Common Land Mammals

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Apes and Prehumans

Apes and Prehumans include baboons, gorillas, and orang-utans in addition to two classes of Prehumans: Neanderthals and Sasquatch. All of these tend to be shy of humans and will usually dwell in high mountains or deep jungle. They have three times the stealth of an average human (30) and are often adept at tracking and have other talents sometimes associated with the Ranger Skill.

BABOON

Natural Habitat: Plains
Frequency: Common
Number: 1-100 (2)
Description: Baboons are medium-sized apes, usually no more than 4 feet tall, and 120 pounds in weight. They are characterised by their large heads and long sharp fangs. Baboons generally have light brown fur, but may have brightly coloured (orange, blue, purple or red) faces and/or rumps (especially females).
Talents, Skills and Magic: Baboons possess no special talents or skills. They are neither magic nor tool users and are only semi-intelligent.
Movement Rates: Running: 350
PS 12-18 MD 16-20 AG 18-22 MA None
EN 6-10 FT 10-15 WP 7-9 PC 17-21
PB 6-9 TMR 7 NA Fur absorbs 2 DP
Weapons: Baboons cannot attack except in Close Combat. They will swarm over their victim, using their bite (Base Chance of 65%, Damage of +4) to kill by increasing blood loss. Comments: Baboons tend to be vicious and unpredictable, attacking without warning. They are tribal in nature and do not fear men when in company with the rest of the tribe. They can sometimes (30% chance) be assuaged by food (usually meat).

GORILLA (MOUNTAIN GORILLA/GREAT APE)

Natural Habitat: Woods, Forest and Mountains
Frequency: Rare
Number: 1-40 (20)
Description: Gorillas reach 650 pounds and 6+ feet in height. They usually have arm spans when full grown of over 10 feet. Gorillas tend to have black fur, but older males will often have grey or silver fur. Some species are entirely white. Both males and females have prominent canines and are vicious fighters. Due to their great weight, gorillas cannot move between trees in the manner of other apes.
Talents, Skills and Magic: Gorillas have no special talents or skills. They are not tool or magic users.
Movement Rates: Running: 350
PS 30-40 MD 20-23 AG 14-17 MA None
EN 28-33 FT 33-38 WP 6-8 PC 12-18
PB 3-7 TMR 7 NA Fur absorbs 3 DP
Weapons: Gorillas may only attack via Close Combat. However, they may enter Close Combat with an entity whose combined modified Agility and Physical Strength is half or less their own by grabbing the victim and pulling him into their hex. This manoeuvre requires a Charge Action and is implemented in the same manner (except that the victim is pulled out of his hex into the gorilla's. Gorillas may bite (Base Chance of 30%, [D - 2] Damage) or rend (Base Chance of 50%, [D + 6] Damage) in Close Combat, but not in the same pulse.
Comments: Gorillas will usually flee humanoids, but will occasionally attack if led by a large, powerful male.

NEANDERTHAL

Natural Habitat: Woods, Rough, Caverns
Frequency: Rare
Number: 1-30 (8)
Description: Neanderthals are a species of pre-human characterised by sloping foreheads, hairy bodies, limited intelligence, and a semi-erect posture.
Talents, Skills and Magic: Neanderthals may have limited Beast Master skills and will possess most Ranger skills at Ranks 1-6 (some at higher Rank). They will have no talents and will not be magic users. Neanderthals will have only a limited tool using capacity and will generally not use weapons more complicated than stones and clubs.
Movement Rates: Running: 300
PS 18-25 MD 13-15 AG 12-14 MA None
EN 14-16 FT 20-24 WP 8-10 PC 13-18
PB 8-10 TMR 6 NA Skin absorbs 1 DP
Weapons: Neanderthals will use rocks and sticks and sometimes simple clubs and axes. They will rarely (15%) pick up and use a dropped weapon of a more complex nature. They will be at a total loss to figure out the workings of such complex weapons as bows. They have prominent canines and will always attempt to enter Close Combat where they will bite (Base Chance of 30%, [D - 3] Damage) in addition to striking.
Comments: Neanderthals fear other humanoids and will flee them if possible. Some, however, are cannibals and will stalk other humanoids as prey.

