Stingers Spores Core Rules
Stingers Spores Core Rules
W r i t t e n b y J.C . T h o m p s o n
E d i t e d b y T r av i s L e g g e a n d
Pe t e r B . S a l o o m
A r t b y H a r i a d i , Fa s i y a t i ,
L u s i y a n t o , Pa r y a n t o , Aj i , a n d
E ko G r u f f y a n t o
L a yo u t b y M o r n e S c h a a p
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.
peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment
Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or
suitability for purpose of this product.
3
Ta b l e o f
contents
Chapter 1: The Insect Kingdoms................................................ 8
Creation Myth........................................................................................8
The Insect Kingdoms..............................................................................11
Dangers.....................................................................................................16
Insect Civilization.................................................................................18
Other Power Structures....................................................................22
Trade.........................................................................................................23
Technology..............................................................................................23
Food..........................................................................................................24
The Spirit Realms..................................................................................24
Arthrogods.............................................................................................27
Other Arthrogods.................................................................................34
Death and the Afterlife......................................................................37
Heavens ....................................................................................................38
Hells.........................................................................................................40
Chapter 2: Character Creation................................................ 41
1. Choose a Party Role..........................................................................41
2. Choose an Insect................................................................................43
3. Choose Racial ....................................................................................72
Abilities and Size...................................................................................72
4. Choose Hindrances............................................................................78
4
New Hindrances......................................................................................78
5. Skills....................................................................................................82
6. Edges.....................................................................................................84
7. Trade-Offs...........................................................................................87
8. Gear......................................................................................................88
Chapter 3: Magic.......................................................................... 94
Arcane Background (Alchemy) ...........................................................95
Rules.........................................................................................................95
Arcane Background (Chirping).............................................................98
Rules.........................................................................................................99
Arcane Background (Gifted)................................................................100
Rules.........................................................................................................101
Arcane Background (Magic).................................................................103
Rules.........................................................................................................103
Arcane Background (Miracles)...........................................................107
Rules.........................................................................................................107
Arcane Background (War Path)..........................................................115
Rules.........................................................................................................116
Chapter 4: Setting Rules........................................................... 119
Insect Physics.........................................................................................119
Battle Swarms.......................................................................................121
Characters as Mounts..........................................................................123
Hazards....................................................................................................123
Spider Webs.............................................................................................124
Optional Rules: The Saturday Morning Cartoon................ 124
5
Genre.........................................................................................................126
Adventure Generator............................................................................127
Finale........................................................................................................132
Spidermarked...........................................................................................134
Sporecerors............................................................................................137
Adventurers............................................................................................142
Bugs of War............................................................................................147
City Bugs..................................................................................................150
Country Bugs..........................................................................................151
Courtly Bugs...........................................................................................152
Hive Bugs..................................................................................................154
Arthropods..............................................................................................156
Crustaceans.............................................................................................162
Myriapods................................................................................................162
Millipedes................................................................................................164
Other Arthropods.................................................................................165
Other Invertebrates............................................................................165
Vertebrates............................................................................................167
Birds..........................................................................................................172
Fish............................................................................................................173
Mammals...................................................................................................174
Reptiles....................................................................................................175
6
This started as a one-shot adventure.
I was surprised when the idea first came to me. I’m hardly the first person to
imagine humanoid bugs. So why are there so few insect RPGs in the world?
Especially ones with any sort of scientific fidelity?
I pondered this as I did a little preliminary research for the adventure that
would eventually become The Leaping Jaws. I quickly found myself teetering
on the edge of a very deep rabbit hole, full of weirdness, wonder, and horror.
The world of bugs is a mind-blowing place. Perhaps too amazing to convey
in a tabletop role playing game, and certainly impossible to do with
conventional rule systems. Thank goodness for Savage Worlds. This is my
attempt to share some of the wonder of the insect world with you, and I pray
I did it justice.
A lot of the things in this book that seem like fiction are actually true. Reality
is far stranger than anything I could come up with on my own. I hope you
are inspired to take a closer look at the incredible arthropods that quietly (or
sometimes not so quietly) share our world with us.
Researching and writing Stingers & Spores has changed my life more than
any of my other projects ever have. I don’t look at the world the same way
anymore. Every rock, stump, and crevice is a town or city worth a closer
inspection. Every creepy-crawly I see on my way to work is a potential
character, with their own struggles and terrors that make human troubles
seem trivial.
By opening this book, you are also staring down the rabbit hole. Or maybe a
tarantula hole? Cicada hole?
I’ll see you on the other side, in the Insect Kingdoms.
-JC Thompson
7
Chapter 1:
The Insect
Kingdoms
H igh fantasy meets entomology in Stingers
& Spores, a romp across the mysterious
and perilous lands of the Insect Kingdoms.
The Veiled One rose up out of the waters, Her
flagellum stretching across the endless depths.
She ventured onto the land and claimed the
Experience this new and exciting world through Earth as Hers.
the compound eyes of the bugs who live there.
In the sky, three gods emerged. Wentalan
Ascend to staggering heights on the trunks of brought wind and fresh air. Plymyrial lifted
tremendous trees, marching to the songs of water from the seas and created the clouds.
cricket bards. Witness the decay and ethereal Iliofos rose into the heavens to provide sunlight.
beauty of the sacred fungal groves, while moth
clerics make offerings to their powerful deities. The gods in the sky saw the vastness of the
Study the arcane art of silkspinning, in the Earth and lamented that it was mostly empty.
beautiful but isolated flower fields, under the The Veiled One granted Them permission to
guidance of butterfly wizards. populate it, but the world was not yet ready for
life. The mother of fungus ate the barren rocks,
Contemplate the higher mysteries and study the and created the first soil. This nutrient-rich
War Path in the hives of honey bee monks. Cross material was the perfect substance to sustain
blades with beetle knights who have studied new life.
combat since grubhood, on the floating tourney
grounds of the lotus pads. Fight for survival in New Life
the towering weeds against enraged swarms
The gods of the sky bore Their first child by
of hornet barbarians. And deep in the blackest
creating a seed, and placing it in the newly
tunnels beneath the Earth, encounter tiny and
formed dirt. The green goddess Folia, the mother
terrible gods who should have remained buried.
of all plants, sprouted from the Earth, fed by the
air, water, and sunlight of Her parents. In time,
Creation She and Her children spread across the world,
providing color and shade to the barren Earth.
Myth
Insects across the world tell the same story of
Rise of the
Arthrogods
where life came from: For many aeons, the Veiled One and Folia lived
on the surface together. Many of Their children
The Empty Earth developed close relationships with one another,
In the beginning, the Earth was dark and almost like that of siblings. They even began to
empty. Shadow covered the barren rocks and create the first animals, new living creatures to
still waters. Then, out of the great void, the first populate Their world. The Veiled One formed
gods were born.
8
worms, to live with Her inside the soil, and end, as all things do. They were overrun by
Folia created snails and slugs to slide across Her horrible new species beyond understanding:
branches. the vertebrates.
But the world still felt empty. Just as the gods
were contemplating what to do about this, an
Age of Bones
enormous egg rose from the ocean bobbing up Vertebrates are abominations with ghastly
and down in the waves. It soon crashed against white bones and disgusting red blood on the
the shore, and out spilled dozens of new gods! inside of their bodies, covered in flesh without a
hint of carapace or exoskeleton. While some are
These gods were different from the gods of insect-sized, most can grow far larger.
nature which came before. In one way, They
looked similar to one another. Each had a thick No one knows where the first vertebrates came
carapace on the outside of their bodies, to protect from. What is known is that bug life changed
Them from danger. But beyond that, these new with their arrival. Vertebrates killed insects at
gods each took different forms. Some had wings a speed that made even the greatest spiders
to flutter and buzz through the sky. Others had jealous. Vertebrates consumed bugs inside
strong legs to burrow in the dirt or scurry across their horrible, toothy jaws, or crushed them
the ground. These new gods
were called the Arthrogods, and
each gave birth to many new
species of children.
The Arthrogods with six legs
became the parents of the
insects. Insects are unique
among the mortal children of
the Arthrogods. First, insects
are intelligent, and blessed with
an eternal, undying soul. But
unlike the intelligent spiders,
who come into the world with
terrible magic powers and a
will to dominate all that they
behold, insects are also born
with humility. They must live
and work together in order to
become great.
Dawn Age
This era, in which the gods
arose and gave birth to Their
first children, is called the Dawn
Age. Once the Arthrogods
emerged, they began having
new children and populating
the world with ever more
species.
At the end of the dawn age,
millions of insect species
roamed the world. But the age According to legend, the horrific beasts known as
“frogs” can gobble down dozens of bugs in a day.
of the insects soon came to an
9
underfoot with every step. This era of history is they have not been seen in large numbers for
known as the Age of Bones. hundreds of generations.
Vertebrate power was such that even the
Arthrogods were overwhelmed, and forced into
Modern Age
the spirit realms. The mortal bugs left behind The Modern Age began when the vertebrates
could not combat the vertebrate threat. And were slain and bugs were able to create new
separated from their immortal progenitors, civilizations without fear of giant creatures
insects lost much of what made them unique. stomping them into oblivion. It was in this
time that the world was reforged into the Insect
For much of the Age of Bones, insects lived as Kingdoms.
mere beasts. Their lifespans were shortened,
and they forgot their technology, language, While there have been many wars between
and magic. Bugs cowered in crevices in the insect rulers, the Modern Age has been a time of
earth, and those who remembered speech cried relative peace. But what lies next for the Insect
out in agony, begging the gods for deliverance Kingdoms? No one can say for sure.
for millions of generations. But the vertebrate
menace was too powerful. Entire insect species
were wiped out in the Age of Bones, their voices
removed forever from the mortal realm.
Changes in the
The End of the Age Modern Age
of Bones There have been major changes to the
Insect Kingdoms in the Modern Age.
Insects did not defeat the vertebrates on
Back when vertebrates dominated the
their own. Instead, the vertebrates destroyed
earth and magic had left the world,
themselves. Their killer impulses gradually
most insects lived short lives in one
caused them to turn on each other. After
geographic range. This is no longer
reshaping much of the world in their own image,
the case.
the most powerful of these behemoths wiped
themselves out. No living bugs are exactly sure Longer Lives
how they did it, but the ancient texts are clear
that they wrought their own destruction. Bugs have always lived for varying
lengths of time, but in the Age of
With the greatest of vertebrates dead, the Bones, some bugs existed in their
Arthrogods were able to throw open the gates adult forms for mere days, or even
of the spirit realms, and affect the world once minutes. The species unfortunate
again. When the Arthrogods reemerged, they enough to be born without mouths
spoke to the insects in dreams and visions. emerged from their pupal phase with
The insects began to remember their ancient ticking clocks. They had only a little
languages, technologies, and magics. Within time to reproduce before death came
only a few generations, they banded together for them. Many other bugs only lived
and took the fight back to the vertebrates. Frogs, for a season or two before keeling
birds, fish, and lizards were slain in vengeance over, either due to cold or starvation.
for all the death that was wrought on the insects.
In the Modern Age, insects live
The vertebrates that survived were driven longer, due to a combination of magic
into the wilderness. Few bugs in the modern returning to the world, along with
age have ever seen one. Is this the end of the increased intelligence. Now bugs are
vertebrate menace? No one can say for sure, but capable of preparing for seasonal
changes, and building homes that
can truly protect them from the
10
elements. The mouthless species have
even discovered a way to siphon life
energy from the universe, allowing
The Insect
them far longer lifespans than
previously seen. Kingdoms
Population Shifts
The birth rate of insects has also
The lands where insects reign are called the
Insect Kingdoms. It is an immense world
of jungles, lakes, forests, swamps, deserts, and
decreased in the Modern Age. In
caves. No single insect has ever seen its breadth,
times past, bugs had to lay dozens
and there are species beyond counting under
or even hundreds of eggs to sustain
every branch and leaf.
their populations. Insect life was
very cheap, and only a small fraction It would be impossible to convey the full history
of newborns made it all the way to of this great land concisely, or to summarize
adulthood. its societies. The Insect Kingdoms, in spite of
their name, encompass a great many different
That time has passed. Bugs have civilizations and cultures. The biggest ant hills
stopped laying so many eggs, and can hold millions of workers, warriors, and
populations have gone down slightly priests, while the smallest settlements can be
from what they were in the height merely a dozen bugs in a burrow or under a
of the Age of Bones. However, far large leaf.
more nymphs and larvae survive
their grubhoods. Life for insects is The Wilds
generally safer, and so a lower birth
The wilderness is a dangerous and foreboding
rate has not been noticed.
place, teeming with natural hazards and
Migration predators. Every environment has its own
appeals and risks, but some are much more
Different species originate from habitable than others. Insect settlements can be
different parts of the Insect found in all of these climates:
Kingdoms. In ages past, insects
who ventured far from their natural
habitats were likely to die, either
Desert
from exposure to the elements, Deserts are lands of extremes. The temperature
attacks from exotic predators, or a is blisteringly hot by day and shell-shatteringly
lack of viable food sources. cold at night. There are few useful resources,
fewer plants, and plenty of ways for careless
Most insects still live in their travellers to die.
traditional homelands, but some are
also beginning to migrate to new The greatest danger of deserts is also perhaps
places, especially if they can fly. its greatest advantage: because the climate is so
Bugs with wings can travel great inhospitable to life, predators are often far less
distances on the winds, especially if common than in other environments. Those
they get above the tree line. It is still who have the knowledge to survive in deserts
uncommon for insects to live far from have created remarkable civilizations. Termites
the habitats of their ancestors, but and ants thrive underground, and boulders that
certainly not unheard of. seem dead and isolated on the outside often
cover great cities in tunnels below.
11
A Bug’s Eye View: Measurement
The Bugs of the Insect Kingdoms see the world very differently than humans,
especially in their perception of size and time. Units of measurement are given with
their human equivalents of perception — meaning that if humans were bug-sized, this
is what they would feel like.
Weight
• A pebble is roughly equivalent to 1 kilogram, or a couple pounds. This is the basic
unit of weight measurement: “He’s at least 30 pebbles heavier than you! How are
you going to wrestle him off his feet?”
• A nut is roughly the same as a human ton: “By the gods, I swear this backpack
weighs a nut! What are you keeping in there?”
• A grain (like a grain of sand) is roughly equivalent to an ounce: “If you made these
arrowheads a couple grains heavier, they would do better against thick armor.”
Distance
Bugs perceive distance and weight similarly to humans, just on a different scale of
reference. It is fairly easy to convert these units into bug terms.
• A log is a distance perceived similarly to a human mile: “Umbertus is over 10 logs
away! We’ll never make it in time!”
• A blade (as in a blade of grass) is to bugs what 100 feet is to humans: “The snail
pen is a couple blades long, so they have plenty of room to graze.”
• A wing is about the same as a human yard/meter, and a wingspan is two yards/
meters: “She was a towering armored giant, with a longsword one wingspan in
length.”
Distance Conversion
Some GMs and players like to use a 1-inch hex/grid battle mat in their combat scenes.
In Stingers & Spores, combat is not scaled down. These units are considered the actual
distances, compatible with realistically sized bug toys and models.
12
Forest Rainforest
Temperate forest is an ideal environment for It is easy to live and easy to die in a rainforest.
most types of insects. Towering trees provide Everywhere is material prosperity. Everything
shade and bark. Thousands of plants offer from the floor to the canopy is teeming with
various fruits, leaves, and other resources, and plantlife, providing food, shelter, and resources
architects can find plenty of cover for building enough for great and powerful cities. But
defensible settlements. because there is enormous opportunity, there
is also enormous danger. Predators abound on
Forests have their share of dangers as well, like every surface. Spiders lurk in the mossy trees,
spiders which build great webs between trees to and ravenous centipedes hunt on the forest
ensnare winged travellers. Rain is usually not a floor. There are even rumors of reptiles and
serious problem in temperate forests, but bugs birds.
know to gather food and prepare for winter — a
time when the leaves have fallen from the trees Heavy rain is a daily, or sometimes hourly,
and snow makes movement impractical. occurrence. Flash floods can wash away entire
villages if they are built in the wrong place,
Grass Seas and powerful storms can make movement
Some parts of the world are covered in vast impossible for hours at a time.
oceans of grassland. These Grass Seas are the
perfect habitat for many insects, but rather Swamp
inhospitable to others. Grass and flowers are Swamps are the preferred habitats of many
everywhere, providing excellent homes for insects. The soft mud makes tunneling and
crickets, grasshoppers, butterflies, and beetles. burrowing quite easy for subterranean bugs,
and there are plenty of lovely, stagnant pools
Trees, which are commonplace in most for mosquitoes and dragonflies to lay their eggs.
environments, are a rarity in the grass seas.
Resources like bark, wood, and leaves are scarce Many insects spend most of their lives in the
and valuable. Wind is a great annoyance. Above water, farming algae or hunting prey beneath
the grass line, sometimes winds can blow the ripples. There are many prosperous towns
bugs many logs from their homes in just a few on the banks of swamps, where the grass, trees,
seconds. mud, and water all meet.
The strongest
insects can carry
several nuts’
worth of precious
cargo.
13
Swamps have their own dangers. Crustaceans Predators in the caves are just as well-adapted as
like crabs and crayfish make underwater travel the insects. Eyeless white fish and salamanders
dangerous. Rumors of terrifying water monsters lurk in pools of water, arachnids skitter across
known as “fish” continue to linger, but most the stone walls, and speedy cave centipedes
sensible bugs pay no heed to these claims. wait in ambush under rocks.
Void W h i t e Wa s t e
Many insects live in tunnels beneath the To the far north and south of the Insects
ground, from ants and termites to roaches and Kingdoms are the White Wastes, vast lands of
beetle grubs. But far below the dirt, well under barren rock, snow, and ice, with small pockets
the bedrock, is a realm known as the Void. of frigid vegetation in between. While most
The Void is a great series of rock caverns, big foreign bugs find the White Wastes totally
enough to fit large trees. This environment is inhospitable, local insects have found their own
completely without sunlight or plantlife, and ways to survive.
the creatures that live there have adjusted to it
over the generations. Tiny midges warm themselves in air currents
above ponds and streams. Weevils keep warm
There are few cities in the Void. Food is scarce, under thick beds of decaying leaves. Most
and there aren’t many materials for sophisticated hibernate over the winter months, coming out
settlements or trade goods. Many local bugs are in the spring when the land is a little more
physically different from their brethren in the hospitable.
surface world, with white exoskeletons and
elongated arms or antennae. They live in small
villages or tribes with powerful chiefs making
all important decisions for their communities.
Cargo ships
bustle
around the
swamplands,
but their
cargo is a
tantalizing
target for
pirates.
14
A Bug’s Eye View: The Flow of Time
Bugs have much faster metabolisms than humans, and they experience the world far
more quickly. This is why many bugs seem to have an uncanny ability to dodge the
attacks of much larger vertebrates: the attacks are moving in slow motion.
Hours and Days
The denizens of the Insect Kingdoms use the same time measurements as humans,
but they feel them differently. An hour to an insect is about the same as a full day to
a human. At least, a full waking day. Five minutes for a bug feels like a human hour,
and it is known as a flap in common parlance. This means that a small or moderately-
sized adventure can be undertaken in a single 24-hour period.
Day and Night
Bug sleep schedules are a little different than that of humans. Diurnal insects (those
who are awake in the daytime), can stay awake for the entirety of daylight, perhaps
only sleeping for a couple minutes here and there. When night comes, bugs are able
to sleep all the way till morning if undisturbed. Nocturnal insects are the opposite, of
course. As their diurnal neighbors go to sleep, they wake and go about their business
all through the night. Then the sun comes up and they rest until the next evening.
To humans, this would be the equivalent of waking up and living for a couple of
weeks, and then sleeping for just as long. But for the bugs of Stingers & Spores, this is a
regular routine, so mundane as to go on unremarked.
These rules for sleep cycles are intended more for NPCs than for player characters.
Nocturnal bugs can operate in the day time, and diurnal bugs can do things at night.
But they probably won’t be very happy about missing sleep, and may have to contend
with unfamiliar lighting penalties. For more information, on playing a nocturnal bug,
see page 87.
Lifespan
The altered sense of time is also reflected in the lifespan of insects. Bugs live longer
than they sometimes do in the real world, but most still only hope to see three or four
years before dying of old age. There are exceptions: ant queens can sometimes reign
for half a century, and a few cicada species can remain burrowed in the ground as
nymphs for up to 17 years before adulthood. But the shorter lifespan of insects does
not feel short to them. A bug can accomplish many wonderful or terrible things in
three or four years of life. Bugs count their age in months, and this generally correlates
to the human perception of years.
Determining Lifespan
Determining the lifespan of an insect in Stingers & Spores is fairly simple. Every bug is
assumed to spend at least three years in their adult form, provided they die of old age.
If a bug in the real world naturally lives less than that, their lifespan is increased. Any
bugs who live longer than that in the real world are unaffected.
15
H o r n e t s a n d Wa s p s
Dangers Since the beginning of recorded history (and
16
Beasts an average weaver knows enough to make an
insect scholar jealous.
Many invertebrates hunt insects in the wilds,
using speed, venom, or the element of surprise Weavers are always hungry and looking for
to catch their prey off guard. Some can grow their next meal, and it is a gruesome sight to
larger than any insect. Centipedes are one of the watch them devour a bug. But in spite of their
most feared types of monsters, with surprising savage nature, their sentience makes them open
speed and lethal fangs. to negotiation. Although it is a rarity, weavers
have been known to spare insects who can offer
But by far, the predators which torment insects something of greater value. Sometimes they
the most are arachnids, the eight-legged even offer some of their silkspinning powers to
children of the goddess Araknorg. Arachnids insects who act as their willing servants.
all have effective natural weapons to use against
their insect prey. Scorpions have their claws and Ve r t e b r a t e s
a venomous tail, while vinegaroons can spray
irritating acid and drag victims into their jaws No mortals know where the first vertebrates
with long, grasping arms. The most dangerous came from. Some scholars think they were
arachnids are spiders, creatures which have a created by the gods to punish the most wicked.
storied history of slaying insects. Some say they were fashioned by the forces of
evil to destroy the mortal realm. Others still say
Spiders they are invaders from another realm of reality.
17
Whatever the case, vertebrates are dangerous
monsters, with many features that insects
find instinctively off-putting. Vertebrates have
Insect
grotesque white skeletons on the inside of
their bodies, and lumps of flesh on the outside,
unconstrained by any shell or carapace. Most
Civilization
are covered in scales, fur, or feathers, which also
protect them from many mortal weapons. Their I nsect Society is divided along many different
lines. By and large, bugs can be divided into
eusocial and asocial species.
blood is a horrifying shade of red, and most
of them have four limbs — a most unnatural
number of appendages. Vertebrates tower over Eusocial Colonies
insects. Most known vertebrates eat bugs, but Eusocial insects are bugs that live together in
those which don’t are still plenty dangerous, large numbers in a highly-organized society.
capable of crushing villages beneath their feet. The most notable are ants, bees, termites, and
Scholars agree that for a time, vertebrates many varieties of wasps. Societies of eusocial
ruled the world. Insects fled from them in fear, bugs are called colonies, but they have different
hiding under rocks and in crevices which no names and rules depending on the species.
vertebrate could reach. But eventually their Eusocial species have a few things in common.
time came to an end. Insect champions from First, they all trace their ancestry back to the
previous generations drove these monsters Queen of Queens, the Arthrogod of Industry,
away, sending them to the most remote regions Order, and War. They also all have strict caste
of wilderness. systems. When bugs are born into a colony, they
Some adventurers have whispered that are evaluated and put into one of many social
vertebrates are making a comeback. Some stations, where they will remain for the rest
travellers swear they have heard the flapping of their lives. Finally, eusocial bugs all have a
of feathery wings or loathsome ribbits coming queen as the head of state.
from the furthest swamps. Most authorities Queens are unlike others of their species.
dismiss these tales as rumors. But if true, Besides being considerably larger, queens of
returning vertebrates could provide a threat some species live for many generations. They
unlike any seen in generations. serve two important functions in the hive. The
first is breeding. Queens are almost constantly
laying eggs after they assume the mantle of
leadership, and all the other castes in a colony
are filled with the queen’s children. Queens are
Scale also the absolute rulers of their colonies. While
they can and do delegate certain functions of
Scale is an important thing to their colony to advisors and generals, they have
consider when looking at the Insect the final say, and few would dare to defy them.
Kingdoms. Great kingdoms seem
tiny by human standards. Nations Ant Hills
could rise and fall on a single hillside Ants commonly live in great earthen mounds
or grove of trees. Several of the constructed on the ground, called ant hills. Ants
greatest empires in the insect world are famous for their extensive bureaucracies.
could fit together in a small human From the time they hatch until they die, ants are
town. evaluated and measured in every quantifiable
way. Everything from their height and weight
to their intelligence, strength, and social skills
are considered.
As they grow up, grubs are placed in one of
18
many different academic institutions or trade other eusocial species are invariably female,
schools, where they receive instruction about termites can be male or female.
their future careers. After they pupate and
become adults, they finish their education and Termites build many types of nests, depending
enter the workforce soon afterwards. on the species. Some build nests in the trees,
some carve tunnels into dead stumps, some
Ant hills are always much larger than they make hills similar to ants, and others construct
appear at first glance. Though they might only vast mounds. The nests also use a great variety
connect to the surface world through a couple of materials, from dung and partially digested
of different entrances, the sprawling tunnels plant-fiber, to clay and sand. Mounds are
underneath are large enough to hold tens of perhaps the largest bug-made structures in
thousands, or sometimes even millions, of bugs. the mortal realm, and rival the greatest ant hill
populations in sheer numbers.
Bee Hives Termites are excellent carpenters, capable
Like ants, many types of bees make nests of creating tools and machinery that most
in the ground. But the most famous bees other bugs are incapable of making. They are
— the honey bees — live in hives, nests also largely uninterested in interacting with
manufactured from wax which sit in trees. the outside world. Termites prefer to forage
In the Age of Bones, it is said that a strong materials at night, and not intervene in the
rainstorm could rip a beehive into pieces. But Insect Kingdoms through either trade or war.
in the modern age, the architectural prowess of This is not to say that they are helpless, as many
bees is unmatched, and their fortified hives are colonies of would-be-conqueror ants have
much more difficult to demolish. Bee colonies discovered.
typically don’t achieve the sheer numbers of
ants and termites, but the large ones can still Recently, termite mounds have become even
number in the tens of thousands. more quiet and isolated than usual. Rumor
has it that most colonies have moved into
Bees workers are foragers who get most of their completely self-sufficient underground fungus
food from nectar. Honey bee society is centered farming, in an effort to stay entirely within the
around the production of honey, which they safety of their walls.
produce by swallowing and regurgitating nectar.
Honey is not only the main food source of Wa s p N e s t s
bees, but also their main export. Most hives Wasps are the most aggressive and warlike
produce far more than they need, and they are of the eusocial insects, as well as the most
willing to trade much of the excess with nearby technologically primitive. Their tools are
communities, in exchange for other resources. rudimentary and unsophisticated, many have
Merchants are more than happy to establish no tradition of writing, and most nests have
trading rights with nearby bee nests, and so no qualms with raiding and pillaging the
honey bees are able to meet their other needs by surrounding settlements. Most other insects live
trading this liquid gold. in fear of wasps.
19
Farming villages
cover the Insect
Kingdoms. Their
local militias are
rarely a match for
hornet aggression.
20
hunting. Villages can be made from a couple than villages and hamlets, but they have far
large leaves, small burrows and tunnels under greater populations. These great settlements
rocks, or makeshift shelters formed from fallen are generally placed along large roads and
sticks. trading routes, and sustained by dozens or
even hundreds of nearby settlements. Towns
Because they are small and isolated, villages are typically made with defenses in mind.
usually have some sort of community watch Large tunnel networks, bushes, and hollowed
for emergencies, but typically fall under the out stumps are the most common because they
protection of a knight or some minor noble. A provide shelter from predators and enemies.
knight may have a handful of villages under
their jurisdiction, and they are expected to Towns have large markets, where merchants
protect their holdings from various threats. bring products from surrounding territories.
In exchange, villages usually pay taxes, in the Most towns are ruled by a combination of
form of food or other resources. trade guilds, political appointees, and elected
representatives, although they are often part of
A noble is expected to live somewhere on their a lord’s county.
allotted land, typically called a fiefdom, and
usually has a manor house or castle for when A county is usually controlled by a count or earl,
they need to defend the area from danger. and made of dozens of fiefdoms and a handful
Young bugs of military age are often expected of towns inside of it. Just as commoners owe
to serve in the knight’s army in times of conflict. taxes and allegiance to their local knight, so do
knights and towns owe tax money and loyalty
Some villages specialize in a particular to their local lord. Lords usually have a castle
commodity, especially if they are located in near their most important town.
a resource-rich environment. Some gather a
particular type of fruit or plant, while others
may harvest tree bark or mine for sap.
Cities and Baronies
The greatest of towns sometimes continue
Towns and Counties to grow, and become large cities. This is
uncommon, and most kingdoms only boast a
Towns and counties are far less common handful of cities. A city is nearly always built
Logs, stumps, and trees make the best in something like a dead tree, large burrow, or
locations for bug fortifications. Only the most the crevice under a boulder. They need to offer
fearsome of creatures, like the legendary
“woodpecker,” can breach the walls. excellent protection.
A baron is a noble with perhaps one or two
cities and a handful of counties under their
command. Their holdings are known as
baronies. Barons are the most important bugs
in the Insect Kingdoms besides their monarchs,
and capable of gathering large armies in their
own right.
Kingdoms and
Empires
Monarchs usually style themselves as kings
or queens, and might rule over a handful of
barons. A really successful kingdom could have
a half dozen baronies, while a small one could
just contain two or three.
Kingdoms in the bug world are more vertical
than they are in the human world. Besides
21
settlements on the ground level, many and refuge to outsiders. At their worst, they are
communities can be found in tunnels beneath little better than criminal syndicates, with rival
the dirt, as well as in trees. Insect armies also sects battling for power, and cadres of monks
have a lot of variety, and different troop types willing to wage war on any locals who do not
are capable of doing battle in all of these honor them with tribute.
environments.
S h r i n e s a n d Te m p l e s
Other The same gods and goddesses are worshipped
across every corner of the Insect Kingdoms.
Though there are regional variations in
B esides governments, there are other power structures in the Insect Kingdoms: shrines and
structures common in most of the Insect temples. Shrines are structures dedicated to a
Kingdoms. single deity, and usually placed in an area of
significance for that god. For example, shrines
to the Veiled One are placed near Her death cap
Guilds mushrooms, shrines to Folia are placed near
Guilds are societies of artisans, craftbugs, and exceptional or impressive plants, and shrines to
merchants, who regulate the trade in their area. Iliofos are placed in areas that receive a lot of
These associations often create their own rules sunlight. Shrines are generally dedicated to the
and trade practices. Guilds also collect dues elemental gods, but some family shrines may
and can become powerful economic forces in be created for Arthrogods. The biggest shrines
their own right, sometimes rivaling the power may have a couple dedicated priests to care for
of local rulers. them, while the smallest rural shrines may have
no full-time caretakers.
Guilds are usually based in the nearest large
city, and a region will have several, representing Temples are places where all gods are
the most common and lucrative trades and worshipped. They contain altars for all five
industries. While they are more democratic elemental gods, along with all the prominent
than the nobility, guilds are not immune to Arthrogods in an area. A variety of priests
corruption, and it is common for a guild to fall watch over temples, granting spiritual advice
under the sway of a couple wealthy families. and counsel to all who ask for it. They survive
on donations, since it is customary for believers
Monasteries to offer at least a small contribution whenever
Monasteries are places where monks can they visit a temple.
live simple lives of quiet and peace. They Temples have their own appointed leaders,
contemplate the higher mysteries through and some leaders have impressive reputations.
meditation and learn discipline by practicing Temples with highly reputed priests are also
the War Path, a ferocious martial art passed able to draw more visitors. Some kingdoms and
down to them from the Queen of Queens. regions have even higher ranks. But beyond
In theory, monasteries are supposed to remain this, there is no great hierarchy across the Insect
detached from the outside world, not interfering Kingdoms. The priests of different regions
in politics or local affairs. Some manage to follow the gods in their own ways. When they
uphold this standard in practice, but many do err too far from the teachings, the gods have a
not live up to all the ideals. way of making their true will known.
22
We a p o n s a n d T o o l s
Trade Insects make weapons and tools from the
T e c h n ol o g y Armor
A t the end of the Age of Bones, the Insect
Kingdoms experienced an explosion
of advancements in forgotten technology. As
As with weapons, armor and shields have a
lot of regional styles. Insects across the world
gird their abdomens for battle very differently.
the vertebrates gradually disappeared, bugs Light armor is usually made from plants or
remembered how to craft more impressive fungus. Some leaves are hard enough to offer
homes and create weapons. They also began protection. Mushroom leather is another very
wearing clothing, as a means to protect popular choice.
themselves from dangers and the elements, as
Thick armor is often made from the remains
well as convey their social status to other bugs.
of other creatures. Scorpions and vinegaroons
However, there is one important human have tough carapaces that can be fashioned
technology that has remained well beyond the into durable plate. Many armorers like to carve
reach of bugs: the ability to harness fire. Fire is beautiful designs into their armor. Certain types
a phenomenon that few insects have ever seen, of tree bark can also make serviceable defensive
and even fewer have survived. Fire is a nearly plate, although it is rarely as beautiful. One of
apocalyptic event, not a tool to be controlled. the strongest and most valued types of armor
is snail shell. It offers exceptional protection,
Without fire, metal is also completely beyond
although it is also quite heavy. Most bugs-at-
insects. But they have found other alternatives
arms dream of having a full suit of snail shell
which have allowed them to build a mighty
plate someday.
civilization without these tools.
Because insects have so many shapes and body
Clothing types, armor almost always has to be crafted
Clothes for the middle and lower classes are to fit an individual. If a hero brings a salvaged
usually made of leaves or mushroom skin. Like suit of armor to a craftbug, perhaps the armorer
armor, they must usually be custom-fit. The rich can make it fit with some modification, but the
and powerful favor garments made of moth process is rarely cheap. But if the armor is made
silk. Many types of moth caterpillars make their from a rare or exotic material, sometimes it is
cocoons out of exquisite silk, and once they worth it.
hatch, they sell their cocoons to silk merchants
who make them into breathtakingly beautiful
fabrics.
23
Light be grown commercially. Sometimes this is due
to size. Trees are too big to be farmed, but their
Without fire, bugs have to use another source bark and fruits are important commodities
of light in their homes and buildings. By far, nonetheless.
the most common choice is the glowshrooms.
Glowshrooms are any of a number of species Tree bark is mined by gruff laborers who are
of small fungus, which glow in the dark. Every willing to brave great dangers. Fruit collectors
region has their own popular species, and while often wait for ripe fruit to fall from tree branches
most cast a blue or green light, there are some before rushing out and collecting it. They run
with more exotic coloration. the risk of being crushed at any moment, but
the profit margins are high enough to attract the
Glowshrooms are one of the most prolific bold and desperate.
fungal species in the Insect Kingdoms, thanks to
their usage as a light source, and their ability to Hunting
grow on walls. Some adventurers like to carry
a glowshroom torch in their gear, and they can Communities with a large carnivore population
last almost forever, provided they are fed from are not always able to sustain themselves by
time to time and kept in a small pot of dirt. farming alone. Hunters must venture into the
wilds and bring back big game. Hunting also
serves an important community function for
Food carnivores: it sates their primal urge to kill, and
allows them to live in polite society without
T h e S pi r i t
Snails, slugs, and millipedes are the most
common livestock. All of them can be trained
as pack animals, most species don’t eat insects,
and all of them have a decent taste.
Foraging
Re a l m s
Many plants and other resources need to be
gathered or mined from the wilds, and cannot
T he gods left the Mortal Realm long ago,
departing into many spirit worlds. When
insects die, they will see at least one of the
24
From the largest cities to the tiniest villages,
every bug settlement has a tavern.
25
Plimyrial
Domains: Water, Cold, Nourishment
Plimyrial, the source of the rains, floats in the
sky in a massive dark cloud, roaming above
the Insect Kingdoms to bestow Her gift of
nourishing waters. In the Mortal Realm, Her
form is invisible. But in the heavens of the spirit
realms, bugs with wings can ascend into the sky
and speak to Her for themselves.
Plimyrial’s crown is one of ice and snow. Her
body is constantly shifting between vapor and
rain, rising and falling in an endless watery
cycle. Those who have laid eyes on Her say that
Her shape is always changing, too ephemeral
and fleeting to be described. In religious
iconography, She is generally conveyed as a
cloud of mist with her ice crown floating above.
Bugs pray to Plimyrial for rain. Without Her
nourishment, food could not grow. Rivers
and lakes are Her holy places, and temples are
ideally placed on islands, or even underwater,
where water surrounds them.
The clerics of Plimyrial are known for carrying
containers of drinking water wherever they go,
and are instructed to offer nourishment and care The oldest legends say that the Veiled One’s children do
not all share Her benevolence. Cultists whisper of one
to those in need. They are called Rainbearers. whose name was struck from the annals of history after
Their defeat.
We n t a l a n
loathes slavery more than any of the other gods.
Domains: Wind, Air, Freedom
Her clerics are called Sweetcloaks, because they
It is said that Plimyrial never leaves the side of wear cloaks of sweet-smelling materials which
Her wife Wentalan, the goddess of the winds. freshen the air. Unlike most priests, they rarely
To see one is to see the other. It takes Their stay in the same temple for very long, and are
combined effort to make storms, which They charged with wandering the world and doing
use to nourish the land or punish evildoers. good works.
26
every plant and course through the earth itself. from the mightiest king to the humblest peasant
Nothing escapes Her attention. Because She to abide by. These are also the principles by which
hears everything, this fungal goddess is the best the Veiled One is said to judge the deceased:
suited to determine where mortals should be
1. Thou shalt show hospitality to strangers
sent when they die. She is the arbiter of every
and guests. Doing harm to a bug under
deceased soul. thine own roof is the greatest of all crimes.
Priests and priestesses of the Veiled One are 2. Thou shalt not murder, nor kill other insects
known as White Caps, and wear distinctive without provocation.
headgear to honor their goddess. They have a
presence in all but the smallest communities, 3. Thou shalt not lie or cheat unless acting to
where they tend Her sacred white mushrooms, preserve the safety of another insect.
the poisonous death caps. When an insect dies, 4. Those who are strong must defend those
white caps are supposed to bury the remains who are innocent and weak.
at the foot of Her fungal groves. They are the
5. Consuming the flesh or blood of other
gravekeepers of the Insect Kingdoms.
insects is forbidden, unless it is given as a
willing sacrifice.
Folia
6. Sinners must find atonement by consulting
Domains: Plants, Growth
the gods, and by restoration to the injured
The youngest of the Gods of Nature is Folia, the and wronged parties.
child of Iliofos, Plimyrial, and Wentalan. Their
combination of sun, air, and water gave Her
life, and allowed Her roots to spread across the Ar t h r o g o d s
T
earth. The Veiled One ate the rocks and created he gods which hatched out of the Celestial
dirt for Her to Flourish in. So while They are Egg are called the Arthrogods. Insect
not related, Folia is like the little sister to the Arthrogods have six legs, and were the creators
goddess of death. of the insects.
