TEXT: RULES EXPANSION
  Ian R Liddle
  Greg Porter
  APV2701
  
  CORPS™ RULES
  EXPANSION
  © 2008 by Ian R Liddle and Greg Porter
  Published By:  
  Applied Vectors
  10 Bridge Road
  Desborough
  Northants
  NN14 2LF
  United Kingdom
  Design:
   
   Ian R Liddle
  Artwork: 
   
  John M Kimmins, Ian R Liddle
  Playtesters: 
   John M Kimmins, Vincent G McGrath, Stephen  Hartis, Christopher
  Dicely, Frederick Brackin, Ray Spitz, Douglas Berry, David Stroup
  and Simon Whateley
  Thanks to: 
   
  Giles Schildt at Pyramid Online
  Special Thanks to:  
  Greg Porter, without whom none of this would have been possible.
   
  Anne Panter, whose unwavering support and encouragement has
   
  been greatly appreciated and will never be forgotten.
  ™, Timelords™ and Spacetime™ are Trademarks of BTRC, and are used
  here with permission.
  All rights reserved.
  Protected by the International Copyright Convention.
  This work may not be reproduced in part or in whole by any means, including text, electronic
  or facsimile without express written permission from the publisher
  
  Contents
  Acceleration Tolerance...........................................1
  Appearance.............................................................1
  Criminal Record......................................................1
  Dark Secret..............................................................1
  Flashbacks...............................................................2
  Height and Weight (Additional).............................2
  Immunity.................................................................3
  Physical Adv (Additional)......................................4
  Physical Lim (Additional).......................................4
  Psych Adv...............................................................5
  Psych Lims (Cultural).............................................5
  Psych Lims (General).............................................6
  Psych Lim (Human Rights)....................................6
  Short Lifespan.........................................................6
  Social Class.............................................................7
  Vulnerability...........................................................7
  Wealth.....................................................................8
  Blowthrough and Blowoff......................................9
  Eventually Fatal Injuries.........................................9
  Damage Values.....................................................10
  Maneuver descriptions..........................................10
  Bite.................................................................10
  Flying Tackle.................................................10
  Scare...............................................................10
  Shove..............................................................11
  Slam...............................................................11
  Slap/Nail Gouge and Rake.............................11
  Sweep/Trip.....................................................11
  Throwing (Additional)..........................................12
  Called Shots..........................................................12
  Explosions.............................................................14
  Deafening.......................................................14
  Knockback......................................................14
  Underwater Explosions..................................14
  Acceleration Effects..............................................15
  Building Things....................................................15
  Radiation Damage.................................................16
  Cancerous Effects...........................................17
  Cancer Therapy..............................................17
  Mutagenic Effects..........................................18
  Radiation Sickness Effects.............................18
  Zero Gravity Effects.............................................18
  Movement......................................................19
  Combat...........................................................20
  Space Sickness...............................................20
  General Difficulties........................................20
  Carrying Things.............................................21
  High Gravity.........................................................21
  General Difficulties........................................21
  Basics....................................................................22
  Covens............................................................22
  Cults...............................................................22
  Religious Magic.............................................23
  Sacrifice..........................................................24
  New powers..........................................................24
  Alter Probability.............................................24
  Thermo kinesis...............................................24
  Power Changes......................................................26
  Shapeshift.......................................................26
  Create.............................................................27
  Creating Paranormal Items...................................27
  Creating/Summoning Multiple Things..........27
  Creatures and Fear................................................28
  Weapons and Fear.................................................29
  What are they?......................................................31
  How do you get them?..........................................31
  Nanotech Surgery...........................................32
  Higher Tech Levels........................................32
  How long does it take?...................................32
  What about Cyber-psychosis?...............................33
  What about ‘Designer’ Cyberware?......................33
  The Price of Fashion......................................34
  Upgrading Cyberware...........................................34
  Cyberware versus the Environment......................34
  Effects of Water Immersion...........................35
  Effects of Particulate Matter..........................35
  Effects of Extreme Cold.................................35
  Effects of Electromagnetic Pulses..................35
  Shielded Systems...........................................35
  Power Supplies......................................................35
  General Notes........................................................36
  Implant Lists.........................................................36
  Cyber-systems Available......................................36
  Acoustic Enhancer.........................................36
  AI Companion................................................36
  Artificial Muscle............................................37
  Auto-chrome..................................................37
  Bio-status Monitor.........................................37
  Body Plating...................................................37
  Boosted reflexes.............................................38
  Brain Bomb....................................................38
  Brain Lock......................................................38
  Brain Rewire..................................................38
  Cellular Skill Implant.....................................39
  Chemical Analyzer.........................................39
  Cybernetic Hand Weapons.............................40
  Cyber-limbs....................................................40
  Cyber-snake....................................................40
  Cyber-Whip....................................................41
  Cyborg Body/Rebuild....................................41
  Flash Attack...................................................42
  Howling Banshee...........................................42
  Image Enhancement.......................................42
  Implanted Armor............................................43
  
  Laser Finger...................................................43
  Light Amplification........................................43
  Locator...........................................................43
  Micro-vision...................................................43
  Nano-surgeons................................................44
  Optical Readout..............................................44
  Oxygen Extractor...........................................44
  Programmed Responses.................................45
  Radar/Sonar Sense.........................................45
  Reality Matrix................................................45
  Reflex Coordinator.........................................45
  Retinal Projector.............................................46
  Sexual Filter...................................................46
  Sexual Weapons.............................................46
  Shanghai Surprise...........................................46
  Silver Tongue.................................................47
  Skill Implant...................................................47
  Smart Link......................................................47
  Sound Damper................................................47
  Stress Analyzer/Lie Detector.........................48
  Sub-dermal Timepiece...................................48
  Taste/Smell Enhancer.....................................48
  Telescopic Vision...........................................48
  Thermograph/UV vision................................48
  VR Jack..........................................................48
  Wetware.........................................................49
  Vampires...............................................................50
  Bloodrinking..................................................51
  Vampire Culture.............................................52
  Killing Vampires............................................52
  Thralls............................................................52
  Curing Vampirism..........................................52
  Lycanthropes.........................................................53
  Controlling the change...................................54
  Shapeshifting..................................................54
  Infection.........................................................54
  Curing Lycanthropy.......................................55
  Lycanthropic Culture.....................................55
  The Change....................................................55
  Lizard-men............................................................55
  Culture............................................................55
  Locales...........................................................56
  Basics....................................................................57
  Types of Creature..................................................57
  Creature stats.........................................................57
  Animal AWR.................................................57
  Animal HLT...................................................59
  Animal WIL...................................................59
  Reaction rolls........................................................59
  Creature Attacks....................................................60
  Attack types....................................................61
  Attack mentality....................................................62
  Stalking..........................................................62
  Coup de grace.................................................63
  Pack attack.....................................................63
  Swarm attack..................................................64
  Lurking...........................................................64
  Eat them all, let God sort them out................64
  Defense mentality.................................................65
  Run like Hell..................................................65
  Freeze.............................................................65
  Safety in numbers...........................................65
  Chew on this!.................................................65
  Forget about it................................................66
  I'm big, I'm bad, Don't mess with me!...........66
  Habitat...................................................................67
  Temperature...................................................67
  Terrain............................................................67
  Rainfall...........................................................67
  Generic life cycles.................................................68
  You're on your own, kid.................................68
  Mommy's here, but!.......................................68
  Don't worry, we'll take care of you................68
  The price of flexibility...................................68
  Food and leather....................................................68
  Metabolism...........................................................70
  Typical animal communications...........................70
  Training a creature................................................71
  Avoidance training.........................................71
  Command training..........................................72
  Using creatures in adventures...............................73
  Characters go looking for creature.................74
  Creature goes looking for characters..............74
  Creatures as environmental hazard................75
  Creatures as general plot enhancement..........75
  Do it yourself creatures.........................................76
  Where does it live?.........................................76
  What does it eat?............................................76
  What's special about it?..................................77
  Its stats............................................................77
  Size.................................................................79
  Skills...............................................................80
  Armor.............................................................80
  Random ecologies.................................................81
  Habitat............................................................81
  Size.................................................................82
  Creature Type.................................................82
  Movement Type.............................................82
  Natural Offense..............................................83
  Natural Defense..............................................83
  Natural STR/AGL..........................................83
  Natural AWR.................................................83
  Natural WIL...................................................83
  Natural HLT...................................................84
  Offspring Rearing...........................................84
  Social Organization........................................84
  REAL BEASTS....................................................85
  Basics.............................................................85
  Alligator.........................................................86
  Amphibian......................................................87
  Anaconda........................................................88
  Bear, polar......................................................89
  Bear, kodiak...................................................91
  Boar ...............................................................92
  
  Camel..............................................................93
  Cape buffalo...................................................95
  Cat, domestic..................................................96
  Chimpanzee....................................................97
  Deer ................................................................99
  Dog, german shepherd..................................100
  Dolphin.........................................................102
  Eagle.............................................................103
  Elephant........................................................104
  Hippopotamus..............................................106
  Horse............................................................107
  Horse, belgian...............................................107
  Horse, arabian...............................................108
  Horse, welsh pony........................................108
  Hyena............................................................111
  Lion..............................................................112
  Mammoth.....................................................114
  Marine bird...................................................115
  Orca..............................................................116
  Puma.............................................................117
  Rat................................................................118
  Rhinoceros....................................................120
  Scorpion........................................................121
  Shark, great white ........................................122
  Shark, lesser..................................................124
  Skunk............................................................125
  Snake, Diamondback....................................126
  Snake, cobra.................................................128
  Tiger.............................................................129
  Tyrannosaurus rex........................................131
  Velociraptor..................................................132
  Water birds...................................................134
  MYTHOLOGICAL BEASTS.............................135
  Basics............................................................135
  Alphyn..........................................................136
  Amphiptere...................................................136
  Baewyn.........................................................137
  Bonacon........................................................137
  Boreyne........................................................138
  Calopus.........................................................138
  Cockatrice.....................................................139
  Dragon (western)..........................................140
  Dragon (eastern)...........................................143
  Fastitocalon..................................................146
  Grendel.........................................................147
  Gryphon........................................................148
  Harpy............................................................148
  Hippogriff.....................................................149
  Hodag...........................................................149
  Hugag...........................................................150
  Hydra............................................................151
  Ibex...............................................................152
  Ki rin.............................................................152
  Kraken..........................................................154
  Lyon..............................................................155
  Opinicus........................................................156
  Pegasus.........................................................157
  Pordalis.........................................................158
  Salamander...................................................159
  Roc...............................................................160
  Theow...........................................................161
  Tygre............................................................162
  Unicorn (western).........................................162
  Unicorn (traditional).....................................164
  Whirling whumpus.......................................165
  Yeti...............................................................165
  CREATIONS......................................................167
  Basics...........................................................167
  Physical    creations......................................167
  Conceptual   creations..................................169
  OTHER WORLDS.............................................171
  Basics...........................................................171
  Beetle-bombs................................................171
  Buzz cat........................................................172
  Electric ray...................................................173
  Froon............................................................174
  Grendel.........................................................176
  Hellswarmers................................................177
  Leaf runner...................................................179
  Mantrap........................................................179
  Mimic...........................................................180
  Mistroot........................................................182
  Plasmis.........................................................183
  Skyhooks......................................................184
  Spear acacia..................................................185
  Ur-burrs........................................................187
  CREATURES OF HORROR..............................188
  Basics...........................................................188
  Bloodshrikes.................................................188
  Bodiless terror..............................................190
  Charnel mass................................................191
  Dark follower ...............................................193
  Demon, greater.............................................194
  Demon, minor..............................................195
  Elder thing....................................................198
  Ghouls..........................................................199
  Gutworms.....................................................201
  Gremlins.......................................................202
  Gobblers.......................................................203
  Hateful ones.................................................205
  Hijackers......................................................206
  Mindbenders.................................................207
  Shapeless horror...........................................208
  Zombies........................................................210
  Basics..................................................................211
  Profile...........................................................211
  Membership..................................................211
  Influence.......................................................212
  Resources.....................................................212
  Running an Organization....................................213
  Sample Organizations.........................................213
  Multinationals..............................................213
  Big Government...........................................213
  Average Government...................................214
  Little Government........................................214
  
  Organized crime...........................................214
  World Government.......................................214
  Terrorists......................................................215
  The Media....................................................215
  UFOs............................................................215
  Illuminati......................................................216
  Immortals.....................................................216
  The Hierarchy...............................................216
  Hackers.........................................................216
  INTRODUCTION
  Welcome to the Rules Expansion for the
  CORPS game system. The project has   taken
  some time to reach completion, life has a way
  of getting in the way of the things we really
  want to do.
  CORPS is one of my favorite systems, right
  from the original first edition, and it is a game
  I have constantly come back to because it
  provides fast    accurate rules of play and isn't
  bogged down with tons of rules.
  I was overjoyed when Greg Porter gave me
  permission to create this book – it was a
  dream come true you might say.
  This book introduces some new rules to the
  game and expands upon existing rules in
  order to make your gaming experience better.
  However, if you don't like any of these new
  rules, then don't use them, it’s a simple as
  that. In fact, I would be glad to hear about any
  changes that you make.
  Some of the material herein has appeared
  before. Certain rules were adapted from the
  TimeLords and SpaceTime game (also by
  BTRC) into the CORPS rules, and the rules
  for organizations have been reprinted from the
  1st Edition CORPS rules, as they were not
  included in the standard 2nd Edition rules set.
  All of this has been done with the written
  permission of Greg Porter and BTRC.
  I just hope you have as much fun playing with
  these rules as I did creating them.
  Ian R Liddle
  
  ADS & DISADS
   “If everything is coming your way then you're
  in the wrong lane.”                        Anonymous
  This section includes all sorts of additional
  rules for advantages and disadvantages, as
  well as clarifications of existing ones.
  Acceleration Tolerance
  This allows you to add your WIL
  Aptitude to your HLT, when trying to
  resisting the  detrimental and  harmful
  effects of high acceleration. This
  costs 2AP. See page 15 of this book
  for the rules  regarding Acceleration
  Effects.
  Appearance
  How good looking a characters is.
  Now this is a tricky one to do in
  CORPS, it was suggested
  to use levels of Fame or the
  Physical Advantage Ads to
  mimic this trait but I think we
  need a whole new and separate
  Advantage for it. Fame can still
  be 
  used 
  to 
  show 
  famous
  beauties like Liz Hurley, Kylie
  Minogue etc. Use Physical Ads
  like ‘Busty’ or ‘Sexy Voice’ to
  enhance this advantage.
  Criminal Record
  Youihave been convicted of a crime, and
  there is a file kept on you by the security
  services (Enemy Level 2 maximum if you’ve
  done the time or Enemy Level 3+ if you
  have been convicted but have escaped
  justice or are known to be the culprit.
  Dark Secret
  You have a dark and hideous secret, a real
  skeleton in the closet. You cannot even
  consider this secret coming out and
  you will do your utmost to keep things
  under wraps.
  The Level of the disad  denotes how
  severe the secret is and each Level
  of Dark Secret is worth 5AP or SP.
  If, during the game the secret
  could be revealed you must
  bribe, 
  give 
  into 
  blackmail,
  intimidate or worse to keep the
  secret     hidden. This leaves
  you at the sadistic whim of
  your games master.
  When the secret is finally revealed,
  it is converted into it’s equivalent
  point’s value in Enemies, Negative
  Fame or other Disads  depending
  on the nature and type of the Secret.
  Appearance
  Level AP
  Effect
  -3
  +15 Horrible, -3 WIL for sex appeal
  -2
  +10 Ugly, -2 WIL for Sex appeal
  -1
  +5
  Unattractive, -1 WIL for sex
  appeal
  0
  0
  Average Appearance
  +1
  -5
  Good Looking, +1 WIL for sex
  appeal
  +2
  -10 Attractive, +2 WIL for sex
  appeal
  +3
  -15 Beautiful, +3 WIL for Sex
  appeal
  Dark Secret
  Level AP/SPEffect
  1
  +5
  Should anyone find out you’ll
  never get another promotion,
  a wife/husband etc
  2
  +10
  People will shun you for your
  secret, friends, family etc will
  disown you
  3
  +15
  You will have to flee your
  country and live in exile to
  avoid prison for your secret
  4
  +20
  Should this level of secret be
  revealed you become a
  marked man, the authorities,
  a lynch mob etc will try to kill
  you
  
  There is always a chance of the  secret
  being revealed in any given adventure, this
  is  determined by the games master, and
  should be based on the steps taken by the
  character to keep the secret safe. Obviously
  some secrets wouldn’t be easy to find
  without a major investigation into the
  characters past etc, so you can guarantee
  the Enemies of Level 4 or higher will either
  already have the information, or will get it
  very soon.
  Enhanced Regeneration
  This advantage means somehow, the
  character heals much faster than normal. It
  is available in several types which are
  shown in the table below:
  Flashbacks
  Sometime, you’ve have had a very bad
  experience, this could be through trauma,
  an accident or perhaps from hallucinogenic
  drugs. Every so often you drift off into
  memories of these events which impairs
  your abilities somewhat.
  The flashbacks are caused when one or
  more ‘trigger’ events are present — these
  can be virtually anything but must be related
  to the events which caused the flashbacks
  in the first place.
  E.g. the flashbacks are caused by a car
  crash, so trigger events could be the smell
  of gasoline, the sensation of movement in a
  car, seeing a car wreck etc.
  The base difficulty to resist the flashback
  depends on its severity (see the table
  opposite), this is modified by +1 for each
  trigger event that is present beyond the first.
  A failure usually means you freeze up
  absorbed into the memory until it runs its
  course, a failure by more than your WIL
  however means you physically relive the
  memory—shooting at imaginary targets,
  screaming etc.
  Enhanced Regeneration
  Level
  AP
  Effect
  Normal -20
  You heal Lethal Impairment
  and Attribute damage
  per Week, Non-Lethal
  Impairment per Hour and
  Exertion per Minute
  Super
  -40
  You heal Lethal Impairment
  and Attribute damage per
  Day, Non-Lethal Impairment
  per Minute and Exertion per
  Second
  Meta
  -60
  You heal Lethal Impairment
  and Attribute damage per
  Hour, Non-Lethal
  Impairment and Exertion per
  Second
  Semi
  Divine
  -80
  You heal Lethal Impairment
  and Attribute damage per
  Minute, Non-Lethal
  Impairment and Exertion per
  Second
  Divine
  -100 You heal Lethal Impairment
  and Attribute damage,
  Non-Lethal Impairment and
  Exertion per Second!
  Flashbacks
  Severity AP/SP Effect
  Minor
  +5
  Difficulty to resist is WIL+1
  Major
  +10
  Difficulty to resist is WIL+3
  Severe
  +15
  Difficulty 
  to 
  resist 
  is
  WIL+5
  Height and Weight (Additional)
  These are supplemental notes to those
  given in CORPS 2nd edition page 22. Since
  some people are well out of the normal
  mass range allowed in CORPS, to mimic
  those in game terms see the chart opposite:
  
  This goes well above the normal ranges in
  the CORPS 2nd edition book (page 22), but
  then so do some people. For a real world
  example, consider a Sumo wrestler or an
  anorexic model.
  The Frailness or Toughness Level is to take
  into account ‘natural padding’ or lack of it
  and must be paid for separately if they are
  desired.
  Immunity
  The character has at some point in their life,
  contracted and recovered from a disease
  and developed a natural immunity to it. This
  costs 5AP for an immunity to a viral disease
  or influenza. Also for 5AP you can buy an
  immunity to certain poisons or alcohol as
  long as you have a background that justifies
  this. For 10AP you can buy an immunity to
  rabies or some other nasty but uncommon
  disease. Characters in a society with a
  reasonably 
  advanced 
  technology 
  can
  acquire these immunities for a cost of
  money rather than AP.
  Longevity/Slowed Aging
  A character with this advantage ages at only
  half the usual rate. They still gain the normal
  AP and SP for their age, and aging rolls are
  still made at 30 years old and per year after.
  The aging difficulty roll is normal, but you
  only lose half as many AP/SP if you fail. This
  costs you 25AP. It also means they look
  younger than they are by up to their real age
  halved.
  Metaphysical Adv
  This is the opposite of a Metaphysical Lim.
  Something strange keeps happening that
  affects you in a positive way. This costs
  5AP, and the exact effects vary, depending
  on what you pick from the table. Normally
  the end result is a +2 bonus in a certain
  specific method of an attribute or skills
  functioning.
  Height & Weight (Additional)
  Mass
  Effect
  AP SP Tough/Frail
  +200% Obese
  +80 +20 Tough. 4
  +100% Huge
  +40 +10 Tough. 3
  +50%
  Fat
  +20 +5
  Tough. 2
  +30%
  Plump
  +12 +3
  Tough. 1
  -20%
  Slim
  +8 +2
  Frailness 1
  -30%
  Thin
  +12 +3
  Frailness 2
  -40%
  Skinny
  +16 +4
  Frailness 3
  -50%
  Anorexic +20 +5
  Frailness 4
  Metaphysical Adv
  Item
  Effect
  Lucid  Dreams
  Bonus to AWR for
  remembering dreams
  Guardian Angel Bonus to lucky incidents
  that are useful to you
  Animal Empathy Bonus when dealing with
  animals
  Sensitive
  Bonus to AWR when
  sensing magical or
  spiritual forces
  Aura of Power
  Bonus to WIL for
  intimidation or command
  Metaphysical Lim
  This is some weird problem generally not
  explainable by science or modern thought
  that affects you in one way or another. You
  get 2AP or SP per Level of this limitation
  and it usually adds to the difficulty of any
  task performed in that situation.
  Some of these Metaphysical Lims could be
  done as Psych Lims in certain campaigns.
  It is suggested that the maximum limit for
  these Lims in a ‘realistic’ campaign is no
  more than 5 Levels, and even then they
  should be very rare at that strength.
  See overleaf for sample limitations.
  
  Physical Adv (Additional)
  These are additional advantages to those
  given in the CORPS 2nd edition rulebook,
  page 24.
  Metaphysical Lim
  Item
  Effect
  Creepy
  Level is added to a character’s
  Fear 
  Rating 
  when 
  they 
  do
  something scary, and is extra
  difficulty to appropriate social
  tasks.
  Tainted Evil is like a virulent disease and
  you are tainted by its power. Level
  is extra difficulty to WIL to avoid
  acting in an evil manner when
  faced with a moral or ethical
  choice.
  Marked You bear some kind of unusual or
  metaphysical mark, this could be
  stigmata, mystical symbols etc. It
  is always in an easily visible place
  such as (palms of hands, forehead
  etc) and the Level adds to others
  AWR when trying to remember
  you as well as being extra difficulty
  for disguise when you are trying to
  cover it up. This is worth double
  the points.
  Haunted A ghost haunts you. Level of disad
  is added to Difficulties due to
  distraction, and is extra difficulty to
  WIL tests for trying to ignore the
  spook and concentrate on what
  you’re doing.
  Attractor You seem to attract supernatural
  events, spirits, monsters and so
  forth. Level is d10 chance per
  game session of something ‘odd’
  happening around your character.
  This can lead to a negative
  reputation 
  with 
  everyone 
  but
  paranormal investigators
  Physical Adv (Additional)
  Item
  Effect
  Night Vision
  Reduces 
  penalty 
  to
  AWR in the dark
  Directional hearing AWR bonus to locate
  sounds
  Double Jointed
  AGL bonus to escape
  Combat Reflexes
  Initiative bonus in
  combat
  Good Peripheral
  Vision
  Reduces facing
  penalties
  Direction Sense
  Bonus to determine
  direction
  Distance Sense
  Bonus to determine dis-
  tance
  Perfect Pitch
  Bonus to tell an exact
  musical tone
  Time Sense
  Bonus to know the time
  Rapid healing
  HLT bonus for healing
  Physical Lim (Additional)
  These are additional physical limitations to
  those given in the CORPS 2nd edition
  rulebook, page 25.
  See the table opposite for example Physical
  Lims:
  
  Psych Lims (Cultural)
  Certain cultures have their own inherent
  Limitations as described in CORPS 2nd
  edition page 26. What follows are some
  guidelines, to give you an idea how the
  Cultural Limitations work.
  As you know, some cultures have major
  differences as compared to others, but most
  follow the same kind of general pattern:
  Familiarity: Think of the culture you are
  trying to describe, what is the single thing
  they are noteworthy for – a seagoing race is
  famed for their sailing skills, so they have a
  Familiarity with such skills.
  Sexism: Most cultures sadly, are sexist to
  a greater or lesser degree, depending upon
  their basic structure: Patriarchal societies
  will typically be sexist to women, to a
  greater or lesser degree, as they will be
  seen as the ‘weaker’ sex.
  Religion: Every culture has one or more
  religious bodies of thought. Typically the
  dominant or ‘state’ religion will be listed in
  the Cultural Psych profile, more religious
  nations will have higher ratings than others.
  Jingoism: How tolerant this culture is of
  others, it is indicative of the level of
  tolerance the people of this culture have for
  others whom are not of their country. It is
  similar to racism but isn’t directed at any
  one race in particular; instead it is applied to
  ‘anyone else’
  Racism: Typically reserved for those
  countries that have a definite racist issue
  with another type of people that exist within
  their own culture.
  Human Rights: How much the country
  subscribes to human rights, i.e. how well it
  treats its own citizens.
  Physical Lim (Additional)
  Item
  AP/SP
  Loss of finger or toe
  +1
  Albino
  +5
  Color Blindness
  +5
  Epilepsy: Petite Mal
  +5
  Epilepsy: Grand Mal
  +10
  Hemophilia
  +10
  No sense of smell or taste
  +5
  Paraplegic (2 limbs)
  +25
  Quadriplegic (4 limbs)
  +50
  Lame (per 1m/s less than normal
  max)
  +2
  Psych Adv
  This is the opposite of a Psychological
  Limitation. You have a known but quite
  uncommon mental advantage of some type.
  This costs 5AP, and the player and games
  master must determine the exact effects.
  Normally the end result is up to a +2 bonus
  in a certain specific aspect of an attribute or
  skills functioning.
  Psych Adv
  Item
  Effect
  Artistic
  Bonus to any drawing
  or graphics related skill
  Calculator
  Bonus to skill for math’s
  tests
  Code Breaker
  Bonus to skill when try-
  ing to crack a code
  Computer
  Bonus to computer use
  skills
  Natural Pilot
  Bonus to piloting or
  driving a specific type of
  vehicle
  Engineer
  Bonus to single me-
  chanical or technical
  skill use
  Stylish
  Bonus to sex appeal for
  knowing 
  what 
  to
  wear/how to look good
  Cool
  Bonus when resisting
  fear and intimidation
  
  Non-Combatant: A lot of countries will
  have this as part of their Cultural Lims,
  unless they readily allow weapons to be
  owned and used by the general populace.
  Average Social Class: Most cultures will
  alter the average social class covered later
  in these rules, as some countries are ‘richer’
  than others, and thus able to provide a
  better standard of living to their citizens.
  Tech Level: This will normally vary by
  culture, as some cultures will be more
  advanced than others, even on the same
  world.
  Psych Lims (General)
  Psych Lims should use their level added to
  the characters normal WIL as difficulty to
  overcome on a WIL test. Since a Psych Lim
  in ingrained behavior you in essence have
  to beat your own strength of will to
  overcome it, depending on how deep rooted
  the limitation is, (i.e. its Level). This means
  it is hard to overcome a Level 3-4 Lim (5– or
  3– respectively) which is more accurate
  since they are supposed to be “borderline
  psychoses”.
  Additionally the ‘Phobia’ Psych Lims add 1
  to the Fear Rating of whatever you are
  frightened of, and you always check for fear
  against that source, even if it doesn’t
  normally need a Fear test.
  These notes then make the Psych Lim
  “worth” the points as it is never automatic to
  overcome them with normal unmodified WIL
  (specific WIL enhancing drugs for example
  alter your current WIL for the test).
  Psych Lim (Human Rights)
  This is generally only used for cultural
  Psych Lims as it shows how much a given
  culture subscribes to Human Rights. By this
  I mean how much off-hand cruelty a culture
  is likely to inflict on its subjects and how
  often that is likely to happen.
  The higher the Level, the more concern for
  others will be shown by that culture, this
  limits the actions that a character or nation
  can take. Most countries would be at Level
  2 for this, as nearly every country gives its
  citizens certain basic ‘rights’; the right to
  bear arms, the right to own property/vote
  etc.
  A country with no rating in this Psych Lim,
  gives its citizens no rights whatsoever, and
  has the right to do whatever it likes to its
  citizens.
  Short Lifespan
  This means your character has a short
  lifespan, this could be due to a fast
  metabolism 
  to 
  genetically 
  encoded
  destruction dates or simply just denoting a
  race with a short life. Each Level taken in
  Short Lifespan is worth 10AP and halves
  the age when aging rolls begin, in addition
  to doubling the frequency of such rolls.
  Psych Lims (General)
  Item
  Effect
  Homophobia
  Fear of homosexuality
  Panzaism
  Never sees the fantastic
  Quixotism
  Sees only the fantastic
  Slave Mentality Must be told what to do
  Short Lifespan
  Level
  Begin
  at:
  Roll
  Every:
  Ave
  Lifespan:
  1
  15 yrs
  6 months
  35 years
  2
  7 yrs
  3 months
  17 ears
  3
  3 years
  6 weeks
  8 years
  4
  1 year
  3 weeks
  4 years
  5
  6 months
  1 week
  2 years
  6
  3 months
  3 days
  1 year
  7
  6 weeks
  1 day
  6 months
  8
  3 weeks
  12 hours
  3 months
  9
  1 week
  6 hours
  6 weeks
  10
  3 days
  3 hours
  3 weeks
  
  Obviously too many Levels in this Lim will
  make a character unsuitable for most
  games, really it is best used to mimic the
  short life spans of alien races. Do not use
  this Limitation when designing new animals
  for the CORPS game, it is meant to be
  applied only to characters.
  The Aging Roll Difficulty and AP/SP lost will
  also vary in a similar manner.
  Social Class
  All characters, regardless of origin have a
  base Social Class depending on their
  Culture (see Cultural Psych Lims in this
  book) this is usually 0 for developed
  countries.
  You may increase your Status upon the
  creation of your character or during play—
  but advances during play have you consid-
  ered ‘Nouveau Riche’ by your peers.
  This does not include any Levels of Fame
  (see CORPS 2nd edition, page 21), as
  some people of high social class are not
  even known about by others.
  Each positive Level in Social Class gives a
  –1 to the difficulty of getting casual co-
  operation from those less important than
  you and each positive Level can also count
  as Influence (see CORPS 2nd edition, page
  125) with the positive Level being the
  Influence ‘Attribute’.
  Your Social Class also indicates how much
  money you have in the bank and modifies
  how much you earn (see CORPS 2nd
  edition, pages 27-29). In other words the
  notation “money in the bank” is applied to
  the Cr listed in the calculation on page 28
  and “salary” is applied to the Cr listed and
  the seniority rule in the calculation on page
  28.
  The Social Class chart is found at the end of
  this section on Page 11.
  Vulnerability
  To take into account the extreme effects of
  some common substances on supernatural
  creatures, the following modification to the
  existing Disad is suggested.
  Fast Effect: If the effect takes place after a
  few seconds then again every minute, we
  would suggest doubling the point’s value of
  the Disad.
  This would allow you to mimic really
  extreme effects, like vampires and sunlight,
  or vampires and holy water. It is unsuitable
  for most humans except to cater for severe
  allergies, which can result in a fast death.
  For example, some people suffer just such
  a reaction to shellfish, wasp stings etc.
  
  Wealth
  This advantage specifically represents
  unusual or excessive wealth beyond the
  amounts shown on the Social Class table.
  This would represent those people who may
  belong to a certain social class, but have
  more money than that social class would
  seem to indicate (for example Lottery win-
  ners, embezzlers etc).
  Each Level of this Advantage costs 10AP
  and each Level multiplies the amount of
  Money in the Bank the character has by a
  factor of 10, as shown opposite:
  Description
  AP
  Money in Bank
  Affluent
  -10
  x10
  Wealthy
  -20
  x100
  Rich
  -30
  x1,000
  Very Rich
  -40
  x10,000
  Bear in mind, that this kind of wealth will
  produce jealousy and envy among you own
  social class, often earning you enemies you
  don’t even know (or suspect). In addition, if
  the money is due to illegal activity, it may at
  some point earn an investigation by the law
  of the land.
  Social Class Table
  Level Description
  Money
  in Bank Salary AP/SP
  -4
  Outlaws, traitors, lepers and other worthless scum
  x1/8
  x1/8
  +40
  -3
  Beggar, serf, slave, street criminal
  x1/6
  x1/6
  +30
  -2
  Unemployed, poor peasant, beggar, poacher, miner,
  huntsman, bondsman, outsider or underworld figure.
  x1/4
  x1/4
  +20
  -1
  Servant, poor tenant farmer, urban poor, lackey, well placed
  slave
  x1/2
  x 1/2
  +10
  0
  Average Citizen
  0
  0
  0
  1
  Respected member of the community, doctor, university
  faculty, freehold farmer, shop owner, merchant, city council
  member
  x2
  x2
  -10
  2
  Extremely respected community member, village elder,
  county sheriff, mayor of small town, successful businessman
  x4
  x4
  -20
  3
  Industrialist, major local employer, major of large city, minor
  celebrity or media figure
  x8
  x8
  -30
  4
  Mayor of major metropolis, someone found in ‘who’s who’,
  member of congress
  x16
  x16
  -40
  5
  Junior senator, senior congressman, mega celebrity, national
  Corporate CEO’s
  x32
  x32
  -50
  6
  Mega corporation CEO’s, state governors, prime ministers,
  minor king
  x64
  x64
  -60
  7
  President or PM of a major nation, head of state, sultan , king x125
  x125
  -70
  8
  Holy roman emperor, pope, ruler of several states
  x250
  x250
  -80
  9
  Ruler of a world government, president, king of a single planetx500
  x500
  -90
  10
  Ruler of a trade federation or small empire numbering 10 or
  less worlds
  x1000
  x1000
  -100
  11
  Ruler of an empire numbering 100 or less worlds
  x2000
  x2000
  -110
  12
  Ruler of an empire numbering 1000 or less worlds
  x4000
  x4000
  -120
  13
  Ruler of an empire numbering 10,000 or less worlds
  x8000
  x8000
  -130
  14
  Ruler of an empire numbering 100,000 or less worlds
  x16000 x16000 -140
  15
  Ruler of an empire numbering up to 1 million worlds
  x32000 x32000 -150
  
  COMBAT
  “When there is no peril in the fight there is no
  glory in the triumph.”
   Pierre Corneille
  This section introduces some new rules and
  modification of existing combat rules.
  Blowthrough and Blowoff
  As an addition to the notes given on page
  48 of the CORPS 2nd Edition rulebook, the
  following rules are offered.
  Taking into account the new rules  included
  in this book for Called Shots, smaller body
  locations are   typically easier to be affected
  by damage than the larger ones.
  So, rather than have an unwieldy and
  complicated damage increase table, I’ve
  found it easier to take it into account by
  lowering the   Blowthrough and Blowoff
  threshold for the smaller locations.
  The number listed on the chart is the
  Damage Value where Blowthrough and
  Blowoff would occur if reached in a single
  blow or attack, as per The normal rules.
  These results follow the normal rules for
  Blowthroughs and Blowoffs, with the follow-
  ing exceptions:
  Head locations cause Autokill except if it is
  the Ear, Eye and Jaw/Mouth locations that
  suffer Blowoff/Blowthrough. You wouldn’t
  expect to die instantly from having an ear
  cut off would you?, you might bleed to death
  - but that takes time.
  Chest locations produce Autokill, as it is a
  pretty important part of the body.
  Eventually Fatal Injuries
  As an addition to the currently existing
  Blowthrough and Blowoff rules, I would
  suggest that if a location does suffer
  Blowthrough or Blowoff, if it isn’t an Autokill
  then it should be an Eventually Fatal Injury
  automatically, due to blood vessels and or
  arteries being severed or crushed/split.
  Blowthrough & Blowoff
  Location
  Limit
  Head (1)
  10
  Face
  8
  Jaw/Mouth
  6
  Ear
  2
  Skull
  10
  Throat/Neck
  4
  Eye
  2
  Arm (2,5)
  5
  Shoulder
  5
  Upper Arm
  4
  Elbow
  3
  Lower Arm
  4
  Hand
  3
  Fingers
  2
  Chest (3-4)
  5
  Collar
  3
  Mid Chest
  5
  Ribs
  4
  Abdomen (6)
  5
  Stomach
  5
  Abdomen
  4
  Groin
  3
  Upper Leg (7,8)
  5
  Hip/Buttock
  5
  Thigh
  4
  Knee
  3
  Lower Leg (9,10)
  5
  Shin/Calf
  5
  Foot
  4
  Toes
  3
  
  Damage Value Table
  STR
  /2
  /3
  /4
  /5
  /6
  1
  1
  0
  0
  0
  0
  2
  1
  1
  1
  0
  0
  3
  2
  1
  1
  1
  1
  4
  2
  1
  1
  1
  1
  5
  3
  2
  1
  1
  1
  6
  3
  2
  2
  1
  1
  7
  4
  2
  2
  1
  1
  8
  4
  3
  2
  2
  1
  9
  5
  3
  2
  2
  2
  10
  5
  3
  3
  2
  2
  Damage Values
  Because it is sometimes tricky to work out
  damage values (based on a division of
  STR) when you’re in a hurry, I offer the
  following table:
  The target and the attacker will take
  Combination damage as if they had fallen a
  distance equal to half the speed of the
  attacker in m/s, as they both tumble
  together before landing in a heap.
  Example – Susan, already running after
  Tommy runs up and across the roof of a car
  and then launches herself at
  Tommy. She is moving at
  3m/s when she hits him. This
  gives her a +2 to effective STR
  She has to make a   Difficulty 6
  STR test, using her STR of 4
  (+2) =6 to take him down.
  The bonus due to moving
  allows her an     automatic
  success.. Susan and Tommy
  will ‘fall’ a    distance of
  1.5m (half the dis-
  tance Susan moved)
  and take 2  attacks at
  DV2 as they bash off
  the ground.
  Scare
  This is where you run or charge
  toward someone like a lunatic
  shouting 
  & 
  waving 
  weapons
  around, suddenly move toward
  them aggressively or simply leap
  out at them from behind cover when
  they are unaware of your presence.
  The overall effect of this is that the target
  must make a WIL test against your normal
  Fear Rating +1 (see the new rules for Fear
  Ratings given in this book on page 28). This
  applies only for the first turn, then your
  normal Fear Rating comes into play.
  It can be a quite effective form of attack, but
  only if the target doesn’t know or suspect
  you are there….
  Maneuver descriptions
  These are additional to those
  given in CORPS 2nd Edition
  pages 55-57.
  Bite
  A quite feeble attack for most
  humans at least. This counts as
  a length 1 weapon and inflicts
  STR/5(n) Combination dam-
  age. You can of course, at-
  tempt 
  an 
  Increased
  Damage attack as usual
  to improve this.
  Flying Tackle
  This is basically a
   Grab targeted to
  the abdomen. If
  successful, the
  attacker must beat
  the target’s STR with his own and if he
  does, both the target and the attacker are
  knocked over and rendered prone.
  Look up the attacker’s speed that turn in m/s
  on the falling chart (CORPS 2nd Edition
  page 93) and apply the listed Base DV as a
  bonus to effective STR for the test above.
  
  Shove
  This is where you push a target with the
  simple intention of sending him as far as you
  can. It is an attack that causes no damage
  and is at -2 to Attack Difficulty.
  You can shove someone a distance equal to
  your STR Attribute minus their STR
  Aptitude, but each extra meter that you
  shove someone past your own STR
  Aptitude adds +1 to your total Attack Difficul-
  ty (as it represents a violent shove). The
  victim must make an AGL Aptitude test
  versus the distance shoved or fall over.
  All distances moved are in meters, and
  damage is zero  unless the target hits
  something while in motion (use the distance
  moved on the falling damage chart CORPS
  2nd Edition page 93 to determine Damage
  Value).
  If you fail to hit the target of your shove, you
  must make an AGL Aptitude test versus the
  distance you intended to shove the target or
  fall over.
  Slam
  This attack can only follow a successful
  Grab. After taking hold of an enemy, you
  then slam them into some solid object, like
  a wall or a table. You take an additional -2
  to your base defense and you inflict
  STR+2/2 damage to your opponent. The
  Difficulty for the Slam skill test is the STR of
  your target.
  If the object is soft you will inflict zero
  damage, if it is a hard object covered with a
  soft one, the damage will be non-lethal only
  (like a cushion or pillow on a table), if it is a
  normal object (wall, jukebox, pool table etc)
  the damage will be combination, and if it is
  a dangerous object (like a spiked wall) the
  damage will be lethal only.
  A failed roll means you do not hit the object,
  probably because the target manages to
  resist you slamming them. Victims can try
  and escape as normal for a Grab. This
  attack can be combined with Lethal Blows,
  Increased Damage hits etc.
  The DV is applied to both the target and the
  object they are slammed into, so don’t
  forget the rules for breaking things.
  If the target doesn’t escape your Grab,
  you’ll still have hold of them next round….
  Example – Tommy grabs Susan and in-
  tends to slam her into a wall. He attacks
  from behind so she has a 3 point penalty to
  her base defense, aiming for both her upper
  arms which adds +3 to the Difficulty (i.e.
  Susan’s base defense) and using both his
  arms to attack.
  He succeeds in grabbing Susan, so now
  both himself and Susan will have penalties
  to their base defense (Tommy is at -2 and
  Susan is at -4) and all other skill use.
  Tommy’s slam is a +2 (second action), +2
  (for holding Susan), which is applied to
  Susan’s STR of 4 to give a Difficulty of 8 for
  his Slam task. If he  succeeds he will inflict
  DV 4 combination damage to Susan’s Tor-
  so.
  Slap/Nail Gouge and Rake
  This attack counts as a length 1 weapon
  and inflicts STR/5(n) Combination damage.
  You can of course attempt an Increased
  Damage attack as usual to improve this.
  Sweep/Trip
  This attack is designed to knock an
  opponent off his feet, whether through an
  elaborate leg sweep or just sticking your
  foot out when the target runs by.
  
