GURPS Classic Bestiary

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GURPS BESTIARY

No matter where or when your campaign is set –

GURPS Basic Set, Third Edition


from prehistoric times to the jungles of modern

Revised and Compendium I:


Africa – GURPS Bestiary provides all the
Character Creation are required
creatures of fact and fantasy you need to bring
to use this book in a GURPS
campaign. GURPS Bestiary can
your world to life. So come on – take a walk on

also be used as a sourcebook for


the wild side!
Inside this third edition, you’ll find: any roleplaying system.

Complete descriptions of more than 150 real THE BEAST MASTERS:


and imaginary creatures, from Antelope to Written by
Water Buffalo, from Agropelter to Yeti. STEFFAN O’SULLIVAN
Revised by
Expanded information for creating an animal HUNTER JOHNSON
character – how to build a racial template from
Edited by
bestiary stats and adapt the template to a
MONICA STEPHENS,
character for your campaign. STEVE JACKSON,
Guidelines for using animals in your campaign, AND JEFF KOKE

STEVE JACKSON GAMES


including detailed rules for hunting and Cover by
trapping, venom, animals in combat, and KEN KELLY
animal companions. Illustrated by
KENT BURLES,
Suggestions for inventing new creatures to keep DAN CARROLL,
players on their toes. AND SEAN MURRAY

THIRD EDITION, FIRST PRINTING


A complete set of habitat tables, showing where
each species is most often found and giving PUBLISHED OCTOBER 2000
their important stats at a glance. ISBN 1-55634-412-0

STEVE JACKSON GAMES


® 9!BMF@JA:RS PQPoY`ZfZdZnZ`
Printed in the
www.sjgames.com SJG01995 6011 U.S.A.
GURPS BESTIARY
No matter where or when your campaign is set –

GURPS Basic Set, Third Edition


from prehistoric times to the jungles of modern

Revised and Compendium I:


Africa – GURPS Bestiary provides all the
Character Creation are required
creatures of fact and fantasy you need to bring
to use this book in a GURPS
campaign. GURPS Bestiary can
your world to life. So come on – take a walk on

also be used as a sourcebook for


the wild side!
Inside this third edition, you’ll find: any roleplaying system.

Complete descriptions of more than 150 real THE BEAST MASTERS:


and imaginary creatures, from Antelope to Written by
Water Buffalo, from Agropelter to Yeti. STEFFAN O’SULLIVAN
Revised by
Expanded information for creating an animal HUNTER JOHNSON
character – how to build a racial template from
Edited by
bestiary stats and adapt the template to a
MONICA STEPHENS,
character for your campaign. STEVE JACKSON,
Guidelines for using animals in your campaign, AND JEFF KOKE

STEVE JACKSON GAMES


including detailed rules for hunting and Cover by
trapping, venom, animals in combat, and KEN KELLY
animal companions. Illustrated by
KENT BURLES,
Suggestions for inventing new creatures to keep DAN CARROLL,
players on their toes. AND SEAN MURRAY

THIRD EDITION, FIRST PRINTING


A complete set of habitat tables, showing where
each species is most often found and giving PUBLISHED OCTOBER 2000
their important stats at a glance. ISBN 1-55634-412-0

STEVE JACKSON GAMES


® 9!BMF@JA:RS PQPoY`ZfZdZnZ`
Printed in the
www.sjgames.com SJG01995 6011 U.S.A.
Written by Steffan O’Sullivan
Monsters, Beasts, and Companions Third Edition
Revised by Hunter Johnson
Additional material by Stephen Dedman,
Ann Dupuis, Jeff Koke, Chris McCubbin,
Janet Naylor, David L. Pulver, S. John Ross
Edited by Monica Stephens, Steve Jackson, Jeff Koke
Cover art: Ken Kelly Cover design: Alex Fernandez
Page Design: Philip Reed and Jeremy Zauder
Production: Alex Fernandez and Jeremy Zauder
Illustrated by Kent Burles, Dan Carroll, David Day,
Topper Helmers, Sean Murray, and Pat Ortega
Additional illustrations by Russell Hawley,
Dan Smith, and John Zeleznik
GURPS System Design by Steve Jackson
Managing Editor Alain H. Dawson
GURPS Line Editor Sean Punch
Production Manager Russell Godwin
Art Director Philip Reed
Print Buyer Shawn Havranek
Errata Coordinator Andy Vetromile
Sales Manager Ross Jepson
Playtesters: Anthony Affrunti, Lon Banderbob, Frederick Brackin, Donald Brodale II,
Benedict Chapman, J. C. Connors, The Critter Corps, Ann Dupuis, Skip Elmer, David Engberg, New creatures and characters: David Ackermann,
Shawn A. Fisher, Cisco Lopez Fresquet, J. David George, Robert Gilson, Dan Glick, Terry Glick, Shawn A. Fisher, Krista Fix, K. David Ladage,
Beverly Hale, Ron Hauser, Tim Hempleman, Ron Kesler, Ben V. Kloepper, Jonathan Lang, Shawn Lockard, Thom Jones-Low, Phil Masters,
Troy Leaman, Tonia Lopez, Phil Masters, Scott McMillian, Lance Myxter, Steve Noel, Sam Patton, Stephen Miller, and the Critter Corps (Andy Fix,
David L. Pulver, Dale Roberts, Jeff Roberts, Tim Robinson, Justin Schardin, William D. Seurer, Leonardo M. Holschuh, David Morgan-Mar,
Melinda Spray, Christopher J. Stoddard, George Thorsted, Paul Toney, Paul Tuck, Gale Turner, T. Carter Ross, Emily Smirle, Brian Smithson,
Brandon Volbright, Aaron Yeater, Andrew Zorowitz. and David Starner).
GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson
Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Bestiary is copyright
© 1988, 1993, 1994, 2000 by Steve Jackson Games Incorporated. All rights reserved. Printed in the U.S.A. Some art copyright www.arttoday.com.
ISBN 1-55634-412-0 1 2 3 4 5 6 7 8 9 10

STEVE JACKSON GAMES


CONTENTS Going for the Throat . . . . . . . . . . . .79 Caryae . . . . . . . . . . . . . . . . . . . . . .107
Critical Misses . . . . . . . . . . . . . . . . .80 Cat . . . . . . . . . . . . . . . . . . . . . . . . .108
About the Authors . . . . . . . . . . . . . . .3
INTRODUCTION . . . . . . . .3
Other Animals . . . . . . . . . . . . . . . . .80 Chimpanzee . . . . . . . . . . . . . . . . . .108
About GURPS . . . . . . . . . . . . . . . . . .3 Shots to the Vitals . . . . . . . . . . . . . . .80 Deinonychus . . . . . . . . . . . . . . . . .108
Wounded and Cornered Animals . . .80 Dog . . . . . . . . . . . . . . . . . . . . . . . . .108
ANIMAL REACTIONS . . . . . . . . . . . . . . . .81 Jacques . . . . . . . . . . . . . . . . . . . . . .108
Page References . . . . . . . . . . . . . . . . .4 Dolphin . . . . . . . . . . . . . . . . . . . . .109
ANIMAL STATISTICS . . . . .4
Mothers . . . . . . . . . . . . . . . . . . . . . .82
About This Book . . . . . . . . . . . . . . . . .4 Elephant . . . . . . . . . . . . . . . . . . . . .109
Technical Terms . . . . . . . . . . . . . . . . .4 Rat-Thing . . . . . . . . . . . . . . . . . . . .109
Giant Rat . . . . . . . . . . . . . . . . . . . .110
3. HUNTING
Grizzly Bear . . . . . . . . . . . . . . . . . .110
HUNTING . . . . . . . . . . . . . . . . . . . . . . . .84
AND TRAPPING . . . . . . .83
Skeeto . . . . . . . . . . . . . . . . . . . . . . .110
1. CREATURES
Preserving Meat . . . . . . . . . . . . . . . .84 Leopard . . . . . . . . . . . . . . . . . . . . .111
DOMESTIC ANIMALS . . . . . . . . . . . . . . . .38
OF THE WILD . . . . . . . . .5
Animal Empathy . . . . . . . . . . . . . . .84 Parrot . . . . . . . . . . . . . . . . . . . . . . .111
VERMIN . . . . . . . . . . . . . . . . . . . . . . . . .42 Craftiness . . . . . . . . . . . . . . . . . . . . .84 Rabbit . . . . . . . . . . . . . . . . . . . . . . .111
PREHISTORIC ANIMALS . . . . . . . . . . . . . .45 FISHING . . . . . . . . . . . . . . . . . . . . . . . . .84 Sea Lion . . . . . . . . . . . . . . . . . . . . .111
MYTHICAL AND TRAPPING . . . . . . . . . . . . . . . . . . . . . . . .85 “Our Forest Friend” . . . . . . . . . . .111
LEGENDARY CREATURES . . . . . . . .57 Types of Traps . . . . . . . . . . . . . . . . .85 Spotted Hyena . . . . . . . . . . . . . . . .112
SPECULATIVE CREATURES . . . . . . . . . . .65 Forked Sticks . . . . . . . . . . . . . . . . . .86 Warhorse . . . . . . . . . . . . . . . . . . . .112
LIVE CAPTURE . . . . . . . . . . . . . . . . . . . .86 Wolf . . . . . . . . . . . . . . . . . . . . . . . .112
Methods of Capture . . . . . . . . . . . . .87 Shariputra Gurung . . . . . . . . . . . . .112
Transporting Animals . . . . . . . . . . .88 Yeti . . . . . . . . . . . . . . . . . . . . . . . . .113
GAME ANIMALS . . . . . . . . . . . . . . . . . . .89 Al Kurikai il ’arim . . . . . . . . . . . . .113
ADVANTAGES, DISADVANTAGES,
AND SKILLS . . . . . . . . . . . . . . . . .113
Advantages . . . . . . . . . . . . . . . . . . .113
4. CREATING
STATS . . . . . . . . . . . . . . . . . . . . . . . . . .91 New Advantages . . . . . . . . . . . . . .115
ANIMALS . . . . . . . . . . .90
Creating Creatures Quickly . . . . . . .91 Disadvantages . . . . . . . . . . . . . . . .115
Knowledge . . . . . . . . . . . . . . . . . . . .91 New Disadvantages . . . . . . . . . . . .118
Special Abilities . . . . . . . . . . . . . . . .92 Quirks . . . . . . . . . . . . . . . . . . . . . . .118
SENSING ABILITIES . . . . . . . . . . . . . . . . .93 Skills and Training . . . . . . . . . . . . .118
Special Defenses . . . . . . . . . . . . . . .93
BEHAVIOR . . . . . . . . . . . . . . . . . . . . . . .94
ECOLOGY . . . . . . . . . . . . . . . . . . . . . . . .94
Demonic Animals . . . . . . . . . . . . . . .94
2. GAME MASTERING Giant and Miniature Animals . . . . .94

ABILITIES AND SKILLS . . . . . . . . . . . . . .71


ANIMALS . . . . . . . . . . .70
Advantages and Disadvantages . . . .71
5. ANIMAL
Skills . . . . . . . . . . . . . . . . . . . . . . . .71 BEING AN ANIMAL . . . . . . . . . . . . . . . . .97
CHARACTERS . . . . . . . . .96
Training . . . . . . . . . . . . . . . . . . . . . .71
6. ANIMALS
Taboo Traits and Features . . . . . . . .97
Hiring a Trainer . . . . . . . . . . . . . . . .71 Animal Mages . . . . . . . . . . . . . . . . .97 ANIMAL LEGENDS . . . . . . . . . . . . . . . .121
IN FOLKLORE . . . . . . .120
Sensing Abilities . . . . . . . . . . . . . . .72 Beasts of Burden . . . . . . . . . . . . . . .97 Master of the Animals . . . . . . . . . .121
Obedience . . . . . . . . . . . . . . . . . . . .72 Anomalies . . . . . . . . . . . . . . . . . . .121
QUICK-AND-DIRTY SHAPESHIFTING . . . .98
Horseshoes . . . . . . . . . . . . . . . . . . . .72
ANIMAL COMPANIONS . . . . . . . . . . . . . .98 ANIMAL SPIRITS . . . . . . . . . . . . . . . . . .121
Horses . . . . . . . . . . . . . . . . . . . . . . .73
Pets and Trained Animals . . . . . . . .98 Animal Gods . . . . . . . . . . . . . . . . .121
Biting to Grapple . . . . . . . . . . . . . . .73
Ripper . . . . . . . . . . . . . . . . . . . . . . . .98 Mana Organs . . . . . . . . . . . . . . . . .121
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . .74 Animal Curses . . . . . . . . . . . . . . . .121
Dr. Alvin O’Verra . . . . . . . . . . . . . .99
Damage . . . . . . . . . . . . . . . . . . . . . .74 Totemism . . . . . . . . . . . . . . . . . . . .122
Isaac . . . . . . . . . . . . . . . . . . . . . . . .100
Close Combat . . . . . . . . . . . . . . . . . .74
Animal Combatants . . . . . . . . . . . .101 FAMILIARS . . . . . . . . . . . . . . . . . . . . . .122
Knockback and Slam . . . . . . . . . . . .74
Johnny Dino . . . . . . . . . . . . . . . . . .101 Catalyst Creatures . . . . . . . . . . . . .122
Parrying Animal Attacks . . . . . . . . .74
Wild Animals as Companions . . . .102 Spell Components . . . . . . . . . . . . . .122
INJURIES . . . . . . . . . . . . . . . . . . . . . . . . .76
ACQUIRING ANIMAL COMPANIONS . . . .102 Castor (Elixir of
Shock . . . . . . . . . . . . . . . . . . . . . . . .76 Horse Taming) . . . . . . . . . . . . . .122
Specialist Modupi . . . . . . . . . . . . . .102
Recovery From Injury . . . . . . . . . . .76
Market Value . . . . . . . . . . . . . . . . .103
Assorted Hazards . . . . . . . . . . . . . . .76
El Delfín Diabólico . . . . . . . . . . . .103
Pack Tactics . . . . . . . . . . . . . . . . . . .76
CREATING ANIMAL TEMPLATES . . . . . .104
ALPHABETICAL
Acceleration and Turning . . . . . . . .77
Gann “The Attentive” . . . . . . . . . .104
CHART . . . . . . . . . . . .123
Turning Radius . . . . . . . . . . . . . . . . .77
Hushaar . . . . . . . . . . . . . . . . . . . . .105
Herd Animals . . . . . . . . . . . . . . . . . .77
Ntsaaígíí . . . . . . . . . . . . . . . . . . . . .106
HIT LOCATION FOR ANIMALS . . . . . . . . .78
HABITAT CHART . . . . .126
SAMPLE ANIMAL TEMPLATES . . . . . . . .107
Parts of the Body . . . . . . . . . . . . . . .78
Alligator . . . . . . . . . . . . . . . . . . . . .107 INDEX . . . . . . . . . . . .128

2 CONTENTS
ABOUT GURPS
INTRODUCTION
“But, gentle reader, you must consider that, since Adam went out of
Steve Jackson Games is committed to
full support of the GURPS system. Our
address is SJ Games, Box 18957, Austin,
Paradise, there was never any that was able perfectly to describe the univer- TX 78760. Please include a self-addressed,
sal conditions of all sorts of beasts.” stamped envelope (SASE) any time you
write us! Resources now available include:
– Edward Topsell, A History of the Four-Footed Beasts, 1607 Pyramid (www.sjgames.com/pyramid).
Our online magazine includes new rules
A bestiary is an encyclopedia of beasts. The earliest bestiaries included and articles for GURPS. It also covers the
not only real animals, but mythical ones as well. They also included a lot of hobby’s top games – Advanced Dungeons
nonsense about the behavior of real animals – such as antelopes cutting down & Dragons, Traveller, World of
Darkness, Call of Cthulhu, Shadowrun,
trees with their saw-shaped horns, snakes only biting tourists (we tell that and many more – and other Steve Jackson
one in New Hampshire, too) and remoras bringing ships to a dead stop. Games releases like In Nomine, INWO,
GURPS Bestiary is no exception; it contains not only real animals, but also Car Wars, Toon, Ogre, and more. And
Pyramid subscribers also have access to
mythical creatures and a lot of nonsense. playtest files online, to see (and comment
I have translated an incredible amount of ancient lore, biological fact, on) new books before they’re released.
and speculation into gaming terms. I have tried to remain as true to the origi- New supplements and adventures.
nal material as possible, though this was not always easy. Often the original GURPS continues to grow, and we’ll be
happy to let you know what’s new. A cur-
sources conflicted with each other. rent catalog is available for an SASE. Or
GURPS tries hard to be a unified system, even in areas not subject to check out our Web site (below).
reality checking (such as magic). So I had to bend some legends – like the Errata. Everyone makes mistakes,
including us – but we do our best to fix our
gumberoo, which hurls arrows back at its attackers – to fit the game. The errors. Up-to-date errata sheets for all
gumberoo still repels missiles, but the mechanism has been defined in GURPS releases, including this book, are
GURPS terms – which do not totally agree with all legends. always available from SJ Games; be sure
to include an SASE with your request. Or
The GM may disagree with my treatment of certain animals. If so, he download them from the Web – see below.
may change them freely, using what I’ve written as rumor – rumors abound Q&A. We do our best to answer any
in all ages. The GM can decide for himself exactly what the creatures do. game question accompanied by an SASE.
During my extensive research for this book, I came to know and love my Gamer input. We value your comments.
We will consider them not only for new
subjects a little better (except for certain members of the order Diptera). products, but also when we update this
Eventually, it occurred to me that I was writing a book about animals which, book on later printings!
among other things, attack people. The truth is that few animals are any Internet. Visit us on the World Wide
Web at www.sjgames.com for an online
threat at all to humans. In fact, the opposite is far more true – we are pushing catalog, errata, updates, and hundreds of
more than 100 species a year into extinction, a figure that experts feel can pages of information. We also have confer-
rise as high as 100 species a day by the year 2000. ences on Compuserve and AOL. GURPS
has its own Usenet group, too:
For this reason, I dedicate this book to all animals in all universes . . . rec.games.frp.gurps.
long may we thrive! I also commit 10% of any money I make from this book GURPSnet. Much of the online discus-
to the World Wildlife Fund (1250 24th St., Washington, DC 20037), which is sion of GURPS happens on this e-mail list.
devoted to saving as many species as possible. It will be a sad day when To join, send mail to majordomo@io.com
with “subscribe GURPSnet-L” in the body,
there are no more tigers or leopards, yet that day is rapidly approaching or point your World Wide Web browser to
unless we act now to prevent it. gurpsnet.sjgames.com/.
– Steffan O’Sullivan The GURPS Bestiary Web page is at
www.sjgames.com/gurps/books/bestiary.

ABOUT THE AUTHORS


Steffan O’Sullivan lives in central New Hampshire. His other roleplay-
ing books include GURPS Swashbucklers, GURPS Fantasy Bestiary,
GURPS Bunnies & Burrows, Fudge, and Sherpa. He donates a portion of
his royalties to organizations devoted to saving the environment, such as The
Peaceable Kingdom Project (4353 East 119th Way, Thornton, CO 80233).
You can read more about Steffan, and read his reviews of games, on his Web I gratefully acknowledge that this book
page at www.io.com/~sos/. would not exist without the following peo-
Hunter Johnson lives in Dayton, Ohio. His previous roleplaying book is ple: Joyce Bruce, Dean O’Sullivan, Mrs.
GURPS Japan, Second Edition. He and his wife, Lori, have had a second Donald Otto (Hi, Mom!), Dr. Larry
Spencer, Ann Thurston, Glenn Van
son, Derek Scott Johnson, since the blurb in that book was written. You can Valkenberg and the patient staff of
find Hunter on the Web at www.donet.com/~jhunterj/. Lamson Library, Plymouth State College,
NH. – Steffan O’Sullivan

INTRODUCTION 3
PAGE REFERENCES
See GURPS Compendium I, p. 181, for
ANIMAL STATISTICS
a list of abbreviations for GURPS titles, or ST, DX, IQ, HT. HT will often have two numbers separated by a slash
for the most recent list, visit our Web site at (e.g., 15/35). The first number is the actual HT score; the second number is
www.sjgames.com/gurps/abbrevs.html. hit points (see p. CII152). ST and hit points are usually given as a range. DX,
Page references that begin with a B refer
to the GURPS Basic Set, Third Edition IQ, and HT are given as single numbers; they may vary by a point or so in
Revised; e.g., p. B22 refers to page 22 of either direction for any species. If the listing indicates an attribute as <1, this
the Basic Set. CI refers to GURPS means that that attribute is negligible and does not affect game mechanics.
Compendium I, CII to Compendium II,
BT to Blood Types, FB to Fantasy
Move/Dodge. Some creatures will have more than one Move – flying
Bestiary, CM to Celtic Myth, G to and on the ground, for example. The listed Move in this case is for the most
Grimoire, J to Japan, M to Magic, MIT to common situation, e.g., flying for birds. Move for other situations is given in
Magic Items 2, ME to Mecha, P to the text. Dodge (an animal’s only active defense) is 1/2 DX or 1/2 Move,
Psionics, R to Religion, UN to Undead,
UTT to Ultra-Tech 2, VO to Voodoo, and whichever is better, up to a maximum of 10.
WI to Wizards. PD/DR. PD and DR, if any, from the creature’s hide or armor. Usually
won’t vary much within a particular species.
Damage. Listed damage is that for the creature’s most common form of
attack; damage for other forms of attack is given in the description. Listed
damage is for an average member of the species; stronger animals may do
ABOUT THIS BOOK
The bulk of this book is made up of
creature descriptions, organized alpha - more. Abbreviations: imp = impaling, cut = cutting, cr = crushing.
betically. Certain creatures are listed Reach. Most creatures attack by “close combat” – a grapple or slam,
separately.
This book also contains rules and guide-
followed by an attempt to crush the foe or rip it to pieces. C = close combat;
lines for the interactions of PCs with ani- 1, 2, etc. = reach in hexes; R = ranged attack (see description for details).
mals – Game Mastering Animals, Hunting Size. The animal’s size in hexes. Small creatures take up less than a hex;
and Trapping, Animal Characters, and several can fit in one hex. Large animals occupy 2 or more hexes; see
Creating Animals.
Finally, at the back of the book are an p. B141.
Alphabetical Chart, Habitat Table, and Weight (or Wt.). The creature’s weight, usually a range, in pounds or tons.
Index. The Alphabetical Chart lists all the Origin. The origin of the creature (given only for mythical and prehis-
creatures in the book in alphabetical order,
with their statistics. The Habitat Chart lists toric beasts):
each animal by habitat, with page numbers Ice = Ice Age; known to early man.
so they can be easily located. Pre = Prehistoric
ML = Mythical and Legendary – from classical mythology, primitive
beliefs, lumberjack tall-tales, medieval bestiaries.
? = There is some evidence for the existence of these creatures, but no
conclusive proof has been established.
Habitat. Where the creature is commonly found; the primary habitat is
TECHNICAL
listed first. Habitats are abbreviated as follows:
TERMS
Arboreal: At home in the trees, no DX
penalty for tree movement or actions. A = Arctic
Biome: A community of plants and ani- D = Desert – any dry area, including scrub woodlands
mals living together in a geographic region
having a certain type of climate. F = Forest – any temperate forest
Carnivore: A flesh-eating animal. FW = Fresh-Water Aquatic
Diurnal: Active by day. J = Jungle – any tropical forest
Gregarious: Sociable, living in herds,
groups, or flocks. M = Mountain
Habitat: The natural abode or locality of P = Plains – any grasslands, including prairie (largely flat land), steppes
an animal. (rolling hills), and savannas (dotted with trees)
Herbivore: An animal that eats plant
matter.
S = Swamp
Nocturnal: Active by night. The crea- Sub = Subterranean
ture has the Night Vision advantage. This SW = Salt-Water Aquatic
is distinct from the Nocturnal disadvantage
(p. CI103) – nocturnal animals are not
comatose during the daylight hours. An asterisk (*) means that the ability or attack is special in some way –
Omnivore: An animal that eats both see the text for details.
plant matter and animal flesh. A “–” means that the heading does not apply.
Solitary: Living or being alone.
A “#” sign means that there are exceptions to the number given – see the
text for details.

4 ANIMAL STATISTICS
CHAPTER ONE

The following pages list, in alphabetical


order, creatures of the wild from the real
world. For the GM’s convenience, there are
separate sections for vermin as well as
domestic, prehistoric, mythical and legendary,
and speculative animals. Many GURPS
worldbooks also include bestiaries covering
creatures common or unique to each world.
In most species of antelope, both males and females have
ALLIGATOR horns. These horns vary from species to species – some are
ST: 18-24 Move/Dodge: 7/6# Size: 4-6 long, some short, some straight, some curved, some twisted.
DX: 12 PD/DR: 3/4# Wt.: 700-1,500 lbs. Antelopes also vary greatly in size. The statistics given
IQ: 3 Damage: 1d+1 cut Habitats: FW, S are for a middle-sized antelope. For a very large antelope, see
HT: 12/20-26 Reach: C# eland (p. 13); the smallest antelopes are rabbit-sized!
Antelopes are diurnal grazing animals. Most species live
Alligators are large reptiles native to the southeastern in large herds of 100 or more animals; others are found in
United States and to the Yangtze River basin of China. They groups of 6-20. They are quite edible, though the meat is
average 12-14 feet in length, sometimes reaching as long as drier and coarser than that of deer. They are timid; a herd will
18 feet, and are quite sluggish, spending most of their time flee if approached, with the males staying between the preda-
basking on riverbanks. Unlike crocodiles, alligators are shy tor and the rest of the herd. If cornered, an antelope will turn
of humans – they will flee on sight. If cornered, though, they and face its attacker, striking with horns and hooves.
are vicious fighters. Antelopes do either impaling or crushing damage,
Adults feed mainly on fish, but also catch small animals depending on the type of horns. Hooves do 1d-1 crushing
that come down to the water to drink. Large alligators may damage, either kicking or trampling.
sometimes pull deer or cows into the water.
The alligator attacks by grabbing and holding with its
teeth. It then attempts to drown its victim by pulling it under ARMADILLO
the water. To pry an alligator’s jaws open, the victim must ST: 3 Move/Dodge: 8/6 Size: <1
win a regular Contest of ST. DX: 9 PD/DR: 2/1 Weight: 8-18 lbs.
To hold them shut, on the other hand, one must win a IQ: 3 Damage: 1d-4 cut Habitats: D, F, P, S
Contest of ST versus only 1/4 the alligator’s ST – the HT: 14/4 Reach: C
muscles that open the jaws are much weaker than the ones
that close them! Armadillos are mammals that range throughout the
If forced to fight on land, alligators attack by biting and Americas. The stats above are for the nine-banded armadillo,
by whipping with their tails. They can use both attacks each the only species found in North America.
turn. The tail-whip has reach 1, for 2d damage; otherwise, it Armadillos grow from 9 to 17 inches long with an addi-
is identical to that of the Apatosaurus (see p. 47). It is specifi- tional 14- to 16-inch tail. Their backs are covered in thin,
cally intended to knock opponents to the ground, where bony, pink or brown shells. They are timid creatures that flee
the jaws can more easily reach them. to their burrows if threatened or retreat as far into the shell as
On land, the alligator normally has possible (despite common belief, they cannot curl into a
Move 2, but can sprint short distances ball). If trouble persists, the armadillo can attack with its
at Move 4. In the water, its Move is claws. When startled, armadillos leap into the air; this
7. It has PD 3, DR 4 everywhere accounts for the large number of armadillos killed by vehi-
except its stomach, which has PD cles. They are sometimes hunted for food.
1, DR 2. Armadillos are prolific diggers and keep several bur-
rows. They prefer areas with soft soil and ready access to
water, but tend to avoid marshy areas. Their diet consists
mainly of insects and grubs that they dig out with their strong
ALLIGATOR
claws and lap up with their long tongues. They may also eat
eggs or vegetables, but the threat they pose to farmers is
overshadowed by the service they provide by eating insect
pests. Southern legend calls armadillos “grave diggers” due
to the belief that they dig up graves and feast upon the
corpses. They do eat some carrion, but more for the insects
ANTELOPE and maggots than for the flesh itself. They are largely noctur-
ST: 15-20 Move/Dodge: 18/9 Size: 2 nal but may be diurnal in colder periods.
DX: 15 PD/DR: 0/0 Weight: 250-350 lbs. It is now known that armadillos carry leprosy, but there
IQ: 4 Damage: 1d+1 imp# Habitats: P, J, D, M, are no known cases of a leprous armadillo infecting a human.
HT: 14-17 Reach: C F, S According to Mayan legend, armadillos were created by
the sun god Hachakyum to teach two deities a lesson. When
Antelopes are ungulates (hoofed animals) vaguely the two unruly gods sat on a bench, Hachakyum changed
resembling deer, cattle, and mountain goats. The category is them into two armadillos that immediately jumped in fright
a loose one, including widely differing species such as bon- and landed on their backs. The armadillo did, in fact, originate
gos, bushbucks, dik-diks, duikers, gazelles, gnus, impalas, in South America. Only since the middle of the 19th century
kudus, sables, springboks, etc. Most species are African, has the nine-banded armadillo pushed into North America;
although some are native to Asia. the species now ranges from North Carolina to New Mexico.
Colder climates keep it from penetrating much farther north.

6 CREATURES OF THE WILD


American badgers are solitary animals, active in the
BABOON afternoon and evening. Old World badgers, on the other
ST: 9-11 Move/Dodge: 12/7 Size: 1 hand, live in large multi-generational families, and are active
DX: 14 PD/DR: 0/0 Weight: 50-90 lbs. only at night. Badgers are omnivores, feeding on insects,
IQ: 6 Damage: 1d-2 cut Habitats: P, J, F mice, frogs, acorns, blackberries, etc. They prefer to avoid
HT: 16/8-10 Reach: C humans, but can fight viciously if provoked. Their strong
front claws make them rapid diggers, able to tunnel out of
Baboons have a well-organized social structure; they live sight in less than a minute.
in troops of 20-50 members. Each troop has a definite terri- As a fantasy variation, badgers can be given the ability
tory over which it ranges. Its members never wander far from to cast a modified Strike Blind spell (p. M24) at Skill 15. It
the rest of the troop. When traveling, the females and young stores up to 20 “fatigue” points of mana in its eyes; each cast-
stay in the center of the troop, where they are protected from ing uses 5 of the stored “fatigue” points, and 1 point is recov-
all sides. When at rest, the troop will post sentries to warn of ered per hour. The subject of the spell is temporarily blinded
approaching danger. If threatened, the troop will flee, with (see Blindness, p. B27). The spell lasts for 10 seconds – its
the males hanging back to protect the females and young sole function is to allow the badger to escape from large
from any pursuers. predators, including humans. The badger must be able to see
its target and must concentrate for 1 second before casting
the spell. Its skill roll is at -1 for each yard to the target.
BABOON
BANDICOOT
ST: 3-4 Move/Dodge: 15/7 Size: <1
DX: 16 PD/DR: 0/0 Weight: 10-25 lbs.
IQ: 3 Damage: 1d-4 cut Habitats: P, F, D, M
HT: 14/3-5 Reach: C

“Bandicoot” is the name of several different species of


marsupials, most of which are extinct or endangered. They
are approximately the size of rabbits and have orange, gray,
or brown fur, sometimes striped. Bandicoots have long tails,
many incisors, short front legs, and large, clawed back feet
Unlike most monkeys, baboons are omnivores, and have for hopping. Their second and third toes are fused together,
been known to attack lone humans. Leopards and lions are like the kangaroo’s. Unlike the kangaroo, however, the bandi-
their greatest enemies. The troop will seek safety from them coot’s pouch opens rearward.
in trees and rocks, from which they will bark their defiance. Bandicoots are nocturnal, sleeping in burrows or niches
The males are quite courageous and will sometimes turn on such as hollow logs during the day. They are territorial and
their enemies; several are more than a match for any predator. will attack other male “invaders.” Their diet normally con-
They attack by grappling and biting in close combat. sists of lizards and small animals, but some species favor
Their vicious canine teeth do 1d-2 cutting damage. insects or plants. They are hunted by animals such as foxes
If raised from infancy, baboons can make excellent pets. and feral cats.
There is a record of a baboon serving in World War I in a
South African troop. As well as being the best sentry in the
outfit, it once saved its master’s life. It was awarded a medal,
promoted to corporal, and later lost a leg to artillery fire.

BADGER
ST: 5-7 Move/Dodge: 6/6 Size: <1
DX: 13 PD/DR: 1/1 Weight: 20-45 lbs.
IQ: 4 Damage: 1d-3 cut Habitat: F
HT: 16/8-10 Reach: C

The badger is a large member of the weasel family, mea-


suring 1-1/2 to 2-1/2 feet long. It is stocky, with a short tail
and short but powerful legs. It has distinctive markings – a
white head with two broad black stripes running from the tip
of the muzzle across the eyes and ears to the back of the
BANDICOOT
head. It also has a short temper and a nasty bite.

CREATURES OF THE WILD 7


BARRACUDA, GREAT BEAR
ST: 16-20 Move/Dodge: 12/7 Size: 3
DX: 15 PD/DR: 1/1 Weight: 75-100 lbs. Black Bear
IQ: 3 Damage: 1d cut Habitat: SW ST: 14-17 Move/Dodge: 7/6 Size: 2#
HT: 12/16-20 Reach: C DX: 13 PD/DR: 1/2 Weight: 200-500 lbs.
IQ: 5 Damage: 1d cr# Habitats: F, M
Great barracudas, among the most voracious of preda- HT: 14/14-18 Reach: C
tory fish, are responsible for many attacks blamed on sharks.
They are 8-10 feet long, fast, and can attack in surprisingly Brown Bear
shallow water – as shallow as 18 inches. ST: 15-19 Move/Dodge: 7/6 Size: 2#
Their sharp fangs, jutting lower jaws, and long, torpedo- DX: 13 PD/DR: 1/2 Weight: 200-700 lbs.
shaped bodies make them extremely evil-looking. They are IQ: 5 Damage: 1d cr# Habitats: F, M, S
solitary hunters, found in tropical and subtropical waters, and HT: 14/16-20 Reach: C
are active day and night.
The barracuda hunts by sight rather than smell. Murky Grizzly Bear
water thus should be avoided, as the keen-sighted barracuda ST: 22-28 Move/Dodge: 8/6 Size: 2#
may overestimate someone’s size, think him more dangerous, DX: 13 PD/DR: 1/2 Wt.: 400-1,000 lbs.
and attack. The barracuda attacks swiftly, biting cleanly, IQ: 5 Damage: 1d+2 cr# Habitats: F, M
striking once and not repeating its attack. Its bite does 1d cut- HT: 14/18-22 Reach: C, 1
ting damage, and can easily cripple a limb.
Kodiak Bear
ST: 27-33 Move/Dodge: 7/6 Size: 3#
DX: 13 PD/DR: 1/2 Wt.: 800-1,500 lbs.
BAT
ST: 1-2 Move/Dodge: 12/6 Size: <1 IQ: 5 Damage: 2d-2 cr# Habitats: F, M
DX: 13 PD/DR: 0/0 Weight: <1 lb. HT: 15/20-24 Reach: C, 1
IQ: 4 Damage: 1d-5 cut Habitats: Sub, F, J, S
HT: 13/2 Reach: C Sun Bear
ST: 12-15 Move/Dodge: 7/6 Size: 2#
Bats are the only true flying mammals. Found the world
DX: 13 PD/DR: 1/2 Weight: 150-200 lbs.
over inhabiting caves and deep woods, they are nocturnal and
IQ: 5 Damage: 1d-1 cr# Habitats: F, J
hunt alone, though they often live in large colonies. The body
HT: 11-14 Reach: C, 1
size is usually close to a mouse’s, though some fruit-eating
bats are the size of squirrels. The wingspan ranges from 1 to
5 feet.
Most bats eat insects, some eat fruit, and
one species – the vampire bat – drinks blood.
This bat makes a tiny, painless cut in a sleep-
GREAT BARRACUDA
ing mammal or bird and licks up the blood that
flows out – a negligible amount for large ani-
mals. It will not attack an active animal or per-
son.
It would take at least three vampire bats to
do even 1 HT damage in a single night. There
is more danger from secondary infection than
from blood loss; vampire bats can be carriers of
rabies, and they can transmit malaria and other
diseases from an infected animal to others.
Other bats can also carry rabies. In a fantasy
scenario, bats might carry even worse diseases.
Most insect-eating bats have poor vision,
relying on echolocation (sonar) for guidance
and for locating prey. In fruit-eating and vam-
pire bats, the vision is better than the echoloca-
tion. The apparently stumbling flight of the bat
is actually well-coordinated, and bats are no
threat to humans – unless carrying rabies or
some other disease.

8 CREATURES OF THE WILD


Bears are omnivores that, with the exception of the
polar bear (p. 27), actually eat more plants than animals.
They are found the world over. Most bears will get out of
BISON
the way if they hear someone coming, but if surprised
can be quite dangerous. Make a reaction roll (at -3 for
grizzly, Kodiak, and polar bears) to determine
whether the bear is hungry/aggressive or just gets out
of the way. Mother bears are extremely protective of
their cubs, reacting at -8.
The black bear is found in wooded areas throughout
North America. It is slightly smaller than the brown bear,
measuring up to five feet in length. It is friendly and harm-
less to people unless provoked, cornered, or injured. It is
solitary except during the mating season (June).
The brown, grizzly, and Kodiak bears are related
– and may represent a single species. Of the three, the
brown is the smallest and the Kodiak the largest.
Brown bears are found in the northwestern portion of North
America and throughout Europe and Asia. The grizzly and BISON
Kodiak bears are limited to the northwestern United States ST: 48-70 Move/Dodge: 13/6 Size: 3-4
and Canada. DX: 10 PD/DR: 1/2 Wt.: 1/2 to 1-1/2 tons
The sun bear is the smallest of the bears, measuring IQ: 4 Damage: 1d imp# Habitat: P
about 4 feet in length and standing 2 feet high at the shoulder. HT: 15/20-25 Reach: C
It gets its name from the distinctive yellow crescent on its
chest. It is also known as the honey bear, due to its fondness Bison, also known as buffalo, are large ox-like relatives
for honey. It lives in the tropical and sub-tropical forests of of cattle, standing five to six feet at the shoulder and weigh-
southern Asia, spending most of its time in the trees. ing up to 3,000 pounds. Their shaggy fur, short horns, and
A bear walking on all fours is a 2-hex animal (except the hunched backs give them a distinctive appearance.
Kodiak bear, which is 3 hexes). When standing on its rear Bison live in herds, ranging in size from a single family
legs to fight, it occupies only 1 hex. to thousands of individuals, and are most active in the morn-
Bears strike with their claws for crushing damage, or bite ing and evening. Herbivores that feed mainly on grass, they
for the same amount of cutting damage. In addition, the griz- migrate over thousands of miles each season.
zly, Kodiak, and polar bears can attack with a bear hug, grap- They are easily spooked – any sudden noise may cause
pling in close combat and then biting. the herd to stampede, sometimes running for miles before
slowing down. If angered, a bison will charge, trampling for
1d+2 crushing damage or (bulls only) goring with the horns
BEAVER for 1d impaling damage.
ST: 1-2 Move/Dodge: 6/7 Size: <1 Bison once covered the plains of North America and
DX: 12 PD/DR: 1/1 Weight: 15-20 lbs. played a major role in the lives of many Indian tribes. The
IQ: 4 Damage: 1d-2 cr Habitats: FW, F tribes depended on them for food, clothing, bedding, tents,
HT: 12/3-4 Reach: C weapons, and tools. They were also important figures in
Indian religion – white bison were thought to be sacred to the
Beavers are large, gregarious rodents, living in small sun god. With the coming of the Europeans, bison were
streams. To make the water sufficiently deep to prevent its slaughtered nearly to extinction. With them died many Indian
freezing, they construct dams of mud, stones, and tree trunks. tribes.
These dams are quite complex and frequently of
surprising strength. In pools made by the dams,
beavers build air-filled lodges that open under
the water. The lodges are covered with mud so
that when winter comes, the mud freezes,
BEAVER

becoming hard as stone and serving as an ample


deterrent to wolves and other predators. Both the
dam and the lodges are built in the early autumn.
Beavers eat roots, berries, and bark. When the
ice breaks in the spring, they leave their dams and
roam the woods near their streams. If attacked, beavers
will flee, hiding in a nearby stream, but if are cornered, they
can bite for 1d-2 damage.

CREATURES OF THE WILD 9


Caribou are the only members of the deer family in
CAPE HUNTING DOG which both sexes have antlers. The largest caribou are about
ST: 4-6 Move/Dodge: 10/6 Size: 1 8 feet long, standing 5 feet at the shoulder. They live in large
DX: 13 PD/DR: 1/1 Weight: 35-50 lbs. migratory herds of up to 3,000, and are active during the day-
IQ: 5 Damage: 1d-3 cut Habitats: P, M light hours, though they can be active at night during the long
HT: 10-12 Reach: C Arctic winters. They are shy of humans, but are quite inquisi-
tive. They can be dangerous during the mating sea-
Cape hunting dogs are ferocious carnivores only dis- son (fall), when the males will
tantly related to domestic dogs. They range from the Sahara attempt to drive off any
to South Africa. They are quite gregarious, traveling and intruders.
hunting in nomadic packs of 4-60. They are strictly diurnal.
While no attacks on humans have been recorded, Cape hunt-
ing dogs are quite fearless, and most hunters give them a
CHEETAH

wide berth.
These animals work systematically in a pack. They are
not exceptionally fast, but have great endurance, running
down their prey over long distances. They can catch gazelles,
CHEETAH
ST: 16-20 Move/Dodge: 30/10 Size: 2
even after a half-mile head start. They take turns harrying
DX: 14 PD/DR: 0/0 Wt.: 110-160 lbs.
their prey, keeping it constantly on the run. They further
IQ: 4 Damage: 1d cut Habitats: P, D
weaken it by biting its flanks, until it finally drops from
HT: 13-16 Reach: C
exhaustion and loss of blood. They will immediately begin
consuming the prey, eating it alive, and devouring it within
Cheetahs are the fastest land animals; they average
10 minutes of dropping it.
speeds of 50-60 miles per hour, but have been clocked at
speeds up to an incredible 75 mph. For all practical
purposes, they can accelerate instantly from a dead
stop to full speed.
CAPE
They are diurnal cats, native to Africa. They
HUNTING DOG
have many dog-like features: long legs made for run-
ning, not springing; claws that do not fully retract;
trainability; a lack of stalking ability. They hunt by
outrunning their prey, knocking it down with a
forepaw, then strangling it with their bite.
Their claws are blunt by cat standards; treat
their swipe as a slam attack doing no damage. They
bite in close combat for 1d cutting damage.
Cheetahs are the most easily trained cats –
unlike most animals, they are more easily trained
when captured as adults. They were in vogue in cer-
tain medieval and Renaissance courts and, in the
Middle East, have been trained for over 3,000 years.
They do not breed well in captivity, however –
the first recorded birth in captivity was in 1960! It is
not a good idea to train them to kill humans, as they
cannot distinguish friend from foe.

CARIBOU CHIMPANZEE
ST: 20-25 Move/Dodge: 12/7 Size: 3 ST: 14-18 Move/Dodge: 7/7 Size: 1
DX: 15 PD/DR: 1/2 Wt.: 500-700 lbs. DX: 14 PD/DR: 0/0 Weight: 100-180 lbs.
IQ: 4 Damage: 1d+1 imp# Habitats: A, P IQ: 6 Damage: 1d-1 cut Habitat: J
HT: 14/13-16 Reach: C HT: 12-14 Reach: C

Caribou and reindeer belong to the same species. Chimpanzees are our closest living relatives, inhabiting
However, reindeer are easier to tame – perhaps because they the tropical rain forests of central Africa. They stand between
have been around people longer. Caribou are found in North 3 and 6 feet in height. They are curious and intelligent, and
America and Siberia, while reindeer are found in Scandinavia often use simple tools – sticks, stones, and leaves.
and Greenland. Other than these differences, treat the two as Chimpanzees are diurnal animals, found in troops of up
being identical. to 20 members, though they usually travel in groups of 3-6.
They can be trained, and appear to enjoy such tricks as

10 CREATURES OF THE WILD


bicycle riding and dressing up in clothing. They are more
arboreal than gorillas, but less so than monkeys. DEER
They are shy of humans and peaceful unless angered or ST: 5-14 Move/Dodge: 9/7 Size: 2
brought to bay – in which cases, they can be quite dangerous. DX: 15 PD/DR: 0/0 Weight: 70-200 lbs.
They attack in close combat, grappling and then biting for IQ: 4 Damage: 1d imp# Habitats: F, M, J, P
1d-1 cutting damage. HT: 13/6-8 Reach: C

There are many types of deer, including the mule, musk,


COYOTE red, and white-tailed deer. In most species, the males bear
ST: 4-6 Move/Dodge: 9/7 Size: 1 antlers (shed yearly) which are used to fight other males. The
DX: 14 PD/DR: 1/1 Weight: 25-45 lbs. deer’s primary defense, though, is flight.
IQ: 6 Damage: 1d-3 cut Habitats: P, F, D, M, S Deer will occasionally fight by kicking or trampling (1d
HT: 14/8-10 Reach: C crushing damage), or by butting with the antlers (1d impaling
damage). Attack is most likely during
The coyote is a canine, smaller and slightly more intelli- the mating season, or if the deer is
gent than the average wolf. Its fur is tawny, ranging from brought to bay. Deer are found the world
light yellow to yellow-gray in color. It has a bushy tail, tipped over, and their meat is highly prized.
with black.
It is more solitary than its wolf cousins are, as its habitats
are usually less plentiful in game; it hunts either singly or in
COYOTE
pairs. Coyotes are nocturnal, but not above making raids in
the daytime.
Farmers hate them and exterminate them mercilessly,
fearing them as a threat to livestock. This reputation is proba-
bly exaggerated; while sheep, goats, and deer are occasion-
ally killed, the coyote generally prefers smaller game, such as
rabbits or rodents.
Coyotes are known for their wariness, and many legends
have sprung up about their cunning – give them a
“Craftiness” level of at least 12. It is difficult to trap a coyote,
unless some sort of ruse is used.
Coyotes are extremely adaptable creatures – despite
persecution, they have actually expanded their range within
the last century, until now they are found throughout North
America.

CROCODILE
ST: 20-28 Move/Dodge: 8/7# Size: 5-7
DINGO
ST: 7-9 Move/Dodge: 10/6 Size: 1
DX: 14 PD/DR: 3/4# Wt.: 900-2,000 lbs.
DX: 13 PD/DR: 1/1 Weight: 45-110 lbs.
IQ: 3 Damage: 1d+2 cut Habitats: FW, S, SW
IQ: 5 Damage: 1d-3 cut Habitat: P
HT: 13/24-30 Reach: C#
HT: 10-12 Reach: C
Crocodiles average 13-16 feet long and can grow to 20
Dingoes are feral dogs, about the size of collies. They
feet, though in the past they were larger – see the entry on the
have short fur, varying in color from yellow to light red to
extinct giant crocodile. Natives of Africa, Asia, and
brown, and live alone or in small family groups.
Australia, they are related to and resemble alligators, with
Like the dhole, the dingo cannot bark, but instead howls
longer and narrower snouts.
or whines. It was probably brought to Australia by the
Larger and more aggressive than alligators, though, they
Aborigines as a domesticated dog, and later became wild.
show caution but no fear of humans. In fact, some African
Treat dingoes as wolves (p. 38) as far as their behavior is
crocodiles become man-eaters. Crocodiles will ambush from
concerned.
a river as do alligators, and can tail-whip for the same
effect (see p. 6).
The crocodile’s underbelly
has PD 1, DR 2. Its
CROCODILE
Move is 2 (up to 4 for
short distances) on land, 8
in the water.

CREATURES OF THE WILD 11


There are many species of porpoise and dolphin, ranging
DODO in size from 4 to 13 feet – statistics given are for the 6- to 7-
ST: 6 Move/Dodge: 4-7/5# Size: <1 foot ones. They are migratory mammals, found in coastal
DX: 12 PD/DR: 0/0 Weight: 50 lbs. waters throughout the world. They are quite gregarious, liv-
IQ: 3 Damage: – Habitat: P ing in herds of 50 or more.
HT: 14/7 Reach: C Dolphins will follow ships and circle them, curious and
friendly, perhaps looking for a hand-out or a free ride on the
The dodos were three species of ship’s bow wave. They have a reputation as being friendly
EAGLE
flightless turkey-sized birds that once to humans, and there are stories from ancient times to the
inhabited the Mascarene Islands east present about them rescuing drowning humans.
of Madagascar. They differed mainly They can fight off sharks, though a lone dolphin will
in color, the Mauritius dodo blue-gray lose to the average large shark. They attack sharks by
in color, the Réunion solitaire white, and ramming and biting, doing 1d crushing damage with
the Rodriguez solitaire brown. Due to a bite, or 3d+3 crushing with a 6-hex “running
their lack of predators, dodos evolved start.”
into squat, flightless birds with short There are also a number of fresh-water
legs, wide feet, and large, hooked species of dolphins, inhabiting rivers like
bills (though the beak of the the Yangtze, Indus, and Ganges in Asia
Rodriguez solitaire was considerably and the Orinoco and Amazon in South
smaller). The tail was plumed by a America. These species do not form
tuft of four or five feathers. Little is large groups; the size of the herd is
known of their habits, though they rarely larger than seven individuals; cou-
probably fed on fruit that fell from ples and loners are common.
the trees of their islands. Researchers According to the folklore of the
differ as to how clumsy or quick they Amazon riverside population, the pink
were. GMs who prefer more bumbling boto (a local river dolphin species) can
dodos should choose a Move in the lower take the form of a handsome and elegant
end of the range. Those who prefer their man in a white suit during the nocturnal
dodos to be running birds should choose festivities of Saint Anthony, Saint John,
from the higher end. and Saint Peter’s Day in June; he will then
The dodos were discovered in flirt with and enchant the first pretty,
1507 by Portuguese sailors who were young woman he meets and make her
using the Mascarenes as a stopover pregnant. The boto is always wearing a
on the spice trade. Since there were no hat because his transformation is incom-
predators on the islands, the dodos were plete, leaving his breathing hole still in
not afraid of the newcomers. Many were taken the top of his head.
aboard ships as additions to the sailors’ otherwise lim-
ited diets; nevertheless, dodo meat was barely palatable.
The Dutch also used the islands, eventually settling EAGLE
Mauritius as a penal colony. Between 1599 and 1666, many ST: 4-5 Move/Dodge: 12/9# Size: <1
dodos were imported to Europe as curiosities for zoos and DX: 12 PD/DR: 0/0 Weight: 4-12 lbs.
menageries. With man came the introduction of his animals – IQ: 4 Damage: 1d cut Habitats: M, F
pigs, dogs, cats, rats, and monkeys soon spread throughout HT: 13/4-5 Reach: C
the Mascarenes where they easily raided the dodos’ ground-
level nests. This along with hunting and the logging of the Eagles are large birds of prey found throughout the
fruit trees upon which the dodos relied eventually led to the world. The largest have wingspans over 6 feet wide, and can
extinction of all three species (the dodo by 1681, the Réunion carry up to 10 pounds in their talons. Most species are cow-
solitaire by 1750, and the Rodriguez solitaire by 1800). To ards – crows can scare them away! – but some are very
this day, the dodo remains a symbol of extinction and the brave. In Siberia, eagles have been trained to kill wolves – by
power humanity holds over the fates of entire species and piercing the wolves’ skulls with their powerful talons.
ecosystems. Eagles are diurnal and mate for life; no more than two
eagles will ever be encountered at one time. They will have
nothing to do with humans unless raised in captivity, and will
not attack humans unless severely wounded. As trained birds,
DOLPHIN
ST: 16-20 Move/Dodge: 12/7 Size: 2-3
they are inferior to falcons and other smaller raptors. They
DX: 12 PD/DR: 0/0 Wt.: 100-300 lbs.
attack with their claws for 1d cutting damage. Their base
IQ: 8 Damage: 1d cr# Habitats: SW, FW
Move in flight is 18, but they can swoop for speeds up to 60
HT: 12-14 Reach: C
to 70 mph (Move 30-35). On the ground, Move is 1, while
Dodge is 6.

12 CREATURES OF THE WILD


measure up to 6 feet across, it is only an inch or two thick. It
ELAND is found in tropical and temperate waters, from the tidal zone
ST: 32-40 Move/Dodge: 16/8 Size: 3-4 down to 3,000 feet, spending most of its time lying on the sea
DX: 14 PD/DR: 0/0 Wt.: 1,500-2,000 lbs. floor. It feeds on small crustaceans and the occasional fish
IQ: 4 Damage: 1d+2 imp# Habitat: P that it catches by pouncing on and stunning them.
HT: 13-16 Reach: C Because salt water is a better con-
ductor than fresh water, the torpedo
The eland is a large antelope, standing 6 feet does not need to be able to gen-
at the shoulder, measuring up to 13 feet long, and erate as high a voltage as
weighing as much as a ton. It has a short the electric eel – its elec-
muzzle, sharp hooves, and long twisted tric organs put out only
horns, and is light brown in color with a about 200 volts.
white underbelly. It can be caught and If approached too
domesticated, and is an excellent source of closely, it will release
milk and meat. a jolt. Anyone within
Elands are diurnal, and live in herds of 20 3 yards must make a
to 100. They are capable of jumping more successful HT roll or
than 7 feet high, and will sometimes jump be stunned for 1d sec-
over each other in their attempts to flee from onds. The ray will then
danger. flee – torpedoes do not
If brought to bay, the eland’s horns make it attack people.
quite dangerous – it can impale for 1d+2 impaling dam-
age. The eland can also trample for 1d+1 crushing dam-
age.

ELECTRIC EEL
ST: 5-7 Move/Dodge: 7/4 Size: 2-3
ELEPHANT
ELEPHANT
DX: 9 PD/DR: 0/0 Weight: 25-145 lbs. ST: 250-300 Move/Dodge: 8/0# Size: 10+
IQ: 3 Damage: 1d# Habitat: FW DX: 12 PD/DR: 3/4 Wt.: 5-8 tons
HT: 12/6-8 Reach: C, 1 IQ: 6 Damage: 3d cr# Habitats: J, P
HT: 17/40-50 Reach: C, 1, 2
Electric eels are not really eels – they are a species of
South American fish found in warm-water rivers, either The largest living land animal, the elephant ranges in
singly or in schools of up to 10. Their electric organs – used height from 9 to 13 feet. The African elephant is larger than
for direction-finding and for stunning and catching fish and the Indian and has larger ears and tusks. The African ele-
frogs – take up 3/4 of their bodies. These organs can dis- phant is found throughout Africa south of the Sahara, while
charge up to 600 volts – enough to kill a human. the Indian is common to India and southeast Asia.
Only the largest electric eels can put out enough voltage Elephants are intelligent and, when domesticated, hard-
to seriously harm a human, though; the smaller ones only working. Their patience is well-known, and they will bear a
stun for 1d turns. If someone gets too close, it will discharge lot of abuse before rebelling. In the wild, they are found in
an electric jolt. Anyone within 1 yard must immediately herds of 15-30 animals, often covering large distances in
make a roll against HT to avoid the effects of the jolt. their seasonal migrations. They are known to help each other
For a large eel (7-10 feet long), the victim is stunned for escape from hunters and pits, healthy ones supporting a
2d seconds if he makes his roll. If the roll is failed, he imme- wounded one on either side or digging a ramp out of a pit
diately takes 1d damage (DR and Toughness do not protect) with their tusks. They are active at all times, except in the
and is stunned for 1 minute. For the smaller eels, the victim is heat of the day. Elephants consume about 500 lbs. of vegeta-
unaffected if his HT roll is successful, and is stunned for 1d tion a day each!
turns if the roll is failed. They attack by trampling (3d crushing damage), or with
the trunk which can reach up to 2 hexes and has ST 12 – treat
it as two-handed for lifting, carrying, throwing, etc. (see
ELECTRIC RAY Lifting and Moving Things, p. B89). The trunk may strike (1d
ST: 4-6 Move/Dodge: 8/6 Size: 1-2 crushing) or grapple, and can be used to pick up and hurl
DX: 12 PD/DR: 0/0 Weight: 50-200 lbs. things – double the trunk’s ST for determining distance. Use
IQ: 3 Damage: * Habitat: SW the rules for Throwing (p. B90) and Falling (p. B131) to
HT: 12-16 Reach: C, 1-3 determine the results.
Elephants have no Dodge, except for their trunks which
Also called a torpedo, this fish is disc-shaped, with an Dodge at 6. The skull has an extra 2 DR due to its thickness.
almost circular body and a short, slender tail. While it can If domesticated, an elephant will not carry more than
Medium encumbrance (10×ST) on its back.

CREATURES OF THE WILD 13


EMU FERRET
ST: 10-12 Move/Dodge: 15/6 Size: 1 ST: 1 Move/Dodge: 9/7 Size: <1
DX: 12 PD/DR: 0/0 Wt.: 90-120 lbs. DX: 15 PD/DR: 0/0 Weight: 1-2 lbs.
IQ: 3 Damage: 1d+2 cut Habitat: P IQ: 5 Damage: 1d-4 cr Habitats: F, P
HT: 15/8-9 Reach: C HT: 12/3-4 Reach: C

The emu is a flightless bird originally found in Australia; Ferrets are slender, 14-inch-long, nocturnal members of
several abortive farming attempts have spread it to the United the weasel family; there are several different species, found
States and elsewhere. At 5-6 feet tall, the only larger bird is throughout Europe, Asia, and North America. They hunt small
the ostrich. Long, fine brown animals that live in holes and burrows.
feathers cover the body for a Farmers consider them to be dangerous
shaggy appearance, thinning pests, as they will attack poultry – and
toward the neck and head. legends claim that they will also go after
They are shaped like large unwatched babies.
ostriches, with much heavier Ferrets attack by biting, but rarely
bodies. Emus are generally eat their kills – instead, they prefer to
found in pairs or small suck out the blood. They are fairly
groups. intelligent and can easily be trained to
Emus are herbivores. hunt or fetch small objects. If used to
They eat crops and take flush wild game from a burrow, a ferret
resources needed to raise should be muzzled. Otherwise, it will
sheep, and hence are often kill the prey, feast on it, and then
hunted. When cornered, they remain in the burrow – the hunter loses
strike out with their clawed not only the game, but also the ferret.
EMU
feet. With the muzzle on, it cannot make the kill, but can only
Cassowaries are closely related to emus and grow almost chase the prey out into the hunter’s waiting nets.
as tall. They are considerably bulkier, weighing up to 120
pounds. They are native to the jungles of New Guinea, and
parts of Indonesia and Australia. They have prominent crests FLAMINGO
of bone on their heads and brightly colored skin on their ST: 3-4 Move/Dodge: 10/7# Size: 1
necks and wattles. Cassowaries are good swimmers. They DX: 14 PD/DR: 0/0 Weight: 13-16 lbs.
have ST 11-13 and do 2d-1 cutting damage. IQ: 3-4 Damage: 1d-5 cr Habitats: FW, M, S,
HT: 12/3-4 Reach: C SW

FALCON Flamingos are large, long-legged wading birds, 3-5 feet


ST: 1-3 Move/Dodge: 13/10 Size: <1 tall, that congregate in flocks of up to thousands of birds.
DX: 15 PD/DR: 0/0 Weight: 2-8 lbs. Their hooked beaks strain the shallow water in which they
IQ: 4 Damage: 1d-2 cut Habitats: F, M, P, A feed, providing the birds with their diet of crustaceans, plank-
HT: 12/3-5 Reach: C ton, and algae. Their plumage is naturally gray, but pigments
in their food change it to its famous pink. Flamingo species
There are many species of falcon – including the may be found nearly anywhere in the tropics and subtropics,
gyrfalcon, hobby, kestrel or sparrow hawk, merlin, and including Florida, Africa, Europe, and India. They live up to
peregrine – found throughout the world. They range in 50 years. Move listed is for flight; Move is 5 running and 7
length from 13 to 19 inches. Many species mate for life swimming.
and return to the same nest site year after year.
Falcons are birds of prey, feeding on small birds, mam-
mals, and reptiles. Most catch their prey by swiftly diving, or FLYING SNAKE
stooping, on it from above – it has been estimated that the ST: <1 Move/Dodge: 10/7 Size: 2
peregrine reaches speeds of 200 mph or more in its stoop. DX: 15 PD/DR: 0/0 Weight: 1-2 lbs.
Peregrines have always been favorites among falconers, IQ: 3 Damage: 1d-5 cr Habitat: J
due to their beauty, speed, and accuracy (see Falconry, HT: 12/3 Reach: C
p. B46). In medieval times, the gyrfalcon was reserved for
the nobility, due to its size (it is the largest falcon) and Due to its unique rib structure, Chrysopelea, commonly
appearance. In addition, living in the Arctic Circle, it was the called the flying snake, is able to glide from high up in the
hardest species to come by. trees down to the ground or to other trees. It has been seen to
Falcons attack in close combat with beak and claws, travel at least 55 yards horizontally from a spot 40 feet up in
doing 1d-2 cutting damage. a tree.

