Nonhuman Antagonists

In the entries for antagonists, some common abbreviations will be used. Within the body category malleable traits, fast-twitch musculature is abbreviated FT, slow-twitch musculature ST, general health GH, and attractiveness A. Within the spirit category malleable traits, willpower is abbreviated W, drive DR, discipline DS, and sensitivity S. Within the mind category malleable traits, intellect is abbreviated I, guile G, perception P, and motor skills MS. Damage levels of resilience are sometimes abbreviated as DL.

A phrase such as ”-1 at 3 DL and enraged” signifies that the antagonist receives a -1 modifier to all rolls when having 3 or less damage levels of resilience remaining, and is filled with rage. Suchmodifiers to rolls resultant from loss of damage levels of resilience are not cumulative: -1 at 3 DL and -2 at 1 DL result in a net modifier of -2 at 1 DL, for instance.

LC is an abbreviation indicating that this type of non-human antagonist may be bound with a Lesser Compact of Service. Some LC indicates that some but not all examples of this creature may be bound in this fashion, and a successful spiritualism check will allow the Binding practitioner to determine whether a success is possible. TC indicates that the non-human antagonist may be bound with a True Compact of Service.

 

Bears

Bears are large mammalian omnivores. They rely on mass and an incredibly acute sense of smell to locate their food. Their size, habits, and diet vary by subspecies, as does the degree of danger associated with an encounter. Regardless of subspecies, they are automatically aware of all food sources and other bears within a mile thanks to their incredible sense of smell.

Black Bears 

Black Bears are the most common and least dangerous of the bears. Somewhere between the size of a large dog and a pony, they eat nearly anything, and spend most of their time foraging. They are common to all temperate forests on the planet, and have similar cousins that reside in most tropical forests. Black bears are, for the most part, shy and lazy when possible, and will only attack if they feel threatened or there are unusual circumstances, such as rabies or starvation. However, they often engage in ”bluff charge” behavior – a quick, protracted lope meant to scare away potential threats.

  • Body FT: 3 ST: 4 GH: 4 A: n/a
  • Spirit W: 3 DR: 3 DS: 2 S: 3
  • Mind I: 0 G: 1 P: 5 MS: 3
  • Resilience 12 damage levels -1 at 3 DL, -2 at 1 DL and flee

A typical attack is either ferocious clawing, dealing 2 damage on success, manipulation 0, or a grapple attempt followed by repeated biting, twice/turn for 2 damage on each success, unaimed.

Brown Bears 

Brown Bears are larger and more aggressive than their brown cousins, and engage in more predatory behavior as a result. They love fish and are adept at catching fish, but also eat berries, plants, meat, bugs, birds, and generally anything digestible. Brown bears are territorial in nature, and may attack humans without provocation if they feel that their territory has been violated. Appearing small and inconsequential is the best way to avoid making a brown bear feel threatened.

  • Body FT: 4 ST: 6 GH: 4 A: n/a
  • Spirit W: 3 DR: 4 DS: 3 S: 3
  • Mind I: 0 G: 1 P: 5 MS: 3
  • Resilience 14 damage levels -1 at 3 DL and enraged, -2 at 1 DL

As black bear, but all damage increased by 1.

Polar Bears 

Polar Bears, should they be encountered in far northern climes, should be avoided whenever possible. Voracious carnivores and the undisputed masters of their domain, these massive creatures are deadly in the extreme. They are fast and powerful, and some bears consider humans a food source.

  • Body FT: 5 ST: 7 GH: 5 A: n/a
  • Spirit W: 4 DR: 5 DS: 3 S: 3
  • Mind I: 0 G: 1 P: 5 MS: 3
  • Resilience 16 damage levels -1 at 3 DL and enraged, -2 at 1 DL

As black bear, but all damage increased by 2. Excellent at finding weak points with deadly claw swipes, and known to crush windpipes or destroy limbs when tactically advantageous.

Canines

Canines are plentiful and varied on Earth. They all have similarities, but vary in size, ability, and demeanor significantly. Below are some varieties of canine life, a sample of what exists today. Canines all share the ability to detect ghosts as though passing a spiritualism check automatically. Due to an acute sense of smell, all rolls to smell a target are taken at +4, and scent may be used to locate unseen targets, even for the purpose of combat. Tracking by scent is achieved on a successful perception roll, which is taken at 0 in normal circumstances or at -4 if it is raining or the target has been gone for more than an hour. -6 for tracking the day after a target passed through, and no attempts can be made after two days have passed, as all trace of the scent has dispersed.

