The following list completely replaces the Speciality section found in Chapter 1 of the Fantasy Craft Second Printing core rulebook.
Speciality | Feat | Benefits |
Alchemist | Alchemy Basics | Chemistry focus, improvised alchemy, inquisitive mind, paired skills (Investigate and Crafting) |
Chronicler | Basic Skill Mastery (Actor) | Beguiling, encouragement, free hint, if I recall… |
Craftsman | Crafting Basics | Celebrated, practised crafting, thrifty |
Cutter | Basic Skill Mastery (Healer) | Contagion sense, edged proficiency, field medicine, paired skills (Medicine and Crafting) |
Delegate | Basic Skill Mastery (Spy) | Charming, flashy, origin skill, well connected |
Fanatic | Black Cat | Attribute training (Wis/Cha), free hint, no pain, practised impress |
Freebooter | Ambush Basics | Attribute training (Dex/Int), cheap shot, fast, practised intimidate |
Gladiator | Combat Instincts | Crunch!, favoured foes, paired skills (Athletics and Impress) |
Guide | Pathfinder Basics (any 1) | Animal empathy, decisive, practised survival, unbreakable |
Homesteader | Extra Holding | Practised resolve, stand together, tenacious spirit |
Labourer | Great Fortitude | Odd jobs, paired skills (Crafting and Resolve), ride focus, thrifty |
Lawman | Mark | Extra proficiency, practised notice, step in |
Lunatic | Glint of Madness | More than luck, mysterious, volatile |
Mercenary | Battlefield Trickery | Attribute training (Str/Con), extra proficiency, melee combat expert, paired skills (Haggle and Resolve) |
Miner | Pathfinder Basics (caverns/mountains) | Blunt proficiency, paired skills (Athletics and Crafting), stonecutting focus, unbreakable, warding strike |
Mooch | Adventurer’s Luck | Loaded, fend, practised search, thrifty |
Pedlar | Basic Skill Mastery (Trader) | Attribute training (Int/Cha), charming, linguist, origin skill, paired skills (Haggle and Search) |
Reaver | Basic Skill Mastery (Officer) | Agile defence, extra proficiency, flashy, melee combat expert, water vehicle focus |
Restorationist | Well-Rounded | Broad learning, inscription focus, paired skills (Resolve and Investigate), sharp mind |
Runaway | Elusive | Crafting focus, practised blend, push it to the limit, tenacious spirit |
Savage | Basic Skill Mastery (Athlete) | Fast, practised survival, thick hide 2, trackless step |
Scavvy | I Can Swim | Decisive, just the thing, trap sense |
Swindler | Repartee Basics | Attribute training (Dex/Cha), beguiling, charming, practised bluff |
Waster | Basic Skill Mastery (Horseman) | Animal empathy, attribute training (Dex/Con), linguist, practised haggle, trackless step |
Weirdy | The Gift | Favoured Enemy (Horrors), inquisitive mind, terrifying look, turning |
Wizard | Spell Library | Broad learning, mysterious, origin skill, practised spellcasting |
Alchemist
You don't even remember what it was like to have eyebrows.
- Bonus feat: Alchemy Basics
- Chemistry Focus: You gain the Crafting skill’s Chemistry focus.
- Improvised Alchemy: You are always considered to have a chemist's kit (see page 159 of the Fantasy Craft Second Printing core rulebook).
- Inquisitive Mind: You gain 2 additional Interests.
- Paired Skills: Each time you gain 1 or more ranks in the Investigate skill, you gain equal ranks in the Crafting skill. This may not increase your Crafting skill beyond its maximum rank.
Chronicler
You tread in the bootprints of heroes, right at their heels, braving the same perils so that you can tell their stories and hopefully make a buck… if you live.
