Animal Kin

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NOT COMPATIBLE WITH LINEAGE

Description: Lions and Tigers and Bears, oh my! When gaia awoke after holy, she degraded many humans to animal form, trying to tame the wild human spirit. It didn't work, but many still bear the curse in their veins, some more strongly than others. Though human spirits still reside within, the blessings of the flesh shine through.

Advantages: Animal Blessing: Depending on the race, various advantages are available, see below

Disadvantages: Animal: Begin play with 5 less humanity.

Rarity: Common Homeland: Any


Animal kin may choose to be partially regressed, gaining +50%(round up) to all animal kin advantages in trade for being able to only use equipment made specifically for them.

They may also choose to be fully inhuman, gaining the full inhuman structure flaw(without counting as a flaw), and increasing all advantages by a full 100%.


Contents

Large Land Mammals

Bison

Buffalo (Bison)

Bison and american buffalo, massive, grazing land mammals. (note: not yet wiz-approved)

  • Gain Tough Merit
  • +5 to Stamina, max of 30.
  • +3 to Strength, max of 28.
  • Instinctual Reflex: Circle up (sacrifices for 2 rounds any attempts to parry or dodge, instead, automatically counter-attacks).
  • Begins with Brawl/Horns 10
  • Gains Swift merit (buffalo run as fast as deer!)

Bovidae

Antelope

Antelope of all kinds and subspecies. Often lighter than deer, and more closely related to goats. Sure of foot, fast on their feet, and wary.

  • Gain Swift Merit
  • +2 perception, maximum raises to 30.
  • Instinctual reflex: Flee, fight if cornered.
  • Gain +5 to Athletics and Athletics/Running on Chargen.

Bubalus

Water Buffalo (Bubalus Bubalis)

Water buffalo are a wallowing, grazing land mammal, thick-skinned and noted for both massive horns and acute senses. (note: not yet wiz-approved) (Approved by Nuku)

  • Gain Tough Merit
  • Gain Slave to Scent Flaw
  • -5 to all Perception checks requiring sight
  • +5 to all Perception checks requiring hearing
  • +2 Successes to all perception checks requiring smell
  • Begins with Brawl/Horns of 20, +10 damage when using horns due to size
  • Can Parry melee weapons using horns.
  • Colorblind: This species does not perceive color.

Capra

Goat

Goats! Known for their ability to climb and comfort with consumption of most any plant.

  • Gain Athletics:5 and Athletics/Climbing:10
  • Gain the special of Sea-Legs at 5.
  • If searching for food for themselves, can eat pretty much any plant for nourishment without harm.
  • Must purchase Stubborn flaw.

Capreolinae

Deer

Does and Stags are lithe graceful creatures of the forest.

  • Gain Swift Merit
  • If male, gain 5 martial-arts, otherwise +2 charisma.
  • Gain +2 strength due to size.
  • +2 perception, maximum raises to 30.
  • Instinctual reflex: Flee, fight if cornered.

Chiroptera

Vampire Bats

Smaller bats with a thirst for quiet meals on sleeping animals.

  • See Bat
  • Start with 10 Drainer
  • Fearsome Merit
  • Hideous flaw
  • +1 difficulty to social situations
  • -1 difficulty to stealth actions

Bats

Any common species of bat, reknowned for nocturnal flight and echolocation.

  • +3 Perception with a max of 30
  • -3 Strength with a max of 20
  • Echolocation: By making a specific toned sound, bats can bounce sound off the area reaching Perception*2 yards away. Anyone within that area will have their general location known to the bat, though nothing identifiable. Any sound louder than the average voice can disrupt this ability.
  • Start with 5 Fly
  • Start with 5 Feral Hunting
  • Compulsion: Live food

Fruit Bats

Larger bats, non-predatory, they feed off of fruit.

  • +3 Perception with a max of 30.
  • -3 Strength with a max of 20.
  • Echolocation: By making a specific toned sound, bats can bounce sound off the area reaching Perception*2 yards away. Anyone within that area will have their general location known to the bat, though nothing identifiable. Any sound louder than the average voice can disrupt this ability.
  • Start with 5 Fly
  • Start with Synth skill Harvesting of 10.

Equine

Horse

Wild and savage beasts. It is said that humanoid forms of them are the result of rare survivors of rape long long ago.

  • Gain Swift merit
  • Gain +10 JP in Ragers job.
  • +3 strength
  • +2 stamina
  • Considered monstrous for all purposes.
  • Must +resist/will against 10 to end combat before all enemies are dead, checked once per action.

Pony

  • Gain Swift Merit
  • Gain +10 JP in Ragers job.
  • +3 Stamina
  • +2 Dexterity
  • Gain +1 succ to all checks to keep their footing/balance.
  • Considered monsterous for all purposes.
  • Must +resist/will against 10 to end combat before all enemies are dead, checked once per action.

Zebra

Even wilder and more savage cousins of Horses. It is said that humanoid forms of them are the result of rare survivors of rape long long ago.

  • Gain Swift merit
  • Gain +30 JP in Ragers job
  • +2 Strength
  • +2 Stamina
  • Considered monstrous for all purposes.
  • Must +resist/will against 10 to end combat before all enemies are dead, checked once per action.
  • May not take Cold Adapted merit.
  • -10% to Ice-element soak.

Ursines

Polar Bear

White fur, aquatic prowess, the polar bear is a true terror of the north.

  • See Grizzly below, minus flaw
  • Gain Aquatic Prowess and Cold Adaption(double effect in water) merits
  • -15% fire soak.
  • -5% lightning soak.
  • May expend a sea food units to heal as a full round action. +40 HP per unit.

Grizzly Bear

Covering most large bears, usually with brown fur, renown for their strength and ferocity.

  • +3 starting strength, even if over 20, and a maximum strength of 30 instead of 25
  • When first falling from perfect condition, 50% chance of instead healing to full. Only one chance per hour at most.
  • +1 difficulty to all actions when loved one is threatened, +2 if child, due to emotional difficulty, though the bear is quite apt to react strongly despite the difficulty.

