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Creatures and Beasts for

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

PAGE 2 ICONS MENAGERIE


Little Dog ........................................................................................................................18
Small Dog........................................................................................................................18
Medium Dog...................................................................................................................18
Fox .....................................................................................................................................19
Hyena................................................................................................................................19
Wolf ...................................................................................................................................19
Lycanthropes ............................................................................................................... 20
Fish ...................................................................................................................... 20
Electric Eel.................................................................................................................... 20
Jellyfish ............................................................................................................................21
Octopus ...........................................................................................................................21
Giant Octopus and Squid.........................................................................................22
Ray....................................................................................................................................22
Sea Turtle .......................................................................................................................23
Shark ................................................................................................................................23
Herds ....................................................................................................................23
Boar..................................................................................................................................23
Cow ..................................................................................................................................24
Elephant..........................................................................................................................24
Hippopotamus .............................................................................................................24
Horse................................................................................................................................25
Rhinoceros.....................................................................................................................25
Lizards................................................................................................................. 26
Crocodile ........................................................................................................................26
Gila Monster .................................................................................................................. 27
Iguana.............................................................................................................................. 27
Komodo Dragon .......................................................................................................... 27
Primates ...............................................................................................................28
Chimpanzee ..................................................................................................................28
Gorilla ..............................................................................................................................29
Orangutan......................................................................................................................29
Monkey............................................................................................................................29
Raccoons ............................................................................................................ 30
Raccoon......................................................................................................................... 30
Rodents............................................................................................................... 30
Rodent............................................................................................................................ 30
Seals ..................................................................................................................... 31
Seal ....................................................................................................................................31
Walrus...............................................................................................................................31
Selkies...............................................................................................................................31
Snakes ..................................................................................................................32
Constrictor Snake .......................................................................................................32
Venomous Snake.........................................................................................................32
Swarms.................................................................................................................33

ICONS MENAGERIE PAGE 3


Animal Powers ...................................................................................... 35
Ability Increase ............................................................................................................35
Affliction .........................................................................................................................36
Aquatic............................................................................................................................36
Aura ..................................................................................................................................36
Binding ............................................................................................................................36
Blast .................................................................................................................................36
Burrowing ......................................................................................................................36
Danger Sense ............................................................................................................... 37
Dazzle .............................................................................................................................. 37
Detection........................................................................................................................ 37
Extra Body Parts ......................................................................................................... 37
Growth............................................................................................................................. 37
Images ............................................................................................................................. 37
Invisibility ....................................................................................................................... 37
Leaping ...........................................................................................................................38
Life Support ..................................................................................................................38
Regeneration ................................................................................................................38
Resistance......................................................................................................................38
Shrinking.........................................................................................................................38
Stretching.......................................................................................................................38
Strike................................................................................................................................38
Stunning .........................................................................................................................39
Super-Senses................................................................................................................39
Swinging.........................................................................................................................39
Wall-Crawling ...............................................................................................................39
Limited Animal Powers.............................................................................................39
Animal Mimicry .................................................................................................. 40
Extras.............................................................................................................................. 40
Limits .............................................................................................................................. 40
Prehistoric Creatures ............................................................................ 41
Dinosaurs ............................................................................................................ 42
Allosaurus ......................................................................................................................42
Ankylosaurus ................................................................................................................43
Brachiosaurus ...............................................................................................................43
Brontosaurus.................................................................................................................43
Ceratosaurus................................................................................................................ 44
Deinonychus................................................................................................................. 44
Edmontosaurus........................................................................................................... 44
Plesiosaurus ..................................................................................................................45
Pterosaur ........................................................................................................................45
Stegosaurus ................................................................................................................. 46
Triceratops .................................................................................................................... 46
Tyrannosaurus Rex .....................................................................................................47

PAGE 4 ICONS MENAGERIE


Dinosauroids .................................................................................................................47
Prehistoric Animals ........................................................................................... 48
Mammoth ...................................................................................................................... 48
Megalodon.................................................................................................................... 48
Saber-Toothed Tiger ................................................................................................. 49
The Land Time Forgot ...................................................................................... 50
Fantastic Creatures ............................................................................... 51
Angels ..................................................................................................................52
Guardian Angel ............................................................................................................53
Avenging Angel ...........................................................................................................53
Archangel.......................................................................................................................53
Angelic Heroes.............................................................................................................54
Demons ............................................................................................................... 54
Brute Demon.................................................................................................................54
Demon Lord ..................................................................................................................55
Hell Hound .....................................................................................................................56
Imp....................................................................................................................................56
Possessor Demon........................................................................................................56
Tempter Demon........................................................................................................... 57
Warrior Demon ............................................................................................................ 57
Dragons................................................................................................................58
Dragon.............................................................................................................................58
Mini-Dragon.................................................................................................................. 60
Wyvern ........................................................................................................................... 60
Elementals ........................................................................................................... 61
Air Elemental .................................................................................................................61
Earth Elemental ............................................................................................................61
Fire Elemental ..............................................................................................................62
Water Elemental ..........................................................................................................62
Other Elementals ........................................................................................................62
Faeries..................................................................................................................63
Banshee ..........................................................................................................................63
Goblin ............................................................................................................................. 64
Leprechaun....................................................................................................................65
Sidhe ................................................................................................................................65
Sprite ...............................................................................................................................66
Cosmic Faeries.............................................................................................................66
Giants .................................................................................................................. 66
Giant.................................................................................................................................67
Ogre .................................................................................................................................68
Undead................................................................................................................ 68
Ghost................................................................................................................................69
Mummy ...........................................................................................................................69
Skeleton ..........................................................................................................................70

ICONS MENAGERIE PAGE 5


Vampire............................................................................................................................71
Zombie ............................................................................................................................ 72
Non-Human Undead ..................................................................................................73
Undead Heroes ............................................................................................................73
Other Fantastic Creatures .................................................................................74
Basilisk............................................................................................................................. 74
Centaur ........................................................................................................................... 74
Chimera........................................................................................................................... 75
Gargoyle ......................................................................................................................... 75
Gorgon ............................................................................................................................76
Gryphon..........................................................................................................................77
Harpy ...............................................................................................................................77
Kraken..............................................................................................................................78
Manticore .......................................................................................................................78
Minotaur..........................................................................................................................79
Phoenix .......................................................................................................................... 80
Roc................................................................................................................................... 80
Satyr................................................................................................................................ 80
Shade................................................................................................................................81
Sphinx..............................................................................................................................82
Thunderbird...................................................................................................................82
Unicorn............................................................................................................................83
Will-o’-Wisp...................................................................................................................83
Yeti................................................................................................................................... 84
Speculative Creatures.......................................................................... 85
Android ...........................................................................................................................85
Blob ..................................................................................................................................86
Energy Being ................................................................................................................87
Giant Arthropod ..........................................................................................................88
Giant Worm ...................................................................................................................89
Robot ...............................................................................................................................89

PAGE 6 ICONS MENAGERIE


Superhero adventures and roleplaying games do not make quite as much
use of “monster manuals” as other genres—or, more precisely, superhero
antagonists are more often super-villains, rather than random monsters for
heroes to slay. In that regard, ICONS is already well-equipped with the
dozens of foes in the Adversaries and Rogues sourcebooks, along with its
various published adventures.
Still, there are occasions when creatures, from ordinary animals to science-
fiction oddities or mythical monsters, are useful for a superhero game.
ICONS already includes a selection of such creatures in the Supporting Cast
section of the Assembled Edition. This sourcebook fills-out a range of
resources for creatures and beasts, ready for the Game Master to use in
their own ICONS adventures.
There are a number of roles for the creatures in ICONS Menagerie in your
games: as minions of more formidable foes (or sidekicks or helpers of your
heroes), as foes or menaces in their own right, or as models for abilities of
animal- or creature-based characters, or even “super-animals”!

ICONS MENAGERIE PAGE 1


MINIONS
Some foes summon or control various animal or creature minions, from a
supernatural foe able to call up swarms of bats or rats, or demons from the
infernal depths to necromancers and their undead minions, or a nature-
controlling villain able to command ordinary animals to do their bidding.
Typically, such minions are associated with either the Summon power or an
ability like Emotion or Mind Control, possibly limited to the particular type
of minions. Villains may have versions of these powers that are off the
scale, commanding a far larger (and more powerful) collection of minions
than a hero would. Game Masters may find the Minions & Masterminds
material from ICONS Presents useful, along with “P” is for “Pets” from ICONS
A to Z.
Speaking of which, villains are not the only characters who sometimes have
animal or creature allies. Heroes might also rely on them, using powers like
Mind Control or Summon, or even just Qualities like “Lord of the Jungle” or
“Friend of Nature” for power stunts to summon some creatures. Typically,
heroes have a friendlier relationship with their allies, treating them as such
rather than minions or servants.

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.

PAGE 2 ICONS MENAGERIE


Creating creatures in ICONS involves what the Origins sourcebook refers to
as “Character Modeling.” In essence, this is simply assigning the creature
the levels of ability appropriate for its concept or real-world equivalent,
along with any other abilities that it should have to reflect what the
creature is and can do. The following are some things to consider when it
comes to creating your own creatures for ICONS, using those from this book
as examples.

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:

ICONS MENAGERIE PAGE 3


Size Scale Description
Gigantic creatures like the largest whales and some
+3
dinosaurs.
Huge creatures like elephants, rhinos, orcas and the
+2
largest sharks.
+1 Large creatures like horses and other cattle.
Medium-sized creatures not much more than twice or half
0
the size of humans.
–1 Small creatures like badgers, cougars, and some dogs.

–2 Little creatures like house cats and monkeys.

–3 Tiny creatures about to fit into the palm of the hand.

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

PAGE 4 ICONS MENAGERIE


usual scale, see “C” is for “Cosmic” in ICONS A to Z for options.
The following are things to consider when modeling various creature
attributes:
Prowess: Unless the creature is a predator, or regularly fights-off predators,
chances are that its Prowess will not exceed Average (3). Meek creatures
that tend to flee from danger will have Weak (1) or Poor (2) Prowess.
Predatory creatures usually have Fair (4) or even Good (5) Prowess. Even
then, these creatures typically rely on surprise, pack tactics, great Strength,
and other advantages in a fight.
Coordination: Swift, nimble creatures tend to have higher Coordination
levels than bulky, slow, or ponderous creatures. Like Prowess, the spread
tends to be within 2 levels of Average (3), with slower creatures having
Poor (2) Coordination and swift ones having Fair (4) or better. Great (6)
Coordination tends to be the limit, and only for the most agile creatures,
although specialties (following) may modify this.
Strength: For natural creatures, Strength is largely a function of muscle
mass and bulk, so those with greater size scale tend to also have greater
Strength, while smaller creatures have a lesser Strength level. This is one
attribute where smaller creatures easily drop off the scale: A small snake or
a house cat, for example, has even less than Weak (1) Strength. The
strongest land animals tend to top out at Incredible (7) Strength, although
extinct creatures like dinosaurs may be higher. The strongest aquatic
mammals, like great whales, can hit Amazing (8) Strength. All bets are off
for supernatural creatures which, like superhumans, can have Strength
entirely out of proportion to their size.
Intellect: Non-sapient animals are nearly universally Weak (1) in Intellect. A
few are so much so they fall off the scale, effectively having zero Intellect to
speak of. A small number of animals have Poor (2) Intellect, being more
effective problem-solvers and tool-users.
Awareness: Since a measure of Awareness is fairly vital in terms of survival,
either spotting prey or danger, most animals are at least Average (3) in this
attribute, and many have Fair (4) or better Awareness. Creatures with
especially sharp senses usually have various Senses abilities (see Creature
Powers, following) rather than overall higher Awareness.
Willpower: This attribute can be thought of as an animal’s instinct, ferocity,
stubbornness, and will to live. It’s usually Average (3) but less intelligent,
more easily spooked animals may have Poor (2) Willpower. Higher levels of
Willpower tend to reflect especially fierce or stubborn creatures. Higher
than a Good (5) level of Willpower is exceptional for a natural animal.
Stamina: Although creatures determine their Stamina using the (Strength +

ICONS MENAGERIE PAGE 5


Willpower) formula by default, the Game Master may prefer to determine
the Stamina for larger and smaller creatures using (Strength x 2) to better
reflect the effects of their overall mass. The GM should also feel free to vary
a creature’s Stamina in order to make it more or less of a challenge to
characters. See ICONS A to Z and ICONS Presents for discussion of some
Stamina variants.

