- Invitation Status
- Look for groups
- Posting Speed
- 1-3 posts per day
- Writing Levels
- Advanced
- Adaptable
- Preferred Character Gender
- Male
- Genres
- Horror, fantasy, sci-fi.
OPEN SIGNUPS - The Cruelest Animal Signup/OOC
How The System Works
The Cruelest Animal uses a prototype diceless system, intended to maintain an element of risk but placing as much agency in the hands of players as possible and allowing the GM to scale challenges.
To help you understand, I'll explain the Traits that describe your character within the world.
Brutality - While commonly used for raw violence, like clubbing a troublemaker or smashing down a door, Brutality is also employed for emotional violence, or brute force guesswork. It gets results but isn't pretty, especially if the desired result is damage.
Grace - Grace implies acrobatic skill, deft footwork, and nimble fingers - but it's equally applicable to wordplay and deception, and no less a tool of murder than Brutality.
Poise - A vital Trait for maintaining your mental and emotional equilibrium. Used in enduring psychic assaults, outlasting the barbed words of rivals, and keeping a cool head when all about you are losing theirs.
Intellect - When a situation calls for acumen and discernment, when a grand design must be conceived and executed, this is the Trait in play.
Acuity - A quick mind and keen eyes are necessary to survive in Umbra. Acuity allows you to notice the shadow of the goon sneaking up on you or deliver the perfect cutting remark.
Fortitude - Where Poise is the mettle of your mind, Fortitude governs your physical hardiness. It contributes to your Vigor.
Vigor - The resource spent on tackling Challenges. Equal to Fortitude + any relevant bonuses.
So, the first thing to do is pick your Stock.
Outlanders are normal humans taken from outside. They receive +1 Wit +1 Vigor
Strangers are humans born in Umbra. They receive +1 Poise and access to sorcery.
You then have 10 points to divide between Brutality, Grace, Poise, Intellect, Acuity, and Fortitude. None can be higher than 5.
Next, you pick your Calling, which contributes to your available Talents.
Clerk - A general member of the Reclaimer's Guild tasked with paperwork, oversight, diplomacy, and doing what they're told despite multiple reservations. Technically not required to be out in the field, but frequently out in the field.
Core Trait: Poise
Lamplighter - Scouts for the Guild who rove ahead or beside main mapping teams, moving quickly and stealthily to mark threats and places of interest. Frequently a dab shot with a rifle, but many prefer archery.
Core Trait: Acuity
Doctor - Qualified physicians are a precious rarity in Umbra. It's not uncommon for them to go out with exploration teams for the inevitable sprained ankles, mild concussions, gunshot wounds, burns, poisoning, or suppurating claw marks leaking dark ichor.
Core Trait: Intellect
Theurgist - Doctors of the sciences who have achieved a kind of terrible enlightenment in Umbra. Eccentric and brilliant, they craft devices that should not - by any law of God or nature - actually function. Helpful to exploration teams who encounter eldritch machinery or other hazards best defeated with education and insight.
Core Trait: Intellect
Guardsman - With sword, pistol, and stern rebuke, the Guardsmen are the backbone of an exploration team. The Lamplighters find the way, the Clerks mark the maps, but it is the Guardsmen who breach ancient doorways and bring battle to the things that dwell there.
Core Trait: Fortitude
All characters have ten points to spend on Talents and Quirks.
How The System Works
The Cruelest Animal uses a prototype diceless system, intended to maintain an element of risk but placing as much agency in the hands of players as possible and allowing the GM to scale challenges.
To help you understand, I'll explain the Traits that describe your character within the world.
Brutality - While commonly used for raw violence, like clubbing a troublemaker or smashing down a door, Brutality is also employed for emotional violence, or brute force guesswork. It gets results but isn't pretty, especially if the desired result is damage.
Grace - Grace implies acrobatic skill, deft footwork, and nimble fingers - but it's equally applicable to wordplay and deception, and no less a tool of murder than Brutality.
Poise - A vital Trait for maintaining your mental and emotional equilibrium. Used in enduring psychic assaults, outlasting the barbed words of rivals, and keeping a cool head when all about you are losing theirs.