Black Bear

Smaller bears, usually with black fur, but known to be just as fierce as their larger kin. Also known to climb trees.

  • +2 starting strength, even if over 20.
  • When first falling falling from perfect condition, 50% chance to instead healing to full. Only one chance per IC hour at most.
  • Must take Flaw: Emotional (when family is threatened)
  • Starts with Athletics/Climbing of 5.

Panda

Ailuropoda melanoleuca also known as the Giant Panda is a distant relative of bears in the Ursidae family. Found most commonly throughout Wutai they have also been seen on all other continents, though in smaller numbers.

  • +2 starting strength OR stamina ( Up to a max of 30 )
  • Gains the Angelic Merit due to their sweet appearance and their animal relatives seeming peaceful nature.
  • Unable to process food completely. While Pandas are carnivores their digestive tract is not completely efficient. Everytime they eat they must eat 1.5 times normal amount or they will fall ill. Affects Survival checks when food is involved. +2 Diff
  • Flaw: Emotional ( When family is threatened )
  • Flaw: Compulsion ( Must collect Bamboo for useage as food or eat on the spot )

Bovine

Cow

Large slow mammals known, in their animal state, for their fertility and abundance of milk and meat.

  • +3 starting Charisma, even if over 20, and a maximum strength of 30 instead of 25
  • Start play with 5 points of Raise-HP
  • Stereotype: Cows are considered stupid and slow in the head, though strong. Lovable oafs.
  • +1 difficulty to actions when alone.

Rhinocerotidae

Black Rhino

The Rhino, found on the plains of the western continent, they have a reputation for being highly aggressive, dangerous and monsterous. Also extremely large

  • -5 dexterity (Max Dex is 15) While they can charge fairly fast, changing direction, and other nimble acts are hard for them
  • +5 Strength (cap at 30)
  • +3 stamina
  • +5 Armor Special when partially regressed, +15 full regression.
  • Are Considered Monsterous for all purposes.
  • Gain Stubborn Flaw without the buy.
  • Gain Poor Eyesight (Rhinos cannot see at distances very well)
  • Gain 10 points of Toughen
  • Gain the Tough Merit
  • Gains Brawl/Horns at 5 and brawling attacks using the horn deal +10 damage due to size.

Elephantidae

Elephant

Another large beast from the plains of the West, the elephant is the only rival to the Rhino for size on those plains. They tend to be less aggressive though, but their ivory is valuable more then the Rhino's

  • Valuable Death: When killed ivory can be extracted worth character lvl x 100 gil
  • -3 Dexterity
  • +3 strength
  • +2 stamina
  • Gains Slow to React Flaw
  • Gains Eidetic Memory Merit
  • If Partially regressed gains +5 Extra-Appendages for a Trunk, and Fully Regressed gains +10

Mammoth

The larger, furrier cousins of the Elephant, adapted for cold weather, usually hailing from the northern continent.

  • Valuable Death: When killed ivory can be extracted worth character level x 100 gil.
  • -3 Dexterity
  • +3 strength
  • +2 stamina
  • Gains Slow to React Flaw
  • Gains Cold Adapted Merit
  • If Partially regressed gains +5 Extra-Appendages for a Trunk, and Fully Regressed gains +10

Small Land Mammals

Primate

Ring-Tailed Lemur

This creature is close to that of humans, already having possessed thumbs and being of the primate group. However, Animal Kin of this particular variety have the great dexterity of this particular species, and the added effect of looking excessively bushy-furred. Especially on their black-and-white ringed tails. They are a creature with big, big eyes as well, capable of taking in their surroundings reasonably well. Unfortunately, they're somewhat fragile compared to most, so they are unlikely to be seen as fighters. Another sad effect of their nature is their attraction to shining objects.

  • Dexterity +3
  • Strength -2
  • Perception +2
  • Stamina -1
  • Athletics at 5, Athletics/Climbing at 5
  • Compulsion: Collect shiny objects, be it jewels, money, or merely a really nice pair of shoes.

Gorilla

This creature is relatively close to that of humans. Gorillas and most of the Great Apes trade up stamina and dexterity for raw, powerful strength. Gorillas use their feet relatively adeptly, though not as well as their hands.

  • Dexterity -3
  • Strength +4
  • Stamina -3
  • Athletics at 5, Athletics/Brute-Strength at 10.

Orangutang

This Great Ape, while stronger than an average hume, isn't as dextrous nor enjoy the stamina of a hume.

  • Dexterity -2
  • Strength +3
  • Stamina -1
  • Athletics at 5, Athletics/Climbing at 5
  • Survival at 5.

Monkey

The average monkey is small, dextrous, strong, but lacks endurance. They climb well, and are adept little thieves, and their curiosity often gets them into trouble.

  • Dexterity +3
  • Strength +1
  • Stamina -4
  • Athletics at 5, Athletics/Climbing at 10
  • Steal-X special of choice (related to gil/equipment only!) at 5.

Pholidota

Pangolin(Scaly Anteater)

he physical appearance of pangolins is marked by large, hardened, plate-like scales. The scales, which are soft on newborn pangolins but harden as the animal matures, are made of keratin, the same material of which human fingernails and tetrapod claws are made. The pangolin is often compared to a walking pine cone or globe artichoke. It can curl up into a ball when threatened, with its overlapping scales acting as armour and its face tucked under its tail. The scales are razor-sharp, and provide extra defense for this reason. The front claws are so long that they are unsuited for walking, and so the animal walks with its fore paws curled over to protect them. Pangolins can also emit a noxious smelling acid from glands near the anus, similar to the spray of a skunk. Pangolins have short legs, with sharp claws which they use for burrowing into termite and ant mounds, as well as climbing.(Quoted from Wikipedia)

  • Begin with Toughen at 5
  • Begin with armor and musk at 3, if 50% regressed, start with both at 5, if 100% regressed, start with both at 10
  • If Armor of 5 is chosen from above, may not wear artificial armor.
  • If 50% of 100% regressed, may not wear artificial armor on their torso, period.
  • -1 difficulty to swallow checks
  • May use a unique variation of block. When used, a shield may not be employed, but soak increases by 20% by curling up. Any shield held must be unequipped.
  • May not take cold adapted
  • If 50% or greater regressed, begin with 5 martial-arts.