ORANG-UTAN (MAN-APES)

Natural Habitat: Woods, preferably deep Forest
Frequency: Uncommon
Number: 1-3 (1)
Description: Orang-utans are 4-5 feet tall and may weigh up to 200 pounds. They are characterised by long, rust-coloured fur over their entire body except for the chest and belly. They stand semi-erect and have long fore-limbs that reach almost to the ground. They use these limbs to assist them in running and in climbing.
Talents, Skills and Magic: Orang-utans possess no skills or talents and are neither magic nor tool users.
Movement Rates: Running: 300; Climbing: 100
PS 15-15 MD 16-22 AG 18-23 MA None
EN 10-12 FT 15-17 WP 8-12 PC 17-21
PB 7-9 TMR 6/2 NA Fur absorbs 2 DP
Weapons: orang-utans attack in Melee Combat in the same manner as humans (striking with bare hands). In Close Combat, they receive 1 attack per Pulse at a Base Chance of 40% for [D - 1] Damage and with a possible Rank of 1-3.
Comments: Orang-utans are not social in nature. They have a strong sense of territory and will waylay trespassers. They are vegetarians.

SASQUATCH (YETI/ABOMINABLE SNOW MAN)

Natural Habitat: Woods, Rough (Lair in clearings or caverns)
Frequency: Very Rare
Number: 1-6 (1)
Description: The Sasquatch is a large humanoid being, very shy. it is covered in long brown fur which allows it to survive in even the coldest climes. The Sasquatch tends to be shy of humans and will run or hide rather than attack except when its lair is threatened.
Talents, Skills and Magic: The Sasquatch is a natural tracker and forester and will possess the Ranger skill at Ranks 1-8. The Sasquatch will not, however, possess any magic abilities and will not employ any skill involving tools or weapons.
Movement Rates: Running: 300
PS 24-30 MD 15-25 AG 14-18 MA 1-6
EN 25-35 FT 30-40 WP 10-15 PC 22-26
PB 5-8 TMR 6 NA Fur absorbs 3 DP
Weapons: Bare hands as per the Unarmed Combat rules, but with +1 damage. Hands may not be Ranked.
Comments: The Sasquatch is a fairly docile creature, but the Yeti (the mountain-dwelling version of the species) tends to be much larger and meaner and will attack instead of running when its privacy is invaded.


Felines


CHEETAH

Natural Habitat: Plains and (sometimes) Woods
Frequency: Rare
Number: Rare 1-4 (1)
Description: The cheetah is spotted, but without the characteristic pattern of the leopard. It is possessed of retractable claws and is leggy and slender. Its head is dog-like in appearance. The cheetah is usually a nocturnal hunter and will often advertise its presence by a hunting scream as it leaps upon its victim.
Talents, Skills and Magic: Cheetahs have no talents or skills and are neither magic nor tool users.
Movement Rates: Running: 1200
PS 20-23 MD 22-25 AG 30-34 MA None
EN 14-18 WP 5-7 FT 20-25 PC 18-23
PB 6-9 TMR 24 NA Fur absorbs 2 DP
Weapons: Bite does [D - 2] Damage in Close Combat (Base Chance of 25%). Claws do [D - 3] Damage (Base Chance of 30%, possible Rank of 1-5) in either Close or Melee Combat.
Comments: Cheetahs are extremely fast over short distances, but tire rapidly. Their Movement should be quartered after their first few minutes at a dead run. If captured young, cheetahs are especially trainable. Cubs will generally sell for 300-400 Silver Pennies each.

HOUSECAT

Natural Habitat: Fields (around people)
Frequency: Common
Number: Common 1-20 (2)
Description: House cats will tend to be 10-24 inches long and weigh 12-35 pounds. The larger breeds of Siamese and Burmese cats are often bred for fighting ability and will appear more muscular and be much larger than the average house cat.
Talents, Skills and Magic: House cats have no talents, skills, or magic. They are not tool users.
Movement Rates: Running: 450
PS 3-4 MD 19-21 AG 22-24 MA None
EN 4-5 FT 8-10 WP 9-11 PC 18-20
PB 12-18 TMR 9 NA Fur absorbs 1 DP*
Weapons: House cats cannot Melee. They get one combined attack (teeth and claws) in Close Combat with a Base Chance of 20% and Damage of [D - 7].
Comments: *Applies only to Burmese and Siamese breeds. Familiars will frequently appear in the more or less permanent shape of house cats.

LEOPARD

Natural Habitat: Woods, Rough, Plains
Frequency: Rare
Number: Rare 1-4 (1)
Description: Leopards usually appear as butter-coloured cats with 5 black spots. Some leopards, however, have shiny black coats and are called black panthers. In either case, they usually weigh 130-180 pounds. They hunt during both day and night, though they will usually be encountered at night.
Talents, Skills and Magic: Leopards have no special skills or talents and are neither tool nor magic users. They do have the ability to climb trees and move between branches with ease and will follow prey into the upper branches of trees if necessary.
Movement Rates: Running: 400; Climbing: 200
PS 22-26 MD 24-30 AG 28-32 MA None
EN 15-18 WP 6-8 FT 20-25 PC 18-23
PB 7-10 TMR 8/4 NA Fur absorbs 2 DP
Weapons: Bite has a Base Chance of 30% and Damage of [D- 2]. Claws have a Base Chance of 30% and Damage of [D - 3]. Claws may be Ranks 1-3.
Comments: Leopards haunt game trails near rivers and streams (they sometimes eat fish). They are stealthier than most other felines and will seldom be seen except when they attack. The fur of adult leopards is worth 200-300 Silver Pennies.

LION

Natural Habitat: Plains
Frequency: Uncommon
Number: 1-8 (2)
Description: Lions are large, tan cats. The males usually have great black (sometimes red) manes and will usually scare game in the direction of the females who are the better fighters and hunters.
Talents, Skills and Magic: Lions possess no skills or talents and are neither tool nor magic users.
Movement Rates: Running: 450
PS 25-30 MD 20-25 AG 25-30 MA None
EN 20-25 FT 25-30 WP 12-16 PC 18-23
PB 5-10 TMR 9 NA Fur absorbs 3 DP
Weapons: Bite does [D + 1] Damage and has a Base Chance of 35%. Claws do [D - 1] Damage and have a Base Chance of 45%. Males may have 1-3 Rank with claws. Females will have twice that Rank.

SABRETOOTH TIGER

Natural Habitat: Plains, Caverns
Frequency: Rare
Number: Rare 1-8 (1)
Description: Sabretooth tigers are huge, dark yellow or dun coloured hunting cats with disproportionate fangs.
Talents, Skills and Magic: Sabretooth Tigers have no special talents or abilities and use neither tools nor magic.
Movement Rates: Running: 600
PS 30-32 AG 23-25 MD 18-20 MA None
EN 20-22 WP 8-10 FT 33-36 PC 21-25
PB 7-10 TMR 12 NA Hide absorbs 5 DP
Weapons: Bite has a Base Chance of 50% of doing [D + 4] Damage. Claws do [D + 3] Damage and have a Base Chance of 60% with possible Rank of 1-5.
Comments: These cats have no fear of humanoids. If hungry, they will readily attack a party of adventurers. They are valuable as curiosities, and live cubs fetch 400-500 Silver Pennies each, while mature cats fetch 3 times that amount.

TIGER (INCLUDING BENGAL TIGER AND WHITE TIGER)

Natural Habitat: Plains, Rough, Fields and Woods
Frequency: Uncommon
Number: 1-4 (1)
Description: Tigers are usually orange with black stripes, though some types have thick, pale fur. All were-tigers will have the latter colouring when in their tiger form. Though varying greatly in size, most tigers will be between 4 and 7 feet in length and weigh several hundred pounds.
Talents, Skills and Magic: Tigers have no special talents or skills. They are not tool or magic users.
Movement Rates: Running: 450
PS 24-28 MD 22-26 AG 25-30 MA None
EN 20-24 FT 25-29 WP 8-10 PC 18-23
PB 5-9 TMR 9 NA Fur absorbs 3 DP
Weapons: Bite has a Base Chance of 45% of doing [D + 2] Damage. Claws have a Base Chance of 30% of doing [D - 1] Damage and may be Ranked 1-2.
Comments: Tigers are solitary, nocturnal hunters. They will attack humanoids with little provocation, and some have been known to develop a positive craving for human flesh. They enjoy swimming and will be undeterred by a water barrier between them and their prey.

WILD CAT (BOBCAT/MARSH CAT)

Natural Habitat: Plains, Woods, Marsh, Rough
Frequency: Uncommon
Number: 1-6 (1)
Description: There is some form of wild cat in most climes. They will vary from 2 to 4 feet in length and from 25 to 90 pounds in weight. Most wild cats have blunt tails with black tips. They often have tufted ears and are sometimes spotted.
Talents, Skills and Magic: Wild cats have no special talents or skills. They are not tool or magic users.
Movement Rates: Running: 300-400
PS 12-17 MD 14-20 AG 18-24 MA None
EN 10-13 FT 5-18 WP 8-10 PC 16-21
PB 8-11 TMR 6-8 NA Fur absorbs 2 DP
Weapons: Bite has a Base Chance of 20% of doing [D - 5] Damage, Claws have a Base Chance of 25% of doing [D - 6] Damage and may be Ranks 1-4.
Comments: Wild cats will usually not stray far from their lair. They may be captured and sold as exotic pets in some areas, but will usually not fetch more than 100-150 Silver Pennies. There is a 70% chance that there will be [D - 1] young in their lair.


Great Land Mammals


BEAR

Natural Habitat: Woods, Rough, Caverns
Frequency: Uncommon
Number: 1-4
Description: Bears exist in any climate and have even been known to live in desert habitats. Arctic and mountain bears will be white. Other bears may vary in colour from brown to black, and some will have creamy or rust tinged fur. They will generally weigh between 500 and 1500 pounds. They tend to walk on all four feet, but may stand on their hind legs to fight.
Talents, Skills and Magic: Bears possess no special skills or talents. They are not magic or tool users. However, Shapechanger Bears may use tools (and weapons) in their bear form.
Movement Rates: Running: 300
PS 35-40 MD 10-15 AG 10-15 MA None
EN 30-35 WP 8-10 FT 35-40 PC 18-22
PB 6-10 TMR 6 NA Fur absorbs 4 DP
Weapons: Bears may make two claw attacks in Melee with a Base Chance of 35% of doing [D + 2] Damage and may achieve Ranks 1-4 with claws. They may bite in Close Combat with a Base Chance of 20% of doing [D + 4] Damage. Bears may bite and claw during the same Pulse while in Close Combat or they can attempt to ``hug'' their victim with a Base Chance of 60% of doing [D + 8] Damage.
Comments: Bears are omnivorous. They are also curious. They will, consequently, investigate and possibly attack a party of less than 6 humanoids. Larger parties will less likely be bothered. In spring, they will have 1-2 cubs in their lair. Each cub will fetch 400-800 Silver Pennies in an untrained state.

BOAR (WILD PIG)

Natural Habitat: Woods, Marsh, Rough
Frequency: Uncommon
Number: 1-3 (1)
Description: Boars grow to 550 pounds, are covered in long, dark bristles and have long tusks. They tend to be both stupid and vicious.
Talents, Skills and Magic: Boars have no special skills or talents and use neither tools nor magic.
Movement Rates: Running: 350
PS 22-27 MD 14-18 AG 20-25 MA None
EN 20-25 FT 25-30 WP 4-10 PC 12-16
PB 6-10 TMR 7 NA Bristles absorb 4 DP
Weapons: Boars always attempt to charge their victims and either impale them on their tusks or knock them to the ground and trample them. Tusks do [D - 1] Damage with a Base Chance of 50% and Rank of 1-2. Feet do [D - 3] Damage with a Base Chance of 20%. A boar may only attack in Close Combat. He may not trample and tusk in the same Pulse.
Comments: Boars tend to be nocturnal and will seldom be encountered in daylight. They are omnivorous and will devour anything they find laying about or will kill humanoids for food.

