TEXT: AGE BESTIARY
  Beastmen
  
  AGE: BESTIARY
  Beastmen
  Strange mixtures of animal and beast, 
  the idea of the bestial humanoid who 
  combines human cunning and animal 
  ferocity can be found in numerous 
  cultures and entertainment media. 
  From heroic half-animal men to hungry 
  tribes of man killing beasts, they can be 
  a serious threat or unusual ally to many 
  adventurers.
  Myth & 
  Folklore
  Beastmen have origins in myth often 
  tied to the gods and other powerful 
  entities in a setting. In Greek myth, the 
  man-bull Minotaur was the spawn of 
  woman and god whereas Centaurs such 
  as Chiron taught heroes and demigods 
  much of what they knew. Jaguar men were seen as both divine 
  and terrifying to Mesoamerican cultures, featuring in much of 
  their art and folklore. These creatures represented a mix of the 
  civilized world of man the wild uncontrolled aspects of nature. In 
  fairy tales, curses are a popular way to create this sort of monster, 
  usually when some hapless human does something to anger a 
  witch or some magical being and is cursed with a half-animal 
  shape in revenge. In some ways, lycanthropes such as werewolves 
  fill much the same roll, though they’re a subject for a different 
  product.
  In most cases, Beastmen of myth need to be contained or avoided 
  lest they ravage humanity. Even in the case of sympathetic or 
  helpful versions of this monster, it is rare that they live among 
  humans as the differences between man and beast that drive 
  these stories create too much peril for peaceful coexistence.
  BeastMen in PoP 
  Culture
  While beastmen might have come from myth and folklore, they’ve 
  really flourished in entertainment media. Often they are spawn of 
  some unholy experiment where a crazed scientist creates beings 
  too savage to fit in with civilized humans and too distracted by 
  human emotions to truly be animals. The end result is often 
  catastrophic. H.G. Wells’ classic, The Island of Dr. Moreau, is one 
  of the most famous examples. However, every-
  thing from kids’ cartoons to B-movie sci-fi fare 
  explores the idea of what happens when you 
  take man and animal and thrust them together 
  in twisted and unnatural ways. Beastmen are 
  a staple of pulp-era action and horror, from 
  various unnatural foes fought by heroes such as 
  Robert Howard’s Conan and Solomon 
  Kane to the twisted Old One worship-
  ping Deep Ones of H.P. Lovecraft. 
  Lizard and snakemen are a staple of 
  many fantasy settings, usually as violent 
  tribalistic monsters though occasionally 
  as an ancient race who ruled the time 
  before humanity.
  Beastmen 
  aren’t 
  always 
  terrible 
  monsters, and sometimes they are repre-
  sented as a race themselves. For example 
  World of Warcraft, easily one of the most 
  popular video games in the world, takes 
  the classic tale of the Minotaur and used 
  it to create a whole race of tribalistic 
  plains dwelling bull-men. TV shows like 
  the original Beauty and the Beast explore 
  the nobility and danger people ascribe to 
  big cats through its lion-faced protago-
  nist, Vincent. Mutated turtlemen have 
  become heroes in children’s cartoons and comics. These versions 
  downplay the ferocity and “otherness” many people feel towards 
  nature in favor of capitalizing on the wonder and fascination 
  present in the animal kingdom and perhaps even hitting on the 
  human tendency to seek totems and analogies for humanity in 
  animals. Thus a stubborn but stalwart hero becomes a bull-man, 
  or an unlikely but clever and spunky adventurer is represented as 
  a talking raccoon.
  BeastMen in Play
  GMs using beastmen in should consider what they want these 
  creatures to represent. Are they twisted perversions of pseudo-
  science and sorcery or a known race of mostly isolationist hunter-
  gatherers? Different beastmen might play different roles in a 
  game; sharkmen might be terrifying sea raiders who devour their 
  victims while dog-men are generally seen as allied and compan-
  ions to humanity. Playing up instinctive reactions people have 
  to certain animals can be helpful, though it might be fun to mix 
  things up and include pleasant peaceful shark-men and angry, 
  militaristic rabbit-men.
  Rarity is important to such monsters in a game. One lizardman 
  is a curiosity created by magic or the gods to fill a particular role 
  but a race of lizardmen creates a new society. In general, the rarer 
  this type of monster the more powerful it is, which also changes 
  how it’s viewed.
