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Bestias Mundanas
Bestias Mundanas
Bestias Mundanas
Rather than providing an exhaustive appendix with many creature statistics, the guidelines here allow you to easily create any statistics
for Heartbeasts, familiars, and other mundane creatures in a few simple steps.
2. Characteristics
As stated on page 191 of ArM5, mundane beasts have a Characteristic called Cunning in place of an Intelligence score. Use
Cunning for rolls that would otherwise call for Intelligence, such as finding a way out of a closed barn. While beasts have a
limited capacity for problem-solving, they lack imagination, reason, and intelligence as such. Communication and Presence have
slightly different meanings for animals. Presence represents how much impact that the creature has on its human viewers.
Creatures with a low Presence are barely noticed; those with a high Presence instill awe, fear, or wonder. Communication, as
for humans, represents the ability of the animal to impart information; few animals (to the medieval mind) are capable of the
transmission of complex thoughts to others. For beasts, the Quickness Characteristic has mainly to do with reflexes and agility,
and little to do with movement rate. Many animals can run faster than a human, but that does not necessarily mean they have
better Initiative and Defense scores. Animals that run fast, but do not have especially good reflexes, have a Quality (see below)
that reflects this.
Unlike human characters, animals only spend points on their four physical Characteristics (Stamina, Strength, Dexterity and
Quickness). Like human characters, each has up to seven points to spend on increasing these Characteristics. Negative points
may also be taken to gain an equal number of positive points, but an animal cannot have more than two Characteristics with
negative values, and the minimum value is equal to (Size – 5). There is no maximum Characteristic score for an animal, and no
Virtue or Flaw is needed for extreme Characteristic scores for animals.
After spending points on Characteristics, add twice the Size to Strength and subtract the Size from Quickness.
These adjustments may give an animal a third negative Characteristic, or reduce a Characteristic below the minimum of (Size –
5).
The other four Characteristics (Cunning, Perception, Presence, and Communication) are given values according to the
creature’s type.
A creature may have the Minor Virtue Increased Characteristics one or more times (particularly appropriate for predators), just
like a human character. The Characteristic points gained from this Virtue may be applied to any of the physical Characteristics.
These points should be spent before applying the adjustments for Size. See step 3, below, for adjustments to this Virtue.
Ferocity
Minor Virtue, beasts only
Like companion and magus characters, a beast with this Virtue has Confidence points. However, its
Confidence points may only be used in situations where its natural animal ferocity is triggered, such as when defending its den
or fighting a natural enemy. For each instance of this Virtue, describe a situation that activates
Confidence for the species in question, and take 3 Confidence Points and a Confidence Score of 1 to use when those
circumstances are met.
4. Basic Abilities
All creatures have the following basic Abilities according to their type:
Type Abilities
Clawed Beast Brawl 3 (bite or claw), Survival 3 (home terrain), Awareness 3 (food), Athletics 3 (running)
Hoofed Beast Brawl 2 (dodging), Survival 3 (home terrain), Awareness 3 (predators), Athletics 4 (running)
Bird Brawl 2 (dodging), Survival 3 (home terrain), Awareness 4 (food), Athletics 3 (flying)
Fish Brawl 2 (dodging), Survival 3 (home terrain), Awareness 2 (food), Swim 5 (home terrain)
Qualities (see below) may add further Abilities to this list. Animals (at least, those with Cunning rather than
Intelligence) cannot acquire experience points to improve their Abilities once they have reached adulthood, nor can they learn
new Abilities. However, an intelligent being can provide a tamed beast with Teaching experience points using Animal Handling
instead of Teaching; these points can be applied to current Abilities or conceivable new Abilities.
Unless modified by Qualities, all creatures have one Natural Weapon (usually either teeth, claws, or hooves) as well as either
fur, feathers, or scales, which gives them a Protection of 0.
A young animal may not have all of the Qualities that it will as an adult, and has reduced scores in most Abilities.
5. Qualities
Qualities are features of the animal that affect its capabilities. Add any appropriate Qualities from the following list to any
creature’s basic profile, or make up your own. If any Quality grants an Ability that the creature already has, use the highest
score, and choose whichever specialty seems most appropriate.
