G			U			R			P			S
BESTIARY
Animals, Monsters and Were-Creatures
- s e c o n d	e d i t i o n -

BESTIARY
BySteffanO'SulUvan
Additional Material by Jeff Koke, Chris McCnbbin and Robert M. Schroeck
Edited by Steve Jackson and Jeff Koke Cover by Ken Kelly
Blustrated by Topper Helmers, Doug Shuler and Ruth Thompson Additional Illustrations by Donna Barr, Dan Carroll, Laura Eisenhour, C. Bradford Gorby and Dan Smith
GUSPS System Design by Steve Jackson Loyd Blankenship, Managing Editor Laura Eisenhour, Art Director
Page Layout and Typography by Monica Stephens and Jeff Koke Production by Carl Anderson, Laura Eisenhour and Jeff Koke Color Production by Derek Pearcy Print Buying by Andrew Hartsock and Monica Stephens
Playtesters: Anthony Afiranti, Lon BaiKlabob, Doaald Brodale Џ, Skip Hmer, David Engberg, Cisco Lopez Resqliet, J. David George, Kobert Gilson, Daa Click, ’ҐЇг Click, Beverly Hale, Ron Hauser, Tim Hempleman, Ron Kesler, Ben V. Kloepper, Troy Leaman, Tonia Lopez, Scott McMiffian, Lance Myxter, Steve Noel, Sam Fatton, David L. Pulver, Jeff Roberts, Tim Robinson, Justm Schardin, William D. Seurer, Melmda Spray, Christopher J. Stoddard, George Thorsted, Paul Toney, Gale Turner, Brandon Volbright and Aaron Yeater.
I gratefhily acknowledge that this book would not exist without the following people: Joyce Bnice, Dean O'Sullivan, Mrs. Donald Otto (BB, Mom!), Dr. Lany Spencer, Ann Thurstoa, Glenn Van Valkenbeig and fte patient staff of Lamson Lihaq .Plymouth State College, NH. -Stiffen O'SulVvan

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bySKveJactonGamBhCTl^ratcd^repstertdttademarteortnidemateofSttveJacbmGamKllKO^en^.orosirimidetliccilM. 04WS „ўЁ­г ii alpyritht ў 1988,1993 by Steve JackaM Ћ Ёў 1|1б¬а¬ 1п1 All righti rescntd. ftmled fa the U.S.A.
ISBN 1-55634.204.7                                                                 1 2 3 4 5 6 7 8 9 10
BTEVE JACKSON GAMES

CONTENTS

€ this chapter does not appear in your took, do not be alanntd. You aren't cleared for it.
INTRODUCTION ............3
AiwKGKKPS..........-.----"--3
preface to me Second Edition........ 3
ANIMAL STATISTTCS ........4
Њоћ’›Ј‚®‹ .............4
џвҐ© fttAdor............  4
1. CREATURES OFTHEW1LD ............5
2.DINOSAURS .............40
3. DOMESTIC ANIMALS ....44
4. LOATHSOME CRAWLERS..............48
Swarms...........................50
Ќ®*"...........................50
Venom ...........................50
5. GAME MASTERING
ANIMALS ..............52
Abffities and Skills.................. 53
Advantages and Disadvantages ..... 53
Stills ........,............53
Sensing Abffities................. 53
Њ о Oiputt ................... 53
Spell ‘ва иЁ! .........;...... 53
Combat...........................54
Damage.....................54
Close Combat................... 54
Asmal Curses................... 54
Knockback aid Slam ............. 55
Bums" Grapple ................ 55
Pwrfins Animal Attach........... 55
Injuries ........................... 56
Stock ......................... SI
Recovery From Injury ............ 57
PiajcTwiia .................... 57
Assorted Hazards ................ 58
Acceleration and Tteiiing .......... 58
„ҐЇЊппоњ ...................58
Hit Locate for Animals ............. 59
PartsoftteBody ................ 59
TunansSadiiis .................. 59
‘ЊЄЈЂоЇ њ................... 59
Gomsfor ©< rawer.............. 60
Critical Misses .................. 61
Shots Vi the Vials ................ 61
Animal Reactions................... 62
WmitiaedandConieitdAnimals .... 62
Mothers........................ 63
6. HUNTING AND TRAPPING ..............64
Hunting,......,,.,,,,....,......., 65
Preserving Meat ................. 65
Animal Empathy.,.......,..,.,,, 65
Craftiness ...................... 65
Fishing ...........................65
Ihipping ,.....,...,. i........... 66
Live Capture....................... 67
Method" of Capture .............. 67
'transporting Animals ............. 69
GameAmmals ,,....-.-....,......... 69

7. ANIMAL COMPANIONS .. 70
Iteming ..........................71
pets and Itemed Animals............. 72
Dogs ..........................72
Can ....................72
ЋиҐЈђҐ‚ ......................73
Horses.........................73
Domestic Aliimals as Companions ... 73 в „ЂЁи њ as Companion"....... 74
Animal Combatants ..............74
Familiars.......................74
8. FNORD*.................. Q
9. CREATING ANIMALS ....75
Creating Ciwtwes Quietly ........76
Smwiedge......................77
SpeeidAbSlies..................78
Special Defenses .................80
DemiimAnimals ................ 80
10. WERE-CREATORES..... 81
Weres and Sbapeshifiers.............. 82
WhyaWeie? ...................... 82
/wimalTemplstes ................ 82
Lycantlropy: Advantage
orDlsadvartage?................. 83
Baying Off ѓгб ЇиЈ®аг ........... 83
Weit-Borms .......................84
IbeBeast ...................... 84
TheSnpcr-Beast .................84
TheBeast-Man .................. 84
Change Trauma ................. 84
Building a Were .................... 85
PointBndget.................... 85
tte Change ..................... 85
ClowsLycantlimpy ..............85
Designing the Hunan Bonn ........86
Designing the Were-Kxm.......... 86
Building The Animal Template...... 86
VvresandMima ................. 86
THggerCiinditilins ............... 86
The Change Process .............. 87
Side Effects of'the Change .........87
Using me Template ................ 88
FiomAmnalTemplate
to Were-Form................. 88
Twnsferms ‚ в ЈҐ
Between Forms ............... 88
TtePersonalityoflheWere-Polm ...89 VeK-Sacesm
Fantasy follc ^Aliens ........89
Reverie Vem ................... 89
Vmumi Martial Ms............ 89
Item-Based Weredom ................ 90
Designing an Item-Based Were .....90

CustmiwytS Weresfor theCampaisn ................ 90
GadgetModiflea ................91
AwiniPom ...................91
Unpredictable Change Items........ 92
Change-RdatedAdvantages
and Disadvantages................ 93
Change Meclamsms .............. 93
Advantages........................96
Tie Rule of 12................... 96
Disadvantages...................... 96
New Disadvantages............... 98
Skills.........................99
New Skills......................99
Structural Advantages
and Disadvantages......'......... 100
BxtraUmbs.................... 1M
Anns .........................100
Legs..........................100
Slues .......................100
Hand Disadvantages .............100
Natural Attach .................... 101
'©Ґи. Claws and Sinkers ......... 101
Special Were Advantages
and Disadvantages............... 101
Super-Advantages.................. 101
Saner-Disadvantages ............... 108
Super-Powe" forWeres............. 109
Super-Power List .................. 110
Enhancements .................... Ill
Linntanons .............. 112
Sample Weres ..................... 113
Yrth Weres .......................113
OenericChangesforWere-Fonn ...113 Sample YrthWeres .............. 114
GeoffMoonnmner .............. 114
Asheya the Tigress .............. 115
Lycanthropic Oases................ 116
TheWerewolf&omHeB .......... 116
Were-Shark .................... 117
Were-Rat ...................... 117
Animal Fonns ................- 118
Were-aephant.................. 118
Skinchangers......................118
Sdkies......................:. 118
Sample Selkie: GuH..............119
JagBarWaniora .................120
SanipleJagnarWante ...........120
Mscellaneons Were Characters .......121
Zedildah the Were-Wasp .......... 121
Lord Ransgate: Wete-Stag ........ 122
ALPHABETICAL CHART.. .123 HABITAT CHART..........125
INDEX ....................128

Contents

Introduction

-3-

Introduction

"But, gentle reader, you must consider that, since Adam went out of Paradise, there was never any that was able perfectly to describe the universal conditions of all sorts of beasts."
-Edward Topsell, A History of the Four-Footed Beasts, 1607

A bestiary is an encyclopedia of beasts. The earliest ones included not only real animals, but mythical ones as well. They also included a lot of nonsense about tfae behavior of real animals - such as antelopes cutting down trees with their saw-shaped horns, snakes only biting tourists (we tell that one in New Hampshire, too) and remora bringing ships to a dead stop. GURPS Bestiary is no exception; it contains not only real animals, but also mythical creatures and a lot of nonsense.
I have translated an incredible amount of ancient lore, biological fact and speculation into gaming terms. I have tried to remain as true to the original source material as possible, though this was not always easy. Often the original sources conflicted with each other.
GURPS tries hard to be a unified system, even in areas not subject to reality checking - such as magic. So I had to bend some legends - Bice the gumberoo, which hurls arrows back at its attackers - to fit the game. The gumberoo still repels missiles, but me mechanism has been defined in GURPS tease - which do not totally agree with all legends.
The GM may disagree with my treatment of certain animals. If so, he may change them freely, using what I've written as rumor - rumors abound ball ages. The GM can decide for himself exactly what me creatures do.
During my extensive research for this book, I came to know and love my subjects a little better (except for certain members of the order Diptera). Eventually, it occurred to me that I was writing a book about animals which, among other things, attack people. The truth is that few animals are any threat at all to humans. In fact, the opposite is far mow true - we are pushing over 100 species a day into extinction, a figure that experts feel can rise as high as 100 species a day by the year 2000.
For this reason, I dedicate this book to all animals in all universes... long may we thrive! I also commit 10% of any money I make from this book to the World Wildlife Fund (1250 24th SL, Washington, DC 20037). which is devoted to saving as many species as possible. It will be a sad day when there are no more tigers or leopards, yet that day is rapidly approaching unless we act now to prevent it.
-Steffan O'Sullivan

Preface to the Second Edition
Since the original publication of mis book, many things have changed. The entire GURPS system went into a third edition and many of the creatures mat originally appeared here showed up in a new book, the fantasy Bestiiay. Despite this, Bestiary remains at its core pretty much the same book. As Steffan says above, it is a collection of beasts, both real and imaginary, win a lot of good factual information, and some nonsense.
This edition is updated and improved in other ways, too. New art and organization add a fresh look, and a new 40-page section on werewolves and other were-creatures is a long-awaited supplement We hope that old readers will find gt a refreshing renewal, and that new readers will explore this book with the same zeal that met the first edition.
-Jeff Koke

About GURPS
Steve Jackson Games is committed to affl support of the GURPS system. Onr address is SJ Games, Box 18957, Austin, TX 78760. Please include a self.addnsssed, stamped envelope (SASE) any time yon write ns! Resources now available include:
Pyramid. This bimonthly magazine ia-cbdes new rales and articles tisGVSPS, as well a" mfonnation on ®Їв other lines: Car Wan, 'Him, Ogre Miniatures and more. It also covers top releases from other game companies - 'Dweller, CaS of Cuulhu, Shadowran,e^:.
New supplements and aihenlms. We're always woridng on new material, and we'll I" happy to let you know what's available. A current catalog is available for an SASE.
Errata. Everyone makes mistakes, including us - but we do our best to fix our errors. Up-to-date errata sheets for all GVRPS releases, including this book, are always available from SJ Games; be sure to include an SASE with your request
Q&A. We do our best to answer any gaole Question accompanieu by an SASH.
Gamer input. We value your comments. We will consider them, not only for new products, but also when we update mis book in later printings!
BBS. For those who have home computers, SJ Genes operates   ЇЁ›иҐ BBS with discussion areas for several games, in-chiding GUBPS, Much of the playtest feed-backfor new products comes from the BBS. It's up 24 hours per day at 512-447-4449, at 300,1200 or 2400 baud. Give us   б ll! We also have discussion areas on CompuServe. GEnie, and America Online.

Page References
Rules and statistics in this book are specifically for the GURPS Basic Set, Third Edition. Any page reference that begins with   ‚ refers to the GURPS Basic Set - e.g., p. B102 means p. 102 of the GURPS Basic Set, Third Edition. An M refers to GURPS Magic, an F refers to GURPS Fantasy, and an FB indicates GURPS Fantasy Bestiary.

Animal Statistics
-4-

Animal Statistics

ST, DX, IQ, HT. HT will often have two numbeis separated by a slash (e.g., 15/35). The first number is the "health" yon roll against, the second number is "hit points." ST and "hit points" are usually given as a range. DX, IQ, and "heallh" are given as single numbers; they may vaiy by a point or so in either direction for any species. If the listing indicates an attribute as <1, this means that mat attribute is negligible and does not affect game mechanics.
Move/Dodge. Some creatures will have more than one Move - flying and on the ground, for example. The listed Move in this case is for the most common situation, e.g., flying for birds. Move for other situations is given in the text-Dodge (an animal's only active defense) is 1/2 DX or 1/2 Move, whichever is better, up to a maximum of 10.
PD/DR. PD and DR, if any, from the creature's hide or annor. Usually won't vary much within a particular species.
Damage. Listed damage is that for the creature's most common form of attack; damage for other forms of attack is given in the text description. Listed damage is for an average member of the species; stronger animals may do more. Abbreviations: imp = impaling, cut = cutting, cr = crushing.
Reach. Most creatures attack by "close combat" - a grapple or slam, followed by an attempt to crush the foe or rip it to pieces. ‘ = close combat; 1,2, etc. = reach in hexes; R= ranged attack, see description for details.
Size. The animal's size in hexes. Small creatures take up less than a hex;
several can fit in one hex. Large animals occupy 2 or more hexes; see p. B141. 
Weight (or Wt.). The creature's weight, usually a range, in pounds or tons. 
Origin. The origin of the creature:
Ice = Ice Age, known to early man. 
ML = Mythical and Legendary - from classical mythology, primitive beliefs, lumberjack tall-tales, medieval bestiaries. 
Pre= Prehistoric 
R= Real, extant.
SF = Speculative Fiction - fantasy, science fiction and horror. 
? = There is some evidence for the existence of these creatures, but no conclusive proof has been established.
Habitat. Where the creature is commonly found; the primary habitat is listed first. Habitats are abbreviated as follows:
A = Arctic
D = Desert-any diy area, including scrub woodlands 
F = Forest-any temperate forest 
PW = Fresh-Water Aquatic 
J = Jungle - any tropical forest 
M = Mountain 
P = Plains - any grasslands, including prairie (largely flat land),
steppes (rolling hills) and savannas (dotted with trees) 
S = Swamp 
Sub = Subterranean 
SW=Salt-WaterAqnatic
An asterisk (*) means that the ability or attack is special in some way - see the text for details.
A "-" means that the heading does not apply.
A "#" sign means that there are exceptions to the number given - see the text for details.

About This Book
The bull: of this bootis mate upof creature descriptions, organized alphabetically, Certain creatures are listed separately. Dinosaurs, Domestic Animals sdioathsome Crawlers can all be found in their own separate chapters.
This book also contains rules and guide-lines for the interactions of tlic PCs with animals: Game Moslems Animals; Hmtms and flapping; Animal Companions; and Creating Animals.
Starting on p. 81 is a section OB defignmg and playing Wen-Creasims of all types. GMs and players alike can nse this section to create weres from classic werewolves to exotic weit-wasps. At the end of the weres secdon is a collection of sample weres that can be used as they are.
Finally, at the back of the book are an Alphabetical Chart, Habitat Table and Index. The Alphabetical Chart lists all the creatures in the book (except (he sample weies; in alphabetical older; with their stalls-tics. The Habitat Chart fists each animal by habitat, with page numbers so they can be easily located.

About the Author
Sleffan O'Sullivan lites in central New Hampshire, where he woi&s in a library and occasionally performs as a down, storyteller and Commedia deu'Arte performer. Since the first edition of CURPS Bstiary, he las written three other CMira books:
Swashbucklers, fantasy Bestiaiy. and GUKPS Bunnils & Burrows, a licensed translation of ao earlier, classic roleplaying game with rabbits as PCs.  Ў„ was his introduction to roleplaying, but he has been adventure gaining since 1961 "hen he discovered a certain Baltimore-based company he is still fond of.
His hobbies are games, of course, as "ell as hilang, snow-shoeing, baseball history, reading fantasy. SF, and historical fiction and he's addicted to long, hot baths. He donates a portion of his royalties to Organizations devoted to saving toe tnviromient. including, but not limited to, Rainforest Action Network (300 Broadway, #28, San Kandsco.CA 94133) and The EnviBB-menlal Amendment Project (4353 Bast 119fliW"y,Thomtan,CO 80233).

Creatures of the Wild
-5-

1:  Creatures of the Wild

The following pages list, in alphabetical order, creatures of the wild from fact and fantasy. For the OM's convenience, dinosaurs, domestic animals and loathsome crawlers are given chapters of their own.

Creatures of the Wild
-6-

Agropelter
ST: 6-8	More/Dodge: 10/7	Size: 1
DX: 14	PD/DR: 0/0		Weight: 50-70 Ibs.
IQ: 5		Damage: 1d-4 cr#	Origin: ML (USA)
HT: 14/7-9	Reach: R, C		Habitat: F
The agropelter resembles a baboon wilfa very long amis. It is a solitary creature, living in the npper end of a hollow tree. Small birds make up the bulk of its diet. It stays well-hidden and is rarely seen by hnnaas (-4 to Vision rolls).
Agropelters resent human intrusion into their woods and have an unpleasant way of showing it - they pelt any intruders with dead branches. Each one stores a supply of branches inside its lair for just this purpose. If any humans pass near its tree, the agropelter will emerge and hurl a blanch at the nearest one. It will then dock back into its tree, and will not come out again unless attacked or given another opportunity at an unobserved shot!
If the branch hits (treat as a thrown weapon: SS 11, Acc 1, ½ D ST. Max STx1.5), it does 1d-4 cnishing damage. Roll at -4 on the Parts of the Body table (p. B203) to determine hit location. If cornered at close range, the agropelter can bite for 1d-3 cutting damage.

Alligator
ST: 18-24	Move/Dodge: 7/6#	Size: 4-6 
DX:12		PD/DR: 3/4#		Weight: 700-1,500 lbs. 
IQ: 3		Damage: 1d+1 cut	Origin: R 
HT: 12/20-26	Reach: C#		Habitats: FW,S
Alligators are large reptiles native to the southeastern U.S. and to the Yangtze River basin of China. They avenge 12-14 feet in length, sometimes leaching as long as 18 feet, and are quite sluggish, spending most of their time basking on river banks. Unlike crocodiles, alligators are shy of humans - they will flee on sight. If cornered, though, they are vicious fighters.
Adults feed mainly on fish, but also catch small animals that come down to the water to drink. Large alligators may sometimes pull deer or cows into the water.
The alligator attacks by grabbing and holding with its teeth. It then attempts to drown its victim by pulling it under the water. To pry an alligator's jaws open, the victim must win a regular Contest of ST.
To hold them shut, on me other hand, one must win a Contest of ST versus only one-fourth the alligator's ST - the muscles mat open the jaws are much weaker than the ones mat close them!
If forced to fight on land, alligators attack by biting and by whipping with their tails. They can use both attacks each turn. The tail-whip has reach 1, for 1d daniage; otherwise, it is identical to that of the brontosaurus (see p. 41). It is specifically intended to knock opponents to the ground, where the jaws can more easily reach them.
On land, the alligator normally has Move 2, but can sprint short distances at Move 4. In the water, its Move is 7. It has PD 3, DR 4 everywhere except its stomach, which has PD 1, DR 2.

Ant, Giant
ST: 6-12	Move/Dodge: 6/6	Size: 2 
DX: 12	PD/DR: 2/2		Weight: 25-50 lbs. 
IQ: 2		Damage: 1d-2 cr#	Origin: SF 
HT: 10-15	Reach: C		Habitats: P, F, J
Giant ants live in large underground nests containing hundreds or thousands of individuals. They are the ultimate communists - everything is done for the nest; the individual means nothing.
Most ants are divided into soldier and wozker castes. For evely soldier in the colony, there will be 20-50 workers. Soldiers will be at the high end of the given stats, workers al the low end. With most species, the workers don't attack at all - they just mill around and get in the way. In some species, the workers will defend the nest. In any species, workers will "attack" someone if they see him as food. Soldiers will ignore people, even though they look tasty, unless the nest is invaded.
As few people would be foolish enough to venture into a giant ant nest, the ants are much more likely to be encountered while foraging. Foraging parties will be made up of approximately 2d ants.
While foraging, the ants leave chemical trails behind them. If an ant finds food (humans qualify) and returns to the nest, many ants wiU follow the trail back to the food source. Ants can cany many times their own weight. A single worker ant at 25 lbs. could drag a human body back to me nest.

Creatures of the Wild
-7-

Since ants have no use for valuables, the armor and possessions of their victims will be scattered around me hill, or (in some species) stacked in "burial chambers" along with dead
Giant ants attack with their mandibles, doing 1d-2 crushing damage. Many species also secrete formic acid, doing an extra two points of damage after DR is subtracted. A few species can squirt formic acid, doing 1d of damage: SS 10, Acc 0, 1/2D ST, Max STx1.5.
Giant fire ants have a venomous bite; treat mis as a Type C venom doing 1d of damage in addition to the damage from the bite itself (see Venom, pp. 50-51). In this species, even the workers are aggressive and have venom. Giant army ants are really bad news - they are all food-gatherers with a soldier's bite, and they all attack.

Antelope
ST: 15-20	Move/Dodge: 18/9	Size: 2
DX: 15	PD/DR: 0/0		Weight: 250-350 lbs.
IQ: 4		Damage: ld+1 imp# 	Origin: R
HT: 14-17	Reach: C		Habitats: P, J, D, M, F, S
Antelopes are ungulates (hoofed animals) vaguely resembling deer, cattle and mountain goats. The category is a loose one, including widely differing species such as bongos, bushbucks, dik-diks, duikers, gazelles, gnus, impalas, kudus, sables, springboks, etc. Most species are African, although some are native to Asia.
In most species of antelope, both males and females have horns. These horns vary from species to species - some are long, some short, some straight, some curved, some twisted.
Antelopes also vary greatly in size. The statistics given are for a middle-sized antelope. For a very large antelope, see Eland (p. 14); the smallest antelopes are rabbit-sized!
Antelopes are diurnal grazing animals. Most species live in large herds of 100 or more animals; others are found in groups of 6 to 20. They are quite edible, though the meat is drier and coarser than that of deer.
They are timid; a herd will flee if approached, with (he males lagging behind, slaying between the predator and me rest of the herd. If cornered, an antelope will turn and face its attacker, striking with horns and hooves.
Antelopes do either impaling or cnishing damage, depending on the type of horns. Hooves do 1d-1 crushing damage, either kicking or trampling.

Aurochs
ST: 48-60	Move/Dodge: 8/4	Size: 3 
DX: 9		PD/DR: 1/1		Wt: 1,000-2,500 lbs.
IQ: 4		Damage: ld+2 imp#	Origin: Ice 
HT: 13-16	Reach: C 		Habitats: P, F
The aurochs was the ancestor of modem domestic cattle. Well-known by primitive humans, it was hunted and domesticated extensively. By medieval times, it had become rare, and has been extinct since the 17th ceanny.
Treat aurochs like any omer herd herbivore - they will flee if threatened. Males protect the herd, and will attack like bull cattle (p. 45) - by charging and trampling. Their horns do ld+2 impaling damage; their trample does ld+1 crushing damage.

Baboon
ST: 9-11	Move/Dodge: 12/7	Size: 1
DX:14		PD/DR: 0/0		Weight: 50-90 lbs. 
IQ: 6		Damage: 1d-2 cut	Origin: R 
HT: 16/8-10	Reach: C		Habitats: P, J, F
Baboons are the largest and smartest of the monkeys, though neither as smart nor as large as apes. They are diurnal and range throughout Africa. On all fours, they measure about a yard long;
standing, they can reach 4 feet in height.
Baboons have a well-organized social structure; they live in troops of 20 to 50 members. Each troop has a definite territory over which it ranges. Its members never wander far from the rest of the troop. When (raveling, the females and young stay in the center of the troop, where they are protected from all sides. When at rest, the troop will post sentries to warn of approaching danger. If threatened, the troop will flee, with the males hanging back to protect the females and young torn any pursuers.
Unlike most monkeys, baboons are omnivores, and have been known to attack lone humans. Leopards and lions are their greatest enemies. The troop will seek safety from them in trees and rocks, from which they will bark their defiance. The males are quite courageous and will sometimes turn on their enemies; several are more than a match for any predator.
They attack by grappling and biting in close combat. Their vicious canine teeth do 1d-2 cutting damage.
If raised from infancy, baboons can make excellent pets. There is a record of a baboon serving in World War I in a South African troop. As well as being the best sentry in the outfit, it once saved its master's life. It was awarded a medal, promoted to corporal, and later lost a leg to artillery fire.

Badger
ST: 5-7	Move/Dodge: 6/6	Size: < 1
DX: 13	PD/DR: 1/1		Weight: 20-45 lbs.
IQ: 4		Damage: 1d-3 cut	Origin: R (SF) 
HT: 16/8-10   Reach: C 		Habitat: F
The badger is a large member of the weasel family, measuring 1+1/2 to 2+1/2 feet long. It is stocky, with a short tail and short but powerful legs. It has distinctive markings - a white head with two broad black stripes running from the tip of the muzzle

Creatures of the Wild
-8-

across the eyes and ears to the back of the head. It also hasashon American badge! are solitaty animals, active in die afternoon and evening. Old World badgers, an the other hand, live in large multi-generational families, and arc active only at night. Badgers are onmivores, feeding on insects, mice, frogs, acorns, blackberries, etc. They prefer to avoid hnmans, ba can fight viciously if provoked. Their strong front claws make them rapid diggers, able to tnnnel out of sight in less than a minute.
As a fantasy variation, badgers can be given the ability to cast a modified Strike Blind spell (p. M24) at Skill 15. It stores up to 20 "fatigue" points of mana in its eyes; each casting uses 5 of the stored "fatigue" point, and 1 point is recovered per hour. The subject of die spell if temporarily blinded (see Blindness, p. B27). The spell lasts for 10 seconds - its sole function is to allow the badger to escape from large predators, including humans. The badger nnist be able to see its target and fflust concentrate for one secdod before casting ue spell. Its skffl roll is at -1 for each yard of distance to the target.

Barracuda, Great
ST: 16-20	Move/Dodge: 12/7	Size: 3
DX: 15	PD/DR: 1/1		Weight: 75-100 lbs.
IQ: 3		Damage: 1d cut	Origin: R
HT: 12/16-20	Reach: C		Habitat: SW
Great barracudas, among the most voracious of predatory fish, are responsible for many attacks blamed on sharks. They are 8-10 feet long, fast, and can attack in surprisingly shallow water-as shallow as 18 inches.
Their sharp fangs, jutting lower jaws and long torpedo-shaped bodies niake them extremely evil-looking. They are solitary hunters, found in tropical find subtropical waters, and are active day and night.
The barracuda hunts by sight rather than smell. Murky water thus should be avoided, as the keen-sighted barracuda may overestimate someone's size, think him more dangerous and attack. The barracuda attacks swiftly, biting cleanly, striking once and not repeating its attack. Its bite does 1d cutting damage, and can easily cripple a limb.

Bat
ST: 1-2	Move/Dodge: 12/6	Size: <1
DX: 13	PD/DR: 0/0		Weight: <1 lb.
IQ: 4		Damage: 1d-5 cut	Origin: R
HT: 13/2	Reach: C		Habitate: Sub, F, J, S
Bats are the only tnie flying mammals, and are found the world over, inhabiting caves and deep woods. They are nocturnal and huu alone, though they often live in large colonies. The body size is usually close to a mouse's, though some fruit-eating bats are the size of squirrels. The wingspan ranges from 1 to 5 feet.
Most bats eat insects, some eat fruit, and one species - the vampire bat-drinks blood. This bat makes a tiny, painless cut in a sleeping mammal or bird and licks up the blood that flows out-a negligible amount for large animals. It will not attack an active animal or person.
It would take at least three vampire hats to do even 1 HT damage in a single night. There is more danger from secondary infection than from blood loss; vampire bats can be caiiiers of rabies, and they can transmit malaria and other diseases from an infected animal to others. Other bats can also cany rabies, hi a fantasy scenario, bats might cany even worse diseases.
Most insect-eating oats have poor vision, relying on echolo-cation (sonar) for guidance and for locating prey. In fruit-eating and vampire bats, tlie vision is better than the echolocarion. The apparently stumbling flight of the bat is actually well-coordinated, and bats are no thieat to humans - unless carrying rabies or some other disease.

Bear
Bear, Black
ST: 14-17	Move/Dodge: 7/6	Size: 2#
DX:13		PD/DR: 1/2		Weight: 200-500 lbs.
IQ: 5		Damage: 1d cr#	Origin: R
HT: 14/14-18	Reach: C		Habitats: F, M

Bear, Brown
ST: 15-19	Move/Dodge: 7/6	Size: 2#
DX: 13	PD/DR: 1/2		Weight: 200-700 Ibs.
IQ: 5		Damage: 1d cr#	Origin: R
HT: 14/16-20	Reach: C		Habitats: F, M, S

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Bear, Grizzly
ST: 22-28	Move/Dodge: 8/6	Size: 2#
DX: 13	PD/DR: 1/2		Weight: 400-1,000 lbs.
IQ: 5		Damage: ld+2 cr#	Origin: R
HT: 14/18-22	Reach: C, 1		Habitats: F, M

Bear, Kodiak
ST: 27-33	Move/Dodge: 7/6	Size: 3#
DX: 13	PD/DR: 1/2		Weight: 800-1,500 lbs.
IQ: 5		Damage: 2d-2 cr#	Origin: R
HT: 15/20-24	Reach: C, 1		Habitats: F, M

Bear, Sun
ST: 12-15	Move/Dodge: 7/6	Size: 2#
DX: 13	PD/DR: 1/2		Weight: 150-200 lbs.
IQ: 5		Damage: 1d-1 cr#	Origin: R
HT: 11-14	Reach: C, 1		Habitats: F, J
Bears are onmivores which, wim me exception of the polar bear (p. 27), actually eat more plants than animals. They are found the world over. Most bears will get out of the way if they hear someone coming, but if surprised can be quite dangerous. Make a reaction roll (at-3 for grizzly, Kodiak and polar bears) to determine whether the bear Is hungry/aggressive or just gets out of the way. Mother bears are extremely protective of their cubs, reacting at -8.
The black bear is found in wooded areas throughout North America. It is slightly smaller than the brown bear, measuring up to five feet in length. It is friendly, and harmless to people unless provoked, cornered or injured, ft is solitary except during the mating season (June).
The brown, grizzly and Kodiak bears are related - and may represent a single species. Of the three, the brown is the smallest and the Kodiak the largest. Brown bears are found in the northwestern portion of North America and throughout Europe and Asia. The grizzly and Kodiak bears are limited to the northwestern U.S. and Canada.
The sun bear is the smallest of the bears, measuring about 4 feet in length and standing 2 feet high at the shoulder. It gets its name from the distinctive yellow crescent on its chest. It is also known as the honey bear, due to its fondness for honey. It lives in the tropical and sub-tropical forests of southern Asia, spending most of its time in the trees.
A bear walking on all fours is a 2-hex animal (except the Kodiak bear, which is 3 hexes). When standing on its rear legs to fight, it occupies only one hex.
Bears strike with their claws for crushing damage, or bite for the same amount of cutting damage. In addition, the grizzly, Kodiak and polar bears can "bear-bug," grappling in close combat and then biting.

Bear-Dog, Giant
ST: 45-55	Move/Dodge: 7/5	Size: 4 
DX:11		PD/DR: 2/2		Weight: 1-1 1/2 tons
IQ: 3		Damage: 2d+2 imp	Origin: Pre 
HT: 13/48-60	Reach: C, 1		Habitats: J, F, P
Andrewsarchus is the scientific name of this animal of 50 million years ago. Although called a giant bear-dog, it was related to neither bears nor dogs. It stood about 6 feet at the shoulder and was 11 feet long - its head alone was more than a yard long,
Judging from its teeth, it was carnivorous. From its size, it couldn't have been very fast; however, the Eocene had many slow-moving herbivores for it to prey upon.
Little is known of its habits; assume that it will attack fearlessly, with intent to devour. It bites at up to 1-hex reach for 2d+2 impaling damage.

Beaver
ST: 1-2	Move/Dodge: 6/7	Size: <1
DX: 12	PD/DR: 1/1		Weight: 15-20 lbs. 
IQ: 4		Damage: 1d-2 cr	Origin: R 
HT: 12/3-4	Reach: C		Habitate: FW, F
Beavers are large, gregarious rodents, living in small streams. To make the water sufficiently deep to prevent its freezing, they construct dams of mud, stones and tree trunks. These dams are quite complex and frequently of surprising strength. In pools made by the dams, beavers build air-filled lodges that open under the water. The lodges are covered with mud so that when winter conies, the mud freezes, becoming hard as stone and serving as an ample deterrent to wolves and other predators. Both the dam and the lodges are built to the early autumn.
Beavers eat roots, berries and baric. When the ice breaks in the spring, they leave their dams and roam about the woods near their streams. If attacked, beavers will flee, hiding in a nearby stream, but if they are cornered, they can bite for 1d-2 damage.

Bison
ST: 48-70	More/Dodge: 13/6	Size: 3-4 
DX: 10	PD/DR: 1/2		Weight: 1/2 – 1 1/2 tons 
IQ: 4		Damage: 1d imp#	Origin: R 
HT: 15/20-25	Reach: C		Habitate: P
Bison, also known as buffalo, are large ox-like relatives of cattle, standing five to six feet at the shoulder and weighing up to 3,000 pounds. Their shaggy fur, short horns and hunched back give than a distinctive appearance.
Bison live in herds, ranging in size from a single family to thousands of individuals, and are most active in the morning and evening. Herbivores, they feed mainly on grass and migrating over thousands of miles each season.

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They are easily spooked - any sudden noise may cause die heid to stallдede, sometimes miming for miles before slowing down. If angered, a bison will charge, trampling for ld+2 crushing damage or (bulls only) goring with the horns for Id impaling damage.
Bison once covered the plains of North America, and played amajorroleinthelivesofmany Indian tribes. The tribes depended on them for food, clothing, bedding, tents, weapons and tools. They were also important fignres in Indian religion - white bison were thought to be sacred to the snn god. With the coming of (he Europeans, bison were slaughtered nearly to extinction. With them died many Indian tribes.

Cape Hunting Dog
ST: 4-6	Move/Dodge: 10/6	Size: 1
DX: 13	PD/DR: 1/1		Weight: 35-50 lbs.
IQ: 5		Damage: 1d-3 cut	Origin: R
HT: 10-12	Reach: C		Habitats: P, M
Cape hunting dogs are ferocious carnivores only distantly related to domestic dogs. They range from the Sahara to South Africa. They are quite gregarious, traveling and hunting in nomadic packs of 4-60. They are strictly diurnal. While no attacks on humans have been recorded, Cape hunting dogs are quite fearless, and most hunters give them a wide berth.
These animals work systematically in a pack. They are not exceptionally fast, but have great endurance, running down their prey over long distances. They am catch gazelles, even after a half-mile bead start. They take turns hanying their prey, keeping it constantly on the run. They finther weaken it by biting its flanks, until it finally drops from exhaustion and loss of blood. They wM immediately begin consuming the prey, eating it alive, and devouring it within ten minutes of dropping it.

Caribou
ST: 20-25	Move/Dodge: 12/7	Size: 3 
DX: 15	PD/DR: 1/2		Weight: 500-700 lbs.
IQ: 4		Damage: ld+1 imp#	Origin: R 
HT: 14/13-16	Reach: C		Habitats: A, P
Caribou and reindeer belong to the sane species. However, reindeer arc easier to tame - perhaps because they have been around people longer. Caribou are found in North America and Siberia, while reindeer are found in Scandinavia and Greenland. Other than these differences, treat the two as being identical.
Caribou are the only members of the deer family in which both sexes have antlers. The largest caribou are about 8 feet long, standing 5 feet at the shoulder. They live in large migratory herds of up to 3,000, and are active during the daylight hours, though they can he active at night during me long Arctic winters. They are shy of humans, but are quite inquisitive. They can be dangerous during the mating season (fall), when the Bales will attempt to drive off any intruders.

Cave Bear
ST: 27-33	Move/Dodge: 7/6	Size: 3#
DX: 12	PD/DR: 1/2		Weight: 1,200-1,600 lbs.
IQ: 5		Damage: 2d-2 cr#	Origin: Ice
HT: 14/24-30	Reach: C, 1		Habitats: M, F
Cave bears of the Pleistocene were about the same size as modem polar bears and Kodiaks. They were almost completely vegetarian, and went into caves only during their winter hibernation. It seems early humans hunted иҐи frequently - many cave bear remains show signs of consumption by humans.
Treat them as Kodiaks: -3 reaction; claw for 2d-2 crushing damage at 1-hex reach; bite for 2d-2 cutting damage in close combat; "bear-hug" while biting. When walking on all fours, they are 3-hex creatures; when standing on two legs, 1-hex creatures.
Also see "Bear" on pp. 8-9.

Cave Lion
ST: 34-42	Move/Dodge: 9/6	Size: 2
DX: 12	PD/DR: 2/2		Weight: 500-700 lbs.
IQ: 4		Damage: 2d cut	Origin: Ice
HT: 15/24-30	Reach: C		Habitats: M, P
These large cats lived during the Pleistocene and were frequently hunted by humans. Little is known about their habits. Assume that they behave similarly to modem lions (p. 21), although it is likely that they do not fear humans.

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Centipede, Giant
ST: 40-50	Move/Dodge: 6/5	Size: 5-8
DX: 14	PD/DR: 1/2		Weight: 100-500 lbs.
IQ: 2		Damage: *		Origin: SF
HT: 15/25-35	Reach: C		Habitats: S, F, Sub, J
This monstrosity reaches lengths of up to 25 feet, measuring 3 feet in width and 1 root in height. It is always hungiy. and attacks on sight. The giant centipede is a solitary creature, frequenting deep woods and jungles, swamps, caves, and deep valleys - anywhere mat it can stay out of direct sunlight. Some species are active both day and night. Its bile does ld+1 impaling damage, as well as injecting a type F venom for and additional 1d damage.

Cheetah
ST: 16-20	Move/Dodge: 30/10	Size: 2
DX: 14	PD/DR: 0/0		Weight: 110-160 lbs.
IQ: 4		Damage: 1d cut	Origin: R
HT: 13-16	Reach: C		Habitats: P, D
Cheetahs are the fastest land animals; they average speeds of 50-60 miles per hour, hut have been clocked at speeds up to an incredible 75 mph. For all practical purposes, they can accelerate instantly from a dead stop to full speed.
They are diurnal cats, native to Africa. They have many dog-like features: long legs made for running, not springing; claws that do not fully retract; tiainability; a lack of stalking ability. They hunt by outrunning their prey, knocking it down with a forepaw, then strangling it with their bite.
Their claws are blunt by cat standards; treat their swipe as a slam attack doing no damage. They bite to close combat for 1d cutting damage.
Cheetahs are the most easily trained cats-unlike most animals, they are more easily trained when captured as adults. They were in vogue ia certain medieval and Renaissance courts and, in the Middle East, have been trained for over 3,000 years.
They do not breed well in captivity, however - the first recorded birth in captivity was in 1960! It is not a good idea to train them to kill humans, as they cannot distinguish friend from foe.

Chimpanzee
ST: 14-18	Move/Dodge: 7/7	Size: 1
DX: 14	PD/DR: 0/0		Weight: 100-180 Ibs.
IQ: 6		Damage: 1d-1 cut	Origin: R 
HT: 12-14	Reach: C		Habitats: J
Chimpanzees are oar closest living relatives, inhabiting the tropical rain forests of central Afiica. They stand between 3 and 6 feet in height. They are curious and intelligent, and often use simple tools - sticks, stones and leaves.
Chimpanzees are diurnal animals, found in troops of up to 20 members, though they usually travel in groups of three to six. They can be trained, and appear to enjoy such tricks as bicycle riding and dressing up in clothing. They are more arboreal than gorillas, but less so than monkeys.
They are shy of humans, and peaceful unless angered or brought to bay - in which cases, they can be quite dangerous. They attack m close combat, grappling and then biting for 1d-1 cutting damage.

Coyote
ST: 4-6	Move/Dodge: 9/7	Size: 1
DX: 14	PD/DR: 1/1		Weight: 25-45 lbs.
IQ: 6		Damage: 1d-3 cut	Origin: R
HT: 14/8-10   Reach: C		Habitats: P, F, D, M, S
The coyote is a canine, smaller and slightly more intelligent than the average wolf. Its fur is tawny, ranging from light yellow to yellow-gray in color. It has a bushy tail, tipped with black.
It is more solitary than its wolf cousins, as its habitats are usually less plentiful in game; it hunts either singly or in pairs. Coyotes are nocturnal, but not above making raids in the day-time.
Farmers hate them and exterminate them mercilessly, fearing them as a threat to livestock. This reputation is probably exaggerated; while sheep, goats and deer are occasionally killed, the coyote generally prefers smaller game, such as rabbits or rodents.
Coyotes are known for their wariness, and many legends have sprung up about their cunning - give them a "Craftiness" level of at least 12. It is difficult to trap a coyote, unless some sort of ruse is used.
Coyotes are extremely adaptable creatures - despite persecution, they have actually expanded their range within the last century, until now they are found throughout North America.

Creodont
ST: 18-22	Move/Dodge: 7/6	Size: 2 
DX: 12	PD/DR: 1/1		Weight: 250-350 lbs.
IQ: 3		Damage: ld+1 cut 	Origin: Pre 
HT: 13-16	Reach: C		Habitats: P
Creodonts were early mammalian carnivores that flourished 60 million years ago. They were the deadliest beasts of their day, though slow by modem carnivores' standards.
They resemble a cross between a puma and a wolf, with a slightly bearish cast to the face. Their hunting tactics are unknown, but they aren't built for long chases. Assume that they are solitary or paired nocturnal animals which will attack humans on sight.

Crocodile
ST: 20-28	Move/Dodge: 8/7#	Size: 5-7
DX: 14	PD/DR: 3/4#		Weight: 900-2,000 lbs.
IQ: 3		Damage: ld+2 cut 	Origin: R 
HT: 13/24-30	Reach: C#		Habitats: FW, S
Crocodiles average 13-16 feet long and can grow to 20 feet, though in thepast they were larger - see the entry on the extinct

Creatures of the Wild
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giant crocodile below. Natives of Africa, Asia and Australia, they are related to and resemble alligators, with longer and narrower snouts.
Larger and more aggressive ten alligators, though, they show caution but no fear of humaiis. In fact, some African crocodiles become man-eaters. Crocodiles will ambush from a river as do alligators, and can tail-whip for the same effect (see p. 6).
The crocodile's underbelly has PD 1, DR 2. Its Move is 2 (up to 4 for short distances) on land, 8 in the water.

Crocodile, Giant
ST: 48-58	Move/Dodge: 8/6#	Size: 14-17
DX: 13	PD/DR: 3/4#		Weight: 1-2 tons
IQ: 3		Damage: 3d-2 cut	Origin: Pre
HT: 14/40-50  Reach: C#		Habitats: FW, S
These animals lived throughout the age of dinosaurs. They grew to a length of 50 feet and were true crocodiles in all respects. As far as tactics go, treat them like their modem relatives. Its tail-whip has reach 3, for 2d damage.

Deer
ST: 5-14	Move/Dodge: 9/7	Size: 2
DX: 15	PD/DR: 0/0		Weight: 70-200 lbs.
IQ: 4		Damage: 1d imp#	Origin: R
HT: 13/6-8	Reach: C		Habitats: F, M, J, P
There are many types of deer, including the mule, musk, red and white-tailed deer. In most species, the males hear antlers (shed yearly) which are used to fight other males. The deer's primaly defense, though, is flight.
Deer will occasionally fight by kicking or trampling (1d crushing damage), or by butting with the antlers (1d impaling damage). Attack is most likely during the mating season, or if the deer is brought to bay. Deer are found the world over, and their meat is highly prized.

Dhole
ST: 4-6	Move/Dodge: 8/6	Size: 1
DX: 13	PD/DR: 1/1		Weight: 35-50 lbs.
IQ: 5		Damage: 1d-3 cut	Origin: SF
HT: 15/7-10	Reach: C		Habitats: P, J

The dhole is a real animal found in India and southeastern Asia. It resembles a small reddish wolf, travels in packs and hunts using tactics similar to those of the Cape hunting dog (p. 10). It cannot baik, but has an unusual howling whistle -apparently its mating call. In reality, it is such a shy, secretive animal mat it is almost never seen; it avoids humans at all costs.
The dhole listed here is the dhole of Kipling-the patient, populous pact that never forgives a wrong, and from which even the tiger turns away. "The dhole do not begin to call themselves a pack till they are a hundred strong..." says Kipling, "... and remember, the dhole bites low."
Dholes will attack humans by biting at their legs, then swarming over them once they fall. A pack of dholes will not turn aside for any thing. Anyone who stays out of the pack's way will not be hurt; but woe to anyone who injures, kills or otherwise antagonizes a dhole - the pack will hunt him to the death.

Diatryma
ST: 30-38	Move/Dodge: 14/7	Size: 1
DX: 14	PD/DR: 1/1		Weight: 500-700 lbs.
IQ: 3		Damage: 2d+l imp#	Origin: Pre 
HT: 16/24-30	Reach: C, 1		Habitats: P
The diatryma was a large nightless bird of 50 million years ago. It stood 7 feet tall, and its head was as large as a horse's. It was decidedly carnivorous, and was probably diurnal. From the fossil remains, diatrymas seem to have hunted in groups.
Their wings are small for the birds'size - about a foot long each - and are quite useless. The feet are used for kicking like an ostrich, but the main weapon is undoubtedly the beak. The beak does 2d+l impaling damage; a kick does 2d impaling damage. Both have a 1-hex reach.
Some fantasy novels describe diatiymas being used as mounts! Give the rider or trainer a -4 to any teining, Riding or Animal Handling rolls - these birds are not bright, and have nasty tempers.

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Didi
ST: 16-20	Move/Dodge: 8/7	Size: 1
DX: 14	PD/DR: 1/1		Weight: 300-500 lbs.
IQ: 6		Damage: 1d cut#	Origin: ?
HT: 13/14-18	Reach: C, 1		Habitats: J
Didi are large apes the size of gorillas. They are reputed to dwell in certam South American jungles, andarewelUsnownto the natives, though only rarely encountered by outsiders. The natives are extremely frightened of them, saying that they attack without provocation. Since there are no carnivorous apes, one can surmise mat these attacks are defensive or territory-related. Or perhaps the didi occasionally go insane and attack whatever comes along.
They attack: by grappling and biting in close combat for 1d cutting damage, or by slapping at up to 1-hex reach for ld+1 crushing damage.

Dingo
ST: 7-9	Move/Dodge: 10/6	Size: 1
DX: 13	PD/DR: 1/1		Weight: 45-110 lbs.
IQ: 5		Damage: 1d-3 cut	Origin: R
HT: 10-12	Reach: C		Habitats: P
Dingoes are feral dogs, about the size of collies. They have short fur, varying in color ftom yellow to light red to brown, and live alone or in small family groups.
Like the dhole, the dingo cannot bark, but instead howls or whines. It was probably brought to Australia by the Aborigines as a domesticated dog, and later became wild. Treat dingoes as wolves (p. 39) as far as their behavior is concerned.

Dinohyus
ST: 40-50	Move/Dodge: 8/6	Size: 4
DX: 12	PD/DR: 2/3		Weight: 1,600-2,000 lbs.
IQ: 3		Damage: 2d+l cut# 	Origin: Pre
HT: 15/44-55	Reach: C		Habitats: F
Dinohyus is a giant pig-like animal that flourishetl 25 million years ago. It is oriy distantly, if at all, related to the modem pig. It is 12 feet long and 6 feet high at the shoulder. Its head is 3 feet long. Treat it as a wild boar (p. 38) doing ld+1 crashing damage in a trample or 2d+1 cutting damage in a tusk-slash.

Dire Wolf
ST: 13-16	Move/Dodge: 7/6	Size: 1
DX: 12	PD/DR: 1/l		Weight: 150-250 lbs.
IQ: 4		Damage: 1d cut	Origin: Ice
HT: 13-17	Reach: C		Habitats: P, M, A, F
The dire wolf is the sturdy but slow precursor of the modem wolf. Dire wolves are active both day and night, traveling in packs ranging tan four to 40 animals. Scavengers by nature, dire wolves prey upon animals in distress - the innired, the old, the abandoned young. They often attack animals trapped in mires, rock slides and tar pits. The La Brea tar pits contain more skeletons of dire wolves than of any other mammal.
Dire wolves have no fear of humans. The wolves will attack using pack tactics. They will not be driven off until they have suffered at least 50% casualties.

Dragonfly, Giant
Adult
ST: 16-20	Move/Dodge: 20/10	Size: 2 
DX: 15	PD/DR: 1/2		Weight: 100-125 lbs.
IQ: 2		Damage: 1d cut	Origin: SF 
HT: 12-14	Reach: C		Habitat: S

Larva (Wafer Tiger)
ST: 12-16	Move/Dodge: 6/8	Size: 2
DX: 16	PD/DR: 1/2		Weight: 60-125 lbs.
IQ: 2		Damage: 1d imp	Origin: SF
HT: 10-14	Reach: C, 1		Habitat: S, FW

Adult giant dragonflies are most often found near water, where they breed. They are superb fliers and voracious predators, feeding mostly on small birds. They take their prey on the wing, scooping mem up with ftdr legs held to a basket-like position. Their powerful jaws qniddy devour their victims in only a few bites. Adults have been known to attack humans on occasion, but are usually not a threat, larval dragonflies, on the otherhand, areadeadly danger; they are ugly, voracious “water tigers” which can seize and eat almost anything their own size.
Adults attack by swooping onto their victims and grappling them m close combat. They will then hover in place while gnaw-ing on their catches. Adults can cany 41 to Light encumbrance while flying.

Creatures of the Wild
-14-

The water-breathing larvae are found in fresh-water ponds and lakes. They feed on anything they can catch, including humans and other beasts ftat blunder mto the water. Their vicious, retractable Jaws allow diem to strike at a reach of I, doing Id impaling damage. If suddenly disturbed, they have a limited from of “jet propulsion,” forcibly expelling water and dnving themselves rapidly forward. With ths ability, they can travel at Move 9 for up to 4 turns.

Eagle
ST: 4-5	More/Dodge: 18/9#	Size: <1
DX: 12	PD/DR: 0/0		Weight: 4-12 lbs.
IQ: 4		Damage: 1d cut	Origin: R
HT: 13/4-5	Reach: C		Habitats: M, F
Eagles are large bilds of prey found throughout the world The largest have wmgspaas over 6 feet wide, and can cany up to ten pounds in their talons. Most species are cowards - crows can scare them awayl - bet some are veiy brave. In Siberia, eagles have been trained to kill wolves - by piercing the wolves' skulls with their poweifti talons.
Eagles are diurnal and mate for life - no more than two eagles will ever be enconnteied at one time. They will have nothing to do with humans unless raised a captivity, and will not attack hnmans unless severely wounded. As trained birds, they are inferior to falcons and other smaller raptors. They attack with their claws for 1d cutting damage. Their base Move in ught is 18, but they can swoop for speedsim to 60 to 70 mph (Move 30-35). On the ground, Move is 1, while Dodge is 6.

Eland
ST: 32-40	Move/Dodge: 16/8	Size: 3-4 
DX: 14	PD/DR: 0/0		Wt.: 1,500-2,000 lbs.
IQ: 4		Damage: ld+2 imp#	Origin: R 
HT: 13-16	Reach: C		Habitats: P
The eland is a large antelope, standing 6 feet at the shoulder, measuring up to 13 feet long, and weighing as much as a ton. It has a short muzzle, shaip hooves and long twisted homs, and is light blown in color with a white underbelly. It can be caught and domesticated, and is an excellent source of milk and meat.
Elands are diurnal, aad live in herds of 20 to 100 They are capable of jumping more than 7 feet high, and will sometimes Jump over each other m their attempts to flee from danger.
If brought to bay, the eland's hoas make it quite dangerous - it can impale for ld+2 impaling damage The eland can also trample for ld+1 crushing damage.

Elasmotherium
ST: 300+	Move/Dodge: 10/5	Size: 13
DX: 9		PD/DR: 3/4		Weight: 3-5 tons
IQ: 4		Damage: 3d+2 cr	Origin: Ice
HT: 17/60-75	Reach: C, 1, 2		Habitats: P
Elasmotherium is an extmct type of rhinoceros, even larger modem rhinos, with a very long horn. It stands 13 feet tall at the ahoalder and is about 7 yards long. The horn is over two yards long - Elasmotherinm can reach at up to 2-hexes, doing 3d+2 damage.
Lite the modem rhino, it is a solitaiy animal, active from dawn to dusk. It will flee humans unless wounded or protecting young. Treat it as a imnoceros in all respects not otherwise covered tens.

Electric Eel
ST: 5-7	Move/Dodge: 7/4	Size: 2-3
DX: 9		PD/DR: 0/0		Weight: 25-145 lbs
IQ: 3		Damage: 1d#		Origin: R
HT: 12/6-8	Reach: C,1		Habitats: FW
Electric eels are not really eels - they are a speaes of South American fish found in wann-water rivets, either singly or и schools of up to ten. Their electnc organs - used for airectioa-findmg and for stunmng and catching fish and frogs-take up 3/4 of their bodies. These organs can discharge up to 600 volts - enough to kill a human.
Only me largest electnc eels can put out enoagh voltage to senously harm a human, though; the smaller ones only stun for 1d turns. If a character gets too close to one of these fish, it will discharge an electnc jolt. Anyone withm one yard must immediately make a roll against HT to avoid the effects of the Jolt
For a large eel (7-10 feet long), the victim is stunned for 2d seconds if he makes his roll. If the roll is failed, he immediately takes 1d damage (DR and Toughness do not protect) and is stunnedfor one minute. For the smaller eels, the victim is unaffected if his HT roll is successful, and is stunned for 1d tuns if the roll is failed.

Electric Ray
ST: 4-6	More/Dodge: 8/6	Size: 1-2
DX: 12	PD/DR: 0/0		Weight: 50-200 lbs.
IQ: 3		Damage: *		Origin: R
HT: 12-16	Reach: C, 1-3		Habitats: SW
Also called a torpedo, this fish is disc-shaped, with an almost circular body and a short, slender tail. While it can measure up to 6 feet across, it is only an inch or two thick. It is found in tropical and temperate wateis, from the tidal zone down to 3,000 feet, spending most of its time lying on me sea floor. It feeds on small crustaceans and the occasional fish which it catches by pouncing on and stunning them.
Because salt water is a better conductor than fresh water, the toipedo does no! need to be able to generate as high a voltage as the electric eel - its electric organs put out only aboat 200 volts. If approached too closely, it will release a jolt. Anyone within three yams must make a successful HT roll or be stunned for 1d seconds. The ray wdl then flee - torpedoes do not attack people.

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Elephant
ST: 250-300	Move/Dodge: 8/0#	Size: 10+
DX: 12	PD/DR: 3/4		Weight: 5-8 tons
IQ: 6		Damage: 3d cr#	Origin: R
HT: 17/40-50	Reach: C, 1, 2		Habitats: J, P
The largest living land animal, the elephant ranges и height from 9 to 13 feet. The African elephant is larger than the Indian, and also has larger ears and tusks. The African elephant is found throughout Africa south of the Sahara, while the Indian is common to India and southeast Asia*
Elephants are intelligent and, when domesticated, hard-woridng. Their patience is well-known, and they will bear a lot of abuse before rebelling. In the wild, they are found in herds of 15 to 30 animals, often covering large distances m their seasonal migrations. They are known to help each other escape from hunters and pits, healthy ones supporting a wounded one on eilher side or digging a ramp out of a pit with their tusks. They are active at all times, except in the heat of the day. Elephants consume about 500 lbs. of vegetation a day each!
They attack by trampling (3d crushing damage), or with the trunk which can reach up to 2 hexes and has ST 12 - treat it as two-handed for lifting, canying, throwing, etc. (see Lifting and Moving Things, p. B89). The trunk may strike (1d crushing) or grapple, and can be used to pick up and hurl things-double the trunk's ST for determining distance. Use the rules for Throwing (p. B90) and Falling (p. B131) to determine the results.
Elephants have no Dodge, except for their trunks which Dodge at 6. The skull has an extra 2 DR due to its thickness. If domesticated, an elephant will not carry more than Medium encumbrance (10xST) on its back.

Falcon
ST: 1-3	Move/Dodge: 20/10	Slze: <l
DX: 15	PD/DR: 0/0		Weight: 2-8 lbs.
IQ: 4		Damage: 1d-2 cut	Origin: R
HT: 12/3-5	Reach: C		Habitats: F, M, P, A
There are many species of falcon-including the gyrfalcon, hobby, kestrel or sparrowhawk, merlin and peregrme - found throughout the world. They range hi length from 13 to 19 inches. Many species mate lor life and return to the same nest rite year after year.
Falcons are birds of prey, feeding on small birds, mammals and reptiles. Most catch their prey by swiftly diving, or stooping, on it from above - it has been estimated that me peregrine reaches speeds of 200 mph or more hi its stoop.
Peregrines have always been favorites among falconers, due to their beauty, speed and accuracy (see Falconry‚ p. B46). In medieval times, the gyrfalcon was reserved for the nobility, due to its sue (it is the largest falcon) and appearance. Also, living in the Arctic Circle, it was the hardest species to come by.
Falcons attack in close combat with beak and claws, doing 1d-2 cutting damage.

Ferret
ST: 1		Move/Dodge: 9/7	Size: <l
DX: 15	PD/DR: 0/0		Weight: 1-2 lbs.
IQ: 5		Damage: 1d-4 cr	Origin: R
HT: 12/3-4	Reach: C		Habitats: F, P
Ferrets are slender 14-mch-long nocturnal members of the weasel family; there are several different species, found throughout Europe, Asia and North America. They hunt small animals that live m holes and burrows. Fanners consider them to be dangerous pests, as they will attack poulny - and legends claim that they will also go after imwatched babies.
Ferrets attack by biting, but rarely eat their falls. Instead, they prefer to suck out the blood. They are fairly intelligent and can easily be trained to hunt or fetch small objects If used to flush wild game from a burrow, a ferret should be muzzled Otherwise, it will kill the prey, feast on it and then remain m the burrow - the hunter loses not only the game, but also the ferret. With the muzzle on, it cannot make the kill, but can only chase the prey out into the hunter's waiting nets.

Flying Snake
ST: <1		Move/Dodge: 10/7	Size: 2
DX: 15	PD/DR: 0/0		Weight: 1-2 lbs.
IQ: 3		Damage: 1d-5 cr	Origin: R
HT: 12/3	Reach: C		Habitats: J
Due to its unique rib structure, Chrysopelea, commonly called the flying snake, is able to glide ftom high up in the trees down to the ground or to other trees. It has been seen to travel at least 55 yards horizontally from a spot 40 feet up in a tree.

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Its ribs extend outward, forming a concave surface underneath the snaice, trappiag a cushion of air for the snaJke to glide on - much like a hang glider. It is 4 to 6 feet long, is not poisonous, and feeds on insects and small mammals. It lives in Southeast Asia. On the ground, its Move is 2.
Chrysopelea is an excellent model for SF creatures; assume that poisonous varieties exist somewhere in the universe.

Flying Turtle
ST: 1		Move/Dodge: 20/10	Size: <1
DX: 15	PD/DR: 3/4		Weight: 1-2 lbs.
IQ: 4		Damage: 1d-2 imp#	Origin: SF
HT: 11/4	Reach: C		Habitats: P, D, F
The fly ingtunie does not resemble a turtle so much as it does a football with aSusy front. Its shell is made fiom a thin, hard chitfa, and can open at the bottom near the front. From this opening, the creature extends its eyes and, when feeding, six small tentacle! and a beak.
The shell's color depends on the habitat in which the flying turtle is found. The forest species has a greenish-brown shell;
the plains gpedes is grayish; and the desert species is colored in yellows and light reds.
It has the psionic power of Levitatfon (see p. B173). Its Power is 8, which allows it to fly at a Move of 30. It attacks by ramming its victim, doing 1d-2 impaling damage. The flying turtle's levitadon affects only itself - it cannot lift anything else.
Treat the attack as a slam attack, the victim taking 1d-2 impaling damage if hit. Once the turtle hits an opponent, the beak and tentacles emerge and begin to feed. The beak does 1d-4 crushing damage; this bypasses all DR if the initial slam pierced the victim's flesh or armor (it inserts the beak through the hole!).
It takes one turn to remove a flying turtle ftom a victim. The creature may met he attacked through the front opening, bypassing all DR. The opening is at -6 to be hit, however, and the creature will close it in 2 turns. It will then attempt to fly away, possibly to ram again.

