Fish
Shark
  Aquatic
  v2.0
Description
Sharks are common throughout the seas of Urdun, and some varities can even be found in lakes and rivers. They can smell prey, and if anywhere nearby, one or more will make their way for the hunt. It is said they can smell blood for leagues away. While extremely aggresive, they will often leave prey alone if suffciently hurt.
Hitbox
2S: Head
1S: Torso
1S: Torso
1S: Tail
Shark
Hard
Str
3
Fort
3
Endr
3
Agl
2
Dex
2
Sense
2
Cha
1
Int
1
Spirit
1
Body Area
Harm
Wound
Harm
Crit
2S: Head
0
H
H
H
5
KO
2
1S: Torso
4
1S: Tail
Pace (Swim): 4
4
H
H
H
4
2
Stamina
5
Dash   
Endr
+
Agl
Active
4
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
4
D
Recover
Fort
+1
D
Free
4
D
Abilities/Skills
Skin: 4 Shark Teeth (3G each).
Attack with Bite. Once a Pin is applied use Pin:Bite to bleed out and drag away Target.
Aquatic: Can breath underwater only.
Bite
Active
Strike 
1
S
+
4
D
=
Dex
+
2
D
Slash
2
S
+
4
D
=
Str
+
1
D
Bleed 2, Pin 2
D
Pin: Bite
Grapple
4
D
=
Str
+
Agl
:
+3
D
0S:
Slash
4
D
=
Str
+
1
D
Bleed 1
1S:
Slash
2
S
+
4
D
=
Str
+
1
D
Bleed 2, 5 Dmg: Sever.
May move 2 Spaces.
Whale
  Aquatic
  v2.0
Description
Common All over the world's Seas. Most are harmless, but few want to take revenge on Boats and those that hunt thier kind.
Hitbox
2S: Head
1S: Body
1S:Body
1S: Tail
Whales can be between 1R (35ft) and 3R (100ft) long
Whale
Dire
Str
3-4
Fort
6
Endr
5
Agl
2
Dex
2
Sense
2
Cha
2
Int
3
Spirit
1
Body Area
Armor
Harm
Wound
Harm
Crit
2S: Head
DR1
4
H
H
H
8-20
KO
2
1S: Body
DR2-
DR3
5
1S: Tail
Pace (Swim): 5
DR2
6
H
H
H
4
2
Stamina
6
Dash   
Endr
+
Agl
Active
7
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
6
D
Recover
Fort
+1
D
Free
9
D
Abilities/Skills
Skin: Ambrosia & Whale Fat Can do Other Actions while Grappled / Biting
Aquatic: Can stay underwater for hour, without needing to breath.
Bite (Head)
Active
Strike Cone 1
1
S
+
4
D
=
Dex
+
2
D
Slash
2
S
+
4
D
/
5
D
=
Str
+
1
D
Bleed 2, Pin 2
D
Pin: Bite
Grapple
5
D
=
Str
+
Agl
:
+3
D
0S:
Slash
4
D
/
5
D
=
Str
+
1
D
Bleed 1
2S:
Swallow: Bash
1
S
+
4
D
/
5
D
=
Str
+
1
D
Become Swallowed.
Swallowed: Blast 4
D
Acid Dmg per Turn.
Escape (Full):
Str
+
Agl
vs Whale 1
S
+
3
D
if being damaged:
6 Only
. 5S (Culmulative): Can Escape.
Ignore Body DR if Attacking from inside. Whale May choose to spit you out Early.
Tail Whack (Tail)
Active
Strike Cone 3
1
S
+
2
D
=
Dex
Bash
Blast 3
S
+
6
D
/
7
D
=
Str
+
3
D
Merfolk
Merfolk
  Aquatic
  v2.0
Description
Merfolk can be found in the oceans of Urdun. They rarely treat or trade with humans, tending to avoid all contact with surface folk if possible. They have a rich culture and large undersea cities, attempting to live in harmony with the other creatures of the sea. There enemies are the Frog-Folk, who they are locked in a bitter struggle for undersea supremacy.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Tail
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Tail.