Folia embodies all sorts of plants in Her
arthropomorphic form. Her skin is made from Arilus, the Poison
the toughest brown tree park, and She wears
a great crown of petals upon Her head, and a Blade
draping cloak fashioned from leaves. Domains: Stealth, Poison, Assassination
Besides being the mother of all plantlife, Folia is The assassin bug Arthrogod known as Arilus
the goddess of growth. Parents pray to Her in the has origins shrouded in mystery. Some say He
hopes that their nymphs and larvae will become is the child of a union between Dynasto the
big and strong. Kings and queens beseech Her Crested and Venanda the Huntress. Others say
so they may increase their holdings and expand He came from the loins of Dynasto and Culicin
their empires. From the lowliest peasant to the the Agile, or even that He was formed by Folia,
most powerful monarch, bugs can only persist as a dark and violent parallel to the equally
in the world if She allows it. well-camouflaged stick bugs. Whatever the
case, Arilus prefers to keep Himself shrouded
Folia’s clergybugs wear pendants and necklaces
in mystery, and He isn’t telling anyone.
made of thorns, and are commonly called
Thornthroats. Besides being charged with As the father of all assassin bugs, Arilus is
care for the young and helpless, they are also sneaky, with coloring that can change to blend
forbidden from harming living plants. in with any sort of tree bark. His needle-pointed
proboscis can stab deep into an enemy’s body,
Commandments allowing Him to inject organ-liquefying venom,
The gods have ordained a handful of divine and drink the innards like soup. He is equally
commandments, which They expect everyone proficient with katars made from the toughest
27
Blattodeon the
Indestructible
Domains: Secrets, Forbidden Knowledge,
Trickery
Blattodeon the Indestructible is the father of
roaches, mantises, and termites. According to
legend, Blattodeon is capable of regenerating
from any wound, given a few hours’ time. When
his wife, Venanda the Huntress, discovered His
infidelity with the Queen of Queens (which
resulted in the first termites), She had to take
extreme measures to get Her revenge. Venanda
devoured everything but His head, which still
slowly regenerates. To keep Blattodeon from
regrowing his body, Venanda continues to
devour everything but His head, which She
carries around on a pole. She decided this was
the only way to prevent future unfaithfulness.
In spite of His precarious position at His wife’s
side, Blattodeon is still powerful enough to
answer prayers. He is the patron of tricksters,
rogues, and those who wish to keep secrets. He
has a special soft spot for those who need help
snail-shell, which He also coats with His natural hiding things from a prying spouse.
poison. Most of His foes die before they ever Blattodeon invites the souls of all good-hearted
even see Him. scoundrels to enjoy the Shimmering Tunnels on
In addition to His own natural poison, Arilus is a His behalf. His followers who yearn for even
skilled poisoner always concocting new recipes. more secrets in death may instead receive an
Arilus is the preferred god of assassins, along invitation to go to the Halls of Illumination.
with many hunters, thieves, alchemists, and
mercenaries. He spends His time in the Wild Caelif the Chirper
Thicket tracking prey, but He only concerns Domains: Music, Arts, Crafts
himself with the most dangerous beasts.
Caelif the Chirper is the father of grasshoppers,
While He is among the most solitary of the crickets, and most other jumping insects. He is
Arthrogods, He has formed an unlikely bond portrayed in temple artwork as a grasshopper
with Mañeko the Disctractor, the spider god of with a different instrument in each of his four
poisons, traps, and alchemy. The two of them hands. As the name suggests, Caelif is the
have many common interests, and eagerly share original chirper, and the patron of all arts.
recipes and even bring down prey together.
He splits his time in the spirit realms equally
between the Shimmering Fields, where He and
His followers display their greatest artworks for
everyone to see, and the Halls of Illumination,
where He helps artists perfect their form. His
flamboyant entourage follows Him across
these two realms. Those bugs who create or
appreciate the arts will receive an invitation to
join Caelif’s entourage in the afterlife.
28
Candylaria the She spends most of Her time in the Shimmering
Fields, surrounded by Her many, many lovers.
Radiant
Domains: Beauty, Seduction, Love Culicin the Agile
Domains: Motherhood, Flight
One of the most beautiful Arthrogods of all is
Candylaria, the treehopper goddess of love. She Culicin is the mother of flies and mosquitoes,
is the first child of Calif the Chirper, and Ensifra and the wife of Halteron the Swift. While Her
the Lucky. Unlike most of the Arthrogods, She husband is said to be the fastest flier in the
covers her body in a lovely red dress of fine moth world, Culicin is the most graceful, capable of
silk, in order to leave more to the imagination. impressive aerial stunts and feats. She is usually
portrayed as a mosquito with three separate
Candylaria has seduced just about every pairs of wings. It is said that She never lands on
Arthrogod in the pantheon (other than Her the ground, and even sleeps while in flight.
parents and siblings, of course) at some point
or another. Besides Her tremendous beauty, Culicin is a goddess of motherhood. But
impeccably good manners, and irresistible unlike other maternal goddesses, Culicin is not
charm, Her secret weapon for winning hearts is peaceful. She is a powerful, demanding mother,
Her honeydew. willing to do just about anything for the survival
of Her progeny.
After Candylaria drinks sap from a plant, She
is able to spray honeydew, a sweet sugary Culicin’s thirst for blood is well-documented
liquid, straight from Her abdomen. While Her in ancient tales. She needs the blood of other
mortal treehopper progeny can do this as well, creatures to properly care for her eggs, and
no honeydew is as sweet as Candylaria’s, and many of her mosquito children share this trait
it causes any who drink it to fall madly in love with her.
with Her.
Culicin rewards parents who put the needs
of their children above their own. She spends
Candylaria serves Her
sweet honeydew in
much of Her eternal life in a stagnant glade
fine chalices of resin in the Shimmering Fields, surrounded by Her
or amber. Those who children. Her followers hope to find a place
taste it never want to
drink anything else.
there when they die. It is said Culicin also has
a camp in the Wild Thicket, where she can find
fresh blood. Her more carnivorous children are
sometimes offered a spot in this camp when
they die.
29
at the Great Tourney Tree, in the hope that to get Her blessing is to give to the poor and
they will one day become one of His Anointed downtrodden, and share good fortune with
Knights, celestial champions who fight for those who have had none.
justice and righteousness. Others who lived
with duty and honor will be beckoned to the Ensifra spends Her time in the Shimmering
Shimmering Fields or Shimmering Tunnels in Fields, and invites all poor and downtrodden
His name. souls to join her there if they walked the path of
righteousness in life.
Ensifra the Lucky Halteron the Swift
Domains: Good Fortune, Charity
Domains: Travel, Rhetoric, Whit, Flight
Ensifra the Lucky is the mother of crickets and
grasshoppers, along with most other hopping Halteron the Swift is the hotheaded father of
and singing insects. She looks like a cricket flies and mosquitoes, and supposedly the fastest
with the great wings of a cicada, and is often flyer in both the mortal and spirit realms. He is
depicted with dice, cards, and other tokens of portrayed in religious iconography as a fly with
fortune in her hands. walking staff and a backpack.
Ensifra carries the blessing of good luck, and Halteron is the patron god of messengers and
while gamblers often pray to Her for blessings travellers, who pray to Him for safe and speedy
before a big wager, it is said that the best way journeys. He is also known for His sharp wit
and biting sarcasm. It is said He prefers to buzz
around and annoy His enemies rather than
The the first generation of Arthrogods is never giving them the satisfaction of battle.
depicted with clothing. The full glory of their
magnificent carapaces can be seen by all who dare to When virtuous travellers die
behold them. on a long journey, Halteron
sends an emissary to lead them
to a heaven of their choice.
He spends His time in the
Shimmering Fields, in a great
fruit orchard, exchanging jabs
and witticisms with other
crafty insects.
Isopter the
Industrious
Domains: Crafting,
Invention, Engineering,
Architecture
Isopter is one of the Queen of
Queens’ few Arthrogod sons,
and one of the primordial
kings of the termites. It is
said that termites get their
cleverness from Him, as
well as their affinity for fine
craftbugship and sense of
aesthetic.
Isopter lives in the Golden
Hive, working ceaselessly
in the center of a massive
30
Leoptera is the perfect representation of
Legends tell of a material found deep within the peaceful care and integrity — and the object
bowels of the Earth known as “metal.” It is harder
than the strongest shell and as malleable as leaf.
of Her husband’s knightly affections. Those
Isopter has mastered this material, in the hallowed deceased who lived quiet, nonviolent lives in
halls of the Golden Hive. harmony with others are most likely to get Her
attention. Leoptera invites all those who love
peace to join Her in the Shimmering Fields and
Tunnels, to enjoy their eternal lives in quiet and
comfort with other like-minded souls.
31
Tunnels with the light of a glowshroom. Nidus great in stature. He doesn’t don any armor or
feeds the nymphs and larvae in Her care from weapons, just a simple plain brown scarf that
the Her snack basket, which is said to never run was a gift from an old friend.
out of meat and berries.
In the Dawn Age, this great scarab rolled His
As they walk the lonely halls of the afterlife, dung ball from village to village, fertilizing
She provides advice and guidance before fields as He went, and letting mortals feast on
leading them to the presence of the Veiled One. the delicious manure. Even in modern times,
The Veiled One, in Her wisdom and mercy, farmers still pray to Him for a great harvest.
always chooses to reincarnate insect young Land that is blessed by Him will see crops
who perished before their time. Their souls are tripled in days.
placed into new egg sacs with new parents, for
another chance at a happy life. Unlike most of the other large beetle Arthrogods,
Tiernan Jera has a gentle soul. He spends most
Queen of Queens of His time in the Shimmering Fields, feasting
on His everlasting dung ball, and enjoying a
Domains: Order, Industry, War quiet, leisurely existence with other peacefully-
The Queen of Queens is the mother of all minded bugs. However, He has friends in all of
eusocial species, and She is usually depicted as the heavens, and dead souls who wish to travel
having many of the traits of all Her children. from one heaven to another need only to hold
This Arthrogod has the jaws of a termite, the onto His great dung ball, as He ventures across
golden stripes of a bee, the strength of an ant, the spirit realm.
and the stinger of a wasp. Most temples show
Her practicing martial arts or meditating. The Te n e b r a t h e S h a d o w
Queen of Queens has no love for leisure, and Domains: Magic, Lore
the species from Her bloodline are all busy and
dedicated to their duties. Tenebra the Shadow is the mother of moths and
butterflies. Her appearance is that of a great
The Queen of Queens is the patron of industry moth, with silent wings the color of tree bark,
and war. Mortals who mastered a craft, showed which darken the sky when spread. Tenebra
unusual loyalty to their superiors, or became
accomplished soldiers are the most likely to
attract Her attention. When virtuous mortals
die, She will send an invitation to join her in the
Golden Hive if they are among Her descendants.
Otherwise, She will invite craftbugs and
tacticians to the Halls of Illumination, or send
accomplished monks and soldiers to fight in the
Great Tourney Tree on Her behalf.
32
is usually portrayed with thick spell tomes in Unity is a god of order, just like Their mother, the
two of Her hands, and wizard’s staves in the Queen of Queens. They bless mortals with divine
other two. efficiency and coordination when called upon.
Tenebra is the patron of magic users, of which She While the Unity is composed entirely of tiny
shows particular favor to wizards. But students ants, hordelings of every species pray to
of every arcane art pray to Her for guidance, Them, and They have a soft spot for small and
along with scholars, spies, and any who wish physically puny insects. The Unity favors heroes
to know the secrets of the world. It is said that who defend the small and timid. Sometimes the
Tenebra’s knowledge of all realms is nearly equal Unity even bears witness to the Veiled One in
to that of the Veiled One, and She is much more the Fungal Tunnels, whenever a large bug who
likely to impart the wisdom She has learned to bullied the weak is facing judgment.
those who wish to hear it. Tenebra spends Her
time in the Halls of Illumination, and will send Ve n a n d a t h e
an invitation to all righteous scholars and magic
users to join Her there in death.
Huntress
Domains: Hunting, Stealth
Unity of Muraveyo Venanda the Huntress is the mother of roaches,
Domains: Unity, Harmony, Collaboration, mantises, dragonflies, mantidflies, and many
Hordes other carnivorous species. She is often depicted
as an especially slender mantis, with four
Unlike the other Arthrogods, the Unity are not scythed arms, holding a spear and bow. In
a single insect. Instead, They are a great sea of many artistic renderings, She also carries a
hordeling ants, trillions strong and with billions pole with the head of Her husband, Blattodeon
of queens, and tendrils spanning across all of the the Indestructible, over Her shoulder. As His
heavens. The smallest ants of the mortal realm body naturally regenerates, Venanda continues
dream of joining the Unity with their kin, and to feast upon His flesh, in retribution for His
the most righteous of ant hordes are granted this infidelity with the Queen of Queens.
honor upon death, ascending into godhood. The It is said Venanda can change Her color in an
instant, to blend in perfectly to any environment,
and hide in plain sight. Many of Her children
inherited elements of Her camouflage. Venanda
has an almost overwhelming taste for flesh, and
has particular admiration for insects who stalk
prey and kill it without making a sound.
Accomplished hunters and monster slayers are
the most likely to catch Venanda’s attention
after death. She invites many souls to join Her
in the Wild Thicket, Her personal heaven where
insects can hunt and feast for all eternity.
33
Other
Ar t h r o g o d s
T here are other Arthrogods besides
the ancestors of the insects. Some are
ambivalent toward the lives of insects, while
others see the rise of insects as a plague to be
purged from the world.
Araknorg
A great deal of the evil and torment in the
world stems from Araknorg and Her children,
the arachnids. Araknorg is pictured in religious
texts as a great ravenous beast with all the most
dangerous qualities of Her many children: an
eight-legged abomination with the pincers
and stinging tail of a scorpion, the silkspinning
abilities and venomous bite of the spiders, the
acidic spray of vinegaroons, and the thirst for
blood of mites.
Worship of Araknorg is not permitted in most
insect civilizations, and even uttering Her
Zyno Calacra embodies the miracle of name is a bit of a taboo in religious circles.
metamorphosis, and as such, He constantly The mother of arachnids is largely absent from
shifts between larval, pupal, and adult moth most of the later myths, as She apparently fell
forms. As a larva, He is known as Zyno. He into a deep slumber after hatching the last of
has the bright and beautiful colors of the jewel Her monstrous brood.
caterpillars, and a slimy, translucent body. As a
full grown moth, Zyno transforms into Calacra. Some say that the end of the world will come
His form is large and dark, with glowing red when Araknorg awakens once again. She will
eyes. Legends say He even feasts on the blood wrap the entire mortal realm in a great silk
of the wicked with His needle-like proboscis. cocoon, before sinking Her great fangs into the
earth, and drinking the life force straight from
It is said that Zyno Calacra grows in time it. As the world withers and dies, so will all the
with the seasons. In spring, He emerges as the mortals.
caterpillar Zyno, gathering food and growing
into a truly massive grub. By midsummer, He There are a handful of cults across the Insect
forms a chrysalis and transforms into Calacra. Kingdoms that are dedicated to waking Araknorg
He ages quickly, and by winter is old and frail. and bringing about the apocalypse. Clerics and
When His form finally dies of old age, His body paladins take a special interest in stamping out
crumbles, and an egg forms in the same spot, these fanatics wherever they are found.
ready to begin anew.
Zyno Calacra can be found in several different
heavens, depending on the season.
34
Calthryx the eating long enough to talk. Only the most
vile or desperate of mortals risk praying to
Colossus Him and attracting His attention. However,
Domains: Strength, Terror, Vengeance He is not simply a mindless killer. While He
enthusiastically devours mortals, and has a
The great beast known as Calthryx is the son known enmity with the other Arthrogods,
of Myriador, and the father of the centipede He is totally unwilling to harm His younger
lineage. Of all the Arthrogods, He alone is brother Ganorcus. On many occasions, Calthryx
larger than Araknorg, with coils that wrapped even retreated from primordial battles when
around the entire world in the Dawn Age. Ganorcus appeared to aid His opponents.
There are many ancient tales of battles between
Calthryx and the insect Arthrogods, and He Crustacea
messily devoured tens of thousands of the first Crustacea is the mother of the crustaceans.
mortal insects. Most of Her children live in the water, like
In the modern era, He crawls between all crayfish and crabs, and have little interaction
the hells (save the Black Pond), prowling for with non-aquatic insects. Others, like pillbugs,
damned souls to feast upon. Those who He have a place in insect society as parasites or
finds face even greater torment than the hells even pets. As such, Crustacea is seen as a rather
provide, trapped and unable to die in his ambivalent Arthrogod. Since none of Her
endless digestive tract forever. Calthryx grows descendants are intelligent, She receives little
more and more segments the more He eats. By worship. However, some temples to Plimyrial
this time in the Modern Age, His coils can wrap also contain shrines to Crustacea, to honor Her
around the entire spirit realm. presence in the waters of the Insect Kingdoms.
35
Some legends say that Ganorcus can emit poisonous
mist from His carapace, which He uses to fend away
predators who would feed on the weak.
Ganorcus protects the weak. In the Dawn Age, and so the only prey worthy of His attention.
He wrapped Himself around entire towns as This sentiment earned Him the respect of the
they came under attack, fending off danger insect Arthrogods, and He has been their ally in
all on His own. These days, He bides his time the eternal war against spiders ever since. While
happily munching on dead leaves and other He sometimes feasts on dim-witted spiders,
detritus in the Shimmering Fields and Tunnels. weavers are His preferred targets. He regularly
Bugs in danger often pray to Ganorcus in their brings down spiders several times His own size.
times of need.
Mañeko has a unique way of hunting His kin.
Mañeko the His natural camouflage allows Him to pretend
to be a small crumpled leaf stuck on a spider
Distractor web, or even a small insect wrapped in web.
Domains: Alchemy, Poison, Traps, Trickery He can wait for days in a single web for His
arachnid target to draw near, before leaping
Mañeko stands alone in the Arthrogod and delivering a lethal bite.
pantheon, as a spider who loves insects and
eats other spiders. As the oldest son of Saltican When not hunting other spiders, Mañeko bides
the Swift, He is uniquely blessed with intellect His time in the Wild Thicket creating new traps,
among other spiders of His lineage. poisons, and potions to assist other hunters. His
prowess in alchemy is second to none, and His
As a young spiderling, Mañeko was disgusted appreciation for cunning tactics has endeared
by other spiders preying on weak insects, and Him to Arilus, an Arthrogod who treats Him
decided that He would only eat victims capable like a brother. The two of them often trade new
of putting up a fair fight. In His eyes, other poison recipes and hunting stories.
spiders are the most difficult quarry to hunt,
36
Myriador of the Saltican gave birth to the jumping spiders,
along with any other spiders which use speed
Many Legs to chase down their prey. She does not get
Myriador is the thousand-legged god of hunger. as much adoration as Her older sister, since
His children, the centipedes and millipedes, Her descendents are not intelligent, although
are always looking for their next meal. When Her idols can be found anywhere that insects
Araknorg awakens and the world comes to an worship spiders.
end, it is said that Myriador will not pick sides.
He will wait until the war between good and Theraphas the Brute
evil has ended, and feast on whatever carrion is Theraphas the Brute is the youngest and largest
left on the battlefield. of the Spider Sisters, towering over Her siblings.
Her body bristles with hairs, which She can
Spider Sisters launch at foes with the force of a mighty javelin.
Araknorg gave birth to many children, known She is neither as quick as Saltican nor as smart
together as the arachnids. However, Her eldest as Aranid. But as Her title suggests, Theraphas’
three had such power that they are considered body pulses with overwhelming physical
Arthrogods in their own right, and gave birth strength.
to many of their own children. These three The biggest and strongest spiders descend
daughters are known as the Spider Sisters. from Theraphas, most notably the tarantulas.
The mightiest of Her children are capable of
Aranid the Wise devastating a small town single-handedly.
Aranid the Wise was Araknorg’s firstborn,
and by far the most crafty and intelligent of
Her siblings. She is a large spider with long,
delicate legs, who likes to ensnare mortals in
Death
Her devious traps.
Aranid taught silkspinning to Her sisters, and is
and the
said to have more skill in the art than even Their
mother. Aranid gave birth to the orb-weavers,
the most intelligent spiders, along with most of
Af t e r l i f e
the others which use carefully crafted webs to
ensnare their prey.
W ith a few small regional variations, most
insects have basically the same beliefs
about death and the afterlife.
Spiders and arachnid cults in the Insect Kingdoms
revere Aranid nearly as much as Araknorg. It is T h e F u n g a l Tu n n e l s
said that when the world comes to an end, and
Araknorg wraps the earth in Her great cocoon, It is said that when an insect dies, their
the other Arthrogods will send Their greatest spirit awakens in the Fungal Tunnels, an
champions to do battle with the forces of evil. In underground realm full of fungus, lit by
this apocalypse, Aranid will lead the armies of glowshrooms and bristling with spores. Those
evil in the defense of Her mother. who followed the commandments of the gods
are met by representatives of the Arthrogod (or
Saltican the Swift Arthrogods) whose temperament and behavior
most resembles their own. From there, they are
The second of Araknorg’s daughters is Saltican. whisked away to one of the Heavens, receiving
She is not nearly as clever as Aranid, although eternal reward for their virtue. If a righteous
Her athletic prowess is unmatched. Saltican can insect closely followed the teachings or ideals of
dash and leap many logs’ distance in a single multiple Arthrogods in life, they will be given a
bound, and chases down anyone who escapes choice between multiple Heavens.
Aranid’s webs.
37
Judgement will most likely be sent to the Golden Hive after
their judgement. This enormous nest begins
Those who did not walk the path of deep in the ground as illuminated tunnels, and
righteousness will wander the Fungal Tunnels rises high into the air into chambers made of
until they find the throne room of the Veiled beeswax, which shines golden like the sun itself.
One. With Her mycelia and spores scattered all
across the Mortal Realm, She is fully prepared The Queen of Queens, the powerful mother of all
to judge every soul who makes it to Her court. hive species, presides over this great nest where
ant, bee, termite, and wasp all live together
Evil insects face the Veiled One’s wrath, and are in harmony as part of the same tremendous
cast into one of many hells, depending on their family. As with mortal hives, each insect has a
crimes. There, they will suffer in torment and role to play in the nest.
agony for an eternity.
Queens who led their nests effectively in life rule
Those insects who lived neither a virtuous nor under the Queen of Queens in death, attended
a wicked life are instead sent back to the Mortal by their many husbands. These queens each
Realm, to be reborn as larvae or nymphs and have their own personal palaces within the
given another chance to prove themselves one Golden Hive, and command legions of their
way or the other. Rarely, they are reborn as a own. Often, mortal queens will pray to these
completely different species than their previous long dead matriarchs, the so-called “Ascended
life. Some of the most mediocre insects have Mothers,” for wisdom and guidance. It is said
been in this cycle since nearly the beginning of that sometimes the Ascended Mothers answer
time. these prayers with dreams of insight.
38
largest room in all of the Heavens, filled with Dynasto. Losers are flung from the branches
treatises and research on every topic imaginable, and cast back down to the roots, to attempt the
from slug farming and architecture, to the art of climb once more.
war and alchemy.
Every night, the fighting stops, and the entire
Scholars, intellectuals, and magic users of all tree erupts into feasting and partying. Warriors
types fill the Halls, exchanging ideas, working and visitors from other Heavens share drinks
on new research, and attending lectures hosted and stories of their greatest battles, until the
by the most renowned of dead souls and the next morning comes and the trek to the top
Arthrogods alike. begins anew.
39
Wild Thicket E t e r n a l We b
Some bugs do not desire a peaceful afterlife The Eternal Web is a great spider web that
in the fields or an industrious one in the hive, stretches endlessly, going millions of logs in
nor do they wish to dedicate themselves to every direction, floating in a limitless void. It is
battle, warfare, or magic. Some predatory bugs, said that the Eternal Web was originally spun
like many mantises and dragonflies, wish by the goddess Aranid the Wise, as She was
for nothing more than to end up in the Wild perfecting Her silkspinning skills.
Thicket, a realm of dense foliage teeming with
prey, both large and small. The Veiled One sends those who witnessed
great evil and did nothing to remain forever
Insects sent to this realm awaken in the base in the Eternal Web. Since their sin was doing
camp of Venanda the Huntress, the mother nothing, they can continue to do nothing until
of mantises, dragonflies, and many other time comes to an end, wrapped immobile in a
predatory species. The bugs form hunting silk cocoon and hanging in the great emptiness,
parties with their companions, and tear off into consumed by everlasting boredom and bereft of
the forest by day, in search of a worthy quarry. all purpose.
The Wild Thicket contains creatures to
accommodate every palate, from slugs and
Endless Ice
millipedes to scorpions and spiders. Unlike the The Endless Ice is a plane of freezing cold
other Heavens, death is a very real possibility in ice: impenetrable and frigid, with piercing,
the Wild Thicket. After all, a hunt without risk is unrelenting winds. The Veiled One sends those
a hunt without reward, and Venanda would not who ignore the rites of hospitality to this barren
deny that excitement to anyone. Instead, insects plane. Since their sin was leaving their fellow
slain on a hunt reawaken after a short time in insects out in the cold, they are sentenced to
Vananda’s camp, ready to begin the hunt anew. wander the cold for all eternity.
White Desert
Hells The White Desert is an endless plane of yellow
I
sand and white salt. Those who abandon their
nsects who act wickedly are sentenced to one
companions, friends, and family in times of
of the Hells by the Veiled One. The Hell to
great need are cast into the White Desert. Since
which they are cast depends on the nature and
their sin is selfishness and too much care for
severity of their sins.
self-preservation, they are sentenced to wander
the wasteland in eternal, egoistic solitude, with
Black Pond nothing other than the slicing sand and stinging
The Black Pond is a hell reserved for the very salt to keep them company.
worst evildoers, those guilty of mass murder or
the darkest magic. It is a great body of water:
opaque, black, and murky, filled with millions
of voracious frogs.
Those cast into the Black Pond are almost
instantly devoured, and digested slowly
while they still live. Once they are dead, their
body reforms and tumbles back into the Black
Pond to be eaten again, in an endless cycle of
consumption and agony.
40
Chapter 2:
C h a r ac t e r
Creation
T here are hundreds of thousands of races
across the Insect Kingdoms. Maybe even
millions. As such, the possibilities for playable
members to dissuade them from impulsive
decisions. Barbarians need to know how to
fight, and also survive in the wilds. They
characters are nearly endless. The steps for usually carry the most powerful weapons, and
creating a character are as follows: wear simple armor that can be acquired in the
frontier (if they wear armor at all).
T here are a few fantasy tropes and party heavy armor. This makes them more balanced
roles that players should consider as a in offensive and defensive capabilities than
starting point for their own character. It is barbarians. Bugs-at-arms fill a variety of
recommended that players new to Stingers & roles in society. Landed knights take vows of
Spores keep these in mind while building their service to the nobility, knights-errant wander
bugs. the world trying to serve the common people,
and mercenaries fight for the highest bidder.
Alchemist: Alchemists gather expensive
No matter their affiliation, bugs-at-arms need
ingredients from across the known world, and
strength, stamina, and combat skills to wield
use them to brew potions with powerful effects.
heavy weapons and armor at the same time, as
Alchemists require ample preparation time
well as enough brains and manners to function
to make their brews, but their magic is much
in polite society. Some bugs-at-arms ride
more versatile than any other type. Successful
powerful mounts into battle as well.
alchemists need to be proficient in their craft,
and also have a good throwing arm if they want Bug Bearer: Big, strong insects who allow other
to use their own potions in battle. They need heroes to ride on their backs are called bug
alchemical equipment, and enough money to bearers. There are many advantages to riding a
acquire their ingredients. bug bearer over a conventional cavalry animal.
Bug Bearers, like any other hero, are capable
Barbarian: At their core, barbarians are strong
of wearing armor and carrying weapons. And
but simple brutes who bash in their enemies’
since they are sentient, they are capable of
exoskeletons with bludgeons and blades. They
better teamwork and coordination than regular
are uncouth and aggressive fighters who come
cavalry. Bug Bearers can serve as the well-paid
from the most dangerous wilds of the Insect
personal transport of important insects, like
Kingdoms. Their ferocity and physical prowess
paladins, clerics, and government officials.
are unmatched, but they are rarely educated,
They can also serve the common bug, carrying
and often rely on strategically-minded party
41
soldiers in war or cityfolk in peacetime. Bug Paladin: A paladin is ordained when a bug-
Bearers need to be big and strong. The larger at-arms hears the call of the divine. They
they are, the more they can carry, and the are halfway between a knight and a cleric —
biggest can transport dozens of smaller insects armored warriors who wield powerful weapons
all at once. Some bug bearers are exceptionally and obey strict vows, but also command divine
fast, capable of flight, or both. power to smite the wicked. As a rule, paladins
are just as committed to clerics at serving their
Chirper: A chirper uses their song and dance gods, but often more capable of venturing forth
skills to conjure magic. The Chirp is an ancient from their temples to protect the innocent and
music that harnesses an insect’s natural charm defend the downtrodden. Paladins need to
and charisma, imbuing them with all sorts of be well-rounded, with enough strength and
magical properties. By changing the verse and stamina to wield heavy weapons and armor,
the melody of the Chirp, chirpers can mesmerize enough faith to use holy magic, and enough
or curse enemies and aid allies. Chirpers must brains to understand their religious tenets and
be able to play an instrument and sing. Chirpers competently wage war against the forces in
are usually the face character of a group as well, opposition to their faith.
using their skills in persuasion to get support
from common bugs and nobles alike. Chirpers Ranger: Like barbarians, rangers come from the
need an instrument or two in order to perform, dangerous wilds. But while barbarians use raw
as well as enough armor to keep them alive, strength and fury to defeat their foes, rangers
since they tend to be fairly squishy. use tactics and tricks, along with an intimate
understanding of the terrain and nature. They
Cleric: Clerics are priests and priestesses who prefer ranged weapons, like spears and bows.
serve the gods, carrying out their will in the Outside of combat, rangers are excellent
mortal realm. There are many gods in the realms trackers, and possess great knowledge of flora
of insects, both righteous and terrible. Most and fauna, allowing them to get out of trouble
just as quickly as they got into it. Rangers need
of them imbue their followers with magical
to know how to survive in the wild, shoot a
powers, and holy magic is among the most bow, and walk softly.
varied in the Insect Kingdoms. In exchange for
their power, some gods require sacrifices, while Rogue: Rogues are to the city what rangers
others insist their clerics follow a strict moral are to the wilderness. They use surprise tactics
code. Clerics wield their holy magic with the and cunning to get their way, avoiding direct
power of their faith. Access to divine power confrontations, and killing their enemies from
means that clerics are highly respected in any the shadows. Most rogues are competent thieves
community that worships their gods. as well, using stealth and trickery to sneak into
houses, pick locks, and wreak havoc. Some
Monk: Monks are ascetic warriors who follow rogues are simply opportunistic criminals,
the War Path, an ancient fighting style given while others have good hearts.
to insects by the Queen of Queens. Monks
use a mystical energy called qi to surpass the Wizard: Wizards are the masters of magic in
normal physical abilities of mortals. A skilled Stingers & Spores. They use their own arcane
monk can use qi to move at supernatural speed, knowledge to cast spells, and are not reliant
dodge incoming projectiles, and even launch on the favor of the gods, musical instruments,
beams of energy. When monks are not at war, or pheromones. Wizards study a specific path
they spend their time in quiet monasteries, of magic, which grants them abilities normally
practicing meditation, and contemplating the unavailable to insects, like mastery over spider
higher mysteries. Monks must be able to fight silk or slime. Some evil wizards have darker
and harness qi. Some use their fists or claws and arcane paths available to them, and some even
others prefer weapons, but shields and thick sell their souls and their services to the forces of
armor impede their ability to harness spiritual evil in exchange for more power. No matter their
energy. disposition, wizards need high intelligence to
cast their spells, and a knowledge of the occult
to identify other magics they encounter.
42
Classes in Stingers Then add, subtract, and swap out Positive and
Negative Racial Abilities, Edges, Hindrances,
and Trade-Offs, until something resembling the
& Spores desired insect is reached.
43
Though most of them live with their colonies, Ants who go their own way are no
ants do interact with the outside world. Some longer welcome in their own hives,
even live in communities with other insects and seen by the outside world as
— provided their queen sees a reason for more than a little strange.
them to do so. Ants who live in towns • Task-Oriented: Ants have an
and cities usually work as merchants, absurd degree of focus. They suffer
diplomats, warriors, or priestesses. a –4 penalty to Notice anything
Many settlements try to form alliances not directly related to the task at
with nearby anthills to establish trading hand.
rights and military treaties. Ant queens
are fearsome allies, and ant workers
have more mining expertise than nearly
any other insects, besides termites.
Because of their versatility, ants can Every ant is imbued
assume a wide array of party roles. with a precise
understanding of
Physically, ants have few imposing their social rank.
features. They are not large, rarely capable Their clothing
of flight, and some species even lack always includes rank
stingers. But what they all have in common insignia.
is a ridiculous amount of strength. Ants
pack a wallop in their skinny little arms
and legs.
Ants are notoriously focused on
whatever task they set their minds
to. They are uncomfortable with leisure
time, and spend all their waking hours
in the pursuit of their goals. While this
means they can be quite industrious,
they can become so focused that they
lose track of the world around them. It
is incredibly easy to sneak up on an ant
who has a job to do.
Origins
Like the other hive species, ants are descended
from the Queen of Queens. They did not inherit
A n t Va r i a n t s
her wings or her vicious sting like some of their
sister species, but all ants bear their goddess’ • Bullet Ant
immense strength, and Her love of organization. Bullet Ants have one of the most powerful and
painful stings in the Insect Kingdoms. Their
Racial Traits: venom causes swift paralysis. Few risk the
• Free Edge: Ants begin with a free Edge. wrath of a Bullet Ant queen, and most insects
prefer to avoid their territory altogether.
• Hive Loyalties: Ants have prevailing
obligations to their anthill (see page 78).
Racial Traits:
• Immense Strength: Ants begin with a
• Hive Loyalties: Bullet ants have prevailing
Strength of d8, instead of the normal d4.
obligations to their anthill.
They can raise their Strength to d12+2.
• Outsider (Minor): Ants can take Outsider
(Minor) as an alternative to Hive Loyalties.
44
• Immense Strength: Bullet Ants start with
Strength d6 for free, and can raise it to
d12+2.
Hive Males
Ant, bee, and hornet player
• Outsider (Minor): Ants can take Outsider
characters (and almost all NPCs
(Minor) as an alternative to Hive Loyalties.
of those species) are assumed to
• Potent Sting (Paralyzing): Str+d4, victim be female. Males in these species
must roll Vigor -2 or become Stunned have essentially no role in the hive,
• Ravenous: Bullet Ants cannibalize other aside from serving as consorts in
insects if not well-fed. the queen’s harem. Hive males are
gentle creatures without the physical
• Size 1: Bullet ants are among the largest capabilities of the females. They are
ants. too fragile to work, and few outside
• Task-Oriented: Bullet Ants have an absurd of the queens’ guards have ever seen
degree of focus. They suffer a –4 penalty to one.
Notice anything not directly related to the
For their part, hive females don’t
task at hand.
really have the same physical and
psychological drives as other species.
• Fire Ant Only the queens have a desire to
marry or bear children. The hive is
Fire Ants are small but aggressive ants known the only family most eusocial insects
for their painful bite and superior numbers. need, and they live to serve it. For
They are easy enough to defeat alone, but they ants and bees, this means mastering
usually travel in large swarms. their assigned craft or job, whatever
it might be. For hornets, it means
Racial Traits: raiding and pillaging to bring glory
• Agility d6: Since they are nimble and Small, to their tribe, and food for their
Fire Ants begin with Agility d6, and can voracious grubs. There are exceptions
raise it to d12+1. — most notably termites — where
both males and females live together
• Bloodthirsty: Fire Ants famously don’t take in the hive. But they are seen as a bit
prisoners. strange by other eusocial insects.
• Free Edge: Fire Ants begin with a free Edge.
• Hive Loyalties: Fire Ants have prevailing
obligations to their anthill.
• Immense Strength: Fire Ants start with Notice anything not directly related to the
Strength d6 for free, and can raise it to task at hand.
d12+2.
• Outsider (Minor): Fire Ants can take
Outsider (Minor) as an alternative to Hive
• Trap-Jaw Ant
Loyalties. Trap-Jaw Ants have a powerful bite, which
they can use in a bizarre way. Besides gnawing
• Size -2 (Small): Fire Ants are about the size
on their enemies, they can bite the ground
of a pet pseudoscorpion.
with such extreme force that they are actually
• Sting: Str+d4 damage, if the target is Shaken catapulted through the air.
or Wounded they must roll Vigor or suffer
Fatigue.
• Task-Oriented: Fire Ants have an absurd
degree of focus. They suffer a –4 penalty to
45
Racial Traits: warriors buzzing all across the Insect Kingdoms
on behalf of their queens. Workers can be seen
• Big Mouth (Minor): Trap-Jaw Ants are collecting pollen from flowers, while warriors
unable to keep their traps shut. actively patrol the area around the hive, keeping
• Bite: Str+d6 an eye on any potential threats.
• Hive Loyalties: Trap-Jaw Ants have Bees live very regimented lives and begin taking
prevailing obligations to their anthill exams and aptitude tests from a very young
age which determine their role in the hive once
• Immense Strength: Trap-Jaw Ants start
they reach adulthood. Most bees are workers
with Strength d8 for free, and can raise it
who gather pollen and manufacture honey,
to d12+2.
their food staple and most important export.
• Leaper: Trap-Jaw Ants may leap twice their Workers are known to fly many logs from their
normal Pace, adding +4 to Wild Attack homes in search of new pollen sources. It is said
damage, as per the racial ability on page 72. that the goddess Folia shows favor toward bees
• Outsider (Minor): Trap-Jaw Ants can take for pollinating her plants.
Outsider (Minor) as an alternative to Hive
Warriors, merchants, priestesses, and diplomats
Loyalties.
make up the other important castes, and they
• Size -1: Trap-Jaw Ants stand about as tall as are commonly seen in other insect settlements,
the average fruit fly. doing the queen’s bidding. Most bee
• Task-Oriented: Trap-Jaw Ants have an adventurers are granted a very long leash, and
absurd degree of focus. They suffer a –4 are encouraged by the queen to do heroic work
penalty to Notice anything not directly in her name, as a way of spreading goodwill to
related to the task at hand. the neighboring insects.
Besides their trademark black and yellow
stripes, bees are known for their powerful sting.
B e e s , H or n e t s , Every caste, from priestesses and envoys, all
the way down to the lowest workers, possesses
a n d Wa s p s this fearsome stinger. Unlike hornets, honey
46
bee stingers have a barb, which becomes rooted anything not directly related to the task at
in the victim and delivers massive damage. hand.
However, this formidable weapon comes at a
high cost to the user. The stinger gets stuck in
the victim, and when the bee removes it, they Hornets and
end up disemboweling themselves. Most bees
who use their stingers die an agonizing death Wa s p s
H
shortly thereafter. It is a last-ditch weapon, only ornets and wasps are the larger and more
used to protect loved ones, or when death is a fearsome cousins of bees. They rank as
foregone conclusion. some of the most powerful fighters in the world.