Fox
ST: 3-4	Move/Dodge: 10/7	Size: 1
DX: 14	PD/DR: 1/1		Weight: 10-15 lbs.
IQ: 5		Damage: 1d-4 cut	Origin: R
HT: 12/5-7	Reach: C		Habitats: F, M, P, D
Foxes can be found in many habitats across the world, from the mountains of Japan to me plains of Australia. They are distant cousins of the dog, but not of the same genus. Foxes are predacious animals, hunting mostly at night. They eat small birds and mammals, fogs, shellfish and even fruit at times. They mate once, early in the year, and other than that, the sexes live and hunt apart.
Foxes are most known for their canning, having a Craftiness level of at least 14. They are good at avoiding men's naps, and because of their slyness, hunting them with hounds and horses has always been a popular sport in England and throughout Europe. However, their intelligence serves them for more than avoiding man. Foxes have been known to rid themselves of fleas and other parasites by grasping a piece of bait in their mouths and dipping themselves tail-first into a stream. The parasites have nowhere to go but onto the piece of wood, which the fox releases to the current. Foxes are, however, wary of humans and quite independent; they do not make good pets.
Foxes attack in close combat, biting for 1d-4 damage.

Gila Monster
ST: 2#		Move/Dodge: 1/6	Size: <1
DX: 13	PD/DR: 2/1		Weight: 6-10 lbs.
IQ: 3		Damage: * 		Origin: R 
HT: 13/3	Reach: C		Habitats: D
The Gila monster is a poisonous lizard, one of only two to the world. The other is the beaded lizard, and states for it are similar: add one to ST and hit points, as it is slightly larger. Its poison is no stronger, however.
The Gila monster is about two feet long, pink and yellow in color with black shadings. It is found to the southwestern U.S. The beaded lizard is about 2+1/2 feet in length, mostly black with pink and yellow patches, and found in western areas of Mexico.
Both are solitary nocturnal animals that fast for days, then go out and eat all they can - eggs, rodents, reptiles and birds. Incapable of running, they move slowly - if threatened, they hold their ground. Unless molested, they won't bite.
The Gila monster attacks by biting in close combat. The bite to itself does only 1d-5 cutting damage, bat injects a type F venom causing intense pain and doing ld+1 damage. The venom apparatus is inefficient; the lizard must bite and hold like a bulldog, sometimes chewing to help conduct the venom. If it can be removed within 4 turns, the effects of the poison will be avoided. The jaws have ST 14 - strong men have a hard time prying them open. A Contest of ST is required to remove the animal, and it will probably bite again before it can be gotten rid of. Pouring something nasty like gasoline or ammonia into its mouth will get it to let go, as will fire under its lower jaw.

Glashan
ST: 12-14	Move/Dodge: 7/6	Size: 1
DX: 12	PD/DR: 1/0		Weight: 100-160 lbs.
IQ: 7		Damage: *		Origin: ML (Scotland) 
HT: 13-16	Reach: C		Habitats: M, F
A glashan is a small humanoid, about the size of a Halfling and not very intelligent. It is extremely haiiy. rivaling an

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English sheep dog in this respect, and has sharp, strong nails. It wears no clothing - in fact, it hates clothing of any sort.
A glashan encountering a single traveler wQI attempt to rip his clothing to shreds. A larger party will not be attacked outright; instead, the glashan will follow the group (Stealth 14) and sneak into their camp at night, stealing any packs and destroying any clothing it finds. Glashans are usually solitary, but they will enlist others to make a night raid on a large party!
The glashan uses its claws to rip clothing, doing ld+1 cutting damage per turn. It will not attempt to rip metal armor, but will attempt to rip everything lip to and iaclnding leather armor. Treat heavy leather armor as having DR 2, HT 10; light leather as DR 1, HT 6; and clothing as DR 0, HT 2. Each article of clothing must be attacked separately, modified only by the size of the wearer. Note that half-torn clothes are bound to reduce the wearer's DX somewhat.
Once it has torn off all of a person's clothing, the glashan will step back, laugh gleefully, and run away. A glashan will not harm or molest anyone beyond exposing his body to the world. The only damage to the victim is to his pride (and his wallet).
If attacked, the glashan will strike with a fist for 1d crushing damage. Once its victim is reduced to unconsciousness, it will cease its attack and return to shredding the rest of  his clothing. It will not use its claw-like nails against living beings, unless it is reduced to half its original HT - then it gels desperate, clawing for ld+1 cutting damage.

Glyptodont
ST: 25-35	Move/Dodge: 3/4	Size: 11
DX: 9#	PD/DR: 4/7		Wt: 1,500-2,500 lbs.
IQ: 3		Damage: 2d-2 imp	Origin: Pre
HT: 17/25-30	Reach: 1		Habitats: P
The glyptodont was a prehistoric animal, related to the armadillo, that died out over ®ЁҐ million years ago. Glyptodonts were of many sizes, the largest being represented here.
This creature is 6 feet high, 15 feet long (4 feet is tail!), and 6 feet wide in the body. ft resemble armored dinosaurs like the ankytosaunis, but is a true mammal. The skull is broad, more like a turtle's than an armadillo's.
Glyptodonts will never attack. If threatened, their usual reaction is to withdraw into their shells and swing their tails (1-hex reach into all back hexes) until left alone. For most purposes, their DX is 9; for the tail-swing, though, DX is 12.
They are solitary nocturnal animals. They have powerful claws (used only for digging) and only molars - no biting teeth.

Gorilla
ST: 20-24	Move/Dodge: 7/6	Size: 1
DX: 13	PD/DR: 1/1		Weight: 200-600 lbs.
IQ: 6		Damage: 1d cut#	Origin: R 
HT: 14/16-20	Reach: C, 1		Habitats: J, M
Gorillas are the largest primates, averaging 5+1/2 to 6 feel in height, found in the rain forests of central Africa. Diurnal social animals, they travel in troops of 5-15 - usually a stogie male and several females with young. They are peaceful vegetarians, feeding on ftuit and leaves. They have a fear of water and will not cross even small streams.
Gorillas are at least as intelligent as chimpanzees, but unlike cbunps do not use tools. They do not make suitable pets or trained animals - they are quite temperamental" are prone to taltnlIns, and need constant affection and companionship. They will not fight unless threatened; there is no record of an unprovoked gorilla attack.
If provoked, gorillas attack in close combat by grappling and biting for 1d cutting damage. They may also attack with a slap (2d-l crushing at up to 1-hex reach), but this is a rare attack, used only when surprised.

Gumberoo
ST: 38-46	Move/Dodge: 8/6	Size: 2
DX: 13	PD/DR: 4/7#		Weight: 700-900 lbs.
IQ: 4		Damage: 2d+2 cut#	Origin: ML (USA)
HT: 16/24-30	Reach: C		Habitats: F
The gumberoo is a rare animal, fortunately for humanity. About the size of a large bear, it closely resembles that animal except that it is nearly hairless and its roundish body is smooth, without a wrinkle. It has big bushy eyebrows and a wispy beard, but no hair on the general body.
It lives exclusively in forests of large trees, such as grow in the Pacific Northwest of the U.S. Because it abides to the bases of burned-out trees, no one knows whether its black color is natural or from the charred wood. It is active only 3 months of the year, but then it is wry active, devouring whatever it can find - a horse will distend its stomach, but will not curb its appetite.
It is both nocturnal and diurnal during its active phase, which may explain the long dormant phase. No one has ever seen two together, though they must mate aad bear young. No young have ever been reported.
The gumberoo is fearless to attacking anything it meets - with good reason! It is exceedingly strong for its size, and nearly invincible to the animal kingdom. It attacks either with claws (2d+2 cutting damage at 1-hex reach) or by biting (2d cutting in close combat). Unlike a bear, a gumberoo will not grapple - it doesn't have good balance on two legs.
It has a natural Reverse Missiles spell (p. M68) powered by mana stored to its skin. The mana is used only slowly, allowing it to recharge as fast as it is consumed, resulting in the spell always being in effect. It turns any ranged attack (including missile spells) back upon the attacker. If the attacker's “to hit” roll is successful, he hits himself - if not, he sees the missile fly back toward him and miss. The game effect is as though the missile had bounced straight back from the gumberoo to the " attacker. If a gumberoo is killed, the mana m his hide can be - used, but-only once. It acts as a 10-point, one-shot Powerstone, giving a mage 10 extra points of fatigue to use once. If the spell doesn't require 10 points, the excess mana is lost.

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The gumberoo's only weakness is fire. Any non-ranged flame attack - including a weapon enchanted with the Flaming Weapon spell (p. M34) - bypasses all DR and does double damage! Note that the Flame Jet spell (p. M34) is affected by the Reverse Missile spell. Thus, the only way that Flame Jet can hurt the gumberoo is in close combat - the mage must actually touch the gumberoo.

Hippopotamus
ST: 100-125	Move/Dodge: 4/4	Size: 10
DX: 8		PD/DR: 2/3		Weight: 3-5 tons 
IQ: 4		Damage: 5d cr	Origin: R 
HT: 16/32-40	Reach: C		Habitats: FW
The hippopotamus is a distant African relative of the pig; its name literally means river-torse. It rivals the rhinoceros as the second-largest living land animal, reaching up to 12 feet in length, standing almost 5 feet at the shoulder, and weighing about four tons (2d+1 trampling damage). It spends most of its day in the river or basking on the river bank. It can remain. submerged for as long as five minutes at a time.
Hippopotami live in groups called schools numbering from 20-100 animals. The females and young occupy a central area, while each adult male occupies a separate area (known as a refuge) around me perimeter of the temtoiy. Each male has his own marked path from his refuge to the central feeding area. Hippo schools are matriarchal, run by the females almost as by committee.
Hippos are territorial, and will chase other creatures away from their area. They are vegetarians, feeding mostly at night, coming on land to eat grass and other plants. They can wander up to 20 miles in their search for food, and often destroy crops.
The month is equipped with long tusks, averaging 2+1/2 feet long, and the hippo's bite does an awesome 5d crushing damage - it can crush a small boat easily. A hippo can become quite upset if anything come" between it and its water and/or young, and will give chase until the danger seems past. Crocodiles and sharks live peacefully with the hippo, so a hippo's presence does not necessarily mean that the water is safe to enter.

Hyena
ST: 9-18	Move/Dodge: 16/8	Size: 2
DX: 13	PD/DR: l/l		Weight: 100-200 lbs.
IQ: 4		Damage: 1d cut	Origin: R
HT: 12/13-16	Reach: C		Habitats: P, D, J, F
Hyenas are dog-like scavengers with large heads and ears, longer front legs than rear legs, and short manes and tails. Their powerful jaws can crack bones easily. They are nocturnal animals, living in pairs or small packs, with the females being larger and more dominant than the males. Most species are found in Africa; some live in Asia Minor and India.
Hyenas have a reputation for cowardice, largely undeserved. While they are scavengers, they do hunt their own prey on occasion. When they hunt, they nm down prey like dogs. Hyena packs will even chase lions away from their kills.
Hyenas have been known to attack humans, usually sleeping campers or lone, unarmed travelers. They will often attack a sleeping person's face, causing disfigurement at me least. If cornered, hyenas will fight viciously, biting in close combat for 1d cutting damage. Their bites are dirty; anyone bitten must roll against HT for possible infection (p. B134).

Irish Elk
ST: 24-30	Move/Dodge: 10/7	Size: 3
DX: 12	PD/DR: 1/1		Weight: 1,000+ lbs.
IQ: 4		Damage: 1d+2 imp	Origin: Ice
HT: 14/13-16	Reach: C		Habitats: S
Tbis giant member of the deer family died out just a few thousand years ago; humans were probably a leading cause of its extinction. It stood 6 feet at me shoulder and bad enormous antlers, with spreads up to 10 feet being common.
Like all deer, Irish elk were undoubtedly shy of humans, but may have been dangero'.is in the fall, their mating season. Treat mem as moose (p. 24) in all respects not given here.

Jackal
ST: 2-5	Move/Dodge: 9/7	Size: 1
DX: 14	PD/DR: 0/0		Weight: 10-20 lbs.
IQ: 5		Damage: 1d-3 cut	Origin: R
HT: 12/5-7	Reach: C		Habitats: P, D, F, J
The common jackal is a small dog-like animal, measuring up to 18" at the shoulder and maybe 2 feet in length. Most species are found in Africa; one species is native to northern Africa and southern Asia.
Jackals are primarily scavengers, though they often hunt and kill their own prey and may raid an occasional chicken coop. They sometimes enter villages and even cities at night to scrounge for refuse. They are primarily nocturnal animals, traveling singly or in pairs, although they are occasionally found in packs. Jackals are no threat at all to humans. An entire pack will flee even one human.

Jackalope
ST: 1-2	Move/Dodge: 14/7	Size: <1
DX: 14	PD/DR: 0/0		Weight: 10-25 lbs.
IQ: 3		Damage: 1d-5 imp	Origin: ML (U.S.A.) 
HT: 15/2-4#	Reach: C		Habitats: P
A jackalope is basically a hare with antlers-but what a hare! Only the males have antlers, which give them the courage of stagsiarut. During mating season (January through December),

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a jackalope buck wffl charge any thing in an attempt to impress the females with its courage. Jackalopes have even been known to charge bison, who get out of their way because they feel sony for the little things.
A buck will charge a party of humans on sight, aiming at die weakest-armored person (it may be in rut, but it's not dumb). Treat this as a slam attack. If the victim loses or ties the Contest of DX, he takes 1d-5 impaling damage.
After a charge, the buck will trot off in search of a female. It will totally ignore its victim-it has other things on its mind. If attacked, it will be very surprised (mental stun, two turns), then charge the attacker in extreme anger.
Jackalopes are diurnal animals. The females are indistinguishable from hares, except that they watch the bucks out of the comers of their eyes. If the party meets one jackalope, there will be others around, not too far away. The bucks usually don't get too close to each other, though; they tend ћ become jealous and butt beads a lot.
Killing a jackalope will serve little purpose - some even consider it to be bad luck-as the meat is inedible.

Jaguar
ST: 16-28	Move/Dodge: 10/7	Size: 2
DX: 14	PD/DR: 1/1		Weight: 150-350 lbs.
IQ: 4		Damage: ld+2 cut	Origin: R
HT: 15/14-18	Reach: C		Habitats: J, P, M, D
Jaguars are solitary dawn and dusk hunters, ranging from Mexico to South America. They are the largest American cats, larger man jeopards though smaller man lions. Their powerful jaws make their bite as deadly as a lion's.
Jaguars are usually found in jungles, but are common in savannas, mountains and even semi-arid areas. They arc fond of water, swim well (Move 2) and wffl often hunt in the water. They are quite shy of Immans - some won't even fight when cornered. There have been cases of man-killers, but never any man-eaters. Like most big cats, jaguars go for the throat.
Jaguars are good jumpers, able to jump 3 yards straight up without a running start. A 3-yard standing broad jump is also common, and a 5-yard running broad jump is easily possible. They can climb trees at full speed and often drop out of trees onto prey - tbey can drop 4 yards without taking any damage! They usually stalk prey to close range before charging.

Jellyfish
ST: <1		Move/Dodge: 3/0	Size: <1-3
DX: 9		PD/DR: 0/0		Weight: 1/2-10 lbs.
IQ: 2		Damage: *		Origin: R
HT: 15/2-8	Reach: C		Habitat: SW
Jellyfish and Portuguese men-of-war are free-swimming relatives of sea anemones and coral, with long stinging tentacles. They are found in seas throughout the world and can pose quit a hazard to swimmers - beaches have been temporarily close because there have been so many jellyfish floating in the water.
Most jellyfish stings are no more virulent than a bee-sting but some are deadly - the sting of one species, the sea wasp, it fatal over half the time, usually before the swimmer can stagge back to shore. Treat the sea wasp's venom as a Type F venom (p. 51) doing 3d+1 damage. Other jellyfish do less damage ranging anywhere from 1d-4 to 2d. A Vision roll is required to spot one, a DX roll needed to avoid its stingers.

Kangaroo
ST: 10-12	Move/Dodge: 15/7	Size: 2
DX: 15	PD/DR: 1/1		Weight: 100-175 lbs.
IQ: 4		Damage: ld+2 cut	Origin: R
HT: 13-16	Reach: C		Habitats: P, F, D, M
There are several species of kangaroos, the largest standing up to 7 feet or taller - they continue to grow throughout they lifetimes. The stats given are for middle-sized animals.
Marsupial grazing animals, kangaroos are found only in Australia, where they have adapted to many different habitats. The are most active at night, resting during the hottest part of the day. They live ia large groups, called mobs, often numbering hundred or more; some species travel to smaller mobs of only 1 to 20.
While grazing, they travel in a "five-legged" mode, balancing on their tails and short forelegs while they bring their hind legs forward. When traveling rapidly, they leap using their hind legs only, the tail acting as a balance and rudder. The tail is qui?? strong, and can support the kangaroo's whole weight when ne?? essary.

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When threatened, kangaroos bound rapidly away. They are capable of great leaps, up to 9 yards long, with 14 yards being the record. They usually stay within 5 feet of the ground when leaping, but leaps over 9-foot fences have been recorded.
If cornered, kangaroos can fight viciously. They attack by balancing on their tails (against a tree if one is handy) and lash-ing out with all four feet - all clawed - doing a total of ld+2 cutting damage. Kangaroos have been trained to wear boxing gloves and do quite well against human opponents.

Killer Whale
ST: 40-70	Move/Dodge: 15/7	Size: 19-28
DX: 13	PD/DR: 0/1		Weight: 1-2 1/2 tons
IQ: 8		Damage: 2d+2 cut	Origin: R
HT: 15/20-30	Reach: C		Habitats: SW
Killer whales, actually large members of the dolphin family, lave distinctive coloring - black on the back and white on the belly. They grow up to 10 yards long, though 7 yards is a more common length. They travel in packs of 3-50 and are found the world over, though they prefer colder waters. Seals, walruses, porpoises, fish - all are eaten when encountered, and killer whale packs have been known to attack larger whales. They attack land animals standing on ice by coniing up from underneath, shattering even 1-yard-thick ice and knocking the animals into the water!
There are no recorded cases of killer whales eating humans, but Eskimos fear them greatly, claiming they eat lone kayakers, easily dumping the light boats first. Thus, the GM must decide how they react to humans. If they attack, they will attempt to bite a person in half - they could swallow half a person with no problem. They would also be able to tip over any small boat. The killer whale's bite does 2d+2 cutting damage.

Komodo Dragon
ST: 16-20	Move/Dodge: 9/7	Size: 4
DX: 14	PD/DR: 1/2		Weight: 200-300 lbs.
IQ: 3		Damage: 1d cut	Origin: R
HT: 16/16-20	Reach: C		Habitats: J
The Komodo dragon is the largest living lizard. It can grow up to 12 feet in length, and weigh up to 300 lbs. It has a stout body, a long head and neck, a green pebbly hide, and a long deeply-forked tongue that constantly flicks in and out. Its tail is quite powerful, is as long as the head and body combined, and can be used to knock down opponents (Coniest of ST) in its back hexes.
The Komodo dragon is native to a few small Indonesian islands. It usually eats carrion, but will also ran down and swallow whole small deer and pigs. It often lies in wait in bushes beside game trails (-4 to be seen), charging out at any prey that passes by (see Sprinters, p. 59).
When feeding, it rips the meat apart with its teeth and claws, swallowing large pieces in each bite. Like a snake, it will then spend several days sleeping off its meal. While it is a threat to lone humans, attacking them fearlessly, it can beconie quite tame in captivity.

Leech
ST: < 1	Move/Dodge: 0/0	Size: < l
DX: < 1	PD/DR: 0/0		Weight: < 1 oz.
IQ: 2		Damage: *		Origin: R 
HT: 15/1	Reach: C		Habitats: S, FW
Leeches are nuisance creatures found m swamps, lakes, ponds, streams and even on land. They are parasites, who use their powerful suckers to attach themselves to their victims. The leech's bite is painless, so the victim often will not even realize that he has been bitten. It takes a lot of leeches to do even 1 HT damage, though; treat them as a swarm (see p. B143).
Depending on the climate, wading or swimming through swamps or streams may result m picking up leeches. In temperate climates, the number of leeches encountered will be minimal - ignore them for game purposes, except in the direst swamps. In the swamps and m certain sluggish tropical streams, leeches can be enough to become a serious threat: each person may pick up 2d leeches per five minutes spent in the water.
After picking up a dozen or more leeches, the victim will begia to lose 1 HT each five minutes. The primary danger from leeches is not from blood loss, though; the leeches will become bloated and drop off after 15 minutes of feeding.
The real danger from leeches is from infection. If even one HT is lost to leeches, a roll against HT+2 is needed to avoid infection. At the GM's option, the victim can merely lose an additional 1 HT, representing the infection, or he can contract an actual disease (see Illness, p. B133).
Up until the 19th century, leeches were used in the treatment of many diseases, including headaches, delirium, madness, skin disease, tumors, whooping cough, gout, obesity, etc. The letting of blood was thought to be beneficial, removing "bad humors" from the body. Physicians even came to be known as leeches. In a fantasy campaign, leeches might also be used medicinally - who knows, the treatment might even work!

Leopard
ST: 20-25	Move/Dodge: 9/7	Size: 2
DX: 14	PD/DR: 1/1		Weight: 60-200 lbs.
IQ: 5		Damage: ld+1 cut	Origin: R
HT: 15/14-17	Reach: C		Habitats: J, F, M, D, P
Leopards range from southern Asia through much of Africa. They are somewhat smaller than lions and much more arboreal. Solitary nocturnal animals, they will also hunt on overcast days. These cats are beautifully marked, with even the black ones having the familiar rosette pattern visible under their fur in certain lighting. There is no difference between leopards and panthers; even black panthers are leopards, (In this book, the name “panther” is reserved for the animal from European legend.)

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They are the archetypal stalkers of the animal kingdom. Shy and wary, their keen senses (Vision, Hearing, Taste/Smell at 18) and remarkable hiding ability (Stealth-18) also make mem hard to track. While they can drop from trees onto prey, they are not as adept at it as pumas are.
A leopard can jump 3 yards straight up without a running start, and 5 yards in a running broad jump is not uncommon. Leopards can climb bees at their normal speed, and are even strong enough to climb while carrying a carcass. They dislike water, but are able swimmers if need be (Move 2 и the water).
When attacking, they go for the throat, biting и close combat for ld+1 cutting damage. They are particularly fond of dog-flesh - there are many recorded instances of leopards dashing out of the bush to snatch a dog from under the nose of a hunter. They generally avoid humans, though man-eaters are not unknown. Man-eating leopards are among the most dangerous of real-world animals, as they will actually enter a house to grab prey.

Lion
ST: 24-30	Move/Dodge: 10/6	Size: 2
DX: 13	PD/DR: 1/1		Weight: 300-600 lbs.
IQ: 4		Damage: 2d-2 cut	Origin: R
HT: 15/16-20	Reach: C		Habitats: P, J, D, M
Lions live in groups called prides that number anywhere from 3-20, with four and five being average. Larger prides are common in the more open grasslands.
Lions prefer the plains, but will occasionally venture into desert, mountains and, more rarely, jungle. They often hunt singly, though they are capable ofco-operatfve effort: a lioness or two will lie up и the tall grass, while the males herd the prey in their direction; the whole pride will share in the kffl. Lions are more diurnal than most cats, but adapt well to a nocturnal existence if hunted by humans.
Most encounters with humans end with the lions fleeing rapidly. However, if wounded, a lion will charge angrily and attempt to kill anyone to its way. Likewise, running away from one will sometimes spark its instinct to chase. Occasional man-eaters have been reported - generally, old or wounded lions.
Lions attack in close combat, bitiag and clawing for 2d-2 cutting damage. The actual attack is usually on the neck, strangulation being the most common method of killing.

Lynx
ST: 4-6	Move/Dodge: 10/7	Size: 1
DX: 15	PD/DR: 0/0		Weight: 20-45 lbs.
IQ: 4		Damage: 1d-3 cut	Origin: R
HT: 14/7-9	Reach: C		Habitats: F
The lynx is a large forest cat found in Canada, northern Europe, and Asia. In Europe, it is the largest cat extant and reaches lengths up to 3+1/2 feet. Lynx have very acute vision - they can spot mice 250 feet away and hare 1,000 feet away. In deep winter, they grow thick for on their feet, allowing them to walk on top of snow.
Lynx are solitary nocturnal hunters, though occasionally two may work together to bring down a deer. Ordinarily, they will not attack anything larger than a sheep or goat, and these only if rabbits and squirrels are scarce. There are no recorded attacks on humans, though they will occasionally raid barnyards.
They are secretive and elusive (Stealth-18), deliberately avoiding humans. They will fight only if attacked or cornered - but are vicious when they do fight. They climb well, drop onto prey as well as stalk and pounce, and are strong swimmers.

Mammoth
ST: 225-275	Move/Dodge: 8/0	Size: 10
DX: 12	PD/DR: 3/5		Weight: 4-7 tons 
IQ: 4		Damage: 3d cr	Origin: Ice
HT: 17/40-50	Reach: C, 1, 2		Habitats: P, F, A
Mammoths were Ice Age ancestors of the elephant, common to North America, Europe and Asia. Some species were covered with a thick, woolly hair. Despite the name, they were slightly smaller than modern elephants. They originated some 7 million years ago, and were hunted to extinction by humans who used the meat, tusks and hide extensively. There is no evidence that they were ever domesticated; assume that they can be, using the same techniques used on modem elephants.
Mammoths evolved from mastodons, and were larger, with higher skulls, shorter jaws and heavier hair. They also were found m a wider range of habitats. Their hard, high-crowned molars were designed to chew up prairie grasses and other tough vegetation that the mastodon could not eat.
Mammoths attack by trampling for 3d crushing damage. Treat them as elephants in all respects not covered here.

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Mantis, Giant
ST: 30-36	Move/Dodge: 5/7	Size: 3
DX: 15	PD/DR: 3/3		Weight: 400-600 lbs.
IQ: 2		Damage: 2d-1 cut#	Origin: SF
HT: 15/16-20	Reach: C, 1		Habitate: J, F, S
The giant mantis stands on four of its six legs, lowering up to 8 feet in height. The other two legs, armed with wicked spikes, are used to seize and hold prey. A solitary ambusher, the mantis hides in bushes near game trails (IQ-4 to be spotted), waiting for unwary passers-by.
As its prospective dinner enters an adjacent hex, it lashes out with both forefeet, grabbing its victim. Treat this as an attack at 1-hex reach that grapples if the victim loses the Contest of DX. Once having grappled its victim, the mantis begins to feast, generally biting its prey on the neck first to kill it.
The mantis's forelegs do Id crushing damage on the turn that it grapples. Breaking free from the namis's grapple requires either a successful Contest of ST or doing enough damage to cripple the limbs (crippling one leg halves the mantis's ST for grappling). The mantis's bite does 2d-l cutting damage; it will usually bite only after having grappled its prey.

Mastodon
ST: 175-200	Move/Dodge: 8/0	Size: 10
DX: 12	PD/DR: 3/4		Weight: 3-5 tons
IQ: 4		Damage: 3d cr#	Origin: Ice
HT: 17/30-40	Reach: C, 1, 2		Habitats: F
Mastodons were early ancestors of the mammoth, originating some 25 million years ago and becoming extinct about 8,000 years ago. There were mastodons in Nonh America when the first men crossed over from Asia.
They had long curved tusks and short reddish hair, and browsed the forests of the Pleistocene. They were smaller than mammoths, and also had a more limited habitat. Their teeth were adapted for chewing the soft leaves and twigs of open woodlands, whereas mammoths could deal with the tougher prairie grasses.
Treat mastodons as small elephants in all other respects (see p. 15).

Megatherium
ST: 80-100	Move/Dodge: 3/4	Size: 13
DX: 9		PD/DR: 1/1		Weight: 7-9 tons
IQ: 3		Damage: 3d cut	Origin: Ice
HT: 16/50-60	Reach: C, 1, 2		Habitats: J, F
Megatherium was a giant ground sloth that lived during the Ice Age. It had huge claws on its forefeet, was larger than the modem elephant, and could rear up on its hind feet to reach leaves 20 feet off the ground.
It had no biting teeth, only molars, but say have used its claws to defend itself from sabertoothed tigers and other carnivores. It was most likely a solitary nocturnal animal, occasionally found in pairs - at least this is true for the modem tree sloth.
It will leave humans alone, possibly even fleeing from them. If attacked, however, it will defend itself, swinging with its claws for at up to a 2-hex reach.

Mngwa
ST: 21-27	Move/Dodge: 10/7	Size: 2
DX: 14	PD/DR: 1/1		Weight: 200-300 lbs.
IQ: 5		Damage: ld+2 cut	Origin: ?
HT: 15/16-20	Reach: C		Habitats: J
Mngwa (roughly pronounced moon-gwa) are arboreal great cats, larger man leopards and totally gray in color, said to inhabit certain jungles of Africa. The natives firmly believe in them, and some Europeans have seen evidence of their existence. People have been found with their throats torn out, clutching a wad of gray feline hair - but there is no known large gay cat in Africa.
Mngwas are solitary nocturnal cats. Quitecrafty (Stealth-18), they are shy of humans, but will drop from above should a human chance to walk by. Treat them as leopards (p. 20) to all respects not covered here.

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Mokole-Mbembe
ST: 200-250	Move/Dodge: 5/5	Size: 10
DX: 11	PD/DR: 2/2		Weight: 4-5 tons
IQ: 3		Damage: 2d cr#	Origin: ?
HT: 16/38-46	Reach: C, 1#		Habitats: FW, S
The mokole-mbembe, a water monster from central Aftica, may be a surviving species of dinosaur. It most resembles a miniature brontosauros, about 15 feet long and 7 feet high at the shoulder, and is reputed to live in the lakes and swamps of the thickest, most impenetrable part of the central African jungle. Many trices m the area claim to have encountered it - and they all agree mat it's dangerous. It is apparently a solitary creature – no one has ever reported seeing more than one.
It is vegetarian, but quick to attack anything that it cannot flee. It attach with a tail-whip (as a brontosauros, p. 41, except reach is 2, for 2d damage.) but can also trample for 2d crushing damage. Its head can reach into any of its front hexes, biting for 1d-2 crushing damage.

Mongoose
ST: 1		Move/Dodge: 10/8	Size: <1
DX: 16	PD/DR: 0/0		Weight: 2-10 lbs.
IQ: 4		Damage: 1d-4 cr	Origin: R
HT: 15/3-5	Reach: C		Habitats: J, F, P, D
Mongooses are small carnivores found in Aftica and southeast Asia, ranging from 9" to over 2 feet in length, and bearing a slight resemblance to weasels. They are active at all times of the day and night, and can be found singly or in packs of up to eight.
They are famous for killing snakes, though snakes are not their favorite prey; they prefer to hunt rodents, birds, frogs, insects, and fish. Their lightning-fast reflexes enable them to jump out of the way of striking snakes, then grab them by the back of the neck before they can recover.
They will attack if cornered, but will flee at the earliest opportunity. They can be trained and make excellent pets, but will always hunt birds and other small animals no matter how their owner disconrages then. They have rapidly become pests in areas into which they have been introduced.

Monitor Lizard
ST: 3-9	Move/Dodge: 7/6	Size: 2-3
DX: 13	PD/DR: 1/2		Weight: 35-80 lbs.
IQ: 3		Damage: 1d-3 cut	Origin: R
HT: 12-14	Reach: C		Habitats: J, FW, S, D
Monitors are among the largest living lizards, measuring ftom 4 to 8 feet long. They are found throughout Africa, and in southern Asia ftom Arabia to Indonesia and Australia. Most species live in or near water, though desert and deep jungle species also exist.
They regularly raid crocodiles' nests and eat the eggs - no mean feat, as crocodiles are among the most protective mothers in nature! They are active during the day and at dusk, and can be found singly or in pairs - often one monitor will decoy a mother crocodile while another carries away the eggs.
They will not attack humans unprovoked, but have no fear of them either. If cornered or wounded, they can fight fiercely. They will first tiy to scare off their attackers by puffing up their bodies, hissing angrily and lashing their tails like whips. If this doesn't work, they will try to grab their attackers in their powerful jaws and claw with their feet. While their teeth are not made for biting (like snakes, they swallow their prey whole), monitors have been known to amputate fingers and cause deep wounds when angiy.
A roll against HT is required by the victim of a monitor's bite; a failed roll means the wound becomes infected (see p. B134); all HT rolls to recover from the infection are at -2. Australian legend holds that the bite of the goaana, a type of monitor, does not heal for seven years.

Monkey, New World
ST: 2		Move/Dodge: 8/7	Size: < l
DX: 15	PD/DR: 0/0		Weight: 3-15 lbs.
IQ: 6		Damage: 1d-5 cr	Origin: R 
HT: 13/2-3	Reach: C		Habitats: J
There are a number of species of New World monkey with various habits, anatomies and appearances. The above statistics are for the capuchin monkey (the famous "organ-grinder's" monkey), which is smaller than the average New World monkey, but the most common pet. The only other types that make good pets are the squirrel monkey, which is slightly smaller than

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the capnchm, and the spider monkey, which is slightly larger. Adjust ST and hit points by 1 in each case. Capuchins stand about 15 inches high, squirrel monkeys about 10 inches and spider monkeys about 18 inches.
All New World monkeys are diurnal except for the douroucouli, which is exclusively nocturnal. Most are gregarious, traveling in troops of 10 to 30. In fact, the squirrel monkey is so gregarious that it dies in captivity if isolated from other monkeys. Many New World monkeys, such as the spider monkey, have prehensile tails which can be used as extra limbs and even as tactile organs. Capuchins and squirrel monkeys, however, do not have prehensile tails.
Monkeys are extremely intelligent and active. Most arc arboreal to some degree-some can leap up to 10 yards from tree to tree. The purely arboreal ones move faster in the trees than on the ground. If they have not been hunted by humans, some species are more curious than shy, aid can be lured into reach with a little food. If they have been hunted, they will flee rapidly whenever humans approach.
As pets, monkeys are known for their affection, jealousy, curiosity and,niischievousness. They get into everything they can, and get bored if restrained for too long. They must be protected from drafts and cold - they are tropical animals, remember. The young make the best pets.

Monkey, Old World
ST: 3		Move/Dodge: 8/7	Size: < 1 to 1
DX: 15	PD/DR: 0/0		Weight: 20-40 lbs.
IQ: 6		Damage: 1d-4 cr	Origin: R
HT: 13/3-5	Reach: C		Habitats: J
Old World monkeys tend to be larger than New World monkeys, and do not have prehensile tails. Guenons and macaques arethe most common ones kept as pets - the statistics above are for the rhesus monkey, a type of macaque that is an average size for Old World monkeys.
Most of the statements about New World monkeys are also true for Old World monkeys. Old World monkeys, however, tend to become omeiy as they get old, so even loving pets are^ often given to zoos in their later years. They tend more towards family groups of Ў to 15 members rather than large troops, though some species are exceptions.

Moose
ST: 40-50	Move/Dodge: 12/6	Size: 3
DX: 13	PD/DR: 1/2		Weight: 3/4-1 ton
IQ: 4		Damage: ld+2 cr#	Origin: R
HT: 15/16-20	Reach: C		Habitats: F, S, P, M
The largest members of the deer family, moose stand up to 7 feet at the shoulder and may reach 9 feet or more in length. The males have large antlers - reaching out a yard or more to either side of the head - which are shed in December and begin to regrow in April.
Ordinarily, moose will avoid human company, though they won't flee until actively approached. During the mating season (Sept.-Oct.), though, the males will drive away anything Oat approaches their territory. There are cases of moose chasing people up trees, and even rainming cars and killing the drivers - the reverse of most car/deer stories.
Moose are common to Canada and the northwestern U.S. They are also found in northern Europe and Asia, where they are known as elk. They tend to be solitary, but often group together during the mating season and winter. They are active both day and night. They can do ld+2 crushing damage with their antlers, or ld+1 trampling damage with their hooves.

Moray Eel
ST: 1-20	Move/Dodge: 5/6	Size: < 1 to 3
DX: 12	PD/DR: 0/0		Weight: 1-150 lbs.
IQ: 3		Damage: *		Origin: R
HT: 12-16	Reach: C		Habitats: SW
Morays eels come in all sizes (up to 10 feet long), and are commonly found in tropical seas down to depths of 150 feet. They are solitary animals, active night and day. They are rarely seen in open water, preferring to hide to shipwrecks and crevices in the rocks and reefs. They are voracious, eating almost anything, dead or alive.
A moray eel won't ordinarily attack a human, but a hand stuck into its den probably looks like a small edible fish to it - so it bites. And doesn't let go. Treat the attack as a bite to grapple (p. 55). The victim takes damage from the bite only on me turn in which he is bitten, but will begin to drown if held underwater. Damage is based on the ST of the eel; use the cutting damages given on p. B140 and add 1 point. Even a small moray's bite is bad news, and a large one can bold a person downtodie.

Nandi Bear
ST: 32-40	Move/Dodge: 8/7	Size: 2#
DX: 14	PD/DR: 2/2		Weight: 1,200 lbs.
IQ: 5		Damage: 2d cut	Origin: ?
HT: 15/24-30	Reach: C, 1		Habitats: J, S
Nandi bears aren't really bears, as far as is known, but resemble bears more than anything else. They are said to inhabit me dense Nandi jungle and swamp of central Africa, and have been reliably reported by seasoned zoologists. However, no hides or bones have ever been collected.
Like bears, they can stand on their rear legs, towering up to 10 feet in height. They attack for 2d cutting damage, clawing (1-hex reach) or biting (close combat). They are shy of humans and will move away if they hear a party coming. Should a Nandi bear be sniprised by a stealthy party, it will fight angrily, attempting to disable as many opponents as possible before making its getaway.

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Ocelot
ST: 2-6	Move/Dodge: 10/7	Size: 1
DX: 14	PD/DR: 1/1		Weight: 25-35 lbs.
IQ: 4		Damage: 1d-3 cut	Origin: R
HT: 14/8-10	Reach: C		Habitate: J, F, S, D
Ocelots are beautiful cats, about 3+1/2 to 4+1/2 feet long, with unusual markings superficially resembling those of leopards or jaguars. Their markings are not as regular as those of the larger cats, however, and vary considerably from animal to animal.
Ocelots are nocturnal animals, comfortable in the trees, but more at home on the ground. They live in pairs, but hunt alone; the mate is never too far away, though. They are shy of humans, and will flee if approached. A cornered or wounded animal will fight; its mate will not come to its assistance, though. Ocelots attack in close combat, doing 1d-3 cutting damage.

Octofly
ST: 8-10	Move/Dodge: 5/6	Size: 2
DX: 13	PD/DR: 2/3		Weight: 60-80 lbs.
IQ: 4		Damage: *		Origin: SF
HT: 12/16-20	Reath: C		Habitats: J, P, D, S
This eyeless creature is called an octofly due to its resemblance to the Terran octopus, but in fact has only six tentacles. The body is slightly smaller than a wolfs, with the tentacles hanging as much as 6 feet below. It senses its prey by thought activity - the higher the IQ, the more likely to draw an octofly. It is especially attracted by psionic activity, but may overlook prey which is sleeping or has a Mind Shield (p. B169). It levitates directly over the prey, then grapples with its tentacles and constricts until its victim is stunned or dead. At this point, it begins to feed with its sharp beak.
The octofly is a natural psychokinetic with me ability to levitate. Its Power of 8 is strong enough to move its 60-pound body at a Move of 6, and it can easily cany off a man-sized victim at 3 yards/turn. It attacks in close combat by grappling with its tentacles, each of which has the above-listed ST. It may grapple with two tentacles per turn, constricting on the turn after it has successfully grappled. Each tentacle must roll separately to gnpple.
If it senses that its constriction is having little effect (i.e., the victim has too much DR), it will attempt to grapple with two more tentacles. Damage (all crushing) depends on the number of tentacles grappling (1 tentacle, 1d-4; 2 tentacles, 1d-1; 3 tentacles, ld+1; 4 tentacles, 2d; 5 tentacles, 2d+l; 6 tentacles, 2d+2). No more than four tentacles can grapple a man-sized victim at any one time.
Only plate mail (or its equivalent) will protect against the octofly's constriction, but it protects with its Ml DR. Breaking free requires a Contest of ST, with the victim choosing how many tentacles to pall off at one time. The octofly does not normally attack with its beak, but can bite to close combat for 1d-2 impaling damage.

Octopus, Giant
ST: 6-16	Move/Dodge: 9/7	Size: 1-7
DX: 14	PD/DR: 1/1		Weight: 100-300 lbs.
IQ: 3		Damage: ld+2 cut# 	Origin: ML (Global)
HT: 12/12-32	Reach: C, 1, 2		Habitat: SW
The octopi of reality are no threat to humans. Neither are they as large and strong as legend has portrayed them. This, then, is the octopus of legend, the stuff of which nightmares are made.
Giant octopi are common to the warmer seas of the world, lurking in the shallows and waiting to grab their unsuspecting victims. They can change colors to match their surroundings, making them difficult to spot (Vision-5). They have the most highly developed eye of all invertebrates, and seem to stare coldly and intelligently as they observe their victims. They are solitary creatures, active any time.
Giant octopi prefer to use their camouflage abilities to attack from ambush, gaming the advantages of surprise (p. B122). When the victim gets close enough, the octopus will attempt to grapple with its tentacles. The tentacles of a 1-hex octopus have reach 1; larger octopi have reach 2. The ST given above is the ST of each tentacle; the octopus may attack with two tentacles in a single mm. A Contest of ST is required to break free of me tentacles - to escape more than one, total their ST before rolling. When the octopus has grappled with enough tentacles, it will pull me victim toward its month (Contest of ST), where its sharp beak does ld+2 cutting damage and injects a Type D venom(p.51).
The tentacles themselves do no damage, but the victim will begin to drown if held underwater (see Swimming, p. B91). A tentacle can be sliced through by cutting damage equal to one-fourth the octopus' hit points; impaling damage is not doubled against the tentacles. Damage to the tentacles does not affect overall hit points.
If the octopus takes more than half damage, it will squirt out a dark ink cloud (equal in size to itself) and escape while its tormentors are blinded.

Ostrich
ST: 20-24	Move/Dodge: 15/7	Size: 1
DX: 15	PD/DR: 0/0		Weight: 250-450 lbs.
IQ: 3		Damage: ld+1 imp	Origin: R
HT: 15/14-18	Reach: C, 1		Habitats: P, D
The ostrich is the largest living bird, standing up to 8 feet in height, of which almost half is neck. It has an unusual appearance, with the head and neck being almost naked, while the body is covered in thick plumage.

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Ostriches are flightless, live in large groups, and are primarily diurnal. They are native to Africa, but are also found wild in some regions of Australia where they were introduced.
Their usual response to danger is to run away; their rapid speed makes it difficult for predators to catch them. If disturbed while on the nest, the female wffl lower her head until it is only a few inches off the ground. Her brown coloration then makes her quite inconspicuous. Perhaps this is the source of the legend about ostriches hiding their heads in the sand.
Daring the mating season" the males Show so fear, and are often aggressive. The females will also attack aggressively if their nests are threatened. Ostriches can kick quite high, often inflicting teal head injuries and even wounding riders on horseback. Their legs are equipped with large sharp claws that can disembowel in one stroke; the kick does ld+1 impaling damage at a 1-hex reach.

Otter
ST: 3-4	Move/Dodge: 6/7	Size: 1
DX: 14	PD/DR: 0/0		Weight: 18-40 lbs.
IQ: 4		Damage: 1d-3 cut#	Origin: R
HT: 11/5-6	Reach: C		Habitats: FW, SW
Otters are aquatic carnivores, inhabiting streams rivers, lakes and oceans, living on fish (for the freshwater species) and shellfish (for sea otters). Otters have elongated bodies, broad, flat heads and webbed feet that terminate in claws. They are friendly, playful creatures who if treated well can survive in captivity. Unfortunately, they possess an attractive coat and are hunted extensively wherever they live.
Otters'claws and teeth are designed for hunting fish, but can inflict damage on larger animals and humans (1d-4 cutting for the claws; 1d-3 cutting for me teeth).

Owl
ST: 2		Move/Dodge: 17/10	Size: 1
DX: 14	PD/DR: 0/0		Weight: 5-25 lbs.
IQ: 4		Damage: 1d-3 cut	Origin: R
HT: 12/5-7	Reach: C		Habitats: F, M, P, D
Owls are nocturnal birds of prey, feeding mostly on small rodents: rats, mice, moles and shrews (larger owls will also hunt rabbits, cats and coyotes... in fact, there are tales of great homed owls attacking intruding humans). There are nany different species of owl, varying in length from 5 inches to over 2 feet, and living in a number of different habitats. They possess excellent vision and hearing, and their feathers are very soft, rendering their flight noiseless and making them consummate hunters.
Owls are among the most intelligent birds, and some species make good pets. They can be trained to perform simple tasks - retrieve an object, capture small game, etc. They attack in close combat with their beaks and daws, doing 1d-3 cutting damage.

Pangolin
ST: 3-7	Move/Dodge: 3/6	Size: l
DX: 12	PD/DR: 2/3		Weight: 25-65 lbs.
IQ: 3		Damage: 1d-4 cut	Origin: R
HT: 12/3-5	Reach: C, 1		Habitats: J
The pangolin is a nocturnal scaly anteater, measuring about 30 inches long, half of which is its prehenstie tail. Its head, back and tail are covered with sharp horny scales (it has sometimes been called a walking pine cone), while its belly is covered in soft white fur. It has a pointed snout with a small mouth and toothless jaws. Its tongue can thnist out for up to a foot - useful, since its diet is made up of termites and ants exclusively. It is widespread, but not particularly numerous, throughout southern Africa and southeast Asia. Some species are strictly arboreal, others dig burrows.
When threatened, the pangolin rolls up intoaball, protecting its belly and exposing its scales. It rocks back and forth slightly; me sharp edges of the scales can do 1d-4 cutting damage to anything touching them - a hand or an inquisitive dog's nose, for example. Alternately, it can squirt a vile-smelling liquid to the rear, equal in aim and effect to a skunk's (p. 31).

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Peccary
ST: 7-9	Move/Dodge: 8/7	Size: 1
DX: 14	PD/DR: 1/1		Weight: 40-65 lbs.
IQ: 6		Damage: 1d-3 cut	Origin: R
HT: 10-12	Reach: C		Habitats: D, J, F
The peccary, or javelina, resembles a wild boar, but is not closely related. Peccaries are found only in the Americas, one species preferring desert and scrubland, another tropical forests. They are active in me cooler parts of the day and night.
They are aggressive and have nasty tempers, attacking with little or no provocation. Their tusks are not large and do not have a razor edge, but do have a sharp point - hence the name "javelina."
Desert peccaries travel in groups of ten to fifteen, while jungle peccaries move m herds of 50 to 100 beasts - all may attack if any one of them is threatened! The herd will move away from danger, but if one is wounded, roll on the Animal Reaction Table (p. 63) at -3 to determine the herd's reaction. On a reaction of Poor or worse, the herd will chaise.
A peccary'strample does no real damage. It can slash with its tusks in close combat for 1d-3 cutting damage.

Penguin
ST: 1-2	Move/Dodge: 5/6	Size: < l
DX: 10	PD/DR: 1/1		Weight: 10-20 lbs.
IQ: 3		Damage: 1d-4 imp	Origin: R 
HT: 11/3-4	Reach: C		Habitats: A, SW
Penguins are gregarious, flightless sea-birds, common to Antarctica, but extending as far north as the Galapagos Islands. Their short, flipper-like wings are used to guide mem through the rough antarctic seas; underwater, the wings move in much the same motion as those of a bird in flight. They breed in immense "rookeries," covering miles, often m lie most desolate areas of the antarctic ice. They have few natural enemies, the sea-leopard being the most notable.
Penguins come in many shapes and sizes, torn the tiny Adelie penguin to the Emperor penguin, which is me largest of Its family. The latter, because of its size and attractive plumage, is often captured for display in zoos and marine theme parks. Penguins are playful birds and show little fear ofhimans. They attack only if their young are threatened, jabbing with their beaks for 1d-4 impaling damage.

Piranha
ST: 1-2	Move/Dodge: 7/6	Slze: < l
DX: 13	PD/DR: 0/0		Weight: 1-10 lbs.
IQ: 3		Damage: 1d-5 cut	Origin: R
HT: 13/3	Reach: C		Habitats: FW
Piranha range ftom 4” to2 feet long, averaging 8”. They are found in warm slow rivers and streams in Central and South America. In some places, they are so numerous as to make the infested streams hazardous or impossible to bathe in or ford. legends of their ferocity abound, but are probably exaggerated.
It is true (hat they can strip the meat from a 400-pound hog in two minutes; that local natives - many missing fingers and toes - are terrified of them; and that they swim ia targe schools and usually hungry. Less well known is the fact that there is no verified case of piranhas killing a human. Thus, me GM must  decide how ferocious they are in his game.
One piranha is no real threat. However, piranhas are not usually encountered alone; they come in schools of a few hundred up to a thousand! Treat a school of piranha as a Horde (p. 50), doing 2d damage per turn, with a base size of 5 hexes and a Move of 4. One hex is dispersed for every 4 hits of damage done to the horde.

Poisonous fish
ST: 0-2	Move/Dodge: 7-20/6-10	Size: < 1
DX: 12	PD/DR: 0/0		Weight: 1/2-15 lbs.
IQ: 2		Damage: *		Origin: R
HT: 15/2-8	Reach: C		Habitats: SW
This category includes many species of fish with poisonous spines that a careless diver might brush against. These fish do not attack humans, but if approached will erect a number of sharp spines mat are connected to poison glands. Rockfish, scorpion fish (illustrated above), toadfish, sea catfish, zebrafisb and stonefish are the most dangerous examples. There are also many types of poisonous invertebrates in the sea - hyaroids, anemones, sea cucumbers, sea stars, sea urchins, bristleworms and fire coral may all be encountered by divers.
Many of these fish are quite beautiful - most poisonings occur when a diver handles them. Only a few are round in shallow water; most are found at scuba-depth.
Treat these fish as accidental encounters, ff a player is too casual in describing his character's actions underwater, require a DX roll to avoid a poisonous fish that suddenly darts out of me wreckage he is searching - many of these fish do lair in shipwrecks! All have Type D‚ or Type F venom; roll randomly to determine which. The effects range from 1d to 3d damage.

Polar Bear
ST: 27-33	Move/Dodge: 7/6#	Size: 3#
DX: 13	PD/DR: 1/2		Weight: 600-1,400 lbs.
IQ: 5		Damage: 2d-2 cr#	Origin: R
HT: 15/18-24	Reach: C, 1		Habitats: A, SW
Polar bears are among the largest and most carnivorous bears. They average 7-8 feet in length, with some males reaching up to 9 feet, and stand about 5 feet at the shoulder. Their coats are

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white with a yellowish tinge, made up of long guard hairs and a dense undeifur. They are essentially nomadic, and will wander miles in search of food.
They actually stalk like cats, taking advantage of biding places offered by the terrain, and can be difficult to spot against the ice and snow-their white far blends in (IQ-4 to be spotted). The hairy soles of their paws make it easy for them to walk over ice, and they can run at a rapid pace.
They are excellent swimmers (Move 3), sometimes crossing hundreds of mile" of water. The thick layer of fat under their skills buoys them up and protects them from the cold of the water. Polar bears often hunt by swimming close to shore and leaping out at prey near the water.
They are the only large land animals that will actually stalk humans with intent to devour. However, they won't do this as long as seals - their favorite food - are plentiful.
In addition to seals, they also kill young walruses. Against an adult walrus, though, a polar bear will usually come off second-best. Other favorite foods include fish, sea birds - and their eggs - and carrion. A beached whale will draw polar bears from roues around.
They can claw at one hex reach for 2d-2 crushing damage, or bite in close combat for 2d-2 cutting damage. They can also bear-hug as do grizzlies.
Also see Bear, pp. 8-9.

Porcupine
ST: 2-3	Move/Dodge: 2/5	Size: < 1
DX: 10	PD/DR: 3/2		Weight: 10-35 lbs.
IQ: 3		Damage: *		Origin: R
HT: 13/3-5	Reach: C		Habitats: F
Porcupines are large quill-bearing rodents, ranging up to 3 feet in length, including a foot-long tail. They are slow-moving, but most speciescan climb well and will also swimifnecessary. They are found throughout the Americas and in Africa, southern Asia, and Indonesia - the Old World aperies do not climb. They are nocturnal solitary creatures that eat leaves and bark- they can damage trees in their hunger.
Dne to their spines, they have few natural enemies. They will never attack, trot when threatened will turn their backs and strike with their tails. The quills are lightly attached and come off easily when .touched. Each quill has thousands of small barbs that slowly drive it deeper and deeper into pierced flesh, а penetrating about 1/8 inch per day.
Anyone entering or reaching into the porcupine's hex must make a DX roll to avoid taking quills. Touching the porcupine, requires a DX roll at -2. Anyone who roughly grabs the porcupine takes quills automatically. The quills do no real damage going in, but each bunch does 1 HT damage as it is removed, plus an additional 1 HT damage per hour that it is left in the skin. A bunch in this case refers to the number of quills picked up in one turn. If anyone gets quills in his hand, he may not use thai hand until he has removed the quills - and it is quite possible that removing the quills will do enough damage to cripple the hand.

Porpoise
ST: 16-20	More/Dodge: 12/7	Size: 2-3
DX: 12	PD/DR: 0/0		Weight: 100-300 lbs.
IQ: 8		Damage: 1d cr#	Origin: R
HT: 12-14	Reach: C		Habitats: SW
There are many species of porpoise and dolphin, ranging in size from 4 to 9 feet - statistics given are for the 6- to 7-foot ones. They are migratory mammals, found in coastal waters throughout the world. They are quite gregarious, living in herds of 50 or more.
Porpoises will follow ships and circle them, seemingly curious and friendly, perhaps looking for a hand-out or a free ride on the ship's bow wave. They have a reputation as being ftiendly to humans, and there are stories from ancient times to the present about them rescuing drowning humans.
They can fight off shades, though a lone porpoise will lose to the average large shark. They attack sharks by ramming and biting, doing 1d crushing damage with a bite, or 3d+3 crushing with a 6-hex “running start.” A porpoise's thin skin gives it no PD or DR.

Puffin
ST: 1		Move/Dodge: 10/7	Size: <1
DX: 10	PD/DR: 0/0		Weight: 8-10 lbs.
IQ: 3		Damage: 1d-4 cut	Origin: R
HT: 14/7-9	Reach: C		Habitats: A
The puffin is a migratory sea-bird, noted mostly for its attractive, colorful markings. These markings, primarily on its large bill, are most flamboyant during the end of the mating season, after which the beak molts, dropping thin colorful fragments to the ground and leaving the beak duller, but still attractive.
From ancient times, sailors and fishermen have used thi puffin's predictable migratory pattern to their advantage. Puffins always return to the same point to mate and lay their eggs, which they lay in rock holes or small depressions. Capitalizing on this, sailors would pull the helpless, newly-hatched birds from the holes and use them as inexpensive bait. If threatened, puffins merely fly away, but if they are restrained, their large beaks can cut for 1d-4 damage.

Puma
ST: 8-22	Move/Dodge: 10/7	Size: 2
DX: 14	PD/DR: 1/1		Weight: 80-250 lbs.
IQ: 5		Damage: 1d cut	Origin: R
HT: 15/13-19	Reach: C		Habitats: M, F, D, P, S, J

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The puma - or cougar, catamount, mountain lion, panther, etc. - is a highly adaptable large cat ranging throaghout the Americas, at home in a number of environments. It resembles a lioness, but is not closely related to the great cats. It cannot roar, but has a lovely loud purr.
It is me champion leaper among cats, and is also Ihe best tree-climber. It can cover 6 yards in a single bound, and a leap of 13 yards has been recorded. It can leap 4 yards up into a tree . (the usual method of "climbing"). Pumas have been known to drop from 60 feet and spring off at top speed the next second, obviously unhurt.
They are great wanderers, having no fixed den except when raising kittens, and are solitary nocturnal animals. They swim well, bul dislike water more than 4” deep. One puma was observed to jnnip into a tree, run onto a limb, jmnp across a stream о another limb, then down to the ground, to avoid having to swim - while being chased by dogs!
Pumas stalk as close as possible to their prey, then spring for the neck (see Going for the Throat, p. 60), attacking with either a paw or a bite. Most puma victims (deer and wapiti) die of broken necks.
The only authenticated puma attacks on humans are from animals with rabies, and from an adolescent puma almost blind with cataracts and starving to death. Pumas are among the shyest of all cats, and will avoid people as much as possible, bul will fight if wounded.

Rabbit
ST: l-2		Move/Dodge: 14/7	Size: < 1
DX: 14	PD/DR: 0/0		Weight: 8-20 lbs.
IQ: 3		Damage: 1d-5 cut	Origin: R
HT: 14/2-4	Reach: C		Habitats: P, F, A
Rabbits are diurnal herbivores of the rodent family. They are among the most prolific mammals, breeding from four to eight tinies a year with three to eight in a litter. They begin breeding at six months and continue for 7 to 8 more years. Rabbits are very social animals, living in groups of 10-30, often with a complex pecking order. Each of these groups lives in a network of underground burrows, called a warren.
Rabbits are hunted for their fur as well as for food. One rabbit caa provide enough meat for a two-person meal. Rabbit fur is very warm aad is used around the world for coats and hats.
Domestic rabbits make acceptable pets, though they tend to chew rugs, walls and furniture. They can even be taught to use a litter box.

Raccoon
ST: 3-5	Move/Dodge: 6/7	Size: < l
DX: 14	PD/DR: 1/1		Weight: 10-45 lbs.
IQ: 6		Damage: 1d-4 cut	Origin: R
HT: 14/5-8	Reach: C		Habitats: F, P
Raccoons are among the most familiar North American animals, wen-known born for their appearance and their habits. Their fur is gray, with distinctive black markings - rings on the tail, and a "burglar's mask" over the eyes. They range up to 2 feet in length, with the tail adding another foot or more. Their front paws are almost hand-like, quite dextrous, and have a well developed sense of touch.
Tney are intelligent, inquisitive and quite adaptable. They originally lived in woods, generally near water. As their habitat has been cut down, however, they have moved into open country. They have even moved into towns and cities. It is not unusual to be awalcened m the middle of me night by one bockmg over a trash can.
Raccoons are solitary nocturnal animals, and are good climbers and swimmers. Their diet is primarily carnivorous: they will eat worms, insects, ftogs, eggs, fish, etc. Fruits, nuts and berries are also eaten, and raccoons can be considerable pests to farmers, preying on poultry and eating corn.
They are a match for most predators, and can even get the better of hunting dogs. They have been known to lure dogs into the water and drown them; they are at only -2 DX when fighting in the water. If provoked, a raccoon will attack by grappling and biting in close combat for 1d-4 cutting damage.

Rat, Giant
ST: 6-12	Move/Dodge: 7/6	Size: l
DX: 13	PD/DR: 1/1		Weight: 100-200 lbs.
IQ: 4		Damage: 1d-2 cut	Origin: SF
HT: 17/8-10	Reach: C		Habitats: Sub, F, P, S
Odious creatures, giant rats attack on sight. They are scavengers of the worst sort and often carry diseases. Anyone bitten must make a roll against HT to avoid me disease of the GM's choice. Giant rats live in packs of 5 to 20, and are active at all times.

Rhinoceros
ST: 125-150	Move/Dodge: 14/7	Size: 10
DX: 9		PD/DR: 2/3		Weight: 1-2 tons
IQ: 4		Damage: 2d+l cr#	Origin: R
HT: 17/40-50	Reach: C		Habitats: P
Believe it or not, rhinos ale related to horses. The black and white rhinos of Africa are the most numerous species, the black being the more aggressive, though the white rhino is larger. The black rhino is about 4 yards long and stands up to 6 feet at the shoulder; the white rhino stands higher.
African rhinos have two "horns," one behind the other. These are not horns in the strictest sense of the word - they are made of hair and are not attached to the bone at all. The front horn is usually longer, up to 3 feet long.

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Rhinos are most active in the morning and evening. They seldom wander far from a water hole, as they like to roll in mud. They are nearsighted, but have acute senses of smell and hearing (Vision-9, Smell and Hearing-16). The poor eyesight is reflected in the low DX - rhinos have difficulty hitting moving targets.
The black rhino is a solitary animal, and eats the shoots and twigs of small bushes, feeding at night. It is nervous and easily startled, and will usually flee predators. It will run upwind for Biles, bulling its way through all sorts of brush and trampling small trees in its efforts to get away. Occasionally, though, one will charge - especially a mother or wounded animal.
The white rhino is more gregarious, traveling in groups of three to four. It lives in low-lying plains where it feeds on the grass. It is not aggressive and it is quite unwaly; as a result, it has been hunted to near extinction. If spooked, it will almost always flee.
Rhinos attack by charging, either impaling with the horn or trampling, The horn does 2d+l crushing damage, while the trample does ld+2 crushing damage. Rhinos have wry poor memories. If a. riuno misses its intended victim, charging past him, it wilt often as not forget him and go blithely about its business, unless a baby is in danger.

Sabertoothed Tiger
ST: 26-32	Move/Dodge: 8/6	Size: 2
DX: 12	PD/DR: 1/1		Weight: 400-600 lbs.
IQ: 4		Damage: 2d+l imp	Origin: Ice
HT: 14/20-24	Reach: C		Habitats: P, F, D
The sabertoomed tiger, known scientifically as the smilodon, did not really resemble a tiger in anything but size. Its skeleton more closely resembles Oat of a lion, but the stabbing cats diverged from the biting cats so long ago that sabertooms are not closely related to any modem animal.
Sabertooths knew early humans, and were hunted by them. They probably returned the favor - some human skulls have been found with sabertooth-sized holes in them! It is believed that the sabertooth hunted the great mammals; its teeth were adapted for slicing through the duck skin to the jugular.
They are more solitary than lions, and will bile repeatedly rather than biting and holding. Treat them as lions (p. 21) in all other respects not covered here.
Their teeth (which sometimes measured 11 inches long) are serrated, and do extra damage for their ST - 2d+l impaling in close combat.

