Animal kingdom educational poster by Feenixx Publishing

DC Heroes RPG statistics – Animals file


Power Level:
Game system: DC Heroes Role-Playing Game

Introduction

Everybody needs animal stats! I’ve tried to strike a balance between actual research, and making stats that are tough enough for animals to be threatening, as they usually are in pulp fiction.

Here are liminary notes about technical aspects :

Form function

Animal “powers” cannot be Neutralized, Drained, Mimicked (except via Shape Change and Animal Mimicry), etc. In game terms they have the Form Function Bonus designed by the DCH community.

Size matters

I’ve treated animal sizes as if each animal was a PC, starting at normal human size, then applied appropriate Growth and Shrinking (Always On) to reach the correct weight, STR, and size. This helps the GM to quickly decide on AV/OV modifiers for creatures from bugs to elephants. It also comes into play if you have a character using Growth/Enlarge or Shrinking/Diminution on an animal.

GM discretion is needed in these cases, but I’d suggest that if Enlarge is used on an animal with Shrinking, APs of Enlarge eliminate APs of Shrinking on a 1:1 basis; leftover APs of Enlarge are then applied to make the animal larger than human-size.

The same process, in reverse, would apply to Diminishing animals that are larger than human to start with. Note that animal movement powers also already take Density Increase, Growth, and Shrinking into account.

Mental and Mystical stats

It is important to keep in mind that APs represent a range. 1 AP of Intelligence for an animal may not be equivalent to 1 AP for a fully sapient being. Also, the names of various Attributes do not necessarily represent what people may commonly associate with that term.


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In DCH, INT tends to represent speed and sophistication of intellectual responses while WILL covers intellectual acuity and perception, with both stats factoring into abstract problem-solving.

Accordingly, most animals are assumed to have INT 00 and WILL 01, enough to convey elementary problem-solving ability and perception but little else. Animals which tend to be more intelligent than most thus commonly have an INT of 01 and those species with well-demonstrated problem-solving abilities such as chimpanzees have WILL 02 as well.

Another factor to consider for a higher WILL is object permanence – the ability to understand that objects continue to exist even when they are not being observed, such as a morsel of food being hidden under a cup.

The other stats are assigned even more subjectively. MIND and SPIRIT are based on rough estimates of how easily an animal is startled or frightened. Most animals will instinctively shy away from or actively flee any potential dangers and will thus only have 1 AP in those stats, but more stubborn, fearless or aggressive animals will have 2 to 3 APs.

INFL and AURA are respectively based in part on the initial and lasting impressions the animal in question makes on humans. Most animals will only have 1 AP in each of those Attributes while animals that are considered particularly scary or especially cute are usually assigned a 2 or 3 in those stats.

Another trait to be considered for INFL is the amount of moxie shown by the animal while a demonstrated capacity for empathy or effective dominance displays will suggest a higher level of AURA.

Animalistic senses

While animals have limited Mental Attributes, they can often perceive things humans cannot due to having sense that are either more acute and/or able to detect qualities humans cannot. When appropriate the GM can substitute the APs of the relevant sensory Power for the AV of a Perception Check. If the animal has a WILL of 00 use the adjustment detailed under “Mental and Mystical Stats” above.


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In addition to the likelihood of low RAPs due to the low APs of WILL, the GM should also keep in mind the animal’s paradigm when interpreting the results. In most cases the animal is only making a Perception Check to locate a potentially useful resource or a possible hidden danger.

The more intelligent animals may also note uncertain or unusual objects in their environment as being worthy of further study.

Animal eyesight and colour blindness

Most mammals are red-green color-blind. Some of the exceptions are humans, chimpanzees, and bears. Most felines are red-green color-blind, but leopards and tigers have full color vision. Cetaceans (dolphins and whales) are usually completely color-blind, as are wolves.

Most birds and reptiles can see not only in full color but in ultraviolet light as well, though they are not necessarily better at seeing in the dark (hence no Ultra Vision in most cases). A few exceptions such as owls and cobras are completely color-blind.

Since both of those classes of animals are the closest descendants of dinosaurs, dinosaurs likely could see not only in full-color but UV as well.

In DC Heroes terms, the color blindness would normally be a Minor Physical Restriction but in the cases of standard animals this need not be included in their stats as it does not significantly hinder their actions as it might a human being.

Likewise, all instances of Ultra Vision should be assumed to have the Low-Light Limitation as it only provides superior night vision rather than the ability to see in complete darkness or visually perceive invisible characters or objects.

Social interaction with animals

Animals that are particularly bizarre-looking or have unnatural physical attributes may be treated as having the Strange Appearance Drawback. Most notably, the sight of such creatures often triggers an automatic Intimidation Check from people first encountering them.

A species of insect enlarged to human- or greater-than-human-size by strange radiation or an animal whose unusual skin makes it look diseased or even undead are two examples.

Intimidation Checks rely on the Influence and Aura Attributes, and many animals may have a 0 in one or both scores. If an animal has a 0 in either of the relevant scores, shift the relevant scores of the AV/EV and the OV/RV upward by 1 AP.

For example, if an animal with an INF/AURA of 01/00 is making an Intimidation Check against a normal person with INF/SPI of 02/02, the scores for the purposes of the Check are an AV/EV of 02/01 versus an OV/RV of 03/03.

Animals that operate in social groups may bring that same dynamic to these interactions. If a pack of predators make a collective Intimidation Check, the member with the strongest Mystical Attributes will make the Check with a Team Attack bonus. If an Intimidation attempt is made against a herd or pack, it suffers the Multi-Attack Penalty.

While animals with Strange Appearance are much more likely to trigger this, the GM can rule that in certain settings or circumstances even normal animals can provoke this reaction. A seasoned pulp-comic style adventurer might not be frightened by discovering a still-living dinosaur in some exotic hidden locale, but his companions might be terrified at first.

Likewise, a person unaccustomed to seeing live animals in the wild might instinctively flee from one even if the animal is not doing anything threatening.

Some animals may deliberately assume a threatening posture for various reasons such as persuading another animal or a character to keep their distance, defending their territory, or chasing others away from their offspring or food. This is treated as a standard Intimidation Check using the same rules as above and may also include Interaction Maneuvers.

For example, a large animal trying to Intimidate another might rear up to further emphasize its size and strength in a Force Interaction Maneuver.

While the precise threat posture vary from one species to the next, they tend to involve a combination of making themselves appear as large as possible while displaying their natural weapons. A wolf may have its hair stand on end and arch its back to make itself look bigger while baring its teeth while crocodiles will open their mouths widely to display a huge sharp-toothed maw and a cobra will rear up while expanding its hood.

