Feb 13, 2020 9:03 pm
The following is a listing of all the dinosaurs and other fauna that would make appropriate mounts or companions via the Dinosaur Master Edge.
Alternately, some of the below species might be available as semi-domesticated mounts or work animals that can be purchased from the occasional breeder or dino wrangler. These dinos are almost always very small or herbivorous; large carnivores are too difficult and dangerous to rear by hand.
I've decided to set the Size limit for mounts and companions at 7, with triceratops, ankylosaurs, and stegosaurs being at the upper end of the spectrum. Other creatures, such as Tyrannosaurs, Sauropods and mammoths, are too large for these purposes.
When I have a chance, I'll post fluff descriptions for each creature.
DINOSAURS
Archaeopteryx
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d4−2, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
Pace: 3; Parry: 5; Toughness: 2
Special Abilities:
• Bite/Claws: Str+d4.
• Flight: Archaeopteryx fly at a Pace of 20″.
• Size −3 (Very Small): Archaeopteryx are lightweight and about two feet tall.
Bone-Head (Pachycephalosaur)
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d4, Survival d8
Pace: 8; Parry: 6; Toughness: 12 (2)
Special Abilities:
• Armor +2: Thick hide.
• Fast Runner: Roll d8 when running instead of d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Size +3: Increases Toughness by +3.
• Slam: Str+d6.
Cutter (Allosaurus)
Attributes: Agility d6, Smarts d6(A), Spirit d6, Strength d12+6, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d6
Pace: 8; Parry: 7; Toughness: 16 (2)
Edges: Trademark Weapon (Bite), Level-Headed
Special Abilities:
• Armor +2: Scaly hide.
• Bite/Claw: Str+d6.
• Pack Boost: The creature may add the Gang Up bonus to damage.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
• Size 6 (Large): Allosaurus grow up to 30 ft long but weigh between two and four tons.
Mack (Triceratops and other Ceratopsians)
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d12+3, Survival d12+3
Pace: 6; Parry: 7; Toughness: 18 (3)
Edges: Trademark Weapon (gore)
Special Abilities:
• Armor +3: Thick hide.
• Fast Runner: Roll d8 when running instead of d6.
• Gore: +4 damage if move 6" or more in straight line before attacking.
• Hardy: A second Shaken result doesn’t become a wound.
• Horns: Str+d8.
• Large: –2 to attack medium–sized foes, they receive +2 to their attacks.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled fordownwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed a accurately, and attacks made using scent are made at –2.
• Size +7: Thirty feet long; Toughness +7.
Ripper (Dromeosaur or "Raptor")
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d8, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d12, Stealth d12, Survival d12
Pace: 12; Parry: 5; Toughness: 9 (1)
Edges: Alertness, Frenzy, Level Headed, Trademark Weapon (Claw)
Special Abilities:
• Armor +1: Thick hide.
• Bite: Str+d6.
• Fast Runner: Roll d8 when running instead of d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Pounce: +4 attack/damage and –2 Parry after leaping d6" in a straight line towards non–adjacent foe.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
• Talons: Str+d6.
Sailback (Dimetrodon)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d6, Stealth d4, Survival d6
Pace: 6; Parry: 6; Toughness: 11 (1)
Edges: Level Headed, Trademark Weapon (bite)
Special Abilities:
• Armor +1: Thick hide.
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
• Size +2: Increases Toughness by +2.
Scanty (Compsognathus)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d4?1, Vigor d4
Skills: Athletics d8, Fighting d4, Notice d6, Stealth d6
Pace: 6; Parry: 4; Toughness: 2
Edges: Alertness, Frenzy, Level-Headed
Special Abilities:
• Bite/Claws: Str.
• Size -2 (Small): Compsognathus are the size of a modern turkey or small dog. Reduce Toughness by 2.
• Low Light Vision: No penalties for dim or dark lighting.
• Pounce: +4 attack/damage and –2 Parry after leaping d6" in a straight line towards non–adjacent foe.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
Shilliwak (Ankylosaurus)
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d12, Survival d12
Pace: 6; Parry: 6; Toughness: 17 (3)
Edges: Trademark Weapon (tail)
Special Abilities:
• Armor +3: Thick hide.
• Hardy: A second Shaken result doesn’t become a wound.
• Knockback: Opponent knocked back d8" on a raise, if they hit a solid object, they suffer +d6 damage.
• Large: –2 to attack medium–sized foes, they receive +2 to their attacks.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
• Size +7: Thirty feet long; Toughness +7.
• Tail: Str+d8; Knockback.
Thresher (Plesiosaur)
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Athletics d12, Fighting d8, Notice d12, Survival d12
Pace: 4; Parry: 6; Toughness: 17 (2)
Edges: Dodge, Improved Dodge, Strong Willed
Special Abilities:
• Armor +2: Thick hide.