  If stationary the target must pass an AGL
  Aptitude test versus your STR attribute. If
  he fails – down he goes. In most cases this
  will be a fall of 1m for purposes of determin-
  ing DV.
  If moving the target must make an AGL
  Aptitude test versus their own speed in m/s
  or fall over. (use half the speed on the
  damage for falling table, CORPS 2nd Edi-
  tion page 93 to determine Damage Value).
  This is of course, an Aimed or Called Shot
  to the leg and you can increase the damage
  with a Lethal Blow if you’re trying to break
  the target’s leg(s). You may add +1 to AGL
  for calculating AGL Aptitude for each extra
  leg or ‘leg group’ the target has beyond 2.
  Throwing (Additional)
  In addition to the Throwing Rules from page
  56 of the CORPS 2nd Edition rulebook, it is
  worth knowing that you can throw someone
  a maximum distance in meters equal to your
  STR Aptitude.
  Look up the distance thrown on the Falling
  chart (page 93 of the CORPS 2nd Edition
  Rulebook) to determine the DV of the
  impact after the Throw. If the target is
  moving when you grab and throw him, he
  will be thrown a distance equal to half his
  speed after the successful Grab (bearing in
  mind of course, that the grab attempt will be
  modified by the target’s speed).
  Called Shots
  These are an expansion of the notes given
  on page 62 of the CORPS 2nd Edition
  rulebook, and follow the notes given there.
  The table opposite follows the same
  progression of Hit Location size and layout.
  An entry in Italics will indicate a location that
  has additional effects if injured.
  Called Shots
  Location
  Difficulty Size
  Head (1)
  +2
  small
  Face
  +2
  small
  Jaw/Mouth
  +3
  very small
  Ear
  +4
  tiny
  Skull
  +3
  very small
  Throat/Neck
  +3
  very small
  Eye
  +4
  tiny
  Arm (2,5)
  +2
  small
  Shoulder
  +3
  very small
  Upper Arm
  +2
  small
  Elbow
  +3
  Very small
  Lower Arm
  +2
  small
  Hand
  +3
  Very small
  Fingers
  +4
  tiny
  Chest (3-4)
  +1
  big
  Collar
  +3
  Very small
  Mid Chest
  +1
  big
  Ribs
  +2
  small
  Abdomen (6)
  +1
  big
  Stomach
  +1
  big
  Abdomen
  +2
  small
  Groin
  +3
  Very small
  Upper Leg (7,8)
  +2
  small
  Hip/Buttock
  +3
  Very small
  Thigh
  +2
  small
  Knee
  +4
  tiny
  Lower Leg (9,10)
  +2
  small
  Shin/Calf
  +2
  small
  Foot
  +3
  Very small
  Toes
  +4
  Tiny
  An entry on the table in Bold indicates the
  normal ‘big’ hit locations from the original
  rulebook.
  A hit to the Throat/Neck can result in some
  very nasty injuries.
  A Frontal hit that causes a Broken Bone
  indicates a crushed Trachea.
  This is really serious as it means you can’t
  breathe. Treat the character as being in the
  ‘Too Thick’ category for breathing (see
  CORPS 2nd Edition column 2, page 82).
  This will mean death as they choke, unless
  they have a friend with First Aid skill and
  
  A hit to the Eye that causes a Broken Bone
  result will result in blindness with that eye.
  This gives +5 AWR difficulties when trying
  to use visual AWR (as per the Physical Lims
  in the CORPS 2nd Edition Rules, page 25)
  and is usually a permanent effect.
  Any Rear Hit to the Chest that causes a
  Broken Bone will indicate spinal damage on
  a 2- chance. This will result in general
  paralysis from the Chest downwards –
  rendering your arms, hands, legs, feet and
  abdomen out of commission until the injury
  heals.
  Any Rear Stomach Hit that causes a Broken
  Bone will indicate spinal damage. This
  results in paralysis from the Abdomen
  downwards – rendering your legs out of
  commission until the injury heals.
  medical  equipment (or a drinking straw/biro
  case).
  To apply such treatment is a Difficulty 7
  task, and a failure adds 1 to the Damage
  Value (recalculate Eventually fatal and Auto
  kill as usual).
  A Rear Hit that causes a Broken Bone will
  indicate spinal damage. This results in
  paralysis from the neck downwards –
  rendering 
  your 
  whole 
  body 
  out 
  of
  commission until the injury heals.
  Example - Susan (with STR 4 and armed
  with a baseball bat STR+1 DV) takes a
  random swing and smacks Tommy in the
  back of the neck. She would inflict a
  Combination DV of 5 (STR 4, +1 for the bat)
  which is 3 Non-lethal and 2 Lethal. He
  ignores all but 1 point of the Non-Lethal so
  he takes 1 Non-Lethal and 2 Lethal. The
  Lethal damage is eventually fatal (a 2 was
  rolled) and broke a bone (1 was rolled). This
  means Tommy is out of the action and
  almost totally paralyzed until he heals.
  
  A Groin Hit as we ALL know is one of the
  most painful injuries you can get. Since it is
  a major nerve center I would suggest using
  the following rule for Knockout Difficulties.
  Instead of using the normal Difficulty for the
  Abdomen Location, calculate the Difficulty
  as you would for a Head hit. This is meant
  to represent the elevated levels of pain
  injuries to the groin produce.
  Example – Susan kicks Stephen in the
  groin. She normally inflicts Non-Lethal DV
  2. Normally this would be Knockout
  Difficulty 4 for  Abdomen hit but with the
  rules above this becomes an 6 Difficulty.
  Since it is equal to his WIL he just grunts in
  pain. Someone with a normal WIL of 4
  would have had to roll a 7- in order to be
  unaffected by the kick.
  Bear in mind, that normally Groin attacks
  would be ‘Increased Damage’ attacks as
  they are usually aimed for maximum effect.
  Explosions
  Expansions 
  on 
  the 
  given 
  rules 
  for
  explosions, meant only to enhance the
  game.
  Deafening
  Explosives are very loud when they
  explode. As such, anyone who takes any
  damage whatsoever from the explosive
  must roll a dice. This is the number of
  minutes they have a +2 difficulty to Hearing
  based AWR rolls, this penalty drops to +1
  for a further time equal to the original roll,
  and then the character recovers.
  Knockback
  A character will typically be thrown away
  from the center of a blast a distance equal
  to the square root of the DV inflicted by the
  explosion – before any armor worn is taken
  into account, use the listed DV for range to
  calculate this. Characters kneeling down
  will only be thrown half this distance and
  characters lying down will only be thrown
  one-tenth this distance.
  Damage for the impact at the end is treat
  like a fall of equivalent distance and
  reduced by AGL Aptitude.
  Underwater Explosions
  To accurately mimic the overall effects of
  explosions underwater, the following rules
  have been created:
  The shockwave (non lethal) damage is
  halved for every 2 range steps to the target.
  The Fragmentation (Lethal) damage is
  halved for each range step to the target (as
  normal), but treat the target as if he were
  twice as far away.
  Example – You drop a 4kg block of TNT into
  a lake. This does DV20. The non lethal
  damage is halved at 4m, 16m, 36m, 64m
  etc, so a target 15m away would take DV5.
  The same target would be effectively 30m
  away for fragmentation purposes so he
  would take 0DV
  
  REAL WORLD
  “Never expose yourself unnecessarily to
  danger; a miracle may not save you.. and if it
  does, it will be deducted from your share of
  luck or merit.” 
   
           The Talmud
  These are additional rules to cover character
  interaction with their environment, other
  people and animals. They are additional to the
  notes beginning on page 79 of the CORPS
  2nd Edition Rulebook.
  Acceleration Effects
  These optional rules provide for the effects
  of moving really fast, for example being in a
  rocket during lift off or making turns at high
  speed.
  In order to avoid blackouts you’ll need to
  make a HLT test every 10 seconds at a
  Difficulty equal to the Gs of Acceleration. A
  failure means you blackout for 10 seconds
  (base), which is doubled for every point of
  failure. A failure by more than your current
  HLT will mean an overall +1 Whole Body
  Impairment per point failed by. This
  Difficulty rises by +1 for every 10 seconds of
  constant acceleration, and must be rolled
  every 10 seconds, even if you have already
  failed (because eventually, you can and will
  die through high acceleration).
  When making High speed turns roll for each
  turn, see the chart below to work out the Gs
  and Difficulty for the HLT roll
  Example - 1G acceleration is 10m/sec/sec.
  A rocket going into orbit travels at 6-7G
  acceleration when at maximum burn, so the
  crew will have a Difficulty 6-7 HLT roll to
  remain conscious during lift off. Once
  rockets are jettisoned, the acceleration
  stops, and the crew will recover.
  Example - A jet fighter is traveling at
  1800kph (Turn Mode 60) and wants to
  make a 30 degree turn, the pilot will have to
  make a Difficulty 6 HLT roll. Should he want
  to do the same turn in only half the distance,
  i.e. a 60 degree turn, the Difficulty would be
  8.
  Building Things
  When you are building something in
  CORPS you use the rules on page 79 of the
  2nd Edition rulebook, and add +12 to the
  Difficulty to find the Time Difficulty from
  page 38 of the same book. Problem is, the
  listed Time Difficulty only covers up to one
  day and the time divisions between
  Difficulty 8 and Difficulty 16 are not entirely
  clear. So I offer an expanded version of the
  chart covering Difficulty 8+
  Acceleration Effects
  Modifier
  Difficulty
  Base Gs of a 15 degree
  turn
  Turn Mode/10 – 2
  Base Gs of a 30 degree
  turn
  Turn Mode/10
  Base Gs of a 60 degree
  turn
  Turn Mode/10 + 2
  Base Gs of a 90 degree
  turn
  Turn Mode/10 + 4
  Building Things
  Difficulty Base
  Time
  Difficulty Base
  Time
  8
  2 min
  20
  1 month
  9
  5 min
  21
  2 months
  10
  10 min
  22
  5 months
  11
  20 min
  23
  1 year
  12
   1 hr
  24
  2 years
  13
  2 hrs
  25
  5 years
  14
  5 hrs
  26
  10 years
  15
  10 hrs
  27
  20 years
  16
  1day
  28
  50 years
  17
  2 days
  29
  100 years
  18
  1 week
  30
  500 years
  19
  2 weeks
  31
  1000 years
  Also, the number you add to find the Time
  Difficulty should really be dependent on how
  the item is being manufactured.
  
  Example – You buy a lead dragon miniature
  that is about half the length of your arm
  when put together (Size 20). The Difficulty
  to put it together and paint it will be:
  Modifier  
   
   
  Difficulty
  Size looked up as range    
        7
  Putting bits together 
    
       -2
  Out of Combat 
    
   
       -2
  Artistic Restoration Paint Job     +4
  Total 
     
   
   
        7
  Time Difficulty for hand built is +12 = 19 so
  it would take about a fortnight to glue the
  parts together, paint it up, apply highlights
  etc. This is correct for a serious professional
  paint job on a model that size.
  Radiation Damage
  Radiation Poisoning can be a serious
  danger in some games; these are usually
  Post Apocalyptical, Modern and Science
  Fiction Genres.
  In CORPS, this kind of damage works in a
  totally different way to other damage, such
  as that covered in combat. This other kind of
  damage is Permanent and cannot be
  reversed! It can have serious effects on a
  character’s unborn children and at extreme
  levels can kill a character very quickly.
  To determine the effects of radiation on a
  character, look up the number of rads
  you’ve been exposed to on the following
  table. The Difficulty listed is for a HLT Test
  to avoid the effects of excess radiation
  exposure.
  This Difficulty will have to be rolled three
  times. Once to avoid Radiation Sickness,
  once to avoid Cancerous Effects and once
  to avoid Mutagenic effects. They are rolled
  in the order given above.
  These assume you are building the items
  from the raw materials. If you have all the
  components and are simply ‘putting them
  together’ you may modify the Basic
  Difficulty (from CORPS 2nd Edition page
  79) by -2, which in turn also modifies the
  Time Difficulty.
  In all cases you ignore the ‘total part
  replacement’ as you are building the parts
  from nothing, not replacing parts in a
  damaged item.
  ‘Cosmetic damage repair’ when building
  things represents the final product having
  chrome covers, fancy paint jobs etc.
  ‘Artistic restoration repair’ means the
  finished product will have hand painted
  surfaces, one-of-a-kind artwork and so forth.
  Manufacture
  Type
  Build Time
  Difficulty
  Examples
  Hand Built
  +12
  Blacksmith
  Micro factory
  +7
  While U Wait
  Mass
  Production
  +5
  Factory
  
  Cancerous Effects
  Failure by 1 Means you have a minor
  cancer. This will reduce your HLT by 1 point
  per year, until it reaches zero and you die.
  Roll 1d10 every month and if you roll a 1
  twice in succession, you go into remission
  (no more HLT losses) continue to roll each
  month as a 10 will make the cancer come
  back.
  Failure by 3 Means you have a serious
  cancer. This will reduce your HLT by 1 point
  every 6 months until it reaches zero and you
  die. Roll 1d10 every month and if you
  manage to roll a 1 twice in succession, you
  go into remission (no more HLT losses)
  continue to roll each month as a 10 will
  make the cancer come back.
  Failure by 5 Means you have a Deadly
  cancer, This will reduce your HLT by 1 point
  every 3 months until it reaches zero and you
  die. Roll 1d10 every month and if you
  manage to roll a 1 twice in succession, you
  go into remission (no more HLT losses)
  continue to roll each month as a 10 will
  make the cancer come back.
  Cancer Therapy
  There is no known non-paranormal TL12
  way to cure cancer, so the best way to say
  it is, you can offset the penalties of lost HLT
  by taking a concoction of drugs and
  chemotherapy. This course of treatment
  costs 1kcr per point of AP lost to the illness.
  Every month of therapy roll 1d10, if you roll
  a 1 the cancer goes into remission and
  treatment may be stopped. Otherwise, if the
  treatment is stopped the Attribute Loss will
  continue as normal.
  The therapy course runs over the same
  time period as the HLT losses – i.e., per
  year for Minor cancers, every six months for
  Serious Cancers and every three months
  for the Deadly Cancers. Bear in mind the
  Difficulties of finding these drugs in some
  areas of the world, which could seriously
  affect the price of them. Also in some
  countries, you may be able to get them for
  free if they have a working national health
  service (like the UK).
  Example - Tommy wanders into a high
  radiation area and suffers 70 rads of
  exposure. He has HLT 5, which means he
  must roll 7- or suffer adverse effects from
  either Radiation Sickness and/or Cancer.
  Say he rolls 8 for the Radiation Poisoning
  test (fail by 1) and rolls a 10 for the Cancer
  roll (fail by 3). He succeeds on the roll to
  avoid mutagenic effects. This means he will
  suffer Slight Radiation Poisoning and a
  Serious Cancer!
  A little while later, after he has lost 3 points
  of HLT, he raises enough money for
  treatment. A HLT of 5 is 25AP, and he’s
  now on 3 HLT, which is 9AP.
  This means it will cost him 16kcr every 6
  months (the difference between the two) for
  treatment to offset his HLT loss and return
  it to normal for as long as the treatment
  continues.
  Rads Exposed
  HLT Difficulty
  10
  1
  20
  2
  30
  3
  40
  4
  50
  5
  60
  6
  70
  7
  80
  8
  90
  9
  100
  10
  200
  11
  400
  12
  
  He could spend less and have his HLT only
  returned to 4, which would only cost him
  9kcr per 6 months. This amount must be
  spent every 6 months to avoid the Attribute
  Loss returning.
  Mutagenic Effects
  Failure by 1 Denotes Minor effect on your
  offspring and no effect on yourself. Your
  offspring could possibly have up to 25AP in
  mutations, whether beneficial or harmful.
  Failure by 3 Denotes Major effect on your
  offspring and Minor effect on yourself. Your
  offspring could possibly have up to 50AP in
  mutations, whether beneficial or harmful,
  and you may develop up to 25AP worth of
  mutations.
  Failure by 5 Denotes Serious effect on your
  offspring and Major effect on yourself. Your
  offspring could have up to 100AP in
  mutations, whether beneficial or harmful,
  and you may develop up to 50AP worth of
  mutations.
  Radiation Sickness Effects
  Failure by 1 Denotes Slight Radiation
  poisoning. This means beginning 1d10
  hours after exposure the character will be at
  half All Skills and Attributes, and spend the
  next 1d10 days like that, feeling nauseous
  and vomiting with a terrible headache. After
  this time it will wear off after another 1d10
  hours.
  Failure by 3 Denotes Major Radiation
  poisoning. This means 1d10 hours after
  exposure the character will suffer the same
  effects as Slight Radiation Poisoning, this
  gradually worsens so after that duration and
  for the next 2d10 days you will be completely
  incapacitated (all stats at Aptitude only and
  skills at 1) as you vomit blood, have bloody
  diarrhea, some internal bleeding, your gums
  bleed and your hair falls out.
  This will   gradually reduce until it returns the
  character to the Slight Radiation Poisoning
  level for the next 1d10 days. Finally 1D10
  hours after this time ends the character is
  technically recovered, save the baldness.
  You will typically lose 5% of your total body
  hair for each day of the 2d10 duration.
  Failure by 5 Denotes Death. This means
  1d10 hours after exposure the character will
  suffer Slight Radiation Poisoning, this will
  gradually worsen so after that duration and
  for the next 2d10 days you will suffer Major
  Radiation Poisoning which will gradually
  worsen until, at the end of that duration, the
  character will finally die.
  Zero Gravity Effects
  Zero gravity environments (or more properly
  Micro-gravity environments) have many
  problems all their own, movement and
  control being the most important of these.
  These rules require the addition of four new
  Skills to the CORPS rules: Zero Gravity
  Movement (AGL), High Gravity Movement
  (AGL), Zero Gravity Combat (AGL) and
  High Gravity Combat (AGL). Both are
  needed to use the following rules, but you
  could always default to AGL Aptitude in a
  crisis. Zero  and High gravity movement
  averages with your STR and/or AGL for
  movement purposes. Zero and High Gravity
  Combat averages with your normal skill
  when fighting in a freefall environment.
  
  Movement
  In zero gravity your speed of movement is
  effectively unlimited, when you boost your-
  self off an object. You can accelerate up to
  your STR Aptitude in m/s each turn by
  giving yourself a boost from objects you
  pass.
  You can decelerate by your STR Aptitude in
  m/s per turn by grabbing passing objects to
  slow down. A STR test with a Difficulty
  equal to your speed in m/s will allow you to
  stop instantly in that turn by hanging on to
  the objects you grab, but you will take com-
  bination damage to your arms equal to your
  STR Aptitude.
  If you are unable to stop before hitting a
  solid object, treat m/s speed as distance
  fallen under the Falling rules (CORPS 2nd
  Edition page 93) using your AGL Aptitude
  as the DV modifier.
  Environment (AGL)
   
  Zero Gravity Movement
   
   
  Delicate Movements
   
   
  Fast Movements
   
  High Gravity Movement
   
   
  Delicate Movements
   
   
  Fast Movements
   
  Zero Gravity Combat (+1)
   
   
  Projectile Weapon Use
   
   
  Melee
   
   
  Hand to hand
   
  High Gravity Combat (+1)
   
   
  Projectile Weapon Use
   
   
  Melee
   
   
  Hand to hand
  
  Combat
  There are a few factors to consider when
  fighting in zero gravity depending on what
  you are fighting with.
  Projectile Weapons
  These weapons have the little problem of
  Recoil. Unless you are braced with your
  back to a door or bulkhead, movement from
  the recoil of your own weapon is +1 m/s per
  shot fired. It is an AGL test with a Difficulty
  equal to speed to change your facing, so
  you can see what you’re going to flatten
  your face on…
  A skilled person can use weapon fire to
  counteract recoil movement from earlier
  shots (pivot opposite and shoot). Your Turn
  mode for this is equal to your Projectile
  Weapons skill.
  When you are hit by a missile weapon, (in
  addition to Impairment) you will also be
  moved backward at a rate equal to recoil
  (+1 m/s per shot that hits you). This applies
  whether the weapon did any damage or not,
  a bullet that flattens itself harmlessly on
  armor will knock you back as much as one
  which embeds itself in your body.
  One benefit of Vacuum is that Projectile
  weapons Damage Values do not decrease
  with range like they do on earth.
  Explosions
  These are INCREDIBLY dangerous in zero
  gravity. An explosion will hurl you away from
  the center of the blast at a speed equal to
  the square root of its Damage value in m/s.
  Melee
  When you attack in zero gravity, your body
  moves in the opposite direction. This
  reduces the force you hit with.
  Unless you are braced the maximum
  damage you can inflict in Melee Combat is
  equal to your STR aptitude halved. Braced
  in this case means having your back to a
  wall or securely holding another object.
  A missed blow will send you in the direction
  of that blow at a speed equal to your STR
  Aptitude.
  Even if you do hit, the Damage you inflict
  becomes your m/s speed away from the
  target, as when you connect you get pushed
  back as well.
  Space Sickness
  Humans are not naturally designed for a
  zero gravity environment and it does funny
  things to our sense of balance and direction
  – you have no idea of where ‘up’ or ‘down’
  is, which is disconcerting to say the least!
  Each time you encounter a new situation in
  zero G (crossing an open airshaft, floating
  with no means of support etc) you must
  make a Difficulty 6 WIL roll or be totally
  disorientated, dizzy and unable to act for 1
  sec per point of failure.
  Each success reduces the Difficulty by 1.
  When the Difficulty reaches an automatic
  success – you need never roll again, you’ve
  adjusted to zero gravity. If you fail the roll by
  half of your WIL or more, you get to review
  your last meal in zero gravity!
  Each failure will raise the Difficulty of the
  next roll by 1. When the Difficulty reaches
  the level where you have no chance of
  success except by a ‘long shot’ you are
  unable to adapt to zero gravity, and must be
  returned to normal gravity in order to avoid
  constant disorientation. You may try to
  adapt again after a month has gone by with
  you spending that time in a gravity well.
  General Difficulties
  As gravity decreases, it becomes harder to
  perform certain actions involving movement
  of  the whole body, quick movements etc.
  the skills above can be used to offset these
  penalties on a point for point basis i.e. you
  reduce the penalty by your level of skill.
  
  Example -  Susan is on an orbital station
  trying to pick a lock. This would normally
  have a Difficulty of 6, but this rises to 11 due
  to being in 0.5 gravity. Since her Zero
  Gravity Movement skill is on level 4, this
  reduces the extra penalty for .5G down to
  only +1, making the Difficulty only 7.
  Of course, for the unskilled the easy way to
  help offset low gravity penalties is to take
  extra time and care in what you’re trying to
  do.
  Carrying Things
  The normal carrying capacity of the
  character in low G is divided by the new
  gravity to get the load they can carry. This
  affects movement normally due to the
  objects actual mass, but the penalties to
  actions are less.
  Example – Susan has STR 4 so she could
  carry 16kg/0.5 which is 32kg and be Full
  encumbered whilst in the Orbital Station.
  Effectively she has Double the STR for
  carrying things. In deep space she would be
  effectively 10x as strong as normal for her
  STR (as the gravity is only 0.10g)
  High Gravity
  Increased gravity has very much the same
  effect on character abilities as low gravity. It
  slows you down  and makes it harder to do
  things.
  General Difficulties
  As gravity increases, it becomes harder to
  perform certain actions involving movement
  of  the whole body, quick movements etc.
  The High Gravity skills above can be used
  to offset these penalties on a point for point
  basis i.e. you reduce the penalty by your
  level of skill.
  Multiply the character’s weight by the
  current gravity. The difference between this
  and the character’s actual weight counts as
  permanent encumbrance while in that
  gravity field. This affects actions as usual.
  Strong character’s have an edge while
  overweight characters are at a distinct
  disadvantage.
  Example – Susan at STR 4 finds herself on
  a 1.5 gravity world. She normally weighs
  60kg. On this planet she effectively weighs
  90kg. This means she has 30kg permanent
  encumbrance, which places her at 2x
  encumbered, giving her a +4 penalty to
  physical actions, Since her High Gravity
  Movement skill is only a 4, she cancels out
  all of the four points of penalty, leaving her
  with no total penalty due to effective
  encumbrance in the gravity..
  Had she a lower skill, say only 2 she would
  have suffered a +2 penalty to physical ac-
  tion due to the high gravity.
  Gravity
  Action Penalty
  0.9
  +1
  0.8
  +2
  0.7
  +3
  0.6
  +4
  0.5
  +5
  0.4
  +6
  0.3
  +7
  0.2
  +8
  0.1
  +9
  Less than 0.1
  +10
  
  PARANORMAL
  “There is no such thing as chance; and what
  seem to us merest accident springs from the
  deepest source of destiny.” 
  Schiller
  This section expands on the list of Paranormal
  powers that are available on pages 95-110 of
  the CORPS 2nd Edition rulebook, it also adds
  some new powers and clarifies existing ones.
  Basics
  There are a couple of new ideas to take into
  account for magical or religious based
  Paranormal Powers. They are probably
  best used in High fantasy games, but the
  choice is yours.
  Covens
  The old witches coven. Allegedly the most
  powerful (and rare) of all the types of occult
  gatherings. The idea being that with a full
  coven you can reshape the world. Covens
  provide an automatic Power Multiple per
  member beyond the first, and each member
  may contribute POW to the use of the
  Power, up to a maximum of the High Priests
  POW each.
  However, each member must have some
  knowledge of the same Paranormal Power,
  with exactly the same modifiers.
  As you can see, a fully functioning 13
  member coven is a ferocious opponent. In a
  realistic setting a full coven hasn’t really
  been seen since biblical times, most
  modern covens are really only Cults (see
  below). Luckily getting enough people
  together with Exactly the same Paranormal
  Power is an extreme rarity in itself. It would
  probably be the focus of an entire campaign
  to find such people or to stop such a group
  forming.
  Cults
  The bane of Horror genre adventurers.
  These nasty groups can be a massive
  headache. They work by letting the Primary
  or High Priest have a number of POW to
  use equal to the square root of the number
  of followers in the cult who are present at
  the time and praying etc to release the
  energy in the first place. The cult members
  themselves need not know the same
  Paranormal Power as the High Priest – in
  fact its rare that any cult member beyond
  the Primary know any Paranormal Powers.
  A cult can be a dangerous opponent but
  pales into nothingness when compared to
  the sheer power of a full Coven.
  Number of Followers Extra POW
  1
  1
  4
  2
  9
  3
  16
  4
  25
  5
  36
  6
  49
  7
  64
  8
  81
  9
  100
  10
  121
  11
  144
  12
  169
  13
  196
  14
  225
  15
  
  Magical Skills (WIL)
  Religion (specify)
   
   
  Miracles
   
   
   
  Blast
   
   
   
  Teleport
  This makes the abilities of men of the cloth
  somewhat more powerful and versatile than
  normal sorcerers, but then they do have the
  backing of a deity. Besides priestly magic is
  supposed to be massively powerful when it
  needs to be, mainly to impress unbelievers
  and convert them into following the deity in
  question.
  Generally these kind of things have a
  paranormal framework (see CORPS 2nd
  Edition, page 102-103), which typically is:
  Requires Psych Lim of Belief (Specific
  Religion) at a level equal to half (round up)
  the maximum POW that can be used by the
  effect.
  Requires 10 seconds concentration time
  (minimum) as you say the prayers etc to
  summon the power from your deity
  All powers are Focused onto the deities holy
  symbol which you must be holding.
  Example – Delabar the priest has been
  asked to save a building from a marauding
  dragon. He decides the best way to do this
  is to hide the building from the dragons
  sight. This is SUBTRACT. Ranged, self,
  invisible, constant, conscious, focused (holy
  symbol), requires 10 seconds concentration
  time as he calls upon his god,  Requires
  Psych Lim of Belief (Specific Religion) at a
  level equal to half the maximum POW that
  can be used by the effect, Area Multiple #1
  - #3 (it is a decent sized building). Time
  Multiple #1 - #6 ( has to last about 20
  minutes until the dragon is gone).
  Subtract the number of unbelievers who are
  present from those who do believe, before
  calculating how much extra POW the
  Primary has. This is one of the reasons why
  cults are viciously self policed to remove the
  unbelievers.
  Religious Magic
  Traditionally, priests call upon the power of
  god to grant them a miracle.
  The priest himself need not even have any
  Powers or high POW, since he is simply a
  conduit through which the deity’s power
  passes, as long as he has the skill and a
  reasonably high WIL he can try for a miracle
  since he is simply entreating the deity to
  help.
  The way to mimic this in CORPS is to
  design the effect you want as you would an
  normal Power. Use the average of the
  SP+AP cost of the power. Take the square
  root of it and this is the Difficulty for the skill
  roll, round to nearest but 0.5 rounds up. To
  save time, this is shown on the table below:
  AP+SP Ave
  Difficulty
  AP+SP
  Ave
  Difficulty
  2-
  Impossible* 65-81
  9
  3-4
  2
  82-100
  10
  5-9
  3
  101-121
  11
  10-16
  4
  122-144
  12
  17-25
  5
  145-169
  13
  26-36
  6
  170-196
  14
  37-49
  7
  197-225
  15
  50-64
  8
  226-256
  16
  * The minimum SP for any power is 5 and
  the minimum POW is 1, which is 1AP. This
  means the minimum average is 3 for the
  chart above.
  The skill used is a new one for CORPS:
  
  He will need 7 points of effect, since that
  equals the dragons AWR, so it won’t see the
  building. This all adds up to a whopping
  49AP and 200SP! Average of AP+SP is
  124.5 rounding fractions gives us a 125.
  Looking this up on the table gives us a 12,
  so the Difficulty to hide the 4m by 4m
  building from the gaze of a Dragon for 20
  minutes is 12, a monumental effort yes but
  then so is the effect. Delabar is going to
  need a skill of at least 7 to have any chance
  at all. He also needs his Psych Lim to his
  god to be 4 or more too, so he’s going to
  need to be a truly obsessive believer.
  Sacrifice
  The unpleasant practice of human or animal
  sacrifice. They work because the victim
  releases their POW x 2 in spare energy at
  the point of death. This can be used by the
  owner of a Paranormal Power, provided he
  does the killing.
  New powers
  These are new powers, additional to those
  given in the CORPS 2nd edition rulebook,
  pages 104-110. Being new powers, they
  should always be reviewed for inclusion by
  the GM, before being made available.
  Alter Probability
  This power allows you to alter fate, the
  chance that pseudo-random occurrences
  will happen in the target area (like a gun
  misfiring). Basically, the user can use the
  POW as a modifier to any dice roll or rolls in
  the area of effect, at any time before they
  are rolled. Beware this power is easily
  abused and GMs should think carefully
  before allowing it in their games. Any dice
  roll can be modified, as they all represent a
  random element of chance; hence if
  someone would be automatically successful
  you cannot make them fail – as they need
  not make a dice roll.
  Similarly, you cannot affect the DV of an
  attack as no dice roll is needed there,
  however you could  affect the attack roll
  itself (as long as a die roll was needed).
  The power user can only choose the
  mechanics, i.e. how much POW to use. He
  cannot choose the effect beyond a general
  description ‘I want that guy to miss my
  buddy with that .45’. The attacker may slip
  at a crucial moment. Get distracted or
  whatever – the actual thing that caused him
  to fail is determined by the GM. The dice roll
  itself is modified up or down by the amount
  of POW used.
  Limited Effects – Only positive (i.e. bad
  luck), only negative (i.e. good luck), only
  works on women.
  Thermokinesis
  This power allows you to alter the overall
  temperature in the area of effect, by the
  POW used squared in degrees centigrade,
  either in a positive (heating up) or negative
  way (cooling down). This change is per
  second that the power is used for.
  Since this is a sudden change of overall
  temperature, the targets (if living) must
  make a HLT Test with a difficulty of the
  POW used +3 or take Whole Body damage
  of an amount equal to the amount the HLT
  roll is failed by.
  POW
  Used
  Temp
  Change
  POW
  Used
  Temp
  Change
  1
  1
  11
  121
  2
  4
  12
  144
  3
  9
  13
  169
  4
  16
  14
  196
  5
  25
  15
  225
  6
  36
  16
  256
  7
  49
  17
  289
  8
  64
  18
  324
  9
  81
  19
  361
  10
  100
  20
  400
  
  If an object, simply count the POW used -3
  as DV and calculate damage to it normally,
  CORPS 2nd Edition page 79)
  In both cases, the damage is done each
  second of the powers use.
  This is a terrible power, making you able to
  burn someone to a crisp or have them
  freeze to death very quickly.
  Once heated or cooled the object then cools
  or thaws normally, according to the ambient
  temperature of the environment it is in.
  Limited Effects – Only heat, Only Cold, Only
  affect living things, Cannot affect living
  things.
  Iron Boils
  3000°C
  Iron Melts
  1530°C
  Lead Melts
  327°C
  Wood Burns
  288°C
  Clothes Burn
  250°C
  Paper Burns
  233°C
  Water Boils
  100°C
  Electronics Shutdown
  80°C
  Human Body
  37°C
  Room Temperature
  22°C
  Water Freezes
  0°C
  Anti-freeze Water Freezes
  -20°C
  Dry Ice
  -60°C
  Liquid Nitrogen
  -160°C
  Liquid Helium
  -235°C
  Absolute Zero
  -237°C
  
  The mass issue
  If you change shape, the extra mass isn’t
  automatic – you must buy it as shown
  above. This alters the existing rule as it
  made some shapechange effects absolute-
  ly  impossible.
  For example vampires couldn’t change into
  bats without having around 1285 POW!
  This is due to 5 points being to change into
  a bat, then 1280points to reach the bat size,
  which is roughly 1/512 of a human’s mass,
  based on the notes about shapeshift mass
  on CORPS 2nd Edition page 108. That
  seems a little high.
  Using the method outlined above the bat
  form would cost 5 POW then the size of a
  bat would cost 8 POW based around the bat
  being around 4 inches long (12.7 cm) which
  is size level -8. So bat form would only need
  13 POW for a vampire. That seems a little
  better, it’s still a high POW cost but not as
  excessive as the 1285.
  The creature issue
  When you turn into another creature, it
  costs the 5 POW to get the form. You will
  also receive the natural abilities of the
  creature (its natural weapons like claws
  etc), this could include its attributes for
  another 5 POW and gives you the creatures
  STR, AGL and HLT for the duration of the
  shapeshift, otherwise you would only have
  your original attributes.
  Also bear in mind, any impairments
  sustained when in another form carry over
  when you change back, so you cant use
  shapechange as an instant healing tool.
  Power Changes
  These are minor changes to the existing
  powers in the CORPS 2nd edition rulebook
  pages 104-110, They are not power
  rewrites, just minor alterations that make a
  power slightly more easier to use.
  Shapeshift
  This power only needs some minor tweak-
  ing to give you a better idea of the POW
  costs for certain effects. The table below
  gives the POW costs for certain effects.
  Some of these are the same modifiers as
  the original notes, they are reproduced here
  to make them easier to find and understand.
  POW  Cost
  Description
  +1 per
  Increase Size Level
  +1 per
  Decrease Size Level
  +1 per
  Bonus to an Attribute, skill
  etc per point
  +1
  Alter damage type.
  Non-lethal to lethal for
  example or vice versa.
  +1
  Armor Value per point
  +2
  Shift attributes around
  except for POW
  +5
  Changing Species from
  Human to Bear.
  +1 per
  Negate impairment. Or add
  reach. Per point.
  +5
  Gain natural STR, AGL and
  HLT of creature.
  +5
  Gain single paranormal
  ability of the creature,
  example dragon flame
  breath.
  
  Create
  What these optional rules intend to do, is
  make Summoning and Creating things a
  little bit easier.
  It is assumed, if you create or summon
  something it will have the natural abilities of
  an object of that type, so for example  creat-
  ing a sword will allow you to pick it up and
  cut something with it.
  If you were to create say a dragon, it would
  have the natural abilities of such - after all,
  being a natural creature it follows certain
  genetic patterns, so as all dragons have the
  same natural abilities, it follows logically that
  a created one would have as well.
  By the same token, summoning a creature
  will give it its natural abilities at no extra
  POW, since it will have those abilities before
  you summon it.
  Following Formulae
  Following a previously existing formula for
  creating or summoning things is a LOT
  easier; this modifies the POW required by -5
  but with a minimum of 1 point needed.
  However you will need to be able to read the
  instructions in order to follow them – and
  they are usually written in some arcane
  language.
  Creating Normal Items and Creatures
  The POW used squared and multiplied by 5
  will tell you the maximum weight you can
  create.
  Creating Paranormal Items
  The POW used squared is the amount of
  AP or SP you can spend on the item.
  So if you wanted to create, say a Nuklyr
  Guitar using magic this is 100AP and 76 SP.
  It would cost you the square root of the
  items AP+SP in POW, which in this case is
  13. This is a somewhat expensive item
  however.
  Creating/Summoning Multiple Things
  Creating or summoning Multiple creatures
  of the same type is easily worked out based
  on the effective STR of the POW used.
  Example Our intrepid sorcerer wants to
  summon a major demon. This weighs
  300kg, so he will need a minimum POW of
  8, based on the chart above. If he were
  using the “Demon Summoning” Scroll for
  the instructions, it would only cost him 3
  POW to summon it. In both cases of course
  he has to persuade the demon to do his
  bidding……..
  POW
  Used
  Maximum
  Weight
  POW
  Used
  Maximum
  Weight
  1
  5
  11
  605
  2
  20
  12
  720
  3
  45
  13
  845
  4
  80
  14
  980
  5
  125
  15
  1125
  6
  180
  16
  1280
  7
  245
  17
  1445
  8
  320
  18
  1620
  9
  405
  19
  1805
  10
  500
  20
  2000
  
  FEAR RATINGS
  In CORPS 2nd Edition page 114 the Fear rules
  are found. This section provides a suggestion
  or two to make them a little bit more effective.
  Creatures and Fear
  In a real world campaign, the monsters
  don’t seem to be very scary and even a
  carnivorous predator has a Fear Rating that
  is easily beaten. As we all know, the
  average person would have a fair chance of
  panicking even if it were only an aggressive
  dog facing them much less a lion.
  Due to that these tweaks to the Fear Rules
  helps give a structure to base Fear Ratings.
  Fantasy creatures will often have a high
  Fear Rating, rendering your average person
  a panicking wreck, but then if you or me
  (assuming we were average in WIL) came
  across even something like an aggressive
  Harpy or Yeti in a modern setting that’s
  about right.
  Heroic characters have a far better chance,
  which is why they will normally get more AP
  and SP during character creation, but even
  then without some kind of help no one goes
  after something as nasty as a Hydra or
  Dragon.
  Since most normal humans have a WIL of
  4, they’re not going to bat an eyelid at some
  of the creatures found in the Bestiary of this
  book, if you are using the original notes.
  Creature
  Size Level
  Highest
  DV
  Fear
  Rating
  -6
  19+
  13
  -5
  16-18
  12
  -4
  13-15
  11
  -3
  10-12
  10
  -2
  7-9
  9
  -1
  4-6
  8
  0
  3
  7
  +1
  2
  6
  +2
  1
  5
  +3
  -
  4
  +4
  -
  3
  +5
  -
  2
  +6
  -
  1
  Even normal animals (carnivore or not)
  affect people’s actions when around them.
  Generally, the Fear Ratings for animals only
  apply when they take an aggressive action
  against the character.
  All animals have been given a Fear Rating,
  as all of them can threaten violence or act
  aggressive in order to escape being injured
  themselves.
  I’ve used the Creature Size Modifiers to hit
  as a basis for this, due to the fact that
  generally the threat of an animal is based
  upon how big and dangerous it is or looks to
  be, once it acts aggressive. Also the smaller
  the animal is, the least likely it is to be seen
  as scary… “oh no! its an attacking
  hamster!”. Which would be Fear Rating 3
  
  Bear in mind though, that these notes do work
  in respect of ordinary people. So those with
  high WIL are likely to be unaffected by certain
  creatures – some of course will  affect nearly
  every character.
  Weapons and Fear
  Realistically speaking, you should adjust the
  Fear Ratings of ordinary characters based
  upon what kind of weapons they are toting
  around.
  In a modern setting, guns are not viewed as
  ‘that’ dangerous – this is more than likely
  due to media desensitization (action movies
  etc), whereas grenades and bombs are
  considered very scary (mostly due to
  terrorism), conversely in a medieval or
  fantasy setting the same would hold true for
  melee weapons (due to them being
  everywhere) and early firearms would be
  terrifying to the average peasant.
  You modify this by the highest DV of an
  animal, for example the ‘attacking hamster’
  above isn’t really scary – but if it was known
  to have a bite as nasty as a dogs – that
  would definitely change the way people
  viewed it. The Fear Rating would go up to
  DV1=5.
  Use the higher of the two Fear Ratings
  found as the final number.
  For mythological monsters and creatures of
  horror, they have an additional effect due to
  Creature POW
  Fear Rating Modifier
  1
  +0
  2-4
  +1
  5-9
  +2
  10-16
  +3
  17-25
  +4
  26-36
  +5
  their “Weirdness”. This implies a modifier
  based upon their POW.
  Adjust the POW-based modifier for whether
  the campaign world is used to paranormal
  creatures. A real world setting doubles the
  POW effect because supernatural or
  mythological creatures are not expected or
  really believed in. Whereas, when in a
  setting where ‘everything’ is magical, the
  POW based modifier is halved (round
  down).
  These notes are optional, but they do work
  and show the effect even normal animals
  can have on the unprepared or the unwary.
  These new Fear Ratings are included in the
  bestiary later in this book, if you prefer the
  original method for Fear Ratings then feel
  free to use them.
  DV
  Desensitized
  Normal Sensitive
  1
  -2
  -1
  0
  2-4
  -1
  0
  +1
  5-9
  0
  +1
  +2
  10-16 +1
  +2
  +3
  17-25 +2
  +3
  +4
  26-36 +3
  +4
  +5
  37-49 +4
  +5
  +6
  50-64 +5
  +6
  +7
  65-81 +6
  +7
  +8
  This rationale is what prompted these rules
  variations.
  The following table lists the Fear Rating
  modifier, depending upon whether the
  weapon type is ‘Desensitized’, Normal or
  ‘Sensitive’
  Number listed is modification to the Fear
  Rating of the weapon’s wielder. In addition
  it can be added to the wielder’s WIL when
  trying to intimidate or coerce someone
  (CORPS 2nd Edition, page 87)
  
  Example: An ordinary character rounding
  the corner is surprised by an ordinary
  human (but well equipped) Police Officer
  who has his gun drawn. The cop has a base
  Fear Rating of 7, based upon his Size Level.
  This cop is lugging around a Colt Python
  (DV 7), since this is a desensitized weapon
  type there is no modifier to the Fear Rating
  of the Cop, so it remains the usual 7.
  If this cop had his nightstick drawn however,
  DV +1 added to typical STR of 5 is DV 6.
  Since a melee weapon is a ‘normal’
  weapon, the Fear Rating of the cop rises by
  +1 to 8.
  If however he is standing there with a lit stick
  of dynamite (DV 10) when you are surprised
  by him as you round that corner his Fear
  Rating goes straight up by +3 to the total of
  10, as explosives are a Sensitive weapon
  type.
  
