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.