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Menagerie
Menagerie
Icons Superpowered
Roleplaying
Designed by
Steve Kenson
Illustrated by
Dan Houser
Icons Menagerie is © 2020, Steve Kenson and Ad Infinitum Adventures. All rights
reserved. Reference to other copyrighted material in no way constitutes a challenge to
the respective copyright holders of the material. Icons and the Ad Infinitum
Adventures logo are trademarks of Ad Infinitum Adventures.
ICONS MENAGERIE PAGE 1
Introduction ............................................................................................. 1
Minions .............................................................................................................................. 2
Menaces ............................................................................................................................ 2
Models ............................................................................................................................... 2
Creature Creation ....................................................................................3
Creature Size .................................................................................................................. 3
Creature Attributes ...................................................................................................... 4
Creature Powers ............................................................................................................ 6
Creature Specialties ..................................................................................................... 7
Creature Qualities ......................................................................................................... 7
Creature Overlays.................................................................................................8
Aquatic.............................................................................................................................. 8
Flying ................................................................................................................................. 8
Form................................................................................................................................... 8
Giant................................................................................................................................... 8
Humanoid......................................................................................................................... 9
Mindless ............................................................................................................................ 9
Miniature........................................................................................................................... 9
Sapient .............................................................................................................................. 9
Spirit................................................................................................................................. 10
Therianthrope............................................................................................................... 10
Unliving ........................................................................................................................... 10
Animals ....................................................................................................11
Bats........................................................................................................................ 11
Bears ................................................................................................................... 12
Birds ..................................................................................................................... 12
Tiny Bird...........................................................................................................................13
Eagle .................................................................................................................................13
Owl ....................................................................................................................................14
Cats ...................................................................................................................... 14
Cat .....................................................................................................................................14
Cheetah............................................................................................................................15
Leopard............................................................................................................................15
Lion....................................................................................................................................15
Tiger ..................................................................................................................................15
Cetacea ................................................................................................................ 16
Dolphin.............................................................................................................................16
Orca...................................................................................................................................16
Whale................................................................................................................................17
Dogs ..................................................................................................................... 17
MENACES
In some cases, a sufficiently powerful creature may be a foe in its own right.
A lion, tiger, or elephant may be a challenge for some heroes, and a
creature like a dragon could be a foe for an entire team! Generally, to
qualify as a real menace, the creature needs a fair amount of Stamina (8 or
more), some damaging attacks, and ideally some Damage Resistance to
help it stand up in a fight a bit longer. Gamemasters may want to apply
some of the menace options from the Minions & Masterminds chapter in
ICONS Presents to make creature menaces more formidable. Those looking
for city-destroying giant creatures should check-out the Dawn of the
Daikaiju adventure for additional options.
MODELS
Creatures in this book can also be used as models for creating your own
creatures with similar abilities, or for characters with creature-based
powers, from the Strength of an elephant to the Coordination of a monkey,
or even the ability to acquire the abilities of any animal! Both the Creature
Powers and Animal Powers sections of this book look at this subject in
greater detail.
CREATURE SIZE
An important element of many non-human creatures is their size relative to
humans and where that places the creature on the overall scale of
attributes. ICONS essentially has a scale for size similar to outcome: plus or
minus 3 levels, with a 0-level in the middle for human-sized and scale
creatures, as shown on the following table:
Size Modifiers: Creatures have a modifier equal to their size scale applied to
the difficulty to hide—it’s easier for a tiny creature to go unnoticed
compared to a gigantic one. Creatures also have a bonus equal to the
difference between their size scale and an opponent’s size scale applied to
tests to attack or defend against direct attacks from that opponent. So, for
example, a small creature fighting a large creature has a +2 bonus on attack
tests to hit the (comparatively larger) opponent and a +2 bonus to avoid
that opponent’s attacks, being smaller and harder to hit.
Growth and Shrinking: Note that the modifiers for size scale are the same
modifiers applied by the Growth and Shrinking powers from ICONS, just
phrased a different way, and you can use the same guidelines for characters
using those powers. That said, larger and smaller creatures do not have
levels of Growth or Shrinking, respectively, just some elements similar to
those powers. So while, for example, a gigantic creature will typically have
a higher Strength level, it is not necessarily at the 9–10 level provided by
Growth, and the creature does not automatically have Growth’s Damage
Resistance, either. In the same vein, a creature’s size scale is not a “power”
and generally cannot be mimicked, nullified, or otherwise affected by
things that affect powers.
CREATURE ATTRIBUTES
Creatures generally have attributes that fall onto the same 1–10 scale as
characters in ICONS. In some instances, a creature’s attributes will be off-
the-scale, usually too low to be worth measuring (even as level 1). There
aren’t any natural, real-world creatures with attributes off the high-end of
the scale: even the strongest, fastest creatures known aren’t more than
Supreme (10) in those regards. For supernatural creatures that exceed the
CREATURE POWERS
Some creatures have abilities humans do not possess, represented in ICONS
by various powers. For natural creatures like animals, these “powers” are
simply part of their normal abilities, meaning things like Nullification usually
don’t affect them: You can’t Nullify a tiger’s claws or a bird’s wings, for
examples. Supernatural creatures may have true powers, and the Game
Master should use common sense when it comes to the interaction of
certain innate “powers” and true super-powers.