Like ants, bees are well-suited to all sorts of Like other hive species, hornets and wasps live
roles. They are equally competent as warriors, apart from other insects, under the direction of
wizards (known inside the hive as spelling a queen. Unlike other hive species, they rarely
bees), and archers. trade with neighboring communities, and have
little interest in forming alliances or diplomatic
Origins relations. Nearly all wasps pillage and plunder,
and many cannibalize other insects to feed their
Bees are the middle children of the Queen of grubs. While adult hornets and wasps can only
Queens, with physical appearance similar to consume liquid, their larvae are ravenous grubs
hornets, and organization similar to ants. With that consume just about anything placed in
some exceptions (like the killer bees), they are front of them.
the most friendly and agreeable of the hive
species, less likely than ants or hornets to go to Hornet and wasp culture is not as technologically
war, and less isolationist than termites. advanced as that of most other bugs. And while
the hives have a rich oral tradition, almost none
Racial Traits: use a written language. Like all other hive species,
they pray to the Queen of Queens, Goddess of
• Flight: Bees have a flying Pace of 12, and can War. But while other hives consider Her a part
“run” in flight with a d6. of the larger pantheon, hornet and wasp hives
• Free Edge: Bees begin with a free Edge. worship the Queen of Queens exclusively, and
take Her teachings to an extreme conclusion.
• Hive Loyalties: Bees have prevailing
They wage war on Her behalf, and take what
obligations to their hive.
they want as a sort of divine right.
• Outsider (Minor): Bees can take Outsider
(Minor) as an alternative to Hive Loyalties. Hornet and wasp player characters have
Bees who go their own way are no longer turned against their sisters, and rejected the
welcome in their own hives, and seen by the most militaristic teachings of their religion.
outside world as more than a little strange. They make excellent bugs-at-arms and monks,
thanks to their aptitude for combat. And since
• Sting of Ruin: The sting of a honeybee is
most of them grew up roaming the wilds, they
absurdly powerful, capable of dealing death
also make superb rangers and barbarians.
to most insects outright. However, it comes
with a great cost. When a bee tries to pull
her stinger out of a target, her entrails are
Origins
ripped out, and she usually dies a gruesome Hornets and wasps claim they are the firstborn
death. A honeybee’s sting does Str+d6+8 of the Queen of Queens, although other hive
damage and is considered a Heavy Weapon. species dispute this claim. What is certain is
But if the attack causes a result of Shaken or that they inherited their creator’s wings, vicious
Wounded, the user is dealt an immediate 4 sting, and unyielding ferocity.
Wounds that cannot be Soaked.
• Task-Oriented: Bees have an absurd degree
Racial Traits:
of focus. They suffer a –4 penalty to Notice • Enemy (Major: Hornets and Wasps): Hornet
and wasp player characters have left their
47
Even righteous
hornets seldom live B e e / H o r n e t / Wa s p
peaceful lives. The
Queen of Queens Va r i a n t s
created them for
battle. • Bumblebee
Bumblebees are larger than honeybees, with a
gentler disposition and a sting that can be used
repeatedly. While they are peaceful, they are
certainly capable of defending themselves.
Racial Abilities:
• Flight: Bumblebees have a Flying Pace of 12,
and “run” with a d6.
• Hive Loyalties: Bumblebees have prevailing
obligations to the beehive.
• Pacifist (Minor): Bumblebees are gentle
creatures who will not attack unprovoked.
• Size 1: Bumblebees are nearly as large as
hornets.
• Sting: Str+d4 damage; if the target is Shaken
or Wounded they must roll Vigor or suffer
hives and are considered the worst kind of Fatigue.
traitors. Other hornets and wasps will attack • Task-Oriented: Bumblebees have an absurd
them on sight. degree of focus. They suffer a –4 penalty to
• Flight: Hornets and wasps have a flying Notice anything not directly related to the
Pace of 12, and can “run” in flight with a d6. task at hand.
• Free Edge: Hornets and wasps begin with
a free Edge.
• Murder Hornet
• Illiterate (Hornets Only): Hornets do not
Murder Hornets are the largest and most vicious
have a written tradition like most other
hornets in the known world. Bugs across the
insect cultures, and do not begin play with
Insect Kingdoms fear the loathsome sound of
the ability to read or write.
their buzzing wings.
• Outsider (Minor): Hornets and Wasps are
not completely trusted by other insects. Racial Abilities:
• Rough Around the Edges: Hornets and • Enemy (Major: Hornets): Hornet heroes are
wasps do not begin with Persuasion as a attacked on sight by other hornets.
core skill.
• Ferocious: Murder hornets get Fighting as
• Size 1 (Hornets Only): Hornets are at least a a Core Skill.
head taller than most other insects.
• Flight: Murder Hornets have a Flying Pace
• Sting: The sting of a hornet/wasp does of 12, and “run” with a d6.
Str+d4 damage. If the target is Shaken or
Wounded, they must roll Vigor or suffer • Illiterate: Murder Hornets are not taught to
a level of Fatigue. This cannot cause read or write.
Incapacitation.
48
• Outsider (Minor): Murder Hornet heroes them difficult to injure, but also slows them
are never fully trusted. down. Most beetles can fly, but they lack the
• Potent Sting (Wrathful): Str+d4, the victim aerial grace of bees or flies.
must succeed at a Vigor roll -2 or take 2d6 There is no such thing as an average beetle.
damage. Beetles are the most diverse group of animals
• Rough Around the Edges: Murder Hornets in the world, insect or otherwise, and every
do not begin with Persuasion as a core skill. species has its own unique methods for survival
in the world. Ladybugs are petite beetles with
• Size 2: Murder Hornets are the largest of all beautifully colored carapaces who often act as
hornets, and pay double the cost for gear. diplomats or courtesans. Bombardier Beetles
are deadly creatures who can spray noxious
boiling chemicals at their foes, making them
• Ye l l o w j a c k e t excellent assassins. Stag Beetles grow to
Yellowjackets are among the smallest and enormous sizes. They boast powerful crushing
nimblest of wasps, but with all the ferocity of horns or mandibles well-suited for barbarians
their larger cousins. They are perhaps the most or bugs-at-arms. Fireflies have a divine blessing
common of all wasp types, and can be found in that allows them to glow like the sun. They
nearly every environment. Most species prefer often find service as clerics in the local temples,
to nest underground rather than in trees. or guides in the underground. There is truly an
ideal beetle for every party role.
Racial Abilities:
Origins
• Athletic: Yellowjackets begin play with
Athletics d6. Beetles are the children of two parents. Their
mother, Leoptera the Brilliant, is a kind,
• Enemy (Major: Hornets and Wasps): maternal figure with an exquisite, rainbow
Yellowjacket heroes are attacked on sight colored carapace. Their father, Dynasto the
by other hornets. Crested, is a great knight with an impervious
• Flight: Yellowjackets have a Flying Pace of exoskeleton and terrifying horns.
12, and “run” with a d6.
Theirs is one of the few romantic relationships
• Illiterate: Yellowjackets are not taught to in the insect pantheon that has not soured over
read or write. the eons. They have had so many children that
• Outsider (Minor): Yellowjacket heroes are counting them all would be impossible. And
never fully trusted. while both have engaged in dalliances with
other deities to produce more offspring, they
• Rough Around the Edges: Yellowjackets do
still return to each other almost every night.
not begin with Persuasion as a core skill.
• Sting: Str+d4 damage, if target is Shaken or Racial Traits:
Wounded they must roll Vigor or suffer a • Flight: Beetles have a flying Pace of 6, and
level of Fatigue. can “run” with a d6.
• Free Edge: Beetles begin with a free Edge.
• Natural Armor: Beetles are covered in a
thick carapace that gives them +2 natural
Beetles armor.
B
• Slow: Beetles are cumbersome insects that
eetles are one of the toughest types of
have their Pace lowered by 1, and run with
insects, distinguished by their large,
a d4.
rounded bodies and thick, often colorful
carapaces. Their natural armor and size makes
49
• Nocturnal: Fireflies have no vision penalties
More than any in Dim, Dark, or Pitch Black Lighting, but a
other insects, -6 lighting penalty in daylight.
beetles revere
• Slow: Fireflies have their Pace lowered by 1,
the ideals of
and run with a d4.
knighthood
and chivalry.
• Hercules Beetle
Hercules Beetles are massive but mostly
docile creatures with imposing horns. Many
are brought up in the chivalric traditions, and
the most talented often serve as royal guards,
thanks to their powerful physiques.
Racial Abilities:
• Buzzer: The wings of Hercules Beetles roar
when they fly. Other bugs gain +4 to Notice
a flying Hercules Beetle.
• Flight: Hercules Beetles have a Flying Pace
of 6, and can “run” with a d6.
• Horn: Str+d4, Reach 1
• Natural Armor: +2 natural armor
• Size 3: Hercules Beetles are among the
largest beetles. They pay double the cost for
gear, and may raise their Strength to d12+3.
• Slow: Hercules Beetles have a Pace lowered
by 1, and run with a d4.
• Ladybug
B e e t l e Va r i a n t s Ladybugs are petite, brightly colored beetles.
They are not physically imposing, but are
• Firefly skilled at using honeyed words, and often have
many friends in high places.
Fireflies are blessed with the ability to radiate
light from their abdomens. Many claim to be the
chosen people of Iliofos, the Sun God.
Racial Abilities:
• Agility d6: Since they are nimble and Small,
Racial Abilities: Ladybugs begin with Agility d6, and can
raise it to d12+1.
• Arcane Background (Gifted): Fireflies begin
with the light power, which has a range of • Flashy: Ladybugs gain a d6 in Persuasion,
self. The Focus skill must be purchased and a -2 penalty to Intimidation.
separately. • Flight: Ladybugs have a Flying Pace of 6,
• Flight: Fireflies have a Flying Pace of 6, and and can “run” with a d6.
can “run” with a d6. • Natural Armor: +2 natural armor
• Natural Armor: +2 natural armor • Poisonous: If another creature bites a
ladybug and the attack hits, the biter must
50
roll Vigor -2 or become Shaken and suffer a
level of Fatigue. Butterflies
• Size -2 (Small): Ladybugs are among the
smallest of all beetles. B utterflies are delicate flying insects with
enormous and colorful wings. They are
capable flyers, and their beautiful, shimmering
• Skilled: Ladybugs get a free skill point.
markings open a lot of doors when dealing with
• Slow: Ladybugs have their Pace lowered by other insects. Unlike their enigmatic nocturnal
1, and run with a d4. cousins, the moths, butterflies spend their
• Strength -2: Ladybugs are smaller and waking hours fluttering in the sunlight. Most
weaker than most other beetles and therefore live in flower villages and towns, elevated
receive a -2 modifier to their Strength die. above and separated from the troubles of other
mortals. Many butterflies live their whole
Butterflies hold
wizardry in
even higher
regard than other
insects. Nearly
every caterpillar
dreams of learning
spellcraft when
they are older.
51
Origins
Butterflies are the younger siblings of moths.
They were born when their mother, Tenebra the
Shadow, had a liaison with Iliofos, the Eternal
Sun. As a creature of shadow, Tenebra had
been pining for His light for some time, and
eventually He succumbed to Her advances.
Their union produced butterflies, insects that
inherited the bodies of their mother, but the
light and beauty of their father.
Racial Traits:
• Flashy: Butterflies have gorgeous coloration,
which impresses others but looks too pretty
to be scary. They gain an extra die type
in Persuasion, and suffer a –2 penalty to
Intimidation.
• Flight: Butterflies fly at a Pace of 12, and can
“run” with a d6.
• Free Edge: Butterflies begin with a free
Edge. Moths like to relax after a long day
by staring into the light of their
• Poor Parry: Butterflies rarely receive melee
glowshrooms. Some report hallucinations
combat training, and their slender bodies
if they look into the light for too long.
are poorly-suited for it. They suffer a –1
Many believe these visions can give
penalty to Parry.
portents of the future.
• Squishy: Butterflies have frail exoskeletons
and delicate wings, and suffer a –1 to fanatical devotees of Iliofos, the Eternal Sun.
Toughness.
Like their butterfly cousins, moths are frail and
more suited to magical and long-range party
Moths roles. They are not as glamorous and flashy as
butterflies, although many moths do have their
A t first glance, moths can be mistaken for
butterflies. However, their features are
usually darker, their colors more faded, and
own dark beauty.
Unlike butterflies, moths are not isolationists.
their wings can take on many unique shapes Moths live alongside other insects, although
not seen in butterflies. Their antennae are thick they prefer to make their homes on boulders,
and often fuzzy compared to the thin antennae trees, and other high places. They tend to
of their cousins. dislike butterflies, who they see as too detached
Moths are creatures of the night. Most species from the affairs of others. Moths view butterfly
are nocturnal, and their fluttering wings can isolationism as careless and irresponsible.
be heard in the dark sky, from dusk till dawn. Butterflies, in turn, see moths as plebeian and
Moths have an instinctual fascination with light unrefined.
sources. Light can overwhelm their senses and
cause temporary blindness, but most moths still Origins
have trouble looking away from lights. If left Moths are the firstborn children of Tenebra the
to their own devices, moths can stare at a light Shadow, and Her children alone. Butterflies
source for hours, in a near hypnotic state of are their sibling species, born of Tenebra’s later
pure ecstacy. Some moths resent this weakness, affair with Iliofos, the Sun God. According to
while others embrace it, and act as the most legend, Tenebra’s attention shifted entirely
52
to the butterflies after their birth, and the first • Squishy: Dead Leaf Butterflies suffer –1 to
moths were left to make their own way in the Toughness.
world without their mother’s help. These first
feelings of jealousy between butterflies and
moths birthed a rivalry that continues to the • Hornet Moth
modern era. Hornet Moths are very effective mimics. Even
at a close distance, they look and speak almost
Racial Traits: exactly like hornets, and use this resemblance
• Call of the Light (Minor): Like their to bluff their way out of trouble. Hornets don’t
goddess, moths are enchanted by light take kindly to the impersonation.
sources. When they are within 6” of a light
source, they suffer a -4 penalty to any rolls Racial Traits:
requiring Smarts or its linked skills.
• Enemy (Major: Hornets): If tribal hornets
• Flight: Moths fly at a Pace of 12, and can realize a Hornet Moth’s true identity, they
“run” with a d6. will attack to kill.
• Free Edge: Moths begin with a free Edge. • Flight: Hornet Moths have a Flying Pace of
• Nocturnal: Most moths are nocturnal. This 12, and can “run” with a d6.
Trade-Off is optional. • Intimidating: Hornet Moths begin play
• Squishy: Moths have frail exoskeletons and with Intimidation d6. Even if their identity
delicate wings, and suffer a –1 to Toughness. as a moth is revealed, most insects are hard-
wired with an instinct to flee from bugs with
Butterfly and black and yellow stripes.
• Size 1: Hornet Moths are the size of an
M o t h Va r i a n t s average hornet, and may raise their Strength
to d12+1.
• Dead Leaf • Squishy: Hornet Moths suffer a –1 penalty
Butterfly to Toughness.
53
• Mouthless: Luna Moths cannot eat or speak, crickets prefer to live on the ground or in the
and must meditate for 1 flap every hour, or dirt.
gain Fatigue.
Grasshoppers have long bow-legs like their
• Nocturnal: Luna Moths have no vision cricket cousins, but grasshoppers possess longer
penalties in Dim, Dark, or Pitch Black abdomens. They prefer to make their homes in
Lighting, and a -6 lighting penalty in tall grass, bushes, and other vegetation, and
daylight have a greater color range. Most are green or
brown, but some exotic species are orange,
• Size 3: Luna Moths are among the largest yellow, or even pink. Curiously, grasshoppers
moths. They pay double the cost for gear, are not extroverted or outgoing when dealing
and may raise their Strength to d12+3. with others of the same species, unless they are
trying to woo a mate. Most of them prefer the
• Squishy: Luna Moths suffer a –1 penalty to
company of other species.
Toughness.
Almost all cricket and grasshopper species
Crickets and can use their hind legs to leap great distances
through the air. This allows them to escape
54
Much like beetles, cricket males have an
established tradition of competing with
each other for female affections. Contests
take the form of sing-offs or friendly
bouts of swordplay.
Caelif, the God of Amusement, Fun, and Song, • Lucky (Female Only): Female grasshoppers
is who grasshoppers get their appearance from. and crickets cannot sing like the males
Crickets inherited their looks from Ensifra, the can. Instead, they inherited their mother’s
Goddess of Fortune. extraordinary luck. Females of these species
get the Luck Edge for free.
55
Cricket/ • Flight: Pygmy Grasshoppers have a Flying
Pace of 12, may “run” with a d6.
Grasshopper • Leaper: Pygmy Grasshoppers may leap
twice their normal Pace, adding +4 damage
Va r i a n t s to Wild Attacks as per the racial ability on
page 72.
• Cicada • Size -2 (Small): Pygmy Grasshoppers stand
barely taller than the average Ladybug.
Cicadas spend years or even decades as nymphs
underground. When they emerge from the • Strength -2: Pygmy Grasshoppers are
earth, they gain flight abilities, but no capacity smaller and weaker than most other
for leaping. Deafening choruses of males can be grasshoppers and therefore receive a -2
heard from logs away in every direction. modifier to their Strength die.
Racial Traits: • T r e e We t a
• Carefree: Cicadas suffer a -2 penalty to
Notice. Wetas are enormous crickets who live in trees.
The males have giant mandibles and keep
• Flight: Cicadas have a Flying Pace of 6, and harems of females who are just as musically
may “run” with a d6. gifted as their husbands. The males fight honor
• Free Edge: Cicadas begin with a free Edge. duels in order to win the respect of the females.
In spite of their great size, tree wetas are not the
• Hopper’s Song (Male Only): Male Cicadas
largest wetas. Some even larger ones live on the
gain the Work the Room Edge for free.
ground.
• Lucky (Female Only): Female Cicadas gain
the Luck Edge for free. Racial Traits:
• Size 2: Cicadas are larger than most hornets. • Bite (Male Only): Male Tree Wetas get a
They pay double the cost for gear, and may Str+d6 bite
raise their Strength to d12+2.
• Carefree: Wetas suffer a -2 penalty Notice
• Slow: Cicadas have their Pace lowered by 1,
and run with a d4. • Hopper’s Song: Both male and female Tree
Wetas gain the Work the Room Edge for
• Theatrical: Cicadas gain an extra die type in free.
their choice of Perform or Persuasion.
• Leaper: Tree Wetas may leap twice their
normal Pace, adding +4 damage to Wild
• Pygmy Attacks as per the racial ability on page 72.
56
Flies and
Mosquitos
F lies and mosquitoes are the most agile
fliers in the Insect Kingdoms. Although
their looks are quite different, their behaviors
and physical qualities are similar enough to be
represented by a single Insect Archetype.
Flies are one of the most common types of
insect, and can be found in every stretch of
the known world. They are smaller than most
other insects, and can fly unbelievably quickly.
They are capable of all sorts of aerial twists and
stunts.
Flies are unassuming bugs, and most have no
dreams of power or glory. They are salt-of-the- Flies prefer annoying their enemies to
earth types who just wish to get by with a warm actually confronting them head-on. Their
bed and a full belly. Flies are rarely found in excellent flight abilities make them the
high political offices. masters of hit-and-run tactics.
Mosquitoes have the same aerial capabilities
as their cousins, the flies, and similarly small Venanda the Huntress (the mother of mantises).
frames. Unlike flies, mosquitoes have a long This union has resulted in dragonflies and
proboscis that they use to feed upon nectar and mantidflies, among others.
fruit juice. The females of some species need
fresh blood meals before they can lay eggs. Racial Traits:
Most mosquitoes get this blood from other • Fast Flight: Flies and mosquitoes are the
invertebrates, but some of the most depraved most skilled aerial acrobats in the Insect
feed on their fellow insects. Grubs are a favorite Kingdoms, far more comfortable in the air
target of these cannibalistic mosquitoes. than on the ground. They have a Flying Pace
Because of their small bodies, flies and of 24, and may “run” an additional 2d6 in
mosquitoes are not well-suited to roles that flight.
take lots of hits. They are at their most powerful • Free Edge: Flies and mosquitoes begin with
filling roles which bring their mobility to bear. a free Edge.
Flies and mosquitoes make excellent archers,
• Size -1: Flies and mosquitoes are about a
spell-casters, and rogues.
head smaller than most other insects.
Origins • Squishy: Flies and mosquitoes have soft
bodies and thin exoskeletons. They have a
Flies and mosquitoes are the children of
-1 penalty to Toughness.
Halteron the Swift, and Culicin the Agile. Flies
got their looks from their father Halteron, while • Strength -1: Flies and mosquitoes suffer a -1
mosquitoes inherited their appearance and penalty to Strength rolls.
thirst for blood from their mother Culicin.
Some predatory flies are the result of infidelity.
Halteron the Swift has had ongoing affairs with
57
• Buzzer: Other characters gain a +4 Notice
bonus to detect flying dragonflies.
• Fast Flight: Dragonflies have a Flying Pace
of 24, and may “run” with 2d6.
• Hungry: Dragonflies eat twice as much as
other insects of their size.
• Outsider (Minor): Few insects fully trust
Dragonflies.
• Ravenous: Dragonflies cannibalize insects
if not well-fed
• Size 2: Dragonflies are longer than most
hornets. They pay double the normal cost
for gear, and may raise their Strength to
d12+2.
• Gadfly
Gadflies are larger than most other flies. Like
mosquitoes, females need blood to lay their
eggs, and have a powerful bite. The males are
much more peaceful, and get along better in
insect society.
58
Racial Traits: Mantises are naturally solitary creatures, who
spend most of their time on the outskirts of
• Agile: Minnow Mayflies gain a free die type civilization. They prefer to avoid cities altogether,
in Agility, and may raise it to d12+1. unless urgent business brings them there. Many
• Fast Flight: Minnow Mayflies have a Flying city bugs have never even seen a mantis.
Pace of 24, and may “run” with 2d6.
Mantises are carnivorous, and derive great
• Mouthless: Minnow Mayflies cannot eat or spiritual satisfaction from stalking and
speak, and must meditate for a flap every taking down their prey. They hunt all sorts
hour, or gain Fatigue. of invertebrates, like snails, centipedes, and
• Size -1: Minnow Mayflies are about as tall as scorpions. Even spiders are not safe from their
a regular house fly. wrath.
• Squishy: Minnow Mayflies suffer a -1 In times past, most mantises fed on other insects,
penalty to Toughness. and even each other. Some still do, although
• Strength -1: Minnow Mayflies suffer a -1 most tribes have learned to suppress their
penalty to Strength rolls. predatory instincts enough to live in society,
provided they always have access to fresh meat.
59
Origins Racial Traits:
Mantises are the children of a marriage between • Cautious: Giant Stick Mantises ponder their
Blattodion the Indestructible (the father of decisions and tactics.
roaches), and Venanda the Huntress, the scythed • Claws: Str+d6 damage
goddess of hunters, assassins, and killers.
Mantises gained their inherent sneakiness from • Hesitant: Giant Stick Mantises pick two
both parents, and their aggression and killer Action Cards and use the lowest, as per
instincts from their mother. Mantises claim Savage Worlds.
kinship with both roaches and termites through • Parry +1: Giant Stick Mantises have
their father. unusually thin proportions, which make
them difficult to hit for bugs of their size.
After She learned that Her husband was
unfaithful, Venanda had a retaliatory liaison • Perfect Camouflage: Giant Stick Mantises
with Halteron the Swift, the father of flies and gain a +4 Stealth bonus when hiding in
mosquitoes. Dragonflies and mantidflies are sticks, and suffer a -2 Stealth penalty
the fruit of this union, and mantises find the anywhere else.
company of the other predatory species more • Ravenous: Mantises cannibalize insects if
agreeable than that of termites and roaches. not well-fed.
60
• Sneaky: Mantises gain a free die type in jealousy. According to old legends, they were
Stealth. able to thrive when the world was dominated
• Survivalists: Camouflaged mantises begin by giant vertebrates in the Bone Age, even living
with Survival as a core skill. successfully in vertebrate homes. Meanwhile,
other insects that couldn’t adapt were stamped
out of existence.
• Mantidfly Regardless of where this bigotry originated, now
Mantidflies look like smaller mantises, but that it has taken hold across the Insect Kingdoms,
they are much more adept in the air than their it is very difficult to dissuade many insects of
cousins. However, their claws are not quite as its truth. Because of the prejudice against them,
effective. roach communities have to stick closely together.
The roaches in the slums of a given city usually
Racial Traits: take care of each other. Most roaches keep close
contact with all of their extended family, even
• Call of the Light (Minor): Mantidflies suffer while travelling abroad.
a -4 penalty to any rolls requiring Smarts or
Smarts skills, if within 6” of light source. Roaches are largely nocturnal, and scurry faster
• Claws: Str+d4 damage than almost any other insects on the ground.
They are also notoriously difficult to kill. They
• Flight: Mantidflies have a Flying Pace of 12, can shrug off injuries and jump right back into
and may “run” with 2d6. a fight without a second thought. This makes
• Nocturnal: Mantidflies have no vision them well-suited to melee roles, like bugs-
penalties in Dim, Dark, or Pitch Black at-arms and barbarians. Many roaches who
Lighting, and a -6 lighting penalty in grow up in cities also make good rogues and
daylight. assassins, putting their hard-earned street-
smarts to good use.
• Ravenous: Mantidflies cannibalize insects if
not well-fed.
• Sneaky: Mantidflies gain a free die type in
Stealth.
Roaches can shrug off grievous injuries that
I n spite of frequent hardships over many cometimes reattach the head or limbs without
generations, roaches are living proof that it long-term side-effects.
is possible to be too stubborn to die. At a glance,
roaches look like skinny beetles
with darker colorations.
Unlike many insects, who
favor a specific habitat,
roaches can live just about
anywhere. They get along
well in the jungle, desert, and
even snow.
Many other insects look down
on roaches. Since almost the
beginning of recorded history, they
have been regarded by many as
opportunistic scavengers and thieves.
Roaches say this stereotype was born out of
61
Origins • Durable: Burrowing Cockroaches ignore
one point of Wound penalties.
Roaches are the firstborn children of Blattodeon
the Indestructible, the god of stealth, trickery, • Hardy: A second Shaken result does not
and durability. Unlike their cousins, the cause a Wound.
mantises and the termites, roaches claim only • Nocturnal: Burrowing Cockroaches have
a single parent as their creator. They have no vision penalties in Dim, Dark, or Pitch
inherited from Him their speed, cunning, Black Lighting, and a -6 lighting penalty in
durability, and love of dark places. daylight.
• Outsider (Minor): Burrowing Roaches are
Racial Traits: looked down on by most other insects.
• Fast: Roaches are among the fastest insects • Size 4 (Large): Giant Burrowing
while on foot. They have +2 Pace, and +1 die Cockroaches are the largest roaches and
type for their running die. among the biggest insects. Attacks get a +2
• Free Edge: Roaches begin with a free Edge. bonus to hit them, they may take 1 extra
• Hardy: Roaches are known for their extreme Wound, and gear is four times the normal
durability. A second Shaken result does not cost. They may raise their Strength to d12+4.
cause them a Wound. • Slow: Burrowing Cockroaches have their
• Nocturnal: Most roaches are more Pace lowered by 1, and run with a d4.
comfortable in the dark than in the light. • Unsavory: Burrowing Cockroaches do not
This Trade-Off is considered optional. gain Persuasion as a core skill.
• Outsider (Minor): Most insects don’t trust
roaches. They gain the Outsider Hindrance
except when dealing with their cousins, the • Palmetto Bug
termites and mantises. Palmetto Bugs are large flying roaches. As the
name suggests, they live in Palmetto trees,
• Unsavory: Because of generations of mostly in coastal areas. They aren’t the best
unpleasant and hostile interactions with flyers, and use their wings to glide more than
other insects, most roaches have forgone anything. They are noticeably slower than most
trying to be nice about anything. They do other roaches, but they can spray enemies with
not get Persuasion as a core skill. horrendously foul liquid.
62
• Size 2: Palmetto Bugs are the size of the
average cicada. They pay double the cost for
gear, and may raise their Strength to d12+2.
Stick Bugs
As their name suggests, Stick Bugs are tall
• Unsavory: Palmetto Bugs do not get insects who resemble plants and foliage. Stick
Persuasion as a core skill. bugs all have excellent natural camouflage that
disguises them as a specific plant. This makes
them the stealthiest of all insects in the right
• Prosoplecta circumstances.
Prosoplecta are cockroaches who look almost Physically, Stick Bugs have some interesting
exactly like ladybugs. These mimics very features that make fighting them a memorable
effectively hide their true identities, and even experience. They are incredibly tall, with long
many ladybugs do not realize they are faking. arms that provide extra reach and bodies that
While this helps them avoid anti-roach bigotry, are difficult to hit. They favor roles that allow
most are quite paranoid that they will be them to evade targets rather than take hits. Stick
discovered as imposters. bugs can make effective assassins, rangers,
rogues, and wizards. Many of them also act as
Racial Traits: priests to Folia, their creator.
• Agility d6: Since they are nimble and Small,
Stick Bugs prefer to live in country villages or
Prosoplecta begin with Agility d6, and can
the open wilds, where their natural abilities
raise it to d12+1.
can be put to good use. Families of Stick Bugs
• Flashy: Prosoplecta gain a d6 in Persuasion, can even survive in the territory of other hostile
and a -2 penalty to Intimidation. creatures, like spiders or hornets, unnoticed for
• Fast: Prosoplecta gain +2 Pace, and +1 die years at a time.
type for their running die.
Origins
• Flight: Prosoplecta have a Flying Pace of 6,
and may “run” with a d6. According to legend, Stick Bugs were created
when Folia, the Goddess of Plants and
• Hardy: A second Shaken result does not Vegetation, took some of her leaves and twigs
cause a Wound. and breathed life and free will into them,
• Outsider (Minor): If their identity as elevating them into insects. As such, they have
roaches is revealed, the Secret Hindrance no immediate relatives amongst other insects.
becomes Outsider instead.
• Secret (Minor): Prosoplecta will never
Racial Traits:
willingly reveal that they are roaches, and • Free Edge: Stick bugs begin with a free
do everything within their power to pass as Edge.
ladybugs. • Hard to Hit: The bizarre proportions of stick
• Size -2 (Small): Prosoplecta are the size bugs make them difficult to hit in melee
of a Ladybug, with reduced Strength and combat. They receive +1 Parry.
increased Agility. • Long-Legged: Stick bugs are very thin and
• Strength -2: Prosoplecta are smaller and tall, with spindly arms. They have a Reach
weaker than most other roaches and of 1.
therefore receive a -2 modifier to their • Perfect Camouflage: Stick bugs look like
Strength die. plants, and can blend in with a certain
environment incredibly well. Stick bugs add
+4 to Stealth rolls for a single environment,
such as leaves, branches, or tree bark.
However, they take a -2 Stealth penalty
everywhere else.
63
S t i c k B u g Va r i a n t s
• Devil Rider
Devil Riders are stick bugs with distinctive stripes, and a potent chemical
attack. When under threat, they spray themselves and the surrounding
area with powerful, noxious chemicals. The following stats are for a large
female. Males are smaller, and they can often be found riding around on the
backs of their wives.
Racial Traits:
• Arcane Background (Gifted): Devil Riders begin with the blast power,
which has a range of self. All other Devil Riders are immune to this
power. The Focus skill must be purchased separately.
• Hard to Hit: Devil Riders gain +1 Parry.
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• Long-Legged: Devil Riders gain Reach 1. Termites cannot only burrow through dirt; they
• Perfect Camouflage: Devil Riders gain +4 are also adept at digging through wood. Some
to Stealth rolls while hiding in sticks, and species make massive mounds above ground;
suffer a -2 penalty elsewhere. imposing entrances to their kingdoms.
• Size 3: Female Devil Riders are larger than Most termites are born without eyes, but they
most bugs. They pay double the cost for can still perceive the world well enough, relying
gear, and may raise their Strength to d12+3. on smell, hearing, and pheremones. In spite of
their blindness, termite troops are famous for
• Squishy: Devil Riders suffer a -1 penalty to their crossbow corps. They also fear and shun
Toughness. direct sunlight, even though they can only feel
it instead of seeing it..
• Malagasy Giant Some species have weird chemical defenses.
Stick Insect Termite warriors of many kinds can spray acid
at their enemies, and there is at least one species
The Malagasy Giant Stick Insect is one of capable of self-destructing in a gooey, toxic
the biggest insects, with neon coloration and explosion.
ridiculously long limbs. They don’t try to hide
like other stick bugs, and instead attempt to Termites have a lot in common with ants, thanks
overawe their opponents, to their common lineage through the Queen
of Queens. They have a similar caste system,
Racial Traits: divided into workers, warriors, knights, priests,
and so on. Termites are also ruled by a queen.
• Flashy: Malagasy Bugs gain a free die However, they inherited many traits from their
type in Intimidation, and a -2 penalty to crafty father god, Blattodeon, as well.
Persuasion.
Termites have a king in addition to a queen.
• Hard to Hit: Malagasy Bugs gain +1 Parry.
Though most hive species are female (except for
• Really Long-Legged: Malagasy Giant Stick the queen’s consorts), members of the termite
Insects gain Reach 2
• Size 4 (Large): Malagasy Stick Bugs are
about as big as insects can get. Attacks
toward them gain a +2 bonus to hit. They
can take 1 Extra Wound, and pay four times
the normal cost for gear. They can raise their
Strength to d12+4.
• Squishy: Malagasy Stick Bugs suffer a -1
penalty to Toughness.
Termites
T ermites are sometimes mistaken for white
ants at a distance, although their heads
are distinctively shaped, and they all sport Termite militaries use extremely
uncharacteristically long mandibles. Like ants, organized maneuvers. Their tactics are all
termites live in vast cities underground. They are designed around ranged combat, since
the best miners in the world, and some of their their usual ant enemies are overpowering
sprawling tunnels stretch logs into the ground. up-close.
65
castes can be male or female. Termites are also per Savage Worlds), allowing them to tunnel
exceptionally crafty, with excellent architectural through wood or loose dirt.
and carpentry skills. They have created wooden • Free Edge: Termites begin with a free Edge.
weapons that other species have not yet
mastered, like crossbows and siege engines, • Hive Loyalties: Termites all have prevailing
and their technology is generally a little more obligations to their mound.
advanced. • Nocturnal: Almost all types of termites love
the dark and shun the light.
Termites are the second-most numerous group
of insects, after the ants. Most bugs don’t realize • Outsider (Minor ): Termites can take
just how many termites there really are, since Outsider (Minor) as an alternative to Hive
their cities are hidden from sight underground, Loyalties.
and termite royalty is disinclined to open up
their kingdoms to the outside world. Termites
are naturally more isolationist than the other
hive species, although even they have reason
Termite
to trade with their neighbors from time to time.
This does not mean they are aggressive, though.
And that is best for the rest of the world. Their
Va r i a n t s
numbers, machinery, and weaponry could pose • E x p l o d i n g Te r m i t e
a very real threat if termites weren’t so amicable.
As Exploding Termites get old, their bodies
Termites do well in melee roles, thanks to their manufacture chemicals that form into dangerous
powerful jaws, but they can fill just about any blue crystals in their abdomens. If their mound
niche a party needs. They are well-rounded faces attack by intruders, the oldest termites will
insects. throw themselves at their enemies and blow up
in a blast of toxic goop, giving their lives for
Origins their fellow citizens.
Termites are the offspring of a passionate affair.
Blattodeon the Indestructible, the father of Racial Traits:
roaches and mantises, grew tired of his wife • Bite: Str+d6
Venanda the Huntress, and had a dalliance with
• Burrow: Exploding Termites get the
the Queen of Queens. This liaison bore fruit in
Burrowing racial ability from Savage Worlds
the form of the termites, who were also the last
for wood and loose dirt.
of their mother’s children. This explains why
termites are so different from the other hive • For Queen and Country: Exploding
species ─ they have a father as well as a mother. Termites can blow themselves up. With
They gained their father’s craftiness, and their a successful Vigor roll, they can explode,
mother’s sense of organization. dealing instant death to themselves, and
4d6+6 damage to everyone in a Medium
Termites see both roaches and mantises as kin Blast Template.
on their father’s side, and get along well with
them. They also claim kinship with ants, bees, • Hive Loyalties: Exploding Termites are
and hornets, although they have had many willing to die for their mound.
conflicts with ants in previous generations. • Nocturnal: Exploding Termites have no
vision penalties in Dim, Dark, or Pitch
Racial Traits: Black Lighting, and a -6 lighting penalty in
• Bite: Termites have great mandibles they daylight.
use to defend their mounds. Their bite deals • Outsider (Minor): Exploding Termites can
Str+d6 damage. take Outsider (Minor) as an alternative to
• Burrow: Termites are excellent diggers. Hive Loyalties.
They gain the Burrowing racial ability (as
66
• Vigorous: Exploding Termites are hardy
creatures who gain an extra die type in
Vigor.
Hordes
I nsects come in a huge range of sizes.
The biggest can take on a war-party by
• N a s u t e Te r m i t e themselves. The smallest are seen as puny,
helpless creatures incapable of defending
Nasute termites have specialized warrior castes
themselves. While the tiniest insects are indeed
in their societies. The warriors have heads
helpless individually, they sometimes come
shaped into a sharp point. This allows them to
together to form a powerful horde, which can
shoot glue onto their enemies. After their foes
stand toe-to-toe with even the mightiest bugs.
are stuck in place, they are dispatched with a
flurry of crossbow bolts. A horde is a seething mass of dozens or even
hundreds of smaller insects, like gnats or
Racial Traits: sugar ants. Tiny insects have limited telepathic
abilities. When they are on their own, they are
• Arcane Background (Gifted): Nasutes simple and unassuming folks, lacking serious
begin with the entangle power, and they combat skills, and certainly too weak and docile
need line of sight in order to cast it. The to harm anyone. However, when enough of
Focus skill must be purchased separately. them are close together, they begin to perceive
• Bite: Str+d6 each-others’ thoughts and impulses, and move
and speak as a single collective unit. They can
• Burrow: Nasutes get the Burrowing racial
also act more aggressively, finding strength
ability from Savage Worlds for wood and
and courage in their raw numbers.
loose dirt.
• Hive Loyalties: Nasutes are willing to die Hordes are capable of wearing regular-sized
for their mound. armor, and even using normal weapons, thanks
to their extremely coordinated movements. It
• Nocturnal: Nasutes have no vision may take dozens of them to swing a sword and
penalties in Dim, Dark, or Pitch Black hold a shield properly, while hundreds more
Lighting, and a -6 lighting penalty in hold up the armor and move the horde forward
daylight. with scurrying legs and wings. They can even
• Outsider (Minor): Nasutes can take wield magic together, reciting spells and
Outsider (Minor) as an alternative to Hive carrying regularly-sized staves or spellbooks
Loyalties. in unison.
Normally, a stat block represents the traits
67
of 1, although enemies face a -6 penalty to
attack them.
• No Healing: Except in special
circumstances, hordes cannot be healed
by medical or magical means. Magic spells
need to be cast on each individual, and
first aid must be administered to every
injured hordeling. Properly healing all of
them would require hundreds of spells or
Healing rolls.
• No Vital Organs: Since hordes are made
up of many smaller creatures, there are no
vital organs to be targeted. Called shots do
no extra damage.
• Regeneration: Hordes can heal themselves
quite efficiently. While they are resting, the
hordelings administer first aid and medical
treatment on each other. In towns, they
might even recruit other members of the
same species into the horde. This allows
them to bounce back from battle damage
fairly quickly. Hordes can make a natural
healing roll every hour.