  History plays a big part in using such monsters 
  as well. An ancient race of beastmen can be a 
  core part of the setting’s history, while a twisted 
  experiment created last week by an evil wizard 
  is more about what’s going on the game right 
  now. Both have their upsides. Longstanding 
  races or even individual beastmen can give 
  AGE BEstiary: Beastmen
  “Not to go on all-fours; that is the 
  Law. Are we not Men? 
  “Not to suck up drink; that is the 
  Law. Are we not Men? 
  “Not to eat fish or flesh; that is the 
  Law. Are we not Men? 
  “Not to claw the bark of trees; that is 
  the Law. Are we not Men? 
  “Not to chase other Men; that is the 
  Law. Are we not Men?”
  —The Ape-Man , The Island of Dr. 
  Moreau by H.G. Wells
  “Laws were made to be broken.”
  —Anonymous
  2
  
  AGE: BESTIARY
  Beastmen
  rise to exciting legends and adventures involving their culture, 
  ideology, and past actions. However, a rampaging pack of newly-
  minted monsters can really shake things up and let the PCs know 
  there’s something weird and important afoot.
  BeastMen theMes
  As touched on earlier, beastmen are about mixing animal reali-
  ties and impressions with humanity. This can be very specific 
  and fact-based, such as beastmen who mimic animal hunting 
  patterns and behaviors but use tools and are highly organized. It 
  can also be very general, with these monsters behaving much like 
  people until they erupt with feral rage when upset.
  Beastmen also are often cautionary tales. They’re what happens 
  when you use magic or science “man is not meant to meddle with” 
  or what someone gets turned into when they anger the gods. 
  Even heroic beastmen usually have some element of tragedy to 
  their characters, either living as outcasts or hunted by humanity 
  and blamed for every evil act that happens in their presence.
  Different 
  Breeds
  The following are a collection of just a few of the many types of 
  beastmen that might show up in a game. They can be augmented 
  as necessary with templates and by applying modifiers such as epic 
  or heroic to create even greater menaces. They are organized into 
  general categories involving overall animal types, with a few special 
  cases such as centaurs and minotaurs receiving their own entries.
  BeastMan, Cute Furry
  This entry represents a variety of small, cute, and generally 
  friendly creatures. From rabbit men to raccoon men they aren’t 
  too dangerous generally, though they can harass foes with stealth, 
  traps, and trickery. These creatures are rarely encountered as 
  individuals, instead being part of a race of adorable and often 
  generally harmless beings.
  BeastMan, Dangerous
  This is a catch-all category for beastmen who are men mixed 
  with animals that are generally formidable, dangerous, or impres-
  sive. Ape, feline, and canine versions are common but many 
  animals could be represented by these statistics, perhaps with 
  some minor tweaks. These creatures often forgo using weapons, 
  instead content to use their claws and teeth to attack.
  Centaur
  Half-man, half-horse, Centaurs are generally passionate and 
  sensible creatures who stay away from cities and large settlements. 
  Their human torsos can easily use weapons and tools. In fact, some 
  Centaurs are renowned for their craftsmanship and prowess with 
  various weapons. If found in large groups, they tend to organize 
  BEASTMAN, CUTE FURRY
  The small and adorable creatures prefer  
  to trust in guile over brawn.
  Abilities (Focuses)
  1
  Communication (Persuasion) 
  1
  Constitution
  1
  Cunning
  4
  Dexterity (Brawling, Bows,  
  Light Blades, Throwing)
  0
  Magic
  2
  Perception (Hearing, Smelling)
  0
  Strength (Climbing)
  1
  Willpower 
  Combat Ratings
  14 Speed
  20 Health
  16 Defense
  0 Armor Rating
  Attacks
  Weapon
  Attack Roll
  Damage
  Dagger
  +6
  1d6+1
  Short Bow
  +6
  1d6+1
  Unarmed
  +6
  1d3
  Powers
  Favored Stunts: Lightning Strike, Skirmish, Taunt (1 SP)
  Weapon Groups: Bows, Brawling, Light Blades
  Equipment
  Dagger and Short Bow
  3
  
  AGE: BESTIARY
  Beastmen
  BEASTMAN, DANGEROUS
  Large hybrids of man and beast, these creatures embody feral might and animal fury.
