Animals

This section gives the general statistics for a selection of common, real, and mythical creatures. They all share the following: they are Neutral and nonsentient (with the possible exception of some of the mythological ones), fighting as 4th level characters. All weights are given in pounds and movement rate in inches per turn.

The GM is free to adjudicate the use of special animal abilities/weaknesses as he sees fit; they are too many and varied to be explained in any detail here.

Animal Weight Agility Ferocity Hits Power Damage Movement Accuracy*
Ape 400 10 10 8 40 1d8 46" +1
Bat, Vampire 2 21 7 3 48 1d4 5", 53" air +5
Bear, Grizzly 800 6 16 12 42 1d12 56" 0
Bear, Polar 900 6 15 13 41 1d12 60" 0
Brontosaurus 100000 1 9 400 30 5d10 60" -8
Cat, Domestic 10 22 12 3 54 1d4+1 22" +5
Cheetah 90 24 14 5 58 1d10 164" +6
Dog, Small 25 20 6 2 46 1d3 32" +3
Dog, Medium 50 14 8 2 42 1d4+1 38" +2
Dog, Large 100 12 10 3 42 1d8 50" +3
Dragon 15000 5 20 120 35 2d12 115", 288" air -1
Eagle 20 21 12 3 53 1d6+1 14", 147" air +6
Elephant 10000 1 12 40 33 2d10-1 175" -7
Falcon/Hawk 3 21 12 3 53 1d4+1 6", 63" air +5
Horse 1200 8 11 17 38 1d12 147" -1
Komodo Dragon 200 10 20 5 50 1d10 15" +3
Leopard, Black 150 12 16 4 48 1d8+1 68" +3
Leopard, Spotted 100 14 15 3 49 1d8 52" +3
Lion 600 8 14 9 42 1d12 100" 0
Pteranodon 28 21 17 3 58 1d6+1 17", 179" air +6
Pegasus 1500 11 12 30 41 1d12 182", 500" air +1
Rat, Gutter 4 18 13 2 51 1d4 12" +4
Shark 600 8 18 9 46 2d8-1 52" water +1
Snake, Constrictor 150 14 13 4 47 1d6+1 16" +2
Snake, Viper 6 20 15 2 55 1d6 4" +5
Tiger, Indian 700 10 15 14 45 1d12 120" +4
Tiger, Saber-Toothed 400 10 20 8 50 1d12 92" 0
Tiger, Siberian 800 10 15 16 45 1d12 130" 0
Triceratops 15000 1 15 60 36 2d10 100" -6
Tyrannosaurus Rex 15000 1 20 60 41 2d12 195" -5
Wolf 125 12 17 4 49 1d8+1 56" +3

Animal Training

Any character may attempt to train an animal to obey simple commands. Each such training segment requires days of training equal to the total of the animal's Hit Points plus Ferocity score. During that time, the trainer can attempt to teach the animal one facet of a trick. The character's percentage chance of successfully doing this equals his/her Inventing Percentage score plus his/her Charisma score. Subtract the beast's Hit Points if the character has no special skill or ability to train animals, and subtract also the beast's Ferocity score unless it is controlled by or is the "super-pet" of the character attempting the training. A roll of "01" to "05" automatically succeeds, while a roll of "96" to "00" automatically fails.

Only simple command/response can be programmed; a command "Kill!" would take one training segment, to insert a signal (for example, a pointing finger) to single out the victim would require another, and to allow for a "Stop!" command would take another. To teach the beast to obey only a single individual would take one more training segment.

Entire behavioral patterns (like all of the above rolled into one) can be achieved through training.

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