- Bonus feat: Basic Skill Mastery (Actor)
- Beguiling: When you successfully Taunt a character, you may decline the standard result to have your target become fixated on you for 1d6 rounds. Special characters and villains may spend 1 action die to cancel this effect and become immune to this ability for the rest of the scene. If you gain this benefit from multiple sources, you may also damage the target once without interrupting his fixation (you may do this only once, no matter how many times you gain the benefit).
- Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.
- Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.
- If I Recall…: You gain a +5 bonus with Knowledge checks (see page 66 of the Fantasy Craft Second Printing core rulebook).
Craftsman
You eke out a living cobbling together the goods that make life in the Wound liveable, be they clothes, tools, furnishings or the occasional rare luxury. Probably booze. Mostly booze.
- Bonus feat: Crafting Basics
- Celebrated: Your Legend increases by 2.
- Practised Crafting: If you spend an action die to boost a Crafting check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
- Thrifty: Your Prudence increases by 2.
Cutter
The best way to heal any injury is with a knife, and man do you know your way around a good sharp knife.
- Bonus feat: Basic Skill Mastery (Healer)
- Contagion Sense: You may roll twice when making Fortitude saves prompted by disease and poison, keeping the result you prefer.
- Edged Proficiency: You gain the Edged proficiency.
- Field Medicine: You are always considered to have a doctor’s bag (see page 159 of the Fantasy Craft Second Printing core rulebook).
- Paired Skills: Each time you gain 1 or more ranks in the Medicine skill, you gain equal ranks in the Crafting skill. This may not increase your Crafting skill beyond its maximum rank.
Delegate
You're an agent of powers beyond the wastes. A tool honed to guide the minds and spirits of the people of the Wound. Naturally that means you're spying on everyone.
- Bonus feat: Bonus Feat: Basic Skill Mastery (Spy)
- Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.
- Flashy: Your Panache rises by 2.
- Origin Skill: Choose 1 additional Origin skill.
- Well Connected: You may purchase Connected Renown for 20 Reputation per rank (see page 187 of the Fantasy Craft Second Printing core rulebook).
Fanatic
For some reason, in the face of all evidence to the contrary, you believe that there are still Gods around. Whether you spread the word of the Invaders, the Slaadi, Zalhoon, or even the Muffin Man you find people equally dubious.
- Bonus feat: Black Cat
- Attribute Training: The lower of your Wisdom or Charisma scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
- Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.
- No Pain: You may ignore the first fatigued or shaken condition you would gain each scene.
- Practised Impress: If you spend an action die to boost an Impress check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
Freebooter
Why work for your living when you can let other people work, and then take the spoils of the labour by force when they're tired and vulnerable?
- Bonus feat: Ambush Basics
- Attribute Training: The lower of your Dexterity or Intelligence scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
- Cheap Shot: You gain the Cheap Shot trick (see page 221 of the Fantasy Craft Second Printing core rulebook).
- Fast: Your Ground Speed increases by 10 ft.
- Practised Intimidate: If you spend an action die to boost an Intimidate check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
Gladiator
The fighting pits are one of the last true entertainments in the Wound, and you've honed your weapon on many another gladiator's flesh.
- Bonus feat: Combat Instincts
- Crunch!: Your Strength-based damage rolls inflict 1 additional damage.
- Favoured Foes: Choose 2 Types: animal, beast, construct, elemental, fey, folk, horror, ooze, outsider, plant, spirit, or undead. Your threat range increases by 2 when attacking and making Notice, Sense Motive, and Survival checks targeting standard characters of the chosen Types. You may choose an additional Type at Career Levels 6, 11, and 16.
- Paired Skills: Each time you gain 1 or more ranks in the Athletics skill, you gain equal ranks in the Impress skill. This may not increase your Impress skill beyond its maximum rank.
Guide
You know part of the Wound like the back of your hand. Where's dangerous, where the best routes are, where to forage. People pay for that kind of knowledge.
- Bonus feat: Pathfinder Basics (any 1)
- Animal Empathy: The Dispositions of non-adversary animals increase by 5.
- Decisive: You gain a +5 bonus with Initiative.
