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Bestiary (2nd Edition)

This document provides a summary of an edited book titled "GURPS Bestiary: Animals, Monsters and Were-Creatures - Second Edition". It includes statistics and information on creatures of the wild, dinosaurs, domestic animals, loathsome crawlers, game mastering animals, were-creatures, and instructions for customizing were abilities for campaigns. It discusses various animal abilities, combat tactics, injuries, lycanthropy, and provides sample were-creature builds and templates. The book is intended to help game masters incorporate realistic animals, monsters, and were-beings into roleplaying games.
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100% found this document useful (1 vote)
551 views132 pages

Bestiary (2nd Edition)

This document provides a summary of an edited book titled "GURPS Bestiary: Animals, Monsters and Were-Creatures - Second Edition". It includes statistics and information on creatures of the wild, dinosaurs, domestic animals, loathsome crawlers, game mastering animals, were-creatures, and instructions for customizing were abilities for campaigns. It discusses various animal abilities, combat tactics, injuries, lycanthropy, and provides sample were-creature builds and templates. The book is intended to help game masters incorporate realistic animals, monsters, and were-beings into roleplaying games.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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G U R P S

BESTIARY Animals, Monsters and Were-Creatures


- SECOND EDITION -
By Steffan O'Sullivan
Additional Material by Jeff Koke, Chris McCubbin
and Robert M. Schroeck
Edited by Steve Jackson and Jeff Koke
Cover by Ken Kelly
Illustrated by Topper Helmers, Doug Shuler and Ruth Thompson
Additional Illustrations by Donna Barr, Dan Carroll,
Laura Eisenhour, C. Bradford Gorby and Dan Smith
GURPS System Design by Steve Jackson
Loyd Blankenship, Managing Editor
Laura Eisenhour, Art Director
Page Layout and Typography by Monica Stephens and Jeff Koke
Production by Carl Anderson, Laura Eisenhour and Jeff Koke
Color Production by Derek Pearcy
Print Buying by Andrew Hartsock and Monica Stephens
Playtesters: Anthony Affrunti, Lon Banderbob, Donald Brodale II, Skip Elmer, David Engberg, Cisco Lopez Fresquet,
J. David George, Robert Gilson, Dan Glick, Terry Glick, Beverly Hale, Ron Hauser, Tim Hempleman, Ron Kesler,
Ben V. Kloepper, Troy Leaman, Tonia Lopez, Scott McMillian, Lance Myxter, Steve Noel, Sam Patton, David L. Pulver,
Jeff Roberts, Tim Robinson, Justin Schardin, William D. Seurer, Melinda Spray, Christopher J. Stoddard, George Thorsted,
Paul Toney, Gale Turner, Brandon Volbright and Aaron Yeater.
I gratefully acknowledge that this book would not exist without the following people: Joyce Brace, Dean O'Sullivan,
Mrs. Donald Otto (Hi, Mom!), Dr. Larry Spencer, Ann Thurston, Glenn Van Valkenberg and the patient staff of Lamson Library,
.Plymouth State College, NH. -Steffan O'Sulliwan
INTRODUCTION 3 7. ANIMAL COMPANIONS .. 70 Customizing Weres for
Training 71 the Campaign 90
About GURPS 3 Gadget Modifiers.............................91
Preface to the Second Edition 3 Pets and Trained Animals 72
Dogs 72 Animal Form 91
ANIMAL STATISTICS 4 Cats 72 Unpredictable Change Items 92
About This Book 4 Other Pets 73 Change-Related Advantages
About the Author 4 Horses 73 and Disadvantages 93
Change Mechanisms 93
1. CREATURES Domestic Animals as Companions ... 73
Advantages 96
Wild Animals as Companions 74
OF THE WILD 5 Animal Combatants 74 The Rule of 12..........................96
2.DINOSAURS 40 Familiars 74 Disadvantages 96
New Disadvantages 98
3. DOMESTIC ANIMALS ....44 8.FNORD* @ Skills 99
9. CREATING ANIMALS ....75 New Skills 99
4. LOATHSOME Structural Advantages
CRAWLERS 48 Creating Creatures Quickly . . . . . 7 6 and Disadvantages 100
Knowledge 77 Extra Limbs 100
Swarms 50
Special Abilities 78 Arms 100
Hordes 50
Special Defenses 80 Legs 100
Venom 50
Demonic Animals 80 Strikers 100
5. GAME MASTERING 10. WERE-CREATURES 81 Hand Disadvantages 100
ANIMALS 52 Weres and Shapeshifters 82 Natural Attacks.... 101
Abilities and Skills 53 Why a Were? 82 Teeth, Claws and Strikers 101
Advantages and Disadvantages 53 Animal Templates 82 Special Were Advantages
Skills 53 Lycanthropy: Advantage and Disadvantages 101
Sensing Abilities 53 or Disadvantage? 83 Super-Advantages , 101
Mana Organs 53 Buying Off Lycanthropy 83 Super-Disadvantages 108
Spell Components 53 Were-Forms 84 Super-Powers for Weres 109
Combat 54 The Beast 84 Super-Power List 110
Damage 54 The Super-Beast 84 Enhancements 111
Close Combat 54 The Beast-Man 84 Limitations 112
Animal Curses 54 Change Trauma 84 Sample Weres 113
Knockback and Slam 55 Building a Were 85 Yrth Weres 113
Biting to Grapple 55 Point Budget 85 Generic Changes for Were-Form ...113
Parrying Animal Attacks 55 The Change 85 Sample Yrth Weres 114
Injuries 56 Curing Lycanthropy 85 Geoff Moonrunner 114
Shock 57 Designing the Human Form 86 Asheya the Tigress 115
Recovery From Injury 57 Designing the Were-Form 86 Lycanthropic Curses 116
Pack Tactics 57 Building The Animal Template 86 The Werewolf from Hell 116
Assorted Hazards 58 Weres and Mana 86 Were-Shark 117
Acceleration and Turning 58 Trigger Conditions 86 Were-Rat 117
Herd Animals .. .......58 The Change Process ...87 Animal Forms 118
Hit Location for Animals 59 Side Effects of the Change 87 Were-Elephant 118
Parts of the Body 59 Using the Template 88 Skinchangers 118
Turning Radius 59 From Animal Template Selkies :.118
Other Animals 59 to Were-Form 88 Sample Selkie: Gull 119
Going for the Throat 60 Transferring Damage Jaguar Warriors 120
Critical Misses 61 Between Forms 88 Sample Jaguar Warrior 120
Shots to the Vitals 61 The Personality of the Were-Form ...89 Miscellaneous Were Characters 121
Animal Reactions 62 Were-Races in Zedikiah the Were-Wasp 121
Wounded and Cornered Animals....62 Fantasy folk & Aliens 89 Lord Ramsgate: Were-Stag ........ 122
Mothers 63 Reverse Weres 89 ALPHABETICAL CHART.. .123
6. HUNTING AND Weres and Martial Arts..................89
TRAPPING 64 Item-Based Weredom 90 HABITAT CHART 125
Designing an Item-Based Were 90
Hunting 65 INDEX 128
Preserving Meat 65
Animal Empathy .65
Craftiness 65
Fishing 65
Trapping 66
Live Capture 67
Methods of Capture 67
Transporting Animals 69
Game Animals 69 *If this chapter does not appear in your book, do not be alarmed. You aren't cleared for it

Contents -2-
INTRODUCTION
"But, gentle reader, you must consider that, since Adam went out of Paradise,
there was never any that was able perfectly to describe the universal conditions of
all sorts of beasts."
-Edward Topsell, A History of the Four-Footed Beasts, 1607
About GURPS
A bestiary is an encyclopedia of beasts. The earliest ones included not only real Steve Jackson Games is committed to
animals, but mythical ones as well. They also included a lot of nonsense about the full support of the GURPS system. Our ad-
behavior of real animals - such as antelopes cutting down trees with their saw- dress is SJ Games, Box 18957, Austin, TX
78760. Please include a self-addressed,
shaped horns, snakes only biting tourists (we tell that one in New Hampshire, too) stamped envelope (SASE) any time you
and remora bringing ships to a dead stop. GURPS Bestiary is no exception; it write us! Resources now available include:
contains not only real animals, but also mythical creatures and a lot of nonsense. Pyramid This bimonthly magazine in-
cludes new rales and articles for GURPS, as
I have translated an incredible amount of ancient lore, biological fact and well as information on our other lines: Car
speculation into gaming terms. I have tried to remain as true to the original source Wars, Toon, Ogre Miniatures and more. It
material as possible, though this was not always easy. Often the original sources also covers top releases from other game
conflicted with each other. companies - Traveller, Call of Cthulhu,
Shadowrun,etc.
GURPS tries hard to be a unified system, even in areas not subject to reality New supplements and adventures. We're
checking - such as magic. So I had to bend some legends - Eke the gumberoo, always working on new material, and we'll
which hurls arrows back at its attackers - to fit the game. The gumberoo still be happy to let you know what's available.
A current catalog is available for an SASE.
repels missiles, but the mechanism has been defined in GURPS terms - which do Errata. Everyone makes mistakes, in-
not totally agree with all legends. cluding us - but we do our best to fix our
The GM may disagree with my treatment of certain animals. If so, he may errors. Up-to-date errata sheets for all
GURPS releases, including this book, are
change them freely, using what I've written as rumor - rumors abound in-all ages. always available from SI Games; be sure to
The GM can decide for himself exactly what the creatures do. include an SASE with your request
During my extensive research for this book, I came to know and love my Q&A. We do our best to answer any
subjects a little better (except for certain members of the order Diptera). Eventu- game question accompanied by an SASE.
Gamer input. We value your comments.
ally, it occurred to the that I was writing a book about animals which, among other We will consider them, not only tor new
things, attack people. The truth is that few animals are any threat at all to humans. products, but also when we update this book
In fact, the opposite is far more true - we are pushing over 100 species a day into in later printings!
BBS. For those who have home comput-
extinction, a figure that experts feel can rise as high as 100 species a day by the ers, SJ Games operates a multi-line BBS
year 2000. with discussion areas for several games, in-
For this reason, I dedicate this book to all animals in all universes... long may cluding GURPS. Much of the playtest feed-
back for new products comes from the BBS.
we thrive! I also commit 10% of any money I make from this book to the World It's op 24 hours per day at 512-447-4449, at
Wildlife Fund (1250 24th St., Washington, DC 20037), which is devoted to saving 300,1200 or 2400 baud. Give us a call! We
as many species as possible. It will be a sad day when there are no more tigers or also have discussion areas on CompuServe,
leopards, yet that day is rapidly approaching unless we act now to prevent it GEnie, and America Online.
-Steffan O'Sullivan Page References
Preface to the Second Edition Rules and statistics in this book are spe-
cifically for the GURPS Basic Set, Third
Since the original publication of this book, many things have changed. The Edition. Any page reference mat begins
entire GURPS system went into a third edition and many of the creatures that with a B refers to the GURPS Basic Set -
e.g., p. B102 means p. 102 of the GURPS
originally appeared here showed up in a new book, the Fantasy Bestiary. Despite Basic Set, Third Edition. An M refers to
this, Bestiary remains at its core pretty much the same book. As Steffan says GURPS Magic, an F refers to GURPS
above, it is a collection of beasts, both real and imaginary, with a lot of good Fantasy, and an FB indicates GURPS
factual information, and some nonsense. Fantasy Bestiary.
This edition is updated and improved in other ways, too. New art and organi-
zation add a fresh look, and a new 40-page section on werewolves and other
were-creatures is a long-awaited supplement We hope that old readers will find
it a refreshing renewal, and that new readers will explore this book with the same
zeal that met the first edition.
-Jeff Koke

- 3- Introduction
ANIMAL STATISTICS
ST, DX, IQ, HT. HT will often have two numbers separated by a slash (e.g.,
About This Book 15/35). The first number is the "health" you roll against, the second number is
The bulk of this book is made up of crea- "hit points." ST and "hit points" are usually given as a range. DX, IQ, and
ture descriptions, organized alphabetically. "health" are given as single numbers; they may vary by a point or so in either
Certain creatures are listed separately. Di- direction for any species. If the listing indicates an attribute as <1, this means that
nosaurs, Domestic Animals and Loathsome that attribute is negligible and does not affect game mechanics.
Crawlers can all be found in their own sep-
arate chapters. Move/Dodge. Some creatures will have more than one Move - flying and on
This book also contains rules and guide- the ground, for example. The listed Move in this case is for the most common
lines for the interactions of the PCs with an- situation, e.g., flying for birds. Move for other situations is given in the text.
imals: Game Mastering Animals: Hunting Dodge (an animal's only active defense) is ½ DX or ½ Move, whichever is better,
and Trapping; Animal Companions; and
Creating Animals. up to a maximum of 10.
Starting on p. 81 is a section on designing PD/DR. PD and DR, if any, from the creature's hide or armor. Usually won't
and playing Were-Creatures of all types. vary much within a particular species.
GMs and players alike can use this section to Damage. Listed damage is that for the creature's most common form of
create weres from classic werewolves to
exotic were-wasps. At the end of the weres attack; damage for other forms of attack is given in the text description. Listed
section is a collection of sample weres that damage is for an average member of the species; stronger animals may do more.
can be used as they are. Abbreviations: imp = impaling, cut = cutting, cr=crushing.
Finally, at the back of the book are an Reach. Most creatures attack by "close combat" - a grapple or slam, followed
Alphabetical Chart, Habitat Table and
Index. The Alphabetical Chart lists all the by an attempt to crush the foe or rip it to pieces. C=close combat; 1,2, etc.=reach
creatures in the book (except the sample in hexes; R = ranged attack, see description for details.
weres) in alphabetical order, with their statis- Size. The animal's size in hexes. Small creatures take up less than a hex;
tics. The Habitat Chart lists each animal by several can fit in one hex. Large animals occupy 2 or more hexes; see p. B141.
habitat, with page numbers so they can be
easily located. Weight (or Wt.). The creature's weight, usually a range, in pounds or tons.
Origin. The origin of the creature:
Ice=Ice Age, known to early man.
ML = Mythical and Legendary - from classical mythology, primitive
beliefs, lumberjack tall-tales, medieval bestiaries.
About the Author Pre=Prehistoric
Steffan O'Sullivan lives in central New
Hampshire, where be works in a library and R = Real, extant
occasionally performs as a clown, story- SF = Speculative Fiction - fantasy, science fiction and horror,
teller and Commedia dell'Arte performer. ? = There is some evidence for the existence of these creatures, but no
Since the first edition of GURPS Bestiary, conclusive proof has been established.
he has written three other GURPS books:
Swashbucklers, Fantasy Bestiary, and Habitat. Where the creature is commonly found; the primary habitat is listed
GURPS Bunnies & Burrows, a licensed first Habitats are abbreviated as follows:
translation of an earlier, classic roleplaying A=Arctic
game with rabbits as PCs. MB was his in-
troduction to roleplaying, but he has been D = Desert - any dry area, including scrub woodlands
adventure gaming since 1961 when he dis- F = Forest- any temperate forest
covered a certain Baltimore-based company FW=Fresh-Water Aquatic
he is still fond of. J = Jungle - any tropical forest
His hobbies are games, of course, as
well as hiking, snow-shoeing, baseball his- M = Mountain
tory, reading fantasy, SF, and historical fic- P = Plains - any grasslands, including prairie (largely flat land),
tion and he's addicted to long, hot baths. He steppes (rolling hills) and savannas (dotted with trees)
donates a portion of his royalties to Organi-
zations devoted to saving the environment, S=Swamp
including, but not limited to, Rainforest Ac- Sub = Subterranean
tion Network (300 Broadway, #28, San SW=Salt-Water Aquatic
Francisco, CA 94133) and The Environ-
mental Amendment Project (4353 East An asterisk (*) means that the ability or attack is special in some way - see the
119th Way, Thornton, CO 80233). text for details.
A "-" means that the heading does not apply.
A "#" sign means that there are exceptions to the number given - see the text
for details.
Animal Statistics -4-
The following pages list, in alphabetical order, crea-
tures of the wild from fact and fantasy. For the GM's
convenience, dinosaurs, domestic animals and loathsome
crawlers are given chapters of their own.

-5- Creatures of the Wild


To pry an alligator's jaws open, the victim must win a regular
Contest of ST.
of ST versus only one-fourth the alligator's ST - the muscles
that open the jaws are much weaker than the ones that close
them!
If forced to fight on land, alligators attack by biting and by
whipping with (heir tails. They can use both attacks each turn.
The tail-whip has reach 1, for 1d damage; otherwise, it is iden-
tical to that of the brontosaurus (see p. 41). It is specifically
intended to knock opponents to the ground, where the jaws can
more easily reach them.
On land, the alligator normally has Move 2, but can spruit
short distances at Move 4. In the water, its Move is 7. It has PD
3,DR 4 everywhere except its stomach, which has PD 1, DR 2.

Ant, Giant
ST:6-12 Move/Dodge: 6/6 Size: 2
DX:12 PD/DR: 2/2 Weight: 25-50 lbs.
IQ:2 Damage: 1d-2 cr# Origin: SF
HT: 10-15 Reach: C Habitats: P,F, J
Giant ants live in large underground nests containing hun-
Agropelter dreds or thousands of individuals. They are the ultimate commu-
ST:6-8 Move/Dodge 10/7 Size: 1 nists - everything is done for the nest; the individual means
DX: 14 PD/DR: 0/0 Weight: 50-70 lbs. nothing.
IQ:5 Damage: 1d-4 cr# Origin: ML (USA) Most ants are divided into soldier and worker castes. For
HT: 14/7-9 Reach: R,C Habitat: F every soldier in the colony, there will be 20-50 workers. Sol-
diers will be at the high end of the given stats, workers at the low
The agropelter resembles a baboon with very long arms. It is end. With most species, the workers don't attack at all - they
a solitary creature, living in the upper end of a hollow tree. just mill around and get in the way. In some species, the workers
Small birds make up the bulk of its diet. It stays well-hidden and will defend the nest. In any species, workers will "attack"
is rarely seen by humans (-4 to Vision rolls). someone if they see him as food. Soldiers will ignore people,
Agropelters resent human intrusion into their woods and have even though they look tasty, unless the nest is invaded.
an unpleasant way of showing it - they pelt any intruders with As few people would be foolish enough to venture into a giant
dead branches. Each one stores a supply of branches inside its ant nest, the ants are much more likely to be encountered while
lair for just this purpose. If any humans pass near its tree, the foraging. Foraging parties will be made up of approximately 2d
agropelter will emerge and hurl a branch at the nearest one. It ants.
will then duck back into its tree, and will not come out again While foraging, the ants leave chemical trails behind them. If
unless attacked or given another opportunity at an unobserved an ant finds food (humans qualify) and returns to the nest, many
shot! ants will follow the trail back to the food source. Ants can carry
If the branch hits (treat as a thrown weapon: SS 11, Acc 1, many times their own weight. A single worker ant at 25 lbs.
½D ST, Max ST x 1.5), it does 1d4 crushing damage. Roll at could drag a human body back to the nest.
-4 on the Parts of the Body table (p. B203) to determine hit
location. If cornered at close range, the agropelter can bite for
1d-3 cutting damage.
Alligator
ST: 18-24 More/Dodge: 7/6# Size: 4-6
DX:12 PD/DR: 3/4# Weight: 700-1,500 lbs
IQ:3 Damage: 1d+1 cut Origin: R
HT: 12/20-26 Reach: C# Habitats: FW, S
Alligators are large reptiles native to the southeastern U.S.
and to the Yangtze River basin of China. They average 12-14
feet in length, sometimes reaching as long as 18 feet, and are
quite sluggish, spending most of their time basking on river
banks. Unlike crocodiles, alligators are shy of humans - they
will flee on sight. If cornered, though, they are vicious fighters.
Adults feed mainly on fish, but also catch small animals that
come down to the water to drink. Large alligators may some-
times pull deer or cows into the water.
The alligator attacks by grabbing and holding with its teeth.
It then attempts to drown its victim by pulling it under the water.

Creatures of the Wild -6-


Since ants have no use for valuables, the armor and posses- herd. If cornered, an antelope will turn and face its attacker,
sions of their victims will be scattered around the hill, or (in striking with horns and hooves.
some species) stacked in "burial chambers" along with dead Antelopes do either impaling or crushing damage, depending
ants and other trash. on the type of horns. Hooves do ld-1 crushing damage, either
Giant ants attack with their mandibles, doing 1d-2 crushing kicking or trampling.
damage. Many species also secrete formic acid, doing an extra
two points of damage after DR is subtracted. A few species can Aurochs
squirt formic acid, doing 1d of damage; SS10, Acc 0, ½D ST, ST: 48-60 Move/Dodge: 8/4 Size: 3
Max STxl.5. DX:9 PD/DR:1/1 Wt: 1,000-2,500 lbs.
Giant fire ants have a venomous bite; treat this as a Type C IQ: 4 Damage: 1d+2 imp# Origin: Ice
venom doing 1d of damage in addition to the damage from the HT: 13-16 Reach: C Habitats: P, F
bite itself (see Venom, pp. 50-51). In this species, even the
workers are aggressive and have venom. Giant army ants are The aurochs was the ancestor of modem domestic cattle.
really bad news - they are all food-gatherers with a soldier's Well-known by primitive humans, it was hunted and domesti-
bite, and they all attack. cated extensively. By medieval times, it had become rare, and
has been extinct since the 17th century.
Treat aurochs like any other herd herbivore- they will flee if
threatened. Males protect the herd, and will attack like bull cattle
(p. 45) - by charging and trampling. Their horns do 1d+2
impaling damage; their trample does 1d+1 crushing damage.

Baboon
ST: 9-11 Move/Dodge: 12/7 Size: 1
DX:14 PD/DR:0/0 Weight: 50-90 lbs.
IQ: 6 Damage: 1d-2 cut Origin: R
HT: 16/8-10 Reach: C Habitats: P, J, F
Baboons are the largest and smartest of the monkeys, though
neither as smart nor as large as apes. They are diurnal and range
throughout Africa. On all fours, they measure about a yard long;
standing, they can reach 4 feet in height.
Baboons have a well-organized social structure; they live in
troops of 20 to 50 members. Each troop has a definite territory
over which it ranges. Its members never wander far from the rest
of the troop. When traveling, the females and young stay in the
center of the troop, where they are protected from all sides.
When at rest, the troop will post sentries to warn of approaching
danger. If threatened, the troop will flee, with the males hanging
back to protect the females and young from any pursuers.
Antelope Unlike most monkeys, baboons are omnivores, and have
ST: 15-20 Move/Dodge: 18/9 Size: 2 been known to attack lone humans. Leopards and lions are their
DX:15 PD/DR:0/0 Weight: 250-350 lbs. greatest enemies. The troop will seek safety from them in trees
IQ: 4 Damage: 1d+1 imp# Origin: R and rocks, from which they will bark their defiance. The males
HT: 14-17 Reach: C Habitats: P, J, D, are quite courageous and will sometimes turn on their enemies;
M,F,S several are more than a match for any predator.
They attack by grappling and biting in close combat. Their
Antelopes are ungulates (hoofed animals) vaguely resembling vicious canine teeth do 1d-2 cutting damage.
deer, cattle and mountain goats. The category is a loose one, If raised from infancy, baboons can make excellent pets.
including widely differing species such as bongos, bushbucks, There is a record of a baboon serving in World War I in a South
dik-diks, duikers, gazelles, gnus, impalas, kudus, sables, African troop. As well as being the best sentry in the outfit, it
springboks, etc. Most species are African, although some are once saved its master's life. It was awarded a medal, promoted
native to Asia. to corporal, and later lost a leg to artillery fire.
In most species of antelope, both males and females have
horns. These horns vary from species to species - some are Badger
long, some short, some straight, some curved, some twisted.
Antelopes also vary greatly in size. The statistics given are ST: 5-7 Move/Dodge: 6/6 Size: < 1
for a middle-sized antelope. For a very large antelope, see Eland DX: 13 PD/DR: 1/1 Weight: 20-45 lbs.
(p. 14); the smallest antelopes are rabbit-sized! IQ:4 Damage: 1d-3 cut Origin: R(SF)
Antelopes are diurnal grazing animals. Most species live in HT: 16/8-10 Reach: C Habitat: F
large herds of 100 or more animals; others are found in groups The badger is a large member of the weasel family, measur-
of 6 to 20. They are quite edible, though the meat is drier and ing 1 ½ to 2 ½ feet long. It is stocky, with a short tail and short
coarser than that of deer. but powerful legs. It has distinctive markings - a white head
They are timid; a herd will flee if approached, with the males with two broad black stripes running from the tip of the muzzle
lagging behind, staying between the predator and the rest of the

1 Creatures of the Wild


across the eyes and ears to the back of the head. It also has a short Bat
temper and a nasty bite.
American badgers are solitary animals, active in the after- ST: 1-2 Move/Dodge: 12/6 Size: <1
noon and evening. Old World badgers, on the other hand, live DX: 13 PD/DR: 0/0 Weight: <1 lb.
in large multi-generational families, and are active only at night. IQ:4 Damage: 1d-5 cut Origin: R
Badgers are omnivores, feeding on insects, mice, frogs, acorns, HT:13/2 Reach: C Habitats: Sub, F, J, S
blackberries, etc. They prefer to avoid humans, but can fight
viciously if provoked. Their strong front claws make them rapid Bats are the only true flying mammals, and are found the
diggers, able to tunnel out of sight in less man a minute. world over, inhabiting caves and deep woods. They are noctur-
As a fantasy variation, badgers can be given the ability to cast nal and hunt alone, though they often live in large colonies. The
a modified Strike Blind spell (p. M24) at Skill 15. It stores up to body size is usually close to a mouse's, though some fruit-eating
20 "fatigue" points of mana in its eyes; each casting uses 5 of bats are the size of squirrels. The wingspan ranges from 1 to 5
the stored "fatigue" point, and 1 point is recovered per hour. feet.
The subject of the spell is temporarily blinded (see Blindness, p. Most bats eat insects, some eat fruit, and one species - the
B27). The spell lasts for 10 seconds - its sole function is to vampire bat - drinks blood. This bat makes a tiny, painless cut
allow the badger to escape from large predators, including hu- in a sleeping mammal or bird and licks up the blood that flows
mans. The badger must be able to see its target and must concen- out - a negligible amount for large animals. It will not attack an
trate for one second before casting the spell. Its skill roll is at-1 active animal or person.
for each yard of distance to the target. It would take at least three vampire bats to do even 1 HT
damage in a single night. There is more danger from secondary
infection than from blood loss; vampire bats can be carriers of
rabies, and they can transmit malaria and other diseases from an
infected animal to others. Other bats can also carry rabies. In a
fantasy scenario, bats might carry even worse diseases.
Most insect-eating bats have poor vision, relying on echolo-
cation (sonar) for guidance and for locating prey. In fruit-eating
and vampire bats, the vision is better than the echolocation. The
apparently stumbling flight of the bat is actually well-coordi-
nated, and bats are no threat to humans-unless carrying rabies,
or some other disease.

Bear
Bear, Black
ST: 14-17 Move/Dodge: 7/6 Size: 2#
DX:13 PD/DR: 1/2 Weight: 200-500 lbs.
IQ:5 Damage: 1d cr# Origin: R
HT: 14/14-18 Reach: C Habitats: F.M
Bear, Brown
ST: 15-19 Move/Dodge: 7/6 Size: 2#
DX:13 PD/DR: 1/2 Weight: 200-700 lbs.
IQ: 5 Damage: 1d cr# Origin: R
HT: 14/16-20 Reach: C Habitats: F, M,S
Barracuda, Great
ST: 16-20 Move/Dodge: 12/7 Size:3
DX: 15 PD/DR: 1/1 Weight: 75-100 lbs.
IQ: 3 Damage: 1d cut Origin: R
HI: 12/16-20 Reach: C Habitat:SW
Great barracudas, among the most voracious of predatory
fish, are responsible for many attacks blamed on sharks. They
are 8-10 feet long, fast, and can attack in surprisingly shallow
water-as shallow as 18 inches.
Their sharp fangs, jutting lower jaws and long torpedo-
shaped bodies make them extremely evil-looking. They are sol-
itary hunters, found in tropical and subtropical waters, and are
active day and night.
The barracuda hunts by sight rather than smell. Murky water
thus should be avoided, as the keen-sighted barracuda may over-
estimate someone's size, think him more dangerous and attack.
The barracuda attacks swiftly, biting cleanly, striking once and
not repeating its attack. Its bite does 1d cutting damage, andean
easily cripple a limb.
Creatures of the Wild -8-
Bear, Grizzly
ST: 22-28 Move/Dodge: 8/6 Size: 2#
DX: 13 PD/DR: 1/2 Weight: 400-1,000 lbs.
IQ:5 Damage: 1d+2 cr# Origin: R
HT: 14/18-22 Reach: C,l Habitats: F, M
Bear Kodiak
ST: 27-33 Move/Dodge: 7/6 Size: 3#
DX: 13 PD/DR: 1/2 Weight 800-1,500 lbs.
IQ:5 Damage: 2d-2 cr# Origin: R
HT: 15/20-24 Reach: C,l Habitats: F,M
Bear, Sun
ST: 12-15 Move/Dodge: 7/6 Size: 2#
DX: 13 PD/DR: 1/2 Weight: 150-200 lbs.
IQ:5 Damage: 1d-1 cr# Origin: R
HT: 11-14 Reach: C, 1 Habitats: F,J
Bears are omnivores which, with the exception of the polar
bear (p. 27), actually eat more plants than animals. They are
found the world over. Most bears will get out of the way if they
hear someone coming, but if surprised can be quite dangerous.
Make a reaction roll (at-3 for grizzly, Kodiak and polar bears)
to determine whether the bear is hungry/aggressive or just gets
out of the way. Mother bears are extremely protective of their
cubs, reacting at -8. Little is known of its habits; assume that it will attack fear-
The black bear is found in wooded areas throughout North lessly, with intent to devour. It bites at up to 1-hex reach for
America. It is slightly smaller than the brown bear, measuring 2d+2 impaling damage.
up to five feet in length. It is friendly, and harmless to people
unless provoked, cornered or injured. It is solitary except during Beaver
the mating season (June).
The brown, grizzly and Kodiak bears are related - and may ST:l-2 Move/Dodge: 6/7 Size: <1
represent a single species. Of the three, the brown is the smallest DX:12 PD/DR:1/1 Weight: 15-20 lbs.
and the Kodiak the largest. Brown bears are found in the north- IQ:4 Damage: 1d-2 cr Origin: R
western portion of North America and throughout Europe and HT: 12/3-4 Reach: C Habitats: FW, F
Asia. The grizzly and Kodiak bears are limited to the northwest-
ern U.S. and Canada. Beavers are large, gregarious rodents, living in small
The sun bear is the smallest of the bears, measuring about 4 streams. To make the water sufficiently deep to prevent its freez-
feet in length and standing 2 feet high at the shoulder. It gets its ing, they construct dams of mud, stones and tree trunks. These
name from the distinctive yellow crescent on its chest. It is also dams are quite complex and frequently of surprising strength. In
known as the honey bear, due to its fondness for honey. It lives pools made by the dams, beavers build air-filled lodges that
in the tropical and sub-tropical forests of southern Asia, spend- open under the water. The lodges are covered with mud so that
ing most of its time in the trees. when winter comes, the mud freezes, becoming hard as stone
A bear walking on all fours is a 2-hex animal (except the and serving as an ample deterrent to wolves and other predators.
Kodiak bear, which is 3 hexes). When standing on its rear legs Both the dam and the lodges are built in the early autumn.
to fight, it occupies only one hex. Beavers eat roots, berries and bark. When the ice breaks in
Bears strike with their claws tor crushing damage, or bite for the spring, they leave their dams and roam about the woods near
the same amount of cutting damage. In addition, the grizzly, their streams. If attacked, beavers will flee, hiding in a nearby
Kodiak and polar bears can "bear-hug," grappling in close stream, but if they are cornered, they can bite for 1d-2 damage.
combat and then biting.
Bison
Bear-Dog, Giant ST: 48-70 Move/Dodge: 13/6 Size: 3-4
SI: 45-55 Move/Dodge: 7/5 Size: 4 DX: 10 PD/DR: 1/2 Weight: ½-1½ tons
DX:11 PD/DR: 2/2 Weight: 1-1½ tons IQ: 4 Damage: 1d imp# Origin: R
IQ:3 Damage: 2d+2 imp Origin: Pre HT: 15/20-25 Reach: C Habitats:P
HT: 13/48-60 Reach: C, 1 Habitats: J, F, P
Bison, also known as buffalo, are large ox-like relatives of
Andrewsarchus is the scientific name of this animal of 50 cattle, standing five to six feet at the shoulder and weighing up
million years ago. Although called a giant bear-dog, it was re- to 3,000 pounds. Their shaggy fur, short horns and hunched
lated to neither bears nor dogs. It stood about 6 feet at the back give them a distinctive appearance.
shoulder and was 11 feet long - its head alone was more than a Bison live in herds, ranging in size from a single family to
yard long. thousands of individuals, and are most active in the morning and
Judging from its teeth, it was carnivorous. From its size, it evening. Herbivores, they feed mainly on grass and migrating
couldn't have been very fast; however, the Eocene had many over thousands of miles each season.
slow-moving herbivores for it to prey upon.
-9- Creatures of the Wild
They are easily spooked - any sudden noise may cause the Siberia, while reindeer are found in Scandinavia and Greenland.
herd to stampede, sometimes running for miles before slowing Other than these differences, treat the two as being identical.
down. If angered, a bison will charge, trampling for 1d+2 Caribou are the only members of the deer family in which
crushing damage or (bulls only) goring with the horns for 1d both sexes have antlers. The largest caribou are about 8 feet
impaling damage. long, standing 5 feet at the shoulder. They live in large migra-
Bison once covered the plains of North America, and played tory herds of up to 3,000, and are active during the daylight
a major role in the lives of many Indian tribes. The tribes de- hours, though they can be active at night during the long Arctic
pended on them for food, clothing, bedding, tents, weapons and winters. They are shy of humans, but are quite inquisitive. They
tools. They were also important figures in Indian religion - can be dangerous during the mating season (fall), when the
white bison were thought to be sacred to the sun god. With the males will attempt to drive off any intruders.
coming of the Europeans, bison were slaughtered nearly to ex-
tinction. With them died many Indian tribes. Cave Bear
ST: 27-33 Move/Dodge: 7/6 Size: 3#
DX:12 PD/DR:l/2 Weight 1,200-1,600 lbs.
IQ:5 Damage: 2d-2 cr# Origin: Ice
HT: 14/24-30 Reach: C, 1 Habitats: M, F
Cave bears of the Pleistocene were about the same size as
modem polar bears and Kodiaks. They were almost completely
vegetarian, and went into caves only during their winter hiber-
nation. It seems early humans hunted them frequently - many
cave bear remains show signs of consumption by humans.
Treat them as Kodiaks: -3 reaction; claw for 2d-2 crushing
damage at 1-hex reach; bite for 2d-2 cutting damage in close
combat; "bear-hug" while biting. When walking on all fours,
they are 3-hex creatures; when standing on two legs, 1-hex crea-
tures.
Also see "Bear" on pp. 8-9.

Cave Lion
ST:34-42 Move/Dodge: 9/6 Size: 2
DX:12 PD/DR:2/2 Weight: 500-700 lbs.
IQ:4 Damage: 2d cut Origin: Ice
Cape Hunting Dog HT: 15/24-30 Reach: C Habitats: M,P
ST:4-6 Move/Dodge: 10/6 Size:1 These large cats lived during the Pleistocene and were fre-
DX:13 PD/DR:1/1 Weight: 35-50 lbs.
IQ:5 Damage: 1d-3 cut Origin: R quently hunted by humans. Little is known about their habits.
HT: 10-12 Reach: C Habitats: P,M Assume that they behave similarly to modern lions (p. 21),
although it is likely that they do not fear humans.
Cape hunting dogs are ferocious carnivores only distantly
related to domestic dogs. They range from the Sahara to South
Africa. They are quite gregarious, traveling and hunting in no-
madic packs of 4-60. They are strictly diurnal. While no attacks
on humans have been recorded, Cape hunting dogs are quite
fearless, and most hunters give them a wide berth.
These animals work systematically in a pack. They are not
exceptionally fast, but have great endurance, running down their
prey over long distances. They can catch gazelles, even after a
half-mile head start. They take turns harrying their prey, keep-
ing it constantly on the run. They further weaken it by biting its
flanks, until it finally drops from exhaustion and loss of blood.
They will immediately begin consuming the prey, eating it alive,
and devouring it within ten minutes of dropping it.

Caribou
ST: 20-25 Move/Dodge: 12/7 Size: 3
DX: 15 PD/DR: 1/2 Weight: 500-700 lbs.
IQ: 4 Damage: 1d+1 imp# Origin: R
HT: 14/13-16 Reach: C Habitats: A, P
Caribou and reindeer belong to the same species. However,
reindeer are easier to tame - perhaps because they have been
around people longer. Caribou are found in North America and
Creatures of the Wild -10-
Centipede, Giant Chimpanzees are our closest living relatives, inhabiting the
ST: 40-50 Move/Dodge: 6/5 Size: 5-8 tropical rain forests of central Africa. They stand between 3 and
DX: 14 PD/DR: 1/2 Weight 100-500 lbs. 6 feet in height. They are carious and intelligent, and often use
simple tools - sticks, stones and leaves.
IQ:2 Damage:* Origin:SF Chimpanzees are diurnal animals, found in troops of up to 20
HT: 15/25-35 Reach: C Habitats: S, F, Sub, J members, though they usually travel in groups of three to six.
This monstrosity reaches lengths of np to 25 feet, measuring They can be trained, and appear to enjoy such tricks as bicycle
riding and dressing up in clothing. They are more arboreal than
3 feet in width and 1 foot to height. It is always hungry, and gorillas, but less so than monkeys.
attacks on sight. The giant centipede is a solitary creature, fre- They are shy of humans, and peaceful unless angered or
quenting deep woods and jungles, swamps, caves, and deep brought to bay - in which cases, they can be quite dangerous.
valleys - anywhere that it can stay out of direct sunlight. Some They attack in close combat, grappling and then biting for 1d-1
species are active both day and night. Its bite does 1d+1 impal- cutting damage.
ing damage, as well as injecting a type F venom for and addi-
tional 1d damage.
Coyote
ST:4-6 Move/Dodge: 9/7 Size: 1
DX:14 PD/DR: 1/1 Weight: 25-45 lbs.
IQ:6 Damage: 1d-3 cut Origin:R
HT: 14/8-10 Reach: C Habitats: P, F, D,
M,S
The coyote is a canine, smaller and slightly more intelligent
than the average wolf. Its fur is tawny, ranging from light yellow
to yellow-gray in color. It has a bushy tail, tipped with black.
It is more solitary than its wolf cousins, as its habitats are
usually less plentiful in game; it hunts either singly or in pairs.
Coyotes are nocturnal, but not above making raids in the day-
time.
Fanners hate them and exterminate them mercilessly, fearing
them as a threat to livestock. This reputation is probably exag-
gerated; while sheep, goats and deer are occasionally killed, the
coyote generally prefers smaller game, such as rabbits or ro-
Cheetah dents.
Coyotes are known for their wariness, and many legends have
ST: 16-20 Move/Dodge: 30/10 Size: 2 sprung up about their cunning -. give them a "Craftiness"
DX: 14 PD/DR: 0/0 Weight: 110-160 lbs. level of at least 12. It is difficult to trap a coyote, unless some
IQ:4 Damage: 1d cut Origin: R sort of ruse is used.
HT: 13-16 Reach: C Habitats: P,D Coyotes are extremely adaptable creatures - despite persecu-
tion, they have actually expanded their range within the last
Cheetahs are the fastest land animals; they average speeds of century, until now they are found throughout North America.
50-60 miles per hour, but have been clocked at speeds up to an
incredible 75 mph. For all practical purposes, they can acceler- Creodont
ate instantly from a dead stop to full speed. ST: 18-22 Move/Dodge: 7/6 Size: 2
They are diurnal cats, native to Africa. They have many DX:12 PD/DR: 1/1 Weight: 250-350 lbs.
dog-like features: long legs made for running, not springing; IQ:3 Damage: 1d+l cut Origin:Pre
claws that do not fully retract; trainability; a lack of stalking HT: 13-16 Reach: C Habitats:P
ability. They hunt by outrunning their prey, knocking it down
with a forepaw, then strangling it with their bite. Creodonts were early mammalian carnivores that flourished
Their claws are blunt by cat standards; treat their swipe as a 60 million years ago. They were the deadliest beasts of their day,
slam attack doing no damage. They bite in close combat for 1d though slow by modern carnivores' standards.
cutting damage. They resemble a cross between a puma and a wolf, with a
Cheetahs are the most easily trained cats-unlike most ani- slightly bearish cast to the face. Their hunting tactics are un-
mals, they are more easily trained when captured as adults. They known, but they aren't built for long chases. Assume that they
were in vogue in certain medieval and Renaissance courts and, are solitary or paired nocturnal animals which will attack hu-
in the Middle East, have been trained for over 3,000 years. mans on sight.
They do not breed well in captivity, however - the first
recorded birth in captivity was in 1960! It is not a good idea to
train them to kill humans, as they cannot distinguish friend from Crocodile
foe. ST: 20-28 Move/Dodge: 8/7# Size: 5-7
DX: 14 PD/DR: 3/4# Weight: 900-2,000 lbs
Chimpanzee IQ: 3 Damage: 1d+2 cut Origin: R
HT: 13/24-30 Reach: C# Habitats: FW, S
ST: 14-18 Move/Dodge: 7/7 Size: 1
DX:14 PD/DR: 0/0 Weight: 100-180 lbs. Crocodiles average 13-16 feet long and can grow to 20 feet,
IQ:6 Damage: 1d-1 cut Origin: R though in the past they were larger - see the entry on the extinct
HT: 12-14 Reach: C Habitats:J
-11- Creatures of the Wild
giant crocodile below. Natives of Africa, Asia and Australia, The dhole is a real animal found in India and southeastern
they are related to and resemble alligators, with longer and nar- Asia. It resembles a small reddish wolf, travels in packs and
rower snouts. hunts using tactics similar to those of the Cape hunting dog
Larger and more aggressive than alligators, though, they (p. 10). It cannot bark, but has an unusual howling whistle -
show caution but no fear of humans, to fact, some African croc- apparently its mating call. In reality, it is such a shy, secretive
odiles become man-eaters. Crocodiles will ambush from a river animal that it is almost never seen; it avoids humans at all costs.
as do alligators, and can tail-whip for the sane effect (see p. 6). The dhole listed here is the dhole of Kipling - the patient,
The crocodile's underbelly has PD 1.DR2. Its Move is2 (up populous pack that never forgives a wrong, and from which even
to 4 for short distances) on land, 8 in the water. the tiger turns away. "The dhole do not begin to call themselves
a pack till they are a hundred strong..." says Kipling,"...
and remember, the dhole biles low."
Dholes will attack humans by biting at their legs, then
swarming over them once they fall. A pack of dholes will not
turn aside for any thing. Anyone who stays out of the pack's way
will not be hurt; but woe to anyone who injures, kills or other-
wise antagonizes a dhole - the pack will hunt him to the death.

Diatryma
ST: 30-38 Move/Dodge: 14/7 Size:1
DX:14 PD/DR: 1/1 Weight: 500-700 lbs.
IQ:3 Damage:2d+1 imp# Origin:Pre
HT: 16/24-30 Reach: C, 1 Habitats: P
The diatryma was a large flightless bird of 50 million years
ago. It stood 7 feet tall, and its head was as large as a horse's. It
was decidedly carnivorous, and was probably diurnal. From the
fossil remains, diatrymas seem to have hunted in groups.
Their wings are small for the birds' size - about a foot long
each - and are quite useless. The feet are used for kicking like
an ostrich, but the main weapon is undoubtedly the beak. The
beak does 2d+l impaling damage; a kick does 2d impaling
Crocodile, Giant damage. Both have a 1-hex reach.
ST: 48-58 Move/Dodge: 8/6# Size: 14-17 Some fantasy novels describe diatrymas being used as mounts!
DX:13 PD/DR: 3/4# Weight: 1-2 tons Give the rider or trainer a -4 to any training, Riding or Animal
IQ:3 Damage: 3d-2 cut Origin: Pre Handling rolls - these birds are not bright, and have nasty tem-
HT: 14/40-50 Reach: C# Habitats: FW, S pers.

These animals lived throughout the age of dinosaurs. They


grew to a length of 50 feet and were true crocodiles in all re-
spects. As far as tactics go, treat them like their modem rela-
tives. Its tail-whip has reach 3, for 2d damage.

Deer
ST:5-14 Move/Dodge: 9/7 Size: 2
DX:15 PD/DR: 0/0 Weight: 70-200 lbs.
IQ:4 Damage: 1d imp# Origin: R
HT: 13/6-8 Reach: C Habitats: F, M, J, P
There are many types of deer, including the mule, musk, red
and white-tailed deer. In most species, the males bear antlers
(shed yearly) which are used to fight other males. The deer's
primary defense, though, is flight
Deer will occasionally fight by kicking or trampling (1d
crushing damage), or by butting with the antlers (1d impaling
damage). Attack is most likely during the mating season, or if
the deer is brought to bay. Deer are found the world over, and
their meat is highly prized.

Dhole
ST:4-6 Move/Dodge: 8/6 Size:1
DX: 13 PD/DR: 1/1 Weight: 35-50 lbs.
IQ.-5 Damage: 1d-3 cut Origin: SF
HT: 15/7-10 Reach: C Habitats: P,J
Creatures of the Wild -12-
Didi Dire Wolf
ST: 16-20 Move/Dodge: 8/7 Size 1 ST: 13-16 Move/Dodge: 7/6 Size: 1
DX:14 PD/DR:1/1 Weight: 300-500 lbs. DX:12 PD/DR: 1/1 Weight: 150-250 lbs.
IQ:6 Damage: 1d cut# Origin:? IQ:4 Damage: 1d cut Origin: Ice
HT: 13/14-18 Reach: C, 1 Habitats: J HT: 13-17 Reach: C Habitats: P, M, A, F
Didi are large apes the size of gorillas. They are reputed to The dire wolf is the sturdy but slow precursor of the modem
dwell in certain South American jungles, and are well-known to wolf. Dire wolves are active both day and night, traveling in
the natives, though only rarely encountered by outsiders. The packs ranging from four to 40 animals. Scavengers by nature,
natives are extremely frightened of them, saying that they attack dire wolves prey upon animals in distress - the injured, the old,
without provocation. Since there are no carnivorous apes, one the abandoned young. They often attack animals trapped in
can surmise dial these attacks are defensive or territory-related. mires, rock slides and tar pits. The La Brea tar pits contain more
Or perhaps the didi occasionally go insane and attack whatever skeletons of dire wolves than of any other mammal.
comes along. Dire wolves have no fear of humans. The wolves will attack
They attack by grappling and biting in close combat for 1d using pack tactics. They will not be driven off until they have
cutting damage, or by slapping at up to 1-hex reach for 1d+1 suffered at least 50% casualties.
crushing damage.
Dragonfly, Giant
Adult
ST: 16-20 Move/Dodge: 20/10 Size: 2
DX: 15 PD/DR: 1/2 Weight: 100-125 lbs.
IQ:2 Damage: 1d cut Origin: SF
HT: 12-14 Reach: C Habitat: S
Lava (Water Tiger)
ST: 12-16 Move/Dodge: 6/8 Size: 2
DX: 16 PD/DR: 1/2 Weight: 60-125 lbs.
IQ:2 Damage: 1d imp Origin: SF
HT: 10-14 Reach: C, 1 Habitat: S, FW
Adult giant dragonflies are most often found near water,
where they breed. They are superb fliers and voracious preda-
tors, feeding mostly on small birds. They take their prey on the
wing, scooping them up with their legs held in a basket-like
position. Their powerful jaws quickly devour their victims in
only a few bites. Adults have been known to attack humans on
occasion, but are usually not a threat. Larval dragonflies, on the
Dingo other hand, are a deadly danger; they are ugly, voracious "water
tigers'' which can seize and eat almost anything their own size.
ST:7-9 Move/Dodge: 10/6 Size:1 Adults attack by swooping onto their victims and grappling
DX: 13 PD/DR: 1/1 Weight: 45-110 lbs. them in close combat. They will then hover in place while gnaw-
IQ:5 Damage: 1d-3 cut Origin: R ing on their catches. Adults can carry up to Light encumbrance
HT: 10-12 Reach: C Habitats: P while flying.
Dingoes are feral dogs, about the size of collies. They have
short fur, varying in color from yellow to light red to brown,
and live alone or in small family groups.
Like the dhole, the dingo cannot bark, but instead howls or
whines. It was probably brought to Australia by the Aborigines
as a domesticated dog, and later became wild. Treat dingoes as
wolves (p. 39) as far as their behavior is concerned.

Dinohyus
ST: 40-50 Move/Dodge: 8/6 Size: 4
DX: 12 PD/DR: 2/3 Wt: 1,600-2,000 lbs.
IQ:3 Damage: 2d+l cut# Origin: Pre
HT: 15/44-55 Reach: C Habitats: F
Dinohyus is a giant pig-like animal that flourished 25 million
years ago. It is only distantly, if at all, related to the modem pig.
It is 12 feet long and 6 feet high at the shoulder. Its head is 3 feet
long. Treat it as a wild boar (p. 38) doing 1d+1 crushing dam-
age to a trample or 2d+l cutting damage in a tusk-slash.
13 Creatures of the Wild
The water-breathing larvae are found in fresh-water ponds Electric Eel
and lakes. They feed on anything they can catch, including hu-
mans and other beasts that blunder into the water. Their vicious, ST: 5-7 Move/Dodge: 7/4 Size: 2-3
retractable jaws allow them to strike at a reach of 1, doing 1d DX: 9 PD/DR:0/0 Weight: 25-145 lbs.
impaling damage. If suddenly disturbed, they have a limited IQ: 3 Damage: 1d# Origin: R
form of "jet propulsion," forcibly expelling water and driving HT: 12/6-8 Reach: C,l Habitats: FW
themselves rapidly forward. With this ability, they can travel at
Move 9 far up to 4 turns. Electric eels are not really eels — they are a species of South
American fish found in warm-wafer rivers, either singly or in
schools of up to ten. Their electric organs—used for direction-
Eagle
ST:4-5 More/Dodge: 18/9# Size: <1 ¾ of their bodies. These organs can discharge up to 600 volts-
DX:12 PD/DF: 0/0 Weight: 4-12 lbs enough to kill a human.
IQ:4 Damage: 1d cut Origin: R Only the largest electric eels can put out enough voltage to
HT: 13/4-5 Reach:C Habitats: M,F seriously harm a human, though; the smaller ones only stun for
1d turns. If a character gets too close to one of these fish, it will
Eagles are large birds of prey found throughout the world discharge an electric jolt. Anyone within one yard must immedi-
The largest have wingspans over 6 feet wide, and can cany up to ately make a roll against HT to avoid me effects of the jolt
ten pounds in their talons. Most species are cowards - crows For a large eel (7-10 feet long), the victim is stunned for 2d
can sore them away! - but some are very brave. In Siberia, seconds if he makes his roll. If the roll is failed, he immediately
eagles have been trained to kill wolves - by piercing the takes 1d damage (DR and Toughness do not protect) and is
wolves' skulls with their powerful talons. stunned for one minute. For the smaller eels, the victim is unaf-
Eagles are diurnal and mate for life - no more than two fected if his HT roll is successful, and is stunned for 1d turns if
eagles will ever be encountered at one time. They will have the roll is failed.
nothing to do with humans unless raised in captivity, and will
not attack humans unless severely wounded. As trained birds,
they are inferior to falcons and other smaller raptors. They at-
tack with their claws for 1d cutting damage. Their base Move in
flight is 18, but they can swoop for speeds up to 60 to 70 mph
(Move 30-35). On the ground, Move is 1, while Dodge is 6.

Eland
ST: 32-40 Move/Dodge: 16/8 Size: 3-4
DX:14 PD/DR:0/0 Wt: 1,500-2,000 lbs.
IQ: 4 Damage: 1d+2 imp# Origin: R
HT: 13-16 Reach: C Habitats: P
The eland is a large antelope, standing 6 feet at the shoulder,
measuring up to 13 feet long, and weighing as much as a ton. It
has a short muzzle, sharp hooves and long twisted horns, and is
light brown in color with a white underbelly. It can be caught
and domesticated, and is an excellent source of milk and meat.
Elands are diurnal, and live in herds of 20 to 100 They are
capable of jumping more than 7 feet high, and will sometimes
jump over each other in their attempts to flee from danger.
If brought to bay, the eland's horns make it quite dangerous Electric Ray
- it can impale for 1d+2 impaling damage The eland can also ST:4-6 Move/Dodge: 8/6 Size: 1-2
trample for 1d+1 crushing damage. DX:12 PD/DR:0/0 Weight: 50-200 lbs.
IQ:3 Damage:* Origin: R
Elasmotherium HT: 12-16 Reach: C, 1-3 Habitats: SW
ST: 300+ Move/Dodge: 10/5 Size: 13 Also called a torpedo, this fish is disc-shaped, with an almost
DX:9 PD/DR:3/4 Weight: 3-5 tons circular body and a short, slender tail. While it can measure up
IQ:4 Damage: 3d+2cr Origin: Ice to 6 feet across, it is only an inch or two thick. It is found in
HT: 17/60-75 Reach: C, 1,2 Habitats: P tropical and temperate waters, from the tidal zone down to 3,000
feet, spending most of its time lying on the sea floor. It feeds on
Elasmotherium is an extinct type of rhinoceros, even larger small crustaceans and the occasional fish which it catches by
than modern rhinos, with a very long horn. It stands 13 feet tall pouncing on and storming them.
at the shoulder and is about 7 yards long. The horn is over two Because salt water is a better conductor than fresh water, the
yards long - Elasmotherium can reach at up to 2-hexes, doing torpedo does not need to be able to generate as high a voltage as
3d+2 damage. the electric eel - its electric organs put out only about 200 volts.
Like the modern rhino, it is a solitary animal, active from If approached too closely, it will release a jolt. Anyone within
dawn to dusk. It will flee humans unless wounded or protecting three yards must make a successful HT roll or be stunned for 1d
young. Treat it as a rhinoceros in all respects not otherwise seconds. The ray will then flee - torpedoes do not attack peo-
covered here. ple.

Creatures of the Wild -14-


Falcons are birds of prey, feeding on small birds, mammals
and reptiles. Most catch their prey by swiftly diving, or stoop-
ing, on it from above - it has been estimated mat the peregrine
reaches speeds of 200 mph or more in its stoop.
Peregrines have always been favorites among falconers, due
to their beauty, speed and accuracy (see Falconry,p B46) In
medieval times, the gyrfalcon was reserved for the nobility, due
to its size (it is the largest falcon) and appearance. Also, living
in the Arctic Circle, it was the hardest species to come by.
Falcons attack in dose combat with beak and claws, doing
1d-2 cutting damage.

Ferret
ST:1 Move/Dodge: 9/7 Size:< 1
DX:15 PD/DR:0/0 Weight: 1-2 lbs.
IQ:5 Damage: 1d-4 cr Origin: R
HT: 12/3-4 Reach:C Habitats: F, P
Ferrets are slender 14-inch-long nocturnal members of the
weasel family; there are several different species, found
throughout Europe, Asia and North America. They hunt small
Elephant animals that live in holes and burrows. Farmers consider them to
ST: 250-300 Move/Dodge: 8/0# Size:10+ be dangerous pests, as they will attack poultry - and legends
DX:12 PD/DR:3/4 Weight: 5-8 tons claim that they will also go after unwatched babies.
IQ:6 Damage 3d cr# Origin: R Ferrets attack by biting, but rarely eat their kills. Instead,
HT: 17/40-50 Reach: C, 1,2 Habitats: J,P they prefer to suck out the blood. They are fairly intelligent and
can easily be trained to hunt or fetch small objects. If used to
The largest living land animal, the elephant ranges in height flush wild game from a burrow, a ferret should be muzzled
from 9 to 13 feet. The African elephant is larger than the Indian, Otherwise, it will kill the prey, feast on it and then remain in the
and also has larger ears and tusks. The African elephant is found burrow -the hunter loses not only the game, but also the ferret.
throughout Africa south of the Sahara, while the Indian is com- With the muzzle on, it cannot make the fall, but can only chase
mon to India and southeast Asia. the prey out into the hunter's waiting nets.
Elephants are intelligent and, when domesticated, hard-
working. Their patience is well-known, and they will bear a lot
of abuse before rebelling. In the wild, they are found in herds of
15 to 30 animals, often covering large distances in men seasonal
migrations. They are known to help each other escape from
hunters and pits, healthy ones supporting a wounded one on
either side or digging a ramp out of a pit with their tusks. They
are active at all times, except in the heat of the day. Elephants
consume about 500 lbs. of vegetation a day each!
They attack by trampling (3d crushing damage), or with the
trunk which can reach up to 2 hexes and has ST 12 - treat it as
two-handed for lifting, carrying, throwing, etc. (see Lifting and
Moving Things, p. B89). The trunk may strike (1d crushing) or
grapple, and can be used to pick up and hurl things - double the
trunk's ST for determining distance. Use the rules for Throwing
(p. B90) and Falling (p. B131) to determine the results.
Elephants have no Dodge, except for their trunks which
Dodge at 6. The skull has an extra 2 DR due to its thickness. If
domesticated, an elephant will not carry more than Medium
encumbrance (l0xST) on its back.

Falcon Flying Snake


ST:l-3 Move/Dodge: 20/10 Size:< 1
DX:15 PD/DR:0/0 Weight: 2-8 lbs. ST:<1 Move/Dodge: 10/7 Size: 2
IQ:4 Damage: 1d-2 cut Origin: R DX: 15 PD/DR: 0/0 Weight: 1-2 lbs.
HT: 12/3-5 Reach: C Habitats: F, M, P, A IQ:3 Damage: 1d-5 cr Origin: R
HT:12/3 Reach: C Habitats: J
There are many species of falcon - including the gyrfalcon,
hobby, kestrel or sparrowhawk, merlin and peregrine - found Due to its unique rib structure, Chrysopelea, commonly
throughout the world. They range in length from 13 to 19 called the flying snake, is able to glide from high up in the trees
inches. Many species mate for life and return to the same nest down to the ground or to other trees. It has been seen to travel at
site year after year. least 55 yards horizontally from a spot 40 feet up in a tree.

-15- Creatures of the Wild


Its ribs extend outward, forming a concave surface under- Fox
neath the snake, trapping a cushion of air for the snake to glide
on - much like a hang glider. It is 4 to 6 feet long, is not ST: 3-4 Move/Dodge: 10/7 Size: 1
poisonous, and feeds on insects and small mammals it lives in DX: 14 PD/DR: 1/1 Weight: 10-15 lbs.
Southeast Asia. On the ground, its Move is 2. IQ:5 Damage: 1d-4 cut Origin: R
Chrysopelea is an excellent model for SF creatures; assume HT: 12/5-7 Reach: C Habitats: F, M, P, D
that poisonous varieties exist somewhere in the universe.
Foxes can be found in many habitats across the world, from
the mountains of Japan to the plains of Australia. They are
Flying Turtle distant cousins of the dog, but not of the same genus. Foxes are
ST:1 Move/Dodge: 20/10 Size:< 1 predacious animals, hunting mostly at night. They eat small
DX: 15 PD/DR: 3/4 Weight: 1-2 lbs. birds and mammals frogs, shellfish and even fruit at times.
IQ:4 Damage 1d-2 imp# Origin: SF They mate once, early in the year, and other than that, the sexes
HT:11/4 Reach: C Habitats: P, D, F live and hunt apart.
Foxes are most known for their cunning, having a Craftiness
The flying turtle does not resemble a turtle so much as it does level of at least 14. They are good at avoiding men's traps, and
a football with a sharp front. Its shell is made from a thin, hard because of their slyness, hunting them with hounds and horses
chitin, and can open at the bottom near the front. From this has always been a popular sport in England and throughout
opening, the creature extends its eyes and, when feeding, six Europe. However, their intelligence serves them for more than
small tentacles and a beak. avoiding man. Foxes have been known to rid themselves of fleas
The shell's color depends on the habitat in which the flying and other parasites by grasping a piece of bark in their mouths
turtle is found. The forest species has a greenish-brown shell; and dipping themselves tail-first into a stream. The parasites
the plains species is grayish; and the desert species is colored in have nowhere to go but onto the piece of wood, which the fox
yellows and light reds. releases to the current. Foxes are, however, wary of humans and
It has the psionic power of Levitation (see p. B173). Its quite independent; they do not make good pets.
Power is 8, which allows it to fly at a Move of 30. It attacks by Foxes attack in close combat, biting for 1d-4 damage.
ramming its victim, doing 1d-2 impaling damage. The flying
turtle's levitation affects only itself - it cannot lift anything Gila Monster
else.
Treat the attack as a slam attack, the victim taking 1d-2 im- ST:2# Move/Dodge: 1/6 Size: <1
paling damage if hit. Once the turtle hits an opponent, the beak DX:13 PD/DR: 2/1 Weight: 6-10 lbs.
and tentacles emerge and begin to feed. The beak does 1d-4 IQ: 3 Damage: * Origin: R
crushing Damage: this bypasses all DR if the initial slam pierced HT:13/3 Reach: C Habitats: D
the victim's flesh or armor (it inserts the beak through the hole!).
It takes one turn to remove a flying turtle from a victim. The The Gila monster is a poisonous lizard, one of only two in the
creature may then be attacked through the front opening, bypass- world. The other is the beaded lizard, and stats for it are similar:
ing all DR. The opening is at -6 to be hit, however, and the add one to ST and hit points, as it is slightly larger. Its poison is
creature will close it in 2 turns. It will then attempt to fly away, no stronger, however.
possibly to ram again. The Gila monster is about two feet long, pink and yellow in
color with black shadings. It is found in the southwestern U.S.
The beaded lizard is about 2½ feet in length, mostly black with
pink and yellow patches, and found in western areas of Mexico.
Both are solitary nocturnal animals that fast for days, then go
out and eat all they can - eggs, rodents, reptiles and birds.
Incapable of running, they move slowly - if threatened, they
hold their ground. Unless molested, they won't bite.
The Gila monster attacks by biting in close combat. The bite
in itself does only 1d-5 cutting damage, but injects a type F
venom causing intense pain and doing 1d+1 damage. The
venom apparatus is inefficient; the lizard must bite and bold like
a bulldog, sometimes chewing to help conduct the venom. If it
can be removed within 4 turns, the effects of the poison will be
avoided. The jaws have ST 14 - strong men have a hard time
prying them open. A Contest of ST is required to remove the
animal, and it will probably bite again before it can be gotten rid
of. Pouring something nasty like gasoline or ammonia into its
mouth will get it to let go, as will fire under its lower jaw.