14 CREATURES OF THE WILD


Its ribs extend outward, forming a concave surface number of physical deformities, ailments, or curses (or
underneath the snake, trapping a cushion of air for the snake cures). Folklore is filled with stories of people being turned
to glide on – much like a hang glider. It is 4 to 6 feet long, is into frogs, frogs raining from the sky, and frogs being used as
not poisonous, and feeds on insects and small mammals. It magical ingredients. Keep in mind
lives in southeast Asia. On the ground, its Move is 2. that the most venomous species tend
Chrysopelea is an excellent model for SF creatures; to live in the most remote
assume that poisonous varieties exist somewhere in the locations.
universe.

FOX
ST: 3-4 Move/Dodge: 10/7 Size: 1
DX: 14 PD/DR: 1/1 Weight: 10-15 lbs.
IQ: 5 Damage: 1d-4 cut Habitats: F, M, P, D
HT: 12/5-7 Reach: C

Foxes can be found in many habitats across the world,


from the mountains of Japan to the plains of Australia. They
are distant cousins of the dog, but not of the same genus.
Foxes are predatory animals, hunting at night. They eat small
birds and mammals, frogs, shellfish, and even fruit at times.
They mate once, early in the year, and otherwise live and
hunt apart.
Foxes are most known for their cunning, having a
Craftiness level of at least 14. They are good at avoiding
GIBBON
men’s traps, and because of their slyness, hunting them with
hounds and horses has always been a popular sport in
England and throughout Europe. However, their intelligence GIBBON
serves them for more than avoiding man. Foxes have been ST: 2-4 Move/Dodge: 7/8# Size: 1
known to rid themselves of fleas and other parasites by DX: 15 PD/DR: 0/1 Weight: 11-25 lbs.
grasping a piece of bark in their mouths and dipping them- IQ: 6 Damage: 1d-4 cut Habitats: J, M
selves tail-first into a stream. The parasites have nowhere to HT: 13/2-4 Reach: C
go but onto the piece of wood, which the fox releases to the
current. Foxes are, however, wary of humans and quite inde- Gibbons are small apes that inhabit tropical forests rang-
pendent; they do not make good pets. ing from India to Borneo. They average 18 inches to 2 feet in
Foxes attack in close combat, biting for 1d-4 damage. height and have even greater armspans. They are covered in
shaggy fur that shows great variations in color, even within a
single species. The siamang of Sumatra and Malaysia is
about twice the size of its cousins (ST 4-6, HT 13/4-6, weight
FROG
ST: 1 Move/Dodge: 2/6 Size: <1 25-45 lbs.).
DX: 12 PD/DR: 0/0 Weight: <1 lb. Gibbons are nature’s pre-eminent brachiators – they can
IQ: 3 Damage: * Habitats: Sub, M, F, swing through the trees at a Move of 6. On the ground, they
HT: 11/1-2 Reach: C D, P, S, J assume an erect posture with their long arms thrust to the
sides or above their heads for balance. Superior acrobats,
Frogs (and their more land-based cousins, toads) are they can cross vines tightrope-style or grab food from trees in
found in almost all environments. Stats are given for the most mid-swing without losing speed. They may leap up to 30 feet
common types of frogs, those about 1-3 inches in length. if frightened. Gibbons cannot swim, so they will not cross
Several hundred species of frog excrete powerful venom large bodies of water.
from their skin. This venom is commonly used by local cul- Troops of gibbons (small family groups of about five
tures to coat arrowheads and blow-gun darts (hence the name individuals) claim territory by hooting, which can be heard
Poison Dart or Poison Arrow Frog). Venomous frogs tend to miles away. They are primarily vegetarians that spend most
be limited to jungles, marshes, and rainforests. They also of the day foraging for food. They are not overly aggressive
tend to be very colorful; the brighter the frog, the deadlier the (though adult gibbons are intolerant of other members of the
poison. The most deadly of the “real world” frogs is the same sex) and have no major predators, but they will bite if
Golden Poison Frog in Colombia, South America. It has cornered. The main threats they face are deforestation and the
venom Type B, 3d damage. illegal pet trade.
Legend states that touching frogs could cause warts. Burmese legend holds that gibbons are the reincarnations
Although this is not true, in more fantasy-driven campaigns, of disappointed lovers since their howls sound so similar. In
the frog may be very magical in nature and the source of any Borneo, gibbons are thought to bring good luck.

CREATURES OF THE WILD 15


Males also engage in bouts for dominance where they swing
GILA MONSTER their heads at their opponent for 1d+1 crushing damage. Due
ST: 2# Move/Dodge: 1/6 Size: <1 to their high blood pressure, over-excitement may cause a
DX: 13 PD/DR: 2/1 Weight: 6-10 lbs. giraffe to suffer a heart attack.
IQ: 3 Damage: * Habitat: D The giraffe, it is believed, has great wisdom. Its function
HT: 13/3 Reach: C is to watch over the animal kingdom. The Romans called the
giraffe the camelopardalis, “camel marked like a leopard.”
The Gila monster is a poisonous lizard, one of only two Medieval bestiary writers took this name to mean that the
in the world. The other is the beaded lizard, and stats for it “camelopard” was the unnatural cross between a camel and a
are similar: add 1 to ST and hit points, as it is slightly larger. leopard. They also wrote of “camelopardels,” which were
Its poison is no stronger, however. said to be identical to camelopards but with long, backward-
The Gila monster is about 2 feet long, pink and yellow in curving horns (treat as a giraffe that does cutting damage).
color with black shadings. It is found in the southwestern
United States. The beaded lizard is about 2-1/2 feet in length,
black with pink and yellow patches, and found in western
areas of Mexico.
GORILLA
Both are solitary nocturnal animals that fast for days,
then go out and eat all they can – eggs, rodents, reptiles, and
birds. Incapable of running, they move slowly – if threatened,
they hold their ground. Unless molested, they won’t bite.
The Gila monster attacks by biting in close combat. The
bite itself does only 1d-5 cutting damage, but injects a Type F
venom causing intense pain and doing 1d+1 damage. The
venom apparatus is inefficient; the lizard must bite and hold
like a bulldog, sometimes chewing to help conduct the
venom. If it can be removed within 4 turns, the effects of the
poison will be avoided. The jaws have ST 14 – strong men
have a hard time prying them open. A Contest of ST is
required to remove the animal, and it will probably bite again
before it can be gotten rid of. Pouring something nasty like
gasoline or ammonia into its mouth will get it to let go, as
will fire under its lower jaw.

GIRAFFE
ST: 50-60 Move/Dodge: 8/7 Size: 4
DX: 11 PD/DR: 1/1 Wt.: 1,500-4,200 lbs. GORILLA
IQ: 4 Damage: 2d cr# Habitat: P ST: 20-24 Move/Dodge: 7/6 Size: 1
HT: 12-15/30-40 Reach: 1, 2# DX: 13 PD/DR: 1/1 Weight: 200-600 lbs.
IQ: 6 Damage: 1d cut# Habitats: J, M
Reaching heights of up to 18 feet, the giraffe is the tallest HT: 14/16-20 Reach: C, 1
land animal alive. A specialized vascular system delivers
blood up the 6-foot neck to the camel-like head. Two skin- Gorillas are the largest primates, averaging 5-1/2 to 6
covered horns grow atop the head, and a third grows between feet in height, found in the rain forests of central Africa.
the expressive eyes. The coat is buff-colored with irregular Diurnal social animals, they travel in troops of 5-15 – usually
brown patches that serve as camouflage in the shadows of a single male and several females with young. They are
trees. peaceful vegetarians, feeding on fruit and leaves. They have
Giraffes travel in loosely organized herds of 100 or more a fear of water and will not cross even small streams.
animals, but spend most of the day browsing the tops of trees Gorillas are at least as intelligent as chimpanzees, but
in small groups of six or less. They have thick skin and long, unlike chimps do not use tools. They do not make suitable
prehensile tongues that allow them to gather leaves from pets or trained animals – they are quite temperamental, are
around thorns and from high branches. They may go for sev- prone to tantrums, and need constant affection and compan-
eral days without water and only need about one hour of ionship. They will not fight unless threatened; there is no
sleep each night. record of an unprovoked gorilla attack.
Lions present the main threat to giraffes, though leop- If provoked, gorillas attack in close combat by grappling
ards, crocodiles, and man also prey upon them. A giraffe’s and biting for 1d cutting damage. They may also attack with
response to danger is usually to run, but if defending young a slap (2d-1 crushing at up to 1-hex reach), but this is a rare
or desperate, an individual can kick for 2d crushing damage, attack, used only when surprised.
trample for 1d+1 to 2d crushing, or bite for 1d crushing.

16 CREATURES OF THE WILD


Spotted Hyena
ST: 14-18 Move/Dodge: 18/8 Size: 2
HIPPOPOTAMUS
ST: 100-125 Move/Dodge: 4/4 Size: 10 DX: 12 PD/DR: 1/1 Weight: 125-200 lbs.
DX: 8 PD/DR: 2/3 Weight: 3-5 tons IQ: 4 Damage: 1d+1 cut Habitats: P, D, J, F
IQ: 4 Damage: 5d cr Habitat: FW HT: 12/14-18 Reach: C
HT: 16/32-40 Reach: C
Striped Hyena
The hippopotamus is a distant African relative of the pig;
ST: 10-14 Move/Dodge: 14/7 Size: 1-2
its name literally means river-horse. It rivals the rhinoceros as
DX: 13 PD/DR: 1/1 Weight: 50-125 lbs.
the second-largest living land animal, reaching up to 12 feet
IQ: 4 Damage: 1d cut Habitats: P, D, J, F
in length, standing almost 5 feet at the shoulder, and weigh-
HT: 12/11-15 Reach: C
ing about 4 tons (2d+1 trampling damage). It spends most of
its day in the river or basking on the river bank. It can remain
Hyenas are dog-like nocturnal carnivores found in the
submerged for as long as 5 minutes at a time.
savannas and deserts of Africa. Hyenas are shy of humans
during the day and will flee on sight. Spotted hyenas will
attack sleeping or injured humans at night, and have been
known to steal children. Spotted hyenas live in large clans
(from 40 to 80 individuals, or more) but brown and striped
hyenas live solitary lives or in mated pairs.
Despite hyenas’ dog-like appearance, they are more
closely related to civets and weasels. They have humped
shoulders, round heads and eyes, and stunted hind legs.
Hyenas look ungainly, but are excellent runners, and their
jaws are powerful enough to crush bones.
Hyenas and lions are renowned for their rivalry; both
species will steal kills from the other if given the opportunity,
HIPPOPOTAMUS and often will harass or even kill each other without provoca-
tion. There are, however, no recorded incidents of lions eat-
ing the hyenas they kill, or vice versa.
Hippopotamuses live in schools numbering from 20-100
Spotted hyenas are also known as laughing hyenas due
animals. The females and young occupy a central area, while
to their whooping call of excitement and the peculiar gig-
each adult male occupies a separate area (known as a refuge)
gling noise they make when threatened. They have a reputa-
around the perimeter of the territory. Each male has his own
tion for cowardice and scavenging that is largely undeserved.
marked path from his refuge to the central feeding area.
Hyenas are skilled nocturnal hunters, and frequently bring
Hippo schools are matriarchal, run by the females almost as a
down wildebeest and zebra. However, for hundreds of years,
committee.
humans were only able to observe hyenas during the day; a
Hippos are territorial, and will chase other creatures
spotted hyena looking for food during the day is tired, daz-
away from their area. They are vegetarians, feeding mostly at
zled, and overcautious.
night, coming on land to eat grass and other plants. They can
Female spotted hyenas are much larger than the males,
wander up to 20 miles in their search for food, and often
and more aggressive. Males and females are otherwise diffi-
destroy crops.
cult to distinguish, leading medieval naturalists to believe
The mouth is equipped with long tusks, averaging 2-1/2
that all hyenas were hermaphroditic, the result of an unnat-
feet long, and the hippo’s bite does an awesome 5d crushing
ural mating between dog and cat. Much like the black cat in
damage – it can crush a small boat easily. A hippo can
Europe, spotted hyenas are the quintessential witch’s familiar
become quite upset if anything comes between it and its
in Africa. Witches were believed to brand hyena “herds” like
water or young, and will give chase until the danger seems
cattle. Hyena butter or milk was often used in magic.
past. Crocodiles and sharks live peacefully with the hippo, so
The brown hyena is slimmer than the spotted hyena,
a hippo’s presence does not
with longer, brown fur and light striping on its legs. These
necessarily mean that the HYENA hyenas are rare, preying on small animals, shellfish, and veg-
water is safe to enter.
etation; they are particularly fond of melons, gaining most or
all of their moisture from them during the dry season.
Striped hyenas are grayish tan with a distinctive mane
and stripes. These hyenas are efficient predators, but they
H YENA
Brown Hyena prefer to scavenge from the kills of lions and other predators
ST: 8-12 Move/Dodge: 14/7 Size: 1 (like adventurers). Striped hyenas can chew and digest parts
DX: 14 PD/DR: 1/1 Weight: 70-90 lbs. of a corpse normally considered indigestible, such as bone,
IQ: 5 Damage: 1d-1 cut Habitats: P, D horn, and even teeth.
HT: 12/9-13 Reach: C

CREATURES OF THE WILD 17


Most jellyfish stings are no more virulent than a bee
JACKAL sting, but some are deadly – the sting of one species, the sea
ST: 2-5 Move/Dodge: 9/7 Size: 1 wasp, is fatal over half the time, usually before the swimmer
DX: 14 PD/DR: 0/0 Weight: 10-20 lbs. can stagger back to shore. Treat the sea wasp’s venom as a
IQ: 5 Damage: 1d-3 cut Habitats: P, D, F, J Type F venom (p. CII149)
HT: 12/5-7 Reach: C doing 3d+1 damage. Other
jellyfish do less damage,
The common jackal is a small dog-like animal, from 1d-4 to 2d. A Vision
measuring up to 18 inches at the shoulder and maybe roll is required to spot
2 feet in length. Most species are found in Africa; one, and a DX roll is
one species is native to northern Africa and south- needed to avoid its
ern Asia. stingers.
Jackals are primarily scavengers, though they
often hunt and kill their own prey and may raid an
occasional chicken coop. They sometimes enter vil-
lages and even cities at night to scrounge for refuse.
They are primarily nocturnal, traveling singly or in
pairs, although they are occasionally found in
packs. Jackals are no threat at all to humans. An
entire pack will flee from even one human. KOALA

JAGUAR
ST: 23-28 Move/Dodge: 10/7 Size: 2 KANGAROO
DX: 14 PD/DR: 1/1 Weight: 220-350 lbs. ST: 10-12 Move/Dodge: 15/7 Size: 2
IQ: 4 Damage: 1d+2 cut Habitats: J, P, M, D DX: 15 PD/DR: 1/1 Wt.: 100-175 lbs.
HT: 15/15-20Reach: C IQ: 4 Damage: 1d+1 cut Habitats: P, F, D, M
HT: 13-16 Reach: C
Jaguars are solitary dawn and dusk hunters, ranging from
Mexico to South America. They are the largest American There are several species of kangaroos, the largest stand-
cats, larger than leopards though smaller than lions. Their ing up to 7 feet or taller (they continue to grow throughout
powerful jaws make their bite as deadly as a lion’s. their lives). The stats given are for middle-sized animals.
Jaguars are usually found in jungles, but they are also Marsupial grazing animals, kangaroos are found only in
common in savannas, mountains, and even semi-arid areas. Australia, where they have adapted to many different habi-
They are fond of water, swim well (Move 2), and will often tats. They are most active at night, resting during the hottest
hunt in the water. They are quite shy of humans – some part of the day. They live in large groups, called mobs, often
won’t even fight when cornered. There have been cases of numbering 100 or more; some species travel in smaller mobs
man-killers, but never any man-eaters. Like most big cats, of only 10-20.
jaguars go for the throat. While grazing, they travel in a “five-legged” mode, bal-
Jaguars are good jumpers, able to leap 3 yards straight ancing on their tails and short forelegs while they bring their
up without a running start. A 3-yard standing broad jump is hind legs forward. When traveling rapidly, they leap using
also common, and a 5-yard running broad jump is easily pos- their hind legs only, the tail acting as a balance and rudder. The
sible. They can climb trees at full speed and often drop out of tail is quite strong, able to support the kangaroo’s whole
trees onto prey – they can drop 4 yards without taking weight when necessary.
any damage! They stalk prey to close range before When threatened, kangaroos
charging. bound rapidly away. They are capable
of great leaps, up to 9 yards long, with
14 yards being the record. They usually
stay within 5 feet of the ground when
JELLYFISH
ST: <1 Move/Dodge: 3/0 Size: <1 to 3 leaping, but leaps over 9-foot fences
DX: 9 PD/DR: 0/0 Wt.: 1/2 to 10 lbs. have been recorded.
IQ: 2 Damage: * Habitat: SW If cornered, kangaroos can fight
HT: 15/2-8 Reach: C viciously. They attack by balancing on
their tails (against a tree if one is
Jellyfish and Portuguese man-of-wars are free- handy) and lashing out with all four
swimming relatives of sea anemones and coral. Found feet – all clawed – doing a total of
in seas throughout the world, their long stinging tenta- 1d+1 cutting damage. Kangaroos have
cles can pose quite a hazard to swimmers – beaches JELLYFISH been trained to wear boxing gloves and
have been temporarily closed because of too many jel- do quite well against human opponents.
lyfish floating in the water.

18 CREATURES OF THE WILD


The Komodo dragon is native to a few small Indonesian
KOALA islands. It usually eats carrion, but will also run down and
ST: 5 Move/Dodge: 5/5 Size: <1 swallow whole small deer and pigs. It often lies in wait in
DX: 12 PD/DR: 0/0 Weight: 15-30 lbs. bushes beside game trails (-4 to be seen), charging out at any
IQ: 4 Damage: 1d-4 cut Habitat: F prey that passes by (see Sprinters, p. 77).
HT: 9/6 Reach: C Like other monitor lizards, the bite of a Komodo dragon
is quite prone to infection; see p. 21 to determine infection
Koalas are small arboreal marsupials native to the euca- and recovery.
lyptus forests of eastern Australia. A large head with big When feeding, it rips the meat apart with its teeth and
furry ears, a big nose, and a body covered in thick gray fur claws, swallowing large pieces in each bite. Like a snake, it
make them seem cuddly, but they live relatively sedentary will then spend several days sleeping off its meal. While it is
lives and do not range far, often staying in the same tree for a threat to lone humans, attacking them fearlessly, it can
days. They come to the ground to change trees. become quite tame in captivity.
Koalas live in stable family groups, in which
each individual has its own territory that inter-
locks with the rest of the group. Males tend
to be more active during the day, while
females sleep during the day and feed at
LEECH
night. Females will raise one offspring
(called a joey) at a time.
Koalas have quite delicate constitu-
tions and frequently die of “stress” if
moved around or subjected to disturbances
like noise or human handling. Despite their cute reputation,
koalas are not cuddly. The stress of being handled by humans LEECH
upsets them greatly and they will often try to attack. ST: <1 Move/Dodge: 0/0 Size: <1
The grasp of a koala is surprisingly strong. Their arms DX: <1 PD/DR: 0/0 Weight: <1 oz.
and feet each end in five toes, two of which are opposable to IQ: 2 Damage: * Habitats: S, FW
the others, and all tipped with strong claws (long and sharp to HT: 15/1 Reach: C
aid in climbing). In combat, koalas are more likely to claw
than bite. Leeches are parasites found in swamps, lakes, ponds,
Koalas make a range of sounds to communicate with streams, and even on land. They use their powerful suckers
each other. Males express territoriality with a deep, grunting to attach themselves to their victims. The leech’s bite is pain-
bellow. Females and joeys will make soft clicking, squeak- less, so the victim often will not even realize that he has been
ing, and humming sounds to express contentment. Danger is bitten. It takes a lot of leeches to do even 1 HT damage,
communicated by a shriek that sounds like a human baby though; treat them as a swarm (see p. B143).
crying. Depending on the climate, wading or swimming through
According to an Aboriginal legend, the body of a koala swamps or streams may result in picking up leeches. In tem-
must always be treated with respect. Although they can be perate zones, the number of leeches encountered will be
eaten, their bones must not be broken and they must not be minimal – ignore them for game purposes, except in the
skinned for their fur. If these rules are not obeyed, there is a direst swamps. In swamps and in certain sluggish tropical
danger of a great drought. The word koala appears to derive streams, leeches can become a serious threat: each person
from “no drink” or “animal that does not drink” in several may pick up 2d leeches per 5 minutes spent in the water.
New South Wales Aboriginal languages. After picking up a dozen or more leeches, the victim will
begin to lose 1 HT each 5 minutes. The primary danger from
leeches is not from blood loss, though; the leeches will
KOMODO DRAGON become bloated and drop off after 15 minutes of feeding.
ST: 16-20 Move/Dodge: 9/7 Size: 4 The real danger with leeches is from infection. If even 1
DX: 14 PD/DR: 1/2 Wt.: 200-300 lbs. HT is lost to leeches, a roll against HT+2 is needed to avoid
IQ: 3 Damage: 1d cut Habitat: J infection. At the GM’s option, the victim can merely lose an
HT: 16/16-20 Reach: C additional 1 HT, representing the infection, or he can contract
an actual disease (see Illness, p. B133).
The Komodo dragon is the largest living lizard. It can Until the 19th century, leeches were used in the treatment
grow up to 12 feet in length and weigh up to 300 lbs. It has a of many diseases, including headaches, delirium, madness,
stout body, a long head and neck, a green pebbly hide, and a skin disease, tumors, whooping cough, gout, obesity, etc. The
long, deeply forked tongue that constantly flicks in and out. letting of blood was thought to be beneficial, removing “bad
Its powerful tail is as long as the head and body combined humors” from the body. Physicians even came to be known as
and can be used to knock down opponents in its back hexes leeches. In a fantasy campaign, leeches might also be used
(by winning a Contest of ST). medicinally – who knows, the treatment might even work!

CREATURES OF THE WILD 19


Lions attack in close combat, biting and clawing for 2d-2
LEOPARD cutting damage. The actual attack is usually on the neck,
ST: 20-25 Move/Dodge: 9/7 Size: 2 strangulation being the most common method of killing.
DX: 14 PD/DR: 1/1 Weight: 60-200 lbs.
IQ: 5 Damage: 1d+1 cut Habitats: J, F, M, D, P
HT: 15/14-17 Reach: C LYNX
ST: 4-6 Move/Dodge: 10/7 Size: 1
Leopards range from southern Asia through much of DX: 15 PD/DR: 0/0 Weight: 20-45 lbs.
Africa. They are somewhat smaller than lions and much IQ: 4 Damage: 1d-3 cut Habitat: F
more arboreal. Solitary nocturnal animals, they will also hunt HT: 14/7-9 Reach: C
on overcast days. These cats are beautifully marked, with
even the black ones having the familiar rosette pattern visible The lynx is a large forest cat found in Canada, northern
under their fur in certain lighting. There is no difference Europe, and Asia. In Europe, it is the largest cat extant and
between leopards and panthers; even black panthers are sim- reaches lengths up to 3-1/2 feet. Lynx have very acute vision
ply leopards. – they can spot mice 250 feet away and hares 1,000 feet
They are the archetypal stalkers of the animal kingdom. away. In deep winter, they grow thick fur on their feet, allow-
Shy and wary, their keen senses (Vision, Hearing, ing them to walk on top of snow.
Taste/Smell at 18) and remarkable hiding ability (Stealth-18) Lynx are solitary nocturnal hunters, though occasionally
make them hard to track. While they can drop from trees two may work together to bring down a deer. Ordinarily,
onto prey, they are not as adept at it as pumas are. they will not attack anything larger than a sheep or goat, and
A leopard can jump 3 yards straight up without a running these only if rabbits and squirrels are scarce. There are no
start, and is capable of 5 yards in a running broad jump. recorded attacks on humans, though they will occasionally
Leopards can climb trees at their normal speed, and are even raid barnyards.
strong enough to climb while carrying a carcass. They dislike They are secretive and elusive (Stealth-18), deliberately
water, but are able swimmers if need be (Move 2 in the avoiding humans. They will fight only if attacked or cor-
water). nered – but are vicious when they do fight. They climb well,
When attacking, they go for the throat, biting in close drop onto prey as well as stalk and pounce, and are
combat for 1d+1 cutting damage. They are particularly fond strong swimmers.
of dog-flesh – there are many recorded instances of leopards
dashing out of the bush to snatch a dog from under the nose
of a hunter. They generally avoid humans, though man-eaters
are sometimes encountered. Man-eating leopards are among
the most dangerous of real-world animals, as they will actu-
ally enter a house to grab prey.

LION
ST: 24-30 Move/Dodge: 10/6 Size: 2
LYNX
DX: 13 PD/DR: 1/1 Weight: 300-600 lbs.
IQ: 4 Damage: 2d-2 cut Habitats: P, J, D, M
HT: 15/16-20 Reach: C MARMOSET
Lions live in groups called prides that number from ST: 1 Move/Dodge: 9/8 Size: <1
3-20, with four or five being average. Larger prides are com- DX: 16 PD/DR: 0/0 Weight: <1 lb.
mon in the more open grasslands. IQ: 6 Damage: 1d-4 cut Habitat: J
Lions prefer the plains, but will occasionally venture into HT: 13/1-3 Reach: C
desert, mountains, and (more rarely) jungle. They often hunt
singly, though they are capable of cooperative effort – a The marmoset is one of the New World monkeys (p. 21).
lioness or two will lie in the tall grass, while the males herd They travel in groups of 4-15. They will bond with people
the prey in their direction. The whole pride will share in the who are around them for an extended length of time, and will
kill. Lions are more diurnal than most cats, but adapt well to mimic the activities of those around them. At 5-1/2 to 7-1/2
a nocturnal existence if hunted by humans. inches tall, with a tail several times as long, the marmoset is
Most encounters with humans end with the lions fleeing one of the smallest of the New World monkeys. Unlike many
rapidly. However, if wounded, a lion will charge angrily and of the other New World monkeys, the marmoset’s tail is not
attempt to kill anyone in its way. Likewise, running away prehensile; it is used as a counterweight, stabilizing the mar-
from one will sometimes spark its instinct to chase. moset when it jumps and runs. Its acrobatic agility, claws
Occasional man-eaters have been reported – generally, old or designed for climbing, and light weight allow the marmoset to
wounded lions. run through the jungle canopy at great speeds. Marmosets eat
insects and tree sap, using their needle-like teeth to get through
tree bark. They will only attack other creatures if provoked.

20 CREATURES OF THE WILD


MEERKAT MONITOR LIZARD
ST: 2 Move/Dodge: 10/7 Size: <1 ST: 3-9 Move/Dodge: 7/6 Size: 2-3
DX: 14 PD/DR: 0/0 Weight: 2 lbs. DX: 13 PD/DR: 1/2 Weight: 35-80 lbs.
IQ: 5 Damage: 1d-5 cut Habitats: D, P IQ: 3 Damage: 1d-3 cut Habitats: J, FW, S, D
HT: 14/2 Reach: C HT: 12-14 Reach: C

Meerkats, native to southern Africa, are slender creatures Monitors are among the largest living lizards, measuring
2-3 feet long including tail, that closely resemble mongooses. from 4 to 8 feet long. They are found in Africa, southern Asia
Coloration is sandy with dark markings on the back and tail. from Arabia to Indonesia, and Australia. Most species live in
Meerkats have a complex social behavior based around or near water, though desert and deep jungle species also
colonies of about 20 individuals. The colony maintains a sys- exist.
tem of shallow burrows, used as sleeping areas and shelter They regularly raid crocodiles’ nests for the eggs – no
from predators. Individual adults play roles in the colony, mean feat, as crocodiles are among the most protective moth-
including hunters, sentries, babysitters, and teachers. There is ers in nature! They are active during the day and at dusk, and
some job-swapping as needed, but each animal has a pre- can be found singly or in pairs – often one monitor will
ferred role. The sentries are most decoy a mother crocodile
often pictured as representative of while another carries
the species, being the ones who away the eggs.
stand watch, high on their hind legs They will not attack
using their tails for balance. They humans unprovoked, but
bark warnings and have specific have no fear of them,
sounds to represent different threats. either. If cornered or
Despite often being considered wounded, they can fight
“cute,” meerkats are aggressive car- fiercely. They will first
nivores that will attack intruders try to scare off their
into their colony’s territory of sev- attackers by puffing up
eral square miles without provoca- their bodies, hissing
tion. They eat insects, grubs, scorpi- angrily, and lashing their
ons, small mammals, lizards, and tails like whips. If this
snakes. They have a high resistance doesn’t work, they will
to venom and are immune to scor- try to grab the attackers in
pion stings. their powerful jaws and claw with their feet. While their teeth
MONITOR LIZARD
are not made for biting (like snakes, they swallow their prey
whole), monitors have been known to amputate fingers and
M cause deep wounds when angry.
ST: 1 Move/Dodge: 10/8 Size: <1
ONGOOSE
A roll against HT is required by the victim of a monitor’s
DX: 16 PD/DR: 0/0 Weight: 2-10 lbs. bite; a failed roll means the wound becomes infected (see p.
IQ: 4 Damage: 1d-4 cr Habitats: J, F, P, D B134). All HT rolls to recover from the infection are at -2.
HT: 15/3-5 Reach: C Australian legend holds that the bite of the goanna, a type of
monitor, does not heal for seven years.
Mongooses are small carnivores found in Africa and
southeast Asia, ranging from 9 inches to over 2 feet in length,
and bearing a slight resemblance to weasels. They are active M ,N W
at all times of the day and night, and can be found singly or ST: 2 Move/Dodge: 8/7 Size: <1
ONKEY EW ORLD
in packs of up to eight. DX: 15 PD/DR: 0/0 Weight: 3-15 lbs.
They are famous for killing snakes, though snakes are IQ: 6 Damage: 1d-5 cr Habitat: J
not their favorite prey; they prefer to hunt rodents, birds, HT: 13/2-3 Reach: C
frogs, insects, and fish. Their lightning-fast reflexes enable
them to jump out of the way of striking snakes, then grab There are a number of species of New World monkey,
them by the back of the neck before they can recover. with various habits, anatomies, and appearances. The above
Mongooses are also highly resistant to the snakes’ venom, statistics are for the capuchin monkey (the famous “organ-
like their meerkat cousins. grinder’s” monkey), which is smaller than the average New
They will attack if cornered, but will flee at the earliest World monkey, but the most common pet. The only other
opportunity. They can be trained and make excellent pets, but types that make good pets are the squirrel monkey, which is
will always hunt birds and other small animals no matter how slightly smaller than the capuchin, and the spider monkey,
their owner discourages them. They have rapidly become which is slightly larger. Adjust ST and hit points by 1 in each
pests in areas into which they have been introduced. case. Capuchins stand about 15 inches high, squirrel mon-
keys about 10 inches, and spider monkeys about 18 inches.

CREATURES OF THE WILD 21


All New World monkeys are diurnal except for Ordinarily, moose will avoid
the douroucouli, which is exclusively nocturnal. human company, though they won’t
Most are gregarious, traveling in troops of 10-30. In flee until actively approached.
fact, the squirrel monkey is so gregarious that it dies in During the mating season
captivity if isolated from other monkeys. Many New (September-October), though,
World monkeys, such as the spider mon- the males will drive away any-
key, have prehensile tails that can be thing that approaches their territory.
used as extra limbs and even as tac- There are cases of moose chasing people
tile organs. Capuchins and squirrel up trees, and even ramming cars and
monkeys, however, do not have pre- killing the drivers – the reverse of most car-
hensile tails. and-deer stories.
Monkeys are extremely intelligent Moose are common to Canada and the northwest-
and active. Most are arboreal – some ern United States. They are also found in northern
can leap up to 10 yards from tree to Europe and Asia, where they are known as elk. They tend
tree. The purely arboreal ones move to be solitary, but often group during the mating season
faster in the trees than on the ground. and winter. They are active both day and night. They can
If they have not been hunted by do 1d+2 crushing damage with their antlers, or 1d+1 tram-
humans, some species are more curi- pling damage with their hooves.
ous than shy, and can be lured into
reach with a little food. If they have
been hunted, they will flee rapidly MORAY EEL
whenever humans approach. ST: 1-20 Move/Dodge: 5/6 Size: <1 to 3
MOOSE
As pets, monkeys are known for their affection, jealousy, DX: 12 PD/DR: 0/0 Weight: 1-150 lbs.
curiosity, and mischievousness. They get into everything they IQ: 3 Damage: * Habitat: SW
can and get bored if restrained for too long. They must be HT: 12-16 Reach: C
protected from drafts and cold – they are tropical animals,
remember. The young make the best pets. Morays eels come in all sizes (up to 10 feet long) and are
commonly found in tropical seas down to depths of 150 feet.
They are solitary animals, active night and day. They are
MONKEY, OLD WORLD rarely seen in open water, preferring to hide in shipwrecks
ST: 3 Move/Dodge: 8/7 Size: <1 to 1 and crevices in the rocks and reefs. They are voracious, eat-
DX: 15 PD/DR: 0/0 Weight: 20-40 lbs. ing almost anything, dead or alive.
IQ: 6 Damage: 1d-4 cr Habitat: J A moray eel won’t ordinarily attack a human, but a hand
HT: 13/3-5 Reach: C stuck into its den probably looks like a small edible fish – so
it bites . . . and doesn’t let go. Treat the attack as a bite to
Old World monkeys tend to be larger than New World grapple (p. 73). The victim takes damage only on the turn in
monkeys, and do not have prehensile tails. Guenons and which he is bitten, but will begin to drown if held underwa-
macaques are the most common types kept as pets – the ter. Damage is based on the ST of the eel; use the cutting
statistics above are for the rhesus monkey, a type of macaque damages given on p. B140 and add 1 point. Even a small
that is an average size for Old World monkeys. moray’s bite is bad news, and a large one can hold a person
Most of the statements about New World monkeys are until death.
also true for Old World monkeys. Old World monkeys, how-
ever, tend to become ornery as they get old, so even loving
pets are often given to zoos in their later years. They tend OCELOT
more toward family groups of 6-15 members rather than ST: 2-6 Move/Dodge: 10/7 Size: 1
large troops, though some species are exceptions. DX: 14 PD/DR: 1/1 Weight: 25-35 lbs.
IQ: 4 Damage: 1d-3 cut Habitats: J, F, S, D
HT: 14/8-10 Reach: C
MOOSE
ST: 40-50 Move/Dodge: 12/6 Size: 3 Ocelots are beautiful cats, about 3-1/2 to 4-1/2 feet long,
DX: 13 PD/DR: 1/2 Weight: 3/4 to 1 ton with unusual markings superficially resembling those of
IQ: 4 Damage: 1d+2 cr# Habitats: F, S, P, M leopards or jaguars. Their markings are not as regular as
HT: 15/16-20 Reach: C those of the larger cats, however, and vary considerably from
animal to animal.
The largest members of the deer family, moose stand up Ocelots are nocturnal animals, comfortable in the trees
to 7 feet at the shoulder and may reach 9 feet or more in but more at home on the ground. They live in pairs, but hunt
length. The males have large antlers reaching out a yard or alone; the mate is never too far away, though. Shy of
more to either side of the head. The antlers are shed in humans, they flee if approached. A cornered or wounded ani-
December and begin to grow back in April. mal will fight, though its mate will not come to its assistance.
Ocelots attack in close combat, doing 1d-3 cutting damage.

22 CREATURES OF THE WILD


attack larger whales. They attack land animals standing on
ORANGUTAN ice by coming up from underneath, shattering even one-yard-
ST: 16-20 Move/Dodge: 4/6# Size: 1 thick ice and knocking the animals into the water!
DX: 13-14 PD/DR: 0/1 Wt.: 165-220 lbs. There are no recorded cases of orcas eating humans, but
IQ: 6 Damage: 1d cut# Habitats: J, M Eskimos fear them greatly, claiming they eat lone kayakers,
HT: 14/14-16 Reach: C, 1 easily dumping the light boats first. Thus, the GM must
decide how they react to humans. If they attack, they will
Orangutans are apes that live in the rainforests of Borneo attempt to bite a person in half – they could swallow half a
and Sumatra. Their hair varies from orange to black and cov- person with no problem. They would also be able to tip over
ers all but their bellies and faces. The arms may span nearly 8 any small boat.
feet, but they have short, weak legs. Females are much
smaller (ST 10-14, HT 14, biting damage 1d-2 cut, weight
75-100 lbs.). Males have large cheek and throat pouches. OSTRICH
Females and children travel in small groups; adult males ST: 20-24 Move/Dodge: 15/7 Size: 1
travel alone. They spend the day foraging for fruits and other DX: 15 PD/DR: 0/0 Wt.: 250-450 lbs.
vegetation, though they sometimes eat insects or bird eggs. IQ: 3 Damage: 1d+1 imp Habitats: P, D
They make a new nest of branches each night unless food is HT: 15/14-18 Reach: C, 1
plentiful in the area. They have also been known to sleep on
the ground or in caves. Orangutans move slowly and The ostrich is the largest living bird, standing up to 8 feet
methodically through the trees (Move 5) unless threatened. in height, of which almost half is neck. It has an unusual
On the ground, they move on all fours, and sometimes appearance, with the head and neck being almost naked,
tumble head-over-heels down clear, sloping terrain. They while the body is covered in thick plumage.
cannot swim. Ostriches are flightless, live in large groups, and
Orangutans are generally non- are primarily diurnal. They are native to Africa, but
territorial, though the males often fight are also found wild in some regions of Australia
over females. They hide from humans, but where they were introduced.
if pursued, throw branches at intruders. Their usual response to danger is to run away –
The GM should assume that a cornered their rapid speed makes it difficult for predators to
orangutan will fight by slapping (1d+2 catch them. If disturbed while on the nest, the female
crushing with Reach 1) or biting. Over will lower her head until it is only a few inches off
time, orangutans may tolerate humans the ground; her brown coloration then makes her
who show no signs of hostility. They are quite inconspicuous. Perhaps this is the source of the
tool-users (they use twigs to collect ter- legend about ostriches hiding their heads in the sand.
mites), and are relatively easy to train. During the mating season, the males show no
“Orangutan” is Malayan for “man of fear, and are often aggressive. The females will also
the forest,” and the apes are one of man’s attack aggressively if their nests are threatened.
closest relatives. According to legend, the Ostriches can kick quite high, often inflicting fatal
orangutan knows human speech but does head injuries and even wounding riders on horse-
not use it around men for fear that they back. Their legs are equipped with large sharp claws
will make him go to work. Ironically, this that can disembowel in one stroke; the kick does
might be a better circumstance for the ani- 1d+1 impaling damage at a 1-hex reach.
mals; man presents the only threat to the
species through poaching, illegal collec-
OSTRICH
tion for zoos, and destruction of the animals’ habitat.
OTTER
ST: 3-4 Move/Dodge: 6/7 Size: 1
DX: 14 PD/DR: 0/0 Weight: 18-40 lbs.
ORCA IQ: 4 Damage: 1d-3 cut# Habitats: FW, SW
ST: 40-70 Move/Dodge: 15/7 Size: 19-28 HT: 11/5-6 Reach: C
DX: 13 PD/DR: 0/1 Wt.: 1 to 10-1/2 tons
IQ: 8 Damage: 2d+2 cut Habitat: SW Otters are aquatic carnivores inhabiting streams, rivers,
HT: 15/20-30 Reach: C lakes, and oceans, living on fish (for the freshwater species)
and shellfish (for sea otters). Otters have elongated bodies,
Orcas, or killer whales, are actually large members of the broad, flat heads, and webbed feet that terminate in claws.
dolphin family with distinctive coloring – black on the back They are friendly, playful creatures which, if treated well, can
and white on the belly. They grow up to 10 yards long, survive in captivity. Unfortunately, they possess an attractive
though 7 yards is a more common length. They travel in coat, so they are hunted extensively wherever they live.
packs of 3-50. Orcas are found the world over, though they Otters’ claws and teeth are designed for hunting fish, but
prefer colder waters. Seals, walruses, dolphins, fish – all are can inflict damage on larger animals and humans (1d-4
eaten when encountered, and orca pods have been known to cutting for the claws; 1d-3 cutting for the teeth).

CREATURES OF THE WILD 23


The giant panda is active at dusk and dawn. If cornered, it
OWL will attack with claws for 1d-1 crushing damage or biting for
ST: 2 Move/Dodge: 17/10 Size: 1 1d-1 cutting.
DX: 14 PD/DR: 0/0 Weight: 5-25 lbs. The red panda is a much more raccoon-like animal, and
IQ: 4 Damage: 1d-3 cut Habitats: F, M, P, D may be treated as a raccoon (p. 28), with the exceptions that
HT: 12/5-7 Reach: C its fur is a uniform red-brown and its diet consists almost
exclusively of bamboo.
Owls are nocturnal birds of prey, feeding on small
rodents: rats, mice, moles, and shrews (larger owls will also
hunt rabbits, cats, and coyotes . . . in fact, there are tales of PANGOLIN
great horned owls attacking intruding humans). There are ST: 3-7 Move/Dodge: 3/6 Size: 1
many different species of DX: 12 PD/DR: 2/3 Weight: 25-65 lbs.
owl, varying in length from IQ: 3 Damage: 1d-4 cut Habitat: J
5 inches to over 2 feet, and HT: 12/3-5 Reach: C, 1
living in a number of differ-
ent habitats. They possess The pangolin is a nocturnal scaly anteater, measuring
excellent vision and hearing, about 30 inches long, half of which is its prehensile tail. Its
and their feathers are very head, back, and tail are covered with sharp horny scales
soft, rendering their flight (it has sometimes been called a walking pine cone),
noiseless and making them while its belly is covered in soft white fur. It has
consummate hunters. a pointed snout with a small mouth and tooth-
Owls are among the less jaws. Its tongue can thrust out for up to a
most intelligent birds, and foot – useful, since its diet is made up of ter-
some species make good mites and ants exclusively. It is widespread, but
pets. They can be trained to not particularly numerous, throughout southern
perform simple tasks – Africa and southeast Asia. Some species are
retrieve an object, capture strictly arboreal, while others dig burrows.
small game, etc. They When threatened, the pangolin rolls into a
attack in close combat with ball, protecting its belly and brandishing its
their beaks and claws, scales. It rocks back and forth slightly; the
doing 1d-3 cutting damage. sharp edges of the scales can do 1d-4
cutting damage to anything touching them – a
hand or an inquisitive dog’s nose, for example.
PANDA, Alternatively, it can squirt a vile-smelling
OWL liquid to the rear, equal in aim and effect to a skunk’s (p. 31).
GIANT
ST: 14-16 Move/Dodge: 7/6 Size: 2#
DX: 13 PD/DR: 1/2 Wt.: 175-275 lbs. PARROT
IQ: 5 Damage: 1d-1 cr# Habitat: F ST: 1-3 Move/Dodge: 3-8/9# Size: <1
HT: 14/14-16 Reach: C, 1 DX: 14 PD/DR: 0/0 Weight: 1-8 lbs.
IQ: 5# Damage: 1d-5 cr Habitats: J, P
Giant pandas are related to both bears and raccoons, but HT: 13/1-3 Reach: C
how closely to each is a matter still debated by genetic biolo-
gists. The giant pandas have dense and oily white fur with There are dozens of species of parrots scattered across
black marks and reach lengths of up to 6 feet (taking 2 hexes the rainforests of South America, Africa, and the forests and
when on all fours, but only 1 if standing); males are typically scrubland of Australia. They range in size from the
heavier than females. Their forepaws have a thumb-like Australian budgerigar, common as a pet in many parts of the
structure, allowing the pandas to grasp and manipulate stems world, to the New Zealand kakapo, which reaches 8 pounds.
and bamboo shoots. The kakapo is unique among parrots, being nocturnal and
The giant panda spends 10-16 hours a day eating bam- flightless. Typical well-known species include the cockatoos
boo. Most of the rest of the time, it sleeps. It also eats other of Australia and macaws of South America, both of which
things, such as flowers, berries, fish, small birds, and rodents, are medium-sized at 1-2 pounds. The stereotypical parrot
but bamboo constitutes about 95% of the giant panda’s diet. perched on the shoulder of a pirate is likely to be a macaw.
It inhabits the dense and misty forests of mainland China at All parrots eat mainly seeds, supplemented by fruits
altitudes of 4,000 to 11,000 feet. They live alone (except dur- when available. Their strong hooked beaks and thick fleshy
ing the mating season) in territories of 1-1/2 to 2-1/2 square tongues are ideal for manipulating and cracking seeds, and
miles. The giant panda does not hibernate in the winter. give many species the ability to mimic the calls of other birds
They normally walk at a ponderous pace, but can and even human speech. This ability, along with their attrac-
manage a clumsy trot if needed. They are agile tree climbers. tive and often brightly colored plumage, has made many
parrots popular pets.

24 CREATURES OF THE WILD


Parrots are good fliers, but somewhat clumsy on the any one of them is threatened! The herd will move away
ground (Move 2, Dodge 7). When threatened, a parrot will from danger, but if one is wounded, roll on the Animal
bite with its beak. Small species (e.g., budgerigars) will Reaction Table (p. 82) at -3 to determine the herd’s reaction.
barely scratch skin, causing no damage. Medium to large On a reaction of Poor or worse, the herd will charge.
species will cause considerable pain and 1d-5 crushing dam- A peccary’s trample does no real damage. It can slash
age, usually to the fingers of the unwary. with its tusks in close combat for 1d-3 cutting damage.
Parrots are highly intelligent birds that can be given rudi-
mentary training. Some species can mimic dozens of human
words and respond in some conversation. The GM should PENGUIN
decide if this is simply learned behavior or the glimmer of ST: 1-2 Move/Dodge: 5/6 Size: <1
understanding (and worthy of an IQ of 6). To the consterna- DX: 10 PD/DR: 1/1 Weight: 10-20 lbs.
tion of some owners, parrots can be clever and dexterous IQ: 3 Damage: 1d-4 imp Habitats: A, SW
enough to manipulate doors and escape HT: 11/3-4 Reach: C
from cages.
In Europe, Asia, and North America, Penguins are gregarious, flight-
where parrots are not native, specimens can less sea birds, common to Antarctica
command huge prices as pets. Where they but extending as far north as the
are common, particularly in Australia and Galapagos Islands. Their short, flip-
New Zealand, they can be pests, stripping per-like wings are used to guide
farmland and chewing on wooden struc- them through the rough Antarctic
seas; underwater, the wings move
PENGUIN
tures and even the soft rubber parts of cars
(windshield wipers and window seals). like those of a bird in flight. They
Parrots do not appear in traditional breed in immense “rookeries,” cov-
western legend, but an Australian ering miles, often in the most deso-
Aboriginal myth tells that a cockatoo late areas of the Antarctic ice. They
named Mar keeps fire in its crest of head have few natural enemies, the sea-
feathers. Mar was the original giver of the leopard being the most notable.
gift of fire to the Aboriginal people. The Penguins come in many shapes
pre-Columbian Pueblo Indians who lived and sizes, from the tiny Adélie pen-
in what is now the southwest USA used the guin to the Emperor penguin, which
macaw to represent the Sky Father. Hopi is the largest of its family. The latter,
Indian myth says the sun was created by because of its size and attractive
the god Coyote by adding parrot feathers to plumage, is often captured for dis-
a disk of deerskin. The early Maya wor- play in zoos and marine theme parks.
shipped a giant bird deity known as Seven Penguins are playful birds that show
Macaw, but later myths painted him as a little fear of humans. They attack
pretender who claimed to be the sun and only if their young are threatened,
the moon. Only after the heroic twins jabbing with their beaks for 1d-4
Huhahpu and Xbalanque had defeated him impaling damage.
and his children could mankind be created.
PINNIPED
PECCARY Seal
ST: 7-9 Move/Dodge: 8/7 Size: 1 ST: 6-30 Move/Dodge: 6#/6 Size: 1-3
DX: 14 PD/DR: 1/1 Weight: 40-65 lbs. DX: 12 PD/DR: 0-1/0-2 Wt.: 110-7,000 lbs.
IQ: 6 Damage: 1d-3 cut Habitats: D, J, F IQ: 5 Damage: 1d-3 cut Habitats: FW, SW
HT: 10-12 Reach: C HT: 14/8-40 Reach: C
The peccary, or javelina, resembles a wild boar, but it is Sea Lion
not closely related. Peccaries are found only in the Americas,
ST: 12-15 Move/Dodge: 14#/7 Size: 2-3
one species preferring desert and scrubland, another tropical
DX: 12 PD/DR: 0/1 Wt.: 200-775 lbs.
forests. They are active in the cooler parts of the day and
IQ: 6 Damage: 1d-2 cut Habitat: SW
night.
HT: 14/12-16 Reach: C
They are aggressive and have nasty tempers, attacking
with little or no provocation. Their tusks are not large and do Walrus
not have a razor edge, but do have a sharp point – hence the
ST: 15-50 Move/Dodge: 6#/5 Size: 3
name “javelina.”
DX: 10 PD/DR: 1/2 Wt.: 750-4,000 lbs.
Desert peccaries travel in groups of 10-15, while jungle
IQ: 5 Damage: 1d+1 imp Habitats: SW, A
peccaries move in herds of 50-100 beasts – all may attack if
HT: 14/15-25 Reach: C

CREATURES OF THE WILD 25


Pinnipeds (seals, sea lions, and walruses) are marine Piranha range from 4 inches to 2 feet long, averaging 8
mammals found throughout the world’s seas and oceans. inches. They are found in warm, slow rivers and streams in
They often are seen sunning themselves near the shore or on Central and South America. In some places, they are so
beaches, harbors, or ice floes. Moves listed are for swim- numerous as to make the infested streams hazardous or
ming; on land, most pinnipeds move slowly and haltingly. impossible to bathe in or ford. Legends of their ferocity
Sea lions, fur seals, and walruses are able to turn their hind abound, but the tales are probably exaggerated.
flippers below their bodies to move more quickly, but on land It is true that they can strip the meat from a 400-pound
most seals will have a Move of about 3. The top recorded hog in 2 minutes, swim in large schools, and are usually
land speed for a seal was about 15.5 mph for an Antarctic hungry. Local natives – many missing fingers and toes – are
crabeater seal being chased across ice. terrified of them. Less well known is the fact that there is no
Seals are excellent swimmers and divers. The northern verified case of piranhas killing a human. Thus, the GM must
elephant seal has been known to dive as deep as 4,100 decide how ferocious they are in his game.
feet and the Weddell seal to hold its breath for over an One piranha is no real threat.
hour. Average dive depths and durations are 130-240 However, piranhas are not usually
feet and 5-10 minutes. encountered alone; they come in
Seals have acute senses. In water, their eye- schools of a few hundred up
sight and hearing are quite sharp. On land, to a thousand! Treat a
seals also benefit from a highly acute sense school of piranha as
of smell. There is some evidence of seals a horde (p. 42),
using a form of echolocation in hunting and doing 2d dam-
navigation, although its actual utility age per turn,
remains unproven. with a base size
Most seals are carnivorous, eating of 5 hexes and
primarily fish, squid, mollusks, and crus- a Move of 4.
taceans. Some, such as the leopard seal, One hex is
are known to hunt smaller seals, and dispersed
many sea lions and fur seals eat sea for every 4
birds. Crabeater seals survive primarily hits of dam-
on krill. All seals have sharp teeth, and wal- age done to the
ruses have ivory tusks that grow to more than a horde.
foot long.
PIRANHA
Their main predators are sharks, killer whales,
polar bears, and humans. Seals have been hunted for their PLATYPUS
meat and fur by coastal people from the Arctic to the ST: 1-2 Move/Dodge: 6/4# Size: <1
Mediterranean to Australia. DX: 13 PD/DR: 0/0 Weight: 3-5 lbs.
Sea lions are particularly intelligent and have been IQ: 3 Damage: 1d-4 cut Habitats: F, FW
trained to perform a number of tricks and tasks, from playing HT: 14/3-5 Reach: C
horns and balancing balls for the circus to locating mines for
the Navy. The platypus or duckbill is a monotreme (egg-laying
Each winter, the Yupik people of Alaska held the Bladder mammal) found only in southern and eastern Australia
Festival, during which the hunters took all the bladders of the (including its island state Tasmania). An adult platypus is
seals and walruses they had killed into their homes. After sev- about 2 feet long from tail to bill. Although its bill resembles
eral days of rituals, they returned the bladders the sea where that of a duck, it is actually an extended snout. This snout is
they were hoped to become new animals that would willingly full of sensitive electroreceptors that allow it to find its food
give themselves to the hunters’ harpoons. (fish, insects, frogs, worms, and crawfish) in muddy river
In Celtic folklore, seals (roane) were considered a form bottoms, since it closes its eyes and ears while underwater. It
of Sidhe (p. CM63) and sea lions were considered skin- has two layers of fur, a soft woolly short layer and a long flat
changers (selchi) who could change from human to animal layer.
form with great ease. For the Inuit, seals were an important Clutches of 1-3 eggs are tended at a time. Baby platy-
food source and were considered a gift of Sedna, the spirit of puses are born in a nest placed at an opening of their bur-
the sea. In fact, seals were believed to have been created rows. The young are born with teeth but, as they grow, they
when Sedna’s fingers were chopped off and cast into the sea. develop grinding pads to help process their food. They are
semiaquatic, with webbed feet and flat tails to aid in swim-
ming. Movement on land is cumbersome (Move 2).
PIRANHA Platypuses are solitary creatures and quite shy, and will not
ST: 1-2 Move/Dodge: 7/6 Size: <1 attacked unless provoked. The adult males have bony spurs
DX: 13 PD/DR: 0/0 Weight: 1-10 lbs. on their rear ankles that can deliver a poison strong enough to
IQ: 3 Damage: 1d-5 cut Habitat: FW kill another platypus (Type F venom for 3 points of damage;
HT: 13/3 Reach: C see p. CII149). They are hunted by large fish and snakes.

26 CREATURES OF THE WILD


They can claw at 1 hex reach for 2d-2 crushing damage,
POISONOUS FISH or bite in close combat for 2d-2 cutting damage. They can also
ST: 0-2 Move/Dodge: 7-20/6-10 Size: <1 attack with a bear hug to grapple then bite in close combat.
DX: 12 PD/DR: 0/0 Wt.: 1/2 to 15 lbs. The polar bear is edible (and hunted for meat by the
IQ: 2 Damage: * Habitat: SW Eskimos) but the liver should be avoided entirely. High con-
HT: 15/2-8 Reach: C centrations of vitamin A make it toxic.
Also see Bear, pp. 8-9.
This category includes many species of fish with poi-
sonous spines that a careless diver might brush against.
These fish do not attack humans, but if approached, will PORCUPINE
erect a number of sharp spines that are connected to poison ST: 2-3 Move/Dodge: 2/5 Size: <1
glands. Rockfish, scorpion fish, toadfish, sea catfish, zebra DX: 10 PD/DR: 3/2 Weight: 10-35 lbs.
fish, and stonefish are the most dangerous examples. There IQ: 3 Damage: * Habitat: F
are also many types of poisonous invertebrates in the sea – HT: 13/3-5 Reach: C
hydroids, anemones, sea cucumbers, sea stars, sea urchins,
bristleworms, and fire coral may all be encountered by Porcupines are large quill-bearing rodents, ranging up to
divers. 3 feet in length, including a foot-long tail. They are slow-
Many of these fish are quite beautiful – most poisonings moving, but most species can climb well and will also swim
occur when a diver handles them. Only a few are found in if necessary. They are found throughout the Americas and in
shallow water; most are found at scuba-depth. Africa, southern Asia, and Indonesia – the Old World species
Treat these fish as accidental encounters. If a player is do not climb. They are nocturnal solitary creatures that eat
too casual in describing his character’s actions underwater, leaves and bark – they can damage trees in their hunger.
require a DX roll to avoid a poisonous fish that suddenly
darts out of the wreckage he is searching – many of these fish
do lair in shipwrecks! All have Type B or Type F venom; roll
POLAR
randomly to determine which. The effects range from 1d to
BEAR
3d damage.

POLAR BEAR
ST: 27-33 Move/Dodge: 7/6# Size: 3#
DX: 13 PD/DR: 1/2 Wt.: 600-1,400 lbs.
IQ: 5 Damage: 2d-2 cr# Habitats: A, SW
HT: 15/18-24 Reach: C, 1

Polar bears are among the largest and most carnivorous


bears. They average 7 or 8 feet in length, with some males
reaching up to 9 feet, and stand about 5 feet at the shoulder. Due to their spines, they have few natural enemies. They
Their coats are white with a yellowish tinge, made up of long will never attack, but when threatened, will turn their backs
guard hairs and a dense underfur. They are essentially and strike with their tails. The quills are lightly attached and
nomadic, wandering miles in search of food. come off easily when touched. Each quill has thousands of
They actually stalk like cats, taking advantage of hiding small barbs that slowly drive it deeper into pierced flesh, pen-
places offered by the terrain, and can be difficult to spot etrating about 1 to 3 inches per day. It is possible for quills to
against the ice and snow – their white fur blends in (IQ-4 to work their way out of the body or to cause further damage to
be spotted). The hairy soles of their paws make it easy for internal organs, depending upon where they are lodged.
them to walk over ice, and they can run at a rapid pace. Anyone entering or reaching into the porcupine’s hex
They are excellent swimmers (Move 3), sometimes must make a DX roll to avoid taking quills. Touching the
crossing hundreds of miles of water. The thick layer of fat porcupine requires a DX roll at -2. Anyone who roughly
under the skin buoys them and protects them from the cold of grabs the porcupine takes quills automatically. The quills do
the water. Polar bears often hunt by swimming close to shore no real damage going in, but each bunch does 1 HT damage
and leaping out at prey near the water. as it is removed, plus an additional 1 HT damage per hour
They are the only large land animals that will actually that it is left in the skin. A bunch in this case refers to the
stalk humans with intent to devour. However, they will not number of quills picked up in one turn. If anyone gets quills
do this as long as seals – their favorite food – are plentiful. in his hand or arm, he may not use the limb until the quills
In addition to seals, they also kill young walruses. are removed or work their way out of the body. It is quite
Against an adult walrus, though, a polar bear will usually possible that removing the quills will do enough damage to
come off second best. Other favorite foods include fish, sea cripple the hand. The one consolation is that porcupine quills
birds (and their eggs), and carrion. A beached whale will are coated with a natural grease that has antibiotic properties.
draw polar bears from miles around. Wounds caused by a quill are unlikely to become infected,
unless unsterilized tools are used to remove the quill.

CREATURES OF THE WILD 27


PUFFIN RABBIT
ST: 1 Move/Dodge: 10/7 Size: <1 ST: 1-2 Move/Dodge: 14/7 Size: <1
DX: 10 PD/DR: 0/0 Weight: 8-10 lbs. DX: 14 PD/DR: 0/0 Weight: 8-20 lbs.
IQ: 3 Damage: 1d-4 cut Habitat: A IQ: 3 Damage: 1d-5 cut Habitats: P, F, A
HT: 14/7-9 Reach: C HT: 14/2-4 Reach: C

The puffin is a migratory sea bird, noted for its attractive, Rabbits are diurnal herbivores of the rodent family. They
colorful markings. These markings, primarily on its large bill, are among the most prolific mammals, breeding four to eight
are most flamboyant during the end of the mating season, times a year with 3-8 in a litter. They begin breeding at six
after which the beak molts, dropping thin colorful fragments months and continue for seven to eight more years. Rabbits
to the ground and leaving the beak duller, although still are very social animals, living in groups of 10-30, often with
attractive. a complex pecking order. Each group lives in a network of
From ancient times, sailors and fishermen have used the underground burrows, called a warren.
puffin’s predictable migratory pattern to their advantage. Rabbits are hunted for their fur as well as for food. One
Puffins always return to the same point to mate and lay their rabbit can provide enough meat for a two-person meal.
eggs, which they lay in rock holes or small depressions. Cap- Rabbit fur is very warm and is used around the world for
italizing on this, sailors would pull the helpless, newly coats and hats.
hatched birds from the holes and use them as inexpensive Domestic rabbits make
bait. If threatened, puffins merely fly away, but acceptable pets, though they
if they are restrained, their large beaks can tend to chew rugs, walls, and
cut for 1d-4 damage. furniture. But they can be
taught to use a litter box.
PUMA
ST: 8-22 Move/Dodge: 10/7 Size: 2
DX: 14 PD/DR: 1/1 Weight: 80-250 lbs.
IQ: 5 Damage: 1d cut Habitats: M, F, D, P, S, J
HT: 15/13-19 Reach: C

The puma – or cougar, catamount, mountain lion, pan-


ther, etc. – is a highly adaptable large cat ranging throughout
the Americas, at home in a number of environments. It
resembles a lioness, but is not closely related to the great
cats. Its call is not a roar but a terrifying scream.
However, it also has a lovely loud purr.
It is the champion leaper among cats, and is also the
best tree-climber. It can cover 6 yards in a single bound, and
a leap of 13 yards has been recorded. It can leap 4 yards up
RABBIT
into a tree (the usual method of “climbing”). Pumas have
been known to drop from 60 feet and spring off at top speed
the next second, obviously unhurt.
RACCOON
ST: 3-5 Move/Dodge: 6/7 Size: <1
They are great wanderers, having no fixed den except
DX: 14 PD/DR: 1/1 Weight: 10-45 lbs.
when raising kittens, and are solitary nocturnal animals. They
IQ: 6 Damage: 1d-4 cut Habitats: F, P
swim well, but dislike water more than 4” deep. One puma
HT: 14/5-8 Reach: C
was observed to jump into a tree, run onto a limb, jump
across a stream to another limb, then down to the ground, to
Raccoons are among the most familiar North American
avoid having to swim – while being chased by dogs!
animals, well known for both their appearance and their
habits. Their fur is gray with distinctive black markings –
Pumas stalk as close as possible to their prey, then spring
rings on the tail and a “burglar’s mask” over the eyes. They
for the neck (see Going for the Throat, p. 79), attacking with
range up to 2 feet in length, with the tail adding another foot
either a paw or a bite. Most puma victims (deer and wapiti)
or more. Their front paws are almost hand-like, quite dexter-
die of broken necks.
ous, and have a well-developed sense of touch.
The only authenticated puma attacks on humans are
They are intelligent, inquisitive, and quite adaptable.
from animals with rabies, and from an adolescent puma
They originally lived in woods, generally near water. As their
almost blind with cataracts and starving to death. Pumas are
habitat has been cut down, however, they have moved into
among the shyest of all cats, and will avoid people as much
open country. They have even moved into towns and cities –
as possible, but will fight if wounded.
it is not unusual to be awakened in the middle of the night by
one knocking over a trashcan.