The following powers are likely to come up in the creation of various
creatures.
Affliction is suitable for venomous or poisonous creatures. In many cases,
the Affliction is dependent upon a slashing Strike attack like a bite, allowing
the creature to inject venom into its target. If the initial attack inflicts no
damage—completely blocked by Damage Resistance, for example—then
the follow-up Affliction does not occur.
Aquatic suits creatures that live primarily in the water. Amphibious air-
breathers can’t breathe underwater, but can hold their breath for an
exceptionally long time. True water-breathers on the other hand, cannot
breathe air and suffocate if removed from the water. The other effects of
Aquatic apply normally, although natural animals almost never have it at
higher than Poor (2) level.
Extra Body Parts for creatures are only “extra” in relation to humans. Still,
the power reflects the capabilities many creatures have naturally. Note that
Extra Arms only applies to creatures that have functional extra arms, as
most creatures have only legs. Similarly, the Tail power only applies to
creatures with a prehensile tail capable of manipulating things. Other
creatures may have tails that do not provide them with additional abilities.
At the GM’s discretion a creature with a tail might gain Fast Attack instead,
at a level of their Prowess or lower. Note that the Claws power of Extra
Body Parts may also be Antlers, Horns, Teeth, or similar natural weapons.
Flight is not a power natural creatures possess. Fliers have Wings from
Extra Body Parts instead, usually at a level no greater than Average (3).
Senses is a form of the Super-Senses power, reflecting innate sensory
abilities different from those of humans. In particular, animals often possess
CREATURE SPECIALTIES
As noted in ICONS, specialties are specific areas of expertise that provide a
bonus on certain tests. Although they often represent skill or training for
characters, creature specialties tend to be more a matter of natural talent
or adaptation, a focus for one or more of the creature’s abilities.
Some creatures have no specialties at all, their basic attribute levels and
powers (if any) are sufficient to describe their capabilities, along with any
qualities (following). For creatures that do have specialties, the most
common ones are Athletics or Stealth, representing the creature’s greater
physical abilities. In some cases, a creature might have a specialty specific
to it, noted in its description.
CREATURE QUALITIES
Creatures can have one or more qualities that further define them, which
can be activated to gain advantage or to cause trouble for the creature.
By default, a creature can be assumed to have its particular type or species
as a quality, so a lion has the quality “Lion” and a horse has the quality
“Horse,” which encapsulates the various aspects of that creature type of
species. Similarly, the Game Master can treat all animals like they have an
“Animal” quality, the same for other types of creatures. So a character
might maneuver to activate the “Animal” quality of a pack of wild animals in
order to compel them to stay at-bay using fire to scare them, for example.
Some creatures may also have specific qualities to further define certain
less quantitative elements of their nature: the savagery of a badger or
wolverine, the stubbornness of a mule or a goat, even the sheer cuteness of
a red panda or the like. You can assign these as-needed using the Qualities
On-the-Fly guidelines in ICONS.
AQUATIC
The creature is able to live and function underwater, suitable for normally
land-based creatures adapted for aquatic life, from “Atlantean” humans or
merfolk to “sea-lions” that are a literal combination of lion and fish. As in
these examples, some Aquatic creatures might have adaptations like tails
rather than legs.
Modification: Add Aquatic.
FLYING
Similar to aquatic, this usually takes a land-based (or, less often, water-
based) creature and gives it the ability to fly, most often with wings,
sometimes with some kind of supernatural ability.
Modification: Add Wings or Flight.
FORM
The creature has a form other than flesh-and-blood. This overlay is suitable
for creatures made of a different material (Solid Form) such as golems,
machines, or animated statues. It also works for elemental creatures
(Energy, Fluid, Gaseous, or Solid Form) or shadow creatures (Shadow
Form).
Modification: Add Alternate Form appropriate to the creature’s type. For
most creatures it is permanent and not switchable.
GIANT
A giant creature is much larger than its normal size (see Creature Size,
previously) with proportionate increases in the creature’s Strength.
Typically, add the difference in size modifier between the creature’s original
size and its new size to its Strength. So a Gigantic Ape would have
Fantastic (9) Strength, for example, and a Gigantic Lion would have
Amazing (8) Strength. Game Masters may want to adjust this slightly to fit
HUMANOID
A creature with this overlay exists in a humanoid configuration: standing on
its hind legs, its forelimbs adapted as arms with hands and opposable
thumbs, or the closest approximation reasonable for the creature’s original
form. It also assumes the creature is now medium sized, adjusting the
creature’s Strength according to the Giant and Miniature overlays, although
some larger creatures may retain their size as humanoids. Humanoid
creatures are also often Sapient, but not necessarily. Otherwise, the
creature retains its various abilities
Modification: Adjustments to Size Category, as described.
MINDLESS
A mindless creature has no Intellect level and operates almost entirely on
instinctive drives or pre-programmed responses to circumstances. The
creature may still have Awareness (if it is capable of responding to its
surroundings) and Willpower (if it can mentally influence or be influenced
in any way) otherwise it may no level in those attributes either.