• Resistance (Piercing): Piercing weapons,
like arrows and rapiers, don’t affect hordes
Hordelings live and die faster than other too much, since they pass through and
insects. They measure their lifespans in only strike a few of the hordelings. Such
weeks or even days rather than months. weapons do half damage to hordes.
This means that hordes might undergo
• Squishy: A horde of teeny bugs is a
slow personality shifts over the course of
little easier to crush than a single larger
a campaign, as new generations replace
insect. As a collective (not as individual
the old ones.
hordelings), horde characters subtract -1
from their Toughness.
Racial Traits: • Weakness (Area of Effect): Weapons and
• Amorphous Mass: Hordes can change shape powers intended to strike more than one
at will. They are impossible to contain with target are especially deadly to hordes.
chains, ropes, or other typical restraints, and They take an extra +4 damage from area of
they can pass through tiny gaps or prison effect attacks. This includes Combat Edges
bars with ease. A horde must be enclosed and abilities like Sweep, which allow for
in a container with a tight lid in order to targeting multiple individuals.
be properly restrained. They can also wear
any armor of the appropriate size, and don’t
need to pay for a refitting.
• Free Edge: Hordes begin with a free Edge.
• Hordelings: The individual members of
a horde are called hordelings, and are
not suited for combat. If it ever comes up,
hordelings have a Toughness and Strength
68
Racial Traits:
Horde • Amorphous Mass: Ant Hordes can change
69
very high intelligence and interest in cocoon and advance to adulthood (see sidebar
magic. Likewise, hundreds of wise on page 79).
and sophisticated aphids could form
into a collective with the inhibitions Racial Traits:
and strategies of a foolhardy • Free Edges (2): Larvae gain two additional
barbarian. free physical Edges, or +4 in racial abilities.
Like all their other racial traits, these Edges
disappear when the larva enters adulthood.
70
injuries, as per the Regeneration Racial • Squishy: Antlions suffer a -1 penalty to
Ability in Savage Worlds. Toughness.
• Slow: Most larvae do not have long, • Survivalists: Antlions begin with Survival
developed legs like the adults of their as a Core Skill.
species. They have -1 Pace, and run with
one die-type lower than usual.
• Squishy: Larvae don’t have hard
• Silk Worm
exoskeletons yet, and suffer a -1 penalty to Many moth caterpillars have a natural gift
Toughness. at silkspinning, but none are more talented
than Silk Worms. Their abilities make many
wizards hang their heads in shame. When
L a r v a Va r i a n t s Silk Worms hatch from their silk cocoons into
rather mundane moths, they usually sell their
• Antlion soft cocoon for a hefty sum to artisans, and
begin adulthood with the Rich Edge.
Antlions metamorphose into fairly mundane
lacewing flies. But in grubhood, they are
vicious, nearly feral predators. Their hunger
Racial Traits:
can be sated with livestock, but they have • Arcane Background (Gifted): Silk Worms
demanding appetites. Some despotic rulers begin with the bolt, burst, and healing
keep Antlions around their lairs as effective powers, which have the same power
guardians, and dismiss them from service modifiers that spinners use (see page 105),
when they grow old enough to question their although they do not need a spellbook or
own behavior. staff to activate. The Focus skill must be
purchased separately.
Racial Traits: • Good Fortune: Larvae draw an extra Benny
• Arcane Background (Gifted): Antlions can each session for the Minor Hindrance,
begin with either the burrow or entangle or two extra Bennies with the Major
powers. The Focus skill must be purchased Hindrance.
separately. • Hungry: Silk Worms eat twice as much as
• Bite: Str+d6 similarly sized insects.
• Good Fortune: Larvae draw an extra Benny • Inexperienced: With the Larva (Minor)
Hindrance, Silk Worms begin with four
each session for the Minor Hindrance,
Attribute points instead of five, and 10
or two extra Bennies with the Major skill points instead of the usual 12. With the
Hindrance. Major Hindrance, they get three Attribute
• Hungry: Antlions eat twice as much as points, and 10 skill points.
similarly sized insects. • Moulting: Larvae can make natural
• Inexperienced: With the Larva (Minor) healing rolls once per hour, and regenerate
Hindrance, Antlions begin with four permanent injuries.
Attribute points instead of five, and 10 • Size 2: Silk Worms are about the size and
skill points instead of the usual 12. With the thickness of a medium slug. They pay
Major Hindrance, they get three Attribute double the cost for gear, and can raise their
points, and 10 skill points. Strength to d12+2.
• Slow: Silk Worms lose -1 Pace, and run
• Moulting: Larvae can make natural
with one die-type lower than usual.
healing rolls once per hour, and regenerate
permanent injuries. • Squishy: Silk Worms suffer a -1 penalty to
Toughness.
• Ravenous: Antlions cannibalize insects if
not well-fed.
71
3 . C h o o s e Rac i a l
Ab i l i t i e s a n d S i z e
A fter an Insect Archetype is chosen, players can customize it to make exactly the right species
of insect for their character. Remember, all PCs start with +4 Racial Abilities. The following
Racial Abilities tables can supplement those in Savage Worlds.
3/5 Sting (Paralyzing): This bug has a venomous, paralyzing sting, which deals Str+d4
damage. If a target is Shaken or Wounded by the sting, they must succeed at a Vigor
roll or become Vulnerable. If taken again, the victim must instead roll Vigor or become
Stunned.
3/4 Sting (Wrathful): This bug has a viciously venomous stinger, which deals Str+d4
damage. When successfully hit the victim must succeed at a Vigor roll or take 2d6
damage. If taken a second time, the venom instead does 2d8 damage on a failed Vigor
roll.
1/2 Sting Potency: If a character already has a Sting Racial Ability, they can further increase
the potency of the venom. If taken once, the target of the sting must roll Vigor -2 to
avoid the venomous effects. If taken again, the target must roll Vigor -4.
1/2/3 Water Walker: This bug is capable of walking or skating across the top of water, and
physiologically able to keep themselves afloat at all times if they wish. For one point,
Pace is 6 and running is d6. For two points, Pace is 12 and running is d6. For three
points, Pace is 24 and running is 2d6. This racial ability does not grant any movement
while underwater.
72
Size Chart
Size is another important aspect of life in the Insect Kingdoms. Player characters exist on a scale
from Size -3 to 4. Use this chart to determine the Racial Abilities cost of each Size, ignoring the Size
Racial Abilities from Savage Worlds.
Many Sizes have their own advantages and disadvantages, so cost varies less than might be
expected. Note that the Brawny Edge can increase a character's Size, raising them one level on the
following table, (although they are still not allowed to get larger than Size 4).
Value Ability
2 Size 4: The species is Size 4, with the usual bonus to Toughness. They are considered
Large (see Savage Worlds). They pay four times the regular cost for gear, and can take
an additional Wound as usual. Size 4 characters can ignore two Strength die types for
Minimum Strength requirements and Edges. Strength can be raised to d12+4.
1 Size 3: The species is Size 3, with the usual bonus to Toughness. They pay two times the
regular cost for gear. Size 3 characters can ignore one Strength die type for Minimum
Strength requirements and Edges. Strength can be raised to d12+3.
0 Size 2: The species is Size 2, with the usual bonus to Toughness. They pay two times the
regular cost for gear. Size 2 characters can ignore one Strength die type for Minimum
Strength requirements and Edges. Strength can be raised to d12+2.
1 Size 1: The species is Size 1, with the usual Toughness bonus. Strength can be raised to
d12+1.
0 Size 0: The species is Size 0, with no benefits or penalties.
-1 Size -1: The species is Size -1, with the usual penalty to Toughness.
0 Size -2: The species is Size -2, with the usual Toughness penalty. They also have a -2
Strength penalty, and are considered Small (see Savage Worlds). They are nimbler than
larger insects, and gain a free die type in Agility. Agility can be raised to d12+1.
-1 Size -3: The species is Size -3, with the usual Toughness penalty. They also have a -3
Strength penalty, and are considered Very Small (see Savage Worlds). They are nimbler
than larger insects, and gain a free die type in Agility. Agility can be raised to d12+2.
73
Insect Size Chart
The following chart shows the approximate size of insects and some other invertebrates in Savage
Worlds terms. Use this chart for character creation. Bear in mind that size is approximate, and varies
with things like girth and mass. If a bug’s body is largely made up of wings or horns, the GM gets
to decide what size they really are.
3 50-70 mm (2-2¾ in.) Giant Pill Millipede, Hercules Beetle, Luna Moth
74
Size Bonuses Very Small Characters: Very Small insects (Size
-3), start with Strength d4-3. Their Strength
Besides the normal increase to Toughness normally caps at a d6. At least attackers are at a
seen in Savage Worlds, there are a couple other -4 penalty to hit them.
advantages to being a character of increased
Size in Stingers & Spores. Large Characters: Large characters (Size 4)
face their own challenges. In addition to their
Encumbrance Modifiers: For the most part, increased Toughness and ability to take an
GMs and players should waive encumbrance. extra Wound, an insect that is Large pays four
But when it comes up, bigger characters have times the regular cost for gear and equipment,
an advantage. For every positive size modifier and can only use regular-sized weapons with
(Size 1 through Size 4), characters can act as if a -4 penalty (or -2 if it was designed for a Size
they have an extra Strength die type, for the 2 or 3 character). They can forget about fitting
purposes of calculating Encumbrance. So a inside tight corridors and many underground
Size 4 hero with Strength d4 has the same carry passages, and will find navigating a dungeon
capacity as a Size 0 hero with Strength d12. to be especially difficult. Enemies will also
However, this increased size comes at a cost. focus most of their effort on taking down Large
When they reach Size 2, characters must pay characters. These imposing insects can be
double the cost for gear, and it weighs 1.5 times played with GM permission, but they are really
the normal amount. And when they reach Size better-suited as memorable NPCs.
4, characters must pay four times the cost for Insects do not get any bigger than Size 4, even by
gear, and it weighs double. taking Edges like Brawny. There are hard limits
This creates a system of diminishing returns on on insect size in the Insect Kingdoms, because of
Size. A regularly-sized character can carry more the nature of invertebrate circulatory systems. If
size-appropriate weapons and armor than a they get much bigger, it becomes very difficult
giant with the same Strength. to breathe. Some other invertebrates can get a
little larger, but are still dwarfed by vertebrates.
Size Limits
Insects exist on a scale from Size -4 to 4,
although players are encouraged to stay within
the bounds of -3 to 3. If they get to the extreme
in either direction, they must face certain
considerations for the sake of balance.
Tiny Characters: Tiny insects (Size -4) are too
weak to make viable player characters. If a
player is interested in playing a Tiny character,
they should look at the Horde Archetype
instead, where they can play an entire clan or
war-band of Tiny characters all at once.
75
1.5 mm 3-4 mm 5-6 mm 7.5 mm
40 mm
25 mm
13 mm
We s t e r n Bullet Pharaoh
Honey Ant Cicada
Bee
Paraponera Magicicada
Apis clavata septendecim
mellifera
Game Size Game Size Game Size
0 1 2
76
80 mm
60 mm
J ust as in other Savage Worlds settings, are within 6” of a light source, they suffer a
characters in the Insect Kingdoms choose -4 penalty to any rolls requiring Smarts or its
their own individual Hindrances. The following linked skills. This Hindrance is especially
Hindrances are not available in Stingers & common with flying insects.
Spores: As a Major Hindrance, they must also make a
All Thumbs: Technology is not yet sophisticated Spirit roll each round, or become Shaken.
enough for this Hindrance.
Hive Loyalties
Doubting Thomas: Magic is all-encompassing
in the Insect Kingdoms. A character who refuses (Minor )
to acknowledge the obvious existence of magic Most members of the hive species all have
should instead take Delusional (Major). prevailing obligations to their hives. Sometimes
they are contacted by messengers of the queen
Young: The Young Hindrance has been divided and ordered to assist with various missions
into two separate Hindrances ─ Larva and and errands. Even when not occupied with the
Nymph (see below). Take one of those instead. queen’s work, they will never do anything to
negatively impact the hive.
78
Larva (Minor or
Major )
Entering
Many insects, like bees, beetles, ants, and
butterflies, begin life as a larva. This worm-
Adulthood
like form (commonly known as a grub) has Once a character with the Nymph
no physical resemblance to its adult form, or Larva Hindrance reaches the rank
and a totally different set of racial traits. A of Veteran, they are allowed to enter
character with this Hindrance must use the adulthood, if the GM agrees it is
Larva Archetype (see page 70) to create their narratively appropriate.
character. This grants them a host of unique The Final Moult: For nymphs, this
Racial Abilities all to themselves. means moulting a final time. After
As a Minor Hindrance, a larva gets four they shed their skin for the last time,
Attribute points instead of five, and 10 skill they emerge as adults, and lose the
points. However, they draw an Extra Benny Nymph Hindrance. They gain the
each session, similar to the Young Hindrance of extra Attribute and Skill points they
Savage Worlds. were missing, and lose all other
benefits and penalties from being
As a Major Hindrance, the larva gets three a nymph, including Size modifiers,
Attribute points, 10 skill points, and draws two moulting, and extra Bennies. Nymphs
extra Bennies per session. who belong to a flying species also
gain their flight ability. They must
When they reach Veteran and the GM agrees
take on a new Hindrance to replace
it is dramatically appropriate, larvae can form
the lost one.
a cocoon and metamorphose into adult insects
(see sidebar below). Metamorphosis: Larvae have a much
more radical transformation when
Nymph (Minor or they become adults, and undergo
a full metamorphosis. They must
Major ) form a cocoon or chrysalis, a shell
Some insects, like mantises, grasshoppers, that protects them while they
and stick bugs, are born as nymphs instead of transform. The length of time for a
grubs. Nymphs are smaller versions of adults, metamorphosis ranges from a week
with almost the same physical features. They to a couple of years, depending
do not have the skill or life experiences of their on the species. Some species cast
parents yet, but sometimes they feel the call to magic spells which can speed up the
adventure. metamorphosis. Larvae are utterly
helpless when in the cocoon, and
A character with the Minor version of this must be protected from danger. When
Hindrance begins play with only four Attribute a character finally emerges from their
points instead of five, and 10 skill points instead cocoon, they are no longer a larva, but
of 12. They also cannot fly. On the bright side, an adult of their species.
nymphs moult frequently, granting them a
natural healing roll every hour they are allowed Adult insects look and act nothing
a flap to rest and shed their skin. like their larval forms. New adults
lose all the Larva Racial Abilities,
As a Major Hindrance, characters get three and take on those of an adult Insect
Attribute points, 10 skill points, and Size -1. Archetype. Additionally, they are
However, in addition to their moulting ability, allowed to discard any physical
they gain an extra Benny each session. Attributes, skills and Edges (with the
GM’s permission), and take entirely
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new ones in their place. They must perhaps only at a certain time in its life cycle.
also take a new Hindrance, to make Examples include mosquitoes, which only need
up for the lost Larva Hindrance. blood in order to lay eggs.
Essentially, they get to remake their
character, only keeping mental skills, The Hindrance may also be considered Minor
Edges, and Attributes. if the parasite needs to feed regularly, but it has
reached some sort of amicable understanding or
agreement with its host.
Parasitic (Major or As a Major Hindrance, the parasitic insect needs
Minor ) to feed very often, or its host is an unwilling
participant. Many unwilling hosts are capable
Some insects cannot survive on their own. They of defending themselves. It becomes a daily
need to feed on another living organism in struggle to acquire nourishment.
order to survive. They are called parasites.
As a Minor Hindrance, a parasitic insect does
not need to feed from its host very often, or
Parasitic wasps are by far the most common types of parasitic insects.
Some are called hyperparasites, and parasitize other parasitic wasps.
Most parasitic wasps have no sting, and socially they behave more like
flies than their distant eusocial wasp cousins.
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Ravenous (Major )
Parasites and Some predatory insects have trouble leaving
Hosts their bloodthirsty primal urges behind. They
are able to live in society normally as long as
Some insects have to rely on the their hunger is sated with the flesh of other
blood and flesh of other insects to invertebrates. But if they are starved, they turn
survive. This is an inescapable fact on their insect brethren.
of bug biology. In ancient times, If an insect with this Hindrance receives 2 levels
parasites fed on their hosts with no of Fatigue from hunger, they will lose their
regard for each others’ well-being. minds and feed off of any nearby creatures,
But in modern times, it is quite including their allies, until their hunger is sated.
common for parasites and hosts to This Hindrance is only available to carnivorous
come to a mutual understanding. species.
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5. Skills (these are called buzzwords).
Buzzspeak needs to be seen as well as heard, in
S ince Stingers & Spores is a low-technology order to convey its full meaning. The language
setting, characters get 12 skill points at lacks vocabulary that conveys emotion. Instead,
character creation, in addition to their core the speaker also dances while talking, in order to
skills, as per Savage Worlds. The following skills show tone and feeling. Those fluent in Buzzspeak
do not exist in the Insect Kingdoms: Driving, are always jumping around and moving their
Electronics, Hacking, Piloting, Psionics, Science, feet when engaged in conversations.
Spellcasting, and Weird Science. Divinal: Divinal is the language the gods use
to communicate to their followers. As such, it
L a n g u ag e s is also known by priests, clerics, and paladins,
and used in many religious ceremonies. Most
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is non-phonetic and very detailed. Learning the language. The written form of Tunnelor has
written form of Flutternal counts as learning a very bold, geometric characters, since it was
completely separate language. originally created for carving on cavern walls.
Hunterhand: When stalking prey in the forests,
hunters have learned that sometimes the best
communication is silent. Hunterhand is an
elaborate language of hand gestures, used
Diet
Players are encouraged to consider
to silently convey information. It is favored
the diet of the character during play.
by species with predatory instincts, such as
Insects can have a huge variety of
mantises and dragonflies, as well as species
general or specialized diets. Note
which are mouthless. In order to communicate
that some species have drastically
in Hunterhand, the “speaker” needs one empty
different diets in their larval stages.
hand, and the recipients must have eye contact
Here are a few of the most common
with the speaker. There is no written form.
dietary types:
Mouthless species usually write in Skitteree
instead. Carnivorous: Some of the most
feared bugs, like mantises and
Hornettalk: Hornettalk is a family of dialects
dragonflies, prefer to eat raw flesh.
spoken by hornets and wasps. It resembles
The most barbaric of these bugs will
Buzzspeak (which can be understood at a -2
cannibalize other insects. Civilized
penalty), but sounds much more harsh and
ones get their nutritional needs from
guttural, and contains a lot of colorful emotional
animals, such as snails, millipedes,
vocabulary that Buzzspeak lacks. Hornet curses
and scorpions. Plenty of farms can
and profanity are quite memorable, and can go
provide livestock for carnivorous
on for paragraphs. Hornettalk has no written
insects, but some like to venture into
form, and varies a bit from hive to hive.
the wilderness and hunt their prey
Silktongue: Silktongue is not an insect language. personally.
It is a language spoken by spiders, those horrific
predatory monsters which prey upon the realms
Herbivorous: Some bugs just like
to eat plants. Fresh leaves, flower
of insects. It is far older than any other mortal
petals, and even tree bark are all
language, and strangely beautiful. Silktongue
delicacies to different types of bugs.
sounds like a low and gentle whisper, and when
Some herbivores eat many things,
spoken by spiders, it tends to rhyme. In spite
while others stick to a single type of
of its beauty, most insects find Silktongue to be
plant.
profoundly unsettling, and can only tolerate
short conversations with it. Silktongue has a Liquid Only: Butterflies and adult
written form, and is spoken by spinners when wasps are some of the many insects
casting their spells. which cannot eat solid food, and
must drink liquids to survive. The
Skitteree: Skitteree is the closest thing to a
most common liquid food is nectar,
common language in the Insect Kingdoms. It is
but other nutritious liquids include
spoken by the insects who live on the ground,
honey, tree sap, blood, or even the
in trees, and on plants. It has several dialects in
rotten juice from decaying animals.
different regions, and a written form.
Some of the most dreaded arachnids,
Tunnelor: Insects who spend most of their time
like spiders, drink only liquid as
in the dark underground, like roaches, termites,
well. They inject their victims with
cicadas, and ants, speak Tunnelor. It has an
venom, which liquifies the insides of
unmistakable brogue that is difficult for native
their prey and allows them to feast.
speakers to drop, even if they master another
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Omnivorous: Some bugs, like resins, minerals, and pheromone glands, to
wasp larvae and most ants, can eat venom, saliva, and dung. When harvested and
just about any food they find, be it mixed together in the proper proportions, an
solid or liquid, fresh or rotten. alchemist can create a wide array of potions.
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they practice, they can slowly discover other clerics must make sacrifices to their deities,
uses for their natural talents. Since this Arcane which can range from monetary donations
Background is physical instead of magical, users to physical service. For more information on
do not need to worry about backfire, sacrifices, divine magic, see page 107.
or other demands in order to keep their powers.
However, their abilities are also not nearly as Arcane Background
versatile as magic. For more information on this
Arcane Background, see page 100.
( Wa r P a t h )
Requirements: Novice, Spirit d6+
Arcane Background Arcane Skill: Qi Focus (Spirit)
(Magic) Starting Powers: 3
Requirements: Novice, Smarts d6+ Power Points: 10
Arcane Skill: Putrefying/ Silkspinning/ Monks are insects schooled in the art of
Slimemolding (Smarts) manipulating qi, the innate magical energy
that resides inside every living creature. Monks
Starting Powers: 3 learn to harness this raw power to accomplish
Power Points: 10 great physical feats that other insects could
Wizards are spellcasters who harness strange hardly dream of. A character with this Edge is
powers from a variety of arcane sources. Rather just such a monk.
than having to be born with the right abilities,
make offerings to the gods, or maintain strict Monks can regain their qi quickly through
internal discipline, wizards just need to meditation. However, they cannot cast helpful
memorize and recite spells, although it helps to spells on their allies like other arcane characters,
have the aid of a staff or spellbook. A character and they cannot wield their powers effectively
with this Edge is just such a wizard. while encumbered with heavy equipment, like
shields and thick armor. For more information
Since wizardry is not tied to a moral code, on the War Path, see page 115.
there are plenty of evil wizards along with the
good ones. And those with no moral scruples
can make deals which increase their power Combat Edges
more than their virtuous brethren. For more The following Combat Edges are now available:
information on this arcane path, see page 103.
Swatter
Arcane Background Requirements: Seasoned, Fighting d8+
(Miracles) Little bugs are normally quite difficult to hit, but
some bigger bugs learn to specialize in swatting
Requirements: Novice, Spirit d6+ smaller foes. A bug with this Edge ignores 2
Arcane Skill: Faith (Spirit) points of targeting penalties for Fighting attacks
Starting Powers: 3 against enemies of a smaller Size category. For
example, a Size 0 bug gains the bonus against
Power Points: 10 all enemies that are Small, Very Small, or Tiny.
Clerics are insects granted divine gifts, and the A Large character will gain a bonus against
ability to wield holy power on the gods’ behalf. Normal sized opponents, as well.
They are always revered in their communities,
and often assume the highest ranks in the local Improved Swatter
priesthood. A character with this Edge is one
of these blessed bugs. The exact powers and Requirements: Veteran, Swatter
trappings they gain depends on what god they This Edge works the same as Swatter, but the
devote themselves to. hero may ignore 4 points of targeting penalties
versus enemies of smaller Size categories. This
In order to maintain their spellcasting abilities, includes Called Shots.
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Titan’s Ire
Requirements: Seasoned, Strength d12+,
Rac i a l E d g e s
Athletics d8+ The following Racial Edges are now available:
Titan weapons are powerful but unwieldy
arms which usually leave their users open for Split
counterattacks. Some insects train specially Requirements: Horde, Novice, Spirit d8+, Size
with titan weaponry, and learn to use them -1 or larger
more nimbly. A character with this Edge may Some hordes have a stronger psychic link than
ignore -1 in Parry penalties from a titan weapon. others. Those with such a link can split into
separate smaller swarms while still retaining
Titan’s Wrath their group consciousness and collective abilities.
Requirements: Heroic, Titan’s Ire As a standard action, a horde with this Edge
Some warriors train with titan weapons so can split into two smaller hordes. These “sub-
much that wielding them becomes just as hordes” have the same stats as the primary
easy as swinging any normal weapon. A hero horde, but with the following differences:
with this Edge can use any 2 handed weapons sub-hordes are two Sizes smaller than usual
(including titan weapons) with one hand, even (with accordingly modified Toughness), are
dual-wielding them if so desired. incapacitated upon receiving two Wounds
instead of the usual four, and have no Wild Die
Winged Expert while in their divided state.
Requirements: Seasoned, Athletics d8+
Some insects really take naturally to flight, and Sub-hordes share Bennies, and are controlled
become almost as coordinated and dextrous by the same player. But aside from this, they are
in the air as they are on the ground. An insect effectively two different characters. In combat,
with this Edge may ignore the normal -2 Action they each get their own Action Cards, and act
penalty characters suffer while in flight. The -2 on their own turns. If they are within a range of
penalty insects must take while “running” in the Smarts from each other, they can even psychically
air is still in effect. This Edge may only be taken exchange information while separated.
by characters with the Flight Racial Ability. There are limitations. A sub-horde is too small to
If the players are using the Optional Flying Rules carry the armor and gear of the primary horde.
(page 119), this Edge also raises the character’s Merging back into a single horde takes an entire
Flight Maneuverability Class by one level. turn, and any Wounds inflicted on a sub-horde
are acquired by the reformed character.
Lord of the Wings Improved Split
Requirements: Veteran, Athletics d10+,
Winged Expert Requirements: Veteran, Split, Spirit d10+, Size
Some insects become even more graceful in 1 or larger
flight than they are on the ground. A character This Edge allows a horde to split into even
with this Edge may ignore the -2 Action penalty smaller sub-hordes. A horde with this Edge can
normally suffered for “running” in flight. This split into four separate groups, beholden to the
grants them total, unpenalized, and unrestricted same rules as other sub-hordes. They keep the
action while in flight. same traits, but are four Sizes smaller than usual
(with Toughness modified accordingly), and
If the players are using the Optional Flying Rules are Incapacitated after taking a single Wound.
(page 119), this Edge also raises the character’s
Flight Maneuverability Class by one level.
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7. T r a d e - Mouthless insects have developed telepathy to
compensate.
Nocturnal
Offs Nocturnal creatures shun the light and love the
S tingers & Spores introduces Trade-Offs to darkness. Perhaps they have excellent night-
Savage Worlds. These are not entirely Edges vision, or some other sense that allows them to
or Hindrances; they are a combination of both see in the dark, while the blinding light of the
that center around a consistent theme. Trade- sun paralyzes and frightens them.
Offs are intended to be self-balancing. They A Nocturnal insect has no vision penalties
do not offer an advantage or disadvantage, but in Dim, Dark, or Pitch Black Lighting. But in
rather change how the game is played for any regular light, they suffer a -6 lighting penalty.
characters who take them. A character can take As long as they remain in the shade, they can
as many Trade-Offs as the GM allows. see normally.
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8. Gear Gear
ADVENTURE GEAR
Cost Weight
Blanket 4 4
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Howdah: A howdah is a carriage that fits on top very popular choice. As the name suggests,
of an insect or beast, allowing smaller creatures it is lightweight, but doesn’t offer very much
to ride on top. While a saddle is only designed protection.
for a single creature to ride, a howdah is more
like a luxurious bed, and can carry many riders Medium Armor is usually made from Light
all at once, and allows the creature wearing it to Armor, with some sort of heavier reinforcement
carry as many insects as they are able without in some places. Scales or small plates can be
risk of throwing them (see page 123 for more sewn into the leather for more durability and
details), and also negates half the unsteady protection.
platform penalty. Many large insects (especially Thick Armor is often made from the remains
in cities) make a living by wearing a howdah of other creatures. Scorpions and vinegaroons
and carrying smaller bugs to their destination. have tough carapaces that can be fashioned
Rope: Rope is made of narrow plant roots, into durable plate. Many armorers like to carve
woven together into a durable braid. Standard beautiful designs into their armor. Certain types
rope can hold anything up to about 300 pebbles of tree bark can also make serviceable defensive
in weight. It can also be used to bind all but the plate, although it is rarely as beautiful.
strongest prisoners. Very Thick Armor is made only of the thickest
Wizard’s Spellbook: The greatest wizards carry and toughest materials. The carapaces of wild
annotated spellbooks, which allow them to beasts can fill this role, but only the most
better remember the special gestures required resilient ones will do. The other material that
to cast spells. They give wizards a bonus to offers excellent protection is snail shell.
shorting their spells (see page 103). Because insects have so many shapes and body
types, armor almost always has to be crafted
Ar m or to fit an individual. If a hero brings a salvaged
suit of armor to a craftbug, perhaps the armorer
Shields
Type Parry Cover Min. Strength Weight Cost
Bonus
Buckler +1 - d4 4 10
Medium +2 -2 d6 12 30
Shield
Heavy Shield +3 -4 d8 18 50
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Armor
Type Armor Min. Strength Weight Cost Notes
LIGHT ARMOR
MEDIUM ARMOR
THICK ARMOR
90
Hive species can arm their
militaries much faster than
asocial insects, since all their
gear and armor can be made to
fit the same body type.
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M e l e e We a p o n s
Type Damage Min. Strength Weight Cost Notes
BLADES
Titan’s Sword Str+d12 d12 15 200 Parry -1, Reach 1, 2 hands only
CLUBS/AXES
Titan’s Club Str+d12 d12 18 120 Parry -2, Reach 1, 2 hands only
HAMMERS
Titan’s Spear Str+d10 d12 18 220 Parry -1, Reach 2, 2 hands only
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Type Damage Min. Strength Weight Cost Notes
OTHER
R a n g e d We a p o n s
Type Range Damage RoF Min. Str. Weight Cost Shots Notes
Bow 12/24/48 2d6 1 d6 3 50 1
We a p o n N o t e s
Crossbows: Crossbows are an invention of high cost, the biggest downside is they are a bit
the crafty termites, made entirely from wood unwieldy, and all of them come with a harsh
and silk. They shoot a small arrow, called Parry penalty.
a bolt, more forcefully than any bow can.
Unfortunately, they take a while to reload, and Many ant militaries issue titan weapons as the
are not very accurate. Because only termites main arms for their infantry. Ants are some of
have the expertise to make them, and they are the only insects with the strength to consistently
in high demand, the price is quite high. Termite wield them.
mounds are said to have fearsome crossbow Reinforcements: Reinforcements are enhance-
regiments. ments to an insect’s natural weapons, be they
Musical Instruments: Chirpers are musicians claws, horns, jaws, or even a sting. A skilled
who sing and dance to perform their spells. Most craftbug will bind thorns or other sharp objects
adventuring chirpers use instruments which are to their customer’s body, giving a flat +2 dam-
modified to also serve as weapons. Pretty much age increase to their natural weapon attacks.
any weapon or shield can be modified into an Once they are attached, they are intended for
instrument, from a guitar broadsword or scythe daily wear, and take some time to remove with-
harp to a maraca battle axe or bongo buckler. out damage.
Whatever the case, weaponized instruments Wizard’s Staff: A wizard’s staff is an enchanted
cost 1.5 times the price of a regular weapon. stick which is one of the items a wizard can use
Titan Weapons: Titan weapons are gigantic to cast their spells (see page 103). In the hands
weapons intended for the biggest or strongest of someone without the Arcane Background
insects. They all require immense strength, but (Magic), a wizard’s staff is just a fancy-looking
hit hard and provide extra reach. Besides the quarterstaff.
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Chapter 3:
M ag i c
M agic fills the Insect Kingdoms, and there
are many paths bugs can take to master it.
This chapter is for these students of the arcane.
5 power points every flap. Remember that they
perceive a flap (five minutes) in the same way
that humans perceive an hour.
Stingers & Spores has six Arcane Backgrounds Edges which improve power point regeneration
for playable characters. These magics are rate (like Rapid Recharge), are assumed to
considered either pure and righteous, or of at operate with this changed time increment.
least neutral morality. There are evil magics in
the world as well, but they are unsuitable for
heroes.
B a s i c M ag i c Power Modifier
Rules Terminology
In Savage Worlds Adventure Edition,
Power Point
Recharging
Because bugs live at an accelerated speed
compared to humans, their power points also
regenerate more quickly. A character can regain
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Ar c a n e Rules
B ac kg r o u n d Alchemists use the following rules when
brewing their potions:
Arcane Skill
( Al c h e m y ) Alchemists use Alchemy (Smarts) as their
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No Interruption like pheromone sacks or venom glands from
predators, are expensive commodities. For this
Since an alchemist’s powers are imbued into reason, alchemists must pay for their powers.
potions and elixirs, they don’t require any In general, potions cost two seeds per power
concentration from the caster. If an alchemist is point in materials.
Shaken or Wounded, their maintained powers
are not interrupted. Skillful alchemists learn to be incredibly efficient
in the allocation of materials. With a raise, this
Power Modifiers cost is reduced by half, and with two raises, it
is free.
Alchemists do not gain any general power
modifiers for their spells, at least not for free. On a failure, the resources are spent, and no
A regular power works exactly as described, potion is created. On a critical failure, double
without any special effects. the resources are spent, with no potion to show
for it.
However, all alchemists can create spells as if
they have the Wizard Edge from Savage Worlds.
Provided they pay a little extra in power
Laboratories
points, alchemists can use all the general power Alchemy laboratories are found in every city
modifiers from both Savage Worlds, and all the and most towns, usually presided over by the
other Arcane Backgrounds from Stingers & local alchemist guild. If a bug is granted access
Spores. to a lab, they are privy to a much wider range of
ingredients, tools, and cookbooks. An alchemist
This gives alchemists the most diverse selection in a lab can create potions with any powers of
of spell effects in the game. Provided they have their rank or lower.
the preparation time, they can make spells
capable of doing a wide number of special Guilds only grant free use of their laboratories
effects. to alchemists they trust. Others must pay a
modest fee (usually 1 seed per power point).
How to Brew Potions Av a i l a b l e P o w e r s :
If an alchemist has a couple minutes of
arcane protection, banish, barrier, beast friend,
downtime in a single location, they can mix
blast, blind, bolt, boost/lower trait, burst, confusion,
ingredients just about anywhere. Once a potion
damage field, darksight, deflection, detect/conceal
has been mixed, it takes about half an hour to
arcana, disguise, dispel, drain power points, elemental
brew (remember that an hour feels much longer
manipulation, empathy, entangle, environmental
to a bug). However, an alchemist can make as
protection, farsight, fear, havoc, healing, illusion,
many potions as their money and power points
invisibility, protection, puppet, relief, sloth/speed,
allow at the same time. A single half hour of
slumber, smite, stun, summon ally, warrior’s gift
brewing is enough to replenish their entire
stock. Power Notes:
A brewing potion can be safely transported in a Disguise/Invisibility: These powers do not
backpack, although any brewing potion struck change the appearance of the target. Instead,
by an attack is instantly ruined. pheromones overpower the senses of everyone
who beholds them, so that they appear disguised
Ingredients and or invisible.
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New Power
The following new power is
available to characters with the
Arcane Background (Alchemy):
Poison
Rank: Seasoned
Power Points: 1+
Duration: Instant
Alchemists can use their resources
to make poisons. Poisons can be
used in a number of ways, and have
various effects. The power points
spent brewing a poison can also vary
greatly. See the sidebar for all the
details.
Types of
Poison
Poisons can be administered in three
different ways:
Poison is considered a dishonorable
Contact Poisons need only to weapon that most knights would
make contact with an enemy body.
scoff at using. But is it more
No damage roll is required. They can
important to fight honorably, or to
be thrown, or applied to a weapon.
win?
Either way, a single brewing creates
enough poison for five attacks.
Contact poisons are the most difficult a weapon bearing an injected poison,
and expensive to make. they must make a Vigor roll -2, or
suffer the effects.
If a target is struck with a contact
poison, they must succeed at a Vigor Ingested Poisons must be placed
roll, or suffer the effects. in food or water, and consumed by
the target. They are the cheapest and
Injected Poisons need to enter the
also the most effective. But it can
target’s body through an injury, so
be very difficult to administer them
they must be applied to a weapon.
effectively. A single brewing creates
If the target is Wounded or Shaken,
enough poison for five doses.
the poison is administered. A single
brewing creates enough doses for If a target consumes an ingested
five ranged weapons (like arrows), poison, they must succeed at a Vigor
or enough for three successful blows roll -4, or suffer the effects.
with a melee weapon.
If a target is Wounded or Shaken by
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Poison Effects
Poisons can use the following effects. Each is triggered if the target fails their Vigor
roll:
Mild Poisons cause a level of Fatigue. This cannot result in incapacitation. These
poisons are commonplace, and very cheap to produce.
Damage Poisons deal 2d8 damage to the target. They are also relatively low cost.
Paralysis Poisons cause the target to be Vulnerable for 2d4 rounds. These are the
most sought after by average criminals, and have average prices.
Sleep Poisons cause the character to fall asleep for 2d4 flaps. They require pricey
ingredients, and are difficult to find.
Death Poisons cause the target to become incapacited for 2d4 flaps, and then die.
These poisons are made from the rarest ingredients, and only experienced alchemists
can produce them effectively.
Calculating Cost
Use the following table to determine the power point cost of a poison, based on the
type and effect. Remember that the monetary cost is double the power point cost.
Injected Poison 2 4 6 8 20
Ingested Poison 1 2 3 4 10
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variation of music and style. Adventurers are Bugs have been singing these songs, and
just as likely to encounter a cicada harpist or contributing their own, ever since.
cricket pianist as they are a hornet guitarist or
beetle flutist.
Origins
Rules
Chirpers have to abide by the following rules
Supposedly, chirping was invented by Caelif while using their powers:
the Chirper, the grasshopper Arthrogod who
gave the music His namesake. The Age of Bones Arcane Skill
was a horrible time for insects, full of death and
Chirpers use Chirping (Spirit) as their arcane
predation. Bugs hunted each other, and were in
skill.
turn consumed in large numbers by spiders and
the dreaded vertebrates.
Area of Effect
It is said that sometimes Caelif would take The songs of a chirper completely ignore the
mortal form in these dark times, appearing at normal range rules for powers. Instead, all
the hearths of insects who were terrified and powers have a default range of a Medium Blast
hopeless. His songs gave them the will to carry Template, centered on the caster. The target
on, and the power to fight for a better world. must be within that range in order for a power
to be cast, but not maintained (see below).
Alternatively, a chirper can cast a power on
themselves. But they cannot cast powers on
themselves and on allies at the same time. When
beneficial powers are used, the chirper must
declare if this will be for their own benefit, or
for the allies within their radius.
Concentration
Chirping takes a fair bit of
concentration, since it is an act
that combines singing and playing
an instrument. While chirping, a caster
cannot speak normally (although they can
communicate by improvising new lyrics to
their songs), and must use at least one hand to
play their instrument. Chirping spells counts
as a standard action, so any other actions taken
incur a multi-action penalty. They can maintain
as many powers as they wish at the same time,
but each initial casting roll after the first must be
done at a multi-action penalty.
If a chirper stops chirping for any reason, all
powers immediately cease.
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Natural have the Selective modifier from Savage
Worlds for free.
Instruments Av a i l a b l e P o w e r s :
arcane protection, banish, beast friend, blast, boost/
Some insects have natural lower trait, confusion, deflection, detect/conceal
instruments on their bodies. These arcana, dispel, drain power points, empathy, fear,
include male crickets, grasshoppers, havoc, illusion, intangibility, invisibility, mind link,
and cicadas, along with many others. mind reading, protection, relief, sloth/speed, smite,
Each of them plays body music sound, stun, summon ally, warrior’s gift
in a slightly different way. Field Power Notes:
crickets stridulate their wings and
grasshoppers rub their legs and wing Blast: This spell is a powerful shriek. It costs the
casings together. Jerusalem Crickets regular amount of power points, without the
simply drum the ground really hard. chirper mark-up, although it is still centered on
the caster.