Domesticated Dogs 

Domesticated Dogs are a common sight the world over. They have acute senses of smell, an instinctual loyalty to their family, be it pack or master, and a tenacity and will to live that exceeds that of the average human. They are often kept as guards, companions, scouts, or pest control. The traits given are for a larger domesticated dog, such as a German Shepherd Dog or a Rottweiler. Terriers, while far from inconsequential, are of little account as a threat to an adventurer.

  • Body FT: 3 ST: 2 GH: 3 A: n/a
  • Spirit W: 3 DR: 4 DS: 3 S: 4
  • Mind I: 0 G: 1 P: 5 MS: 3
  • Resilience 4 damage levels -2 at 1 DL and fight or flight response

A typical attack is a bite and throttling, dealing 1 damage on a successful bite, with 0 manipulation modifier. A successful bite initiates a grapple on a successful ST vs. ST roll. If possible, the dog will bite for the neck. Once holding the neck, if the dog passes a ST vs. GH roll, if the dog’s teeth are on an unarmored windpipe, it tears the throat from the target, instantly killing any living creature so affected. Dogs will not attack without provocation unless starving, and do not fight to kill unless hunting or trained to do so. A stray dog may bite a stranger, but the intent is generally to drive the stranger away from its territory, not kill and eat them. Dogs are generally territorial to some degree and are often fiercely protective of their masters and family.

Wolves 

Wolves (some LC) hunt in the wilderness, in packs of 5 to 12. They are elusive, preferring to avoid humans in their territory unless hunger or fear forces a different response. Fiercely protective of territory, their young, and each other, wolves live in a close-knit society and are in constant communication both by vocalization, body language, and extensive exchange of scent information. One in every 5 wolves is psychically sensitive, and may be convinced to serve a player with Binding with a Lesser Compact of Service.

  • Body FT: 4 ST: 2 GH: 4 A: n/a
  • Spirit W: 3 DR: 5 DS: 3 S: 4
  • Mind I: 0 G: 1 P: 5 MS: 4
  • Resilience 5 damage levels -2 at 1 DL and fight or flight response

Attack as a dog, except bites deal 2 damage rather than 1. Wolves hunt as a pack, with a group of wolves biting the legs of a large target in order to drag it down to killing distance.

Wytchund 

Wytchund are Jesuit-bred dogs that are raised from birth by the witch hunter who they will follow. They are kept for their ability to sense the supernatural, but were bred to be resistant to the invasive attempts of Witches to influence their minds. They are larger even than wolves, and resemble black and tan mastiffs, though more sleek and muscled. A cold hardness shows in their eyes, and a distant, ethereal look, as they constantly see into the shadowy spirit-world to which most humans are mercifully blind. They are bred for discipline, both to follow commands and to withstand the terrors of the spirit world.

  • Body FT: 3 ST: 3 GH: 4 A: n/a
  • Spirit W: 5 DR: 4 DS: 5 S: 1
  • Mind I: 0 G: 2 P: 5 MS: 3
  • Resilience 5 damage levels -2 at 1 DL but carries on with grim determination.

Attack as a wolf. The Wytchund is bred to be a ferocious fighter when the situation calls for it, but will not attack a target unless provoked or commanded to do so. Wytchund not only automatically detect Spirits, but may track them with scent as though they were corporeal, and at +4 besides. This ability may be used to track not only rogue ghosts, but also any magical device containing bound spirit elements or imprisoned spirits.

Cryptozooids

Cryptozooids are united only by their dissimilarity to other life forms in their ecosystem. They have developed by unknown means, with varied and unusual characteristics. Cryptozoologists spend countless hours debating the origins of such species, but almost exclusively focus on the discovery of new cryptozooids rather than the classification of known examples.

Ahool

Ahool, the Giant Bat of Java, is a species of enormous, predatory bat that is a popular pet of nefarious types, for its ominous appearance and usefulness as a guard, spy, and messenger. The Ahool has a ten-foot wingspan and is nearly four feet tall, covered in coarse gray fur. Its fingers terminate in long, curved claws, and its monkey-like head has a muzzle full of sharp teeth. It echolocates as a primary method of detection, and, thus, ignores sight-based modifiers, but still is subject to line of sight sensory limitations. The Ahool is not typically aggressive in the wild except while in pursuit of smaller bats, birds, and lizards for prey, but if provoked or if the beast feels threatened a dangerous lashing out is possible. It is important to remain calm and make no sudden movements or sounds around the Ahool. Those trained as guards will, of course, attack as soon as they locate an intruder.