Scimitar Cat
ST: 22-28	Move/Dodge: 9/6	Size: 2
DX: 13	PD/DR: 2/2		Weight: 250-400 lbs.
IQ: 4		Damage: ld+2 cut	Origin: Ice
HT: 15/20-24	Reach: C		Habitats: M, P, F
The scimitar cat was a sabertoothed cat from Pleistocene times. Unlite the larger imilodon, the scimitar cat's teeth were shorter and made for cutting: the edges were razor sharp along their whole length. It died out just as humans were becoming established, but there was some overlap in tine.
Treat it like any other large cat, except that it bites repeatedly rather than biting and grappling. Note mat its teeth do cutting damage rather than impaling.

Scorpion, Giant
ST: 12-14	Move/Dodge: 8/7	Size: 2
DX: 15	PD/DR: 3/4		Weight: 75-100 lbs.
IQ: 2		Damage: *		Origin: SF
HT: 13-16	Reach: C, 1		Habitats: Sub, F, D
Giant scorpions are solitary creatures, active mostly at night. Most scorpions "bunt" by waiting for something to blund?? into them, and then grabbing it with their pincers with extraordinary speed. Treat this as an attack (doing 1d-1 crushing damage) at 1-hex reach that grapples if the victim loses the Contest of DX. After grappling its prey, the scorpion uses its stinger inject a type C venom mat does ld+2 damage. The stinger its??? does 1d-1 impaling damage. The scorpion's jaws are tiny and weak; it kills with the stinger, and then gums its victim's body to bits.
After stinging its victim, the scorpion will bite for 1d-1 cutting damage, Stinging again if the victim is still squirming. Breaking free of the pincers requires a regular Contest of ST.

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Seal
ST: 8-16	Move/Dodge: 12/8	Size: 2-3
DX: 12	PD/DR: 0/0		Weight: 150-2,000 lbs.
IQ: 5		Damage: 1d-3 cut	Origin: R
HT: 12-16	Reach: C		Habitats: SW
Seals are marine mammals favoring the colder waters of the norm Atlantic and Pacific oceans. They are fond of basking in the sun on beaches, rocks or ice flows. They arc excellent swimmers and divers and can hold their breath for several minutes. Seals are polygamous and mate in huge groups; females of the larger species even form harems around the bigger males. They are quite intelligent and have an acute sense of smell. Carnivorous animals, seals eat mostly small fish and crustaceans.
Because of their intelligence, seals are often trained and used in circuses and carnivals. They make admirable pets and are very loyal to their masters. Seals can be taught complex tricks involving balance and memorization. They can even play simple tunes on horns.

Shagamaw
ST: 12-15	Move/Dodge: 11/7	Size: l
DX: 15	PD/DR: 0/0		Weight: 150-200 lbs.
IQ: 4		Damage: -		Origin: ML (USA)
HT: 10-12	Reach: -		Habitats: F
The shagamaw is a vegetarian animal whose forepaws leave prints identical to a bear's and whose hind paws leave moose tracks! It is quite mischievous and delights in walking first on one set of paws, then on the other - hopelessly confusing any tracker. Shagamaw are totally harmless. They are more timid even than rabbits - if one is encountered, it will flee. They are really nothing more than a minor nuisance - they aren't even particularly good eating.
Individual shagamaws vaiy in the length of time that they wffl walk on one set of feet. Some are extremely regular (switch every quarter-mile), while others are more random. The GM is free to invent other spedes of shagamaw (wolf/deer are nice!) to confuse overeonfident PCs. This is especially nice if two party members are taking tunis trailing an animal (“I thought you said these were leopard tracks-can'tyou tell a leopard froma gazelle?”).

Shark
Shark, Great White
ST: 40-50	Move/Dodge: 9/6	Size: 5-10
DX: 12	PD/DR: 1/1		Weight: 1/2-7 tons
IQ: 3		Damage: 2d+l cut	Origin: R
HT: 12/35-45	Reach: C		Habitat: SW

Shark, Medium (and Fresh-Water)
ST: 24-30	Move/Dodge: 9/6	Size: 3-5
DX: 13	PD/DR: 1/1		Weight: 400-1,600 lbs.
IQ: 3		Damage: 2d-2 cut	Origin: R
HT: 12/20-25	Reach: C		Habitate: SW, FW

Sharks instill more fear in humans than any other animals except possibly snakes aid spiders. Yet each year, there are an average of only 50 cases of shark attacks reported world-wide. Of these, only 20% are fatal. Most attacks involve only one bite - apparently, sharks don't really like me taste of humans.
The fact remains, though, that there are shark attacks. Some sbaks - notably the great white and the mako - even attack small boats when angered or wounded. 
Sharks attack quite suddenly from below (or above if the victim is a diver), entirely removing a large chunk of flesh in a single powerful bite. Blood loss is the most common cause of death &om shade attacks - the victim will continue to lose 1 HT per minute until first aid is begun.
Sharks become angry when wounded and excited at the smell of blood (they can scent blood from 1,000 yards), и either case, they will frenzy (treat as Berserk, p. B31), all-out attacking every turn until the victim is eaten or the shark is killed.
Sharks are found in seas throughout the world. Some species are found in the shallows, while others are common to the open sea. Shades are active at all hours. Most travel alone, but some do travel in packs.
The mako, tiger, white-tip, blue, bull, hammerhead and lemon sharks all fall into the category of medium-sized, ranging from 8-16 feet long. There are also three spedes of fresh-water shark which (all into this category. The great white is simply a larger version - reaching up to 35 feet in length - and is treated the same in all respects except damage.

Skunk
ST: 3-4	Move/Dodge: 3/5	Size: < 1
DX: 14	PD/DR: 0/0		Weight: 1-6 lbs.
IQ: 4		Damage: *		Origin: R
HT: 12/3-5	Reach: R, C		Habitats: F, P, D
The skunk is a small member of the weasel family found throughout North America. It grows up to 30" in length, including an 8" tail. Its distinctive black-and-white markings serve as a warning to predators to leave it alone - though some predators have to learn the hard way.
Skunks are solitary nocturnal animals, feeding on insects, nnce, frogs and other small anfanals. They sometimes cause problems for farmers by entering poultry runs, killing the hens and eating the eggs. They have no fear of humans, are easily tamed and make afrectionate pets if raised from kittenhood. They cannot be trained to spray on command. In fact, leaving the scent glands in a tame skunk may result in accidental spraying,
If threatened, a skunk will raise its tail, turn its back to an intruder, and let fly with a stream of vile-smelling fluid that reeks for weeks. The skunk is remarkably accurate with this spray at up to 4 yards range. The arc of fire is 60° - any one target inside that arc and within 4 hexes of the skunk is automatically sprayed.
Anyone hit by the stank has a chance of being hit in the eyes. Make a DX roll for me skunk to hit (at -5 for a head shot, or -10

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for the eyeslits). If the skunk makes its roll, the victim's only defenses are to Dodge or Block-only helmets and shields offer PD protection against this attack. (If the skunk misses its DX roll, it has still hit the target, but not in the eyes.)
Anyone sprayed in toe eyes will be blinded and in intense pain for 5 minutes. Anyone sprayed at all will stink for at least two weeks-up to four weeks if the scent isn't neutralized with an acidic compound within 20 minutes. Anyone who gets close enough to smell the victim will react at -3. to addition, die person sprayed cannot use Stealth to approach closer than 10 yards to anyone. A victim will also be the butt of many tedious remarks that reflect an appreciation for low comedy.
Skunks can also bite for 1d-4 crushing damage, and sometimes cany rabies.

Sloth
ST: 8-9	Move/Dodge: 9/7	Size: l
DX: 11	PD/DR: 1/1		Weight: 60-150 lbs.
IQ: 5		Damage: ld+1 cut	Origin: R
HT: 13/10	Reach: C		Habitate: F, J
Completely arboreal, sloths have a reputation for being lazy. Truthfully, sloths are veiy active in the trees to, which they hang upside-down with their hook-like claws, and they can, if need be, move quite quickly from limb to limb. When forced to the ground, though, they have difficulty moving and must do so veiy slowly.
Sloths are nocturnal herbivores, who eat mainly leaves, fruit and young shoots. They are silent, solitary animals who are non-aggressive, avoiding humans whenever possible. If forced to fight, they can defend themselves with their formidable claws, doing ld+1 cutting damage.

Snake
Constrictor
ST: 12-24	Move/Dodge: 2-4/6	Size: 5-11
DX: 13	PD/DR: 0/0		Weight: 50-250 lbs.
IQ: 3		Damage: *		Origin: R
HT: 15/15-30	Reach: C

Poisonous
ST: 2-15	Move/Dodge: 2-4/6	Size: < 1-4
DX: 13	PD/DR: 0/0		Weight: 1-25 lbs.
IQ: 3		Damage: *		Origin: R
HT: 15/2-20	Reach: C

Snakes are found in almost all habitats. For the purpose of simplification, only stats for constrictor and poisonous snakes are included here. For a non-poisonous biting snake, simply use the poisonous snake stats and the biting damage table on p. B140. The following examples are organized according to their most common habitats.

Freshwater constrictor:
Anaconda; 1d-4 to 1d crushing damage, depending on size; aggressive; Central and South America

Freshwater poisonous:
Cottonmonth - Type A venom, ld+1 damage; aggressive; North America

Desert poisonous:
Death Adder - Type B, 3d-l damage; aggressive; Australia 
Moccasin - Type A, ld+1 damage; aggressive; Americas, Asia
Puff Adder - Type A, 2d +1 damage; aggressive; Africa 
Rattlesnake - Type A, 2d damage; aggressive; North and Central America 
Saw-Scaled Viper - Type A, 2d+2 damage; timid; Africa, Asia 
Sidewinder - Type A, 1d damage; aggressive; Mexico and soufhwest U.S.

Forest poisonous:
Adder - Type A, 2d damage; aggressive; Europe, Asia
Asp - Type A, 1d-1 damage; timid; Africa
Copperhead - Type A, 1d-1 damage; aggressive; North America
Coral Snake - Type A, 1d damage; timid; Americas, Africa; bite will not pierce any armor-bare skin only
Rattlesnake - Type A, 2d damage; aggressive; North and Central America

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Jungle constrictors:
Anaconda - 1d-4 to 1d crushing, depending on size; aggressive; Central and South America
Boa Constrictor - 1d-4 to 1d, depending on size; aggressive; Central and South America
Python - 1d-4 to 1d crushing, depending on size; aggressive; Africa, Asia

Jungle poisonous:
Banana Snake - Type A, ld+2 damage; aggressive; arboreal; Southeast Asia
Black Mamba - Type A, 3d-l damage; aggressive; Africa 
Bushmaster - Type A, 3d-l damage; aggressive; Central and South America.
Cobra - Type B, 2d damage; aggressive; Africa, Asia 
Fer-de-Lance - Type A, 2d+2 damage; aggressive; West Indies 
Gaboon Viper - Type A, 3d+1 damage; aggressive; nocturnal; Africa
Jararaca - Type A, 2d; aggressive; South America 
Krait - Type B, ld+2 damage; tiny bnt aggressive; India 
Taipan - Type B, 3d +1 damage; timid; Australia 

Mountain poisonous:
Carpet Viper - Type A, 2d+l damage; timid; Africa to India
Horned Viper - Type A, ld+1 damage; aggressive; Africa 
Rattlesnake - Type A, 2d damage; aggressive; North and Central America

Plains constrictor:
Rock Python - 1d-4 to 1d crushing, depending on size; timid; Africa and Asia

Plains poisonous:
Adder - Type A, 1 to 2d damage; aggressive; Europe, Asia
Asp -Type A, 1d-1 damage; timid; Africa
Cobra - Type B, 2d damage; aggressive; Africa, Asia 
Daboia - Type B, 2d damage; likes cultivated fields; aggressive; Asia
Death Adder - Type B, 3d-l damage; Australia 
Habu - Type A, ld+1 damage; likes houses and cultivated "elds; aggressive; Asia
Ratflesnake - Type A, 2d damage; aggressive; North and Central America
Ringhal - Type S; spits first (4-hex range), bites if still bothered (Type B, 2d damage); Africa
Spitting Cobra - Type S; spits (4-hex range), then flees; Africa

Swamp constrictor:
Anaconda - ld-4 to 1d crushing damage, depending on size; aggressive; Central and South America

Swamp poisonous:
Cottonmouth - Type A, ld+1 damage; aggressive; North America
Rhinoceros Viper - Type A, 2d+l damage; aggressive; Africa
Tiger Snake - Type B, 3d damage; timid; Australia 

Snolligoster
ST: 14-18	Move/Dodge: 4/6#	Size: 3
DX: 13	PD/DR: 2/2		Wt.: 1,000-2,000 lbs.
IQ: 3		Damage: ld+2 imp#	Origin: ML (USA)
HT: 13/14-18	Reach: C		Habitats: S,FW
The snolligoster is a legless crocodilian creature with long glossy fur, whose favorite food is humans. It will make do with other creatures if need be, but much prefers the taste of people. The snolligostcr's most unusual feature is the long sharp spike mat sticks straight up out of its bade.
In its search for prey, the snolligoster swims through water and mad (half speed through mud), propelling itself with its powerful tail. When it spots a victim, it charges lull speed, striking the victim with its broad snout and flipping Mm into the air - usually onto the spike, which does ld+2 impaling damage.
Treat the attack as a slam (see p. B112) - if the victim loses both the Contest of DX and the Contest of ST, he is tossed toward the spike. The snolligoster must make another DX roll to impale me victim - a miss results in the victim landing in the water or mud, taking no damage but becoming stunned (requiring a successful HT roll to recover).

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If the snolligoster successfully impales its prey, the victim may attempt to Dodge. A siiccessfal Dodge roll at this point results in the victim being impaled through an arm or leg (roll foe which). Critical failure means mat the head or vitals have been hit. If the victim survives the impalement, he can pull himself off the spike wim a successful ST roll.
After securing a victim, the snolligoster will heat a rapid retreat to its bur, where it can scrape its meal off the spike and devour it at leisure. If cornered, the snolligoster can bite for Id cutting damage. On land, its Move is 2.

Spider, Giant
ST: 12-40	Move/Dodge: 4-12/7	Size: 1-7
DX: 15	PD/DR: 2/2		Weight: 250-700 lbs.
IQ: 2		Damage: *		Origin: SF
HT: 14/10-35	Reach: C		Habitats: Sub, F, J, S
Giant spiders come in thousands of species, having many different techniques for catching prey - four are covered here.
Most giant spiders are poisonous, the strength and type of venom depending on the species. Venom strength can range from ineffectual to deadly; types A, C, E and F are recommended. Spiders with weak venom wilt generally have strong jaws that do impaling damage for their ST (see p. ‚ 140). Spiders with strong venom will have weaker jaws, doing only half damage for their ST (still impaling).
Webs. A single strand of web will generally have DR 3 and HT 6 for purposes of cutting. Touching the strand will have the effect of grappling the affected body part. Breaking free requires a Contest of ST - usually no problem for a single strand. Use ST 2 for a single strand for grappling purposes, although some strands are extremely sticky and should be given a higher ST for grappling purposes. Each additional strand adds an additional 2 to ST - a spider can generate one strand every other turn. For purposes of lifting, a single strand will have enough ST to support the spider's entire mass.
Anyone stumbling into a giant spider's web will also be grappled, and will suffer an immediate -2 to DX. Give the web a ST of 10 to 15 for grappling purposes; a Contest of ST is required to bleak free. Each failed roll, however, will result in the victim becoming further entangled - costing 1 point of fatigue; if fatigue reaches 0, the victim is totally immobilized. While the victim is struggling, the spider will be adding more webbing -one strand every other turn. Each strand adds 2 to the webbing's ST. For purposes of cutting a victim loose, assume that cutting a strand subtracts 2 from the webbing's ST; when the ST of the webbing reaches 0, the victim is totally free. Thus, to cut loose from a web with ST 10 requires cutting 5 strands; remember, though, that the spider will be adding webbing. A victim may escape through a combination of cutting and breaking free.
Web Spinners use a variety of techniques to web their prey. Some use a trip-rope technique, laying a single strand across a path, then lying in wait at one end of the strand. The slightest twitch of the strand will bring the spider running. This type of spider usually has many strands radiating outward from a central point.
Some species string webs across streams, game bails and cave openings. Many spiders wrap their prey in multiple strands of webbing (two strands per turn!) before biting them, others simply rush in and bite bst, letting their venom do the work.
A particularly nasty form of web-spinner is the Mind Spider. This spider stores mana in its two main eyes, giving it the ability to cast the Illusion Disguise spell (p. M46) over itself and its web. This usage is fairly passive - the mana is recovered as rapidly as it is expended. The spell superimposes the appearance of the web's sunoundiiigs over it, making both the web and the spider invisible. Touching the web, or casting the Dispel Illusion spell (p. M46) on it, will make the web and spider visible; See Invisible (p. M50) will not reveal the web's presence, although Mage Sight (p. M49) will. The mind spider has no venom, but bites for impaling damage at its full ST.
Trap-Door Spiders live in burrows with cleverly concealed trap-doors (-6 to notice). They are very sensitive to pressure; if anything approaches closely (within 2 hexes), they leap out suddenly and grab it, dragging it back into the burrow. This attack usually has the advantage of total surprise. Treat the initial attack as a grapple; use Contests of ST to determine whether the spider hauls off its victim, or whether the victim breaks free.
If its prey proves too much for it, the trap-door spider will retreat into its burrow and hold the door shut Any attempt to pry the door open will involve a Contest of ST, with the spider's ST doubled - few sinde humans could hope to do it.

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Hunting Spiders include wolf spiders, jumping spiders and thousands more. Rather than building a web, these spiders roam around, looking for prey. They pay out a web strand behind them as they hunt, securing it frequently as they go along - they can sense anything touching the line at up to 20 yards behind them, and will quickly return to attack it. Jumping spiders can leap up to three times their own length to attack prey - treat this as a flying tackle (see p. B113).
Scytodes is a genus of spider with the unpleasant habit of spitting at its prey. It does not spit venom, but a glue-like sticky mass which roots its victim to the spot! The spider then runs in and bites, injecting a type A venom for 2d damage; the bite itself does only half damage for the spider's ST. Use the rules for bolas (p. B49) to determine the effects of the web-mass (although the web will never do damage); range is 4 yards.

Sting Ray
ST: 3-10	Move/Dodge: 3/6	Size: 1-19
DX: 13	PD/DR: 0/0		Weight: 2-750 lbs.
IQ: 3		Damage: *		Origin: R
HT: 14/4-20	Reach: C, 1		Habitats: SW
Sting rays are flat cartilaginous fish related to sharks. They are bottom feeders, smaller than manta rays, but more dangerous to humans. They are found in tropical to temperate seas, in shallow waters to a depth of 400 feet. Their coloration provides good camouflage (Vision-4 to be spotted) as they lie on the sea bottom. Unwary waders will be stung by me whiplike tails if they venture too close; sting rays can whip their oils into their own hexes and into any of their back hexes. They do not eat humans - me attacks are strictly defensive. The sting has Type H venom (p. 51) that does 1d to 2d damage immediately.

Strong Toad
ST: 2		Move/Dodge: 1/4	Size: < l
DX: 8		PD/DR: 3/8#		Weight: 3-4 lbs.
IQ: 3		Damage: *		Origin: ML (Chile)
HT: 12/3	Reach: R
The strong toad is a permanently created magical animal used as a guardian. However, there can only be one strong toad gnarding any given item. If two strong toads come in sight of each other, they will flght to the death. The strong toad is larger than the average toad, but still slightly smaller than a house cat. It has a turtle-like shell, magically enhanced with an Armor spell (+4 DR, no cost), and glows in the dark.
Its name comes not from its physical strength, but from its magical strength. It has an inherent individualized Lesser Geas (p. M59) ability. This spell takes no time to cast, and costs only 6 "fatigue," which is supplied from mana stored in the eyes. The eyes can store up to 24 "fatigue" for spell-casting purposes. The summoning mage can command it either to repel or draw people (and animals) - those are the only two compulsions it is capable of giving, aside from preventing attacks against itself. This ability is a sort of "Mass Lesser Geas" - its spell affects everyone within sight.
The strong toad does not speak, it simply stares at intruders and they feel the urge to come closer or go back the way they came. If the geas's subject is drawn closer, the strong toad itself cannot harm him in any way - that is left up to traps, lackeys or the wizard himself .
The strong toad casts its spell at a skill level of 15. The spell is resisted by the subject's IQ (plus Strong Will, if any). If the strong toad wins the contest, the subject mast approach or retreat as the GM dictates. The spell's subject may not attack the toad, though he may draw weapons and attack others while moving 1 hex/turn.
If the subject is compelled to approach the toad, the compulsion ends whenever the toad's master releases the subject from the spell's effects. If the subject is compelled to leave, the compulsion ends when he is out of sight of the toad and makes a successful IQ roll (one allowed per minute). If the spell is successfully resisted, the one resisting must roll again one minute later (if lie stays with the toad), or when next he enters the toad's sight.
Fire damage bypasses the strong toad's magical DR, but must still get through the native DR of 4.

Swamp Ghost
ST: 16-20	Move/Dodge: 10/7#	Size: 2
DX: 14	PD/DR: 1/l		Weight: 150-200 lbs.
IQ: 5		Damage: 1d cut	Origin: SF
HT: 12-15	Reach: C		Habitats: S

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This denizen of the swamps is not a ghost; it is a perfectly corporeal cat. It takes its name horn its extreme stealth, and from the fact that its grayish-tan for blends almosi perfectly into the background. In size, it is slightly smaller than a leopard.
It is a solitary diurnal hunter, feeding primarily on deer and other game animals found it the swamp. It stalks its prey, preferring to attack from the rear.
This cat is a powerful swimmer (Move 3), and caa told its breath for several minutes. It often takes prey on the shoreliae by swimming up to it underwater, eruptuig from the water at the last instant. The thick fur on its over-large paws allows it to walk easily on top of mud and even quicksand. It is not above taking prey trapped in mires.
Swamp ghosts are wary hunters (Stealth-18), and are almost never surprised (Vision and Hearing-18). Therefore, they are rarely seen and usually they avoid large parties. However, many a lone traveler has disappeared in swamp ghost territory.

Tasmanian Devil
ST: 4-6	Move/Dodge: 4/6	Size: 1
DX: 13	PD/DR: 0/0		Weight: 12-20 lbs.
IQ: 4		Damage: 1d-2 cut	Origin: R
HT: 15/8-10	Reach: C		Habitats: F, M
The Tasmanian devil is a carnivorous marsupial resembling a 3-foot-long combination of a rat and a bear. It was once widespread on mainland Australia, but is now confined to Tasmania. It is heavy-set, with short stumpy legs, a large head and massive bone-crunching jaws. Its fur is mostly black with white blotches.
Tasmaman devils are primarily nocturnal scavengers, eating anything, dead or alive. They are slow-moving, often lying in wait by trails or streams. They are strong swimmers (Move 2), but not good climbers. Their ferocily is greatly exaggerated, largely a matter of legend rather than reality.

Tazelwurm
ST: < 1	Move/Dodge: 18/9#	Size: < l
DX: 13	PD/DR: 0/0		Weight: <1 lb.
IQ: 3		Damage: *		Origin: ML (Switzerland)
HT: 14/3-5	Reach: C		Habitats: M

The tazelwuirn is a small flying lizard, reputed to be poisonous. It is active at all hours, and is usually solitary, though sometimes found in pairs. It lives strictly in mountainous country, and is very shy of humans.
Should it be surprised by a party, it will fly away to its lair, a small cave. If surprised in its lair, it will attack in desperation. Its sharp teeth can puncture up to heavy leather armor, delivering a Type G venom doing 2d damage instantly. Its Move on the ground is 4; Dodge is 6.

Terror Cat
ST: 10-16	Move/Dodge: 6/6	Size: 1
DX: 12	PD/DR: 1/2		Weight: 75-150 lbs.
IQ: 3		Damage: ld+2 imp	Origin: Pre 
HT: 15/16-20	Reach: C		Habitats: P
The scientific name for the terror cat is dinictis. A large cat of 35 million years ago, it had attributes of both a stabbing cat (sabertooth) and a biting cat (modem cats). It measured about 4 feet long, stood low to the ground, and had large canine teeth. It was neither fast nor a good jumper, but in its time it was the most formidable predator around.
Since no terror cat ever saw a human being, they would never have developed the inherent fear of humans that most extant animals have - assume that they will attack humans on sight. Treat the terror cat in all other respects as a small lion (p. 21).

Tiger
ST: 35-40	Move/Dodge: 10/7	Size: 2
DX: 14	PD/DR: 1/1		Weight: 220-600 lbs.
IQ: 4		Damage: 2d cut	Origin: R
HT: 15/20-25	Reach: C		Habitats: J, M, F
Tigers are great cats usually found in the jungle, though certain types inhabit mountainous areas and forests. They actually like water and will often lie in rivers in wait of prey (Swimming Move-2). They arc solitary, except in mating season, and tend to be nocturnal. They are sometimes active during daylight hours, but never in the heat of the day (11 a.m. to 3 p.m.). During the Ice Age, they covered almost all of Eurasia, but today are found only in parts of Siberia, Manchuria, Persia, India, China, Sumatra, Java, and Ball
Tigers use stealth to stalk up close to their prey, rushing upon their victims for the final 10-20 yards. They are powerful junipers, able to clear 6-foot walls and leap 10-yard ravines easily. Their hearing and night vision are exceptionally keen (Hearing and Vision 18; Night Vision Advantage).
A tiger attacks by biting its prey on the back of the neck, grasping its shoulder with a paw and attempting to pull it down. In real life, this will often break me prey's neck - for game purposes, assume that only critical success will do so. If the tiger fails to break its victim's neck, it will shift its bite to the throat and attempt to strangle (see Going For the Throat, p. 60).
Most tigers wilt not attack humans; in fact, they will even abandon a kill if there is any sign of human activity in tne area. Only if one becomes unable to catch its natural prey - either through old age or injury - will it resort to man-eating. Those that do become man-eaters prove to be crafty and hard to track down (one man-eater killed in 1911 had eaten over 800 people!). Give them a Craftiness of at least 12 (see p. 65).
In fact, man has proven to be far more dangerous to the tiger than vice versa. Six of the eight species of tiger are in danger of extinction, and there are probably less than 1,000 tigers left to the wild.

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Titanotherium
ST: 250+	Move/Dodge: 9/5	Size: 15
DX: 10	PD/DR: 2/3		Weight: 4-7 tons
IQ: 3		Damage: 3d cr	Origin: Pre
HT: 17/55-70	Reach: C		Habitats: P
Titanotherium was a prehistoric mammal of 40 million years ago. Its largest species were over 8 feet high at the shoulder and over 15 feet long. Titanotheria were built in the general shape of a rhinoceros, but the heads were decidedly different. Some had no homs, some had one, others two or more; none of the horns were sharp. These horns were undoubtedly used for mating battles, since the carnivores of the era were no threat to a creature this size.
Titanotherium is a herd animal, probably diurnal. Its reaction to humans would probably be cautious observation, attacking only if provoked. It attacks by trampling lor 3d crushing damage.
The statistics given for titanotherium can be modified for similar prehistoric mammals. Uinlatherium is somewhat smaller, the toxodont smaller yet, and baluchitherium is 1+1/2times larger than titanotherium.

Tripodero
ST: 10-12	Move/Dodge: 12/7	Size: 3#
DX: 14	PD/DR: 1/1		Weight: 400-500 lbs.
IQ: 4		Damage: ld+1 cr#	Origin: ML (USA)
HT: 11-13	Reach: R, C		Habitats: F, D
The tripodero inhabits dry scrub forests such as the chaparral forests of California or the mesquite woodlands in central and west Texas. Its name derives from its ability to stand balanced on its long hind legs and muscular tail. Its body is the size of a wolf, but it can stretch to a height of 15 feet, looking over the low trees around it - at first people thought it had telescoping legs. It walks on all fours, its short forelegs keeping it low to the ground, periodically pausing to stretch up to look for prey.
The face is mostly snout, which it uses in a peculiar way. When it spots prey (anything up to human size), it takes aim and spits a hard pellet of sun-dried clay at the victim. It carries a supply of 10-15 of these pellets in a dry pouch in its cheek. It can shoot only one pellet at a time, and lakes one turn to ready between shots. Treat the attack as a missile attack (SS 12, Acc 1, 1/2D ST, Max STx2; it never shoots at anything that it won't hit with full force). The pellets do 1d +1 crushing damage.
The tripodero will avoid close combat, though it can bite for 1d-2 cutting damage. It can also tail-sweep into any of its back hexes, doing no damage but knocking down its opponents if it wins a Quick Contest ofDX. It is a 3-hex creature when walking on all fours, though the last two hexes are tail and bent rear legs. It is a 1-hex creature when standing.

Whale
ST: 50-150	Move/Dodge: 10/7	Size: 3-35
DX: 13	PD/DR: 4/6-13	Weight: 1/2-5 tons
IQ: 8		Damage: *		Origin: R
HT: 14/20-70	Reach: C, 1-7		Habitats: SW, FW
Whales are marine inanimate of the order cetacea, comprising so many types that it is difficult to classify them under one heading. They range in size from the 10-foot orca (killer whale
- see p. 20) to the gigantic blue whale, which can reach more than 100 feet. They are gregarious, ranging animals, often traveling 60-70 miles in a day in groups of 3 to 7. Most feed by filtering plankton and small Crustacea through the whalebone or "baleen,": which is not composed of bone at all, but of a thick, skin-like material. Whales were persecuted in ancient times as being sea demons or monsters, but they are nearly harmless to humans - many couldn't swallow a man if they tried!
The largest whales have extremely thick skin covering up to 20 inches of blubber. This accounts for their high PD and DR. Most hunted whales die from exhaustion and loss of blood, rather than serious wounds or damage to internal organs. Whales are generally non-violent and have little fear of man, which unfortunately makes them easy prey for whalers.

Whirling Whimpus
ST: 15-18	Move/Dodge: *	Size: 1
DX: 14	PD/DR: 7/1#		Weight: 300 lbs.
IQ: 3		Damage: 3d cr	Origin: ML (USA)
HT: 12-15	Reach: C, 1		Habitats: F
The whirling whimpus resembles a gorilla except in its limbs - the lower limbs are small, while the upper limbs are long and muscular and end to enormous paws. It is able to magically whirl in place so rapidly that it becomes invisible (hence the PD of 7). Its whirling produces a low droning sound that seems to come ftom the tree branches above. Its favorite spot to whirl is a forest path passing through a glade at least 3 yards wide. It will wait there quietly until it hears someone approaching, ten begin whirling.
The GM decides which hex the whimpus is in, but places no figure. After telling the players that they hear the drone from above, he should note if any character enters one of the hexes surrounding the whirling whimpus. Any that do suffer an attack: 3d crushing damage ftom the forepaws. The whimpns will continue to whirl as long as there are opponents on their feet (it can

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sense things magically). While whirling, it can move at 1 hex pertnrn.
It may start or stop whirling instantly. While whirling, it has no active defenses - it lelies solely on its invisibility for defense. Missile weapons and spells which hit il will not be deflected. However, those passing within a hex will be deflected away from the whimpus.
Mage Sight will detect a faint glow of magic from the whimpus' hex, while See Invisible (p. M50) win actually allow the caster to fee the outlines of the creature. The whimpus will whirl until it has only 3 HT left, at which point it will run away at Move 4 (not whirling).

Wild Boar
ST: 20-24	Move/Dodge: 8/7	Size: 2
DX: 14	PD/DR: 1/2		Weight: 200-400 lbs.
IQ: 6		Damage: 1d+l cut#	Origin: R
HT: 15/20-25	Reach: C		Habitats: F
Large, snort-tempered pigs, wild boars are among the most dangerous game animals. They have long sharp tusks, whose razor edges are honed by the action of the opposing teeth. Wild boars live in groups of 6 to 50 animals, with the boars protecting the sows and young. They are active from late afternoon to early morning.
They are famous for bursting suddenly from the imderbnish, and are capable of breaking a horse's leg and disemboweling the rider before he hits the ground. They are cagey beasts (Craftiness 10 or more), known to hunt their hunters, and more than one dog will usually be lost in any boar hunt.
Treat their attack as a slam doing ld+1 cutting damage if they hit. Once it has downed an opponent, the boar will continue to gore for ld+1 cutting, or trample for 1d-1 crushing.

Wisent
ST: 48-70	Move/Dodge: 13/6	Size: 3-4
DX:10		PD/DR: 1/2		Wt.: 1,000-3,000 lbs.
IQ: 4		Damage: 1d imp#	Origin: Ice, R
HT: 15/20-25	Reach: C		Habitate: P, F
The wisent is a Enropean bison. The more conunon Ice Age species, often represented in neolithic cave drawings, was a plains dweller (now extinct); another species lived in forests. The latter is still extant, due to Polish and Russian efforts to create preserves for it. Treat it as a bison for all purposes (p. 9); it does 1d impaling in a head butt, or ld+2 crashing if it chooses to trample.

Wolf
ST: 8-10	Move/Dodge: 9/7	Size: 1
DX: 14	PD/DR: 1/1		Weight: 70-170 lbs.
IQ: 5		Damage: 1d-2 cut	Origin: R
HT: 11-13	Reach: C		Habitats: F, M, A, P
The wolf is a ferocious carnivore, found throughout North America, northern Europe, and Asia, and in early historical times was even more wide-spread. Wolves are courageous and intelligent, with great fighting ability and endurance. They are largely nocturnal, though they do hunt in the day. Packs range from 4-30; lone wolves can also be encountered. Wolves mate for life and are quite protective of their mates and cubs.
They usually hunt in packs, having a good sense of pack tactics (p. 57). They attack by biting in close combat for 1d-2 cutting damage. They tend to rush in, bite out a piece of flesh, then dodge out of the way while the same operation is performed by the other wolves. Bventually the prey weakens from shock and loss of blood, and can be dragged down.
Wolf attacks on humans are a subject for hot debate. There are no verified recent attacks, but ancient tales abound with stories of wolves devouring people. The odds are good that wolves will not attack humans unless the climate is so severe that other prey is veiy scarce.

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Wolverine
ST: 10-12	Move/Dodge: 8/6	Size: 1
DX: 12	PD/DR: 1/2		Weight: 30-65 lbs.
IQ: 5		Damage: 1d-2 cut	Origin: R
HT: 10-12	Reach: C		Habitats: F, A, M

Wolvrine, Ice Ase
ST: 13-16	Move/Dodge: 8/6	Size: 1
DX: 12	PD/DR: 2/2		Weight: 50-100 lbs.
IQ: 5		Damage: 1d cut	Origin: Ice
HT: 12-14	Reach: C		Habitats: F, A, M
The wolverine is among the fiercest animals in nature, though it does not usually attack: humans. The largest member of the weasel family, it resembles a cross between a weasel and a bear. It measures up to 4 feet long - plus anomer foot of tail - and stands up to a foot and a half at the shoulder.
The strongest mammal of its size, it is able to drive mountain lions and bears ftom their kills. A wolverine is capable of bringing down a moose that is hampered by deep snow. It is active for four hours at a time, then rests for four hours, continuing this cycle throughout the day and night.
While wolverines don't attack humans, they apparently enjoy baiting tbenL Trappers are sometimes driven out of business by wolverines raiding their trap lines, eating the trapped animals and ruining the traps. If hunted, they can double back and destroy the hunter's camp! They are among the cagiest beasts in nature: give them a Craftiness level of at least 12 to figure out how to ruin equipment, evade hunters, detect and destroy traps, and in general make a fool out of a human. If cornered, they will bite in close combat for 1d-2 cutting.
The Ice Age wolverine was a larger ancestor. Treat it like a modern wolverine, except that it will attack humans with dinner in mind.

Woolly Rhinoceros
ST: 120-150	Move/Dodge: 13/6	Size: 10
DX: 9		PD/DR: 3/3		Weight: 1-2 tons
IQ: 4		Damage: 2d+l cr#	Origin: Ice
HT: 17/40-48	Reach: C		Habitats: A, P
The woolly rhino was a common figure in prehistoric cave an. It stood about 4 yards long and 6 feet at the shoulder, with long shaggy far. It was a solitary animal, probably active from dusk through dawn.
For all practical purposes, treat it as a modern rhino (p. 29), except that it inhabits a much colder climate. It will usually flee humans, but occasionally one will charge - especially a mother or wounded animal.

Yeti
ST: 18		Move/Dodge: 7/7	Size: 1
DX: 12	PD/DR: 2/3		Weight: 400-800 lbs.
IQ: 8		Damage: 3d cr	Origin: ML (Tibet)
HT: 10/20	Reach: C		Habitats: M, A
Yeti is a Tibetan word referring either to an unknown animal of the Himalayas or a mountain demon - no one is sure which. The name yeti has been attached to one of the great legends of the 20th century - the Abominable Snowman. Although not as easy to dismiss as the Bigfoot creature of North America, me yeli remains an elusive mystery.
Western mountain climbers frequently report yeti sightmgs, and stories of "yeti scalps" preserved by Tibetan monasteries prompted noted Everest climber Sir Edmund Hillary to retrieve such objects for Western scientists (who quickly dismissed them as made from the pelt of a rare goat). The yeti could be the descendants of a race of giant prehistoric apes, fossils of which have been discovered by paleontologists in China.
Yeti appear as large, funy white apes. They do not use weapons, and will attack by grappling victims and squeezing until they are dead. Usually, a yeti will run from an attack, unless its lair or offspring are threatened. The yeti are also rumored to be magical creatures. If this is the case, it will have Invisibility (at will - costs 1 fatigue per use) and perhaps animal control spells. Its heart is its nana organ and is considered very valuable by mages and alchemists.

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2:  Dinosaurs

Everybody loves dinosaurs - until they have to fight them, that is. The word dinosaur is taken from the Greek words for "terrible lizard." Bven though dinosaurs were not lizards, the name is a fitting one.
Dinosaurs were the dominant life-form of the Mesozoic era - from 225 million years ago to 65 million years ago. The Mesozoic is divided into three periods - the Triassic, from 225 million to 185 million years ago; the Jurassic, from 185 million to 130 million years ago; and the Cretaceous, from 130 million to 65 million years ago. Dinosaurs appeared in the middle Triassic, and were extinct by the end of the Cretaceous. The disappearance of the dinosaurs was accompanied by a mass extinction of many life-forms. There is great debate among experts as to what caused this extinction - continental shifts, global cooling and the impact of a huge meteorite have all been advanced as possible causes.

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All that is known of dinosaurs comes from reconstructions of fossil remains, and thus is highly speculative - scientific specullation, but speculation nonetheless. Recent findings indicate tjiat miich of what has been popularly believed about dinosaurs is wrong. They were not the slow plodding creatures we picture; rather, they were dynamic, quick and active, perfectly adapted to be the supreme masters of their ecosystem. The descriptions given here represent the best guesses of the experts; the CM is free to bring them more in line with his own beliefs.
At least ooe example of each of the seven major families of dinosaur has been included: coelurosaurs, camosaurs, sauro-pods, omithopods, stegosaurs, ceratopsians and ankylosaurs. pterosaurs and plesiosaurs are also included, even though they are not true dinosaurs.
The ambidous GM is encouraged to determine stats for as many different dinosaurs as are needed for his campaign, using the ones given here as guidelines.

Allosaurus (Carnosaur)
ST: 75-100	Move/Dodge: 7/7	Size:12+
DX: 14	PD/DR: 2/2		Weight: 1-2 tons
IQ: 3		Damage: 4d imp#	
HT: 14/40-50	Reach: C, 1
Allosairus was possibly me ultimate carnivore. It resembled Tyrannosaurus, but was smaller, faster, and had larger lorelimbs. It measured 20-40 feet froni head to tail and stood 15 or more feet tall. It was common to the Jurassic period, inhabiting flood plains, forested deltas and lake shores.
It can bite to dose combat or at 1-hex reach for 4d impaling damage. Or, it can claw in close combat for 1d cutting damage - its arms are relatively weak.

Ankylosaurus (Ankylosaur)
ST: 40-50	Move/Dodge: 4/0	Size: 20+
DX: 11	PD/DR: 4/6		Weight: 2-4 tons
IQ: 3		Damage: 3d cr
HT: 15/40-45	Reach: 1,2
Ankylosanis were heavily armored herbivores with spiked or clubbed tails.  Their sole means of defense (aside from the armor) is to swing Iheir tails - into any back hex, or any hex adjacent to the back hex - for 3d crushing damage. Ankylosaars are not built for dodging; Dodge is 0.
Ankylosaurus, a typical member of the family, reached lengths of 25-30 feet, and stood abont 5 feet high by 8 feet wide. It was a Cretaceous dinosaur, inhabiting flood plains, river banks and lake Shores.

Brontosaurus (Sauropod)
ST: 300+	Move/Dodge: 5/0#	Size: 28+
DX: 9		PD/DR: 2/3		Weight: 15-30 tons
IQ: 3		Damage: 4d cr	
HT: 17/100+	Reach: 1-8
Biontosaunis is the more commonly-known name for the dinosaur known scientifically as Apatosaurus. It stood on four elephantine legs, had a long neck and tail, and measured 70-80 feet in length. It was common to the Jurassic and Cretaceous periods.
Harmless vegetarians, brontosaurs would inhabit flood plains, using their long necks to feed from treetops. They nay also be able to rear np onto their back legs, allowing them to feed from the highest trees.
Contraiy to popular belief, Brontosaurus was not a swamp-dweller - to fact, it probably avoided them. Its primary defense is its sheer size - most carnivores cannot even hope to hurt it. It doesn't bite, although its head and neck have a reach of 8 hexes. Trampling does 6d damage, and its tail-whip can also be fatal.
The tail has a reach of 8 hexes and can swing 8 hexes per turn (movement is measured by the tip of the tail). Brontosaurus hits automatically with its tail; anyone within the affected area must make a Dodge roll to avoid being hit. The tail does 4d damage;
assess knockback as from a slam.
Brontosaurus is so large that it gets no Dodge roll, except for its head, which Dodges at 4.

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Ceratosaurus (Carnosaur)
ST: 50-65	Move/Dodge: 6/7	Size: 9+
DX: 14	PD/DR: 2/2		Weight: 1-2 tons
IQ: 3		Damage: 3d-l imp#
HT: 13/32-40	Reach: C, 1
A medium-sized two-legged carnivore, Ceratosaunis had a horn on its snout - rare ia carnivorous animals. Possibly, it used its head to butt m mating battles. Ceratosaunis measured about 20 feet from head to tail, and stood 12-15 feet in height.
It can daw at 1-hex reach lor 1d-1 cutting damage, or bite in close combat for 3d-l impaling damage. It inhabited river and lake shores, flood plains, and hills during the Jurassic.

Deinonychus (Coelurosaur)
ST: 15-18	Move/Dodge: 12/7	Size: 2-3
DX: 14	PD/DR: 1/1		Weight: 100-200 lbs.
IQ: 3		Damage: ld+2 imp#
HT: 13/12-14	Reach: C, 1
The largest coelurosanr, Demonychus reached lengths of np to 10 feet. On each foot, it had a large forward-mounted claw used for disembowelling opponents. The foreanas were also heavily clawed. Treat the feet as the niaia weapon, lacking at reach 1 for ld+2 impaling damage. Deinonychus can also bite and claw in close combat for 1d cutting damage. Common in the Cretaceous, it inhabited dry flood plains ami river banks.

Duckbill (Ornithopod)
ST: 8-50	Move/Dodge: 12-16/7	Size: 20+
DX: 14	PD/DR: 1/1		Weight: 1-3 tons
IQ: 3		Damage: -#
HT: 15/7-35	Reach: C, 1
Typical duckbills, or oniithopods, iaduded Trachodon, Cor-ythosaurus and Parasaurolophus. Many duckbills had hollow crests on their heads, which might have been used to produce mating calls. They stood upright to feed from trees, and traveled on all fours, near-to-the ground, feeding on herbs and bushes.
Duckbills would be found in herds in swamps and deltas, along lakes and rivers, and oo wet flood plains. They range from 30 to 40 feet in length. Their usual defense is fleeing, though some species have claws; the latter can claw in close combat for 1d-2 cutting damage.

Plesiosaur
ST: 14-30	Move/Dodge: 7/7	Size: 3-30
DX: 14	PD/DR: 1/1		Weight: 250-2,000 lbs
IQ: 3		Damage: ld+l imp
HT: 14/10-25	Reach: C, 1-7
There were many types of plesiosaurs - Cryptocleldns and Elasmosaurus being typical examples. They were air-breathing marine animal^ filling the same ecological niche as the killer whale.
Some have short necks, others have long and supple necks that can reach 7 yards in any direction - ideal fix plucking people out of small boats! They range from 10 to a least 40 feet ia length, though some authorities claim they reach 60 feet.

Pteranodon (Pterosaur)
ST: 3-5	Move/Dodge: 14/7#	Size: 2
DX: 14	PD/DR: 0/0		Weight: 30-60 lbs.
IQ: 4		Damage: 1d-3 cr
HT: 13/5-7	Reach: C
Pteranodon was a winged reptile (not a dinosaur) common to the late Jurassic and the Cretaceous periods. It is the best-knowa member of the pterosaur family.
Some pterosaurs were as small as chickens, others were larger; Pteranodon had a wing-span of up to 35 feet, while Quetzalcoatlus (below) was larger yet. Some species ate insects;
others ate fish. Some may have been carrion eaters.
While it was once thought that pterosaurs flew poorly, using (he wings mainly for gliding, recent evidence shows that they were actually consummate aerialists. Some experts believe that they were also capable of nmning about on the ground on all fours. GMs who subscribe to this belief should give pterosaurs Moves of 3-4 on the ground; otherwise, they have Moves of 1-2.

Quetzalcoatlus (Pterosaur)
ST: 7-9	Move/Dodge: 12/6	Size: 4
DX: 14	PD/DR: 0/0		Weight: 100-200 lbs.
IQ: 4		Damage: 1d imp	
HT: 11-13	Reach: C

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Quetzalcoatlus was a winged reptile similar to ae Pteranodon, but with a much larger wingspan. The only skeleton discovered to date (in Texas ia 1972) shows a wingspan of 50-60 feet. Its head measures some eight feet in length. Treat Quetzalcoatlus as a large Pteranodon (above).

Stegosaurus (Stegosaur)
ST: 75-100	Move/Dodge: 4/4	Size: 12+
DX: 8		PD/DR: 2/3		Weight: 2-3 tons
IQ: 3		Damage: 3d imp
HT: 15/50-65	Reach: 1, 2
Stegosanrus was a heavy four-legged dinosaur, measuring 20-30 feet long, with a tiny head and huge plates on its spine. The tail bore large spikes, and was useful as a defensive weapon. Some experts believe that the Stegosaurus could flap me plates on its back as a further defense. If so, anyone within one hex mist make a successful Dodge roll each mm to avoid being hit for 1d-2 cutting damage.
In combat, Stegosaurus turns its back to all attackers and wings its tail, which can lash into any back hex, or any hex adjacent to the back hexes, for 3d impaling damage. Stegosaurs lived in flood plains and along shorelines, and were common to the Jurassic. Their skeletons indicate that they were capable of standing upright to feed from trees.

Triceratops (Ceratopsian)
ST: 200+	Move/Dodge: 10/6	Slze: 15+
DX: 12	PD/DR: 2/2#		Weight: 4-6 tons
IQ: 3		Damage: 5d imp
HT: 17/50-75	Reach: C
Triceratops was among the last dinosaurs both to appeal and to become extinct. It was a four-legged herbivore built along the lines of the rhino, measuring 20-30 feet in length.
It had an amazingly effective horn and skull formation; the bones of the skull flare out to protect the neck, all the way bact past the shoulders! Give the head a PD of 4 and a DR of 6. The three horns were long, sharp and angled fix disembowelling camosaurs; Triceratops is capable of charging like a rhino. Treat its attack as a bead butt (p. 45) doing 5d impaling damage.
Triceratops traveled in herds, living in swamps and along river deltas. It was swamps to the Cretaceous.

Tyrannosaurus (Carnosaur)
ST: 100-150	Move/Dodge: 9/7	Size: 19 +
DX: 15	PD/DR: 2/2		Weight: 4-5 tons
IQ: 3		Damage: 5d+2 imp
HT: 15/50-75	Reach: C, 1, 2
Tyrannosanrus was the largest meat-eating animal ever to have lived, and no predator had stronger jaws. It measured about 45 feet from bead to tail, stood about 20 feet tall, and had a 4-foot head armed with 6-inch teeth. It also had ridiculously small and useless forelimbs.
Its legs were much longer man those of Allosaurus, while its claws were shorter. Its torso was also shorter, benefiting speed. Despite its great size, it was surprisingly graceful and fast. It tad to be; it was going up against the most heavily-defended of all dinosaurs - the ankylosaurs and ceratopsians.
Tyrannosaurs attack with a terrible bite, doing 5d+2 impaling damage at up to a 2-hex reach. Unlike allosaurs, they do nflt kick; their legs and feet are adapted more for running and dodging, avoiding counterattacks from their prey's weapons.
Tyrannosaurs lived on flood plains aid in swamp forests and were common to the Cretaceous.

Domestic Animals
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3:  Domestic Animals

This section describes those animals, both domestic and domesticated, which have been tamed and are used by man. Domestic animals are those which have been bred for certain traits - dogs, cattle, horses, pigs and goats are examples. Domesticated animals are those which have been left primarily as found in the wild state, either because they are useful as is or because the wild has produced the best survivors for the area. Elephants, llamas, camels, reindeer and yak are examples of domesticated animals. The cat is a special case, being both – some breeds are slightly modified, most are not.
Habitats are listed only for those animals which are also found in the wild state.

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Camel
ST: 32-40	Move/Dodge: 6/4	Size: 3
DX: 9		PD/DR: 1/1		Weight: 900-1,100 lbs.
IQ: 4		Damage: ld+1 cr#	Origin: R
HT: 12-15	Reach: C		Habitats: D, P
Camels are large herbivores used in desert areas as mounts aid beasts of burden. They stand 6-7 feet at the shoolder. The Arabian camel has one hump, while the Bactrian or Asian camel las two. The Arabian is unknown in the wild, but the Bactrian is still found wild in the Gobi Desert.
Camels are well-adapted to their desert lives, with long lashes to protect their eyes from windblown sand, and nostrils that can be readily closed to keep out sand. Camels store fat in their humps, to serve as an energy reserve when food is scarce. They are also able to store water in their tissues.
Camels possess a strong odor that, to the uninitiated, is quite unpleasant. They also have the unfortunate habit of spitting at bothersome people. They are known for their stubbornness and short tempers-all Animal Handling stall rolls are at -4.
In the wild, camels are gregarious diurnal animals, found in groups of up to 15, though 4 to 6 is more common. Wild camels will usually flee humans. Camels can trample with their hooves for ld+1 crushing damage, or bite for 1d damage.

Cat
ST: 2-4	Move/Dodge: 15/7	Size: < 1
DX: 14	PD/DR: 0/0		Weight: 5-15 lbs.
IQ: 5		Damage: 1d-4 cut	Origin: R
HT: 13/2-3	Reach: C
A domestic animal, kept as a pet. Cats are covered in more detail in Animal Companions (p. 72).

Cattle
ST: 40-80	Move/Dodge: 8/4	Size: 3
DX: 8-9	PD/DR: 0/0		Weight: 1/2-1 ton
IQ: 4		Damage: ld+1 imp#	Origin: R
HT: 14-17	Reach: C
Cattle - cows and bulls - are found throughout the world and have been domesticated for centuries; some species coold not survive in the wild anymore. Cows are gentle patient animals, but bolls are famous for their short tempers. In 19th century America, bulls were responsible for man! human injuries than any other animal. Most mate cattle are castrated as calves, and are called steers, bullocks or oxen.
Oxen are used as draft animals-seep. B144. Cattle are kept for a multitude of purposes: meat, dairy products, leather, glue, soap, fat, medicines, etc., and in the past were a common medium of exchange. A fine horse, for example, was said to be worth so many cattle, and cattle were given as a dcwiy or paid as a bride-price. Threatening to kill a freeman's cattle was often more effective than threatening to kill his family.
Bulls attack with a charge - a slam and a trample. The slam is treated like atari hat (p. 45) doing a base damage of ld+1 impaling (bulls with short horns will do only 1d crushing). After knocking its foe down, the bull tramples with its hooves for ld+1 crashing, halved for running through the hex. It will then turn around and gore the prone victim, this time doing only half head butt damage because the speed of the charge is missing. If there is anything left, the bull will toss the remains: treat this as falling damage from 5 yards (p. B130).
Bullfighting is a Physical/Average skill defaulting to DX-5. A successful skill roll allows the matador to guide the bull's charge harmlessly past himself; failure means being gored and possibly trampled. The matador nay attempt to stab the bull as it runs by: Bullfighting skill -4 to hit, since the main action is to avoid impalement.
Cretan entertainers learned a similar Physical/Hard skill, Bulldancing; they toyed with die animal, even vaulting over its horns, but did not kill it. A separate roll is required for each trick performed. Failure indicates a fall, possibly resulting in being gored or trampled. Bulldancmg defaults to Acrobatics-5.

Dog
ST: 1-12	Move/Dodge: 4-12/6	Size: < 1 to 2
DX: 11-12	PD/DR: 0/0#		Weight: 5-150+ lbs.
IQ: 5		Damage: *		Origin: R
HT: 12-15/4-12	Reach: C
A domestic animal, used for hunting or as a pet. Large dogs can be used as draft animals. Most dogs' coats are not thick enough to serve as armor, though a thick-coated dog will have PD 1, DR 1. Some breeds (bloodhounds, for instance) have very keen noses, and a Smell roll of 18.
Some dogs are feral - treat them as wolves, coyotes, dholes, dingoes or jackals - whichever seems most appropriate. Dogs bite in close combat, doing cutting damage for their ST. Some breeds will bite repeatedly; others (e.g., bulldogs) will bite and not let go.
For more on dogs, see Animal Companions on p. 72.

Donkey
ST: 20-25	Move/Dodge: 8/5	Size: 2
DX: 10	PD/DR: 1/1		Weight: 500-600 lbs.
IQ: 4		Damage: 1d-1 cr#	Origin: R
HT: 10-13	Reach: C, 1		Habitats: P
Small equine animals, donkeys are also called burros and asses. They are patient animals, more sedate than mules, and very sure-footed (DX 15 for any roll to keep their footing). Miners in the American West relied exclusively on donkeys, as the donkeys could go into mountains and deserts where mules

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could not, and eat desert vegetation that would have killed horses. Donkeys are mild-mannered beasts; they will not bite or kidc unless severely molested. They bite for 1d-1 hits of crushing damage, and kick to the back hexes for 1d. Though donkeys make small mounts, they axe sturdy, strong beasts, and humans can still ride them.

Falcon
See p. 15.

Fowl
Chicken
ST: 1-2	Move/Dodge: 7/6#	Size: < l
DX: 13	PD/DR: 0/0		Weight: 3-10 lbs.
IQ: 4		Damage: 1d-5 imp	Origin: R
HT: 12/1-2	Reach: C
Chickens are tile most common barnyard animals- They are capable of liaited flight - they can certainly fly into a person's face and try to peck out his eyes. Roosters are aggressive; cockfights have provided entertainment throughout the ages. Chickens can actually make quite affectionate pets. Move given is on the ground; most chickens cannot fly any great distance.

Duck
ST: 1-2	Move/Dodge: 4-10/7#	Size: < 1
DX: 14	PD/DR: 0/0		Weight: 3-10 lbs.
IQ: 4		Damage: 1d-5 cr	Origin: R
HT: 14/1-2	Reach: C		Habitats: FW
Ducks are small waterfowl, frequently hunted or kept on homesteads that have ponds. They often become affectionate pets. Wild ducks are among the fastest fliers in nature; domestic ducks are not. A duck will attack a person if it feels threatened enough, but no duck is as aggressive as a rooster or goose. Move given is for flight; on the ground, ducks have Move 2.

Goose
ST: 1-3	Move/Dodge: 7/7#	Size: <1
DX: 14	PD/DR: 0/0		Weight: 8-15 lbs.
IQ: 4		Damage: 1d-4 cr	Origin: R
HT: 14/3-5	Reach: C		Habitate: FW
Geese are aggressive birds, large for barnyard fowl. They are superb "watchdogs;" once they alerted the citizens of Rome to invading barbarians. Anyone appioaching a farm with geese will be met with loud honks and possibly an aggressive charge. Geese ran at intruders with wings wide and beaks ready to peck. They are less amenable to training than other fowl. Move given
is for flying; on the ground, geese are Move 3.

Goat
ST: 8-12	Move/Dodge: 9/6	Size: 1
DX: 13	PD/DR: 1/0		Weight: 50-300 lbs.
IQ: 4		Damage: *		Origin: R
HT: 15/6-10	Reach: C		Habitats: M, P
Medium-sized herbivores, goats have been domesticated for centuries. A whole herd of goats can live on land that would barely support one cow. Goats make interesting pets - they are stubborn (any Animal Handling stall roll is at -3), but they can be affectionate and funny companions. Goat's milk is prized in many parts of the world.
Wary of strangers, goats will flee if approached. If bronght to  bay, a goat will butt, then flee if there is a way oilt. Treat the but as a slam attack for damage equal to 1d crushing for every 100 lbs. of weight (large goats have been known to kill people with head butts). Give the goat +2 ST for determining knockdown.

Horse
Horse, Cavalry
ST: 32-40	Move/Dodge: 16/8	Size: 3
DX: 9		PD/DR: 0/0		Weight: 900-1,400 lbs.
IQ: 4		Damage: ld+2 cr#	Origin: R
HT: 12-15	Reach: C, 1

Horse, Draft
ST: 50-60	Move/Dodge: 12/6	Size: 3
DX: 9		PD/DR: 0/0		Weight: 1,600-2,500 lbs.
IQ: 4		Damage: ld+2 cr#	Origin: R
HT: 13-16	Reach: C, 1

Horse, Heavy War
ST: 40-50	Move/Dodge: 14/7	Size: 3
DX: 9		PD/DR: 0/0		Weight: 1,500-2,000 lbs.
IQ: 4		Damage: ld+2 cr#	Origin: R
HT: 12-15	Reach: C, 1

Horse, Race
ST: 26-32	Move/Dodge: 18/9	Size: 3
DX: 9		PD/DR: 0/0		Weight: 800-1,400 lbs.
IQ: 4		Damage: 1d cr#	Origin: R
HT: 12-14	Reach: C, 1

Horse, Saddle
ST: 28-35	Move/Dodge: 12/6	Size: 3
DX: 9		PD/DR: 0/0		Weight: 800-1,400 lbs.
IQ: 4		Damage: 1d cr#	Origin: R
HT: 12-14	Reach: C, 1		Habitats: P

Pony
ST: 24-30	Move/Dodge: 13/6	Size: 2
DX: 10	PD/DR: 0/0		Weight: 350-700 lbs.
IQ: 4		Damage: 1d-2 cr#	Origin: R
HT: 11-13	Reach: C, 1		Habitats: P

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Domestic animals, kept for riding and draft purposes. Horses range widely in both size and temperament.
The size of a horse is measured in hands at me withers, the high point of the back where the neck joins the shoulders. One hand is 4 inches. A horse that stands 15-2 hands stands 15 hands pins 2 inches, or 62 inches, at the shoulder.
An 18-hand horse is a giant, a Percheron or Clydesdale. 15-2 is considered the ideal height for a cavalry mount. 13 hands is about {he size of me ponies of Genghis Khan and his Mongol armies (any horse of 13 hands or less is called a pony).
Horses can kick into any front or rear hex for the listed damage, or bite in close combat for 1d-1 crushing damage.
For more on horses, see Animal Companions, p. 73.

Llama
ST: 16-20	Move/Dodge: 13/6	Size: 2
DX: 11	PD/DR: 2/1		Weight: 100-300 lbs.
IQ: 4		Damage: -		Origin: R
HT: 12-15	Reach: -		Habitats: M
Llamas are related to camels, and were domesticated long before the Spanish came to South America. They are used as beasts of burden in high, rugged mountainous areas. A related species, the guanaco, may be treated as a wild llama, found primarily in high mountain meadows.
Llamas are diurnal herd animals, found in groups of 5-12. They stand about 4 feet high at the shoulder. They are used as pick animals, and meat, wool, tallow, leather, rope and even fuel are obtained from these animals. They are too small to ride, tmt can cany packs up to Light encumbrance-they will refuse heavier loads.
Llamas will spit when angry, but their bile and kick are ineffectual; flight is their only defense.

Mule
ST: 30-40	Move/Dodge: 8/5	Size: 2
DX: 10	PD/DR: 0/0		Weight: 800-1,400 lbs.
IQ: 4		Damage: 1d cr#	Origin: R
HT: 12-14	Reach: C, 1
Mules are the sterile offspring of a donkey and a horse. Their reputation for stubbornness te largely undeserved. Like horses, sonie mules will allow themselves to be overworked - even to death- most, however, will merely stop working when they are tiled. Mules are favored as draft and pack animals for this very Irait - replacing animals that allow themselves to be overworked can be expensive. Mules are also less high-strung than hoises, though some will still shy at sudden noises. Mules are rumored to have a deep fear of water, but this is unfounded.
Mules can kick into any front or back hex, doing 1d crushing damage. They can also bite in close combat, doing 1d-1 crushing damage.

Pig
ST: 10-20	Move/Dodge: 7/5	Size: 1-2
DX: 11	PD/DR: 1/1		Weight: 100-450 lbs.
IQ: 6		Damage: -		Origin: R
HT: 15/10-13	Reach: -
The modem domestic pig Is a cross-breed of Asiatic and European pigs-medieval pigs were smaller and faster. Pigs are more human in their habits than most hoofed animals - they adapt well to human time cycles. Modem pigs are raised mainly in sties, but in ancient times pigs were sent into the forest to browse, with a swineherd to guard them. They were taught from piglethood to come at the call of a horn.
Domestic pigs are not good fighters - they lack me sharp tusks of their wild ancestors. At best they will attempt to bowl a person over and run past. Treat this asa slam attack, with thepig getting +3 ST to determine knockdown.

