RULES DOSSIER · INTAKE MANUAL
KINDRED GUIDE
Everything the world will not stop to explain: how a Kindred is rolled, what the six attributes actually do, how a turn resolves, and what happens to a character who runs out of Condition in the wrong lane. FERALITY is a party-based tactical RPG with permanent death. Read the parts you need, then go.
01
Character Creation
A run begins by rolling a Founding Four. Each character is built in the same order: Kindred species, attributes, build specialization, skills, and starting gear. Three intake modes exist and all three produce a legal character.
Roll
Attributes are rolled as 2 + d6 per attribute. Fast, uneven, and how the world actually issues people.
Custom
You choose species, build, and distribute attributes yourself within the same bounds. Slower, deliberate, no surprises.
Pure Random
The full generator rolls biology, build, gear, and personality — the same engine that produces every NPC in the world.
Nothing about creation is cosmetic. Species changes your abilities, the build changes your active and passive skills, and personal values decide how a companion reacts to your decisions later.
02
The Six Attributes
Attributes range from 3 to 8 at intake (2 + d6) and rise slowly through Molts. Every skill check draws on exactly one attribute.
INS — Instinct
Reading danger, tracking, Feral ability growth, and how fast the world tells you something is wrong.
RES — Resilience
Condition pool, bleed resistance, and how many rounds you stay upright after the injury ladder starts.
BRAWN — Brawn
Melee damage, grappling, hauling salvage, and forcing what refuses to open.
REFLEX — Reflex
Initiative, evasion, ranged accuracy, and repositioning between lanes.
FOCUS — Focus
Technical work, aimed fire, skill ceilings, and procedures that punish sloppy hands.
PRESENCE — Presence
Negotiation, command, recruitment, and companion loyalty.
A Molt is the growth event that follows enough survived pressure. It grants +2 to attributes and +2 to skills, distributed by the character's build tendencies.
03
The Eight Kindred
Species is biology. It is independent of faction — a Corvid can serve the New Democracy, the Wild, or nobody at all. Each Kindred carries attribute leanings, a passive, and a signature ability.
Canid
Pack coordination. Howl — rallies allies and steadies a collapsing line.
Corvid
Aerial observation. Mob Call — swarms and disorients a chosen target.
Mustelid
Relentless aggression. Berserk Dig — sustained close-quarters mauling.
Chiropteran
Echolocation. Sonic Burst — strikes through cover and staggers.
Felid
Ambush predation. Pounce — closes a lane and opens with a critical.
Ursid
Raw mass. Territorial Rage — damage soak and heavy retaliation.
Procyonid
Scavenging and locks. Rabies Scratch — infects the target with damage over time.
Human
Adaptability. Rage — melee damage surge and stagger immunity.
Humans are playable and mechanically distinct: +1 PRESENCE, −1 INS, and Human Adaptability, which grants a +10 bonus to any skill in which the character has no ranks at all. Humans are generalists who never have a dead skill.
04
Builds
Every Kindred has three build specializations — twenty-four in total. A build fixes one active ability and one passive, and biases skill growth. Humans, for example, choose between Vanguard (rally and adaptability), Enforcer (Rage and grit), and Grappler (holds and improvisation).
Builds are chosen at intake and do not change. A party of four identical builds will hit a wall; a party covering melee pressure, ranged control, technical work, and negotiation will not.
05
Skills and Checks
Skills sit in five groups: Street, Field, Technical, Combat, and Feral. A skill's effective value starts from a trained-adult baseline of 30, adds the governing attribute, adds ranks, and adds situational modifiers from gear, build passives, and species traits.
Resolving a check
Roll against the effective skill value. Higher is better; margins matter, because large margins produce critical outcomes in combat and cleaner results outside it.
Ceilings
FOCUS sets the ceiling on how high a skill can be trained. A low-FOCUS character can learn broadly but never specialise deeply.