Modification: Decrease the creature’s Intellect to 0, adjusting its Awareness
and Willpower accordingly. If the creature also has 0 Willpower, base its
Stamina on twice its Strength level.
MINIATURE
A miniature creature is smaller than its normal size (see Creature Size,
previously) with a proportionate decrease in the creature’s Strength.
Generally, this is the difference in size modifier between the creature’s
original size and its new one. So a Large horse reduced to a Small size
would have only Fair (4) Strength, for example. As with other size
modifiers, the Game Master may want to fine-tune this adjustment to fit the
particular concept of the creature.
Modification: Decrease the creature’s Size Category, adjusting its Strength
down one level per size.
SAPIENT
A sapient creature has self-awareness and intelligence more like that of a
human. It is up to the Game Master whether or not this overlay also grants
the creature the ability to speak, but it should at least be able to
SPIRIT
A spirit creature is capable of alternating between a solid, physical form
and a ghostly immaterial form. This is usually because the creature is a
literal spirit. It might be a ghost, a nature spirit, the totemic essence of an
animal, or something of that sort.
Modification: Add Phasing and decide if the spirit creature’s “default” state
is physical or immaterial. Some creatures with this overlay also have
Invisibility as an extra of their Phasing.
THERIANTHROPE
A therianthrope or “were” creature is a shapeshifter, able to switch between
human and creature forms. The classic therianthrope is a werewolf
(lycanthrope) but there are examples of animal shapeshifters from a wide
range of cultures, involving many different kinds of animals. For some
therianthrope’s the condition is a curse or involuntary; they transform due
to some outside stimulus like the cycles of the moon. For others, they can
transform at will, or make use of an item such as a talisman or animal skin
to effect the transformation. Some therianthropes also have an
“intermediate” or hybrid form that is essentially their animal form with the
Humanoid overlay, such as the classic “wolf-man.”
Modification: Add Alter Ego, usually the Normal Form version, unless the
therianthrope has unusual powers or abilities in its humanoid form as well.
UNLIVING
A creature with the Unliving overlay is not a living being. It might be a
machine, an animated statue, or a reanimated corpse (undead). The
creature does not have any of the concerns of living creatures. If the
creature is also not longer made of flesh or other organic material, include
the Form overlay. If the Unliving creature is also mindless, include the
Mindless overlay.
Modification: Add Total Life Support.
BATS
Flying mammals of the order Chiroptera, bats have forelimbs adapted as
membranous wings. They range in size from tiny microbats, just over an
inch in length, to larger macrobats like flying foxes, with wingspans over
five feet.
Microbats tend to have echolocation, poor eyesight, and feed primarily on
flying insects, while macrobats may or may not have echolocation, tend to
have excellent eyesight, and feed primarily on fruit. Vampire bats feed on
the blood of prey animals like cattle or birds. Bats can enter into a state or
BEARS
Bears are widespread, found through
the northern hemisphere and parts of
the southern hemisphere. The polar
bear is the largest of the eight bear
species, between 8 and 10 feet in
length, weighing up to 1500 pounds.
Bears do not have particularly acute
vision or hearing but they have an
excellent sense of smell, even better
than canines. They have powerful,
crushing jaws and sharp teeth and
claws. Bears in northern climates
hibernate in the winter, lowering their
metabolism and feeding off of stored
body fat.
BIRDS
There are some ten thousand species of birds, characterized by wings,
features, beaks, and laying egg, along with their high metabolisms and
TINY BIRD
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Powers: Wings 2
Qualities: Bird, Tiny
The abilities of an individual bird are fairly unremarkable. Those given here
are suited for most small perching birds. Corvids (including crows and
ravens) and parrots have Intellect 1 (perhaps even 2 in some cases) and
some of them can mimic human speech and other sounds. Aquatic birds
like penguins have swimming Speed in place of the Wings power.
A substantial flock of tiny birds may be treated as a swarm (see Swarms,
later in this chapter).
Raptors or birds of prey are larger predatory birds that primarily hunt by
diving at their prey from the air, relying upon their excellent eyesight to
spot them on the ground. They include various species of eagles, falcons,
hawks, and owls.
EAGLE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
CATS
Cats, of the Felidae family, include
some three dozen species of
carnivorous hunters, from domestic
house cats to the great cats like lions
and tigers. The largest predatory
cats are all members of the panthera
genus—the term “panther” is
sometimes used to refer to all-black
jaguars, or a subspecies of cougar
found in souther Florida (the Florida
panther).
CAT
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
LEOPARD
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
LION
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
TIGER
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
CETACEA
Cetacea are sea-dwelling mammals: whales, dolphins, and their various kin.
Sapient? The intelligence of various cetaceans, particularly dolphins, is still
being studied, but it is widely agreed that they are quite intelligent. They
may even have their own language. In superhero settings, it is common to
assume that “whale-song” and similar cetacean vocalizations constitutes a
language of its own. In this case, it may be possible for Aquatic characters
who have Super-Senses (Ultra-Hearing) to learn to understand, if not
speak, this language. Likewise, cetaceans might be able to learn and
understand human languages.
DOLPHIN
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
ORCA
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
WHALE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
DOGS
Canids are the most common
terrestrial carnivores, social pack-
animals. Dogs were among the first
domesticated animals and have a
long relationship with humans in a
variety of roles from hunting,
herding, and guarding to
companionship and even therapy.
