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History)

Hundreds of years ago, the furless ones and the large

beasts vanished. The air filled with smoke, hundreds of

thousands of us perished. Those who survived developed

language. We began to cultivate our food from the crops the

humans left behind. The hunters stopped hunting, the hunted

stopped running. Tools followed and now we are as the

furless ones once were.

- From A Brief History of Wildlife by Litchy Potter, Hedgehog Scholar


Character.creation)
 Choose Race, sub-race (if applicable), gender and describe your character
- Don't forget to check and note on your character sheet your base stats.

 Choose Class and starting spec (remember these are not locked but give
you your starting kit of abilities).

 Choose a weapon(s) - Unlike other RPGs, weapons in Croneham Wood are


valuable, rare and personal. Weapons also have stats, so remember to note
those.

 Assign your 20 Stat Points to your stats, boosting or reducing them where
you please.

 Choose Skills and Flaws - Remember that Flaws refund Stat Points which
you can assign to get higher dice. You don't have to, though. If you like how
your character has turned out and really want more Flaws, you can
discard any remaining stat points.

 Choose or create a character background based on all of the above and use
this to help decide on how many starting Favours your character should
have.

 Describe supplies and equipment your character would have. Talk to the
DM if you're not sure. There is no list of available items, just use common
sense.

 Talk to the DM, who will determine how each character knows one
another. Nobody loves the "You're in a tavern and someone tells you and
these 3 strangers about a quest. For some reason, you decide to work
together and not murder one another when the job is done" start to a
party. The DM will create a circle of relationships that helps establish how
the characters interact from the start.
Society)
To creatures no more than one foot high, Croneham Wood is a country. Despite its name, the
border does not end at the end of the woodlands, but continues to the surrounding farmlands,
including wildflower fields, crop fields, farm houses and gardens. The Great River runs through
the woods themselves. Settlements have sprung up all over the place, but there is still much
untouched wilderness. Most families still prefer not to live in settlements, but the roads between
them are well-travelled as trade is essential to Croneham life.

The only meat now consumed is fish and insects, who have not developed the intelligence of the
other creatures. In addition to the playable races detailed in this manual, a number of other
animals do exist and have intelligence, although possibly not as much as these races. Birds are
very common, though lack the same society and still eat meat, even meat that begs for its life. In
fact, it is primarily birds, reptiles and insects that have led to many training to fight. The
amphibians are constantly battling herons, the water dwellers have to protect their boats from
ducks, swans and moorhens (who, though not aggressive, often try to steal their food) and the
woodlands are plagued by owls, buzzards, sparrowhawks and kestrels. Even eagles have been
spotted, though only rarely. Snakes and lizards will still attack smaller rodents and settlements
need to be well protected. Even small garden birds can be pests, sneaking into farms and
robbing them of grains. However, birds can also be allies. Some settlements hire small birds to
keep an eye out for danger and they can scare larger birds off by mobbing them.

The Croneham Militia is the primary army of Croneham Wood. Consisting of a range of
creatures but mostly hedgehogs, the militia patrols throughout the woods to protect citizens
from danger. Although they are very efficient and effective, they come at a high price, as any
settlement they garrison in must provide supplies for them for free. Most settlements prefer to
make use of mercenaries and adventurers than pay an entire militia to kill one adder, no matter
how troublesome it has been.

Each race has its own leaders (almost always elected, with the exception of the squirrels' royal
family and the wildcats' Warlord) who make up the Croneham Council. The Croneham Council
meets monthly at Tindall's Source in a hall built beneath the roots of a weeping willow at a
small pool that feeds into the Tindall Stream (a branch of the Great River). At the council,
disputes between races are settled and matters of law decided, though some races prefer to
make their own laws.
Commerce)
The citizens of Croneham primarily trade goods for goods and there is no unified currency.
Instead of goods, one can trade favour tokens which can be redeemed with the family or faction
to which the token is associated (but usually just the person who offered it). Below are some
examples of favour tokens. Favour tokens are usually hand-carved circles of wood or stone. The
artistry to a token's design is a closely guarded secret, not least because the law demands that
an individual token only be crafted by one person at a time. A family may return their tokens to
the Croneham Council and submit a new craftsman for consideration should their token
designer be rendered incapable of continuing their craft. Sadly, this process takes a long time
and a family could be without favour tokens for months.

A family may only own a maximum of 24 tokens, a faction can have 500, so it is uncommon for
any individual to carry more than a small handful of tokens (usually no more than 10). It should
be noted that the Mustelids ignore this law and have around 6,378 tokens currently in
circulation. Being caught with more than a family's worth of tokens will usually result in them
being confiscated and destroyed, the family imprisoned and their home cleared of any extra
tokens. It is only permitted for an individual to carry tokens of one kind at a time and that kind
must in some way relate to their species (e.g. a rabbit may not carry for the purpose of
spending a token belonging to The Family). Merchants must keep a favour token box. These
boxes have slots for different types of tokens and a token must always be accompanied by a
piece of parchment stating the name and species of the owner as well as the family or faction to
which the token belongs. An individual can retrieve their token by doing work, trading extra
goods or doing an actual favour for the merchant. Merchants will sometimes refuse tokens they
don't recognise, as they are expected to justify their acceptance of counterfeit or unlawfully
spent tokens to inspectors. Although a wide variety of plants and leaves may be used in the
design of a token, a merchant may struggle to believe that an acorn and oak design belongs to a
hare (the Braemar favour has been pending redesign for years). Innkeepers will typically
accept a few hour's work in exchange for a good night's sleep (busy inns don't need to employ
many staff) but will also accept goods from wealthier guests.

Goods as a Game Concept

"Goods" as a game concept are a kind of currency with no set value. Goods include everything
from food to luxury cloth and tools. You may, as a reward for helping merchants, be given a
number of "Goods", which can be traded for services or useful items elsewhere. Your group
could also go foraging or hunting for "Goods" or steal them from other travellers.
Starting.favours)
The following table gives an indication of standard starting favours per race. Some
races, living more outside of society, may have less access to favour crafters, hence the
lower numbers. These aren't set in stone. Players can always choose to start with less
favours, depending on the background of their character. For example, a criminal
would likely have less favours available than a merchant. Equally, if you have a good
reason that your character should have more favours, this can be discussed with the
DM (e.g. a toad from a merchant family that lives in a settlement).

The Underfoot 10

Amphibians 6

Rats 10

Moles 8

Hedgehogs 10

Lagomorphs 10

Squirrels 15

30 - if you are caught with more


Mustelids than 24, you will be arrested and
lose all of your tokens.

Foxes 6

Wildcats 6

Badgers 10

Players can design their own tokens or may use a race-appropriate faction token (e.g.
Mustelids have access to The Family's token).
Stats)
Stats are determined by dice (d2-d12). All races start with different base stats, but
higher stats can be purchased with Stat Points and will be altered by weapons and
equipment.

Hit Determines whether or not an


attack lands.

Damage Determines how much damage


you deal.

Health How much damage you can take.

Defence (Dodge/Deflect) Determines whether or not you


avoid/deflect attacks. For flavour, a
character always dodges an
attack made by a character larger
than them, but deflects attacks
made by a character the same size
or smaller than them.

Agility Your ability to physically navigate


the world (e.g. climbing,
swimming).