- Practised Survival: If you spend an action die to boost a Survival check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
- Unbreakable: Each time you suffer attribute impairment, it decreases by 1 (minimum 0).
Homesteader
You're out to resettle the Wound. Not content to huddle in one of the ramshackle towns that pepper the wastes you've staked your own claim. If existence is hard, well you'll just be harder.
- Bonus feat: Extra Holding
- Practised Resolve: If you spend an action die to boost a Resolve check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
- Stand Together: You gain a +2 morale bonus to Defence and all saves when at least 2 adjacent characters share your Species.
- Tenacious Spirit: You gain 1 additional vitality point at each career level.
Labourer
You make an honest day's pay off the strength of your words and the sweat of your back.
- Bonus feat: Great Fortitude
- Odd Jobs: You gain a +4 morale bonus with Downtime checks made to earn income (see page 68 of the Fantasy Craft Second Printing core rulebook).
- Paired Skills: Each time you gain ranks in the Survival skill, you gain equal ranks in the Resolve skill. This may not increase your Resolve skill beyond its maximum rank.
- Ride Focus: You gain 1 Ride skill focus.
- Thrifty: Your Prudence rises by 2.
Lawman
The Wound is a lawless place, but where civilization struggles to once again flourish someone's got to stand up for justice (or collect those bribes not to). Happens you're that someone.
- Bonus feat: Mark
- Extra Proficiency: You gain 1 additional proficiency or trick.
- Practised Notice: If you spend an action die to boost a Notice check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
- Step In: Once per combat, you may choose to receive all of 1 attack’s damage on an adjacent character. Your Damage Reduction and Damage Resistance apply normally.
Lunatic
YOU HEAR THE VOICE OF THE CHICKEN! IT TELLS YOU YOU ALL MUST BURN! COCK-A-DOODLE-BUUUUUUURRRRRNNNNN!!!!!!
- Bonus feat: Glint of Madness
- More than Luck: You gain 1 additional starting Action Die.
- Mysterious: You may purchase Mystical Renown for 20 Reputation per rank (see page 187 of the Fantasy Craft Second Printing core rulebook).
- Volatile: Your highest attribute score rises by 2, and your lowest attribute score decreases by 2.
Mercenary
There will always be someone or something that desperately needs killing, and someone's always willing to pay someone with your skills to either facilitate or prevent that. The question is, who's paying better?
- Bonus feat: Battlefield Trickery
- Attribute Training: The lower of your Strength or Constitution scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
- Extra Proficiency: You gain 2 additional proficiencies or tricks.
- Melee Combat Expert: You’re considered to have 2 additional Melee Combat feats for any ability based on the number of Melee Combat feats you have.
- Paired Skills: Each time you gain ranks in the Haggle skill, you gain equal ranks in the Resolve skill. This may not increase your Resolve skill beyond its maximum rank.
Miner
Turns out that digging holes is an alarmingly profitable venture when the surface world has gone to hell. You got real good at digging holes.
- Bonus feat: Pathfinder Basics (caverns/mountains)
- Blunt Proficiency: You gain the Blunt proficiency.
- Paired Skills: Each time you gain 1 or more ranks in the Athletics skill, you gain equal ranks in the Crafting skill. This may not increase your Crafting skill beyond its maximum rank.
- Stonecutting Focus: You gain the Crafting skill’s Stonecutting focus.
- Unbreakable: Each time you suffer attribute impairment, it decreases by 1 (minimum 0).
- Warding Strike: You gain the Warding Strike trick (see page 222 of the Fantasy Craft Second Printing core rulebook).
Mooch
If the fallen civilizations of old weren't destroyed by gibbous fleshy doom from the sky they are is, for the most part, still lying around. Rather than try to rebirth civilization you just live off all the goodies those precursors left lying around.
- Bonus feat: Adventurer's Luck
- Loaded: You may purchase Successful Renown for 20 Reputation per rank (see page 187 of the Fantasy Craft Second Printing core rulebook).