Intellect - When a situation calls for acumen and discernment, when a grand design must be conceived and executed, this is the Trait in play.
Acuity - A quick mind and keen eyes are necessary to survive in Umbra. Acuity allows you to notice the shadow of the goon sneaking up on you or deliver the perfect cutting remark.
Fortitude - Where Poise is the mettle of your mind, Fortitude governs your physical hardiness. It contributes to your Vigor.
Vigor - The resource spent on tackling Challenges. Equal to Fortitude + any relevant bonuses.
So, the first thing to do is pick your Stock.
Outlanders are normal humans taken from outside. They receive +1 Wit +1 Vigor
Strangers are humans born in Umbra. They receive +1 Poise and access to sorcery.
You then have 10 points to divide between Brutality, Grace, Poise, Intellect, Acuity, and Fortitude. None can be higher than 5.
Next, you pick your Calling, which contributes to your available Talents.
Clerk - A general member of the Reclaimer's Guild tasked with paperwork, oversight, diplomacy, and doing what they're told despite multiple reservations. Technically not required to be out in the field, but frequently out in the field.
Core Trait: Poise
Lamplighter - Scouts for the Guild who rove ahead or beside main mapping teams, moving quickly and stealthily to mark threats and places of interest. Frequently a dab shot with a rifle, but many prefer archery.
Core Trait: Acuity
Doctor - Qualified physicians are a precious rarity in Umbra. It's not uncommon for them to go out with exploration teams for the inevitable sprained ankles, mild concussions, gunshot wounds, burns, poisoning, or suppurating claw marks leaking dark ichor.
Core Trait: Intellect
Theurgist - Doctors of the sciences who have achieved a kind of terrible enlightenment in Umbra. Eccentric and brilliant, they craft devices that should not - by any law of God or nature - actually function. Helpful to exploration teams who encounter eldritch machinery or other hazards best defeated with education and insight.
Core Trait: Intellect
Guardsman - With sword, pistol, and stern rebuke, the Guardsmen are the backbone of an exploration team. The Lamplighters find the way, the Clerks mark the maps, but it is the Guardsmen who breach ancient doorways and bring battle to the things that dwell there.
Core Trait: Fortitude
All characters have ten points to spend on Talents and Quirks.
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These Talents are open to any character type unless otherwise stated.
1 Point
Tough - take one less damage from physical sources.
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Grit - 5 points, never fall below 1 Vigor unless you lose a limb or are similarly maimed
Bulldog - 2 points, Win ties when defending an ally
Voltaic Graft - 3 points; an arm or leg has been replaced with a combat-ready prosthetic. Vigor expenditure counts as doubled when using these grafts with Brutality.
Gruesome Scar - 2 points; you've got some nasty scars and can leverage them for Brutality in social situations.
Distinguished Scar - 2 points; you've picked up some battlescars that command respect. You can use Poise aggressively in social situations.
Breach... - 2 points; breaking doors down costs 2 less Vigor
...And Clear - 5 points; if you take the enemy by surprise, your first act of Brutality counts for three targets.
Sending A Message - 4 points; when dispatching a target deal psychological harm equal to your Brutality to their nearby allies.
Jaded - 1 point; mere human evils don't have the impact they used to.
You're Nicked, Son - 2 points; anyone with lower Fortitude than you can't escape your grasp.
Kneecapper - 2 points; When fighting in melee with Brutality, gain +2
Bellringer - 2 points; When fighting in melee with Grace, gain +2
Personal Arms - 2 points; You have a weapon of fine make, handed down to you or made personally. Gain +3 when using this weapon - but if you should lose it, it'll be a blow to morale...
Treasure of the Dark City - 1 point; you have a mystical weapon looted from some decaying vault in Umbra, which gives +3 when used. But the item's sinister history will surely come back to bite you...
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Vicious - 3 points; Add Brutality as damage to any attack
Gunslinger - 3 points; you prefer to be closer to a conflict than your peers. When you wield pistols with Grace, you can either shoot two targets at once or double damage to a single target.
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