For the GURPS version of a TMNT like character, the "cost" of various abilities (like hands, speech, or natrual armor) doesnt vary from animal type to animal type. This is seen as a good thing, the TMNT BIO-E system had some serious flaws.
If building in GURPS, buy stats with points as normal. If converting a character, you can optionally use these guidelines.
I.Q.: Every 5 points of TMNT I.Q. justifies +1 point of GURPS IQ.
M.E.: Every 2 points over 16 justifies +1 extra Will.
M.A.: Every 3 levels of M.A. over 16 justifies 1 level of Charisma.
P.S.: Max lift in TMNT is a little wonky, especially on max lift. To convert, take P.S, multiply by 15, and take the square root. Subtract 1 or 2 points from that score to find a reasonable GURPS ST. Example: P.S 10 = 10*15 = 150^.5 = 12.24 - 2 = GURPS ST 10.
P.P.: Every 5 points of P.P. justifies +1 point of GURPS DX.
P.E.: Every 5 points of P.E. justifies +1 point of GURPS HT.
P.B.: Every 4 levels of P.B. over 16 justifies an increase in Apperance by 1 level.
Spd.: ((Spd x 20)/60)-2 = Move, strictly speaking. Unless Spd is below 10, dont LOWER the GURPS calculated Move due to this.
GURPS doesnt charge for SM, but there ARE suggested ST (and IQ, for small sizes) adjustments.
Growth Step Weight/Length GURPS SM GURPS IQ GURPS ST Scale Factor* Weight**
1 0-1 lbs, ~7" -6 -5 -9 1/9 1/729
2 to 5lbs, 1' -5 -4 -9 1/6 1/216
3 to 10lbs, 1.5' -4 -2 -8 1/4 1/64
4 to 20lbs, 2-3' -3 -2 -7 1/3 1/27
5 to 40lbs, 3-4' -2 -1 -5 1/2 1/8
6 to 75lbs, 4-5' -1 0 -4 2/3 8/27
7 to 100lbs, 5-6' 0 0 -2 1 1
8 to 150lbs, 5-6' 0 0 -1 1 1
9 to 175lbs, 6' 0 0 0 1 1
10 to 200lbs, 6' 0 0 +1 1 1
11 to 250lbs, 6' 6" 0 0 +2 1 1
12 to 300lbs, 7' 0 0 +3 1 1
13 to 350lbs, 7' 6" 0 0 +4 1 1
14 to 400lbs, 8' +1 0 +5 1.33 2x
15 to 500lbs, 8' 6" +1 0 +6 1.4 2.5x
16 to 600lbs, 9' +1 0 +7 1.5 3x
17 to 800lbs, 9' 6" +1 0 +8 1.6 4x
18 to 1000lbs, 10' +1 0 +10 1.7 5x
19 to 1500lbs, 11' +2 0 +13 2 8x
20 to 2500lbs, 12' +2 0 +17 2.3 12.5x
>20 to 4000lbs, 12' +2 0 +22 2.3 20x
>20 to 8000lbs, 14' +2 0 +30 2.3 40x
>20 to 12000lbs, 18' +3 0 +35 3x 60x
>20 to 25000lbs, 24' +3 0 +48 4x 125x
*Scale Factor is the rough reduction/increase in overall proportions for a human shaped character (Full biped). See p.63 of GURPS Biotech.
**Compared to a SM +0 Human. Weight of a given meal is similarly adjusted. See p.63 of GURPS Biotech for details.
All Animals: Raise IQ to 10 and buy off Bestial [-10], Hidebound [-5], and remove Taboo Trait (Fixed IQ) from the animal template. Typically, also buy off any Short Lifespan. All mutant animals have an Unusual Background worth [10], to reflect that their abilities will not be planned for by society at large (except in an After The Bomb style campaign). Most animals will also end up buying off Social Stigma (Valuable Property) or replacing it with another Social Stigma (if they started with the Domestic Animal template).
Hands: None- A natural paw. This is No Fine Manipulators [-30] plus the NFM limit on ST and DX (-40%).
Partial- Bought as a mutant power, this is usually Ham Fisted 1 [-5] or 2 [-10]. This represents trouble typing, picking locks, and sewing, but doesnt impact swinging a sword. Natural animals that have good grasping paws but may lack things like opposable thumbs have Bad Grip 2 [-10] or 3 [-15]. They DO have trouble getting the best out of a melee weapon, as they cant grip it right. Under this interpretation, Apes, chimps, etc actually have Ham Fisted, not Bad Grip (which is what they have on Basic p.456)
Full- This is the human norm, buying off any NFM or Bad Grip disads.
Prehensile feet are either Extra Arms (two arms; Foot Manipulators -30%; Short -50%) [4] if coupled with a normal set of arms (like on a monkey) or are Dextrous Legs without other arms (like on a bird): Arms (Change built in arms to Foot Manipulators -30%; Short -50%) [-16], and add a Feature: No Arm or Hand hit locations.
Speech: None- You can understand, but not speak, human languages. TMNT requires you to buy Telepathic Transmission (below). Alternately, if you have at least partial hands, learn Sign Language (3 points for Native). This is otherwise Cannot Speak [-15].
Partial- This is Odious Personal Habit (Animalistic Speech) [-10]. Note this allows you to have the Voice advantage, have high levels of Singing, etc. An animal can have a beautiful voice, but an animal with this level of Human Speech always sounds animalistic when _talking_.
Full- Normal human equivalent speech.
Upright Bipedal Stance: None- A normal Quadruped has Extra Legs (Four Legs) [5] unless they have bought off No Fine Manipulators (in which case they have arms and legs, and walk on their arms and legs if they are Horizontal). All Quadrupeds will have Horizontal [-10]. Vermiforms have Double-Jointed [15] and No Legs (Slithers) [0]. Stranger animals will have their No Stance build in their descriptions (Octopi, for example).
Partial- Quadrupeds replace Horizontal [-10] with Semi-Upright [-5]. Vermiforms dont have this level available to them.
Full- Buy off Horizontal. Vermiforms should remove No Legs(Slithers), thereby gaining 2 legs and an upright posture.
Human Looks: None- You will have one of Social Stigma (Valuable Property) [-10] if you have no other Human attributes unusual for your species (except speech), and Social Stigma (Monster) [-15] otherwise. In an After The Bomb or similar "Mutant Animals are known about" campaign, neither apply.
Partial- You have a number of Unnatural Features, generally 5 (worth [-5]). This remains true in After The Bomb style campaigns, Partial human appearance always looks "weird" and stands out from the crowd!
Full- You may optionally have one or two Unnatural Features related to your animal origin.
Note: All levels of Human Looks allow you to buy any appearance level you like, though who that appearance level will affect will change by looks level. None: Appearance is oriented to your type of animal and those who are attracted to that type of animal. Partial: Appearance is usually Hideous or Monstrous, and Appearance is oriented to Humans. Appearance CAN be better than this (Cat girls, the Impressive modifier, etc). Full- Appearance is oriented to humans, and can be any level or type.
For GURPS, none of these are required, pick disads as you like. But for those converting:
Principled- Honesty [-10]*; Pacifism (Cannot Harm Innocents) [-10]*; a Sense of Duty (Friends) [-5]; And a Code of Honor (Modified Comics Code): You can use guns, but you will otherwise fight fair, keep your given word (even if made under duress), avoid lying, protect the innocent, keep fellow mutant animals secret and not turn them over to hideous organizations bent on exploiting them, etc. [-15].
Scrupulous- Pacifism (Cannot Harm Innocents) [-10]*; Sense of Duty (Friends) [-5]; Code of Honor (Adventurer): Keep your word to "good" people, assist the helpless, only break the law where required for a greater good, never take "dirty" money, fight fair, dont betray fellow mutant animals. [-10].
Unprincipled- Pacifism (Cannot Harm Innocents) [-10]*; Sense of Duty (Friends) [-5]; Code of Honor (Vigilante): Keep your word to "good" people, never betray a fellow mutant animal, but might cheat or lie to them. [-5].
Anarchist- Code of Honor (Pirate's) [-5] is likely for player characters. Generally no other "good" disads.
Miscreant- MIGHT have Code of Honor (Pirate's) [-5]. Likely to have a host of ugly "evil" disads, Callous being the most likely.
Aberrant- Code of Honor (Twisted Honor): Keep your word, at least to the letter, never kill innocents (harm and kidnapping okay), never betray friends or fellow mutant animals. [-5].
Diabolic- Select from any of the "evil" disads. Callous, Sadism, Bully all very likely.
Do not attempt to map % success in TMNT to a skill level in GURPS, there is no reliable way to do so. You wont be far wrong having 1st level skill use be 1 point, and increasing relative skill level by one level (to 2, 4, 8, 12, etc) per effective level past that. Most skills have obvious GURPS equivalents. For building characters purely in GURPS, select a group of skills that fits your character concept, or use an appropriate career template for a list of suggested skills.
Basic Hand To Hand: Aikijutsu, Hapkido, Karate, Krav Maga, or Tae Kwon Do with the Self Defense or Police lens.
Expert Hand to Hand: Krav Maga, Sambo, Brazilian Jiu-jutusu with the Military lens.
Martial Arts Hand to Hand: Pick any style you like from Martial Arts, including Cinematic skills if you have Trained By a Master! If you are using a style from Ninjas and Superspies, likely the same name is available in GURPS Martial arts. Trained By a Master isnt automatic at this level, but may be available if the GM permits it.
Assassin: Any style may be selected. Far more likely to have Trained By A Master than Martial Arts level.
Ninjitsu: The primary benefit of this level of training is that it includes Trained By A Master. For the actual style your character knows, either see p.202 of Martial Arts for Ninja, or pick a style of your choice.
Physical Skill bonuses: This somewhat strange convention of the Pallidium game system is best not mapped directly. See the Stat Conversion section earlier if converting a character.
Psionics:
I convert these to equivalent GURPS Psionic Powers entries, and use the rules from that supplement.
Animal Control: Beast control Level 3 [10]. p.71 but Specialized, Own Animal type (-40%)
Animal Speech: Animal Speech Level 3 [10]. p.71 but Specialized, Own Animal type (-40%)
Bio-Manipulation: Build these as Afflictions, use the template for Strike Sense on p.73 at level 4. Cost varies.
Detect Psionics: This is Psidar 2, p.41
Hypnotic Suggestion: Use Suggestion level 4 on p. 63, but add Vision based
Mind Trap: Sensory Control Level 3 on p.62.
Mind Block: Mind Shield, any level but remove the profiling modifier.
See Aura: Aura Reading with the Xeno-Reading enhancement at level 5 [32]
Sixth Sense: Danger Sense (Active Only, ESP -10%)
Telepathic Transmission: Telespeak at level 4, and includes the Multiplicity modifier: [60]
Animal Powers:
Antlers & Horns: Generally Crushing [5] or Impaling [8] Strikers. These are targeted as Limbs, at -2. They do not take damage from being parried, or from parrying weapons. Damage to horns, tusks, and antlers causes damage and shock normally, but should never cause bleeding unless permanently crippled (representing tearing out the root). For the purposes of parrying, they have a weight of 1/10 the animals ST. A long striker doubles this weight per level. A special feature "Large Striker" is available for impressively large but not particularly long strikers, also double the weight, while also making it easier to hit by 1 per 2 levels (because this represents increases in density due to using horn or ivory over flesh, as well as increasing width instead of length). Thus, a Mooses enormous antlers, which weigh in real life up to 40lbs (for the pair, treated as one striker), start at 2.3 lbs (for ST 23), have Long and Large Striker 3, for a weight of 36.8lbs for parrying purposes, and can be targeted at +0 (-2 for limb, +1 for Long, and +1 for Large Striker 3).
Claws: Sharp Claws, usually. Retractable have the Low Signature enhancement. Climbing Claws include a Racial Skill of Climbing at DX+2 [8].
Digging, Tunneling, and Excavation: This is the Burrower perk (dig as if equipped with a shovel). See Basic p.350 for rules. Really excellent diggers include Tunneling (Move 1; Takes Extra Time, 16 Sec -40%) [21], meaning 1 yard of tunnel in 16 seconds. Increase or decrease Takes Extra Time for faster or slower diggers.
Extra Limbs: Fully functional arms AND wings is just Flight (Winged), below, in GURPS. If your hands are on your wings, this is Flight (Winged -25%, Temp Disad: No Fine Manipulators -30%), though only if no other hands (say, on prehensile feet) are available, in which case its Temp Disad, 2 less arms -20%. If your arms have been replaced by wings, you have a Feature: No Arm hit locations. If you dont have hands, include No Hand hit locations as well.
Flight: Flight (Winged -25%; Temp Disad: No Strikers -6%) [28] + 2x Strikers (Crushing; Long +100%; Cannot Parry -40%; Weak -50%; Limb -20%; Damaged on Parry by Weapon -30%) [6]. Buy enough Arm ST for your wings to let your animal fly in 1G of gravity (Arm ST's Basic Lift should equal your body weight). For big animals, this can get prohibitively expensive! Flyers should focus on being small, this is realistic. However no restriction is placed on Wing Arm ST, if you have the points to pay for it. This IS a game about cinematic ninja animals after all... For strong fliers that dont readily smash opponents with their wings, Wing Lifting ST at 1.5 points/level is an option as well. Those animals (mutant or no) without enough ST + Lifting ST + Arm ST to fly can use Extra Effort to increase Basic Lift. If increased to equal their body weight, the animal can take off and gain altitude. Dropping Basic Lift below body weight turns flight into controlled gliding if body weight doesn't exceed 1.5x BL, or into gliding if below half body weight. Use the rules on p.52 of Biotech to determine the value of the "Requires Low Gravity" limitation this equals, based on Basic Lift and the animals actual body weight. Or use the Realistic Winged Flight limitation.