Awareness Your ability to notice your


surroundings

Charisma How other people perceive you

Dexterity How good you are with your


hands

All dice checks are done by rolling the dice you have in the given stat (e.g. a character
with a d2 in Hit will roll a d2 for Hit checks). Starting Health is determined by three
times your Health die. Every odd level (starting with 3), roll three of your Health dice
and add the total to your health. You also gain 2 Stat Points every odd level (starting
with level 3).
Talents)
Every character has access to two different talent trees - one for race and one for
class. Both work the same, you may choose one of the available talents per row. Class
trees will have four talents available per line (two for each specialisation), a player
may choose any one talent per row - specialisations are not a rigid choice, you can dip
into either tree as you please.
Currently max level is 20, you can choose one Racial talent every five levels (2 at level
1) and one Class talent every even level (with one Spec Kit at level 1) equaling a total of
44 choices of talent per character at max level.
Spec Kits, available at level 1, give you a base group of abilities for your chosen spec
that will help give a sense of class fantasy. Although Spec Kits are locked and can
never be changed, since you are not locked to a specialisation, you could, for example,
choose a Guardian Warrior at level 1 but never put a talent in Guardian again.
All other talents can be changed in any settlement, so you aren't locked in to one
playstyle.
Further levels may be added at some point. During Play-testing, only Level 1 Talents
are available.
Understanding Talents

Example Talent:
[C] Strategic Blow [5] - Carefully plan a strong attack: +4 DMG, R1-3 Taunt for 1 round.
Talent abilities always start with a green [C], [F] or [FT].
 [C] means Combat Ability. You can only use one of these per turn and they must
only be used during your turn.
 [F] means Free Ability. Free Abilities can be used any time, during any other
player's turn and any time before a Hit roll is resolved. For example, you may
use a defensive ability when the DM announces an enemy attack on you, but you
must alert the DM that you wish to do so before they roll a Hit. Likewise, if you
wish to use a self-buff prior to making an attack, you must buff yourself before
rolling for Hit. You can, however, allow an ability to fully resolve and then use
the ability. Basically, you can't decide to use an ability when you already know if
it's going to land, but can use an ability before knowing this or after the attack
has resolved. You can use any amount of Free Abilities, as long as they're off
cooldown.
 [FT] means Free Turn Ability. These can be used any time during your turn
(again, prior to resolving a Hit check or Dexterity check for healers). The same
rules for Free Abilities apply to Free Turn Abilities. You can choose to fully
resolve your Movement and Combat Abilities before using a Free Turn Ability.
You can only use one Free Turn Ability per turn.
Talents always end with the red Cooldown Timer. This is how many rounds are
necessary before an ability can be used again. A round ends when the last player in
Initiative Order has their turn, so where you are in Initiative can influence how you
use abilities.

Taunts

Warriors and Brawlers have access to abilities that taunt a target, forcing it to attack
you for the stated rounds. All other classes and specs have abilities that have a chance
to taunt. On these abilities, the normal damage roll is accompanied by a d6 roll. The
ability will state the number range that will cause you to taunt. For example, "R1-3"
means that a roll of 1, 2 or 3 will taunt the enemy for one round. Any taunt cancels out
all previous taunts, no matter how many rounds remained. Some targets may be
untauntable. This system means that high damage abilities have a chance to not only
break a tank's taunt but also risk damage themselves. Non-taunt abilities may also say
"R#-#", this is always done on a d6 and the range of numbers denotes that any
numbers within this range will result in the text that follows.

When Do Talents Require Hit?

Talents never require a Hit roll unless they have "Hit" at the end. Where possible,
mechanics always appear after flavour text.

+ vs +d

Take care to note the difference between a +4 and a +d4. +4 is the amount added to the
result of a roll, +d4 is the number of sides added to the die you already have (e.g. base
stat of d2, +d4 from talent = roll d6). No ability should add more than +4, the intention
is to keep combat fast and easy and not require complex equations to determine
damage.

+ and -d#

+ or -d# means you add or subtract # sides to the dice you roll. The maximum a die
can be is a d20, but since the game is intended to be played online rather than in
person, d14, d16 and d18 are also possible. For example, if an ability says "+d4 to Hit"
and your Hit die is currently d8, you would roll a d12 instead.
A Round, in a Nutshell

For this example, we haven't assigned Stat Points to any characters.

Players roll for Turn Order (d20).

Player A gets 8, Enemy A gets 20. Enemy goes first.

Enemy does a Normal Attack (no talent used) on Player A, using up his Combat Ability.

Since Enemy A is a Rabbit character with a sword, it has a base Hit die of d4.

Enemy A rolls a 2.

Player A now gets to defend. Player A, is a Hedgehog with a bow, so gets a Defence die
of d6. Player a rolls a 2. A Hit roll must be higher than a Defence roll to succeed, so the
attack is "dodged" (because Hedgehogs are smaller than Rabbits - if Player A was a
badger, it would be "deflected").

Enemy chooses not to move or use Free/Free Turn Abilities.

Player A now has their turn. Player A is a Marksman Hunter and uses Precise Shot, a
Spec Kit ability that requires no Hit. This ability automatically hits, meaning that they
only roll their damage. As a Hedgehog with a bow, their Damage die is d6, +4 from
Precise Shot. Player A rolls 5, deals 9 damage to Enemy A and heroically slays a
defenceless merchant.
Character.sizes)
Character sizes are comparative. A mouse is actually only about 6 inches tall, but for easier understanding and character
creation, sizes are given comparatively. Characters can, of course, be shorter than their lowest listed size, but cannot be taller.
These heights are given to the animals head, not ears. Hedgehog height includes their natural slouch.

Size Ranks are used to alter some talents and abilities.

 Size 1: Underfoot, Amphibians


 Size 2: Rats, Moles, Hedgehogs, Squirrels
 Size 3: Weasels, Rabbits
 Size 4: Foxes, Wildcats
 Size 5: Badger
The.underfoot)
Average height: 4'0"-5'0" - Size Rank 1
Variations:
Mice: Field, house, yellow-necked, wood, harvest, dormouse
Almost all mice have some shade of brown fur, usually with pale
undersides, with dormice typically being a honey-gold colour.
Shrews: Water, pygmy, common
Shrew fur can be any shade of brown or black. Water shrews are
usually black.
Voles: Water, bank, field
All voles are some shade of reddish-brown

The Underfoot is the collective name for all mice, shrews and voles in Croneham
Wood. They are represented on the Croneham Council by a female water vole called
Captain Grick and a female dormouse called Prunella Tansing.
Mice are a varied and diverse race, ranging from the diminutive dormouse to the
comparatively larger field mouse. Mice have a wide range of skills and excel in all
areas of life, from the humble farmer to the mighty warrior. Mice are considered by
others to be plucky and brave, despite their small size, although many a non-
adventuring mouse may object. Mice live everywhere, from river banks to villages, even
inhabiting the walls of long-abandoned houses. City mice tend to be larger than their
rural cousins, but still not bulky enough to be mistaken for rats. Although many may
consider mice to be too small and weak to put up much of a fight, the greatest
adventurers know better. Mice that are drawn to melee combat find that their attacks
rarely miss larger, slower targets.
Shrews live similarly to mice, though prefer more traditional woodland and field
homes. Few see much difference between these pointy-nosed rodents and mice and
certainly, in skills, they're very similar. However, shrews tend to be viewed as a little
meaner than mice, though they in fact are often more caring and nurturing, on
account of being less numerous and typically having much smaller families.
Voles come in three varieties: field, water and bank. Water
voles are by far the largest of the three and are known by
many to be experienced sailors and, occasionally, pirates.
Bank voles are more similar to field voles (and both are
very similar to mice in appearance and size), simply
making their homes along the banks of rivers, but they lack
the swimming capabilities of water voles.
Underfoot.talents)
•Big Hearts - +d2 to •Small Hands - +d2 to
Health Dexterity
Level 1 Level 1

•[F] Heroic Retreat [4] - Find


•[C] Nip it in the Butt [3] -
a hiding spot, skipping a
Bite your target in a
turn but becoming
vulnerable place, dealing no
untargettable until choosing
damage but taunting it for 1
Level 1 to leave. Cooldown starts
when you leave. Level 1 round.

