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Animals of Mythic Europe

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Version 2.0
1
WRITING AND DESIGN: Itzhak Even, Callen
Adjusted stats due to erratta.
Regarding Waral Lizard: The official stats do not match
the Virtues and Qualities given, but until an official errata is
issued, I left the official stats, and added my take on what
the stats should be, based on it’s Virtues and Qualities.
EDITING AND PROJECT MANAGEMENT: Itzhak Even
COVER ILLUSTRATION: Itzhak Even, brgfx, upkylak
https://www.freepik.com/vectors/background
LAYOUT, ART DIRECTION, AND PROOFREADING: Itzhak Even
OFFICIAL ANIMAL STATS: Alex White, Andrew Gronosky, Ben
McFarland, Chris Jensen-Romer, Christoph Safferling,
David MacGregor, Erik Dahl, Erik Tyrrell, John Post,
Lachlan Hayes, Mark Faulkner, Mark Lawford, Mark
Shirley, Matt Ryan, Niall Christie, Richard Love, Timothy
Ferguson, Volker Bürkel
SUBMITTED ANIMAL STATS: Itzhak Even, Bob Dillon
(Peacock), Guillaume Didier ( Hyrancian Tiger), MarioJPC
(Sparrow, Hedgehog, Pike, Fox, Bee, Donkey, Raven,
Yellow Scorpion, Bearded Vulture), Lachlan Hayes (Desert
Wolf, Desert Wild Cat, Azawakh Dog, Sloughi Dog, Squid),
Sub Rosa #13 (Derived stats for Domesticated Pig and
Rooster)
Compatible with
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as Project Redcap), maintaining fan-created web sites, and running demos through
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To learn more, visit www.atlas-games.com/ArM5. You can also participate in
discussion of Ars Magica at the official Atlas Games forums located at www.atlasgames.com/forum.
Copyright 2006 Trident, Inc. d/b/a Atlas Games. All rights reserved.
Ars Magica, Mythic Europe, Houses of Hermes: Mystery Cults, The Mysteries,
Covenants, Guardians of the Forests, Houses of Hermes: True Lineages, Realms
of Power: The Divine, The Broken Covenant of Calebais, and Charting New Realms
of Imagination are trademarks of Trident, Inc. Order of Hermes, Tremere, and
Doissetep are trademarks of White Wolf, Inc. and are used with permission.
VERSION 2.0
2
Normal Animals
Albatross
Aurochs (Bos)
Badger
Bat
Beaver (Castor)
Bear (Ursus)
Bee (Apis)
Boar, Wild (Aper)
Bull (Taurus)
Camel, Bactrian Pack
Camel, Bactrian Riding
Camel, Bactrian War
Camel, Bactrian Wild
Camel, Dromedary (Camelus)
Camel, Dromedary Riding
Camel, Dromedary War
Cat (Felis)
Cat, Desert Wild Crab (Cancer)
Crab, Enormous
Crane
Crocodile
Crow
Dog
Dog, Alaunt
Dog, Azawakh
Dog, Bloodhound (Canis)
Dog, Greyhound
Dog, Lymer
Dog, Mastiff
Dog, Painted (Lycaon)
Dog, Running Dog, Saluqi
Dog, Sloughi
Dolphin (Delphinus)
Donkey (Assinus)
Dove
Duck Eel
Elephant, African Female
Elephant, African Male
Elephant, Asian Female
Elephant, Asian Male
Elephant, Asian War
Falcon, Gyrfalcon (Falco)
Falcon, Lanner
Falcon, Merlin
Falcon, Peregrine
Falcon, Saqr
Falcon, Shahin
Fish, Dogfish (Squala)
Fish, Generic
Fish, Grey Mullet (Mugil)
Fish, Large
Fish, Mackerel (Scomber)
Fish, Pike (Lucius)
Fish, Salmon
Fish, Scorpion Fish (Scorpaena)
Fish, Sole (Solea)
Fish, Sturgeon
5
5
5
5
5
5
5
6
6
6
7
7
7
7
7
8
8
8
8
9
9
9
9
9
10
10
10
10
10
10
11
11
11
11
11
11
12
12
12
12
12
12
13
13
13
14
14
14
14
15
15
15
15
15
15
16
16
16
16
16
16
Fox, Cunning
Fox, Fanak (Fennec)
Fox, Sand Fox
Frog, Common
Gazelle, Persian
Geese
Goat, Ibex
Goat, Mouflon
Goat, Wild (Capra)
Grouse
Hare (Lepus)
Hawk, Bearded Vulture (Gypaetus)
Hawk, Egyptian Vulture (Vultor)
Hawk, Golden Eagle
Hawk, Goshawk
Hawk, Sparrowhawk
Hedgehog (Erinaceus)
Heron, Grey
Hippopotamus
Horse, Arabian Racehorse
Horse, Arabian Warhorse
Horse, Courser (Equus)
A Note on Size and Capacity
Horse, Destrier (Equus)
Horse, Draught (Hackney)
Horse, Riding (Palfrey or Jennet)
Hyena (Yena)
Jackal (Thos)
Lion (Leo)
Lizard, Waral (Varanus) Lynx (Lynx)
Magpie
Mole
Mongoose
Monkey
Monkey, Baboon (Hamadryas)
Monkey, Callithrix
Monkey, Cercopithecus Monkey, Satyrus Monkey, Sphinx
Octopus (Poillippus) [Official]
Octopus [Fan-Made]
Octopus, Large
Ostrich (Struthio)
Otter
Owl, Common Barn
Panther
Partridge
Peacock
Pig, Domesticated
Pony, Working (Fell or Icelandic)
Puffin
Rat
Raven (Corvus)
Red Deer, Stag (Cervus)
Rooster
Scorpion, Monstrous (Scorpio)
Scorpion, Swarm
Scorpion, Yellow (Scorpius)
Seal, Grey Female
Seal, Grey Male
3
17
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17
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18
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19
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19
20
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23
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25
25
26
26
26
26
26
27
27
27
27
27
27
27
28
28
28
29
29
29
29
Serpent, Elephant-Eating
Optional Rule: Swarms
Shark, Giant
Shark, Large
Sheep, Ewe
Sheep, Ram
Snake, Adder (Viperis)
Snake, Asp (Aspis)
Snake, Egyptian Cobra
Songbird, Sparrow (Passer)
Spider, Wolf
Stork
Squid
Squirrel
Swan
Tiger, Hyrcanian
Tiger, Siberian
Toad, Common (Bufo)
Tortoise
Unicorn, Eastern (Monoceros)
Hunted by Wolves
Weasel
Whale, Sarda
Wolf (Lupus)
Wolf, Desert (Dhi’b)
Wolf, Large
Wolverine
Mundane Qualities
Accomplished Flyer
Aggressive
Ambush Predator
Amphibious
Aquatic
Camouflage
Constriction Crafty
Crushing Jaws
Defensive Fighter
Domesticated
Extra Natural Weapons
Fast Runner
Fast Flyer
Fins
Good Jumper
Grapple
Hardy
Herd Animal
Imposing Appearance
Keen Eyesight
Keen Sense of Smell
Large Claws
Large Horns/Antlers
Large Teeth
Loathsome Appearance
Mimicry
Overrun Pack Animal
Pack/Herd Leader
Pursuit Predator
Sharp Ears
Shell
29
29
30
30
30
31
31
31
31
32
32
32
32
32
33
33
33
33
33
33
34
34
34
34
34
35
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35
35
35
35
35
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35
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35
35
35
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35
36
36
36
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36
36
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36
36
36
36
36
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36
36
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36
36
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36
Skilled Climber
Slippery
Spiny
Swallow Whole
Timid
Tireless
Thick Fur/Thick Scales
Tough Hide
Trunk Venomous
Venomous Bite
Vocal
Official Stats
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4
Bat
Normal Animals
Characteristics: Cun –1, Per +3, Pre 0, Com –2, Str –18, Sta
0, Dex +2, Qik +11
Size: –9
Confidence Score: 0
Virtues and Flaws: Eyes of the Bat (see Powers, below),
Nocturnal
Qualities: Accomplished Flyer, Sharp Ears
Reputations: Servant of evil +1 (much of Europe)
Combat:
Bite: Init +11, Attack +7, Defense +14, Damage –17
Soak: +0
Fatigue Levels: OK, 0, –1, –3,–5, Unconscious
Wound Penalties: Incapacitated (1+)
Abilities: Athletics 5 (flying), Awareness 4 (food), Brawl 2
(dodging), Survival 3 (home terrain)
Powers:
Eyes of the Bat, 0 points, Init 0: Bats see in much the same way
as magi using the spell Eyes of the Bat.
Appearance: Leathery flying rodents, attractive for those used
to the strange aesthetic of the creatures. Bats are able to find their
way in complete darkness, but find sunlight unpleasant.
Albatross
Characteristics: Cun -1, Per +3, Pre -1, Com -2, Str +1, Sta +0,
Dex +2, Qik +2
Size: -1
Qualities: Ambush Predator, Amphibious, Keen Sense of Smell,
Large Teeth.
Personality Traits:
Combat:
Beak: Init +2, Atk +8, Def +5, Dam +4
Soak: +0
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated
(16–20), Dead (21+)
Abilities: Awareness 4 (food), Athletics 3 (flying), Brawl 2 (beak),
Hunt 4(prey), Stealth 4 (stalking prey), Survival 3 (sea), Swim 4 (sea)
Some of the largest of birds, with a wingspan of 1.8m (6 feet) to
3.5 meter (almost 12 feet), the albatross nests in huge colonies on
small islands. They dive to the water to catch fish, crustaceans and
cephalopods.
Aurochs (Bos)
Beaver (Castor)
Characteristics: Cun -1, Per 0, Pre 0, Com 0, Str +6, Sta +3,
Dex 0, Qik -2
Size: +3
Confidence Score: 1 (3)
Virtues and Flaws: Affinity with Brawl, Ferocity (charging),
Tough
Qualities: Aggressive, Antlers, Herd Animal*, Herd/Pack
Leader**, Imposing Appearance, Pack Animal, Tough Hide
* Only the females had this
** The males had this quality
Personality Traits: Strong +5
Combat:
Hooves: Init -2, Atk +6, Def +4, Dam+4
Horns: Init +0, Atk +9, Def +6, Dam +9
Soak: +10
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–8), –3 (9–16), –5 (17–24), Incapacitated
(25–32), Dead (33+)
Abilities: Athletics 4 (running), Awareness 3 (predators), Brawl
5 (horns), Leadership 5 (aurochs)**, Survival 3 (floodplain forests
and marshes)
** Only males have it
The aurich is the larger, and predecessor, of the domesticated
bull. They live in floodplain forests and marshes.
Characteristics: Cun +1, Per +0, Pre -3, Com -4, Str -2, Sta +1,
Dex +2, Qik +2
Size: -2
Virtues and Flaws: Noncombatant
Qualities: Amphibious, Crafty, Pack Leader, Timid
Personality Traits: Crafty +3
Combat:
Dodge: Init +2, Atk +2, Def +5, Dam n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1-3), –3 (4-6), –5 (7-9), Incapacitated (1012), Dead (13+)
Abilities: Awareness 4 (predators), Athletics 3 (running), Brawl
3 (bite), Leadership 5 (beavers), Stealth 4 (hiding), Survival 3 (rivers
and lakes), Swim 4 (rivers and lakes)
Bear (Ursus)
Characteristics: Cun +1, Per 0, Pre 0, Com -5, Str +6, Sta +4,
Dex +2, Qik 0
Size: +2
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (when injured), Improved
Characteristics (x2), Tough, Greedy (minor), Reclusive
Qualities: Aggressive, Extra Natural Weapons (claws), Fast
Runner, Grapple, Hardy, Imposing Appearance, Large Claws, Pursuit
Predator, Tough Hide
Personality Traits: Brave +3, Slothful +3, Aggressive +2
Reputations: Ferocious (local) 2
Combat:
Claws: Init 0, Attack +13, Defense +9, Damage +10
Teeth: Init 0, Attack +11, Defense +7, Damage +7
Grapple: Init 0, Attack +7, Defense +5, Damage n/a
Soak: +10
Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-7), -3 (8-14), -5 (15-21), Incapacitated
(22-28), Dead (29+)
Abilities: Athletics 3 (sprinting), Awareness 3 (prey), Brawl 5
(claws), Hunt 4 (deer), Survival 5 (foraging), Swim 3 (against the
current)
Natural Weapons: Large Claws: Init 0, Atk +5, Def +3, Dam +4;
Teeth: Init 0, Atk +3, Def +1, Dam +1. The bear's tough hide and thick
fur combine to give it a Protection of +3.
Appearance: The bear is a large, shaggy beastthat weighs up
to fifty stone (700 pounds) and stands over seven feet tall on its hind
legs. Its coat may be light brown or yellowish in color to black; most
often, it is medium brown. The bear has large claws and makes a
bellowing roar.
Badger
Characteristics: Cun +1, Per +0, Pre -2, Com -5, Str -4, Sta +2,
Dex +0, Qik +4
Size: -3
Virtues and Flaws: Enduring Constitution, Ferocity (when
cornered), Pack Animal
Qualities: Aggressive, Grapple, Large Claws, Tireless.
Personality Traits:
Combat:
Claws: Init +4, Atk +10, Def +12, Dam +0
Soak: +2
Fatigue Levels: OK, 0/0, –1/-1, –3, –5, Unconscious
Wound Penalties: –1 (1–2), –3 (3–4), –5 (5–6), Incapacitated
(7–8), Dead (9+)
Abilities: Awareness 3 (food), Athletics 3 (running), Brawl 5
(bite), Survival 3 (forests)
A fierce creature, for its size. Their tenaciousness is legendary.
Some are born to be the servants of the others, and clean the nests
by lying on their backs and holding onto the soil, whilst being dragged
out by others.
5
The only bear species that exists in Mythic Europe is known
today as the brown bear. It can be found throughout Mythic Europe in
forests, mountains, and even the northern tundra. Its range extends
across North Africa and through Asia as well. It is most common in
wilderness areas like the Pyrenees, the Alps, and Scandinavia and
Russia.
The bear makes its lair in the earth, either in a cave or in a den
it digs with its mighty claws. It lives mainly by foraging but can hunt
and kill anything up to the size of a red deer. Men hunt the bear by
setting deadfalls or chasing it with hounds . Few dare to engage it at
close range with spears, for it is extremely powerful, and ferocious
when wounded.
The brown bear can run quickly, gaining a +3 bonus to rolls
involving running. It can stand on its hind legs so as to attack a man
on horseback. It can climb trees and is a strong swimmer.
According to Pliny the Elder, the he-bear sleeps for forty days in
winter and the she-bear sleeps for four months. The bear cub is born
a shapeless lump of flesh until the she-bear licks it into the shape of
a little bear.
(tusks), Survival 5 (forests)
Natural Weapons: Tusks: Init 0, Atk +4, Def +2, Dam +5. The
boar's hide has a Protection of +2.
Appearance: The wild boar has prominent tusks and a hairy
ridge along its spine. It is densely covered in short bristles ranging in
color from grey to black or brown. Its legs are longer than those of a
domestic pig and it can run quickly for short distances.
The wild boar lives in forests throughout Mythic Europe, where
it forages by night and rests by day. Wild swine travel in groups
called sounders of twenty or more individuals, though they are also
encountered singly.
In France and England the boar is called la bête noire, "the black
beast," for its evil temper. It is a favorite sport of noblemen, who hunt
it from horseback using hounds, lances, and swords. According to
Pliny the Elder, the wild boar toughens its hide by rubbing against
trees.
Boars vary greatly in size, from eight stone (112 pounds) to more
than thirty stone (420 pounds). The largest boars are Size +1.
Bull (Taurus)
Bee (Apis)
Characteristics: Cun -2, Per 0, Pre -4, Com -4, Str +5, Sta +3,
Dex 0, Qik -1
Size: +2
Confidence Score: 1 (3)
Virtues and Flaws: Affinity with Brawl, Ferocity (charging),
Tough, Oversensitive (to provocation)
Qualities: Aggressive, Domesticated, Tough Hide
Personality Traits: Aggressive +2
Reputations: Strong 4 (local)
Combat:
Horns: Init 0, Attack +8, Defense +3, Damage +7
Soak: +8
Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-7), -3 (8-14), -5 (15-21), Incapacitated
(22-28), Dead (29+)
Abilities: Athletics 4 (charging), Awareness 3 (predators), Brawl
5 (horns)
Natural Weapons: Large horns: Init +2, Atk +3, Def +2, Dam +3.
The bull's tough hide has a Protection of +2.
Appearance:. These statistics are for a bull of the Spanish type,
which is black in color, weighs about eighty stone (1120 pounds), and
has sharp, inward-curving horns and a hump on its back.
There are many breeds of cattle in Mythic Europe, some of them
larger than this specimen. Most breeds in Mythic Europe are short
and broad-bodied and have long horns. They may be black, white,
tan, red, or brown in color. Some breeds have a coat of shaggy
fur. Pliny the Elder writes of magical bulls that live in India, but the
statistics here are for a mundane bull.
The bull does not attack without reason, but it is easily - sometimes
accidentally - provoked. When a bull charges, it exerts itself to gain
an Attack bonus and may simultaneously spend Confidence.
In Spain, the Moorish nobles make a spectacle of fighting bulls
from horseback on festival days. The sport of bull-baiting, where
spectators watch a tethered bull being killed by a pack of dogs,
is known throughout Mythic Europe. Bulls are somewhat clumsy
fighters at first, but if they survive combat they quickly grow "wise"
and become very dangerous. The speed with which they learn to
fight is reflected in their Affinity with Brawl.
Characteristics: Cun 0, Per 0, Pre -6, Com -4, Str -30, Sta +1,
Qik +15, Dex +3
Size: -15
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity
Qualities: Aggressive, Pack Animal, Keen Sense of Smell,
Poisonous
Personality Traits: Loyal +2, Hardworking +3, Territorial +3
Combat:
* Stinger: Init +15, Atk +8, Def +20, Dam -30
Ini +16, Attack +12, Defense +20,
(* Ignore if there is a cloud of them as with the spell. If it is an
individual fight and it gets more attack than the defender even if it
does not hurt, it risks the poison of the bee)
Stamina: +1
Fatigue Levels: Ok, 0, -1, -3, -5, Unconscious.
Penalties for Injuries: +1 (Dead)
Skills: Awareness 3 (food), Athletics 5 (flying), Brawl 2 (stinger),
Survival 3 (Area around the hive).
Powers:
Poison Stinger , 0 points, Ini 0. When attacking with its sting,
a bee compares its Attack Advantage to Soak (Not Stamina). If it
is higher, regardless of whether or not the stinger does damage by
itself, the person needs to pass a Stamina test at difficulty 6 or suffer
a light wound (see below for more details).
Appearance: A small yellow and black insect.
Bee venom does a light wound unless a Difficulty 6 Stamina roll
is made, but it is very common for people to be very vulnerable to
its poison (a Minor Flaw), and suffer a medium wound if they fail a
Stamina roll of difficulty 12.
Boar, Wild (Aper)
Characteristics: Cun 0, Per 0, Pre -4, Com -5, Str +2, Sta +2,
Dex 0, Qik +1
Size: 0
Confidence Score: 1 (3)
Virtues and Flaws: Berserk, Enduring Constitution, Ferocity
(when cornered), Tough, Greedy (minor), Wrathful (minor)
Qualities: Aggressive, Hardy, Herd Animal, Tireless, Tough
Hide, Extra Natural Weapons (tusks)
Personality Traits: Brave +4, Angry +3
Reputations: Ill-tempered (local) 2
Combat:
Tusks: Init +1, Attack +10, Defense +9, Damage +7
Tusks (berserk): Init +1, Attack +12, Defense +7, Damage +7
Soak: +7
Fatigue Levels: OK, 0/0/0/0, -2/-2, -4, Unconscious
Wound Penalties: 0 (1-5), -2 (6-10), -4 (11-15), Incapacitated
(16-20), Dead (21+)
Abilities: Athletics 4 (sprinting), Awareness 3 (foraging), Brawl 5
6
Camel, Bactrian Pack
Fatigue Levels: OK, 0/0, –1/–1, –3/–3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated
(22–28), Dead (29+)
Abilities: Athletics 4 (running), Awareness 3 (predators), Brawl 5
(hooves), Survival 5 (home terrain).
Powers:
Smell Water, 0 points, Init 0: All camels can smell drinkable water
for a distance up to two miles.
Survive Without Water, 0 points, Init 0: All camels can survive
without water for up to two weeks.
Appearance: These statistics are for a typical Bactrian twohumped riding camel. Known for their stubbornness, resilience and
pungent odor, these otherwise docile animals can become very
aggressive during mating season. Their ability to last without water
for weeks on end and locate buried water makes them the preferred
beast of burden for desert crossings.
Characteristics: Cun –2, Per 0, Pre –4, Com –5, Str +3, Sta +4,
Dex –1, Qik –2
Size: +2
Confidence Score: 0 (0)
Virtues and Flaws: Long-Winded; Feral Scent; Great Bearer
Qualities: Domesticated, Hardy, Herd Animal
Reputations: Ill-tempered beast +3 (throughout Mythic Middle
East)
Combat:
Kick (hooves): Init -2, Attack +3, Defense +2, Damage +4
Soak: +4
Fatigue Levels: OK, 0/0, –1/–1, –3/–3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated
(22–28), Dead (29+)
Abilities: Athletics 4 (running), Awareness 3 (predators), Brawl
2 (dodging).
Powers:
Smell Water, 0 points, Init 0: All camels can smell drinkable water
for a distance up to two miles.
Survive Without Water, 0 points, Init 0: All camels can survive
without water for up to two weeks.
Appearance: These statistics are for a typical Bactrian pack
camel. Their ability to last without water for weeks on end and locate
buried water makes them the preferred beast of burden for desert
crossings, especially with the Great Bearer virtue, which allows the
camel to carry twice as much on its back before becoming weighed
down and to travel twice as far before becoming fatigued by a journey.
Camel, Bactrian Wild
Characteristics: Cun –2, Per 0, Pre –4, Com –6, Str +3, Sta +4,
Dex –1, Qik –2
Size: +2
Confidence Score: 0 (0)
Virtues and Flaws: Long-Winded; Feral Scent; Wilderness
Sense; Greater Immunity (Thirst)
Qualities: Hardy, Herd Animal, Defensive Fighter; Fast Runner
Reputations: Ill-tempered beast +3 (throughout Mythic Middle
East)
Combat:
Kick (hooves): Init -2, Attack +5, Defense +3, Damage +4
Soak: +4
Fatigue Levels: OK, 0/0, –1/–1, –3/–3, –5/-5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated
(22–28), Dead (29+)
Abilities: Athletics 4 (running), Awareness 3 (predators), Brawl
4 (dodging), Survival 5 (home terrain), Wilderness Sense (sense
sandstorms) 3.
Powers:
Smell Water, 0 points, Init 0: All camels can smell drinkable water
for a distance up to two miles.
Survive Without Water, 0 points, Init 0: All camels can survive
without water for up to two weeks.
Appearance: These statistics are for a typical Bactrian twohumped wild camel. They seem to have an innate sense of coming
sandstorms, and are better fighters.
Camel, Bactrian Riding
Characteristics: Cun –2, Per 0, Pre –4, Com –5, Str +3, Sta +4,
Dex –1, Qik –2
Size: +2
Confidence Score: 0 (0)
Virtues and Flaws: Long-Winded; Feral Scent
Qualities: Hardy, Herd Animal
Reputations: Ill-tempered beast +3 (throughout Mythic Middle
East)
Combat:
Kick (hooves): Init -2, Attack +3, Defense +2, Damage +4
Soak: +4
Fatigue Levels: OK, 0/0, –1/–1, –3/–3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated
(22–28), Dead (29+)
Abilities: Athletics 4 (running), Awareness 3 (predators), Brawl 2
(dodging), Survival 5 (home terrain).
Powers:
Smell Water, 0 points, Init 0: All camels can smell drinkable water
for a distance up to two miles.
Survive Without Water, 0 points, Init 0: All camels can survive
without water for up to two weeks.
Appearance: These statistics are for a typical Bactrian twohumped riding camel. Known for their stubbornness, resilience and
pungent odor, these otherwise docile animals can become very
aggressive during mating season. Their ability to last without water
for weeks on end and locate buried water makes them the preferred
beast of burden for desert crossings.
Camel, Dromedary (Camelus)
Characteristics: Cun –2, Per 0, Pre –4, Com –5, Str +5, Sta
+3, Dex 0, Qik –2
Size: +2
Confidence Score: 0
Virtues and Flaws: Smell Water (see Powers, below), Survive
Without Water (see Powers, below).
Qualities: Herd Animal
Reputations: Cranky +1 (much of Africa)
Combat:
Kick: Init 0, Attack +4, Defense +3, Damage +6
Soak: +3
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1, (1–7), –3 (8–14), –5 (15–21) Incapacitated
(22+)
Abilities: Athletics 4 (running), Awareness 3 (predators), Brawl 2
(dodging), Survival 3 (home terrain)
Powers:
Smell Water, 0 Points, Init 0: The camel can smell drinkable
water for a distance of up to two miles.
Survive Without Water, 0 points, Init 0: The camel can survive
without water for up to two weeks.
Appearance: A single-humped Arabian camel.
Camel, Bactrian War
Characteristics: Cun –1, Per 0, Pre –4, Com –5, Str +3, Sta +4,
Dex –1, Qik –2
Size: +2
Confidence Score: 1 (3)
Virtues and Flaws: Long-Winded; Feral Scent; Ferocity (when
ridden in battle)
Qualities: Hardy, Herd Animal, Aggressive, Pack Animal
Reputations: Ill-tempered beast +3 (throughout Mythic Middle
East)
Combat:
Kick (hooves): Init -2, Attack +9, Defense +7, Damage +3
Soak: +4
7
Camel, Dromedary Riding
Abilities: Athletics 3 (jumping), Awareness 4+2 (at night), Brawl
2 (claws), Hunt 4 (mice), Stealth 4 (stalking)
Natural Weapons: Claws: Init -1, Attack +2, Defense +3,
Damage +2. Teeth: Init 0, Attack +3, Defense +1, Damage +1. The
cat's dense fur gives it a Protection of +1.