Merfolk
Normal
Str
1
Fort
1
Endr
2
Agl
3
Dex
2
Sense
2
Cha
3
Int
2
Spirit
2
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
3
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
3
2
1S: O. Arm
2
H
H
H
3
2
1S: Tail
Pace(Water)
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
5
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will usally attack in groups, using their Sing ability to weaken folks before moving in to attack. Drop: Treasure D x1
Aquatic: Can breath underwater.
Trident
Pole-Arm
DR
2
Absorb
All
Dmg
2
Brk
3
Thrust
Active
Strike 
1
S
+
3
D
=
Dex
+
1
D
Bypass: 1
D
Pierce
2
S
+
3
D
=
Str
+
2
D
Bleed 2
Block
Defend
Block
5
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Sing
Free
7
D
=
Spirit
+
Cha
+
2
D
1S: One enemy in gain 1 Stamina Loss.
Merfolk Warrior
  Aquatic
  v2.0
Description
Merfolk warriors are trained in the use of the Trident and reigourisly drilled in battle tactics. Marfolk warriors form the back bone of Merfolk guard and army units. They rarely fight unless they feel it's required and when they do will fight in careful and pracriced formation. Often are deployed with Marfolk Mages acting as support.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Tail
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Tail.
Merfolk Warrior
Normal+
Str
2
Fort
2
Endr
2
Agl
3
Dex
3
Sense
2
Cha
2
Int
1
Spirit
2
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
4
1S: M. Arm
2
H
H
H
3
2
1S: O. Arm
2
H
H
H
3
2
1S: Tail
Pace(Water)
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
5
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will usally attack in groups mostly with the Trident, but occasionly using their Sing. Drop: Treasure D x1
Can Attack and Block with same Weapon.
Aquatic: Can breath underwater.
Read Battle
Free
4
D
=
Sense
+
Int
1S: +
1 Edge
. Each Edge can be used for +1
D
to Hit/Dmg/Defend/Bypass/Grapple.
Trident
Pole-Arm
DR
2
Absorb
All
Dmg
2
Brk
3
Thrust
Active
Strike 
1
S
+
4
D
=
Dex
+
1
D
Bypass: 1
D
Pierce
2
S
+
4
D
=
Str
+
2
D
Bleed 2
Distance
Free
Reduce Hit by 1
D
Block
Defend
Block
5
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Sing
Free
6
D
=
Spirit
+
Cha
+
2
D
1S: One enemy in gain 1 Stamina Loss.
Merfolk Water Mage
  Aquatic
  v2.0
Description
Merfolk Mages specialize in Blue and Green magic, particularly water manipulation and telepathy. Since Merfolk have a natural affinity for these schools of magic they are able to use them without the need to Incant or fear of Backlash. Merfolk pass down the magic arts through a tradition of a chosen pupil being in the care of single expeienced master. Being a Mage is a point of high respect within merfolk culture and while they can be found in battle formaations, it's not uncommon to see Mages leading tribes as well.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Tail
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Tail.
Merfolk Water Mage
Hard
Str
1
Fort
1
Endr
2
Agl
3
Dex
2
Sense
2
Cha
3
Int
3
Spirit
3
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
3
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
3
2
1S: O. Arm
2
H
H
H
3
2
1S: Tail
Pace(Water)
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
5
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will usally attack in groups, using their Sing ability to weaken folks before moving in to attack. Drop: Treasure D x1
Can Attack and Block with same Weapon.
Aquatic: Can breath underwater.
Trident
Pole-Arm
DR
2
Absorb
All
Dmg
2
Brk
3
Thrust
Active
Strike 
1
S
+
3
D
=
Dex
+
1
D
Bypass: 1
D
Pierce
2
S
+
3
D
=
Str
+
2
D
Bleed 2
Block
Defend
Block
5
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Sing
Free
7
D
=
Spirit
+
Cha
+
2
D
1S: Enemy in gains 1 Stamina Loss.
1S: Ally in removes 1 Harm.