  CYBERNETICS
  “If you put tomfoolery into a computer, nothing
  comes out of it but tomfoolery. But this
  tomfoolery, having passed through a very
  expensive machine, is somehow ennobled
  and no-one dares criticize it.”     Pierre Gallois
  This section provides some examples of the
  types of cybernetic systems you can design.
  They are additional to, and replace some of
  those given on pages 112-113 of the CORPS
  2nd Edition rulebook.
  What are they?
  Cybernetics are systems implanted in the
  body to augment the user. Usually bought
  with money rather than AP or SP, they can
  be a valuable addition to any character of
  late TL12+. Some such systems, using
  magical energy could be available at lower
  Tech Levels, depending upon the campaign
  style.
  How do you get them?
  They are implanted into the body using
  (typically) surgical means, which of course
  means you have to heal up and recover
  from 
  the 
  surgery 
  afterward. 
  Typical
  impairment to the location the system is
  implanted in is shown on the table overleaf,
  based on the AP and SP value used in the
  system’s design.
  These impairments have all the usual
  effects and always count as ‘broken bones’
  for healing purposes. In all cases, please
  remember the rules on page 52 of the
  CORPS 2nd Edition rulebook regarding
  ‘permanent 
  injuries’. 
  Massive 
  invasive
  surgery can and often does result in some
  kind of permanent disability (especially with
  neurological or brain injuries/implants).
  Healing times can be assumed to include
  physical therapy and training to use the
  cyberware, akin to that undergone after
  other intense or reconstructive surgery.
  If you get multiple systems implanted in the
  same location and at the same time, simply
  add the AP and SP in order to calculate
  impairment.
  In addition, any system that improves HLT
  does not do so until the surgery impairment
  has healed.
  Example - Steel-Jack wants a Cyberarm2
  fitted so the ‘doc does so. It will be the
  equivalent of 36AP + 7SP = 43 looked up on
  the table is a lethal Impairment of +5 to the
  arm (which has secondary effects on the
  chest as well, per the normal rules).
  
  For numbers higher than those listed, the
  calculation is the square root of the AP+SP
  and deduct 2 from the result.
  The impairments from invasive surgery and
  nanotech implants is a departure from the
  normal CORPS rules, in that there is no
  maximum impairment that can be inflicted to
  any hit location. This is done for two reasons:
  1 - Massive surgery can often cause much
  more damage to the body than a simple
  weapon wound. There are operations done
  on people today that can take months to
  recover from.
  2 - It is much more likely for surgery to
  produce Physical Lim side effects than
  injuries do, due to the scale of disruption to
  the patients body.
  Nanotech Surgery
  Most systems can be implanted using
  nano-surgeons at a cost of +5SP/+5KCr.
  Special Effect (heals as Non lethal
  damage). The  ‘healing time’ shown on the
  table represents the build time of the
  system. The nano-surgeons can only build
  a system at the rate your body heals
  because they are powered by your body’s
  bioelectricity. You also don’t need to worry
  about surgery failure etc, as it is only a
  Difficulty 3 task to give an injection, and
  since they are self motivated, if they are
  placed in the wrong part of the body they will
  move to the correct place themselves and
  start work.
  Higher Tech Levels
  As the Tech Level of the implants rise, so
  too does medical technology. This means
  that for every Tech Level beyond the base
  where the implants are first available (TL12
  as default), you may reduce the Lethal (or
  Non Lethal) Impairment caused by surgery
  by 1 point. This means that smaller and less
  invasive implants become almost trivial in
  their consequences to the body.
  How long does it take?
  The operation will take a number of hours to
  complete equal to the Impairment which
  that operation causes.
  The Difficulty Level for the operation is
  equal to the Impairment value halved
  (with a minimum of Difficulty 1).
  Should your ‘doc fail his skill roll to implant
  the cybernetics you could be in BIG trouble!
  A failure leaves you with Physical or Mental
  Lims of a value of 2AP or SP per point the
  surgeon failed his roll by. This is usually
  simple things like unnecessary scarring or
  some kind of hospital phobia….
  Total AP+SP
  of systems
  Lethal
  Impairment
  1-4
  0
  5-9
  1
  10-16
  2
  17-25
  3
  26-36
  4
  37-49
  5
  50-64
  6
  65-81
  7
  82-100
  8
  101-121
  9
  122-144
  10
  145-169
  11
  170-196
  12
  197-225
  13
  226-256
  14
  257-289
  15
  290-324
  16
  325-361
  17
  362-400
  18
  401-441
  19
  442-484
  20
  
  Example: Susan, sick of being feeble, goes
  to have Artificial Muscle implanted, but
  Susan’s doctor fails the surgery roll (it was
  Difficulty 5) by 3. Which means her Artificial
  Muscle implant will cause permanent and
  unnecessary scarring, a Physical Lim of
  6SP making it Level 3 and meaning it
  affects the character’s attractiveness based
  rolls/difficulties.
  What about Cyber-psychosis?
  If cybernetics sent you insane, they would
  be banned all over the world by the various
  medical councils, as no government wants
  psycho’s running around molesting the
  good citizens do they?
  Fair’s fair though— in other games they
  count as a limiter on the vast amount of
  ridiculously cheap cyberware a character
  can pack into his or her body. CORPS does
  not have this problem, as the implants are
  rare to get, and rather expensive when they
  are available. They count as the equivalent
  of ‘magical items’ in future CORPS games -
  which in essence they are. In a fantasy
  game, a glove that let you pick up 945kg
  would be, so why shouldn’t a cyber-arm that
  lets you do the same thing?
  However, some gamesmasters may want to
  have cyber-implants cause psychological
  problems to their wearers.
  No problem, simply count it as “Causes
  Psych Lim of same level as POW battery”
  which reduces the SP cost of the implant by
  –3SP/-3Kcr, and is only a slight adaptation
  of the existing power modifier. The Psych
  Lim can then be chosen by either the player
  or the gamesmaster. It does not necessarily
  have to be sociopathy, it could be paranoia,
  kleptomania, obsessions or other such
  psychological problems.
  What about ‘Designer’ Cyberware?
  Some cybernetic systems are designed to
  look good, due to chromed covers, crystal
  exteriors, fiber optic light emitters etc, and
  some just look bad. You may modify the
  cost of your implant according to the table
  below:
  The Levels of Fame are used to indicate a
  bonus (or penalty) to a character’s Looks
  (CORPS 2nd Edition page 24 under Physi-
  cal Ads), following the idea that the ‘cooler’
  a person is, is shown by what they can
  apparently afford, so some Cutting Edge
  Cyberware shows sophistication over Poor
  Quality tech. Of course such a Fame bonus
  also produces infamy with others (see page
  21 of the CORPS 2nd Edition rulebook) and
  might get you mugged in poorer areas.
  Type of
  Implant
  Levels
  of Fame
  Cost
  Poor Quality Infamy Level 2 -4AP/-8KCr
  Low Quality
  Infamy Level 1 -2AP/-4KCr
  Typical
  None
  +0
  Quality
  Fame Level 1 +2AP/+4KCr
  Designer
  Fame Level 2 +4AP/+8KCr
  Cutting Edge Fame Level 3 +6AP/+12KCr
  
  Each category also assume some typical
  styles associated with them:
  Poor Quality Implants: Commonly clunky,
  and ugly looking
  Low Quality Implants: Not so clunky but or
  ugly but lacking a certain something for
  sophistication.
  Typical Implants: Average for your normal
  campaign. Many styles available, chromed,
  dull steel etc.
  Quality Implants: Cooler than the norm,
  these designers have a reputation for fine
  precise work
  Designer Implants: The best you can get
  on the planet without leaving the surface.
  These are light emitting, designer and so
  forth.
  Cutting Edge Implants: The best of the
  best, using technology and materials not
  even available yet to the general public.
  This is where you find Crystal covers (in
  diamond, ruby etc) along with similar
  fantastic looking gear.
  The Price of Fashion
  Fashion is a fluid ever-changing entity.
  What is ‘cool’ at one point will shift in and
  out of the public favor over time. This means
  that every 6  months after the item was
  bought it will drop in Quality by one Level.
  This also represents how Cutting Edge
  Technology filters into the mainstream of
  society over a period of time.
  The gamesmaster will have to determine
  and keep track of which manufacturers are
  the current hot sellers, as well as those that
  are fading in the public’s eyes.
  Upgrading Cyberware
  If you want to upgrade any currently existing
  cyberware in your body, it will cost you the
  difference between the new price and the
  original price. So upgrading from a Quality
  Implant to a Cutting edge Implant will cost
  you:
     +6AP/+12KCr
  -  +2AP/+4KCr
  = +4AP/+8KCr.
  The same applies for purchasing upgrades
  to systems with multiple Levels. This allows
  you to keep up to date with fashion relatively
  painlessly. Upgrades do require some
  surgery as the original system is removed or
  upgraded. This is calculated as normal but
  only from the AP/SP difference between the
  two systems.
  Cyberware versus the Environment
  Most cyberware have a few problems with
  the typical environments they are used in:
  They are susceptible by damage from water
  immersion, particulate matter, extreme cold
  and Electromagnetic pulse weapons. This is
  best represented in CORPS by an odd
  combination of “weaknesses that negate it”
  and some additional rules.
  So Cyberware implanted that have access
  to the environment (this usually means
  cyber-limbs, cyber-eyes, cyber-ears etc)
  should realistically have the following
  “Uncommon Weakness that negates it” for
  Water 
  Immersion, 
  Particulate 
  Matter,
  Extreme Cold and EM Pulse weapons,
  saving a total of 12SP/12KCr off the cost of
  the systems. However, practically it does
  not unless you want them to be weakened
  against those aspects of the environment.
  Giving systems these weaknesses means
  that they will only work on a 5-.The roll is
  made in regular intervals depending on the
  environment.
  Once a system Fails a roll it is inoperable
  until repaired.
  
  Effects of Water Immersion
  The roll to determine if the system works or
  not is made every 10 minutes of exposure
  (this represents how the water insinuates
  itself into items over a period of time). Once
  the roll fails, the item is unusable until
  removed from the water and dried out, and
  if you rolled a 10 on the ‘only work on’ roll,
  the system is ruined and needs replacing.
  Effects of Particulate Matter
  Particulate matter is things like dust, sand
  and other fine particles. The roll to
  determine if the system works or not is
  made 
  every 
  hour 
  of 
  exposure 
  (this
  represents how the dust/sand etc insinuates
  itself into items over a period of time).  Once
  the roll fails, the item is unusable until it is
  removed from the dusty environment and
  cleaned thoroughly, and if you rolled a 10 on
  the ‘only work on’ roll, the system is ruined
  and needs replacing.
  Effects of Extreme Cold
  Some cyber systems can be affected by the
  cold unless precautions are taken to protect
  the system from the freezing cold weather.
  Affected systems will gradually freeze up
  and be able to function so the roll for
  malfunction is made once per hour
  exposed, but once it fails it will not work
  again until thawed out, and if you rolled a 10
  on the ‘only work on’ roll, the system is
  ruined and needs replacing. In addition
  exposed    systems get awful cold, which
  affects the users body around the implants,
  the game effect of this is each exposed
  system adds 1 to the exertion loss in cold
  environments as they gradually chill the
  surrounding   tissue.
  Effects of Electromagnetic Pulses
  When affected by EM activity you must roll
  the ‘only works on a’ chance every second
  of exposure. Once the roll fails, the item is
  out of commission for 1d10 minutes, and if
  you rolled a 10 on the ‘only work on’ roll, the
  system is ruined and needs replacing.
  Shielded Systems
  Since the sample cyberware does not
  include these weaknesses it is assumed to
  be shielded from them. However you can
  weaken your systems to these effects
  easily, just by selecting the Weaknesses. As
  with everything else in the CORPS game
  the choice is yours.
  Your Games master may insist on some of
  the above restrictions, depending on the
  style of campaign he is running.
  Power Supplies
  Normally these systems run off a POW
  battery (see CORPS 2nd Edition, page 112)
  but optionally they could use advanced
  Biofeedback systems & power themselves
  from the users Bioelectricity. As such the
  users HLT becomes the systems POW.
  This has no real effect except the effective
  POW available will fall as the users HLT
  goes down due to exertion etc, and of
  course you don’t have to spend money
  buying the POW Battery.
  It is not recommended to have systems built
  in this manner, as they rapidly become
  useless when the user tires, still it can be a
  worthwhile trade-off thanks to the cost
  reduction. You may need to buy Power
  Multiples ‘amplifiers’ for them, if you want
  their effect to be as good as ordinary POW
  battery items, unless you have a high HLT
  attribute.
  
  General Notes
  As you know from the CORPS 2nd Edition
  rulebook page 112, there are some notes
  regarding standard savings for SP and
  money based on how much of the body the
  system affects. This method of designing
  cyberware uses those notes. The only real
  changes that have been made to the
  existing system is allowing more powers to
  be available as Cyber-tech, based on how
  the player can rationalize those powers into
  a possible system. Remember that here is
  a good place for ‘techno-babble’ in order to
  justify certain powers.
  Implant Lists
  Are organized in the same manner as the
  CORPS 
  2nd 
  Edition 
  rulebook, 
  some
  systems (like Cyber-arms) will have several
  subsystems 
  like 
  upper 
  arm, 
  elbow,
  shoulder, hand etc which make breaking
  them harder, and all cyberware counts as a
  ‘tough’ item for Breaking Things (CORPS
  2nd Edition page 79)
  Cyber-systems Available
  The following pages contain the systems
  commonly available in your typical late
  TL12 ‘cyberpunk’ era campaigns.
  Acoustic Enhancer
  This is a hearing booster which improves
  the user’s hearing AWR by the POW used,
  up to a maximum of the user’s AWR
  Aptitude.
  ADD (AWR). Non-ranged, Self, Invisible,
  Constant, Conscious, Focused (Implant),
  Single Effect (one sense).
  Item
  AP
  SP
  Cost
  Effect
  AV
  ACE 1
  1
  16
  2KCr/16KCr
  +1 AWR
  4
  ACE 2
  4
  16
  8KCr/16KCr
  +2 AWR
  4
  ACE 3
  9
  16
  18KCr/16KCr
  +3 AWR
  5
  AI Companion
  This is an Artificial Intelligence wired into the
  user’s mind and body. When the character
  is rendered unconscious or when desired,
  this AI takes control. It is designed like an
  ordinary character, but only requires AWR
  and WIL Attributes which are typically
  bought at level 4 each, ‘smarter’ versions
  can be bought, but most people don’t like
  the idea of a machine being smarter than
  they are. The user may communicate with
  the device at will merely by thinking. POW
  denotes effect so it is best to buy it at Auto-
  matic success level.
  The GM runs the AI like an NPC. It is active
  all the time but only takes control when
  needed or when agreed. Suggested Psych
  Lim for the AI is Loyalty to user at Level 5+.
  Excess AP and SP modifies the cost of the
  implant. This implant is also known as
  ‘Friendly Possession’.
  DOMINATE. Non-ranged, Self, Visible
  (skills etc the character shouldn’t have),
  Constant, Conscious, Focus (Implant)
  
  TELEPATHY. Non-ranged, Self, Invisible,
  Constant, Conscious, Focus (Implant),
  Single Effect (only with user and implanted
  AI.
  Foci (AP32, SP 100, POW=items, mental
  stats bought from AP, Skills bought from
  SP).
  Bio-status Monitor
  This monitors your bodily functions and vital
  signs. It has it’s own output monitor but may
  be linked to other implants.
  This shows pulse, respiration, brainwaves,
  blood 
  sugar, 
  temperature, 
  cholesterol,
  calories, menstrual cycle, blood routing,
  foreign substances, interferon, blood cell
  count etc, all in a handy output. A medic can
  add the POW Aptitude of this implant to their
  skill when treating a character with this
  implant.
  DETECT (Vital signs/bodily functions). Non-
  ranged, Self, Invisible, Constant, Automatic,
  Focused (Implant), Single Effect (Life
  signs), Special Effect (helps medical skills).
  Item
  AP
  SP
  Cost
  Effect
  AV
  AIC 1 36
  134
  72KCr/134KCr
  POW 2
  13
  AIC 2 48
  134
  96KCr/134KCr
  POW 4
  13
  AIC 3 68
  134
  136KCr/134KCr POW 6
  14
  AIC 4 96
  134
  192KCr/134KCr POW 8
  15
  AIC 5 132 134
  264KCr/134KCr POW 10
  16
  Artificial Muscle
  Implanted to make you stronger. By default
  this assumes, full body coverage. If you
  want decreased coverage reduce the SP
  and cost by the area covered (See overall
  note 3 on page 112 of the CORPS 2nd
  Edition rulebook).
  Recalculate body mass based on the
  Maximum STR bonus halved and added to
  your normal STR. E.g. STR 7 with Artificial
  Muscle 2 would normally weigh 105kg.
  Adding +3 to 7 gives STR 10 so he or she
  would weigh a hefty 150kg! And look like a
  walking tank.
  ADD(STR). Non-ranged, Self, Visible, Con-
  scious, Drain (when used above POW Apti-
  tude), Focused (Implant).
  Item
  AP SP Cost
  Effect
  AV
  AMU 1 4
  18 8KCr/18KCr
  Max POW 2
  4
  AMU 2 36 18 72KCr/18KCr
  Max POW 6
  7
  AMU 3 100 18 200KCr/18KCr Max POW 10 11
  Auto-chrome
  This system blanks out the eyes to prevent
  blindness due to sudden bright flashes of
  light. ‘skill’ is equal to POW used.
  PROTECT. Non-ranged, Self, Visible (eye’s
  ‘chrome’ out), Constant, Automatic (sudden
  flashes of light), Focused (Implant), Single
  Effect (single sense).
  Item
  AP
  SP
  Cost
  Effect
  AV
  ACH 2
  4
  10
  8KCr/10KCr
  Skill 2
  3
  ACH 4
  16
  10
  32KCr/10kcR
  Skill 4
  5
  ACH 6
  36
  10
  72KCr/10KCr
  Skill 6
  7
  ACH 8
  64
  10
  128KCr/10KCr Skill 8
  8
  ACH 10 100 10
  200KCr/10KCr Skill 10
  10
  Item
  AP
  SP Cost
  Effect
  AV
  BIM 2 4
  18 8KCr/18KCr
  AWR 2, Skill +1 4
  BIM 4 16
  18 32KCr/18KCr
  AWR 4, Skill +1 5
  BIM 6 36
  18 72KCr/18KCr
  AWR 6, Skill +2 7
  BIM 8 64
  18 128KCr/18KCr AWR 8, Skill +2 9
  BIM 10 100 18 200KCr/18KCr AWR 10, Skill
  +3
  11
  Body Plating
  Armored plates grafted to the body. While
  technically not cybernetics, it is included in
  such lists for most games, so it will be here
  as well.
  By default this assumes full body coverage.
  If you want decreased coverage reduce the
  SP and cost by the area covered (See
  overall note 3, page 112 of the CORPS 2nd
  Edition rulebook)
  ARMOR. 
  Non-ranged, 
  Self, 
  Visible,
  Constant, Automatic, Focus (Implant)
  
  Boosted reflexes
  Allows you to fully co-ordinate your body
  and balance. Adds to AGL Attribute.
  ADD(AGL). Non-ranged, Self, Invisible,
  Conscious, Drain (when used above POW
  Aptitude), Focused (Implant).
  Brain Lock
  This prevents an action or series of actions
  from occurring, automatically upon a preset
  condition being met. E.g. you get sexually
  aroused you then suffer pain if you have
  someone touch you, you pick up a gun and
  suffer pain, or you beat someone up and go
  and hand yourself in to the cops. Once
  active, you have no control until the actions
  are completed. POW denotes systems
  effect so it’s best to buy it at a Level equal
  to your WIL so it is an automatic success.
  This system is often forcibly implanted into
  repeat offenders, or into the children of
  overprotective parents (as in the William
  Gibson short story ‘Dogfight’).
  One set of actions and condition can be
  implanted for each point of POW Aptitude
  doubled.
  DOMINATE. Non-ranged, Self, Visible
  (actions initiated), Constant, Automatic
  (when preset condition is met), Focused
  (Implant).
  Item
  AP
  SP
  Cost
  Effect
  BOP 1
  1
  15
  2KCr/15KCr
  AV 1/0
  BOP 2
  4
  15
  8KCr/15KCr
  AV 1/1
  BOP 3
  9
  15
  18KCr/15KCr
  AV 2/1
  BOP 4
  16
  15
  32KCr/15KCr
  AV 2/2
  BOP 5
  25
  15
  50KCr/15KCr
  AV 3/2
  BOP 6
  36
  15
  72KCr/15KCr
  AV 3/3
  BOP 7
  49
  15
  98KCr/15KCr
  AV 4/3
  BOP 8
  64
  15
  128KCr/15KCr
  AV 4/4
  BOP 9
  81
  15
  162KCr/15KCr
  AV 5/4
  BOP 10
  100 15
  200KCr/15KCr
  AV 5/5
  Item
  AP SP Cost
  Effect
  AV
  BOR 1 4
  18 8KCr/18KCr
  AGL+1/+2
  Max.POW 2
  4
  BOR 2 36
  18 72KCr/18KCr
  AGL+2/+6
  Max. POW 6
  7
  BOR 3 100 18 200KCr/18KCr AGL+3/+10
  Max. POW 10
  11
  Brain Bomb
  You have explosives packed around your
  cerebellum which are triggered when you
  die so you ‘go out with a bang’.
  Being an Explosive the DV listed is Both
  Lethal and Non-lethal.
  BLAST. 
  Non-ranged, 
  Self, 
  Visible
  (explosion), Constant, Automatic (upon
  death), Focused (Implant), Special Effect
  (DV is Non-lethal as well), Special Effect
  (Bomb Area effect, see CORPS page 70).
  Power Multiple#1-#3.
  Item
  AP SP Cost
  Effect
  AV
  BRB 1 1
  100 2KCr/100KCr POW 1, DV 8
  10
  BRB 2 4
  100 8KCr/100KCr POW 2, DV 16 10
  BRB 3 9
  100 18KCr/100KCr POW 3, DV 24 10
  BRB 4 16 100 32KCr/100KCr POW 4, DV 32 11
  BRB 5 25 100 50KCr/100KCr POW 5, DV 40 11
  Item
  AP
  SP
  Cost
  Effect
  AV
  BRL 2
  4
  15
  8KCr/15KCr
  POW 2
  4
  BRL 4
  16
  15
  32KCr/15KCr
  POW 4
  5
  BRL 6
  36
  15
  72KCr/15KCr
  POW 6
  7
  BRL 8
  64
  15
  128KCr/15KCr POW 8
  9
  BRL 10
  100 15
  200KCr/15KCr POW 10
  10
  Brain Rewire
  Rewires and improves synaptic connections
  in the brain to improve your intelligence etc.
  ADD (AWR). Non-ranged, Self, Invisible,
  Constant, Automatic, Focused (Implant).
  Item
  AP
  SP
  Cost
  Effect
  AV
  BRW 1
  1
  18
  2KCr/18KCr
  +1 AWR
  4
  BRW 2
  4
  18
  8KCr/18KCr
  +2 AWR
  4
  BRW 3
  9
  18
  18KCr/18KCr
  +3 AWR
  5
  BRW 4
  16
  18
  32KCr/18KCr
  +4 AWR
  5
  BRW 5
  25
  18
  50KCr/18KCr
  +5 AWR
  6
  
  Cellular Skill Implant
  This implant is a fully cellular interface
  allowing access to hundreds of skill
  databases anywhere in the world without
  the expense and hassle of pre-programmed
  skill implants. It connects to the database
  and downloads the required skill directly to
  your implant.
  Cellular Databases are always waiting for
  receiving so Telepathy range is in km.
  This is similar to the part in The Matrix
  where Trinity gets the Helicopter Piloting
  skill downloaded into her net persona—
  except this applies to real people in the real
  world.
  This is handy to give your character the
  skills of another profession when deemed
  necessary during an adventure.
  TELEPATHY. Non-ranged, Self, Invisible,
  Constant, Conscious, Focused (Implant),
  Single Effect (data receiver only).
  DOMINATE. Non-ranged, Self, Invisible,
  Constant, Conscious, Focused (Implant),
  Single Effect (User only and only for skill
  use).
  Foci (Extra 21 SP used only on downloaded
  skills in the 4:2:1 format as given in CORPS
  page 8).
  Chemical Analyzer
  This cybernetic implant will identify inhalant,
  ingested and injected chemical substances
  when they are sampled into it.
  DETECT (Chemicals). Non-ranged, Self,
  Invisible, Constant, Conscious, Focused
  (Implant).
  Item
  AP
  SP Cost
  Effect
  AV
  CSI 2
  8
  47
  16KCr/47KCr
  POW 2. 1
  skill
  7
  CSI 4
  32
  68
  64KCr/68KCr
  POW 4. 2
  skills
  10
  CSI 6
  72
  89
  144KCr/89KCr
  POW 6. 3
  Skills
  13
  CSI 8
  128 110 256KCr/110KCr POW 8. 4
  skills
  15
  CSI 10 200 131 400KCr/131KCr POW 10.
  5 skills
  18
  Item
  AP
  SP
  Cost
  Effect
  AV
  CHA 2
  4
  20
  8KCr/20KCr
  AWR 2
  5
  CHA 4
  16
  20
  32KCr/20KCr
  AWR 4
  6
  CHA 6
  36
  20
  72KCr/20KCr
  AWR 6
  7
  CHA 8
  64
  20
  128KCr/20KCr AWR 8
  9
  CHA 10 100 20
  200KCr/20KCr AWR 10
  11
  
  Cybernetic Hand Weapons
  These are edged weapons housed in the
  arm, hand or fingers. Normally retracted,
  they extend for use in combat. Data is for
  one implant (one hand, one arm etc).
  Knuckle Blades (KNB) are 2cm blades that
  protrude from between the knuckles
  Scratcher Nails (SCN) are 4cm finger blades
  Claws (CLA) are 50cm blades housed in the
  forearm, they protrude from between the
  knuckles when active
  Talons (TAL) are 7cm finger blades
  Elbow Spurs (ELS) are 50 cm blades
  housed in the elbow
  Arm Barbs (ARB) are installed on the outer
  edge of the forearm and consist of 1x20cm
  blade, 1x15cm blade and 1x10cm blade
  giving it a look similar to Batman's gauntlets.
  Hack N Slash (HNS) Are a mass of blades,
  claws and sharp protrusions over the entire
  hand and arm. Only usable with a Cyber
  Arm it is an intimidating sight when first
  seen on the field of battle.
  BLAST. Non-ranged, Self, Visible (blades),
  Constant, Conscious, Focused (Implant),
  Special Effect (retractable), Requires a
  combat skill (Melee Weapons—Cybernetic
  Weapons)
  Mono edged versions are available (special
  effect—Armor Piercing) for +5 SP/+5kcr.
  Cyber-limbs
  An electromechanical replacement for the
  whole arm or leg. They are bought to add to
  the user’s STR, and/or simply to replace
  limbs lost through combat and accident.
  ADD(STR). 
  Non-ranged, 
  Self, 
  Visible
  (mechanical arm or leg), Drain (POW),
  Conscious, Focused (Implant), Single Effect
  (One arm).
  Note that, by adding a Special Effect
  (+5SP/+5kcr), the limb can be made to
  inflict Lethal damage based on the modified
  STR.
  Item AP SP Cost
  Effect
  AV
  KNB 1
  20 2KCr/20KCr
  STR+1 Lethal
  4
  SCN 1
  20 2KCr/20KCr
  STR+1 Lethal
  4
  CLA 9
  20 18KCr/20KCr
  STR+3 Lethal
  5
  TAL
  4
  20 8KCr/20KCr
  STR+2 Lethal
  4
  ELS
  9
  20 18KCr/20KCr
  STR+3 Lethal
  5
  ARB 9
  20 18KCr/20KCr
  STR+3 Lethal
  5
  HNS 9
  20 18KCr/20KCr
  STR+3 Lethal
  5
  Item
  AP SP Cost
  Effect
  AV
  CBL 1 4
  10 8KCr/10KCr
  STR+1/+2 Max.
  POW 2
  3
  CBL 2 36 10 72KCr/10KCr
  STR +2/+6
  Max. POW 6
  6
  CBL 3 100 10 200KCr/10KCr STR +3/+10
  Max. POW 10
  10
  Cyber-snake
  AI computer assisted weapon, comprising
  of little more than a flexible drill that shoots
  forth from the users body (usually housed in
  the mouth, palm, navel, anus or sexual
  organs). It makes it’s own separate attacks
  once activated.
  BLAST. Non-ranged, Self, Visible (slimy
  snake 
  thing), 
  Constant, 
  Conscious,
  Focused (implant), Requires the Combat
  Skill 
  (Melee 
  Weapons: 
  Cybernetic
  Weapons), Foci (AWR 4, AGL 6, Melee
  weapons 4, Cybernetic Weapons +2,
  Cyber-snake +1. 52AP, 17SP)
  Cyber-anaconda uses above data but add
  Area Multiple#1 (2m range). +32 SP/+32KCr
  Cyber-serpent uses above data but add
  Area Multiple#1-#2 (range of up to 4m).
  +64SP/+64KCr
  Cyber-dragon uses above data but add
  Area Multiple#1-#3 (range of up to 8m).
  +96SP/+96KCr
  
  Mono-edged versions are available for all of
  the above variants Special Effect (Armor
  Piercing) for +5SP/+5KCr to the cost of the
  cyber-snake. Cyber-anaconda version is
  +10SP/+10KCr. Cyber-serpent version is
  +15SP/+15KCr. The even larger Cyber-
  dragon version is +20SP/+20KCr. This
  takes into account the base cost and Area
  Multiples Cost Modifiers.
  Cyborg Body/Rebuild
  This is where the subject’s brain is removed
  from the body and placed into a life support
  unit, which is then hooked up to run a robot
  body. This unit contains various oxygenated
  nutrients and offers virtual immortality as
  long as the nutrient is renewed once per
  year.
  These Cyborg bodies are damaged as
  items with subsystems. Any Physical Ad,
  Psych Lim etc can be included, modifying
  the cost as appropriate and Fame or
  Appearance can be included to represent
  that ‘sexy robot styling’ i.e. attractiveness.
  Cyborg bodies do not heal they must be
  repaired, which is why they have no HLT
  attribute. In addition Cyborg bodies do not
  tire, the users brain might and need sleep,
  but the body itself could run forever. The
  user’s brain retains all mental attributes as
  well as HLT as it is needed for mental
  exhaustion and sleep calculation.
  PROTECT (hostile environments). Non-
  ranged, Self, Visible, Constant, Automatic,
  Focused (Cyborg body), Special Effect
  (does not need to eat, drink or breathe)
  Foci (The Cyborg body has the following
  abilities: 
  Limited 
  Immortality, 
  Special
  Effect—Unarmed Combat inflicts Lethal
  damage) The physical stats of the Cyborg
  body are shown on the table overleaf and
  the POW for Protect is 5.
  Item
  AP
  SP Cost
  Effect
  AV
  CSN 2
  56
  32 112KCr/32KCr Lethal DV 2.
  POW 2
  9
  CSN 4
  68
  32 136KCr/32KCr Lethal DV 4
  POW 4
  10
  CSN 6
  88
  32 176KCr/32KCr Lethal DV 6
  POW 6
  11
  CSN 8
  116 32 232KCr/32KCr Lethal DV 8
  POW 8
  12
  CSN 10 152 32 304KCr/32KCr Lethal DV 10
  POW 10
  13
  Cyber-Whip
  A 4m long alloy whip housed in the forearm
  with a barbed tip to rip into opponents.
  BLAST. Non-ranged, Self, Visible (whip),
  Constant, Conscious, Focused (Implant),
  requires a Combat Skill (Melee Weapons—
  Cybernetic Weapons), Backfires (if fails to
  hit). Area Multiple#1 (2m range), Area
  Multiple#2 (4m range).
  Item
  AP
  SP Cost
  Effect
  AV
  CBW 1
  45 2KCr/45KCr STR+1 Lethal
  7
  
  Flash Attack
  This cyber-optic system creates a nasty
  high-intensity flash which is very bright, and
  enough to overload other people’s optic
  nerves.
  SUBTRACT(AWR). Ranged, Self, Visible
  (flash), Drain (POW), Conscious, Focus
  (Implant), Limited Effect (Blind). Time
  Multiple#1-#3 (Affected target will be blind
  for 15 seconds)
  Auto-chrome is a good defense, using it’s
  skill with the AWR reduction as Difficulty.
  Sunglasses have ‘skill’ 1 for normal, 3 for
  dark shades, 5 for mirror-shades and 7 for
  Polychromatic shades.
  Howling Banshee
  Sonic Projector built into vocal chords and
  throat. Allows you to shatter glass brick,
  someone’s face etc. POW used is lethal
  damage.
  BLAST. Ranged, Self, Visible (Weird
  scream), Drain (when used above POW
  Aptitude), Conscious, Focused (Implant),
  Requires a Combat skill roll (Projectile
  Weapons: Cybernetic weapons), Range
  Mod 1.
  Item
  AP
  SP
  Cost
  Effect
  AV
  CBR 1
  275
  20
  550KCr/20KCr
  STR/AGL 10, POW 5
  17
  CBR 3
  363
  20
  726KCr/20KCr
  STR/AGL 12, POW 5
  19
  CBR 5
  467
  20
  934KCr/20KCr
  STR/AGL 14, POW 5
  22
  CBR 7
  587
  20
  1.174MCr/20KCr
  STR/AGL 16, POW 5
  24
  CBR 9
  723
  20
  1.446MCr/20KCr
  STR/AGL 18, POW 5
  27
  CBR 11
  875
  20
  1.75MCr/20KCr
  STR/AGL 20, POW 5
  30
  CBR 13
  1043
  20
  2.09MCr/20KCr
  STR/AGL 22, POW 5
  32
  CBR 15
  1227
  20
  2.45MCr/20KCr
  STR/AGL 24, POW 5
  35
  CBR 17
  1427
  20
  2.85MCr/20KCr
  STR/AGL 26, POW 5
  38
  CBR 19
  1643
  20
  3.28MCr/20KCr
  STR/AGL 28, POW 5
  41
  Item
  AP
  SP
  Cost
  Effect
  AV
  FLA 1
  4
  52
  8KCr/52KCr
  -1/-2 Max
  AWR
  4
  FLA 2
  36
  52
  72KCr/52KCr
  -2/-6 Max
  AWR
  7
  FLA 3
  100 52
  200KCr/52KCr -3/-10
  Max AWR
  11
  Item
  AP
  SP Cost
  Effect
  AV
  HWB 1 25
  17 50KCr/17KCr
  DV 1/5 Max.
  POW 5
  6
  HWB 2 81
  17 162KCr/17KCr DV 2/9 Max.
  POW 9
  10
  HWB 3 169 17 338KCr/17KCr DV 3/13
  Max. POW
  13
  14
  Image Enhancement
  This is an image enhancement system built
  into the eye which improves the users AWR
  up to a maximum POW equal to the users
  AWR Aptitude. So a person with AWR 2-5
  could only use a POW 1 Image Enhance-
  ment system.
  ADD (AWR). Non-ranged, Self, Invisible,
  Constant, Conscious, Focused (Implant),
  Single Effect (one sense).
  Item
  AP
  SP
  Cost
  Effect
  AV
  IME 1
  1
  16
  2KCr/16KCr
  +1 AWR
  4
  IME 2
  4
  16
  8KCr/16KCr
  2 AWR
  4
  IME 3
  9
  16
  18KCr/16KCr
  3 AWR
  5
  
  Implanted Armor
  This is armor placed under the skin to
  protect the body. Due to the fact it is placed
  under the skin the armor is all applied as
  blunt trauma.
  The AV is equal to the POW Aptitude since
  it is invisible.
  By default, this assumes full body coverage.
  If you want decreased coverage reduce the
  SP and cost by the area covered (See
  overall note 3, page 112 of the CORPS
  rulebook)
  ARMOR. 
  Non-ranged, 
  Self, 
  Invisible,
  Constant, Automatic, Focus (Implant).
  Locator
  This sensory device and internal computer
  co-ordinates with hearing and vision to
  show a graphic picture of a bullets trajectory
  over the users vision and places a rectangle
  in the location of the firer. POW is AWR of
  system.
  Use the spotting rules (CORPS 2nd Edition
  page 90) and since you are using both
  vision and hearing you use the seeing
  difficulty which is lower and use modifiers
  from both vision and sound tables.
  DETECT 
  (Gunfire). 
  Non-ranged, 
  Self,
  Invisible, 
  Constant, 
  Conscious, 
  Focus
  (Implant), Single Effect (one sense).
  Item
  AP
  SP Cost
  Effect
  IMA 1 4
  18 8KCr/18KCr
  AV 0/1. POW 2
  IMA 2 36
  18 72KCr/18KCr
  AV 0/2. POW 6
  IMA 3 100 18 200KCr/18KCr AV 0/3. POW 10
  IMA 4 196 18 392KCr/18KCr AV 0/4. POW 14
  IMA 5 324 18 648KCr/18KCr AV 0/5. POW 18
  Laser Finger
  A cybernetic finger replacement which
  houses a tiny laser.
  BLAST. Ranged, Self, Visible (light beam),
  Drain (when used above POW Aptitude),
  Conscious, Focused (Implant), Requires a
  Combat 
  Skill 
  (Projectile 
  Weapons—
  Cybernetic Weapons), Range Modifier 2.
  Item AP
  SP
  Cost
  Effect
  AV
  LSF 9
  17
  18KCr/17KCr
  DV1/3 Max.
  POW 3
  5
  Light Amplification
  This amplifies all available light when in
  ‘starlight’ darkness, giving a bonus to AWR
  equal to the POW used, up to a maximum of
  AWR Aptitude.
  ADD (AWR). Non-ranged, Self, Visible
  (eyes 
  glow 
  like 
  a 
  cat’s), 
  Constant,
  Conscious, Focused (Implant), Single Effect
  (on sense)
  Item
  AP
  SP
  Cost
  Effect
  AV
  LAM 1
  1
  13
  2KCr/13KCr
  +1 AWR
  3
  LAM 2
  4
  13
  8KCr/13KCr
  +2 AWR
  4
  LAM 3
  9
  13
  18KCr/13KCr
  +3 AWR
  4
  Item
  AP
  SP
  Cost
  Effect
  AV
  LOC 2
  4
  16
  8KCr/16KCr
  AWR 2
  4
  LOC 4
  16
  16
  32KCr/16KCr
  AWR 4
  5
  LOC 6
  36
  16
  72KCr/16KCr
  AWR 6
  7
  LOC 8
  64
  16
  128KCr/16KCr AWR 8
  9
  LOC 10 100 16
  200KCr/16KCr AWR 10
  11
  Micro-vision
  This cyber-optic improves your AWR when
  looking at things close up.
  ADD(AWR). Non-ranged, Self, Invisible,
  Constant, Focus (implant), Single Effect
  (one sense).
  Item
  AP SP Cost
  Effect
  AV
  MCV 1 1
  16 2KCr/16KCr
  +1 AWR (x10
  mag)
  4
  MCV 2 4
  16 8KCr/16KCr
  +2 AWR (x100
  mag)
  4
  MCV 3 9
  16 18KCr/16KCr
  +3 AWR
  (x1000 mag)
  5
  MCV 4 16 16 32KCr/16KCr
  +4 AWR (x10k
  mag)
  5
  MCV 5 25 16 50KCr/16KCr
  +5 AWR (x100k
  mag)
  6
  