These displays will often include threatening noises such as growls, roars, or hisses. Some animals such as rattlesnakes may even have specialized organs or body parts to facilitate noise-making for this purpose.

Animals usually make threat displays to avoid having to fight, and depending on the circumstances may attack or retreat if it cannot get its opponent to back down. Once an animal has decided to attack, it may break off after the initial assault and resume a threatening posture, especially if it is part of a dominance contest with another member of its social group.

In fiction an animal on the hunt will often make ominous howls or roars and pose fearsomely on prominent elements of landscape for dramatic effect. In real life a predator stalking its prey will stay as quiet and hidden as possible to close in and ambush its prey.

This can extend to broader elements of a predator’s behavior. Orcas who hunt mammals tend to generally communicate much more tersely and less often than orcas who hunt fish as aquatic mammals tend to have excellent underwater hearing while fish do not register whale sounds unless they are very close.

However, sometime predators do announce themselves in an attempt to flush out hiding prey.

Sometimes prey animals make displays that are non-threatening in themselves but are still intended to dissuade predators from attacking them. One example is stotting, in which deer respond to detecting a stalking predator by doing a sort of springing leap in place.

This is an attempt to Persuade the predator not to bother trying to get the deer because it knows the predator is there and can easily escape.

The above illustrates the importance of energy conservation in both predator and prey behaviors. The predator is seeking the easiest targets and may be dissuaded by potential prey that it may not be able to catch or only be able to do so with great difficulty, while the prey benefits as the stotting display is less energy-intensive than fleeing.

That same principle lies behind threat postures, which are less energy-intensive than actually fighting, and quietly stalking prey as to make catching it as easy as possible.

Baiting animals

See the DCH Rules Miscellanea article.


Disclaimers

This document is in perpetual beta, and is being worked upon and improved.

While research has been undertaken to reflect the real-life behaviors and capabilities of the animals listed herein, the primary goal of this article to reflect these animals’ common fictional depictions. Noteworthy abilities may be given slight exaggeration and positive or impressive behaviors may be emphasized – while unpleasant ones are downplayed or ignored (especially for charismatic fauna).



Game Stats — DC Heroes RPG

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Alligator

Dex: 01 [03] Str: 06 Bod: 03 Motivation: Live and propagate
Int: 00 Wil: 01 Min: 01 Occupation: Predator
Inf: 02 Aur: 02 Spi: 03 Resources {or Wealth}: N/A
Init: 03 [05]

Powers:
Analytical Smell/Tracking Scent: 02, Claws: 07, Density Increase: 01, Extended Hearing: 02, Extra-limb: 07, Growth: 02, Jumping: 01, Sealed Systems: 11, Skin Armor: 01, Swimming: 04, Ultra Vision: 03, Water Freedom: 03

Skills:
Thief (Stealth): 02

Bonuses and Limitations:

  • Density Increase adds to Str and Body and is Always On and already figured.
  • Growth also is Always On and already figured into STR – this is for the largest alligators and crocodiles, 16+ feet long and with a weight of at least 5 APs, or nearly a full ton. Alligators of this size are extremely rare nowadays, though in the past they were not particularly unusual. Ordinary alligators have 0-1 APs of Growth, are only 10 feet long, weigh 3-4 APs, and have STR of 4-5
  • Jumping is only for leaping out of water and can only be used once per encounter.
  • Sealed Systems allows gators to submerge for several hours; it does not protect against gas, radiation, poison, etc.
  • Water Freedom does not allow breathing underwater.
  • Thief (Stealth) only works in water.

Background
These large, lethal lizards (stats would also cover Asian crocodiles) are normally peaceable, but have been known to attack if hungry or if feeling their territory is threatened. Alligators are found in tropical or semi-tropical rivers and in swamps in Louisiana, Florida, and southern China; they are also found in the sewers of New York City (at least, in fiction).

They may reach a length of 10 feet and a weight of 3-4 APs. Larger sizes are rare in modern times due to intensive hunting for alligator leather; in the past saltwater crocodiles have reached 16 feet. The largest American crocodile on record was 19 feet from snout to tail and weighed 6 APs (had 3 APs of Growth, and thus STR of 7 and Physical RV of 7.

Crocodilians have a well-developed sense of smell which they use to detect prey and identify potential mates. They have an acute sense of hearing and are always on the alert for prey-like sounds, especially when hungry; their ears are sharp enough to hear their young calling from inside their eggshells. They often hunt at night, and have night vision comparable to a cat or an owl.

Alligators in a zoo

Photo taken at Gatorland (Orlando, FL).


Anaconda

Dex: 01 Str: 03 Bod: 03
Int: 00 Wil: 01 Min: 01
Inf: 02 Aur: 00 Spi: 02
Init: 03 [05]

Powers:
Analytical Smell/Tracking Scent: 02, Stretching: 01

Skills:
Thief (Stealth): 03

Bonuses and Limitations:

  • Lighting Reflexes only operates during the first phase of combat – after that, Init drops from 05 to 03.
  • Thief skill is usable only when not moving.

Advantages:
Lightning Reflexes

Drawbacks:
Attack Vulnerability: -1 CS vs. cold.

Background
Large constrictor snakes like anacondas and boa constrictors attack with grappling attacks. They are sluggish in cold temperatures, being cold-blooded. They live in tropical forests and jungles.


Bat

Dex: 02 Str: -04 Bod: 01
Int: 00 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 03

Powers:
Claws: 01, Cling: 01, Detect (Magnetic Fields): 03, Flight (Winged): 03, Shrinking: 07, Sonar: 06, Super Hearing: 06

Skills:
Thief (Stealth): 03

Bonuses and Limitations:

  • Detect has a Range of 0, and is primarily used to detect magnetic north.
  • Shrinking is Always On, subtracts from STR, and is already figured.

Note:
Bats often move in flocks. 9 or more bats receive a Team Attack bonus of -4 OV. If attacking more than one opponent, they may use this bonus to offset Multi-Attack penalties.

Background
Bats are nocturnal flying mammals. They sleep hanging upside down from cave roofs during the day, scavenging for food at night. Despite popular belief, bats almost never attack humans.


Bear

Dex: 03 Str: 06 Bod: 05
Int: 01 Wil: 01 Min: 03
Inf: 02 Aur: 00 Spi: 02
Init: 06

Powers:
Analytical Smell/Tracking Scent: 07, Claws: 07, Density Increase: 02, Growth: 01, Running: 05, Suspension: 09, Swimming: 03, Ultra-vision: 02

Bonuses and Limitations:

  • Density Increase and Growth are Always On.
  • Density Increase adds to STR and BODY – already figured above.
  • Growth adds to STR (already figured) and Physical RV (not figured)
  • Ultra-vision only for low-light vision.