• Bite: Str+d8.
• Endurance: +2 to Soak rolls.
• Hardy: A second Shaken result doesn’t become a wound.
• Large: -2 to attack medium-sized foes; they receive +2 to their attacks.
• Low Light Vision: No penalties for dim or dark lighting.
• Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Size +7: Forty-five feet long; Toughness +7.
Wohochuk (Stegosaurus)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d8, Notice d12, Survival d12
Pace: 6; Parry: 6; Toughness: 17 (3)
Edges: Level Headed, Sweep, Trademark Weapon (tail)
Special Abilities:
• Armor +3: Thick hide.
• Hardy: A second Shaken result doesn’t become a wound.
• Knockback: Opponent knocked back d8" on a raise; if they hit a solid object they suffer +d6 damage.
• Large: –2 to attack medium–sized foes; they receive +2 to their attacks.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
• Size +7: Thirty feet long; Toughness +7.
• Tail: Str+d8; Knockback.
Wonmug (Hadrosaur or "Duck-Bill")
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d10, Stealth d6, Survival d10
Pace: 6; Parry: 6; Toughness: 15 (2)
Special Abilities:
• Armor +2: Thick hide.
• Large: –2 to attack medium–sized foes, they receive +2 to their attacks.
• Low Light Vision: No penalties for dim or dark lighting.
• Tail: Str+d8.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
• Size +6: Thirty feet long; Toughness +6.
Zeke (Pteranodon)
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d10
Pace: 4; Parry: 5; Toughness: 9 (1)
Special Abilities:
• Armor +1: Scaly hide.
• Bite/Claw: Str+d6.
• Flight: Pteranodons have a Flying Pace of 12", with an Acceleration of 3".
• Fly-By Attack: When the pteranodon is flying at fully speed, it can do a fly-by attack, getting a +2 to damage. If it gets a raise on its attack roll when flyingby against a human or smaller sized opponent, it snatches them up and carries them off, most likely to its nest.
• Size +2: Toughness +2.
• Slow: On the ground, they have Pace 4" and cannot run.
OTHER FAUNA
Dire Wolf
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d6, Stealth d8
Pace: 10; Parry: 6; Toughness: 6
Edges: Alertness
Special Abilities:
• Bite: Str+d6.
• Speed: d10 running die.
Giant Rat
Attributes: Agility d10, Smarts d12 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d10, Fighting d4, Notice d6, Stealth d10, Survival d6
Pace: 8; Parry: 4; Toughness: 4
Special Abilities:
• Bite: Str+d4; Disease.
• Disease: Make a Vigor roll or become afflicted.
• Low Light Vision: No penalties for dim or dark lighting.
• Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Size -1: Two feet long; Toughness -1.
Megacerops
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d10, Survival d10
Pace: 8; Parry: 5; Toughness: 13 (2)
Special Abilities:
• Armor +2: Thick hide.
• Gore: +4 damage if move 6" or more in straight line before attacking.
• Hardy: A second Shaken result doesn’t become a wound.
• Horn: Str+d6.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Size +3: Increases Toughness by +3.
Razorback (Giant Boar)
Attributes: Agility d6, Smarts d8 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d10, Survival d10
Pace: 8; Parry: 5; Toughness: 12 (2)
Edges: Hard to Kill
Special Abilities:
• Armor +2: Bristly fur.
• Endurance: +2 to Soak rolls.
• Gore: +4 damage if move 6" or more in straight line before attacking.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Size +3: The size of a rhino; Toughness +3.
• Tusks: Str+d6.
Smilodon (Saber-Toothed Tiger)
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8
Pace: 6 Parry: 6 Toughness: 8
Special Abilities:
• Bite or Claw: Strength +d8 damage.
• Fleet-Footed: Despite their size, Saber-Tooths get a d8 running bonus.
• Improved Frenzy: Saber-Toothed Tigers may make 2 Fighting attacks each action at no penalty.
• Pounce: Saber-Toothed Tigers often pounce on their prey to best bring their mass and claws to bear. When charging at least 1 Hand they can leap on their prey to gain +2 to their attack and +d6 damage. Their Parry is reduced by -2 until their next action when performing this maneuver.
• Size +2: Male Saber-Tooths are around the size of lions, and can weigh over 500 pounds.
Terror Bird
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8
Pace: 1 Hand; Parry: 6; Toughness: 7
Edges: Frenzy, Trademark Weapon (Beak)
Special Abilities:
• Bite: Strength +d6 damage.
• Hardy: If the beast is Shaken; another Shaken result doesn’t cause a Wound.
• Pounce: +4 attack/damage and –2 Parry after leaping d6" in a straight line towards non–adjacent foe.