  Nano-surgeons
  These are tiny little robots that scurry about
  inside you, helping to heal wounds and so
  on.
  ADD(HLT). Non-ranged, Self, Invisible,
  Automatic, 
  Constant, 
  Focused 
  (nano-
  robots)
  Item
  AP
  SP
  Cost
  Effect
  AV
  NAS 1
  1
  18
  2KCr/18KCr
  +1 HLT
  4
  NAS 2
  4
  18
  8KCr/18KCr
  + 2 HLT
  4
  NAS 3
  9
  18
  18KCr/18KCr
  + 3 HLT
  5
  NAS 4
  16
  18
  32KCr/18KCr
  + 4 HLT
  5
  NAS 5
  25
  18
  50KCr/18KCr
  + 5 HLT
  6
  Optical Readout
  This displays cybernetics, weapon links,
  bio-monitor data etc from anywhere in the
  body in a display window that appears to the
  right of the user’s vision. One system per
  point of POW can be displayed up to a
  maximum of the user’s AWR aptitude at any
  one time.
  CLAIRSENTIENCE. 
  Non-ranged, 
  Self,
  Invisible, Constant, Conscious, Focused
  (Implant).
  Item
  AP
  SP
  Cost
  Effect
  AV
  OPR 1
  1
  21
  2KCr/21KCr
  1 system 4
  OPR 2
  4
  21
  8KCr/21KCr
  2 systems 4
  OPR 3
  9
  21
  18KCr/21KCr
  3 systems 5
  Oxygen Extractor
  Enhances the lung’s ability to absorb
  oxygen from the air. This system activates
  when your HLT drops to your HLT Aptitude
  through exertion and adds its bonus to your
  current HLT, effectively removing the
  previous exertion loss and giving you a bit
  more to burn.
  ADD (HLT). Non-ranged, Self, Invisible,
  Constant, Automatic, Focused (Implant),
  Single Effect (boosts HLT for exertion pur-
  poses only).
  Item
  AP
  SP
  Cost
  Effect
  AV
  OXE 1
  1
  13
  2KCr/13KCr
  +1 HLT
  3
  OXE 2
  4
  13
  8KCr/13KCr
  +2 HLT
  4
  OXE 3
  9
  13
  18KCr/13KCr
  +3 HLT
  4
  OXE 4
  16
  13
  32KCr/13KCr
  +4 HLT
  5
  OXE 5
  25
  13
  50KCr/13KCr
  +5 HLT
  6
  
  Programmed Responses
  This initiates a set action or series of actions
  automatically upon a preset condition being
  met. E.g. someone pulls a gun—you draw
  and fire at them, you’re out past your
  bedtime—you return home. Once active,
  you have no control until the actions are
  completed. POW denotes systems effect so
  it’s best to buy it at a level equal to your WIL
  so it is an automatic success.
  One set of actions and condition can be
  implanted for each point of POW Aptitude
  doubled.
  DOMINATE. Non-ranged, Self, Visible
  (actions initiated), Constant, Automatic
  (when preset condition is met), Focused
  (Implant).
  Reality Matrix
  This system records and transmits all
  sensory 
  data, 
  brainwaves, 
  thoughts,
  emotions, sensory impressions, etc to a
  remote server. This is used often for Special
  Ops personnel as well as ‘reality TV’ stars.
  A viewer will feel exactly like the recorder
  did provided they have a VR jack plugged
  into the viewing unit. It can be played back
  on an ordinary TV but you lose all the
  feelings and emotional data.
  The remote servers are always waiting for
  transmission, so Telepathy is km.
  This implant has made mega stars out of so
  called ‘reality-runners’ willing to risk their
  necks to record the latest thrill. Of course
  snuff, 
  pornographic 
  etc 
  versions 
  are
  available for those willing to deal with the
  ‘exotic VR shop’.
  DETECT 
  (Sensory/brainwaves 
  etc).
  Non-ranged, 
  Self, 
  Invisible, 
  Constant,
  Conscious, Focused (Implant), Special
  Effect (records data).
  TELEPATHY. Non-ranged, Self, Invisible,
  Constant, Conscious, Focused (Implant),
  Single Effect (Transmission only).
  Item
  AP
  SP
  Cost
  Effect
  AV
  PRR 2
  4
  15
  8KCr/15KCr
  POW 2
  4
  PRR 4
  16
  15
  32KCr/15KCr
  POW 4
  5
  PRR 6
  36
  15
  72KCr/15KCr
  POW 6
  7
  PRR 8
  64
  15
  128KCr/15KCr POW 8
  8
  PRR 10 100 15
  200KCr/15KCr POW 10
  10
  Radar/Sonar Sense
  This device allows the user to detect
  objects. Movement, direction of travel,
  distance etc. Sonar version can only be
  used underwater.
  DETECT. Ranged, Self, Invisible, Constant,
  Conscious, Focused (Implant), Single Effect
  (Radar/Sonar only).
  Item
  AP
  SP
  Cost
  Effect
  AV
  RSS 2
  4
  19
  8KCr/19KCr
  AWR 2
  5
  RSS 4
  16
  19
  32KCr/19KCr
  AWR 4
  6
  RSS 6
  36
  19
  72KCr/19KCr
  AWR 6
  7
  RSS 8
  64
  19
  128KCr/19KCr AWR 8
  9
  RSS 10 100 19
  200KCr/19KCr AWR 10
  11
  Item
  AP
  SP Cost
  Effect
  AV
  RYM 2 8
  42 16KCr/42KCr
  AWR/POW 2
  6
  RYM 4 32
  42 64KCr/42KCr
  AWR/POW 4
  8
  RYM 6 72
  42 144KCr/42KCr AWR/POW 6
  10
  RYM 8 128 42 256KCr/42KCr AWR/POW 8
  12
  RYM 10 200 42 400KCr/42KCr AWR/POW 10 15
  Reflex Coordinator
  Fully co-ordinates your body. This is a
  constant AGL addition.
  ADD (AGL). Non-ranged, Self, Visible,
  Constant, Automatic, Focused (Implant).
  Item
  AP
  SP
  Cost
  Effect
  AV
  RXC 1
  1
  15
  2KCr/15KCr
  +1 AGL
  4
  RXC 2
  4
  15
  8KCr/15KCr
  +2 AGL
  4
  RXC 3
  9
  15
  18KCr/15KCr
  +3 AGL
  5
  RXC 4
  16
  15
  32KCr/15KCr
  +4 AGL
  5
  RXC 5
  25
  15
  50KCr/15KCr
  +5 AGL
  6
  
  Retinal Projector
  A tiny device in the eye projects subliminal
  patterns onto another’s retina, making them
  susceptible to suggestion by the user’s
  voice.
  DOMINATE. Non-ranged, Self, Visible
  (Eyes flicker like a strobe light), Constant,
  Conscious, 
  Focused 
  (Implant), 
  Time
  Multiple #1 (Continuous)
  Sexual Weapons
  These are a group of weapons designed to
  go into the tongue, or the penis and find use
  with certain assassins all over the world.
  Snake’s Kiss: A tongue implant housing
  2x15cm long mono-wires which audibly hiss
  when triggered. Only usable in the same
  hex.
  Hornet’s Sting: A penis implant housing
  2x15cm long mono-wires which audibly hiss
  when triggered. Only usable in the same
  hex.
  BLAST. 
  Non-ranged, 
  Self, 
  Visible,
  Constant, Conscious, Focused (Implant),
  Special Effect (Armor Piercing), Requires a
  Combat skill (Melee Weapons—Cybernetic
  Weapons).
  Item
  AP
  SP
  Cost
  Effect
  AV
  RPR 2
  4
  36
  8KCr/36KCr
  POW 2
  5
  RPR 4
  16
  36
  32KCr/36KCr
  POW 4
  6
  RPR 6
  36
  36
  72KCr/36KCr
  POW 6
  8
  RPR 8
  64
  36
  128KCr/36KCr POW 8
  9
  RPR 10 100 36
  200KCr/36KCr POW 10
  11
  Sexual Filter
  This screens sperm/ovum cells with DNA
  check to allow only perfect cells through.
  This is an implant for females only and also
  functions as a contraceptive (since it can
  block some or all of the sperm or ova).
  When set as a contraceptive it does not
  prevent the menstrual cycle, it simply
  neutralizes the ova before it reaches the
  womb.
  PROTECT 
  (Offspring 
  from 
  genetic
  damage), 
  Non-ranged, 
  Self, 
  Invisible,
  Constant, Conscious, Focused (Implant),
  Special Effect (Can also act as a contracep-
  tive).
  Item
  AP
  SP
  Cost
  Effect
  AV
  SXF
  16
  26
  32KCr/26KCr
  POW 4
  6
  Item AP
  SP
  Cost
  Effect
  AV
  SXW 36
  20
  72KCr/20KCr
  Lethal DV 6 7
  Shanghai Surprise
  A vaginal or anal implant which houses a
  mono-edged jaw set up that bites objects
  placed within…..Damage is applied to the
  location or item within (usually the groin).
  Originally designed as a rape defense it has
  found use as an assassins weapon in some
  areas.
  BLAST. 
  Non-ranged, 
  Self, 
  Invisible,
  Constant, Conscious, Focused (Implant),
  Special Effect (Armor Piercing)
  Item AP
  SP
  Cost
  Effect
  AV
  SHS 36
  26
  72KCr/26KCr
  Lethal DV 6 7
  
  Silver Tongue
  This adds a harmonious subsonic tone to
  your voice that induces target into an almost
  trance-like state making them susceptible to
  suggestion by the user’s voice.
  DOMINATE. 
  Ranged, 
  Self, 
  Invisible,
  Constant, Conscious, Focused (Implant),
  Area Multiple#1 (fills hex), Area Multiple#2
  (covers 2 hex radius), Area Multiple#3
  (covers 
  4m 
  radius), 
  Time 
  Multiple#1
  (continuous).
  Smart Link
  Allows user to plug into ‘smart’ weapons,
  vehicles and other devices, controlling and
  communicating with them.
  Wireless Smart Links have no interface
  cable as data is transferred in some other
  manner are Invisible (+6SP/+6KCr).
  DOMINATE. Non-ranged, Self, Visible
  (interface cable), Constant, Conscious,
  Focus (implant), Single Effect (compatible
  devices only).
  TELEPATHY. Non-ranged, Self, Visible
  (interface cable), Constant, Conscious,
  Focus (implant), Single Effect (compatible
  devices only).
  Item
  AP
  SP
  Cost
  Effect
  AV
  SLT 2
  4
  120
  8KCr/120KCr
  POW 2
  10
  SLT 4
  16
  120
  32KCr/120KCr
  POW 4
  10
  SLT 6
  36
  120
  72KCr/120KCr
  POW 6
  11
  SLT 8
  64
  120
  128KCr/120KCr POW 8
  13
  SLT 10 100 120
  200KCr/120KCr POW 10
  14
  Skill Implant
  This implant provides the user with extra
  skills (SP) and takes over the body to
  perform the skills subject to the user’s
  commands.
  If the user already has the skills provided by
  the implant at a lower level, he can choose
  to use the implant instead of his existing
  skill. If his own skills surpass those of the
  implant, it will not trigger.
  The SP provided by this implant may not be
  used to improve skills known by the user,
  the SP may only be spent to buy skills built
  into the item, and the default is a maximum
  of 10 skills contained within the item.
  DOMINATE. Non-ranged, Self, Invisible,
  Constant, Conscious, Focused (Implant),
  Single Effect (User only and only for skill
  use).
  Foci (Extra SP for skills programmed into
  implant).
  Item
  AP SP
  Cost
  Effect
  AV
  SKL 2
  4
  56
  8KCr/56KCr
  POW 2, 40SP
  8
  SKL 4
  16
  176
  32KCr/176KCr
  POW 4, 160 SP
  14
  SKL 6
  36
  376
  72KCr/376KCr
  POW 6, 360 SP
  21
  SKL 8
  64
  656
  128KCr/656KCr
  POW 8, 640 SP
  27
  SKL 10 100 1016 200KCr/1.016MCr POW 10, 1000 SP 33
  Item
  AP
  SP
  Cost
  Effect
  AV
  SML 2
  4
  30
  8KCr/30KCr
  POW 2
  5
  SML 4
  16
  30
  32KCr/30KCr
  POW 4
  6
  SML 6
  36
  30
  72KCr/30KCr
  POW 6
  8
  SML 8
  64
  30
  128KCr/30KCr POW 8
  9
  SML 10 100 30
  200KCr/30KCr POW 10
  11
  Sound Damper
  Compensates for deafeningly loud noises
  and sudden loud sounds. ‘skill’ is the POW
  used to defeat difficulty based on sound
  intensity.
  PROTECT. Non-ranged, Self, Invisible,
  Constant, Automatic (sudden loud sounds),
  Focused (Implant), Single Effect (single
  sense).
  Item
  AP
  SP
  Cost
  Effect
  AV
  SND 2
  4
  13
  8KCr/13KCr
  Skill 2
  3
  SND 4
  16
  13
  32KCr/13KCr
  Skill 4
  5
  SND 6
  36
  13
  72KCr/13KCr
  Skill 6
  7
  SND 8
  64
  13
  128KCr/13KCr Skill 8
  8
  SND 10 100 13
  200KCr/13KCr Skill 10
  10
  
  Stress Analyzer/Lie Detector
  Detects minute changes in the vocal pitch
  and tone of others. It compares changes to
  pre-recorded parameters and tells you if the
  subject is lying. Must be used on a subject
  who is telling the truth first. POW used is the
  AWR for detecting lies.
  DETECT. 
  Non-ranged, 
  Self, 
  Invisible,
  Constant, Conscious, Focused (Implant)
  Telescopic Vision
  This cyber-optic improves your AWR when
  looking at objects at a distance.
  ADD(AWR). Non-ranged, Self, Invisible,
  Constant, Focus (implant), Single Effect
  (one sense).
  Item
  AP
  SP
  Cost
  Effect
  AV
  SAN 2
  4
  21
  8KCr/21KCr
  AWR 2
  4
  SAN 4
  16
  21
  32KCr/21KCr
  AWR 4
  5
  SAN 6
  36
  21
  72KCr/21KCr
  AWR 6
  7
  SAN 8
  64
  21
  128KCr/21KCr AWR 8
  9
  SAN 10 100 21
  200KCr/21KCr AWR 10
  11
  Sub-dermal Timepiece
  This is a watch implanted under the surface
  of the skin on the wrist, arm or back of hand.
  It allows you to detect time, so in some
  campaigns it may allow you to pick up ‘time
  holes’ and other time based phenomena as
  well as simply telling you what time and day
  it is.
  DETECT (Time). Non-ranged, Self, Visible,
  Constant, Automatic, Focused (Implant).
  Item
  AP
  SP
  Cost
  Effect
  AV
  SDT 2
  4
  15
  8KCr/15KCr
  AWR 2
  3
  SDT 4
  16
  15
  32KCr/15KCr
  AWR 4
  5
  SDT 6
  36
  15
  72KCr/15KCr
  AWR 6
  6
  SDT 8
  64
  15
  128KCr/15KCr AWR 8
  8
  SDT 10 100 15
  200KCr/15KCr AWR 10
  10
  Taste/Smell Enhancer
  Improves your sense of taste and smell.
  Note that this implant affects both of these
  senses 
  as 
  they 
  are 
  linked 
  together
  anyway—really it should be called Chemical
  Sense.
  ADD (AWR). Non-ranged, Self, Invisible,
  Constant, Conscious, Focused (Implant),
  Single Effect (two senses).
  Item
  AP
  SP
  Cost
  Effect
  AV
  TSE 1
  1
  18
  2KCr/18KCr
  +1 AWR
  4
  TSE 2
  4
  18
  8KCr/18KCr
  +2 AWR
  4
  TSE 3
  9
  18
  18KCr/18KCr
  +3 AWR
  5
  Item
  AP SP Cost
  Effect
  AV
  TEV 1 1
  16 2KCr/16KCr
  +1 AWR (X5 mag)
  4
  TEV 2 4
  16 8KCr/16KCr
  +2 AWR (X7 mag)
  4
  TEV 3 9
  16 18KCr/16KCr +3 AWR (X10 mag) 5
  TEV 4 16 16 32KCr/16KCr +4 AWR (X15 mag) 5
  TEV 5 25 16 50KCr/16KCr +5 AWR (X20 mag) 6
  Thermograph/UV vision
  Allows you to detect IR light and varying
  degrees of heat, giving you POW in AWR to
  ‘see it’. The UV version works in the same
  way but applies to Ultraviolet light.
  DETECT (Heat/IR or UV), Non-ranged,
  Self, 
  Invisible, 
  Constant, 
  Conscious,
  Focused (Implant)
  Item
  AP
  SP
  Cost
  Effect
  AV
  TUV 2
  4
  21
  8KCr/21KCr
  AWR 2
  4
  TUV 4
  16
  21
  32KCr/21KCr
  AWR 4
  5
  TUV 6
  36
  21
  72KCr/21KCr
  AWR 6
  7
  TUV 8
  64
  21
  128KCr/21KCr AWR 8
  9
  TUV 10 100 21
  200KCr/21KCr AWR 10
  11
  VR Jack
  This lets the user see, hear and feel
  electronic 
  communications 
  and 
  data
  transfer within a  computer system. Has an
  effective AWR equal to the POW used.
  Typically has a 1m cable to plug into the
  computer system.
  CLAIRSENTIENCE. 
  Non-ranged, 
  Self,
  Visible 
  (Interface 
  cable), 
  Constant,
  Conscious, Focus (Implant), Limited Effect
  (Computer Systems only).
  Item
  AP
  SP
  Cost
  Effect
  AV
  VRJ 2
  4
  13
  8KCr/13KCr
  AWR 2
  3
  VRJ 4
  16
  13
  32KCr/13KCr
  AWR 4
  5
  VRJ 6
  36
  13
  72KCr/13KCr
  AWR 6
  7
  VRJ 8
  64
  13
  128KCr/13KCr AWR 8
  9
  VRJ 10
  100 13
  200KCr/13KCr AWR 10
  10
  
  Wetware
  A data storage device with a dedicated
  data-jack for input/output. This is used by
  Data Couriers who carry secret or private
  cargo. For a literary example see Johnny
  Mnemonic.
  Since this is computer memory you can link
  a computer to the implant by the data-jack
  for legitimate download or for hacking
  attempts.
  Item
  AP
  SP
  Cost
  Effect
  AV
  WTW 1
  16
  19
  32KCr/19KCr
  Skill 1, Capacity 5Gb
  6
  WTW 3
  16
  27
  32KCr/27KCr
  Skill 3, Capacity 45Gb
  7
  WTW 5
  16
  43
  32KCr/43KCr
  Skill 5, Capacity 125Gb
  8
  WTW 7
  16
  67
  32KCr/67KCr
  Skill 7, Capacity 245Gb
  9
  WTW 9
  16
  99
  32KCr/99KCr
  Skill 9, Capacity 405Gb
  11
  WTW 11
  16
  139
  32KCr/139KCr
  Skill 11, Capacity 805Gb
  12
  PROTECT. Non-ranged, Self, Invisible,
  Constant, Automatic, Focused (Implant),
  Single Effect (data is shielded from
  radiation/EMP). Foci (has ‘skill’ for storage
  capacity bought using SP. (Skill^2)x5
  Gigabyte is capacity of system.
  Difficulty to ‘hack’ into the implant for illegal
  download is skill+6.)
  
  Package Component
  AP
  SP
  Dependence: Blood (2HLT per
  day)
  +10
  0
  Immortality: Limited (must drink
  blood)
  -50
  0
  Natural Aptitude (STR)
  -10
  0
  Natural Aptitude (AGL)
  -10
  0
  Physical Ad: Good Looking
  -5
  0
  Toughness Level 5
  -25
  0
  Vulnerability: Fast & Lethal vs.
  Sunlight. Level 5
  +50
  0
  Vulnerability: Non-lethal vs. Garlic
  Level 5
  +10
  0
  Psych Lim: Phobia vs. Holy
  Symbols Level 5
  +10
  0
  Natural Aptitude (POW)
  -10
  0
  Metaphysical Lim: Tainted Level 5 +10
  0
  Enemies: Vampire Hunters Level 5 +25
  0
  Enemies: Religious organisations
  Level 3
  +15
  0
  Physical LIms: Vamp fangs, pale
  skin etc Level 2
  +4
  0
  Physical Lims Goth style Clothing
  Level 2
  +4
  0
  Psych Lim: Phobia Sunlight
  Level 5
  +10
  0
  Vulnerability: Fast and Lethal vs.
  Blessed or Holy Weapons and
  items (inc water) Level 2
  +20
  0
  Psych Lim: Cannot enter holy
  ground Level 5
  +10
  0
  Psych Lim: Cannot enter someone
  else’s Hearth properties. Level 5
  +10
  0
  Enhanced Regeneration (Divine)
  -100
  0
  Vulnerability: Lethal vs. Wood
  Level 2
  +10
  0
  Special Mod (see Notes)
  +10
  0
  SHAPESHIFT. (Non-ranged, Self,
  Visible, Constant, Conscious,
  Inherent).
  0
  -21
  DOMINATE. (Ranged, Self,
  Invisible,  Constant, Conscious,
  Inherent).
  0
  -27
  Total Package Cost
  -5
  -48
  TEMPLATES
  “I am an invisible man. No, I am not a spook
  like those who haunted Edgar Allan Poe; nor
  am I one of your Hollywood-movie ectoplasms.
  I am invisible, understand, simply because
  people refuse to see me.”
      Ralph Ellison, "The Invisible Man"
  This section provides some Templates which
  may be available for characters, subject to
  gamesmaster approval. Some of these are
  technically monsters, but since they are
  intelligent they are here, if they were simply
  animals they would be in the bestiary.
  Vampires
  The now famous bloodsuckers, popularized
  through various movies and novels through
  time. Although the actual legends of
  vampires 
  differ 
  significantly 
  from 
  the
  popular fiction ideals, some of these
  legends coming from thousands of years
  ago in Babylonia and Assyria, this type of
  vampire is just that – based on popular
  fiction, which mostly stems from Bram
  Stokers Dracula, published in 1897.
  
  Notes: The Enhanced Regeneration and
  the Toughness Advantages do NOT apply
  to any damage caused by any of the
  vampire’s Vulnerabilities, and the wooden
  and holy weapons Vulnerabilities add their
  level to the DV of attacks against the
  vampire made with such weapons this
  makes Auto kills etc easier. I have reduced
  the costs by 10 AP to make up for this
  disadvantage, and those injuries heal at the
  normal human healing rate.
  The 
  Vampire 
  Fangs 
  inflict 
  STR/4(n)
  Puncturing combination damage, and they
  will automatically cause an eventually fatal
  wound (see below) if they are biting to feed.
  A Fast Vulnerability means mere exposure
  to the substance will cause the listed DV
  after a few seconds and after each further
  minute.
  Bloodrinking
  Vampires are driven by their need for Blood.
  This isn’t simply to feed – the condition for
  their immortality is that they drink the blood
  of the living, hence the dependence on
  blood as well. They can attempt to go
  without for a while, but when they fail the
  WIL roll for dependence they will go on a
  killing spree. This isn’t really a good thing for
  their survival, so most vampires will feed
  every night to avoid this. When they go
  without, they will permanently age 1 year for
  each day they don’t drink blood, this is due
  to the immortality conditions and helps
  show how the vampire Lestat in Interview
  with a Vampire looks older when Louis
  returns to St Louis and finds him hiding in
  the cemetery, too scared of the modern
  world to venture out to feed.
  A vampire will normally need only to drink a
  pint of blood per day, plus a pint for each
  day they haven’t drank any. So going
  without for 3 days will mean the vampire will
  have to drink a full 3 pints of blood from their
  victim. They can of course glut themselves
  and drink more than what they need, up to
  a maximum of pints equal to their HLT
  attribute x 2.
  Usually a vampire will use its Dominate
  power to make a victim succumb to its will,
  however particularly seductive vampires
  may not need to do so, they will use it to tell
  the victim to not remember they’ve been
  bitten.
  It takes 1d10 minutes to drink up to 2 pints
  of blood from a victim, doubling the result of
  the original roll for every 2 pints drank
  thereafter (or fraction thereof). When a
  vampire stops drinking this becomes an
  Eventually fatal result for the victim at a rate
  equal to 1 HLT at a time following on from
  the vampires drinking. The vampire can
  stop this bleeding if he’s feeling nice, or
  wants to feed again on the same victim by
  licking the wound closed after feeding, it still
  leaves the traditional bite marks but at least
  the victim doesn’t bleed to death.
  Example – Susan (HLT 5) is being fed upon
  by a vampire. This bloodsucker drinks 3
  pints out of her. This takes 5 minutes for the
  first 2 pints (2 HLT) and an extra 10 minutes
  for the next pint (1 HLT). It then leaves her
  bleeding to death in the alley. She loses
  1HLT after a further 20 minutes until finally
  after a further 40 minutes she will die when
  she reaches zero HLT, unless of course she
  receives medical attention before then.
  Each full pint of blood lost by the victim is a
  -1 to HLT which heals at the normal rate,
  see CORPS 2nd Edition page 51. If HLT is
  drained to zero by a greedy vampire, the
  victim will die – rising three nights later as a
  vampire themselves, under the thrall of the
  vampire who created them.
  
  A victim who dies of bleeding to death from
  a vampire bite, (like Susan would in the
  example) will not rise again. Only those
  whom the vampire deliberately drains will
  be so affected.
  A sensible vampire simply drinks what he or
  she needs, keeping its victim alive longer –
  so it can feed from them again.
  Some  vampires would have cults or herds
  of ‘familiars’ who will happily succumb to the
  vampires embrace in the hope of being
  made one themselves as a reward for long
  service.
  Vampire Culture
  In some games vampires are simply loners,
  victims of a passing horror that makes them
  a monster themselves. In others they are a
  subculture that lives amongst mankind,
  hidden during the day but living their own
  way at night. Due to them being tainted by
  evil, this would typically involve finding new
  food supplies and finding one or more
  servants who will look after them during the
  daytime when they are at their most weak
  and 
  vulnerable. 
  This 
  is 
  most 
  often
  accomplished by bars and nightspots, like
  the Titty Twister in From Dusk till Dawn or
  the many nightclubs where vampires hang
  out in Blade.
  Killing Vampires
  In fiction, this is usually dragging them into
  sunlight or driving a stake through their
  heart.
  The stake method is a +4 hit location, and is
  typically an Increased Damage shot. So it is
  more difficult to hit, in this instance the Mid
  Chest location is most appropriate for
  working out Blowthrough/Blowoff.
  A vampire killed by an Auto kill explodes
  into fiery dust and ash, in fine Hollywood
  style.
  Thralls
  This is a condition that affect Vampires that
  are made. What it means is that the thrall
  has free will to do what it likes, but when the
  master vampire commands it, it will obey –
  the masters Dominate power is always an
  automatic success against a thrall.
  Curing Vampirism
  Technically there is no known cure for
  vampirism, especially in a fantasy or
  medieval setting – they are the enemy, why
  cure them? KILL THEM!
  In modern settings however, it is possible
  that they could be cured. This would involve
  a total blood transfusion and even then
  there would be no guarantee it would work.
  The best way to deal with the curing of
  vampirism, is that if the master vampire is
  killed, the others will be freed from his thrall
  Unfortunately, In a game where vampires
  have their own culture, that wouldn’t work –
  it would simply make the vampire have free
  will, unless commanded by their ex-masters
  creator (they would have +3 to POW to
  control you) and should that one be slain
  then his creator could try to command them
  (which they would have +1 POW) any
  further up the chain of command and they
  would be treat like any other attempt at
  Dominate vs. the character.
  That serves to show how the chain of com-
  mand and thrall works among a vampire
  society, if the whole of the vampires in a
  given city moved against you in concert, you
  would stand no chance at all.
  
  Lycanthropes
  This character type is built around the
  concept of the Shapechange power, and is
  a fairly common creature in horror media. In
  a game such as CORPS the threat of a
  Lycanthrope can often be more terrifying
  than a vampire – at least a vampire can be
  killed with a stake of wood, but a
  lycanthrope – that needs silver, an a very
  much more expensive proposition.
  Please note, that as standard, this package
  isn’t your ‘man-beast’ werewolf common to
  certain movies like the brilliant Dog Soldiers
  or those characterized by Lon Chaney Jnr.
  This is your full on American Werewolf in
  London/Paris types, but without the comedy
  aspect of your victims harassing you from
  beyond the grave.
  For the purposes of this template, we will
  again use the Hollywood stereotypes for
  them
  Package Component
  AP
  SP
  Power: Shapechange; Non-ranged, Self,
  Visible, constant, Automatic (full moon).
  Inherent, Requires concentration time (10
  seconds each use), Single purpose (one
  type of animal), Negated by daylight
  (common, only works on 3-)
  0
  -5*
  Physical Lim: Eyebrows meet in the mid-
  dle Level 2
  +4
  0
  Physical Lim: Hairy Palms Level 2
  +4
  0
  Lethal Vulnerability: Silver level 5
  +25 0
  Enemy: Were-hunters Level 4
  +20 0
  Enhanced Regeneration (Divine)
  -100 0
  Toughness Level 5
  -25
  0
  Non Lethal Vulnerability: Wolvesbane
  Level 5
  +10 0
  Dependence: Human Flesh when
  changed 2/night vs. HLT
  +10 0
  Enemy: Religious organizations Level 4
  +20 0
  Metaphysical Lim: Tainted level 5
  +10 0
  Special Mod (see notes)
  +10 0
  Total Package Cost
  -12
  -5
  Notes: The Enhanced Regeneration and
  the Toughness Advantages do NOT apply
  to any damage caused by the lycanthropes
  Vulnerabilities, and the wolvesbane and
  silver weapon’s Vulnerabilities add their
  level to the DV of attacks against the
  lycanthrope made with such weapons. This
  makes Auto kills etc easier. I have reduced
  the costs by 10 AP to make up for this
  disadvantage, and those injuries heal at the
  normal human healing rate.
  
  Controlling the change
  Simply by changing the Power to Conscious
  and removing the ‘negated by daylight’
  modifiers (+7 SP) you would then have a
  character who could change into animal
  form when they wanted. Alternatively you
  could add the ‘requires skill roll’ modifier.
  Shapeshifting
  As you can see, the shapeshift power is
  central to the character concept. Using the
  optional Shapechange notes given earlier in
  this book, you can easily determine how
  much POW you will need for your character.
  To create a ‘man-beast’ type lycanthrope
  requires 5 POW, and this gives you AV1/1,
  makes your melee damage lethal, gives +1
  hex reach, +1 to one of your senses, and
  the ability to shift your attributes around
  (except for POW) as long as the total
  remains the same. You also look like the
  archetypical beast man.
  Some samples are given in the chart below,
  these examples give you the natural
  attributes of the animal (STR, AGL etc), and
  their natural abilities (movement rates,
  attack forms etc) as in most cases in the
  legends, the animal form was basically that
  – an animal, incapable of rational thought,
  working only on instinct to hunt and kill. The
  sufferer of lycanthropy is mostly unaware of
  what occurred while in animal form (except
  for some disturbing dreams).
  Gaining the natural attributes of the animal
  would normally cost you 5 POW, but since
  your mental stats are affected as well, this
  costs you 0 points of extra POW. (Should
  you want a more ‘playable’ Lycanthrope,
  then get the 5 extra POW and you will have
  the animals physical attributes, while
  remaining in full conscious control of your
  actions – having normal mental attributes).
  As you can see, the closer to human size
  the form is, the less POW you need. The
  base of 5 on the table reflects the ‘change
  species’ modifier to shapechange given
  earlier in this book.
  Infection
  “Anyone bitten by a werewolf will become
  one themselves at the next full moon”
  This is the propagation of the curse, where
  the werewolf must feed and in doing so will
  create another one like itself, unless it kills
  the victim. However, since most work on
  instinct the chances are if you can fight it off
  well, it’ll leave you be – of course should you
  get bitten…..
  I would say, in game terms that the
  likelihood of becoming infected is the DV+5
  as a die roll. Roll higher and you’ll be
  allright, if not then you will become a
  werewolf. Over the course of the next
  month, the character will have disturbing
  dreams about the type of animal that he was
  bitten by, until finally on the night if the next
  full moon the shapeshift power triggers and
  you gain all the abilities of the template
  package.
  Remember though, that it is only Lethal
  damage that can cause infection, as that
  means it has broken the skin. Simply having
  a werewolf drool onto your face or knocking
  you over isn’t sufficient for infection.
  However, claws, teeth, spines etc can all
  cause lethal damage, so they could cause
  infection.
  Shapeshifting Form
  Form
  Size Level
  POW Minimum
  Wolf
  0
  5
  Cat
  -2
  7
  Boar
  +2
  7
  Bear, Kodiak
  +4
  9
  
  Curing Lycanthropy
  There is only one cure for lycanthropy, and
  that is to slay the lycanthrope that made
  you. This obviously is very hard to do, as the
  next time you see it, you’re likely to be a
  lycanthrope yourself. But, other people
  would be hunting such a creature and the
  likelihood is that they will ‘cure’ you when
  they kill the other beast.
  A dead lycanthrope returns to its natural
  human form, naked and deceased with the
  injuries sustained as a werewolf.
  Lycanthropic Culture
  As a rule, lycanthropes are singular animals.
  But there is nothing to say that a group of
  people waking up naked and bloody from
  the night on the hunt wouldn’t band together
  for mutual protection. This would be
  especially true for those lycanthropes who
  retained their mental faculties when in
  animal form or for those who can control
  their shape-changing.
  Some out of the way communities could
  even all be lycanthropes, although this
  would work best if they were controllable
  and retained intelligence so they didn’t
  make their presence obvious.
  It is possible that there could even be a
  global community of werecreatures, that
  have their own hierarchy/social structures.
  Ultimately it all depends on what you want to
  make it.
  The Change
  As noted under the power, each use of the
  power takes 10 seconds, this represents the
  metamorphosis time, during which the
  lycanthrope can do nothing but writhe
  around in agony as he changes form.
  Lizard-men
  Normally found in sunny climates like
  deserts and some tropical regions, due to
  their need for sunlight.
  It is the sunlight on their skins that begin the
  process of an anti-diuretic hormone being
  produced, which helps them survive the
  desert without water for extended periods.
  Rumors abound of a City of Lizard-men in
  the great Southern Mountains. It is said to
  have been built far above the ground, above
  even the clouds, where the sun always
  shines.
  Culture
  This type of lizard men would be most active
  during the day, with almost no sign of them
  at night. In a desert they would typically bury
  themselves into the sand during the night to
  retain heat, as carrying wood and tinder for
  fires can be prohibitive over extended
  periods.
  Other than that, the actual culture would
  vary tremendously, some groups may build
  cites, some may be totally nomadic, others
  a raider culture.
  
  Locales
  Deep desert is an ideal location for this
  race, as there is little cloud cover to spoil
  them receiving the sunlight they need.
  Although, those that wished to trade with
  other races (or attack and raid) may dwell
  near the edges of the desert.
  Notes: 
  The 
  natural 
  weapons 
  power
  represents the Claws and teeth of the lizard.
  By changing the dependence to Water and
  removing the Dehydration Tolerance you
  can create a ‘swamp dweller’. This variant
  costs only +4AP and -19 SP.
  Package Component
  AP
  SP
  Scaly Skin (ARMOR. non-ranged, self,
  visible constant, automatic, inherent. On-
  ly  used at HLT Aptitude and is split 50/50
  between soak and blunt trauma)
  0
  -15
  Nictating Membrane (PROTECT. non-
  ranged, self, visible, constant automatic,
  inherent. Special effect (no AWR penal-
  ties in underwater or dusty conditions),
  Single Effect (eyes))
  0
  -18
  Extra Limb – Tail (Normal STR)
  -5
  0
  Natural Weapons (BLAST. non-ranged,
  self, visible constant, automatic, inherent.
  Only used at HLT Aptitude)
  0
  -18
  Physical Ad: Night vision
  -5
  0
  Physical Dependence Sunlight.
  2HLT/day. Must bask in daylight for
  around an hour per day. Has to be sun-
  shine, not merely daylight
  0
  +10
  Height/Weight. +10% height increase
  0
  +4
  Natural Debility – Foreign Language skill.
  This is due to their tongue and vocal cord
  structure.
  0
  +20
  Psych Lim – Aggressive level 4
  +6
  +2
  Vulnerability – Cold (Temp <0°C) Level 2 +4
  0
  Dehydration Tolerance (PROTECT. Non-
  ranged, self, visible, constant automatic,
  inherent. Single Effect (only
  vs.dehydration) is based on HLT rather
  than POW)
  0
  -13
  Total Package Cost
  +4
  -32
  
  BESTIARY
    “Part of being a game designer is the grim
  knowledge that at any moment you could be
  replaced by an infinite number of monkeys...”
  Greg Porter
  This section, in the majority was written by
  Greg Porter and kindly allowed to be
  reproduced here from the never printed
  CORPS Bestiary.
  Basics
  Like CORPS itself, the bestiary is a general
  purpose gaming tool. It is not a complete
  guide to every animal in existence, nor does
  it delve exclusively into mythology, alien
  biology or supernatural beings. However, it
  does give you a wide selection of creatures
  and creature information that will be useful
  in just about any type of campaign for any
  role-playing game, with beasts of burden,
  vermin, ferocious carnivores and things that
  go bump in the night. We figure you don't
  need a lot of minutia, just the basic facts for
  using the creature in your CORPS or other
  campaign. The mythical and strange
  creatures have been put together with the
  assumption that they are biologically
  possible, even if under different principles of
  biology (i.e. magic),and are capable of
  long-term existence in an ecosystem.
  These assumptions might cause the
  description of a mythical creature to vary
  from its traditional description in some way,
  but if we had real examples to work from,
  they wouldn't be mythical, would they?
  Types of Creature
  Creatures are divided into three types:
  Herbivores, carnivores and omnivores.
  Herbivores are plant eaters, munching on
  leaves, grass and other plant matter.
  Horses and cattle are herbivores.
  Carnivores are meat eaters, munching on
  the flesh of other creatures, usually
  herbivores, but any meat will do in a pinch
  (the bigger the carnivore is, the less likely
  they are to be picky).Lions and tigers are
  carnivores.
  Omnivores aren't picky. They will eat plants
  or animals, whichever is more convenient at
  the time. Humans and bears are omnivores.
  The choice of herbivore, carnivore or
  omnivore influences everything else about
  the creature, from its size, appearance,
  means of acquiring food, right down to its
  digestive tract. If you are working on
  designing your own creatures, keep these
  distinctions in mind.
  Creature stats
  Creatures will have the same attributes as
  humans, and generally apply them in the
  same way. However, the dual nature of a
  few CORPS attributes does not apply to
  creatures without a little elaboration.
  Animal AWR
  Animals will have an AWR rating, just like
  humans, but in a non-sentient creature, the
  “reasoning ”portion of the attribute is
  ignored. 
  AWR 
  represents 
  solely 
  the
  perceptive abilities of the creature. For
  purposes of native intelligence, animals are
  considered to fall into one of three
  categories.
  AWR 0 Purely instinctual behaviors, little or
  no training or learning ability. Reptiles,
  insects and most really dumb animals fall
  into this category. Can communicate only in
  the most basic sense (threat, predator,
  prey, potential mate, etc.)
  