Glashan
ST: 12-14 Move/Dodge: 7/6 Size:l
DX: 12 PD/DR: 1/0 Weight: 100-160 lbs.
IQ:7 Damage:* Origin: ML (Scotland)
HT: 13-16 Reach: C Habitats: M,F
A glashan is a small humanoid, about the size of a Halfling
and not very intelligent. It is extremely hairy, rivaling an
Creatures of the Wild -16-
English sheep dog in this respect, and has sharp, strong nails. It will not fight unless threatened; there is no record of an unpro-
wears no clothing - in fact, it hates clothing of any sort. voked gorilla attack.
A glashan encountering a single traveler will attempt to rip If provoked, gorillas attack in close combat by grappling and
his clothing to shreds. A larger party will not be attacked out- biting for 1d cutting damage. They may also attack with a slap
right; instead, the glashan will follow the group (Stealth 14) and (2d-l crushing at up to 1-hex reach), but this is a rare attack,
sneak into their camp at night, stealing any packs and destroying used only when surprised.
any clothing it finds. Glashans are usually solitary, but they will
enlist others to make a night raid on a large party!
The glashan uses its claws to rip clothing, doing 1d+1 cutt-
ing damage per turn. It will not attempt to rip metal armor, but
will attempt to rip everything up to and including leather armor.
Treat heavy learner armor as having DR 2, HT10; light leather
as DR 1, HT 6; and clothing as DR 0, HT 2. Each article of
clothing must be attacked separately, modified only by the size
of the wearer. Note that half-torn clothes are bound to reduce the
wearer's DX somewhat.
Once it has torn off all of a person's clothing, the glashan will
step back, laugh gleefully, and run away. A glashan will not
harm or molest anyone beyond exposing his body to the world.
The only damage to the victim is to his pride (and his wallet).
If attacked, the glashan will strike with a fist for 1d crushing
damage. Once its victim is reduced to unconsciousness, it will
cease its attack and return to shredding the rest of his clothing.
It will not use its claw-like nails against living beings, unless it
is reduced to half its original HT - then it gets desperate,
clawing for 1d+1 cutting damage.
Gumberoo
Glyptodont ST: 38-46 Move/Dodge: 8/6 Size: 2
ST: 25-35 Move/Dodge: 3/4 Size: 11 DX:13 PD/DR: 4/7# Weight: 700-900 lbs.
DX:9I PD/DR:4/7 Wt: 1,500-2,500 lbs. IQ:4 Damage: 2d+2 cut# Origin: ML (USA)
IQ:3 Damage: 2d-2 imp Origin: Pre HT: 16/24-30 Reach: C Habitats: F
HT: 17/25-30 Reach:1 Habitats: P
The gumberoo is a rare animal, fortunately for humanity.
The glyptodont was a prehistoric animal, related to the arma- About the size of a large bear, it closely resembles that animal
dillo, that died out over one million years ago. Glyptodonts except that it is nearly hairless and its roundish body is smooth,
were of many sizes, the largest being represented here. without a wrinkle. It has big bushy eyebrows and a wispy beard,
This creature is 6 feet high, 15 feet long (4 feet is tail!), and but no hair on the general body.
6 feet wide in the body. It resemble armored dinosaurs like the It lives exclusively in forests of large trees, such as grow in
ankylosaurus, but is a true mammal. The skull is broad, more the Pacific Northwest of the U.S. Because it abides in the bases
like a turtle's than an armadillo's. of burned-out trees, no one knows whether its black color is
Glyptodonts will never attack. If threatened, their usual reac- natural or from the charred wood. It is active only 3 months of
tion is to withdraw into their shells and swing their tails (1-hex the year, but then it is very active, devouring whatever it can find
reach into all back hexes) until left alone. For roost purposes, -a horse will distend its stomach, but will not curb its appetite.
their DX is 9; for the tail-swing, though, DX is 12. It is both nocturnal and diurnal during its active phase, which
They are solitary nocturnal animals. They have powerful may explain the long dormant phase. No one has ever seen two
claws (used only for digging) and only molars-no biting teeth. together, though they must mate and bear young. No young have
ever been reported.
The gumberoo is fearless in attacking anything it meets -
Gorilla with good reason! It is exceedingly strong for its size, and nearly
ST: 20-24 Move/Dodge: 7/6 Size: 1 invincible in the animal kingdom. It attacks either with claws
DX: 13 PD/DR: 1/1 Weight: 200-600 lbs. (2d+2 cutting damage at 1-hex reach) or by biting (2d cutting to
IQ:6 Damage: 1d cut# Origin: R close combat). Unlike a bear, a gumberoo will not grapple - it
HT: 14/16-20 Reach: C, 1 Habitats: J, M doesn't have good balance on two legs.
It has a natural Reverse Missiles spell (p. M68) powered by
Gorillas are the largest primates, averaging 5½ to 6 feet in mana stored in its skin. The mana is used only slowly, allowing
height, found in the rain forests of central Africa. Diurnal social it to recharge as fast as it is consumed, resulting in the spell
animals, they travel in troops of 5-15 - usually a single male always being in effect. It turns any ranged attack (including
and several females with young. They are peaceful vegetarians, missile spells) back upon the attacker. If the attacker's "to hit"
feeding on fruit and leaves. They have a fear of water and will roll is successful, he hits himself- if not, he sees the missile fly
not cross even small streams. back toward him and miss. The game effect is as though the
Gorillas are at least as intelligent as chimpanzees, but unlike missile had bounced straight back from the gumberoo to the
chimps do not use tools. They do not make suitable pets or attacker. If a gumberoo is killed, the mana in his hide can be
trained animals - they are quite temperamental, are prone to used, but only once. It acts as a 10-point, one-shot Powerstone,
tantrums, and need constant affection and companionship. They giving a mage 10 extra points of fatigue to use once. If the spell
doesn't require 10 points, the excess mana is lost.

-17- Creatures of the Wild


The gumberoo's only weakness is fire. Any non-ranged
flame attack - including a weapon enchanted with the Flaming
Weapon spell (p. M34) - bypasses all DR and does double
damage! Note that the Flame Jet spell (p. M34) is affected by the
Reverse Missile spell. Thus, the only way that Flame Jet can
hurt the gumberoo is in close combat - the mage must actually
touch the gumberoo.

Hippopotamus
ST: 100-125 Move/Dodge: 4/4 Size: 10
DX:8 PD/DR: 2/3 Weight: 3-5 tons
IQ:4 Damage: 5d cr Origin: R
HT: 16/32-40 Reach: C Habitats: FW
The hippopotamus is a distant African relative of the pig; its
name literally means river-horse. It rivals the rhinoceros as the
second-largest living land animal, reaching up to 12 feet in
length, standing almost 5 feet at the shoulder, and weighing
about four tons (2d+l trampling damage). It spends most of its
day in the river or basking on the river bank. It can remain
submerged for as long as five minutes at a time.
Hippopotami live in groups called schools numbering from
20-100 animals. The females and young occupy a central area, Irish Elk
while each adult male occupies a separate area (known as a ST: 24-30 Move/Dodge: 10/7 Size: 3
refuge) around the perimeter of the territory. Each male has his
own marked path from his refuge to the central feeding area. DX:12 PD/DR:1/1 Weight: 1,000+lbs.
Hippo schools are matriarchal, run by the females almost as by IQ:4 Damage 1d+2 imp Origin: Ice
committee. HT: 14/13-16 Reach: C Habitats: S
Hippos are territorial, and will chase other creatures away
from their area. They are vegetarians, feeding mostly at night, This giant member of the deer family died out just a few
coming on land to eat grass and other plants. They can wander thousand years ago; humans were probably a leading cause of its
up to 20 miles in their search for food, and often destroy crops. extinction. It stood 6 feet at the shoulder and had enormous
The mouth is equipped with long tusks, averaging 2½ feet antlers, with spreads up to 10 feet being common.
long, and the hippo's bite does an awesome 5d crushing damage Like all deer, Irish elk were undoubtedly shy of humans, but
- it can crush a small boat easily. A hippo can become quite may have been dangerous in the fall, their mating season. Treat
upset if anything comes between it and its water and/or young, them as moose (p. 24) in all respects not given here.
and will give chase until the danger seems past. Crocodiles and
sharks live peacefully with the hippo, so a hippo's presence does Jackal
not necessarily mean that the water is safe to enter. ST:2-5 Move/Dodge: 9/7 Size: 1
DX: 14 PD/DR: 0/0 Weight: 10-20 lbs.
Hyena IQ: 5 Damage: 1d-3 cut Origin: R
ST:9-18 Move/Dodge: 16/8 Size: 2 HT: 12/5-7 Reach: C Habitats: P, D, F, J
DX:13 PD/DR: 1/1 Weight: 100-200 lbs.
IQ:4 Damage: 1d cut Origin: R The common jackal is a small dog-like animal, measuring up
HT: 12/13-16 Reach: C Habitats: P, D, J, F to 18" at the shoulder and maybe 2 feet in length. Most species
are found in Africa; one species is native to northern Africa and
Hyenas are dog-like scavengers with large heads and ears, southern Asia.
longer front legs than rear legs, and short manes and tails. Their Jackals are primarily scavengers, though they often hunt and
powerful jaws can crack bones easily. They are nocturnal ani- kill their own prey and may raid an occasional chicken coop.
mals, living in pairs or small packs, with the females being They sometimes enter villages and even cities at night to
larger and more dominant than the males. Most species are scrounge for refuse. They are primarily nocturnal animals, trav-
found in Africa; some live in Asia Minor and India. eling singly or in pairs, although they are occasionally found in
Hyenas have a reputation for cowardice, largely undeserved. packs. Jackals are no threat at all to humans. An entire pack will
White they are scavengers, they do hunt their own prey on flee even one human.
occasion. When they hunt, they run down prey like dogs. Hyena
packs will even chase lions away from their kills. Jackalope
Hyenas have been known to attack humans, usually sleeping ST: 1-2 Move/Dodge: 14/7 Size: <1
campers or lone, unarmed travelers. They will often attack a DX: 14 PD/DR: 0/0 Weight: 10-25 lbs.
sleeping person's face, causing disfigurement at the least. If IQ:3 Damage: 1d-5 imp Origin: ML (U.S. A.)
cornered, hyenas will fight viciously, biting in close combat for HT: 15/2-4# Reach: C Habitats: P
1d cutting damage. Their bites are dirty; anyone bitten must roll
against HT for possible infection (p. B134). A jackalope is basically a hare with antlers-but what a hare!
Only the males have antlers, which give them the courage of
stags in rut. During mating season (January through December),

Creatures of the Wild -18-


a jackalope buck will charge any thing in an attempt to impress Jellyfish
the females with its courage. Jackalopes have even been known
to charge bison, who get out of their way because they feel sorry ST:<1 Move/Dodge: 3/0 Size: < 1-3
for the little things. DX: 9 PD/DR: 0/0 Weight ½-10 lbs.
A buck will charge a party of humans on sight, aiming at the IQ:2 Damage:* Origin: R
weakest-armored person (it may be in rut, but it's not dumb). HT: 15/2-8 Reach: C Habitat: SW
Treat this as a slam attack. If the victim loses or ties the Contest
of DX, he takes 1d-5 impaling damage. Jellyfish and Portuguese men-of-war are free-swimming rel-
After a charge, the buck will trot off in search of a female. It atives of sea anemones and coral, with long stinging tentacles
will totally ignore its victim-it has other things on its mind. If They are found in seas throughout the world and can pose quit
attacked, it will be very surprised (mental stun, two turns), then a hazard to swimmers - beaches have been temporarily close
charge the attacker in extreme anger. because there have been so many jellyfish floating in the water
Jackalopes are diurnal animals. The females are indistin- Most jellyfish stings are no more virulent than a bee-sting
guishable from hares, except mat they witch.the tacks out of the but some are deadly - the sting of one species, the sea wasp, i
corners of their eyes. If the party meets one jackalope, there will fatal over half the time, usually before the swimmer can stagge
be others around, not too far away. The bucks usually don't get back to shore. Treat the sea wasp's venom as a Type F venom
too close to each other, though; they tend to become jealous and (p. 51) doing 3d+l damage. Other jellyfish do less damage
butt heads a lot. ranging anywhere from 1d-4 to 2d. A Vision roll is required to
Killing a jackalope will serve little purpose - some even spot one, a DX roll needed to avoid its stingers.
consider it to be bad luck - as the meat is inedible.
Kangaroo
ST: 10-12 Move/Dodge: 15/7 Size: 2
DX:15 PD/DR: 1/1 Weight: 100-175 lbs.
IQ: 4 Damage: 1d+2 cut Origin: R
HT: 13-16 Reach: C Habitats: P, F, D, M
There are several species of kangaroos, the largest standing
up to 7 feet or taller - they continue to grow throughout the
lifetimes. The stats given are for middle-sized animals.
Marsupial grazing animals, kangaroos are found only in Aus-
tralia, where they have adapted to many different habitats. The
are most active at night, resting during the hottest part of the
day. They live in large groups, called mobs, often numbering
hundred or more; some species travel in smaller mobs of only 10
to 20.
While grazing, they travel in a "five-legged" mode, balanc-
ing on their tails and short forelegs while they bring their hind-
legs forward. When traveling rapidly, they leap using their hind
legs only, the tail acting as a balance and rudder. The tail is quite
strong, and can support the kangaroo's whole weight when nec-
essary.

Jaguar
ST: 16-28 Move/Dodge: 10/7 Size: 2
DX:14 PD/DR: 1/1 Weight: 150-350 lbs.
IQ:4 Damage: 1d+2 cut Origin: R
HT: 15/14-18 Reach: C Habitats: J, P, M, D
Jaguars are solitary dawn and dusk hunters, ranging from
Mexico to South America. They are the largest American cats,
larger than leopards though smaller than lions. Their powerful
jaws make their bite as deadly as a lion's.
Jaguars are usually found in jungles, but are common in sa-
vannas, mountains and even semi-arid areas. They are fond of
water, swim well (Move 2) and will often hunt in the water.
They are quite shy of humans - some won't even fight when
cornered. There have been cases of man-killers, but never any
man-eaters. Like most big cats, jaguars go for the throat.
Jaguars are good jumpers, able to jump 3 yards straight up
without a running start. A 3-yard standing broad jump is also
common, and a 5-yard running broad jump is easily possible.
They can climb trees at full speed and often drop out of trees
onto prey - they can drop 4 yards without taking any damage!
They usually stalk prey to close range before charging.
-19- Creatures of the Wild
When threatened, kangaroos bound rapidly away. They are can be used to knock down opponents (Contest of ST) in its back
capable of great leaps, up to 9 yards long, with 14 yards being hexes.
the record. They usually stay within 5 feet of the ground when The Komodo dragon is native to a few small Indonesian is-
leaping, but leaps over 9-foot fences have been recorded. lands. It usually eats carrion, but will also run down and swal-
If cornered, kangaroos can fight viciously. They attack by low whole small deer and pigs. It often lies in wait in bushes
balancing on their tails (against a tree if one is handy) and lash- beside game trails (-4 to be seen), charging out at any prey that
ing out with all four feet - all clawed - doing a total of 1d+2 passes by (see Sprinters, p. 59).
cutting damage. Kangaroos have been trained to wear boxing When feeding, it rips the meat apart with its teeth and claws,
gloves and do quite well against human opponents. swallowing large pieces in each bite. Like a snake, it will then
spend several days sleeping off its meal. While it is a threat to
Killer Whale lone humans, attacking them fearlessly, it can become quite
tame in captivity.
ST: 40-70 Move/Dodge: 15/7 Size: 19-28
DX: 13 PD/DR: 0/1 Weight: 1-2½ tons
IQ:8 Damage: 2d+2 cut Origin: R Leech
HT: 15/20-30 Reach: C Habitats: SW ST:<1 Move/Dodge: 0/0 Size:< 1
DX: < 1 PD/DR: 0/0 Weight: < 1 oz.
Killer whales, actually large members of the dolphin family, IQ: 2 Damage: * Origin: R
have distinctive coloring - black on the back and white on the HT:15/1 Reach: C Habitats: S, FW
belly. They grow up to 10 yards long, though 7 yards is a more
common length. They travel in packs of 3-50 and are found the Leeches are nuisance creatures found in swamps, lakes,
world over, though they prefer colder waters. Seals, walruses, ponds, streams and even on land. They are parasites, who use
porpoises, fish - all are eaten when encountered, and killer their powerful suckers to attach themselves to their victims. The
whale packs have been known to attack larger whales. They leech's bite is painless, so the victim often will not even realize
attack land animals standing on ice by coming up from under- that he has been bitten. It takes a lot of leeches to do even 1 HT
neath, shattering even 1-yard-thick ice and knocking the animals damage, though; treat them as a swarm (see p. B143).
into the water! Depending on the climate, wading or swimming through
There are no recorded cases of killer whales eating humans, swamps or streams may result in picking up leeches. In tem-
but Eskimos fear them greatly, claiming they eat lone kayakers, perate climates, the number of leeches encountered will be min-
easily dumping the light boats first. Thus, the GM must decide imal - ignore them for game purposes, except in the direst
how they react to humans. If they attack, they will attempt to swamps. In the swamps and in certain sluggish tropical streams,
bite a person in half - they could swallow half a person with no leeches can be enough to become a serious threat: each person
problem. They would also be able to tip over any small boat. may pick up 2d leeches per five minutes spent in the water.
The killer whale's bite does 2d+2 cutting damage. After picking up a dozen or more leeches, the victim will
begin to lose 1 HT each five minutes. The primary danger from
leeches is not from blood loss, though; the leeches will become
bloated and drop off after 15 minutes of feeding.
The real danger from leeches is from infection. If even one
HT is lost to leeches, a roll against HT+2 is needed to avoid
infection. At the GM's option, the victim can merely lose an
additional 1 HT, representing the infection, or he can contract an
actual disease (see Illness, p. B133).
Up until the 19th century, leeches were used in the treatment
of many diseases, including headaches, delirium, madness, skin
disease, tumors, whooping cough, gout, obesity, etc. The let-
ting of blood was thought to be beneficial, removing "bad
humors" from the body. Physicians even came to be known as
leeches. In a fantasy campaign, leeches might also be used med-
icinally - who knows, the treatment might even work!

Leopard
ST: 20-25 Move/Dodge: 9/7 Size: 2
DX: 14 PD/DR: 1/1 Weight: 60-200 lbs.
IQ: 5 Damage: 1d+1 cut Origin: R
Komodo Dragon HT: 15/14-17 Reach: C Habitats: J, F, M,
ST: 16-20 Move/Dodge: 9/7 Size: 4 D,P
DX: 14 PD/DR: 1/2 Weight: 200-300 lbs. Leopards range from southern Asia through much of Africa.
IQ: 3 Damage: 1d cut Origin: R They are somewhat smaller than lions and much more arboreal.
HT: 16/16-20 Reach: C Habitats:J Solitary nocturnal animals, they will also hunt on overcast days.
These cats are beautifully marked, with even the black ones
The Komodo dragon is the largest living lizard. It can grow having the familiar rosette pattern visible under their fur in cer-
up to 12 feet in length, and weigh up to 300 lbs. It has a stout tain lighting. There is no difference between leopards and pan-
body, a long head and neck, a green pebbly hide, and a long thers; even black panthers are leopards. (In this book, the name
deeply-forked tongue that constantly flicks in and out. Its tail is "panther" is reserved for the animal from European legend.)
quite powerful, is as long as the head and body combined, and
Creatures of the Wild -20-
Lynx
ST: 4-6 Move/Dodge: 10/7 Size: 1
DX: 15 PD/DR: 0/0 Weight: 20-45 lbs.
IQ:4 Damage: 1d-3 cut Origin: R
HT: 14/7-9 Reach: C Habitats: F
The lynx is a large forest cat found in Canada, northern
Europe, and Asia, to Europe, it is the largest cat extant and
reaches lengths up to 3½ feet. Lynx have very acute vision -
they can spot mice 250 feet away and hare 1,000 feet away. In
deep winter, they grow thick fur on their feet, allowing them to
walk on top of snow.
Lynx are solitary nocturnal hunters, though occasionally two
may work together to bring down a deer. Ordinarily, they will
not attack anything larger than a sheep or goat, and these only if
rabbits and squirrels are scarce. There are no recorded attacks on
humans, though they will occasionally raid barnyards.
They are secretive and elusive (Stealth-18), deliberately
avoiding humans. They will fight only if attacked or cornered-
but are vicious when they do fight. They climb well, drop onto
prey as well as stalk and pounce, and are strong swimmers.
They are the archetypal stalkers of the animal kingdom. Shy
and wary, their keen senses (Vision, Hearing, Taste/Smell at 18) Mammoth
and remarkable hiding ability (Stealth-18) also make them hard ST: 225-275 Move/Dodge: 8/0 Size: 10
to track. While they can drop from trees onto prey, they are not DX:12 PD/DR: 3/5 Weight: 4-7 tons
as adept at it as pumas are. IQ: 4 Damage: 3d cr Origin: Ice
A leopard can jump 3 yards straight up without a running HT: 17/40-50 Reach: C, 1,2 Habitats: P, F, A
start, and 5 yards in a running broad jump is not uncommon.
Leopards can climb trees at their normal speed, and are even Mammoths were Ice Age ancestors of the elephant, common
strong enough to climb while carrying a carcass. They dislike to North America, Europe and Asia. Some species were covered
water, but are able swimmers if need be (Move 2 in the water). with a thick, woolly hair. Despite the name, they were slightly
When attacking, they go for the throat, biting in close combat smaller than modern elephants. They originated some 7 million
for 1d+1 cutting damage. They are particularly fond of dog- years ago, and were hunted to extinction by humans who used
flesh - there are many recorded instances of leopards dashing the meat, tusks and hide extensively. There is no evidence that
out of the bush to snatch a dog from under the nose of a hunter. they were ever domesticated; assume that they can be, using the
They generally avoid humans, though man-eaters are not un- same techniques used on modern elephants.
known. Man-eating leopards are among the most dangerous of Mammoths evolved from mastodons, and were larger, with
real-world animals, as they will actually enter a house to grab higher skulls, shorter jaws and heavier hair. They also were
prey. found in a wider range of habitats. Their hard, high-crowned
molars were designed to chew up prairie grasses and other tough
Lion vegetation that the mastodon could not eat.
ST: 24-30 Move/Dodge: 10/6 Size: 2 Mammoths attack by trampling for 3d crushing damage.
DX:13 PD/DR: 1/1 Weight: 300-600 lbs. Treat them as elephants in all respects not covered here.
IQ:4 Damage: 2d-2 cut Origin: R
HT: 15/16-20 Reach: C Habitats: P, J, D, M
Lions live in groups called prides that number any where from
3-20, with four and five being average. Larger prides are com-
mon in the more open grasslands.
Lions prefer the plains, but will occasionally venture into
desert, mountains and, more rarely, jungle. They often hunt
singly, though they are capable of co-operative effort: a lioness
or two will lie up in the tall grass, while the males herd the prey
in their direction; the whole pride will share in the kill. Lions are
more diurnal than most cats, but adapt well to a nocturnal exis-
tence if hunted by humans.
Most encounters with humans end with the lions fleeing rap-
idly. However, if wounded, a lion will charge angrily and at-
tempt to kill anyone in its way. Likewise, running away from
one will sometimes spark its instinct to chase. Occasional man-
eaters have been reported - generally, old or wounded lions.
Lions attack in close combat, biting and clawing for 2d-2
cutting damage. The actual attack is usually on the neck, stran-
gulation being the most common method of killing.
-21- Creatures of the Wild
woodlands, whereas mammoths could deal with the tougher
prairie grasses.
Treat mastodons as small elephants in all other respects (see
p. 15).

Megatherium
ST: 80-100 Move/Dodge: 3/4 Size: 13
DX:9 PD/DR: 1/1 Weight: 7-9 tons
IQ:3 Damage: 3d cut Origin: Ice
HT: 16/50-60 Reach: C, 1,2 Habitats: J, F
Megatherium was a giant ground sloth that lived during the
Ice Age. It had huge claws on its forefeet, was larger than the
modern elephant, and could rear up on its hind feet to reach
leaves 20 feet off the ground.
It had no biting teeth, only molars, but may have used its
claws to defend itself from sabertoothed tigers and other carni-
vores. It was most likely a solitary nocturnal animal, occasion-
ally found to pairs - at least this is true for the modem tree
sloth.
It will leave humans alone, possibly even fleeing from them.
If attacked, however, it will defend itself, swinging with its
claws for at up to a 2-hex reach.

Mantis, Giant
ST: 30-36 Move/Dodge: 5/7 Size: 3
DX: 15 PD/DR: 3/3 Weight: 400-600 lbs.
IQ:2 Damage: 2d-1 cut# Origin: SF
HT: 15/16-20 Reach: C, 1 Habitats: J, F, S
The giant mantis stands on four of its six legs, towering up to
8 feet in height. The other two legs, armed with wicked spikes,
are used to seize and hold prey. A solitary ambusher, the mantis
hides in bushes near game trails (IQ-4 to be spotted), waiting for
unwary passers-by.
As its prospective dinner enters an adjacent hex, it lashes out
with both forefeet, grabbing its victim. Treat this as an attack at
1-hex reach that grapples if the victim loses the Contest of DX.
Once having grappled its victim, the mantis begins to feast,
generally biting its prey on the neck first to kill it.
The mantis's forelegs do 1d crushing damage on the turn that
it grapples. Breaking free from the mantis's grapple requires
either a successful Contest of ST or doing enough damage to
cripple the limbs (crippling one leg halves the mantis's ST for
grappling). The mantis's bite does 2d-l cutting Damage: it will Mngwa
usually bite only after having grappled its prey.
ST: 21-27 Move/Dodge: 10/7 Size: 2
DX:14 PD/DR: 1/1 Weight: 200-300 lbs.
Mastodon IQ: 5 Damage: 1d+2 cut Origin: ?
ST: 175-200 Move/Dodge: 8/0 Size: 10 HT: 15/16-20 Reach: C Habitats:J
DX:12 PD/DR: 3/4 Weight: 3-5 tons
IQ: 4 Damage: 3d cr# Origin: Ice Mngwa (roughly pronounced moon-gwa) are arboreal great
HT: 17/30-40 Reach: C, 1,2 Habitats: F cats, larger than leopards and totally gray in color, said to in-
habit certain jungles of Africa. The natives firmly believe in
Mastodons were early ancestors of the mammoth, originating them, and some Europeans have seen evidence of their exis-
some 25 million years ago and becoming extinct about 8,000 tence. People have been found with their throats torn out,
years ago. There were mastodons in North America when the clutching a wad of gray feline hair-but there is no known large
first men crossed over from Asia. gray cat in Africa.
They had long curved tusks and short reddish hair, and Mngwas are solitary nocturnal cats. Quite crafty(Stealth-18),
browsed the forests of the Pleistocene. They were smaller than they are shy of humans, but will drop from above should a
mammoths, and also had a more limited habitat. Their teeth human chance to walk by. Treat them as leopards (p. 20) in all
were adapted for chewing the soft leaves and twigs of open respects not covered here.
Creatures of the Wild -22-
Monitor Lizard
ST: 3-9 Move/Dodge: 7/6 Size: 2-3
DX:13 PD/DR: 1/2 Weight: 35-80 lbs.
IQ: 3 Damage: 1d-3 cut Origin: R
HT: 12-14 Reach: C Habitats: J, FW, S, D
Monitors are among the largest living lizards, measuring
from 4 to 8 feet long. They are found throughout Africa, and in
southern Asia from Arabia to Indonesia and Australia. Most
species live in or near water, though desert and deep jungle
species also exist.
They regularly raid crocodiles' nests and eat the eggs - no
mean feat, as crocodiles are among the most protective mothers
in nature! They are active during the day and at dusk, and can be
found singly or in pairs- often one monitor will decoy a mother
crocodile while another carries away the eggs.
They will not attack humans unprovoked, but have no fear of
them either. If cornered or wounded, they can fight fiercely.
They will first by to scare off their attackers by puffing up their
bodies, hissing angrily and lashing their tails like whips. If this
doesn't work, they will try to grab their attackers in their pow-
erful jaws and claw with their feet. While their teeth are not
Mokole-Mbembe made for biting (like snakes, they swallow their prey whole),
ST: 200-250 Move/Dodge: 5/5 Size: 10 monitors have been known to amputate fingers and cause deep
DX:11 PD/DR:2/2 Weight: 4-5 tons wounds when angry.
IQ:3 Damage: 2d cr# Origin:? A roll against HT is required by the victim of a monitor's
HT: 16/38-46 Reach: C,1# Habitats: FW, S bite; a failed roll means the wound becomes infected (see p.
B134); all HT rolls to recover from the infection are at -2.
The mokole-mbembe, a water monster from central Africa, Australian legend holds that the bite of the goanna, a type of
may be a surviving species of dinosaur. It most resembles a monitor, does not heal for seven years.
miniature brontosaurus, about 15 feet long and 7 feet high at the
shoulder, and is reputed to live in the lakes and swamps of the Monkey, New World
thickest, most impenetrable part of the central African jungle. ST:2 Move/Dodge: 8/7 Size:< 1
Many tribes in the area claim to have encountered it - and they DX: 15 PD/DR: 0/0 Weight: 3-15 lbs.
all agree that it's dangerous. It is apparently a solitary creature IQ: 6 Damage: 1d-5 cr Origin: R
-no one has ever reported seeing more than one. HT: 13/2-3 Reach: C Habitats:J
It is vegetarian, but quick to attack anything that it cannot
flee. It attacks with a tail-whip (as a brontosaurus, p. 41, except There are a number of species of New World monkey with
reach is 2, for 2d damage.) but can also trample for 2d crashing various habits, anatomies and appearances. The above statistics
damage. Its head can reach into any of its front hexes, biting for are for the capuchin monkey (the famous "organ-grinder's"
1d-2 crushing damage. monkey), which is smaller than the average New World mon-
key, but the most common pet. The only other types that make
Mongoose good pets are the squirrel monkey, which is slightly smaller than
ST: 1 Move/Dodge: 10/8 Size: <1
DX: 16 PD/DR: 0/0 Weight 2-10 lbs.
IQ:4 Damage: 1d-4cr Origin: R
HT: 15/3-5 Reach: C Habitats: J, F, P, D
Mongooses are small carnivores found in Africa and south-
east Asia, ranging from 9" to over 2 feet in length, and bearing
a slight resemblance to weasels. They are active at all times of
the day and night, and can be found singly or in packs of up to
eight.
They are famous for killing snakes, though snakes are not
fteir favorite prey; they prefer to hunt rodents, birds, frogs,
insects, and fish. Their lightning-fast reflexes enable them to
jump out of the way of striking snakes, then grab them by the
back of the neck before they can recover.
They will attack if cornered, but will flee at the earliest op-
portunity. They can be trained and make excellent pets, but will
always hunt birds and other small animals no matter how their
owner discourages them. They have rapidly become pests in
areas into which they have been introduced.

-23- Creatures of the Wild


the capuchin, and the spider monkey, which is slightly larger. and night. They can do 1d+2 crushing damage with their ant-
Adjust ST and hit points by 1 in each case. Capuchins stand lers, or 1d+1 trampling damage with their hooves.
about 15 inches high, squirrel monkeys about 10 inches and
spider monkeys about 18 inches. Moray Eel
All New World monkeys are diurnal except for the
douroucouli, which is exclusively nocturnal. Most are gregari- ST: 1-20 More/Dodge: 5/6 Size < 1 to 3
ous, traveling in troops of 10 to 30. In fact, the squirrel monkey DX:12 PD/DR: 0/0 Weight: 1-150 lbs.
is so gregarious that it dies in captivity if isolated from other IQ:3 Damage:* Origin: R
monkeys. Many New World monkeys, such as the spider mon- HT: 12-16 Reach: C Habitats: SW
key, have prehensile tails which can be used as extra limbs and
even as tactile organs. Capuchins and squirrel monkeys, how- Morays eels come in all sizes (up to 10 feet long), and are
ever, do not have prehensile tails. commonly found in tropical seas down to depths of 150 feet.
Monkeys are extremely intelligent and active. Most are arbo- They are solitary animals, active night and day. They are rarely
real to some degree - some can leap up to 10 yards from tree to seen in open water, preferring to hide in shipwrecks and crevices
tree. The purely arboreal ones move faster in the trees than on in the rocks and reefs. They are voracious, eating almost any-
the ground. If they have not been hunted by humans, some thing, dead or alive.
species are more curious than shy, and can be lured into reach A moray eel won't ordinarily attack a human, but a hand
with a little food. If they have been hunted, they will flee rapidly stuck into its den probably looks like a small edible fish to it -
whenever humans approach. so it bites. And doesn't let go. Treat the attack as a bite to
As pets, monkeys are known for their affection, jealousy, grapple (p. 55). The victim takes damage from the bite only on
curiosity and mischievousness. They get into everything they the turn in which he is bitten, but will begin to drown if held
can, and get bored if restrained for too long. They must be underwater. Damage is based on the ST of the eel; use the
protected from drafts and cold - they are tropical animals, cutting damages given on p. B140 and add 1 point. Even a small
remember. The young make the best pets. moray's bite is bad news, and a large one can hold a person
down to die.
Monkey, Old World
ST: 3 Move/Dodge: 8/7 Size: < 1 to 1
DX:15 PD/DR:0/0 Weight: 20-40 lbs.
IQ:6 Damage: 1d-4cr Origin: R
HT: 13/3-5 Reach: C Habitats:J \
Old World monkeys tend to be larger than New World mon-
keys, and do not have prehensile tails. Guenons and macaques
are the most common ones kept as pets-the statistics above are
for the rhesus monkey, a type of macaque that is an average size
for Old World monkeys.
Most of the statements about New World monkeys are also
true for Old World monkeys. Old World monkeys, however,
tend to become ornery as they get old, so even loving pets are
often given to zoos in their later years. They tend more towards
family groups of 6 to 15 members rather than large troops,
though some species are exceptions.

Moose
ST: 40-50 Move/Dodge: 12/6 Size: 3
DX: 13 PD/DR: 1/2 Weight: *3/4 -l ton
IQ:4 Damage: 1d+2 cr# Origin: R Nandi Bear
HT: 15/16-20 Reach: C Habitats: F, S, P, M ST: 32-40 Move/Dodge: 8/7 Size:2#
DX:14 PD/DR: 2/2 Weight: 1,200 lbs.
The largest members of the deer family, moose stand up to 7 IQ:5 Damage: 2d cut Origin:?
feet at the shoulder and may reach 9 feet or more in length. The HT: 15/24-30 Reach: C, 1 Habitats: J,S
males have large antlers- reaching out a yard or more to either
side of the head - which are shed in December and begin to Nandi bears aren't really bears, as far as is known, but resem-
regrow in April. ble bears more than anything else. They are said to inhabit the
Ordinarily, moose will avoid human company, though they dense Nandi jungle and swamp of central Africa, and have been
won't flee until actively approached. During the mating season reliably reported by seasoned zoologists. However, no hides or
(Sept.-0ct.), though, the males will drive away anything mat bones have ever been collected.
approaches their territory. There are cases of moose chasing Like bears, they can stand on their rear legs, towering up to
people up trees, and even ramming cars and kiling the drivers 10 feet in height. They attack for 2d cutting damage, clawing
- the reverse of most car/deer stories. (1-hex reach) or biting (close combat). They are shy of humans
Moose are common to Canada and the northwestern U.S. and will move away if they hear a party coming. Should a Nandi
They are also found in northern Europe and Asia, where they are bear be surprised by a stealthy party, it will fight angrily, at-
known as elk. They tend to be solitary, but often group together tempting to disable as many opponents as possible before mak-
during the mating season and winter. They are active both day ing its getaway.
Creatures of the Wild -24-
Ocelot two tentacles per turn, constricting on the turn after it has suc-
ST:2-6 Move/Dodge: 10/7 Size: 1 cessfully grappled. Each tentacle must roll separately to grapple.
DX:14 PD/DR:1/1 Weight: 25-35 lbs. If it senses that its constriction is having little effect (i.e., the
IQ: 4 Damage: 1d-3 cut Origin: R victim has too much DR), it will attempt to grapple with two
more tentacles. Damage (all crushing) depends on the number of
HT: 14/8-10 Reach: C Habitat: J, F, S, D tentacles grappling (1 tentacle, 1d-4; 2 tentacles, 1d-1; 3 tenta-
Ocelots arc beautiful cats, about 3*1/2 to 4*1/2 feet long, with cles, 1d+1; 4 tentacles, 2d; 5 tentacles, 2d+l; 6 tentacles,
2d+2). No more than four tentacles can grapple a man-sized
unusual markings superficially resembling those of leopards or victim at any one time.
jaguars. Their markings are not as regular as those of the larger Only plate mail (or its equivalent) will protect against the
cats, however, and vary considerably from animal to animal. octofly's constriction, but it protects with its full DR. Breaking
Ocelots are nocturnal animals, comfortable in the trees, but free requires a Contest of ST, with the victim choosing how
more at home on the ground. They live in pairs, but hunt alone; many tentacles to pull off at one time. The octofly does not
the mate is never too far away, though. They are shy of humans, normally attack with its beak, but can bite in close combat for
and will flee if approached. A cornered or wounded animal will 1d-2 impaling damage.
fight; its mate will not come to its assistance, though. Ocelots
attack in close combat, doing 1d-3 cutting damage.
Octopus, Giant
Octofly ST:6-16 Move/Dodge: 9/7 Size: 1-7
DX:14 PD/DR:1/1 Weight: 100-300 lbs.
ST:8-10 Move/Dodge: 5/6 Size: 2 IQ:3 Damage: 1d+2 cut# Origin: ML (Global)
DX:13 PD/DR:2/3 Weight: 60-80 lbs. HT: 12/12-32 Reach: C, 1,2 Habitat: SW
IQ:4 Damage:* Origin: SF
HT: 12/16-20 Reach: C Habitats: J, P, D, S The octopi of reality are no threat to humans. Neither are they
as large and strong as legend has portrayed them. This, then, is
This eyeless creature is called an octofly due to its resem- the octopus of legend, the stuff of which nightmares are made.
blance to the Terran octopus, but in fact has only six tentacles. Giant octopi are common to the warmer seas of the world,
The body is slightly smaller than a wolfs, with the tentacles lurking in the shallows and waiting to grab their unsuspecting
hanging as much as 6 feet below. It senses its prey by thought victims. They can change colors to match their surroundings,
activity - the higher the IQ, the more likely to draw an octofly. making them difficult to spot (Vision-5). They have the most
It is especially attracted by psionic activity, but may overlook highly developed eye of all invertebrates, and seem to stare
prey which is sleeping or has a Mind Shield (p. B169). It levi- coldly and intelligently as they observe their victims. They are
tates directly over the prey, then grapples with its tentacles and solitary creatures, active any time.
constricts until its victim is stunned or dead. At this point, it Giant octopi prefer to use their camouflage abilities to attack
begins to feed with its sharp beak. from ambush, gaining the advantages of surprise (p. B122).
The octofly is a natural psychokinetic with the ability to levi- When the victim gets close enough, the octopus will attempt to
tate. Its Power of 8 is strong enough to move its 60-pound body grapple with its tentacles. The tentacles of a 1-hex octopus have
at a Move of 6, and it can easily carry off a man-sized victim at 3 reach 1; larger octopi have reach 2. The ST given above is the
yards/turn. It attacks in close combat by grappling with its tenta- ST of each tentacle; the octopus may attack with two tentacles in
cles, each of which has the above-listed ST. It may grapple with a single turn. A Contest of ST is required to break free of the
tentacles - to escape more than one, total their ST before roll-
ing. When the octopus has grappled with enough tentacles, it
will pull the victim toward its mouth (Contest of ST), where its
sharp beak does 1d+2 cutting damage and injects a Type D
venom (p. 51).
The tentacles themselves do no damage, but the victim will
begin to drown if held underwater (see Swimming, p. B91). A
tentacle can be sliced through by cutting damage equal to one-
fourth the octopus' hit points; impaling damage is not doubled
against the tentacles. Damage to the tentacles does not affect
overall hit points.
If the octopus takes more than half damage, it will squirt out
a dark ink cloud (equal in size to itself) and escape while its
tormentors are blinded.

Ostrich
ST: 20-24 Move/Dodge: 15/7 Size:l
DX:15 PD/DR:0/0 Weight: 250-450 lbs.
IQ:3 Damage: 1d+1 imp Origin: R
HT: 15/14-18 Reach: C, 1 Habitats: P, D
The ostrich is the largest living bird, standing up to 8 feet in
height, of which almost half is neck. It has an unusual appear-
ance, with the head and neck being almost naked, while the body
is covered in thick plumage.
-25- Creatures of the Wild
Owl
ST:2 Move/Dodge: 17/10 Size: 1
DX:14 PD/DR:0/0 Weight: 5-25 lbs.
IQ: 4 Damage: 1d-3 cut Origin: R
HT: 12/5-7 Beach: C Habitats: F, M, P, D
Owls are nocturnal birds of prey, feeding mostly on small
rodents: tats, mice, moles and shrews (larger owls will also hunt
rabbits, cats and coyotes ... in fact, there are tales of great
homed owls attacking intruding humans). There are many dif-
ferent species of owl, varying in length from 5 inches to over 2
feet, and living in a number of different habitats. They possess
excellent vision and hearing, and their feathers are very soft,
rendering their flight noiseless and making them consummate
hunters.
Owls are among the most intelligent birds, and some species
make good pets. They can be trained to perform simple tasks -
retrieve an object, capture small game, etc. They attack in close
combat with their beaks and claws, doing 1d-3 cutting damage.

Pangolin
ST:3-7 Move/Dodge: 3/6 Size:1
DX: 12 PD/DR: 2/3 Weight: 25-65 lbs.
IQ:3 Damage: 1d-4 cut Origin: R
HT: 12/3-5 Reach: C, 1 Habitats: J
The pangolin is a nocturnal scaly anteater, measuring about
30 inches long, half of which is its prehensile tail. Its head, back
Ostriches are flightless, live in large groups, and are primar- and tail are covered with sharp horny scales (it has sometimes
ily diurnal. They are native to Africa, but are also found wild in been called a walking pine cone), while its belly is covered in
some regions of Australia where they were introduced. soft white fur. It has a pointed snout with a small month and
Their usual response to danger is to run away; their rapid toothless jaws. Its tongue can thrust out for up to a foot -
speed makes it difficult for predators to catch, them. If disturbed useful, since its diet is made up of termites and ants exclusively.
while on the nest, the female will lower her head until it is only It is widespread, but not particularly numerous, throughout
a few inches off the ground. Her brown coloration then makes southern Africa and southeast Asia. Some species are strictly
her quite inconspicuous. Perhaps this is the source of the legend arboreal, others dig burrows.
about ostriches hiding their heads to the sand. When threatened, the pangolin rolls up into a ball, protecting
During the mating season, the males show no fear, and are its belly and exposing its scales. It rocks back and forth slightly;
often aggressive. The females will also attack aggressively if the sharp edges of the scales can do 1d-4 cutting damage to
their nests are threatened. Ostriches can kick quite high, often anything touching them - a hand or an inquisitive dog's nose,
inflicting fatal head injuries and even wounding riders on horse- for example. Alternately, it can squirt a vile-smelling liquid to
back. Their legs are equipped with large sharp claws that can the rear, equal in aim and effect to a skunk's (p. 31).
disembowel tat one stroke; the kick does 1d+1 impaling damage
at a 1-hex reach.

Otter
ST:34 Move/Dodge: 6/7 Size:1
DX: 14 PD/DR: 0/0 Weight: 18-40 lbs.
IQ:4 Damage: 1d-3 cut# Origin: R
HT: 11/5-6 Reach: C Habitats: FW,SW
Otters are aquatic carnivores, inhabiting streams rivers, lakes
and oceans, living on fish (for the freshwater species) and shell-
fish (for sea otters). Otters have elongated bodies, broad, flat
heads and webbed feet that terminate to claws. They are
friendly, playful creatures who if treated well can survive in
captivity. Unfortunately, they possess an attractive coat and are
hunted extensively wherever they live.
Otters' claws and teeth are designed for hunting fish, but can
inflict damage on larger animals and humans (1d-4 cutting for
the claws; 1d-3 cutting for the teeth).

Creatures of the Wild -26-


Peccary usually encountered alone; they come in schools of a few hun-
ST: 7-9 Move/Dodge: 8/7 Size: 1 dred up to a thousand! Treat a school of piranha as a Horde
DX::14 PD/DR:1/1 Weight: 40-65 lbs. (p. 50), doing 2d damage per turn, with a base size of 5 hexes
IQ: 6: Damage: 1d-3 cut Origin: R and a Move of 4. One hex is dispersed for every 4 hits of damage
HT: 12 Reach: C Habitats: D, J, F done to the horde.

The peccary, or javelina, resembles a wild boar, but is not


closely related. Peccaries are found only in the Americas, one
species preferring desert and scrubland, another tropical forests.
They are active in the cooler parts of the day and night.
They are aggressive and have nasty tempers, attacking with
little or no provocation. Their tusks are not large and do not
have a razor edge, but do have a sharp point - hence the name
"javelina."
Desert peccaries travel in groups of ten to fifteen, while jun-
gle peccaries move in herds of 50 to 100 beasts-all may attack
if any ore of them is threatened! The herd will move away from
danger, but if one is wounded, roll on (as Animal Reaction Table
(p. 63) at -3 to determine the herd's reaction. On a reaction of
Poor or worse, the herd will charge.
A peccary's trample does no real damage. It can slash with its
tusks in close combat for 1d-3 cutting damage.

Penguin
ST:l-2 Move/Dodge 5/6 Size:< 1
DX:10 PD/DR:1/1 Weight: 10-20 lbs.
IQ:3 Damage: 1d-4 imp Origin: R
HT: 11/3-4 Reach: C Habitats: A, SW
Penguins are gregarious, flightless sea-birds, common to Poisonous Fish
Antarctica, but extending as far north as the Galapagos Islands. ST: 0-2 Move/Dodge: 7-20/6-10 Size: < 1
Their short, flipper-like wings are used to guide them through DX:12 PD/DR:0/0 Weight: *1/2-15 lbs,
the rough antarctic seas; underwater, the wings move in much IQ:2 Damage:* Origin: R
the same motion as those of a bird in flight. They breed in HT: 15/2-8 Reach: C Habitats: SW
immense "rookeries," covering miles, often in the most deso-
late areas of the antarctic ice. They have few natural enemies, the This category includes many species of fish with poisonous
sea-leopard being the most notable. spines that a careless diver might brush against. These fish do
Penguins come in many shapes and sizes, from the tiny not attack humans, but if approached will erect a number of
Adelie penguin to the Emperor penguin, which is the largest of sharp spines that are connected to poison glands. Rockfish, scor-
its family. The latter, because of its size and attractive plumage, pion fish (illustrated above), toadfish, sea catfish, zebrafish and
is often captured for display in zoos and marine theme parks. stonefish are the most dangerous examples. There are also many
Penguins are playful birds and show little fear of humans. They types of poisonous invertebrates in the sea - hydroids, anemo-
attack only if their young are threatened, jabbing with their nes, sea cucumbers, sea stars, sea urchins, bristleworms and fire
beaks for 1d-4 impaling damage. coral may all be encountered by divers.
Many of these fish are quite beautiful - most poisonings
Piranha occur when a diver handles them. Only a few are found in
shallow water; most are found at scuba-depth.
ST:2 Move/Dodge: 7/6 Size: <1 Treat these fish as accidental encounters. If a player is too
DX:13 PD/DR:0/0 Weight: 1-10 lbs. casual in describing his character's actions underwater, require
IQ:3 Damage: 1d-5 cut Origin: R a DX roll to avoid a poisonous fish that suddenly darts out of the
HT: 13/3 Reach: C Habitats: FW wreckage he is searching - many of these fish do lair in ship-
wrecks! All have Type B or Type F venom; roll randomly to
Piranha range from 4" to 2 feet long, averaging 8".They are determine which. The effects range from 1d to 3d damage.
found in warm slow rivers and streams in Central and South
America. In some places, they are so numerous as to make the
infested streams hazardous or impossible to bathe in or ford. Polar Bear
Legends of their ferocity abound, but are probably exaggerated. ST: 27-33 Move/Dodge: 7/6# Size:3#
It is true that they can strip the meat from a 400-pound hog in DX:13 PD/DR:l/2 Weight: 600-1,400 lbs
two minutes; that local natives-many missing fingers and toes LQ: 5 Damage: 2d-2 cr# Origin: R
- are terrified of them; and that they swim in large schools and HT: 15/18-24 Reach: C, 1 Habitats: A, SW
are usually hungry. Less well known is the fact that there is no
verified case of piranhas killing a human. Thus, the GM must Polar bears are among the largest and most carnivorous bears.
decide how ferocious they are in his game. They average 7-8 feet in length, with some males reaching up to
One piranha is no real threat. However, piranhas are not 9 feet, and stand about 5 feet at the shoulder. Their coats are

-27- Creatures of the Wild


white with a yellowish tinge, made up of long guard hairs and a that slowly drive it deeper and deeper into pierced flesh, pene-
dense underfur. They are essentially nomadic, and will wander trating about 1/8 inch per day.
miles in search of food. Anyone entering or reaching into the porcupine's hex must
They actually stalk like cats, taking advantage of hiding make a DX roll to avoid taking quills. Touching the porcupine
places offered by the terrain, and can be difficult to spot against requires a DX roll at -2. Anyone who roughly grabs the porcu-
the ice and snow- their white fur blends in (IQ-4 to be spotted). pine takes quills automatically. The quills do no real damage
The hairy soles of their paws make it easy for them to walkover going in, but each bunch does 1 HT damage as it is removed
ice, and they can ran at a rapid pace. plus an additional 1 HT damage per hour that it is left in the skin.
They are excellent swimmers (Move 3), sometimes crossing A bunch in this case refers to the number of quills picked up in
hundreds of miles of water. The thick layer of fat under their one turn. If anyone gets quills in his hand, he may not use that
skins buoys them up and protects them from the cold of the hand until he has removed the quills - and it is quite possible
water. Polar bears often hunt by swimming close to shore and that removing the quills will do enough damage to cripple the
leaping out at prey near the water. hand.
They are the only large land animals that will actually stalk
humans with intent to devour. However, they won't do this as Porpoise
long as seals- their favorite food- are plentiful.
In addition to seals, they also kill young walruses. Against an ST: 16-20 Move/Dodge: 12/7 Size: 2-3
adult walrus, though, a polar bear will usually come off second- DX:12 PD/DR:0/0 Weight: 100-300 lbs.
best. Other favorite foods include fish, sea birds - and their IQ:8 Damage: 1d cr# Origin: R
eggs- and carrion. A beached whale will draw polar bears from HT: 12-14 Reach: C Habitats: SW
miles around.
They can claw at one hex reach for 2d-2 crushing damage, or There are many species of porpoise and dolphin, ranging in
bite in close combat for 2d-2 cutting damage. They can also size from 4 to 9 feet - statistics given are for the 6- to 7-foot
bear-hug as do grizzlies. ones. They are migratory mammals, found in coastal waters
Also see Bear, pp. 8-9. throughout the world. They are quite gregarious, living in herds
of 50 or more.
Porpoises will follow ships and circle them, seemingly curi-
ous and friendly, perhaps looking for a hand-out or a free ride
on the ship's bow wave. They have a reputation as being friendly
to humans, and there are stories from ancient times to the present
about them rescuing drowning humans.
They can fight off sharks, though a lone porpoise will lose to
the average large shark. They attack sharks by ramming and
biting, doing 1d crushing damage with a bite, or 3d+3 crushing
with a 6-hex "running start.'' A porpoise's thin skin gives it no
PD or DR.

Puffin
ST: 1 Move/Dodge: 10/7 Size: <1
DX:10 PD/DR:0/0 Weight: 8-10 lbs.
IQ:3 Damage: 1d-4 cut Origin: R
HT: 14/7-9 Reach: C Habitats: A
The puffin is a migratory sea-bird, noted mostly for its attrac-
tive, colorful markings. These markings, primarily on its large
bill, are most flamboyant during the end of the mating season,
after which the beak molts, dropping thin colorful fragments to
Porcupine the ground and leaving the beak duller, but still attractive.
ST:2-3 Move/Dodge: 2/5 Size:< 1 From ancient times, sailors and fishermen have used (to
DX:10 PD/DR:3/2 Weight: 10-35 lbs. puffin's predictable migratory pattern to their advantage. Puf-
IQ:3 Damage:* Origin: R fins always return to the same point to mate and lay their eggs,
HT: 13/3-5 Reach: C Habitats:F which they lay in rock holes or small depressions. Capitalizing
on this, sailors would pull the helpless, newly-hatched birds
Porcupines are large quill-bearing rodents, ranging up to 3 from the holes and use them as inexpensive bait. If threatened,
feet in length, including a foot-long tail. They are slow-moving, puffins merely fly away, but if they are restrained, their large
but most species can climb well and will also swim if necessary. beaks can cut for 1d-4 damage.
They are found throughout the Americas and in Africa, southern
Asia, and Indonesia - the Old World species do not climb. Puma
They are nocturnal solitary creatures that eat leaves and bark -
they can damage trees in their hunger. ST:8-22 Move/Dodge: 10/7 Size: 2
Due to their spines, they have few natural enemies. They will D&14 PD/DR:1/1 Weight: 80-250 lbs.
never attack, but when threatened will turn their backs and strike IQ: 5 Damage: 1d cut Origin: R
with their tails. The quills are lightly attached and come off HT: 15/13-19 Reach: C Habitats: M,F,D,P,
easily when touched. Each quill has thousands of small barbs S,J

Creatures of the Wild -28-


The puma - or cougar, catamount, mountain lion, panther,
etc. - is a highly adaptable large cat ranging throughout the
Americas, at home in a number of environments. It resembles a
lioness, but is not closely related to the great cats. It cannot roar,
bat has a lovely loud purr.
It is the champion leaper among cats, and is also the best
tree-climber. It can cover 6 yards in a single bound, and a leap
of 13 yards has been recorded. It can leap 4 yards up into a tree
(the usual method of "climbing"). Pumas have been known to
drop from 60 feet and spring off at top speed the next second,
obviously unhurt.
They are great wanderers, having no fixed den except when
raising kittens, and are solitary nocturnal animals. They swim
well, but dislike water more than 4" deep. One puma was ob-
served to jump into a tree, run onto a limb, jump across a stream
to another limb, then down to the ground, to avoid having to
swim-while being chased by dogs!
Pumas stalk as close as possible to their prey, then spring for
the neck (see Going for the Throat, p. 60), attacking with either
a paw or a bite. Most puma victims (deer and wapiti) die of
broken necks.
The only authenticated puma attacks on humans are from
animals with rabies, and from an adolescent puma almost blind usual to be awakened in the middle of the night by one knocking
with cataracts and starving to death. Pumas are among the shyest over a trash can.
of all cats, and will avoid people as much as possible, but will Raccoons are solitary nocturnal animals, and are good climb-
fight if wounded. ers and swimmers. Their diet is primarily carnivorous: they will
eat worms, insects, frogs, eggs, fish, etc. Fruits, nuts and ber-
Rabbit ries are also eaten, and raccoons can be considerable pests to
farmers, preying on poultry and eating com.
ST:l-2 Move/Dodge: 14/7 Size: <1 They are a match for most predators, and can even get the
DX:14 PD/DR:0/0 Weight: 8-20 lbs. better of hunting dogs. They have been known to lure dogs into
IQ:3 Damage: 1d-5 cut Origin: R the water and drown them; they are at only -2 DX when fighting
HT: 14/2-4 Reach: C Habitats: P, F, A in the water. If provoked, a raccoon will attack by grappling and
biting in close combat for 1d-4 cutting damage.
Rabbits are diurnal herbivores of the rodent family. They are
among the most prolific mammals, breeding from four to eight
times a year with three to eight in a litter. They begin breeding Rat, Giant
at six months and continue for 7 to 8 more years. Rabbits are ST:6-12 Move/Dodge: 7/6 Size:l
very social animals, living in groups of 10-30, often with a DX: 13 PD/DR: 1/1 Weight: 100-200 lbs.
complex pecking order. Each of these groups lives in a network IQ:4 Damage: 1d-2 cut Origin: SF
of underground burrows, called a warren. HT: 17/8-10 Reach: C Habitats: Sub, F, P, S
Rabbits are hunted for their fur as well as for food. One rabbit
can provide enough meat for a two-person meal. Rabbit fur is Odious creatures, giant rats attack on sight. They are scaven-
very warm and is used around the world for coats and hats. gers of the worst sort and often carry diseases. Anyone bitten
Domestic rabbits make acceptable pets, though they tend to must make a roll against HT to avoid the disease of the GM's
chew rugs, walls and furniture. They can even be taught to use a choice. Giant rats live in packs of 5 to 20, and are active at all
litter box. times.

Raccoon Rhinoceros
ST:3-5 Move/Dodge: 6/7 Size:< 1 ST: 125-150 Move/Dodge: 14/7 Size: 10
DX: l4 PD/DR: 1/1 Weight: 10-45 lbs. DX:9 PD/DR: 2/3 Weight: 1-2 tons
IQ: 6 Damage: 1d-4 cut Origin: R IQ:4 Damage: 2d+l cr# Origin: R
HT: 14/5-3 Reach: C Habitats: F,P HT: 17/40-50 Reach: C Habitats:P
Raccoons are among the most familiar North American ani-
mals, well-known bom for their appearance and their habits. Believe it or not, rhinos are related to horses. The black and
Their fur is gray, with distinctive black markings-rings on the white rhinos of Africa are the most numerous species, the black
tail, and a "burglar's mask" over the eyes. They range up to 2 being the more aggressive, though the white rhino is larger. The
feet in length, with the tail adding another foot or more. Their black rhino is about 4 yards long and stands up to 6 feet at the
front paws are almost hand-like, quite dextrous, and have a well shoulder; the white rhino stands higher.
developed sense of touch. African rhinos have two "horns," one behind the other.
They are intelligent, inquisitive and quite adaptable. They These are not horns in the strictest sense of the word - they are
originally lived in woods, generally near water. As their habitat made of hair and are not attached to the bone at all. The front
has been cut down, however, they have moved into open coun- horn is usually longer, up to 3 feet long.
try. They have even moved into towns and cities. It is not un-

-29- Creatures of the Wild


rather than biting and holding. Treat them as lions (p. 21) in all
other respects not covered here.
Their teeth (which sometimes measured 11 inches long) are
serrated, and do extra damage for their ST - 2d+1 impaling in
close combat.

Scimitar Cat
ST: 22-28 Move/Dodge: 9/6 Size: 2
DX:13 PD/DR:2/2 Weight: 250-400 lbs,
IQ:4 Damage: 1d+2 cut Origin: Ice
HT: 15/20-24 Reach: C Habitats: M, P, F
The scimitar cat was a sabertoothed cat from Pleistocenes
times. Unlike the larger smilodon, the scimitar cat's teeth were
shorter and made for cutting: the edges were razor sharp along
their whole length. It died out just as humans were becoming
established, but there was some overlap in time.
Treat it like any other large cat, except that it bites repeatedly
rather than biting and grappling. Note that its teeth do cutting
damage rather than impaling.

Rhinos are most active in the morning and evening. They


seldom wander far from a water hole, as they like to roll in mud.
They are nearsighted, but have acute senses of smell and hearing
(Vision-9, Smell and Hearing-16). The poor eyesight is re-
flected in the low DX - rhinos have difficulty hitting moving
targets.
The black rhino is a solitary animal, and eats the shoots and
twigs of small bushes, feeding at night. It is nervous and easily
startled, and will usually flee predators. It will run upwind for
miles, bulling its way through all sorts of brush and trampling
small trees in its efforts to get away. Occasionally, though, one
will charge - especially a mother or wounded animal.
The white rhino is more gregarious, traveling in groups of
three to four. It lives in low-lying plains where it feeds on the
grass. It is not aggressive and it is quite unwary; as a result, it
has been hunted to near extinction. If spooked, it will almost
always flee.
Rhinos attack by charging, either impaling with the horn or
trampling. The horn does 2d+l crushing damage, while the
trample does 1d+2 crushing damage. Rhinos have very poor
memories. If a rhino misses its intended victim, charging past
him, it will often as not forget him and go blithely about its
business, unless a baby is in danger. Scorpion, Giant
ST: 12-14 Move/Dodge: 8/7 Size: 2
Sabertoothed Tiger DX: 15 PD/DR: 3/4 Weight: 75-100 lbs.
ST: 26-32 Move/Dodge: 8/6 Size: 2 IQ:2 Damage:* Origin: SF
DX: 12 PD/DR:1/1 Weight 400-600 lbs. HT: 13-16 Reach: C, 1 Habitats: Sub, F, D
1Q:4 Damage:2d+1 imp Origin:Ice
HT: 14/20-24 Reach: C Habitats: P, F, D Giant scorpions are solitary creatures, active mostly at night
Most scorpions "hunt" by waiting for something to blond
The sabertoothed tiger, known scientifically as the smilodon, into them, and then grabbing it with their pincers with extrao-
did not really resemble a tiger in anything but size. Its skeleton dinary speed. Treat this as an attack (doing 1d-1 crushing dam-
more closely resembles that of a lion, but the stabbing cats age) at 1-hex reach that grapples if the victim loses the Contest
diverged from the biting cats so long ago that sabertooths are not of DX. After grappling its prey, the scorpion uses its stinger
closely related to any modem animal. inject a type C venom that does 1d+2 damage. The stinger its
Sabertooths knew early humans, and were hunted by them. does 1d-1 impaling damage. The scorpion's jaws are tiny and
They probably returned the favor - some human skulls have weak; it kills with the stinger, and then gums its victim's body
been found with sabertooth-sized holes in them! It is believed to bits. I
that the sabertooth hunted the great mammals; its teeth were After stinging its victim, the scorpion will bite for 1d-1 cu-
adapted for slicing through the thick skin to the jugular. ting damage, stinging again if the victim is still squirming
They are more solitary than lions, and will bite repeatedly Breaking free of the pincers requires a regular Contest of ST.