Water Shot
Active
Strike 
1
S
+
3
D
=
Dex
+
1
D
Pierce
1
S
+
3
D
=
Int
Push
3
S
+
6
D
=
Int
+
3
D
Resist w/
Endr
/
Agl
Collision 2
S
+
3
D
Wave
Active
Semi Circle: Blast
Water
1
S
+
3
D
=
Int
Push
3
S
+
6
D
=
Int
+
3
D
Merfolk Siren
  Aquatic
  v2.0
Description
Sirens are merfolk blessed by Yavarra with powerful musical skills. Enchantingly beautiful they have typically have little difficulty maniuplating others in normal circumstances, but have a Controlling Song which can make people into their slaves. Most Sirens have a difficult and cruel nature that finds them shunned from mermolk society, and either live in small conclaves or, once they have enough power, bands on those under their thrall. For those who spend enough time around the Siren and under their influence being to lose the free will and act as slaves. These slaves are typically humans or other merfolk but other creatures can be ensared as well.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Tail
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Tail.
Merfolk Siren
Hard+
Str
1
Fort
1
Endr
2
Agl
3
Dex
3
Sense
3
Cha
5
Int
3
Spirit
4
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
3
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
3
2
1S: O. Arm
2
H
H
H
3
2
1S: Tail
Pace(Water)
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
5
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will often try to control some members of the party using Controlling Song or enhance the combat powers of their slaves with Play.Drop: Treasure B x1
Sirens can transform their legs into those of a Human (Pace 3) on dry land but take Con points for every 3 hours spent in this form or away water.
Aquatic: Can breath underwater.
Controlling
Song
Full

If 2R:
6 Only
Contest 9
D
=
Cha
+
Spirit
,
+
1
S
if against attracted target. Ally
2F
:
+
1
S
.
Win: May Control for 1 Round per Success. (Target cannot apply Harm to themselves without Sirin winning a
Cha
Challenge against charactrs
Spirit
.)
6 Only
applied to check if controlling more than 2 members of a party.
Play
Full/
Active
12
D

=
Cha
+
Dex
+
Spirit
Battle Hymn:
1S: Enemy in gains 1 Stamina Loss.
1S: Ally in gains 1 Will. 1S: Ally in removes 1 Harm.
1S: +2
D
Hit or +1
D
Dmg Check.
Waltz: 2R
1S: Move Ally 1 Space.
Duet of Agony: Circle 4
1S: 1 Dmg is applied to Random Ally (not including you) in Range instead. Body Area is the same.
Noise Blast: Semi Circle (Foe's Only)
1S: Hex 4-1R: Lose 1 Pace. Hex 0-3: Push 1S+3
D
=
Spirit
+
1
D
Resist w/
Str
.
3S: All foes in Range Move back 5 Spaces Resist w/
Str
. 2
S
+3
D
Collision Damage.
Fishmen
Fishman
  
  v2.0
Description
The Fishmen live deep in dark areas of the ocean, and rarely come to the surface. Locked in an endless battle with the usual inhabitants of the lighter waters abpve them, the Merfolk, most Fishmen are bred to be mean, petty, and cruel. They hate Merfolk more than anything (the feeling is mutual), though their hate for surface dwellers comes close.

Little is known about them on the surface. Fishmen live in a mostly tribal society, though these tribes are often unified under a Fish King in a byzantine tribal politics that few, even the Fishmen, understand. Also of note, is while linguists do have knowledge of their language, few make an effort to learn it, as it is considered the ugliest language known to the human ear.

While some Fishmen do worship Valnoa, many sects are said to have splintered off to worship a stranger, darker god that few know beyond the darkest depths of the ocean.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Fishman
Normal+
Str
2
Fort
1
Endr
2
Agl
2
Dex
2
Sense
2
Cha
0
Int
1
Spirit
0
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
Item
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: M. Arm
Item
2
H
H
H
2
2
1S: O. Arm
Item
2
H
H
H
2
2
1S: Legs
Pace
:
3
Pace(Swim)
:
3
Item
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will try to start with Mist Breath as a surprise attack if possible. Then follow up with it's Trident and Poison Spit attacks. Drop: Treasure E x1
Aquatic: Can breath underwater. Will lose strength if out of the water more than 20 minutes.