  AWR 1 Some learning ability, many
  instinctual behaviors. Is able to easily
  recognize 
  individuals, 
  remember 
  bad
  experiences, 
  can 
  communicate 
  with
  humans with a “vocabulary ”of up to 50
  sounds or types of body language (greeting,
  fear, affection, hunger, agitation, play,
  query, etc.). Dogs, cats and horses are
  typically AWR 1 (exceptional ones are AWR
  2).
  AWR 2 Significant learning ability, good
  memory, able to grasp some human
  concepts and perform sequences of actions
  to reach a goal. Capable of basic reasoning
  ability. Able to communicate with up to 400
  types of discrete symbols if trained (sign
  language, proper names, colors, objects,
  etc.). Simians and porpoises are typical
  examples.
  A creatures cognitive AWR will be listed in
  parentheses after the perceptive AWR, like
  6(0)for a perceptive but unrelentingly stupid
  reptile of some kind. Remember that like
  people, animals of a given species will have
  many variations in perception and cognitive
  abilities. One horse might be very intelligent
  at AWR 2,while another might be dumb as
  a post or just plain stubborn, and be treated
  as AWR 0. If it makes a difference for play
  and is appropriate for the creature in
  question, roll 1d10. On a ‘1’, the creature is
  dimmer than normal, and on a ‘10’ it is
  brighter than normal. All other results
  indicate average intelligence.
  Note that while an creatures may have a
  number 
  of 
  inherent 
  skills, 
  learned
  intelligence-based behaviors are limited by
  the animal's ability to reason. For instance,
  an 
  AWR 
  0 
  animal 
  cannot 
  have 
  a
  non- instinct AWR Primary skill at a level of
  more than 0, so it can't be trained at all
  except for avoidance behaviors.
  An AWR 1 animal can learn an AWR skill at
  a level of 1, and conceivably get a +1
  Secondary and    Tertiary skill, and an AWR
  2 animal could have a Primary skill of 2, and
  Secondary and   Tertiary skills of +1.
  Also note that while an animal can easily be
  trained to do things it does naturally, like
  attack, getting it to do so on command is an
  AWR skill for the animal, and getting it to do
  a sophisticated attack maneuver is even
  more complex (like training an attack dog to
  go after a person with a gun, but not the
  hostage the  person is holding).
  
  Animal HLT
  This represents the creature's endurance
  and healing ability.
  It is important to note that creatures in a
  given 
  environment 
  will 
  have 
  built-in
  protection against the normal temperature
  extremes in that environment and don't
  freeze to death because they forgot their
  coats.
  This will not be elaborated on in a creature
  description unless there is some specific
  reason to. Over the course of a seasonal
  variation disease or other effect that would
  decrease an animal's survival chances,
  simply assign a Difficulty to the weather,
  which the animals have to complete a HLT
  task against. Just use the average result to
  figure the culling effect.
  Example -The people of the plains hunt the
  wild aurochi for food and skins. We say the
  aurochi have a HLT of 6,and there is a
  terrible winter which the GM assigns a
  Difficulty of 8 to. This is a success chance
  of 7 or less, so about 70%of the aurochi
  survive the winter, the weak and frail being
  most of the casualties. Hunting will not be
  nearly as good for a few years.
  Animal WIL
  In a person, WIL represents force of
  personality, how strong-willed, dominant,
  etc. that person is, relating to other people
  .That's why the basic Difficulty for people is
  the other person's WIL+2. The strong-willed
  person might think a first encounter went
  well because they controlled it, while the
  other person might not feel so good,
  because they got railroaded.
  With creatures, it is a little different. WIL in
  a creature represents not its looks, or
  personality, but how governed it is by
  instinctive behaviors. The higher the WIL,
  the more ingrained its instincts, and the
  harder they are to bypass with training or
  skill. Try teaching a beaver to not chew
  wood, for instance.
  Creatures will have a dual WIL, like the dual
  AWR.
  The first number is their ability to withstand
  damage effects, like stuns and knockouts.
  Almost all creatures will have the Pain
  Tolerance ability. Nature is harsh, and the
  frail are the first to be weeded out.
  The second number is their “instincts ”, and
  is used for reaction rolls. A tough, very
  instinct-driven creature might have a WIL of
  7(10) for instance, while a tough but easily
  trained one might have a 7(4).
  Reaction rolls
  Creatures can have a “first reaction" to
  people. This is usually a close contact or
  surprise contact, but can be what the animal
  does if it sees you several hundred yards
  off. This is handled slightly different than
  reaction rolls for people and sentient
  animals, since communicating with animal
  in a social sense is not usually possible.
  Roll 1d10 vs. the creature's WIL. A result of
  equal or more than the WIL is a “good
  ”reaction. A “good ”reaction is one that is
  good for the person encountering it, and
  usually means the creature views you with
  curiosity, respect, fear, or indifference,
  whichever is best. Missing the roll by 1-2
  points is a “neutral ”reaction, and missing by
  3 or more is a “bad ” reaction, how bad
  depending on how much the roll was
  missed by. A “bad ”reaction is often bad for
  the person, and might result in predation,
  territorial or self defense behaviors by the
  creature.
  Usually, the higher than WIL, the more likely
  you get an instinctive reaction.
  For instance:
  Herbivores
  Run from large animals that approach
  Answer mating challenges (males)
  Protect the litter (females)
  
  Omnivores
  Protect the litter (females)
  Run from large animals that approach
  Make dominance or territorial challenges
  Carnivores
  Protect the litter (females)
  Chase prey
  Make dominance or territorial challenges
  Example - A great white shark has a WIL of
  10. This does not make it easy to get along
  with, since a roll of 1-7 is a “bad” reaction
  and a “neutral” or “good” reaction simply
  means it will ignore you...for now.
  In some cases, this natural instinct can be
  tempered by the person's WIL or their
  Psychology skill (a secondary skill in Animal
  Psychology is possible). For instance, if you
  surprise an animal and you know what it
  considers threat gestures, you may be able
  to scare it off. Or, if you know what it
  considers prey behavior, you can make
  sure not to do that. However, most animals
  have instinctive “fight or flight ”surprise
  behaviors that make this difficult. The
  Difficulty to do this is the creature's WIL, and
  success means that you can adjust the
  reaction roll by a category (Bad to Neutral,
  Neutral to Good).
  Note - Many of these behaviors are intense
  enough that you simply cannot get a chance
  to use any talents that make a good first
  impression. If the animal's initial reaction to
  seeing you is to flee in terror, even if you
  surprised it at close range, it will be out of
  sight by the time it slows down to see what
  it was that surprised it.
  Creatures with a high WIL are governed
  more by instinct, and are more likely to
  revert to their genetically programmed
  behavior in a stress situation (attack, flee,
  etc.), and are harder to train. Animals with a
  low WIL are more capable of using their
  limited AWR to make “intelligent ”decisions,
  and are more capable of being friendly,
  tractable or trainable.
  Each creature will have basic effects listed,
  for good (success), neutral (marginal
  failure) and bad (failed) reaction rolls.
  Animals should always have enough
  descriptive 
  information 
  that 
  you 
  can
  determine what its instinctive reaction to
  people will be in other situations.
  Animals that have been raised around
  people may keep their behaviors, but
  consider humans to be part of their
  environment, or possibly their social group.
  This is especially common with some
  domesticated animals, which will often have
  inconvenient behaviors “bred out” or
  reduced greatly..
  Example - Wild deer are likely to flee at a
  human's approach, but domestic cattle are
  not. However, you still don't want to wander
  into the bull's pasture (territory), since he
  may see it as a territorial challenge.
  Creature Attacks
  Creatures do not often have the luxury of
  modern medical care, and don't usually get
  second chances. A predator that suffers a
  crippling injury, even a recoverable one, is
  often a goner. Likewise a prey species that
  escapes, but only at the cost of a serious
  injury. Untold millennia of natural selection
  have tended to weed out unsafe levels of
  aggression and have inspired natural
  caution and self-preservation instincts.
  Naturally, most predatory creatures will fight
  to the death if cornered, since they have no
  other option and fighting is their stock and
  trade. Prey species in a similar situation
  may literally run themselves to death from
  exhaustion. But give either of them a way
  out of an unpleasant situation, and they'll
  take it. You have to be intelligent in order to
  die for a cause.
  
  Animals just cut and run. Very few animals
  will hang around a scene of combat after
  taking a significant injury, and significant
  usually means anything that will affect their
  immediate survival chances. If a lion gets an
  injured paw, and it gets infected, that minor
  wound could end up killing them.
  This is one reason for natural threat
  displays and some relatively non-violent
  challenge behaviors. In the case of mating
  challenges, the challenge may not kill a
  potential rival, but if you are able to drive
  them off with zero risk of injury, it is worth it.
  Of course, if the non-violent means does not
  work, then yes, serious injury or death can
  be a result for the loser of the challenge,
  and even sometimes the winner. Mating
  rights are one of the few things that animals
  will voluntarily get themselves mangled for.
  Attack types
  Animals will almost always use their own
  STR and a natural weapon to inflict
  damage, either on prey or in self-defense. If
  you are applying different types of attacks
  for purposes of penetrating armor, use the
  following notes:
  Some attacks may not do a lot of damage,
  but note that many of them would be
  considered armor piercing or have special
  effects that make them deadlier. For
  instance, a trampling attack would be
  considered armor piercing vs. flexible armor
  of any kind, while a concussing attack or tail
  thrash would ignore the blunt trauma part of
  an armor, just like a punch or kick would.
  Likewise, even teeth that aren't needle
  sharp would be considered fangs if their
  puncturing or tearing ability is how the
  creature kills things. Take this into account
  when using creatures as antagonists
  against characters.
  In the real world, animals don't usually
  waste valuable energy harassing things
  they don't want to eat or get away from.
  A poisonous snake would rather leave or
  frighten you away than bite you, because it
  can't eat you. While the bite might be fatal
  to you, it would also deplete the poison sacs
  of the snake, making it more vulnerable
  should it encounter something else with ill
  intent.
  
  For this reason, most wild animal reactions
  tend to be towards leaving the area or
  frightening you off. The major exception to
  this is for any animal with young that is
  protective of them. In this case, your
  presence alone may be threat enough to
  generate a bad reaction, with hostility
  continuing until you are no longer a threat,
  or are chased far enough from the young
  that the parent doesn't want to pursue the
  matter. Even less intelligent creatures like
  alligators 
  can 
  exhibit 
  this 
  behavior,
  sometimes in entire family groups.
  Another aspect of animal attacks is the
  theory 
  that 
  animals, 
  being 
  used 
  to
  four-legged prey, automatically associate
  height with body size or length, and a face
  with the front of the animal. So, if that
  leopard stumbles across you while you are
  tying your shoes, it makes the unconscious
  calculation “hmmm...about a meter high at
  the shoulders, makes him about 2 meters
  long. Yeah, I can take him." Then, when you
  stand up, the equation radically changes. In
  the leopard's eyes, you suddenly become
  twice as high (and thus twice as long and
  eight times as massive!). Whoa!. Deciding
  not to tangle with you, it slinks back into the
  brush, and you go on your way, unmolested
  and oblivious to the fate you just escaped.
  A result of this is that attacks by larger
  predators are likely to be made when you
  appear the smallest and have your back
  turned. Which makes a lot of sense in that it
  also reduces the predator's vulnerability to
  counter-attacks.
  Attack mentality
  Most carnivores have evolved a hunting
  style appropriate for their anatomy, climate,
  terrain and so on. Rather than list these
  styles with each particular creature, a short
  list of common tactics follows. The   creature
  description will indicate which style to use if
  a character happens to be on the wrong end
  of the menu some day.
  Stalking
  This tactic is usually followed by lone
  predators, either vs. a lone prey animal, or
  a particular member of a herd. The predator
  uses as much stealth as possible, hopefully
  getting within strike range. If not, a chase
  sometimes ensues, depending on the
  predator's estimation of its own chances.
  Sometimes, predators may act in concert.
  One will stalk prey in such as way as to
  drive it to where another predator is waiting,
  and they share in any successful kill.
  Game effects - The creature will use
  available 
  concealment 
  and/or 
  natural
  Stealth skill to get as close to the prey as
  possible. This stealth task is usually a
  Difficulty of the prey's AWR -2 at 1-4m,
  AWR -3 at 5-16m and AWR -4 at 17-36m.
  The stalker gets to apply a penalty to the
  observer's AWR (see below) of the amount
  the task was made by (1 if a rolled or
  marginal success). The observer gets an
  AWR task each time the stalker decreases
  the Difficulty of being spotted. Without
  terrain or circumstantial modifiers, this
  Difficulty is 2 at 1-4m, 3 at 5-16m, 4 at
  17-36m and 5 at 37-64m. At some point, the
  predator will either get within strike range, or
  the prey will notice they are being stalked
  and head for the hills.
  Creature Attack Types
  Attack
  Damage Type
  Bite
  STR/4(n)
  Puncturing combi damage
  Fang
  STR/4(n)
  Puncturing lethal damage
  Claw
  STR/4(n)
  Cutting combi damage
  Talon
  STR/4(n)
  Puncturing lethal damage
  Horn
  STR/4(n)
  Puncturing lethal damage
  Kick
  STR/3(n)
  Blunt combi damage
  Trample
  STR/2(n)
  Blunt combination dam-
  age
  Tail Thrash
  STR/4(n)
  Blunt non-lethal damage
  Concuss
  STR/4(n)
  Blunt non-lethal damage
  Constrict
  STR/3(n)
  Blunt combi damage
  
  To make things  simple, a creatures Stealth
  skill will reflect any natural camouflage.
  A 
  strike 
  is 
  considered 
  to 
  be 
  a
  movement/melee combination attack with
  an extra movement penalty based on the
  hexes moved.
  The prey gets +2 base   defense for an
  attack combination move of 1 hex, +3 for
  2-4 hexes, and +4 for 5-9 hexes (square
  root of movement (u), +1 for combination
  move, as per page 58 and 60 in the CORPS
  2nd Edition rulebook). If a chase ensues,
  both predator and prey are moving. The
  actual attack type will depend on the animal,
  but would typically be a paw/claw/talon
  strike or a bite, or possibly a lethal grab with
  fangs or claws or a  straight   knockdown
  attempt followed by a strike or grab.
  Coup de grace
  Most predators try to finish off prey as fast
  as possible, if only to keep the prey from
  escaping or injuring the predator. Usually,
  this is a powerful bite to the neck or the
  brain, usually from the back.
  Game effects - In game terms this is
  handled as a lethal called shot or “gathering
  ki ”(CORPS 2nd Edition Rulebook page 60).
   That is, the animal will sacrifice some of it’s
  skill to get a higher effective STR, which
  increases the damage it does, and being a
  called shot there are additional effects
  based upon where the attack is aimed (see
  earlier in this book).
  Once the prey is pinned or knocked down,
  it’s ability to dodge is reduced and the
  predator “goes for the kill”. Animals with
  limited strength or attacks may instead
  crush the throat of their prey, holding it
  down and slowly strangling it. Treat this as
  an eventually fatal result on the animal,
  since it is taking lethal damage rather than
  just suffocating.
  A small animal in fear for its life may also
  sacrifice skill for STR,     especially after it
  already has its tiny teeth sunk into your
  hand (the author once   suffered a cat bite
  that got infected quickly enough to  almost
  be an “eventually fatal ” result).
  Pack attack
  In pack-oriented predators, some members
  will get on all sides of the prey. Those most
  out of reach of horns and hooves will try to
  hamstring the prey (lethal attacks to the
  legs), and once the animal is unable to
  stand, everyone dives in and goes for what
  they can. Some of these will undoubtedly be
  attacks to the throat. If the pack is hunting a
  herd species, some of the pack may try to
  channel the herd, or separate a victim from
  the herd, this will usually be a slower,
  weaker individual like a very old or very
  young animal. While a mother will defend
  her young, once the youngling is crippled,
  the mother usually realizes the futility of
  further defense and goes back to the herd.
  Game effects - Fairly simple. A large
  number of attackers can find a way to get
  some members in the worst arc for a
  defender, and a large number of attackers
  can overwhelm the possible number of
  blocks or parries available.
  This leaves dodging as the only viable op-
  tion, which suits the attackers just fine, as it
  reduces their  chances of getting hurt. Even
  if the defender is able to damage some of
  the attacking pack members, the damage is
  spread over several individuals, while all the
  damage the attackers do will be applied to
  one defender.
  A pack is willing to accept losses based on
  species. Some might give up after losing a
  small percentage or a key individual like the
  pack leader, while others don't care and will
  continue attacking so long as a single
  individual remains. The GM will often have
  to make the call, as it depends on many
  environmental factors, such as how hungry
  they are at the moment.
  
  Swarm attack
  This is a specialized case of a pack attack,
  where the number of attackers is so great
  that any form of normal defense is futile. A
  swarm of bees or school of piranha is an
  example. The chance of success for any
  given individual in the swarm is small, but
  the total number of attacks is large enough
  that some will always get through.
  Game effects - A swarm's chance to hit
  successfully is independent of the melee
  skill of the defender, and is only modified by
  circumstance.
  For instance, the number of bee stings
  might be reduced if you were running as
  opposed to standing. A swarm will have a
  base number of hits in a turn, with an effect
  for each hit or cumulative number of hits.
  This number of hits is only modified by the
  ability of the target to get out of the way or
  reduce the swarm's  effectiveness.
  Count any increase in Difficulty as a de-
  creased number of hits, so if a target does
  something that would give +1 Difficulty to
  the swarm  attack, the swarm gets 1 less hit
  that round.
  Swarms are almost always small creatures,
  and their weakness is area effect attacks.
  Anything that can fill an area will damage all
  members of the swarm equally, while only
  damaging the much larger victim a small
  amount. In a fantasy campaign, a swarm of
  killer wasps could be taken out with a very
  small fireball that would only singe a
  character's hair.
  Lurking
  In this case, the predator simply finds a
  likely spot and waits for the prey to
  approach close enough to claw, grab or
  bite. This is especially popular with well
  camouflaged predators like the angler fish,
  which lures fish to right in front of its mouth
  before sucking them in.
  Game effects - Like stalkers, lurkers use
  camouflage and stealth to make themselves
  hard to spot, but in this case, the prey is
  moving while the predator is stationary.
  Usually, the predator only strikes if within it’s
  basic movement range, and does not
  engage in a chase.
  Eat them all, let God sort them out
  This tactic is used only by the most feared
  and unopposed predators. The predator
  simply moves through its range and eats
  anything slow or unwary enough to be in the
  way. The more intelligent the predator, the
  more likely that it will be picky about what it
  eats or where it hunts. For instance, orcas
  may have a preference for sea lions, but
  great white sharks may go for a license
  plate on a rusty meat hook.
  Game notes - This type of predator usually
  attacks via a short chase followed by an
  incapacitating attack and a coup de grace.
  If you happen to be near where it is, it will
  likely move towards you, but if the first few
  attacks fail, it may just decide to move on.
  
  Defense mentality
  Herbivores, small omnivores and anything
  else worried about being eaten will have
  evolved some kind of defense against this
  fate. In the case of humans, we got
  intelligence, which told us to work in groups
  and start carrying big pointed sticks for
  protection. Everyone else had to make do
  with other defenses, a few of which are
  below.
  Run like Hell
  The most common prey species defense.
  The idea is to either out-run the pursuer, or
  make it to a place of refuge where the
  predator cannot follow. Even if the predator
  is faster, the predator will often have more
  difficulty in trying to simultaneously make an
  attack and move at full speed. In any stable
  environment, predators and prey will be
  fairly well matched in hunting and escaping
  ability.
  Game effects - If the prey can accelerate
  faster and outrun the predator, it usually
  gets away. The faster it can move, the
  harder it is to hit, either with ranged or melee
  attacks. If the prey can't run fast enough, it
  may try to out corner its pursuer using the
  turning rules on page 44 of the CORPS 2nd
  Edition Rulebook. If equally matched, many
  predators have sacrificed endurance for
  strength, and the prey may simply be able
  to outlast the predator in a prolonged chase,
  in which case the predator will give up about
  the time it loses HLT from running and the
  prey doesn't. We've all seen this on nature
  shows where the faster cheetah runs out of
  steam before the slightly slower gazelle.
  Freeze
  This is often a prelude to the Run like Hell
  tactic. The prey animal becomes motionless
  and blends in with its surroundings, hoping
  that the predator passes them by. Of
  course, this works best if the prey detects
  the predator first.
  Game effects - This is a test of the
  predator's AWR versus the Stealth skill of
  the prey, with modifiers for range, cover,
  etc. (see Attack Mentality). The prey will
  usually stay put until it fails an instinctive
  WIL task vs. the Difficulty for range or is
  being pounced upon, at which point it loses
  its nerve and heads for the hills.
  Safety in numbers
  This isn't really a defense, just a statistical
  dodge. A lone prey creature has a 100%
  chance of being selected by a passing
  predator. A prey creature with 99 of its fel-
  lows has only a 1% chance of being select-
  ed. As long as you stay with the herd, your
  chances of survival are increased.
  Game effects - None, really. It just means
  that instead of Zeo the Zebra having to
  outrun a lion, Zeo really just needs to outrun
  any zebra that's closer to the lion than he is.
  Chew on this!
  This is an uncommon defense used by
  some herd animals, notably musk oxen. If
  there is a threat to the herd, the animals
  form a circle, with the stronger individuals
  facing outwards, becoming a wall of horns
  and hooves that predators cannot flank. The
  younger and weaker members of the herd
  stay on the inside of this circle, protected by
  the outer ring, and able to trample anything
  that gets inside. In the case of musk oxen,
  there is actually evidence that humans can
  be accepted as part of a herd, which
  apparently scared the hell out of some
  researcher when a group of bulls charged
  him, only to form a protective circle at the
  last moment in response to a perceived
  threat.
  
  Game effects - If successful, any  predator
  must make an attack vs. the best
  defended arc and natural  weaponry of the
  largest members of the herd. Quite useful if
  you can pull it off.
  Forget about it
  The prey is only prey to a very limited
  subset of predators, and can simply ignore
  everything else. This is usually because of
  the size of the creature (elephants), but it
  might have some built-in defense that
  makes it unpalatable to most potential
  attackers (like a porcupine's spines or a
  skunk's spray). These particular animals
  are very vulnerable to changes in the
  predatory environment, since they are slow
  to  realize their vulnerability. For instance, a
  predator immune to chemical sprays would
  quickly gobble up skunks who are used to
  walking around unmolested by anyone.
  Game effects - Usually, this will trigger
  instinctive reactions in the predator (unless
  the predator is much hungrier than normal),
  and the predator simply goes elsewhere. If
  the avoidance is a learned behavior, one or
  two unpleasant encounters may help
  protect all other members of that species in
  future 
  encounters. 
  Some 
  vulnerable
  species take advantage of this by mimicking
  a dangerous species and thus freeloading
  on its advantages without actually having
  the defense in question. A harmless snake
  that looks like a poisonous one would be an
  example.
  I'm big, I'm bad, Don't mess with me!
  The prey has some kind of built-in bluffing
  ability that sometimes works, making the
  creature appear larger or more formidable
  than it actually is. A cat arching its back,
  turning sideways and fluffing out is a good
  example of a small carnivore using this
  tactic.
  Another example would be some species of
  tropical fish with a large dark blotch towards
  the rear of their body. In some cases, a
  predator might mistake this for the eye of
  what would have to be a much larger fish,
  and thus not an appropriate prey.
  Game effects - Consider this to be a use of
  the predator's cognitive AWR vs. the prey's
  instinctive WIL. If the predator fails in this
  task, it’s WIL is reduced by the amount
  failed by for that encounter's reaction roll,
  because it thinks the prey is actually more
  of a threat than it looks. This makes it more
  likely that it will not attack. Against people,
  most of these bluffs fail as we're reasonably
  perceptive and intelligent. However, against
  a potential predator with a cognitive AWR of
  1-2, it can be very effective. Adjust the
  predator's WIL by any situational modifiers
  that would be a stronger instinctive drive,
  such as overwhelming hunger, protecting
  young, etc.
  
  Habitat
  Most creature habitats can be defined in
  terms of temperature, rainfall and terrain.
  Aquatic creatures are usually defined in
  terms of temperature and salinity (fresh or
  salt water). Each creature will have a short
  description of its preferred habitat, with any
  special habitat notes within the descriptive
  text.
  Temperature
  Arctic - Creature prefers temperatures of
  5°C or less and can survive these  kinds of
  temperatures year-round. It may not be able
  to survive in equatorial temperatures.
  Temperate - Creature prefers temperatures
  in the 6°-25°C range, although it can usually
  tolerate higher or lower temperatures on a
  seasonal basis.
  Tropical - Creature prefers temperatures of
  around  25°C with little seasonal variation,
  although it may be adapted to survive cold
  temperatures for limited periods.
  Equatorial - Creature prefers temperatures
  in the 25°C and up range, and often cannot
  survive even limited exposure to cold
  temperatures.
  Terrain
  Plains - Any type of flat, unbroken terrain.
  Forests - Any type of wooded or overgrown
  area. May range from large areas of heavy
  brush to open forest.
  Mountains - Hilly, mountainous or rugged
  terrain that can be used for concealment or
  defensive advantage.
  Swamps - Marshy terrain with slow-moving
  or stagnant water, with or without trees.
  Coastal - The creature lives near the
  land/water interface, such as lake, river or
  ocean shores.
  Rainfall
  Dry - The area gets so little rainfall that it
  would be considered arid or a desert.
  Average - The area gets enough rainfall to
  support most types of agriculture, although
  there may be seasons significantly wetter or
  drier than average.
  Wet - The area gets significantly more
  rainfall than average.
  A creature will usually have its habitat  de-
  scribed in terms of these three       catego-
  ries. If a creature has no preference or is
  found over a wide range, then the category
  will be omitted, and if it has a limited prefer-
  ence, then this will be listed.
  Example - A penguin is a Dry Arctic Coastal
  Plains creature (most Antarctic areas don't
  actually get that much precipitation, and
  some areas are among the driest in the
  world).
  Note, the addition of Coastal to the habitat
  description. Since penguins swim and eat
  fish, being near the ocean is a required part
  of their habitat.
  
  Example - Lions, cheetahs, hyenas and
  wildebeests are Average Tropical to Equa-
  torial Plains creatures.
  Generic life cycles
  Most of the time, characters will be dealing
  with adult specimens of a creature, and the
  actual cycle of how it was born and raised is
  insignificant to the context of the adventure.
  However, just because you might need to
  know...
  You're on your own, kid
  The parents (mother and father) have no
  interest in their offspring after mating is
  complete. Once born, hatched or whatever,
  the young are completely on their own, with
  nothing more than a small reserve of
  nutrients like fat or a yolk sac to tide them
  over until their first meal. Either the young
  are extremely capable right out of the gate
  (like young sharks), or they are hatched in
  such quantity that if even only a few percent
  survive to breeding age, it is still more than
  enough (like fish and sea turtles).
  Mommy's here, but you better learn
  quick!
  Usually only the mother has an interest in
  the offspring, and she provides only limited
  protection. The young are often expected to
  be mobile within minutes after birth. The
  mother provides food and some protection,
  but behaviors are mostly instinctual rather
  than taught, and she will abandon the young
  if necessary, but not without a fight first.
  Typically the number of offspring is fairly
  low, since the mother and sometimes the
  father are providing all the food for the
  young. The young mature fairly quickly, and
  soon are fending for themselves, at which
  point the parents lose any sense of
  responsibility  towards them. Wildebeests
  are a typical example.
  Don't worry, we'll take care of you
  The mother and occasionally the father
  have an interest in the rearing of the
  offspring, which again are limited in number.
  The rearing period may be a significant
  fraction of the creature's lifespan, so good
  care of the offspring is required for
  continuation of the species. Protective
  instincts are strong, and attacks on territory
  intruders are likely. While some behaviors
  are instinctual, others may require training
  or encouragement by the parents if the
  offspring are to be successful adults. Lions,
  bears, and dolphins are typical examples.
  The price of flexibility
  The mother and sometimes the father must
  make an intensive effort for a significant
  fraction of their lifespan to insure that their
  offspring survive. They are usually born
  without any of the skills or abilities needed
  to survive on their own, and must be taught
  everything that is not instinctual. This
  category is usually reserved for creatures of
  human or near-human intelligence, where
  instinct has mostly given way to flexible
  programming. Without the normal and
  proper  socializing influences at an early
  age, the offspring will not be able to fit in
  with others of their kind.
  Food and leather
  The GM will be the ultimate arbiter of how
  edible a creature is, or how good it tastes,
  keeping in mind that edibility is a matter of
  culture for intelligent species, and necessity
  for everyone else. Maybe you don't think
  that squid tentacles, snails, or eel tongues
  are delicacies, but odds are that someone
  does. Most natural creatures are edible,
  even if one culture or another finds it
  repulsive, distasteful or “unclean”. In theory,
  everything except the hide and bones are
  edible. In practice, the only things usually
  eaten by people are muscle tissue, fat and
  select internal organs.
  
  Assume that half of an average (50-100kg)
  creature's mass is edible tissue. About half
  of this is “good” cuts of meat, and half of that
  will be “prime” cuts. Of the remaining half of
  the carcass, assume half is skeleton, a
  quarter is offal, and a quarter is any usable
  hide. 
  On 
  larger 
  creatures, 
  the 
  hide
  percentage will be lower because of the
  altered ratio between volume and surface
  area.
  Example - If you bag a 60kg antelope, you
  get about 30kg of meat, of which 7.5kg is
  good cuts of meat, and 7.5kg is prime cuts.
  The bones account for 15kg (less when
  dried), the hide will be 7.5kg (ditto) and
  unusable bits are also 7.5kg.
  Remember that the cuts that are considered
  good or prime are cultural, but usually have
  some better flavor or texture in addition to
  any symbolic significance.
  If possible to preserve the hide of a
  creature, it can be made into garments or
  armor with an AV equal to that the creature
  had while alive. This number must be split
  between the soak value and blunt trauma
  values of the armor, and it can't be any more
  flexible than what the creature had while
  alive.
  Most animals will have a smaller area of
  their bodies that is slightly better protected
  or has a thicker hide. This represents about
  10% of the total hide, but has a tanned AV
  of 1 point higher. The normal low-tech
  preparing and tanning of a hide is a
  Difficulty 4 task and takes at least 2 weeks
  (depending on tanning method),and this
  time cannot be reduced by skill.
  Example - Our antelope had an armor of 0/1
  while alive, so it’s hide could be tanned into
  a soft and pliable 0/1 armor or clothing, or a
  more rigid 1/0 armor. The toughest skin on
  the back is a small portion of the total hide,
  but it could be made into a 0/2,1/1 or 2/0
  armor.
  Note - While the bestiary lists creature
  armor in the standard x/y format, it's
  probably easier to just add the two numbers
  together for most game purposes. So, a
  creature listed as having an AV of 1/1 can
  be considered to have an AV of 2 rather
  than figuring out amounts of lethal and
  non-lethal damage.
  To fully cover a person in armor requires
  about 1 square meter of material. For
  CORPS terms, a 100kg creature can
  provide this much material if properly
  prepared. Each time you quadruple the
  mass of the creature, you double the
  amount of armor it can provide, and each
  time you halve the mass, you halve it.
  Armor for the full torso is about a quarter the
  mass of a full set, as is either armor for both
  legs or both arms and the head.
  Example - If a 100kg creature can provide a
  person with a full set of armor, then a 400kg
  creature can provide two sets, and a 25kg
  creature can provide a quarter of a set.
  This assumes every square centimeter of
  hide is used in the most efficient way
  possible. Normal waste and unwillingness
  to patch scraps and tiny pieces together
  often means that small creatures provide
  less useful hide than expected, and if only
  the best parts of a hide are used, only about
  10% of the maximum amount is available
  per creature.
  Creature
  Mass
  Full
  Armor
  Half
  Armor
  Quarter
  Armor
  25kg
  0
  0
  1
  50kg
  0
  1
  0
  100kg
  1
  0
  0
  200kg
  1
  1
  0
  400kg
  2
  0
  0
  800kg
  2
  1
  1
  1600kg
  4
  0
  0
  3200kg
  5
  1
  1
  6400kg
  8
  0
  0
  12800kg
  11
  0
  1
  
  Metabolism
  Creatures will need to eat and drink an
  amount appropriate for their metabolism,
  mass and biosphere.
  A general figure is 2% of body mass per day
  in food, and 2% of body mass per day in
  water. Modify this as below:
  Typical animal communications
  These can be vocal or body language,
  usually perceptible by humans, combined
  with other cues that may not, like
  pheromones. Not all animals express all of
  these, and it is largely dependent on the
  brainpower of the animal. Less intelligent
  creatures like reptiles will have a smaller set
  of communications than more intelligent
  ones like horses.
  Typical communications
    Affection
   Anger
   Attention
   Contentment
   Curiosity
   Dominance challenge
   Excitement
   Fear
   General agitation
   I want something
   Non-threatening acknowledgement of
   
  presence
   Possession/territory marking
   Query?
   Sorrow/concern/worry
   Submission
   Threat gesture
   Warning!
  The meanings of the symbols used on the
  above are explained here:
  Situation
  Food Water
  Cold-blooded creature
  x0.5
  x0.5
  Warm-blooded creature
  x1
  x1
  High metabolic rate
  x2
  x2
  Medium metabolic rate
  x1
  x1
  Low metabolic rate
  x0.5
  x0.5
  High quality food (meat)
  x0.5
  n/a
  Average quality food (grain) x1
  n/a
  Low quality food (pasturage)x2
  n/a
  Arctic environment
  x2
  x1
  Temperate environment
  x1
  x1
  Tropical/equatorial
  environment
  x1
  x2
  Resting
  x0.5
  x0.5
  Very active
  x2
  x2
  Example - A 500kg horse in open pasture
  will need a base of 500kg x 2% = 10kg of
  food per day, x2.0 for low quality food, for a
  total grazing of 20kg per day, along with
  about 10kg of water for a day without work
  or high temperatures.
  
  within its social group
  Anyone who has ever had a pet dog or cat
  will recognize most of these. If playing a
  game where magical communication with
  animals is possible, you can seldom speak
  in terms of words, but have to communicate
  with the animal in terms it can understand.
  Combined with images and naturally
  occurring behaviors, this can be used to
  generate or communicate complex actions.
  Example - If “speaking” with a bear, you
  might 
  open 
  with 
  a 
  non-threatening
  acknowledgement. If you wanted the bear
  to attack someone, a mental image of a
  particular person combined with Warning!
  and an image of that bear's cubs might
  convey the idea that this person is
  inherently dangerous to the cubs, and
  should be attacked on sight. However, the
  idea of pre-emptively hunting down such a
  person is alien to the bear, and probably
  wouldn't 
  work. 
  On 
  the 
  other 
  hand,
  describing a person as good prey for a tiger,
  combined with a mental picture of the
  person's location (within the tiger's territory),
  might do the trick.
  In addition to the many normal modes of
  communication (for the animal, anyway),
  many creatures will also respond to actions
  that 
  trigger 
  genetic 
  psychological
  limitations.
  For instance, the scent of predators will
  agitate herbivores. Animals might fear fire,
  water or heights, to name a few others. The
  level of the Psych Lim will vary with species,
  but 
  the 
  level 
  will 
  help 
  or 
  hinder
  communications that interact with it. For
  instance, if talking to the aforementioned
  bear, conjuring up the image of an
  approaching forest fire might make it more
  inclined to flee. Knowing what items trigger
  what reaction is a skill roll for the person
  trying to get the response.
  Training a creature
  There are two types of training a creature
  can get: avoidance training, and command
  training. 
  Animals 
  that 
  haven't 
  been
  conditioned and broken to tolerate humans
  can only be given avoidance training, and
  permanently dim animals (cognitive AWR of
  0) can only be given avoidance training.
  Avoidance training
  This is the type training you give a wild or
  domestic animal to make it not do
  something. In not doing this, it may actually
  do something you want, but this is purely
  coincidental.
  Example - A wild predator will avoid an
  electric fence after it gets zapped a few
  times. 
  The 
  fact 
  that 
  it 
  restricts 
  its
  hunting/feeding range to the area between
  the fences is just a side effect.
  Learning an avoidance behavior is a
  Difficulty 10 task, rolled with the creature's
  cognitive AWR + (10 -instinctive WIL), plus
  a number from 1 to 5 that represents how
  nasty the stimulus is that it learns to avoid.
  The smarter and more deliberate the animal
  is, the quicker it is to learn. One which tends
  to be aggressive or prone to flight will run
  into the negative stimulus more often, and
  take longer for the penalties to sink in. The
  creature gets a roll after each encounter
  with the stimulus, an encounter being a
  single instance or closely spaced series of
  contacts with the negative stimulus.
  Example - Razorback Mudstompers have a
  cognitive AWR of 0 and a WIL of 8. They’re
  mean, ill-tempered and very stupid critters,
  so swamp dwellers routinely surround their
  homes with electrified razor wire to
  discourage mudstompers from coming in
  and eating the cement pilings their houses
  are built on.
  
  Each mudstomper that gets hunger pangs
  for some cured Portland cement has to
  complete a Difficulty 10 WIL task with a total
  skill of 0 + (10 - 8) = 2 to get the idea into its
  skull that it is just not worth the effort. We'll
  say the razor sharp wire and electrical jolt
  adds 3 to their skill, making it a 5 vs. a
  Difficulty of 10. Once they learn to avoid the
  fence, which could take weeks, they will
  skirt it, only occasionally forgetting about
  the bloodied nose they got last time they
  tried.
  Once learned, an avoidance behavior stays
  there as long as the negative stimulus
  persists. Once it is removed, the avoidance
  behavior 
  can 
  be 
  unlearned 
  through
  accidental exposure to the non-stimulus
  (like an inactive electric fence). This is a
  Difficulty 10 task, rolled on with the
  creature's instinctive WIL - cognitive AWR.
  Dumb, stubborn creatures are more likely to
  bang into the avoidance stimulus more
  often, while more intelligent and low WIL
  creatures know to avoid the fence entirely
  and may not realize for months that it has
  been turned off or removed. Once the
  behavior is unlearned, it is as though it were
  never there as far as influencing the
  creature's behavior goes. If it is reinstated at
  a later date, it must still be relearned, but
  you double the stimulus modifier because
  the creature will remember quicker.
  Command training
  This requires a creature that will accept a
  human presence and will subordinate its will
  to the human enough to accept negative
  reinforcement on occasion (bad dog!). For
  large creatures this almost requires that it
  be raised from an early age by humans, not
  only to be socialized to them, but to
  condition its behavior while it is still small
  enough to controlled when it misbehaves
  (bad elephant!).
  Breaking a wild animal is a test of wills. In
  any given session of training where a
  handler attempts to subordinate the animal,
  the handler must complete a WIL or animal
  training task vs. the animal's instinctive WIL
  + another stat. In general, the other stat is
  one that the animal can use to an
  advantage over the handler in, usually STR
  or AGL. A horse might use STR, while a
  small monkey might use AGL. If successful,
  the animal is broken for that session, and
  takes a cumulative 1 point penalty on further
  sessions to break it's WIL.
  Once the adjusted WIL + attribute number
  is less than the WIL or training skill of the
  handler, actual training can commence, but
  only with an individual whose skill or stats
  are that high.
  Example - If the animal is only partially
  broken, say to an effective WIL + STR of 6,
  the animal will still be counted as wild and
  unbroken to anyone whose WIL or animal
  training or handling skill is 6 or less, since
  the animal senses it can exert dominance in
  that situation. A warrior may be able to
  control a warhorse, but the groom may not.
  Assume each training session takes at least
  an hour, and acclimatizing the animal to
  human presence can be done on a more or
  less constant basis.
  