Background
Bears can be found almost worldwide. They are omnivores whose weight ranges from 2 to 5 APs. The stats given above are for the largest bears, grizzlies, polar bears, etc. Smaller versions will have lesser APs of Density Increase and Growth, and thus lower Str and Body. Full-grown bears can run as fast as a horse, and are extremely strong.

Bears have an excellent sense of smell; the polar bear’s nose is so powerful it can smell a seal on the ice 20 miles (32 kilometers) away, sniff out a seal’s den that has been covered with snow, and even find a seal’s air hole in the ice up to one mile (1.6 kilometers) away. Their eyesight and hearing are relatively poor, comparable to or a bit worse than human. Polar Bears also have Cold Immunity: 04 and Swimming: 06, but get overheated in temperate areas (away from the arctic, physical actions become Fatiguing).


Bird

Dex: 03 Str: 00 Bod: 01
Int: 00 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 04

Powers:
Claws: 01, Flight (Winged): 05, Shrinking: 06, Telescopic Vision: 02

Bonuses and Limitations:
Shrinking is Always On and already figured.

Note:
Birds often move in flocks. 9 or more birds receive a Team Attack bonus of +4 OV. If attacking more than one opponent, they may use this bonus to offset Multi-attack penalties.

Background
This description applies to all non-hunting birds, from sparrows to ducks to geese. Ducks and Geese also have Swimming of 4 APs but lack Claws. Birds are inoffensive to humans unless manipulated by outside forces. (Or they’re mockingbirds, which are pretty but evil.)

AnimalFile-Bird-h

Photo credit: Fabrice Pierre


Cat (house cat)

Dex: 04 Str: -03 Bod: 01
Int: 01 Wil: 01 Min: 01
Inf: 02 Aur: 00 Spi: 02
Init: 07

Powers:
Analytical Smell/Tracking Scent: 04, Claws: 01, Directional Hearing: 05, Extended Hearing: 02, Shrinking: 05, Super-hearing: 04, Ultra Vision: 04

Bonuses and Limitations:
Shrinking is Always On and already figured.

Skills:
Acrobatics (Climbing – maybe only climbing up, not down!): 03, Thief (Stealth): 02

Background
This is for ordinary house cats, found worldwide. Many outdoors cats are highly efficient killers of small things, and were presumably kept around by prehistoric farmers to exterminate rodents and other threats to their food supplies.

Cat behind a curtain

House cat stalking behind a curtain.


Cattle

Dex: 02 Str: 06 Bod: 04
Int: 01 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 02
Init: 04

Powers:
[Claws: 08], Density Increase: 01, Growth: 02, Running: 04

Bonuses and Limitations:
Density Increase adds to STR as well as BODY, is Always On and already figured. Growth is Always On and also already in STR.

Background
Use these stats for any of a variety of herd animals, including buffalo, gnu, and cows. By and large they are inoffensive, but if spooked can stampede, making for a pretty formidable Team Attack. Buffalo can reach a weight of 5-6 APs. Claws are for those herd animals with horns.

Cow and veal

Photo credit: Arobart.


Cheetah

Dex: 05 Str: 03 Bod: 03
Int: 01 Wil: 01 Min: 02
Inf: 02 Aur: 00 Spi: 02
Init: 10

Powers:
Analytical Smell/Tracking Scent: 04, Claws: 04, Directional Hearing: 05, Extended Hearing: 02, Running: 06, Ultra Vision: 04

Skills:
Thief (Stealth): 03

Bonuses and Limitations:
Running can reach full speed in the first Phase, no acceleration necessary. Running is Fatiguing.

Advantages:
Lightning Reflexes

Background
Cheetahs inhabit Africa and southern Asia and are generally solitary. They can be trained to hunt. They are the fastest land animals alive, built for short, intense sprints followed by a cool down time. After a single sprint, the cheetah will be panting intensely, and its body temperature can reach as high as 105 degrees Fahrenheit (41 degrees Celsius). It takes 20 minutes for its breathing and temperature to return to normal.

Two cheetahs in the savannah

Photo credit: Jesaispas.


Chimpanzee

Dex: 03 Str: 03 Bod: 02
Int: 01 Wil: 02 Min: 02
Inf: 02 Aur: 01 Spi: 02
Init: 06

Powers:
Shrinking: 02

Bonuses and Limitations:
Shrinking is Always On and Already Factored In

Skills:
Acrobatics: 06

Background
Chimpanzees are native to the jungles of Africa. They are surprisingly strong for their size: a 90-pound chimp is much stronger than a normal man. Chimps are social creatures and extremely intelligent.


Cobra

Dex: 02 Str: -02 Bod: 01
Int: 00 Wil: 00 Min: 01
Inf: 02 Aur: 00 Spi: 02
Init: 06

Powers:
Analytical Smell/Tracking Scent: 07, Paralysis: 02-7, Poison Touch: 02-5, Shrinking: 04, Ultra Vision: 04

Bonuses and Limitations:
Paralysis and Poison Touch have Combined Power bonus – this is for species who combine hemotoxins (represented by Poison Touch) with the more common neurotoxins (represented by Paralysis). Poison Touch does not attack every Phase – try having successive attacks every 3 minutes.

Drawbacks:
Attack Vulnerability: -1 CS vs. cold

Background
Cobras generally inhabit tropical and desert regions of Asia and Africa. They will attack if they feel threatened. They are sluggish in cold temperatures, being cold-blooded. The virulency of their poison varies from breed to breed, between 02-7 APs. Most are quite large, reaching on average 1.2—2.5m (3.9-8.2ft) in length. The King Cobra may reach up to 5.2m (17.1ft), making it the largest venomous snake in the world.

They kill their prey, usually small rodents and birds, by injecting a neurotoxin through their nearly hollow fangs. The neurotoxin blocks the synaptic communication between the victim’s neurons and muscles, thus stopping movement and control. For a dangerously venomous snake, the cobra’s strikes are quite slow when compared to the almost literally “faster than the eye can see” strikes of such species as rattlesnakes.

The spitting cobra can incapacitate larger would-be predators by delivering venom to their eyes – their Poison Touch has a Range of 1 AP, used in a Trick Shot to attack the eyes.

A coiled cobra

So, yeah, I think it’s actually a rattlesnake now that I think about it.


Deer

Dex: 04 Str: 02 Bod: 04
Int: 01 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 06

Powers:
Analytical Smell/Tracking Scent: 03, Claws (Antlers): 04, Jumping: 0, Swimming: 04, Running: 05

Background
Check on their senses, habits, and antlers to vary for breeds. Deer generally have lithe, compact bodies and long, powerful legs suited for rugged woodland terrain. Deer are also excellent swimmers. Their lower cheek teeth have crescent ridges of enamel, which enable them to grind a wide variety of vegetation. Deer have antlers instead of horns. Antlers are bony growths that develop each year (usually in summer) and, in general, it is only male deer that develop them (although there are exceptions).