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

PAGE 6 ICONS MENAGERIE


Enhanced Senses, Extended Senses (particularly hearing and vision), and
Extra Senses like Infravision or Tracking Sense.
Speed is a form of the Super-Speed power suitable for fast-moving land
creatures. As with other natural movement powers, levels do not exceed
Average (3). Unlike Super-Speed, this ability only affects the creature’s
movement speed, not the time it takes to accomplish tasks.
Strike is similarly not a natural creature power. Natural weapons are
covered by the Extra Body Parts power (previously).
Wall-Crawling applies to creatures able to stick to surfaces or climb fairly
flawlessly with little chance of slipping or falling. Otherwise the creature
may have the Athletics specialty (or a more limited Climbing version of it).

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.

ICONS MENAGERIE PAGE 7


CREATURE OVERLAYS
The various animals in ICONS Menagerie describe roughly their real-world
equivalents, but superhero stories often feature fantastic versions of such
beasts, ranging from robots to spirits to zombies and more. This section
offers overlays, sets of abilities that can be laid over an existing creature’s
base abilities to create a modified version of that creature. You can even
mix-and-match overlays to create creatures with multiple additional
abilities.

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

PAGE 8 ICONS MENAGERIE


the concept of the giant creature.
Modification: Increase the creature’s Size Category, adjusting its Strength
up one level per additional size.

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

ICONS MENAGERIE PAGE 9


understand speech in any language that it knows.
Modification: Add Poor (2) or higher Intellect.

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.

PAGE 10 ICONS MENAGERIE


While the full range of animal species in the world is far beyond a book like
Menagerie, the animals likely to play significant roles in ICONS adventures
make up a smaller list. Certain types of animals can also be summed up
with the same game abilities with just a few variations, particularly in terms
of qualities, so some of the animals in this section have archetypal game
abilities intended to cover large groups of similar creatures, even belonging
to different species.

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

ICONS MENAGERIE PAGE 11


torpor or hibernation to lower their metabolism and conserve energy.
In addition to their widely-known echolocation ability, microbats also have
a sensitivity to Earth’s magnetic field, allowing them to navigate.

PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Senses 2 (Direction, Echolocation), Wings 1


Qualities: Agile Flier, Bat, Tiny

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.

PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Senses 4 (Enhanced Smell 3, Tracking), Teeth and Claws 4


Qualities: Bear
This describes the largest bears. Smaller bears have a level less Strength.

BIRDS
There are some ten thousand species of birds, characterized by wings,
features, beaks, and laying egg, along with their high metabolisms and

PAGE 12 ICONS MENAGERIE


hollow bones, designed for flight. Birds are some of the closest modern
living relatives of dinosaurs, having evolved from them in the Cretaceous
period.

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

Powers: Claws 2, Senses 2 (Enhanced Vision, Extended Vision), Wings 3


Qualities: Bird of Prey, Small
These traits suit most types of eagles like the bald eagle or golden eagle.
They are large birds of prey, but small-sized creatures, with wingspans of 6
to 7 feet, massing 10 to 15 pounds.
Similar raptors like falcons, hawks, buzzards, and vultures may use these
traits or be little creatures with a one-level reduction in Strength. Vultures
tend to feed on carrion and have stomachs adapted for it.

ICONS MENAGERIE PAGE 13


OWL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Claws 2 (slashing), Senses (Extended Hearing, Night Vision), Wings


3
Qualities: Bird of Prey, Silent Flier, Small
Owls are hundreds of species of nocturnal birds of prey with excellent
hearing, night vision, and soft feathers adapted for almost silent flight in
pursuit of their prey. Many species also have camouflage coloration to
blend into their surroundings.

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

Powers: Claws 0 (slashing damage), Senses (Night Vision)


Qualities: Cat, Small
Cats are typically little creatures with a wide variety of fur textures and
coloration and facial features. They may be domesticated or feral, and feral
cats are often found in urban environments.

PAGE 14 ICONS MENAGERIE


CHEETAH
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Running Expert


Powers: Claws 3 (slashing), Senses (Night Vision), Speed 2
Qualities: Cat, Fast
Cheetahs are a separate genus from most hunting cats. Averaging a bit less
than three feet in height and about 100 pounds in weight, the cheetah is
the fastest known land animal, capable of sprints of up to 70 miles per hour.

LEOPARD
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Claws 3 (slashing), Senses (Night Vision)


Qualities: Cat
Leopards and jaguars are medium-sized hunting cats, typically massing
around 160 pounds, heavier and more muscular than the cheetah, but with
shorter legs, even though they are similar in height.

LION
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Claws 4 (slashing), Senses (Night Vision)


Qualities: Lion, King of the Jungle
One of the largest hunting cats, lions are about six feet in length, weighing
over 300 pounds (less for females). Males are characterized by their
prominent manes of fur.

TIGER
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

ICONS MENAGERIE PAGE 15


Specialties: Stealth
Powers: Claws 5 (slashing)
Qualities: Tiger
Tigers are the largest of the hunting cats, averaging 10 feet in length, and
massing well over 500 pounds. Females are typically smaller and lighter.
Tigers are also the most likely of the big cats to attack humans in the wild.

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

Powers: Aquatic 3, Senses (Sonar), Teeth 2


Qualities: Dolphin
There are dozens of species of dolphin, most of them medium-sized
creatures. They’re fast swimmers and use the clicks and whistles they
vocalize underwater for bio-sonar and echolocation. Highly intelligent and
social, dolphins have been trained for entertainment as well as military
purposes, primarily locating floating mines and rescuing lost or trapped
people in the water. Myths and folktales of dolphins rescuing people lost at
sea are common in many cultures. Closely related porpoises tend to be
slightly smaller than dolphins, but the same abilities work for them as well.

ORCA
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

PAGE 16 ICONS MENAGERIE


Specialties: Wrestling
Powers: Aquatic 2, Senses (Sonar), Teeth 5
Qualities: Killer Whale
In spite of the “killer whale” nickname, orcas are actually a type of dolphin,
and the largest example of that family, typically 20 feet in length and
massing between 4 and 6 tons.

WHALE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Aquatic 1, Senses (Sonar)


Qualities: Whale
These are the larger whale species: humpbacks, right whales, and sperm
whales, to name a few. Toothed whales, like the sperm whale, have Teeth 3
in addition to the other usual powers.

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.

ICONS MENAGERIE PAGE 17


LITTLE DOG
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Senses (Hearing, Smell), Teeth 0 (slashing damage)


Qualities: Dog, Little, Man’s Best Friend
Some of the littlest breeds of dogs have abilities no greater than those of a
house cat (less in some regards). Still, they may have additional qualities
like “Small, But Fierce” or “Look How Cute!” that provide them with
surprising advantages from time to time.

SMALL DOG
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Senses (Hearing, Smell), Teeth 2 (slashing damage)


Qualities: Dog, Man’s Best Friend, Small
This is a variety of small dog breeds, some of the most common kinds.
Depending on their size, some small dogs may have +1 Strength, and wild
dogs or those trained for hunting or guarding may have +1 Prowess as well.

MEDIUM DOG
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Senses (Hearing, Smell), Teeth 2 (slashing damage)


Qualities: Dog, Man’s Best Friend
These are the largest dog breeds, most commonly used as guard- or work-
animals, and potentially as large and fierce as wolves. Dogs specifically
trained to fight have +1 Prowess, while those trained to sniff out certain
things may have a specialty, giving them a +1 or +2 bonus to Awareness.

PAGE 18 ICONS MENAGERIE


FOX
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Senses (Hearing, Smell), Teeth 1 (slashing damage)


Qualities: Fox, Little
Foxes are small canines, known for their bushy tails. They have a
widespread reputation for cunning in myth and legend.

HYENA
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Senses (Hearing, Smell), Teeth 3 (slashing damage)


Qualities: Hyena, Laughing, Strong Jaws
Although they are dog-like, hyenas are technically more closely related to
cats and other felines. Still, in game terms, they’re functionally closer to
large dogs and thus listed here. Wild hyenas are scavengers, although they
are known to hunt in packs.

WOLF
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Claws and Teeth 3 (slashing damage), Senses (Hearing, Smell),


Qualities: Howling, Pack Hunter, Wolf
Wolves are carnivorous pack hunters, the largest of the canine species.
They’re alternately seen as noble or savage, and are a regular threat to
cattle and other domesticated herds.
A wolf within a pack may have an additional quality describing its role. The
most common is the “Alpha” or pack leader, although there is little scientific
evidence that this role exists. A wolf without a pack might have a “Lone
Wolf” quality instead of “Pack Hunter.”
The abilities here also suit larger canines like coyotes and jackals, which
may have only Average (3) Prowess in some cases, particularly if they are

ICONS MENAGERIE PAGE 19


scavengers, rather than hunters.

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

Powers: Aquatic 1, Aura (Electricity) 3, Senses (electrolocation)


Qualities: Electric Eel, Small
The electric eel is, in fact, a species of knifefish found in South America, and
not an eel. They grow about 6 feet long, weighing around 45 pounds, dark

PAGE 20 ICONS MENAGERIE


gray-brown and scaleless. Electric eels have to surface every 10 minutes or
so in order to breathe. Their famous electrical discharge can slow or stun
prey, much like a stun-gun.

JELLYFISH
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Aquatic 0, Affliction (venom) 2


Qualities: Little, Jellyfish
Jellyfish are unusual aquatic animals with umbrella bell-shaped bodies
trailing various tendrils or tentacles. They swim by pulsating their bell shape
to create propulsion. They’re sometimes referred to as “jellies” or “sea
jellies” to distinguish that they are not truly fish.
Jellyfish have stinging cells called nematocysts in their tentacles, capable of
delivering venom that causes an Affliction effect. The level of the effect
varies widely according to species, but some jellyfish stings can and do
cause death in humans.

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.

ICONS MENAGERIE PAGE 21


GIANT OCTOPUS AND SQUID
A common legendary creature is an octopus or squid with the Giant
overlay, making it into a threat capable of grabbing entire ships in its
tentacles like the mythological kraken (see Kraken under Fantastic
Creatures).

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.

