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Shrubber

Shrubbers look like nothing more than a bush with arms, legs, and almost invariably one or more hats. When they stand still in a forest, one would hardly notice them, save that is for their cranial accoutrements.

Frequently on the move as traders and world travellers, they are often viewed as mere hobos in the settlements that host them. But the Shrubbers seldom take such prejudice to heart, for soon they'll be moving along, buoyed by the winds of opportunity. After all, no Shrubber truly wants to put down roots...

On the table the Shrubber makes use of its natural camouflage to gain bonus defences, while also packing a punch up close thanks to its mossy ‘donderbluss’.

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Drazz

No one is entirely sure whether the Drazz are native to the underhives of Moxa, or if these insectoid folk have their origins elsewhere. That’s primarily because when they explain themselves, no one has the faintest idea what they're saying. Blame it on the enormous pair of mandibles that misshape their mouths and slur their speech, resulting in frequent sprays of mush and spittle. Be sure to stand back when conversing…

Good with their wide array of available hands, Drazz frequently work as tinkers, repair-people and artisans, though they do have a reputation for aggression. It's unclear whether they are naturally ill-tempered – or just frustrated at being totally unable to express themselves – but they can often be found slurring scathing insults in their soggy native language, while wandering the streets of the world's most metropolitan cities.

Many hands make light work, or so the saying goes. The Drazz are living proof of that, making light work of any opponents on the table with their ability to use both weapons in one attack.

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Elder

Being encased deep within your own natural armour may keep you safe, but it’s enough to make anyone grumpy. Indeed, an Elder Shelonian knows exactly what a curse their armour actually is, and will always take an opportunity to tell everyone who’ll listen (and those who won’t) how much better things used to be. After a lifetime in military service, they are forcibly retired before they become entombed in their own carapaces. But it’s boring at home, you know, and they still have a few adventures left in them yet...

With high health and low speed, Elders on the table are the epitome of slow and steady. But what did they say about the tortoise and the hare? Underestimate them at your peril.

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Moschops

Despite being loud, boisterous, and extremely fond of cigars, Moschops are tolerated in many social groups around Gresbit. This is especially true of the shadier gatherings and taverns, where they excel at solving inconvenient problems one knuckle sandwich at a time. People tend to be more socially accepting once they’ve been inconvenienced by a Moschops. Of course, they'd be even more accepting of them if they put those cigars out once in a while.

Large but surprisingly light on their toes, Moschops prefer getting up close and personal on the table thanks to the versatility of their fight-ready fists and bony tail. They’re rather handy in a scrap.

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One Horn

Rhorlan males are descended from ancient and proud military dynasties, which can trace their lineage back through dozens of generations – hero after hero after hero. When they strike out on their own, they become mercenaries and adventurers; dashing rogues whose only allegiance is to shiny Baubs, and the promise of glory. These mighty soldiers of fortune fear nothing. Well... almost nothing. The one thing that makes a Rhorlan man quake in his boots is a Two Horn Rhorlan woman.

Sharp shooters with their dilapidated muskets, and good all-rounders when it comes to combat in general, the One Horn makes a solid pick for any tabletop gang.

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Ophidia

The Ophidia are, in a word, HUGE. Gargantuan beasts, they boast the heads and bodies of constrictors, the shoulders and arms of body builders, and the intellect of an overcooked sausage. Ophidia can be found the world over, working as menial labour toting whatever needs toting, hefting whatever needs hefting, and occasionally punching whatever might-not-actually-deserve punching.

Able to move with alarming speed when required, the Ophidia are towering hulks of muscle that like smashing things into pulp with their mighty, meaty fists.

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Peregryn

Of all the Moukin families, the Peregryn is without a doubt the fastest. Streamlined, refined and with a hint of nobility, they are often found at the top of many a pecking order.

Free-spirited and with a thirst for adventure, a Peregryn might be armed with a dozen languages as well as a brace of pistols. Swashbucklers, gun-slingers and soldiers of fortune, trouble doesn’t just find them – they actively seek it out. You can expect one to be as quick with his or her wits as the weapons they wield.

Floating like a butterfly, stinging like a bee, but definitely aghast should they get a taste of their own medicine – “they can dish it out but can’t take it” would be an apt description for a Peregryn on the table. They are extra-speedy and strike hard, but really don’t like being shot at.

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Pup

Too young to know their limits, but old enough to cause some chaos, an adolescent Shelonian is headstrong, reckless, and a danger to themselves and others… mostly others. Unable to enlist as soldiers in the armies of the empire till they reach the approved age, their desire for fame and glory will probably get them into plenty of trouble, and a number of chaotic adventures.  

A well-balanced option, with a little bit of damage mitigation thrown in, Pups can handle plenty of action on the Faith and Flintlocks table.

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Sarcos

Small, nimble and cunning to boot, Sarcos often end up straying to the darker side of dealings. Renowned as grifters, con artists, hustlers and thieves, organized crime comes as naturally to them as dodgy counterfeit coins come to the people who trade with them. Whether a natural ability or a social trait no one is quite sure, but they always seem to know when it’s time to cut and run.

Fast, sneaky and really rather stabby, Sarcos are great at sticking something pointy in their enemies before slipping away in the nick of time.

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Two Horn

Rhorlan families are literal armies commanded by fearsome, warrior matriarchs. And a Two Horn female is confident in showing her posturing male counterparts just how much more physically gifted she is. She'll have no hesitation throwing her considerable weight around to get what she wants. And what she wants, by golly, is to journey through adventures worthy of epic songs, and get paid for the pleasure. Remember, it ain't over 'til the Two Horn says it is.

Two Horns are able to practically command the tabletop, helping push teammates further, and totally willing to get stuck into the fight when it’s time to engage.

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Tyton

Tytons like to think of themselves as regal and statuesque. But everyone else thinks they are pompous little danogs (don’t ask). Nobody would dare say that to their faces, of course, or even within ear shot. Because these little guys are some of the best hunters in the world, and pride themselves on taking down the biggest, toughest game with a single, well-placed shot.

Sharp-eyed shooters, Tytons love to keep their enemies pinned down, and cover their fellow gang members via their old hunting rifles.

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Vvou

Vvou are both elegant and ethereal… not to mention really unsettling to be around. That’s probably because people get a bit uncomfortable when something without a face stares at them. Or when, in the blink of an eye, they are suddenly not quite where they were before. Still, despite this sense of unease that greets them, they enjoying travelling through the world and seeking new places to experience. Ironic then, that wherever they appear they never quite fit in. Perhaps if they were better at adopting the local customs – like wearing pants – they’d be alright.

Vvou on the tabletop are ethereal and have the ability to pop seemingly out of nowhere. Armed with a short but powerful blunderbuss, they can cause real havoc among their enemies.