Trident
Pole-Arm
DR
2
Absorb
All
Dmg
2
Brk
3
Thrust
Active
Strike 
1
S
+
3
D
=
Dex
+
1
D
Bypass: 1
D
Pierce
2
S
+
4
D
=
Str
+
2
D
Bleed 1
Distance
Free
Reduce Hit by 1
D
Block
Defend
Block
4
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Mist Breath
Full
Circle 2 of Visibilty 1 appears around Fishman. Fishmen are not effected by this loss of Visibilty. Can only do twice per battle.
Poison Spit
Active
Strike 
1
S
+
3
D
=
Dex
+
1
D
Acid
2
S
+
3
D
Can only be removed as if Wound.
Poison
2
S
+
3
D
Resist w/
Endr
/
Fort
Sea Serpents
Sea Serpent
  Aquatic
  v2.0
Description
Swims in the open ocean, sometimes in small schools. Its common for them to attack Ships.
Hitbox
2S: Head
1S: Body 1
1S: Body 2
1S: Body 3
1S: Body 4
1S: Tail
Sea Serpent
Hard+
Str
3
Fort
3
Endr
3
Agl
3
Dex
4
Sense
2
Cha
0
Int
1
Spirit
2
Body Area
Armor
Harm
Wound
Harm
Crit
2S: Head
DR2
2
H
H
H
4
KO
2
1S: Body 1
Pace: 2 Swim: 5
DR1
4
1S: Body 2
DR1
4
1S: Body 3
DR1
4
1S: Body 4
DR1
4
1S: Tail
DR1
2
H
H
H
2
2
Stamina
4
Dash   
Endr
+
Agl
Active
5
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
3
D
Abilities/Skills
Will attempt to bite and pin characters. Each Body Segement can attack each turn. Can lift its head high above the water shoot Water Jet's to knock Sailors off thier boat.
Can Swim in Shallow Water.
Physique
Heavy 2 (Resist Push and similar by 2)
Bite (Head)
Active
Strike 
1
S
+
4
D
Dex
Slash
2
S
+
5
D
=
Str
+
2
D
Bleed 2, Pin 4
D
Body Slam
(Body)
Active
Strike 
1
S
+
2
D
Bash
2
S
+
5
D
=
Str
+
2
D
Water Jet
(Head)
Active
Proj 
1
S
+
2
D
Sense
Bash
1
S
+
4
D
=
Spirit
+
2
D
Push
1
S
+
4
D
=
Spirit
+
2
D
Resist w/
Str
/
Agl
Whip (Tail)
Active
Strike Cone 2R
1
S
+
6
D
=
Dex
+
2
D
Bash
2
S
+
5
D
=
Str
+
3
D
Resist 2 Knockdown with
Agl
+
1
D
Lightning Eel
  Aquatic
  v2.0
Description
Swims in the open ocean, sometimes in small schools of Sea Serpent. Its common for them to attack Ships.
Hitbox
2S: Head
1S: Body 1
1S: Body 2
1S: Body 3
1S: Tail
Lightning Eel
Hard
Str
2
Fort
4
Endr
4
Agl
2
Dex
3
Sense
4
Cha
0
Int
1
Spirit
2
Body Area
Harm
Wound
Harm
Crit
2S: Head
2
H
H
H
5
KO
2
1S: Body 1
Pace: 2 Swim: 5
4
1S: Body 2
4
1S: Body 3
4
1S: Tail
2
H
H
H
2
2
Stamina
4
Dash   
Endr
+
Agl
Active
6
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
5
D
Recover
Fort
+1
D
Free
5
D
Abilities/Skills
Prefering to stay further way, Lightning eels will Charge a Lightniing Bolt with thier Lightning Aura.
Can Swim in Shallow Water.