PAGE 22 ICONS MENAGERIE


SEA TURTLE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Aquatic 1, Damage Resistance (shell) 2


Qualities: Amphibious, Turtle
Sea turtles are amphibious reptiles, with a number of species. The largest is
6 to 9 feet in length, weighing as much as 1500 pounds. Most sea turtle
species are about half that size. Their limbs are adapted as swimming
flippers and the are unable to retract into their shells like land turtles. Sea
turtles are air breathers, but capable of remaining submerged for a half
hour or more while active, and hours while resting, in between surfacing for
a breath.

SHARK
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Aquatic 2, Teeth 5


Qualities: Blood in the Water, Shark
The most feared aquatic predators, there are hundreds of shark species,
many of which are apex predators with no natural enemies. These abilities
suit Large sharks like the tiger shark. Huge sharks, like some great whites,
have +1 Strength, while smaller sharks have lower Strength and Teeth levels.

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

Powers: Tusks 4 (slashing damaging)


Qualities: Boar, Ill-Tempered

ICONS MENAGERIE PAGE 23


The wild boar or wild pig includes more than a dozen sub-species. A full-
grown male averages close to 200 pounds and five feet in length. Males
also have protruding tusks and are often quite aggressive.

COW
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Horns 3 (bulls, slashing damage)


Qualities: Cow
Cows are common farm animals, domesticated for meat and dairy. Adults
weigh anywhere from under 1000 pounds to more than 3000 pounds
(Incredible mass). Bulls have horns and typically +1 level of Prowess and
Strength.
Bison: Cow abilities apply equally well to closely related bison.
Goats and Sheep: Goats and sheep are medium to small-sized and have
Strength 2–3 on average. Males also have Horns, but generally inflicting
bashing rather than slashing (goring) damage.

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

PAGE 24 ICONS MENAGERIE


Qualities: Hippo, Large
The hippopotamus (from the Greek for “river horse”) is most closely related
to aquatic mammals like cetaceans. Highly aggressive and unpredictable,
hippos are among the largest of land animals (after the elephant and rhino)
massing up to 1 to 2 tons.

HORSE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Running Expert


Qualities: Horse, Large
Once one of the most common
domesticated animals, horses have
been used as mounts and work
animals by humans for thousands of
years.
Variations: Some characters may still
have a horse as a mount, most likely
a horse-like being with one or more
overlays, particularly Spirit or
Unliving (for mechanical or
otherwise animated nonliving
mounts). Supernatural horses with
the Flying overlay, like the mythic
Pegasus, are also common mounts.
A horse specifically trained for
combat may have a higher Prowess
and Willpower.

RHINOCEROS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 1, Horn 4


Qualities: Huge, Rhino
Second largest land animal behind the elephant, rhinoceros (“rhino” for
short) are noted for their thick hides and prominent horns. The name

ICONS MENAGERIE PAGE 25


“rhinoceros” means “nose horned” in Greek. An adult rhino is 11–15 feet in
length, weighing up to 5,000 pounds.

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

Powers: Teeth 4 (slashing damage)


Qualities: Crocodile, Large, Strong Bite
Reptiles of the order Crocodilia range in size from less to six feet for the
dwarf crocodile to well over 20 feet for the saltwater crocodile. Typically,
crocodiles can be considered large creatures. They are ambush predators
with powerful jaws, giving them the greatest bite-force of any animal. The
muscles for opening their jaws are comparatively weak, however, so efforts
to hold a crocodile’s mouth closed gain a +2 bonus. Crocodiles also have
powerful stomach acid, capable of digesting bones, hooves, and similar
materials. The abilities of crocodiles also suit alligators and caimans,
although they are separate species. The smallest caimans are medium-sized
animals.

PAGE 26 ICONS MENAGERIE


GILA MONSTER
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

Qualities: Iguana, Lizard, Small


Iguanas are herbivorous lizards native to South and Central America. They
grow up to five or six feel long, including their long tails.

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.

ICONS MENAGERIE PAGE 27


PRIMATES
Apes are the nearest animal cousins to humans, a superfamily of tailless
simians, native to Africa and Southeast Asia. The great apes include
gorillas, orangutans, and chimpanzees. Gibbons, or lesser apes, are smaller
and similar to monkeys in terms of abilities, although gibbon species are
tailless like other apes. See Monkey for gibbon-suitable traits.
Brachiation: Apes are adapted for climbing in and swinging from trees and
their Athletics specialty and Brachiator quality are intended to reflect this.
Sign Language: Many apes can learn forms of sign language to
communicate basic concepts. An ape might have a specialty in Sign
Language, if it has been trained in this way.
Giant Apes: Giant apes—giant gorillas, really—are common fictional
creatures, ranging from unusually Large, about twice the size of a human
with an additional level of Strength to Gigantic creatures with three or more
added levels of Strength.
Sapient Apes: Many stories feature apes with human-level intellect and the
capacity for speech, applying the Sapient overlay to the abilities given here.
These apes may be an evolutionary offshoot or oddity, the deliberate
creation of scientific experimentation (recently or in the distant past), or
even host bodies for brain- or memory-transplants from humans. These
apes may be lone individuals or part of an entire sub-species or hidden
civilization.
Super-Apes: Apes are the most common animals in the comics to have
super-powers, perhaps because of their close relationship to humans and
whatever gives humans powers so often. Rather than human lackeys, a
villain might have super-powered ape minions, either sapient, or well-
trained to respond to the villain’s commands.

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.

PAGE 28 ICONS MENAGERIE


GORILLA
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

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).

ICONS MENAGERIE PAGE 29


RACCOONS
Raccoons are little mammals of the procyonid
family, known for their ringed tails, dexterous
front paws, and dark facial “mask.” They
range in size from 16 to 28 inches, weighing 11
to 50 pounds or more. They’re clever
scavengers and have a sensitive sense of
touch that aids their manual dexterity.

RACCOON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Sleight of Hand


Powers: Claws and Teeth 1 (slashing)
Qualities: Little, Raccoon, Scavenger

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

Powers: Common rodent powers include: Burrowing, Claws, Leaping, Teeth,


and Wall-Crawling (tree-climbing) although all at levels too low to be on
the Scale. Porcupines have Aura 1 (spines). Characters imitating rodents at
human scale might have any or all of these powers.
Qualities: Rodent, Tiny

PAGE 30 ICONS MENAGERIE


These traits suit most tiny rodents, like mice and rats. Little rodents may
have an added level of Willpower but one less of Coordination. Rodents
tend to be skittish and most prefer to run and hide from danger.

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

Powers: Aquatic 2, Damage Resistance 1, Tusks 5 (slashing damage)


Qualities: Large, Walrus
Walruses are the largest pinnipeds, averaging about 10 feet in length and a
ton (2,000 lbs.) in mass, with some large exceptions about twice that.
They’re known for their long, protruding tusks, using in both fighting and
chipping holes in arctic ice.

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

ICONS MENAGERIE PAGE 31


steal a selkie’s hidden seal-skin in order to force them to cooperate. In some
stories, selkies take human mates, but conceal their true nature, leaving to
return to the sea if they are discovered.

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

Specialties: Wrestling Expert


Powers: Teeth 3
Qualities: Snake
This is a large species of constrictor snake like the anaconda, boa
constrictor, or python, upwards of 20 feet in length and weighing over 100
pounds. Constrictors wrap themselves around prey and squeeze to kill it.
Treat this like a wrestling attack, including the snake’s specialty bonus.

VENOMOUS SNAKE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Teeth 0 (carries Affliction venom)


Qualities: Snake, Tiny, Venomous
This covers a wide range of little, venomous snakes. Their venom may vary
in terms of Affliction level, from as little as 1 to as much as 6, and the Game
Master should feel free to adjust as suits the species and the intended
threat-level. In addition to damage, some snake venoms cause paralysis—a
Stunning effect—at their level.

PAGE 32 ICONS MENAGERIE


SWARMS
Tiny animals have little individual effect on human-sized creatures, but such
animals often gather together in a large group, commonly called a swarm
(a flock for birds or a school for fish). A swarm can be treated like a single
larger creature with its own particular abilities in ICONS game terms.
Swarm Form: A swarm has an ability similar to the Fluid or Gaseous
Alternate Forms, being made up of much smaller individual creatures.
Therefore a swarm can pass through any opening wide enough for its
individual components and has a measure of Damage Resistance to certain
attacks because they only harm individual members of the swarm. When a
swarm is reduced to 0 Stamina, it is dispersed, the component creatures
scattered, even if some of them are not killed or injured.
Swarm Attacks: Since swarms are made up of multiple creatures, they can
all attack at once, so long as a target is within reach of the swarm. This
works much like a Burst attack, allowing the swarm to attack each target
that is within or adjacent to the swarm. In some cases, a swarm attack also
assumes multiple creatures attacking each target at once, so the overall
effect is greater than that of any individual component of the swarm.
Swarm attacks tend to be slashing (biting, clawing, stinging) damage, but
some may be bashing damage instead.

ICONS MENAGERIE PAGE 33


SWARM
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Swarm Attack 1, Swarm Form 3, plus individual animal powers.


Qualities: Animal Type, Swarm
Flock: A flock is a swarm of birds or bats and has Wings and the ability to
fly like the component animals. A flock may also have an additional level or
two for its Swarm Attack, depending on the types of birds making it up.
Insect Swarm: A swarm of insects tends to have Swarm Form 4–6, given
their much smaller size and larger numbers. It’s more difficult to damage
the swarm overall. Large insect swarms may have the benefits of Gaseous
Form: making them immune to direct physical attacks, only area attacks
like a Burst or other things that affect a large cloud have any effect on the
swarm. Swarms of flying insects also have Wings 1–2 and the ability to fly.
Rat Swarm: A swarm of rats may surge out of an underground area ahead
of a flood or other threat, or at the command of an animal-controlling foe.
School: A school is a swarm of fish, and has Aquatic 1–2. Most fish swarms
are fairly harmless have lack a Swarm Attack but certain fish like piranha
are especially vicious, with Swarm Attack 5 or more!
Snake Swarm: A swarm of venomous snakes has +2 levels of Prowess and
Coordination added to the base Swarm abilities, along with the snakes’
Affliction venom, which is often 1–2 levels higher than that of the individual
snakes due to the added amount targets are likely to be injected with by
multiple snake-bites.

PAGE 34 ICONS MENAGERIE


The animal kingdom is full of oddities and wonders and, while many of
these abilities are just curiosities where the actual animals are concerned,
they’re potential ideas for ICONS characters with “animal powers,”
particularly Animal Mimicry, allowing them to have or adopt the abilities of
different animals.
In addition to the general abilities described under Creature Powers in the
Creature Creation chapter, the following powers are found in different
forms in the animal kingdom and may suit characters with the abilities of
certain types of animals.

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!

ICONS MENAGERIE PAGE 35


AFFLICTION
As discussed under Creature Powers, many creatures are venomous and
capable of causing Affliction effects. In nature they often have the Slow
Effect limit, compared to action time in ICONS, but in game they may be
treated as regular Afflictions. An Affliction Aura suits creatures that are
poisonous to even touch, such as some species of poisonous frogs.

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.

PAGE 36 ICONS MENAGERIE


DANGER SENSE
Many animals, especially prey animals, seem to have an almost
preternatural sense for danger. While in nature, this most often comes from
having various sensory abilities greater than a human’s, it can be a
justification for the Danger Sense power in many cases.

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.