Creatures of the Wild -30-


Seal
ST: 8-16 Move/Dodge: 12/8 Size: 2-3
DX: 12 . PD/DR:0/0 Weight 150-2,000 lbs.
IQ:5 Damage: 1d-3 cut Origin: R
HT: 12-16 Reach: C Habitats: SW
Seals are marine mammals favoring the colder waters of the
north Atlantic and Pacific oceans. They are fond of basking in
the sun on beaches, rocks or ice flows. They are excellent swim-
mers and divers and can hold their breath for several minutes.
Seals are polygamous and mate in huge groups; females of the
larger species even form harems around the bigger males. They
are quite intelligent and have an acute sense of smell. Carnivo-
rous animals, seals eat mostly small fish and crustaceans.
Because of their intelligence, seals are often trained and used
in circuses and carnivals. They make admirable pets and are very
loyal to their masters. Seals can be taught complex tricks involv-
ing balance and memorization. They can even play simple tunes
on horns. Sharks attack quite suddenly from below (or above if the
victim is a diver), entirely removing a large chunk of flesh in a
Shagamaw single powerful bite. Blood loss is the most common cause of
ST: 12-15 Move/Dodge: 11/7 Size: 1 death from shark attacks-the victim will continue to lose 1 HT
DX:15 PD/DR:0/0 Weight 150-200 lbs. per minute until first aid is begun.
IQ:4 Damage:- Origin: ML (USA) Sharks become angry when wounded and excited at the smell
HT: 10-12 Reach:- Habitats: F of blood (they can scent blood from 1,000 yards). In either case,
they will frenzy (treat as Berserk, p. B31), all-out attacking
The shagamaw is a vegetarian animal whose forepaws leave every turn until the victim is eaten or the shark is killed.
prints identical to a bear's and whose hind paws leave moose Sharks are found in seas throughout the world. Some species
tracks! It is quite mischievous and delights in walking first on are found in the shallows, while others are common to the open
one set of paws, then on the other - hopelessly confusing any sea. Sharks are active it all hours. Most travel alone, but some
tracker. Shagamaw are totally harmless. They are more timid do travel in packs.
even than rabbits - if one is encountered, it will flee. They are The mako, tiger, white-tip, blue, bull, hammerhead and
really nothing more than a minor nuisance - they aren't even lemon sharks all fall into the category of medium-sized, ranging
particularly good eating. from 8-16 feet long. There are also three species of fresh-water
Individual shagamaws vary in the length of time that they will shark which fall into this category. The great white is simply a
walk on one set of feet. Some are extremely regular (switch every larger version-reaching up to 35 feet in length- and is treated
quarter-mile), while others are more random. The GM is free to the same in all respects except damage.
invent other species of shagamaw (wolf/deer are nice!) to confuse
overconfident PCs. This is especially nice if two party members Skunk
are taking turns trailing an animal ("I thought you said these were ST: 3-4 Move/Dodge: 3/5 Size: <1
leopard tracks - can't you tell a leopard from a gazelle?"). DX: 14 PD/DR: 0/0 Weight: 1-6 lbs.
IQ: 4 Damage: * Origin: R
Shark HT: 12/3-5 Reach: R, C Habitats: F, P, D
Shot, Great White The skunk is a small member of the weasel family found
ST: 40-50 Move/Dodge: 9/6 Size: 5-10 throughout North America. It grows up to 30" in length, includ-
DX:12 PD/DR:1/1 Weight: ½-7 tons ing an 8" tail. Its distinctive black-and-white markings serve as
IQ: 3 Damage: 2d+1 cut Origin: R a warning to predators to leave it alone- though some predators
HT: 12/35-45 Reach: C Habitat: SW have to learn the hard way.
Skunks are solitary nocturnal animals, feeding on insects,
Shark, Medium (and Fresh-Water) mice, frogs and other small animals. They sometimes cause prob-
ST: 24-30 Move/Dodge: 9/6 Size: 3-5 lems for farmers by entering poultry runs, killing the hens and
DX:13 PD/DR:1/1 Weight 400-1,600 lbs. eating the eggs. They have no fear of humans, are easily tamed
IQ:3 Damage: 2d-2 cut Origin: R and make affetionate pets if raised from kittenhood. They cannot
HT: 12/20-25 Reach: C Habitats: SW, FW be trained to spray on command. In fact, leaving the scent glands
in a tame skunk may result in accidental spraying.
Sharks instill more fear in humans than any other animals If threatened, a skunk will raise its tail, turn its back to an
except possibly snakes and spiders. Yet each year, there are an intruder, and let fly with a stream of vile-smelling fluid that
average of only 50 cases of shark attacks reported world-wide. reeks for weeks. The skunk is remarkably accurate with this
Of these, only 20% are fatal. Most attacks involve only one bite spray at up to 4 yards range. The arc of fire is 60° - any one
- apparently, sharks don't really like the taste of humans. target inside that arc and within 4 hexes of the skunk is automat-
The fact remains, though, that there are shark attacks. Some ically sprayed.
sharks - notably the great white and the mako - even attack Anyone hit by the skunk has a chance of being hit in the eyes.
small boats when angered or wounded. Make a DX roll for the skunk to hit (at-5 for a head shot, or-10

-31- Creatures of the Wild


Poisonous
ST:2-15 Move/Dodge: 2-4/6 Size: < 14
DX:13 PD/DR: 0/0 Weight: 1-25 lbs.
IQ:3 Damage:* Origin: R
HT: 15/2-20 Reach: C
Snakes are found in almost all habitats. For the purpose of
simplification, only stats for constrictor and poisonous snakes
are included here. For a non-poisonous biting snake, simply use
the poisonous snake stats and the biting damage table on p.
B140. The following examples are organized according to their
most common habitats.
Freshwater constrictor:
Anaconda; 1d-4 to 1d crushing damage, depending on size;
aggressive; Central and South America
Freshwater poisonous:
Cottonmouth - Type A venom, 1d+1 Damage: aggressive;
North America
Desert poisonous:
Death Adder-Type B, 3d-l Damage: aggressive; Australia
Moccasin - Type A, 1d+1 Damage: aggressive; Americas,
for the eyeslits). If the skunk makes its roll, the victim's only Asia
defenses are to Dodge or Block-only helmets and shields offer Puff Adder-Type A, 2d+1 Damage: aggressive; Africa
PD protection against this attack. (If the skunk misses its DX Rattlesnake - Type A, 2d Damage: aggressive; North and
roll, it has still hit the target, but not in the eyes.) Central America
Anyone sprayed in the eyes will be blinded and in intense Saw-Scaled Viper - Type A, 2d+2 Damage: timid; Africa,
pain for 5 minutes. Anyone sprayed at all will stink for at least Asia
two weeks - up to four weeks if the scent isn't neutralized with Sidewinder - Type A, 1d Damage: aggressive; Mexico and
an acidic compound within 20 minutes. Anyone who gets close southwest U.S.
enough to smell the victim will react at -3. In addition, the Forest poisonous:
person sprayed cannot use Stealth to approach closer than 10 Adder-Type A, 2d Damage: aggressive; Europe, Asia
yards to anyone. A victim will also be the butt of many tedious Asp-Type A, 1d-1 Damage: timid; Africa
remarks that reflect an appreciation for low comedy. Copperhead - Type A, 1d-1 Damage: aggressive; North
Skunks can also bite for 1d-4 crushing damage, and some-
times carry rabies. America
Coral Snake-Type A, 1d Damage: timid; Americas, Africa;
bite will not pierce any armor - bare skin only
Sloth Rattlesnake - Type A, 2d Damage: aggressive; North and
ST:8-9 Move/Dodge: 9/7 Size:l Central America
DX: 11 PD/DR: 1/1 Weight: 60-150 lbs.
IQ:5 Damage: 1d+1 cut Origin: R
HT: 13/10 Reach: C Habitats: F,J
Completely arboreal, sloths have a reputation for being lazy.
Truthfully, sloths are very active in the trees in which they hang
upside-down with their hook-like claws, and they can, if need
be, move quite quickly from limb to limb. When forced to the
ground, though, they have difficulty moving and must do so
very slowly.
Sloths are nocturnal herbivores, who eat mainly leaves, fruit
and young shoots. They are silent, solitary animals who are
non-aggressive, avoiding humans whenever possible. If forced
to fight, they can defend themselves with their formidable
claws, doing 1d+1 cutting damage.
Snake
Constrictor
ST: 12-24 Move/Dodge 2-4/6 Size: 5-11
DX:13 PD/DR:0/0 Weight: 50-250 lbs.
IQ:3 Damage* Origin:R
HT: 15/15-30 Reach: C

Creatures of the Wild -32-


Rattlesnake - Type A, 2d Damage: aggressive; North and
Central America
Ringhal - Type S; spits first (4-hex range), bites if still
bothered (Type B, 2d damage); Africa
Spitting Cobra - Type S; spits (4-hex range), then flees;
Africa
Swamp constrictor:
Anaconda - 1d-4 to 1d crushing damage, depending on size;
aggressive; Central and South America
Swamp poisonous:
Cottonmouth - Type A, 1d+1 Damage: aggressive; North
America
Rhinoceros Viper - Type A, 2d+l Damage: aggressive;
Africa
Tiger Snake-Type B, 3d Damage: timid; Australia

Jungle constrictors:
Anaconda - 1d4 to 1d crushing, depending on size; aggres-
sive; Central and South America
Boa Constrictor- 1d-4 to 1d, depending on size; aggressive;
Central and South America
Python - 1d-4 to 1d crushing, depending on size; aggres-
sive; Africa, Asia
Jungle poisonous:
Banana Snake - Type A, 1d+2 Damage: aggressive; arbo-
real; Southeast Asia
Black Mamba-Type A, 3d-l Damage: aggressive; Africa
Bushmaster-Type A, 3d-l Damage: aggressive; Central and
South America.
Cobra - Type B, 24 Damage: aggressive; Africa, Asia
Fer-de-Lance - Type A, 2d+2 Damage: aggressive; West
Indies
Gaboon Viper-Type A, 3d+1 Damage: aggressive; noctur-
nal; Africa
Jararaca - Type A, 2d; aggressive; South America Snolligoster
Krait - Type B, 1d+2 Damage: tiny but aggressive; India ST: 14-18 Move/Dodge: 4/61 Size: 3
Taipan-Type B, 3d+1 Damage: timid; Australia DX:13 PD/DR:2/2 Wt: 1,000-2,000 lbs.
IQ: 3 Damage: 1d+2 imp# Origin: ML (USA)
Mountain poisonous: HT: 13/14-18 Reach: C Habitats: S, FW
Carpet Viper - Type A, 2d+l Damage: timid; Africa to
India The snolligoster is a legless crocodilian creature with long
Horned Viper - Type A, 1d+1 Damage: aggressive; Africa glossy fur, whose favorite food is humans. It will make do with
Rattlesnake - Type A, 2d Damage: aggressive; North and other creatures if need be, bat much prefers the taste of people.
Central America The snolligoster's most unusual feature is the long sharp spike
that sticks straight up out of its back.
Plains constrictor: In its search for prey, the snolligoster swims through water
Rock Python - 1d-4 to 1d crushing, depending on size; and mod (half speed through mud), propelling itself with its
timid; Africa and Asia powerful tail. When it spots a victim, it charges full speed,
striking the victim with its broad snout and flipping him into the
Plains poisonous: air - usually onto the spike, which does 1d+2 impaling dam-
Adder - Type A, 1 to 2d Damage: aggressive; Europe, Asia age.
Asp - Type A, 1d-1 Damage: timid; Africa Treat the attack as a slam (see p. B112) - if the victim loses
Cobra - Type B, 2d Damage: aggressive; Africa, Asia both the Contest of DX and the Contest of ST, he is tossed
Daboia-Type B, 2d Damage: likes cultivated fields; aggres- toward the spike. The snolligoster must make another DX roll to
sive; Asia impale the victim - a miss results in the victim landing in the
Death Adder-Type B, 3d-l Damage: Australia water or mud, taking no damage but becoming stunned (requir-
Habu-Type A, 1d+1 Damage: likes houses and cultivated ing a successful HT roll to recover).
fields; aggressive; Asia
-33- Creatures of the Wild
If the snolligoster successfully impales its prey, the victim fatigue reaches 0, the victim is totally immobilized. While the
may attempt to Dodge. A successful Dodge roll at this point victim is struggling, the spider will be adding more webbing -
results in the victim being impaled through an arm or leg (roll one strand every other turn. Each strand adds 2 to the webbing's
foe which). Critical failure means that the head or vitals have ST. For purposes of cutting a victim loose, assume that cutting
been hit. If the victim survives the impalement, he can pull a strand subtracts 2 from the webbing's ST; when the ST of the
himself off the spike with a successful ST roll. webbing reaches 0, the victim is totally free. Thus, to cut loose
After securing a victim, the snolligoster will beat a rapid from a web with ST 10 requires cutting 5 strands; remember,
retreat to its lair, where it can scrape its meal off the spike and though, that the spider will be adding webbing. A victim may
devour it at leisure. If cornered, the snolligoster can bite for 1d escape through a combination of cutting and breaking free.
cutting damage. On land, its Move is 2. Web Spinners use a variety of techniques to web their prey.
Some use a trip-rope technique, laying a single strand across a
path, then lying in wait at one end of the strand. The slightest
twitch of the strand will bring the spider running. This type of
spider usually has many strands radiating outward from a central
point.
Some species string webs across streams, game trails and
cave openings. Many spiders wrap their prey in multiple strands
of webbing (two strands per turn!) before biting them, others
simply rush in and bite first, letting their venom do the work.
A particularly nasty form of web-spinner is the Mind Spider.
This spider stores mana in its two main eyes, giving it the ability
to cast the Illusion Disguise spell (p. M46) over itself and its
web. This usage is fairly passive - the mana is recovered as
rapidly as it is expended. The spell superimposes the appearance
of the web's surroundings over it, making both the web and the
spider invisible. Touching the web, or casting the Dispel Illu-
sion spell (p. M46) on it, will make the web and spider visible;
See Invisible (p. M50) will not reveal the web's presence, al-
though Mage Sight (p. M49) will. The mind spider has no
venom, but bites for impaling damage at its full ST.
Trap-Door Spiders live in burrows with cleverly concealed
trap-doors (-6 to notice). They are very sensitive to pressure; if
anything approaches closely (within 2 hexes), they leap out sud-
denly and grab it, dragging it back into the burrow. This attack
Spider, Giant usually has the advantage of total surprise. Treat the initial at-
tack as a grapple; use Contests of ST to determine whether the
ST:12-40 Move/Dodge: 4-12/7 Size: 1-7 spider hauls off its victim, or whether the victim breaks free.
DX:15 PD/DR:2/2 Weight: 250-700 lbs. If its prey proves too much for it, the trap-door spider will
IQ:2 Damage:* Origin: SF retreat into its burrow and hold the door shut Any attempt to
HT: 14/10-35 Reach: C Habitats: Sub, F, J, S pry the door open will involve a Contest of ST, with the spider's
ST doubled - few single humans could hope to do it.
Giant spiders come in thousands of species, having many
different techniques for catching prey - four are covered here.
Most giant spiders are poisonous, the strength and type of
venom depending on the species. Venom strength can range
from ineffectual to deadly; types A, C, E and F are recom-
mended. Spiders with weak venom will generally have strong
jaws that do impaling damage for their ST (see p. B140). Spiders
with strong venom will have weaker jaws, doing only half dam-
age for their ST (still impaling).
Webs. A single strand of web will generally have DR 3 and
HT 6 for purposes of cutting. Touching the strand will have the
effect of grappling the affected body part. Breaking free requires
a Contest of ST - usually no problem for a single strand. Use
ST 2 for a single strand for grappling purposes, although some
strands are extremely sticky and should be given a higher ST for
grappling purposes. Each additional strand adds an additional 2
to ST - a spider can generate one strand every other turn. For
purposes of lifting, a single strand will have enough ST to sup-
port the spider's entire mass.
Anyone stumbling into a giant spider's web will also be grap-
pled, and will suffer an immediate -2 to DX. Give the web a ST
of 10 to 15 for grappling purposes; a Contest of ST is required
to break free. Each failed roll, however, will result in the victim
becoming further entangled - costing 1 point of fatigue; if

Creatures of the Wild -34-


Hunting Spiders include wolf spiders, jumping spiders and guarding any given item. If two strong toads come in sight of
thousands more. Rather than building a web, these spiders roam each other, they will fight to the death. The strong toad is larger
around, looking for prey. They pay out a web strand behind than the average toad, but still slightly smaller than a house cat.
them as they hunt, securing it frequently as they go along—they It has a turtle-like shell, magically enhanced with an Armor spell
can sense anything touching the line at up to 20 yards behind (+4 DR, no cost), and glows in the dark.
them, and will quickly return to attack it. Jumping spiders can Its name comes not from its physical strength, but from its
leap up to three times their own length to attack prey—treat this magical strength. It has an inherent individualized Lesser Geas
as flying tackle (see p. B113). (p. M59) ability. This spell takes no time to cast, and costs only
Scytodes is a genus of spider with the unpleasant habit of 6 "fatigue," which is supplied from mana stored in the eyes.
spitting at its prey. It does not spit venom, but a glue-like sticky The eyes can store up to 24 "fatigue" for spell-casting pur-
mass which roots its victim to the spot! The spider then runs in poses. The summoning mage can command it either to repel or
and bites, injecting a type A venom for 2d damage; the bite itself draw people (and animals)- those are the only two compulsions
does only half damage for the spider's ST. Use the rules for it is capable of giving, aside from preventing attacks against
bolas (p. B49) to determine the effects of the web-mass (al- itself. This ability is a sort of "Mass Lesser Geas" - its spell
though the web will never do damage); range is 4 yards. affects everyone within sight.
The strong toad does not speak, it simply stares at intruders
and they feel the urge to come closer or go back the way they
came. If the geas's subject is drawn closer, the strong toad itself
cannot harm him in any way - that is left up to traps, lackeys or
the wizard himself.
The strong toad casts its spell at a skill level of 15. The spell
is resisted by the subject's IQ (plus Strong Will, if any). If the
strong toad wins the contest, the subject must approach or retreat
as the GM dictates. The spell's subject may not attack the toad,
though he may draw weapons and attack others while moving 1
hex/turn.
If the subject is compelled to approach the toad, the compul-
sion ends whenever the toad's master releases the subject from
the spell's effects. If the subject is compelled to leave, the com-
pulsion ends when he is out of sight of the toad and makes a
successful IQ roll (one allowed per minute). If the spell is suc-
cessfully resisted, the one resisting must roll again one minute
later (if he stays with the toad), or when next he enters the toad's
sight.
Fire damage bypasses the strong toad's magical DR, but must
still get through the native DR of 4.

Swamp Ghost
ST: 16-20 Move/Dodge: 10/7* Size: 2
Sting Ray DX:14 PD/DR:1/1 Weight: 150-200 lbs.
ST:3-10 Move/Dodge: 3/6 Size: 1-19 IQ:5 Damage: 1d cut Origin: SF
DX:13 PD/DR:0/0 Weight: 2-750 lbs. HT: 12-15 Reach: C Habitats: S
IQ:3 Damage:* Origin: R
HT: 14/4-20 Reach: C, 1 Habitats: SW
Sting rays are flat cartilaginous fish related to sharks. They
are bottom feeders, smaller than manta rays, but more dangerous
to humans. They are found in tropical to temperate seas, in
shallow waters to a depth of 400 feet. Their coloration provides
good camouflage (Vision-4 to be spotted) as they lie on the sea
bottom. Unwary waders will be stung by the whiplike tails if
they venture too close; sting rays can whip their tails into their
own hexes and into any of their back hexes. They do not eat
humans - the attacks are strictly defensive. The sting has Type
H venom (p. 51) that does 1d to 2d damage immediately.

Strong Toad
ST:2 Move/Dodge: 1/4 Size:< 1
DX:8 PD/DR:3/8# Weight: 3-4 lbs.
IQ: 3 Damage: * Origin: ML (Chile)
HTU2/3 Reach: R
The strong toad is a permanently created magical animal used
as a guardian. However, there can only be one strong toad

-35- Creatures of the Wild


This denizen of the swamps is not a ghost; it is a perfectly The tazelwurm is a small flying lizard, reputed to be poison-
corporeal cat. It takes its name from its extreme stealth, and ous. It is active at all hours, and is usually solitary, though
from the fact that its grayish-tan fur blends almost perfectly into sometimes found in pairs. It lives strictly in mountainous coun-
the background. In size, it is slightly smaller than a leopard. try, and is very shy of humans.
It is a solitary diurnal hunter, feeding primarily on deer and Should it be surprised by a party, it will fly away to its lair, a
other game animals found in the swamp. It stalks its prey, pre- small cave. If surprised in its lair, it will attack in desperation.
ferring to attack from the rear. Its sharp teeth can puncture up to heavy leather armor, deliver-
This cat is a powerful swimmer (Move 3), and can hold its ing a Type G venom doing 2d damage instantly. Its Move on the
breath for several minutes. It often takes prey on the shoreline ground is 4; Dodge is 6.
by swimming up to it underwater, erupting from the water at the
last instant. The thick fur on its over-large paws allows it to walk Terror Cat
easily on top of mud and even quicksand. It is not above taking
prey trapped in mires. ST: 10-16 Move/Dodge: 6/6 Size: 1
Swamp ghosts are wary hunters (Stealth-lS), and are almost DX:12 PD/DR: 1/2 Weight: 75-150 lbs.
never surprised (Vision and Hearing-18). Therefore, they are IQ:3 Damage: 1d+2 imp Origin: Pre
rarely seen and usually they avoid large parties. However, many HT: 15/16-20 Reach: C Habitats:P
a lone traveler has disappeared in swamp ghost territory.
The scientific name for the terror cat is dinictis. A large cat of
35 million years ago, it had attributes of both a stabbing cat
(sabertooth) and a biting cat (modem cats). It measured about 4
feet long, stood low to the ground, and had large canine teeth. It
was neither fast nor a good jumper, but in its time it was the most
formidable predator around.
Since no terror cat ever saw a human being, they would never
have developed the inherent fear of humans that most extant
animals have - assume that they will attack humans on sight.
Treat the terror cat in all other respects as a small lion (p. 21).

Tiger
ST: 35-40 Move/Dodge: 10/7 Size: 2
DX:14 PD/DR: 1/1 Weight: 220-600 lbs.
IQ:4 Damage: 2d cut Origin: R
HT: 15/20-25 Reach: C Habitats: J, M, F
Tigers are great cats usually found in the jungle, though cer-
tain types inhabit mountainous areas and forests. They actually
like water and will often lie in rivers in wait of prey (Swimming
Move-2). They are solitary, except in mating season, and tend to
be nocturnal. They are sometimes active during daylight hours,
but never in the heat of the day (11 a.m. to 3 p.m.). During the
Ice Age, they covered almost all of Eurasia, but today are found
Tasmanian Devil only in parts of Siberia, Manchuria, Persia, India, China, Suma-
ST:4-6 Move/Dodge: 4/6 Size: 1 tra, Java, and Bali.
DX: 13 PD/DR: 0/0 Weight: 12-20 lbs. Tigers use stealth to stalk up close to their prey, rushing upon
IQ: 4 Damage: 1d-2 cut Origin: R their victims for the final 10-20 yards. They are powerful jump-
HT: 15/8-10 Reach: C Habitats: F,M ers, able to clear 6-foot walls and leap 10-yard ravines easily.
Their hearing and night vision are exceptionally keen (Hearing
The Tasmanian devil is a carnivorous marsupial resembling a and Vision 18; Night Vision Advantage).
3-foot-long combination of a rat and a bear. It was once wide- A tiger attacks by biting its prey on the back of the neck,
spread on mainland Australia, but is now confined to Tasmania. grasping its shoulder with a paw and attempting to pull it down.
It is heavy-set, with short stumpy legs, a large head and massive In real life, this will often break the prey's neck - for game
bone-crunching jaws. Its fur is mostly black with white purposes, assume that only critical success will do so. If the tiger
blotches. fails to break its victim's neck, it will shift its bite to the throat
Tasmanian devils are primarily nocturnal scavengers, eating and attempt to strangle (see Going For the Throat, p. 60).
anything, dead or alive. They are slow-moving, often lying in Most tigers will not attack humans; in fact, they will even
wait by trails or streams. They are strong swimmers (Move 2), abandon a kill if there is any sign of human activity in the area.
but not good climbers. Their ferocity is greatly exaggerated, Only if one becomes unable to catch its natural prey - either
largely a matter of legend rather than reality. through old age or injury - will it resort to man-eating. Those
that do become man-eaters prove to be crafty and hard to track
down (one man-eater killed in 1911 had eaten over 800 people!).
Tazelwurm Give them a Craftiness of at least 12 (see p. 65).
ST:<1 Move/Dodge: 18/9# Size:< 1 In fact, man has proven to be far more dangerous to the tiger
DX:13 PD/DR: 0/0 Weight: <1 lb. than vice versa. Six of the eight species of tiger are in danger of
IQ:3 Damage:* Origin: ML (Switzerland) extinction, and there are probably less than 1,000 tigers left in
HT: 14/3-5 Reach: C Habitats: M the wild.
Creatures of the Wild -36-
low trees around it - at first people thought it had telescoping
legs. It walks on all fours, its short forelegs keeping it low to the
ground, periodically pausing to stretch up to look for prey.
The face is mostly snout, which it uses in a peculiar way.
When it spots prey (anything up to human size), it takes aim and
spits a hard pellet of sun-dried clay at the victim. It carries a
supply of 10-15 of these pellets in a dry pouch in its cheek. It can
shoot only one pellet at a time, and takes one turn to ready
between shots. Treat the attack as a missile attack (SS12, Acc 1,
*1/2D ST, Max STx2; it never shoots at any thing that it won't hit
with full force). The pellets do 1d+1 crushing damage.
The tripodero will avoid close combat, though it can bite for
1d-2 cutting damage. It can also tail-sweep into any of its back
hexes, doing no damage but knocking down its opponents if it
wins a Quick Contest of DX. It is a 3-hex creature when walking
on all fours, though the last two hexes are tail and bent rear legs.
It is a 1-hex creature when standing.

Whale
ST: 50-150 Move/Dodge: 10/7 Size: 3-35
DX: 13 PD/DR: 4/6-13 Weight: ½-5 tons
IQ:8 Damage:* Origin: R
HT: 14/20-70 Reach: C, 1-7 Habitats: SW, FW
Whales are marine mammals of the order cetacea, compris-
ing so many types that it is difficult to classify them under one
heading. They range in size from the 10-foot orca (killer whale
- see p. 20) to the gigantic blue whale, which can reach more
than 100 feet. They are gregarious, ranging animals, often trav-
Titanotherium eling 60-70 miles in a day in groups of 3 to 7. Most feed by
ST:250+ Move/Dodge: 9/5 Size: 15 filtering plankton and small crustacea through the whalebone or
DX:10 PD/DR:2/3 Weight: 4-7 tons "baleen," which is not composed of bone at all, but of a thick,
IQ:3 Damage: 3d cr Origin: Pre skin-like material. Whales were persecuted in ancient times as
HT: 17/55-70 Reach: C Habitats: P being sea demons or monsters, but they are nearly harmless to
humans - many couldn't swallow a man if they tried!
Titanotherium was a prehistoric mammal of 40 million years The largest whales have extremely thick skin covering up to
ago. Its largest species were over 8 feet high at the shoulder and 20 inches of blubber. This accounts for their high PD and DR.
over 15 feet long. Titanotheria were built in the general shape of Most hunted whales die from exhaustion and loss of blood,
a rhinoceros, but the heads were decidedly different. Some had rather than serious wounds or damage to internal organs. Whales
no horns, some had one, others two or more; none of the horns are generally non-violent and have little fear of man, which
were sharp. These horns were undoubtedly used for mating bat- unfortunately makes them easy prey for whalers.
tles, since the carnivores of the era were no threat to a creature
this size. Whirling Whimpus
Titanotherium is a herd animal, probably diurnal. Its reaction ST: 15-18 Move/Dodge:* Size: 1
to humans would probably be cautious observation, attacking DX:14 PD/DR: 7/1# Weight: 300 lbs.
only if provoked. It attacks by trampling for 3d crushing dam- IQ: 3 Damage: 3d cr Origin: ML (USA)
age. HT: 12-15 Reach: C, 1 Habitats:F
The statistics given for titanotherium can be modified for
similar prehistoric mammals. Uintatherium is somewhat The whirling whimpus resembles a gorilla except in its limbs
smaller, the toxodont smaller yet, and baluchitherium is 1½ - the lower limbs are small, while the upper limbs are long and
times larger than titanotherium. muscular and end in enormous paws. It is able to magically whirl
in place so rapidly that it becomes invisible (hence the PD of 7).
Tripodero Its whirling produces a low droning sound that seems to come
ST: 10-12 Move/Dodge: 12/7 Size: 3# from the tree branches above. Its favorite spot to whirl is a forest
DX: 14 PD/DR: 1/1 Weight: 400-500 lbs. path passing through a glade at least 3 yards wide. It will wait
IQ:4 Damage: 1d+l cr# Origin: ML (USA) there quietly until it hears someone approaching, then begin
HT: 11-13 Reach: R,C Habitats: F, D whirling.
The GM decides which hex the whimpus is in, but places no
The tripodero inhabits dry scrub forests such as the chaparral figure. After telling the players that they hear the drone from
above, he should note if any character enters one of the hexes
forests of California or the mesquite woodlands in central and surrounding the whirling whimpus. Any that do suffer an attack:
west Texas. Its name derives from its ability to stand balanced 3d crushing damage from the forepaws. The whimpus will con-
on its long hind legs and muscular tail. Its body is the size of a tinue to whirl as long as there are opponents on their feet (it can
wolf, but it can stretch to a height of 15 feet, looking over the

-37- Creatures of the Wild


Wisent
ST: 48-70 Move/Dodge 13/6 Size: 3-4
DX:10 PD/DR:l/2 Wt.: 1,000-3,000 lbs.
IQ:4 Damage: 1d imp# Origin: Ice, R
HT: 15/20-25 Reach: C Habitats: P,F
The wisent is a European bison. The more common Ice Age
species, often represented in neolithic cave drawings, was a
plains dweller (now extinct); another species lived in forests.
The latter is still extant, due to Polish and Russian efforts to
create preserves for it. Treat it as a bison for all purposes (p. 9);
it does 1d impaling in a head butt, or 1d+2 crashing if it chooses
to trample.

sense things magically). While whirling, it can move at 1 hex


per turn.
It may start or stop whirling instantly. While whirling, it has
no active defenses - it relies solely on its invisibility for de-
fense. Missile weapons and spells which hit it will not be de-
flected. However, those passing within a hex will be deflected
away from the whimpus.
Mage Sight will detect a faint glow of magic from the
whimpus' hex, while See Invisible (p. M50) will actually allow
the caster to see the outlines of the creature. The whimpus will Wolf
whirl until it has only 3 HT left, at which point it will run away ST:8-10 Move/Dodge: 9/7 Size:1
at Move 4 (not whirling). DX:14 PD/DR:1/1 Weight: 70-170 lbs.
IQ:5 Damage: 1d-2 cut Origin: R
Wild Boar HT: 11-13 Reach: C Habitats: F, M, A, P
ST: 20-24 Move/Dodge: 8/7 Size: 2
DX:14 PD/DR:l/2 Weight: 200-400 lbs. The wolf is a ferocious carnivore, found throughout North
IQ:6 Damage: 1d+1 cut# Origin: R America, northern Europe, and Asia, and in early historical
HT: 15/20-25 Reach: C Habitats: F times was even more wide-spread. Wolves are courageous and
intelligent, with great fighting ability and endurance. They are
Large, short-tempered pigs, wild boars are among the most largely nocturnal, though they do hunt in the day. Packs range
dangerous game animals. They have long sharp tusks, whose from 4-30; lone wolves can also be encountered. Wolves male
razor edges are honed by the action of the opposing teeth. Wild for life and are quite protective of their mates and cubs.
boars live in groups of 6 to 50 animals, with the boars protecting They usually hunt in packs, having a good sense of pack
the sows and young. They are active from late afternoon to early tactics (p. 57). They attack by biting in close combat for 1d-2
morning. cutting damage. They tend to rush in, bite out a piece of flesh,
They are famous for bursting suddenly from the underbrush, then dodge out of the way while the same operation is performed
and are capable of breaking a horse's leg and disemboweling the by the other wolves. Eventually the prey weakens from shock
rider before he hits the ground. They are cagey beasts (Crafti- and loss of blood, and can be dragged down.
ness 10 or more), known to hunt their hunters, and more than Wolf attacks on humans are a subject for hot debate. There
one dog will usually be lost in any boar hunt. are no verified recent attacks, but ancient tales abound with
Treat their attack as a slam doing 1d+1 cutting damage if stories of wolves devouring people. The odds are good that
they hit. Once it has downed an opponent, the boar will continue wolves will not attack humans unless the climate is so severe that
to gore for 1d+1 cutting, or trample for 1d-1 crushing. other prey is very scarce.

Creatures of the Wild -38-


Wolverine The woolly rhino was a common figure in prehistoric cave
ST:10-12 Men/Dodge: 8/6 Size: 1 art. It stood about 4 yards long and 6 feet at the shoulder, with
DX:12 PD/DR:1/2 Weight: 30-65 lbs. long shaggy fur. It was a solitary animal, probably active from
dusk through dawn.
IQ:5 Damage: 1d-2 cut Origin: R For all practical purposes, treat it as a modem rhino (p. 29),
HT: 10-12 Reach: C Habitats: F, A, M except that it inhabits a much colder climate. It will usually flee
humans, but occasionally one will charge - especially a mother
Wolverine,Ice Age or wounded animal.
ST: 13-16 Move/Dodge: 8/6 Size:1
DX:12 PD/DR:2/2 Weight: 50-100 lbs.
10:5 Damage: 1d cut Origin: Ice
HT: 12-14 Reach: C Habitats: F, A, M
The wolverine is among the fiercest animals in nature, though
it does not usually attack humans. The largest member of the
weasel family, it resembles a cross between a weasel and a bear.
It measures up to 4 feet long - plus another foot of tail - and
stands up to a foot and a half at the shoulder.
The strongest mammal of its size, it is able to drive mountain
lions and bears from their kills. A wolverine is capable of bring-
ing down a moose that is hampered by deep snow. It is active for
four hours at a time, then rests for four hours, continuing this
cycle throughout the day and night.
While wolverines don't attack humans, they apparently enjoy
baiting them. Trappers are sometimes driven out of business by
wolverines raiding their trap lines, eating the trapped animals
and ruining the traps. If hunted, they can double back and de-
stroy the hunter's camp! They are among the cagiest beasts in
nature: give them a Craftiness level of at least 12 to figure out
how to ruin equipment, evade hunters, detect and destroy traps,
and in general make a fool out of a human. If cornered, they will
bite in close combat for 1d-2 cutting.
The Ice Age wolverine was a larger ancestor. Treat it like a
modern wolverine, except that it will attack humans with dinner
in mind.

Yeti
ST:18 Move/Dodge: 7/7 Size: 1?
DX:12 PD/DR:2/3 Weight: 400-800 lbs.
IQ:8 Damage: 3d cr Origin: ML (Tibet)
HT: 10/20 Reach: C Habitats: M, A
Yeti is a Tibetan word referring either to an unknown animal
of the Himalayas or a mountain demon - no one is sure which.
The name yeti has been attached to one of the great legends of
the 20th century - the Abominable Snowman. Although not as
easy to dismiss as the Bigfoot creature of North America, the
yeti remains an elusive mystery.
Western mountain climbers frequently report yeti sightings,
and stories of "yeti scalps" preserved by Tibetan monasteries
prompted noted Everest climber Sir Edmund Hillary to retrieve
such objects for Western scientists (who quickly dismissed them
as made from the pelt of a rare goat). The yeti could be the
descendants of a race of giant prehistoric apes, fossils of which
have been discovered by paleontologists in China.
Yeti appear as large, furry white apes. They do not use weap-
ons, and will attack by grappling victims and squeezing until
Woolly Rhinoceros they are dead. Usually, a yeti will run from an attack, unless its
ST: 120-150 Move/Dodge: 13/6 Size: 10 lair or offspring are threatened. The yeti are also rumored to be
DX:9 PD/DR:3/3 Weight: 1-2 tons magical creatures. If this is the case, it will have Invisibility (at
IQ:4 Damage: 2d+l cr# Origin: Ice will-costs 1 fatigue per use) and perhaps animal control spells.
HT: 17/40-48 Reach: C Habitats: A, P Its heart is its mana organ and is considered very valuable by
mages and alchemists.

-39- Creatures of the Wild


Everybody loves dinosaurs - until they have to fight
them, that is. The word dinosaur is taken from the Greek
words for "terrible lizard." Even though dinosaurs were
not lizards, the name is a fitting one.
Dinosaurs were the dominant life-form of the
Mesozoic era - from 225 million years ago to 65 million
years ago. The Mesozoic is divided into three periods -
the Triassic, from 225 million to 185 million years ago;
the Jurassic, from 185 million to 130 million years ago;
and the Cretaceous, from 130 million to 65 million years
ago. Dinosaurs appeared in the middle Triassic, and were
extinct by the end of the Cretaceous. The disappearance of
the dinosaurs was accompanied by a mass extinction of
many life-forms. There is great debate among experts as to
what caused this extinction - continental shifts, global
cooling and the impact of a huge meteorite have all been
advanced as possible causes.
Dinosaurs -40-
All that is known of dinosaurs comes from reconstructions of Ankylosaurs were heavily armored herbivores with spiked on
fossil remains, and thus is highly speculative - scientific spec- clubbed tails. Their sole means of defense (aside from the armor)
ulation, but speculation nonetheless. Recent findings indicate is to swing their tails - into any back hex, or any hex adjacent
flat much of what has been popularly believed about dinosaurs to the back hex - for 3d crushing damage. Ankylosaurs are not
is wrong. They were not the slow plodding creatures we picture; built for dodging; Dodge is 0.
rather, they were dynamic, quick and active, perfectly adapted Ankylosaurus, a typical member of the family, reached
to be the supreme masters of their ecosystem. The descriptions lengths of 25-30 feet, and stood about 5 feet high by 8 feet wide.
given here represent the best guesses of the experts; the GM is It was a Cretaceous dinosaur, inhabiting flood plains, river
free to bring them more in line with his own beliefs. banks and lake shores.
At least one example of each of the seven major families of
dinosaur has been included: coelurosaurs, carnosaurs, sauro-
pods, ornithopods, stegosaurs, ceratopsians and ankylosaurs.
Pterosaurs and plesiosaurs are also included, even though they
are not true dinosaurs.
The ambitious GM is encouraged to determine stats for as
many different dinosaurs as are needed for his campaign, using
the ones given here as guidelines.

Allosaurus (Carnosaur)
ST: 75-100 Move/Dodge: 7/7 Size: 12+
DX:14 PD/DR:2/2 Weight: 1-2 tons
IQ:3 Damage: 4d imp#
HT: 14/40-50 Reach: C, 1

Brontosaurus (Sauropod)
ST:300+ Move/Dodge: 5/0# Size: 28+
DX:9 PD/DR:2/3 Weight: 15-30 tons
IQ:3 Damage: 4d cr
HT: 17/100+ Reach: 1-8
Brontosaurus is the more commonly-known name for the di-
nosaur known scientifically as Apatosaurus. It stood on four
elephantine legs, had a long neck and tail, and measured 70-80
feet in length. It was common to the Jurassic and Cretaceous
periods.
Harmless vegetarians, brontosaurs would inhabit flood
plains, using their long necks to feed from treetops. They may
also be able to rear up onto their back legs, allowing them to feed
Allosaurus was possibly the ultimate carnivore. It resembled from the highest trees.
Tyrannosaurus, but was smaller, fester, and had larger fore- Contrary to popular belief, Brontosaurus was not a swamp-
limbs. It measured 20-40 feet from head to tail and stood 15 or dweller - in fact, it probably avoided them. Its primary defense
more feet tall. It was common to the Jurassic period, inhabiting is its sheer size-most carnivores cannot even hope to hurt it. It
flood plains, forested deltas and lake shores. doesn't bite, although its bead and neck have a reach of 8 hexes.
It can bite to close combat or at 1-hex reach for 4d impaling Trampling does 6d damage, and its tail-whip can also be fatal.
damage. Or, it can claw in close combat for 1d cutting damage The tail has a reach of 8 hexes and can swing 8 hexes per turn
-its arms are relatively weak. (movement is measured by the tip of the tail). Brontosaurus hits
automatically with its tail; anyone within the affected area must
Ankylosaurus (Ankylosaur) make a Dodge roll to avoid being hit. The tail does 4d damage;
assess knockback as from a slam.
ST:40-50 Move/Dodge:4/0 Size:20+ Brontosaurus is so large that it gets no Dodge roll, except for
DX:11 PD/DR:4/6 Weight: 2-4 tons its head, which Dodges at 4.
IQ:3 Damage:3d cr
HT: 15/40-45 Reach: 1,2

-41- Dinosaurs
Ceratosaurus (Carnosaur)
ST: 50-65 Move/Dodge: 6/7 Size: 9+
DX: 14 PD/DR: 2/2 Weight: 1-2 tons
IQ: 3 Damage: 3d-l imp #
HT: 13/32-40 Reach: C,l
A medium-sized two-legged carnivore, Ceratosaurus had a
horn on its snout - rare in carnivorous animals. Possibly, it
used its head to butt in mating battles. Ceratosaurus measured
about 20 feet from head to tail, and stood 12-15 feet in height.
It can claw at 1-hex reach for 1d-1 cutting damage, or bite in
close combat for 3d-l impaling damage. It inhabited river and
lake shores, flood plains, and hills during the Jurassic.

Deinonychus (Coelurosaur)
ST: 15-18 Move/Dodge: 12/7 Size: 2-3
DX: 14 PD/DR: 1/1 Weight: 100-200 lbs.
IQ:3 Damage: 1d+2 imp #
HT: 13/12-14 Reach: C, 1
The largest coelurosaur, Deinonychus reached lengths of up
to 10 feet. On each foot, it had a large forward-mounted claw Plesiosaur
used for disembowelling opponents. The forearms were also ST: 14-30 Move/Dodge: 7/7 Size: 3-30
heavily clawed. Treat the feet as the main weapon, kicking at DX: 14 PD/DR: 1/1 Weight: 250-2,000 lbs.
reach 1 for 1d+2 impaling damage. Deinonychus can also bite IQ:3 Damage: 1d+1 imp
and claw in close combat for 1d cutting damage. Common in the HT: 14/10-25 Reach: C, 1-7
Cretaceous, it inhabited dry flood plains and river banks.
There were many types of plesiosaurs - Cryptocleidus and
Elasmosaurus being typical examples. They were air-breathing
marine animals, filling the same ecological niche as the killer
whale.
Some have short necks, others have long and supple necks
that can reach 7 yards in any direction - ideal for plucking
people out of small boats! They range from 10 to a least 40 feet
in length, though some authorities claim they reach 60 feet.

Pteranodon (Pterosaur)
ST:3-5 Move/Dodge: 14/7# Size: 2
DX:14 PD/DR: 0/0 Weight: 30-60 lbs.
IQ: 4 Damage: 1d-3 cr
HT: 13/5-7 Reach: C
Pteranodon was a winged reptile (not a dinosaur) common to
the late Jurassic and the Cretaceous periods. It is the best-known
member of the pterosaur family.
Some pterosaurs were as small as chickens, others were
larger; Pteranodon had a wing-span of up to 35 feet, while
Duckbill (Ornithopod) Quetzalcoatlus (below) was larger yet. Some species ate insects;
ST: 8-50 Move/Dodge: 12-16/7Size: 20+ others ate fish. Some may have been carrion eaters.
DX: 14 PD/DR: 1/1 Weight: 1-3 tons While it was once thought that pterosaurs flew poorly, using
IQ:3 Damage:# the wings mainly for gliding, recent evidence shows that they
HT: 15/7-35 Reach: C,l were actually consummate aerialists. Some experts believe that
they were also capable of running about on the ground on all
Typical duckbills, or ornithopods, included Trachodon, Cor- fours. GMs who subscribe to this belief should give pterosaurs
ythosaurus and Parasaurolophus. Many duckbills had hollow Moves of 3-4 on the ground; otherwise, they have Moves of 1-2.
crests on their heads, which might have been used to produce
mating calls. They stood upright to teed from trees, and traveled Quetzalcoatlus (Pterosaur)
on all fours, near-to-the ground, feeding on herbs and bushes. ST: 7-9 Move/Dodge: 12/6 Size: 4
Duckbills would be found in herds in swamps and deltas, DX:14 PD/DR: 0/0 Weight: 100-200 lbs.
along lakes and rivers, and on wet flood plains. They range from IQ:4 Damage: 1d imp
30 to 40 feet in length, their usual defense is fleeing, though HT: 11-13 Reach: C
some species have claws; the latter can claw in close combat for
1d-2 cutting damage.
Dinosaurs -42-
Triceratops was among the last dinosaurs both to appear and
to become extinct. It was a four-legged herbivore built along the
lines of the rhino, measuring 20-30 feet in length.
It had an amazingly effective horn and skull formation; the
bones of the skull flare out to protect the neck, all the way back
past the shoulders! Give the head a PD of 4 and a DR of 6. The
three horns were long, sharp and angled for disembowelling
carnosaurs; Triceratops is capable of charging like a rhino. Treat
its attack as a head butt (p. 45) doing 5d impaling damage.
Triceratops traveled in herds, living in swamps and along
river deltas. It was common to the Cretaceous.

Quetzalcoatlus was a winged reptile similar to the Pterano-


don, but with a much larger wingspan. The only skeleton dis-
covered to date (in Texas in 1972) shows a wingspan of 50-60
feet. Its head measures some eight feet to length, treat Quetzal-
coatlns as a large Pteranodon (above).

Stegosaurus (Stegosaur)
ST: 75-100 Move/Dodge: 4/4 Size: 12+
DX: 8 PD/DR: 2/3 Weight: 2-3 tons
IQ:3 Damage: 3d imp Tyrannosaurus (Carnosaur)
HT: 15/50-65 Reach: 1,2 ST: 100-150 Move/Dodge: 9/7 Size: 19+
DX:15 PD/DR: 2/2 Weight: 4-5 tons
Stegosaurus was a heavy four-legged dinosaur, measuring IQ: 3 Damage: 5d+2 imp
20-30 feet long, with a tiny head and huge plates on its spine. HT: 15/50-75 Reach: C, 1,2
The tail bore large spikes, and was useful as a defensive weapon.
Some experts believe that the Stegosaurus could flap the plates Tyrannosaurus was the largest meat-eating animal ever to
on its back as a further defense. If so, anyone within one hex have lived, and no predator had stronger jaws. It measured about
must make a successful Dodge roll each turn to avoid being hit 45 feet from head to tail, stood about 20 feet tall, and had a
for 1d-2 cutting damage. 4-foot head armed with 6-inch teeth. It also had ridiculously
In combat, Stegosaurus turns its back to all attackers and small and useless forelimbs.
swings its tail, which can lash into any back hex, or any hex Its legs were much longer than those of Allosaurus, while its
adjacent to the back hexes, for 3d impaling damage. Stegosaurs claws were shorter. Its torso was also shorter, benefiting speed.
lived in flood plains and along shorelines, and were common to Despite its great size, it was surprisingly graceful and fast. It had
the Jurassic. Their skeletons indicate that they were capable of to be; it was going up against the most heavily-defended of all
standing upright to feed from trees. dinosaurs - the ankylosaurs and ceratopsians.
Tyrannosaurs attack with a terrible bite, doing 5d+2 impal-
Triceratops (Ceratopsian) ing damage at up to a 2-hex reach. Unlike allosaurs, they do not
kick; their legs and feet are adapted more for running and dodg-
ST:200+ Move/Dodge: 10/6 Size: 15+ ing, avoiding counterattacks from their prey's weapons.
DX:12 PD/DR: 2/2# Weight: 4-6 tons Tyrannosaurs lived on flood plains and in swamp forests and
IQ:3 Damage: 5d imp were common to the Cretaceous.
HT: 17/50-75 Reach: C

-43- Dinosaurs
This section describes those animals, both domestic
and domesticated, which have been tamed and are used by
man. Domestic animals are those which have been bred for
certain traits - dogs, cattle, horses, pigs and goats are
examples. Domesticated animals are those which have
been left primarily as found in the wild state, either be-
cause they are useful as is or because the wild has pro-
duced the best survivors for the area. Elephants, llamas,
camels, reindeer and yak are examples of domesticated
animals. The cat is a special case, being both - some
breeds are slightly modified, most are not.
Habitats are listed only for those animals which are
also found in the wild state.

Domestic Animals -44-


Cattle - cows and bulls - are found throughout the world
and have been domesticated for centuries; some species could
not survive in the wild anymore. Cows are gentle patient ani-
mals, but bulls are famous for their short tempers. In 19th cen-
tury America, bulls were responsible for more human injuries
than any other animal. Most male cattle are castrated as calves,
and are called steers, bullocks or oxen.
Oxen are used as draft animals-see p. B144. Cattle are kept
for a multitude of purposes: meat, dairy products, leather, glue,
soap, fat, medicines, etc., and in the past were a common me-
dium of exchange. A fine horse, for example, was said to be
worth so many cattle, and cattle were given as a dowry or paid
as a bride-price. Threatening to kill a freeman's cattle was often
more effective than threatening to kill his family.
Bulls attack with a charge - a slam and a trample. The slam
is treated like a head butt (p. 45) doing a base damage of 1d+1
impaling (bulls with short horns will do only 1d crushing). After
knocking its foe down, the bull tramples with its hooves for
1d+l crushing, halved for running through the hex. It will then
turn around and gore the prone victim, this time doing only half
head butt damage because the speed of the charge is missing. If
there is anything left, the bull will toss the remains: treat this as
falling damage from 5 yards (p. B130).
Bullfighting is a Physical/Average skill defaulting to DX-5.
Camel A successful skill roll allows the matador to guide the bull's
ST: 32-40 Move/Dodge: 6/4 Size: 3 charge harmlessly past himself; failure means being gored and
DX:9 PD/DR:1/1 Weight: 900-1,100 lbs. possibly trampled. The matador may attempt to stab the bull as
IQ:4 Damage: 1d+1 cr # Origin: R it runs by: Bullfighting skill -4 to hit, since the main action is to
HT: 12-15 Reach: C Habitats: D,P avoid impalement.
Cretan entertainers learned a similar Physical/Hard skill,
Camels are large herbivores used in desert areas as mounts Bulldancing; they toyed with the animal, even vaulting over its
and beasts of burden. They stand 6-7 feet at the shoulder. The horns, but did not kill it. A separate roll is required for each trick
Arabian camel has one hump, while the Bactrian or Asian camel performed. Failure indicates a fall, possibly resulting in being
has two. The Arabian is unknown in the wild, but the Bactrian gored or trampled. Bulldancing defaults to Acrobatics-5.
is still found wild in the Gobi Desert.
Camels are well-adapted to their desert lives, with long lashes Dog
to protect their eyes from windblown sand, and nostrils that can ST: 1-12 Move/Dodge: 4-12/6 Size: < 1 to 2
be readily closed to keep out sand. Camels store fat in their DX: 11-12 PD/DR:0/0# Weight: 5-150+ lbs.
humps, to serve as an energy reserve when food is scarce. They IQ:5 Damage:* Origin:R
are also able to store water in their tissues. HT:12-15/4-12 Reach: C
Camels possess a strong odor that, to the uninitiated, is quite
unpleasant. They also have the unfortunate habit of spitting at A domestic animal, used for hunting or as a pet. Large dogs
bothersome people. They are known for their stubbornness and can be used as draft animals. Most dogs' coats are not thick
short tempers - all Animal Handling skill rolls are at -4. enough to serve as armor, though a thick-coated dog will have
In the wild, camels are gregarious diurnal animals, found in PD 1,DR 1. Some breeds (bloodhounds, for instance) have very
groups of up to 15, though 4 to 6 is more common. Wild camels keen noses, and a Smell roll of 18.
will usually flee humans. Camels can trample with their hooves Some dogs are feral - treat them as wolves, coyotes, dholes,
for 1d+1 crashing damage, or bite for 1d damage. dingoes or jackals - whichever seems most appropriate. Dogs
bite in close combat, doing cutting damage for their ST. Some
Cat breeds will bite repeatedly; others (e.g., bulldogs) will bite and
ST:2-4 Move/Dodge: 15/7 Size:< 1 not let go.
DX:14 PD/DR:0/0 Weight: 5-15 lbs. For more on dogs, see Animal Companions on p. 72.
IQ:5 Damage: 1d-4 cut Origin: R
HT: 13/2-3 Reach: C Donkey
ST: 20-25 Move/Dodge: 8/5 Size: 2
A domestic animal, kept as a pet. Cats are covered in more DX:10 PD/DR:1/1 Weight 500-600 lbs.
detail in Animal Companions (p. 72). IQ:4 Damage: 1d-1 cr# Origin: R
HT: 10-13 Reach: C, 1 Habitats: P
Cattle
ST : 40-80 Move/Dodge: 8/4 Size: 3 Small equine animals, donkeys are also called burros and
DX: 8-9 PD/DR:0/0 Weight: ½-1 ton asses. They are patient animals, more sedate than mules, and
IQ: 4 Damage: 1d+1 imp# Origin: R very sure-footed (DX 15 for any roll to keep their footing).
Miners fa the American West relied exclusively on donkeys, as
HT:14-17 Reach: C the donkeys could go into mountains and deserts where mules

-45- Domestic Animals


could not, and eat desert vegetation that would have killed Geese are aggressive birds, large for barnyard fowl. The are
horses. Donkeys are mild-mannered beasts; they will not bite or superb "watchdogs;" once they alerted the citizens of Rome to
kick unless severely molested. They bite for 1d-1 hits of crash- invading barbarians. Anyone approaching a farm with geese
ing damage, and kick to the back hexes for 1d. Though donkeys will be met with loud honks and possibly an aggressive charg.
make small mounts, they are sturdy, strong beasts, and humans Geese run at intruders with wings wide and beaks ready to peek
can still ride them. They are less amenable to training than other fowl. Move given
is for flying; on the ground, geese are Move 3.
Falcon
Seep. 15. Goat
ST: 8-12 Move/Dodge: 9/6 Size: 1
Fowl DX: 13 PD/DR: 1/0 Weight: 50-300 lbs.
IQ: 4 Damage:* Origin: R
HT: 15/6-10 Reach: C Habitats: M,P
Chicken
ST:1-2 More/Dodge: 7/6# Size:<1 Medium-sized herbivores, goats have been domesticated for
DX:13 PD/DR: 0/0 Weight 3-10 lbs. centuries. A whole herd of goats can live on land that would
IQ:4 Damage: 1d-5 imp Origin: R barely support one cow. Goats make interesting pets - they are
HT: 12/1-2 Reach: C stubborn (any Animal Handling skill roll is at -3), but they can
be affectionate and funny companions. Goat's milk is prized in
Chickens are the most common barnyard animals. They are many parts of the world.
capable of limited flight- they can certainly fly into a person's Wary of strangers, goats will flee if approached. If brought to
face and try to peck out his eyes. Roosters are aggressive; cock- bay, a goat will butt, then flee if there is a way out. Treat the butt
fights have provided entertainment throughout the ages. Chick- as a slam attack for damage equal to 1d crushing for every 100
ens can actually make quite affectionate pets. Move given is on lbs. of weight (large goats have been known to kill people with
the ground; most chickens cannot fly any great distance. head butts). Give the goat +2 ST for determining knockdown.
Duck Horse
ST:l-2 Move/Dodge: 4-10/7# Size: <1
DX:14 PD/DR:0/0 Weight: 3-10 lbs.
1Q: 4 Damage: 1d-5 cr Origin: R Horse, Cavalry
HT: 14/1-2 Reach: C Habitats: FW ST: 32-40 Move/Dodge: 16/8 Size: 3
DX:9 PD/DR: 0/0 Weight: 900-1,400 lbs
Ducks are small waterfowl, frequently hunted or kept on IQ:4 Damage: 1d+2 cr# Origin: R
homesteads that have ponds. They often become affectionate HT: 12-15 Reach: C, 1
pets. Wild ducks are among the fastest fliers in nature; domestic
ducks are not. A duck will attack a person if it feels threatened Horse, Draft
enough, but no duck is as aggressive as a rooster or goose. Move ST: 50-60 Move/Dodge: 12/6 Size: 3
given is for flight; on the ground, ducks have Move 2. DX:9 PD/DR: 0/0 Weight: 1,600-2,500 lbs
IQ: 4 Damage: 1d+2 cr# Origin: R
HT: 13-16 Reach: C,l
Horse, Heavy War
ST: 40-50 Move/Dodge: 14/7 Size: 3
DX: 9 PD/DR: 0/0 Weight: 1,500-2,000 lbs
IQ:4 Damage: 1d+2 cr# Origin: R
HT: 12-15 Reach: C, 1
Horse, Race
ST: 26-32 Move/Dodge: 18/9 Size: 3
DX: 9 PD/DR: 0/0 Weight: 800-1,400 lbs
IQ:4 Damage: 1d cr# Origin: R
HT: 12-14 Reach: C, 1
Horse, Saddle
ST: 28-35 Move/Dodge: 12/6 Size: 3
DX: 9 PD/DR: 0/0 Weight: 800-1,400 lbs
IQ:4 Damage: 1d cr# Origin: R
HT: 12-14 Reach: C, 1 Habitats: P
Goose Pony
ST: 1-3 Move/Dodge: 7/7# Size: <1 ST: 24-30 Move/Dodge: 13/6 Size: 2
DX: 14 PD/DR: 0/0 Weight: 8-15 lbs. DX:10 PD/DR: 0/0 Weight: 350-700 lbs.
IQ:4 Damage: 1d-4 cr Origin: R IQ:4 Damage: 1d-2 cr# Origin: R
HT: 14/3-5 Reach: C Habitats: FW HT: 11-13 Reach: C, 1 Habitats:P
Domestic Animals -46-
Domestic animals, kept for riding and draft purposes. Horses in sties, but in ancient times pigs were sent into the forest to
range widely in both size and temperament. browse, with a swineherd to guard them. They were taught from
The size of a horse is measured in hands at the withers, the piglethood to come at the call of a horn.
high point of the back where the neck joins the shoulders. One Domestic pigs are not good fighters - they lack the sharp
hand is 4 inches. A horse that stands 15-2 hands stands 15 hands tusks of their wild ancestors. At best they will attempt to bowl a
plus 2 inches, or 62 inches, at the shoulder. person over and run past. Treat this as a slam attack, with the pig
An 18-hand horse is a giant, a Percheron or Clydesdale. 15-2 getting +3 ST to determine knockdown.
is considered the ideal height for a cavalry mount 13 hands is
about the size of the ponies of Genghis Khan and his Mongol
armies (any horse of 13 hands or less is called a pony).
Horses can kick into any front or rear hex for the listed
damage, or bite in close combat for 1d-1 crushing damage.
For more on horses, see Animal Companions,p. 73.

Llama
ST: 16-20 Move/Dodge: 13/6 Size: 2
DX:11 PD/DR:2/1 Weight: 100-300 lbs.
IQ:4 Damage:- Origin: R
HT: 12-15 Reach: - Habitats: M
Llamas are related to camels, and were domesticated long
before the Spanish came to South America. They are used as
beasts of burden in high, rugged mountainous areas. A related
species, the guanaco, may be treated as a wild llama, found
primarily in high mountain meadows.
Llamas are diurnal herd animals, found in groups of 5-12.
They stand about 4 feet high at the shoulder. They are used as Sheep
pack animals, and meat, wool, tallow, leather, rope and even ST: 6-18 Move/Dodge: 8/6 Size: 1
fuel are obtained from these animals. They are too small to ride, DX:13 PD/DR: 2/1 Weight: 50-250 lbs.
but can carry packs up to Light encumbrance - they will refuse IQ: 4 Damage: 1d-3 cr Origin: R
heavier loads. HT:15/6-8 Reach: C
Llamas will spit when angry, but their bite and kick are
ineffectual; flight is their only defense. Sheep are grazing animals, raised in large flocks for wool and
meat. They are shy and skittish, wary of most humans. They are
Mule also totally defenseless, making them attractive to predators.
ST: 30-40 Move/Dodge: 8/5 Size: 2 Sheep are usually turned loose to graze on their own, with the
DX:10 PD/DR:0/0 Weight: 800-1,400 lbs. protection of a shepherd and his dogs.
IQ:4 Damage: 1d cr# Origin: R Rams are aggressive, and will charge if provoked. Treat a
HT: 12-14 Reach: C, 1 ram's attack as a slam, with the ram getting +3 ST for determin-
ing knockdown and doing 1d-3 crushing in a head butt.
Mules are the sterile offspring of a donkey and a horse. Their
reputation for stubbornness is largely undeserved. Like horses, Water Buffalo
some mules will allow themselves to be overworked - even to ST: 55-70 Move/Dodge: 7/4 Size: 3
death- most, however, will merely stop working when they are DX:9 PD/DR:1/1 Wt.: 1,500-2,000 lbs.
tired. Mules are favored as draft and pack animals for this very IQ:4 Damage: 1d+2 imp# Origin: R
trait - replacing animals that allow themselves to be over- HT: 13-16 Reach: C
worked can be expensive. Mules are also less high-strung than
horses, though some will still shy at sudden noises. Mules are The water buffalo is a familiar animal in Asia. It is a placid,
rumored to have a deep fear of water, but this is unfounded. patient beast that allows little children to herd it with a switch -
Mules can kick into any front or back hex, doing 1d crushing yet it can turn on a stranger and trample and gore him in a few
damage. They can also bite in close combat, doing 1d-1 crashing seconds. It does trampling damage for 1d+1 crushing, or gores
damage. for 1d+2 impaling.
Treat water buffaloes as cattle with temperaments somewhere
Pig between those of cows and bulls. Water buffalo are patient with
their masters, wary with anyone else. A person gets a -4 to
ST: 10-20 Move/Dodge: 7/5 Size: 1-2 Animal Handling when dealing with a water buffalo if he is not
DX: 11 PD/DR: 1/1 Weight: 100-450 lbs. familiar with this particular animal; -3 after a day, -2 after a
IQ:6 Damage:- Origin: R week, -1 after a month, and no penalty after 2 months.
HT: 15/10-13 Reach: - The above stats can also be used for the wild Cape buffalo,
The modern domestic pig is a cross-breed of Asiatic and one of the most dangerous game animals alive. Treat the Cape
European pigs- medieval pigs were smaller and faster. Pigs are buffalo as a large, savage water buffalo, inhabiting wet plains
more human in their habits than most hoofed animals - they hunters), often doubling back upon its pursuer. Many a hunter
adapt well to human time cycles. Modern pigs are raised mainly has been surprised from behind by the charge of a Cape buffalo.