28 CREATURES OF THE WILD


Raccoons are solitary nocturnal animals, and are good
climbers and swimmers. They are primarily carnivorous – Believe it or not, rhinos are related to horses. The black
they will eat worms, insects, frogs, eggs, fish, etc. – but fruits, and white rhinos of Africa are the most numerous species,
nuts, and berries are also eaten. Raccoons can be considerable the black being the more aggressive, though the white rhino
pests to farmers, preying on poultry and eating corn. is larger. The black rhino is about 4 yards long and stands up
They are a match for most predators, and can even get the to 6 feet at the shoulder; the white rhino stands higher.
better of hunting dogs. They have been known to lure dogs African rhinos have two “horns,” one behind the other.
into the water and drown them; they are at only -2 DX when These are not horns in the strictest sense of the word – they
fighting in the water. If provoked, a raccoon will attack by are made of hair and are not attached to the bone at all. The
grappling and biting in close combat for 1d-4 cutting damage. front horn is usually longer, up to 3 feet long.
Rhinos are most active in the morning and evening.
They seldom wander far from a water hole, as they like to
RACCOON DOG roll in mud. They are nearsighted, but have acute senses of
ST: 3 Move/Dodge:6/6 Size: <1 smell and hearing (Vision-9, Smell-16, and Hearing-16). The
DX: 11 PD/DR: 1/1 Weight: 9-15 lbs. poor eyesight is reflected in the low DX – rhinos have diffi-
IQ: 5 Damage: 1d-3 cut Habitat: F culty hitting moving targets.
HT: 13/3 Reach: C The black rhino is a solitary animal that eats the shoots
and twigs of small bushes, feeding at night. It is nervous and
Raccoon dogs are stout canines with gray- or black- easily startled, and will usually flee predators. It will run
brown fur, short, black legs, a black, bushy tail, and a black upwind for miles, bulling its way through all sorts of brush
facial “mask.” Native to East Asia, they were introduced into and trampling small trees in its efforts to get away.
Russia by fur traders and now range as far as France. Unlike Occasionally, though, one will charge – especially a mother
most canines, raccoon dogs are not gregarious – they live in or wounded animal.
mated pairs. They are not territorial, either,
and several pairs may dig burrows within a
few feet of each other.
Raccoon dogs are largely nocturnal,
RHINOCEROS
spending their nights foraging in the forest.
They are omnivorous, consuming fruits,
berries, eggs, and small rodents and birds.
They can also withstand the poisonous secre-
tions of some animals such as toads (treat as
Resistant to Poison, p. CI29). As temperatures
drop at the onset of winter, raccoon dogs build
up fat layers, grow their winter coats, and
eventually retreat into their burrows to hiber-
nate. In warmer climes, hibernation is short,
and they may be active nearly year-round.
Raccoon dogs are hunted by some larger
species, and humans hunt them for their pelts,
meat, and bones (which are reputed in Japan
to have medicinal properties). Anyone
encountering one in the wild should be cau-
tious; they are particularly prone to rabies.
According to Japanese legend, raccoon
dogs (tanuki in Japanese) are shapeshifters,
capable of transforming into anything from a
teakettle to a human to a goblin oni (p. J119).
It is generally a humorous character, but some The white rhino is more gregarious, traveling in groups
stories make him a crafty trickster like the fox or monkey. of 3-4. It lives in low-lying plains where it feeds on the grass.
They enjoy taking human form, especially that of Buddhist It is not aggressive and it is quite unwary; consequently, it has
monks, but because of an innate dislike of fighting, they been hunted to near extinction. If spooked, it will usually flee.
avoid warrior forms like samurai or martial artists. Rhinos attack by charging, either impaling with the horn
or trampling. The horn does 2d+1 crushing damage, while
the trample does 1d+2 crushing damage. Rhinos have very
poor memories. If a rhino misses its intended victim, charg-
R
ST: 125-150 Move/Dodge: 14/7 Size: 10
HINOCEROS
ing past him, it will often as not forget him and go blithely
DX: 9 PD/DR: 2/3 Weight: 1-2 tons
about its business, unless a baby is in danger.
IQ: 4 Damage: 2d+1 cr# Habitat: P
HT: 17/40-50 Reach: C

CREATURES OF THE WILD 29


SEA TURTLE SHARK
ST: 4-40 Move/Dodge: 12/6# Size: 1-3
DX: 12# PD/DR: 2/4 Wt.: 20-1,500 lbs. Great White Shark
IQ: 3 Damage: 1d-4 to 2d cut Habitats: SW ST: 40-50 Move/Dodge: 9/6 Size: 5-10
HT: 12/4-40 Reach: C DX: 12 PD/DR: 1/1 Weight: 1/2 to 7 tons
IQ: 3 Damage: 2d+1 cut Habitat: SW
There are many species of sea-going turtle, ranging from HT: 12/35-45Reach: C
the small Ridley turtle (24 inches long) to the giant
leatherback turtle (which can reach 7 feet in length). The next Medium Shark (and Fresh-Water Shark)
largest species, the loggerhead, grows to 5 feet and 1,000 ST: 24-30 Move/Dodge: 9/6 Size: 3-5
pounds. All have tough shells that make them hard to dam- DX: 13 PD/DR: 1/1 Weight: 400-1,600 lbs.
age with unaimed blows. IQ: 3 Damage: 2d-2 cut Habitats: SW, FW
The larger turtle species are usually solitary animals, HT: 12/20-25 Reach: C
migrating long distances around the world’s oceans but
returning periodically to a few specific beaches to breed. Sharks instill more fear in humans than any animals
Smaller species are more gregarious and do not venture as far except possibly snakes and spiders. Yet each year, there are
from their breeding areas and feeding grounds. To lay eggs only 50 cases of shark attacks reported worldwide on aver-
after mating, the female turtle must laboriously haul herself age; of these, only 20% are fatal. Most attacks involve only
on to a beach, dig a hole in the sand, and deposit the clutch of one bite – apparently, sharks don’t really like the taste of
up to several hundred eggs, before the slow journey back to humans.
the sea. On land, a large turtle is almost helpless (DX 1, The fact remains, though, that there are shark attacks.
Move 1, Dodge 0). Small turtles will be marginally more Some sharks – notably the great white and the mako – even
agile, but still easy prey. For this reason, all turtles lay their attack small boats when angered or wounded.
eggs at night. Sharks attack quite suddenly from below (or above, if
After hatching, young turtles must make a short but haz- the victim is a diver), entirely removing a large chunk of
ardous journey to the sea; the vast majority get picked up by flesh in a single powerful bite. Blood loss is the most
birds and other predators. Egg clutches are also often dug up common cause of death from shark attacks – the victim will
by mammals or lizards – turtle eggs make a good (but short- continue to lose 1 HT per minute until first aid is begun.
lived) source of food for
humans on tropical
islands.
Most sea turtles are
omnivores, eating plants,
mollusks, and other sea
creatures. The loggerhead
is more of a carnivore,
while the green turtle is
unusual in being com-
pletely vegetarian. All tur-
tles have powerful jaws
that can bite for crushing
damage if provoked.
Turtles are revered in
many traditional mytholo-
gies. Their round shape
and the strength of their
shells has resulted in them
appearing as central char- GREAT WHITE SHARK
acters in creation myths
ranging from Asia to the Turtle of Rebirth of the Maya. Sharks become angry when wounded and excited at the
Chinese myth is especially rich in turtle symbology, with the smell of blood (they can scent blood from 1,000 yards). In
divine turtle representing wisdom, longevity, and the element either case, they will frenzy (treat as Berserk, p. B31), all-out
of water. The ancient Buddhist practice of releasing turtles to attacking every turn until the victim is eaten or the shark is
ensure good fortune persists to this day. Hawaiian legend killed.
says that turtles served as guides for the first voyagers to Sharks are found in seas throughout the world. Some
Hawaii. species are found in the shallows, while others are common
to the open sea. Sharks are active at all hours. Most travel
alone, but some travel in packs.

30 CREATURES OF THE WILD


The mako, tiger, white-tip, blue, bull, hammerhead, and it has still hit the target, but not in the eyes.)
lemon sharks all fall into the category of medium-sized, Anyone sprayed in the eyes will be blinded and in
ranging from 8-16 feet long. There are also three species of intense pain for 5 minutes. Anyone sprayed at all will stink
fresh-water shark which fall into this category. The great white for at least two weeks – up to four weeks if the scent is not
is simply a larger version – reaching up to 35 feet in length – neutralized with an acidic compound within 20 minutes.
and is treated the same in all respects except damage. Anyone who gets close enough to smell the victim will react
at -3. In addition, the person sprayed cannot use Stealth to
approach closer than 10 yards to anyone. A victim will also
SKUNK be the butt of many tedious remarks that reflect an apprecia-
ST: 3-4 Move/Dodge: 3/5 Size: <1 tion for low comedy.
DX: 14 PD/DR: 0/0 Weight: 1-6 lbs. Skunks can also bite for 1d-4 crushing damage, and
IQ: 4 Damage: * Habitats: F, P, D sometimes carry rabies.
HT: 12/3-5 Reach: R, C

The skunk is a small predator found throughout North SLOTH


America. It grows up to 30 inches in length, including an 8- ST: 8-9 Move/Dodge: 9/7 Size: 1
inch tail. Its distinctive black-and-white markings serve as a DX: 11 PD/DR: 1/1 Weight: 60-150 lbs.
warning to larger predators to leave it alone – though some IQ: 5 Damage: 1d+1 cut Habitats: F, J
have to learn the hard way. HT: 13/10 Reach: C
Skunks are solitary nocturnal animals, feeding on
insects, mice, frogs, and other small ani- Sloths have a reputation for being lazy, but they are very
mals. They sometimes cause problems active in the trees in which they hang upside-down with their
for farmers by entering poultry runs, hook-like claws, and they can move quite quickly from
killing the hens and eating the eggs. limb to limb. When forced to the ground, though, they
They have no fear of humans, are have difficulty moving and must do so very slowly.
easily tamed, and make affec- Sloths are arboreal, nocturnal herbivores that eat
tionate pets if raised from kit- mainly leaves, fruit, and young shoots. They are silent,
tenhood. They cannot be solitary animals which are non-aggressive, avoiding
trained to spray on command. humans whenever possible. If forced to fight, they can
In fact, leaving the scent glands defend themselves with their formidable claws, doing
in a tame skunk may result
in accidental spray-
ing.
SLOTH

SKUNK

If threatened, a skunk will raise its tail, turn its back to an


intruder, and let fly with a stream of vile-smelling fluid that
reeks for weeks. The skunk is remarkably accurate with
this spray at up to 4 yards range. The arc of fire is 60°
– any one target inside that arc and within 4 hexes of
the skunk is automatically sprayed.
Anyone hit by the skunk has a chance of being
hit in the eyes. Make a DX roll for the skunk to hit
(at -5 for a head shot, or -10 for the eyeslits). If the
skunk makes its roll, the victim’s only defenses are to
Dodge or Block – only helmets and shields offer PD pro-
tection against this attack. (If the skunk misses its DX roll,

CREATURES OF THE WILD 31


1d+1 cutting damage. Moccasin – Type A, 1d+1 damage; aggressive; Americas,
Asia
Puff Adder – Type A, 2d+1 damage; aggressive; Africa
SNAKE Rattlesnake – Type A, 2d damage; aggressive; North and
Constrictor
Central America
Saw-Scaled Viper – Type A, 2d+2 damage; timid; Africa,
ST: 12-24 Move/Dodge: 2-4/6 Size: 5-11 Asia
DX: 13 PD/DR: 0/0 Weight: 50-250 lbs. Sidewinder – Type A, 1d damage; aggressive; Mexico and
IQ: 3 Damage: * southwest United States
HT: 15/15-30Reach: C
Forest Poisonous
Poisonous Adder – Type A, 2d damage; aggressive; Europe, Asia
Asp – Type A, 1d-1 damage; timid; Africa
ST: 2-15 Move/Dodge: 2-4/6 Size: <1 to 4
Copperhead – Type A, 1d-1 damage; aggressive; North
DX: 13 PD/DR: 0/0 Weight: 1-25 lbs.
America
IQ: 3 Damage: *
Coral Snake – Type A, 1d damage; timid; Americas, Africa;
HT: 15/2-20 Reach: C
bite will not pierce any armor – bare skin only
Rattlesnake – Type A, 2d damage; aggressive; North and
Snakes are found in almost all habitats. For the purpose
Central America
of simplification, only stats for constrictor and poisonous
snakes are included here. For a non-poisonous biting snake, Jungle Constrictors
simply use the poisonous snake stats and the Biting Damage Anaconda – 1d-4 to 1d crushing, depending on size; aggres-
sive; Central and South America
Boa Constrictor – 1d-4 to 1d, depending on
size; aggressive; Central and South America
Python – 1d-4 to 1d crushing, depending on
size; aggressive; Africa, Asia
Jungle Poisonous
Banana Snake – Type A, 1d+2 damage;
aggressive; arboreal; southeast Asia
Black Mamba – Type A, 3d-1 damage; aggres-
sive; Africa
Bushmaster – Type A, 3d-1 damage; aggres-
sive; Central and South America
Cobra – Type B, 2d damage; aggressive;
Africa, Asia
Fer-de-Lance – Type A, 2d+2 damage; aggres-
sive; West Indies
Gaboon Viper – Type A, 3d+1 damage;
aggressive; nocturnal; Africa
Jararaca – Type A, 2d damage; aggressive;
South America
Krait – Type B, 1d+2 damage; tiny but aggres-
sive; India
Taipan – Type B, 3d+1 damage; timid;
Australia
Mountain Poisonous
Carpet Viper – Type A, 2d+1 damage; timid;
table on p. B140. The following examples are organized Africa to India
POISONOUS SNAKE

according to their most common habitats. Horned Viper – Type A, 1d+1 damage; aggressive; Africa
Rattlesnake – Type A, 2d damage; aggressive; North and
Fresh-water Constrictor Central America
Anaconda; 1d-4 to 1d crushing damage, depending on size;
aggressive; Central and South America Plains Constrictor
Rock Python – 1d-4 to 1d crushing, depending on size; timid;
Fresh-water Poisonous Africa and Asia
Cottonmouth – Type A venom, 1d+1 damage; aggressive;
North America Plains Poisonous
Adder – Type A, 1 to 2d damage; aggressive; Europe, Asia
Desert Poisonous Asp – Type A, 1d-1 damage; timid; Africa
Death Adder – Type B, 3d-1 damage; aggressive; Australia Cobra – Type B, 2d damage; aggressive; Africa, Asia

32 CREATURES OF THE WILD


Daboia – Type B, 2d damage; likes cultivated fields; aggres- eight short tentacles and two longer ones. Common squid
sive; Asia species grow to a maximum size of about 12 inches long.
Death Adder – Type B, 3d-1 damage; Australia They move by taking in water and squirting it rapidly out of
Habu – Type A, 1d+1 damage; likes houses and cultivated their bodies, making them one of the fastest creatures in the
fields; aggressive; Asia oceans. They hunt fish by chasing them down, grappling with
Rattlesnake – Type A, 2d damage; aggressive; North and their tentacles, and biting with small sharp beaks until the fish
Central America dies. The tentacles have suckers that, unlike those of octo-
Ringhal – Type S; spits first (4-hex range), bites if still both- puses, have sharp horny rims that improve their grip.
ered (Type B, 2d damage); Africa Squid live in the open ocean, often at great depths, and
Spitting Cobra – Type S; spits (4-hex range), then flees; frequently congregate in schools like fish. They can commu-
Africa nicate basic emotions by posture and skin color changes.
Salt-Water Poisonous When threatened, squid beat a very hasty retreat and many
Banded Sea Snake – Type B, 3d damage; curious and non- species eject an inky mucous which spreads in the water and
aggressive, often bites without injecting venom; Pacific obscures vision. In one deep-sea species, the ink is luminous,
Ocean leaving a glowing cloud in the dark water to confuse preda-
Yellow-Bellied Sea Snake – Type B, 2d+1 damage; curious tors. Squid ink can be extracted from caught specimens and
and non-aggressive, often bites without injecting venom; used as a writing material.
Pacific Ocean Humboldt squid is a species that grows 5-12 feet in
length. They live in the waters of the Humboldt Current off
Swamp Constrictor the coast of Chile and Peru, but similar-sized squid (either
Anaconda – 1d-4 to 1d crushing damage, depending on size; Humboldt or a different species) may be found in other cold
aggressive; Central and South America waters of the world. Treat them as regular squid, but with ST
Swamp Poisonous 8-15 and doing 1d-4 cutting damage with their tentacle suck-
Cottonmouth – Type A, 1d+1 damage; aggressive; North ers. They have a reach of C-1, weigh 75-200 pounds, and are
America 2-4 hexes in size. Humboldt squid have been known to attack
Rhinoceros Viper – Type A, 2d+1 damage; aggressive; divers, but not fatally.
Africa
Tiger Snake – Type B, 3d damage; timid; Australia SQUID, GIANT
ST: 20-100# Move/Dodge: 15/7 Size: 40-250
SPIDER DX: 13 PD/DR: 0/0 Weight: 1-8 tons
ST: <1 Move/Dodge: 2/2 Size: <1 IQ: 4# Damage: 1d-3 cut# Habitat: SW
DX: 13 PD/DR: 0/0 Weight: <1 oz. HT: 15/50-200 Reach: C, 1-20
IQ: 2 Damage: * Habitats: Sub, M, F,
HT: 13/1 Reach: C D, P, S, J Some species of deep sea squid grow much, much larger
than their kin, reaching lengths of 20-50 feet or more, with
See also the Tarantula, p. 34. tentacles accounting for about half this length. Giant squids
Spider-bite effects range from trivial, to painful but basi- are hardly ever observed live, partly because they require
cally harmless (-1 to DX rolls for an hour when using the bit- freezing cold water. The cephalopods (the octopuses and
ten limb or area, and make a Will roll to avoid yelling when squids) are the most intelligent of the invertebrates, and the
first bitten), to deadly. Black Widows and most tropical poi- giant squid has the largest nervous system of these. They
sonous spiders have Type C venom doing 1d to 2d+1 dam- might have an IQ as high as 8 (rivaling the dolphins and
age, depending on species. The Brown Recluse has a Type E whales), but their thoughts would still be quite alien.
venom doing 1d damage. Most non-tropical poisonous spi- Each tentacle of a giant squid can grapple with ST 5-8,
ders have Type H venom doing 1d damage. depending on the size of the creature, with up to four tentacles
Spiders eat insects and usually capture them in their combining on a single human-sized prey. The squid will not
webs (only some of which are actually sticky). A few spiders attack multiple targets. Any creature grappled by the squid
stalk their prey or have other ways of capturing them. immediately takes the listed damage from the cutting edges
Sorcerers use poisonous spiders such as black widows to around the suckers, and takes this damage each turn until free.
guard their valuables. To break free from a tentacle, the victim must win a Quick
Contest of ST (p. B112). An attempt to pull off more than one
tentacle at once can be made – simply add the ST of each
SQUID before rolling the contest. The turn after the squid has grappled
ST: 2# Move/Dodge: 25/10 Size: <1# its victim, it will pull it toward its beak 1 hex per turn. If the
DX: 14 PD/DR: 0/0 Weight: 1# lb. victim reaches the beak, the squid will bite each turn for cutting
IQ: 4 Damage: * Habitat: SW damage appropriate to the squid’s ST (2d to 5d; see p. B140).
HT: 14/3 Reach: * Each tentacle can take damage up to 10% of the squid’s
hit points before being crippled. Cutting damage can sever
Squid are cephalopod mollusks, related to octopuses, with the tentacle; impaling damage to a tentacle is not doubled.

CREATURES OF THE WILD 33


water and often take extended swims or wallow
like hippopotamuses. They move cautiously
through the forests, either alone or in pairs.
Tapirs are solid, muscular creatures that,
although they would try avoid any conflict, can
trample for 1d-1 crushing damage. Their feet retain
five small toes. The tapir’s nose is sensitive and
flexible, somewhat like a very short elephant’s
trunk. Although almost identical in other respects,
the Brazilian tapir is a uniform dull brown color,
while the Malayan tapir is glossy black with a
white torso and rump. The young of both species
are patterned with stripes for camouflage.
The tapir’s unusual shape has led to the
Malay legend that the gods who created the ani-
mals assembled them out of leftover pieces after
all the other animals were done. Their superficial
resemblance to large pigs has resulted in them
being shunned as food animals by Muslims. The
Piaroas Indians of South America also do not
hunt tapirs, believing them to be the reincarna-
tions of their ancestors. Other Indian tribes hap-
pily use them for food, and some believe ground
STINGRAY
tapir hooves are an epilepsy cure.
STINGRAY
ST: 3-10 Move/Dodge: 3/6 Size: 1-19 TARANTULA
DX: 13 PD/DR: 0/0 Weight: 2-750 lbs. ST: 1 Move/Dodge: 3/7 Size: <1
IQ: 3 Damage: * Habitat: SW DX: 12 PD/DR: 0/0 Weight: 1-3 oz.
HT: 14/4-20 Reach: C, 1 IQ: 2 Damage: * Habitats: D, F, P, J, M
HT: 13/1 Reach: C
Stingrays are flat, cartilaginous fish related to sharks.
They are bottom feeders, smaller than manta rays but more Tarantula is the common name given to several different
dangerous to humans. They are found in tropical to temperate species found in temperate regions around the world. The
seas, in shallow waters to a depth of 400 feet. Their col- spiders included under this name are all hunters, relying on
oration provides good camouflage (Vision-4 to be spotted) as stalking and jumping tactics rather than ensnaring webs.
they lie on the sea bottom. Unwary waders will be stung by All the species tend to be large and hairy, but the col-
the whip-like tails if they venture too close; stingrays can oration can vary from bright cobalt blue, to pink, to drab
whip their tails into their own hexes and into any of their brown and black. Many tarantulas have striking patterns,
back hexes. They do not eat humans – the attacks are strictly such as the Mexican Red-leg Tarantula. The largest of these
defensive. The sting has Type H venom that does 1d to 2d spiders, the bird-hunting tarantulas from the South American
damage immediately. jungles, can reach a weight of 3 ounces and have a leg span
that reaches up to 10 inches.
TAPIR
ST: 20-28 Move/Dodge: 5/5 Size: 2
DX: 10 PD/DR: 1/1 Weight: 300-700 lbs.
IQ: 4 Damage: 1d-1 cr Habitat: J
TAPIR
HT: 12/20-25 Reach: C

Tapirs are smaller relatives of the rhinoceros and have


the same basic body shape, without the horn. An adult stands
up to 3 feet high. Tapirs once roamed much of Asia and the
Americas, but in modern times are restricted to southeast
Asia and northern South America.
Mountain tapirs are found in the high cloud forests of the
northern Andes, while other species stick to lowland tropical
forests. All are timid, nocturnal, jungle-dwelling herbivores
with a fondness for water plants. They seldom travel far from

34 CREATURES OF THE WILD


Tarantulas do not spin webs to
capture prey. Rather, they will play
out a string of silk as they wander
their territory in search of food. If any
creature disturbs this string, the vibra-
tions will alert the tarantula, and it
will quickly return and attack. Other
species will lay the string out in front
of their burrow, which is often cov-
ered by a silk-and-earth lid. When the
thread is tripped, the tarantula will
spring out of its burrow and attack.
Tarantulas will eat just about anything
that wanders across their path, pro-
vided it is not too large. Their diet
TASMANIAN DEVIL
includes frogs, lizards, birds, bats, rodents, insects, and other
spiders. Realistically, tarantulas are solitary hunters and do
TASMANIAN DEVIL
ST: 4-6 Move/Dodge: 4/6 Size: 1
not swarm. DX: 13 PD/DR: 0/0 Weight: 12-20 lbs.
While all tarantulas are venomous, most tarantula bites IQ: 4 Damage: 1d-2 cut Habitats: F, M
are hardly more dangerous than a bee sting. Some species, HT: 15/8-10 Reach: C
however, like the Australian Trapdoor Tarantula, can be quite
deadly. Such a tarantula would have Type C venom, doing The Tasmanian devil is a carnivorous marsupial resem-
1d+3 damage. In addition, most of the New World tarantulas bling a 3-foot-long combination of a rat and a bear. It was
have a defensive weapon that will cause discomfort for once widespread on mainland Australia, but is now confined
humans – an agitated tarantula will turn its rear toward its to Tasmania. It is heavy-set, with short stumpy legs, a large
tormentor and kick a spray of fine, barbed hairs from its head, and massive, bone-crunching jaws. Its fur is black with
abdomen. These hairs cause itching on contact; a victim white blotches.
struck in the face may experience swollen eyes and have dif- Tasmanian devils are primarily nocturnal scavengers,
ficulty breathing. Treat as a Type S venom. The attack is only eating anything, dead or alive. They are slow-moving, often
effective at Close range, and only if the target is facing the lying in wait by trails or streams. They are strong swimmers
tarantula. (Move 2), but not good climbers. Their ferocity is greatly
Tarantulas are viewed very differently by many diverse exaggerated, largely a matter of legend rather than reality.
human cultures. The natives of the Caribbean Islands tell
tales of Anansi, a half-spider, half-man prankster god; Anansi
can change into spider or man form at will. The residents of TIGER
Taranto, Italy, from which the name tarantula comes, attribute ST: 35-40 Move/Dodge: 10/7 Size: 2
fantastic qualities to tarantula venom (see p. FB75 for DX: 14 PD/DR: 1/1 Weight: 220-600 lbs.
details). Tarantulas in Malaysia are worshiped as gods, and IQ: 4 Damage: 2d cut Habitats: J, M, F
are referred to as the “Earth Tiger.” HT: 15/20-25 Reach: C

Tigers are great cats usually found in the jungle, though


TIGER certain types inhabit mountainous areas and forests. They
actually like water and will often lie in rivers in wait of prey
(Swimming Move 2). They are solitary except in mat-
ing season, and tend to be nocturnal. They are some-
times active during daylight hours, but never in the
heat of the day (11 a.m. to 3 p.m.). During the Ice
Age, they covered almost all of Eurasia, but
today are found only in parts of Siberia,
Manchuria, Persia, India, China, Sumatra,
Java, and Bali.
Tigers use stealth to stalk up
close to their prey, rushing upon
their victims for the final 10-20
yards. They are powerful jumpers,
able to clear 6-foot walls and leap 10-yard
ravines easily. Their hearing and night
vision are exceptionally keen (Hearing and
Vision 18; Night Vision).

CREATURES OF THE WILD 35


A tiger attacks by biting its prey on the back of the neck,
grasping its shoulder with a paw and attempting to pull it VULTURE
down. In real life, this will often break the prey’s neck – treat ST: 3-5 Move/Dodge: 7/7# Size: 1
this attack as a Neck Snap maneuver (p. CI170), usually at DX: 13 PD/DR: 0/0 Weight: 3-22 lbs.
the default. If the tiger fails to break its victim’s neck, it will IQ: 4 Damage: 1d-4 cut Habitats: D, M, P
shift its bite to the throat and attempt to strangle (see Going HT: 13/4-6 Reach: C
for the Throat, p. 79).
Most tigers will not attack humans; in fact, they will even Vultures are large birds of prey, related to eagles and
abandon a kill if there is any sign of human activity in the hawks, which specialize in eating carrion. The vultures fall
area. Only if one becomes unable to catch its natural prey – into two related groups of species, native to the Old World
through either old age or injury – will it resort to man-eating. and New World. Old World vultures inhabit Mediterranean
Those that do become man-eaters prove to be crafty and hard Europe, Africa, and the drier regions of Asia. New World
to track (one man-eater killed in 1911 had eaten over 800 peo- vultures range from the USA to the southern end of the
ple!). Give them a Craftiness of at least 12 (see p. 84). Andes. All vultures prefer open terrain with few trees, which
In fact, man has proven to be far more dangerous to the allows them to spot the dead animals on which they feed.
tiger than vice versa. Six of the eight species of tiger are in Vultures range in size from 3-4 pounds for the turkey
danger of extinction, and there are probably fewer than 1,000 vulture (also known simply as the buzzard), common all over
tigers left in the wild. the Americas, to about 22 pounds for the Californian and
Andean condors, the heaviest flying birds in existence.
Wingspans range from 3 feet for smaller vultures to 10 feet
GIANT TORTOISE for the condors. The Californian condor is in critical danger
of becoming extinct, with fewer than 100 animals alive, but
other vultures are still common.
Vultures typically “hunt” by circling very slowly high in
the air, using thermals to provide lift and hardly ever beat-
ing a wing. They use their keen eyes to spot animals in
distress or being killed by predators. Once spotted,
the vulture flies to its meal at the listed speed.
On the ground, vultures are quite agile, with
Move 5, Dodge 5. They will be eager to feed,
squabbling and fighting over the carcass, but
avoiding any dangerous predators in the vicin-
ity. They often insert their entire heads into the
carcass body cavities to pull out pieces of

TORTOISE,
GIANT
ST: 10-30 Move/Dodge: */– Size: 1-2
DX: 7 PD/DR: 2/5# Weight: 200-500 lbs.
IQ: 3 Damage: 1d-2 cut Habitat: P
HT: 11/10-20 Reach: C

These are the giant land tortoises native to the islands of


the Galapagos in the Pacific Ocean and Aldabra in the Indian
Ocean. Tough reptiles with hard shells covering most of their
body, these creatures can live over 100 years, reaching the
upper sizes listed above. They are very slow – they can move
1 hex every 10 turns. A giant tortoise cannot dodge, and its
exposed head, neck, and legs have no PD and a DR of 1.
Although not quick, they have sharp claws and mouths.
Giant tortoises can live through extremely harsh condi-
tions, surviving droughts by storing water in their bodies.
Although normally vegetarian, a tortoise will not waste food
VULTURE
and will gladly consume carrion. The larger specimens can
easily support a human sitting on their back and still walk
around, but almost any other mount would be faster.

36 CREATURES OF THE WILD


flesh, which accounts for the characteristic lack of feathers
on the head and neck. After eating their fill, vultures retire to WILD BOAR
a nearby roost to digest for a while before taking wing again. ST: 20-24 Move/Dodge: 8/7 Size: 2
Though they fight among themselves for food, vultures do DX: 14 PD/DR: 1/2 Wt.: 200-400 lbs.
not tackle live food and are unlikely to attack anything unless IQ: 6 Damage: 1d+1 cut# Habitat: F
cornered or desperate. HT: 15/20-25 Reach: C
Most vultures have an extremely poor sense of smell,
relying solely on eyesight to detect food. The exception is the Large, short-tempered pigs, wild boars are among the
turkey vulture, which can detect hidden carrion by smell and most dangerous game animals. They have long sharp tusks,
seems to rely on this method more than eyesight. Before this whose razor edges are honed by the action of the opposing
was discovered, turkey vultures were believed to have an teeth. Wild boars live in groups of 6-50 animals, with the
occult sense that led them to their prey. boars protecting the sows and young. They are active from
In classical Greek mythology, the titan Prometheus was late afternoon to early morning.
condemned by Zeus to have his regenerating liver ripped out They are famous for bursting suddenly from the under-
and devoured by a vulture every day, as punishment for giv- brush, and are capable of breaking a horse’s leg and disem-
ing humans the gifts of civilization and the arts. Hercules boweling the rider before he hits the ground. They are cagey
eventually slew the vulture and adopted the bird as his beasts (Craftiness 10 or more), known to hunt their hunters,
emblem. Ancient Egyptian lore tells that the vulture cannot and more than one dog will usually be lost in any boar hunt.
reproduce naturally, so all vultures are fathered by the ele- Treat their attack as a slam doing 1d+1 cutting damage if
mental wind. In Western Africa, the vulture god Fene-Ma-So they hit. Once it has downed an opponent, the boar will con-
is considered the king of all birds. tinue to gore for 1d+1 cutting, or trample for 1d-1 crushing.

traveling 60-70 miles in a day in groups of 3-7. Most feed by


filtering plankton and small crustaceans through the whale-
WHALE
WHALE
ST: 50-150 Move/Dodge: 10/7 Size: 3-35 bone or “baleen,” which is not bone at all, but a thick, skin-
DX: 13 PD/DR: 4/6-13 Weight: 1/2 to 5 tons like material. Whales were persecuted in ancient times as
IQ: 8 Damage: * Habitats: SW, FW being sea demons or monsters, but they are nearly harmless
HT: 14/20-70 Reach: C, 1-7 to humans – many could not swallow a man if they tried!
The largest whales have extremely thick skin covering up
Whales are marine mammals of the order Cetacea, com- to 20 inches of blubber; this accounts for their high PD and
prising so many types that it is difficult to classify them DR. Most hunted whales die from blood loss and exhaustion,
under one heading. They range in size from the 10-foot orca rather than serious wounds or damage to internal organs.
(p. 23) to the gigantic blue whale, which can reach more Whales are generally non-violent and have little fear of man,
than 100 feet. They are gregarious, ranging animals, often which unfortunately makes them easy prey for whalers.

CREATURES OF THE WILD 37


dodge out of the way while the same operation is performed
WOLF by the other wolves. Eventually the prey weakens from shock
ST: 8-10 Move/Dodge: 9/7 Size: 1 and loss of blood, and the pack can drag it down.
DX: 14 PD/DR: 1/1 Weight: 70-170 lbs. Wolf attacks on humans are a subject for hot debate.
IQ: 5 Damage: 1d-2 cut Habitats: F, M, A, P There are no verified recent attacks, but ancient tales abound
HT: 11-13 Reach: C with stories of wolves devouring people. The odds are good
that wolves will not attack humans unless the climate is so
The wolf is a ferocious carnivore, found throughout severe that other prey is very scarce.
North America, northern Europe, and Asia, and in early his-
torical times was even more widespread. Wolves are coura-
geous and intelligent, with great fighting ability and WOLVERINE
endurance. They are largely nocturnal, though they do hunt ST: 10-12 Move/Dodge: 8/6 Size: 1
in the day. Packs range from 4-30, but lone wolves can also DX: 12 PD/DR: 1/2 Weight: 30-65 lbs.
be encountered. Wolves mate for life and are quite protective IQ: 5 Damage: 1d-2 cut Habitats: F, A, M
of their mates and cubs. HT: 10-12 Reach: C

The wolverine is among the fiercest animals in nature,


though it does not usually attack humans. The largest member
of the weasel family, it resembles a cross between a weasel
and a bear. It measures up to 4 feet long – plus another foot of
tail – and stands up to 1-1/2 foot at the shoulder.
The strongest mammal of its size, it is able to drive
mountain lions and bears from their kills. A wolverine is
capable of bringing down a moose that is hampered by deep
snow. It is active for four hours at a time, then rests for four
hours, continuing this cycle throughout the day and night.
While wolverines do not attack humans, they apparently
enjoy baiting them. Trappers are sometimes driven out of busi-
ness by wolverines raiding their trap lines, eating the trapped
animals and ruining the traps. If hunted, they can double back
and destroy the hunter’s camp! They are among the cagiest
beasts in nature – give them a Craftiness level of at least 12 to
WOLF
They hunt in packs, having a good sense of pack tactics figure out how to ruin equipment, evade hunters, detect and
(p. 76). They attack by biting in close combat for 1d-2 cutting destroy traps, and in general make a fool out of a human. If
damage. They tend to rush in, bite out a piece of flesh, then cornered, they will bite in close combat for 1d-2 cutting.

DOMESTIC ANIMALS
This section describes those animals, both domestic and Camels are large herbivores used in desert areas as
domesticated, that have been tamed by man. Domestic ani- mounts and beasts of burden. They stand 6-7 feet at the
mals are those which have been bred for certain traits – dogs, shoulder. The Arabian camel has one hump, while the
cattle, horses, pigs, and goats are examples. Domesticated Bactrian or Asian camel has two. The Arabian is unknown in
animals are those which have been left primarily as found in the wild, but the Bactrian is still found wild in the Gobi
the wild state, either because they are useful as is or because Desert.
the wild has produced the best survivors for the area. Camels are well-adapted to their desert lives, with long
Elephants, llamas, camels, reindeer, and yak are domesticated lashes to protect their eyes from windblown sand and nostrils
animals. The cat is a special case, being both – some breeds that can be readily closed to keep out sand. Camels store fat
are slightly modified, most are not. in their humps, to serve as an energy reserve when food is
Habitats are listed only for those animals still found in scarce. They are also able to store water in their tissues.
the wild. Camels possess a strong odor that, to the uninitiated, is
quite unpleasant. They also have the unfortunate habit of
spitting at bothersome people. They are known for their stub-
CAMEL bornness and short tempers – all Animal Handling skill rolls
ST: 40-60 Move/Dodge: 6/4 Size: 3 are at -4.
DX: 9 PD/DR: 1/1 Weight: 900-1,450 lbs. In the wild, camels are gregarious diurnal animals, found
IQ: 4 Damage: 1d+1 cr# Habitats: D, P in groups of up to 15, though 4-6 is more common. Wild
HT: 12-15 Reach: C camels will usually flee humans. Camels can trample with
their hooves for 1d+1 crushing damage, or bite for 1d damage.

38 CREATURES OF THE WILD


Cretan entertainers learned a similar Physical/Hard skill,
CAT Bulldancing; they toyed with the animal, even vaulting over
ST: 2-4 Move/Dodge: 15/7 Size: <1 its horns, but did not kill it. A separate roll is required for
DX: 14 PD/DR: 0/0 Weight: 5-15 lbs. each trick performed. Failure indicates a fall, possibly result-
IQ: 5# Damage: 1d-4 cut ing in being gored or trampled. Bulldancing defaults to
HT: 13/2-3 Reach: C Acrobatics-5.

A domestic animal, kept as a pet. Cats are covered in


more detail under Animal Companions (p. 100). DOG
ST: 1-12 Move/Dodge: 4-12/6 Size: <1 to 2
DX: 11-12 PD/DR: 0/0# Wt.: 5-150+ lbs.
CATTLE IQ: 5 Damage: *
ST: 40-80 Move/Dodge: 8/4 Size: 3 HT: 12-15/4-12 Reach: C
DX: 8-9 PD/DR: 0/0 Weight: 1/2 to 2 tons
IQ: 4 Damage: 1d+1 imp# Dogs are domestic animals, used for hunting or as pets.
HT: 14-17 Reach: C Large dogs can be used as draft animals. Most dogs’ coats are
not thick enough to serve as armor, though a thick-coated dog
Cattle – cows and bulls – are found throughout the world will have PD 1, DR 1. Some breeds (bloodhounds, for
and have been domesticated for centuries; some species instance) have very keen noses, with a Smell roll of 18.
could not survive in the wild anymore. Cows are gentle, Some dogs are feral – treat them as wolves, coyotes,
patient animals, but bulls are famous for their short tempers. dholes, dingoes, or jackals – whichever seems most appropri-
In 19th-century America, bulls were responsible for more ate. Dogs bite in close combat, doing cutting damage for their
human injuries than any other animal. Most male cattle are ST. Some breeds will bite repeatedly; others (e.g., bulldogs)
castrated as calves, and then called steers, bullocks, or oxen. will bite and not let go.
Oxen are used as draft animals (see p. B144). Cattle are For more on dogs, see Animal Companions on p. 99.
kept for a multitude of purposes – meat, dairy products,
leather, glue, soap, fat, medicines, etc., and in the past
were a common medium of exchange. A fine horse, for
example, was said to be worth so many cattle, and cattle
were given as a dowry or paid as a bride-price.
Threatening to kill a freeman’s cattle was often more
effective than threatening to kill his family.
Bulls (and often cows) attack with a charge – a slam
and a trample. The slam is treated like a head butt
(p. 75). After knocking its foe down, the animal tram-
ples with its hooves, halved for running through the hex.
It will then turn around and gore the prone victim, this
time doing only half head butt damage because the
speed of the charge is missing. If there is anything left,
the creature will toss the remains; treat this as falling
damage from 5 yards (p. B131).
COWS
Few cows and steers grow to much more than about a
ton in weight. Oxen (castrated males two to three years old)
in some breeds might weigh as much as 2 tons, however.
DONKEY
ST: 20-30 Move/Dodge: 10/6 Size: 2
This would increase the damage it does, as shown below.
DX: 10 PD/DR: 1/1 Weight: 500-600 lbs.
IQ: 4 Damage: 1d-1 cr# Habitat: P
Slam Trample
HT: 10-13 Reach: C, 1
From 1/2 ton up to 1 ton 1d+1 imp 1d+1 cr
From 1 ton up to 2 tons 1d+2 imp 1d+2 cr
Small equine animals, donkeys are also called burros and
For a 2-ton animal 2d imp 2d cr
asses. They are patient animals, more sedate than mules, and
very sure-footed (DX 15 for any roll to keep their footing).
Subtract 1 point of damage for cattle with short horns,
Miners in the American West relied on donkeys and mules
and make the damage crushing rather than impaling.
over horses, as the pack animals could go into areas where
Bullfighting is a Physical/Average skill defaulting to
horses could not and eat desert vegetation that would have
DX-5. A successful skill roll allows the matador to guide the
killed horses. Donkeys are mild-mannered beasts; they will
bull’s charge harmlessly past himself; failure means being
not bite or kick unless severely molested. They bite for 1d-1
gored and possibly trampled. The matador may attempt to
hits of crushing damage and kick to the back hexes for 1d.
stab the bull as it runs by: Bullfighting skill 4 to hit, since the
Though donkeys make small mounts, they are sturdy, strong
main action is to avoid impalement.
beasts that humans can ride.

CREATURES OF THE WILD 39


would barely support one cow. Goats make interesting pets –
FALCON they are stubborn (any Animal Handling skill roll is at -3),
See p. 14. but they can be affectionate and funny companions. Goat’s
milk is prized in many parts of the world.
Wary of strangers, goats will flee if approached. If
FOWL brought to bay, a goat will butt, then flee if there is a way out.
Chicken
Treat the butt as a slam attack for damage equal to 1d crush-
CHICKEN
ing for every 100 lbs. of weight (large goats have been
ST: 1-2 Move/Dodge: 7/6# Size: <1 known to kill people with head butts). Give the goat +2 ST
DX: 13 PD/DR: 0/0 Weight: 3-10 lbs. for determining knockdown.
IQ: 4 Damage: 1d-5 imp
HT: 12/1-2 Reach: C
HORSE
Chickens are the most common barnyard animals. They
are capable of limited flight – they can certainly fly into a Cavalry Horse
person’s face and try to peck out his eyes. Roosters are ST: 32-40 Move/Dodge: 16/8 Size: 3
aggressive; cock-fights have provided entertainment through- DX: 11-12 PD/DR: 0/0 Wt.: 900-1,400 lbs.
out the ages. Chickens can actually make quite affectionate IQ: 4 Damage: 1d+2 cr#
pets. Move given is on the ground; most chickens cannot fly HT: 11-13/25-30 Reach: C, 1
any great distance.
Draft Horse
Duck ST: 50-70 Move/Dodge: 12/6 Size: 3
ST: 1-2 Move/Dodge: 8-14/7# Size: <1 DX: 9-10 PD/DR: 0/0 Wt.: 1,600-2,500 lbs.
DX: 14 PD/DR: 0/0 Weight: 3-10 lbs. IQ: 4 Damage: 1d+2 cr#
IQ: 4 Damage: 1d-5 cr Habitat: FW HT: 12-13/25-30 Reach: C, 1
HT: 14/1-2 Reach: C
Heavy Warhorse
Ducks are small waterfowl, frequently hunted or kept on ST: 40-50 Move/Dodge: 14/7 Size: 3
homesteads that have ponds. They often become affectionate DX: 9-12 PD/DR: 0/0 Wt.: 1,500-2,000 lbs.
pets. Wild ducks are among the fastest fliers in nature; IQ: 4 Damage: 1d+2 cr#
domestic ducks are not. A duck will attack a person if it feels HT: 11-13/25-30 Reach: C, 1
threatened enough, but no duck is as aggressive as a rooster
or goose. Move given is for flight; on the ground, ducks have Pony
Move 2. ST: 24-30 Move/Dodge: 13/6 Size: 2
DX: 10 PD/DR: 0/0 Weight: 350-700 lbs.
Goose IQ: 4 Damage: 1d-2 cr# Habitat: P
ST: 1-3 Move/Dodge: 8/7# Size: <1 HT: 10-13/15-20 Reach: C, 1
DX: 14 PD/DR: 0/0 Weight: 8-15 lbs.
IQ: 4 Damage: 1d-4 cr Habitat: FW
HT: 14/3-5 Reach: C

Geese are aggressive birds, large for barnyard fowl.


They are superb “watchdogs” – once they alerted the citizens
of Rome to invading barbarians. Anyone approaching a farm
with geese will be met with loud honks and possibly an
aggressive charge. Geese run at intruders with wings wide
and beaks ready to peck. They are less amenable to training
than other fowl. Move given is for flying; on the ground,
geese are Move 3.

GOAT
ST: 8-12 Move/Dodge: 9/6 Size: 1
DX: 13 PD/DR: 1/0 Weight: 50-300 lbs.
IQ: 4 Damage: * Habitats: M, P
HT: 15/6-10 Reach: C
HORSE
Medium-sized herbivores, goats have been domesticated
for centuries. A whole herd of goats can live on land that

40 CREATURES OF THE WILD


Racehorse Llamas are diurnal herd animals, found in groups of 5-
ST: 26-32 Move/Dodge: 18/9 Size: 3 12. They stand about 4 feet high at the shoulder. They are
DX: 9-12 PD/DR: 0/0 Wt.: 800-1,400 lbs. used as pack animals, and meat, wool, tallow, leather, rope,
IQ: 4 Damage: 1d cr# and even fuel are obtained from them. They are too small to
HT: 8-10/20-25 Reach: C, 1 ride, but can carry packs up to Light encumbrance; they will
refuse heavier loads.
Saddle Horse Llamas will spit when angry, but their bite and kick are
ST: 28-35 Move/Dodge: 16/6 Size: 3 ineffectual; flight is their only defense.
DX: 9-12 PD/DR: 0/0 Wt: 800-1,400 lbs.
IQ: 4 Damage: 1d cr# Habitat: P
HT: 8-12/20-25 Reach: C, 1
MULE
ST: 30-40 Move/Dodge: 8/5 Size: 2
DX: 10 PD/DR: 0/0 Wt.: 800-1,400 lbs.
Domestic animals, kept for riding and draft purposes, IQ: 4 Damage: 1d cr#
horses range widely in size, coloration, and temperament. HT: 12-14 Reach: C, 1
The size of a horse is measured in hands at the withers
(the high point of the back where the neck joins the shoul- Mules are the sterile offspring of a donkey and a horse.
ders). One hand is 4 inches. A horse that stands 15-2 hands Their reputation for stubbornness is largely undeserved. Like
stands 15 hands plus 2 inches, or 62 inches, at the shoulder. horses, some mules will allow
An 18-hand horse is a giant – a themselves to be overworked –
Percheron or Clydesdale. 15-2 is consid- MULE even to death; most, however,
ered the ideal height for a cavalry will merely stop working when
mount. A height of 14-15 hands is about they are tired. In fact, mules are
the size of the “ponies” of Genghis favored as draft and pack ani-
Khan and his Mongol armies (any horse mals for this very trait; replacing
of 14 hands or less is called a pony). animals that allow themselves to
Horses can kick into any rear hex be overworked can be expen-
for the listed damage, paw into any front sive. Mules are also less high-
hex for -2 to listed damage, or bite in strung than horses, though some
close combat for 1d-1 crushing damage. will still shy at sudden noises.
Man first domesticated horses as a Mules are rumored to have a
source for milk and meat in 3000 to deep fear of water, but this is
4000 B.C., but it was their use as draft unfounded.
and riding animals that forged a unique Mules can kick into any
relationship between man and beast. By front or back hex, doing 1d
1500 B.C., horses were pulling chariots crushing damage. They can also
into battle, and by 800 B.C., they were bite in close combat, doing 1d-1
carrying riders into battle. Horses have crushing damage.
fought beside mankind from the first recorded battles to the
20th century. In World War I, over two million horses were
killed in battle, and during World War II, many nations were PIG
using horse-drawn vehicles for supply and ambulance duties. ST: 10-20 Move/Dodge: 7/5 Size: 1-2
Russia and China maintained horse cavalry divisions until the DX: 11 PD/DR: 1/1 Weight: 100-450 lbs.
1950s and ’60s (complete with NBC gear for the horses!). IQ: 6 Damage: 1d-1 cr#
Today, horses with body armor and face-shields are quelling HT: 15/10-13 Reach: –
riots and chasing down criminals for some of the world’s
largest police departments. The modern domestic pig is a cross-breed of Asiatic and
European pigs; medieval pigs were smaller and faster. Pigs
are more human in their habits than most hoofed animals –
they adapt well to human time cycles. Modern pigs are raised
LLAMA
ST: 16-20 Move/Dodge: 13/6 Size: 2 mainly in sties, but in ancient times, pigs were sent into the
DX: 11 PD/DR: 2/1 Weight: 100-300 lbs. forest to browse, with a swineherd to guard them. They were
IQ: 4 Damage: – Habitat: M taught from piglethood to come at the call of a horn.
HT: 12-15 Reach: – Domestic pigs are not good fighters – they lack the sharp
tusks of their wild ancestors. This does not mean they cannot
Llamas, related to camels, were domesticated long use their teeth; a large pig may bite for 1d-1 crushing dam-
before the Spanish came to South America. They are used as age. But generally, upset pigs will attempt to bowl a person
beasts of burden in high, rugged, mountainous areas. A over and run past. Treat this as a slam attack, with the pig
related species, the guanaco, may be treated as a wild llama, getting +3 ST to determine knockdown.
found primarily in high mountain meadows.

CREATURES OF THE WILD 41


The water buffalo is a familiar
animal in Asia. It is a placid, patient
WATER
SHEEP
ST: 6-18 Move/Dodge: 8/6 Size: 1 beast that allows little children to
BUFFALO
DX: 13 PD/DR: 2/1 Weight: 50-250 lbs. herd it with a switch – yet it can
IQ: 4 Damage: 1d-3 cr turn on a stranger and trample and
HT: 15/6-8 Reach: C gore him in a few seconds. It does
trampling damage for 1d+1 crush-
Sheep are grazing animals, raised in large flocks for ing, or gores for 1d+2 impaling.
wool and meat. They are shy and skittish, wary of most Treat water buffalo as cattle
humans. They are also totally defenseless, making them with temperaments somewhere
attractive to predators. Sheep are turned loose to graze on between those of cows and bulls. Water buffalo are patient
their own, with the protection of a shepherd and his dogs. with their masters, but wary with anyone else. A person gets
Rams are aggressive, and will charge if provoked. Treat a a -4 to Animal Handling when dealing with a water buffalo if
ram’s attack as a slam, with the ram getting +3 ST for deter- he is not familiar with that particular animal; -3 after a day, -2
mining knockdown and doing 1d-3 crushing in a head butt. after a week, -1 after a month, and no penalty after 2 months.
The above stats can also be used for the wild Cape buf-
falo, one of the most dangerous game animals alive. Treat the
Cape buffalo as a large, savage water buffalo, inhabiting wet
WATER BUFFALO
ST: 55-70 Move/Dodge: 7/4 Size: 3 plains and swamps. It is quite cagey (give it +6 to IQ for
DX: 9 PD/DR: 1/1 Wt.: 1,500-2,000 lbs. tricking hunters), often doubling back upon its pursuer. Many
IQ: 4 Damage: 1d+2 imp# a hunter has been surprised from behind by the charge of a
HT: 13-16 Reach: C Cape buffalo.

VERMIN
Stinging insects, slimy vermin, and similar horrors are hex, automatically hitting (though special clothing will pro-
treated like skin-affecting gas (p. B132). Clothing will keep tect a victim). Swarms can be dispersed if they take enough
them off for 2 turns, armor for 5; after that, they penetrate, hits. Swarms are covered in detail in the GURPS Basic Set
doing whatever damage they can do. The result of an insect on p. 143.
attack can range from harmless misery to quick death. A horde behaves much like a swarm, but it is bigger. In
fact, a person can’t count how many beasties are in a horde –
A group of small creatures is treated as a unit when it they fill each hex so completely that, in the case of crawling
attacks. Such a group (filling one hex on the combat map) is hordes, the floor can barely be seen beneath them. Use the
called a “swarm.” A swarm attacks any victim(s) in its own swarm rules for their behavior unless the following rules
specify otherwise.

Type of Damage/ Base Move Dispersed


Horde Turn Size by
Bats 1d-2 15 6 4 hits/hex
Birds 1d-1 15 8 6 hits/hex
Crawling
Insects 1d-1 5 2 5 hits/hex
Flying
Insects 1d-3 15 5 3 hits/hex
Piranha 2d 5 4 4 hits/hex
Large Rats 1d+2 5 4 4 hits/hex
Small Rats 1d 5 3 3 hits/hex
Snakes 1d-3 5 2 5 hits/hex

Damage per turn indicates the amount


of damage taken at the end of every turn by
each character overwhelmed by a horde.
This is not an “attack,” in the sense that there
is no roll to hit and no chance to parry; noth-
ing anyone does will prevent at least part of
the horde from getting him. The horde can both
move and bite in a single turn, even if the victim

42 CREATURES OF THE WILD


has dispersed a hex-full in his turn.
Characters do, however, get their DR
against this damage.
Base size is how many hexes it takes
to make a horde. If a horde is reduced
below its base size (in hexes), each remain-
ing hex becomes a swarm (p. B143).
Move is the number of hexes a horde
can move. All hordes move last in each
turn. A larger horde moves even slower; for
each 10 hexes of horde (30 hexes for flying
or swimming hordes), reduce Move by 1.
No horde can have Move reduced to 0,
though – a horde can always move.
Dispersed by is the number of hits nec-
essary to disperse a single hex of a horde.
Use the rules for Attacking a Swarm
(p. B143) to “damage” a horde. However,
hordes are harder to disperse than swarms.
Whenever a horde takes “dispersal dam-
age” equal to its “Dispersed by” number, it
is reduced in size by 1 hex. The GM
chooses which hex of the horde is
removed. Hits taken by a horde are cumulative.
GMs should feel free to extrapolate from this table. For
BATS
See p. 8.
example, some hordes – like spiders and scorpions – might
be poisonous, and some – like bats and rats – may carry
diseases. Generally, the more intelligent the creatures, the
easier they are to disperse, but a horde with a “group mind”
BEES, WASPS, AND HORNETS
Bees usually will not sting unless molested. A single bee
or guided by an outside intelligence could be much harder to sting is no problem unless the victim is allergic. A swarm of
break up. bees can be quite dangerous, though.
A horde does not have to stay in one bunch. Parts of the A swarm is about 1,000 bees, with Move 6. It does sting-
horde may break off from the main group to pursue addi- ing damage of 1 hit per turn unless the foe is completely cov-
tional victims. If a horde breaks apart, treat each part as a ered. It is dispersed by 12 hits, and it will break off the attack
separate horde, until they rejoin. after chasing the interloper 50 yards from the hive. A beehive
can easily hold 30,000 bees; if someone knocks one over,
he’s got a Horde to deal with (see p. 42).
Wasps and hornets are more solitary than
ANTS
Ants are found,
bees, being found alone or in small nests. A
almost literally, every-
large hornet’s nest might hold 1,000 hor-
where. Most live in
nets. Treat wasp and hornet
large underground
swarms like bee swarms
nests, with some
doing 2 hits per turn.
species building large
mounds above the
entrances. A few
species live above-
ground, traveling in
large colonies.
The numbers
Most ant bites,
given above are for
while painful, are
bees and wasps found in
merely a minor nuisance. Some ant swarms, however, can
temperate zones. Tropical
completely strip an animal to the bone in a matter of minutes.
insects are larger and more
A swarm is about 1,000 ants, with a Move of 2. Depending
dangerous, and may occur
on species, it does damage of anywhere from 1 point per turn
in larger numbers.
to 1 die per turn. Most species fall on the lower end of this
scale. An ant swarm does damage to any foe that is not com-
pletely protected by heavy clothing or armor, and is dispersed
by 15 hits.
WASP

CREATURES OF THE WILD 43


FLEAS AND TICKS RATS
Fleas and ticks are common parasites. Most dog and cat Rats are found wherever there are people, and even in the
owners are familiar with the joys of flea infestation, while wild. A single rat has ST 1, DX 13, IQ 4, and HT 17/2. Its
anyone who has gone camping, hiking, or canoeing for an Move and Dodge are 6, and it can bite for 1d-5 crushing dam-
extended period is likely to have picked up ticks at one time age. Roll versus HT+2 to avoid infection from a rat bite – this
or another. may be either an extra hit of damage, or an actual disease.
Fleas and ticks will never be numerous enough to cause A swarm is about a dozen rats, with a Move of 4. It does
even 1 hit of damage; at most, fleas will 1d of biting damage per turn and disperses after
have a person scratching in misery for 6 hits; armor protects with its normal DR.
a while. Fleas and ticks are,
however, carriers of disease – fleas
were responsible for the spread of
the bubonic plague. Certain ticks
If
also carry Rocky Mountain
strength were all, tiger MOSQUITO
Spotted Fever, a disease that can
be deadly if not diagnosed in
would not fear scorpion.
time. – Charlie Chan,
Charlie Chan's Secret
LEECHES
See p. 19.
(1936)

MOSQUITOES
AND BITING FLIES
A few of these pests will be found in most
places in warm weather, but are generally no
threat. Fly bites can be quite painful, though – a SCORPIONS
Will roll is required to avoid crying out unless the victim has Scorpions live in warm climates, both arid and humid.
Toughness or High Pain Threshold. In addition, some Most scorpion stings are no worse than bee stings. A few
mosquitoes are disease-carriers. species of scorpions have a strong Type
These creatures are capable of swarming – a swarm C venom, doing anywhere from 1d to
is about 1,000 insects – and when they do, they can 2d+1 damage. Habits of scorpions are
drive even bears from the woods. Treat a swarm of described on p. 68.
mosquitoes or biting flies like a bee swarm, Scorpions do not swarm
except that it has no hive and it can be except in horror scenarios. In
dispersed by a strong breeze. such a case, the swarm
has a Move of 2 and
stings for 1d-1 per
turn. This assumes
that the scorpions
are only mildly poi-
sonous; for really
poisonous swarms,
assume that any-
thing caught in the
swarm takes 5d
damage per turn. A
scorpion swarm is
dispersed by 15 hits.

TICK
FLEA

44 CREATURES OF THE WILD


SNAKES
Snakes are a very successful life form found in many
biomes. There are so many species that it would be
impossible to describe them all, so a variety is listed on
pp. 32-33, with brief notes on damage and tempera-
ment. Only poisonous snakes and constrictors are
covered, since other species are generally
harmless. Should stats be needed for a
non-poisonous snake, use those of the
poisonous snake, with bite damage
being at most a point or two.
Snakes are for the most part
solitary. While they do not really
swarm, they will occasionally be
found in nests of a dozen or more –
escaping the heat of the day in a cool
cave or crevice in the rock, for example.
Should such a nest be disturbed, treat it as
a swarm having a Move of 2, doing 1d-3
damage (more, if the snakes are poiso-
nous), and being dispersed by 10 hits.

SPIDERS
Spiders are solitary, and swarm only
in horror scenarios. A spider swarm does
anywhere from 1 point to 1d of damage,
depending on whether or not the spiders
are poisonous. The really poisonous
spiders will do as much damage as a
scorpion swarm.
See p. 69 for the habits of different types of spiders.