Appearance: In Mythic Europe, domestic cats are short-haired
and tend to have grey or yelloworange fur with darker stripes, though
black, white, and calico cats are not uncommon.
The cat has a reputation for evil among the common folk. They
accuse it of stealing the breath of babies, though only supernatural
cats can do such a thing. Cats are sometimes tolerated because
they keep down the population of rats, but they are not commonly
kept as pets and they are often killed by peasants out of superstition
or cruelty. For some reason, the cat's bad reputation is unknown in
England and it is looked upon more favorably in that land. Pliny the
Elder says nothing about the cat's reputation, noting only that the cat
is the natural enemy of mice and that its eyes are so keen it can see
in the dark. This description is for domestic cats.
The European wildcat looks much like a large domestic cat with a
thicker, shaggier coat and a bushy tail. The wildcat has a grey-brown
coat with black stripes and a white underbelly.
Cats generally flee from any opponent larger than themselves.
If a cat has successfully crept up on its prey, it automatically wins
Initiative for the first round of combat and gains a +3 bonus to its
Attack roll for the first round only. Cat are excellent climbers and
jumpers, gaining a +3 bonus to appropriate rolls.
Characteristics: Cun –2, Per 0, Pre –4, Com –5, Str +5, Sta +3,
Dex 0, Qik 0
Size: +2
Confidence Score: 0
Virtues and Flaws: Improved Characteristics, Smell Water (see
Powers, below), Survive Without Water (see Powers, below).
Qualities: Herd Animal, Fast Runner
Reputations: Cranky +1 (much of Africa)
Combat:
Kick: Init +2, Attack +4, Defense +5, Damage +6
Soak: +3
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1, (1–7), –3 (8–14), –5 (15–21) Incapacitated
(22+)
Abilities: Athletics 4 (running), Awareness 3 (predators), Brawl 2
(dodging), Survival 3 (home terrain)
Powers:
Smell Water, 0 Points, Init 0: The camel can smell drinkable
water for a distance of up to two miles.
Survive Without Water, 0 points, Init 0: The camel can survive
without water for up to two weeks.
Appearance: Camel races are a popular pastime amongst the
lower classes – dromedary camels, or mehari, bred for racing differ
slightly from the base creature.
Camel, Dromedary War
Cat, Desert Wild
Characteristics: Cun –2, Per 0, Pre –4, Com –5, Str +5, Sta
+3, Dex 0, Qik –2
Size: +2
Confidence Score: 0
Virtues and Flaws: Ferocity (when ridden in battle), Smell Water
(see Powers, below), Survive Without Water (see Powers, below).
Qualities: Aggressive, Herd Animal, Pack Animal
Reputations: Cranky +1 (much of Africa)
Combat:
Kick: Init 0, Attack +8, Defense +5, Damage +6
Soak: +3
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1, (1–7), –3 (8–14), –5 (15–21) Incapacitated
(22+)
Abilities: Athletics 4 (running), Awareness 3 (predators), Brawl 5
(hooves), Survival 3 (home terrain)
Powers:
Smell Water, 0 Points, Init 0: The camel can smell drinkable
water for a distance of up to two miles.
Survive Without Water, 0 points, Init 0: The camel can survive
without water for up to two weeks.
Appearance: A single-humped Arabian camel trained for battle.
It can be trained to attack as part of a Trained Group with its rider.
Characteristics: Cun 0, Per 1, Pre -3, Com -5, Str -9, Sta 1, Qik
5, Dex 3
Size: -4
Confidence Score: 0
Virtues and Flaws: Perfect Balance, Puissant Awareness;
Nocturnal
Qualities: Ambush Predator, Crafty, Good Jumper, Skilled
Climber, Thick Fur, Sharp Ears
Personality Traits: Curious +3
Reputations: Snake-killer 2 (Islamic lands)
Combat:
Claws: Init +4, Attack +9, Defense +12, Damage -7
Teeth: Init +5, Attack +9, Defense +9, Damage -8
Soak: +2
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: Wound Penalties: –1 (1), –3 (2), –5 (3),
Incapacitated (4), Dead (5+)
Abilities: Athletics 3 (jumping), Awareness 4+2 (at night), Brawl
3 (claws), Hunt 4 (snakes), Stealth 4 (stalking), Survival 3 (desert)
Appearance: Unlike in Mythic Europe, cats are held in high
regard in Islamic lands and considered to have pure spirits, based
on a story where a cat saves the Prophet from a poisonous serpent
when he was a lowly camel driver. This fondness extended to all cats,
although according to the teachings of Islam strange cats that come
into houses and black cats are still to be avoided and considered
potentially evil. Mistreating a cat however is considered a great sin
and Muslims in Mythic Europe are not permitted to buy or sell cats –
all cats must be given or received as gifts.
The desert wild cats of Mythic Arabia are slightly smaller (Size
-4) than their European cousins. Their long fur is a pale sandy color
except for white markings on their chin, belly and pale stripes along
their torso. Black markings on their legs and tail highlight their distal
limbs and they have sprouts of fur between their toes which allows
them to pad across soft sand without leaving tracks.
Cat (Felis)
Characteristics: Cun 0, Per +1, Pre -2, Com -4, Str -7, Sta 0,
Dex +3, Qik +4
Size: -3
Confidence Score: 0
Virtues and Flaws: Perfect Balance, Puissant Awareness,
Sharp Ears, Nocturnal
Qualities: Ambush Predator, Crafty, Good Jumper, Skilled
Climber, Thick Fur
Personality Traits: Curious +4, Timid +2
Reputations: Evil 2 (local) This reputation is strongest in Celtic
areas, and weaker or unknown in other places.
Combat:
Claws: Init +3, Attack +8, Defense +10, Damage -5
Teeth: Init +4, Attack +8, Defense +7, Damage -6
Soak: +1
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8),
Dead (9+)
8
Crab (Cancer)
Soak: +12
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–8), –3 (9–16), –5 (17–24), Incapacitated
(25–32), Dead (33+)
Abilities: Athletics 2 (short sprints and lunges), Awareness 3
(food), Brawl 5 (in water), Hunt 4 (prey), Stealth 4 (stalking prey),
Survival 3 (river), Swim 2 (rivers)
Roll Attack - A crocodile that has successfully bitten a foe may
roll in the following round. When a crocodile rolls, it can twists away
a chunk of the flesh of its victim, doing +6 damage without an attack
roll, although the victim gets a Soak roll ignoring Protection from
armor, since the crocodile’s teeth have already penetrated. More
often however, the death roll is not used to inflict damage.
Rather, it is used to drag the victim beneath the surface of the
water. The crocodile then uses its Amphibious Quality to wait for the
victim to drown. If a character is being drowned by a crocodile, the
character may attempt to break free of the crocodile’s jaws each
round. This requires the character to overcome a successful Grapple
attack with a Grapple Strength of 10. If the character does break free,
the crocodile is likely to bite again.
Natural Weapons: A crocodile’s jaws have the following
combat characteristics: Init 0, Attack +4, Defense +1, Damage +3.
This excludes the Crushing Jaws Quality (see later). Its scales are
legendarily tough, so it has been assumed to have Protection 5 in
addition to its Virtues and Qualities.
Appearance: Fifteen to eighteen feet long, this immense
beast is covered in thick scales that can be colored in shades of
yellow, green, and brown; indeed, its name is said to come from the
yellow color of the crocus. However, these scales provide perfect
camouflage both in the water and out.
The crocodile or corkendrile is a feared killer of the Nile River
and its tributaries. The enemy it fears is the mongoose, who not only
seeks out its nest to destroy its young, but will even crawl down its
throat and eat it from the inside out. The crocodile described here is
a modest fifteen feet long; there are reports of specimens reaching
thirty feet (Size +5) or more.
A crocodile can hold its breath for half an hour if moderately
active, and two hours if inactive. Crocodiles are camouflaged when in
the water, and receive a +3 to all Stealth rolls made when stationary
or moving slowly. They automatically win Initiative and receive a +3
to Attack totals on the first round of combat if they take their victim
by surprise. A crocodile’s Crushing Jaws Quality adds +3 to damage;
however, the muscles that open a crocodile’s jaws are quite weak
and they can be held closed with a successful Grapple.
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str –7, Sta
+3, Dex 0, Qik +5
Size: –5
Virtues and Flaws: Improved Characteristics x2
Qualities: Aquatic, Slippery, Defensive Fighter, Pack Animal,
Aggressive, Large Horns (claws), Shell
Personality Traits: Grumpy +3
Combat:
Pincers: Init +7, Atk +9, Dfn +13, Dam –4
Soak: +5
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –3 (1), –5 (2), Incapacitated (3), Dead (4+)
Abilities: Awareness 2 (food), Brawl 5 (pincers), Survival 3
(sea), Swim 5 (sea)
Crab, Enormous
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str +1, Sta
+3, Dex 0, Qik +1
Size: –1
Virtues and Flaws: Improved Characteristics x2
Qualities: Aquatic, Slippery, Defensive Fighter, Pack Animal,
Aggressive, Large Horns (claws), Shell
Personality Traits: Grumpy +3
Combat:
Pincers: Init +7, Atk +9, Dfn +13, Dam –4
Soak: +5
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: -1 (1-4), –3 (5-8), –5 (9-12), Incapacitated
(13-16), Dead (17+)
Abilities: Awareness 2 (food), Brawl 5 (pincers), Survival 3
(sea), Swim 5 (sea)
Appearance: These giant crabs are about 4-5 feet in length, and
weight around 100 pounds.
Crane
Characteristics: Cun -1, Per +2, Pre -1, Com -2, Str -2, Sta 0,
Dex +3, Qik +2
Size: -1
Qualities: Amphibious, Ambush Predator, Herd Animal, Vocal
Personality Traits: Compassionate +3
Combat:
Beak: Init +2, Atk +6, Def +5, Dam -2
Soak: +0
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1 – 4), –3 (5 – 8), –5 (9 – 12), Incapacitated
(13 – 16), Dead (17+)
Abilities: Athletics 3 (flying), Awareness 4 (food), Brawl 2 (beak),
Hunt 4 (prey), Music 3 (shrill), Stealth 4 (stalking prey), Survival 3
(freshwater), Swim 4 (freshwater)
Cranes fly in order, with the leader guiding the flock with a shrill
voice; when the leader becomes tired or his voice gives out, another
takes his place. They fly high in the air so they can see the lands they
seek. At night cranes take turns keeping watch for enemies. The one
who is on duty holds a stone up with one claw; if the watcher falls
asleep the stone will fall and wake him.
Crow
Characteristics: Cun +0, Per +3, Pre -2, Com +1, Str -6, Sta +1,
Qik +4, Dex +2
Size: -4
Virtues and Flaws: Second Sight; Visions.
Qualities: Accomplished Flyer, Crafty, Keen Eyesight, Mimicry,
Vocal
Personality Traits: Curious +3
Combat:
Dodge: Ini +3, Atk N/A, Def +9, Dmg N/A
Soak: +1
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Atheltics 3 (flying), Brawl 2 (dodging), Survival 3 (home
terrain), Awareness 4 (food), Music 3 (voice)
Crow: Soothsayers declare that the crow knows the paths of
treachery, and can predict the future. Some say that God entrusts his
secrets to the crow. Crows are known for their acrobatic flight.
Crocodile
Characteristics: Cun +1, Per 0, Pre –2, Com –5, Str +6, Sta +2,
Dex +1, Qik +1
Size: +3
Confidence Score: 1 (3)
Virtues and Flaws: Great Quickness, Ferocity (Ambush),
Improved Abilities, Tough; Enemies; Infamous
Mundane Qualities: Aggressive, Ambush Predator, Amphibious,
Camouflage, Crushing Jaws, Thick Scales, Tough Hide, Roll Attack
Personality Traits: Phlegmatic +3, Patient +3
Reputation: Killer 4 (local)
Combat:
Bite: Init +2, Attack +10, Defense +7, Damage +12
9
Dog
Characteristics: Cun 0, Per +2, Pre -4, Com 0, Str -2, Sta +2,
Dex +1, Qik +3
Size: -1
Confidence Score: 0
Virtues & Flaws: Improved Characteristics, Long-Winded,
Sharp Ears, Reckless
Qualities: Domesticated, Keen Sense of Smell, Pack Animal,
Pursuit Predator, Vocal
Personality Traits: Loyal +3, Reckless +3, Brave +2
Reputation: Loyal 2
Combat:
Bite: Init +3, Atk +8, Def +8, Dam -1
Soak: +2
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (1316), Dead (17+)
Abilities: Athletics 3 (distance running), Awareness 3 (keeping
watch), Brawl 3 (bite), Hunt 4 (track by scent)
Natural Weapons: A dog's bite is Init 0, Atk +3, Def +1, Dam +1
Dog, Alaunt
Characteristics: Cun +1, Per +1, Pre –2, Com –4, Str +2, Sta
+1, Dex 0, Qik 0
Size: –1
Confidence: 1 (3)
Virtues & Flaws: Ferocity (Boar)
Qualities: Aggressive, Domesticated, Grapple, Keen Sense of
Smell, Pursuit Predator +2 to all Hunt rolls.
Personality Traits: Aggressive +3
Combat:
Bite: Init +0, Attack +9, Defense +7, Damage +3
Dodge: Init +0, Attack n/a, Defense 0, Damage n/a
Grapple: Init +0, Attack +5, Defense +5, Damage special (see
ArM5, page 174)
Soak: +1
Fatigue Levels: OK, 0, –1, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated
(13–16), Dead (17+)
Abilities: Athletics 3 (running), Awareness 3 (deer), Brawl 5
(bite), Hunt 4 (boar)
Dog, Azawakh
Characteristics: Cun 0, Per +2, Pre -2, Com -5, Str -4, Sta +3,
Qik +4, Dex +1
Size: -2
Virtues and Flaws: Improved Characteristics, Enduring
Constitution, Long-Winded, Lesser Immunity (Heat), Rapid
Convalescence; Reckless, Oversensitive (Lack of affection)
Qualities: Tireless, Grapple, Keen Eyesight, Pack Animal,
Pursuit Predator, Sharp Ears
Personality Traits: Loyal +2
Reputations: Noble 2 (Bedouin)
Combat:
Teeth: Ini 4, Atk 7, Def 8, Dmg -3
Grapple: Ini 4, Atk 4, Def 7, Dmg N/A
Soak:
3
Fatigue Levels: OK, 0/0, -1/-1, -3/-3, -5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Atheltics 3 (running), Brawl 3 (natural weapon),
Survival 3 (home terrain), Awareness 3 (keeping watch), Hunt 4
(track by sight)
Appearance: Superficially similar in appearance and
characteristics to the smooth saluqi, this Tuareg hound accompanies
its nomad masters through the deep desert. Although they can be
trained, these sighthounds are not fully domesticated:
These dogs are used more as protectors than hunters, although
they are swift enough to chase down gazelle. They have remarkable
constitution and heat tolerance, but they are emotionally very
dependent on the affection of their masters.
Dog, Bloodhound (Canis)
Characteristics: Cun 0, Per +2, Pre -4, Com 0, Str 0, Sta +2,
Dex +1, Qik +2
Size: 0
Confidence Score: 0
Virtues and Flaws: Improved Characteristics, Long-Winded,
Sharp Ears, Reckless
Qualities: Domesticated, Keen Sense of Smell, Pack Animal,
Pursuit Predator, Vocal
Personality Traits: Loyal +3, Reckless +3, Brave +2
Reputations: Loyal 2 (local)
Combat:
Bite: Init +2, Attack +8, Defense +7, Damage +1
Soak: +2
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated
(16-20), Dead (21+)
Abilities: Athletics 3 (distance running), Awareness 3 (keeping
watch), Brawl 3 (bite), Hunt 4 (track by scent)
Natural Weapons: The weapon statistics for a dog's bite are Init
0, Atk +3, Def +1, Dam +1.
Appearance: These statistics are for a large hound such as
the bloodhound. The bloodhound stands a little over two feet at the
shoulder and weighs up to nine stone (126 pounds). It has large
jowls, dangling ears, and a heavy tail. Its coat is short and may be
tan, red, or liver in color.
A pack of dogs may fight as a trained group under the leadership
of a human Master of the Pack. Use the Master's Animal Handling
score instead of his Leadership score to determine how many dogs
he can command at a time.
Dog, Greyhound
Characteristics: Cun 0, Per +1, Pre –2, Com –4, Str –4, Sta 0,
Dex +1, Qik +5
Size: –2
Qualities: Domesticated, Fast Runner, Grappler, Keen Eyesight,
Pursuit Predator
+3 to all running rolls, +3 to all sight rolls.
Personality Traits: Persistent +3
Combat:
Bite: Init +5, Attack +8, Defense +10, Damage –3
Dodge: Init +5, Attack n/a, Defense +8, Damage n/a
Grapple: Init +5, Attack +4, Defense +8, Damage special (see
ArM5, page 174)
Soak: 0
Fatigue Levels: OK, 0, –1, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Athletics 3 (running), Awareness 3 (deer), Brawl 3
(bite), Hunt 4 (deer)
Dog, Lymer
Characteristics: Cun 0, Per +3, Pre –2, Com 0, Str -4, Sta +1,
Dex +2, Qik +2
Size: –2
Qualities: Domesticated, Keen Sense of Smell, Pursuit Predator,
Timid, Vocal (silent)
+2 to all Hunt rolls.
Personality Traits: Obedient +3, Placid +1
Combat:
Bite: Init +2, Attack +9, Defense +7, Damage –3
Dodge: Init +2, Attack n/a, Defense +5, Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Athletics 3 (running), Awareness 4 (deer), Brawl 3
(bite), Hunt 4 (deer), Stealth 4 (stalking)
10
Dog, Mastiff
Dog, Saluqi
Characteristics: Cun +1, Per +1, Pre –2, Com –4, Str +1, Sta
+2, Dex +1, Qik +1
Size: –1
Confidence: 1 (3)
Virtues & Flaws: Ferocity (defending owner)
Qualities: Aggressive, Domesticated, Keen Sense of Smell,
Large Teeth
+3 to all rolls using scent, +2 to all Hunt rolls.
Personality Traits: Loyal +3, Vicious +1
Combat:
Bite: Init +1, Attack +11, Defense +8, Damage +4
Dodge: Init +1, Attack n/a, Defense +6, Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated
(13–16), Dead (17+)
Abilities: Athletics 3 (running), Awareness 3 (intruders), Brawl
5 (bite)
Characteristics: Cun 0, Per +0, Pre +1, Com –4, Str –4, Sta +2,
Dex +1, Qik +5
Size: –2
Virtues and Flaws: Enduring Constitution, Improved
Characteristics
Qualities: Domesticated, Fast Runner, Grappler, Imposing
Appearance x2, Keen Eyesight, Pursuit Predator
+3 to all running rolls, +3 to all sight rolls.
Personality Traits: Persistent +3
Combat:
Bite: Init +5, Attack +8, Defense +10, Damage –3
Dodge: Init +5, Attack n/a, Defense +8, Damage n/a
Grapple: Init +5, Attack +4, Defense +8, Damage special (see
ArM5, page 174)
Soak: +2
Fatigue Levels: OK, 0/0/0, –2, –4, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Athletics 3 (running), Awareness 3 (deer), Brawl 3
(bite), Hunt 4 (track by sight)
Appearance: Saluqi are sighthounds similar to greyhounds,
used by the Bedouin as coursers to hunt hares and foxes or used
as bird-dogs to bring down gazelle once the creatures have been
blinded by their master’s favorite hawk. Prized for their beauty and
hunting-skill, the saluqi are considered “clean” or al hurr (Arabic “the
noble one”) in Islam and, unlike other hounds, are allowed to sleep in
their master’s tent. Exceptional individual saluqi are even sometimes
immortalized with poetry after their passing.
Dog, Painted (Lycaon)
Characteristics: Cun +0, Per 0, Pre –2, Com –4, Str -–, Sta +2,
Dex +3, Qik +2
Size: –1
Confidence Score: 0
Virtues and Flaws: Improved Characteristics (x2), Puissant
Brawl, Sharp Ears; Infamous, Pack Mentality
Qualities: Crushing Jaws, Fast Runner, Pack Animal/Pack
Leader, Pursuit Predator, Sharp Ears, Tireless
Personality Traits: Brave +3, Social +3
Reputations: Bloodthirsty (local) 4
Combat:
Dodge: Init +2, Attack n/a, Defense +7, Damage n/a
Bite: Init +2, Attack +12, Defense +9, Damage +1*
* Includes a bonus of +3 from the Crushing Jaws Quality.
Soak: +2
Fatigue Levels: OK, 0/0, –1/–1, –3/–3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated
(13–16), Dead (17+)
Abilities: Athletics 5 (distance running), Awareness 3 (smell),
Brawl 3+2 (teeth), Hunt 4 (pursuit), Survival 3 (desert)
Natural Weapons: Teeth: Init 0, Atk +3, Def +1, Dam +1.
Appearance: A large lean canine with long legs and distinctive
oversized round ears that stand erect like a wolf’s. Its mottled
pattern short fur of red, black, brown, white and yellow gives it the
appearance of being “painted.” Its cry is unusual, sounding more like
the cry or chirp of a bird rather than a dog barking.
All painted dogs are fast runners and gain +3 on all rolls involving
running, being able to pursue prey for long periods over considerable
distances if necessary.
A Bjornaer magus with a Painted Dog Heartbeast would have a
choleric humor with a melancholic aspect.
Dog, Sloughi
Characteristics: Cun 0, Per +2, Pre -3, Com -4, Str -4, Sta +3,
Qik +4, Dex +1
Size: -2
Virtues and Flaws: Improved Characteristics, Enduring
Constitution, Long-Winded; Reckless, Oversensitive Oversensitive
(Lack of affection)
Qualities: Grapple, Domesticated, Keen Eyesight, Pack Animal,
Pursuit Predator, Sharp Ears
Personality Traits: Loyal +2
Reputations: Noble 2 (Berbers)
Combat:
Teeth: Ini 4, Atk 7, Def 8, Dmg -3
Grapple: Ini 4, Atk 4, Def 7, Dmg N/A
Soak: +3
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Athletics 3 (running), Brawl 3 (natural weapon),
Survival 3 (home terrain), Awareness 3 (food), Hunt 4 (prey)
Appearance: The Sloughi is a medium-large, short-haired,
smooth-coated, athletic sighthound developed by the Berbers and
the Bedouins in North Africa (in the area including Morocco, Algeria,
Tunisia, and Libya) to hunt game such as hare, fox, jackal, gazelle,
and wild pigs
Dog, Running
Characteristics: Cun 0, Per +3, Pre –2, Com –4, Str –4, Sta +1,
Dex 0, Qik +4
Size: –2
Qualities: Domesticated, Fast Runner, Keen Sense of Smell,
Pack Animal, Pursuit Predator, Tireless +3 to all running rolls, +2 to
all Hunt rolls.
The Pack leader has Com –3, Leadership 5.
Personality Traits: Cooperative +3, Loyal +3
Combat:
Bite: Init +4, Attack +7, Defense +9, Damage –3
Dodge: Init +4, Attack n/a, Defense +7, Damage n/a
Soak: +1
Fatigue Levels: OK, 0,–1, –1, –1, –3, –3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Athletics 3 (running), Awareness 3 (deer), Brawl 3
(bite), Hunt 4 (deer)
Dolphin (Delphinus)
Characteristics: Cun –2, Per –2, Pre –5, Com –6, Str 0, Sta +3,
Dex 0, Qik +0
Size: 0
Qualities: Aquatic, Slippery, Defensive Fighter, Fins, Pack
Animal, Accomplished Swimmer, Crafty, Good Jumper, Pursuit
Predator
Personality Traits: Cheerful +3
Combat:
Bludgeon: Init +0, Atk +5, Dfn +3, Dam +2
Soak: +1
Fatigue Levels: OK, 0/4, –1, –3, –5, Unconscious
Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-15), Incapacitated
(16-20), Dead (21+)
Abilities: Awareness 2 (food), Brawl 2 (bludgeon), Hunt (prey) 4,
11
Survival 3 (sea), Swim 5 (sea)
Donkey (Assinus)
Characteristics: Cun -2, Per 0, Pre -4, Com +1, Str +3, Sta +4,
Qik -1, Dex 0
Size: +1
Confidence Score: 0
Virtues and Flaws: Long Winded, Enduring Constitution,
Reserves of Strength, Improved Characteristics x2, Humble,
Noncombatant
Qualities: Domesticated, Hardy, Tireless, Thick Fur, Defensive
Fighter
Personality Traits: Loyal to owner +2, Simple +3, Humble +3
Combat:
Dodge : Initiative -1, Attack n / a, Defense +4, Damage n / a
Stamina: +5
Fatigue Levels: OK, 0/0, -1/-1, -3/-3, -5/-5, Unconscious
Injury Penalties: -1 (1-6), -3 (7-12), -5 (13-18), Disabled (1924), Dead (25+)
Skills: Awareness 3 (predators), Athletics 5 (running), Brawl 4
(dodge), Survival 5 (steppe),
Appearance: A really small horse-like animal, with big ears. This
one is gray but they are in various colors.
They are at once hardworking, humble and simple. Some
are social animals and loyal to their group or live, are more
aggressive or are good at hiding (alter their Qualities and Virtues
appropriately). They require less food or water than horses, so they
are suitable for the work of the peasants or as a saddle for the less
wealthy. There are larger donkeys.
Dove
Characteristics: Cun -1, Per +2, Pre -3, Com -2, Str -8, Sta +1,
Qik +5, Dex 0
Size: -5
Virtues and Flaws: Premonitions, Pious (Minor); Weak
Characteristics
Qualities: Timid
Combat:
Dodge: Ini +5, Atk N/A, Def +8, Dmg N/A
Soak: +1
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -3 (1), –5 (2), Incapacitated (3), Dead (4+)
Abilities: Atheltics 3 (flying), Brawl 2 (dodging), Survival 3 (home
terrain), Awareness 4 (predators), Stealth 4 (hiding)
A simple fowl and free from malice. It is a dainty and graceful
eater, taking only the finest of grain. It is pursued by hawks, and uses
mirrored surfaces to watch for their approach. Some believe that in
every flock of doves, one is an angel.