Level 5 Level 5

Level 10 Level 10

Level 15 Level 15

Level 20 Level 20
Amphibians)
Average height: 5'0"-5'5" - Size Rank 1
All amphibians have the Swimmer skill.
Variations:
Frogs: Common, pool
All frogs are some shade of green, brown or a mixture of
both.
Toads: Common, natterjack
All toads are some mixture of browns

Newts: Great crested, smooth, palmate


Newts typically have black or brown backs with white undersides spattered with dark spots.
Great crested and palmates are usually darker in colour, while smooths are typically pale
brown.
Salamanders: Axolotl, tiger, fire belly

Axolotl are pure white with pink frills at their elbows, tiger salamanders are black or dark
brown with yellow stripes and fire belly salamanders are black with bright orange or red
undersides, spattered with black spots.

Amphibians typically live near ponds, bogs and on riverbanks. All amphibians are strong
swimmers who suffer in dry environments, but are less agile on land and are not good
climbers. They are often thought to be thieves, on account of their unfortunate "sticky
fingers". Amphibians find that their hands, when not wet, stick to objects, which is often
misconstrued as thievery. While this can benefit them greatly in combat, they are largely
mistrusted in villages and real amphibian thieves often find themselves being watched
closely. Amphibians mostly live quite simplistic lives in fairly isolated communities where
they can protect their tadpoles.
Frogs and Toads additionally benefit from their long, sticky
tongues, which can be used in a variety of ways in combat. They
are much more heavy-set and burly than their slender cousins
and while this means they are tougher in combat, they are less
nimble with their hands than newts and salamanders. They are
represented on the Croneham Council by an enormous bullfrog
called Klogogg.
Newts and Salamanders are a little more fragile than frogs and
toads, but more dextrous. Newts are far more common than
salamanders, who suffer more in cold weather. They are
represented on the Croneham Council by a shy female palmate
newt called Selthiss.
Frog.and.toad.talents)
•Sticky Fingers - Your •Sticky Feet - You stick
weapon is stuck to your feet to the floor.
your hands. Cannot be Cannot be moved
Level 1 disarmed. Level 1 unwillingly in combat.

•[C] Tongue Slap [3] - Flick •[F] Inspiring Croak [3] -


out your tongue, smacking Croak loudly, inspiring your
your target in the eye and allies and giving them +2 to
reducing their Hit by 2 for 1 Hit for the remainder of the
Level 1 round. Range: 5 yards. Level 1 round.

Level 5 Level 5

Level 10 Level 10

Level 15 Level 15

Level 20 Level 20
Newt.and.salamander.talents)
•Sticky Fingers - Your •[F] Detachable Tail - Lose
weapon is like part of your tail if an enemy
your arm. Cannot be attempts to grapple you. It
Level 1 disarmed.
Level 1 will grow back after resting.

•Regeneration - Passively
regain 2 Health every 3 •Slippery - Enemies struggle
rounds in combat. Regain to hit you in melee and have
your full health from a -d2 when trying to do so.
Level 1 resting. Level 1

Level 5 Level 5

Level 10 Level 10

Level 15 Level 15

Level 20 Level 20
Rats)

Average Height: 5'6"-5'10" - Size Rank 2


Variations: Brown, black, fancy, coypu
Coypu are very large and various shades of brown.
Fancy rats can be any mixture of black, brown and
white.

Rats, like mice, are a diverse species, though they typically prefer to live in settlements.
They are much larger than mice and have a poor reputation. Many consider rats to be
naturally crafty and sneaky, almost all coypu are considered untrustworthy pirates. In
reality, most rats live relatively normal lives and are just as happy to take up humble
careers such as baking or innkeeping as they are to seek a life of adventure. They are,
however, quick-witted and sharp, which when paired with a good eye for goods does
encourage the stereotype. Coypu families are often river-faring merchants or own
transport barges, but not nearly as many as most people believe, as it isn't an easy life
and most young coypu seek their fortune in settlements instead.

The coypu, though technically a different species, have always preferred to stay out of
politics. They and the rats are therefore represented by a pair of scholarly brothers,
Errol and Mundai Glome.
Rat.talents)
•Big Minds - You love to
•Diversity - You're
learn new things.
highly adaptable. Gain
Choose 2 extra
2 Stat Points
Level 1 Knowledge topics. Level 1

•Cheek Storage - Store 4 •Cheek Storage - Store 4


small food items in your small food items in your
mouth. Can only use out of mouth. Can only use out of
combat, can't talk with your combat, can't talk with your
mouth full. mouth full.

Level 1 •[C] Spit [2] - Spit at your


target, dealing d2 Damage.
Level 1 •[C] Swallow [4] - Eat one
item of food, regaining 1
Range: 5 yards. Health.

Level 5 Level 5

Level 10 Level 10

Level 15 Level 15

Level 20 Level 20
Moles)

Average height: 5'6"-5'10" - Size Rank 2


Variations: European
European moles can be any shade of grey or black,
with a pink nose, hands and feet.

Moles are a strange people, spending the majority of their lives underground. While
typically believed to be blind, deaf and otherwise oblivious to the world around them,
their poor eyesight and hearing makes moles more alert than others. However, their
limited vision does decrease their accuracy with weapons, though they hardly need
weapons when their hands have immense digging claws that they are highly adept
with. Moles are often thought to be homebodies, simply because others rarely see
them. The truth is that most moles travel long distances underground and are much
more prone to travelling than other races, who need greater protection on the road.

The moles are represented on the Croneham Council by a single representative,


Roberta Mumble (often fondly referred to as "Queen Bert" by the other moles).
Mole.talents)
•Corrective Lenses - You
have special glasses to
help you see better. +d2 •Well-Travelled - Gain 2
to Awareness on vision extra Knowledge topics.
Level 1 checks. Level 1

•[C] Tunnel [5] - Dig yourself •[C] Tunnel [5] - Dig yourself
underground, missing a turn underground, missing a turn and
and becoming untargettable. becoming untargettable. Your
Your tunnel collapses behind tunnel collapses behind you as
you as you move. You can end you move You can end
movementunder enemies and movementunder enemies and
allies. allies.
Level 1 •[C] Surprise Mole Hill [0] - •[F] Body Block [0] - Burst out of
Burst out of your tunnel under
an enemy, knocking them down Level 1 your tunnel under an ally,
knocking them back 5 yards. If
for 1 round. they are the target of an attack,
take the attack intended for
them.

