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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Creature Identity

Creature Identity

Identity has three layers: Creature Type (broadest nature and body logic), Subtype (which kind of member of that family), and Trapping (presentation, e.g., fire vs. frost burst, that doesn't change the mechanic). Start with the type.

Senses: by default an adversary sees, hears, smells, touches, and tastes like a person. A type or subtype may remove a sense entirely or grant enhanced ones; these stack with senses from traits, maneuvers, or mutations.

TypeNatureSubtypes
AberrationAlien anatomy, intrusive mind or space influencePsychic, Tentacled, Brood, Void-Touched, Fleshwarped, Reality-Warping, Seer / Blind-Sense
AnimalNon-magical living vertebrate, no innate languagePack Hunter, Great Beast, Burrowing, Climbing, Flying, Aquatic, Venomous, Territorial, Nocturnal
ConstructArtificially made and animatedAnimate, Clockwork, Homunculus, Wooden, Siegeborn, Geometric, Arcane, Industrial, Guardian, War Machine, Patchwork
DragonLegendary magical reptilesFire, Frost, Storm, Venomous, Stone, Shadow, Radiant, Ancient
ElementalMade of or governed by a primal state; all have Elemental Body (ignore ordinary suffocation, drowning, and flesh-only bodily stress)Fire, Frost, Storm, Stone, Tide, Corrosive, Wind, Ash
FeyEnchantment, glamour, story-logicTrickster, Glamour-Bound, Wild Hunt, Winter, Summer, Gloom, Thorned, Bargain-Bound
HumanoidPerson-shaped, language and cultureNo subtypes; uses Mutations as Identity Traits
Magical BeastAnimal body with supernatural abilityMonstrous Body, Unnatural Venom & Feeding, Aerial/Mobility Predation, Serpentine/Grasping, Aquatic/Drowning, Mutable Form, Displacement
OozeMindless amorphous mass; no sight or hearing, Blindsense 10 ft (Strong magnitude)Gelatinous, Corrosive, Predatory, Splitting, Parasitic, Mimetic, Tarry/Sludge, Luminous/Arcane
OutsiderOrigin beyond the mortal worldCelestial, Infernal, Abyssal, Void-Born, Spirit (Blindsense 15 ft, no conventional senses), Heraldic, Tempting, Exile/Wanderer
PlantLiving vegetation; no sight or hearing, Blindsense 10 ft (Strong magnitude)Thorned, Rooted, Fungal, Parasitic, Wooden, Blooming, Blighted
UndeadReanimated by unnatural forceGhostly (Blindsense 15 ft; no sight, hearing, smell, taste), Corpse-Bound, Skeletal, Vampiric, Necrotic/Deathly, Shadowed, Plague-Ridden
VerminInvertebrates: insects, arachnids, arthropodsSwarm, Webspinner, Venomous, Burrower, Carapaced, Brood-Bearing, Leaping/Skittering, Parasite

Each subtype grants one signature trait/maneuver (see compendium). Humanoids take mutations (Bite, Claws, Horns, Wings, Dermal Plating, Scent, Venomous, etc.) as Identity Traits; a plain humanoid or one with only cosmetic mutations may spend that selection on a Role or Generic maneuver instead. Humanoids may also carry a second Creature Type, using the multiple-subtype rules.

Essence Traits

Abilities carry Essence tags used by crafting: Fire, Frost, Storm, Acid, Spirit, Vitality, Death, Blood, Shadow, Mind, Fear, Motion, Space, Ward, Edge.

Essence Traits

Abilities carry Essence tags used by crafting: Fire, Frost, Storm, Acid, Spirit, Vitality, Death, Blood, Shadow, Mind, Fear, Motion, Space, Ward, Edge.

Trappings

A trapping changes how an ability looks without changing what it does: an elemental burst might be fire, frost or storm; a draining touch might be necrotic, psychic or corruptive; a movement aura might be shadow, wind or mist. Pick trappings to suit the creature, then adjust damage types and crafting tags to match.

Each Creature Type has its own page in this journal with its subtypes, senses, and every trait and maneuver it grants.