Through Qualities, a creature may have one or more extra Fatigue levels. One extra Fatigue level grants an additional Winded
level, two extra grant another Winded Level and another Weary Level,and so forth.
Accomplished Flyer: This bird is Extra Natural Weapons: Gain an Ferocity Virtue when caught on
either a particularly powerful flier, extra set of natural weapons, such their own, unless taken as a Virtue.
or an acrobatic one. Grants as horns/antlers, teeth/tusks, For example, a stag might have the
Athletics 5 (flying); the creature claws, or hooves. Only one set of Virtue, whereas the deer in his herd
must be capable of flight. weapons may be used in each round have this Quality.
Aggressive: Add 1 to Cunning; of combat. This Quality may be Imposing Appearance: The creature
grants Brawl 5 (natural weapons). taken more than once. has a beautiful, majestic, or awe-
Ambush Predator: The beast lies in Fast Runner: Add +3 to all rolls inspiring appearance that appeals
wait for its prey and catches it by involving running. even to humans. Raise Presence to
surprise. Grants Stealth 4 (stalking Fast Flyer: Add +3 to all rolls 0 (if negative), or increase by 1
prey) and Hunt involving speed while flying; the otherwise. This Quality may be
4 (prey). The beast’s specialization creature must be capable of flight. taken more than once for
for Brawl changes to one of the Good Jumper: Add +3 to all rolls exceptionally beautiful or
beast’s natural weapons. If it has involving jumping. impressive creatures.
successfully crept up on its prey, it Grapple: The creature may make a Keen Eyesight: Add 1 to Perception
automatically wins Initiative in the grapple attack instead of a normal and +3 to all rolls involving
first round of combat and gains a attack. This attack may only be eyesight.
+3 to its Attack Total for the first employed against an opponent that Keen Sense of Smell: Add 1 to
round only. is less than or equal to the Perception, +3 to all rolls using the
Amphibious: Grants Swim 4 (home creature’s (Size + 1). See Non- sense of smell, and +2 to all Hunt
terrain). The beast can hold its Lethal Combat (ArM5, page 174) rolls.
breath for twice as long as normal. for rules on grappling. If the Large Claws: The creature’s claws
Aquatic: Grants Swim 5 (home creature has another natural are larger than average for a
terrain). The beast can breathe weapon (such as a bite), it may add creature of its Size. Use the weapon
water. its current Grapple Strength to its statistics for Large Claws listed
Camouflage: Add +3 to all rolls to Attack Total in subsequent rounds, below.
hide, whenever the creature is not until the opponent breaks free. The Large Horns/Antlers: The
moving. creature must defend against any creature’s horns or antlers are
Crafty: Raise Cunning to 0 (if opponent outside the grapple with larger than average for a creature of
currently negative), or add 1. This its Grapple Defense (see Natural its Size. Use the weapon statistics
Quality may be taken more than Weapons Table, below). for Large Horns listed below.
once for exceptionally cunning Hardy: The creature is used to Large Teeth: The creature’s teeth
animals. harsh conditions; it has a Survival 5 are larger than average for a
Defensive Fighter: The creature (home terrain) and an extra Fatigue creature of its Size. Use the weapon
only fi ghts to defend itself. Grants level. statistics for Large Teeth listed
Brawl (dodging) 4 and an extra Herd Animal: The creature is brave below.
Fatigue level. when with others of its own kind. Loathsome Appearance: The
Domesticated: The beast loses any When forced to fight as a group, creature is so repulsive that its
Survival Ability that it might have, herd animals temporarily gain the Presence drops to –6. However,
but gains 1 point of Ferocity Virtue, which they may this should be treated as a Presence
Communication, if currently use to stampede or escape whatever of +3 if the animal makes any
negative. is threatening them as a group. attempt to scare or intimidate an
These animals do not have the opponent.