Level 5 Level 5

Level 10 Level 10

Level 15
Level 15

Level 20 Level 20
Hedgehogs)

Average height: 5'8"-6'0" - Size Rank 2


Variations: African Pygmy, European
European hedgehogs are always brown with brown
faces, while their smaller African pygmy cousins can be
brown, grey or white, typically with pale undersides.

Hedgehogs are naturally bold and confident, as there are few who can get through
their tough spikes to hurt them. They are viewed by many as aloof, but can be warm
and friendly and value family highly. In Croneham Wood, hedgehogs are the main foot
soldiers in the army, fulfilling a wide range of roles from soldier to scout to healer. A
blacksmith that can armour a hedgehog is certain to become wealthy, as each
hedgehog must be individually fitted to ensure their armour does not damage their
quills. Most hedgehogs prefer to stay minimally clothed, as armour inhibits their ability
to curl into a defensive ball. Hedgehogs live primarily in woods, but also in fields and
hedgerows.

Hedgehogs are represented by a pair of generals in the Croneham Council, the white
pygmy male General Harborough and the European female General Ansey.
Hedgehog.talents)
•Pincushion - You can
•Prickly - You are far deflect attacks with your
spines. R1-2 chance to deal 1
too spikey to grab. damage to enemies whose
Immune to grapples.
Level 1 Level 1 attacks you successfully
avoid.

•[C] Ball [4] - Curl up into a •[F] Spiked Wall [4] - Turn
ball, preventing any Damage away from an attacking
done to you until you choose enemy. If their attack is
to uncurl. You cannot successful, they strike your
perform any other actions

Level 1 while curled, even Free


Abilities. Cooldown starts
Level 1 spikes, deal d4 Damage to
them.
when you uncurl.

Level 5 Level 5

Level 10 Level 10

Level 15 Level 15

Level 20 Level 20
Squirrels)

Average height: 5'4"-6'0" - Size Rank 2


All squirrels have the Climber skill
Variations: Red, grey, hybrid
Grey squirrels can be a red-grey colour, but are
significantly larger than red squirrels and have
rounder ears. Red squirrels sport a characteristic black
tuft on their pointy ears and are a bright red with
white undersides. Hybrids can be any mixture of these.

Squirrels are a hardy arboreal people who live in woodlands. Although squirrels no
longer hibernate, the stereotype of hoarding food has not left them and most other
races think they are greedy. Another misconception is the idea that red and grey
squirrels don't get along and that grey squirrels bully reds. In fact, there is an
elaborate misconception that the greys and reds were once at war and the greys
almost wiped out the reds. In reality, red squirrel numbers are low today because of a
historic disease. Cross-breeding is now very common and hybrids are now more
common than pure greys. Squirrels are almost always on the lookout for danger and
can seem skittish, but are in fact often daring and brave.

The squirrels are the only race who have their own royalty, the current ruling
monarch is King Tanoak of Red Acorn Hall. He, like his three predecessors, is a
red/grey hybrid.
Squirrel.talents)
•Royal Connection - People
view you as more •Nut-Cracker - Delicate
respectable because your fingers and teeth make you
race has a royal family. Gain good with your hands. Gain

Level 1 +d2 Charisma when dealing


with respectable people. Level 1 +d2 Dexterity.

•[C] Bushy Tail [4] - Swish


•[C] High Ground [4] - Seek your tail in your target's
high ground, gaining +2 face, making it harder for
Defence and +2 Hit for 2 them to aim. Target gets -2

Level 1 rounds.
Level 1 to Hit for 2 rounds. Range: 5
yards.

Level 5 Level 5

Level 10 Level 10

Level 15 Level 15

Level 20 Level 20
Lagomorphs)
Average height: 5'10"-6'5" - Size Rank 3
All Lagomorphs have the Hopper skill.
Variations:
Hares: Mountain, brown
Mountain hares have longer fur and are brown
but turn white in winter, while brown hares are
always brown, but often have white markings on
their faces.
Rabbits: Common, cottontail, lop, dwarf
Common are usually grey-brown but can be
black, cottontail are the same but with bright
white tails. Lop and dwarf rabbits are usually
white, black, grey, tan, red-brown or some
mixture of any of those colours.

Rabbits and Hares are very similar to one another and live in the same environments,
ranging from hills and fields to woodlands. The only difference in their living
environments is that hares tend to prefer sleeping outdoors, while rabbits favour the
safety of a burrow. Hares are somewhat taller and thinner than rabbits, but both are
agile and quick. They have a slight tendency to be a little vain and others often view
them as poncey, arrogant and superior. In reality, this only applies to a few
lagomorphs who have found themselves in positions of power, but because they are a
numerous species with large families, most assume they are all the same.

Between them, the lagomorphs are so


numerous that they have been allowed four
representatives: married couple Adren and Luvi
Braemar for the hares, Lamprey Clover and
Partridge Moonwort for the rabbits.
Lagomorph.talents)
•Hardy - After several •Thumper - You are
hard winters, you're always ready to warn
less fragile than others of danger. +d2
Level 1 normal. +d2 Defence. Level 1 to Awareness.

•[C] Jump Kick [5] - Jump, •[F] Leap [4] - Leap away
kicking your target in the from or towards danger,
stomach. Deal +4 Damage. moving 10 yards.
Level 1 Level 1

Level 5 Level 5

Level 10 Level 10

Level 15 Level 15

Level 20 Level 20
Mustelids)
Average height: 5'11"-6'3" - Size Rank 3
Variations (in size order):
Weasels
Chestnut brown back, cream underside with spots of
brown.
Stoats
Sandy brown with cream underside.
Polecats
Cream or white underfur with dark brown or black
guard hairs
Mink
Black.
Pine Marten
Chestnut or red-brown with cream or yellow chest and
throat.

Mustelids are a varied species and although technically, badgers are closely related
to them, the term is officially used in Croneham to refer only to weasels, stoats,
polecats, mink and pine martens. They are widely mistrusted and considered to be
pirates, thieves and crafty opportunists. Surprisingly, this stereotype is actually
fairly accurate, as they have a huge mafia-like crime family at their centre. Having
said that, most individuals live fairly ordinary, hard-working lives, they simply pay
taxes to "The Family". The Family has long been arguing for greater
representatives at the Croneham Council. To create their own fairness for their
race, they refer to their
representatives as "Mr Arthur" and
"Mrs Mary Family" and change the
individual representatives at will, often
openly flouting the council's law, even
being brazen enough that they are not
consistently one male and one female,
or they may present the female as
"Mr Arthur" and the male as "Mrs
Mary".
Mustelid.talents)
•The Family's Influence -
The Family has even the •Shakedown - Flashing a
most hardened criminal Family Favour Token
quaking in their boots. Gain sometimes gets you special

Level 1 +d4 Charisma when dealing


with shady folks. Level 1 treatment.

•[FT] Bound [4] - Run in the


classic manner of your •[F] Backflip [3] - Leap on
ancestors, covering twice as the spot, backflipping out of
much ground as usual. Move the way of an attack.
Level 1 up to 50 yards. Level 1

Level 5 Level 5

Level 10 Level 10

Level 15 Level 15

Level 20 Level 20
Foxes)

Average height: 6'5"-6'10" - Size Rank 4


Variations: Red

Normally rust red with yellow tints, can also be


grey or cross red/grey.