Glide: Flight (Winged -25%; Controlled Gliding -45%; Temp Disad: No Strikers -16%) [10] +2x Strikers as above [16] if you have fully fledged wings that you glide with. Buy up Wing Arm ST so your weight is only 1.5x your Wing Basic Lift. Skin flaps stretching from arms to legs is Flight (Gliding -50%) [20] and enough Arm ST so that your Arm Basic Lift is 1/2 your weight. Skin flaps do not buy strikers, just use your arms.
Advanced Vision: Telescopic Vision 2 [10];
Nightvision: Night Vision 5 (or possibly more for very good nightvision). [5]
Ultraviolet Vision: Ultravision [10].
Advanced Hearing: Acute Hearing 2 [4].
Sonar: Is Sonar [20] under Scanning Sense.
Advanced Smell: Discriminatory Smell (Emotion Sense +50%) [23].
Advanced Touch: Sensitive Touch [10];
Hold Breath: Doesn't Breath (Oxygen Storage 50x -40%) [12]. Some animals might specify other levels. Mammals commonly have Doesn't Breath (Holds Breath 6x -70%; Not Immune to the Bends -10%) [4].
Natural Body Armor: Specified for each animal, usually some combination of DR and Ablative DR (representing damage to the carapace). ALWAYS counts as additional unusual feature for Partial or Full Human Looks!
Teeth and Tusks: Sharp Teeth [1]. Tusks are a Cutting Striker ( Often with Cannot Parry -40%) [5]. Both count as an additional Unnatural Feature for Partial or Full Human looks.
Notes on Animal Descriptions: This listing gives the Animal as built in GURPS. When mutating your animal, spend points to buy off limitations or add advantages as listed in Human Features (above). Optionally, you can drop Advantages and Disadvantages in the listing marked with a *, as each would count as an unnatural feature in an otherwise fully human looking mutant. The description will suggest other unnatural features for Partial and Full human looks. Point costs are split between the cost for the basic animal, and the cost for a mutant animal with IQ 10 and none of the mental, or social limitations (notably Bestial from Wild Animal and Social Stigma from Domestic Animal) or short lifespan.
Note for Diet: Restricted Diet (Herbivore, Substitution) and Restricted Diet (Carnivore, Substation) are both considered quirks ([-1]). Most herbivores can and will eat insects, grubs, etc though not as a main part of their diet, and some will even eat small animals. Most carnivores will also eat some berries, herbs, etc. Use the substitution rules for these attempts. Only obligate carnivores that wont eat carrion (like cats) or specialty feeders (like ant eaters or plankton eaters) qualify for a more severe Restricted Diet. Being an Omnivore is listed under features, and is the default (since that's what Humans are).
Tails: Short tails are listed as a feature, where they are small enough to fit under clothing and otherwise not get in the way. They are attacked as extremities at -4 (not -3). A tail that is long enough to be difficult to put under clothing or armor but is not otherwise useful (eg, not a Striker or Extra Arm) is listed as a quirk, and is targeted as an extremity at -3. Striker and Extra Arm tails are targeted as a limb at -2, and come with the advantage that describes them.
Combat: Im adding a quick combat summary for the natural animals similar to what was used in Dungeon Fantasy Monsters 1, as an aide to GMs who need to adjucate fights or hunting of these animals. Most animals roll against DX on default to the slew of physical Easy skills (Brawling, Climbing, Swimming, etc). Older or simply cannier animals, especially man-eating predators, may have Brawling at higher levels, along with Stealth. Only skills bought up from Default will be listed. Combat Reflexes: Very few natural animals would qualify for this advantage, even predators. Predators are not used to being ambushed, they do the ambushing! This is a good advantage for trained war animals and canny man-eaters however, both of whom have learned to be on the look out for ambushes by humans.
Aardvark
-104 points / 1 points
Description: 3.5 to 4.5 feet long in the body, 88 to 140lbs in weight, the Aardvark has a long thin snout with a pig like nose, long mobile ears (like those of a rabbit), blunt claws well suited to digging, and a tough, hairy hide of yellow-gray coloration. They have 4 fingers on their fore limbs. They also have a long naked tail (as long as their body).
ST 6 [-40]; IQ 3/10 [-140/0]; DX 12 (NFM -40%) [24]; HT 12 [20].
Will 10 [35/0]; Per 12 [45/10]; Basic Speed 6; Dodge 9; Move 6.
Advantages: Acute Hearing 2 [4]; Burrower [1]; Sharp Claws [5]*; DR 1 (Tough Skin -40%) [3]*; Tunneling (Move 1; Takes Extra Time, 16 Sec -40%) [21]; Discriminatory Smell [15]; Tail -Striker (Crushing; Cannot Parry -40%; Clumsy -20%; Limited Arc- Rear -40%; Weak -50%) [1]*;
Disadvantages: Cannot Bite [-4]; Restricted Diet (Insects, Substitution -50%) [-10]; Quadruped [-35]; Short Lifespan 2 [-20]; Wild Animal [-30].
Features: SM -1; Early Maturation 1 (2 years).
Mutation notes: Mutant Aardvarks can buy down Takes Extra Time on their tunneling, and once that is paid off, buy up tunneling move to at most 1/3 their ground move. Burrower, Sharp Claws and Tunneling must all be taken together.
Combat: Dodge 9, Parry N/A; DR 1. Kick w/Claws (DX -2: 10): Thr = 1d-4 cutting. Reach C. Tail (DX -1: 11): Thr = 1d-4 crushing. Reach C. Skills: None
Alligator and Crocodile
29 points / 114 points
Description: 6'-12' long (and up!), 200-800lbs (and way up!) of scaly, toothy apex predator. A long, largely flat body with stuby legs projecting to the sides, fronted by an elongated jaw, backed by a powerful tail, and covered in green, black and sometimes banded yellow scales. Stats are for a larger alligator or common crocidile, 12' long and 800 lbs. A 6' specimen might be ST 13 and SM 0. A 20' monster would be ST 25, 2,000lbs and SM +2 (much of its length is tail).
ST 20 (NFM -40%; Size -10%) [50]; IQ 3/10 [-140/0]; DX 12 (NFM -40%) [24]; HT 13 [30].
Will 10 [35/0]; Per 10 [35/0];Basic Speed 6.25; Dodge 9; Move 6.
Advantages: DR 3 [15]*; Blunt Claws [3]*; Sharp Teeth [1]*; Tail -Striker (Crushing; Cannot Parry -40%; Long SM+1 +100%) [8]*; Amphibious [10]; Doesn't Breath (Oxygen Storage 50x -40%) [12]; Nicitating Membrane 1 [1]; Striking ST +8 (Bite only -60%) [16];
Disadvantages: Cold Blooded (50deg) [-5]; Quadruped [-35]; Wild Animal [-30]; Carnivore [-1].
Features: SM+1; 800lbs. Early Maturation 3 (2 years); Born Biter 3*.
Mutation Notes: Additional DR (Semi-Ablative -20%) [4/point] with total DR (normal and semi-ablative) up to 1/3 HPs can be bought to represent an truly thick carapace. Mutants can also purchase Subsonic Speech [10]. GMs may also permit the Dash (Buy as +4 Move (costs 1 FP -10%) [18] and Enhanced Move 1.5x [10]), though real Alligators and Crocodiles simply make a surprise lunge, and top out at 14-17mph on the run (which is a Move 6 sprint).
Combat: Dodge 9, Parry N/A; DR 3, Eyes DR 1. Kick w/Claws (DX -2: 10): Thr +1/die = 2d+1 crushing, Reach C. Bite (DX: 12): Thr -1 = 3d-2 cutting, Reach C,1. Effective SM +4. Tail (DX: 12): Thr +1/die = 2d+1 crushing, Reach C-2. Skills: None. Notes: Can standing pin SM+1 or smaller foes with a bite (treat as two-handed). Biting reach increased based on SM/Born Biter.
Apes
13 points / 78 points
Description: Representing the great apes (Chimpanzees, Gorillas, and Orangutans). Chimps and Gorillas are black furred, Orangutans are red furred. All have usable hands and prehensile feet, and range from short human (Orangutans), to human sized (Chimps), to big human (Gorillas). The below listing is for a Chimp. Gorillas are larger and stronger, ST 15 (Size -10%) [45] and SM +1, add Herbivore [-1]. Orangutans are somewhat smaller, ST 9 [-10].
ST 11 [10]; DX 12 [40]; IQ 6/10 [-80/0]; HT 12 [20].
Will 10 [20/0]; Per 10 [20/0]; Basic Speed 6; Dodge 9; Move 7 [5].
Advantages: Arm ST +3 [15]; Brachiator [5]; DR 1 (Tough Skin -40%) [3]; Sharp Teeth [1]*; Extra Arms 2 (Foot Manipulators -30%; Short -50%) [4]*.
Disadvantages: Ham Fisted 1 [-5]; Wild Animal [-30]; Semi-Upright [-5]; Short Lifespan 1 [-10].
Features: SM 0; Short Fur*; Omnivore.
Mutation Notes: Apes can be considered to have Unnatural Features for the purposes of using Disguise to look like a human (essentially, Partial Looks). This isn't worth any points, and should be considered Unnatural Features 4 (Fur, muzzle, long arms, short legs). Mutant Apes can purchase Sensitive Touch [10].
Combat: Dodge 9, Parry (Brawling/Arm) 9; DR 1. Punch (DX: 12): Arm Thr -1 = 1d-1 crushing, Reach C. Bite (DX: 12): Thr -1 = 1d-2 cutting, Reach C. Skills: +2 to climbing from Brachiator.
Orangutans Combat: Damage is -1.
Gorilla Combat: Damage is +2, Reach on Punch is C, 1. Silverbacks are more likely to have Combat Reflexes and increased Brawling skill than most animals.
Armadillo
-103 points / -8 points.
See Aardvark, above. An Armadillo is functionally similar, ST 4 [-60], SM -3, and DR 3 (all but Underside, -5%) [15], remove Cannot Bite and Restricted Diet, add Cold Blooded (50 deg) [-5]. Mutant Armadillos (especially man sized or larger versions) can purchase additional DR (Semi-Ablative -20%) [4/point], total DR (normal and semi-ablative) not to exceed 1/2 HPs. DR can also be extended to cover all sides, otherwise a bipedal Armadillo has DR with (all but Torso Front, -15%).
Combat: Dodge 9, Parry N/A; DR 3 Underside 0. Kick w/Claws (DX -2: 10): Thr = 1d-5 cutting. Reach C. Bite (DX: 12): Thr -1 = 1d-6 curshing. Reach C. Skills: None.
Baboon
-41 points / 24 points
Description: Ground dwelling monkeys. Smaller than chimps but otherwise similar. Use the Ape description, but ST 8 [-20], IQ 5 and SM -2. Drop Arm ST and Brachiator; Add Long Tail [-1].
Combat: Dodge 9, Parry (Brawling/Arm) 9. DR 1. Punch (DX: 12): Thr -1 = 1d-4 crushing. Reach C. Bite (DX: 12): Thr -1 = 1d-4 cutting. Reach C.
Badger
-74 points / 39 ponts
Description: Badger, badger, badger... Badgers are squat, omnivorous burrowing mammals, with a overdeveloped ego and black fur marked by white stripes on their faces (sometimes extending to their body).
ST 5 [-50]; DX 13 (NFM -40%) [36]; IQ 4/10 [-120/0]; HT 13 [30].
Will 13 [45/15]; Per 12 [40/10]; Basic Speed 6.5; Dodge 9; Move 9 [15].
Advantages: Burrower [1]; Sharp Teeth [1]*; Sharp Claws [5]*; Tunneling (Move 1; Takes Extra Time, 16 Sec -40%) [21]; Night Vision 5 [5]; Fur [1]*;
Disadvantages: Wild Animal [-30]; Quadruped [-35]; Short Lifespan 3 [-30]; Carnivore [-1].
Features: SM -3; Born Biter 1*; Short Tail*.
Mutation Notes: Like the Aardvark regarding Tunneling.
Combat: Dodge 9, Parry N/A. DR 0. Kick w/Claws (DX-2: 11): Thr = 1d-4 cutting, Reach C. Bite (DX: 13): Thr -1 = 1d-5 cutting, Reach C. Skills: None.
Bat
-154 points / -59 points
Description: Lightly furred, flying rodents with large ears, beady eyes, and leathery wings.
ST 1 [-90]; DX 12 (NFM -40%) [24]; IQ 4/10 [-120/0]; HT 12 [20].
Will 10 [30/0]; Per 12 [40/10]; Basic Speed 6.00; Dodge 9; Move (Ground): 2 [-20]; Move (Air): 12/24 [0].
Advantages: Enhanced Move 1 (Air) [20]; Flight (Winged -25%; Temp Disad: No Strikers -6%) [28]; 2x Strikers (Crushing; Long +100%; Cannot Parry -40%; Weak -50%; Limb -20%; Damaged on Parry by Weapon -30%) [6]*; Sonar (Accessibility, Not in water; -30%) [14]*.
Disadvantages: Wild Animal [-30]; No Fine Manipulators [-30]; Short Lifespan 2 [-20]; Bad Sight (Nearsighted) [-25]; Carnivore/Insectivore [-1].
Features: SM -6; Short fur*; Early Maturation 2; No Arm or Hand Hit locations (replaced by wings).
Mutation Notes: Mutant bats can buy off No Fine Manipulators either as Foot Manipulators [-6], or as the various forms of wings described under Flight above. Large Mutant Bats might choose to get Gliding instead. Mutant Bats may choose to add Mitigator to Bad Sight, for [15] points. Vampire Bats qualify for Restricted Diet (Fresh Blood, Substitution -50%) [-5].
Combat: Dodge 9, Parry N/A; DR 0. Wing Buffet (DX: 12): Thr = 1d-6 crushing, Reach C. Bite (DX: 12): Thr -1 = 1d-7 crushing. Reach C.
Beaver
-131 points / -49 points
Description: Large rodents capable of impressive engineering with wood and mud. Long buck teeth, bad eyesight, a flat tail and luxuriant fur ranging from light brown to ruddy to black on top of unwebbed, clawed feet round out the animal. Muskrats are basically the same.