  Once the animal is subordinate to a handler,
  actual training can begin. This takes as
  much time as it would for a person to learn
  the appropriate skill, so the handler has to
  spend that much time in the training process
  (which counts towards their “animal trainer”
  skill). The animal cannot gain effective train-
  ing time at a rate faster than twice its AWR
  in hours per day (with a minimum of 1).
  Even if all of the skills involved are instinctu-
  al or are AGL-based, you are trying to train
  the animal to use them on your command,
  or in a way that requires semi-intelligent
  use. It can still undergo additional strength
  or   endurance training, however.
  Example - An AWR1 horse can put time
  towards learning skills at the rate of 2 hours
  per day, if using the training times listed in
  the CORPS rules. It may require more than
  2 hours per day to get the point across to
  the animal, but the rate of skill increase is
  based on a maximum of 2 hours per day.
  Remember that about 25 hours in a 3 month
  period is 1SP, 50 hours is 2SP, 100 hours is
  3SP and 200 hours is 4SP (CORPS 2nd
  Edition rules p.124).
  Giving commands to a trained animal
  requires that you know what they are, and
  would be a skill appropriate to the animal in
  question (equestrian for horses), with a
  base task Difficulty of 4. If you have the
  animal handling skill but do not know the
  commands as part of that training, you must
  get a +1 Secondary skill to use it correctly.
  For 
  the 
  animal 
  to 
  understand 
  the
  commands is also a Difficulty 4 task, based
  on its level of skill in the training. Its actual
  use of the ability you are commanding may
  be a separate AGL skill.
  Example - You have an equestrian skill of 4,
  and are familiar with the subtle commands
  given to a dressage-trained horse. At this
  skill level, you will  automatically succeed
  with your commands, unless there are
  modifiers to the Difficulty from  other
  circumstances. The horse is very well
  trained, and has a defined Primary skill in
  "understanding dressage commands" of 2,
  with a +1   Secondary skill in each particular
  command, so it has a skill of 3 vs. a
  Difficulty of 4, for an almost certain success.
  With a particular rider it might have a +1
  Tertiary 
  skill 
  in 
  understanding 
  their
  commands, for almost perfect performance.
  Note that with a   cognitive AWR of 2, a total
  skill of 4 is as high as a horse can get on
  these skills. Its actual ability to do a
  complicated maneuver will be an AGL skill,
  which it would have to train in separately,
  but they could be Secondary skills to its
  natural abilities.
  Using creatures in adventures
  The purpose of the CORPS Bestiary is to
  provide rules for using creatures as part of
  your adventures. But, how do you make
  creatures a focus or major part of an
  adventure? First, creatures as an adventure
  tool are not limited to medieval or fantasy
  settings. Look how many modern horror or
  science-fiction shows and movies have
  “monsters ”as an occasional plot device. An
  ordinary creature with an extraordinary
  ability, or a normal creature grown to
  unnatural size can be a challenge to the
  unprepared. Try these ideas on for size:
  
  Characters go looking for creature
  In a fantasy game, a mythical creature may
  be useful in a magical sense, in that its body
  parts may have mystical significance, and it
  may be a necessary component for certain
  alchemical preparations. If this has gone on
  for any length of time, the creature may be
  hard to find, wary of man, or both. On the
  way, characters can encounter others in
  search of the same thing, people who wish
  to protect the creature from this fate, or get
  caught up in local intrigues in the region
  where the creature is known to live. Of
  course, if they are successful, they have to
  get the appropriate parts back to wherever
  they came from. Success could bring
  financial rewards, allow a character to
  complete a goal, or make friends or
  enemies in high places, depending on how
  important the creature is and what it was
  used for.
  It might also be something as simple as a
  reward being offered for the creature.
  Characters low on funds might decide the
  bounty offered for the “wilde beeste” which
  has been mangling the local cattle is a quick
  way to get some cash. Success might bring
  some money and local fame, while disaster
  could be an embarrassment later in life,
  provided you survive that long.
  On an individual level, characters may have
  to quest after a creature as part of a ritual or
  test, usually without any advanced tools that
  a culture might have.
  As a group, characters could be on a hunt,
  where the object is a test of skill and will
  rather than technology.
  Even characters in a science-fiction world
  might have an opportunity to go hunting wild
  boar, while unarmored and equipped only
  with a spear.
  Successful completion of any of these tests
  or rituals might be a requirement for joining
  certain groups or social circles, and would
  be considered points towards a Contact
  within that group.
  Creature goes looking for characters
  A less common thread, and mostly suitable
  for wilderness adventures, though there are
  certain creatures and plots that would work
  in an urban setting. For some reason, the
  creature has it in for the characters in a
  persistent way, and pursues them with a
  cunning beyond normal members of its
  species. This could either be a very
  intelligent animal, or one with a degree of
  sentience (the ordinary creature with an
  extraordinary ability). In a wilderness
  adventure, such a creature might be one
  whose mate the characters killed, or which
  has developed a taste for human flesh and
  the characters happen to be the ”only game
  in town”. Typically, the creature will apply its
  strengths and skills against the characters
  weaknesses whenever possible.
  An example would be attacking NPC's
  during the night, destroying or damaging
  vital equipment, running off with food
  supplies, etc. Remember that none of these
  actions 
  are 
  necessarily 
  directed 
  by
  intelligence. That radio transmitter the
  characters were relying on happened to be
  carried by the person whose scent was
  strongest on the carcass of the slain mate,
  and thus was an object for the survivor's
  wrath.
  The NPC that vanished during the night was
  just a convenient meal who stepped outside
  the firelight to answer the call of nature. In
  an urban setting, it would require some sort
  of creature that could move among people
  without being noticed, either through some
  paranormal ability, or by using infrequently
  traveled routes, like underground sewers,
  air ducts, etc.
  
  The final confrontation with the creature is
  likely to be a one-on-one encounter, at least
  to begin with, as the creature is too cunning
  to attack a prepared group. Success in an
  adventure like this simply means the
  characters get to keep body and soul
  together, and gain a new appreciation for
  the abilities of “dumb animals”.
  Creatures as environmental hazard
  This would have been known in an earlier
  era as the “wandering monster” problem.
  Specifically, should the characters be
  traveling through an area native to a nasty
  creature, and other people haven't gotten
  tired enough of the things to wipe them out,
  then the characters may encounter them. Of
  course, they could be nasty enough that the
  reason the area remains a wilderness is
  because of them, or that no-one would want
  to live there anyway.
  Characters usually have the ability to
  dispatch such creatures, but the creatures
  can still do damage on the way out.
  Even if your trip through the Great Dismal
  Swamp of Suffolk is punctuated by nothing
  worse 
  than 
  razorback 
  mudstompers
  chewing up your oars, eventually you will
  run out of oars, and then they'll start
  chewing on your boats.
  Lesser vermin have more ability to mess up
  equipment because there are usually more
  of them. Having a bomber beetle blow a
  hole in your boots, or Ur-burrs setting fire to
  your backpack can put a serious crimp in a
  day's travel, delay you, aggravate you, and
  possibly turn your attention from the real
  dangers of your trip. In a game world with
  paranormal powers, such creatures are
  often 
  easily 
  controlled, 
  and 
  can 
  be
  manipulated to congregate in the path of
  your adventurers, increasing their natural
  frequency of occurrence.
  Creatures as a group can be the adventure
  This could be antagonistic, like an invasion
  of killer bees or poisonous ants, or coinci-
  dental, like settling an area and then finding
  out it is on a polar bear migration route.
  Either way, you have to find a way to live
  with the problem.
  Creatures as general plot enhancement
  Some creatures listed herein aren't really
  that interesting by themselves. It is their
  interactions with people that make them
  interesting or dangerous. Bloodsucking
  parasites are easily removed, but what if
  prolonged exposure brings forth mystical
  visions, or communication with ancient
  powers that demand that its “children” be
  fed? The dragon that lives in the mountain
  may be dangerous, but what if the nearby
  villagers want it around for protection and
  their more distant neighbors who are having
  livestock eaten don't?
  Even something as simple as a prize bull
  can be worth starting a war over in some
  cultures, and people in every age may have
  animals with great personal, cultural or
  financial 
  significance. 
  Ask 
  any 
  prize
  thoroughbred owner.
  
  Do it yourself creatures
  Don't want to deal with the creatures we've
  made here?
  Want to make up your own, but not sure
  how to keep it consistent with the creatures
  provided here? Read on!
  Figure out what you want the creature to do
  Easier said than done. Don't think about
  game stats. Think about what someone who
  encountered it (or its aftermath) would
  describe in subjective terms.
  “Big as a horse, I tells you!”
  “Damn thing disemboweled Fred with a sin-
  gle swipe of that paw!”
  “It flew off with my mule!”
  “We never even saw it coming!”
  “It's so cuuute!”
  After you get a handful of these, you
  probably have a better idea of what you've
  got than if you had just started with numbers.
  Where does it live?
  This you should know already, at least in a
  general sense, like caves, grassland,
  swamps, desert, plains, etc. Imagine the
  habitat and this creature's place in it. Is the
  chosen habitat big enough to support a
  stable population of this creature? For
  instance, a pride of lions in prime hunting
  territory still need about 3 square kilometers
  each to sustain themselves. Remember that
  cold climates have less diversity and food
  than warm ones. A very large creature that
  lives in cold climates would have trouble
  finding enough to eat unless there was
  some abundant food source, like an ocean,
  and this in turn influences its body structure,
  means of catching prey, and so on.
  Example - Plants like the venus flytrap,
  sundew and pitcher plant are all native to
  marshy areas with certain vital elements
  missing from the soil. These carnivorous
  plants obtain these nutrients from insects
  that they catch. So, if you have a mundane
  but very large carnivorous plant, it might
  make sense to have it be native to marshy
  areas rather than areas where normal
  plants are more efficient.
  What does it eat?
  This depends on where it lives. It could be
  whatever is appropriate to that area, and
  can range from “anything that moves” to
  “12-year-old female virgins”. As for all the
  other questions we're asking you, you
  should think up a reason why it eats what it
  does. This could be as mundane a reason
  as “it's the easiest to catch”, to some
  convoluted mishmash involving deities, the
  creation of the world and “they taste good”.
  Just remember that if a creature eats
  something, it either needs to be able to
  digest it, pass it whole or cough it back up.
  If the razorback mudstomper lives in
  swamps and likes to chew on wood and
  rocks, why? Is it because it is just plain
  ornery and will chew on anything? Or is it
  simply because it’s looking for trace
  elements or lots of roughage for its diet? It
  makes a difference. If you're trying to catch
  them to turn their hides into ugly luggage,
  knowing that they prefer pine over oak will
  help you set your traps better.
  
  What's special about it?
  You have some idea about what you want
  this creature to do, otherwise you wouldn't
  be here. Does this creature have any
  unusual abilities? Does it breathe fire? Is its
  hide valuable? Does it taste good? Or is it
  just a speed bump for adventurers to run
  roughshod over? How does the creature
  interact with characters, other creatures and
  the environment to make it interesting
  enough to design stats for?
  Its stats
  Now that you're here, you can take all this
  information and write it down, just so you
  remember the subjective details and don't
  get lost in game stats.
  STR
  Remember when asked about what it could
  do? You can reverse that to figure out the
  creature's STR.
  About how much damage can it do with a
  normal attack? Now go look and see what
  STR is needed to get that kind of damage.
  Then figure out what the creature can carry.
  Beasts of burden have a typical load, while
  predators may be able to carry their prey to
  a place safe from scavengers. How much
  mass is this, and how much would it
  encumber the creature? This gives you
  another number for STR, and the two
  should be fairly similar.
  Don't let raw numbers mislead you.
  Although tigers and pumas have the same
  claw damage on this chart, the tiger can use
  its extra STR to both keep you pinned and
  get a higher damage once it has you down.
  AGL
  The agility of a creature depends on its
  lifestyle and body structure. Most adult
  creatures that require skills to survive will
  have them at a level of their AGL, while
  juveniles will have a lower AGL, lower skill
  or both.
  Most earth-normal creatures will have AGL
  in the 4-6 range (predators slightly higher
  than herbivores), but this does not prevent
  you from developing an ecology where all
  the creatures have AGL of 10+, and
  humans and other earth-type creatures
  would be hopelessly outclassed in such an
  environment.
  STR
  Bite/
  Claw Unencum
  +2
  Encumb
  Typical
  for
  1
  DV0
  0.25kg
  1kg
  Rat
  2
  DV1
  1kg
  4kg
  3
  DV1
  2kg
  9kg
  Dog
  4
  DV1
  4kg
  16kg
  5
  DV1
  6kg
  25kg
  Person
  6
  DV2
  9kg
  36kg
  Puma
  7
  DV2
  12kg
  49kg
  8
  DV2
  16kg
  64kg
  Tiger
  9
  DV2
  20kg
  81kg
  Medium
  Bear
  10
  DV3
  25kg
  100kg
  Pony
  11
  DV3
  30kg
  121kg
  12
  DV3
  36kg
  144kg
  Normal
  Horse
  14
  DV4
  49kg
  196kg
  16
  DV4
  64kg
  256kg
  Draft
  Horse
  18
  DV5
  81kg
  324kg
  20
  DV5
  100kg
  400kg
  Dragon
  22
  DV6
  121kg
  484kg
  Elephant
  24
  DV6
  144kg
  576kg
  
  Keep 
  the 
  relations 
  between 
  animals
  realistic. Lurkers will have less AGL than
  stalkers, specialists will have more than
  generalists, etc. In the predator vs. prey
  case, they are probably closely matched. If
  you do a sample case of predation and the
  predator wins every time, then your AGL or
  skill is too great. In the real world, such a
  predator would be wildly successful, breed
  prolifically, eat every prey animal within
  range and then starve to death. A predator
  can't survive without prey.
  AWR
  For cognitive AWR this is easy. A rating of
  0 for really dumb animals, 1 for most
  animals and 2 for very clever ones.
  Anything more than that puts them on a
  human intelligence scale. For perceptive
  AWR, think of what the creature does for a
  living and how it protects itself.
  A turtle is slow and relies on its shell. It
  doesn't matter much how far off it can see a
  predator, there’s no way itd going to outrun
  it. Therefore, perception is not a high priority
  on the natural selection scale. On the other
  hand, there aren't too many near-sighted
  eagles, and their keen eyes give them a
  very high AWR for spotting things.
  Start with around an AWR of 5, and then list
  off characteristics of the creature that favor
  or require perception, and those that hinder
  or make perception less of a necessity.
  Add or subtract 1 to AWR for each one that
  applies, and see if the result suits the
  creature and looks appropriate. If a
  particular sense is very important or
  unimportant to the creature, add or subtract
  2.
  Example - Take a rhinoceros. You might
  use “too big for local predators”, and “eats
  relatively slow plants”. If you start with a 5,
  and each of these is a -1 to AWR, you would
  give the rhino a final perception AWR of 3.
  The eagle has “flies at high altitudes” and
  “hunts small prey”. If you start with a 5 and
  each of these is a +2 to AWR since sight is
  the only sense that really applies in this
  case, the eagle ends up with a perception
  AWR of 9. If you wanted to be detailed, you
  might give it penalties to the senses it
  doesn't really use.
  While people are very good at perceiving
  sounds and
  images, our sense of smell is atrophied
  compared to most animals. The easiest way
  to handle this when dealing with animals is
  to assume that they get -10 to the Difficulty
  of detecting or identifying them, or that
  humans have +10 Difficulty, whichever you
  prefer.
  WIL
  As we said earlier, an animal's WIL is split
  between its ability to endure hardship, and
  its many instinctive behaviors.
  Most creatures will be fairly hardy. Those
  easily incapacitated by pain often did not
  survive and pass that trait on, so the
  remainder are stronger as a result.
  Most creatures with violence as a part of
  their life, either as predators or prey, will
  probably have Pain Tolerance and WIL in
  the 5-7 range. This means they can't be
  knocked out by extremity (WIL 5) or torso
  (WIL 7) hits, but can still be knocked out by
  head hits. If the creature is so tough that it
  fights to the death and never really passes
  out, then a WIL of 8 or more is appropriate.
  For instinct, figure out what a good, neutral
  and bad reaction would be from the
  creature, and how likely it is to generate a
  particular reaction upon seeing characters
  for the first time.
  
  Quite simply, the more likely the “bad
  ”reaction, the higher the instinctive WIL. As
  a second opinion, think how hard the animal
  is to train. The more untrainable it is, the
  higher the instinctive WIL should be. These
  two numbers should be close. Domesticat-
  ed species should have a lower WIL than a
  similar wild species, and less intelligent
  creatures generally have a higher instinctive
  WIL than more intelligent ones.
  HLT
  This represents the stamina, recuperative
  ability and disease resistance of the
  creature, just as for humans, and so human
  performance is a good comparison. Does
  the creature have any special ability that
  would count as a Physical Ad for its HLT,
  such as extended breath-holding for seals?
  How long can it run at top speed? Can it be
  walked or run to exhaustion by a fit person?
  What is the HLT needed to survive cold
  winters? Generally, creatures that have to
  survive a range of environmental extremes
  will have better HLT than those who live in
  an unchanging climate, and those who live
  in harsh climates (hot/cold/arid) will have
  better HLT than those creatures who live in
  comfortable ones.
  POW
  If you are not running a campaign with
  paranormal abilities, POW is not needed
  and can just be set at 1. If a creature has no
  paranormal abilities but is living in a
  campaign with paranormal powers, its POW
  is equal to its STR Aptitude, adjusted by
  minus 1 for non-sentient creatures, with a
  minimum of 1.
  This is because POW represents the life
  force of the creature, and STR is a simple
  indication of its size and energy.
  If the creature has a paranormal ability, first
  make sure that it should be based on POW.
  Some abilities (like paranormal flight or
  armor) might be better handled as being
  based on HLT. Then decide what the limits
  of the power are. If it is always on, then the
  creature needs to have a POW high enough
  to run the power at the needed level. If it is
  a damaging power, the same applies. Go
  through the paranormal powers and limits
  and see what is appropriate for the creature,
  and then make sure it has sufficient POW to
  use the ability like you want it to be used.
  Size
  Many creatures will be larger or smaller
  than humans, and thus be easier or harder
  to hit in combat. In general, the following
  chart can be used as a guide.
  Example
  Mass
  (kg)
  STR Size Tough Hex
  Large
  Insect
  <1
  0
  +4
  x5.0
   -
  Rat or Cat
  5
  1
  +2
  x3.0
   -
  Medium
  Dog
  15
  2
  +1
  x2.0
   -
  Large Dog
  40
  3
  +0
  x1.2
  1
  Person
  80
  4
  +0
  x1.0
  1
  Large
  Person
  100
  6
  +0
  x0.9
  1
  Bear
  300
  8
  -1
  x0.8
  2
  Horse
  400
  12
  -2
  x0.6
  3
  Large
  Horse
  1000
  14
  -2
  x0.5
  3
  Rhino
  2500
  20
  -3
  x0.3
  4
  Elephant
  5 ton
  22
  -3
  x0.2
  6
  Whale
  20 ton 30
  -4
  x0.1
  14
  
  Skills
  As mentioned earlier, adult animals will
  usually have skills that are used constantly
  at a level of the appropriate attribute. If the
  creature is specialized to a particular
  environment or particular prey species, it
  may have a Secondary skill appropriate to
  this. For example, if the Rynorian Snowcat
  feeds 
  exclusively 
  on 
  the 
  Three-toed
  Mountain Badger, then either it has its
  hunting skills at a level of AGL with a
  Secondary skill in “mountain badger”, or it
  has a lower than AGL level of skill, and the
  Secondary skill just brings its total up to AGL.
  If a skill is secondary to the creatures
  existence, then it should be at half(d) the
  appropriate attribute, and if for some reason
  it has a rarely used skill or one which is not
  at all difficult for the creature's daily life, then
  it should be at Aptitude for the appropriate
  attribute.
  Armor
  Some creatures will have natural protection
  against the mundane hazards of life. This
  depends on their environment and biology.
  A creature that defends itself by being
  poisonous has less need for armor than one
  that is slow and tasty.
  A creature which needs natural insulation
  from climate extremes will have more
  natural 
  protection 
  than 
  one 
  from 
  a
  comfortable unchanging climate.
  A large creature might have problems
  overheating if its armor was too thick, so it
  might have proportionately less, based on
  its size.
  One where the males of the species
  routinely engage in nasty mating challenges
  will have protection for the areas most
  commonly targeted in such challenges (like
  the head and neck).
  For fantasy games, you can look at it in
  terms of human hunters. Is the creature
  tough enough to turn sword blows, or
  bounce arrows?
  Remember to take Toughness into account.
  The creature might not be heavily armored,
  but have light armor and the ability to ignore
  small amounts of damage. Flying creatures
  also have to save mass wherever they can,
  and also probably have less than normal
  (and may have Frailness as well because of
  their lower mass).
  As a general guide, give a creature a total
  armor of its STR Aptitude, and then add or
  subtract 1 or more based on the previous
  guidelines.
  Example - If the Rynorian Snowcat has a
  STR of 5, this is an Aptitude of 1, for an AV
  of 1. But,since we are fairly sure by its name
  that it lives in a harsh climate, we add 1 to
  represent the cushioning effect of its body
  fat and thick fur, giving it a total AV of 2. An
  elephant might have a STR of 22, for an
  inherent AV of 6. However, it does have
  temperature regulation problems (those big
  ears are heat sinks), comes from a climate
  without 
  much 
  seasonal 
  temperature
  change, and has few natural predators. If
  we subtract 1 from its AV for each of these,
  it ends up with an AV of 3, which we'll
  probably list as a 1/2 because it is naturally
  flexible rather than rigid.
  Note - Remember that most animal armors
  only apply in full vs. the same types of
  attacks the creature is exposed to in the
  wild. This generally means that most
  technological 
  attacks 
  will 
  count 
  as
  armor-piercing vs. natural armors.
  
  Random ecologies
  The following tables let you generate
  random creatures of unwarranted viability,
  either for populating new areas, or to give
  you ideas for more consistent creations of
  your own. It won't do all the work for you, but
  is a good start. Just make some basic
  choices, and then roll 1d10 on the following
  tables and apply the modifiers to rolls as
  indicated. Use the modifiers for any table
  entries that apply, as sometimes more than
  one item from a table will be appropriate. If
  there is any doubt, apply the category with
  the largest modifiers.
  For instance, a creature which lives both in
  temperate plains and arctic mountains will
  have adapted for the harsher of the two
  conditions, and probably use the modifiers
  for arctic mountains.
  Note - Many of the results you get here will
  be 
  completely 
  boring 
  and 
  have 
  no
  adventure use whatsoever. That's a hazard
  of using random tables.
  You may be able to get some weird
  creatures off these tables, like trampling
  camouflaged lurking carnivores (“Then the
  elephant leapt from its hidden burrow,
  trampled poor Fred and dragged him back
  to its underground lair...”). Again, this is a
  “random” creature generation table, not an
  “only duplicate existing life-forms table”.
  However, certain creatures are impossible
  without paranormal assistance (no 10 ton
  flying dragons, for instance). Application of
  paranormal abilities is solely up to the GM
  as befits a particular game world. If you
  really want to start from the ground up, start
  with a few basic small creatures, and
  assume that all other creatures are their
  evolutionary descendants.
  This will give you guidelines for large groups
  of species. For instance, if your first good
  carnivore is a fast spiny creature with claws,
  then many of its successful descendants
  may have some combination of fast, spiny
  and clawed, even if they are the size of lions
  instead of rats.
  Habitat
  Modify die rolls on the appropriate table
  based on the creature’s Habitat below.
  Habitat Type Size Defense Movement
  Forest
  +0
  +0AV
  +0
  Plains
  +1
  +0AV
  +1
  Coast
  +0
  +0AV
  +0
  Swamp
  +1
  +0AV
  -1
  Mountain
  -1
  +0AV
  -1
  Ocean/River
  +1
  +0AV
  -1
  Arid
  -1
  +0AV
  +0
  Wet
  +0
  +0AV
  +0
  Arctic
  +1
  +1AV
  -1
  Temperate
  +0
  +0AV
  +0
  Tropical
  -1
  -1AV
  +0
  High Gravity
  -1
  +1AV
  -1
  Low Gravity
  +1
  -1AV
  +1
  High Pressure -1
  +1AV
  +1
  Low Pressure -1
  +1AV
  -1
  
  Size
  This determines the creature’s size based
  upon the habitat it dwells in. A creature’s
  size will also denote other facts about it.
  Movement Type
  How does this animal move, does it move
  along the ground, in water or through the air?
  Roll
  Creature
  Size
  Base
  STR
  Type
  /Offense
  /Rearing
  Move.
  -3
  <0.05kg
  0
  -2
  +1
  -2
  0.1kg
  0
  -2
  +1
  -1
  0.2kg
  0
  -2
  +1
  0
  0.5kg
  0
  -2
  +0
  1
  roll again, subtract 2
  2
  1kg
  0
  -1
  +0
  3
  2kg
  0
  -1
  +0
  4
  5kg
  1
  -1
  +0
  5
  10kg
  2
  +0
  +0
  6
  20kg
  3
  +0
  -1
  7
  50kg
  4
  +0
  -1
  8
  100kg
  5
  +0
  -1
  9
  200kg
  7
  +1
  -1
  10
  roll again, add 2
  11
  500kg
  10
  +1
  -1
  12
  1000kg
  13
  +1
  -2
  13
  2000kg
  16
  +2
  -2
  14
  5000kg
  19
  +2
  -2
  15
  10000kg
  22
  +2
  -2
  Creature Type
  This denotes what type of animal it is, does
  it eat meat, vegetation or both?
  Roll
  Creature
  type
  Defense
  Offense/
  AWR
  Move
  1-4
  Omnivore +0
  +0
  +1
  5-7
  Carnivore +2
  +0
  +2
  8-10 Herbivore +1
  -3
  +0
  Carnivores and Omnivores often have
  subtypes within this broad category, so if
  either of those results were rolled, check the
  table opposite to see what subtype of
  animal it is.
  Roll Carnivore
  subtype
  Roll
  Omnivore
  subtype
  1-4
  Stalker (hunts
  prey)
  1-4
  Predominately
  herbivore
  5-7
  Lurker (waits for
  prey)
  5-7
  Mixed
  8-10 Opportunist
  (eats anything)
  8-10 Predominately
  carnivore
  Roll
  Movement type
  (halve movement in water)
  Defense
  /AGL
  1
  Slither/ooze/flop
  (movement =(STR+AGL)/4)
  -2
  2-3 Crawl/waddle
  (movement =(STR+AGL)/2)
  -1
  4-9 Walk/swim
  (movement =(STR+AGL))
  +0
  10
  Fly
  (movement =(STR+AGL)x2)
  +1
  
  Natural Offense
  The majority of creatures will have at least
  two natural weapons, whether these be
  teeth, claws etc
  Natural Defense
  Most creatures have at least two natural
  traits that assist the animal in some way to
  stay alive. This could be speed to outrun
  pursuers or simply a tough hide to endure
  attacks.
  Roll Natural offense (roll twice)
  1-
  None
  2-3
  Hoof (STR/3)(n) combination damage
  4
  Horn (STR/4)(n) lethal puncture
  damage
  5
  Fang (STR/4)(n) lethal puncturing
  damage
  6
  Bite (STR/4)(n) combination punctur-
  ing damage
  7
  Talon (STR/4)(n) puncturing lethal
  damage
  8
  Claw (STR/4)(n) cutting combination
  damage
  9
  Constrict (STR/3)(n) blunt
  combination damage
  10
  Concuss (STR/4)(n) blunt non-lethal
  damage
  11
  Tail thrash (STR/4)(n) blunt non-lethal
  damage
  12+ Trample (STR/2)(n) blunt combination
  damage
  Natural STR/AGL
  This will denote how strong and agile the
  creature is, as compared to the normal
  Attribute system in the CORPS 2nd Edition
  Rulebook.
  Roll
  Natural Defense (roll twice)
  1
  Shell (base AV=STR Aptitude x 2)
  2
  Poison (HLT task at 1d10
  Difficulty to avoid effect)
  3
  Spines or barbs (Attacker takes
  own STR Aptitude in damage)
  4
  Terrain modification (burrow, nest,
  etc.)
  5-6
  Camouflage (+2 Difficulty to spot)
  7-9
  Hide (base AV=STR Aptitude)
  10
  Speed (multiply movement by x2.2
  instead of x2.0)
  Roll
  Natural STR/AGL (start with
  base STR, AGL 5, roll for each)
  1
  -2 normal
  2
  -1 normal
  3-8
  Normal
  9
  +1 normal
  10
  +2 normal
  Natural AWR
  This shows how intelligent and aware the
  creature is, as compared to the normal
  Attribute system in the CORPS 2nd Edition
  Rulebook.
  Roll for each type
  1
  Cognitive AWR 0 Perception AWR 3
  2-9
  Cognitive AWR 1 Perception AWR 5
  10
  Cognitive AWR 2 Perception AWR 7
  Natural WIL
  This will denote how well the creature uses
  its instincts and how well it can resist pain,
  as compared to the normal Attribute system
  in the CORPS 2nd Edition Rulebook.
  Roll for each type
  1
  Pain Tolerance WIL 4 Instinct WIL 5
  2-9
  Pain Tolerance WIL 6 Instinct WIL 7
  10
  Pain Tolerance WIL 8 Instinct WIL 9
  
  Offspring Rearing
  This indicates how much care and looking
  after is lavished upon the offspring of this
  species of creature, are they born and left to
  fend for themselves or do they enjoy being
  looked after for a long time?
  Social Organization
  How is this creatures society organized, if
  indeed it has any, beyond being a target for
  the player characters.
  Natural HLT
  This will denote how healthy the creature is,
  as compared to the normal Attribute system
  in the CORPS 2nd Edition Rulebook.
  Roll
  Natural HLT (start with 6)
  1
  -2 normal
  2
  -1 normal
  3-8
  normal
  9
  +1 normal
  10
  +2 normal
  Roll
  Result
  1-2
  None
  3-6
  Limited
  7-9
  Extended
  10
  Dedicated
  Roll
  Social Organization
  1-2
  Loner
  3-7
  Small family group/pack
  8-10
  Extended family/herd
  Real world animals have the disadvantage
  that they are fairly predictable, and that
  humans have been able to reliably hunt and
  kill them for perhaps the last 10,000 years.
  So, making them more than an annoyance
  can sometimes be a challenge to the GM.
  Thankfully, humans have provided their
  own way to do this.
  
  REAL BEASTS
   The greatness of a nation and its moral
  progress can be judged by the way its
  animals are treated.” 
  Mahatma Gandhi
  This chapter gives a reasonable sampling of
  real world creatures, including a number that
  are now extinct. Just because something is
  extinct doesn't mean that you can't use it, just
  that you can't overdo it. If you want to have the
  last dinosaurs living in a remote jungle some-
  where, and it makes for good adventure, then
  by all means go for it.
  Basics
  Remember 
  the 
  motivations 
  of 
  real
  creatures. While a few can indeed be
  stupidly violent in the face of overwhelming
  odds, most wild animals will head for the
  hills when they hear humans approaching,
  provided they have had bad experiences
  with humans. Bears might think humans
  means “easy pickings” and follow them
  around waiting for camp to be set.
  The circumstances in which wild animals
  will approach or threaten people is limited,
  even more so for the smaller ones.
  And remember that domestic animals
  weren't always that way. Your faithful dog
  was once a wolf of some type. While Fifi
  may be your loving pet, she'll also run with
  packs, roll in carrion to mask her scent and
  chase down deer if given the chance
  (poodles were originally a hunting breed).
  The wild instincts are still there under the
  domestic behaviors.
  Real world animals have the advantage that
  you can use them in just about any
  adventure setting and not have to justify
  them in more than a geographical sense.
  Any place can have guard dogs or rats, but
  you're unlikely to run into hyenas or hippos
  unless in the African wild.
  In a less modern sense, you could
  substitute “the rajah's rare white tigers” for
  “endangered species” and get the same
  game effect. When animals are   treated as
  property or a natural resource, they often
  have the protection of human law, which
  restricts the actions characters can legally
  take against them. This can go to extremes,
  such as the death penalty for poaching the
  King's deer, or the shooting of a police dog
  being treated almost as harshly as shooting
  a police officer, and each country and
  culture has its own laws and social
  conventions on the various roles  animals
  play. Lassie, Black Beauty and  Flipper may
  all be adorable, but they're all on the menu
  in different parts of the world.
  Most people (author included) tend to see
  wild animals as something that simple
  caution and a modern firearm are proof
  against. Of course, thousands of people are
  killed by wild animals every year, mostly in
  developing countries. It is easy to see how
  they might have been a threat in past times,
  without 
  our 
  modern 
  communications,
  medicine or weapons, but what about now?
  First, remember that most places in the
  world strongly frown on the ownership of
  firearms, and those that allow it still make it
  damned difficult for foreigners to get their
  hands on them. The ones that you might
  have (the loaner rifle as part of a safari
  package) are unfamiliar, and probably of
  limited clip capacity and rate of fire. And
  then, characters are adventuring and all
  kinds of accidents can happen. If that rhino
  tips over your Land Rover and its hot engine
  starts a grass fire, that two hour drive back
  to camp has suddenly become a four day
  walk, and all you have is a canteen, a
  bolt-action rifle and five bullets, small
  comfort if you run into a pack of forty
  hyenas. Those wild animals you weren't
  worried about a few minutes ago may be
  feasting on your carcass tomorrow if you're
  not careful.
  
  STR 8
  AGL 4
  AWR 5(0)
  WIL 7(8)
  HLT 4
  POW 1
  Description
  Dark green to grey-green reptile, with short
  legs and a muscular tail approximately as
  long as the body. The upper surface is often
  ridged and bony, while the underbelly is
  lighter colored and lacks this dermal armor.
  Mass: 800kg
  Variation: ±200kg
  Length: 5m
  Size modifier: -1
  Good reaction roll: Leave the area
  Neutral reaction roll: Watch but not attack
  Bad reaction roll: Sneak and attack if you
  are in the water or at its edge
  Habitat: Temperate to equatorial marsh or
  coastal
  Fear Rating: 8
  Special abilities: Toughness x.5
  Inherent AV of 2/0
  Run at up to 5m/sec
  Swim at up to 4m/sec
  Skills: Bite/grab (lethal DV2), skill 4
  Stealth, skill 4 (6 if in the water)
  Details
  The habitat of the American alligator is the
  south and south-east United States, and the
  slightly smaller Chinese alligator is found
  only in the Yangtze River in China. Its
  relative, the crocodile, comes in a variety of
  sizes, and is found in virtually all equatorial
  and tropical habitats, including of course the
  ocean going, aggressive and man-eating
  Indo-Pacific crocodile.
  Some species can winter over in climates
  cold 
  enough 
  that 
  they 
  are 
  almost
  hibernating, using negligible energy and
  breathing through holes in the ice. These
  stats represent adult members of the larger
  species.
  Smaller species and juveniles are less of a
  problem, but considering that the listed stats
  in a Nile crocodile reflect an animal capable
  of taking down a Cape Buffalo, lesser
  alligators and crocs are still worth a bit of
  respect.
  Having only puncturing teeth, alligators are
  not able to chew on prey, or cut, so they
  have developed another means of tearing
  flesh. While in the water, they grab a piece
  and then twist their bodies around,
  thrashing or corkscrewing until something is
  torn loose along the weakened areas
  created by the numerous punctures. The
  piece is then swallowed whole and the
  process  repeated. Treat this as a separate
  lethal attack each turn, occurring on the
  alligator's movement Initiative. If a +10
  impairment is reached from the inflicted
  wound, something tears loose.
  Alligators will often congregate at the site of
  an attack or kill of a large animal. Not only is
  it harder to  defend from such poaching, it is
  probably easier to tear prey apart if several
  alligators are working on it.
  Alligators and crocodiles hunt by patience
  and stealth, lurking almost entirely beneath
  the water's surface, and waiting or very
  slowly moving to a position of opportunity.
  Their muscular tails can propel them out of
  the water with surprising speed, and even
  large specimens can get almost 2m of body
  length vertically out of the water to snag
  birds or animals on low-hanging branches
  or standing at or near the water's edge.
  
  Unlike 
  many 
  reptiles, 
  alligators 
  and
  crocodiles are protective of their numerous
  young for several months after birth, and
  unrelated individuals will often respond
  rapidly to the distressed cries of a juvenile.
  Most species have a moderately complex
  social 
  structure 
  which 
  allows 
  these
  predators to maintain a high population
  density regardless of their solitary hunting
  practices. 
  This 
  includes 
  dominance
  challenges by males, who may also capsize
  small boats in the mistaken belief that they
  are other males challenging their authority.
  Game notes
  The largest prehistoric crocodile known was
  Deinosuchus,  which characters in any
  “Land that Time Forgot” type of adventure
  could be terrorized by. Dwarfing modern
  specimens, it had a total length of around 11
  meters, and massed around 6 tons. It's
  tremendous strength and toughness would
  be about the same as a T.Rex, and it would
  probably do to larger dinosaurs what a
  crocodile does to buffalo or antelope.
  STR 0
  AGL 5
  AWR 8 (0)
  WIL 5
  HLT 4
  POW 1
  Description
  This category covers cold blooded smooth,
  moist skinned     animals like frogs and toads.
  There are many colors and shapes of frogs
  and toads, from the green of the common
  frog to the bright yellows and greens of
  some of the poisonous tree frogs of the rain
  forest.
  Mass: 0.5kg
  Variation: ±0.1kg
  Length: 0.2m
  Size modifier: +4
  Good reaction roll: Watch you
  Neutral reaction roll: Watch you and croak
  Bad reaction roll: Croak and hop away
  Habitat: swamps, riversides etc
  Fear Rating: 3 or 5 for the poisonous types
  Special abilities: Toughness x5.0
  Night vision
  Swim at 4m/s
  Hop at up to 5m/sec
  Skills: Jumping, skill 5
  Swim, skill 5
  Sneak, skill 5
  Details
  Amphibians are prone to having their skin
  dry out, leading to infection, which is why
  they spend roughly half to three-quarters of
  their lives underwater.
  Some kinds of frog and toad secrete poison
  from their skin to ward off predators. The
  type of poison varies from causing an
  irritating burning sensation to full on
  neurotoxins like some tree frogs have.
  
  STR 10
  AGL 4
  AWR 6 (0)
  WIL 7 (9)
  HLT 6
  POW 2
  Description
  Thick-bodied snake with large flattened
  head. Body is usually patterned in bands
  and splotches of green, brown and black for
  natural camouflage.
  Mass: 200kg
  Variation: ±100kg
  Length: 7m
  Size modifier: -1
  Good reaction roll: Leave the area
  Neutral reaction roll: Evaluate prey
  Bad reaction roll: Attack if threatened or if
  prey  available
  Habitat: Wet tropical to equatorial forest
  Fear Rating: 8
  Special abilities: Toughness x.5
  Slither at up to 2m/sec
  Swim at up to 3m/sec
  Climb at up to 1m/sec
  Skills: Bite/grab (combination DV3), skill 4
  Constrict (combination DV3), skill 4
  Climbing, skill 4
  Stealth, skill 5
  Details
  The anaconda is the largest member of the
  boa constrictor family, and lives in Central
  and South America. Smaller members of
  the boa family are found worldwide, but
  generally do not exceed half the anaconda's
  length. Anacondas and other boas are not
  poisonous, but they are muscular enough to
  deliver a powerful bite.
  Not having a high land speed, anacondas
  usually wait for prey, or slowly slither
  towards it until within striking range.
  Anacondas almost always live near rivers,
  are excellent swimmers, and in the water
  may have much greater mobility than other
  land animals trying to cross these rivers.
  The typical anaconda attack is a bite/grab,
  followed by wrapping its body around the
  prey and constricting. While this may initially
  do damage, this is not a repeated occur-
  rence that crushes the prey, rather, if the
  STR of the anaconda is more than the prey,
  the constriction prevents the prey from
  breathing, and it suffocates in short order. In
  game terms, this is simply counted as not
  being able to breath for purposes of
  exertion, and penalties on the prey's actions
  based on the grab, any damage done, and
  any penalties from exertion.
  Game notes
  Anacondas are not likely to attack anything
  they don't think they can eat. Also, the
  reaction roll for an anaconda should be
  based on how recently it has fed. You can
  simulate this by saying its WIL for reaction
  purposes is a random roll of 1d10, with a
  maximum of its listed instinctive WIL. If it is
  still busy digesting a wild pig (say a roll of
  ‘2’), it is not going to want confrontations of
  any kind. So, if there is only one anaconda
  in the vicinity of the characters, its first roll
  should be an indicator of its state of hunger
  for several days.
  Anacondas can be used as a model for
  unnaturally large snakes, which could be
  used in a fantasy setting as natural hazards,
  especially in areas where lots of weapon fire
  cannot be brought to bear, such as tunnels,
  caves or dense forest. To further even the
  odds, some boas are excellent night
  hunters, and have specialized senses that
  allow them to judge the mass and distance
  of potential prey by its body heat.
  
  On the other hand, they have the
  intelligence of snakes and naturally expect
  all other    animals in the area to flee if it
  attacks one of them (rather than everyone
  else drawing swords and spitting it). For this
  reason, your "big snake" natural hazard is
  best suited as an individual foe or one vs. a
  small or poorly equipped or trained group.
  Reports of anacondas growing up to 12m
  and 400kg are partially substantiated, and
  while such a snake could swallow an adult
  whole, there are no records of this actually
  happening.
  STR 10
  AGL 4
  AWR 6 (1)
  WIL 8 (8)
  HLT 6
  POW 2
  Description
  Very large bear, with overall white or light
  grey fur, sometimes tinged yellow at the
  ends from ultraviolet exposure. Wide paws
  for weight distribution, each paw having 5
  non retractable claws.
  Mass: 500kg
  Variation: ±100kg
  Length: 3m
  Size modifier: -2
  Good reaction roll: Ignore you
  Neutral reaction roll: Watch but not attack
  Bad reaction roll: Attack you
  Habitat: Arctic coastal
  Fear Rating: 9
  Special abilities: Toughness x.6
  Armor of 2/1 (1 point is a fat layer)
  Run at up to 11m/sec
  Swim at up to 2m/sec
  Skills: Bite (combination DV3), skill 4
  Claw (combination DV3), skill 4
  Stealth, skill 4 (6 on snow/ice)
  Details
  The arctic or polar bear is one of the largest
  bear species, with the record individual
  being over 1,000kg and 3.5m long.
  Unlike other bears, polar bears lose weight
  in the arctic summer, and gain it back during
  the winter. They are also active year-round,
  and do not hibernate like many temperate
  zone species.
  