Fig. 7.5: Ahool are known to attack airships, perhaps out of confusion but a startling encounter nonetheless. This image depicts an Energy Projection Device deployed by a belly gunner aboard a Starling class airship to repel a night attack by Ahool over the South China Sea.
Ahool are known to attack airships, perhaps out of confusion but a startling encounter nonetheless. This image depicts an Energy Projection Device deployed by a belly gunner aboard a Starling class airship to repel a night attack by Ahool over the South China Sea.
  • Body FT: 3 ST: 2 GH: 4 A: n/a
  • Spirit W: 1 DR: 4 DS: 2 S: 3
  • Mind I: 0 G: 1 P: 5 MS: 4
  • Resilience 5 damage levels -1 at 2 DL, -2 at 1 DL and flee

A typical attack is either ferocious clawing, dealing 2 damage on success, manipulation 0, or a grapple attempt followed by repeated biting, twice/turn for 2 damage on each success, unaimed. The Ahool’s strategy in combat is generally to swoop into melee range and begin clawing until a hold is established, then furiously bite until the target is dead and eaten or the Ahool is driven away due to fear and pain. If an Ahool’s attack is thwarted or it is hit, it will fly until it believes itself to be out of sight, then attempt the procedure again. The Ahool attempts to move silently, locate prey or intruders, and grapple at +3 due to its natural advantages and instincts.

Drowners

Drowners are the creatures responsible for tales of mermaids, kappa, bunyips, sirens, and other such creatures. The four-limbed creatures have a vague, waxen shape, like a partially molten manatee with arms and legs. Tales of their beauty, their enchanting voice, and such pleas- antries are not thanks to their appearance nor their croaking calls, but rather their ability to exert psychic attraction on nearby prey. Drowners rely on this ability to attract willing prey, but can make use of their long, sinewy arms to drag down any who resist the call to come and swim.

The animal magnetism exerted by a drowner can be overwhelming to a weary traveler. It is often accompanied by rhythmic motion and almost human-like vocalizations, though whether these are innate to the drowner or the result of hypnotic mirroring are the subject of debate among cryptozoologists.
The animal magnetism exerted by a drowner can be accompanied by rhythmic motion and almost human-like vocalizations, though whether these are innate to the drowner or the result of hypnotic mirroring are the subject of debate among cryptozoologists.
  • Body FT: 2 ST: 3 GH: 3 A: 0, 5*
  • Spirit W: 3 DR: 2 DS: 2 S: 5
  • Mind I: 2 G: 3 P: 3 MS: 3
  • Resilience 8 damage levels -1 at 4 DL, -2 at 2 DL and flee, -3 at 1 DL and staggering

*When psychic attraction roll successful.

Drowners always first try to win over the enemy with psychic attraction, exerting a force that, unless resisted in a roll of the Drowner’s willpower +2 versus their target’s discipline – sensitivity. If successful, the target must approach the Drowner and enter the water. Another psychic attraction roll, of willpower +1 versus discipline – sensitivity, causes the prey to enter deep water until their breath fails. If at any point the attraction breaks, or when the target enters deep water, the Drowner will attempt to grapple the startled opponent and hold them still in the water until they drown. Drowners consider humans and sheep major food sources.

Faeries

Faeries (LC) are the wee, fey people of the woods, found most densely in the heavily wooded regions of Ireland, Scotland, Wales, Germany, Poland, and England. Faeries are small, lithe humanoids averaging one foot in height. They are able to fly at about the running speed of a human being thanks to a pair of diaphanous wings extending from betwixt their shoulders. These creatures are possessed of human-like intelligence and form but quite alien motivations and sensibilities. They are known to be capricious, inconsiderate, mirthful, cruel, and incorrigible. They have a love for toys, games, tricks, and practical jokes, and are willing to pay handsomely for amusement. Unfortunately for the traveler, faerie gold is often nothing but a glamour, a trick of the mind to fool the observer. Faerie gold is dispelled if touched to iron, as are most faerie glamours. The scores below represent an average faerie. Hunters would have an increase of one to one or more body scores, and tricksters an increase to one or more mind and spirit scores. They are magical creatures, and easily bound to service if tricked into accepting the bond. Often they are willing enough servants so long as a spiritualist can keep them amused.