-47- Domestic Animals


Stinging insects, slimy vermin, and similar horrors are
treated like skin-affecting gas (p. B132). Clothing will
keep them off for 2 turns, armor for 5. After that, they
penetrate, doing whatever damage they can do. The result
of an insect attack can range from harmless misery to quick
death.

Loathsome Crawlers -48-


Ants Rats
Ants are found, almost literally, everywhere. Most live in Rats are found wherever there are people, and even in the
large underground nests, with some species building large wild. A single rat has ST 1, DX 13, IQ 4 and HT 17/2. Its Move
mounds above the entrances. A few species live above-ground, and Dodge are 6, and it can bite for 1d-5 crushing damage. Roll
traveling in large colonies. versus HT+2 to avoid infection from a rat bite - this may be
Most ant bites, while painful, are nothing more than a minor either an extra hit of damage, or an actual disease.
nuisance. Some ant swarms, however, can completely strip an A swarm is about a dozen rats, with a Move of 4. It does 1d
animal to the bone in a matter of minutes. A swarm is about of biting damage per turn and is dispersed by 6 hits; armor
1,000 ants, with a Move of 2. Depending on species, it does protects with its normal DR.
damage of anywhere from 1 point per turn to 1 die per turn.
Most species fall on the lower end of this scale. An ant swarm
does damage to any foe that is not completely protected by heavy
clothing or armor, and is dispersed by 15 hits.

Bats
See p.8.

Bees, Wasps and Hornets


Bees usually will not sting unless molested. A single bee-
sting is no problem, unless the victim is allergic. A swarm of
bees can be quite dangerous, though.
A swarm is about 1,000 bees, with Move 6. It does stinging
damage of 1 hit per turn unless the foe is completely covered. It
is dispersed by 12 hits, and will give up the attack if the foe is
chased 50 yards from the hive. A beehive can easily hold 30,000
bees; if someone knocks one over, he's got a Horde to deal with
(see p. 50).
Wasps and hornets are more solitary than bees, being found
alone or in small nests. A large hornet's nest might hold 1,000 Scorpions
hornets. Treat wasp and hornet swarms like bee swarms doing 2 Scorpions live in warm climates, both arid and humid. Most
hits per turn. scorpion-stings are no worse than bee-stings. A few species of
The numbers given above are for bees and wasps found in scorpions have a strong type C venom, doing anywhere from 1d
temperate zones. Tropical insects are larger and more danger- to 2d+1 damage. Habits of scorpions are as described on p. 30.
ous, and may occur in larger numbers. Scorpions do not swarm, except in horror scenarios. In such
a case, the swarm has a Move of 2, and stings for 1d-1 per turn.
Fleas and Ticks This assumes that the scorpions are only mildly poisonous. For
Fleas and ticks are commonly-known parasites. Most dog and really poisonous swarms, assume that anything caught in the
cat owners are familiar with the joys of flea infestation, while swarm takes 5d damage per turn. A scorpion swarm is dispersed
anyone who has gone camping, hiking or canoeing for an ex- by 15 hits.
tended period of time is likely to have picked up ticks at one time
or another. Snakes
Fleas and ticks will never be numerous enough to cause even Snakes are a very successful life form found in many biomes.
1 hit of damage. At most, fleas will have a person scratching in There are so many species that it would be impossible to de-
misery for a while. Fleas and ticks are, however, carriers of scribe them all. A variety of species are listed on pp. 32-33, with
disease - fleas were responsible for the spread of the bubonic brief notes on damage and temperament. Only poisonous snakes
plague. Certain ticks also carry Rocky Mountain Spotted Fever, and constrictors are covered, as other species are generally
a disease that can be deadly if not diagnosed in time. harmless. Should stats be needed for a non-poisonous snake, use
those of the poisonous snake, with bite damage being at most a
Leeches point or two.
See p. 20. Snakes are for the most part solitary. While they do not really
swarm, they will occasionally be found in nests of a dozen or
more - escaping the heat of the day in a cool cave or crevice in
Mosquitoes and Biting Flies the rock, for example. Should such a nest be disturbed, treat it
A few of these will be found in most places in warm weather, as a swarm having a Move of 2, doing 1d-3 damage (more, if the
but are generally no threat. Fly bites can be quite painful, though snakes are poisonous), and being dispersed by 10 hits.
- a Will roll is required to avoid crying out unless the victim
has Toughness or High Pain Threshold. And some mosquitoes Spiders
are disease-carriers.
These creatures are capable of swarming- a swarm is about Most spider bites are harmless. However, some species are
1,000 insects - and when they do, they can drive even bears poisonous - and a few are deadly. Black Widows and most
tow the woods. Treat a swarm of mosquitoes or biting flies the tropical poisonous spiders have type C venom doing 1d to 2d+1
same as a bee swarm, except that it has no hive and can be damage, depending on species. The Brown Recluse has a type E
dispersed by a strong breeze. venom doing 1d damage. Most non-tropical poisonous spiders

-49- Loathsome Crawlers


have type H venom doing 1d damage. Spiders are solitary and do
not swarm, except in horror scenarios. A spider swarm does
any where from 1 point to 1d of damage, depending on whether
or not the spiders are poisonous. The really poisonous spiders
will do as much damage as a scorpion swarm.
See pp. 34-35 for the habits of different types of spiders.

Swarms
A group of small creatures is treated as a unit when it attacks.
Such a group (filling one hex on the combat map) is called a
"swarm." A swarm attacks any victim(s) in its own hex, auto-
matically hitting (though special clothing will protect a victim).
Swarms can be dispersed if they take enough hits. Swarms are
covered in detail in the GURPS Basic Set, p. B143.

Hordes
A horde behaves much like a swarm, but it's bigger. In fact, horde is reduced below its base size (in hexes), each remaining
a person can't count how many beasties are in a horde- they fill hex becomes a swarm (p.B143).
each hex so completely that, in the case of crawling hordes, the Move is the number of hexes a horde can move. All hordes
floor can barely be seen beneath them. Use the swarm rules for move last in each turn. A larger horde moves even slower; for
their behavior unless the following rules specify otherwise. each 10 hexes of horde (30 hexes for flying or swimming
Type of horde Damage/ Base Move Dispersed hordes), reduce Move by 1. No horde can have Move reduced to
Turn Size by 0, though- a horde can always move.
Bats 1d-2 15 6 4 hits/hex Dispersed by is the number of hits necessary to disperse a
Birds 1d-1 15 8 6 hits/hex single hex of a horde. Use the rules for Attacking a Swarm (p.
Crawling Insects 1d-1 5 2 5 hits/hex B143) to "damage" a horde. However, hordes are harder to
Plying Insects 1d-3 15 5 3 hits/hex disperse than swarms. Whenever a horde takes "dispersal
Piranha 2d 5 4 4 hits/hex damage" equal to its "Dispersed by" number, it is reduced in
Large Rats 1d+2 5 4 4 hits/hex size by one hex. The GM chooses which hex of the horde is
Small Rats 1d 5 3 3 hits/hex removed. Hits taken by a horde are cumulative.
Snakes 1d-3 5 2 5 hits/hex GMs should feel free to extrapolate from this table. For ex-
ample, some hordes - like spiders and scorpions - might be
Damage per Turn indicates the amount of damage taken at the poisonous, and some- like bats and rats- may carry diseases.
end of every turn by each character overwhelmed by a horde. Generally, the more intelligent the creatures, the easier they are
This is not an "attack,'' to the sense that there is no roll to hit and to disperse, but a horde with a "group mind" or guided by an
no chance to parry; nothing anyone does will prevent at least part outside intelligence could be much harder to break up.
of the horde from getting him. The horde can both move and bite A horde does not have to stay in one piece. Parts of the horde
in a single turn, even if the victim has dispersed a hex- full in his may break off from the main group to pursue additional victims.
turn. Characters do, however, get their DR against this damage. If a horde breaks apart, treat each part as a separate horde, until
Base Size is how many hexes it takes to make a horde. If a they rejoin.

Venom
Many snakes and insects (and some other animals) attack with Note that DR, including Toughness, does not protect against
poison, here called venom to distinguish it from other poisons. damage once the venom is in the bloodstream. DR will protect
Venoms are treated just like any poison (see p. B132), and are against the delivering agent-fang, claw, stinger-but doesn't
divided into different types based on their effects. protect against substances sprayed in the eyes. The description
The description of each type of venom includes its effect if it of a venomous animal gives the DR that it can penetrate.
is not resisted, the length of time before it takes effect and how Game Masters are free to assign non-human races different
long the effect lasts. Also included are the HT roll (if any) reactions to the following venoms. Keep in mind, however, that
allowed to resist the venom, and its effect on anyone who suc- immunity to poison is not paid for when "buying" an Elven or
cessfully resists. Venom strength (amount of damage) varies, Dwarven PC. These races should still have some negative reac-
even within a given type, and is listed with each animal. tion to the venom. A balanced way of adding variety is for the
Unless specified otherwise, venoms are blood agents - they non- human race to have a milder reaction to one type of venom
must enter the body through a wound or injection. Venoms can and a stronger reaction to another. Or the GM may choose to
be delivered by fangs, stings, quills, claws, pincers and even switch reactions- perhaps Reptile Men react to Type A venom
sprays. In general, the skin must be broken for the venom to take as if it were Type D, and vice versa.
effect, though spitting cobras can envenom the eyes (see Type S,
below). No real Terran animals envenom with a gaseous cloud, Type A: Anyone injected must make a roll against HT-4 im-
which might blow the wrong way, but anything is possible in mediately, and then again at the beginning of each day for the
science fiction and fantasy. next three days. A failed roll means the venom does the listed

Loathsome Crawlers -50-


damage-critical failure means death. Modifiers to the HT roll: takes the listed damage, and his use of the limb is at-3 for 1 to 6
+1 if the venom is sucked out within five minutes, +2 if anti- days- no HT roll to resist. For feet and legs, this means a -3 to
venin (TL 6+) is used for treatment and -2 if the victim per- Move; for hands and arms, a -3 to DX- based skills.
forms strenuous physical activity. Effects occur within 15 After the initial period, make a check against HT (at no pen-
minutes of the injection if the initial HT-4 roll is failed, or upon alty). Failure means that the symptoms worsen - the victim is
arising on the day of the failed HT-4 roll if the initial roll was at an additional -1 for the next 1 to 6 days. After this period,
successful. If all rolls are successful, the venom has no effect. make another HT check, continuing to subtract 1 from the use of
the limb for each failure. If the total penalty reaches -7, the
Type B: Anyone injected must roll against HT-6 immediate- victim begins losing 1 HT per day. Critical failure at any stage
ly, and then again at the beginning of each day for the next three means that gangrene has set in - the affected limb must fee
days. If any of these rolls are failed, the venom does the listed amputated to save the victim's life. Amputation at any time
damage- critical failure means death. Modifiers to the HT roll: before a check against HT will prevent further deterioration and
+2 if antivenin (TL6+) is used for treatment (suctioning the possible death. A successful HT roll on any day means that the
wound has no effect on this type of venom). Anyone injected victim recovers 1 point of DX or movement per hour until he has
with the venom is at -2 DX for three days (or at -4 DX for the totally recovered from the venom.
remainder of the three days if any of the HT-6 rolls are failed). If the bite is on the torso or head, the venom does double
Effects occur in one minute if the initial roll is failed, or upon damage and reduces all attribute checks and skill rolls by -3 until
rising the day of a failed roll if the initial HT-6 roll is successful. a roll against HT is made. The first roll is made on the day after
the bite; continue to check daily, subtracting an additional 1 for
each failure. If the total minus reaches -7, the victim dies. Crit-
ical failure means death in this case, as amputation is rather
drastic! A successful HT roll at any point means that the victim
recovers 1 point per day until fully recovered.
Type F: Anyone injected must immediately make a roll
against HT-6. A failed roll results in the venom doing the listed
damage- critical failure means death. Anyone taking damage is
nauseated and dizzy -3 to all attribute checks and skill rolls
for 1 to 6 hours. If the HT-6 roll is made, no damage is taken,
but the victim still feels sick for 3 to 18 minutes -3 to all
attribute checks and skill rolls as above.
Type G: Anyone injected must make a HT-2 roll or immedi-
ately suffer the consequences. This venom does only 1 HT dam-
age, but does fatigue damage as listed for the creature. If this
brings the victim to 0 ST, he falls unconscious for one hour. If
ST drops below 0, the victim remains unconscious for one addi-
tional hour per point below 0.
If the HT-2 roll is made, the victim takes no HT damage, and
only 1 point of fatigue. Critical failure results in a coma -
unconsciousness lasting 1 to 6 hours. After that, roll vs. HT. If
the check fails, the coma continues for another 1 to 6 hours, and
Type C: Anyone injected must immediately make a roll against so on. If the coma lasts for 24 hours or more, the victim, upon
HT-6. Failure means that the venom does the listed damage im- awakening, is at -2 to all attribute checks and skill rolls for a
mediately, and the victim is at -4 DX for the next three days- period of time equal to the duration of the coma.
critical failure means instant death. If the HT-6 roll is made, the
victim takes ½ damage, and is at -2 DX for the next three days. Type H: Anyone injected must make a roll against HT-2. A
failed roll results in the victim taking the listed damage after one
Type D: This venom does no actual damage. However, a hour; no further rolls are necessary. If the HT-2 roll is success-
human-sized victim will be paralyzed for six hours if a roll ful, the victim takes only 1 point of damage. Critical failure
against HT-3 is failed. This paralysis is complete, except for results in maximum damage immediately.
breaming, heartbeat, etc. - the victim cannot move or commu-
nicate in any way, though he is conscious. Type S: Spitting venom. This type of venom does only 1 HT
Critical failure results in the victim falling into a coma - damage, but blinds the victim (-10 on any combat skill) for 5
total unconsciousness for 7 to 12 hours; after that, check vs. HT. minutes if a roll against HT4 is failed. If the roll is made, the
If the check fails, the coma continues for another 1 to 6 hours, victim is blinded for only 3 to 18 seconds. The GM rolls in
and so on. If the coma lasts for more than 24 hours, the victim, secret (the victim shouldn't know how long he will be blind).
upon awakening, will be at -2 to all attribute checks and skill to addition to its other effects, this venom causes intense pain
-4 to IQ to think clearly. If the player has a good idea while
rolls for a period of time equal to the length of the coma.
If the HT-3 roll is successful, the victim is paralyzed for only he is blinded, have him make an IQ-4 roll for the character to
3d minutes. The GM should make all rolls to secret so that the come up with the idea.
players will not know how long the paralysis will last.
Type X: A generic classification for unique venoms. Details
Type E: This is a local poison, usually from small arachnids. are given in the descriptive paragraph for the animal. Do not
If the victim is bitten on a limb (the most common target), he expect one Type X venom to resemble another Type X venom.

-51- Loathsome Crawlers


The GURPS Basic Set covers all
the general information that a Game
Master or player would need to use
animals in a campaign (see pp. B140-
145). However, the following pages
provide more detailed descriptions of
the game effects of assorted hazards,
injuries, reactions, etc. The GM may
adopt whatever parts he finds useful.

Game Mastering Animals -52-


Abilities and Skills
Advantages and Disadvantages Mana Organs
Most animals have some inherent or instinctive advantages and disadvan- Some animals gain inherent magical
tages. Many animals have the Night Vision advantage - any animals which are abilities through their ability to concentrate
mana in certain organs and parts of their
described as being active at dawn, dusk or night may be assumed to have this bodies. This stored mana provides the
advantage. Peripheral Vision is the norm for fish, insects, amphibians, birds, energy to power their "spells." Some ani-
reptiles and mammalian herbivores. It is unusual in mammalian predators, but mals get enhanced PD and DR by concen-
some species do have the advantage - mostly small carnivores that are some- trating mana in their skins - like the
gumberoo (p. 17). Animals that otherwise
times preyed upon themselves. Most animals have Absolute Direction, Combat would not be capable of flight gain the abil-
Reflexes, Alertness and Common Sense. Many will have Danger Sense, Double- ity to fly by concentrating mana in their
Jointed, High Pain Threshold, Rapid Healing and Strong Will. Some have mana wings or skin (the octofly is one example;
see p. 25)
organs, which allow them to use certain magical abilities (for more on mana Animals with mana organs pay no fa-
organs, see the sidebar), and a few have Magic Resistance. Often, their hide or tigue cost for casting their spells - the en-
armor gives them increased PD and DR. ergy to power the spell is drawn directly
from the mana stored in the mana organ.
Common disadvantages include Bad Temper and Phobias of loud noises, However, mana organs have a limited stor-
monsters, magic, machinery, etc. Some are Berserkers. Some species could be age capacity and recharge at a limited rate.
considered to have the Cowardice (most herbivores) and Stubbornness disadvan- For most passive uses (armor, for exam-
ple), the mana organ recharges at a rate
tages - these animals will be difficult to train and will not be at all suitable as equal to the rate at which the mana is ex-
combat mounts. pended in maintaining the spell. Thus, a
creature's magical armor will operate con-
The Rule of 12 tinuously. Magical flyers generally expend
mana at a low enough rate to effectively
Inherent advantages which require an IQ roll will often work more effi- give them unlimited flying ability.
ciently than IQ might suggest. In game terms this means that in certain advan- Since most of the creatures in this book
tages where an IQ roll is required, animals are allowed to roll as though their IQ are non-magical, only a cursory descrip-
tion of mana organs has been provided. A
were 12. more thorough account can be found on p.
Inherent advantages where the Rule of 12 applies include Alertness, Com- FB113.
mon Sense and Danger Sense. The rule of 12 may be invoked in any situation
where the GM suspects that the animal instincts of the creature would provide an
adequate replacement to, or improvement on, human IQ.
It is important to remember that the Rule of 12 does not allow the animal to
roll against 12 for all IQ rolls, merely those where the substitution seems appro-
priate, as decided by the GM.

Skills
Animals have many inherent skills, ranging from combat to stealth. Combat
skill is equal to DX, of course. Stealth is usually 14 - exceptions include
animals such as skunks which are not concerned about being seen (Stealth-8), Spell Components
and animals such as jaguars which are masters at quiet movement (Stealth-18). In many campaigns that include magic
Tracking is at least 14 for most animals, up to 18 for bloodhounds. Acrobatics, use, there are certain rare components re-
quired for the more powerful spells to
Survival, Climbing, Jumping, Swimming, and Leadership (for pack and herd work. Often these components are from
animals) are all possible skills for animals to have at a level of 14 or higher. magical creatures - the mana organs de-
scribed above - but equally often, spell
components can be acquired from ordinary
Sensing Abilities animals (eye of newt and wing of bat, any-
As stated in the GURPS Basic Set, most animals have a "generic" 14 for one?).
Retrieving rare spell components is the
sensing their environment. This is sufficient for most purposes. For more detail, stuff adventures are made of. For maxi-
however, read on. mum effect, the animal parts should be
For herbivores, Hearing (16) is usually better than Vision (12). The eyes of both difficult and dangerous to obtain. For
example, perhaps the Might spell requires
most herbivores (and insects and giant bugs) will detect motion more easily than the left incisor of a living female lion. Or
shapes- they probably won't notice someone if he remains perfectly still. If the maybe Bravery needs the feathers of a plo-
situation is unusual (dark clothing on an Arctic tundra, standing tall in a barren ver- the bird that perches inside croco-
desert, etc.), then even poor-sighted animals will notice someone standing still. diles' mouths!
Carnivores' abilities vary widely. A dog's sight is poor, but its nose is keen;
treat smelling as 16 for most dogs and Vision as 10. A cat has excellent night

-53- Game Mastering Animals


vision, an adequate nose, keen hear-
ing, whiskers that detect movement
and obstacles - the GM can simply
assume all to be 14 and give it the
Night Vision advantage.
Blind cave animals can sense by
pressure and sound quite accurately
(14) - the blind crayfish is a very
successful predator. Fish have nu-
merous sensing abilities, and certain
sound wavelengths carry well in
water. Birds of prey have amazing
vision (18), but are average in all
other senses. Snakes are deaf, but
detect ground vibrations, and smell
on 16. Rattlers and related species
can detect heat, too. See the chapter
on Creating Animals (p. 78) for
more detail.

Combat
Damage
The Damage listing for each an-
imal represents the total damage
done by that animal in a single turn.
The only exception to this is an All-
Out attack with the two-attack option, in which case two attack rolls are made.
Animal Curses Biting and clawing are summed up in one figure; do not figure them as separate
There are many legends of animals that damages each turn.
will curse the person who kills them. This Some animals have more than one form of attack - biting and clawing,
is not done actively by the creature; it's charging, and trampling, for instance. For these creatures, the damage from the
just in the nature of the beast. Many types
of animals are said to have this power — most common form of attack is listed under the creature's stats; the other attacks
the albatross is probably the most famous are explained in the animal's paragraph description.
in Western culture, though the Greeks Note that the type of damage done by most carnivores is considered to be
knew that any animal in certain sacred cutting rather than impaling. However, certain animals do impaling damage,
areas had this power. In this case, it was
the area, not the animal, which cursed. notably those animals with teeth or horns large enough to puncture the torso
The GM may choose to give this power deeply. The appropriate type of damage is listed in each animal's description.
to certain animals or areas in his campaign,
If a person is unfortunate enough to un-
leash the curse, he suffers the effects of the Close Combat
Curse spell (p. M54). All of his die-rolls Against an animal (or anything else) that attacks in close combat (most
scores some notable success despite the carnivores, for example), the only active defense is Dodge. Exception: if some-
bad rolls - GM's decision as to exactly one has the Brawling, Judo or Karate skill, allowing him to parry bare-handed,
what this is. Then the success turns some- he can use the Parry defense. Martial-arts strikes will work on animals, but
how to ashes, and the curse is ended. The throws will not.
curse may affect die-rolls by anywhere
from 1 to 3 points in whichever direction is A combatant may choose to "dodge and retreat" from an animal that is
most unfavorable- it is up to the GM to attacking in close combat, provided it is not grappling him. Add 3 to his defense
decide the exact strength of the curse. as he retreats from the hex. If the animal has hold of the fighter with its claws or
The GM may wish to hint with rumors
as to which animals or areas are affected teeth, he cannot escape from the hex by retreating.
(and spread a few false rumors while he's Because their weapons are inherent and designed to work at close quarters,
at it). However, many legendary heroes animals do not suffer the -2 penalty to hit in dose combat that humans do.
unknowingly killed cursed animals —
there were no rumors to warn them. Unlike humans, animals may All-Out Attack in close combat (this is an
exception to p. B113). They may choose either to make two attacks against their
foe, make a single attack at +4 to their skill, or a single attack at +2 damage.

Game Mastering Animals -54-


Knockback and Slam
The knockback (p. B106) and slam (p. B112) rules included in the GURPS Biting to Grapple
Basic Set are intended primarily for human fighters. Modifications must be Many carnivores bite in close combat
made when dealing with very large or very small creatures. and don't let go. All cats, as well as some
Knockback. Creatures with ST 4-16 use the same rules as humans (p. B106) canines, attack in this way. Cats attempt to
strangle prey with their jaws, and will
-8 points of cutting or crushing damage produces 1 hex of knockback. For change grip only to get closer to the neck.
weaker creatures, the amount of damage necessary for each hex of knockback is In game terms, this bite (in addition to
4. For stronger animals, the amount of damage necessary for each hex of doing normal damage) is treated as a grap-
ple. The biting animal can attempt any ma-
knockback is equal to ½ ST (rounding up). Thus, a tiger with ST 35 is knocked neuver that a grappler can; it can attempt a
back 1 hex if it takes 18 hits of damage in a single blow. A human with ST 10 take-down or a pin, or may choke its foe if
taking the same amount of damage would be knocked back 2 hexes, while a cat it has bitten it on the neck. The victim most
break free before he can move way. See
with ST 2 would be knocked back 4 hexes. p. B111 for more on grappling.
Slam. Slams are still done as a quick Contest of DX, followed by a quick If a great cat does not specifically target
Contest of ST to determine knockdown and knockback. Roll the quick the neck (which is -5 to be hit), assume that
the initial bite on the general body win be
Contest of DX normally. The Contest of ST will he adjusted depending on unsatisfactory. The cat will release its hold
the relative STs of the two foes: and bite again; after three bites, it reaches
- Begin by assessing the normal ST modifiers (+2 in foe's direction, etc.). the neck and will not let go. Each of these
- If the weaker foe's ST is now below 3, increase it to 3, increasing the bites does normal damage, and the cat
must roll to hit each time that it changes its
stronger foe's ST by the same amount. grip (at no penalty). Once the cat reaches
- If the stronger foe's ST is now above 17, reduce it to 17. Reduce the the throat, it may begin choking its victim.
weaker foe's ST by the same amount, with the following exceptions: A victim who chooses the Wait maneu-
ver may step back out of the hex- to bring
his sword to bear, for example- when the
cat lets go to adjust its grip. To do so, he
must win a Contest of DX; otherwise, the
cat bites again before its victim can escape.
If the victim has a close combat weapon
in hand while being grappled, he may at-
tack the animal while still in its hex. The
animal gets no active defense here! He
may always attempt to grapple the animal's
neck (1 turn; automatic if being gripped)
and choke the creature (see p. B112).
There are other animals that do not let
go at all after their first bile; bulldogs and
weasels come to mind immediately. In this
case, there is no point in waiting for the
animal to release its grip; fire will make it
let go, and so will hacking it repeatedly.
Most canines attack by biting repeatedly
rather than by biting to grapple.

Parrying Animal Attacks


Animals such as bears which attack
with a one-hex (or more) reach can be
blocked or parried. If a character success-
rally parries an animal, there is a chance he
will hit the limb that he has just parried. He
must make a successful roll against his
weapon skill. Since animals are skilled at-
tackers with their limbs (treated like Judo
or Karate), this roll is at -4.
If the parryer does hit, there is a chance
that his weapon will break. Treat the
weight of an animal's forelimb as equal to
*1/5 its ST, rounded down (e.g., a bear with
ST 36 has a forepaw weight of 7 lbs.). If
the paw weighs 3 or more times the weight
of the parrying weapon, the weapon has a
2 in 6 chance of breaking. Thus, this bear
has a *1/3 chance of breaking any weapon
that weighs 2 lbs. or less.

-55- Game Mastering Animals


• If the stronger foe's ST (before adjustment) is less than 1½ times that of
the weaker foe, do not reduce the weaker foe's ST below 7;
• If the stronger foe's ST (before adjustment) is less than 2 times that of
the weaker foe, do not reduce the weaker foe's ST below 5;
• If the stronger foe's ST (before adjustment) is greater than or equal to 2
times that of the weaker foe, but is less than 15 plus the weaker foe's ST, do not
reduce the weaker foe's ST below 3.
• If the stronger foe's ST (before adjustment) is greater than or equal to 3
times that of the weaker foe and is at least 15 more than the weaker foe's ST, the
stronger foe automatically wins the Contest, and overruns his opponent (see p.
B100). The stronger foe still makes a roll, but fells only on a natural 18.
Example: A moose with ST 54 (a true giant!) and a moose with ST 40 charge
each other. Each gets +2 for moving more than one hex toward the other; -2
because the other moved toward it. Total modifier: 0. The stronger moose's ST
is reduced to 17. Ordinarily, the weaker moose's ST would now be reduced to
3, but since the stronger moose's ST is less than 1½ times that of the weaker
moose, the weaker moose's ST is reduced only to 7.
Flying Tackles. A number of carnivores — cats, especially — attack by
leaping onto their prey, knocking it down. Most animals can easily leap two to 3
yards, while the leopard can leap 6 or more. Treat this attack as a " flying tackle"
(p. B113), with the animal getting a DX roll to land on its feet. The victim rolls
as for a slam, but at an extra -2 to ST. Of the great cats, only leopards and jaguars
attack with a flying tackle. Lions and tigers attack from the rear or die side
without flying leaps. Small cats (ocelots, pumas, etc.) pounce on smaller prey.
Head Butts. Animals with horns will attack through a special form of slam
called the head butt. Knockdown and knockback are determined as for a normal
slam. In addition, the victim of the head butt will take damage from the horns;
the amount will depend on the weight of the head-butting creature. The basic
damage will be equivalent to the animal's trampling damage, modified up or
down by 1-3 points, depending on how long and sharp the horns are and whether
the animal tosses its head as it butts. If the horn is especially sharp, it will do
impaling rather than crushing damage. For example, a rhino weighing 1½ tons
will do basic damage of 2d (1d+1 for weight, plus an extra 2 points for having
a long horn and using a head toss).
This damage is doubled if the creature is moving 10 hexes/turn or more;
halved if it is moving 3 hexes/turn or less.
Any head-butting animal must make a roll against HT (at +5, if it is travel-
ing 3 hexes/turn or less) when it butts with its head. If this roll is failed, the
animal is stunned. The head-butter will take no actual damage from the slam,
unless it is butting heads with another animal or with a massive object (tree or
car). In that case, it will take damage only if it loses the quick Contest of ST by
10 or more points. Damage taken is equal to half the damage normally done by
the animal it is butting heads with, or to half the damage it normally does itself,
if it butted a fixed object like a car. For example, two deer (head butt damage:
1d imp) butt heads. One rolls a critical failure. It takes *1/2d impaling damage.
Knockback from Slam Attacks. Compute knockback based on the final ad-
justed STs of the two foes, with the loser of the Contest being knocked back one
hex for every 2 points by which he lost. However, no creature may knock a
second creature back a distance in hexes greater than the speed at which the first
creature was traveling at the tune of the impact. Thus, a brontosaurus traveling
at Move 1 cannot knock anything back more than 1 hex.
Injuries
Use the same rules for injury and its effects as for humans (pp. B100, B110
and B126-133), with the following exceptions.
Game Mastering Animals -56-
Pack Tactics
Pack animals like wolves and other ca-
nines hunt using clearly recognizable tac-
tics. First, they select a single animal -
usually a weak or sick individual - to cut
off from a herd. They seldom attack
healthy animals - even the biggest preda-
tors have difficulty bringing down large
prey. Most adult herd animals can outrun
pack predators over any significant dis-
tance, and if cornered, they put up more of
a fight than predators are willing to deal
with.
Once the prey has been separated from
the herd, the pack will chase and harass it
for some time before attacking in earnest.
Members of the pack take turns snapping
at its heels and sides, keeping the quarry
running while their fellow hunters rest
This constant pursuit weakens the prey for
the final attack. Once the beast is on the
brink of exhaustion, the pack can bring it
down easily.
If the prey chooses to stand rather than
flee, the pack will rapidly surround it. A
few hunters will feint to draw its attention
- then the others rush in, attacking from
the sides and rear. If the beast turns, the
Shock former attackers will withdraw while the
When injured, animals have their DX reduced on their next turn only, just as one-time feinters rush it from behind. The
victim is quickly overwhelmed by the nu-
do humans (p. B110). However, the amount of damage needed to reduce DX merical superiority of its attackers. Pack
varies, depending on the animal's total hit points. Use the table below, rounding predators will rarely attack a large animal
damage down: head-on - individuals that use this suicidal
tactic quickly drop out of the gene pool.
Pack hunters will attack humans just as
Hit Points DX Reduction they do other animals - by chasing them
Less than 30 -1DX per hit until they drop, or by surrounding them
31-50 -1DX per 2 hits and attacking from the flanks. If a party
stands its ground, but the pack is unable to
51-100 -1DX per 3 hits surround it- or if the humans stand back-
101-200 -1DX per 4 hits to-back, leaving no flanks exposed - the
201+ -1DX per 5 hits pack will be hesitant to attack. Instead, the
hunters will try to keep the party pinned
down, waiting to exploit any opening. If
Thus, a giant bear-dog, with 60 hit points, has its the pack is desperate, some members may
DX reduced by only 3 on the turn after taking 10 hits. charge the party in an attempt to over-
whelm them in a frontal assault. The other
pack members will be quick to take advan-
Recovery From Injury tage of any ensuing chaos.
In game terms, pack animals make fre-
Animals derive the same benefits from first aid and medical care as do quent use of the Feint and Wait maneuvers.
humans. However, treating an animal for injury or illness requires the Veteri- Some will Feint to draw the victim's atten-
nary skill (at default, if necessary). This skill is used for bandaging, first aid and tion, while others will Wait to take advan-
gradual recovery under medical care. tage of any opening.
Each time an injured animal regains lost hit points, whether through band-
aging, first aid, medical care or gradual recovery, it does so in proportion to its
total hit points. Each time the animal recovers hit points, it will recover 1 hit
point for each 20 hit points (or part thereof) that it originally had. The amount
recovered is in proportion to total hit points in a healthy animal, and not to the
number of hit points lost in damage or number of hit points remaining.
-57- Game Mastering Animals
Animals with 20 or fewer hit points recover 1 hit point at a time, animals
with 21-40 hit points recover 2 hit points at a time, and so on. Thus, an elephant
with HT17/50 will recover 3 hit points each time it regains hit points.

Herd Animals
Many herbivores live in large teds,
banding together for social and defensive
purposes - there's safety in numbers.
These herds have well-worked-out sur-
vival tactics, including posting sentries,
keeping the biggest males between any
predators and the rest of the herd, and
forming up into defensive circles.
When threatened, some herd animals
will form up into a defensive circle, the
females and young are inside the circle,
while the males face outward along the
outer rim- presenting a circle of danger-
ous horns to any would- be predators.
Most herd animals, though, will flee Assorted Hazards
from danger. The females and young run
first, while the males hang back, blocking Drowning
the threat from the rest of the herd. The
males will occasionally whirl around and Drowning, swimming and associated water hazards are covered in detail in
lash out at the predators with horns or the GURPS Basic Set, p.B91.
hooves.
The males will give up their lives for
the herd, but they're usually successful in Falling
driving off foes. The most common herd Animals can be just as clumsy as humans; it doesn't happen as often, but they
animal to fall to a carnivore is a weak or do fell down. Different animals take different amounts of time to get to their feet.
sickly one that can't keep up with the bulk In general, four-legged carnivores will get to their feet in 1 second (no Kneeling
of the herd.
Some herd animals will stampede when step needed). Small animals (anything smaller than a medium-sized dog) will
threatened. The herd will usually stampede also get up in one turn. Herbivores such as deer, horses, camels and antelopes
away from the threat, but herds have been take 3 seconds. Larger herbivores such as giraffes and elephants take 6 seconds.
known to run over predators. This usually
happens when the herd is being chased by Falling damage is lessened for many animals. Allow cats of all sizes a DX
another predator, or when there is no- roll to land on their springy feet, reducing falling damage to one-half. If they
where to run but right at the predator. A make their DX roll by more than the number of yards fallen (or roll a critical
herd of wild buffalo might get angry
enough to stampede a foe deliberately. success), they take no damage. Anything smaller than a medium-sized dog will
To determine stampede damage, figure only take half damage in a fall, and anything smaller than a rabbit will take ¼
out how many turns it will take the herd to damage.
pass through a given hex (by dividing the
number of hexes the herd is deep by the
herd's Move). Use the trampling rules on Acceleration and Turning
p. B142 to assess damage taken by each
character in the herd's path each turn. Un- Acceleration
like with individual animals, this damage is For game purposes, assume that most animals can reach their full Move from
not halved for running through the hex -
multiple tramples within the same turn a standing start, and can decelerate at will. This is not strictly accurate, but the
more than makeup for the short length of reality is not worth the complications. The exceptions are massive herbivores
time a given animal remains within the such as elephants, and any animal that is even lightly encumbered, including
hex.
most mounts.
Mounted animals. A mounted animal (or massive herbivore) may change
speed by *1/3 of its Move, faster or slower, in any given turn. For example, a
horse with Move 16, beginning from a standing start, may move up to 5 hexes
on the first turn, up to 10 hexes on the second turn, and full speed on the third
turn (round up on the third turn). If it is running at full speed and begins to slow,
it must still run at least 11 yards on its next turn - some caution is needed in
riding these things!
Game Mastering Animals •58-
A mounted animal may decelerate by twice the normal amount if it makes a
DX+2 roll and if the rider makes a successful roll against Riding-2. If the mount
succeeds, but the rider fails his roll, the rider is unseated, taking damage as for
falling 4 yards. If the mount fails its roll, it falls; the rider may leap clear on a
second successful Riding roll (at a penalty equal to his Encumbrance). Other-
wise, the animal falls on him. In addition to damage for falling 2 yards, the rider Turning Radius
takes 1d+1 crushing damage if his mount's speed at the start of the turn was 10
or greater, 1d-1 otherwise. If the rider makes a successful Acrobatics roll (DX-
5), he can leap clear and take only the falling damage. In any case, add +1 hit
for each 5 hexes of Move over 10.
Sprinters. Carnivores such as crocodiles and most cats have a very rapid
charge for a brief period. These animals may sprint at twice their Move for two
seconds as a charge. This may also be done while fleeing, though not if they have
already done so in attacking. Any sustained chase rapidly fatigues these animals
- after 100 yards running all out, they have only 3 ST remaining! Only the first
two seconds of any run may be at double-speed.
The exception is a cheetah, which does not get the sprint bonus. Dog-like
animals don't either; they tend to run prey down, having stamina instead of
sprinting ability. For these, use the Running rules on p. B88.
Turning
A four-legged herbivore (or any flying animal) that is moving 10 hexes/turn
or faster must always move at least one hex in a straight line after every 1-hexs-
ide change of direction. A four-legged herbivore moving 20 or more hexes must
always move at least 2 hexes in a straight line after each 1-hexside change of
direction - and so on.
An especially massive herbivore (elephant, rhinoceros, brontosaurus) must
move one hex in a straight line after every 1-hexside change of direction for each
5 hexes/turn of its speed. Thus, a rhinoceros charging at a Move of 14 must
move at least 2 hexes in a straight line after every 1-hexside change of direction.
For carnivores, use the same rules as for . humans (p. B103), unless the
carnivore is particularly massive (Tyrannosaurns Rex, for example). In that
case, use the rules for four-legged herbivores (one hex in a straight line after
each change of direction if moving 10 hexes/turn or faster).

Other Animals
There are too many animals in the
world to list each one individually. If the
GM needs more stats for an animal, the
following guidelines are offered:
For small carnivores not presented, use
the Cat, Dog, Ferret, Raccoon or Badger
statistics.
For other small animals, use either the
Rat, Porcupine or Rabbit statistics.
For small game birds, use the stats for
Hit Location for Animals Chicken, Duck or Goose. For raptors and
other large birds, the Falcon and Eagle
In general, use the same rules for hit location and injury effects as for stats could be used.
humans; a few exceptions are stated below. Other animals (herd animals, large
predators, and so on) can be generated in a
Parts of the Body
While it would be impossible to generate a hit location table for every type
of animal which might be encountered, some general guidelines can be offered.
For animals that stand on two legs, use the Parts of the Body table in the
GURPS Basic Set (p. B203) with modifiers for the creature's size (additional -1

-59- Game Mastering Animals


for a dog-sized creature, or +3 for Tyrannosaurus Rex). Make whatever modi-
fications seem necessary for the specific situation.
For instance, treat the tail of a kangaroo, or any other two-legged creature
that uses its tail for balance, as a third leg. On a roll of 9-11, the legs or tail are
Going for the Throat hit; roll a die to determine which (1-2, left leg; 34, right leg; 5-6, tail). If the tail
Targeting the neck and throat is a stan- is crippled, the animal will have difficulty keeping its balance - DX and Move
dard attack for many animals. Use the fol-
lowing rules for neck attacks: are reduced by *1/3, and a kangaroo will no longer be able to lean back on its tail
The neck is-5 to be hit (this number to kick with all four feet.
may vary for animals); missing by 1 hits For quadrupeds, use the table below. If an animal does not seem to fit either
the body. The neck has no DR of its own,
but most armor includes neck protection, the table for humans or the table for quadrupeds, the GM should be able to wort
either as an extension of the torso armor or out appropriate hit penalties using some combination of these tables.
of the helmet. Use torso PD and DR, un- When using the random locations for quadrupeds, subtract 2 from the die
less a great helm is worn. After subtracting roll if attacking from the front; add 2 if attacking from the back. The hit penalties
for DR, crushing attacks do 1½ times nor-
mal damage; cutting and impaling attacks on this table already take size modifiers into account.
both do double damage.
The victim is stunned if he takes total
hits over *1/3 of his hit points to the neck. If
he takes total hits over *1/3 of his hit points in
a single blow, the throat may be crushed.
Roll vs. HT; if the victim fails the HT roll,
his throat has been crushed. He must make
an additional HT roll each turn, losing 1 hit
if he fails, until he dies or receives the ap-
propriate first aid.
If the neck takes full hit point damage
from an edged weapon, a successful HT
roll is necessary to avoid decapitation!

# No special effect.
* On a natural 2 or 12, foot or paw is hit. In any case, roll for left or right.
Except for the following, the results of major damage are as for humans.
Head: The skull provides a natural DR of 2 in addition to the creature's
normal DR. Herbivores that attack with horns or antlers have thicker skulls,
providing a natural DR of 3 and making them harder to stun. These herbivores
are stunned on total hits over ¾ their hit points, and get a +2 to their HT rolls
to avoid being knocked out.
Neck: See sidebar on Going for the Throat.
Trunk: Damage over ¼ of hit points will cripple a trunk. Anything less
enrages the animal; any further attacks which it makes will be All-Out Attacks.
Nose: Very tender in many carnivores, especially canines. Any hit to the
nose stuns the animal. Damage over 2 points is lost. The GM may (if desired)
make a reaction roll to see if the animal flees or is enraged.
Leg, foot or paw: Crippling damage does not necessarily cause a four-legged
animal to fall. If the animal makes a successful roll against DX-3, it retains its
footing. It may not attack with a wounded foreleg, nor may it attack with the
other foreleg unless it can easily rear onto its hind legs, like a bear. It attacks at
DX-3 and does only half damage. With a wounded hind leg, the animal attacks
at DX-3, but does normal damage. Move in either case is reduced by 3.
Hooves give an animal's feet a natural DR of 1.

Game Mastering Animals -60-


Shots to the Vitals
The hit penalties listed for the Vitals lo-
cation assume that the attacker knows
where they are. If the character has Natu-
ralist, Survival, Zoology or Veterinary
skills, or has had previous experience with
the animal, use the listed hit penalty. Oth-
erwise, he suffers an additional penalty of
-2 - he has only a vague notion of where
the vitals are located.
For totally alien creatures (from an-
other planet or universe), no shots to the
vitals are possible except by accident
(GM's decision). When one of the crea-
tures has been killed, it may be possible to
A successful Xenology roll is necessary to
do to.

Critical Misses
For animal critical misses, the GM may either use the Critical Miss Table on
p. B202-treating any "weapon breaks," "weapon drop" or "weapon turns in
band" result as 1d-3 damage to the creature - or use the table below.
Animal Critical Miss Table (Optional)-roll 3 dice
3 - If the defender has an impaling weapon, the animal is impaled on the
weapon, which does its maximum damage, and the weapon is stuck - a Quick
Contest of ST is required to pull the weapon free. Otherwise, treat as #4 below.
4 - The animal falls badly and is stunned for at least one turn. On the turn
after its next, the animal may begin rolling vs. HT to recover.
5-The animal falls clumsily, hutting it self: it takes 1d-3 crushing damage,
defends at -3 until its next turn and cannot attack again until it regains its feet.
6 - The animal breaks a claw, hoof or tooth, if appropriate; basic damage
is reduced by 1 for all subsequent attacks. If otherwise, the animal takes 1d-3
crushing damage to the limb with which it was striking.
7,8 - The animal loses balance completely and falls down. It defends at -3
until its next turn, and cannot attack again until it regains its feet.
9,10,11 - The animal is slightly off balance; defends at -2 until its next turn.
12,13-As 17, above.
14 - The animal pulls a muscle - -3 to attack and defense rolls, requires
three days to recover.
15 - As #6 above, but basic damage is reduced by 2.
16-As #5, above, but takes 1d-2 crushing damage.

-61- Game Mastering Animals


17 - As #4, above, but also takes 1d-3 crashing damage.
18 - The animal fails so miserably in its attack that it loses its nerve. Any
animal with an IQ of 3 or more will turn and flee on its next turn, if escape is
possible. If backed into a corner, it will assume a surrender position (throat
bared, belly exposed, etc.). For animals of IQ 2 or less, treat as #17.
For animals that cannot fall down (snakes, etc.): treat all results of falling
down as taking 1d-3 damage, instead.
For fliers: treat results 7, 8,12 & 13 not as falling down, but as being put
into an adverse flying position with the same effective results.
For swimmers: treat all results of falling down as being put into an awkward
position, with the same effective results. Any results of damage due to falling
should be read as stun instead.

Animal Reactions
When the players meet an animal that does not have a pre-determined reac-
tion to them, the GM may choose to make a "'reaction roll" just as he would for
an NPC. Roll three dice, add any modifiers appropriate to the situation (see p.
B204 for guidelines) and consult the Animal Reaction Table which follows.
Note that some animals are given reaction modifiers (the Kodiak bear reacts
at -3, for example), while others are described as "always attacking" or "al-
ways fleeing." Herbivores will usually flee on any reaction worse than Neutral,
though some (most notably, stags in rut) may attack, and herds may stampede.
Wounded and
Cornered Animals
A wounded animal can be even more
dangerous than an uninjured one - des-
peration can cause it to fight all the more
fiercely. Make a reaction roll any time an
animal is wounded, with a negative modi-
fier equal to the amount of damage done by
the blow. The animal will flee on any reac-
tion of Poor or better.
A Very Bad or Disastrous reaction will
cause the animal to All-Out Attack as if
Berserk (p. B31). However, the animal
does not get any of the accompanying ad-
vantages of being berserk; it can still be
sunned, and still falls unconscious when
its hit points fall below zero. There are
exceptions to this rule: some carnivores
get very angry at even the smallest scratch,
while others run away if hit with a small
stone. The GM has the final say on any
wounded animal's reaction.
Cornered animals will also fight fierce-
ly. Assess a -4 reaction to any animal that
has no obvious escape route, treating any
reaction better than Poor as Poor. On a
Very Bad or Disastrous reaction, the ani-
mal will All-Out Attack as if Berserk; see
above.
Note that some animals (bears, for ex-
ample) are true berserkers (p. B31) if en-
raged, gaining all the accompanying
advantages and disadvantages. Such ani-
mals can be very hard to kill.

Game Mastering Animals -62-


Animal Reaction Table -roll 3 dice and apply modifiers
0 or less: Disastrous
In a potential combat situation, the animal will attack viciously, all-out
attacking and fighting to the death. Herd animals will stampede directly at you.
A trained animal will not obey your commands. If you try to force obedi-
ence, it will either attack or flee depending on its temperament. A riding animal
will do its best to throw you and then trample you.
3 or less: Very Bad
In a potential combat situation, the animal will attack. It will flee only if
badly wounded or heavily outnumbered.
A trained animal will not obey your commands unless you continually urge
it on. Even then it will be balky. You may do nothing else while trying to control
your animal. It will take the first opportunity to escape, injuring you if you get
in the way, but not stopping to kill. A riding animal will try to throw you.
4-6:Bad
In a potential combat situation, the animal will attack if it thinks it has a
chance. It will flee if outnumbered or wounded.
A trained animal will obey with obvious reluctance, and only under constant
supervision. It will escape at the first opportunity, but can easily be cowed back
into line if you try to stop it.
7-9: Poor
In a potential combat situation, the animal will make threatening noises and
take an attack stance. If the party does not leave the area, it will attack if not
outnumbered or outpowered.
A trained animal will obey your commands only with some prodding. It will
try to escape only if there is a clear opportunity or if it has been mistreated.
10-12: Neutral
In a potential combat situation, the animal will be inclined to go its own way
and let the party go theirs. It will fight if attacked by a party roughly its equal;
otherwise, it will flee.
A trained animal will obey your commands adequately and not try to escape.
It will take its freedom if offered, unless you offer more protection and food than
the environment does.
13-15: Good Mothers
In a potential combat situation, the animal finds the party too formidable to Mothers protecting their young are the
fiercest foes on earth, and probably any-
attack, and will back away slowly. If attacked, it will flee. where else for that matter. Most female
A trained animal will obey commands well, even hazardous ones. It will not mammals have hormones which com-
try to escape and will even be reluctant to leave you if offered freedom. No leash, pletely dominate their personalities at
times when the young arc threatened.
cage or other restraints are necessary to keep it with you. Many birds and even reptiles also have this
instinct - crocodiles are among the most
16-18: Very Good protective mothers on earth.
In a potential combat situation, the animal will be cautiously friendly and Mother animals know no fear, are
quick to fed threatened, take offense eas-
curious. It will not attack, though it will flee if the PCs make hostile movements. ily, and will attack viciously, giving no
A trained animal will eagerly obey your commands and seek your approval. quarter. Assume that mother animals have
The animal will be sorrowed if you try to leave it a modified Berserk disadvantage: all Ber-
serk rules apply, except that no IQ roll is
19 or better Excellent needed to snap out of it. Instead, the
mother will come out of it when all foes are
In a potential combat situation, the animal is obviously friendly. If attacked dead or fled, though she will continue to be
it will assume a surrender position (on its back, belly or neck exposed, etc.). nervous and edgy for some time afterward.
A trained animal worships you and will lay down its life for you. Ask and it
will obey to the fullest extent of its abilities. Good luck if you ever want to get
rid of it - this animal will cross a continent to be with its beloved master!
-63- Game Mastering Animals
The essentials of hunting are covered in the GURPS
Basic Sounder Tracking onp. B57, Stealth onp. B67 and
in the sidebar on p. B128. The following rules are offered
for those who want more detail.

Hunting and Trapping -64-


Hunting
When determining whether the parry's foraging is successful, as jerky. Alternately, a large quantity of salt (1 lb. per 5 lbs. of
note by how much the PCs make their IQ rolls; the better the fresh meat) can be used to preserve the meat, though the process
roll, the larger and tastier the prey. Depending on the environ- still takes 3 days.
ment, this could range from skunk (which would keep a person Preserved meat lasts up to 3 months, but unpreserved meat
alive, though it might, lower his charisma) or birds to deer or spoils in 12 hours (4 hours in the tropics) unless kept cool.
antelope. The characters must still make successful missile-
weapon skill rolls to bag the prey; Stealth will help them get Animal Empathy
within shooting distance (p. B52). For dangerous game animals, While Animal Empathy seems at first glance to be an ideal
such as buffalo or boar, play out the encounter. advantage for anyone collecting animals, it is only suited for
humane collectors. Anyone with Animal Empathy who know-
ingly collects animals for vivisection, arena combat or other
purposes leading to pain or death for them would be violating
the nature of the advantage and should be docked character
points. In addition, certain types of traps - most notably the
snare - are not suitable for use by anyone with this advantage.
Craftiness
Should there be an actual quest for a particular animal or an
organized hunting party, the GM can determine the course of the
hunt through a series of die rolls. He should first make a deci-
sion on the "craftiness" level of the animal - a measure of its
ability to avoid traps and to outwit and throw off pursuers. The
craftiness level is used in place of IQ. Most herbivores (with
notable exceptions like elephants, wild boars, wild buffaloes and
primates) are not crafty; roll against their IQs - that is, if the
animal's IQ roll is successful, it can do something clever trying
to evade its hunters. If the prey is a cagier animal, such as a fox,
wolverine, leopard or coyote, give it a craftiness level of 10 or
Preserving Meat more (this is usually indicated in the animal's description).
Many man-eaters are extremely crafty and will circle back to
After a successful hunt, the hunter may wish to preserve the hunt their hunters! The GM should simply play these at his own
meat so as to move on more quickly. Alas, preserving meat in level of ingeniousness.
the wilds takes as much time as daily hunting! The hunt then becomes a series of Contests between the
Figure that half the body weight of any large animal is meat. pursuers' Tracking skills and the prey's craftiness level. If the
Making jerky out of this meat takes 3 days, and will reduce the hunters use dogs, they can substitute the dogs' tracking abilities
weight by½ ; so only ¼ of an animal's actual weight can be (generally 16 or 18) for their own. At any rate, when a crafty or
carried as preserved food. dangerous animal is finally brought to bay, the encounter should
A smoky fire, constantly going, is required to preserve meat be played out.

Fishing
A successful Fishing, Naturalist or Survival skill roll will tell
the fisherman where fish are likely to be found-which streams,
rivers, ponds or lakes. In general, it's easier to find fish in
shallow streams-there are fewer hiding places. Fish gamer in
concealed and shady spots, in pools and deep calm water.
For each hour of fishing, make a Fishing roll (Survival may
be substituted). If the roll is successful, the fisherman catches
¼ pound of edible fish, plus ¼ pound per point below the
needed die roll. If fish are especially plentiful, or if a critical
success is rolled, twice as much fish is caught. If fish are espe-
cially scarce, or if the initial roll to locate the fish is failed, only
half as much is caught. Any critical failure results in no more
fish being caught that day.
Fish may be caught in a number of ways - using hooks and
lines, flies or lures, spears, knives, trotlines, nets or even bare
hands. If equipment is not available, a Survival skill roll will
allow the fisherman to improvise from available materials. The
fishing roll may be at -2 or more depending on circumstances
and availability of equipment.

-65- Hunting and Trapping


Trapping
Trapping animals is another way to gain food. Most traps can set in front of a den or across a game trail (sprung with a long
be set in only 15 minutes by a skilled trapper, The traps should string or rope, no bait is necessary). The deadfall may also be
be checked at least hourly, as predators and scavengers will baited with a figure-four trigger setting off the trap. If properly
empty them if given the opportunity. A successful Naturalist (or constructed, a deadfali is very humane, killing the animal almost
appropriate Survival) skill roll will pick up die signs of an instantaneously. Deadfalls do crushing damage based on their
animal's presence - tracks, runways, trails, dens and feeding weight (see p. B131).
marks - and will tell a trapper where best to set his traps. If this
initial roll is tailed, the trapper will be at a minus to his Traps
skill for catching animals. Assess a penalty equal to the amount
by which the initial roll was missed.
Each time a trap is set, the GM should roll in secret to deter-
mine whether anything is caught. Roll against Traps (Traps-5 if
the trapper is city-bred) or the appropriate Survival skill of the
trapper, and note how successful the roll is. The trapper must
have the Traps skill at a TL appropriate to the trap, or take the
appropriate modifier. A failed roll means that nothing is caught
-but don't tell the players that; let them check the trap to find
out for themselves. Critical failure means that the trap goes off
while being set, possibly injuring the trapper.
If the trapping roll is successful, the degree of success will
influence both the type of animal caught and the timing; in
general, the better the roll, the "tastier" or more valuable the
animal, and the more opportune the timing. The most opportune
time for an animal to be trapped would be just before the trap is
next checked. The least opportune time depends on the situation
- it might be many hours later if the PCs are in a hurry, or it
might be just after they check a trap, giving a carnivore more
time to raid it.
Any animal has a chance to notice a trap -roll a Contest of
Skills between the trapper's skill and the animal's IQ, with the
following modifiers: none if the animal is running; +3 if the
animal is reasonably alert (the normal condition); +5 if the Pits require a shovel or some other digging tool; a pick is
animal has cause to be suspicious. A cagey beast, such as a handy if the soil is hard. See Digging, pp. B90-91, to determine
wolverine or an old man-eating tiger, will always be suspicious. the length of time need to dig the pit.
Pits are often larger at the bottom than at the top, making it
Types of Traps more difficult for the animal to escape. Most pits are dug across
game trails and covered with branches and brush or grass. Often,
Box Traps bait is laid across the center of the pit, or the prey is simply
Box traps are of many types: cages, boxes, sacks, even natu- chased towards it. Elaborate "hedges" may be constructed, nar-
ral caves. The basic idea is that the animal is lured into an rowing the path to the pit.
enclosure, after which the opening is shut behind it, blocking it Pits are not always suitable for capturing animals alive - the
in. fall can cripple or otherwise injure many animals. As a rule of
A primitive cage can be built out of saplings and vines with thumb, animals smaller than medium-sized dogs will be un-
one end left open (4 hours to build a cage large enough to hold a harmed by a fall into a pit just deep enough to hold them. The
lion, or 2 hours with appropriate Survival Skill or Carpentry; only larger animals which can be captured unharmed in pits are
these times assume tools). Bait is attached to a trigger set at the carnivores that spring on prey, or animals with sturdy frames
back of the cage. The trigger can be a bent sapling (or a rope) (such as elephants).
barely secured by a cross-stick which releases a solid or barred
door. Snares
Another type of box trap is the box propped up on a ''figure- A snare is a noose rigged to snap tight on the release of a
four" trigger; the box simply falls down over whatever set off spring trigger, strangling or holding the animal. It should be set
the trap. This type of trap is limited to animals no bigger than along a well-worn runway or in front of an animal's burrow.
large dogs - the weight of the box makes it impractical for Depending on the type of snare, bait may or may not be used.
creatures any larger. Snares are primarily for game animals; there is a high risk of
A natural cave could be used as a box trap by blocking the injury in capturing an animal this way. Anyone with the Animal
entrance after the animal enters; removal of dangerous animals Empathy advantage should be docked character points for using
can be tricky, though! Sacks can be used for smaller animals - a snare - it can cause an animal great pain.
this becomes a safe type of snare trap. Animals can be taken unharmed in snares, though, especially
if the trapper is nearby and checks the trap frequently. There is
Deadfalls a 4 in 6 chance that an animal captured in a snare will be too
A deadfall consists of a large tree trunk or other heavy weight severely injured to save. If the animal is left snared for more
set up to fall on any animal that passes under it. The trap may be than an hour, increase this chance to 5 in 6.

Hunting and Trapping -66-


Stick Nooses animal will eventually strangle if it escapes into the brash. Oth-
A stick noose is useful for removing an animal from a trap, or erwise, the animal will eventually work the noose off. Critical
for snaring an animal as it comes out of its burrow. It consists of failure means that the stick-noose falls apart.
a long stick or pole with a noose attached to the end. A Contest
of DX is required to successfully slip the noose over the animal's Forked Sticks
head; the GM must decide if failure by the character results in These are not really traps, per se. But they are useful for
the animal getting close enough to attack. catching snakes or small game animals. The stick can be used to
Once the noose is around its neck, even a strong animal can pin a snake to the ground by catching it just behind the head. A
be easily controlled - lunging either toward or away from the sharp forked stick can also be used to remove a squirrel or other
stick-user will only result in strangulation. No ST roll is needed small animal from a hollow tree. Impale the animal (damage:
to control an animal unless it has more than twice the character's thrust-3; minimum: 1 pt.), pinning it against the side of the
ST. In that case, have the player make a roll against ST to hold hollow, and twist the stick. The fur and loose skin will be
onto the stick during any break-away attempt Failure means twisted around the stick, and the animal can be pulled out. This
that the animal wrests the stick away. It will be at -3 DX as long method is not very suitable for live capture.
as the stick-noose is attached, and there is a 50% chance that the

Live Capture
Animals may be captured alive for a variety of reasons. Peo-
ple who pay well for live animals include zoos, circuses, animal
trainers, universities, emperors and other arena owners, govern-
ment xenobiology agencies, breeders and eccentric millionaires.
Capturing animals alive can be more dangerous than hunting
to kill them; the hunters must show restraint, while the animal is
under no such obligation. As in hunting, certain big game ani-
mals can end up hunting the hunters - subduing an animal
without injuring it can be difficult when one is leapt on from
behind!
There is an additional danger if the animals are being cap-
tured, for training purposes: mothers. The young are the best
animals for training; to capture them, though, the hunters may
have to face a furious mother, the most dangerous animal oppo-
nent there is. Also, the young are often well-equipped to take
care of themselves, and can injure the unwary hunter when least
expected.
One must be careful not to harm the animal - most wild
animals injured while taken captive will not recover. For game
purposes, assume that an adult animal which takes 10% of its hit
points in wounds has a 4 in 6 chance of dying (50% chance for a
very young animal) in captivity. An animal taking 20% of its hit
points in wounds has a 5 in 6 chance of dying (*2/3 chance for a Tranquilizers
very young animal), and an animal taking *1/3 of its hit points Tranquilizing an animal takes two rolls; one to hit the animal,
(½ for a very young animal) in wounds will certainly die. There and one to see if the tranquilizer worked.
are exceptions; some species do not die as readily as others. If a Tranquilizers, per se, are a 20th-century development. How-
player is certain that a particular species is adept at surviving ever, any of the poisons used by primitive man for hunting
captivity while wounded, the GM should requite him to research would usually cause unconsciousness before death; the hunters
the issue between game sessions and bring proof to the next tracked the animal and killed it with hand-weapons as soon as it
gaming session! In the meantime, allow his character to nurse went down. Treat such primitive poisons by using the poison (p.
the wounded animal... most animals would survive at least a B132) or venom (p. 50) rules.
few days, anyway. In the case of fantasy or science fiction ani- The tranquilizers used nowadays are also capable of causing
mals, the GM's word is final. death in too strong a dosage. The dosage must be balanced to the
mass of the animal, and differs with age and physical condition
Methods of Capture even within a given species. It is better to err on the side of
The animal must first be located. This can be handled by a caution; use less rather than more, and put in a second dart if
simple IQ roll or, if more detail is desired, through a series of necessary.
Tracking skill rolls. Naturalist skill will tell where a given ani- A successful Veterinary or Animal Handling skill roll is
mal is likely to be found, and will detect signs of its presence in needed to judge the proper drug and dosage for a given animal.
an area. None of the tranquilizers has an instant effect; time runs from
Capture methods range from modem and futuristic sleep gas, about ten seconds to as many minutes. A second successful skill
tranquilizer and stun guns, hypno-darts, steel cages and cattle roll is required to judge in advance the length of time before the
prods to primitive pits, snares, lassos, trip-ropes, nets and box tranquilizer will take effect, or to tailor the dosage for the de-
traps. Hopefully the players will come up with additional ideas sired effect. Larger animals will always take longer to fall; very
of their own - the GM should reward creativity while holding small animals will be affected within a minute.
plausibility in mind.
-67- Hunting and Trapping
A failed roll will kill the animal, not put it down at all or put losing 2 HT daily due to starvation and dehydration. Death may
it down for less or more time than desired (see below). Depend- result.
ing on species, a darted animal will flee or charge as soon as the 6 - Animal falls unconscious and remains out for 2-12
dart hits, and keep on until the drag takes effect - if it notices hours, losing 2 HT.
the dart at all. 7 - Animal falls unconscious, but has a bad drug reaction;
make a roll against HT. On a failed roll, treat as #4 above;
otherwise, no extra effects.
8 - Animal stays up for an unreasonable amount of time -
three times normal maximum (or shooter's best guess) - but
then falls.
9 - Animal is extremely groggy (-3 to DX), but does not
fall. Make a roll against HT for the animal every 10 minutes; the
animal recovers 1 DX for each success, until totally recovered.
10 - Animal is slightly groggy (-1 to DX), but otherwise
unaffected. Animal recovers as for #9.
11,12 - Animal is absolutely unaffected.
Other Methods of Capture
Blowpipes and Bolas are used with the appropriate skills; see
p.B49.
Cattle prods do no real damage, but can cause intense pain.
Most animals will try to get away from the source of the painful
sting, and can thus be herded. Some, though, will turn and
attack the source of their torment.
Lassos and Nets are used with the appropriate skills; see p
B51,
Smoke can be used to flush an animal from its den.
Tranquilizer Guns Trip ropes require constant supervision to be effective; they
Bows, blowguns, crossbows and air rifles have been used for are usually used with nets. A rope is stretched across a path,
tranquilizing, but the most success has been with big-bore (.450 either taut or manned by one or two people, and game is chased
caliber or more) single-shots such as the Martini-Henry. These toward the rope; hedges are often constructed to channel the
guns are loaded with a light powder charge so as not to damage prey. The animal will usually be tripped by the rope, and netted
either the dart or the animal. Tranquilizer darts cost ten times as after falling.
much as ordinary cartridges. Anyone with both Veterinary or
Animal Handling and Armoury at the right TL can make his
own. Don't bother with a success roll; the chance of failing at
loading such a round is one in many thousand.
The darts can be loaded with tranquilizer as the cartridges are
prepared. They can then be carried to the field and used like any
other ammunition. Or, the cartridges and a supply of tranquil-
izer can be carried to the field, and the darts filled once the
animal has been found. Pre-loaded darts give a -3 to the tranquil-
izing success roll, since they are not matched to the particular
animal (-5 if there is a great disparity in species- darts prepared
for pronghom and used on hippo, for instance). Darts loaded in
the field take 30 seconds to prepare.
Tranquilizing ammunition is a short-range proposition. It has
terrible ballistic properties, and the dart won't stand the shock of
high velocity. Range for bows and crossbows is halved when
using tranquilizer darts. Tranquilizer guns have the following
game stats: pistol - SS 10, Acc 2, *1/2D 20, Max 50; rifle -
same as pistol except that is has SS 12 and Acc 11. Half-damage
stats are given only in regards to accuracy since damage is based
on the tranquilizer used.
Tmnquilizer Failure (roll 2 dice)
2 - Animal dies instantly.
3 - Animal falls unconscious, dying in 1-6 minutes.
4 - Animal falls unconscious; will die in 10 minutes unless
someone make a successful roll against Veterinary-2 to recog-
nize the problem and improvise CPR. Assess a further penalty if
the animal is inconveniently large; if it's a large dinosaur, emer-
gency aid is simply impossible.
5 - Animal falls unconscious and remains out for 1-6 days,

Hunting and Trapping -68-


Transporting Animals The collector may be required to make a Zoology (or Xeno-
Anyone wishing to collect animals must give serious thought logy) roll to determine what the animal eats. Hundreds of
to containment, transportation, food and water. pounds of food, water and straw might have to be transported to
Transportation may mean a cage, wagon or simple leash ar- get the animal to its final destination.
rangement. It may mean native porters, teams of oxen, an all- Predators, disease from lack of exercise and proper diet, es-
terrain vehicle or a starship. It will certainly depend on the cape and melancholia are all constant worries. It's not easy being
an animal collector!
resources available in the area.