EXTRA BODY PARTS


The Creature Creation chapter discusses this power in more detail. A
character with animal powers might literally have animal-like body parts
such as claws, a tail, or wings, or could transform to gain or shed them at
will. Some may simply gain the effects of these parts without any
noticeable physical change. For example, the character might be able to
inflict slashing Strike damage with their hands as if they had claws or gain
Flight as if they had wings without transforming physically.

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.

ICONS MENAGERIE PAGE 37


LEAPING
While gazelles and the like are impressive, insects like fleas and
grasshoppers can jump huge distances compared to their size, on the order
of hundreds of times their body length.

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

PAGE 38 ICONS MENAGERIE


like hairy frogs, which can push bones out through their toes to form claws.
Mantis shrimp can snap out their arms with the speed of a bullet.

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.

LIMITED ANIMAL POWERS


Sometimes, a character’s animal powers are limited to a particular
group or theme rather than “all animals.” As always, the Game Master
should consider if a particular limit is sufficient in the context of the
game, but the following are some potential Animal Mimicry or Animal
Transformation limits, also suitable as themes for characters with
animal powers:
• Class: Animal life of a particular class, like birds, fish, mammals, or
reptiles.
• Habitat: Animals from a particular environment, such as the arctic,
desert, jungle, or ocean, or a particular region, such as the Desert
Southwest, Sub-Saharan Africa, or nation like Canada or India.
• Theme: Themed collections of animals, like circus animals, domestic
animals, or farm animals.

ICONS MENAGERIE PAGE 39


ANIMAL MIMICRY
Alteration Power. You can mimic the abilities of animals,
gaining the Strength of an elephant, the Speed of a cheetah,
the Coordination of a monkey, or the Extended Vision and
Flight of an eagle, to name just a few. All of the animals listed in this book
are potential sets of abilities you can copy.
Each page, you can choose an animal to mimic, gaining its ability levels, up
to a maximum of your Animal Mimicry power level. An animal must be
within visual range of you in order for you to mimic it. The Game Master
determines what animals are nearby (possibly modified by spending
advantage for Retconning).
You can only mimic one animal at a time and lose any other animal abilities
when you switch from one animal to another. You either retain your normal
appearance or gain some of the physical appearance of the animal you
mimic (your choice when you acquire this power). In some cases, an Animal
Mimic might be surrounded by an aura, image, or “shadow” of the animals
they copy.

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.

PAGE 40 ICONS MENAGERIE


Superhero adventures aren’t limited to the real-world or even the present
day, and so often include encounters with prehistoric creatures like
dinosaurs or other prehistoric animals, such as saber-tooth tigers or
megalodons (giant, prehistoric sharks) to name a few.
These extinct creatures can appear in an ICONS adventure due to time
travel, either summoning them from the past or sending the heroes to a
prehistoric period where they still exists. They can be the creations of
genetic experimentation, perhaps using fossilized or frozen DNA, or they
might still exist somewhere in the world on an isolated or hidden island or
valley. Apply the Unliving Form overlays and you can create artificial or
robot dinosaurs, or possibly even animated skeletons from museums!
Scientific notions of what dinosaurs actually looked like have changed (and
continue to do so) as new evidence and theories emerge, so it is up to the
individual ICONS Game Master to decide exactly how prehistoric creatures
look in their own games.

ICONS MENAGERIE PAGE 41


DINOSAURS
Dinosaurs (meaning “fearsome
lizards”) are a diverse group of
reptiles that made up the
dominant species on Earth
millions of years ago. Their closest
modern relatives are various
species of birds, and many ancient
dinosaurs display certain bird-like
qualities.
Extinction: Most types of
dinosaurs became extinct some
66 million years ago, leading to
the rise of mammals as the
dominant land-based life-form on
Earth. Theories vary as to the
reason for the extinction of the
dinosaurs. The most common is
some type of impact event, like an
asteroid or comet, that
significantly altered the Earth’s
climate. In some superhero
settings, the extinction of the
dinosaurs—or the impact event
itself—can be due to alien
intervention, occult forces, or any
number of other things. With
time-travel, it’s even possible the
heroes are ultimately responsible!

ALLOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 2, Teeth 6


Qualities: Dinosaur, Huge, Predator
The allosaurus (“different lizard”) is a large predator similar to its more
famous cousin, the tyrannosaur. An allosaurus is typically 30 feet long,
weighing over two tons (Incredible mass). It tends towards a stooped over
posture, leaning forward while running, balancing its upper body with its

PAGE 42 ICONS MENAGERIE


tail. It is unclear if allosaurus is a solitary hunter or hunted in packs.

ANKYLOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 3, Tail 3


Qualities: Armored, Dinosaur, Herbivore, Huge
Ankylosaurus (“fused lizard”) is the largest of the “armored” dinosaurs,
having many fused bone structures and knobs and plates of bone
embedded in its skin. These form a kind of natural armor, particularly across
the dinosaur’s back, head, and flanks. They also include spikes along the
ankylosaur’s sides and a large, bony knob at the end of its tail, giving it a
natural “club.” Ankylosaurus is herbivorous, eating mostly woody plants and
leaves. They average about 25 feet in length and a weight of 4 to 8 tons
(Incredible mass).

BRACHIOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 1


Qualities: Dinosaur, Gigantic, Herbivore
Brachiosaurus (“arm lizard” after its long forelimbs) is a gigantic, long-
necked, long-tailed dinosaur some 60 feet in length from head to tail,
weighing about 50 tons (Amazing mass). A fairly passive herbivore, it
browses leafy plants with its long neck, grazing for much of the day.

BRONTOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 1


Qualities: Dinosaur, Gigantic, Herbivore
Similar to the brachiosaurus, brontosaurus (“thunder lizard” for its
presumed heavy tread) is a thick-bodied dinosaur with a long neck, small

ICONS MENAGERIE PAGE 43


head, and long, whip-like tail. Typically 60 to 70 feet in length from head to
tail and massing around 15 to 20 tons (Incredible mass). These abilities also
suit the closely related apatosaurus species and similar long-neck
herbivores.

CERATOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 1, Teeth 5


Qualities: Dinosaur, Huge, Predator
Ceratosaurus (“horn lizard”) is a bipedal carnivorous dinosaur, averaging
about 25 feet in length and massing between 1,000 and 2,000 pounds (the
low end of Incredible mass). The feature that gives ceratosaurus its name is
the bony horn just above its nasal passages.

DEINONYCHUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Speed 1, Teeth 5


Qualities: Dinosaur, Fast, Predator
Deinonychus (“terrible claw”) is a bipedal carnivorous dinosaur with a body
plan similar to the larger allosaurus, but deinonychus averages around 11
feet in length and weighs 200 pounds or so, making them medium-sized
creatures. They’re often confused with their smaller relations, the
velociraptors, which are about half their size. Deinonychus are swift running
pack hunters.

EDMONTOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 1


Qualities: Dinosaur, Duck-Billed, Herbivore, Huge
Edmontosaurus (literally “lizard from Edmonton”) is more widely known as

PAGE 44 ICONS MENAGERIE


the “duck-billed dinosaur” and is one of the largest examples of a
hadrosaurid (meaning “duck-billed”). It was typically around 39 feet in
length, weighing 4–5 tones (Incredible mass). They are thought to have
been herbivores, grinding up plant matter between their upper and lower
jaws. Edmontosaurus likely traveled in herds.

PLESIOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Aquatic 1, Teeth 4


Qualities: Dinosaur, Huge, Predator
Plesiosaurus (“nearly lizard”) is an aquatic species of dinosaur with a long
neck, small head, broad turtle-like body, and limbs adapted as flippers for
swimming. It averages about 11–12 feet in length, but fictional plesiosaurs
often have the Giant overlay, making them much larger. The similar
pliosaurs (“more closely lizard”) are huge or even gigantic in size, with +1
level of Strength and Teeth, but have shorter necks and more crocodile-like
bodies.

PTEROSAUR
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Beak 3, Wings 2


Qualities: Dinosaur, Large, Nimble Flier
Pterosaurs (“winged lizards”) are various types of winged dinosaurs.

ICONS MENAGERIE PAGE 45


Originally viewed as cumbersome gliders, evidence points to pterosaurs as
strong, nimble fliers and capable of walking on all four limbs on the ground,
with their wing membranes folded. In some “lost world” settings, large
pterosaurs with Strength 5–6 are domesticated and capable of serving as
mounts.

STEGOSAURUS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 2, Spikes 4, Tail 3


Qualities: Dinosaur, Herbivore, Huge
Stegosaurus (“roof lizard”) is one of the more iconic species, long round-
backed herbivorous quadrupeds notable for rows of upright armored plates
along their backs and tails with bony spikes 2–3 feet long. The dinosaurs
average around 22 feet in length from head to tail, weighing about 4 tons
(Incredible mass).

TRICERATOPS
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 2, Horns 4


Qualities: Dinosaur, Herbivore, Huge
Triceratops (“three-horned face”) is another well-known dinosaur similar in
some regards to the rhinoceros. Triceratops has a bony frill and three horns
on its skull, two above the eyes and a third above the nose. They grow close
to 28 feet long and weigh nine tons (Incredible mass).

PAGE 46 ICONS MENAGERIE


TYRANNOSAURUS REX
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.

ICONS MENAGERIE PAGE 47


PREHISTORIC ANIMALS
A number of other prehistorical animals are common in comic books and
other superhero fiction, in addition to dinosaurs. Like their earlier, saurian
cousins, these prehistoric beasts might turn up in an adventure due to time-
travel, cloning, or the presence of a prehistoric “lost world” setting.

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

Powers: Aquatic 2, Teeth 6 (slashing damage)


Qualities: Blood in the Water, Gigantic, Prehistoric Shark
Megalodon (“big tooth”) was a gigantic species of shark, averaging around
35 feet in length. Their jaws exert tremendous bite force, with triangular
teeth the size of daggers.

PAGE 48 ICONS MENAGERIE


SABER-TOOTHED TIGER
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Athletics, Stealth


Powers: Claws and Teeth 5 (slashing)
Qualities: Large, Saber-Toothed Tiger
The smilodon, more commonly known as the saber-toothed tiger or saber-
toothed cat, was a powerfully-build prehistoric feline, some 39 inches tall at
the shoulder and weighing 350 to 600 lbs. (Great mass). They’re best
known for their signature canine teeth, long and curved like knives, leading
to the name smilodon, meaning roughly “scalpel-like teeth.”

TERROR BIRD
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Beak 5 (slashing), Claws 3 (slashing), Speed 1


Qualities: Bird, Fast, Predator
The Phorusrhacidae or “terror bird” was a large, carnivorous, flightless bird.
They grew up to nine feet tall, were fast runners, and struck at their prey
with their hooked, axe-like beaks. It may have also attacked prey by kicking
with its powerful legs, or using its feet to pin down prey so it could strike
with its beak.

ICONS MENAGERIE PAGE 49


THE LAND TIME FORGOT
“Lost World” settings and adventures are a regular part of superhero
worlds. They’re mentioned as an option in the Universe Creation section of
the Game Mastering chapter of ICONS, and discussed in more detail in the
“L” is for “Lost Worlds” chapter of ICONS A to Z. A lost world setting is a
great opportunity to use any or all of the prehistoric creatures in this
chapter, or the fantastic creatures in the following chapter, for a lost world
based around a mythic historical period.
The ultimate “lost world” is, of course, the past itself, either the actual past
visited via time travel, or an alternate past, wherein the heroes visit a
parallel Earth where time flows slower than its does on our world, and it is
still the age of the dinosaurs (or primeval mammals). The parallel earth
option means you can worry less about the potential of the heroes altering
history through their intervention.
Some lost world adventures feature a factor that temporarily robs the
heroes of their powers, making the prehistoric creatures they encounter
even more of a challenge, at least until they can manage to regain their
super-abilities!