PREHISTORIC ANIMALS
Everybody loves dinosaurs – until they have to fight speculation nonetheless. Recent findings indicate that much
them, that is. The word dinosaur is taken from the Greek of what was once popularly believed about dinosaurs is
words for “terrible lizard.” Although dinosaurs wrong. They were not the slow, plodding crea-
are not lizards, the name is a fitting one. tures we originally imagined; rather, they were
Dinosaurs were the dominant lifeform of the dynamic, quick, and active, perfectly adapted to
Mesozoic era – from 248 million years ago to 65 be the supreme masters of their ecosystem. The
million years ago. The Mesozoic is divided into descriptions given here represent the best guesses
three periods – the Triassic, from 248 million to of the experts; the GM is free to bring them more
213 million years ago; the Jurassic, from 213 in line with his own beliefs.
million to 144 million years ago; and the At least one example of each of the seven
Cretaceous, from 144 million to 65 million years major families of dinosaur has been included:
ago. Dinosaurs appeared in the middle Triassic coelurosaurs, carnosaurs, sauropods, ornithopods,
and were extinct by the end of the Cretaceous. stegosaurs, ceratopsians, and ankylosaurs.
The disappearance of the dinosaurs was accom- Pterosaurs, plesiosaurs, and prehistoric birds and
panied by a mass extinction of many lifeforms. mammals are also included in this section,
There is great debate among experts as to what although they are not dinosaurs.
caused this extinction – continental shifts, global The ambitious GM may create stats for as
cooling, and the impact of a huge meteor have many different dinosaurs as are needed for
all been advanced as possible causes. his campaign, using the ones given here as
All that is known of dinosaurs comes from guidelines. There are also stats for more than 100
reconstructions of fossil remains, and thus is different dinosaurs as well as other prehistoric
highly speculative – scientific speculation, but creatures in GURPS Dinosaurs.

CREATURES OF THE WILD 45


ALLOSAURUS ALLOSAURUS
ST: 75-100 Move/Dodge: 11/7 Size: 12+
DX: 14 PD/DR: 2/2 Weight: 1-5 tons
IQ: 3 Damage: 4d imp# Habitats: P, F
HT: 14/40-50 Reach: C, 1 Origin: Pre

Allosaurus is possibly the ultimate carnivore. It resem-


bles Tyrannosaurus, but is smaller, faster, and has larger fore-
limbs. It measures 30-40 feet from head to tail and stands 15
or more feet tall. It is common to the Jurassic period, inhabit-
ing flood plains, forested deltas, and lake shores.
Recent discoveries suggest Allosaurus was a pack
hunter, as if one of these monsters was not enough.
It can bite in close combat or at 1-hex reach for 4d
impaling damage. Alternatively, it can claw for 1d cutting
damage with a 2-hex reach – its arms are relatively weak. Its
hind legs are powerfully muscled and it can use them to pin
down smaller or weakened prey (Contest of ST).

ANKYLOSAURUS
ST: 40-50 Move/Dodge: 6/0 Size: 20+
ANDREWSARCHUS
ST: 45-55 Move/Dodge: 7/5 Size: 6+ DX: 11 PD/DR: 4/6 Weight: 3-6 tons
DX: 11 PD/DR: 2/2 Wt: 1-1/2 to 2-1/2 tons IQ: 3 Damage: 3d cr Habitats: M, F, S
IQ: 3 Damage: 2d+2 imp Habitats: J, F, P HT: 15/40-45 Reach: 1, 2 Origin: Pre
HT: 13/48-60 Reach: C, 1 Origin: Pre
Ankylosaurs are heavily armored herbivores with spiked
Although this animal of 30 million years ago is called a or clubbed tails. Their sole means of defense (aside from the
giant bear-dog, it is related to neither bears nor dogs; it seems armor) is to swing their tails – into any back hex, or any hex
to have been an ancestor of modern whales. It stands about 8 adjacent to the back hex – for 3d crushing damage.
feet at the shoulder and is 19 feet long – its head alone was Ankylosaurs are not built for dodging; Dodge is 0.
more than 1 yard long. Ankylosaurus, a typical member of the family, reaches
Judging from its teeth, it was carnivorous. From its size, lengths of 25-30 feet and stands about 6 feet high by 8 feet
it could not have been very fast; however, the Eocene had wide. It is a Cretaceous dinosaur, inhabiting flood plains,
many slow-moving herbivores for it to prey upon. river banks, and lake shores. If attacked, Ankylosaurus hun-
Little is known of its habits. Assume that it will attack kers down and tries to keep its attackers behind it. Two
fearlessly, with intent to devour; it bites at up to 1-hex reach sauropelta, a Cretaceous ankylosaur without a tail club, are
for 2d+2 impaling damage. pictured below.

46 CREATURES OF THE WILD


APATOSAURUS APATOSAURUS
(BRONTOSAURUS)
ST: 300+ Move/Dodge: 5/0 Size: 30-40+
DX: 9 PD/DR: 2/3 Weight: 18-36
tons
IQ: 3 Damage: 4d cr Habitats: F, P
HT: 17/100 Reach: 1-8 Origin: Pre

Brontosaurus is the more commonly known name


for the dinosaur scientifically labeled Apatosaurus. It
stands on four elephantine legs, has a long neck and tail,
and measures 70-80 feet in length. It is a Jurassic crea-
ture. Similar sauropods, some much larger, lived in the
Cretaceous.
Harmless vegetarians, Apatosaurus inhabits flood
plains, using their long necks to feed from treetops.
They may also be able to rear up onto their back legs,
allowing them to feed from the highest trees.
Contrary to popular belief, Apatosaurus is not a Archaeopteryx can fly well in straight lines at top speed
swamp-dweller – in fact, it probably avoids them. Its pri- (Speed 10), but is poor at aerodynamics. Its legs are long, so
mary defense is its sheer size – most carnivores cannot it can probably run as fast as it can fly. If threatened, it would
even hope to hurt it. It does not bite, although its head and probably fly or run away, but if cornered, it can bite for 1d-5
neck have a reach of 8 hexes. Trampling does 6d damage, cutting damage.
and its tail-whip can be fatal.
The tail has a reach of 8 hexes and can swing 8 hexes per
turn (movement is measured by the tip of the tail).
AUROCHS
Apatosaurus hits targets more than 5 feet tall automatically ST: 48-60 Move/Dodge: 8/4 Size: 3
with its tail; anyone within the affected area must make a DX: 9 PD/DR: 1/1 Wt.: 1,000-2,500 lbs.
Dodge roll to avoid being hit. The tail does 4d crushing dam- IQ: 4 Damage: 1d+2 imp# Habitats: P, F
age; assess knockback as from a slam. HT: 13-16 Reach: C Origin: Ice

The aurochs is the ancestor of modern domestic cattle.


Well-known by primitive humans, it was hunted and domes-
ticated extensively. By medieval times, it had become rare; it
ARCHAEOPTERYX
has been extinct since the 17th century.
Treat aurochs like any other herd herbivore – they will
flee if threatened. Males protect the herd, and will attack like
bull cattle (p. 39) – by charging and trampling. Their horns
do 1d+2 impaling damage; their trample does 1d+1 crushing
damage.

AUROCHS

ARCHAEOPTERYX
ST: 1-3 Speed/Dodge: 10/6# Size: <1
DX: 12 PD/DR: 0/0 Weight: 1-3 lbs.
IQ: 3 Damage: 1d-5 cut Habitats: F, P
HT: 12/1-2 Reach: C Origin: Pre

Archaeopteryx is the earliest known bird. It is 14 inches


long, about the size of a modern pigeon, with a long bony
tail. Its head is small, its jaws are lined with pointed teeth,
and its wings are clawed, enabling it to climb trees. It eats
small mammals and reptiles.

CREATURES OF THE WILD 47


BRONTOTHERE CERATOSAURUS
ST: 250+ Move/Dodge: 9/5 Size: 15 ST: 50-65 Move/Dodge: 10/7 Size: 9+
DX: 10 PD/DR: 2/3 Weight: 4-7 tons DX: 14 PD/DR: 2/2 Wt: 1 to 1-1/2 tons
IQ: 3 Damage: 3d cr# Habitat: P IQ: 3 Damage: 3d-1 imp# Habitats: P, F
HT: 17/55-70 Reach: C Origin: Pre HT: 13/32-40 Reach: C, 1 Origin: Pre

Brontotheres are mammals of 30 million years ago. The A medium-sized, two-legged carnivore, Ceratosaurus
largest species are over 8 feet high at the shoulder and over has a horn on its snout – rare in carnivorous animals. Its skull
15 feet long. Brontotheres are built in the general shape of a is too thin for it to engage in much head-butting; the horn
rhinoceros, but the heads are decidedly different. Some have may be used by hatchlings trying to break out of their eggs,
no horns, some have one, others two or more; none of the or as a sexual display. Ceratosaurus measure about 20 feet
horns are sharp. These horns are undoubtedly used for mat- from head to tail, and stand 12-15 feet in height.
ing battles, since the carnivores of the era are no threat to a It can claw at 1-hex reach for 1d-1 cutting damage or
creature this size. bite in close combat for 3d-1 impaling damage. It inhabits
Brontotheres are herd animals, probably diurnal. Their river and lake shores, flood plains, and hills during the
reaction to humans is probably cautious observation, attack- Jurassic.
ing only if provoked. A brontothere’s head butt does 3d
crushing damage in close combat; if it charges at
Move 10 or more, it does 6d crushing but must
make a HT roll to avoid being stunned.
CAVE LION
Brontotheres can also trample for 3d crushing
damage.

CAVE BEAR
ST: 27-33 Move/Dodge: 7/6 Size: 3#
DX: 12 PD/DR: 1/2 Wt: 1,200-
1,600 lbs.
IQ: 5 Damage: 2d-2 cr# Habitats: M, P
HT: 14/24-30 Reach: C, 1 Origin: Ice

Cave bears of the Pleistocene are slightly larger


than modern polar bears and Kodiaks. They are
almost completely vegetarian, and go into caves
only during their winter hibernation. It seems early
humans hunted them frequently – many cave bear
remains show signs of butchery with stone tools.
Make a reaction roll to determine whether the
bear is hungry or aggressive, or just gets out of the
way. It can claw for 2d-2 crushing damage at 1-hex
reach and bite for 2d-2 cutting damage in close
combat. Cave bears can also “bear-hug,” grappling
in close combat and then biting. When walking on
all fours, they are 3-hex creatures; when standing on
two legs, 1-hex creatures.
Also see Bear on pp. 8-9. CROCODILE, GIANT
(PHOBOSUCHUS)
ST: 48-58 Move/Dodge: 8/6# Size: 14-17
CAVE LION
ST: 34-42 Move/Dodge: 9/6 Size: 2-4
DX: 13 PD/DR: 3/4# Weight: 5-10 tons
DX: 12 PD/DR: 2/2 Wt.: 500-700 lbs.
IQ: 3 Damage: 3d+2 cut Habitat: FW
IQ: 4 Damage: 2d cut Habitats: M, P
HT: 14/40-50 Reach: C, 1# Origin: Pre
HT: 15/24-30 Reach: C Origin: Ice
These animals lived throughout the age of dinosaurs.
These large cats live during the Pleistocene and are fre-
Growing to a length of 50 feet, they are true crocodiles in all
quently hunted by humans. Little is known about their habits.
respects. As far as tactics go, treat them like their modern rela-
Assume that they behave similarly to modern lions (p. 20),
tives (p. 11). Its tail-whip has reach 4, for 4d crushing damage.
including occasionally becoming man-killers.

48 CREATURES OF THE WILD


DEINONYCHUS DILOPHOSAURUS
ST: 14-17 Move/Dodge: 13/8 Size: 2-3 ST: 50-65 Speed/Dodge: 12/7 Size: 9+
DX: 16 PD/DR: 1/1 Weight: 120-200 lbs. DX: 14 PD/DR: 2/2 Wt.: 1-2 tons
IQ: 3-4 Damage: 1d+2 imp# Habitats: P, F IQ: 3 Damage: 2d+2 imp# Habitats: P, F
HT: 13/12-14 Reach: C, 1, 2# Origin: Pre HT: 14/40-50 Reach: C, 1# Origin: Pre

A large coelurosaur, Deinonychus reaches lengths of up Dilophosaurus (“two-crested lizard”) is known only
to 10 feet. On each foot, it has a large forward-mounted claw from the skeletons of some 20-foot-long subadults and some
used for disemboweling opponents. The forearms are also footprints. Adults may grow as large as Allosaurus; if so, use
heavily clawed. Treat the feet as the main weapon, kicking at Allosaurus statistics with a bite doing 3d impaling damage.
close or 1-hex range for 1d+2 impaling damage. It attacks (They are much larger than the dwarf Dilophosaurus seen in
large prey by leaping at up to 2-hex range, increasing damage Jurassic Park, and there is no evidence that Dilophosaurus
to 2d+1 impaling. Deinonychus can also bite and claw in can spit poison or fan its neck.)
close combat for 1d cutting damage. Common in the Dilophosaurus’ crested skull and long sharp teeth are too
Cretaceous, it inhabits dry flood plains and river banks. delicate for delivering a killing bite to large prey, but its fore-
limbs are longer and stronger than those of later
theropods; it claws at 2-hex range for 3d cutting dam-
GIANT CROCODILE age. It travels in packs, and might use pack tactics to run
down herbivores, slashing at them and waiting until
they collapse or bleed to death.

DIMETRODON
ST: 16-20 Speed/Dodge: 7/5 Size: 4
DX: 10 PD/DR: 1/2 Wt: 100-250 lbs.
IQ: 3 Damage: 1d+1 cut Habitats: D, P, S
HT: 16/16-20 Reach: C Origin: Pre

Dimetrodon (“two kinds of teeth”) is a sprawling,


lizard-like, carnivorous synapsid. It is 10 feet long, with
the fin or sail on its back up to 4 feet high. This sail
might work as a solar panel, enabling Dimetrodon to
raise its body temperature and become active earlier in
the day than most of its prey, or to lower its body tem-
perature to enable it to survive in hot environments (as
elephants do with their ears).
Dimetrodon is the most common large animal in its
environment, and the dominant predator of its time
(260-270 million years ago), chasing such large prey as
DIATRYMA Diadectes, Eryops, and Ophiacodon. It kills and gorges itself
ST: 30-38 Move/Dodge: 14/7 Size: 1 rarely, and then spends days or even weeks sleeping off its
DX: 14 PD/DR: 1/1 Wt.: 500-700 lbs. meals.
IQ: 3 Damage: 2d+1 imp# Habitat: P
HT: 16/24-30 Reach: C, 1 Origin: Pre

The diatryma was a large flightless bird of 50 million


DIMETRODON
years ago. It stands 7 feet tall and its head is as large as a
horse’s. It is decidedly carnivorous and probably diurnal. From
the fossil remains, diatrymas seem to have hunted in groups.
Their wings are small for the birds’ size – about a foot
long each – and are quite useless. The feet are used for kick-
ing like an ostrich, but the main weapon is undoubtedly the
beak. The beak does 2d+1 impaling damage; a kick does 2d
impaling damage. Both have a 1-hex reach.
Some fantasy novels describe diatrymas being used as
mounts! Give the rider or trainer a -4 to any training, Riding,
or Animal Handling rolls – these birds are not bright and
have nasty tempers.

CREATURES OF THE WILD 49


Doedicurus will never attack. If threatened, its usual
DINOHYUS reaction is to withdraw into its shell and swing its tail (1-hex
ST: 40-50 Move/Dodge: 8/6 Size: 4 reach into all back hexes) until left alone. For most purposes,
DX: 12 PD/DR: 2/3 Wt: 1,600-2,000 lbs. their DX is 9; for the tail-swing, though, DX is 12.
IQ: 3 Damage: 2d+1 cut# Habitats: F, P They are solitary, nocturnal animals. They have powerful
HT: 15/44-55 Reach: C Origin: Pre claws (used only for digging) and only molars – no biting
teeth.
Dinohyus is a giant pig-like animal that flourished 25
million years ago. It is only distantly related to the modern
pig. It is 10 to 12 feet long and 6 feet high at the shoulder; its
head is 3 feet long. Treat it as a wild boar (p. 37) doing 1d+1
crushing damage in a trample or 2d+1 cutting damage in a
tusk-slash. The Dodo never
had a chance. He seems
to have been invented for
the sole purpose of becoming
extinct and that was all he
WOLF was good for.
SKULL – Will Cuppy,
How to
Become Extinct
DIRE WOLF
ST: 13-16 Move/Dodge: 7/6 Size: 1
DX: 12 PD/DR: 1/1 Weight: 150-250 lbs.
IQ: 4 Damage: 1d cut Habitats: P, M, A, F
HT: 13-17 Reach: C Origin: Ice

The dire wolf is the sturdy but slow precursor of the


modern wolf. Dire wolves are active both day and night,
traveling in packs ranging from 4 to 40 animals. Scavengers
by nature, dire wolves prey upon animals in distress – the
injured, the old, the abandoned young. They often attack ani-
mals trapped in mires, rock slides, and tar pits, which can
ELASMOTHERIUM
ST: 300+ Move/Dodge: 10/5 Size: 13
work to their disadvantage – the La Brea tar pits contain
DX: 9 PD/DR: 3/4 Weight: 3-5 tons
more skeletons of dire wolves than of any other mammal.
IQ: 4 Damage: 3d+2 cr Habitat: P
Dire wolves have no fear of humans. The wolves will
HT: 17/60-75 Reach: C, 1, 2 Origin: Ice
attack using pack tactics; they will not be driven off until
they have suffered at least 50% casualties.
Elasmotherium is an extinct type of rhinoceros, even
larger than modern rhinos, with a very long horn. It stands 13
DOEDICURUS feet tall at the shoulder and is about 7 yards long. The horn is
over 2 yards long – Elasmotherium can reach up to 2 hexes,
(GLYPTODONT) doing 3d+2 damage.
ST: 25-35 Move/Dodge: 3/4 Size: 11 Like the modern rhino, it is a solitary animal, active from
DX: 9# PD/DR: 4/7 Wt: 2,500-4,500 lbs. dawn to dusk. It is unafraid of almost everything. Treat it as a
IQ: 3 Damage: 2d-2 imp Habitats: P, F rhinoceros (p. 29) in all respects not otherwise covered here.
HT: 17/25-30 Reach: 1 Origin: Pre

The glyptodonts are ancestors of the armadillo.


Glyptodonts come in many sizes, the largest being repre-
sented here.
This creature is 6 feet high, 15 feet long (4 feet is tail!),
and 6 feet wide in the body. It resembles armored dinosaurs
like the ankylosaurs, but it is a true mammal. The skull is
broad, more like a turtle’s than an armadillo’s. ELASMOTHERIUM

50 CREATURES OF THE WILD


HYAENODON
ST: 18-22 Move/Dodge: 7/6 Size: 2
LAMBEOSAURUS

DX: 12 PD/DR: 1/1 Weight: 250-350 lbs.


IQ: 3 Damage: 1d+1 cut Habitats: F, P
HT: 13-16 Reach: C Origin: Pre

Hyaenodons are early mammalian carnivores that flour-


ished 40 million years ago. They are the deadliest beasts of
their day, though slow by modern carnivores’ standards.
Their hunting tactics are unknown, but they are not
built for long chases. They probably behave much like hye-
nas, using pack tactics to run down prey and eating carrion
when available.

IGUANODON

HADROSAUR
(DUCKBILLED DINOSAUR)
ST: 30-50 Move/Dodge: 11/7 Size: 16-20+
DX: 14 PD/DR: 1/1 Weight: 2-3 tons
IQ: 3 Damage: 2d cr Habitats: P, F
HT: 15/25-35 Reach: – Origin: Pre

Typical hadrosaurs, or duckbilled dinosaurs, include


Anatotitan, Corythosaurus, Lambeosaurus, and Para -
saurolophus. Many hadrosaurs have hollow crests on their
heads, which might be used to produce mating calls. They
stand upright to feed from trees and travel on all fours, near
to the ground, feeding on herbs and bushes.
Hadrosaurs range from 25 to 33 feet in length and stand
about 18 feet high. They rely on their speed and the size of
their herds to protect them from predators. They gather in
huge rookeries to breed, build nests, lay their huge eggs, and
raise their young. They take care of the young as birds do,
binging plant matter to the nest for the babies to eat. IGUANODON
ST: 30-50 Speed/Dodge: 10/7 Size: 17-22
DX: 14 PD/DR: 1/2 Weight: 1-5 tons
IQ: 3 Damage: 2d+1 imp# Habitats: P, S, F, D
HT: 15/30-40 Reach: C, 1 Origin: Pre

Iguanodon, the second dinosaur ever described, was also


one of the most widespread; its footprints and remains have
been found in North America, Europe, and Asia, from wet-
lands to deserts. Six species are known, with adults ranging
from 20 to 33 feet in length: all are herbivores, with spiked
thumbs and rather horse-like heads. On its hind legs and
leaning on its tail, Iguanodon can stand up to 16 feet high; it
is normally slow-moving, but can run on its hind legs at
Speed 10 for short distances.
If threatened, Iguanodon stabs with its thumbs for 2d+1
HADROSAUR impaling at 1-hex range, or bites for 2d+1 crushing.

CREATURES OF THE WILD 51


IRISH ELK (MEGALOCEROS)
ST: 24-30 Move/Dodge: 10/6 Size: 3
DX: 12 PD/DR: 1/1 Wt.: 700-1,000 lbs.
IQ: 4 Damage: 1d+2 imp# Habitats: P, S
HT: 14/13-16 Reach: C Origin: Ice

This giant member of the deer family died out just a few
thousand years ago; humans were probably a leading cause
of its extinction. It stood 6 feet at the shoulder and had enor-
mous antlers, with spreads up to 12 feet being common.
Like all deer, Irish elk are undoubtedly shy of humans
but may be dangerous in the fall, their mating season. They
can do 1d+2 impaling damage with their antlers or 1d+1
trampling damage with their hooves. Treat them as moose
(p. 22) in all respects not given here.
IRISH
KANGAROO, CARNIVOROUS ELK
ST: 10-12 Speed/Dodge: 15/7 Size: 2
DX: 15 PD/DR: 1/1 Weight: 100-175 lbs. When traveling at speed, kangaroos leap using their hind
IQ: 4 Damage: 1d+1 cut# Habitats: P, F, D, M legs only, the tail acting as a balance and rudder. Kangaroos
HT: 13-16 Reach: C Origin: Ice have been seen to leap 14 yards and over 9-foot fences (as
well as over moving cars and motorcycles), but jumps of 9
The carnivorous marsupial Propleopus resembles an yards across and 5 feet high are more common. A kangaroo’s
ordinary, medium-sized (5-6 feet tall) kangaroo, except for its tail is strong enough to support its whole weight when neces-
teeth – stabbing incisors, slicing premolars, and bone- sary, enabling it to kick with its hind feet for 1d+1 cutting
snapping molars. It is larger and faster than many other damage. Carnivorous kangaroos also have sharp foreclaws,
predatory marsupials of its time (2-5 million years ago), and doing 1d cutting damage; their bite does 1d-1 cutting.
it is capable of prolonged chases. It might be a solitary hunter
like the cheetah or use pack tactics to run down large mam-
mals and similar prey, but it is unlikely to be as gregarious as
MAMMOTH
ST: 300-350 Move/Dodge: 8/0 Size: 13+
herbivorous kangaroos, which travel in groups (called troops
DX: 12 PD/DR: 1/2 Weight: 7-10 tons
or mobs) of 100 or more. It is nocturnal, resting during the
IQ: 4-5 Damage: 3d cr# Habitats: P, F, A
heat of the day.
HT: 17/40-50 Reach: C, 1, 2 Origin: Ice

Mammoths are Ice Age cousins of the ele-


phant, common to North America, Europe, and
CARNIVOROUS KANGAROO
Asia. The statistics above are for the largest
species, which live in central Europe; for
smaller species, use mastodon statistics, below.
Mammoths are covered with long, black
hair. Originating some 7 million years ago, they
were apparently hunted to extinction by
humans, who used the meat, tusks, and hide
extensively. There is no evidence that they were
ever domesticated, but assume that they can be,
using the same techniques that work on modern
elephants.
Mammoths evolved from mastodons, and
are larger, with higher skulls, shorter jaws, and
heavier hair. They also are found in a wider
range of habitats. Their hard, high-crowned
molars are designed to chew up prairie grasses
and other tough vegetation that the mastodon
could not eat.
Mammoths attack by trampling for 3d
crushing damage. Treat them as elephants
(p. 13) in all respects not covered here.

52 CREATURES OF THE WILD


MASTODON PLESIOSAUR
ST: 175-200 Move/Dodge: 8/0 Size: 10 ST: 10-30 Move/Dodge: 7/7# Size: 2-16
DX: 12 PD/DR: 2/2 Weight: 3-5 tons DX: 14 PD/DR: 1/1 Wt: 150-4,000 lbs.
IQ: 4 Damage: 3d cr# Habitat: F IQ: 3 Damage: 1d+1 imp# Habitat: SW
HT: 17/30-40 Reach: C, 1, 2 Origin: Ice HT: 14/10-25 Reach: # Origin: Pre

Mastodons are early ancestors of the mammoth, originat- There are many types of plesiosaurs – Cryptocleidus and
ing some 25 million years ago and becoming extinct about Elasmosaurus are typical examples. They are air-breathing
8,000 years ago. There were mastodons in North America marine animals, filling the same ecological niche as the killer
when the first men crossed over from Asia. whale.
They have long curved tusks and woolly black hair, and Some have short necks (Reach C, 1), others have long
browse the forests of the Pleistocene. They have a more lim- and supple necks that can reach up to 8 yards in any direction
ited habitat than mammoths; their teeth are adapted for chew- – ideal for plucking people out of small boats! They range
ing the soft leaves and twigs of open woodlands, whereas from under 10 feet to at least 40 feet in length, though some
mammoths can deal with the tougher prairie grasses. authorities claim they reach 60 feet. The smallest would have
Treat mastodons as small elephants in all other respects a less dangerous bite – Damage 1d-1 imp.
(see p. 13). It is possible that plesiosaurs, like modern sea turtles
(p. 30), came ashore to lay their eggs. A plesiosaur on land
has a Move of 1/2 hex per turn and no Dodge.
MEGATHERIUM
ST: 80-100 Move/Dodge: 3/4 Size: 13
DX: 9 PD/DR: 1/1# Weight: 7-9 tons
PLESIOSAUR
IQ: 3 Damage: 3d cut Habitats: D, F, P
HT: 16/50-60 Reach: C, 1, 2 Origin: Ice

Megatherium is a giant herbivorous ground sloth


that lived during the Ice Age. It has huge claws on its
forefeet, is larger than the modern elephant, and can
rear on its hind feet to reach leaves 20 feet off the
ground.
It has no biting teeth, only molars, but may use its
claws to defend itself from sabertooths and other carni-
vores. It is most likely a solitary nocturnal animal, occa-
sionally found in pairs – at least, this is true for the
modern tree sloth.
It will leave humans alone, possibly even fleeing
from them. If attacked, however, it will defend itself,
swinging with its claws for up to a 2-hex reach.

PTERODACTYLUS
PTERODACTYLUS
ST: 4-6 Move/Dodge: 12/6# Size: 1-3
DX: 13 PD/DR: 0/0 Weight: 6-15 lbs.
IQ: 3 Damage: 1d-1 cut Habitats: M, P, F
HT: 14/4-6 Reach: C Origin: Pre

Pterodactyls are probably the best-known pterosaurs.


Species currently assigned to the genus Pterodactylus range
from the seagull-sized P. elegans (6 inches long with a 10-
inch wingspan) to the vulture-sized P. grandii (3 feet long
with an 8-foot wingspan). The statistics above are for the
largest specimens. All had long necks, short tails, long beaks,
and small teeth. Pterodactyls are fish-eaters that live near
beaches, though smaller species and juveniles may also eat
insects, and the largest might eat mammals and small reptiles
or harry smaller fish-eaters out of their prey. On the ground,
they crawl on all fours, rather like a bat; Move 2, Dodge 4.

CREATURES OF THE WILD 53


SABERTOOTH (SMILODON)
ST: 26-32 Move/Dodge: 8/6 Size: 2
QUETZALCOATLUS
DX: 12 PD/DR: 1/1 Wt: 400-600 lbs.
IQ: 4 Damage: 2d+1 imp Habitats: P, F, D
HT: 14/20-24 Reach: C Origin: Ice

The sabertoothed tiger, known scientifically as


Smilodon, did not really resemble a tiger in anything but size.
Its skeleton more closely resembles that of a lion, but the
stabbing cats diverged from the biting cats so long ago that
sabertooths are not closely related to any modern animal.
Sabertooths knew early humans, who hunted them. They
probably returned the favor – some human skulls have been
found with sabertooth-sized holes in them! It is believed that
the sabertooth hunted the great mammals; its teeth were
adapted for slicing through the thick skin to the jugular.
They are more solitary than lions, and will bite repeat-
edly rather than biting and holding. Treat them as lions
QUETZALCOATLUS (p. 20) in all respects not covered here.
ST: 7-9 Move/Dodge: 12/7# Size: 15# Their teeth (which sometimes measured 11 inches long)
DX: 14 PD/DR: 0/0 Weight: 50-190 lbs. are serrated, so they do extra damage for their ST – 2d+1
IQ: 3 Damage: 1d cut Habitats: P, F, S impaling in close combat. Like picks, they can get stuck
HT: 11-13 Reach: C, 1 Origin: Pre (p. B96).

Quetzalcoatlus is the largest flying creature ever discov-


ered. It has a wingspan of 40-50 feet. It is ungainly on the SCIMITAR CAT
ground – Move 1, Dodge 5, Size 1.
Unlike most pterosaurs, Quetzalcoatlus lives hundreds of (HOMOTHERIUM)
miles from the seacoast. It is probably a scavenger, using its ST: 22-28 Move/Dodge: 9/6 Size: 2-3
long, narrow, toothless beak and long, flexible neck to reach DX: 13 PD/DR: 2/2 Wt: 300-700 lbs.
into bodies. It might also eat small prey that could be killed IQ: 4 Damage: 1d+2 cut Habitats: M, P, F
with a single crunch. HT: 15/20-24 Reach: C Origin: Ice

The scimitar cat was a saber-


toothed cat from Pleistocene
SCIMITAR CAT
times. Unlike the larger
Smilodon, the scimitar cat’s
teeth were shorter and made
for cutting: the edges were
razor sharp along their whole
length. It died out just as humans
were becoming established, but
there was some overlap.
Treat it like any other large cat,
except that it bites repeatedly
rather than biting and grappling.
Note that its teeth do cutting
damage rather than impaling.

54 CREATURES OF THE WILD


STEGOSAURUS
ST: 50-75 Move/Dodge: 4/4 Size: 12+
STEGOSAURUS
DX: 9 PD/DR: 2/4 Weight: 2-5 tons
IQ: 3 Damage: 4d imp# Habitats: P, F, S
HT: 15/50-65 Reach: 1, 2 Origin: Pre

Stegosaurus is a heavy, four-legged dinosaur, measuring


20-30 feet long, with a tiny head and huge plates on its spine.
The tail bears large spikes, useful as a defensive weapon.
In combat, Stegosaurus lashes out with its tail. Its eyes
are arranged for peripheral vision, and its flexible neck
enables it to look back and strike large attackers with reason-
able accuracy. On a DX roll (modified for the opponent’s
size), two spikes hit for 4d impaling damage; if it misses its
roll by 1 or 2, one spike hits for 2d impaling. Anything in a
back hex or any hex adjacent to the back hexes may be hit.
Stegosaurs live in flood plains and along shorelines, and
many different species are common in the Jurassic. Their
skeletons indicate that they are capable of standing upright to
feed from trees.
TRICERATOPS
ST: 200+ Move/Dodge: 10/6 Size: 15+
DX: 12 PD/DR: 2/2# Wt: 6-7 tons
IQ: 3 Damage: 5d imp# Habitat: P
HT: 17/50-75 Reach: C Origin: Pre
It was a lion such
as the young men had
Triceratops was among the last dinosaurs to appear, and
one of the last to become extinct. It is a four-legged herbivore
never seen in any zoo or
built along the lines of the rhino, measuring 25-30 feet in
menagerie; it was gigantic
length. They lived in huge herds.
and seemed to their dazed
senses to be growing larger It has an amazingly effective horn and skull formation;
the bones of the skull flare out to protect the neck, all the way
back past the shoulders! Give the head a PD of 4 and a DR of
every moment.
6. The three horns are long, sharp, and angled for disembow-
– Charles Williams,
eling carnosaurs; Triceratops is capable of charging like a
The Place
of the Lion rhino. Treat its attack as a head butt (p. 75) doing 7d
impaling damage, but at -3 to hit a human-sized target with
this type of attack. It could also trample for 3d crushing or
TERROR CAT bite for 5d cutting (at -4 to hit).
ST: 10-16 Move/Dodge: 6/6 Size: 1-2 It was one of the largest members of horned dinosaurs,
DX: 12 PD/DR: 1/2 Wt: 75-150 lbs. or ceratopsians. Others included Torosaurus, Monoclonius
IQ: 3-4 Damage: 1d+2 imp Habitat: P (with one big nose horn), and Styracosaurus (with spikes on
HT: 15/16-20 Reach: C Origin: Pre, Ice its neck frill).

There are two species of carnivore whose names mean


TRICERATOPS
“terror cat.” The African Nimravus dinictis survived from 40
million years ago to 5 million years ago. Dinofelis abeli
spread across Africa, Europe, North America, and Asia dur-
ing the late Pliocene (4 million years ago), surviving until the
mid-Pleistocene in Africa and until the early Pleistocene else-
where. They are similar enough to be covered by the statis-
tics above.
The terror cat has attributes of a stabbing cat (sabertooth)
and a biting cat (modern cat). It measures about 4 feet long,
standing low to the ground, and has large canine teeth. It was
neither fast nor a good jumper, but in its time, it was the most
formidable predator around.

CREATURES OF THE WILD 55


TYRANNOSAURUS
ST: 100-150 Move/Dodge: 17/7 Size: 13+
TYRANNOSAURUS REX
DX: 14 PD/DR: 2/3 Weight: 4-6 tons
IQ: 3 Damage: 5d+2 imp Habitats: P, F
HT: 15/50-80 Reach: C, 1, 2 Origin: Pre

Tyrannosaurus is one of the largest meat-


eating animals ever to have lived, and has some
of the strongest jaws. It measures about 40 feet
from head to tail, stands about 20 feet tall, and
has a 4-foot head armed with 6-inch teeth. It
also has ridiculously small forelimbs.
Its legs are much longer than those of
Allosaurus, while its claws are shorter. Its torso
is also shorter, benefiting speed. Despite its
great size, it is surprisingly graceful and fast. It
has to be; it is going up against the most heavily
defended of all dinosaurs – the ankylosaurs and
ceratopsians.
Tyrannosaurs attack with a terrible bite,
doing 5d+2 impaling damage at up to a 2-hex
reach. Unlike allosaurs, they do not kick; their
legs and feet are adapted more for running and
dodging, avoiding counterattacks from their
prey’s weapons.

VELOCIRAPTOR

VELOCIRAPTOR
ST: 7-9 Move/Dodge: 15/7 Size: 1-2
DX: 15 PD/DR: 0/1 Weight: 35-40 lbs.
IQ: 3-4 Damage: 1d-1 imp Habitats: P, F
HT: 12/5-6 Reach: C, 1 Origin: Pre

Velociraptor (“swift robber”) is a 6-foot-


long predator. Like the slightly larger
Deinonychus, to which it is related, it has a
large, sickle-shaped claw on each hind foot,
which is held up off the ground to keep it
sharp. This “raptor claw” does 1d+1 impaling
damage at close or 1-hex range; Velociraptor
attacks by grappling with its sharp teeth and
foreclaws (1d cutting damage), then slashing
with its raptor claws. It can open its jaws wide
enough to bite or swallow large prey; one fos-
silized Velociraptor was found locked in com-
bat with a Protoceratops more than twice its
weight.
Dangerous as it is, Velociraptor is smaller
and probably slower-moving than the raptors
of Jurassic Park. Use the stats for the
Deinonychus (p. 49) for a more “cinematic”
’raptor.

56 CREATURES OF THE WILD


WISENT
ST: 48-70 Move/Dodge: 13/6 Size: 3-4
DX: 10 PD/DR: 1/2 Wt.: 1,000-3,000 lbs.
IQ: 4 Damage: 1d imp# Habitats: P, F
WOOLLY
HT: 15/20-25 Reach: C Origin: Ice RHINOCEROS

The wisent is a European bison. The more common Ice


Age species, often represented in Neolithic cave drawings,
was a plains dweller (now extinct); another species lived
in forests. The latter is extant, due to Polish and
Russian efforts to create preserves for it. Treat it as a
bison for all purposes (p. 9); it does 1d impaling in a
head butt, or 1d+2 crushing if it chooses to trample.

WISENT

WOOLLY RHINOCEROS
ST: 120-150 Move/Dodge: 13/6 Size: 10
DX: 11 PD/DR: 3/3 Weight: 1-2 tons
IQ: 4 Damage: 2d+1 cr# Habitats: A, P
HT: 17/40-48 Reach: C, 1 Origin: Ice

WOLVERINE, PLEISTOCENE The woolly rhino is a common figure in prehistoric cave


ST: 13-16 Move/Dodge: 8/6 Size: 1 art. It stands about 3 yards long and 6 feet at the shoulder,
DX: 12 PD/DR: 2/2 Weight: 50-100 lbs. with long shaggy fur. It is a solitary animal, probably active
IQ: 5 Damage: 1d-1 cut Habitats: F, A, M during the day.
HT: 12-14 Reach: C Origin: Ice For all practical purposes, treat it as a modern rhino
(p. 29), except that it inhabits a much colder climate. It will
The Ice Age wolverine was larger than its modern usually flee humans, but occasionally one will charge –
descendant (p. 38), with the same bad temper and no fear of especially a mother or wounded animal.
humans. It measures 5 feet long and stands 2 feet high at the
shoulder.

MYTHICAL AND
LEGENDARY CREATURES
Mythologies and folklore are full of animals and mon- More examples of this type of creature can be found in
sters that mainstream science has found no evidence for. GURPS Fantasy Bestiary and GURPS Warehouse 23, as
Earlier cultures believed in their existence as fully as they well as many of the historical worldbooks.
believed in their horses or the bears in the wilderness, but
modern man dismisses them as bogeymen.

CREATURES OF THE WILD 57


They attack by grappling and biting in close combat for
1d cutting damage, or by slapping at up to 1-hex reach for
1d+1 crushing damage.

GLASHAN
ST: 12-14 Move/Dodge: 7/6 Size: 1
DX: 12 PD/DR: 1/0 Wt: 100-160 lbs.
IQ: 7 Damage: * Habitats: M, F
HT: 13-16 Reach: C Origin: ML (Scotland)

A glashan is a small humanoid, about the size of a


halfling and not very intelligent. It is extremely hairy, rival-
ing an English sheep dog in this respect, and has sharp,
strong nails. It wears no clothing – in fact, it hates clothing of
any sort.
A glashan encountering a single traveler will attempt to
rip his clothing to shreds. A larger party will not be attacked
AGROPELTER
outright; instead, the glashan will follow the group (Stealth 14)
and sneak into their camp at night, stealing any packs and
AGROPELTER destroying any clothing it finds. Glashans are usually solitary,
ST: 6-8 Move/Dodge: 10/7 Size: 1 but they will enlist others to make a night raid on a large party!
DX: 14 PD/DR: 0/0 Weight: 50-70 lbs.
IQ: 5 Damage: 1d-4 cr# Habitat: F
HT: 14/7-9 Reach: R, C Origin: ML (USA)

The agropelter resembles a baboon with very long arms.


It is a solitary creature, living in the upper end of a hollow
tree. Small birds make up the bulk of its diet. It stays well-
hidden and is rarely seen by humans (-4 to Vision rolls).
Agropelters resent human intrusion into their woods and
have an unpleasant way of showing it – they pelt any
intruders with dead branches. Each one stores a supply of
branches inside its lair for just this purpose. If any humans
pass near its tree, the agropelter will emerge and hurl a
branch at the nearest one. It will then duck back into its tree,
and will not come out again unless attacked or given another
opportunity at an unobserved shot!
If the branch hits (treat as a thrown weapon: SS 11, Acc
1, 1/2D ST, Max ST×1.5), it does 1d-4 crushing damage.
Roll at -4 on the Parts of the Body table (p. B203) to deter-
mine hit location. If cornered at close range, the agropelter
can bite for 1d-3 cutting damage.

GLASHAN
DIDI
ST: 16-20 Move/Dodge: 8/7 Size: 1 The glashan uses its claws to rip clothing, doing 1d+1
DX: 14 PD/DR: 1/1 Wt: 300-500 lbs. cutting damage per turn. It will not attempt to rip metal
IQ: 6 Damage: 1d cut# Habitat: J armor, but will attempt to rip everything up to and including
HT: 13/14-18 Reach: C, 1 Origin: ? leather armor. Treat heavy leather armor as having DR 2, HT
10; light leather as DR 1, HT 6; and clothing as DR 0, HT 2.
Didi are large apes the size of gorillas. They are reputed Each article of clothing must be attacked separately, modified
to dwell in certain South American jungles, and are well- only by the size of the wearer. Note that half-torn clothes are
known to the natives, though only rarely encountered by out- bound to reduce the wearer’s DX somewhat.
siders. The natives are extremely frightened of them, saying Once it has torn off all of a person’s clothing, the glashan
that they attack without provocation. Since there are no will step back, laugh gleefully, and run away. A glashan will
carnivorous apes, one can surmise that these attacks are not harm or molest anyone beyond exposing his body to the
defensive or territory-related. Alternatively, perhaps the didi world. The only damage to the victim is to his pride (and his
occasionally go insane and attack whatever comes along. wallet).

58 CREATURES OF THE WILD


If attacked, the glashan will strike with a fist for 1d effect. It turns any ranged attack (including missile spells)
crushing damage. Once its victim is reduced to unconscious- back upon the attacker. If the attacker’s “to hit” roll is suc-
ness, it will cease its attack and return to shredding the rest of cessful, he hits himself – if not, he sees the missile fly back
his clothing. It will not use its claw-like nails against living toward him and miss. The game effect is as though the mis-
beings, unless it is reduced to half its original HT – then it sile had bounced straight back from the gumberoo to the
gets desperate, clawing for 1d+1 cutting damage. attacker. If a gumberoo is killed, the mana in his hide can be
used, but only once. It acts as a 10-point, one-shot
Powerstone, giving a mage 10 extra points of fatigue to use
once. If the spell does not require 10 points, the excess mana
GUMBEROO
is lost.
The gumberoo’s only weakness is fire. Any non-ranged
flame attack – including a weapon enchanted with the
Flaming Weapon spell (p. M34) – bypasses all DR and does
double damage! Note that the Flame Jet spell (p. M34) is
affected by the Reverse Missile spell. Thus, the only way that
Flame Jet can hurt the gumberoo is in close combat – the
mage must actually touch the gumberoo.

JACKALOPE
ST: 1-2 Move/Dodge: 14/7 Size: <1
DX: 14 PD/DR: 0/0 Weight: 10-25 lbs.
IQ: 3 Damage: 1d-5 imp Habitat: P
HT: 15/2-4# Reach: C Origin: ML (USA)
GUMBEROO
ST: 38-46 Move/Dodge: 8/6 Size: 2
DX: 13 PD/DR: 4/7# Wt.: 700-900 lbs. A jackalope is a hare with antlers – but what a hare!
IQ: 4 Damage: 2d+2 cut# Habitat: F Only the males have antlers, which give them the courage of
HT: 16/24-30 Reach: C Origin: ML (USA) stags in rut. During mating season (January through
December), a jackalope buck will charge anything in an
The gumberoo is a rare animal, fortunately for humanity. attempt to impress the females with its courage. Jackalopes
About the size of a large bear, it closely resembles that ani- have even been known to charge bison, who get out of their
mal except that it is nearly hairless and its roundish body is way because they feel sorry for the little things.
smooth, without a wrinkle. It has big bushy eyebrows and a A buck will charge a party of humans on sight, aiming at
wispy beard, but no hair on the general body. the weakest-armored person (it may be in rut, but it is not
It lives exclusively in forests of large trees, dumb). Treat this as a slam attack. If the victim loses or ties
such as grow in the Pacific Northwest of the the Contest of DX, he takes 1d-5 impaling damage.
U.S. Because it abides in the bases of After a charge, the buck
burned-out trees, no one knows whether its will trot off in search of a
black color is natural or from the charred female. It will totally ignore
wood. It is active only three months of the
JACKALOPE
its victim – it has other
year, but then it is very active, devouring things on its mind. If
whatever it can find – a horse will distend attacked, it will be very
its stomach, but will not curb its appetite. surprised (mental stun, two
It is both nocturnal and diurnal during its turns), then charge the
active phase, which may explain the long dor- attacker in extreme anger.
mant phase. No one has ever seen two together, Jackalopes are diurnal ani-
though they must mate and bear young. No young mals. The females are indistin-
have ever been reported. guishable from hares, except
The gumberoo is fearless in attacking anything that they watch the bucks out
it meets – with good reason! It is exceed- of the corners of their eyes. If
ingly strong for its size, and nearly invinci- the party meets one jackalope,
ble in the animal kingdom. It attacks either there will be others around, not
with claws (2d+2 cutting damage at 1-hex too far away. The bucks do
reach) or by biting (2d cutting in close not get too close to each
combat). Unlike a bear, a gumberoo will not other, though; they tend to
grapple – it does not have good balance on two legs. become jealous and butt
It has a natural Reverse Missiles spell (p. M68) heads a lot.
powered by mana stored in its skin. The mana is Killing a jackalope will serve little
used slowly, allowing it to recharge as fast as it is purpose – some even consider it to be bad luck –
consumed, resulting in the spell always being in as the meat is inedible.

CREATURES OF THE WILD 59


It is vegetarian, but
MNGWA quick to attack anything that
ST: 21-27 Move/Dodge: 10/7 Size: 2 it cannot flee. It attacks with
DX: 14 PD/DR: 1/1 Wt.: 200-300 lbs. a tail-whip (as an apato -
IQ: 5 Damage: 1d+2 cut Habitat: J saurus, p. 47, except reach is
HT: 15/16-20 Reach: C Origin: ? 2, for 2d damage), but can
also trample for 2d crushing
Mngwa (roughly pronounced moon-gwa) are arboreal damage. Its head can reach
great cats, larger than leopards and totally gray in color, said into any of its front hexes,
to inhabit certain jungles of Africa. The natives firmly biting for 1d-2 crushing
believe in them, and some Europeans have seen evidence of damage.
their existence. People have been found with their throats
torn out, clutching a wad of gray feline hair – but there is no
MNGWA
known large gray cat in Africa. NANDI BEAR
Mngwas are solitary nocturnal cats. Quite crafty ST: 32-40 Move/Dodge: 8/7 Size: 2#
(Stealth-18), they are shy of humans, but will drop from DX: 14 PD/DR: 2/2 Wt.: 1,200 lbs.
above should a human chance to walk by. Treat them as leop- IQ: 5 Damage: 2d cut Habitats: J, S
ards (p. 20) in all respects not covered here. HT: 15/24-30 Reach: C, 1 Origin: ?

Nandi bears aren’t really bears, as far as is


known, but resemble bears more than anything
else. They are said to inhabit the dense Nandi
MOKOLE-
jungle and swamp of central Africa, and they
MBEMBE
have been reliably reported by seasoned zoolo-
gists. However, no hides or bones have ever
been collected.
Like bears, they can stand on their rear legs,
towering up to 10 feet in height. They attack for
2d cutting damage, clawing (1-hex reach) or bit-
ing (close combat). They are shy of humans and
will move away if they hear a party coming.
Should a Nandi bear be surprised by a stealthy
party, it will fight angrily, attempting to disable
as many opponents as possible before making
its getaway.

MOKOLE-MBEMBE
ST: 200-250 Move/Dodge: 5/5 Size: 10
DX: 11 PD/DR: 2/2 Weight: 4-5 tons
IQ: 3 Damage: 2d cr# Habitats: FW, S
HT: 16/38-46 Reach: C, 1# Origin: ?

The mokole-mbembe, a water monster from central


Africa, may be a surviving species of dinosaur. It most
resembles a miniature Apatosaurus, about 15 feet long and 7
feet high at the shoulder, and is reputed to live in the lakes
and swamps of the thickest, most impenetrable part of the
central African jungle. Many tribes in the area claim to have
encountered it – and they all agree that it is dangerous. It is
apparently a solitary creature – no one has ever reported
seeing more than one. NANDI BEAR

60 CREATURES OF THE WILD


OCTOPUS, GIANT SASQUATCH
ST: 6-16 Move/Dodge: 9/7 Size: 1-7 ST: 13-19 Move/Dodge: 6/6 Size: 1
DX: 14 PD/DR: 1/1 Wt.: 100-300 lbs. DX: 12 PD/DR: 1/1 Wt.: 600-900 lbs.
IQ: 4 Damage: 1d+2 cut# Habitat: SW IQ: 5-10? Damage: * Habitat: M
HT: 12/12-32 Reach: C, 1, 2 Origin: ML (Global) HT: 12/12-20 Reach: C Origin: ML (USA)

The octopuses of reality are no threat to humans. Neither The Cascade Mountains of Oregon, Washington, and
are they as large and strong as legend has portrayed them. northern California, as well as a stretch of mountainous terri-
This, then, is the octopus of legend, the stuff of which night- tory extending into British Columbia, is the home of the
mares are made. Bigfoot, more properly known as sasquatch. The name
Giant octopuses are common to the warmer seas of the (meaning “hairy man”) is derived from the legends of Pacific
world, lurking in the shallows as they wait to grab their coast natives about an aboriginal tribe of giants.
unsuspecting victims. They can change colors to match their The sasquatch ranges from 6 to 9 feet tall and is covered
surroundings, making them difficult to spot (Vision-5). They in thick brown to reddish-brown fur. Movement and general
have the most highly developed eye of all invertebrates, outline is said to be like that of a primitive human, sometimes
seeming to stare coldly and intelligently as they observe their “bear-like.” The sasquatch are not believed to have claws of
victims. They are solitary creatures, active any time. any significance, and so could strike with fists in combat or
Giant octopuses prefer to use their camouflage abilities could use a weapon, depending on its intelligence.
to attack from ambush, gaining the advantage of surprise Alternatively, Bigfoot may be part of a tribe of were-bears
(p. B122). When the victim gets close enough, the octopus (p. CI44).
will attempt to grapple with its tentacles. The tentacles of a 1-
hex octopus have reach 1; larger octopuses have reach 2. The
ST given above is the ST of each tentacle; the octopus may
attack with two tentacles in a single turn. A Contest of ST is
Before my
required to break free of the tentacles – to escape more than
eyes was a horrible
one, total their ST before rolling. When the octopus has grap-
monster, worthy to figure
pled with enough tentacles, it will pull the victim toward its
mouth (Contest of ST), where its sharp beak does 1d+2
in the legends of the
cutting damage and injects a Type D venom (p. CII148).
marvellous. It was an
The tentacles themselves do no damage, but the victim
immense cuttle-fish . . .
will begin to drown if held underwater (see Swimming,
p. B91). A tentacle can be sliced through by cutting damage
– Jules Verne,
equal to one-fourth the octopus’ hit points; impaling damage
20,000 Leagues
is not doubled against the tentacles. Damage to the tentacles
Under The Sea
does not affect overall hit points.
If the octopus takes more than half damage, it will squirt
out a dark ink cloud (equal in size to itself) and escape while
its tormentors are blinded.

CREATURES OF THE WILD 61


SNOLLIGOSTER
ST: 14-18 Move/Dodge: 4/6# Size: 3
DX: 13 PD/DR: 2/2 Wt: 1,000-2,000 lbs.
SHAGAMAW
IQ: 3 Damage: 1d+2 imp# Habitats: S, FW
HT: 13/14-18 Reach: C Origin: ML (USA)

The snolligoster is a legless crocodilian creature with


long glossy fur, whose favorite food is humans. It will make
do with other creatures if need be, but much prefers the taste
of people. The snolligoster’s most unusual feature is the long
sharp spike that sticks straight up out of its back.
In its search for prey, the snolligoster swims through
water and mud (half speed through mud), propelling itself
with its powerful tail. When it spots a victim, it charges full
speed, striking the victim with its broad snout and flipping
him into the air – usually onto the spike, which does 1d+2
impaling damage.
Treat the attack as a slam (see p. B112) – if the victim
loses both the Contest of DX and the Contest of ST, he is
tossed toward the spike. The snolligoster must make another
DX roll to impale the victim – a miss results in the victim
landing in the water or mud, taking no damage but becoming
stunned (requiring a successful HT roll to recover).
If the snolligoster successfully impales its prey, the vic-
tim may attempt to Dodge. A successful Dodge roll at this
point results in the victim being impaled through an arm or
leg (roll for which). Critical failure means that the head or
vitals have been hit. If the victim survives the impalement, he
can pull himself off the spike with a successful ST roll.
After securing a victim, the snolligoster will beat a rapid
SHAGAMAW
ST: 12-15 Move/Dodge: 11/7 Size: 1
retreat to its lair, where it can scrape its meal off the spike
DX: 15 PD/DR: 0/0 Wt.: 150-200 lbs.
and devour it at leisure. If cornered, the snolligoster can bite
IQ: 4 Damage: – Habitat: F
for 1d cutting damage. On land, its Move is 2.
HT: 10-12 Reach: – Origin: ML (USA)

The shagamaw is a vegetarian animal


whose forepaws leave prints identical to a
bear’s and whose hind paws leave moose
tracks! It is quite mischievous and delights in
walking first on one set of paws, then on the
other – hopelessly confusing any tracker.
Shagamaw are totally harmless. They are more
timid even than rabbits; if one is encountered, it
will flee. They are really nothing more than a
minor nuisance – they aren’t even particularly
good eating.
Individual shagamaws vary in the length of
time that they will walk on one set of feet.
Some are extremely regular (switch every quar-
ter-mile), while others are more random. The
GM is free to invent other species of shagamaw
(wolf/deer are nice!) to confuse overconfident
PCs. This is especially nice if two party mem-
bers are taking turns trailing an animal (“I
thought you said these were leopard tracks –
can’t you tell a leopard from a gazelle?”).

SNOLLIGOSTER

62 CREATURES OF THE WILD


If the subject is compelled to approach the toad, the
compulsion ends whenever the toad’s master releases the
subject from the spell’s effects. If the subject is compelled to
leave, the compulsion ends when he is out of sight of the toad
There seemed a strange
and makes a successful IQ roll (one allowed per minute). If
the spell is successfully resisted, the one resisting must roll
stillness over everything. But

again one minute later (if he stays with the toad), or when
as I listened, I heard as if from
next he enters the toad’s sight.
down below in the valley the
Fire damage bypasses the strong toad’s magical DR, but
howling of many wolves. The Count’s
eyes gleamed, and he said, “Listen must still get through the native DR of 4.
to them, the children of the night.
What music they make!” TAZELWURM
ST: <1 Move/Dodge: 18/9# Size: <1
DX: 13 PD/DR: 0/0 Weight: <1 lb.
– Bram Stoker,

IQ: 3 Damage: * Habitat: M


Dracula
HT: 14/3-5 Reach: C Origin: ML (Switzerland)

The tazelwurm is a small flying lizard, reputed to be poi-


sonous. It is active at all hours and is usually solitary, though
sometimes found in pairs. It lives strictly in mountainous
country, and is very shy of humans.
Should it be surprised by a party, it will fly away to its
lair, a small cave. If surprised in its lair, it will attack in des-
peration. Its sharp teeth can puncture up to heavy leather
STRONG TOAD armor, delivering a Type G venom doing 2d damage
ST: 2 Move/Dodge: 1/4 Size: <1 instantly. Its Move on the ground is 4; Dodge is 6.
DX: 8 PD/DR: 3/8# Weight: 3-4 lbs.
IQ: 3 Damage: * Habitat: –
HT: 12/3 Reach: R Origin: ML (Chile)

The strong toad is a permanently created magical animal


used as a guardian. However, there can only be one strong
toad guarding any given item. If two strong toads come in
sight of each other, they will fight to the death. The strong
toad is larger than the average toad, but still slightly smaller
than a house cat. It has a turtle-like shell, magically enhanced
with an Armor spell (+4 DR, no cost), and glows in the dark.
Its name comes not from its physical strength, but from
its magical strength. It has an inherent individualized Lesser
Geas (p. M59) ability. This spell takes no time to cast, and
costs only 6 “fatigue,” which is supplied from mana stored in
the eyes. The eyes can store up to 24 “fatigue” for spell-
casting purposes. The summoning mage can command it
either to repel or draw people (and animals) – those are the
only two compulsions it is capable of giving, aside from pre-
venting attacks against itself. This ability is a sort of “Mass
Lesser Geas” – its spell affects everyone within sight.
The strong toad does not speak; it simply stares at intrud-
ers and they feel the urge to come closer or go back the way
they came. If the geas’ subject is drawn closer, the strong
toad itself cannot harm him in any way – that is left up to
traps, lackeys, or the wizard himself.
The strong toad casts its spell at a skill level of 15. The
spell is resisted by the subject’s IQ (plus Strong Will, if any).
If the strong toad wins the contest, the subject must approach
or retreat as the GM dictates. The spell’s subject may not
attack the toad, though he may draw weapons and attack oth-
ers while moving 1 hex/turn.
TAZELWURM

CREATURES OF THE WILD 63


TRIPODERO
ST: 10-12 Move/Dodge: 12/7 Size: 3#
WHIRLING
DX: 14 PD/DR: 1/1 Weight: 400-500 lbs.
WHIMPUS
IQ: 4 Damage: 1d+1 cr# Habitats: F, D
HT: 11-13 Reach: R, C Origin: ML (USA)

The tripodero inhabits dry scrub forests such as the chap-


arral forests of California or the mesquite woodlands in cen-
tral and west Texas. Its name derives from its ability to stand
balanced on its long hind legs and muscular tail. Its body is
the size of a wolf, but it can stretch to a height of 15 feet,
looking over the low trees around it – at first people thought
it had telescoping legs. It walks on all fours, its short forelegs
keeping it low to the ground, periodically pausing to stretch
up to look for prey.
The face is mostly snout, which it uses in a peculiar way.
When it spots prey (anything up to human size), it takes aim
and spits a hard pellet of sun-dried clay at the victim. It car-
ries a supply of 10-15 of these pellets in a dry pouch in its
cheek. It can shoot only one pellet at a time, and takes one
turn to ready between shots. Treat the attack as a missile
attack (SS 12, Acc 1, 1/2D ST, Max ST×2; it never shoots at
anything that it will not hit with full force). The pellets do
1d+1 crushing damage.
The tripodero will avoid close combat, though it can bite
for 1d-2 cutting damage. It can also tail-sweep into any of its WHIRLING WHIMPUS
back hexes, doing no damage but knocking down its oppo- ST: 15-18 Move/Dodge: * Size: 1
nents if it wins a Quick Contest of DX. It is a 3-hex creature DX: 14 PD/DR: 7/1# Weight: 300 lbs.
when walking on all fours, though the last two hexes are tail IQ: 3 Damage: 3d cr Habitat: F
and bent rear legs. It is a 1-hex creature when standing. HT: 12-15 Reach: C, 1 Origin: ML (USA)

The whirling whimpus resembles a gorilla except in its


limbs – the lower limbs are small, while the upper limbs are
long and muscular and end in enormous paws. It is able to
magically whirl in place so rapidly that it becomes invisible
(hence the PD of 7). Its whirling produces a low droning
sound that seems to come from the tree branches above. Its
favorite spot to whirl is a forest path passing through a glade
at least 3 yards wide. It will wait there quietly until it hears
someone approaching, then begin whirling.
The GM decides which hex the whimpus is in, but
places no figure. After telling the players that their characters
hear the drone from above, he should note if any character
enters one of the hexes surrounding the whirling whimpus.
Any that do suffer an attack – 3d crushing damage from the
forepaws. The whimpus will continue to whirl as long as
there are opponents on their feet (it can sense things magi-
cally). While whirling, it can move at 1 hex per turn.
It may start or stop whirling instantly. While whirling, it
TRIPODERO
has no active defenses – it relies solely on its invisibility for
defense. Missile weapons and spells that hit it will not be
deflected. However, those passing within 1 hex will be
deflected away from the whimpus.
Mage Sight will detect a faint glow of magic from the
whimpus’ hex, while See Invisible (p. M50) will actually
allow the caster to see the outlines of the creature. The whim-
pus will whirl until it has only 3 HT left, at which point it
will run away at Move 4 (not whirling).