Game Animals
The following lists give some idea of what sort of game can Forest: Mountain:
be bagged in various habitats. Should players forget this infor- Insects Insects
mation, an appropriate Survival roll will let the character re- Skunk Vulture
member what's available and how to try to catch it. Hunting, Muskrat Mice
Trapping or Survival skill may be used to try to catch an animal. Mice Chipmunk
For small animals, assume enough are caught for one meal. Chipmunks Pika
All animals listed are nutritious, in the sense that they will keep Small Birds Small Birds
a human being alive. The GM should determine by how much Squirrels Foxes
the Hunting, Trapping or Survival IQ roll is made, and consult Martens Eagles
the chart for the correct biome. The animals are listed in roughly Weasels Marmots
increasing palatability order, so an extremely good IQ roll de- Foxes Hares
serves something near the end of the list. In some cases, the low Beaver Ptarmigans
rating is because the creature is difficult to prepare (small birds, Porcupine Mountain Goats
for instance, have many small bones). In other cases the higher Raccoons Mountain Sheep
listing refers to an animal more difficult to catch, such as guinea Opossums Elks
fowl. Fish are not listed. Rabbits Bears
It should be noted, however, that this is all a matter of taste. Grouse
There are African tribes that relish grubs, dogs are a delicacy in Wild Turkeys
many countries, the French eat snails and some vegetarians think Moose
the whole list is inedible. There are survival manuals that claim Ducks
skunk meat is better than venison and snakes tastier than Bears
chicken. Any of these animals will keep you alive in an emer- Wild Boar
gency, regardless of how you feel about the taste. Deer
In any of the species listed, old males will be tougher and less
palatable than younger or female animals. This is especially true Plains: Desert:
in rutting season for animals like moose, when the excess hor- Insects Insects
mones coursing through the system leave a foul taste. The nutri- Mice Vultures
tional value is still good, however. It is advisable to carefully cut Hawk Mice
out the scent glands in animals like beaver, skunks and muskrats Jackal Small Birds
before cooking them! Ground Squirrels Lizards
Note that animals listed in a given biome might be found in a Prairie Dogs Snakes
specific area. For example, many of the plains animals are Afri- Rabbit Fox
can or North American only, and wouldn't be found on the Badger Hawk
steppes of the Ukraine. Grouse Rabbit
Ostrich Quail
Jangle: Svamp: Zebra Antelope
Insects Insects Antelope Deer
Kites Muskrat Bison
Bats Frogs
Mice Mink Arctic: Ocean Beach:
Small Birds Small Birds Mice Insects
Squirrels Snakes Lemmings Mice
Jackals Otters Ground Squirrels Small Birds
Lizards Wildcats Small Birds Pelican
Snakes Wading Birds Owls Sea Gull
Wildcats Beavers Foxes Sea Otters
Anteaters Raccoons Wolf Seals
Monkeys Rabbits Bear Clams
Sloths Duck Hare Oysters
Wart Hogs Bear Seal Crabs
Antelopes Deer Caribou Lobsters
Deer Ptarmigan Sea Turtles
Guinea Fowl Canada Geese Whales

-69- Hunting and Trapping


Often, animals are portrayed in campaigns as being
either mental dangers or food. Unfortunately, this ex-
cludes a whole group of animals that can add an extra
dimension to the campaign. For what is the adventurer
without his trusty steed, or the mage without his familiar?
This chapter covers the training and use of various
types of animals as companions. Magical "familiars" are
not covered in depth, but detailed information can be
found in GURPS Magic, on pp. 105-106.

Animal Companions -70-


Training
The length of time needed to train an
animal is given by the table on pp. B143-
144. The training times given there are
generous to the players; don't shorten
them.
However, rolling against Animal Han-
dling every day can become quite cum-
bersome - the average well-trained dog
would require 360 successful rolls! To
speed up die process, try rolling for 10-,
20- or even 40-day blocks of time.
A failed roll indicates that the whole
block of time was a loss, and must be
repeated. Also, if rolling for 10-day time
blocks, a roll of 16 indicates one bad fail-
ure, 17 indicates two bad failures and 18
indicates three. For 20-day blocks, bad
failures start at 15, and for 40-day blocks,
they start at 14!
A badly failed roll means that the
trainer was attacked - it's up to the GM
whether he is injured; he may want to
roleplay it. At the GM's option, a badly
failed roll may also mean that the animal
is assessed a penalty to its Obedience
modifier (see below).
Animal training is much more effec-
tive if done through love, trust and mu-
tual respect than through fear, bullying
and physical domination. GMs should
take note of the trainer's character: Bad
Temper, Sadism and Bully are all poor
disadvantages for an animal trainer to
have. Any animal trained or owned by
such a person will eventually rebel.
Whether this means simply making a
break for freedom or attacking its master
depends on the species and the situation.
At any time of stress, make a reaction roll
at-3 (plus or minus any Obedience mod-
ifier) for the mistreated animal.
Obedience
Hiring a Trainer A trained animal's obedience to commands will depend on
Professional trainers can be hired (treat as finding a Hireling, how well it has been trained. This will be represented by an
p. B194), though they are rare in most Tech Levels - finding Obedience modifier - the better the modifier, the better the
one will usually be at a-2 or more penalty. Cities with arenas are training. The Obedience modifier can be either positive or neg-
likely to have trainers, but any carnivore trained by such a ative, and modifies the owner's Animal Handling skill whenever
trainer is likely to turn on its owner - assess an Obedience be tries to get the animal to obey a command.
modifier of at least -1. Nobles will often have trainers and It is up to the GM to determine a trained animal's Obedience
handlers to care for their horses, hounds and falcons. In the modifier- this number should generally range between +3 and
modern world, Hollywood has a few good animal trainers- and -3. If the animal is being trained by a PC, the PC should roughly
a few bad ones. describe how he intends to go about the training. The GM can
In general, an animal trainer has an Average Job, earning then determine the Obedience modifier accordingly, taking into
$40 x level of his Animal Handling skill per month, or $30x account Animal Empathy, disadvantages such as Sadism or
skill level per month for small animals (smaller than the average Bully, and any particularly good or bad die rolls.
dog). It is usually a freelance job, requiring a minimum skill of If a character purchases an already- trained animal, the Obedi-
12. Success rolls are based on Animal Handling skill -2, and ence modifier will affect the animal's price. In general, each
critical failure means 2d damage and loss of a month's income point of Obedience modifier will adjust the price by 10%. Thus,
(3d and 2 months' income on a natural 18). a dog with an Obedience modifier of +2 will sell for 20% over
"list price." Remember that unscrupulous merchants may try to
pass animals off as being better trained than they actually are!

-71- Animal Companions


Pets and Trained Animals
Many players will want their characters to have trained ani- lbs. by 3. This is the heaviest practical load that dogs can carry,
mals as pets or companions. This allows for some interesting though they can haul much heavier loads, especially in teams.
gaming possibilities, and can be a lot of fun; again, remember See p. B145 to determine how much a dog can drag or pull.
that these animals are controlled by the GM. Most animals will
require a certain amount of care and attention; see below for Cats
specific notes about different types of companions. Cats usually don't travel well, though mere are exceptions.
Any time that a player wants his animal companion to do Cats have learned to like ships and wagons, and some have even
something which is not routine, an Animal Handling skill roll is enjoyed travel by horseback. They won't walk far during the
called for, at default if need be. Fetching the morning paper is day, though, and mages wife cat familiars had better think about
fairly routine and should not call for a die roll, but retrieving an transport.
item dropped down a mine shaft would definitely require a roll. Cats actually have an IQ of 5, but can only be trained as an IQ
Add the Obedience Modifier (if any) to the PC's Animal Han- 3 animal. They are capable of more intelligent actions; they just
dling skill when working with a trained animal. won't do them on command. Cats are quite independent, gener-
Remember that trained animals are controlled by the GM; if ally doing as they please.
a player is consistently using his animal companion as an un- They require little care- not even feeding if allowed to roam
paid- for advantage, the GM may be called on to balance things. -but are not above pestering their owners for food. Sometimes
Perhaps the animal will run away, or balk at its commands. Bear they'll even let someone pet them or scratch their ears. They are
in mind that curiosity is a powerful force
in most animals, often getting them into
trouble. How often are dogs stuck by
porcupine quills or sprayed by skunks
simply because they stuck their noses
somewhere they shouldn't have? Also,
animals often have little dignity (except
cats, who have too much). How often has
a dog embarrassed his master in front of
his friends?
Dogs
Dogs require attention more than ac-
tual care; any dog that doesn't get its
daily quota of affection will become less
effective. This may mean having the dog
disobey commands, losing a reaction roll
bonus or actually losing it to someone
who offers it more love than its current
owner.
Most dogs which are likely to go on
an adventure can hunt for themselves,
though they may get into trouble doing
so. The GM makes a generic sensing roll
of 14 for the dog to locate game, then a
DX roll to catch it. Critical failure in
either of these rolls means the dog is in
trouble. This could mean that it has come
across a large carnivore, skunk, porcu-
pine or swarm of angry wasps. In such a
case, the owner may have to rescue his
pet. Critical success in hunting means
that the dog not only fed itself, but
brought back one meal for its master.
The GM and players should use their
own experience as a guideline of what a
dog is capable of doing. The dog's obe-
dience and training levels should also be
taken into account. Large dogs (Labra-
dors, Huskies, Wolfhounds, St. Ber-
nards or German Shepherds, for exam-
ple) can carry packs resembling saddle
bags, but 10 lbs. encumbers them and
reduces DX and Speed by l. A load of 20
lbs. reduces DX and Speed by 2, and 30

Animal Companions -72-


basically nocturnal, but will change their habits to be with hu- to soothe a totally unfamiliar one. These penalties may be even
mans more. Cats spend a good deal of their time sleeping. higher if the horse is particularly high-strung.
Cats can hunt for themselves, usually at night. No roll is Horses are IQ 4 for training purposes. A GM may wish to
needed; cats evolved from solitary hunters (dogs evolved from allow a well-trained horse to do anything he's seen a movie
pack animals), and are highly skilled at catching food and stay- horse do. Granted, this is stretching the limits of reality, but
ing out of trouble. They may bring back dead mice as presents then that's what games are all about.
for their owners, but won't usually supply any useful meat. Horses require a minimum of one hour of care per day. Be-
fore a horse can be ridden, at least 15 minutes must be spent
getting it ready - putting on the saddle and bridle and so forth.
At the end of a day's riding, a horse needs 45 minutes of brush-
ing and rub-down. During the day, it will require a 2-3 hour
break for rest and foraging. This time is already figured into the
travel times on p. B187 - riding the same horse all day will get
one little farther than walking will. Having a string of horses
will allow one to travel 20-30% farther than on foot.
Horses must be well and regularly fed to maintain condition.
Horses doing light work (1-3 hours per day) should be fed .5 %
of their weight in grain and 1 to 1.25 % of their weight in hay or
forage. Thus, a 1,000-lb. horse, worked lightly, needs 5 lbs. of
grain and 10-12 lbs. of hay or grass per day. Horses doing me-
dium work (3-5 hours) should be fed 1 % of their weight in grain
and another 1 % in forage. Heavily-worked horses need 1.5 % of
their weight in grain and 1 % in hay or forage. Thus, a 1,000-lb.
cavalry horse needs 15 lbs. of grain and 10 lbs. of forage daily,
or performance declines. Ponies and draft horses only need ¾ as
much food due to their efficient metabolisms. For its full ration,
a horse needs 1 hour to eat its hay and grain or 6-8 hours to forage
in good vegetation. On average, horses need 10 gallons of water
daily.
Grain-fed horses have more speed and endurance than grass-
fed horses; grain is more efficiently processed by the digestive
system. Two lbs. of oats or other grain costs $1; grass and hay
can be assumed to be free.
Fatigue for horses is figured as for humans (p. B134). If a
horse gets less than a full ration of food, but at least half rations,
fatigue increases by 50%. Less than ½ rations doubles fatigue,
and no food at all triples fatigue.
When traveling, horses should be hobbled or picketed at
night to prevent straying, though this makes them more suscep-
Other Pets tible to predators. Large carnivores find them quite tasty.
Other pets will require both care and food, and often trans-
portation and a cage or leash. The GM must be guided by com- Domestic Animals as Companions
mon sense, as it is beyond the scope of this book to cover all
possible pets! Possibilities include monkeys, gerbils and other Most adventurers will not want to bring a herd of animals
rodents, falcons and other birds, lizards and snakes. Certain pets with them, with the possible exceptions of horses and beasts of
(notably snakes) will evoke a negative reaction from some peo- burden. Cowboys on a round-up brought an average of six
ple. horses per man - they changed mounts every few hours. This
allowed the horses time to forage and to rest, saving grain ex-
pense and preventing injury from overwork. Pioneers headed
Hones across the Western plains would bring along three teams of oxen
Horses can be docile and extremely loyal. They can also be per wagon, if they could afford them. Nomads often drove herds
nasty- tempered; a trained warhorse may attack anyone who ap- of goats or sheep with them as they traveled.
proaches it other than its owner. They can be eager-to-please or If adventurers want to do this, fine - but they will either
stubborn. Most horses are stupid - beautiful, but stupid. They need to hire a full-time caretaker (the cowboys' method) or
will allow themselves to be worked to death, and when ex- spend a lot of time caring for the animals themselves. A horse
tremely thirsty can drink themselves to death if not prevented. requires an hour of care each day if ridden; only 15 minutes if
Two stallions in the same party may fight if not restrained by not ridden. A horse that has not been ridden for a month will
their handlers, particularly if a mare in heat is nearby. Medieval become ornery if someone tries to saddle it up again- give it an
war horses are usually stallions and require at least one groom or Obedience modifier of -3, and require Riding rolls twice as
page for every two horses. Only a fully-trained horse (up to its often, until ridden for 3 days.
IQ level) will be suitable as a warhorse; others win bolt - see Oxen, camels and other beasts of burden require 15 minutes
Animal Combatants, (p. 74). Horses - especially race horses care each per day. All herd animals will need to forage most of
and thoroughbreds - can be extremely high-strung, and are the day, though they can do this while traveling if the vegetation
easily spooked. Flight is their natural response to anything is appropriate. Any herd of herbivores will attract carnivores;
unusual or threatening. An Animal Handling roll at -3 is neces- the PCs will need to be on their guard, especially at night.
sary to soothe a personal horse; -5 to soothe a familiar horse; -7
-73- Animal Companions
Wild Animals as Companions If the handler and animal have a well-rehearsed technique that
Certain wild animals can make good companions, though they always use, no further die rolls are necessary; the animal
there are always uncertainties. Leashes are strongly recom- does what it is commanded to do. If the player wants the animal
mended; one never knows if a wild animal will return if given its to do something out of its regular routine, but with which it is
freedom for even a short while. Make a reaction roll (modified familiar ("Roscoe, fetch that spear!"), an Animal Handling roll
by the Obedience modifier) every time the wild animal is out of at no minus is required. If the player wants the animal to do
sight of its owner - on a result of Bad or worse, the animal something complex ("Simba, chase the wolf over that way!"),
doesn't come back. This roll will always be necessary- the call a roll at -3 is required. The GM is free to have the animal
of the wild lurks in the heart of every wild animal, though misinterpret vague or poorly phrased commands.
animals raised from infancy get a +2 to their roll. An escaped Pointing, in combat time, counts as an action. Time delay is
animal can be tracked down; one that has not lived in the wild another strong possibility- the animal may require a second or
since infancy will probably leave an easy trail. A successful two to figure out what its handler has in mind. The GM has the
Animal Handling roll (at -1 per day the animal is free) is needed right to state, "The dog's action is to concentrate," whenever he
to coax the animal into returning to its master. feels that the dog needs time to digest the command.
Most people will react at -4 to anyone traveling with a wild If an animal (especially a dog) feels that its master is threat-
animal, unless the animal is caged or otherwise restrained. There ened, it may choose to protect him rather than obey his com-
is also the question of how the animal will react to strangers. mands. A character may need the animal to fetch a magic item or
Make a reaction roll each time a stranger is met, with the follow- potent weapon more urgently than he needs the animal's teeth
ing modifiers: -2 for a crowd (12 or more people), -2 for open protecting him, but the animal might not understand this. The
hostility, +2 for calm friendliness on the part of the person. If GM's ruling on how an animal acts is final.
the reaction is Poor or less, the animal will try to attack (or flee
from) the strangers. The owner must make an Animal Handling Familiars
roll to restrain it, and may have to exert physical force. Familiars are animals or spirits which attend and serve wiz-
After three successful reaction checks for lone individuals, ards and mages. Many different animals have been presented as
the animal is considered to have adapted to the presence of familiars - so many that the mage can choose just about any
people- one at a time, that is. Three successful reaction checks type. Cats, toads, bats, lizards, crows, flies, hares, snakes, owls
for crowds are needed to acclimate the animal to crowds. No and dogs have all been rumored familiars. Rules for creating and
further checks are necessary unless people become threatening. GMing familiars are covered extensively in GURPS Magic on
Training carnivores to be attack animals is risky, especially if pp. M105-106.
they are trained to attack humans. Bloodlust can be aroused, the
animal can forget its docile nature, and wanton killing can re-
sult. If such an animal escapes, a dangerous man-eater may be
created. Treat a wild animal that has been trained to fight as if it
were a modified Berserker: after any combat, make a reaction
roll (modified by the Obedience modifier). After three success-
ful checks, no more are needed unless the owner starts (or con-
tinues) to abuse the animal.
Among the great cats, only cheetahs and ocelots train well.
Any reference in a medieval source to "hunting leopards" actu-
ally refers to cheetahs. Assess any other great cat at least a -1
Obedience modifier.
Animal Combatants
The GM runs all animal combatants - trained animals that
fight for their owners. If the animal was specifically trained for
combat, it is much more likely to fight than one trained for other
purposes. Most animals trained for combat do not get any bonus
to hit. The animal already knows how to fight, it is learning to
fight on command. There are exceptions, most notably dogs.
Certain police and military trainers train dogs to attack in spe-
cific ways, at specific body areas. If a player is willing to pay
50% above the normal training costs (or take 50% more time to
train), a dog can be trained to attack a specific body part (usually
the weapon arm) at +1 to hit, minus the normal hit location
modifiers.
An animal that has not been trained for combat requires its
owner to make an Animal Handling skill roll at -5 at the start of
each battle. A failed roll means that the animal doesn't obey
commands - running away, freezing or attacking indiscrimi-
nately. An animal trained for combat still requires this roll be-
fore its first battle. The second battle will be at -4, the third at
-3, and so on, until the sixth and following battles will be at
straight Animal Handling skill. These rolls are also modified by
the Obedience modifier.

Animal Companions -74-


Eventually, someone will have this book
memorized- it always happens. Instead of being
surprised and concerned when a creature is en-
countered, players will set about killing it in a
very business- like manner- even if their charac-
ters have never seen it before. This takes some of
the thrill out of the game. Making up new crea-
tures is an enjoyable way to fix that problem for
campaigns not solidly fixed in the real world.

-75- Creating Animals


There are a number effectors which will affect how an animal interacts with
Creating Creatures Quickly its environment, where it fits into the food chain, and (of most concern to its
The guidelines given in this chapter can potential opponents) how deadly it is in combat. The GM should try to strike a
be used to create new creatures in detail, balance when creating a new creature, giving it both strengths and weaknesses.
taking into account their abilities and hab- A creature which has no weaknesses is no fun to encounter, nor is it particularly
its. But what if you're in a hurry? Your
science fiction explorers have just landed realistic. The following are some- though nowhere near all- of the factors to
on a strange new world, and you need a consider:
creature to throw at them now!
There is a very simple method of creat- ST: The most important effect of ST is on damage, unless the GM is creating
ing a new creature when you need one on
the spur of the moment. Find the habitat in a beast of burden. The chart on P. B140 determines the amount of biting damage
this book most closely resembling the one done by a carnivore - for herbivores, use half ST. Most carnivorous animals do
through which the PCs are traveling. Pick cutting damage when they bite; some of the larger ones do impaling. Most
an animal in that section which seems to fill
the same ecological function as the crea- herbivores do crushing damage. In general, use this chart to determine the
ture that is currently needed. Radically amount of damage an animal delivers with its claws, also.
change the description and use the listed ST is very important if the animal attacks by grappling or slamming. Any
stats, either unaltered or with some minor
changes. Voila! Instant unknown monster! attempt to choke is rolled against ST, and any attempt to break free from a
The players will have only a small clue grapple or to avoid falling after being slammed is a Contest of ST. The exact ST
as to which animal's stats you are really must be known if the animal attacks by grappling or slamming. For other ani-
using (remember that different gravities
and pressures can even change the size of mals, the damage amount may be all that is really important- it's not necessary
comparably strong animals), and will be to know the precise ST.
uncertain enough to accurately roleplay ST also determines how much weight a beast of burden can carry (see p.
their characters' unease. If you take the B145).
tune to do this before the game begins, and
make up a few creatures of your own as
well, the players will never even know DX: DX determines how likely the animal is to hit when it attacks. Most
you're doing it. carnivores do not suffer any penalties to hit due to lighting or bad footing, nor
While this system cannot replace the
satisfaction of creating a new creature in are too many concerned with aimed shots to the eyeslits. Thus, there is no need
all its complexity, it should help get yon to increase an animal's DX - as a fighter will boost his combat skills - to
through the rough spots. overcome such minuses. Be careful in assigning high DX to a creature with high
ST. An animal with both high DX
and high ST can be extremely deadly
- especially if it grapples. Once a
high ST creature has someone grap-
pled, there's no breaking away,
short of death - just whose death
depends on the PC's friends!
A DX of 15+ should be rare in a
large carnivore. Exception: if the ac-
ceptable prey is limited to a small
number of species whose DX is also
15+.
IQ: In a very real sense, every
animal species is an intelligent one
- truly non-intelligent species die
out. Each species has instincts and
behavior patterns which make it
well-suited for its niche.
IQ is important for animals in
determining trainability and for re-
sisting Magic and Psionics. Other-
wise, it plays little role in the life of
a GURPS animal. Very few crea-
tures in this book have IQs over 6 -
above that is bordering on sapience.

Creating Animals -76-


HT: Many animals will have two numbers for HT - the first is the "health"
that the animal rolls against, while the second is the "hits" that it can take. Most
wild animals are fairly healthy (represented by the first HT number), in the
12-17 range- the weak and sickly tend to be weeded out by nature. Herbivores
tend to be less susceptible to disease and to recover more quickly from wounds
than carnivores, so their "health" is usually a bit higher.
"Health" affects the animal's chance to recover quickly from a stun; its
ability to resist knockdown; its resistance to certain spells; and the rate at which Knowledge
it recovers from wounds (though most PCs don't worry about that part of an Knowledge is the PCs' best defense.
opponent's makeup). The more they know about a creature, the
"Hits" are based on body size and stamina; usually, the bigger the animal, more likely they are to emerge alive from
the tougher it is to kill. "Hits" also affects the amount recovered from wounds an encounter. The less they know, the
more deadly the creature is liable to prove.
- see p. 57. When creating a new creature, the GM may want to take into Thus, when running a creature - whether
account the amount of damage done by the PCs. If they are doing 3 dice per shot, it's one from this book or one of your own
he might want to beef up the animal's "hits" to make for a more challenging design - you should consider how much
fight you want the players to know about it
Science fiction spacefarers wouldn't
know anything about a new life-form ex-
PD and DR: These are as important to animals as they are to humans. cept what they could guess from its resem-
The PD of an animal is usually based on the deflecting quality of its hide or blance to known creatures (a mouthful of
3-inch-long, sharp pointed teeth does not
coat. The fur of a short-haired mammal won't deflect a blow at all, while the denote a grass-eater!). Medieval or mod-
longer fur of an Arctic creature might: PD 1 or 2. An extra forelimb might add ern adventurers might have some informa-
1 or 2 PD by being used as an extra level of defense, and beating wings might tion - maybe even too much - and some
of what they know might be wrong.
make it hard to land a blow straight on. The hard armor of a turtle or giant insect There are many ways to give hints and
is worth PD 2 to 5, depending on the angles, curvature, slope, and so forth. clues: rangers, bartenders, farmers, ru-
Quills can offer PD 1 to 3. mors, gossip, dusty library tomes, old
wives' tales, bards' lore, even children's
DR will range from the 0 of most dogs, to 1 or 2 for thick-skinned mammals, nursery rhymes can give a clue that could
to 3 or 4 for thick-skinned reptiles, on up to 5 for turtles and other heavily- save a thinking PC's life - or lose it if the
armored creatures. A DR of 6 is probably the upper limit for natural creatures. rumor is false ("What do you mean silver
doesn't work against vampires - didn't
mat old priest say it did?").
Move and Dodge: Most animals' Dodge is equal to half of Move or half of A whole parry can be destroyed by one
DX - whichever is larger - 10 being the maximum. Occasionally a GM may gumberoo if they don't know its weakness.
wish to mate a creature a specialist at defense: its Dodge equal (or nearly so) to They can be killed just as easily by an ani-
mal yon create. Before you condemn your
its Move. This should only be true for defense specialists: a ferocious attacker is PCs to a gory death, think of some way to
usually not a great defender, tending toward all-out attack methods. impart at least a hint of how to survive.
Move will determine the combat order is which an animal strikes, and Maybe an old torn manuscript or an old
worn traveler-trite, but fun.
whether it can overtake (or escape) the party of adventurers. The average unen-
cumbered human runs 5 yds/sec (swims 1 yd./sec). This should be used as a
basis for comparison when setting an animal's Move score, or a creature that is
similar in speed can be used as a template. Most cats will be faster than canines,
though canines are better long-distance runners; herbivores whose primary
means of defense is flight will be faster yet.
Reach: Many animals attack only in close combat. This has the advantage of
putting them in close where the prey (or PCs) are at a disadvantage. Some
creatures are large enough to kick or strike at one-hex reach. Ranged attacks are

-77- Creating Animals


very rare, usually limited to fantastic creatures; these animals can be extremely
Special Abilities deadly unless some offsetting weakness is provided.
Extra limbs: Extra legs can increase
speed and/or stability (no minuses on un- Sensing Abilities: Most animals are better at sensing their environment than
even terrain, pluses to ST in slams). Extra humans are. This is handled by the use of a generic sensing ability of 14 - the
arms (or forelegs) can increase combat animal makes all Vision, Hearing and similar rolls against a base level of 14,
abilities — perhaps allowing two attacks
per turn white still being able to defend rather than against IQ as humans do. In creating an animal, the GM may wish to
normally. Extra limbs can also include pre- note appropriate senses and their specific levels. For instance, bloodhounds have
hensile trunks and tails. weak eyes (Vision rolls of 9 or less) but keen noses (Smell 18).
Tentacles: Tentacles are extremely
muscular limbs. They can actually support Some of the ways animals sense the world around them are through light,
some weight on land (aquariums have re- sound, vibration, chemicals, pressure, radiation, magnetism, gravity, electricity
ported octopi escaping from their tanks and temperature. Some fantastic and science fictional creatures have other sens-
across the floor!), and are excellent grap-
plers. Assign each tentacle a value of ST ing abilities - including magic and psionics.
for grappling purposes. They don't usually Radiation is the same basic energy as light, only in different wavelengths -
do damage, but are used to drag the victim some snakes, for example, can sense infrared rays. Other radiation senses might
to the creature's month. The mouth will
usually have a tearing ability (beak or detect ultraviolet rays, X-rays or gamma rays. This can especially make a differ-
teeth), though a digesting acid or venom ence in science fiction campaigns.
Pressure in humans is largely limited to touch, though our hair can also
Pincers: Pincers are graspers which detect changes in air currents. Some animals have a much more highly developed
sometimes do damage, usually crashing.
Assign each pincer a value of ST for both sense of pressure: fish can sense movement in the water around them, and insects
damage and grappling purposes. A scis- can feel the air pushed by someone's hand as it descends to swat them. A
sors - type limb could evolve as a weapon— predator which uses pressure to track prey (such as do certain eyeless cave
don't use it for grasping, though.
Venom: Most animals that deliver animals) would cancel any PD bonus that a person receives for being invisible-
venom do not have a powerful attack in as would a creature using ultrasound, such as a bat.
brute force terms. A snake's tangs don't do
any significant amount of damage - just
enough to pierce the skin. Most existing
poisons work either by digesting cellular
walls or by disrupting neurological pro-
cesses - otter types are certainly possi-
ble! Yon may use any of the existing
poisons (see p. 78) or create your own. Be
sure that the players have a way to save
themselves somehow, or at least allow
them a roll against HT to minimize dam-
age.
Camouflage: Many creatures have nat-
ural camouflage, allowing them to hide
from predators or lie in wait for prey. Such
animals can be difficult to spot, even when
within a few feet of them (IQ roll at a hefty
minus).
Electrical organs: Some fish and eels
have developed the ability to generate elec-
tricity - used for direction-finding, of-
fense or defense - and can release a
powerful jolt which can stun or kill. Salt-
water creatures usually generate a lower
voltage than fresh-water creatures - salt-
water is a better conductor, so they don't
need as much voltage. A land animal might
conceivably evolve such organs as well,
shocking any predator that touches it.
Flight: In general, flying animals have a
distinct advantage in both speed and
height. The exception to this is if mere is a
low ceiling or no space for wingspread- Vibration is the same stimulus as sound, interpreted by organs other than the
often flyers are very clumsy on the ground. ear. Snakes are deaf yet can detect motion through ground vibrations.
Advantages and Skills: Animals may be
given certain advantages and skills. Acute Chemical sensation is usually called smell and taste. Animals with acute
Senses, Peripheral Vision and Stealth are smell are not at as much of a loss in the dark as are those limited by vision. A
good examples. See p. 53 for other possi- dog leaving a well-lit house at night trots right out; no need to wait for its eyes
bilities.
to adjust since its nose is what guides it anyway. A cat will crouch by the door

Creating Animals -78-


just outside fat a few moments - it needs to allow its highly developed night
vision to adjust to the light differential before venturing out.
Certain birds have magnetic field detectors in their ears, possibly for migra-
tory purposes. This is harder to visualize as being useful in gaming terms, but
there are possibilities in science fiction. Magnetic and gravitational detectors
would be very useful to deep space (vacuum) creatures!
Gravitational detectors more highly developed than the human inner ear
might result in better balance (squirrels on a telephone wire), better climbing
ability, better cornering abilities (perhaps 2 hex-side feeing changes at no cost),
quicker recovery from falls (always lands on its feet - ½ damage from falling),
and so forth.
Creatures which can sense electric fields (mostly fish on this planet) would
seem to have an enormous advantage in hunting highly-developed creatures -
all Terran neurological activity is electro-chemical in nature. Again, science
fiction possibilities abound.
Finally, animals that use temperature to hunt their prey (snakes again imme-
diately come to mind as an example) are not hampered by poor lighting or other
seemingly adverse conditions.
Aggressiveness: This determines how likely the animal is to attack, and with
what ferocity. Most animals will attack humans only if desperate or provoked.
A few species are known man - eaters, however - crocodiles and certain cats, for
instance. Most herbivores will flee. Give aggressive animals a negative modifier
- say -3 or so - when rolling to determine reaction. Timid animals will get a
similar positive modifier.
Tactics: Most creatures use distinctive offensive and defensive tactics. These
tactics are generally instinctive and a fundamental part of the creature's nature.
Examples of offensive tactics include: pack tactics (wolves and other canines);
attack from ambush (crocodiles and many cats); attack by chasing prey into an
ambush (lions use such teamwork); spreading out over an area and calling to
each other when prey is sighted (some canines); and going for the throat (cats).
Defensive tactics include such things as flight (most herbivores); posting
sentries (baboons and herd animals); forming the herd into a circle with the large
males facing outward (musk oxen); climbing trees to escape predators (monkeys,
squirrels); bluffing with defensive displays (the monitor lizard's hissing and
puffing itself up); and use of defensive weaponry - sprays, quills, horns, and
armor (skunks, porcupines, antelope, and turtles).
Number: Most species will be found traveling in certain numbers-solitary
cats, canines in packs, herds of herbivores and so on. Other possibilities include
a swarm of rat-size creatures, a horde of wasp-size creatures or mated pairs. The
number of creatures encountered is usually a trait of the species.
Abundance: The GM should also consider how abundant the animal is -
how common it is within the habitat. This will determine how frequently it will
be encountered.
The food chain follows a pyramid, with the number at each step being
smaller than the number in the step below it. Thus, herbivores will be more
common than predators, and small predators will be more common than large
ones. The largest predators will be the rarest animals of all.
It has been estimated that it takes almost 800 lbs. of plant food to support 60
lbs. of moose; 60 lbs. of moose will support 1 lb. of wolf. Since the average wolf
weighs about 100 lbs., whereas the average moose is about 1,500 lbs., it can be
seen that there needs to be about 4 moose in a habitat for each wolf.
_79_ Creating Animals
These numbers will fluctuate in cycles, often seasonally. At times (when
vegetation is particularly lush, for example) the ratio of prey to predators will go
up, and the carnivores eat well for a while and reproduce more rapidly. As the
number of carnivores goes up, the ratio will begin to drop. When it falls below
Special Defenses a certain point, the carnivores starve, and the prey begins to increase as preda-
Horns: Many animals (usually male)
have horns with which to drive off preda- tion decreases- the cycle begins all over again. It is during the lean periods that
tors or rivals. Such creatures usually have humans may come under direct threat from carnivores.
strong skulls (DR 2), making them difficult
to stun through head blows. Ecology: Last but not least, the GM should consider the ecology of the
Armor: Many creatures have thick
hides or shells that serve as natural armor. creature - how it fits into the world around it. What is its niche - what role
Some (such as turtles) can completely does it plays in its ecosystem? What does it eat - is it herbivorous, carnivorous
withdraw inside the armor, leaving no ex- or omnivorous? What habitats does it live in? Is it a scavenger, a predator or
posed weaknesses.
Quills: Some creatures (the porcupine prey? What are its natural enemies? Is it migratory or does it stay in one location
being the prime example) are covered in year-round? The GM might even want to consider its mating habits.
quills that are easily detached when
touched. Such animals often show little
concern for danger, most predators quick- Each creature occupies a place in the ecology of its habitat, and serves a
ly learn to leave them alone. Poisonous certain function - whether it's scavenger, prey or predator. Each has certain
spines also fall in this category. behavior patterns as well. By taking these factors into account, the GM will find
Sprays: A vile-smelling spray will drive he's created a creature which is not only an interesting opponent, but one which
off most predators, perhaps temporarily
blinding them as well. Predators rapidly also serves an interesting and realistic purpose in his world.
learn to give these creatures a wide berth.
Mimicry: Many harmless creatures (in-
sects especially) mimic more dangerous
creatures. Predators who have learned to
avoid the dangerous creatures will often
avoid the harmless look-alike as well. In-
sects often mimic the surrounding foliage
(leaves and flowers) while fish sometimes
quite difficult to detect (IQ roll at a penalty,
just like camouflage). Larger creatures
might develop these abilities as well (espe-
cially in an SF campaign).
Inedibility: Many small animals have
developed a vile taste, or skin that exudes
a poison which takes effect when ingested.
Small mammals are an example of the first;
certain frogs are an example of the second.
Predators learn that these creatures do not
make good eating, and leave them alone or
suffer the consequences.

Demonic Animals
Demonic animals can easily be created
as steeds or companions for demons and
their allies. All the GM has to do is take a
normal animal and add a few demonic ele-
ments - glowing eyes, unnatural voice,
etc. The shadow wolf (GURPS Fantasy
Bestiary, p. 65) is a good example of a nor-
mal animal with demonic elements. De-
monic horses, hounds, cats, birds and
reptiles are all found in the legends of many
cultures. Usually these animals have in-
creased Speed, PD, DR, IQ, Damage and
magic abilities. Often, they will have full or
partial immunity to non-magical weapons.

Creating Animals -80-


Among the most ancient and pervasive
human myths is the legend of the
man-beast, the skinchanger, the
were-creature. The most familiar of these
is the werewolf... but legend and fiction
describe literally thousands of sorts of
were-folk, with multitudes of strange
powers and origins. The rules in this
chapter will let the GM create
custom-designed "weres" for his own
campaign - or let players create
were-characters as PCs!

-81- Were-Creatures
Animal Templates
The "animal template" of a were con-
sists of the characteristics, advantages and
disadvantages of the real-world animal that
is the basis of the were-form. The animal
template and the human form define the
general parameters of the were-form -
though mere's always the possibility of cer-
tain supernatural "extras" which have noth-
ing to do with either the human form or the
animal template, such as the cinematic
werewolf's invulnerability to everything
but silver.
Any animal described in this book can
be used as a template for a were. These de-
scriptions give all the essential information
about the creatures, but the GM must define
the trails and point values of these creatures
according to the rules in the lycanthropic
creation section.
For example, here is the description of a
wolf, from p. 38. Many of the rules presented in this chapter are abbreviated from the special
powers found in GURPS Supers and GURPS Fantasy Folk, with additional material
Wolf specific to were-creatures. These rales emphasize the traditional concepts of weres
ST: 8-10 Move/Dodge: 9/7 Size:1
DX: 14 PD/DR: 1/1 Wt: 70-170 lbs. from folklore and popular culture, but they can easily be combined with the rules in
IQ:5 Damage: 1d-2 cut Origin: R Fantasy Folk or even GURPS Aliens or Supers to create more exotic or outre
HT: 11-13 Reach: C Habitats: F, shapeshifters.
M,A,P
The wolf is a ferocious carnivore, found
throughout North America, northern Europe
Weres and Shapeshifters
and Asia. In early historical times, wolves For the purposes of this chapter, a "were" is any person with the intrinsic ability
were even more widespread. Wolves are to transform into a beast or a beast-like form. The state of wereness is called "lycan-
courageous and intelligent, with great fight- thropy," from a Greek word meaning "wolf-man." Purists sometimes prefer the term
ing ability and endurance. They are largely "theriomorph" (from the Greek for "animal-shape"), disliking the specifically wolf
nocturnal, though they do hunt in the day. connotations of lycanthropy, but most scholars concede that general use has given
Packs number from 4 to 30; lone wolves can
also be encountered. Wolves mate for life lycanthropy a broader meaning than its roots would suggest.
and are quite protective of their mates and Weres are a subset of the class of shapeshifters, a group which also includes
cubs. supers or nonhuman races with the Morph power, mages who know the Shapeshifting
They usually hunt in packs, having a spell, and persons who own a magical or ultra-tech item which allows them to change
good sense of pack tactics (see p. 57). They shape. Thus, while all weres are shapeshifters, all shapeshifters are not weres.
attack by biting in close combat for 1d-2
cutting damage. They tend to rush in, bite
out a piece of flesh, then dodge out of the
way while the same operation is performed
Why a Were?
by the other wolves. Eventually the prey The reasons someone might become a were-creature are limited only by the GM's
weakens from shock and loss of blood, and imagination. Below are a few possible origins for weres.
can be dragged down.
Continued on next page... Curse
This is the usual origin of a traditional cinematic werewolf- the old gypsy woman
pronounces a curse on her murderer, the cultist tampers with Things Man Was Not
Meant to know, the intrepid explorer ignores the hieroglyphic warning on the door of
the ancient tomb...
Magic Item
The character has a strange bond with a mystical object which allows him (or
compels him) to take the form of a beast. For true weredom, it's important that the
relationship between the object and the user be unique. The lucky owner of a device
that will turn anybody into an animal is not really a were (although such items are
covered in these rules). But if the triggering item will only work for one person, and
if he cannot change without it (or perhaps he needs it to survive, and the change is only
an unwelcome side effect), then that person is a true were, of a sort well-supported by
legendary and literary sources.

Were-Creatures -82-
The most common sort of item-bound were is the skin-changer. This type must
carry an intact pelt of the animal he changes to (wolf, bear, seal, swan, whatever).
When he wishes to change, the skin-changer need only don the skin.
Religion or Culture Animal Templates
Certain people - or even an entire race - might be able to become weres because (Continued)
they have a spiritual link with the animal template (see sidebar, p. 82), or because they Wolf attacks on humans are a subject of
practice certain rituals or ceremonies that give them the power to shift shape. This hot debate. There are no verified recent at-
approaches the line dividing weres from magical shapeshifters. tacks, but ancient tales abound with stories
of wolves devouring people. The odds are
Genetics good that wolves will not attack humans un-
Lycanthropy is often portrayed as hereditary - a person is a were because his less the climate is so severe that other prey
is very scarce.
forebears were weres. They may be humans with a rare magical or genetic gift, or a
completely separate race, living in disguise among humanity. This interpretation is Here is a reasonable approximation of
particularly popular in the movies, appearing in films as diverse as Cat People and the same wolf at a character, translated ac-
Teen Wolf. cording to the lycanthropic creation rules.
In a science fiction or post-holocaust campaign, this ability could appear as a new Note that an characteristics are bought from
a base of 10, rising the point values in the
mutation. Basic Set
A rarer but intriguing variation on this concept is the "reverse were." This is an Wolves have ST -1 (-10 points), DX -A
individual or race whose everyday form is beastlike, but who has the ability to take on (45 points), IQ -5 (40 points), and HT +2
human form temporarily, or under certain circumstances. (20 points). They have the advantages
Alertness +2 (10 points), Combat Reflexes
(15 points), Discriminatory Smell (15
Disease points), DR +1 (3 points), 4 legs (5 points),
Lycanthropy could be a magical or viral infection, usually spread through the bite PD +1 (25 points), Penetrating Call (5
of a were in beast form. Anyone who survives an attack by a were has a strong chance points) and Sharp Teeth (5 points). Their
of becoming a were himself. This origin is also much-beloved in Hollywood. disadvantages are Color Blindness (-10
points), Mute (-25 points). No Fine Manip-
ulators (-30 points), Reputation -3: vicious
Psionics predator (-15 points). They have the skills
In a world where psionic powers are very common or potent, it might be possible Brawling at DX (1 point), Running at HT (4
for a psi to alter his body to that of a beast. This power may be conscious or subcon- points), Stealth at DX (2 points) and Track-
scious, and may or may not be accompanied by more conventional abilities. ing at 12 (2 points - see the Rule of 12, p.
96).
This hypothetically average natural wolf
Science would normally be a 27-point character in
Super-science might be capable of surgically or genetically giving a human the human-based terms (157 points in attri-
power to change from his natural form to a were-form. In a "realistic" science fiction butes, advantages and skills and -130 points
campaign, such a transformation would require at least TL10 medical science, but in in attributes and disadvantages).
a cinematic campaign it could appear at a lower Tech Level due to a mad scientist's To turn an ordinary wolf into a were-
form, the GM can start by defiling the
meddling, or perhaps through exposure to "strange cosmic radiation" or an alien character's change. If the were-form is to be
artifact. a pure beast, the GM can let the were trans-
form into a normal wolf like the one above.
Mix and Match The character then could define his were-
form as a character of up to 50 points (or
The origins above can be combined in a number of ways. A magic item, for more, depending on the point budget for the
instance, might make its user dependent, creating a curse. Or the infectious bite of a human form), and spend his additional char-
were might trigger a genetic change, which will ensure that all subsequent children of acter points as he likes to individualize the
the victim are weres as well. wolf.
If the GM wishes to develop a super-
beast or beast-man were, he can play with
Lycanthropy: Advantage or Disadvantage? the were-form, making it closer to humanity
(bipedal perhaps, or with a higher IQ, or
These rules allow lycanthropy as either an advantage or disadvantage. If the able to speak), or adding certain magical or
lycanthrope controls the time of change and the actions of the beast form, it's a pseudo-scientific advantages and disadvan-
powerful advantage. If the change is involuntary or the beast-form has a will of its tages (perhaps some magical protection, a
own, it's a dangerous disadvantage. Vulnerability to silver, or a Dread of wolfs-
bane).
Buying Off Lycanthropy
Uncontrolled shapechanging - or any other sort of undesired weredom - can be
"bought off" using earned experience. As always, it is suggested that when the cost
to "buy off" the disadvantage is paid, the GM should make the removal of the curse
an adventure object, rather than just making the curse "go away." For more details
and some suggestions, see the sidebar on p. 85.

-83- Were-Creatures
Were-Forms
Change Trauma A were-form can be based on any creature known to man. Large, dangerous
This is an optional rule which the GM animals may have the most dramatic potential, but there's nothing that makes a were-
can use to heighten the drama and terror that
people should rightly ted about the pros- penguin or were-poodle impossible. The were-ape is rarely seen, perhaps because the
pect of becoming weres. It can also be used change from human to ape doesn't seem dramatic enough - but the thug who follows
to make opportunistic players think twice a victim into a dark alley, and meets a full-grown gorilla, might not agree.
before willingly infecting their characters Whatever the nature of the creature-form, weres come in three basic "configura-
with lycanthropy.
If the GM wants to use Change Trauma, tions."
he arbitrarily assigns from one to six mental
or physical disadvantages or power limita- The Beast
tions to anyone who becomes a were. He In his transformed state, the person is an ordinary animal, with stats drawn di-
then decides in what order the disadvan-
tages will vanish, and rolls 1d (or 2d, if he's rectly from any entry in this book. The were-shape has no special human abilities or
feeling particularly vicious) to see how long intelligence. This is the most traditional form of the werewolf of European legend -
each disadvantage lingers. This roll deter- an otherwise-ordinary human who periodically transforms into an otherwise-ordinary
mines the number of changes the new were wolf. Each form may have only dim memories of the other, each form follows its own
must go through before that disadvantage nature.
vanishes. The disadvantages vanish in
order, and none starts "counting off" before The GURPS character system assumes that a character can talk, think rationally,
all those before it on the list have vanished. use its hands, etc.,-none of these is true for an animal! When the beast's "character"
is created, certain disadvantages must be taken:
As Change Trauma is a temporary side Animal Intelligence. An animal cannot reason in human fashion, read, and so on.
effect of acquiring lycanthropy, none of the If the were suffers from a Split Personality, the animal form may also be Bestial (see
disadvantages or limitations related to p. 98). However, without Split Personality, the were-form keeps its human personality
Change Trauma carry any negative point
value of their own. and as many of its memories as the animal intelligence can support. For example, a
Example: A PC has met a were whose were-dog would be able to recognize a woman and know that it loved her. A smart
were-form is basically a talking wolf - the were-dog would even know that "Laura" meant the woman. But it would not know
were has the physical stats of a wolf (except "This is my wife Laura." It could not run a computer, but it might know that it
for the ability to speak) and the intellect, contained information. And so on.
personality and skills of the human form.
The player decides it would be interesting to Mute (p. 97). An animal cannot speak human languages.
play a were of this type, so the PC asks the Structural advantages and disadvantages (see pp. 100-101). Animal forms are
were how he got that way, and also begins limited in what they can do, but may also have an edge over the human shape in certain
saving his earned character points to even- areas. No Fine Manipulators will be the most common disadvantage. The advantages
tually pay for the cost of the were-form (see Teeth and Multiple Limbs (see p. 101) would be appropriate for most were-creatures.
Infectious Attack, p. 95).
The GM is also intrigued by the idea, so
he sends the adventurers off on a quest that Certain super-advantages can be appropriate for beast were-forms, such as Catfall
will eventually result in the interested char- or Discriminatory Smell. Ordinary advantages can also be applied: Acute Senses or
acter becoming a were. However, the GM Alertness are common, and most animals have Combat Reflexes (p. B20).
also decides that he will spice things up by Skill use by a beast form is handled as described on p. 99. Skills cannot be
invoking the Change Trauma rules. improved.
The GM selects 6 disadvantages, sets
them in order and rolls 1d for each, getting
the following results: Painful Change (4), The Super-Beast
Bloodlust (2), Berserk (5), 15-point Split The were is still basically animal-shaped, but he is more than a normal beast.
Personality (6), Bestial (4), Mute (3).
The new were starts his career with all of Perhaps he retains his full mind and human intelligence, or is simply stronger and
the above disadvantages, much to his con- tougher than a normal beast of that sort. In game terms, super-beasts start as standard
sternation (and his player's!). Initially, the animal forms, but do not have to take all the "beast" disadvantages above. If they
party will need to be devote a good deal of don't take Mute, they can talk. If they don't take a low IQ and the Bestial disadvan-
time and energy to keeping their lycan- tage, they can think as well as a human with the same IQ. Furthermore, a super-beast
thropic companion out of trouble during the may take super-advantages above and beyond those appropriate to the animal tem-
changes. However, after the fourth change,
the changes are no longer painful. Two plate.
changes later, the were-form loses its Skill use by a super-beast is handled as described on p. 109. Skills can be im-
Bloodlust, and so on, until after 24 changes proved as for human characters, and new skills can be learned - all based on the
the were finally figures out how to talk in appropriate attribute of the beast form.
were-form and is, at last, through the rigors
of Change Trauma.
Change Trauma should not be treated as The Beast-Man
a disadvantage, because it always goes The were is an anthropomorphic hybrid of human and animal. The fuzzy-faced,
away in lime. It is inconvenient, and may be bipedal "wolf-man" of the movies and comics is the best-known were of this sort. A
deadly, but it's just one of the hazards of
lycanthropy. beast-man may retain his human memories and personality, or he may become a
ravening monster. Or, most terrifying of all, he may become a ravening monster while
retaining fully human memories and intelligence. The "default" assumption is that

Were-Creatures -84-
the memories and personality remain intact. Again, the Split Personality disadvantage Curing Lycanthropy
will change this! Anyone afflicted with the Unpredictable
Beast-men are assumed to be able to speak unless they take the Mute disadvan- Change disadvantage may take a keen inter-
tage, and are assumed to be Literate in a setting where literacy is standard. Likewise, est in reversing his condition. When the
they are assumed to have two functional hands, though this can be changed. And a were-character actually earns enough expe-
beast-man can use any human martial arts skills that it remembers from human form, rience to relieve himself of his affliction, the
GM must decide exactly how the victim's
while animal forms cannot use techniques designed for humans. particular form of lycanthropy can be cured.
A beast-man shares all the skills of his human form, and new skills learned in (Some lycanthropic curses, although
either form are shared by the other unless the were suffers from Split Personality. distressing and inconvenient to their vic-
tims, are actually considered advantages; in
particular, any cyclic change is at the very
Building a Were least a marginal advantage because of its
predictability. In such a case, it is not possi-
There are several steps involved in building a were character determining the ble to "buy off" the advantage, and the GM
point budget, deciding on the way the were changes, building the human form, and should simply require a quest, as below,
building the were-form. without point expenditure.)
When the victim's lycanthropy is cured,
he loses not only the change advantage or
Point Budget disadvantage, but all points invested in the
A were character should be built on the same starting point total as other charac- were-form, immediately reducing his char-
ters in the campaign. The human form and the were-form are designed as separate acter point total, sometimes dramatically
Example: David the Naughty is a 100-point
characters, but their point totals must add up to the starting allotment (e.g., 100 points werewolf with a 60-point human form and a
in a standard Fantasy campaign). 40-point wolf form. If he is cured of his
Each form can take up to the usual number of disadvantage points, and each form condition, he will lose the 40 points in the
is allowed up to 5 quirks. Characters may be created with more disadvantages, but the wolf form and become a 60-point character!
extra ones don't count for points, and of course must be roleplayed! Lycanthropy should never simply vanish
because the player expended enough points
to buy it off. The cure should always be
The Change roleplayed, and should usually be the focus
The first decision to make in designing a were is how much, if any, control does of at least one extended adventure - "To
the were have over his changing? remove the curse of the beast, you must
climb the Mountain of Spirits on the longest
If the were has any control whatsoever over the change, however small, then it is day of the year, beginning at dawn and ar-
an advantage: Were Form (see p. 93). This also includes changes that, while not under riving by sunset At the top you will find a
the were's control, are cyclic in nature and thus can be scheduled and exploited. single blooming flower. Pluck the flower
If the were changes in response to a stimulus that occurs randomly and which and swallow it between sunset and moon-
cannot be predicted, then his state is a disadvantage - Unpredictable Change (see p. rise, and your curse win be lifted." Needless
to say, the adventurers will find more be-
94). tween the foot of the mountain and its top
Sometimes a were will have several conditions under which he transforms. On the than rocks, trees and snow.
fantasy world of Yrth, for instance, weres must take their were-form during the full In fact, a whole campaign could be built
moon, but some are free to change at will. See pp. 113-114, or GURPS Fantasy, p. around a lycanthrope's quest for a cure -the
124. This is still the Were Form super-advantage, but with a special limitation (see p. village priest sends the party to the court
113). wizard, who has heard of an ancient sage in
a far country, who refers the party to a lost
book in an ancient city; the bock speaks of
Uncontrolled Weredom a secret brotherhood in a hidden fortress...
Uncontrolled weredom is the condition where the were has no control whatsoever Sometimes a friend with a strong
over his transformation, but is subject to the environmental trigger that controls his grounding in science or magic will try to
shapechanging. The trigger condition should be determined in as much detail as cure a were-character. If so, the GM must
make some fundamental decisions about the
necessary. The human form of the character should then take the Unpredictable nature of the specific form of lycanthropy
Change disadvantage as modified by the frequency of the trigger condition. under scrutiny. If it's genetic, the cure will
Please note that while an uncontrolled were-form may have a mind - and goals - require extraordinary efforts - ultra-tech
separate from those of the human form, but not always. See Split Personality, p. 97. medicine or the very strongest magic. Only
Traditionally, uncontrolled weres usually possess only two forms: human and this scale of effort, equivalent to the impos-
ing quest described above, can remove a ly-
were. While it is possible for an uncontrolled were to have more than one nonhuman canthropic curse. A chance victim of an
form, this implies that some level of control exists over which form manifests. Any Infections Attack (see p. 96), however, can
character with more than one alternate form should be built with the Were Form be let off more easily. (It's not hard to justify
super-advantage. the fact that it is much harder to core the
victim of a lycanthropic curse than it is to
cure those he might infect - the GM may
The Lycanthropic Curse simply state that the cursed character has a
A "lycanthropic curse" is any shapechanging which a character possesses but natural immunity to the usual cure, or that
does not want! It does not necessarily have to be an actual disadvantage-just distress- the curse is less powerful at a "later genera-
ing or inconvenient. A were who changes into a stag once every year for 3 months can tion.")
Continued on next page...
be just as cursed as one who turns into a ravening monster whenever he smells human

-85- Were-Creatures
blood. What constitutes a curse is more a matter of design and intent - not to mention
Curing Lycanthropy the opinion of the were-character himself!
(Continued) Designing the Human Form
To cure a victim of lycanthropic infec-
tion, the GM must first determine how Remember that whether Were Form or Uncontrolled Change is used to define the
much (if any) of the problem is magical in were, the human form and the were form's point totals must add up to the starting
nature. If the change is entirely a bacterio- point value for a typical character in the setting being used. The GM may require that
logical or viral infection, it on be reversed the human form of a were be required to take certain disadvantages. The most likely
by anything from an ordinary Cure Disease candidate for such a requirement would be a Secret (p. 98), although others are
spell to a competent doctor or biochemist
with a good laboratory. Infections that are possible. The Unusual Background advantage may also be required.
more magical would be beyond the reach of Again, the total number of disadvantage points allowed to the human form is
science, but might be curable by a Remove whatever is usual for the setting for which the were is being built
Curse spell, or by exorcism.
Designing the Were-Form
A player character's were-form is worked out in as much detail as his human
form. The were-form has a separate Character Record Sheet, filled in as the various
stats and abilities are calculated. The same system is used whether you are creating an
exotic Aardvark-Man with several forms and many special powers, or just defining
the animal form of a perfectly ordinary were-chipmunk.
As with the human form, the were-form is allowed the usual amount of disadvan-
tage points for the current setting.
Were Design Considerations
In designing an effective were character, remember that the were is an animal-
human hybrid. The primary design goal should not be to design the scariest monster
or the most devastating combat machine, but to stay true to the were's animal nature.
Weres and Mana
Magical weres of any sort will normally That said, tradition allows, and even encourages, weres that go far beyond mere
keep their more natural form in a no-mana "man-beasts." Real-world wolves are subject to damage from anything that might
area. Once they leave the no-mana zone harm a human, but some traditional werewolves can only be killed by silver weapons.
they will usually resume their regular
change patterns. However, if this inconve-
niences the campaign, the GM might also
specify that certain weres carry low-power Building The Animal Template
magical field with them, which allows them
to stick to their normal change pattern even For the purposes of creating the were-form, follow these steps to determine the
in no-mana areas. (Logically, this would point value of the animal template. As noted in the sidebar on p. 85, an animal
make them stand out like searchlights to any template is the kind of animal on which the were's non-human form will be based,
mage unlucky enough to share the no-mana converted into GURPS character terms.
area with them.) Start with the animal's description as found elsewhere in this volume. If there is
none, the GM is the final arbiter on the characteristics of any given animal.

Trigger Conditions Attributes


Take the ST, DX, HT and IQ of the animal template, and enter them normally. If
Enterprising players will attempt to ma- ST exceeds human maximum, see the Increased ST super-advantage on p. 104.
nipulate a trigger condition to their advan-
tage, to give them control over their
changes. Some of this is acceptable; for in- Move/Dodge Variations
stance, a Dark Ages were whose change is Calculate the template's Move as though it were human. If the calculated Move is
triggered by the smell of roses need not be lower than the beast's actual Move, take as many levels of Enhanced Move (not
restrained from running to the nearest Increased Speed, which is more costly) as necessary to raise the Move score to the
bower if the Vikings attack his village. On
the other hand, if the same were took to proper value. This costs 10 points per level - see p. 103.
carrying a packet of dried rose petals with If calculated Move is higher than the beast's actual Move, take as many levels of
him, to sniff whenever his were form might Reduced Move as necessary to lower the Move score to the proper value. This disad-
come in handy, the change is no longer vantage is worth -5 points per level - see p. 109.
merely a trigger condition, but something Dodge: An animal's Dodge is half its Move or half its DX, whichever is better.
closer to item-based weredom. In this case
the GM should merely let the player know This differs from the way a human's Dodge is calculated. Don't worry about what its
that if his character persists in this behavior, Dodge might be if it were a human. Remember that if the animal template possesses
bis next x points of earned experience must Combat Reflexes, this will modify Dodge.
be diverted to purchase the proper form of
the Were Form super-advantage.