This family also includes foxes,
wolves, and other dog-like
carnivores. Long-time selective
breeding has led to numerous
domesticated dog breed and cross-
breeds.
Senses: Dogs are well-known for
their sensitive noses, with some breeds commonly used as trackers or to
sniff out contraband, particularly drugs or explosives. Dogs also have a
higher range of hearing than humans, leading to the use of “dog-whistles”
that produced ultrasonic tones only audible to canines.
SMALL DOG
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
MEDIUM DOG
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
HYENA
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
WOLF
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
LYCANTHROPES
Werewolves or lycanthropes are
one of the most common
therianthropes in legend, with
numerous stories of people who can
turn themselves into wolves or vice
versa, including the “wolf-man” of
Hollywood films. In some versions,
werewolves are cursed to assume
animal form based on the full moon
while others transform largely at
will using enchanted wolf-pelts or
the like. More modern versions of
lycanthropes have levels of
supernatural Regeneration or
Damage Resistance with the limit
that it does not work against
damage from silver weapons.
FISH
Fish include a wide range of water-breathing animals with gills and make
up a vast number of species. This section also includes a few aquatic
animals that are not technically fish, such as jellyfish and octopuses, for the
sake of simplicity because they exist in the same environment and are
otherwise quite similar.
Most fish are tiny animals with no real important abilities in game terms
except where they exist as a school, which can be considered a kind of
underwater swarm. See the Swarm section, following, for details.
ELECTRIC EEL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
JELLYFISH
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
OCTOPUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Stealth
Powers: Aquatic 2, Ink Cloud 3 (automatic “Dark” quality with free
activation to Increase Difficulty for vision), Invisibility (Blending) 2,
Tentacles 1 (Elongation)
Qualities: Octopus, Small
Cephalopods like the octopus—as well as squids, cuttlefish, and nautiloids—
are bilaterally symmetrical mollusks rather than fish. The octopus is known
and named for its eight limbs, and is considered one of the most intelligent
marine animals. Most octopuses have the ability to regrow lost limbs, and
so can even detach a limb as a distraction or means of escape, but this
regrowth is normally too slow to qualify as a level of Regeneration.
Likewise, the soft body of an octopus can squeeze through very small
spaces, but not enough to qualify for the Fluid Form power. Consider these
things activations of the creature’s “Octopus” quality when they come up.
RAY
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Sting
Powers: Affliction 3 (stinger venom), Aquatic 1
Qualities: Ray
Batoidea or rays are cartilaginous fish with flattened bodies and broad,
wing-like fins they use to “fly” underwater. They range widely in size. The
larger manta rays or “devil rays” are between 18 and 23 ft. in width. Smaller
stingrays are between 5 and 7 feet wide. Rays typically have long, thin tails,
often equipped with a venomous stinger.
SHARK
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
HERDS
Herd animals are a broad category or largely herbivorous hoofed or multi-
toed animals that tend to gather in groups.
BOAR
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
COW
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
ELEPHANT
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Powers: Damage Resistance 1, Trunk 3 (like Tail from Extra Body Parts),
Tusks 5 (slashing damage)
Qualities: Elephant, Huge
The largest land animals, elephants up to 10–11 feet tall at the shoulder and
weighing 5–7 tons. They have long tusks and prehensile trunks they use for
bringing food and water to their mouths.
HIPPOPOTAMUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Swimming
Powers: Damage Resistance 1, Tusks 3
HORSE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
RHINOCEROS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
LIZARDS
Most lizards are too small to be considered on the ICONS scale for anything
other than a swarm (see Swarms). A few notable types of lizards include
the following.
CROCODILE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Stealth
Powers: Affliction 1 (venom)
Qualities: Lizard, Little, Warning Colors
The gila monster is the largest native North American lizard outside of
Mexico, known particularly in the American southwest. It is a somewhat
thick-bodied, tapered lizard around two feet in length, with black, orange,
and yellow patterns scales. It primarily eats eggs from the nests of other
animals along with small birds, mammals, and insects. The bite of a gila
monster is mildly venomous.
IGUANA
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
KOMODO DRAGON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Specialty
Powers: Damage Resistance 1, Teeth 3
Qualities: Komodo Dragon, Lizard
The Komodo dragon is a medium sized lizard, averaging over eight feet in
length and weighing 150–200 pounds, native to the islands of Indonesia.
They are carnivores, hunting prey by rushing at it and tearing with their
sharp teeth and claws. Komodo dragon scales are reinforced by
osteoderms, dermal bone deposits that form a kind of natural, flexible
“chain mail” armor.
CHIMPANZEE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Athletics
Qualities: Ape, Brachiator, Close to Human, Small
Chimpanzees are the closest genetic relatives to humans. They’re typically
between three and a half and four and a half feet tall, weighing between 60
and 110 pounds. The closely related bonobo is slightly smaller.
Specialties: Athletics
Qualities: Ape, Largest Primate
Gorillas are the largest primates, between about 4 ft. 7 in. and 5 ft. 11 in. tall,
but weighing close to 370 lbs. on average, although fictional gorillas are
often portrayed as larger.