  Polar bears have no natural predators
  except for man, but the scarcity of food has
  forced them to develop skills, adaptability
  and cunning in order to meet their daily
  energy requirements. They have a keen
  sense of smell, and can track airborne
  scents back to their source from over 50
  kilometers away. Polar bears are excellent
  swimmers, and well insulated from the cold
  of arctic waters. They have been spotted in
  open ocean, and can swim up to 100km
  without resting. They can hold their breath
  for up to 2 minutes, and will dive several
  meters underwater to get at clams, crabs
  and bottom-dwelling fish. They are also
  patient and skilled enough stalkers to sneak
  up on seals on the open ice, sometimes
  covering their black nose tip with snow to
  complete their winter camouflage. They
  have also been known to use rocks to
  spring traps before eating the bait, and of
  using blocks of ice to break open seal dens.
  They will eat carrion if it is available, but
  their normal diet is seals and walruses. An
  adult polar bear needs to make roughly 1
  seal kill per week.
  Their excellent insulation gives them great
  durability in the arctic, but the mass of fat
  they carry insulates them so well that they
  easily overheat if forced to run for long
  distances, so they generally amble, stalk
  and pounce, only engaging in a chase if
  they see tangible possibility of success.
  Polar bears are not bound to a particular
  territory, but go where the food supply is.
  Often this is a seasonal path over a large
  amount of real estate. An individual bear
  may hunt over an area of 50,000km or more
  per year, mostly within 100km of a coastline
  of some kind. The young stay with the
  mother for about 2 years before going out
  on their own, and she is protective of her
  offspring until this time.
  Game notes
  Their limited habitat makes polar bears a
  very regional
  threat to characters. There are arctic
  settlements that happen to be on yearly
  migration paths, and people have to be
  careful, make sure they leave nothing that
  smells good where a bear might be tempted
  to go after it, and generally stay out of their
  way. The bears are curious, but quickly
  learn to avoid people most of the time.
  However, there are always newcomers,
  both human and polar bear, who haven't
  gotten the unwritten rules yet.
  Characters in the wild like seal hunters may
  be chased off of kills by polar bears,
  especially if the culture has not developed
  really effective anti-bear weapons, or
  possibly be attacked or stalked by an
  ill-tempered or injured bear that is having
  trouble with more wary prey.
  
  STR 12
  AGL 4
  AWR 6 (1)
  WIL 7 (7)
  HLT 6
  POW 2
  Description
  Very large bear, with overall dark brown fur,
  heavy head with long snout. Short, thick
  legs with large paws, each one having 5
  non-retractable claws.
  Mass: 700kg
  Variation: ±100kg
  Length: 3.5m
  Size modifier: -2
  Good reaction roll: Ignore you
  Neutral reaction roll: Watch but not attack
  Bad reaction roll: Attack you
  Habitat: Temperate mountain forest
  Fear Rating: 9
  Special abilities: Toughness x.5
  Inherent AV of 1/1
  Pain tolerance
  Run at up to 12m/sec
  Swim at up to 2m/sec
  Skills: Bite (combination DV3), skill 4
  Claw (combination DV3), skill 4
  Details
  Kodiak bears are the largest of the bear
  species, and are found only in the western
  half of North America.
  The largest bears are the Kodiak  bears,
  found in Alaska, and the smaller, related
  grizzly bears are found further south, down
  through the temperate part of western North
  America. They are big, strong, and have an
  excellent sense of smell, better than that of
  a human.
  They have no natural predators, and have
  been known to attack people with little or no
  provocation.
  Kodiak bears are omnivores and during the
  summer fattening period can consume up to
  40kg of food per day, and will gain up to 2kg
  of body fat every day in preparation for
  “hibernating”. They will eat grass, nuts,
  berries, fish, deer, elk, domestic livestock or
  just about anything else that is edible.
  And they can smell your campfire dinner
  from several kilometers off. Bears do not
  actually hibernate by strict definition of the
  word, and someone who disturbs one may
  find that they are surprisingly light sleepers.
  The Kodiak’s preferred tactic is to first
  knock down its opponent, then to chew on
  it a while, usually on the head or upper
  torso. This would be counted as a "throw"
  attack (CORPS 2nd Edition page 56), and
  the STR difference would apply in the bear's
  favor to get by any defenses. The prone
  target would then be the subject of numer-
  ous bite or swat attacks until the bear's
  anger was vented or it was dissuaded from
  further attack.
  Sometimes they will just maul a person and
  then leave, and they have not been known
  to ever hunt people as food, but will follow
  them for the food they carry.
  They are usually found alone unless a
  mother with cubs. During the two years she
  raises them, she is fiercely protective, and
  is likely to chase intruders an illogically far
  distance, or will take on potential threats
  larger than she is (cars, for instance). How-
  ever, her protectiveness also tends to keep
  her and her cubs away from concentrated
  human activity.
  
  Game notes
  Lesser bears have a much broader
  geographical range than the Kodiak, and
  are much more likely to be encountered by
  wilderness explorers and travelers, but a
  single Kodiak encounter is likely to be more
  memorable. Stumbling across cubs and
  being chased by the mother is a possibility,
  as is angering a larger and territorial male.
  Bears are reasonably intelligent, and if
  raised from cubs, bears can be trained to
  perform moderately complex tasks on
  command. However, they still retain enough
  of an untamed nature to occasionally be a
  hazard.
  STR 8
  AGL 5
  AWR 7 (1)
  WIL 9 (7)
  HLT 7
  POW 1
  Description
  Lean, hairy version of the domestic pig,
  usually with stiff bristles in gray, brown or
  black, and protruding canine teeth or "tusks".
  Mass: 200kg
  Variation: ±50kg
  Length: 1.8m
  Size modifier: -1
  Good reaction roll: watch you
  Neutral reaction roll: watch warily
  Bad reaction roll: charge and attack
  Habitat: Temperate to equatorial plains and
  forests
  Fear Rating: 8
  Special abilities: Toughness x.8
  Inherent AV of 1/1
  Pain tolerance
  Run at up to 10m/sec
  Skills: Bite (combination DV3), skill 5
  Gore (combination DV3), skill 5
  Details
  Boar are any number of wild or feral pigs,
  ranging from the European boar to the
  African warthog, each with distinctive
  appearance and general bad attitude. The
  domestic pig is descended from these, and
  lacks the tusks you see on wild boar only
  because they were yanked out shortly after
  birth.
  Domestic pigs do still have powerful jaws
  and can seriously injure you regardless.
  Boars are omnivores, but their formidable
  teeth are mainly used for tearing up roots
  and getting at bugs and grubs, and combat
  use is mainly to deter predators.
  
  Many boars seem to have a dietary
  fondness for snakes, and are not deterred
  by poisonous ones, as the venom often
  gets trapped in their fat layer and does not
  have significant effect on the boar.
  Boars generally travel in family groups of
  up to a few dozen individuals, although
  solitary males who have not won mating
  privileges are also found. Both parents are
  defensive and will chase down and badly
  maul    perceived threats.
  Game notes
  Wild boar should be considered to have 1
  ASP that can be used solely for purposes
  of ignoring damage from lethal attacks for a
  number of seconds equal to their WIL. This
  helps represent their ability to take mortal
  wounds and still have the ability to
  effectively savage their attacker.
  The fierceness of wild boar and their
  willingness to attack people rather than flee
  the area made them a game animal in
  previous centuries throughout Europe and
  Asia. Hunting one armed only with a spear
  is the preferred method, with a broad
  crosspiece on the spear to prevent the boar
  from   voluntarily impaling itself on the spear
  to get to you. Hunting with spear is still
  done in some places, but has been re-
  placed with large caliber handguns in oth-
  ers.
  European boar have been imported into the
  United States for hunting purposes, and still
  roam wild in a few regions, predominately
  the east and southeast regions.
  STR 12
  AGL 4
  AWR 5 (1)
  WIL 6 (6)
  HLT 6 (8)
  POW 2
  Description
  Long necked, long legged herbivore with a
  shaggy brown coat. The camel has a very
  distinctive single hump (if a dromedary
  camel) or two humps (if a bactrian camel).
  The bactrian camel has shorter legs and
  stockier body than the dromedary, and both
  have split feet and leathery soles instead of
  the solid hooves of most other herbivores
  this size.
  Mass: 450kg
  Variation: ±80kg
  Length: 2.2m
  Size modifier: -2
  Good reaction roll: Ignore you and chew
  their cud
  Neutral reaction roll: Bellow, leave if wild
  specimens
  Bad reaction roll: Bellow, bite, spit or kick if
  captive,  otherwise leave if possible
  Habitat: Temperate to equatorial plains
  Fear Rating: 9
  Special abilities: Toughness x.6
  Inherent AV of 1/1
  Pain tolerance
  Run at up to 22m/sec
  Special desert adaptation
  Skills: Bite (DV3 non-lethal), skill 4
  Spit (annoyance damage), skill 3
  
  Details
  Camels used to exist in a number of
  varieties worldwide, but by the time they
  were domesticated about 5000 years ago,
  they had diminished to two main types.
  These are the dromedary (one hump),
  which is commonly used for riding, and the
  bactrian (two humps) which is used as a
  beast of burden. The listed stats are for the
  dromedary. The bactrian camel is +2 STR,
  +1 HLT, -2m/sec running.
  The dromedary is not as fast as a horse, but
  in harsh conditions the camel can make
  excellent time across inhospitable terrain,
  and can manage 4m/sec all day without a
  rest. On the other hand, the bactrian can
  carry a load of around 200kg at 2m/sec for
  the same period.
  It is a popular misconception that camels
  are only seen in the desert. While it is true
  that their biological adaptations make them
  uniquely suited to hot arid climates, they are
  quite capable of living on their own in
  temperate climates, and their split feet that
  allow them to walk on shifting sand also
  allow them to walk on snow (llamas are
  relatives of the camel).
  Also, camels do not store water in their
  humps. The hump is a reserve of fatty tissue
  which can be used if there is a food
  shortage, but it does not store water, rather,
  the camel has several other adaptations
  that allow it to conserve water and survive
  with less than other animals. A camel will, if
  it is given the chance  usually consume
  about 25kg of water per day, but can drink
  up to several times this if thirsty.
  Game notes
  The ability to traverse waterless areas is
  why the camel is called the “ship of the
  desert”. In low-tech societies, the presence
  of camels is the only way that trade between
  certain areas is possible, and in these
  cultures much importance would be placed
  on these creatures.
  The camel's extra HLT applies solely for
  endurance purposes, and a camel loses
  exertion points from thirst only once per 4
  hours of exposure rather than per one hour
  like humans do. This allows riders to carry
  water only for themselves, allowing desert
  trips of several days that would kill horses or
  other beasts of burden.
  Camels are well used to people, with them
  having been domesticated for so long. This
  familiarity also has given them an attitude.
  While they can be trained, they are still
  obstinate beasts that routinely bellow their
  complaints, and they can develop likes and
  dislikes of certain people. As cud chewers,
  one way they can express a dislike is to aim
  and spew their cud at someone's face... and
  then look smug about it. They also have
  more teeth than the usual herbivore, and
  can use their long neck to put the bite on
  someone who thought they were out of
  reach.
  
  STR 15
  AGL 4
  AWR 5 (1)
  WIL 5 (7)
  HLT 6
  POW 3
  Description
  Medium-large bovines, brown to black in
  color, with the males having heavy curved
  horns protruding to either side of its heavy
  skull. They are usually seen in herds of
  several dozen to several hundred, usually
  led by an older female. The same stats can
  also be used for the now nearly extinct
  American Buffalo.
  Mass: 750kg
  Variation: ±100kg
  Length: 2.5m
  Size modifier: -2
  Good reaction roll: Ignore you or move away
  Neutral reaction roll: Eye you warily and
  move away
  Bad reaction roll: Eye you warily and treat
  you as a possible threat to the herd
  Habitat: Temperate to equatorial plains
  Fear Rating: 9
  Special abilities: Toughness x.5
  Inherent AV of 1/1
  Pain tolerance
  Run at up to 16m/sec
  Skills: Gore (lethal DV4), skill 4
  Kick (combination DV4), skill 3
  Details
  The cape buffalo is the largest of the African
  or Asiatic buffalo, and considered one of the
  more dangerous big game animals in Africa.
  This is because it is moderately intelligent
  for an herbivore, and has a well-known
  vindictive streak. An injured cape buffalo will
  sometimes turn and stalk whoever injured it,
  hunting them down and goring them with its
  heavy horns.
  Uninjured, they are relatively peaceful
  herbivores that wander the grasslands in
  large herds of up to several hundred, and
  are only dangerous if you happen to be in
  the way of a stampede. Unprovoked
  attacks are rare, though it is possible an
  injured buffalo might take out its mean
  streak on the first available target rather
  than whoever or whatever injured it.
  The water buffalo is a related domestic
  species, not as large, bright or vindictive.
  These are seen from the Nile Valley through
  southeast Asia, and have been used and
  domesticated for as long as people have
  lived in these regions. They are the
  all-purpose beast of burden, food animal
  and power source in many regions, even
  today.
  Game notes
  When attacked from the front arc, the heavy
  bone structure and horns provide an extra 2
  points of armor and an additional +1
  Difficulty to target vital regions of the head
  and torso due to the potential for glancing
  shots.
  With modern weapons, taking down a cape
  buffalo is less of a challenge than in
  pre-gunpowder days, but is not without risk.
  Its toughness requires a good rifle, and its
  wariness means you may not get a good
  close range shot. The result is that you
  might injure one and then lose it, only to find
  that it looking for you and has an axe to
  grind. The typical fictional encounter is that
  of a would-be “Great White Hunter”
  wounding one, having it charge you and
  finding that your bolt-action rifle has
  jammed up. Either the hunter gets the rifle
  un-jammed at the last second, or a trusty
  companion finishes the beast off a few short
  yards from goring the greenhorn.
  
  STR 1
  AGL 7
  AWR 5 (1)
  WIL 6 (5)
  HLT 4
  POW 1
  Description
  Small carnivore, with varying coloration, fur
  length and facial structure, depending on
  breed. Domesticated for thousands of
  years, natural selection has bred for
  characteristics which are pleasing to
  humans. This includes the type and volume
  of purring, degree of affection, socialization
  and “cuteness”.
  Mass: 5kg
  Variation: ±2kg
  Length: .4m
  Size modifier: +2
  Good reaction roll: Friendly approach
  Neutral reaction roll: Watch from a distance
  Bad reaction roll: Leave the area, hiss or spit
  Habitat: Anywhere humans are
  Fear Rating: 5
  Special abilities: Toughness x3.0
  Run at up to 8m/sec
  Climb trees at 1m/sec
  Skills: Bite/grab (lethal DV0), skill 4
  Claw (lethal DV0), skill 4
  Stealth, skill 4
  Details
  If cats are in fact domesticated, we have to
  assume it was for two reasons; one is that
  they hunt rodents that would eat our stored
  foodstuffs and two is that they purr and
  seem to enjoy our company so much. When
  dogs and cats came in from the cold to take
  in the warmth of our ancestors campfires
  and eat our scraps, the dogs got to pay it
  back by going out to help hunt down
  mammoths.
  The cats paid their rent by bringing home a
  dead mouse on occasion. You decide who
  got the better deal. Of course, not too many
  dogs have been burned as witches
  familiars...
  “Housecats” come in a staggering variety of
  breeds, some of which have distinctive
  personality traits and dispositions, but some
  things are relatively constant.
  They are semi-social, territorial animals who
  easily form emotional attachments to
  humans or just about any other type of
  animal they are raised with from kittens,
  including some potential predators like
  dogs, potential prey like mice, or totally
  unrelated animals like horses. While
  uncommon, cats may defend their owners
  much as some dogs do. If given the room, a
  housecat can have a personal territory of
  over a square kilometer (males more than
  females). In more urban areas, their
  perceived territory may be the size of a
  yard, or even just the inside of a house.
  Housecats, like all cats, are natural hunters,
  and will display these behaviors even if
  raised in a prey-free environment. Ones that
  are raised where small game is plentiful
  may become very skilled, and bring home
  fresh kills as some form of social gesture.
  While it is not normally done, cats can be
  trained to perform on command, much like
  dogs. However, most people assume that
  cats are not trainable, and put this down to
  their independent or aloof nature.
  Game notes
  In game terms, housecats are just window
  dressing. In a magical campaign, cats may
  be popular familiars, in which case their
  stats are altered somewhat. Assume they
  have a normal human AWR, and a POW of
  at least 2. They are either a separate
  intelligent species with the ability to use
  magic, or a physical manifestation of some
  other kind of being that only looks like a
  housecat. They could additionally be
  sources of esoteric knowledge or magical
  
  assistants, but should still always retain
  such 
  cat-like 
  traits 
  as 
  inscrutability,
  excessive 
  sleeping, 
  curiosity, 
  bringing
  home dead things as gestures of affection,
  and demanding attention when you have
  your hands full of delicate work. Feral cats
  have the same stats as domestic ones, but
  a WIL of 6 (9) or more, since they are
  usually very wary.
  STR 10
  AGL 6
  AWR 6 (3)
  WIL 6 (5)
  HLT 6
  POW 3
  Description
  Tailless medium-sized simians, with bare
  faces, long arms, short legs and opposable
  thumbs on both hands and feet.
  Males have pronounced canine teeth,
  visible when they “smile”.
  Mass: 50kg
  Variation: ±15kg
  Length: 1.2m
  Size modifier: +0
  Good reaction roll: Watch you cautiously
  Neutral reaction roll: Scatter to trees or
  other safe place
  Bad reaction roll: Scatter and throw things
  at you
  Habitat: Temperate to equatorial forest
  Fear Rating: 7
  Special abilities: Toughness of x1.0
  Armor value of 1/0
  Run at up to 10m/sec
  Climb trees at 2m/sec
  Skills: Bite (combination DV3),skill 5
  Grab, skill 4
  Throwing, skill 4
  Climbing, skill 7
  Tool use, skill 2 (Aptitude)
  Details
  Chimpanzees are intelligent, and may
  resemble 
  early 
  or 
  primitive 
  human
  development. They have complex social
  structures that are based on geography and
  availability of food, work in groups with
  division of labor, are capable of using tools
  to accomplish simple tasks, and teaching
  this tool use to their offspring.
  
  They are omnivores, and will hunt down and
  eat other animals, and they also have their
  own form of verbal communication which is
  capable of expressing simple concepts for
  instance, there may be a sound that
  indicates a threat to the group at ground
  level, and another for a threat at tree level.
  Chimpanzees hearing either will direct their
  attention in the appropriate direction. Some
  chimpanzees have been trained in sign
  language or keyboard use, and can
  sometimes communicate on a much more
  sophisticated 
  level 
  (simple 
  sentences,
  future/present/past tense, etc.).
  Chimpanzees 
  are 
  also 
  extraordinarily
  strong for their small size, and they do have
  powerful jaws. You don’t normally think of
  chimpanzees hunting herbivores like young
  antelope, but they do. A powerful grab with
  any of their four thumb-equipped limbs and
  a bite with their canines can do some
  serious damage.
  Like humans, their young are dependent on
  parental care for an extended period of time
  (several years), during which the behaviors
  that most animals have as instinct are
  taught by their mothers, including tool use,
  food 
  preference, 
  social 
  rules 
  and
  communication.
  Game notes
  There have already been a number of
  books and movies with chimps and other
  simians as plot devices.
  More than any other real-world creature,
  they 
  are 
  capable 
  of 
  cunning 
  and
  sophisticated behavior to accomplish a
  goal, and are well equipped biologically to
  carry it out. Agile, strong and capable of
  using tools to good effect, they could be a
  dangerous opponent.
  However, it is worth noting that the more
  emotionally agitated they become, the less
  likely they will use learned behaviors, and
  instead revert to instinct instead of tools and
  forethought.
  In a fantasy campaign, chimpanzees could
  be trained as guards or specialized
  assassins, while in a science-fiction cam-
  paign they could have human or near-
  human intelligence. With their strength,
  climbing ability and four tool-using gripping
  limbs, they could find profitable work in
  space as a construction crews or other
  zero-g workers.
  
  STR 4
  AGL 1
  AWR 6 (1)
  WIL 4 (8)
  HLT 5
  POW 1
  Description
  Brown to reddish-brown medium herbivore,
  males 
  being 
  somewhat 
  larger 
  and
  seasonally equipped with antlers of varying
  types.
  Mass: 75kg
  Variation: ±15kg
  Length: 1.6m
  Size modifier: +0
  Good reaction roll: Ignore you
  Neutral reaction roll: Watch warily, fleeing if
  you approach
  Bad reaction roll: Run away
  Habitat: Any plains, forests or mountains
  Fear Rating: 7
  Special abilities: Toughness x1.0
  Run at up to 15m/sec
  Skills: Gore (comb. or lethal DV1), skill 4
  Stealth, skill 5
  Details
  The generic term “deer” is used to describe
  a number of similar animals, including
  whitetails, mule deer, gazelles and red deer.
  The general class is skittish medium-sized
  wild herbivores. Their most important
  characteristics to a low-tech culture are that
  they have hides usable for leather, antlers
  for tool handles and ornamentation, meat
  for eating, and hunting them is seldom a
  life-threatening proposition. This book will
  not break them down into their various
  classes, save to say that variants of the
  basic form exist on all the continents except
  Antarctica.
  Deer are social animals with the exception
  of males in rutting season. During this time,
  the males challenge each other for breeding
  rights and can actually be aggressive
  enough to threaten people, though this is
  usually restricted to larger species and/or
  individuals.
  Assume a bad reaction roll during a close
  encounter means the animal sees the
  person as a threat to his territory. The
  danger from horns or antlers depends on
  the species. Some are blunt and pose little
  threat to people, while others are more
  pointed and can pose serious danger on a
  lucky hit.
  Deer can often be found in loosely knit
  herds, the size of which varies with the
  resources available. Their numbers range
  from a handful, to dozens, to a few hundred
  in extreme cases. In civilized areas they can
  often be a nuisance to farmers, drawn
  towards tasty, easily accessible crops, and
  quickly adapting to non-lethal deterrents
  such as noisemakers.
  While they can be domesticated (i.e.
  reindeer), most wild deer are extremely
  cautious and will usually flee if intruders are
  spotted. In game terms, whenever a
  character moves within sight or hearing of
  wild deer, each deer in the group gets to
  make an AWR check vs. the character. To
  make this simple for large herds, just add 1
  to the average AWR each time you double
  the number of individuals (i.e. +1 AWR for 2,
  +2 AWR for 4,etc.). If the character is
  spotted, make a herd reaction roll. Usually,
  all the individuals in the herd will have the
  same reaction. If they decide to watch the
  intruder, it will be several minutes before
  they settle down to normal routine again.
  
  Some types of deer can be confused by a
  practice known as “spotlighting”, where a
  night-adjusted deer is unexpectedly hit with
  a powerful spotlight. The deer  is suddenly
  illuminated, but can't perceive any threat
  through the glare of the light, nor can it see
  in the dark anymore to escape. Often they
  just stand there for several seconds trying
  to figure out what to do, by which time a
  hunter has already lined up and fired.
  Spotlighting, while effective, is also illegal in
  most localities.
  Game notes
  This is just a generic wild herbivore that can
  be used as food when trying to survive in
  the wild, make leather and so on. Most other
  herbivores of this size will have similar
  behavior patterns.
  STR 3
  AGL 5
  AWR 6 (1)
  WIL 6 (5)
  HLT 5
  POW 1
  Description
  Large dog, with thick fur in shades of black,
  brown and gray.
  Mass: 40kg
  Variation: ±10kg
  Length: 1.6m
  Size modifier: +0
  Good reaction roll: Friendly approach
  Neutral reaction roll: Watch and do nothing
  Bad reaction roll: Threaten to attack or attack
  Habitat: Anywhere humans are
  Fear Rating: 7
  Special abilities: Frailness x1.2
  Run at up to 12m/sec
  Thick fur provides 0/1 armor
  Enhanced sense of smell
  Skills: Bite (lethal DV1), skill 4
  Details
  The German Shepherd as a dog breed
  dates quite far back, but these stats are
  appropriate most large dog breeds, such as
  Dobermans, mastiffs and so on. They can
  be found in any climate where humans have
  chosen to live, but in the wild would tend to
  be an average temperate zone creature.
  Dogs have been domesticated and bred for
  specific purposes for many thousands of
  years. These stats are appropriate for
  breeds designed to guard, protect or attack
  people as part of their duties. The reaction
  rolls can be misleading, though, since dogs
  can be trained to react to humans in general
  or specific humans in a variety of ways.
  
  The “junkyard dog” might consider the
  junkyard “their” territory and will attack
  anyone who isn't part of the “pack”. A police
  K-9 unit might be friendly enough, but turn
  vicious in a number of ways on command,
  whilst a seeing-eye dog or companion
  animal is always expected to be friendly to
  anyone, even if that someone is a toddler
  pulling its ears and tail. The WIL and
  associated reactions will be based on how
  the dog was raised and trained.
  Dogs are pack animals and have a
  dominant male and female within the pack
  social structure. A human owner is
  considered part of that dog's “pack”, and
  some dogs can get the upper hand in this
  relationship, growling and threatening to get
  their demands from a weak-willed owner. In
  any dog-human relationship, the dog will
  stay subordinate if the owner's effective WIL
  is higher than the dog's. If lower, the dog will
  exert dominance and influence the owner's
  behavior in ways that the owner will usually
  interpret as feistiness or finickiness. In
  larger dogs this dominance can be
  dangerous if the human does not recognize
  it and assert their own primacy in terms the
  dog can understand. Of course, this pack
  behavior also means that a dog is more
  likely to come to the defense of a pack
  member (the human) if threatened or
  attacked, one of the features that humans
  have found very useful.
  In hunting terms, a dog or dog pack will
  attempt to immobilize larger prey with leg
  attacks before killing it with throat bites.
  Some members of a dog pack will distract
  and stay away from the dangerous front end
  of a prey animal, while others flank the prey
  and try to bite the legs. Smaller prey is just
  attacked, with a shaking motion to snap the
  spine of smaller animals like rabbits.
  Humans, especially those who have never
  been attacked by wild animals, will usually
  have to make a fear check if being
  confronted by hostile dogs, especially
  trained ones or dog packs.
  Game notes
  Dogs can be trained to do a variety of
  complex tasks, including such things as
  show-training, 
  point-to-point 
  deliveries,
  seeing-eye or hearing-ear duties, watching
  or guard patrols, tracking, attacking or
  disarming a person, sniffing out contraband
  and explosives as well as ordinary general
  obedience training.
  Some dog breeds are easier to train or
  better suited for a particular task than
  others. German shepherds are intelligent
  enough to handle most of these tasks well.
  
  STR 6
  AGL 6
  AWR 6 (2)
  WIL 6 (3)
  HLT 6 (8)
  POW 2
  Description
  Gray fish-like marine mammal with large
  horizontal tail fluke, tapered protruding
  snout and lots of pointed conical teeth.
  Mass: 250kg
  Variation: ±50kg
  Length: 3.5m
  Size modifier: -1
  Good reaction roll: Cautious approach
  Neutral reaction roll: Watch from a distance
  Bad reaction roll: Move away
  Habitat: Temperate to tropical ocean
  Fear Rating: 8
  Special abilities: Toughness x.8
  Swim at up to 12m/sec
  Natural 0/1 armor
  Echolocation ability
  Extended breath holding ability
  Skills: Bite (lethal DV2), skill 4
  Ram (combination DV3), skill 4
  Details
  These 
  mammals 
  are 
  extraordinarily
  intelligent, and some debate is made as to
  whether they are sentient, but for now the
  issue is in doubt. However, they are capable
  of understanding and acting on cause and
  effect relationships, and can be trained to
  perform complex actions that involve
  independent decisions once outside human
  control.
  A dolphin has a complex echo-location
  system 
  which 
  it 
  uses 
  to 
  navigate
  underwater in conditions that block normal
  sight. This acute sense is developed
  enough to recognize complex shapes and
  fine enough to navigate around small
  obstacles.
  The sonic pulses emitted by their built-in
  sonar are powerful enough to stun small fish
  at short range. You can treat this as a DV1
  non-lethal ranged attack in the line of hexes
  directly in front of the porpoise, but it should
  only work against animals with a Frailness
  of x2 or better.
  If a dolphin is going to attack something in
  anger, it will probably ram it rather than bite
  it. The skull and jaw structure of the dolphin
  is tough enough to absorb a full speed
  impact against a resilient surface like the
  body of another marine animal. At full
  speed, this would do combination damage
  with a DV of 3, albeit with an increased
  Difficulty of +4 due to movement penalties.
  Dolphins do not like sharks, and will gang
  up on one if the opportunity presents itself
  to pummel one to death.
  The relationship between humans and
  dolphins is unusual, and goes back for
  thousands of years. Also known as ship
  fish, having them escort a ship out to sea
  has long been considered a good omen.
  Tales of dolphins rescuing swimmers or
  frolicking with divers are well known.
  Dolphins apparently enjoy play for play's
  sake, and the leaping and acrobatics seen
  at aquariums is also a natural behavior in
  the wild. They travel in groups of a dozen or
  so, and are unusual in that they will support
  injured or ill members of their group. Groups
  will sometimes temporarily combine, and
  herds of several hundred are possible in this
  case.
  
  Modern science is beginning to identify that
  Dolphins are in fact intelligent. They can
  understand many things which help to prove
  their intelligence, including understanding
  pointing, watching and understanding TV
  and identifying correlations between human
  and dolphin body shape.
  Game notes
  The extra HLT of a dolphin is for its
  extended breath holding ability, and they do
  not exceed an exertion level of 3 unless
  swimming more than half their top speed.
  While they normally surface for air once or
  twice a minute, they can hold their breath for
  several minutes if necessary and dive to
  depths of 300m without harm.
  Characters are unlikely to be ambushed by
  porpoises 
  while 
  swimming, 
  but 
  their
  intelligence and trainability makes them a
  natural resource for use by any aquatic
  culture. They can be trained to carry
  weapons like limpet mines, or carry tools to
  divers or messages to the surface. In a
  science-fiction 
  game, 
  they 
  might 
  be
  considered sentient, with a culture so alien
  it just took hundreds of years to understand
  it.
  STR 2
  AGL 6
  AWR 9(1)
  WIL 5(8)
  HLT 6
  POW 1
  Description
  Powerful birds with large hooked beak, long
  curved talons and large wingspan.
  Coloration varies with species, but wings
  are usually dark, and lighter regions are
  limited to the head or underbody.
  Mass:7kg
  Variation:±2kg
  Length:1m (wingspan 2m)
  Size modifier:+1(resting),+0(flying)
  Good reaction roll: Ignore you
  Neutral reaction roll: Mock attack pass vs.
  intruders
  Bad reaction roll: Attack intruders (see text)
  Habitat: Any temperate to equatorial
  Fear Rating: 6 or 7 when flying
  Special abilities: Frailness x3.0
  Fly at up to 10m/sec
  Dive attack at up to 35m/sec
  Skills: Beak (DV2 lethal),skill 6
  Talon (DV2 lethal),skill 7
  Details
  Eagles and other birds of prey cannot be
  domesticated, but can be trained after a
  fashion. They do not show loyalty, but do
  recognize certain individuals can follow
  commands appropriate to their nature
  (attack and return on command).
  The listed stats for an eagle's strength
  mainly represent its carrying capacity. The
  strength in an eagle's talons is immense,
  and one perched on your wrist can deliver
  enough pressure to break your arm bones.
  Both their talons and beak are very sharp
  and capable of inflicting severe wounds.
  
  The largest eagles, of which this is an
  example, are capable of killing prey several
  times their mass.
  An eagle's attack is almost always an
  ambush from above, and they do not
  engage in protracted chases if the initial
  attack fails. A diving attack with talons ready
  usually ends up with an effective skill of 0
  vs. a surprised defender, and has a lethal
  DV of 3.To a creature with a frailness of
  perhaps x2,this is usually enough. The
  talons lock onto the prey, and the eagle
  uses its beak to deliver the killing blows,
  usually to the head. They will not attack
  something they don't intend to eat unless it
  is threatening their nest, so reaction rolls
  should take this into account.
  Game notes
  Eagles have had symbolic significance in
  many cultures since ancient times. When
  falconry was a sport of kings, only kings
  could use the eagle. Eagles have been
  emblazoned on coats of arms, their feathers
  used in ceremonial dress, and their traits
  perpetuated in common expressions, like
  "eagle eyes".
  Even today, the bird is invoked to give
  certain impressions to objects or titles, like
  the “Eagle Scout ”, “F-15 Eagle ” fighter
  plane or the “Eagle Talon ” automobile..
  Characters are unlikely to encounter eagles
  in the wild unless they are actively trying to
  get near a nest. However, characters in a
  low-tech campaign may encounter eagles
  used against them as a specialized
  weapon, or have a trained bird of prey of
  their own. Remember that for all their
  grandeur, eagles are still birds, and fairly
  fragile. People will generally not throw away
  years of training the bird just to get in a petty
  attack against someone.
  In a magical campaign, eagles would make
  excellent scouts, either as a form for a mage
  to shift into, or as an observation platform
  for which to view from.
  STR 22
  AGL 4
  AWR 6(2)
  WIL 6(5)
  HLT 5
  POW 5
  Description
  Large grey quadruped, with prehensile
  trunk, massive head, large ears, heavy
  body and thick legs. Indian elephants are
  smaller and have proportionately smaller
  ears than the African variety. Elephants are
  the largest existing land animals.
  Mass:6,000kg
  Variation:±1000kg
  Length:7.0m
  Size modifier:-3
  Good reaction roll: Ignore you
  Neutral reaction roll: Look alert and keep an
  eye on you
  Bad reaction roll: Approach to drive you off
  Habitat: Temperate or equatorial plains or
  forests
  Fear Rating: 10
  Special abilities: Toughness x.2
  Armor Value of 1/0
  Run at up to 11m/sec
  Skills: Grab, skill 4
  Tusk (DV6 combination),skill 4
  Trample (DV11 combination),skill 4
  Details
  Elephants come in two varieties, African
  and Indian, the African being the larger. The
  listed game stats are a compromise
  between 
  the 
  two 
  types. 
  One 
  major
  difference is that only male Indian elephants
  have tusks, and these are proportionately
  smaller than those on African elephants.
  The other major difference is that the Indian
  elephant has been domesticated (more or
  less)as a draft animal, and in previous
  centuries, as a troop carrier.
  
  In the wild, elephants travel in herds of 10 or
  more, led by the dominant matriarchs of the
  group. They travel over a broad range, as a
  full-grown elephant can consume over
  200kg of food per day, and a herd can strip
  vegetation at an alarming rate.
  Elephants have tremendous herd loyalty
  and will group together to defend their own,
  led by the largest of the matriarchs.
  Non-aligned, i.e., “bachelor ”,bulls will trail
  along with the herd, but not as a member.
  Females tend to be larger than the males.
  Elephants can go berserk with no apparent
  provocation. Even ones that have been
  hand-raised have turned on their handlers
  after years of good behavior, and caused
  significant damage before being killed.
  Elephants can throw a man up to 10 meters
  with their trunks. Fortunately such events
  are rare among trained elephants, but the
  hazard is always there, and the chance of
  surviving an elephant's rage is slim to none.
  An enraged elephant can be compared to a
  berserk human, attacking all around it with
  no regard for personal injury or long-term
  consequences, and chasing down anything
  that looks like it would be a good idea to
  utterly demolish and crush.
  Game notes
  Angry 
  elephants 
  are 
  not 
  something
  characters will want to deal with, especially
  since a berserk one should be considered
  to have Pain Tolerance and 1 ASP to use
  solely for ignoring a lethal injury for a
  number of seconds equal to its WIL.
  Possible adventure hooks could resolve
  around their use in a mass combat for a
  fantasy 
  campaign. 
  In 
  the 
  modern
  industrialized world, they are only seen in
  zoos, circuses or as a facet of daily life in
  few areas where they are still used for labor.
  The African elephants that remain are a
  protected species, as ivory hunting has
  driven them nearly to extinction. Elephants
  could 
  be 
  used 
  as 
  part 
  of 
  a
  poaching/smuggling adventure hook, and
  actually show up while tracking or confront-
  ing the poachers.
  Elephants were often used as land
  battleships on the Indian subcontinent, with
  armored platforms on their backs holding
  several archers, and the elephant itself
  doing significant damage with its bulk and
  crushing weight. A howdah has room four
  people to use outward-facing weapons, and
  provides them waist-high cover with an AV
  of 4 vs. melee and low-tech projectiles. The
  elephant itself would probably be draped
  with a light set of barding (AV1),and leg
  wraps to protect it from minor damage.
  
  STR 15
  AGL 4
  AWR 4(1)
  WIL 6(4)
  HLT 6
  POW 3
  Description
  Large grey quadruped, with broad jaw, short
  legs and heavy, compact body structure. Its
  eyes, ears and nostrils are set near the top
  of the head so that it can see, hear and
  breathe while nearly completely submerged.
  Mass:3500kg
  Variation:±500kg
  Length:4.5m
  Size modifier:-3 (+0 if near-submerged)
  Good reaction roll: Watch but ignore you
  Neutral reaction roll: Make threat display
  Bad reaction roll: Make threat display and
  consider an attack
  Habitat: Tropical to equatorial freshwater
  coastal
  Fear Rating: 10
  Special abilities: Toughness x.2
  Armor Value of 1/0
  Run at up to 8m/sec
  Swim at up to 2m/sec
  Skills: Bite (combination DV4),skill 3
  Trample (combination DV 8),skill 1
  Details
  The hippopotamus is a nocturnal herbivore
  that spends its days in or around rivers, and
  trundles onto land at night to feed,
  sometimes wandering significant distances
  on habitual trails to do so. They will also
  feed on underwater grasses and plants, and
  can hold their breath for several minutes
  while doing so, leaving open the possibility
  of one surfacing in an area you thought was
  deserted.
  Hippos defend themselves with their bulk
  and massive lower canine teeth, backed by
  the crushing strength of their jaws.
  They are territorial, especially in the water,
  and the common open-mouth “yawn ”is their
  threat display.
  They will attack intruders in their water
  territory, and have killed people and
  destroyed small boats.
  A rare variant of the hippo is the pygmy
  hippo, which only reaches about 200kg in
  mass, is terrestrial rather than amphibious,
  and is restricted to a small portion of
  western Africa.
  Game notes
  Hippos fall into the natural hazard category
  of creatures.
  A family group of a dozen or so lounging in
  the shallows is likely to ignore you, unless
  you have to move through their area. Then
  you have to deal with three tons of angry
  hippo trying to nosh on your dugout canoe,
  and if you fall into the water, you as well.
  Increase the instinctive WIL of a hippo by 2
  if you and it are both in the water.
  Hippopotamus ivory is valued, and the
  animals have been hunted to near-
  extinction in some areas. In a modern
  campaign, characters may need to be in
  close proximity to hippos either as poachers
  or protectors. In either case, the real
  problem is other people, but the nearby
  presence of these large and sometimes
  lethal herbivores can be an added dramatic
  complication.
  