Were-Creatures -86-
Hit Point Variations
If the animal template has more or fewer Hit Paints than its HT, take the Extra Hit
The Change Process
Points advantage (p. 103) or the Reduced Hit Points disadvantage (p. 109).
The default lycanthropic change lasts 2d
seconds, during which the were can do
Natural Attacks nothing else except change (but see the Ac-
If the creature has any natural attacks (see p. 101), fill them in. Most creatures will tive Change enhancement, p. 93). A change
have at least a bite attack of some kind - see the Teeth advantage, p. 101. Some will in progress cannot be halted or reversed ex-
have more exotic attacks. cept under the most unusual circumstances
(GM's option). A lycanthropic change is a
strange and frightening process; the GM
Natural Defenses may requite onlookers who have never seen
Define the creature's scales, fur, etc. If the creature has extra PD or DR, this will a change before, or who didn't know that
cost points - see pp. 102 and 105. If the creature has more exotic defenses, fill them the changing character was a were, to make
a Will Roll or else stop what they're doing
in as well. and stare in fascination until the change is
complete. (This is a non-magical fascina-
Advantages tion, and won't prevent someone from de-
"Ordinary" advantages may be part of an animal template where appropriate. For fending himself or providing for his own
instance, Danger Sense or Combat Reflexes would be reasonable for almost any safety, but it might make both sides of a
combat break off while the change is hap-
creature. Since advantages are not listed in the beast descriptions, the creator of the pening, and it would certainly make an
were-form has wide latitude in choosing advantages to include - see the sample weres enemy easier to surprise.) This Will Roll is
on pp. 113-122 for examples. Thus, our sample wolf template has Alertness +2 - not a Fright Check, but a Fright Check will
which seems quite reasonable for a wolf - but it would be just as reasonable to set it often be appropriate in such situations.
at a higher level or omit it entirely. This lets the character's creator (or the GM!)
control both the animal's abilities in play and the point cost of the were-form. Some
notes on existing advantages and their use in were-forms can be found on p. 96.
Under this category should also be included structural advantages, such as num-
ber and land of limbs. These are covered on pp. 100-101.
Adding Natural Advantages: The GM may allow a were-form to purchase
"natural" advantages after creation, with earned character points, up to any level he
considers reasonable for the animal's abilities. Justification: the were is still learning
how to "be" a beast and how to use his new body, so his animal abilities will continue
to develop.
Super-Advantages
This is a wide category. It covers advantages that are not available to ordinary
creatures, but may be available to an unusual creature like a were: advantages like
Speech, that are normal for a human but "super" for a beast, and advantages that are Side Effects of the Change
"super" for a human but normal and necessary for an animal! For a real chimp, the What happens to a pregnant were when
Brachiator advantage isn't just allowed; it's necessary to describe what a chimp does. she changes? To a were with a bionic leg?
Likewise, Winged Flight must be taken for a flying creature. Discriminatory Smell Or an artificial heart? What happens to the
vegetarian meal eaten just before the
would be reasonable for any canine form, and natural and necessary for a "real" dog. change? Well, it depends...
If a shapeshift is magical, ignore the
Super-Powers food, the baby, the bionic implant, and so
These are the special abilities that require a skill roll to use, like Bind for a spider. on. Nothing like that carries over between
These will usually be rare among animal templates, but they are possible. forms or is harmed when changed back. If
the shift is a product of "natural" science,
each form should be wise enough to eat
Animal Disadvantages nothing the other form can't digest. As for
The template must take the disadvantages Mute and Bestial (see pp. 97-98), and bionic implants and unborn children... the
whatever structural disadvantages are appropriate to its shape. GM has to decide just how sophisticated the
shapechanging process is! Certainly a TL15
ultra-tech shapechanger could handle such
Other Disadvantages details.
Some species may have disadvantages beyond the obvious physical ones. Many A good rule of thumb to follow for many
predators will suffer from a bad Reputation or a Social Stigma; prey species may have weres is that if it's counted as encumbrance,
Combat Paralysis. If the animal template is a pack rat or jackdaw, Kleptomania may it doesn't transform unless the Absorptive
Change enhancement is in effect. Sophisti-
be appropriate. See pp. 96-99 for more details. cated bionic prosthetics that are as good as
or better than the original part will automat-
Skills ically transform, but something as simple as
Ordinary beast forms use skills as described on p. 99, and will not normally have a peg-leg won't.
a full range of skills. However, certain appropriate skills may be bought to high levels
- e.g., Tracking and Brawling for a predator, or Flight (p. 99) for winged creatures.

-87- Were-Creatures
Other Special Abilities
Transferring Damage If the animal form has other special abilities, the player and GM can work to-
gether to decide which ones are important enough to define in game terms. These can
Between Forms be unusual... For instance, how would you handle a were-cow in India, where cattle
Unless the were has the Non-Reciprocal are sacred? Reputation, perhaps? Or Status? The GM may disallow anything that can't
Damage advantage (see p. 95), damage
taken by the were form will carry over, be reduced to game stats... or, better, leave it entirely up to roleplaying.
through the change, to afiect the human
form, and vice versa. For example, if a char- Using the Template
acter lakes 12 points of damage in his were
form, which has 15 hit points, and changes Once the animal template is completely fleshed out, total up its point value. Use
to his human form, which has HT11, he will the final cost of the template when building the actual were-form as a composite
be at -1 hit point in human form. When a advantage or disadvantage, similar to a "racial cost." If the template cost is negative,
character at negative HT changes, or a the template itself is considered a disadvantage. A-1-point template may not be taken
change brings him to negative HT, he must as a quirk.
roll normally to stay conscious. A change
will never kill a were, however. In the rare Example: Our sample wolf template (sidebar, p. 82) has an overall cost of 27
event that a change drops the victim below points.
-5 X HT (automatic death), the damage is
automatically reduced so that the victim is From Animal Template to Were-Form
still one point from automatic death. In such
a case no HT rolls are necessary - the char- Now that the animal template has been established, the actual were-form can be
acter will be unconscious, and in need of designed. Unless the character wants nothing more man a perfectly ordinary animal as
immediate medical attention. his were-form, any number of additional abilities can be added to the template.
In cases where there is an extreme vari- The combined cost of the animal template plus any additional abilities is the basic
ance between the hit points of a were's two cost of the were. In many cases, the basic cost will be exactly the same as the cost of
forms, damage taken will be adjusted when the animal template. The basic cost is then treated as if it were a racial cost (see
the change occurs. If one form's hit points
are at least twice the other's, the were halves sidebar, p. B11) for the were. Just as with a race, the disadvantages intrinsic to the
damage taken when shifting from the more were-type do not count against the character's disadvantage limit.
durable form to the less, and doubles it Example: Scott is building a traditional European werewolf - a man who trans-
when shifting the other way. forms into an ordinary wolf. The character's wolf form is based on the template found
Example: A were whose human form in the sidebar on p. 82. It has 130 points of intrinsic disadvantages, but none of these
has HT 12 would adjust damage taken if his
were-form had 24 or more HP, or 6 or less count against the character's disadvantage limit - he has 40 more disadvantage points
HP. with which to customize the wolf, should he so desire.
Say that the human form has HT 12, and Remember that the final point total of the were-form added to the final point total
the were-form has 25 HP. The were-form of the human form must equal the beginning point total for the campaign.
takes 13 damage, leaving it at 12 hit points,
then changes. The human form will divide
the damage taken by two, and will be down Were-Form Attributes
6.5 hit points, leaving the character with 5.5 The template's IQ need not equal the human form's even if you wish the character
(effectively, 6). If the human form takes 2 to have the same mind in each form. Beast-form weres often have much lower IQs
more, leaving him at 3.5, then changes, the than their human forms, while retaining as much of their personality and knowledge
were-form will be down 18 hit points, leav- as they can. Likewise, if the were-form has a separate personality, its IQ need not
ing it with 7 hit points. match the human form's. Other attributes may be modified as it suits you.
When the were heals, fractional hit points
heal as full hit points, and always heal first. Note on IQ: The IQ of a were-form may never exceed the IQ of its human form,
Thus, in the example above, if the character nor may it drop more than 1 below the racial average IQ of the beast it imitates. This
had healed 4 HP after his second fight in means, for example, that if an IQ 9 berserker becomes a werewolf, his were-form must
human form, that would have left him at 8; have an IQ between 4 and 9 (see Wolf, p. 38, and the sidebar on p. 82).
and after the change his were-form would
have been down 9, leaving him with 16.
The ratio between the hit points changes Were-Form Advantages and Super-Advantages
every time the higher-value form passes a Abilities above and beyond the animal template are frequently seen in weres;
whole number multiple of the lower. Thus if Slow Regeneration is common. Equivalent to purchasing advantages is buying off the
the character in the example had more than disadvantages of the animal template; this is the primary means by which a beast form
36 hit points in were-form, his damage becomes a super-beast or beast-man. Removing Mute allows speech, removing No
would be divided by 3 when he shifts to
human form, and multiplied by 3 when he Fine Manipulators gives the were hands, and so on. Buying off the Bestial disadvan-
shifts the other way. At 48 or more hit pouits tage depends on the flavor you want in the were, but is recommended for weres whose
the divisor/multiplier would be 4, and so on. minds are untouched by their change.
Death and Dismemberment Were-Form Disadvantages and Super-Disadvantages
A were killed in were-form will nor-
mally change back to human form (or Animal template advantages may be removed, but there are few whose removal
which ever form is more "natural") at the would help the were-form concept. An exception is Four Legs; doing so would return
time of death. If a were loses a limb, that the were-form to a bipedal stance, the basis for the beast-man were.
limb will change immediately to the There are also new disadvantages listed on pp. 95-96 to reproduce traditional
"natural" form.
aspects of the were. Either Dread or Weakness can be used for the werewolf's aversion

Were-Creatures -88-
to wolfsbane, depending on the intensity of the effect desired. And of course, Vulner-
ability to Silver gives the were's classic weakness.
Were-Races in
Other Physical Disadvantages fantasy Folk & Aliens
These can be allowed, at the GM's option. The GM does not have to permit deaf, If the GM owns either GURPS Fantasy
Folk or GURPS Aliens, he will find it ex-
three-legged werewolves if he doesn't want to! tremely easy to create a whole race of weres
using these roles and to reconcile them with
Mental Disadvantages the nonhuman races in those books. The
In traditional lore, a beast-form is ruled by a beast-mind, and each form's memory only significant difference between the sys-
of the other is dim and distant. This is Split Personality, the classic mental disadvan- tems is that in a campaign where nonhuman
races are common, what this book refers to
tage of the were, at the 10-point level. If the forms are completely mentally separate, as "intrinsic" disadvantages for a were-race
this is the 15-point level of the disadvantage. will become true racial disadvantages.
If Split Personality is taken, it must be taken by all forms possessed by the Although the term "human form" is
character. For more on Split Personality, see pp. 90 and 97. used throughout this book to denote the
Other Mental Disadvantages. If the were-form is a beast-man or super-beast who were's non-beastlike form, there is no rea-
son whatsoever that an Elf, An Phar, Reptile
shares the human personality, it will probably share the mental disadvantages of that Man, Iran or any other race from Fantasy
personality. However, the were-form may also have extra mental disadvantages, ac- Folk or Aliens couldn't provide a were's
tive only in the animal form. Some are especially appropriate or interesting - e.g., "human" form.
Bloodthirsty. Others are sillier, but could lead to good roleplaying - Kleptomania, for
instance.
A beast-man or super-beast form which does not share the human personality will
usually have its own set of mental disadvantages. But most mental disadvantages will Reverse Weres
have little meaning to a creature of only bestial intelligence. The GM should probably Folklore is fall of instances of animals
not allow, for instance, Fanaticism in an ordinary were-beast that can take human shape - magic foxes
and other creatures. Creating such "reverse
weres" is easy-design the were and human
Skills forms as usual, taking care that the were-
If the were-form and the human form share the same mind, the were-form will form is closely modeled upon the
have to purchase most, if not all, of the same skills. Additionally, were-forms may shapeshifting animal. The assignment of
have their own skills above and beyond those of the human form and the animal "natural" form (which these rules have as-
sumed is human) is actually a special effect
template. - simply note on the creature's character
sheet that the were-form is the "normal"
Quirks form!
The normal 5 points of quirks may be taken by all were-forms.
Point Total
The final point total is the cost of the were-form. If you are so inclined, this total Weres and Martial Arts
plus the cost of the Were Form super-advantage or the Unpredictable Change disad- A were-form can know and use Karate
vantage is equivalent to a flat point cost for changing into the were-form. or Judo skills, and even more advanced
martial arts abilities, provided its IQ is 7 or
It is entirely possible for a were-form to have a negative point total; many pure higher. (Below that, the were just doesn't
beast-forms will total less than zero points, and an Unpredictable Change could drive have enough brainpower for anything be-
the overall point total even lower. In such a case, treat it as a disadvantage that does yond simple brawling.) However, since
not count against the human form's limit. such martial arts were designed for human
beings, only humanoid shapes with hands
(beast-men, were-apes, etc. can use these
The Personality of the Were-Form skills.
Although the two forms of a were are designed as though they were completely Of course, it is entirely possible to create
separate characters, the two forms may have a lot in common. Depending on the martial arts designed expressly for use by
nature of weres in the campaign, it is certainly possible for both forms to share some, non-human forms. A race of weres, for in-
stance, may well develop two styles of Ka-
or even most traits. Some traits (Alertness, Bad Temper) are more likely to carry over rate one for the human form, another for its
than others (Clerical Investment, Pacifism). beast form. Such specialized martial arts
would count as separate skills (perhaps de-
Contradictory Traits faulting to each other at -4 or more). See
GURPS Martial Arts for details on
A were-character's two shapes can have very different personalities, and can even customizing martial arts styles.
have traits and backgrounds that are totally opposed to one another. For instance, the
Allies of one form might be the Enemies of the other. Other examples include one
form that is lucky while the other is unlucky, or a human form that is a mage while the
were- form has Magical Resistance. Such contrasts are a challenge to play, but they
carry with them a wealth of dramatic potential

-89- Were-Creatures
Split Personality
Customizing Weres If the were has the Split Personality disadvantage, then the personality of the
were-form may be dramatically different from that of the human form. This presents
for the Campaign a great roleplaying opportunity for the player of a were character. It is in keeping with
These were creation rules are designed many traditions for a were-form to be morally opposed to the human form. This could
to give the maximum range of weres possi-
ble for use in GURPS. Once more, for the range from simple dislike, perhaps manifesting as getting into as inconvenient or
record, the GM does not have allow play- potentially embarrassing a position as possible before having to change back, to
ers to play any were which they can design. having a were-form that will actively seek to destroy whatever the human form loves
The GM may, and in most worlds probably or works for.
should, define a finite number of weres In general, such a were will avoid jeopardizing its human form's life, as that
which are appropriate tor PC or NPC use in
his world. would endanger its own existence as well, but it will do everything possible to make
For instance, according to GURPS Fan- the human form miserable. Even if the were-form is not sentient, or has no memory of
tasy, the world of Yrth has six known types its human form, it will instinctively seek out activities morally opposite to those of the
of weres (werewolf, werebear, wereboar, human form.
weretiger, were-eagle and were-snake), all This kind of characterization usually takes the form of an evil were who is the
with certain traits in common (Cyclic dark side of a good human. However, the human side could be the evil one... with a
Change - one night a month, regeneration
and a special vulnerability to silver, among good were-form who takes every chance to undo the wicked works of its human alter
other traits - see p. 113 for full descrip- ego.
tions). "Normal" PC weres in Yrth must In either case, this can be represented in a number of ways, depending on how
conform to these types. much importance the were-form attaches to opposing the human form. If it's a low
h another fantasy world the GM might priority, it would be a quirk, but at a high priority it could be a Vow or even a
decide to design different types of weres:
for example, a line of hereditary human Compulsive Behavior, depending on the background and the origin of his were pow-
werebears modeled after J.R.R. Tolkien's ers. (See Compulsive Behavior: Morally Opposed, on p. 97.)
Beomings; a horrific supernatural werewolf Obviously, this is best suited for a character who suffers from the Unpredictable
suitable for use with the Uncontrolled Change disadvantage, or who is subject to a cyclic change, but it would not be
Change disadvantage; and a race of skin- impossible or out of place for a character in control of his transformations.
changing seal folk. The GM does not have
to allow any other were-creatures into his
campaign.
The GM should fill out a separate sam-
Item-Based Weredom
ple character sheet for each sent of were A frequent theme in folklore and mythology is the were who possesses a certain
which exists in the campaign world. He unique item which must be on his person in order to change into the were-form. This
may then simply hand the appropriate item can be virtually anything, but usually involves the image or relics (feathers, hide,
sheets to any player who's interested in
designing a were character. bone, teeth) of the animal template. Normally, the item in question is "absorbed" into
Of course, if a player offers an uncon- the change, or fused to the were-form's body, reappearing only when the were resu-
ventional were-type of his own design, the mes human form. In some tales, these items are only usable by the were, but in others,
GM is completely free to adopt it or adapt it. anyone who can steal one from its proper owner can use it and themselves take
If a new type of were is introduced in the were-form.
middle of a campaign, the GM may either
define it as a "new discovery" or as a A common example of item-based weredom is the skinchanger. This were's item
unique creature - perhaps the result of a is a complete hide of the animal template, and the change is accomplished by actually
one-of-a-kind magical mishap. donning the skin. Skinchangers are found in folklore worldwide.
The GM may attach an Unusual Back- Item-based weredom can be combined with an Addiction or Dependency to reg-
ground cost to any type of were which he ular changes to create an interesting -and drastic-disadvantage.
makes available for PC use.
Designing an Item-Based Were
Item-based were-forms are built using the super equipment rules originally pre-
sented in GURPS Supers. Since the gadget modifiers applied to the item are also
applied to the character point total of the were-form, it is important to determine the
specifics of the item before doing anything else.
First, determine the modifiers that apply to the were item. By their very nature,
such items must take the modifiers Can Be Stolen and Unique. If the item cannot be
used by anyone besides the were, it is a special effect which itself does not directly
affect the cost of the item.
When all the modifiers have been determined, total their values. (The maximum
discount possible, no matter how many limitations are applied, is -75%.) The result is
the discount rate applied to both the cost of Were Form and to the point total of the
were-form. In the case of a Were Form super-advantage that has been already modi-
fied by its own enhancements or limitations, the gadget modifiers are applied to the
final cost of the advantage. This cost is paid by the human form.
To determine how many points are available to build the were-form, subtract the
modifier amount from 100%. Then divide your point budget by this amount

Were-Creatures -90-
Animal Form
The Animal Form rule is an alternate
means of paying for a were-form, designed
to allow creation of weres based on animal
templates that would be far too expensive
under the existing rules. Mostly this means
the very largest and strongest creatures -
were-elephants, were-whales and were-di-
nosaurs. For smaller creatures, the regular
were creation rules are much more cost ef-
fective. If the GM feels that the existence of
huge were-creatures would unbalance his
campaign, he should simply disallow use of
this rule in were creation.
The GM may also arbitrarily limit the
use of this rule in his campaign ("Yes, were-
buffalo and were-whales are OK, but there
are no were-elephants") or charge a signifi-
cant Unusual Background for Animal
Forms of certain species.
Example: Peggy is building a swan may who transforms when she dons a cloak
of feathers. This cloak is Awkward (-10%), Can Be Stolen by stealth or trickery (-5%, Animal Form 100 points
because she defines it as being useable only by its owner, see below), and Unique You have the ability to become any sort
(-25%). This works out to a final modifier of -40%. Were Form normally costs 10 of animal that ever lived (magical and intel-
ligent creatures not included). You only
points per form; at a discount of 40%, it will cost her 6 points. The swan may has 100 have one animal form per purchase of this
points; her human form works out to 70 points after disadvantages and quirks (which advantage.
includes the cost of the Multiple Forms gadget), leaving 30 points for her swan form. The animal form is a completely typical
However, she has a 40% discount on points spent on her were-form because of the member of its species, of the same gender as
gadget modifier; this actually gives her 30 divided by .6 (that is, 100% minus 40%), the human form. There is no extra cost for
or 50 points as the unmodified point total for her swan form after disadvantages and any characteristics, advantages and skills
typical of the species (for example, Sharp
quirks. Teeth, extra legs, natural DR, Claws, etc.,
depending on the animal species) nor may
Gadget Modifiers the character take points for any disadvan-
tages which are typical to that species (No
Awkward -10% Fine Manipulators, Mute, etc.). The animal
The item is very large or awkward - in general, anything bulkier than a wadded- form has only typical intelligence for its
up trench coat qualifies for this. This modifier would apply to many animal skins, species.
cloaks of feathers, and other such items from folklore. Note that an item too large to The animal form may take up to 40 addi-
tional points of individual disadvantages, in
move without major excavation is actually a case of Fixed Location. addition to any physical, psychological or
structural disadvantages which may be in-
Breakable -5% or-15% trinsic to the form. These must be disadvan-
Enough damage will destroy this item. If it is destroyed, it is lost. If it is partially tages directly related to the animal form's
damaged, it can be repaired unless the creator defines it as unrepairable. lycanthropic change or condition (Infec-
tious Attack, Non-Reciprocal Damage,
The GM should create a list of skills that are required to repair a gadget. A critical etc.), mental or physical disadvantages held
failure on a skill roll by the repairer should be messy - a random power might stop in common with the human form (i.e., if the
working, or might affect the repairer. were-form is to be Lame or Berserk, the
If its DR is 15 or less and it has 75 or fewer hit points, this is worth -15%. human form must also be Lame or Berserk),
If DR is over 15, or hit points are over 75, it is only worth-5%. or social disadvantages appropriate to the
If the item cannot be repaired at all, this is worth an additional -15%. were's situation (usually Enemies).
"Leftover" starting character points
The GM will have to assign PD and DR to objects as he sees fit. See p. B125 for may be divided at will between the two
information on PD and DR for inanimate objects. forms (though neither form can "borrow"
points from the other form's disadvantages
Can Be Hit varies - only from starting or earned character
The item is easily seen and recognized, and could be targeted in combat Hit points).
modifiers are determined by the item's size. An unbreakable item cannot take this Continued on next page...
modifier. An item that has a -5% Breakable modifier gets only ¼ of this cost reduc-
tion. If the item is absorbed in the change to the were-form, this limitation is worth
only ½ value.
No penalty to hit:-25%.-6 to hit:-10%.
-2 to hit:-20%.-8 to hit:-5%.
-4 to hie-15%.-10 or more to hit: no bonus.

-91- Were-Creatures
Can Be Stolen varies
Animal Form (Continued) This item is not Unremovable. It must be carried or worn in such a way that it
When the Bestiary description of the an- could be taken away from the wearer in close combat, or stolen if a were is careless.
imal in question gives the value of a certain Value of this limitation depends on the difficulty of stealing the item:
attribute as a range (e.g. elephants have ST Easily snatched with a DX roll (e.g., a hat): -40%.
250-300, and 40-50 HP), the GM assigns Requires thief to win Contest of DX with wearer (e.g., a bracelet): -30%.
the character a staling value in that attribute Requires thief to win Contest of ST with wearer (e.g., a handgun): -30%.
appropriate to the sex and type of animal Can only be taken by stealth or trickery (e.g., a coin in a pocket): -10%.
(Avram Bey - see p. 118 - has a ST of 270
and 45 HP in elephant form). The animal Halve any of the above limitations if the object is not obviously powerful and
form starts with the attributes given in this might be overlooked or misunderstood by a foe.
book, and buys them up or down using the Halve any of the above limitations if the object would not immediately work for
chart on p. B13, replacing 10 on the chart the person who took it.
with the average value for an animal of that Halve any of the above limitations if the item is absorbed during the transforma-
type, 11 with 10% over the average value,
and so on. Round stats to the nearest num- tion to the were-form.
ber in this case.
Advantages and skills purchased by the Fixed Location -50%
animal form must be either commonly This item is permanently fixed in one spot (and that spot is not movable!) - the
available to a natural beast of that kind, or were must come to the item to transform. Fixed-location were items cannot take the
shared with the human form. Characteristics
cannot be raised beyond the normal racial "Not Absorbed in Change" modifier, as it is already inherent in their nature.
maximum for a creature of that kind (as de-
termined by the GM) or the human form's Not Absorbed in Change -5% or -15%
value in that characteristic, whichever is The item does not become part of the were when the change is made, but remains
greater. Disadvantages innate to the animal behind and must be carried or hidden against future use. If the item is not needed for
form may not be bought off.
Extinct Species - It is recommended that the change back (see below), this modifier is worth only -5%; otherwise it is -15%.
the GM charge a 50-point Unusual Back-
ground for an animal form of a species that Not Needed For Change to Were/Human Form +25%
is extinct in the campaign, and remember The item, while required for transformation into one of the character's forms, is
that it will attract a lot of attention when it not needed for the opposite change.
appears.
Unique -25%
Once this item is gone, that's it. There are no more. Character points spent for the
item are simply lost if it is broken or stolen.

Unreliable varies
You must roll in order to activate the change. Should the activation roll fail,
another attempt may be made each second, at a cumulative -1 for each failed attempt!
Waiting one minute will restore the device to its normal activation roll.
Activation roll of 15+: no bonus.
Activation roll of 13: -5%.
Activation roll of 11: -10%.
Activation roll of 9:-15%.
Activation roll of 8: -20%.

Unremovable +10% or-10%


The item cannot be taken away without killing the user. Point value is a GM
judgement call. If the GM agrees that wearing the item constantly could be a disad-
vantage, it is worth -10%. Otherwise, it is +10%!

Unpredictable Change Items


Gadget discounts do not apply to the Unpredictable Change disadvantage itself.
The full value of the disadvantage must be applied to the character.
Also, limitations such as Can Be Stolen or Breakable are not recommended for
items based around Unpredictable Change because they make it too easy to circum-
vent the disadvantage. The GM should carefully oversee the creation of characters
with Unpredictable Change items to make sore that any inherent ability to escape the
change is either disallowed, or balanced in some manner, such as by a Vow or Duty to
keep the item, or an Addiction or Dependency on the change itself.

Were-Creatures -92-
Change-Related Advantages and Disadvantages
This section contains all the special advantages and disadvan- ability to change voluntarily, a complete set of form-specific trig-
tages related specifically to lycanthropy, collected for the player's gers is a -5-point discount. A single trigger that affects one form
convenience. See pp. 111-112 for how to use Enhancements and (for instance, a werewolf who can change to wolf form at will, but
Limitations to modify some of these abilities. must wait until the next sunrise to change back) is a -2 point
discount
Change Mechanisms Examples: John turns into a were-cow and back any time he is
exposed to dairy products, but otherwise he can change at will.
Were Form 10 points perform + special limitations John's Were Form costs 5 points. Jacques is a were-shark. He can
This is a superset of the Multiple Forms super-advantage from change at will, but he also turns into a shark whenever he is
GURPS Supers. It is the basic tool for creating a were. The immersed in salt water, and turns back only after tasting human
traditional were-creature has only two forms: human and animal. flesh. This is two triggers, each affecting only one form, for a
But some of the most interesting character conceptions from discount of -5. Jacques' Were Form costs 5 points.
movies and comic books involve weres who have a human form, The GM may impose a minimum time limit of up to one hour
a beast form, and one or more intermediate forms! There is a after a change, during which the trigger will not operate. This is
10-point cost per additional form beyond your human form. This particularly appropriate if both forms have the same trigger - if,
cost must be paid by the form with the highest point total. for example, both forms have changes triggered by the smell of
Each form can have separate advantages, disadvantages and poppies, a time limit gives the were time to leave a poppy field
quirks in addition to unique powers. No one of the forms will between changes. Such a time limit is considered a special effect,
match a character of the same basic point cost, but all of them and carries no point value. '
together can have a wider range of powers than those points could Mixing Variations: Cyclic Change and Triggered Change may
normally buy. When disadvantages and quirks are considered, a be combined, and the resulting were may be defined as having or
normal 100-point character has 145 points to use. But a 100-point not having a voluntary change ability over and above them. If the
traditional were who has two forms can split 190 (100+45 +45) were still may change at will, the final cost of the super-advan-
points' worth of abilities among his forms! tage is 5 points. If he has no voluntary change, cost is 0.
Change Types. Unmodified, Were Form allows you to change Beyond these variations, Were Form may be further
at will, whenever and wherever you choose. However, two spe- customized with the following enhancements and limitations:
cial variations can be applied to the super-advantage to produce Special Enhancement: Absorptive Change. Normally, unless
the other major types of transformation: the were- form is very anthropomorphic, a were-form cannot wear
Variation: Cyclic Change. The were must change on a cyclic a human-form's clothing. This means that clothing and equip-
basis, and cannot change at any other time. This is a regular, ment must be removed before a change, or be destroyed by the
predictable change that can be anticipated and even scheduled, change and the were-form's subsequent struggle to free itself.
but once defined at the time of character creation, it will never Even if the clothing isn't destroyed (a very tiny were form might
change and can never be avoided. The classic example of a Cyclic just walk out of the undamaged clothing), it will probably have to
Change is the were who transforms at the full moon. If a Cyclic be abandoned or hidden after the change. Changing in armor or
Change is the only way a were can change, it is a -5-point dis- very tough clothing can be harmful, or even fatal (the exact extent
count to the cost of Were Form, for a cost of 5 points per form. If of the damage taken, if any, must be determined by the GM based
the were is Cyclic and can change at will as well, there is no on the strength of the armor and the size and form of the were
discount. A Cyclic Change is defined by how often the change involved).
occurs and how long it lasts. A change duration cannot be longer This enhancement allows the clothing and equipment of a
than the frequency with which it occurs; you cannot have a were to be absorbed by the new form during a shapechange. Thus
weekly change that lasts a month! Also, the combination must the clothing worn by a human form at the time of the change
always leave some time for the were to be in his human form - would simply vanish when the were-form manifested, and would
usually, the time in human form will be at least equal to, if not return intact and in place when the human form returns. +10% for
more than, the time spent in the were-form. No Encumbrance, +20% for Light, +50% for Medium, or +100%
Examples: Geoff Moonrunner is a werewolf who changes for Heavy.
only on the night of the full moon. Because his change is cyclic This enhancement covers only the change from human- to
and he has no control over his transformation at other times, he were-form. If you want it to apply to changes both ways, double
pays only 5 points for Were Form. Nag is a weresnake who can the cost.
transform at will, but must also change on the night of the full Note that items absorbed in an Absorptive Change are com-
moon. Because he has both a Cyclic Change and voluntary pletely inaccessible until the were changes back to the form
change, his Were Form costs a full 10 points. which was originally carrying them. If the were-form is killed, all
Variation: Triggered Change. Although the were normally absorbed items will reappear around the corpse.
may change at will, he must change form when exposed to some Special Enhancement: Active Change. The were can remain
environmental condition. Once in the other form, the were will active during his change. At the +10% level the were can move
remain transformed until the trigger condition is removed or ex- and react to his surroundings, but he cannot run, fight, cast spells
posed to the trigger again (player's choice). This is a -5-point or use any mental or physical skill. The were may roll to dodge
discount to the cost of Were Form. If the were can change only while changing, but the dodge will succeed only on a natural roll
when triggered, and has no control over his transformation other- of 3 or 4. At the+20% level the were can use any skills or abilities
wise, this is actually the Unpredictable Change disadvantage possessed by both forms. Thus a were with this advantage could
(below). You may have more than one trigger condition, but you always run or fight hand to hand, but could not cast a spell unless
can receive only a maximum of -10 points for them, no matter both forms possessed magery and knew the spell in question. The
how many you define. Exception: A were can have different trig- point at which, for instance, the were's ST and Claws come into
gers for different forms. As long as at least one form has the

-93- Were-Creatures
play for damage purposes, or the character changes from his Unpredictable Change variable
were-form's to his human-form's speed is determined by the GM. This is a superset of the Uncontrolled Change super-disadvan-
The GM may simply rule that the least favorable value will be tage from GURPS Supers. You have another form, built on its
used until the change is complete. Likewise, if the two forms own character sheet. However, you have no control over your
have different personalities, the GM will have to determine which change to this form, and you have no way to predict when it win
personality controls the body during: the change. happen! You are usually in your "normal" form. When you are
Special Limitation: Fatiguing Change. The character finds the exposed to a trigger condition, you will change into your alter-
change physically exhausting. He loses 1d fatigue per level each nate form. The default trigger is stress (physical danger, a failed
time he changes, which must be regained through rest. The Fright Check, etc.), but other conditions can be used, like the
change cannot reduce the character's fatigue below 0. The maxi- scent of a particular plant or exposure to a certain chemical. Trig-
mum number of levels in this advantage cannot exceed ¼ the ST ger conditions that are cyclic in nature (like a full moon) are not
of the were's weaker form. -10% per level. an Unpredictable Change; because of their predictability, they are
Special limitation: Location Bond. The were can only change considered an advantage - see Were Form, p. 93.
form within a certain geographical area. The location can be of The value of this disadvantage depends on the general reaction
any size, (though a minimum radius of 1 mile is suggested), but if modifier of the form you change into. It is -10 points, plus -10
the area is so large that the action will rarely if ever move outside points for each -1 of general reaction penalty to the new form.
of it (GM's option) this is not a meaningful limitation, and is not Thus, if your were-form is of innocuous or attractive appearance
worth points. (For a variation on this theme, see Item-Based (a dog, a swan), mis is a -10 point disadvantage due to the incon-
Weredom and the Fixed Location limitation on p. 92.) -10%. venience. If the form is horrible enough to earn a -4 reaction (a
Special Limitation: Painful Change. The were finds the ravening man-beast or a vicious natural predator), Uncontrolled
change physically excruciating. He takes fatigue damage as Fa- Change is worth -50 points!
tiguing Change, above (1d - additional levels of Fatigue can be
bought as above), and is additionally men-
tally stunned for 2d rounds following the
change. Also, he must make two Will rolls
(one based on the Will of each form) to avoid
crying out in pain. A character who suffers
from a Painful Change may need to make a
Will Roll to change in a non-emergency situ-
ation, and characters with Cowardice or Low
Pain Threshold will have to make a Will Roll
at -5 to change at all. -30%.
Special Limitation: Slow Change. De-
pending on how fast a PC can switch between
forms, special limitations apply. If it takes
less than 1 minute to switch, there is no point
break. If it takes 1d minutes to switch, this is
a -20% limitation; 1d hours brings a -40%
limitation. If the GM prefers not to have vari-
able switching times, anything from 1 minute
to 59 minutes is worth -20%; 1 hour or more
is worth-40%.
Shared Points: The above examples as-
sume that you wish to have several separate,
unique forms. However, some weres may
share IQ and other attributes, advantages, and
even skills among their forms. This limits the
variety of abilities that a were may have, so it
allows a point break.
You may declare a certain number of
points to be "shared." For example, all your
forms have IQ 11 (10 points) and 8 points in
the Tracking skill (total 18 points). In a 100-
point campaign, this leaves you with 82
points. These 82 points can then be divided
among your Were Form - but all of the forms
would start with IQ 11 and 8 points in Track-
ing before any of the 82 points were spent.
This is cheaper than buying those abilities
separately for each form.
You may declare a maximum of 20% of
your available point total as shared points.
This is your final character point total; in
most games, 100 points, with up to 20 points
shareable.

Were-Creatures -94-
If the Bigger condition you have selected is rare (gamma radi- when this advantage is taken in conjunction with the Reciprocal
ation, the scent of roses, bazouki music), this disadvantage is Rest advantage (p. 95).
worth only ¼ value. If the trigger is infrequent (microwave radi-
ation, temperature below freezing), it is worth ½ value. If the Reciprocal Rest 15 points
trigger is occasional (seawater, cigarette smoke, moonlight), it is Normally, a were needs approximately 8 hours of physical rest
worth ¾ value. Common conditions (sunlight, darkness, stress in every 24 hours, just like a normal character. This rest can come
most RPG settings) are full value. while in either form (or both forms) but cannot be ignored for
Note that the "uncontrolled" aspect of Unpredictable Change long.
is not whether or not you can avoid the triggering condition. (If With this advantage, the dormant form is considered to be
the trigger can be avoided, it simply becomes a lower level of resting while the other form is active. A were with this advantage
frequency.) "Uncontrolled" means that you have no ability to who spent at least 8 hours per day in each form would never need
predict when you will change, short of seeking out the trigger to sleep.
condition. You also normally have no choice in the matter of If taken in conjunction with the Non-Reciprocal Damage ad-
changing once triggered - you have to change. If you are allowed vantage, this advantage allows both forms to heal at a normal rate
a Will roll to attempt to resist the change, halve the value of the (see p. 95).
disadvantage. While this can be used to a character's advantage, This advantage does not preclude the dormant form being
the GM should make a point of emphasizing the inconvenience aware of, and remembering, the active form's actions.
the character must suffer by transforming at inopportune times.
Example: Melwas the merman transforms into a handsome Infectious Attack -5 points
human whenever the planet Venus is high in the sky. His people Anyone injured by a were in weaponless combat may himself
are not astronomers, and he has no idea what causes his change. become a were, if he survives the encounter. This is considered a
The GM rules that this is an Occasional condition. His human disadvantage, because of the chance that the were might make an
form being good-looking, this makes the value of the Uncon- enemy who survives an encounter into a stronger were-enemy. At
trolled Change -10 x ¾ =-7.5, which rounds to -8 points. the same time, the were might accidentally maim or kill any ally
Special Note: Almost all the enhancements and limitations whom he wants to make into a lycanthrope.
listed under Were Form (p. 93) can be applied to Unpredictable Whenever someone is injured by a were, he must roll 3d vs.
Change. Note, however, that they are applied in the opposite the number of hits of damage involved. If the roll is less than the
manner to a disadvantage: Enhancements reduce the point value, amount of damage, he becomes a were himself after 2d days, or
making it less of a disadvantage, while limitations increase it, at the next appropriate change time, whichever is later. (Rolls of
making it worse. Of the modifiers to Were Form, triggered 3 or 4 always result in a were.)
Change cannot be taken with Unpredictable Change. A victim rolls once and only once per were per day to see if he
acquires lycanthropy. Example: Sir Rolf encounters a werewolf
Change-Related Advantages and Disadvantages twice on Monday, taking 3 points damage in the first encounter,
Lycanthropic Dominance 35 points and 5 more in the second. For that day he rolls 3d once, and
This is an advantageous form of the Infectious Attack disad- becomes a were if the roll is 8 or less. On Tuesday he finally
vantage (see p. 95). The were spreads his lycanthropy as per the comers and kills the were, but takes an additional three points of
Infectious Attack rules, but he keeps absolute command of all the damage, and he must roll again for that day, changing on a 3 or 4.
weres he creates, and all the weres they create. Subordinant weres If Sir Rolf had encountered two different weres on Monday, tak-
all take the Slave Mentality disadvantage (see p. 109). This dom- ing 3 points from one and 5 from the other, he would roll twice,
inance persists as long as the dominant were lives. When the becoming a were on a 3-4 on one roll, or on a 3-5 on the other.
dominant were dies, the weres he created directly become domi- The newly-created were will be substantially similar to the
nant, with control over any weres they have created, or will create were that infected him - same type of creature, same general
in the future. powers. The GM determines the final were-form, and can adjust
When a PC were changes from subordinate to dominant, he it slightly to fit the character. A very strong human would proba-
must use earned character points to "buy off" Slave Mentality bly produce a stronger-than-average were, and so on.
and purchase this advantage. The change takes place immediately When a PC is infected by lycanthropy, it will usually be taken
upon the death of the dominant were, but all subsequent earned as the Unpredictable Change disadvantage (see p. 94), though
experience must go to paying off the character point "debt" there are exceptions (see below). If a PC acquires lycanthropy as
thereby created, until it is paid in full. a side affect of combat, it is recommended that the GM not re-
quire the Unpredictable Change be "bought off" with earned
Non-Reciprocal Damage 30 points character points to be removed. However, some sort of quest or
Damage taken in one form does not affect the other form. adventure should be required before the curse is lifted. If the PC
Thus, if a were with this advantage is stabbed for 5 points of wants to stay a were, he must devote all subsequent earned expe-
damage in his human form, and changes that evening, his were- rience points to paying for the cost of the were-form (and the
form will be at full hit points. The damage will return when the Were Form advantage, if it applies).
were changes back. Deliberate Infection: A PC may make a deal with an infec-
The drawback to this is that the were only heals when in the tious were to deliberately try to infect the PC with lycanthropy.
wounded form, so a were who spent 50% of his tune in each form Again, once he becomes a were, the PC may not spend earned
experience points on anything else, until the cost of the were-form
would effectively heal twice as slowly. There are two exceptions is completely paid off.
to this: weres with Unpredictable Change may heal the dormant If the GM wishes to discourage this, it is recommended that he
form at a rate equal to 1/5 normal - thus a severely wounded roll all the damage against the target character in secret, giving
were-form that manifests only during the three nights of the full the were and his target only a general idea of how badly the target
moon would get the equivalent of approximately 5 days absolute character is wounded, until that day's roll is made.
test for healing purposes between moons. The other exception is

-95- Were-Creatures
A were who is intelligent, and is not Berserk or Bestial, may always do full damage, plus the indicated bonus from the critical
try to limit the damage he does, counting on the probability that hit table. The Crippling Injuries rules from p. B127 should also be
the target will roll a 3 or 4 eventually. This requires a roll vs. DX. invoked unmercifully, if applicable.
If the roll is made, the attack does only 1-3 points damage. If it The Change Trauma rules (p. 84) may also be invoked to
fails, however, the attack does full damage. In either case, the GM discourage casual spreading of Lycanthropy.
should roll to see if the attack is a critical hit. A critical hit will

Advantages:
In general, any of the advantages in the Basic Set are available Illiteracy is taken as a disadvantage. However, were-forms with
to were-forms. Certain intellectual and social advantages will be an IQ of 7 or less may never be literate.
inappropriate to were-forms under most circumstances; examples An ordinary beast can never be literate.
include Mathematical Ability, Status and Eidetic Memory. Such
advantages will be very rarely encountered in were-forms, and Longevity see p. B21
when they are present, they will be "carried over" from the If the human form of the were has Longevity, the were-form
were's human form (see below). must purchase it as well. If the human form has a normal life
expectancy, the were-form is assumed to have a human-normal
The Rule of 12 lifespan, even when the animal template is quite short-lived. Note
Many weres, like their natural counterparts in the wild, have that the official cost of the Longevity advantage is now 5 points
"animal instincts." Consequently, certain advantages which re- in all backgrounds.
quire an IQ roll will often work more efficiently than the were's
IQ might suggest. In game terms this means that for certain ad- Magical Aptitude see p. B21
vantages where an IQ roll is required, weres with an IQ of less According to most sources, a mage afflicted with lycanthropy
than 12 may roll as though their IQ is 12. loses spellcasting ability. But this prohibition is not cast in stone!
Advantages where the rule of 12 applies include Animal Em- Even in worlds where spellcasting weres are theoretically possi-
pathy (see below) and Danger Sense. Also, all sense rolls for ble, however, the GM may want to apply an Unusual Background
weres begin at 12, before any levels of acute senses or Alertness charge to them. It is also suggested that weres with the No Fine
are applied. The Rule of 12 may be invoked whenever the GM Manipulators or Mute disadvantages only be allowed to cast
feels that the animal instincts of the were would be as good as (or spells known at level 15 or better, and weres with both disadvan-
better than) human intelligence. tages only be allowed to cast spells known at level 18 or better
It is important to remember that the Rule of 12 does not allow (see p.B148).
the were to roll against 12 for all IQ rolls - merely those where It is strongly recommended that weres with ST significantly
animal instincts would be useful, as decided by the GM. The Rule higher than human average (15+) not be allowed to cast spells at
of 12 will in no way affect a were's chances to repair a car or all, as their high fatigue scores would make them far too power-
understand a philosophical theory. ful. If such characters are allowed to cast spells, a very high (25+
points) Unusual Background is called for.
Acute Hearing, Acute Taste & Smell,
Acute Vision, Alertness see p. B19 Psionics see p. BUS
The minimum base roll for all these advantages is 12, regard- As with Magical Aptitude, above, most weres will not keep
less of the were-form's actual IQ. See The Rule of 12, above. their human-form's psionic abilities Of any) to were-form. The
GM may wish to demand an Unusual Background for a character
Animal Empathy see p. B19 with a psionic were-form. Despite this, a. psionic were (see p. 83)
In nonsentient weres this advantage becomes "hunter's empa- whose other psionic talents only manifest in were-form might be
thy." The were can, on a 12 or less (see The Rule of 12, above) an interesting character, in a campaign of high enough level.
sense when creatures are about to bolt, or when they are angry
and about to strike. A domesticated were might be able to use this Toughness
ability to control large groups of herd animals, in the fashion of a See Damage Resistance, p. 103, and Passive Defense, p. 105.
sheep dog or a well-trained cow-horse.
Unusual Background see p. B23
Combat Reflexes p. B20 In many campaigns, being a were at all will require an Un-
Most animals have Combat Reflexes. usual Background. In others the GM may allow an Unusual
Background for a were significantly different from the campaign
Literacy see p. B21 norm (see Magical Aptitude and Psionics, above). The cost of the
A super-beast or beast-man is normally literate if his human Unusual Background can vary widely, depending on the cam-
form is literate, whether they share a personality or not - unless paign and the nature of the design. The point cost is paid by the
basic (human) character - it is not part of the were-form.

Disadvantages:
Many "regular" disadvantages can be taken as a property of Addiction see p. B30
the were-form only. A few worthy of special mention: A were might become addicted to a drug which caused (or
prevented!) the change.

Were-Creatures -96-
A were might also become "addicted" to the change itself, Lecherousness see p. B34
suffering damage when he went too long without changing. This When possessed by the weres-form, this could be either of two
can also be treated as a Dependency-see p. 108. possible behaviors: first, the were-form has a strong physical
desire for the opposite sex of the same animal template as the
Combat Paralysis see p. B32 were. If the human and the were-form share the same mind, the
At first glance, this may seem a silly disadvantage for a were- were will pursue and enjoy his liaisons when in were-form, but
creature. But this type of behavior is very common in nature; may feel quite differently about it when human!
rabbits and many other such animals are neurologically pro- The second option is classically cinematic: the were-form, no
grammed to freeze when threatened. A cowardly were can be matter what its animal template, has an inordinate fondness for
interesting! And this would be totally appropriate fix a creature attractive humans of the opposite sex.
like a were-rabbit.
Mute see p. B29
Compulsive Behavior see p.B32 All animal were-forms must take this -25-point disadvantage.
Morally Opposed: A were-form which does not share the They are effectively mute, in that they cannot talk - of course,
human form's mind may have a Compulsive Behavior to act in a they can make whatever sounds are normal to the creature. Beast-
manner opposite to the human form's moral and ethical leanings. man and super-beast forms do not have to take this disadvantage.
This is best suited to characters with Unpredictable Change or
any type of weredom that is defined as a "curse." Note that a creature of animal intelligence cannot get around
If a were-form possesses any kind of Compulsive Behavior, it its muteness by notes or sign language - but an intelligent crea-
must be indulged at least once each time the were-form mani- ture can!
fests
Odious Personal Habit see p.B26
Delusions see p. B32 In most game worlds, "Eats Humans" is a 15-point Odious
One obvious delusion is "I am not a were-creature." Possibly Personal Habit Note that if all weres are thought to eat humans,
even more entertaining is the character who believes he is a were, that's a Reputation.
and fabricates evidence to support his delusion. And of course,
the were in an otherwise mundane setting will have a delusion in One Arm or One Leg see p.B29
the eyes of others - which he must take as a disadvantage - if he For were-forms which normally have two arms and two legs,
is aware of his state and attempts to discuss it with others. these disadvantages are treated normally.
One Ann is meaningless in a quadruped, and for simplicity
Duty see p.39 may be ignored in multi-armed races.
A character who is a were due to his religious or cultural One Leg would be silly for a creature which normally has
heritage (see p. 83) may have a Duty to behave in a way accept- more than two legs. Treat mis disadvantage as "One Leg Miss-
able to his religion or culture. Violation of this Duty may result in ing." It may be taken asa-10-point disadvantage; see the Legs, p.
the reduction or elimination of the character's accessibility to his 100, for the effect of the loss of a leg on weres with four or more.
were-form.
Reputation see p. B17
Dwarfism Perhaps the most common were disadvantage of all. This de-
See Inconvenient Size (p. 108). pends entirely on the campaign, but in most worlds, weres will be
bogeymen, and will always get a bad reaction.
Enemies see p. B39
A were would be all too likely to have special enemies... Split Personality see p.B37
police, monster-hunters or rival weres. This disadvantage will be very common among weres (though
not required - the assumption is that a were keeps the same
Gigantism personality in both forms). This advantage is appropriate at the
See Inconvenient Size (p. 108). 10-point level where there are some significant differences in the
behavior of the two forms, but the two personalities are aware of
Illiteracy see p. B33 each other, and each has access to vague memories of the other's
All beast were-forms are illiterate. Super-beast forms with actions.
human intelligence, and all beast-man forms, are assumed to be At the 15-point level, it means that the two personalities are
literate if the human form was literate. completely separate individuals and are also mutually amnesiac.
However, some beast-man weres could be wholly incapable of (A human unaware of his were nature may have disturbing
comprehending written symbols. The GM might be tempted to dreams - or what he thinks are disturbing dreams - of being an
increase the value of such a handicap in a high-tech campaign. animal.)
Remember, though, that in such a campaign, audio tapes or sim- All forms must have this disadvantage. Usually, it must be
ilar translations will be readily available for most data and com- taken at the same level by each form, but it is possible for one
form to be more aware of the other man that one is of the first
munications. How the personalities interact is up to the player. They are not
required to be at odds, spoiling each other's plans and leading
Kleptomania see p. B34 each other into trouble, although this is in keeping with many folk
This tendency is found in animals like the jackdaw and the and cinematic traditions. (If this is desired, see Compulsive Be-
pack rat havior: Morally Opposed, p. 97.) Even at the 15-point level, the
personalities can be generally non-antagonistic to the goals and
desires of each other. The interaction of a were's personalities is

-97- Were-Creatures
ultimately a roleplaying challenge, based on the traits selected for effort GMs may therefore choose to restrict this disadvantage to
each form during character creation. characters with an IQ lower than 9.
Optional Rule-Duelling Personalities: Weres with Split Per- A Bestial character cannot normally take an Odious Personal
sonality at the 15-point level will sometimes find their forms at Habit for beast-like behavior - that's included in the cost of Bes-
odds about the proper course of action. For instance, the human tial. However, if the Bestial behavior is extremely repugnant to
half of the were might want to run into the burning barn to save humans - the equivalent of a 15-point Odious Personal Habit -
the trapped child, while the animal half wants to get as far from the GM can allow this disadvantage to be worth -15 points. OPHs
the fire as he can, as quickly as possible. unrelated to beast-like behavior (including "eats humans") can
Hie GM may, in such cases, allow the two personalities to be bought normally.
"fight it out" for control of the character's action. This is a spe-
cial effect of the Split Personality disadvantage, and is worth no Secret variable
extra character points. This rule is optional - the GM may rule A Secret is some aspect of your life (or your past) that you
that the character's actions are controlled by the personality of must keep hidden. If it is made public, the information could
whichever form is manifested at the time, and the other personal- barm your reputation, ruin your career, wreck your friendships
ity can take no action whatsoever until the next change allows it and possibly even threaten your life! By far the most common
to manifest. This option is most suitable for a player who feels he Secret among weres is the mere fact of their lycanthropy.
is up to the considerable roleplaying challenge. The point value of a Secret depends on the consequences of its
Such a battle for dominance is a Quick Contest of Wills. The revelation. Lycanthropy can fall into any of these categories, de-
were-form may use the Rule of 12 (p. 96) if applicable (the pending on the prejudices of the surrounding culture and the
Strong Will advantage will only add to the were's real IQ, not to destructive potential of the were-form. The worse the results, the
12). The dormant form is always at a -3 in these contests. If the higher the value, as follows:
were's change is voluntary, or a trigger condition (see p. 86) is Serious Embarrassment: If this information gets around, you
present, and the dormant form's personality wins the contest, it can forget about ever getting a promotion, getting elected or mar-
will immediately trigger a change. Otherwise, the winning per- rying well. Alternatively, your Secret could be one that will sim-
sonality gets control of the current form. The dormant form's ply attract unwelcome public attention if it is known. -5 points.
personality may attempt to take control no more than once per Utter Rejection: If your Secret is discovered, your whole life
hour of game time, but the active form's personality may attempt will be changed. Perhaps you would lose your job and be rejected
to reassert control once each minute. by friends and loved ones. Perhaps you will merely be harassed
A clash of wills takes 2d seconds, during which time the char- by admirers, cultists, long-lost relatives or the press. -10 points.
acter stands transfixed, and can take no action whatsoever. If the Imprisonment or Exile: If the authorities uncover your Secret,
were is physically attacked during the contest of wills, the two you'll have to flee, or be imprisoned for a long time (GM's dis-
personalities will break off their fight, and control will automati- cretion). This imprisonment need not involve the penal system -
cally revert to the personality native to the currently manifested a were mat is held in a government research lab for study is just
form. as much a prisoner as one in jail. -20 points.
Possible Death. Your Secret is so terrible that you might be
Stuttering see p. 29 executed by the authorities, lynched by a mob or assassinated by
A beast-man or super-beast form may be able to speak, but it the government if it were ever revealed - you would be hunted.
may not be able to speak well. Use the Stuttering disadvantage to -30 points.
represent speech that is growling or hissing or otherwise unmis- If a Secret is made public, there will be an immediate negative
takably bestial. effect, as described above, ranging from embarrassment to possi-
ble death. You suddenly acquire new, permanent disadvantages
New Disadvantages whose point value equals twice that of the Secret itself! The
points from these new disadvantages go first to buy off the Secret,
Bestial -10 or -15 points and may men (at the GM's option only) be used to buy off other
The were-form thinks and reacts like a wild animal. It retains disadvantages or (rarely) to buy new advantages. Any unused
no concept of human standards of morality or propriety. The were points are lost, and the character's point value is reduced.
has no concept of property. It will fight or flee from those who The new disadvantages acquired must be appropriate to the
frighten or threaten it. A Bestial character cannot take any of the Secret and should be determined (with the GM's assistance)
Social or Artistic Skills in the Basic Set (except Area Knowl- when the character is created. Most Secrets turn into Enemies,
edge), even at default! Bad Reputations and Social Stigmas. They might also reduce
A Bestial character is not necessarily out of control; he simply your Status or Wealth - going from Filthy Rich to merely Very
reacts in a non-human manner. Bestial weres will usually ignore Wealthy is effectively a -10 point disadvantage. Some Secrets
those who leave them alone (unless they're food!), and might could even turn into mental or physical disadvantages, though
even come to display affection for anyone who treats them with this would be rare.
special kindness. While he can't understand property in the Similarly, if the GM allows you to buy off old disadvantages
human sense, a Bestial were might (depending on the animal with the new points, these too must be appropriate to the Secret.
template involved) understand territory, and avoid doing damage The most common disadvantages that could be bought off are
to objects on another's territory. Whether he considers humans as Duties and Dependents.
individuals with territory rights is an open question! A Bestial In general, a Secret is threatened in a particular game session
character might also understand dominance, and respect or even if the GM rolls a 6 or less on three dice before the adventure
obey a human who proved himself stronger than the were. begins. However, as for all other disadvantages of this type, the
This disadvantage is not necessarily tied to a low IQ - but a GM need not feel constrained by the appearance roll - if he thinks
character who is both Bestial and remarkably intelligent would be the Secret should come into play, it does! Secret lycanthropy, of
a roleplaying challenge, requiring a good deal of thought and

Were-Creatures -98-
course, will always be threatened to some extent, each time the bought off. Secrets may be bought off either automatically
were changes. through exposure (see above) or with earned character points
When a Secret appears, it is not necessarily made public. The over the course of play.
character must somehow keep the Secret from being revealed. In the specific case of weres, the GM may rule that all weres
This may require him to cave into blackmail or extortion, to steal of a given type in the campaign must take a Secret, and that the
incriminating evidence, or even to silence the person who knows Secret can never be bought off with earned character points, as
the Secret Regardless of the solution, however, it's only tempo- long as the character remains a were.
rary - the Secret will appear again and again until it is finally

Skills;
Skill use by weres will depend on the type of were-form.
Ordinary beast forms use skills only as animals do (see p. 53).
Super-beasts use skills as animals do, but may also learn new
skills or improve current ones, paying normal point value for
these skills. A super-beast which does not have a Split Personality
will have access to all its human skills while in beast form.
Beast-men usually have access to all their skills of their human
forms, unless they, too, have Split Personalities. Those that do not
will be able to learn and improve skills normally, based on the
attributes of the beast-man form.
The GM may substitute the "Rule of 12" (see p. 96) for IQ
level in certain mental skills, depending on the were's animal
template, substituting 12 for the were's actual IQ in mental skills
for which a natural animal of the same type displays an instinc-
tive talent in. Examples might include Tracking for a werewolf,
Animal Handling for a were-dog, Fishing for a were-bear or
Scrounging for a were-rat. Survival and Camouflage would be
appropriate skills for weres based on most wild species.
However, when using the Rule of 12 for a skill, the were may
not increase the skill beyond 12, except by buying the skill up
from his actual IQ. Thus, a werewolf with IQ 7 could get Track-
ing 12 for 2 points, but to increase his Tracking skill to 13, the
same were would have to spend 12 more points (the cost to raise
the skill from 7 to 12).

New Skills
Flight (Physical/Average) Defaults to DX-4 or DX
This is the ability to use the Winged Flight or Glider skill well,
to allow difficult maneuvers, tight turns, etc. For a naturally
winged creature, the skill defaults to DX, but the skill can still be
improved as a normal Physical/Average skill.

Intimidation (Mental/Average) Defaults to ST-5


or Acting-3 When Intimidation is used against a PC (or, at the GM's op-
This is a social skill, used for persuasion. The essence of In- tion, against an NPC), this can also be rolled as a contest of
timidation is to convince the subject that you are able and willing, Intimidation vs. Will. See Influence Rolls, sidebar, p. B93.
and perhaps eager, to do something awful to him. It's a natural for If the were-form trying Intimidation has the Mute disadvan-
weres, particularly the larger were-forms, who have a devastating tage, it's up to the- player to come up with a way of making his
Intimidation skill just by default. (For weaker weres with a partic- intentions known to the subject
ulary ferocious appearance or reputation - e.g. werewolves - the Modifiers: Up to +2 for displays of strength or bloodthirsti-
GM can invoke the Rule of 12). ness, or +3 for superhuman strength or inhuman bloodmirstiness.
Intimidation may be substituted for a reaction roll in any situ- The human form of a were gets +3 to all Intimidation rolls if the
ation, though it is at a -3 penalty when used in a request for aid. A subject knows he's a were. The GM may give a further +1 bonus
successful Intimidation roll gives a Good (though usually not for witty or frightening dialogue, but should apply a penalty if the
friendly) reaction, A failed roll gives a Bad reaction. On a critical attempt is clumsy or inappropriate. The GM may apply any level
success, the subject must make a Fright Check at -10! of penalty if the PCs are attempting to intimidate someone who
The exact result of a successful roll depends on the target. An just can't be intimidated. For example, other weres will be much
honest citizen will probably cooperate. A low-life may lick your less impressed by lycanthropy man most folk.
boots (paws?), even becoming genuinely loyal. A real tough type Note that Interrogation skill can default to Intimidation-3. It
may not be frightened, but might react well anyway: "You're my will not help you tell a good answer from a bad one, but it may get
kind of scum!" the GM decides, and roleplays it. people to talk.

-99- Were-Creatures
Structural Advantages and Disadvantages
All these advantages and disadvantages apply to were-forms The "default" number of legs is two. A leg is assumed to be able
of any type - beast, super-beast or beast-man. to kick with a range of 1, doing thrust/crushing damage. Each
additional hex of range costs 10 points. Extra damage is pur-
Extra Limbs chased as for Strikers, below. If the legs can't kick for damage,
Certain animal forms will have more limbs man a human reduce the total leg cost by 5 points.
being does. Three or four legs cost 5 points; if the individual loses a leg, it
can continue to move at half speed (round down). Loss of a
second leg causes it to fall.
Arms The cost for five or six legs is 10 points. Each leg lost reduces
Any limb which can be used to manipulate is an arm, regard- speed by 2 until only three legs are left. At that point, speed is
less of where it grows or what it looks like. A normal arm can be only 2. Loss of 1 more leg causes the individual to fall.
used to strike a blow which does thrust-2 damage based on ST. lb The cost for seven or more legs is 15 points. Each leg lost
do extra damage with an arm, see Strikers (p. 100). Weres may reduces speed by 1 until only three legs are left. At that point,
have two arms at no cost Extra arms have a base cost of 10 points speed is only 2. Loss of one more leg causes the individual to fall.
each.
Extra Flexibility Feet Manipulators
Arms may be designed for great flexibility, compared to Any limb which can manipulate should be purchased as an
human arms. An example is an elephant's trunk. Such limbs are arm - the fact that the creature walks on it is merely a special
not necessarily strong or weak; they are not necessarily dexterous effect.
or clumsy. They can, however, configure themselves in ways
human limbs cannot, and they qualify the creature for the Con- Reduced Move see p. 109
striction Attack (below).
The cost is 10 points (for the whole creature) or 5 points (for a Strikers
single limb).
If a limb can strike an aimed blow (rolling vs. DX) but cannot
Longer or Shorter Arms manipulate or be used for walking (a tail, for example), it is a
Arms may be longer or shorter, relative to human arms. For "striker." Strikers cost 5 points apiece. Unmodified strikers do
game purposes, human arms have areach of 1. When ancient/me- thrust/crushing damage, in close combat only (e.g., horns). In-
dieval weapons are used, subtract 1 from any weapon's reach if it creased range costs 5 points per striker per hex.
is held by short arms, and add 1 or more to the reach of a weapon
held by longer arms. Increasing Damage
Shorter arms cost only 5 points per additional arm. These arms To increase the damage done by a striker, arm, or leg, the
have reach 0 (close combat only), and don't have the leverage to Claws advantage (see p. 101) may be added. This may also repre-
use any weapon which must be swung. If all of the were's arms sent fangs, pincers, horns, etc. Note that this advantage only has
are short, it is -2 on any attempt to grapple. If both arms of a to be purchased once - no matter how many limbs it modifies! If
two-armed were are short, that is a -10-point disadvantage. a creature has eight arms, 15 points will buy +2 damage for all the
Longer arms cost +10 per arm for each hex of reach. Each arms. But note that Full Coordination, p. 103, is needed to attack
extra hex of reach also adds +1 to the creature's normal swing with more than one at a time!
damage, and +2 to any attempt to grapple. Note that long arms
can be attacked in other hexes, as though they were long weapons Aiming Strikers
(see p.B110). Some strikers (e.g., tails) cannot be aimed well. If a striker
attacks at a penalty to DX, subtract a point from its cost for every
Close Combat with Extra Arms -1 to DX.
Extra arms give a huge advantage in close combat. The were
cannot punch with more than one arm at a time, unless the Full Hand Disadvantages
Coordination (p. 103) advantage is bought, but it may grapple Bad/Poor Grip -10/-5 points
with all at once. Every extra arm (of regular length or longer), Bad Grip is a -10 point disadvantage. Creatures with Bad Grip
over and above the normal complement of two, gives a +2 on any suffer a 4 penalty when using skills that require a firm grip on an
attempt to grapple or pin. Other limbs do not help. object: this includes Climbing, Acrobatics, catching and most
forms of melee weapon use. Poor Grip is a -5 point disadvantage;
No Physical Attack they suffer a -2 disadvantage as above. The penalty is overall, not
If the arm can manipulate but cannot attack physically (due to per hand.
structure or lack of ST in mat limb), each such arm only costs 5
points. Generally that limb can be used to wield a firearm or No Fine Manipulators -30 points
similar ranged attack, but cannot attack physically. An example The were has nothing more agile man paws or hooves at the
of such a limb might be a monkey's prehensile tail. If these arms end of its limbs. It has nothing that approaches the human hand in
are also short (see above), the cost is only 2 points per arm. terms of manual dexterity. The were cannot use its paws or
hooves to make repairs, tie knots, or even grasp firmly. Note: This
Legs disadvantage qualifies the were to buy the Increased Strength
If a limb cannot manipulate, but can be walked on, it is a leg. advantage (p. 104) at a bargain rate.