64 CREATURES OF THE WILD


YETI
ST: 18 Move/Dodge: 7/7 Size: 1
DX: 12 PD/DR: 2/3 Weight: 400-800 lbs.
IQ: 8 Damage: 3d cr Habitats: M, A
HT: 10/20 Reach: C Origin: ML (Tibet)

Yeti is a Tibetan word referring either to an unknown


animal of the Himalayas or a mountain demon – no one is sure
which. The name yeti has been attached to one of the great
legends of the 20th century – the Abominable Snowman.
Although not as easy to dismiss as the Bigfoot creature of
North America, the yeti remains an elusive mystery.
Western mountain climbers frequently report yeti sight-
ings. Stories of “yeti scalps” preserved by Tibetan monaster-
ies prompted noted Everest climber Sir Edmund Hillary to
retrieve such objects for Western scientists (who quickly dis-
missed them as made from the pelt of a rare goat). The yeti
could be the descendants of a race of giant prehistoric apes
whose fossils have been discovered by paleontologists in
China.
Yeti appear as large, white, furry apes. They do not use
weapons, and will attack by grappling victims and squeezing
until they are dead. Usually, a yeti will run from an attack,
unless its lair or offspring are threatened. Yeti are also
rumored to be magical creatures. If this is the case, it will
have Invisibility (at will – costs 1 fatigue per use) and per-
haps animal control spells. Its heart is its mana organ and is
considered very valuable by mages and alchemists.
YETI

SPECULATIVE CREATURES
Unlike the mythical and legendary creatures in the attack at all – they just mill around and get in the way. In
previous section, the animals in this section are deliberate some species, the workers will defend the nest. In any
fictions. They are intended primarily for fantasy and science species, workers will “attack” someone if they see him as
fiction worlds, but of course an inventive GM can use them food. Soldiers will ignore people, although they look tasty,
anywhere! unless the nest is invaded.
More speculative creatures are included in GURPS As few people would be foolish enough to venture into a
Fantasy Bestiary and GURPS Space Bestiary, as well as giant-ant nest, the ants are much more likely to be encoun-
many of the fantasy and science-fiction worldbooks. tered while foraging. Foraging parties will be made up of
approximately 2d ants.
While foraging, the ants leave chemical trails behind
ANT, GIANT them. If an ant finds food (humans qualify) and returns to the
ST: 6-12 Move/Dodge: 6/6 Size: 2 nest, many ants will follow the trail back to the food source.
DX: 12 PD/DR: 2/2 Weight: 25-50 lbs. Ants can carry many times their own weight; a single worker
IQ: 2 Damage: 1d-2 cr# Habitats: P, F, J ant at 25 lbs. could drag a human body back to the nest.
HT: 10-15 Reach: C Since ants have no use for valuables, the
armor and possessions of their victims will be
Giant ants live in large underground nests scattered around the hill or (in some species)
containing hundreds or thousands of individuals. stacked in “burial chambers” along with dead
They are the ultimate communists – everything is ants and other trash.
done for the nest; the individual means nothing. Giant ants attack with their mandibles,
Most ants are divided into soldier and doing 1d-2 crushing damage. Many species also
worker castes. For every soldier in the colony, secrete formic acid, doing an extra 2 points of
there will be 20-50 workers. Soldiers will be at damage after DR is subtracted. A few species
the high end of the given stats, workers at the can squirt formic acid, doing 1d of damage; SS
low end. With most species, the workers do not 10, Acc 0, 1/2D ST, Max ST×1.5.

CREATURES OF THE WILD 65


Giant fire ants have a venomous bite; treat this as a Type The dhole is a real animal found in India and southeast-
C venom (p. CII147) doing 1d of damage in addition to the ern Asia. It resembles a small reddish wolf, travels in packs,
damage from the bite itself. In this species, even the workers and hunts using tactics similar to those of the Cape hunting
are aggressive and have venom. Giant army ants are really dog (p. 10). It cannot bark, but has an unusual howling whis-
bad news – they are all food-gatherers with a soldier’s bite, tle – apparently its mating call. In reality, it is such a shy,
and they all attack. secretive animal that it is almost never seen; it avoids humans
Truly huge ants are a staple of atomic horror campaigns. at all costs.
apply the rules for giant animals from the sidebar on p. 95 to The dhole listed here is the dhole of Kipling – the
turn these giant ants into building-sized monstrosities. patient, populous pack that never forgives a wrong, and from
which even the tiger turns away. “The dhole do not begin to
call themselves a pack till they are a hundred strong . . .”,
CENTIPEDE, GIANT says Kipling, “. . . and remember, the dhole bites low.”
ST: 40-50 Move/Dodge: 6/5 Size: 5-8 Dholes will attack humans by biting at their legs then
DX: 14 PD/DR: 1/2 Weight: 100-500 lbs. swarming over them once they fall. A pack of dholes will not
IQ: 2 Damage: * Habitats: S, F, Sub, J turn aside for anything. Anyone who avoids the pack’s swath
HT: 15/25-35 Reach: C will not be hurt; but woe to anyone who injures, kills, or other-
wise antagonizes a dhole – the pack will hunt him to the death.
This monstrosity reaches lengths of up to 25 feet, mea-
suring 3 feet in width and 1 foot in height. It is always hun-
gry and attacks on sight. The giant centipede is a solitary DRAGONFLY, GIANT
creature, frequenting deep woods and jungles, swamps,
caves, and deep valleys – anywhere that it can stay out of Adult
direct sunlight. Some species are active both day and night. ST: 16-20 Move/Dodge: 20/10 Size: 2
Its bite does 1d+1 impaling damage, as well as injecting a DX: 15 PD/DR: 1/2 Weight: 100-125 lbs.
Type F venom for an additional 1d damage. IQ: 2 Damage: 1d cut Habitat: S
HT: 12-14 Reach: C
DHOLE Larva (Water Tiger)
ST: 4-6 Move/Dodge: 8/6 Size: 1 ST: 12-16 Move/Dodge: 6/8 Size: 2
DX: 13 PD/DR: 1/1 Weight: 35-50 lbs. DX: 16 PD/DR: 1/2 Weight: 60-125 lbs.
IQ: 5 Damage: 1d-3 cut Habitats: P, J IQ: 2 Damage: 1d imp Habitats: S, FW
HT: 15/7-10 Reach: C HT: 10-14 Reach: C, 1

66 CREATURES OF THE WILD


Adult giant dragonflies are most often found near water, It has the psionic power of Levitation (see p. B173). Its
where they breed. They are superb fliers and voracious preda- Power is 8, which allows it to fly at a Move of 30. It attacks
tors, feeding on small birds. They take their prey on the wing, by ramming its victim, doing 1d-2 impaling damage. The
scooping them up with their legs held in a basket-like position. flying turtle’s levitation affects only itself – it cannot lift
Their powerful jaws quickly devour their victims in only a few anything else.
bites. Adults have been known to attack humans on occasion, Treat the attack as a slam attack, the victim taking 1d-2
but are usually not a threat. Larval dragonflies, on the other impaling damage if hit. Once the turtle hits an opponent, the
hand, are a deadly danger; these ugly, voracious “water tigers” beak and tentacles emerge and begin to feed. The beak does
can seize and eat almost anything their own size. 1d-4 crushing damage; this bypasses all DR if the initial slam
Adults attack by swooping onto their victims and grap- pierced the victim’s flesh or armor (it inserts the beak
pling them in close combat. They then hover in place while through the hole!).
gnawing on their catches. Adults can carry up to Light It takes 1 turn to remove a flying turtle from a victim.
encumbrance while flying. The creature may then be attacked through the front opening,
The water-breathing larvae are found in fresh-water bypassing all DR. The opening is at -6 to be hit, however,
ponds and lakes. They feed on anything they can catch, and the creature will close it in 2 turns. It will then attempt to
including humans and other beasts that blunder into the fly away, possibly to ram again.
water. Their vicious, retractable jaws allow them to strike at a
reach of 1, doing 1d impaling damage. If suddenly disturbed,
they have a limited form of “jet propulsion,” forcibly MANTIS, GIANT
expelling water and driving themselves rapidly forward. With ST: 30-36 Move/Dodge: 5/7 Size: 3
this ability, they can travel at Move 9 for up to 4 turns. DX: 15 PD/DR: 3/3 Wt: 400-600 lbs.
IQ: 2 Damage: 2d-1 cut# Habitats: J, F, S
HT: 15/16-20 Reach: C, 1

The giant mantis stands on four of its six legs, towering


FLYING TURTLE
up to 8 feet in height. The other two legs, armed with wicked
spikes, are used to seize and hold prey. A solitary ambusher,
the mantis hides in bushes near game trails (IQ-4 to be spot-
ted), waiting for unwary passersby.
As its prospective dinner enters an adjacent hex, it lashes
out with both forefeet, grabbing its victim. Treat this as an
attack at 1-hex reach that grapples if the victim loses the
Contest of DX. Having grappled its victim, the mantis begins
to feast, generally biting its prey on the neck first to kill it.
The mantis’ forelegs do 1d crushing damage on the turn
that it grapples. Breaking free from the grapple requires
either a successful Contest of ST or doing enough damage to
cripple the limbs (crippling one leg halves the mantis’ ST for
grappling). The mantis’ bite does 2d-1 cutting damage; it will
usually bite only after having grappled its prey.

OCTOFLY
ST: 8-10 Move/Dodge: 5/6 Size: 2
DX: 13 PD/DR: 2/3 Weight: 60-80 lbs.
FLYING TURTLE
ST: 1 Move/Dodge: 20/10 Size: <1
DX: 15 PD/DR: 3/4 Weight: 1-2 lbs. IQ: 4 Damage: * Habitats: J, P, D, S
IQ: 4 Damage: 1d-2 imp# Habitats: P, D, F HT: 12/16-20 Reach: C
HT: 11/4 Reach: C
This eyeless creature is called an octofly due to its
The flying turtle does not resemble a turtle so much as it resemblance to the Terran octopus, but in fact has only six
does a football with a sharp front. Its shell is made from a tentacles. The body is slightly smaller than a wolf’s, with the
thin, hard chitin, and can open at the bottom near the front. tentacles hanging as much as 6 feet below. It senses its prey
From this opening, the creature extends its eyes and, when by thought activity – the higher the IQ, the more likely to
feeding, six small tentacles and a beak. draw an octofly. It is especially attracted by psionic activity,
The shell’s color depends on the habitat in which the fly- but may overlook prey that is sleeping or has a Mind Shield
ing turtle is found. The forest species has a greenish-brown (p. B169). It levitates directly over the prey, then grapples
shell; the plains species is grayish; and the desert species is with its tentacles and constricts until its victim is stunned or
colored in yellows and light reds. dead. At this point, it begins to feed with its sharp beak.

CREATURES OF THE WILD 67


The octofly is a natural psychokinetic with the ability to
levitate. Its Power of 8 is strong enough to move its 60-pound
body at a Move of 6, and it can easily carry off a man-sized
victim at 3 yards per turn. It attacks in close
combat by grappling with its tentacles,
each of which has the above-listed ST.
OCTOFLY
It may grapple with two tentacles per
turn, constricting on the turn after it
has successfully grappled. Each ten-
tacle must roll separately to grapple.
If it senses that its constriction is
having little effect (i.e., the victim has
too much DR), it will attempt to grapple
with two more tentacles. Damage (all crushing)
depends on the number of tentacles grappling
(1 tentacle, 1d-4; 2 tentacles, 1d-1; 3 tentacles,
1d+1; 4 tentacles, 2d; 5 tentacles, 2d+1; 6 tenta-
cles, 2d+2). No more than four tentacles can grap-
ple a man-sized victim at any one time.
Only plate mail (or its equivalent) will protect
against the octofly’s constriction, but it protects
with its full DR. Breaking free requires a Contest
of ST, with the victim choosing how many tenta-
cles to pull off at one time. The octofly does not
normally attack with its beak, but can bite in close
combat for 1d-2 impaling damage.

RAT, GIANT
ST: 6-12 Move/Dodge: 7/6 Size: 1
DX: 13 PD/DR: 1/1 Weight: 100-200 lbs.
IQ: 4 Damage: 1d-2 cut Habitats: Sub, F, P, S
HT: 17/8-10 Reach: C
SPIDER, GIANT
Odious creatures, giant rats attack on sight. They are ST: 12-40 Move/Dodge: 4-12/7 Size: 1-7
scavengers of the worst sort and often carry diseases. Anyone DX: 15 PD/DR: 2/2 Weight: 250-700 lbs.
bitten must make a roll against HT to avoid the disease of the IQ: 2 Damage: * Habitats: Sub, F, J, S
GM’s choice. Giant rats live in packs of 5-20, and are active HT: 14/10-35 Reach: C
at all times.
Giant spiders come in thousands of species, having
many different techniques for catching prey – four are
covered here.
SCORPION, GIANT
ST: 12-14 Move/Dodge: 8/7 Size: 2 Most giant spiders are poisonous, the strength and type
DX: 15 PD/DR: 3/4 Weight: 75-100 lbs. of venom depending on the species. Venom strength can
IQ: 2 Damage: * Habitats: Sub, F, D range from ineffectual to deadly; types A, C, E, and F are
HT: 13-16 Reach: C, 1 recommended. Spiders with weak venom will generally have
strong jaws that do impaling damage for their ST (see
Giant scorpions are solitary creatures, active at night. p. B140). Spiders with strong venom will have weaker jaws,
Most scorpions “hunt” by waiting for something to blunder doing only half damage for their ST (still impaling).
into them, and then grabbing it with their pincers with extra- Webs. A single strand of web will generally have DR 3
ordinary speed. Treat this as an attack (doing 1d-1 crushing and HT 6 for purposes of cutting. Touching the strand will
damage) at 1-hex reach that grapples if the victim loses the have the effect of grappling the affected body part. Breaking
Contest of DX. After grappling its prey, the scorpion uses its free requires a Contest of ST – no problem for a single
stinger to inject a Type C venom that does 1d+2 damage. The strand. Use ST 2 for a single strand for grappling purposes,
stinger itself does 1d-1 impaling damage. The scorpion’s although some strands are extremely sticky and should be
jaws are tiny and weak; it kills with the stinger, and then given a higher ST for grappling purposes. Each extra strand
gums its victim’s body to bits. adds 2 to ST – and a spider can generate one strand every
After stinging its victim, the scorpion will bite for 1d-1 other turn. For purposes of lifting, a single strand will have
cutting damage, stinging again if the victim is still squirming. enough ST to support the spider’s mass.
Breaking free of the pincers requires a regular Contest of ST.

68 CREATURES OF THE WILD


Anyone stumbling into a giant spider’s web will also be sticky mass that roots its victim to the spot! The spider then
grappled, suffering an immediate -2 to DX. Give the web a runs in and bites, injecting a Type A venom for 2d damage;
ST of 10-15 for grappling purposes; a Contest of ST is the bite itself does only half damage for the spider’s ST. Use
required to break free. Each failed roll, however, will result in the rules for bolas (p. B49) to determine the effects of the
the victim becoming further entangled – costing 1 point of web-mass (although the web will never do damage); range is
fatigue; if fatigue reaches 0, the victim is totally immobilized. 4 yards.
While the victim is struggling, the spider will be adding more
webbing. To release a victim, assume that cutting a strand
subtracts 2 from the webbing’s ST; when the ST of the web- SWAMP GHOST
bing reaches 0, the victim is totally free. Thus, to cut loose ST: 16-20 Move/Dodge: 10/7# Size: 2
from a web with ST 10 requires cutting 5 strands; remember, DX: 14 PD/DR: 1/1 Weight: 150-200 lbs.
though, that the spider will be adding webbing. A victim may IQ: 5 Damage: 1d cut Habitat: S
escape through a combination of cutting and breaking free. HT: 12-15 Reach: C
Web Spinners use a variety of techniques to web their
prey. Some use a trip-rope technique, laying a single strand This denizen of the swamps is not a ghost – it is a
across a path, then lying in wait at one end of the strand. The perfectly corporeal cat. It takes its name from its extreme
slightest twitch of the strand will bring the spider running. stealth and from the fact that its grayish-tan fur blends almost
This type of spider usually has many strands radiating out- perfectly into the background. In size, it is slightly smaller
ward from a central point. than a leopard.
Some species string webs across streams, game trails, It is a solitary diurnal hunter, feeding primarily on deer
and cave openings. Many spiders wrap their prey in multiple and other game animals found in the swamp. It stalks its
strands of webbing (two strands per turn!) before biting prey, preferring to attack from the rear.
them; others simply rush in and bite first, letting their venom This cat is a powerful swimmer (Move 3), and can hold
do the work. its breath for several minutes. It often takes prey on the
A particularly nasty form of web-spinner is the Mind shoreline by swimming up to it underwater, erupting from the
Spider. This spider stores mana in its two main eyes, giving it water at the last instant. The thick fur on its over-large paws
the ability to cast the Illusion Disguise spell (p. M46) over allows it to walk easily on top of mud and even quicksand. It
itself and its web. This usage is passive – the mana is is not above taking prey trapped in mires.
recovered as rapidly as it is expended. The spell super- Swamp ghosts are wary hunters (Stealth-18), and are
imposes the appearance of the web’s surroundings over it, almost never surprised (Vision and Hearing-18). Therefore,
making both the web and the spider invisible. Touching the they are rarely seen and they avoid large parties. However,
web or casting the Dispel Illusion spell (p. M46) on it will many a lone traveler has disappeared in swamp-ghost territory.
make the web and spider visible; See Invisible (p. M50) will
not reveal the web’s presence, although Mage Sight (p. M49)
will. The mind spider has no venom, but bites for impaling
VENUS FLYTRAP, GIANT
ST: 18 Move/Dodge: 0/0 Size: 1
damage at its full ST.
DX: 14 PD/DR: 0/4 Weight: 500 lbs.
Trap-Door Spiders live in burrows with cleverly con-
IQ: 1 Damage: * Habitat: S
cealed entrances (-6 to notice). The doors are very sensitive
HT: 10/20 Reach: C, 1-3
to pressure; if anything approaches closely (within 2 hexes),
the spider leaps out suddenly to grab it, dragging it back into
Carnivorous plants were a staple of ’40s and ’50s sci-
the burrow. This attack usually has the advantage of total sur-
ence-fiction and horror films. This plant is of the large, non-
prise. Treat the initial attack as a grapple; use Contests of ST
mobile, non-intelligent variety. It has a large hinged bulb atop
to determine whether the spider hauls off its victim or the
a flexible stem. When a victim walks into its range, it opens
victim breaks free.
its bulb and attempts to clamp it around the victim’s upper
If its prey proves too much for it, the trap-door spider
body with a successful attack. Each turn thereafter, the plant
will retreat into its burrow and hold the door shut. Any
does 1d-2 points of damage to the victim from digestive
attempt to pry the door open will involve a Contest of ST,
enzymes. If armor is worn, the enzymes will eat through the
with the spider’s ST doubled – few single humans could
armor at the rate of 1 DR per turn. The victim can initiate a
hope to do it.
Quick Contest of ST against the plant each turn that he
Hunting Spiders include wolf spiders, jumping spiders,
remains conscious – if he wins the contest, he pulls himself
and thousands more. These spiders roam around, looking for
free. If the plant already has something in its jaws, it has
prey. They pay out a web strand behind them as they hunt,
sharp fronds that can strike with a 1-hex reach, doing 1d-3
securing it frequently as they go along – they can sense
points of cutting damage.
anything touching the line at up to 20 yards behind them, and
The quickest way to release a victim is to sever the thick,
will quickly return to attack it. Jumping spiders can leap up
tough stem, which can take damage equal to the hit points of
to three times their own length to attack prey – treat this as a
the plant. While this disarms the plant, it does not kill it – the
flying tackle (see p. B113).
only way to kill the plant is to destroy the roots.
Scytodes is a genus of spider with the unpleasant habit
of spitting at its prey. It does not spit venom, but a glue-like

CREATURES OF THE WILD 69


CHAPTER TWO

The GURPS Basic Set covers all the


general information that a GM or player
would need to use animals in a campaign
(see p. B140). However, the following pages
provide more detailed descriptions of the
game effects of assorted hazards, injuries,
reactions, etc. The GM may adopt whatever
parts he finds useful.
ABILITIES AND SKILLS HIRING A TRAINER
Professional trainers can be hired (treat
as finding a hireling, p. B194), though they
are rare in most tech levels – finding one
ADVANTAGES AND DISADVANTAGES will usually be at a -2 or more penalty.
Cities with arenas are likely to have train-
Most animals have some inherent or instinctive advantages and disad- ers, but any carnivore trained by such a
vantages. Many animals have the Night Vision advantage – any animals that person is likely to turn on its owner –
are described as being active at dawn, dusk, or night may be assumed to have assess an Obedience modifier of at least
this advantage. Peripheral Vision is the norm for fish, insects, amphibians, -1. Nobles will often have trainers and
handlers to care for their horses, hounds,
birds, reptiles, and mammalian herbivores. It is unusual in mammalian and falcons. In the modern world,
predators, but some species do have the advantage – mostly small carnivores Hollywood has a few good animal trainers
that are sometimes preyed upon themselves. Some have mana organs, which – and a few bad ones.
In general, an animal trainer has an
allow them to use certain magical abilities (for more on mana organs, see the Average Job, earning $40 × Animal
sidebar on p. 121), and a few have Magic Resistance. Often, their hide or Handling skill level per month, or $30 ×
armor gives them increased PD and DR. skill level per month for small animals
(smaller than the average dog). It is a free-
Some species could be considered to have the Cowardice (most herbi- lance job requiring a minimum skill of 12.
vores) or Stubbornness disadvantages – these animals will be difficult to Success rolls are based on Animal
train and will not be at all suitable as combat mounts. Handling skill-2, and critical failure means
See the Characters chapter (p. 105) for more on animal advantages and 2d damage and loss of a month’s income
(3d and 2 months’ income on a natural 18).
disadvantages.

The Rule of 12
Inherent advantages that require an IQ roll will often work more effi-
ciently than IQ might suggest. In game terms, this means that in certain
advantages where an IQ roll is required, animals are allowed to use the Rule
of 12 (p. CII190) and roll as though their IQ were 12.
Inherent advantages where the Rule of 12 applies include Common
Sense, Danger Sense, and Faz Sense. The Rule of 12 may be invoked in any
situation where the GM suspects that the animal instincts of the creature
would provide an adequate replacement to, or improvement on, human IQ.
It is important to remember that the Rule of 12 does not allow the animal
to roll against 12 for all IQ rolls, merely those where the substitution seems
appropriate, as decided by the GM.

SKILLS
Animals have many inherent skills, ranging from combat to stealth.
Combat skill is equal to DX, of course, just as punching (p. B101). Stealth is
usually 14 – exceptions include animals such as skunks that are not con-
cerned about being seen (Stealth-8) and animals such as jaguars that are mas-
ters at quiet movement (Stealth-18). Tracking is at least 14 for most animals,
up to 18 for bloodhounds. See Natural Skills (p. 118) for more information.

TRAINING
The length of time needed to train an animal is given by the table on pp.
B143-144. The training times given there are generous to the characters;
don’t shorten them. The cost to purchase an already-trained animal is also
given on p. B144.
Rolling against Animal Handling every day can become quite cumber-
some – the average well-trained dog would require 360 successful rolls! To
speed up the process, try rolling for 10-, 20- or even 40-day blocks of time.
A failed roll indicates that the whole block of time was lost and must be
repeated. Also, if rolling for 10-day time blocks, a roll of 16 indicates one
bad failure, 17 indicates two bad failures, and 18 indicates three. For 20-day
blocks, bad failures start at 15, and for 40-day blocks, they start at 14!

GAME MASTERING ANIMALS 71


A badly failed roll means that the trainer was attacked. It is up to the GM
whether he is injured; he may want to roleplay it. At the GM’s option, a
badly failed roll may also mean that the animal is assessed a penalty to its
Obedience modifier (see below).
OBEDIENCE
A trained animal’s obedience to com-
mands will depend on how well it has been Animal training is much more effective if done through love, trust, and
trained. This will be represented by an mutual respect than through fear, bullying, and physical domination. GMs
Obedience modifier – the better the modi- should take note of the trainer’s character: Bad Temper, Sadism, and Bully
fier, the better the training. The Obedience
modifier can be either positive or negative,
are all poor disadvantages for an animal trainer to have. Any animal trained
and affects the owner’s Animal Handling or owned by such a person will eventually rebel. Whether this means simply
skill whenever he tries to get the animal to making a break for freedom or attacking its master depends on the species
obey a command. and the situation. At any time of stress, make a reaction roll at -3 (plus or
It is up to the GM to determine a trained
animal’s Obedience modifier – this num- minus any Obedience modifier) for the mistreated animal.
ber should generally range between +3 and
-3. If the animal is being trained by a PC,
the PC should roughly describe how he
intends to go about the training. The GM
can then determine the Obedience modifier
accordingly, taking into account Animal
Empathy, disadvantages such as Sadism or
Bully, and any particularly good or bad
rolls.
When someone purchases an already-
trained animal, the Obedience modifier
will affect the animal’s price. In general,
each point of Obedience modifier will
adjust the price by 10%. Thus, a dog with SENSING ABILITIES
an Obedience modifier of +2 will sell for As stated in the GURPS Basic Set, most animals have a “generic” 14 for
20% over “list price.” Remember that sensing their environment. This is sufficient for most purposes. For more
unscrupulous merchants may try to pass
animals off as being better trained than detail, however, read on.
they actually are! For herbivores, Hearing (16) is usually better than Vision (12). The eyes
of most herbivores (and insects and giant bugs) will detect motion more eas-
ily than shapes – they probably will not notice someone if he remains per-
fectly still. However, if the situation is unusual (dark clothing on an Arctic
tundra, standing tall in a barren desert, etc.), then even poor-sighted animals
will notice someone standing still.
Carnivores’ abilities vary widely. A dog’s sight is poor, but its nose is
keen; treat Taste/Smell as 16 for most dogs and Vision as 10. A cat has excel-
lent night vision, an adequate nose, keen hearing, whiskers that detect move-
ment and obstacles – the GM can simply assume all to be 14 and give it the
Night Vision advantage.
Blind cave animals can sense by pressure and sound quite accurately
(14) – the blind crayfish is a very successful predator. Fish have numerous
sensing abilities, and certain sound wavelengths carry well in water. Birds of
prey have amazing vision (18), but are average in all other senses. Snakes are
deaf but can detect ground vibrations, and they have Taste/Smell at 16.
Rattlers and related species can detect heat, as well. See the chapter on
Creating Animals (p. 93) for more detail.
HORSESHOES
Horseshoes came into use about 800
A.D. Horseshoes protect a horse’s hooves
while traversing hard, rough terrain (rocky
soil, cobblestones, pavement, etc.), as well
when straining against a heavy load. It
takes about 2 hours to shoe a horse, and
horses need to be shod every 4 to 6 weeks.
Any horse that is ridden or worked without
horseshoes should roll against HT daily. A
failure means the horse is lame and needs a
week of complete rest. Critical failure
means a shattered hoof, and the horse must
be put down.

72 GAME MASTERING ANIMALS


HORSES
As the most common mount in the real world, the horse and its abilities
warrant some particular coverage.
Horses can begin to be trained and ridden at about 2 years of age, and
BITING TO
can live up to 35 years or more with proper care. Ideally, horses should
GRAPPLE
Many carnivores bite in close combat
receive at least one hour of attentive care per day. Normally a horse is and do not let go. All cats, as well as some
groomed (brushed, rubbed down, and hooves and legs cleaned and checked) canines, attack in this way. Cats attempt to
and then exercised for about 15-30 minutes before being saddled or har- strangle prey with their jaws, and will
change grip only to get closer to the neck.
nessed. The same amount of time is spent at the end of the day for cleaning In game terms, this bite (in addition to
and grooming, as well rechecking the legs and hooves. Horses doing less doing normal damage) is treated as a grap-
than a half-day’s work should be fed about 1/3 of a pound of grain (oats or ple. The biting animal can attempt any
some other bulky, coarse grain) per 100 pounds of weight. Horses doing a maneuver that a grappler can; it can
attempt a take-down or a pin, or may choke
full day’s work should get 1 pound of grain per 100 pounds of weight. its foe if it has bitten it on the neck. The
Horses also need grass or fodder in their diet. Depending on the quality of victim must break free before he can move
grass, one to four acres of grassy pasture is sufficient to sustain a non- away. See p. B111 for more on grappling.
If a great cat does not specifically target
working horse totally. If grass is not available, a horse should receive about the neck (which is -5 to be hit), assume
10 pounds of leafy hay or straw per day in addition to its grain ration. A that the initial bite on the general body will
horse will need about 1 hour to eat its hay and grain, or 6-8 hours to graze be unsatisfactory. The cat will release its
hold and bite again; after three bites, it
(horses on the move can be picketed to allow grazing at night). Grain-fed reaches the neck and will not let go. Each
horses have more speed and endurance than grass-fed horses; grain is more of these bites does normal damage, and the
efficiently processed by the digestive system, giving them a +2 in Contests of cat must roll to hit each time that it
ST with grass-fed horses. Horses drink 5-10 gallons of water daily (this changes its grip (at no penalty). Once the
cat reaches the throat, it may begin chok-
should be doubled or more in hotter climates). ing its victim.
Fatigue for horses is figured as for humans (p. B134). If a horse gets less A victim who chooses the Wait maneu-
than a full ration of food – but at least half rations – fatigue increases by ver may step back out of the hex – to bring
his sword to bear, for example – when the
50%. Less than half rations doubles fatigue, and no food at all triples fatigue. cat lets go to adjust its grip. To do so, he
With a large, heavy saddle (40 lbs., $500) to distribute the rider’s weight, must win a Contest of DX; otherwise, the
a horse can cover phenomenal distances – as far as 150 miles a day are not cat bites again before its victim can escape.
If the victim has a close-combat weapon
uncommon. Under Light encumbrance or less, any healthy riding horse (or while being grappled, he may attack the
Fit horse character) with the correct type of saddle can double the rates given animal while still in its hex. The animal
on p. B187, or triple the normal rate if the horse has a HT 12 or better and is gets no active defense here! He may
bred for endurance (or is Very Fit). Riding with a string of six or more horses always attempt to grapple the animal’s
neck (1 turn; automatic if being gripped)
allows travel 20-30% farther than this. In a real hurry, if a new horse can be and choke the creature (see p. B112).
found every 20 miles or so, a rider can cover as much as 200 miles a day. There are other animals that do not let
Mongols, Persians, and the Pony Express riders were able to cover immense go at all after their first bite; bulldogs and
weasels come to mind immediately. In this
distances by this method. case, there is no point in waiting for the
A trained horse is the product of a long process that begins with genetics. animal to release its grip; fire will make it
By breeding specially selected horses, an experienced breeder can produce let go, and so will hacking it repeat-
edly. Most canines attack by biting
a specific type of horse: tall, short, fast, strong, one of certain coloration repeatedly rather than by biting to
or personality type, or any combination thereof – such as the grapple.
speed of the thoroughbred, the strength of the Clydesdale, or
the intelligence and bravery of the Andalusian. No
amount of training will benefit a horse without the cor-
rect genetics, and breeding alone will not make a horse
a good mount (see Training, p. 71). Both are required
to produce a horse suitable for a specific purpose.
Racehorses make poor warhorses, for instance, and both
make poor jumping horses. GMs should not allow a PC with
Animal Handling 20+ to turn a cheap draft horse into a
warhorse, for instance. Generally speaking, a horse can be
trained to ride or harness in about 30 days, but advanced
training can take many years, and requires the horse to be
at least 5 years old.

GAME MASTERING ANIMALS 73


COMBAT
DAMAGE
The Damage listing for each animal represents the total damage done by
that animal in a single turn. The only exception to this is an All-Out Attack
with the two-attack option, in which case two attack rolls are made. Biting
and clawing are summed up in one figure; do not figure them as separate
damages each turn.
Some animals have more than one form of attack – biting and clawing,
charging, and trampling, for instance. For these creatures, the damage from
the most common form of attack is listed under the creature’s stats; the other
attacks are explained in the animal’s paragraph description.
Note that the type of damage done by most carnivores is considered to be
cutting rather than impaling. However, certain animals do impaling damage –
notably those animals with teeth or horns large enough to puncture the torso
deeply. The appropriate type of damage is listed in each animal’s description.

CLOSE COMBAT
Against an animal (or anything else) that attacks in close combat (most
carnivores, for example), the only active defense is Dodge. Exception: If
someone has the Brawling, Judo or Karate skill, allowing him to parry bare-
handed, he can use the Parry defense. Martial-arts strikes will work on ani-
mals, but throws will not.
A combatant may choose to “dodge and retreat” from an animal that is
attacking in close combat, provided it is not grappling him. Add 3 to his
defense as he retreats from the hex. If the animal has hold of the fighter with
PARRYING ANIMAL
its claws or teeth, he cannot escape from the hex by retreating.
ATTACKS
Animals such as bears that attack with a
1-hex (or more) reach can be blocked or Because their weapons are inherent and designed to work at close quar-
parried. If a character successfully parries ters, animals do not suffer the -2 penalty to hit in close combat that humans do.
an animal, there is a chance he will hit the
limb that he has just parried. He must
Unlike humans, animals may All-Out Attack in close combat (this is an
make a successful roll against his weapon exception to p. B113). They may choose to make two attacks against their
skill. Since animals are skilled attackers foe, a single attack at +4 to their skill, or a single attack at +2 damage.
with their limbs (treated like Judo or
Karate), this roll is at -4.
If he does hit, there is a chance that his KNOCKBACK AND SLAM
weapon will break. Treat the weight of an
animal’s forelimb as equal to 1/5 its ST, The knockback (p. B106) and slam (p. B112) rules included in the
rounded down (e.g., a bear with ST 36 has GURPS Basic Set are intended primarily for human fighters. Modifications
a forepaw weight of 7 lbs.). If the paw must be made when dealing with very large or very small creatures.
weighs 3 or more times the weight of the
parrying weapon, the weapon has a 2 in 6
Knockback. Creatures with ST 4-16 use the same rules as humans
chance of breaking. Thus, this bear has a (p. B106) – 8 points of cutting or crushing damage produces 1 hex of knock-
1/3 chance of breaking any weapon weigh- back. For weaker creatures, the amount of damage necessary for each hex of
ing 2 lbs. or less. knockback is 4. For stronger animals, the amount of damage necessary for
each hex of knockback is equal to 1/2 ST (rounding up). Thus, a tiger with
ST 35 is knocked back 1 hex if it takes 18 hits of damage in a single blow. A
human with ST 10 taking the same amount of damage would be knocked
back 2 hexes, while a cat with ST 2 would be knocked back 4 hexes.
Slam. A slam is still done as a Quick Contest of DX, followed by a
Quick Contest of ST to determine knockdown and knockback. Roll the
Quick Contest of DX normally. The Contest of ST will be adjusted depend-
ing on the relative STs of the two foes:
– Begin by assessing the normal ST modifiers (+2 in foe’s direction, etc.).
– If the weaker foe’s ST is now below 3, increase it to 3, increasing the
stronger foe’s ST by the same amount.

74 GAME MASTERING ANIMALS


If the stronger foe’s ST is now above 17, reduce it to 17. Reduce the
weaker foe’s ST by the same amount, with the following exceptions:
• If the stronger foe’s ST (before adjustment) is less than 1-1/2 times
that of the weaker foe, do not reduce the weaker foe’s ST below 7;
• If the stronger foe’s ST (before adjustment) is less than 2 times that
of the weaker foe, do not reduce the weaker foe’s ST below 5;
• If the stronger foe’s ST (before adjustment) is greater than or equal
to 2 times that of the weaker foe, but is less than 15 plus the weaker foe’s ST,
do not reduce the weaker foe’s ST below 3.
• If the stronger foe’s ST (before adjustment) is greater than or equal to
3 times that of the weaker foe and is at least 15 more than the weaker foe’s ST,
the stronger foe automatically wins the Contest, and overruns his opponent
(see p. B100). The stronger foe still makes a roll, but falls only on a natural 18.
Example: A moose with ST 54 (a true giant!) and a moose with ST 40
charge each other. Each gets +2 for moving more than 1 hex toward the
other; -2 because the other moved toward it. Total modifier: 0. The stronger
moose’s ST is reduced to 17. Ordinarily, the weaker moose’s ST would now
be reduced to 3, but since the stronger moose’s ST is less than 1-1/2 times
that of the weaker moose, the weaker moose’s ST is reduced only to 7.
Flying Tackles. A number of carnivores – cats, especially – attack by
leaping onto their prey, knocking it down. Most animals can easily leap 2-3
yards, while the leopard can leap 6 yards or more. Treat this attack as a “fly-
ing tackle” (p. B113), with the animal getting a DX roll to land on its feet.
The victim rolls as for a slam, but at an extra -2 to ST. Of the great cats, only
leopards and jaguars attack with a flying tackle; lions and tigers attack from
the rear or the side without flying leaps. Small cats (ocelots, pumas, etc.)
pounce on smaller prey.
Head Butts. Animals with horns will attack through a special form of
slam called the head butt. Knockdown and knockback are determined as for
a normal slam. In addition, the victim of the head butt will take damage from
the horns; the amount will depend on the weight of the head-butting creature.
The basic damage will be equivalent to the animal’s trampling damage, mod-
ified up or down by 1-3 points, depending on how long and sharp the horns
are and whether the animal tosses its head as it butts. If the horn is especially
sharp, it will do impaling rather than crushing damage. For example, a rhino
weighing 1-1/2 tons will do basic damage of 2d (1d+1 for weight, plus an
extra 2 points for having a long horn and using a head toss).
This damage is doubled if the creature is moving 10 hexes per turn or
more, or halved if it is moving 3 hexes per turn or less.
Any head-butting animal must make a roll against HT (at +5, if it is trav-
eling 3 hexes per turn or less) when it butts with its head. If this roll is failed,
the animal is stunned. The head-butter will take no actual damage from the
slam, unless it is butting heads with another animal or with a massive object
(tree or car). In that case, it will take damage only if it loses the Quick
Contest of ST by 10 or more points. Damage taken is equal to half the dam-
age normally done by the animal it is butting heads with, or to half the dam-
age it normally does itself, if it butted a fixed object like a car. For example,
two deer (head butt damage: 1d imp) butt heads. One rolls a critical failure. It
takes 1/2d impaling damage.
Knockback from Slam Attacks. Compute knockback based on the final
adjusted STs of the two foes, with the loser of the Contest being knocked back
1 hex for every 2 points by which he lost. However, no creature may knock a
second creature back a distance in hexes greater than the speed at which the
first creature was traveling at the time of the impact. Thus, an apatosaurus
traveling at Move 1 cannot knock anything back more than 1 hex.

GAME MASTERING ANIMALS 75


PACK TACTICS
Pack animals like wolves and other
canines hunt using clearly recognizable
INJURIES
Use the same rules for injury and its effects as for humans (pp. B100,
tactics. First, they select a single animal –
a weak or sick individual, if possible – to B110, and B126-133), with the following exceptions.
cut off from a herd. They seldom attack
healthy animals – even the biggest preda-
tors have difficulty bringing down large SHOCK
prey. Most adult herd animals can outrun When injured, animals have their DX reduced on their next turn only,
pack predators over any significant dis-
tance, and if cornered, they put up more of just as do humans (p. B110). However, the amount of damage needed to
a fight than predators are willing to deal reduce DX varies, depending on the ani-
with. mal’s total hit points. Use the table below,
Once the prey has been separated from
the herd, the pack will chase and harass it
rounding damage down:
for some time before attacking in earnest.
Members of the pack take turns snapping Hit Points DX Reduction
at its heels and sides, keeping the quarry Less than 30 -1 DX per hit
running while their fellow hunters rest.
This constant pursuit weakens the prey for 31-50 -1 DX per 2 hits
the final attack. Once the beast is on the 51-100 -1 DX per 3 hits
brink of exhaustion, the pack can bring it 101-200 -1 DX per 4 hits
down easily.
201+ -1 DX per 5 hits

Thus, a giant bear-dog, with 60 hit


points, has its DX reduced by only 3 on
the turn after taking 10 hits.

RECOVERY FROM INJURY


Animals derive the same benefits from first aid and medical care as do
humans. However, treating an animal for injury or illness requires the
Veterinary skill (at default, if necessary). This skill is used for bandaging,
first aid, and gradual recovery under medical care.
If the prey chooses to stand rather than
flee, the pack will rapidly surround it. A Each time an injured animal regains lost hit points, whether through ban-
few hunters will feint to draw its attention daging, first aid, medical care, or gradual recovery, it recovers 1 hit point for
– then the others rush in, attacking from each 20 hit points (or part thereof) that it originally had. The amount recov-
the sides and rear. If the beast turns, the
former attackers will withdraw while the ered is in proportion to total hit points in a healthy animal, not to the number
one-time feinters rush it from behind. The of hit points lost in damage or number of hit points remaining.
victim is quickly overwhelmed by the So, animals with 20 or fewer hit points recover 1 hit point at a time, ani-
numerical superiority of its attackers. Pack
predators will rarely attack a large animal
mals with 21-40 hit points recover 2 hit points at a time, and so on. Thus, an
head-on – individuals that use this suicidal elephant with HT 17/50 will recover 3 hit points each time it regains hit
tactic quickly drop out of the gene pool. points.
Pack hunters will attack humans just as
they do other animals – by chasing them
until they drop, or by surrounding them ASSORTED HAZARDS
and attacking from the flanks. If a party
stands its ground but the pack is unable to
surround it – or if the humans stand back- Drowning
to-back, leaving no flanks exposed – the Drowning, swimming, and associated water hazards are covered in detail
pack will hesitate to attack. Instead, the
hunters will try to keep the party pinned
in the GURPS Basic Set, p. 91.

Falling
down, waiting to exploit any opening. If
the pack is desperate, some members may
charge the party in an attempt to over- Animals can be just as clumsy as humans; it does not happen as often,
whelm them in a frontal assault. The other
pack members will be quick to take advan-
but they do fall down. Different animals take different amounts of time to get
tage of any ensuing chaos. to their feet. In general, four-legged carnivores will get to their feet in 1 sec-
In game terms, pack animals make fre- ond (no Kneeling step needed). Small animals (anything smaller than a
quent use of the Feint and Wait maneu- medium-sized dog) will also get up in 1 turn. Herbivores such as deer,
vers; some will Feint to draw the victim’s
attention, while others will Wait to take horses, camels, and antelopes take 3 seconds. Larger herbivores such as
advantage of any opening. giraffes and elephants take 6 seconds.

76 GAME MASTERING ANIMALS


Falling damage is lessened for many animals. Allow cats of all sizes a
DX roll to land on their springy feet, reducing falling damage to half. If they
make their DX roll by more than the number of yards fallen (or roll a critical
success), they take no damage. Anything smaller than a medium-sized dog
TURNING RADIUS
will only take 1/2 damage in a fall, and anything smaller than a rabbit will
take 1/4 damage.

ACCELERATION AND TURNING


Acceleration
For game purposes, assume that most animals can reach their full Move
from a standing start and can decelerate at will. This is not strictly accurate,
but the reality is not worth the complications. The exceptions are massive
herbivores such as elephants, and any animal that is even lightly encum-
bered, including most mounts.
Mounts. A mounted animal (or massive herbivore) may change speed by
1/3 of its Move, faster or slower, in any given turn. For example, a horse
with Move 16, beginning from a standing start, may move up to 5 hexes on
the first turn, up to 10 hexes on the second turn, and at full speed on the third
turn (round up on the third turn). If it is running at full speed when it begins
to slow, it must still run at least 11 yards on its next turn – some caution is
needed in riding these things!
A mounted animal may decelerate by twice the normal amount if it
makes a DX+2 roll and if the rider makes a successful roll against Riding-2.
If the mount succeeds but the rider fails his roll, the rider is unseated, taking
damage as for falling 4 yards. If the mount fails its roll, it falls. The rider
may leap clear on a second successful Riding roll (at a penalty equal to his
Encumbrance). Otherwise, the animal falls on him. In addition to damage for
falling 2 yards, the rider takes 1d+1 crushing damage if his mount’s speed at
the start of the turn was 10 or greater, 1d-1 otherwise. If the rider makes a
HERD ANIMALS
Many herbivores live in large herds,
successful Acrobatics roll (DX-5), he can leap clear and take only the falling banding together for social and defensive
damage. In any case, add 1 hit for each 5 hexes of Move over 10. purposes – there’s safety in numbers.
Sprinters. Carnivores such as crocodiles and most cats have a very rapid These herds have well-worked-out survival
tactics, including posting sentries, keeping
charge for a brief period. These animals may sprint at twice their Move for 2 the biggest males between any predators
seconds as a charge. This may also be done while fleeing, though not if they and the rest of the herd, and forming
have already done so in attacking. Any sustained chase rapidly fatigues these defensive circles.
When threatened, some herd animals
animals – after 100 yards running all out, they have only 3 ST remaining! will form a defensive circle. The females
Only the first 2 seconds of any run may be at double-speed. and young are inside the circle, while the
The exception is a cheetah, which does not get the sprint bonus. Dog-like males face outward along the outer rim –
presenting a circle of dangerous horns to
animals don’t either; they tend to run prey down, having stamina instead of any would-be predators.
sprinting ability. For these, use the Running rules on p. B88. Most herd animals, though, will flee

Turning
from danger. The females and young run
first, while the males hang back, blocking
the threat from the rest of the herd. The
A four-legged herbivore (or any flying animal) that is moving 10 hexes males will occasionally whirl and lash out
per turn or faster must always move at least 1 hex in a straight line after at the predators with horns or hooves.
every 1-hexside change of direction. A four-legged herbivore moving 20 or The males will give up their lives for the
herd, but they are usually successful in dri-
more hexes must always move at least 2 hexes in a straight line after each ving off foes. The most common herd ani-
1-hexside change of direction – and so on. mal to fall to a carnivore is a weak or
An especially massive herbivore (elephant, rhinoceros, or apatosaurus, sickly one that cannot keep up with the
for example) must move 1 hex in a straight line after every 1-hexside change bulk of the herd.
of direction for each 5 hexes per turn of its speed. Thus, a rhinoceros charg- Continued on page 79 . . .
ing at a Move of 14 must move at least 2 hexes in a straight line after every
1-hexside change of direction.

GAME MASTERING ANIMALS 77


For carnivores, use the
same rules as for humans
(p. B103), unless the carni-
vore is particularly massive
(Tyrannosaurus rex, for
example). In that case, use the
rules for four-legged herbi-
vores (1 hex in a straight line
after each change of direction if
moving 10 hexes per turn or
faster).

HIT
LOCATION
FOR
ANIMALS
In general, use the same
rules for hit location and injury
effects as for humans, with the
few exceptions stated below.

PARTS OF THE
BODY
While it would be impossible to generate a hit-loca-
tion table for every type of animal that might be encountered,
some general guidelines can be offered.
For animals that stand on two legs, use the Parts of the Body
table in the GURPS Basic Set (p. 203) with modifiers for the
creature’s size (such as an additional -1 for a dog-sized creature
or +3 for a Tyrannosaurus rex). Make whatever modifications
seem necessary for the specific situation.
For instance, treat the tail of a kangaroo, or any
other two-legged creature that uses its tail for balance,
as a third leg. On a roll of 9-11, the legs or tail are hit;
roll a die to determine which (1-2, left leg; 3-4, right leg;
5-6, tail). If the tail is crippled, the animal will have diffi-
culty keeping its balance – DX and Move are reduced by
1/3, and a kangaroo will no longer be able to lean back on its
tail to kick with all four feet.
For quadrupeds, use the table below. If an animal does not
seem to fit either the table for humans or the table for quadrupeds,
the GM should be able to work out appropriate hit penalties using
some combination of these tables.
When using the random locations for quadrupeds, subtract 2
from the roll if attacking from the front; add 2 if attacking from the
back. The hit penalties on this table already take size modifiers into
account.

78 GAME MASTERING ANIMALS


Body Parts for Quadrupeds
Random Body Hoofed Massive Med./Large Small
Location Part Animals Herbivores Carnivores Animals HERD ANIMALS
2-4 Foreleg* -1 for large -1 -3 -4
-2 for small
(CONTINUED)
Some herd animals will stampede when
– Forefoot or -4 -3 -5 -6 threatened. The herd will usually stampede
Forepaw away from the threat, but herds have been
known to run over predators. This happens
5 Head -4 -2 -5 when the herd is being chased by another
– Nose or Trunk # -8 -10 -12 predator or when there is nowhere to run
6 Neck -5 -4 -7 -8 but right at the predator. A herd of wild
buffalo might get angry enough to stam-
7-9 Body 0 +1 -1 -2 pede a foe deliberately.
– Vitals -3 -2 -4 -5 To determine stampede damage, figure
10-12 Hind Leg* -1 for large -1 -3 -4 out how many turns it will take the herd to
pass through a given hex (by dividing the
-2 for small number of hexes the herd is deep by the
– Hind Foot or -4 -3 -5 -6 herd’s Move). Use the trampling rules on
Hind Paw p. B142 to assess damage taken by each
character in the herd’s path each turn.
# No special effect. Unlike with individual animals, this dam-
* On a natural 2 or 12, foot or paw is hit. In any case, roll for left or right. age is not halved for running through the
hex – multiple tramples within the same
Except for the following, the results of major damage are as for humans. turn more than make up for the short
Head: The skull provides a natural DR of 2 in addition to the creature’s length of time a given animal remains
normal DR. Herbivores that attack with horns or antlers have thicker skulls, within the hex.
providing a natural DR of 3 and making them harder to stun. These herbi-
vores are stunned on total hits over 3/4 of their hit points, and get a +2 to
their HT rolls to avoid being knocked out.
Neck: See sidebar on Going for the Throat.
Trunk: Damage over 1/4 of hit points will cripple a trunk. Anything less
GOING FOR
enrages the animal; any further attacks which it makes will be All-Out Attacks.
THE THROAT
Targeting the neck and throat is a stan-
Nose: Very tender in many carnivores, especially canines. Any hit to the dard attack for many animals. Use the fol-
nose stuns the animal. Damage over 2 lowing rules for neck attacks:
points is lost. The GM may (if The neck is -5 to be hit (this number
desired) make a reaction may vary for animals); missing by 1
hits the body. The neck has no DR
roll to see if the animal of its own, but most armor
flees or is enraged. includes neck protection,
Leg, foot, or either as an extension of
the torso armor or of the
paw: Crippling helmet; use torso PD
damage does and DR, unless a great
not necessarily helm is worn. After
subtracting for DR,
cause a four- crushing attacks do
legged animal 1-1/2 times normal
to fall. If the damage; cutting and
animal makes impaling attacks both
do double damage.
a successful The victim is stunned
roll against DX- if he takes total hits of
3, it retains its more than 1/3 of his hit
points to the neck. If he takes
footing. It may not total hits over 1/3 of his hit
attack with a wounded points in a single blow, the throat
foreleg, nor may it attack may be crushed. Roll vs. HT; if the
victim fails the HT roll, his throat has been
with the other foreleg unless it crushed. He must make an additional HT
can easily rear onto its hind legs, like a roll each turn, losing 1 hit if he fails, until he
bear. It attacks at DX-3 and does only half damage. With a wounded hind dies or receives the appropriate first aid.
leg, the animal attacks at DX-3 but does normal damage. Move in either case If the neck takes full hit-point damage
from an edged weapon, a successful HT
is reduced by 3. roll is necessary to avoid decapitation!
Hooves give an animal’s feet a natural DR of 1.

GAME MASTERING ANIMALS 79


OTHER ANIMALS CRITICAL MISSES
There are too many animals in the world
to list each individually. If the GM needs
For animal critical misses, the GM may either use the Critical Miss Table
more stats for an animal, the following on p. B202 – treating any “weapon breaks,” “weapon drop,” or “weapon
guidelines are offered: turns in hand” result as 1d-3 damage to the creature – or use the table below.
For small carnivores not presented, use
the Cat, Dog, Ferret, Raccoon, or Badger
statistics.
Animal Critical Miss Table (Optional)
For other small animals, use the Rat, Roll 3 dice:
Porcupine, or Rabbit statistics.
For small game birds, use the stats for 3 – If the defender has an impaling weapon, the animal is impaled on the
Chicken, Duck, or Goose. For raptors and weapon, which does its maximum damage, and the weapon is stuck – a Quick
other large birds, the Falcon and Eagle Contest of ST is required to pull the weapon free. Otherwise, treat as #4.
stats could be used.
Other animals (herd animals, large 4 – The animal falls badly and is stunned for at least 1 turn. On the turn
predators, and so on) can be generated in a after its next, the animal may begin rolling vs. HT to recover.
similar manner. 5 – The animal falls clumsily, hurting itself; it takes 1d-3 crushing dam-
age, defends at -3 until its next turn, and cannot attack again until it regains
its feet.
6 – The animal breaks a claw, hoof, or tooth, if appropriate; basic dam-
age is reduced by 1 for all subsequent attacks. If otherwise, the animal takes
SHOTS TO THE
1d-3 crushing damage to the limb with which it was striking.
VITALS
The hit penalties listed for the Vitals
location assume that the attacker knows 7, 8 – The animal loses balance completely and falls down. It defends at
where they are. If the character has -3 until its next turn, and cannot attack again until it regains its feet.
Naturalist, Survival, Zoology, or Veter- 9, 10, 11 – The animal is slightly off balance; it defends at -2 until its
inary skills, or has had previous experience
with the animal, use the listed hit penalty. next turn.
Otherwise, he suffers an additional penalty 12, 13 – As #7.
of -2 – he has only a vague notion of 14 – The animal pulls a muscle; -3 to attack and defense rolls while the
where the vitals are located.
For totally alien creatures (from another animal recovers, which requires three days.
planet or universe), no shots to the vitals 15 – As #6, but basic damage is reduced by 2.
are possible except by accident (GM’s 16 – As #5, but takes
decision). When one of the creatures has
been killed, it may be possible to determine
1d-2 crushing
the position of the vital organs – a success- damage.
ful Xenology roll is necessary to do this.

WOUNDED AND
CORNERED
ANIMALS
A wounded animal can be even more
dangerous than an uninjured one – desper-
ation can cause it to fight even more
fiercely. Make a reaction roll any time an
animal is wounded, with a penalty equal to 17 – As
the amount of damage done by the blow.
The animal will flee on any reaction of #4, but also takes
Poor or better. 1d-3 crushing damage.
A Very Bad or Disastrous reaction will 18 – The animal fails so miserably in its attack that it loses its nerve.
cause the animal to All-Out Attack as if
Berserk (p. B31). However, the animal
Any animal with an IQ of 3 or more will turn and flee on its next turn, if
does not get any of the accompanying escape is possible. If backed into a corner, it will assume a surrender position
advantages of being berserk; it can still be (throat bared, belly exposed, etc.). For animals of IQ 2 or less, treat as #17.
stunned, and still falls unconscious when For animals that cannot fall down (snakes, etc.): Treat all results of
its hit points fall below zero. There are
exceptions to this rule; some carnivores get falling down as taking 1d-3 damage instead.
very angry at even the smallest scratch, For fliers: Treat results 7, 8, 12, and 13 not as falling down, but as being
while others run away if hit with a small put into an adverse flying position with the same effective results.
stone. The GM has the final say on any
wounded animal’s reaction. For swimmers: Treat all results of falling down as being put into an awk-
ward position, with the same effective results. Any results of damage due to
Continued on next page . . . falling should be read as stun instead.

80 GAME MASTERING ANIMALS


WOUNDED AND
ANIMAL REACTIONS
When the adventurers meet an animal that
CORNERED
does not have a pre-determined reaction to them,
ANIMALS
the GM may choose to make a “reaction roll” just
(CONTINUED)
as he would for an NPC. Roll three dice, add any Cornered animals will also fight
fiercely. Assess a -4 reaction to any animal
modifiers appropriate to the situation (see p. B204 that has no obvious escape route, treating
for guidelines), and consult the Animal Reaction any reaction better than Poor as Poor. On a
Table which follows. Very Bad or Disastrous reaction, the ani-
mal will All-Out Attack as if Berserk (see
Note that some animals are given reaction above).
modifiers (the Kodiak bear reacts at -3, for exam- Note that some animals (bears, for
ple), while others are described as “always attack- example) are true berserkers (p. B31) if
ing” or “always fleeing.” Herbivores will usually enraged, gaining all the accompanying
advantages and disadvantages. Such ani-
flee on any reaction worse than Neutral, though some (most notably, stags in mals can be very hard to kill.
rut) may attack and herds may stampede.

GAME MASTERING ANIMALS 81


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

82 GAME MASTERING ANIMALS


CHAPTER THREE

The essentials of hunting are covered


in the GURPS Basic Set under Tracking
on p. 57, Stealth on p. 67, and in the
sidebar on p. 128. The following rules
are offered for those who want more
detail.
HUNTING
When determining whether the party’s foraging is suc-
cessful, note by how much the PCs make their IQ rolls; the
better the roll, the larger and tastier the prey. Depending on
the environment, this could range from skunk (which would
keep a person alive, though it might lower his charisma) or
birds to deer or antelope. The characters must still make suc-
cessful missile-weapon skill rolls to bag the prey; Stealth will
help them get within shooting distance (p. B52). For danger-
ous game animals, such as buffalo or boar, play out the ANIMAL
encounter.
EMPATHY
While Animal Empathy
PRESERVING MEAT seems at first glance to be an
After a successful hunt, the hunter may wish to preserve ideal advantage for anyone
the meat so as to move on more quickly. Alas, preserving collecting animals, it is
meat in the wilds takes as much time as daily hunting! only suited for humane
Figure that half the body weight of any large animal is collectors. Anyone with Animal Empathy who knowingly
meat. Making jerky out of this meat takes 3 days and will collects animals for vivisection, arena combat, or other pur-
reduce the weight by 1/2 (so only 1/4 of an animal’s actual poses leading to pain or death for them would be violating the
weight can be carried as preserved food). nature of the advantage and should be docked character
A smoky fire, constantly going, is required to preserve points. In addition, certain types of traps – most notably the
meat as jerky. Alternatively, a large quantity of salt (1 lb. per snare – are not suitable for use by anyone with this advantage.
5 lbs. of fresh meat) can be used to preserve the meat, though
the process still takes 3 days.
Preserved meat lasts up to 3 months, while unpreserved CRAFTINESS
meat spoils in 12 hours (4 hours in the tropics) unless kept Should there be an actual quest for a particular animal or
cool. an organized hunting party, the GM can determine the course
of the hunt through a series of rolls. He should first make a
decision on the “Craftiness” level of the animal – a measure
of its ability to avoid traps and to outwit and throw
off pursuers. The Craftiness level is used in place of
IQ. Most herbivores (with notable exceptions like
elephants, wild boars, wild buffalo, and primates) are
not crafty; roll against their IQs – that is, if the ani-
mal’s IQ roll is successful, it can do something clever
trying to evade its hunters. If the prey is a cagier ani-
mal, such as a fox, wolverine, leopard, or coyote,
give it a Craftiness level of 10 or more (this is indi-
cated in the animal’s description). Many man-eaters
are extremely crafty and will circle back to hunt
their hunters! The GM should simply play these
at his own level of ingeniousness.
The hunt then becomes a series of
Contests of the pursuers’ Tracking skills
and the prey’s Craftiness level. If the
hunters use dogs, they can substitute the
dogs’ tracking abilities (generally 16 or
18) for their own. At any rate, when a
crafty or dangerous animal is finally brought
to bay, the encounter should be played out.

FISHING
A successful Fishing, lakes. In general, it is easier to find fish in shallow streams –
Naturalist, or Survival skill roll will tell the fisherman where there are fewer hiding places. Fish gather in concealed and
fish are likely to be found – which streams, rivers, ponds, or shady spots, in pools and deep calm water.

84 HUNTING AND TRAPPING


For each hour of fishing, make a Fishing roll (Survival Fish may be caught in a number of ways – using hooks
may be substituted). If the roll is successful, the fisherman and lines, flies or lures, spears, knives, trotlines, nets, or even
catches 1/4 pound of edible fish, plus 1/4 pound per point bare hands. If equipment is not available, a Survival skill roll
below the needed roll. If fish are especially plentiful, or if a will allow the fisherman to improvise from available materi-
critical success is rolled, twice as much fish is caught. If fish als. The fishing roll may be at 2 or more depending on cir-
are especially scarce, or if the initial roll to locate the fish is cumstances and availability of equipment.
failed, only 1/2 as much is caught. Any critical failure results
in no more fish being caught that day.

TRAPPING
Trapping animals is another way to gain food. Most traps next checked. The least opportune time depends on the situa-
can be set in only 15 minutes by a skilled trapper. The traps tion – it might be many hours later if the PCs are in a hurry,
should be checked at least hourly, as predators and scav- or it might be just after they check a trap, giving a carnivore
engers will empty them if given the opportunity. A successful more time to raid it.
Naturalist (or appropriate Survival) skill roll will pick up the Any animal has a chance to notice a trap – roll a Contest
signs of an animal’s presence – tracks, runways, trails, dens, of Skills between the trapper’s skill and the animal’s IQ, with
and feeding marks – that tell a trapper where best to set his the following modifiers: none if the animal is running; +3 if
traps. If this initial roll is failed, the trapper will be at a the animal is reasonably alert (the normal condition); +5 if
penalty to his Traps skill for catching animals. Assess a the animal has cause to be suspicious. A cagey beast, such as
penalty equal to the amount by a wolverine or an old, man-eating tiger, will
which the initial roll was always be suspicious.
missed.
TYPES OF TRAPS
Box Traps
Box traps are of many types – cages, boxes,
sacks, even natural caves. The basic idea is that the
animal is lured into an enclosure, after which the
opening is shut behind it, blocking it in.
A primitive cage can be built out of saplings
and vines with one end left open (4 hours to build a
cage large enough to hold a lion, or 2 hours with
appropriate Survival skill or Carpentry; these times
assume the builder has access to tools). Bait is
attached to a trigger set at the back of the cage. The
trigger can be a bent sapling (or a rope) barely
secured by a cross-stick which releases a solid or
barred door.
Another type of box trap is the box propped up
on a “figure-four” trigger; the box simply falls down
over whatever set off the trap. This type of trap is
limited to animals no bigger than large dogs – the
Each time a trap is set, the GM should roll in secret to weight of the box makes it impractical for creatures any larger.
determine whether anything is caught. Roll against Traps A natural cave could be used as a box trap by blocking
(Traps-5 if the trapper is city-bred) or the appropriate Survival the entrance after the animal enters; removal of dangerous
skill of the trapper, and note how successful the roll is. The animals can be tricky, though! Sacks can be used for smaller
trapper must have the Traps skill at a TL appropriate to the animals – this becomes a safe type of snare trap.