Sheep
ST: 6-18	Move/Dodge: 8/6	Size: 1
DX: 13	PD/DR: 2/1		Weight: 50-250 lbs.
IQ: 4		Damage: 1d-3 cr	Origin: R
HT: 15/6-8	Reach: C
Sheep are grazing animals, raised in large flocks for wool and meat. They are shy and skittish, wary of most humans. They are also totally defenseless, making them attractive to predators. Sheep are usually turned loose to graze on their own, with the protection of a shepherd and his dogs.
Rams are aggressive, and will charge if provoked. Treat a ram's attack as a slam, with the am getting +3 ST for determining knockdown and doing 1d-3 crushing in a bead bun.

Water Buffalo
ST: 55-70	Move/Dodge: 7/4	Size: 3
DX: 9		PD/DR: 1/1		Wt.: 1,500-2,000 lbs.
IQ: 4		Damage: ld+2 imp#	Origin: R
HT: 13-16	Reach: C
The water buffalo is a familiar animal in Asia. It is a placid, patient beast that allows little children to herd it with a switch - yet it can turn on a stranger and trample and gore him in a few seconds. It does trampling damage for ld+1 crushing, or gores for ld+2 impaling.
Treat water buffaloes as cattle with temperaments somewhere between those of cows and bulls. Water buffalo are patient with their masters, wary with anyone else. A person gets a -4 to Animal Handling when dealing with a water buffalo if he is not familiar with this particular animal; -3 after a day, -2 after a week, -1 after a month, and no penalty after 2 months.
The above stats can also be used for the wild Cape buffalo, one of the most dangerous game animals alive. Treat the Cape buffalo as a large, savage water buffalo, inhabiting wet plains
hunters), often doubling back upon its pursuer. Many a hunter has been surprised from behind by the charge of a Cape buffalo.

Loathsome Crawlers
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4:  Loathsome Crawlers

Stinging insects, slimy vermin, and similar horrors are treated like skin-afiecting gas (p. B132). Clothing will keep them off for 2 turns, armor for 5. After that, they penetrate, doing whatever damage they can do. The result of an insect attack can range from harmless misery to quick death.

Loathsome Crawlers
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Ants
Ants are found, almost literally, everywhere. Most live in bice underground nests, with some species building large muonds above the entrances. A few species live above-ground, (raveling in large colonies.
Most ant bites, while painful, are nothing more ton a minor nuisance. Some ant swarms, however, can completely strip an animal to the bone in a matter of minutes. A swarm is about 1,000 ants, with a Move of 2. Depending on species, it does damage of anywhere from 1 point per turn to 1 die per torn. Most species fall on the lower end of this scale. An ant swarm does damage to any foe that is not completely protected by heavy clothing or armor, and is dispersed by 15 hits.

Bats
Seep. 8.

Bees, Wasps and Hornets
Bees usually will not sting unless molested. A single bee-sang is no problem, unless the victim is allergic. A swann of bees can be quite dangerous, though.
A swarm is about 1,000 bees, with Move 6. It does stinging damage of 1 hit per turn unless the foe is completely covered. It is dispersed by 12 hits, and will give up the attack if the foe is chased 50 yards from the hive. A beehive can easily hold 30,000 bees; if someone knocks one over, he's got a Horde to deal with (see p. 50).
Wasps and hornets are more solitary than bees, being found alone or in small nests. A large hornet's nest might bold 1,000 hornets. Treat wasp and hornet swarms like bee swarms doing 2 hits per tum.
The numbers given above are for bees and wasps found in temperate zones. Tropical insects are larger and more dangerous, and may occur in larger numbers.

Fleas and Ticks
Fleas and ticks are commonly-known parasites. Most dog and cat owners are familiar with the joys of flea infestation, while anyone who has gone camping, hiking or canoeing for an extended period of time is likely to have picked up ticks at one lime or another.
Pleas and ticks will never be aumerous enough to cause even 1 hit of damage. At most, fleas wffl have a person scratching in niisely for a while. Fleas and ticks are, however, carriers of disease - fleas were responsible for the spread of the bubonic plague. Certain ticks also cany Kooky Mountain Spotted Fever, a disease that can be deadly if not diagnosed in time.

Leeches
See p.20.

Mosquitoes and Biting Flies
A few of these will be found in most places in warm weather, bnt are generally no threat. Fly biles can be quite painfal, though - a Will roll is required to avoid clying out unless Ihe victim bas Toughness or High Pain Threshold. And some mosquitoes aredisease-caniers.
These creatures are capable of swarming - a swarm is about 1,000 insects - and when they do, they can drive even bears from the woods. Treat a swarm of mosquitoes or biting flies the same as a bee swarm, except that it has no hive and can be dispersed by a strong breeze.

Rats
Rats are found wherever there are people, and even in the wild. A single rat has ST 1, DX 13, IQ 4 and HT 17/2. Its Move and Dodge are 6, and it can bite for 1d-5 crushing damage. Roll versus HT+2 to avoid infection from a rat bite - fnis may be either an extra hit of damage, or an actual disease.
A swarm is about a dozen rats, with a Move of 4. It does 1d of biting damage per turn and is dispersed by 6 hits; armor protects with its normal DR.

Scorpions
Scorpions live in warm climates, both arid and humid. Most scorpion-stings are no worse than bee-stings. A few species of scorpions have a strong type C venom, doing anywhere from 1d to 2d+1 damage. Habits of scorpions are as described on p. 30.
Scorpions do not swarm, except in horror scenarios. In such a case, the swann has a Move of 2, and songs for 1d-1 per turn. This assumes that the scorpions are only mildly poisonous. For really poisonous swarms, assume that anything caught in the swann takes 5d damage per turn. A scorpion swarm is dispersed by 15 hits.

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

Spiders
Most spider bites are harmless. However, some species are poisonous - and a few are deadly. Black Widows and most tropical poisonous spiders have type C venom doing 1d to 2d+1 damage, depending on species. The Brown Recluse has a type E venom doing 1d damage. Most non-tropical poisonous spiders

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have type H venom doing 1d damage. Spiders are solitaly and do oot swam, except in honor scenarios. A spider swarm docs anywhere from 1 point to 1d of damage, depending on whether or not the spiders are poisonoos. The really poisonous spiders wfll do as much damage as a scorpion swarm.
See pp. 34-35 for the habits of different types of spiders.

Swarms
A group of small creatures is treated as a unit when it attacks. Such a group (filling one hex on the combat map) is called a "swarm." A swarm attach any victim(s) in its own hex, automatically hitting (though special clothing wfll protect a victim). Swarms can he dispersed if they take enough hits. Swarms are covered to detail to the GURPS Basic Set, p. B143.

Hordes
A horde behaves much like a swarm, but it's bigger. In fact, a person can't count how many beasties are in a horde - they fill each hex so completely that, in the case of crawling hordes, the floor can barely be seen beneath them. Use the swann rules for their behavior unless the following rules specify otherwise.

Type of horde		Damage/Turn	Base Size	Move	Dispersed by
Bats			1d-2		15		6	4 hits/hex
Birds			1d-1		15		8	6 hits/hex
Crawling Insects 	1d-1		5		2	5 hits/hex
Flying Insects		1d-3		15		5	3 hits/hex
Piranha		2d		5		4	4 hits/hex
Large Rats		ld+2		5		4	4 hits/hex
Small Rats		1d		5		3	3 hits/hex
Snakes			1d-3		5		2	5 hits/hex

Damage per Turn indicates the amount of damage taken at the end of every him by each character overwhelmed by a horde. This is not an "attack," mthe sense that there is no roll to Ilit and no chance to а Їг; nothing anyone does will prevent at least part of the horde from getting Urn. The horde can both move and bite in a single turn, even if the victim has dispersed a hex-full in his turn. Characters do, however, get their DR against this damage.
Base Size is how many hexes it takes to make a horde. If a horde is reduced below its base size (in hexes), each remaining hex becomes a swarm (p. B143).
Move is the number of hexes a horde can move. All hordes move last in each turn. A larger horde doves even slower; for each 10 hexes of horde (30 hexes for flying or swimming hordes), reduce Move by 1. No horde can have Move reduced to 0, though - a horde can always move.
Dispersed by is the number of hits necessary to disperse a single hex of a horde. Use the rules fix Attacking a Swarm (p. B143) to "damage" a horde. However, hordes are harder to disperse than swarms. Whenever a horde takes "dispersal damage" equal to its "Dispersed by" number, it is reduced in size by one hex. The GM chooses which hex of the horde is removed. Hits taken by a horde are cumulative.
GMs should feel free to extrapolate from this table. For example, some hordes - like spiders and scorpions - might be poisonous, and some - like bats and rats - may carry diseases. Generally, the more intelligent the creatures, the easier they are to disperse, but a horde with a "group mind" or guided by an outside intelligence could be much harder to break up.
A horie does not have to stay in one piece. Parts of the horde may break off from the main group to pursue additional victims. If a horde breaks apart, treat each part as separate horde, until they rejoin.

Venom
Many snakes and insects (and some other animals) attack with poison, here called venom to distinguish it from other poisons. Venoms are treated just like any poison (see p. B132), and are divided into different types based on their effects.
The description of each type of venom includes its effect if it is not resisted, the length of time before it takes effect and how long me effect lasts. Also included are the HT roll (if any) allowed to resist the venom, and its effect on anyone who successfully resists. Venom strength (amount of damage) varies, even within a given type, and is listed with each animal.
Unless specified otherwise, venoms are blood agents - they mnst enter the body through a wound or injection. Venoms can be delivered by fogs, stings, quilts, daws, pincers and even sprays. In general, the skin must be broken for the venom to take effect, though spitting cobras can envenom the eyes (see Type S, below). No real Terran animals envenom with a gaseous cloud, which might blow the wrong way, but anything is possible in science fiction and fantasy.
Note that DR, Including Toughness, does not protect against damage once the venom is in the bloodstream. DR will protect against the delivering agent - fang, claw, stinger - but doesn't protect against substances sprayed in the eyes. The description of a venomous animal gives the DR that it can penetrate.
Game Masters are free to assign non-human races different reactions to the following venoms. Keep in mind, however, that immunity to poison is not paid for when "buying" an Elven or Dwarven PC. These races should still have some negative reaction to the venom. A balanced way of adding variety is for the non-human race to have a milder reaction to one type of venom and a stronger reaction to another. Or the GM say choose to switch reactions-perhaps Reptile Men react to Type A venom as if it were Type D, and vice versa.

Type A: Anyone injected must nuke a roll against HT-4 immediately, and men again at the beginning of each day for the next three days. A failed roll means the venom does the listed

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damage - critical failure means death. Modifiers to the HT roll: +1 if the venom is sucked out within five minutes, +2 if anti-venin (TL 6+) is used for treatment and -2 if the victim performs strenuous physical activity. Effects occur within 15 minutes of the injection if the initial HT-4 roll is failed, or upon arsing on the day of the failed HT-4 roll if the initial roll was successful. If all rolls are successful, the venom has no effect.

Type B: Anyone injected must roll against HT-6 immediately, and then again at the beginning of each day for the next three days. If any of these rolls are failed, the venom docs the listed damage - critical failure means death. Modifiers to the HT roll: +2 if antivenm (TL6+) is used for treatment (suctioning the wound has no effect on this type of venom). Anyone injected with the venom is at -2 DX for three days (or at -4 DX for the remainder of the three days if any of the HT-6 rolls are failed). Effects occur in one minute if the initial roll is failed, or upon rising the day of a failed roll if the initial HT-6 roll is successful.

Type C: Anyone injected must immediately make a roll against HT-6. Failure means that me venom does the listed damage immediately, and me victim is at -4 DX for the next three days-critical failure means instant death. If the HT-6 roll is made, the victim takes 1/2 damage, and is at -2 DX for the next three days.

Type D: This venom does no actual damage. However, a human-sized victim will be paralyzed for six hours if a roll against HT-3 is failed. This paralysis is complete, except for breathing, heartbeat, etc. - the victim cannot move or communicate in any way, though he is conscious.
Critical failure results in the victim falling into a coma - total unconsciousness for 7 to 12 hours; after that, check vs. HT. If the check fails, the coma continues for another 1 to 6 hours, and so on. If the coma lasts for more than 24 hours, the victim, upon awakening, will be at -2 to all attribute checks and skill rolls for a period of time equal to the length of the coma.
If the HT-3 roll is successful, the victim is paralyzed for only 3d minutes. The GM should nuke all rolls in secret so that the players will not know how long me paralysis will last.

Type E: This is a local poison, usually from small arachnids. If the victim is bitten on a limb (the most common target), he takes the listed damage, and his use of the limb is at -3 for 1 to 6 days - no HT roll to resist. For feet and legs, mis aeans a -3 to Move; for hands and arms, a -3 to DX-based skills.
After the initial period, make a check against HT (at no penalty). Failure means that the symptoms worsen - the victim is at an additional -1 for the next 1 to 6 days. After this period, make another HT check, continuing to snbttact 1 from the use of the limb for each failure. If the total penally reaches -7, the victim begins losing 1 HT per day. Critical failure at any stage means that gangrene has set in - the affected limb must be amputated to save the victim's life. Amputation at any time before a check against HT will prevent farther deterioration and possible death. A successful HT roll on any day means that the victim recovers 1 point of DX or movement per hour until he has totally recovered from the venom.
If the bite is on the torso or head, the venom does double damage and reduces all attribute checks and skill rolls by -3 until a roll against HT is made. The first roll is made on the day after the bite; continue to check daily, subtracting an additional 1 for each failure. If the total minus reaches -7, the victim dies. Critical failure means death in this case, as amputation is rather drastic! A successful HT roll at any point means that the victim recovers 1 point per day until fully recovered.

Type F: Anyone injected must immediately make a roll against HT-6, A failed roll results in the venom doing the listed damage - critical failure means death. Anyone taking damage is nauseated and dizzy - -3 to all attribute checks and skill rolls for 1 to 6 hours. If the HT-6 roll is made, no damage is taken, but the victim still feels sick for 3 to 18 minutes - -3 to all attribute checks and skill rolls as above.

Type G: Anyone injected must make a HT-2 roll or immediately suffer the consequences. This venom does only 1 HT damage, but does fatigue damage as listed for the creature. If this brings the victim to 0 ST, he falls unconscious for one hour. If ST drops below 0, the victim remains unconscious for one additional hour per point below 0.
If the HT-2 roll is made, the victim takes no HT damage, and only 1 point of fatigue. Critical failure results in a coma - unconsciousness lasting 1 to 6 hours. After that, roll vs. HT. If the check fails, the coma continues for another 1 to 6 hours, and so on. If the coma lasts for 24 hours or more, the victim, upon awakening, is at -2 to all attribute checks and skill rolls for a period of time equal to the duration of the coma.

Type H: Anyone injected most make a roll against HT-2. A failed roll results in the victim taking the listed damage after one hour; no farther rolls are necessary. If the HT-2 roll is successful, the victim takes only 1 point of damage. Critical failure results to maximum damage immediately.

Type S: Spitting venom. This type of venom does only 1 HT damage, but blinds the victim (-10 on any combat skill) for 5 minutes if a roll against HT-4 is failed. If the roll is made, the victim is blinded for only 3 to 18 seconds. The GM rolls in secret (the victim shouldn't know how long he will be blind).
In addition to its other effects, this venom causes intense pain - -4 to IQ to think clearly. If the player has a good Idea while he is blinded, have him make an IQ-4 roll for the character to come up with the idea.

Type X: A generic classification for unique venoms. Details are given to the descriptive paragraph for me animal. Do not expect one Type X venom to resemble another Type X venom.

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5:  Game Mastering Animals

The GURPS Basic Set covers all the general information that a Game Master or player would need to use animals in a campaign (see pp. B140-145). However, the following pages provide more detailed descriptions of the game effects of assorted hazards, injuries, reactions, etc. The GM may adopt whatever parts he finds useful.

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Abilities and Skills

Advantages and Disadvantages
Most animals have some inherent or instinctive advantages and disadvantages. Many animals have the Night Vision advantage - any animals which are described as being active at dawn, dusk or night may be assumed to have this advantage. Peripheral Vision is the norm for fish, insects, amphibians, birds, reptiles and mammalian herbivores. It is unusual in mammalian predators, but some species do have the advantage - mostly small carnivores that are sometimes preyed upon themselves. Most animals have Absolute Direction, Combat Reflexes, Alertness and Common Sense. Many will have Danger Sense, Double-Jointed, High Pain Threshold, Rapid Healing and Strong Will. Some have mana organs, which allow them to use certain magical abilities (for more on mana organs, see the sidebar), and a few have Magic Resistance. Often, their hide or armor gives them increased PD and DR.
Common disadvantages include Bad Temper and Phobias of loud noises, monsters, magic, machinery, etc. Some are Berserkers. Some species could be considered to have the Cowardice (most herbivores) and Stubbornness disadvantages - these animals will be difficult to train and will not be at all suitable as combat mounts.

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

Skills
Animals have many inherent skills, ranging from combat to stealth. Combat skill is equal to DX, of course. Stealth is usually 14 - exceptions include animals such as skunks which are not concerned about being seen (Stealth-8), and animals such as jaguars which are masters at quiet movement (Stealth-18). Tracking is at least 14 for most animals, up to 18 for bloodhounds. Acrobatics, Survival, Climbing, Jumping, Swimming, and Leadership (for pack and herd animals) are all possible skills for animals to have at a level of 14 or higher.

Mana Organs
Some animals gain inherent magical abilities through their ability to concentrate mana in certain organs and parts of their bodies. This stored mana provides the energy to power their "spells. " Some animals get enhanced PD and DR by coacen-trating mana in their skins - like the giimberoo (p. 17). Animals that otherwise would notbe capable of flight gain the ability to fly by concentrating mana in their wfags or skin (the octofly is one example; see p. 25)
Animals with mana organs pay no fatigue cost for castiag their spells - the energy to power the spell is drawn directly from the mana stored in the mana organ. However, mana organs have a limited storage capacity and recharge at alimited rate. For most passive uses (armor, for example), the mana organ recharges at a rate equal to the rate at which the mana is expended in mainiaining me spell. Thus, a creature's magical armor will operate continuously. Magical flyers generally expend mana at a low enough rate to eflectively give mem unliimted flying ability,
Since most of the creatures in this book are non-magical, only a cursory description of mana organs has been provided. A more thorough account can be found on p. FB113.

Spell Components
In many campaigns that include magic use, there are certain rare components required for the more powerful spells to work. Often these components are from magical crealures - the mana organs described above - but equally often, spell components can be acquired from ordinary animals (eye of newt and wing ofbat, anyone?).
Retrieving rare spell components is the stuff adventures are made of. For maximum effect, the animal pans should be both difficult and dangerous to obtain. For example, perhaps the Might spell requires the left incisor of a living female lion. Or maybe Bravery needs the feathers of a plover - the bird that perches inside crocodiles' mouths!

Sensing Abilities
As stated in the GURPS Basic Set, most animals have a "generic" 14 for sensing their environment. This is sufficient for most purposes. For more detail, however, read on.
For herbivores. Hearing (16) is usually better than Vision (12). The eyes of most herbivores (and insects and giant bugs) will detect motion more easily than shapes - they probably won't notice someone if he remains perfectly still. If the situation is unusual (dark clothing on an Arctic tundra, standing tall in a barren desert, etc.), then even poor-sighted animals will notice someone standing still.
Carnivores' abilities vary widely. A dog's sight is poor, but its nose is keen; treat smelling as 16 for most dogs and Vision as 10. A cat has excellent night

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vision, an adequate nose, keen hearing, whiskers that detect movement and obstacles - the GM can simply assume all to be 14 and give it the Night Vision advantage.
Blind cave animals can sense py pressure and sound quite accurately (14) - the blind crayfish is a very successful predator. Pish have nu. merous sensing abilities, and certain sound wavelengths carry well in water. Birds of prey have amazing vision (18), but are average in all other senses. Snakes are deaf, but detect ground vibrations, and smell on 16. Rattlers and related species can detect heat, too. See the chapter on Creating Animals (p. 78) for more detail.

Animal Curses
There are many legends of animals that will curse the person who kills them. This is not done actively by the creanire; it's just in the nature of the beast. Many types of animals are said to have this power - the albatross is probably the most famous in Western culture, though the Greeks knew that any animal in certain sacred areas had this power. In this case, it was the area, not the animal, which cuned.
The GM may choose to give this power to certain animals or areas in his campaign. If a person is unfortunate enough to unleash the curse, he suffers the effects of the Curse spell (p. M54). All of his die-rolls scores some notable success despite the bad rolls - GM's decision as to exactly what this is. Then the success amis somehow to ashes, and the curse is ended. The curse may affect die-rolls by anywhere from 1 to 3 points in whichever direction is most unfavorable - it is up to the GM to decide the exact strength of the cnrse.
The GM may wish to hint with minors as to which animals or areas are affected (and spread a few false rumors while he's at it). However, many legendary heroes unknowingly lulled cursed animals - there were no rumors to warn them.

Combat

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

Close Combat
Against an animal (or anything else) that attacks in close combat (most carnivores, for example), the only active defense is Dodge. Exception: if someone has the Brawling, Jodo or Karate skill, allowing him to parry bare-handed, he can use the Parry defense. Martial-arts strikes will work on animals, but throws will not.
A combatant may choose to "dodge and retreat" from an animal that is attacking in close combat, provided it is not grappling him. Add 3 to his defense as he retreats from the hex. If the animal has hold of the fighter with its claws or teeth, he cannot escape from the hex by retreating.
Because their weapons are inherent and designed to work at close quarters, animals do not suffer the -2 penalty to hit in close combat that humans do.
Unlike humans, animals may All-Out Attack in close combat (this is an exception to p. B113). They may choose either to make two attacks against theit foe, make a single attack at +4 to their skill, or a single attack at +2 damage.

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Biting to Grapple
Many carnivores bite in dose combat and don't let go. All cats, as well as some canines, attack In this way. Cats attempt to strangle prey with their jaws, and will change grip only to get closer to the neck.
In game terms, this bite (in addition to doing normal damage) is treated as a grapple. The biting animal can attempt any maneuver that a grappler can; it can attempt a take-dawn or a pin, or may choke its foe if it has bitten it on the neck. Tie victim must break free before he can move away. See p. B111 for more on grappling.
If a great cat does not specifically target the neck (which is-5 to be bit), assume that the initial bite on the general body will be unsatisfactory. The cat will release its hold and bite again; after mice bites, it leaches the neck and will not let go. Each of these bites does normal damage, and the cat onist roll to hit each time that it changes its grip (at no penalty). Once me cat reaches the throat, it may begin choking its victim.
A victim who chooses the Wait maneuver may step back out of the hex - to bring his sword to bear, for example - when the cat led go to adjust its grip. To do so, he must win a Contest ofD X; otherwise, me cat bites again before its victim can escape.
If the victim has a close combat weapon in hand while being grappled, he may attack the animal while still b its hex. The animal gets no active defense here! He may always attemptto grapple the animal's neck (1 turn; automatic if being gripped) and choice the creature (see p. B112).
There are other animals that do not let go at all afler their first bile; bulldogs ana weasels come to mind immediately. In this case, there is no point in waidng for the animal to release its grip; fire will make it let go, and so will hacking it repeatedly. Most canines attack by biting repeateay rather than by biting to grapple.

Parrying Animal Attacks
Animals such as bears which attack with a one-hex (or more) reach can be blocked or parried. If a character saccess-fally parries an animal, there isachance he will hit the limblhathe has just parried. He must make a successful rofl against his weapon skill. Since animals are skilled attackers with Oeir limbs (treated like ludo or Karate), this roll is at-4.
If the panyer does hit, there isachance that his weapon will break. Treat the weight of an animal's forelimb as equal to 1/5its ST, rounded down (e.g., abear with ST 36 has a forepaw weight of 7 lbs.). If the paw weighs 3 or more times the weight of the parrying weapon, the weapon has a 2 in 6 chance of breaking. Thus, this bear has 1/3 chance of breaking any weapon that weighs 2 lbs. or less.

Knockback and Slam
The knockback (p. B106) and slam (p. B112) rules included in the GURPS Basic Set are intended primarily for human fighters. Modifications must be made when dealing with very large or very small creatures.
Knockback. Creatures with ST 4-16 use the same roles as hufflans (p. B106) – 8 points of cutting or crushing damage produces 1 hex of knockback. For weaker creatures, the amount of damage necessary for each hex of knockback is 4. For stronger animals, the amount of damage necessary for each hex of knockback is equal to 1/2 ST (rounding up). Thus, a tiger with ST 35 is knocked back 1 hex if it takes 18 hits of damage to a single blow. A human with ST 10 tacking the same amount of damage would be knocked back 2 hexes, while a cat with ST 2 would be knocked back 4 hexes.
Slam. Slams are still done as a quick Contest of DX, followed by a quick Contest of ST to determine knockdown and knockback. Roll the quick Contest of DX normally. The Contest of ST will be adjusted depending on the relative STs of the two foes:
- Begin by assessing the normal ST modifiers (+2 to foe's direction, etc.). 
- If the weaker foe's ST is now below 3, increase it to 3, increasing the stronger foe's ST by the same amount.
- If the stronger foe's ST is now above 17, reduce it to 17. Reduce the weaker foe's ST by the same amount, with the following exceptions:

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 If the stronger foe's ST (before adjustment) is less than \Vi times that of the weaker foe, do not reduce the weaker foe's ST below 7;
 If the stronger foe's ST (before adjustment) is less than 2 times that of the weaker foe, do not reduce the weaker foe's ST below 5;
 If the stronger foe's ST (before adjustment) is greater than or equal to 2 thaes that of the weaker foe, but is less than 15 plus the weaker foe's ST, do not reduce the weaker foe's ST below 3.
 If the stronger foe's ST (before adjustment) is greater than or equal to 3 times that of the weaker foe and is at least 15 more than the weaker foe's ST, the stronger foe automatically wins the Contest, and overruns his opponent (see p. B100). The stronger foe still makes a roll, but falls only on a natural 18.
Example: A moose with ST 54 (a true giant!) and a moose with ST 40 charge each other. Each gets +2 for moving more than one hex toward the other; -2 because the other moved toward it. Total modifier: 0. The stronger moose's ST is reduced to 17. Ordinarily, the weaker moose's ST would now be reduced to 3, but since the stronger moose's ST is less than \Vi times that of the weaker moose, the weaker moose's ST is reduced only to 7.
Flying Tackles. A number of carnivores - cats, especially - attack by leaping onto their prey, knocking it down. Most animals can easily leap two to 3 yards, while the leopard can leap 6 or more. Treat this attack as a " flying tackle" (p. B113), with the animal getting a DX roll to land on its feet. The victim rolls as for a slam, but at an extra -2 to ST. Of the great cats, only leopards and jaguars attack with a flying tackle. Lions and tigers attack from the rear or the side without flying leaps. Small cats (ocelots, pumas, etc.) pounce on smaller prey.
Head Butts. Animals with horns will attack through a special form of slam called the head butt. Knockdown and knockback are determined as for a normal slam. In addition, the victim of the head butt will take damage from the horns;
the amount will depend on the weight of the head-butting creature. The basic damage will be equivalent to the animal's trampling damage, modified up or down by 1-3 points, depending on how long and sharp the horns are and whether the animal tosses iB head as it butts. If the horn is especially sharp, it will do impaling rather than crushing damage. For example, a rhino weighing 1 Vi tons will do basic damage of2d(ld+lfor weight, plus an extra 2 points for having a long horn and using a head toss).
This damage is doubled if the creature is moving 10 hexes/turn or more;
halved if it is moving 3 hexes/turn or less.
Any head-butting animal must make a roll against HT (at +5, if it is traveling 3 hexes/turn or less) when it butts with its head. If this roll is filled, the animal is sunned. The head-butter will take no actual damage from the slam, unless it is butting heads with another animal or with a massive object (tree or car). In that case, it will take damage only if it loses the quick Contest of ST by 10 or more points. Damage taken is equal to half the damage normally done by the animal it is butting heads with, or to half the damage it normally does itself, if it butted a fixed object like a car. For example, two deer (head butt damage:
Id imp) butt heads. One rolls a critical Mure. It takes Vid impaling damage.
Knockback from Slam Attacks. Compute knockback based on the final adjusted STs of the two foes, with the loser of the Contest being knocked back one hex for every 2 points by which he lost. However, no creature may knock a second creature back a distance in hexes greater than the speed at which the first creature was traveling at the time of the impact. Thus, a brontosaurus traveling at Move 1 cannot knock anything back more than 1 hex.
Injuries
Use the same rules for injury and its effects as for hnmans (pp. B100, Bl 10 and B126-133), with the following exceptions.

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Game Mastering Animals

Shock
When injured, animals have their DX reduced on their next turn only, just as do humans (p. B110). However, the amount of damage needed to reduce DX varies, depending on the animal's total hit points. Use the table below, rounding damage down:
HitPoims	DXReduaion
Less than 30	-IDXperhit
31-50	-lDXper2hits
51-100	-1DX per 3 hits
101-200	-1DX per 4 hits
201 +	-1DX ЇҐЈ 5 hits

Thus, a giant bear-dog, with 60 hit points, has its DX reduced by only 3 on the turn after taking 10 hits.
Recovery R-om Injury
Animals derive the same benefits from first aid and medical care as do humans. However, treating an animal for injury or illness requires the Veterinary skill (at default, if necessary). This skill is used for bandaging, first aid and gradual recovery under medical care.
Each tune an injured animal regains lost hit points, whether through bandaging, first aid, medical care or gradual recovery, it does so in proportion to its toial bit points. Each time the animal recovers hit points, it will recover 1 bit point for each 20 hit points (or part thereof) that it originally had. The amount recovered is in proportion to total hit points in a healthy animal, and not to the number of hit points lost in damage or number of hit points remaining.
Pack Tactics
Pack animals like wolves aid other canines hunt using cleariy recognizable tactics. Pint, they select a single animal - iisually a weak or sick individual - to cut off from a herd. They seldom attack healthy animals - even the biggest predators have difficulty bringing down large prey. Most adult herd animals can outrun pack predators over any significant distance, and if cornered, they put up more of a fight than predators arc willing to deal with.
Once me prey has been separated from (be berd, the pack will chase and harass it for some time before attacking in earnest. Members of the pack take turns mapping at its heels and sides, keeping the quarry running while their fellow hunters rest. This constant pursuit weakens fte prey for the final attack. Once the beast is on the brink of exhaustion, the pack can bring it down easily.
If the prey chooses to stand rather than flee, the pack will rapidly surround it. A few hunters will feint to draw its attention - then the others rush in, attacking from the sides and rear. If toe beast tarns, the former attackers will withdraw while the ®ЇҐ-© о feinters rush it from behind. The victim is quickly overwhelmed by the numerical superiority of its attackers. Pack predates will rarely attack a. large annual head-on - individuals that use this suicidal tacflc quickly drop ont of the gene pool.
Pack hunters will attack йЁЇ ў! just as they do other jininialg - by chasing иҐи until they drop, or by surrounding them and attacking torn the flanks. If a party stands its ground, but the pack is miable to surround it - or if the humans stand back-to^iack, leaving no flanks exposed - the pack will be hesitant to attack. Instead, the hunters will try to keep the party pinned down, waiting to exploit any opening. If the pack is desperate, some niembera may charge the party in an attempt to overwhelm them in a frontal assault. The other pack members will be quick to take advantage of any ensuing chaos.
In game teniis, pack пЈ^"1^8 make frequent use of the feint and Wait maneuvers. Some wffl Feint to draw the victim's attention, while others wffl Wait to take advantage of any opening.

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Game Mastering Animals

Animals with 20 or fewer hit poults recover 1 hit point at a time, animals with 21-40 hit points recover 2 hit points at a time, and so on. Thus, an elephant with HT 17/50 will recover 3 hit points each time it regains hit points.

Assorted Hazards
Drowning
Drowning, swimming and associated water hazards are covered in detail in the GlOWS Basic Set, p.B91.
Falling
Animals can be just as clumsy as humans; it doesn't happen as often, but they do fall down. Different animals take different amounts of time to get to their feet. In general, four-legged carnivores will get to their feet in 1 second (no Kneeling step needed). Small animals (anything smaller than a medium-sized dog) will also get up in one turn. Herbivores such as deer, horses, camels and antelopes take 3 seconds. Larger herbivores such as giraffes and elephants take 6 seconds.
Palling damage is lessened for many animals. Allow cats of all sizes a DX roll to land on their springy feet, reducing falling damage to one-half. If they make their DX roll by more than the number of yards fallen (or roll a critical success), they take no damage. Anything smaller than a medium-sized dog will only lake half damage in a fall, and anything smaller than a rabbit will take ‰ damage.
Acceleration and Turning
Acceleration
Por game purposes, assume that most animals can reach their ftill Move from a standing start, and can decelerate at will. This is not strictly accurate, but the reality is not worth the complications. The exceptions are massive herbivores such as elephants, and any animal that is even lightly encumbered, including most mounts.
Mounted antmals. A mounted animal (or massive herbivore) may change speed by ‰ of its Move, faster or slower, in any given torn. For example, a horse with Move 16, beginning from a standing start, may move up to 5 hexes on the first turn, up to 10 hexes on the second turn, and roll speed on the third turn (round up on the third turn). If it is running at fall speed and begins to slow, it must still run at least 11 yards on its next turn - some caution is needed to riding these things!
BenlAnimals
Many herbiroies live in large herds, bandmg together for social and defensive purposes - there's safety и numbers. These herds hare well-worked-out survival tactics, including posting sentries, keeping the biggest males between  бг predators and the rest of the herd, and fanning up into defensive circles.
When threatoied, some held animals will form up into a defensive circle. The females and yonag a" inside the circle, while the males ftce outward along the outer rim-presenting a circle of dangerous horns to any wodd-be predators.
Most herd animals, though, will Bee from danger. The females and young run first, while the males hang back, blocking the threat torn the rest of the herd. The males will occasionally whirl around and lash out at the predators with horns or hooves.
The males wffi give up their lives for fte herd, but they're usually successful in driving off foes. The most common herd animal to fall to a carnivore is a weak or sickly one that can't keep up with the bulk of the herd.
Son" herd animals "ill stampede when threauned. The herd will usually stampede away from the threat, but herds have been blown to run oiw predators. This usually happens when the herd is being chased by another predator, or when there is nowhere to run but light at the predator. A herd of wild buffalo might get angry enough to stampede a foe deliberately.
To deterniine stampede damage, figure out how many urns it will take the herd to pass through a given hex (by dividing the number of hexes the herd is deep by the herd's Move). Use the trampling rules on p. B142 to assess damage taken by each character in the herd'spam Ґўб©©Јп. Unlike with individual auimals, this damage is not halved for limning through the hex- multiple tramples within the same torn more than make up for the short length of time a given animal remains within the hex.

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Game Mastering Animals

A mounted animal may decelerate by twice the normal amount if it makes a DX+2 roll and if the rider makes a successful roll against Riding-2. If the mount succeeds, but the rider fails his roll, the rider is unseated, taking damage as for filling 4 yards. If the mount fails its roll, it falls; the rider may leap clear on a second successful Riding roll (at a penally equal to his Encumbrance). Other-"jse, the animal falls on him. In addition to damage for falling 2 yards, the rider takes Id +1 crushing damage if his mount's speed at me start of the turn was 10 п greater, Id-1 otherwise. If the rider makes a successful Acrobatics roll (DX-5), he can leap clear and take only the falling damage. In any case, add +1 hit for each 5 hexes of Move over 10.
Sprinters. Carnivores such as crocodiles and most cats have a very rapid charge for a brief period. These animals may sprint at twice their Move for two seconds as a charge. This may also be done while fleeing, though not if they have already done so in attacking. Any sustained chase rapidly fatigues these animals - ate 100 yards running all out, they have only 3 ST remaining! Only the first two seconds of any run may be at double-speed.
The exception is a cheetah, which does ¦" get the sprint bonus. Dog-like animals don't either; they tend to run prey down, having stamina instead of sprinting ability. For these, use the/tanning rules on p. B88.
Tiiming
A four-legged herbivore (or any flying animal) that is moving 10 hexes/turn or faster must always move at least one hex in a straight line after every 1-hexs-ide change of direction. A four-legged herbivore moving 20 or more hexes must always move at least 2 hexes in a straight line after each 1-hexside change of direction - and so on.
An especially massive herbivore (elephant, rhinoceros, brontosaurns) must move one hex in a straight line after every 1-hexside change of direction for each 5 hexes/turn of its speed. Thus, a rhinoceros charging at a Move of 14 must move at least 2 hexes in a straight line after every 1-hexside change of direction.
For carnivores, use the same rules as for- humans (p. B103), unless the carnivore is particularly massive (Tyrannosauros Rex, for example). In that case, use the rules for four-legged herbivores (one hex и a straight line after each change of direction if moving 10 hexes/turn or faster).

Hit Location for Animals
In general, use the same rules for hit location and injury effects as for hnaans; a few exceptions are stated below.
Parts of the Body
While it would be impossible to generate a hit location table for every type of animal which might be encountered, some general guidelines can be offered.
For animals that stand on two legs, use the Parts of the Body table in the GUSPS Basic Set (p. B203) with modifiers for the creature's size (additional -1
Other Animals
There are too many animals и the world to list each one individually. If the GM needs more stats for an animal, the following guidelines are oflered:
For small carnivores not presented, use the Cat, Dog, Ferret, Raccoon or Badger
For other small animals, use either the Rat, Porcupine or Rabbit statistics.
For sniall game birds, use the stats for Chicken, Duck or Ooose. Por raptors and other large birds, the Falcon and Eagle stats could be used.
Other animals (herd animals, large predators, and so on) can be generated in a

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Game Mastering Animals

for a dog-sized creature, or +3 for Tyrannosaurus Rex). Make whatever Ё®¤. fications seem necessary for the specific situation.
For instance, treat the tail of a kangaroo, or any other two-legged creature that uses its tail for balance, as a third leg. On a roll of 9-11, the legs or tail are hit; roll a die to detenniae which (1-2, left leg; 3-4, right leg; 5-6, tail). If the tail is crippled, the animal will lave difficulty keeping its balance - DX and Move are reduced by Vs, and a kangaroo will no longer be able to lean back on its tail to kick with all four feet.
For quadrupeds, use the table below. If an animal does not seem to fit either the table for humans or the table for quadrupeds, the GM should be able to wort out appropriate hit penalties using some combination of these tables.
When using the random locations for quadrupeds, subtract 2 from the die roll if attacking from the front; add 2 if attacking from the back. The hit penalties on this table already take size modifiers into account.
Body Parts for Qfuubvfeas
Randan    Body       Hocfed     Massive      MedlLg     Small Location    Part       Animals    Herbivores   Carnivores   Animals
WWiUXwiSS^i"^^
*     Forefoot or      -4         -3         -5        -6 Forepaw
^g^NQSe^Jtrmijfc^g^^ ..^.^.,.--,,...-.,,....^,-.....,..,...,--.,-..^.,..,..,..-..,.....-...^..,-- -^.."...- .....   ^
10-12   Hind Leg*   -1 for large      -1          -3        -4 -Zforsmall
* No special effect.
* On a natural 2 or 12, foot or paw is hit. In any case, roll for left or right.
Except for the following, the results of major damage are as for humans.
Head: The skull provides a natural DR of 2 in addition to the creature's normal DR. Herbivores that attack with horns or antlers have thicker stalls, providing a natural DR of3 and making them harder to stun. These herbivores are stunned on total hits over “4 their hit points, and get a +2 to their HT rolls to avoid being teocWoirt.
Neck See sidebar on Going for the Throat.
Trunk: Damage over M of hit points will cripple a trunk. Anything less enrages the animal; any farther attacks which it makes will be All-Out Attacks.
Nose: Very tender in many carnivores, especially canines. Any hit to the nose stuns the animal. Damage over 2 points is lost. The OM may (if desired) make a reaction roll to see if the animal flees or is enraged.
Leg, foot orpaw: Crippling damage does not necessarily cause a four-legged animal to ь. If the animal makes a successful roll against DX-3, it retains its footing. It may not attack with a wounded foreleg, nor may it attack with the other foreleg unless it can easily rear onto its hind legs, like a bear. It attacks at DX-3 and does only half damage. With a wounded hind leg, the animal attacks at DX-3, but does normal damage. Move in either case is reduced by 3.
Hooves give an animal's feet a natural DR of 1.
Going for the Throat
Targeting the neck and throat is a standard attack for many animals. Use die following nfles for aeck attacks:
Tte neck is-5 to be hit (this number may vary for animals); missing by 1 hits the body. The neck has ao DR of its own, but most  Ји®Ј includes neck protection, either as an extension of llietonoairoor or of the helmet. Use torso PD and DR, unless agreat helm is worn. After subtracting for DR, crushing attacks del Ё times normal damage; coning sud impaling attacks both do double damage.
The victim is stuimed if he takes total hits over Ё of his hit points to the neck. If he takes total hits over ‰ of his hit points m a single blow, the throat may be crashed. Roll vs. HT; if the victim fails the HT roll, his thmat has been crushed. He must make an additional HT roll each Їи, losing 1 hit if he fails, until he dies or receives the appropriate first aid.
If the neck takes roll hit point damage from an edged weapon, a successful HT roll is necessary to avoid decapitation!

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Game Mastering Animals

Shots foue Vitals
The hit penalties listed for the ьўњ location assume that the attacker knows where they are. If the character has Naturalist, Survival, Zoology or Veterinary skills, or his had previous experience with the animal, use the listed hit penalty. Otherwise, be suffers an additional penalty of -2 - he has only a vague notion of where the vitals are located.
For totally alien creatures (from another planet or universe), no shots to the vitals are possible except by accident (OM's decision). When one of fne creatures has been killed, it may be possible to determine the position of the vital organs. A successful Xenology roll is necessary to do this.
^J^__-

Critical Misses
For animal critical misses, the GM may either use the Critical Miss Table on p. B202 - treating any "weapon breaks," "weapon drop" or "weapon turns in band" result as Id-3 damage to the creature - or use the table below.
Animal Critical Miss Table (Optional)- Їџ‡ в
3 - If the defender has an impaling weapon, the animal is impaled on the weapon, which does its maximum damage, and the weapon is stuck - a Quick Contest ofST is required to pull the weapon free. Otherwise, treat as M below.
4 - The animal falls badly and is stunned for at least one turn. On the turn after its next, the animal may begin rolling vs. HT to recover.
5 - The animal falls clumsily, hurting itself: it takes Id-3 crushing damage, defends at -3 until its next turn and cannot attack again until it regains its feet.
6 - The animal breaks a claw, hoof or tooth, if appropriate; basic damage is reduced by 1 for all subsequent attacks. If otherwise, the animal takes Id-3 cashing damage to the limb with which it was striking.
7,8 - The animal loses balance completely and falls down. It defends at -3 until its next turn, .and cannot attack again until it regains its feet.
9,10,11 - The animal is slightly off balance; defends at -2 until its next turn.
12,13- As Џ, above.
14 - The animal pulls a muscle - -3 to attack and defense rolls, requires three days to recover.
.15 - As f6 above, but basic damage is reduced by 2.
16 - As *5, above, but takes Id-2 crushing damage.

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Game Mastering Animals

17 - As .?4, above, but also takes Id-3 crashing damage.
18 - The aninial fails so miserably in its attack that it loses its nerve. Any animal with an IQ of 3 or more will torn and flee on its next turn, if escape is possible. If backed into a corner, it will assume a surrender position (throat bared, belly exposed, ete.). For animals ofIQ 2 or less, treat as џ7.
For animals that cannot fall down (snakes, etc.): treat all results of falling down as taking Id-3 damage, instead.
For fliers: treat results 7, 8,12 & 13 not as falling down, but as being pit into an adverse flying position with the same effective results.
For swimmers: treat all results of falling down as being put into an awkward position, with the same effective results. Any results of damage due to falling should be read as stun instead.
Animal Reactions
When the players meet an animal that does not have a pre-deKrmined reaction to them, the OM may choose to make a ' 'reaction roll" just as he would for an NPC. Roll three dice, add any modifiers appropriate to the situation (see p. B204 for guidelines) and consult the Animal Reaction Table which follows.
Note that some animals are given reaction modifiers (the Kodiak bear reacts at -3, for example), while others are described as "always attacking" or "always fleeing." Herbivores will usually flee on any reaction worse than Neutral, though some (most notably, stags in rat) may attack, and herds may stampede.

Woundedand Cornered Animals
A wounded aninial can be even more dangerous than an uninjured one - desperation can cause it to fight all the more fiercely. Make a reaction roll any lime an inirnal is wounded, witti a negative modifier equal to the amount of damage done by the blow, Tae animal will flee on any reaction of Poor or better.
A Veiy Bad or Disastrous reaaion wffl cause the animal to All-Out Attack as if Berserk (p. B31). However, the aninial does not get any of the accompanying advantages of being berserk; it can still be stunned, and still fails unconscious when its hit points fall below zero. There are exceptions to this rule: some carnivores get vtry angly at even the smallest scratch, while others run away if hit with a small stone. The GM has the final say OB any wounded animal's reaction.
Cornered animals wffl also fight fiercely. Assess a-4 reaction to any animal that has no obvious escape route, IreatiBg any reaction better than Poor as Poor. On a Very Bad or Disastrous reaction, the animal will All-Out Attack as if Berserk; see above.
Note uat some animals (bears, for example) в ™Ё berserkers (p. B31) if enraged, gaming all the accompanying advantages and disadvantages. Such animals can be гЈ?г hard to kffl.

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Game Mastering Animals

Anmal Reaction Table-roU3 dice and apply modifiers
for less: Disastrous
In a potential combat situation, the animal will attack viciously, all-out attacking and fighting to the death. Herd animals wffl stampede directly at you.
A trained animal will not obey your commands. If you try to force obedience, it will either attack or flee depending on its temperament. A riding animal wffl do its best to throw yon and then trample you.
3orless:VeiyBad
In a potential combat situation, the animal will attack. It wffl flee only if badly wounded or heavily outnumbered.
A trained animal will not obey your commands unless you continually urge it on. Even then it wffl be balky. You may do nothing else while trying to control your animal. It will take the first opportunity to escape, injuring you if you get in the way, but not stopping to kill. A riding animal will try to throw you.
4-6:B<d
In a potential combat situation, the animal will attack if it thinks it has a chance. It will flee if outnumbered or wounded.
A trained animal wffl obey with obvious reluctance, and only under constant supervision. It wffl escape at the first opportunity, but can easily be cowed back into line if you try to stop it.
7-9: Poor
In ^potential combat situation, the animal will make threatening noises and take an attack stance. If the party does not leave the area, it will attack if not outnumbered or outpowered.
A trained animal will obey your commands only with some prodding. It will try to escape only if there is a clear opportunity or if it has been mistreated.
10-12: Neutral
In ^potential combat situation, the animal wffl be inclined to go its own way and let the party go theirs. It will fight if attacked by a party roughly its equal;
otherwise, it wffl flee.
A trained animal will Obey your commands adequately and not try to escape. It will take its freedom if offered, unless you offer more protection and food than the environment does.
13-15: Good
In a potential combat situation, the animal finds the party too formidable to attack, and wffl back away slowly. If attacked, it wffl flee.
A trained animal will obey commands well, even hazardous ones. It will not try to escape and will even be reluctant to leave yon if offered freedom. No leash, cage or other restraints are necessary to keep it with yon.
lS-18:VeiJGood
In a potential combat situation, the animal wffl be cautiously friendly and curious. It will not attack, though it will flee if the PCs make hostile movements.
A trained animal wffl eagerly obey your commands and seek your approval. The aniaal wffl be sorrowed if you try to leave it.
If or bitten Excellent
In ^potential combat situation, the animal is obviously friendly. If attacked it wffl assume a surrender position (on its back, belly or neck exposed, etc.).
A trained animal worships you and will lay down its life for you. Ask and it will obey to the fullest extent of its abilities. Good luck if you ever want to get rid of it - this animal will cross a continent to be with its beloved master!

Mothers
Mothers protecting their young are the fiercest foes on earth, and probably my-whcrc else for that matter. Most female mammals have hormones which completely dominate their personalities at times when the young are threatened. Many birds and even reptiles also have this Instinct - crocodiles are among the most protective mothers on earth.
Mother animals know no fear, ire quick to fed threatened, take offense easily, and wffl attack viciously, giving no Quarter, Assume that mother animals have a modified Berserk disadvantage: all Berserk rules apply, except that no IQ roll is needed to snap oat of it. Instead, the mother wffl come out of it when all foes are dead or fled, though she will continue to be nervous and edgy for some time afterward.

Game Mastering Animals
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6
HUNTING
AND TRAPPING

The essentials of hunting are covered in the GVKPS Basic Setvadst Tracking onp. B57, Stealth onp. B67 and in the sidebar on p. B128. The following rules are offered for those who want more detail.

Hunting and Trapping
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H^nting
When determming whether the party's foraging is successful, aote by bow ЇЁЄЁ the PCs mate their IQ rolls; the better the roU, the larger and tastier the prey. Depending on the environment, (Ms could raige from shint (which would keep a peison alive, though it might, lower his charisma) or birds to deer or antelope. The characters must still make successful fflissile-weapon still rolls to bag the prey; Stealth will help them get within shooting distance (p. B52). For dangerous game animals, such as buffalo or boar, play out the encounter.

Preserving Meat
After a successful hunt, the hunter may wish to preserve the meat so as to move cm more quickly. Alas, preserving meat in the wilds takes as much tinie as daily hunting! 
Figure that half the body weight of any large animal is meat. Making jerky oat of this meat takes 3 days, and will reduce the "eight by ‰; so only V4 of an animal's actual weight can be earned as preserved food.
A smoky fire, constantly going, is required to preserve meat

asjeity. Alternately, a large quantity of salt (1 Ib. per 5 Ibs. of fresh meat) can be used to preserve the meat, though the process still takes 3 days.
Preserved meat lasts up to 3 months, but unpreserved meat spoils in 12 hours (4 hours in me tropics) unless kept cool.
Animal Empathy
While Animal Bmpafhy seenis at first glance to be an ideal advantage for anyone collecting animals, it is only suited for humane collectors. Anyone with Animal Empathy who knowingly collects animals for vivisection, arena combat or other purposes leading to pain or death for them would be violating me nature of the advantage and should be docked character points, и addition, certain types of traps - most notably the snare - are not suitable for use by anyone with this advantage.
Craftiness
Should there be an actual quest for a particular animal or an organized hunting party, the OM can determine the course of the hunt through a series of die rolls. He should first make a decision on the "craftiness" level of the animal - a measure of its ability to avoid traps and to outwit and throw off pnisueis. The craftiness level is used in place of IQ. Most herbivores (with notable exceptions like elephants, wild boars, wild buffaloes and primates) are not crafty; roll against their IQs - that is, if the animal's IQ roll is successful, it can do something clever trying to evade its hunters. If the prey is a cagier animal, such as a fox, wolverine, leopard or coyote, give it a craftiness level of 10 or more (this is usually indicated in the animal's description). Many man-eaters are extremely crafty and will circle back to hunt their hunters! The GM should simply play these at his own level of ingeniousness.
The hunt then becomes a series of Contests between the pursuers' Tracking skills and me prey's craftiness level. If the hunters use dogs, they can substitute the dogs' tracking abilities (generally 16 or 18) for their own. At any rate, when a crafty or dangerous animal is finally brought to bay, the encounter should be played out.

tichmg--
A successful Fishing, Naturalist or Survival skiU roll will teU me fisherman where fish are likely to be found - which streams, rivers, poods or lakes. In general, it's easier to find fish in shallow streams - there are fewer hiding places. Fish garner in concealed and shady spots, in pools and deep calm water.
For each hour of fishing, make a Fishing roll (Survival may he substituted). If the roll is successful, the fisherman catches V4 pound of edible fish, plus 14 pound per point below the needed die roll. If fish are especially plentiful, or if a critical success is rolled, twice as much fish is caught. If fish are especially scarce, or if the initial roU to locate the fish is failed, only half as much is caught. Any critical failure results in no more fish being caught that day.
Fish may be caught in a nnmber of ways-using hooks and lines, flies or lures, spears, knives, trotlines, nets or even bare hands. If equipment is not available, a Survival still roll will allow the fisherman to improvise from available materials. The fishing roll may I" at -2 or more depending on circumstances aid availability of equipment.

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Hunting and Trapping

Trapping..
Trapping animals is another way to gain food. Moa traps can be set in only 15 minutes by a skilled trapper. The traps should be checked at least hourly, as predators and scavengers will empty them if given (he opportunity. A successful Naturalist (or appropriate Survival) skill roll will pick up the signs of an animal's presence - tracks, runways, trails, dens and feeding marks-and will tell atrapper where test to set his traps. If this initial roU is failed, the trapper will be at a minus to his Traps sM for catching animals. Assess a penalty equal to the amount by which the initial roll was missed.
Each time a trap is set, the OM should roll in secret to deter-ЇиҐ whether anything is caught. Roll against Traps (Traps-5 if the trapper is city-bred) or the appropriate Survival skill of the trapper, and note how successful the roll is. The (tapper must have the Traps skill at a TL appropriate to the trap, or take the appropriate modifier. A failed roll means that nothing is caught
-but don't tell the players that; let ton check the trap to find out for themsdves. Critical failure means flat иҐ top goes off while being set, possibly injuring the trapper.
If the trapping roll is successful, the degree of success will influence both the type of animal caught and the tuning; in general, the better me roll, the "tastier" or more valuable the animal, and the more opportune the nming. The inost opportune time for an animal to be trapped would be just before the trap is next checked. The least opportune time depends on [he situation
-it might be many hours later if me PCs are in a hurry, or it might be just after they check a trap, giving a carnivore more time to raid it.
Any animal has a chance to notice a trap-roll a Contest of Skills between the trapper's skill and the animal's IQ, with the following modifiers: none if tfae animal is running; +3 if the animal is reasonably alert (the normal condition); +5 if the animal has cause to be suspicious. A cagey beast, such as a wolverine or an old man-eating tiger, will always be suspicious.
Types of Traps
Box Traps
Box traps are of many types: cages, boxes, sacks, even natural caves. The basic idea is that the animal is lured into an enclosure, after which the opening is shut behind it, blocking it in.
A primitive cage can be built out of saplings and vines with one end left open (4 hours to build a cage large enough to hold a lion, or 2 hoars with appropriate Survival Skill or Carpentry;
these times assume tools). Bait is attached to a trigger set at the back of the cage. The trigger can be a bent sapling (or a rope) barely secured by a cross-stick which releases a solid or baned door.
Anoflier type of box trap is me box propped up on a "figure-four" trigger; the box simply falls down over whatever set off the trap. This type of trap is limited to animals no bigger than large dogs - ue weight of the box makes it impractical for creatures any larger.
A natural cave could be used as a box trap by blocking the entrance after the animal enters; removal of dangerous animals can be tricky, though! Sacks can be used for smaller animals-this becomes a safe type of snare trap.
Deadfalls
A deadfall consists of a large tree trunk or other heavy weight set up to fall on any animal that passes under it. The trap may be

set in front of a den or across a game trail (sprung with a long string or rope, ў® bait is necessaty). The deadfall Bay also be baited wife a figure-four trigger setting off the trap. If properiy conslnicted.adeadfall is very humane, killmg the animal ahaost instantaneously. Deadfalls do crushing damage based on their weight (see p. B13I).

Pits
Pits require a shovel or some other digging tool; a pick is handy if the soH is hard. SeeOigguig, pp. B90-91, to determine the length of time need to dig the pit.
Pits are often larger at the bottom than at the top. making it more difficult for the animal to escape. Most pits are dug across game trails and covered with branches and brash or grass. Often, bait is laid across the center of the pit, or the prey is simply chased towaids it Elaborate "hedges" may be constructed, narrowing the path to the pit.
Pits are not always suitable for capturing animals alive - the fall can cripple or otherwise injure many animals. As a rule of thumb, animals smaller than medium-sized dogs will be unharmed by a fall into a pit just deep enough to hold them. The only larger animals which can be captured unharmed in pits are carnivores that spring on prey, or animals with sturdy frames (such as elephants).
Snares
A snare is a noose rigged to snap tight on the release of a spring trigger, strangling or holding the animal. It should be set along a well-worn runway or in front of an animal's burrow. Depending on the type of snare, bait may or may not be used. Snares are primarily for game animals; there is a high risk of injury in capturing an animal this way. Anyone with the Animal Empathy advantage should be docked character points for using a snare - it can cause an animal great pain.
Animals б “ be taken unharmed in snares, thongh, especially if the trapper is nearby and checks the trap frequently. There is a 4 in 6 chance mat an animal captured in a snare will be too severely injured to save. If the animal is left snared for more than an hour, increase this chance to 5 in 6.

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Hunting and Trapping

Side Nooses
A stick noose is useful for removing an animal from a trap, or for snaring an animal as it comes out of its burrow. It consists of a long stick or pole with a noose attached to the end. A Contest of DXis required to successfully slip the noose over the animal's head; the GM must decide if failure by the character results in the animal getting close enough to attack.
Once the noose is around its neck, even a strong animal can be easily controlled - lunging either toward or away from the stick-user will only result in strangulation. No ST roll is needed to control an animal unless it has more than twice the character's ST. In that case, have the player make a roll against ST to hold onto fhe stick during any break-away attempt. Failure means that the animal wrests the stick away. It will be a -3 DX as long as the stick-noose is attached, and there is a 50% chance that the

animal will eventually strangle if it escapes into the brush. Otherwise, the animal will eventually work the noose off. Critical failure means that the stick-noose falls apart.
Forked Sticks
These are not really traps, per se, But they are useful for catching snakes or small game animals. The stick can he used to
pin a snake to the ground by catching it just behind the head. A sharp fodicd stick can also be used to remove a squirrel or other small animal from a hollow tree. Impale the animal (damage:
thnist-3; mimmum: 1 pt.), pinning it against the sine of fhe hollow, and twist the sock. The fill and loose skin will be twisted around the stick, and the animal can be pulled out. This method is not very suitable for live capture.

Live fflpfnrp-
Animals may be captured alive for a variety of reasons. People who pay well for live animals include zoos, chaises, animal trainers, universities, emperors and other arena owners, government xenobiology agencies, breeders and eccentric millionaires.
Capturing animals alive can be more dangeroos than hunting to kill them; the hunters must show restraint, while the animal is under no such obligation. As in hunting, certain big game animals can end up hunting the hunters - subduing an animal without injuring it can be difficult when one is leapt on from behind!
There is an additional danger if the animals are being captured for training purposes: mothers. The young are the best animals for training; to capture them, though, die hunters may lave to face a furious mother, the most dangerous animal opponent there is. Also, the young are often well-equipped to take care of themselves, and can injure the unwary hmter when least expected.
One must be careful not to harm the animal - most wild animals injured while taken captive will not recover. For game purposes, assume that an adult animal which takes 10% of its tut points in wounds has a 4 in 6 chance of dying (50% chance for a very young animal) in captivity. An anhnal taking 20% of its Ut points in wounds has a 5m6 chance of dying (‰ chance for a very young animal), and an animal taking 14 of its hit points (‰ for a very young animal) in wounds will certainly die. There are exceptions; some species do not die as readily as others. If a player is certain that a particular species is adept at surviving captivity while wounded, the GM should require aim to research the issue between game sessions and bring proof to the next gaming session! в the meantime, allow his character to nurse the wounded animal.. .most animals would survive at least a few days, anyway. In the case of fantasy or science fiction animals, the Glit's word is final.
Methods of Capture
The animal must first be located. This can be handled by a simple IQ roll or, if more detail is desired, throiigh a series of Tracking skill rolls. Naturalist skill wffl tell where a given animal is likely to be found, and will detect signs of its presence in anarea.
Capture methods range from modern and fBtnristic sleep gas, tranquilizer and stun guns, hypno-darts, steel cages and cattle prods to primitive pits, snares, lassos, trip-ropes, nets and box traps. Hopefully the players will come up with additional ideas of their own - the GM should reward creativity while holding plausibility in mind.

Tranguiluers
Tranquilizing an animal takes two rolls; one to hit the animal, and one to see if the tranquilizer worked.
Tranquilfcers, per se, are a 20th-century development. However, any of the poisons used by primitive man for hunting would usually cause unconsciousness before death; the hunters tracked me animal and killed it with hand-weapons as soon as it went down. Treat such primitive poisons by using the poison (p. B132) or venom (p. 50) rules.
Tnetranquilizers used nowadays arc also capable of causing death in too strong a dosage. The dosage must be balanced to the mass of the animal, and differs with age and physical condition even within a given species. It is better to err on the side of caution; use less rather than more, and put in a second dart if necessary.
A successful Veterinary or Animal Handling skill roll is needed to judge the proper drug and dosage for a given animal. None of the tranquilizers has an instant effect; time runs froa about ten seconds to as many minutes. A second successful skill roll is required to judge in advance the length of time before me tranqnilizer wffl take effect, or to tailor the dosage for the desired effect. Larger animals will always take longer to fall; very small animals will be affected within a minute.

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Hwiting and Trapping

A failed roll will kill the animal, not put it down at all or put it down for less or more face than desired (see below). Depending on species, adanedanimal will flee or charge as soon as the dart hits, and keep on until the drug takes effect-if it notices the dart at all.