  CENTAUR
  Half-man, half-horse, this proud species are often the companions and trainers of heroes.
  REPTILE MAN
  Humanoid descendants of the great reptiles of old, these beings make their homes deep in the wild.
  Abilities (Focuses)
  0
  Communication 
  3
  Constitution (Stamina)
  1
  Cunning
  3
  Dexterity (Brawling)
  0
  Magic
  3
  Perception (Tracking)
  4
  Strength (Climbing, Intimidation, Might)
  2
  Willpower (Courage)
  Combat Ratings
  15 Speed
  35 Health
  13 Defense
  1 Armor Rating
  Attacks
  Weapon
  Attack Roll
  Damage
  Teeth & Claws
  +5
  1d6+7
  Powers
  Favored Stunts: Dual Strike, Knock Prone (1 SP), Mighty Blow, 
  Threaten
  Talents: Unarmed Combat (Journeyman)
  Weapon Groups: Bludgeons, Brawling, Heavy Blades
  Equipment
  None usually, more civilized or organized versions might use standard 
  weapons and armor
  Abilities (Focuses)
  0
  Communication 
  3
  Constitution (Running, Stamina)
  1
  Cunning
  2
  Dexterity (Brawling, Bows) 
  0
  Magic
  1
  Perception (Smelling)
  2
  Strength (Jumping, Might, Spears) 
  2
  Willpower 
  Combat Ratings
  17 Speed
  25 Health
  12 Defense
  4 Armor Rating  
  (Light Leather & natural)
  Attacks
  Weapon
  Attack Roll
  Damage
  Short Bow
  +4
  1d6+3
  Spear
  +4
  1d6+5
  Unarmed
  +4 
  1d3+2
  Powers
  Favored Stunts: Knock Prone, Skirmish, Seize the Initiative
  Natural Armor: Add 1 to Armor Rating to reflect tough hide and 
  general durability. 
  Run Wild: When using Skirmish to move around in open ground, 
  double the movement gained with each SP spent.
  Weapon Groups: Brawling, Bows, Bludgeons, Heavy Blades, Spears
  Equipment
  Light Leather, Short Bow, and Spear 
  Abilities (Focuses)
  –1
  Communication 
  3
  Constitution (Stamina)
  0
  Cunning
  1
  Dexterity (Brawling, Throwing) 
  0
  Magic
  1
  Perception (Smelling, Tracking)
  4
  Strength (Axes, Intimidation, Might, Spears) 
  2
  Willpower (Courage)
  Combat Ratings
  11 Speed
  35 Health
  11 Defense
  5 Armor Rating  
  (Light Leather & Natural)
  Attacks
  Weapon
  Attack Roll
  Damage
  Battle Axe
  +6
  2d6+4
  Spear
  +6
  1d6+7
  Unarmed
  +3
  1d3+4
  Powers
  Favored Stunts: Knock Prone, Mighty Blow, Threaten
  Natural Armor: Add 2 to Armor Rating to reflect tough hide and 
  general durability. 
  Weapon Groups: Axes, Bludgeons, Brawling, Heavy Blades, Spears
  Equipment
  Crude stone-headed battle axe and spear, Crude Light Leather
  4
  
  AGE: BESTIARY
  Beastmen
  much in the way wild horses do, with one stallion ruling over a 
  herd or lesser males and females. In battle, they favor hit and run 
  tactics and using their superior movement to their advantage.
  Fish Man
  Cold-blooded and alien, Fish-Men live deep in the ocean and only 
  come to land to hunt or at the behest of whatever god or ruler 
  commands them. Rarely friendly to warm-blooded creatures 
  such as humans, they are often the bane of coastal towns and 
  settlements. In the rare case where these creatures are peaceful, 
  they can become allies and guardians of the same seafarers their 
  more violent brethren menace.
  rePtile Man
  Usually an ancient race, reptile men may be associated with 
  dragons or other non-humanoid great lizards of a setting. 
  If found in groups, they tend to organize in tribes in warm 
  climates, though some could still dwell in ancient ruins and lost 
  cities in the hidden corners of a world. Here we assume a stone-
  age style tribal society, but adding more advanced weapons and 
  armor or magic can easily transform them into more civilized 
  reptile men.