Duck
Characteristics: Cun –1, Per +2, Pre –2, Com –2, Str –5, Sta
+2, Dex +2, Qik +3
Size: –3
Virtues and Flaws: Homing Instinct*, Clumsy
* see Realms of Power: Magic, page 44
Qualities: Amphibious, Camouflage (females only), Hardy, Timid
Personlity Traits: Calm +3, Brave –3
Combat
Dodge: nit +3, Attack n/a, Defense +7, Damage n/a
Soak: +3
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–2), –3 (3–4), –5 (5–6), Incapacitated
(7–8), Dead (9+)
Abilitie: Athletics 3 (flying), Awareness 4 (predators), Brawl 2
(dodging), Stealth 4 (hiding)*, Survival 5 (coastal waters), Swim 4
(coastal waters)
* females only
Eel
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str –10, Sta
+3, Dex 0, Qik +5
Size: –5
Qualities: Aquatic, Fins, Slippery x2, Defensive Fighter, Pack
Animal, Fast Swimmer, Grapple
Personality Traits: Sly +3
Combat:
Grapple: Init +3, Atk +2, Dfn +6, Dam n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –3 (1), –5 (2), Incapacitated (3), Dead (4+)
Abilities: Awareness 2 (food), Brawl 2 (dodging), Survival 3
(sea), Swim 5 (sea)
Elephant, African Female
Characteristics: Cun +1, Per +1, Pre +1, Com –5, Str +10, Sta
+3, Dex 0, Qik –2
Size: +4
Confidence Score: 1 (3)
Virtues and Flaws: Improved Characteristics, Tough; Fear (the
squeal of a pig).
Qualities: Amphibious, Crafty, Defensive Fighter, Grapple, Herd
Animal/ Leader, Imposing Appearance x2, Sharp Ears, Thick Skin,
Tough Hide, Trunk, Overrun.
Personality Traits: Lustful –3, Wise +2
Combat:
Stomp: Init –2, Attack +7, Defense +3, Damage +13
Trunk (grapple): Init –1, Attack +4, Defense +3, Damage n/a
Soak: +10
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–9), –3 (10–18), –5 (21–30),
Incapacitated (31–40), Dead (41+)
Abilities: Athletics 3 (running), Awareness 3 (food), Brawl 4
(dodge), Leadership* 5 (elephants), Survival 3 (forests or plains),
Swim 4 (rivers).
*herd leader only
New Qualities:
Trunk - The elephant’s trunk can be used to manipulate objects
like a human hand, although tasks requiring two hands suffer a –3
penalty.
Overrun - This effect only applies if the creature has charged into
combat, exerting itself into this attack. If the attack is successful, the
opponent must make a Dexterity + Athletics stress roll against an
Ease Factor equal to (Damage Total (before soak) + elephant’s Size
– opponent’s Size). If the roll fails, the opponent lands on the ground
a number of feet away equal to the elephant’s Size, taking falling
damage in the process. He must spend his next action regaining his
feet, although the creature normally follows up with a trample.
Prone characters cannot parry, but must use Brawl to defend
themselves.
Natural Weapons: An elephant’s weapons has the following
combat characteristics: Stomp: Init –1, Attack +3, Defense –1,
Damage +3. The trunk is only effective as a grapple.
Appearance: The female African elephant is smaller than the
male, and is less aggressive.
Elephant, African Male
Characteristics: Cun +1, Per +1, Pre +1, Com –4, Str +12, Sta
+3, Dex 0, Qik –3
Size: +5
Confidence Score: 1 (3)
Virtues and Flaws: Improved Characteristics, Ferocity (defense
of family), Tough; Fear (the squeal of a pig).
Qualities: Aggressive, Amphibious, Crafty, Defensive Fighter,
Extra Natural Weapons, Grapple, Herd Animal/Leader, Imposing
Appearance x2, Large Horns (Tusks), Sharp Ears, Thick Skin, Tough
Hide, Trunk, Overrun.
Personality Traits: Lustful –3, Wise +2
Combat:
Tusks: Init –3, Attack +12, Defense +6, Damage +15
12
Stomp: Init –4, Attack+8, Defense +2, Damage +15
Trunk (grapple): Init –3, Attack +5, Defense +2, Damage n/a
Soak: +10
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–10), –3 (11–20), –5 (21–30),
Incapacitated (31–40), Dead (41+)
Abilities: Athletics 3 (running), Awareness 3 (food), Brawl 5
(tusks), Leadership* 5 (elephants), Survival 3 (forests or plains),
Swim 4 (rivers).
*herd leader only
New Qualities:
Trunk - The elephant’s trunk can be used to manipulate objects
like a human hand, although tasks requiring two hands suffer a –3
penalty.
Overrun - This effect only applies if the creature has charged into
combat, exerting itself into this attack. If the attack is successful, the
opponent must make a Dexterity + Athletics stress roll against an
Ease Factor equal to (Damage Total (before soak) + elephant’s Size
– opponent’s Size). If the roll fails, the opponent lands on the ground
a number of feet away equal to the elephant’s Size, taking falling
damage in the process. He must spend his next action regaining his
feet, although the creature normally follows up with a trample.
Prone characters cannot parry, but must use Brawl to defend
themselves.
Natural Weapons: An elephant’s weapons has the following
combat characteristics: Stomp: Init –1, Attack +3, Defense –1,
Damage +3. Tusks: Init 0, Attack +6, Defense +4, Damage +3. The
trunk is only effective as a grapple.
Appearance: The African elephant stands up to 12 feet tall,
measures 22 feet long and weighs up to 14,000 pounds. These
statistics represent the more aggressive male; the female can be
half the weight of the male, and has insignificant tusks that make
poor weapons.
Elephants have excellent hearing and vibration sense through
the trunk, gaining a +3 on all rolls involving hearing.
An elephant’s nature is that once it falls over it cannot get back up
again; they lean against trees rather than lie down to sleep. Cunning
hunters in Africa chop part of the way through an elephant’s favorite
leaning post, so that it breaks when he uses it.
Elephants are preyed upon by dragons and by immense serpents
that live near the Nile River, yet they are terrified by the sound of a pig
squealing, which can do them no harm.
The elephant is a creature that has no desire to copulate. If they
wish to conceive, an elephant and his mate must both eat of the
same mandragora root. The female remains pregnant for two years,
and has just one baby at a time. The elephant can live for three
hundred years.
like a human hand, although tasks requiring two hands suffer a –3
penalty.
Natural Weapons: An elephant’s stomp has the following
combat characteristics: Init –1, Attack 0, Defense –1, Damage +3.
Their trunk is only effective as a grapple.
Appearance: The elephant found throughout the Mythic Middle
East is the Asian variety. It stands up to 10 feet tall, measures 20 feet
long and weighs up to 8,000 pounds. These statistics represent the
more commonly domesticated female — only the male elephant has
significantly sized tusks to use in combat.
Elephants have excellent hearing and vibration sense through
the trunk, gaining a +3 on all rolls involving hearing.
An average elephant inflicts +15 damage when dropped onto a
human-sized character from on high.
Elephant, Asian Male
Characteristics: Cun +1, Per +1, Pre -4, Com –4, Str +10, Sta
+3, Dex 0, Qik –2
Size: +4
Confidence Score: 0 (0)
Virtues and Flaws: Improved Characteristics*, Tough; Fear (the
squeal of a pig), Ferocity (defending herd).
* As a Size +4 creature, an elephant gains 12 Characteristic
points per Improved Characteristic Virtue.
Qualities: Amphibious, Crafty, Defensive Fighter, Grapple, Herd
Animal, Sharp Ears, Thick Skin, Tough Hide., Aggressive, Extra
Natural Weapons. Imposing Appearance x2, Large Horns (tusks),
Herd Leader, Trunk.
Personality Traits: Lustful –3, Wise +2
Combat:
Tusks: Init -2, Attack +10, Defense +4, Damage +13.
Stomp: Init –3, Attack +5, Defense +2, Damage +13
Trunk (grapple): Init –2, Attack +5, Defense +3, Damage n/a
Soak: +9
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–10), –3 (11–20), –5 (21–30),
Incapacitated (31–40), Dead (41+)
Abilities: Athletics 3 (running), Awareness 3 (food), Brawl 5
(tusks), Leadership 5 (elephants), Survival 3 (forests or plains), Swim
4 (rivers).
New Quality:
Trunk - The elephant’s trunk can be used to manipulate objects
like a human hand, although tasks requiring two hands suffer a –3
penalty.
Natural Weapons: an elephant’s stomp has the following
combat characteristics: Init –1, Attack 0, Defense –1, Damage +3.
Their trunk is only effective as a grapple.
Appearance: These stats are for the more aggressive male
elephant, who leads the herd.
Elephants have excellent hearing and vibration sense through
the trunk, gaining a +3 on all rolls involving hearing.
An average elephant inflicts +15 damage when dropped onto a
human-sized character from on high.
Elephant, Asian Female
Characteristics: Cun +1, Per +1, Pre –4, Com –5, Str +10, Sta
+3, Dex 0, Qik –2
Size: +4
Confidence Score: 0 (0)
Virtues and Flaws: Improved Characteristics*, Tough; Fear (the
squeal of a pig).
* As a Size +4 creature, an elephant gains 12 Characteristic
points per Improved Characteristic Virtue.
Qualities: Amphibious, Crafty, Defensive Fighter, Grapple, Herd
Animal, Sharp Ears, Thick Skin, Tough Hide, Trunk.
Personality Traits: Lustful –3, Wise +2
Combat:
Stomp: Init –3, Attack +4, Defense +2, Damage +13
Trunk (grapple): Init –2, Attack +4, Defense +3, Damage n/a
Soak: +9
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–10), –3 (11–20), –5 (21–30),
Incapacitated (31–40), Dead (41+)
Abilities: Athletics 3 (running), Awareness 3 (food), Brawl 4
(dodge), Survival 3 (forests or plains), Swim 4 (rivers).
New Quality:
Trunk - The elephant’s trunk can be used to manipulate objects
Elephant, Asian War
Characteristics: Cun +1, Per +1, Pre –4, Com –5, Str +10, Sta
+3, Dex 0, Qik –2
Size: +4
Confidence Score: 0 (0)
Virtues and Flaws: Improved Characteristics*, Tough; Fear (the
squeal of a pig).
* As a Size +4 creature, an elephant gains 12 Characteristic
points per Improved Characteristic Virtue.
Qualities: Amphibious, Crafty, Defensive Fighter, Grapple,
Herd Animal, Sharp Ears, Thick Skin, Tough Hide, Aggressive, Pack
Animal, Trunk.
Personality Traits: Lustful –3, Wise +2
Combat:
Stomp: Init –2, Attack +6, Defense +3, Damage +13
Trunk (grapple): Init –1, Attack +5, Defense +2, Damage n/a
Soak: +9
13
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–10), –3 (11–20), –5 (21–30),
Incapacitated (31–40), Dead (41+)
Abilities: Athletics 3 (running), Awareness 3 (food), Brawl 5
(stomp), Survival 3 (forests or plains), Swim 4 (rivers).
New Quality:
Trunk - The elephant’s trunk can be used to manipulate objects
like a human hand, although tasks requiring two hands suffer a –3
penalty.
Natural Weapons: An elephant’s stomp has the following
combat characteristics: Init –1, Attack 0, Defense –1, Damage +3.
Their trunk is only effective as a grapple.
Appearance: Persian war elephants are usually clad in the
equivalent of leather or metal scale (add Protection of 3 or more
to Soak) and carry a platform known as a howdah which can
accommodate up to six soldiers armed with javelins, polearms or
bows. They can be trained to fight as part of a Trained Group with
their squad of accompanying soldiers under the direction of their
mahout or driver.
Falcon, Gyrfalcon (Falco)
Characteristics: Cun -1, Per +3, Pre -1, Com -2, Str -6, Sta +2,
Dex +1, Qik +6
Size: -3
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (swooping attack), Keen Vision,
Fragile Constitution
Qualities: Accomplished Flier, Fast Flier, Keen Eyesight, Pursuit
Predator, Extra Natural Weapons
Personality Traits: Fierce +3
Reputations: None
Combat:
Talons: Init +5, Attack +6, Defense +12, Damage -4
Beak: Init +6, Atk +6, Defense +9, Damage -5
Soak: -2
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8),
Dead (9+)
Abilities: Athletics 5 (swift flight), Awareness 4 (spotting prey),
Brawl 2 (talons), Hunt 4 (game birds), Survival 3 (cold climates)
Natural Weapons: The weapon statistics for a falcon's talons
are Init -1, Atk +2, Def +3, Dam +2. The statistics for its beak are Init
0, Atk +3, Def +1, Dam +1.
Appearance: These statistics are for a gyrfalcon, the largest and
most prized of falcons. Its wingspan can exceed four feet. It has a
short, hooked beak and dark eyes. Its plumage may be white, grey,
or dark brown and has a banded pattern.
The falcon is among the swiftest of birds and hunts on the wing,
overtaking its prey in flight. Nobles use falcons to hunt game birds
such as partridge.
In the wild, the gyrfalcon can kill prey as large as a goose, and
usually hunts birds and small rodents. It lives in cold northern lands
including Scandinavia, Iceland, and Russia.
Other, smaller species of falcon are Size -4. All falcons are fast
fliers and gain a +3 bonus to rolls involving speed.
Falcon, Lanner
Characteristics: Cun -1, Per +3, Pre -1, Com -2, Str -8, Sta +2,
Dex +1, Qik +7
Size: -4
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (swooping attack), Keen Vision,
Fragile Constitution
Qualities: Accomplished Flier, Fast Flier, Keen Eyesight, Pursuit
Predator, Extra Natural Weapons
Personality Traits: Fierce +3
Reputations: None
Combat:
Talons: Init + Init +7, Attack +6, Defense +14, Damage –6
Beak: Init +7, Atk +6, Defense +12, Damage -7
Soak: -2
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Athletics 5 (swift flight), Awareness 4 (spotting prey),
Brawl 2 (talons), Hunt 4 (game birds), Leadership (lanners) 1,
Survival 3 (cold climates)
Natural Weapons: The weapon statistics for a falcon's talons
are Init -1, Atk +2, Def +3, Dam +2. The statistics for its beak are Init
0, Atk +3, Def +1, Dam +1.
Appearance: Found mainly in North Africa and Mediterranean
climes, the lanner is often used to teach falconry. A Size –4 falcon,
it lacks the Ferocity virtue and Confidence Score and is therefore
easy to train. Lanners are, uniquely, usually taught to hunt in pairs. A
pair can be taught to fight as a trained group. A trained pair therefore
attacks with Str –8, Qik +7, and Talons with Init +7, Attack +12,
Defense +14, Damage –6.
A pair of untrained birds can be purchased for a pound.
Falcon, Merlin
Characteristics: Cun -1, Per +3, Pre -1, Com -2, Str -10, Sta
+2, Dex +1, Qik +8
Size: -5
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (swooping attack), Keen Vision,
Fragile Constitution
Qualities: Accomplished Flier, Fast Flier, Keen Eyesight, Pursuit
Predator, Extra Natural Weapons
Personality Traits: Fierce +3
Reputations: None
Combat:
Talons: Init +10, Attack +5, Defense +13, Damage -8
Beak: Init +11*, Attack +6, Defense +11, Damage –9
Soak: -2
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: –3 (1), –5 (2), Incapacitated (3), Dead (4+)
Abilities: Athletics 5 (swift flight), Awareness 4 (spotting prey),
Brawl 2 (talons), Hunt 4 (game birds), Survival 3 (cold climates)
Natural Weapons: The weapon statistics for a falcon's talons
are Init -1, Atk +2, Def +3, Dam +2. The statistics for its beak are Init
0, Atk +3, Def +1, Dam +1.
Appearance: . A small but very fast falcon. Merlins are useful for
hunting small prey up to partridge size (–6). Four untrained birds can
be purchased for a pound.
Falcon, Peregrine
Characteristics: Cun -1, Per +3, Pre -1, Com 0, Str -8, Sta +2,
Dex +1, Qik +7
Size: -4
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (swooping attack), Keen Vision,
Fragile Constitution
Qualities: Accomplished Flier, Fast Flier, Keen Eyesight,
Ambush Predator, Extra Natural Weapons
Personality Traits: Fierce +3
Reputations: None
Combat:
Talons: Init +7, Attack +6, Defense +14, Damage –6.
Beak: Init +8, Atk +7, Defense +12, Damage -7
Soak: -2
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Athletics 3 (climbing flight), Awareness 4 (spotting
prey), Brawl 2 (talons), Hunt 4 (game birds), Stealth 3 (ambush prey),
Survival 3 (cold climates)
Natural Weapons: The weapon statistics for a falcon's talons
are Init -1, Atk +2, Def +3, Dam +2. The statistics for its beak are Init
0, Atk +3, Def +1, Dam +1.
Appearance: Smaller than the gyrfalcon, with Size –4, the
peregrine attacks from flight, hovering overhead and then falling like
a stone to grab its prey in outstretched talons in a swooping attack.
14
Qualities: Aquatic, Fins, Slippery, Defensive Fighter, Pack
Animal, Aggressive
Personality Traits: Loyal +3
Combat:
Teeth: Init +3, Atk +9, Dfn +9, Dam –5
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Awareness 2 (food), Brawl 5 (teeth), Survival 3 (sea),
Swim 5 (sea)
If it makes a stealthy attack on unsuspecting prey it automatically
gains +3 to its attack total and wins initiative. A peregrine falcon costs
around one pound untrained.
Falcon, Saqr
Characteristics: Cun -1, Per +3, Pre -1, Com -2, Str -6, Sta +2,
Dex +1, Qik +6
Size: -3
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (swooping attack), Keen Vision,
Fragile Constitution, Long Winded
Qualities: Accomplished Flier, Fast Flier, Keen Eyesight, Pursuit
Predator, Extra Natural Weapons, Tireless
Personality Traits: Fierce +3
Reputations: None
Combat:
Talons: Init +5, Attack +6, Defense +12, Damage -4
Beak: Init +6, Atk +6, Defense +9, Damage -5
Soak: -2
Fatigue Levels: OK, 0, 0, -1, -1, -3, -3, -5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Athletics 5 (swift flight), Awareness 4 (spotting prey),
Brawl 2 (talons), Hunt 4 (game birds), Survival 3 (cold climates)
Natural Weapons: The weapon statistics for a falcon's talons
are Init -1, Atk +2, Def +3, Dam +2. The statistics for its beak are Init
0, Atk +3, Def +1, Dam +1.
Appearance: Similar to its European cousin the gyrfalcon, the
bird most commonly used by Arabian falconers is the saq, which is
known for its endurance rather than its speed.
Exceptional saqr, especially prized by the nomad sheikhs,
possess the Puissant Hunt Virtue and the Imposing Appearance x2
Quality.
Fish, Generic
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str –8, Sta
+3, Dex 0, Qik +4
Size: –4
Qualities: Aquatic, Fins, Slippery, Defensive Fighter, Pack
Animal
Personality Traits:
Combat:
Dodge: Init +2, Atk n/a, Dfn +5, Dam n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Awareness 2 (food), Brawl 2 (dodging), Survival 3
(sea), Swim 5 (sea)
Appearance: These statistics are for a fish that is about a foot
long
Fish, Grey Mullet (Mugil)
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str –8, Sta
+3, Dex 0, Qik +6
Size: –4
Virtues and Flaws: Improved Characteristics
Qualities: Accomplished Swimmer, Aquatic, Fins, Slippery,
Defensive Fighter, Pack Animal
Personality Traits: Depressed +3
Combat:
Dodge: Init +4, Atk n/a, Dfn +7, Dam n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Awareness 2 (food), Brawl 2 (dodging), Survival 3
(sea), Swim 5 (sea)
Falcon, Shahin
Characteristics: Cun -1, Per +3, Pre -1, Com -2, Str -8, Sta +2,
Dex +1, Qik +7
Size: -4
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (swooping attack), Keen Vision,
Fragile Constitution
Qualities: Accomplished Flier, Fast Flier, Keen Eyesight,
Ambush Predator, Extra Natural Weapons
Personality Traits: Fierce +3
Reputations: None
Combat:
Talons: Init +7, Attack +6, Defense +14, Damage –6.
Beak: Init +8, Atk +7, Defense +12, Damage -7
Soak: -2
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Athletics 3 (climbing flight), Awareness 4 (spotting
prey), Brawl 2 (talons), Hunt 4 (game birds), Stealth 3 (ambush prey),
Survival 3 (cold climates)
Natural Weapons: The weapon statistics for a falcon's talons
are Init -1, Atk +2, Def +3, Dam +2. The statistics for its beak are Init
0, Atk +3, Def +1, Dam +1.
Appearance: These smaller hawks are equivalent to the
peregrine falcons of Europe. These Size –4 raptors are the fastest
falcons but have much less endurance.
They excel in catching smaller birds on the wing, but are less
suited for desert hawking.
If it makes a stealthy attack on unsuspecting prey it automatically
gains +3 to its attack total and wins initiative.
Fish, Large
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str 0, Sta +4,
Dex 0, Qik –2
Size: 0
Confidence: 0
Qualities: Aquatic, Fins, Hardy, Herd Animal, Slippery, Thick
scales
Personality Traits: Phlegmatic +2
Combat:
Teeth: Init –2, Attack +5, Defense +1 (+4 vs. grapple), Damage
+3
Dodge: Init –2, Attack n/a, Defense +2 (+5 vs. grapple), Damage
n/a
Soak: +5
Fatigue Levels: OK, OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated
(16–20), Dead (21+)
Abilities: Awareness 2 (food), Brawl 2 (dodge), Survival 3 (home
territory), Swim 5 (home territory)
Encumbrance: 0
Appearance: These statistics are meant to describe a fish of
approximately human size, between 80 and 250 pounds.
If a group of large fish is attacked, the members of the group
Fish, Dogfish (Squala)
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str –6, Sta
+3, Dex 0, Qik +3
Size: –3
15
receive the Ferocity Virtue. The Ferocity Virtue grants the large fish a
Confidence Score of 1 and 3 Confidence Points to spend. Large fish
attacked while alone do not gain this benefit.
Fish, Mackerel (Scomber)
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str –8, Sta
+3, Dex 0, Qik +4
Size: –4
Qualities: Aquatic, Slippery, Defensive Fighter, Fins, Pack
Animal, Fast Swimmer
Personality Traits: Jumpy +3
Combat:
Dodge: Init +2, Atk n/a, Dfn +5, Dam n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Awareness 2 (food), Brawl 2 (dodging), Survival 3
(sea), Swim 5 (sea)
Fish, Pike (Lucius)
Characteristics: Cun -3, Per -2, Pre -5, Com -6, Str 0, Sta +1,
Qik +3, Dex +2
Size: -1
Confidence Score: 1 (3)
Virtues and Flaws: Improved Characteristics, Ferocity (Hungry),
Reserves of Strength; Greedy (minor)
Qualities: Ambush Predator, Aquatic, Fins, Long Teeth
Personality Traits: Aggressive +2, Gluttonous +3, Courageous
+1
Reputations: Ferocious 2 (local)
Combat:
Bite: Initiative +3, Attack +8, Defense +6, Damage +3
Soak: +1
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Injury Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (1316), Dead (17+)
Abilities: Awareness 2 (food), Hunt 4 (smaller fish), Swim 5
(fresh water), Brawl 2 (bite), Stealth 4 (stalking prey), Survival 3
(shores with water reed)
Natural Weapons: Bite: Initiative 0, Attack +4, Defense +1,
Damage +3.
Appearance: An elongated fish with a long fin on its back, its
body is almost like a cylinder; but its head is elongated and opens
upwards revealing rows of teeth. It is the most dangerous fish of
many rivers, lakes and ponds in Mythical Europe. It does not usually
disturb prey larger than it, but it can bite someone swimming along
its banks covered with vegetation.
When he manages to surprise his prey, he gains Initiative and
adds +3 to his attack during the first combat turn.
Fish, Salmon
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str –4, Sta
+3, Dex +2, Qik +2
Size: –2
Virtues and Flaws: Unaging, Intuition, Improved characteristics.
Qualities: Aquatic, Fins, Slippery, Defensive Fighter, Pack
Animal, Good Jumper, Tireless
Personality Traits: Wise +3
Combat:
Dodge: Init +0, Atk n/a, Dfn +3, Dam n/a
Soak: +1
Fatigue Levels: OK, 0/0, –1/-1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Awareness 2 (food), Brawl 2 (dodging), Survival 3
(sea), Swim 5 (sea)
Fish, Scorpion Fish (Scorpaena)
Characteristics: Cun –2, Per –2, Pre –5, Com –6, Str +10, Sta
+3, Dex +1, Qik 0
Size: +5
Confidence Score: 1 (3)
Virtues and Flaws: Improved Characteristics, Ferocity (in
shallow water), Tough; Greedy
Mundane Qualities: Aggressive, Aquatic, Fins, Large Teeth,
Pursuit Predator, Thick Scales, Tough Hide, Swallow Whole
Personality Traits: Hungry +6
Reputations: Killer 2 (Local)
Combat:
Bite: Init 0, Attack +11, Defense +7, Damage +13
Soak: +10
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–10), –3 (11–20), –5 (21–30),
Incapacitated (31–40), Dead (41+)
Abilities: Awareness 2 (prey), Brawl 5 (teeth), Hunt 4 (large
fish), Survival 3 (Red Sea), Swim 5 (deep water)
New Quality:
Swallow Whole - The Scorpaena can swallow whole any creature
of Size 0 or smaller. The creature can struggle to escape, but the
confining nature of the gullet permits only Brawl attacks.
It is impossible to breathe inside the fish, requiring deprivation
rolls (ArM5, page 180) even if the victim escapes the grapple. Three
rounds after being swallowed, the victim reaches the stomach.
The powerful acids inflict +9 damage every round, complete
immersion quadruples this to +36 (ArM5, page 181). A character
may be able to brace himself and avoid complete immersion: make
a Strength + Athletics roll each round: Ease Factor 6 results in only
half immersion (triple damage), Ease Factor 9 results in immersion
of a limb (double damage), and Ease Factor 12 means just a splash
(normal damage). The fish cannot swallow a second creature until
the previous one has reached the stomach.
Appearance: A hideous fish over six paces long with a toad-like
mouth filled with razorsharp teeth. Its body is red, and festooned with
rough nodules and long spines.
Small specimens of the scorpion fish — two feet long or so —
are occasionally caught in the nets of Red Sea fishermen, but these
statistics are for a twenty foot long horror.