ST 5 [-50]; DX 10 [0]; IQ 4/10 [-120/0]; HT 12 [20]
Will 12 [40/0]; Per 10 [30/0]; Basic Speed 5.50; Dodge 8; Move (Ground): 4 [-5]; Move (Water): 2/3.
Advantages: Nicitating Membrane [1]; Doesn't Breath (Hold Breath 6x -70%, No Immunity to the Bends -10%) [4]; Discriminatory Smell (Emotion Sense +50%) [23]; Beaver Toothed (Count as having a saw for wood cutting purposes) [1]; Temperature Tolerance (Colder) [2]; Fur [1]*; Sharp Teeth [1]*; Sharp Claws [5]*; Burrower [1]; Swim Tail (Enhanced Move (Water) 0.5) [10]; Tail -Striker (Crushing; Cannot Parry -40%; Clumsy -20%; Limited Arc- Rear -40%; Weak -50%) [1]*.
Disadvantages: Bad Grip 3 [-15]; Quadruped (No NFM) [-5]; Wild Animal [-30]; Short Lifespan 2 [-20]; Bad Sight (Nearsighted) [-25]; Herbivore [-1].
Features: SM -2; Early Maturation 2.
Mutation Notes: Mutant Beavers must take Sharp Teeth and Beaver Toothed together, Sharp Claws and Burrower together, Swim Tail and Tail- Striker together, and Temperature Tolerance and Fur together. They may also buy the Mitigator limitation for Bad Sight for [15].
Combat: Dodge 8, Parry N/A. DR 0, Eyes 1. Kick w/Claws (DX-2: 8): Thr = 1d-4 cutting. Reach C. Bite (DX: 10): Thr -1 = 1d-5 cutting, Reach C. Tail Slap (DX -1: 9): Thr = 1d-4 crushing, Reach C, Rear arc only.
Bear
13 points / 98 points
Description: Large omnivores with a penchant for meat, coming in all kind of fur colors (there are brown furred "black" bears) from black to ruddy to brown to white. This describes the common black bear (round teddy bear style ears). Brown bears are bigger, ST 16 to 19, SM +1. The biggest Grizzlies, and the average Kodiak bear are larger yet, ST 20, SM +1.
ST 14 [40]; DX 11 [20]; IQ 4/10 [-120/0]; HT 13 [30];
Will 12 [40/10]; Per 10 [30/0]; Basic Speed 6.00; Dodge 9; Move 7 [5].
Advantages: Blunt Claws [3]*; DR 2 (Thick Skin -40%) [6]; Sharp Teeth [1*]; Temperature Tolerance (Colder) 2 [2]; Fur [1]*; Discriminatory Smell [15].
Disadvantages: Bad Grip 3 [-15]; Semi-Upright [-5]; Wild Animal [-30]; Short Lifespan 1 [-10].
Features: SM 0; Early Maturation 2; Short Tail*; Born Biter 2*; Omnivore.
Mutation Notes: Mutant bears must take Fur and Temperature Tolerance together (and Invisibility, in the case of polar bears).
Combat: Dodge 9, Parry (Brawling/Fore Leg) 8. DR 2. Punch w/Claws (DX: 11): Thr = 1d crushing, Reach C. Bite (DX: 11): Thr-1 = 1d-1 cutting, Reach C. Generally dont kick.
Grizzly: Damage is 2d+1 crushing on Punch, Reach is C, 1. 2d-2 cutting on Bite.
Polar Bears: ST 20 (Size -10%) [+50]; SM +1; add Swimming- DX+2 [4] as a Racial Skill and Temperature Tolerance (Colder) +8 [8], shift their comfort zone to center on 0 deg F (feature), add Enhanced Move (Water) 0.5 [10], giving them Water Move 2/3 [5], and Invisibility (Infrared Only -70%; Fringe -10%) [8]. +85 points.
Combat: As a Grizzly, above.
Birds
-180 points / -55 points
Description: There are a multitude of bird species, varying in color, size, diet, etc. Average physical stats are presented here, with notable bird species called out afterwards and only listing what varies from this baseline.
ST 1 [-90]; DX 14 [80]; IQ 3/10 [-140/0]; HT 10.
Will 10 [35/0]; Per 10 [35/0]; Basic Speed 6.00; Dodge 9; Move(Ground) 2 [-20]; Move (Air) 12/18.
Advantages: Flight (Winged -25%; Temp Disad: No Strikers -6%) [28]; 2x Strikers (Crushing; Long +100%; Cannot Parry -40%; Weak -50%; Limb -20%; Damaged on Parry by Weapon -30%) [6]*; Enhanced Move (Air) 0.5 [10]; Sharp Beak [1]; Feathers [1].
Disadvantages: Bad Grip 2 [-10]; Wild Animal [-30]; Short Lifespan 4 [-40]; Dextrous Legs [-16].
Features: SM -6; Early Maturation 4; Feathered Tail*; Omnivore; No Arm or Hand Hit Locations (replaced by Wings).
Mutation Notes: Tiny birds like this are actually pretty adept with their feet, hence Dextrous Legs + Bad Grip 2. Mutant Birds can switch that out for Wings + Arms as described under Flight in the general notes section. Large Birds may buy Gliding instead of Flight. ST 1 only lets SM -6 birds fly, buy up Arm ST for larger birds! Mutant Birds may retain their Arm ST even if they do not have wings. Birds Ground Move is slow largely because they are small, increase Move as size increases, to where a SM -2 bird has a ground move equal to Basic Speed.
Combat: Dodge 9, Parry (Brawling/Dextrous Leg) 10. DR 0. Wing Buffet (DX: 14): Thr = 1d-6 crushing, Reach C. Sharp Beak (DX: 14): Thr -1 = 1d-7 pi+, Reach C. Kick (DX-2: 12): Thr = 1d-6 crushing, Reach C.
Water Fowl: Ducks are ST 3 [-70], SM -3; and Arm ST 1 [5] (they weigh up to 4 lbs), add Herbivore [-1], and Webbed Feet (Enhanced Move (Water) 0.5) [10], replace Bad Grip and Dextrous Legs with No Fine Manipulators [-4]. Remove Sharp Beak and Early Maturation 4. Alter price +31 points. Geese are similar, perhaps ST 4 (+10 points). Swans are larger, ST 5 [-50], SM -2 (weigh 24lbs generally) and Arm ST +5 [25] and Arm ST +1 (NFM -40%) [3] and are +64 points from a base bird. Webbed feet make water fowl awkward on land, reduce Ground Move by 1 or 2 points from Basic Speed (if its not already lower due to small size).
Combat: As bird, but Parry N/A, Wing Buffet (DX: 14): Thr = 1d-5 crushing, Reach C. Replace Sharp Beak with Nibble (DX: 14): Thr-1 = 1d-6 crushing, Reach C. Swans are as ducks but +4 (additional) Wing damage, +1 bite damage.
Ground Birds: Chickens are SM -5, generally ST 2, weigh 4-7 lbs, Move (Ground) 4 [+10], Arm ST +1 and while they retain their Flight, lack the Arm ST to fly for long (if using the Biotech rule, this is Requires Low Gravity 0.33 G -33%, worth -13 points). Chickens also have Ultravision [10]. Turkeys are ST 5 [-50], SM -2 and Arm ST +6 [30] (they weigh up to 24 lbs and CAN fly) +68 points. Domesticated turkeys lack the Arm ST, and thus cannot fly without great effort. Grouse, Partridge, Pheasant and Quail range between Chicken and Turkey in size and stats. Larger Ground Birds should increase Move (Ground) to +2 over Basic Speed at SM -2. Even larger ground birds can justify levels of Enhanced Move (Ground) (see ostriches, below).
Chicken Combat: As Bird, but Wing damage is +1. Turkeys are as birds but +5 Wing damage and +2 Sharp Beak Damage and Kick damage.
Large Ground Birds: An Ostrich is ST 13 (NFM -40%, Size -10%) [+105]; DX 11 [-68]; HT 11 [+20]; Per 12 [+10]; Basic Speed 5.50; Move (Ground) 10/20 [+45]; no Move (Air), SM +1; up to 300lbs, remove Flight [-27], change Strikers to remove the Limb -20% limitation [+2], Change Enhanced Move (Air) 0.5 to Enhanced Move (Ground) 1 [+10], remove Sharp Beak [-1]; change Bad Grip and Dextrous Legs to No Fine Manipulators [-4]. +92 points. Emus are smaller, ST 10 [+90]; DX 12 (NFM -40%) [-56]; HT 11 [+20]; Basic Speed 5.75; Move (Ground) 8/16 [+35]; other changes as for Ostrich, +69 points.
Combat: Dodge 8, Parry N/A. DR 0. Kick (DX -2: 9): Thr = 1d crushing, Reach C, 1. Nibble (DX: 11): Thr-1 = 1d-1 crushing, Reach C. Wing Buffet (DX: 11): Thr = 1d crushing, Reach C.
Smart Birds: Ravens, Crows, Jays, and Magpies are IQ 4 (+10 points to base template, +0 to mutant), as are Parrots. Most of these birds also have Mimicry [10]. Most tend to be ST 2 to 3 [+10 to +20], and SM -3 or -4 with Arm ST +2 [+10] to +4 [+20].
Combat: Increase damage from increased ST/Arm ST as appropriate.
Cool Carnivorous Birds: Hawks and Falcons are ST 3 [+20], Per 12 [+10], SM -4, and Arm ST +3 [+15], add Talons [8], increase Enhanced Move (Air) to 1 [+10], add Acute Vision 3 [6], Kicking Technique 2 [3], and Carnivore [-1], +71 points. Eagles are similar but ST 5 [+40], SM -2, and Arm ST +4 [+20], +96 points. Owls range greatly in size, but a typical owl would be the same as a falcon but with ST 4 [+30], Per 12 [+10], SM -3, and Arm ST +3 [+15], Night Vision 9 [9], and Silence 2 [10], +100 points.
Combat: As Birds but, Wing Buffet (DX: 14): Thr = 1d-4 crushing, Reach C. Sharp Beak (DX: 14): Thr-1 = 1d-6 pi+, Reach C. Kick w/Talons (Kicking: 14): Thr = 1d-5 cutting or impaling, Reach C. Skills: Kicking+2.
Ugly Carnivorous Birds: Vultures, Condors and similar sized soarers. The largest vultures and condors are ST 6, SM -1 (weighing up to 30+lbs), Per 12, and Arm ST +7 [+35]. This puts them just below enough ST to fly, but using extra effort to take off, and then controlled gliding and thermals to stay aloft largely matches what these big guys do. Otherwise similar to Falcons.
Combat: As birds but, Wing Buffet (DX: 14): Thr = 1d crushing, Reach C. Sharp Beack (DX: 14): Thr -1 = 1d-5 pi+, Reach C. Kick w/Talons (Kicking: 14): Thr = 1d-4 cutting or impaling, Reach C.
Boars
1 points / 36 points
Description: Wild pigs are smart, mean, and intensely destructive. Domesticated pigs lack the tusks (but can still deliver a nasty bite, and they bite to consume, not to simply puncture) and are made of delicious bacon. These stats are for a large wild boar. Little boars (javelinas or peccary) are ST 8, HT 12, Move 7, SM -1, and DR 1.
ST 15 (NFM -40%; Size -10%) [25]; DX 12 (NFM -40%) [24]; IQ 5/10 [-100/0]; HT 14 [40]
Will 12 [35/10]; Per 12 [35/10]; Basic Speed 6.50; Dodge 9; Move 8 [10].
Advantages: Combat Reflexes [15]; Tusks - Striker (Cutting) [7]*; DR 2 (Tough Skin -40%) [6]; Sharp Teeth [1]*; Hooves [3]*.
Disadvantages: Quadruped [-35]; Wild Animal [-30]; Bad Temper (9) [-15]; Short Lifespan 2 [-20].
Features: SM +1; Short Fur*; Early Maturation 1; Short tail*; Omnivore.
Mutation Notes: Mutant boars and pigs of either gender can acquire or keep the tusks, in nature only male wild boars have them.
Combat: Dodge 10, Parry (Brawling/Tusks) 10. DR 2 Feet 3. Tusk Gore (DX: 12): Thr +1 = 1d+2 cutting, Reach C, 1. Bite (DX: 12): Thr-1 = 1d cutting, Reach C. Kick w/Hooves (DX-2: 10): Thr = 1d+1 crushing, Reach C,1. Slam (DX: 12): HPxMove/100 = 1d+1 crushing, Move 8. Trample (DX: 12): Thr+1 = 1d+2 crushing, vs prone SM 0 only. Note: Will often All-Out Attack (Double): Slam followed by a Gore, especially if it fails its Bad Temper roll. Brace your boar spear to receive charge!
Buffalo
-33 points / 72 points
Description: Huge grazing animals with long curved horns and largely hairless skin. Below describes a savannah African Buffalo. Bison are similar but somewhat smaller, ST 23 (NFM -40%, Size -10%) [65], SM +1, Move 7/14 [10]. Domestic Cattle are usually smaller, ST 21 (NFM -40%; Size -10%) [55], SM +1, Move 5/10 [0], and Domestic Animal [-30], change DR to DR 2 (Skull only -70%) [3] and drop the overall DR. The largest breeds are as big as the Buffalo described here, though still slower. Oxen are domestic cattle trained to do work, and if they are steers (not all are) can be very large, ST 27, DX 8, Move 4/8 [-5]. All of these have breeds with horns, some quite long.
ST 25 (NFM -40%, Size -20%) [60]; DX 9 [-20]; IQ 3/10 [-140/0]; HT 12 [20].
Will 12 [45/10]; Per 10 [35/0]; Basic Speed 5.25; Dodge 8; Move 9/18 [20].
Advantages: DR 1 (Tough Skin -40%) [3]*; DR 1 (Skull only -70%) [2]; Enhanced Move (Ground) 1 [20]; Horns- Striker (Impaling) [8]*; Hooves [3]*.