Erinaceidae

Hedgehog

With sharp spines that protect it from predators, Hedgehogs are generally friendly sorts.

  • Begin play with Quills at 10
  • Quills have double effect at 50% and triple effect at 100% regression
  • Underbelly is unprotected. Called shots to the area are at -10% soak.
  • Quills will effect melee attacks as well unless done by polearm.
  • 50% or 100% regressed hedgehogs may curl into a protective ball, gaining +10(or 20)% physical and +5(or 10)% elemental resistance while negating the belly weakness. Physical action is not possible while curled.

Pig

Pigs are hale and hearty prey creatures that enjoy roots and plants predominately.

  • Gain tasty perk
  • Gain 3 stamina, maximum increases to 30
  • Gain 1 strength

Uribo

Furred pigs, coming with yellow, white, and other shades.

  • See Pig Above
  • Gain 3 points of Armor
  • Gain Cold Adaption
  • No strength bonus from Pigs.

Wild Boar

Fierce, wild pigs, tusked, and rediculously tasty.

  • Gain Tasty Perk
  • Gain 3 stamina, maximum increases to 30
  • Gain 2 strength
  • Gain Brawl/Tusks at 10
  • Gain Martial-Arts: 2
  • Any time they trigger a monstrous Random Encounter, double the point value of the threat. Wild boar is just /that/ delicious.

Rodent

Squirrel

Long toothed and bushy tailed rodents that are known for their climbing ability and affinity for nuts.

  • +3 dexterity, maximum 30
  • +10 Athletics
  • +10 Athletics/Climbing
  • Begin play with Nimble
  • -3 Willpower

Beaver

Long sharp teeth and a love for moving wood around defines these semi-aquatic beings.

  • Quite capable of wood working, beginning with Crafts/Wood of 15 and 4 points of Craft/Wood
  • Gain aqauatic prowess merit
  • May spend 5 JP to make any wood object masterpeice. Must be the creator.
  • Compulsion: Must rework any non-masterpiece wood product until masterpeice, or lost.

Porcupine

Spiky and large herbivorous rodent. While they can't actually throw their spines, they can easily break off and lodge in the flesh of an unlucky attacker.

  • Begin play with Quills at 10
  • Quills have double effect at 50% regression, triple at 100% regression.
  • Underbelly is not nearly as protected (though, unlike the hedgehog, there are still short spines there), divide the Quill rating by 5 for called shots here.
  • Quills will affect melee attacks as well unless via polearm.
  • Barbed quills: When attacked and successfully counter-damaging an attacker via Quills, a Porcupine may choose to spend 1 MP per point of damage to have the spines break off and remain lodged in the attacker. The attacker will take the MP spent/2 damage per round until he spends an action removing the spines. Removing the spines will do the MP spent/2 damage again upon removal. If the attacker chooses to leave the quills in, he will suffer a -1 penalty to all rolls due to distraction from the pain.

(note: Porcupine is not yet approved by a wizard. -- Blusa) (Approved by Nuku, Thanks Blusa)

Rat

Rats are known for their ability to squeeze through small spaces, and their sneaky, survivalist nature.

  • +3 dexterity, +5 to racial max(30)
  • -2 strength
  • Begin play with 10 JP in rogue
  • If half or fully regressed, may progress through areas as small as their skull at 20%/40% normal walking rate.
  • With a successful climbing(athletics) check, may move at normal walking speed when climbing, may accept +2 difficulty to roll to be able to move at running speed.

Kangaroo Rat

An equally small cousin of the Rat. Kangaroo Rats lack the sneakiness of their cousins, but tend to be faster, and have much more powerful legs and ears.

  • +3 dexterity, +5 to racial max(30)
  • -2 strength
  • Gain Enhanced-Sense at 10
  • Gain Plunge Perk

Mouse

Mice in the past have been considered common pests, they'll often live where ever they can. Sneaky and often difficult to catch.

  • +2 Dexterity, with a +5 their racial max giving a total of 30 possible.
  • +1 Charisma
  • -2 Strength
  • Gain Enhanced-Senses of 5
  • Gain Feather-Walk of 5
  • Elusive: Due to their ability to avoid danger Mouse-kin gain a bonus of +5% to their defense/dodge actions.

Rabbit

Long eared and known for luck and their ability to do complex mathematics.

  • Lucky: Once per scene, a rabbit may force the redecision of any one random event, even if it has nothing to do with them. The new result must be accepted, barring another rabbit's presence, this does include treasure rolls and gaia's wrath.
  • Gain Fertile merit
  • +2 dexterity, max 30.
  • -1 difficulty to Leap checks.
  • Can perform running jumps without a running start.
  • Gain Tasty perk
  • Indescretions usually have results, rabbits tend to end up with large families, planned or not.
  • -2 stamina
  • -3 strength OR -2 to +resist rolls OR must +resist/will vs 10 to resist fleeing at the start of any violent or threatening conflict.

Ursines

Raccoon

Related to Bears, distantly. With masked faces and dark coloring, it's easy to see why they are thought of as bandits.

  • +2 dexterity
  • +2 perception
  • When performing subtle maneuvres with fingers, -1 difficulty, does not apply to auto-code.
  • Begin play with 5 stealth
  • Begin play with 5 Steal-Gil
  • Gain flaw Compulsion: Must secure glittering objects for self.

Ringtail Cat

A cousin of Raccoons, they are similar in appearance, and carry many of the same trademark features, but adapted for hotter, drier climates and with coloring typically consisting of tans and browns as opposed to the Raccoon's greys and blacks.