Fish, Sole (Solea)
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str –8, Sta
+3, Dex 0, Qik +4
Size: –4
Qualities: Aquatic, Camouflage, Fins, Slippery, Defensive
Fighter, Pack Animal
Personality Traits: Timid +3
Combat:
Dodge: Init +2, Atk n/a, Dfn +5, Dam n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Awareness 2 (food), Brawl 2 (dodging), Survival 3
(sea), Swim 5 (sea)
Fish, Sturgeon
Characteristics: Cun +0, Per +0, Pre -3, Com -5, Str +4, Sta +3,
Qik -2, Dex +1
Size: +2
Qualities: Aquatic, Fins, Pack Animal, Defensive Fighter, Good
Jumper, Slippery
Combat:
Teeth: Ini -2, Atk 8, Def 3, Dmg 5
Soak: +3
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1–7), –3 (8–14), –5 (15–21), Incapacitated
(22–28), Dead (29+)
Abilities: Brawl 4 (dodging), Survival 3 (home terrain),
Awareness 2 (food), Swim 5 (home terrain)
16
Soak: –1
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Athletics 4 (running), Awareness 3 (food), Brawl 3
(bite), Hunt 4 (prey), Stealth 4 (stalking prey), Survival 4 (desert)
Natural Weapons: Teeth: Init 0, Atk +3, Def +1, Dam +1.
Appearance: Much smaller than a wolf, the sand fox is slighter
with an elongated body, narrow head and short limbs. Its fur is sandy
in colour, and it has very large ears.
Larger Arabian variants (Size–-3) of the sand fox with more
reddish coloration can be found only in ‘Uman in southern Arabia
– their Wound Penalties are adjusted accordingly but their combat
statistics are otherwise identical.
All foxes are excellent jumpers and get a +3 to all rolls involving
jumping. Bjornaer magi with fox Heartbeasts are considered to have
a choleric humor with a sanguine aspect.
Sturgeons are some of the largest fish, and can typically grow to
2-3.5 meter long (about 6-12 feet). They generally feed off the bottom
of the ocean, but the large ones have been known to eat smaller fish,
if they catch them.
Sturgeons are prized not just for their flesh, but for the fact that
some species produce caviar.
Fox, Cunning
Characteristics: Cun +3, Per 0, Pre –2, Com –5, Str –6, Sta –1,
Dex +2, Qik +6
Size: –4
Confidence Score: 0
Virtues and Flaws: Perfect Balance; Nocturnal
Qualities: Ambush Predator, Crafty x2, Good Jumper, Hardy,
Sharp Ears
Personality Traits: Sly +3
Reputations: Wily (local) 3
Combat:
Dodge: Init +6, Attack na, Defense +8, Damage na
Bite: Init +6, Attack +9, Defense +10, Damage –5
Soak: –1
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Athletics 4 (running), Awareness 3 (food), Brawl 3
(bite), Guile (animals) 3, Hunt 4 (prey), Stealth 4 (stalking prey),
Survival 4 (desert)
Natural Weapons: Teeth: Init 0, Atk +3, Def +1, Dam +1
All foxes are excellent jumpers and get a +3 to all rolls involving
jumping. Bjornaer magi with fox Heartbeasts are considered to have
a choleric humor with a sanguine aspect.
Frog, Common
Characteristics: Cun +0, Per +0, Pre -4, Com -5, Str -16, Sta
+2, Qik +9, Dex 1
Size: -9
Qualities: Amphibious, Good Jumper, Aquatic, Camouflage,
Timid, Slippery
Combat:
Grapple: Ini 9, Atk 3, Def 11, Dmg N/A
Soak: +2
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Awareness 4 (predators), Brawl 2 (dodging), Stealth 4
(hiding), Survival 3 (home terrain), Swim 5 (home terrain)
Fox, Fanak (Fennec)
Gazelle, Persian
Characteristics: Cun +1, Per 0, Pre –2, Com –5, Str –8, Sta –1,
Dex +2, Qik +7
Size: –5
Confidence Score: 0
Virtues and Flaws: Perfect Balance; Nocturnal
Qualities: Ambush Predator, Crafty, Good Jumper, Hardy, Sharp
Ears
Personality Traits: Sly +3
Reputations: Wily (local) 3
Combat:
Dodge: Init +7, Attack na, Defense +9, Damage na
Bite: Init +7, Attack +9, Defense +11, Damage –7
Soak: –1
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –3 (1), –5 (2), Incapacitated (3), Dead (4+)
Abilities: Athletics 4 (running), Awareness 3 (food), Brawl 3
(bite), Hunt 4 (prey), Stealth 4 (stalking prey), Survival 4 (desert)
Natural Weapons: Teeth: Init 0, Atk +3, Def +1, Dam +1.
Appearance: A smaller cousin of the sand fox, is characterized
by oversized ears.
All foxes are excellent jumpers and get a +3 to all rolls involving
jumping. Bjornaer magi with fox Heartbeasts are considered to have
a choleric humor with a sanguine aspect.
Characteristics: Cun –2, Per +1, Pre –4, Com –4, Str –2, Sta
+3, Dex +1, Qik +3
Size: –1
Virtues and Flaws: Improved Abilities, Long Winded, WellTraveled; Compassionate
Qualities: Defensive Fighter, Fast Runner, Herd Leader*, Keen
Eyesight, Large Horns*, Herd Animal, Tireless
* Males only.
Personality Traits: Gentle +3
Combat:
Horns: Init +5, Attack +8, Defense +9, Damage +1
Dodge: Init +3, Attack n/a, Defense +10, Damage n/a
Soak: +4
Fatigue Levels: OK, 0/0, –1/–1, –3/–3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated
(13–16), Dead (17+)
Abilities: Area Lore: Dasht-i Kavir 4 (finding water), Athletics 4
(running), Awareness 3 (predators), Brawl 4 (dodging), Leadership 5
(gazelles)*, Survival 3 (semi-desert)
* Males only.
Appearance: A small, delicate antelope with fawn hide; its flanks
are marked with a dark stripe. The male has horns that it uses to
defend itself.
The gazelle (Arabic ghazal), is called “dorcas” in the Western
bestiaries. It has exceptionally sharp sight (+3 to vision-related
rolls) and is swift (+3 to running-related rolls). Only the male gazelle
engages in combat; when forced to do so, he temporarily gains the
Ferocity Virtue (grants 3 temporary Confidence Points). It is common
in the Dasht-i Kavir of Persia.
Fox, Sand Fox
Characteristics: Cun +1, Per 0, Pre –2, Com –5, Str –6, Sta –1,
Dex +2, Qik +6
Size: –4
Confidence Score: 0
Virtues and Flaws: Perfect Balance; Nocturnal
Qualities: Ambush Predator, Crafty, Good Jumper, Hardy, Sharp
Ears
Personality Traits: Sly +3
Reputations: Wily (local) 3
Combat:
Dodge: Init +6, Attack na, Defense +8, Damage na
Bite: Init +6, Attack +9, Defense +10, Damage –5
17
Geese
Characteristics: Cun -1, Per +3, Pre -2, Com +0, Str -4, Sta +1,
Qik +2, Dex +3
Size: -2
Virtues and Flaws: Homing Instinct;
Qualities: Amphibious, Good Jumper, Herd Animal, Keen Sense
of Smell, Vocal
Combat:
Beak: Ini +2, Atk +8, Def +5, Dmg -3
Soak: +1
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Atheltics 3 (flying), Brawl 2 (dodging), Survival 3 (home
terrain), Awareness 4 (food), Swim 4 (home terrain), Music 3 (voice)
There are two kinds of geese: wild geese, which fly in order high
in the sky; and domestic geese, which live in villages, clamor, and
main themselves with their beaks. Geese mark the night watch by
repeated cackling; geese thus warned the Romans of the attacking
Gauls. Geese can smell the odor of man better than any other animal
can.
Goat, Ibex
Characteristics: Cun –1, Per +1, Pre –4, Com –5, Str +4, Sta
+1, Dex +2, Qik -1
Size: +1
Virtues and Flaws: Long-Winded, Perfect Balance; Lecherous
(Minor).
Qualities: Aggressive, Extra Natural Weapons (horns), Hardy,
Herd Animal, Keen Vision, Large Horns, Skilled Climber.
Personality Traits: Lustful +1
Reputations: Lecherous (local) 2
Combat:
Horns: Init +1, Attack +11, Defense +7, Damage +8
Hooves: Init +1, Attack +9, Defense +6, Damage +5
Soak: +1
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated
(13–16), Dead (17+)
Abilities: 4 (running), Awareness 3 (predators), Brawl 5 (horns),
Survival 5 (hills)
Natural Weapons: Horns: Init +2, Atk +3, Def +2, Dam +3;
Hooves: Init +2, Atk +2, Def +2, Dam +1.
Appearance: The statistics are for an ibex. An ibex is any of
several species of wild mountain goat (genus Capra), distinguished
by the male's large recurved horns, which are transversely ridged
in front. Ibex are found in Eurasia, North Africa, and East Africa.
Ranging in height from 27 to 43 inches (0.69 to 1.09 m) and weighing
200 to 270 pounds (91 to 120 kg)
All goats and sheep are good climbers and gain a +3 bonus to all
rolls involving climbing.
Goat, Mouflon
Characteristics: Cun –1, Per +1, Pre –4, Com –5, Str +2, Sta
+1, Dex +2, Qik 0
Size: 0
Virtues and Flaws: Long-Winded, Perfect Balance; Lecherous
(Minor).
Qualities: Aggressive, Extra Natural Weapons (horns), Hardy,
Herd Animal, Keen Vision, Skilled Climber.
Personality Traits: Lustful +1
Reputations: Lecherous (local) 2
Combat:
Horns: Init +2, Attack +11, Defense +8, Damage +5
Hooves: Init +2, Attack +9, Defense +7, Damage +3
Soak: +1
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated
(13–16), Dead (17+)
Abilities: 4 (running), Awareness 3 (predators), Brawl 5 (horns),
Survival 5 (hills)
Natural Weapons: Horns: Init +2, Atk +3, Def +2, Dam +3;
Hooves: Init +2, Atk +2, Def +2, Dam +1.
Appearance: The statistics are for the mouflon, goats with rear
curving horns that inhabit the Caspian region.
All goats and sheep are good climbers and gain a +3 bonus to all
rolls involving climbing.
Goat, Wild (Capra)
Characteristics: Cun –1, Per +1, Pre –4, Com –5, Str 0, Sta +1,
Dex +2, Qik +1
Size: –1
Virtues and Flaws: Long-Winded, Perfect Balance; Lecherous
(Minor).
Qualities: Aggressive, Extra Natural Weapons (horns), Hardy,
Herd Animal, Keen Vision, Skilled Climber.
Personality Traits: Lustful +1
Reputations: Lecherous (local) 2
Combat:
Horns: Init +2, Attack +11, Defense +6, Damage +2
Hooves: Init +3, Attack +9, Defense +8, Damage +1
Soak: +1
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated
(13–16), Dead (17+)
Abilities: 4 (running), Awareness 3 (predators), Brawl 5 (horns),
Survival 5 (hills)
Natural Weapons: Horns: Init +1, Atk +3, Def –1, Dam +2;
Hooves: Init +2, Atk +2, Def +2, Dam +1.
Appearance: The statistics above reflect a small wild she-goat
(Arabic: ‘anaza) such as an Arabian tahr. Both male and female goats
have short knobbly horns, although males of many breeds possess
larger natural weapons
Male goats (hircus) are similar to the basic she-goat above but
some may be larger (Size 0, increasing Strength to +2 and dropping
Quickness to 0), have a stronger Personality Trait of Lustful +3 and
have the Ferocity (romantic rival) Virtue.
All goats and sheep are good climbers and gain a +3 bonus to all
rolls involving climbing.
Bjornaer magi with wild goat Heartbeasts have a melancholic
humor whereas those with wild sheep Heartbeasts are melancholic
with a choleric aspect.
Grouse
Characteristics: Int –3, Per +2, Pre –1, Com –2, Str –3, Sta +3,
Dex 0, Qik +2
Size: –2
Confidence: 1 (3)
Virtues and Flaws: Ferocity (when defending nest), Gossip,
Clumsy, Noncombatant
Qualities: Camouflage, Ambush Predator, Hardy, Vocal
Personality Traits: Brave +3, Inquisitive +1
Combat:
Beak: Init +2, Attack +7, Defense +7, Damage –2
Dodge: Init +5, Attack n/a, Defense +6, Damage n/a
Soak: +3
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconcious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Athletics 3 (flying), Awareness 4 (food), Brawl 2
(dodging), Hunt 4 (spiders), Music 3 (grouse-songs), Stealth 4
(stalking insects), Survival 5 (moorland)
Appearance: These stats are for a male black grouse (also
called a blackcock). it is a handsome bird, with black plumage, red
wattles, white wing-bars, and a lyreshaped tail. Like other game
birds, the body is long and usually held horizontally, but when he
stands upright he is about four feet tall.
Grouse is naturally expert at remaining hidden, and receives a +3
bonus to Stealth rolls whenever he is not moving. Grouse eat plant
shoots and insects; when hunting the latter he has a +3 bonus to his
Attack Total in the first round of combat if his opponent is unaware
of his presence.
18
Hare (Lepus)
Hawk, Egyptian Vulture (Vultor)
Characteristics: Cun -2, Per +1, Pre -5, Com -5, Str -6, Sta +1,
Dex +3, Qik ​​+4
Size: -6
Confidence Score: 1 (3)
Virtues and Defects: Ferocity (when avoiding predators), Pious
(minor), Transvestite
Qualities: Fast Runner, Good Jumper, Keen Sense of Smell,
Timid
Personality Traits: Changeable +3, Restless +2
Reputations: Fast 2 (Local)
Combat:
Dodge: Initiative +4, Attack n/a, Defense +4, Damage n/a
Stamina: +1
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Injury Penalties: –5 (1), Incapacitated (2), Dead (3+)
Skills: Attention 4 (Predators), Athletics 4 (Running), Brawl 2
(Dodge). Stealth 4 (Predators), Survival 5 (Field)
Natural Weapons: Kicks : Initiative +2, Attack +2, Defense +2,
Damage +1
Appearance: A small animal, similar to a rabbit, but whose fur
always corresponds to that of the place where it normally lives.
Pliny claimed that they change sex, which suggests that they do
not actually distinguish well from their own sex at times, as in fights
during their mating season. They are hunted as a sport, and they
have learned to avoid predators.
Characteristics: Cun 0, Per +4, Pre –6 or +3*, Com –2, Str -4,
Sta +3, Dex +1, Qik +4
* due to the vulture’s Loathsome Appearance Quality
Size: –4
Confidence Score: 0 (0)
Virtues and Flaws: Lesser Immunity: Rotten Meat, LongWinded; Feral Scent, Infamous
Qualities: Accomplished Flyer, Extra Natural Weapons (claws),
Keen Sense of Smell, Loathsome Appearance
Personality Traits: Morbid +2, Patient +1
Reputations: Omen of impending death 2 (local)
Combat:
Talons: Init +3, Attack +6, Defense +10, Damage –4
Beak: Init +4, Attack +6, Defense +7, Damage –3
Stone (dropped)**: Init +4, Attack –1, Defense n/a, Range 10,
Special***
Stone (bludgeon)**: Init +4, Attack 0, Defense +6, Damage –2
** A vulture has the equivalent of the No Hands Flaw, so attacks
using stones are at a –5 penalty.
*** A stone half the size of a man’s fist inflicts +3 base damage
plus an additional +1 for every two feet in height from which it is
dropped (see the Impact Table on page 181 of ArM5).
Soak: +3
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–2), –3 (3–4), –5 (5–6), Incapacitated
(7–8), Dead (9+)
Abilities: Athletics 5 (swift flight), Awareness 4 (spotting
corpses), Brawl 2 (talons), Survival 3 (deserts or mountains), Thrown
Weapon 2 (rock).
Natural Weapons: The weapon statistics for a vulture’s talons
are Init –1, Atk +2, Def +3, Dam +2. The statistics for its beak are Init
0, Atk +3, Def +1, Dam +1 and for a dropped stone Init 0, Atk +1, Def
0, Dam Special.
Appearance: A large ugly raptor with a bright orange face and
white plumage with black tipped wings, often soiled with blood and
carrion. Its head is bald, preventing its features from being stained
when eating.
Larger vultures, up to Size –1, are found across Mythic Africa.
Although slower, these raptors are much more aggressive (add the
Aggressive Quality — add 1 to Cunning and increase Brawl (talons)
to 5) and have been known to attack flamingoes and other smaller
creatures instead of just scavenging.
Vultures are highly intelligent and the more capable ones have
been known to use rocks as tools to break open eggs in nests. They
can also drop stones on their prey — Greek mythology claims that
the poet Aeschylus was killed when a stone was dropped on him by
a bird mistaking his bald head for a tortoise.
Vultures that dwell in remote mountain crags often nest within
Magic auras and become Warped from repeated exposure to magical
energies. These creatures are readily distinguished by their brilliant
and varied colored plumages. Some of these magical vultures are
capable of limited divination with a particular emphasis on death.
These avian seers have the equivalent of the Premonitions Minor
Supernatural Virtue or the Visions Minor Supernatural Flaw.
More accomplished and older female vultures can possess the
Divination Major Supernatural Virtue (see The Mysteries: Revised
Edition, pages 58–62) and have a relevant Ability score of Divination
4 (death). They receive a bonus to Ceremonial Augury of +3 for
misfortune and a bonus of +5 for augury questions involving death.
These birds are a common form for shapeshifted ghul or Infernal
hedge wizards.
Bjornaer with a vulture Heartbeast have a sanguine temperament
with a choleric aspect. They are almost always female.
According to Pliny, vultures have a keen sense of smell, able to
detect carrion from across the sea and add +3 to rolls involving smell
and a +2 to all Hunt rolls.
Hawk, Bearded Vulture (Gypaetus)
Characteristics: Cun -1, Per 3, Pre -1, Com -2, Str -1, Sta 1,
Qik 2, Dex 2
Size: -2
Virtues and Flaws: Improved Characteristics, Reserves of
Strength; Clumsy
Qualities: Accomplished Flyer, Hardy, Keen Eyesight, Ambush
Predator, Tireless, Imposing Appearance, Fast Flyer
Personality Traits: Elusive +2,
Reputations: Bone Eater 2 (Local)
Combat:
Claws: Ini +1, Atk +6, Def +7, Dmg 1
Soak:
1
Fatigue Levels: OK, 0/0, -1/-1, -3/-3, -5, Unconscious
Injury Penalties: -1 (1-3), -3 (4-6), -5 (7-9), Incapacitated (1012), Dead (13+)
Skills: Atheltics 3 (flying), Brawl 2 (dodging), Survival 5
(mountains), Awareness 4 (food), Hunt 4 (turtles), Stealth 4 (stalking
prey)
Appearance: Large bird with warm colors reaching white in case
of being an adult. It resembles a vulture but with plumage on the neck
and legs, but its beak and profile is quite similar if this is not taken
into account.
The bearded vulture is a scavenger bird that mostly devours
bones, waiting for predators and other scavengers to clean the
bones. He even prefers to catch the bones that he will devour in
the air or even their nests in the mountains, to drop them until they
are shattered and devour them. They live in permanent pairs in their
remote nests. This profile describes a common bearded vulture, but
falconry-loving Jerbitons argue that it is the magi bird of prey; and
they have introduced birds capable of being Familiars by the magi,
both magical and simply touched by the supernatural. It is a famous
bird for having realized an oracle about Aeschylus, a playwright of
antiquity; who fled the city when he was prophesied that he would
die crushed by a house,
When it is not looking for bones, and prefer something alive,
they often concentrate on lizards and rodents nearby, which it traps
and eats quickly; but he usually prefers tortoises that he catches
and then drops. Whatever living prey they hunt, they gain initiative
against them on the first turn, in addition to adding +3 to their attack
total that first turn. Add +6 when using sight.
19
Hawk, Golden Eagle
Characteristics: Cun -1, Per +3, Pre +1, Com 0, Str -4, Sta +2,
Dex +1, Qik +5
Size: -2
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (swooping attack), Keen Vision,
Fragile Constitution
Qualities: Accomplished Flier, Fast Flier, Keen Eyesight, Pursuit
Predator, Extra Natural Weapons, Grapple, Imposing Appearance x2
Personality Traits: Fierce +3
Reputations: None
Combat:
Talons: Init +4, Attack +6, Defense +11, Damage -2
Beak: Init +5, Atk +6, Defense +8, Damage -3
Soak: -2
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-3), -3 (4-6), -5 (7-9), Incapacitated (1012), Dead (13+)
Abilities: Athletics 5 (swift flight), Awareness 4 (spotting prey),
Brawl 2 (talons), Hunt 4 (game birds), Survival 3 (cold climates)
Natural Weapons: The weapon statistics for a falcon's talons
are Init -1, Atk +2, Def +3, Dam +2. The statistics for its beak are Init
0, Atk +3, Def +1, Dam +1.
Appearance: Used by the eastern Turks and Mongols, the large
burkit (Size –2) of the steppe are used to hunt foxes and can even be
trained to attack wolves.
Hawk, Goshawk
Characteristics: Cun -1, Per +3, Pre -1, Com 0, Str -6, Sta +2,
Dex +1, Qik +6
Size: -3
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (swooping attack), Keen Vision,
Fragile Constitution
Qualities: Accomplished Flier, Aggressive, Keen Eyesight,
Pursuit Predator, Extra Natural Weapons
Personality Traits: Fierce +3
Reputations: None
Combat:
Talons: Init +5, Attack +9, Defense +12, Damage -4
Beak: Init +6, Atk +9, Defense +9, Damage -5
Soak: -2
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8),
Dead (9+)
Abilities: Athletics 5 (swift flight), Awareness 4 (spotting prey),
Brawl 2 (talons), Hunt 4 (game birds), Survival 3 (cold climates)
Natural Weapons: The weapon statistics for a falcon's talons
are Init -1, Atk +2, Def +3, Dam +2. The statistics for its beak are Init
0, Atk +3, Def +1, Dam +1.
Appearance: The female goshawk is the same size as a
gyrfalcon, but the goshawk is flown from the fist, with a distinctive
graceful flight style. Despite their aggression, goshawks do not
attack prey larger than Size –2 unless specifically trained to hunt that
particular type of prey. An untrained goshawk can be purchased for
a pound.
Hawk, Sparrowhawk
Characteristics: Cun -1, Per +3, Pre -1, Com 0, Str -8, Sta -3,
Dex +1, Qik +7
Size: -4
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (swooping attack), Keen Vision,
Fragile Constitution
Qualities: Accomplished Flier, Keen Eyesight, Pursuit Predator,
Extra Natural Weapons
Personality Traits: Fierce +3
Reputations: None
Combat:
Talons: Init +6, Attack +6, Defense +13, Damage -6
Beak: Init +8, Atk +6, Defense +13, Damage -7
Soak: -3
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8),
Dead (9+)
Abilities: Athletics 5 (swift flight), Awareness 4 (spotting prey),
Brawl 2 (talons), Hunt 4 (game birds), Survival 3 (cold climates)
Natural Weapons: The weapon statistics for a falcon's talons
are Init -1, Atk +2, Def +3, Dam +2. The statistics for its beak are Init
0, Atk +3, Def +1, Dam +1.
Appearance: The most commonly found hawk in Mythic Europe,
and hence the most widely flown, sparrowhawks are often captured
in the wild. If purchased, six untrained bird can be bought for a pound.
Sparrowhawks are notoriously difficult to raise, with an Aging
rolls modifier of –3 and a Stamina of –3, giving them Soak –3 to
reflect their extreme fragility. They are naturally perverse, sometimes
dying just to spite their owners.
Hedgehog (Erinaceus)
Characteristics: Cu -2, Per +2, Pre -5, Com -5, Str -7, Sta +3,
Qik ​​+2, Dex +1
Size: -5
Confidence Score: 0
Virtues and Flaws: Enduring Constitution; Clumsy
Qualities: Sharp Ears, Camouflage, Tough Hide, Spiny,
Defensive Fighter, Thick Scales, Keen Sense of Smell, Timid
Personality Traits: Solitary +3, Calm +2, Attentive +2
Reputations: Painful Spikes 1 (Local)
Combat:
Dodge: Initiative +2, Attack n / a, Defense +7, Damage n / a
Stamina: +7
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Injury Penalties: –3 (1), –5 (2), Incapacitated (3), Dead (4+)
Skills: Awareness 4 (predators), Athletics 4 (running), Brawl 4
(dodge), Survival 3 (field), Stealth 4 (hiding)
Natural Weapons: Spikes, +5 damage to anyone who attacks
the hedgehog with their hands, bite or claws for example.
Appearance: A plump creature, covered in spikes that curls into
a ball in certain situations. It looks like a set of thorns at the time. It
sniffs and is attentive, since it has developed smell and hearing (+3
to Perception tests related to either of both senses), using hearing
by predators and smell especially to look for food. The Romans bred
them to take advantage of their spiny fur and it is used to remedy
baldness.
Heron, Grey
Characteristics: Cun +1, Per +2, Pre -2, Com -2, Str -3, Sta -1,
Qik +3, Dex +4
Size: -2
Virtues and Flaws: Great Dexterity, Puissant Survival
Qualities: Ambush Predator, Crafty, Crafty, Defensive Fighter
Combat:
Beak: Ini +3, Atk +11, Def +8, Dmg -2
Soak:
-1
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Atheltics 3 (flying), Brawl 4 (dodging), Survival 3+2
(home terrain), Awareness 4 (food), Hunt 4 (prey), Stealth 4 (stalking
prey)
This bird nests in trees close to lakes, seashore, or wetlands.
And they feed from the fish, amphbians, insects, and some small
mammals in the waters, or their vicinity.
The heron is a bird that is wiser than all others, and is said to be
afraid of rain storms, and therefore flies above the clouds to avoid
them. It s said that when a heron takes flight, a storm is coming.