Bugs of these sorts of species don’t
need a musical instrument for New Edge
chirping. However, if they don’t use
The following Edge is available to characters
an instrument, they are not able to
with the Arcane Background (Chirper).
move while they chirp.
Throw Voice
Instrument Requirements: Seasoned, Arcane Background
A chirper needs an instrument in order to harness (Chirper), Chirping d8+
their abilities properly. If their instrument is Accomplished vocalists are sometimes capable
lost, destroyed, or otherwise unusable, chirpers of projecting their voices and music over
suffer a -4 penalty to their casting. some distance. A character with this Edge has
learned this ability, and may project the blast
Power Modifiers template for their powers to a range of twice
their Vigor.
When they gain a new power, chirpers are
Ar c a n e
allowed to pick new General Power Modifiers
from Savage Worlds, at the regular cost.
Unlimited Duration
Powers with a standard Duration longer than
“Instant” do not have a set expiration. As long
B ac kg r o u n d
as the target is within earshot of the chirper,
and the chirper continues to play and sing, the (G i f t e d )
power remains in effect.
New General Power
M any insect species have powerful
innate abilities, given to them by their
Arthrogod ancestors. To their owners, these
Modifiers: powers are a simple physical process, a skill to
• Large Area of Effect (2): The caster can be mastered. But to other insects, these abilities
extend a power’s Area of Effect into a are so impossible that they might as well be
supernatural. These species all have the Arcane
Large Blast Template (still centered on
Background (Gifted). Unlike the other Arcane
themselves), at the cost of two additional Backgrounds, this one is not truly magical, nor
power points. do powers come from the same source. It is the
• Selective Effect (0): Songs only affect who catch-all game mechanic for weird bug abilities
that cannot be replicated with simple Edges,
a chirper wants them to affect. All powers
and exist widely across a single species.
100
Example Insects
Rules
The Arcane Background (Gifted) comes with
The following insects are examples of creatures
that have the Arcane Background (Gifted),
fewer rules than the others, and is more easily along with an explanation of what particular
modified, but it has restrictions of its own. powers make sense for them:
101
Av a i l a b l e P o w e r s : blast, blind, bolt, burrow, entangle, healing,
protection, stun
blind, fear, light, stun
Power Notes:
Silkworm • Power Modifiers: Since they weave silk
Silkworms are the larval form of Silk Moths. the same way spinners do, Silkworms have
Many moth larvae can naturally spin silk, but access to all the same power modifiers as
none are more skilled than the Silkworms. Their Arcane Background (Magic: Spinner).
list of powers is larger than most, but they lose
their ability once they become moths. Silkworms • Healing: Silkworms can bind a wound with
have a spinneret in their lower mouths. This silk, creating a sort of cast. This power can
organ is what produces the silk, and it looks like be used on other insects.
they are spitting it out.
New Edge
Available Powers:
102
The following Edge is available to characters
with the Arcane Background (Gifted):
Power Modifiers
Wizards do not gain access to the General
Gift of Agility/Vigor Power Modifiers. Instead, they gain their own
power modifiers depending on the school of
Requirements: Novice, Arcane Background magic they use.
(Gifted), Agility/Vigor d8+
Not all insects with natural gifts are particularly
smart. Many of them find other ways to control
Staves/Spellbooks
their powers, without having much raw Wizards normally need to use either a spellbook
intelligence. or a wizard’s staff to cast their spells. Both items
have their advantages and disadvantages.
Gift of Agility allows an insect to use Agility to
calculate the range of their powers, instead of A wizard’s staff is an enchanted stick, and by
smarts. For example, if a power has a range of far the more common choice. A staff can be used
Smarts x2, the range changes to Agility x2. Gift as a melee weapon (see page 93) as well as an
of Vigor works the same way, but it allows the instrument for magic. If a wizard uses a staff,
insect to use Vigor instead of Smarts. their magic emerges from the front-end of the
stick, leaving the other hand free.
They use staves or spellbooks to aid them, and If a wizard is deprived of a staff or spellbook,
need not rely on the power of science, nature, they can still use their powers, but it requires
voice, discipline, or even the gods themselves. two hands, and all powers are cast at a -2 skill
Wizards only need to depend on their own penalty.
knowledge and understanding.
Schools of Wizardry
Wizards must study from a single school of
Rules
Wizards must follow these rules while casting
magic. This determines both the skill they use
to cast spells, as well as the general power
modifiers they have access to. The following
spells:
103
types of magic are the most common across the for her kin.
Insect Kingdoms. There are others across the
world, although they are not yet widespread:
Powers
Rotters use the Putrefying (Smarts) skill. Unlike
• Putrefying/Rotters silkspinning and slimemolding, this magic does
not produce a tangible projectile to strike foes.
Rot and decomposition are inescapable aspects
Instead, the targeted area, object, or bug just
of life. The wisest scholars have theorized
seems to wither, rot, and age. A target destroyed
that a great deal of decomposition is caused
by these powers crumbles into goop and dust.
by a combination of fungus and tiny living
creatures, far smaller than can be seen by a The damage can be temporary if the target is
bug’s naked eyes. Whatever the case, rotters are alive, especially if a healing spell is applied soon
wizards who have found a way to harness this after. But inanimate objects affected by a rotter’s
natural process of putrefaction and turn it into spells are seldom so easily mended. For many
a weapon. days afterward, they will bear the scars of this
Origin of Putrefying magical power.
Arcane experts say that the first rotters were Power Modifiers:
scarab beetles. Unlike most other insects, these • Aging (2): Putrefaction can suck the life
bugs were actually somewhat dependent on force out of an enemy, temporarily aging
vertebrates, especially large ones, since they them. At the cost of two power points,
needed dung to eat. any target affected by a harmful power
also suffers Fatigue. This cannot cause
At the dawn of the modern age, when most
Incapacitation.
vertebrates were killed or driven away from
the Insect Kingdoms, these dung beetles faced • Penetrating Blows (2): Decay rots through
famine. For a time, it seemed as if they might even the strongest materials. At the cost of
even go extinct, until a scarab witch named 2 power points, damaging powers can be
Lamela solved the problem. As she researched Heavy Weapons.
and discovered the magic of putrefaction, she
was able to create an alternative source of food • Rot (1): Putrefaction can eradicate items
Many rotters
find positions
of distinction
in communities
with numerous
decomposers,
since they have
an unparalleled
ability to take
fresh organic
material and
reduce it to tasty
refuse.
104
and equipment. At the cost of a power all her secrets. All he had to do was feed her.
point, harmful powers can do +4 damage to Rocera agreed, and eagerly lured Rhopalo into
equipment and other inanimate objects. the orb-weaver’s web.
Av a i l a b l e P o w e r s : In return, Rocera learned every secret of
banish, beast friend, blast, blind, bolt, lower trait, silkspinning under the grateful orb-weaver’s
burrow, burst, confusion, damage field, detect/ tutelage. But this act of kin-slaying did not go
conceal arcana, dispel, drain power points, entangle, unnoticed by his divine parents. Enraged by
fear, havoc, intangibility, invisibility, darkness, his betrayal, Iliofos cursed Rocera, and declared
object reading, sloth, slumber, smite, silence, stun, that he and all of his descendants would shun
summon ally the light of the sun forever, and be forced to take
wing by night. The curse of the sun god also
Power Notes: twisted Rocera’s mortal form, stripping him of
Beast Friend/Summon Ally: These powers only all the divine beauty that other butterflies were
work on creatures that are decomposers, such imbued with, and transforming him into the
as millipedes, pill bugs, and snails. first moth.
Historians dispute this story, of course. But
• Silkspinning/ whether it is true or false, it conveys a certain
Spinners message that all wizards would be remiss to
forget: blind pursuit of magical power can take
Spinners are wizards who use ancient magics a wizard into very dark places.
to produce spider silk. Of all the forms of
wizardry in the world, Silkspinning is said to be Powers
the oldest. And while it can be used by heroes Silkspinners use magic spells to conjure spider
and villains alike, the artform is said to have webs, in much the same way that orb-weavers
dark origins. and other intelligent spiders do. Web magic
Origin of Silkspinning is powerful, capable of wrapping up enemies
in thick silk, and especially potent at creating
Most everyone knows the story of how moths snares. Spinners use the Silkspinning (Smarts)
and butterflies came to be. Tenebra the Shadow, skill.
the goddess of magic, gave birth to the first
moths on Her own, before giving birth to
butterflies after a liaison with Iliofos, the sun
god.
Power Modifiers:
• Binding Weave (1): Offensive and harmful
Silkspinners tell a very different story. According powers can bind foes. At the cost of a power
to them, butterflies came first. Tenebra and Iliofos point, any targets hit by such a spell must
bore many butterfly children. The two eldest roll Agility or Strength (target’s choice) -2,
were brothers named Rhopalo and Rocera. Both or become Entangled.
had insatiable appetites for arcane knowledge,
and discovered many secrets previously known • Hack and Slash (0): Since Silkspinning
to the gods. While both were accomplished creates a solid tangible web, enemies
spellcasters, Rhopalo was the stronger wizard. can choose to slice or chop them away. A
Spurned by his brother’s superior skill, Rocera’s harmful power with a duration longer than
devotion to magic became an obsession. He had Instant can be cut away and destroyed.
to outdo his sibling. Fortunately, silk is hardy, and has a
Toughness of 12.
In time, Rocera took an interest in the
silkspinning abilities of spiders. He approached • Tethered (1+): Once a target is wrapped in a
an old orb-weaver and asked her how she was web, they can be pulled closer to the caster
able to create silk from seemingly nothing. The — as a means of drawing victims closer to
crafty spider smiled and said she would reveal danger, or pulling allies out of harm’s way.
At the expense of an extra power point per
105
turn, a target can be pulled 1d4'' towards the secrets of their slime. Blaberus had many
the caster. This lasts for the duration of close run-ins with these predators, and it is
the power, or 1 round for instant powers. said that by the time he discovered the secret of
Targets can choose to resist this every slimemolding, he had already lost most of his
turn, rolling Strength against the caster’s limbs to their attacks.
Silkspinning.
Velvet worms were just the beginning for
Av a i l a b l e P o w e r s : Blaberus. After discovering spells that mimic
arcane protection, banish, barrier, beast friend, blast, their abilities, he travelled to other parts of
blind, bolt, lower trait, burst, confusion, damage the world to study other slimy creatures, and
field, deflection, detect/conceal arcana, dispel, drain add their own abilities to his repertoire. As he
power points, entangle, environmental protection, travelled, he showed his ways to interested
fear, fly, havoc, healing, protection, puppet, relief, students, and within a generation, wizards
sloth, smite, stun, summon ally, telekinesis from all across the Insect Kingdoms were using
his spells for their own purposes.
Power Notes:
Powers
Beast Friend/Summon Ally: These powers
work on jumping spiders, one of the more Slimemolders use the Slimemolding (Smarts)
common forest predators. skill to work their magic. Depending on what
they are trying to do, these wizards can create
Environmental Protection: This power allows many different varieties of slime. Sticky slime
the target to walk on spider webs, without the binds enemies, hardening slime protects allies,
normal hazard of getting stuck. and slippery slime can improve speed.
Fly/Puppet/Telekinesis: The target is hoisted Power Modifiers:
around with webs, and “played” like a marionette. • Crusty Armor (1): The slime of beneficial
powers can harden into a protective crust
• Slimemolding around the target, adding +2 Armor to the
Slimemolders are wizards who summon slime target at the cost of a power point.
with their magic spells. Slime might sound
like a fairly harmless substance at first, but • Slime Bubble (1-2): Beneficial powers can
slimemolders are capable of harnessing many coat the target in a thick bubble of slime,
different types. which sticks to weapons and redirects
attacks. At the expense of a power point, all
Slimemolding is the newest form of wizardry, a attacks towards the target are made at a -1
relative upstart compared to the other traditions penalty, for the duration of the power. At
which go back hundreds of generations. Unlike the cost of two points, attacks suffer a -2
the other magics, whose origins are lost to the penalty.
flow of time, all practitioners know who the first
slimemolder was. • Slippery/Sticky Feet (1): Powers can slime
a target’s feet. This can lubricate allies,
Origin of Slimemolding allowing them to skate around faster than
Slimemolding was discovered only two dozen normal, or stick to the ground and hinder
years ago, by a roach wizard named Blaberus. movement. At the cost of a power point,
He lived in a great rainforest, and spent most a target’s ground Pace can be doubled or
of his adult life studying velvet worms, vicious decreased by half, for the duration of the
predators capable of gluing their prey in place power.
with relentless streams of hardening slime, Av a i l a b l e P o w e r s :
before feasting on their still-living victims.
arcane protection, banish, barrier, blast, blind, bolt,
Blaberus was fascinated by their unique hunting boost/lower trait, burst, damage field, deflection,
strategy, and dedicated himself to discovering detect/conceal arcana, dispel, drain power points,
106
entangle, environmental protection, fear, havoc, many obligations. Those with divine power
healing, protection, relief, sloth/speed, slumber, must make sacrifices to their chosen deities to
smite, stun, telekinesis maintain their powers, and are also expected to
set a good example in their behavior, for lesser
Power Notes: insects to follow.
Environmental Protection: This protects the
Clerics and paladins are the most frequent
target from getting stuck in hazards or terrain,
users of holy magic. Clerics are the undisputed
such as sap flows on trees, spider webs, and
masters of this arcane ability, while paladins
even the sticky membranes of carnivorous
combine holy might with strength of arms and
plants.
the zeal of a crusader.
Telekinesis: A gooey tendril grabs the object
and swings it around. Origins
It is said that miracles are the oldest form of
Slimemolders
often keep a
slimy familiar,
like a snail or
slug. Some try
to tame the
ferocious velvet
worms, but this
usually ends in
tragedy.
107
Arcane Background (Miracles): grow into new plant life. Failure to do so
results in a –6 penalty to all Faith rolls.
No General Power Modifiers
Wielders of holy magic do not gain access to • Preserve Plants (-2): Thornthroats must
the General Power Modifiers. They may use abstain from harming living plants. They
Specific Power Modifiers as usual. are not allowed to cut or chop them in any
way, and if they eat fruit or vegetation,
Gods they must eat that which has already fallen
Characters with the Arcane Background naturally. If a cleric harms living plants,
(Miracles) must choose one of the five elemental they suffer a -2 to Faith rolls for the rest of
gods to serve. The god they choose grants the day.
them a list of unique new power modifiers (see Power Modifiers:
below).
• Armored Bark (1): At the cost of a power
Sacrifices point, beneficial powers can harden the
Each of the elemental gods makes different target’s body like tree bark, granting +2
demands of their followers. Miracle workers armor. This effect lasts for the duration of
must make sacrifices to keep the favor of their the power.
gods. A failure to provide sacrifices will affect • Shroud of Thorns (3): One of green magic’s
their ability to cast spells. most powerful abilities causes thorns and
Arthrogod Patrons briars to emerge from a bug’s exoskeleton.
(Optional) At the cost of three power points, any
beneficial power can also imbue the damage
In addition to serving the elemental gods, field power on the recipient, with all the
miracle workers may also choose one of the benefits and drawbacks that entails.
Arthrogods as a patron. The Arthrogods do not
grant magical powers of their own accord. But • Vicious Spikes (1-3): The razor-sharp
they allow followers to gain additional power
modifiers by taking new Hindrances (see page
112). Thornthroats
typically dress
The Elemental Gods in mushroom
leather or moth
and Their Powers silk, so they can
Each of the elemental gods grants holy magic to avoid materials
their followers, but they also require sacrifices in made from
exchange. Each god has their own list of power plants.
modifiers and unique twists on powers, as well.
• Folia
Folia, the goddess of plantlife, is the youngest
of the elemental gods. Her priests are easily
identified because they wear necklaces with
pendants made of thorns. The greater number of
thorns, the higher their status in their temples.
For this reason, priests and priestesses of Folia
are commonly known as Thornthroats.
Sacrifices:
• Tithe (–6): Clerics of Folia must give 10
percent of all their new income, and plant
those seeds into the ground, to sprout and
108
thorns of green magic can rip through dark. Other characters get a +4 modifier to
armor and exoskeletons alike. A caster Notice it in regular lighting conditions. In
can spend up to three extra power points dark or pitch black lighting conditions, this
on damaging powers, to imbue them with Notice modifier is +8.
armor piercing capabilities. Every power
point spent grants an additional 2 AP. • Lingering Heat (1-2): Light magic heats up
enemies and cooks their innards a bit. In the
Av a i l a b l e P o w e r s : round after a harmful power has struck, it
arcane protection, banish, barrier, blast, bolt, boost/ can deal a further 2d4 damage to the target,
lower trait, burrow, burst, damage field, deflection, at the cost of a power point. For two power
detect/conceal arcana, dispel, divination, drain points, it can deal 2d6 damage. This damage
power points, entangle, fear, havoc, healing, mind ignores all armor.
link, mind reading, object reading, relief, sloth, Av a i l a b l e P o w e r s :
slumber, smite
arcane protection, banish, barrier, blast, blind,
• Iliofos bolt, boost/lower trait, burst, confusion, damage
field, dark sight, detect/conceal arcana, disguise,
Iliofos is the god of the sun, and the only divination, drain power points, farsight, fear, havoc,
elemental god who is actually male. His priests healing, illusion, intangibility, invisibility, light,
and priestesses wear clothing embroidered with object reading, protection, relief, smite, stun
emblems of the sun on them. These sun symbols
are created from bright, shiny, or reflective Power Notes:
materials. For this reason, they are commonly Divination: Divination only works in areas
known as Shineshirts. illuminated by sunlight, such as the outdoors
Sacrifices: in the daytime. If the question revolves around
knowledge or an event that transpired in
• Tithe (–6): Clerics of Iliofos must give 10 darkness, Iliofos is unable to comment.
percent of all their income to their nearest
local temple, or else suffer –6 to all Faith Disguise: Disguise bends the light around the
rolls. target to create an optical illusion, and doesn’t
change the physical form in any way.
• Lights in the Darkness (-2): Iliofos com-
mands that His followers bring lights to Object Reading: This power can only discern
dark places. In Dark or Pitch Black light- what happened to objects when they were
ing, Shineshirts must always have an active exposed to sunlight.
light source, be it a glowshroom or a magi-
cal aura. A failure to bring light in the dark • Plimyrial
places inflicts a -2 penalty to Faith rolls for Plimyrial is the goddess of rain and nourishment.
the next day. Her priests and priestesses are easily identified
Power Modifiers: by the prominent vials of rainwater that they
carry at all times. It is customary for them to
• Armor Piercing (1): Divine light tears offer this cool water to anyone in need. For this
through anything it strikes. At the cost of a reason, they are called Rainbearers.
power point, damaging powers can have 2
AP. Sacrifices:
• Glowing Light (1): At the cost of a power • Tithe (–6): Rainbearers must cast 10 percent
point, all powers can light up the target in of all their new income into the nearest
a Small Blast Template, as per the Glow large body of water, or else suffer –6 to all
power modifier in Savage Worlds. Faith rolls.
• Nourish the Community (-2): Just as
• Illuminating Aura (0): Light magic is flashy
rainfall nourishes the land, water priests
and impossible to conceal, especially in the and priestesses are expected to nourish
109
their communities and serve the locals free
of charge, doing whatever tasks are asked
• T h e Ve i l e d O n e
of them by upstanding citizens or those The Veiled One is the goddess of death and
in need. Waterpriests must serve their fungus. Her priests wear white, mushroom-
communities for one full hour each day. shaped hats. Her priestesses wear veils as well.
For this reason, they are called White Caps.
Power Modifiers:
• Knockback (1-2): Torrents of water can Sacrifices:
easily knock a target off their feet, and push • Tithe (–6): White Caps must give 10 percent
them around. At the cost of a power point, a of all their income to their goddess, or else
harmful power can push a target backwards suffer –6 to all Faith rolls.
2”. If the target strikes a hard surface in the
process, they take 2d6 damage. At the cost • Bury the Dead (-2): If a White Cap
of two power points, the target must also participates in a battle, they must bury
roll Athletics -2, or fall Prone. the dead of both sides, at the foot of
their goddess’ sacred white mushrooms
• Slip (1): Water spells can cling to an (provided there is a body left to bury).
opponent’s feet, and make opponents lose Failure to bury the dead results in a –2
their grip on vertical surfaces. At the cost of a penalty to their Faith rolls for a day.
power point, all harmful powers can negate
the target’s normal Wall Walking ability. Power Modifiers:
This remains in effect for the duration of the • Bioluminescent (1): Many types of fungus
power. can glow in the dark. At the cost of a power
point, all powers can light up the target
• Slide (1): Water magic can make a target’s in a Small Blast Template, as per the glow
feet very slippery, allowing them to slide power modifier in Savage Worlds.
with great speed. At the cost of a power
point, any beneficial power can add +2 to • Clinging Fibers (1): Whenever a harmful
the target’s Pace, for the power’s duration. power strikes a target on the ground, the
mycelia grab the foe and reduce their Pace
Power Modifiers: by 2, for the duration of the power. Instant
arcane protection, banish, barrier, beast friend, powers slow the foe during their next
blast, blind, bolt, boost/lower trait, burst, confusion, action.
deflection, detect/conceal arcana, dispel, divination,
drain power points, elemental manipulation, • Grounded (0): Fungus is pervasive in the
entangle, environmental protection, fear, havoc, ground, trees, and rocks, but not in the
healing, illusion, object reading, relief, sloth/speed, air. It is much harder to direct the mycelia
smite, stun toward aerial targets. Powers have double
their listed range if the target is on the
Power Notes: ground, a rock, a plant, etc. Powers have
Beast Friend: This power only works on aquatic half their listed range if the target is in the
invertebrates. air or otherwise separated from normal
terrain (such as in a spider’s web).
Elemental Manipulation: This power only
works on water. • Precise (0): When mycelia rise from the
ground to attack, they only strike who the
Environmental Protection: This power protects user wants them to strike. All powers have
the target from rainfall, and eliminates the the Selective Damage modifier from Savage
danger of drowning while underwater. Worlds for free.
Object Reading: This power only works Av a i l a b l e P o w e r s :
on objects that are exposed to rainfall or
arcane protection, banish, barrier, blast, bolt, boost/
underwater.
lower trait, burrow, burst, confusion, damage field,
110
this reason, priests and priestesses of Wentalan
are often called Sweetcloaks.
Sacrifices:
• Tithe (–6): Wind priests and priestesses
must give 10 percent of all their income to
their goddess, or else suffer –6 to all Faith
rolls. Donations can be made at the nearest
temple.
• Sweeten the Air (-2): Sweetcloaks honor
their goddess by sweetening the air with
perfumes and potpourris. They believe
that these scents find their way to Wentalan
and give Her pleasure. Wind clerics must
constantly wear perfumes, colognes, or
scented clothing, which give a -4 Stealth
penalty if enemies are close enough to smell
them. Failure to wear perfumes results in a
-2 to their Faith rolls until the perfume is
applied.
darksight, deflection, detect/conceal arcana, dispel, • Range (1-2): Wind magic rides on the
divination, drain power points, entangle, farsight, wind itself, and has a greater range than
fear, havoc, healing, light, mind link, mind reading, other magics. For an extra power point, all
mind wipe, object reading, protection, puppet, relief, powers have double their normal range.
sloth, slumber, smite, stun, telekinesis Powers with a listed range of Touch instead
have a range of 1/2 Smarts. For two power
Power Notes: points, a power’s range is instead tripled,
Divination/Object Reading: These powers only and powers with a listed range of Touch
work in places where fungus (even microscopic instead have the range of Smarts.
spores) are present. That is to say they work • Shrieking Winds (0): Wind magic is quite
pretty much everywhere, even underwater. loud. Any time a power is used, the winds
Light: The target is covered in tiny, biolumines- howl around both the target and the caster.
cent spores. Characters get +4 to their Notice rolls to
detect wind magic when it is in use.
Mind Link/Mind Reading/Mind Wipe/Puppet:
Mycelia bore into the target’s head, to access the Av a i l a b l e P o w e r s :
brain. It is painless, but very conspicuous. arcane protection, banish, barrier, blast, blind, bolt,
boost/lower trait, burst, confusion, damage field,
• We n t a l a n deflection, detect/conceal arcana, dispel, divination,
Wentalan is the goddess of wind, and Her drain power points, elemental manipulation,
disciples honor Her by wearing cloaks with entangle, environmental protection, fear, fly, havoc,
fine, aromatic substances embroidered into healing, intangibility, object reading, protection,
them. They believe these sweet smells drift relief, sloth/speed, smite, sound, stun, telekinesis
heavenward and into Her divine nostrils. For
111
Power Notes: in dramatic fashion (but only for a righteous
cause, of course).
Divination/Object Reading: These powers only
work in locations where the wind blows — not Hindrance: Clerics of Arilus or Mañeko must
underground, indoors, or underwater. take the Arrogant (Major) Hindrance.
Elemental Manipulation: This gives the caster • Hunter’s Boon (1): At the cost of a power
control over breezes and air currents. point, all beneficial powers grant the target the
boost trait power from Savage Worlds, but only
Environmental Protection: This power gives
for the Notice, Shooting, or Stealth skills.
targets total immunity to the effects of strong
wind, and can also keep them from drowning
underwater, by surrounding them in a small
• Blattodeon the
bubble. Indestructible
Patrons Blattodeon is the patron of secrets, tricksters,
and rogues. His followers in temples are the
In addition to choosing a primary god of nature keepers of ancient lore, along with spies and
to serve, wielders of holy magic can also choose inquisitors. They are less likely to confront evil
a patron, in the form of one of the Arthrogods. in an overt fashion, and far more likely to take a
Arthrogod patrons are optional, and grant an covert approach.
additional power modifier in exchange for
taking and playing a Hindrance. Any Hindrance Hindrance: Clerics who take Blattodeon as their
taken in this way does not count toward the patron must adopt the Curious Hindrance.
normal Hindrances of character creation (a Power Modifier:
character cannot double-dip, as it were).
• Glutton for Punishment (0): At no cost, all
Choosing a patron is not a decision to be taken beneficial powers allow the target to ignore
lightly. In addition to deciding power modifiers, a Wound penalty (or two Wounds with a
a chosen patron will also help determine the raise), for the duration of the power.
holy bug’s role in their temple or community.
Priests and clerics with different patrons are • Candylaria the
typically given different tasks by the temple
leaders. Patrons also determine which of the Radiant/Caelif the
many heavens disciples will be sent to if they Chirper
live a righteous life. When they die, the Veiled
Candylaria is the gorgeous leafhopper goddess
One is said to send them to one of the heavens
of beauty and seduction. The prettiest clerics
favored by their patron.
choose Her as a patron, and use their beauty to
The following is a list of all Arthrogod patrons guide wayward souls onto the righteous path.
available to good and heroic characters. There
Caelif is the patron of music, the arts, and
are other Arthrogods willing to lend their power
entertainment. In times of peace, His disciples
to clerics of evil.
like to spread hope to the common people with
• Arilus the Poison tales, songs, and ballads of the Arthrogods’
glory. In times of war, they use their eloquence
Blade/Mañeko the as a weapon.
Distractor Hindrance: Clerics of Candylaria have a divine
Arilus and Mañeko are two Arthrogods aura that gives foes and monsters a +2 bonus to
who use stealth and cunning to eliminate Notice them. Devotees of Caelif must take the
their prey. Clerics of both gods are some of Big Mouth Hindrance.
the most proactive monster hunters in any
temple, always looking for new beasts to slay
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Power Modifier: Power Modifier:
• Dangerous/Seductive Eloquence (1): At • On Equal Footing (2+): At the expense of 2
the expense of a power point, any beneficial power points per Size level, all powers can
powers give the target a dangerous or increase a target’s Size, as per the growth
seductive gift of eloquence. As long as the power from Savage Worlds. Growth is
power is in effect, verbal Tests of Will can limited to Size 5 or smaller. If it is a damaging
affect all enemies in a Large BlastTemplate power, damage is calculated before the Size
centered on the user. change takes effect.
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• Leoptera the
Brilliant/Nidus the
Natural Weapons
The Martial Artist Edge (see Savage
Glowing Guardian Worlds), is a popular Edge for monk
As goddesses of peace, harmony, and gentle characters. Note that in Stingers &
motherhood, Leoptera and Nidus are the Spores, it affects all physical natural
chosen patrons of many healers. They imbue weapons, including claws, teeth, and
Their followers with the ability to give succor stingers.
with all of their spells.
Clerics of Nidus wear little talismans made the target the Level Headed Edge for the
from the temple hearth around their necks, in duration of the power. On a raise, they get
order to bring a little piece of home with them the Improved Level Headed Edge.
wherever they go.
Hindrance: Followers of Leoptera or Nidus
• Te n e b r a t h e
must take the Pacifist (Minor) Hindrance. Shadow
Power Modifier: Tenebra is the proud moth goddess of magic
and knowledge. Her disciples often work in the
• A Mother’s Love (1): At the cost of an extra temples as arcane researchers or students of the
power point, all beneficial powers can give occult. They are very knowledgeable about dark
targets the benefits of the relief power from magic, and uniquely qualified to battle against
Savage Worlds.. it, although this can lead them to develop a bit
of an ego.
• Queen of Queens/ Hindrance: Followers of Tenebra quickly devel-
Isopter the op Her fascination with light sources, and must
take the Call of the Light (Minor) Hindrance. If
Industrious a character already has Call of the Light as a Ra-
The Queen of Queens is the goddess of industry, cial Hindrance, they may take the Thin Skinned
organization, and war. She values strategy (Minor) Hindrance instead.
and competence above all else, and many
managers and commanders choose Her as their
Power Modifiers:
patron. Her followers often have a long list of • Magical Defense (1): At the cost of a power
accomplishments, but they develop a reputation point, all beneficial powers grant the target
for ruthlessness in the pursuit of their goals. the Arcane Resistance Edge for the duration
of the power.
Her son, Isopter the Industrious, loves efficiency
and industry just as much as His mother. What • Unity of Muraveyo
He lacks Her ruthlessness, and only acts when
every variable has been accounted for. His The Unity is an Arthrogod of order and
clerics make good tacticians and strategists, but efficiency, but also a defender of the small and
lack the lightning-fast reflexes needed on the weak. Hordes or other tiny bugs in service to
front lines of battle. the gods usually pick the Unity as their patron.
Hindrance: Disciples of the Queen of Queens Hindrance: Disciples of the Unity must take the
must take the Ruthless (Minor) Hindrance. Heroic (Major) Hindrance.
Adepts of Isopter must take the Cautious Power Modifier:
(Minor) Hindrance instead.
• How the Other Side Feels (2+): The Unity
Power Modifier: likes to remind big and terrible bugs just
• In Control (1): At the cost of an extra how it feels to be the little bug for a change.
power point, all beneficial powers can give At the cost of two power points per Size
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level, all powers can decrease a target’s
Size, as per the shrink power from Savage
Worlds. Shrinkage is limited to Size -3 or
Ar c a n e
larger. If it is a damaging power, damage
is calculated before the Size change takes
effect.
B ac kg r o u n d
• Ve n a n d a t h e ( Wa r Pa t h )
Huntress
Venanda is the vengeful goddess of the hunt,
T he War Path is an ancient martial art
practiced across the world, and those who
devote their lives to studying it are typically
famous for reducing Her philandering husband
known as monks. Through self-discipline,
to a mere head-on-a-stick. Disciples who follow
concentration, and meditation, monks are able
Venanda favor assassination and discretion
to access many supernatural abilities unknown
over direct confrontation. In times of peace,
to other bugs. They can run and leap incredible
many of Her clerics and paladins go into the
distances, strike through walls without the
wilds to forage fresh meat for those in need, and
use of weapons, and focus their own spiritual
Her blessing can turn a bug’s claws, mandibles,
energy (or qi) into deadly energy attacks.
or sting into ferocious weapons.
Hindrance: Disciples of Venanda must take the Origins
Vengeful (Minor) Hindrance. The War Path was handed down to insects
Power Modifier: by the Queen of Queens. More than any of
the other Arthrogods, She has always taught
• Scythed Death (2): At the cost of a power Her followers the value of self-discipline and
point, all beneficial powers grant the target concentration. The War Path is the ultimate
the use of the Martial Artist Edge from pinnacle of Her teachings; a demonstration of
Savage Worlds, for the duration of the just how much is possible when a bug follows
power. Her ways.
Zyno Calacra, the Reborn The Queen of Queens bestowed this form
Zyno Calacra, the Arthrogod of time, takes a of magic upon the world with no moral
particular interest in history. His clerics are requirements. The noblest of heroes and the
the keepers of ancient lore, and are expected to most fiendish of villains can use Her art equally.
learn the stories and tales of all travelers they After all, virtuous monks are bound to grow soft
come across. and complacent if there are no evil champions
to test them at their craft.
Hindrance: Followers of Zyno Calacra must
take the Curious (Major) Hindrance.
Power Modifier:
• Aging (2): Clerics of Zyno Calacra can
disrupt the flow of time on their enemies,
causing them to temporarily age. At the cost
of two power points, any target affected by
a harmful power also suffers Fatigue. This
cannot cause Incapacitation.
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Rules
Monks and other followers of the War Path
Ascetic Discipline
The War Path is a means for self-improvement
and enlightenment and cannot be passed onto
must follow the following rules: others. Beneficial powers have a range of “self.”
116
without directly dealing damage (such as lower
trait or sloth) have a range of Touch. In order
• Wa y o f t h e S t i n g e r
to cast them successfully, roll the lowest of the The Way of the Stinger is an alternative path for
caster’s Fighting or Qi Focus skills against the warriors who wish to deal more damage to their
target’s Parry. Since it is a touch attack, it gets opponents. Rather than learning to manipulate
a +2 bonus. their qi internally, this path teaches monks the
fine art of projecting it outward, into their claws
Wa y s o f Wa r or weapons.
Adepts of the War Path have studied under This martial path is chosen by bugs with great
one of two different martial schools. Characters size, natural defenses, or a careless disregard
must choose one of these paths, and will receive for their own safety. They also produce visible
different general power modifiers based on auras of qi when using their powers. Monks
their choice. who study the Way of the Stinger create auras
in warm colors like red, orange, or yellow.
• Wa y o f t h e S h e l l Power Modifiers:
The Way of the Shell is a school of defense.
• Armor Piercing (1-3): Martial artists can use
Students of this martial art learn to focus qi into
their qi to enhance their strikes. For every
their own bodies to evade blows, run like the
additional power point they spend (to a
wind, and even stop attacks outright.
maximum of 3), harmful powers gain 2 AP.
This path is the more popular of the two schools,
• Heavy Weapon (2): By focusing a
especially amongst small or squishy bugs. Since
tremendous amount of qi into their blows
monks are unable to effectively use heavy armor
(costing 2 power points), martial artists can
and shields, the Way of the Shell allows them
turn harmful powers into Heavy Weapons.
to improve their defenses and survive fierce
enemy onslaughts. • Hinder (1): By targeting the pressure
points on a foe’s body, a martial artist can
Monks typically produce an aura of qi when
render their joints immobile and slow their
they use their powers. Monks who study the
movement to a crawl. By spending an extra
Way of the Shell produce auras in cool colors
power point, a harmful power can reduce
like blue, green, and purple.
the target’s Pace by 2.
Power Modifiers:
• Strike Through (1): Martial artists learn
• Armor (1-3): Martial artists can use their to break tough objects with their attacks,
qi to harden their carapaces, granting +2 shattering leaf, wood, or shell with ease.
Armor for every additional power point By spending an extra power point, powers
spent, for the duration of beneficial powers. deal +4 damage to inanimate objects.
• Evasion (1-2): At the cost of a power point, a Av a i l a b l e P o w e r s :
martial artist can focus their qi to sense and
arcane protection, banish, blast, blind, bolt, boost/
avoid incoming blows. All attacks towards
lower trait, burrow, burst, damage field, darksight,
the caster suffer a -1 penalty. For two power
deflection, detect/conceal arcana, dispel, drain power
points, the effect is doubled.
points, entangle, environmental protection, farsight,
• Glow (1): Martial artists can project their qi fear, fly, havoc, healing, intangibility, invisibility,
into a bright aura, illuminating themselves light, protection, relief, sloth/speed, slumber, smite,
and a Medium Blast Template around them. sound/silence, stun, teleport, warrior’s gift
This costs a power point, and lasts for the
duration of a beneficial power.
• Hurry (1): Martial artists can focus their qi
into their feet, increasing their Pace by 2, for
the duration of all beneficial powers.
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New Edge
The following Edge is available to characters
with the Arcane Background (War Path):
Natural Weapons
The Martial Artist Edge (see Savage
Tw o f o l d P a t h Worlds), is a popular Edge for monk
characters. Note that in Stingers &
Requirements: Veteran, Arcane Background Spores, it affects all physical natural
(War Path), Qi Focus d8+ weapons, including claws, teeth, and
Experienced monks inevitably realize that the stingers.
Way of the Shell and the Way of the Stinger are
really one in the same. Qi is qi, whether it is
harnessed inside the body, or projected into the
surrounding environment.
A character with this Edge may take one new
power, and also access the modifiers of both
the Way of the Stinger AND Shell.
Monks with this Edge are considered
experts in their discipline, and
command respect from adepts and
laybugs alike. While light and
medium armor don’t
interrupt qi flow,
many purist monks
still consider it
cowardly, and refuse
to wear it.
118
Chapter 4:
Setting Rules
T he following rules are core to the Stingers &
Spores experience:
interfere with their ability to complete tasks or
fight effectively in the air. Note that the Winged
Expert and Lord of the Wings Edges (page 86)
can negate these penalties, for heroes who wish
Insect to invest in building an airborne character.
119
Jumpers
Jumpers are barely flying. They are ponderously moving through the air. They must
fly forward for half of their flying movement rate to remain airborne. Creatures at this
rank may only turn up to 30 degrees in a single round. They may climb at 1/3 their
movement rate, allowing for forward movement. Thus, a movement rate 12 flyer could
move forward 6 squares and climb 4 levels in a single round. Run rate may only be
applied to forward movement.
In order to be considered a Jumper, an insect must have both the Flight (+2) and Leap
Racial Abilities from Savage Worlds. Examples include such creatures as grasshoppers
and flea beetles.
Inferior Fliers
Inferior fliers cannot hover in place and must fly forward for half of their flying
movement rate to remain airborne. Creatures at this rank may only turn up to 60
degrees in a single round. They may climb at 1/3 their movement rate, allowing for
forward movement. Thus, a movement rate 12 flyer could move forward 6 squares and
climb 4 levels in a single round. Run rate must be split between forward and vertical
movement.
Insects with the Flight (+2) ability are considered Inferior Fliers (unless they are
Jumpers). Examples include most beetles and mantises.
Average Fliers
Average fliers cannot hover in place and must fly forward for half of their flying
movement rate to remain airborne. Creatures at this rank may turn up to 90 degrees
in a single round. They may climb at half their movement rate, allowing for forward
movement. Thus, a movement rate 12 flyer could move forward 6 squares and climb 6
levels in a single round. Run rate may be applied as the flier chooses.
Insects with the Flight (+4) ability are considered Average Fliers. Examples include
bees, wasps, butterflies, and moths.
