0% found this document useful (0 votes)
82 views3 pages

Bestiary 2

This document describes several animal threats and assets in the post-apocalyptic world, including bears, big cats, cattle, dogs, deer, and alligators. Bears and big cats are apex predators that pose dangers to humans. Cattle are valuable livestock but require pastures and protection. Dogs can be useful companions or sentinels but require training and feeding. Deer will usually flee from confrontation. Alligators are constant threats near warm rivers.

Uploaded by

Dani Lucander Er
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
82 views3 pages

Bestiary 2

This document describes several animal threats and assets in the post-apocalyptic world, including bears, big cats, cattle, dogs, deer, and alligators. Bears and big cats are apex predators that pose dangers to humans. Cattle are valuable livestock but require pastures and protection. Dogs can be useful companions or sentinels but require training and feeding. Deer will usually flee from confrontation. Alligators are constant threats near warm rivers.

Uploaded by

Dani Lucander Er
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

THREATS

deadly, they are opportunistic hunters, and when they strike


they rarely leave behind easy tracks to follow.

BEASTS Frequently apex predators, big cats avoid regions


with Sepsis or psychovore infestations, which is sometimes
Animals of all sorts survived the cataclysm, many of them
used by Spitalians or Apocalyptics looking to determine
were better suited for the world that followed than humans
whether or not a region has spore fields.
were. Where humanity retreated, nature returned, and
species that were once thought to be endangered flourished. COMBAT STATS
Likewise, as civilization crumbled, zoos and private PROFILE: Cat
collections freed their charges, and exotic animals may be
INITIATIVE: 6D / 2 Ego Points
found in various places. On occasion, they encountered the
Primer and were changed, but these successors are rarer ATTACK: Bite 5D, damage 4, Range 1 m
than their ancestors, who have found a new home in the
DEFENSE: Passive 1, Melee Active (Dodge), Mobility 8D;
ashes and concrete skeletons of the old world.
Ranged Combat active (sidestepping), Reaction 7D; Mental
4D
BEAR
Massive scavengers and carnivores, bears are among the MOVEMENT: 8D
largest creatures in Europe, rivaled only by mammoths.
ARMOR: Fur, 1 Armor
Although they tend not to hunt humans, they will eat
whatever they can get their hands on when hungry, and the CONDITION: 8 (Trauma: 4)
cold winters of the north drive them into proximity with
human settlements. SKILLS: AGI+Stealth 6; INS+Perception 8

Bears are largely solitary, living alone, although POTENTIAL: Night Prowler
mother bears watch after their cubs with legendary vigil. Cats gain +1S for AGI+Stealth (they have a rating of 6)
Although there are rare cases of bears being tamed, they are against anyone suffering a darkness penalty due to their
not domesticated and can be highly dangerous to handle. natural aptitude for hiding in shadows and their stealthy
movement.
COMBAT STATS
PROFILE: Bear CATTLE
Cattle are common livestock: used for meat, milk, and
INITIATIVE: 4D / 3 Ego Points
leather, they are expensive and highly valuable, but require a
ATTACK: Maul 6D, damage 3+1D, Range 1 m significant amount of care to ensure that they have access to
grazing land and protection from predators and attackers.
DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D;
Ranged Combat active (sidestepping), Reaction 6D; Mental Easily spooked, cattle flee from loud noises and
4D predators, and are often herded with dogs or by
professionals on horseback.
MOVEMENT: 6D
Cattle cost between 500 and 2000 Drafts per head,
ARMOR: Thick Fur, 2 Armor and require grazing land (typically 1 Resources per dozen
Cattle) in order to feed so that they can produce milk, calves,
CONDITION: 18 (Trauma: 9)
and fatten up for the slaughter.
SKILLS: N/A
COMBAT STATS
POTENTIAL: Behemoth
PROFILE: Cattle
Bears are terrifying creatures. They are considered to have
the Terrifying (2) quality when they attack, as only the INITIATIVE: 3D / 1 Ego Point
foolish fight them toe-to-toe, and bears can surprise the
ATTACK: Kick 3D, damage 2+1D, Range 1 m
unwary with their speed and ferocity.
DEFENSE: Passive 1, Melee Active (Dodge), Mobility 3D;
CAT Ranged Combat active (sidestepping), Reaction 3D; Mental
Mountain lions and other big cats prowl Europe and Africa, 2D
preying on lone humans or on other animals. Silent and
MOVEMENT: 5D

ARTIFACTS 16
ARMOR: Hide, 1 Armor may cost less, if the onus for feeding and training the dogs
will fall on their new owner.
CONDITION: 14 (Trauma: 7)

SKILLS: N/A COMBAT STATS


PROFILE: Dog
POTENTIAL: Stampede
If a cow or bull is frenzied (PSY+Domination 4, Thunder INITIATIVE: 4D / 6 Ego Points
Strike weapons, or violent attacks on the animals can cause
ATTACK: Bite 6D, damage 3, Range 1 m
frenzy), they gain a Trample attack, which behaves like a
Kick but gains +2S and +2 damage. DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D;
Ranged Combat active (sidestepping), Reaction 5D; Mental
DEER 5D
Deer are not kept as livestock or pets, but they can still be
MOVEMENT: 4D
found in the wilderness of Europe and Africa in a variety of
different breeds. Although they are herbivores and typically ARMOR: Fur, 1 Armor
flee from any perceived confrontation, they can be
CONDITION: 8 (Trauma: 4)
dangerous if cornered.
SKILLS: INS+Perception 8
COMBAT STATS
POTENTIAL: Bloodhound or Sentinel (choose one)
PROFILE: Deer
Bloodhounds gain a +2 bonus to INS+Perception when they
INITIATIVE: 6D / 2 Ego Points can track their quarry by scent. Although Pheromancer trails
and rivers may disrupt a bloodhound's abilities, if they can
ATTACK: Kick 5D, damage 1+1D, Range 1 m
pick up the scent on the other side of the disruption they
DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D; may regain the bonus.
Ranged Combat active (sidestepping), Reaction 6D; Mental Sentinels, on the other hand, will alert their owners
3D whenever they detect a threat, and gain a +2D bonus to using
their Bite attack when operating alongside a human ally.
MOVEMENT: 7D