20
Hippopotamus
Horse, Arabian Warhorse
Characteristics: Cun –1, Per 0, Pre –4, Com –5, Str +8, Sta +3,
Dex +1, Qik –4
Size: +4
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (against those in the way); Obese,
Poor Eyesight
Mundane Qualities: Aggressive, Amphibious, Extra Natural
Weapons, Herd Animal, Large Teeth, Tough Hide, Overrun
Personality Traits: Bad Tempered +3, Territorial +2
Combat:
Bite: Init –4, Attack +10, Defense +4, Damage +13
Stomp: Init –5, Attack +9, Defense 0, Damage +11
Soak: +6
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–9), –3 (10–18), –5 (19–27),
Incapacitated (28–36), Dead (37+)
Abilities: Awareness 3 (interlopers), Athletics 4 (running), Brawl
5 (tusks), Survival 3 (rivers), Swim 4 (rivers)
New Quality:
Overrun - This effect only applies if the creature has charged into
combat, exerting itself for this attack. If the attack is successful, the
opponent must make a Dexterity + Athletics stress roll against an
Ease Factor equal to (Damage Total (before soak) + hippopotamus’s
Size – opponent’s Size). If the roll fails, the opponent lands on the
ground a number of feet away equal to the hippotamus’s Size, taking
falling damage in the process.
He must spend his next action regaining his feet, although the
creature normally follows up with a trample. Prone characters cannot
parry, but must use Brawl to defend themselves.
Natural Weapons: A hippopotamus’s weapons has the following
combat characteristics: Stomp: Init –1, Attack +3, Defense –1,
Damage +3. Tusks: Init 0, Attack +4, Defense +2, Damage +5.
Appearance: A huge pig-like animal with a wide mouth filled with
long, peglike tusks. They stand about five feet at the shoulder, can be
twelve feet long, and weigh over 5000 pounds.
These huge creatures are a familiar sight to the people who dwell
near the Nile. They seem docile when wallowing in the mud at the
river’s edge, but hippopotamuses are aggressive and territorial, and
do not tolerate other users of the river. They reluctantly make way for
any boat bigger than themselves, but smaller vessels are liable to be
capsized by the sudden emergence of a submerged hippopotamus.
They emerge from the river at night to graze, and fatalities can occur
if the creatures believe that their retreat back to the river’s safety has
been cut off. Hippopotamuses walk backwards when breaking into
fields to feast on crops in order to fool those who would track them.
Characteristics: Cun -2, Per 0, Pre 1, Com -4, Str +6, Sta +3,
Dex +1, Qik 0
Size: +3
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (when ridden in battle), Improved
Characteristics, Long-Winded, Proud (minor), Great Quickness
Qualities: Domesticated, Fast Runner, Herd Animal, Imposing
Appearance x2, Tireless
Personality Traits: Loyal +2, Brave +1
Reputations: Aggressive (local) 1
Combat:
Hooves: Init +2, Attack +7, Defense +6, Damage +7
Soak: +3
Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-8), -3 (9-16), -5 (17-24), Incapacitated
(25-32), Dead (33+)
Abilities: Athletics 5 (balancing), Brawl 3 (hooves)
Natural Weapons: The weapon statistics for a destrier's kick are
Init +2, Atk +2, Def +2, Dam +1.
Horse, Courser (Equus)
Characteristics: Cun -2, Per 0, Pre 0, Com -4, Str +4, Sta +3,
Dex -2, Qik +2
Size: +2
Confidence Score: 0
Virtues and Flaws: Fear (loud noises), Long-Winded, Improved
Characteristics, Noncombatant
Qualities: Domesticated, Fast Runner, Good Jumper, Herd
Animal, Imposing Appearance, Tireless
Personality Traits: Skittish +3, Brave -2
Reputations: None
Combat:
Hooves: Init +4, Attack 0, Defense +4, Damage +5
Soak: +3
Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-7), -3 (8-14), -5 (16-21), Incapacitated
(22-28), Dead (29+)
Abilities: Athletics 4 (long-distance running), Awareness 3
(noises)
Natural Weapons: The weapon statistics for a courser's kick are
Init +2, Atk +2, Def +2, Dam +1.
Appearance: The courser is a swift horse belonging to a midsized, athletic breed like the Andalusian. The Andalusian stallion is
tall and strong, weighing about 80 stone (1120 pounds) and standing
15 hands (60 inches) high. It has a gracefully curving neck, a broad
chest, straight back, and a flowing mane and tail. Its coat may be
grey, black, chestnut, or roan.
The courser is a swift horse used by knights and nobles for
hunting, traveling, and carrying important messages. The courser is
not trained for battle and panics relatively easily; the statistics for its
kick are given in case a character is unlucky enough to be next to a
panic-stricken horse.
Horse, Arabian Racehorse
Characteristics: Cun -2, Per 0, Pre +1, Com -4, Str +4, Sta +3,
Dex -2, Qik +3
Size: +2
Confidence Score: 0
Virtues and Flaws: Fear (loud noises), Long-Winded, Improved
Characteristics, Noncombatant, Great Quickness
Qualities: Domesticated, Fast Runner, Good Jumper, Herd
Animal, Imposing Appearance x2, Tireless
Personality Traits: Skittish +3, Brave -2
Reputations: None
Combat:
Hooves: Init +5, Attack 0, Defense +5, Damage +5
Soak: +3
Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-7), -3 (8-14), -5 (16-21), Incapacitated
(22-28), Dead (29+)
Abilities: Athletics 4 (long-distance running), Awareness 3
(noises)
Appearance: This is the arabian racehorse.
A Note on Size and Capacity
Horses are measured in hands, abbreviated “hh.” A hand
is four inches, or approximately ten centimeters, and the horse
is measured from the ground to the top of the withers, which is
the highest point on a horse’s back. In modern terms a horse up
to 14.2 hands is classified as a pony, but medieval horses are
smaller. A modern thoroughbred averages about sixteen hands in
comparison, so is eight inches higher than the horses of Mythic
Europe. A horse can carry unencumbered about 30% of its weight
in pounds, so a 14 hh horse weighing perhaps 1,200 pounds can
carry 400 pounds of goods or riders without being encumbered.
21
Horse, Destrier (Equus)
Characteristics: Cun -2, Per 0, Pre 0, Com -4, Str +6, Sta +3,
Dex +1, Qik -1
Size: +3
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (when ridden in battle), Improved
Characteristics, Long-Winded, Proud (minor)
Qualities: Domesticated, Fast Runner, Herd Animal, Imposing
Appearance, Tireless
Personality Traits: Loyal +2, Brave +1
Reputations: Aggressive (local) 1
Combat:
Hooves: Init +1, Attack +7, Defense +5, Damage +7
Soak: +3
Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-8), -3 (9-16), -5 (17-24), Incapacitated
(25-32), Dead (33+)
Abilities: Athletics 5 (balancing), Brawl 3 (hooves)
Natural Weapons: The weapon statistics for a destrier's kick are
Init +2, Atk +2, Def +2, Dam +1.
Appearance: The destrier is a heavy war horse. One breed used
as destriers is the Percheron, a huge horse weighing over 140 stone
(1960 pounds) and standing over 16 hands (64 inches) high at the
withers. It has a heavy, slightly curved neck, a broad and deep chest,
and powerful, stocky legs. Its coat is either grey or black in color.
The destrier, or heavy war horse, has been bred in Mythic Europe
since at least the time of Charles Martel (8th century A.D.). Some
of the large horse breeds in Mythic Europe are the Percheron, the
Belgian, and the Friesian. These horses are used mainly for battle;
farm work is done using oxen.
The destrier is almost always a stallion. It is highly trained so it
will charge without fear when its rider commands. When pressed into
melee, it can rear on its hind legs and lash out with its forehooves.
Though huge, the destrier is agile and can balance on its hind
legs for several combat rounds without difficulty. It is trained to fight
independently of its rider, so it can help defend him if he should be
dismounted or badly wounded.
Like all horses, the destrier is a fast runner and gains a +3 bonus
to rolls involving speed. It is too heavy to be much of a jumper.
Horse, Draught (Hackney)
Characteristics: Cun –3, Per –1, Pre 0, Com –4, Str +6, Sta +4,
Dex +1, Qik –2
Size: +3
Virtues & Flaws: Long-Winded, Noncombatant
Qualities: Domesticated, Herd Animal, Imposing Appearance,
Tireless
Personality Traits: Placid +2, Stubborn +1, Brave –2
Fatigue Levels: OK, 0/0, –1/–1, –3, –5, Unconscious
Wound Penalties: –1 (1–8), –3 (9–16), –5 (17–24), Incapacitated
(25–32), Dead (33+)
Abilities: Athletics 3 (stamina), Awareness 2 (commands), Brawl
1 (hooves)
The hackney is a large horse of up to sixteen hands used for
general riding, and as a workhorse. With the new horse collar, and
teamed either one in front of the other or in parallel pairs, they are
half again as efficient as a similar number of oxen. Hackneys are
slow and ponderous beasts not suited for combat or hunting, but
they can be ridden for long journeys, or by those not bothered about
appearances or speed. Primarily they are used for farm work. A pair
of hackneys can be bought for as little as a pound, but no noble
would ever be seen riding such a beast. A hackney with a horse collar
can easily pull a heavily laden cart, which might otherwise require
two oxen.
Appearance, Tireless
Personality Traits: Skittish +3, Brave –2 (Jennet: Docile +1,
Brave –3)
Combat:
Hooves: Init +3, Attack +5, Defense +6, Damage +5
Soak: +3
Fatigue Levels: OK, 0/0, –1/–1, –3, –5,Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated
(22–28), Dead (29+)
Abilities: Athletics 5 (distance riding), Awareness 2 (escape
routes), Brawl 1 (hooves)
Palfreys are the standard riding horse favored for general usage,
capable of being ridden in a hunt, being controlled in combat by
anyone with a Ride Ability of 3 or more, and suitable for long-distance
travel, being able to make thirty miles a day or more on good roads if
ridden hard. Most palfreys are mares rather than stallions.
They lack the aggression of coursers. The palfrey, if ridden by
a lady, is often referred to as a jennet, which is always a mare. It
is extremely uncommon for ladies to ride side-saddle in Mythic
Europe, though a few might if their gowns are particularly unsuited
to riding and the need is urgent. (Riding side-saddle is not a feature
of etiquette in this period, simply something forced upon ladies in
some circumstances. Riding astride a horse is entirely normal and
provokes no unfavorable comment.) A palfrey or jennet stands a little
over fourteen hands, and can be purchased for around two pounds.
Hyena (Yena)
Characteristics: Cun +1, Per +2, Pre -4, Com –1, Str –1, Sta
+2, Dex +1, Qik +2
Size: –1
Confidence Score: 0
Virtues and Flaws: Improved Characteristics, Keen Vision,
Puissant Guile; Social Handicap (unpleasant odour), Nocturnal
Qualities: Crafty, Crushing Jaws, Keen Eyesight, Large Teeth,
Mimicry, Pursuit Predator, Thick Fur.
Personality Traits: Cowardly +3, Sly +2
Reputations: Treacherous 2 (local)
Combat:
Bite: Init +2, Attack +9, Defense +7, Damage +5*
Dodge: Init +2, Attack n/a, Defense +5, Damage n/a
* Includes a +3 bonus from Crushing Jaws
Soak: +3
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated
(13–16), Dead (17+)
Abilities: Athletics 3 (running), Awareness 3 (food), Brawl 3
(bite), Guile 1+2 (feign dead), Hunt 4 (tracking), Survival 3 (desert).
Natural Weapons: The weapon statistics for a hyena’s bite are
Init 0, Atk +4, Def +1, Dam +3. The damage bonus is increased to +6
as noted due to the Crushing Jaws Quality (see below).
Appearance: The striped hyena has a comparatively massive
torso with shortened hind legs, causing their back to slope down.
Their short muzzles are borne by a large head and long thick
immobile neck.
In the thirteenth century hyenas (Arabic dhubba) are found
throughout the Levant, North Africa, Iraq, Persia, and lands beyond.
These striped hyenas can be trained and tamed like dogs, even to
the extent of becoming part of a dog pack if raised with hounds.
Although not sacred to the ancient Egyptians, hyenas were used in
hunting desert game. Some greater African specimens (Size +1) may
be significantly larger than the standard sized versions detailed here
and their Middle Eastern cousins (also Size –1). These fell beasts are
often ridden by jinn or witches. The hyena is also a common animal
form for ghul to assume.
Horse, Riding (Palfrey or Jennet)
Characteristics: Cun –2, Per –1, Pre 0, Com –4, Str +4, Sta +3,
Dex +1, Qik +1
Size: +2
Virtues & Flaws: Improved Characteristics, Long-Winded
Qualities: Domesticated, Fast Runner, Herd Animal, Imposing
22
Jackal (Thos)
Lizard, Waral (Varanus)
Characteristics: Cun +0, Per 0, Pre –2, Com –4, Str –3, Sta +2,
Dex +3, Qik +3
Size: –2
Confidence Score: 0
Virtues and Flaws: Improved Characteristics (x2), LongWinded, Sharp Ears
Qualities: Fast Runner, Keen Sense of Smell, Pursuit Predator,
Sharp Ears, Tireless
Personality Traits: Friendly +3
Reputations: Scavenger (local) 4
Combat:
Dodge: Init +3, Attack na, Defense +6, Damage na
Bite: Init +3, Attack +10, Defense +8, Damage –2
Soak: +2
Fatigue Levels: OK, 0/0, –1/–1, –3/–3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Athletics 5 (distance running), Awareness 3 (smell),
Brawl 3 (teeth), Hunt 4 (track by smell), Survival 3 (desert)
Natural Weapons: Teeth: Init 0, Atk +3, Def +1, Dam +1.
Appearance: Smaller than a wolf with shorter legs, the jackal is
slighter in build with a longer body and a shorter tail. Predominantly
reddish-yellow in color, some individuals have black highlights or
even grey fur.
All jackals are fast runners and gain +3 on all rolls involving
running, able to pursue prey for long periods over considerable
distances if necessary.
Characteristics: Cun +1, Per 0, Pre –6 (+3), Com -2, Str +5, Sta
+2, Dex +2, Qik –1
Size: +2
Confidence Score: 1 (3)*
* due to Ferocity Virtue, when defending food or a fresh kill
Virtues and Flaws: Ferocity (defending food), Greater Immunity:
Poison, Tough; Depressed, Poor Eyesight
Qualities: Aggressive, Crafty, Grapple, Hardy, Loathsome
Appearance, Keen Sense of Smell, Thick Scales, Tough Hide,
Venomous
Personality Traits: Languid +2
Reputations: Dangerous (local) 2
Combat:
Bite: Init -1, Attack +11, Defense +6, Damage +9** and poison
(see below)
Grapple: Init -1, Attack +7, Defense +4, Damage special (see
ArM5, page 174)
** Includes a +3 bonus from Crushing Jaws
Soak: +8
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated
(22–28), Dead (29+)
Abilities: Athletics 3 (running), Awareness 3 (food), Brawl 5
(bite), Survival 5 (desert).
Powers:
Venomous Bite, 0 points, Init 0: When a waral attacks, compare
its Attack Advantage to the victim’s armor Protection (not his Soak). If
the waral’s advantage is higher, the victim suffers effects equivalent
to an exceptionally debilitating poison (Stamina roll against Ease
Factor 12, Incapacitating), regardless of whether the bite inflicts an
actual wound. Unlike smaller venomous creatures such as the adder,
a waral’s special attack is not hindered by high leather boots or other
simple measures and it can use the venom to great effect on a victim
it has already grappled with its locking bite.
Appearance: These large grey lizards can become aggressive
when provoked, lashing their tails when aroused. Their size and color
varies depending on their habitat, with some specimens growing
over 8 feet long, like the one detailed here. Although slow in gait, the
creature’s powerful jaws can snap closed quickly to lock around its
prey and prevent escape.
Lion (Leo)
Characteristics: Cun +1, Per 0, Pre 0, Com 0, Str +6, Sta +3,
Dex +2, Qik +1
Size: +2
Confidence Score: 2 (6)
Virtues and Flaws: Ferocity (self-defense), Improved
Characteristics (x2), Puissant Brawl, Self-Confident, Tough, Proud,
Weakness (submission)
Qualities: Aggressive, Ambush Predator, Crafty, Good Jumper,
Hardy, Imposing Appearance, Large Claws, Large Teeth, Tough
Hide, Vocal
Personality Traits: Brave +5, Fierce +5
Reputations: Fierce (local) 4
Combat:
Claws: Init +1, Attack +15, Defense +12, Damage +10
Bite: Init +1, Attack +13, Defense +9, Damage +9
Soak: +8
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-7), -3 (8-14), -5 (1521), Incapacitated (22-28), Dead (29+)
Abilities: Athletics 5 (pouncing), Awareness 2 (smell), Brawl 5+2
(claws), Hunt 4 (deer), Stealth 4 (stalking), Survival 5 (arid climates)
Natural Weapons: Large claws: Init 0, Attack +5, Defense +3,
Damage +4; Large teeth: Init 0, Attack +4, Defense +1, Damage +3.
Its hide gives it a Protection of +2.
Appearance: The lion is a legendary beast more often depicted
in artwork than encountered in the flesh. It can weigh up to 35 stone
(490 pounds) and have a body length of over ten feet. It has a short,
broad muzzle with powerful jaws and teeth. Its coat is tawny and the
male lion has a dark, shaggy mane. The fearsome roar of the lion can
be heard from a great distance.
Pliny the Elder writes that, during his time, lions were found in
Europe only between the rivers Achelous and Mestus (in Greece),
and that they also inhabited Syria and North Africa. The European
lion was extinct before the middle ages in historical Europe, but might
have survived in Mythic Europe.
Pliny writes that there are two kinds of lions: those with long
manes, which are bold; and those with curly manes, which are timid.
These statistics are for the bold variety. Pliny also notes that the lion
will not attack a man who lies prostrate before it.
The lion can make impressive leaps and gets +3 to jump-related
rolls. It can easily leap high enough to attack a man on horseback.
Lynx (Lynx)
Characteristics: Cun +1, Per +2, Pre -2, Com -5, Str -1, Sta +3,
Dex +3, Qik +3
Size: -1
Confidence Score: 1 (3)
Virtues and Flaws: Improved Characteristics x2, Keen Vision,
Ferocity (his territory), Quick Reflexes, Greedy, Solitary
Qualities: Aggressive, Extra Natural Weapons, Good Climber,
Good Ear, Good Jumper, Good Eyesight, Ambush Hunter, Hard
Coat, Prey
Personality Traits: Attentive +2, Greedy +6, Territorial +3
Reputations: Fiera (Local) 2
Combat:
Grab: Initiative +3, Attack +8, Defense +8, Damage n / a
Bite: Initiative +3, Attack +12, Defense +12, Damage 0
Claw Strike : Initiative +2, Attack +10, Defense +11, Damage +1
Soak: +4
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Injury Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (1316), Dead (17+)
Skills: Awareness 3 (Food), Athletics 3 (Running), Hunting 4
(Wild Cattle), Brawl 5 (Bite), Stealth 4 (Stalking prey), Survival 3
(Forest)
Natural Weapons: Fangs: Initiative 0, Attack +3, Defense +1,
Damage +1; Claws: Initiative -1, Attack +2, Defense +3, Damage
+2. Its fur gives it +1 Stamina.
Appearance: Although sometimes mistaken for a tiger, the lynx
is the most common beast in all of Mythical Europe. It has its locks
on its ears and its fur shape on its face, and its fur varies between
23
golden to reddish or brown; even gray or white in very cold places
and seasons. However, the difference is its strong constitution, and
its short tail for a feline. Its size makes it impossible to confuse with
wild cats.
The lynxes of the Iberian Peninsula are not so intrepid when it
comes to hunting, being their preferred and exclusive prey rabbits,
while the majority always prefer young mountain goats or deer, prey
older than themselves. They are territorial and solitary, and hunting
one of them is well regarded among the hunting activities of the
nobility.
He has a choleric temperament and a slight melancholic
appearance at times.
He always gains Initiative in ambushes, adding +3 to Perception
checks related to hearing, and +6 to sight, a trait that makes him
famous. Add +3 when climbing and jumping. When it catches a prey
among its prey, in the next turn it can pierce its skin with its claws or
kill it with a bite, because the difference adds the advantage of its
prey to that next attack; or follow conventional prey rules to drown
your prey.
Magpie
Characteristics: Cun 0, Per +2, Pre –2, Com +1, Str –8, Sta 0,
Dex +3, Qik +5
Size: –4
Qualities: Crafty, Mimicry, Timid, Vocal
Personality Traits: Mischievous +2
Combat:
Bite: Init +4, Attack +9, Defense +9, Damage –7
Dodge: Init +4, Attack n/a, Defense +9, Damage n/a
Soak: 0
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Athletics 3 (flying), Awareness 4 (predators), Brawl 4
(dodge), Music 3 (mimicry), Stealth 4 (hiding), Survival 3 (foraging)
Mole
Characteristics: Cun +0, Per +1, Pre -3, Com -5, Str -16, Sta
+1, Qik +8, Dex +3
Size: -8
Virtues and Flaws: Intuition, Sharp Ears; Blind
Qualities: Fast Runner, Sharp Ears
Combat:
Grapple: Ini +8, Atk +6, Def +11, Dmg N/A
Soak:
+1
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Atheltics 3 (running), Awareness 3 (food), Brawl 3
(natural weapon), Survival 3 (home terrain)
The mole lives in constant darkness, and so is blind. It digs in the
earth, eating roots and piling up soil. Its hearing is so accurate that it
cannot be taken by surprise.
Mongoose
Characteristics: Cun +1, Per 0, Pre –2, Com –5, Str –5, Sta +2,
Dex +1, Qik +4
Size: –4
Confidence Score: 1 (3)
Virtues and Flaws: Berserk, Ferocity (against serpents),
Immunity to Venom, Improved Characteristics; Reckless
Mundane Qualities: Crafty, Pursuit Predator, Skilled Climber,
Tireless
Personality Traits: Fearless +5, Curious +3
Combat:
Teeth: Init +4, Attack +8, Defense +9, Damage –4
Soak: +3
Fatigue Levels: OK, 0/0, –1/–1, –3/–3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Athletics 3 (chasing), Awareness 3 (rodents), Brawl 3
(bite), Hunt 4 (snakes), Survival 3 (riverbanks)
Natural Weapons: A mongoose’s teeth have the following
combat characteristics: Init 0, Attack +3, Defense +1, Damage +1.
Appearance: An elongated animal with grizzled gray fur and a
black tail tuft. It is about 3 ½ feet long nose to tail, and weighs eight
pounds.
The mongoose, or ichneumon, is the bane of all snakes.
Egyptians encourage them to dwell in their houses and grain stores,
for they are fearsome predators of mice and rats as well as all
reptiles. Whenever they encounter an asp, their ferocity comes to the
fore, and they leap into battle against the larger creature and attack
until it is dead. Pliny the Elder reports that the ichneumon rolls itself in
mud that then dries to a stone-like consistency, protecting it against
the fangs of the serpent.
There is a type of mongoose called the enhydrus, which reserves
its ferocity for crocodiles. It waits until the mighty creature falls asleep
with its mouth open, and then crawls inside and starts to eat the
crocodile from the inside outwards.
Mongooses receive a +3 bonus to all rolls involving climbing.
A mongoose covered in dried mud benefits from +5 Protection; it
takes at least three hours for the mud to dry, and the benefit starts to
decline with vigorous activity, decreasing by one every three rounds
of combat.
If an enhydrus manages to get inside a crocodile, its opponent
automatically has a zero Defense and Soak Total against the
mongoose’s attacks.
Monkey
Characteristics: Cun +2, Per 0, Pre –3, Com –3, Str –6, Sta 0,
Dex +2, Qik +3
Size: –3
Qualities: Crafty, Defensive Fighter, Skilled Climber, Timid
+3 to all climb rolls.
Personality Traits: Mischievous +2
Combat:
Bite: Init +3, Attack +9, Defense +8, Damage –5
Dodge: Init +3, Attack n/a, Defense +8, Damage n/a
Soak: 0
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–2), –3 (3–4), –5 (5–6), Incapacitated
(7–8), Dead (9+)
Abilities: Athletics 3 (climbing), Awareness 4 (food), Brawl 4
(dodge), Stealth 4 (hiding), Survival 3 (foraging)
Monkey, Baboon (Hamadryas)
Characteristics: Cun +3, Per 0, Pre –2, Com +1, Str –4, Sta 0,
Dex +2, Qik +1
Size: –2
Virtues and Flaws: Berserk, Learn Athletics from Mistakes;
Oversensitive to Threats, Short Attention Span
Mundane Qualities: Aggressive, Ambush Predator, Crafty, Pack
Animal/Pack Leader, Skilled Climber, Vocal
Personality Traits: Angry +2, Mischievous +2, Brave +2
Combat:
Bite: Init +2, Attack +11, Defense +9, Damage –3
Evasion: Init +2, Attack n/a, Defense +9, Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Athletics 3 (climbing), Awareness 3 (food), Brawl 5
(bite), Hunt 4 (prey), Leadership* 5 (monkeys), Music 3 (screams),
Stealth 4 (stalking prey), Survival 3 (foraging)
*troop leaders only
Natural Weapons: The weapon statistics for a monkey’s bite are
Init +1, Atk +3, Def +2, Dam +1
Appearance: A fierce monkey with a doglike face. They are olive
brown, the males have a silvery-gray cape and mane of longer hair.
24
Monkey, Callithrix
Combat:
Bite: Init +1, Attack +9, Defense +6, Damage –3
Evasion: Init +1, Attack n/a, Defense +6, Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Athletics 5 (climbing), Awareness 4 (predators), Brawl
3 (bite), Stealth 3 (hiding), Survival 3 (foraging)
Appearance: A tailless monkey with yellowish, gray, or brown fur
with paler underparts. Their faces are darker in color.
The statistics given above reflect a type of ape called the satyrus
(a Barbary macaque to the modern reader), which is the most
common type of monkey and the only one without a tail. Non-magical
satyri are found throughout the mountainous regions of North Africa.