  • +2 dexterity
  • +2 perception
  • When performing subtle maneuvres with fingers, -1 difficulty, does not apply to auto-code.
  • Begin play with 5 stealth
  • Begin play with 5 Enhanced-Senses
  • Gain Heat Adapted merit

Red Panda

The Red Panda, also called the Firefox or Lesser Panda. Despite the name, it's not related to the Giant Panda and shares more in common with skunks, Raccoons and Weasels.

  • +3 Dexterity, even above 20 at chargen, with a Max of 30.
  • +2 Stamina, even above 20 at Chargen.
  • Start with Athletics at 5 and Athletics/Climbing at 10.
  • Unable to process food completely. Red Pandas are primarily Herbavores, but their digestive tract is not completely efficient. Every time they eat they must eat 1.5 times normal amount or they will fall ill. Affects Survival checks when food is involved. +2 Diff.
  • Instinctual Reflex : Climb to the highest point within the same room/area.

Vulpine

Arctic Fox

Covered in soft white fur, these foxes are well adapted to cold environments

  • Gain cold adapted merit at no cost.
  • +5% cold soak
  • -10% fire soak
  • See red fox below

Fennec Fox

Typically smaller than most other foxes and often found in desert areas. They are characterized by light colored fur and large ears.

  • +3 perception, increasing max to 30
  • +1 charisma
  • -5% cold soak
  • Small frame: -1 strength AND stamina
  • May not take Cold Adapted
  • As per Viera, takes double damage/effect from Sonic-Boom and other audio attacks.

Red Fox

Either short or tall, with bushy tails, known for razor wit and tongue.

  • +2 charisma OR +2 dexterity, also increasing max to 30.
  • When using light weapons(strength requirement of 3 or lower) or natural weapons, ignore first 10% of enemy soak.
  • (26 - Willpower)% chance of failing to act during any given combat round if the fox's force is outnumbered or outgunned. Fox may choose to flee during such rounds.

Canines

Gnoll

A specific breed of Hyena. Gnolls are known for their larger frames.

  • See Jackal Below
  • Replace +2 dexterity with +2 stamina

Jackal

Lean hounds that thrive in desert climates.

  • See Dog below.
  • +2 Dexterity
  • +5% fire resistance
  • -10% ice resistance

Hunting Dog

Many dog breeds are well suited to assisting the hunter, humanoid versions often enjoy being the hunter themself.

  • Begin play with 3 points of hunting special skill.
  • Begin play with 5 points of Feral Hunting special skill.
  • See dog below
  • Gain Compulsion flaw, must chase anything that runs away from you.

Herding Dog

Corgis, Sheep dogs, collies, and other dogs used in agriculture for their ability to bond with and lead other animals.

  • See dog below.
  • +2 Perception
  • +2 Charisma
  • Begin play with 5 leadership, may spend 100 JP to raise leadership from 25 to 30. At 30, roll any leadership check twice and keep best.
  • In any dangerous situation, the dog MUST select the weakest ally(in their perspective) present and protect them. Any damage inflicted on the target is reduced by 25%, but is shared with the dog so long as they are within 30 feet. A dog straying outside this range suffers Sad status until getting within range, or the danger passes.

Wolf

Timbre wolves are known for their pack tactics. More popularly known as Lobo, they are fierce monsters, though, captured young, they make excellent pets.

  • See dog below
  • Excellent at working as a team, a wolf may spend a full round action assisting another in any non-automated action, reducing their difficulty by 1, or increasing its effects by 10%, as the wolf decides.
  • Gain cold adaption and feral hunting at 5 OR Martial-arts and Athletics at 5.
  • +1 difficulty to all actions when no allies are present.

Coyote

Lean canines with a history of surviving where other animals do not. Clever and resourceful.

  • See dog below
  • Lose loyalty bonus
  • +2 intelligence
  • -2 difficulty to all survival checks

Dog

Man's best friend, and now, man himself. Dogs come in a wide variety of shapes and sizes.

  • -1 difficulty to scent based perception checks.
  • +5 to +will/resist to resist attempts to get them to turn against friends or allies.
  • Gain Slave to Scent flaw without benefit of flaw points spent.

Scent Hound

Bloodhounds and other dogs bred specifically for scent tracking ability, these canines have the best sense of smell of any mammal on Gaia.

See: Dog

  • +3 successes to all scent based perception checks instead of the -1 difficulty to those checks.
  • Ugly: Bloodhounds and other scenthounds, due to the facial structure that permits such successful scent-tracking, tend to be ugly. -2 successes to all social checks.

Mephit

Skunk

Usually smaller, striped, and known for their odor. Skunks tend to be just as loud socially as olfactory.

  • +3 starting Charisma, even if over 20, and a maximum strength of 30 instead of 25
  • Begin play with 10 points of Musk
  • +3 difficulty to social actions with those possessing Slave to Scent, unless they are also a skunk, in which case it becomes -1.
  • -1 difficulty to be detected by scent.

Felines

Black Leopard

Large felines with coats of coal black and deeper pure black spots or rosettes.

  • Nightly predators and stalking cats. +5 to Stealth
  • Natural climbers. Athletics/Climbing +5
  • Stand offish/calculating nature. -1 Succs to Social Rolls with strangers.
  • Though loners, their society has brought them up to respect the past. Traditionalist Flaw
  • See Cat.

Cheetah

Yellowish brown felines that dash at monstrous speeds.

  • Swift Merit
  • Begin play with 10 athletics
  • Fleet Perk
  • Can only run top speed for Stamina / 5 rounds.
  • See Cat

Clouded Leopard

Felines of medium build with large splotches on their coats that resemble clouds casting shadows (turnign brown to black) towards the hind end of the cats.

  • Breeds True: -2 successes to all Charm, Steal-Heart or seduction attempts done by or against the Leopard.
  • Loner: Clouded Leopards can never give or receive benefits from group based effects, leadership or morale based status effects. ie: Clouded Leopards are never considered friendly targets for AoE spells.
  • Double all successes for climbing and balance checks
  • See Cat

Cougar

((Not Wiz Approved, Suggested by Ulisk.))
--Approved by Nuku
Also known as the Puma and the Mountain Lion. Known for their oversized paws and shyness.