ORANGUTAN
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Athletics
Qualities: Ape, Brachiator, Intelligent Primate
Native to Indonesia and Malaysia, orangutans have rust-colored fur and are
typically about four and a half feet tall, weighing around 165 pounds.
They’re considered the most intelligent of the non-human primates.
MONKEY
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Athletics
Powers: Tail
Qualities: Brachiator, Monkey, Little
“Monkey” is commonly applied to arboreal primates with tails, but the term
does not have any basis in modern science. In terms of ICONS Menagerie,
monkeys are smaller simians than than larger ape cousins and often have
tails. They include a wide variety of simians such as capuchins, howler,
spider, and wooly monkeys, marmosets, and tamarins.
These traits are suitable for most little monkeys, larger simians, such as the
tailless gibbon, have higher Strength (and Stamina).
RACCOON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
RODENTS
Rodents, mammals of the order Rodentia, are little or tiny animals named
for continuously growing incisor teeth (their name is from the Latin
meaning “to gnaw”). They’re found almost everywhere and many of them
have adapted to living in urban environments alongside humans. They
include mice, rats, squirrels, chipmunks, porcupines, beavers, guinea pigs,
hamsters, and gerbils, among others. Although rabbits and hares are
technically not rodents (part of the order Lagomorpha) they’re similar
enough to be included here as well.
RODENT
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
SEALS
Seals, or pinnipeds, are are a clade of finned amphibious mammals,
including seals, sea-lions, and walruses. Seals are fairly fast swimmers.
SEAL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Swimming
Powers: Aquatic 2
Qualities: Seal
Most seals are fairly fast swimmers, although not as fast as dolphins. Seals
are often more agile, however, able to take advantage of their size,
flexibility, and their double sets of powerful flippers. Seals can be trained to
learn a variety of behaviors and tricks, which may effectively give them
other specialties.
WALRUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
SELKIES
Mythic seal therianthropes, selkies usually “wear” enchanted seal-skins that
allow them to transform into seals and back into human form by taking the
skin off. A selkie without its skin cannot transform and humans sometimes
SNAKES
Snakes are numerous species of elongated, legless reptiles. They commonly
have wide-extending jaws, allowing them to swallow prey much wider their
their heads, slowly digesting it over time.
CONSTRICTOR SNAKE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
VENOMOUS SNAKE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
ABILITY INCREASE
Any animal with an ability higher than Average (3) on the human-centered
scale can be a reason for an increase in ability, from the Coordination of a
cat or a monkey to the Strength of an elephant. This is particularly true for
insects and arachnids, which often have tremendous proportionate
Strength to their size, able to lift a thousand times their own weight!
AQUATIC
A variant of Aquatic that boosts Strength instead of Coordination is
suitable for adapting multiple capabilities from an animal like a shark or
whale all at once. The GM may want consider the need to occasionally
surface for air, like a cetacean or a seal, as a limit on the power.
AURA
This power suits a creature that is innately dangerous to touch, such as
having sharp spines like a porcupine or sea urchin, or having a defense like
an eel’s electrical discharge.
BINDING
A spider’s web is a classic animal Binding attack. A character with spider-
powers might not even need artificial means to produce it. Most other
forms of “binding” used by animals are actually wrestling attacks, so a
character able to grab and constrict like a snake, for example, might have
levels of the Wrestling specialty and increased Strength.
BLAST
A number of unusual ranged attacks exist among animals. The bombardier
beetle can squirt a boiling jet of liquid created by an internal chemical
reaction. The pistol shrimp can snap its claws to create a cavitation bubble
with a powerful bang to stun creatures. The horned lizard can even shoot a
jet of blood from its eye when threatened! Some of these tricks may be
Dazzle or Stunning attacks rather than a damaging Blast.
BURROWING
Burrowing animals and insects range from moles and other rodents to
earthworms and ants. Typically, their level of Burrowing is fairly low,
sufficient only for packed dirt, but a scaled-up version of insect burrowing
might be able to tunnel through concrete or even rock.
DAZZLE
Certain attacks, like spitting venom in a target’s eyes, may be considered
Dazzle attacks, causing temporary blindness.
DETECTION
Some birds and fish can sense magnetic fields, while other animals—
including bees and platypuses—can sense electrical fields, allowing them to
navigate, find prey, and avoid danger.
GROWTH
While large animals do not have Growth per se (see Creature Size in the
first chapter) a character adapting the abilities of an animal might be able
to grow to its size using this power. Some characters only gain the
proportionate attributes of the animal, such as its Coordination and
Strength, instead, in which case this power is not needed.
IMAGES
While projecting visual illusions other than camouflage isn’t common in the
animal kingdom, imitation is. Some birds, like lyrebirds, parrots, and
macaws, for example, are skilled mimics, able to copy sounds they have
heard.
INVISIBILITY
Chameleons, octopuses, and some other creatures have adaptive
camouflage, suitable for Invisibility with the Blending Limit.
LIFE SUPPORT
Animals may have some Resistance to certain human concerns (see
Resistance) but most earthly creatures don’t qualify for Life Support as
such. Exceptions include some microscopic life like tardigrades, which seem
capable of surviving in almost any environment.