Characteristics: Cun +2, Per 0, Pre –2, Com 0, Str –6, Sta 0,
Dex +2, Qik +3
Size: –3
Virtues and Flaws: Learn Athletics from Mistakes; Palsied
Hands, Perfect Balance, Short Attention Span
Mundane Qualities: Crafty, Defensive Fighter, Pack Animal/
Pack Leader, Skilled Climber
Personality Traits: Mischievous +2, Brave +2
Combat:
Bite: Init +2, Attack +9, Defense +7, Damage –3
Evasion: Init +2, Attack n/a, Defense +7, Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Athletics 5 (climbing), Awareness 4 (predators), Brawl
3 (bite), Leadership* 5 (monkeys), Stealth 3 (hiding), Survival 3
(foraging)
*troop leaders only
Natural Weapons: The weapon statistics for a monkey’s bite are
Init +1, Atk +3, Def +2, Dam +1
Appearance: This monkey has a long white beard on its face,
a long shawl of white fur over its back, and a white tuft on its tail;
the callithrix is otherwise a black monkey. Unlike other monkeys, the
callithrix lacks a thumb (represented by the Palsied Hands Flaw). The
callithrix is naturally found in the Horn of Africa, and is an occasional
pet among Egyptians.
This simulates colobus monkey.
Monkey, Sphinx
Characteristics: Cun +2, Per 0, Pre –2, Com 0, Str –4, Sta 0,
Dex +2, Qik +1
Size: –2
Virtues and Flaws: Berserk, Learn Athletics from Mistakes;
Noncombatant, Piercing Gaze, Short Attention Span
Mundane Qualities: Crafty, Defensive Fighter, Pack Animal/
Pack Leader, Skilled Climber
Personality Traits: Mischievous +2, Brave +2
Combat:
Bite: Init +2, Attack +5, Defense +7, Damage –3
Evasion: Init +2, Attack n/a, Defense +7, Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Athletics 5 (climbing), Awareness 4 (predators), Brawl
3 (dodge), Leadership* 5 (monkeys), Stealth 3 (hiding), Survival 3
(foraging)
*troop leaders only
Natural Weapons: The weapon statistics for a monkey’s bite are
Init +1, Atk +3, Def +2, Dam +1
Appearance: A docile beast with shaggy hair and a long tail, the
males have an impressive lion-like mane and a colorful face — a red
median stripe, blue muzzle, and yellow beard. The sphinx is native
to the far south, but is occasionally found in Ethiopia and beyond.
This simulates mandrill.
Monkey, Cercopithecus
Characteristics: Cun +2, Per 0, Pre –3, Com 0, Str –8, Sta 0,
Dex +2, Qik +4
Size: –4
Virtues and Flaws: Light Touch, Learn Athletics from Mistakes;
Carefree, Short Attention Span
Mundane Qualities: Crafty, Defensive Fighter, Fast Runner,
Pack Animal/Pack Leader, Skilled Climber, Timid
Personality Traits: Mischievous +2, Brave +2
Combat:
Bite: Init +2, Attack +9, Defense +7, Damage –3
Evasion: Init +2, Attack n/a, Defense +7, Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Athletics 5 (climbing), Awareness 4 (predators), Brawl
3 (bite), Leadership* 5 (monkeys), Stealth 4 (hiding), Survival 3
(foraging)
*troop leaders only
Natural Weapons: The weapon statistics for a monkey’s bite are
Init +1, Atk +3, Def +2, Dam +1
Appearance: Smallest of the monkeys and an incorrigible thief,
the Cercopithecus has a shaggy reddish-brown coat and a long tail. It
has white legs and underparts, a cap of brighter red, and black lines
from face to ear. Grey-furred versions with black faces are found in
forests close to the Torrid Zone
This simulates patas monkeys, vervet monkeys, and similar
Octopus (Poillippus) [Official]
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str –8, Sta
+3, Dex 0, Qik +4
Size: –4
Virtues and Flaws: Puissant Brawl
Qualities: Aquatic, Fins, Grapple, Slippery x2, Defensive Fighter,
Camouflage
Personality Traits: Tenacious +3
Combat:
Grapple: Init +2, Atk +4, Dfn +9, Dam n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Awareness 2 (food), Brawl 2+2 (dodging), Survival 3
(sea), Swim 5 (sea)
Monkey, Satyrus
Characteristics: Cun +2, Per 0, Pre –3, Com 0, Str –4, Sta 0,
Dex +2, Qik +1
Size: –2
Virtues and Flaws: Learn Athletics from Mistakes; Baneful
Circumstances (new moon)
Mundane Qualities: Crafty, Defensive Fighter, Skilled Climber,
Timid
Personality Traits: Cheerful at Full Moon (Presence)* +3,
Mischievous +2, Brave –2, Attentive at New Moon (Perception)* –3
Reputations: None
Octopus [Fan-Made]
Characteristics: Cun +1, Per 0, Pre -6/+3, Com -5, Str -8, Sta
+4, Dex +3, Qik +2
Size: -4
Virtues and Flaws: Improved Characteristics, Lesser Immunity
to blunt weapons; Reclusive
Qualities: Aquatic, Crafty x2, Extra Natural Weapons (beak),
Keen Eyesight, Grapple, Loathsome Appearance, Multiple Arms*,
Slippery, Venomous.
25
* See below for details of the Multiple Arms Quality
Personality Traits: Patient +3, Lustful +3, Greedy +2
Reputations: none.
Combat:
Beak: Init *0, Attack +8, Defense +7, Damage -7
Grapple:* Init +2, Attack +9, Defense +8, Damage na
Tentacle (as Fist):* Init +2, Attack +5, Defense +4, Damage -8
* includes bonus from Multiple Arms below.
Soak: +6
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-3), -3 (4-6), -5 (7-9), Incapacitated (1012), Dead (13+)
Abilities: Athletics 4 (climbing), Awareness 3 (predators), Brawl
2 (grapple), Survival 3 (ocean), Swim 5 (ocean).
Powers:
Ink Cloud: 0 points, Init +2: the octopus expels a cloud of black
ink, spreading and thinning naturally, but thick enough to block sight
in a radius of about five paces around the animal. In calm water, the
cloud disperses within 2 minutes, equivalent to Duration: Diameter
but disperses faster in rougher conditions. This defensive attack can
only be used underwater and can only be used once per encounter.
Multiple Arms: 0 points, constant: the octopus gains +3 to
attempts to climb, grappling, and certain other Strength or Dexterityrelated tasks where multiple arms would be a bonus.
Venomous Beak: 0 points, constant: when an octopus bites
an opponent, compare its Attack Advantage to the victim’s armor
Protection (not his Soak). If the animal’s advantage is higher, the
victim suffers the effects equivalent to a weak poison (Stamina roll
against Ease Factor 6, Light Wound), regardless of whether the bite
inflicts an actual wound. A normal sized octopus’ beak is hindered by
high leather boots or other simple measures just like the bite of an
adder or asp.
Appearance: a bulbous sack of flesh with huge eyes, with a
beaked mouth fringed by eight suctioned tentacles.
Some brightly coloured species of octopus have very virulent,
even fatal poisons that can be delivered by their beaks, despite their
small size.
Octopus, Large
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str +4, Sta
+3, Dex +1, Qik +1
Size: +2
Virtues and Flaws: Improved Characteristics, Puissant Brawl,
Reclusive
Qualities: Aquatic, Extra Natural Weapon, Fins, Grapple,
Slippery x2, Defensive Fighter, Camouflage
Personality Traits: Tenacious +3
Combat:
Grapple: Init +1, Atk +7, Def +9, Dam n/a
Tentacles: Init +0, Atk +9, Def +11, Dam +6
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1-7), –3 (8-14), –5 (15-21), Incapacitated
(22-28), Dead (29+)
Abilities: Awareness 2 (food), Brawl 4+2 (dodging), Survival 3
(sea), Swim 5 (sea)
These large octopus can have 8-9 feet long tentacles. Unlike
their smaller cousins, they can lash with them in a deadly manner.
Ostrich (Struthio)
Characteristics: Cun –2, Per +2, Pre –1, Com –2, Str +2, Sta
+2, Dex +2, Qik +3
Size: +1
Confidence Score: 0 (0)
Virtues and Flaws: Improved Characteristics, Keen Vision,
Perfect Balance, Sharp Ears; Fragile Constitution
Qualities: Camouflage, Defensive Fighter, Fast Runner, Hardy,
Herd Animal, Keen Eyesight, Thick Feathers
Reputations: None
Combat:
Dodge: Init +3, Attack na, Defense +8, Damage na
Kick (as hoof): Init +5, Attack +8, Defense +7, Damage +3
Soak: +3
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated
(19–24), Dead (25+)
Abilities: Athletics 3 (running), Awareness 4 (predators), Brawl 4
(dodging), Survival 5 (home terrain).
Natural Weapons: The weapon statistics for an ostrich’s kick
are Init +2, Atk +2, Def +2, Dam +1.
Appearance: This large bird has a long neck and legs, and huge
eyes. Males are typically black with white tail plumage, whereas
females are a more discreet grey color.
Larger versions of these birds are kept by some evil jinn to
use instead of horses or to trade with nobles and sahir who favor
a more exotic mount to impress the common folk. Such specimens
are typically Size +2 or larger and may have additional Virtues such
as Great (or Mythic) Quickness, Perfect Balance and Unaffected by
the Gift.
Some jnun tribes have bred their Faerie flocks to have magical
powers dealing with travel and distance. Unlike other birds, an ostrich
cannot fly or even glide but can run as fast as a gazelle if needed.
Similar to horses, an ostrich gets a +3 to all rolls involving running.
Otter
Characteristics: Cun +0, Per +0, Pre -3, Com -5, Str -5, Sta +2,
Qik +3, Dex +2
Size: -3
Virtues and Flaws: Ferocity (against water creatures), Puissant
Swim; Carefree.
Qualities: Amphibious, Pursuit Predator
Personality Traits: Carefree +3
Combat:
Teeth: Ini +3, Atk +8, Def +7, Dmg -4
Soak: +2
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1–2), –3 (3–4), –5 (5–6), Incapacitated
(7–8), Dead (9+)
Abilities: Atheltics 3 (running), Brawl 3 (natural weapon),
Survival 3 (home terrain), Awareness 3 (food), Swim 4+2 (home
terrain), Hunt 4 (prey)
The otter has a playful and frivolous disposition, but is
nevertheless the enemy of crocodiles, which he climbs inside and
eats.
Owl, Common Barn
Characteristics: Int -1, Per +3, Pre -1, Com -2, Str -6, Sta +0,
Dex +1, Qik +6
Size: -4
Confidence Score: 1(3)
Virtues and Flaws: Ferocity (Defending Nest); Puissant
Athletics; Nocturnal;
Qualities: Accomplished Flyer, Ambush Predator, Sharp Ears,
Pursuit Predator
Personality Traits: Graceful +1
Combat: Claws: Init +6, Attack +4, Defense +9, Damage -6.
Soak: 0
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1), -3 (2), -5 (3), Incapacitated (4), Dead
(5+)
Abilities: Athletics (flight) 3+2, Awareness (food) 4, Brawl (claws)
2, Hunt (prey) 4, Stealth (stalking prey) 4, Survival (home terrain) 3.
Panther
Characteristics: Cun +2, Per +2, Pre -3, Com -5, Str +1, Sta 0,
Qik +2, Dex +4
Size: +0
Confidence Score: 1(3)
Virtues and Flaws:Ferocity (When hunting), Improved
Characteristics, Great Dexterity, Perfect Balance; Hatred (other
animals)
26
Pony, Working (Fell or Icelandic)
Qualities: Aggressive, Crafty x2 ,Ambush Predator, Extra
Natural Weapons (claws), Fast Runner, Keen Sense of Smell, Keen
Eyesight, Thick Fur/Thick Scales
Personality Traits: Deceitful +2
Combat:
Teeth: Ini +2, Atk +14, Def +10, Dmg +2
Claws: Ini +1, Atk +11, Def +10, Dmg +3
Soak: +1
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated
(16–20), Dead (21+)
Abilities: Atheltics 3 (running), Brawl 5 (teeth), Survival 3
(forest), Awareness 3 (food), Hunt 4 (prey), Stealth 4 (stalking prey),
Characteristics: Cun –2, Per +1, Pre 0, Com –4, Str +2, Sta +3,
Dex +2, Qik 0
Size: +1
Virtues & Flaws: Improved Characteristics, Long-Winded,
Perfect Balance, Noncombatant
Qualities: Domesticated, Herd Animal, Imposing Appearance,
Tireless
Personality Traits: Brave+2, Resilient +1
Soak: +3
Fatigue Levels: OK, 0/0, –1/–1, –3, –5, Unconscious
Wound Penalties: –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated
(19–24), Dead (25+)
Abilities: Awareness 2 (footing)
This sturdy pony is suited for use on the roughest terrain. These
statistics may be used to represent animals from the north of England
and Scotland, or Iceland, and such beasts are greatly prized for their
ability to cross mountain trails and treacherous moors. A working
pony costs about one pound in Northern Europe, but far more in
southern regions. Superb pack animals, sure footed and sturdy, they
are used to carry supplies over long distanceswhere no cart can go,
and across country.
The Perfect Balance Virtue represents their abilities on
treacherous mountain paths.
Partridge
Characteristics: Cun -1, Per -+2, Pre -3, Com -2, Str -10, Sta
+0, Dex +3, Qik +6
Size: -2
Virtues & Flaws: Puissant Stealth; Fragile Constitution.
Qualities: Camouflage, Timid
Personality Traits: Coward +3
Combat:
Beak: Init +6, Atk +8, Def +9, Dam -9
Soak: +0
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –3 (1), –5 (2), Incapacitated (3), Dead (4+)
Abilities: Atheltics 3 (flying), Brawl 2 (dodging), Survival 3 (home
terrain), Awareness 4 (predators), Stealth 4+2 (hiding)
The female partridge secures protective coloration by clever
camouflage, hiding their eggs from predators and her husband, who
is a disgusting creature consumed by lust. As a devoted mother, the
partridge feigns injury to distract foxes from her young.
Puffin
Characteristics: Cun –1, Per +2, Pre +1, Com –2, Sta 0, Str –8,
Dex +2, Qik +6
Size: –5
Virtues and Flaws: Inspirational; Noncombatant
Qualities: Amphibious, Imposing (Comical) Appearance x2
Personality Traits: Comical +2
Combat:
Dodge: Init +6, Attack n/a, Defense +14, Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –3 (1), –5 (2), Incapacitated (3), Dead (4+)
Abilities: Athletics 3 (flying), Awareness 4 (sand eels), Brawl 2
(dodging), Survival 3 (home terrain), Swim 4 (diving)
Appearance: A small comic-looking black and white bird, with a
broad bill striped in red, yellow, and blue.
Peacock
Characteristics: Cun -1, Per +2, Pre +2, Com -2, Str -4, Sta +2,
Dex +1, Qik +4
Size: -2
Confidence: 1 (3)
Virtues and Flaws: Second Sight, Piercing Gaze*
* Uses his Music instead of Leadership to intimidate
Qualities: Domesticated, Imposing Appearance x3, Keen
Eyesight, Ferocity (serpents), Vocal
Personality Traits: Vain +3
Combat:
Beak: Init +4, Atk +6, Def +8, Dam -3
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1-3), –3 (4-6), –5 (7-9), Incapacitated (1012), Dead (13+)
Abilities: Awareness 4 (food), Athletics 3 (flying), Brawl 2
(dodge), Music 3 (causing fear), Second Sight 1 (invisible things)
Rat
Characteristics: Cun +1, Per +1, Pre –2, Com –5, Str –11, Sta
+1, Dex +2, Qik +5
Size: –7
Virtues and Flaws: Lightning Reflexes; Nocturnal
Qualities: Crafty, Pack Animal, Sharp Ears.
Personality Traits: Sneaky +3, Cowardly +3
Reputations: Diabolical rats (local) +1
Combat:
Claw: Init +4, Attack +6, Defense +10, Damage –9
Teeth: Init +5, Attack +7, Defense +8, Damage –10
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: Incapacitated (1), Dead (2+)
Abilities: Athletics 3 (running), Area Lore: City 5 (drains),
Awareness 3 (food), Brawl 3 (claw), Stealth 3 (urban), Survival 3
(urban)
Appearance: Black matted fur, vile yellow eyes, and a thick
prehensile tail.
Pig, Domesticated
Characteristics: Cun -2, Per +1, Pre -6, Com -5, Str +3, Sta +2,
Qik -1, Dex -1
Size: 0
Qualities: Herd Animal, Hardy, Keen Sense of Smell,Timid,
Thick Fur
Combat:
Dodge: Ini +0, Atk N/A, Def +0, Dmg N/A
Soak: +3
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated
(16–20), Dead (21+)
Abilities: Atheltics 4 (running), Brawl 2 (dodging), Survival 5
(home terrain), Awareness 4 (predators), Stealth 4 (hiding)
Raven (Corvus)
Features: Cun 0 , Per +3 , Pre -1 , Com +1 , Str -6 , Sta +0 , Qik
+5 , Dex + 2
Size: -4
Confidence Score: 0
Virtues and Flaws: Intuition, Keen Vision; Compulsion (steal
shiny items)
Qualities: Crafty, Vocal, Mimicry, Keen Eyesight, Accomplished
27
Flyer.
Personality Traits: Attentive +2, Morbid +3
Reputations: Bird of Bad Omen (Local) 2
Combat:
Peck: Initiative +5, Attack +4, Defense +7, Damage -6
Stamina: +0
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Injury Penalties: -1 (1), -3 (2), -5 (3), Incapacitated (4), Dead
(5+)
Skills: Awareness 4 (food), Athletics 5 (flying), Music 3 (human
whistles), BRawl 2 (dodge), Survival 3 (countryside)
Appearance: A totally black bird, of somewhat more than
impressive size at times, that roams places with corpses to feed,
although they can even feed on rodents and other small animals that
they hunt, although they prefer to steal. So much so, that they come
to steal from humans, getting trinkets or shiny jewelry. Its beak is long
and triangular.
With its dark plumage and appetite for carrion, it is associated
with death; besides being common in places of massacres, especially
battlefields. The gods have used ravens for their senses, which in
some cases can become preternatural.
The raven has exceptional sight, gaining +6 to sight-related
Perception rolls. Added to his cunning and instincts, he has gained
a reputation for “having visions”; but also among his supernatural
fame has helped him feed on corpses. The magpie and the rook
are very similar although they are distinguished by having less bad
reputation as doomsayers and their plumage. You can change the
Intuition for Premonitions or Second Vision to represent one of the
ravens chosen by the gods or descendants of Ravens of Virtue,
being eligible by some magi as Familiars.
Other very similar birds share almost all the same features,
although they have different plumages, such as crows, being able
to use the same profile, although they can lose the ability to imitate
human sounds and the desire for shiny objects. The magpie is almost
the same height, but shrinks down to -6, sharing in this case an
appreciation for shiny objects.
Red Deer, Stag (Cervus)
Characteristics: Cun -2, Per +2, Pre 0, Com -5, Str +2, Sta +2,
Dex 0, Qik +2
Size: +2
Confidence Score: 0
Virtues and Flaws: Improved Characteristics, Higher Purpose
(protect the herd), Unaging, Dutybound
Qualities: Defensive Fighter, Extra Natural Weapons, Large
Antlers, Fast Runner, Good Jumper, Sharp Ears
Personality Traits: Brave +1
Reputations: Noble (local) 2
Combat:
Antlers: Init +4, Attack +7, Defense +8, Damage +5
Hooves: Init +4, Attack +6, Defense +8, Damage +3
Dodge: Init +2, Attack n/a, Defense +7, Damage n/a
Soak: +2
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-7), -3 (8-14), -5 (15-21), Incapacitated
(22-28), Dead (29+)
Abilities: Athletics 4 (sprinting), Awareness 3 (predators), Brawl
4 (dodge), Survival 3 (woodlands)
Natural Weapons: During the autumn and winter, a stag has
antlers with the following weapon statistics: Init +2, Atk +3, Def +2,
Dam +3. In spring, it sheds its antlers and must fight with its hooves
until the following autumn: Init +2, Atk +2, Def +2, Dam +1.
Appearance: These statistics are for the red deer, one of
the largest deer in Mythic Europe. Adult males average 40 to 50
stone in weight (560 to 700 pounds) depending on the richness
of the available food supply, and may be up to 15 hands high - as
tall as some horses, but more lightly built. The red deer's coat is
reddish-brown in winter and tan in summer, with a lighter rump and
underbelly. Stags have a shaggy mane of dark fur and an impressive
rack of antlers over four feet across from tip to tip. They make a deep,
bellowing roar during the autumn mating season.
The red deer lives in open woodlands, moors, and grasslands
throughout Mythic Europe. It avoids dense, tangled forests but can
be found in alpine forests and meadows. The species is called "elk"
in North America. The size of the red deer varies from +1 where
grazing is poor to +2 where the grass is rich and plentiful. Does are
smaller than stags and lack antlers.
The red deer is a favorite quarry of hunters. In some places, only
nobles are allowed to hunt it. The stag usually flees from combat,
trying to draw enemies away from its herd, but it can fight if it must. All
deer gain a +3 bonus to rolls involving running or jumping.
Stags are a symbol of health; they are able to restore themselves
from old age by eating venomous serpents. They have the keenest of
hearing. They have kings, whom they obey.
Rooster
Characteristics: Cun -1, Per +2, Pre -1, Com -2, Str -6, Sta +1,
Qik +2, Dex +3
Size: -4
Qualities: Imposing Appearance, Good Jumper, Vocal
Combat:
Claws: Ini 1, Atk 9, Def 9, Dmg -4
Teeth: Ini 2, Atk 9, Def 6, Dmg -5
Soak: +1
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Atheltics 3 (running), Brawl 3 (natural weapon),
Survival 3 (home terrain), Awareness 3 (food), Music 3 (voice
Scorpion, Monstrous (Scorpio)
Characteristics: Cun –2, Per –2, Pre –5, Com –6, Str –10, Sta
+2, Dex +2, Qik +6
Size: –5
Confidence Score: 0
Virtues and Flaws: Lightning Reflexes; Infamous
Qualities: Aggressive, Ambush Predator, Extra Natural
Weapons, Grapple, Tough Hide, Venomous
Personality Traits: Fierce +3
Reputations: Deadly (local) 5
Combat:
Pincers: Init +6, Attack +10, Defense +14, Damage -6
Grapple: Init +6, Attack +7, Defense +11, Damage n/a
Sting: Init +10, Attack +10, Defense +6, Damage –9*
Soak: +4
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –3 (1), –5 (2), Incapacitated (3), Dead (4+)
Abilities: Athletics 3 (running), Awareness 3 (food), Brawl 5
(sting), Hunt 4 (rodents), Stealth 4 (ambush), Survival 3 (desert).
Natural Weapons: The weapon statistics for a scorpion’s
pincers are Init +0, Atk +3, Def +3, Dam +4 and for its tail sting Init
+4, Atk +2, Def –6, Dam +1.
Powers:
Venomous Sting, 0 points, Init 0: When a scorpion attacks,
compare its Attack Advantage to the victim’s armor Protection (not
his Soak). If the scorpion’s advantage is higher, the victim suffers the
effects of an exceptionally debilitating poison (Stamina roll against
Ease Factor 6, Incapacitating), regardless of whether the sting inflicts
an actual wound. A normal scorpion’s special attack is hindered by
high leather boots or other simple measures just like the bite of an
adder or asp.
Appearance: A black creature with over-sized pincers and an
arched barbed tail.
These statistics represent over-sized versions of the common
scorpion – most scorpions are Size –8 or smaller. Although black
scorpions appear more menacing and aggressive to the unwary, in
general the lighter colored scorpions are more dangerous as they
possess more potent venom (at least Ease Factor 12, Fatal) and can
blend into the desert sands (add the Camouflage Quality, drop the
Aggressive Quality, and decrease to Brawl 3 with resultant change
in combat statistics).
28
Seal, Grey Female
The potency of scorpion venom varies according to the exact
creature. Different poisons can range from inflicting a Medium wound
to being Fatal and even the venom of smaller specimens can have
much higher Ease Factors (up to 15).
Even larger scorpions can be found deep in the deserts –
comparatively gigantic specimens (Size +3 or greater) are rumored
to lair in the Egyptian deserts guarding old tombs and sand-choked
ruins.
Stories tell of Mesopotamian scorpion-men with wings or hybrid
scorpion-human centaur-like creatures that guard the temples of old
gods and of winged scorpions in Egypt and far India.
Characteristics: Cun 0, Per 0, Pre –2, Com –5, Str +2, Sta +3,
Dex +1, Qik +1
Size: +1
Virtues and Flaws: Improved Characteristics, Long-Winded,
Puissant Swim; Carefree
Qualities: Amphibious, Fins, Pursuit Predator, Tireless, Tough
Hide
Personality Traits: Seal +3, Playful +3, Brave 0
Combat:
Teeth: Init +1, Attack +8, Defense +6, Damage +3
Soak: +5
Fatigue levels: OK, 0/0, –1/–1, –3/–3, –5, Unconscious
Wound Penalties: –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated
(19–24), Dead (25+)
Abilities: Brawl 3 (bite), Athletics 3 (acrobatic turns), Awareness
3 (fish), Hunt 4 (fish), Swim 4+2 (pursuit), Survival 3 (at sea)
These statistics are for a cow seal. Seals can hold their breath for
twice as long as normal, and the bonus from its Long-Winded Virtue
adds to rolls to withstand deprivation of air.
Scorpion, Swarm
Characteristics: Cun –1, Per –2, Pre –5, Com –6, Str +2, Sta
0, Dex +2, Qik +4
Size: +1
Virtues and Flaws: Lightning Reflexes; Infamous
Natural Qualities: Venomous
Personality Traits: Scorpion +5
Reputations: Deadly (Local) 4
Combat:
Sting: Init +8, Attack +9, Defense +3, Damage +3
Soak: +0
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated
(19–24), Dead (21+)
Abilities: Area Lore: Narixa Caves 4 (regiones), Athletics
(running) 5, Awareness 2 (prey), Brawl 4 (sting), Hunt 4 (rodents),
Stealth 4 (stalking prey), Survival 3 (caves)
Appearance: This great shifting sand of black chitinous noise
swarms across the ground covering everything in its path.
The scorpion’s venomous quality (House of Hermes: Mystery
Cults, page 43) is treated as the same level as an Asp’s bite (ArM5,
page 180).