ARMOR: Fur, 1 Armor GATOR


Alligators and crocodiles are constant threats where the
CONDITION: 8 (Trauma: 4)
rivers are warm enough to support them. Although
SKILLS: INS+Perception 6 practically unheard of in Europe, they can be found across
Africa, and they have become invasive species in warmer
POTENTIAL: Skittish parts of Hybrispania and Purgare.
The animal is particularly wary around humans and
predators, and will flee rather than fight. It gains +2D to COMBAT STATS
movement when attempting to flee, which it will do except if PROFILE: Gator
it is defending its young.
INITIATIVE: 5D / 3 Ego Points
DOG ATTACK: Bite 7D, damage 2+1D, Range 1 m
Large dogs survived the Eshaton in the service of their
masters, or went feral afterward. The canine species is DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D;
resilient and highly domesticated, and even many dogs from Ranged Combat active (sidestepping), Reaction 7D; Mental
feral colonies have again found their way into the company 4D
of humanity.
MOVEMENT: 6D
Valued as pets and companions as well as for their
ARMOR: Scales, 1 Armor
utility, dogs are used for a number of purposes, including
their highly refined senses, which can be used to scent out CONDITION: 10 (Trauma: 4)
particular substances or track prey or fugitives. Larger dogs
SKILLS: AGI+Stealth 8
may even be used in combat.
POTENTIAL: Ambush
A dog typically costs between 200 to 800 Drafts,
Gators often hunt their prey from stealth; they pose as a
depending on its age, breeding potential, and training. Pups

ARTIFACTS 17
piece of wood floating in a river or simply hide in the dirt or DEFENSE: Passive 1, Melee Active (Dodge), Mobility 3D;
mud before striking violently. When they attack prior to Ranged Combat active (sidestepping), Reaction 4D; Mental
being discovered, they gain +2D. 4D

MOVEMENT: 3D
GOAT
Goats are browsing livestock: rather than grazing, they ARMOR: Wool, 1 Armor
browse, searching for leaves, shoots, or fruit rather than
CONDITION: 8 (Trauma: 4)
grass. They tend to be smaller than sheep, though this is a
generalization rather than a rule, and are raised for dairy and SKILLS: N/A
meat.

Goats tend to be spry and adventurous for


WOLF
domesticated animals, and will chew on almost anything, It is not for nothing that the wolf has been a symbol of
although they typically only eat food. Unlike sheep, which power since the dawn of man. Untamed, wolves represent a
tend to cluster, goats tend to be independent, and rams are primal, primordial force that remains undisturbed by the
known to attack humans in certain situations. developments of the world. Not as strong or as cunning as
Gendo, they have persevered through numbers and general
COMBAT STATS resilience even as humanity and many other species were
PROFILE: Goat lost.

INITIATIVE: 5D / 2 Ego Points Wolves are pack hunters and scavengers. With close
social structures, they rarely set out on their own. While they
ATTACK: Butt 6D, damage 4 (6 for rams), Range 1 m pose little threat to an armed human they can be incredibly
dangerous when hunting in groups.
DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D;
Ranged Combat active (sidestepping), Reaction 5D; Mental
COMBAT STATS
4D
PROFILE: Wolf
MOVEMENT: 4D
INITIATIVE: 5D / 2 Ego Points
ARMOR: N/A
ATTACK: Bite 6D, damage 1D, Range 1 m
CONDITION: 6 (Trauma: 3)
DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D;
SKILLS: INS+Perception 6 Ranged Combat active (sidestepping), Reaction 7D; Mental
4D
SHEEP MOVEMENT: 5D
Sheep are grazing livestock. They consume grass or
roughage, unlike goats, their cousins. They tend to be fairly ARMOR: Fur, 1 Armor
docile, and they are very vulnerable while feeding. They tend
CONDITION: 6 (Trauma: 3)
to cluster together while feeding. Sheep are raised for their
wool, but also for milk and meat. SKILLS: N/A

More docile than goats, sheep are not particularly POTENTIAL: Pack hunter
inquisitive about their surroundings; if they wander it is So long as at least two wolves are attacking a target, all
because of some external stimulus or the result of a predator animals attacking the target get +1D to all active defenses
driving them from their feeding grounds. Sheep rams do and +1 to passive defense.
grow horns, but they curl in on themselves and are used
primarily in fighting other sheep: sheep are typically docile CLANNERS
around nonthreatening humans.
CULTISTS
COMBAT STATS
PROFILE: Sheep

INITIATIVE: 3D / 1 Ego Point

ATTACK: Butt 5D, damage 3 (5 for rams), Range 1 m

ARTIFACTS 18

You might also like