- Practised Search: If you spend an action die to boost a Search check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
- Thrifty: Your Prudence increases by 2.
Pedlar
You go from town to town, carrying sacks groaning with good on overladen pack animals. You leave before everyone realizes it's cheap crap, and come back just after they've forgotten.
- Bonus feat: Basic Skill Mastery (Trader)
- Attribute Training: The lower of your Intelligence or Charisma scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
- Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.
- Linguist: You gain 2 additional Languages (see page 61).
- Origin Skill: Choose one additional Origin skill.
- Paired Skills: Each time you gain 1 or more ranks in the Haggle skill, you gain equal ranks in the Search skill. This may not increase your Search skill beyond its maximum rank.
Reaver
When banditry comes on a boat, not only can you steal more stuff, but you can run away way faster.
- Bonus feat: Basic Skill Mastery (Officer)
- Agile Defence: Your base Defense increases by 1.
- Extra Proficiency: You gain 1 additional proficiency or trick.
- Flashy: Your Panache increases by 2.
- Melee Combat Expert: You’re considered to have 2 additional Melee Combat feats for any ability based on the number of Melee Combat feats you have.
- Water Vehicle Focus: You gain the Ride skill’s Water Vehicles focus.
Restorationist
You've read books and seen pictures of the world before, and you're part of a small group of terminal optimists who want to return the world to the way it was.
- Bonus feat: Well-Rounded
- Broad Learning: You gain 2 additional Studies (see page 61 of the Fantasy Craft Second Printing core rulebook).
- Inscription Focus: You gain the Crafting (Inscription) focus.
- Paired Skills: Each time you gain ranks in the Resolve skill, you gain equal ranks in the Investigate skill. This may not increase your Investigate skill beyond its maximum rank.
- Sharp Mind: You gain 1 additional skill point per level.
Runaway
You led an existence of slavery, imprisonment or servitude, until you ran. It was hard at first, but you'll never go back, and them that kept you are going to pay.
- Bonus feat: Elusive
- Crafting Focus: You gain 1 Crafting skill focus.
- Practised Blend: If you spend an action die to boost a Blend check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
- Push it to the Limit: You take exactly 1 point per die when suffering subdual damage from any Athletics/Push Limit check (no roll is required).
- Tenacious Spirit: You gain 1 additional vitality per level.
Savage
You live in a tribal society, hunters and gatherers who has eschewed (or never acquired) the trappings of civilization. Survival against a hostile world is your day to day. Extra credit if you're also a cannibal.
- Bonus feat: Basic Skill Mastery (Athlete)
- Fast: Your Ground Speed increases by 10 ft.
- Practised Survival: If you spend an action die to boost a Survival check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
- Thick Hide 2: You’re considered to be wearing partial armour that provides Damage Reduction 2. This DR does not stack with other armour (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).
- Trackless Step: The DCs of Tracking checks to follow your trail increase by 10.
Scavvy
When the world went all to hell lots of interesting people hid, dropped, forgot and died with some really interesting things. You've got a very particular skill set for getting to them.
- Bonus feat: I Can Swim
- Decisive: You gain a +5 bonus with Initiative.
- Just the Thing: You may "find" a single previously unmentioned item worth up to career level x 5 silver chosen from the Goods, Kits or Elixirs lists on your person, in the area, or find something that makes a good improvised version once per session. This item performs as normal, has no resale value, and ceases to exist at the end of the session. You may use this ability even when stripped of your regular gear (at GM discretion).
- Trap Sense: You may roll twice when making Reflex saves prompted by security devices and traps, keeping the result you prefer.
Swindler
It's so inelegant to just steal. You know that it's much more satisfying to get people to give you what's not yours than to just take it.