Physique
Heavy 2 (Resist Push and similar by 2)
Eletrosenses can sense nearby Creatures in the water.
Bite (Head)
Active
Strike 
1
S
+
4
D
Dex
Slash
2
S
+
5
D
=
Str
+
2
D
Bleed 3, Pin 4
D
Lighting Aura
(Body)
Active
Lightning All within ( Underwater)
1
S
+
2
D
Shock
1
S
+
5
D
=
Str
+
2
D
Electrocuted: 3
D
6 Only
& Pace 1.
Remove Free w/
Fort
+
Spirit
Charge
4
D
=
Spirit
+
2
D
:+1S
1S: +1 Charge
(3 Charge)
Lightning Bolt
Active
Shoot 
1
S
+
2
D
Sense
Energy
3
S
+
4
D
=
Spirit
+
2
D
Electrocuted: 2
S
+
3
D
Shoot: 2 Enemies
Within of Target
1
S
+
4
D
=
Spirit
+
2
D
Energy
2
S
+
4
D
=
Spirit
+
2
D
Electrocuted: 3
D
Electrocuted
6 Only
and Pace 1.
Remove Free w/
Fort
+
Spirit
Jellyfish
Jellyfish
  Aquatic
  v2.0
Description
The most common kind of jellyfish and roughly 4' to 8' feel depending on how you measure the tenticles. While ususally they live deep under the oceans, some blumes can find their way to the surface or even above the surface. Jellyfish are mostly mindless and drift without much thought only occasionlly showing interest in other living things to sting them as prey.
Hitbox
1S: Body
Jellyfish
Normal
Str
0
Fort
1
Endr
1
Agl
1
Dex
1
Sense
0
Cha
0
Int
0
Spirit
0
Body Area
Harm
Wound
Harm
Crit
1S: Torso
Swim Pace: 3
Float Pace: 1
S
+
1
D
0
H
H
H
3
0
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
1
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Skin: 1 Poison Sac (Can be a Poison if combined w/ an Empty Vial.)
Physique
Immune to Poison.
Poison Sting
Active/Grapple
Ignores cloth and Partial Armor.
:
+
Strike
1
S
+
3
D
=
Dex
+
2
D
Acid
1
S
+
7
D
Removed as if Wound. Applies only Brk to weapons. Ignores DR.
Poison
2
S
+
2
D
Target Resist w/
Fort
Sting Back
Active
Occurs whenever Hit and is applied to any Body Area or Item used to Hit it.
Acid
1
S
+
2
D
Removed as if Wound. Applies only Brk to weapons. Ignores DR.
Poison
1
S
+
2
D
Target Resist w/
Fort
Jellyfish Dreadnought
  Aquatic
  v2.0
Description
A rarer variety of jellyfish found is espically potent blumes. They are considered extreamly dangerous by sailors across the world for their deadly acidic poison stings. Like smaller jellyfish are esentially mindless and only show interest in the few linving things they decide to use as prey.
Hitbox
1S: Body
1S: Body
1S: Body
1S: Body
1S: Body
1S: Body
Jellyfish Dreadnought
Hard
Str
1
Fort
2
Endr
2
Agl
1
Dex
1
Sense
0
Cha
0
Int
0
Spirit
0
Body Area
Harm
Wound
Harm
Crit
1S: Torso
Swim Pace: 3
Float Pace: 2
S
+
1
D
6
H
H
H
6
0
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
3
D
Abilities/Skills
Skin: 1 Poison Sac (Can be a Poison if combined w/ an Empty Vial.)
Physique
Immune to Poison.
Poison Sting
Active/Grapple
May attempt up to twice per Round.
:
+
Strike
1
S
+
3
D
=
Dex
+
2
D
Acid
2
S
+
5
D
Removed as if Wound. Applies only Brk to weapons. Ignores DR.
Poison
4
S
+
3
D
Target Resist w/
Fort
+
1
D
Sting Back
Active
Occurs whenever Hit and is applied to any Body Area or Item used to Hit it.
Cone 1: Blast
Acid
1
S
+
5
D
Removed as if Wound. Applies only Brk to weapons. Ignores DR.
