Kinds of mind
- Simple — skeletons, cave spiders and mud crabs. No inference, no calls to others, no reading of evidence.
- Animal — most wildlife. Can infer where a target is heading, call to others, and read what it sees.
- Sapient — orcs and Highmere guards. Also recognises who is supporting whom, notices patterns, and uses cover.
Training
Training affects how well a creature does things, never what it knows: weapon handling, ranged skill, fighting as a group, and how quickly it reacts and adapts.
Temperament
Each creature has a temperament — aggression, caution, persistence and sociability — with small individual differences between creatures of the same kind. It shapes whether it gives ground or presses, how easily it is frightened, how long it keeps up a chase, how fast it adapts, and whether it rallies to protect others.
Connections
See also
- Creature behaviour Game system