Were-Creatures -100-
No Manipulators -50 points One Fine Manipulator -10 points
The were has no limbs. The only way for it to manipulate Most weres have two or more hands/fine manipulators that
objects is to push them around with its body or head. they can use in concert. A were with this disadvantage has only
one. It cannot for instance, repair a device while holding it. An
elephant is an example of a creature with this disadvantage.

Natural Attacks
Weres can have a variety of natural weapons, based upon their Horns varies
animal templates, from simple horns and claws to complex poi- Horns are bought as strikers (p. 100). Cost can vary widely,
sons and even bioelectricity. The more exotic of these can be depending on reach and damage. Horns with a reach of at least 1
found in Special Were Advantages and Disadvantages, pp. 101- hex can be used to parry blows, at half DX. Two examples:
109. Butting horns: 5 points. Blunt, heavy horns used for
thrust/crushing attacks. Often used during charges. Reach 0.
Teeth, Claws and Strikers Long Tusks: 50 points. Found only on human-sized or larger
The rules and costs for strikers (p. 100) can be used to create a weres, these are large, pointed horns mat can do a thrust/impaling
number of different attacks; examples are given below. All the or swing/cutting attack with reach 1.
attacks below are made at DX. An attack may also be bought at
reduced DX -drop its cost by 1 for each-1DX. Teeth 0/5/10 points
Reach: All the attacks below assume a reach of 0 hexes -close Teeth do damage as described on p. B140. Normally, they are
combat only - unless specified otherwise. Increase cost by 5 for good in close combat only.
each additional hex. Blunt teeth (0 points) do crushing damage only. Figure dam-
age using the table on p. B140, but halve actual ST.
Claws 15/40/55 points Sharp Teeth (5 points) do cutting damage based on ST, as on
For 15 points, the were has claws which do an extra +2 dam- p. B140.
age on any hand-to-hand attack (including martial arts, if the Fangs (10 points) like those of the sabertooth tiger, do impal-
were's form is basically human - non-human forms cannot use ing damage based on ST, as on p. B140.
human martial arts).
For 40 points, the claws are 6 to 12 inches long, and do both Smashing Tail varies
thrust/impaling and swing/cutting damage. This is also bought as a striker (p. 100).
For 55 points, the claws do thrust+2/impaling and
swing+2/cutting damage. Spear 30 points
This is like a striker, but usable only against a front hex. Exam-
Constriction Attack see p. 102 ple: a rhinoceros horn, designed to be used in charges. Damage is
thrust +1; reach is 1.

Special Were Advantages and Disadvantages


This section covers special advantages and disadvantages that These rules can produce weres based on any sort of real-world
can be used to provide exotic abilities for super-beast and beast- animal, as well as a multitude of myths, legends and fictional
man weres. Many will only be appropriate for a few type of sources. GMs can also adapt the racial generation system found
weres, but they're included anyway for completeness. After all, in GURPS Fantasy Folk and GURPS Aliens to produce even
what's a were-mole without a super-tunneling ability, or a were- more exotic or alien shapeshifters.
bat without sonar?

Super-Advantages
Many of these advantages were adapted from metahuman in the description. The price for these enhancements and limita-
powers in GURPS Supers - and for simplicity, we are retaining tions is expressed in terms of percentage. For example, a +20%
the name "super-advantage" to designate any special ability enhancement reflects a 20% increase, rounded up, in the cost of
which works automatically but is not available to normal humans. the advantage.
A special ability which requires a skill roll is a "super-power" - All enhancements and limitations are totaled before figuring
see p. 109. cost An advantage with a +50% enhancement and a -30% limita-
The GM who wants still more exotic abilities for his weres tion has a net +20% extra cost. However, no matter what limita-
should check GURPS Supers. It's another excellent source for tions are taken, the cost of an advantage can never be less than
outlandish abilities, though we've included all the most appropri- 25% of its base cost.
ate "super" abilities in the section starting below. Advantages require no training - if you have them, they work,
with no need for a skill roll. However, some advantages (such as
Enhancements and Limitations Regeneration), are available in different forms or "levels," at
An enhancement is something that makes a super-advantage different point costs.
more Useful. A limitation makes it less useful. When an advantage All these advantages are assumed to be switchable - the were
can be enhanced or limited in some special way, this will be noted can turn them on and off at will - but the default condition (while

-101- Were-Creatures
sleeping, unconscious, etc.) is on. The were spends one turn acti- Claws see p. 101
vating the ability, and it is operative at the beginning of the fol-
lowing turn. Any advantage bought with the Instantaneous Clinging 25 points
enhancement (see p. 111) can be switched on without any delay You can walk or crawl up walls or the ceiling. Your Move is
at all. halved while using this advantage. You can stop at any point and
stick to the surface without any fear of falling.
360-Degree Vision 25 points If you are falling and try to grab a wall to keep from hitting the
This advantage is appropriate only for were form of a magi- ground, the GM must decide if it is within reach. If it is, a success-
cal nature, or having monstrous shapes; no "normal" animal has ful DX roll is needed to touch the wall. Once the wall has been
a full 360 degrees of vision. grabbed, a successful ST roll must be made, modified at -1 for
You have a complete 360-degree field of vision. Treat "off- each 5 yards fallen. If the ST roll is failed, 5 yards are subtracted
hand" hexes (typically left) and hack hexes as -2 to hit (because from the distance because of the slowing effect the failed clinging
of the clumsiness of the attack, not because you can't see them). attempt had on the fall.
You suffer no penalties when defending against attacks from the Example: Franz the giant were-roach is knocked off a building
side or rear, and your opponents gain no bonuses when attacking 30 yards high. The GM rules that he will have a chance to grab
from behind. the wall at the 15-yard point. Franz rolls against his DX 14 and
grabs the wall. He would then have to make a ST-3 roll to hold on.
Altered Time Rate varies Special Limitation: You can only cling to one particular sub-
You experience the flow of time at a rate that differs signifi- stance. -30% for common materials like wood, rock, brick or
cantly from the norm. If your rate of time perception is faster than metal. -50% for rare materials such as ice, rubber, etc.
a normal human's, this is an advantage: for 100 points, you expe-
rience time twice as fast as a normal: two seconds are "lived" for Constriction 15/20/25 points
each real second that passes. For each additional second, add 100 This is the ability to wrap around a foe to make a crushing
points. attack. A snakelike body form is necessary. Alternatively, a long
Altered time allows you the luxury of extensive planning even and flexible limb (an elephant's trunk, for instance) could make a
in crisis situations, as everything seems to happen in slow motion. constriction attack if it is twice as long in hexes as the victim's
Any mental skill or perception roll may be attempted at no pen- size in hexes. So to constrict a human - a 1-hex creature - the
alty to additional actions. Exceptions to this are Fast-Talk, Diplo- constrictor or its limb must be at least 2 hexes long.
macy, or any other skill which requires interaction with another Point cost is 15 for a limbless creature, 20 for a one-limbed
person (unless they also have Altered Tune Rate at the same level creature, 25 for a multi-limbed creature which can constrict with
you do!). any limb.
Each level of increased time rate allows you to take one addi- To make a constriction attack, the attacker must first grapple
tional maneuver. Maneuvers that depend on the reaction of an- his foe. Then roll a quick contest of ST. If the victim wins or ties,
other person (Feint, for instance) cannot be taken - others can't no damage is done. If the victim loses, he takes as many points of
react in the short time allowed! damage as he lost by.
Amphibious 10 points Damage Resistance 3 points/level
You function as wen in water as on dry land. You don't need This functions like the Toughness advantage (see p. B23), but
the Swimming skill (p. B49); you automatically swim at your can be purchased in as many levels as desired. This DR will
normal Move rate. This is a prerequisite for the Super Swimming protect against physical and energy attacks, but will not aid ver-
skill (see p. 107). You must still breathe, though! Take the Gills sus mental attacks such as Mind Blow. For most weres, this will
advantage (p. 104) if you want to breathe underwater. be a thick hide, scales, a shell or other natural armor.
Cost of this advantage depends on whether it applies against
Armor varies everything, or only against certain types of attacks.
You have thick hide, scales, a shell or other natural armor. Against Everything: 3 points per level of DR
Depending on the desired effect of the armor, this can be bought Common Attack Type: 2 points per level of DR
as Passive Defense (p. 105), Damage Resistance (p. 103), or a Occasional Attack Type: 1 point per level of DR
combination of the two. Rare Attack Type: ½ point per level of DR
Very Rare Attack Type: ¼ point per level of DR
Brachiator 5 points Examples of Damage types:
You can swing through the branches of trees with great speed Common: Crashing (most bullets, fists, maces, falling safes),
and skill. You get the Acrobatics (DX -2) and Climbing (DX) Cutting/Impaling (knives, swords, arrows, spears), generic En-
skills for free. Brachiating speed begins at half normal move. ergy, generic Psionic, generic Living Things, Metal.
Occasional: Air, Cold/Ice, Fire/Heat, Light, Earth, Electricity,
Breath-Holding 2points/level Matter Control, Sonic, Bullets Only, Magic, Plants.
Each level doubles the length of time that the you can hold Rare: Alteration, Darkness, Vibration, Weather, Radiation,
your breath (see p. B91). This advantage can he combined with Acid, Poison.
the Breath Control skill (p. B48). Very Rare: Mud, Citrus Fruit, Insects, Cheese.

Catfall 10 points Dark Vision 25 points


You subtract 5 yards from a fall automatically (this is consid- You can see in absolute darkness. You suffer no skill penalties
ered an automatic Acrobatics success; don't check again for it). A for darkness, no matter what its origin. Anyone using either this
successful DX roll halves all damage taken from a fell. advantage or Night Vision is color-blind while in darkness.
Special Enhancement: You can see colors in the dark. +20%.

Were-Creatures -102-
were with a Move of 8 buys two levels of Enhanced Move (Run-
Discriminatory Smell 15 points ning). The were can now run at 8+8+8, or 24.
You can differentiate between (and recognize) people, places
and things by their odors. You have a sense of smell far beyond Extra Encumbrance 5 points
the human norm, and can determine distinctive odors for practi- The were can carry more than a human of the same ST could.
cally everything and anything you may encounter. You may Light encumbrance is defined as 5xST, Medium as 10xST, Heavy
memorize an odor by sniffing it for at least one minute and mak- as 20XST and Extra-Heavy as 30xST.
ing a successful IQ roll. If you fail this roll, you may not attempt
to memorize that odor again for at least one full day. Extra Fatigue 3/point
In any situation where you may utilize your sense of smell, Your fatigue is higher than normal for your ST. You can run
you are at +4 (plus any Acute Smell bonuses) to the roll, and farther and fight longer than others, and you have more power
receive +4 to Tracking skill. available for powering magical spells (though note that only in-
Special Enhancement: You can detect a person or animal's telligent were-forms can use magic). Extra fatigue goes into a
emotional state by odor. This effectively gives you the Empathy separate pool that can be used to power super-powers, psionics,
advantage if you can get within 2 hexes of the subject +50%. extra effort or magical spells. This pool recharges at the same rate
Special limitation: One particular substance has a particularly as normal fatigue, but will only begin to regain points if regular
offensive odor to you. If yon encounter it, you must make a HT fatigue (based on ST) has been completely regained first
roll or become temporarily ill, losing 1d from each stat while in
the presence of the odor and for 30 minutes thereafter. This is a Extra Hit Points 5/point
-50% limitation for common substances (pollution, dogs, ciga- You can take more damage than a normal human of your HT.
rette smoke, car exhaust), -20% for occasional (wildflowers, Hit Points are initially equal to HT, so a character with HT 14
cigar smoke), -10% for rare (one particular brand of perfume, a could buy his Hit Point total up to 20 for 30 points. This would be
specific breed of cat). It is a 1-point quirk for something very rare written as HT 14/20. Any roll versus HT, Contests of HT, resist-
(rotten eggs, yak hair). ances, calculation of unconsciousness and survival rolls, and any-
thing else involving HT would be made against his health of 14.
Doesn't Breathe 20 points Only damage is subtracted from 20.
Your body absorbs the oxygen that it needs through osmosis. Example: If a were has HT 14/20, he would have to roll to stay
You can't be strangled, and are immune to most gases (your body alive at -14 HT (and every -5 thereafter) rather than at -20.
won't absorb anything that will hurt it). You will still suffocate in
a vacuum, or anywhere else where there is no oxygen available to Flexibility 15 points
absorb. You can live underwater as long as the water has oxygen You can bend your body in absolutely any direction.It is like
in it (normal Earth bodies of water have plenty of oxygen). You Double-Jointedness (p. B20) only more so; you cannot take both
can use breathing equipment in space, as your lungs are capable this and Double-Jointedness. You get a +5 on any Climbing roll,
of working normally. on any roll to escape from restraints, or on any Mechanic roll.
You cannot stretch or squeeze yourself abnormally, but any part
Doesn't Eat or Drink 10 points of your body can bend any way.
You don't require food to stay alive - your body is powered in
some other manner. This should be consistent with the were's Flight
origin... usually magic or super-science. GURPS uses the term Flight for a super-power involving
flight without wings. The Winged Flight advantage is the version
Doesn't Sleep 20 points which would be appropriate for a were; it is described on p. 108.
You never have to sleep. You can ignore all fatigue losses from See also the Flight skill, p. 99.
missed nights of rest.
Full Coordination 50 points/attack
Enhanced DX Normal cost This is the ability to make more than one physical attack per
All attributes other than ST are bought at normal cost. Any ton, using each limb only once. So, for instance, a were-insect
time an attribute is raised above 20, all default skill rolls are with four arms could buy Full Coordination/1 and make two
figured as if that attribute were 20. This prevents defaults from attacks per turn, FC/2 and make three attacks per turn, or FC/3
becoming unbalancing! and make four attacks per turn, using each arm once.
Note that a two-armed creature could take this advantage, too.
Enhanced HT see Enhanced DX, above It could then attack once each turn with each hand, at no penalty!
and Extra Hit Points, below Physical attacks are limited to punches, kicks or weapon attacks,
not super physical skills.
Enhanced IQ see Enhanced DX, above When someone with Full Coordination makes an All-Out At-
tack, he may take one bonus for each weapon he uses, but all
Enhanced Move 10 points/level bonuses must be the same. You could not, for instance, swing
twice with one weapon while aiming carefully with another! If
Each level of Enhanced Move increases the were's maximum you choose to increase your number of attacks, you get 50% more
speed by the original Move score in one mode of locomotion attacks than normal, rounding down.
(running, swimming, flying, etc.). Move is only increased if the Example: A brawler with two arms and FC/1 who took an
individual is moving along a relatively straight, smooth course. All-out Attack could make three attacks; two normal plus one
Combat Move and Dodge are unaffected, but anyone targeting bonus attack.
the were with a missile or thrown weapon will subtract a speed His mutant cousin, with FC/3 and four arms, could make 2
modifier appropriate to the were's current speed. Example: A additional attacks with an All-out Attack.
-103- Were-Creatures
To aim two weapons at once requires the Independently Fo- Immortality 140 points
cusable Eyes advantage (see p. 104). You'll never die of natural causes and are tough to kill unnat-
urally! This advantage is simply a combination of Instant Regen-
Gills 10 points eration, Immunity to Disease, Immunity to Poison and Unaging.
You have the ability to extract oxygen from water, allowing
you to remain submerged indefinitely in normal water. If there is Immunity to Poison 15 points
no oxygen to extract, you will suffocate like any normal person. You are immune to the effect of any toxins. This doesn't con-
You can't breathe in a swimming pool full of ketchup! fer immunity to a corrosive substance such as hydrochloric acid,
You can still breathe normally out of the water. just to bona fide biological or chemical poisons. If there is a
question, the GM's decision (as always) rules.
Gliding 20 points
This is a limited form of Winged Flight (see p. 108). Gliders Increased Speed 25 points/level
cannot gain altitude while flying, and descend at 1 hex per turn. You can really move! Your basic Speed increases by 1 for each
Enhanced Move does not affect speed, but each time it is bought level, which also raises your Move and your Dodge. This is espe-
it halves the descent rate. cially appropriate for were-jaguars and the like.
Special Enhancement: Gliders can gain altitude by riding
warm air currents, or "thermals" (assuming such currents are Increased Strength 50/level
present!), for +5 points. A normal thermal will raise a glider at 1 The were's strength is doubled. Template ST bonuses are
hex per turn. If thermals are present, a gliding were with this added in before doubling (individual strength adjustments are
advantage can locate them on a successful IQ roll (one attempt added or subtracted from the template's final total). Additional
per minute). levels of this advantage increase the multiple by one each: ie., ST
can be tripled for 100 points, quadrupled for 150 points.
Special limitation: This advantage costs only 30 points/level
when taken in conjunction with the No Fine Manipulators disad-
vantage (the were-type also still gets full point value for the dis-
advantage).
Independently Focusable Eyes 15 points
You can focus in two separate directions, allowing you to aim
two weapons at once if you are ambidextrous, or to take full
advantage of extra limbs. If you have more than two eyes, buy
this advantage again for each additional eye to be focused inde-
pendently. Three separately focusable eyes would be 30 points,
four would be 45, and so on.
Infravision 15 points
Your vision extends into the infrared portion of the spectrum,
allowing you to see varying degrees of heat You can even see in
absolute darkness if the temperature is above 70. No matter what
the temperature, you suffer only a -1 when fighting at night due
to the heat emissions from your opponent (if your foe emits no
heat, standard penalties apply). You are +2 to see any living be-
ings during daylight if you are scanning an area visually.
This advantage will also allow you to follow a heat trail when
tracking. Add +3 to any tracking rolls if the trail is no more than
an hour old. A sudden flash of heat, such as a Fireball, acts as a
Hard to Kill 5 points/level Flash (see p. 60) to anyone with Infravision.
You are incredibly difficult to kill Each level of this advantage
confers a +1 on all HT rolls made for survival. If you miss your Invulnerability variable
normal HT roll, but make it with your Hard to Kill bonus added Your body is completely resistant to damage from some attack
in, you appear dead (a successful Diagnosis roll will reveal signs forms. Knockback would still be caused from physical attacks,
of life), but will come to in the normal 1 hour per point of nega- however. Cost of Invulnerability varies according to how com-
tive HT. mon the attack form is, as follows:
Example: A London werewolf has HT 12 and 4 levels of Hard Any Kinetic Damage: 300 points.
to Kill. He is trapped in an alley and slammed against a wall by a Common: 150 points.
lorry, which does 30 points damage, reducing his HT to - 18. This Occasional: 100 points.
will require him to make 2 HT rolls to stay alive (one at -12, then Rare: 75 points.
one at-17). Very Rare: 50 points.
He rolls an 11 for the first one - no problem, still alive. On the For examples of these categories, see Damage Resistance, p.
second roll, he gets a 14. This is above his regular HT (12), but 103.
below his modified HT (12 + 4 levels of Hard to Kill). He passes Depending on the character conception, an attack against an
out, and is left for dead by his foes. Roughly a day later, he'll Invulnerable subject might bounce away, dissipate harmlessly, or
regain consciousness - still injured, but not dead! pass right through.

Were-Creatures -104-
Special Enhancement: The attack does not cause knockback. your eyes will automatically adjust so mat the maximum time you
+20%. are blinded or stunned from the flash is 2 turns.
Metabolism Control 5 points/level Pressure Support variable
The were can control normally involuntary biological func- For 5 points, the were can stand up to 5 times normal surface
tions such as pulse, blood flow, digestion and respiration. This pressure. For 10 points, it can stand 20 times normal pressure. For
allows the were to enter a deathlike trance; a physician unfamiliar 15 points, it can stand 100 times normal pressure.
with the were's metabolism must win a Quick Contest of Skills This advantage doesn't convey any combat advantage unless
(Physician -2 versus HT) to realize the were isn't dead. While in the were is being attacked by a direct manipulation of barometric
this state the were is unaware of its surroundings. The were may pressure.
set a mental "alarm clock" that will awaken it after a certain
amount of time has passed. It will automatically awaken if it takes Recovery 10 points
any damage. This advantage is particularly appropriate when the You recover from unconsciousness very quickly. Instead of
animal template is a hibernating species. staying unconscious for hours, your recovery time is measured in
Each level of Metabolism Control reduces by 10% the amount minutes (see p. B129). In any situation where unconsciousness
of oxygen it normally needs to stay alive. Each level doubles the was measured in minutes, you reduce it to seconds.
amount of time it can safely go without food or water.
Reduced Sleep 10 points
Nictating Membrane 10 points/level Your body operates efficiently without much sleep. All fatigue
Your eyeballs are covered by a transparent lens. This allows losses from missed sleep (see sidebar, p. B134) accumulate
you to see normally under water, and will help protect your eyes weekly rather than daily - so one week without sleep costs you 5
from sand, Mace and so on. Any time you are hit in the eyes with fatigue rather than 35.
a gaseous or liquid attack the lens provides your eyes, only, PD 2,
DR1 per level (maximum PD 6). The lens also adds +3 per level Regeneration 10/25/50/100 points
to all HT rolls concerned with eye damage, and can be opened You recover from damage much faster than normal creatures.
and closed just like an eyelid. This does not allow you to regrow lost limbs (but see Regrowth,
below). You automatically have the Rapid Healing advantage (p.
Passive Defense 25 points/level up to 6 B22) at no extra cost. If bought for a gadget, either the gadget is
For whatever reason, it is much harder for attacks to hit you. self-repairing, or it heals the user. To do both, it must be bought
Each level adds 1 to your PD, up to PD 6. Your own PD does not twice. Cost of this advantage depends on the speed of the regen-
add to the PD of any armor you wear, take the PD of the outer eration:
layer. Slaw Regeneration: You recover 1 HT (or Hit Point) every 12
hours, in addition to normal healing. 10 points.
Penetrating Call 5 points Regular Regeneration: You recover 1 HT (or Hit Point) per
The were can produce a loud and distinctive call like a lion's hour. 25 points.
roar or a wolf's howl. This call can be used to command attention Fast Regeneration: You recover from injury almost immedi-
or signal from a distance. A penetrating call can be heard for at ately, regaining 1 HT per minute. 50 points.
least 1d miles on a quiet night. Instant Regeneration; You heal almost as quickly as you are
In addition, if the were sounds its call within 30 hexes of an damaged, at the rate of 1 HT per turn. 100 points.
anyone who is unaware of the were's presence, the listener must
make a Fright Check. This is non-magical fright, and may have Regrowth 40 points
no effect whatsoever on characters with little or no fear of wild You can regrow lost limbs! A lost ear, finger or toe will regrow
animals (GM's option). in 1d weeks, a lost hand or foot in 1d+1 months, and a lost eye,
Modifiers to Fright Check: -1 at night, -1 if the area is very arm or leg in 2d+2 months.
quiet (GM's option), -1 if the area is physically isolated (GM's
option), -2 if the listener is (or believes himself to be) alone, -2 if Resurrection 150 points
the were is within 10 hexes of the individual, or -5 if it is within You can die, but you get better. Any time yon succumb to
one hex of the individual. wounds, poison, or any other means of death other than old age
(which is permanent), you will come back to fife. Starting one
Perfect Balance 15 points hour after your death, you will begin regaining HT at your usual
You have no problem keeping your footing, no matter how rate - normally 1/day, although Regeneration (above) speeds this
narrow the walking surface, under normal conditions. You can up. Even if you have been hacked to pieces, those pieces will
walk on tightropes, ledges, tree limbs or anything else without slither together and rejoin. If any parts were destroyed, they will
having to make a DX roll. If the surface is wet, slippery or other- regrow spontaneously (heads and brains come back with full
wise unstable, you get +6 on all rolls to keep your feet. In combat memories and personality). You will remain unconscious until
you receive a +4 to your DX on any rolls to keep your feet or you regain your full HT. Players should feel free to alter the
avoid being knocked down. This advantage adds +1 to your Pilot- special effects of this advantage (e.g., instead of slithering back
ing and Acrobatics skills. together, your body parts teleport to each other, or are re-created
by cloning) as long as the basic time doesn't change.
Polarized Eyes 5 points If parts of you are kept separate, they do not grow multiple
Your eyes adjust instantaneously to changing fight conditions. copies! Instead, the largest existing piece becomes you, while the
If you have Dark or Night Vision, you can instantly adjust from rest melt into goo.
bright light to darkness. If you are caught in a bright flash of light,

-105- Were-Creatures
If your entile body is destroyed (disintegrated, engulfed in a "jammed" or fooled by very loud noise, but not otherwise. It is
nova, etc.), triple the time required to heal, as widely-scattered color blind, but can "see" the interiors of living things and other
atoms drift together. objects of equivalent density. Effective range is typically a few
Each time you die, yon lose 25 character points! Yon may take hundred yards.
these off of anything you wish. If your point total is brought down As a were's sole form of vision, this is worth no points. As an
to 0, you die permanently! adjunct to another form of vision, it is worth 25 points.
Special Limitation: One class of damage - poison, wood,
metal, etc. - prevents resurrection for as long as the damaging Speak with Animals 15 points
substance remains in the body. -10% for rare or very rare materi- This allows you to carry on a conversation with any land ani-
als (uranium, diamond), -30% for occasional or common sub- mal (including birds, reptiles, and insects). How much informa-
stances (wood, metal) or substances that are difficult to remove tion you can gain from an animal depends on its IQ and reaction
(poison, radiation). roll, and the GM. Add +2 to the reaction roll if you're offering
Special limitation: One class of damage - acid, tire, etc. - food while you're talking. In general, insects and other small
causes damage which cannot be completely healed by Resurrec- creatures won't be able to do much more than convey emotions
tion, and which must be healed by medical, magical or psionic such as hunger and fear, while animals like chimpanzees or cats
efforts. A person with this limitation comes back from the dead in could have a reasonably intelligent discussion. It takes one min-
a coma with their HT equal to what it was when they died (or ute to ask one question and get the answer-assuming the animal
-HTx5, whichever is greater). -10% for a rare or very rare attack decides to speak to you. The GM may require a reaction roll!
form, -20% for occasional forms, -30% for common forms. Special Limitation: Only one kind of animal. -20% for one
Special limitation: If you are killed by a blow from a sub- type (e.g., only mammals, or only birds), -30% for one family
stance you have a Vulnerability to, you die permanently! This is (e.g., the feline family), -50% for one species (e.g. house cats
worth -5% on a rare or very rare form, -15% for occasional, and only).
-25% for common.
Special Limitation: Reincarnation. You are reborn into a new Speak with Fish 10 points
body with new abilities and super skills - but you always retain Works just like Speak with Animals, but only on aquatic crea-
the Resurrection advantage. Your attributes may also change. tures. This includes whales, dolphins, squid, frogs, lobsters and
(The GM creates the new form, or may allow the player to do so.) other creatures that live in the water.
-20%.
Super Climbing 3 points/level
Secret Communication 20 points Each level of Super Climbing adds 1 to a were's Move when
All members of this type or race of weres have a method of climbing. This can he combined with the Clinging advantage (p.
communication that cannot be perceived by other weres - telepa- 38).
thy on a weird band, ultrasonic speech, extra-dimensionally
transmitted radio, or just were-specific empathy. Super Flight 20 points/level
The GM may allow a non-were to buy the ability to compre-
hend the "private" speech of weres as an advantage. Cost would Each level of Super Flight doubles your speed when you are
depend on the importance of that advantage to the campaign. flying, just as Super Running increases running speed. See p.
Special Enhancement: Other creatures cannot even perceive B139 for the effects of flight in combat.
when communication is going on. +40%.
Special Limitation: Only general concepts and emotions can Super Jump 10 points/level
be sent-50%. Each level of Super Jump doubles the distance you can leap.
Additionally, if you fall a distance less than or equal to your
See Invisible 25 points maximum high jump (p. B88), you take no damage. This can be
The were can see objects or individuals that are normally in- increased by 5 yards with a successful Acrobatics roll (p. B131).
visible. Your Move during a super jump is equal to 20% of your max-
imum normal long-jump, with a minimum of 10 yards. Thus,
Sensitive Touch 10 points your maximum normal jump never takes over 5 turns. If your
maximum jump is 100 yards, your Move is 20 in any jump.
The were's fingertips (or equivalent organs) are extremely You can jump at a foe in order to slam him, figure the slam at
sensitive. For instance, it can, by touch, notice, residual heat in a your maximum jump speed! You don't need to make a separate
chair, faint vibrations in the floor as someone approaches, simi- roll to jump accurately.
larities or differences between two pieces of fabric, etc. The were
must roll his IQ to use this advantage successfully (note: low IQs Super Running 20 points/level
do not default to 12 when using this advantage).
Each level of Super Running doubles your Move when you are
Silence 5 points/level running in a relatively straight line. Your combat Move and
Dodge are unaffected, but anyone targeting you with a missile or
You can move and breathe noiselessly, giving you an addi- thrown weapon will subtract a speed modifier from his skill roll
tional +2 per level to your Stealth skill if yon are perfectly mo- if you are running! Figure turing radius as for Flight (see side-
tionless, or a +1 if you are moving (even in armor, etc.). These bar, p. 59). In many cases it will be best to stop running for a turn,
bonuses help you only in the dark, or against someone who is change directions, and start running again!
listening rather than depending on sight! Example: A character with a Move of 8 buys 4 levels of Super
Running, which costs 80 points. He can now run at 8x(2x2x2x2)
Sonar Vision 0/25 points = 128 yards per second (288 mph)!
The were can "see" by emitting sound waves which bounce
off the surroundings. No light is required. Sonar can be

Were-Creatures -106-
Super Swimming 10 points/level protect against corrosive venom for a number of turns equal to
Prerequisite: Amphibious (p. 36) DR. There is no HT roll to resist a corrosive venom.
Every level of Super Swimming doubles your swimming Poisonous venoms work more slowly. They do 1d damage per
speed, just as Super Flight increases your flying speed. level when delivered, but may continue to affect the victim for
several hours. Every hour after the poison is delivered, the victim
Telescopic Vision 6 points/level makes a roll against HT minus the number of levels of the poison.
The were can "zoom in" visually, as though its eyes were a If the victim fails this roll, he takes 1d damage per level of the
fine pair of binoculars. Each level doubles the magnifications poison; if he succeeds, he takes no further damage from the poi-
factor, i.e. 6 points=2 X, 12 points=4 X, 36 points=64 X, etc. son, and does not need to roll again. Armor may protect against
the delivery of the poison, but has no effect once the poison is in
The normal horizon for a round, Earth-sized planet on flat the bloodstream.
ground is three miles. Beyond the horizon, the curvature of the Irritant venoms, usually sprays, are designed to disgust, nau-
world will block Telescopic Vision. seate or stun. Victims who get even a whiff of an irritant must
make a Will roll to avoid running away (turn and run one full
Temperature Tolerance 10 points move directly away from the stench). Those who breathe it or get
You can ignore the effects of "ordinary" high and low temper- it in their eyes must roll against HT minus the level of the venom
atures. This gives you no advantage in resisting attacks by fire or to avoid taking 1d-4 damage and becoming incapacitated for 1
ice unless the only damage is a result of a rise or fall in ambient turn per level of the venom. (Incapacitated characters are retching
temperature. In particular, this will not help you if your body and rubbing their eyes.) On each turn of incapacitation, the victim
temperature is being affected. may make a Will Roll to recover.
Multiply your HTx5. Subtract this number from 35 to find the Venoms may be delivered in a number of ways. Corrosive
lowest temperature you can stand. Add flu's number to 90 to find venoms could be defined as saliva, delivered with a bite, or a skin
the highest. secretion, delivered with a bare-handed punch or touch. An at-
Example: A HT of 12 would allow you to function without tacker must make a successful close-combat attack based on DX
having to roll against fatigue or HT loss in temperatures ranging in order to deliver a corrosive venom. A poisonous venom must
from -25 up to 150. See p. B130 for more details on temperature enter the blood to harm the victim. Usually this is done by making
and weather. a successful bite attack on the victim. Any successful hit which
Special limitation: If you are immune only to heat, or only to penetrates the victim's armor, whether it does damage or not,
cold, this is a-40% limitation. delivers the venom. Fangs, or similar organs to deliver the
venom, are included in the cost of this advantage. Note that this
Tunnel 40 points+ 10 points/hex of Tunneling speed does not increase the normal (1d-4) damage of the bite. Irritants
You can dig through the earth like a giant worm, spewing dirt are assumed to be sprayed (see below).
and stone behind you. This skill lets you dig a man-sized passage-
way-through earth or stone. Movement through rock or stone is Special Venom Enhancements and Limitations
half your normal tunneling speed. Skin agent: For +10 points a poisonous venom may be defined
The GM may wish to assess a chance that the tunnel collapses as a skin agent, which enters the bloodstream through the skin. A
behind you. Roll each minute vs. Engineering (Mining), Pros- skin agent cannot be washed off. (Sprayed and spit poisons are
pecting-3, or IQ-4 to dig a stable tunnel. This can be modified up usually skin agents.)
for hard rock and down for soft rock and dirt. Each halving of Ranged attack: For +5 points a venom may be delivered at
your tunneling speed gives you a +1 on this roll. range - spit or squirted. This is a ranged attack, based on DX,
with a SS12, Acc 12, *1/2D n/a, and Max 5. Poison venoms must
Ultrahearing 5 points strike open wounds or mucous membranes (eyes, open mouth,
You can hear sounds in the frequencies above the normal inner nostril) to be effective, unless bought as a skin agent (Irri-
range of human hearing (20,000 cycles). Dog whistles, motion tants delivered by spit or squirt affect one character only.)
detectors, and even many household appliances may emit sounds Poison Cloud: For +15 points, venoms may be sprayed as a
audible to you. cloud of mist. The cloud covers 3 hexes and lasts 1d turns. The
hexes must be adjacent to each other, and one hex must be adja-
Universal Digestion 15 points cent to the spraying individual.
You have remarkably hardy intestinal processes which let you Stinger: For +25 points, the were has a poisonous stinger - a
derive nutrition from any animal or vegetable protein, even if it 1-hex-long impaling striker. Treat as a rapier, hitting on DX;
would not normally be considered "food." Note: this does not intelligent weres can improve their chance to hit through study, as
confer any advantage against normal poisons. the Fencing skill
Poison Spines: For -5 points, the were's venom is delivered by
Venom 15 points/level spines located on strategic parts of the body (e.g. the back of the
The were secretes a venom, either corrosive or poisonous, head, down the spine, the end of the tail). The were cannot deliver
which can be delivered by various means. the poison actively, but has a DX-4 chance (DX-2 if attacked
Corrosive venoms, such as acids and digestive enzymes, do from the rear) of hitting on each turn of close combat Spines do
damage quickly. A corrosive venom does 1d of damage per level 1d-2 damage. If they penetrate armor and skin, they deliver a
when it is delivered, and may continue to burn for several turns. dose of poison.
At the end of every subsequent turn the venom does 1d less Poison Sweat: For -10 points, the were sweats its venom. It
damage than on the turn before, until the number of dice reaches cannot be delivered actively. The venom is delivered if the were
0. It is possible to wash off a corrosive venom, preventing dam- is bitten or handled extensively.
age on subsequent turns. This requires at least a gallon of water
and a full turn. Armor, toughness and damage resistance will

-107- Were-Creatures
Winged Flight 30 points mine a hit to the wing, assume any bit to an arm has a 50% chance
Yon are able to fly, using large, functional wings. Your flight of hitting the matching wing instead). -25%.
speed is equal to twice your normal move for more speed, (see Special Enhancement: The wings are very small, with a whig-
Super Flight, p. 106). You have the ability to fly, but not necessar- span as small as ½ height. The were uses its wings only to help
ily to do complex acrobatics and tight turns; for that, you need to steer, not to lift (the lift comes from magic or psionics). If the
put points into Flight skill. See p. B139 for more details. wings are seriously damaged in flight, the were can land safely on
Your wingspan must be at least twice your height. In older to a successful Flight roll. +5 points.
take off, land or maneuver, you must have an open area with a Special Limitation: Gliding. See p. 104.
radius equal to your wingspan in all directions. If your wings are Special Limitation: Cannot Hover. Not available for Gliding;
bound, or if a wing is hit and crippled, you cannot fly. (To deter- a glider can't hover anyway. You must always move at least half
your maximum speed when you fly. -15%.

Super-Disadvantages
A few of these disadvantages could be taken in almost any Dread variable
campaign. Most, though, are suitable only for creatures with spe- The were is unable to come within a certain range of a given
cial powers, whether they're super-beings, aliens, magical, or just substance, due to magic, psionics or psychosomatic aversion. The
"strange creatures." were takes no physical damage from the substance, but is none-
theless completely incapable of coming within the indicated dis-
Accelerated Aging -20points/level tance of its own volition. The were can be brought into the
You are aging at a rate far in excess of the human norm. You presence of the subject by outside forces (dropped by gravity,
will begin making aging rolls at 40 years old, and make aging carried in a cage, thrown by a giant), but if it comes to rest inside
rolls every 6 months thereafter. the forbidden radius it must immediately move to get as far away
Each additional level halves these two numbers (e.g., three from the substance as it can, by the most direct route possible. It
levels causes you to begin aging at age 10, and make rolls every may take no other action except trying to escape until it is out of
1½ months. the forbidden radius (note that this means that, if trapped within
the forbidden radius, the were will be completely helpless).
Dependency variable The base cost for this disadvantage is -10 points, for which the
This may be thought of as a super-Addiction. Your body re- were cannot be in the same hex with the forbidden substance. The
quires some special substance. Without it, you weaken and die! range of the forbidden zone can be extended at -1 point per addi-
No character can take both an Addiction and a Dependency to the tional hex radius. This value is modified by the rarity of the
same substance. substance, according to the table-found under Weakness (p. 109).
The value of a dependency depends on how common the item The were will instantly sense the presence of the dreaded ob-
is. ject as soon as it enters the forbidden radius. It will not know
Ran (cannot be bought; must be found or made): 30 points exactly where the dreaded object is, but it will know what direc-
Infrequent (very expensive and hard to find): 20 points tion it lies in, and be compelled to go exactly the other way!
Occasional (expensive, somewhat hard to find): 10 points Special Enhancement: The were cannot enter the forbidden
Common (available almost anywhere): 5 points zone of its own volition, but if carried there by an outside force
Illegal: adds 5 points to any of the above the spell is broken. The were can act normally in the forbidden
This value is modified by the frequency with which you must zone until it leaves, at which time the prohibition reactivates. This
eat/drink/breathe/use up the item: halves the cost of the disadvantage.
Constantly: Five times listed value. The were must carry and
use the substance at all times - for instance, an aromatic herb that Fragile -20 points
must worn constantly in a garland. Lose 1HT per minute without The were has an extremely brittle and fragile physical struc-
the item. ture. The were takes double damage from crushing attacks. Crea-
Hourly: Four times listed value. Lose 1 HT per ten minutes tures with this disadvantage might include bird-type weres with
after you miss an hourly dose. hollow bones.
Daily: Three times listed value. Lose 1 HT per hour after you
miss a daily dose. Inconvenient Size variable
Weekly: Twice listed value. Lose 1 HT per six hours after you The were-form is of a size radically different from the human
miss a weekly dose. average. The were is unable to effectively use most tools and
Monthly: Listed value. Lose 1 HT per six hours after you miss implements basic to day-to-day life unless they are specially
a monthly dose. made. This disadvantage assumes that the were's ability to func-
tion in human society is seriously impaired by its size. As a rule
Dependency on Change of thumb, a were must be over 8 feet (-10 points), or under 2 feet
A were can take a Dependency on regular changes, taking tall (-15 points), on the average, to qualify for this disadvantage.
damage if he fails to shift form after a given period. Treat the The GM might also allow this disadvantage for an extremely
change as an Occasional need, with a base value of 10 points. The heavy were (more than 1,000 lbs) or a were with an exceptionally
change should not be required more often than daily - a were who large and ungainly form.
has to change at least once an hour will not have much time for Note - Gigantism & Dwarfism: In campaigns where weres are
anything else! confined to certain well-defined templates, the were character
can take the Gigantism or Dwarfism advantage if his size is sig-
nificantly different from other weres of the same type. In cam-

Were-Creatures -108-
paigns where each were is basically a unique creation, Inconve- Infrequent: 5 points per level
nient Size should be used for sizes significantly different from the Occasional: 10 points per level
human norm, and the Gigantism and Dwarfism disadvantages Common: 15 points per level
should not be allowed. If you are affected by merely being near the substance, add
10% per hex of range to the cost per level. If damage comes off
Reduced Hit Points -5 points/Hit Point of fatigue rather than hit points, the value per level is halved. If
The were has fewer Hit Points than its health. This is written you are hit with an object you take damage from just by being
HT10/7, for example. Very small weres often have this disadvan- near, you add the physical damage to the Vulnerability.
tage. Example 1: Lucrezia takes fatigue damage every time she gets
within 5 hexes of wolfsbane. The GM rules that this is an infre-
Reduced Move -5 points/point of Move quent occurrence, so it's worth 5 per level. Since it has a 5-hex
The were moves more slowly than its characteristics would range, that adds 50%. Total cost is 7.5 per level. She wants 2
normally entitle it to, in one mode of movement. Amphibious levels (2d damage), which would be worth 15 points, but only
creatures may buy this disadvantage for either land or water, takes fatigue, so the value is halved. Total value: -7 points!
flying creatures for either land or air. The were may not reduce its If Lucrezia was hit by a wolfsbane-dipped weapon for 6 points
speed below 1. This disadvantage affects Move only for purposes of physical damage, she'd also take 6d of fatigue.
of moving from point A to point B. It does not affect the were's Example 2: A were-polar bear has a 3-level vulnerability to
Dodge or order of combat fire-based attacks. This is a common attack form, so it's worth 45
points. If someone hit him with a torch for 2 points damage, this
Slave Mentality -40 points is multiplied by his vulnerability level to get 6 - he'd take 6
The were has no initiative of its own. It becomes confused and points damage. If he was hit by a 2d+2 flame jet, the attacker
ineffectual without a "master" to give it orders. This does not would add 3d damage, and roll 5d+2 for damage.
necessarily imply a low IQ. A were might be quite intelligent Special case - Vulnerabilities and Invulnerabilities: For were
enough to obey the command "mix the elixir, then summon the characters, a Vulnerability is considered to cancel an Invulnera-
spirit," but if the same were was starving and found $10 it would bility. For example, to create a cinematic werewolf that is im-
be hard pressed to decide to pick up the money and go buy food mune to all kinetic damage except that inflicted by silver
- unless somebody told it to. weapons, the character would first buy Invulnerability at the 300-
This disadvantage is appropriate to weres created by a were point level, then would take a Vulnerability to silver (an occa-
with the Lycanthropic Dominance advantage, or who serve a sional substance for -10 points). In this case the first level of the
powerful mage or vampire, or weres genetically engineered as vulnerability is considered to merely negate the invulnerability,
cheap, willing labor. allowing the substance to do normal damage. Additional levels of
A were with Slave Mentality must make a roll vs. IQ -8 before Vulnerability can then be purchased to do extra damage.
taking any action that's not either obeying a direct order, or part
of an established daily routine. Weakness variable
As a rule, such a character will always fail Will rolls. In a case This is like a Vulnerability, but far less severe. A weakness is a
where the GM thinks that success might be possible, the roll sensitivity, not to any kind of attack as such, but to the presence
should be made at-6. of a common substance or condition. It cannot be a food item or
something equally easy to avoid. The more quickly you take
Vulnerability variable damage, the more the Weakness is worth:
You take extra damage from certain forms of attack, or are 1d per minute: 20 points
weakened and hurt every time you are merely in the same room 1d per five minutes: 10 points
as a substance. For each level of Vulnerability you purchase, you 1d per 30 minutes: 5 points
take an extra 1d of damage (or multiply the damage times the Halve the value if the damage done is only fatigue or only Stun
level of Vulnerability for attacks doing less than 1d damage). (see p. 84).
Normally, you cannot take a Vulnerability to anything that you The rarity of the weakening condition also affects the value of
have Invulnerability against, but see Special Vulnerabilities, the weakness.
below. Rare (Radiation, acid rain, acid rock): half value.
The value per level depends on how common the substance or Somewhat common (Microwave radiation, temperature below
attack form is. See Damage Resistance,p.103, for examples of freezing, airborne pollen): Listed value.
attack forms and substances. Common (cigarette smoke, rock music): double value.
Rare: 3 points per level Very common (sunlight, living plants, plastic): triple value.

Super-Powers for Weres:


These are special abilities that require some training, and a Super-powers have a number of characteristics that describe
success roll, to use properly. They are compatible with GURPS their performance - Area/Amount Affected, Damage, and Dura-
Supers and will occasionally be referred to as "super-powers." tion being the most common. All of these can be modified by
That book contains many more powers; these are the ones appro- application of the appropriate enhancements and limitations. Un-
priate for were-creatures. less stated otherwise in the individual power descriptions, the
Note: Even if an explanation or physical justification is given following standards apply.
for the way a power works, the player is free to ignore it when Area Affected: Ranged powers only affect one target - a per-
describing the way his character's abilities function, as long as son, a vehicle, a door, etc.
the game mechanics and effects remain the same.

-109- Were-Creatures
Area effect powers, unmodified, affect a radius of one hex pa different duration, and for some, duration is irrelevant these are
five full levels of Power, minimum 1 (e.g., Power 0-9 affects 1 noted in the power description. Duration can be modified with the
hex, 10-14 affects a radius of 2 hexes, 15-19 3 hexes, and so on). Increased Duration enhancement (p. 50). If a super loses con-
A single hex is an area 3' across and 6' tall; additional area adds sciousness, the remaining Duration on his powers immediately
radius but not height. This can be modified with the Increased drops to 0 - things created by him immediately disappear.
Area enhancement (p. 50). See the sidebar, p. 30 for a table con- Range and Targeting: All "attack powers" - that is, super-
verting radius into hexes affected. powers that can be "fired" - have a Snap Shot (SS) of 12 and a
Amount Affected: Some powers will only work against a cer- base Accuracy (Acc) of 1. SS and Acc can be increased by buying
tain amount of material. The individual power descriptions cover the appropriate enhancements. Super-powers have a minimum
this. Damage: Any power that causes physical damage does 1d range equal to 10xPower hexes, and a *1/2D point equal to half the
per level of Power. This damage is assumed to be crushing, but maximum. While some powers do no damage to halve, Acc bo-
can be modified by the Cutting and Impaling enhancements (p. nuses are ignored past the *1/2D point
50). Attack powers are targeted just like ranged weapons, using the
Duration: reflects how long a power's effect lasts. Unless Size, Speed and Range Table on p. B201.
noted otherwise, duration is 1 second per level of power (this is Each power is listed with Name ([Ranged or Area]/[Physical
the default when designing a new power.) Some powers have a or Mental]), and Level Cost (LC).

Super-Power List:
Bind (Ranged/Physical) LC: 6
You have the ability to freeze an object in place. The "cause" Control Animal (Ranged/Mental) LC: 3
can be anything: physical (a were-spider's webs) or non-physical This power works only on land-dwelling nonhumans of IQ 7
(the freezing gaze of a were-basilisk). The victim resists with ST or less. You can control 1 hex of creatures for each level of Power.
versus Power+Skill. If the victim wins the contest by 3 or less, he If you force an animal into a situation that will result in injury,
isn't bound, but has his next Move cut in half. On a tie, his move make a Quick Contest of Skills between your power and its HT.
is only 1, If the victim loses, he is treated as pinned, and may If you win, it carries out the order.
attempt to break free each round by winning a Quick Contest of Example: Power 14 would let you control 2 7-hex animals, or
ST vs. Powerx3. 14 1-hex animals, or a 14-hex swarm of animals.
The maximum ST you can bind is equal to Powerx3. Special Limitation: Limiting this control to a single type of
You can layer binding attacks on an already-bound victim. animal (e.g., the cat family) would be a -60% limitation.
Each successive successful Bind reduces die victim's escape at-
tempt by-1. . . Control Fish (Ranged/Mental) LC: 1
Special limitation: The victim must be touching the ground. Identical to Animal Control, but only works with aquatic crea-
-20%. tures. Aquatic mammals such as whales and dolphins fall into this
Special Limitation: The victim is frozen in place, but can oth- category.
erwise act normally (not pinned). -40%.
Example: Spider-Hag has Bind-17(15). She is being charged Damage Control (Special/Physical) LC:3
by a ST 20 tiger. Since she can affect a creature up to ST 45 You can use this power to reduce blood loss and shock from
(15x3), this is well within her ability. The tiger is 3 hexes in size wounds. After taking damage, 5 turns of concentration and a
(+1), 5 yards away (-2) and charging at 20 mph (-4), for a total successful skill roll will allow you to recover 1 point of HT for
modifier on the Speed/Range table of -5. This brings the Hag's every level of Power, one try only! Bleeding will also stop as if
skill down to 12, just avoiding a SS penalty. She rolls and gets a you had been bandaged.
10 - success! The roll beats her Power+Skill 12; the GM rolls This ability will also allow you to flush poisons out of your
versus the tiger's ST 20 and gets an 11 - not enough to resist. It system. A successful skill roll will neutralize any type of poison
will be bound until it breaks free, rolling vs. a 42(!!) or until the in your system - you will take no further damage from it; you
17-second Duration of the Bind expires. And the Hag could keep only get one attempt to do this per dose of poison. Your roll is
adding further binds! adjusted by any HT modifier to resist the poison (see p. B132).
Blind (Ranged/Physical) LC:5 Deafen (Ranged/Physical) LC:3
This power is resisted by your victim's HT. If you win the You can cause a victim to lose his hearing, like Blind (above)
contest, he is blinded for the Duration. If you score a critical the exact mechanism is left up to the player. It may be a magical
success, duration is measured in minutes, not turns! power, or perhaps just a deafening scream.
Like Bind, the way the power works can vary widely, depend- This power is resisted by HT. A critical success with this
ing on the type of were-creature and the overall character concep- power results in a duration of hours rather than turns.
tion.

Confuse (Ranged/Mental) LC:4 Lightning (Ranged/Physical) LC:6


You can shoot bolts of electricity through the air, frying those
You have the ability to boggle an opponent - you might do this who oppose you! Any electrical equipment hit with this will not
by psychically attacking him, or by telling a particularly bad pun, only take damage, but for every 2 points by which the skill roll is
or perhaps by opening your trenchcoat If your foe fails to resist made, there is a cumulative 1 in 6 chance mat the machine will
(your power vs. HT), he is mentally stunned for one turn per level short-circuit; on a critical success, it catches fire. A lightning bolt
of Power. Any physical injury (even if it doesn't cause damage - cannot be fired through a metal grid (bars, a chainlink fence, etc.)
a slap works) will snap the subject out of his confused state.

Were-Creatures -110-
as it will ground out and disappear, and metal armor doesn't help Mimicry (Special/Physical) LC:2
much for protection - treat it as PD 0, DR 1. You can duplicate any familiar sound, or any unfamiliar sound
Special limitation: Only works outdoors during a thunder- that you have memorized. To memorized a sound, you must
storm -60%. spend five minutes listening to it, and make a successful IQ roll.
This power can also be used to imitate voices. To memorize
Metabolism Control (Special/Physical) LC: 1 someone's voice, you must spend at least one hour listening to the
You can control your "involuntary" biological functions such person talk, either live or on tape, and make a successful IQ roll.
as pulse, blood flow, digestion and respiration. This allows you to If you fail your memorization roll, you must wait at least one
enter a deathlike trance; a doctor must win a Quick Contest of day before attempting to memorize the same sound or voice.
Skills (Physician-2 vs. skill level) to realize that you aren't dead.
While in this trance, you are unaware of your surroundings. You Sense Animal (Area/Mental) LC: 1
may set a mental "alarm clock" that will awaken you after a This will tell you the number, type and location of any land
certain amount of time has passed, and you will automatically animals or birds within your Area of Effect All areas are ex-
awaken if you take any damage. pressed in miles rather than hexes. The GM makes the skill roll;
Oxygen requirements are reduced when using this power. on a failure, he lies to you about what you sense.
Each level of Power reduces by 5% the air needed to stay alive.
Example: If you were trapped in a room with only two hours Sense Fish (Area/Mental) LC:1
of air left, and had Power 14, entering the trance would reduce You can sense the number, type, and location of any aquatic
your oxygen requirements by 70%, allowing you to breathe for animals within your Area of Effect. All areas are expressed in
over 6½ hours (120 minutes/0.3). miles rather than hexes. The GM makes the skill roll; on a failure,
he lies to you about what you sense.

Enhancements
Players can use enhancements and limitations to customize a
particular super-power, advantage, or disadvantage to better fit
the conception of each character's abilities. Thus, the ability list
expands from hundreds of different super-abilities to billions!
Many special enhancements and limitations are listed for par-
ticular super-abilities; the ones below are "generic" and can be
applied to most powers. The GM may reject any combination that
seems silly!
Accuracy +10%
This enhancement may he purchased more than once. Each
iteration adds +1 to the Acc for a power when targeting (see p.
B115).
Example: Scott the were-skunk can blind opponents by spray-
ing them with his musk. This attack normally has a SS of 12 and Impaling +50%
an Acc of 1. To buy Blind at Power 10 (normally 50 points) with This enhancement can only be applied to ranged attacks doing
an Acc of 6 (5 levels of Accuracy) would cost 75 points. damage. This reduces damage by 1 point per die (e.g., a 7d attack
will now do 7d-7), but damage is treated as impaling.
Continuing Damage +50%/+100%
An attack power with this enhancement continues to do dam- Instantaneous +20%
age to its victim, reduced by 2d each turn until damage drops This ability does not require a turn of concentration. You are
below 1d, at which point it stops. Each +4 counts as 1d of dam- still limited to one power use per turn, but you may now use a
age, each +7 counts as 2d. power, then take a full normal move or hand-to-hand attack. This
Example: Nag the were-snake administers a poison bite for can also be bought for an advantage to allow it to be turned on
4d+4. It would do 4d+4 the first turn, 2d+4 the second, and 1d the instantly.
third.
For +100%, the attack functions as above until it is reduced Rapid Fire +40%
below 1d. After this point, it will continue to do 1 point of damage This adds one to the RoF for an attack power. This can be
per turn, ignoring DR, until the Duration expires. If the victim taken more than once, each successive enhancement adding an-
takes an action that (in the GM's opinion) nullifies the attack other attack. Remember - the user does not have to make his
(dives into water if on fire, takes an antivenom if poisoned, etc.), maximum number of attacks. Example: Spider-Hag purchases
the damage ceases. If an attack has this enhancement at +100%, her Bind power with the Rapid Fire enhancementx2 (+80%). This
it is limited to one level of the Extended Duration enhancement would allow her to throw up to three webs with each use of the
power.
Doesn't Harm User +20%
An attack power with this enhancement will not harm its user Reduced Fatigue Cost +20%
if it is reflected or badly ricocheted - it simply dissipates, bounces This only applies to powers and advantages that cost fatigue.
off, or whatever other special effect is chosen by the player at the Each time you buy Reduced fatigue Cost, it cuts the fatigue cost
time of character creation. of the ability by 1 per turn. You may buy it any number of times.

-111- Were-Creatures
Limitations:
Limitations reduce the utility of advantages or super-powers, Differential Effect varies
and reduce the point cost as well. An interesting limitation can not The power has a reduced effect against some kinds of targets,
only make a power affordable, but also inspire good roleplaying. figured as in Accessibility, above. For instance, "Usable Only
Against Women" is the same as "Not Against Men," and is worth
-20%. So "Half Damage Against Men" is only half as inconve-
Accessibility varies nient a limitation, and is worth half that: -10%.
This is a catch-all term that can be used to cover all limitations Any sort of differential limitation can be created this way. Use
not specifically defined. Accessibility limitations fall into two the Accessibility rules to determine what the value would be, if
groups: usable only against certain things or usable only in cer- that target could not be attacked at all. Then adjust downward as
tain situations. appropriate for the amount of damage that is actually done.
If the power only works against a limited segment of the pop- Note that "Double Damage" effects can be achieved the same
ulation, its modifier is based on how common the target group is. way. For instance, if you want to do double damage against
"Usable Only Against Women" would cover roughly half of the blondes, start by figuring the value of "Blondes Only" - call it
population, and would be worth -20%. "Usable Only Against Sea -40%. That's the same as "Not Against Non-Blondes." So, doing
Creatures" would be worth -30% unless the campaign is in a only half damage against non-blondes is -20%. Now, buy the
world mostly covered with water, in which case it wouldn't be power at the level you want to have against blondes, and apply
worth more than -10%. "Usable Only Against Aliens" would be the -20% limitation "Half Damage against Non-Blondes." You
worth - 30% or -40%, depending on the world. "Not Usable can then, if you choose, list the half-power attack on your sheet
Against Redheads" is the same as "Usable Against Everyone But with the notation "Doubled Against Blondes." It sounds much
Redheads," and would be a -10% limitation. better, even though the attack was worked out the other way.
The GM shouldn't allow meaningless accessibility limita-
tions! For instance, buying webs to Bind with the limitation Emergencies Only -30%
"Only Usable On Enemies" would be worthless. Buying it with The power is triggered by your fear or excitement, and cannot
"Only Usable on Friends" would be interesting, though! be used under "routine" conditions. The GM is the final arbiter
This same yardstick can be applied to limitations based on the of the emotional state of your character. The GM may rule that
situation. If the ability only works during the day, it would be multiple successive failures of your power make you angry
worth -20%. If it only works in direct sunlight, it would be worth enough that it begins to work, but this is entirely up to him.
-30%. Only Works in Water would be worth -30% on Earth, more
on a desert planet, less on an ocean world. Fatigue Damage Only -20%
Finally, Accessibility can be linked to the were's actions. The All damage that you do with this power is fatigue only and can
more unusual, difficult, or obnoxious the required action is, the never be used as a deadly attack.
greater the value of the limitation. Note that any were-power
automatically has the limitation "only in were form." The cost Limited Use varies
bonus for this is covered in the point cost (positive or negative)
for the were-change itself. See p. 93. The power can only be used a certain number of times per day;
Some examples of additional Accessibility limitations: men it is unavailable for a 24-hour "recharge" period. The value
Will not function in the presence of silver -10% of this limitation depends on the number of uses per day allowed.
Only During a Penetrating Call: -20% 1 per day = -40%, 2 per day = -30%, 3 or 4 per day=-20%, 5 or
Only If Base Attack Penetrates DR:-20%. 6 per day = -10%. More than 6 uses per day does not constitute a
Only While Flying or Only While Swimming: -30% significant limitation.
The GM must reject any proposed limitation that is already If this limitation is applied to an advantage, each hour (or
implicit in the super-ability. "Only Under Water" is not an ac- fraction thereof) that it is on constitutes one "use."
ceptable limitation for Gills or Amphibious, for instance! This limitation is especially appropriate for weres, limiting the
number of hours that can be spent in were-form each day.
Costs Fatigue varies
When this limitation is taken, each use of the power costs Takes Extra Time -10%
fatigue immediately. You can spend enough fatigue points to take Your power takes two seconds of concentration, rather than
you down to 0 (and unconsciousness), but not beyond. For every one. You can take this limitation any number of times, doubling
2 points of fatigue the power costs you, you receive -10% - up to the time required to activate the power each time. Note that a
a maximum of-50%, which would cost 10 fatigue per use. power with this limitation cannot be used to block or parry.
This limitation can also be purchased for a super advantage. In This limitation increases the time required to activate an ad-
this case, each minute that the advantage is on is "one use." vantage in the same manner. This cannot be combined with the
Example: Bernard the were-eel can put out jolts of electricity Instantaneous enhancement. If applied to one of the rare advan-
to shock those around him, but it costs him 4 points of fatigue tages that normally activates instantly, like Transformation, the
each use. This would be a -20% limitation. first level of Takes Extra Time makes the change take one second.

Touch Only -20%


Your power will only work if you touch the intended subject -
you have an effective Range of 0, no matter what your Power
level.