This photograph was taken at the first confirmed discovery of faeries in Cottingley. Here, Frances Griffiths observes the cavorting dance of one of the wee folk.
This photograph was taken at the first confirmed discovery of faeries in Cottingley. Here, Frances Griffiths observes the cavorting dance of one of the wee folk.
  • Body FT: 2 ST: 1 GH: 1 A: 5, 2*
  • Spirit W: 4 DR: 2 DS: 1 S: 5
  • Mind I: 1 G: 4 P: 4 MS: 4
  • Resilience 2 damage levels

*If iron is nearby, glamour is dispelled.

To hit a faerie, the attacker must pass a roll to strike a small target (i.e. a manipulation check) Faeries often fight with small knives or spears when cornered, dealing 1 damage on successful attacks, manipulation 0, but except for the hunters among them they primarily travel unarmed and rely on their grace, guile, and paranormal abilities to get by. The average faerie is two steps up the Faerie Magics skill tree below, but more experienced faerie may have tier three or four skills. A character may learn the Faerie Magics skill tree from a faerie, though the bargaining is likely to be an irritating and time-consuming experience thanks to the faerie’s love of tricks and games. Humans in knowledge of faerie magic or in the company of faeries are sometimes called changelings.

Faerie Magic

 

Faerie magic appears to influence the minds of the subjects rather than the actual physical world. This can be hard to remember while under the extremely disorienting effects.

First tier: Glamour. at all times, base attractiveness is set to 5 unless within 10 feet of iron. Also, on a successful roll of (willpower + guile) vs. (discipline + percep- tion – sensitivity) minor illusions may be inflicted on a target’s perceptions, including the sight, sound, and feel of faerie gold. Illusions include objects, expressions, clothes, and accompanying sounds. These are dispelled if touched by iron.

Second tier: Dance of the Toadstools. By dancing enchantingly, the faerie forces all observers to pass a roll of discipline – sensitivity of difficulty -2 or join the dance. This lasts until the dancer ceases or the victim falls unconscious from fatigue, generally to wake up robbed blind.

Third tier: Greater Glamour. glamour rolls are taken at +1, and illusions are now more complex. Successful glamour rolls allow the creation of complex scenes, of creatures, or of large objects.

Fourth tier: Dream Thief. when observing a sleeping target, without a roll, you may observe their dreams and interfere with them however you please, including altering them or removing memory of them. On a successful glamour check whilst inside the dream, you may have them awaken with an alteration to one hour of memory.

Goblins 

Goblins (LC) are foot-high, flightless creatures with brown or green skin and wide, yellow eyes. Their rows of sharp teeth give them a malevolent look, but in truth they are not a direct danger to a human being. However, their love of malicious pranks often results in harm or loss of life. Goblins excel at tinkering, and are known to sabotage mechanical equipment for entertainment. With proper discipline, goblins can be employed as workshop helpers, but such discipline is nearly impossible to instill without the assistance of spiritual binding.

  • Body FT: 2 ST: 1 GH: 4 A: 1
  • Spirit W: 1 DR: 3 DS: 1 S: 5
  • Mind I: 3 G: 4 P: 4 MS: 4
  • Resilience 2 damage levels.

To hit a goblin, the attacker must pass a roll to strike a small target (i.e. a manipulation check). Goblins have an innate skill with machinery, demolitions, and construction that allows them to attempt intellect-modified rolls to repair or sabotage any piece of machinery or craft a crude explosive. Additionally, goblins are sneaky by nature, and have second-tier skill in Stealth. They have no effective natural weapons, but often supplement their abilities with crude explosives or small knives.

Meh-Teh

Meh-Teh (TC) the manbear, also known as the Yeti or the Abominable Snowman, is a rare and secretive creature. Estimates place the number of live Meh-Teh at somewhere around 100, all living in the upper Himalaya. Standing eight feet tall and weighing nearly a ton, these white, shaggy creatures walk on two legs and have powerful arms and sharp teeth. They are known to be territorial, but do not consider humans a primary food source. However, in the Himalaya predators often must eat whatever they can find to survive.

  • Body FT: 5 ST: 7 GH: 7 A: n/a
  • Spirit W: 3 DR: 5 DS: 3 S: 3
  • Mind I: 1 G: 5 P: 5 MS: 3
  • Resilience 16 damage levels -1 at 3 DL and enraged, -2 at 1 DL

The Meh-Teh attacks with vicious claws, dealing 3 damage on a successful hit. It may also grapple, throwing opponents headlong or dashing them against rocks.