  Minotaur
  One of the most famous beastmen, the classic minotaur was a 
  unique half-god monster. However, recent versions of this crea-
  ture involve whole races of these creatures, often portrayed less 
  as savage man-eaters and more as proud but temperamental 
  warriors. Either way, the statistics here represent the bullish 
  might of the minotaur.
  FISH MAN
  Amphibious humanoids from strange  
  civilizations beneath the waves.
  Abilities (Focuses)
  0
  Communication 
  4
  Constitution (Stamina, Swimming)
  0
  Cunning
  2
  Dexterity (Brawling, Light Blades) 
  1
  Magic
  0
  Perception (Smelling)
  3
  Strength (Intimidation, Might, Spears) 
  1
  Willpower (Courage)
  Combat Ratings
  12 (17) Speed (Swimming)
  30 Health
  12 Defense
  4 Armor Rating  
  (Heavy Leather & Natural)
  Attacks
  Weapon
  Attack Roll
  Damage
  Dagger
  +4
  1d6+4
  Spear
  +5
  1d6+6
  Unarmed
  +4 
  1d3+3
  Powers
  Favored Stunts: Mighty Blow, Skirmish, Threaten
  Aquatic: Speed is 17 while swimming. Can breathe and operate 
  underwater indefinitely without penalty.
  Natural Armor: Add 1 to Armor Rating to reflect tough hide and 
  general durability. 
  Weapon Groups: Axes, Bludgeons, Brawling, Heavy Blades, Light 
  Blades, Spears
  Equipment
  Crude dagger and spear, Heavy Leather (actually crafted from coral, 
  shells, and marine animal hides, no Armor Penalty)
  MINOTAUR
  This fierce half-man half-bull creature is  
  dangerous, volatile, and brutally violent.
  Abilities (Focuses)
  –1
  Communication 
  5
  Constitution (Stamina)
  1
  Cunning
  2
  Dexterity (Brawling, Throwing)
  1
  Magic
  1
  Perception (Smelling)
  5
  Strength (Axes, Bludgeons, Intimidation, 
  Might)
  3
  Willpower 
  Combat Ratings
  11 Speed
  50 Health
  11 Defense
  6 Armor Rating  
  (Light Mail & Natural)
  Attacks
  Weapon
  Attack Roll
  Damage
  Two-Handed Axe
  +7
  3d6+4
  Two-Handed Maul
  +7
  2d6+7
  Unarmed
  +3
  1d3+4
  Powers
  Favored Stunts: Knock Prone, Mighty Blow (1 SP), Speedy Search, 
  The Object of Your Attention
  Charge: May use their horns for a charging attack that does 1d6+8 
  Damage and allows them to move up to 4 yards to attack for 4 SPs. This 
  is considered a Brawling attack and can be performed in addition to a 
  normal attack but rolling doubles doesn’t grant additional stunt points.
  Natural Armor: Add 1 to Armor Rating to reflect tough hide and 
  general durability. 
  Weapon Groups: Axes, Bludgeons, Brawling, Heavy Blades, Spears
  Equipment
  Two Handed Axe or Two Handed Maul (sometimes used one-handed), 
  Light Mail
  5
  
  AGE: BESTIARY
  Beastmen
  Customization
  In addition to the statistics for various beastmen, these characters 
  can be customized to create different types. The simplest method 
  is to add Epic, Heroic, or Elite modifications to create powerful 
  individual beastmen or champions of their race. This also might 
  be applied to a whole sub-type of beastman that are just tougher 
  and more dangerous than their less powerful kin. For example, 
  applying Elite to the Fish Man statistics and adding the Unarmed 
  Combat Talent creates a race of deadly shark-men whose cham-
  pions and chiefs would be even more dangerous.
  Add some talents or powers from character classes is another 
  way to customize these monsters. As they have intelligence on 
  par with humans and most other fantasy races, some beastmen 
  could easily learn the ways of the warrior, the tricks of the rogue, 
  or even magic. In the case of magic, this is usually some sort of 
  shamanistic tradition focusing on tribal rituals and channeling 
  the power of nature. Such individuals also might have the power 
  to turn into large dangerous versions of the animal whose traits 
  they share.