Disadvantages: Quadruped [-35]; Wild Animal [-30]; Short Lifespan 2 [-20]; Weak Bite [-2]; Long tail [-1]*; Herbivore [-1].
Features: SM +2 (3 hexes), 2,200lbs; Short Fur*; Early Maturation 1.
Mutation Notes: Even natural Buffalo, cattle and oxen (though not bison) sometimes have horns that qualify for Long +100%. Either gender can have horns. The tough skin DR represents a shaggy coat or thick hide, which will look quite distinctive on a human shaped mutant.
Combat: Dodge 8, Parry (Brawling/Horns) 7. DR 1, Skull 4. Horn Gore (DX: 9): Thr+1/die = 2d+4 impaling, Reach C-1. Kick w/Hooves (DX-2: 7): Thr = 2d+2 crushing, Reach C-2. Slam (DX: 9): HPxMove/100 = 2d+1 crushing, Move 9 or 4d+3 crushing, Move 18. Remember to add Overrun (Basic, p.432) damage vs SM 0 or smaller opponents! Damage = 1d+1 crushing. Also remember that thrusting attacks (such as the horns) can use Slam damage if its better. Above Move 9, use slam damage as Thr, and add +1/die for the Striker. Note: African Buffalo are renowned man-killers and are more likely than most animals to have Combat Reflexes and higher Brawling Skill. Bonus damage from brawling STACKS with Striker damage, per die, even on a Slam!
Bison, Cattle, etc: Adjust damage for ST, and note that Overrun will only occur vs SM -1 opponents. SM 0 opponents knocked prone by the Slam will be Trampled (Basic, p.404) for damage based on ST/2 Thrust crushing, +1/die for hooves.
Canines
-68 points / 27 points
Description: There are a bewildering array of canines, both wild and domestic. Below is described a Coyote, with other types summarized below.
ST 4 [-60]; DX 12 (NFM -40%) [24]; IQ 4 [-120/0]; HT 12 [20].
Will 12 [40/10]; Per 14 [50/20]; Basic Speed 6; Dodge 9; Move 11/22 [25].
Advantages: Enhanced Move (Ground) 1 [20]; Sharp Teeth [1]*; Fur [1]*; Night Vision 2 [2]; Discriminatory Smell [15].
Disadvantages: Quadruped [-35]; Wild Animal [-30]; Short Lifespan 2 [-20]; Long Bushy Tail [-1]*.
Features: SM -3, 20-40lbs. Early Maturation 1; Born Biter 2; Omnivore.
Mutation Notes:
Combat: Dodge 9, Parry N/A. DR 0. Bite (DX: 12): 1d-6 cutting, Reach C.
Wolf: ST 10 [+60], Will 11 [-5], Move 9/18 [-10], SM 0, 120lbs. DR 1 (Tough Skin -40%) [3], Temperature Tolerance (Cold) 1 [1]. +49 points.
Combat: DR 1. Bite (DX: 12): 1d-3 cutting, Reach C. Slam (DX: 12): 1d crushing/Move 9; 2d crushing/Move 18. Skills: Targeted Attack (Brawling Bite/Leg Tendon), Defaults to Brawling -5, cannot exceed Brawling -2 is common.
Fox: ST 3 [-10]; DX 13 [+12]; Basic speed 6.25; Move 8/16 [-10]; SM -4, 5-20lbs. -8 points.
Combat: Dodge 9, Parry N/A. DR 0. Bite (DX: 13): 1d-6 cutting, Reach C.
Large Dog: ST 9 [+50]; DX 11 [-12]; Will 10 [-10]; Per 12 [-10]; Basic Speed 5.75; Dodge 8; Move 10/20 [0]. SM 0, 90lbs. Chummy [-5]. +13 points.
Combat: Dodge 8, Parry N/A. DR 0. Bite (DX: 11): 1d-3 cutting, Reach C. Slam (DX: 11): 1d crushing/Move 10; 2d crushing Move 20.
Small Dog: ST 2 [-20]; DX 11 [-12]; HT 10 [-20]; Will 10 [-10]; Per 12 [-10]; Basic Speed 5.25; Dodge 8; Move 7 [-15]. SM -5, 5lbs. Chummy [-5]; No Enhanced Move (Ground) [-20]; Often only Born Biter 1 or even remove completely (Pugs, Im looking at you). -112 points
Combat: Dodge 8, Parry N/A. DR 0. Bite (DX: 11): 1d-7 cutting, Reach C.
Mongrel Dog: ST 7 [+30], DX 11 [-12]; Will 10 [-10]; Per 12 [-10]; Basic Speed 5.75; Dodge 8; Move 8/12 [-10]. SM -1, to 50lbs. Chummy [-5]; Reduce Enhanced Move (Ground) to 1/2 [-10]. -27 points.
Combat: Dodge 8, Parry N/A. DR 0. Bite (DX: 11): 1d-4 cutting, Reach C. Slam (DX: 11): 1d-1 crushing/Move 8-12;
Greyhound: As Mongrel Dog, but Move 11/22 [+15 from Mongrel]; Enhanced Move (Ground) 1/2 [+10]. -2 points from Canine template.
Combat: Slam (DX: 11): 1d+3 crushing/Move 22.
Deer (and other antlered/horned grazers)
-46 points / 59 points
Description: Medium sized grazing animal on the menu of nearly every large meat-eating animal in the world. This represents a moderate sized deer such as the white-tailed deer ubiquitous to the Americas.
ST 12 (NFM -40%, Size -10%) [10]; DX 13 (NFM -40%) [36]; IQ 3/10 [-140/0]; HT 12 [20].
Will 10 [35/0]; Per 10 [35/0]; Basic Speed 6.25; Dodge 9; Move 9/18 [15].
Advantages: Enhanced Move (Ground) 1 [20]; Hooves [3]*; Antlers- Striker (Impaling) [8]*.
Disadvantages: Quadruped [-35]; Wild Animal [-30]; Weak Bite [-2]; Short Lifespan 2 [-20]; Herbivore [-1].
Features: SM +1 (2 hexes); 200lbs; Early Maturation 1; Short Tail*.
Mutation Notes: Strictly speaking, only male deer have antlers, and then only from summer to the end of fall/early winter. Mutant deer of either gender can have them year round however. Deer who buy off NFM only have hooves on their hind legs.
Combat: Dodge 9; Parry (Brawling/Antlers) 9; DR 0. Antler Gore (DX: 13): Thr +1/die = 1d impaling, Reach C,1. Kick w/Hooves (DX-2: 11): Thr +1 = 1d crushing, Reach C,1. Bite (DX: 13): Thr-3 = 1d-4 crushing, Reach C. Slam (DX: 13): HP*Move/100 = 1d crushing/Move 9; 2d+1 crushing/Move 18. Can substitute Slam damage for Thr in Antler Gore. Trample damage is 1d-3 crushing.
Elk: ST 17 [+25]; DX 12 [-12]; Basic Speed 6.00; Move 8/16 [-5]; SM +1 (2 hexes); 700 lbs. DR 1 (Tough Skin -40%) [3]*; Antlers have Long +100% and Large Striker 3 [+8]. +19 points.
Combat: Dodge 9, Parry (Brawling/Antlers) 9. DR 1. Antler Gore (DX: 12): Thr+1 = 1d+3 impaling, Reach C-2. Kick (DX-2: 10): Thr = 1d+2 crushing, Reach C,1. Bite (DX: 12): Thr-3 = 1d-1 crushing, Reach C. Slam (DX: 12): 1d+1 crushing/Move 8; 2d+2 crushing/Move 16. Antlers are treated as weighing 27lbs if parried/parrying. Trample damage is 1d-1 crushing.
Moose: ST 23 [+55]; DX 11 [-24]; Basic Speed 5.75; Dodge 8; Move 8/16 [+0]; SM +1 (3 hexes); 1,500lbs. DR 1 (Tough Skin -40%) [3]*; Antlers have Long +100% and Large Striker 3 [+8]. +42 points.
Combat: Dodge 8, Parry (Brawling/Antlers) 8. DR 1. Antler Gore (DX: 11): Thr+1 = 2d+3 impaling, Reach C-2. Kick w/Hooves (DX-2: 9): Thr = 2d+1 crushing, Reach C,1. Bite (DX: 11): Thr -1, -2/die = 2d-4 crushing, Reach C. Slam: 2d-1 crushing/Move 8; 3d+2 crushing/Move 16. Trample damage is 1d crushing. Antlers weight 37lbs.
Small Deer: ST 8 - 10 [-30 to -10]; SM +0; up to 100lbs; -30 to -10 points.
Combat: as Deer but -2 to damage.
Sheep: DX 11 [-24]; Will 9 [-5]; Basic Speed 5.75; Dodge 8; Move 7/14 [-5]; SM +0 (2 Hexes); 100-200lbs. Horns are Crushing Strikers [-3]; Gregarious [-10]. Male sheep can be much bigger, ST 14 [+10] and 350lbs. -47 points/-37 points.
Combat: Dodge 8, Parry (Brawling/Horns) 9. DR 0. Head Butt (DX: 11): Thr+1 = 1d crushing, Reach C. Kick (DX-2: 9): Thr = 1d-1 crushing, Reach C,1. Bite (DX: 11): Thr -3 = 1d-4 crushing. Slam (DX: 11): 1d-1 crushing/Move 7; 2d-1 crushing/Move 14. Male sheep add +1 damage.
Wild Sheep: As for Deer, but Horns are Crushing Strikers [-3]; Chummy [-5]; Male wild sheep are similar in size to their domestic cousins, ST 14 [+10]. -8 points / +2 points.
Combat: As deer. Head Butt (DX: 12): Thr+1 = 1d crushing, Reach C.
Goats: Generally as deer or small deer. Mutant goats (and possibly natural goats) can purchase Cast Iron Stomach.
Antelope: Antelope range in size from Moose to Small Deer (and even smaller). Use those stats, but horns are always Impaling. The fastest Antelopes qualify for Enhanced Move 1.5 [+10], giving them Move 9/27.
Elephant
227 points / 292 points
Description: The Asian Elephant is a large, intelligent herbivore with a dextrous trunk, large ears, and a stocky body covered in thick gray hide, long domesticated by humans. The African Elephant is larger, up to ST 60 [350]; SM +3, 25,000+ lbs and are especially likely to have Long Strikers.
ST 45 (Size -30%) [245]; DX 12 [40]; IQ 5/10 [-100/0]; HT 12 [20].
Will 10 [25/0]; Per 10 [25/0]; Basic Speed 4 [-40]; Dodge 7; Move 4/8 [0].
Advantages: Enhanced Move (Ground) 1 [20]; Tusks -Striker (Impaling) [8]*; DR 4 (Tough Skin -40%) [12]*; Peripheral Vision [15]*; Trunk- Modifies remaining Arm (Extra-Flexible +50%; Long +1 SM +100%) [15]*; Subsonic Speech [10];
Disadvantages: Quadruped (Remove No Fine Manipulators) [-5]; Domestic or Wild Animal [-30]; One Arm [-20]; Ham-Fisted 1 [-5]; Weak Bite [-2]; Herbivore [-1].
Features: SM +3 (10 hexes); 12,000+lbs; Huge ears (-0 to target); Large Striker (Tusks) 3; Short Tail*;
Mutation Notes: There is some evidence to support another half level of Enhanced Move even in non-mutant elephants. Older elephants can purchase Long +100% for their tusks, and qualify for several more levels of Large Striker. Natural and Mutant Elephants can buy Arm ST (Trunk) up to +3, and Mutant Elephants could buy up to Weak 1/2 (remember to adjust the cost of ST if you do).
Combat: Dodge 7, Parry (Brawling Tusks or Trunk) 9. DR 4. Tusk Gore (DX: 12): Thr+1/die = 5d+5 impaling, Reach C-3. Trunk Flail (DX: 12): Thr-1 = 5d-1 cr, Reach C-4. Bite (DX: 12): Thr -1, -2/die = 2d-1 crushing, Reach C,1. Slam (DX: 12): 2d-1 crushing/Move 4; 3d+2 crushing/Move 8. Overrun (SM +1 or smaller): 2d+1 crushing. Tusks weigh 36 lbs.
African Elephant Combat: As Elephant, but Tusk Gore (DX: 12): Thr+1/die = 7d+6 impaling/Reach C-4. Trunk Flail (DX: 12): Thr-1 = 7d-2 cr/Reach C-4. Slam (DX: 12): 2d+1 crushing/Move 4; 5d-1 crushing/Move 8. Overrun damage: 3d crushing. Tusks weigh 96 lbs.
Combat Note: Rogue bulls are rightly feared man-killers, happily stomping humans into red paste, and are more likely to have Combat Reflexes and higher Brawling (and Stealth!) than other animals. Update: Further research suggests considerable loads can be carried by the trunk, well within a 2xBL for full body ST. Buy an elephant's ST without NFM!
Felines
14 points / 109 points
Description: This describes a cougar, common to North America, also called a mountain lion, puma, and panther. Larger and smaller cats are described below.
ST 12 (NFM -40%) [12]; DX 14 (NFM -40%) [48]; IQ 4/10 [-120/0]; HT 11 [10].
Will 11 [35/5]; Per 12 [40/10]; Basic Speed 6.25; Dodge 10; Move 10/20 [20].
Advantages: Enhanced Move (Ground) 1 [20]; Night Vision 5 [5]*; Catfall [10]; Combat Reflexes [15]; Sharp Claws (Low Signature +10%) [6]*; Sharp Teeth [1]*;
Disadvantages: Quadruped [-35]; Wild Animal [-30]; Short Lifespan 2 [-20]; Long Tail [-1]; Restricted Diet (Fresh Meat, Substitution) [-5]
Features: SM +0; 150lbs; Early Maturation 1; Born Biter 1.
Skills: Brawling/Kicking +2 [3]
Mutation Notes: Retractable claws only count as a distinguishing feature if noticed, low signature makes that harder.