Seal, Grey Male
Characteristics: Cun 0, Per 0, Pre –2, Com –5, Str +4, Sta +3,
Dex +1, Qik +0
Size: +2
Virtues and Flaws: Improved Characteristics, Large, LongWinded, Puissant Swim; Carefree
Qualities: Amphibious, Fins, Pursuit Predator, Tireless, Tough
Hide
Personality Traits: Seal +3, Playful +3, Brave 0
Combat:
Teeth: Init +0, Attack +8, Defense +5, Damage +5
Soak: +5
Fatigue levels: OK, 0/0, –1/–1, –3/–3, –5, Unconscious
Wound Penalties: –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated
(19–24), Dead (25+)
Abilities: Brawl 3 (bite), Athletics 3 (acrobatic turns), Awareness
3 (fish), Hunt 4 (fish), Swim 4+2 (pursuit), Survival 3 (at sea)
These statistics are for a bull seal. Seals can hold their breath for
twice as long as normal, and the bonus from its Long-Winded Virtue
adds to rolls to withstand deprivation of air.
Scorpion, Yellow (Scorpius)
Traits: Cunning -1, Communication -4, Perception -1, Presence
-6, Strength -16, Vitality +2, Dexterity +2, Quickness +10
Size: -9
Confidence Score: 1 (3)
Virtues and Flaws: Improved Characteristics, Tough, Ferocity
(Against intruders), Wrathful
Qualities: Aggressive, Disgusting Appearance, Extra Natural
Weapons (Claws), Large Horns, Ambush Predator, Large Claws,
Tough Hide, Prey, Hardy, Venomous
Personality Traits: Jealous of his territory +3, Poisonous +3,
Aggressive +6.
Reputations: Killer Vermin +4 (Local)
Combat:
Pincers: Initiative +10, Attack +12, Defense +18, Damage -12.
Stinger: Initiative +12, Attack +10, Defense +17, Damage -13.
Stamina: +7
Fatigue Levels: Ok, 0/0, -1, -3, -5, Unconscious.
Injury Penalties: Dead (+1)
Skills: Awareness 3 (food), Athletics 5 (run around), Hunt 4
(vermin), Brawl 5 (stinger), Stealth 4 (stalking prey), Survival 5 (rocks)
Powers:
Poison Stinger , 0 points, Ini 0. When attacking with its stinger,
the scorpion compares its Attack Advantage to Protection (Not
Stamina). If it is higher, not counting whether or not the stinger does
damage by itself, the person needs to pass a Vitality test at difficulty
9 or suffer a medium wound.
Appearance: A huge yellow scorpion, although similar older and
smaller relatives exist as well, with darker claws and stingers with a
livelier head. This is common in the area of ​​the Iberian Peninsula and
Languedoc, as well as North Africa. It hunts animals even bigger than
itself, which it devours after poisoning. It is an unpleasant creature
even with its own kind.
Serpent, Elephant-Eating
Characteristics: Cun 0, Per –2, Pre –6, Com –6, Str +8, Sta +2,
Dex +2, Qik 0
Size: +4
Virtues and Flaws: Great Quickness, Improved Characteristics;
Poor Eyesight
Mundane Qualities: Aggressive, Ambush Predator, Camouflage,
Grapple, Keen Sense of Smell, Slippery, Tireless
Optional Rule: Swarms
A swarm is a mass of creatures of Size –3 or smaller with a
combined Size of +1 or more. Given the fluid makeup of a swarm,
it is almost impossible to stop one in its tracks. Shield grogs are
used to holding off single or even group enemies, but a swarm
of creatures has the power to overwhelm defenders. Apply the
following rules:
• Swarms ignore defenders and can always reach their
intended target.
• Swarms may attack a number of targets equal to the
swarm’s size each round.
• At the storyguide’s discretion, Swarms may have an
immunity or resistance to regular weapons; a blade passes
harmlessly through a swarm of locusts, for instance.
• Being made up of many smaller individuals, a swarm is hard
to destroy. Unless a swarm is destroyed outright, it can disengage
and return at full strength after a number of rounds equal to its
single highest wound penalty.
29
Personality Traits: Dispassionate +3
Combat:
Bite: Init 0, Attack +10, Defense +6, Damage +9
Grapple: Init 0, Attack +8, Defense +12*, Damage n/a
*includes +6 for the Slippery Quality
Soak: +3
Fatigue Levels: OK, 0/0, –1/–1, –3, –5, Unconscious
Wound Penalties: –1 (1–9), –3 (10–18), –5 (19–27),
Incapacitated (28–36), Dead (37+)
Abilities: Awareness 2 (avoiding being trodden on), Brawl 5
(grapple), Hunt 4 (elephants), Stealth 4 (among rocks), Survival 3
(ravines), Swim 3 (rivers)
Natural Weapons: The weapon statistics for the snake’s bite are
Init 0, Atk +3, Def +1, Dam +1.
New Qualities:
Constriction - The serpent can only use this attack on a victim
of Size +5 or less. Constriction is based on the grappling rules
(see Non-Lethal Combat, ArM5, page 174). As long as the serpent
maintains the grapple, its opponent is considered deprived of air (see
ArM5, page 180). The victim must make a Stamina check every five
rounds, or suffer the normal effects of deprivation. Once the serpent
has successfully grappled an opponent (and begun constricting), on
subsequent rounds it can continue constricting and still attack with its
bite. These attacks may be directed at the grappled victim (in which
case the Grapple Strength adds to the Attack Total), or at another
opponent. The serpent can usually only constrict a single creature
at a time.
Swallow Whole - The serpent can swallow whole any creature
of Size–1 or smaller. If the creature has not first been subdued
with a Constriction attack (see above) it can struggle to escape,
but it continues to be affected by constriction while swallowed. It is
impossible to breathe inside the serpent, requiring deprivation rolls
(ArM5, page 180) even if the victim escapes the grapple. Three
rounds after being swallowed, the victim reaches the stomach. The
powerful acids inflict +9 damage every round, complete immersion
quadruples this to +36 (ArM5, page 181). A character may be able
to brace himself and avoid complete immersion: make a Strength +
Athletics roll each round; Ease Factor 6 results in only half immersion
(triple damage), Ease Factor 9 results in immersion of a limb (double
damage), and Ease Factor 12 means just a splash (normal damage).
The serpent cannot swallow a second creature until the previous
one has reached the stomach.
Appearance: A snake over 45 feet long, with a diameter of
nearly two feet at its thickest point. They are mostly mottled brown
in coloration, but have patches and swirls of olive green, black, and
yellow.
These giant elephant eating snakes are capable of swallowing
creatures up to Size +5, but it takes hours to accomplish this,
gradually inching its articulated jaws around the dead creature’s
body. The Swallow Whole power represents its ability to swallow
smaller prey items alive. The serpents automatically win Initiative
and receive a +3 to Attack totals on the first round of combat if they
take their victim by surprise. They have a +3 to all Stealth rolls when
they are remaining still, and a +3 to all Perception rolls involving their
sense of smell.
These immense serpents live in the ravines at the base of hills,
and in deep caves that can take their bulk. When it is time for them
to feed, they congregate at rivers where elephants are known to
gather. Often, several serpents attack the same elephant, fighting as
an untrained group; several can grapple at the same time, but only
one can use the Constriction power. They are not averse to attacking
other suitable prey.
When attacking an elephant, the serpent attempts to lasso its
victim’s legs in a knot of its tail and then suffocate it. If possible,
a giant serpent attacks from ambush. It aims to subdue its prey
as quickly as possible. It expends a Fatigue level on its initial bite
attack, and again in its next action when it initiates a grapple (and
constriction) by throwing the thick coils of its body around its prey. If it
succeeds, it can continue to constrict while biting its victim, gaining a
bonus to its bite Attack Total equal to its grapple strength.
Shark, Giant
Characteristics: Cun –2, Per –2, Pre –5, Com –6, Str +10, Sta
+3, Dex +1, Qik 0
Size: +5
Confidence Score: 1 (3)
Virtues and Flaws: Improved Characteristics, Ferocity (in
shallow water), Tough; Greedy
Mundane Qualities: Aggressive, Aquatic, Fins, Large Teeth,
Pursuit Predator, Thick Scales, Tough Hide, Fast Swimmer
Personality Traits: Hungry +6
Reputations: Killer 2 (Local)
Combat:
Bite: Init 0, Attack +11, Defense +7, Damage +13
Soak: +10
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–10), –3 (11–20), –5 (21–30),
Incapacitated (31–40), Dead (41+)
Abilities: Awareness 2 (prey), Brawl 5 (teeth), Hunt 4 (large
fish), Survival 3 (Red Sea), Swim 5 (deep water)
New Qualities:
Swallow Whole:The Scorpaena can swallow whole any creature
of Size 0 or smaller. The creature can struggle to escape, but the
confining nature of the gullet permits only Brawl attacks.
It is impossible to breathe inside the fish, requiring deprivation
rolls (ArM5, page 180) even if the victim escapes the grapple. Three
rounds after being swallowed, the victim reaches the stomach.
The powerful acids inflict +9 damage every round, complete
immersion quadruples this to +36 (ArM5, page 181). A character
may be able to brace himself and avoid complete immersion: make
a Strength + Athletics roll each round: Ease Factor 6 results in only
half immersion (triple damage), Ease Factor 9 results in immersion
of a limb (double damage), and Ease Factor 12 means just a splash
(normal damage). The fish cannot swallow a second creature until
the previous one has reached the stomach.
Appearance: These giant sharks are about 6 paces long.
Shark, Large
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str +4, Sta
+4, Dex +1, Qik –3
Size: +2
Confidence: 1 (3)
Virtues and Flaws: Ferocity (attacking prey)*, Improved
Characteristics, Greedy (major), Wrathful (major)
Qualities: Aggressive, Aquatic, Fins, Large teeth, Pursuit
predator, Slippery, Tough hide
Personality Traits: Greedy +3, Wrathful +3, Phlegmatic +2
Combat:
Large Teeth: Init –3, Attack +11, Defense +8, Damage +7
Dodge: Init –3, Attack n/a, Defense +2, Damage n/a
Soak: +6
Fatigue Levels: OK, OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated
(22–28), Dead (29+)
Abilities: Awareness 2 (food), Brawl 5 (teeth), Hunt 4(prey),
Survival 3 (home territory), Swim 5 (home territory)
Appearance: This set of statistics is intended to describe a
shark of +2 size.
* Ferocity is a Virtue that allows the shark to use Confidence
Points to alter its rolls, but only when the shark is attacking prey. The
creature is not able to use Confidence in other circumstances.
Sheep, Ewe
Characteristics: Cun –2, Per +1, Pre –4, Com –5, Str 0, Sta +1,
Dex +2, Qik +1
Size: –1
Virtues and Flaws: Long-Winded, Perfect Balance; Lecherous
(Minor).
Qualities: Hardy, Herd Animal, Keen Vision, Skilled Climber.
Personality Traits: Peaceful +3, Obedient +3
Reputations: Docile (local) 2
Combat:
30
Appearance: The common adder is a small snake, usually about
a foot and a half in length. Its color varies from pale grey or yellow
to red, with diamond-shaped black markings along its back. Some
individuals are completely black. The adder's head is triangular in
shape.
The adder is a venomous snake commonly found throughout
Mythic Europe (except in Ireland). It is hardy enough to hibernate
through the winter. It hunts rodents, lizards, and frogs by hiding and
waiting for prey to pass nearby. Its venom is weak and can sicken,
but not usually kill, a man.
The adder is prone to attack reflexively when anything stumbles
across its hiding place (see the Lightning Reflexes Virtue, ArM5 page
45). If the adder attacks a victim who is unaware of its presence, it
automatically wins Initiative in the first round of combat and gains
a +3 to its Attack Total for the first round only. Because it's so thin
and flexible, the adder gains a +6 bonus to Defense against grapple
attacks.
Hooves: Init +3, Attack n/a, Defense +5, Damage n/a
Soak: +1
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated
(13–16), Dead (17+)
Abilities: 4 (running), Awareness 3 (predators), Brawl 2 (dodge),
Survival 5 (hills)
Natural Weapons: Horns: Init +1, Atk +3, Def –1, Dam +2;
Hooves: Init +2, Atk +2, Def +2, Dam +1.
Domesticated goats and sheep lack a Survival score but have
slightly higher Communication scores of –4.
All goats and sheep are good climbers and gain a +3 bonus to all
rolls involving climbing.
Sheep, Ram
Characteristics: Cun –1, Per +1, Pre –4, Com –5, Str 0, Sta +1,
Dex +2, Qik +1
Size: –1
Virtues and Flaws: Long-Winded, Perfect Balance; Lecherous
(Minor).
Qualities: Aggressive, Extra Natural Weapons (horns), Hardy,
Herd Animal, Keen Vision, Skilled Climber.
Personality Traits: Virile +3, Violent +2.
Reputations: Lecherous (local) 2
Combat:
Horns: Init +2, Attack +11, Defense +6, Damage +2
Hooves: Init +3, Attack +9, Defense +8, Damage +1
Soak: +1
Fatigue Levels: OK, 0/0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated
(13–16), Dead (17+)
Abilities: 4 (running), Awareness 3 (predators), Brawl 5 (horns),
Survival 5 (hills)
Natural Weapons: Horns: Init +1, Atk +3, Def –1, Dam +2;
Hooves: Init +2, Atk +2, Def +2, Dam +1.
Appearance: The statistics are for a male sheep.
Domesticated goats and sheep lack a Survival score but have
slightly higher Communication scores of –4.
All goats and sheep are good climbers and gain a +3 bonus to all
rolls involving climbing.
Snake, Asp (Aspis)
Characteristics: Cun -1, Per -2, Pre -6, Com -6, Str -6, Sta +2,
Dex +2, Qik +2
Size: -3
Confidence Score: 0
Virtues and Flaws: Lightning Reflexes, Infamous
Qualities: Ambush Predator, Loathsome Appearance, Slippery,
Venomous
Personality Traits: Hostile +2
Reputations: Venomous (local) 4
Combat:
Fangs: Init +2, Attack +8, Defense +6*, Damage -5; * +6 to
Defense against grapple attacks
Soak: +2
Fatigue Levels: OK, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8),
Dead (9+)
Abilities: Awareness 2 (prey), Brawl 2 (fangs), Hunt 4 (rodents),
Stealth 4 (stalking prey), Survival 3 (grassy areas)
*Venomous Bite - When the asp attacks, compare its Attack
Advantage to the victim's armor Protection (not his Soak). If the
adder's advantage is higher, the victim suffers the effects of asp
venom, regardless of whether the bite inflicts an actual wound. The
storyguide may adjust the required Attack Advantage for special
circumstances: for instance, high boots might offer an effective
Protection +3 against the adder's special attack even though they
don't protect against normal attacks.
* Asp Venom - Asp venom is very potent; the Stamina roll to
avoid its effects has an Ease Factor of 9, and failure results in an
Incapacitating Wound. Medicine rather than Chirurgy is required to
assist recovery from this wound.
Natural Weapons: Fangs: Init 0, Atk +3, Def +1, Dam +1.
Appearance: The asp or cobra is a fearsome serpent found
throughout the lands of the Nile. It can grow to ten feet long, and
spread an awe-inspiring hood from the sides of its head. Asp venom
is so potent that the snake keeps its mouth wide open when moving,
and the venom steams out wilting nearby vegetation. Asps are
particularly vulnerable to Enchanting Music; anyone with this Virtue
can automatically enchant them without a roll. To avoid this, if asps
see anyone with a musical instrument they press one ear to the
ground and plug the other with the tip of their tail.
Snake, Adder (Viperis)
Characteristics: Cun -1, Per -2, Pre -6, Com -6, Str -8, Sta +2,
Dex +2, Qik +3
Size: -4
Confidence Score: 0
Virtues and Flaws: Lightning Reflexes, Infamous
Qualities: Ambush Predator, Loathsome Appearance, Slippery,
Venomous
Personality Traits: Hostile +2
Reputations: Venomous (local) 4
Combat:
Fangs: Init +3, Attack +8, Defense +7*, Damage -7; * +6 to
Defense against grapple attacks
Soak: +2
Fatigue Levels: OK, -1, -3, -5, Unconscious
Wound Penalties: -1 (1), -3 (2), -5 (3), Incapacitated (4), Dead
(5+)
Abilities: Awareness 2 (prey), Brawl 2 (fangs), Hunt 4 (rodents),
Stealth 4 (stalking prey), Survival 3 (grassy areas)
Powers:
Venomous Bite, 0 Points, Init 0. When the adder attacks, compare
its Attack Advantage to the victim's armor Protection (not his Soak). If
the adder's advantage is higher, the victim suffers the effects of adder
venom as listed in the Poison Table on p. 180 of ArM5, regardless
of whether the bite inflicts an actual wound. The storyguide may
adjust the required Attack Advantage for special circumstances: for
instance, high boots might offer an effective Protection +3 against the
adder's special attack even though they don't protect against normal
attacks.
Natural Weapons: Fangs: Init 0, Atk +3, Def +1, Dam +1.
Snake, Egyptian Cobra
Characteristics: Cun –1, Per –2, Pre –6, Com –6, Str –6, Sta
+2, Dex +2, Qik +2
Size: –3
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (self defense), Lightning Reflexes,
Infamous
Qualities: Ambush Predator, Loathsome Appearance,
Venomous
Reputations: Venomous +5 (much of Arabia), Venomous +3
(among the literati of Europe)
31
Combat:
Bite: Init +2, Attack +8, Defense +6, Damage –5*
See Venomous Bite in Powers, below.
Soak: +2
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1, (1–2), –3 (3–4), –5 (5–6) incapacitated
(7+)
Abilities: Awareness 2 (prey), Brawl 2 (fangs), Hunt 4 (rodents),
Stealth 4 (stalking prey), Survival 3 (local environment)
Powers:
Venomous Bite, 0 Points, Init 0. When the cobra attacks,
compare its Attack Advantage to the victim’s armor Protection (not
his Soak). If the cobra’s advantage is higher, the victim suffers the
effects of asp bite venom as listed in the Poison Table on page 180
of ArM5, regardless of whether the bite inflicts an actual wound. The
Storyguide may adjust the required Attack Advantage for special
circumstances: for instance, high boots might offer an effective
Protection +3 against the cobra’s special attack even though they
don’t protect against normal attacks.
Appearance: The asp is a large snake, weighing up to 20
pounds and reaching three paces in length. When threatened it
raises its hood, which is a hand wide, and sways. It does not spit its
venom. Asps are generally nocturnal, but are not so disadvantaged
by daylight as to earn the Flaw of the same name.
Songbird, Sparrow (Passer)
Characteristics: Cun -1, Per +2, Pre -1, Com +1, Str -17, Sta 0,
Dex +2, Qik +11
Size: -9
Confidence Score: 1 (3)
Virtues and Defects: Ferocity (Intruders in their nest)
Qualities: Camouflage, Vocal x2, Domesticated, Timid
Personality Traits: Territorial +2, Loving +1, Insecure +1
Reputations: Songbird 2 (Local)
Combat:
Dodge: Ini +11, Atk n / a, Def +13, Dmg n / a
Soak: +0
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Injury Penalties: Dead (1+)
Skills: Awareness 4 (predators), Athletics 3 (flying), Music 5
(trills), Brawl 2 (dodge), Stealth 4 (Hide)
Appearance: The male and female sparrows have different
plumages on their heads, but they are usually dark in color, to blend
in with trees and shrubs. In addition to their dark plumage, they even
fit in the hands of children and are not dangerous at all. They live
in towns and cities, their inhabitants appreciate the song that these
birds offer, and although they prefer to scare them away during
planting and harvesting, they are not usually disturbed, although
some are caged in cages instead of being totally free. Although they
group in flocks, they are usually territorial when it comes to protecting
their nests against their congeners.
While they are not moving, they are difficult to perceive or find,
adding +3 to hiding while they are not moving; even if they are
singing, creating a sensation of music that appears out of nowhere
where several of them perch.
Spider, Wolf
Characteristics: Int –1, Per –1, Pre –6, Com –4, Str –22, Sta
+1, Dex +3, Qik +10
Size: –10
Virtues and Flaws: Piercing Gaze; Envious (Minor)
Natural Qualities: Ambush Predator, Grapple, Loathsome
Appearance, Venomous
Personality Traits: Sinister +2
Reputations: None
Combat:
Dodge: Init +4, Attack N/A, Defense +7, Damage N/A
Teeth: Init +4, Attack +10, Defense +9, Damage –9
Grapple: Init +4, Attack +6, Defense +7, Damage N/A
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: Dead (1+)
Abilities: Athletics 5 (running), Awareness 3 (prey), Brawl 2
(teeth), Hunt 4 (insects), Stealth 4 (stalking), Survival 3 (home area)
Appearance: These large spiders are about 1.6 inches (4cm)
long. They are the largest of their kind. Striking from ambush, they
hunt other insects, most notably millipedes.
Stork
Characteristics: Cun -1, Per +2, Pre -1, Com -2, Str -2, Sta +1,
Qik +2, Dex +2
Size: -2
Qualities: Ambush Predator, Imposing Appearance
Personality Traits: Loyal +3
Combat:
Teeth: Ini +2, Atk +7, Def +5, Dmg -1
Soak: +1
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Atheltics 3 (flying), Brawl 2 (dodging), Survival 3 (home
terrain), Awareness 4 (food), Hunt 4 (prey), Stealth 4 (stalking prey)
Storks are harbringers of spring, due to their return to europe
in that time of year, and have their chicks born at that time. Parents
care well for their young, and the young care for their parents when
they grow. They watch their nests so zealously that they lose their
feathers from constantly brooding.
In Germany and Scandinavia, storks are considered to be good
luck if they nest on one’s roof.
Squid
Characteristics: Cun –3, Per –2, Pre –5, Com –6, Str –8, Sta
+3, Dex 0, Qik +4
Size: –4
Virtues and Flaws: Puissant Brawl
Qualities: Aquatic, Aggresive, Extra Natural Weapons, Fins,
Grapple, Slippery x2, Defensive Fighter, Camouflage, Tough Hise,
pursuit Predator.
Personality Traits: Tenacious +3
Combat:
Grapple: Init +2, Atk +4, Dfn +9, Dam n/a
Tentacles: Init +2, Atk +4, Dfn +9, Dam n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Awareness 2 (food), Brawl 2+2 (dodging), Survival 3
(sea), Swim 5 (sea)
Squirrel
Characteristics: Cun +1, Per 0, Pre –3, Com –5, Str –12, Sta
+1, Dex +3, Qik +5
Size: –7
Virtues & Flaws: Lightning Reflexes
Qualities: Crafty, Defensive Fighter, Skilled Climber, Timid
+3 to all climb rolls.
Personality Traits: Timid +3, Acquisitive +2, Inquisitive +1
Combat:
Dodge: Init +5, Attack n/a, Defense +10, Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: Incapacitated (1), Dead (2+)
Abilities: Athletics 3 (climbing), Awareness 4 (food), Brawl 4
(dodge), Stealth 4 (hiding), Survival 3 (foraging)
32
Swan
Characteristics: Cun -1, Per -+2, Pre -3, Com +1, Str -2, Sta
+1, Dex +0, Qik +4
Size: -2
Virtues & Flaws: Luck, Inspirational, Puissant Music; Humble.
Qualities: Accomplished Flyer, Amphibious, Timid, Vocal x2.
Personality Traits: Majestic +3
Combat:
Dodge: Init +3, Atk N/A, Def +9, Dam N/A
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Atheltics 3 (flying), Brawl 2 (dodging), Survival 3 (lakes
and rivers), Awareness 4 (predators), Stealth 4 (hiding), Swim 4
(lakes and rivers), Music 5+2 (voice)
The swan is good luck to those who make their living on water.
Swans have the sweetness of music. They are strong flyers and able
to cross vast distances.
Toad, Common (Bufo)
Characteristics: Cun -3, Per -2, Pre 0, Com -6, Str -13, Sta +3,
Dex +1, Qik +5
Size: -8
Qualities: Amphibious, Good Jumper, Loathsome Appearnace,
Timid, Venomous
Personality Traits:
Combat:
Dodge: Init +5, Atk -, Def +7, Dam Soak: +3
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: Dead (1+)
Abilities: Awareness 4 (predators), Brawl 2 (dodge), Stealth 4
(hiding), Swim 5 (ponds and rivers), Survival 3 (home terrain)
While venomous toads are only toxic if you try and eat them. The
common toad has no other way to transmit its poison.
Tortoise
Tiger, Hyrcanian
Characteristics: Cun -3, Per –2, Pre –5, Com –6, Str –1, Sta
+3, Dex +1, Qik +1
Size: –4
Virtues and Flaws: Enduring Constitution, Long-Winded, Tough,
Unaging; Noncombatant, Poor Eyesight, Reclusive
Qualities: Camouflage, Hardy, Shell, Timid, Tireless
Personality Traits: Reclusive +3, Timid +2
Combat:
Dodge: Init +1, Attack N/A, Defense: 3, Damage N/A
Soak: +10
Fatigue Levels: OK, 0/0, 0/0, –2/–2, –4, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Awareness 4 (predators), Brawl 2 (dodge), Stealth 4
(hiding), Survival 5 (home terrain)
Appearance: A turtle of about 20 cm in length with a brownish,
slightly drably colored shell. Along the back of the shell, 15 lumps are
visible, which could be mistaken for spine bones.
Characteristics: Cun +1, Per 0, Pre –2, Com –5, Str 0, Sta +1,
Dex +2, Qik +3
Size: 0
Confidence Score: 0
Virtues and Flaws: Affinity with Athletics, Improved
Characteristics, Puissant Athletics; Proud
Qualities: Aggressive, Crafty, Fast Runner, Pursuit Predator,
Tireless
Personality Traits: Vain +3, Swift +3, Brave +1
Combat:
Bite: Init +3, Attack +11, Defense +9, Damage +1
Trip: Init +2, Attack +8, Defense +9, Damage n/a*
* If the tiger exceeds its opponent’s Defense Total by 3; it is
knocked prone.
Soak: +1
Fatigue Levels: OK, 0/0, –1/-1, –3/-3, –5, Unconscious
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated
(16–20), Dead (21+)
Abilities: Athletics 6+2 (running), Awareness 3 (gazelle), Brawl
5 (bite), Dasht-i Kavir Lore 2 (oases), Hunt 4 (gazelle), Survival 3
(semi-desert)
Appearance: The hyrcanian tiger is a long-legged tawny cat,
about 7 feet long (including a 3 foot tail), and weighing about 150
pounds. Tigers in Mythic Europe have spots rather than stripes,
although naturally you can have striped tigers in your saga if you
prefer.