  • Start with 5 Athletics/Climbing. Their paws have been made for such.
  • Shyness has forced them to learn to hide. +5 Stealth
  • -1 Success to Social Rolls with strangers.
  • Gain Swift Merit
  • Must consume 1 sea food unit before scene. (Stacks with Cat if taken.)
  • See Cat

Lion

((Not Wiz Approved, Suggested by Ulisk.))
--Approved Nuku Valente
Known as the -true- lion. The King of the Jungle, lord of the beasts. Golden-tan fur or white, they are well camoflauged in plains settings.

  • -1 difficulty to stealth in plain settings
  • Gain Stubborn and Common-Sense merit and flaw.
  • Traditionalist flaw.
  • Potent Merit
  • Lions have a tendency to form prides. When with 2 or more other lions, gain +1 successes to any action that is 'for the pride'. If any other action, no bonus. If the action is selfish, -2 successes.
  • See Cat.

Snow Leopard

White with dark black circular spots, endangered in the real world, they are in no such threat on Gaia.

  • Cold Adapted
  • Double all successes on jumping rolls for distance.
  • Can make running jumps without running.
  • So long as tail is unfettered, -2 difficulty to rolls to keep balance.
  • Charisma's maximum is reducsed to 20
  • See cat

Tiger

Stalkers of the jungles, they would be kings if they would allow themself to be seen.

  • See cat below
  • +2 difficulty to any action that draws attention to one self.
  • Begin play with 5 Martial-Arts

Cat

A generic feline, could be most any feline, from a house cat to a wild puma.

  • +3 starting dexterity, even if over 20, and a maximum dexterity of 30 instead of 25.
  • -3 charisma(stand-offish attitude), -3 strength with a max of 20(lithe frame), OR insatiable hunger for sea food, must spend a unit of it before any plot/judged scene or suffer +1 difficulty to all actions.

Sabertooth Tiger

A large, powerful feline with an aggressive nature, pronounced fang-like teeth, and wickedly sharp claws. With a build focused more on strength and power than on dexterity and mobility, they are larget than most of their cousins, and generally of a heavier build.

  • +3 Strength, even if over 20, and a maximum Strength of 30 instead of 25.
  • -3 Dexterity, with a maximum Dexterity of 20 instead of 25.
  • -3 Charisma
  • +5 Athletics
  • +5 Stealth
  • -1 Successes to Social Rolls with strangers. (Aggressive attitude.)
  • Gain Tough merit.
  • +15% bonus to Brawling damage when using Teeth or Claws.

Serval

A hunting cat known for it's keen hearing and distinctive "hop" style of pouncing on prey.

  • +3 starting dexterity, even if over 20, and a maximum dexterity of 30 instead of 25.
  • -3 charisma (stand-offish attitude)
  • -3 strength with a max of 20 (lithe frame).
  • Starts with the Leap special at 5.
  • To take any other combat action but Leap, must succeed a +resist/willpower of 3 or better.
  • Enjoys +3 to any perception roll requiring hearing.


===Hyaenidae=== (Needs staff's okay or no-way) A hyena, of one of the three orders of this ferocious species. They are a suprisingly intelligent group of animals, and tenacious in their pursuit of quarry. +5 to Hunting _OR_ Feral Hunting +3 to stamina Having a natural gift for teamwork, the Hyena can use a full round action (all actions) to give a -1 difficulty to an allies next combat action. At 100% regression, this becomes a -2. Stubborn Flaw Charisma maximum of 20

Mustilidae

Badger

Aggressive and solid carnivores, related to weasels, known for their facial markings and fierce temperament.

  • +2 Stamina
  • +1 Willpower
  • Gain Cold Adapted OR Armor at 5
  • When making attacks, may sacrifice the ability to make defensive actions to deal +50% damage.

Honey Badger

Highly aggressive carnivores, reputed to be the most fearless creature on Gaia. A famed predator of poisonous snakes.

  • Gain Unstoppable Rampage at a rating of 1.
  • Gain Stand-Ground at 5.
  • Gain Dwarven-Belly at 2.
  • Gain Burrow at 5 if partially regressed, 10 if fully.
  • +1 Stamina
  • +1 Willpower
  • Gain Suicidal flaw. (Whenever given the opportunity, the honey badger will simply use an enemy's attack as an excuse to counter-attack.)
  • Gain Compulsion: Berserker (Must +resist Willpower against 5 successes or lapse into the [Berserk] status until all foes destroyed. Must +resist Willpower against 5 successes to successfully run away from any conflict.)
  • Gain Hideous flaw. (The Honey Badger's social reputation precedes them.)

Ermine

Ferocious little carnivores of the north. Ermine, also known as stoat, are accomplished hunters capable of taking down prey much larger than themselves.

  • +3 Perception
  • Begin play with 5 Feral Hunting OR 5 Ambush OR 10 Stealth and 15 Stealth/Stalking.
  • Begin play with 5 Alertness.
  • Gain Cold Adapted Merit.
  • Valuable Fur. If an ermine is skinned and the pelt treated properly, the fur may be sold for an amount of gil equal to the character's total JP upon death.
  • Territorial: Anytime someone enters into their home (be it a tent or house) without prior permission, the Ermine must make a +check Willpower against 3 successes or immediately lapse into a Berserk status for 3 rounds. Because this is an instinctive reaction, No-Mind CANNOT be used in this resist. Guts is, however, applicable.
  • Territorial: Anytime an ermine meets another of it's own species outside of breeding season, the Ermine must make a +check Willpower against 3 successes or immediately lapse into a Berserk status for 3 rounds. Increase the resist to 5 and the amount of rounds to 5 if the other Ermine is of the same gender.

Ferret

Regressed Ferrets are slender, tubular and agile creatures. Their kin also share similiar traits, some of them being very small, though others have moved away from this. Their thick pelts protect them from the harsh winter winds, but unlike their kin it is a bit rough and they're prone to shed badly in warmer moths.

