13. Villains & Monsters
The following is a glossary of natural weapon attacks.
1. Touch. Not really a method of attack in itself, but
of contact. A Touch roll must be made by magic
users in most circumstances to allow them to
activate a spell on object or creature. A Touch roll
is required whenever the target does not wish you
to touch it, or if it is moving in a random fashion.
2. Fists. Any attack with manipulative appendages (as
opposed to locomotive appendages) that lack
claws or talons, such as a human hand.
3. Claws. Appendages equipped with extended
and/or hardened fingernails, bone points, scales or
exoskeletons. Mainly used in ripping their
opponents to inflict wounds. Claws are usually
retractable (as with most cats).
4. Talons. Appendages equipped with long claws that
can be used to rip and pierce their opponents.
They are not normally retractable (such as an
eagles).
5. Rakes. A form of attack that is combined with an
already successful attack that allows the creature
to maintain a hold on their opponent to allow
greater leverage. Large cats, kangaroos etc will
hold with their front legs whilst raking with their
back legs.
6. Hugs A form of attack that normally requires a
Close Combat Hold attack first, allowing the
creature to bring the opponent into its grip where
it can apply great strength and wieght, such as a
large bears or a gorillas.
7. Teeth. The eating equipment of herbivores and
weaker omnivores, or of small mandibles etc.
Restricted access limits the damage potential of
the weapons.
8. Fangs. Teeth of carnivores and some omnivores,
large or giant mandibles etc. The jaw and teeth are
designed for shredding and piercing their
opponent and inflicting severe damage. Access to
the weapon is considerable.
9. Pincer/Beaks Any attack mode that requires the
victim to be pinned between opposing sides of the
weapon, resulting in slicing or piercing. Giant
crabs, bird beaks etc are such weapons.
10. Stings. Any attack mode that relies on injecting a
sharp point or barb into the opponent to inflict
damage directly, or to follow up with venom etc.
Giant wasps are a classical example.
11. Horn/Butt Horns that are primarily designed for
butting, such as goats and sheep. Most cattle
would also count here as their horns do not
penetrate deeply.
12. Horn/Point More aggressive horns that are
actually designed as weapons, such as unicorns or
large dinosaurs. Should be at least one foot long
and fairly straight.
13. Hooves/Feet The ends of locomotive appendages
that lack claws or talons. They are primarily
designed to kick with.
14. Trample. An attack mode useable by any creature
with blunt or hardened locomotive appendages
and can also transfer their body wieght into an
effective attack form. Creatures with hooves/feet
can usually trample, but large cats with padded
paws would have to use Squash.
15. Squash. As with Trample but with unsuitable
appendages or none at all. The attack form
basically relies on placing a large wieght on the
opponent and hoping it either crushes it or
suffocates it.
16. Tails of significant length and wieght that can be
controlled to some extent, either by moving the
rear end around or as a unique appendage in
itself.
17. Swarm Any attack form that consists of multiple
small attacks that individually would not be
effective.
18. Swallow A rare attack form that requires the
creature to gain a successful hit with their mouth,
or by some other means allowing it to draw the
victim into its mouth. The mouth is then used to
inflict damage while the victim is either swallowed
whole or in part. The act of swallowing something
will automatically inflict a Stun result that must be
recovered from if escape is to be made. Giant
Toads, sharks and some very large creatures would
use this attack. The GM should consider that
creatures using this attack mode must be adjusted
to the draw backs involved or they not have
survived. Escaping from the stomach, or throat, of
such creatures would be difficult at the least,
considering acid, restricted movement, strong
crushing muscles, darkness, panic etc.
19. Envelope An attack form that requires the
creature to have a relatively fluid body structure.
Smothering would be the normal mode of death,
although poison and acid secretions would be
notable aids. Giants slimes and jellies are
examples.
20. Entangle Creatures that have long nimble
appendages, or that use net like devices, that
restrict movement of their victims, either on a
permanent basis, such as a spider web, or
temporarily.
21. Slam Body to body contact, aided by movement
and mass. Normally used to drive the opponent to
the ground where they will be easier to attack
with other modes.
22. Breath Weapons that act as an extension of the
body of the creature, and is capable of attacking
more than a single target due to their area of
effect. Dragon breath is the classic example.
23. Spit Basically a breath weapon that is only capable
of attacking a single hex, or a single target at the
one time.