  Extras
  The following section includes backgrounds for playing beastman 
  PCs and a specialization for such characters.
   aCCurseD to  
  Wear a Beast’s skin
  While beastmen might be a race of their own, some individuals 
  find themselves in this form because of a curse or mystic trans-
  formation. These individuals are outcasts and often hunted by 
  the fearful and superstitious. Such accursed characters might not 
  even look like a particular type of animal, but instead are gener-
  ally animalistic or display a collection of disturbing traits from 
  various animals. 
  CurseD BeastMan
  Through misfortune or as punishment for their own wicked 
  behavior, cursed beastmen are now trapped in a bestial humanoid 
  form. This form grants them physical power, but brings social 
  ostracism at worst and a life spent hunted like a dangerous animal 
  at worst. Unless the curse can somehow be lifted, the character 
  will live and eventually die as a freakish reminder of the powerful 
  magic that robbed him of his past life.
  PLAYING A CURSED BEASTMAN
  If you choose to play a Cursed Beastman, take the following: 
  • 
  Add 1 to Strength and 1 to Constitution but reduce 
  Communication by 1. Add 1 to your armor rating due to 
  your naturally tough hide. Cursed beastmen are powerful 
  brutes, but their curse drives others to hate and fear them. 
  Base Speed is 12.
  • 
  Pick one of the following ability focuses: Constitution 
  (Stamina) or Strength (Might). 
  • 
  You can speak and read the languages of the people and 
  culture you belonged to before you were cursed. 
  • 
  Choose a class, usually rogue or warrior.  Cursed beastmen 
  aren’t mages or most would have cured themselves long ago.
  • 
  Roll twice on the Cursed Beastman table for additional 
  benefits. Roll 2d6 and add the dice together. If you get the 
  same result twice, re-roll until you get something different.
  • 
  Roll once on the Side Effects table for an additional 
  penalty. This reflects how the curse affects you beyond your 
  unnatural appearance. 
  • 
  Pick something that will lift this curse. This should be 
  something hard to accomplish given the character’s bestial 
  appearance: becoming king of your old homeland, receiving 
  the blessing of an important religious figure on a specific 
  holy day, having a loved one willingly sacrificing themselves 
  for you, and of course the ever-popular true love’s kiss.
  6
  
  AGE: BESTIARY
  Beastmen
  Cursed Beastman
  2d6 Roll
  Benefit
  2
  +1 Constitution
  3–4
  Base Brawling damage as if it was 1d6 
  instead of 1d3. If you have the Unarmed 
  Combat Talent, this becomes 1d6+3.
  5
  Focus: Strength (Intimidation)
  6
  Focus: Dexterity (Brawling)
  7–8
  +1 Strength
  9
  Add an additional rank to your natural 
  Armor Rating.
  10
  Increase Base Speed by 2.
  11
  Focus: Strength (Climbing)
  12
  +1 Perception
  Side Effects
  2d6 Roll
  Penalty
  2
  –1 Cunning
  3–4
  –1 Communication
  5-6
  Pick a substance like silver, oak, or cold iron. Attacks 
  with weapons of this material do 1d6 damage.
  7–8
  –1 Magic
  9
  –2 penalty to any Dexterity rolls requiring fine 
  manipulation or manual coordination unless you have 
  specially made tools or equipment (typically costs 
  at least double the normal cost and finding a willing 
  craftsman might be difficult)
  10–11
  You must spend 1 extra SP to use the following 
  Roleplaying stunts: Bon Mot, Sway the Crowd, Jest, 
  or Flirt.
  12
  You revert to your normal form on some special 
  occasion (full moon, holy day, or the like) and lose all 
  your normal bonuses for this background. However, 
  when you turn back you lose control due to the 
  pain and grief of the curse returning and fly into a 
  beserker rage. This lasts for 2d6 hours and you will not 
  remember what you did except in small flashes, but 
  those you hurt during this period are sure to remember.
  triBal BeastMan
  Hailing from a tribe of their own kind, tribal beastmen have 
  all the tools to fit into most groups though how other races 
  view them varies wildly from setting to setting. Some might 
  be welcome companions while others are hated and feared. 