Poison
1
S
+
5
D
Target Resist w/
Fort
Deep Sea
Kraken
  Aquatic
  v2.0
Hitbox
1S: Torso
1S: Torso
1S: Torso
2S: Eye
1S: Torso
2S: Maw
1S: Torso
2S: Eye
1S: Torso
1S: Torso
1S: Torso
1S: Torso
1S: Torso
1S: Torso
1S: Torso
1S: L Tentacle 1/2
1S: Tentacle 1-8
1S: L Tentacle 1/2
1S: Tentacle 1-8
1S: L Tentacle 1/2
1S: Tentacle 1-8
1S: L Tentacle 1/2
1S: Tentacle 1-8
1S: L Tentacle 1/2
1S: Tentacle 1-8
1S: L Tentacle 1/2
1S: Tentacle 1-8
1S: L Tentacle 1/2
1S: Tentacle 1-8
1S: L Tentacle 1/2
1S: Tentacle 1-8
1S: L Tentacle 1/2
1S: Tentacle 1-8
Description
Over 100' long, these terrors of the deep sometimes surface to pull down ships and eat the crew. Very little is known about these terrifying creatures, but it is said they live on the bottom of the ocean and rise to feed. They can cause shipwrecks just by the nature of their awesome size and are said to be smarter then they appear. On rare occaisons they sometimes attack pors as well, causing massive devestation in their wake.
Kraken
Epic
Str
5
Fort
5
Endr
4
Agl
2
Dex
3
Sense
2
Cha
0
Int
2
Spirit
2
Stamina
8
Dash   
Endr
+
Agl
Active
7
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
5
D
Recover
Fort
+1
D
Free
6
D
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Eye
0
H
H
H
20
KO
2
2S: Maw
DR1
0
1S: Torso
DR2
20
1S: L Tentacle (2)
DR1
7
H
H
H
7
2
1S: Tentacle (8)
Pace (Swim): 3
DR1
8
H
H
H
8
2
Abilities/Skills
Skin: 2x Kraken Eye (50G, Can be used as any Gem), 10x Kraken Scales (10G)
Will attack ships with Squeeze Attacks. Cracking the ship and feeding on those inside. When attacking the surface will use mostly their Long Tenticles to pull prey inside their mouths.
Physique
Heavy 4 (Push and similar reduced by 4)
Aquatic: Can breath underwater only.
Terror
At Start of Combat all Targets Resist 2 Terror w/
Spirit
Abilities/Skills
Attacks/Poison
Tentacles
Each Tentical may do 1 Action per turn.
Swipe (Tentacle)
Active
Strike
1
S
+
3
D
=
Dex
+
1
D
Impact
2
S
+
6
D
=
Str
+
1
D
Push 1
S
+
5
D
(Collision: 1
S
+
5
D
)
Swipe (L Tentacle)
Active
Strike
1
S
+
4
D
=
Dex
+
2
D
Impact
3
S
+
7
D
=
Str
+
2
D
Push 1
S
+
6
D
(Collision: 1
S
+
6
D
)
Grab (Any Tentacle)
Active
Strike / (Long)
1
S
+
4
D
=
Dex
+
2
D
Grab Target
Eat
Grapple
7
D
=
Dex
+
5
D
1S: Put Inside Maw.
Squeeze
Grapple
Do 3
S
+
6
D
=
Str
+
1
D
Impact Dmg. Add 1
S
+
1
D
Dmg per Tentacle attempting.
Inside
Maw
You take Blast 1
S
+
6
D
Acid Dmg every Round. Can't Breathe.
Escape (Full):
Str
+
Agl
vs Kracken 1
S
+
5
D
. 7S (Culmulative): Someone can Escape. Each Dmg to Maw increases this amount by 1.
All Acid Damage can only be removes as Wounds.
Attacking Ignore DR. 3
D
to Escape.