Mimicry: The creature is capable of Shell: The creature is encased in a Thick Fur/Thick Scales: Add 1 to
mimicking other noises, such as a protective shell. Grants a +4 to Protection; this Quality stacks with
human voice. Raise Protection, but the creature suffers the Tough Virtue and the Tough
Communication to 0 (if negative) a –3 to all rolls involving fast or Hide Quality.
or increase it by 1. It does not nimble movement. Tough Hide: Add 2 to Protection;
understand the meaning of the Skilled Climber: Add +3 to all rolls this Quality stacks with the Tough
sounds it makes, unless the creature involving climbing. Virtue and the Thick Fur Quality.
has Intelligence rather than Slippery: This creature has a +6 to Venomous: One of the creature’s
Cunning, in which case the creature Defense rolls against Grapple attacks (usually the bite) also
acquires Living Language 3. Note attacks. This Quality may be taken delivers venom into the wounds it
that a magus shapechanged into a more than once; the bonus rises by causes. Compare the creature’s
creature with this Quality cannot +3 each additional time it is taken. Attack Advantage to the victim’s
form the precise and complex Spiny: The creature is covered in Protection (not Soak). If the
sounds required for spellcasting. spines; these grant a +1 bonus to creature’s Advantage is higher, then
Pack Animal: These creatures may Protection. If any opponent strikes the victim suffers the effect of the
fight as a Trained Group when a at the creature with a bite, claw, or venom, regardless of whether the
Pack Leader is present. If the Pack fi st attack, he inflicts damage as bite inflicts an actual wound. The
Leader is not present, they may still normal, but suffers +5 damage in Ease Factor to avoid damage from
fight as an Untrained Group. return. Some creatures have poison venom varies from 3 to 15 (see
Pack/Herd Leader: Add 1 to spines (see Venomous, below), in ArM5, page 180).
Communication and grant which case the attacker’s own Vocal: The creature can produce
Leadership 5 (own species). Attack Advantage is used against impressive vocalizations, such as a
Pursuit Predator: The beast actively itself to determine the success of powerful roar or howl, beautiful
hunts for its prey, either tracking its the Venom counterattack only. birdsong, or the like.
scent or chasing it down. Grants Timid: Subtract 1 from Presence; Communication is raised to 0 (if
Hunt 4 (prey) and an extra Fatigue grant Stealth 4 (hiding) and negative) or increased by 1: gain
level. The beast’s Specialization for Awareness 4 (predators). Timid Music 3. This Quality may be taken
Brawl changes to one of the beast’s creatures usually lack natural twice for particularly impressive
natural weapons. weapons. vocal ability, increasing Music to 5.
Sharp Ears: Add 1 to Perception Tireless: The creature gains two
and +3 to rolls involving hearing. extra Fatigue levels.
Grapple 0 0 0 n/a
Large Claws 0 +5 +3 +4
Horns +1 +3 –1 +2
Large Horns/Antlers +2 +3 +2 +3
Hooves +2 +2 +2 +1
Tusks +0 +4 +2 +5
Claw –1 +2 +3 +2
Teeth 0 +3 +1 +1
Large Teeth +0 +4 +1 +3
All natural weapons use the Brawl Ability. Strength, Load, and cost are not applicable.
5. Combat Statistics
Combat Statistics are calculated as normal (see ArM5, page 171), using the Natural Weapons Table. Because combat totals are
affected by Characteristics, these weapons may be used for creatures of all Sizes; a mouse and a cat have the same basic statistics
for their bite attacks, but the combat totals are very different.
Aging
If an animal is to be an important part of a saga (as an animal companion, for example), its response to aging should be
considered. There are three things to track: the age at which aging begins, the adjustment to the aging roll due to age, and the
number of aging rolls per year. A human, with an average lifespan of 50 years (ignoring lifestyle modifiers), begins aging at 35,
adds one to the aging roll for every ten years, and makes one aging roll each year. The storyguide should decide upon the
average lifespan of the creature and adjust these figures accordingly. Thus, a creature with an average lifespan of ten years has a
modifier of 50 / 10 = 5. It therefore begins aging at 35 / 5 = 7 years old, adds one to the aging roll for every 10 / 5 = 2 years
of age, and makes 1 x 5 = 5 aging rolls each year. If more than one aging roll is made each year, they should be spread evenly
throughout the four seasons, with any excess occurring in Winter.
When deciding upon the average lifespan of a creature, strict biological adherence is not necessary in Mythic Europe. Most
small animals have an average lifespan of under ten years.