Ogres

Ogres are rare brutes, thought to be either extinct or mere myth until recently. Four living specimens have been discovered in quick succession over the last year, suggesting that the ogres have returned from their hiding. Two specimens were found in the mountains of Cathay, one in the Schwarzwald of Germany, and one in the haunted woods of Aokigahara near Mt. Fuji in Japan. Ogres stand ten feet tall and weigh a ton. They are known to be voracious carnivores of indiscriminate and insatiable appetite. Their vast, stinking bulk powers massive limbs in crushing blows, stunning their prey before they consume it raw and alive.

Fig. 7.?: In which the ogre, dubbed "Iron Hutch", preys upon loyal garrison soldiers. The death toll of the creature's night raids rose to seventeen before it was finally brought down with the assistance of the Grand Safari.
This warning poster illustration depicts the ogre, dubbed “Iron Hutch”, preying upon loyal garrison soldiers. The death toll of the creature’s night raids rose to seventeen before it was finally brought down with the assistance of the Grand Safari.
  • Body FT: 6 ST: 8 GH: 7 A: n/a
  • Spirit W: 2 DR: 3 DS: 1 S: 3
  • Mind I: 1 G: 2 P: 2 MS: 2
  • Resilience 16 damage levels -1 at 3 DL and enraged, -2 at 1 DL

The ogre attacks with powerful blows, dealing 3 damage on each successful hit. It also uses its crushing grip, dealing 2 damage on successful grapples as it rips its prey limb from limb.

Dinosaurs

Dinosaurs have only been rediscovered fairly recently, but popular interest and commercial applications as domesticated animals have resulted in a population boom. South America is still the only continent with a significant wild dinosaur population, and is also the home to the most plentiful dinosaur populations. Most non-avian dinosaur species are truly extinct, but the following have been rediscovered and, in some cases, bred for domestic use.

Carnotaurus

Carnotaurus is a massive predator, standing six and a half feet tall at the hip and measuring twenty-five feet from nose to tail. It weighs in at about a ton, with females slightly larger than males. It is bipedal, with tiny forelimbs and a long, swishing tail, which it uses for balance. Its skull is relatively small for its size, but its maw is still sufficiently large to place a human being’s torso entirely within a cage of teeth. It gets its name from horn-like bone protrusions above each eye. Carnotauri are sometimes used as mounts, especially among wealthy sportsmen and the Doylasaurus-herding gauchos of the South American pampas. A gunman mounted on a Carnotaurus is a fearsome sight.

  • Body FT: 5 ST: 6 GH: 5 A: n/a
  • Spirit W: 3 DR: 5 DS: 2 S: 2
  • Mind I: 0 G: 0 P: 3 MS: 3
  • Resilience 12 damage levels -1 at 5 DL, -2 at 3 DL and enraged, -3 at 1 DL and staggering

Carnotaurus is a mouth on legs. Its only seriously dangerous mode of attack is a deadly lunging bite and a flesh-ripping throttling thereafter. The bite deals 4 damage and has a manipulation of 0 and initiates a ST vs. ST check which, if successful, initiates a throttle, automatically dealing bite damage every round while violently shaking the prey until either the prey is dead and a juicy chunk of flesh is torn free, or the prey wins the ST vs. ST check that occurs every round of throttling.

Doylasaurus

Doylasaurus is a dinosaur that underwent significant change in body plan relative to the other survivors of the so-called ”Lost World.” While similar in body plan to its titanosaurid forefathers, this micro-titanosaurid is only the size of a Clydesdale horse. The large egg clutch size and relatively thick, armored hide have kept them alive amid the ferocious predators of their home range, and their fast breeding and massive size make them prime food animals. Domesticated herds cover the pampas, and there has been some talk of introducing the species in North America and Africa as well. It is reported that the meat tastes like the midpoint of beef and turkey.

  • Body FT: 2 ST: 6 GH: 6 A: n/a
  • Spirit W: 1 DR: 2 DS: 2 S: 3
  • Mind I: 0 G: 0 P: 4 MS: 1
  • Resilience 15 damage levels -1 and flee at 10 DL, -3 and staggering at 1 DL 1 armor.

The Doylasaurus does not fight except in its death throes. If threatened, it runs. However, if caught underfoot or caught by a tail lash 1 damage would result. Stampedes can be dangerous for this reason.