REGENERATION
Creatures like geckos and some other lizards can regrow lost tails, even
shedding their tail as an escape mechanism. Salamanders can regrow lost
limbs, and the severed parts of an earthworm or starfish can regenerate
into whole new creatures. Some forms of animal Regeneration may simply
heal damage. At an extreme level, this could be a most unusual form of
Duplication!
RESISTANCE
Many animals are more resistant to things than humans. Creatures with
hard shells, scales, or leathery skin have Damage Resistance. Animals with
fur have some level of Cold Resistance. Some species have Disease or
Poison Resistance. Game Masters can permit other Resistances as make
sense for the animal species and its natural environment.
SHRINKING
Similar to Growth (previously) a character may have the ability to shrink
down to the size of a small or smaller animal. Otherwise, they usually scale
the abilities of small animals up to human-size, such as gaining the
proportionate Strength of a human-sized ant or spider, for example.
STRETCHING
Animals like cephalopods and sea cucumbers can practically liquify in order
to squeeze through small spaces and openings, and can stretch and deform
their shapes.
STRIKE
Natural weapons are common for animals, especially predators. In addition
to discussed under Creature Powers in the first chapter, there are oddities
STUNNING
A skunk’s spray of foul-smelling musk can work as a Stunning attack, or
possibly a variant Dazzle that temporarily blinds and also overwhelms the
sense of smell.
SUPER-SENSES
As discussed in Creature Powers, some animals have sensory abilities
beyond those of humans, including infravision for some reptiles, ultra vision
for reindeer and mantis shrimp, and sonar for bats and cetaceans.
SWINGING
Spiders can swing and climb on lines formed by their webbing. Game
Masters may also consider this a suitable power for brachiating species of
animals that swing from trees limbs or vines in forested or jungle regions.
WALL-CRAWLING
In addition to the ability of many insects, there are wall-crawling animals
like geckos or even mountain goats, which can scale almost vertical rock-
faces.
EXTRAS
Extra Animal: You can mimic two animals at once, mixing and matching
their abilities, and duplicating the best of each. If you take this extra more
than once, you can mimic an extra animal each time.
Growth or Shrinking: Normally, you don’t mimic an animal’s size, just its
abilities. With this extra you can also apply levels of Growth or Shrinking up
to your Animal Mimicry power level to reach the same size as the animal.
Rangeless: You can mimic any animal you can think of rather than just
those within visual range. Discuss with the GM whether or not this also
gives you the ability to mimic extinct animals (like those in the Prehistoric
Creatures chapter, following) or if that is considered a separate extra.
LIMITS
Standard: Close Range (meaning you have to touch an animal in order to
mimic it), Exclusive, Preparation
One Type: You are limited to mimicking only one type of animals, such as
the examples given in the Limited Animal Powers sidebar.
ALLOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
ANKYLOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
BRACHIOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
BRONTOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
CERATOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
DEINONYCHUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
EDMONTOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
PLESIOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
PTEROSAUR
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
STEGOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
TRICERATOPS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Specialty
Powers: Teeth 6
Qualities: Gigantic, King of
the Dinosaurs
The infamous tyrannosaurus
rex (“tyrant king lizard”) is one
of the largest predatory
dinosaurs, some 40 feet in
length and weighing 8 to 10
tons (Incredible mass), with a
large head and powerful jaws
filled with sharp teeth.
Tyrannosaurs have excellent
depth perception along with
sharp hearing and a sensitive
sense of smell, helping them
to locate prey.
DINOSAUROIDS
A common idea in superhero
settings is that there are
evolved descendants of
dinosaurs with the Sapient
Humanoid overlays. They
either developed prior to the
widespread extinction, and
somehow survived, or hail
from an alternate universe
where Earth’s dinosaurs never
died out, and instead evolved
to become the dominant
intelligent species on the
planet. These dinosauroids or
saurians are often medium-
sized rather than as large as their primitive ancestors, with appropriate
adjustments to their Strength and other abilities.
MAMMOTH
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Powers: Damage Resistance 1, Trunk 3 (like Tail from Extra Body Parts),
Tusks 5 (slashing damage)
Qualities: Huge, Mammoth, Prehistoric
Prehistorical relatives to elephants, mammoths and mastodons were large,
tusked mammals with trunks. Wooly mammoths derive their name from
their heavy fur coats, protecting them from the cold steppes of their native
environment.
MEGALODON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
TERROR BIRD
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
AVENGING ANGEL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
ARCHANGEL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
ANGELIC HEROES
An ICONS hero with the essential abilities describe here, particularly
Strength, Wings, and a measure of Resistance or Life Support, could well
be an angel of some sort, or at least might believe they are an angel. Given
their nature, angels might not be allowed to reveal the truth of their nature
with absolute certainty. Of course, there’s also the question of whether an
angelic hero still “reports to the boss upstairs” or is a renegade, not quite
fallen, but not necessarily in Heaven’s good graces any longer, either.
DEMONS
Demons are otherworldly creatures of supernatural evil, often seen as
embodiments of particular human evils (or “sins”) and dwelling in a terrible
dimension where souls may be imprisoned and tortured after death. This
realm is known as Hell, Gehenna, the Pit, the Abyss, and many other names.