Combat: Dodge 10, Parry N/A. DR 0. Kick w/Claws (Kicking: 14): Thr = 1d-1 cutting, Reach C,1. Bite (DX: 14): Thr -1 = 1d-2 cutting, Reach C. Pounce (DX+4: 18): 1d+1 crushing/Move 10; 2d+1 crushing/Move 20. DX roll to stay on feet. Subtract 5 yards velocity from opponents Slam damage calculation, and successful DX roll halves this damage (from Catfall).
Notes: Cougars occasionally prey on humans, and man-eaters are good candidates for higher brawling, stealth, and Targeted Attack (Brawling/Bite- Neck) technique...
Leopard: 200lbs, otherwise the same as above.
Jaguar: ST 13 [+6]; Move 10/15 [0]; 300lbs; Enhanced Move 0.5 [-10]. Targeted Attack (Brawling Bite/Skull) +4 [5]. +1 points.
Combat: Generally +1 damage. Pounce: 1d+1 crushing/Move 10; 2d crushing/Move 15. Generally pounce and try to pierce their preys brain....
Lion: ST 16 (Size -10%) [+18]; DX 13 [-12]; Basic Speed 6; Move 10/15 [0]; SM +1 (2 hexes). 400lbs Enhanced Move 0.5 [-10]; DR 1 (Tough Skin -40%) [3]; Temperature Tolerance 1 [1]; Penetrating Voice [1]; Laziness [-10]. -9 points. A male lion with a mane (not all have em) buys DR 1 (Neck and Torso Front only -10%; Flexible -20%) [4].
Combat: Dodge 10, Parry N/A. DR 1 (Males: 2 Neck/Torso Front). Kick w/Claws (Kicking: 13): Thr = 1d+1 cutting, Reach C,1. Bite (DX: 13): Thr -1 = 1d cutting, Reach C. Pounce: 1d+2 crushing/Move 10; 2d+1 crushing/Move 15. Older males especially likely to have increased Brawling (from fighting other males). Old man-eaters generally have higher stealth and a penchant for long pork.
Tiger: ST 17 (Size -10%) [+23]; DX 13 [-12]; Basic Speed 6; Move 10/15 [0]; SM +1 (2 hexes); 500lbs. Enhanced Move 0.5 [-10]; DR 1 (Tough Skin -40%) [3]; Temperature Tolerance 1 [1]; +5 points.
Combat: Dodge 10, Parry N/A. DR 1. Kick w/Claws (Kicking: 13): Thr = 1d+2 cutting, Reach C, 1. Bite (DX: 13): Thr -1 = 1d+1 cutting, Reach C. Pounce: 2d-1 crushing/Move 10; 2d+2 crushing/Move 15.
House or Wild Cat: ST 4 [-82]; HT 10 [-10]; Basic Speed 6; Move 10/15 [0]; SM -3; 10lbs for house, 15lbs for wild. Enhanced Move 0.5 [-10]; -102 points.
Combat: Dodge 10, Parry N/A. DR 0. Kick w/Claws (Kicking: 14): Thr = 1d-5 cutting, Reach C. Bite (DX: 14): Thr -1 = 1d-6 cutting, Reach C. Pounce: 1d-4 crushing/Move 10; 1d-2 crushing/Move 15. Generally wont make full speed pounces against larger opponents, even with Catfall.
Lynx/Bobcat: ST 7 [-42]; Move 10/15 [0]; SM -1; 60lbs. Enhanced Move 0.5 [-10]. -52 points.
Combat: As Wild Cat, but damage +2, Pounce: 1d-2 crushing/Move 10; 1d crushing/Move 15.
Cheetah: ST 10 [-12]; HT 10 [-10]; Basic Speed 6.00 [0]; Dodge 10; Move 24/36 [+70]; SM +0; 130lbs. Enhanced Move (Ground) 0.5 [-10]; No Low Sig on Claws [-1]; No Night vision 5 [-5]; +22 points.
Combat: As cougar, but -1 damage. Pounce: 2d+1 crushing/Move 24; 3d+2 crushing/Move 36.
Frog
-224 points / -99 points
Description: Small amphibians characterized by a short body, hind legs adapted for jumping, and protruding eyes. Some frogs have webbed feet (what is most readily called a frog), others are adapted to the land and lack webbing (often called toads). The below is for a bull frog.
ST 1 [-90]; DX 12 (NFM -40%) [24]; IQ 2/10 [-160/0]; HT 10 [0]
Will 10 [40/0]; Per 10 [40/0]; Basic Speed 5.50; Dodge 8; Move (Ground) 1 [-20]; Move (Jumping) 2; Move (Water) 2 [5].
Advantages: Super Jump 1 [10]* (Max vertical jump 1 foot standing. Max Horizontal jump 6 feet.); Amphibious [10]*; Doesn't Breath (Oxygen Absorption -25%; Nuisance Effect: Skin DOES absorb poison gasses, etc -50%) [5]*; Tongue- Striker (Crushing; Long +100%; Extra Flexible +50%; Weak -50%; Cannot Parry -40%; Limited Arc- Front -40%; Switchable +10%) [7]; Binding 1 (Follow-up, Tongue +0%; One-Shot -10%) [2].
Disadvantages: Wild Animal [-30]; Quadruped [-35]; Weak Bite [-2]; Short Lifespan 3 [-30];
Features: SM -6; to 2 lbs; Born Biter 3*; Omnivore.
Mutation Notes: Natural Frogs are slow largely because they are small. Mutant Frogs should buy up Move as they increase their size (A SM -2 or larger frog has Move (both Ground and Water) equal to Basic Speed). Super Jump remains unchanged. Increase Binding level to match your frogs ST, at 1.9 points per level. Mutant Frogs can buy another level of Long for their tongue. A tongue attack rolls DX (or Brawling) to hit, does Thr cr damage, and immediately inflicts the Binding on the target if it hits (thus grappling him). Natural frogs then either leap to targets that are over 1/2 their tongues ST, or drag weaker opponents to them (see p. 371, "Other Actions"). They then add their forelimbs and mouth to the grapple (the bite does normal damage for a Weak Bite), and use Born Biter 3 to attempt to swallow their prey whole (effectively a standing pin with the mouth, allowed by Born Biter 3, see Martial Arts, p.115) who if they are not dead already then suffocate if they cannot break free.
Combat: Dodge 8, Parry N/A. DR 0. Tongue Strike (DX: 12): Thr = 1d-6 crushing, Reach C, ST 1 Binding follow-up. Bite (DX: 12): Thr -1, -2/die = 1d-9 crushing, Reach C. Slam: STxSuper Jump Move/100.
Hippopotamus
56 points / 131 points
Description: Giant barrel shaped herbivores, huge jaws, a nasty temper and a vicious bite. While they spend most of their lives in water, Hippos are not much for swimming, and cannot float (generally running along the ground underwater).
ST 32 (NFM -40%; Size -20%) [88]; DX 10 [0]; IQ 4/10 [-120/0]; HT 12 [20].
Will 13 [45/15]; Per 10 [30/0]; Basic Speed 5.50; Dodge 8; Move (Ground) 5/10 [0]; Move (Water) 3 [10].
Advantages: DR 4 (Tough Skin -40%) [12]*; Enhanced Move (Ground) 1 [20]; Peripheral Vision [15]*; Teeth- Striker (Impaling) [8]; Natural Sunscreen [1]*; Doesn't Breath (Holds Breath 6x -70%; No immunity to bends -10%) [4].
Disadvantages: Cannot Float [-1]; Wild Animal [-30]; Quadruped [-35]; Bad Temper (12) [-10]; Herbivore [-1].
Features: SM +2 (7 hexes), to 4,000lbs; Born Biter 2*; Early Maturation 2; Short Tail.
Mutation Notes: The Natural Sunscreen is a nasty looking red "sweat" that seeps from the hippos pores, providing protection from sunburn. The fact that it makes a hippo look like it is sweating blood (its called "Blood Sweat", even though it is neither blood nor sweat) is what qualifies it as an unnatural feature in a more human looking hippo.
Combat: Dodge 8, Parry (Brawling/Tusks) 8. DR 4. Tusk Bite (DX: 10): Thr+1/die = 3d+5 impaling, Reach C-1. Note: This combines the Striker and the Bite, a successful hit lets the Hippo Grapple as for a Bite. Slam: 1d+2 crushing/Move 5; 3d+1 crushing/Move 10. Trample damage: 1d+1 crushing.
Combat Notes: Widely feared in Africa, but not particularly likely to have combat reflexes or improved brawling. Just bad temper and being big is sufficient...
Kangaroo
-1 points / 104 points.
Description: Large hind feet with rear legs built like clasp springs, smaller forelegs, a small head with large ears, and with females having a pouch, Kangaroos are endemic to Australia and some surrounding islands. They come in all sizes, this one describes the common grey or red kangaroos (essentially the same.) There are many smaller macropods, all the way down to ST 1, SM -5.
ST 12 [20]; DX 12 [40]; IQ 3/10 [-140/0]; HT 11 [10].
Will 10 [35/0]; Per 12 [45/10]; Basic Speed 5.75; Dodge 8; Move (Ground) 6 [5]; Move (Jumping) 11.
Advantages: Peripheral Vision [15]*; Tail -Striker (Crushing; Cannot Parry -40%; Clumsy -20%; Limited Arc- Rear -40%; Weak -50%) [1]*; Super Jump 2.5 [25]*; Can Jump without using Forelegs [1]; Fit [5]; Blunt Claws [3]*; Leg ST +5 [25].
Disadvantages: Bad Grip 2 [-10]; Wild Animal [-30]; Short Lifespan 2 [-20]; Herbivore [-1]; Semi-Upright [-5];
Features: SM 0; to 200lbs. Early Maturation 1; Short Fur*.
Mutation Notes: Mutant Kangaroos should improve jumping by increasing Basic Move rather than buying more levels of Super Jump.
Combat: Dodge 8, Parry (Brawling/Arm) 9. DR 0. Punch w/Claws (DX: 12): Thr = 1d-1 crushing, Reach C. Kick w/Claws (DX-2: 10): Thr+1/die = 1d+3 crushing, Reach C,1. Tail Slap (DX: 12): Thr = 1d-1 crushing, Reach C. Slam: 1d-2 crushing/Move 6; 1d+1 crushing/Move 11.
Combat Notes: Males are likely to pick up increased Brawling and the Kicking technique from fighting other males. No, the natural animal never has Boxing...
Lizards
-163 points / -74 points
Description: Cold blooded, with scaly hides and long snouts. This description is for a rather generic small lizard, such as an Iguana.
ST 3 [-70]; DX 12 (NFM -40%) [24]; IQ 2/10 [-160/0]; HT 12 [20].
Will 10 [40/0]; Per 10 [40/0]; Basic Speed 6.00; Dodge 9; Move 6/12 [0].
Advantages: Sharp Teeth [1]*; Sharp Claws [5]*; Tail -Striker (Crushing; Cannot Parry -40%; Clumsy -20%; Limited Arc- Rear -40%; Weak -50%) [1]*; Scales [1]*; Enhanced Move (Ground) 1 [20].
Disadvantages: Cold Blooded (65deg) [-10]; Wild Animal [-30]; Quadruped [-35]; Short Lifespan 1 [-10].
Features: SM -4; to 20lbs. Omnivore; Early Maturation 2; Born Biter 3.
Mutation Notes: SM -2 or larger Lizards can use their Scales to qualify for DR (Flexible -20%). Buy up to DR 3 at SM +1. Large lizards can purchase DR (Semi-Ablative) in the same way as Alligators.
Combat: Dodge 9, Parry N/A. DR 0. Kick w/ Claws (DX-2: 10): Thr = 1d-5 cutting, Reach C. Bite (DX: 12): Thr -1 = 1d-6 cutting, Reach C. Tail Slap (DX: 12): Thr = 1d-5 crushing, Reach C.
Chameleon: Same size. Move 6 [0]. Add 360deg Vision (Easy to Hit Eyes -20%) [20]; Enhanced Tracking 1 [5]; Tongue- Striker (Crushing; Long 2 +200%; Extra Flexible +50%; Weak -50%; Cannot Parry -40%; Switchable +10%) [14]; Binding 3 (Follow-up, Tongue +0%; One-Shot -10%) [6]; Ultravision [10]; Chameleon 4 [20]; Acute Vision 2 [4]. Remove the Striker tail, add Tail -Extra Arm (Extra-Flexible +50%; Long +100%; Weak 1/2 -25%) [+23]. Remove Enhanced Move (Ground) 1 [-20]. +82 points.
Mutation Notes: Increase Binding as for Frogs.
Combat: Per Lizards, but Tail Slap: 1d-6 crushing. Tongue Strike: 1d-6 crushing, Reach C, 1. Follow up Binding.
Goanna: Larger, ST 5 [+20], SM -2, to 40 lbs. Have a weak poison in their bite: Toxic Attack 1pt (Follow up- Bite+0%; Symptoms, 1/3 HPs Severe Pain +120%) [3]. Are big enough to add DR 1 (Flexible +20%) [+4]. Carnivore [-1]. +26 points.
Combat: Per Lizard but DR 1. +1 damage, 1pt Toxic Damage follow up to bite.
Monitor Lizard: Basically like the Goanna. Water monitors have Doesn't Breath (Holds Breath 6x -70%; No immunity to bends -10%) [4]. Water Monitors are +30 points from lizards.
Komodo Dragon: The largest of the lizards still living: ST 11 (NFM -40%) [+76]; Move 6/9 [0]; SM 0, to 200lbs. Add Toxic Attack 1pt (Follow up- Bite+0%; Symptoms, 1/3 HPs Severe Pain +120%) [+3]; DR 3 (Flexible +20%) [+12]. Reduce Enhanced Move to 0.5 [-10], add Carnivore [-1]. +80 points.
Combat: Dodge 9, Parry N/A. DR 3. Kick w/ Claws (DX-2: 10): Thr = 1d-1 cutting, Reach C, 1. Bite (DX: 12): Thr -1 = 1d-2 cutting, Reach C, Follow up 1pt Toxic attack.
