TEXT:  Last Days
  Anglekite
  THE
  OF
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  LOOK
  ALIGNMENT
  LEVEL
  BONDS
  RACE
  MOVES
  NAME
  XP
  CLASS
  DAMAGE
  HIT POINTS
  ARMOR
  STRENGTH
  WEAK -1
  DEXTERITY
  SHAKY -1
  CONSTITUTION
  SICK -1
  INTELLIGENCE
  STUNNED -1
  WISDOM
  CONFUSED -1
  CHARISMA
  SCARRED -1
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  +
  Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  
  COIN
  COMPENDIUM CLASSES
  STARTING GEAR
   Last Days
  Anglekite
  THE
  OF
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  DRACONIC VESSEL
  The Pyrewyrm is an endless font of  
  apocalyptic fire, not so much a living 
  being as a primal force. This world’s 
  death given form. And you? You’ve taken 
  in some of that fire, and it fills you now, 
  burning you away and leaving a servant of 
  the Pyrewyrm in your place. But oh, that 
  fire burning in your veins...destruction is 
  the greatest narcotic.
  When you become a transformed servant 
  of the Pyrewyrm, turn to page 85. 
  CORRUPTED VESSEL
  The Things From Outside drip into the 
  world through cracks and holes, taking 
  root wherever they can. Sometimes the 
  Things infect their victims, and sometimes 
  they offer a deal. You have their corrup-
  tion inside you—the power they offer—and 
  you can feel your soul dribbling away from 
  the spiritual rot. Can you escape your 
  fate, or will you give yourself over to their 
  sweet decay?
  When you are corrupted by the Things 
  From Outside, turn to page 87.
  LIBERATED
  You know the Things From Outside. You 
  know their corruption. You’ve had it inside 
  of you, twisting and churning, rending  
  you apart. You are scarred and damaged, 
  but you are free of it now. And you are 
  ready to bring pain onto those Things.  
  You are ready to burn their corruption 
  out of this world. You have become the 
  scourge of the rot.
  When you become free of the corruption 
  after having had it inside of you, turn to 
  page 90.
  DEMONSKINNED
  The demons of Pandemonium are not 
  without the tricks they used in their 
  hellplanes. Terrible deals, tempting  
  offers, chains and leashes in forms 
  mortals would never recognize. One of 
  their greatest tricks is the grafting of 
  their own flesh onto the body of another. 
  Granting strength and demonic influence, 
  and transforming that person, slowly but  
  surely, in such a delightful way. They 
  still offer such a transformation, to those 
  willing to pay the price.
  When you have a piece of demonic flesh 
  grafted onto your body by the demons of 
  Pandemonium, turn to page 93.
  NECROPOLITE
  Depending on your point of view, the 
  Necropolis is either a magnificent city  
  of glorious logic and ruled by reason or 
  a terrifying monolith of black stone and 
  green light, home to those who should 
  rightfully be dead. To some, however, 
  perhaps the City of the Dead is a 
  community to be joined. All that is 
  required is death, and rebirth into  
  the cold.
  When you die and arise an undead citizen 
  of the Necropolis, turn to page 96. 
  PESHARYN SCION
  The Pesharyn Werewolves were blessed, 
  and great, and powerful. Theirs was a 
  kingdom that brought honor and glory to 
  the Crater Basin, and to their Lady Moon. 
  Or so they would tell you, anyway, from 
  their ruins and hidey holes, where they 
  lament their lost glory and rage against 
  the injustice of their fall. But that glory 
  and power is still there to be taken, if you 
  know how to take the Moon’s silver light 
  into yourself…
  When you pledge yourself to the Moon 
  and drink of her blood, turn to page 100.
  ANGLEKITE ADVENTURER
  Riches! Celebrity! Riches! Glory! More 
  riches! The Anglekite Adventurer’s Guild 
  offers them all, and the deeper you  
  involve yourself with it, the more you’ll 
  get in return. Just working for the Guild 
  will fill your pockets. Joining the Guild  
  will get you a home. And signing the 
  Charter to become a blood-member? 
  Wealth. Status. Joy. Or, well, so the  
  fliers would have you believe.
  When you sign the Anglekite Adventurer’s 
  Guild Charter as a blood-member, turn to 
  page 103.
  VAMPIRE HUNTER
  Vampires are their most common prey, but 
  the term is not specific. Vampire Hunters 
  will hunt anything they see as monstrous. 
  Strange. Unnatural. They take and 
  sacrifice lives without thought in their 
  hunts. Their eyes are empty and freezing. 
  They laugh at the sight of death. They are 
  unequivocally the best at what they do: 
  hunting monsters and killing them. Better 
  even than Adventurers of the Anglekite 
  Guild. And all the while, they become ever 
  more monstrous than those they hunt.
  When you let innocents get hurt or die in 
  the course of your hunt for Monsters, turn 
  to page 106.
  BLINDSEER
  The Blind Taurics have kept the teachings of the Ebon Prophet for them-
  selves for centuries. The Blindsight is their gift, and theirs alone. They 
  guard such knowledge, fearing what could happen if others found it. But 
  the end is coming, and times are changing. And perhaps now, to force 
  the world to confront the truth of their prophecies, they will share that 
  knowledge with one who deserves it. May the Dead Gods take mercy on 
  that poor soul.
  When you are granted the Blindsight of the Blind Taurics, turn to page 108.
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