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Beastinger

Size/Weight: depending on the animal

COU 13 SGC 12 INT 15 CHA 15

DEX 13 AGI 15 CON 11 STR 9 (s)

LP 5-20 (individual) AE 40 KP - INI 14+d6

DO 8 SPI 5 TOU 3 MOV individual

Bite, Punch, or Kick: AT 12 PA 7 DP d3 RE short

Small Stone: RC 15 DP 1W2 RA 1/3/5

PRO/ENC 0/0

Actions: 1

Advantages/Disadvantages: Perhaps Aquatic (if the beastinger’s animal shape is aquatic) / Negative Trait (Curiosity)

Special Abilities: Attack Weak Spot (Bite, Punch, or Kick), Feint II (Bite, Punch, or Kick), sometimes Flying Attack (Bite, Punch, or Kick; if the beastinger’s animal shape can fly), Precise Shot/Throw I (Small Stone), perhaps Underwater Combat (Bite, Punch, or Kick if the beastinger’s animal shape is aquatic)

Skills: Body Control 12 (15/15/11), Climbing 12 (13/15/9), Commerce 4 (12/15/15), Empathy 4 (12/15/15), Fast-Talk 7 (13/15/15), Feat of Strength 2 (11/9/9), (Flying 12 (13/15/15), if the beastinger can fly), Intimidation 4 (13/15/15), Perception 7 (12/13/15), Self-Control 7 (13/13/11), Stealth 14 (13/15/15), (Swimming 14 (15/11/9), if aquatic), Willpower 10 (13/15/15)

Spells: Ventriloquism; Axxeleratus 8 (12/15/13), Bannbaladin 7 (13/15/15), Gaze into the Mind 5 (13/12/15), Odem 5 (13/12/15), Traceless 7 (12/13/9), (Breathe Water 8 (12/15/11), if aquatic), and others from Tradition (Fairy)

Number: 1 or 2 (mated pair), or 2d6+1 (beastinger pack)

Size Category: tiny or small

Type: Fairy, humanoid, sometimes non-humanoid

Loot: equipment, sometimes

Combat Behavior: Beastingers are no fighters. They are playful creatures and like to play pranks. They can kick and bite in an emergency, but only fight when desperate and usually prefer to escape.

Escape: individual

Sphere Lore (Beings from the Spheres)
  • QL 1: Most beastingers have the shape of otters, squirrels, or birds.
  • QL 2: They are playful and like to prank humans. They can cast spells, but only rarely use them. Often they behave like normal animals, to blend in.
  • QL 3+: There are beastingers shaped like wolves and boars, but these large versions are warriors and guards in the fairy realm and not as harmless as their smaller cousins.

    Special Rules

    Cute: Beastingers are very cute. To attack a beastinger without reason, heroes must make a Willpower check with a penalty of 3.

    Beastinger Shape: The stats given are an example for otter or squirrel beastingers. Other types of animals have different stats. Large beastingers, such as wolves and boars, have very different stats.

    They do not need sustenance in the human sense, though some have a liking for carrots, nuts, cookies, or other treats. Others collect favored items, which they carry around or hoard. Objects commonly gathered include soft human hair for a sleeping nest, shiny jewelry, or items of a size suitable to the beastinger’s human shape (such as an epee found in a marmot’s nest).

    Fairy Rules: Beastingers use the general rules for fairies.

“And brave Talina went searching for Meredin, her beloved. She journeyed to the realm of the fairies, to break the spell the queen had cast on him. She walked far into the woods, where no human had ever traveled. When night fell, she rested under a rowan tree.
“Please help me,” Talina heard a quiet voice say next to her ear. She looked around and saw no one, so she lay down again. “Please help me,” the little voice said again. Once more Talina looked around, but she could see nobody.
Her heart was brave and good, so she said “I would like to help you. But I cannot see you.”
“I am down here.” Talina looked down and saw a little forest mouse standing on its hind legs. Its hands were raised pleadingly to the girl. “Please help me,” the small animal said again, in a human voice. “We mouselings suffer greatly.” And it began to tell her its story.
—from a fairy tale from the region between the Tommel River and the Great River, compiled by Alfert of Deianisgrove from a battered copy owned by a burgher‘s daughter from Gareth.

Beastingers are fairy creatures that have animal-like shapes. They know the languages spoken by humans and other intelligent creatures in their home region, and their intelligence is roughly equivalent to human levels. They are playful and mischievous, but, like people, their personalities can differ widely.

Beastingers often take the form of small furry animals such as squirrels, mice, or otters. Some people report seeing ones with larger animal shapes, such as badgers and beavers, or aquatic shapes, like frogs, trout, or other fishes. Note that beastingers cannot change their shape—their animal form is part of their being, but no matter what their form, they are neither dangerous nor aggressive.

Many Aventurians know of playful or tricky talking animals from stories and myths, but not all talking fairy-tale animals are beastingers. There is much debate as to whether any beastingers look like pets, such as cats or pigs.

Distribution

Beastingers only live in places with many passages to the fairy realms. Such places exist everywhere in Aventuria, so beastingers can be encountered anywhere on the continent. Their animal shapes match the animals of their home regions. They are especially common in Bornland, the Cyclops’ Islands, and in the forests of Albernia. Many fairy realms are supposed to be populated with beastingers of countless shapes.

Way of Life

Most beastingers are very playful. They spend much of their days pursuing fun and games that suit their animal forms, but they do have somewhat human sides, too.

Most of them walk on their hind legs and have no trouble using human speech. Some have perfect manners, others act as if they were born in a barn. Their behavior towards bipedal creatures is guided by curiosity and playfulness. Unfortunately, they do not really care if long-legs, as they refer to the big folk, approve of their tricks. Beastingers normally practice a “live and let live” philosophy, but when a threat approaches their home, they do what they can to avert it or drive it away. What appears at first to be a cute, talking squirrel can suddenly become a pest that screeches loudly and throws acorns, and a creature initially mistaken for a marmot might steal some important equipment.

Many beastingers watch humans from hiding places they choose mainly for comfort or protection from bad weather. Sometimes they build nests or burrows, like their animal cousins. Unlike other fairy creatures, beastingers do not have to return regularly to the fairy realm, but they are bound to the area in which they live (which can be as large as several square miles or as small as a stand of trees or a small glade).

Beastingers are rarely loners, and tend to be rather gregarious. Heroes might meet only a single specimen at first, but there are almost always friendly animals or other beastingers of the same species in the area.