Deadfalls
trap, or take the appropriate modifier. A failed roll means that
nothing is caught – but don’t tell the player that; let him check
the trap to find out for himself. Critical failure means that the A deadfall consists of a large tree trunk or other heavy
trap goes off while being set, possibly injuring the trapper. weight set up to fall on any animal that passes under it. The
If the trapping roll is successful, the degree of success trap may be set in front of a den or across a game trail
will influence both the type of animal caught and the timing. (sprung with a long string or rope; no bait is necessary). The
The better the roll, the “tastier” or more valuable the animal, deadfall may also be baited with a figure-four trigger setting
and the more opportune the timing. The most opportune time off the trap. If properly constructed, a deadfall is very
for an animal to be trapped would be just before the trap is humane, killing the animal almost instantaneously. Deadfalls
do crushing damage based on their weight (see p. B131).

HUNTING AND TRAPPING 85


Pits Snares
Pits require a shovel or some other digging tool; a pick is A snare is a noose rigged to snap tight on the release of a
handy if the soil is hard. See Digging, pp. B90-91, to deter- spring trigger, strangling or holding the animal. It should be
mine the length of time needed to dig the pit. set along a well-worn runway or in front of an animal’s bur-
Pits are often larger at the bottom than at the top, making row. Depending on the type of snare, bait may or may not be
it more difficult for the animal to escape. Most pits are dug used. Snares are primarily for game animals; there is a high
across game trails and covered with branches and brush or risk of injury in capturing an animal this way. Anyone with
grass. Often, bait is laid across the center of the pit, or the the Animal Empathy advantage should be docked character
prey is simply chased toward it. Elaborate “hedges” may be points for using a snare – it can cause an animal great pain.
constructed, narrowing the path to the pit. Animals can be taken unharmed in snares, though, espe-
cially if the trapper is nearby and checks the trap
frequently. There is a 4 in 6 chance that an animal
captured in a snare will be too severely injured to
save. If the animal is left snared for more than an
hour, increase this chance to 5 in 6.

Stick Nooses
A stick noose is useful for removing an ani-
mal from a trap, or for snaring an animal as it
comes out of its burrow. It consists of a long stick
or pole with a noose attached to the end. A
Contest of DX is required to slip the noose over
the animal’s head; the GM must decide if failure
by the character results in the animal getting close
enough to attack.
Once the noose is around its neck, even a
strong animal can be easily controlled – lunging
either toward or away from the stick-user will
only result in strangulation. No ST roll is needed
to control an animal unless it has more than twice
the character’s ST. In that case, have the player
make a roll against ST to hold onto the stick dur-
ing any breakaway attempt. Failure means that the
animal wrests the stick away. It will be at 3 DX as
long as the stick-noose is attached, and there is a
50% chance that the animal will eventually stran-
gle if it escapes into the brush. Otherwise, the ani-
mal will eventually work the noose off. Critical
failure means that the stick-noose falls apart.

FORKED STICKS
These are not really traps per se, but they are
useful for catching snakes or small game animals.
Pits are not always suitable for capturing animals alive – The stick can be used to pin a snake to the ground by catch-
the fall can cripple or otherwise injure many animals. As a ing it just behind the head. A sharp forked stick can also be
rule of thumb, animals smaller than medium-sized dogs will used to remove a squirrel or other small animal from a hol-
be unharmed by a fall into a pit just deep enough to hold low tree. Impale the animal (damage: thrust-3; minimum: 1
them. The only larger animals that can be captured unharmed point), pinning it against the side of the hollow, and twist the
in pits are carnivores that spring on prey, or animals with stick. The fur and loose skin will be twisted around the stick,
sturdy frames (such as elephants). and the animal can be pulled out. This method is not very
suitable for live capture.

LIVE CAPTURE
Animals may be captured alive for a variety of arena owners, government xenobiology agencies, breeders,
reasons. People who pay well for live animals include zoos, and eccentric millionaires.
circuses, animal trainers, universities, emperors and other

86 HUNTING AND TRAPPING


Capturing animals alive can be more dangerous than The tranquilizers used nowadays are also capable of
hunting to kill them; the hunters must show restraint, while causing death in too strong a dosage. The dosage must be
the animal is under no such obligation. As in hunting, certain balanced to the mass of the animal. In addition, it differs with
big game animals can end up hunting the hunters – subduing age and physical condition even within a given species. It is
an animal without injuring it can be difficult when one is better to err on the side of caution; use less rather than more,
leapt on from behind! and put in a second dart if necessary.
There is an additional danger if the animals are being A successful Veterinary or Animal Handling roll is
captured for training purposes: mothers. The young are the needed to judge the proper drug and dosage for a given ani-
best animals for training; to capture them, though, the hunters mal. None of the tranquilizers has an instant effect; time runs
may have to face a furious mother, the most dangerous ani- from about 10 seconds to as many minutes. A second suc-
mal opponent there is. In addition, the young are often well cessful skill roll is required to judge in advance the length of
equipped to take care of themselves, and can injure the time before the tranquilizer will take effect, or to tailor the
unwary hunter when least expected. dosage for the desired effect. Larger animals will always take
One must be careful not to harm the animal – most wild longer to fall; very small animals will be affected within a
animals injured while taken captive will not recover. For minute.
game purposes, assume that an adult animal that
takes 10% of its hit points in wounds has a 4 in 6
chance of dying (50% chance for a very young
animal) in captivity. An animal taking 20% of its
hit points in wounds has a 5 in 6 chance of dying
(2/3 chance for a very young animal), and an
animal taking 1/3 of its hit points (1/2 for a very
young animal) in wounds will certainly die.
There are exceptions; some species do not die as
readily as others. If a player is certain that a par-
ticular species is adept at surviving captivity
while wounded, the GM should require him to
research the issue between games and bring
proof to the next session! In the meantime, allow
his character to nurse the wounded animal . . .
most animals would survive at least a few days,
anyway. In the case of fantasy or science fiction
animals, the GM’s word is final.

METHODS OF
CAPTURE
The animal must first be located. This can
be handled by a simple IQ roll or, if more detail
is desired, through a series of Tracking rolls.
Naturalist skill will tell where a given animal is likely to be A failed roll will kill the animal, not put it down at all, or
found, and will detect signs of its presence in an area. put it down for less or more time than desired (see below).
Capture methods range from modern and futuristic sleep Depending on species, a darted animal will flee or charge as
gas, tranquilizer and stun guns, hypo-darts, steel cages, and soon as the dart hits, and keep on until the drug takes effect –
cattle prods to primitive pits, snares, lassos, trip-ropes, nets, if it notices the dart at all.
and box traps. The players may well come up with additional
ideas – the GM should reward creativity while holding plau- Tranquilizer Guns
sibility in mind.
Bows, blowguns, crossbows, and air rifles have been
Tranquilizers used for tranquilizing, but the most success has been with
big-bore (.450 caliber or more) single-shots such as the
Tranquilizing an animal takes two rolls – one to hit the Martini-Henry. These guns are loaded with a light powder
animal and one to see if the tranquilizer worked. charge so as not to damage either the dart or the animal.
Tranquilizers are a 20th-century development. However, Tranquilizer darts cost 10 times as much as ordinary car-
any of the poisons used by primitive man for hunting would tridges. Anyone with both Veterinary or Animal Handling
cause unconsciousness before death; the hunters tracked the and Armoury at the right TL can make his own. Don’t bother
animal and killed it with hand-weapons as soon as it went with a success roll; the chance of failing at loading such a
down. Treat such primitive poisons by using the poison round is one in many thousand.
(p. B132) or venom (p. CII147) rules.

HUNTING AND TRAPPING 87


The darts can be loaded with tranquilizer as the car- 8 – Animal stays up for an unreasonable amount of time
tridges are prepared. They can then be carried to the field and – three times normal maximum (or shooter’s best guess) –
used like any other ammunition. Alternatively, the cartridges but then falls.
and a supply of tranquilizer can be carried to the field, and 9 – Animal is extremely groggy (-3 to DX), but does not
the darts filled once the animal has been found. Pre-loaded fall. Make a roll against HT for the animal every 10 minutes;
darts give a 3 to the tranquilizing success roll, since they are the animal recovers 1 DX for each success, until totally
not matched to the particular animal (-5 if there is a great dis- recovered.
parity in species – darts prepared for pronghorn and used on 10 – Animal is slightly groggy (-1 to DX), but otherwise
hippo, for instance). Darts loaded in the field take 30 seconds unaffected. Animal recovers as for #9.
to prepare. 11, 12 – Animal is unaffected.

Tranquilizing ammunition is a short-range proposition. It


has terrible ballistic properties, and the dart will not stand the
shock of high velocity. Range for bows and crossbows is
halved when using tranquilizer darts. Tranquilizer guns have Other Methods of Capture
the following game stats: pistol – SS 10, Acc 2, 1/2D 20, Blowpipes and bolas are used with the appropriate skills;
Max 50; rifle – same as pistol except that is has SS 12 and see p. B49.
Acc 11. Half-damage stats are given only in regards to accu- Cattle prods do no real damage, but can cause intense
racy since damage is based on the tranquilizer used. pain. Most animals will try to get away from the source of
Tranquilizer Failure the painful sting, and can thus be herded. Some, though, will
turn and attack the source of their torment.
Roll 2 dice: Lassos and nets are used with the appropriate skills; see
2 – Animal dies instantly. p. B51.
3 – Animal falls unconscious, dying in 1-6 minutes. Smoke can be used to flush an animal from its den.
4 – Animal falls unconscious; will die in 10 minutes Trip ropes require constant supervision to be effective;
unless someone makes a successful roll against Veterinary-2 they are usually used with nets. A rope is stretched across a
to recognize the problem and improvise CPR. Assess a fur- path, either taut or manned by one or two people, and game
ther penalty if the animal is inconveniently large; if it is is chased toward the rope; hedges are often constructed to
a large dinosaur, for example, emergency aid is simply channel the prey. The animal will be tripped by the rope and
impossible. netted after falling.
5 – Animal falls unconscious and remains out for 1-6
days, losing 2 HT daily due to starvation and dehydration.
Death may result.
TRANSPORTING ANIMALS
6 – Animal falls unconscious and remains out for 2-12 Anyone wishing to collect animals must give serious
hours, losing 2 HT. thought to containment, transportation, food, and water.
7 – Animal falls unconscious, but has a bad drug Transportation may mean a cage, wagon, or simple leash
reaction; make a roll against HT. On a failed roll, treat as #4; arrangement. It may mean native porters, teams of oxen, an
otherwise, no extra effects. all-terrain vehicle, or a starship. It will certainly depend on
the resources available in the area.

88 HUNTING AND TRAPPING


The collector may be required to make a Zoology (or Predators, disease from lack of exercise or proper diet,
Xenology) roll to determine what the animal eats. Hundreds escape, and melancholia are all constant worries. It’s not easy
of pounds of food, water, and straw might have to be trans- being an animal collector!
ported to get the animal to its final destination.

GAME ANIMALS
The following lists give some idea of what sort of It should be noted, however, that this is all a matter of
game can be bagged in various habitats. Should players for- taste. There are African tribes that relish grubs, dog is a deli-
get this information, an appropriate Survival roll will let the cacy in many countries, the French eat snails, and some veg-
character remember what is available and how to try to catch etarians think the whole list is inedible. There are survival
it. Hunting, Trapping, or Survival skill may be used to try to manuals that claim skunk meat is better than venison and
snare an animal. snake tastier than chicken. Any of these animals will keep
For small animals, assume enough are caught for one you alive in an emergency, regardless of how you feel about
meal. All animals listed are nutritious, in the sense that they the taste.
will keep a human being alive. The GM should determine In any of the species listed, old males will be tougher
how much the Hunting, Trapping, or Survival roll is made by and less palatable than younger or female animals. This is
and consult the chart for the correct biome. The animals are especially true in rutting season for animals like moose, when
listed in roughly increasing palatability order, so an the excess hormones coursing through the system leave a
extremely good IQ roll deserves something near the end of foul taste. The nutritional value is still good, however. It is
the list. In some cases, the low rating is because the creature advisable to cut out the scent glands in animals like beaver,
is difficult to prepare (small birds, for instance, have many skunks, and muskrats before cooking them!
small bones). In other cases, the higher listing refers to an Note that animals listed in a given biome might be found
animal more difficult to catch, such as guinea fowl. Fish are in a specific area. For example, many of the plains animals
not listed. are African or North American only, and would not be found
on the steppes of the Ukraine.

Swamp: Forest: Desert: Plains:


Insects Insects Insects Insects
Muskrats Skunks Vultures Mice
Frogs Muskrats Mice Hawks
Minks Mice Small Birds Jackals
Small Birds Chipmunks Lizards Ground Squirrels
Snakes Small Birds Snakes Prairie Dogs
Otters Squirrels Foxes Rabbits
Wildcats Martens Hawks Badgers
Wading Birds Weasels Rabbits Grouses
Beavers Foxes Quails Ostriches
Raccoons Beavers Antelopes Zebras
Rabbits Porcupines Deer Antelopes
Ducks Raccoons Bisons
Bears Opossums Mountain:
Deer Rabbits Insects
Grouses Vultures Arctic: Ocean/Beach:
Wild Turkeys Mice Mice Insects
Moose Chipmunks Lemmings Mice
Ducks Pikas Ground Squirrels Small Birds
Bears Small Birds Small Birds Pelicans
Wild Boars Foxes Owls Sea Gulls
Deer Eagles Foxes Sea Otters
Marmots Wolves Seals
Hares Bears Clams
Ptarmigans Hares Oysters
Mountain Goats Seals Crabs
Mountain Sheep Caribou Lobsters
Elks Ptarmigans Sea Turtles
Bears Canada Geese Whales

HUNTING AND TRAPPING 89


CHAPTER FOUR

Eventually, someone will have this book


memorized – it always happens. Instead of being
surprised and concerned when a creature is
encountered, players will set about killing it in a
very business-like manner – even if their characters
have never seen it before. This takes some of the
thrill out of the game. Making up new creatures is
an enjoyable way to fix that problem for campaigns
not solidly fixed in the real world.
There are a number of factors which will affect how an animal interacts
with its environment, where it fits into the food chain, and (of most concern
CREATING
to its potential opponents) how deadly it is in combat. The GM should try to CREATURES
strike a balance when creating a new creature, giving it both strengths and
weaknesses. A creature that has no weaknesses is no fun to encounter, nor is
QUICKLY
The guidelines given in this chapter can
it particularly realistic. The following are some – though nowhere near all – be used to create new creatures in detail,
taking into account their abilities and
of the factors to consider. habits. But what if you’re in a hurry? Your
explorers have just landed on a strange
new world, and you need a creature to
throw at them now!
STATSST: The most important effect of ST is on damage, unless the GM is
There is a very simple method of creat-
ing a new creature when you need one
immediately. Find the habitat in this book
creating a beast of burden. The chart on p. B140 determines the amount of most closely resembling the one through
biting damage done by a carnivore; for herbivores, use half ST. Most carniv- which the PCs are traveling. Pick an ani-
orous animals do cutting damage when they bite, but some of the larger ones mal in that section that seems to fill the
same ecological function as the creature
do impaling. Most herbivores do crushing damage. In general, use this chart that is currently needed. Radically change
to determine the amount of damage an animal delivers with its claws, also. the description and use the listed stats,
ST is very important if the animal attacks by grappling or slamming. Any either unaltered or with some minor
changes. Voila! Instant unknown monster!
attempt to choke is rolled against ST, and any attempt to break free from a The players will have only a small clue
grapple or to avoid falling after being slammed is a Contest of ST. The exact as to which animal’s stats you are really
ST must be known if the animal attacks by grappling or slamming. For other using (remember that different gravities
animals, the damage amount may be all that is important – it is not necessary and pressures can even change the size of
comparably strong animals), and will be
to know the precise ST. uncertain enough to accurately roleplay
ST also determines how much weight a beast of burden can carry (see their characters’ unease. If you take the
p. B145). time to do this before the game begins, and
make up a few creatures of your own as
well, the players will never even know you
DX: DX determines how likely the animal is to hit when it attacks. Most are doing it.
carnivores do not suffer any penalties to hit due to lighting or bad footing, While this system cannot replace the
satisfaction of creating a new creature in
nor are too many concerned with aimed shots to the eyeslits. Thus, there is all its complexity, it should help get you
no need to increase an animal’s DX – as a fighter will boost his combat skills through the rough spots.
– to overcome such problems. Be careful in assigning high DX to a creature
with high ST. An animal with both can be extremely deadly – especially if it
grapples. Once a high-ST creature has grappled someone, there is no break-
ing away, short of death – just whose death depends on the PC’s friends!
A DX of 15+ should be rare in a large carnivore. Exception: if the
acceptable prey is limited to a small number of species whose DX is also
15+.

IQ: Every animal species is an intelligent one – truly non-intelligent


species die out. Each species has instincts and behavior patterns that make it
KNOWLEDGE
Knowledge is the PCs’ best defense.
well-suited to its niche. The more they know about a creature, the
IQ is important for animals in determining trainability and for resisting more likely they are to emerge alive from
an encounter. The less they know, the
magic and psionics. Otherwise, it plays little role in the life of an animal in more deadly the creature is liable to prove.
GURPS. Very few creatures in this book have an IQ over 6 – above that is So, when running a creature – from this
bordering on sapience. book or of your own design – you should
consider how much you want the players
to know about it.
HT: Many animals will have a split HT score (see pp. B141 and CII152). Spacefarers wouldn’t know anything
Most wild animals are fairly healthy (represented by the first HT number), in about a new life-form except what they
the 12-17 range; the weak and sickly tend to be weeded out by nature. could guess from its resemblance to known
creatures (a mouthful of 3-inch-long, sharp
Herbivores tend to be less susceptible to disease and to recover more quickly pointed teeth does not denote a grass-
from wounds than carnivores, so their “health” is a bit higher. eater!). Medieval or modern adventurers
“Health” affects the animal’s chance to recover quickly from a stun, its might have some information – maybe
even too much – and some of what they
ability to resist knockdown, its resistance to certain spells, and the rate at know might be wrong.
which it recovers from wounds (though most PCs don’t worry about that part
of an opponent’s makeup). Continued on next page . . .

CREATING ANIMALS 91
“Hit points” are based on body size and stamina; usually, the bigger the
KNOWLEDGE animal, the tougher it is to kill. Hit points also affects the amount recovered
from wounds (see p. 76). When creating a new creature, the GM may want to
take into account the amount of damage done by the PCs. If they are doing
(CONTINUED)
There are many ways to give hints and
clues: rangers, bartenders, farmers, rumors, 3d per shot, he might want to beef up the animal’s hit points to make for a
gossip, dusty library tomes, old wives’
tales, bards’ lore, even children’s nurs-
more challenging fight.
ery rhymes can give a clue that could
save a thinking PC’s life – or lose it if
the rumor is false (“What do you mean
silver doesn’t work against vampires –
didn’t that old priest say it did?”).
A whole party can be destroyed by
one gumberoo if they do not know its
weakness. They can be killed just as
easily by an animal you create. Before
you condemn your PCs to a gory
death, think of some way to impart at
least a hint of how to survive, like an
old torn manuscript or an old worn
traveler – trite, but fun.

SPECIAL
ABILITIES
Extra limbs: Extra legs can
increase speed and/or stability (no
penalties on uneven terrain, bonuses to
ST in slams). Extra arms (or forelegs)
can increase combat abilities –
perhaps allowing two attacks per turn
while still being able to defend nor-
mally. Extra limbs can also include
prehensile trunks and tails.
Tentacles: Tentacles are extremely
muscular limbs. They can actually
support some weight on land (aquari-
ums have reported octopuses escaping PD and DR: These are as important to animals as they are to humans.
from their tanks across the floor!) and are The PD of an animal is usually based on the deflecting quality of its hide
excellent grapplers. Assign each tentacle a
ST value for grappling purposes. They do or coat. The fur of a shorthaired mammal will not deflect a blow at all, while
not usually do damage, instead being used the longer fur of an Arctic creature might: PD 1 or 2. An extra forelimb
to drag the victim to the creature’s mouth. might add 1 or 2 PD by being used as an extra level of defense, and beating
The mouth will generally have a tearing
ability (beak or teeth), though a digesting wings might make it hard to land a blow straight on. The hard armor of a tur-
acid or venom are other possibilities. tle or giant insect is worth PD 2 to 5, depending on the angles, curvature,
Pincers: Pincers are graspers which slope, and so forth. Quills can offer PD 1 to 3.
sometimes do damage, usually crushing.
Assign each pincer a value of ST for both
DR will range from the 0 of most dogs, to 1 or 2 for thick-skinned mam-
damage and grappling purposes. A mals, to 3 or 4 for thick-skinned reptiles, on up to 5 for turtles and other
scissors-type limb could evolve as a heavily armored creatures. A DR of 6 is probably the upper limit for natural
weapon – don’t use it for grasping, though. creatures.
Venom: Most animals that deliver
venom do not have a powerful attack in
brute-force terms. A snake’s fangs do not Move and Dodge: Most animals’ Dodge is equal to half of Move or half
do any significant amount of damage – just of DX – whichever is larger – 10 being the maximum. Occasionally a GM
enough to pierce the skin. Most poisons
work either by digesting cellular walls or may wish to make a creature a specialist at defense: its Dodge equal (or
by disrupting neurological processes – but nearly so) to its Move. This should only be true for defense specialists; a
other types are certainly possible! You ferocious attacker is usually not a great defender, tending toward all-out
may use any of the existing poisons
(p. CII147) or create your own. Be sure
attack methods.
that the characters have a way to save Move will determine the combat order in which an animal strikes, and
themselves, or at least allow them a roll whether it can overtake (or escape) the party of adventurers. The average
against HT to minimize damage. unencumbered human runs 5 yards per second and swims 1 yard per second.
This should be used as a basis for comparison when setting an animal’s Move
Continued on next page . . .

92 CREATING ANIMALS
score, or a creature that is similar in speed can be used as a template. Most
cats will be faster than canines, though canines are better long-distance run-
SPECIAL ABILITIES
ners; herbivores whose primary means of defense is flight will be faster yet. (CONTINUED)
Camouflage: Many creatures have nat-
Reach: Many animals attack only in close combat. This has the advan- ural camouflage, allowing them to hide
from predators or lie in wait for prey. Such
tage of putting them in close where the prey is at a disadvantage. Some crea- animals can be difficult to spot even when
tures are large enough to kick or strike at 1-hex reach. Ranged attacks are within a few feet of them (IQ roll at a hefty
very rare, usually limited to fantastic creatures; these animals can be penalty).
Electrical organs: Some fish and eels
extremely deadly unless some offsetting weakness is provided. have developed the ability to generate
electricity – used for direction-finding,
offense, or defense – and can release a
powerful jolt which can stun or kill. Salt-
SENSING ABILITIES
Most animals are better at sensing their environment than humans are.
water creatures usually generate a lower
voltage than fresh-water creatures – salt-
water is a better conductor, so they do not
This is handled by the use of a generic sensing ability of 14 – the animal need as much voltage. A land animal
makes all Vision, Hearing, and similar rolls at a base level of 14 (rather than might conceivably evolve such organs as
against IQ, as humans do). In creating an animal, the GM may wish to note well, shocking any predator that touches it.
Flight: In general, flying animals have a
appropriate senses and their specific levels. For instance, bloodhounds have distinct advantage in both speed and height.
weak eyes (Vision rolls of 9 or less) but keen noses (Smell 18). The exception to this is if there is a low
Some of the ways animals sense the world around them are through ceiling or no space for wingspread – and
often fliers are very clumsy on the ground.
light, sound, vibration, chemicals, pressure, radiation, magnetism, gravity, Advantages and Skills: Animals may
electricity, and temperature. Some fantastic and science fictional creatures be given certain advantages and skills.
have other sensing abilities – including magic and psionics. Acute Senses, Peripheral Vision, and
Stealth are good examples. See p. 105 for
Radiation is the same basic energy as light, only in different wavelengths other possibilities.
– some snakes, for example, can sense infrared rays.
Other radiation senses might detect ultraviolet rays, X-
rays, or gamma rays. This can especially make a differ-
ence in science fiction campaigns.
Pressure in humans is largely limited to touch,
though our hair can also detect changes in air currents.
Some animals have a much more highly developed
sense of pressure: fish can sense movement in the
water around them, and insects can feel the air pushed
by someone’s hand as it descends to swat them. A
predator which uses pressure to track prey (such as do
certain eyeless cave animals) would cancel any PD
bonus that a person receives for being invisible – as
would a creature using ultrasound, such as a bat.
Vibration is the same stimulus as sound, interpreted by organs other than
the ear. Snakes are deaf yet can detect motion through ground vibrations.
SPECIAL DEFENSES
Chemical sensation is usually called smell and taste. Animals with acute Horns: Many animals (usually male)
have horns with which to drive off preda-
smell are not at as much of a loss in the dark as are those limited by vision. A tors or rivals. Such creatures usually have
dog leaving a well-lit house at night trots right out; no need to wait for its strong skulls (DR 2), making them difficult
eyes to adjust since its nose is what guides it anyway. A cat will crouch by to stun through head blows.
Armor: Many creatures have thick
the door just outside for a few moments – it needs to allow its highly devel- hides or shells that serve as natural armor.
oped night vision to adjust to the light differential before venturing out. Some (such as turtles) can completely
Certain birds have magnetic field detectors in their ears, possibly for withdraw inside the armor, leaving no
exposed weaknesses.
migratory purposes. This is harder to visualize as being useful in gaming Quills: Some creatures (the porcupine
terms, but there are possibilities in science fiction. Magnetic and gravita- being the prime example) are covered in
tional detectors would be very useful to deep-space (vacuum) creatures! quills that are easily detached when
Gravitational detectors more highly developed than the human inner ear touched. Such animals often show little
concern for danger; most predators quickly
might result in better balance (squirrels on a telephone wire), better climbing learn to leave them alone. Poisonous
ability, better cornering abilities (perhaps two hexside facing changes at no spines also fall in this category.
cost), quicker recovery from falls (always lands on its feet – 1/2 damage
from falling), and so forth. Continued on next page . . .

CREATING ANIMALS 93
Creatures which can sense electric fields (mostly fish on this planet)
would seem to have an enormous advantage in hunting highly developed
creatures – all Terran neurological activity is electrochemical in nature.
SPECIAL DEFENSES
Again, science fiction possibilities abound.
(CONTINUED)
Sprays: A vile-smelling spray will drive
off most predators, perhaps temporarily Finally, animals that use temperature to hunt their prey (snakes again
blinding them as well. Predators rapidly immediately come to mind as an example) are not hampered by poor lighting
learn to give these creatures a wide berth.
Mimicry: Many harmless creatures or other seemingly adverse conditions.
(insects especially) mimic more dangerous
creatures. Predators that have learned to
avoid the dangerous creatures will often
avoid the harmless look-alike as well.
Insects often mimic the surrounding
BEHAVIOR
foliage (leaves and flowers) while fish
sometimes mimic rocky outcroppings,
Aggressiveness
making them quite difficult to detect (IQ Aggressiveness determines how likely the animal is to attack and with
roll at a penalty, just like camouflage). what ferocity. Most animals will attack humans only if desperate or pro-
Larger creatures might develop these abili-
ties as well (especially in a speculative
voked. A few species are known man-eaters, however – crocodiles and
campaign). certain cats, for instance. Most herbivores will flee. Give aggressive animals
Inedibility: Many small animals have a penalty – say, -3 or so – when rolling to determine reaction. Timid animals
developed a vile taste or skin that exudes a will get a similar bonus.
poison which takes effect when ingested.
Small mammals are an example of the
first; certain frogs are an example of the Tactics
second. Predators learn that these creatures Most creatures use distinctive offensive and defensive tactics. These tac-
do not make good eating, and leave them
alone or suffer the consequences.
tics are generally instinctive, a fundamental part of the creature’s nature.
Examples of offensive tactics include pack tactics (wolves and other
canines); attack from ambush (crocodiles and many cats); attack by chasing
prey into an ambush (lions use such teamwork); spreading out over an area
and calling to each other when prey is sighted (some canines); and going for
the throat (cats).
DEMONIC
Defensive tactics include such things as flight (most herbivores); posting
ANIMALS
Demonic animals can easily be created
as steeds or companions for demons and sentries (baboons and herd animals); forming the herd into a circle with the
their allies. All the GM has to do is take a large males facing outward (musk oxen); climbing trees to escape predators
normal animal and add a few demonic ele- (monkeys, squirrels); bluffing with defensive displays (the monitor lizard’s
ments – glowing eyes, unnatural voice, etc.
The shadow wolf (p. FB65) is a good hissing and puffing itself up); and use of defensive weaponry – sprays, quills,
example of a normal animal with demonic horns, and armor (skunks, porcupines, antelope, and turtles).

Group Size
elements. Demonic horses, hounds, cats,
birds, and reptiles are all found in the leg-
ends of many cultures. Usually these ani-
mals have increased Move, PD, DR, IQ, Most species will be found traveling in certain numbers – solitary cats,
and damage and magic abilities. Often they canines in packs, herds of herbivores, and so on. Other possibilities include a
will have full or partial immunity to non- swarm of rat-size creatures, a horde of wasp-size creatures, or mated pairs.
magical weapons.
The number of creatures encountered is usually a trait of the species.

GIANT AND ECOLOGY


The GM should consider the ecology of the creature and how it fits into
the world around it. What is its niche – what role does it plays in its ecosys-
MINIATURE
tem? What does it eat – is it herbivorous, carnivorous or omnivorous? What
ANIMALS
This is the easiest type of fabulous ani-
mal to create; any creature can be minia- habitats does it live in? Is it a scavenger, a predator, or prey? What are its
turized or made gigantic. In general, IQ natural enemies? Is it migratory or does it stay in one location year-round?
and DX will not change. ST and hit points
will get larger in a giant version and
The GM might even want to consider its mating habits.
smaller in a miniature version of an ani- Each creature occupies a place in the ecology of its habitat, serving a cer-
mal. PD and DR will also change, but tain function – whether it’s scavenger, prey, or predator. Each has certain
more slowly than ST and hit points, and behavior patterns, as well. By considering these factors, the GM will find he
PD will rarely exceed 6. Damage is related
to ST – use the chart on p. B140. has created a creature that is not only an interesting opponent, but one that
also serves an interesting and realistic purpose in his world.
Continued on next page . . .

94 CREATING ANIMALS
Abundance
Another item the GM should consider is how abundant the animal is –
GIANT AND
how common it is within the habitat. This will determine how frequently it
MINIATURE
will be encountered.
ANIMALS
The food chain follows a pyramid, with the number at each step being
smaller than the number in the step below it. Thus, herbivores will be more
(CONTINUED)
Realistic giant and miniature animals
common than predators, and small predators will be more common than should use these guidelines:
large ones. The largest predators will be the rarest animals of all.
Scale Size Weight
CHANGING ANIMAL SCALE
1/10×
1/5×
×1/100 ×1/1,000

1/2×
×1/25 ×1/125

1-1/2×
×1/4 ×1/8


×2-1/4 ×3-3/8


×4 ×8

10×
×25 ×125
×100 ×1,000

Scale is how much bigger or smaller


(linearly) the animal is than normal. Size
and Weight are as per the Animal
Statistics. Use the Size factor to determine
the new ST and hit points as well. If the
normal animal has a ST or hit points of 1,
the GM can treat this as if it were a
value between 0.1 and 1 when cal-
culating the attributes for the giant
animal. If the ST or hit points of a
miniature animal is less than 1,
treat it as 1.
The weight in the table above
will prevent most super-scale crea-
tures: anything over the base weight
modified by the Size factor should be
treated as encumbrance. A 10×-scale lion
will have a ST of up to 3,000 (extra-heavy
encumbrance limit of 60,000 lbs.) and a
weight of about 500,000 lbs., with all but
50,000 counting against its encumbrance.
Not only couldn’t it move, it would
be crushed by its own weight.
Luckily, GMs do not always
have to restrict themselves to
realistic scaling. To make a fan-
tastic giant or miniature animal,
refer to an animal that is roughly
the same size as the new beast will be and
use its ST, hit points, size, and weight.
Something the size of a wolf will have ST
of 10 to 20, for example.
It has been estimated that it takes almost 800 lbs. of plant food to support Whether using realistic or fantastic scal-
ing, Reach and Move may or may not
60 lbs. of moose; 60 lbs. of moose will support 1 lb. of wolf. Since the aver- change. Biting attacks, for example, will
age wolf weighs about 100 lbs., whereas the average moose is about 1,500 always be made in close combat, and
lbs., it can be seen that there needs to be about 4 moose in a habitat for each increased weight may counter the benefits
of longer strides. The GM should decide
wolf. each case individually.
These numbers will fluctuate in cycles, often seasonally. At times (when Larger animals will tend to lose heat
vegetation is particularly lush, for example), the ratio of prey to predators will less rapidly, due to the reduced body area
go up, and the carnivores eat well for a while and reproduce more rapidly. As relative to weight. They will need to eat
proportionally less to maintain their body
the number of carnivores goes up, the ratio will begin to drop. When it falls temperature, although overall food con-
below a certain point, the carnivores starve, sumption will be higher. In response, they
and the prey begins to increase as predation may sleep less or their fur (if any) might
not come in as long. Smaller animals will
decreases – the cycle begins all over again. It need to eat proportionally more, with
is during the lean periods that humans may lower overall consumption, and may sleep
come under direct threat from carnivores. more or have longer fur.

CREATING ANIMALS 95
CHAPTER FIVE
Often, animals are portrayed in campaigns as being either mortal dangers
or food. Unfortunately, this excludes a whole group of animals that can add
ANIMAL MAGES
Animal mages are possible, even if they
an extra dimension to the campaign. For what is the adventurer without his do not buy off Mute. They have ways to
trusty steed, or the mage without his familiar? There are many possibilities manipulate mana other than invocations
and hand movements. However, it is rec-
for treating animals as characters – as unique and interesting encounters, as ommended that the GM assess Unusual
opponents, or even as player characters for those wanting a new roleplaying Background charges against magic-using
challenge. characters of very high-strength races.
There are two main reasons for creating an animal character: to flesh out This is simply necessary for balance, as
very strong characters have more fatigue
an important animal companion or to make a sentient beast for use as a PC or than average, and consequently can cast
NPC. The GM can create racial templates from the animal stats given in this many more spells than a normal human
book by applying the rules in this chapter. It is important to remember that mage could before tiring. For races with a
base ST of 15 or more, an Unusual
these are not anthropomorphic animals (“furries”) – they are more or less Background of 10 points is suggested, and
ordinary animals, perhaps with enhanced intelligence or genetically engi- another 10 points for each additional 5
neered modifications. points of base ST.

BEING AN ANIMAL
Animals in GURPS are those species with
either a racial IQ of 7 or less, or with the
Presentient disadvantage (most animal species
will have both). Because they are animals, these
characters are treated a bit differently than other
races.

TABOO TRAITS AND


FEATURES BEASTS OF
Taboo traits are trivial restrictions or limitations that make sense for a
BURDEN
given animal but which don’t affect the template cost – e.g., “Cannot throw” Most adventurers will not want to bring
a herd of animals with them, with the pos-
for a species with No Manipulators or “Cannot swim” for many primates. sible exceptions of horses and beasts of
Features are 0-point “special effects” that do not impose any restrictions but burden. Cowboys on a round-up brought
which change the way certain rules or traits work – e.g. “Can only learn lan- an average of six horses per man – they
changed mounts every few hours. This
guages through mimicry” for a raven or parrot. The GM is encouraged to allowed the horses time to forage and to
invent other 0-point traits (e.g., “Communicates through its skin color” for a rest, saving grain expense and preventing
squid), but is cautioned against adding too many to a single template. injury from overwork. Pioneers headed
across the Western plains would bring
It would be impossible to itemize all possible 0-point traits, so most along three teams of oxen per wagon, if
should be left implicit to save space. For example, aquatic animals do not they could afford them. Nomads often
walk about on dry land, so the Tanglefoot spell will not affect them; this need drove herds of goats or sheep with them as
not be mentioned explicitly. As a rule, if it would make sense for an animal they traveled.
If adventurers want to do this, fine – but
to be affected differently (than a human) by a relatively specialized or they will either need to hire a full-time
obscure effect, the GM should just rule that this is the case and move on. caretaker (the cowboys’ method) or spend
Some 0-point traits merit additional discussion: a lot of time caring for the animals them-
selves. A horse requires an hour of care
Affected by Animal Spells. This is worth no points. While humans are each day if ridden; only 15 minutes if not
not affected by these spells, and while the effects of these spells can often be ridden. A horse that has not been ridden
severe, animals are immune to many other spells that affect humans (such as for a month will become ornery if someone
tries to saddle it up again – give it an
any that require an “intelligent” subject). This is considered a fair trade. Obedience modifier of -3, and require
Affected by Animal Skills. Similar to spells, animal skills have an affect Riding rolls twice as often, until ridden for
on animals but are useless on humans. These skills may be used to generate a 3 days.
positive reaction from an animal. Animal Handling is always useful, but Oxen, camels, and other beasts of bur-
den require 15 minutes care each per day.
other skills may be used in certain circumstances, e.g., Falconry for a large All herd animals will need to forage most
bird of prey or Snake Charming for a python. Likewise, skills such as of the day, though they can do this while
Diplomacy, Enthrallment, Fast-Talk, Hypnotism, Interrogation, and Sex traveling if the vegetation is appropriate.
Any herd of herbivores will attract carni-
Appeal have no effect on animal characters. vores; the PCs will need to be on their
guard, especially at night.

ANIMAL CHARACTERS 97
Different Reaction Modifiers. Animal Empathy and Beast-Kin affect
reaction rolls from animals, but other reaction modifiers have no effect on
RIPPER
8’, 1,600 lbs. A furry, clawed predator,
(388 points)
1 hex when standing, 2 hexes on all fours. animals: Appearance, Charisma, Clerical Investment, Rank, Rapier Wit,
ST 34 [177]; DX 15 [60]; IQ 6 [-30]; HT 16/28 [80] Reputation, Status, Fanaticism, Megalomania, or Odious Personal Habits.
Speed 7.75; Move 10. Psionics. Whether human psionics work on animals and vice versa
Dodge 8; Parry 11 (Brawling). should be determined by the GM. This decision also affects the Empathy
Advantages: Alertness +6 [30]; Chame- advantage.
leon 3 (Only in tall grass, -30%) [15]; Claws
(Sharp) [25]; Combat Reflexes [15]; Dam-
Spirits. Similarly, Channeling, Medium, and Spirit Empathy may or may
age Resistance 1 [3]; Enhanced Move 1/2 not be useful on animal spirits – if the GM allows animal spirits at all.
[5]; Extra Hit Points +12 [60]; Fur (Thick;
PD 1, DR 1) [29]; Long Arms (+1 reach,
both arms) [20]; Passive Defense +1 [25];
Teeth (Sharp) [5]; Were-form (Human) [39].
Disadvantages: Berserk [-15]; Bloodlust
QUICK-AND-DIRTY
[-10]; Color Blindness [-10]; Dead Broke
[-25]; Increased Life Support 2 [-20]; Innu- SHAPESHIFTING
merate [-1]; Mute [-25]; Odious Personal
Habit (Eats people) [-15]; Poor Grip [-5]; Some people can physically transform into an animal form. This is the
Presentient [-20]; Semi-Upright [-5]; Short subject of GURPS Shapeshifters. Those without that book can use the fol-
Lifespan 5 [-50]. lowing “rule of thumb.”
Skills: Area Knowledge (Home range)-12
[12]; Brawling-15 [1]; Stealth-15 [2]; Treat an alternate form as an advantage, with the point cost calculated as
Survival (Plains)-12 [14]; Tracking-12* [2]. follows:
* Includes +6 for Alertness. 1. Create the beast form as you would any character. (GURPS
Compendium I lists many traits suitable for beasts.)
2. Total everything with a positive cost to produce a “positive point
HUMAN FORM
5’9”, 150 lbs. A beautiful woman. total” (PPT). Total all negative values to get “negative point total” (NPT).
(PPT +156, NPT -309)

Attributes: Change ST to 12 [-157]; IQ For changes in attribute levels and existing traits, use the difference in the
to 10 [+30]. costs between the forms (e.g., a ST 11 human who has ST 15 in beast form
Advantages: Add Penetrating Call
(Scream) [+5]; Very Beautiful Appearance adds 50 points to PPT; a Wealthy human who turns into a Dead Broke beast
[+25]. Remove Alertness [-30]; Chame- adds -45 points to NPT).
leon [-15]; Claws [-25]; DR [-3]; Fur [-29]; 3. Apply NPT as a percentage limitation on PPT (e.g., NPT -40 becomes
Long Arms [-20]; PD [-25]; Teeth [-5].
Disadvantages: Remove Increased Life a -40% limitation on PPT). The limitation cannot exceed -75%, regardless of
Support 2 [+20]; Mute [+25]; Odious Per- NPT (e.g., NPT -100 would give only a -75% limitation). Moreover, the
sonal Habit [+15]; Poor Grip [+5]; Presen- point savings due to the limitation cannot exceed 80% of NPT (e.g., NPT -50
tient [+20]; Semi-Upright [+5].
Skills: Add Acting-12 [+6]. Change
and PPT 100 would result in a -50% limitation, normally worth -50 points,
Area Knowledge (Home range) to 16; but since this would exceed 80% of -50 points, or -40 points, it is reduced to
Survival (Plains) to 16; Tracking to 10. -40 points).
Ripper is a ravener – a lone predator
resembling a gorilla-grizzly-wolverine
cross (see the front cover; stats appear on
p. FB57). She prowls a ruined city for
game – including human treasure hunters.
ANIMAL COMPANIONS
Animals can also be NPCs. Those that travel with the player characters
They are tasty, but their hard shells hurt her
teeth and their pointy sticks hurt her body. are called animal companions. Other animal NPCs can be used as small
One moonless night, as Ripper encounters or important adversaries.
ambushed a pack of humans, one began to
yelp rhythmically and wave her forelegs,
which glowed and sparkled. Ripper gob- PETS AND TRAINED ANIMALS
bled her in mid-sparkle . . .
. . . and suddenly it was near dawn and Many players will want their characters to have trained animals as pets
Ripper had a terrible headache – and or companions. This allows for some interesting gaming possibilities, and
where were her claws, fangs, and fur? can be a lot of fun; again, remember that these animals are controlled by the
Confused, she staggered away – right into
another pack of humans. As Ripper pre- GM. Most animals will require a certain amount of care and attention; see
pared to die, she was again surprised when below for specific notes about different types of companions.
the humans tried to mate with her! How Any time a player wants his animal companion to do something beyond
humiliating! Just then, the sun rose – and
with it came Ripper’s familiar self. As she its routine, an Animal Handling skill roll is called for, at default if need be.
changed, the men screamed satisfyingly. Fetching the morning paper is routine and would not require a roll, but
Her hunger was sated early that day. retrieving an item dropped down a mine shaft would definitely require a roll.
Eventually, Ripper learned to control her
were-human form and initiate the change.
Add the Obedience modifier (if any) to the PC’s Animal Handling skill when
Hunting humans is easier now . . . working with a trained animal.

98 ANIMAL CHARACTERS
Dogs
Dogs require attention more than actual care; any dog that doesn’t get its
GURPS ILLUMINATI UNIVERSITY

daily quota of affection will become less effective. This may mean having DR. ALVIN O’VERRA
the dog disobey commands, losing a reaction roll bonus, or actually losing it
to someone who offers it more love than its current owner.
(500 points)
Age 48 (relative); 13’7” long; 925 lbs.
Most dogs that are likely to go on an adventure can hunt for themselves, An albino alligator with a menacing smile.
though they may get into trouble doing so. Trouble could mean that it has ST 16 [-15]; DX 12 [0]; IQ 16 [250]; HT 14/22 [20]
come across a large carnivore, skunk, porcupine, or swarm of angry wasps. Speed 6.5; Move 4.
In such a case, the owner may have to rescue his pet. Dodge 6.
The GM and players should use their own experience as a guideline of Racial Package: Alligator [87]; buy off
what a dog is capable of doing. The dog’s obedience and training levels Acute Taste and Smell, Alertness, Bestial,
should also be taken into account. Large dogs (Labradors, Huskies, Color Blindness, Hidebound, Innumerate,
Wolfhounds, St. Bernards, or German Shepherds, for example) can carry Mute, Obdurate, Poverty, and Presentient
[74].
packs resembling saddlebags. See p. B145 to determine how much a dog can Advantages: Academic Status 4 [20];
drag or pull. Attractive Appearance [5]; Status 2 [0];
Tenure [5]; The Treatment 1 [125];
Unfazeable [15]; Very Wealthy [30].
Disadvantages: Albinism [-10];
Compulsive Behavior (Singing) [-5]; Duty
(To IOU, 15 or less) [-15]; Enemy
(Department of Genetic Engineering, 12 or
less) [-60]; Greed [-15]; Intolerance
(Undergrads) [-5]; Reputation -3 (Tough
professor, from students) [-7]; Secret
(Siphoning funds from departmental bud-
gets) [-20]; Sleepwalking [-5].
Quirks: Nosy; Incompetence (Singing);
Hates nicknames; Searching for the fos-
silized remains of his mother [-4].
Skills: Accounting-15 [2]; Acting-15
[1]; Administration-16 [2]; Anthropology-
15 [2]; Archaeology-15 [2]; Area
Knowledge (IOU)-15 [1/2]; Detect Lies-13
[1/2]; Fast-Talk-16 [2]; Geology-15 [2];
History-15 [2]; Intimidation-16 [2];
Orienteering-14 [1/2]; Paleontology
(Paleozoology)-15/21 [4]; Politics-16 [2];
Research-15 [1]; Survival (Desert)-14
[1/2]; Survival (IOU)-16 [2]; Teaching-14
[1/2].
Languages: English-15 [1]; Lysarrj-14
[1/2].

Born more than 200 million years ago,


O’Verra was possibly the first sentient being
on Earth. Unfortunately for evolution, he
was taken by the Lysarrj, a race of peaceful
reptilian aliens, shortly after he reached
adulthood. They adopted him as one of their
own, but after what seemed only a few
years, they returned him to Earth. Relativity
being what it is, however, the swamp was
now the site of Illuminati University and the
time was modern day. O’Verra quickly
adjusted to his new surroundings and
enrolled at IOU (receiving his name in
admissions). He earned a doctorate in paleo-
zoology and eventually became the head of
the Department of Prehistory.
His taste for the finer things in life has
led O’Verra into some compromising situ-
ations; he is skimming funds from some
departments, and because he does his mis-
deeds at night when he easily nods off, he
sometimes sleepwalks. For this reason, he
keeps his monetary records in his teeth.

ANIMAL CHARACTERS 99
Cats
Cats usually do not travel well, though there are exceptions. Cats have
GURPS CYBERPUNK

learned to like ships and wagons, and some have even enjoyed travel by
ISAAC (150 points)
Age 12; 7 lbs. A lean black cat with a horseback. They will not walk far during the day, so mages with cat familiars
metallic voice.
had better think about transport.
ST 4 [0]; DX 14 [0]; IQ 11* [72]; HT 13/3 [0] Cats have an IQ of 5 but can only be trained as an IQ 3 animal. They are
Speed 7.0; Move 7. capable of actions that are more intelligent; they just will not do them on
Dodge 8.
command. Cats are quite independent, generally doing as they please.
Racial Package: Cat [-104]; buy off They require little care – not even feeding if allowed to roam – but are
Dull and Staid [2]; replace Mute with not above pestering their owners for food. Sometimes they will even let
Disturbing Voice [15], and Presentient
with Clueless* [9].
someone pet them or scratch their ears – and occasionally will demand such
Advantages: Longevity [5]; Patron service. They are nocturnal, but will change their habits to be with humans
(Smetty, extra equipment, 9 or less) [13]; more. Cats spend a good deal of their time sleeping.
Zeroed [10]. Cats can hunt for themselves, usually at night. They may bring back
Cyberwear and Brainmods: Advantage
Chip (Literacy) [10]; Chip Slots × 3 [15]; dead mice or lizards as presents for their owners, but will usually not supply
Cortex Bomb [-15]; Cyberbrain any useful meat.
Augmentation (Unreliable Cyberwear,
fails on 15 or higher, -10%) [77];
Incapacity Override [10]; Neural
Cyberdeck Interface (Environmental) [30];
Skill Chip (English, 6-point) [3].
Disadvantages: Extremely Hazardous
Duty (spy for Smetty) [-20]; Illiterate [-5].
Quirks: Destroys cat toys whenever
possible; Prefers to eat alone [-2].
Skills: Acting-11 [2]; Area Knowledge
(Cyberspace)-10 [1/2]; Area Knowledge
(St. Louis Sprawl)-12 [2]; Computer
Operation/TL9-12 [2]; Cyberdeck
Operation/TL9-12 [8]; Jumping-15** [1];
Photography/TL9-12; Shadowing-9 [1/2];
Survival (Urban)-13 [6].
Language: English-13 (from skill chip) [0].
* IQ improvement and the reduction of
Presentient to Clueless are a result of the
Cyberbrain Augmentation (p. UTT119)
and have the same -10% limitation.
** Bought up from racial default.

Isaac is the pet-cum-test subject of


Stefano “Smetty” Smetik, a cybernetic
engineer with some innovative ideas and
interesting problems. Smetty found himself
with significant gambling debts, so he
started using his star experiment, Isaac, to
procure some lucrative photographs.
Industrial espionage and blackmail are the
most common goals, but Isaac’s vantage
point makes acquiring some voyeuristic
shots possible, too.
Due to the novelty of Isaac’s mental
modifications, their stability is question-
able. In stressful situations, the cat occa-
sionally reverts to his baser nature (on a
roll of 15 or higher; see p. UTT95).
The modifications that Smetty made to
Isaac also break several laws. The cortex
bomb is theoretically supposed to avoid
any loose ends if Isaac is ever captured, but
Smetty is unlikely to be able to bring him-
self to push the button if it comes to that.
In this world’s alternative technology
(see p. UTT5), the base TL is 9 but TL12
body and brain modifications, including
Cyberbrain Augmentation, are available.

100 ANIMAL CHARACTERS


Other Pets
Other pets will require both care and food, and often transportation and a
GURPS REIGN OF STEEL

cage or leash. The GM must be guided by common sense, as it is beyond the


JOHNNY DINO
scope of this book to cover all possible pets! Possibilities include monkeys,
gerbils and other rodents, falcons and other birds, lizards, and snakes. Certain
(250 points)
Age 19; 3’6”, 155 lbs. A gruff
pets (notably snakes) will evoke a negative reaction from some people. Deinonychus bearing a haunted look.

Horses
ST 15 [10]; DX 13 [30]; IQ 11 [10]; HT 13 [0]
Speed 6.5; Move 12.
A good horse can be an excellent companion and helper. Horses have Dodge 6; Parry 6 (Brawling).
good senses (all Sense rolls are 12, but vision is in black and white), and can Racial Package: Deinonychus [133];
reach speeds of over 45 mph. Horses can be docile and extremely loyal, but buy off DX improvement, IQ reduction,
they can also be nasty-tempered; kicks from horses can break legs and bites Alertness, Combat Reflexes, Attentive,
can remove digits and other small fleshy bits. Horses can be eager-to-please Bestial, Color Blindness, Edgy,
Hidebound, Incurious, Innumerate,
or stubborn to the point of death; few horses are as bright as Trigger or Black Presentient, and racial skills [-18]; replace
Beauty. Some will allow themselves to be worked to death while others may Poverty (Dead Broke) with Poverty
drink themselves sick when extremely thirsty. Many horses’ deaths result (Struggling) [15].
Advantages: Danger Sense [15];
from overeating or from eating things such as nails, wood splinters, paint, Electrokinesis Power 15 (Fickle, 8 or less,
etc. uncontrollable, -60%) [30]; Intuition [15];
Strong Will +2 [8]; Unusual Background
(Cloned dinosaur with transplanted human
ANIMAL COMBATANTS brain) [10].
Disadvantages: Code of Honor
The GM runs all animal combatants – trained animals that fight for their (Pirate’s) [-5]; Illiterate [-10]; Manic-
owners. If the animal was specifically trained for combat, it is much more Depressive [-20]; Sense of Duty (To his
likely to fight than one trained for other purposes. Most animals trained for nomad pack) [-5].
combat do not get any bonus to hit; the animal already knows how to fight, it is Skills: Area Knowledge (New Guinea)-
10 [1/2]; Brawling-12 [1/2]; Guns/TL7
merely learning to fight on command. There are exceptions, most notably dogs. (Grenade Launcher)-12 [1/2]; Guns/TL7
Certain police and military trainers teach dogs to attack in specific ways, at (Light Auto)-14 [4]; Stealth-13 [2];
specific body areas. If a character is willing to pay for additional training, a dog Survival (Jungle)-11 [2]; Tracking-9 [1/2].
Psionic Skills: Confuse-10 [2];
can be taught to attack a specific body part (usually the weapon arm). Treat this Dampen-10 [2]; Energy Sense-10 [2];
as the Hit Location maneuver (p. CI168), only restricted to attacks aimed at the Energy Shield-11 [4]; Lightning-10 [2];
particular body part. With two weeks of training, the dog gains 1 level in Hit Photokinesis-11 [4]; Surge-12 [6].
Language: English (Native)-11 [0].
Location; four weeks, 2 levels; eight weeks, 3 levels (the maximum). If the GM
permits other animals to be trained in this method, note that the above times are Among the experiments in the laborato-
for an IQ 5 animal. Triple the additional time needed with an IQ 4 animal, or ries of the Zone Brisbane AI, there was an
halve it with an IQ 6 animal. effort to clone dinosaurs from fragments of
their DNA. The project was not wholly suc-
An animal that has not been trained for combat requires its owner to cessful – the generated dinosaurs were
make an Animal Handling skill roll at -5 at the start of each battle. A failed always lacking what rudimentary brains they
roll means that the animal does not obey commands – running away, freez- should have had, although the rest of the
body was formed well enough. As a final
ing, or attacking indiscriminately. An animal trained for combat still requires effort, Zone Brisbane attempted to transplant
this roll before its first battle. The second battle will be at -4, the third at -3, brains from some of its failed human experi-
and so on, until the sixth and following battles will be at straight Animal ments into the dinosaurs’ bodies and giving
them appropriate vocal apparatus. Only one
Handling skill. These rolls are also subject to the Obedience modifier. such operation was successful . . .
If the handler and animal have a well-rehearsed technique that they Johnny Dino does not remember much
always use, no further rolls are necessary; the animal does what it is com- about his previous life, but he is intensely
manded to do. If the player wants the animal to do something out of its regu- unhappy with his current one. He had been
a subject of some psionic-inducing experi-
lar routine but still familiar (“Roscoe, fetch that spear!”), an Animal mentation before his death, and the brain
Handling roll at no penalty is required. If the player wants the animal to do transplant operation seems to have cat-
something complex (“Simba, chase the wolf over that way!”), a roll at -3 is alyzed those effects. He was able to escape
from the zonemind into the wilds of Zone
required. The GM is free to have the animal misinterpret vague or poorly Manila, where he is now hiding out with a
phrased commands. local nomad tribe.
Pointing, in combat time, counts as an action. Time delay is another Johnny has an Unusual Background
because instead of buying his IQ back up
strong possibility – the animal may require a second or two to figure out from the racial default, he eliminated the
what its handler has in mind. The GM can say, “The dog’s action is to con- racial penalty altogether.
centrate,” whenever he feels that the dog needs time to digest the command.

ANIMAL CHARACTERS 101


If an animal (especially a dog) feels that its master is threatened, it may
choose to protect him rather than obey his commands. A character may need
GURPS MECHA

the animal to fetch a magic item or potent weapon more urgently than he
needs the animal’s teeth protecting him, but the animal might not understand
SPECIALIST MODUPI
this. The GM’s ruling on how an animal acts is final.
(150 points)
Age 23; 3’9”; 92 lbs. A patchy-looking
chimpanzee wearing a small UNISTAR
jumpsuit.
WILD ANIMALS AS COMPANIONS
ST 15 [-10]; DX 13 [-10]; IQ 12 [80]; HT 13 [-10] Certain wild animals can make good companions, though there are
Speed 6.5; Move 6.
Dodge 7. always uncertainties. Leashes are strongly recommended; one never knows if
a wild animal will return if given its freedom for even a short while. Make a
Racial Package: Chimpanzee [44]; buy reaction roll (modified by the Obedience modifier) every time the wild ani-
off Distractible, Dull, and Social Stigma
[97]; replace Bestial with Stress Atavism mal is out of sight of its owner; on a result of Bad or worse, the animal does
(Mild, uncommon) [14]; replace Mute with not come back. This roll will always be necessary – the call of the wild lurks
Disturbing Voice [15]; replace Presentient in the heart of every wild animal, though animals raised from infancy get a
with No Sense of Humor [10]; reduce
Alertness to +2 [-15].
+2 to their roll. An escaped animal can be tracked down; one that has not
Advantages: High Pain Threshold [10]; lived in the wild since infancy will probably leave an easy trail. A successful
Imperturbable [10]; Language Talent +1 Animal Handling roll (at -1 per day the animal is free) is needed to coax the
[2]; Military Rank +0 (Specialist) [0]; animal into returning to its master.
Strong Will +2 [8].
Disadvantages: Duty (UNISTAR, 15 or Most people will react at -4 to anyone traveling with a wild animal,
less) [-15]; Flashbacks (1d minutes) [-10]; unless the animal is caged or otherwise restrained. There is also the question
Intolerance (Extraterrestrials) [-5]; Social of how the animal will react to strangers. Make a reaction roll each time a
Stigma (Second-class citizen) [-5];
Stubbornness [-5]; Ugly Appearance [-10]; stranger is met, with the following modifiers: -2 for a crowd (12 or more
Vow (Take revenge on the Gebberoth) [-10]. people), -2 for open hostility, +2 for calm friendliness on the part of the per-
Quirks: Chauvinistic; Hates bananas; son. If the reaction is Poor or less, the animal will try to attack (or flee from)
Low self-esteem; Refuses to talk about life
before his abduction; Uses ASL grammar
the strangers. The owner must make an Animal Handling roll to restrain it,
in spoken English [-5]. and may have to exert physical force.
Skills: Area Knowledge (Earth)-12 [1]; After three successful reaction checks for lone individuals, the animal is
Battlesuit/TL9-15 [4]; Brawling-14 [1]; considered to have adapted to the presence of people – one at a time, that is.
Computer Operation/TL7-11 [1/2];
Demolition-11 [1]; Driving/TL9 (Mecha)- Three successful reaction checks for crowds are needed to acclimate the ani-
15 [4]; Electronics Operation/TL9 mal to groups of people. No further checks are necessary unless people
(Communications)-13 [4]; Electronics become threatening.
Operation/TL9 (Sensors)-13 [4]; Escape-
14 [4]; Gunner/TL9 (Gauss Gun)-15 [1]; Training carnivores to be attack animals is risky, especially if they are
Guns/TL7 (Light Automatic)-15 [1/2]; trained to attack humans. Bloodlust can be aroused, the animal can forget its
Guns/TL7 (Pistol)-16 [1]; Holdout-13 [4]; docile nature, and wanton killing can result. If such an animal escapes, a dan-
Intelligence Analysis-11 [1]; Intimidation-
13 [3]; Judo-12 [1]; Knife-13 [1/2]; Knife
gerous man-eater may be created. Treat a wild animal that has been trained to
Throwing-14 [1]; Lip Reading-12 [2]; fight as if it were a modified Berserker: after any combat, make a reaction
Motorcycle/TL7-14 [1]; Piloting/TL9 roll (modified by the Obedience modifier). After three successful checks, no
(Mecha)-15 [4]; Savoir-Faire (Military)-11 more are needed unless the owner starts (or continues) to abuse the animal.
[1/2]; Streetwise-13 [4]; Survival (Urban)-
11 [1]. Among the great cats, only cheetahs, cougars, and ocelots train well.
Languages: Del Karva-9 [1/2]; English- Any reference in a medieval source to “hunting leopards” actually refers to
13 [4]; Russian-10 [1/2]; Sign Language cheetahs. Assess any other great cat at least a -1 Obedience modifier.
(ASL)-15 [6].
Equipment: Modified Vandal battlesuit
(p. ME71).