Foxes are a noble race, often mistakenly compared to mustelids in terms of crafty,
devious behaviour. The foxes of Croneham Wood are shy, discreet people who prefer to
stay out of trouble. They are typically humble and generous and this is reflected in
their Croneham Council representatives, perhaps the only representatives who
consider themselves commoners. Elda Greenspear and Roth Redpaw typically attend
council sessions dressed in plain clothing and are often the quiet voice of the
commoners amongst a crowd of those who serve the interests of the wealthy.
Foxes mostly live in their own town of Root Hollow, a series of cosy dens in the roots
of a huge oak. The odd fox may be found in other settlements or travelling, but they
will likely be keeping themselves to themselves and trying not to upset anyone.
Fox.talents)
•Survivor's Instincts -
•Unobtrusive - Despite your
Sometimes, you just get a
size, your quiet nature
tingly feeling in your paws
makes people less likely to
when there are traps
Level 1 around. Level 1 notice you.

•[C] Pounce [5] - Pounce on


your target with both front •[C] Bite [3] - Bite your
feet, knocking them down target, dealing Damage -2.
for 2 rounds and dealing 1 Hit.
Level 1 damage to them. Taunt R1-3. Level 1

Level 5 Level 5

Level 10 Level 10

Level 15 Level 15

Level 20 Level 20
Cats)
Average height: 6'6"-6'11" - Size Rank 4
Cats hate swimming and will never do it unless
pushed. Literally.
Variations: European Wildcat, Domestic Shorthair
Wildcats are much larger than domestics, grey-
brown fur with dark bands and stripes down the
neck and flank. Pale throat patches and distinctive
dark bands around the tail. Domestic cats can be
any range of natural colours, although
tortoiseshells are almost always female, just as
gingers are almost always male.

Wildcats are an elusive people led by a warlord, currently Oona Stripetail, a little
mockingly referred to as "Lady Stripe" by her people. The wildcats are the only people
ruled by a dictator who took over by force. Although Warlord Stripetail serves on the
Croneham Council, she has been insisting on increased benefits for her people, while
offering nothing in return. She seems set to be deposed soon, though whether it will be
by another cat or by the council itself is uncertain. Most members of the council would
rather not involve themselves in the affairs of another race, lest the same someday
happen to them.
Wildcats value family above all else, even Warlord Stripetail has kittens she cares for.
There are many who advocate purity and shun those who have domestic in their
ancestry. Oona Stripetail is one such, and although her people are not flourishing
under her leadership, most support her values.
Domestic Shorthairs have become rarer even than their wildcat kin. The two species
have crossed so much that few wildcats could
really accurately claim to be of "pure" blood, but
instead base their prejudice on known ancestry
and the shape of a cat's tail. Domestic cats have
tapered tales, while wildcats have bushy,
rounded tails. In reality, this is the only
difference between the two species. Domestic
cats are currently unrepresented on the
Croneham Council, as they are not considered a
separate race and are expected to bow to
Warlord Stripetail. Domestics do receive a lot of
sympathy from commoners of other races,
however, and are welcome in most settlements.
Cat.talents)
•Cat Reflexes - You have cat- •Agile - You have the agility
like... well, just cat reflexes, of your ancestors. +d2 to
really. +d2 to Defence. Agility in almost all activities.
Level 1 Level 1

•[C] Septic Bite [0] - The


bacteria in your mouth
•[C] Scratch [2] - Attack
makes your bites septic. Deal
your target with your claws,
2 Damage to your target and
dealing d4 Damage. Hit. 2 more Damage every other
Level 1 Level 1 round. No duration. Can only
be used once per combat.

Level 5 Level 5

Level 10 Level 10

Level 15 Level 15

Level 20 Level 20
Badgers)

Average height: 7'0"-7'5" - Size Rank 4

Badgers have a base movement of 20 instead of 25.

Variations: European

White, grey and brown with distinctive stripes on face.


Albinos are possible but rare, erythristic badgers are
more common, where sandy brown replaces the
normally black fur.

Badgers are viewed by most to be either wise and noble or grouchy and surly. In
reality, badgers are no different from most other races, though maybe more careful
with where they put their feet. Badgers are a little harder to anger than other races,
though, as they find it hard to forget their natural strength. Badger families live in
setts until they become too full. Young badgers will then head off in search of work or
adventure

Badgers are represented in the Croneham


Council by mother and son Linn and Burly
Chickory. The two are quiet advocates for
domestic shorthair rights and are the main
objectors to Warlord Stripetail's policies, but
they do so in a mild manner, so as to not upset
the balance.
Badger.talents)
•Gentle Giant - Your gentle
•Careful Aim - You've
nature makes smaller
learned to compensate for
creatures warm to you
your slowness by taking
quickly. +d2 Charisma when
more time to consider an
Level 1 attack. +d2 Hit. Level 1 dealing with Size 1-2
creatures.

• [C] Intimidating Roar [5] - •[C] Hefty Bash [0] - Punch


Unleash a mighty roar, an enemy so hard they fall
intimidating your enemies backwards 5 yards and are
and encouraging your allies. knocked down, taking d4

Level 1 -1 to Hit for enemies, +1 to


Hit for allies for 2 rounds. Level 1 Damage. Can only be used
once per combat.

Level 5 Level 5

Level 10 Level 10

Level 15 Level 15

Level 20 Level 20
Background.suggestions)
Farmer - All kinds of animals can be farmers and smaller farm owners benefit from
hiring bigger, stronger people such as badgers, foxes and cats. Farmers often learn to
fight in order to control pests such as crows and garden birds. For an alternative kind
of "farmer", amphibian spawn-farmers care for the spawn of their villages and
protect them from a variety of insects and birds. Fishermen are also common,
particularly near wildcat territories. They are in direct competition with kingfishers.
Knowledge: Farming, Fishing, Swamps, Fields

Merchant - Settlement-dwelling merchants need to be sharp-eyed and quick-witted to


spot thieves, have the smarts to understand the complex favour system and the silver
tongue to barter for a good deal. Water-dwelling merchants and goods transporters
often run into problems with water birds such as ducks, swans and moorhens.
Protecting cargo from thieving birds much bigger than yourself is a skill all water-
dwelling creatures must learn.
Knowledge: Commerce, Law, Settlements, Favour Lore, Sailing, Rivers, Travel

Criminal - Many smaller creatures are drawn to a life of crime. Thieving and sneaking
around settlements, a small creature can go easily unnoticed. Larger animals can also
use their bulk to hide their actions as thieves or their brawn to intimidate smaller
animals. Some criminals make a name for themselves in illegal fighting pits while
others are born into crime families. Rare is a mustelid that isn't connected to The
Family, though many live normal lives. Life as a bandit on the road can also be
rewarding for criminals of all kinds.
Knowledge: Law, Settlements, Woodlands, Criminal Organisations, Favour Lore

Traveller - Some animals just love to roam. Whether their family are travelling
entertainers, merchants or thrill-seeking adventurers, many creatures grow up on the
road or take to the road in adulthood.
Knowledge: Woodlands, Rivers, Travel, Survival Skills

Simple Villager - The vast majority of creatures in Croneham Wood are normal
villagers with no family business but individual workers. Their young may tired of the
simple life, not have their own craft or simply seek fortune in another settlement.
Knowledge: Settlements, Fields, Law
Survivalist - There is a class of creature that lives off the land and has little contact
with settlements or farmers. These kinds of creatures are surprisingly common in
Croneham Wood, since there is so much wilderness available. From traditionalist
squirrels to tunnel-digging moles, there are plenty of animals that live largely as their
ancestors did (but on two feet instead of four).
Knowledge: Woodlands, Rivers, Survival Skills, Travel

Nobility - Most species have some form of upper class. Whether it's the royal family of
the squirrels, a courtier of the wildcat Warlord or simply the daughter of a rich Rat
Merchant, the upper crust of society lives just a bit differently from everyone else. Most
of the upper class do not fulfill favours in the same way the commoners do, preferring
to use a favour now and send goods later than get their hands dirty. Even the wealthy
need to know how to protect themselves, and they can usually afford good training.
Knowledge: Settlements, Commerce, Law, Nobility

City-born - Although Croneham Wood is far from the nearest human city,
occasionally one of its denizens will venture out into the world and explore the rural
areas, often seeking a quieter life and not realising that while there is less crime, there
is more danger from other animals in the countryside. The customs and habits of city-
dwellers is very different to that of rural animals. For starters, they use money.
Knowledge: Cities, Travel
Remember that these are only suggestions and it is preferable that you make up your
own background and Knowledge topics.