There may be many sub-divisions, realms, or fiefdoms to this demonic
netherworld.
Demons are often conjured up by occultists to do their bidding or provide
them with occult knowledge or resources and they are sometimes
summoned unknowingly by dabblers or would-be occultists, usually with
tragic results. Game Masters interested in more about demons should see
“D” is for “Demon” in ICONS A to Z.
BRUTE DEMON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Wrestling
Powers: Damage Resistance 5, Life Support 10
Qualities: Hulking Demon, Savage Brute
Brute demons are just what their name implies: sheer muscle, used to bully
and push around less powerful creatures (including other demons) and to
DEMON LORD
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
IMP
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Occult
Powers: Damage Resistance 2,
Extra Body Parts (Tail 3, Wings 3),
Life Support 10, Teleport 3
Qualities: Demonic Imp, Devilish
Cunning, Little or Tiny
Among the lowest castes of
demons, imps tend to be small,
vicious creatures sent to serve
demon summoners. Still, imps are
cunning and mortals
underestimate them at their peril.
POSSESSOR DEMON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
TEMPTER DEMON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
WARRIOR DEMON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
DRAGON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
WYVERN
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AIR ELEMENTAL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
EARTH ELEMENTAL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
WATER ELEMENTAL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
OTHER ELEMENTALS
While the four classical elementals are the most common encountered in
fiction, there is the potential for other sorts of elementals based on various
other elements, more often encountered in speculative fiction or modern
urban fantasy. Examples include:
• Chemical Elements: Elementals might exist as pure manifestations of the
chemical elements of the periodic table, from hydrogen through Arsenic,
Xenon, Radium, and the artificial elements up through Lawrencium and
perhaps even beyond. The elemental has an Alternate Form of its
element, typically Fluid, Gaseous, or Solid, and may have other
associated powers, such as Magnesium burning intensely (Aura) or pure
Sodium exploding (Burst) on contact with water.
• Data: A “computer” elemental made up of flowing bits and bytes of data,
manifesting as shifting electro-magnetic fields. A data elemental has an
Energy Form and the Interface power with the Cyberspace and
Download extras.
FAERIES
Faeries are a collection of supernatural beings from European folklore,
ranging from almost godlike figures with magical powers (possibly related
to the Tuatha DeDannan of Irish myth) to tiny winged figures, hideous
nightmare creatures, or faery animals, just to name a few. In general, faeries
have various magical powers and may come from a different dimension or
realm than Earth, often described as being “under the hill.”
BANSHEE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Throwing
Powers: Senses 1 (Infrared Vision)
Equipment: Average (3) damage
weapons and Poor (2) armor.
Qualities: Monstrous, Savage,
Small
“Goblin” is a catch-all for various
savage humanoid fae. Goblins
range in size from small
humanoids barely more than three
feet tall to savage foes who tower
over even the tallest humans. They
often have animalistic features like
pointed ears, sharp teeth, claws,
beetled brows, and non-human
skin tones (such as green, gray, or
mauve). Goblins tend to be found
in bands, tribes, or even great
hordes (welded together by a
powerful leader) and rarely
operate alone. In some settings,
goblins are various species of
humanoid creatures rather than
otherworldly faerie beings.
Some goblins have greater
abilities than those given here, particularly Strength, or unusual powers
associated with a particular variation, such as “Spider Goblins” with Wall-
Crawling (and perhaps even Extra Arms and a Binding attack) or “River
Goblins” with Aquatic, for examples. Larger and fiercer “Hobgoblins” have
correspondingly higher levels of Prowess, Strength, and Intellect, and may
have better weapons and armor at their disposal, while “Wolf Goblins”
might ride large and savage dire wolves the equivalent of Lions from the
Animals chapter. Likewise, fae goblins might transform upon death into
sticks and dead leaves, stone, puffs of foul-smelling smoke, or the like,
reflecting that they are not actual, living creatures.
SIDHE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Occult
Powers: Magic 4 (or greater)
Equipment: Often enchanted faerie arms and armor, Good (5) or better
damage and Average (3) or better Damage Resistance.
Qualities: Faerie Noble, Otherworldly, Sidhe
The sidhe (pronounced shee) are “noble” faeries of considerable magical
power. They are more like the classical “elves” of mythology: tall, fair,
beautiful (often to the point of being awesome or terrifying) and often
whimsical. The sidhe gather in their otherworldly faery courts, similar in
many regards to European culture from centuries ago. A visit to one of
these faerie domains can seem like a single long night, while years pass in
the world, or the other way around.
The abilities here can be considered the minimum of a sidhe, with Prowess,
Willpower, Magic, and Specialties potentially higher for great nobles and
Faerie Lords and Ladies. They might have other, innate, magical powers
beyond just spellcasting, including Illusion, Invisibility, and Teleportation.
COSMIC FAERIES
Of course, in a superhero setting, it may well be that “faeries” are
something else altogether. Otherworldly and highly magical, it’s possible
that all faeries in folklore are just different forms and manifestations of a
single, far more powerful kind of being: an immortal shapeshifting
teleporter able to manipulate reality. In this case, what folklore considers
“faeries” are actually more akin to alien super-beings, perhaps with cosmic
levels of Magic or Cosmic Power. See ICONS A to Z for some ideas of how
high these levels can go and how to deal with such powerful beings.