Until he was abducted from the San


Diego Zoo by Asog Gebberoth slavers, life
ACQUIRING ANIMAL
was fine for the chimp now known as
Modupi. Over the three years that he was
held by the aliens, they tortured, twisted,
COMPANIONS
If a character has an NPC animal companion that accompanies him on
and changed him greatly.
During a UNISTAR raid on a Gebberoth adventures and is wholly reliable, and the animal companion is built with at
base, Modupi was discovered. When the least 75 points, then the character must pay for the companion just as he
agents discovered that he could talk, would for any other Ally (p. B23). If the animal companion is built with 50
Modupi was quickly whisked back to
Ruskograd. There he was nursed back to
points or less, then the character might take it as a Dependent (p. B38), if the
health. character feels a responsibility toward the animal.
Continued on next page . . .

102 ANIMAL CHARACTERS


Remember that trained animals are controlled by the GM; if a player is
consistently using his animal companion as an unpaid-for advantage (if it is
built on less than 75 points), the GM may be called on to balance things.
SPECIALIST MODUPI
Perhaps the animal will run away or balk at its commands. Bear in mind that
(CONTINUED)
Some of the agents considered him some-
curiosity is a powerful force in most animals, often getting them into trouble. thing of a team mascot, but Modupi set them
How often are dogs stuck by porcupine quills or sprayed by skunks simply straight as soon as he was physically able.
because they stuck their noses somewhere they shouldn’t have? In addition, He has since been trained as a full-fledged
UNISTAR agent. He is ready for any and
animals often have little dignity (except cats, who have too much). How every mission that will make the Gebberoth
often has a dog embarrassed his master in front of his friends? pay for what they did to him . . .

GURPS UNDEAD
EL DELFÍN
DIABÓLICO
(125 points)
Age and size indefinite; a shadowy
image of a dolphin.

ST 15 [-10]; DX 12 [0]; IQ 9 [10]; HT 13 [10]


Speed 6.25; Move 12.
Dodge 6.
MARKET VALUE
Any variation from the “normal” abilities of an animal will be reflected Racial Package: Dolphin [7]; buy off
in its cost, if the seller is aware of any improvements or the buyer of any Chummy [5]. Undead Template: Shade (p.
UN75) [120] (with Dread of Mechanical
defects. If an otherwise normal animal is well-trained, its value can be deter- Sounds and Extra Fatigue 12 instead of 8).
mined using the guidelines on p. B144. Advantage: Fit [5].
To determine the market value of a unique animal character, determine Disadvantages: Low Empathy [-15];
Trickster [-15].
how much it varies from the base template cost. When making these calcula- Skills: Area Knowledge (Coastal waters
tions, include only the attribute increases, advantages, and skills known to the from Bahía Collonet to the Gulf of Santa
seller and the attribute decreases and disadvantages known to the buyer. A Catalina)-12 [6]; Scrounging-12 [6].
Quirks: Treats powerboats (and their
mental disadvantage is far more likely to be overlooked than a physical one. occupants) as disrespectful; Very curious
If an animal is smarter than normal, it will be worth much more. Double about scuba divers [-2].
the cost for every 10 points in IQ or spent buying off intelligence-related dis-
advantages (such as Hidebound, Innumerate, or Presentient) or in Unusual El Delfín Diabólico is one of the spec-
tral undead (see p. UN90 for rules on
Backgrounds for those improvements (the rarer intelligent animals are, the undead animals). Since dolphins have a
more they will be worth). For dumber animals, halve the value for each point racial IQ over 7, they face the same after-
of IQ below the species’ normal level. life possibilities that man does.
The spirit of this dolphin returned to the
Appearance differences might also affect value the same way, depending seas it knew in life after decades of peace-
on the use envisioned for the animal. A pretty show dog will command a ful “final” rest – the noise of the power-
higher premium than a pretty ox. boats that drove over his resting place
became more and more frequent, and more
For other variations, determine the difference between the NPC animal’s and more infuriating.
point total and the template cost, and treat each point as a 10% change in The stretch of coastal waters along
value, as a rule of thumb. An otherwise-normal animal with a 10-point southern California and northern Mexico is
advantage would cost double its base value, for example. If an animal still gaining a reputation as a small Pacific ver-
sion of the Bermuda Triangle, thanks to El
has any use at all, a lower point total will not reduce the asking price below Delfín Diabólico’s probability-altering
25% of the normal price. abilities. He enjoys the pranks he plays on
The buyer and seller can then haggle over this price as usual (see the boaters, but is only slowly coming to real-
ize that he is not what he once was.
Merchant skill, p. B64).

ANIMAL CHARACTERS 103


GURPS CELTIC MYTH
GANN CREATING ANIMAL
“THE ATTENTIVE”
(150 points) TEMPLATES
These guidelines follow the Racial Generation rules on pp. CI173-180 to
Age 10; 110 lbs. An Irish wolfhound
with a quiet power in his eyes. translate the animal statistics in this book (and many other GURPS source-
books) into racial templates.
ST 10 [45]; DX 14 [30]; IQ 10 [60]; HT 14/10 [20]
Speed 7.0; Move 10.
Dodge 8; Parry 10 (Brawling).
Attribute Modifiers
These can be found by taking the species average and subtracting 10.
Racial Package: Dog [-147]; buy off Thus, a species-average IQ 6 would give a racial IQ modifier of -4. In the
Mute and Presentient [45].
Advantages: Ally (Prince Anannan, 150
case of split HT, calculate HT modifier by subtracting 10 from HT, then find
points, almost all the time) [30]; Cool [1]; the difference between average HT and hit points to determine how many
Hard to Kill +2 [10]; Pious [5]; Reputation Extra Hit Points (5 points/level) or Reduced Hit Points (-5 points/level) it
+1 (Among druids and some others, as one has. Thus, HT 12/5 would be HT +2 with Reduced Hit Points -7, while HT
of the Three Wisest Dogs in Prydain) [2];
Single-Minded [5]; Strong Will +2 [8]; 12/15 would be HT +2 with Extra Hit Points +3.
Unusual Background (Born in a wild-mana Since most animal templates will include the No Fine Manipulators dis-
area) [10]. advantage (or worse), the cost for their ST attribute bonus gets the -40% lim-
Disadvantage: Sense of Duty (To any-
one from his home hall, including dogs) itation (see p. CI9). Any species with a ST of 16 or more should use the
[-5]. Enhanced ST rules (p. CI7). If the attribute bonuses are too large, the GM
Quirks: Likes mead; Obnoxious drunk; can apply the limitations from pp. CI175-176, but the largest bonuses will
Rarely bothers to speak; Tries to follow the
Celtic Code of Honor (GURPS Celtic
normally come from ST and HT, which do not lend themselves to the same
Myth, p. 53) [-4]. abuses as IQ and DX. It should not be a significant problem.
Skills: Bardic Lore-10 [4]; Diagno - Some entries give ranges for certain statistics. Sometimes this represents
sis/TL2-8 [1]; Filch-13 [1]; Games different breeds or species within a type, such as the deer (p. 11) and dog
(Fidchell)-10 [1]; Hiking-13 [1]; Jumping-
14 [1]; Naturalist-12 [8]; Satire-7 [1]; (p. 39), and the GM will need to decide where in that range the template will
Savoir-Faire-11 [2]; Shadowing-10 [2]; fall. Other times, it represents variations in size, as with the Komodo dragon
Survival (Woodlands)-11 [4]; Swimming- (p. 19) or llama (p. 41), so the GM should use the midpoint of the range to
14 [1]; Tactics-12 [8].
Language: Giodelic (Native)-11 [1]. set the racial attribute modifier. If the template becomes too expensive, drop-
ping it back to the lower end of the range may help regain a few points.

Animal Intelligence
Gann is an Irish wolfhound born in a
king’s hall the same night that a strange
visitor claimed the king’s hospitality. The
stranger was a full-blooded Sidhe who If the players are going to create animal characters, the GM will also need
effectively made the hall a wild-mana area to decide how to handle IQ. Most animals have an IQ of 4 or thereabouts, but
that night (see Celtic Myth, pp. 8, 70, 80.) giving a racial template an IQ -6 attribute modifier (-50 points) means that the
Gann therefore has human-level intelli-
gence and the power of speech, though he
player will have to pay 80 points to play that animal with an IQ of 10. The
rarely uses the latter. GM can set the racial norm at 10 to avoid this (or use the optional rule They
Gann’s full intelligence was not recog- Cost What They Cost, p. CI176) and consider requiring an Unusual
nized for some time, and even now, few Background (Intelligent animal) instead. In campaigns where magic spells,
people know quite how smart he is. He
grew up in the company of Anannan, the atomic monsters, alien spaceships, superheroes, or Illuminati University stu-
king’s youngest son, and paid close atten- dents are common, the Unusual Background should be omitted.
tion during the prince’s lessons in warcraft Most animals lack imagination and curiosity when compared to humans.
and honor. His continual attendance at
these times earned him his nickname; a “Presentient” species include animals with high intelligence and complex
visiting druid perceived some of the truth behavior, such as monkeys, some cats and canines, raccoons, dolphins, and
about him, gaining him a Triadic possibly other IQ 5-8 species. They typically have the Presentient disadvan-
Reputation (see Celtic Myth, p. 53). His
only real failing is that, having tried mead
tage (p. CI103), and one or more of Dull (p. CI89), Innumerate (p. CI91) or
out of curiosity, he has developed an Staid (p. CI94). A Dull and Staid animal is not stupid! It just prefers to fol-
unwise taste for it, and it isn’t good for his low instinctive behavior patterns rather than innovating, and lives day-to-day,
nature. ignoring matters that don’t immediately affect it.
Now, Anannan has taken up his spear
and gone forth from his father’s hall to see “Non-sentient” species – most species with IQ 4 or less, and possibly
the world and make his name as a hero, some with higher IQs – also have the Presentient and Innumerate disadvan-
with Gann at his side. tages, but replace Dull and Staid with the more severe disadvantages
Hidebound (p. CI91) and either Incurious (p. CI91) or Obdurate (p. CI92).
The lowest orders might have Cannot Learn (p. CI86).

104 ANIMAL CHARACTERS


Most “wild” animals will also have the Bestial disadvantage (p. CI101)
at the -10-point level, but domestic animals will not.
Any of these disadvantages may be bought off, but the GM will again
have to consider whether an Unusual Background is warranted, although
there is probably little point in demanding separate Unusual Backgrounds for
INDIA
intelligence and sentience. The players may also wish to replace Presentient
with Uneducated (p. CI79) rather than removing the limitation altogether.
HUSHAAR
(300 points)
Age 19; 13’ long; 5 tons. A white ele-
phant with one broken tusk, painted with
holy symbols and barded in red.

ST 249 [-10]; DX 11 [-10]; IQ 9 [30]; HT 14/37 [-20]


Speed 6.25; Move 7.
Dodge 0.

Racial Package: Elephant [273]; buy


off Bestial [10] and Presentient [20].
Advantages: Attractive [5]; Pious [5];
Reputation +4 (Blessing from Ganesh,
from devout Hindus) [10]; Sanctity [5];
Serendipity [15].
Knack: Bless (2-point) [10];

Advantages and Disadvantages


Disadvantages: Duty (To devout
Hindus, not life threatening, 15-) [-10];
This section lists traits by name. Detailed rules and explanations of vari- Fanaticism (Ganesh) [-15]; Gluttony [-5];
Phobia (Thalassophobia, mild) [-10];
able point costs can be found in GURPS Basic Set and Compendium I on Stubbornness [-5]; Unfit [-5].
the indicated pages. Quirks: Curious about wild elephants;
Animals with four or more legs have Extra Legs (p. CI55). Those with Dislikes being ridden; Likes rats; Only
blesses those who offer him food; Sweet
trunks or tentacles have one or more Extra Limbs (p. CI54) with Extra tooth [-5].
Flexibility (p. CI55). Birds and bats have Winged Flight (p. CI56) and per- Skills: Area Knowledge (Maharashtra)-
haps Fragile (p. CI102) as well. Some animals, like cats and ferrets, are 11 [4]; Gesture-12* [1]; Hiking-13 [1];
Double-Jointed (p. B20), while snakes have Flexibility (p. CI56). Arboreal Performance/Ritual (Hinduism)-9 [2];
Theology (Hinduism)-8/14 [4].
animals often have Brachiator (p. CI51), Super Climbing (p. CI67), or Super Language: Marathi (Native)-9 [0].
Jump (p. CI68). * Includes +3 from Mute.
Many species can move faster than humans can. Find the Move or Speed
On the birthday of Ganesh, the elephant-
statistic quoted for the animal in GURPS Basic Set or this book. If it is headed god, the ascetic Nivrutti discovered
greater than the animal’s (DX+HT)/4, add Enhanced Move (p. CI54) in full an orphaned elephant calf in the wilder-
levels (+100% to Move) or tenth-levels (+10% to Move, for 1 point) to make ness. Because the calf closely resembled
Ganesh, Nivrutti took the animal into his
up the difference. If it is lower, use Reduced Move (p. CI83). For example, a care. He found the calf unusually inquisi-
cat (p. B142) has Speed 10 and average DX 14, HT 13. These attributes tive and bright, so he named him Hushaar,
would only give a human Speed 6.75. Adding half a level of Enhanced Move “clever.”
(5 points) will result in our cat template having just about the correct Move. Nivrutti immediately set about teaching
the obviously intelligent Hushaar the leg-
If Dodge is lacking, Combat Reflexes (p. B20), Enhanced Dodge ends of Ganesh and his place in Hinduism
(p. CI24), and Increased Speed (p. CI26) can be used to make a match. as the “remover of obstacles.” Word of the
Increased Speed can be bought in quarter-levels to bring the base speed up to miraculous beast soon reached the nearby
villages, and people came from miles
the next whole number, with a cost of 7 points for a quarter-level, 13 points around to see him. Most astounding was
for a half-level, and 19 points for a three-quarter level. Combat Reflexes is Hushaar’s extraordinary luck and his abil-
more appropriate for carnivores than for herbivores. ity to bestow Ganesh’s blessing on others.
Nivrutti and Hushaar now travel
Most animals will have some form of body covering, generally Fur (usu- throughout the Maharashtra region of India
ally very light fur, fur or thick fur), Hide, or Scales (pp. CI56-57). Simply followed by a group of religious devotees.
select the type that most closely matches the animal’s description, PD, and Hushaar, for his part, recognizes the adora-
DR. Feathers can be treated as very light fur (0 points). tion that the humans bestow upon him, and
he has grown spoiled. He will always
Carnivores typically have Sharp Teeth if they do cutting damage or bestow Ganesh’s blessing upon those who
Fangs if impaling. Claws are appropriate for some species, such as cats and leave an offering, however.
bears; usually, these are 15- or 25-point weapons. Other strikers (e.g., horns)
may also be possessed. See pp. CI66-67 for rules covering all of these nat-
ural weapons.

ANIMAL CHARACTERS 105


Animal senses are normally keener those of humans. In general, animals
should have enough Acute Hearing, Acute Taste and Smell, Acute Vision, or
GURPS OLD WEST

Alertness to give them a roll of 14 or less to sense things. Thus, a cat (IQ 5)
would need a +9 bonus. For most species, half this bonus should be
NTSAAÍGÍÍ
Alertness; the rest should be levels of Acute Vision, Acute Taste and Smell,
(100 points)
Age 13; 7’3” long; 1,650 lbs. A very
large and impressive adult male grizzly or Acute Hearing. If IQ is bought up significantly, the GM might allow some
bear. of these sensory bonuses to be dropped correspondingly. Animals with
ST 25 [18]; DX 13 [0]; IQ 7 [20]; HT 14/18 [0] whiskers may have the Faz Sense advantage (p. CI55) as well. See p. 72 for
Speed 6.5; Move 6. more on the sensing abilities of different types of animals.
Dodge 6. Species with eyes on the sides of their heads (such as most fish, insects,
Racial Package: Grizzly Bear [60].
amphibians, birds, reptiles, and mammalian herbivores) get Peripheral Vision
Advantages: Luck [15]; Reputation +3 (p. B22) and sometimes No Depth Perception (p. CI82) as well. Many
(Spirit bear, among Navajo, 15 or less) [7]. animals will have Color Blindness (p. B28); although they can distinguish
Disadvantages: Bad Temper [-10]; colors, instinctually they do not notice those distinctions. With training, an
Curious [-5]; Shyness (Mild) [-5].
Quirks: Loves mutton; Sometimes animal character could buy off the Color Blindness disadvantage. Animals
overeats; Soothed by the sound of drums; with hearing or smell that extends well beyond the human range should also
Tries not to disturb the Navajo villages take Ultrahearing (p. CI69) or Discriminatory Smell (p. CI52). Any animals
[-4].
Skills: Area Knowledge (Four Corners that are active at dawn, dusk, or night should have Night Vision (p. B22).
region of the U.S. Southwest)-8 [2]; Certain species will have more unusual advantages, such as Infravision (p.
Brawling-15 [4]; Intimidation-20 [2]. CI58) for snakes and Sonar Vision (p. CI66) for bats.
Ntsaaígíí (That Which Is Large) is
known throughout the Navajo lands of the
Rocky Mountain Southwest as a special
shashtsoh (grizzly bear). The Diné believe
that as long as Ntsaaígíí walks the land, the
outsiders will not divide the people from
their land.
The legends of Ntsaaígíí began one
night three years ago when he sauntered
into a mining camp, scaring away the
prospectors. In the morning, they returned
to find their campsite in shambles. Vowing
revenge, the six men hired a Ute guide to
help track down the bear.
Ntsaaígíí’s luck worked in his favor that
day. The hunters ended up in an unfamiliar
canyon where they encountered a group of
Navajo warriors. The skirmish proved
deadly for the invaders. Intrigued by the Any animal significantly smaller or larger than a human should have
loud noises, Ntsaaígíí arrived at the rim of Decreased Life Support (p. CI52) or Increased Life Support (p. CI102),
the canyon as the Navajo were preparing to respectively, and often Inconvenient Size (p. CI102) as well. Species with a
leave. His appearance was judged a good
omen by the victors, and the legend of Reach of C will have Short Arms (p. CI104). Animals that move on four legs
Ntsaaígíí soon spread. or slither on the ground are Horizontal (p. CI102) or Centauroid (p. CI101),
Life is good for Ntsaaígíí. His home with primates being Semi-Upright (p. CI104). Invertebrate (p. CI102) is used
range is well populated with tasty vegeta-
tion and Navajo-Churro sheep, and the
for squids and worms.
Navajo treat him with respect. However, Species with crude hands (like primates) normally have Poor Grip
the good times are coming to an end as (p. CI101; -5 points), while those with grasping paws or tentacles (e.g., rac-
more and more miners, trappers, and other coons and octopuses) have Bad Grip (-10 points). An elephant’s trunk would
interlopers invade the region.
give it both Bad Grip and One Fine Manipulator (p. CI103). Other species
with walking paws or hooves have No Fine Manipulators (p. CI103), while
those with no limbs (e.g., snakes, most sea creatures) have No Manipulators
(p. CI103). Animals restricted to water (like fish, dolphins, and whales) are
also Aquatic (p. CI101), and aquatic animals without Gills (p. CI56) will
usually have Oxygen Storage (p. CI62).
Many animals have lifespans and sleeping habits that differ drastically
from those of humans. In general, most (but not all!) animal species have one
or more levels of Short Lifespan (p. CI104). Many have either Sleepy (p.
CI104) or Less Sleep (p. CI27). Big herbivores don’t sleep much (2-4 hours

106 ANIMAL CHARACTERS


per day for cows, deer, horses, and so on), while mid-size carnivores and
small omnivores often sleep 50-75% of the time.
Even if they were intelligent enough to talk, most animals (with notable
exceptions, like parrots) lack the vocal equipment to produce human speech;
this is Mute (p. B29). The GM should consider allowing the character to buy
off the Mute disadvantage as well. A talking snake or ferret would be consid-
ered freakish by its own kind, but that would merely provide it with an
incentive to go and live among humanity. Talking animals are going to be
surprising in most settings, though, and may warrant an Unusual Background
(if one has not already been leveled for intelligence or sentience).
Predator species usually have Combat Reflexes (p. B20), and those that
track prey may be Attentive (p. CI86) or even Single-Minded (p. CI30).
Grazing herbivores often have the Slow Eater disadvantage (p. CI104). Many
wild animals, including a lot of supposedly “fierce” predators, are Edgy
(p. CI90). Pack or herd animals are typically Chummy (p. CI87) or
GENERIC FANTASY

Gregarious (p. CI90).


CARYAE
Other advantages may be unique to certain species – e.g., Amphibious,
(150 points)
Catfall, Metabolism Control (Hibernation), Perfect Balance, Venom, and so on. Age 5; 7’ long; 155 lbs. A defanged but
happy leopard.
Normally, the templates will also include significant social disadvan-
tages, such as Poverty (Dead Broke) and Social Stigma (Valuable Property ST 20 [0]; DX 14 [0]; IQ 5 [0]; HT 15/14 [0]
for domestic animals, Barbarian for wild animals). Poverty might be bought Speed 7.25; Move 7.
Dodge 8; Parry 10 (Brawling).
off for an intelligent animal character, but the Social Stigma will be harder to
get rid of. Racial Package: Leopard [93]; buy off

Skills
Sharp Teeth [-5].
Advantages: Unusual Background
(Magic-using character with base ST 20)
The template should include a complete list of all the natural skills for [20].
the animal, even if they are only at default. Skills not listed as natural do not Knacks: Bladeturning [6]; Partial
get the benefits from p. 118 – see that section for more details. Shapeshifting (Bird Wings) with Power 2
[65].
Disadvantages: Extremely Hazardous
Duty (Vault guard) [-20]; Lecherousness
SAMPLE ANIMAL [-15].
Quirks: Playful, even with opponents;
Wishes she could stay out and fly more
often [-2].
TEMPLATES
Below are brief descriptions for several sorts of beasts, including com-
Skills: Area Knowledge (Mountain
vault)-5 [1]; Brawling-15 [2]; Flight
plete statistics according to the Racial Generation rules (p. CI173). (Winged)-13 [1]; Stealth-16* [4].
* Bought up from racial default.

Caryae is one of the guardian creatures


in a mountaintop vault. She patrols the
ALLIGATOR 87 POINTS
Attributes: Enhanced ST +8 (No Fine Manipulators) [54]; DX +2 [20]; IQ -7 [-60]; wide entranceway that leads in from the
HT +2 [20]; Extra Hit Points +8 [40]. most accessible ledge. If an intruder does
Advantages: Acute Hearing +2 [4]; Acute Taste and Smell +3 [6]; Alertness +6 not turn back at her roar, she will charge,
trying to slam him off the ledge. Once they
[30]; Amphibious [10]; Damage Resistance 2 [6]; Damage Resistance +2 are both falling, Caryae will sprout wings
(Limitation: except on stomach; -20%) [5]; Early Maturation [5]; Enhanced and return to her post.
Move (Swimming) +20% [2]; Four Legs [5]; Nictating Membrane ×1 [10]; In one early skirmish, she had her fangs
Night Vision [10]; Oxygen Storage [14]; Passive Defense 1 [25]; Passive knocked out by a particularly strong blow
Defense +2 (Limitation: except on stomach, -20%) [40]; Peripheral Vision from the flat of a sword. She managed to
drive off her assailant anyway, and her
[15]; Sharp Teeth [5]; Striker (Reach 1) [10]; Subsonic Speech [20]. keepers healed her other wounds magi-
Disadvantages: Attentive [-1]; Bestial [-10]; Cold-Blooded [-5]; Color Blindness cally. They did not try to restore her miss-
[-10]; Hidebound [-5]; Horizontal [-10]; Inconvenient Size [-10]; Increased ing teeth, though, since they were weary of
Life Support [-10]; Innumerate [-5]; Mute [-25]; No Fine Manipulators [-30]; the small bites she had playfully dealt them
in the past.
Obdurate [-10]; Poverty (Dead Broke) [-25]; Presentient [-20]; Reduced Move Caryae’s Partial Shapeshifting spell is a
(Land) -2 [-10]; Short Arms [-10]; Sleepy (50%) [-10]; Social Stigma new specialization similar to Feathered
(Barbarian) [-15]. Arms (p. G11), except that the wings are
Skills: Stealth-DX [2]; Survival (Fresh-Water Lake, River/Stream, or Swampland, new limbs and the caster still has the use of
specialized)-IQ+3/IQ+9 [10]. his arms. Cost to cast is 5.

ANIMAL CHARACTERS 107


CAT -104 POINTS
Attributes: ST -6 [-50]; DX +4 [45]; IQ -5 [-40]; HT +3 [30]; Reduced Hit
Points -10 [-50].
Advantages: Acute Hearing +4 [8]; Acute Taste and Smell +4 [8]; Alertness +5
GURPS VOODOO
[25]; Attractive Appearance [5]; Catfall [10]; Claws [15]; Combat Reflexes
[15]; Decreased Life Support [10]; Discriminatory Smell [15]; Double-Jointed
JACQUES
[5]; Early Maturation ×2 [10]; Enhanced Move ×1/2 [5]; Faz Sense (3-hex
(100 points)
Age 14 (parrot)/18 (loa); 24” long, 2 lbs.
A seemingly normal scarlet macaw. range, -20%) [8]; Four Legs [5]; Night Vision [10]; Perfect Balance [15]; Sharp
Teeth [5]; Ultrahearing [5].
ST 3 [20]; DX 15 [10]; IQ 12 [80]; HT 12/2 [0] Disadvantages: Attentive [-1]; Color Blindness [-10]; Dull [-1]; Horizontal [-10];
Speed 7.25; Move 7 (Flying 35). Inconvenient Size [-15]; Innumerate [-5]; Mute [-25]; No Fine Manipulators
Dodge 7 (Flying 9).
[-30]; Phobia (Water, mild) [-5]; Poverty (Dead Broke) [-25]; Presentient [-20];
Racial Package: Parrot [-76]; buy off Short Arms [-10]; Short Lifespan ×5 [-50]; Sleepy (50%) [-10]; Social Stigma
Bestial, Chummy, Dull, Jealousy, (Valuable Property) [-10]; Staid [-1]; Stubbornness [-5].
Presentient, and Short Attention Span [56]. Skills: Acrobatics at DX [4]; Jumping at DX [1]; Stealth at DX +2 [8]; Climbing at
Advantages: Autotrance [5]; Extra Hit
DX [2].
Points +2 [10]; Initiation (Second Level)
[15]; Patron (Pirate crew, 12 or less) [20]. Note: Cats’ Climbing skill has a special effect: they are at +3 when climbing up,
Disadvantages: Delusion (Mayombe but -3 when climbing down!
help those who do their bidding) [-15];
Sadism [-15]; Secret (Homicidal Voudoun
loa) [-30]. CHIMPANZEE 44 POINTS
Quirks: Keeps feathers well groomed;
Particularly intolerant of slave owners;
Attributes: Enhanced ST +6 [70]; DX +4 [45]; IQ -4 [-30]; HT +4 [45].
Refers to everyone as “monsieur”; Trying Advantages: Alertness +5 [25]; Brachiator [5]; Extra Arms ×2 (Short Arms; tempo-
to undo his possession [-4]. rary disadvantage: “legless” when in use) [6]; Penetrating Call [5]; Super
Paths and Rituals: Path of Spirits-11 Climbing +2 [6].
[4]; Call (Invoke)-8 [2]; Command
(Beckon)-11 [0]; Mastery (Dominion)-9
Disadvantages: Bestial [-10]; Cannot Swim [0]; Distractible [-1]; Dull [-1]; Mute
[2]. [-25]; Poor Grip [-5]; Poverty (Dead Broke) [-25]; Presentient [-20]; Semi-
Skills: Agronomy-10 [1/2]; Lock - Upright [-5]; Short Arms [-10]; Short Lifespan ×2 [-20]; Social Stigma
picking-10 [1/2]; Ritual Magic (Voodoo)- (Barbarian) [-15].
12 [8]; Stealth-12 [4]; Vever Drawing-10 Skill: Survival (Jungle, specialized)-IQ/IQ+6 [4].
[1].
Language: French (Native)-12 [0].

As a slave, Jean-Pierre had a deep


DEINONYCHUS 133 POINTS
hatred for everyone and everything. A Attributes: ST +4 [45]; DX +6 [80]; IQ -6 [-50]; HT +3 [30].
houngan sensed the boy’s rage and Advantages: Acute Hearing +2 [4]; Acute Taste and Smell +2 [4]; Alertness +6
attempted to channel his energies into pos-
itive pursuits by initiating him into the
[30]; Combat Reflexes [15]; Early Maturation [5]; Enhanced Move ×1 [10];
mysteries of Voudoun. When the boy Heavy Scales [28]; Long Talons [55]; Peripheral Vision [15]; Sharp Teeth [5].
began calling on evil Mayombe spirits Disadvantages: Attentive [-1]; Bestial [-10]; Color Blindness [-10]; Edgy [-5];
(p. VO93), the houngan had no choice but Hidebound [-5]; Incurious [-5]; Innumerate [-5]; Mute [-25]; No Depth
to kill him. Jean-Pierre’s loa (spirit) Perception [-10]; Poverty (Dead Broke) [-25]; Poor Grip [-5]; Presentient [-20];
remained and eventually came across a
French buccaneer captain, Georges Martin, Social Stigma (Barbarian) [-15]; Sleepy (50%) [-10].
and his pet parrot, Jacques. Desperate and Skill: Survival (Plains or Woodlands, specialized)-IQ+2/IQ+8 [8].
weak, Jean-Pierre possessed the bird. Note: Dinosaurs and other extinct animals present additional difficulties in design-
Jean-Pierre, unable to leave the bird’s ing templates. Much of their sensory capabilities, intelligence, sleep patterns,
body, began planning his escape by way of
the rituals he had learned. One night, the and lifespan can only be deduced, which is much less accurate than direct
captain found himself surrounded by spir- observation. The GM should feel even freer than usual to change those aspects
its that held him helpless as the parrot of this template.
ripped out his throat with its beak. The
crew found the captain the next morning in
a pool of blood. The parrot was sleeping DOG -147 POINTS
contentedly in its cage.
Jacques has been given over to the care Attributes: ST -4 [-30]; DX +1 [10]; IQ -5 [-40]; HT +2 [20]; Reduced Hit Points -4
of a cabin boy. He has since killed three [-20].
other crewmen and plans to jump ship at Advantages: Acute Hearing +4 [8]; Acute Taste and Smell +4 [8]; Alertness +5
the next landfall. The crew is at wit’s end [25]; Combat Reflexes [15]; Decreased Life Support [10]; Discriminatory
knowing a killer is loose. No one suspects
the parrot. Smell (works as Empathy within 2 hexes, +50%) [23]; Early Maturation ×1
[5]; Enhanced Move ×1/2 [5]; Four Legs [5]; Fur [4]; Sharp Teeth [5];
Ultrahearing [5].

108 ANIMAL CHARACTERS


Disadvantages: Chummy [-5]; Color Blindness [-10]; Dull [-1];
Horizontal [-10]; Innumerate [-5]; Mute [-25]; No Fine
Manipulators [-30]; Poverty (Dead Broke) [-25]; Presentient
[-20]; Short Arms [-10]; Sleepy (50%) [-10]; Social Stigma
(Valuable Property) [-10]; Staid [-1]; Short Lifespan ×5 [-50].
Skills: Brawling at DX [1]; Running at DX [4]; Stealth at DX [2].
Note: This template represents a medium-sized dog. Other dogs can
be generated by reducing or increasing the ST and Hit Points
given. Smaller breeds will have the Inconvenient Size disadvan-
tage. Larger breeds may also have one or two levels of Late
Maturation and possibly another level of Short Lifespan. The
largest dogs will not have the Reduced Life Support advantage.

DOLPHIN 7 POINTS
Attributes: Enhanced ST +6 (No Fine Manipulators) [42]; DX +2
[20]; IQ -2 [-15]; HT+2 [20]
Advantages: Acute Hearing +3 [6]; Alertness +3 [15]; Blunt Teeth
[0]; Enhanced Move (Swimming) ×1 [10]; Independently
Focusable Eyes [15]; Less Sleep [3]; Nictating Membrane ×1
[10]; Oxygen Storage [14]; Peripheral Vision [15]; Pressure
Support [10]; Sonar Vision [25]; 3D Spatial Sense [10];
Ultrasonic Speech [25].
Disadvantages: Aquatic [-40]; Bestial [-10]; Chummy [-5]; Dull [-1];
Horizontal [-10]; Increased Life Support [-10]; Mute [-25]; No
Manipulators [-50]; Poverty (Dead Broke) [-25]; Presentient
[-20]; Short Lifespan ×2 [-20]; Social Stigma (Barbarian) [-15];
Staid [-1].
Skills: Acrobatics at DX [4] and Survival (Open Ocean)-IQ+4 [10].

ELEPHANT 273 POINTS GURPS ATOMIC HORROR


Attributes: Enhanced ST +240 (No Fine Manipulators on 13+) [179]; DX +2 [20];
IQ -4 [-30]; HT +7 [100]; Extra Hit Points +23 [115].
RAT-THING (50 pts)
Age 5; 4’5” long; 220 lbs. A dirty,
Advantages: Acute Hearing +3 [6]; Alertness +3 [15]; Damage Resistance 4 [12]; smelly giant rat.
Enhanced Move ×1/5 [2]; Extra Flexibility (One limb) [5]; Extra Reach (One
limb) [10]; Less Sleep ×4 [12]; Passive Defense 3 [75]; Penetrating Call [5]; ST 15 [70]; DX 16 [30]; IQ 4 [0]; HT 16/14 [20]
Peripheral Vision [15]; Subsonic Speech [20]. Speed 8.0; Move 8.
Dodge 8; Parry 8 (Brawling).
Disadvantages: Bad Grip [-10]; Bestial [-10]; Cannot Jump [0]; Chummy [-5]; Dull
[-1]; Horizontal [-10]; Inconvenient Size [-10]; Increased Life Support ×2 Racial Package: Giant Rat [-77].
[-20]; Innumerate [-5]; Mute [-25]; No Depth Perception [-10]; One Fine Advantages: Fearlessness 10 [20]; High
Manipulator [-15]; Poverty (Dead Broke) [-25]; Presentient [-20]; Reduced Pain Threshold [10]; Toughness [10].
Dodge -7 [-105]; Slow Eater [-10]; Social Stigma (Valuable Property) [-10]; Disadvantages: Gigantism [-10];
Illiterate [-10].
Staid [-1]. Quirk: Attracted to blonde women [-1].
Skill: Survival (Plains or Jungle, specialized)-IQ/IQ+6 [4]. Skills: Area Knowledge (New York
Most elephants have tusks (female Asian elephants do not, and few male City sewers)-5 [2]; Brawling-18 [4];
Ceylonese elephants develop them). Tusked bulls (“tuskers”) use their tusks Stealth-16 [2].
in battles to determine mating privileges, so they might be bought as Butting A regular New York sewer rat that got a
Horns (5 points, p. CI67) or perhaps Long Tusks (50 points, also p. CI67), little too close to the industrial waste outlet
although they are unlikely to be capable of cutting damage. Even if the ele- from some research-and-development
firm, Rat-Thing mutated into a gigantic
phant character has tusks, the player or GM can omit the cost (and function) version of his former self. Now his eye for
of the additional striker if desired. beauty has settled on human women!
Individual elephant characters can have higher ST raise both their body For a bigger challenge, drop Presentient
[20]; raise IQ to 8 [45]; and add
ST and trunk ST (at regular cost), raise just the body ST (and using the No Invulnerability (Bullets) [100], Speak With
Fine Manipulators limitation), or raise just the trunk ST (by buying off the Animals (Rats only) [8], Control Animals
No Fine Manipulators limitation from part of the ST cost). (Rats only, -60%)-15(13) [52], and Sense
Animals-12(1) [25]. New total: 250 points.

ANIMAL CHARACTERS 109


MODERN
SKEETO
(100 points)
Age 8-1/2; 6’9” long; 625 lbs. A
medium-sized, young adult, male
California sea lion.

ST 14 [6]; DX 14 [20]; IQ 9 [30]; HT 14 [0] GIANT RAT -77 POINTS


Speed 7.0; Move 5 (Swimming 14). Attributes: ST -1 [-10]; DX +3 [30]; IQ -6 [-50]; HT +7 [100]; Reduced Hit
Dodge 8. Points -8 [-40].
Racial Package: Sea Lion [-58]; buy off Advantages: Acute Taste and Smell +4 [8]; Alertness +4 [20]; Cast Iron Stomach
Distractible and Social Stigma (Barbarian) [15]; Faz Sense (3-hex range, -20%) [8]; Night Vision [10]; Pestilence [5];
[16]. Peripheral Vision [15]; Sharp Teeth [5]; Thick Fur [29].
Advantages: Patron (Aquatic Eyes, all Disadvantages: Bad Grip [-10]; Bestial (Disease-carriers) [-15]; Color Blindness
the time) [30]; Reputation +3 (Among San
Diego animal lovers as a celebrity camera-
[-10]; Gregarious [-10]; Hidebound [-5]; Horizontal [-10]; Incurious [-5];
man) [5]; Single-Minded [5]; Strong Will Innumerate [-5]; Mute [-25]; No Depth Perception [-10]; Poverty (Dead Broke)
+3 [12]; Very Fit [15]. [-25]; Presentient [-20]; Reduced Dodge [-15]; Short Arms [-10]; Short
Disadvantages: Attentive [-1]; Duty Lifespan ×4 [-40]; Sleepy (50%) [-10]; Social Stigma (Barbarian) [-15]; Ugly
(Aquatic Eyes, all the time, non-hazardous) Appearance [-10].
[-10]; Sense of Duty (Crew) [-5]; Social
Stigma (Valuable Property) [-10]. Skills: Survival (Plains, Swampland, Urban, or Woodlands, specialized)-
Quirks: Enjoys playing practical jokes; IQ+2/IQ+8 [8].
Prefers to ride at the bow of a boat [-2].
Skills: Brawling-15 [2]; Explosive
Ordnance Disposal-9 [2]; Fishing-12 [6];
Gesture-13* [2]; Juggling-15 [2]; Photo-
graphy-10 [4]; Savoir-Faire (Military)-10
[2]; Survival (Open Ocean, specialized in
southern Californian coastal waters)-
12/18** [6]; Underwater Demolition-9 [2].
* Includes +3 for Mute.
** Bought up from racial default.

Skeeto was acquired by the U.S. Navy


Marine Mammal Systems (MMS) pro-
gram, where he spent the first six years of
his life training as an MMS Mark 5 ord-
nance detector and retriever. Officially,
MMS animals are not used to plant hostile
devices.
An extremely intelligent sea lion, Skeeto
was well-disciplined and willing to work
hard to help his fellow Mark 5s and human GRIZZLY BEAR 60 POINTS
partners. Assigned to the Coronado, Attributes: Enhanced ST +12 (No Fine Manipulators) [78]; DX +3 [30]; IQ -5
California-based Explosive Ordnance [-40]; HT +4 [45]; Extra Hit Points +4 [20].
Disposal Mobile Unit, he worked on a
number of ordnance recovery missions and Advantages: Acute Taste and Smell +4 [8]; Alertness +5 [25]; Claws [15]; Damage
once came under fire during a military Resistance +1 [3]; Discriminatory Smell [15]; Early Maturation [5]; Four Legs
drug-interdiction operation. [5]; Metabolism Control (Hibernation) ×4 [10]; Penetrating Call [5]; Sharp
When the MMS program fell out of con- Teeth [5]; Thick Fur [29]; Ultrahearing [5].
gressional favor, Skeeto was acquired by
Aquatic Eyes, a production company that
Disadvantages: Bestial [-10]; Dull [-1]; Horizontal [-10]; Inconvenient Size [-10];
specializes in underwater videography and Increased Life Support [-10]; Innumerate [-5]; Mute [-25]; No Fine
nature documentaries. He has now been Manipulators [-30]; Poverty (Dead Broke) [-25]; Presentient [-20]; Short
trained to use a back-mounted video cam- Lifespan ×3 [-30]; Sleepy (66%, including hibernation) [-20]; Social Stigma
era to add a new dimension to Aquatic (Barbarian) [-15]; Staid [-1].
Eyes films.
Skeeto lives in San Diego and has occa- Skills: Climbing at DX [2]; Scrounging at IQ [1]; Survival (Mountains or
sional contact with wild sea lions, but hav- Woodlands, specialized)-IQ+1/IQ+7 [6].
ing been raised by humans leaves him at a Note: Note that some bear species, such as the black bear, would have Semi-
disadvantage in the natural world. Upright in place of Four Legs and Horizontal. Black bears can shamble on two
legs; grizzlies cannot.

110 ANIMAL CHARACTERS


GURPS BLOOD TYPES
LEOPARD 93 POINTS
Attributes: Enhanced ST +10 (No Fine Manipulators) [66]; DX +4 [45]; IQ -5
[-40]; HT +5 [60]; Reduced Hit Points -1 [-5].
“OUR FOREST
Advantages: Alertness +13 [65]; Attractive Appearance [5]; Claws [15]; Combat
FRIEND” (75 pts)
Age 9; 130 lbs. A gray wolf with a mys-
Reflexes [15]; Double-Jointed [5]; Faz Sense (3-hex range, -20%) [8]; Four terious aura.
Legs [5]; Night Vision [10]; Sharp Teeth [5]; Silence ×3 [15]; Thick Fur [29].
Disadvantages: Attentive [-1]; Bestial (Man-eater) [-15]; Dull [-1]; Horizontal [-10]; ST 11 [20]; DX 15 [10]; IQ 7 [20]; HT 13 [10]
Innumerate [-5]; Mute [-25]; No Fine Manipulators [-30]; Poverty (Dead Broke) Speed 7.0; Move 10.
Dodge 9; Parry 11 (Brawling).
[-25]; Presentient [-20]; Short Arms [-10]; Short Lifespan ×5 [-50]; Sleepy
(50%) [-10]; Social Stigma (Barbarian) [-15]; Staid [-1]; Stubbornness [-5]. Racial Package: Wolf [-37].
Skills: Climbing at DX [2]; Jumping at DX [1]; Stealth at DX+1 [4]; Survival Advantages: Charisma +1 [5]; Higher
(Desert, Jungle, Mountains, Plains, or Woodlands, specialized)-IQ+1/IQ+7 [6]. Purpose (Death to vampires, defend other
beings against supernatural molestation)
Note: With a little adjustment (ST +6; HT +2; no reduction in hit points; drop the [5]; Magic Resistance +15 [30]; Pious [5];
Phobia, Climbing, and Jumping; add Enhanced Move (Swimming) ×2; and use Reputation +3 (As a friend, among a small
the Swamplands specialization for Survival), this template can also be used for group of vampire-hunters) [5]; Second
the Swamp Ghost (p. 69). Sight [5]; Strong Will +5 [20].
Disadvantage: Enemy (Baron Krez -
niach and his minions, medium group,
PARROT -76 POINTS quite often) [-40].
Quirk: Hates the smell of human
Attributes: ST -9 [-80]; DX +4 [45]; IQ -4 [-30]; HT +2 [20]; Reduced Hit corpses [-1].
Points -10 [-50]. Skills: Area Knowledge (Central
Advantages: Acute Hearing +3 [6]; Alertness +5 [25]; Beautiful [15]; Decreased European pine forests)-13 [12]; Gesture-
11* [2]; Stealth-16** [2]; Tracking-16†
Life Support [10]; Early Maturation 3 [15]; Enhanced Move (Flying) ×1-1/2 [2].
[15]; Flight (Winged, Cannot Hover) [24]; Increased Speed ×1/2 [13]; Mimicry * Includes +3 for Mute.
[15]; Penetrating Call [5]; Peripheral Vision [15]; Sharp Claws [25] and Super ** Bought up from racial default.
Climbing 1 [3]. † Includes +9 for Alertness and Acute
Disadvantages: Bestial [-10]; Cannot Swim [0]; Chummy [-5]; Dull [-1]; Fragile Smell.
[-20]; Inconvenient Size [-15]; Jealousy [-10]; No Sense of Smell/Taste [-5]; The wolf now known to a few humans
Poor Grip [-5]; Poverty (Dead Broke) [-25]; Presentient [-20]; Restricted simply as “Our Forest Friend” was an ordi-
Manipulators [-15]; Short Attention Span [-10]; Short Lifespan ×1 [-10]; nary pack leader in the pine forests of cen-
Sleepy (50%) [-10]; Social Stigma (Valuable Property) [-10]. tral Europe until the night that Baron
Krezniach, a Gothic Vampire (p. BT91),
Skill: Survival (Plains or Jungle, specialized)-IQ/IQ+6 [4]. invoked his powers over the beasts to elim-
inate the latest band of mortals to invade
his lands.
RABBIT -166 POINTS However, this particular party of would-
Attributes: ST -8 [-70]; DX +4 [45]; IQ -7 [-60]; HT +4 [45]; Reduced Hit be vampire slayers had acquired an ancient
Points -10 [-50]. charm that could turn any one manifesta-
tion of a vampire’s powers against it. As
Advantages: Acute Hearing +4 [8]; Alertness +9 [45]; Decreased Life Support the pack’s leader leapt for the fleeing sled,
[10]; Early Maturation [5]; Enhanced Move [10]; Faz Sense (3-hex his intended victim desperately unleashed
range, -20%) [8]; Four Legs [5]; Night Vision [10]; Peripheral Vision [15]; the charm.
Reproductive Control [2]; Sharp Teeth [5]; Tunnel ×1 (Dirt only, -10%) [45]. When the pack leader recovered his
senses a few moments later, he discovered
Disadvantages: Bestial [-10]; Color Blindness [-10]; Edgy [-5]; Gregarious [-10]; a new and burning instinct: to bring down
Hidebound [-5]; Horizontal [-10]; Inconvenient Size [-15]; Incurious [-5]; the walking corpse that had dared enslave
Innumerate [-5]; Mute [-25]; No Fine Manipulators [-30]; Poverty (Dead him. The charm was powerful enough to
Broke) [-25]; Presentient [-20]; Short Arms [-10]; Short Lifespan ×6 [-60]; make him nearly immune to the vampire’s
Social Stigma (Valuable Property) [-10]. magic and his animal senses can now
detect supernatural powers. His pack, how-
Skills: Jumping at DX [1] and Survival (Arctic, Plains, or Woodlands, specialized)- ever, is neither willing nor suited to aid his
IQ+3/IQ+9 [10]. strange mission, so he sometimes works
loosely with the human groups that chal-
lenge Krezniach.
SEA LION -58 POINTS With a few changes, “Our Forest
Friend” could appear in an In Nomine
Attributes: ST +3 (No Fine Manipulators) [18]; DX +2 [20]; IQ -4 [-30]; HT +4 game, associated with angelic forces
[45]. (whether Jordi’s or Michael’s) against
Advantages: Acute Hearing +2 [4]; Acute Taste and Smell +4 [8]; Alertness +2 [10]; demonic undead; if the power that trans-
Amphibious [10]; Combat Reflexes [15]; Early Maturation [5]; Enhanced Move formed him was more than a mere charm,
(Swimming) [10]; Faz Sense (Underwater only, -30%) [7]; Fur [4]; Oxygen he might gain additional advantages such
as Blessed, Divine Favor, or True Faith.
Storage [14]; Pressure Support [5]; Sharp Teeth [5]; 3D Spatial Sense [10].

ANIMAL CHARACTERS 111


Disadvantages: Bestial [-10]; Chummy [-5]; Color Blindness [-10]; Distractible
[-1]; Dull [-1]; Horizontal [-10]; Inconvenient Size [-10]; Increased Life Support
[-10]; Innumerate [-5]; Mute [-25]; No Fine Manipulators [-30]; Poverty (Dead
Broke) [-25]; Presentient [-20]; Reduced Move (Running) -3 [-15]; Short Arms
[-10]; Short Lifespan ×2 [-20]; Social Stigma (Barbarian) [-15].
GURPS SPACE
SHARIPUTRA Skill: Survival (Open Ocean, specialized)-IQ/IQ+6 [4].
GURUNG (200 pts)
Age 25; 6’8”; 500 lbs. A gray yeti with SPOTTED HYENA -10 (MALE)/
long, braided fur.

ST 17 [-10]; DX 12 [0]; IQ 12 [45]; HT 10/20 [0]


8 (FEMALE)
Speed 7.25; Move 7. Attributes: ST +5 with the limitation No Fine Manipulators [36]; DX +2 [20]; IQ -6
Dodge 7. [-50]; HT +2 [20].
Advantages: Acute Hearing +2 [4]; Acute Taste and Smell +4 [8]; Alertness +6
Racial Package: Yeti [150]; buy off
Bestial [10] and Presentient [20]; replace
[30]; Cast Iron Stomach [15]; Combat Reflexes [15]; Enhanced Move
Shyness (Crippling) with Shyness (Severe) (Running) ×2 [20]; Extra Hit Points ×2 [10]; Four Legs [5]; Fur [4]; Increased
[5]. Dodge [6]; Night Vision [10]; Passive Defense +1 [25]; Sharp Teeth [5].
Advantages: Magery 1 (Moon Disadvantages: Bestial [-10]; Hidebound [-10]; Horizontal [-10]; Incurious [-5];
Aspected) [8]; Patron (Professor Hue and Innumerate [-5]; Mute [-25]; No Fine Manipulators [-30]; Poverty (Dead
the music department) [10]; Musical
Ability +2 [2]. Broke) [-25]; Presentient [-20]; Reputation (-2 as filthy scavengers) [-10]; Short
Disadvantages: Stress Atavism Arms [-10]; Short Lifespan ×5 [-50]; Social Stigma (Barbarian) [-15].
(Moderate, common) [-16]; Secret (Yeti, Skill:Survival (Desert, Jungle, Plains, or Woodlands, specialized)-IQ+2/IQ+8 [8].
imprisonment) [-20]; Sense of Duty (To Note: Female Spotted Hyenas have an additional +2 ST (No Fine Manipulators)
the Yeti race) [-5].
Quirks: Lets people braid his hair; [12]. They also have another 2 levels of Extra Hit Points [10] and the additional
Looks straight ahead instead of down at disadvantage of Selfish [-5].
people; Not sure if he wants to return to his
people; Refuses to drink alcohol, but
doesn’t always recognize it; Tends to try WARHORSE 10 POINTS
any new musical instrument he encounters
Attributes: Enhanced ST +30 (No Fine Manipulators) [108]; DX -1 [-10]; IQ -6
[-5].
Skill: Naturalist-11 [2]. [-50]; HT +2 [20].
Language: Interlingua-11 [1]. Advantages: Acute Hearing +2 [4]; Acute Taste and Smell +4 [8]; Alertness +6
Spells:* Ignite Fire-11 [1]; Create Fire- [30]; Attractive Appearance [5]; Combat Reflexes [15]; Danger Sense [15];
11 [1]; Sense Foes-11 [1]. Enhanced Dodge [15]; Enhanced Move ×2 [20]; Four Legs [5]; Less Sleep ×5
* Includes +1 for Magery.
[15]; Peripheral Vision [15].
The yeti who would eventually take the Disadvantages: Edgy [-5]; Hidebound [-5]; Horizontal [-10]; Inconvenient Size
name Shariputra Gurung was born after the [-10]; Increased Life Support [-10]; Innumerate [-5]; Mute [-25]; No Depth
humans ripped open a rift that flooded Perception [-10]; No Fine Manipulators [-30]; Obdurate [-10]; Poverty (Dead
Terra in magical energy (a world intro-
Broke) [-25]; Presentient [-20]; Short Lifespan ×3 [-30]; Social Stigma
duced on p. WI121). That yeti may not
have existed before the rift has never (Valuable Property) [-10].
occurred to him. He became a tribal leader,
but concern about humanity’s impact on
the yeti led him away from home. WOLF -37 POINTS
Shariputra’s tribe lived near one of the Attributes: ST -1 [-10]; DX +4 [45]; IQ -5 [-40]; HT +2 [20].
field campuses of the Terran Institute of
Magical Engineering. He ventured near Advantages: Acute Hearing +4 [8]; Acute Taste and Smell +4 [8]; Alertness +5
enough (and often enough) to the outskirts [25]; Claws [15]; Combat Reflexes [15]; Discriminatory Smell (Works as
that the students and professors made him Empathy within 2 hexes, +50%) [23]; Enhanced Dodge [15]; Enhanced Move
a local mascot. He does not contradict the ×1/2 [5]; Four Legs [5]; Penetrating Call [5]; Sharp Teeth [5]; Thick Fur [29];
rumor that a magical backfire (probably of Ultrahearing [5].
his own making) took his memory and
resulted in his current appearance. (A com- Disadvantages: Bestial [-10]; Chummy [-5]; Color Blindness [-10]; Dull [-1];
peting theory is that it was Professor Hue’s Gluttony [-5]; Horizontal [-10]; Innumerate [-5]; Mute [-25]; No Fine
fault, and is part of the reason the head of Manipulators [-30]; Poverty (Dead Broke) [-25]; Presentient [-20]; Short Lifespan
the music department took him in.) ×5 [-50]; Sleepy (50%) [-10]; Social Stigma (Barbarian) [-15]; Staid [-1].
Shariputra’s quest for a newer, more iso-
lated home for his tribe has led him to the Skills: Brawling at DX [1]; Running at DX [4]; Stealth at DX [2].
warp-drive experiments at TIME. He is Note: These wolves are wild, but basically “good.” If the GM wants evil wolves to
still uncertain how he will get the yeti to act as servants for orcs, vampires, or evil wizards, he can insert any psychologi-
the stars . . . cal disadvantages he deems appropriate. Note that if the GM wants his wolves
to be able to carry even a small fully armed person into battle, they will need a
ST of at least 16.

112 ANIMAL CHARACTERS


GURPS ARABIAN NIGHTS
YETI 150 POINTS
Attributes: Enhanced ST +8 [90]; DX +2 [20]; IQ -2 [-15]; Extra Hit Points +10
[50].
AL KURIKAI IL ’ARIM
Advantages: Damage Resistance 3 [9]; Increased Speed 1-1/2 [38]; Invisibility (At
(200 pts)
Age 12; 16 hands; 1,400 lbs. A dappled
will, costs 1 Fatigue per use) [42]; Passive Defense 2 [50]; Penetrating Call [5]; gray Kehilan-strain Arabian stallion start-
Temperature Tolerance 2 [2]. ing to turn white.
Disadvantages: Bestial [-10]; Dependency (Mana, constantly) [-25]; Dull [-1];
Edgy [-5]; Innumerate [-5]; Mute [-25]; Shyness (Crippling) [-15]; Poor Grip ST 45 [36]; DX 12 [30]; IQ 5 [10]; HT 15 [30]
Speed 6.75; Move 18.
[-5]; Poverty (Dead Broke) [-25]; Presentient [-20]; Social Stigma (Barbarian) Dodge 8.
[-15].
Skill: Survival (Arctic or Mountains)-IQ+4 [10]. Racial Package: Warhorse [10].
Advantages: Alertness +1 [5]; Common
Sense [10]; Handsome Appearance* [10];
High Pain Threshold [10]; Intuition [10];
Reputation (Kehilan stallions are noted for
power and depth of chest; +2 to reaction by
anyone who recognizes the horse as a
Kehilan) [5]; Toughness 2 [25]; Very Fit [15].
So if you see a Yeti –
Disadvantages: One Eye [-15];
a shy, retiring Yeti –
Lameness [-10].
Quirks: Bucks for a few seconds when
Just smile and keep on walking;
first mounted; Distrusts strangers; Loves
that's the proper thing to do.
children; Loves pears. [-4].
Skills: Acrobatics-9 [1/2]; Area
Don't call him names or tease him
Knowledge (Northern Syria)-5 [1];
Or do things that displease him;
Combat-Training-15 [16]; Escape-9 [1/2];
Jumping-10** [1]; Riding (Being Ridden)-
You really wouldn't like it
12 (2); Survival (Desert)-11 [1];
if a Yeti bothered you!
Swimming-12 [1].
* Bought up from racial appearance.
– F. Gwynplaine MacIntyre,
** -2 for One Eye.
Improbable Bestiary:
Al Kurikai il ’arim (The Death Prince of
The Yeti
the Wind; “Kai” is his nickname) is an
example of a great warhorse. He is large for
his breed and is nearing the end of his useful
career. He lost an eye in combat two years
ago and has a sore hip from an old battle
wound that fractured the bone. The bone
was magically healed, but the hip still gives
him problems occasionally.

ADVANTAGES, DISADVANTAGES, AND SKILLS


otherwise sacred beings. Those capable of acting as omens
ADVANTAGES should be Blessed to use a Divination spell. Many other
blessings are possible for animals. Variable.
Ally Group p. CI19
Pack animals may form an Ally Group. Only the lead Brachiator p. CI51
animal (such as the alpha wolf in a wolf pack) needs to take The ST limitations given in Compendium I are for
the advantage. The ally group may be unwilling (p. CI20) if human-sized characters. For animals, scale it with (weight)
the leader is becoming weak or otherwise unsuitable. @/3. A 25-lb. monkey can make do with ST 4 while a 60-lb.
Variable. animal can get away with ST 7. 5 points.

Animal Empathy p. B19 Common Sense p. B20


An animal with Animal Empathy can anticipate the This is a rare advantage in animals. An animal with
movements of another animal or group of animals. This Common Sense may use the Rule of 12 (p. 71) with the
advantage is vital to a cow pony or sheepdog. 5 points. advantage. Common Sense also allows an animal to realize
that a frightening-looking object or situation is actually not
Blessed p. CI34 dangerous at all. An animal character with Hidebound,
Some animals are considered to be in tune with the Incurious, or Obdurate may not take Common Sense until
higher power(s) of certain religions as avatars, totems, or those disadvantages are bought off. 10 points.

ANIMAL CHARACTERS 113


High Pain Threshold p. B20 items and magic use by adding this advantage to animal tem-
A High Pain Threshold is a disadvantage to the rider or plates. 5 points.
trainer of an ornery or disobedient animal; whips, crops, and
spurs are less likely to get the beast to behave. 10 points.
Special Rapport p. CI46
There are many stories and legends about pets sharing
Magic Resistance p. B21 this kind of bond with their owners. It is not as appropriate to
The default assumption in GURPS Magic is that animals an animal template, but individual animals could easily have
are affected by most spells just as people are, with exceptions it. 10 points.
for the Animals and Mind Control colleges. If the
GM prefers, though, animals might have greater
resistance to magical forces or even be immune
altogether (see Invulnerability, p. CI59). Of
course, a player can create an individual animal
that happens to be less affected by magic, just as
any character might be. 2 points per level.

Pitiable p. CI29
This is the typical “puppy-dog eyes” advan-
tage, usually found in domestic animals and wild
herbivores such as deer. 5 points.

Psionic Resistance p. CI42


As per p. P54, animal species effectively have
2 levels of Psionic Resistance (Limitation: against
Telepathy and Psychic Vampirism only) for each
point of IQ below 7. This is a special effect. As
with Magic Resistance, the GM might decide that
all psi powers are less likely to work against ani-
mals and place additional levels of this advantage
on any animal templates. 2 points per level.

Reawakened p. CI43
In campaigns where reincarnation is a fact, a
character might be reincarnated as an animal that
could then have this advantage. 10 points.

Reputation p. B17
Domestic animals may have reputations for
being well-trained, fast, or obedient, or for having
exceptional offspring. Stories may be told of their
loyalty or unusual intelligence. An animal with
advantages or exceptional skills may gain a good
reputation. Such reputations will generally be
known only by a small class of people – inhabi-
tants of its hometown, for instance. Wild animals
are more likely to have negative Reputations, but
there are legendary creatures and species in many
cultures. Variable.
Spirit Empathy p. CI46
Sanctity p. CI29 Many spirit legends include notes about how animals
This advantage is appropriate for “cute” animals. It is can tell when a ghost is nearby or get spooked when
similar to Pitiable, above, but many animals will have both. 5 approached by a werewolf, even in human form. The ability
points. of animals to sense ghosts (p. UN68) is a special effect while
Frightens Animals (p. CI97) is a disadvantage for the fright-
Second Sight p. CI43 ener. Spirit Empathy need not be taken to gain those effects,
Animals are already sensitive to the presence of certain but certain animals might be even more in tune with the spirit
creatures (namely, those with the Frightens Animals disad- world and warrant this advantage. 10 points.
vantage, p. CI97). GMs may extend this sensitivity to magic

114 ANIMAL CHARACTERS


Unusual Background p. B23 Bully p. B31
This is a catch-all advantage that can be used whenever This animal likes to push other animals around, stealing
the GM or a player wishes to introduce a highly unusual ani- their food and driving them from water or green pastures. A
mal. Examples of Unusual Backgrounds: a horse partially domestic bully will try to intimidate people, too, although it
descended from unicorns, allowing exceptional intelligence will submit to a person with a firm manner and a high
and unusual traits (50 points or more); a domestic animal Animal Handling or appropriate Riding skill. -10 points.
taught by the most skilled trainer known to the world (30
points to be applied to skills, ignoring the age limitation); an Clueless p. CI87
animal once owned by a mage who performed interesting Animal characters that buy off their Presentient or
experiments on it (any number of points to be applied to any related disadvantages might acquire this disadvantage instead
number of unusual traits); and so on. The details of most (especially if they do not have enough points to buy the dis-
Unusual Backgrounds will be unknown to the animal’s advantages off completely). Other similar options include
owner . . . and to most dealers attempting to buy or sell it. 10 Confused, No Sense of Humor, Stress Atavism, and
or more points. Uneducated. -10 points.