TrcrnquiUserGuns
Bows, blowgias, crossbows and air rifles have been used for tranqiiilizmg, but the most success has been with big-bore (.450 caliber or  ®ЈҐ) single-shots such as the Martini-Henry. These guns are loaded with a light powder charge so as not to damage either the dart or the animal. Tranquilizer darts cost ten tunes as much as ordinary cartridges. Anyone with both Veterinary or Animal Handling and ЂЇЇ®иг at the right TL can make his own. Don't bother with a success roll; the chance of failing at loading such a round is one in many thousand.
The dans can be loaded with tranquilizer as the cartridges are prepared. They cm men be carried to the field and used like any other ammunition. Or, the cartridges and a supply of tranquilizer can be carried to the field, and the dans filled once the animal has been found. Pre-loaded darts give a -3 to the tranquil-izing success roll, since they are not notched to the particular animal (-5 if there is a great disparity in species-darts prepared for pronghom and used on hippo, for instance). Darts loaded in the fleld taife 30 seconds to prepare.
Tranfluiliang ammunition is a short-range pioposition. It has terrible ballistic properties, and the dart won't stand the shock of high velocity. Range for bows and crossbows is halved when using tranquilizer darts. Tranquilizer guns have the following game stats: pistol - SS 10, ЂбҐ 2, VS> 20, Max 50; rifle - same as pistol except that is has SS 12 and Ace 11. Half-damage stats are given only in regards to accuracy since damage is based ou the tranquilizer used.
’ЇЁйи© Ј Failure (roll 2 diet)
2 - Animal dies instantly.
3 - Animal falls unconscious, dying in 1-6 minutes.
4 - Animal falls unconscious; will die in 10 minutes unless someone make a successful roll against Velerinary-2 to recognize me problem and improvise CPR. Assess a further penalty if the animal is inconveniently large; if it's a large dinosaur, emergency aid is simply impossible.
5-Animal falls unconscious and remains out for 1-6 days,

losing 2 HT daily due to starvation and dehydration. Death may result.
6 - Animal falls unconscious and remains out for 2-12 horns, losing 2 HT.
7 - Animal falls unconscious, but has a bad drug reaction;
make a roll against HT. On a failed roll, treat as H above;
otherwise, no extra effects.
8 - Animal stays up for an wneasonable amount of time - three times normal maximum (or shooter's best guess) - but then falls.
9 - Animal is extremely groggy (-3 to DX), but does not fail. Makearoll against HT for the animal eveiylOminutes; the animal recovers 1 DX for each success, until totally recovered.
10 - Animal is slightly groggy (-1 to DX), but otherwise unaffected. Animal recovers as for *9. 11,12 - Animal is absolutely unaffected.
Other Methods of Capture
Blowpipes and Bolas are used with the appropriate skills; see P.B49.
Cattle pmis do no real damage, but can cause intense pain. Most animals will try to get away from the source of the painful sting, aod can thus be herded. Some, though, will him and attack (he source of their torment,
Lassos and Nets are used with the appropriate skills; see p ‚џ.
Sffiofe can be used to flush an animal from its den.
Trip ropes require constant supervision to be effective; they are usually used with nets. A rope is stretched across a path, either taut or manned by one or two people, and game is chased toward the rope; hedges are often constructed to channel the prey. The animal will usually be tripped by the rope, and netted after falling.

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Hunting and Trapping

Transporting Animals
Anyone wishing to collect animals must give serious thought to containment, transportation, rood and water.
Transportation may mean a cage, wagon or simple leash arrangement. It may mean native porters, teams of oxen, an all-terrain vehicle or a starsbip. It will certainly depend on me resources available m the area.

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

Ponst:
Insects
Skunk
Mnskrat
Mice
Chipmunks
Small Birds
Squirrels
Martens
Weasels
Foxes
Beaver
Porcupine
Raccoons
Opossums
Rabbits
Grouse
WildTuiteys
Moose
Ducks
Bears
Wild Boar
Deer
Plains:
Insects
Mice
Hawk
Jackal
Ground Squirrels
Prairie Dogs
Rabbit
Badger
Grouse
Ostrich
Zebra
Antelope
Bison
Arctic:
Mice
LemnuQBs
Ground Squirrels
Small Birds
Owls
Foxes
Wolf
Bear
Hare
Seal
Caribou
Ptarmigan
Canada Geese
Mountain:
Insects
Vulture
Mice
Chipmunk
Pika
Small Birds
Foxes
Bagles
Marmots
Hares
Ptarmigans
Mountain Goa
Mountain She<
Elks
Bears

Desert:
Insects
Vultures
Mice
Small Birds
Lizards
Snakes
Fox
Hawk
Rabbit
Quail
Antelope
Deer
Ocean Beach:
Insects
Mice
Small Birds
Pelican
Sea Gull
Sea Otters
Seals
Clams
Oysters
Cobs
Lobsters
Sea Turtles
Whales
Game Annnaic-
The following lists give some idea of what sort of game can be bagged in various habitats. Should players forget mis information, an appropriate Survival roll will let the character remember "hat's available and how to try to catch it. Hunting, Trapping or Survival skill may be used to By to catch an animal.
For small animals, assume enough are caught for one meal. All animals listed are nutritious, in the sense that tney will keep a human being alive. The GM should determine by how nach the Hunting, Trapping or Survival IQ roll is made, and consult the chart for the correct biome. The animals are listed in roughly increasing palatability order, so an extremely good IQ roll de- serves something near the end of the list. In some cases, the low rating is because the creature is difficult to prepare (small birds, for instance, have many small bones). In other cases the higher listing refers to an animal more difficult to catch, such as guinea fowl. Fish are not listed.
It should be noted, however, that this is all a natter of taste. There are African tribes mat relish grabs, dogs are a delicacy in many countries, the French eat snails and some vegetarians mink the whole list is inedible. There are survival manuals that claim skunk meat is better than venison and snakes tastier than chicken. Any of these animals will keep you alive in an emergency, regardless of how you feel about the taste.
In any of the species listed, old males will be tougher and less palatable than younger or female animals. This is especially true in rutting season for animals like moose, when the excess hormones coursing through the system leave a foul taste. The nutritional value is still good, however. It is advisable to carefully cut out the scent glands in animals like beaver, skunks and muskrats before cooking mem!
Note that animals listed in a given biome might be foimd in a specific area. For example, many of the plains animals are African or North American only, and wouldn't be found on the steppes of the Ukraine.
Jungle:                   Swamp:
Insects                      Insects Kites                       Mnskrat Bats                        Frogs Mice                        Mink Small Birds                  Small Birds Squirrels                    Snakes Jackals                      Otteis Lizards                     Wildcats Snakes                      Wading Birds Wildcats                    Beavers Anteaters                    Raccoons Monkeys                    Rabbits Sloths                       Duck Wart Hogs                  Bear Antelopes                   Deer Deer Guinea Fowl

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Hunting and Trapping

9    ANIMAL * COMPANIONS

Often, animals are portrayed in campaigns as being either mortal dangers or food. Unfortunately, this excludes a whole gronp of animals that can add an extra dimension to the campaign. For what is the adventurer without his trusty steed, or the mage without his familiar?
This chapter covers the training and use of various types of animals as companions. Magical "familiars" are not covered in depth, hut detailed information can be found in GIOWS Magic, on pp. 10S-106.

Animal Companions
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Traming ========
The length of time needed to ttain an animal is given by the table on pp. B143-144. The training times given there are generous to the players; don't shorten them.
However, rolling against Animal Handling every day can become quite cumbersome - the average well-named dog would require 360 successful rolls! To speed up die process, by rolling for 10-, 20- or even 40-day blocks of time.
A failed roll indicates that the whole block of tilne was a loss, and must be repeated. Also, if rolling for 10-day time blocks, a roll of 16 indicates one bad failure, 17 indicates two had failures and 18 indicates three. For 20-day blocks, had failures start at 15, and for 40-day blocks, they start at 14!
A badly failed roll means that the trainer was attacked-it's up to die GM whether he is injured; he may want to roleplay it. At the GM's option, a badly failed roll may also mean that the animal is assessed a penalty to its Obedience modifier (see below).
Animal training is much в®" effective if done through love, trust and mu-. tual respect than through fear, bullying and physical domination. GMs should take note of the trainer's character: Bad Temper, Sadism and Bully are all poor disadvantages for an animal trainer to have. Any animal trained or owned by such a person will eventually rebel. Whether this means simply making a break for freedom or attacking its master depends on the species and the situation. At any time of stress, make a reaction roll at-3 (plus or minus any Obedience modifier) for the mistreated animal.

Hiring a Trainer
Professional trainers can be hired (treat as finding a Hireling, p. B194), though they are rare in most Tech Levels - finding one will usually be ata-2 or more penalty. Cilies with arenas are likely to have trainers, but any carnivore trained by such a trainer is likely to turn on its owner - assess an Obedience modifier of 01 least -1. Nobles will often have trainers and handlers to care for their horses, hounds and falcons. In the modem world, Hollywood has a few good animal trainers - and afewhadones.
In general, an animal trainer has an Average Job, earning $40xlevel of his Animal Handling skill per month, or $30x skill level per inonth ror smEUi aBimals (smaller than the average dog). It is usually a freelance job, requiring a minimum stall of 12. Success rolls are based on Animal Handling sldll-2, and critical failure means 2d damage and loss of a month's income (3d and 2 moflths'income on a natural 18).

Obedience
A trained animal's obedience to commands will depend on how well it has been trained. This will be represented by an Obedience modifier - the better the modifier, the better the training. The Obedience modifier can be either positive or negative, and modifies the owner's Animal Handling skill whenever be tries to get the animal to obey a command.
It is ap to the GM to determine a trained animal's Obedience modifier- this number should generally range between +3and -3. If the animal is being trained by a PC, the PC should roughly describe how he intends to go about the training. The GM can then determine the Obedience modifier accordingly, taking into account Animal Bmpathy, disadvantages such as Sadism or Bully, and any particularly good or bad die rolls.
If a character purchases an already-trained animal, иҐ Obedience modifier will affect the animal's price, to general, each point of Obedience modifier win adjust the price by 10X. Thus, a dog with an Obedience modifier of +2 win sell for 20† over "list price." Remember that unscrupulous merchants may ny to pass animals off as being better trained than they actuaUy are!

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Animal Companions

Pets and Trained Annuals ==========
Many players will waul thdi characters to have trained animals as pets or companions. This allows for some interesting gaming possibilities, and can be a lot of fun; again, remember that (heseammals are controlled by the GM. Most animals will require a certain amount of care and attention; see below for specific notes about different types of companions.
Any time that a player "ants his animal companion to do something wMca is not routine, an Animal Handling skill roll is called for, at default if need be. Fetching the morning paper is fairly routine and should not call for a die roll, but retrieving an item dropped down a nrine shaft would definitely require a roll. Add the Obedience modifier (if any) to the PC's Animal Handling skill when woddng with a trained animal.
Remember that trained animals are controlled by the GM; if a player is consistently using his animal companion as an un-paid-for advantage, the GM may be called on to balance things. Perhaps the animal will ran away, or balk at its commands. Bear in mind that curiosity is a powerfnl force
in most jHi'mak^ often getting them into trouble. How often are dogs stuck by poroipine quills or sprayed by sfaints simply because they stuck theit noses somewhere they shouldn't have? Also, animals often have little dignity (except cats, who have too much). How often has a dog embarrassed his master in front of his friends?
Dogs
Dogs require attention more than actual care; my dog that doesn't get its daily quota of affection will become less effective. This may mean having the dog disobey commands, losing a reaction toll bonus or actually losing it to someone who offers it more love than its current 'owner.
Most dogs which are likely to go on an adventure can hunt for themselves, though they may get into trouble doing so. The GM makes a generic sensing roll of 14 for the dog to locate game, then a DX roll to catch it. Critical failure in either of these rolls means the dog is in trouble. This could mean mat it has come across a large carnivore, skunk, porcupine or swam of angiy wasps, bi such a case, the owner may have to rescue his pet. Critical success in hunting means that the dog not only fed itself, but brought back one meal for its master.
The OM and players should use (heir own experience as a guideline of what a dog is capable of doing. The dog's obo-dience and training levels should also be taken into account. Large dogs (labra-dors, Huskies, Wolfhounds, St. Bernards or German Shepherds, for example) can cany packs resembling saddle bags, but 10 Ibs. encumbera them and reducesDX and Speed by 1. A load of 20 Ibs. reduces DX and Speed by 2, and 30

Ibs. by 3. This is me heaviest practical load that dogs can cany, though they can haul much heavier loads, especially in teams. See p. B145 to determine how much a dog can drag or pull.
Cats
Cats usually don't travel well, though there arc exceptions. Cats have learned to like ships and wagons, and some have evea enjoyed travel by horseback. They won't walk ©Ј during the day, though, and mages with cat familiars had better think about transport*
Cats actually have an IQ of 5, but can only be trained as an IQ 3 animal. They are capable of more intelligent actions; they just won't do them on conmiand. Cats are quite independent, generally doing as they please.
They require little care-not even feeding if allowed to roam -but are not above pestering their owners for food. Sometimes they'11 even let someone pet them or scratch their cars. They are

basically nocturnal, but will change their habits to be with humans more. Cats spend a good deal of their time sleeping.
Cats can hunt оЈ themselves, usually at nigh- No roll is needed; cats evolved from solitary hunters (dogs evolved from pack ammals), and arc highly skilled at catching food and staying out of trouble. They may bring back dead mice as presents for their owners, but won't usually supply any useM meat.

Other Pets
Other pets will require both care and food, and often transportation and a cage or leash. The GM must be guided by corn-mon sense, as it is beyond the scope of this book to cover all possible pels! Possibilities include monkeys, gerbils and other rodents, falcons and other birds, lizards and snakes. Certain pets (notably snakes) will evoke a negative reaction from some people.                i
Hoises
Horses can be docile and extremely loyal. They б ў also be nasty-tempered; a trained warhorse may attack anyone who approaches it other fhan its owner. Theycanbeeager-to-pleaseor stubborn. Most horses are stupid - beautiful, but stupid. They will allow themselves to be worked to death, and when extremely thirsty can drink niemselves to death if aot prevented.
Two stallions in the same parly may fight if not restrained by their handlers, particularly if a mare in heat is nearby. Medieval war horses are usually staffions and require at least oae groom or page for every two horses. Only a fully-trained њ®оҐ (up to its IQ level) will be suitable as a warhorse; others wffl bolt - see Animal Combatants, (p. 74). Horses - especially race horses and thoroughbreds - can be extremely high-stnmg, and are easily spooked. Flight is their natural response to anything unusual or threatening. An Animal Handling roll at -3 is necessary to soothe a personal horse;-5 to soothe a familiar horse;-7

to soothe a totally unfamiliar one. These penalties nay be even higher if the horse is particularly high-strung.
Horses are IQ 4 for training purposes. A GM nay wish to allow a well-trained horse to do anything he's seen a movie horse do. Granted, this is stretching the limits of reality, but then that's what games are all about.
Horses require a mmimum of one hour of care per day. Before a horse can be ridden, at least 15 minutes must be spent getting it ready - putting on the saddle and bridle and so forth. At the end of a day's riding, a horse needs 45 minutes of brushing and rub-down. During the day, it wffl require a 2-3 hour break for rest and foraging. This time is aheady figured into the travel limes on p. B187 - riding the same horse all day wffl get one little farther than walking will. Having a string of horses wffl allow one to travel 20-30X farther than on foot.
Horses must be well and regularly fed to maintain condition. Horses doing light work (1-3 hours per day) should be fed ,5 % of their weight in gram and 1 to 1.25 X of their weight in hay or forage. Thus, a 1,000-lb. horse, worked lightly, needs 5 Ibs. of grain and 10-12 Ibs. of hay or grass per day. Hones doing medium work (3-5 hours) should be fed 1 % of their weight in grain and another 1 " in forage. Heavily-worked horses need 1.5 % of their weight in gram and 1 % in hay or forage. Thus, a 1,000-lb. cavalry horse needs 15 Ibs. of gain and 10 Ibs. of forage daily, or performance declines. Ponies and draft horses only need “4 as much food due to their efficient metabolisms. For its full radon, ahorse needs 1 hour to eat its hay and graia or 6-8 hours to forage mgood vegetation. On average, horses need 10 gallons of water daily.
Grain-fed horses have more speed and endurance than grass-fed horses; gram is more efficiently processed by the digestive System. Two Ibs. of oats or other grain costs $1; grass and hay can be assumed to be free.
Fatigue for horses is figured as for humans (p. B134). If a horse gets less than a full ration of food, but at least half rations, fatigue increases by 50%. Less than Ё rations doubles fatigue, and no food at all triples fatigue.
When traveling, horses should be hobbled or picketed at night to prevent straying, though this makes them more susceptible to predators. Large carnivores find them quite tasty.
Domestic Animals as Companions
Most adventurers will not want to bring a herd of animals with them, wifh the possible exceptions of horses and beasts of burden. Cowboys on a round-up brought an average of six horses per man - they changed mounts every few hours. This allowed the horses time to forage and to rest, saving grain expense and preventing injuly from overwork. Pioneers headed across the Western plains would bring along three teams of oxen per wagon, if they could afford them. Nomads often drove herds of goats or sheep with them as they traveled.
If adventurers want to do this, fine - but they will either need to hire a full-time caretaker (the cowboys' method) or spend a lot of time caring for the ammals themselves. A horse requires an hour of care each day if ridden; only 15 minutes if not ridden. A horse that has not been ridden for a month will become oraery if someone tries to saddle it up again - give it an Obedience modifier of -3, and require Riding rolls twice as often, until ridden for 3 days.
Oxen, camels and other beasts of burden require 15 minutes care each per day. All herd animals will need to forage most of the day, though they can do this while traveling if the vegetation is appropriate. Any herd of herbivores wffl attract carnivores;
the PCs will need to be on their guard, especially at night.

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Animal Companions

WHd Animals as Companions
Certain wild animals can mate good companions, though there are always uncertainties. Leashes are strongly recommended; one never toows ifs wUdamnial will return ifgiven its freedom for even a snort while. Make a reaction roll (modified by the Obedience modifier) every timed" wild animal is out of sight of its owner - Ott a result of Bad or worse, me animal doesn't come bade. This roll will always be necessary-the call of the wild lurks in the heart of every "fid animal, though animals raised from infancy get a +2 to their roll. An escaped animal can be tracked down; one us has not lived in the wild since infancy will probably leave an easy trail. A successful Animal Handling roll (at-1 per day the animal is free) is needed to coax the animal into returning to its master.
Most people will react at-1 to anyone traveling with a wild animal, uniesstheanimaliscagedorotherwiserestraiiiea. There is also the question of how the animal will react to strangers. Make a reaction roll each time a stranger is met, with the following modifiers: -2 for a crowd (12 or more people), -2 for open hostility, +2 for calm friendliness OB the part of the person. If the reaction is Poor or less, the annual will try to attack (or flee from) the strangers. The owner must make an Animal Handling roll to restate it, and may have to exert physical force.
After three successful reaction checks for lone individuals, the animal is considered to have adapted to the presence of people-one at a time, mat is. Three successful reaction checks for crowds are needed to acclimate the animal to crowds. No flintier checks are necessary unless people become threatening.
Training carnivores to be attack anitnals is risky, especially if they are trained to attack humans. Bloodlust can be aroused, the animal can forget its docile nature, and wanton killing can result. If such an animal escapes, a dangerous man-eater may be created. Treat a wild animal that has been trained to fight as if it were a modified Berserker after any combat, make a reaction roll (modified by the Obedience modifier). After three success-fill checks, no more are needed unless the owner starts (or continues) to abuse the animal,
Among the great cats, only cheetahs and ocelots train well. Any reference in a medieval source to "hunting leopards" actually refers to cheetahs. Assess any other great cat at least a -1 Obedience modifier.
Animal Combatants
The GM runs all animal combatants - trained animals that fight for their owners. If the animal was specifically trained for combat, it is mnch more likely to fight than one trained for other purposes. Most animals trained for combat do not get any bonus to hit. The animal already knows how to fight, it is learning to fight on command. There are exceptions, most notably dogs. Certain police and military trainers train dogs to attack in specific ways, at specific body areas. If a player is willing to pay 50% above the normal training costs (or take 50% more time to (rain), adog can be trained to attackaspecific body pan (usually the weapon arm) at +1 to hit, minus the normal bit location modifiers.
An animal that has not been trained for combat requires its owner to make an Animal Handling skill roll at-5 at the start of each battle. A failed roll meals oat the animal doesn't obey commands - running away, freeing or attap^g indiscriminately. An animal nailed for combat sail requires this roll before its first battle. The second battle wffl be at-4, the third at -3, and so on, until the sixth and following battles will be at straight Animal Handling skill. These rolls are also modified by the Obedience modifier.

If the handler and animal haveawell-rehearsed technique that they always use, no further die rolls are necessary; the animal does what it is commanded to do. If the player wants the animal to do something out of its regular routine, but with which it is familiar ("Roscoe, fetch that spear!"), an Animal Handling roll at DO minus is required. If the player wants the animal to do something complex ("Siniba, chase the wolf over that way!"), a roll at -3 is required. The GM is free to have the animal misinterpret vagne or poorly phrased commands.
Pointing, in combat time, counts as an action. Time delay is another strong possibility-the animal may require a second or two to figure out what its handler has in mind. The QM has the right to state, ' 'The dog's action is to concentrate," wheneverhe feels that the dog needs time to digest the conimand.
If an animal (especially a dog) feels that its master is threatened, it may choose to protect him rather than obey his commands. A character may need the animal to fetch a magic item or potent weapon more urgently than he needs the animal's teeth protecting him, but the animal might not understand this. The GM's ruling on how an animal acts is final.
Familiars
Familiars are animals or spirits which attend and serve wizards and mages. Many different animals have been presented as familiars - so many mat the mage can choose just about any type. Cats, toads, bats, lizards, crows, flies, hares, snakes, owls and dogs have all been rumored familiars. Rules for creating and GMing familiars are covered extensively in GUSPS Magic on pp. M105-106.

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CREATING   Q ANIMALS   v

Eventually, someone will have this book memorized - Ё always happens. Instead of being surprised and concerned when a creature is encountered, players will set about killing it in a very business-like manner - even if their characters have never seen it before. This takes some of the thrill out of the game. Making up new creatures is an enjoyable way to fix that problem for campaigns not solidly fixed in the real world.

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Creating Animals

There are a number of factors which will affect how an animal interacts with its environment, where it fits into-the food chain, and (of most concern to its potential opponents) how deadly it is in combat. The GM should try to strike a balance when creating a new creature, giving it both strengths and weaknesses. A creature which has no weaknesses is no fan to encounter, nor is it particularly realistic. The following are some - though nowhere near all - of the factors to consider:
ST: The most important effect ofST is on damage, unless the OM is creating a beast of burden. The chart on P. B140 determines the amount of biting damage done by a carnivore - for herbivores, use half ST. Most carnivorous animals do cutting damage when they bite; some of the larger ones do impaling. Most herbivores do crushing damage. In general, use this chart to determine the amount of damage an animal delivers with its claws, also.
ST is very important if the animal attacks by grappling or slamming. Any attempt to choke is rolled against ST, and any attempt to break free from a grapple or to avoid falling after being slammed is a Contest of ST. The exact ST must be known if the animal attacks by grappling or slamming. For other animals, the damage amount may be all that is really important - it's not necessary to know me precise ST.
ST also determines how much weight a beast of burden can carry (see p. B145).
OX- DX determines how likely the animal is to hit when it attacks. Most carnivores do not suffer any penalties to hit due to lighting or bad footing, nor are too many concerned with aimed shots to the eyeslits. Thus, there is no need to increase an animal's DX - as a fighter will boost his combat skills - to overcome such minuses. Be careful in assigning high DX to a creature with high
Creating Creatures Quietly
The guidelines gives ia this chapter can be Bed to create иҐп creatures in detail, taking into accomt their abilities and hab-its. Bat what if you're in a harry? Your science fiction explorers have just landed on a strange new world, and yen need a creature to Ihrow at them now.'
There Is a very ample method of creating a new creature when you need one oa the spur of (be moment. Find the habitat in this book most closely resenibliiig the one through which the PCs are traveling. Pick an animal in that section which seems to fill thesame ecological fancnon as the creature that is currently needed. Radically change me description and use the listed stats, either unaltered or with some minor changes. Vaila! Instant unknown monster!
The players will lave only a small clue as to winch animal's stats you are really using (remember that different gravities and pressures can even change the size of comparably strong animals), and will be uncertain enough to accurately roleplay their characters' unease. If you tale the tune to do this before the game begins, and make up a few creatures of your own as wen, the players will never even know you're doing it.
While this system cannot replace the satisfaction of creating a new creature и all its complexity, it should help get you through the rough spots.

ST. An animal with both high DX and high ST can be extremely deadly
- especially if it grapples. Once a high ST creature has someone grappled, there's no breaking away, short of death - just whose death depends on the PC's friends!
ADXofl5+ should be rare in a large carnivore. Exception: if the acceptable prey is limited to a small number of species whose DX is also 15+.
IQ: In a very real sense, every animal species is an intelligent one
- truly non-intelligent species die out. Each species has instincts and behavior patterns which make it well-suited for its niche.
IQ is important for annuals in determining trainability and for resisting Magic and Psionics. Otherwise, it plays little role in the life of a GURPS animal. Very few creatures in this book have IQs over Ў- above that is bordering on sapience.

Creatine Animals
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HT: Many animals will have two numbers far HT - the first is the "health" that the animal rolls against, while the second is the "hits" that it can lake. Most wild animals are fairly healthy (represented by the first HT number), in the 12-17 range - the weak and sickly tend to be weeded out by nature. Herbivores tend to be less susceptible to disease and to recover more quickly from wounds than carnivores, so their "health" is usually a bit higher.
"Health" affects the animal's chance to recover quickly from a stun; its ability to resist knockdown; its resistance to certain spells; and the rate at which it recovers from wounds (though most PCs don't worry about that part of an opponent's makeup).
"Hits" are based on body size and stamina; usually, the bigger the animal, the tougher it is to kill. "Hits" also affects the  ¬¦  recovered from wounds - see p. 57. When creating a new creature, the GM may want to take into account the amount of damage done by the PCs. If they are doing 3 dice per shot, he might want to beef up the animal's "hits" to make for a more challenging fight
PD isidDR: These are as important to animals as they are to humans. The PD of an animal is usually based on the deflecting quality of its hide or coat. The fur of a short-haired mammal won't deflect a blow at all, while the longer fur of an Arctic creature might: PD 1 or 2. An extra forelimb might add I or 2 PD by being used as an extra level of defense, and beating wings might make it hard to land a blow straight on. The hard armor of a turtle or giant insect is worth PD 2 to 5, depending on the angles, cnrvatnre, slope, and so forth. Quills can offer PD 1 to 3.
DR will range from the 0 of most dogs, to 1 or 2 for thick-skinned mammals, to 3 or 4 for thick-skinned reptiles, on up to 5 for turtles and other heavily-armored creatures. A DR of Ў is probably the upper limit for natural creatures.
Move and Dodge: Most animals' Dodge is equal to half of Move or half of DX - whichever is larger - 10 being the maximum. Occasionally a GM may wish to make a creature a specialist at defense: its Dodge equal (or nearly so) to its Move. This should only be true for defense specialists: a ferocious attacker is usually not a great defender, tending toward all-out attack methods.
Move will determine the combat order in which an annnal strikes, and whether it can overtake (or escape) the party of adventurers. The average unencumbered human nms 5 yds/sec (swims 1 yd./sec). This should be used as a basis for comparison when setting an animal's Move score, or a creature that is similar и speed can be used as a template. Most cats will be faster than canines, though canines are better long-distance runners; herbivores whose primary means of defense is flight will be faster yet.
Reach: Many animals attack only in close combat. This has the advantage of putting them in close where the prey (or PCs) are at a disadvantage. Some creatures are large enough to kick or strike at one-hex reach. Ranged attacks are
Knowledge
Knowledge is the PCs' best defense. The more Ihey know about a creature, flie more likely they are to emerge alive from an enconnter. The less they know, the more deadly the creature is liable to prove. Thus, when running a creature - whether it's one from this book or one of your own design - you should consider how much you want the players to know about it.
Science fiction spacefaren wouldn't know anything about a new life-form except what they could guess from its resemblance to known creatures (a inouthfal of 3-inch-long, sharp pointed teeth does not denote a grass-eateri). Medieval or modem adventurers might have some information - maybe even too much - and some of what they know might be wrong.
There are many ways to give hints and clues: rangers, bartenders, toners, ni-mors, gossip, dusty library tomes, old wives' tales, bards' lore, even children's nursery rhymes can give a clue that could save a. thinking PC's life - or lose it if the rumor is false ("What do yon mean silver doesn't woric against vampires - didn't that old priest say it did?").
A whale party can be destroyed by one gumberooif they don't know its weakness. They can be killed just as easily by an animal yoa create. Before yon condemn yon-PCs to a goiy death, think of some w"y to impart at least a hint of how to survive. Maybe an old torn manuscript or an old worn traveler - trite, but fan.

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Creating Animals

very rare, usually limited to teastic creatures; these animals can be extremely deadly unless some oflsettmg weakness is provided.
SwsmgAWWes: Most animals are better at sensing their environment than humans are. This is handled by the use of a generic sensing ability of 14 - the animal makes all Vision, Hearing and similar rolls against a base level of 14, rather than against IQ as humans do. In creating an animal, the GM may wish to note appropriate senses and their specific levels. For instance, bloodhounds have weak eyes (Vision rolls of 9 or less) but keen noses (Smell I&).
Some of the ways animals sense the world around them are through light, sound, vibration, chemicals, pressure, radiation, magnetism, gravity, electricity and temperature. Some fantastic and science fictional creatures have other sensing abilities-including magic and psionics.
Radiation is the same basic energy as light, only in different wavelengths - some snakes, for example, can sense infrared rays. Other radiation senses might detect ultraviolet rays. X-rays or gamma rays. This can especially make a difference in science fiction campaigns.
Pressure in humans is largely limited to touch, though our hair can also detect changes in air currents. Some animals have a much more highly developed sense of pressure: fish can sense movement in the water around them, and insects can feel the air pushed by someone's hand as it descends to swat them. A predator which uses pressure to track prey (such as do certain eyeless cave animals) would cancel any PD bonus that a person receives for being invisible - as would a creature using ultrasound, such as a bat.

Vibration is the same stimulus as sound, interpreted by organs other than the ear. Snakes are deaf yet can detect motion through ground vibrations.
Chemical sensation is usually called smell and laste. Animals with acute smell are not at as much of a loss in the dark as are those limited by vision. A dog leaving a well-lit house at night trots right out; no need to wait fer its eyes to adjust since its nose is what guides it anyway. A cat will crouch by the door
SpecialAbilities
Bare unto; Extra legs б ¤ иЁҐ Ґ speed and/or stability (no minuses oo uneven (main, pluses to ST in slams). Extra aims (or forelegs) can increase combat abilities - perhaps allowing two attacks per turn while still being able to defend йЁи „г. Extra limbs can also Ёо›Ґ prehensile trunks and tails.
Tentada: Tentacle! are extremely nmscular limbs. They can actually support some weight on land (aquariums have reported octopi escaping from their tanks across Ine floor!), and are excellent grap-plers. Assign each tentacle a value of ST for graBpIng parposes. They don'tasually do damage, but are used to drag the victim to the crcatare's mouth. The mourn will usually hare a tearing anility (beak or teeth), ihoagh a digesting add or venom are other possibilities.
Pincers: Pincers are graspers which sometimes do daniage, usually crushing. Assign each pincer a value of ST for both daniage and grappling purpose". A scissors-type limb could evolve asaweapon-don't me it for grasping, though.
Venom: Most animals that deliver venom do not have a powerful attack b brute force terms. Asnake's fangs don't do any significant apwiint of damage - just enough to pierce the skin. Most existing poisons wo* either by digesting cellular walls or by disrupting neurological processes - other types are certainly possible! Yon may use any of the existtng poisons (see p. 78) or create your own. Be sure that the players have a way to save themselves somehow, or at least allow them a roll against HT to minimfa'ft damage.
Ctamsflay. Many creatures have natural camouflage, allowing them to hide from predators or lie in wait for prey. Such animals can be difficult to spot, even when withinafew feet of them (IQ roll atahefty minus).
Electrical argons: Some fish and eels have developed the ability to generate electricity - used for direction-finding, of-fense or defense - and can release a powerful jolt which can stun or kill. Salt-water creatures usually generate a lower voltage than fresh-water creature! - "alt-water is a better conductor, so they don't need as much voltage. A land animal ought conceivably evolve such organs as wen, shocking any predator that touches it.
ra^h: In general, flying animals have a distinct advantage in both speed and height. The exception to this is if there is a low ceiling or no space for wingspread- often flyers are very clumsy on the ground.
Advantages andSkitts: Animals may be given certain advantages and skills. Acute Senses, Peripheral Vision and Stealth are good examples. See p. 53 for other possi-
LH1..
®и®Ґў..

Creating Animals
_78_

just outside for a few moments - it needs to allow its highly developed night vision to adjust to the light differential before venturing out.
Certain birds have magnetic field detectors in their ears, possibly for migratory purposes. This is harder to visualize as being usefiil in gaming terms, but there are possibilities in science fiction. Magnetic and gravitational detectors would be very usefal to deep space (vacuum) creatures!
Gravitational detectors more highly developed than the human inner ear might result in better balance (squirrels on a telephone wire), better climbing ability, better cornering abilities (perhaps 2 hex-side facing changes at no cost), quicker recovery from fills (always lands on its feet - Ё damage from felling), and so forth.
Creatures which can sense electric fields (mostly fish on this planet) would seem to have an enormous advantage in hunting highly-developed creatures - all Terran neurological activity is electro-chemical in nature. Again, science fiction possibilities abound.
Finally, animals that use temperature to hunt their prey (snakes again immediately come to mind as an example) are not hampered by poor lighting or other seemingly adverse conditions.
Aggressiveness: This determines how likely the animal is to attack, and with what ferocity. Most animals will attack humans only if desperate or provoked. A few species are known nan-eaters, however - crocodiles and certain cats, for instance. Most herbivores will flee. Give aggressive animals a negative modifier - say -3 or so - when rolling to determine reaction. Timid animals will get a similar positive modifier.
Tactics: Most creatures use distinctive offensive and defensive tactics. These tactics are generally instinctive and a fundamental part of the creature's nature. Examples of offensive tactics include: pack tactics (wolves and other canines);
attack from ambush (crocodiles and many cats); attack by chasing prey into an ambush (lions use such teamwork); spreading out over an area and calling to each other when prey is sighted (some canines); and going for the throat (cats).
Defensive tactics include such things as flight (most herbivores); posting sentries (baboons and herd animals); forming the herd into a circle with the large males facing outward (musk oxen); climbing trees to escape predators (monkeys, squirrels); bluffing with defensive displays (the monitor lizard's hissing and puffing itself up); and use of defensive weaponry - sprays, quills, horns, and armor (skunks, porcupines, antelope, and turtles).
Number: Most species will be found traveling in certain numbers - solitary cats, canines in packs, herds of herbivores and so on. Other possibilities include a swarm of rat-size creatures, a horde of wasp-size creatures or mated pairs. The i number of creatures encountered is usually a trait of the species.
Abundance: The GM should also consider how abundant the animal is - how common it is within the habitat. This will determine how frequently it will be encountered.
The food chain follows a pyramid, with the number at each step being smaller than the number in the step below it. Thus, herbivores will be more common than predators, and small predators will be more common than large ones. The largest predators will be die rarest animals of all.
Љ has been estimated that it takes almost 800 Ibs. of plant food to support 60 us. of moose; 60 Ibs. of moose will support 1 ‹", of wolf. Since the average wolf weighs about 100 Ibs., whereas the average moose is about 1,500 Ibs., it can be seen that there needs to be about 4 moose in a habitat for each wolf.

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Creating Animals

These numbers will fluctuate in cycles, often seasonally. At times (when vegetation is particularly lush, for example) the ratio of prey to predators will go up, and the carnivores eat well for a while and reproduce more rapidly. As the number of carnivores goes up, the ratio will begin to drop. When it falls below a certain point, the carnivores starve, and the prey begins to increase as preda-tion decreases - the cycle begins all over again. It is during the lean periods that humans may come under direct threat from carnivores.
Ecology: Last but not least, the GM should consider the ecology of the creature - how it fits into the world around it. What is its niche - what role does it plays in its ecosystem? What does it eat - is it herbivorous, carnivorous or omnivorous? What habitats does it live in? Is it a scavenger, a predator or prey? What are its natural enemies? Is it migratory or does it stay in one location year-round? The OM might even want to consider its mating habits.
Each creature occupies a place in the ecology of its habitat, and serves a certain function - whether it's scavenger, prey or predator. Each has certain behavior patterns as well. By taking these factors into account, the GM will find he's created a creature which is not only an interesting opponent, but one which also serves an interesting and realistic purpose in his world.

Special Defenses
Horns: Many animals (usually male) have horns with which to drive off predators or rivals. Such creature" usually have strong skulls (DR 2), making them difficult to stun through head blows.
Amur: Њ ¤г creatures have thick hides or shells that serve as nanri armor. Some (such as turtles) can completely withdraw inside the armor, leavmg ¤® exposed weaknesses.
Quills: Sams creatares (the porcupine being the prime example) are covered in quills that are easily detached when touched. Snch animals often show little concern for danger, most predators quickly learn to leave them alone. Poisonous spines also faB in this category.
дЈ®г"; A vile-smelling spray will drive off most predators, perhaps temporarily blinding them as well. Predators rapidly learn to give these creatures a wide berth.
Mimicry: Many harmless creatures (insects especially) mimic more dangerous creatures. Predators who have learned to avoid me dangerous creatures will often avoid the harmless look-alike as well. Insects often nnmic the surrounding foliage (leaves and flowers) while fish sometimes mimic rocky outeroppings, making them quite difficult to detect (IQ roll at a penalty, jast like caniounage). Larger creatures might develop these abilities as well (especially in an SP campaign).
liwSblSy: Many small animals have developed a vile taste, or skin that exudes a poison which takes effect when ingested. Small mammal" are an example of the first;
certain ii*ogs are an example of the second. Predators learn that these creatures do not make good eating, and leave them alone or suffer the consequences.
Demonic Animals
Demonic animals can easily be created as steeds or companions fer demons and their allies. All the GM haste do is take a normal aninlai and add a Sew 4emopic elements - glowing eyes, unnamral voice, etc. The shadow wolf (OUSTS Fantasy ftiuirr, p. 65) is a good example of a normal animal with demonic elements. Demonic horses, hounds, cats, birds and reptiles areallfouBdinthelegends of many cultures. Usually these animals have increased Speed, H), DR, IQ, Damage and magic abilities. Often, they will have fall or partial immunity to non-magical weapons.

Creating Animals
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Among the most ancient and pervasive human myths is the legend of the man-beast, the skinchanger, the were-creature. The most familiar of these is the werewolf... but legend and fiction describe literally thousands of sorts of were-folk, with multitudes of strange powers and origins. The roles in this chapter will let the GM create custom-designed "weres" for his own campaign - or let players create were-characters as PCs!

Were-Creatures
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Animal Templates
The "animal template" of a were consists of the characteristics, advantages anil disadvantages of the real-worid animal that is the basis of the were-fona. The animal template and the human fonn define the general parameters of the were-form -though there's always the possibility of certain supernatural "extras" which have nothing to do with either the hmnaa fonn or the animal template, such as. the ciaemfltic werewolf's mvuuierability to everything but silver.
Any animal described in this book can be used as a template for a were. These descriptions give all the essential infoimation about the creatures, but the GM must define the trails and point values of these creatures according to the niles in the lycanthropic creation section.
For example, here is the description of a wolf, from p. 38.
VMS
STiS-lO MovaDodgK 9/7 Stel DX! M   PD/DRi 1/1     Wfe 70-170 Ibs IQ:5    Damage: Id-2 cut Origin: R HT: 11-13 Reach: ‘       Habitats: F, M.A.P
The wolf is a ferocious caraivoni, found throughoutNorth America, noitheni Europe aad Asia. In early historical ttoies, wolves were even more widespread. Wolves are courageous and intelligent, with great fighting ability and endurance. They are largely noctunial, though they do hunt in the day. Packs number from 4 to 30; lone wolves can also be encountered. Wolves mate for life and are qoite protective of their mates and cubs.
They usually hunt m packs, having a good sense of pack tactics (see p. 57). They attack by biting in close combat for Id-2 cutting damage. They tend to rush in, bite out a piece of flesh, then dodge out of the way wNIe the same operation is peribrmed by the other wolves. Eventually the prey weakens from shocic and loss of blood, and cm be dragged down.
Cimtinmdwneapase.  

Many of the rules presented in this chapter are abbreviated from the special powers found in GUSPS Supers and GUSPS Fantasy Polk, with additional material specific to were-creatures. These roles emphasize the traditional concepts of weres from folklore and popular culture, but they can easily be combined with the rules in Fantasy Polk or even GURPS Aliens or Supers to create more exotic or outre shapeshifters.
Weres and Shapeshifters
For the purposes of this chapter, a "were" is any person with the intrinsic ability to transform into a beast or a beast-like form. The state of wereness is called "lycan-thropy," from a Greek word meaning "wolf-man." Purists sometimes prefer the term "theriomoiph" (from the Greek for "animal-shape"), disliking the specifically wolf connotations of lycantbropy, but most scholars concede that general use has given lycanthropy a broader meaning than its roots would suggest.
Weres are a subset of the class of shapeshifters, a group which also includes supers or nonhuman races with the Morph power, mages who know the Shapeshifling spell, and persons who own a magical or ultra-tech item which allows them to change shape. Thus, while all weres are shapeshifteis, all shapeshifters are not weres.
Why a Were?
The reasons someone might become a were-creature are limited only by the GM's imagination. Below are a few possible origins for weres.
Curse
This is the usual origin of a traditional cinematic werewolf- the oldgypsy woman pronounces a curse on her murderer, the cellist tampers with Things Man Was Not Meant to know, the intrepid explorer ignores the hieroglyphic warning on the door of the ancient tomb...
Magic Item
The character has a strange bond with a mystical object which allows him (or compels him) to take the form of a beast For true weredom, it's important that (he relationship between the object and the user be unique. The lucky owner of a device that will (am anybody into an animal is not really a were (although such items are covered in these rules). But if the triggering item will only work for one person, and if he cannot change without it (or perhaps he needs it to survive, and the change is only an unwelcome side effect), then that person is a true were, of a sort well-supported by legendary and literary sources.

"-'Were-Creatures
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The most common sort of item-bound were is the skin-changer. This type must cany an intact pelt of the animal he changes to (wolf, bear, seal, swan, whatever). When he wishes to change, the skin-changer need only don me skin.
Religion or Culture
Certain people - or even an entire race - might be able to become weres because they have a spiritual link with the animal template (see sidebar, p. 82), or because they practice certain rituals or ceremonies that give „Ґв the power to shift shape. This approaches the line dividing weres from magical shapeshifters.
Genetics
Lycanthropy is often portrayed as hereditary - a person is a were because his forebears were weres. They may be humans with a rare magical or genetic gift, or a completely separate race, living in disguise among humanity. This interpretation is particularly popular in the movies, appearing in films as diverse as ‘ Ј People and Teen Wolf.
и a science fiction or post-holocaust campaign, this ability could appear as a new mutation.
A rarer but intriguing variation on mis concept is the "reverse were." This is an individual or race whose everydayform is beasflike, but who has the abilityto take on human form temporarily, or under certain circumstances.
Disease
Lycanthropy could be a magical or viral infection, usually spread through the bite of a were in beast form. Anyone who survives an attack by a were has a strong chance of becoming a were himself. This origin is also mnch-beloved in Hollywood.
Psioiiics
и a world where psionic powers are very common or potent, it might be possible for a psi to alter his body to that of a beast. This power may be conscious or subconscious, and may or may not be accompanied by more conventional abilities.
Science
Super-science might be capable of surgically or genetically giving a human the power to change firom.his natural form to a were-form. In a "realistic" science fiction campaign, such a transformation would require at least TL10 medical science, but m a cinematic campaign it could appear at a lower Tech Level due to a mad scientist's meddling, or perhaps through exposure to "strange cosmic radiation" or an alien artifact
Mix and Match
The origins above can be combined in & number of ways. A magic item, for instance, might make its user dependent, creating a curse. Or the infectious bite of " were might trigger a genetic change, which will ensure that all subsequent children of the victim are weres as well.
Lycanthropy: Advantage or Disadvantage?
These roles allow lycanthropy as either an advantage or disadvantage. If the lycanthiope controls the time of change and the actions of the beast form, it's a powerful advantage. If the change is involuntary or the beast-form has a will of its own, it's a dangerous disadvantage.
Baying Off Lycanthropy
Uncontrolled shapechanging - or any other sort of undesired weredom - can be "bought off" using earned experience. As always, it is suggested that when the cost to "buy off" the disadvantage is paid, the GM should make me removal of the curse an adventure object, lather than just making the curse "go away." For more details and some suggestions, see the sidebar on p. 85.
Animal Templates (Continued)
Wolf attacks on humans are a subject of hot debate. There are no verified recent attacks, but ancient tales aboimd wim atories of wolves devouring people. The odds are good that wolves w˜ not attack humans unless tte climate is so severe tot other prey is veiy scarce.
Here is a reasonable approximation of the same wolf a> a character, translated according to the lycanthropic create" rules. Note that all characteristics are bought from a base of 10, using the point values in the BasicSet.
Wolves have ST -1 (-10 points), DX +4 (45 points), IQ -5 (-40 points), and HT +2 (20 points). They have the advantages Alermess +2 (10 points), Combat Reflexes (15 points), Discriminatory Smell (15 points), DR +1 (3 points), 4 legs (5 points), PD +t (25 points), Penetrating Call (5 points) and Sharp Teeth (5 points). Their disadvantages are Color Blindness (-10 points). Mute (-25 points). No Hne Manipulators (-30 points). Reputation -3: vicious predator (-15 points). They have the skills Brawling at DX (1 point). Running at HT (4 points). Stealth at DX (2 points) and Tracking at 12 (2 points - see the Rule of 12. p. 96).
This hypolhetically average natural wolf would normally be a 27-poiat character in human-based term" (157 points in attributes, advantages and skills and -130 points in attributes and disadvantages).
’›ўв an ordinary wolf into a were-fomii the GM can start by defining the character's change. Ifthewcie-formistobe a pure beast, the GM can let the were trans-fcna into a normal wolf like the one above. The character then could define his were-fonn as a character of up to 50 points (or more, depending oo the point budget for the human form), and spend his additional character points as he likes to individualize the wolf.
If the OM wishes to develop a super-beast or beast-man were, he can play wim the were-form, making it closer to humanity (bipedal, perhaps, or with a higher IQ. or able to speak), or adding certain magical or pseudo-scientific advantages and disadvantages (perhaps some magical protection, a Vulnerability to silver, or a Dread of wolft-banc).

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Were-Creatures

Were-Forms
A were-fonn can be based on any creature known to man. Large, dangerous animals may have the most dramatic potential, but there's nothing that makes a were-pengiiin or were-poodle impossible. The were-ape is rarely seen, pemaps because the change fiom human to ape doesn't seem dramatic enough - but the thug who follows a victim into a nark alley, aad meets a full-grown gorilla, might not agree.
Whatever the nature of the creature-form, weres come in three basic "configurations."
The Beast
In bis transformed state, the person is an ordinary animal, with stilts drawn directly fiom any entry in this book. The were-shape has no special human abilities or intelligence. This is the most traditional form of the werewolf of European legend -an otherwise-ordinary human who periodically transforms into an otherwise-ordinaly wolf. Bach form may have only dim memories of the other, each form follows its own nature.
The GVRPS character system assumes that a character can talk, think rationally, use its hands, etc., - none of these is true for an animal! When the beast's "character" is created, certain disadvantages must be taken:
Animal Intelligence. An animal cannot reason in human fashion, read, and so on. If the were suffers from a Split Personality, the animal form may also be Bestial (see p. 98). However, without Split Personality, the were-fonn keeps its human personality and as many of its memories as the animal intelligence can support. For example, a were-dog would be able to recognize a woman and know that it loved her. A smart were-dog would even know that "Laura" meant the woman. But it would not know "This is my wife Laura." It could not run a computer, but it might know that it contained information. And so on.
Mute (p. 97). An animal cannot speakhuman languages.
Structural advantages and disadvantages (see pp. 100-101). Animal fonns are limited in what they can do, but may.also have an edge over the human shape in certain areas. No Fine Manipulators will be the most common disadvantage. The advantages Teeth and Multiple Limbs (see p. 101) would be appropriate for most were-creatures.
Certain super-advantages can be appropriate for beast were-fonns, such as Catfall or Discriminatory Smell. Ordinary advantages can also be applied: Acute Senses or Alertness are common, and most animals have Combat Reflexes (p. B20).
Skill use by a beast form is handled as described on p. 99. Skills cannot be improved.
The Super-Beast
The were is still basically animal-shaped, but he is more than a normal beast. Perhaps he retains his full mind and human intelligence, or is simply stronger and tougher than a normal beast of that sort. In game terms, super-beasts start as standard animal forms, but do not have to take all the "beast" disadvantages above. If they don't tate Mute, they can talk. If they don't take a low IQ and the Bestial disadvantage, they can think as well as a human with the same IQ. Furthermore, a super-beast may take super-advantages above and beyond those appropriate to the animal template.
Still use by a super-beast is handled as described on p. 109. Stalls can be improved as for human characters, and new skills can be learned - all based on the appropriate attribute of the beast form.
TheBeast-Man
The were is an anthropomorphic hybrid of human and animal. The fuzzy-faced, bipedal "wolf-man" of the movies and comics is the best-known were of this sort. A beast-man may retain Ms human memories and personality, or he may become a ravening monster. Or, most ten-Mying of all, he may become a ravening monster while ЈҐ©Ёоўг fully human memories and intelligence. The "default" assumption is that
Change Trauma
This is an optional rule winch the GM can use to heighten the drama and terror that people should rightly fed abont the prospect of becoming wetea. It can also be used to make opportunistic players think twice before willingly infecting their characters with lycantbropy.
If the OM wants to vse Change Trauma, he aitiitrarily assigns from one to six mental or physical disadvantages or power limitations to anyone who becomes a were. He then decides in what older the disadvantages wffl vanish, and rolls ld(or'2a,ifhe's feeling а ЈЇҐ˜©©г vicious) to see how long each disadvantage Hngers. Ibis roll deter-niines the number of changes the new were must go though before that disadvantage vanishes. The disadvantages vanish in older, aadnone starts "counting off" befoi'Ґ all those before it on the list have vanished.
As Change Trauma is a temporary side effect of acquiring lycanmropy, nane of the disadvantages or limitations related to Change Trauma cany any negative point value of their own.
Example: A PC has met a were whose were-fonn is basically a talldng wolf - the were has the physical slats of a wolf (except for the ability to speak) and the intellect, personality and skills of the human form. The player decides it would be interesting to play a were of this type, so me PC asks the were how he got that way, and also begins saving his earned character points to eventually pay for the cost of the weie-form (see /п^бЋЁўЂ©б*, а. 95).
The GM is also Intrigued by the idea, so he sends the adventurers off on a quest that will eventually result in the interested character becoming a were. However, the OM also decides that he will spice things up by invoking the Change Trauma niles.
The OM selects 6 disadvantages, sets them in order and rolls Id for each, getting the following results: Painful Change (4), Bloodlust (2), Berseric (5), 15-point Split Pereonality (6), Bestial (4), Mnte (3).
The new were stare his career with all of the above disadvantages, much to his consternation (and his player's!). Initially, the party will need to be devote a good deal of time and energy to keeping their lycan-thropic companion out of trouble during the changes. However, after the fourth change, the changes  ў no longer painfal. Two changes later, the were-fonn loses its Bloodhst, and so ®п, until ate 24 changes the were finally figures out how to talk in were-fonn and is, at last, throngh the rigors of Change Trauma.
Change ’Ј ®в  should not be treated as a disadvantage, because it always goes away in иЇҐ. ‚ is inconvenient, and may be deadly, hit it's just one of Ihe hazards of lycanthiopy.

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the memories and personality remain intact Again, the Split Personality disadvantage will change this!
Beast-men are assumed to be able to speak unless they take the Mute disadvantage, and are assumed to be Literate in a setting where literacy is standard. Likewise, they are assumed to have two functional hands, though this can be changed. And a beast-man can use any human martial arts sidlls that it remembers from human form, while animal forms cannot use techniques designed for humans.
A beast-man shares all the skills of his human form, and new sidlls learned in either form are shared by the other unless the were suffers from Split Personality.
Building a Were
There are several steps involved in building a were character determining the point budget, deciding on the way the were changes, building the human form, and building the were-fonn.
Point Budget
A were character should be built on the same starting point total as other characters in the campaign. The human form and the were-fonn are designed as separate characters, but their point totals must add up to the starting allotment (e.g., 100 points in a standard Fantasy campaign).
Each form can take up to the usual number of disadvantage points, and each form is allowed up to 5 quirks. Characters may be created with more disadvantages, but the extra ones don't count for points, and of course must be roleplayed!
The Change
The first decision to make in designing a were is how much, if any, control does the were have over his changing?
If the were has any control whatsoever over the change, however small, then it is an advantage: Were Form (see p. 93). This also includes changes that, while not under the were's control, are cyclic in nature and thus can be scheduled and exploited.
If the were changes in response to a stimulus that occurs randomly and which cannot be predicted, then his state is a disadvantage - Unpredictable Change (see p. 94).
Sometimes a were will have several conditions under which he transforms. On the fantasy world of Yrth, for instance, weres must take their were-fonn during the fall moon, but some are free to change at will. See pp. 113-114, or GURPS Fantasy, p. 124. This is still the Were Fonn super-advantage, but with a special limitation (see p. 113).
Uncontrolled Wereaom
Uncontrolled weredom is the condition where the were has no control whatsoever over his transformation, but is subject to the environmental trigger that controls his shapechanging. The trigger condition should be determined in as much detail as necessary. The human form of the character should then take the Unpredictable Change disadvantage as modified by the frequency of the trigger condition.
Please note that while an uncontrolled were-fonn may have a mind - and goals -separate from those of the human form, but not always. See Split Personality, p. 97.
Traditionally, uncontrolled weres usually possess only two fonns: human and were. While it is possible for an uncontrolled were to have more than one nonhuman form, this implies that some level of control exists over which fonn manifests. Any character with more than one alternate fonn shonid be bnilt with the Were Form super-advantage.
'‹Ё Lycanthropic Curse
A "lycanthropic curse" is any shapechanging which a character possesses but does not want! It does not necessarily have to be an actual disadvantage-just distressing or inconvenient. A were who changes into a slag once every year for 3 months can be just as cursed as one who turns into a ravening monster whenever he smells human
Curing Lycanihropy
Anyone afflicted with the Unpredictable Change disadvantage may take a keen interest in reversing his condition. When the were-chancter actually earns enough experience to relieve himself of his affliction, the OM roust decide exactly how the victim's particular fonn oflycantnropy can be cared.
(Some lycanthropic curses, although distressmg and inconvenient to their victims, are actually considered advantages; in particular, any cyclic change is at the very least a marginal advantage because of its predictability. In such a case, it is not possible to "buy off" the advantage, and inc OM should simply require a quest, as below, wMiout point expenditure.)
When the victim's lyeantteopy is cured, he loses not only the change advantage or disadvantage, but all points invested in the were-form, immediately reducing his character point total, sometimes dramatically! Example: David the Naughty is a loo-point werewolf with a 60-point human form and a 40-point wolf fonn. If he is cured of his condition, he will lose the 40 points in the wolf form and become a 60-point character!
Lycanthtopy shonid never simply vanish because the player expended enough points to boy it off. The rare should always be roleplayed, and should usually be the focus of at least one extended adventure - "To remove the curse of the beast, you must climb me Mountain of Spirits on the longest day of the year, begmning at dawn and arriving by sunset At the top you will find a single blooming flower. Pluck the flower and swallow it between sunset and mooa-risc, and your curse wffl be Efted." Needless to say, the adventurers will find mole between the foot of the mountain and its top than rocks, trees and snow.
и fact, a whole campaign could be built around a lycanthrope's quest for a cure -the village priest sends the party'to the court wizard, who has heard of an ancient sage и a far country, who refers the party to a lost book in an ancient dty; me bock speaks of a secret teotheihood in a hidden foittess...
Sometimes a friend with a strong grounding in science or magic will try to cure a were-character. If so, the GM mast make some fundamental decisions abont the nature of the specific fonn of lycaBthropy inider scrutiny. If it's genetic, the cure will require extraordinary efforts - ultra-tech medicine or the very strongest magic. Only this scale of effort, equivalent to the imposing quest described above, can remove a lycanthropic curse. A chance victim of an Infections Attack (see p. 96), however, can be let off mom easily. (It's not hard tojustify the fact that it is much harder to care the victim of a lycanuropic curse tha" it is to cure those he might infect - the OM may simply stale that the cursed character has a natural immunity to the usual cure, or mat the curse is less powerful at a "later generation.")
Continued on nest page...

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Were-Creatures

blood. What constitutes a curse is more a matter of design and intent - not to mention the opinion of the were-character himself!
Designing the Human Form
Remember that whether Were Form or Uncontrolled Change is used to define the were, me human form and me were foim's point totals must add up to the starting point value for a typical character in the setting being used. The GM may require that the human form of a were be required to take certain disadvantages. The most likely candidate for such a lequirement would be a Secret (p. 98), although others are possible. The Unusual Background advantage may also be required.
Again, the total number of disadvantage points allowed to the human form is whatever is usual for the setting for which the were is being built
Designing the Ware-Form
A player character's were-form is worked out in as much detail as his human form. The were-form has a separate Character Record Sheet, filled in as the various stats and abilities are calculated. The same system is used whether yon are creating an exotic Aardvark-Man with several forms and many special powers, or just defining the animal form of a perfectly ordinary were-chipmunk.
As with the human form, the were-form is allowed the usual amount of disadvantage points for the current setting.
Were Design Considerations
In designing an effective were character, remember that the were is an animal-hiiman hybrid. The primary design goal should not be to design the scariest monster or the most devastating combat machine, but to stay true to the were's animal nature.
That said, tradition allows, and even encourages, weres that go far beyond mere "man-beasts." Real-world wolves are subject to damage from anything that might harm a human, but some traditional werewolves can only be killed by silver weapons.
Building The Animal Template
For the purposes of creating the were-form, follow these steps to determine the point value of the animal template. As noted in the sidfebar on p. 85, an animal template is the kind of animal on which the were's non-human form will be based, converted into GURPS character terms.
Start with the animal's description as found elsewhere in this volume. If there is none, the GM is the final arbiter on the characteristics of any given animal.
Attributes
Take the ST, DX, HT and IQ of the animal template, and enter them normally. If ST exceeds human maximum, see the Increased ST super-advantage on p. 104.
Move/Dodge Yarialions
Calculate the template's Move as though it were human. If the calculated Move is lower than the beast's actual Move, take as many levels of Enhanced Move (not Increased Speed, which is more costly) as necessary to raise the Move score to the proper value. This costs 10 points per level - see p. 103.
If calculated Move is higher than the beast's actual Move, take as many levels of Reduced Move as necessary to lower the Move score to the proper value. This disadvantage is worth-5 points per level - see p. 109.
Dodge: An animal's Dodge is half its Move nr half its DX, whichever is better. This differs ©®в the way a human's Dodge is calculated. Don't worry about what its Dodge might be if it were a human. Remember that if the animal template possesses Combat Reflexes, this will modify Dodge.
Curing Lycanthropy (Continued)
’  cam a victim of lycanthropic infection, the GM must first determine how much (if вг) of the problem is magical in nature. If the change is oitirely a bacteriological or viral infection, it can be reversed by anything from an ®Ї©ўпг Cans Disease spell to a competent doctor or biochemist with a good laboratory. Infections that are more magical would be beyond the reach of science, but alight be curable by a Remove Cuise spell, or by exorcism.

Weres and Mana
Magical weres of any sort will normally keep their в®о natural fonn in a no-mana area. Once they leave the no'raana zone they will usually resume their regular chaoge pattenis. However; if this inconve" niences the campaign, the GM might also specify that certain weres cany alow-power magical field with them, which allows them to stick to their nomial change pattern even in no-mana areas. (Logically, this would make them stand out like searchlights to any niage unlucky enough to share the no-mana area with them.)
Trigger Conditions
Enteiprising players win attempt to в " nipulate a bigger condition to their advantage, to give them control over their changes. Some of this is acceptable; for instance, a Daric Ages were whose change is triggered by the smell of roses need not be restrained from ruiining to the nearest bower if the Vikings attack his village. On the other hand, if the same were took to canying a packet of dried rose petals with him, to sniff whenever his were fom might come in handy, the change is ў® longer merely a trigger condition, but something closer to item-based weiedom. њ this case the GM should merely let the player know that if his character persists ill this behavior, his nextxpoints of earned experience must be diverted to piircnasc the proper form of Ihe Wat Pom super-advantage.