The tiger receives a +3 to all rolls involving running.
Unicorn, Eastern (Monoceros)
Characteristics: Cun –1, Per 0, Pre –4, Com –5, Str +8, Sta +1,
Dex 0, Qik –1
Size: +4
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (defending territory), Improved
Characteristics, Puissant Brawl; Tough, Oversensitive (threats),
Weakness (maidens),
Qualities: Aggressive, Defensive Fighter, Extra Natural
Weapons, Hardy, Imposing Appearance x3, Large Horn, Shell, Thick
Skin, Tough Hide.
Personality Traits: Belligerent +2, Intolerant +3
Combat:
Horn: Init +1, Attack +11, Defense +9, Damage +11
Trample: Init +1, Attack +9, Defense +8, Damage +9
Soak: +11
Fatigue Levels: OK, 0/0, –1/–1, –3, –5, Unconscious
Wound Penalties: –1 (1–9), –3 (10–18), –5 (19–26),
Incapacitated (27–34), Dead (35+)
Abilities: Athletics 3 (running), Awareness 3 (opponents), Brawl
5+2 (horn), Survival 5 (plains)
Natural Powers:
Charge of the Karkadann, 0 points, Init 0. The karkadann can
expend a Fatigue level and charge into combat over flat terrain using
its horn, adding its Combat Ability to its Attack roll. Any creature of
smaller size successfully stuck is knocked down prone as per the
Optional Combat rules for Charging on Foot detailed in Lords of Men,
page 123.
Natural Weapons: A karkadann’s Large Horn has the following
combat statistics: Init +2, Atk +3, Def +2, Dam +3. Its trample is Init
+2, Atk +2, Def +2, Dam +1.
Tiger, Siberian
Characteristics: Cun +1, Per +2, Pre -1, Com +0, Str +6, Sta
+2, Qik +1, Dex +3
Size: +2
Confidence: 1 (3)
Virtues and Flaws: Ferocity (Defending territory), Improved
Characteristics, Improved Characteristics, Puissant Brawl, SelfConfident, Perfect Balance, Tough; Proud, Infamous, Solitary
Qualities: Aggressive, Ambush Predator, Crafty, Good Jumper,
Hardy, Imposing Appearance, Large Claws, Large Teeth, Tough
Hide, Camouflage, Vocal, Amphibious, Keen Eyesight, Sharp Ears
Personality Traits: Blood thirsty killer +4
Combat:
Large Teeth: Ini +1, Atk +15, Def +10, Dmg +9
Large Claws: Ini +1, Atk +15, Def +11, Dmg +10
Soak: +7
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated
(22–28), Dead (29+)
Abilities: Atheltics 3 (running), Brawl 5+2 (bite), Survival 5
(home terrain), Awareness 3 (food), Swim 4 (rivers), Hunt 4 (prey),
Stealth 4 (stalking prey), Music 3 (roar)
33
Appearance: A large grey beast with thick armored hide and
a body like a bull. A large conical horn projects from its nose and
curves backwards above a finger shaped lip.
Although the karkadann is protected by its thick skin as if it had
a shell, it is otherwise slower than an average animal of its size and
suffers a –3 penalty to all rolls involving fast or nimble movement,
including attacking opponents in melee but not including charging
into battle.
Larger specimens (Size +5) and Faerie versions are found in
the southern plains and foothills at the edges of the desert. Similar
creatures are rumored to roam the plains of Ethiopia, where the
fabled Eastern Unicorn of Virtue is said to dwell. Monstrous jinn with
the head of a karkadann are mentioned in folklore as guardians of
entrances to Jinnistan or as shock troops in the jinni armies that
served Suleiman and Balquis, the Queen of Sheba.
The karkadann is too large to be taken as a Heartbeast for a
Bjornaer unless the magus has the Giant Blood Virtue and the Troupe
decides on a suitable background to explain their unusual ancestry.
Weasel
Characteristics: Cun +1, Per 0, Pre –2, Com –5, Str –11, Sta
+1, Dex +1, Qik +7
Size: –7
Confidence Score: 1 (3)
Virtues and Flaws: Ferocity (against rodents), Greater Purifying
Touch (venom), Short Attention Span, Improved Characteristics
Mundane Qualities: Aggressive, Fast Runner, Pursuit Predator,
Skilled Climber
Personality Traits: Aggressive +3, Curious +3
Combat:
Teeth: Init +7, Attack +8, Defense +12, Damage –10
Soak: +2
Fatigue Levels: OK, 0/0, –1/–1, –3/–3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead
(5+)
Abilities: Athletics 3 (chasing), Awareness 3 (rodents), Brawl 3
(bite), Hunt 4 (rodents), Survival 3 (fields or woodland)
Natural Weapons: A weasel’s teeth have the following combat
characteristics: Init 0, Attack +3, Defense +1, Damage +1.
Whale, Sarda
Characteristics: Cun –3, Per –2, Pre +2, Com 0, Str +19, Sta
+5, Dex +2, Qik –4
Size: +9
Confidence Score: 0
Virtues and Flaws: Improved Characteristics, Reserves of
Strength, Tough; Poor Eyesight.
Qualities: Aquatic, Defensive Fighter, Fins, Hardy, Imposing
Appearance (x3), Tireless, Tough Hide, Vocal.
Personality Traits: Patient +3, Cruel +2, Hungry +2
Reputations: Creature which drowns sailors 3 (coastlines)
Combat:
Tail: Init –4, Attack +10 Defense +2, Damage +24
Soak: +10
Fatigue Levels: OK, 0, 0, –1, –1, –3, –3, –5, –5, Unconscious
Wound Penalties: –1 (1–14), –3 (15–28), –5 (29–42),
Incapacitated (43–56), Dead (57+)
Abilities: Awareness 2 (food), Brawl 4 (dodge), Music 3
(bellowing), Survival 5 (coastlines), Swim 5 (coastlines)
Natural Weapons: Tail (Init 0, Atk +4, Def +2, Dmg +5)
Appearance: Most consider this enormous fish to be quite
strange, with a sweet scent evident from its vast mouth and a thick,
pebbly hide rather than scales. Strangely, its tail lies flat, instead of
vertically.
Bad tempered, they are known to smash or overturn boats when
harassed by fishermen.
Wolf (Lupus)
Characteristics: Cun +2, Per 0, Pre -2, Com 0, Str -1, Sta +3,
Dex +2, Qik +2
Size: -1
Confidence Score: 1 (3)
Virtues and Flaws: Improved Characteristics (x2), Ferocity
(when hungry), Long-Winded, Sharp Ears, Compulsion (killing),
Infamous
Qualities: Aggressive, Hardy, Keen Sense of Smell, Pack
Animal/Pack Leader, Pursuit Predator, Sharp Ears, Thick Fur, Vocal
Personality Traits: Brave +3, Cowardly +3
Reputations: Bloodthirsty (local) 4
Combat:
Teeth: Init +2, Attack +11, Defense +9, Damage 0
Trip: Init +2, Attack +7, Defense +7, Damage n/a*
* see Hunted by Wolves
Soak: +4
Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (1316)
Abilities: Athletics 5 (distance running), Awareness 3 (smell),
Brawl 5 (teeth), Hunt 4 (track by smell), Survival 3 (winter)
Natural Weapons: Teeth: Init 0, Atk +3, Def +1, Dam +1. Its thick
fur gives it a Protection of +1.
Appearance: The wolf has erect, triangular ears, a narrow
muzzle, and a coat of shaggy fur. Its eyes are usually yellowish and
have a steady, unsettling gaze. Its color may be any shade from
pale grey through dark brown, often with lighter patches on the sides
of the face and around the eyes. The wolf can bark, but its betterknown sound is its eerie, piercing howl.
The wolf is found throughout Mythic Europe, the Middle East,
and North Africa. According to Pliny the Elder, the wolves of northern
regions are fierce while those of Africa and Egypt are weak
Wolves are greatly feared by commoners. They are hunted with
large hounds because they kill livestock. In some lands, there is a
bounty on their hides. Many tales attribute supernatural powers to
wolves, but most wolves are mundane and have no powers at all.
The Flaws above reflect the medieval perception of the wolf as a
wanton, bloodthirsty killer. Individual wolves, such as the Animal
Companion of a player character, may substitute another Personality
Flaw in place of the Compulsion. A wolf Animal Companion that goes
around killing livestock could be disruptive to stories. Regardless of
such a wolf's actual personality, mundanes are likely to treat it with a
great deal of fear and suspicion.
The leader of a wolf pack has the additional Ability, Leadership
5 (wolves). A pack may fight as a trained group when its leader is
present. A wolf pack is extremely dangerous.
Wolf, Desert (Dhi’b)
Characteristics: Cun +1, Per +2, Pre -3, Com +1, Str -3, Sta +3,
Dex +2, Qik +4
Size: -2
Confidence Score: 1 (3)
Virtues and Flaws: Improved Characteristics (x2), Ferocity
(when hungry), Long-Winded, Sharp Ears, Compulsion (killing),
Hunted by Wolves
Once a target has been cornered by a pack of wolves, every
few rounds a wolf breaks away from the group and attempts a
trip maneuver (ArM5, page 175). The wolf makes a Brawl Attack
against the target’s Defense. If the opponent is running from the
wolves or unaware of the attack, then it can only use a Brawl
Defense or an Evasion (Qik + Athletics – Encumbrance – Size +
stress die, see Lords of Men, page 125).
If the Attack Total exceeds the Defense Total by three or
more, then the target is tripped and must take an action to stand
back up again, during which time his Defense total is just equal to
his (Qik – Encumbrance + stress die). This is usually the point at
which the pack leader applies the Group Advantage to the Attack
Total and moves in for the kill.
34
Infamous
Qualities: Aggressive, Hardy, Keen Sense of Smell, Pack
Animal/Pack Leader, Pursuit Predator, Sharp Ears, Thick Fur, Vocal
Personality Traits: Brave +3, Cowardly +3
Reputations: Bloodthirsty (local) 4
Combat:
Teeth: Init +4, Attack +10, Defense +11, Damage -2
Trip: Init +4, Attack +7, Defense +9, Damage n/a*
* see Hunted by Wolves
Soak: +4
Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (1316)
Abilities: Athletics 3 (distance running), Awareness 3 (smell),
Brawl 5 (teeth), Hunt 4 (track by smell), Leadership 5 (wolves), Music
3 (howl), Survival 5 (desert)
Appearance: Slightly smaller than the grey wolves of Mythic
Europe, or their Persian and Indian counterparts, these brownish
wolves have adapted to life in the desert.
According to the folklore of the people, Jinn and Ghuls greatly
fear wolves, and will not even attempt to take their form.
larger than themselves.
Mundane Qualities
Accomplished Flyer
This bird is either a particularly powerful flier, or an acrobatic one.
Grants Athletics 5 (Flying); the creature must be capable of flight.
Aggressive
Add 1 to Cunning; grants Brawl 5 (natural weapons).
Ambush Predator
The beast lies in wait for its prey and catches it by surprise. Grants
Stealth 4 (stalking prey) and Hunt 4 (prey). The beast’s specialization
for Brawl changes to one of the beast’s natural weapons. If it has
successfully crept up on its prey, it automatically wins Initiative in the
first round of combat and gains a +3 to its Attack Total for the first
round only.
Amphibious
Grants Swim 4 (home terrain). The beast can hold its breath for
twice as long as normal.
Wolf, Large
Characteristics: Cun +2, Per +1, Pre –2, Com +1, Str +2, Sta
+3, Dex +2, Qik +1
Size: 0
Confidence Score: 1 (3)
Virtues and Flaws: Large, Puissant Brawl, Improved
Characteristics x3, Ferocity (when leading a pack), Long Winded;
Compulsion (killing), Infamous
Qualities: Aggressive, Hardy, Keen Sense of Smell, Pack
Leader, Pursuit Predator, Sharp Ears, Thick Fur, Tough Hide, Vocal
Personality Traits: Brave +3, Cowardly +3
Reputations: Bloodthirsty 4 (Local)
Combat:
Teeth: Init +1, Attack +13, Defense +10, Damage +3
Trip: Init +1, Attack +9, Defense +8, Damage n/a*
* see Hunted by Wolves
Soak: +5
Fatigue Levels: OK, 0/0, –1/–1, –3, –5, Unconscious
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated
(16–20), Dead (21+)
Abilities: Athletics 5 (distance running), Awareness 2 (smell),
Brawl 5+2 (teeth), Hunt 4 (track by smell), Leadership 5 (wolves),
Survival 3 (winter)
Appearance: Much like a normal wolf, but up to twice the weight,
and appearing even larger due to its thick fur. Wolves of this size are
usually the leading male, using its superior size to gain the top spot.
The wolf gains a +3 bonus to all rolls involving the senses of
smell and hearing.
Aquatic
Grants Swim 5 (home terrain). The beast can breathe water.
Camouflage
Add +3 to all rolls to hide, whenever the creature is not moving.
Constriction
The serpent can only use this attack on a victim of Size +5 or
less. Constriction is based on the grappling rules (see Non-Lethal
Combat, ArM5, page 174). As long as the serpent maintains the
grapple, its opponent is considered deprived of air (see ArM5, page
180). The victim must make a Stamina check every five rounds,
or suffer the normal effects of deprivation. Once the serpent has
successfully grappled an opponent (and begun constricting), on
subsequent rounds it can continue constricting and still attack with its
bite. These attacks may be directed at the grappled victim (in which
case the Grapple Strength adds to the Attack Total), or at another
opponent. The serpent can usually only constrict a single creature
at a time.
Crafty
Raise Cunning to 0 (if currently negative), or add 1. This Quality
may be taken more than once for exceptionally cunning animals.
Crushing Jaws
Wolverine
This quality reflects situations in which, although the animal is
not particularly strong compared to humans, the muscles with which
they bite down are tremendously powerful. The muscles which
open its mouth are comparatively weak. A human may hold closed
the animal’s jaws with a successful Grapple. This Quality adds +3
Damage to any bite attack.
Characteristics: Cun +1, Per +0, Pre -2, Com -5, Str -2, Sta +2,
Dex +0, Qik +3
Size: -2
Virtues and Flaws: Berserk, Enduring Constitution, Ferocity
(when cornered)
Qualities: Aggressive, Pursuit Predator, Large Claws, Thick
skin, Tireless.
Personality Traits: Aggressive +3
Combat:
Claws: Init +3, Atk +10, Def +11, Dam +2
Bite: Init +3, Atk +6, Def +9, Dam -2
Soak: +3
Fatigue Levels: OK, 0/0, –1/-1, –3/-3, –5, Unconscious
Wound Penalties: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated
(10–12), Dead (13+)
Abilities: Awareness 3 (food), Athletics 3 (running), Brawl 5
(bite), Hunt 4(prey), Survival 3 (arctic)
While similar to the badger in appearance, these larger creatures
are solitary, and fiercer. They do not hesitate to attack creatures
Defensive Fighter
The creature only fights to defend itself. Grants Brawl (dodging)
4 and an extra Fatigue level.
Domesticated
The beast loses any Survival Ability that it might have, but gains
1 point of Communication, if currently negative.
Extra Natural Weapons
Gain an extra set of natural weapons, such as horns/antlers,
teeth/tusks, claws, or hooves. Only one set of weapons may be used
35
in each round of combat. This Quality may be taken more than once.
However, this should be treated as a Presence of +3 if the animal
makes any attempt to scare or intimidate an opponent.
Fast Runner
Add +3 to all rolls involving running.
Fast Flyer
Add +3 to all rolls involving speed while flying; the creature must
be capable of flight.
Fins
No penalties to actions taken underwater
Good Jumper
Add +3 to all rolls involving jumping.
Grapple
The creature may make a grapple attack instead of a normal
attack. This attack may only be employed against an opponent that
is less than or equal to the creature’s (Size + 1). See Non-Lethal
Combat (ArM5, page 174) for rules on grappling. If the creature
has another natural weapon (such as a bite), it may add its current
Grapple Strength to its Attack Total in subsequent rounds, until
the opponent breaks free. The creature must defend against any
opponent outside the grapple with its Grapple Defense (see Natural
Weapons Table, below).
Hardy
The creature is used to harsh conditions; it has a Survival 5
(home terrain) and an extra Fatigue level.
Mimicry
The creature is capable of mimicking other noises, such as a
human voice. Raise Communication to 0 (if negative) or increase
it by 1. It does not understand the meaning of the sounds it makes,
unless the creature has Intelligence rather than Cunning, in which
case the creature acquires Living Language 3. Note that a magus
shapechanged into a creature with this Quality cannot form the
precise and complex sounds required for spellcasting.
Overrun
This effect only applies if the creature has charged into combat,
exerting itself into this attack. If the attack is successful, the opponent
must make a Dexterity + Athletics stress roll against an Ease Factor
equal to (Damage Total (before soak) + elephant’s Size – opponent’s
Size). If the roll fails, the opponent lands on the ground a number of
feet away equal to the elephant’s Size, taking falling damage in the
process. He must spend his next action regaining his feet, although
the creature normally follows up with a trample.
Prone characters cannot parry, but must use Brawl to defend
themselves.
Pack Animal
These creatures may fight as a Trained Group when a Pack
Leader is present. If the Pack Leader is not present, they may still
fight as an Untrained Group.
Pack/Herd Leader
Add 1 to Communication and grant Leadership 5 (own species).
Herd Animal
The creature is brave when with others of its own kind. When
forced to fight as a group, herd animals temporarily gain the Ferocity
Virtue, which they may use to stampede or escape whatever is
threatening them as a group. These animals do not have the Ferocity
Virtue when caught on their own, unless taken as a Virtue. For
example, a stag might have the Virtue, whereas the deer in his herd
have this Quality.
Pursuit Predator
The beast actively hunts for its prey, either tracking its scent or
chasing it down. Grants Hunt 4 (prey) and an extra Fatigue level.
The beast’s Specialization for Brawl changes to one of the beast’s
natural weapons.
Sharp Ears
Add 1 to Perception and +3 to rolls involving hearing.
Imposing Appearance
The creature has a beautiful, majestic, or awe-inspiring
appearance that appeals even to humans. Raise Presence to 0 (if
negative), or increase by 1 otherwise. This Quality may be taken
more than once for exceptionally beautiful or impressive creatures.
Shell
The creature is encased in a protective shell. Grants a +4 to
Protection, but the creature suffers a –3 to all rolls involving fast or
nimble movement.
Keen Eyesight
Skilled Climber
Add 1 to Perception and +3 to all rolls involving eyesight.
Add +3 to all rolls involving climbing.
Keen Sense of Smell
Add 1 to Perception, +3 to all rolls using the sense of smell, and
+2 to all Hunt rolls.
Large Claws
The creature’s claws are larger than average for a creature of its
Size. Use the weapon statistics for Large Claws listed below.
Large Horns/Antlers
The creature’s horns or antlers are larger than average for a
creature of its Size. Use the weapon statistics for Large Horns listed
below.
Slippery
This creature has a +6 to Defense rolls against Grapple attacks.
This Quality may be taken more than once; the bonus rises by +3
each additional time it is taken.
Spiny
The creature is covered in spines; these grant a +1 bonus to
Protection. If any opponent strikes at the creature with a bite, claw,
or fist attack, he inflicts damage as normal, but suffers +5 damage in
return. Some creatures have poison spines (see Venomous, below),
in which case the attacker’s own Attack Advantage is used against
itself to determine the success of the Venom counterattack only.
Large Teeth
The creature’s teeth are larger than average for a creature of its
Size. Use the weapon statistics for Large Teeth listed below.
Loathsome Appearance
The creature is so repulsive that its Presence drops to –6.
Swallow Whole
The serpent can swallow whole any creature of Size–1 or smaller.
If the creature has not first been subdued with a Constriction attack
(see above) it can struggle to escape, but it continues to be affected
by constriction while swallowed. It is impossible to breathe inside
the serpent, requiring deprivation rolls (ArM5, page 180) even if the
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victim escapes the grapple. Three rounds after being swallowed, the
victim reaches the stomach. The powerful acids inflict +9 damage
every round, complete immersion quadruples this to +36 (ArM5,
page 181). A character may be able to brace himself and avoid
complete immersion: make a Strength + Athletics roll each round;
Ease Factor 6 results in only half immersion (triple damage), Ease
Factor 9 results in immersion of a limb (double damage), and Ease
Factor 12 means just a splash (normal damage).
The serpent cannot swallow a second creature until the previous
one has reached the stomach.
Official Stats
Some of the animals appearing in this document have been
copied from official Ars Magica books. For some of them, there were
stats provided for one animal, with notes on what to change to get
a different animal. In those cases, I did the extra work of adding/
removing the Virtues/Flaws/Qualities, and adjusting the size, or
adjusting the combat stats.
In some cases, I’ve found discrepancies between the rules, and
what the actual stats should be, so I’ve taken the liberty to correct
them.
Timid
Subtract 1 from Presence; grant Stealth 4 (hiding) and Awareness
4 (predators). Timid creatures usually lack natural weapons.
BS&S
P.46 notes on apes
P.136 Dromedary Camel
Adjustments for Riding Camel, War Camel, Bactrian Camel
P.137 Painted Dog
P.138 Fennec Fox
Adjustments for Sand Fox
P.138 Goat
Adjustments for bigger males, Mouflon, Ibex, Barbary Sheep,
and general Sheep
P.139 Hyena
P.140 Jackal
P.140 Waral Lizard
P.141 Ostrich
*P.141 Monstrous Scorpion (oversized version of common scorpion)
Notes that actual black scorpions would be size -8
P.142 Rhinocerous
P.143 Vulture
Tireless
The creature gains two extra Fatigue levels.
Thick Fur/Thick Scales
Add 1 to Protection; this Quality stacks with the Tough Virtue and
the Tough Hide Quality.
Tough Hide
Add 2 to Protection; this Quality stacks with the Tough Virtue and
the Thick Fur Quality.
Trunk
The elephant’s trunk can be used to manipulate objects like a
human hand, although tasks requiring two hands suffer a –3 penalty.
F&F
P.66 Sarda Whale
Venomous
One of the character’s attacks (usually the bite) also delivers
venom into the wound. Compare the Attack Advantage to the victim’s
Protection (not Soak). If the character’s advantage is higher, then the
victim suffers the effect of the venom, regardless of whether the bite
inflicts an actual wound. The venom can be of one of two strengths
(chosen when Quality is taken) — the character can chose from
either: a venom that inflicts a Light Wound if a Stamina roll with an
Ease Factor of 12 is failed; or one that inflicts a Medium Wound but
has an Ease Factor of 9 to avoid the effects. This Quality may be
taken more than once: each additional time increases the severity
of the wound inflicted or adds three to the Ease Factor to avoid the
effects.
HP
P.124 Adding insects to the categories available from HoH:MC
P.124 minimal stats for Wasp
P.124 minimal stats for Butterfly
P.124 minimal stats for Ant
P.124 minimal stats for Dung Beetle
Hooks
P.38 The Outer Heartbeast includes Size, Qualities, etc. for a
stag, and more can be back-calculated from the base stats on p.37.
LoH
P.44 Scorpion Swarm
P.44 rules for swarms
P.105 Large Fish
P.105 Large Shark
Venomous Bite
When the asp attacks, compare its Attack Advantage to the
victim’s armor Protection (not his Soak). If the adder’s advantage
is higher, the victim suffers the effects of asp venom, regardless
of whether the bite inflicts an actual wound. The storyguide may
adjust the required Attack Advantage for special circumstances: for
instance, high boots might offer an effective Protection +3 against the
adder’s special attack even though they don’t protect against normal
attacks.
LoM
P.45 Magpie
P.45 Monkey
P.45 Squirrel
P.50 Lymer, Alaunt, Greyhound, Running Dog, Mastiff
P.55-56 Destrier, Courser/Rouncey, Palfrey or Jennet, Hackney,
Fell Pony or Icelandic Pony
P.57 includes notes about horse carrying capacities
P.58 minimal stats for Partridge
P.58 minimal stats for Hare
P.58 minimal stats for Duck
P.58 minimal stats for Goose
P.58 minimal stats for Pheasant
P.58 minimal stats for Heron
P.58 minimal stats for Crane
P.59 Gyrfalcon
Adjustments for Peregrine Falcon, Goshawk, Merlin, Lanner,
Sparrowhawk
Vocal
The creature can produce impressive vocalizations, such as a
powerful roar or howl, beautiful birdsong, or the like. Communication
is raised to 0 (if negative) or increased by 1: gain Music 3. This
Quality may be taken twice for particularly impressive vocal ability,
increasing Music to 5.
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LotN
P.18 Hippopotamus
P.19 Crocodile
P.20 Elephant
Adjustments for female elephants
P.21 Mongoose
P.22 Hyena
P.22 Baboon
Adjustments for Cercopithecus, Callithrix, and Sphinx
P.23 Ostrich
*P.23 Elephant-Eating Serpent
*P.97 Scorpion Fish
Adjustments for shark
MoH
P.10 Asp
P.10 Bat
P.10-11 Camel
P.11 Crocodile
P.11-12 Lion
P.19 The magical tortoise includes Size, Animal Qualities, etc.
for a tortoise.
P.55 The magical grouse includes Size, Animal Qualities, etc.
for a grouse.
P.99 The magical spider includes Animal Qualities, etc. for a
spider.
ML
P.57 Puffin (remove the warping)
P.58 generic fish
Adjustments for Crab, Dogfish, Dolphin, Eel, Grey Mullet,
Mackerel, Octopus, Salmon, Sole
P.60 Grey Seal
P.108 Goblin Rat
P.141 Wolf and Large Wolf
RM
P.84 Adds the Fins quality, which should probably be given to a
number of fish which don’t have it but are assumed to.
P.84 Update to the Venomous quality so that some things can be
more or less poisonous than others.
TC&TC
P.104 Adjustments for Arabian Steeds
P.104 Adjustments for Saluqi (dog breed)
P.153 Hyrcanian Tiger (notes to adjust the magical one to nonmagical)
P.155 Persian Gazelle
P.170 Bactrian Camel
Adjustments for Bactrian Pack Camel, Wild Bactrian Camel, War
Camel
P.173 Asian Elephant
Adjustments for male elephant and War Elephant
P.177 Adjustments for Golden Eagle
TTT
P.120 Rules for swarms
P.120 Spider Swarm
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