PAGE 50 ICONS MENAGERIE


Myth, legend, and fantasy fiction are populated with all manner of fantastic
creatures, and magic or mad science may bring them into conflict with
superheroes, or send heroes hurtling into their worlds to encounter them
there. Fantastic creatures are commonly minions for villains like sorcerers,
wizards, and otherworldly gods and demigods, and the most powerful of
the creatures in this chapter could be villains in their own right, particularly
demons, dragons, faerie nobles, and powerful undead creatures.
These fantastic creatures also serve as templates for superheroes from
magical fantasy worlds, or with powers or identities based on them, or for
the allies or Servants of such heroes. A magical knight might ride on the
back of a pegasus, unicorn, or even a dragon, for example, and a demon
sorceress using her powers for good might still summon various imps and
warrior demons from the Infernal Pit to “bedevil” her foes. In some settings,
fantastic creatures may actually be creations of mad science, unleashed
imagination, or alien beings from other planets or dimensions rather than
truly magical, although they often still effectively seem magical.

ICONS MENAGERIE PAGE 51


ANGELS
From the Greek angelos, meaning
“messenger,” angels are just that:
celestial intermediaries between
Earth and Heaven (and, often, an
omnipotent divinity therein).
Angels are agents of divine will in
the universe, but not necessarily
divine mercy, as angels are also
responsible for bringing plagues,
devastation and divine wrath
alongside other miracles.
Angels are often depicted as
beautiful, nonbinary human-like
figures with feathered wings,
haloed in light. Other classical
interpretations suggest angels are
far less human-looking, appearing
as wheels of fire, masses of wings
and eyes, or multi-headed beasts.
Some theologies order them into
hierarchies or “choirs.” Angels
who have “fallen” or been cast out
of Heaven are one origin for
demons (see Demons, following)
as well as for faeries (see Faeries
later in this section).
Classically, angels carry out divine
will, often that of their immediate
superior, and tend to do so
without questioning their
instructions. Angels who do so
tread perilously close to falling
themselves, and sometimes such
angels become inordinately
sympathetic towards and fond of
mortals and look for ways to
“bend” the rules in order to help
them.

PAGE 52 ICONS MENAGERIE


GUARDIAN ANGEL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Immortality 1, Life Support 10, Wings 4


Qualities: Angel, Guardian
These abilities are the minimum for an angel incarnated in material form
while “assigned” to Earth. Abilities could be much higher, and angels may
have any number of supernatural powers, including Cosmic Power, Element
Control (Air, Fire, and Light, in particular), Magic, Strike (some type of
celestial weapon), Super-Senses, and Telepathy, to name a few. Angelic
Immortality assumes even if their mortal form were to “die” they could
simply reincarnate elsewhere, as needed. Likewise, Life Support assumes
angelic forms, even if they look human, are immune to human needs.

AVENGING ANGEL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 3, Immortality 2, Life Support 10, Strike 7


(flaming sword), Wings 4
Qualities: Angel, Avenger
The avenging angel is a heavenly warrior, send to battle demons and to
avenge wrongs. They may have various Super-Senses, able to peer into
people’s souls or sense the presence of evil, along with any or all of the
previously mentioned powers under Guardian Angel. Some avenging
angels can be the very embodiment of zeal, and might end up going after
the wrong target for some reason, but prove very difficult to dissuade once
they have done so.

ARCHANGEL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 8, Immortality 10, Life Support 10, Strike 10


(celestial weapon), Wings 10
Qualities: Archangel

ICONS MENAGERIE PAGE 53


Archangels are at the summit of the angelic hierarchy and the considerable
abilities given here may only be the start of their power! The next nearest
thing to omnipotent divinity, archangels may be cosmic-level beings,
depending on their role in the setting, with ability levels from 11 to as great
as 20. See “C” is for “Cosmic” from ICONS A to Z for additional resources
on this.

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

PAGE 54 ICONS MENAGERIE


do physical grunt-work. Brute demons are known to not be very bright,
although some powerful brutes have been around long enough to develop
their cunning and intellect.

DEMON LORD
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Occult Expert, Psychology Expert


Powers: Damage Resistance 5, Hellfire Control 8, Immortality 1, Life Support
10, Transformation (Humanoids) 6, often Magic 6+
Qualities: Demon Lord, Demonic Cunning
A combination of the most dangerous elements of other demons, the
demon lord or archfiend is a ruling force among their kind. Lesser demon
lords like the example given here are bullies or bosses while serving their
more powerful masters. The greatest demon lords approach godlike,
perhaps even cosmic, levels of power (see ICONS A to Z).

ICONS MENAGERIE PAGE 55


HELL HOUND
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Tracking Expert


Powers: Damage Resistance 1, Fire Control 5, Teeth 4 (slashing)
Qualities: Demon, Hell Hound
Hell hounds are demonic spirits that take the form of large black-furred
mastiffs with glowing red eyes. They’re often set to guard particular places
and people, such as the lair of a demonic sorcerer, or uses as hunting dogs
to track and kill victims for their demon masters or occultists who summon
them.

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

Specialties: Occult Expert, Psychology Expert


Powers: Ghost Form (Invisibility and Phasing) 7, Life Support 10, Mind

PAGE 56 ICONS MENAGERIE


Control 7 (Merge)
Qualities: Demonic Presence, Unseen Influence
The opposite of the Brute, a Possessor demon has no physical presence at
all. Instead, it is a malign force that takes over the body of a host, ideally an
innocent human being, granting that host certain demonic powers and
using their body to cause evil in the world. Getting rid of a Possessor
demon without harming the host usually requires some type of exorcism,
casting out the evil spirit while (hopefully) leaving the host unharmed.

TEMPTER DEMON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Performance (Acting) Master, Psychology Expert


Powers: Emotion Control 6, Energy Drain 4, Life Support 10, Transformation
(Humanoids) 5
Qualities: Demonic Tempter, Let’s Make a Deal, Not What It Appears
Tempers exist to prey on human weakness and desire and bargain for
things ranging from seemingly innocuous favors to ownership of souls,
which they can turn over to their infernal masters to curry favor.

WARRIOR DEMON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Blades, Bludgeons, Throwing


Powers: Damage Resistance 3, Life Support 10, Strike 5 (demonic weapon)
Qualities: Fights Like the Devil, Infernal Soldier
Warrior demons are the mainline shock-troops and soldiers of the infernal
realms, the prime constituents of its legions. Elite warrior demons may have
considerably higher levels of physical attributes, particularly Strength and
Damage Resistance.

ICONS MENAGERIE PAGE 57


DRAGONS
Dragons are powerful winged reptiles of legend and include the often
monstrous dragons of European mythology, the elemental dragons of Asian
mythology, and dragon-like creatures like wyverns and mini-dragons. They
may appear on worlds where such mythic creatures are common or exist
on Earth as remnants of that time. Dragons might also be summoned to
Earth by magic, or sent there as agents and messengers of higher powers.

DRAGON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Power (Blast)


Powers: Blast 7 (fiery breath), Damage Resistance 6, Extra Body Parts
(Wings) 2, Fire Resistance 10
Qualities: Ancient Reptile, Gigantic, Greedy Hoarder
One of the most well known and powerful fantastic creatures, dragons are
giant reptiles with long necks and bat-like wings, able to breathe gouts of
fire. They’re usually intelligent (at least as intelligent as humans, if not more
so) and love to hoard various treasures in their lairs. The abilities given here
are for a fairly powerful full-grown dragon, but there are many different
variations Game Masters can bring into play, including:
• Aquatic: Rather than Wings, the dragon has Aquatic, breathing and
dwelling underwater and menacing ships and coastal communities.
• Elder: The dragon is especially ancient and powerful, with higher
attribute levels (particularly Strength), specialties, and power levels,
possibly all of them increased by 1!
• Elemental: The dragon may be aligned with an element other than fire,
giving it different types of Blast and Resistance powers. Common
elements include acid, air, cold, lightning, poison or venom, or water.
Dragons might have other elemental divisions based on metals,
gemstones, or occult symbolism. Some elemental dragons are formed
out of things other than flesh and blood, such as stone or ice, giving
them the Solid Form overlay in addition to their other powers.
• Multi-Headed: The dragon has multiple heads, like the mythic Hydra,
giving it a level of Fast Attack. It might also have Regeneration and a
Boost Fast Attack power triggered when its heads are damaged.

PAGE 58 ICONS MENAGERIE


• Saurian Senses: The dragon has the Super-Senses power, particularly
abilities like Communication, Infrared Vision, and True Sight.
• Sorcery: In addition to its other abilities, the dragon has the Magic power
(with or without the Ritualistic limit), usually at level 5 or greater. It may
also have levels of the Occult speciality.
• Transformation: The dragon has the Transformation (Humanoids) power
and can disguise itself as a humanoid. Some dragons have
Transformation (Animals) instead, or both.
• Unliving: The dragon is not a truly living being. It might be a machine
(technological robot or magical clockwork), an animated statue, or a
reanimated corpse (or skeleton) of a dragon. It has Life Support 10 in
addition to its other abilities. Unliving dragons are often Mindless as well.
• Wild: While dragons are usually portrayed as Sapient, some may be little
more than huge animals, without the Sapient overlay and having an
Intellect level of just 1 or 2.
• Wingless: Some types of dragons have no wings, either lacking the
ability to fly, or having the Flight power instead, allowing them to fly
through the air by magic or some other force rather than having to flap
their wings.

ICONS MENAGERIE PAGE 59


MINI-DRAGON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Power (Blast)


Powers: Blast 5 (fiery breath),
Claws and Teeth 1 (slashing),
Damage Resistance 2, Extra Body
Parts (Wings) 2, Fire Resistance 10
Qualities: Dragon, Little, Reptile
A mini-dragon, also called a
shoulder dragon, is a little version
of its much larger cousin, about
the size (and often the attitude) of
a house-cat. Mini-dragons are
sometimes “domesticated” as
pets, although they still have a tendency to eat what they want and to
occasionally set things on fire. Some mini-dragons lack the fiery breath and
fire resistance powers, but may be venomous, having an Affliction power
instead, while others simply rely on their claws and teeth. Mini-dragon
companions are also sometimes telepathic, at least with their chosen
companion, and may even have the Sapient overlay.

WYVERN
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Power (Strike)


Powers: Affliction 7 (venom), Claws and Teeth 6 (slashing), Damage
Resistance 3, Strike (stinger, slashing) 5, Wings 2
Qualities: Huge, Reptile, Savage, Territorial
Wyverns are huge reptiles similar to dragons, but having only four limbs:
their hind limbs and their wings, similar to bats. Unlike dragons, wyverns are
not sapient and cannot breathe fire. Instead their tail is tipped with a sharp
stinger capable of injecting a deadly venom. They are savage and territorial
hunters likely to attack any creature intruding on their chosen domain.
Wyverns are sometimes trained or forced to act as mounts.

PAGE 60 ICONS MENAGERIE


ELEMENTALS
Elementals are supernatural beings embodying one of the classical four
elements of air, earth, fire, or water. They usually manifest as medium-sized,
often humanoid or amorphous forms made out of their particular element,
giving them certain powers. Elementals may be free-willed and sapient or
summoned or constructed servants with the Mindless overlay. Their
Alternate Forms give elementals full Life Support as well. Non-corporeal
elementals base their Stamina off their Willpower plus their Alternate Form
level.
Lesser and Greater Elementals: The elementals described here are
baseline. Lesser elementals have power levels 1–2 lower than listed, while
greater elementals have higher power levels, all the way up to Supreme (10)
for the “rulers” of the particular elements. In some settings, there may even
be vastly powerful elementals with cosmic-level powers (see ICONS A to Z).

AIR ELEMENTAL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Air Control 6, Gaseous Form 6


Qualities: Airy, Elemental
An air elemental appears like a cloud of mist, but can also assume the form
of a cyclone or whirlwind. Some air elementals have Invisibility in addition
to their other powers, able to become as unseen as air.

EARTH ELEMENTAL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Burrowing 6, Earth Control 6, Rocky Form 6


Qualities: Earthy, Elemental
Earth elementals manifest as squat, blocky humanoid figures of earth and
stone. They tend to be a bit dimmer and slower than the less material
elementals.

ICONS MENAGERIE PAGE 61


FIRE ELEMENTAL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Fire Control 6, Fire Form 6


Qualities: Elemental, Fiery
Fire elementals are humanoid or amorphous shapes made of nothing but
flames. Some present the wavering image of reptilian or lizard-like features.
Fire elementals are the wildest, and often the most destructive, elementals.

WATER ELEMENTAL
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Fluid Form 6, Water Control 6


Qualities: Elemental, Watery
Water elementals are flowing masses of water, able to take on various,
shifting forms. Indeed, some greater water elementals are true
shapeshifters, having some level of the Transformation power.

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.

PAGE 62 ICONS MENAGERIE


• Electricity: Whether the spirit of lightning or of modern electricity, this
elemental assumes a humanoid form of jagged, sparking electrical
energy and has Electrical Form and Electrical Control powers.
• Glass: An urban spirit of refined materials, a glass elemental might be
smooth, flowing, and transparent or sharp and jagged, made of a mass of
broken shards, or capable of switching between a Fluid Form and a Solid
Form is a slashing damage Aura.
• Radiation: Whether microwaves, X-rays, or gamma rays, a radiation
elemental has an Energy Form and most likely Energy Control of its type,
along with Invisibility if it exists outside of the visible spectrum of light.

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

Powers: Invisibility 10, Life Support 10, Phasing 10 (Floating), Precognition 4


(Only Imminent Death)
Qualities: Harbinger of Death
The banshee (bean sidhe, literally “faery woman”) is a spectral woman,
usually dressed in a dark and hooded flowing robe or dress, with long,
unbound hair. She appears as a harbinger of death, keening a terrible
mourning wail. The cry of a banshee is believed to foretell certain death
within a household or family. If a banshee merely appears as a warning,
then she serves as a kind of precognition, perhaps even allowing
circumstances to be changed. In other versions, the banshee might even be
an agent of death, her keening causing it. In this case, a banshee’s wail
might be an Affliction (possibly Slow Effect) or magical Probability Control
as a “curse of bad luck.”

ICONS MENAGERIE PAGE 63


GOBLIN
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.

PAGE 64 ICONS MENAGERIE


LEPRECHAUN
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Often expert in a particular craft or handiwork skill


Powers: Illusion 6, Invisibility 8, Teleportation 3
Qualities: Faerie Trickster, Little, Pot o’ Gold
One of the most famous of faeries, leprechauns look like little people
(usually men) clad in 17th Century style clothing. Although leprechauns are
associated with the color green in popular culture, they were often said to
wear red in folklore. Like other faeries, leprechauns are tricksters, capable
of becoming invisible, teleporting, or possibly both. They’re said to have
caches of treasure (usually gold) and they’re required to give it to anyone
able to capture and hold them.

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.

ICONS MENAGERIE PAGE 65


SPRITE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Invisibility 6, Wings 3


Equipment: Tiny bows (shooting
damage 1)
Qualities: Faerie, Sprite, Tiny
A sprite is faerie that looks like a a
tiny winged human, often with
“elfin” features such as pointed
ears. Sprites (and pixies and
similar faeries) are often playful
messengers and helpers of other
faeries like the sidhe.
The “elf-shot” of their bows is
sometimes described as
enchanted or poisoned to cause
targets to fall asleep (Stunning 5
or more) and some sprites have
other magical powers, including
Emotion Control, Illusion, or
Magic.

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.

PAGE 66 ICONS MENAGERIE


GIANT
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 5, possibly a weapon like a massive club or


maul that inflicts Amazing (8) bashing damage.
Qualities: Giant, Huge
The Giant presented here is huge, with truly gigantic examples having +1
Strength and Damage Resistance or more.
Giants tend to be a bit dim-witted, and relatively easy to strike in battle
(they have a –2 modifier to defense, –3 at gigantic) but they are tough.
Other giant abilities or overlays may include the following:
• Civilized: Some giants may be less dim-witted or savage, having Average
(3) or even higher Intellect.
• Cyclops: The giant is one-eyed and lacking in depth perception, having
increased difficulty (+2) on ranged attacks.
• Elemental: The giant is in alignment with a particular elemental force or
environment, usually giving it Resistance to that environment, such as
cold, earth, fire, lightning (storm), or water. It may also have a Blast or
Strike attack associated with the environment, ranging from hurling rocks
or icicles to throwing fire or lightning.
• Extra Arms: The giant has four or even more arms, giving it a level of
Fast Attack.
• Extra Head: The giant has two heads, giving it Fast Attack (4) or higher
and possibly some Resistance to Mental Powers.
• Regeneration: The giant recovers quickly from damage, having levels in
the Regeneration power.
• Sorcery: The giant wields some level of Magic, usually being of at least
Average (3) Intellect, with a Magic power level of Fair (4) or greater.
Some giants might just have the Occult specialty instead, or Magic with
the Ritualistic limit.
• Two-Headed: The giant has two heads, often with distinct personalities.
This typically gives the giant two tests to resist effects targeting its mind,
but may also give it an additional quality like “Two-Headed” that can be
activated to cause trouble, such as the two heads arguing between
themselves.

ICONS MENAGERIE PAGE 67


OGRE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 4


Qualities: Dumb Brute, Large, Vicious
Ogres are lesser giants, only large, and not quite as tough or as bright.
Ogres tend to have thick, brutish builds and vicious appetites, including
possibly for humanoid flesh. They wield heavy clubs or similar crude
weapons. Some especially powerful ogres might have a higher level of
Strength or Prowess, or special weapons or attacks.

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.

PAGE 68 ICONS MENAGERIE


GHOST
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Life Support 10, Invisibility 8, Phasing 8 (Floating)


Qualities: Ghost, Undead, Unresolved Connection
A ghost is the spectral, intangible form of a deceased person’s spirit or
soul. Ghosts are often believed to be tied to the world of the living due to
some unresolved business or strong emotional connection, ranging from an
incomplete task to a need for vengeance or a desire to protect or
communicate with a loved-one.
By default, the ghost described here is capable of becoming visible and
communicating with living beings, but cannot turn off its Phasing power to
become solid or interact with material things. In some cases, ghosts cannot
become visible, either, and only those able to perceiving invisible spirits,
like mediums or mystics, can see them using Spirit Detection or True Sight.
In some cases, becoming visible might be Tiring for ghosts, costing 2
Stamina each time they do it.
Ghosts may have any number of other supernatural powers, including the
following variations:
• Poltergeist: The ghost can move material objects via Telekinesis.
• Possession: The ghost has the Mind Control power with the Merge and
Possession extras, allowing it to go inside a living beings body and
control it from within.
• Spectral Touch: The ghost’s “touch” can cause harm to living creatures.
Typically this is either an Affliction or Strike with Affects Physical extra,
allowing the ghost to make the attack while still incorporeal.
• Terrifying Apparition: The ghost can use Emotion Control (Fear) on
anyone able to see it, possibly with a Burst extra to affect everyone able
to see it at once.

MUMMY
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 5, Immortality 2, Life Support 10, Resistance to


Ability and Sensory Attacks 10

ICONS MENAGERIE PAGE 69


Qualities: Mummy, Undead
Undead mummies are the reanimated bodies of those preserved through
mummification, classically wrapped in treated “bandages” (strips of linen
cloth). Fictional mummies are most often Egyptian, one of the ancient
cultures best known for mummification. The mummy described here has
Incredible Strength and is resistant to harm as well as immune to mortal
concerns. Often, a mummy is driven to destroy anyone who has violated its
tomb as part of a curse.
Other abilities mummies may possess include the following:
• Affliction: The touch or attack of a mummy may carry a magical
affliction or curse, most often a Slow Effect.
• Alternate Form: The mummy can transform itself into dust or desert
sand. This is most often a Gaseous Form, allowing it to pass through
small openings and escape harm.
• Magic: A sapient mummy may have Magic powers; indeed, some
mummies were powerful sorcerers in life and retain those powers in
death.
• Mindless: Some mummies are little more than powerful, well-preserved
zombies (following) having the Mindless overlay. They have no purpose
other than to fulfill whatever curse reanimated them.
• Servant: Some mummies can summon servant creatures, particularly
swarms of flesh-eating beetles or venomous snakes (see Swarm under
Animals, previously).

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

PAGE 70 ICONS MENAGERIE


summon the skeletons of ancient warriors, still clad in armor and carrying
rusting weapons (like swords and spears) as well as shields. These
skeletons usually have Average (3) Prowess, additional Damage Resistance,
and a Fair (4) slashing damage Strike attack.

VAMPIRE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 4,


Immortality 8, Life Drain 3, Life
Support 10
Qualities: Undead, Vampire
Vampires are undead creatures
that feed on the blood (or
sometimes just life-force) of the
living. They have Great Strength
along with resistance to harm, and
cannot be permanently killed
except by beheading or burning.
Exposure to sunlight burns
vampires and a stake through the
heart can immobilize one, but
does not necessarily destroy it,
although in some versions, it does.
The classic vulnerabilities of
vampires are covered by their
Vampire quality, which can be
activated to cause them trouble of
various sorts. For example, a
character might use a Willpower
maneuver or spend Determination
to ward a vampire off with a holy
symbol.
Many other supernatural powers
are attributed to vampires,
including any of the following:
• Animal Forms: Some vampires
have the Transformation (Animals) power to turn into bats, wolves, or
other creatures.

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• Creatures of the Night: Many vampires can summon or control bats, rats,
or wolves, having the Servant power or Mind Control (Animals). See the
Swarm abilities in this book along with the listing for those individual
animals for details.
• Mesmerism: Vampires often have the Influence extra on their Life Drain,
allowing them to control those they have fed upon. Some go beyond
that, having the full Mind Control power, usually with the Eye Contract
limit, and sometimes Hypnosis.
• Mist Form: A vampire may be able to turn into a cloud of mist, having the
Gaseous Form power at level 3 or greater.
• Vampire Spawn: Many vampires have the Infection extra on their Life
Drain. After a victim has perished, the arise from death as a vampire
themselves. Often these vampire spawn are under the “master” vampire’s
control. They may be minions (see Introduction) or have lesser powers
compared to their master until they are released or otherwise “graduate”
to become full-fledged vampires.
• Wall-Crawling: Some vampires have the Wall-Crawling power, allowing
them to move along walls like giant spiders.

