",spec:"",val:60},{fam:"spot",spec:"",val:35}], + weapons: ["grasp"], + tactics: "Run it as one animal. It is about nine hundred lampreys holding onto each other, and when it is damaged it comes apart rather than dying. POWER: IT COMES APART. Any single hit of 8 or more damage splits off a second, smaller host: halve the parent's current hit points between the two, and each half keeps the parent's skills. Below 4 hit points a fragment is just eels on the floor and stops acting. So the fight gets worse with every good hit and better with every poor one, and the correct answer is a hose, a grille and a lot of patience rather than a weapon. Fire does not split it and does full damage. It cannot leave water for more than three rounds; a body dragged onto dry concrete is a body that stops." }, + + { key: "washland_cattle", name: "Washland cattle", role: "FOLKLORE. The herd that was left out when the washes flooded, still grazing", + chosenStyle: "deliberate", naturalArmour: 4, species: "baseline", bodyPlan: "quadruped", + ch: { str: 25, siz: 24, con: 20, int: 4, pow: 14, dex: 8, cha: 4, edu: 1 }, + skills: [{fam:"brawl",spec:"",val:55},{fam:"dodge",spec:"",val:20},{fam:"athletics",spec:"",val:60}, + {fam:"spot",spec:"",val:50},{fam:"listen",spec:"",val:80},{fam:"scent",spec:"",val:65}], + weapons: ["grasp"], + tactics: "Eleven head, waist deep in floodwater a mile from the road, grazing something that is not there. Statblock is one animal; run as many as the GM needs. They ignore people entirely until somebody tries to move them, and then they move as a herd and in one direction. POWER: DRIVEN. Anybody in front of the herd when it goes takes 2d6 and is knocked down, no roll to avoid if they are in water above the knee — an Athletics roll at −20% to get clear if they are on dry ground. The herd always goes towards deeper water, because that is where it was going in 1947, and anybody knocked down in front of it is under eleven animals and the ASPHYXIA rules. They cannot be turned, shot down usefully, or frightened. They can be waited out: they stop after four rounds and graze again, and the department's advice is to stand still and let them pass." }, + + { key: "the_heron", name: "The heron", role: "HORROR. The grey thing standing in the reservoir margin that has not moved since Tuesday", + chosenStyle: "deliberate", naturalArmour: 2, species: "baseline", bodyPlan: "winged", + ch: { str: 13, siz: 12, con: 13, int: 9, pow: 21, dex: 16, cha: 6, edu: 3 }, + skills: [{fam:"brawl",spec:"",val:65},{fam:"dodge",spec:"",val:60},{fam:"spot",spec:"",val:95}, + {fam:"stealth",spec:"",val:90},{fam:"listen",spec:"",val:80},{fam:"athletics",spec:"",val:65}, + {fam:"insight",spec:"",val:50}], + weapons: ["spear1h"], + tactics: "It stands in eighteen inches of water at the margin and it waits, and everything it has ever caught it caught by waiting. It gets one attack and it does not miss things that are still: use the improvised spear line for the bill, which is what it is. POWER: THE STRIKE. Against any target that did not move on its previous turn, its attack is at +30% and does double damage. Against a target that moved it is at −20%. That single rule is the entire fight and the players will work it out in a round, which is the intention. It is a flyer: put a hole in either wing and it is on the ground and cannot reach the middle of the water, which is where the rest of the case is. It does not defend a territory and will simply move to the next reservoir if driven off." } + +];