Superior Fliers
Superior fliers are the best fliers usually encountered. They too can hover in place but
are not as adept at flying as Perfect fliers. These fliers may turn up to 180 degrees in a
combat round. They may ascend or descend vertically or at any chosen angle at their
full movement rate, including their run rate.
Insects with the Flight (+6) ability are considered Superior Fliers. Examples include
flies and mosquitoes.
Perfect Fliers
Perfect fliers are totally at home in the air. It is their natural environment, and they can
turn at will, hover in place, accelerate or decelerate easily and move in any direction.
They may ascend or descend vertically or at any chosen angle at their full movement
rate, including their run rate.
No insects begin as Perfect fliers. The only way to get to this maneuverability class is
through the use of the Winged Expert or Lord of the Wings Edges.
120
Flying
Maneuver:
Diving
Diving means using
gravity to increase speed
and velocity. Diving adds
1 square of movement for
every level of height lost to
a maximum of the creature's
flying movement. Thus, a
creature with a movement
rate of 12 could dive 24
squares in total. Perfect
and Superior fliers may
do this vertically, but for
all other fliers they must
move forward the full
distance that they dive. A
flier with a Flying Pace of
12 could therefore not dive
9 and move only 3 forward,
it must move forward Dragonfly flight is totally unparalleled. These insects can
the same distance as the cross oceans in a few days, and migrate just about anywhere.
dive. Diving creatures are Dragonfly messengers can deliver parcels and notes over
considered to be charging. extraordinary distances, but the service is very costly.
No Fall Damage
Bugs also have the ability to shrug off falls from
enormous heights. It is commonplace for bugs
Battle
to tumble from even the tops of trees without
getting hurt. Ignore standard falling damage
S wa r m s
rules. When a bug falls from a height of more
than 6”, they must succeed at a Vigor roll or
become Shaken. Use GM discretion for very
M any insects have a strange sort of
collective consciousness, which becomes
much more pronounced when they are grouped
specific situations, like falling on sharp objects. together with many other insects of the same
species. They begin to anticipate each-other’s
Wa l l C r a w l e r s movements and attacks, and work together to
strike down their enemies. This seething mass
Bugs all know how to climb. They can scurry up
of bugs is called a Battle Swarm, and they can
just about any surface, and even on ceilings. As
be as powerful as any hero, using their strength
such, all bugs have the Wall Walker ability from
of numbers. Battle Swarms use different game
Savage Worlds, unless otherwise stated. This rule
mechanics than a regular Savage Worlds swarm.
does not apply to vertebrates, when they are
encountered.
121
Requirements and first aid must be administered to every
injured member.
Not just any bugs can form a Battle Swarm.
They must meet the following criteria: • No Vital Organs: Since Battle Swarms are
made up of many Extras, there are no vital
1. Extras Only: Only Extras can become part of organs to be targeted. Called shots do no
a Battle Swarm. Wild Cards are considered extra damage.
too strong-willed to effectively fight in one,
and cannot follow the collective mind very • Same Stats: Battle Swarms have the same
easily. stats as the Extras they coalesced from,
including Parry, Toughness, movement,
2. Same Unit Type: Bugs in a Battle Swarm and any racial traits.
must be of the same species, and have
similar weaponry and physical capabilities. • Shooting Attacks: Once per round, a Battle
In game terms, this means all the Extras Swarm can use any ranged weapons they
must be of the same unit type. have. The entire swarm targets the same
area, sending many projectiles in the same
3. High Number: It takes a few Extras to direction. Medium Battle Swarms gain
become a Battle Swarm. Ten regularly- +2 to Shooting Attacks, or they can target
sized insects can form into a Medium Battle everyone in a Small Blast Template. Large
Swarm, and 20 can become a Large Battle Battle Swarms instead get +4 to Shooting, or
Swarm. This should be adjusted for insects they can attack in a Medium Blast Template.
of smaller size. They might need larger
numbers to swarm up. • Size: Medium Battle Swarms (10+ Extras)
become a Medium Blast Template of insects,
Benefits and attackers gain +2 to attacks against
them. Large Battle Swarms (20+ Extras)
It takes Extras a single round to coalesce into
become a Large Blast Template. Attacks
a Battle Swarm. Once they do, they gain the
against them get a +4 bonus.
following benefits:
• Wounds: Battle Swarms take Wounds,
Swarm Traits: just like Wild Cards do. A Medium Battle
• Brave: Battle Swarms are smarter and Swarm can take four, and a Large Battle
braver than individual Extras. They gain +2 Swarm can take six. When enough bugs in
to rolls to resist Tests of Will. the swarm have been wounded or killed,
the formation breaks. After the final Wound
• Fighting Attacks: Battle Swarms automati- has been dealt, all the insects within the Bat-
cally hit any enemy they touch on the map, tle Swarm scatter and try to retreat. They
since there are many bugs flailing around will not regroup in the same combat, and
inside with their own weapons. There is will need several flaps to lick their wounds.
no need to roll Fighting. Medium Battle
Swarms deal an extra d6 damage from their • Weakness (Area of Effect): Weapons and
base unit type when they attack, and Large powers intended to strike more than one tar-
Battle Swarms deal an extra d8 damage. get are especially deadly to Battle Swarms.
They take an extra +4 damage from area of
• Hardy: Battle Swarms are resilient to effect attacks. This includes Combat Edges
attacks. They gain the Hardy ability from and abilities like Sweep, which allow for
Savage Worlds. targeting multiple individuals.
• No Healing: Battle Swarms cannot be
healed by medical or magical means. Magic
spells need to be cast on each individual,
122
Riding Rules
C h a r ac t e r s Heroes with riders act on their own Action
Card in combat. However, all of the other rules
as Mounts for mounted combat from Savage Worlds are
unaffected, including charging and falling.
123
most insects indoors. If insects are travelling, still requires a Notice roll (-2), and the penalties
they can move in heavy rain at about 25 percent only increase the faster an insect is travelling.
of their normal travel speed. Fast flying insects are some of the most likely to
be ensnared for this reason.
If combat happens during heavy rain, every
character who draws anything but a Spade or
Joker for initiative is Shaken at the beginning of
D o d g i n g a We b
the turn. This cannot Wound a character who is If an unwitting bug approaches a web, they
already Shaken. All flying movement is reduced must avoid being ensnared with an Athletics roll
by half. -2. On a failure, the target is Entangled, as per
Savage Worlds. On a roll of 1 or less, the target is
• Downpour Bound. Attempts to break free are made at a -2.
A downpour is the heaviest kind of rain, and If another ally is around, they can attempt to
often accompanies other severe weather. cut or break the web, which normally has a
Downpours make movement over even short Toughness of 12. Of course, most spiders will
distances nearly impossible. If insects are not give their victims very long to break free
travelling, they had best find shelter or risk without a fight.
getting swept away by flooding.
If combat happens during a downpour, every
character who draws anything but a Joker for
initiative is Shaken at the beginning of the turn.
This cannot Wound a character who is already
Optional
Shaken.
Movement counts as a standard action in a Rules: The
downpour. Flying is impossible, and land Pace
is reduced by half.
S a t u r da y
S pi de r Morning
Webs Cartoon
S pider webs are a risk for any bugs travelling
too far from civilization. Spiders are too
clever to place them in large insect highways
T he Saturday Morning Cartoon rules are
the suggested format for a children’s game
using Stingers & Spores. These alternate rules
and thoroughfares, since that will attract simulate the light-hearted silliness and episodic
attention and retribution. Instead, they are nature of most kid’s programming.
placed on routes that insects do not take quite
so often. Low Magic and Lore
Spider webs are designed to hold bugs in For a cartoony game, keep magic mostly out of
place until the nearby spider can descend and the picture. Arcane Backgrounds should only
devour them. If a spider web is around, use the be allowed for the player characters and very
following rules. important villains (with Arcane Background
(Gifted) being the obvious exception). Don’t use
N o t i c i n g a We b the religious magic types at all, and don’t delve
Webs are made from semi-translucent into the mythology of the gods, or the origin of
webbing, and hidden well in the surrounding the bug species. Try to keep things focused on
environment. Spotting a web while standing the present.
124
Less Scientific game, signs of humanity can and should be
everywhere.
Accuracy The first way to show humanity is in setting
Stingers & Spores tries to be at least somewhat details. Bugs can live around human structures
scientifically accurate in terms of predation, like roads, back yards, buildings, and even in
cannibalism, sexual dimorphism, and life houses. Of course, human locations are seen
cycles. For a Saturday Morning Cartoon feel, it as very dangerous, and for good reason. Many
is best to disregard a lot of that. Insects can have insects who venture inside are captured and
societies and family structures more similar thrown into terrariums forever (remember,
to human ones, insects of different species characters don’t get squished in a children’s
frequently get married, and most children are game).
nymphs, instead of larvae.
The other way humans leave their mark is in
Low Violence their trash. Insect societies could find all sorts
of uses for human trash, in weapons, gear,
It is alright to have combat in a Saturday Morn-
and even structures. A shield could be a metal
ing Cartoon, but keep it light. Enemy Extras are
bottle cap. A large building could be a soggy
never killed, but simply defeated and Incapac-
cardboard pizza box on the side of the road. The
itated (or chased away). All references to insect
possibilities are limitless.
cannibalism and parasites are ignored, and Rav-
enous cannot be taken as a Hindrance. Impor-
tantly, Heroes Never Die, as per the optional
Human Encounters
rule in Savage Worlds. Although they shouldn’t be seen too often
(and certainly not act as the main antagonists),
Insect villains never seek to kill their enemies, humans sometimes appear in cartoon games.
either. Perhaps they want to take over territory, They are always Gargantuan in Size, and cannot
steal money or food, or even make the heroes be beaten outright in battle (although they can
into their servants. Only creatures like spiders be driven away with a well-placed sting).
should ever try to eat the heroes or their friends
outright. And even then, there is always some Humans act more like kaiju in old monster
plot contrivance to make sure it never happens. movies than villains. They are walking natural
disasters that should be avoided or evaded.
Combat should be goofy, with Bennies awarded Their swats can knock an insect a distance
for slapstick tactics, and lots of clever uses of of several logs, and they often destroy insect
Creative Combat. Tests of Will should be as silly habitations that stray too close to their yards,
as possible. like hives and anthills. Sometimes they do this
without even trying to.
Heal Between
Encounters
In a kid’s game, make sure everyone is healed
up between encounters, except in special,
dramatic circumstances. This goes for the major
villains as well as the heroes.
125
Chapter 5:
A dv e n t u r e
Creation
S tingers & Spores is pure fantasy, through
and through. Sure, the races, locations,
and scale are a little different from most games,
•
•
Fast Healing
High Adventure
but converting adventures from other fantasy • Wound Cap
worlds is quite simple with a few modifications.
If converting an adventure from another Horror
fantasy world, just choose the species which Bug life is cheap and filled with terror. To
are most similar to the fantasy species in realistically reflect the horror of bug life, use
question. Dwarves can be termites, elves can be these setting rules:
butterflies, Amazons can be ants, giants can be
stag beetles, and orcs can be hornets. Instead of • Dynamic Backlash
wyrms and dragons, use centipedes, birds, and • Fanatics
frogs to menace the heroes in the wilds. Instead
of scaling mountains, heroes might climb trees. • Gritty Damage
The only real limits are the GM’s imagination.
• Hard Choices
High Fantasy
Savage Worlds rules as written will do for most
fantasy games. But if GMs wish to really ratchet
up the epic fantasy, use these setting rules:
• Born a Hero
• Conviction
126
Slapstick 1-4 Forest
It is just as easy to make a light-hearted game
5-8 Rainforest
with a comedic tone. Use these rules to capture
a feeling of silliness:
9-11 Grass Seas
• Born a Hero
12-14 Desert
• Creative Combat
15-17 Swamp
• Dumb Luck
18-19 White Waste
• Dynamic Backlash
• Fast Healing 20 Void
127
3: Local governments might rule over a village, town, city, or province. They wield
Government considerably less power than bigger governments, but they have a more intimate
(Local) knowledge of the local people and customs. As patrons, they may need help
dealing with a problem that is difficult for their limited resources. As enemies,
their machinations are usually small-scale, but still tremendously harmful to the
common bugs who live in their jurisdiction.
4: Regional and national governments are powerful patrons or foes. They
Government command massive armies and hold sway over vast swathes of territory. As
(Regional) patrons, they will need help solving problems that cannot be solved with brute
force, since they should have plenty of that already. As enemies and antagonists,
they are formidable forces unlikely to bargain with a paltry band of heroes.
5: Guild Guilds are powerful forces in bug cities. These associations of craftbugs have
deep pockets, and are willing to go to great lengths to defend their business
interests.
6: Military Not every territory has a standing army. Those that do usually have some reason
to exist. Maybe they guard a dangerous route, protect a border with a hostile
territory, or occupy a foreign land.
7: A monastery is a place where monks live together and master the War
Monastery Path. Monks usually keep to themselves, following a path of discipline and
detachment, but some become greedy and corrupt, looking for ways to expand
their wealth and influence.
8: Temple Shrines and temples are supposed to be neutral spaces where any insects can
worship the gods. As patrons, the temple priests could ask for help handling
threats to their local communities, or slaying abominations like spiders and
cultists. As antagonists, corrupted priests can prove extremely dangerous, with
magical powers and a false sense of righteousness.
9: Outlaws Bands of brigands and highwaybugs live outside the law. They could be wicked
bugs with no sense of morality, or persecuted do-gooders fighting against
corrupt leaders. In the country, they frequently live in hidden camps of their
own. In the city, they operate discreetly in the poorer neighborhoods, where
guards are unlikely to apprehend them.
10: Magical Some factions have significant arcane knowledge. They make powerful patrons
Forces and enemies.
11: Forces of The wilds are full of animals and beasts. Monsters make excellent antagonists,
Nature although they are unlikely to have any complicated plans and pose a threat
solely with their brute strength. But nature is not always hostile. Sometimes
creatures need the help from heroes. They could require protection from
overzealous hunters, destructive civilizations, or dangerous predators.
12: Roll Roll twice and combine the results.
Twice
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Mission Type
Roll a d20 to determine what kind of adventure the heroes will have.
1: Assassination A villain has devised some sort of terrible plan. Killing their foe will stop the
plan.
2: Battle A great battle will happen soon. It could be a pitched conflict, a siege, or even
a surprise attack.
3: Capture/ The heroes are tasked with capturing an important foe, and bringing them
Kidnap back alive.
4: Escort Someone is in danger, and needs safe transport across a great distance.
5: Exploration The heroes are tasked with exploring some mysterious or uncharted territory.
6: Hunt Like an assassination, the heroes are tasked with taking down their
antagonist. Unlike an assassination, the heroes must also figure out where the
villain is and track them down.
7: Liberation Common bugs are being trampled under the heel of a tyrannical government,
occupying army, or some other powerful force. The heroes are tasked with
freeing the locals.
8: Mediation The heroes are called upon to mediate a conflict between two hostile parties.
9: Mystery A crime has been committed. The PCs must determine who the culprit is.
They need to speak to witnesses and gather evidence.
10: Prevention The villains have some sort of sinister plan, and the heroes must try to
prevent it. What is their plan? Roll again on this table to find out.
11: Protection The PCs must keep an important person from being harmed for some period
of time. Unlike an escort mission, they usually remain in one place.
12: Rescue Someone has been captured by the antagonists, and the heroes must get them
back.
13: Retrieval The heroes must take back something which has been stolen.
14: Return The heroes have some important item or treasure in their possession, and
they must return it to its rightful owners.
15: Sabotage Rather than confronting evil directly, the heroes are tasked with stopping the
villains in a covert fashion. They could destroy resources and tools, disable
weapons, or render fortifications useless.
16: Survive The heroes are under siege by powerful forces, and they must either escape or
survive the onslaught.
17: Theft The heroes must steal some important artifact or treasure from their enemies.
18: Tournament Tournaments give a chance for the heroes to display their skills and prowess
for all to see. A tournament could be a small wrestling or archery contest, all
the way up to a giant competition with many categories and victors.
19: Treasure A great treasure lies somewhere within parts unknown, shrouded by rumor
Hunt and mystery. The heroes must find it.
20: Roll Twice The patron has two objectives they would like the heroes to complete. Roll
twice on the table. The first result is their main objective. The second result is
a side quest, which can be completed for more rewards.
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Complications
Every good adventure needs a twist somewhere along the way. Roll a d20 to determine what
unexpected thing happens.
1: Ambush The heroes are ambushed at the least convenient moment, by enemies with a
clever plan and the element of surprise on their side.
2: Are We the Sometimes heroes are lied to by their patrons. They are given false
Bad Guys?! information and convinced to work for the corrupt or evil. As the adventure
progresses, the heroes realize they are working for someone who is in the
wrong.
3: Bad Some of the mission intelligence the heroes received is not correct. Perhaps
Information it is because their benefactors lied to them, the enemy manufactured bad
information, or something got lost in translation. Whatever the case, the
adventure setup is a little different than the heroes were told.
4: Betrayal A close ally or patron betrays the heroes. Perhaps the traitor was always an
enemy in disguise, or maybe they were paid/convinced/threatened to defect
to the other side.
5: Clues of a The heroes get clues that their enemies are agents in a greater conspiracy.
Conspiracy This means their struggle is far from over, even after they finish the
adventure.
6: Defector For whatever reason someone important betrays the enemy and joins the
heroes. They offer information, treasure, or their skills in battle. They could be
lying and trying to trick the PCs, opportunists who follow the winning side,
or genuinely trying to follow the right path.
7: Diversion The whole adventure turns out to be a distraction, created to keep the heroes
away from something else important.
8: Enemy The final confrontation does not lead to a true victory, because the villain
Escapes created a clever escape plan from the beginning. Often, a fleeing villain leaves
a few capable subordinates to finish off the heroes while they escape.
9: Imposter Some important NPC is not really who they say they are.
10: Just when the heroes want to take out their weapons and kick some abdomen,
Noncombatants some peaceful bugs get in the way. Maybe the noncombatants are just in
the wrong place at the wrong time, or maybe they are prisoners/hostages in
danger of being hurt by the enemy.
11: Pursuit The heroes realize they are being pursued or hunted by a powerful force,
more than capable of beating them in a conventional battle. They must either
complete the adventure before they are found, or invent some strategy for
dealing with their pursuers.
12: As victory seems to be drawing near, a significant number of enemy
Reinforcements reinforcements arrive, to even the odds.
13: Rivals The heroes encounter another group of adventurers hired to do the same
Appear task. It is possible they were recruited by a third party with the same goals,
or even by the same patron that hired the PCs. Rivals are unlikely to be
completely hostile, but still willing to take the mission and rewards away
from the heroes.
14: Sabotage The heroes’ gear, weapons, or plans are sabotaged by the enemy. This is
usually revealed at the worst possible moment.
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15: Severe Extreme weather or some other obstacle impedes the heroes in the pursuit of
Weather their mission. The most common severe weather is rain, but PCs could also be
hampered by strong winds that blow them off course, flooding, or snow.
16: Trap The heroes are caught in some sort of trap. It could be a natural hazard, like
a Venus Flytrap or spider’s web. It could also be some sort of fiendish device
made by ingenious craftbugs.
17: Wanted Something places the heroes on the wrong side of the law. Maybe they
committed some crimes in the name of righteousness, or perhaps they were
framed by their enemies.
18: No The twist is that there is no twist. Sometimes adventures go on pretty much
Complications as planned. It can happen.
19-20: Roll Roll twice and combine the results.
Twice
131
Finale • Hostile Terrain: Sometimes the terrain itself
is a fierce challenge to navigate. Battles can
take place during extreme weather, or over
132
Mass Battle • Court Room: There are courts in the
civilized regions of the Insect Kingdoms,
Mass Battles can handle a wide variety of large and heroes may find themselves prosecuted
scale conflicts. from time to time, especially if they oppose
• Monster Attack: With a little creative corrupt governments and rulers. Some
massaging, Mass Battle mechanics can lesser enemies may also be taken care of via
simulate an attack by a giant monster, like a prosecution and lawsuits.
large vertebrate, versus an insect army. The • Hostage/Ransom Negotiation: If a PC or
monster’s tokens would reflect their overall other important character gets captured by
health and willingness to fight. the enemy, it may be possible to negotiate
• Pitched Battle: There are classic pitched their release for the right price. This is
battles between different armies in the especially common in warfare, since nobles
Insect Kingdoms, between rival nations and are usually more valuable alive than dead.
hives. A ransom negotiation could be used to
rescue an ally, or make a hefty profit from a
• Siege: A siege is a battle where one side captured foe.
is hiding behind significant fortifications.
Heroes could attempt to capture a castle/
fortress, or defend one.
Social Conflict
The Social Conflict rules are sadly underutilized
in a lot of fantasy games, but they can be a
dramatic way to resolve an adventure and
give players some excellent role-playing
opportunities.
• Broker Peace: The heroes could negotiate
a surrender (either theirs or their enemy’s),
or be called upon as a neutral third party
to handle negotiations between two hostile
factions.
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Chapter 6:
D a r k M ag i c
Nearly any magic can be used for ill or evil When a spider and an insect agree to terms, a
if wielded by a bug for selfish reasons. But contract is made and sealed in blood. The spider
some magics are so terrible and foul that they will take a small bite into the insect’s thorax or
corrupt the very souls of their users, irreparably abdomen, in order to transfer some of their
separating them from the good will of the power. While this wound heals quickly, the scar
righteous gods. never fades away. These bugs are henceforth
known as spidermarked.
Many unique dark magics can be found in the
different regions of the world, but some are so Spidermarked characters must take the
widespread that heroes everywhere are likely following Edge:
to encounter them at least once. The wielders of
these magics are known as spidermarked and Arcane Background
sporecerors.
(Spidermarked)
The following magics are not suited for player Requirements: Novice, Smarts d6+
characters. Instead, these villainous spellcasters
should be limited to important villains and Arcane Skill: Silkspinning (Smarts)
enemies. Starting Powers: 3
Power Points: 15
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135
Rules any means. This can result in death. In order to
remove such a Wound, the spidermarked must
Spidermarked must follow these rules while offer an additional sacrifice for every Wound
casting spells: level. Once the appropriate sacrifices have been
Fang Marks made, the Wounds dissipate instantly.
When they strike their deal with their arachnid Staves/Spellbooks
patron, a spidermarked receives a small bite Spidermarked need the same spell books or
somewhere on their body. The puncture leaves staves that wizards use (see page 103).
an unmistakable scar that glows pale white
whenever a power is used. Power Modifiers
Patronage Spidermarked do not gain access to the general
power modifiers. Instead, they gain access
The spider who granted a spidermarked to the following ones. Some are available to
their power is politely called their “patron.” all silkspinners, and some are spidermarked
A spidermarked cannot directly harm their exclusives:
patron under any circumstances, and they take
an immediate Wound from their spider bite if • Binding Weave (1): Offensive and harmful
they try. powers can bind foes. At the cost of a power
point, any targets hit by such a spell must
The mind of the spidermarked is also roll Agility or Strength (target’s choice) -2,
physically connected to their patron. While or become Entangled.
the spidermarked cannot initiate contact, the
patron can project their thoughts into the mind • Life Drain (1): At the cost of an extra power
of the spidermarked whenever they wish. point, any damaging power that kills a
Usually, this is in the form of new demands target will grant the caster a free healing
or instructions. Patrons keep their orders to a roll.
minimum most of the time. Spiders are largely
• Hack and Slash (0): Since Silkspinning
antisocial creatures, and prefer to give their
creates a solid tangible web, enemies
subordinates a long leash.
can choose to slice or chop them away. A
If a spidermarked refuses or disobeys a direct harmful power with a duration longer than
order, the patron can psychically deal a level Instant can be cut away and destroyed.
of Fatigue to them as a free action. While this Fortunately, silk is hardy, and has a
cannot result in death, such Fatigue cannot Toughness of 12.
be removed until the spider wills it. Usually, • Tethered (1+): Once a target is wrapped in a
they revoke this psychic damage after the web, they can be pulled closer to the caster
spidermarked gives them what they want. — as a means of drawing victims closer to
Sacrifices danger, or pulling allies out of harm’s way.
At the expense of an extra power point per
Spidermarked owe blood sacrifices to their turn, a target can be pulled 1d4'' towards
patron. Once a day, they must kill an insect with the caster. This lasts for the duration of
their silkspinning powers. Any bug slain in this the power, or 1 round for instant powers.
way has its lifeforce drained and transferred Targets can choose to resist this every
to the spider. A patron with two or three turn, rolling Strength against the caster’s
spidermarked under their control doesn’t need Silkspinning.
to do any hunting of their own. • Venomous (1): The powers of a
If a spidermarked is not able to kill another insect spidermarked can also be imbued with
in a 24 hour period, they can offer their own spider venom. At the cost of an extra power
lifeforce as a substitute. Every day they do not point, all harmful powers can poison their
offer a sacrifice, the spidermarked takes a single target. The target must roll Vigor -2 or suffer
Wound, which cannot be Soaked or healed by Fatigue. This can cause Incapacitation, but
not death.
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Av a i l a b l e P o w e r s : Irredeemably Evil
arcane protection, banish, barrier, beast friend, blast, Sporecery only attracts evil bugs. It is not a magic
blind, bolt, lower trait, burst, confusion, damage for improving lives in the Insect Kingdoms.
field, deflection, detect/conceal arcana, dispel, drain It is a means for conquest and domination. At
power points, entangle, environmental protection, their most powerful, sporecerors are capable
fear, fly, havoc, healing, mind link, mind reading, of wrecking entire realms with vast swarms of
mind wipe, protection, puppet, relief, sloth/speed, infected undead.
slumber, smite, stun, summon ally, telekinesis
Sporecery is a forbidden art, and clerics do their
Power Notes: very best to stamp it out wherever it is found.
Beast Friend/Summon Ally: These powers work Known sporecerors can always expect a prompt
on jumping spiders, one of the more common execution. As such, this magical art is very well
forest predators. hidden in insect society, and many realms don’t
have a single sporeceror within them. For the
Environmental Protection: This power allows most part, it is a forgotten art.
the target to walk on spider webs without the
normal hazard of getting stuck. To become a sporeceror, a character must take
the following Edge:
Fly/Puppet/Telekinesis: The target is hoisted
around with webs, and “played” like a
marionette.
Arcane Background
(Sporecery)
Sporecerors Requirements: Novice, Spirit d6+
Arcane Skill: Sporecery (Spirit)
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Power Modifiers
Sporecerors do not gain access to the general Raising the Dead
power modifiers. Instead, they gain access to Raise dead works on all invertebrates,
the following ones: but not vertebrates. The basic cost
• Cordymancy (0): Damaging powers is 3 Power Points for a corpse that
bombard the target with cordyceps spores, is Size 0 or smaller. Larger creatures
which make reanimation much easier. Any can be reanimated for an additional
target killed directly with sporecery may +1 power points for every +1 of the
be resurrected with the raise dead power at creature’s size. Wild Cards can be
half the usual power point cost. raised for +2 extra power points.
• Infection (0): The powers of sporecery are For example, a honeybee (Size 0)
infectious and lethal. At the cost of a power can be raised for 2 power points, or
point, any invertebrate that is Shaken or 4 if she is a Wild Card. An Emperor
Wounded by a harmful power must succeed Scorpion (Size 6) can be raised for
at a Vigor roll, or become an Infected (see 8 power points, or 10 if it is a Wild
page 139). Card.
138
Stages of Undead bug becomes Incapacitated during this time, it
turns into buzzing dead in another hour. Really
Undead mature in the following stages: large bugs can stave off the cordyceps infection
for days at a time, but an untreated infection
1. Infected inevitably results in death and reanimation.
If a living invertebrate is Shaken or Wounded
Only two treatments are known. First, the
by a sporeceror’s powers, they must roll Vigor.
Infected can throw themselves on the mercy of
If they fail the roll, the target’s body is slowly
the gods. The greater healing power can restore
taken over by the cordyceps fungus, and they
an Infected, but only if the power is cast by
become an Infected.
someone with Arcane Background (Miracles).
Infected bugs are not yet undead. They still Other forms of greater healing have no effect.
have free will, and are still technically alive. The second way is to kill the Infected before the
But in time, the cordyceps fungus will take over cordyceps can do the job. Removing the head
their body. Every hour, the Infected must make or destroying the brain of an Infected is enough
a Vigor roll -2. Positive Size modifiers should be to halt the cordyceps and permanently kill
added to the roll, and negative Size modifiers the bug. If the bug is killed another way, they
subtracted from it. It takes far less time for reanimate as buzzing dead.
cordyceps to overcome a small bug than a really
big one. 2. Buzzing Dead
After every failure, the Infected gets a level of Buzzing dead can be created in two ways. The
Fatigue, which cannot be removed as long as the first is when an Infected becomes Incapacitated.
infection is present within the bug’s body. If the The second is if a sporeceror casts raise dead on
139
any fresh invertebrate corpses. In either case,
the cordyceps fungus takes over the body of the
3. Sprouted Dead
deceased. Mycelia sprout throughout the host’s After about 3 days, buzzing dead naturally
body. They fortify the creature’s exoskeleton, mature into sprouted dead. Sprouted dead are
and enter the brain where they can directly unmistakable to identify.The fungus reinforces
control the host. their exoskeleton, making them tougher,
but limiting their movement. The cordyceps
Buzzing dead are pretty easy to identify. These emerges from the head of the victim like a great
creatures lose any intelligence they had in life fruit. Depending on the exact species, the sprout
and attack living invertebrates on sight. The may be very brightly colored, and this fruiting
cordyceps begin sprouting infectious spines or fungus is capable of spraying infectious spores
hairs from the body of the buzzing dead, and at an alarming rate.
they take on an unmistakable shamble when
they move. They cannot speak, and though they Sprouted dead are the heavy hitters of a
are capable of wielding weapons, they will not sporeceror’s undead forces. They can do a lot
do so unless ordered to by a sporeceror. of damage to an insect city or army, but they
are too cumbersome to operate without support
Buzzing dead obey any orders given by the from much greater numbers of buzzing dead.
sporeceror who created them. They are capable
fighters, but orders cannot be too complex. Racial Abilities:
They can guard a location or attack a target • Fungal Armor: Sprouted dead have
well enough, but they won’t be using any exoskeletons reinforced by fungus. They
complicated tactics without direct supervision. receive +2 armor.
Racial Abilities: • Infectious Spines: Sprouted dead are
• Infectious Spines: Buzzing dead are covered in sharp spines of cordyceps.
covered in sharp spines of cordyceps. This gives them a natural weapon with
This gives them a natural weapon with Str+d4 damage. If the bug already has a
Str+d4 damage. If the bug already has a natural weapon, it deals +2 damage. Any
natural weapon, it deals +2 damage. Any invertebrate Shaken or Wounded by these
invertebrate Shaken or Wounded by these spines must succeed at a Vigor roll, or
spines must succeed at a Vigor roll, or become an Infected.
become an Infected. • Invulnerable: Sprouted dead cannot be
• Invulnerable: Buzzing dead cannot be Wounded or killed by regular attacks. They
Wounded or killed by regular attacks. They may only be Shaken.
may only be Shaken. • Very Slow: Sprouted dead subtract 2 from
• Undead: Buzzing dead get a +2 bonus to their regular Pace, and run with a d4-2.
Toughness, and +2 to recover from being They are not able to fly at all.
Shaken. • Spore Spray: Sprouted dead can spray
• Weakness (Head): Buzzing dead can be their surroundings with cordyceps spores.
Wounded or killed with any attack to the Treat this as a Breath Weapon (see Savage
head or brain. Worlds) that does 3d6 damage. Any living
invertebrate that is Shaken or Wounded by
• Weakness (Magic): Buzzing dead can this attack must roll Vigor -4, or become an
be Wounded or killed with any magical Infected.
attacks.
• Undead: Sprouted dead get a +2 bonus to
Toughness, and +2 to recover from being
Shaken.
140
• Weakness (Head): Sprouted dead can be • Weakness (Head): Revenants can be
Wounded or killed with any attack to the Wounded or killed with any attack to the
head, brain, or fungal fruit. Their heads head or brain.
have grown large enough that they can be
targeted at half the usual penalty. • Weakness (Magic): Revenants can be
Wounded or killed with any magical
• Weakness (Magic): Sprouted dead can attacks.
be Wounded or killed with any magical
attacks.
4. Revenant
Every army needs commanders. By casting the
resurrection power on a fresh insect corpse,
the sporeceror is able to create a revenant.
Physically, they appear like buzzing dead.
The difference is that the cordyceps preserves
their mental faculties. Revenants are just as
intelligent as they were in life, although they
are utterly obedient to the sporeceror who made
them. They do not mature into sprouted dead,
and are functionally immortal. Revenants can
live for decades unless they are put down by
righteous heroes. Their true maximum lifespan
is unknown.
Racial Abilities:
• Infectious Spines: Revenants are covered in
sharp spines of cordyceps. This gives them
a natural weapon with Str+d4 damage. If
the bug already has a natural weapon, it
deals +2 damage. Any invertebrate Shaken
or Wounded by these spines must succeed
at a Vigor roll, or become an Infected.
• Invulnerable: Revenants cannot be
Wounded or killed by regular attacks. They
may only be Shaken.
• Sentient: Revenants have full control of
their senses and faculties. They can wield
any magic that they knew how to use in
life, except for the Arcane Background
(Miracles). If a revenant used holy magic
in life, it is replaced with the Arcane
Background (Sporecery), and their arcane
skill is converted to Sporecery. They can
keep all compatible powers that they know.
• Undead: Revenants get a +2 bonus to
Toughness, and +2 to recover from being
Shaken.
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C h a p t e r 7:
N o n pl ay e r
C h a r ac t e r s
T he following archetypes are characters
who may be encountered across the Insect
Kingdoms. Most are not given any racial traits,
Skills: Alchemy d8, Athletics d8, Common
Knowledge d8, Fighting d6, Notice d6, Occult
d6, Persuasion d6, Stealth d6
because they could belong to many species. Pace: 6; Parry: 5 or 6 (with buckler); Toughness:
Applying racial traits from Chapter 2 is the best 6 (1)
way to customize these NPCs. After all, a knight
will have very different abilities if they are a Edges: Arcane Background (Alchemy)
bee, stick bug, beetle, or something else entirely. Power Points: 30
Powers: blast, boost/lower trait, five more powers
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Skills: Athletics d8, Common Knowledge d6,
Barbarian Fighting d10, Intimidation d6, Notice d6, Per-
Barbarians are ferocious fighters from the wilds. suasion d6, Stealth d6
What they lack in book smarts and regard for Pace: 6; Parry: 8 or 10 (with shield); Toughness:
social niceties, they make up for in fighting 9 (3)
skills, raw strength, and fury. Barbarians are
Edges: Block, Extraction, First Strike, Quick
great at dealing damage, but they aren’t the best
at receiving it. However, their rage can keep Gear: Longsword (Str+d8), Medium Shield
them fighting through pain for a considerable (Parry +2, Cover -2), Heavy Armor (+3)
amount of time. Master-of-Arms
Attributes: Agility d10, Smarts d4, Spirit d6,
Strength d10, Vigor d8 Masters-of-arms are the most formidable
armored foes, adept in the ways of many
Skills: Athletics d8, Common Knowledge d4, weapons and prepared to slice through any foe
Fighting d10, Intimidation d6, Notice d4, Per- if the cause is right.
suasion d4, Stealth d8, Survival d4, Thievery d4 Attributes: Agility d10, Smarts d6, Spirit d8,
Pace: 6; Parry: 7; Toughness: 7 (1) Strength d10, Vigor d8
Edges: Berserk, Brute, Counterattack, Frenzy Skills: Athletics d10, Common Knowledge d6,
Gear: Great Sword (Str+d10), Light Armor (+1), Fighting d10, Intimidation d6, Notice d6, Per-
Basic Survival Gear suasion d6, Stealth d8
Pace: 6; Parry: 9 or 12 (with shield); Toughness:
Berserker 10 (4)
Berserkers are the most fearsome of barbarians,
Edges: Imp. Block, Extraction, First Strike,
constantly feeling the call of their wild side in
Frenzy, Quick, Sweep
battle, and using it to smash their enemies to
pieces. Gear: Longsword (Str+d8), Heavy Shield (Parry
Attributes: Agility d10, Smarts d4, Spirit d8, +3, Cover -2), Very Heavy Armor (+4)
Strength d10, Vigor d10
Skills: Athletics d10, Common Knowledge d4, Chirper
Fighting d10, Intimidation d8, Notice d4, Per- When not on adventures, chirpers can be found
suasion d4, Stealth d10, Survival d4, Thievery singing away in inns and courts across the
d6 Insect Kingdoms. In times of peace, their songs
Pace: 6; Parry: 8; Toughness: 9 (2) ease the minds and relax the bodies of workers
and nobles alike. In battle they are the ultimate
Edges: Berserk, Block, Brute, Counterattack, support bugs, and wise parties know to protect
Frenzy, Sweep them from danger.
Gear: Great Sword (Str+d10), Medium Armor
Chirpers carry a wide range of instruments,
(+2), Basic Survival Gear
which modify their fighting style a great deal.
This sample character wields a sword ukelele,
Bug-at-Arms and strums the chords with their buckler hand.
Bugs-at-arms are the mirror image of barbarians, Attributes: Agility d8, Smarts d6, Spirit d10,
being fighters from civilization, with good Strength d6, Vigor d6
manners, formal combat training, and better Skills: Athletics d6, Chirping d8, Common
armor as their main assets. Bugs-at-arms are Knowledge d6, Fighting d6, Notice d6, Perfor-
generally the most capable of taking a blow, mance d8, Persuasion d6, Stealth d4
and do well protecting the squishier members
of a party. Pace: 6; Parry: 5 or 6 (with buckler); Toughness:
Attributes: Agility d10, Smarts d6, Spirit d6, 7 (2)
Strength d8, Vigor d8
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Edges: Arcane Background (Chirping) Power Points: 30
Power Points: 20 Powers: blast, boost/lower trait, deflection, five other
Powers: blast, boost/lower trait, deflection, three powers
other powers Gear: Short Sword Ukelele (Str+d6, Musical
Gear: Short Sword Ukelele (Str+d6, Musical Instrument), Medium Shield (Parry +2, Cover
Instrument), Buckler (Parry +1), Medium -2), Heavy Armor (+3)
Armor (+2)
Cleric
Master Chirper
Whether they live in and tend to temples or go
The best chirpers perform in the halls of nobility out into the world to help the common folk,
when they are not having adventures, and their clerics are the servants of the gods. The exact
performances can turn out great crowds. They gear, weaponry, and powers they wield will
must memorize dozens of songs and refine their depend on which of the gods they serve, and
instrumentals in order to get that far. what their role is in their hierarchy.
Attributes: Agility d8, Smarts d6, Spirit d10, Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d6, Vigor d8 Strength d6, Vigor d6
Skills: Athletics d6, Chirping d10, Common Skills: Athletics d8, Common Knowledge d6,
Knowledge d6, Fighting d8, Notice d6, Perfor- Faith d8, Fighting d8, Notice d6, Persuasion
mance d8, Persuasion d6, Stealth d4 d8, Stealth d4
Pace: 6; Parry: 6 or 7 (with buckler); Toughness: Pace: 6; Parry: 6 or 7 (with spear); Toughness:
9 (3) 7 (2)
Edges: Arcane Background (Chirping), Back- Edges: Arcane Background (Miracles),
ground Vocals Concentration
144
Power Points: 20
Enlightened Monk
Powers: bolt, healing, five other powers
The wisest and most powerful monks learn to
Gear: Spear (Str+d6, Parry +1 if used with 2
manipulate qi both inside and outside of their
hands), Medium Armor (+2)
mortal forms. The powerful and enlightened
Abbot/Abbess individuals often lead monasteries.