GIANTS
Giants are human-like creatures with the Giant overlay (see Creature
Overlays) making them bigger than medium-sized and giving them greater
Strength and Damage Resistance. They include similar mythic creatures like
cyclops, ettins, trolls, jotun, and other giant humanoids.
UNDEAD
The undead are creatures, usually humans, that were once living beings but
have now attained a kind of pseudo-life in death. Undead often prey or
even feed upon the living and may hate living things due to their undead
nature. The two primary types of undead are corporeal, still possessing a
physical body, and incorporeal or spectral, which no longer have a physical
body. Undead can also be divided into mindless, driven solely by instinct or
pre-programmed instructions and sapient, still self-aware and capable of
thought.
Undead Variations: Many different types of undead are variations on the
basic ones described here. For example, the ghost is the most essential
type of incorporeal undead but things like poltergeists (literally “noisy
ghosts”), specters, and wraiths are ghosts with different abilities. Likewise,
zombies are the most basic form of corporeal undead, literally reanimated
corpses, with numerous variations.
MUMMY
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
SKELETON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Powers: Life Support 10, Resistance to Ability, Mental, and Sensory Attacks
10, Resistance to Piercing and Slashing Damage 3
Qualities: Skeleton, Undead
Skeletons are essentially fleshless zombies (following), reanimated bones
capable of moving and attacking. They’re most commonly minions of
necromancers, death-gods, and similar foes, who are often capable of
summons hordes of them. They sometimes burst up out of graveyards,
battlefields, catacombs, and other places were collections of bones are
found.
Warrior Skeletons: While skeletons are dangerous enough, villains often
VAMPIRE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
ZOMBIE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Powers: Life Support 10, Resistance to Ability, Mental, and Sensory Attacks
10
Qualities: Zombie, Undead
Zombies are corpses reanimated and given a semblance of life. “Zombie”
can be considered a creature overlay that is a combination of Mindless and
Unliving, granting the powers listed for zombies along with a one-level
reduction in the living creature’s Prowess and Coordination, as zombies
tend to be slow.
Other zombie traits may include:
• Animated Parts: The zombie’s severed body parts don’t stop moving,
retaining the same unnatural animation as the rest of the creature. The
zombie has the Anatomic Separation extra of Duplication from Great
Power with the Extra Only Limit and an Only When Damaged Limit; the
level of the power determines how many functional parts the zombie can
split into. Such zombies may have to be reduced to ash or their
component atoms to stop them.
NON-HUMAN UNDEAD
Any living creature could potentially become undead. Those described here
are based on humans, but you could use them as overlays for creating
ghost animals, dinosaur skeletons, vampire cows, or zombie aliens for your
ICONS games, to name a few.
UNDEAD HEROES
The undead described here can be used as templates for undead heroes, if
you want. There are plenty of examples of heroic ghosts, revenants
(intelligent zombies), and vampires who seek to use their abilities to help
rather than harm people and reject or fight against their evil impulses.
BASILISK
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Powers: Affliction 8
Qualities: King of Snakes, Little, Venomous
The legendary basilisk is a lizard-like creature, sometimes called “the king
of serpents,” with six or eight legs and a crown-like crest, said to be so
venomous that its breath or even gaze could poison victims. At the least, a
basilisk has a high-level Affliction, possibly with the Aura or Ranged extras.
The cockatrice is a similar creature, a mixture of a rooster and a snake or
lizard, and equally deadly.
CENTAUR
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Running
Qualities: Half-Human, Half-Horse, Wild
In Greek mythology, centaurs are creatures with the upper bodies (torso,
arms, and head) of a human and the lower quadruped body of a horse.
They are mostly described as wild revelers, drinking great quantities and
snatching people and running off with them. At least one centaur, Chiron, is
described as extremely wise and is a renowned teacher of many heroes.
Other types of “centaurs” that combine a human upper torso in place of a
quadruped’s head might exist: Take any medium-sized quadruped (or
enlarge one up to medium size using the Creature Size modifiers), give it
the “Half-Human” quality, and increase its mental abilities to Average (3).
GARGOYLE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
GRYPHON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
HARPY
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
KRAKEN
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
MANTICORE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
ROC
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
SATYR
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
SHADE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
THUNDERBIRD
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
UNICORN
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
WILL-O’-WISP
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
YETI
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
ANDROID
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
BLOB
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
Specialties: Wrestling
Powers: Fluid Form 6, Life Support 10, Mental Resistance 10
Qualities: Blob
A blob is a gooey creature with a fluid body, essentially a living, mobile
mass of goo or gel. It might be any color or texture, and blobs are often
translucent (making things inside them visible).
Mindless: A typical blob is essentially mindless by human standards, its
incapable of speech or communication and reacts solely by instinct. This
gives the blob Supreme (10) Mental resistance, since it essentially has no
mind to affect. If the blob is intelligent, this power might differ, although its
mind could still be too alien to affect with mental powers. A mindless blob’s
Stamina is twice its Strength level.
ENERGY BEING
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA
ROBOT
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA