Animals

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Bestiary ~&~ Liber Monstrorum ~&~ MONSTRI VOLUMEN

Introduction: Vampires are creatures of the cities and rarely interact with the beasts of the wild. Indeed, most animals fear the Kindred, hissing or snarling as the unnatural creatures approach. Nonetheless, certain vampires (particularly those with the Animalism Discipline) employ animals as companions, spies, or soldiers. Further, animals are occasionally changed into ghouls, particularly by the vampires of Clans Gangrel and Nosferatu.

Normal animals are described with only Physical and Mental Traits. They also have Abilities, reflecting innate or trained abilities. Traits in square brackets are instilled through human contact and training; an animal in the wilderness does not have these Abilities. Trained animals can also gain Willpower. Animals whose health levels include Incapacitated can survive longer than those without it — others die when they run out of health levels. The blood pool Trait reflects how many points a feeding Cainite can drain from a beast. (Note that animal blood is far less satisfying than human vitae; some animals that have more blood than a human actually have lower blood pool ratings.) Damage inflicted by animals is lethal, although small creatures might inflict bashing damage at the Storyteller’s discretion.

Any of the beasts below can be turned into ghoul retainers with a monthly dose of at least one point of vampire blood; such companions gain Willpower, a dot of Potence, a useable blood pool of 2, and trained Abilities. Dogs are frequently made into ghouls because of their loyalty and intelligence. Dogs also rarely attract attention, and can be easily trained. Cats have been linked to creatures of the night, and more than one vampire has kept a feline companion through the transition from mortal to immortal. Still, these are not the limits of ghoul pets. Most domestic (and many wild) animals have been turned into ghouls at one point or another.

Alligators/ Crocodiles
Attributes: Strength 4, Dexterity 2, Stamina 4, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 2, Athletics 2, Brawl 2, Stealth 3
Willpower: 3
Health Levels: OK, OK, OK, -1, -1, -1, -2, -5, Incapacitated
Attack: Bite for seven dice; tail slap for six dice
Blood Pool: 7
Note: Alligators and crocodiles have one soak die of armor, usable against bashing or lethal damage.
Bats
Attributes: Strength 1, Dexterity 3, Stamina 2,Perception 3, Intelligence 1, Wits 2
Abilities: Alertness 3, Athletics 3, Stealth 2
Willpower: 2
Health Levels: OK, -1,-3
Attack: Bite for one die
Blood Pool: 1/2 point
Note: Bats can fly at 25 mph/40 kph. Vampires who employ the Protean Discipline to change into bats that are larger than the bats presented here.
Bears
Attributes: Strength 5, Dexterity 2, Stamina 5, Perception 3, Intelligence 3, Wits 2
Abilities: Alertness 3, Brawl 3, Intimidation 2, Stealth 1
Willpower: 4
Health Levels: OK, OK, OK, -1, -1, -1, -3, -3, -5, Incapacitated
Attack: Claw for seven dice; bite for five dice
Blood Pool: 8
Birds
Small Bird (Finches, Parrots, etc.)
Attributes: Strength 1, Dexterity 3, Stamina 2, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, [Performance (Mimicry) 3]
Willpower: 1
Health Levels: OK, -1, -2, -5
Attack: Harassment (-1 die on all dice pools to target while being harassed)
Blood Pool: 1/4 (1 blood point equals four small birds)
Large Birds (Hawks, Ravens, Vultures etc.)
Attributes: Strength 2, Dexterity 3, Stamina 3, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, Athletics 2, Brawl 1 [3], Empathy 0 [4], Intimidation 2 [4]
Willpower: 3
Health Levels: OK, -1, -1, -2, -5, Incapacitated
Attack: Claw for two dice; bite for one die (only in desperation)
Blood Pool: 1/2 (1 blood point equals two large birds)
Note: A bird can typically fly at 25 to 50 mph (40 to 80 kph).