Knowledge
Knowledge indicates specific topics that your character knows about. All character
start with 3 Knowledges. Although there isn't a set list, your DM should help you to
keep the description succint without being vague. For example, "Wilderness" is a vague
term that should be avoided, while "Law", "Survival Skills" and "Commerce" are all
specific without being limiting (for example, "Law" can cover both knowledge of
upholding the law and breaking it). The only vague terms that are allowed are those
referencing habitats such as "Woodlands", "Settlements" and "Rivers", because there
shouldn't be much notable difference between a wood and a forest, a town and a
village or a river and a stream. Cities, however, are different as the term refers to
human cities, not creature cities. Not included in the above backgrounds are race-
specific knowledges about their lore and nobility. Unless defined otherwise by the
player, the DM will assume you know the basic facts of each race's traditions and
culture as well as the names of their representatives. Knowledge is something you
either have or you don't, it's not something you roll for. Your DM should remain aware
of each character's knowledge and tell you more or less about a situation or
interaction based on that knowledge.
Racial.stat.dice)

Hit Damage Health Defence Agility Awareness Charisma Dexterity

Small Rodents D6 D2 D2 D6 D4 D4 D2 D4

Frogs/Toads D4 D4 D6 D4 D2 D4 D2 D4

Newts/Salamanders D2 D4 D4 D6 D2 D4 D2 D6

Rats D4 D4 D4 D4 D4 D2 D2 D6

Moles D2 D4 D6 D4 D2 D2 D6 D4

Hedgehogs D2 D4 D4 D6 D2 D4 D4 D4

Lagomorphs D4 D4 D2 D2 D6 D6 D4 D2

Squirrels D4 D2 D2 D2 D6 D6 D4 D4

Mustelids D2 D4 D2 D4 D6 D4 D4 D4

Foxes D2 D6 D4 D4 D4 D4 D4 D2

Wildcats D4 D6 D4 D4 D4 D4 D2 D2

Badgers D2 D8 D6 D6 D2 D2 D2 D2
Classes)
There are six classes in this game: Warrior, Brawler, Thief, Hunter, Healer and
Herbalist. All classes apart from Healer have a damage specialisation, while Healers
and Thieves have a more roleplay-oriented specialisation in Alderman and
Silvertongue (respectively). Tanking is a very viable concept in Creatures of Croneham
Wood and Warriors and Brawlers can both do it. Remember that any class can use any
weapon, too, so Warriors don't have to be sword and shield tanks, but can tank with a
2-handed weapon because of the style of damage avoidance and reduction this game
uses. Brawlers rely more on debuffing their enemies, making their attacks deal less
damage while they're taunted. Healing is also an option, and has two very unique
directions in the Healer's Field Medic specialisation and the Herbalist's damage and
healing Alchemist Spec. Healers can quickly bandage their companions on the
battlefield while Alchemists can throw ingredients together and toss potions to their
allies.
Warrior)
As long as there have been weapons, combat and warfare, there have been warriors.
Creatures of all shapes and sizes have taken up arms over the years and there are as
many different types of warrior as there are people in the world. Perhaps the most
diverse of all the classes, ranging from farmers who have been forced to take up arms
to defend their homestead to decorated generals and other military officers.

Soldier

For some, the allure of being the most dangerous person on the battlefield is too
attractive to pass up. Often found in the thick of the action, these soldiers use their
martial prowess and ferocity in combat to strike at the enemy with relentless attacks.

Guardian

Some warriors choose to take on a defensive role in a party, using their combat
proficiency to deflect attacks and use advanced battle tactics to protect their allies from
harm. These warriors are some of the toughest around and tend towards loyalty and
courage.
Soldier) Guardian)
[C] Quick Strike [2] - Unleash a swift attack. +2 [C] Intimidating Strike [3] - Make yourself look
bigger and hit the target for -2 DMG, taunting it for
Damage. Hit.
[FT] Charging Asault [3] - Run up to 30 feet in a 1 round. Hit.
straight line, dealing d2 damage to everyone in your [C] Threaten [5] - Taunt the target for 3 rounds.
path. [F] Defend [3] - Automatically deflect one attack.
Brawler)
Strong, sturdy, tough-as-nails, these are all words that can be used to describe
the average brawler, although there really is no such thing as an ‘average’
brawler. Using their bodies as brutal weapons, these combatants are equally
adept at dealing damage as they are at absorbing it.

Thug

Some particularly unsubtle brawlers become thuggish, using simple weapons and
their bare hands for knockout blows and less than finessed, meat-and-potatoes
style combat.

Grappler

Grapplers use their skills in battle to shut down an enemy’s offence and disrupt
their attacks. A good grappler can use a multitude of techniques to defend
themselves and their companions.
Thug)
[C] Pummel [3] - Hit your target twice with the
Grappler)
[C] Grapple Hold [5] - Grab hold of your enemy

(
from behind. Size+ = Prevent move, -Size = Half
bluntest part of your weapon, dealing normal
move. Taunt for 3 rounds. Can be broken with
Damage. Hit.
Defence roll of 6+.
[FT] Dirty Kick [4] - Kick your target between the [C] Wound/Squeeze [3] - Strike a vulnerable part of
legs, reducing their Defence by d4 for 1 round. your enemy, -2 Defence for 1 round. If Grappled, -2
Defence for 3 rounds.
Thief)
Whether they’re the sort to steal anything that isn’t nailed down, or a good-
hearted rebel who gives to the needy, taking what isn’t theirs is something all
thieves have in common. Some thieves choose to live by a strong personal code,
while others are as free and unpredictable as the wind, with all thieves, however,
you’d better keep a close grip on your wallet.

Duelist

Dazzling displays of flashing steel and flamboyant, quick attacks are the duellist’s
area of expertise. Making short work of less skilled foes with fancy footwork and
even fancier wit, these fighters use their weapons to get themselves out of the
trouble their mouths create.

Silvertongue

A travelling con-artist or an out and out liar, silvertongues use their ability to talk
their way out of any situation to their advantage, haggling for deals the seller
had no intention of ever making, or convincing a young maiden to part with her
virtue. These sorts often make many enemies but are usually long gone by the
time anyone realises a crime has been committed.
Duelist) Silvertongue)
[C] Feint [4] - Change the direction of your attack Filch - Sneak an object roughly the size of your paw (or
at the last second, dealing +2 Damage to your smaller) up your sleeve. No Dexterity roll required.
target. Cooldown on resting.

[FT] Appel [5] - Stamp your foot, distracting Sob Story - Convince someone to see things your way.
Will not work on everyone. Cooldown on Resting.
everyone within 40 yards and reducing their
Cannot use in combat.
Defence by 2 for 1 round.
Hunter)
The wilds of Croneham Wood are a dangerous place to travel alone, with birds
overhead that would pluck a mouse from where he stands, and snakes lying in
wait for any unsuspecting prey. There are those who call the wilds home,
knowing secret pathways and safe places to rest, far away from prying eyes.
Some are loners, preferring their own company to town or village life, others
social outcasts trying their best to make it in the world.

Scout

Using stealth and cunning, scouts are expert trappers and stalkers. They are
equally as adept at guiding travellers through the most treacherous parts of the
wood as they are slowing an army’s progress with devices of trickery and
subterfuge to their fullest extent.

Marksman

A well placed arrow or bolt can be enough to halt even the strongest of enemies;
an expert marksman can debilitate, maim or kill with their weapon of choice,
striking their prey with deadly speed and precision.
Scout)
Scout Ahead - Leave the party to check the coast is clear. If
Marksman)
[C] Perfect Shot [5] - Line up the perfect shot with
you find enemies, R1-4 to escape back to your friends. If you a ranged weapon, dealing +4 Damage. Taunt R1-4
fail, skip a round. Cannot use in combat. No cooldown.
for 2 rounds.
Disguise - Disguise yourself as a bush. Enemies will ignore
you until you reveal yourself. You may move until entering [FT] Battle Horn [3] - Your battle horn instils your
combat. Cannot use in combat. No cooldown. allies with renewed energy, raising your their
[F] SURPRISE! [0] - While disguised, attack. +4 Damage. Hit. Damage by +d2 for 1 round.
Healer)
Widely respected within settlements, villages, towns and cities alike, healers tend
not only to the physical, but to the emotional wellbeing of the local populace too.
Healers tend to be kind souls, caring deeply for the needs of others, and always
putting them before themselves.
Field Medic
Experts at tending wounds while surrounded by action and danger, field medics
have extensive knowledge of bandaging and bone-setting techniques, poultices
and staving off infection. Most adventurers know that having a medic around in a
worst case scenario could mean the difference between walking home and being
carried.
Alderman
While not particularly combat-ready, the sight of the village wise man or woman
can be enough to inspire fighters to heroic deeds, able to turn the tide of a battle
with seemingly simple words. These venerable healers are well versed, too, in the
subtle arts of empathy and persuasion - many taking pity on a frail creature only
to miss the wry smile upon their face.

Where Healer abilities state Hit, follow these rules:

Healers have different rules for succeeding on


their heals. Unlike the Herbalist, who throws
potions to their allies, the healer must perform
complex first aid while battle continues around
them. While this is harder, it is also much more
effective and often prevents further damage. A
Healer must be within 5 yards of their target and
succeed a Dexterity check. Checks become more
challenging the better the heal is. A Dexterity check
must defeat a "Jostle" check of d20-Dexterity. So if
your Dexterity is d12, the DM will roll a d8 Jostle
check. Like with Hit/Defence rolls, you will always attempt the action before it is
countered. Heals also have a chance to taunt, as everyone knows you kill the
healer first.
Field.medic) Alderman)
[C] Simple Bandage [3] - Bandage your target's wounds, Wise - Convince someone to see things your way.
restoring 4 Health if successful. Hit. Taunt R1-3 for 2 rounds. Will not work on everyone. Cooldown on Resting.
[C] Ointment [4] - Apply ointment to an ally's wound,
Cannot use in combat.
removing any damage over time abilities but not healing.
Passive: Inspiring Presence - Your bravery inspires
[F] Cower [4] - Cower to appear less threatening. Cancel all
your companions. Allies gain 4 to their total Health
taunts currently on you.
when you are with them.
Herbalist)
Herbalists are the master of herb-lore and are valued in society for their
expertise at healing as well as their ability to cook up dangerous concoctions and
poisons.
Alchemist
Masters of potions that restore energy and offer temporary feelings of euphoria,
bravery and joy. While alchemists can be valued allies, most of their potions
cannot truly heal wounds. When the battle is over, the injured must still have
their wounds properly treated.
Poisoner
Some herbalists learn the more nefarious arts of poison-making. They can craft
poison that coats weapons or dangerous gases that injure or blind their enemies.
Unfortunately, poison doesn’t know friend from foe. A smart ally of one of these
herbalists will know when to run.

Herbalists can use their flasks in two different ways. First, they can throw the
flask directly on the floor, causing two adjacent 5 yard patches of the flask's
Splash effect. All Splashes dissipate after their effects are resolved. If thrown by
hand, you may only use full Hit within 10 yards (otherwise, -d4 for every 5 yards
beyond that). Alternatively, Herbalists may use a Slingshot or Sling to throw
potions, giving them the full 35 yard range.

Second, a Herbalist can throw a flask to an ally from 10 yards. This still requires
a Hit (Ally must roll Dexterity within 6 points to catch). If you miss, the flask will
hit the floor at the ally's feet. Using a flask is always a Free Turn Action. The
Herbalist should perform all rolls associated with their flask's use. Throwing
flasks requires Hit, using flasks does
not. The result if the ally catches and
uses the flask is indicated by [T], while
the result on everyone in a flask's
Splash area is indicated by [S].
Remember that allies and enemies alike
are affected by all flask Splashes.

Potion heals are only effective during


combat unless stated otherwise. After
combat, the damage healed is halved
and inflicted anyway (to a minimum of
1 Health - you cannot accidentally die
from potion use).
Alchemist) Poisoner)
[C] Dock Leaf Potion [5] - A potion that soothes wounds [C] Hogweed Poison [5] - A poison that causes severe
temporarily. [U] Restores 4 Health. [S] Restores 2 burns. [U] +6 Damage to target. [S] Normal damage.
Health. [C] Stinging Flask [2] - A bottle of nettles hurts even if
[C] Nettle Tea [3] - A potion that gives energy. [U] +2 it's not a poison. [U] +d2 Damage. [S] Harmless.
Defence. [S] +2 Hit. [FT] Throw to Ally [0] - Throw flask to Ally.
[FT] Throw to Ally [0] - Throw flask to Ally.
Skills..and..flaws)
Each dice costs its value (e.g. d2 costs 2 Stat Points, d12 costs 12, etc.)
and you must purchase all intermittent dice.

For example, a mouse who wants to increase their damage from a d2 to a d6 would
need to spend 10 points to do so.

Characters start with 20 Stat Points but can "sell" dice for further points (same value). A
character can also purchase Skills and Flaws, with skills costing their listed price and
flaws refunding Stat Points. A good character should have at least one Flaw. Players
may discuss adding Flaws not on this list with the DM, who will determine a Stat Point
reward for the Flaw.

Skill Cost Description

d20 on swim checks (Amphibians have this


Natural Swimmer 4
automatically)

d20 on climb checks (Squirrels have this


Arboreal 4
automatically)

Extra 10 yards of movement (Lagomorphs have this


Hopper 6
automatically)

+d4 on Charisma checks for characters of same


Allure 8
species

+d2 on Charisma checks in military establishments


Enlisted 6 and grants extra knowledge of Croneham's military
organisations

+d2 in Charisma checks in reputable places and


Reputable 6 grants extra knowledge of etiquette and Croneham's
wealthy families.

