A Creature may have up to their level in total tags. They may only have up to 4 Tiered Skill tags with a total 10 tiers combined. Use the following table for limits.
Level
# Skill Tags
Max Tier
Total Tiers
1
1
1
1
2
2
2
2
3
2
2
3
4
2
3
4
5
3
3
5
6
3
3
6
7
3
4
7
8
4
4
8
9
4
4
9
10
4
4
10
Animal
d10
Weakness Name
Description
1
Simple Minded
Hindered resistance to illusions or manipulations of instinct.
2
Fear of Fire
Becomes frightened when injured by or surrounded by fire.
3
Territorial Blindness
Becomes reckless if defending marked area or offspring.
4
Pack Dependent
Gains hesitation if isolated from allies.
5
Overcommit
Cannot disengage or retreat without failing a check once it engages.
6
Loud and Obvious
Hindered stealth checks.
7
Tunnel Vision
Hindered defense checks from the flank or rear.
8
9
Startle Response
Hindered initiative and movement when surprised.
10
Thin Skin
Hindered defense checks
d10
Ability Name
Description
1
Charge
Applies temporary condition stunned to target
2
Pack Tactics
Eases attacks when more than one ally is within 5ft of the target
3
Pounce
Applies temporary condition prone to target
4
Keen Senses
Eases perception chcks
5
Rend
Applies temporary condition bleed to the target
6
Territorial Roar
Applies temporary condition frightened if fails a check against the creatures level.
7
Savage Instinct
Eases attacks against targets that are already have temporary conditions applied in this scene
8
Trample
Applies temporary condition prone to all creatures in a 15 ft straight line
9
Beast Reflexes
Eases defense checks
10
Natural Camouflage
Eases stealth checks
d10
Tag Name
Description
1
Thick Hide
Resistance to non-magical physical damage.
2
Beast Instinct
Immune to mind-affecting effects (like charm/fear).
3
Sure-footed
Eases checks against prone
4
Low-Light Vision
Can see in dim or dark environments.
5
Scent Tracker
Eases tracking or locating creatures within short range
6
Can't be Surprised
Eases checks against being ambushed or surprised
7
Territorial
Eases defensive tasks when in a known or marked area.
8
Flying
Can fly
9
No Gear Needed
Cannot wield weapons, but unaffected by the disarmed temporary condition
10
Aquatic
Can breathe and move freely in and under water
Automation
d10
Weakness Name
Description
1
Rigid Protocols
Cannot take the same action two turns in a row without a check.
2
Disruptible Core
Suffers stunned when struck by electrical or arcane energy.
3
No Self-Preservation
Cannot retreat or avoid danger unless commanded.
4
Overheat
If taking multiple actions in a turn, must pass a check or suffer weakened.
5
Directive Bound
Must act toward its programmed goal, even if tactically unsound.
6
Magical Dependency
Shuts down for one round if in an antimagic field.
7
Pattern Predictable
Opponents gain ease on reactions after seeing the automation act once.
8
System Delay
Initiative rolls are hindered unless receiving direct input.
9
Loud Operation
Suffers penalties to stealth and cannot benefit from concealment.
10
Maintenance Required
Suffers cumulative penalties each scene it is not repaired.