The largest of the antelope and deer species is the giant eland, with 4 APs of growth and a weight of 6 APs.

Deer across a river

Photo credit : Heller77


Dog (large)

Dex: 03 Str: 02 Bod: 02
Int: 01 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 05

Powers:
Analytical Smell/Tracking Scent: 06, Claws: 03, Directional Hearing: 04, Extended Hearing: 03, Running: 04, Shrinking: 01, Super Hearing: 03, Ultra Vision: 03

Background
Dogs, domestic and wild, may be found worldwide. They are social animals which are gentle when domesticated. In the wild, they congregate in fearsome packs; the wild dog packs of Africa are feared even by lions.

The stats here are for a fairly large version of the breed, up to 100 lbs. (1 AP), though exceptionally large ones – mastiffs, St. Bernards, Great Danes – should have an additional AP of STR and BOD and no Shrinking. Small house pets should have 2 additional APs of Shrinking, with commensurate loss of STR and Claws and a BODY of 01.

The abilities of various breeds vary greatly; Attributes and Powers can range from plus or minus 1 AP from those listed here. For example, specially-bred dog breeds such as hounds have notably superior senses of smell to other breeds of canine and would have an additional 1 or 2 APs of Analytical Smell/Tracking Scent.

A large dog

Large adopted stray dog.


Dolphin

Dex: 01 [06] Str: 03 Bod: 03
Int: 02 Wil: 02 Min: 02
Inf: 02 Aur: 02 Spi: 02
Init: 05 [10]

Powers:
Extended Hearing: 05, Full Vision: 03, Regeneration: 02, Sonar: 07, Sealed Systems: 09, Super Hearing: 05, Swimming: 05, Water Freedom: 06, X-Ray vision: 06

Bonuses and Limitations:

  • Sealed Systems does not protect against Gas and Radiation Attacks (-4FC)
  • X-Ray is based on sonar resonance and is thus limited to qualities that can be detected by such means, predominantly shapes determined by different densities and material qualities (-1FC)
  • Water Freedom does not allow breathing underwater.

Advantages:
Stabilization

Skills:
Acrobatics (Gymnastics): 04

Background
Dolphins are highly intelligent aquatic mammals which inhabit most areas of the sea and some major rivers. They live in pods of five to a dozen members, gathering into superpods of up to 1000+ individuals when food is abundant. Different pods and species exhibit varied social behaviors including basic tool-usage and individualized communication via echolocation clicks.

Dolphins coordinate to herd fish together for group feeding or strike an enemy in tandem (making Team Attacks in DC Heroes terms). Dolphins also work together to help one another, such as pushing a hurt or newborn dolphin to the surface so it can breathe. This altruistic behavior even extends to other species, such as guiding other cetaceans away from danger or helping drowning humans.

Dolphins are the most agile and speedy of all marine mammals. They frequently swim and roll in formation, can leap clear of the water, and are known to swim along with ships. Dolphins can heal very quickly. They do not hemorrhage to death and can regenerate most if not all of their original body shape even after suffering extremely large or deep wounds.

Dolphins have a natural active sonar, making clicking noises and then using their highly sensitive hearing to determine the location, size, shape, and even material of nearby objects the sounds reflect from, a process called echolocation. This allows them to navigate obstacles, find food, or avoid predators even in dark or murky water.

Dolphins also use their sonar for resonance imaging. This allows them to spot physiological weak points in their prey and to detect items hidden underneath soil or within other objects — tests have indicated that this ability is acute enough for dolphins to differentiate specific objects inside wooden boxes.

Sometimes dolphins use their echolocation signals as part of their fish herding. There is even some anecdotal evidence suggesting that dolphins may also use their sonar beams to stun small prey for easier capture. This is not reflected in the stats above as it would be a very weak effect if it actually exists, but in a fictional setting this would be a reasonable basis for giving super-dolphins or characters mimicking dolphins’ abilities the Sonic Beam Power.


Eagle

Dex: 03 Str: 00 Bod: 02
Int: 00 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 02
Init: 06

Powers:
Claws: 02, Flight (Winged): 05, Shrinking: 01, Telescopic Vision: 09

Bonuses and Limitations:
Shrinking is Always On, already figured, subtracts from Str.

Advantages:
Lightning Reflexes; Sharp Eye

Background
Eagles may be found throughout most of America, Africa, and Eurasia. They are usually found in mated pairs. They stake out a territory that can extend to a hundred square miles. They will fiercely defend their territory from other large birds of prey (shapechangers beware!). They are not dangerous to humans unless threatened or controlled. These stats are also good for condors.


Electric eel

Dex: 01 [04] Str: -03 Bod: 01
Int: 00 Wil: 00 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 02 [05]

Powers:
Lightning: 03, Shrinking: 05, Swimming: 02, Water Freedom: 05

Bonuses and Limitations:
Lightning has No Range

Background
The electric eel inhabits the rivers of South America. On a good roll, their Lightning can kill humans.


Elephant

Dex: 04 Str: 09 Bod: 04
Int: 01 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 06

Powers:
Claws: 10, Extended Hearing: 02, Extra Limb (x1, trunk): 08, Growth: 06, Running: 04, Super Hearing (Low-Frequency Only): 06, Super Ventriloquism: 09

Bonuses and Limitations:
Growth is Always On and already figured into STR.

Background
Stats here are for the African elephant, which can reach a height of 13 feet and weighs more than 6 tons (8 APs). Asian elephants, which can be found in the forests of Ceylon, India, Burma, Southeast Asia, and Malaysia, have only 5 APs of Growth, Str: 8, a height of 9 feet, and weigh 5 tons. Elephants make many different sounds. Some sounds cannot be heard by people. They can use these sounds to communicate with each other over long distances, hence the Super Ventriloquism.

Elephants on a plain

Photo credit: grizzeli.


Goldfish

Dex: 00 [02] Str: -06 Bod: 01
Int: 00 Wil: 01 Min: 02
Inf: 01 Aur: 00 Spi: 02
Init: 001 [003]

Powers:
Shrinking: 08, Swimming: 01, Thermal Vision: 03, Ultra Vision: 03, Water Freedom: 02

Bonuses and Limitations:
Shrinking reduces both STR and Weight, but not Swimming speed

Advantages:
Local Hero (Aquariums) ^_^

Drawbacks:
SPI (Memory lapses)

Background
The common goldfish is the only animal that can see both infra-red and ultra-violet light.