Elasmosaurus

Elasmosaurus is the giant plesiosaur that provided the identity of the Loch Ness Monster. While it is not properly a dinosaur (it is a giant, fish-eating reptile) it is often referred to as such by laymen. These great beasts average 45 feet in length and 2 tons in weight, and can be used to drag ferries and barges or even do the work of a crane in marine environments. Should one ever need to be fought, representative values are given.

This illustration of Elasmosauri in the wild, though not anatomically perfect, captures both the gargantuan scale of the beasts and the fluid grace with which they maneuver underwater.
This illustration of Elasmosauri in the wild, though not anatomically perfect, captures both the gargantuan scale of the beasts and the fluid grace with which they maneuver underwater.
  • Body FT: 4 ST: 8 GH: 7 A: n/a
  • Spirit W: 2 DR: 3 DS: 2 S: 2
  • Mind I: 0 G: 0 P: 4 MS: 3
  • Resilience 24 damage levels -1 at 5 DL, -3 at 2 DL and enraged

Bites deliver two damage, manipulation 0. These are reserved for fish at most times, but could mistakenly be delivered in poor visibility or other unusual circumstances.

Santanaraptor

Santanaraptor (LC) is famous not only for being keenly intelligent and deadly in its modern form, but also for being unusually sensitive to psychic stresses. These raptors are the largest of their kind, and the only ones capable of posing a significant risk to a human. The only other surviving raptor species is the turkey-sized, feathered velociraptor, used as a food source and hardly threatening to any but children thanks to its light bones and slight build. The Santanaraptor, on the other hand, has hands, feet, and mouth equipped with deadly weapons, and stands an average 5 feet tall when standing at rest, 7 feet in length from nose to tail. It is a strong leaper and a quick mover, with a lithe, athletic build. Their intelligence makes them excellent companion animals, useful for nearly any task a dog can perform, and their psychic sensitivity makes them prime companions for the well-traveled spiritualist.

  • Body FT: 5 ST: 2 GH: 3 A: n/a
  • Spirit W: 1 DR: 5 DS: 1 S: 4
  • Mind I: 1 G: 2 P: 5 MS: 5
  • Resilience 7 damage levels -1 at 5 DL, -2 at 3 DL and enraged, -3 at 1 DL and staggering

A typical attack begins from a concealed position. A leaping attack, scythe-like claws on the feet leading, follows, dealing 2 damage, 0 manipulation, and followed instantly by a 1 damage bite aimed for a sensitive area, like the neck or eyes, 0 manipulation. If this attack fails, the ’raptor will circle and attempt a second leap or, if unable to escape gracefully, will bite and claw furiously with its foreclaws (1 damage) and mouth (1 damage) respectively.

 

Felines

Felines are popular pets, but also deadly predators. The common house cat hardly deserves statistics as an antagonist, but lions, tigers, jaguars, and cougars are another story. All felines hunt for pleasure and exhibit cruelty along with their playfulness and curiosity.

Cougars/Jaguars

Cougars and jaguars are of similar size, and, thus, have their scores given together. They are solitary, but sociable with their own kind. They are known to attack humans only when their territory is threatened, but when they attack, they attack to kill.

  • Body FT: 5 ST: 4 GH: 4 A: n/a
  • Spirit W: 1 DR: 4 DS: 2 S: 4
  • Mind I: 0 G: 2 P: 4 MS: 4
  • Resilience 8 damage levels -1 at 5 DL, -2 at 3 DL and flee, -3 at 1 DL and enraged

These ambush predators attack by leaping from a place of advantage, especially from above, and delivering a deadly bite to the neck, instantly killing a target after attempting the same rolls required for an assassination. When this fails, claws do most of the damage, at 1 damage per hit, manipulation 0.

Lions/Tigers

Lions and tigers (some TC) are larger and deadlier than any other felines. They are lazy when able, but deadly when hungry or threatened. In times of starvation, they sometimes prey on humans for food.

  • Body FT: 7 ST: 5 GH: 5 A: n/a
  • Spirit W: 1 DR: 4 DS: 2 S: 4
  • Mind I: 0 G: 2 P: 4 MS: 4
  • Resilience 10 damage levels -1 at 5 DL, -2 at 3 DL and enraged, -3 at 1 DL and staggering

They attack by throat-tearing ambush, or thereafter by clawing and attempting to go for the throat again. They deal 2 damage per hit, manipulation 0.