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.

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• Fast: While zombies are usually portrayed as shuffling and slow, some
are fast, even preternaturally so. They have Fair (4) or better
Coordination and possibly even Super-Speed!
• Hungry: Zombies are often portrayed as cannibalistic, consuming human
flesh, living or dead, or solely interested in body parts like hearts or
brains. They may do so mindlessly (and ravenously) or as part of
replenishing themselves (see Regeneration, following). Corpse-eating
zombies might be the source of creatures like ghouls. A bite or scratch
from a hungry zombie may result in infection (following).
• Immortality: While most zombies are “killed” when reduced to 0
Stamina, some possess the Immortality power, allowing them to recover
from virtually anything short of the aforementioned disintegration. Truly
immortal zombies are often also not Mindless, such as an immortal,
undead revenant driven to seek revenge.
• Infectious: Viral zombies are infectious, able to turn other creatures into
zombies. This is an Affliction as a Secondary Effect of the zombie’s
attacks, such as scratches or bites. Once the target is killed or reduced to
0 Stamina, they rise as another zombie of the type that infected them.
Zombie Afflictions are usually limited to Slow Effect, if they work on
living creatures, progressing like a disease. Otherwise, they are limited to
only creatures that die after being reduced to 0 Stamina. The former
type of zombie infection may be curable, or there may be no hope for
the infected creature, save for the possibility of a quick and clean death.
• Regeneration: Some zombies are not only animate, but constantly
repairing or renewing damage, such that nothing short of complete
destruction puts them down for long, even reattaching severed body
parts with the Regrowth extra. Some—particularly hungry zombies—are
limited to regenerating only immediately after they have fed on living
flesh, while others just go on repairing indefinitely.

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.

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OTHER FANTASTIC CREATURES
These fantastic creatures do not fit into any particular category, either
being entirely unique or in a class by themselves.

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).

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CHIMERA
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Affliction (venom) 5, Blast (fire) 7, Claws 6, Damage Resistance 3,


Fast Attack 5
Qualities: Huge, Three-in-One
The chimera is a monstrous, fire-breathing creature with the body of a
great lion, with the goat’s head protruding from its back and a snake for a
tail, ending in the snake’s fanged head. The mythological chimera was the
offspring of Typhon and Echidna, related to creatures like the three-headed
hound Cerberus and the hydra.

GARGOYLE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Claws 5, Stone Form 6, Wings 3


Qualities: Hideous, Made of Stone
Gargoyles are hideous, demonic humanoid figures, either the actual
gargoyles used to decorate medieval buildings, brought to life by magic or
some other means, or a species of creatures that resemble those medieval
statues, or were perhaps even the inspiration for them. Gargoyles are quite
strong and tough; conventional weapons have little effect against their
Great (6) Damage Resistance. They have full Life Support from their Stone
Form and claws (and often teeth) capable of inflicting slashing damage.
These gargoyles are not overly intelligent and are either territorial
guardians or summoned servants. Some variant gargoyles might be more
of a sapient species with +1 level (or more) of Intellect and a greater degree
of free will. Other gargoyles may lack Stone Form, being flesh-and-blood
creatures that look like stone gargoyles. They have the same Strength but
may have a lesser (or no) level of Damage Resistance and no Life Support.
Some fleshy gargoyles actually transform into inert stone either to sleep or
hibernate, to conceal themselves, or upon death.

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GORGON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Petrifying Gaze 8 (as


Alteration Ray)
Qualities: Gorgon, Snake Hair
The original gorgons were a trio of
sisters—Euryale, Stheno, and
Medusa—terrible creatures with
snakes for hair, protruding tusks,
and burning eyes with a terrible
gaze able to turn living creatures to
stone. In ancient Greek mythology,
the hero Perseus slew Medusa by
severing her head, using a polished
shield to safely view only her
reflection. The gorgon’s severed
head retained its terrible petrifying
power, and was placed on Athena’s
shield, known as the aegis.
A number of variations of gorgons
have been described, including:
•Archery: Medusa has been shown
as an archer on occasion, having the
Bows specialty and using a heavy
bow, sometimes with poison-tipped
arrows (see Venomous, following).
•Paralyzing: In some variations, the
“petrifying” gaze of a gorgon is
metaphorical, and they actually
paralyze their victims, a Stunning
effect rather than Alteration Ray
(and more easily undone). Likewise,
in some versions, a gorgon’s
petrification is undone upon her
defeat or death, rather than
permanent (and therefore
essentially fatal).
•Serpentine: In addition to their

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snake hair, these gorgons have snake-like lower bodies, giving them a Tail
of Great (6) or higher level usable to grab and wrestle opponents. They
may also have armored scales, giving them Damage Resistance.
• Venomous: A gorgon’s snake hair might be capable of injecting a
venomous Affliction attack, and sometimes gorgon blood is depicted as
venomous as well, or the creatures may dip arrows or other weapons in
their own venom.
• Wings: Gorgons are often depicted as having Wings, bat-like or bird-like,
although their level is likely not more than Average (3).

GRYPHON
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Aerial Combat


Powers: Claws 5, Wings 4
Qualities: Eagle, Fierce, Large, Lion
A griffon is a fierce and powerful creature that combines the body and
hind-limbs of a lion with the head, wings, and fore-limbs of an eagle.
Griffons are powerful fliers and predators. Horses and cattle are often their
preferred prey. Although difficult to tame and train, they are sometimes
used as flying mounts.

HARPY
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Claws 4 (slashing), Wings 4


Qualities: Harpy, Storm-Rider, Unclean
Harpies are monstrous creatures with the upper bodies and heads of
women and the lower bodies of vulture-like birds. They are scavengers and
often attack in savage flocks to snatch away food. Associated with storm
winds, harpies may be able to control the weather to some degree, either
individually or a flock, in which case they should have a level in Air Control
or Weather Control.
Sirens: Harpies are similar in appearance to mythical Sirens, which were
also combinations of women and birds, so they may be related or even two

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variations of the same creature. Sirens lured sailors to their deaths on
dangerous rocky shoals with their unearthly singing, giving them Incredible
(7) Emotion Control (Love). Their singing voices might grant Sirens other
powers, particularly Sonic Control and its various extras.

KRAKEN
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Aquatic 4, Damage Resistance 5, Tentacles 10 (Fast Attack,


Strength)
Qualities: Gigantic, Sea Monster
The kraken is a terrible gigantic sea-monster like a giant squid, capable of
seizing and crushing entire ships in its tentacles. It usually dwells in the
deepest ocean depths, brought to the surface only when summoned by
some outside force or disaster. An undersea civilization like Atlantis might
command and control a kraken (or even more than one) as living weapons
to use agains invaders or to attack the surface world.

MANTICORE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Claws 4 (slashing), Strike 3 (tail spines, slashing, carries Affliction 5


poison)
Qualities: Large, Leonine, Poisonous, Savage
A manticore is a creature with a lion-like body, a human-like head or face,
and a tail is poisonous spines. Manticores are savage and somewhat
cunning man-eaters, often guardians of particular places. In some cases,
they have the ability to throw the poisonous spines from their tails, in which
case their Affliction should have the Ranged extra. This manticore is
assumed to be medium-sized, like a lion, but there may be larger versions,
with additional levels in Strength and powers.

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MINOTAUR
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Horns 3 (slashing)


Qualities: Bull-Man, Cursed
A powerfully muscled humanoid
figure with the head off a bull and
often a short coat of fur over its
body or bull-like legs or hooves,
the minotaur is a mythical
creature associated with mazes.
The classical minotaur was the
offspring of the queen of Crete
and a bull sent by the god
Poseidon. It was imprisoned in a
labyrinth constructed by the
inventor Daedalus and feed
human sacrifices until one of
those sacrifice, the hero Theseus,
defeated and killed it.
Like other unique mythological
creatures, the minotaur has
become an entire type or species
of creature in fantasy fiction, and
these minotaurs may be more
intelligent or have other traits. In
some cases, the mythic minotaur
is portrayed as divine and
immortal, not permanently slain
by Theseus, but able to recover
and still living somewhere, either
in service to the ancient gods or
on its own.

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PHOENIX
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Claws 2 (slashing), Senses 2 (Enhanced Vision, Extended Vision),


Immortality 10, Wings 2
Qualities: Arise Again, Pyre
A mythic bird from Egyptian and Greek lore, the phoenix was believed to
restore itself by burning on a pyre and then arising again from its own
ashes. Phoenixes are depicted with primarily red, fiery plumage with
accents of yellow, orange, and purple, often with feathery crests and long,
plumed tails.
Some versions of the phoenix extend its association with fire to other
powers, such as giving it a fiery Aura or even full Fire Control powers. In
other instances, the phoenix is depicted as a type of fire elemental (see
Elementals) in a bird-like form.

ROC
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Claws 7 (slashing), Senses 2 (Enhanced Vision, Extended Vision),


Wings 2
Qualities: Gigantic, Raptor
The mythical roc is a gigantic bird of prey, like an eagle or hawk, so large it
is able to carry off elephants in its claws. They nest on high mountaintops
large enough to accommodate them.

SATYR
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Horns 1 (bashing), Speed 1


Qualities: Goat-like, Raucous
A satyr is a creature from Greek myth, with the upper body of a human and
the horns, legs, and tail of a goat. Satyrs are usually depicted as wild and

PAGE 80 ICONS MENAGERIE


raucous, playing pipes and frolicking in wooded glades and meadows.
They’re particularly associated with the god Dionysus (god of wine) and
with drunken excess.
Some satyrs are shown playing pan pipes or reed flutes, and having
magical powers associated with their music, which may include Emotion
Control or Mind Control, luring the unsuspecting into joining their revels.

SHADE
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Shadow Form 6


Qualities: Living Shadow
A shade is a supernatural creature, a
living shadow, capable of moving and
acting on its own. Their Shadow Form
power gives shades immunity to physical
attacks, except for those based on light,
which have a stunning effect on them in
addition to the attack’s normal effects.
They have Wall-Crawling (able to slide
along surfaces) and Invisibility, limited to
while in areas of shadow or darkness,
both at their Shadow Form level, along
with Total Life Support. Their Stamina is
based on twice their Willpower, as they
have no Strength level.
Some versions of shades are undead
creatures (see Undead) with Energy
Drain or Life Drain, others have an
Affects Physical extra on their Shadow
Form, allowing them to have a Strength
level and affect physical things, even as
they remain largely untouchable.
Characters with Darkness Control might
have a Servants extra, allowing them to
create or summon shades.

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SPHINX
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Claws 4 (slashing)


Qualities: Cunning, Large, Leonine
The sphinx is a mythic creature with the head of a human and the body of a
lion, usually depicted as quite intelligent and cunning. Sphinxes are most
often guardians of some type, obstacles heroes must overcome. The Greek
sphinx has the head of a woman and large, eagle-like wings. Those who
cannot answer the riddles she poses are killed and devoured. The Egyptian
sphinx had the head of a man and is commonly shown as a temple
guardian. The two may belong to the same type of creature or different,
but related, creatures.
Heroes faced with a riddle from a sphinx may be required to make an
Intellect test to determine the answer, or even an Intellect pyramid test for
a riddle-game with the sphinx, or the GM can allow players to figure out
riddles for themselves, allowing them to spend Determination Points or
perform Intellect maneuvers for clues (or even to find the answer).