Gorilla

Dex: 02 Str: 05 Bod: 05
Int: 01 Wil: 02 Min: 02
Inf: 01 Aur: 00 Spi: 01
Init: 04

Powers:
Analytical smell/tracking scent: 02, Density Increase: 01

Bonuses and Limitations:

  • Density Increase is Always On, Adds to STR, and Already Factored In.
  • Analytical smell/tracking scent does not normally have the Tracking component

Skills:
Acrobatics (Climbing): 02

Background
Gorillas live in Africa in groups of ten to twenty. They can reach a height of 6 feet and a weight of over 600 lbs. (4 APs). The stats above are for an average male weighing about 400 lbs. Many female do not have the AP of Density Increase ; conversely the largest, heaviest silverbacks have 2 APs of Density Increase and a STR of 06.

In fiction, gorillas frequently have one more AP in Analytical Smell and in Acrobatics (Climbing).


Hawk

Dex: 04 Str: -03 Bod: 02
Int: 00 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 05

Powers:
Claws: 02, Flight (Winged): 06, Shrinking: 04, Telescopic Vision: 07

Advantages:
Lightning Reflexes; Sharp Eye

Background
Hawks can be found throughout the world. They nest in pairs and feed on snakes and small rodents. They can be trained to hunt on command. These stats can also be used for falcons. The Peregrine Falcon is the fastest creature on the planet during its hunting dive, in which it soars to a great height, then free falls at speeds in excess of 300 km/h (185mph, 7 APs) into either wing of its prey, so as not to harm itself on impact. Although not self- propelled at these speeds, it is a controlled dive, and technically there is no faster animal. The fastest speed recorded is 390 km/h.

Closeup of a hawk

Photo credit : Pascal1407


Horse

Dex: 02 Str: 05 Bod: 05
Int: 01 Wil: 01 Min: 02
Inf: 01 Aur: 00 Spi: 01
Init: 04

Powers:
Analytical Smell/Tracking Scent: 02, Density Increase: 03, Extended Hearing: 02, Running: 04, Ultra Vision: 03

Background
Horses are found throughout the world, though they are rarely seen in herds in the wild these days.

These stats can also be used for zebra. A zebra’s eyesight at night is thought to be about as good as that of a cat or an owl. Zebras are equids, members of the horse family. They have excellent hearing and eyesight and can run at speeds of up to 35 miles per hour (56 kilometers per hour, 5 APs) by Pushing. They also have a powerful kick that can cause serious injury to a predator, like a lion, a hyena, or an African wild dog.

Horses among hills

Photo credit: Superchinois.


Hyena

Dex: 03 Str: 04 Bod: 03
Int: 01 Wil: 01 Min: 01
Inf: 02 Aur: 00 Spi: 02
Init: 04

Powers:
Analytical Smell/Tracking Scent: 05, Claws: 05, Directional Hearing: 04, Extended Hearing: 02, Running: 05, Super Hearing: 03, Ultra Vision: 03

Skills:
Artist (Feign death): 02, Thief (Stealth): 03

Background
Hyenas are not unlike felines, though their face is more wolflike. Various species of hyenas are found throughout Africa, the Middle East and the subcontinent. Hyenas are larger than wolves – an adult will weight about 55kg (roughly as much as a leopard) whereas a grey wolf is about 40kg.

They have jaws that can crush even metal and allow them to eat anything vaguely edible – a hyena’s bite is about as powerful as a brown bear’s. To put it simply, they eat even the teeth and hooves of whatever they kill.

Spotted hyenas are pack hunters, and one of their claims to fame is that the females are clearly larger than the male and sport a pseudopenis rather than a vagina. Striped hyenas don’t have that sort of sexual dymorphism and are primarily scavengers – however they have their own schtick, which is to feign death when outfought.

The social organisation of hyenas is often complex, and many specimens are cunning and tricky. Thus, hyenas will often understand how a trap works, or how to open a door. They are roughly as sophisticated as most primates, really.

Between the carrion-eating, the hunting tactics slanted toward low-hanging fruits (they target the weakest prey including sick or very young humans, steal food from other hunters and scavengers whenever possible, etc.) and their distinctive and admittedly evil laughs and whoops, hyenas tend to have a poor reputation.


Iguana, Big

Dex: 02 Str: 02 Bod: 02
Int: 00 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 003

Powers:
Claws: 04, Joined: 03, Sealed Systems: 09

Bonuses and Limitations:
Sealed Systems works neither against gas nor radiation (-5)

Skills:
Thief (Stealth): 03

Iguana, Medium size

Dex: 02 Str: -05 Bod: 02
Int: 00 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 003

Powers:
Analytical Smell: 03, Claws: 01, Sealed Systems: 09, Shrinking: 07

Bonuses and Limitations:
Sealed Systems works neither against gas nor radiation (- 5)

Iguana, Small

Dex: 02 Str: -08 Bod: 01
Int: 00 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 003

Powers:
Analytical Smell: 02, Claws: 01, Sealed Systems: 09, Shrinking: 10

Bonuses and Limitations:
Sealed Systems works neither against gas nor radiation (-5)

Background
An iguana can stay under water for 28 minutes.

An iguana

Photo credit : Guillaume76


Killer whale

Dex: 01 [04] Str: 08 Bod: 04
Int: 01 Wil: 02 Min: 02
Inf: 02 Aur: 01 Spi: 02
Init: 04 [07]

Powers:
Claws: 10, Extended Hearing: 05, Growth: 04, Jumping: 01, Sealed Systems: 10, Sonar: 07, Swimming: 05, Water Freedom: 04

Bonuses and Limitations:

  • Water Freedom does not allow breathing underwater.
  • Growth is Always On and already figured into STR.
  • Sealed Systems does not protect against Gas and Radiation Attacks (-4FC)

Background
Killer Whales are the largest of the dolphins, killers of the deep, mammals adapted to the ocean environment as efficient predators. They can be trained and enjoy performing.


Leopard

Dex: 04 Str: 04 Bod: 04
Int: 01 Wil: 01 Min: 02
Inf: 02 Aur: 00 Spi: 02
Init: 09

Powers:
Analytical Smell/Tracking Scent: 02, Claws: 05, Directional Hearing: 05, Extended Hearing: 02, Jumping: 01, Running: 04, Super Hearing: 02, Swimming: 03, Ultra Vision: 04

Skills:
Acrobatics (Climbing): 04, Thief (Stealth): 03

Advantages:
Lightning Reflexes

Background
Leopards are closely related to jaguars, with a similar body structure and similar spotting. Scientists believe the coloring of spotted cats helps them hide from their prey, breaking up their outline in forests or grasslands. In the thick rain forests of Southeast Asia, nearly black leopards, often called panthers, can sometimes be found. Leopards can also be found in North Africa and Persia.