 

Horses

Horses (LC) are a common mode of transport wherever there are no roads and no one has need of or the means of acquiring a carnotaurus. The statistics given here could easily be adapted to represent a camel, donkey, or other pack animal by lowering FT and possibly lowering damage to 0. The American West is a good example of a place where travel by horseback is common everywhere that is not serviced by train. Horses are curious and social, and in their domesticated form are generally fairly amenable to human demands. It is possible that a horse could be sufficiently angered or threatened to cause it to lash out with its hooves, but generally a horse will run if bothered.

  • Body FT: 6 ST: 5 GH: 4 A: n/a
  • Spirit W: 1 DR: 3 DS: 1 S: 4
  • Mind I: 0 G: 1 P: 4 MS: 2
  • Resilience 10 damage levels -1 at 5 DL and spooked, -2 at 3 DL and flee, -3 and staggering at 1 DL.

If a horse lashes out with its hooves or tramples a person, it deals 1 damage if it connects. Horses do not typically engage in combat.

 

Snakes

Snakes have a simple but refined body plan, and can be very dangerous when threatened. Most snakes are not poisonous nor large enough to threaten a human, but some are.

Anacondas

The giant anaconda is the most impressive of the pythons, though the largest of the African Rock Pythons can rival it in danger. It spends its time lurking in swamps, waiting for prey. Anazondas are able to consume deer and even humans, and in the murk often have a hard time distinguishing the difference between one thrashing mammal and another.

This naturalist's illustration depicts the anaconda's ability to descend from treetop or limb as an alternative ambush strategy to its usual approach utilizing tall grass and/or shallow water.
This naturalist’s illustration depicts the anaconda’s ability to descend from treetop or limb as an alternative ambush strategy to its usual approach utilizing tall grass and/or shallow water.
  • Body FT: 3 ST: 6 GH: 4 A: n/a
  • Spirit W: 2 DR: 3 DS: 3 S: 3
  • Mind I: 0 G: 1 P: 3 MS: 4
  • Resilience 6 damage levels -1 at 1 DL

Anacondas attack from ambush, biting for one damage and initiating a squeezing hold (ST vs ST to escape) if the bite connects. By slowly taking out the slack every time the prey exhales, the anaconda suffocates the target if it maintains its hold for 5 rounds, causing it to drop to 0 damage levels, unconscious. One additional turn kills the target, upon which the anaconda will attack any other enemies nearby if necessary, or else begin swallowing its dinner.

Poisonous Snakes

Poisonous snakes such as rattlesnakes, adders, and cobras are here approximated by the same numbers. These numbers may also work for coral snakes and black mambas, if present. Snakes do not strike unless very threatened: poison is nutritionally expensive to create.

  • Body FT: 8 ST: 1 GH: 4 A: n/a
  • Spirit W: 2 DR: 3 DS: 3 S: 3
  • Mind I: 0 G: 1 P: 3 MS: 5
  • Resilience 2 damage levels

On a successful strike, poison is applied, requiring a roll after one hour of the target’s general health + attending physician’s medicine roll, if any, at a difficulty of -5. Failure results in loss of consciousness and reduction to one health level. A second roll an hour later, if failed, results in instant death. If either roll is passed, the poison is negated. Antivenom is a standard part of most medical kits thanks to the high degree of danger, allowing physicians to assist greatly. To have a physician add the medicine roll, 15 uninterrupted minutes of treatment are needed.

 

Undead

Ghosts are the remnants of the will, emotions, and psychic energy of the dead. These leftovers are mere tatters, confused and often angry, left with only a handful of emotions and an animal drive to resist fading away. Ghosts come in several forms, but those that retain a significant presence for any amount of time tend to be composed of anger, sorrow, and the will to dominate.

Apparitions

Apparitions (LC) are incorporeal creatures, visible and audible but without any tactile link to living existence. They tend to be a nuisance and to lend ambiance to some older castles, but are otherwise harmless to adventurers. They are useful for decomposition into active elements. Generally, apparitions are formed from weaker or more fragmented elements, and are thus easy to control.

Apparitions pose no threat to humans, save perhaps those that are both sensitive and in poor health. Nonetheless, some prefer to remove the spirits and others, like the "ghost poacher" pictured above, seek them out specifically either to harvest for binding rituals or simply to hunt for sport.
Apparitions pose no threat to humans, save perhaps those that are both sensitive and in poor health. Nonetheless, some prefer to remove the spirits and others, like the “ghost poacher” pictured above, seek them out specifically either to harvest for binding rituals or simply to hunt for sport.
  • Body n/a
  • Spirit W: 2 DR: 2 DS: 2 S: 5
  • Mind I: 2 G: 2 P: 2 MS: 2
  • Resilience 2 damage levels Incorporeal.