+d2 in Charisma checks in disreputable places and


Disreputable 6 grants extra knowledge of Croneham's underground
organisations.

+d2 in Charisma checks dealing with normal


Villager 6
villagers and extra knowledge on their customs.
Healthy 4 Higher chance to resist disease and sickness.

Tavern Dweller 4 Less affected by alcohol.

Scholar 6 Choose one extra knowledge.

Leader 10 Buffs you cause last one round longer.

Quick Recovery 10 Debuffs on you last one round less (minimum of 1).

+d2 to Awareness checks in woods, -d2 to


Survivor 6
Awareness in all other environments.

+d2 to Awareness in settlements, -d2 to Awareness


Settler 6
in all other environments.

+d2 to Awareness on rivers and riverbanks, -d2 to


River Rat 6
Awareness in all other environments.

+d2 to Awareness in fields, -d2 to Awareness in all


Field Mouse 6
other environments.

+d2 to Awareness in cities, -d2 to Awareness in all


Big City Cat 6
other environments.
Flaw Reward Description

Allergy 4 Needs spec. Can get sick from allergen.

Randy as a Rabbit 6 Always thinking with your nethers.

4 (one eye/one ear,


partial)/6 (both
Choose blind OR deaf. -d2/4/6/all) to
eyes/ears, partial)/8
Blind/Deaf awareness on checks that use vision
(one eye/ear,
or hearing.
complete) /10 (both
eyes/ears, complete)

Amputee - Not
Missing an arm or a leg, if leg, -10
available to 8
yard movement. If arm, -d4 Dexterity.
Salamanders

You have a bad reputation, -d2 to


4/8 (Wanted: can
charisma. If you are a wanted
Scoundrel only take if entire
criminal, you risk arrest in
party agrees)
settlements.

You have an uncontrollable temper.


Let Sleeping Dogs Lie
You cannot negotiate where fighting is
- Requires party 10
an option (but remember that your
approval
party still can).

You live by a set of principles (not


Zealot 6 necessarily morals) that you cannot
break without just cause.

You're not very helpful in a fight and


Coward 8
must wait a round before acting.

You're just really rude.


Rude 4
-d2 Charisma.

Pacifist: Requires DM
12 You cannot take part in combat at all.
and party approval

For some reason, nobody gave you


any favours when you left home (or
Empty Pockets 8 you've failed to retrieve what you've
spent). You can only trade in straight
goods.
You just can't shift that blocked nose,
Bunged Up 4 -d4 to Awareness on smell-related
checks.

You're just not very wise to the world


Green 6 and others find it easy to take
advantage of you.

You are the very best, the most


The Badgiest Badger
awesome and everyone needs to know
Who Ever Badged
about it all the time. People tire of your
4 ego very quickly.

Perhaps you can't resist shiny things,


or maybe you have actual "sticky
Kleptomaniac 8
fingers", but you can't resist stealing
everything.

You just can't stop lying and everyone


Liar 6
knows. -d4 Charisma.

You're not necessarily a thief, but you


Winter Squirrel 4 will go the extra mile to get goods you
really don't need.

Must choose spec. You can't go long


without something, be it a certain kind
Addict 4 (Mild)/6 (Severe)
of food, drink or your favourite
smoking leaf.

You're just not really very bright, and


Ditsy 6
you're daft to boot.

You're so loyal you literally can't deny


Lapdog 6
the object of your loyalty.

6 only if party have You're very memorable, increases


Distinctive
criminal tendencies chances of getting arrested.

You really have no doubts about your


Cocky 4
abilities ever.
You're really scared of something. If
it's mild, you skip a turn when you see
Fight or Flight 6 (Mild)/8 (Severe)
it (or are unable to act). If it's severe,
you must run when you see it.

You've probably had one too many


pies and it really does show. At Portly,
"Big Boned" 6 (Portly)/8 (Obese)
-d2 Agility. At Obese, -d2 Agility and -
10 yard movement.

You've got something against another


species or lots of species and you're
constantly putting your foot in your
Racist 8
mouth. Every time you do, you will
suffer a penalty to Charisma when
dealing with the person you offended.

You're mean-spirited and it shows in

Nasty 6 everything you do. -d4 Charisma.

6 (Skinny)/8 You really don't eat enough. At Skinny,


Twig
(Anorexic) -d2 Health. At Anorexic, -d6 Health.

You just don't learn as fast as


Slow 8
everyone else. Lose one knowledge.

You hate giving up favours. Wherever


Favour Hoarder 6 possible, you must trade in goods
instead.

You often speak without thinking,


Big Foot, Big Mouth 6
usually to disastrous result.

You're plagued by bad luck. The DM


Unlucky 8
can make you reroll once per session.

You're convinced everyone is out to get


you and are constantly on alert. +d2 to
Twitchy 0 Awareness but whenever you detect
something before anyone else does,
you will suffer -d2 to Hit.

More susceptible to sickness and


Scurvy 6
disease.
Weapons)
A weapon is not just a tool to the creatures of Croneham Wood. Many weapons are passed down through families,
others hand-crafted for the user. A skilled fighter is one whose weapon is part of their arm. In some cases, it's their
arm itself.
Players can choose two 1-handed weapons or one 2-handed weapon. Although many weapons may seem more suited to a certain
class than others, you can play any class with any weapon (even a Marksman Hunter with a lance). However, use common sense
when deciding if a weapon can be used for an ability. One reason you are given so much choice with talents is because the weapon
choice is limited. Weapons can be upgraded and materials to upgrade them may be obtainable on your journey. If the weapon you
want doesn't fit into any of the below categories, talk to the DM and see if the weapon is viable and what stats it will give.

Ranged Weapons: Ranged weapons decrease in accuracy if firing at a target more than 35 yards away. -d4 for every 5 yards
beyond that. While this may not seem a long range, keep in mind that your character is, on average, only about 1 foot tall and their
environment often consists of tall foliage and grass.

Single-handed Weapons Stats


Small, Bladed (e.g. dagger) +d2 to Hit
Standard, Bladed (e.g. sword) +d2 to Damage, +d2 to Defence
Tool (e.g. axe) -d2 to Hit, +d2 to Damage, +d2 to Defence
Wooden Blunt (e.g. club) +d2 to Hit, -d2 to Damage, +d2 to Defence
Shield +d2 to Defence
Small ranged (e.g. throwing daggers) -d2 to Hit, +d2 to Damage
Slingshot or Sling - Herbalist +d4 to Hit, +d2 to Damage
Two-handed Weapons Stats
Melee, Bladed Weapon (e.g. sword, battleaxe) -d2 to Hit, +d4 to Damage, +d2 to Defence
Ranged (e.g. bow) +d4 to Hit, +d2 to Damage, -d2 to Defence
Wooden Blunt (e.g. quarterstaff) +d4 to Hit, -d2 to Damage, +d2 to Defence
Unconventional Ranged (you can throw a sword, technically) -d6 to Hit, +d4 to Damage, -d4 to Defence
Unarmed
Brawler or Size 4-5 Creature +d2 to Hit, +d4 to Damage, -d2 to Defence
Non-Brawler, non-Badger +d4 to Hit, -d2 to Damage, -d2 to Defence

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