• Size +1: Toughness +1
Alternately, some of the below species might be available as semi-domesticated mounts or work animals that can be purchased from the occasional breeder or dino wrangler. These dinos are almost always very small or herbivorous; large carnivores are too difficult and dangerous to rear by hand.
I've decided to set the Size limit for mounts and companions at 7, with triceratops, ankylosaurs, and stegosaurs being at the upper end of the spectrum. Other creatures, such as Tyrannosaurs, Sauropods and mammoths, are too large for these purposes.
When I have a chance, I'll post fluff descriptions for each creature.
DINOSAURS
Archaeopteryx
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d4−2, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
Pace: 3; Parry: 5; Toughness: 2
Special Abilities:
• Bite/Claws: Str+d4.
• Flight: Archaeopteryx fly at a Pace of 20″.
• Size −3 (Very Small): Archaeopteryx are lightweight and about two feet tall.
Bone-Head (Pachycephalosaur)
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d4, Survival d8
Pace: 8; Parry: 6; Toughness: 12 (2)
Special Abilities:
• Armor +2: Thick hide.
• Fast Runner: Roll d8 when running instead of d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Size +3: Increases Toughness by +3.
• Slam: Str+d6.
Cutter (Allosaurus)
Attributes: Agility d6, Smarts d6(A), Spirit d6, Strength d12+6, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d6
Pace: 8; Parry: 7; Toughness: 16 (2)
Edges: Trademark Weapon (Bite), Level-Headed
Special Abilities:
• Armor +2: Scaly hide.
• Bite/Claw: Str+d6.
• Pack Boost: The creature may add the Gang Up bonus to damage.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
• Size 6 (Large): Allosaurus grow up to 30 ft long but weigh between two and four tons.
Mack (Triceratops and other Ceratopsians)
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d12+3, Survival d12+3
Pace: 6; Parry: 7; Toughness: 18 (3)
Edges: Trademark Weapon (gore)
Special Abilities:
• Armor +3: Thick hide.
• Fast Runner: Roll d8 when running instead of d6.
• Gore: +4 damage if move 6" or more in straight line before attacking.
• Hardy: A second Shaken result doesn’t become a wound.
• Horns: Str+d8.
• Large: –2 to attack medium–sized foes, they receive +2 to their attacks.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled fordownwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed a accurately, and attacks made using scent are made at –2.
• Size +7: Thirty feet long; Toughness +7.
Ripper (Dromeosaur or "Raptor")
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d8, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d12, Stealth d12, Survival d12
Pace: 12; Parry: 5; Toughness: 9 (1)
Edges: Alertness, Frenzy, Level Headed, Trademark Weapon (Claw)
Special Abilities:
• Armor +1: Thick hide.
• Bite: Str+d6.
• Fast Runner: Roll d8 when running instead of d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Pounce: +4 attack/damage and –2 Parry after leaping d6" in a straight line towards non–adjacent foe.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
• Talons: Str+d6.
Sailback (Dimetrodon)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d6, Stealth d4, Survival d6
Pace: 6; Parry: 6; Toughness: 11 (1)
Edges: Level Headed, Trademark Weapon (bite)
Special Abilities:
• Armor +1: Thick hide.
• Bite: Str+d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
• Size +2: Increases Toughness by +2.
Scanty (Compsognathus)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d4?1, Vigor d4
Skills: Athletics d8, Fighting d4, Notice d6, Stealth d6
Pace: 6; Parry: 4; Toughness: 2
Edges: Alertness, Frenzy, Level-Headed
Special Abilities:
• Bite/Claws: Str.
• Size -2 (Small): Compsognathus are the size of a modern turkey or small dog. Reduce Toughness by 2.
• Low Light Vision: No penalties for dim or dark lighting.
• Pounce: +4 attack/damage and –2 Parry after leaping d6" in a straight line towards non–adjacent foe.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
Shilliwak (Ankylosaurus)
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d12, Survival d12
Pace: 6; Parry: 6; Toughness: 17 (3)
Edges: Trademark Weapon (tail)
Special Abilities:
• Armor +3: Thick hide.
• Hardy: A second Shaken result doesn’t become a wound.
• Knockback: Opponent knocked back d8" on a raise, if they hit a solid object, they suffer +d6 damage.
• Large: –2 to attack medium–sized foes, they receive +2 to their attacks.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
• Size +7: Thirty feet long; Toughness +7.
• Tail: Str+d8; Knockback.
Thresher (Plesiosaur)
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Athletics d12, Fighting d8, Notice d12, Survival d12
Pace: 4; Parry: 6; Toughness: 17 (2)
Edges: Dodge, Improved Dodge, Strong Willed
Special Abilities:
• Armor +2: Thick hide.