Leopards usually rest during the heat of the day in bushes, rocks, caves, or even up in a tree. Unlike other cats, leopards are strong swimmers and are one of the few cats that like water. They are great athletes, able to run in bursts up to 36 miles an hour, leap 20 feet forward in a single bound, and jump ten feet straight up. They have incredible strength. A leopard can climb as high as 50 feet up a tree holding a dead animal in its mouth, even one larger and heavier than itself!

They stash food up high so other predators like lions or hyenas can’t get it. Leopards hunt at night. They use their vision and keen hearing while hunting, not their sense of smell. Leopards stalk and pounce but don’t usually chase their prey long distances. They grab their prey or swat it, using their retractable claws. Prey is killed with a bite to the throat. Leopards can hear five times more sounds than humans, even the ultrasonic squeaks made by mice.


Lion

Dex: 04 Str: 04 Bod: 04
Int: 01 Wil: 01 Min: 02
Inf: 02 Aur: 00 Spi: 02
Init: 09

Powers:
Analytical Smell/Tracking Scent: 05, Claws: 06, Directional Hearing: 05, Extended Hearing: 03, Running: 04, Super Hearing: 03, Ultra Vision: 04

Skills:
Military Science (Camouflage): 03, Thief (Stealth): 03

Advantages:
Lightning Reflexes.

Background
Lions roam the veldt of Africa and western India. They are the most sociable of the great cats, living in “prides” with one dominant male, several hunting females, and lesser males and cubs. They can be trained.

A lion sleeping

Photo credit : Kerbib


Meerkat

Dex: 04 Str: -03 Bod: 01
Int: 01 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 06

Powers:
Analytical Smell/Tracking Scent: 04, Claws: 01, Digging: 01, Shrinking: 05, Super-hearing: 04, Telescopic Vision: 02, Ultra Vision: 04

Bonuses and Limitations:
Shrinking is Always On and already figured

Skills:
Acrobatics (Climbing): 02

Background
The meerkat is a small mammal and a member of the mongoose family. It inhabits all parts of the Kalahari Desert in Botswana and South Africa. A group of meerkats is called a “mob”, “gang”, or “clan”. A meerkat clan often contains around 20 meerkats at a time, but some superfamilies have had 50 or more.


Monkey

Dex: 03 Str: 02/-04 Bod: 02
Int: 01 Wil: 01 Min: 02
Inf: 01 Aur: 01 Spi: 02
Init: 05

Powers:
Shrinking: 02-08 (depending on species)

Skills:
Accuracy (Perception): 03, Acrobatics: 04

Bonuses and Limitations:
Shrinking is Always On, subtracts from STR and weight, and is already figured in the above stats

Advantages:
Prehensile Feet

Background
”Monkey“ is a generic term for many different hominids. They range considerably in size. The largest include mandrills and some baboons – they have Shrinking: 02, are around 3’ or 1 meter tall, and weigh 55-80 lbs. The smallest monkey is the pygmy marmoset, which is about 5 inches long (not including the tail).

Monkeys have many different adaptations, depending on their habitat. Most are arboreal, but some like macaques and baboons are more terrestrial, though they climb well at need. All monkeys can use their hands and their prehensile feet for holding on to branches, but some arboreal monkeys, like spider monkeys, can use their tails, too (Extra Limb: 01). Howler monkeys (Shrinking: 03, Extra Limb: 01) have deep, howling calls that can be heard almost 2 miles through the forest; they are considered the loudest land animal (Super-Ventriloquism: 11).

Old World monkeys (macaques, baboons, guenons, mangabeys, mandrills, and others) are found in sub-saharan Africa, central to southern Asia, India, and Japan. New World monkeys (wooly monkeys, spider monkeys, howler monkeys, capuchin monkeys, squirrel monkeys, and others) are found in southern Mexico, Central America, and the upper half of South America, living in tropical rain forests. Monkeys are very social and live in groups.

A monkey hiding behind wood

Photo credit : Mazereau


Octopus

Dex: 02 [04] Str: 01 Bod: 01
Int: 01 Wil: 02 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 04 [06]

Powers:
Claws (Beak): 01, Color: 06, Extra Limb (x6)*: 01, Fluid Form: 02, Fog: 05, Neutralize (Analytical Smell/Tracking Scent): 05, Shrinking: 04, Super Hearing (Low-Frequency Only): 06, Swimming: 03, Water Freedom: 04

Bonuses and Limitations:

  • Color is Only Usable on Self, requires no Action Check, and can also change the octopus’s skin texture (+3FC total).
  • Fluid Form represents the octopus’s extreme ductility – it is Always On, does not reduce the octopus’s STR, does not allow splitting into separate parts, and does not add to the OV/RV versus most Physical Attacks, instead only adding to RV versus blunt impacts (-3 FC total).
  • Fog is Only Usable Underwater and only has a 0 AP Range (-2FC total).
  • Neutralize is Contingent On and Combined with Fog (-1FC total).

Skills:
Artist (Actor): 04, Thief (Locks and Safes): 02, Thief (Stealth): 04

Bonuses and Limitations:

  • Artist (Actor) can only be used to mimic marine life (-1FC).
  • Artist (Actor) and Thief (Stealth) suffer a Power Loss of 2 APs if Color is Neutralized

Drawbacks:
Miscellaneous (An octopus can move on the ground, but only at -2 APs (2-3 feet) per phase)

Background
Octopuses, famous for their eight tentacles, live in oceanic temperate zones. They are shy creatures and seldom aggressive toward humans even when being handled. Octopuses swim by wriggling their tentacles or by shooting water through ducts, in the latter case moving up to 25 MPH. Those ducts can also spray a vision-obscuring ink containing pheromones that neutralize predators’ scent receptors, pushing the octopus away from danger while hindering pursuit.

An octopus

In combat, octopuses always Grapple with their tentacles and can then bite with their beaked mouths, which can crack clam shells. Some species such as the blue-ringed octopus have extremely venomous saliva – perhaps the most potent in the animal kingdom – and an immunity to their own toxins and those of other species (Systemic Antidote: 06 and Poison Touch: 06 combined with Paralysis: 08).

Octopuses have shown impressive problem-solving ability and tool use, including ripping off a man-o-war’s tentacle and using it as a weapon, building fortresses by gathering and arranging shells, and learning how to undo latches and lids or picking locks. Octopuses near the Stromboli volcano use their low-frequency hearing to anticipate eruptions from the sounds of seismic activity, fleeing the area until the eruption has occurred and then returning to feed on prey wounded by the fallout.