  • Thick Pelt: Cold Adapted
  • Agile Form: Dexterity +2
  • Keen Eyesight: Perception +3
  • Pick One: Alertness +5 OR Athletics +5 (May take both if both below are also taken)
  • Pick One: Quick Temper (Willpower -3 and Instinctual Reflex), Small Size (Weapons and Armor must be made specifically for you - your name in the description, -3 strength)
  • Shinies Everywhere! Well no not really.. Still, all Ferrets gain the Hyperactive Flaw.

Weasel

Woodland critter of slender and tubular builds. Quite agile but typically small of body. This shows heavily in Regressed Weasels but can be found in their kin as well. Their dull brown fur gives them an advantage in stealth in most temperate locations. Their stomaches tend to be a creamy, off white colour from neck to naval. Their eyes tend to shine with a strange inner light of their own, a cruel light indicative of their vicious minds.

  • Agile Form: Dexterity +2
  • Hypnotic Stare: Charm +5
  • Stealth +5
  • Pick One: Quick Temper (Willpower -3 and Instinctual Reflex), Small Size (Weapons and Armor must be made specifically for you - your name in the description, -3 strength)
  • Vicious : Must make a +resist/Willpower vs 3 successes in order to flee from battle. Including restraining from making a killing blow.

Mink

Sleek, playful critters often hunted for their valuable pelts.

  • Attention Whores: Minks love to have attention. -1 difficulty to all Performance rolls.
  • +3 Dexterity, even if over 20, and a maximum dexterity of 30 instead of 25.
  • +5 Performing at chargen
  • -3 Strength with a max of 20
  • -5 Stealth at chargen
  • Valuable Fur. If an mink is skinned and the pelt treated properly, the fur may be sold for an amount of gil equal to the character's total JP upon death.

Otter

Playful swimmers, otters are known for dexterous use of hands and sleek forms.

  • +2 Dexterity
  • Gain Aquatic Prowess merit
  • Gain +3 charisma OR start play with 15 athletics and 25 Athletics/Swimming
  • Considered Cold Adapted in water.
  • Compulsion: Swim at least once a day for an hour for no reason but the enjoyment of it. Hunting or fishing in the water is an acceptable activity during the time.

Wolverine

Fierce scavengers and omnivores, famed for their bad temper and incredibly hardy constitution.

  • Begin with merit: Cold Adapted
  • +3 Stamina, with maximum of 30 stamina.
  • Starts with Martial-Arts [5] for claws.
  • Starts with Incite-Rage [5].
  • -2 successes to any social rolls.
  • Begins with Stubborn flaw.
  • Valuable Fur. If a Wolverine-kin is skinned and the pelt treated properly, the fur may be sold for an amount of gil equal to the character's total JP upon death.

Water Mammals

Dolphin

  • Playful swimmers of the sea, known for powerful swimming and their abilities for echolocation.
  • Begins with Flaw: Naive
  • +5 intelligence, max of 30.
  • Echolocation: By making a specific toned sound, dolphins can bounce sound off the area reaching Perception*2 yards away. Anyone within that area will have their general location known to the dolphin, though nothing identifiable. Any sound louder than the average voice can disrupt this ability.
  • Vulnerable to sound attacks; double damage/effect taken from acoustic attacks, and very loud noises will disorient, giving +1 difficulty to all actions for the scene.
  • Merit: Aquatic Prowess
  • +2 difficulty to all actions on land
  • Needs to bathe in water (fresh or salt) at least twice a day or else begins to lose health as their skin dries and cracks. (Lose two health conditions a day if no water bathing occurs.)

Seal

Playful creatures of the sea, quite at home in the north.

  • Begin play with 5 empathy
  • +2 charisma, max 30
  • Gain aquatic prowess merit
  • Begin play with 5 athletics and 10 athletics/swimming
  • Gain cold adaption merit(double effective in water)

Lizards and Reptiles

Chameleon

  • May shift colors at will for 2 MP, free if matching environment(See hiding bonus below)
  • Start with stealth of 5 and stealth/hiding of 10
  • +5 to any roll to hide, +1 success if wearing cloths that match the color of the surroundings, or if nude
  • Cold Blooded Flaw
  • -5 to leadership rolls (not noticable)

(not approved by staff, and not very creative so feel free to alter it before approval) (approved, uh, thanks whoever added this!)

Komodo Dragon

  • Can Inflict poison with bite attack
  • Poison does 2 X damage if 100% regressed
  • Begin play with 5 points of Armor
  • Cold Blooded Flaw

Gecko

  • Regressed and Semi-Regressed Geckos can cling to walls and move along them as per the Wall Climbing Mutation. Semi-Regressed Geckos can only move at walking speed. While Fully Regressed are able to move at full Running speed.
  • Begin play with Athletics of 5 and Athletics/Climbing of 10
  • Start with Darkvision Merit
  • Begin play with 5 points in Regenerator
  • Cold Blooded Flaw
  • May not take cold adapted
  • Small frame, -2 Stamina and lowered max of 20
  • -15% Ice-Elemental Soak

Iguana

  • Gain Swift Merit
  • Gain Burrow at 10 (20 for 100%)
  • Cold Blooded Flaw
  • Cold does 25% more damage

Frogs

  • Gain Leap at [5]
  • Can hold breath underwater indefinitely, provided the water itself isn't stagnant or oxygen-deprived.
  • Cold Blooded Flaw
  • Cold does 25% more damage
  • Gain Athletics/Swimming at 10.

Snakes

If not at all regressed, have both arms and legs. If half-regressed, they have a naga-like form (arms, but no legs), and if fully regressed, no limbs at all.

All snakes share these flaws:

  • Cold-Blooded.
  • May not take Cold Adapted.
  • Inhuman Structure for fully regressed snakes.
  • -25% Ice-element soak.

Venomous Snakes

  • Begin play with Brawl/Bite of 10.
  • Bite attacks inflict the [Poison] status at 2d5 successes per bite. 3d5 for partially regressed, 4d5 for fully regressed.
  • Fully regressed snake-kin also inflict [Fester] at 2d5 successes per bite!

Pit Adders

  • Begin play with Brawl/Bite of 10.
  • Bite attacks inflict the [Poison] status at 2d5 successes per bite. 3d5 for partially regressed, 4d5 for fully regressed.
  • Fully regressed snake-kin also inflict [Fester] at 2d5 successes per bite!
  • Gain the Darkvision merit.
  • Gain the Day Blind flaw.

Constrictors

  • +2 strength.
  • Partially regressed and fully regressed Constrictors can grab and hold an enemy as a brawl action, rendering that target immobile and unable to physically act if they lose a +check strength+athletics+athletics/brute force check against the Constrictor.
  • Each action the Constrictor is using this attack, they may inflict 1/2 (or 100% if fully regressed) their damage of a +Brawl Constrict check without the target being able to defend beyond soaking.
  • Begins with Brawl/Constrict of 10.

Turtles

  • Gain Armor and Armor2 at 10 each.
  • Maximum Dexterity is 15.
  • Movement speed is halved. (not automatic)
  • Cold Blooded Flaw
  • Cold does 25% more damage.

Birds

Chocobo

Coming in different colors, chocobos are the horses of Gaia. Friendly and strong, they are very valuable.

  • Gain the benefits of taur merit
  • Gain swift merit
  • Gain 15/25 choco-scratch at 50/100 regression
  • Gain 15/25 choco-beak at 50/100 regression

Penguin

Though the typical waddle is usually removed from humanoid versions, penguins are still clumsy on land.

  • Gain Aquatic Prowess Merit
  • Gain Cold Adapted Merit
  • +10% Cold soak
  • Cold Adaption twice as effective against water temperatures.
  • +1 difficulty to any dexterity check on land

Raptor

Birds that hunt with sharp beak and cruel talons.

  • Begin play with 5 points of Martial arts
  • Begin play with 5 points of Fly
  • -1 difficulty to actions while in flight.
  • +1 difficulty to actions while on the ground.

Crows / Ravens

Birds known for being raucous and greedy.

  • Begin play with 5 points of Fly.
  • -1 difficulty to actions while in flight.
  • +1 difficulty to actions while on the ground.
  • Begin play with Loud-Mouth of 5.
  • Compulsion: If something sparkly is seen, the character will want to posess it for a time.

Aquatic

Insect

Arachnid

Poisonous Spider

Bright markings note as being poisonous for anyone looking at them, the last warning before the bite.

  • Brawl attacks cause [Poison] status.(+50/100% regression causes [Fester] as well). Resist target is equal to half Stamina of the spider.
  • Compulsion: Must attempt bite at least once per battle, or suffer slow status for a day.
  • See Spider below

Spider

  • Can produce a web over 1d4 rounds, covering a 10 cubic foot patch of sticky goo. Anyone entering must score 7 successes on a dexterity+athletics+athletics/Jumping or be slowed. Scoring under 4 successes causes them to be stopped instead. Webs persist for an hour, or until 150 damage is inflicted on it. Web takes 50% extra damage from fire.
  • Can walk on walls effortlessly, but cannot run(+50 or +100% regression allows full running)
  • Gain Taur at 50%+ regression.
  • Frail, any physical blow has a 30% chance of dealing double damage.

===Poisonous Scorpion=== ((Suggested by Ulisk)) Usually brightly segmented tails or underbellies spell doom for people who get too close.

  • Extra-Appendage attacks must be brawl attacks and cause [Poison] status. Resist target is equal to half Stamina of the Scorpid.
  • Compulsion: Must attempt tail-stab at least once per battle, or suffer slow status for a day.
  • See Scorpion below.

===Scorpion=== ((Suggested by Ulisk))

  • Exoskeleton - +3 Stamina and one of the following:
    • -3 Dexterity or Inhuman Structure.
  • Begin with +5 Extra-Appendages.
  • Can walk on walls efforlessly, but cannot run(+50 or +100% regression allows full running)
  • Gain Taur at 50% regression.
  • Weak Spot - Neck


Butterfly

Bright markings and beautiful fliers, but incredibly delicate. Often described as majestically beautiful.

  • Begins with Flaw: Frail
  • Begins with Flaw: Cold Blooded
  • May not take Cold Adapted
  • Begins with Fly:15 and Athletics/Flying: 15
  • Enjoys +5 charisma, and a max charisma of 30.


Moth

Dull, drab markings, but excellent fliers, incredibly delicate. Also known to have the best sense of smell in all of Gaia.

  • Begins with Flaw: Frail
  • Begins with Flaw: Cold Blooded
  • May not take Cold Adapted
  • Begins with Fly:15 and Athletics/Flying: 15
  • Begins with Flaw: Slave to Scent
  • Enjoys +5 Perception, and a max Perception of 30.
  • Enjoys +3 successes to all scent-based perception checks.


Scarab

Hard shell and large mandibles define scarabs and other beetles.

  • Begin play with 5 Armor and Armor2
  • Choice of: 5 Fly, 5 Martial-Arts, or 10 Extra-Appendages
  • -5 Charisma, max reduced to 20.
  • May not learn charm or steal-heart
  • May not take cold adapted


Mantis

Hard carapace, lightning-fast claw strikes, and a head that can swivel nearly a full 360 degrees.

  • +5 Perception, Max Perception raised to 30.
  • Begin Play with 5 Armor and Armor2.
  • Martial-Arts of 5
  • -5 Charisma, max reduced to 20.
  • May not learn charm or steal-heart.
  • May not take cold adapted.
  • All strikes with claws are at +2 successes to-hit due to speed.
  • At 50% regression, all strikes with claws are +3 successes to-hit due to speed, but all other actions using hands lose 1 success.
  • At 100% regression, all strikes with claws are at +5 successes to-hit, but their lack of hands ensures the limbes are otherwise unusable for anything useful beyond grasping something to devour.

(Note: This phenotype is not yet wizard approved. -- Blusa) (Note: Approved by Nuku, Thanks Blusa)

Mythological

Behemoth

Large purple horned canines, how these became animal-kin is a mystery in and of itself. Known for it's tremendous strength and fearsome instinctual defensive reflex of raining down meteors upon it's attackers.

  • As with Equines.. Behemoth-kin are, due to their wild cousins, considered monsterous
  • +5 strength, maximum strength becomes 30.
  • Begins play with Toughen 5
  • Begins play with flaw: Instinctual Reflex -- Meteo.
  • Whenever attacked, or the Instinctual Reflex is triggered, +dice 1d4. On a 4, the Behemoth will involuntarily trigger it's meteoric defense; +check stamina+athletics/inner-skills, the successes multiplied by Stamina are inflicted as 50% fire damage, 50% earth damage, dealt to everyone except the Behemoth-kin within a 10-yard radius of the source of the attack(AoE 4). (Therefore, if the +check stamina+athletics/inner-skills resulted in 5 successes, and the behemoth-kin's Stamina was 10, damage inflicted is 50, of which 25 is fire, 25 is earth.)
  • Valuable Blood: If a Behemoth-kin is *KILLED* (wounding, raising, not applicable), the blood from it's body can be drained and used for powerful alchemical purposes... the body will produce (total JP divided by 200, round up) units of Behemoth Blood.

Dragon

Reptllian animal kin with wings, some say they are the cross breed of true dragons and humans, though no such proof exists.

  • Begin play with Fly 5
  • +4 strength OR Armor 5 OR +4 stamina.
  • Compulsion: Amass Wealth

Griffon

The head and forelimbs of a raptor avian, and the flanks and tail of a feline. They share many attributes.

  • Pick one advantage of any feline breed.
  • Pick one advantage of Raptor
  • Compulsion: Griffons are renown collectors. Choose a theme. You will collect objects of that sort to complete this collection of yours, risking much to do so. If, somehow, you complete this collection, gain 30 JP, but you may lose the desire to adventure, since your life seems that much more fulfilled.

Enfield

Enfields have a primarily vulpine head, a leonine mane and chest, a raptor avian's forelimbs, and lupine legs and tail. Their fur is prone to be tinted in one or another colour.

  • Often mistaken for animal kin chimerae, increase difficulty of social rolls with non-monsters by 1.
  • Merit: Exotic Plumage
  • Compulsion: If a sentient being is killed or found dead, must protect the body and its belongings until a proper burial is conducted or the body is returned to its estate/family. The compulsion is reduced and may be bypassed for monsters and/or enemies.
  • +3 dexterity, max 30

Mythical Horses

Unicorn

Strongly resembling murderous horses, unicorns, by the few who know the difference, are much nicer sorts.

  • With a touch of their horn they may banish injures and illnesses. 40 MP for any illness, 1 MP per 5 hit points. May restore health levels for 150(100/50 MP if regressed 50/100%) MP.
  • Gain taur merit if 50 or 100% regressed
  • Gain swift merit
  • Fully regressed unicorns gain Saintly merit
  • Gain compulsion: Must assist those of good nature despite any inconvenience.
  • -20% black soak.

Nightmare

Horses in general have an extremely poor reputation. These fellows somehow manage to have a worse one. With dark smouldering flames and a penchant for breathing smoke, Nightmares live up to their name.

  • Gain swift merit
  • Begin play with 5 points of Fly. This is unnatural/unwinged flight and costs MP to use.
  • +10% Fire Soak
  • -10% Ice Soak
  • -1 difficulty to rolls to intimidate or cause fear in others.
  • If fully regressed, can breath fire for 75+Stamina fire damage at the low cost of 7 MP.

Due to their poor reputation as being monstrous, they suffer from the Scape Goat flaw. -2 successes to all social rolls, for the same reason.

Marsupial

Aquatic Marsupial

Platypus

Duck-billed, beaver-tailed, powerful swimmers. They have poisonous spurs on their heels and the most developed electrosensitivity known to mammals.

  • Gain Darkvision Merit
  • Gain Aquatic as per the Mutation
  • Gain Aquatic Prowess
  • Start with Athletics/Swimming of 15
  • -2 Dexterity
  • On a +Brawl attack involving a Kick, on a successful hit, the Platypus +checks Stamina. The target must +Resist Stamina against this check. If failed, +atb/effect Poison=2. Every time a kick lands, this poison status may be contested and refreshed.
  • Whenever damaged by [Lightning] element, must +resist Willpower against 2 or suffer the [Confuse] status for 3 rounds.

Land Marsupial

Kangaroo

Leaping bounders with thick tails, Kangaroos are famous for their leaping means of transportation.

  • Gain Plunge Perk
  • If Leap special is ever purchased, may request a one time costless increase of 10 points, to a max of 25.
  • Start with Athletics of 10 and Athletics/Jumping at 15.
  • All kicking attacks are at +10% damage, all punching attacks are at -10% damage.
  • May not take Cold Adapted merit.
  • -15% soak to all Ice damage.
  • Note: Male kangaroos don't have pouches.

Sugar Glider

Leaping, gliding marsupials, with a fondness for sweets.

  • Starts with the Plunge perk.
  • Starts with Athletics of 10 and Athletics/Climbing of 20.
  • A Sugar Glider must eat something sweet within an hour before or during combat, or will suffer +1 difficulty to all actions. The Sugar Glider enjoys no penalties from the [Hyper] status, only benefit.

Plants

Tree-Kin

  • Intelligent, mobile trees, that live off of water, sunlight, and soil nutrients.
  • Photosynthetic, as per the Minor Mutation.
  • Begins with Day-Affinity: 15
  • Takes 50% more damage from Fire-element spells.
  • The Sunshine spell heals instead of damaging.
  • Flaw: Slow to React
  • Merit: Tough

Flower-Kin

  • Intelligent, mobile flowers that live off of water, sunlight and soil nutrients.
  • +5 Charisma with a maximum of 30.
  • Fragrance: Flowers produce pleasant smells and people respond well to that. Gain Charm 5.
  • Frail Flaw
  • Begins with Day-Affinity 15