Ships
Pirate Ship
  Ship
  v2.0
Description
Pirates live all across the waters of Urdun, though are espically numerous in the South Seas where some of the most profitable tradign routes are. Some pirates are brave and will fight to the last, others are quick to negotiate. Most pirates follow the lead of their captain who is often a charasmatic and dangerous individual.
Hitbox
2S: Starboard Hull
1S: Forward Mast
2S: Port Hull
1S: Forward Mast
2S: Starboard Hull
1S: Rear Mast
2S: Port Hull
1S: Rear Mast
A double masted sailong ship. About 75' long (15 spaces) and 20ft wide (4 spaces).
Pirate Ship
Hard
Str
-
Fort
-
Endr
-
Agl
-
Dex
-
Sense
-
Cha
-
Int
-
Spirit
-
Body Area
Armor
Dmg
Brk
Crt
1S: Starboard Hull
DR2
3
H
H
H
6
1
*
1S: Port Hull
DR2
3
H
H
H
6
1
*
2S: Forward Mast
DR2
2
H
H
H
2
1
*
2S: Rear Hull
DR2
2
H
H
H
2
1
*
Stamina
-
Dash   
Endr
+
Agl
Active
-
Dodge   
Agl
+
1
D
Defend
-
Breath   
Endr
+1
D
Active
-
Recover
Fort
+1
D
Free
-
Abilities/Skills
Critical Hull: When a Hull is Critical the ship begins to sink and cannot move.
Critical Mast: A ship moves at half speed if 1 Mast is destroyed and cannot move if 2 are Critical.
Vehicle Combat Round: A Vehicle will move every 5 Rounds of Standard Combat.
Cannons: Ship has 4 Cannons, 2 on each side.
Combat Movement
Vehicle
2
S
1S: Ship moves 2R. (Max:3R)
1S: May turn ship 1 Hex.
Cannon
Vehicle
Ship may fire 1
S
+
1
D
Cannon per Vehicle Round.
Shoot 
1
S
+
2
D
1S:
+
Cannonball: Bash
4
S
+
8
D
Fireshot (x3): Fire
3
S
+
8
D
Applies as Blast to Characters. 1
S
+
5
D
Burning
Grapeshot (x5): Pierce (Blast)
2
S
+
5
D
Bleeding 2
Board
When within of another ship hooked ladders will get used to connect thetwo ships and pirates wil attempt to board.
Pirates may attempt to swing onto the other ship via grappling hooks as well.
Long Ship
  Ship
  v2.0
Description
Longships are mostly used by Sklevaar raiders of the North Sea. Typically they quickly close on smaller vessels when they then board. After boarding they typically capture or kill the owners of the ship and then take the ship and whatever valuables it has as their own.
Hitbox
2S: Starboard Hull
2S: Port Hull
2S: Starboard Hull
1S: Mast
2S: Port Hull
1S: Mast
2S: Starboard Hull
2S: Port Hull
About 75' long (15 spaces) and 20ft wide (4 spaces).
Long Ship
Hard
Str
-
Fort
-
Endr
-
Agl
-
Dex
-
Sense
-
Cha
-
Int
-
Spirit
-
Body Area
Armor
Dmg
Brk
Crt
1S: Starboard Hull
DR2
2
H
H
H
5
1
*
1S: Port Hull
DR2
2
H
H
H
5
1
*
2S: Mast
DR2
2
H
H
H
2
1
*
Stamina
-
Dash   
Endr
+
Agl
Active
-
Dodge   
Agl
+
1
D
Defend
-
Breath   
Endr
+1
D
Active
-
Recover
Fort
+1
D
Free
-
Abilities/Skills
Critical Hull: When a Hull is Critical the ship begins to sink and cannot move.
Vehicle Combat Round: A Vehicle will move every 5 Rounds of Standard Combat.
Cannons: Ship has 4 Cannons, 2 on each side.
Combat Movement
5
S
1S: Ship moves 2R.
1S: May turn ship 1 space (2 max) or reverse.
Board
When within of another ship hooked ladders will get used to connect thetwo ships and pirates wil attempt to board.
Pirates may attempt to swing onto the other ship via grappling hooks as well.