Only detectable with a Spiritualism roll. Can not be damaged or affected except by Spirit abilities.

Poultergeists

Poultergeists (TC) are every bit as ethereal as apparitions but infinitely more dangerous thanks to their ability to interact with physical objects. They may act with the equivalent force of a fast-twitch musculature equal to what their drive was in life, and a slow-twitch score equal to their willpower in life. Being ethereal, they may still only be affected by spiritualists. This is the source of most calls for exorcism.

  • Body FT: 3 ST: 3 GH: n/a A: n/a
  • Spirit W: 3 DR: 3 DS: 2 S: 4
  • Mind I: 2 G: 2 P: 3 MS: 2
  • Resilience 4 damage levels Attempts to hide at 1 DL Incorporeal

Only detectable with a Spiritualism roll. Can not be damaged or affected except by Spirit abilities. Poultergeists fight by throwing and otherwise interacting with objects in the room. They cannot target small areas effectively, but can deal 1 damage level of Resilience with most items (such as glass, broken metal, chairs, heavy books, etc.) that are in some way dangerous or heavy.

Wights

Wights (TC) are among the most powerful spirits. Fully manifest in the world, they may walk, talk, and act as a living being would, if that living being were powerfully enraged and able to pass through some solid objects, like walls and floors.

  • Body FT: 4 ST: 4 GH: n/a A: n/a
  • Spirit W: 4 DR: 4 DS: 2 S: 3
  • Mind I: 2 G: 3 P: 3 MS: 3
  • Resilience 8 damage levels. Attempt to flee and hide at 1 DL.

Quasi-corporeal Can be seen, struck, and interacted with as long as it is able to strike and in- teract, but can become incorporeal at will as a combat action. When incorporeal, only detectable with a Spiritualism roll and can not be damaged or affected except by Spirit abilities. Wights are creatures of malevolence and rage. They will attack and murder anything they see, and deal 1 damage with each ghostly claw as they rend flesh from bone. They exploit their ability to pass through solid objects by manifesting, attacking, and fleeing through walls or floor if the advantage is lost.

Zombies

Zombies (LC) are corpses piloted by the optimistic dead. Having failed to possess a living body, they instead use a corpse as an interface with the living world.

  • Body FT: 1 ST: 3 GH: n/a A: n/a
  • Spirit W: 2 DR: 3 DS: 2 S: 5
  • Mind I: 2 G: 2 P: 1 MS: 1
  • Resilience 6 damage levels

Reanimation. When a zombie’s body is destroyed, the apparition that was controlling it is forced out of the body, and must pass a discipline-modified roll of difficulty -1 or fade forever. If it passes this roll, it will attempt to inhabit any other nearby corpses. Zombies shamble slowly and attack with clubbing swings of their arms or attempted bites. They deal 1 damage on success, 0 manipulation.

Ghost

 

All ghosts have at least one tier of the Ghost skill tree. Zombies have at least two, poultergeists have at least three, and wights have three and no more. A human spiritualist may commune with the dead to learn the first tier ability, but to advance any further must become a ghost.

First tier: Ghost. The ability to remain after death, intact for as long as you can remain sane. Every lunar month at midnight of the night of the fullest moon you must pass a drive check of difficulty -2 or lose an emotion permanently. If five such checks fail, you become a senseless being of rage. If two more fail, you fade forever.

Second tier: Inhabit corpse. You may enter a corpse and cause it to rise as a zombie. This body is usable, with the Body scores of a zombie and a -2 to perception and motor skills, until it decays too fully (about a month) or is destroyed. The process is draining, and when leaving the zombie, by choice or otherwise, you must pass a discipline-modified roll of difficulty -1 or die a true death and fade away.

Third tier: Physical interaction. You may now interact with the physical world (see poultergeist) or become a wight. You must choose whether you wish to become a poultergeist or wight when taking this skill, and cannot choose both. Wights have the listed body scores, and the character’s mind and spirit scores. Only poultergeists may take fourth tier skill.

Fourth tier: Possession. You may force your way into the body and mind of a host, allowing you to live a full life in the new body, if you pass a roll of your (drive + willpower) vs. target’s (discipline + drive – sensitivity). If you succeed, you control the body until exorcised or the body dies. If the new body dies, you must pass the same check as losing a zombie body. While possessing a body, you need not take the check each lunar month because the body stabilizes you.