- Bonus feat: Repartee Basics
- Attribute Training: The lower of your Dexterity or Charisma scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
- Beguiling: When you successfully Taunt a character, you may decline the standard result to have your target become fixated on you for 1d6 rounds. Special characters and villains may spend 1 action die to cancel this effect and become immune to this ability for the rest of the scene. If you gain this benefit from multiple sources, you may also damage the target once without interrupting his fixation (you may do this only once, no matter how many times you gain the benefit).
- Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.
- Practised Bluff: If you spend an action die to boost a Bluff check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
Waster
Some people might want to settle the wastes, but you know that to truly get by out there you've got to keep moving, and carry your life on your saddle, strapped to the back of practically anything but a horse.
- Bonus feat: Basic Skill Mastery (Horseman)
- Animal Empathy: The Dispositions of non-adversary animals increase by 5.
- Attribute Training: The lower of your Dexterity or Constitution scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
- Linguist: You gain 2 additional Languages (see page 61 of the Fantasy Craft Second Printing core rulebook).
- Practised Haggle: If you spend an action die to boost a Haggle check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
- Trackless Step: The DCs of Tracking checks to follow your trail increase by 10.
Weirdy
You've spent your life exposed to the ravages of uncontrolled magic and all of that exposure has… done stuff to you.
- Bonus feat: The Gift
- Favoured Enemy (Horrors): Your threat range increases by 2 when attacking and making Notice, Sense Motive and Survival checks targeting standard characters of the Horror type.
- Inquisitive Mind: You gain 2 additional Interests.
- Terrifying Look: The Will save DCs of stress damage you inflict increase by 4
- Turning: Choose a Type from the following list: animal, beast, construct, elemental, fey, horror, ooze, outsider, plant, spirit, or undead. Once per combat you may Turn characters of this Type (see page 223 of the Fantasy Craft Second Printing core rulebook).
Wizard
The world is magic, the stuff rains from the sky and invades homes and minds. There'll always be call for someone who knows a little bit about how to deal with it.
- Bonus feat: Spell Library
- Broad Learning: You gain 2 additional Studies (see page 61 of the Fantasy Craft Second Printing core rulebook).
- Mysterious: You may purchase Mystical Renown for 20 Reputation per rank (see page 187 of the Fantasy Craft Second Printing core rulebook).
- Origin Skill: Choose one additional Origin skill.
- Practised Spellcasting: If you spend an action die to boost a Spellcasting check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
Renown in the Wound: This setting replaces Heroic, Military and Noble renown (see page 187 of the Fantasy Craft Second Printing core rulebook) with Mystical, Successful and Connected Renown. When Calling in Favours Mystical renown gives you influence with those you can intimidate and mystify (common folk), Successful renown influences those you can buy and sell (merchants and traders, ambitious leaders) and Connected renown influences those in positions of political power (agents of the northern and southern powers).
When determining the required renown for a Favour substitute Mystical for Heroic, Successful for Military and Connected for Noble. In most cases it is left to players to provide their own renown-granted Title. Connected renown associated with either Peria or the souther Coalition states are (naturally) mutually exclusive.
Character Classes
The character classes available in the Class section found in Chapter 1 of the Fantasy Craft Second Printing core rulebook remains unchanged, but below are a few comments on their thematic role in the Wound in the form of a few specific archetypal suggestions.
Assassin
In the Wound an Assassin could be…
- A bounty hunter selling your services hunting down enemies of the towns of the Wound.
- A vengeful warrior tracking down the band of robbers who murdered your family.
- A coalition infiltrator charged with targeting a profane magister.
- The forerunner of a group of raiders set to sow chaos amongst your foes.
Burglar
In the Wound a Burglar could be…
- A daring second storey man going after the riches of the fortified homesteads of the Wound's elite.
- A robber baron leading a group of cut-throats to target salvage travelling through a certain pass.
- A trader using stealth and guile to evade would-be thieves and get your goods to market.
- A procurer of magical spells, invading the tower homes of powerful mages to steal their secrets.
Captain
In the Wound a Captain could be…
- The sheriff of the little waste-ditch town, keeping uncertain peace against the tides of anarchy.