Octopuses in captivity have learned to open their enclosures when no people were watching, enter other enclosures to feed on the fish inside, and then return to their tank and reclose it to leave no sign of their expedition. The details of these incidents only came to light when researchers set up video surveillance to find out why their other subjects kept disappearing. Octopuses have employed their propulsive jets of water to spray nuisances outside of their aquariums, whether it be people they did not like or shorting out annoying lights.

The ductile bodies of octopuses can fit into incredibly small spaces – an adult octopus can push its body through a dime-sized hole. They can alter their shape, texture and color to camouflage themselves in terrain or to assume the appearance of other marine animals. The Indonesian mimic octopus can imitate marine life as varied as anemones, crabs, starfish, and stingrays, which kept it from being discovered until the very end of the XXth Century despite living in waters commonly used by humans (likely giving the mimic octopus Artist (Actor) and Thief (Stealth) scores of 06 APs).

While adult octopuses of most species only reach three feet and 35 pounds, some such as the giant pacific octopus can grow to the size and weight of an adult human (STR and BOD 03, no Shrinking) and the largest recorded one was 300 pounds with an arm span of 33 feet (STR and BOD 04, Growth: 01, Stretching: 01).

[Pedantic pluralization post-script: The plural of octopus is most frequently octopuses, followed by the increasingly seldom-used octopodes. Octopi is usually considered a technically incorrect pluralization but has become somewhat accepted due to common use.]


Ostrich

Dex: 02 Str: 03 Bod: 03 Motivation: Live and propagate
Int: 01 Wil: 01 Min: 01 Occupation: Predator
Inf: 02 Aur: 01 Spi: 01 Resources {or Wealth}: N/A
Init: 06

Powers:
Growth: 01, Running: 05, Telescopic Vision: 02

Skills:
Martial Artist (AV): 03

Bonuses and Limitations:

  • Growth is always on and already factored
  • Martial Artist (AV) represents their kick, and is forward only.

Background
They use their powerful legs to run at speeds exceeding 40 mph; even in a sustained run, they’ve been clocked at 30 mph for 15 minutes. Though not particularly brave, the ostrich has a powerful kick.  They also have very good vision with which to spot predators, food or other ostriches. These big, flightless birds often reach 8.5 feet tall, and can weigh 300 lbs.


Owl

Dex: 03 Str: -03 Bod: 02
Int: 01 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 05

Powers:
Claws: 02, Directional hearing: 04, Extended Hearing: 03, Flight (Winged): 05, Shrinking: 05, Telescopic vision: 02, Ultra Vision: 06

Bonuses and Limitations:
Shrinking is Always On, subtracts from STR, and is already figured

Skills:
Thief (Stealth): 04

Bonuses and Limitations:
Thief (Stealth) can be used along with Flight (+0)

Background
Everything about an owl’s body makes it the ideal bird for night living. They have the best night vision of any animal and their hearing is nearly as acute. An owl can hear a mouse stepping on a twig from 75 feet away. Another important adaptation for owls is silent flight. Where other birds have stiff feathers that make a whooshing sound when they fly, owl feathers have soft edges that allow them to fly silently. Their coloring fits the terrain in which they live, helping them to stay hidden.


Puma

Dex: 05 Str: 03 Bod: 03
Int: 01 Wil: 02 Min: 02
Inf: 02 Aur: 00 Spi: 02
Init: 09

Powers:
Analytical Smell/Tracking Scent: 02, Claws: 04, Directional Hearing: 05, Extended Hearing: 02, Jumping: 02, Running: 05, Super Hearing: 02, Telescopic Vision: 01, Ultra Vision: 04

Skills:
Acrobatics (Climbing): 04, Thief (Stealth): 03

Advantages:
Lightning Reflexes

Background
Found in western Canada and the western U.S., Florida, Central America, and South America, in forests, swamps, and grasslands, this cat is known by a number of names — mountain lion, puma, cougar, or panther (though “true” Panthers are Jaguars, as mentioned above).

Pumas are solitary cats, except during breeding and when a mother has cubs. They live in overlapping “home ranges,” which vary in size from 30 to 125 square miles (78 to 324 square hectares). Pumas are powerfully built, with large paws, sharp claws, and hind legs that are larger and more muscular than their front legs to give them great jumping power.

They can also run fast and have a flexible spine like a cheetah’s to help them maneuver around obstacles and change direction quickly. Even so, they are mostly ambush hunters: they stalk their prey, then hide in trees, brush, or grass before leaping out to grab it. Some larger cats even bring down animals as big as an elk or a moose. Pumas can jump 18 feet from the ground into a tree, and they have been known to jump 20 feet up or down a hillside.

A cougar near water

Cougar in the Pacific Northwest.


Rat

Dex: 03 Str: -05 Bod: 01
Int: 00 Wil: 02 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 05

Powers:
Analytical Smell/Tracking Scent: 06, Claws: 01, Extended Hearing: 02, Hypersensitive Touch: 05, Shrinking: 07, Super Hearing (Ultrasonic only): 05, Ultra Vision: 02

Bonuses and Limitations:

  • Shrinking is Always On and already figured.
  • Super Hearing picks up high frequencies, not low ones.

Skills:
Acrobatics (Climbing, Dodging): 03

Drawbacks:
Minor Physical Restriction (very near-sighted — anything more than 0 APs away is blurry)

Note:
Rats encountered by superheroes invariably move in swarms. 9 or more rats receive a Team Attack bonus of -4 OV. If attacking more than one opponent, they may use this bonus to make more effective Multi-attacks.

Background
Rats and other rodents and vermin are found in sewers in every city and town. Rats, while bold, are not normally bold enough to attack humans, but will if the humans are injured or if the rats are controlled.See also the writeups.org entry for the Ratcatcher for comic book ravenous rat hordes.


Rhinoceros

Dex: 02 Str: 07 Bod: 04
Int: 01 Wil: 01 Min: 01
Inf: 02 Aur: 00 Spi: 02
Init: 05

Powers:
Analytical Smell: 01, Claws: 08, Growth: 05, Running: 05

Drawbacks:
Serious Physical Restriction: a rhino’s maximum sight range is 3 APs. Growth is Always on and already figured into STR.

Background
Rhinos can be found in India, Africa, and Malaysia. They are the second largest land mammals alive. Rhinos have an undeserved reputation for bad temper. However, because of their poor eyesight, they can be startled by something coming suddenly into range, and when startled they will usually charge.