Marten & Mink
-105 points / 28 points
As a badger, but DX 14 (NFM -40%) [+12] and remove Burrower and Tunneling [-22], and add Long Tail [-1].
Combat: Dodge 9, Parry N/A. DR 0. Kick w/Claws (DX-2: 12): Thr = 1d-4 cutting, Reach C. Bite (DX: 12): Thr -1 = 1d-5 cutting, Reach C.
Mammals (Small)
-262 points / -140 points
Description: Representing the various tiny prey species scurrying about, from moles, voles, to mice and shrews.
ST 0.1 [-100]; DX 12 (NFM -40%) [24]; IQ 3/10 [-140/0]; HT 10 [0].
Will 10 [35/0]; Per 10 [35/0]; Basic Speed 5.50; Dodge 8; Move 1 [-20].
Advantages: Sharp Teeth [1]*; Night Vision 5 [5]*; Fur [1]*.
Disadvantages: Wild Animal [-30]; Quadruped [-35]; Short Lifespan 4 [-40]; Long tail [-1].
Features: SM -8; to 1 ounce; Early Maturation 3 (45 days!).
Mutation Notes: Moles and other diggers add Burrower [1]*; Tunneling (Move 1; Takes Extra Time, 16 Sec -40%) [21], with the same options as the Aardvark, above. Move is low only because they are small, increase Move up to Basic Speed as size approaches SM -2.
Combat: Right... Dodge 8, Parry N/A. DR 0. No effective attacks, but larger versions get a Bite (DX: 12): Thr -1 cutting, Reach C.
Cotton Tail Rabbit: Larger: ST 2 [+20]; Per 12 [+10]; SM -5, to 5 lbs. Move 6/12 [+25]; Add Enhanced Move 1 [+20]; Change tail to Short Tail [+1]. +76 points.
Combat: As Mammal
Hare/Jackrabbit: Larger still: ST 3 [+30]; Per 12 [+10]; SM -5, to 5 lbs. Move 11/22 [+50]; Add Enhanced Move 1 [+20] and Acute Hearing 2 [4]; Change Tail to Short Tail [+1]. +115 points.
Combat: As Mammal, but Bite (DX: 12): Thr -1 = 1d-6 cutting, Reach C. Slam: 1d-4 crushing/Move 11; 1d-2 crushing/Move 22. Will only rarely DELIBERATELY slam a larger opponent.
Brown Rat: ST 2 [+20]; SM -5, to 2 lbs. Move 4 [+15]; Burrower [+1]*. +26 points. Splinter was a mutant brown rat (he had superior IQ and DX) even before his further mutation from the ooze that affected the TMNT.
Monkey
Basically similar to Apes, but smaller (Rhesus monkeys are SM -4 and ST 2), lack the DR and Arm ST increase, and have a Prehensile Tail -Extra Arm (Extra-Flexible +50%; Long +100%; Weak 1/2 ST -25% ) [23]. As a natural monkey or mutant monkeys size rises to match a chimpanzees, increase Arm ST to match, and make DR available again.
Octopus
150 points / 270 points
Description: Eight armed boneless aquatic creatures, Octopuses are probably the most intelligent invertebrates. Below represents a typical Giant Pacific Octopus.
ST 7 [-30]; DX 12 [40]; IQ 4/10 [-120/0]; HT 10 [20].
Will 10 [30/0]; Per 12 [40/10]; Basic Speed 5.50. Dodge 8; Move (Ground, crawling only) 2 [-15]; Move (Water) 7 [10].
Advantages: Amphibious [10]; Chameleon 2 [20]; Doesn't Breath (Holds Breath 50x -40%) [12]; Double Jointed [15]; Extra Arms (6; Extra-Flexible, +50%; Temp Disad: Two less legs per pair -5%; Nuisance Effect: Can only Crawl -5%) [84]*; Extra Legs (8 legs) [15]; Original Arms (2; Extra Flexible +50%; Temp Disad: Two less legs -5%; Nuisance Effect: Can only Crawl -5%) [8]*; No Neck [5]; Ink Cloud: Obscure 4 (Smell; Ink; Drifting +20%; Takes Recharge (15 seconds) -20%; Link, Obscure Vision, +10%; Only in Water or Zero-G -30%; Persistent +40%) [10]; Obscure 10 (Vision; Ink; Drifting +20%; Takes Recharge (15 seconds) -20%; Link, Obscure Smell +10%; Only in Water or Zero-G -30%; Persistent +40%) [24]; Peripheral Vision [15]; Regrowth (Arms Only -50%) [20]; Sharp Beak [1]*; Stretching 1 [6].
Disadvantages: Carnivore [-1]; Cold Blooded (50 deg) [-5]*; Ham-Fisted 1 [-5]; Short Lifespan 4 (See notes) [-40]; Wild Animal [-30]; No skull [-3].
Features: SM +1; to 35 lbs. Doesn't Breath (Gills); Early Maturation 1.
Notes: Octopuses move on land by crawling, here represented by buying Ground Move down to 2 and taking the temp disad on their arms with a nuisance effect. This should be treated in all ways as if the Octopus, while on land, was in the crawling posture (a penalty to be hit by ranged attacks, penalty to defense for being lower than opponent in melee, etc). An Octopus can only crawl, lie prone (face up or face down), or sit on land, it cannot crouch, kneel, or stand.
Octopuses are "invertebrates" in the biological sense, but are not particularly weak, and so do NOT have Invertebrate [-20]. Instead, they have Double Jointed. Octopuses have 8 arm hit locations, struck at +0 for the group or -1 for an individual arm and take over HP/8 to cripple, a Torso hit location (with vitals) struck at -2, and a Head hit location (with face, eyes, and brain) that is not protected by a skull. Octopus arms are long enough to be Long +2 SM, but to actually hold something and swing it, a considerable length of tentacle has to be wrapped around the weapon, reducing effective length to +1 SM. Stretching is used to represent them extending to full reach. See Basic P.54 for the effects on ground move for using less than all 8 arms as legs when crawling.
The two Doesn't Breath advantages/features represent the fact that octopuses breath water, but can hold their breath out of water for a considerable period of time. Octopuses live only for a few years, but this is mostly because breeding causes them to die. Octopuses who have been neutered/spayed live considerably longer, and continue to grow.
All Octopuses are venomous, however only the tiny (ST 0.1) blue-ringed octopus has a venom effective on humans: Affliction 1 (HT; Choking and Paralysis +200%; Cyclic 1 minute, 4 cycles, Resistible, (Non-damaging and non-cumulative -50%), +40%; Extended Duration, 300x, +100%; Follow Up, Sharp Beak +0%; Low Signature +10%; Onset, 1 minute, -10%) [44]. The "non-damaging and non-cumulative" limitation on Cyclic represents the fact that the venom does not cause damage or accumulate HT roll penalties. It just forces another HT roll against the Affliction. The combination of Choking and Paralysis was set to be the same as Coma, as choking is easier to treat and paralysis allows the Concentrate maneuver, where Coma does not. Various genre of octopus can increase their levels of Chameleon, some to very high levels.
Mutation Notes: Apocryphal evidence suggests octopuses can grow VERY large. ST 17 (Size -10%) [+93], SM +1, to 600lbs and increasing arms to Long +3 SM [+160] have been rumored in perfectly natural animals. Something that large would qualify for DR 1 (Tough Skin -40%) [+3]. Mutant Octopuses can upgrade their venom, either by taking the Blue Ringed Octopuses venom or selecting one from the venomous snakes. They can also buy off the nuisance effect on their arms, and thus then buy up Ground Move, to represent a fully land adjusted octopus. An air breathing octopus has Doesn't Breath (Gills -50% OR Holds Breath 50x -40%: -20%) [16], and can breath either air, water or hold his breath for a considerable period of time in the absence of both. Mutant (and likely natural) Octopuses can buy up to Extra Attack 7, one for each additional arm.
Combat: Dodge 8, Parry (Brawling/Arms) 9. DR 0. Punch (DX: 12): Thr -1 = 1d-4 crushing, Reach C (1 with stretching). Bite (DX: 12): Thr-1 = 1d-4 pi+, Reach C. Ink Cloud: -10 vision, -4 smell, water or zero-g only, once per 15 seconds, cloud drifts with currents/winds. Grappling(DX: 12): +2 per arm after 2 to hit and to choke/strangle, the octopuses preferred attack (yes, in real life! They grapple and bite food, grapple and choke other octopuses).
Squid: Generally of similar size to Octopuses, delete Regrowth [-20]; add two more arms (Extra-flexible +50%; Long +2 SM +200%) [90], add Blunt Claws [+3]. +73 points.
Combat: As Octopus, but Punch w/Claws (DX: 12): Thr = 1d-3 crushing, Reach C. Reach C-2 for the two long arms, +1 reach with stretching.
Colossal Squid: Get VERY large: ST 20 (Size -20%) [+110]; SM +2, to 1,100 lbs. Add +1 DR (Tough Skin -40%) [+3], and increase Arms to Long +6 SM, +9 SM for the 9th and 10th arm: [+560]; increase Claws to Sharp Claws [+2]; add Pressure Support 2 [10]. +685 points.
Combat: As Squid, but DR 1, damage is 2d-2 cutting for Punch, 2d-2 pi+ for Bite. Reach is C-8, C-11 for the 2 long arms.
Opossum
-43 points from House Cat
Use the House Cat stats, but are HT 14 [+30]; Basic Speed 5 [-20]; Basic Move 3 [-45] add a Prehensile Tail (as Monkey above) [23], remove Restricted Diet [+5] and add Reduced Consumption 2 (Cast Iron Stomach -50%; Food Only -50%) [+1]; Metabolism Control 2 (Hibernation, only for a few hours, triggered by threats -70%; Temp Disad (Bad Smell) -10%) [2]. Remove Combat Reflexes, Low Sig on claws, Kicking technique and Enhanced Move [-43].
Combat: Dodge 8, Parry (Brawling/Tail) 10. DR 0. Kick w/Claws (DX-2: 12): Thr = 1d-5 cutting, Reach C. Bite (DX: 14): Thr -1 = 1d-6 cutting, Reach C. Only a sapient opossum with training would ever actually parry with its tail.
Platypus
-162 points / -67 points
Description: This unusual animal is a venomous, egg-laying, duck-billed, beaver-tailed, otter footed, fur bearing mammal.
ST 2 [-80]; DX 12 (NFM -40%) [24]; IQ 4/10 [-120/0]; HT 11 [10].
Will 10 [30/0]; Per 10 [30/0]; Basic Speed 5.75; Move (Ground) 2 [-15]; Move (Water) 2/3 [0].
Advantages: Sharp Claws [5]*; Venom 2 pts (Follow up, Claws (spur) +0%; Cyclic, 1 day, 8 cycles, Resistible +35%; Resistible, HT -4 -10%; Symptoms, 1/3 HP, Severe Pain +120%) [6]; Detect (Electrical Fields; Precise +100%) [20]*; Fur [1]*; Webbed Feet (Enhanced Move (Water) 0.5) [10]; Doesn't Breath (Holds Breath 6x -70%; No immunity to bends -10%) [4]; Tail -Striker (Crushing; Cannot Parry -40%; Clumsy -20%; Limited Arc- Rear -40%; Weak -50%) [1]*.
Disadvantages: Wild Animal [-30]; Quadruped [-35]; Short Lifespan 2 [-20]; Weak Bite [-2] Carnivore [-1].
Features: SM -4; to 5lbs. Early Maturation 1.
Mutation Notes: Larger mutant platypuses will have more damaging venom, roughly double damage for each +2 SM. Only males have venom in nature, but both genders of mutant platypuses can have venom. Platypuses are slow on ground largely because they are small, increase both Ground and base Water move up to Basic Speed -1 at SM -2.
Combat: Dodge 8, Parry N/A. DR 0. Kick w/Spur (DX-2: 10): Thr = 1d-6 cutting, Reach C and Venom Followup. Nibble (DX: 12): Thr -1, -2/die = 1d-8 crushing, Reach 2. Tail Slap (DX-1: 11): Thr = 1d-6 crushing, Reach C.
Porcupine
-157 points / -77 points
Description: Large slow rodents covered in a fringe of white tipped sharp quills. Eats tree leaves and buds, and is an avid tree climber. Often falls from trees however as it is tempted by buds too far out on limbs that cannot support its weight.
ST 5 [-50]; DX 10 [0]; IQ 4/10 [-120/0]; HT 12 [20].
Will 12 [40/10]; Per 10 [30/0]; Basic Speed 5.50; Dodge 8; Move (Ground): 4 [-5];
Advantages: Blunt Claws [3]*; Quills- Innate Attack 2pts (Small Piercing; Melee Attack -30%; Aura +80%; Always On -20%; Cyclic, 1 day, 10 cycles, Surgery/Veterinarian roll to remove +90%; No Blunt Trauma -20%; Cosmic: Works its way though DR (Tough Skin -40%) +180%; Symptoms at 1/3 HP, Terrible Pain +180%) [9]; Tail -Striker (Crushing; Cannot Parry -40%; Clumsy -20%; Limited Arc- Rear -40%; Weak -50%) [1]*; Fur [1]*.
Disadvantages: Wild Animal [-30]; Quadruped [-35]; Herbivore [-1]; Short Lifespan 2 [-20].
Features: SM -2; up to 30 lbs. Early Maturation 1.
Mutation Notes: Quills are not shot or flung in the natural animal, and the Innate Attack damage represents a full face or paw full of needles. A larger porcupines quills could qualify for more damage, either through larger quills (Impaling damage after SM 1 or larger) or more quills. A smart porcupine might learn to whip his tail or pluck quills and throw them as darts. Procupines have tens of thousands of quills and they regrow quickly, GM's should be generous with "ammo". A typical defensive move is to turn so that the tail faces the opponent and slap them with it, thus inflicting the aura damage.
Combat: Dodge 8, Parry N/A. DR 0. Kick w/Claws (DX-2: 8): Thr+1 = 1d-3 crushing, Reach C. Bite (DX: 10): Thr -1 = 1d-5 crushing, Reach C. Tail Slap (DX-1: 9): Thr = 1d-4 crushing, Reach C with Quills follow up.