Were-Creatures -112-
Sample Weres
The following were characters and were-forms illustrate the Generic Changes for Were-Form
were creation rules. These examples can also be used in a variety
of different campaigns as ready-made characters or basic were- Unlike the other weres in this section, Yrth weres only loosely
types. . . . resemble (in GURPS character terms) their animal templates. To
turn the template into a were-form, specific changes must be
made. These include increasing the DR of the were, and adding
Yrth Weres Slow Regeneration and a Vulnerability to silver.
Please note also that these were-forms are bare-bones mini-
These are the weres described on p. F124 and p. M100, trans- mums. The human form's 40 points in disadvantages (plus 5
lated to the terms found in this book. They can serve as the basis points of quirks) are applied to the point totals below, because
of were creation sheets for the world of Yrth. they will carry over between forms in most Yrth weres. The re-
All Yrth weres change one night each month, under the full sulting total plus the cost of the Were Form super-advantage is the
moon (the change lasts from sunset to sunrise - not just when the equivalent of the advantage cost of the were-form given in Fan-
moon is up). This is a Were Form: Cyclic Change, with no volun- tasy and Magic.
tary change (a cost of 5 points). Some individuals are known to be
able to change at will as well; this raises the cost to 10 points. The Werewolf
exact circumstances necessary to acquire voluntary change, and An Yrth werewolf has a DX of 14 [45], HT 12 [20], PD 1 [25],
whether or not this advantage is available to PC weres, is up to the DR 3 [9], Enhanced Move x 3 [30], 4 Legs [5], Penetrating Call
GM. [5], Sharp Teeth [5] and Slow Regeneration (Not in the Presence
Yrth weres retain their human intellect, but their were-form is of silver -10%) [9]. He also has the disadvantages Color Blind-
outwardly indistinguishable (except sometimes by size) from a ness [-10], Mute [-25], No Fine Manipulators [-30], Reputation
normal example of their animal template. Weres can understand -4: vicious predator [-20] and Vulnerability to silver [-10].
human speech, but cannot talk (the Mute disadvantage, for -25 This template costs 58 points; with 45 points of disadvantages
points). and quirks, a werewolf character would total 13 points, plus the
Weres have Slow Regeneration (see p. 105), a 10-point advan- 5-point cost of Were Form.
tage, with the -10% limitation Not in the Presence of Silver
(within 3 hexes), for a cost of 9 points. This super-advantage must
be taken by both the human and the beast forms. Their were- Werebear
forms gain +2 DR (6 points) over the natural DR of the animal A werebear has DX 13 [30] and HT 11 [10], Advantages are
template. However, in both forms Yrth weres have 1 level of PD 1 [25], DR 4 [12], Enhanced Move x 2 [20], 4 Legs [5],
Vulnerability to silver (see p. 109), a -10-point disadvantage. (As Increased Strength [30], Sharp Teeth [5] and Slow Regeneration
a required disadvantage, "shared" between the two forms, it does (Not in the Presence of silver -10%) [9]. Disadvantages are In-
not count against the human form's limit) Many also have a convenient Size [-10], No Fine Manipulators [-30], Mute [-25],
-30-point Secret (possible death) in their human forms. Reputation -3: vicious beast [-15] and Vulnerability to silver [-
Yrth weres can be harmed by non-silver weapons, though folk 10].
legends often portray them as invulnerable to normal attacks. The werebear template costs 56 points; with 45 points of dis-
Folk legends also usually imply that weres have an Infectious advantages and quirks, this comes down to 11 points plus 5 points
Attack (-5 points). Whether this is true for any or all weres is left for Were Form.
to the GM, as is the question of how weres are created, if not
through Infectious Attack. The descriptions below assume that Wereboar
the weres do not have Infectious Attacks. A wereboar's attributes are DX 14 [45] and HT 12 [20]. Ad-
Split Personality is a common disadvantage among Yrth vantages are PD +1 [25], DR 3 [9], Enhanced Move x 1 [10], 4
weres, with the -10-point level most common, but the -15-point Legs [5], Fangs [10], Increased Strength [30] and Slow Regener-
level is not unknown. Characters who tend to behave in an espe- ation (Not in the Presence of silver -10%) [9]. Disadvantages are
cially evil or destructive fashion in their human form seem to be Inconvenient Size [-10], No Fine Manipulators [-30], Mute (-25),
the most prone to this. These characters usually find their destruc- Reputation -4: vicious, dangerous beast [-20] and Vulnerability to
tive tendencies dramatically exaggerated in the were forms. The silver [-10].
human form of such a character can try to stop the were from This template has a cost of 68 points; with 45 points of disad-
committing atrocities using the "Duelling Personalities" rules on vantages and quirks, the cost would be 23 points plus Were Form
p. 98. Were-forms of characters who are not evil in their human at 5 points.
forms will sometimes be Bestial, but no more dangerous or de-
structive than a normal animal of that type. Weretiger
The six examples below are the most common Yrth weres. A weretiger has DX 13 [30] and HT 12 [20]. Advantages are
Other animal templates may be possible, using the same general PD +1 [25], DR 3 [9], Claws [15], 4 Legs [5], Increased Strength
guidelines. A cost breakdown has been provided for each type, to x 2 (60 points), Slow Regeneration (Not in the Presence of silver
illustrate how the point value of a were-form is figured. -10%) [9] and Sharp Teeth [5]. Disadvantages are Inconvenient
The values for ST, DX or HT given below are averages, and Size [-10], Mute [-25], No Fine Manipulators [-30], Reputation
may vary from individual to individual. Where no value is given -4: vicious predator [-20] and Vulnerability to silver [-10].
for a certain attribute, that attribute falls into the normal range for The weretiger has a cost of 83 points; with 45 points of disad-
humanity. As with any other were-type built with Were Form, up vantages and quirks, this comes to 38 points, plus Were Form at 5
to 20% of the character's total points may be shared between points.
forms.

-113- Were-Creatures
Were-Eagle Were-Snake
A were-eagle takes the form of a very large eagle - wingspan Based on the python, a were-snake's only attribute change is
of 12 feet. DX13 is [30]. Advantages are PD +1 [25], DR 3 [9], DX 13 [30]. Advantages are DR 3 [9], Constriction Attack (4
Claws [40], Enhanced Move (flight) X 2 [20], Slow Regeneration hexes) [15], +10 Hit Points [50], Flexibility [15], Increased
(Not in the Presence of silver -10%) [9] and Winged Flight [30]. Strength [30] and Slow Regeneration (Not in the Presence of
Disadvantages are Inconvenient Size [-10], Mute [-25], No Fine silver -10%) [9]. Disadvantages are Mute [-25], No Manipulators
Manipulators [-30] and Vulnerability to silver [-10]. [-50], Reduced Move x 1 [-10], Reputation -2: reptile [-10] and
The were-eagle template has a basic cost of 88 points; with 45 Vulnerability to silver [-10].
points of disadvantages and quirks, the cost would be 43 points This template has a basic cost of 53 points; with 45 points of
plus 5 points for Were Form. disadvantages and quirks, it would be 8 points plus the 5-point
cost of Were Form.

Sample Yrth Weres


Below are two sample weres from Yrth. In both cases, the and skills to the were-forms. In both cases, also, extra disadvan-
characters' designers have chosen to flesh out the their were- tages (worth no points) were taken to more clearly define the
forms beyond the basic templates chosen. This has been done were-forms' personalities.
using both shared points and ordinary points to add extra abilities

Geoff Moonrunner
Geoff is a 24-year-old Megalan mercenary adventurer, the son Though they don't think of one another as different people,
of a poor but free farm family. He's been a werewolf for more Geoff's personality changes markedly when he's in wolf form.
than 10 years, but he believes he acquired his lycanthropic nature The wolf is, for one thing, a practical joker with a mean streak.
(as well as the quasi-psychic advantages of his human form) in Though it doesn't physically harm people without good reason,
the womb, when his mother had brief contact with a powerful the wolf greatly enjoys destructive mischief like demolishing a
artifact of non-human magic while she was carrying him (a long chicken-house or scaring the wits out of a household full of el-
story, not germane to the topic at hand). derly nuns. When it's, not raising hell, the wolf spends its nights
Geoff keeps his lycanthropy a secret - when asked, he laughs spying on people. Geoff shares the wolf's memories, and be has
off his self-appointed surname as the commemoration of the un- learned secrets both profitable and dangerous (often both at once)
fortunate end of an adolescent dalliance with a young lady; when through the wolf's eyes. The wolf hates to turn back into Geoff,
her father caught them together, Geoff found himself running by and has been known to exhaust itself, running frantically away
the light of the moon. The event really happened, but it's not why from the sunrise, trying to prolong its change for just a few sec-
Geoff chose his name. If his secret is discovered, Geoff's already onds.
rootless and disreputable lifestyle will
usually allow him to simply relocate
immediately to someplace he's not
known, with a minimum of fuss or dan-
ger. His excessive love for beer and
gold has put him in much more danger,
with both sides of the law, than his
were-form ever has. Despite these
weaknesses, however, he has never
failed to stand by a true companion or
honest employer. He does not tolerate
any casual or malicious cruelty to ani-
mals in his presence.
He's a decent swordsman, with ex-
perience as a soldier, watchman and
bodyguard. His coat of chainmail and
normal-quality pointed broadsword are
his most prized possessions. Though an
excellent horseman, he's never owned
a horse.
He's secretly a bit of a romantic ide-
alist, though he doesn't usually let it
affect his outward behavior. Although
(or perhaps because) he doesn't have a
drop of talent in his body, he is fasci-
nated by bardic performance, and idol-
izes any minstrels he may meet. He
remains completely uninterested in any
relationship with a woman that lasts
longer than one night.

Were-Creatures -114-
A typical night's activity for the wolf is to first stalk and kill a
meal (rafter livestock or wildlife), then spy on the locals until Quirks
everyone interesting is asleep, then devote whatever time is left to Wanderer [-1]
mischief. The wolf is very conscientious about being in a remote Closet romantic [-1]
or concealed location when the change is upon it Idolizes bards [-1]
Geoff is a 100-point character, suitable for use as a PC. His ST Uninterested in female relationships [-1]
(cost 10 points) and 10 points of skills (noted with a "*") are Starts fights when drunk [-1]
shared between his forms.
Geoff Moonrunner, werewolf form
Geoff Moonrunner, human form
ST 11 [shared] IQ 10 [0] Speed: 6 ST 11 [shared] IQ 10 [0] Speed: 6.5
DX 13 [30] HT 11 [10] Move:7 DX 14 [0] HT 12 [0] Move: 8
Dodge 7 Parry 7 Block 6 Dodge 8
Damage: Thrust 1d-1; Swing 1d+2 PD1 DR3
Damage: Thrust 1d-1
Point Total: 57
Point Total: 23
Advantages
Absolute Direction [5] Advantages
Animal Empathy [5] Yrth werewolf [58 points]
Danger Sense[15]
Were Form: Cyclic Change (1 night every month) [5] Disadvantages
Slow Regeneration (Not in the Presence of silver -10%) [9] Bully [-10]
Compulsive Behavior: Practical Joker [-10]
Disadvantages Greed (extra disadvantage, no bonus)
Alcoholism (legal) [-15] Impulsiveness (extra disadvantage, no bonus)
Code of Honor (loyalty to friends and employers and kindness Odious Personal Habit: spies on people [-10]
to animals) (extra disadvantage, no bonus) Secret: Were (Possible Death) (extra disadvantage, no bonus)
Greed [-15] Split Personality [-10]
Secret werewolf - possible death (extra disadvantage, no
bonus)
Split Personality [-10]
Skills
Brawling-15 [2]*, Jumping-15 [2]*, Running-12 [4]*, Stealth-
Vulnerability to Silver [-10] 14 [2]*, Survival-12 [6], Tracking-12 (2 points, Rule of 12).
Skills Quirks
Brawling-14 [2]*, Broadsword-15 [8], Carousing-12 [4], Doesn't want to change back [-1]
Climbing-13 [2], Crossbow-14 [2], Fast Talk-11 [4], Jumping-14 Always careful about where it changes back [-1]
[2]* Knife-14 [2], Poleann-12 [1], Riding (horse)-16 [1], Run- Enjoys a good hunt [-1]
ning-11 [4]*, Scrounging-11 [2], Shield-13 [1], Stealth-13 [2]*,
Tracking-11 [4], Veterinary-13 [2].
Asheya the Tigress
Equally famed for her beauty and her cruelty, the Tigress is
one of the most feared and least stable of the pirate captains of the
Ring Isles (see p. F59). She flaunts her lycanthropy; why should
she try to hide it, when she's already under sentence of death for
literally dozens of atrocities she's committed in her human form?
She's known throughout the world as "the Maneater." She also takes normal lovers, but usually cuts them loose after
Asheya is a devastatingly beautiful woman. Her most memo- a few weeks. She never kills her lovers unless they betray her.
rable feature is her luxuriant mane of hair -fiery orange with On her change-nights she'll often lock herself in an under-
black highlights - that falls to the small of her back. Her eyes are ground room with some captive bravo and toy with him all night,
emerald green. She's never been seen in a skirt or dress, but her making the kill just before dawn. Often she emerges in the morn-
shirts and breeches are cut to flatter her figure. ing with grave wounds requiring magical attention, but that only
How she became a weretiger only she knows. Some say she seems to increase her pleasure.
made a bargain with die devil... She's, been a pirate captain for She's also been known to plan major battles for her change-
more than a decade, but still looks 19. night, so she can lead the attack in tiger form. In human form
Asheya has an unnatural taste for torture and bloody debauch- she's never without her sword and her whip. In battle she wears
ery. She's smart enough, though, not to indulge herself with her chainmail. She fights with a very fine pointed broadsword which
crew. Not that she'll hesitate to keelhaul any bilge-rat who can't is rumored to be enchanted.
follow her stem discipline, but crew members die cleanly - no Asheya is a 225-point character suitable for use as a villain or
games. She gets little pleasure from tormenting women, children patron. The points for her IQ [30] and several skills (10 points,
or the weak - she loves to break warriors and heroes. marked with a "*") are shared between her two forms. She's
dangerous and insane, but she definitely has style.

-115- Were-Creatures
Asheya the Tigress, human form Doesn't drink [-1]
ST 12 [20] IQ 13 [shared] Speed: 6 Never takes a lover for more than a month [-1]
DX 14 [45] HT 10 [0] Move 6 Wears men's clothes [-1]
Dodge 7 Parry 8 Block 8 Never goes anywhere without her sword and whip [-1]
Damage: Thrust 1d-1; Swing 1d+2
Asheya the Tigress, were-form
Point Total: 142 ST 30 [0] IQ 13 [shared] Speed: 6.25
DX 14 [0] HT 11 [0] Move: 7
Advantages Dodge 7
Appearance: Very Beautiful [25] PD 1 DR 3
Charisma +2 [10] Damage: Thrust 3d; Swing 5d+2
Combat Reflexes [15]
Literacy [10] Point Total: 42
Were Form: Voluntary Change plus Cyclic Change (1 night
every month) [101 Advantages
Slow Regeneration (Not in the Presence of Silver -10%) [9] Weretiger [83 points]
Disadvantages Disadvantages
Bloodlust (extra disadvantage, no bonus) Bloodlust (extra disadvantage, no bonus)
Fanaticism (self) [-15] Fanaticism (self) [-15]
Megalomania [-10] Megalomania [-10]
Pirate's Code of Honor (extra disadvantage, no bonus) Pirate's Code of Honor (extra disadvantage, no bonus)
Sadism [-15] Overconfidence (extra disadvantage, no bonus)
Stubbornness (extra disadvantage, no bonus) Odious Personal Habit: eats humans (extra disadvantage, no
Vulnerability to Silver [-10] bonus)
Sadism [-15]
Skills Stubbornness (extra disadvantage, no bonus)
Acrobatics-14 [4], Bard-13 [2], Boating-14 [2], Bow (long)-
13 [2], Brawling-14 [1]*, Broadsword-15 [4], Climbing-13 [1]*, Skills
Dancing-13 [1], Disguise-13 [2], Escape-13 [2], Fast-Draw Brawling-14 [1]*, Climbing-13 [1]*, Jumping-15 [2], Run-
(Sword)-14 [1], First Aid-12 (½ point), Holdout-12 [2], Interro- ning-9 [1], Stealth-14 [2]*, Survival (Desert)-13 [2]*, Swim-
gation-13 [2], Jumping-13 (½ point), Knife-15 [2], Lasso-12 (1/2 ning-14[l],Tactics-13[4]*.
point), Leadership-16 [4], Navigation-15 [8] Polearm-12 (½
point), Riding (horse)-12 (½ point), Savoir Faire-14 [2], Sea- Quirks
manship-14 [2], Sex Appeal-13 [2], Shield-14 [1] Stealth-14 [2]*, Prefers to devour warriors [-1]
Streetwise-14 [4], Survival (Desert)-13 [2]*, Swrmming-13 (½ Hates to get dirty [-1]
point), Tactics-13 [4]*, Whip-14 [2], Hates to get wet [-1]
Seldom makes a sound [-1]
Quirks Likes to be scratched between the ears [-1]
Harsh, but never cruel to crew members [-1]

Lycanthropic Curses
The Werewolf from Hell
The were-form below is about as mean and tough as they
come. It's based on the most extravagant monster-movie tradi-
tions. It would make an excellent villain in a Horror or Supers
campaign. A were this terrifying should probably not be inflicted
on a PC as a lycanthropic curse unless the characters are very
tough, or the were-form manifests very seldom (one night a
month or less).
No human form is described below. The GM can tack this
were-form onto any hapless PC or NPC - preferably the one the
adventurers will least suspect. The details of the were's change
are also left undefined, but if it's at all voluntary, the were-form
must take the Were Form super-advantage.
The wolf is an 750-point character, with 876 points in advan-
tages, attributes and skills, and 126 points in intrinsic disadvan-
tages. Note that attributes and some skills have been bought up
from the wolf template's levels. The base cost of an Unpredict-
able Change to this form would be-50 points.

Were-Creatures -116-
ST 15 [70] IQ 12 [60] Speed: 9.75 Regular Regeneration [25]
DX 16 [35] HT 15/20 [40] Move: 11 Silence +3 [15]
Parry 10 Dodge 9 Wolfs Reputation bought back [15]
PD 1 DR 2
Damage: Thrust 1d+1; Swing 2d+l Disadvantages
Appearance: Hideous [-20]
Point Total: 750 Bad Temper [-10]
Bloodlust[-10]
Advantages Compulsive Behavior. Morally Opposed [-15]
Wolf template [27 points, p. 82] Dread: Wolfsbane, 2-hex radius [-6]
Alertness +4 [20] Odious Personal Habit: eats humans [-15]
Claws [40] Overconfidence [-10]
Danger Sense [15] Vulnerability to silver/negates Invulnerability [-10]
DR +1 (total DR 2) [3] Wolfs Enhanced Move removed [-30, does not count towards
Full Coordination/1 [50] disadvantage limit)
Immunity to Poison [15]
Increased Speed x 2 [50] Skills
Invulnerability to all kinetic attacks [300] Brawling-18 [3]*, Camouflage-12 [1], Climbiug-15 [1],
Magic Resistance +5 [10] Jumping-18 [4], Rnnning-16 [4]*, Stealth-16 [0], Survival-13 [4],
Non-Reciprocal Damage [30] Swimming-16 [1], Tracking-14 [4]*, Traps-13 [4]. ('Bought up
Polarized Eyes [5] . from template levels.)
Reciprocal Rest [15]
Recovery [10]
Were-Shark
This is basically an ordinary large great white shark (see p.
31), except for the high IQ, Magic Resistance and Odious Per- Advantages
sonal Habit. Acute Taste and Smell +-3 [6]
Were-sharks are found in Polynesian folklore. Obviously this DR 1 [3]
lycanthropic curse is most appropriate for campaigns taking place +25 Extra Hit Points [125]
in and around the sea. Alternately, with the right trigger condition Increased Speed x 3 [75]
(immersion in salt water is an obvious choice), this lycanthropic Magic Resistance +3 [6]
curse can be used to keep the character away from the sea, except PD 1 [25]
at great peril. Peripheral Vision [15]
An excellent trigger condition for this were-form's return to Pressure Support (5x) [5]
human form would be "after tasting human flesh." This is simul- Sharp Teeth [5]
taneously appropriate to the nature of a curse, while ensuring that
the change will usually take place within swimming distance of Disadvantages
either the shore or a ship. Appearance: Hideous [-20]
This were-form is a 324-point character, based on a 288-point Bad Sight [-25]
shark template. The 15-point Odious Personal Habit is the only Berserk [-15]
disadvantage in the list which is not intrinsic to the template. Base Bestial [-15]
cost of an Unpredictable Change to this form is -50 points. Gluttony [-5]
Inconvenient size [-10]
ST 50 [185] IQ 8 [-15] Speed: 6 No Manipulators [-50]
DX 12 [20] HT 12/37 [20] Move: 9 Odious Personal Habit: eats humans [-15]
Dodge 6
PD 1 DR 1 Skills
Damage: Thrust 5d+2 Survival-12 [2], Tracking-12 [2]. (Both bought with Rule of
Point Total: 324 12).

Were-Rat
This form represents the low end for lycanthropic curses. It The were-rat is an accomplished thief, and would make an
would make an excellent (and fun to play) curse-form for a per- excellent assassin with the addition of a few missile-weapon
son with High Social Status, a strong Code of Honor, Honesty or skills appropriate to the campaign background.
Pacifism (in the grand Jekyll-and-Hyde tradition). This is a 163-point character, based on a Giant Rat template
The were-form is envisioned as a rat-like human about 4½ costing 98 points.
feet tall, with a hairy face, pointed snout and ears, clawed hands
and feet and a rat's tail. For all this, the were-rat can pass for a ST 8 [-15] IQ 12 [20] Speed: 7.5
very small human in heavy disguise, if the lighting is poor (-4 to DX 13 [30] HT 17/9 [100] Move: 7
Disguise skill). Dodge 7 Block 9
PD 1 DR 1
Damage: Thrust 1d-3; Swing 1d-2

-117- Were-Creatures
Point Total: 163 Bloodlust [-10]
Compulsive Behavior: Morally Opposed [-15]
Advantages Compulsive Lying [-15]
Catfall[10] Gluttony [-5]
Claws [15] Greed [-15]
Combat Reflexes [15] Jealousy [-10]
DR 1 [3] Kleptomania [-15]
Danger Sense[15] Miserliness [-10]
Double-Jointed [5] Odious Personal Habit: crude and belligerent [-10]
Night Vision [10] Reduced Hit Points -8 [-40]
PD 1 [25]
Perfect Balance [15] Skills
Sharp Teeth [5] Acrobatics-13 [4], Brawling-15 [4], Climbing-14 [4], Dis-
Silence +2 [10] guise-13 [4], Holdout-13 [4], Intimidation-13 [4], Jumping-14
Super Climbing x 5 [15] [2], Knife-14 [2], Knife Throwing-13 [1], Lockpicking-13 [4],
Pickpocket-13 [4], Scrounging-13 [2], Stealth-14 [4], Streetwise-
Disadvantages 12 [2], Swimming-13 [1], Traps-13 [4].
Appearance: Hideous [-20]

Animal Forms
Were-Elephant Damage: Thrust 1d-2; Swing 1d
Avram Bey is a small man approaching middle years. He has Point Total: 100
no idea why, but certain men of the Bey family have always
turned into elephants from sundown to dawn. Avram's grandfa-
ther was a were too, and so was one of his great-uncles, but no Advantages
one among his father, three uncles, seven brothers and five sons Animal Empathy [5]
is a were except Avram. His lost eye has nothing to do with his Animal Form [100]
lycanthropy - he was kicked by a camel to his mid-20s.
Since his culture is not known for its tolerance of the unusual, Disadvantages
Avram has taken his family far from the city. He keeps a small Code of Honor (devout follower of local religion) [-10]
desert caravanserai at an oasis on a secondary trade route. Though One Eye [-15]
not affluent, he makes enough to keep his large family fed and Secret - were (utter rejection) [-10]
comfortable. Like most members of the common classes in his Skinny [-5]
country, he works himself unmercifully, putting in at least 10
hours of manual labor, followed by another two to four hours as a Skills
draft animal, every day except holy days. He does most of his Accounting -11 [4], Animal HandIing-17 [8], Cooking-12 [2],
resting in were-form, sleeping in a secluded stall in the Merchant-12 [4], Packing-17 [8], Professional Skill: Hostler-12
caravanserai's barn. [4], Savoir-Faire-12 [2], Survival (Desert)-11 [2], Teamster-16
Though the elephant is much less intelligent than Avram's [2], Theology (Hobby)-10 [2].
human form, both forms share an intense love of their family and
home. On more than one occasion desert raiders have attacked Quirks
Avram's caravanserai. His usual method in such cases is to hide Doting father [-1]
his women, then welcome the bandits, giving them whatever they Will question holy men for hours, if allowed [-1]
want, leaving them no excuse for random violence and encourag- Polite to everyone [-1]
ing them to eat and drink themselves into a stupor. That night he
will ambush the raiders in elephant form (bursting the wall of his Avram Bey, were-form
own house, if necessary). So far, there has never been a survivor
of such an attack. Avram's were form is a bull elephant identical in all respects
to the description found on p. 15 (ST 270, 45 HP), except that
Avram Bey, human form even in elephant form Avram still has only one eye, and this
disadvantage allows the elephant to have an IQ of 7, and to keep
ST 10 [0] IQ 11 [10] Speed: 4.75 the Animal Empathy advantage.
DX 10 [0] HT 9 [-10] Move: 4
Dodge 4

Skinchangers
Selkies seal form, and gain their ability to shed their skin about the time
The Selkies are a magical sub-race of humanity with the abil- human children learn to walk.
ity to become seals at will, by putting on a sealskin. Selkies are While growing, it is very important that a Selkie child spend a
always conceived while their parents are in human form, but are good deal of time in seal-form, lest they outgrow their seal skin
always born while their mother is in seal form. They are bom in and lose the ability to shapechange forever. A Selkie child parted
from his second skin will lose his ability to change after 4d days.
Were-Creatures -118-
An adult can also lose his powers, but only after 3d months with- human form skills it can't use (Bard, craft skills, weapon skills,
out changing. Losing the second skin is particularly unthinkable etc.) and vice versa (underwater fishing, underwater acrobatics).
to Selkie women, since pregnancy is almost always fatal if the
Selkie mother can't change to give birth. (A caesarean section can Human Form: All Selkies have an item-based Were Form
sometimes be performed, on a successful roll vs. Surgery-10, plus advantage, with the limitation Takes 1d Minutes to Change; its
the tech level of the surgeon performing the operation.) base cost is 8 points. The gadget modifiers for their sealskins are
Most Selkie tribes are nomadic, following the coast, and at Awkward, Can Be Stolen by stealth or trickery and Unique, for a
least one or two levels below the tech level of the local humans. final modifier of -40%. After rounding up, the final cost of the
There are a few permanent settlements and advanced tribes. skin is 5 points. Selkie skins are not usable by anyone except their
Selkies have been persecuted by normal humans in the past, owners. Most Selkies have a -10 point Intolerance of all non-
and have become Intolerant of non-Selkies. Most human coast- Selkies, though this disadvantage can be ignored or bought off on
dwellers regard the Selkies as (at best) dangerous primitives or an individual basis.
even (at worst) cannibals. These are exaggerations, but ones As might be expected, all Selkies buy Swimming at DX or
which the Selkies encourage to ensure their privacy. better. The Selkies possess the secret of Breath Control, though it
Selkies prefer quiet, nonviolent lives, but they will not hesitate is by no means universal.
to defend their privacy forcibly. Nonetheless, most tribes will
occasionally trade treasures of the sea for essential goods. Seal template: The Selkies' seal forms are Amphibious [20],
withDX12[20],PD+l [25],DR+1 [3] and Super Swimming x
Selkie Characters 1 [10], They have No Fine Manipulators [-30], Reduced Move
Selkies usually have the same ST, IQ and HT in both forms. (land) x 3 [-15], Mute [-25] and Intolerance as above [-10]. The
The seal form is often a great deal more agile than the human seal form also has Swimming at DX [1].
form (+2 or more to DX). The were-form does not have to pay for Base cost for the Selkie seal form is only -1 point The final
total of the seal form will get a -40% discount from the gadget
modifier.

Sample Selkie: Gull


Gull is a young male Selkie in his 20s. After his tribe was Skills
killed by a sea-monster, he reluctantly decided to seek his fortune Boating-12 [2], Brawling-14 [4], Breath Control-12 [16],
on land. He tries to keep his nature a secret from true humans. He Fishing-13 [6], Knife-14 [4], Scronnging-12 [4], Spear-13 [4],
chose the life of a roving adventurer because staying on the move Spear Throwing-13 [2], Stealth-12 [2], Swimming-14 [4].
makes it easier to keep his Secret.
He's a good-looking but shy young man. His distaste for the Quirks
company of the humans around him makes him appear sullen. Avoids red meat [-1]
His weapons of choice are the traditional Selkie arms of knife and Entertains secret crushes on attractive women [-1]
short spear (suitable for thrusting or short throws), and he keeps Collects unusual shells [-1]
his sealskin with him in a large oiled pouch that hangs from his
belt and never leaves his body (at night he uses it for a pillow). Gull, seal-form
Gull will entertain any reasonable offer of employment, as long
as it doesn't promise to take him too far from a major body of ST 11 [shared] IQ 10 [0] Speed: 6.25
water. He will not be open to a sea-voyage, unless most of the DX 15 [+40] HT 11 [shared] Move: 3 (land)
people on board already know his Secret. 12 (water)
Gull is a 110-point character. His ST and HT together make for Dodge 7
20 shared points between his forms. PD 1 DR 1
Damage: Thrust 1d-1; Swing 1d+1
Gull, human form Point Total: 40 (66 less 40% gadget discount)
ST 11 [shared] IQ 10 [0] Speed: 5.75
DX 12 [20] HT 11 [shared] Move: 5 Advantage
Dodge 5 Parry 7 Luck [15]
Damage: Thrust 1d-1; Swing 1d+1
Point Total: 50 Disadvantages
Selkie [-1]
Advantages Intolerance of non-Selkies [-10]
Appearance: Attractive [5] Phobia: Heights (mild) (extra disadvantage, no bonus)
Luck [15] Shyness (mild) [-5]
Seikie Skin (Were Form gadget) [5] Stubbornness [-5]
Skills
Disadvantages
Intolerance of non-Selkies [-10] Acrobatics-15 [4], Brawling-17 [4], Fishing-13 [6], Stealth-17
Odious Personal Habit: rude and sullen demeanor [-10] [8], Survival (underwater)-14 [10], Swimming-15 [0].
Phobia: heights (mild) [-10]
Shyness (mild) [-5]
Stubbornness[-5]

-119- Were-Creatures
Jaguar Warriors
The Jaguar Warriors are a mystic brotherhood of shapeshifting
shock troops in the service of an ancient but savage empire. They
can take cat-form by donning a jaguar skin which they wear as a
cape (their only garment, except for a weapons harness) in human
form.
Jaguar Warriors are selected in infancy and raised with a com-
bination of fierce exercise and combat training and an even more
punishing regimen of religious and ceremonial preparations. The
Jaguar Warrior knows nothing but violence. His only pastime is
death, his only love war.
In training, Jaguar Warriors have a fatality of over 75% (many
recruits are slain by their own teachers for some perceived weak-
ness or soft-heartedness). Once they receive their cat skin (at age
17) and become shapeshifters, they are pampered and indulged
by the empire (though they continue to train hard, to stay in
fighting trim).
All Jaguars are at least 200-point characters, heavily special-
ized in combat skills. They can be used as enemies, or as rather
one-dimensional player characters.
There are no Jaguar Warrior officers. They are commanded by
the wizard-priests of the empire. These priests also possess the
secrets of preparing the enchanted Jaguar skins and training the
children to become shapeshifters. gadget modifiers Awkward, Breakable (DR 1, HP 10), Can Be Hit
In battle the Jaguar Warriors are skirmishers, supporting the at -2 and Can Be Stolen by Stealth or Trickery, for total modifier
main force by attacking the enemy's flank and rear alone or in of -40%. This makes the final cost of the jaguar skin 5 points after
small groups. The Jaguar Warriors attack with a single-minded rounding. A jaguar skin is only usable by the warrior for whom it
viciousness, but will not hesitate to flee when the battle is hope- was made.
less. A common tactic is for the Jaguar Warriors to attack in
human form in a group of about a dozen. Then, if the battle starts Jaguar Form: The jaguar template is: Attributes: ST +2 [20],
to go against them, they will throw their spears and transform, DX14 [45], IQ 4 [-50], HT 15 [60]. Advantages: PD +1 [25], DR
continuing the battle in were-form. Often the shock of the change +1 [3], Catfall [10], Claws [15], Combat Reflexes [15], Enhanced
is enough to completely demoralize the enemy. The Jaguar War- Move x 3 [30], 4 Legs [5], Increased Strength x 1 [30], Night
riors do not all change at once; rather one warrior will cover one Vision [10], Sharp Teeth [5], Silence +2 [10], Super Climbing x 9
or two of his comrades while they transform, then the jaguar will [27] and Super Jumping x 1 [20], Disadvantages: Mute [-25], No
protect his former guardian while he changes. Fine Manipulators [-30] and Reputation -4: dangerous predator
The Jaguar Warriors are superstitiously but justifiably feared [-20]. Jaguar skills are Brawling-14 [1], Climbing-14 [2], Jump-
by all neighboring countries and enemies of the empire and its ing-14 [2] and Swimming-15 [2]. Template cost for a jaguar is
priesthood. 212 points.
Jaguar Warriors must buy the were-form's IQ back to normal
Jaguar Warrior Characters (usually +50 points), and must take Bloodlust [-10]. The base cost
Human Form: Jaguar Warriors have a gadget-based Were for a Jaguar Warrior character's were-form is 252 points. The
Form advantage, with the limitation Takes 1d Minutes (-20% final point total of the jaguar form gets a -40% discount from the
discount), for a base cost of 8 points. Their jaguar skins have the gadget modifier.

Sample Jaguar Warrior


The Jaguar Warrior described below is a paragon of his broth- Advantages
erhood - a none-too-bright killing machine devoted only to com- Combat Reflexes [15]
bat. High Pain Threshold [10]
He is a 200-point character. The 45 points for his DX are Reputation +3: Fearsome warrior with supernatural powers
shared between the two forms. Also note that the cost of the Were [15]
Form super-advantage is paid by the jaguar form, the more ex-
pensive of the two. Disadvantages
Bloodlust [-10]
Jaguar Warrior, human form Bully [-10]
ST 12 [20] IQ 10 [0] Speed: 6.25 Fanaticism (wizard-priests) [-15]
DX 14 [shared] HT 11 [10] More: 6 Sense of Duty to brother jaguar warriors [-5]
Dodge 7 Parry 8 Blocks
Damage: Thrust 1d-1; Swing 1d+2 Skills
Brawling-14 [1], Climbing-14 [2], Knife-14 [1], Jumping-15
Point Total: 46 [2], Shield-14 [1], Spear-15 [4], Spear Throwing-14 [1], Stealth-
14 [2], Swimming-15 [2].

Were-Creatures -120-
Quirks Advantages
Nowhere near imaginative enough to have quirks. Jaguar Skin (Were Form gadget) [5]
Jaguar template (212 points, less shared points in DX)
Jaguar Warrior, were-form
ST 22 [0] IQ 10 [50] Speed: 7,25 Disadvantages
DX 14 [shared] HT 15 [0] Move: 10 Bloodlust[-10]
Dodge 11 Parry 10 Bully [-10]
PD 1 DR 1 Fanaticism (wizard-priests) [-15]
Damage: Thrust 2d; Swing 4d Sense of Duty to brother jaguar warriors [-5]

Point Total: 109 (182 points less 40% gadget discount) Skills
Brawling-14 [0], Climbing-14 [0], Jumping-14 [0], Stealth-14
[0], Swimming-15 [0].

Miscellaneous Were Characters


Zedikiah the Were-Wasp
Since birth, Zedikiah was fascinated by insects. As a child, he Point Total: 74
spent hours just watching insects, or performing strange experi-
ments on those he caught. As an adult, he squandered the family Advantages
fortune on strange tomes of obscure insect lore. Over the years, Magical Aptitude 3 [35]
the tomes became stranger and stranger, as Zedikiah expanded
his interests to include wizardry and alchemy. The last of the Disadvantages
fortune went to purchase a magical laboratory of remarkable Secret: were-wasp - possible death [-30]
completeness, and Zedikiah all but vanished from the eyes of the
community for several years. Skills
During that time Zedikiah made a momentous discovery - Alchemy-15 [12], Artist-13 [2], Entomology-16 [8], Natural-
using alchemy and magic he transformed himself into a were. ist-12[l],Research-13[l].
Each night, from dusk to dawn, he becomes a human-sized wasp.
Perhaps he dabbled in demonology as well, for his wasp form Grimoire
cannot come within 9 feet of any holy object or consecrated 25 points in spells, mostly Animal, Body Control and Food.
ground.
It was only then that Zedikiah's life really begin. He lived his Quirks
life at night, as an insect, avenging a thousand petty insults, real Interested in nothing except insects
and imagined. He discovered in his were-form a taste for violence Nervous around women
(and for human flesh) that his human form never imagined itself Never laughs out loud
capable of. The wasp-form went from killing "enemies" to kill- Hates people who try to sell him things
ing strangers, just for the thrill of it. Sometimes he robbed his Always wears heavy clothing
enemies, when he needed money, but mostly he just killed and
fed.
In his human form, Zedikiah has little of the wasp's savagery. Zedikiah, giant wasp form
He knows nothing of combat, and his first impulse when threat- ST 14 [0] IQ 10 [70] Speed: 6.5
ened will be to hide (until sundown!). Nonetheless, he is a pow- DX 14 [0] HT 12 [0] Move: 6 (land)
erful, if ratter limited mage, who knows several dangerous or 12 (flying)
deadly spells that he will not hesitate to use if he must. Dodge 7 (land), 12 (flying)
The community is aware of the existence of the giant wasp, PD 3 DR 3
but few suspect that it's anything other than a natural (if gargan- Damage: Thrust 1d; Swing 2d
tuan) creature that somehow wandered into town. Nobody yet
suspects Zed, the crazy bug-hermit in the big old house. Point Total: 231
Zedikiah's were-form is based on the Giant Wasp (p. FB80).
The template is as follows: Attributes are ST 14 [45], DX 14 [45], Advantages
IQ 2 [-70], HT 12 [20]. Advantages are PD +3 [75], DR +3 [9], Giant Wasp template (189 points)
Acute Taste and Smell +3 [6], Clinging [25], Stinger [25], Venom Were Form: Cyclic Change (daily change lasting for the night,
(blood agent, 2d) [30] and Winged Flight [30]. Disadvantages are no voluntary change) [5]
Mute [-25] and No Fine Manipulators [-30]. Skills are Climbing-
14 [2] and Flight-14 [2]. The template cost is 189 points. Disadvantages
Appearance: Hideous (extra disadvantage, no bonus)
Zedikiah, human form Bestial [-15]
ST 9 [-10] IQ 14 [45] Speed: 5 Dread: Holy Objects, 3-hex radius, rare [-7]
DX 10 [0] HT 9 [-10] Move: 5 Odious Personal Habit eats humans [-15]
Dodge 5
Damage: Thrust 1d-2; Swing 1d-1 Skills
Flight-15[4]

-121- Were-Creatures
Lord Ramsgate: Were-Stag
In his youth, Laid Cerric Ramsgate lived for the hunt. He
spent an absolute minimum of time on statecraft, and an absolute
maximum on the chase.
One fall day, in his early 20s, Lord Ramsgate ran down and
killed the most beautiful buck he'd ever saw. As he was preparing
to gut the stag, however, he was confronted by a beautiful woman
wearing garments made of leaves and vines. The nymph told
Lord Ramsgate that he had slain a mystical creature - the lord of
the forest - and for that sin he would be condemned to know what
it was like to be the hunted. Then the nymph and the stag both
vanished.
Lord Ramsgate was terrified, but when nothing happened for
several days he began to put the incident out of his mind.
Then, on the night of the autumnal equinox, Lord Ramsgate
vanished. Fortunately his young wife was pregnant at the time, so
the succession seemed assured. His liege men searched for their
lord for weeks but he could not be found. Over the winter, the
men of Ramsgate Castle forgot their worries in the pursuit of a
handsome stag that had been spotted near the castle. Though
chased many times, the clever beast was never brought down.
Then, on the night of the Winter Solstice, Lord Ramsgate Disadvantages
walked into his hall, filthy, scarred and shivering in the cast-off Code of Honor (be a wise and just ruler, defend the realm,
rag that was his only garment. He told his men that he had been honor the king)[-15]
the magnificent stag they had pursued so diligently for the last Honesty [-10]
three months! Sense of Duty (his subjects) [-10]
The next year, the change was repeated at the same time. Lady Stubbornness [-5]
Ramsgate tried to keep her husband safely stabled at the castle for
the winter, but the were-stag could not endure confinement of any Skills
sort, and escaped at the first opportunity. Animal Handling-13 [1], Bard-11 [1], Broadsword-13 [4],
Now Lord Ramsgate roams his lands at will in the winter; in Cimbing-12 [2], Diplomacy-11 [4], Falconry-14 [1], Knife-12
his stag form. Deer hunting has been sternly outlawed while his [1], Lance-13 [4], Leadership-11 [2], Riding-15 [1], Shield-12
lordship is in were form, but the stag is still hunted, by the igno- [1], Survival (forest)-11 [2], Swimming-12 [1], Tactics-10 [2],
rant, by poachers and sometimes by his political enemies. Tracking-14 [8].
The rest of the year, Lord Ramsgate is known far and wide as
a wise and patient ruler, with a notable compassion for the ordi- Quirks
nary people and wild creatures of his realm. He hunts seldom, and Pious [-1]
then confines his activities to falconry and wild boars. Soft spoken [-1]
Lord Ramsgate's were-form is based on a Stag template: Attri- Sympathetic to social inferiors [-1]
butes are DX 12 [20], IQ 4 [-50] and HT 13 [30]. Advantages are Loves a good joke [-1]
PD +1 [25], DR +1 [3], Alertness +4 [20], 4 Legs [5], Increased Never hunts deer [-1]
Strength [30] and Striker: Impaling [45]. Disadvantages are In-
convenient Size [-10], Mute [-25] and No Fine Manipulators [-
30], Skills are Brawling-12 [1] and Running-13 [4]. Template Lord Ramsgate, stag form
cost for a Stag is 68 points. ST 20 [0] IQ 8 [+35] Speed: 6,25
Lord Ramsgate is a 175-point character. His DX is shared DX 12 [shared] HT 13 [30] Move: 7
points between his forms. Dodge 7
PD 1 DR 1
Lord Ramsgate, human form Damage: Thrust 2d-l; Swing 3d+2
ST 11 [10] IQ 11 [10] Speed: 5.5 Point Total: 90
DX 12 [shared] HT 10 [0] Move: 5
Dodge 5 Parry 6 Block 6 Advantages
Damage: Thrust 1d-1; Swing 1d+1
Were Form: Cyclic Change (Annual change lasting 3 months,
Point Total: 20 no voluntary change) [5]
Stag template [68 points, less shared points from DX].
Advantages
Animal Empathy [5] Disadvantages
Charisma +1 [5] Phobia: Enclosed Spaces (Severe) [-30]
Status 4 [20] Shyness, Severe [-10]
Skills
Brawling-15 [4], Camouflage-12 (2 points, Rule of 12), Run-
ning-13 [0], Stealth-14 [41, Survival-12 (2 points, Rule of 12).

Were-Creatures -122-
Creature ST DX IQ HT Mv/Dodge PD/DR Damage Reach Size Page
Agropelter 6-8 14 5 14/7-9 10/7 0/0 1d-4cr# R,C 1 6
18-24 12 3 12/20-26 7/6# 3/4# 1d+1 cut C* 4-6 6
14 3 2/2
11 3
Ant, Giant 6-12 12 2 10-15 6/6 2/2 1d-2cr# C 2 6
Antelope 15-20 15 4 14-17 18/9 0/0 1d+1 imp# C 2 7
9 4 7
14 6 7
Badger '5-7 13 4 16/8-10 676 1/1 1d-3 cut C <1 7
Barracuda, Great 16-20 15 3 12/16-20 12/7 1/1 1d cut C 3 8
13 8
13 5 8
Bear, Brown 15-19 13 14/16-20 7/6 ½ ldcr# C 2# 9
22-28 13 5 14/18-22 8/6 ½ 1d+2 cr# C,l 2# 9
13 5 9
13 5 ½ 8
Bear-Dog, Giant 45-55 11 3 13/48-60 7/5 2/2 2d+2imp C,l 4 9
Beaver 1-2 12 4 12/3-4 6/7 1/1 1d-2cr C <1 9
10 9
9 41
Camel 40-60 9 12-15 6/4 m 1d+1 cr# C 45
Cape Hunting Dog 4-6 13 5 10-12 10/6 1/1 1d-3cut C 1 10
15 4 1d-4 cut 10
14 45
Cattle 40-80 8-9 4 14-17 8/4 0/0 1d+l imp# C 3 45
Cave Bear 27-33 12 5 14/24-30 7/6 ½ 2d-2cr# C,l 3# 10
4 10
2 11
Ceratosaurus 50-65 14 3 13/32-40 6/7 2/2 3d-1 imp# C,l 9+ 42
Cheetah 16-20 14 4 13-16 30/10 0/0 1d cut C 2 11
13 4 46
14 6 12-14 11
Coyote 4-6 14 6 14/8-10 9/7 1/1 1d-3cut C 1 11
Creodont 18-22 12 3 13-16 7/6 1/1 1d+1 cut C 2 11
14 3 11
13 3 3/4# 12
Deer 5-14 15 4 13/6-8 9/7 0/0 1d imp# C 2 12
Deinonychus 15-18 14 3 13/12-14 12/7 1/1 1d+2 imp# C,1 2-3 42
13 5 1/1 12
12
14 3
16-20 14 6 13/14-18 8/7 1/1 1d cut1 C,1 1 13
Dingo 7-9 13 5 10-12 10/6 1/1 1d-3cut C 1 13
3 13
12 4 13
Dog 1-12 11-12 12-15/4-12 4-12/6 0/0# * C < 1 to 2 45
Donkey 20-30 10 4 10-13 10/6 1/1 1d- lcr# C,i 2 45

15 2 ½ 13
16 2 13
Duck 1-2 14 14/1-2 4-10/7# 0/0 1d-5 cr C <1 46
Duckbill 8-50 14 3 15/7-35 12-16/7 1/1 -# C,l 20+ 42
12 4
14 4 14
Elasmotherium 300+ 9 17/60-75 10/5 3/4 3d+2 cr C,l,2 13 14
Electric Eel 5-7 9 3 12/6-8 7/4 0/0 1d# C,l 2-3 14
12 3 0/0 14
12 6 15
15 4 15

-123- Alphabetical Chart


Creature ST DX IQ HT M Mv/Dodge PD/DRDamage Reach Size Page
Ferret 1 15 5 12/3-4 9/7 0/0 1d-4 cr C <1 15
Flying Snake <1 15 3 12/3 10/7 0/0 1d-5 cr C 2 15
1 4 1d2-2 imp# 16
5 * 15
Gila Monster 2# 13 13/3 1/6 2/1 C <1 15
Glashan 12-44 12 7 13-16 7/6 DO * C 1 16
25-35 9# 3 4/7 * 17
46
13 4 <1 46
Goose 1-3 14 4 14/3-5 7/7# 0/0 1d-4 cr C
Gorilla 20-24 13 6 14/16-20 7/6 1/1 1d cut# C,l 1 17
Gumberoo
13 4 17
18
8 4
Horse, Cavalry 32-40 9 4 12-15 16/8 0/0 1d+2 cr# C,l 3 46
Horse, Draft 50-60 9 4 13-16 12/6 0/0 1d+2 cr# C,l 3 46
9 4
4 0/0 46
46
Horse, Saddle 28-35 9 4 12-14 12/6 0/0 1d cr# C,l 3 46
Hyena 9-18 13 4 12/13-16 1678 1/1 1d cut C 2 18
4 18
14 5 18
Jackalope 1-2 14 3 15/2-4# 14/7 0/0 1d-5 imp C <1 18
Jaguar 16-28 14 4 15/14-18 10/7 1/1 1d+2 cut C 2 19
9 2 4
19
19
Killer Whale 40-70 13 8 15/20-30 15/7 0/1 2d+2 cut C 19-28 20
Komodo Dragon 16-20 14 3 16/16-20 9/7 ½ 1d cut C 4 20
2 20
14 5 1/1 20
Lion 24-30 13 4 15/16-20 10/6 1/1 2d-2 cut C 2 21
Llama 16-20 11 4 12-15 13/6 2/1 - - 2 47
15 4
12 4 2d-1 cut# 3 22
Mantis, Giant 30-36 15 2 15/16-20 5/7 3/3 C,l
Mastodon 175-200 12 4 17/30-40 8/0 3/4 3d cr# C.1,2 10 22
914 3 22
Mokole-Mbembe 200-250 11 3 16/38-46 5/5 2/2 2d cr# C,l# 10 23
Mongoose 1 16 4 15/3-5 10/8 0/0 1d-4 cr C <1 23
3 23
15 6 23
Monkey, Old World 3 15 6 13/3-5 8/7 0/0 1d-4 cr C <1 to l 24
Moose 40-50 13 4 15/16-20 12/6 ½ 1d+2 cr# C 3 24
12 34 0/0 24
47
Nandi Bear 32-40 14 15/24-30 8/7 2/2 2d cut C,i 2# 24
Ocelot 2-6 14 4 14/8-10 10/7 1/1 1d-3 cut C 1 25
13 4 25
14 1/1 25
Ostrich 20-24 15 3" 15/14-18 15/7 0/0 1d+1imp C,l 1 25
Otter 3-4 14 4 11/5-6 6/7 0/0 1d-3 cut# C 1 26
4 26
12 3 26
Peccary 7-9 14 6 10-12 8/7 1/1 1d-3 cut C 1 27
Penguin 1-2 10 3 11/34 5/6 1/1 1d-4 imp C <1 27
Piranha 11 6 47
13 3 27
Plesiosaur 14-30 14 14/10-25 7/7 1/1 1d+1 imp C.l-7 3-30 42
Poisonous Fish 0-2 12 2 15/2-8 7-20/6-10 0/0 * C <1 27
13 5
Porcupine 2-3 10 4 0/0
3/2 # <1 "28"
10 13/3-5 2/5 C
Porpoise 16-20 12 8 12-14 12/7 0/0 1d cr# C 2-3 28
4 42
10 3 0/0 28
Alphabetical Chart -124-
Creature ST DX IQ HT AMv/Dodge PD/DR Damage Reach She Page
Puma 8-22 14 5 15/13-19 10/7 1/1 1d cut C 2 28
Quetzalcoatlus 7-9 14 4 11-13 12/6 0/0 1d imp C 4' 42
14 3
14 6 29
Rat, Giant 6-12 13 17/8-10 7/6 1/1 ld-2 cut C 29
Rhinoceros 125-150 9 4 17/40-50 14/7 2/3 2d+l cr# C 10 29
12 4 8/6 30
13 4 * 30
Scorpion, Giant 12-14 2 13-16 8/7 3/4 C,l 2 30
Seal 8-16 12 5 12-16 12/8 0/0 ld-3 cut C 2-3 31
15 4 31
3 9/6 31
Shark, Medium (FW) 24-30 13 3 12/20-25 9/6 1/1 2d-2 cut C 3-5 31
Sheep 6-18 13 4 15/6-8 8/6 2/1 ld-3 cr C 1 47
14 4 31
11 5 * C 32
Snake, Constrictor 12-24 13 3 15/15-30 2-4/6 0/0 5-l1 32
Snake, Poisonous 2-15 13 3 15/2-20 2-4/6 0/0 * C < 1-4 32
3 4/6# 33
15 2 34
Stegosaurus 75-100 8 3 15/50-65 4/4 2/3 3d imp 1,2 12+ 43
Sting Ray 3-10 13 3 14/4-20 3/6 0/0 * C,l 1-19 35
8 3 35
14 5 12-15 10/7# 2 35
Tasmanian Devil 4-6 13 4 15/8-10 4/6 0/0 ld-2 cut C 1 36
Tazelwurm <1 13 3 14/3-5 18/9# 0/0 * C <1 36
12 3 36
14 4 2/3 36
Titanotherium 250+ 10 17/55-70 9/5 3dcr C 15 37
Triceratops 200+ 12 3 17/50-75 10/6 2/2# 5d imp C 15+ 43
14 4 12/7 37
15 3 43
Water Buffalo 55-70 9 13-16 7/4 1/1 1d+2 imp# C 3 47
Whale 50-150 13 8 14/20-70 10/7 4/6-13 * C,1-7 3-35 37
14 3 7/1# 37
14 6 ½ 38
Wisent 48-70 10 4 15/20-25 13/6 1d imp# C 3-4 38
Wolf 8-10 14 5 11-13 9/7 1/1 ld-2 cut C 1 38
12 5 ½
2/2 39
12 5 39
Woolly Rhinoceros 120-150 9 4 17/4048 13/6 3/3 2d+l cr# C 10 39
Yeti 18 12 8 10/20 7/7 2/3 3d cr C 1? 39

Aquatic, Fresh-Water
Animal Page Animal Page Animal Page
Alligator 6 Hippopotamus 18 Shark, Fresh-Water 31
Beaver 9 Leech 20 Snake, Constrictor 32
12 23 33
Dragonfly, Giant (larva) 13 Otter 26 Whale 37
Electric Eel 14 Piranha 27

Aquatic, Salt-Water:
Animal Page Animal Page Animal Page
Barracuda, Great 8 Octopus, Giant 25 Seal 31
Electric Ray 14 27 Shark, Great White 31
19 27 31
Moray Eel 24 Porpoise 28 Whale 37
-125- Habitat Chart
Arctic
Animal Page Animal Page Animal Page
10 27 39
Falcon 15 Puffin 28 Wolverine, Ice Age 39
Mammoth 21 Rabbit 29 Woolly Rhinoceros 39
Desert
Animal Page Animal Page Animal Page
38
2830
Coyote 11 Lion 21 Sabertoothed Tiger
Fying Turtle 16 Mongoose Lizard
Monitor 23 Scorpion, Giant 30
31
25
Hyena
Jackal
18
18
Octofly
Ostrich
25
25
37
Jaguar 19 Owl 26
Forest
Animal Page Animal Page Animal Page
28
6 15 28
Ant, Giant 6 Flying Turtle 16 Rabbit 29
Antelope 7 Fox 16 Raccoon 29
Aurochs
7 16 29
17 30
Badger Hippopotamus 18 Scimitar Cat 30
Bat 8 Hyena 18 Scorpion, Giant 30
8 Jackal
8 18 31
19 31
Bear, Grizzly 9 Leech 20 Skunk 31
Bear,Kodiak 9 Leopard 20 Sloth 32
9 21 32
9 21 Snake, Poisonus 32
Beaver 910 Mantis, Giant 22 Snolligoster 33
Cave Bear Mastodon 22 Spider, Giant 34
11 22 36
11 23 36
Crocodile 11 Mongoose 23 Tripodero 37
Crocodile, Giant 12 Monitor Lizard 23 Whale 37
12 24 37
13 25 38
Dire Wolf 13 Otter 26 Wisent 38
Dragonfly, Giant (larva) 13 Owl 26 Wolf 38
14
14 27 39
39
Jungle
Animal Page Animal Page Animal Page

Baboon
67 7 Jackal
18

18
Monkey, Old World
24
2425
Ocelot
Bat 8 Jaguar 19 Octofly 25
9
Centipede, Giant
9
11
Leopard
Lion
20
21 Puma
27
28
Chimpanzee 11 Mantis, Giant 22 Sloth 32
12 22
12 22 32
Didi 13 Mongoose Spider, Giant
Elephant 15 Monitor Lizard 23 Tiger 36
Flying Snake 15 Monkey, New World 23

Habitat Chart -126-


Mountain
Animal Page Animal Page Animal

30
Bear, Brown 8 Fox 16 Snake, Poisonous 32
Bear, Grizzly 9 Glashan 16
Tiger 36
Cave Bear 10 Kangaroo 19 Wolf 38
Care Lion 10 Leopard 20 Wolverine 39
39
13 26

Plains
Animal Page Animal Page Animal Page
Elasmotherium 25
26
Aurochs 7 Falcon 15 Puma 28
Baboon 7 Ferret 15 Rabbit 29
29
16 29
Cape Hunting Dog 10 Glyptodont 17 Rhinoceros 29
Caribou 10 Hyena 18 Sabertoothed Tiger 30
30
11 31
Coyote 11 Jaguar 19 Snake, Constrictor 32
Creodont 11 Kangaroo 19 Snake, Poisonous 32

Diatryma 12 Mammoth 21 Wisent 38


Dingo 13 Mongoose 23 Wolf 38
Eland 24 Woolly Rhinoceros 39
14 25

Subterranean
Animal Page Animal Page Animal Page
Spider, Giant 34

Swamp
Animal Page Animal Page Animal Page
6
7
Bat 8 Lech 20 Rat, Giant 29
Bear, Brown 8 Mantis, Giant 22 Scorpion, Giant 30

11
Crocodile 11 Moose 24 Snolligoster 33
Crocodile, Giant 12 Nandi Bear 24 Spider, Giant 34
Dragonfly, Giant 13 Ocelot 25 Swamp Ghost 35

-127- Habitat Chart


Rapid Healing advantage, 53.
Reach, 4.
Reactions, 62,63.
Reciprocal Rest advantage, 95.
Reduced Move disadvantage, 100.
Religion, 83.
Reputation, 97.
Please note that page numbers and statistics for individual animals can be Reverse weres, 89.
found in the Alphabetical Chart, pp. 123-125. Rule of 12,53,96.
Running skill, 59.
Sample weres, 113-122.
Absolute Direction advantage, 53. Forked sticks, 67. Science, 83.
Acceleration, 58. Gadgets, 91. Secret disadvantage, 98.
Acute Hearing advantage, 96. Game animals, 69. Semes, 118-119.
Acute Taste/Smell advantage, 96. Genetics, 83. Sensing abilities, 53.
Acute Vision advantage, 96. Gigantism disadvantage, 97. Shock, 57.
Addiction disadvantage, 96. Habitats, 4; chart, 125-127. Size, 4.
Advantages, 53,78,87,93,96. Head butts, 56. Skills, 53,78,87,89,99.
Alertness advantage, 53,96. Herd animals, 58. Skinchangers, 118-119.
Alphabetical chart, 123-125. High Pain Threshold advantage, 53. Slam attacks, 55.
Animal companions, 70-74. Hit location, 59. Smashing tails, 101.
Animal descriptions, 5-39. Hit points, 87,103. Snares, 66.
Animal Empathy advantage, 65,96. Hordes, 49,50. Spears, 101.
Animal forms, 91-92,118. Horns, 80,101. Special abilities, 78.
Animal templates, 82-83,86,88. Hunting, 64-69. Spell components, 53.
Armor, 80. Illiteracy disadvantage, 97. Split Personality disadvantage, 90,97.
Attributes, 4,76,86. Inedibility, 80. Sprays, 80.
Bad temper disadvantage, 53. Infectious Attack disadvantage, 95. Sprinters, 59.
Bad/Poor Grip disadvantage, 100. Injury, 56,57,62. Stick nooses, 67.
Beast-man, 84. Insects, 48-51. Strikers, 100,101.
Berserk disadvantage, 53. Intimidation skill, 99. Strong Will advantage, 53.
Bestial disadvantage, 98. Item-based weredom, 90. Stubbornness disadvantage, 53.
Biting to grapple, 55. Jaguar warriors, 120. Stuttering disadvantage, 98.
Blindness, 8. Kleptomania disadvantage, 97. Super-Advantages, 87,88,101-109.
Bullfighting skill, 45. Knockback, 55. Super-beasts, 84.
Camouflage, 78. Lecherousness disadvantage, 97. Super-Disadvantages, 88.
Change trauma, 84. Limitations, 112. Super-Powers, 87,109-111.
Claws, 101,102. Literacy,96. Swarms, 50.
Combat, 54,74. Live capture, 67. Teeth, 101.
Combat Paralysis disadvantage, 97. Longevity advantage, 96. Tentacles, 78.
Combat Reflexes advantage, 53,96. Lycanthropes, 81-122; personality, 89. Toughness advantage, 96.
Common Sense advantage, 53. Lycanthropic curse, 85,116; curing, 85-86. Training, 71.
Compulsive Behavior disadvantage, 97. Lycanthropic Dominance advantage, 95. Tranquilizers, 67.
Constriction attack, 101,102. Magic,53,82, Transporting animals, 69.
Cornered animals, 62. Magic items, 82. Trapping, 64-69.
Cowardice disadvantage, 53. Magic Resistance advantage, 53. Trigger conditions, 86.
Craftiness, 65. Magical Aptitude advantage, 96. Turning, 58,59; turning radius, 59.
Creating animals, 75-80. Magical creatures, 17,18,24,35,37,39. Uncontrolled weredom, 85.
Critical misses, 61. Mana organs, 53. Unpredictable Change disadvantage, 94.
Culture, 83. Martial arts, 89. Unusual Background advantage, 96.
Curses, 54,82; lycanthropic, 85,116. Mimicry, 80. Venom, 7,30,32,35,50-51,78,107.
Damage, 4,50,54,88,100. Monsters, 23. Vermin, 48-51.
Damage Resistance, 4,77,102. Morally Opposed, 97. Vital organs, 61.
Danger Sense advantage, 53. Mothers, 63. Weight, 4,
Deadfalls, 66. Move, 4,77. Were Form advantage, 93.
Delusion disadvantage, 97. Mute disadvantage, 97. Were-creatures, 81-122.
Demonic animals, 80. Natural attacks, 87,101. Were-eagles, 114.
Dinosaurs, 40-43. Natural defenses, 87. Were-forms,84.
Disadvantages, 53,87,89,93,96. No Fine Manipulators disadvantage, 100. Were-rats,117.
Disease,83. No Manipulators disadvantage, 101. Wete-sharks,117.
Dodge, 4,77. Noo-Reciprecal Damage advantage, 95. Were-snakes, 114.
Domestic Animals,44-47. Obedience, 71. Wen-stags, 121
Double-Jointed advantage, 53. Odious Personal Habit disadvantage, 97. Were-wasps, 121.
Drowning, 58. One Ann/One Leg disadvantage, 97. Werebears, 113.
Duty disadvantage, 97. One Fine Manipulator disadvantage, 101. Wereboars, 113.
Dwarfism disadvantage, 97. Origin, 4. Weretigers,113,115.
Ecology, 80. Pack tactics, 57. Werewolf from Hell, 116.
Electrical organs, 78. . Parrying, 55. Werewolves, 113,114,116.
Enemy disadvantage, 97. Passive Defense, 4,77. Wounded animals, 62.
Enhancements, 111. Pets,72-73. Yrth, 85,90,113-116.
Extra flexibility, 100. Phobia disadvantage,53.
Extra limbs,78,100. Pincers, 78.
Falling, 58. Pits, 66.
Familiars, 74. Poison, 50-51; see also Venom.
Feet manipulators, 100. Preserving meat, 65.
Fishing, 65. Psionics, 25,83,96.
Flight, 78,103,108; skill, 99. Quilt, 80.
Flying tackles,56. Quirks, 89.

Index -128-

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