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Btt Point Variations
If the animal template has more or fewer Hit Ptints than its HT, take the Extra Hit Points advantage (p. 103) or the Reduced Hit Points disadvantage (p. 109).
Natural Attacks
If the creature has any natural attacks (see p. 101), fill them in. Most creatures will have at least a bite attack of some kind - see the Teeth advantage, p. 101. Some will have more exotic attacks.
Natural Defenses
Define the creature's scales, fur, etc. If the creature has extra PD or DR, mis will cost points - see pp. 102 and 105. If the creature has more exotic defenses, fill them inaswell.
Advantages
"Ordinaqr" advantages may be part of an animal template where appropriate. Pea-instance, Danger Sense or Combat Reflexes would be reasonable for almost any creature. Since advantages are not listed in the beast descriptions, the creator of the were-form has wide latitude in choosing advantages to include - see the sample weres on pp. 113-122 for examples. Thus, our sample wolf template has Alertness +2 -which seems quite reasonable for a wolf - but it would be just as reasonable to set it at a higher level or omit it entirely. This lets Use character's creator (or the GM!) control both the animal's abilities in play and the point cost of the were-form. Some notes on existing advantages and their use in were-fonns can be found on p. 96.
Under this category should also be included structural advantages, such as number and kind of limbs. These are covered on pp. 100-101.
Adding Natural Advantages: The GM may allow a were-form to purchase "natural" advantages after creation, with earned character points, up to any level he considers reasonable for the animal's abilities. Justification: the were is still learning how to "be" a beast and how to use his new body, so his animal abilities will continue to develop.
Super-Advantages
This is a wide category. It covers advantages that are not available to ordinary creatures, but may be available to an.nnusual creature like a were: advantages like Speech, that are normal for a human but "super" for a beast, and advantages that are "super" for a human bnt normal and necessary for an animal! For a real chimp, the Brachiator advantage isn't just allowed; it's necessary to describe what a chimp does. Likewise, Winged Flight must be taken for a flying creature. Discriminatory Smell would be reasonable for any canine fonn, and naniral and necessary for a "real" dog.
Super-Powers
These are the special abilities that require a sKll roll to use, like Bindkfor a spider. These will usually be rare among animal templates, but they are possible.
Animal Disadvantages
The template must take the disadvantages Mute and Bestial (see pp. 97-98), and whatever structural disadvantages are appropriate to its shape.
Other Disadvantages
Some species may have disadvantages beyond the obvious physical ones. Many predators will suffer from a bad Reputation or a Social Stigma; prey species may have Combat Paralysis. If the animal template is a pack rat or jackdaw, Kleptomania may be appropriate. See pp. 96-99 for more details.
Skills
Ordinary beast forms use skills as described on p. 99, and will not normally have a Ml range of skills. However, certain appropriate skills may be bought to high levels - e.g., Tracking and Brawling for a predator, or Bight (p. 99) for winged creatures.
The Change Process
The default lycanthropic change lasts 2d seconds, during which the were can do nothing else except change (but see the Active Change enhancement, p. 93). A change in progress cannot be halted or reversed except under the most unusual circumstances (GM's option). A lycanthiopic change is a strange and frightening process; the OM may require onlookers who have never seen a change before, or who didn't know that the changing character was a were, to make a TO Roll or else stop what they're doing and stare in fascination until the change is complete. (This is a non-magical fascination, and won't prevent someone ftom defending himself or providing for his own safety, but it might make both sides of a combat break off while the change is happening, and it would certainly make an enemy easier to suiprise.) This Wffl Roll is not a Fright Check, bet a Right Check will often be appropriate in such situations.

Side Effects of the Change
What happens to a pregnant were when she changes? To a were with a bionic leg? Or an artificial heart? What happens to the vegetarian meal eaten just before the change? Well, it depends...
If a shapesnift is magical, ignore the food, the baby, the bionic implant, and so on. Nothing like that carries over between forms or is harmed when changed back. If the shift is a product of "natural" science, each form should be wise enough to eat nothing the other Scam can't digest As for bionic implants and unborn children... the GM has to decide just how sophisticated the shapechanging process is! Certainly > TL15 ultra-tech shapechanger could handle such details.
Agoodnile of thumb to follow tofflany weres is that it it'scoimted as encumbrance, it doesn't transform unless the Absorptive Change enhancement is in effect. Sophisticated bionic prosthetics that are as good as or better than Ihe original part will automatically transform. but something as simple "s a peg-leg won't.

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Were-Creatures

Other Special Abilities
V the animal form has other special abilities, the player and GM can work together to dedde which ones are important enough to define in game terms. These can be unusual... For instance, how would you handle a were-cow in India, where cattle are sacred? Reputation, perhaps? Or Status? The OM may disallow anything that can't be reduced to game stats... or, better, leave it entirely up to roleplaying.
Using the Template
Once the animal template is completely fleshed out, total up its point value. Use the final cost of the template when building the actual were-fonn as a composite advantage or disadvantage, similar to a "racial cost " € the template cost is negative, the template itself is considered a disadvantage. A-1-point template may not be taken asaquirk.
Example: Our sample wolf template (sidebar, p. 82) has an overall cost of 27 points.
From Animal Template to Were-Fonn
Now that the animal template has been established, the actual were-fonn can be designed. Unless the character wants nothing more man aperfecfly ordinary animal as his were-fonn, any number of additional abilities can be added to the template.
The combined cost of the animal template plus any additional abilities is the basic cost of the were. In many cases, the basic cost will be exactly the same as the cost of the animal template. The basic cost is then treated as if it were a racial cost (see sidcbar, p. ‚ 11) for me were. Just as with a race, the disadvantages intrinsic to the were-type do not count against the character's disadvantage limit.
Example: Scott is building a traditional European werewolf - a man who transforms into an ordinary wolf. The character's wolf form is based on the template found in the sidebar on p. 81 It has 130 points of intrinsic disadvantages, but none of these count against the character's disadvantage limit - he has 40 more disadvantage points with which to customize the wolf, should he so desire.
Remember that the final point total of the were-foirn added to the final point total of the human form must equal the beginning point total for the campaign.
Were-form Attributes
The template's IQ need not equal the human form's even if yon wish the character to have the same mind in each form. Beast-form weres often have much lower IQs than their human forms, while retaining as much of their personality and knowledge as they can. Likewise, if me were-fonn has a separate personality, its IQ need not match the human form's. Other attributes may be modified as it suits you.
Note on IQ: The IQ of a were-fonn may never exceed the IQ of its human form, nor may it drop more than 1 below the racial average IQ of the beast it imitates. This means, for example, that ifanIQ9 berserker becomes a werewolf, Us were-fonn must have an IQ between 4 and 9 (see Wolf, p. 38, and the sidebar on p. 82).
Were-Form Advantages and Super-Advantages
Abilities above and beyond the animal template are frequently seen in weres;
Slow Regeneration is common. Equivalent to purchasing advantages is buying off the disadvantages of the animal template; this is the primary means by which a beast form becomes a super-beast or beast-man. Removing Mute allows speech, removing No Fine Manipulators gives the were hands, and so on. Buying off the Bestial disadvantage depends on the flavor you want in the were, but is recommended for weres whose minds are untouched by their change.
Were-Fonn Disadvantages <aul Super-Disadvantages
Animal template advantages may be removed, but there are few whose removal would help the were-form concept. An exception is Four Legs; doing so would return the were-fonn to a bipedal stance, the basis for the beast-man were.
There are also new disadvantages listed on pp. 95-96 to reproduce traditional aspects of the were. Ether Dread or Weakness can be used for the werewolf s aversion
Transferring Damage Between Forms
Unless the were has the Noil-Reciprocal Damage advantage (see p. 95), damage taken by the were fbim wffl cany over, ihiough the change, to affect the human fomi, and vice veisa. For exaii^le, if a character lakes 12 points of damage и Ins were form, which has 15 bit points, and changes ћ his human fonn, which has HT 11, be will be at -I hit point in ЇЁв ў fonn. When a character at negative HT changes, or a change brings him to negative HT, he mist roll normally to stay conscious. A change will never €„ a were, however. Ill the rans event that a change drops the victim below -5 X HT (automatic death), the damage is automatically reduced so that the victim is still one point from automatic death, h such a case no HT rolls aie necessary - the character wiU be unconscious, and in need of immaJicUe medical attention.
In cases where there is an exoeme variance between the hit point" of a were's two forms, damage taken w˜ be adjusted when the change occurs. If one foim's hit points arc at least twice the other's, the were halves damage taken when shifting ©®и the more durable fonn to the less, and doubles it when shifting the other way.
Example: A were whose hliman form has HT 12 would adjust damage taken if his were-fona had 24 or more HP, or 6 or less  HP.
Say that the humaii form has HT 12, and the were-fonn has 25 HP. Ihe were-fonn takes 13 damage, leaving it at 12 hit points, then changes. The humaQ focm w˜ divide the damage taken by two, and will be down 6.5 hit points, leaving the character with 5.5 (effectively, 6), If the human form takes 2 more, leaving him at 3.5, then changes, the were-iorro wilt be down 18 bit points, leav" hgitwilh71)itpoinls.
When Ihe were heals, fractional hit points heal as full bit points, and always heal fiist Thus, in the example above, if the character had healed 4 HP after his second fight in . human fonn, that would hare left him at 8;
and alter the change Љп weie-form would have been down 9, leaving ›и with 16.
The ratio between the hit points changes every time Ihe higher-value fonn paises a whole number miiltiple of the lower. This if Ihe character in the example had more than 36 hit points in were-nxm, his damage would be divided by 3 when he shifts to human ћв, and multiplied by 3 when he shifts the other way. At48 orisons hit points the divisor/multiplier would be4.anii so on.
DeathandDvmmbtnnenI
A were ЊЌҐў in were-fonn wffl normally change back to human form (or whichever fonn Is more "iiamral") at the time of death. If s were loses a limb, that limb will change immediately to the "natural" foria.

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to wolfsbane, depending on the intensity of the effect desired. And of course, Vulnerability to Silver gives the were's classic weakness.
Ћ‹ҐЈ Physical Disadvantages
These can be allowed, at the GM's option. The GM does not have to permit deaf, three-legged werewolves if he doesn't want to!
Mental Disadvantages
In traditional lore, a beast-form is ruled by a beast-mind, and each form's memory of the other is dim and distant. This is Split Personality, the classic mental disadvantage of the were, at the 10-point level. If the forms are completely mentally separate, this is the 15-point level of the disadvantage.
If Split Personality is taken, it must be taken by all forms possessed by the character. For more on Split Personality, see pp. 90 and 97.
Other Mental Disadvantages. If the were-form is a beast-man or super-beast who shares the human personality, it will probably share the mental disadvantages of that personality. However, the were-form may also have extra mental disadvantages, active only in the animal fonn. Some are especially appropriate or interesting - e.g., Bloodthirsty. Others are sillier, but could lead to good roleplaying - Kleptomania, for instance.
A beast-man or super-beast form which does not share the human personality wffl usually have its own set of mental disadvantages. But most mental disadvantages will have little meaning to a creature of only bestial intelligence. The GM should probably not allow, for instance, Fanaticism in an ordinary were-beast.
Stab
ff the were-form and the human fonn share the same mind, the were-fonn wffl have to purchase most, if not all, of the same skills. Additionally, were-fonns may have their own skills above and beyond those of the human form and the animal template.
Quirks
The normal 5 points of quirks may be taken by all were-fonns.
PointTotal
The final point total is the cost of the were-fonn. If you are so inclined, this total plus the cost of the Were Form super-advantage or the Unpredictable Change disadvantage is equivalent to a flat point cost for changing into the were-fonn.
It is entirely possible for a were-fonn to have a negative point total; many pure beast-forms wffl total less than zero points, and an Unpredictable Change could drive the overall point total even lower. In such a case, treat it as a disadvantage that does not count against the human form's limit.
The Personality of the Were-Form
Although the two forms of a were are designed as though they were completely separate characters, the two forms may have a lot in common. Depending on the nature of weres in the campaign, it is certainly possible for both forms to share some, or even most traits. Some traits (Alertness, Bad Temper) are more likely to cany over than others (Clerical Investment, Pacifism).
Contradictory Traits
A were-character's two shapes can have very different personalities, and can even have traits and backgrounds that are totally opposed to one another. For instance, the Allies of one form might be the Bnemies of the other. Ћ¤ҐЈ examples include one form that is lucky while the other is unlucky, or a human fonn that is a mage while the were-fonn has Magical Resistance. Such contrasts are a challenge to play, but they cany with them a wealth of dramatic potential.
Were-Races in Fantasy Folk & Aliens
€ the OM owns either GWS Fantasy folk or CUSPS Alieii!, he wffl End it ex. tteinelyeasy to create a whole race otweres using these rules and to reconcile them with the nonhuman races in those books. The only significant difference between the sys. terns is that in a campaign where nonhuman races are common, what this book refers to as "totrinsic" disadvantages for a wens-race wffl become tree racial disadvantages.
Although the term "human form" is used throughout this book to denote the were's non-beastlike form, there is no reason whatsoever that an Hf, An Phar, JReptile Man, Irari or any other race Ї®в Fantasy Folk or Aliens couldn't provide a were's
Reverse Weres
Folklore is fall of instances of animals that can tabs human shape - magic foxes and other creatures. Creating such "reverse weres" is easy - design the were and human forms as usual, taking care that the were-form Is closely modeled upon the shapeshifting animal. The assignment of "natural" fonn (which Iheae roles have assumed is human) is actually a special effect - simply note on me creature's character sheet that the were-fonn is the "normal" fonn!
Weres and Martial Arts
A were-foirn can know and use Karate or Judo skills, and even more advanced martial arts abilities, provided its IQ is 7 or higher. (Below that, the were just doesn't have enough brainpower for anything beyond simple brawling.) However, since such martial arts were designed for hunan beings, only humanoid shapes with hands (beast-men, weiMpes, etc. can use these skills.
Of course, it is entirely possible to create martial arts designed expressly for use by non-huniaii fonns. A race of werei, for instance, may well develop two styles of Karate- one for the toman i<sm, another for its beast form. Such specialized martial arts wodd count as separate skills (peihaps defaulting to each other at 4 or more). See OVRPS Martial Arts for details on customizing martial arts styles.

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SfVtPersoHelits
V. the were has the Split Personality disadvantage, then the personality of the were-form may be dramatically different from that of the human form. This presents a great roleplaying opportunity for the player of a were character. It is in keeping with many traditions for a were-form to be morally opposed to the human form. This conid range &om simple dislike, peihaps manifesting as getting into as inconvenient or potentially embarrassing a position as possible before having to change back, to having a were-fonn that will actively seek to destroy whatever the human form loves or works for.
In general, such a were will avoid jeopardizing its human form's life, as that would endanger its own existence as well, but it will do everything possible to make the human form miserable. Bven if the were-fonn is not sentient, or has no memory of its human form, it will instinctively seek out activities morally opposite to those of the human form.
This kind of characterization usually takes the form of an evil were who is me da* side of a good human. However, the human side could be the evil one... with a good were-form who takes every chance to undo the wicked works of its human alter ego.
In either case, this can be represented in a number of ways, depending on how much importance the were-fonn attaches to opposing the human form. If it's a low priority, it would be a quirk, but at a high priority it could be a Vow or even a Compulsive Behavior, depending on the background and the origin of his were powers. (See Compulsive Behavior: Morally Opposed, on p. 97.)
Obviously, thii is best suited for a character who suffers from the Unpredictable Change disadvantage, or who is subject to a cyclic change, but it would not be impossible or out of place for a character in control of Ms transformations.
Item-Based Weredom
A frequent theme in folklore and mythology is the were who possesses a certain unique item which must be on his person in order to change into me were-fonn. This item can be virtually anything, but usually involves the image or relics (feathers, hide, bone, teeth) of the animal template. Normally, the item in question is "absorbed" into the change, or fused to the were-form's body, reappearing only when the were resumes human form. In some tales, these items are only usable by the were, but in others, anyone who can steal one from its proper owner can use it and themselves take were-form.
A common example of item-based weredom is the skinchanger. This were's item is a complete hide of the animal template, and the change is accomplished by actually donning the skin. Skinchangers are found in folklore worldwide.
Item-based weredom can be combined with an Addiction or Dependency to regular changes to create an interesting - and drastic - disadvantage.
Designing an Item-Based Were
Item-based were-fonns are built using the super equipment rules originally presented in GVKPS Supers, Since the gadget modifiers applied to the item are also applied to the character point total of me were-form, it is important to determine the specifics of the item before doing anything else.
First, determine the modifiers that apply to the were item. By their very nature, such items must take the modifiers Can Be Stolen and Unique. If the item cannot be used by anyonebesides the were, it is a special effect which itself does not directly affect the cost of the item.
When all the modifiers have been determined, total their values. (The maximum discount possible, no matter how many limitations are applied, is -75%.) The result is the discount rate applied to both the cost of Were Form and to the point total of the were-form. In the case of a Were Form super-advantage that has been already modified by its own enhancements or limitations, the gadget modifiers are applied to the ^ine; cost of the advantage. This cost is paid by the human fonn.
To determine how many points are available to build the were-fonn, subtract the modifier amount from 100%. Then divide your point budget by this amount
Customising Wens for the Campaign
These wae creation nfles as designed to give the mq^'miim range of weres possible for о in OUSPS. Once в о, for the record, the GMiSwvMiisw w allawplay-ers to ploy any were which they can design. Tlie GM и г, and in most worlds probably should, define a finite number of wenss which are appropriate for PC orNPC Bse ® his world.
For instance, according to GOSPSFitu-to)>, the world of Yrth has six known lypes of weres (waewolf, werebea; wereboar, werettger, were-eagle and wens-snake), all with certain traits in common (Cyclic Change - one night a month, regeneration and a special viilaeiability to silver, among otter traits - see p. 113 ft" fall descriptions). "Normal" PC weres in Yrth mist conform to these types.
h another fantasy worid the OM might decide to design different types of weres:
for example, a line of hereditiay human weiebears modeled after J.R.R. Tolkiea'8 Beomings; a horrific supmiatBial werewolf suitable for use with the Uncontrolled Change disadvantage; and a race of skin-changulg seal folk-The OM does nol have to allow any other wer&creatllits inio his campaign,
The GM should fill out a separate sample character sheet for each sort of were which exists in the campaign world. He may then simply hand the appropriate sheets to any player who's interested in designing a were character.
Of course, if a player offers an unconventional were-type of his own design, the OM is completely free to adoptit or adapt it. If a new type of were is introduced in the middle of a campaign, the GM may either define it as a "new discovery" or as a unique creature - peihaps the result of a one-of-a-kinci magical mishap.
The GM may attach an Unusual Background cost to'any type of were which he makes available for PC use,

Were-Creatures
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Example: Peggy is building a swan may who transforms when she dons a cloak of feathers. This cloak is Awkward (-10%), Can Be Stolen by stealth or trickery (-5%, because she defines it as being useable only by its owner, see below), and Unique (-25%). This works out to a final modifier of -40%. Were Form normally costs 10 points per form; at a discount of 40%, it will cost her 6 points. The awan may has 100 points; her human form works out to 70 points after disadvantages and quirks (which includes the cost of the Multiple Forms gadget), leaving 30 points for her swan form. However, she has a 40% discount on points spent on her were-form because of the gadget modifier; this actually gives her 30 divided by .6 (that is, 100% minus 40%), or 50 points as the unmodified point total for her swan form after disadvantages and quirks.                                                             "
Gadget Modifiers
Awkward                                                -10%
The item is very large or awkward - in general, anything bulkier than a wadded-up trench coat qualifies for this. This modifier would apply to many animal skins, cloaks of feathers, and other such items from folklore. Note that an item too large to move without major excavation is actually a case of Fixed Location.
Breakable                                                    -5% or-15% Enough damage will destroy this item. If it is destroyed, it is lost If it is partially
damaged, it can be repaired unless the creator defines it as unrepairable.
The GM should create a list of skills that are required to repair a gadget A critical
failure on a skill roll by the repairer should be messy - a random power might stop
working, or might affect the repairer.
If its DR is 15 or less and it has 75 or fewer hit points, this is worth -15%.
If DR is over 15, or hit points are over 75, it is only worth -5%.
If the item cannot be repaired at all, this is worth an additional -15%.
The GM will have to assign PD and DR to objects as he sees fit See p. ‚ 125 for
information on PD and DR for inanimate objects,
CanBeBit                                          varies
The item is easily seen and recognized, and could be targeted in combat. Hit modifiers are determined by the item's size. An unbreakable item cannot take this modifier. An item Mat has a -5% Breakable modifier gets only “з of this cost reduction. If the item is absorbed in the change to the were-fonn, mis limitation is worth only lvalue.
No penalty to hit: -25%.-6 to hit: -10%.
-2 to hit: -20%.-a to Ilit: -5%.
-4 to hit: -15%.-10 or more to hit: no bonus.
Animal Form
The Animal Form rule is an alternate means of paymg.for a were-fonn, designed to allow creation of weres based on animal templates that would be far too experave under the existing rules. Mostly this means the veiy largest and strongest cream" -werc-elephants, were-whales and weie-di-nosaurs. For smaller creatures, 'the regular were creation rotes are much more cost effective. If the OM feels that the existence of huge were-cieatores would unbalance his campaign, he should simply disallow use of this rule in were creation.
The GM may also arbitrarily linlit the use of this rule in his campaign ("Yes, weie-boffalo and were-whales are OK, but there are no weie-elephanfs") or charge a signifi-cant Unusual Background for Animal Forms of certain species.
AnimalFom aWpoiBte
You have the ability to become any sort of animal that ever lived (magical and intelligent creatures not included). You only have one animal fonn per purchase of this advantage.
The animal fonn is a completely typical member of its species, of me same gender as the human form. There is no extra cost for any characteristics, advantages and skills typical of the species (for example. Sharp Teeth, extra legs, natural DR, Claws, etc., depending on the'animal spedes) nor may the character lake points for any disadvantages which are typical to that species (No Hne Manipulators, Mule, etc.). The animal form has only typical intelligence for its species.
The aaimal fonn may takeup to 40 additional points otindividnal disadvantages, in addition to any physical, psychological or structural disadvantages which may be intrinsic to the form. These must be disadvantages directly related to the animal form's lycanthropic change or condition (Infectious Attack, Non-Reciprocal Damage, etc.), mental or physical disadvantages held in common with the human foirn (i.e., if the were-form is to be Lame or Berserk, the human form must also be Lane or Berserk), or social disadvantages appropriate to the were's situation (nsually Enemies).
"Leftover" starting character points may be divided at will between me two forms (though ЇЁиҐв fonn can "bonow" points ftom the oilier form's disadvantages - only ftom starting or earned character points).
Continued m wet page...

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Were-Creatures

Can Be Stolen                                                    varies This item is not Unremovable. It must be earned or worn in such a way that it could be taken away fiom the wearer in close combat, or stolen if a we" is careless. Value of mis limitation depends on me difficulty of stealing the item:
Easily snatched win a DX roll (e.g., a hat): -40%. Requires thief to win Contest of DX with wearer (e.g, a bracelet): -30%. Requires thief to win Contest of ST with wearer (e.g., a handgun): -30%. Can only be taken by stealth or trickery (e.g., a coin in a pocket): -10%. Halve any of the above limitations if the object is not obviously powerful and might be overlooked or misunderstood by a foe.
˜гҐ any of the above limitations if the object would not immediately work for the person who took it
Halve any of the above limitations if the item is absorbed during the transformation to the were-form.
Fixed Location                                                 .50%
This item is permanently fixed in one spot (and that spot is not movable!) - the were must come to the item to transform. Fixed-location were items cannot take the "Not Absorbed in Change" modifier, as it is already inherent in their nature.
Not Absorbed in Change                                    -5%or-15% The item does not become part of the were when the change is made, but remains behind and must be carried or hidden against future use. If the item is not needed for the change back (see below), this modifier is worth only -5%; otherwise it is -15%.
NotNeeHeSForCliangetoWere/BumanFonn                     +25% The item, while required for transformation into one of the character's forms, is not needed for the opposite change.
Unique                      '                                      -25% Once this item is gone, that's it. There are no more. Character points spent for the item are simply lost if it is broken or stolen.
Unreliabk                                                       varies
You must roll in order to activate the change. Should the activation roll fail, another attempt may be made each second, at a cumulative -1 for each failed attempt! Waiting one minute will restore the device to its normal activation roll.
Activation roll of 15+: no bonus.
Activation roll of 13:-5%.
Activation roll of 11: -10%.
Activation roll of 9:-15%.
Activation roll of 8: -20%.
Unremmable                                             +10% or-10% The item cannot be taken away without killing the user. Point value is a GM judgement call. If the GM agrees that wearing the item constantly could be a disadvantage, it is worth -10%. Otherwise, it is +10%!
Unpredictable Change Items
Gadget discounts do not apply to the Unpredictable Change disadvantage itself. The full value of the disadvantage must be applied to the character.
Also, limitations such as Can Be Stolen or Breakable are not recommended for items based around Unpredictable Change because they make it too easy to circumvent the disadvantage. The GM should carefully oversee the creation of characters with Unpredictable Change items to make sure that any inherent ability to escape the change is either disallowed, or balanced in some manner, such as by a Vow or Duty to keep the item, or an Addiction or Dependency on the change itself.
Animal Form (Continued)
Whentheteuiiydeicoptionofthean. hnal in question gives the value of a certain attribute as a range (e.g. elephants have ST 250-300, and 40-50 HP), to OM assigns the characterasiartingvilue in tot attribute appropriate to the sex and type of animal (Ђв и Bey - see f. 118 - has a ST of 270 and 45 HP in elephant form). The animal form starts with the attributes given in this boot. ami buys them up or down using the chart on p. B13, replacing 10 on the chart with the average value for an animal of (hat lype, 11 with 10% over the avenge value, and so on. Round stats to the nearest number in Ois case.
Advantages and sidlls puichased by the animal foiiii must be either commonly available to a natural beast of that kind, or shared with. the human form. Characteristics cannot be raised beyond the normal racial maximum for a creature of that land (as de-temiined by the OM) or the human fonn's value in that characteristic, whichever is greater. Disadvantages innate to the animal fonn may not be bonght off.
Ettinct Species - ‚ is recommended that the OM chaige a 50-point Unusual Background for an animal fonn of a species mat is extinct in the campaign, and remember that it will attract a to; of attention when it appears.

Change-Related Advantages and Disadvantages

This section contains all the special advantages and disadvantages related specifically to lycanthropy, collectedforthe player's convenience. See pp. 111-112 for-how to use Enhancements and Limitations to modify some of these abilities.
Change Mechanisms Were Fonn     10points perform + special limitations
This is a snpaset of me Multiple Forms super-advantage from GURPS Supers. It is the basic tool for creating a were. The traditional were-creatore has only two forms: huDian and animal. But some of the most interesting character conceptions from movies and comic books involve weres who have a human fonn, a beast fonn, and one or more inlennediate fbonsi 'ITiere is a 10-point cost per additional jonn beyond your human form. This cost must be paid by the form with the highest point total.
Bach form can have separate advantages, disadvantages and quirks in addition to unique powers. No one of the forms will match a character of the same basic point cost, hut all of mem together can have a wider range of powers than those points could normally buy. When disadvantages and quirks are considered, a normal 100-pointcharacterhas 145 points to use. Beta 100-point traditional were who has two forms can split 190 (100 + 45 + 45) points' worth of abilities among his foims!
Change !}pa?. .Unmodified, Were Fonn allows you to change at will, whenever and wherever you choose. However, two special variations can be applied to the super-advantage to produce the other major types of transformation:
Variation: Cyclic Change. The were must change on a cyclic basis, and cannot change at any other time. This is a regular, predictable change that can be anticipated and even scheduled, but once defined at the time of character creation, it will never change and can never be avoided. The classic example of a Cyclic Change is the were who transforms at the full moon. If a Cyclic Change is the only way a were can change, it is a -5-point discount to the cost of Were Form, for a cost of 5 poults per fonn. If the were is Cyclic and can change at will as well, there is no . discount A Cyclic Change is defined by how ofien the change occurs and how long it lasts. A change duration cannot be longer than the frequency with which it occurs; г®Ё cannot have a weekly change that lasts a month! Also, the combination must always leave some time for the were to be in his human fonn -usually, the time in human form will be at least equal to, if not more than, the time spent in the were-foim.
Examples.' Gooff Moonrunner is a werewolf who changes only on the night of the full moon. Because his change is cyclic and he has no control over Ms transformation at other times, he pays only 5 points for Were Fonn. Nag is a weresnake who can transform at will, but must also change on the night of the fall moon. Because he has both a Cyclic Change and voluntary change, his Were Form costs a full 10 points.
Variation: Triggered Change. Although the were noimally may change at will, he must change form when exposed to some environmental condition. Once in the other fonn, the were will remain transformed until the trigger condition is removed or exposed to the trigger again (player's choice). ’Џи is a -5-point discount to the cost of Were Fonn. If the were can change only when triggered, and has no control over his transformation otherwise, this is actually the Unpredictable Change disadvantage (below). Yon may have more than one trigger condition, but you can receive only a maximum of -10 points for them, no matter how many yon define. Exception: A were can have different triggers for different forms. As long as at least one fonn has the

ability to change voluntarily, a complete set of form-specific triggers is a -5-point discount. A single nigger that affects one form (for instance, awerewolf who can change towolf fonn at will, but must wait until the next sunrise to change back) is a -2 point discount
Examples: John turns into a were-cow and back any time he is exposed to dairy product's, but otherwise he can change at will. John's Were Fonn costs 5 points. Jacques is a were-shark. He can change at will, but he also turns into a shark whenever he is immersed m salt water, and turns back only after tasting human flesh. This is two triggers, each affecting only one form, for a discount of -5. Jacques' Were Form costs 5 points.
The GM may impose a minimum time limit of up to one hour after a change, during which the trigger will not operate. This is particularly appropriate if both forms have the same trigger - if, for example, both fonns have changes triggered by the smell of poppies, a time limit gives the were time to leave a poppy field between changes. Such a time limit is considered a special effect, and carries no point value.                        '
Mixing Variations: Cyclic Change and Triggered Change may be combined, and the resulting were may be defined as having or not having a voluntary change ability over and above them. If the were still may change at will, the final cost of the super-advantage is 5 points. If he has no voluntary change, cost is 0.
Beyond these variations, Were Form may be further customized with the following enhancements and limitations:
Special Enhancement: Absorptive Change. Normally, unless the were-form is very anthropomon>hic, a were-fonn cannot wear a human-form's clothing. This means that clothing and equipment must be removed before a change, or be destroyed by the change and the were-form's subsequent snuggle to free itself. Even if the clothing isn't destroyed (a very tiny were form might just walk out of the undamaged clothing), it will probably have to be abandoned or hidden after the change. Changing in armor or very tough clothing can be hannful, or even fetal (the exact extent of the damage taken, if any, must be detemined by the GM based on the strength of the armor and the size and fonn of the were involved).
This enhancement allows the clothing and equipment of a were to be absorbed by the new form during a shapechange. Thus the clothing worn by a human form at the time of the change would simply vanish when the were-form manifested, and would return intact and in place when the human fonn returns. +10% for No Encumbrance, +20% for Light, +50% for Medium, or +100% for Heavy.
This enhancement covers only the change from human' to were-fonn. If yon want it to apply to changes both ways, double the cost
Note mat items absorbed in an Absorptive Change are completely inaccessible until the were changes back to the fonn which was originally carrying them. If the were-fonn is killed, all absorbed items will reappear around the coipse.
Special Enhancement: Active Change. The were can remain active during his change. At the +10% level the were can move and react to his surroundings, but he cannot run, fight, cast spells or use any mental or physical skill. The were may roll to dodge while changing, but the dodge will succeed only on a natural roll of 3 or 4. At the +20" level the were can use any skills or abilities possessed by both fonns. Thus a were with this advantage could always run or fight hand to hand, but could not cast a spell unless both forms possessed magely and knew the spell in question. The point at which, for instance, the were's ST and Claws come into

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-94-
phy for damage purposes, or the character changes from his were-form's to his human-form's speed is determined by the GM. The GM may simply rule that the least favorable value will be used imtil the change is complete. Likewise, if the two forms have different personalities, the GM will have to determine which personality controls the body dnrmg.thc change.
Special limitation: Fatiguing Change. The character finds the change physically exhausting. He loses Id fatigue per level each time he changes, which must be regained through rest. The change caimot reduce the character's fifigue below 0. The maximum number of levels in this advantage cannot exceed ‰ the ST of the weie's weaker fonn. -10% per level.
Special limitation: Location ‚®в!. The were can only change fom within a certain geographical area. The location can be of any size, (though a minimum radius of 1 mile is suggested), but if the area is so large that the action will rarely if ever move outside of it (OM's option) this is not a meaningful limitation, and is not worth points. (For a variation on this theme, see Item-Based Weredom and the Fixed Location limitation on p. 92.) -10%.
Special Limitation: Painful Change. The were finds the change physically excruciating. He lakes fatigue damage as Fatiguing Change, above (Id - additional levels of Fatigue can be bought as above), and is additionally mentally stunned for 2d rounds following the change. Also, he must make two Will rolls (one based on the Will of each fonn) to avoid crying out in pain. A character who suffers from a Painful Change may need to make a Will Roll to change in a non-emergency situation, and characters with Cowardice or Low Pain Threshold will have to make a Will Љ®„ at-5 to change at all.-30%.
Special Limitation: Slow Change. Depending on how fast a PC cat switch between fonns, special limitations apply. If it takes less than 1 minute to switch, there is no point break. If it takes Id minutes to switch, this is a -20% limitation; Id hours brings a -40% liniitation. If the ЋЊ prefers not to have variable switching times, anything from 1 minute to 59 minutes is worth -20%; 1 hour or more is worth-40%.
Shared Points: The above examples assume that you wish to have several separate, unique forms. However, some weres may share IQ and other attributes, advantages, and even skills among their forms, 'nils limits the variety of abilities that a were may have, so it allows a point break.
You may declare a certain number of points to be "shared." For example, all your forms lave IQ 11 (10 points) and 8 points in the Tracking skill (total 18 points). In a 100-point campaign, this leaves you with 82 points. These 82 points can then be divided among your Were Form - but п© ofthe fonns would start with IQ 11 and 8 points in 'Backing before any of the 82 points were spent. This is cheaper than buying those abilities separately for each form.
You may declare a maximum of 20% of your available point total as shared points. This is jaw final character point total; in most games, 100 points, with up to 20 points shareable.
Were-Creatures

Unpredictable Change                      variable
This is a superset ofthe Uncontrolled Change super-disadvantage torn GUSPS Supers. You have another ©¬в, built on its own character sheet However, yon have no control over your change to this form, and yon have no way to predict when it will happen! You are usually in your "normal" form. When yon are exposed to a trigger condition, you will change into your alternate form. The default trigger is stress (physical danger, a failed Fright Check, etc.), but other conditions can he used, like the scent of a particular plant or exposure to a certain chemical. Trigger conditions that are cyclic in nature (like a fill! moon) are not an Unpredictable Change; because of their predictability, they are considered an advantage - see Were Form, p. 93.
The value of mis disadvantage depends on the general reaction modifier of the form yon change into. It is -10 points, plus -10 points for each -1 of general reaction penalty to the new fonn. Thus, if your were-fonn is of innocuous or attractive appearance (a dog, a swan), tins is a -10 point disadvantage due to the inconvenience. If the form is horrible enough to earn a 4 reaction (a ravening man-beast or a vicious natural predator), Uncontrolled Change is worth -50 points!

K the Bigger condition yon have selected is rare (gamma radiation, me scent of roses, bazoula music), this disadvantage is worth only V^ value. If the trigger is infrequent (microwave radiation, temperature below freezing), it is worth € value. If the trigger is occasional (seawater, cigarette smoke, moonlight), it is worth M value. Common conditions (sunlight, darkness, stress in most RPG settings) are fall value.
Note that the "uncontrolled" aspect of Unpredictable Change is not whether or not yon can avoid the triggering condition, (ft me trigger can be avoided, it simply becomes a lower level of fiequency.) "Uncontrolled" means that you have no ability to predict when you will change, short of seeking out the trigger condition. You also normally have no choice in me matter of changing once triggered - you hove to change. If you are allowed a Win roll to attempt to resist the change, halve Ihe value of the disadvantage. While this can be used to a character's advantage, me GM should make a point of emphasizing the inconvenience the character must suffer by transforming at inopportune times.
Example: Melwas the merman transforms into a handsome human whenever the planet Venus is high in the sty. His people are not astronomers, and he has no idea what causes his change. The OM rules that this is an Occasional condition. His human form being good-looking, mis makes the value of the Uncontrolled Change -10 x % = -7.5, which rounds to -8 points.
Special Note: Almost all the enhancements and limitations listed under Were Form (p. 93) can be applied to Unpredictable Change. Note, however, that they are applied in the opposite manner to a disadvantage: Enhancements reduce the point value, making it less of a disadvantage, while limitations increase it, making it worse. Of the modifiers to Were Form, Triggered Change cannot be taken with Unpredictable Change.
Change-Related Advantages and Disadvantages Lycanthropic Dominance                  35 points
This is an advantageous form of the Infectious Attack disadvantage (see p. 95). The were spreads his lycanthropy as per the Infectious Attack rules, but he keeps absolute command of all the weres he creates, and all the weres they create. Subordinant weres all take the Slave Mentality disadvantage (see p. 109). This dominance persists as long as the dominant were lives. When the dominant were dies, the weres he created directly become dominant, with control over any weres they have created, or will create in the future.
When a PC were changes from subordinate to dominant, he must use earned character points to "buy off" Slave Mentality and purchase this advantage. The change take" place immediately upon the death of the dominant were, but all subsequent earned experience must go to paying off the character point "debt" thereby created, until it is paid in fall.
Non-Reciprocal Damage                  30pomts
Damage taken in one form does not affect the other form. Thus, if a were with this advantage is stabbed for 5 points of damage in his human form, and changes that evening, his were-fonn will be at full hit points. The damage will return when the were changes back.
The drawback to mis is that the were only heals when in the wounded form, so a were who spent 50% of his lime in each form would effectively heal twice as slowly. There are two exceptions to this: weres with Unpredictable Change may heal the dormant fonn at a rate equal to Vs normal - thus a severely wounded wcre-form that manifests only during the three nights of the full moon would get the equivalent of approximately 5 days absolute rest for healing purposes between moons. The other exception is

when this advantage is taken in conjunction with the Reciprocal Rest advantage (p. 95).
RecyncalResf                        ISpoints
Normally, a were needs approximately 8 hours of physical rest every 24 hours, just like a normal character. This rest can come while in either form (or both forms) but cannot be ignored for long.
With this advantage, the dormant form is considered to be resting while the other fonn is active. A were with this advantage who spent at least 8 hours per day in each form would never need to sleep.
If taken in conjunction with the Non-Reciprocal Damage advantage, this advantage allows both forms to heal at a normal rate (see p. 95).
This advantage does not preclude the dormant fonn being aware of, and remembering, the active form's actions.
Infectious Attack                          -Spoints
Anyone injured by a were in weaponless combat may himself become a were, if he survives the ҐЇб®иЁҐм This is considered a disadvantage, because ofthe chance that the were might make an enemy who survives an encounter into a sttonger were-encmy. At the same time, the were might accidentally maim or kill any ally whom he wants to make into a lycanthrope.
Whenever someone is injured by a were, he must roll 3d vs. the number of hits of damage involved. If the roll is less than the amount of damage, he becomes a were himself after 2d days, or at the next appropriate change time, whichever is later. (Rolls of 3 or 4 always result in a were.)
A victim rolls once and only once per were per day to see if he acquires lycanthropy. Example: Sir Rolf encounters a werewolf twice on Monday, taking 3 points damage in the first encounter, and 5 more in the second. For that day he rolls 3d once, and becomes a were if the roll is 8 or less. On Tuesday he finally comers and kills the were, but takes an additional three points of damage, and he must roll again for that day, changing on a 3 or 4. If Sir Rolf had encountered two different weres on Monday, taking 3 points from one and 5 from the other, he would roll twice, becoming a were on a 3-4 on one roll, or on a 3-5 on the other.
The newly-created were will be substantially similar to the were that infected him - same type of creature, same general powers. The GM determines the final were-fbrm, and can adjust it slightly to fit the character. A very strong human would probably produce a stronger-than-average were, and so on.
When a PC is infected by lycanthropy, it will usually be taken as me Unpredictable Change disadvantage (see p. 94), though there are exceptions (see below). If a PC acquires lycanfliropy as a side affect of combat, it is recommended that the OM not require the Unpredictable Change be "bought off" with earned character points to be removed. However, some sort of quest or adventure should be required before the curse is lifted. If the PC wants to stay a were, he must devote all subsequent earned experience points to paying for the cost of the were-fonn (and the Were Fonn advantage, if it applies).
Deliberate Infection: A PC may make a deal with an infectious were to deliberately try to infect the PC with lycanthropy. Again, once he becomes a were, the PC may not spend earned experience points on anything else, until tbecostofihewere-fonn is completely paid off.
If the GM wishes to discourage this, it is recommended that he roll all the damage against the target character in secret, giving the were and his target only a general idea of how badly the target character is wounded, until that day's roll is made.

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Were-Creatures

A were who is intelligent, aid is not Berserk or Bestial, may try to limit the damage he does, counting on the probability that the target will roll a 3 or 4 eventually. This requires a roll vs. DX. If the roll is made, the attack does only 1-3 points damage. If it fails, however, the attack does fiffl damage. In either case, the OM should roll to see if the attack is a critical hit A critical nit will

always do full damage, plus the indicated bonus from me critical hit table. The Crippling Injuries rifles torn p. ‚ 127 should also be invoked unmerriMly, if applicable.
The Change Trauma rules (p. 84) may also be invoked to discourage casual spreading of Lycanthropy.

Advantages                 -
In general, any of the advantages in the Basic Set are available to were-foims. Certain intellectual and social advantages will be inappropriate to were-forms under most circumstances; examples include Mathematical Ability, Status and Edetic Memoiy. Such advantages will be very rarely encountered in were-forms, and when they are present, they will be "carried over" from the were's human form (see below).
The Rule of 12
Many weres, like their natural counterparts in the wild, have "animal instincts." Consequently, certain advantages which require an IQ Ј®Џ will often work more efficiently than the were's IQ might suggest, h game terms this means that for certain advantages where an IQ roll is required, weres with an IQ of less than 12 may roll as though their IQ is 12.
Advantages where the rule of 12 applies include Animal ‚в-pathy (see below) and Danger Sense. Also, all sense rolls for weres begin at 12, before any levels of acute senses or Alertness are applied. The Rule of 12 may be invoked whenever the GM feels that the animal instincts of the were would be as good as (or better than) human intelligence.
It is important to remember that the Rule of 12 does lot allow the were to roll against 12 for all IQ rolls - merely those where animal instincts would be useful, as decided by the GM. The Rule of 12 will in no way affect a were's chances to repair a car or understand a philosophical theory.
Acute Hearing, Acute Taste & Smell,
Acute Vision, Alertnw               seep. B19
The minimum base roll for all these advantages is 12, regardless of the were-form's actual IQ. See The Rule of 12, above.
Animal Empathy                       see p. Bif
In nonsentient weres this advantage becomes "hunter's empathy." The were can, on a 12 or less (see The Rule of 12. above) sense when creatures are about to bolt, or when they are angry and about to strike. A domesticated were might be able to use this ability to control large groups of herd animals, in the fashion of a sheep dog or a well-trained cow-horse.
Combat Reflexes                          p.B20
Most animals have Combat Reflexes.
Literacy                                    see p. B21
A super-beast or beast-man is normally literate if his human form is literate, whether they share a personality or not - unless

Illiteracy is taken as a disadvantage. However, were-forms with an IQ of 7 or less may never be literate. An ordinary beast can never be literate.
Longevity                                seep. B21
“ the human form of the were has Longevity, the were-form must purchase it as well. If (he human form has a normal life expectancy, the were-fomi is assumed to have a human-normal lifespan, even when the animal template is quite short-lived. Note that the official cost of the Longevity advantage is now 5 points in all backgrounds.
Magical Aptitude                        seep. B21
According to most sources, a mage afflicted with lycanthropy loses spellcasting ability. But this prohibition is not cast in stone! Even in worlds where spellcasting weres are theoretically possible, however, the GM may want to apply an Unusual Background charge to them. It is also suggested that weres with the No Fine Manipulators or Mute disadvantages only be allowed to cast spells known at level 15 or better, and weres with bath disadvantages only be allowed to cast spells known at level 18 or better (seep.B148).
It is strongly recommended that weres with ST significantly higher than human average (15+) not be allowed to cast spells at all, as their Ugh fatigue scores would make them far too powerful. If such characters are allowed to cast spells, a very high (25+ points) Unusual Background is called for.
Psienics                                seep. B165
As with Magical Aptitude, above, most weres will not keep their human-form's psionic abilities (if any) in were-foim. The GM may wish to demand an Unusual Background for a character with a psionic were-form. Despite this, a psionic were (see p. 83) whose other psionic talents only manifest in were-form might be an interesting character, in a campaign of high enough level.
Toughness
See Damage Resistance, p. 103, and Passive Defense, p. 105.
Unusual Background          '        seep.B23
Ts many campaigns, being a were at all will require an Unusual Background. In others the GM may allow an Unusual Background for a were significantly different from the campaign norm (see Magical Aptitude and Psionics, above). The cost of the Unusual Background can vary widely, depending on me campaign and the nature of the design. The point cost is paid by the basic (human) character - it is not part of the were-form.

Disadvantages                  -
Many "regular" disadvantages can be taken as a property of the were-fomi only. A few worthy of specialmention:

Adaiciion                              seep.B30
A were might become addicted to a drog which caused (or prevented!) the change.   .

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A were might also become "addicted" to the change itself, suffering damage when he went too long without changing. Tins can also be treated as a Dependency - see p. 108.
Combat Paralysis                       seep.B32
At first glance, this may seem a silly disadvantage for a were-creature. But this type of behavior is very common in nature;
rabbits and many other such animals are neurologically programmed to freeze when threatened, A cowardly were can be interesting! And this would be totally appropriate fix a creature likeaweie-rabbit.
Compulsive Behavior                    seep.B32
Moraify Opposed: A were-fonn. which does not share the human form's mind may have a Compulsive Behavior to act in a manner opposite to the human form's moral and ethical leanings. This is best suited to characters with Unpredictable Change or any type of weredom that is defined as a "cnrse."
If a were-form possesses any kind of Compulsive Behavior, it must be indulged at least once each time the were-fonn manifests.
Delusions                               seep. B32
One obvious delusion is "I am not a were-creatare." Possibly even more entertaining is the character who believes heis a were, and fabricates evidence to support his delusion. And of course, the were in an otherwise mundane setting will have a delusion in the eyes of others - which he must take as a disadvantage - if he is aware of his state and attempts to discuss it with others.
Duty                                     seep.39
A character who is a were due to his religious or cultural heritage (see p. 83) may have a Duty to behave to a way acceptable to Us religion or culture. Violation of this Duty may resultin the reduction or elimination of the character's accessibility to his were-form.
Dwarflsn
See Inconvenient Siw (p. 108).
Enemies                              seep. B39
A were would be all too likely to have special enemies... police, monster-hunters or rival weres.
Gigantiirn
See Inconvenient Siw (p. 108).
Illiteracy                                seep.B33
All beast were-fonns are illiterate. Super-beast forms with human intelligence, and all beast-man forms, are assumed to be literate if the human form was literate.
However, some beast-man weres coiiM be wholly incapable of comprehending written symbols. The GM might be tempted to increase the value of such a handicap in a high-tech campaign. Remember, though, that in such a campaign, audio tapes or similar translations will he readily available for most data and communications.
Kleptomania                          see p. B34
This tendency is found in animals like the jackdaw and the pack rat.

Lecherousness                           seep. B34
WheB possessed by me were-fonn, mis could be either of two possible behaviors: first, the were-form has a strong physical desire for the opposite sex of the same animal template as the were. If the human and the were-form share the same mind, the were will pursue and enjoy his liaisons when in were-fonn, but may fed quite differently about it when human!
The second option is classically dnematic: me were-form, no matter what its animal template, has an inordinate fondness for attractive humans of the opposite sex.
Mute                               see p. B29
All animal were-forms must take this -25-point disadvantage. They are effectively mute, in that they cannot talk - of course, they can make whatever sounds are normal to the creature. Beast-man and super-beast forms do not have to take this disadvantage.
Note that a creature of animal intelligence cannot get around its muteness by notes or sign language - but an intelligent creature caa!
Odious Personal Hatit                   seep.B26
In most game worlds, "Eats Humans" is a 15-point Odious Personal Habit Note that if all weres are thought to eat humans, that's a Reputation.
One An" or One Leg                   seep. B29
For were-forms which normally have two arms and two legs, these disadvantages are treated normally.
One Arm is meaningless in a quadruped, and for simplicity may be ignored in multi-armed races.
One Leg would be silly for a creature which normally has more than two legs. Treat mis disadvantage as "One Leg Missing."!! may be taken asa-10-point disadvantage; see the Legs, p. 100, for the effect of the loss of a leg on weres wifh four or more.
Reputation                               seep. B17
Perhaps the most common were disadvantage of all. This depends entirely on the campaign, but in most worlds, weres will be bogeymen, and will always get a bad reaction.
Split Personality                          seep.B37
This disadvantage will be very common among weres (though not required - the assumption is that a were keeps the same personality in both forms). This advantage is appropriate at the 10-point level where there are some significant differences in the behavior of the two forms, but the two personalities are aware of each other, and each has access to vague memories of the other's actions.
At the 15-point level, it means that the two personalities are completely separate individuals and are also mutually amnesiac. (A human unaware of his were nature may have disturbing dreams - or what he thinks are disturbing dreams - of being an animal.)
All forms must have this disadvantage. Usually, it must be taken at the same level by each form, but it is possible for one form to be more aware of the other man that one is of the first.
How the personalities interact is up to the player. They are not required to be at odds, spoiling each other's plans and leading each otherinto trouble, although this is in keepingwith many folk and cinematic traditions. (H this is desired, see Compulsive Behavior Morally Opposed, p. 97.) Even at the 15-point level, the personalities can be generally non-antagonistic to the goals and desires of each other. The interaction of a were's personalities is

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ultimately a roleplaying challenge, based on file tnits selected for each form during character creation.
Optional Sule-Duelling Personalities: Weres with Split Personality at the 15-point level will sometimes find their folios at odds about the proper course of action. For instance, the human half of the were might want to run into the burning barn to save the trapped child, while the animal half wants to get as far from the fire as he can, as quiddy as possible.
The GM may, in such cases, allow the two personalities to "fight it out" for control of the character's action. This is a special effect of the Split Personality disadvantage, and is worth no extra character points. This nde is optional - the GM may rule that the character's actions are controlled by the personality of whichever form is manifested at me fin", and me other personality can take no action whatsoever until the next change allows it to manifest This option is most suitable for a player who feels he is up to the considerable roleplaying challenge.
Such a battle for dominance is a Quick Contest of Wills. The were-fonn may use the Rule of 12 (p. 96) if applicable (the Strong Will advantage will only add to the were's real IQ, not to 12). The dormant form is always at a -3 in these contests. If the were's change is voluntary, or a trigger condition (see p. 86) is present, and the donnant form's personality wins the contest, it will immediately trigger a change. Otherwise, the winning personality gets control of the current fonn. The donnant form's personality may attempt to take control no more than once per hour of game time, but the active form's personality may attempt to reassert control once each minute.
A clash of wills takes 2d seconds, dHrmg which time the character stands transfixed, and can take no action whatsoever. If the were is physically attacked during the contest of wills, the two personalities will break off their fight, and control will automatically revert to the personality native to the currently manifested form.
Stuttering                                      seep. 29 A beast-man or super-beast fonn may be able to speak, but it may not be able to speak well. Use the Stuttering disadvantage to represent speech that is growling or hissing or otherwise unmistakably bestial.
New Disadvantages Bestial                            -10 or-15 points
The were-fonn thinks and reacts like a wild animal It retains no concept of human standards of morality or propriety. The were has no concept of property. It will fight or flee from those who frighten or threaten it A Bestial character cannot take any of the Social or Artistic Stalls in the Basic Set (except Area Knowledge), even at default!
A Bestial character is not necessarily out of control; be simply reacts in a non-human manner. Bestial wcres will usually ignore those who leave them alone (unless they're food!), and might even come to display affection for anyone who treats them with special kindness. While he can't understand property in the human sense, a Bestial were might (depending on the animal template involved) understand temtoly, and avoid doing damage to objects on another's territory. Whether he considers humans as individuals with territory rights is an open question! A Bestial character might also understand dominance, and respect or even obey a human who proved himself stronger than the were.
This disadvantage is not necessarily tied to a low IQ -but a character who is both Bestial and remarkably intelligent would be a roleplaying challenge, requiring a good deal of thought and

effort GMs may therefore choose to restrict this disadvantage to characters with an IQ lower than 9.
A Bestial character cannot normally take an Odious Personal Habit for beast-like behavior - that's included in the cost of Bestial. However, if me Bestial behavior is extremely repugnant to humans - the equivalent of a 15-point Odious Personal Habit -the GM can allow this disadvantage to be worth -15 points. OPHs unrelated to beast-like behavior (including "eats humans") can be bought normally.
Secret                                   , variable
A Secret is some aspect of your life (or your past) that you must keep hidden. If it is made public, the information could harm your reputation, rain your career, wreck your friendships and possibly even threaten your life! By far the most common Secret among weres is the mere fact of their lycanthropy.
The point value of a Secret depends on the consequences of its revelation. Lycanthropy can fall into any of these categories, depending on the prejudices of the surrounding culture and the destructive potential of the were-fonn. The worse the results, the higher the value, as follows:
Serious Embamissment: Ifulis infonnation gets around, you can foiget about ever getting a promotion, getting elected or marrying well. Alternatively, your Secret could be one that will simply attract unwelcome public attention if it is known. -5 points.
Utter Rejection: V yonr Secret is discovered, your whole life will be changed. Perhaps you would lose your job and be rejected by friends and loved ones. Perhaps yon will merely be harassed by admirers, cultists, long-lost relatives or me press. -10 points.
ImfrisonmeM or Exile: If the authorities uncover yonr Secret, you'll have to flee, or be imprisoned for a long time (GM's discretion). This imprisonment need not involve the penal system -a were mat is held in a government research lab for study is just as much a prisoner as one in jail. -20 points.
Possible Death. Your Secret is so terrible that you might be executed by the authorities, lynched by a mob or assassinated by me government if it were ever revealed - you would be hunted. -30 points.
If a Secret is made public, there wfll be an immediate negative effect, as described above, ranging from embarrassment to possible death. Yon suddenly acquire new, permanent.disadvantages whose point value equals twice that of the Secret itself! The points from these new disadvantages go first to buy off the Secret, and may men (at the GM's option only) be used to buy off other disadvantages or (rarely) to buy new advantages. Any unused points are lost, and the character's point value is reduced.
The new disadvantages acquired must be appropriate to the Secret and should be determined (with the GM's assistance) when the character is created. Most Secrets tarn into Enemies, Bad Reputations and Social Stigmas. They might also reduce yonr Status or Wealth - going from Filthy Rich to merely Very Wealthy is effectively a -10 point disadvantage. Some Secrets could even turn into mental or physical disadvantages, though this would be rare.
Similarly, if me GM allows you to buy off old disadvantages with the new points, these too must be appropriate to me Secret. The most common disadvantages that could be bought off are Duties and Dependents.
In general, a Secret is threatened in a particular game session if the GM rolls a 6 or less on three dice before me adventure begins. However, as for all other disadvantages of this type, the GM need not feel constrained by the appearance roll - if he thinks the Secret should come into play, it does! Secret lycanthropy, of

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course, will always be threatened to some extent, each time the were changes.
When a Secret appears, it is not necessarily made public. The character must somehow keep the Secret from being revealed. This may require him to cave in to blackmail or extortion, to steal incriminating evidence, or even to silence the person who knows me Secret. Regardless of the solution, howevci; ifs only temporary - the Secret will appear again and again until it is finally

bought off. Secrets may be bought off either automatically through exposure (see above) or with earned character points over the course of play.
In the specific case of weres, the GM may rule that all weres of a given type in the campaign must take a Secret, and mat the Secret can never be bought off with earned character points, as long as the character remains a were.

gHllc--
Skill use by weres wffl depend on the type of were-fonn. Ordinary beast forms use skills only as animals do (see p. 53).
Super-beasts use skills as animals do, but may also learn new skills or improve current ones, paying normal point value for these skills. Asuper-heast which does not haveaSplit Personality wffl have access to all its human skills while in beast form.
Beast-men usually have access to all their skills of their human forms, unless they, too, have Split Personalities. Those that do not wffl be able to learn and improve skills normally, based on the attributes of the beast-man form.
The GM may substitute the "Role of 12" (see p. 96) for IQ level in certain mental skills, depending on the were's animal template, substituting 12 for the were's actual IQ in mental skills for which a natural animal of the same type displays an instinctive talent in. Examples might include Tracking for a werewolf, Animal Handling for a were-dog, Fishing for a were-bear or Scrounging for a were-rat. Survival and Camouflage would be appropriate skills for weres based on most wild species.
However, when using the Rule of 12 for a skffl, me were may not increase the skffl beyond 12, except by buying the skffl up from his actual IQ. Thus, a werewolf with IQ 7 codd get Tacking 12 for 2 points, but to increase his Tracking skill to 13, the same were would have to spend 12 more points (the cost to raise the skffl from 7 to 12).
New Skills
FBght(PhysicaVAferage)      Defaslts"DX-4orDX
This is the ability to use the Winged Flight or Glider skill well, to allow difficult maneuvers, tight turns, etc. For a naturally winged creature, the skill defaults to DX, but the skill can still be improved as a normal Physical/Average skill.
Intimidation (Mental/Avenge)        Defaults to ST-5 arActing-3
This is a social skill, used for persuasion. The essence of Intimidation is to convince me subject that you are able and willing, and perhaps eager, to do something awful to him. It's a natural for weres, particularly the larger were-fonns, who have a devastating bitimidation skffl just by default. (For weaker weres withapartic-ulariy ferocious appearance or reputation - e.g. werewolves - the GM can invoke the Rule of 12).
Intimidation may be substituted for a reaction roll in any situation, though it is at a -3 penalty when used in a request for aid. A successful Intimidation roll gives a Good (though usually not friendly) reaction, A failed toil gives a Bad reaction. On a critical success, me subject must make a Fright Check at -10!
The exact result of a successful roll depends on the target. An honest citizen will probably cooperate. A low-life may lick your boots (paws?), even becoming genuinely loyal. Area! tough type may not be frightened, but might react well anyway: "You're my kind of scum!" The OM decides, and roleplays it

When Intimidation is used against a PC (or, at the QM's option, against an NPQ, this can also be rolled as a contest of Intimidation vs. Wffl. See Influence Rslls, sidebar, p. ‚9ќ.
If the were-form trying Intimidation has me Mute disadvantage, it's up to the-player to б®вҐ up with a way of nalfing his intentions known to the subject
Modifiers: Up to +2 for displays of strength or bloodthirsti-ness, or +3 for superhuman strength or inhuman bloodmirstiness. The human form of a were gets +3 to all Intimidation rolls if the subject knows he's a were. The GM may give a fanner +1 bonus for witty or frightening dialogue, but should apply a penalty if the attempt is clumsy or inappropriate. The GM may apply my level of penalty if the PCs are attempting to intimidate someone who jast can't be intimidated. For example, other weres wffl be much less impressed by lycanthiopy than most folk.
Note that Interrogation skffl can default to Intimidation-3. It wffl not help you tell a good answer from a bad one, but it may get people to talk.

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Structural Advantages and Disadvantages:

All these advantages and disadvantages apply to were-fonns of any type - beast, saper-beast or beast-man.
Extra Limbs
Certain animal fonns will have more limbs than a human being does.
Arms
Any limb which can be used to manipulate is an arm, regardless of where it grows or what it looks like. A nonnal arm can be used to strike a blow which does tbnist-2 damage based on ST.'Ib do extra damage with an arm, see Strikers (p. 100). Weres may have two arms at no cost Extra aims have a base cost of 10 points each.
Extra FkxibSity
Arms may be designed for great flexibility, compared to human aims. An example is an elephant's trunk. Such limbs are not necessarily strong or weak; they are not necessarily dexterous or clumsy. They can, however, configure themselves in ways human limbs cannot, and they qualify the creature for the Constriction Attack (below).
The cost is 10 points (for the whole creature) or 5 points (for a single limb).
Longer or Shorter Arms
Anns may be longer or shorter, relative to human arms. For game purposes, human aims have areach of 1. When ancient/me-dieval weapons are used, subtract 1 from any weapon's reach if it is held by short aims, and add 1 or more to the reach of a weapon held by longer arms.
Shorter arms cost only 5 points per additional arm. These arms have reach 0 (close combat only), and don't have the leverage to use any weapon which must be swung. If Ґ© of the were's arms are short, it is -2 on any attempt to grapple. Љ both arms of a two-aimed were are short, that is a -10-point disadvantage.
Longer aims cost +10 per arm for each hex of reach. Each extra hex of reach also adds +1 to the creature's nonnal swing damage, and +2 to any attempt to grapple. Note that long aims can be attacked in other hexes, as though they weie long weapons (seep.BllO).
Class Cismbat-wUh Extra Anns
Extra arms give a huge advantage in close combat. The were cannot punch with more than one arm at a time, unless the Full Coordination (p. 103) advantage is bought, but it may greppfe with all at once. Every extra arm (of regular length or longer), over and above the normal complement of two, gives a +2 on any attempt to grapple or pin. Other limbs do not help.
ffo PhysicalAttack
If the arm can manipulate but cannot attack physically (due to structure or lack of ST in mat limb), each such arm only costs 5 points. Generally that limb can be used to wield a firearm or similar ranged attack, but cannot attack physically. An example of such a limb might be a monkey's prehensile tail. € these arms are also short (tee above), the cost is only 2 points per aim.
Legs
If a limb cannot manipulate, but can be walked on, it is a leg.