• Bite: Str+d8.
• Endurance: +2 to Soak rolls.
• Hardy: A second Shaken result doesn’t become a wound.
• Large: -2 to attack medium-sized foes; they receive +2 to their attacks.
• Low Light Vision: No penalties for dim or dark lighting.
• Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Size +7: Forty-five feet long; Toughness +7.
Wohochuk (Stegosaurus)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d8, Notice d12, Survival d12
Pace: 6; Parry: 6; Toughness: 17 (3)
Edges: Level Headed, Sweep, Trademark Weapon (tail)
Special Abilities:
• Armor +3: Thick hide.
• Hardy: A second Shaken result doesn’t become a wound.
• Knockback: Opponent knocked back d8" on a raise; if they hit a solid object they suffer +d6 damage.
• Large: –2 to attack medium–sized foes; they receive +2 to their attacks.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
• Size +7: Thirty feet long; Toughness +7.
• Tail: Str+d8; Knockback.
Wonmug (Hadrosaur or "Duck-Bill")
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d10, Stealth d6, Survival d10
Pace: 6; Parry: 6; Toughness: 15 (2)
Special Abilities:
• Armor +2: Thick hide.
• Large: –2 to attack medium–sized foes, they receive +2 to their attacks.
• Low Light Vision: No penalties for dim or dark lighting.
• Tail: Str+d8.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at –2.
• Size +6: Thirty feet long; Toughness +6.
Zeke (Pteranodon)
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d10
Pace: 4; Parry: 5; Toughness: 9 (1)
Special Abilities:
• Armor +1: Scaly hide.
• Bite/Claw: Str+d6.
• Flight: Pteranodons have a Flying Pace of 12", with an Acceleration of 3".
• Fly-By Attack: When the pteranodon is flying at fully speed, it can do a fly-by attack, getting a +2 to damage. If it gets a raise on its attack roll when flyingby against a human or smaller sized opponent, it snatches them up and carries them off, most likely to its nest.
• Size +2: Toughness +2.
• Slow: On the ground, they have Pace 4" and cannot run.
OTHER FAUNA
Dire Wolf
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d6, Stealth d8
Pace: 10; Parry: 6; Toughness: 6
Edges: Alertness
Special Abilities:
• Bite: Str+d6.
• Speed: d10 running die.
Giant Rat
Attributes: Agility d10, Smarts d12 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d10, Fighting d4, Notice d6, Stealth d10, Survival d6
Pace: 8; Parry: 4; Toughness: 4
Special Abilities:
• Bite: Str+d4; Disease.
• Disease: Make a Vigor roll or become afflicted.
• Low Light Vision: No penalties for dim or dark lighting.
• Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Size -1: Two feet long; Toughness -1.
Megacerops
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d10, Survival d10
Pace: 8; Parry: 5; Toughness: 13 (2)
Special Abilities:
• Armor +2: Thick hide.
• Gore: +4 damage if move 6" or more in straight line before attacking.
• Hardy: A second Shaken result doesn’t become a wound.
• Horn: Str+d6.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Size +3: Increases Toughness by +3.
Razorback (Giant Boar)
Attributes: Agility d6, Smarts d8 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d10, Survival d10
Pace: 8; Parry: 5; Toughness: 12 (2)
Edges: Hard to Kill
Special Abilities:
• Armor +2: Bristly fur.
• Endurance: +2 to Soak rolls.
• Gore: +4 damage if move 6" or more in straight line before attacking.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Size +3: The size of a rhino; Toughness +3.
• Tusks: Str+d6.
Smilodon (Saber-Toothed Tiger)
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8
Pace: 6 Parry: 6 Toughness: 8
Special Abilities:
• Bite or Claw: Strength +d8 damage.
• Fleet-Footed: Despite their size, Saber-Tooths get a d8 running bonus.
• Improved Frenzy: Saber-Toothed Tigers may make 2 Fighting attacks each action at no penalty.
• Pounce: Saber-Toothed Tigers often pounce on their prey to best bring their mass and claws to bear. When charging at least 1 Hand they can leap on their prey to gain +2 to their attack and +d6 damage. Their Parry is reduced by -2 until their next action when performing this maneuver.
• Size +2: Male Saber-Tooths are around the size of lions, and can weigh over 500 pounds.
Terror Bird
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8
Pace: 1 Hand; Parry: 6; Toughness: 7
Edges: Frenzy, Trademark Weapon (Beak)
Special Abilities:
• Bite: Strength +d6 damage.
• Hardy: If the beast is Shaken; another Shaken result doesn’t cause a Wound.
• Pounce: +4 attack/damage and –2 Parry after leaping d6" in a straight line towards non–adjacent foe.
• Size +1: Toughness +1