Camels

Attributes: Strength 6, Dexterity 3, Stamina 3, Perception 3, Intelligence 3, Wits 2
Abilities: Alertness 3, Athletics 3, Brawl 4
Willpower: 3
Health Levels: OK, OK, -1, -1, -2, -2, -5, Incapacitated
Attack: Kick for six dice; bite for four dice
Blood Pool: 6

Cats

House Cats
Attributes: Strength 1, Dexterity 3, Stamina 3, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, Athletics (Climbing) 3, Brawl 2, Intimidation 2, Stealth 4 [Empathy 2, Subterfuge 2]
Willpower: 3
Health Levels: OK, -1, -2, -5,Incapacitated
Attack: Bite for one die; claw for one die
Blood Pool: 1
Bobcats
Attributes: Strength 3, Dexterity 3, Stamina 3, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, Athletics (Climbing) 3, Brawl 3
Willpower: 3
Health Levels: OK, -1, -1, -2, -5, Incapacitated
Attack: Bite for four dice; claw for three dice
Blood Pool: 4
Leopards (Jaguars, Panthers, etc.)
Attributes: Strength 4, Dexterity 3, Stamina 3, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, Athletics 3, Brawl 3 [Intimidation 4, Stealth 3]
Willpower: 4
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
Attack: Bite for five dice; claw for four dice
Blood Pool: 5
Tigers (Lions, etc.)
Attributes: Strength 5, Dexterity 4, Stamina 4, Perception 4, Intelligence 3, Wits 3
Abilities: Alertness 3, Athletics 3, Brawl 3, Intimidation 4, Stealth 3
Willpower: 5
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
Attack: Bite for six dice; claw for five dice
Blood Pool: 5

Cattle

Attributes: Strength: 7, Dexterity: 2, Stamina: 5
Abilities: Alertness: 2, Athletics 1, Brawl 1, Dodge 2, Intimidation 1, Stealth 2
Attacks: Gore: Str +2 Lethal, Kick: Str +2 Bashing
Blood Pool: 8

Chimpanzees

Attributes: Strength 4, Dexterity 4, Stamina 3, Perception 3, Intelligence 3, Wits 4
Abilities: Alertness 3, Athletics (Climbing) 3, Brawl 2 [Empathy 2, Sign Language or Pictogram Language Merit]
Willpower: 5, Health Levels: OK, -1, -1, -2, -2, -5,Incapacitated
Attack: Bite for five dice; claw for four dice
Blood Pool: 4

Dogs

Small Dog (Chihuahua, Pug, etc.)
Attributes: Strength 1, Dexterity 3, Stamina 2, Perception 3, Intelligence 1, Wits 3
Abilities: Alertness 3, Athletics 3 [Empathy 2, Performance 1, Stealth 3]
Willpower: 3
Health Levels: OK, -1, -5
Attack: Bite for two dice
Blood Pool: 1
Medium Dogs (Beagles, Border Collies, etc.)
Attributes: Strength 2, Dexterity 3, Stamina 3, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, Athletics 3, Survival (Tracking) 3 [Empathy 2, Intimidation 1, Stealth 2]
Willpower: 3
Health Levels: OK, -1, -1, -2, -5, Incapacitated
Attack: Bite for three dice; claw for two dice
Blood Pool: 2
Large Dogs (German Shepherds, Great Danes, etc.)
Attributes: Strength 4, Dexterity 3, Stamina 3, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, Athletics 3, Brawl 3, Survival (Tracking) 3 [Empathy 2, Intimidation 3, Stealth 2]
Willpower: 5
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
Attack: Bite for five dice; claw for four dice
Blood Pool: 3

Horses

Small Horses (Ponies, foals, etc.)
Attributes: Strength 4, Dexterity 2, Stamina 3, Perception 3, Intelligence 2, Wits 2
Abilities: Alertness 3, Athletics 3, Brawl 1 [Brawl 2,Empathy 2]
Willpower: 2
Health Levels: OK, OK, -1, -1, -2, -2, -5, Incapacitated
Attack: Trample or kick for six dice; bite for three
Blood Pool: 3
Large Horses (Stallions, Clydesdales, etc.)
Attributes: Strength 6, Dexterity 2, Stamina 5, Perception 3, Intelligence 2, Wits 2
Abilities: Alertness 3, Athletics 3, Brawl 1 [Brawl 3, Empathy 2, Intimidation 2] Willpower: 4
Health Levels: OK, OK, -1, -1, -2, -2, -5, Incapacitated
Attack: Trample or kick for seven dice; bite for three
Blood Pool: 4
Note: Horses typically fear the undead, but can be trained as mounts.