The "default" number of legs is two. A leg is assumed to be able to kick with a range of 1, doing thmst/cnishing damage. Each additional hex of range costs 10 points. Extra damage is purchased as for Strikers, below. If the legs can't kick for damage, reduce the total leg cost by 5 points.                       ^
Three or four legs cost 5 points; if me individual loses a leg, it can continue to move at half speed (round down). Loss of a second leg causes it to fall.
The cost for five or six legs is 10 points. Each leg lost reduces speed by 2 until only three legs are left. At that point, speed is only 2. Loss of 1 more leg causes the individual to fall.
The cost for seven or more legs is 15 points. Each leg lost reduces speed by 1 until only three legs are left. At that point, speed is only 2, Loss of one more leg causes me individual to fall.
Feet Manipulators
Any limb which can manipulate should be purchased as an aim - me fact that the creature walks on it is merely a special effect.
Reduced Move                          seep. 109
Strikers
If a limb can strike an aimed blow (rolling vs. DX) but cannot manipulate or be used for walking (a tail, for example), it is a "striker." Strikers cost 5 points apiece. Unmodified striken do thnistfcmshing damage, in close combat only (e.g., horns). Increased range costs 5 points per striker per hex.
Increasing Damage
"Co increase the damage done by a striker, arm, or leg, the Claws advantage (see p. 101) may be added. This may also represent fangs, pincers, horns, etc. Note that this advantage only has to be purchased once - no matter how many limbs it modifies! If a creature has eight arms, 15 points will buy +2 damage for all the arms. But note that Pull Coordination, p. 103, is needed to attack with more than one at a time!
Aiming Strikers
Some strikers (e.g., tails) cannot be aimed well. If a striker attacks at a penalty to DX, subtract a point from its cost for eveiy -ItoDX.
Hand Disadvantages Boa/Poor Grip                        -101-5points
Bad Grip is a -10 point disadvantage. Creatures with Bad Grip suffer a 4 penalty when using skills that require a firm grip on an object: mis includes Climbing, Acrobatics, catching and most forms ofmelee weapon use. Poor Grip is a -5 point disadvantage;
they suffer a -2 disadvantage as above. The penalty is overall, not perhand.
No Fine Manipulators                      -30 points
The were has nothing more agile man paws or hooves at the end of its limbs. It has nothing that approaches me human hand in terms of manual dexterity. The were cannot use its paws or hooves to make repairs, tie knots, or even grasp firmly. Note: This disadvantage qualifies the were to buy the Increased Strength advantage (p. 104) at a bargain rate.

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No Manipulators                          -50 points
The were has no limbs. The only way for it to manipulate objects is to push them around with its body or head.

One Fine Manipulator                     -10points
Most weres have two or more hands/fine manipulates that they can use in concert A were with this disadvantage has only one. It cannot, for instance, repair a device while holding it. An elephant is an example of a creature with this disadvantage.

Natural Attacks ======-^===
Weres can have a variety of natural weapons, based upon their animal templates, from simple horns and claws to complex poisons and even bioelectricity. The more exotic of these can be found in Special Were Advantages and DisadvaMays, pp. 101-109.
Teeth, Claws and Strikers
The rules and costs for strikers (p. 1()0)canbeusedtocreatea number of different attacks; examples are given below. All the attacks below are made at DX. An attack may also be bought at reduced DX - drop its cost by 1 for each-1 DX.
Reach: All the attacks below assume areach ofOhexes -close combat only - unless specified otherwise. Increase cost by 5 for each additional hex.
Claws                               15/4W55 points
For 15 points, the were has claws which do an extra +2 damage on any hand-to-hand attack (including martial arts, if the were's form is basically human - non-human fonns cannot use human martial arts).
For 40 points, the claws are 6 to 12 inches long, and do both thrust/impaling and swing/cutting damage.
For 55 points, the claws do th.nist+2/impaling and swing+2/cnttmg damage.
Constriction Attack                         seep. 102

Boms                                 varies
Horns are bought as strikers (p. 100). Cost can vary widely, depending on reach and damage. Horns with a reach of at least 1 hex can be used to pany blows, at half DX. Two examples:
Butting horns: 5 points. Blunt, heavy horns used for thrust/crushing attacks. Often used during charges. Reach 0.
Long Tush: 50 points. Found only on human-sized or larger weres, these are large, pointed horns that can do a thrust/impaling or swing/cutting attack with reach 1.
Teeth                                    0/5/IOpoints
Teeth do damage as described on p. ‚ 140. Normally, they are good in close combat only.
Blunt teeth (0 points) do crushing damage only. Figure damage using the table on p. B140, but halve actual ST.
Sharp Teeth (5 points) do cutting damage based on ST, as on p. B140.
Fangs (10 points) like those of the sabertooth tiger, do impaling damage based on ST, as on p. B140.
Smashing Tail                                   varies This is also bought as a striker (p. 100).
Spear                                         30points This is like a striker, but usable only against a front hex. Exam-. pie: a rhinoceros horn, designed to be used in charges. Damage is thrust+1; reach is 1.

Special Were Advantages and Disadvantages;

This section covers special advantages and disadvantages that can be used to provide exotic abilities for super-beast and beast-man weres. Many will only be appropriate for a few type of weres, but they're included anyway for completeness. After all, what's a were-mole without a soper-tnnneling ability, or a were-bat without sonar?                                       ,

These rules can produce weres based on any sort of real-world animal, as well as a multitude of myths, legends and fictional sources. GMs can also adapt the racial generation system found in OlffiPS Fantasy Polk and GUSPS Aliens to produce even more exotic or alien shapeshifiers.

Super-Advantages            ii
Many of these advantages were adapted from metahuman powers in GVRPS Supers - and for simplicity, we are retaining the name "super-advantage" to designate any special ability which works automatically but is not available to Ї®Їў ! humans. A special ability which requires a skill roll is a "saper-power" -see p.109.
The GM who wants still more exotic abilities for his weres should check GURPS Supers. It's another excellent source for outlandish abilities, though we've included all the most appropriate "super" abilities in the section starting below.
Enhancements and Limitations
An enhancement is something that makes a super-advantage more useful. A limitation makes it less useful. When an advantage can be enhanced or limited in some special way, this will be noted

in the description. The price for these enhancements and limitations is expressed in terms of percentage. For example, a +20% enhancement reflects a 20% increase, rounded up, in the cost of the advantage.
All enhancements and limitations are totaled before figuring cost. An advantage with a +5096 enhancement and a -30X limitation has a net +20% extra cost However, no matter what limitations are taken, me cost of an advantage can never be less than 25% of its base cost.
Advantages require no training - if you have them, they work, with no need for a skill roll. However, some advantages (such as Regeneration), are available in different forms or "levels," at different point costs.
All these advantages are assumed to be switchable - me were can turn them on and off at will - but the default condition (while

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Were-Creatures

sleeping, unconscious, etc.) is OB. The were spends one tsm activating the ability, and it is operative at the beginning of the following Bun. Any advantage bought with the Instantaneous enhancement (see p. Ill) can be switched on without any delay at all.
‡Њ-Degree Vision                        25 points
This advantage is appropriate only for were forms of a magi-caliKtture.orlianngmonstmus shapes; w "Ї®виѓ'animalhas a fat! 360 degrees ofvision.
You have a complete 360-degree field of vision. Treat "offhand" hexes (typically left) and back hexes as -2 to hit (because of the clumsiness of the attack, not because yon can't see them). You suffer no penalties when defending against attacks from the side or rear, and your opponents gain no bonnses when attacking from behind.
Altered Time Rate                            varies
You experience the flow of time at a rate that differs significantly from the norm. Љ your rate of time perception is fasterthan a normal human's, this is an advantage: for lOO points, you experience time twice as fast as a normal: two seconds are "lived" for each real second that passes. For each additional second, add 100 points.
Altered time allows you the luxury of extensive planning even in crisis situations, as everything seems to happen in slow motion. Any mental skill or perception roll may be attempted at no penalty to additional actions. Exceptions to this are Fast-Talk, Diplomacy, or any other skill which requites interaction with another person (unless they also have Altered Time Rate at the same level you do!).
Each level of increased time rate allows you to take one additional maneuver. Maneuvers that depend on the reaction of another person (Feint, tor instance) cannot be taken - others can't react in the short time allowed!
Amphibious                             lOpoints
You function as well in water as on dry land. You don't need the Swimming skill (p. B49); yon automatically swim at your normal Move rate. This is aprereqnisite for me Super Swimming skill (see p. 107). You must still breathe, thoughllake the Gills advantage (p. 104) if you want to breathe underwater.
Armor                                   varies
You have thick hide, scales, a shell or other natural armor. Depending on the desired effect of the armor, mis can be bought as Passive Defense (p. 105), Damage Resistance (p. 103), or a combination of the two.
Biwchiator                                  Spoints
You can swing through the branches of trees with great speed and skin. You get the Acrobatics (DX -2) and Climbing (DX) skills for free. Brachiating ipeed begins at half normal move.
Breath-aolamg                           2poinls/level Bach level doubles the length of time that the you can hold your breath (see p. B91). This advantage can be combined with the Bnsath Control skill (p. B48).
Catfau                                       lOpomts You subtract 5 yards from a fall automatically (this is considered an automatic Acrobatics success; don't check again for it). A successful DX roll hrives all damage taken from a faU.

daws                               seep-101
CEBgnig                                 ISpoints
Yon can walk or crawl up walls or the ceiling. Your Move is halved while using this advantage. You can stop at any point and stick to the surface without any fear of filling.
If yon are falling and try to grab a wall to beep ftom hitting the ground, the GM mast decide if it is within reach. If it is, a success-mi DX roll is needed to touch the wall Once the wall has been grabbed, a successful ST roll must be made, modified at -1 for each 5 yards fallen. If the ST roll is failed, 5 yards are subtracted from the distance because of the slowing efect the failed clinging attempt had on the fall.
Example: Franz me giant were-roach is knocked off abuflding 30 yarns high. The GM rules that he will have a chance to grab the wall at the 15-yard point. Eranz rolls against Iris DX 14 and grabs the wall He would then have to make a ST-3 roll to hold on.
Special ©п©ў©®Ї: You can only cling to one particular substance. -30* for common materials like wood, rock, brick or metal. -50% for rare materials such as ice, rubber, etc.
Constriction                            1S/20/2S points
This is the ability to wrap around a foe to make a crushing attack. A snakdike body form is necessary. Alternatively, a long and flexible limb (an elephant's trunk, for instance) could make a constriction attack if it is twice as long in hexes as the victim's size in hexes. So to constrict a human - a 1-hex creature - the constrictor or its limb must be at least 2 hexes long.
Point cost is 15 for a limbless creature, 20 for a one-limbed creature, 25 for a multi-limbed creature which can constrict with any limb.
To mate a constriction attack, the attacker must first grapple his foe. Then roll a quick contest of ST. If the victim wins or ties, no damage is done. If the victim loses, he takes as many points of daaageashelostby.
Damage Resistance                      3 points/level
This functions like the Toughness advantage (see p. B23), but can be purchased in as many levels as desired. This DR will protect against physical and energy attacks, but will not aid versus mental attacks such as Mind Blow. For most weres, this will be a thick hide, scales, a shell or other natural armor. ' Cost of this advantage depends on whether it applies against everything, or only against certain types of attacks.
Against Everything: 3 points per level of DR
Common Attack Type: 2 points per level ofDR
Occasional Attack Type: I point per level ofDR
Rare Attack Type Vt point per level of DR
Very Rare Attack Type: M point per level ofDR
Examples of Damage Types:
Common: Crushing (most bullets, fists, maces, falling safes), Cutting/Impaling (knives, swords, anows, spears), generic Energy, generic Psionic, generic Living Tilings, Metal.
Occasional: Au; Cold/Ice, Fire/Heat, Light, Earth, Electricity, Matter Control, Sonic, Bullets Only, Magic, Plants.
Rare: Alteration, Darkness, Vibration, Weather, Radiation, Acid, Poison.
%ryRare: Mud, Citrus Fruit, Insects, Cheese.
DurkVlsvin                             25poinls
You can see in absolute darkness. You suffer no skill penalties for darkness, no matter what its origin. Anyone using either this advantage or Night Vision is color-blind while ia darkness.
Special Enhancement: You can see colors in me dark. +20%.

-102-
Were-Creatures

Discriminatory SmeU                      IS points
You can differentiate between (and recognize) people, places and things by their odors. You have a sense of smell far beyond the human norm, and can determine distinctive odors for practically everything and anything yon may encounter. You may memorize an odor by sniffing it for at least one minute and making a successful IQ roll. If you fail this roll, yon may not attempt to memorize that odor again for at least one full day.
In any situation where yon may utilize your sense of smell, yon are at +4 (plus any Acute Smell bonuses) to €ў roll, and receive+4 to Tracking skill.
Special Enhancement: You can detect a person or animal's emotional state by odor. This effectively gives you the Empathy advantage “ yon can get wiflrin 2 hexes of the subject +50%.
Special limitation: Oneparticularsubstancehasaparticularly offensive odor to you. If yon encounter it, you must make a HT roll or become temporarily ill, losing Id from each stat while in the presence of the odor and for 30 minutes thereafter. This is a -50" Imitation for common substances (pollution, dogs, cigarette smoke, car exhaust), -20% for occasional (wadflowers, cigar smote), -10% for rare (one particular brand of perfume, a specific breed of cat). It is a 1-point quirk for something very rare (rotten eggs, yak hair).
Doesn't Breathe                             20 points
Your body absorbs the oxygen that it needs through osmosis. You can't be strangled, and are immune to most gases (your body won't absorb anything that will hurt it). You will still suffocate in a vacuum, or anywhere else where there is no oxygen available to absorb. You can live underwater as long as the water has oxygen in it (normal Earth bodies of water have plenty of oxygen). You can use breathing equipment in space, as your lungs are capable of working normally.
Doesn't Eat or Drink                       lOpoints
You don't require food to stay alive - your body is powered in some other manner. This should be consistent with the were's origin... usually magic or super-science.
Doesn'tSkep                                20pofnls You never have to sleep. You can ignore all fatigue losses from missed nights of rest
EnhamedDX                     Normalcost
All attributes other than ST are bought at normal cost Any time an attribute is raised above 20, all default skill rolls are figured as if that attribute wens 20. This prevents defaults from becoming unbalancing!
Enhanced HT              see EnhamedDX, above and Extra BitPoints, below
Enhanced IQ             see EnhamedDX, above
Enhanced Move                       10 points/level
Each level of Enhanced Move increases the were's maximum speed by the original Move score in one mode of locomotion (running, swimming, flying, etc.). Move is only increased if the individual is moving along a relatively straight, smooth course. Combat Move and Dodge are unaffected, but anyone targeting иҐ were with a missile or thrown weapon will subtract a speed modifier appropriate to the were's current speed. Example: A

were with a Move of 8 buys two levels of Enhanced Move (Running). The were can now run at 8+8+8, or 24.
Extra Encumbrance                        5 points
The were can cany more than a human of the same ST could. Light encumbrance is defined as SxST, Medium as lOxST, Heavy as 20XST and Extra-Heavy as 30"<ST.
Extra Fatigue                               3/point
Your fatigue is higher than normal for your ST. You can nm farther and fight longer than others, and you have more power available for powering magical spells (though note that only intelligent weie-foims can use magic). Extra fatigue goes into a separate pool that can be used to power super-powers, psionics, extra effort or magical spells. This pool recharges at the same rate as normal fatigue, but will only begin to regain points if regular fatigue (based on ST) has been completely regained first
Extra Bit Points                                5/point
You can take more damage than a normal human of your HT. Hit Points are initially equal to HT, so a character with HT 14 could buy his Hit Point total up to 20 for 30 points. This would be written as HT 14/20. Any roll versus HT, Contests of HT, resistances, calculation of unconsciousness and survival rolls, and anything else involving HT would be made against his health of 14. Only damage is subtracted from 20.
Example: If a were has HT 14/20, he would have to roll to stay alive at -14 HT (and every -5 thereafter) rate than at -20.
FlexSiiSty                                   ISpoints
You can bend your body in absolutely any direction, Ё is like Double-Jointedness (p. B20) only more so; you cannot take both this and Double-Jomtedness. Yon get a +5 on any Climbing roll, on any roll to escape from restraints, or on any Mechanic roll. Yon cannot stretch or squeeze yourself abnormally, but any part of your body can bend any way.
Flight
GVRPS uses the tenn Plight for a super-power involving flight vitbcut wings. The Winged Flight advantage is the version which would be appropriate for a were; it is described on p. 108. See also theFlight skill, p. 99.
Full Coordination                    50points/attack
This is the ability to make more than one physical attack per ton, using each limb only once. So, for instance, a were-insect with four arms could buy Puil Coordination/I and make two attacks per mm, FC/2 and make three attacks per turn, or FCO and make four attacks per turn, using each arm once.
Note that a two-armed creature could tab this advantage, too. It could then attack once each mm with each hand, at no penalty! Physical attacks are limited to punches, kicks or weapon attacks, not super physical skills.
When someone with Full Coordination makes an All-Out Attack, he may take one bonus for each weapon he uses, but all bonuses must be the same. You could not, for instance, swing twice with one weapon while aiming carefully with another! If yon choose to increase your number of attacks, you get 50% more attacks than normal, rounding down.
Example: A brawler with two aims and FC/1 who took an All-out Attack could make three attacks: two normal plus one bonus attack.
His mutant cousin, with FC/3 and/ow amis, could make 2 additional attacks with an All-out Attack.

-103-
Were-Creatures

To aim two weapons at once requires the Independently Po-cusable Byes advantage (see p. 104).
Gills                                       IDpoinS!
You have the ability to artiact oxygen from water, allowing you to remain submeiged indefinitely in normal water. If there is no oxygen to extract, you will snffocate like any nomial person. You can't breathe in a swimming pool full of ketchup!
You can still breathe normally out of the water.
Gliding                                       Wpoints
This is a limited form of Winged Bight (see p. 108). Gliders cannot gate altitude while flying, and descend at 1 hex per turn. Enhanced Move does not affect speed, but each time it is bought, it halves the descent rate.
Special Enhancement: Gliders can gain altitude by riding wana air currents, or "thermals" (assuming such currents are present!), for +5 points. A normal thermal will raise a glider at 1 hex per turn. If thennals are present, a gliding were with tins advantage can locate them on a successful IQ roll (one attempt per minute).

Hard to Kill                               S points/level
You are incredibly difficult to kill. Bach level of this advantage confers a+1 on all HT rolls made for survival € г®ў miss your normal HT roll, but nate it with your Hard to Killbonus added in, you appear dead (a successful Diagnosis roll will reveal signs of life), but will come to to the normal 1 hoar per point of negative HT;
Example: ALondnn werewolf has HT 12 and4 levels of Hard to Kill. He is trapped in an alley and slammed against a wall by a lorry, which does 30 points damage, reducing his HT to -18. This will require him to make 2 Ќѓ rolls to stay alive (one at -12, then one at-17).
He rolls an 11 for the first one - no problem, sail alive. On the second roll, he gets a 14. This is above his regular HT (12), but below his modified HT (12 + 4 levels of Hard to Kill). He passes out, and is left for dead by his foes. Roughly a day later, he'll regain consciousness - stffl injured, but not dead!

Immortality                            140 points
You'll never die of natural causes and are tough to kill unnaturally! This advantage is simply a combination of Instant Regeneration, Immunity to Disease, Immunity to Poison and Unaging.
Immunity to Poison                       15 points
You are immune to the effect of any toxins. This doesn't confer immunity to a corrosive substance such as hydrochloric add, just to bona fide biological or chemical poisons. It there is a question, the GM's decision (as always) rules.
Increased Speed                        25 points/level
You can really move! Your basic Speed increases by 1 for each level, which also raises your Move and your Dodge. This is especially appropriate for were-jaguars and the like.
Increased Strength                            50/level
The were's strength is doubled. Template ST bonuses are added in before doubling (individual strength adjustments are added or subtracted from the template's final total). Additional levels of this advantage increase the multiple by one each: i.e., ST can be tripled for 100 points, quadrupled for 150 points.
Special Limitation: Ibis advantage costs only 30 points/level when taken in conjunction with the No Fine Manipulators disadvantage (the were-type also still gets full point value for the disadvantage).
Independently Fwusable Eyes              15 points
You can focus in two separate directions, allowing you to aim two weapons at once if you are ambidextrous, or to take fall advantage of extra limbs. If you have more than two eyes, buy this advantage again for each additional eye to be focused independently. Three separately focusable eyes would be 30 points, four would be 45, and so on.
Inftsvision                               15points
Your vision extends into the infrared portion of the spectrum, allowing you to see varying degrees of heat You can even see in abeolute darkness if the temperature is above 70. No matter what the temperature, you suffer only a -1 when fighting at night due to the heat emissions torn your opponent (if your foe emits ў® heat, standard penalties apply). Yon are +2 to see any living beings daring daylight if you are scanning an area visually.
This advantage will also allow you to follow a heat trail when tracking. Add +3 to any tracking rolls if the trail is no more than an hour old. A sudden flash of heat, such as a Fireball, acts as a Hash (see p. 60) to anyone wilh Infiavision.
InnilnerabiUty                             variable
Your body is completely resistant to damage Ў®в some attack forms. Knockback would still be caused from physical attacks, however. Cost of Invulnerability varies according to how common the attack form is, as follows:
Any Kinetic Damage: 300 points.
Common: ISO points.
Occasional: 100 points.
Rare: 75 points.
Very Rare: 50 points.
For examples of these categories, see Damage Resistance, p. 103.
Depending on the character conception, an attack against an Invulnerable subject might bounce away, dissipate harmlessly, or pass right through.

-104-
Were-Creafures

Special Enhancement: The attack does not cause knockback. +20".
Metabolism Control                      5 pointsflevel
The were can control normally involuntary biological functions such as pulse, blood flow, digestion and respiration. This allows the were to enter a deathlike trance; a physician unfamiliar with the were's metabolism must win a Quick Contest of Skills (Physician -2 versus HT) to realize the were isn't dead. While in this state the were is unaware of its surroundings. The were may set a mental "alarm clock" that will awaken it after a certain amount of time has passed. It will automatically awaken if it takes any damage. This advantage is particularly appropriate when the animal template is a hibernating species.
Each level of Metabolism Control reduces by 10" the amount of oxygen it normally needs to stay alive. Bach level doubles me amount of time it can safely go without food or watei.
Nictating Membrane                  10points/level
Your eyeballs are covered by a transparent lens. This allows you to see normally under water, and will help protect your eyes from sand. Mace and so on. Any time you are hit in me eyes with a gaseous or liquid attack the lens provides your eyes, only, FD 2, DR 1 per level (maximum PD 6). The lens also adds +3 per level to all HT rolls concerned with eye damage, and can be opened and closed just like an eyelid.
Passive Defense                  25 paints/level up to 6
For whatever reason, it is much harder for attacks to hit you. Each level adds 1 to your PD, up to PD 6. Your own PD does not add to the PD of any armor yon wear, take the PD of fte outer layer.
Penetrating Call                              5 points
The were can produce a loud and distincdve call like a lion's roar or a wolf's howl. This call can be used to command attention or signal from a distance. A penetrating call can be heard for at least Id mites on a quiet right.
In addition, if the were sounds its call within 30 hexes of an anyone who is unaware of the were's presence, the listener must make a Fright Check. This is non-magical fright, and may have no effect whatsoever on characters with littte or ў® fear of wild animals (GM's option).
Modifiers to Fright Cluck: -I at night, -1 if the area is very quiet (GM's option), -1 if the area is physically isolated (GM's option), -2 if the listener is (or believes himself to be) alone, -2 if the were is within 10 hexes of the individual, or -5 if it is within one hex of the individual.
Perfect Balance                             15 points
You have no problem keeping your footing, no matter how narrow the walking surface, under normal conditions. You can walk on tightropes, ledges, tree limbs or anything else without having to make a DX roll. If the surface is wet, slippery or otherwise unstable, you get +6 on all rolls to keep your feet. In combat you receive a +4 to your DX on any rolls to keep your feet or avoid being knocked down. This advantage adds +1 to your Piloting and Acrobatics skills.
Polarised Eyes                                  5 points Your eyes adjust instantaneously to changing light conditions. If you have Dark or Night Vision, yon can instantly adjust from bright light to darkness. If you are caught in a bright flash of light,

your eyes will automatically adjust so that the maximum time you are blinded or stunned ftom the flash is 2 turns.
Pressure Support                          variable
For 5 points, the were can stand up to 5 times normal surface pressure. For 10 points, it can stand 20 times normal pressure. For 15 points, it can stand 100 times normal pressure.
This advantage doesn't convey any combat advantage unless the were is being attacked by a direct manipulation of barometric pressure.
Recovery                                    W points
You recover from unconsciousness very quickly. Instead of staying unconscious for hours, your recovery time is measured to minutes (see p. ‚ 129). In any situation where unconsciousness was measured in minutes, you reduce it to wcOTids.
RedacedSleep                            lOpoints
Your body operates efficiently without much sleep. All fatigue losses from missed sleep (see sidebar, p. B134) accumulate weekly rather than daily - so one week without sleep costs you 5 fatigue rather than 35.
Regeneration                      101251501100 points
You recover from damage much faster than normal creatures. This does not allow you to regrow lost limbs (but see Regrowfh, below). You automatically have the Rapid Healing advantage (p. B22) at no extra cost. If bought for a gadget, either the gadget is self-repairing, or it heals the user. To do both, it must be bought twice. Cost of mis advantage depends on the speed of the regeneration:
Slow Regeneration: Yon recover 1 HT (or Hit Point) every 12 hours, in addition to normal healing. 10 points.
Regular Regeneration: You recover 1 HT (or Hit Point) per hour. 25 points.
Fast Regeneration: You recover from. injury almost immediately, regaining 1 HT per minute. 50 points.
Instant Regeneration: You heal almost as quickly as yon are damaged, at the rate of 1 HT per turn. 100 points.
Regrovth                            Mpomts
You can regrow lost limbs! A lost ear, finger or toe will regrow to Id weeks, a lost hand or foot ia ld+1 months, and a lost eye, arm or leg in 2d+2 months.
Resurrection                              ISOpoints
You can die, but yon get better. Any time yon succumb to wounds, poison, or any other means of death other than old age (which is permanent), you will come back to life. Starting one hour after your death, you will begin regaining HT at your usual rate - normally I/day, although Regeneration (above) speeds this up. Bven if you have been hacked to pieces, those pieces will slither together and rejoin. Љ any parts were destroyed, they will regrow spontaneously (heads and brains come back with full memories and personality). You will remain unconscious until yon regain your flffl HT. Players should feel free to alter the special effects of this advantage (e.g" instead of slithering back together, your body parts teleport to each other, or are re-created by cloning) as long as the basic time doesn't change.
€ parts of yon are kept separate, they do not grow multiple copies! Instead, the lagest existing piece becomes you, while the rest melt into goo.

-105-
Were-Creatures

If your entire body is destroyed (disintegrated, engulfed in a nova, etc.), triple the time required to teal, as widely-scattered atoms drift together
Each time you die, you lose 25 character points! Yon may take these off of anything yon wish. If your point total is brought down to 0, you die permanently!
Special Limitation: One class of damage - poison, wood, metal, etc. - prevents resurrection for as long as the damaging substance remains in the body.-10% for rare or veiy rare materials (uranium, diamond), -30% for occasional or common substances (wood, metal) or substances that are difficult to remove (poison, radiation).
Special limitation: One class of damage - add, fire, etc. -causes damage which cannot be completely healed by Resurrection, and which must be healed by medical, magical or psionic efforts. A peison with this limitation comes back fiom me dead in a coma with mdr Ќѓ equal to what it was when they died (or
-HTx5, whichever is greater). -10% for a rare or very rare attack form, -20% for occasional toons, -30% for common forms.
Special Limitation: “ you are lolled by a blow from a substance you have a Vulnerability to, you die pennaiienfly! This is worth -5% on a rare or very rare form, -15% for occasional, and
-25% for common.
Special Limitation: Reincarnation. Yoa are reborn into a new body with new abilities and super skills - but you always retain the Resurrection advantage. Your attributes nay also change. (The GM creates the new form, or may allow the player to do so.)
-20%.
Secret Communication                     20points
All members of this type or race of weres have a method of communication that cannot be perceived by other weres - telepathy on a weird band, ultrasonic speech, extra-dimensionally transmitted radio, or just were-spedfic empathy.
The GM may allow a non-were to buy the ability to comprehend the "private" speech of weres as an advantage. Cost would depend on the importance of that advantage to the campaign.
Special Enhancement: Other creatures cannot even perceive when communication is going on. +40%.
Special Limitation: Only general concepts and emotions can be sent-50%.
See Invisible                                  25 paints
The were can see objects or individuals that are normally invisible.
Sensitive Touch                             10points
The were's fingertips (or equivalent organs) are extremely sensitive. For instance, it can, by touch, notice residual heat in a chair, faint vibrations in the floor as someone approaches, similarities or differences between two pieces of fabric, etc. The were must roll bis IQ to use this advantage successfully (note: low IQs do not default to 12 when using this advantage).
Silence                                    5 points/level
You can move and breathe noiselessly, giving you an additional+2 per level to your Stealm skffl if you a" perfedly motionless, or a +1 if you are moving (even in armor, etc.). These bonuses help you only in the daA, or against someone who is listening rather man depending on sight!
Sonar Vision              .               0/25points
The were caa "see" by eniitting sound waves which bounce off the surroundings. No light is required. Sonar can be

"jammed" or moled by very loud noise, but not otherwise. It is color blind, but can "see" the interiors of living things and other objects of equivalent density. Effective range is typically a few hundred yards.
As a were's sole form of vision, this is worth no points. As an adjunct to another form of vision, it is worth 25 points.
Speak with Animab                        15 points
This allows yon to carry on a conversation with any land animal (including birds, reptiles, and insects). How much informa-don you can gain fiom an animal depends on its IQ and reaction roll, and the GM. Add +2 to the reaction roll if you're offering food while you're talking. In general, insects and other small creatures won't be able to do much more than convey emotions such as hunger and fear, while animals like chimpanzees or cats could have a reasonably intelligent discussion. It takes one minute to ask one question and get the answer-assuming the animal decides to speak to you. The GM may require a reaction roll I
Special Limitation: Only one kind of animal. -20% for one type (e.g., only mammals, or only birds), -30% for one family (e.g., the feline family), -50% for one spedes (e.g. house cats only).
Speakwith Fish                            10points
Works just like Speak with Animals, but only on aquatic creatures. This includes whales, dolphins, squid, frogs, lobsters and other creatures that live in the water.
Super Climbing                          3 points/level Each level of Super Climbing adds 1 to a were's Move when climbing. This can be combined with the Clinging advantage (p. 38).
Super Flight                            20 points/level
Each level of Super Plight doubles your speed when you are flying, just as Super Running increases running speed. See p. ‚ 139 for the effects of flight in combat
SuperJump                          10 points/level
Each level of Super Jump doubles the distance you can leap. Additionally, if you fall a distance less than or equal to your mauiiniim high jump (p. B88), you take no damage. This can be increased by 5 yards with a successful Acrobatics roll (p. B131).
Your Move during a super jump is equal to 20% of your maximum normal long-jump, with a minimum of 10 yards. Thus, your maximum normal jump never takes over 5 turns. € your maximum jump is 100 yards, your Move is 20inany jump.
You can jump at a foe in order to slam him, figure the slam at your maximum jump speed! You don't need to make a separate roll to jump accurately.
SuperRunning                      20pomls/level
Each level of Super Running doubles your Move wien you an" running in a relatively straight line. Your combat Move and Dodge are unaffected, but anyone targeting you with a missile or thrown weapon will subtract a speed modifier from his skill roll “г®Ё ere noiBnig! Figure timing radius as for Flight (see side-bar, p. 59). In many cases it will be best to stop rnmiing for a turn, change directions, and start running again!
Example: A character with a Move of 8 buys 4 levels of Super Running, which costs 80 points. He can now run at 8x(2x2x2x2) =128 yards per second (288 fflph)!

Were-Creatures
-106-

Swpsr Swimming                       lOpainis/level Prerequisite: Ampliibious (p. 36) Every level of Super Swimming doubles your swimming speed, just as Super FKght increases your flying speed.
Telescopic Vision                          6points/level
The were can "zoom in" visually, as though its eyes were a fine pair of binoculars. Each level doubles the magnifications factor, i.e. 6 points = 2 X, 12 points = 4 X, 36 points = 64 X, etc.
The normal horizon for a round. Earth-sized planet on flat ground is three miles. Beyond the horizon, the curvature of the worid will block Telescopic Vision.
Temperature Tolerance                      10points
You can ignore the effects of "ordinary" Ugh and low temperatures. This gives you no advantage in resisting attacks by fire or ice unless the only damage is a result of a rise or fall in ambient temperature, m particular, mis will not help you if your body (anperalxre is being affected.
Multiply your HTx5. Subtract tins number from 35 to find the lowest temperature you can stand. Add mis number to 90 to find the highest.
Example: A HT of 12 would allow you to function without having to roll against fatigue or HT loss in temperatures ranging from -25 up to 150. See p. B130 for more details on temperature and weather.
Special Limitation: If yon are immune only to heat, or only to cold, this is a-40% limitation.
Tunnel    40 paints* 10 points/hex ofTunneling speed
You can dig through the earth like a giant worm, spewing dirt and stone behind you. This skffl lets you dig a man-sized passageway-through earth or stone. Movement through rock or stone is half your normal tunneling speed.
The GM may wish to assess a chance that the tunnel collapses behind you. Roll each minute vs. Engineering (Mining), Pros-pectmg-3, or IQ-4 to dig a stable tunnel. This can be modified up for hard rock and down for soft rock and dirt. Each halving of your tunneling speed gives you a +1 on this Ј®–.
UUrahearing                                  Spoints You can hear sounds in the frequencies above the normal range of human hearing (20,000 cycles). Dog whistles, motion detectors, and even many household appliances may emit sounds audible to you.
Universal Digestion                         15 points
You have remarkably hardy intestinal processes which let you derive nutrition from any animal or vegetable protein, even if it would not normally be considered "food." Note: this does not confer any advantage against normal poisons.
Venom                                 15points/level
The were secretes a venom, either corrosive or poisonous, which can be delivered by various means.
Corrosive venoms, such as acids and digestive enzymes, do damage quickly. A corrosive venom does Id of damage per level when it is delivered, and may continue to bum for several turns. At the end of every subsequent turn the venom does Id less damage thaa on the turn before, until the number of dice reaches 0. It is possible to wash off a corrosive venom, preventing damage on subsequent turns. This requires at least a gallon of water and a full turn. Armor, toughness and damage resistance will

protect against corrosive venom for a number of turns equal to DR. There is no HT roll toresist a corrosive venom.
Poisonous venoms work more slowly. They do Id damage per level when delivered, but may continue to affect the victim for several hours. Bveiy hour after the poison is delivered, me victim makesaroll against HT minus the number of levels of me poison. If the victim fails this roll, he takes Id damage per level of the poison; if be succeeds, he takes no further damage from the poison, and does not need to roll again. Armor may protect against me delivery of the poison, but has no effect once the poison is in the bloodstream.
Irritant venoms, usually sprays, are designed to disgust, nauseate or stun. Victims who get even a whiff of an irritant must make a Will roll to avoid running away (turn and run one fall move directly away from the stench). Those who breathe it or get it in their eyes must roll against HT minus the level of the venom to avoid taking Id-4 damage and becoming incapacitated for 1 turn per level of the venom. (Incapacitated characters are retching and robbing their eyes.) On each turn of incapadtation, the victim may make a Will Roll to recover.
Venoms may be delivered in a number of ways. Corrosive venoms could he defined as saliva, delivered with a bite, or a skin secretion, delivered wim a bare-handed punch or touch. An attacker must make a successful close-combat attack based on DX in order to deliver a corrosive venom. A poisonous venom must enter the blood to harm the victim. Usually this is done by making a successful bite attack on the victim. Any successful hit which penetrates the victim's armor, whether it does damage or not, delivers the venom. Fangs, or similar organs to deliver the venom, are included in the cost of this advantage. Note that this does not increase the normal (Id-4) damage of the bite. Irritants are assumed to be sprayed (see below).
Special Venom Enhancements and Limitations
Skin agent; Por +10 points a poisonous venom may be defined as a skin agent, which enters the bloodstream through the skin. A skin agent cannot be washed off. (Sprayed and spit poisons are usually skin agents.)
Ranged attack Por +5 points a venom may be delivered at range - spit or squirted. This is a ranged attack, based on DX, with a SS 12, ЂбҐ 12, VX> n/a, and Max 5. Poison venoms must strike open wounds or mucous membranes (eyes, open mouth, inner nostril) to be effective, unless bought as a skin agent (Irritants delivered by spit or squirt affect one character only.)
Poison Claud: Por +15 points, venoms may be sprayed as a cloud of mist The cloud covers 3 hexes and lasts Id terns. The hexes must be adjacent to each other, and one hex must be adjacent to the spraying individual.
Stinger: Por +25 points, the were has a poisonous stinger - a 1-hex-long impaling striker. Treat as a rapier, hitting on DX;
intelligeat weres can improve their chance to hit through study, as me Fencing skill.
Poison Spinet: For -5 points, me were's venom is delivered by spines located on strategic parts of the body (e.g. the back of the head, down the spine, the end of the tail). The were carmot deliver the poison actively, but has a DX-4 chance (DX-2 if attacked torn me rear) of hitting on each turn of close combat Spines do Id-2 damage. If they penetrate armor and skin, they deliver a dose of poison.
Poison Sweat: Por -10 points, the were sweats its venom. It cannot be delivered actively. The venom is delivered if the were is bitten or handled extensively.

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Winged FligJit                                30 points
Yon are able to fly, using large, functional wings. Your flight speed is equal to twice your normal move for more speed, see Super Flight, p. 106). You lave the ability to fly, but not necessarily to do complex acrobatics and tight turns; for that, you need to put points into Bight skill. See p. B139 for more details.
Your wingspan mnst be at least twice your height In older to take off, land ot maneuver, yon mnst have an open area with a radius equal to your wingspan in all directions. If your wings are bound, or if a wing is hit and crippled, you cannot fly. (To deter

mine a hit to the wing, assume any hit to an aim has a 50% chance of hitting the matching wing instead). -25%.
Special Enhancement: The wings are very small, with a wing-span as small as ‰ heighL The were uses its wings only to help steer, not to lift (the lift comes from magic or psionics). If the wings are seriously damaged in flight, the were can land safely on a successful Plight roll. +5 points.
Special Limitation: Gliding. See p. 104.
Special limitation: Cannot Hover. Sot avaSabkfor Gliding;
egi^r can? hwer anyway. You mnst always move at least half your maximum speed when you fly. -15%.

Super-Disadvantages =======---
A few of these disadvantages could be taken in almost any campaign. Most, though, are suitable only for creatures with special poweis, whether they're super-beings, aliens, magical, orjnst "strange creatures."
Accelerated Aging                      -20 points/level
You are aging at a rate far in excess of the human norm. You will begin making aging rolls at 40 years old, and make aging rolls every 6 months thereaftet
Bach additional level halves these two numbers (e.g., tee levels causes you to begin aging at age 10, and make rolls every IVi months.
Dependency                                variable
This may be thought of as a super-Addiction. Your body requires some special substance. Without it, you weaken and die! No character can take both an Addiction and a Dependency to the same substance. 
The value of a dependency depends on how common the item is.
Sore (cannot be bought; must be found or made): 30 points
Ii^reauent (veiy expensive andterd to find): 20 points
Occasional (expensive, somewhat hard to find): 10 points
Common (available almost anywhere): 5 points
/џҐг /; adds 5 points to any of the above
This value is modified by the frequency with which you must eat/drink/breathe/use up the item:
Constantly: Rve times listed value. The were must cany and use the substance at all times - for instance, an aromatic herb that must worn constantly in a garland. Lose 1 HT per minute without the item,
Hourly: Pour times listed value. Lose t HI per ten minutes after you miss an hourly dose.
Daily; Three times listed value. Lose 1 Ќѓ per hour after you miss a daily dose.
WeeUy:. Twice listed value. Lose 1 HT per six hours ate yon miss a weekly dose.
Monthly: Listed value. Lose 1 HT per six hours after you miss a monthly dose.
Dependency on Change
A were can take a Dependency on regular changes, taking damage if he fails to shift form after a given period. Treat the change as an Occasional need, with a base value of 10 points. The change should not be required more often than daily - a were who has to change at least once an hour will not have much time for anything elsel

Dread                                   variable
The were is unable to come within a certain range of a given substance, due to magic, psionics or psychosomatic aversion. The were takes no physical damage from me substance, but is nonetheless completely incapable of coming within the indicated distance of its own volition. The were can be brought into the presence of the subject by outside forces (dropped by gravity, carried in a cage, thrown by a giant), but if it comes to rest inside the forbidden radius it must immediately move to get as far away from the substance as it can, by the most direct route possible. It may take no other action except trying to escape until it is out of the forbidden radius (note that this means that, if trapped within the forbidden radius, (he were will be completely helpless).
The base cost for this disadvantage is -10 points, for which the were cannot be in the same hex with the forbidden substance. The range of the forbidden zone can be extended at -1 point per additional hex radius. This value is modified by the rarity of the substance, according to the table-found under Weakness (p. 109).
The were will instantly sense the presence of the dreaded object as soon as it enters the forbidden radius. It will not know exactly where the dreaded object is, but it will know what direction it lies in, and be compelled to go exactly the other way!
Special Enhancement: The were cannot enter the forbidden zone of its own volition, but if carried there by an outside force the spell is broken. The were can act normally in the forbidden zone until it leaves, at which time the prohibition reactivates. This halves the cost of the disadvantage.
Fragile                                      -20points The were has an extremely brittle and fragile physical structure. The were takes double damage from crushing attacks. Creatures with this disadvantage might include bird-type weres with hollow bones.
Inconvenient Sss                           variable
The were-form is of a size radically different from the human avenge. The were is unable to effectively use most tools and implements basic to day-to-day life unless they are specially made. This disadvantage assumes that me were's ability to function in human society is seriously impaired by its size. As a nile of thumb, a were mnst be over 8 feet (-10 points), or under 2 feet tall (-15 points), on the average, to qualify for this disadvantage. The GM might also allow this disadvantage for an extremely heavy were (more than 1,000 Ibs) or a were with an exceptionally large and ungainly form.
Note - Gigantism & Dwarfism: In campaigns where weres are confined to certain well-defined templates, the were character can take the Gigantism or Dwarfism advantage if his size is significantly different from other weres of the same type. In cam-

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paigns where each were is basically a unique creation. Inconvenient Size should be used for sizes significantly different from the human norm, and the Gigantism and Dwarfism disadvantages should not be allowed.
Reduced Bit Points                 -5 points/Hit Point
The were has fewer Hit Points than its health. This is written HT 10/7, for example. Very small weres often have this disadvantage.
Reduced Move                -5 points/point of Move
The were moves more slowly than its characteristics would normally entitle it to, in one mode of movement Amphibious creatures may buy this disadvantage for either land or water, flying creatures for either land or air. The were may not reduce its speed below 1. This disadvantage affects Move only for purposes of moving from point A to point B. It does not affect the were's Dodge or order of combat
Slave Mentality                              -40 points
The were has no initiative of its own. It becomes confused and ineffectual without a "master" to give it orders. This does not necessarily imply a low IQ. A were might be quite intelligent enough to obey the command "mix the elixir, then summon the spirit," but if the same were was starving and found $10 it would be hard pressed to decide to pick up the money and go buy food - unless somebody told it to.
This disadvantage is appropriate to weres created by a were with the Lycanthropic Dominance advantage, or who serve a powerful mage or vampire, or weres genetically engineered as cheap, willing labor.
A were with Slave Mentality must make a roll vs. IQ -8 before taking any action that's not either obeying a direct nrder, or part of an established daily routine.
As a rule, such a character will always fail Will rolls. In a case where the GM thinks that success might be possible, the roll should be made at-6.
Vulnerability                                   variable
You take extra damage from certain forms of attack, or are weakened and hurt every time yon are merely in the same room as a substance. For each level of Vulnerability yon purchase, you take an extra Id of damage (or multiply the damage times the level of Vulnerability for attacks doing less than Id damage).
Normally, you cannot take a Vulnerability to anything that you have Invulnerability against, but see Special Vulnerabilities, below.
The value per level depends on how common the substance or attack form is. See Damage Sesistance, -p. 103, for examples of attack forms and substances.
Rare: 3 points per level

Infrequent: 5 points per level
Occasional: 10 points per level
Common: 15 points per level
Љ you are affected by merely being near the substance, add 10% per hex of range to the cost per level. If damage comes off of fatigue rather than hit points, the value per level is halved. If you are hit with an object you take damage from just by being near, yon add the physical damage to the Vulnerability.
Example 1: Lucrezia takes fatigue damage every time she gets within 5 hexes of woUsbane. The GM rules that this is an infrequent occunence, so it's worth 5 per level Since it has a 5-hex range, mat adds 50%. Total cost is 7.5 per level. She wants 2 levels (2d damage), which would be worth 15 points, but only lakes fatigue, so the value is halved. Total value: -7 points!
ffLucreaa was hit by a wolfsbane-dipped weapon for 6 points of physical damage, she'd also take 6d of fatigue.
Example 2: A were-polar bear has a 3-level vulnerability to fire-based attacks. This is a common attack form, so it's worth 45 points. If someone hit him with a torch for 2 points damage, this is multiplied by his vulnerability level to get 6 - he'd take 6 points damage. If he was hit by a 2d+2 flame jet, the attacker would add 3d damage, and roll 5d+2 for damage.
Special case - Vulnerabilities and Invulnerabilities: For were characters, a Vulnerability is considered to cancel an Invulnerability. For example, to create a dnematic werewolf that is immune to all kinetic damage except that inflicted by silver weapons, the character would first buy Invulnerability at the 300-point level, then would take a Vulnerability to silver (an occasional substance for -10 points). In mis case me first level of the vulnerability is considered to merely negate the invulnerability, allowing the substance to do normal damage. Additional levels of Vulnerability can then be purchased to do extra damage.
Weakness                                variable
This is like a Vulnerability, but far less severe. A weakness is a sensitivity, not to any kind of attack as such, but to the presence of a common substance or condition. It cannot be a food item or something equally easy to avoid. The more quickly you take damage, the more the Weakness is worth:
Id per minute: 20 points
Idperfiveminntes: 10 points
Id per 30 minutes: 5 points
Halve the value if the damage done is only fatigue or only Stun [see p. 84).
The rarity of the weakening condition also affects the value of the weakness.
Rare (Radiation, acid rain, acid rock): half value.
Somewhat common (Microwave radiation, temperature below freezing, ailbome pollen): Listed value.
Common (cigarette smoke, rock music): double value.
Very common (sunlight, living plants, plastic); triple value.

Super-Powers for Weres ==========
These are special abilities that require some toining, and a success roll, to use properly. They are compatible with GU&PS Supers and will occasionally be referred to as "super-powers." That book contains many more powers; these are the ones appropriate for were-creatures.
Hole: Even if ait explanation or physicaljustyication is given for the way a power works, the player is free to Ignore it when describing the way his character's abilities/unction, as hng as the game mechanics and effects remain the same.

Super-powers have a number of characteristics that describe their performance - Area/Amount Affected, Damage, and Duration being the most common. All of these can be modified by application of the appropriate enhancements and limitations. Unless stated otherwise in the individual power descriptions, the following standards apply.
Area Affected: Ranged powers only affect one target - a person, a vehicle, a door, etc.

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Area effect powers, unmodified, affect a radios of one hex per uwfill levels of Power, mmimum 1 (e.g.. Power 0-9 affects 1 hex, 10-14 affects a radios of 2 hexes, 15-19 3 hexes, and so on). A single hex is an area 3' across and 6' tall; additional area adds radius but not height. 'Ibis can be modified with the Increased Area eiihancemeat (p. 50). See the sidebar, p. 30 fer a table converting radius into hexes affected.
Amount Affected: Some poweis will only work against a certain amount of material. The individual power descriptions cover this. Damage: Any power that causes physical damage does Id per level of Power. This damage is assumed to be crushing, but can be modified by toe Cutting and Impaling enhancements (p. 50).
Duration: reflects how long a power's effect lasts. Unless noted otherwise, duration is 1 second per level of power (this is the default when designing a new power.) Some powers have a

different duration, and for some, duration is irrelevant These are noted in the power description. Duration can be modified with the Increased Duration enhancement (p. 50). If a super loses consciousness, the remaining Duration on his powers immediately drops to 0 - things created by him immediately disappear.
Sange  “  Targeting: All "attack powers" - that is, superpowers that can be "fired" - have a Snap Shot (SS) of 12 and a base Accuracy (Ace) of 1. SS and Ace can be increasedby buying the appropriate enhancements. Super-powers have a mimmnm range equal to ћеђ®ЁҐв hexes, and a WD point equal to half the maximum. While some powers do no damage to halve. Ace bonuses are ignored past the tW point.
Attack poweis a" targeted just like ranged weapons, using the Sw.SpeedawlRangeTablecmf.TSTUl.
Bach power is listed with Name flllanged orAreaJ/CPhysical orMentalJ), and Level Cost (LC).

Super-Power T.ist
Bind (Hanged/Physical)                       1‘: 6
You havethe ability to freeze an object in place. The "cause" can be anything: physical (a were-spider's webs) or non-physical (the freezing gaze of a were-basilisk). The victim resists with ST versus Power+Skill. If the victim wins the contest by 3 or less, he isn't bound, but has his next Move cut in half. On a tie, his move is only 1. If the victim loses, he is treated as pinned, and may attempt to break free each round by winning a Quick Contest of ST vs. ђ ­в е?.
The maximum ST you can bind is equal to PswenQ.
You can tiyer binding attacks on an already-bound victim. Each successive successful Bind reduces die victim's escape attempt by-1.
Special Limitation: The victim must be touching the ground. -20%.
Special limitation: The victim is frozen in place, but can otherwise act normally (not pinned).-40%,
Example: Spider-Hag has Bind-17(15). She is being charged by a ST 20 tiger. Since she can affect a creature up to ST 45 (15е3), this is well within her ability. The tiger is 3 hexes in size (+1), 5 yards away (-2) and charging at 20 mph (4), for a total modifier on the Speed/Range table of -5. This brings the Hag's skill down to 12, just avoiding a SS penalty. She rolls and gets a 10 - success! The roll beats herPower+Skfflby 12; the OM rolls versus the tiger's ST 20 and gets an 11 - not enough to resist. It wffl be bound until it breaks tree, rolling vs. a 42(!!) or until the 17-second Duration of the Bind expires. And the Hag could keep adding further binds!
Blind (Ranged/Phfsical)                       LC:5
This power is resisted by your victim's HT. If you win the contest, he is blinded for the Duration. If you score a critical success, duration if measured in minutes, not turns!
Like Bind, the way the power works can vary widely, depending on the type of were<reature and the overall character conception.
Confuse (Sanged/Mental)                    LC:4
You have me ability to boggte an opponent - you might do this by ангб›б ‚г attacking him, or by tellingaparticularlybadpun, or perhaps by opening г®­Ј trenchcoat If your foe fails to resist (your power vs. HT), he is mentally stunned for one ten per level of Power. Any physical ianny (even it it doesn't cause damage -a slap works) will snap me subject out of his confused state.

Control Animal (Ranged/Mental)              liC: 3
This power works only on land-dwelling nonhumans of IQ 7 or less. Yon can control 1 hex of creatures for each level of Power. If you force an animal into a situation that wffl result in injury, make a Quick Contest of Skills between your power and its HT. If yon win, it carries out the ordet
Example: Power 14 would let yon control 2 7-hex animals, or 141-hex animals, or a 14-hcx swarm of animals.
Special Limitation' Limiting this control to a single type of animal (e.g., the cat family) would be a -60% limitation.
Control Fish (Ranged/Mental)                 LC:1
Identical to Animal Control, but only works with aquatic creatures. Aquatic mammals such as whales and dolphins fall into this category.
Damage Control(Special/Physical)             LC:3
You can use this power to reduce blood loss and shock from wounds. After taking damage, 5 turns of concentration and a successful skill roll wffl allow you to recover 1 point of HT for every level of Power, one try sidy! Bleeding wffl also stop as if you had been bandaged.
This ability will also allow you to flush poisons out of your system. A successful skill roll will neutralize any type of poison m your system - yon wffl take ў® farmer damage from it; you only get one attempt to do this per dose of poison. Your roll is adjusted by any HT modifier to resist the poison (see p. B132).
Deafen (Ranfled/Physical)                     LC:3
You can cause a victim to lose his hearing. Like Blind (above) the exact mechanise is left up to the player. It may be a magical power, or perhaps just a deafening scream.
This power is resisted by HT. A critical success with mis power results in a duration of hours rather than turns.
Lightning (Hanged/Physical)                  LC:S
You can shoot bolts of electricity through the air, frying those who oppose you! Any electrical equipment hit with this will not only take damage, but for every 2 points by which the skill roll is made, there is a cumulative 1 in Ў chance mat the machine wffl short-circuit; on a critical success, it catches fire. A lightning bolt cannot be fired through a metal grid (bars, a ehainlink fence, etc.)

Were-Creatures
-110-

as it will ground out and disappear, and metal armot doesn't help much for protection - treat it as PD 0, DR 1.
Special limitation: Only works outdoors during a thunder-storm: -60".
Metabolism Control (Special/Physical)           LC:1
You can control your "involuntary" biological functions such as pulse, blood flow, digestion and respiration-This allows you to enter a deathlike trance; a doctor must win a Quick Contest of Skills (Physioan-2 vs. skill level) to realize that yon aren't dead. While m this trance, you are unaware of your sumxmdings. You may set a mental "alarm clock" that will awaken you after a certain amount of time has passed, and you wffl automatically awaken if you take any damage.
Oxygen requirements are reduced when using this power. Each level of Power reduces by 5% the air needed to stay alive.
Example: If yon were trapped in a room with oriy two hours of air left, aid had Power 14, entering the trance would reduce your oxygen requirements by 70%, allowing yon to breathe for over 6Vt hours (120 niinntes/0.3).

Mimicry (Special/Physical)                      I?:2
You can duplicate any familiar sound, or any unfamiliar sound that you have memorized. To memorized a sound, yon must spend five minutes listening to it, and make a successful IQ roll.
This power can also be used to imitate voices. To memorize someone's voice, you must spend at least one hour listening to the person talk, either live or on tape, and make a successful IQ roll.
If you fail your memorization roll, you must wait at least one day before attempting to memorize me same sound or voice.
Sense Animal (Area/Mental)                 1‘: 1
This wffl tell you the number, type and location of any land animals or birds within your Area of Effect All areas are expressed in miles rather than hexes. The GM makes the skill roll;
on a failure, he lies to you about what you sense.
Sense Fish (Area/Mental)                       LC:1 You can sense the number, type, and location of any aquatic animals within your Area of Effect All areas are expressed m miles rather than hexes. The GM makes the skill roll; on a failure, he lies to you about what yon sense.

Enhancements     '
Players can use enhancements and limitations to customize a particular super-power, advantage, or disadvantage to better fit the conception of each character's abilities. Thus, the ability list expands ftoa hundreds of different super-abilities to billions!
Many special enhancements and limitations are listed for particular super-abilities; the ones below are "generic" and can be applied to most powers. The OM may reject any combination that seems silly!
Accuracy                                 +10%
This enhancement may be purchased more than once. Each iteration adds +1 to the Ace for a power when targeting (see p. BU5).
Example: Scott the wens-skunk can blind opponents by spraying them with bis musk. This attack normally has a SS of 12 and an Ace of 1. To buy Blind at Power 10 (normally 50 points) with an Ace of 6 (5 levels of Accuracy) would cost 75 points.
Continuing Damage                  +SO%/+IW%
An attack power with this enhancement continues to do damage to its victim, reduced by 2d each turn until damage drops below Id, at which point it stops. Each +4 counts as Id of damage, each +7 counts as 2d.
Example: Nag the were-snake administers a poison bite for 4d+4. It would do 4d+4 the first turn, 2d+4fme second, and Idthe third.
For +100%, the attack functions as above until it is reduced below Id. Afterthis point, it will continue to do 1 point of damage per turn, ignoring DR, until me Duration expires. If the victim takes an action that (in the GM's opinion) nullifies the attack (dives into water if on fire, takes an antivenom if poisoned, etc.), the damage ceases. If an attack has this enhancement at +100%, it is limited to one level of the Extended Duration enhancement
Doesn'tHann User                              +20% An attack power with this enhancement wffl not harm its user if it is reflected or badly ricocheted - it simply dissipates, bounces off, or whatever other special effect is chosen by the player at the time of character creation.

Impaling                                +50%
This enhancement can only be applied to ranged attacks doing damage. This reduces damage by 1 point per die (e.g., a 7d attack will now do 7d-7), but damage is treated as impaling.
Instantaneous                             +20%
This ability does not require a turn of concentration. You are still limited to one power use per turn, but yon may now use a power, then take a fall normal move or hand-to-haild attack. This can also be bought for an advantage to allow it to be turned on instantly.
SapiaPire                               +40%
This adds one to the RoF for an attack power. This can be taken more than once, each successive enhancement adding another attack. Kemember - the user does not nave to make his maximum number of attacks. Example: Spider-Hag purchases her Bind power with the Rapid Fire enhancement^ (+80%). This would allow her to throw up to three webs with each use of the power.
Seduced Fatigue Cost                            +20% This only applies to powers and advantages that cost fatigue. Each time you buy Reduced fatigue Cost, it cuts the fatigue cost of the ability by 1 per turn. Yon may buy it any number of times.

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Limitations =:.                 ==
Limitations reduce the utility of advantages or super-powers, and reduce Ihe point cost as well. An interesting limitation can not only mate a power affordable, tat also inspire good roleplaying.
Accessibility                                       varies
This is a catch-all term that can be used to cover all limitations not specifically defined. Accessibility limitations fall into two groups: usable only against certain Shinss <x usable only in certain situations,
V the power only works against a limited segment of the population, its modifier is based on how common the target group is. "Usable Only Against Women" would coyer roughly half of the population, and would be worth -20*. "Usable Only Against Sea Creatures" would be worth -30% unless the campaign is in a world mostly covered with water, in which case it wouldn't be worth more than -10%. "Usable Only Against Aliens" would be worth - 30% or -40%, depending on me world. "Not Usable Against Redheads" is the same as "Usable Against Everyone But Redheads," and would be a -10% limitation.
The GM shouldn't allow meaningless accessibility limitations! For instance, buying webs to Bind with the limitation "Only Usable On Enemies" would be worthless. Buying it with "Only Usable on Friends" would be interesting, though!
This same yardstick can be applied to limitations based on the situation. If the ability only worts during the day, it would be worth -20%. If it only worics in direct sunlight, it would be worth -30%. Only Works in Water would be worth -3096 on Barm, more on a desert planet, less on an ocean world.
Finally, Accessibility can be linked to the were's actions. The more unusual, difficult, or obnoxious the required action is, the greater the value of the limitation. Note that any were-power automatically has the limitation "only in were form." The cost bonus tor this is covered in me point cost (positive or negative) for the were-change itself. See p. 93.
Some examples of additional Accessibility limitations:
Will not function in the presence of silver -10%
Only During a Penetrating Call: -20%
Only If Base Attack Penetrates DR: -20%.
Only While Flying or Only While Swimming: -30%
The GM must reject any proposed limitation that is already implicit in the super-ability. "Only Under Water" is not an acceptable limitation for Gills or Amphibious, for instance!
Casts Fatigue                                 varies
When this limitation is taken, each use of the power costs fatigue immediately. You can spend enough fatigue points to take you down to 0 (and unconsciousness), but not beyond. For every 2 points of fatigue the power costs you, yon receive -10% - up to a maximum of-50%, which would cost 10 fatigue per use.
This Imitation can also be purchasedfora super advantage. In this case, each minute that the advantage is on is "one use."
Example: Bernard the were-eel can put out jolts of electricity to shock those around him, but it costs him 4 points of fatigue each use. This would be a -20% limitation.

Differential Effect                            varies
The power has a reduced effect against some kinds of taigets, figured as in Accessibility, above. For instance, "Usable Only Against Women" is the same as "Not Against Men," and is worth
-20‰. So "Half Damage Against Men" is only half as inconvenient a liniitanon, and is worth half that: -10%.
Any sort of differential limitation can be created this way. Use me Accessibility rules to determine what the value would be, if that taiget could not be attacked at all. Then adjust downward as appropriate for me amount of damage that is actually done.
Note that "Double Damage" offsets can be achieved the same way. For instance, if you want to do double damage against blondes, start by figuring the value of "Blondes Only" - call it
-40%; That's the same as "Not Against Non-Blondes." So, doing only half damage against non-blondes is -20%. Now, buy the power at the level you want to have against bbndes, and apply me -20% limitation "Half Damage against Non-Blondes." You can then, if yon choose, list the half-power attack on your sheet with the notation "Doubled Against Blondes." It sounds much better, even though the attack was worked out the other way.
Emergencies Only                            -31>%
The power is triggered by your fear or excitement, and cannot be used under "routine" conditions. The GM is the final arbiter of the. emotional state of your character. The GM may role that multiple successive failures of your power make you angry enough that it begins to work, but mis is entirely up to him.
Fatigue Damage Only                       -20%
All damage (hat you do with this power is fatigue only and can never be used as a deadly attack.
Limited Use                                    varies
The power can only be used a certain number of times per day;
men it is unavailable for a 24-hour "recharge" period. The value of mis limitation depends on the number of uses per day allowed. 1 per day s -40%, 2 per day = -30%, 3 or 4 per day = -20%, 5 or
- 6 per day = -10%. More than 6 uses per day does not constitute a significant limitation.
If this limitation is applied to an advantage, each hour (or fraction thereof) mat it is on constitutes one "use."
This limitation is especially appropriate for weres, limiting the number of hours that can be spent in were-fonn each day.
Takes Extra Time                            -10%
Your power takes two seconds of concentration, rather than one. You can take this limitation any number of tunes, doubling the time required to activate the power each time. Note that a power with this limitation cannot be used to block or а Їг.
This limitation increases the time required to activate an advantage in the same manner. This cannot be combined with the Instantaneous enhancement. If applied to one of the rare advantages mat normally activates instantly, like Transformation, the first level of Takes Extra Tune makes the change take one second.
Touch Only                                     -20% Your power will only work if you touch the intended subject -you have an effective Range of 0, no matter what your Power ]e\el.