Quill Dart (Thrown Weapon (Shuriken), DX -4 or Throwing -2)
TL Weapon Damage Acc Range Weight ROF Shots Cost ST Bulk Notes
0 Quill Dart 1d-3 pi- 1 x0.5/x1 0.05 1 T(1) $0 5 0 Cyclic and Symptoms
Larger Darts from larger porcupines increase damage proportionate to their innate attack. SM+1 Porcupine quills are as long as daggers and can switch to impaling damage. SM +7 porcupines would have quills as long as SM+0 spears, throw them as such.
Riding Animals
-41 points / 44 points
Description: This base description applies for an ordinary riding horse (a Saddle Horse). GURPS stats for several other riding animals are very similar, the difference for which are summarized below.
ST 21 (NFM -40%; Size -10%) [55]; DX 9 [-20]; IQ 3/10 [-140/0]; HT 11 [10].
Will 10 [35/0]; Per 12 [45/10]; Basic Speed 5.00; Dodge 8; Move 6/12 [5].
Advantages: Enhanced Move (Ground) 1 [20]; Hooves [3]*; Peripheral Vision [15]*;
Disadvantages: Domestic Animal [-30]; Quadruped [-35]; Weak Bite [-2]; Long hair tail [-1]*; Herbivore [-1].
Features: SM +1 (3 hexes); 1,200lbs
Mutation Notes: Mutants that buy off No Fine Manipulators have hooves only on their feet.
Combat: Dodge 8, Parry N/A. DR 0. Kick w/Hooves (DX-2: 7): Thr = 2d crushing, Reach C,1. Bite (DX: 9): Thr -1, -2/die = 2d-5 crushing, Reach C. Slam (DX: 9): 1d+1 crushing/Move 6; 2d+2/Move 12. Trample: 1d-1 crushing.
Combat Notes: Stallions are very likely to have high Brawling skill and the Kicking technique.
Camel: ST 22 [+5]; HT 12 [+10]; Will 11 [+5]; Move 7/14 [+5]; 1,400lbs. Reduced Consumption (water only) 3 [3]; Bad Temper (12) [-10]; Stubbornness [-5]. +13 points.
Combat: As Saddle Horse. Slam damage is 1d+2/Move 7; 3d/Move 14. Trample: 1d crushing
Cavalry Horse: ST 22 [+5]; Will 11 [+5]; Dodge 9; Move 8/16 [+10]; 1,400lbs; Combat Reflexes [15]. Brawling DX+1-10 [2]; Kicking+2 [3]. +39 points.
Combat: Dodge 9, Parry N/A. DR 0. Kick w/Hooves (Kicking: 10): 2d crushing, Reach C, 1. Bite (Brawling: 10): Thr -1, -2/die = 2d-5 crushing, Reach C. Slam (Brawling: 10): 2d-1 crushing/Move 8; 3d+2 crushing/Move 16. Trample: 1d crushing.
Donkey: ST 15 [-30]; DX 10 [+20]; Will 11 [+5]; Move 5/8 [-5], 500lbs. Enhanced Move (Ground) 1/2 [-10]. -20 points.
Combat: Dodge 8, Parry N/A. DR 0. Kick w/Hooves (DX-2: 8): Thr = 1d+1 crushing, Reach C,1. Bite (DX: 10): Thr -1, -2/die = 1d-2 crushing, Reach C. Slam (DX: 10): 1d-2 crushing/Move 5; 1d+1 crushing/Move 8. Trample: 1d-2 crushing.
Draft Horse: ST 25 [+20]; HT 12 [+10]; Per 11 [-5]; 2,000lbs. +30 points.
Combat: As Saddle Horse, but +2 damage. Slam: 1d+2 crushing/Move 6; 3d crushing/Move 12. Trample: 1d crushing.
Heavy Warhorse: ST 24 [+15]; HT 12 [+10]; Will 11 [+5]; Dodge 9; Move 7/14 [+5], 1,900lbs. Combat Reflexes [15]; Bad Temper (12) [-10]; Sense of Duty (Master) [-2]; Brawling DX+2-11 [4]; Kicking +2 [3]. +45 points.
Combat: Dodge 9, Parry N/A. DR 0. Kick w/Hooves (Kicking: 11): Thr +1/die= 2d+3 crushing, Reach C,1. Bite (Brawling: 11): Thr -1, -1/die = 2d-2 crushing, Reach C. Slam (Brawling: 11): +1/die (Brawling) =2d+1 crushing/Move 7; 3d+4 crushing/Move 14. Trample: 1d+1 crushing.
Large Mule: ST 22 [+5]; DX 10 [+20]; HT 12 [+10]; Will 12 [+10]; Basic Speed 5.50, Dodge 8, Move 6/9; SM +1 (2 hexes), 1,400lbs. Enhanced Move (Ground) 1/2 [-10]. Sterile. +35 points.
Combat: Dodge 8, Parry N/A. DR 0. Kick w/Hooves (DX-2: 8): Thr = 2d crushing, Reach C, 1. Bite (DX: 10): Thr -1, -2/die = 2d-5 crushing, Reach C. Slam: 1d+1 crushing/Move 6; 2d crushing/Move 9. Trample: 1d crushing. Ornery Mules especially likely to have Kicking+2, and possibly Brawling at better than DX.
Pony: ST 18 [-15]; DX 10 [+20]; Will 11 [+5]; Move 7/14 [+5]; 800 lbs. +15 points.
Combat: As Donkey but +1 damage. Slam: 1d+1 crushing/Move 7; 2d+2 crushing/Move 14. Trample 1d-1 crushing.
Racehorse: ST 20 [-5]; Will 11 [+5]; Per 11 [-5]; Move 9/18 [+15]; 1,100 lbs. +10 points. Move can be as high as 11/22.
Combat: As Saddle Horse but -1 damage. Slam: 2d-1 crushing/Move 9; 3d+2 crushing/Move 18.
Small Mule: ST 18 [-15]; DX 10 [+20]; HT 12 [+10]; Will 12 [+10]; Move 5/8 [-5]. Enhanced Move (Ground) 1/2 [-10]. +10 points.
Combat: As Pony. Slam: 1d-1 crushing/Move 5; 1d+2 crushing/Move 8.
Raccoon
+53 points / +23 points from Wild Cat
As Wild Cat, but somewhat larger: ST 5 [+10], DX 14 (No NFM) [+32]; IQ 5 [+20/+0]; Move (Ground) 4/8 [-30]; Move (Water) 3 [+10]. Remove Catfall, Combat Reflexes, Low sig on claws, Kicking and Restricted Diet [-24], Remove Quadruped, replace with Bad Grip 1 and Semi-upright [+25].
Combat: Dodge 9, Parry (Brawling/Fore Legs) 10. DR 0. Punch w/Claws (DX: 14): Thr -1= 1d-5 cutting, Reach C. Bite (DX: 14): Thr -1 = 1d-5 cutting, Reach C. Grapple (DX: 14): If near water, will grab, pin, and then try to drown opponents. Older, meaner Raccoons seem to have increased Brawling and Wrestling above DX.
Rhinoceros
+0 points / +20 points from Hippopotamus
As Hippopotamus, but ST 39 [+28]; IQ 3 [-20/0]; Move 6/12 [+5]; no added Move (Water) [-10]; DR is improved to just Flexible [+4]; Switch Striker to a Horn, remove Natural Sunscreen and Doesnt Breath, add Weak Bite [-2]. To 7,700lbs. Mutant Rhino can buy additional DR (Semi-Ablative -20%) [4/level] up to total DR (natural and semi-ablative) equal to 1/3 HPs, for truly thick carapaces.
Combat: Dodge 8, Parry (Brawling/Horn) 8. DR 4. Horn Gore (DX: 10): Thr+1 = 4d+5 impaling, Reach C, 1. Bite (DX: 10): Thr -1, -2/die = 2d-1 crushing, Reach C. Slam (DX:10): 2d+1 crushing/Move 6; 5d-1 crushing/Move 12. Trample: 1d+2 crushing. Is unlikely to try to parry simply because it is too busy making All Out Attacks due to Bad Temper.
Semi-Aquatic Mammals
-1 points / 69 points
Description: This represents largely aquatic mammals that hunt in the water and swim very well, but are awkward on land. Below is a male Californian Sea Lion. Females are smaller, ST 12 (NFM -40%) [12] and SM 0. -28 points.
ST 18 (NFM -40%; Size -10%) [40]; DX 13 (NFM -40%) [36]; IQ 5/10 [-100/0]; HT 12 [20].
Will 10 [25/0]; Per 12 [35/10]; Basic Speed 6.25. Move (Ground) 2 [5]; Move (Water) 6/12 [0].
Advantages: Doesnt Breath (Oxygen Storage 25x -50%) [10]; Enhanced Move (Water) 1 [20]; Skin- DR 1 (Tough Skin -40%) [3]*; Sharp Teeth [1]*; Vibration Sense (Water) [10].
Disadvantages: Wild Animal [-30]; Pinniped (Flexibility, No Legs (Semi-Aquatic), NFM) [-55]; Short Lifespan 2 [-20]; Carnivore [-1].
Features: SM 1; to 770 lbs. Early Maturation 1.
Mutation Notes: Really big males get to as much as 1,000lbs (ST 20), and would qualify for another point of DR.
Combat: Dodge 9, Parry N/A. DR 1. Bite (DX: 13): Thr -1 = 1d-1 cutting, Reach C. Slam (DX: 13): 1d-4 crushing/Move 2; 1d crushing/Move 6; 2d+1 crushing/Move 12.
Combat Notes: Females would be -3 damage.
Harbor (or Common) Seal: Smaller, and less sexually dimorphic: ST 13 (NFM -40%) [-22]. SM 0, to 300lbs. Add Temperature Tolerance (Colder) 5 [+5]. -17 points.
Combat: As Sea Lion, but -2 damage.
Elephant Seal: Very large: ST 34 (NFM -40%, Size -20%) [+56]; DX 12 (NFM -40%) [-12]; Basic Speed 6. Add +1 DR [+3]; Pressure Support 1 [+5]; Temperature Tolerance (Colder) 5 [+5]; Brawling DX-12 [1]; +58 points.
Combat: Dodge 9, Parry N/A. DR 2. Bite (Brawling: 12): Thr -1 = 3d-1 cutting, Reach C. Body Slam (basically a Head Butt) (Brawling -1: 11): Thr -1 = 3d-1 crushing, Reach C. Slam (DX: 12): 1d-2 crushing/Move 2; 2d crushing/Move 6; 4d crushing/Move 12. Males very likely to have improved both Brawling and the Head Butt technique.
Walrus: Larger: ST 31 (NFM -40%, Size -20%) [+44]; DX 12 (NFM -40%) [-12]; SM 2, to 3,700lbs; Basic Speed 6. Add Tusks: Striker (Impaling, Cannot Parry -40%) [+5]; +2 DR [+6]; Temperature Tolerance (Colder) 10 [+10]. +53 points.
Female Walruses are smaller, ST 21 (NFM -40%, Size -10%) [+15], SM 1, to 1,700lbs. +24 points
Combat: Dodge 9, Parry N/A. DR 3. Tusk Gore (DX: 12): Thr+1 = 3d+4 impaling, Reach C, 1. Bite (DX: 12): Thr -1 = 3d cutting, Reach C. Slam (DX:12): 1d-2 crushing/Move 2; 2d-1 crushing/Move 6; 4d-1 crushing/Move 12. Males very likely to have improved Brawling.
Female Combat: As above, but Bite: Thr -1 = 2d-1 cutting, Reach C. Slam: 1d-4 crushing/Move 2; 1d+1 crushing/Move 6; 2d+2 crushing/Move 12.
Snakes
-193 points / -78 points
Description: Long body, legless, cold blooded animals. The below describes a a common non-venomous, non-constricting snake, like a black racer.
ST 3 [-70]; DX 13 (NFM -40%) [36]; IQ 2/10 [-160/0]; HT 11 [10].
Will 10 [40/0]; Per 10 [40/0]; Basic Speed 6.00; Dodge 9; Move 6 [0].
Advantages: Sharp Teeth [1]*; Scales [1]*.
Disadvantages: Cold Blooded (50 deg) [-5]; Wild Animal [-30]; Vermiform [-35]*; Short Lifespan 2 [-20]; Carnivore [-1].
Features: SM -2, to 5 lbs, up to 5 feet long. Early maturation 1. Short Tail*.
Mutation Notes: Even amongst the non-venomous and non-constricting snakes, there is considerable diversity. Infravision [10] is not unheard of. Size and ST can vary from ST 1 to ST 5, SM -6 to SM -1. The very largest of these snakes qualify for DR 1 (Flexible -20%) [4].
Combat: Dodge 9, Parry N/A. DR 0. Bite (DX: 13): Thr -1 = 1d-6 cutting, Reach C.
Rattlesnake: ST 5 [+20]; Move 4 [-10]; SM -1, to 15 lbs. Add Fangs [2]; Toxic Attack 2d (Cyclic, 1 day, 4 cycles +15%; Follow up- Fangs +0%; Resistible, HT -4 -10%) [9]. +21 points.
Combat: As above, but Bite (DX: 13): Thr -1 = 1d-5 impaling, Reach C with Venom follow up. Frequently done as an All Out Attack (Long).
Python: ST 13 (NFM -40%) [+88]; DX 12 [-12]; Basic Speed 5.75; Dodge 8; Move 4 [-5]; SM 0, to 225 lbs. Add Constriction Attack [15]; DR 1 (Flexible -20%) [4]. +90 points.
Combat: Dodge 8, Parry N/A. DR 1. Bite (DX: 12): Thr -1 = 1d-1 cutting, Reach C. Grapple (DX: 12): uses Constriction Attack to standing pin victims torso and squeeze. Older Pythons likely to have improved Wrestling over DX.