CAMEL

Natural Habitat: Waste, Plains
Frequency: Common
Number: 1-6 (3)
Description: A camel is a tawny, thin-legged creature often used as a riding beast. Camels will have either one large hump on their back or two. If the latter is in the case, the camel is called a dromedary.
Talents, Skills and Magic: Camels' metabolisms allow them to retain large quantities of fat and water, so they are able to survive for long periods without eating or drinking. On average, a camel can live for a week to ten days without water without suffering substantial ill effects. While valued for this trait, they are difficult to train and so will bring little money in an untrained state. Trained camels will bring 700-900 Silver Pennies.
Movement Rates: Running: 600
PS 25-30 MD 12-15 AG 11-14 MA None
EN 27-30 FT 20-25 WP 10-12 PC 14-18
PB 7-9 TMR 12 NA Hide absorbs 3 DP
Weapons: Bite has a Base Chance of 30% of doing [D - 1] Damage in Melee or Close Combat. Camels may kick instead of biting in Melee with a Base Chance of 25% of doing [D + 4] damage. Camels may only kick into their rear hexes.

ELEPHANT

Natural Habitat: Plains
Frequency: Common
Number: 1-50 (20)
Description: Elephants are 10 to 14 feet high at the shoulder and weigh between 4 and 8 tons (with ``Indian'' Elephants being much smaller on the average than ``African'' Elephants). They tend to be grey in colour, but may appear brown, yellow or red, depending upon what type of mud they have been wallowing in. Elephants are four-hex monsters.
Talents, Skills and Magic: Elephants have no talents or skills and are not magic or tool users. They are dextrous with their trunks and can often use them to lift large burdens, shake trees, crush or throw objects (like people) without much accuracy. They have a highly developed sense of smell and poor eyesight.
Movement Rates: Running: 450
PS 60-75 MD 15-18 AG 10-12 MA None
EN 40-50 WP 10-14 FT 45-55 PC 10-12
PB 6-8 TMR 9 NA Hide absorbs 5 DP
Weapons: The elephant's main weapons are his tusks, which can be used in Melee or Close Combat with a Base Chance of 15% of doing [D + 2] Damage. If the elephant is charging while making a tusk attack, the Base Chance is 60% and Damage is [D + 8]. The elephant can also attack with his trunk during the same Pulse in which he Melee Attacks with tusks and has a Base Chance of 80% of doing [D - 2] Damage. If an elephant runs over an entity in Close Combat, he has a Base Chance of 50% of doing [D + 6] Damage (resolve one attack per foot, total of 4).
Comments: Elephants will usually shy away from humanoids unless provoked (70% chance that provocation short of attack will be ignored). If one elephant is attacked, all nearby elephants will come to his assistance, especially if the elephant is a cow or calf. Elephant tusks are valuable ([D + 3] Silver Pennies per pound of ivory with each tusk weighing 100 pounds). Calves will sell for 1000 Silver Pennies and adult bulls will sell for three times that if unharmed. Adult females may fetch 1500 Silver Pennies if still in their breeding years

OX

Natural Habitat: Plains, Fields (but only near man)
Frequency: Common
Number: 1-20 (2)
Description: Oxen are literally castrated cattle. This heading subsumes all such forms of domesticated beasts (water buffalo, caribou, etc.) used for pulling wagons, carts, ploughs, etc., or for carrying burdens. Oxen generally have horns, but will seldom use them unless directly attacked.
Talents, Skills and Magic: Oxen have no special talent or skill and are neither tool not magic users. They will almost always be trained to pull a plough or wagon.
Movement Rates: Running: 250
PS 50-60 MD 7-9 AG 8-10 MA None
EN 25-30 FT 32-40 WP 7-9 PC 12-15
PB 6-8 TMR 5 NA Hide absorbs 3 DP
Weapons: Oxen may attack in Melee with their horns for [D + 3] Damage (Base Chance of 20%). They may trample in Close Combat with a 40% Base Chance of doing [D + 5] Damage (4 attacks per pulse possible).

STAG

Natural Habitat: Woods (especially deep woods or forest)
Frequency: Uncommon
Number: 1-5 (1)
Description: Stags are great male deer, boasting large racks of antlers. They will sometimes be accompanied by female deer and fawns (1-2 per couple). They generally have a tawny coat, but rare specimens are black.
Talents, Skills and Magic: Stags have no special talents or skills and use neither tools nor magic.
Movement Rates: Running: 750
PS 20-26 MD 19-24 AG 22-26 MA None
EN 15-20 WP 10-11 FT 20-25 PC 20-25
PB 12-13 TMR 13 NA Hide absorbs 3 DP
Weapons: Stags can attempt to horn with a Base Chance of 30% of doing [D + 5] Damage in Close or Melee Combat (possible Rank of 1-4). They can kick at a character occupying the hex opposite that they are facing in Melee Combat with a Base Chance of 50% of doing [D + 3] damage.
Comments: Stags will be wary of humanoids, but will not flee them. Their racks are extremely valuable (worth D10 + 1 per point hundreds of Silver Pennies). In addition, their hide will fetch 300 Silver Pennies (5 times that if the stag is black).

WOOLLY MAMMOTH (MASTODON)

Natural Habitat: Plains (and sometimes Woods)
Frequency: Uncommon
Number: 1-10 (4)
Description: Mammoths are huge, hairy, evil-tempered elephantine animals growing to twice the size of elephants. Mastodons are generally longer and lower to the ground, but otherwise similar to the mammoth. Both mammoths and mastodons are four-hex monsters.
Talents, Skills and Magic: Mammoths possess no talents, skills or magic. They are not tool users.
Movement Rates: Running: 500
PS 65-80 MD 15-18 AG 10-12 MA None
EN 50-60 FT 55-65 WP 10-14 PC 10-12
PB 5-7 TMR 10 NA Hide absorbs 6 DP
Weapons: Mammoths attack in exactly the same manner as elephants, but do 1 additional point of damage per attack.
Comments: Mammoths tend to be more irritable than elephants and will be quicker to attack, but are otherwise similar. Their tusks are valued the same as elephant tusks, but weigh only 50-80 pounds each.


Small Land Mammals


DINGO

Natural Habitat: Plains, Waste, Woods
Frequency: Common
Number: 1-12 (6)
Description: Dingoes are wild dogs, usually between 2 and 3 feet in length and sometimes marked in the same manner as jackals. The characteristics of dingoes are the same for all types of dogs, though, unlike dingoes, other types may be trained and sold without restriction (since they do not have the savage nature of wild dogs).
Talents, Skills and Magic: Dingoes have no special talents or skills and do not use magic or tools.
Movement Rates: Running: 350
PS 6-10 MD 15-20 AG 16-20 MA None
EN 5-10 FT 10-15 WP 6-10 PC 18-22
PB 10-14 TMR 7 NA Fur absorbs 2 DP
Weapons: Dingoes may bite in Close Combat with a Base Chance of 65%of doing [D - 4] Damage. They may not otherwise attack.
Comments: Dingoes hunt in packs. They will usually refrain from attacking humanoids unless they catch an individual alone and are hungry. They can be rapped and the pups are trainable, but they cannot be sold to an individual who was not present at their training.

HYENA

Natural Habitat: Plains
Frequency: Common
Number: 1-10 (6)
Description: Hyenas are light brown, snub-snouted animals about 4 feet in length. Their hides are specked with large dark brown rings. They have short tails and rounded ears. The forelegs of a hyena are longer than the rear legs, so when the animal stands, it seems to slope downward from its shoulders to its tail. At night, hyenas can be recognised by their barking howl.
Talents, Skills and Magic: Hyena have no special talents or skills. They do not use tools or magic.
Movement Rates: Running: 300
PS 6-8 MD 19-21 AG 22-24 MA None
EN 7-9 FT 11-13 WP 8-10 PC 19-23
PB 6-8 TMR 7 NA Hide absorbs 3 DP
Weapons: Hyenas can only attack in Close Combat and then they bite with a Base Chance of 60% of doing [D - 1] damage.
Comments: Hyenas are mainly scavengers, preying on the remains of carcasses left by the great cats and other hunters.

JACKAL

Natural Habitat: Plains
Frequency: Common
Number: 1-8 (2)
Description: A jackal looks like a cross between a fox and a wolf, has a speckled grey and brown coat, and is about 3 feet long.
Talents, Skills and Magic: A jackal has no special talents or skills and does not use tools or magic.
Movement Rates: Running: 300
PS 5-7 MD 18-20 AG 22-24 MA None
EN 6-8 FT 9-12 WP 7-9 PC 20-23
PB 7-9 TMR 6 NA Fur absorbs 2 DP
Weapons: Jackals can only attack in Close Combat. Their bite has a Base Chance of 60% of doing [D - 2] damage.
Comments: Jackals, like hyenas, are scavengers, and are none too courageous. They are curious, and will occasionally raid a human camp searching for food, but they will run at the first sign of danger.

