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 Ars Magica players participate in a thriving fan community by subscribing to email discussion lists (like the Berkeley list), compiling archives of game material (such as Project Redcap), maintaining fan-created web sites, and running demos through Atlas Games’ Special Ops program. 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 17 17 17 17 18 18 18 18 18 19 19 19 20 20 20 20 20 21 21 21 21 21 22 22 22 22 23 23 23 23 24 24 24 24 24 25 25 25 25 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 35 35 35 35 35 35 35 35 35 35 35 35 35 35 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 Skilled Climber Slippery Spiny Swallow Whole Timid Tireless Thick Fur/Thick Scales Tough Hide Trunk Venomous Venomous Bite Vocal Official Stats 36 36 36 36 37 37 37 37 37 37 37 37 37 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 36 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. 37 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 38