Venoms: Most venomous snakes fall between the baseline snake and the rattlesnake in size. Venom, however, varies widely. All are based on Toxic Attack (Follow up-Fangs +0%). Larger and older snakes often have more potent venom, increase damage appropriately. The top 10 follow:
Death Adder: (Cyclic, 1 hour, 8 cycles, Resistible +70%; Onset, 1 minute -10%; Resistible, HT -4 -10%; Symptoms , 2/3 HP, -3 ST, DX, IQ, and HT, +90%) [9.6 per die]. Average is 1d.
Vipers: (Cyclic, 1 day, 8 cycles, Resistible +35%; Resistible, HT -4 -10%; Symptoms, 1/2 HP, Severe Pain +80%) [8.2 per die]. Average is 2d [17].
Philippine Cobra: (Cyclic, 1 minute, 4 cycles, Resistible +60%; Resistible, HT -5 -5%; Side Effect, Paralysis +200%; Secondary Coma +50%; Extended Duration (Paralysis) 300x +100%) [20.2 per die]. 2d [41] is typical.
Tiger Snake: As cobra above, 3d-2 [49] is typical.
Black Mamba: As cobra, but increase cycles to 8 (+120%), cost to [22.6] per die. 3d [68] is typical.
Taipan: As Black Mamba, but add Symptoms, 1/3 HPs, HT -2 (+60%). Cost is [25] per die. 3d [75] is typical. Note that the decrease in HT makes it that much harder to resist, and there have been no known survivors of a Taipan bite without antivenin.
Blue Krait: As Taipan, but reduce Cyclic to 1 hour (+60%), add Choking +100% to Side Effects. Cost is [26.6 per die]. 3d [80] is typical. Even with antivenin, survival is rare due to damage from suffocation during transport to medical care.
Eastern Brown Snake: As Death Adder, but average is 3d [29].
Inland Taipan: As Taipan, but 4d [100] is typical.
Blecher's Sea Snake: As for the Blue Krait, but 4d [107] is typical.
Turtle
-136 points / -31 points
Description: Amphibians with bone carapace protecting their bodies, short legs. Below represents a Common Snapping Turtle.
ST 5 [-50]; DX 10 [0]; IQ 2/10 [-160/0]; HT 12 [20].
Will 13 [55/15]; Per 10 [40/0]; Basic Speed 5.50. Move (Ground) 1 [-20]; Move (Water) 7 [30].
Advantages: Amphibious [10]*; Doesn't Breath (Oxygen Storage 50x -40%) [12]; Skin- DR 1 (Tough Skin -40%) [3]*; Shell- DR 3 (Torso Only -10%) [14]*; Snapping Beak- Sharp Teeth [1]*; Sharp Claws [5]*.
Disadvantages: Wild Animal [-30]; Quadruped [-35]; Long Tail [-1]*; Cold Blooded (65 deg) [-10]*; Short Lifespan 1 [-10]; Bad Temper (12) [-10].
Features: SM -3; to 35 lbs. Early Maturation 3; Omnivore.
Mutation Notes: Can buy DR (Torso Only -10%; Semi-Ablative -20%) [3.5/level] up to total DR (Shell + Semi Ablative) equal to HPs.
Combat: Dodge 8, Parry N/A. DR 1, Torso 4. Kick w/Claws (DX-2: 8): Thr = 1d-4 cutting, Reach C. Bite (DX: 10): Thr -1 = 1d-5 cutting, Reach C.
Common Box Turtle: This is what the TMNT mutated from. Much smaller: ST 1 [-40]; Will 10 [-15]; SM -6; No Skin DR [-3], No Sharp Teeth [-1], no Bad Temper [+10]. Can retract head and limbs into Shell, so their DR switches to DR 3 but at the cost of having Tunnel Vision -30, No Manipulators -50, and Move 0 -35. Thus DR 3 (Temp Disad -95%, OR Torso Armor -10% = -0.95%) [+0]. -49 points.
Combat: As Snapping Turtle, but -2 damage.
Giant Tortoise: ST 17 (NFM -40%) [+92]; Will 10 [-15]; Basic Speed -4.5 [-90]; Dont Reduce Ground Move [+20]; No Move (Water) [-30]; SM 0; 700lbs (some as high as 900lbs, +2 ST). Remove Amphibious, Sharp Claws, Short Lifespan, Bad Temper, Early Maturation 3. Add Cant Kick [-1], Early Maturation 1, Extended Lifespan 1 [+1]. Shell DR is bought as for Box Turtles, above. -17 points.
Mutation Notes: Mutant Tortoises with a bipedal stance (bought off Horizontal) can punch, and can optionally buy off Cant Kick if they buy back up their Basic Speed to normal.
Combat: Dodge 4, Parry N/A. DR 1, Torso 4. No effective kick. Bite (DX: 10): Thr -1 = 1d+1 crushing, Reach C.
Weasels (and other long fuzzy carnivores)
-184 points / -99 points
Description: Weasels are tube like furry carnivores with short legs and a hyperactive disposition. Most weasels are quite small, if very long for their weight, are carnivores with sharp teeth used to bite and hold on to prey, and have long tails. These stats will match most of the ferrets, weasels, and similar tube shaped carpet sharks in nature.
ST 3 [-70]; DX 13 (NFM -40%) [36]; IQ 3/10 [-140/0]; HT 11 [10].
Will 10 [35/0]; Per 12 [45/10]; Basic Speed 6.25; Move 3 [-15].
Advantages: Sharp Teeth [1]*; Flexibility [5]*; Fur [1]; Night Vision 5 [5];
Disadvantages: Wild Animal [-30]; Quadruped [-35]; Carnivore [-1]; Short Lifespan 2 [-20]; Long Tail [-1]*; Bad Smell [-10]*.
Features: SM -5; to 3 lbs/2 feet long. Early Maturation 1.
Mutation Notes: Move is low due to small size, increase to full basic speed +3 (see Otter) at SM -2.
Combat: Dodge 9, Parry N/A. DR 0. Bite (DX: 13): Thr -1 = 1d-6 cutting, Reach C.
Otter: Larger, ST 7 [+40]; Move (Ground) 9 [+30]; Move (Water) 4 [+15], SM -2, to 30 lbs, 4 feet long. Add Sharp Claws [+5], Doesn't Breath (Holds Breath 6x -70%; No immunity to bends -10%) [+4]; remove Bad Smell [+10], Remove Extra Legs and No Fine Manipulators from Quadruped [+25]; Add Bad Grip 3 [-15]; +114 points.
Combat: Dodge 9, Parry (Brawling/Forelimb) 10. DR 0. Punch w/Claws (DX: 13): Thr = 1d-3 cutting, Reach C. Bite (DX: 13): Thr -1 = 1d-4 cutting, Reach C.
Wolverine: Like the otter, but stronger, ST 9 [+20]; Retain Bad Smell [-10] and add Bad Temper (12) [-10]; No Doesn't Breath [-4]. +110 points from Weasels.
Combat: As Otter, but +1 damage.
Whales
-29 points / 46 points
Description: Large water dwelling mammals, with forelimbs modified as fins, a tail with horizontal flukes, and nasal openings (blowholes) on top of the head. Below describes a Pygmy Sperm Whale, the smallest creature commonly referred to as a whale.
ST 19 (No Manip -40%; Size -10%) [45]; DX 10 [0]; IQ 5/10 [-100/0]; HT 10 [0].
Will 10 [25/0]; Per 10 [25/0]; Basic Speed 5.00. Move (Ground) 0; Move (Water) 5/8 [0].
Advantages: DR 1 (Tough Skin -40%) [3]*; Doesnt Breath (Oxygen Storage x25 -50%) [10]; Enhanced Move 0.5 (Water) [10]; Sharp Teeth [1]; Tail- Striker (Crushing; Cannot Parry -40%; Limited Arc- Rear -40%; Long +1 SM +100%) [6]*; Sonar [20]*; Penetrating Voice x2 (+6 to be heard) [2]*; Pressure Support 1 [5]; Subsonic Speech [10]; Injury Tolerance (No Neck) [5]; Peripheral Vision [15].
Disadvantages: Ichthyoid [-50]*; Wild Animal [-30]; Short Lifespan 1 [-10]; Carnivore [-1].
Features: SM+1, to 880lbs.
Notes: At full volume, whales can cause damage to hearing and temporary to permanent deafness. This is all as a consequence of Penetrating Voice, and is not bought separately. It takes a Physiology roll to be able to target a whales skull/brain hit location, it is not at all obvious where it is.
Mutation Notes: Mutant Whales can buy DR (Semi-ablative -20%, Tough Skin -40%) [1] up to 1/3 HPs.
Combat: Dodge (on land) 0, Dodge (Water) 8, Parry N/A. DR 1. Bite (DX: 10): Thr -1 = 2d-2 cutting, Reach C. Tail Slap (DX: 10): Thr+1/die = 2d+1 crushing, Reach C, 1. Slam (DX: 10): 1d crushing/Move 5; 1d+2 crushing/Move 8. Traditional attack is to Slam at full speed or slap with the tail. Penetrating Voice x2 could be modeled as a stunning affliction with deafness, roll vs HT -1.
Blue Whale: Largest animal ever: ST +128 (NM -40%, Size -70%) [+229]; Move (Water) 6/15 [+5]; SM +7, to 200 tons. Increase DR to 3 [+6], add DR 46 (Semi-Ablative -20%; Tough Skin -40%) [+92]; Penetrating Voice x3 (+9 to be heard) [+1]; Enhanced Move 1.5 [+20]. Remove Short Lifespan [+10]; Add Restricted Diet (Krill; Substitution -50%) [-5]. Add Weak Bite [-2], and remove Sharp Teeth [-1]; +355 points.
Mutation Notes: DR is maxed, DR should total 1/3 HPs. This is largely accurate, it took specially designed explosive harpoons to hunt blue whales, not just the wimpy Harpoon Gun in High Tech!
Combat: Dodge (Land) 0, Dodge (Water) 8, Parry N/A. DR 49. Bite (DX: 10) Thr -1, -2/die = 7d-1 crushing, Reach C-5. Tail Slap (DX: 10): Thr +1/die = 20d-1 crushing, Reach C-8. Slam (DX: 10): 9d-1 crushing/Move 6; 22d crushing/Move 15.
Sperm Whale: Largest toothed whale: ST +81 (NM -40%, Size -60%) [+135]; Move (Water) 6/12; SM +6, to 60 tons. Increase DR to 3 [+6]; add DR 30 (Semi-Ablative -20%; Tough Skin -40%) [+60]; Penetrating Voice x3 (+9 to be heard) [+1]; Enhanced Move 1 [+10]. Remove Short Lifespan [+10]; +222 points.
Notes: In the natural animal, females are MUCH smaller: ST +43 (NM -40%, Size -40%) [+59], SM +4, to 15 tons. Reduce DR to 20 total [+30]. +110 points.
Combat: Dodge (Land) 0, Dodge (Water) 8, Parry N/A. DR 33. Bite (DX: 10): Thr -1 = 11d-1 cutting, Reach C-4. Tail Slap (DX: 10): Thr +1/die = 14d crushing, Reach C-7. Slam (DX: 10): 6d crushing/Move 6; 12d crushing/Move 12.
Female Combat: DR 20. Bite: 7d-1 cutting, Reach C-2. Tail Slap: 9d crushing, Reach C-5. Slam: 4d-1 crushing/Move 6; 7d+2 crushing/Move 12.
Combat Notes: Both genders very likely to have improved Brawling and Wrestling from duking it out with Giant Squid.
Humpback Whale: ST +61 (NM -40%; Size -60%) [+95]; IQ 6/10 [+20/+0]; DX 12 (NM -40%) [+24]; SM +6, to 30 tons. Otherwise similar to Blue Whales, but added DR is +23 [+46]. +212/+192 points.
Combat: Dodge (Land) 0, Dodge (Water) 8, Parry N/A. DR 26. Bite (DX: 12): Thr -1, -2/die = 3d+2 crushing, Reach C-4. Tail Slap (DX: 12): Thr +1/die = 11d+2 crushing, Reach C-7. Slam (DX: 12): 5d-1 crushing/Move 6; 12d crushing/Move 15.
Orca: Or Killer Whale. ST +26 (NM -40%; Size -30%) [+60]; IQ 6/10 [+20/+0]; DX 12 (NM -40%) [+24]; Per 12 [+10]; Move 6/15 [+5]; SM +3, to 6 tons. Increase DR to 3 [+6]; Add DR 12 (Semi-Ablative -20%; Tough Skin -40%) [+24]; Enhanced Move 1.5 [+20]. Remove Short Lifespan [+10]. +179 points/ +159 points.
Combat: Dodge (Land/Water) 8, Parry N/A. DR 15. Bite (DX: 12): Thr -1 = 5d-1 cutting, Reach C-1. Tail Slap (DX: 12): Thr +1/die = 6d+2 crushing/Reach C-4. Slam (DX: 12): 3d-1 crushing/Move 6; 7d-1 crushing/Move 15. Smart and deadly, older examples extremely likely to have higher Brawling and Combat Reflexes. Work as a team. However, only rarely attack humans.
Dolphin: ST -3 [-15]; IQ 6/10 [+20/0]; DX 13 (NM -40%) [+36]; Per 12 [+10]; Basic Speed 6 [+5]; Move 6/12 [0]; SM +0, to 600 lbs. Enhanced Move 1 [+10]; Remove Penetrating Voice [-1]; Remove Subsonic Speech [-10]; +54 points / +34 points.
Note: Porpoises are similar but ST -6 [-30]. -12 points / -32 points. Both Dolphins and Porposes range all the way down to ST 8 and SM -1 for some species.
Combat: Dodge (Land/Water) 9, Parry N/A. DR 1. Bite (DX: 13): Thr -1 = 1d cutting, Reach C. Tail Slap (DX: 13): Thr +1/die = 1d+2 crushing, Reach C-1. Slam: 1d crushing/Move 6; 2d crushing/Move 12. Smart and works as a team.