Pigs

Small Pigs (Domestic Pigs)
Attributes: Strength 2, Dexterity 2, Stamina 4, Perception 3, Intelligence 2, Wits 2
Abilities: Alertness 2, Athletics 2, Brawl 2
Willpower: 3
Health Levels: OK, OK, -1, -1, -2, -4, Incapacitated
Attack: Bite for two dice
Blood Pool: 3
Large Pigs (Boar)
Attributes: Strength 4, Dexterity 2, Stamina 5, Perception 3, Intelligence 2, Wits 2
Abilities: Alertness 2, Athletics 2, Brawl 2 [Intimidation 2]
Willpower: 3
Health Levels: OK, OK, -1, -1, -2, -4, Incapacitated
Attack: Bite for four dice; gore for five
Blood Pool: 4

Rats

Attributes: Strength 1, Dexterity 2, Stamina 3, Perception 2, Intelligence 1, Wits 1
Abilities: Alertness 2, Athletics 3, Brawl 1, Stealth 3
Willpower: 4
Health Levels: OK, -1, -5
Attack: Bite for one die
Blood Pool: 1/4 (1 blood point equals 4 rats)
Note: Rats are often turned into ghouls and used as spies and guards by Nosferatu. They frequently attack in swarms (see the rules below).

Snakes

Constrictor Snakes
Attributes: Strength 2, Dexterity 3, Stamina 3, Perception 3, Intelligence 1, Wits 2
Abilities: Alertness 3, Athletics 3, Brawl 3
Willpower: 4
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
Attack: Constrict for four dice per turn
Blood Pool: 2
Poisonous Snakes
Attributes: Strength 1, Dexterity 3, Stamina 3, Perception 3, Intelligence 1, Wits 2
Abilities: Alertness 3, Athletics 3, Brawl 3
Willpower: 4
Health Levels: OK, -1, -2, -5, Incapacitated
Attack: Bite for two dice (see Poisons and Drugs)
Blood Pool: 1

Spiders

Attributes: Strength 0, Dexterity 3, Stamina 1, Perception 1, Intelligence 1, Wits 3
Abilities: Brawl 1, Crafts 1 (spinning webs), Dodge 1 (skitter)
Willpower: 3
Health Levels: OK, Squashed
Attack: No damage, but bite may be poisonous
Blood Pool: None
Note: Characters must make an Alertness + Perception roll (difficulty 7) to notice spiders on them.

Wolves

Attributes: Strength 3, Dexterity 3, Stamina 3, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 2, Athletics 1, Brawl 3, Stealth 2
Willpower: 3
Health Levels: OK, -1, -1, -3, -5, Incapacitated
Attack: Bite for four dice; claw for four dice
Blood Pool: 4
Note: In the wild, wolves usually hunt in packs and pack tactics are instinctual.

Packs and Swarms

Although the Traits listed above detail individual creatures, some animals attack en masse. If a swarm of hornets or horde of rats accosts the characters, instead of trying to determine what each and every member of a pack or swarm does, simply roll to see if the swarm itself harms a character. Narrate the results from there.

Each beast type is given a listing on the chart below. Roll the damage dice pool listed once per turn (difficulty 6), and allow the characters to try to dodge orsoak the result. This damage is lethal, or possibly bashing in the case of small or weak creatures. Packs attack once per turn per target, and act on the initiative given on the following chart.

If a character dodges, he can move normally for the remainder of the turn. Otherwise, his attackers slow him down to half his usual movement. If they score more than three health levels’ worth of damage in one turn (after the target soaks), or if the player botches an appropriate roll, the character is knocked down and overrun. He can only move 1-2 yards/meters per turn, and the swarm’s damage difficulty falls to 5. Efforts to get back up and continue moving (see “Knockdown,”) are typically at +1 or +2 difficulty.

The health levels listed reflect the amount of damage it takes to disperse a pack or swarm. An additional two health levels destroy the attackers completely. Pistols, rifles, and small melee weapons (knives, brass knuckles, bottles, claws, bare hands) inflict a single health level per strike, no matter how many attack or damage successes are rolled (that is, the strike hits only one creature). Shotguns, submachine guns, and large meleeweapons (swords, staves, boards, chainsaws) do normal damage (each damage success rolled eliminates one health level of the swarm as a whole), as do large-area attacks (Molotov cocktails, frost storms, gusts of wind, explosions). Swarms and packs don’t soak.

Depending on the size of the pack, two or more characters might be affected by it and can attack it in return. Anyone who helps an overrun character can be attacked as well. A human can outrun some packs or swarms (those consisting of rats or bugs), but can’t hope to outrun others (those consisting of hyenas or birds).

Animal Damage Health Levels Initiative
Small Bugs 1 5 2
Large Bugs 2 7 3
Flying Bugs 2 5 4
Birds & Bats 4 9 5
Rats 3 7 3
Large Rats 4 9 3
Feral Cats 4 6 6
Wild dogs & Wolves 6 15 4