Were-Creatwes
-in-

Sample Wprpg-
The following were characters and were-fomis illustrate the were creation rules. These examples can also be used in a variety of different campaigns as ready-made characters or basic were-types.
Yrth Weres
These are me weres described on p. F124 and p. M100, translated to the temis found in this book. They can serve as the basis of were creation sheets for the world of Yrth.
All Yrth weres change one night each month, under the full moon (the change lasts fiom sunset to sunrise - not just when the moon is up). This is a Were Form: Cyclic Change, with no voluntary change (a cost of 5 points). Some individuals are known to be able to change at will as well; this raises ti" cost to 10 points. The exact circumstances necessary to acquire voluntary change, and whether or not mis advantage is available to PC weres, is up to the GM.
Yrth weres retain their human intellect, but their were-form is outwardly indistinguishable (except sometimes by size) from a normal example of their animal template. Weres can understand human speech, but cannot talk (the Mute disadvantage, for -25 points).
Weres have Slow Regeneration (see p. 105), a 10-point advantage, with the -10% limitation Not in the Presence of Silver (within 3 hexes), for a cost of 9 points. This super-advantage must be taken by both the human and the beast forms. Their were-fonns gain +2 DR (6 points) over the natural DR of the animal template. However, in both fonns Yrth weres have 1 level of Vulnerability to silver (see p. 109), a -10-point disadvantage. (As a required disadvantage, "shared" between the two forms, it does not count against the human form's limit) Many also have a -30-point Secret (possible death) in their human forms.
Yrth weres can be harmed by non-silver weapons, though folk legends often portray them as invulnerable to normal attacks. Folk legends also usually imply that weres have an Infectious Attack (-5 points). Whether this is true for any or all weres is left to the OM, as is the question of how weres are created, if not through Infectious Attack. The descriptions below assume that the weres do not have Infectious Attacks.
Split Personality is a common disadvantage among Yrth weres, with the -10-point level most common, but the -15-point level is not unknown. Characters who tend to behave in an especially evil or destructive fashion b their human form seem to be the most prone to this. These characters usually find their destructive tendencies dramatically exaggerated in me were forms. The human form of such a character can tty to stop the were from committing atrocities using the "Duelling Personalities" rules on p. 98. Were-forms of characters who are not evil in their human forms will sometimes be Bestial, but no more dangerous or destructive than a normal animal of that type.
The six examples below are the most common Yrth weres. Other animal templates may be possible, using the same general guidelines. A cost breakdown has been provided for each type, to illustrate how the point value of a were-form is figured.
The values for ST, DX or HT given below are averages, and may vary from individual to individual. Where no value is given for a certain attribute, that attribute falls into the normal range for humanity. As with any other were-type built with Were Form, up to 20% of the character's total points may be shared between forms.

Generic Changes for Were-Fonn
Unlike the other weres in this section, Yrth weres only loosely resemble (in GUSPS character terms) their animal templates. To turn the template into a were-form, specific changes must be made. These include increasing the DR of the were, and adding Slow Regeneration and a Vulnerability to silver.
Please note also that these were-fonns are bare-bones mini-mums. The human form's 40 points in disadvantages (plus 5 points of quhks) are applied to the point totals below, because they will cany over between fonns in most Yrth weres. The resulting total plus the cost of the Were Form super-advantage is the equivalent of me advantage cost of the were-form given in Fantasy sadMagic.
Werewoff
An Yrth werewolfhas a DX of 14 [45], HT 12 [20], PD 1 [25], DR 3 [9], Enhanced Move x 3 [30], 4 Legs [5], Penetrating Call [5], Sharp Teeth [5] and Slow Regeneration (Not in me Presence of silver -10*) [9]. He also has the disadvantages Color Blindness [-10], Mute [-25], No Pine Manipulators [-30], Reputation
-4: vicious predator [-20] and Vulnerability to silver [-10].
This template costs 58 points; with 45 points of disadvantages and quirks, a werewolf character would total 13 points, plus the 5-point cost of Were Fonn.
Werebear
A werebear has DX 13 [30] and Ќѓ 11 [10]. Advantages are PD 1 [25], DR 4 [12], Enhanced Move x 2 [20], 4 Legs [5], Increased Strength [30], Sharp Teem [5] and Slow Regeneration (Not in the Presence of silver -10%) [9]. Disadvantages are Inconvenient Size [-10], No Pine Manipulators [-30], Mute [-25], Reputation -3: vidous beast [-15] and Vulnerability to silver [-10].
The werebear template costs 56 points; with 45 points of disadvantages and quirks, this comes down to 11 points plus 5 points for Were Form.
Weretaar
A wereboar's attributes are DX 14 [45] and HT 12 [20]. Advantages are PD +1 [25], DR 3 [9], Enhanced Move x 1 [10], 4 Legs [5], Pangs [10], Increased Strength [30] and Slow Regeneration (Not in the Presence of silver -10%) [9]. Disadvantages aas Inconvenient Size [-10), No Pine Manipulators [-30], Mute (-25), Reputation -4: vicious, dangerous beast [-20] and Vulnerability to silver [-10].
This template has a cost of 68 points; with 45 points of disadvantages and quirks, the cost would be 23 points plus Were Form at 5 points.
Weretiger
A weretiger has DX 13 [30] and HT 12 [20]. Advantages are PD +1 [25], DR 3 [9], Claws [15], 4 Legs [5], Increased Strength x 2 (60 points), Slow Regeneration (Not in the Presence of silver
-10%) [9] and Sharp Teeth [5]. Disadvantages are Inconvenient Size [-10], Mute [-25], No Erne Manipulators [-30], Seputation
-4: vicious predator [-20] and Vulnerability to silver [-10].
The weretiger has a cost of 83 points; with 45 poults of disadvantages and quirks, this comes to 38 points, plus Were Form at 5 points.

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Were-Creatures

Were-Eagle
A were-eagto takes the form of a very large eagle - wingspan of 12 feet. DX 13 is (ќ„. Advantages are PD +1 [25], DR 3 [9], Claws [40], Enhanced Move (flight) x 2 [20], Slow Regeneration (Not in the Presence of silver -10%) [9] and Winged Flight [30]. Disadvantages are Inconvenient Si2e [-10], Mute [-25], No Rne Manipulators [-30] andVulnerability to silver [-10].
The weie-eagle template has a basic cost of 88 points; with 45 points of disadvantages and quirks, the cost would be 43 points plus 5 points for Were Form.

'Were-Snake
Based on the python, a were-snake's only attribute change is DX 13 [30]. Advantages are DR 3 [9]. Constriction Attack (4 hexes) [15], +10 Hit Points [50], Flexibility [15], Increased Strength [30] and Slow Regeneration (Not in the Presence of silver -10") [9]. Disadvantages are Mute [-25), No Manipulators [-50], Reduced Move X 1 [-10], Reputation -2: reptile [-10] and Vulnerability to silver [-10].
This template has a basic cost of 53 points; with 45 points of disadvantages and quirks, it would be 8 points plus the 5-point cost of Were Form.

Sample Yrth Weres                   --
Below are two sample weres from Yrth. и both cases, the characters1 designers have chosen to flesh out the their were-forms beyond the basic templates chosen. This has been done using both shared points and ordinary points to add extra abilities

and skills to the were-forms. hi both cases, also, extra disadvantages (worth no points) were taken to more clearly define the were-forms' personalities.

-^Were-Creatures
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Geoff Moonrunner :_.--=_==.-_--_=_-
Geoff is a 24-year-old Megalan mercenary adventurer, the son of a poor but free unn family. He's been a werewolf for more than 10 years, but he believes he acquired his lycanthropic nature (as well as the quasi-psychic advantages of his human form) in the womb, when his mother had brief contact with a powerful artifact of non-human magic while she was carrying him (a long story, not germane to the topic at hand).
Geoff keeps his lycaathropy a secret - when asked, he laughs off his self-appointed surname as the commemoration of the unfortunate end of an adolescent dalliance with a young lady; when her father caught them together, Geoff found himself running by the light of the moon. The event really happened, but it's not why Geoff chose his name. Khis secret is discovered, Oeofl's already
rootless and disreputable lifestyle will usually allow him to simply relocate immediately to someplace he's not known, with a minimum of fussor dan-ger. His excessive love for beer and gold has put him in much more danger, with both sides of the law, than his were-form ever has. Despite these weaknesses, however, he has never failed to stand by a true companion or honest employer. He does not tolerate any casual or malicious cruelty to animals ill his presence.
He's a decent swordsman, with experience as a soldier, watchman and bodygnaid. His coat of chainmail and normal-quality pointed broadsword are his most prized possessions. Though an excellent horseman, he's never owned ahorse.
He's secretly abit of a romantic idealist, though he doesn't usually let it affect his outward behavior. Although (or perhaps because) he doesn't have a drop of talent in his body, he is fascinated by bardic perfoonaiice, and idolizes any minstrels he may meet He remains completely uninterested in any relationship with a woman that lasts longer than one night

Though they don't think of one another as different people, Geoff's personality changes markedly when he's in wolf form. The wolf is, for one thing, a practical joker with a mean streak, Though it doesn't physically harm people without good reason, the wolf greatly enjoys destructive mischief €ў demolishing a chicken-house or scaring the wits out of a household fill) of elderly nuns. When it's net raising hell, the wolf spends its nights spying on people. Oeoff shares the wolf's memories, and he has learned secrets both profitable and dangerous (often both at once) through the wolf's eyes. The wolf hates to turn back into Geoff, and has been known to exhaust itself, running frantically away torn the sunrise, trying to prolong its change for just a few seconds.

A typical night's activity for the wolf is to &st stalk and kill a meal (either livestock or wildlife), then spy o" the locals until everyone interesting is asleep, then devote whatever time is left to mischief. The wolf is very conscientious about being in a remote or concealed location when the change is upon it.
Geoff is a 100-point character, suitable fornse as a PC His ST (cost 10 points) and 10 points of skills (notal with a "*") are shared between bis forms.
Geoff Moonrunner, human form
ST 11 [shared] IQ10[0]             Speed! 6 DX13[30]     Ќ’™10]           Move!? Dodge?       Parry 7              Block6 Damage: Thrust Id-1; Swing ld+2
Point Total: 57
Advantages
Absolute Direction [5] Animal Empathy [5] Danger Sense[15]
Were Form: Cyclic Change (1 night every пўпв) [5] Slow Regeneration (Not in the Presence of silver -10") [9]
Disadvantages
Alcoholism (legal) [-15]
Code of Honor (loyalty to friends aid employers and kindness to animals) (extra disadvantage, no bonus)
Oreed[-15]
Secret werewolf - possible death (extra disadvantage, no bonus)
Split Personality [-10]
Vulnerability to Silver [-10]
Skills
Brawling-14 [2]", Broadsword-15 [8], CeousiBg-12 [4], Clfanbing-1312], Crossbow-14 [2], Fast Talk-11j4], Jumping-14 [2]* Knife-14 p], Polearm-12 [I], Riding (hime)-16 [I], Run-ning-ll [4]*, Scrounging-ll (2], Shield-13 [I], Stealth-13 [2]*, backing-ll [4], Veterinary-13 [2].

Qwilcs
Wanderer [-1] Closet romantic [-1] Idolizes bards [-1]
Uninterested in female relationships [-1] Starts fights when drunk [-1]
Geoff Moonrunner, werewolf form
ST 11 [shared] IQ10[0]             Speed: 6.5
DX14(0]    HT12[0]          Њ®вҐ:"
DodgeS
PDl      DR3
Damage: Thrust Id-1
Point Total: 23
Advantages
Yith werewolf [58 points]
Disadvantages
Bully [-10]
Compulsive Behavior: Practical Joker [-10]
Greed (extra disadvantage, no bonus)
Impulsiveness (extra disadvantage, no bonus)
Odious Personal Habit: spies on people [-10]
Secret: Were (Possible Death) (extra disadvantage, no bonus)
Split Personality [-10]
Skills
Brawling-15 [2]*, Jliniping-15 P]*, Running-12 [4]*, Stealfn-14 P]*, Survival-12 [6], Tiacking-12 (2 points, Rule of 12).
Quirks
Doesn't want to change back [-1] Always careful about where it changes back [-1] Bnjoysagoodhunt[-l]

Asheya the Tigress                            =
Bqually famed for her beauty and her cmjtj, fte Tigress is one of the most feared and least stable of the piraie captains of the Ring Isles (see p. F59). She flaunts her lycantttopy; why should she try to hide it, when she's already under sentence of death for literally dozens of atrocities she's committed later human form? She's known throughout the world as "(be Maneater."
Asheya is a devastatfngly beautiful woman. ЌЁ most memorable feature is her luxuriant mane of hair -ЇЁг orange with blade highlights -that falls to the small of her lock. Her eyes are emerald green. She's never been seen in a stt" or dress, but her shirts and breeches are cut to flatter her figure.
How she became a weretiger only she knom. Some say she made a bargain with die devil... She's, been a pirate captain for more ton a decade, but still looks 19.
Asheya has an unnatural taste for torture and bloody debauchery. She's smart enough, though, not to indulge herself with her crew. Not mat she'll hesitate to keelhaul any Iflge-at who can't follow her item discipline, but crew members die cleanly - ў® games. She gets little pleasure from tormenting women, children or the weak-she loves to break warriors and heroes.

She also takes normal lovers, but usually cuts them loose after a few weeks. She never kills her lovers unless they betray her.
On her change-nights she'll often lock herself in an underground room with some captive bravo and toy wim him all night making the kill just before daw". Often she emerges in the morning with grave wounds requiring magical attention, but that oriy seems to increase her pleasure.
She's also been known to plan major battles for her change-night, so she can lead the attack in tiger form. In human form she's never without her sword and her whip. m battle she wears б  ии ‚. She fights with a very fine pointed broadsword which is rumored to be enchanted.
Asheya is a 225-point character suitable for use as a villain и patron. The points for her IQ [30] and several skills (10 points, marked with a "*") use shared between her two fonns. She's dangerous and insane, but she definitely has style.

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Were-Creatures

Asheya the Tigress, human form
ST 12(20]     IQ 13 [shared]	Speed: 6
DX14[45]    Ќѓ10(0]	Move Ў
Dodge?      Parry8	Block" Damage: Thrust Id-1; Swing ld+2
Point Total: 142
Advantages
Appearance: Veiy Beautiful [25]
Charisma+2 [10]
Combat Reflexes [15]
Literacy [10]
Were Form: Vohmtaly Change plus Cyclic	Change (1 night every month) (101
Slow Regeneration (Not in the Presence of Silver -10%) [9]
Disadvantages
Bloodlnst (extra disadvantage, no bonus) Fanaticism (self) [-15] Megalomania [-10]
Pirate's Code of Honor (extra disadvantage, no bonus) Sadism [-15]
Stubbornness (extra disadvantage, no bonus) Vulnerability to Silver [-10]
Skuls
Acrobatics-14 [4], Baid-13 [2], Boating-14 [2], Bow (long)-13 [2], Brawling-14 [1]", Broadsword-15 [4], aimbing-13 [1]*, Dancing-13 [I], Disguise-13 [2], Escape-13 [2], Fast-Draw (Sword)-14 [I], First Aid-12 (‰ point), Holdout-12 [2], biterro-gation-13 [2], Jnmping-13 (‰ point), Knife-15 B], Lasso-12 (Vl point), Leadership-16 [4], Navigation-15 [8] Polearm-12 (Vl point), Riding (horse)-12 (Vl point), Savoir Faire-14 [2], Seamanship-14 [2], Sex Appeal-13 [2], Shield-14 [1] Stealth-14 [2]*, Streetwise-14 [4], Survival (Desert)-13 [2]*, Swmmiing-13 (Vt point), Tactics-13 [4]*, Whip.14 [2].
Quirks
Harsh, but never cruel to crew members [-1]

Doesn't drink [-1]
Never tabs a lover for more than a month [-1]
Wears men's clothes [-1]
Never goes anywhere without her sword and whip [-1]
Asheya the Tigress, were-fonn
ST30[0]     IQ 13 [shared]        Speed: 635 DX14[0]     €’1–Ћ]           Move:? Dodge 7
PD1         DR3 Damage: Thrust 3d; Swing 5d+2
Point Total: 42
Advantages Weretiger (83 points]
Disadvantages
Bloodlust (extra disadvantage, no bonus) Fanaticism (self) [-15] Megalomania [-10]
Pirate's Code of Honor (extra disadvantage, no bonus) Overconfidence (extra disadvantage, no bonus) Odious Personal HabiC eats humans (extra disadvantage, no bonus)
Sadism [-15] Stubbornness (extra disadvantage, no bonus)
SkSb
Brawling-14 [1]*, Climoing-13 [1]*, Tnmping-15 [2], Running-9 [I], Stealth-14 [2]*, Survival (Desert)-13 [2]*, Swim-"ning-14 [I], Tactics-13 [4]*.
Quirks
Prefers to devour warriors [-1]
Hates to get dirty [-1]
Hates to get wet [-1]
Seldom makes a sound [-1]
Lilies to be scratched between me ears [-1]

Lycanthropic Curses ===-___.._
The Werewolf from Hell
The were-fonn below is about as mean and tough as they come. It's based on the most extravagant monster-movie traditions. It would make an excellent villain in a Bonvr or Siifers campaign. A were this terrifying should probably not be inflicted on a PC as a lycanthropic curse unless the characters are very tongh, or the were-fonn manifests very seldom (one night a month or less).
No human form is described below. The GM can tack this were-foon onto any hapless PC or NPC - preferably the one the adventures will least suspect The details of the were's change are also left undefined, but if it's at all voluntary, the wire-form must take the Were Form super-advantage.
The wolf is an 750-point character; with 876 points in advantages, attributes and skills, and 126 points in intrinsic disadvantages. Note that attributes and some skills have been bought up from the wolf template's levels. The base cost of an Unpredictable Change to this fonn would be-50 points.

Were-Creatures
-116-

ST 15(70]     IQ12[60]           Speed: 9.75 DX16[35]    HT 15/20 [40]         Њ®вҐ! 11 ђ Їг 10      Dodge 9 PD1         DR2 Damage: Thvsi ld+1; Swing 2d+l
Point Ibtoli 750
advantages
Wolf template [27 points, p. 82] Alertness +4 [20] Claws [40] Danger Sense[15] DR+l(totalDR2)[3] Full Coordination/I [50] Immunity to Poison [15] Increased Speed x 2 [50] Invulnerability to all kinetic attacks [300] Magic Resistance +5 [10] Non-Reciprocal Damage [30] Polarized Byes [5] Reciprocal Rest [15] Recovery [10]

Regular Regeneration [25]
Silence+3(15]
Wolf's Reputation bought back [15]
Disadvantages
Appearance: Hideous [-20] Bad Temper [-10] Bloodlust [-10]
Compulsive Behavior. Morally Opposed [-15] Dread: Wolfsbane, 2-hex radius [-6] Odious Personal Habit: eats humans [-15] Overconfidence [-10]
Vulnerability to silver/negates Invulnerability [-10] Wolfs Enhanced Move removed [-30, does not count towards disadvantage limit)
Skills
Brawling-18 [3]*, Camouflage-12 [I], Climbing-15 [I], Jumping-18 [4], Running-16 [4]*, Stealth-16 [O], Survival-13 [4], Swimming-16 [I], Tracking-14 [4]*, Traps-13 [4]. ("Bought up from template levels.)

Were-Shark                             --
This is basically an ordinary large great white shark (see p. 31), except for the high IQ, Magic Resistance and Odious Personal Habit.
Were-sharks are found in Polynesian folklore. Obviously this lycanthropic curse is most appropriate for campaigns taking place in and around the sea. Alternately, with the right bigger condition (immersion in salt water is an obvious choice), this lycanthropic curse can be used to keep the character away from the sea, except at great peril,
An excellent trigger condition for this were-fonn's return to human form would be "after tasting human flesh." This is simultaneously appropriate to the nature of a curse, while ensuring that the change will usually take place within swimming distance of either the shore or a ship.
This were-fonn is a 324-point character, based on a 288-point shark template. The 15-point Odious Personal Habit is the only disadvantage in the list which is not intrinsic to the template. Base cost of an Unpredictable Change to this form is -50 points.
ST50[185]    IQ8[-15]            Speed! 6
DX12[20]    HT 12/37 [20]        Move! 9
Dodge6
PD 1       DR 1
Damage: Thrust 5d+2
Point letal! 324

Advantages
Acute Taste and Smell +3 [6] DR 1 [3]
+25 Extra Hit Points [125] Increased Speed x3 [75] Magic Resistance +3 [6] I'D 1 [25]
peripheral Vision [15] Pressure Support (5x) [5] Sharp Teeth [5]
Disadvantages
Appearance: Hideous [-20] Bad Sight [-25] Berserk [15] Bestial [-15] Gluttony [-5] Inconvenient Size [-10] No Manipulators [-50]
Odious Personal Habit: eats humans [-15]
Skills
Survival-12 [2], Tracking-12 [2]. (Both bought with Rule of 12).

Were-Rat             iii
This form represents me low end for lycanthropic curses. It would make an excellent (and fun to play) curse-ten for a person with High Social Status, a strong Code of Honor, Honesty or Pacifism (in the grand Jekyll-and-Hyde tradition).
The were-form is envisioned as a rat-like human about Wl feet tall, with a hairy face, pointed snout and ears, clawed hands and feet and a rat's tail For all this, the were-rat can pass for a veiy small human in heavy disguise, if the lighting is poor (-4 to Disguise skill).

The were-rat is an accomplished thief, and would make an excellent assassin with the addition of a few missile-weapon skills appropriate to the campaign background.
This is a 163-point character, based on a Giant Rat template costing 98 points.
ST8[-15]     IQ12(20]            Speed! 7.5 DX13[30]    HT 17/9 [100]         Move! 7 Dodge?      Block9 PD1         DR1 Damage: Thrust Id-3; Swing Id-2

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Were-Creatures

PointTota): 163
Advantages CatfaB[10] Claws [15]
Combat Reflexes [15] DR1[3]
Dang"Sense[15] Double-Jointed [5] Night VBion [10] PD1[25]
Perfect Balance [15] Sharp Teeth [5] Silence+2110]
Super Climbing x 5 [15]
Disadvantages
Appearance: Hideous [-20]

Bloodtost[-10]
Compulsive Behavior Morally Opposed [-15]
Compulsive Lying [-15]
Gluttony [-5]
Greed [-15]
Jealousy [-10]
Kleptomania [-15]
Miserliness [-10]
Odious Personal Habit: crude and belligerent [-10]
Reduced Hit Points -8 [-40]
Skills
Acrobatics-13 [4], Brawling-15 [4], Climbing-14 [4], Disguise-13 [4], Holdout-13 [4], Inliniidation-13 [4], Jumping-U [2], Knife-M [2], Knife throwing-13 [I], Locltpicldiig-13 [4], Pickpocket-13 [4], Scroungmg-13 [2], Stealth-14 [4], Streetirise-12 [2], Swimming-" [I], 'baps-13 [4].

Animal Forms               
Were-Elephant
Avram Bey is a small man approaching middle years. He has no idea why, but certain men of the Bey family have always tuned into elephants &om sundown to dawn. Avram's grandfather was a were too, and so was one of bis great-uncles, but no one among his father, three uncles, seven brothers and five sons is a were except Avram. His lost eye has nothing to do with his lycanthropy- he was lacked by a camel in his mid-20s.
Since his culture is not known for its tolerance of the unusual, Avram has taken his family far from the city. He keeps a small desert caravanserai at an oasis on a secondary trade route. Though not affluent, he makes enough to keep his large family fed and comfortable. Like most members of the common classes in his country, he works himself unmercifully, putting in at least 10 hours of manual labor, followed by another two to four hours as a draft animal, every day except holy days. He does most of his resting in were-form, sleeping in a secluded stall in the caravanserai's barn.
Though the elephant is much less intelligent than Avram's human form, both forms share an intense love of their family and home. On more than one occasion desert raiders have attacked Avram's caravanserai. His usual method in such cases is to hide his women, then welcome the bandits, giving them whatever they want, leaving them no excuse for random violence and encouraging them to eat and drink themselves into a stupor. That night he will ambush the raiders in elephant form (bursting the wall of his own house, if necessary). So far, there has never been a survivor of such an attack.
Avram Bey, human form
ST10[0]     1011(10]           Speed: 4.75 DX10(0]     HT9[-10]           Њ®вҐ: 4 Dodge4

Damage: ThrustU-2; Swing Id Point Total: 100
Advantages
Animal Bmpathy [5] Animal Form [100]
Disadvantages
Code of Honor (devout follower of local religion) [-10] One Eye [-15]
Secret - were (utter rejection) [-10] Skinny [-5]
Skills
Accounting-11 [4], Animal Handling-17 [8], Cooking-12 [2], Merchant-12 [4]. Packing-17 [8], Professional Skill: Hosuer-12 [4], Savoir-Paire-12 [2], Survival (Desert)-ll [2], Teainster-16 [2], Theology (Hobby)-10[2].
Quirks
Doting father [-1]
Will question holy men for hours, if allowed [-1]
Polite to everyone [-1]
Avram Bey, were-tonn
Avram's were form is a bull elephant identical in all respects to the description found on p. 15 (ST 270,45 HP), except that even in elephant form Avram still has only one eye, and this disadvantage allows the elephant to have an IQ of 7, and to keep me Animal Empathy advantage.

Skinchangers                 -
Selkies
The Selkies are a magical sub-race of humanity with the ability to become seals at will, by putting on a sealskin. Selkies are always conceived while their parents are in human form, but are always born while their mother is in seal fom. They are born in

seal form, and gain their ability to shed their skin about the time human children learn to walk.                    ^
While growing, it is very important that a Selkie child spend a good deal of time in seal-form, lest they outgrow their seal skin and lose the ability to shapechangc forever. A Selkie child parted ten Us second sKa will lose his ability to change after 4d days.

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Were-Creatures

An adult can also lose Us powers, but only after 3d months without changing. Losing the second skin is particularly unthinkable to SeUae women, since pregnancy is almost always ratal if the Selkie mother can't change to give birth. (A caesarean section can sometimes be performed, on a successful roll vs. Surgery-10, plus the tech level of the surgeon performing the operation.)
Most Selkie tribes are nomadic, following the coast, and at least one or two levels below the tech level of Be local humans. There are a few permanent settlements and advanced tribes.
Selkies have been persecuted by normal humans in the past, and have become Intolerant of non-Selkies. Most human coast-dwellers regard the Selkies as (at best) dangerous primitives or even (at worn) cannibals. These are exaggerations, but ones which the Selkies encourage to ensure their privacy.
Selkies prefer quiet, nonviolent lives, but they will not hesitate to defend their privacy forcibly. Nonetheless, most tribes will occasionally trade treasures of the sea for essential goods.
Selkie Characters
Selkies usually have the same ST, IQ and HT и both forms. The seal form is often a great deal more ague than the human form (+2 or more to DX). The were-form does not have to pay for

human form skills it can't use (Bard, craft skills, weapon skills, etc.) and vice veisa (underwater fishing, underwater acrobatics).
Human Form: All Selkies have an item-based Were Form advantage, with the limitation Takes Id Minutes to Change; its base cost is 8 points. The gadget modifiers for their sealskins are Awkward, Can Be Stolen by stealth or trickery and Unique, for a final modifier of -40%. After rounding up, the final cost of the skin is 5 points. Selkie skins are not usable by anyone except their owners. Most Selkies have a -10 point Intolerance of all non-Selkies, though this disadvantage can be ignored or bought off on an individual basis.
As might be expected, all Selkies buy Swimming at DX or better. The Selkies possess the secret of Breath Control, though it is by no means universal.
Seal template: The Selkies' seal forms are Amphibious [20], withDXI2[20],PD+l [25],DR+1 [3] and Super Swimming x 1 [10]. They have No Pine Manipulators [-30], Reduced Move (land) x 3 [-15], Mute [-25] and Intolerance as above [-10]. The seal form also has Swimming at DX [I].
Base cost for the Selkie seal form is only -1 point. The final total of the seal form will get a 40% discount from the gadget modifier.

Sample Selkie: Gull                     ---
Gull is a young male Selkie in his 20s. After Ms tribe was killed by a sea-monster, he reluctantly decided to seek his fortune on land. He tries to keep his nature a secret from true humans. He chose the life of a roving adventurer because staying on the move makes it easier to keep Ms Secret.
He's a good-looking but shy young man. His distaste for the company of the humans around him makes him appear sullen. His weapons of choice are the traditional Selkie arms of knife and short spear (suitable for thrusting or short throws), and he keeps his sealskin with him in a large oiled pouch that hangs from his belt and never leaves his body (at night he uses it for a pillow). Gull will entertain any reasonable offer of employment, as long as it doesn't promise to take him too far from a major body of water. He will not be open to a sea-voyage, unless most of the people on board already know Ms Secret.
Gull is a 110-point character. His ST and HTtogether make for 20 shared points between Ms fonns.
Gull, human form
ST 11 [shared] IQ10[0]             Speed: 5.75 DX12[20]     HT 11 [shared]        Move: 5 Dodge 5       ђ бвг 7 Damage: Thrust Id-1; Swing ld+1
Point Total: 50
Advantages
Appearance: Attractive [5]
Luck [15]
Selkie Skin (Were Fom gadget) [5]
Disadvantages
Intolerance ofnon-Selldes [-10] Odious Personal Habit rude and sullen demeanor [-10] Phobia: heights (mild) [-10] Shyness (mild) [-5] Stubbornness [-5]

Skais
Boating-12 [2], Brawling-14 [4], Breath Control-12 [16], Fishing-13 [6], Knife-14 [4], Scroiinging-12 [4], Spear-13 [4], Spear Throwing-13 (2], Stealth-12 [2], Swimming-14 [4].
Quirks
Avoids red meat [-1]
Entertains secret crushes on attractive women [-1]
Collects unusual shells [-1]
Gull, seal-form
ST 11 [shared] IQ 10 [0]              Speed; 6.25 DX 15 [+40]    HT 11 [shared]         Mow: 3 (land)
12 (water) Dodge 7
PD1         DR1 Damage: Thrust Id-1; Swing ld+1
Point Total: 40 (66 less 40% gadget discount)
Advantage Luck [15]
Disadvantages
Selkie [-1]
Intolerance of non-Selkies [-10]
Phobia: Heights (mild) (extra disadvantage, no bonus)
Shyness (mild) [-5]
Stubbornness [-5]
Skills
Acrobatics-15 [4], Brawling-17 [4], Fishing-13 [6], Stealth-17 [8], Survival (underwater)-14 [10], Swimming-15 [O].

-119-
Were-Creatures

Jaguar Warriors                         -
The Jaguar Warriors are amystictirothemoodofshapeshifting shock troops in the sendee of an ancient but savage empire. They can take cat-form by donning a jaguar skin which they wear as a cape (their only garment, except for a weapons harness) in human form.
Jaguar Warriors are selected in infancy and raised with a combination of fierce exercise and combat training and aa even more punishing regimen of religious and ceremonial preparations. The Jaguar Wanior knows nothing but violence. His only pastime is death, his only love war.
In training. Jaguar Warriors have a fatality of over 75% (many recruits are slain by their own teachen for some perceived weakness or soft-heartedness). Once they receive their cat skin (at age 17) and become shapeshifters, they are pampered and indulged by the empire (though they continue to train hard, to stay in fighting trim).
All Jaguars are at least 200-point characters, heavily specialized in combat skills. They can be used as enemies, or as rather one-dimensional player characters.
There are no Jaguar Wamor officers. They are commanded by the wizarf-priests of the empire. These priests also possess the secrets of preparing the enchanted Jaguar skins and training the children to become shapeshifteis.
In battle the Jaguar Waniors are skinnishers, supporting the main fon" by attacking the enemy's flank and rear alone or in small groups. The Jaguar Waniois attack with a single-minded viciousness, but will not hesitate to flee when the battle is hopeless. A common tactic is for the Jaguar Waniors to attack in human form in a group of about a dozen. Then, if the battle starts to go against them, they will throw their spears and transfonn, continuing the battle in were-form. Often the shock of the change is enough to completely demoralize the enemy. The Jaguar Warriors do not all change at once; rather one wairior will cover one or two of his comrades while they transform, then the jaguar will protect Vis former guardian while he changes.
The Jaguar Warriors are superstitiously but Justifiably feared by all neighboring countries and enemies of the empire and Its priesthood.
Jaguar 'Warrior Characters
Human Form: Jaguar Warriors have a gadget-based Were Fonn advantage, with the limitation Takes Id Minutes (-20% discount), for a base cost of 8 points. Their jaguar skins have the

gadget modifiers Awkward, Breakable (DR 1, HP 10), Can Be Hit at -2 and Can Be Stolen by Stealth or Trickery, for total modifier of-40%. This makes the final cost of the jaguar skin 5 points after rounding. A jaguar skin is only usable by the warrior for whom it was made.
Jaguar Form: The jaguar template is: Attributes: ST +2 [20], DX 14 [45], IQ 4 [-50], Ќ’ 15 [60]. Advantages: PD +1 [25], DR +1 [3], Catfall [10], Claws [15], Combat Reflexes [15], Enhanced Move X 3 [30], 4 Legs [5], Increased Strength X 1 [30], Night Vision [10], Shalp Teeth [5], Silence +2 [10], Super Climbing x 9 [27] and Super Jumping x 1 [20]. Disadvantages: Mute [-25], No Fhe Manipulators [-30] and Reputation -4: dangerous predator [-20]. Jaguar skills are Brawling-14 [I], Clinibing-14 [2], Jump-ing-14 [2] and Swinuning-15 [2]. Template cost for a jaguar i" 212 points.
Jaguar Waniors must buy the were-fbmi's IQ back to normal (usually +50 points), and must take Bloodlust [-10]. The base cost for a Jaguar Wairior character's were-form is 252 points. The final point total of the jaguar form gets a-40% discount from the gadget modifier.

Sample Jaguar Warrior :^==-^--=^--=
The Jaguar Wanior described below is a paragon of his brotherhood - a none-too-bright killing machine devoted only to combat.
He is a 200-point character. The 45 points for his DX are shared between me two fonns. Also note that the cost of the Were Fonn super-advantage is paid by the jaguar form, the more expensive of the two.
Jaguar Warrior, human form
ST12[20]     IQ10[0]            Speed! 625 DX 14 [shared] HT11[10]           Move: 6 Dodge?      ©®вг 8             Blocks Damage: Thrust Id-1; Swing ld+2
Point lotal: 46

Advantages
Combat Reflexes [15]
High Pain Threshold [10]
Reputation +3: Fearsome wairior witfa supernatural powers [15]
Disadvantages
Bloodlust [-IQ]
Bully [-10]
Fanaticism (wizard-priests) [-15]
Sense of Duty to brotherjaguar warriors [-5]
Skills
Brawling-14 [I], Climbing-14 [2], Kmfe-14 [I], Jumping-15 [2], Shield-14 [I], Spear-15 [4], Spear Throwing-14 [I], Stealth-14 [2], Swimming." [2].

Were-Creatures
-120-

6""*"
Nowhere near imaginative enough to have quirks.
Jaguar Warrior, were-form
ST22[0]      1010(50]	Speed! 7.25
DX 14 [shared] HT15[0]	Њ®вЄћ Dodge 11     Parry 10 PD1         DR1 Damage: Tlwsf2d, Swing 4d
Point Total: 109 (182 points less 40% gadget discount)

Advantages
Jaguar Skin (Were Form gadget) [5] Jaguar template (212 points, less shared points in DX)
Disadvantages Bloodlust [-10] Bully [-10]
Fanaticism (wizard-priests) [-15] Sense of Duty to brother jaguar warriors [-5]
Skills
Brawling-14 [O], Clinibing-14 [O], Jumping-14 [O], Stealth-14 [0],Swimmnig-15[0].

Miscellaneous Were Characters =
Zedikiah the Were-Wasp
Since birth, Zedikiah was fascinated by insects. As a child, he spent hours just watching insects, or perfonning strange experiments on those he caught. As an adult, he squandered the family fortune on strange tomes of obscure insect lore. Over me years, the tomes became stranger and stranger, as Zedikiah expanded his interests to include wizardry and alchemy. The last of the fortune went to purchase a magical laboratory of remarkable completeness, and Zedikiah all but vanished nom the eyes of the community for several years.
During that lime Zedikiah made a momentous discovery -using alchemy and magic he transformed himself into a were. Each night, torn dusk to dawn, he becomes a human-sized wasp. Perhaps he dabbled in demonology as well, for Us wasp form cannot come within 9 feet of any holy object or consecrated ground.
It was only then that Zedildah's life really begin. He lived Ms life at night, as an insect, avenging a thousand petty insults, real and imagined. He discovered in his were-form a taste for violence (and for human flesh) that his human form never imagined itself capable of. The wasp-torn went from killing "enemies" to killing strangers, just for the thrill of it. Sometimes he robbed his enemies, when he needed money, but mostty he just killed and fed.
In his human form, Zedikiah has little of the wasp's savagery. He knows nothing of combat, and his first impulse when threatened wffl be to hide (until sundown I). Nonetheless, he is a powerful, if rather limited mage, who knows several dangerous or deadly spells that he will not hesitate to use if he must.
The community is aware of me existence of the giant wasp, but few suspect that it's anything other than a natural (if gargantuan) creature that somehow wandered into town. Nobody yet suspects Zed, the crazy bug-hermit b the big old house.
Zedikiah's were-fonn is based on the Giant Wasp ft". PB8Q). The template is as follows: Attributes are ST 14 [45], DX 14 [45], IQ 2 [-70], Ќ’ 12 [20]. Advantages are PD +3 [75], DR +3 [9], Acute Taste and Smell +3 [Ў]. Clinging [25], Stinger [251. Venom (blood agent, 2d) [30] and Winged Flight [30]. Disadvantages are Mute [-25] and No Fine Manipulators [-30]. SKlls are Climbing-14 [2] and Right-14 [2]. The template cost is 189 points.
Zedikiah, human form
ST9[-10]     IQ14[45]           Speed: 5 DX10[0]     HT9E-10]           Mow. 5 Dodge5 Damage: Thrust Id-2; Swing Id-1

Point Total: 74
Advantages
Magical Aptitude 3 [35]
Disadvantages
Secret: were-wasp - possible death [-30]
SkiSs
Afchemy-15 [12], Artist-13 [2], Entomology-16 [8], Naturalist-12 [I], Research-13 [I].
Griiiwire
25 points в spells, mostly Animal, Body Control and Food.
Quirks
Interested in nothing except insects Nervous around women Never laughs out loud Hates people who try to sell him things Always wears heavy clothing
Zedikiah, giant wasp form
ST14[0]      IQ10[70]            Speed: 6.5 DX 14 [0]      Ќ’ 12 [0]             Move! 6 (land)
12 (flying) Dodge 7 (land), 12 (flying) PD3         DR3 Damage: Thrust Id; Swing 2d
Print Total: 231
Advantages   ,            Ё
Giant Wasp template (189 points))K
Were Form: ‘гб–б Change (daily change lasting for the night, no voluntary change) [5]
Disadvantages
Appearance: Hideous (extra disadvantage, no bonus) Bestial [-15]
Dread: Holy Objects, 3-hex radius, rare [-7] Odious Personal Habit: eats humans [-15]
Skills
Flighl-15[4]

-121-
Were-Creatures

Lord Ramsgate: Were-Stag                    :
la bis youth, Lorf Cerric Ramsgate lived for the hunt. He spent an absolute mmimnm of time on statecraft, and an absolute maximum on the chase.
One fall day, in his early 20s, Lord Ramsgate ran down and killed the most beautiful buck he'd ever saw. As he was prepariag to gut the stag, however, he was cooftonted by a beantiflil woman wearing garments made of leaves and vines. The nymph told Lord Ramsgate that he had slain a mystical creature - the bid of the forest-and for that sin he would be condemned to know what it was like to be the hunted. Then the nymph and the stag born vanished.
Lord Ramsgate was terrified, but when nothing happened for several days he began to put me incident out of his mind.
Then, oil the night of the autumnal equinox. Lord Ramsgate vanished. Fortunately his young wife was pregnant at the time, so the succession seemed assured. His liege men searched for their lord for weeks but he could not he found. Over the winter, the men of Ramsgate Castle forgot their worries in the pursuit of a handsome stag that had been spotted near the castle. Though chased many times, the clever beast was never brought down.
Then, on me night of me Winter Solstice, Lord Ramsgate walked into his hall, filthy, scarred and shivering in the cast-off rag that was his only garment. He told his men mat he had been the magnificent stag they had pursued so diligently for the last three months!
. The next year, the change was repeated at the same time. Lady Ramsgate tried to keep her husband safely stabled at the castle for the winter, but me wete-stag could not endure confinement of any sort, and escaped at the first opportunity.
Now Lord Ramsgate roams Us lands at will in the winter; in his stag form. Deer hunting has been sternly outlawed while his lordship is in were fonn, but the stag is still hunted, by the ignorant, by poachers and sometimes by his political enemies.
The rest of the year. Lord Ramsgate is known far and wide as a wise and patient ruler, with a notable compassion for the ordinary people and wild creatures of his realm. He hunts seldom, and then confines his activities to falconry and wild boars.
Lord Ramsgate's were-fonn is based on a Stag template: Attributes are DX 12 [20], IQ 4 (-50] and Ќ’ 13 [30]. Advantages arc PD +1 [25], DR +1 [3], Alertness +4 [20], 4 Legs [5], Increased Strength [30] and Striker: Impaling [45]. Disadvantages are Inconvenient Size [-10], Mute [-25] and No Pine Manipulatois (-30]. Skills are Brawling-12 (– and Running-13 [4]. Template cost for a Stag is 68 points.
Lord Ramsgate is a 175-point character. His DX is shared poults between his forms.
Lord Ramsgate, human form
ST11[10]     IQ11[10]           Speed-5.5 DX 12 [shared] HT10[0]            Њ®вЄ5 Dfldge5      ђ ЇвЎ             Blodt6 Damage: Thrust Id-1; Swing ld+1
PointTotal:20
Advantages
Animal Empathy [5] Charisma+1 [5] Status 4 [20]

Disadvantages
Code of Honor (be a wise and just ruler, defend the realm, honor the king) [-15] Honesty [-10] Sense of Duty (his subjects) [-10] Stubbornness[-5]
Skills
Animal Handling-13 [I], Bard-11 [I], Broadsword-13 [4], Climbing-12 [2], Diploniacy-11 [4], Falconry-14 [I], Knife-12 [I], Lance-13 [4], Leadership-11 [2], Riding-15 [I], Shield-12 [I], Survival (forest)-!! [2], Swimming-12 [I], Tactics-10 [2], 'uac)dng-14[8].
Quirks
Pious [-1] Soft spoken [-1]
Sympathetic to social inferiors [-1] Loves a good joke [-1] Never hunts deer [-1]
Lord Ramsgate, stag form
ST20[0]     108 [+35]           Speed: 625
DX 12 [shared] HT13(30]           Move! 7
Dodge?
PD1      DRI
Damage: Thrust 2d-l; Swing 3d+2
Point Total; 90
Advantages
Were Fonn: Cyclic Change (Annual change lasting 3 months, ў® voluntary change) [5]
Stag template [68 points, less shared points from DX].
Disadvantages
Phobia: Enclosed Spaces (Severe) [-30] Shyness, Severe [-10]
Skills
Biawling-15 [4], Camouflage-12 (2 points, Rule of 12), Running-" [O], Stealth-14 [4], Survival-12 (2 points, Rule of 12).

-122-
Were-Creatures

ALPHABETICAL CHART
Cnmtvn ST DX	IQ	‚’	Mv/Dodge	PD/DR	Daiiiegi Reach џЈҐ Page
Agropelter 6-8 14	5	14/7-9	10/7	0/0	ld-4crf R.C I 6
Ant, Giant"" ""' 6-12 12	2	10-15	""616	' Vt	ld-2cr* C" 2 "Ў
Badger 5-7 13	4	ћ’.10	6/6	1/1	Id-3 cut' ‘ '" <1 7
Barracuda, Great 16-20 15	3	12/16-20	12/7	˜	Idcut ‘ ‡ 8
Bear, Brown ' " i5-19 13	5	14/16.20	7/6	"˜.	ldcr# C 2<t """"г
Beaver ' ...1-2," .12	4	12/3-4	6/7	1/1^ .. ..,ld^cr ^.C,,..^ ^ <\ ... 9
"Cattie .' 40-81)'" 8-9	4	14-17	' 8/4	0/0'	ld+litnp# ' ‘' ' '*"3 ' ~ 45
'Ceratosaunis"" "50-65' 14	3	' 13/32-40'" "6/7'ш '	"2/2'	3d-l imp" Ђ " ‘, 1 ""'" 9+ '"'4:2'
Cheetah 16-20 14	4	13-16	30/10	0/0	Idcut ".C ,. 2 11
Coyote' 4-6 14	6	14/8-10	9/7	1/1"	Id-3 cut" C' ' ѓ" 11
Creodont 18-22 12	3	13-16	7/6^	1/1^	Id+l^nt _ ‘ ^ 2 ."^1.1,
'Deer^ 1 '" '/5-14 "15"'	4	"13/6-8	""9/7 '"""Ћ’	" I'd imp" ' "‘ '' '""Ј"" '12
^. ........ .<^г.^"^,.:^	"^^.	^^-	-г¤"	 '1,1.5  . t^^“^ -^- "-^
Diidd)ill 8-50 14	3	15/7-35	1.2-16/7	'1/1^	-#^ .0,1 ^20+ ^42
Elasmotiierium'* 300+ '" 9 '	4	17/60-75	16/5 "	3/4	"3d+2cr ‘, 1,2 "13 14
Bectnc.Eel . , . . 5-7.. ^.9^	3	12/6-8.	^7/4^	,0/0	,, Id" ". .‘.1. , 2-3 ^14

-123-
Alphabetical Chart

Creative	ST	DX IQ ‚’ Mv/Dodge PDIDR Damage Reach See Page
feast	1	15 S 12/34 9/7 ь0 ld-4(T ‘ <1 15
GilaMoaster '	'2" '	"13 "'3"" 13/3' ' 1/6 ' VI' "'"'"- c"1""* * <i  "15"
Glashan^ ^	J2-14	..1.2,^,., 7 ._ 13-16., 7/6 , 10 . . ." *,,^...".. ‘,,.. "I,- ,.1.6,
Goose" """"	1-3 """" i4- 4" 14/3-5' 7/7*"'""" W ' hHcr" ‘" "'<ѓ" '46'
Horse, Csivalry	'32-40	'9 "4 '"12.15 16/8 'Ћ‰" ""ld+2'crf'" ej-'"" ' ""'3 ."'"'46
Horse.Draft	50-60	9 4 13-16 ^12/6 Ћ’ ld+2crf C,1^ ^ 3 46
Horse, Saddle "'" 28-35	''9 4^12-14 12/6 Ћ’ "'i'dcrit ‘,’ 3 46
'JacUope* ' '	'y^'	14'"*'*’" 15/2-4" 14/7 <" " (ћ(tm) ‰-5'1иа ' ‘' ' -г-'"'- ж
EllerWhafc ' 40-70	"13 8' 15/20-30 15/7' "0/l'^'"^d+2cuf ^ '‘' " ^28 "" 20''
Llama ^^	16-20	11 4 ^ 12-15 13/6 2/1. ,".,,.....- ."-. ,^,,.," ."2 . .. ,^,/7,
Motole-Mbembe	206-250	"11 "'3" 16/38-46' 5/5' ' '2/2 '"*'Merit ' ' "C.I'*"" ' 10 " 23"
'ViBsksy, Old World'	3 """15 6" "'"'13„-5 "8/7' W *Њ-4бЈ' ' ‘ 1 1 <ltol '24'
Moo"	40-50	13 4 15/16-20^ 12/6 1/2 ld+2crif ‘ ..,",.^_3 .^..".24
"NaiidiBear "'“!	32-40'^ 14'*' 5 15‰4.30" 8/7' "" 2/2 ' " 2(1 cut "ш ‘, ѓ"" *'''^e ' ' 24
Ocelot	2-6	14 4 14/8-10 10/7 € Jd-3nit^ .,‘, ",...,. .."..1 ,..;,.. 25
"Ostrich ' '"'"'"	"20-24 '	15 ""3""љ/1Њѓ"15/7 ' 0/0""' id+Tiinp ' ' ‘,'1 '.'"'' "' ^""“-'"'-"г
Oiler ,..3-4	14 . . ,4 11/5-6 6/7 0/0 , Id-3 cut" . .".J3 ^ 1 26
'Peccary '	7-9	14 6 10-12 * 'W' ' 1/1 ""'IdS'cut'"' "'‘' "^'i- ' ¤
PoUoaoiisFBh	0-2	12 1 15/2-8 7.20/6-ћ Ћ/Ћ , ^ ""..""‘. <1 27,

Alphabetical Chart
-124-

CratfBre Sr OX IQ ‚’ Mv/Dodge €Њ" Deme^ Reach Sbe	Page
Puma 8-22 14 5 15/13-19 10/7 1/1 Id cut ‘ 2	28
Rhinoceros^ ^ 125-150 _. 9, ^ 4^ 17/40-50 14/7 2/3 ^2d+lcrf ^ ‘ ^ 10	29
Seal ' 8-16 ,12 ^ 5 12-16 12/8 . Ћџ_ ..._,.ld-3cut, C^^ , 2-3	31
Shari[,Medtan(F^'"24-30^^^^ 9/6" "M'"*2d-2cut"1 " "‘ '' ‰	3i
Snake.'Constricto/*'* 12-24' """if""" ‡^ћ’‰Ћ 2-4/6 '*" 'Ћ/Ћ'""'' "* """*""(;'""-'^ѓ 	"*32
Snake, Poisonous ^l? ,... 13 3 15/2-20 2-4/6 0/0 * ‘ <U	32
Stegosannis1" "'" "7‰'00"*"8 " 3" 15/5Њ5 '4/4 "'2/3 '' Mmip"" ' '1,"2 ""^-- ^
'"’ ©в Ї‚ҐгЏ'""*"^" ' ' 1'3"""*' 4' 15/8-io ' -4/6 (tm)'"^"^'''''^‰б *""'^"'^^^^^	""36"
TSaelvnam <l 13 3. ...14/3-.S ..18/9" 0/0 .....*.,...,, ‘ <1	‡Ў
'ntanoflMnim1 ' "' 250+" ' " “*""^ 17/55-70t '9/5* --'"^"""§¤бЈ ^^‘* """15 """37
''Waiar'Buffaio"'""""'*"5MO"'" 9"^'4"*1''"13:16" 7/4 ' """"'VI '{Њиг""""" ‘" ''"‡"	'47
'Wisent""""""*"' ^""^y-'-8''^'^^-'"-^^^'''- ^^-^"^"-.-"^^."-A-.-!..^-" "- * ^" .	.i""^
wolf. ..... .."..8-.1I) . ...,u,.-,,.. 5 , .,..11;13.,., .."^...."..‹!. "l.'l-2"1' "б. ... . " .1.	38,
Woolly'Rhinoceros'/ 120-150" 9""" 4 '17/4(Њ'8" 13/6'" 3/3' "2d+la# "* ‘'" /"" '10'"	""39
Yeti 18 12 8 10/20 7/7 2/3 3dcr ‘ 1?	39
HABITAT CHART

Aquatic, Fresh-Water " Animal             Page Alligator               6 Beaver                9
'Dragonfly,"Giant (larva) ' 13 Hectic Eel        .    14

Animal	Page
Hippopotamus	18
Leech	20
'Otter""" """" '' 1	''^"Vi
Piranha	27

Animal	Page
Shark, Fresh-Water	31
Snake, Constrictor	32
Whale ~' ' " "	^37

Aquatic, Salt-Water ======
Animal               Page Barracuda, Great          8
MorayEel' SK   ''" '  24"
Animal	Page
Octopus, Giant	25
Porpoise	28
Animal	Page
Seal	31
Whale .	'37

-125-
Habitat Chart

Arctic "
Falcon	15
Mammoth	21

Puffin                28' Rabbit               29

Wolverine, Ice Age       39 WooDv Rhinoceros       39

Desert ===========
Coyote                 11
Hyena                  18 Jackal                  18 Jaguar                  19

Lion	21
Octofly	25
Ostrich	25
Owl	26

Sabertoothed'riger       30

Forest-	=--
Ant,Giant	Ў
Badger " ' 7
Bat	8
Bear, Grizzly	9
Bear.Kodiak	9
Beaver	9
Cave Bear	*'10
'Crocodile	11
DireWolf	13

Flying Turtle	16
Fox _	16
Hippopotamus	18
Leech"' 1	20"
Mantis, Giant	22
Mastodon	22
Mongoose	23
MpnitorLizard	23
Otter	26
Oyl	26

Babbit	29"
Raccoon	29
Scimitar Cat" '	30 .
Skaiit:'"" """ " ' 3i
Sloth	32
Snolligoster	33
Tripodero	37
.Whale	37
Wsent	38
Wolf	38

Jungle -
Baboon	7
-Bat	8
"Centipede, Giant '"'	11
Didf "	13
Elephant	15
-i-HyingSaate	15
Jackal"	18
Lion "	21'
Mantis, Giant	22
Mongoose	23
Monitor Lizard	23
Monfasy.NewWorid	23
Ocelot "	25
Puma	28
Sloth	32
Spider, Giaiit""'	34'
Tiger	36

Habitat Chart
-126-

Mountain -^=---== Bear,Brown         8
CaveBear   "         10 Cave Lion              10

Fox" "" "	< i6
Olashan	16
Kangaroo	19

Snake, Poisonous	32
Tger" ' "	'""36
Wolf	38
Wolverine	39

Pl.fa.c---
Aurochs	7
Baboon	7
CapeHunting Dog 10
Caribou _	10
Coyote ' ' 11
(ieodont	11
'˜Јаи	12

Falcon	15
Feiret	15
Olyptodont ' "	'17
Jaguar "	19
Mammoth	"11

'Puma "*	28'
Babbit	29
Sliinoceros	29
Snau, Constrictor	32
Snake, Poisonous	32
Wisent"" """"' ' ^38
Wolf	38
Woolly Rhinoceros	39

Subterranean =========
Animal               Page Spider, Giant            34

Swamp i 11 i	iiiiii
Bat	8
Bear, Brown	8
'‘вҐ®„–Ґ' "'	"* 11'
Crocodile, Giant	12
Dragonfly, Giant	13

Leech	20'
Mantis, Giant	22
Moose "" '"	M
NandiBear	24
Ocelot	25

Kat, Giant *" '	29"
^noiligosler" '	33
Spider, Giant	34
Swamp Ghost	35

-127-
Habitat Chart

INDEX
Please note that page numbers and statistics for individual animals can be found in the Alphabetical Omit, pp. 123-125.
Absolute Direction advantage, 53. Acceleration, 58. Aaite Heaiing advantage, 96. ЂЈ ў Џ Ґ/©ўҐ€ advantage, 96. Acute Vision advantage. 96. Addicliondisadvaiitlge.96. Advantages, 53,78.87,93,96. Aleaiess advantage, 53,96, Altliahencal chart, 123-125. Atinial companions, 70-74. Animal deicripnons, 5-39. Animal Empathy advantage, 65,96. ЂиЇўЉ®Їо, 91-92,118. Aiiinal leniplateil, 82.83,86,88. Amor.SO.
Attribute!, 4,76,86. Bad lemper disadvantage, 53. Bad/Poor Grip disadvantage, 100. Beast-mail, 84.                  i Berserk: disadvuntage, 53.        I Besliu disadvantage, 98.         | Biting to grapple, 55.             1 Blindness, 8.   .                 I Balnighmlgsldll,45. Camouflage^.                 ' Change trauma, 84. Cl"ws,101,102. Combat, 54,74.
Conbat Paialytis disadvantage, 97. Combat Reflexes advantage, 53,9& ‘®Їў¬Ї Sense advantage, 53. Compulsive Behavior disadvantage, 9 Constriction attack, 101,102. Cornered aiiinials, 62. Cowardice disadvantage, 53. Craftiness,(r). Crcatim; animal", 75.80. Critical misses, 61. Culture, 83.
Canes, 54,82; lycanilvapte, 85,116.
Damage, 4,50.54,88,100.
Damage Resistance, 4,77,102.
Dangtt Sense advantage, 53.
Deadfalls, 66.
Delusion disadvantage, 97.
Demonic animals, 80.
Dinosaurs, 40-43.
Disadvantages, 53,87,89,93,96.
Disease,".
Dodge. 4,77.
Domestic Animals. 44^(7.
Double-Joinled advantage, 53.
Drowning, 58.
Dntydisidv"mage.97.
Dwafism disadvantage, 97.
Bcotogy.80.
Bearical organs, 78.
…ЇҐиг disadvantage, 97.
Bnliaiicemenis, 111.
…©Ј  flexibility, 100.
Ean'limbs, 78.100.
Ming.58.
FamiBars,74.
Fsttmnipiilaton, 100.
BsliiBg,65.
Hight,78.103,108;"ti&99.
Hymg tackles, 56.

RaBBlHealing advantage, 53. Reach, 4.
ItcacliMis.62,63. Reciprocal Rest advantage, 95. RedDced Move disadvantage, 100 Religion, 83.
Keputalioi>,97.           "^, Itevcra:weiis,89.   ^‚… Snlerfl2,53,96.    ^SB Rllnniiigs"fll,59.           ^ Stiimlewa-es, 113-122.       J Sdcnce,83.                 1 Secret nistdvanlage, 98.       | Selldes, 118-119.             J Sciismg abilities, 53.         | Shock,57.                  | Size, 4.                      Skills.53,78,87,89,99. StiBchangers, 118-119. Slam auacics, 55. Smashing tails, 101. Snares, 66. Spears, 101. Special abilities, 78. Spell componenis, 53. Split Personality disadvantage, 90 Spnys.SO. Sprinten,59. Stick nooses. o7. Striken, 100,101. Strong Wffl advantage, 53. Stnilbonmess disadvantage, 53. Stuttering disadvantage, 98. Super-Advantages, 87,88,101-10 Superixasts, 84. Super-Disadvantage", 88. Super-Powers, 87,109-111. Swarms, 50. Teeth. 101. Tentacles, 78.
Rmglaess advantage, 96. 1taidng,71. 'IteMpiilizers, 67. TIansponiBg animals, 69.
napping. 64-69. Trigger conditions, 86. 'Hulling, 58,59; ЇЁ“Ё; Ј ‹ , џ UilconBBlleiiweredoiii.85. UnDredictaole Change disadvantaj Unusual Background advantage, 9 Veaom, 7.30.32,35.50-51,78, li Vcnmi, 48-51. Vital organs, 61. Weight,*
Wat ‚ўЈи advantage, 93. Weie-ataBres, 81-122. Were-eagles, 114. Were-lMBls.84. Werc-nts.in. "enMhaita,117. Wtc-snte, 114. Welt-stag", 121 Were-wasps, 121. .Werebears, 113. Veieboais, 113. WenidgcB.113,115. Werewolffiom Hell, 116. Wcrewobes, 113,114,116.
Bounded animals, 62. Ynh, 85,90,113.116.

Foitedslicb.67. Gadgets, 91. Game animals, 69. Genetics. 83.
OigaatBmdi"draDlage,97. Habitats, 4; ctot 125-127. Hcadbulls,56. Htriaiimal.,58.
Higt Rin 'uteshold adrantage, 53. Hit location. 59.
IBtpomts,87,l(B.     __ Hordes, 49,50.       <€…?'^ Hbnis,80.101.       ^^^\. Hiiiiliiig,6449.                 ^^ Iffiteracy disadvantage, 97.         f Inedibility, 80.                   \, InfectioBs Attack disadvanuee, 95.    Iniey.56,57,62.                  — Insects, 48.51.                     i Intimidation sidll, 99.              /I Item-based werotom, 90.           1 Jaguarwairion, 120.             „ Kleptomania disadvantage, 97.     "* ЉЇ®б€¬©,55.                 k, LecberoBsiiess disadvantage, 97.     ‚“ limitiBions.112.                  v litcncy,96. Livecaptnic,67. Loiigev^adviuitage,96. lyaBlmopcs, H-U3.;personalitf, 89. Lycanltropic би"б, 85,116; cmi"s, 85-86. LiamllBopic Dominance advanagc, 95. Magic, 53,82. Magic items, 82.
Magic Resistance advantage, 53. Magical Aptitude advaatage, 96. Magical бЇ Ёв , 17,18,24,35,37,39. MaiBorgail8,53. Martial arts, 89. ЊЁи г,80. Monsla",23. MonuyOH"sed,97. Mo[hra,63. Move, 4.77.
Mntcdiiadvant.ige.97. Natural attacks. 87,101. Natural defenses, 87.
No €ўҐ ManipBlators disadvantage, 100. No Manijxilaton disadvantage, 101. Non-Rec^rocil Damage advantage, 95. Obedience, 71.    .
Odious Itrsonal Habit disadvantage, 97. One AnnOae Leg disadvantage, 97. OncFiiicManpulatordiMdvaiitage, 101. Origto.4. PackBOict,57. Panting. 55. Itssive Defense, 4,77. Pcts,72-73.
Ptobia disadvantage, 53. ЉўбҐЇ,78. KB, 66.
Poison. 50-51; see also Venom. VwwAsfas",(S. F"(tm)ics,25,83,96. Qoills,8a QiiMa,89.

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