  This background can be used to represent either, though GMs 
  and other PCs should note how such characters are generally 
  regarded for purposes of roleplaying.
  PLAYING A TRIBAL BEASTMAN
  If you choose to play a Tribal Beastman, first pick one of the 
  following bonus packages: 
  BEASTMAN, CUTE AND FURRY
  Add 1 to Dexterity and Increase Defense by 2. Reduce Strength 
  by 1. Base Speed is 10. You may take Communication (Persua-
  sion) as an ability focus instead of the ones listed later. Add 1 to 
  the Str minimum of any weapons you try to use.
  BEASTMAN, DANGEROUS
  Add 1 to Strength and Constitution, Reduce Communication 
  by 1, Brawling damage is 1d6 instead of 1d3. If you possess the 
  Unarmed Combat talent, increase this damage to 1d6+3. Base 
  Speed is 12.
  CENTAUR
  Add 1 to Constitution. Base Speed is 15 and use of the Skirmish 
  stunt gives 4 yards of movement instead of 2 as long as you have 
  room to maneuver.
  FISH MAN
  Add 1 to Constitution. Base Speed is 10 on land and 15 while 
  swimming. You can breathe water as well as air and suffer no 
  penalties to ability use for being underwater. Add Constitution 
  (Swimming) as a focus.
  MINOTAUR
  Add 1 to Strength and Constitution. Reduce Communication by 
  1. Base Speed is 10. May use your horns for a Charge Attack 
  7
  
  AGE: BESTIARY
  Beastmen
  doing 1d6+3 Damage and allowing you to move up to 4 yards 
  attacking for 4 SPs. This is considered a Brawling attack and can 
  be performed in addition to a normal attack but rolling doubles 
  doesn’t grant additional stunt points.
  REPTILE MAN
  Add 1 to Strength and Stamina, reduce Communication by 1. 
  Increase armor rating by 1 due to your scaly tough hide. Base 
  Speed is 10.
  Then add the following.
  • 
  Pick one of the following ability focuses: Constitution 
  (Stamina) or Dexterity (Brawling) or Perception 
  (Hearing, Seeing, or Smelling).
  • 
  You can speak and read the languages of your people and 
  one other common language. 
  • 
  Choose a class, usually rogue or warrior, though a shaman 
  of a beastman tribe might be a Mage if the race can use 
  magic.
  • 
  Add 1 to your armor rating due to your tough hide and 
  general durability. Cute and Furry beastmen don’t get this 
  bonus but instead can use the Taunt stunt for 1 SP instead 
  of the normal cost of 2.
  • 
  Roll twice on the Tribal Beastman table for additional 
  benefits. Roll 2d6 and add the dice together. If you get the 
  same result twice, re-roll until you get something different. 
  Tribal Beastman
  2d6 Roll
  Benefit
  2
  +1 Constitution
  3–4
  Focus: Strength (Climbing)
  5
  Focus: Perception (Tracking)
  6
  Focus: Strength (Might)
  7–8
  +1 Perception
  9
  Focus: Strength (Jumping)
  10–11
  Focus: Dexterity (Stealth)
  12
  +1 Strength
  Design: Jack Norris     Development: Chris Pramas     Editing: Evan Sass     Graphic Design: Hal Mangold
  Interior Art:  Toren Atkinson, John Hodgson, James Ryman     Publisher, AGE System Design: Chris Pramas
  Green Ronin Staff: Pauline Benney, Joe Carriker, Steve Kenson, Jon Leitheusser, Nicole Lindroos,  
  Hal Mangold, Jack Norris, Chris Pramas, Donna Prior, Evan Sass, and Marc Schmalz
  AGE BEstiary: Giants is copyright © 2013 Green Ronin Publishing, LLC. All rights reserved. Green Ronin, Adventure Game Engine, and 
  their associated logos are trademarks of Green Ronin Publishing. Green Ronin, Adventure Game Engine, and their associated logos are 
  trademarks of Green Ronin Publishing. 
  Green Ronin Publishing
  3815 S. Othello St. Suite 100, #304  Seattle, WA 98118  Email: custserv@greenronin.com Web Site: greenronin.com
  Credits
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SOURCE: textdata/thevault/AGE Explorations (AGE)/AGE Bestiary - Beastmen {GRR9505}.pdf