Shark

Dex: 01 [05] Str: 04 Bod: 06
Int: 00 Wil: 00 Min: 02
Inf: 02 Aur: 00 Spi: 02
Init: 003 [007]

Powers:
Analytical Smell/Tracking Scent: 07, Claws: 07, Detect (Electromagnetic Fields): 04, Detect (Motion): 04, Directional Hearing: 04, Extended Hearing: 07, Swimming: 05, Super Hearing: 04, Ultra Vision: 05, Water Freedom: 05

Bonuses and Limitations:

  • Detect (EM Fields) can be used to pick up natural magnetic fields to aid in navigation or to sense electrochemical impulses in living beings’ nervous systems (+0 FC).
  • Detect (Motion) is dependent on the moving object sending vibrations through the water (-1FC).
  • Detect (EM Fields) and (Motion) both have a Range of 0 APs (-1FC).
  • Normal use of Directional Hearing does not consume an Automatic Action, though using Directional Hearing against a source trying to stay hidden still requires a Dice Action (+1FC).
  • Super Hearing is only sensitive to low-frequency sounds (-1FC).
  • Ultra Vision relies on light enhancement and thus cannot be used in total darkness or to spot invisible objects (-2FC)

Background
Sharks may be found in all the major oceans of the world. There are thousands of species of shark, only a few of which are dangerous to humans. The “man-eaters” include the Great White, the Tiger Shark, and the Mako shark (which has been known to leap aboard boats and has Jumping: 01 and Swimming: 06 or more). Sharks are usually solitary, but some varieties, like the fearsome Hammerhead, live in packs.

These stats are for “everyday” killer sharks. More impressive ones have Growth, raising all their physical stats; the “Jaws” type sharks would have Growth: 05. Of course, many sharks are also less impressive than presented here, and would have Shrinking.

In a tank half-full of water, a shark will always kill a bear. Obviously.


Squid, giant

Dex: 02 [04] Str: 12 Bod: 05
Int: 00 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 03 [05]

Powers:
Extra Limb (x8): 12, Fog: 05, Growth: 07, Stretching: 03, Swimming: 05, Water Freedom: 04

Bonuses and Limitations:
Stretching only works in conjunction with Extra Limb, and only to extend attack distance.

Background
This is the stereotypical sea monster of literature. Monsters this size generally live deep in the depths, and under normal circumstances would not be seen by humans more than a handful of times in a century. A squid this size can threaten a whale; they hunt and are hunted by sperm whales.

Drawing of an octopus


Striped skunk

Dex: 03 Str: -3 Bod: 01 Motivation: Live and propagate
Int: 01 Wil: 01 Min: 01 Occupation: Predator
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: N/A
Init: 06

Powers:
Analytical Smell/Tracking Scent: 03, Chemical Attack: 02 (range 00, about 10′), Claws: 01, Extended Hearing: 01, Sharpness (Chemical Attack): 03, Shrinking: 05, Super Hearing: 03, Ultra Vision: 03

Bonuses and Limitations:

  • Shrinking is Always On and already figured
  • Ultra Vision is night vision only

Advantages:
Misc. People and animals that know what a skunk is will try to avoid eating it, touching it or hitting it with their car

Background
Few predators will attack a skunk unless they’re really, really hungry. Exceptions include certain sight hunters, like hawks, which have limited olfactory capability. The black with white stripe variety of skunk is about 6-12 lbs, 24 inches long including tail. Multiple sources say skunks will give plenty of warning before spraying — usually. Spotted skunks do a sort of handstand, pointing their rear end above their head, so they can aim and spray.


Tiger

Dex: 04 Str: 04 Bod: 04
Int: 01 Wil: 01 Min: 02
Inf: 02 Aur: 00 Spi: 02
Init: 09

Powers:
Analytical Smell/Tracking Scent: 04, Claws: 06, Directional Hearing: 05, Extended Hearing: 03, Jumping: 01, Running: 04, Super Hearing: 03, Swimming: 03, Ultra Vision: 04

Skills:
Acrobatics (Climbing): 03, Military Science (Camouflage): 02, Thief (Stealth): 04

Background
Native to southeast Asia and Africa, tigers are aggressive creatures that generally live alone. They can stalk prey for hours silently.

A tiger roaring

Photo credit: camaro1968.


Vulture

Dex: 04 Str: 01 Bod: 02
Int: 00 Wil: 01 Min: 01
Inf: 01 Aur: 00 Spi: 01
Init: 05

Powers:
Analytical Smell/Tracking Scent: 05, Flight (Winged): 05, Telescopic Vision: 08

Background
Vultures are carrion-birds which soar over temperate and tropical regions of the world. They can smell carrion from a mile up.


Whale

Dex: 03 [04] Str: 12 Bod: 05
Int: 01 Wil: 02 Min: 02
Inf: 02 Aur: 01 Spi: 02
Init: 06 [07]

Powers:
Extended Hearing: 05, Growth: 08, Sealed Systems: 11, Sonar: 07, Super Hearing (Low-Frequency Only): 06, Swimming: 05, Water Freedom: 04

Bonuses and Limitations:

  • Sealed Systems does not protect against Gas and Radiation Attacks (-4FC)
  • Water Freedom does not allow breathing underwater.

Background
Whales swim in all oceans and most seas of the world. They are some of the largest mammals on Earth. Some whales, with higher stats than shown here, are wizards, though dolphins make better mages as a rule.

A whale

Photo credit: Paul Sourice.


Wolf

Dex: 03 Str: 02 Bod: 03
Int: 01 Wil: 01 Min: 01
Inf: 02 Aur: 00 Spi: 02
Init: 08

Powers:
Analytical Smell/Tracking Scent: 07, Claws: 03, Cold Immunity: 01, Directional Hearing: 04, Extended Hearing: 03, Running: 04, Shrinking: 01, Super Hearing: 3, Ultra Vision: 03

Bonuses and Limitations:
Shrinking always on, already figured.

Skills:
Thief (Stealth): 04

Advantages:
Lightning Reflexes.

Background
Contrary to popular belief, wolves are generally not the enemies of humans unless starving. Wolves primarily prey on field mice. They now inhabit only the northern portions of Earth’s major continents. Packs of wolves are highly coordinated and may manage to use Team Attacks to bring down larger preys.

By Chris Cottingham and Roy Cowan.

Helper(s): The New Zoo Crew — Eric Langendorf (for fixing Jumping, among other things), Craig Clark, KalEl el Vigilante (who also added goldfishes and iguanas), Eclectic scholar, Maficklin, Frank Murdock, Adam Fuqua, Ethan Roe (who also added meerkats), Mark (who also added skunks and ostriches), Pawsplay, William Chamberlin, Pufnstuff, Yilbber Vargas, Bryan Venable, Sébastien Andrivet (keeping the flame alive, or the pressure on — and slaying throngs of dirty tags), and every animal stat Mayfair ever published (to my knowledge). Plus, I used stats from the Judges book of the old TSR Marvel Super Heroes Game (Advanced set), plus many web sites – The San Francisco Zoo site , Mutual of Omaha’s Wild Kingdom , www.panda.org , wikipedia, www.ratbehavior.org , etc..