Zeroed p. CI32
In ultra-tech societies, wild animals are unlikely
to be listed in the public databanks, making them
effectively Zeroed. Pets and some other domestic
animals will still need licenses or other types of regis-
tration. 10 points.

Pestilence 5 points per disease


NEW ADVANTAGES
This is the ability to infect others with disease
without being subject to the disease itself. Contagious-
disease victims should take Social Disease or
Terminally Ill (p. CI84) instead. Each disease is a sep-
arate advantage; see pp. CII167-174 for ideas.
At the end of a battle involving someone with
Pestilence, the GM should make a HT roll for each
combatant, at -3 if wounded by the carrier, +1 if
merely touched, and +2 otherwise. On a failure, the
combatant is infected with the disease, which progresses nor-
mally. If the contact does not involve combat, use the Color Blindness p. B28
Contagion rules (p. B133) instead. Multiple diseases require Many animals can see color; they just do not care about
multiple HT rolls. Immunity to Diseases protects completely. it instinctually. This still qualifies them for Color Blindness,
Reproductive Control 2 points
but the disadvantage can be trained out of them so that they
distinguish colors. -10 points.
This advantage allows females to control their fertility
for a given reproductive time. This will usually require a day Combat Paralysis p. B32
or so to adjust hormonal levels. Alternatively, and for the Normally appropriate for domestic animals only. This
same point cost, a female could be able to absorb an early animal is so frightened in any combat situation that it imme-
fetus back into the womb, like a rabbit, with pregnancy being diately “freezes.” It will stand in one spot, trembling vio-
canceled on a successful Will roll. lently, and refuse to move. Only a critical success on an IQ
roll will allow the animal to overcome the paralysis on its
own. A successful Animal Handling by the owner or handler
may break the “freeze,” but further skill checks will be nec-
Bestial p. CI101
DISADVANTAGES
essary to prevent bolting or other panic actions on the part of
the animal. The GM may determine that other animal skills
All wild animal templates include this disadvantage, and (e.g., Riding) can be used to break the freeze in some situa-
it is appropriate for feral domestic animals. Wild animals that tions. An animal with this disadvantage cannot have the
have been captured and tamed can buy this off, either com- Combat-Training skill. -15 points.
pletely or replacing it with Stress Atavism (p. CI105) or an
Odious Personal Habit such as hooting or jumping around. Confused p. CI88
-10, -15 points.
See Clueless, above. -10 points.

ANIMAL CHARACTERS 115


Cyber-Rejection p. CI81 Gluttony p. B33
Some mods (and brain mods in particular) might not be This animal will eat anything put in front of it and go
well-suited for animals with augmented mental capacities, looking for more. If a domestic animal with Gluttony also
especially if the character story for those abilities includes has the Escape skill, only drastic measures will keep it from
genetic engineering, superscience, or magical enhancement. gorging itself on the food supplies to the point of serious ill-
This disadvantage might be appropriate for those characters. ness (and great expense to the owner). -5 points.
See p. UTT109 for more on animal cyberwear. -10, -25 points.
Illiteracy p. B33
Disturbing Voice p. CI81 All Presentient characters must be illiterate (p. CI103);
If a normally Mute animal gains the ability to speak, the GMs running campaigns where literacy is the norm may
player can opt to replace the Mute disadvantage with this wish to add Illiteracy to the animal templates. -0 or -10
one, as speech may still not come easily. -10 points. points.

Edgy p. CI90 Jinxed p. CI98


Many animal templates already include this disadvan- This is the traditional disadvantage of the black cat and
tage, but any animal could have it. An Edgy animal is jittery other animals of superstition. -20, -40, -60 points.
and easily spooked. The disadvantage also applies to animals
that are nervous all the time. Such animals may have Odious Kleptomania p. B34
Personal Habits such as continuous pawing. An Edgy animal Many animals seem to be attracted by shiny objects, and
may also have the disadvantage of Unfit (p. CI85), as it even exceptional animal characters may still have a weakness
expends most of its energy in nervous habits. -5 points. for collecting them. -15 points.

Enemy p. B39 Low Pain Threshold p. B29


Normally animals will not have this disadvantage, even A steed with a Low Pain Threshold has very sensitive
if they are game animals or in a setting full of natural preda- skin. They are more likely than others to get saddle sores, and
tors – none of the hunters are looking for a particular animal. more likely to be bothered by any sores they have. Steeds with
This disadvantage is appropriate for animals that have been Low Pain Threshold may object to being saddled or ridden
singled out for some reason, however. Examples range from simply because it makes them uncomfortable. They are more
an escaped circus lion to Moby Dick. Variable. likely to have the Bad Temper disadvantage as well. -10 points.

116 ANIMAL CHARACTERS


Lunacy p. CI92 Presentient p. CI103
Wolves are often associated with this disadvantage, at This can only be taken as a racial disadvantage.
least in folklore. There is no connection in real life, but the Presentients can’t be Literate, can’t learn mental skills
GM can include it in a more fantastic template as needed. -10 other than “easy” ones unless they pertain directly to combat
points. or survival, and can’t learn languages other than Gesture and
Sign Language. They may be trained to “read” simple printed
Magic Susceptibility p. CI98 symbols. These language skills may be no higher than IQ.
Just as with Magic Resistance above, the GM can decide -20 points.
that animals are affected by all spells more readily than their
human counterparts. -3 points per level. Primitive p. B26
The templates in this book assume that the low TL that
Mute p. B29 animals seem to function in is covered by the limitations of
Most animal templates include this disadvantage their Presentient disadvantage, so none of them have
although the animals might roar, bark, hiss, moo, or make Primitive as well. In particular, they can acquire skills such as
other sounds. As long as they cannot speak human lan- First Aid at whatever TL is the norm for the campaign
guages, they qualify for the Mute disadvantage. Note that this (although their low IQ will still make this a difficult
also means that all spoken human languages are Mental/Very proposition).
Hard for these animals unless they buy off Mute, since they
cannot be pronounced with their natural vocal equipment (p. Reputation p. B17
B54). They get the bonus to Gesture skill and can learn sim- Domestic animals may have reputations for being poorly
plified sign languages (if they are simple enough to be treated trained, slow, disobedient, or for having nasty habits. Stories
as Mental/Easy). A full sign language (Mental/Average) may be told of the creature’s dangerous antics, perhaps
could only be learned after buying off Presentient. -25 points. involving injury or death to a previous owner. An animal
with noticeable disadvantages or truly odious personal habits
No Sense of Humor p. CI92 may gain a bad reputation. Wild animals may be known as
See Clueless, above. -10 points. poachers or man-eaters, or perhaps simply troublemakers, but
unless they also have distinguishing physical markings, they
Odious Personal Habit p. B26 are unlikely to warrant their own Reputation. They may still
Habits such as pawing, chewing, hooting (or barking, or earn an Enemy for themselves and the rest of their species
roaring, etc., as appropriate to the species) are most often locally, and hunting expeditions may be organized to end the
exhibited by bored or nervous animals. Bad-tempered habits inconvenience.
like kicking, biting, rearing, bucking, spitting, hissing, and Such reputations will generally be known only by a
charging are the most dangerous Odious Personal Habits ani- small class of people, just as positive Reputations. Variable.
mals may have. Nuisance habits, including shying or running
away, are usually more annoying than dangerous, although a Secret p. CI78
runaway mount is dangerous if the rider misses a Riding Intelligent animals might acquire this disadvantage – if
check and falls off. they are discovered to be sentient, they may be imprisoned
The severity and point value of an Odious Personal and studied (-20 points) or even dissected (-30 points). If the
Habit depends on the frequency with which the animal process of giving animals increased intelligence is commonly
indulges in the habit as well as the potential danger to the known, though, there is not much to keep secret. -20, -30
health of the animal or its handler. Note that animal charac- points.
ters with the Bestial disadvantage may not take an Odious
Personal Habit for beast-like mannerisms. -5, -10, -15 points. Skinny p. B29
The animal is notably underweight. Animals with this
One Eye p. B29 disadvantage may not take any positive-appearance advan-
The animal has only one good eye. The other eye may be tage, Fit, or Very Fit, and their HT may not be more than 14.
missing due to an injury (making the animal at least For a very skinny animal, limit appearance to Unattractive or
Unattractive), or may be blinded by cataracts or other prob- worse and fitness to Unfit or Very Unfit. -5 points.
lems. The animal is more likely to be nervous about being
handled from its blind side, and easily startled by any noise Social Stigma p. B27
on that side. -15 points. Most animals in the wild will have Social Stigma
(Barbarian) due to their status as outsiders; captive or domes-
Phobias pp. B35, CI93 ticated animals will have Social Stigma (Valuable Property)
Phobias of loud noises (brontophobia), monsters (terato- instead, as will wild animals that are often treated as if they
phobia), magic (manaphobia), and machinery (technophobia) were tame (rabbits, for instance). -10, -15 points.
are all common in animals. Many animals can be deterred by
fire, but this behavior is more a survival instinct than an Stress Atavism p. CI105
actual phobia. Still, among exceptional animals, this phobia See Clueless, above. Variable.
may be more common than others. Variable.

ANIMAL CHARACTERS 117


Trickster p. CI94
This is another disadvantage common to animals in folk-
SKILLS AND TRAINING
lore. Rabbits and monkeys seem to be particularly suscepti- There are two types of animal skills, which should be
ble to it. -15 points. treated separately: Natural skills are those that any animal
might pick up, while Trained skills are those that require
Uneducated p. CI79 additional outside effort.
See Clueless, above. -5 points.
Natural Skills
Natural skills are abilities that animals acquire in the
NEW DISADVANTAGES wild (or on the farm, etc.) without training from some sen-
tient being. Note that animals can strike in combat by rolling
Lameness -10, -20, -30 points against their DX, just like punching for humans (p. B101).
This disadvantage is primarily for mounts such as horses No separate combat skill is needed, nor are any likely to be
or camels. learned naturally.
A mount with the Lameness disadvantage at -10 points Some other examples of natural skills are Acrobatics,
will be prone to lameness problems, but will not necessarily Area Knowledge, Camouflage, Climbing, Fishing, Flight,
be lame all the time. After a day of strenuous work or diffi- Intimidation, Jumping, Leadership, Navigation, Orienteering,
cult terrain, a HT check should be made to determine Running, Scrounging, Sex Appeal, Stealth, Survival,
whether the strain caused the problem to surface. A skilled Swimming (remember that Amphibious and Aquatic crea-
blacksmith may be able to correct lameness problems in tures do not need this skill), Tactics, and Tracking.

Survival (Mental/Average) p. B57


horses with a special horseshoe, or the rider may simply need
to hose or soak or wrap the affected leg to promote recovery.
A mount with the Lameness disadvantage at -20 points Many animals will survive quite easily in their “home”
will almost always be slightly “off” in its forest, mountain range, desert, etc. But a Gila monster from
movement, being in discomfort all of the the American Southwest will have a harder time if trans-
time (from stiff or sore muscles, from ported to the Australian Outback. The rules for
very poor conformation, or from some optional specializations (p. B43) reflect this
injury or disease). HT checks should be nicely; most animals should specialize in their
made at -4 after any strenuous or difficult work; immediate surroundings.
failure means the mount is lame until rest and veterinary For Aquatic species (and Amphibious
treatment corrects the problem. ones), specializations of this skill include
A mount with the Lameness disadvantage at -30 Bank, Deep Ocean Vent, Fresh-Water Lake,
points is always seriously lame, with an incurable problem Open Ocean, Reef, River/Stream, Salt-Water Sea, and
(unless magic or expensive technology is brought to bear), Tropical Lagoon. GMs and players may come up with others.

Training
and should probably be put down.
A critical HT failure in any lameness check will increase
the severity of the lameness by 1 level. Animal characters can be trained to perform tricks just as
any other animals can be (see p. 71). These tricks are not
Restricted Manipulators -15 points actual skills and cost no character points and can be performed
You have an upright posture but walk on your fine with a roll against the appropriate attribute (usually DX) if
manipulators (like a parrot or an eagle). You can use your they are not totally trivial (see Automatic Success, p. B87).
manipulators normally only when sitting, hanging, floating, These tricks, however, give no room for improvisation
flying, etc. Or you can use one manipulator in conjunction on the part of the animal – it can do exactly what it was
with your mouth (or beak). This is an awkward pose that trained to do and nothing more. Some variety might be
completely prohibits hopping, let alone running or flying. gained by having the trainer give signals during the “trick,”
This disadvantage is not available to Horizontal or Semi- but that is about it. An actual skill must be learned for any-
Upright creatures. thing else. Many of the natural skills listed above can also be
trained, if they are not natural to the animal in question.
Others are listed below.
Acquiring Trained Skills
QUIRKS
Just like people, animals may develop likes, dislikes, and
mannerisms. A bad-tempered or disobedient horse may Trained skills for animals have a default level like most
become very gentle and careful when a child is placed in the other skills. An animal can learn a skill with a minimum of
saddle. A parrot, unlike “normal” parrots, may dislike training or experience at this level. The very first time it is
saltines. Some dogs like rawhide bones, others do not. A very presented with a situation in which a skill roll is needed, that
mild phobia may manifest itself as a quirk. Odd habits that do roll is made at a -2 to the default. If successful, the animal
not quite qualify as Odious Personal Habits may also be has grasped the rudiments of the skill and can be trained in it
taken as quirks. normally. On a normal failure, it has not understood what
was required and has not acquired the skill at the default

118 ANIMAL CHARACTERS


level. On a critical failure, it has completely misunderstood The two most common styles of riding in the United
what was being asked of it, and only professional training States today are English and Western. English riding makes
can overcome the mistake. use of direct reining, where pulling on the left rein turns the
A successful Animal Handling roll adds 2 to the initial horse’s head left, pulling on the right rein turns the horse’s
learning roll; a critical success adds 4. A further Handling head right, and pulling on both reins slows or stops the horse.
check is needed for each additional level to which the skill is Western riding uses neck reining, where the reins are held in
being taught. one hand; pressure of the rein against the side of the neck
Presentient characters are limited to learning Mental turns the horse away from that side. Other aids that differ
skills only if they are easy and then to IQ level or lower; from one style of riding to another include the use of legs,
Physical skills may be learned normally. seat, and vocal aids such as clucking.
When this skill is learned to level 12 or higher, the
Combat-Training (Mental/Easy) No default mount knows to walk at an even tempo in a straight line, to
This skill enables a mount to respond to its rider or any be supple in turning, to make the transitions from one gait to
other animal to respond to its handler under combat condi- another smoothly and evenly. It also learns to move sideways
tions, without need for an Animal Handling or Riding skill and backward at its rider’s command.
check. A Combat-Training skill check is made at the begin-
ning of each battle and again whenever the animal is
wounded.
Failure means the creature begins to get nervous; the
handler must make a skill check to maintain control. Critical
failure indicates pure panic on the part of the beast, and
requires a skill check at -4 for the handler to regain control.
Critical success on the part of a mount gives a +2 to all
Riding checks until the next Combat-Training check is made;
it is responding so well to the combat situation that it is pay-
ing attention to keeping its rider on its back as well as per-
forming its martial duty. Critical successes for animals other
than mounts are at the discretion of the GM.
The Combat Reflexes advantage adds 2 to this skill in
addition to its other benefits in combat situations. The High
Pain Threshold advantage gives a +2 bonus to skill checks
made due to wounds in addition to eliminating the shock
penalty that would normally apply; the Low Pain Threshold
disadvantage doubles the shock penalty normally, but has no Languages
additional effects. An animal with Combat Paralysis cannot
Unlike most characters, animals do not have a “native
be trained in combat.
language” as such. They can communicate basic information
Herding (Physical/Average) Defaults to and emotions to members of the same species at a level of
DX-5; Maximum skill level DX+2 12, but this ability cannot be improved. A sentient character
may use the Speak with Animals advantage or attempt an
This skill is the “professional skill” of sheepdogs, cow Animal Handling, Body Language (GM’s call – might limit
ponies, and similar animals. It allows the animal to work with to characters with Animal Empathy), Naturalist, or Zoology
a group of animals, keeping them in one area or moving them roll to interpret an animal’s meaning, but animal “languages”
to another, separating a particular animal from the rest of its may not be taken as separate skills. Likewise, there is no
group, etc. The Animal Empathy advantage adds 4 to this need to record this language on the animal’s character sheet.
skill. Note that this is a physical skill; human herders will not Many domesticated animals will have the Gesture skill
normally learn it. Instead, they use Animal Handling to com- at or near IQ, allowing them to communicate with other
mand beasts to perform herding tasks; the beasts then roll species to one degree or another. Note that, for an animal,
against Herding to carry them out. these “gestures” may include audible cues, such as barking or
Riding (Being Ridden) p. CI128
neighing.

This skill allows a horse or other mount to be ridden. It Cinematic Animal Languages
knows the basics of the “aids” – the signals the rider uses to In a cinematic campaign, animal speech can be handled
communicate his wishes. Each culture may use its own set of with the standard GURPS language rules. Exactly how many
aids; treat these as familiarities (p. B43). animal languages exist is up to the GM – all reptiles might
The ancient Numidians used a switch as their sole means speak the same tongue, or Turtle and Iguana could be two
of controlling their horses; they struck the horse’s neck to separate language skills. A good rule of thumb for difficulty
turn the horse away from that side, and swatted them on the is to treat animal languages as either Mental/Hard (for lan-
nose to halt them, just as donkeys are guided in North Africa guages of land vertebrates) or Mental/Very Hard (for lan-
today. The native breed was apparently docile. guages of more exotic species), at least for human characters.

ANIMAL CHARACTERS 119


CHAPTER SIX
ANIMAL LEGENDS
Animals abound in folktales, legends, fairy tales, and fables, as well as in
MANA ORGANS
Some animals have inherent magical
the traditions of certain religions, old and new. Most often, creatures featured abilities because they are able to concen-
trate mana in certain organs and parts of
in these contexts will be wholly good (such as the dove) or evil (the big, bad their bodies. This stored mana provides the
wolf). Several legends about specific animals are included in their entries in energy to power their “spells.” Some
Chapter 1. animals get enhanced PD and DR by con-
centrating mana in their skins – like the
gumberoo (p. 59). Animals that otherwise
MASTER OF THE ANIMALS would not be capable of flight gain the
ability to fly by concentrating mana in
Many folklore traditions include tales of a powerful, mystical guardian their wings or skin (the tazelwurm is one
of animals, particularly game animals. This guardian is either an animal itself example; see p. 63)
or a being that can transform into an animal or otherwise has animal charac- Animals with mana organs pay no
fatigue cost for casting their spells – the
teristics. Bears, whales, wild boars, lions, or any other creatures important to energy to power the spell is drawn directly
the people can serve as this guardian. from the mana stored in the organ.
The guardian does not protect the lives of all the creatures in its domain; However, mana organs have a limited stor-
age capacity and recharge at a limited rate.
some are meted out to the hunters. The hunters must observe proper rituals For most passive uses (armor, for exam-
with the kills, and may resort to other rituals to seek the guardian’s aid in ple), the mana organ recharges at a rate
finding game. If the hunters fail to respect these rituals, the guardian will equal to the rate at which the mana is
punish the people until a shaman works to restore the peace. expended in maintaining the spell. Thus, a
creature’s magical armor will operate con-
tinuously. Magical fliers generally expend
mana at a low enough rate to give them
ANOMALIES effectively unlimited flying ability.
Some folk legends arose around the Since most of the creatures in this book
births of children with monstrous physi- are non-magical, only a cursory descrip-
tion of mana organs has been provided.
cal anomalies. The births could be taken A more thorough account can be
as bad omens, but sometimes they were consid- found on p. FB113.
ered more than that. The Zapotecs of Oaxaca
believe that nahuales (a kind of werecreature) can damage chil-
dren in the wombs of their mothers. Alternatively, the malformed
ANIMAL
child could be seen as a half-human, half-animal hybrid. CURSES
There are many legends of
animals that will curse the per-
son who kills them. This is not done
ANIMAL SPIRITS actively by the creature; it is just in the
nature of the beast. Many types of animals
Some animal folktales simply wrap a spirit or fairy in an animal’s shape. are said to have this power – the albatross
The animal retains the fairy’s mischievousness and magical abilities. In 18th- is probably the most famous in Western
century England, there were stories of the colt-pixy, a fairy horse that would culture, though the Greeks knew that any
animal in certain sacred areas had this
lure other horses into dangerous areas. For truly evil spirits nestled in animal power. In this case, it was the area, not the
form, see Demonic Animals, p. 94. animal, which cursed.
In the religions of Central America, animals were often disguises for The GM may choose to give this power
to certain animals or areas in his campaign.
spirits who shared links with individual humans. The Mayans in particular If a person is unfortunate enough to
believed they shared their thirteenfold souls with these spirits, which they unleash the curse, he suffers the curse’s
called chanuletik. The linked human being could be sickened by injuring his effects (like the Curse spell, p. M63) until
animal counterpart, and the sickness would be cured by restoring the creature a Remove Curse spell (p. M63) is cast on
him by a mage, priest, or shaman. The
to health. effects are determined by the GM; possi-
bilities include the disadvantages
Unluckiness (p. B37) or Cursed (p. CI96),
ANIMAL GODS or these spells from GURPS Magic: Age,
Most of the traditional examples of animal worship do not involve true Alter Visage, Alter Body, Curse, Great
Geas, Pestilence, or Shapeshift Other.
worship of animals; instead, the animals involved are avatars of the gods or The GM may wish to hint with rumors
share a bond with the individual worshipers (see Totems, below), or the ritu- as to which animals or areas are affected
als focus on the hunt and not the animal (see Master of the Animals, above). (and spread a few false rumors while he’s
at it). However, many legendary heroes
Still, there are a few examples of animal deities, such as Wakinyan, the unknowingly killed cursed animals – there
Thunderbird of the Dakotas, who flies over the world seeking and destroying were no rumors to warn them.
evil.

ANIMALS IN FOLKLORE 121


SPELL TOTEMISM
COMPONENTS Totemism reveres a mystical relationship between an individual or kin-
In many campaigns that include magic ship group and a totem. Totemism is common in tribal societies that practice
use, rare components are required for the
more powerful spells to work. Often these
ancestor veneration, from the North American Pacific coast to South
are from magical creatures – the mana America to the Eurasian plains. This totem might be a crafted object that a
organs described above – but equally spirit inhabits, or it might be a living entity such as a plant or animal.
often, spell components can be acquired Harming a totem animal is often forbidden, even if one’s life depends on it;
from ordinary animals (eye of newt and
wing of bat, anyone?). slaying such an animal for food is unthinkable. Some animals are to be slain
Retrieving rare spell components is the only in ritual sacrifice, and are eaten only by priests and other holy persons.
stuff adventures are made of. For maxi- However, sometimes killing and eating a totem animal is considered a
mum effect, the animal parts should be
both difficult and dangerous to obtain. For holy act of communion, establishing a link with the ancestor or the divine.
example, perhaps the Might spell requires This is thought to endow the participants with particular virtues, such as
the left incisor of a living female lion. strength, courage, bravery, or wisdom. See p. R127 for more on totemism
Maybe Bravery needs the feathers of a
plover – the bird that perches inside croco-
and other religious traditions.
diles’ mouths!
FAMILIARS
Familiars are animals or
spirits that attend and serve
wizards and mages. Many dif-
ferent animals have been pre-
sented as familiars – so many
that the mage can choose
just about any type. Cats,
toads, bats, lizards, crows,
flies, hares, snakes, owls,
and dogs have all been
rumored familiars. Rules for
creating and GMing famil-
iars are covered on p. CI37.
In traditional folklore,
familiars fed themselves
on blood suckled from the
mage’s fingers, moles, or
warts. This did no real dam-
age to the mage, but the
character might take a Duty
to the familiar for this service and possi-
bly a Secret if the behavior would be viewed
as vampiric in the campaign setting. If someone wants to play a familiar, use
CASTOR
(ELIXIR OF the rules in the Characters chapter, including the cost of higher IQ; the only
additions (for a non-demonic familiar) will be a Duty (possibly Involuntary)
and the option of a 5-point Mental Communication advantage (this must be
HORSE TAMING)
This potion (which appeared in GURPS
Magic Items) grants the subject a +4 to taken by both the mage and the familiar if they are to communicate telepathi-
any Animal Handling roll specific to
horses and their relatives (mules and don- cally). The other abilities detailed in GURPS Magic are paid by the mage
keys). In addition, it grants a +4 to any alone.
Riding, Teamster, or Packing skill roll
made concerning horses in a non-combat
situation. The effect will last for 2d hours. CATALYST CREATURES
Unguent only – rub on hands. $50 in mate-
rials, 2 weeks. Cost $250/$500.
Catalyst creatures are animals that have the ability to bond with psis. A cat-
See p. M98 for rules for alchemical alyst creature can be thought of as a psionic familiar. It is always a full-fledged
items, and p. M100 for other Animal player character or NPC. The creature and the psi it bonds to both have 4 levels
Control elixirs. GURPS Magic Items 2 has of the Mindlink advantage (p. CI41) with each other as well as a Sense of Duty
a section devoted to animal items as well
(on p. 81). to the other. Full details can be found in GURPS Psionics on p. 54.

122 ANIMALS IN FOLKLORE


ALPHABETICAL CHART
Creature ST DX IQ HT Mv/Dodge PD/DR Damage Reach Size Page
Agropelter 6-8 14 5 14/7-9 10/7 0/0 1d-4 cr# R, C 1 58
Alligator 18-24 12 3 12/20-26 7/6# 3/4# 1d+1 cut C# 4-6 6
Allosaurus 75-100 14 3 14/40-50 11/7 2/2 4d imp# C, 1 12+ 46
Andrewsarchus 45-55 11 3 13/48-60 7/5 2/2 2d+2 imp C, 1 6+ 46
Ankylosaurus 40-50 11 3 15/40-45 6/0 4/6 3d cr 1, 2 20+ 46
Ant, Giant 6-12 12 2 10-15 6/6 2/2 1d-2 cr# C 2 65
Antelope 15-20 15 4 14-17 18/9 0/0 1d+1 imp# C 2 6
Apatosaurus 300+ 9 3 17/100 5/0 2/3 4d cr 1-8 30-40+ 47
Archaeopteryx 1-3 12 3 12/1-2 10/6# 0/0 1d-5 cut C <1 47
Armadillo 3 9 3 14/4 8/6 2/1 1d-4 cut C <1 6
Aurochs 48-60 9 4 13-16 8/4 1/1 1d+2 imp# C 3 47
Baboon 9-11 14 6 16/8-10 12/7 0/0 1d-2 cut C 1 7
Badger 5-7 13 4 16/8-10 6/6 1/1 1d-3 cut C <1 7
Bandicoot 3-4 16 3 14/3-5 15/7 0/0 1d-4 cut C <1 7
Barracuda, Great 16-20 15 3 12/16-20 12/7 1/1 1d cut C 3 8
Bat 1-2 13 4 13/2 12/6 0/0 1d-5 cut C <1 8
Bear, Black 14-17 13 5 14/14-18 7/6 1/2 1d cr# C 2# 8
Bear, Brown 15-19 13 5 14/16-20 7/6 1/2 1d cr# C 2# 8
Bear, Grizzly 22-28 13 5 14/18-22 8/6 1/2 1d+2 cr# C, 1 2# 8
Bear, Kodiak 27-33 13 5 15/20-24 7/6 1/2 2d-2 cr# C, 1 3# 8
Bear, Sun 12-15 13 5 11-14 7/6 1/2 1d-1 cr# C, 1 2# 8
Beaver 1-2 12 4 12/3-4 6/7 1/1 1d-2 cr C <1 9
Bison 48-70 10 4 15/20-25 13/6 1/2 1d imp# C 3-4 9
Brontothere 250+ 10 3 17/55-70 9/5 2/3 3d cr# C 15 48
Camel 40-60 9 4 12-15 6/4 1/1 1d+1 cr# C 3 38
Cape Hunting Dog 4-6 13 5 10-12 10/6 1/1 1d-3 cut C 1 10
Caribou 20-25 15 4 14/13-16 12/7 1/2 1d+1 imp# C 3 10
Cat 2-4 14 5# 13/2-3 15/7 0/0 1d-4 cut C <1 39
Cattle 40-80 8-9 4 14-17 8/4 0/0 1d+1 imp# C 3 39
Cave Bear 27-33 12 5 14/24-30 7/6 1/2 2d-2 cr# C, 1 3# 48
Cave Lion 34-42 12 4 15/24-30 9/6 2/2 2d cut C 2-4 48
Centipede, Giant 40-50 14 2 15/25-35 6/5 1/2 * C 5-8 66
Ceratosaurus 50-65 14 3 13/32-40 10/7 2/2 3d-1 imp# C, 1 9+ 48
Cheetah 16-20 14 4 13-16 30/10 0/0 1d cut C 2 10
Chicken 1-2 13 4 12/1-2 7/6# 0/0 1d-5 imp C <1 40
Chimpanzee 14-18 14 6 12-14 7/7 0/0 1d-1 cut C 1 10
Coyote 4-6 14 6 14/8-10 9/7 1/1 1d-3 cut C 1 11
Crocodile 20-28 14 3 13/24-30 8/7# 3/4# 1d+2 cut C# 5-7 11
Crocodile, Giant 48-58 13 3 14/40-50 8/6# 3/4# 3d+2 cut C, 1# 14-17 48
Deer 5-14 15 4 13/6-8 9/7 0/0 1d imp# C 2 11
Deinonychus 14-17 16 3-4 13/12-14 13/8 1/1 1d+2 imp# C, 1, 2# 2-3 49
Dhole 4-6 13 5 15/7-10 8/6 1/1 1d-3 cut C 1 66
Diatryma 30-38 14 3 16/24-30 14/7 1/1 2d+1 imp# C, 1 1 49
Didi 16-20 14 6 13/14-18 8/7 1/1 1d cut# C, 1 1 58
Dilophosaurus 50-65 14 3 14/40-50 12/7 2/2 2d+2 imp# C, 1# 9+ 49
Dimetrodon 16-20 10 3 16/16-20 7/5 1/2 1d+1 cut C 4 49
Dingo 7-9 13 5 10-12 10/6 1/1 1d-3 cut C 1 11
Dinohyus 40-50 12 3 15/44-55 8/6 2/3 2d+1 cut# C 4 50
Dire Wolf 13-16 12 4 13-17 7/6 1/1 1d cut C 1 50
Dodo 6 12 3 14/7 4-7/5# 0/0 – C <1 12
Doedicurus 25-35 9# 3 17/25-30 3/4 4/7 2d-2 imp 1 11 50
Dog 1-12 11-12 5 12-15/4-12 4-12/6 0/0# * C <1 to 2 39
Dolphin 16-20 12 8 12-14 12/7 0/0 1d cr# C 2-3 12
Donkey 20-30 10 4 10-13 10/6 1/1 1d-1 cr# C, 1 2 39
Dragonfly, Giant
Adult 16-20 15 2 12-14 20/10 1/2 1d cut C 2 66
Larva 12-16 16 2 10-14 6/8 1/2 1d imp C, 1 2 66
Duck 1-2 14 4 14/1-2 8-14/7# 0/0 1d-5 cr C <1 40
Eagle 4-5 12 4 13/4-5 12/9# 0/0 1d cut C <1 12

ALPHABETICAL CHART 123


Creature ST DX IQ HT Mv/Dodge PD/DR Damage Reach Size Page
Eland 32-40 14 4 13-16 16/8 0/0 1d+2 imp# C 3-4 13
Elasmotherium 300+ 9 4 17/60-75 10/5 3/4 3d+2 cr C, 1, 2 13 50
Electric Eel 5-7 9 3 12/6-8 7/4 0/0 1d# C, 1 2-3 13
Electric Ray 4-6 12 3 12-16 8/6 0/0 * C, 1-3 1-2 13
Elephant 250-300 12 6 17/40-50 8/0# 3/4 3d cr# C, 1, 2 10+ 13
Emu 10-12 12 3 15/8-9 15/6 0/0 1d+2 cut C 1 14
Falcon 1-3 15 4 12/3-5 13/10 0/0 1d-2 cut C <1 14
Ferret 1 15 5 12/3-4 9/7 0/0 1d-4 cr C <1 14
Flamingo 3-4 14 3-4 12/3-4 10/7# 0/0 1d-5 cr C 1 14
Flying Snake <1 15 3 12/3 10/7 0/0 1d-5 cr C 2 14
Flying Turtle 1 15 4 11/4 20/10 3/4 1d-2 imp# C <1 67
Fox 3-4 14 5 12/5-7 10/7 1/1 1d-4 cut C 1 15
Frog 1 12 3 11/1-2 2/6 0/0 * C <1 15
Gibbon 2-4 15 6 13/2-4 7/8# 0/1 1d-4 cut C 1 15
Gila Monster 2# 13 3 13/3 1/6 2/1 * C <1 16
Giraffe 50-60 11 4 12-15/30-40 8/7 1/1 2d cr# 1, 2# 4 16
Glashan 12-14 12 7 13-16 7/6 1/0 * C 1 58
Goat 8-12 13 4 15/6-10 9/6 1/0 * C 1 40
Goose 1-3 14 4 14/3-5 8/7# 0/0 1d-4 cr C <1 40
Gorilla 20-24 13 6 14/16-20 7/6 1/1 1d cut# C, 1 1 16
Gumberoo 38-46 13 4 16/24-30 8/6 4/7# 2d+2 cut# C 2 59
Hadrosaur 30-50 14 3 15/25-35 11/7 1/1 2d cr – 16-20+ 51
Hippopotamus 100-125 8 4 16/32-40 4/4 2/3 5d cr C 10 17
Horse, Cavalry 32-40 11-12 4 11-13/25-30 16/8 0/0 1d+2 cr# C, 1 3 40
Horse, Draft 50-70 9-10 4 12-13/25-30 12/6 0/0 1d+2 cr# C, 1 3 40
Horse, Heavy War 40-50 9-12 4 11-13/25-30 14/7 0/0 1d+2 cr# C, 1 3 40
Horse, Pony 24-30 10 4 10-13/15-20 13/6 0/0 1d-2 cr# C, 1 2 40
Horse, Race 26-32 9-12 4 8-10/20-25 18/9 0/0 1d cr# C, 1 3 41
Horse, Saddle 28-35 9-12 4 8-12/20-25 16/6 0/0 1d cr# C, 1 3 41
Hyaenodon 18-22 12 3 13-16 7/6 1/1 1d+1 cut C 2 51
Hyena, Brown 8-12 14 5 12/9-13 14/7 1/1 1d-1 cut C 1 17
Hyena, Spotted 14-18 12 4 12/14-18 18/8 1/1 1d+1 cut C 2 17
Hyena, Striped 10-14 13 4 12/11-15 14/7 1/1 1d cut C 1-2 17
Iguanodon 30-50 14 3 15/30-40 10/7 1/2 2d+1 imp# C, 1 17-22 51
Irish Elk 24-30 12 4 14/13-16 10/6 1/1 1d+2 imp# C 3 52
Jackal 2-5 14 5 12/5-7 9/7 0/0 1d-3 cut C 1 18
Jackalope 1-2 14 3 15/2-4# 14/7 0/0 1d-5 imp C <1 59
Jaguar 23-28 14 4 15/15-20 10/7 1/1 1d+2 cut C 2 18
Jellyfish <1 9 2 15/2-8 3/0 0/0 * C <1 to3 18
Kangaroo 10-12 15 4 13-16 15/7 1/1 1d+1 cut C 2 18
Kangaroo, 10-12 15 4 13-16 15/7 1/1 1d+1 cut# C 2 52
Carnivorous
Koala 5 12 4 9/6 5/5 0/0 1d-4 cut C <1 19
Komodo Dragon 16-20 14 3 16/16-20 9/7 1/2 1d cut C 4 19
Leech <1 <1 2 15/1 0/0 0/0 * C <1 19
Leopard 20-25 14 5 15/14-17 9/7 1/1 1d+1 cut C 2 20
Lion 24-30 13 4 15/16-20 10/6 1/1 2d-2 cut C 2 20
Llama 16-20 11 4 12-15 13/6 2/1 – – 2 41
Lynx 4-6 15 4 14/7-9 10/7 0/0 1d-3 cut C 1 20
Mammoth 300-350 12 4-5 17/40-50 8/0 1/2 3d cr# C, 1, 2 13+ 52
Mantis, Giant 30-36 15 2 15/16-20 5/7 3/3 2d-1 cut# C, 1 3 67
Marmoset 1 16 6 13/1-3 9/8 0/0 1d-4 cut C <1 20
Mastodon 175-200 12 4 17/30-40 8/0 2/2 3d cr# C, 1, 2 10 52
Meerkat 2 14 5 14/2 10/7 0/0 1d-5 cut C <1 21
Megatherium 80-100 9 3 16/50-60 3/4 1/1# 3d cut C, 1, 2 13 53
Mngwa 21-27 14 5 15/16-20 10/7 1/1 1d+2 cut C 2 60
Mokole-Mbembe 200-250 11 3 16/38-46 5/5 2/2 2d cr# C, 1# 10 60
Mongoose 1 16 4 15/3-5 10/8 0/0 1d-4 cr C <1 21
Monitor Lizard 3-9 13 3 12-14 7/6 1/2 1d-3 cut C 2-3 21
Monkey, 2 15 6 13/2-3 8/7 0/0 1d-5 cr C <1 21
New World
Monkey, 3 15 6 13/3-5 8/7 0/0 1d-4 cr C <1 to 1 22
Old World

124 ALPHABETICAL CHART


Creature ST DX IQ HT Mv/Dodge PD/DR Damage Reach Size Page
Moose 40-50 13 4 15/16-20 12/6 1/2 1d+2 cr# C 3 22
Moray Eel 1-20 12 3 12-16 5/6 0/0 * C <1 to 3 22
Mule 30-40 10 4 12-14 8/5 0/0 1d cr# C, 1 2 41
Nandi Bear 32-40 14 5 15/24-30 8/7 2/2 2d cut C, 1 2# 60
Ocelot 2-6 14 4 14/8-10 10/7 1/1 1d-3 cut C 1 22
Octofly 8-10 13 4 12/16-20 5/6 2/3 * C 2 67
Octopus, Giant 6-16 14 4 12/12-32 9/7 1/1 1d+2 cut# C, 1, 2 1-7 61
Orangutan 16-20 13-14 6 14/14-16 4/6# 0/1 1d cut# C, 1 1 23
Orca 40-70 13 8 15/20-30 15/7 0/1 2d+2 cut C 19-28 23
Ostrich 20-24 15 3 15/14-18 15/7 0/0 1d+1 imp C, 1 1 23
Otter 3-4 14 4 11/5-6 6/7 0/0 1d-3 cut# C 1 23
Owl 2 14 4 12/5-7 17/10 0/0 1d-3 cut C 1 24
Panda, Giant 14-16 13 5 14/14-16 7/6 1/2 1d-1 cr# C, 1 2# 24
Pangolin 3-7 12 3 12/3-5 3/6 2/3 1d-4 cut C, 1 1 24
Parrot 1-3 14 5# 13/1-3 3-8/9# 0/0 1d-5 cr C <1 24
Peccary 7-9 14 6 10-12 8/7 1/1 1d-3 cut C 1 25
Penguin 1-2 10 3 11/3-4 5/6 1/1 1d-4 imp C <1 25
Pig 10-20 11 6 15/10-13 7/5 1/1 1d-1 cr# – 1-2 41
Piranha 1-2 13 3 13/3 7/6 0/0 1d-5 cut C <1 26
Platypus 1-2 13 3 14/3-5 6/4# 0/0 1d-4 cut C <1 26
Plesiosaur 10-30 14 3 14/10-25 7/7# 1/1 1d+1 imp# # 2-16 53
Poisonous Fish 0-2 12 2 15/2-8 7-20/6-10 0/0 * C <1 27
Polar Bear 27-33 13 5 15/18-24 7/6# 1/2 2d-2 cr# C, 1 3# 27
Porcupine 2-3 10 3 13/3-5 2/5 3/2 * C <1 27
Pterodactylus 4-6 13 3 14/4-6 12/6# 0/0 1d-1 cut C 1-3 53
Puffin 1 10 3 14/7-9 10/7 0/0 1d-4 cut C <1 28
Puma 8-22 14 5 15/13-19 10/7 1/1 1d cut C 2 28
Quetzalcoatlus 7-9 14 3 11-13 12/7# 0/0 1d cut C, 1 15# 54
Rabbit 1-2 14 3 14/2-4 14/7 0/0 1d-5 cut C <1 28
Raccoon 3-5 14 6 14/5-8 6/7 1/1 1d-4 cut C <1 28
Raccoon Dog 3 11 5 13/3 6/6 1/1 1d-3 cut C <1 29
Rat, Giant 6-12 13 4 17/8-10 7/6 1/1 1d-2 cut C 1 68
Rhinoceros 125-150 9 4 17/40-50 14/7 2/3 2d+1 cr# C 10 29
Sabertooth 26-32 12 4 14/20-24 8/6 1/1 2d+1 imp C 2 54
Sasquatch 13-19 12 5-10? 12/12-20 6/6 1/1 * C 1 61
Scimitar Cat 22-28 13 4 15/20-24 9/6 2/2 1d+2 cut C 2-3 54
Scorpion, Giant 12-14 15 2 13-16 8/7 3/4 * C, 1 2 68
Sea Lion 12-15 12 6 14/12-16 14#/7 0/1 1d-2 cut C 2-3 25
Sea Turtle 4-40 12# 3 12/4-40 12/6# 2/4 1d-4 to 2d cut C 1-3 30
Seal 6-30 12 5 14/8-40 6#/6 0-1/0-2 1d-3 cut C 1-3 25
Shagamaw 12-15 15 4 10-12 11/7 0/0 – – 1 62
Shark, Great White 40-50 12 3 12/35-45 9/6 1/1 2d+1 cut C 5-10 30
Shark, Med. (FW) 24-30 13 3 12/20-25 9/6 1/1 2d-2 cut C 3-5 30
Sheep 6-18 13 4 15/6-8 8/6 2/1 1d-3 cr C 1 42
Skunk 3-4 14 4 12/3-5 3/5 0/0 * R, C <1 31
Sloth 8-9 11 5 13/10 9/7 1/1 1d+1 cut C 1 31
Snake, Constrictor 12-24 13 3 15/15-30 2-4/6 0/0 * C 5-11 32
Snake, Poisonous 2-15 13 3 15/2-20 2-4/6 0/0 * C <1 to 4 32
Snolligoster 14-18 13 3 13/14-18 4/6# 2/2 1d+2 imp# C 3 62
Spider <1 13 2 13/1 2/2 0/0 * C <1 33
Spider, Giant 12-40 15 2 14/10-35 4-12/7 2/2 * C 1-7 68
Squid 2# 14 4 14/3 25/10 0/0 * * <1# 33
Squid, Giant 20-100# 13 4# 15/50-200 15/7 0/0 1d-3 cut# C, 1-20 40-250 33
Stegosaurus 50-75 9 3 15/50-65 4/4 2/4 4d imp# 1, 2 12+ 55
Stingray 3-10 13 3 14/4-20 3/6 0/0 * C, 1 1-19 34
Strong Toad 2 8 3 12/3 1/4 3/8# * R <1 63
Swamp Ghost 16-20 14 5 12-15 10/7# 1/1 1d cut C 2 69
Tapir 20-28 10 4 12/20-25 5/5 1/1 1d-1 cr C 2 34
Tarantula 1 12 2 13/1 3/7 0/0 * C <1 34
Tasmanian Devil 4-6 13 4 15/8-10 4/6 0/0 1d-2 cut C 1 35
Tazelwurm <1 13 3 14/3-5 18/9# 0/0 * C <1 63
Terror Cat 10-16 12 3-4 15/16-20 6/6 1/2 1d+2 imp C 1-2 55
Tiger 35-40 14 4 15/20-25 10/7 1/1 2d cut C 2 35

ALPHABETICAL CHART 125


Creature ST DX IQ HT Mv/Dodge PD/DR Damage Reach Size Page
Tortoise, Giant 10-30 7 3 11/10-20 */– 2/5# 1d-2 cut C 1-2 36
Triceratops 200+ 12 3 17/50-75 10/6 2/2# 5d imp# C 15+ 55
Tripodero 10-12 14 4 11-13 12/7 1/1 1d+1 cr# R, C 3# 64
Tyrannosaurus 100-150 14 3 15/50-80 17/7 2/3 5d+2 imp C, 1, 2 13+ 56
Velociraptor 7-9 15 3-4 12/5-6 15/7 0/1 1d-1 imp C, 1 1-2 56
Venus Flytrap, Giant 18 14 1 10/20 0/0 0/4 * C, 1-3 1 69
Vulture 3-5 13 4 13/4-6 7/7# 0/0 1d-4 cut C 1 36
Walrus 15-50 10 5 14/15-25 6#/5 1/2 1d+1 imp C 3 25
Water Buffalo 55-70 9 4 13-16 7/4 1/1 1d+2 imp# C 3 42
Whale 50-150 13 8 14/20-70 10/7 4/6-13 * C, 1-7 3-35 37
Whirling Whimpus 15-18 14 3 12-15 * 7/1# 3d cr C, 1 1 64
Wild Boar 20-24 14 6 15/20-25 8/7 1/2 1d+1 cut# C 2 37
Wisent 48-70 10 4 15/20-25 13/6 1/2 1d imp# C 3-4 57
Wolf 8-10 14 5 11-13 9/7 1/1 1d-2 cut C 1 38
Wolverine 10-12 12 5 10-12 8/6 1/2 1d-2 cut C 1 38
Wolverine, Pleistocene 13-16 12 5 12-14 8/6 2/2 1d-1 cut C 1 57
Woolly Rhinoceros 120-150 11 4 17/40-48 13/6 3/3 2d+1 cr# C, 1 10 57
Yeti 18 12 8 10/20 7/7 2/3 3d cr C 1 65

HABITAT CHART
This list groups the animals in this book by their habitats and indicates the page each creature can be found on.

Aquatic, Aquatic, Arctic Forest (cont’d) Forest (cont’d)


Fresh-Water Salt-Water 10 Caribou 9 Beaver 24 Panda, Giant
6 Alligator 8 Barracuda, Great 50 Dire Wolf 66 Centipede, Giant 25 Peccary
9 Beaver 11 Crocodile 14 Falcon 48 Ceratosaurus 26 Platypus
11 Crocodile 12 Dolphin 52 Mammoth 11 Coyote 27 Porcupine
48 Crocodile, Giant 13 Electric Ray 25 Penguin 11 Deer 53 Pterodactylus
12 Dolphin 27 Fish, Poisonous 27 Polar Bear 49 Deinonychus 28 Puma
66 Dragonfly, Giant 14 Flamingo 28 Puffin 49 Dilophosaurus 54 Quetzalcoatlus
(Larva) 18 Jellyfish 28 Rabbit 50 Dinohyus 28 Rabbit
40 Duck 22 Moray Eel 25 Walrus 50 Dire Wolf 28 Raccoon
13 Electric Eel 61 Octopus, Giant 38 Wolf 50 Doedicurus 29 Raccoon Dog
14 Flamingo 23 Orca 38 Wolverine 12 Eagle 68 Rat, Giant
40 Goose 23 Otter 57 Wolverine, 14 Falcon 54 Sabertooth
17 Hippopotamus 25 Penguin Pleistocene 14 Ferret 54 Scimitar Cat
19 Leech 53 Plesiosaur 57 Woolly 15 Fox 68 Scorpion, Giant
60 Mokole-Mbembe 27 Polar Bear Rhinoceros 15 Frog 62 Shagamaw
21 Monitor Lizard 25 Sea Lion 65 Yeti 58 Glashan 31 Skunk
59 Gumberoo 31 Sloth
Forest
23 Otter 30 Sea Turtle
26 Piranha 25 Seal 51 Hadrosaur 32 Snake, Poisonous
26 Platypus 30 Shark, Great White 58 Agropelter 51 Hyaenodon 33 Spider
25 Seal 30 Shark, Medium 46 Allosaurus 17 Hyena, Spotted 68 Spider, Giant
30 Shark, Fresh-Water 32 Snake, Poisonous 46 Andrewsarchus 17 Hyena, Striped 55 Stegosaurus
32 Snake, Constrictor 33 Squid 46 Ankylosaurus 51 Iguanodon 34 Tarantula
32 Snake, Poisonous 33 Squid, Giant 65 Ant, Giant 18 Jackal 35 Tasmanian Devil
62 Snolligoster 34 Stingray 6 Antelope 18 Kangaroo 35 Tiger
37 Whale 25 Walrus 47 Apatosaurus 52 Kangaroo, 64 Tripodero
37 Whale 47 Archaeopteryx Carnivorous 67 Turtle, Flying
6 Armadillo 19 Koala 56 Tyrannosaurus
47 Aurochs 20 Leopard 56 Velociraptor
7 Baboon 20 Lynx 64 Whirling
7 Badger 52 Mammoth Whimpus
7 Bandicoot 67 Mantis, Giant 37 Wild Boar
8 Bat 52 Mastodon 57 Wisent
8 Bear, Black 53 Megatherium 38 Wolf
8 Bear, Brown 21 Mongoose 38 Wolverine
8 Bear, Grizzly 22 Moose 57 Wolverine,
8 Bear, Kodiak 22 Ocelot Pleistocene
8 Bear, Sun 24 Owl

126 HABITAT CHART


Jungle Mountain Plains (cont’d) Plains (cont’d) Swamp (cont’d)
46 Andrewsarchus 46 Ankylosaurus 7 Baboon 54 Quetzalcoatlus 68 Rat, Giant
65 Ant, Giant 6 Antelope 7 Bandicoot 28 Rabbit 32 Snake,
6 Antelope 7 Bandicoot 9 Bison 28 Raccoon Constrictor
7 Baboon 8 Bear, Black 48 Brontothere 68 Rat, Giant 32 Snake, Poisonous
8 Bat 8 Bear, Brown 38 Camel 29 Rhinoceros 62 Snolligoster
8 Bear, Sun 8 Bear, Grizzly 10 Cape Hunting 54 Sabertooth 33 Spider
66 Centipede, Giant 8 Bear, Kodiak Dog 54 Scimitar Cat 68 Spider, Giant
10 Chimpanzee 10 Cape Hunting 10 Caribou 31 Skunk 55 Stegosaurus
11 Deer Dog 48 Cave Bear 32 Snake, 69 Swamp Ghost
66 Dhole 48 Cave Bear 48 Cave Lion Constrictor 69 Venus Flytrap,
58 Didi 48 Cave Lion 48 Ceratosaurus 32 Snake, Poisonous Giant
13 Elephant 11 Coyote 10 Cheetah 33 Spider
15 Frog 11 Deer 11 Coyote 55 Stegosaurus
15 Gibbon 50 Dire Wolf 11 Deer 34 Tarantula
16 Gorilla 12 Eagle 49 Deinonychus 55 Terror Cat
17 Hyena, Spotted 14 Falcon 66 Dhole 36 Tortoise, Giant
17 Hyena, Striped 14 Flamingo 49 Diatryma 55 Triceratops
18 Jackal 15 Fox 49 Dilophosaurus 67 Turtle, Flying
18 Jaguar 15 Frog 49 Dimetrodon 56 Tyrannosaurus
19 Komodo Dragon 15 Gibbon 11 Dingo 56 Velociraptor
20 Leopard 58 Glashan 50 Dinohyus 36 Vulture
20 Lion 40 Goat 50 Dire Wolf 57 Wisent Desert
67 Mantis, Giant 16 Gorilla 12 Dodo 38 Wolf 6 Antelope
20 Marmoset 18 Jaguar 50 Doedicurus 57 Woolly 6 Armadillo
60 Mngwa 18 Kangaroo 39 Donkey Rhinoceros 7 Bandicoot
21 Mongoose 52 Kangaroo, 13 Eland 38 Camel
21 Monitor Lizard Carnivorous 50 Elasmotherium 10 Cheetah
21 Monkey, New 20 Leopard 13 Elephant 11 Coyote
World 20 Lion 14 Emu 49 Dimetrodon
22 Monkey, Old 41 Llama 14 Falcon 15 Fox
World 22 Moose 14 Ferret 15 Frog
60 Nandi Bear 23 Orangutan 15 Fox 16 Gila Monster
22 Ocelot 24 Owl 15 Frog 17 Hyena, Brown
67 Octofly 53 Pterodactylus 16 Giraffe 17 Hyena, Spotted
23 Orangutan 28 Puma 40 Goat
Swamp
17 Hyena, Striped
24 Pangolin 61 Sasquatch 51 Hadrosaur 51 Iguanodon
24 Parrot 54 Scimitar Cat 40 Horse, Pony 6 Alligator 18 Jackal
25 Peccary 32 Snake, Poisonous 41 Horse, Saddle 46 Ankylosaurus 18 Jaguar
28 Puma 33 Spider 51 Hyaenodon 6 Antelope 18 Kangaroo
31 Sloth 34 Tarantula 17 Hyena, Brown 6 Armadillo 52 Kangaroo,
32 Snake, 35 Tasmanian Devil 17 Hyena, Spotted 8 Bat Carnivorous
Constrictor 63 Tazelwurm 17 Hyena, Striped 8 Bear, Brown 20 Leopard
14 Snake, Flying 35 Tiger 51 Iguanodon 66 Centipede, Giant 20 Lion
32 Snake, Poisonous 36 Vulture 52 Irish Elk 11 Coyote 21 Meerkat
33 Spider 38 Wolf 18 Jackal 11 Crocodile 53 Megatherium
68 Spider, Giant 38 Wolverine 59 Jackalope 49 Dimetrodon 21 Mongoose
34 Tapir 57 Wolverine, 18 Jaguar 66 Dragonfly, Giant 21 Monitor Lizard
34 Tarantula Pleistocene 18 Kangaroo 66 Dragonfly, Giant 22 Ocelot
35 Tiger 65 Yeti 52 Kangaroo, (Larva) 67 Octofly
Carnivorous 14 Flamingo 23 Ostrich
20 Leopard 15 Frog 24 Owl
20 Lion 51 Iguanodon 25 Peccary
52 Mammoth 52 Irish Elk 28 Puma
Subterranean Plains
21 Meerkat 19 Leech 54 Sabertooth
53 Megatherium 67 Mantis, Giant 68 Scorpion, Giant
8 Bat 46 Allosaurus 21 Mongoose 60 Mokole-Mbembe 31 Skunk
66 Centipede, Giant 46 Andrewsarchus 22 Moose 21 Monitor Lizard 32 Snake, Poisonous
15 Frog 65 Ant, Giant 67 Octofly 22 Moose 33 Spider
68 Rat, Giant 6 Antelope 23 Ostrich 60 Nandi Bear 34 Tarantula
68 Scorpion, Giant 47 Apatosaurus 24 Owl 22 Ocelot 64 Tripodero
33 Spider 47 Archaeopteryx 24 Parrot 67 Octofly 67 Turtle, Flying
68 Spider, Giant 6 Armadillo 53 Pterodactylus 28 Puma 36 Vulture
47 Aurochs 28 Puma 54 Quetzalcoatlus

HABITAT CHART 127


INDEX Pack tactics, 76. Snakes, 45.
Note that page numbers and statistics for individual animals Panther, 20. Snare, 86.
can be found in the Alphabetical Chart on pp. 123-126. Pages for Parrot, character, 108; Spells, 97;
animals shown below give supplementary information to run or template, 111. components, 122.
GM the animal character. Parrying, 74. Spider, hunting, 69;
PD, 4, 92. spitting, 69; swarm,
Pestilence advantage, 45; trap-door, 69;
Abilities, sensing, 72, Companions, 98; Gods, 121. 115. web, 68; web
93, 106; special, 92. acquiring, 102; wild Grappling, 73. Pets, 98. spinners, 69.
Abundance, 95. animals, 102. Group size, 94. Pincers, 92. Spirits, 98, 121.
Acceleration, 77. Cornered animals, 80. Guardian of animals, Pits, 86. Sprays, 94.
Advantages, 105, Craftiness, 84. 121. Porpoise, 12. Sprinters, 77.
113-115; inherent, Creating animals, 80, Habitat, 4. Prehistoric animals, ST, 4, 91.
71; new, 115. 91-95; quickly, 91. Hazards, 76. 45-57. Stick, forked, 86;
Aggressiveness, 94. Creating templates, Head butt, 75. Preserving meat, 84. nooses, 86.
All-Out Attack, 74. 104. Herd animals, 77, 97. Psionics, 98, 122. Stooping, 14.
Alligator, character, Critical miss, 80. Herding skill, 119. Quills, 93. Survival skill, 118.
99; template, 107. Curses, 121. Hit location, 78. Quirks, 118. Swarm, 42.
Animal Empathy Damage, 4, 74. Hit points, 92. Rabbit, template, 111. Table, animal critical
advantage, 84. Deadfall, 85. Horde, 42. Rat, giant, character, miss, 80; animal
Ants, 43. Defenses, 93. Hornets, 43. 109; template, 110. reaction, 82; body
Armor, 93. Deinonychus, Horns, 93. Rats, 44. parts for
Attribute modifiers, character, 101; Horse, 73, 101; magic Ravener, 98. quadrupeds, 79;
104. template, 108. elixir, 122; shoes, Reach, 4, 93. changing animal
Bear, grizzly, Demonic animals, 94. 72; see also Reactions, 81-82; scale, 95; edible
character, 106; Dinosaur, 45-57; duck- Warhorse. modifiers, 98. animals, 89; shock,
template, 110. billed, 51; surviving, HT, 4, 91. Recovery, 76. 76; tranquilizer
Beasts of burden, 97. 60. Hunting, 84. failure, 88.
Bees, 43. Disadvantages, 105, Hyena, spotted, Table, horde, 42.
Behavior, 94. 115-118; inherent, template, 112. Taboo traits, 97.
Bigfoot, 64. 71; new, 118. Inedibility, 94. Tackle, flying, 75.
Biting, 73. Dodge, 4, 74, 92. Injury, 76, 80. Tactics, 76, 94.
Blowpipe, 88. Dog, 99; character, IQ, 4, 91, 104. Targeting, throat, 79;
Body, parts of, 78; 104; template, 108. Knockback, 74-75. vitals, 80.
vitals, 80. Dolphin, character, Lameness Reindeer, 10. Templates, creating,
Bola, 88. 103; template, 109. disadvantage, 118. Reproductive Control 104; sample, 107.
Box trap, 85. Domestic animals, Languages, 119. advantage, 115. Tentacles, 92.
Brontosaurus, 47. 38-42. Legendary creatures, Restricted Terms, 4.
Bulldancing, 39. DR, 4, 92. 57-65. Manipulators Throat, targeting, 79.
Bullfighting, 39. Drowning, 76. Leopard, character, disadvantage, 118. Ticks, 44.
Buying, 103. DX, 4, 91. 107; template, 111. Restrictions, 97. Totemism, 122.
Camouflage, 93. Ecology, 94. Limitations, 97. Riding (Being Ridden) Training, 71, 98, 118.
Capture, 86. Electrical organs, 93. Mage, 122; animal, 97. skill, 119. Tranquilizer, 87;
Cassowaries, 14. Elephant, character, Magic, 121-122; horse Rule of 12, 71. failure, 88.
Castor, Elixir of Horse 105; template, 109. elixir, 122. Scorpions, 44. Transporting animals,
Taming, 122. Extra limbs, 92. Mana organs, 121. Sea lion, character, 88.
Cat, 100; character, Fairy, 121. Market value, 103. 110; template, 111. Trapping, 85.
100; template, 108. Falling, 76. Mimicry, 94. Selling, 103. Turning, 77.
Catalyst, 122. Familiars, 122. Miniature animals, Sensing abilities, 72, Turning radius, 77.
Cattle prod, 88. Fictional creatures, 94-95. 93, 106. Venom, 92.
Characters, 96-119; 65-69. Mosquitoes, 44. Shapeshifting, 98. Vermin, 42-45.
examples, 98-113. Fishing, 84. Mothers, 82. Shock, 76. Warhorse, character,
Cheetah, 77. Fleas, 44. Mounts, 77. Size, 4; changing, 94. 113; template, 112.
Chimpanzee, Flies, 44. Move, 4, 92, 105. Skills, animal, 97; Wasps, 43.
character, 102; Flight, 93. Mute disadvantage, inherent, 71; Wolf, character, 111;
template, 108. Folklore, 121-122; 107. learned, 118; template, 112.
Combat, 74-75. creature, 57-65. Mythical creatures, natural, 118; new, Wounded animals, 76,
Combat-Training skill, Game animals, 89. 57-65. 119. 80.
119. Giant animals, 94-95. Obedience, 72. Slam, 74-75. Yeti, character, 112;
Combatants, 101. Glyptodont, 50. Origin, 4. Smilodon, 54. template, 113.

128 INDEX
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