- The commander of a band of dust-pirates feared by your crew and your quarry alike.
- A proud chieftain fighting to see your ancient ways survive despite the encroachment of civilized lands.
- A mercenary leader selling your band's protection town to town, and burning those that refuse your generous offer.
Courtier
In the Wound a Courtier could be…
- A Zalhoonite missionary here to preach the word of the One God.
- A Perian proxy representing the interests of the magocrats of the north.
- The mouthpiece of an invading horde here to negotiate bloodless surrender.
- The sibilant whisper in the ear of the founder of a prosperous township.
Explorer
In the Wound an Explorer could be…
- A cartographer out to map the wastes for traders and armies alike.
- An enterprising trader seeking to build a merchant empire along an unexploited trade route.
- A ruin-raiding scavenger with a map to a certain big score.
- A student of the elder races eager to reclaim their histories and their culture.
Keeper
In the Wound a Keeper could be…
- A roaming tinker maintaining the gear of a salvage operation.
- A specialist engineer excavating a compelling site.
- A master craftsman hunting down the rarest and most unique of materials to make truly legendary objects.
- A clever vizier guiding your faithful to a promised land.
Lancer
In the Wound a Lancer could be…
- A warrior-nomad keeping the worst of the Wound's predators from your livelihood.
- A fierce dustwaste corsair, striking with deadly speed from the decks of your landship.
- A trusted messenger carrying vital intelligence from town to town from the lofty back of your ptera-bird.
- The scout for a city-train, riding ahead of the train on your wheeled servitor steed to inspect the rails for damage or ambush.
Fuck Horses: Horses are boring and boring mounts are for NPCs. PCs may not ride a horse without special permission from the GM. Instead they may choose to describe their mount and use the statistics provided for Horse, Riding/Wild (see page 270 of the Fantasy Craft Second Printing core rulebook) or build their own mount as an NPC up to the value of 45 XP. Does your PC ride a giant sentient vine? A massive centipede? Sit in a chariot drawn by dogs? Ride a cat polymorphed into a centaur that licks his junk? A giant spider you're harnessed underneath who doesn't realize you're there? Have a one-man wind-propelled dust-boat and a massive hand-cranked fan? The only limit is your deranged creativity.
Mage
In the Wound a Mage could be…
- A hedge magician, cobbling together forbidden lore from salvage and theft.
- A Perian aspirant, out to prove that you have what it takes for an apprenticeship with a famous master.
- A scholar specializing the the lore of the tyrants, eager to ply the depths of their abominable wisdom.
- A former mortificator determined to assist free servitors to atone for what you now perceive as horrible crimes.
Sage
In the Wound a Sage could be…
- A radical historian seeking uncover the hidden truth of the invasion.
- The representative of a cloistered civilization striking out to learn of the surviving world beyond your borders.
- A herbalist seeking to learn all that you can about the perverted mutations wrought on the flora of the Wound, and their new properties.
- A mourner-priest in the order of the old Gods seeking out the corpse of your long dead patron
Scout
In the Wound a Scout could be…
- The only guide who knows the way through the lost dwarven city to the rich basin beyond.
- A hunter, determined to avenge the death of your family and the ruin of your home by a horror of the wastes.
- A tribal warrior separated from your people by a terrible arcane disaster living off the hostile land.
- An escaped slave hiding out in the wastes from hunters who would restore your shackles.
Soldier
In the Wound a Soldier could be…
- A mighty gladiator, champion of the pits who bought his freedom.
- A sword for hire peddling his services town to town.
- The bodyguard charged to watch over an influential visitor to the wastes.
- A tribal raider seeking riches from the civilized world.
Game Creation Contents | |||||
---|---|---|---|---|---|
Character | Concept and Attributes | Species | Speciality and Class | Species Feats | Gear |
Setting | Settlement Builder | Region Builder | NPC Builder | Ruin Builder | Random Corruptions |