THUNDERBIRD
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Claws 4 (slashing), Dazzle 6 (thunder and lightning), Senses 2


(Enhanced Vision, Extended Vision), Wings 3

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Qualities: Large, Thunderbird
The Thunderbird of Native American mythology is a large raptor associated
with the sky, storms, and thunder and lightning. At the least, a thunderbird
can create dazzling claps of thunder and flashes of lightning by flapping its
wings. Some depictions grant thunderbirds other powers, including a
lightning Aura or full Weather Control with a variety of extras.

UNICORN
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Running Expert


Powers: Healing 7 (Cure), Horn 6 (slashing damage)
Qualities: Large, Pure of Heart, Unicorn
A unicorn is a horse-like creature with a long spiral horn growing from its
forehead. Unicorns often have somewhat goat-like hoof-tufts and “beards.”
Their fur is depicted in all kinds of colors, but most often pure white or
pearlescent. Unicorns are usually depicted as intelligent, kind,
compassionate, and pure of heart, although not necessarily capable of
speech or communication.
A unicorn may have a number of different magical powers, including (but
not limited to) Danger Sense, Dazzle, Detection (Emotion, Magic, Power, or
Spirit), Dimensional Travel, Fast Attack, Leaping, Light Control, Super-
Speed, Telepathy, or Teleportation.

WILL-O’-WISP
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Specialties: Power (Life Drain)


Powers: Light Form 6, Life Drain 3
Qualities: Deceptive, Ghostly, Little
Will-o’-wisps are little ghostly balls of light that float through dark and
dangerous areas, including abandoned places, graveyards, or swamps. Their
light often lures people towards them, causing them to fall into hazards like
basements, open graves, or quicksand. The will-o’-wisp feeds on the
victim’s life force and fear, glowing brighter as it does so.

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Will-o’-wisps are sometimes considered fey or ghostly undead creatures. In
either case, they might reproduce from draining the life from their victims,
eventually splitting into two or more wisps, or the stolen life-force may
simply sustain them. They have a sort of dim cunning, but are not
particularly intelligent, nor do they usually communicate.

YETI
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 1,


Cold Resistance 3
Qualities: Large, Primate,
Reclusive, Savage
The yeti is a legendary creature
from Asia, particularly the
Himalayan Mountains. The
nickname “Abominable Snowman”
was coined by Europeans in the
early 20th century. Yeti are usually
described as ape-like, white-
furred, large, and savage, but also
shy and reclusive, dwelling only in
the cold and snow-covered
mountain heights, where few
people ever go.
Variations: The yeti may also suit
similar creatures like the
legendary Sasquatch or “Bigfoot”
of North America. They could
even be related species or sub-
species. Given the elusive nature
of both creatures, it is possible
they also have some type of
camouflage power, such as
Invisibility with the Blending limit.

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Whereas mythic beasts are described in the legends and folklore of various
cultures, speculative creatures are more “modern” fictions. Creatures from
speculative and science fiction also show up in superhero comic books
from time to time, particularly alien beings, odd mutants, or extrapolations
on scientific oddities. Science-fiction creatures in the comics also include
various kinds of robots, far more sophisticated than found in the real
world—although the real world has started to catch up to some of the early
sci-fi speculations about robots.

ANDROID
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 2, Life Support 10, Mental Resistance 10


Qualities: Android

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An android is a type of robot constructed to look as much as possible like a
human being. In the comics, androids are often so convincing that they can
pass as human under all but the closest inspection. Supervillains use
android duplicates as infiltrators while heroes may use them as decoys or
to protect their secret identities (allowing them to be seen somewhere
alongside “themselves” for example). The GM should set the difficulty for
an Awareness test to determine a particular android’s true nature,
essentially learning its “Android” quality.
These abilities assume an android is roughly human-level in its capabilities
other than Strength and having the benefits of being a machine. Some
androids may be designed and programmer for greater abilities. In
particular they may be capable of superhuman levels of Coordination and
Intellect, and an android’s artificial body might have any number of devices
and powers built into it.
Android Imposters: A particularly common type of android is made to
resemble a specific person, making them almost indistinguishable. The GM
should set the difficulty to detect that the android is not the genuine
article, usually at least Great (6), possibly more. Such androids are often
used to replace people for a sinister robot or artificial intelligence, or serve
as decoys to prevent the real people from being harmed—and provide a
convenience story explanation of how they were “killed” but somehow
managed to survive.

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.

PAGE 86 ICONS MENAGERIE


Other blob traits may include:
• Corrosive: Some blobs consume things by engulfing and dissolving
them. The blob might “eat” organic matter or virtually anything, and it
could be capable of dissolving things without consuming them, ejecting
the indigestible matter as liquid waste. This is the Corrosion power (from
Great Power) with the Consumption extra. Essentially, it inflicts half the
power’s level in damage per page and reduces nonliving materials by the
same amount in Strength until they are destroyed.
• Giant: The abilities of the blob described here assume it is medium-sized.
Larger blobs have +1 to their Strength and Fluid Form levels per size
category. Smaller blobs with lower Strength and Fluid Form are also
possible.
• Shapeshifting: Some blobs have the power of Transformation into
different shapes and appearances, primarily for disguise and to ambush
potential targets. An intelligent blob could also imitate another person or
creature and pretend to be them.

ENERGY BEING
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Energy Form 7 (Energy Control)


Qualities: Incorporeal Energy Being
Energy beings are sapient patterns of incorporeal energy, particularly
things like light, electricity, radio waves, or radiation. Having no effective
Strength, their Stamina is based on a combination of their Willpower and
Energy Form levels. They might be a product of alternate evolution, the
creation of another (possibly long-dead) civilization, or a formerly
corporeal species that has taken on non-material form. Energy beings are
often curious and non-hostile, but their presence unintentionally causes
havoc with human technology and biology.
Psychic: A common variation of the energy being is the psychic energy
being, which replaces Energy Form with Phasing 7 (Floating, Invisibility)
and usually Telepathy and often Telekinesis at levels at least equal to its
Willpower, often higher. Even more so than energy beings, psychic energy
beings are commonly mistaken for “ghosts.” Super-evolved psychic energy
beings may have much higher mental ability levels as well.

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GIANT ARTHROPOD
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 3


Qualities: Giant Bug
Individually, arthropods (“bugs”
like insects and arachnids) are too
small to fit onto the ICONS scale,
except as a swarm (see Swarms,
previously). A staple of some
speculative fiction, however, is
giant-sized arthropods, where
scale makes formerly tiny bugs
into considerable threats.
Size: The basic abilities here are
for a medium-sized arthropod.
Apply the creature size modifiers
(see Creature Size) for large,
huge, and gigantic versions,
increasing the bug’s Strength,
offensive powers, and Damage
Resistance accordingly.
Common examples of giant arthropods include:
• Ant: As given, plus mandibles for Strike 4 (slashing) damage. Ants have
highly effective chemo-receptors for Senses 2 (Enhanced Smell and
Tracking Sense)
• Beetle: Mandibles provide Strike 4 (slashing) and a beetle’s hard outer
shell provides +2 levels of Damage Resistance. Some beetles have Wings
1–2.
• Scorpion: Pincers are Strike 4 (bashing or slashing damage) and its tail
stinger is Strike 3 (slashing damage) along with an Affliction 5 venom.
• Spider: A spider’s fangs are Strike 3 (slashing damage) and may also
carry an Affliction 5 venom. Its webbing is a Great (6) Binding attack.
• Wasp: A giant wasp has a Strike 4 (slashing damage) stinger carrying a
Good (5) Affliction or Stunning venom and it has Wings 3. Its abilities are
also suitable for giant bees, hornets, and other vespiforms.

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GIANT WORM
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Burrowing 6, Damage Resistance 4, Senses 1 (Vibration Sense)


Qualities: Giant Worm, Large
This is a large, armored, ground-burrowing worm able to dig through
concrete. Giant worms are effectively blind and navigate primarily through
the ability to sense vibrations in the ground.
Even larger versions apply their size modifiers to their Strength and all of
their powers, and may be able to swallow creatures two size categories or
more smaller than they achieve a major or better success on a Prowess
attack. The interior of the worm might have a Corrosive attack (as the
power) until a victim can escape.

ROBOT
PROWESS COORD. STRENGTH INTELLECT AWARENESS WILLPOWER STAMINA

Powers: Damage Resistance 3, Life Support 10, Mental Resistance 10


Qualities: Robot
These abilities cover a basic medium-sized humanoid robot: a largely self-
driven mechanical being. It assumes the robot is a bit slower and clumsier
but stronger than a human, and only aware of things it is programmed to
notice. It has no intellect or willpower of its own (although see Sapient,
following).
Robotic Creatures: Since they are constructed, robots can have virtually
any form or function, and therefore almost any abilities. Simply applying
the Form, Mindless, and Unliving overlays to any creature can make it into a
robot version of itself for robot animals, robot monsters, and so forth.
Constructs: Of course, robots are not strictly science fiction creatures.
There is plenty of speculative fiction and folklore about nonliving objects
given animation and pseudo-life, often in humanoid forms, such as the
legendary golem. These are essentially “robots” in terms of their abilities,
just with magical or miraculous origins.

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Other robot traits may include:
• Extra Body Parts: Robots don’t have to be built in a humanoid
configuration and might have any combination of parts, particularly extra
limbs, which might function as arms, legs, or both.
• Giant: Bigger robots have correspondingly greater Strength, up to
Amazing (8) for size, although some powerful robots may have even
greater Strength. Giant robots also tend to have higher Damage
Resistance (+1 level per size category or more).
• Humanoid: Most comic book robots tend to have this overlay, but there’s
nothing requiring them to, and robots may be more industrial
arrangements of a chassis with manipulator arms and treads, for
example, or any number of other shapes.
• Miniature: Robots can also be smaller than human-sized, intended to
operate in smaller, more confined spaces. Robots can even get down to
microscopically-sized (see Swarm, previously).
• Sapient: Some robots have the Sapient overlay, giving their Intellect and
Willpower levels as great as (or even greater than) a human. With
computer-like capabilities, some sapient robots can be highly intelligent,
and their artificial minds may still have Resistance to Mental Powers.
• Speed: Robots may operate much faster than flesh-and-blood creatures,
having Super-Speed, or they may have different modes of movement,
based on how they are built and equipped.
• Swarm: A colony or swarm of nano-bots, tiny or microscopic robots, may
function as a single entity with a Fluid or Gaseous Alternate Form, or
even able to switch between Gaseous, Fluid, and Solid Forms, depending
on the configuration of its components. The colony might share a single
“mind” (or master program) with the individual bots functioning like cells
in a living body.
• Weapons: Robots are sometimes equipped with built-in weapons, either
Blast or Strike powers, or with tools that can function as those powers,
like welders or mechanical claws.

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OPEN GAME LICENSE Version 1.0a
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge System Reference Document Copyright 2005, Grey Ghost Press, Inc.; Authors
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Brooks, Reimer Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung,
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ICONS Superpowered Roleplaying, Copyright 2010, Author: Steve Kenson.
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