Attributes: Agility d10, Smarts d4, Spirit d10,
Abbots and abbesses are the spiritual leaders
Strength d8, Vigor d8
of their temples, and practice holy magic to a
far greater degree than their subordinates. They Skills: Athletics d10, Common Knowledge d4,
rarely go on adventures, but pack a righteous Fighting d10, Notice d4, Persuasion d4, Qi
wallop when they do. Focus d10, Stealth d10
Attributes: Agility d8, Smarts d8, Spirit d10, Pace: 6; Parry: 7 or 8 (with halberd);
Strength d6, Vigor d6 Toughness: 8 (2)
Skills: Athletics d8, Common Knowledge d6, Edges: Arcane Background (War Path), Dodge,
Faith d10, Fighting d8, Notice d6, Persuasion Twofold Path
d10, Stealth d4
Power Points: 25
Pace: 6; Parry: 6 or 7 (with spear); Toughness:
8 (3) Powers: bolt, boost/lower trait, healing, sloth/speed,
four other powers
Edges: Arcane Background (Miracles), Concen-
tration, Elan Gear: Halberd (Str+d8, Parry +1, 2 hands),
Medium Armor (+2)
Power Points: 25
Powers: bolt, healing, smite, six other powers Paladin
Gear: Spear (Str+d6, Parry +1 if used with 2 Paladins mix a cleric’s devotion to the gods with
hands), Heavy Armor (+3) a knight’s honor and combat abilities. These
virtuous champions of good vow to protect the
Monk innocent and fight against the forces of evil.
Attributes: Agility d8, Smarts d6, Spirit d8,
Monks are students of the War Path, learning
Strength d8, Vigor d6
self-discipline in exchange for powerful spirit
abilities. Some monks study in monasteries Skills: Athletics d8, Common Knowledge d6,
under wise masters, while others wander and Faith d8, Fighting d8, Notice d6, Persuasion
hone their abilities in the outside world. d6, Stealth d6
Attributes: Agility d10, Smarts d4, Spirit d8, Pace: 6; Parry: 6 or 8 (with shield); Toughness:
Strength d8, Vigor d6 8 (3)
Skills: Athletics d10, Common Knowledge d4, Edges: Arcane Background (Miracles), First
Fighting d10, Notice d4, Persuasion d4, Qi Mas- Strike, Holy Warrior
tery d8, Stealth d8
Power Points: 15
Pace: 6; Parry: 7 or 8 (with halberd); Toughness:
7 (2) Powers: bolt, healing, smite, two other powers
Edges: Arcane Background (War Path), Dodge Gear: Longsword (Str+d8), Medium Shield
(Parry +2, Cover -2), Heavy Armor (+3)
Power Points: 15
Crusader
Powers: bolt, boost/lower trait, healing, four other
powers The most experienced and fanatical of paladins
are the worst enemies of all things cruel and
Gear: Halberd (Str+d8, Parry +1, 2 hands), wicked in the world. Crusaders lead other
Medium Armor (+2) paladins into battle. And since they know that
the gods are on their side, they fight with an
unquenchable fury. The only way to stop a true
145
Pace: 6; Parry: 5 or 7 (with shield); Toughness:
7 (2)
Edges: Dodge, Free Runner, Steady Hands,
Woodsman
Gear: Longsword (Str+d8), Medium Shield
(Parry +2, Cover -2), Longbow (15/30/60, 2d6+1
damage), Medium Armor (+2)
Guardian of the
Wilderness
Veteran rangers are the masters of stealth and
camouflage. Their enemies rarely even see them
before a killing blow.
Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d8, Vigor d8
Skills: Athletics d8, Common Knowledge d6,
Fighting d8, Notice d6, Persuasion d4, Shooting
d10, Stealth d8, Survival d8
Pace: 6; Parry: 6 or 8 (with shield); Toughness:
8 (2)
Edges: Dodge, Free Runner, Level Headed,
crusader is to kill them. Marksman, Steady Hands, Woodsman
Attributes: Agility d10, Smarts d6, Spirit d10, Gear: Longsword (Str+d8), Medium Shield
Strength d8, Vigor d6 (Parry +2, Cover -2), Longbow (15/30/60, 2d6+1
Skills: Athletics d10, Common Knowledge d6, damage), Medium Armor (+2)
Faith d8, Fighting d10, Notice d6, Persuasion
d6, Stealth d6 Rogue
Pace: 6; Parry: 7 or 10 (with shield); Toughness: Rogues are scoundrels who have totally adapted
9 (4) to life in the roughest cities. They lie, cheat, and
steal to get ahead in life, and generally live
Edges: Arcane Background (Miracles), First
outside the law.
Strike, Holy Warrior
Attributes: Agility d10, Smarts d8, Spirit d6,
Power Points: 20 Strength d8, Vigor d6
Powers: bolt, healing, smite, six other powers Skills: Athletics d10, Common Knowledge d6,
Gear: Longsword (Str+d8), Heavy Shield (Parry Fighting d10, Notice d6, Persuasion d6, Stealth
+3, Cover -2), Very Heavy Armor (+4) d10, Thievery d8
Pace: 6; Parry: 7 or 9 (with rapier and buckler);
Ranger Toughness: 7 (2)
Rangers roam the wilderness as hunters, scouts, Edges: Acrobat, Thief
and guides. They are unlikely to take a direct Gear: Rapier (Str+d6, Parry +1, AP 2), Buckler
approach in combat, preferring traps and (Parry +1), Medium Armor (+2)
missile weapons over a melee.
Attributes: Agility d8, Smarts d8, Spirit d6, Shadow
Strength d8, Vigor d6 The best rogues master stealth and subterfuge,
Skills: Athletics d8, Common Knowledge d6, and have friends and contingency plans for any
Fighting d6, Notice d6, Persuasion d4, Shooting unexpected situation.
d8, Stealth d8, Survival d8
146
Attributes: Agility d10, Smarts d8, Spirit d6, Edges: Arcane Background (Magic), Rapid
Strength d10, Vigor d8 Recharge
Skills: Athletics d10, Common Knowledge d6, Power Points: 25
Fighting d10, Notice d8, Persuasion d6, Stealth Powers: bolt, boost/lower trait, healing, six other
d10, Thievery d10 powers
Pace: 6; Parry: 7 or 9 (with rapiers); Toughness: Gear: Wizard’s Staff (Str+d4, Parry +1 if used
8 (2) with 2 hands), Medium Armor (+2)
Edges: Acrobat, Assassin, Connections, Thief,
Two-Fisted
Gear: Two Rapiers (Str+d6, Parry +1, AP 2),
Medium Armor (+2)
Bugs of
Wizards Wa r
The Insect Kingdoms all have their own
WIzards practice magic in its purest form,
militaries. While there are some regional
using their knowledge of the universe to carve
variations in equipment and troop types, these
their own paths. They make some of the most
soldiers are common sights on any battlefield,
dependable allies or the most terrifying enemies.
as well as in any castle or fortification.
Attributes: Agility d8, Smarts d10, Spirit d6,
Strength d6, Vigor d6
Archers
Skills: Athletics d6, Common Knowledge d8,
Archers are generally peasants from rural
Fighting d6, Notice d6, Occult d8, Persuasion
regions and other places where marksmanship
d4, Putrefying/Slimemolding/Silkspinning d8
is valued. They are one of the most common
(choose one), Stealth d4
soldier types, and especially useful for dealing
Pace: 6; Parry: 5 or 6 (with staff); Toughness: 7 with enemies in the air.
(2)
Archers can stand on the front lines in a pinch,
Edges: Arcane Background (Magic), Rapid but they are generally protected by a couple
Recharge lines of other infantry in battle.
Power Points: 15 Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Powers: bolt, boost/lower trait, healing, four other
powers Skills: Athletics d6, Common Knowledge d6,
Fighting d6, Notice d6, Persuasion d4, Shooting
Gear: Wizard’s Staff (Str+d4, Parry +1 if used
d8, Stealth d6, Survival d6
with 2 hands), Medium Armor (+2)
Pace: 6; Parry: 5 or 6 (buckler); Toughness: 7 (2)
Elder Wizard
Edges: Marksman, No Mercy
Elder wizards have a far greater understanding
of magic. They can be found filling important Gear: Shortsword (Str+d6), Buckler (Parry +1),
roles in schools of arcane studies, advising Longbow (15/30/60, 2d6+1 damage), Medium
important rulers, or plotting to make kingdoms Armor (+2)
of their own.
Attributes: Agility d8, Smarts d12, Spirit d8, Battle Bearer
Strength d6, Vigor d6 Battle bearers are large bugs (typically from
Skills: Athletics d6, Common Knowledge d8, either quick or flying species) trained as cavalry
Fighting d6, Notice d6, Occult d10, Persuasion mounts for cavaliers and knights. As intelligent
d4, Putrefying/Slimemolding/Silkspinning d10 insects, they are better at maneuvering than
(choose one), Stealth d4 mere beast mounts, and can also carry their
own weapons and respond quickly to new
Pace: 6; Parry: 5 or 6 (with staff); Toughness: 7 orders. Battle bearers usually develop a close
(2)
147
partnership with their riders. They can fight Attributes: Agility d8, Smarts d6, Spirit d8,
adequately, but their real purpose is getting Strength d10, Vigor d8
their riders to the thick of battle. Skills: Athletics d8, Common Knowledge d8,
Attributes: Agility d8, Smarts d6, Spirit d6, Fighting d10, Intimidation d8, Notice d6, Per-
Strength d10, Vigor d10 suasion d8, Riding d8, Shooting d8, Stealth d6
Skills: Athletics d8, Common Knowledge d6, Pace: 6; Parry: 8 or 11 (shield); Toughness: 10 (4)
Fighting d8, Notice d8, Persuasion d4, Stealth
d6 Edges: Block, Command, Fervor, First Strike, No
Mercy
Pace: 8; Parry: 6 or 8 (with shield); Toughness:
10 (3) Gear: Longsword (Str+d8), Heavy Shield (+3
Parry, -2 Cover), Bow (12/24/48, 2d6 damage)
Edges: Brawny, Fleet-Footed, Soldier Very Heavy Armor (+4)
Gear: Longsword (Str+d8), Medium Shield
(Parry +2, Cover -2), Heavy Armor (+3), Lancers
Howdah True cavalry is expensive to train and maintain,
so many smaller armies don’t have much of it.
Billbugs But if a noble can afford them, lancers and their
Billbugs serve as medium infantry in many mounts are an impressive shock force on the
armies. Their name derives from the alternative battlefield.
name for a halberd (bill), which they use to
Lancers come from smaller to average-sized
chop up anyone who gets in their range. With
species, and specialize in riding into battle.
their excellent reach, they are the best melee Some tame ferocious creatures like vinegaroons
counter to lancers. Billbugs are typically better or scorpions, while others form a partnership
trained and equipped than simple spearbugs, with a battle bearer (see above). They prefer to
but fielding them in very large numbers can get charge with lances into enemy formations, to
expensive. devastating effect. Once they reach the enemy,
Attributes: Agility d8, Smarts d4, Spirit d6, they have enough armor to wade into the
Strength d8, Vigor d8 ensuing chaos.
Skills: Athletics d8, Battle d6, Common Knowl- Lancers are weakest to billbugs, who also have
edge d6, Fighting d8, Intimidation d6, Notice reach and strong weapons at their side. When
d6, Persuasion d4, Stealth d4 they fight this kind of infantry, they try to
Pace: 6; Parry: 6 or 7 (halberd); Toughness: 7 (2) approach from the side of the formation.
Attributes: Agility d6, Smarts d6, Spirit d6,
Edges: Frenzy Strength d8, Vigor d6
Gear: Halberd (Parry +1, Reach 1, 2 hands), Skills: Athletics d6, Battle d6, Common Knowl-
Short Sword (Str+d6), Medium Armor (+2) edge d6, Fighting d8, Intimidation d6, Notice
d6, Persuasion d4, Riding d8, Stealth d4
Knights Pace: 6; Parry: 6 or 8 (shield); Toughness: 8 (3)
Knights are the elite warriors in most armies.
Most are minor nobles, and begin their military Edges: Steady Hands
training from a very young age. Some countries Gear: Spear (Str+d6, Reach 1), Longsword
also allow peasant warriors who demonstrate (Str+d8), Medium Shield (Parry +2, Cover -2),
uncommon bravery to become knights. Heavy Armor (+3)
Whatever the case, knights are the strongest
enemies usually seen in battle, and a relative
Cavaliers
rarity. Usually they command other units, The very best lancers are known as cavaliers,
although they are not afraid to take up their veterans with months of battlefield experience.
weapons and hurl themselves directly into the Many come from noble families and trained
from a young age, but others are skilled riders
thickest fighting.
from the lower classes, who rose through the
148
ranks with their skill. Armies rarely have many Pace: 6; Parry: 5 or 4 (axe); Toughness: 6 (1)
cavaliers, and their presence can be enough to
Gear: Axe (Str+d6, Parry -1), Bow (12/24/48, 2d6
turn the tide of battle.
damage), Light Armor (+1)
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d10, Vigor d8
Spearbugs
Skills: Athletics d8, Battle d8, Common Knowl-
Spearbugs are the most common professional
edge d6, Fighting d10, Intimidation d8, Notice
soldiers on most battlefields. Their spears give
d6, Persuasion d4, Riding d10, Stealth d4
them decent capabilities as defenders, and
Pace: 6; Parry: 7 or 10 (shield); Toughness: 9 (3) they serve their purpose protecting archers or
Edges: Frenzy, Steady Hands guarding chokepoints. But in a fight with equal
numbers of most other professional soldiers,
Gear: Spear (Str+d6, Reach 1), Longsword they are usually overrun.
(Str+d8), Heavy Shield (Parry +3, Cover -2), Attributes: Agility d6, Smarts d4, Spirit d6,
Very Heavy Armor (+3) Strength d6, Vigor d6
Militia Skills: Athletics d6, Battle d6, Common Knowl-
edge d6, Fighting d6, Intimidation d6, Notice
The weakest soldier’s in a noble’s army are d6, Persuasion d4, Stealth d4
militia, peasant rabble recruited from every
village in their leader’s holdings. They have little Pace: 6; Parry: 5 or 7 (shield); Toughness: 7 (2)
martial training, and just enough weaponry to Gear: Spear (Reach 1), Short Sword (Str+d6),
get by on the battlefield. Medium Shield (Parry +2, Cover -2), Medium
Armor (+2)
Militia can also serve as defenders of a small
community in times of danger, although they
are only dangerous to the battle-hardened in
Swordbugs
very large numbers. Swordbugs are the elite heavy infantry of insect
Attributes: Agility d6, Smarts d6, Spirit d6, armies, with solid defense and good offense.
Strength d6, Vigor d6 They are perhaps the best counter for billbugs,
with shields that allow them to block the
Skills: Athletics d6, Common Knowledge d6,
raining blows of halberds, and get close with
Fighting d6, Notice d6, Persuasion d4, Shooting
their swords.
d4, Stealth d4
149
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d8
Bug Bearer
City streets are filled with bug bearers, large
Skills: Athletics d8, Common Knowledge d6, and fast moving insects who transport goods
Fighting d8, Intimidation d8, Notice d6, Per- and other bugs across town in a hurry. Many
suasion d4, Stealth d6 are self-employed, and cater to one type of
Pace: 6; Parry: 6 or 8 (shield); Toughness: 8 (2) clientele, or work in a single district.
Edges: First Strike, Frenzy Bug bearers can be cheap or lavishly expensive,
depending on the needs of the customer. Some
Gear: Longsword (Str+d8), Medium Shield (+2
act as mass transit, carrying dozens of smaller
Parry, -2 Cover), Medium Armor (+2)
bugs in cramped, open-topped howdahs. Others
carry rich aristocrats in luxurious palanquins.
City Bugs
Insect cities have giant and diverse populations,
Bug bearers overhear much of what their riders
are talking about, and so they tend to have a
pretty solid understanding of local gossip and
with a wide range of busy bugs scurrying about
current events wherever they operate.
their business. If heroes stay in urban areas for
Attributes: Agility d8, Smarts d6, Spirit d6,
long, they are likely to encounter some of these
Strength d10, Vigor d10
character types:
Skills: Athletics d8, Common Knowledge d10,
Assassin Fighting d4, Notice d8, Persuasion d8, Stealth
d6
In any place with wealth and commerce,
rivalries will emerge. Anywhere there are Pace: 6; Parry: 4; Toughness: 7
rivalries, someone will want someone else dead. Edges: Brawny, Soldier, Streetwise
Where the powerful wish to discreetly slay their
enemies, there will be assassins to deal death for Gear: Howdah, refreshments and snacks for
a price. patrons
150
they can be found in their urban shops, peddling Attributes: Agility d6, Smarts d8, Spirit d6,
their wares. Merchants can be upper or middle Strength d8, Vigor d6
class, but they always know how to negotiate. Skills: Athletics d6, Common Knowledge d8,
Attributes: Agility d6, Smarts d8, Spirit d8, Notice d6, Persuasion d8, Repair d10, Stealth
Strength d6, Vigor d6 d4
Skills: Athletics d6, Common Knowledge d8, Pace: 6; Parry: 2; Toughness: 5
Notice d6, Persuasion d8, Repair d4, Stealth d4
Edges: Mr. Fix It
Pace: 6; Parry: 2; Toughness: 5
Gear: Craftbugs usually have their artisan’s
Edges: Charismatic tools somewhere nearby.
Gear: Merchants carry the tools they need for
their work. Hunters
Hunting is a major source of food in rural areas,
Thief especially since there are so many varieties of
Thieves can be found in any district of a city. carnivorous insects. Many carnivores become
Thieves in poor areas serve as pickpockets and hunters, both to put food on the table and to
robbers, while thieves in wealthy areas have a keep their predatory instincts from manifesting
more professional demeanor and only bother in civilization.
taking riches from the wealthiest houses.
Attributes: Agility d8, Smarts d6, Spirit d8, Hunters sometimes leave their villages for as
Strength d6, Vigor d6 long as a full day, returning with cuts of meat
and shell to sell to the local markets.
Skills: Athletics d8, Common Knowledge d8, Attributes: Agility d8, Smarts d6, Spirit d6,
Fighting d6, Notice d10, Persuasion d8, Shoot- Strength d10, Vigor d8
ing d4, Stealth d8, Thievery d8
Skills: Athletics d8, Common Knowledge d6,
Pace: 8; Parry: 5; Toughness: 6 (1) Fighting d8, Notice d6, Persuasion d4, Stealth
Edges: Acrobat, Fleet-Footed, Streetwise,Thief d8, Survival d10
Gear: Dagger (Str+d4, AP 1), Light Armor (+1) Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Woodsman
151
Gear: Axe (Str+d8, Parry -1), Canteen, Trail
Rations
Peasants
Most country bugs are farmers, living simple
Highwaybugs lives with their families, and without very
much money. These stats represent the average
Highwaybugs are the country bandits of the peasant farmer or unskilled laborer.
insect world, forgoing a civilized life for one of Attributes: Agility d6, Smarts d4, Spirit d6,
freedom and violence. Some are noble-hearted, Strength d8, Vigor d8
turned to a life of crime while resisting corrupt
rulers, but most are simple opportunists and Skills: Athletics d6, Common Knowledge d6,
cutthroats. Fighting d4, Notice d6, Persuasion d6, Repair
Attributes: Agility d8, Smarts d6, Spirit d6, d4, Stealth d4
Strength d8, Vigor d8 Pace: 6; Parry: 4; Toughness: 6
Skills: Athletics d8, Common Knowledge d6, Gear: Peasants wear regular clothes and carry
Fighting d6, Intimidation d6, Notice d6, Per- tools for their various jobs.
suasion d4, Shooting d6, Stealth d6
Pace: 6; Parry: 5 or 6 (with buckler); Toughness:
8 (2) C o u r t ly
Edges: Extraction, Marksman
Hindrances: Wanted (Major)
Gear: Shortsword (Str+d6), Buckler (Parry +1),
Bugs
In a feudal society, a noble’s court attracts the
Bow (12/24/48, 2d6 damage), Heavy Leather powerful, competent, and power-hungry. The
Armor (+2) following bugs could be found in a noble’s
manor, castle, or palace.
Miners
Bug miners have more varied jobs than humans Advisor
might expect. Dirt miners dig in the earth with Advisors are the most clever and crafty members
pics and shovels, looking for seeds, mushrooms, of a noble’s court. They make remarkable allies
and other things of use. Bark miners use picks to and dastardly enemies, especially if their noble
peel off the bark of trees and sell it to craftbugs. patron is gullible or easily swayed.
Fruit miners wait for ripe fruit to fall from trees,
before rushing out to chop it up and bring it Advisors need a proper education to get far
back to safety (many are crushed when the fruit in court. This means studying legal matters,
is ripest). as well as battle strategy, the occult, and local
history. They have to be quite well-informed,
Mining is tough, potentially dangerous work, and can provide a fountain of information if
but the pay is good relative to farming. Pay they feel so-inclined.
increases relative to the danger. Miners tend
to be gruff bugs with a very direct manner of Some advisors come from privileged families and
speaking. minor nobility themselves, but it is said that the
Attributes: Agility d6, Smarts d4, Spirit d6, best ones were born into the peasant class: having
experienced life as an average bug, they are more
Strength d8, Vigor d8
compassionate towards their patron’s subjects.
Skills: Athletics d6, Common Knowledge d6, Attributes: Agility d6, Smarts d10, Spirit d8,
Fighting d6, Notice d6, Persuasion d4, Stealth Strength d6, Vigor d6
d4
Skills: Athletics d6, Battle d6, Common Knowl-
Pace: 6; Parry: 5; Toughness: 7 edge d10, Intimidation d6, Notice d8, Occult
Edges: Brawny, Soldier d8, Persuasion d8, Research d10, Stealth d4
152
Gear: Court advisors are usually accompanied
by a great deal of books and paperwork. Monarch
The richest and most powerful nobles have far
Courtesan more resources, but also far more duties, and a
Courtesans are bugs of social influence around lot more to risk if they manage their holdings
the court. In addition to their skills in the poorly.
bedroom, most have some theatrical or musical
The stats here represent kings and queens,
ability, and can keep the nobles entertained by
along with barons and other ranks of the highest
day or by night.
nobility.
Courtesans typically belong to the same species Attributes: Agility d6, Smarts d8, Spirit d8,
as the noble in charge, but lesser courtesans Strength d6, Vigor d6
may also accompany an important noble’s most Skills: Athletics d6, Battle d8, Common Knowl-
essential retainers. edge d8, Fighting d6, Intimidation d12, Notice
Attributes: Agility d8, Smarts d6, Spirit d8, d8, Occult d6, Persuasion d8, Stealth d4
Strength d6, Vigor d10
Pace: 6; Parry: 6; Toughness: 5
Skills: Athletics d10, Common Knowledge d8,
Notice d8, Perform d10, Persuasion d10, Stealth d4 Edges: Aristocrat, Bolster, Command, Com-
mand Presence, Famous, Humiliate, Inspire,
Pace: 6; Parry: 2; Toughness: 7 Filthy Rich
Edges: Very Attractive, Charismatic, Connec- Hindrances: Obligation (Major)
tions, Work the Room
Gear: Monarchs have the resources of entire
Noble kingdoms at their command. Their gear varies
by context.
While advisors and courtesans can hold a lot of
influence in the halls of power, it is the nobility Royal Guard
who actually have the final word. But with
The most powerful nobles hire the most skilled
privilege comes responsibility. They have lands
guards to defend them. These guards are often
and subjects to manage.
the second or third children of poor country
These stats represent someone on knights--bugs with the prerequisite martial
the middle or lower end of the
aristocracy.
Attributes: Agility d6, Smarts
d8, Spirit d6, Strength d6,
Vigor d6
Skills: Athletics d6, Battle d6,
Common Knowledge d8, Fight-
ing d6, Intimidation d8, Notice d8,
Persuasion d8, Stealth d4
Pace: 6; Parry: 5; Toughness: 5
Edges: Aristocrat, Command, Fame,
Rich
Hindrances: Obligation (Major)
Gear: Nobles have all the resources
of their vast land holdings at their
command. Their gear varies by context.
153
skills, but little family inheritance to hope for. anything not directly related to the task at
Their position in the noble hierarchy also means hand.
they are largely removed from the intrigues of
court, and especially loyal to their masters. Ant Elites
Attributes: Agility d10, Smarts d8, Spirit d8,
Most anthills don’t have knights. However, the
Strength d10, Vigor d10
most veteran ant warriors, who survive many
Skills: Athletics d10, Common Knowledge d8, great battles, are still rewarded for their service.
Fighting d10, Intimidation d8, Notice d8, Per- They receive better weapons and gear, along
suasion d6, Riding d8, Shooting d8, Stealth d8 with positions of influence in their queen’s
Pace: 6; Parry: 9; Toughness: 11 (4) army. These stats represent officers or the
queen’s guard.
Edges: Imp. Block, Dodge, First Strike, No
Attributes: Agility d10, Smarts d6, Spirit d8,
Mercy, Sweep, 2 more combat Edges
Strength d12+1, Vigor d8
Gear: Greatsword (Str+d10, 2 hands), Bow
Skills: Athletics d8, Common Knowledge d6,
(12/24/48, 2d6 damage) Very Heavy Armor (+4)
Fighting d10, Intimidation d10, Notice d8, Per-
suasion d6, Stealth d6
Hive Bugs
Some of the eusocial insect species have unique
Pace: 6; Parry: 8 or 7 (sword); Toughness: 9 (3)
Edges: Block, Sweep
troop types not seen elsewhere in the Insect Gear: Titan’s Sword (Str+d12, Parry -1, Reach +1,
Kingdoms. Sometimes this is due to their 2 hands), Heavy Armor (+3)
unique racial abilities, while in other cases it is Racial Traits:
because of their culture or level of technology. • Hive Loyalties: Ants have prevailing
obligations to their anthill.
A n t Wa r r i o r s
• Immense Strength: Ants start with Strength
Ants are famously strong. They typically forgo
d8 for free, and can raise it to d12+2.
normal infantry weapons, instead preferring
titan weapons which fully utilize their immense • Task-Oriented: Ants have an absurd degree
strength. These are standard ant infantry, and of focus. They suffer a –4 penalty to Notice
they hit harder than any other troop type in the anything not directly related to the task at
Insect Kingdoms. There is a reason most nations hand.
respect the nearby anthills.
Attributes: Agility d8, Smarts d6, Spirit d6, Te r m i t e
Strength d12, Vigor d8
Skills: Athletics d8, Common Knowledge d6,
Crossbowbugs
Fighting d8, Intimidation d8, Notice d6, Per- While it is not unheard of to see tiny units of
suasion d6, Stealth d6 crossbowbugs in regular armies, termites are
the only ones capable of fielding entire crossbow
Pace: 6; Parry: 7 or 5 (axe); Toughness: 8 (2) regiments. Termites train to fire in volleys, with
Edges: Block, Sweep some reloading as others are shooting, in order
to maintain a constant stream of projectiles.
Gear: Titan’s Axe (Str+d12, Parry -2, Reach +1, 2 Combined with their ability to burrow away
hands), Medium Armor (+2) from danger when it draws near, crossbow
regiments are formidable.
Racial Traits:
• Hive Loyalties: Ants have prevailing Ants and termites have a rivalry that goes back
obligations to their anthill. to the beginning of history, and they have
fought many wars with each other. It is said
• Immense Strength: Ants start with Strength
that the crossbow was originally developed as a
d8 for free, and can raise it to d12+2. counter for ant infantry, as a means to take out
• Task-Oriented: Ants have an absurd degree the ants before they can get close enough to use
of focus. They suffer a –4 penalty to Notice their tremendous strength.
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Attributes: Agility d8, Smarts d6, Spirit d6, Racial Traits:
Strength d8, Vigor d6 • Flight: Hornets have a flying Pace of 12, and
Skills: Athletics d6, Common Knowledge d6, can “run” in flight with a d6.
Fighting d6, Notice d8, Persuasion d4, Shooting • Hive Loyalties: Wasps have prevailing
d8, Stealth d8, Survival d6 obligations to the hive.
Pace: 6; Parry: 5 or 6 (buckler); Toughness: 7 (2) • Rough Around the Edges: Wasps do not
Edges: Marksman, No Mercy begin with Persuasion as a core skill.
Gear: Shortsword (Str+d6), Buckler (Parry +1), • Sting: Str+d4 damage, if target is Shaken or
Crossbow (12/24/48, 2d8+2 damage, AP 2, 1 Wounded they must roll Vigor or suffer a
action to reload), Medium Armor (+2) level of Fatigue.
Racial Traits:
• Bite: Str+d6
Wa s p B u z z e r k e r
Most wasps and hornets die young, in battle
• Burrow: Termites get the Burrowing ability with the outside world or in contests of
from Savage Worlds for wood and loose dominance within their hives. Those who
dirt. survive do so with their superior combat skills.
• Hive Loyalties: Termites are willing to die Buzzerkers are leaders of war parties, as well as
their queen’s most fanatical guards. They fight
for their mound.
to the death.
• Nocturnal: Termites have no vision penalties Attributes: Agility d10, Smarts d6, Spirit d8,
in Dim, Dark, or Pitch Black Lighting, and a Strength d10, Vigor d10
-6 lighting penalty in daylight.
Skills: Athletics d10, Battle d8, Common Knowl-
Wa s p R a i d e r s edge d6, Fighting d10, Intimidation d12, Notice
d8, Shooting d8, Stealth d6, Survival d12
Wasps and hornets do not work in the same way
ants, bees, and termites do. Foraging, hunting, Pace: 6; Parry: 8 or 7 (with club); Toughness: 10
and raiding are a way of life, and every wasp (2)
and hornet must be a capable raider in their Edges: Berserk, Block, Brave, Brawny, Marks-
own right. man, Sweep, Woodsman
Wasp raiders are a common danger in the wild. Hindrances: Hive Loyalties, Outsider (Major)
They are notoriously opportunistic. A raiding
band will not attack an enemy unless they are Gear: Great Club (Str+d10, Parry -1, 2 hands),
confident they can overpower it. If their enemy Longbow (15/30/60, 2d6+1 damage), Medium
looks too tough to beat, they buzz off and return Armor (+2)
later, in larger numbers. Racial Traits:
Attributes: Agility d8, Smarts d6, Spirit d6, • Flight: Hornets have a flying Pace of 12, and
Strength d8, Vigor d8 can “run” in flight with a d6.
Skills: Athletics d8, Battle d4, Common Knowl- • Hive Loyalties: Wasps have prevailing
edge d6, Fighting d8, Intimidation d8, Notice obligations to the hive.
d8, Shooting d8, Stealth d6, Survival d10
• Rough Around the Edges: Wasps do not
Pace: 6; Parry: 6 or 7 (with shield); Toughness: begin with Persuasion as a core skill.
7 (1)
• Sting: Str+d4 damage, if target is Shaken or
Edges: Brave, Marksman, Woodsman Wounded they must roll Vigor or suffer a
Hindrances: Hive Loyalties, Outsider (Major) level of Fatigue.
Gear: War Club (Str+d8, Parry -1), Medium
Shield (Parry +2, Cover -2), Bow (12/24/48, 2d6
damage), Medium Armor (+2)
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Chapter 8:
Bestiary
T he Insect Kingdoms are filled with other
living creatures. Some are seen as simple
pests, some are valuable livestock, and others
A pseudoscorpion looks like a very small
scorpion without a tail. They have a venomous
bite, but it pales in comparison to that of bigger
are powerful beasts to be avoided or battled in arachnids.
the wilds.
Cost: 200
Attributes: Agility d8, Smarts d8 (A), Spirit d6,
156
157
Giant Scorpions • Burrow (6”): Scorpions can tunnel through
sand and loose dirt.
The largest scorpions are not known for the
potency of their stings. Most overpower • Claws: Str+d6, one on both front limbs
their prey with sheer, brute force. These stats • Fleet-Footed: Scorpions run with a d10.
represent species such as the Giant Forest
• Size 3: Medium scorpions are about 60mm
Scorpion, Emperor Scorpion, or Asian Forest
long .
Scorpion.
Attributes: Agility d6, Smarts d8 (A), Spirit d10, • Vicious Sting: Str+d8, Reach 1, the victim
Strength d12+6, Vigor d10 must succeed at a Vigor roll -2 or take 2d8
damage and become Paralyzed for 2d8
Skills: Athletics d6, Fighting d8, Intimidation
rounds.
d8, Notice d10, Stealth d8, Survival d10
Pace: 8; Parry: 6; Toughness: 16 (3) Small Scorpions
Edges: Ambidextrous, Two-Fisted Small scorpions are found together in greater
Racial Abilities: numbers than the larger varieties. They are
• Armor: Carapace (+3) common in deserts and places without much
food.
• Burrow (6”): Scorpions can tunnel through
Attributes: Agility d8, Smarts d8 (A), Spirit d6,
sand and loose dirt.
Strength d10, Vigor d8
• Claws: Str+d8, one on both front limbs, each
Skills: Athletics d8, Fighting d8, Intimidation
claw acts as a Medium Shield (+2 Parry, -2
d4, Notice d10, Stealth d8, Survival d8
Cover) to attacks from the front
Pace: 8; Parry: 6; Toughness: 9 (2)
• Fleet-Footed: Scorpions run with a d10.
Edges: Ambidextrous, Two-Fisted
• Size 6 (Large): Medium scorpions are about
200mm long . Racial Abilities:
• Armor: Carapace (+2)
• Potent Sting: Str+d10, Reach 2, the victim
must succeed at a Vigor roll -2 or suffer • Burrow (6”): Scorpions can tunnel through
Fatigue. sand and loose dirt.
• Claws: Str+d4, one on both front limbs
Medium Scorpions • Fleet-Footed: Scorpions run with a d10.
Medium-sized scorpions are faster but generally
• Size 1: Small scorpions are about the size of
less physically powerful than the larger species.
the average hornet, and they don’t get much
To compensate, their venom is often much
smaller than this.
stronger. This stat block represents the Brazillian
Yellow Scorpion, a creature known for its lethal • Sting: Str+d6 damage, if target is Shaken or
venom. It can kill even large vertebrates with Wounded they must roll Vigor or suffer a
ease. To reflect less deadly species, keep the level of Fatigue.
same core stats but ease up on the venom.
Attributes: Agility d8, Smarts d8 (A), Spirit d6,
Strength d12+1, Vigor d8
S pi de r s
Spiders are the ancient enemies of insects, and
Skills: Athletics d8, Fighting d8, Intimidation
have consumed their six-legged cousins since
d8, Notice d10, Stealth d8, Survival d10
the beginning of time. Spiders descend from
Pace: 8; Parry: 6; Toughness: 12 (3) three different Arthrogods, and hunt their prey
Edges: Ambidextrous, Two-Fisted in very different ways.
Racial Abilities:
• Armor: Carapace (+3)
Huntsman Spiders
Insect scholars are unsure of the origins of
huntsman spiders. Some say they are the
158
children of Saltican the Swift, while others say • Size 3: Huntsman spiders are over 70 mm
they come from Theraphas the Brute. Huntsman long (counting the legs).
spiders seem to have features of both these • Venomous Bite (Paralyzing): Str+d8, the
spider goddesses. They are large and strong, victim must succeed at a Vigor roll or
but also incredibly fast. They run down their become Vulnerable.
prey and overpower them with their ferocious
bites.
Jumping Spiders
Giant Huntsman There are thousands of species of jumping
spiders in the world, all descended from Saltican
Huntsman spiders rank among the biggest the Swift. They rank among the least intelligent
spiders in the Insect Kingdoms, and also among of spiders, incapable of speech or reason. They
the most powerful by brute strength. This stat ambush careless insects in the wilds, and are
block represents species such as the Giant capable of pouncing at their intended meals.
Huntsman Spider. Many species have bright coloration, which
Attributes: Agility d12, Smarts d4-2, Spirit d10, they use to blend in with specific vegetation, or
Strength d12+6, Vigor d12 attract mates.
Attributes: Agility d8, Smarts d6 (A), Spirit d10,
Skills: Athletics d12+2, Fighting d12+1, Intimi- Strength d6, Vigor d8
dation d8, Notice d10, Stealth d10, Survival d10
Skills: Athletics d8, Fighting d8, Notice d10,
Pace: 10; Parry: 8; Toughness: 17 (2) Stealth d12, Survival d10
Racial Abilities:
• Armor: Carapace (+2) Pace: 6; Parry: 6; Toughness: 6 (1)
• Hardy: This creature does not suffer a • Leaper: Jumping spiders can leap double
Wound from being Shaken twice. their normal Pace in combat, adding +4 to
damage if they choose to Wild Attack.
• Size 7 (Large): Giant huntsman spiders are
over 300 mm long (counting the legs). • Size -1: Jumping spiders are about 12 mm
long (counting the legs).
• Venomous Bite (Paralyzing): Str+d8, the
victim must succeed at a Vigor roll -2 or • Venomous Bite: Str+d6, the victim must
become Stunned. succeed at a Vigor roll or suffer Fatigue.
Medium Huntsman Ta r a n t u l a
Tarantulas are the spawn of Theraphas the
Most huntsman spiders are a little smaller than
Brute, the biggest and strongest of the Spider
the giants, but make up for their lack of size with
Sisters. Her children lack intelligence or speed,
increased speed. These stats work for a variety
but they possess incredible strength. Tarantulas
of species seen in many parts of the world.
are easy to identify, thanks to their size and
Attributes: Agility d12, Smarts d4-2, Spirit d10,
their bristling coats of hair.
Strength d12+6, Vigor d10
Skills: Athletics d12+2, Fighting d10, Intimida- C o l o s s a l Ta r a n t u l a
tion d8, Notice d10, Stealth d10, Survival d10
Tarantulas are the biggest spiders in the Insect
Pace: 12; Parry: 8; Toughness: 12 (2) Kingdoms by weight (some huntsman spiders
Racial Abilities: exceed their leg span), and are big enough to
• Armor: Carapace (+2) destroy entire villages on their own. These stats
represent Goliath Birdeaters and other massive
• Fleet-Footed: Giant huntsman spiders run
species.
with a d12.
Attributes: Agility d8, Smarts d4-2, Spirit d10,
Strength d12+6, Vigor d12
159
Skills: Athletics d10, Fighting d12, Intimidation O r b - We a v e r s
d8, Notice d10, Stealth d10, Survival d10
The true spiders of nightmares are the orb-
Pace: 7; Parry: 8; Toughness: 17 (2) weavers, the children of Aranid the Wise. These
Racial Abilities: master silkspinners sit in their webs and wait
• Armor: Carapace (+2) for unwitting insects to come by. Any bugs who
fall into their webs are at their mercy, and few
• Fleet-Footed: Giant tarantulas run with a
escape their fangs and spells.
d8.
• Hardy: This creature does not suffer a These stats reflect most species of orb-weaver,
Wound from being Shaken twice. but work for any type of spider that uses web
to entrap insects, from Black Widows to Comb-
• Size 7 (Large): Giant tarantulas are over 200 Footed Spiders. Some are as small as jumping
mm long (counting the legs). spiders, while others can almost rival huntsman
• Urticating Hairs: Tarantulas can launch spiders. Adjust the Size as needed.
sharp hairs from their abdomens to skewer Attributes: Agility d12, Smarts d10, Spirit d10,
prey and defend from predators. Tarantulas Strength d12+1, Vigor d10
use Athletics to launch these hairs, which Skills: Athletics d10, Common Knowledge
have a range of twice their Vigor, and deal d12, Fighting d10, Intimidation d8, Notice d8,
2d8+1 damage. Occult d10, Silkspinning d10, Stealth d12, Sur-
• Venomous Bite (Wrathful): Str+d10, the vival d10
victim must succeed at a Vigor roll -2 or Pace: 8; Parry: 7; Toughness: 11 (3)
suffer 2d8 damage.
Edges: Arcane Background (Magic: Silkspin-
M e d i u m Ta r a n t u l a ning), Ambidextrous, Two-Fisted
160
Powers: bolt, entangle, 10 other powers Generally, a web thrall needs one strand of
Racial Abilities: web, plus one more for every positive Size
• Armor: Web Armor, +3 modifier.
161
Pace: 6; Parry: 6; Toughness: 12 (3) • Size 4 (Large): Crayfish are about 70mm
Edges: Arcane Background (Gifted), Ambidex- long .
trous, Two-Fisted • Slow: On land, crayfish run with a d4-2.
Power Points: 15
Powers: blast, burst
Pill Bugs
Pill bugs are the most common crustacean that
Racial Abilities: most insects interact with, and second only
• Armor: Carapace (+3) to pseudoscorpions as favored pets. Unlike
• Bite: Str+d8 pseudoscorpions, which can be trained for
• Claws: Str+d6, one on both front limbs battle, pill bugs are completely harmless, and
serve only as companion animals. However,
• Size 3: Vinegaroons are about 60mm long . they don’t need to eat meat, and so are better-
suited for urban life.
Aquatic insects regularly encounter crabs and • Hunker Down: As a standard action, pill
crayfish. These armored creatures are slow and bugs can roll into a ball, preventing called
clumsy on land, but graceful and quick in rivers shots to any vulnerable areas, and increasing
and ponds. Most species have two large claws their armor by 2. When they have hunkered
similar to those of scorpions. And also like down in this way, they are unable to move
scorpions, they like to eat insects. at all.
• Size -1: Pill bugs are about 100 mm long .
Some species have been successfully
domesticated, and they can be used as aquatic • Slow: Pill bugs run with a d4.
mounts. Some pirates keep them in pens on
their ships, so they can be used to surround
other boats like some sort of water cavalry. Myriapods
M
Attributes: Agility d8, Smarts d8 (A), Spirit d6, yriapods are the many-legged children of
Strength d12+1, Vigor d8 Myriador, the Arthrogod of Hunger. The
Skills: Athletics d8, Fighting d8, Notice d10, most common two of his lineages are centipedes
Stealth d8, Survival d10 and millipedes. While they look quite similar at
Pace: 4; Parry: 6; Toughness: 13 (3) a glance, their temperaments could not be more
different.
Edges: Ambidextrous, Two-Fisted
Racial Abilities:
• Aquatic: Swimming Pace 12, “runs” with a
Centipedes
d6. Centipedes have fewer legs than millipedes, and
run much faster. Most species only consume
• Armor: Carapace (+3)
flesh, which they kill with their front arms,
• Claws: Str+d6, one on both front limbs venomous hypodermic needle-appendages
called “toxicognaths.”
162
House Centipede
House centipedes are shorter than other
centipedes, but with long legs and a frightening
speed that allows them to chase down any bugs
that they see.
Attributes: Agility d10, Smarts d6 (A), Spirit d8,
Strength d12+2, Vigor d12
Skills: Athletics d12, Fighting d10, Notice d10,
Stealth d10, Survival d10
Pace: 12; Parry: 7; Toughness: 11 (1)
Racial Abilities:
• Armor: Carapace (+1)
• Fleet-Footed: House centipedes run with a
d10.
• Size 2: House centipedes are about 30 mm
long.
• Venomous Bite (Wrathful): Str+d6, the
After grabbing their victims and injecting victim must succeed at a Vigor roll -2 or
them with excruciating, paralyzing venom, suffer 2d8 damage and Paralysis.
centipedes devour their prey alive.
Medium Centipede
Giant Centipede Medium centipedes have the same ravenous
Most knowledgeable adventurers would rather appetites as their giant cousins, but can be found
deal with a tarantula than a giant centipede. across the Insect Kingdoms. Millions of bugs
Tarantulas will eventually get full bellies and have met their ends in the jaws of centipedes
wander off, but giant centipedes have essentially over the years.
limitless appetites. Attributes: Agility d8, Smarts d6 (A), Spirit d8,
Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d10
Strength d12+6, Vigor d12 Skills: Athletics d8, Fighting d8, Notice d10,
Skills: Athletics d12, Fighting d10, Notice d10, Stealth d10, Survival d10
Stealth d10, Survival d10 Pace: 8; Parry: 7; Toughness: 10 (1)
Pace: 8; Parry: 7; Toughness: 15 (2) Racial Abilities:
Racial Abilities: • Armor: Carapace (+1)
• Armor: Carapace (+2) • Fleet-Footed: Centipedes run with a d8.
• Burrow (10”): Centipedes can tunnel • Size 2: House centipedes are about 40 mm
through sand and loose dirt. long.
• Fleet-Footed: Giant centipedes run with a • Venomous Bite (Wrathful): Str+d6, the
d10. victim must succeed at a Vigor roll -2 or
• Size 6 (Large): Giant centipedes are about suffer 2d8 damage and Paralysis.
300 mm long .
• Venomous Bite (Wrathful): Str+d10, the
victim must succeed at a Vigor roll -2 or
suffer 3d6 damage and Paralysis.
163
M i l l i pe de s protection when they roll into their defensive
ball.
164
hunkered down in this way, they are unable Powers: bolt, blast, entangle, two other powers
to move at all. Trappings: Velvet worms can use all the power
• Pack Animal: Millipedes can carry several trappings of the Arcane Background (Magic:
times their own body weight, although they Slimemolding).
won’t be hauling anything around very Racial Abilities:
quickly. • Bite: Str+d6
• Size 2: Medium millipedes are about 30-40 • Size 1: Velvet worms are about 20 mm long.
mm long .
• Squishy: Toughness -1
• Slow: Millipedes run with a d4.
Other Other
A r t h r o p o d s Invertebrates
O ne of the most dangerous arthropods
does not belong to any of the previously
T here are plenty of other invertebrates in
the world, but none of them have the same
intelligence or divine lineage as the arthropods.
mentioned lineages... Some are predators and some are prey.
Ve l v e t W o r m s Gastropods
Velvet worms are some of the most feared Snails and slugs are both good eating for
invertebrates of their environments. These carnivorous insects, with juicy, tender flesh and
creatures appear harmless, with a look a vast number of species to choose from--each
somewhere between a fuzzy worm, caterpillar, with their own delectable flavor. In a pinch,
and slug. Do not be fooled by their innocent gastropods can be used as pack animals, but
looks. they move very slowly. They are used for this
Velvet worms live in packs, and hunt bugs purpose by only the poorest of merchants and
by spraying them with slime, which glues travellers.
their targets in place. After their prey has Gastropods live much longer than typical
been stopped in its tracks, the velvet worms insects. Slugs can live for five or six years, while
descend on their victims and eat them alive.
The dominant female always gets the first bite,
and the rest of the pack feed in order of their
dominance.
Velvet worms are one of the more clever animals
that insects might face. While not sentient like
some of the spiders, they are sharp enough to
use sophisticated ambush tactics.
Attributes: Agility d6, Smarts d10 (A), Spirit d6,
Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Focus d10,
Notice d10, Stealth d8, Survival d10
Pace: 6; Parry: 6; Toughness: 6
Edges: Arcane Background (Gifted)
Power Points: 20
165
some snails can last for a quarter of a century. In eaten nearly as often. Snail shell is an incredibly
captivity, they rarely last that long. valuable crafting material, and so snails are
rarely slaughtered before they have reached
Slugs their maximum size.
Slugs don’t have a shell and live in moist Like slugs, snails dehydrate quickly if left in
environments. If they spend much time in direct sunlight. When in danger, they retract
direct sunlight, use the rules for Dehydration into their shells, which immobilizes them but
from Savage Worlds, as they dry out easily. They makes killing them difficult.
are the cheapest livestock insects can buy.
Giant Snail
Common Slug Giant snails sell for a small fortune. Their shells
Most slug species use the following stats. can be used to create many suits of very heavy
Cost: 50 armor.
Attributes: Agility d4-2, Smarts d4 (A), Spirit d6, Cost: 15,000
Strength d6, Vigor d6 Attributes: Agility d4-2, Smarts d4 (A), Spirit d6,
Skills: Athletics d4-2, Notice d10 Strength d10, Vigor d6
Pace: 3; Parry: 2; Toughness: 6 Skills: Athletics d4-2, Notice d10
Racial Abilities: Pace: 3; Parry: 2; Toughness: 17 (8)
• Pack Animal: Slugs can carry several times Racial Abilities:
their own body weight, although they won’t • Armor: Thick Shell, +8
be hauling anything around very quickly.
• Hunker Down: As a standard action, snails
• Size 2: Slugs are bigger than the average can retract their bodies into their shells,
insect. preventing called shots to these vulnerable
• Slow: Slugs “run” with a d4-2. areas. When they have hunkered down in
this way, they are unable to move at all.
• Squishy: Toughness -1
• Pack Animal: Snails can carry several times
Giant Slug their own body weight, although they won’t
be hauling anything around very quickly.
The biggest slugs can feed a small village.
• Size 5 (Large): Snails are bigger than the
Cost: 300 largest insects.
Attributes: Agility d4-2, Smarts d4 (A), Spirit d6,
• Slow: Snails “run” with a d4-2.
Strength d10, Vigor d6
• Squishy: Toughness -1
Skills: Athletics d4-2, Notice d10
• Weak Spots: Called shots to the heads and
Pace: 3; Parry: 2; Toughness: 8
tails of snails ignore the creatures’ armor.
Racial Abilities:
• Pack Animal: Slugs can carry several times Medium Snail
their own body weight, although they won’t
be hauling anything around very quickly. Snails can be found in any warm, humid
environment.
• Size 4 (Large): Giant slugs are as large as the
biggest insects. Cost: 1,000
Attributes: Agility d4-2, Smarts d4 (A), Spirit d6,
• Slow: Slugs “run” with a d4-2.
Strength d6, Vigor d6
• Squishy: Toughness -1
Skills: Athletics d4-2, Notice d10
Snails Pace: 3; Parry: 2; Toughness: 10 (4)
Snails taste as delicious as slugs, but they are not Racial Abilities:
166
• Armor: Thick Shell, +4 Skills: Athletics d6, Fighting d8, Notice d6,
• Hunker Down: As a standard action, snails Stealth d8, Survival d10
can retract their bodies into their shells, Pace: -; Parry: 6; Toughness: 9
preventing called shots to these vulnerable Racial Abilities:
areas. When they have hunkered down in • Aquatic: Swimming Pace 8, “runs” with a
this way, they are unable to move at all. d6.
• Pack Animal: Snails can carry several times • Bite: Str+d8, AP 2
their own body weight, although they won’t
be hauling anything around very quickly. • Size 3: Leeches are about 60 mm long on
average.
• Size 2: Snails are bigger than the average
insect.
• Slow: Snails “run” with a d4-2.
• Squishy: Toughness -1 V e r t e b r at e s
Legends tell that once, the world was ruled
• Weak Spots: Called shots to the heads and
tails of snails ignore the creatures’ armor. by unholy monsters called vertebrates. These
unholy abominations strike fear into the heart
Worms of insects, with their unnatural, pulsating skin,
strange numbers of limbs, and bizarre, white
Worms have no exoskeleton and wriggle
bones.
through their environments. They cannot
survive on the surface, and must either burrow It is said that vertebrates once dominated the
through the dirt or swim in the water. world, devouring invertebrates by the score, or
crushing bugs beneath their feet. After hundreds
Earthworms of generations (and with divine magic on their
side), insect heroes were able to destroy most of
Earthworms are a favored food source in
the vertebrates, driving those which remain into
underground communities. Like snails and
the remote corners of the world.
slugs, they are completely harmless.
Attributes: Agility d4-2, Smarts d4-2 (A), Spirit Priests and oracles have long foretold that
d6, Strength d6, Vigor d6 the day may come when vertebrates return in
Skills: Athletics d4-2, Notice d4-2 force. But for now, these monsters are rarely
encountered. Many city bugs don’t even believe
Pace: 3; Parry: 2; Toughness: 7 they exist, and most have faded into myth or
Racial Abilities: are used as stories to frighten children. But as
• Burrow (4): Earthworms can burrow into many adventurers who wander the wilderness
dirt with ease. eventually learn, vertebrates are very real.
• Size 3: Earthworms are bigger than the The following creatures are vertebrates that a
average insect. group of experienced heroes might encounter
• Slow: Earthworms “run” with a d4-1. from time to time. Ancient myths claim
that there are bigger, even more dangerous
• Squishy: Toughness -1
vertebrates, capable of annihilating an entire
anthill in minutes, or of slaughtering bees by
Leeches the thousands. No one remembers exactly what
Leeches are predatory worms with a nasty bite these vertebrates looked like, however. Only the
and a thirst for blood. They lurk in murky water, future will show if these legendary creatures
and ambush any creatures that swim nearby. are truly lost, or just biding their time.
Attributes: Agility d6, Smarts d4-2 (A), Spirit d6,
Strength d8, Vigor d8
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Amphibians Attributes: Agility d8, Smarts d4-2 (A), Spirit d8,
Strength d8, Vigor d8
A mphibians are some of the most common Skills: Athletics d10, Fighting d4, Notice d6,
vertebrates for insects to encounter. They Stealth d10, Survival d10
are known for their slimy skin that can deflect Pace: -; Parry: 4; Toughness: 8
attacks or carry poison. According to the ancient
texts, amphibians have a single great weakness: Racial Abilities:
they need access to water to keep from drying • Aquatic: Breathes underwater, with a
out, and to lay their eggs. Therefore, very dry swimming Pace of 6 (and d6 running die)
places like deserts are inhospitable to them. • Bite: Str+d4
• Fear: Vertebrates are unlike anything insects
Frogs have ever seen, with pulsating flesh on the
Frogs are perhaps the most horrifying of all outside, skeletons with white bones on the
known vertebrates. These slimy abominations inside of their bodies, and blood that is a
seem almost custom-made for the purpose of sickening shade of red.
killing insects, with powerful leaps that can • Size +2: This tadpole is about 40 mm long.
send them flying many blades’ distance, and
horrible, sticky tongues that drag victims into Colossal Bullfrog
their gapings jaws. Many of the larger frogs are The very largest bullfrogs are legendary
limited to the ground, but others can stick to creatures, capable of ruining entire kingdoms
walls and climb just as well as any bug. on their own. Their appetites are never sated.
Fortunately, bullfrogs of this size only live in a
In ages past, great heroes made their names
few corners of the Insect Kingdoms.
by slaying these horrible creatures. The worst
of the hells, the Black Pond, is said to be full of Attributes: Agility d6, Smarts d4 (A), Spirit d10,
frogs, and the place where the Veiled One sends Strength d12+10, Vigor d12+2
the most irredeemable insect sinners. Skills: Athletics d8, Fighting d8, Intimidation
Most frogs have a mildly poisonous skin, but d12+2, Notice d8, Survival d12
this poison isn’t enough to really affect combat. Pace: 10; Parry: 6; Toughness: 23 (4)
If an insect bites a frog, they will probably be
Racial Abilities:
unaffected. If they try to make a meal of the
• Aquatic: Swimming Pace 12, “runs” with a
frog’s skin, that is a different story.
d6.
Bull Frogs • Armor: Thick Hide, +4
Bullfrogs are the biggest frogs, capable of • Bite: Str+d8
crushing a house in a single leap, or devouring • Fear -4: Vertebrates are unlike anything
smaller insects by the score. Only the greatest insects have ever seen, with pulsating flesh
heroes are worthy of facing them. on the outside, skeletons with white bones
on the inside of their bodies, and blood that
B u l l f r o g Ta d p o l e is a sickening shade of red.
Frogs have humble beginnings, and go through • Hardy: This creature does not suffer a
a metamorphosis similar to insects. They begin Wound from being Shaken twice.
as “tadpoles,” medium-sized aquatic creatures
• Leaper: Frogs can leap double their normal
with no limbs. They can still menace smaller
Pace in combat, adding +4 to damage if they
insects, and have a pronounced taste for aquatic
choose to Wild Attack. They can leap much
larvae, but big bugs can take them on easily
further out of combat, when not targeting a
enough. Some species, like the giant water bugs,
specific foe.
consider them a delicacy.
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• Size +10 (Huge): Bullfrogs grow larger than sticky tongue. If the frog wins, the victim
any insect. is pulled instantly into the frog’s jaws, and
• Tongue Lash: Frogs can seize prey with bitten automatically (Str+d8). Any insects
their tongues. This is a ranged attack, but killed in this way are messily devoured.
uses Athletics instead of Shooting, and has
a maximum range of the frog’s Vigor. Upon Swamp Frog
a successful hit, the target must roll Agility/ Most frogs that live in watery areas use these
Strength (target’s choice) against the frog’s stats. They are still nightmarish predators, but
Strength. If the target wins, they escape the not as big and tough as bullfrogs.
sticky tongue. If the frog wins, the victim Attributes: Agility d10, Smarts d4 (A), Spirit
is pulled instantly into the frog’s jaws, and d10, Strength d12+2, Vigor d12
bitten automatically (Str+d8). Any insects
Skills: Athletics d12, Fighting d10, Intimidation
killed in this way are messily devoured.
d10, Notice d10, Stealth d8, Survival d10
Giant Bullfrog Pace: 8; Parry: 7; Toughness: 14 (2 )
Most bullfrogs reach this size when full grown. Racial Abilities:
There is no insect that they cannot eat by the • Aquatic: Swimming Pace 12, “runs” with
time they get this big. a d6.
Attributes: Agility d6, Smarts d4 (A), Spirit d10, • Armor: Thick Hide, +2
Strength d12+6, Vigor d12
• Bite: Str+d8
Skills: Athletics d8, Fighting d8, Intimidation
• Fear -2: Vertebrates are unlike anything
d12, Notice d8, Stealth d8, Survival d10
insects have ever seen, with pulsating flesh
Pace: 8; Parry: 6; Toughness: 18 (4) on the outside, skeletons with white bones
Racial Abilities: on the inside of their bodies, and blood that
• Aquatic: Swimming Pace 12, “runs” with a is a sickening shade of red.
d6. • Great Leaper: Swamp frogs can leap triple
• Armor: Thick Hide, +4 their normal Pace in combat, adding +4 to
damage if they choose to Wild Attack. They
• Bite: Str+d8 can leap much further out of combat, when
• Fear -2: Vertebrates are unlike anything not targeting a specific foe.
insects have ever seen, with pulsating flesh • Size +4 (Large): Swamp frogs rival the
on the outside, skeletons with white bones largest insects in size.
on the inside of their bodies, and blood that
is a sickening shade of red. • Tongue Lash: Frogs can seize prey with
their tongues. This is a ranged attack, but
• Leaper: Frogs can leap double their normal uses Athletics instead of Shooting, and has
Pace in combat, adding +4 to damage if they a maximum range of the frog’s Vigor. Upon
choose to Wild Attack. They can leap much a successful hit, the target must roll Agility/
further out of combat, when not targeting a Strength (target’s choice) against the frog’s
specific foe. Strength. If the target wins, they escape the
• Size +6 (Large): Bullfrogs grow larger than sticky tongue. If the frog wins, the victim
any insect. is pulled instantly into the frog’s jaws, and
• Tongue Lash: Frogs can seize prey with bitten automatically (Str+d8). Any insects
their tongues. This is a ranged attack, but killed in this way are messily devoured.
uses Athletics instead of Shooting, and has
a maximum range of the frog’s Vigor. Upon Tree Frog
a successful hit, the target must roll Agility/ Tree frogs can climb trees. Mercifully, they are
Strength (target’s choice) against the frog’s smaller than most other frogs, and can’t shoot
Strength. If the target wins, they escape the their tongues at prey.
169
Attributes: Agility d12+2, Smarts d4 (A), Spirit
d10, Strength d10, Vigor d10
Skills: Athletics d12+2, Fighting d10, Intimida-
tion d8, Notice d10, Stealth d12, Survival d10
Pace: 8; Parry: 7; Toughness: 12 (2 )
Racial Abilities:
• Armor: Thick Hide, +2
• Bite: Str+d8
• Fear: Vertebrates are unlike anything insects
have ever seen, with pulsating flesh on the
outside, skeletons with white bones on the
inside of their bodies, and blood that is a
sickening shade of red.
• Great Leaper: Tree frogs can leap triple
their normal Pace in combat, adding +4 to
damage if they choose to Wild Attack. They
can leap much further out of combat, when
not targeting a specific foe.
• Size +3: Tree frogs are bigger than most
insects.
• Wall Walker: Tree frogs can walk their Pace
on walls and ceilings. While they cannot run
on these surfaces, they can jump.
Poison Tree Frog • Great Leaper: Tree frogs can leap triple
In a few jungles there are small tree frogs with their normal Pace in combat, adding +4 to
brightly colored skin and lethal poison. Biting damage if they choose to Wild Attack. They
or even touching them is extremely dangerous. can leap much further out of combat, when
Different species have different colorations and not targeting a specific foe.
different potencies. Some of the nastier poison
• Immunity (Poison): Poison tree frogs are
tree frogs cause instant death if the poison is not
immune to all poisonous insects.
resisted.
Attributes: Agility d12+2, Smarts d4 (A), Spirit • Size +2: Poison tree frogs are bigger than
d10, Strength d10, Vigor d10 most insects.
Skills: Athletics d12+2, Fighting d10, Intimida- • Poisonous: Poison tree frogs have a deadly
tion d8, Notice d10, Stealth d12, Survival d10 toxicity that can be transmitted with a mere
touch. Any insect which touches a poison
Pace: 8; Parry: 7; Toughness: 11 (2 )
tree frog must succeed at a Vigor roll or be
Racial Abilities: Incapacitated for a flap. If a character bites
• Armor: Thick Hide, +2 the tree frog, the Vigor roll has a -4 penalty.
• Bite: Str+d8 • Wall Walker: Tree frogs can walk their Pace
• Fear: Vertebrates are unlike anything insects on walls and ceilings. While they cannot run
have ever seen, with pulsating flesh on the on these surfaces, they can jump.
outside, skeletons with white bones on the
inside of their bodies, and blood that is a Toad
sickening shade of red. Toads look a lot like frogs, but with more dull
and mottled skin. They spend their adult lives
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on land, and don’t jump as far as frogs. Their bitten automatically (Str+d8). Any insects
leathery skin is tougher and usually toxic. Those killed in this way are messily devoured.
who touch or bite them can become poisoned.
Medium Toad
Giant Toad These stats work for most toads across the
These stats represent the very largest toads, world. They are a little less dangerous than
like Cane Toads. These monsters possess frogs, but more likely to attack terrestrial insect
voracious appetites, and can be found in several settlements.
disconnected regions of the Insect Kingdoms. Attributes: Agility d10, Smarts d4 (A), Spirit d10,
Attributes: Agility d6, Smarts d4 (A), Spirit d10, Strength d12+2, Vigor d12
Strength d12+6, Vigor d12 Skills: Athletics d12, Fighting d10, Intimidation
Skills: Athletics d8, Fighting d8, Intimidation d10, Notice d10, Stealth d8, Survival d10
d12, Notice d8, Stealth d8, Survival d10 Pace: 8; Parry: 7; Toughness: 16 (4 )
Pace: 8; Parry: 6; Toughness: 20 (6) Racial Abilities:
Racial Abilities: • Aquatic: Swimming Pace 6, “runs” with a
• Aquatic: Swimming Pace 6, “runs” with a d6.
d6. • Armor: Thick Hide, +4
• Armor: Thick Hide, +6 • Bite: Str+d8
• Bite: Str+d8 • Fear -2: Vertebrates are unlike anything
• Fear -2: Vertebrates are unlike anything insects have ever seen, with pulsating flesh
insects have ever seen, with pulsating flesh on the outside, skeletons with white bones
on the outside, skeletons with white bones on the inside of their bodies, and blood that
on the inside of their bodies, and blood that is a sickening shade of red.
is a sickening shade of red. • Leaper: Toads can leap their normal Pace in
• Leaper: Toads can leap their normal Pace in combat, adding +4 to Fighting roll damage
combat, adding +4 to Fighting roll damage if they choose to Wild Attack.
if they choose to Wild Attack. • Poisonous: Toads have a poison that can be
• Poisonous: Toads have a poison that can transmitted with a mere touch. Any insect
be transmitted with a mere touch. Any which touches a toad must succeed at a
insect which touches a toad must succeed Vigor roll or suffer a level of Fatigue. If a
at a Vigor roll or suffer a level of Fatigue character bites the toad, the Vigor roll has
(or Incapacitation on a Critical Failure). If a a -4 penalty.
character bites the toad, the Vigor roll has a • Size +4 (Large): Toads rival the largest
-4 penalty. insects in size.
• Size +7 (Large): Giant toads can grow larger • Tongue Lash: Toads can seize prey with
than any insect. their tongues. This is a ranged attack, but
• Tongue Lash: Toads can seize prey with uses Athletics instead of Shooting, and has
their tongues. This is a ranged attack, but a maximum range of the toad’s Vigor. Upon
uses Athletics instead of Shooting, and has a successful hit, the target must roll Agility/
a maximum range of the toad’s Vigor. Upon Strength (target’s choice) against the toad’s
a successful hit, the target must roll Agility/ Strength. If the target wins, they escape the
Strength (target’s choice) against the toad’s sticky tongue. If the toad wins, the victim
Strength. If the target wins, they escape the is pulled instantly into the toad’s jaws, and
sticky tongue. If the toad wins, the victim bitten automatically (Str+d8). Any insects
is pulled instantly into the toad’s jaws, and killed in this way are messily devoured.
171
Birds • Wall Walker: Birds can stand on organic
vertical surfaces, such as trees, although
they cannot hang from ceilings.
FInches are some of the smaller birds, and • Bite: Pecking Beak, Str+d6, Reach 2
different varieties are found across the world. • Fear -4: Vertebrates are unlike anything
They rarely go after big bugs, but have proven insects have ever seen, with flesh on the
quite adept at devouring the smaller ones. outside, skeletons with white bones on the
Attributes: Agility d10, Smarts d8 (A), Spirit d8, inside of their bodies, and blood that is a
Strength d12+2, Vigor d10 sickening shade of red.
Skills: Athletics d12+1, Fighting d10, Intimida- • Flight: Woodpeckers have a flying pace
tion d8, Notice d10, Stealth d6, Survival d8 of 12, and can “run” 2d6. Out of combat,
Pace: 10; Parry: 7; Toughness: 14 (2 ) they can cover distance a lot more quickly
(doubling their movement speed), but their
Edges: Lord of the Wings wings are not maneuverable in this state.
Racial Abilities: • Hellish Chirp: Birds have a terrifying chirp.
• Armor: Feathers, +2 They are able to Intimidate every character
• Bite: Pecking Beak, Str+d8 in a Large Blast Template (centered upon
them) as a standard action.
• Fear: Vertebrates are unlike anything insects
have ever seen, with flesh on the outside, • Peck of Doom: If a woodpecker is not flying,
skeletons with white bones on the inside of its bite attack does Str+d12 damage (AP 4),
their bodies, and blood that is a sickening and is considered a Heavy Weapon.
shade of red. • Size +8 (Huge): Woodpeckers are big
• Flight: Finches have a flying pace of 24, and enough to devour any insect.
can “run” 2d6. • Wall Walker: Woodpeckers can stand and
• Hellish Chirp: Birds have a terrifying chirp. walk on organic vertical surfaces, such
They are able to Intimidate every character as trees, although they cannot hang from
in a Large Blast Template (centered upon ceilings.
them) as a standard action.
• Size +5 (Large): Finches rival the largest
insects in size.
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Skills: Athletics d8, Fighting d8, Notice d6,
Stealth d6, Survival d10
Pace: -; Parry: 7; Toughness: 24 (3)
Racial Abilities:
• Aquatic: Breathes underwater, with a
swimming Pace of 24 (and 2d6 running die)
• Armor: Scaly Hide (+3)
• Bite: Str+d6
• Fear -4: Vertebrates are unlike anything
insects have ever seen, with pulsating flesh
on the outside, skeletons with white bones
on the inside of their bodies, and blood that
is a sickening shade of red.
• Size +11 (Gargantuan): This fish is larger
than even the biggest insects.
Medium Fish
Medium fish include creatures such as bluegill.
Like other fish, they have mostly been hunted
to extinction, but they are said to be making a
comeback in large bodies of water.
Attributes: Agility d8, Smarts d4-2 (A), Spirit
d10, Strength d12+4, Vigor d12+1
Skills: Athletics d10, Fighting d10, Notice d6,
Stealth d10, Survival d10
173
Skills: Athletics d10, Fighting d10, Notice d6, Skills: Athletics d8, Fighting d10, Notice d12,
Stealth d10, Survival d10 Stealth d10, Survival d12
Pace: -; Parry: 7; Toughness: 11 (2) Pace: 5; Parry: 7; Toughness: 13 (1)
Racial Abilities: Edges: Lord of the Wings
• Aquatic: Breathes underwater, with a Racial Abilities:
swimming Pace of 24 (and 2d6 running die) • Armor: Thick Hide, +1
• Armor: Scaly Hide (+2) • Bite: Str+d8
• Bite: Str+d6 • Fear -2: Vertebrates are unlike anything
• Fear: Vertebrates are unlike anything insects insects have ever seen, with pulsating flesh
have ever seen, with pulsating flesh on the on the outside, skeletons with white bones
outside, skeletons with white bones on the on the inside of their bodies, and blood that
inside of their bodies, and blood that is a is a sickening shade of red.
sickening shade of red. • Flight: Bats fly with a Pace of 24, and “run”
• Size +3: This fish is larger than most insects. with a 2d6.
• Nocturnal: Bats have no vision penalties in
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Shrew Lizards
Shrews are smaller than rats, but their hunger Lizards are reptiles with four limbs and a tail,
is virtually limitless. They must consume food and range from speedy runners to stealthy
every 2-3 hours in order to avoid starvation, and ambush predators. They can be found anywhere
bugs are some of their favorite meals. Shrews that is warm in the Insect Kingdoms.
live in burrows underground, and ambush
tunneling bugs in their own territory, where Chameleon
they think they are safe.
Attributes: Agility d8, Smarts d8 (A), Spirit d8, Frogs have a deserved reputation as ferocious
Strength d12+1, Vigor d10 insect slayers. But rumors persist that in some
distant rainforests, high up in the trees, lurks
Skills: Athletics d8, Fighting d10, Notice d12, a type of lizard that just might be worse for
Stealth d10, Survival d12 insects. This creature is called a chameleon.
Pace: 10; Parry: 7; Toughness: 11 (1)
Chameleons have many abilities that make
Racial Abilities: them brutally efficient killing machines. They
• Armor: Furry Hide, +1 are capable of changing their skin color to
• Bite: Str+d8 blend in with their native environments. They
have a tongue that is more deadly and precise
• Burrow (6”): Shrews can tunnel through than that of any frog. And their eyes swivel
earth, sand, and rotten vegetation. independently of each other, allowing them to
• Fear -2: Vertebrates are unlike anything see on both sides of their bodies at once. Their
insects have ever seen, with pulsating flesh only real disadvantage is their slow speed. Once
on the outside, skeletons with white bones they are spotted, most bugs can outrun them.
on the inside of their bodies, and blood that Attributes: Agility d4, Smarts d4 (A), Spirit d8,
is a sickening shade of red. Strength d12+2, Vigor d12
• Fleet-Footed: Shrews run with a d10. Skills: Athletics d8, Fighting d6, Notice d12+2,
Stealth d12+2, Survival d12
• Size +3: Shrews are larger than most insects.
Pace: 5; Parry: 5; Toughness: 19 (4)
Re p t i l e s Racial Abilities:
• Armor: Thick Hide, +4
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instantly into the lizard’s jaws, and bitten Skills: Athletics d12, Fighting d10, Notice d12,
automatically (Str+d8). Any insects killed in Stealth d10, Survival d12
this way are messily devoured. Pace: 10; Parry: 7; Toughness: 12 (3)
• Wall Walker: Chameleons can walk their Racial Abilities:
Pace on walls and ceilings, provided the • Armor: Thick Hide, +3
terrain is not perfectly smooth.
• Bite: Str+d8
Gecko • Fear: Vertebrates are unlike anything insects
have ever seen, with pulsating flesh on the
Geckos are small lizards with a wall-walking
outside, skeletons with white bones on the
ability to rival the most agile insects. They
inside of their bodies, and blood that is a
ambush unsuspecting bugs and scurry away
sickening shade of red.
before they meet any serious resistance.
Attributes: Agility d12, Smarts d4 (A), Spirit d8, • Fleet-Footed: Geckos run with a d10.
Strength d12, Vigor d8 • Size +3: Geckos are larger than most insects.
176
• Wall Walker: Geckos can walk and run on Green Snake and Aurora House Snake. They
walls and ceilings, even if they are perfectly feed on a wide variety of creatures, including
smooth. insects.
Attributes: Agility d10, Smarts d4 (A), Spirit d8,
Ground Lizard Strength d12+6, Vigor d10
These stats reflect any number of medium-sized Skills: Athletics d12, Fighting d10, Notice d12,
lizards seen across the world, like rock lizards, Stealth d10, Survival d12
Blue-Tongued Skinks, Chuckwallas, and even Pace: 10; Parry: 7; Toughness: 16 (2)
iguanas. Modify the template as needed to give
Racial Abilities:
them unique abilities.
• Armor: Thick Hide, +2
Attributes: Agility d10, Smarts d4 (A), Spirit d10,
Strength d12+6, Vigor d12+2 • Bite: Str+d8
Skills: Athletics d10, Fighting d10, Notice d12, • Fear -2: Vertebrates are unlike anything
Stealth d10, Survival d12 insects have ever seen, with pulsating flesh
on the outside, skeletons with white bones
Pace: 12; Parry: 7; Toughness: 23 (3)
on the inside of their bodies, and blood that
Racial Abilities: is a sickening shade of red.
• Armor: Thick Hide, +4
• Fleet-Footed: Snakes “run” with a d10.
• Bite: Str+d8
• Size +7 (Large): Snakes are larger than most
• Fear -2: Vertebrates are unlike anything insects.
insects have ever seen, with pulsating flesh
• Strike: Medium snakes can leap twice their
on the outside, skeletons with white bones
Pace in a strike, adding +4 to damage in
on the inside of their bodies, and blood that
Wild Attacks.
is a sickening shade of red.
• Wall Walker: Snakes can slither their Pace
• Fleet-Footed: Rock Lizards run with a d10.
on most objects.
• Size +10 (Huge): Rock Lizards are larger
than all arthropods. Small Snake
Snakes The smallest snakes include species such as the
Smooth Green Snake and Ring-necked Snake.
Snakes are one of the more comprehensible
Their smaller size means they cannot eat most
vertebrates out there, looking like a cross
between a lizard and a worm. They do not other vertebrates, and must instead consume
have any limbs, and slither across the ground arthropods to survive.
much the same way as a slug. In spite of this Attributes: Agility d10, Smarts d4 (A), Spirit d8,
cute behavior, snakes must be taken seriously. Strength d12+2, Vigor d8
They swallow their food whole, and can fit Skills: Athletics d12, Fighting d10, Notice d12,
huge arthropods into their mouths without
Stealth d10, Survival d12
much trouble. Many snakes wrap around their
victims and crush them before feasting. Pace: 8; Parry: 7; Toughness: 11 (2)
Because they have no legs, some snakes are Racial Abilities:
also excellent burrowers, and can follow • Armor: Thick Hide, +2
tunneling bugs into the ground. They are also • Bite: Str+d8
superb climbers and swimmers, so virtually no
environment is safe from a ravenous snake. • Burrow (5”): Small snakes tunnel through
the soft dirt.
Medium Snake • Constrict: +2 to Athletics and Strength rolls
There are thousands of moderately sized, made to grapple.
nonvenomous snake species in the world, from • Fear: Vertebrates are unlike anything insects
the garter snakes and grass snakes to the Greater have ever seen, with pulsating flesh on the
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outside, skeletons with white bones on the • Weak Spots: Called shots to the limbs and
inside of their bodies, and blood that is a head of tortoises ignore the reptile’s armor.
sickening shade of red.
• Fleet-Footed: Snakes “run” with a d10. Wa t e r Tu r t l e
• Size +3: Snakes are larger than most insects. Water turtles breathe air but hunt and forage
in the water, where they can swim with grace.
• Wall Walker: Snakes can slither their Pace When not swimming, they can normally be
on objects. found perched on logs or rocks, only a few
wings’ length from the water.
Tu r t l e s Attributes: Agility d8, Smarts d4 (A), Spirit d8,
Wise bugs say that turtles are perhaps the Strength d12+2, Vigor d12
toughest of all vertebrates, although they are
Skills: Athletics d8, Fighting d6, Notice d12,
also the slowest. Many turtles eat bugs with
Survival d12
their powerful, slicing beaks. These nearly
unstoppable reptiles are covered in a thick Pace: 5; Parry: 5; Toughness: 25 (10)
shell, which protects from most injuries. Very Racial Abilities:
few insect attacks are able to pierce their armor. • Aquatic: Swimming Pace 10, “runs” with a
Instead, heroes must aim for the soft spots d6.
unprotected by the shell, if they wish to subdue
• Armor: Thick Shell, +10 (Heavy Armor)
such beasts.
• Bite: Str+d10
Tortoise • Fear: Vertebrates are unlike anything insects
Tortoises live on land and move ponderously. have ever seen, with pulsating flesh on the
These stats represent small creatures like outside, skeletons with white bones on the
padlopers, pancake tortoises, or box turtles. inside of their bodies, and blood that is a
Attributes: Agility d4, Smarts d4 (A), Spirit d8, sickening shade of red.
Strength d12+4, Vigor d12+2 • Hunker Down: As a standard action, turtles
Skills: Athletics d8, Fighting d6, Notice d12, can retract their heads and limbs into their
Survival d12 shells, preventing called shots to these
vulnerable areas. When they have hunkered
Pace: 4; Parry: 5; Toughness: 26 (10) down in this way, they are unable to move
Racial Abilities: at all.
• Armor: Thick Shell, +10 (Heavy Armor) • Size +7 (Large): Turtles grow larger than any
• Bite: Str+d10 insect.
• Fear: Vertebrates are unlike anything insects • Slow: Turtles run with a d4.
have ever seen, with pulsating flesh on the • Weak Spots: Called shots to the limbs and
outside, skeletons with white bones on the head of tortoises ignore the reptile’s armor.
inside of their bodies, and blood that is a
sickening shade of red.
• Hunker Down: As a standard action,
tortoises can retract their heads and limbs
into their shells, preventing called shots
to these vulnerable areas. When they have
hunkered down in this way, they are unable
to move at all.
• Size +7 (Large): Tortoises grow larger than
any insect.
• Slow: Tortoises run with a d4-1.
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179