06
Party Structure
You keep a roster with no fixed ceiling, and at most seven characters deploy at once. The Founding Four are simply who you begin with — recruit companions, world NPCs and contracted mercenaries as you find them. Anyone not deployed is in RESERVES at base: fully recruited, keeping identity, level, XP, gear, progression and injuries, but earning no adventuring XP until they are back in the field. Rotating the active party — and paying a base medic to stabilize a seriously injured character into the recovery track — happens only at a base. Death is still permanent: the dead leave the roster, and a healthy reserve can be promoted into the opening.
Founding Four
They object, argue, and record their disagreement — but they never leave over ideology. They are yours until they die.
Auxiliaries
Auxiliaries accumulate ideological strain. Enough unresolved strain and they walk. Mercenaries leave for a simpler reason: unpaid contracts.
Credits are the universal currency: pay, gear, ammunition, medical work, and contracts all draw from the same party purse.
07
Combat
Combat is turn-based and fought across five physical lanes. A unit's range band — Melee, Short, or Long — is derived from the distance between its lane and its target's lane, not chosen freely.
Band matching
A weapon fires best in its own band. One band off applies −8 to hit; two bands off applies −18. Repositioning is often worth more than another attack.
Readiness
A character who holds position and readies instead of scrambling gains +20 to their next attack. Patience is a mechanic.
Actions
Each turn: move a lane, attack, reload, use a build or Feral ability, apply first aid, or fall back. The leader alone can order a full retreat.
Bosses
Major bosses telegraph procedures a round in advance, adapt to repeated tactics, and sometimes offer a non-violent resolution. Read the banner before you commit.
08
Weapons, Mastery and Ammunition
There are thirteen weapon families. Mastery in a family persists on the character and accumulates through use, adding +1 damage per ten mastery points. Switching families constantly means never being good at any of them.
Ammunition is real
Ranged weapons hold a magazine of a specific ammo type and consume rounds per shot. Reserves are finite and bought with credits. Reloading costs a combat action.
Backup melee
Every character always has an intrinsic unarmed attack — Fists, or Claws and Bite. An empty rifle is a bad turn, never a lost character.
09
Injury and Permanent Death
Condition is the health pool. As it falls, characters move down an injury ladder: Healthy, Wounded, Unconscious, and beyond. Wounded characters bleed each round until treated, and bleed-out does not pause for the fight to end.
Death is permanent. A dead character does not return, and their gear, mastery, and relationships die with them. The party carries the vacancy, and the Dossier records the burial.
Succession fills a vacancy in the active party from the reserves, capped by loyalty rank: Veteran reconstitutes at 100% of level, Lieutenant at 90%, Recruit at 50%. A Rookie cannot reconstitute at all.
10
Loyalty and Rank
Companions hold four ranks: Rookie, Recruit, Lieutenant, and Veteran. Recruit is the first meaningful threshold — it unlocks trading with the character and rank tolerance, which dampens loyalty loss from decisions they ideologically oppose.
Reactions
Every tagged decision is evaluated against a companion's personal values first and their faction alignment second. People care about what they believe before they care about their flag.
Promotion
Only a completed personal quest promotes a companion, and it promotes them by exactly one rank. Ordinary loyalty gain never advances rank on its own.
11
Travel and Chance Encounters
Encounters are driven by exposure — time spent in the open — not by how many tiles you cross. An interior move costs roughly 0.15 hours; a world-map move costs eight. The same journey taken carelessly costs more than the same distance taken with a plan. Hours also matter back home: benched characters recover while the active party is out, and they gain no XP for those hours.
Each location carries an encounter profile that modifies exposure and danger. Generated encounters scale to map layer, time of day, regional danger, and party level. Nothing on the roads is set-dressing.
12
Evidence and Understanding
Story tiers in FERALITY describe levels of understanding, not locked doors. You can walk into late evidence early — you will simply record it without knowing what it means. Geography, keys, and earned trust are the real gates.
When the missing pieces finally arrive, the Dossier retroactively connects them: a fight you already won gets explained by a document you find afterwards. Collect first. Understand later.
The rules are fair.
The world is not.