MONGOOSE

Natural Habitat: Woods, Rough, Marsh
Frequency: Common
Number: 1-20 (6)
Description: Mongooses have light grey fur and grow to a length of about two feet. They are very common rodents in some parts of the world, and are valued as snake-killers.
Talents, Skills and Magic: Mongooses have no special skills or talents. They are not tool or magic users.
Movement Rates: Running: 400
PS 2-3 MD 26-32 AG 26-32 MA None
EN 4-6 FT 6-8 WP 18-20 PC 20-24
PB 10-12 TMR 8 NA None
Weapons: Mongooses get one bite in Close Combat at a Base Chance of 80% of doing [D - 6] Damage.
Comments: Mongooses are especially valued as house pets and a mongoose which is trained to remain in the vicinity of a dwelling (and protect against snakes, especially cobras) will fetch 300-400 Silver Pennies. They are relatively easy to train for this task.

RAT

Natural Habitat: Caverns, Ruins, Crypts
Frequency: Common
Number: 1-100 (12)
Description: Usually about eight inches long, these animals can be any combination of shades of black, white, or brown. Some larger strains of rats can grow to 18 inches (with corresponding increase in the damage they can do and their Base Chance of biting during Close Combat - see below).
Talents, Skills and Magic: Rats have no special talents, skills, or magical abilities.
Movement Rates: Running: 100
PS 4-6 MD 15-20 AG 15-20 MA None
EN 1-2 FT 2-3 WP 8-16 PC 17-20
PB 4-8 TMR 2 NA None
Weapons: Rats have a Base Chance of 75% of doing [D - 7] damage in Close Combat. They cannot attack in Melee Combat.
Comments: Rats are not tool-users, but they can dig holes and gnaw through substances as hard as sandstone and lead, given enough time. When in combat they tend to head for the eyes and other unprotected areas, so the armour protection Rating of characters defending against rats should be reduced by three or four points. A character has a 10% chance of contracting a disease if he is in contact with rats for any period of time. If a character is bitten by a rat, increase chance of infection by 20.

WEASEL

Natural Habitat: Woods
Frequency: Uncommon
Number: 1-2 (1)
Description: Weasels have a brown coat during the summer, which turns white as winter approaches. They are slim, and utterly vicious. The pelts of weasels taken during winter are worth 40-70 Silver Pennies each.
Talents, Skills and Magic: Weasels are the only animals which can stand the gaze and breath of the basilisk, and thus they are often trained to kill them. They are, however, difficult to train and a trained Basilisk killer is worth 4,000-6,000 Silver Pennies. Other than this special ability, weasels have no talents or skills. They use neither tools nor magic.
Movement Rates: Running: 250
PS 1-2 MD 19-23 AG 25-29 MA None
EN 1-2 FT 3-4 WP 18-23 PC 17-23
PB 10-13 TMR 5
NA Fur absorbs 1 DP
Weapons: Weasels may only attack in Close Combat by biting. Bite has a Base Chance of 75% of doing [D + 4] damage.
Comments: Weasels are very curious, and they are thus fairly easy to trap. If a pair of weasels is found in spring, there is a 80% chance they will be accompanied by 4-8 young. Weasels are bloodthirsty, and will gladly take on much larger creatures.

WOLF

Natural Habitat: Woods
Frequency: Uncommon
Number: 2-24 (6)
Description: The colour of wolves' fur varies greatly with environment, but they will usually be coloured so as to blend in with their surroundings. The thickness of the fur depends on the season.
Talents, Skills and Magic: Wolves have no skills, talents or magical abilities and are not tool users. Wolves have incredible stamina, however, and can run for literally days at a time.
Movement Rates: All-out Run: 400; Steady Run: 250
PS 10-12 MD 18-20 AG 18-20 MA None
EN 15-20 FT 30-35 WP 18-22 PC 20-24
PB 6-9 TMR 8 NA Fur absorbs 3 DP
Weapons: Wolves Melee Attack with their bite. (Base Chance of 60%, [D + 1] Damage). In Close Combat, damage from biting goes up to [D + 3].
Comments: Wolves travel in packs, although lone wolves can occasionally be found. During the spring, a wolf's lair will be occupied by from 3-12 cubs per female in the pack.