  Horses have been domesticated for over
  6,000 years, and selective breeding over
  the centuries has provided humans with a
  variety of animals for the different uses to
  which they are put. Draft horses, while slow,
  have great strength and can carry or pull
  large loads. Arabians and similar breeds are
  not as strong, but very fast, and ponies are
  small, 
  but 
  sturdy, 
  able 
  to 
  tolerate
  environments the other types could not.
  Historically, horses have been valuable
  property. Warhorses often survived battles
  that their riders didn't, because the horse
  was often too valuable to be attacked. If you
  kill the rider, the horse was gold on the hoof.
  If you kill the horse, you've got horsemeat.
  STR 14
  AGL 4
  AWR 5(1)
  WIL 5(5)
  HLT 6
  POW 3
  Description
  Large, heavily built horse, usually in
  chestnut, roan and bay, less often in black,
  brown or grey. Horses of this type date back
  to the Roman era, though this actual breed
  is much more recent.
  Mass:1000kg
  Variation:±100kg
  Length:3m
  Size modifier:-2
  Good reaction roll: Friendly approach
  Neutral reaction roll: Ignore you
  Bad reaction roll: Move away
  Habitat: Average temperate to tropical plains
  Fear Rating: 9
  Special abilities: Toughness x.5
  Armor Value 1/1
  Run at up to 18m/sec
  Skills: Bite (combination DV3),skill 2
  Kick (combination DV4),skill 3
  
  STR 12
  AGL 5
  AWR 5(1)
  WIL 5(5)
  HLT 5
  POW 2
  Description
  Medium horse, usually a solid color of bay,
  grey, chestnut or brown, with occasional
  white markings on the legs or face.
  The breed characteristics date back over
  2,000 years, and is considered the oldest
  true horse breed.
  Mass:400kg
  Variation:±100kg
  Length:3m
  Size modifier:-2
  Good reaction roll: Friendly approach
  Neutral reaction roll: Ignore you
  Bad reaction roll: Move away
  Habitat: Temperate to equatorial plains
  Fear Rating: 9
  Special abilities: Toughness x.6
  Armor Value 1/0
  Run at up to 21m/sec
  Skills: Bite (combination DV2),skill 2
  Kick (combination DV3),skill 3
  STR 10
  AGL 5
  AWR 6(1)
  WIL 6(6)
  HLT 7
  POW 2
  Description
  Small horse, with a compact muscular body
  and short legs, usually in a solid shade of
  brown or grey. Ponies are most common in
  harsher climes where scarcer food favors
  breeds with smaller food requirements.
  Mass:230kg
  Variation:±40kg
  Length:2.5m
  Size modifier:-1
  Good reaction roll: Friendly approach
  Neutral reaction roll: Ignore you
  Bad reaction roll: Move away
  Habitat: Temperate plains
  Fear Rating: 8
  Special abilities: Toughness x.7
  Armor Value 1/1
  Run at up to 15m/sec
  Skills: Bite (combination DV2),skill 3
  Kick (combination DV3),skill 3
  
  Details
  Wild horses travel in herds, led by a herd
  stallion. 
  Like 
  many 
  other 
  animals,
  dominance challenges take place during
  mating seasons. Their teeth are not    de-
  signed for cutting or tearing, but can still
  deliver hide-ripping pressure, and hooves
  are capable of breaking bone, a death sen-
  tence for a wild horse if a leg happens to be
  the target. Wild horses are extremely skit-
  tish around humans, since among other
  things, we smell like meat eaters. The
  reactions listed for the horses assume they
  are acclimated to humans, and this is just a
  matter of how they feel about you, rather
  than the instinctual desire to get away from
  a possible predator. Their levels of attack
  skill reflect residual domesticated levels.
  Experienced wild horses may be better, and
  trained warhorses will have a wide variety of
  maneuvers:
  Bite
  The horse swings its head around and takes
  a chunk out of whatever is handy. Normally,
  this does not actually tear flesh, but can
  leave a whopping big bruise. This attack
  can be made into any of the three hexes
  adjacent to the head.
  Throw
  In addition, the horse can use its significant
  neck strength to try and throw a bitten target
  to the ground on its next action. The horse
  uses its AGL Aptitude vs. the AGL of the
  target, but the horse gets a bonus equal to
  the STR difference. The result is the same
  as a martial arts throw, the target taking a -2
  on their base defense until they make a
  Difficulty 5 AGL task as one of their actions.
  Front strike
  The horse raises a foreleg and lashes out
  with the front hoof edge. This can strike
  anywhere in the hex in front of the horse.
  Rear strike
  The horse uses its rear legs to kick with the
  flat of both hooves. This is counted as a
  single blow for being dodged or blocked,
  and can target any of the three hexes
  adjacent to the tail. For purposes of
  damage, treat as two blows to the location
  hit.
  Double strike
  One of the most powerful blows, where the
  horse rears up and puts all its mass behind
  its front hooves in addition to striking out
  with them. This would be counted like
  gathering ki in a character's strike. The
  horse may add up to its skill to its STR
  before figuring damage. This is counted as
  a single blow for being dodged or blocked,
  and targets the hex directly in front of the
  horse. For purposes of damage, treat as
  two blows to the location hit.
  Game notes
  The normal maximum speed of a horse is
  around 20m/sec. With selective breeding
  and training, this can be increased up to
  23m/sec for a sprint, and stamina raised to
  allow up to 18m/sec for distances of up to
  2km.If the horse has a rider, top speed is
  usually reduced by at least 1m/sec. Large
  riding animals (appropriate also for camel,
  elephant, 
  dragon, 
  Pegasus, 
  wyvern,
  hippogriff) use the same STR tables for
  humans to see how much they can carry.
  Example - A STR 12 horse would be at +1
  Difficulty on all physical tasks with a
  lightweight jockey and saddle (37- 72kg),but
  would be at +2 with a more normal load
  (73-144kg).This affects the top speed of the
  horse just like it would a person.
  
  One interesting tactic that was used to catch
  wild horses Is to walk them down. A person
  walking has more endurance than a horse
  on a constant state of alertness from
  running away. If the person is in good
  condition and the terrain is right, the person
  will still have stamina left when the horse is
  completely exhausted and unable to get
  away. At this point it can be hobbled and
  haltered and the new owner can and should
  start trying to break the horse's will.
  Maintenance
  Horses are not zero-maintenance creatures.
  You don't just turn the ignition key and drive
  off, nor park them in the garage for a week
  if you don't need them.
  Saddling a horse is an equestrian task with
  a Difficulty of 6 and a base time of 2
  minutes,3 minutes if it needs to be bridled
  as well, assuming a cooperative horse.
  Harnessing for a team takes 5 minutes per
  horse, at the same Difficulty.
  Obnoxious horses can sabotage saddling
  efforts in a number of ways, so the GM
  should check for character success.
  Marginal failures should be counted as
  success, since all the equipment is in the
  right spots. However, some sort of mistake
  has been made somewhere that will
  guarantee a random disaster check each
  time the character tries anything tricky, like
  going full speed, jumps, fording rivers, etc.
  The result of failure is usually having the
  saddle or some other item come loose
  enough to dump the rider.
  Example -Joe Greenhorn has saddled up
  devious old Jinx, but not noticed that Jinx
  inflated his chest fully while Joe was
  tightening the girth strap. Joe gets on, and
  Jinx exhales, making the saddle a loose fit.
  Joe, being a greenhorn, does not notice.
  Later that day, he kicks Jinx up to a gallop,
  and is rather startled to find the saddle is
  slipping down around Jinx's belly, and Jinx
  is showing no inclination to slow down.
  Joe fails a riding task with his marginal
  equestrian skill, and takes a tumble off the
  horse for normal falling damage. Jinx
  immediately slows down, whinnies and
  canters back to the stables, mission
  accomplished (yes, horses are capable of
  this level of deviousness).
  When done riding for the day, the horse will
  need to be unsaddled, rubbed down and
  checked over for possible saddle sores,
  items caught in the hooves and its food and
  water needs attended to. This is a Difficulty
  4 task with a base time of 5 minutes, and
  riders who value their mounts take the time
  to do it right. Failing to do this gives
  misfortune a skill of 1 vs. the horse's HLT
  the next morning to see if the horse has a
  lethal +1 impairment of some type. This skill
  goes up by 1 each day, and the impairments
  are cumulative.
  The tack itself also needs occasional
  maintenance and repair to make sure it all
  holds together. In an urban area, all these
  tasks can be handled by grooms, but when
  in the field a character will have to handle it
  themselves or have servants or retainers to
  do it for them. In TL12 money, a character
  can expect to spend about 750Cr per month
  to have a horse properly boarded and cared
  for. This includes food, shelter, and
  occasional grooming and exercise. This
  portion of an average person's income
  would apply at any TL.
  
  Skill rolls while riding assume that the rider
  has a saddle of some kind. Rolls while riding
  without any reins are at +2 Difficulty, and
  without a saddle (bareback) are an
  additional +2. If the horse has been trained
  to respond to foot pressure commands,
  their is no penalty for missing reins. If the
  horse has a marginal saddle like a bareback
  rig, there is only a +1 penalty instead of a
  +2.
  STR 6
  AGL 6
  AWR 6(2)
  WIL 7(3)
  HLT 6
  POW 2
  Description
  Dog-like carnivore with high shoulders,
  large head and powerful jaws.
  Greyish-brown fur with dark brown or black
  stripes or spots.
  Mass:75kg
  Variation:±20kg
  Length:1.5m
  Size modifier:+0
  Good reaction roll: Trot away to a safe dis-
  tance
  Neutral reaction roll: Move to safe distance,
  watch and call packmates
  Bad reaction roll: Attack, if odds of numbers
  and mass favor them by 2:1
  Habitat: Tropical to equatorial plains
  Fear Rating: 7
  Special abilities: Toughness x1.0
  Run at up to 15m/sec
  Skills: Bite (lethal DV2),skill 6
  Details
  Hyenas 
  are 
  largely 
  thought 
  of 
  as
  scavengers, but are more accurately
  thought of as African wolf packs. They will
  scavenge the kills of other predators,
  sometimes driving off the original predator
  with sheer numbers, but they are mainly
  pack oriented nocturnal hunters and
  extremely efficient at it.
  The matriarchal packs number up to several
  dozen members, which gives them a much
  greater communal ability to absorb battle
  damage than smaller groups like lion prides
  or individual hunters like leopards or
  cheetahs.
  
  The well-known “laughing ”sound made by
  the spotted hyena is usually made while
  fighting among themselves for food, either
  during or after a kill.
  The spotted hyenas live in family clans, and
  have strict territorial boundaries with other
  clans. These boundaries are often tested,
  and fights between clans of hyenas are not
  uncommon.
  Lions and hyenas also have a natural
  antipathy towards each other. They will
  drive each other from kills when odds
  permit, and will not hesitate to chase or kill
  the other if the situation is favorable.
  Game notes
  The instinctive WIL of hyenas is based on
  one hyena. Each time you double the
  number of hyenas, add 1 to the WIL, and
  add 1 more if it is night, as they are likely to
  be hunting, with a maximum WIL of
  8.Hyenas are a definite natural hazard for
  the traveler in some parts of Africa,
  especially those without benefit of modern
  vehicles or weapons. While they may be put
  off by noise, lights and the smell of smoke,
  they are also cunning and have a lot of
  hungry mouths to feed. Like most pack
  hunters, they attack cautiously, wearing the
  prey down until an opportunity arises for the
  kill, and then they dive in en masse to feed,
  an event which the prey is unfortunately still
  alive to experience, at least for several
  seconds.
  As a game complication, hyenas are best
  reserved as an unseen or unencountered
  threat, 
  to 
  make 
  travelers 
  wary 
  and
  prepared. In a low-tech game, they could be
  a constant hazard of life, and in a
  paranormally-oriented 
  campaign, 
  they
  might have some power which they can use
  as a group, but not as individuals, like
  making their prey irrational with fear. For
  that matter, they qualify as ferocious
  carnivores for purposes of fear anyway
  (basic rules, page 115).
  STR 8
  AGL 5
  AWR 6(1)
  WIL 7(5)
  HLT 6
  POW 1
  Description
  Large cat with short tawny coat, compact
  head and long tail with black tuft at the end.
  Adult males are larger, have a prominent
  mane and may be darker in color.
  Mass:160kg
  Variation:±40kg
  Length:2.0m
  Size modifier:-1
  Good reaction roll: Lounge about and ignore
  you
  Neutral reaction roll: Eye you alertly
  Bad reaction roll: Approach and investigate
  potential
  Habitat: Temperate to equatorial plains
  Fear Rating: 8
  Special abilities: Toughness x.8
  Run at up to 19m/sec
  Armor Value of 1/1
  Skills: Bite/grab (lethal DV2),skill 5
  Claw (lethal DV2),skill 5
  Stealth, skill 4
  Details
  The following material mainly deals with the
  African lion.
  The Asiatic lion is restricted to a preserve in
  western India, notable in that it is bordered
  by 
  inhabited 
  areas, 
  and 
  there 
  are
  approximately a hundred maulings per year
  from lions that have left the area of the
  preserve.
  
  Lions have a reputation as “king of the
  beasts ”,but in fact are layabouts who would
  probably sleep all the time if it weren't for the
  need to eat occasionally. As it is, lions sleep
  nearly 20 hours a day. Their low instinctive
  WIL reflects their general apathy and
  unlikliness of irrational hostility towards
  characters (hunger is another matter).They
  are also only mediocre hunters, and a large
  part of their diet is food scavenged from
  other predator's kills. They will keep an eye
  on vultures, and use them as pointers to
  fresh kills they can take away from
  someone else. However, their size and
  strength in numbers lets them take down
  prey that other predators couldn't tackle, like
  rhinoceros or small elephants.
  Normally this wouldn't be attempted due to
  the risk, but in times of hardship, it may be
  the only alternative to starvation. An adult
  lion consumes about 150kg of meat per
  month, and it takes about 2.5 square
  kilometers of prime territory to supply this.
  So, a pride of 20 lions would need about 50
  square kilometers of good territory, with
  variation for game type and the number of
  adults in the pride.
  With the exception of unattached males,
  lions live in prides of a dominant male or
  males, related females and cubs of various
  ages. These average about a dozen or so
  lions in size, but can be several times larger
  in prosperous times.
  The females do most of the hunting, and the
  stronger males act in a protective role, and
  chase off other males. Hunting is usually a
  stalk and pounce, using a claw rake to injure
  or knock down the prey, and a throat bite to
  strangle or break the neck of the downed
  victim.
  Game notes
  Since female lions do most of the work in a
  pride, the game stats reflect a large female
  lion. A male would have an extra point or
  two of STR, and have a Stealth skill 2 points
  lower, partially due to lower skill and
  partially due to the prominent mane which
  also gives an adult male an additional 1/1 in
  armor to the neck area.
  In previous centuries, both Asiatic and
  African lions were much more plentiful, and
  more likely to be encountered in the wild. In
  addition, many rulers had them imported as
  curiosities or spectacles, as immortalized in
  the arena combats of the Romans.
  Prisoners could be thrown to lions as
  entertainment, or characters could be sent
  to capture and return one or more lions.
  In a modern game, they are a natural
  hazard, and this is exacerbated by their
  status as a protected or endangered
  species in some areas.
  
  STR 25
  AGL 4
  AWR 6(2)
  WIL 6(4)
  HLT 6
  POW 5
  Description
  Elephant-like body structure, but with long,
  shaggy reddish-brown fur and long curved
  tusks that curved obliquely and towards the
  center rather than an elephant's vertically
  curved tusks. The largest specimens stood
  4.5m high at the shoulder.
  Mass:8,000kg
  Variation:±1000kg
  Length:8.0m
  Size modifier:-3
  Good reaction roll: Ignore you
  Neutral reaction roll: Look alert and watch
  you
  Bad reaction roll: Approach and drive you off
  Habitat: Temperate plains or forests
  Fear Rating: 10
  Special abilities: Toughness x.2
  Armor Value of 2/1
  Run at up to 11m/sec
  Skills: Grab, skill 4
  Tusk (DV6 combination),skill 4
  Trample (DV12 combination),skill 4
  Details
  Mammoths are a group of now-extinct
  elephants that roamed northern temperate
  regions up until about 10,000 years ago. A
  variant, the pygmy mammoth, survived on
  Wrangel Island (latitude 72 °N) until about
  2,000BC.These were similar in body
  structure, but only had a mass of around
  1,500kg.
  We assume many of their habits were
  similar to elephants, but that they traveled in
  smaller herds (say 4-10)due to lower
  resources in their northern habitat.
  These would be led by an older female, with
  one male, subordinate females and some
  number of juveniles.
  They probably had few predators, and
  wandered unopposed through their range.
  Game notes
  As an extinct species, mammoths are hard
  to work into modern adventures, but they
  can be useful for fantasy campaigns. In
  CORPS Dreamtime, the last of the
  mammoths are sometimes encountered by
  our earliest ancestors, and when armed
  with basic bows and stone-tipped spears,
  they can be quite a challenge. In a fantasy
  campaign, they could be a cold-climate
  version of the war elephant, able to carry
  slightly more load and with better natural
  armor. In a historical campaign, the
  discovery of a frozen mammoth would
  cause quite a stir (the first recorded
  incidence of this is in the 15th century),and
  characters 
  could 
  be 
  involved 
  in 
  an
  expedition to investigate it. In this case, the
  adventure is the trip and its hardships, and
  the mammoth is just tangential.
  Of course, there might be pockets of
  survivors here and there that no one knew
  about until the characters wandered into
  their hitherto uncharted habitat...
  Like other extinct species, they can also be
  used as a “natural ” life form on other
  planets for a science-fiction campaign, and
  may have some specialized adaptation to
  their alien environment to keep characters
  from taking them for granted.
  
  STR 1
  AGI 7
  AWR 7(1)
  WIL 4
  HLT 7
  POW 1
  Description
  These are birds who live by oceans and
  seas. This type of animal includes seagulls,
  pelicans, petrels and so forth.
  Mass:2.5kg
  Variation:±0.25kg
  Length:0.7m (wingspan 1m)
  Size modifier:+2
  Good reaction roll: Ignore you
  Neutral reaction roll: Watch you
  Bad reaction roll: Attack you then fly away
  Habitat: 
  Coasts, 
  Oceanic, 
  marshes,
  estuaries
  Fear Rating: 5
  Special abilities: Toughness x3.0
  Exceptional endurance
  Keen vision
  Night vision
  Fly at 14m/s
  Hop/waddle on the ground at up to 2m/sec
  Skills: Peck (lethal DV0),skill 7 Puncturing
  Dive Bomb (lethal DV1),skill 7 Puncturing
  Fly, skill 7
  Swim, skill 7
  Details
  These animals spend most of their time
  over water, nesting in cliffs and on islands.
  Some of them will dive into the water to
  catch their prey, using their speed and
  sharp beak to spear fish.
  In a modern setting, a lot of breeds are
  accustomed to the presence of man, and
  the abundance of food he brings with him.
  When hungry, such seabirds have been
  known to dive bomb and attack beachgoers
  to steal food.
  These are included for that purpose, they
  can be a hazard for characters in a seafront
  situation.
  
  STR 10
  AGL 6
  AWR 6(2)
  WIL 5(4)
  HLT 6(8)
  POW 2
  Description
  Usually black with large white patches by
  which a particular individual can be
  identified. Large dorsal fin and flippers,
  powerful horizontal tail fluke.
  Mass:8,000kg
  Variation:±1,000kg
  Length:8m
  Size modifier:-2
  Good reaction roll: Come over and
  investigate
  Neutral reaction roll: Hold distance and
  observe
  Bad reaction roll: Leave the area
  Habitat: Any ocean
  Fear Rating: 9
  Special abilities: Toughness x.5
  Swim at up to 10m/sec
  Armor Value of 1/1
  Extended breath holding ability
  Skills: Bite (combination DV3),skill 4
  Tail concuss (non-lethal DV3),skill 4
  Details
  Also known as a killer whale. The orca is an
  aquatic mammal, like dolphins and whales,
  and while it can be found in all the oceans,
  it prefers colder climates. Their normal diet
  is fish (including sharks),although they will
  also eat small dolphins and some have a
  preference for seals, even going so far as to
  voluntarily beach themselves to get one on
  the shore (they wriggle back into the water
  afterwards).
  Normally they will kill their prey with their
  teeth, and swallow it mostly whole. They
  may also stun prey with a slap of their tail
  fluke, and may toss injured prey through the
  air like a cat playing with a mouse.
  Orcas have not been domesticated, but
  ones in captivity can be raised to be friendly
  with humans, and ones in the wild have not
  been known to attack humans (even though
  we are well within their prey range).Humans
  that look like seals because they area
  wearing black diving suits and swim fins are
  another matter...Orcas are very intelligent,
  and can be trained to perform complex
  actions, recognize patterns, and make
  decisions based on changing conditions.
  While they need to surface regularly to
  breathe, they can also hold their breath for
  extended periods, and can dive to depths of
  300 meters in search of food.
  In the wild, they live in groups of about a
  dozen or so, called a pod. Pod members will
  cooperate and act as a pack to hunt down
  large prey, such as baleen whales.
  Like dolphins, they can communicate
  through a complex series of phonations,
  each pod having a distinctive dialect that
  other pods can recognize. They also have
  the same echolocation ability that dolphins
  do, allowing them to “see ”though murky
  water conditions.
  Game notes
  As you may have seen at major aquariums
  or on television and movies, orcas can be
  quite clever and friendly with people. Nor
  are they known for attacking rubber boats
  with whale watchers, even though the
  occupants are certainly snack-sized. An
  orca or pod deliberately going after humans
  in a campaign might have some plot-based
  reason the characters have to unravel.
  
  In a fantasy or science-fiction world, orcas
  and dolphins might be genuinely intelligent,
  with their own unique culture, one which has
  no reliance or need for tools, and with totally
  oral traditions and history. You could easily
  imagine cooperative ventures where they
  help herd fish into nets in exchange for
  getting a share of the catch without having
  to worry about hunting, or they might
  develop a taste for land-based meat like
  beef that they exchange services for. Their
  abilities as underwater scouts or guards
  would be hard to beat, especially if they
  were able to carry and use weapons.
  STR 6
  AGL 6
  AWR 6(1)
  WIL 5(4)
  HLT 5
  POW 1
  Description
  Medium-sized 
  cat, 
  usually 
  with 
  thick
  red-brown or brown fur, with a tail of up to
  half the body length.
  Mass:50kg
  Variation:±10kg
  Length:1.5m
  Size modifier:+0
  Good reaction roll: Leave the area
  Neutral reaction roll: Leave the area
  Bad reaction roll: Watch from a distance
  Habitat: Any temperate to equatorial
  Fear Rating: 7
  Special abilities: Toughness x1.0
  Run at up to 19m/sec
  Armor Value of 1/0
  Skills: Bite/grab (lethal DV2),skill 7
  Claw (lethal DV2),skill 6
  Stealth, skill 6
  Details
  The natural range of the puma, or mountain
  lion used to cover all of South America and
  most of North America except for the
  extreme north and the central plains. The
  range is currently much reduced but they
  are still common enough to be hunted in
  some parts of the western United States.
  The physical stats for puma can also be
  used to represent other medium sized cats
  such as jaguars or leopards.
  Jaguars are native to Central America and
  the equatorial parts of South America, and
  leopards are native to the non-desert parts
  of Africa, the Middle East, India and
  southeast Asia. Note that these other cats
  may have starkly different personalities and
  levels of aggressiveness towards man.
  
  Pumas are solitary cats that shy away from
  human presence, with very few recorded
  puma attacks on humans.
  They also have a dislike for dogs and prefer
  to run away rather than confront dogs, even
  those of much smaller size.
  This makes dogs excellent guard animals in
  puma country, and a pack of hunting dogs
  can tire one down and tree it when it gets
  too fatigued to run anymore. Leopards on
  the other hand, will hunt and eat dogs if
  given the chance...
  Game notes
  The reputation of the puma exceeds the
  reality, and if raised from cubs can socialize
  quite well to humans, with the significant
  advantage that a playful cuff from one won't
  knock you flat like a lion or tiger would. On
  the other hand, they are capable of taking
  down prey several times their own mass,
  including elk and horses. While puma will
  seldom be encountered except for their
  distant calls, the more aggressive jaguar or
  leopard are less likely to be cowed by the
  presence of humans, and more likely to be
  a problem in their parts of the world.
  All three have at various times been both
  predators on domestic livestock, or valued
  for their hides. As a result, they have been
  hunted to extinction in some areas where
  they used to be plentiful. Either reason for
  hunting them is a possible means to get
  characters involved with them and any
  political or local concerns over their value.
  STR 1
  AGL 4
  AWR 4(1)
  WIL 6(7)
  HLT 7
  POW 1
  Description
  Rats comprise many separate species, but
  this description covers the largest ones
  characters are likely to deal with in an urban
  environment, like Rattus rattus norvegicus .
  Black or grey, with a hairless tail about
  two-thirds their body length long, small
  black eyes and whiskers that extend to
  approximately body width on either side.
  Mass:5kg
  Variation:±2kg
  Length:.3m
  Size modifier:+2
  Good reaction roll: Ignore you
  Neutral reaction roll: Move to cover and
  chitter angrily
  Bad reaction roll: Leave the area
  Habitat: Anywhere humans can live
  Fear Rating: 5
  Special abilities: Frailness x2.0
  Run at up to 6m/sec
  Climb about anything at 1m/sec
  Skills: Bite (lethal DV0),skill 4
  Climbing, skill 4
  Details
  Rats are extremely adaptable, which
  accounts for their extraordinary success in
  a variety of environments.
  Environments created by people are
  especially popular, since humans tend to
  leave edible food or garbage just lying
  around for the taking, and create structures
  that give rats concealed spaces to live,
  move and breed.
  
  Bad movies aside, rats do not hunt in packs
  and terrorize whole communities. However,
  they are superb opportunists and can eat
  anything that is too feeble to put up a fight.
  Rats are no respecters of the dead, and
  since meat is a lot more nourishing than
  plant matter, any given source will be
  quickly exploited and consumed. While they
  generally prefer to avoid fights with larger
  creatures, the term “fighting like trapped
  rats ”came from somewhere. If faced with
  no other option, rats can put up a lot of
  resistance, and even if they die, their teeth
  leave nasty wounds that often get infected.
  While they will tend to shy away from rapid
  changes in their environment (like a person
  entering a room and turning on the
  light),they will quickly become habituated to
  environmental changes that don't seem to
  directly affect their survival. So, while rats in
  an alley might shy away from a person who
  enters the alley, the presence of people
  walking by on a regular basis would soon
  cause the more adventurous rats to ignore
  them, and thus be able to get at tasty
  garbage morsels the other rats can't. If this
  continues, the better fed rats will have more
  breeding success and this trait will be
  selected for in future generations.
  Aside from having a high toughness for their
  size, rats can tolerate toxins in their environ-
  ment that would kill most other animals. Part
  of this seems to be generic adaptability, and
  partly a short lifespan. They die of old age
  before they would suffer long-term effects
  that might do in a longer-lived species .A rat
  that survives poisoning will probably re-
  member the conditions and not be so stupid
  a second time.
  Game notes
  Rats are going to be a feature of any game
  set on Earth, and perhaps even manage to
  get exported to other worlds as well. Given
  that they can eventually chew through
  anything softer than their teeth, and need to
  chew to keep their constantly growing teeth
  in check, the havoc that can be wrought on
  everything from food bins to computer ca-
  bles can well be imagined. Once you have
  rats, getting rid of them is very tough, and
  simply keeping them in check is an uphill
  battle. Being a rat-catcher was nasty work,
  but you always had employment. In a fanta-
  sy world, one can well imagine rats with
  higher POW than normal, to resist magical
  extermination methods, adapting to that just
  like they would poison or traps. In low-tech
  areas you have the added complication that
  they carry the fleas that carry bubonic
  plague.
  When the rat dies, all those fleas look for a
  new home, usually hopping to the nearest
  warm-blooded creature, whether dog, cat or
  human.
  
  STR 18
  AGL 4
  AWR 5(1)
  WIL 6(5)
  HLT 6
  POW 0
  Description
  Ponderous grey quadruped with short thick
  legs and a distinctive short horn or horns on
  the nose. Its thick skin hangs in folds on
  some parts of its body, given it a semi-
  armored appearance.
  Mass:3500kg
  Variation:±500kg
  Length:3.5m
  Size modifier:-3
  Good reaction roll: Ignore you
  Neutral reaction roll: Pay attention to you
  Bad reaction roll: Charge you
  Habitat: Tropical to equatorial plains
  Fear Rating: 10
  Special abilities: Toughness x.3
  Run at up to 12m/sec
  Armor Value 1/2 hide
  Poor vision
  Skills: Gore (lethal DV5),skill 4
  Details
  The rhinoceros comes in two main types,
  the African (listed) and Asian (somewhat
  smaller).The Asian rhinoceros lives in
  jungle instead of open plains, but has many
  of the same habits.
  Rhinoceros are solitary vegetarians, and
  generally avoid or are not afraid of people
  because of their size (they are tied with  the
  hippopotamus as the second largest land
  animal).However, males during the mating
  season or females with offspring are more
  likely to be aggressive, and their instinctive
  WIL should be increased by 2 in this case.
  The African species are also territorial, and
  mark their boundaries with piles of dung that
  can reach significant size.
  Rhinoceros are generally nearsighted, and
  take a +2 Difficulty on any vision-based
  AWR task. However, their hearing and
  sense of smell are good. What this means
  is that they might detect some thing well
  before they can visually identify it. A male
  might mistake your Land Rover for an
  encroaching male during mating season, for
  instance, and charge you. And while they
  may be ponderous, rhinoceros are capable
  of decent (and maybe surprising) bursts of
  speed.
  At the moment, all rhinoceros species are
  endangered, mainly because of poaching
  for their horn, which is believed to have
  aphrodisiac and other properties in some
  cultures.
  There is also circumstantial evidence that
  rhinoceros were in some way involved in
  unicorn myths, either from imported horns
  or mangled third-hand descriptions by
  returning traders.
  Game notes
  Rhinos are another generic African hazard.
  Unlike elephants, they are more likely to be
  aggressive without any apparent reason
  other than your presence.
  On foot or in high grass with limited visibility,
  the 
  encounter 
  could 
  be 
  extremely
  dangerous. With a modern vehicle the
  personal danger is lessened, though a DV5
  horn could make mince- meat of a civilian
  vehicle given time, not to mention that the
  rhino won't be satisfied until it has tipped
  your vehicle onto its side. And, like most
  other endangered species in modern times,
  you can't shoot at it, and you always have to
  be on the lookout for poachers.
  The prehistoric rhinoceros, Baluchitherium,
  lived in what is now Asia during the
  Oligocene and early Miocene (circa 30
  million years ago). Fossils indicate it
  reached up to 7 meters in length, and was
  over 5 meters high at the shoulders.
  
  STR 0
  AGL 6
  AWR 4(0)
  WIL 7(3)
  HLT 5
  POW 1
  Description
  Scorpions are large arachnids (eight legs)of
  which the forward two have powerful
  pincers. They are also equipped with an
  upward-arching tail with a distinctive stinger.
  Mass:.05kg
  Variation:±0kg
  Length:.1m
  Size modifier:+4
  Good reaction roll: Leave the area
  Neutral reaction roll: Do nothing
  Bad reaction roll: Attempt to sting you
  Habitat: Dry tropical to equatorial
  Fear Rating: 5
  Special abilities: Frailness x5.0
  Run at up to 1m/sec
  Poisonous sting
  Skills: Claw (lethal DV0),skill 4
  Tail sting (lethal DV0),skill 6
  Details
  Scorpions have been around a long time,
  and scorpions or related species may have
  been the first land-dwelling creatures on
  Earth. They are small nocturnal predators,
  and subsist on insects and sometimes mice
  or other small animals.
  Generally, they try to kill prey with their
  claws, but are fairly free with their stinger
  when needed. Characters are unlikely to
  encounter them during the day unless
  deliberately disturbing their daytime hiding
  places.
  The poisonous sting of most scorpions is
  simply counted as a 1 point lethal
  impairment with no permanent impairment
  effects. It will just take a few days to  recover
  the impairment, during which the body part
  is painfully swollen and the  victim in a bad
  mood.
  However, certain African and Mexican scor-
  pions are much more lethal, and should be
  counted as a Venom 2 poison (page 82
  CORPS 2nd Edition rulebook).
  Game notes
  The problem with scorpions is that they are
  driven by habit and don't have any
  comprehension of humans. Since they are
  nocturnal, then tend to find enclosed spaces
  to hide from the heat of the day and daytime
  predators. If this happens to be your boot,
  and you stick your foot in it the next
  morning, WIL 3 or not, you're going to get a
  stinger in your toes. As a double threat,
  wearing heavy enclosed footgear in hot
  climates can lead to all manner of foot
  fungus, and not wearing it leaves you open
  to stings and fangs from anything you
  happen to step on. In built-up areas, all
  kinds of human-occupied areas can have
  scorpions, and they can pose a continual
  threat to children and the unwary. The
  extremely poisonous ones may kill you, but
  numerous stings from other varieties could
  also do you in.
  Characters 
  trekking 
  through 
  scorpion
  country for the first few times should make
  an appropriate Survival task with a Difficulty
  of 4. Anyone who fails and rolls the current
  Random Disaster number somehow forgot
  to empty their boots out (or reached in to
  see what was rattling around), and gets a
  stinger for their trouble sometime during
  that part of the adventure.
  
  Native guides are good for a -1 Difficulty on
  the survival task, provided the guide likes
  the character in question. Annoying the
  guide could be an increased Difficulty
  (“Señor, you shook your boots out, and
  there was still a scorpion there? Oh, and it
  is so badly mashed I cannot tell if it is one of
  the bad ones. This is most unfortunate...”).
  STR 10
  AGL 4
  AWR 6(0)
  WIL 8(10)
  HLT 6
  POW 3
  Description
  Usually colored in shades of blue, grey and
  white. Small eyes, large mouth filled with
  multiple rows of sharp, triangular teeth.
  Mass:1500kg
  Variation:±500kg
  Length:5m
  Size modifier:-2
  Good reaction roll: Ignore you
  Neutral reaction roll: Watch but not attack
  Bad reaction roll: Attack you
  Habitat: Temperate or equatorial ocean
  Fear Rating: 9
  Special abilities: Toughness x.5
  Swim at up to 10m/sec
  Pain tolerance
  Skills: Bite (DV3 lethal),skill 4
  Details
  Most sharks are mindless eating machines,
  fearless, vicious and dumb as dirt. The
  great white is probably the nastiest example
  of what evolution does to you when you to
  sacrifice everything else to get to the top of
  the food chain. Great whites will eat virtually
  anything that is in front of them and will fit
  down their throats, edible or not. They fear
  nothing, and will attack targets on the
  surface as well underwater, ranging from
  surfboards to small fishing boats.
  
  Sharks rely on a number of senses to find
  prey. Eyesight works at close range. The
  shark can also pick up on the weak
  electrical impulses of prey if the water is
  clouded, can hear extremely low-frequency
  sounds that may travel a great distance
  underwater, and may have a sense of smell
  that will allow it to track any interesting up
  current scents.
  Great whites have one attack: a mouthful of
  really nasty teeth. The typical attack is to
  bite, hang on, and then thrash the body
  around until something comes loose.
  Swallow whatever that is, bite and repeat.
  Sharks do lethal cutting damage with their
  bite, and a body thrash lets them do this
  damage again on their movement initiative
  without having to make another attack roll.
  A total cutting impairment of +10 from a
  single bite plus associated thrashing
  usually means amputation of the part bitten.
  The damage to a target is cutting because
  of the number of teeth, but for purposes of
  penetrating armor, they are sharp points
  and count as puncturing, which may halve
  many types of armor. The sheer number
  and constant growth of new teeth means a
  shark has no problems with chewing on
  steel bars or other items that damage them,
  and if necessary, a swimming bash (DV4)
  may be employed to get at something that
  can't simply be chewed through.    Normally,
  an attack will be made while  moving, since
  most prey is going to be trying to get the hell
  out of the way. An attack which misses by 1
  will probably graze the shark's body along
  its target, which will do a lethal DV of 1 from
  the shark's rough skin.
  Most sharks (including great whites)cannot
  pump air over their gills, and most seem to
  require constant movement or some water
  currents in order to extract oxygen from
  seawater. Presumably then, if you can
  catch one in a net it can't bite its way out of,
  it will eventually suffocate. Easier said than
  done. Of course, resting sharks have been
  seen lying on the bottom in areas without
  significant current, so not all of them have
  this limitation.
  Game notes
  The decreased ability of characters to
  dodge underwater attacks, and the sheer
  damage a great white can manage in a
  matter of seconds means it is not something
  to lightly throw against characters. Stainless
  steel chain mail has been developed as
  shark protection, and while this may stop all
  damage from lesser sharks, the crushing
  power of a great white's jaws can still cause
  serious if not fatal injury if you treat it as a
  “constricting ” attack vs. flexible armor.
  
  STR 3
  AGL 5
  AWR 6(0)
  WIL 6(5)
  HLT 5
  POW 1
  Description
  Varying coloration, from off-white to deep
  maroon. Small eyes, large mouth filled with
  multiple rows of sharp, triangular teeth.
  Mass:20kg
  Variation:±5kg
  Length:1.5m
  Size modifier:+1
  Good reaction roll: Ignore you
  Neutral reaction roll: Watch but not attack
  Bad reaction roll: Attack you
  Habitat: Temperate or equatorial ocean, or
  more  rarely river or lake
  Fear Rating: 6
  Special abilities: Frailness x1.5
  Swim at up to 8m/sec
  Skills: Bite (DV1),skill 4
  Details
  There are several major types of sharks,
  including those that eat only plankton, fresh
  water species and with preferred habitats
  ranging from the coast to deep ocean.
  There are sharks that regularly frequent the
  lower reaches of the Mississippi and
  Amazon, and that live in lakes in the near
  East and Central America. The stats here
  represent a small shark of a type that might
  decide to take a bite out of a person on
  occasion, like a bull shark, hammerhead,
  mako or very juvenile great white.
  The only reason these sharks are less likely
  to attack you is that you are bigger relative
  to their body size. This is offset by the
  greater likelihood they will be found in
  quantity.
  Once one makes a successful attack and
  there is blood in the water, it is much more
  likely the others will decide to attack that or
  nearby targets. Roll for   reaction again vs.
  the target of the attack. If it is not attacked,
  roll again for nearest other target. Remem-
  ber that the nearest target can also be other
  fish, not just people in the water.
  Lesser sharks are more likely to attack a
  larger target like a swimmer if they are
  unsure of its size. For instance, in murky
  water, night or poor visibility, especially if
  compounded by thrashing noises that could
  represent a wounded prey. Anything that
  makes a shark more likely to think you are
  prey or that it can take a bite and get away
  with it means an increased chance of a bad
  reaction roll. However, since these sharks
  are small enough to be prey for other
  species, they are a little smarter and
  capable of limited coexistence with divers.
  They will still bite the hand that feeds them,
  however. Lesser sharks are regularly
  hunted by nearby coastal cultures. The
  meat can be eaten, the hide used for armor
  or a biological type of sandpaper, and the
  teeth used to edge wooden weapons in
  areas where metal is scarce.
  Game notes
  The most common personal weapon
  against a shark attack at TL10+ is the “bang
  stick ”.There are two variants of this:
  The first is basically a shotgun shell on a
  stick. When pushed up against the target, it
  goes off and hopefully delivers a painful and
  discouraging load of lead straight into the
  offending creature.
  
  The second has a single-use gas cartridge
  and a perforated spike. The weapon is
  jammed into the body of the shark and
  triggered automatically after a certain
  penetration depth. This fills the body of the
  shark with gas, and it bobs up to the
  surface. Depending on the size of the shark,
  it will either suffocate or just be really
  pissed. Treat either type of bang stick as a
  melee weapon which only activates on a
  solid hit. No variety of graze will usually
  trigger the weapon. If it does activate, apply
  normal weapon damage for the first variety,
  or a lethal +10 impairment for the second
  (adjust for Toughness/Frailness).The size
  of a bang stick head makes it unsuitable for
  spear gun use. However, smaller “power
  heads ”can be used. These are .22 rim fire
  blanks  driving an aluminum slug, and
  triggered by a solid spear hit. This has a
  lethal DV of 6 if it goes off.
  STR 1
  AGL 3
  AWR 4(1)
  WIL 5(3)
  HLT 5
  POW 1
  Description
  Small carnivorous mammal, with short legs
  with long toes and non-retracting claws,
  small rodent-like head with beady black
  eyes. Black fur, commonly seen with two
  prominent white stripes down its back,
  extending onto a long bushy tail.
  Mass:2kg
  Variation:±1kg
  Length:.3m
  Size modifier:+2
  Good reaction roll: Ignore you
  Neutral reaction roll: Turn rear towards you
  and raise tail
  Bad reaction roll: Spray you
  Habitat: Temperate to equatorial forests
  Fear Rating: 5
  Special abilities: Frailness x?.0
  Run at up to 3m/sec
  Skills: Bite (lethal DV0),skill 3
  Spray (special),skill 3
  Details
  Skunks are nocturnal, solitary creatures
  usually living in burrows or concealed in
  brushy or rocky areas. They are carnivores,
  and feed on worms, grubs, insects, bird
  eggs and anything else that is relatively
  slow and tasty.
  Skunks are well known for the malodorous
  spray they will emit from glands at the base
  of its tail when disturbed, and their complete
  lack of fear of any other forest creature.
  When threatened or even approached, it
  turns its back, raises its tail as a warning,
  and sometimes balances on its front paws
  to get a better angle of aim.
  
  If the contrasting black and white fur doesn't
  convey recognition of a possible threat to
  even color-blind intruders, the skunk will
  spray a form of biological mace out to a
  range of 4 meters with very good accuracy.
  This tends to discourage all predators in its
  natural environment, and the scent is so
  intense and so penetrating that it can be
  detected downwind for over a kilometer,
  and sometimes can never be completely
  removed from clothing.
  Game notes
  Unless you surprise one at close range,
  skunks are just another innocuous forest
  denizen. However, they will wander into
  your campsite around dusk with no fear
  whatsoever and rummage through your
  stuff, and woe be to the person who tries to
  interfere.
  Resourceful characters could presumably
  find various amusing and vicious things to
  do with a temporarily sedated skunk (can
  you get the smell out of the leather
  upholstery of a Rolls-Royce?).
  In game terms, treat the spray as having a
  maximum direct fire range of about 4 meters
  and a Range Mod of 0.A direct hit means
  the target takes full effect. Any other result,
  or being slightly further away means the
  target just gets odorized, since the spray
  fills a wide area that can't really be dodged
  effectively. Count a direct hit as having the
  same effects as Mace (page 81 CORPS
  2nd Edition Rulebook),with the side effect of
  a +10 Difficulty to any interpersonal skills
  until you get out of your stinking clothes and
  take a bath. Odds are that unless you have
  some high-tech neutralizing chemical, the
  clothes involved will give you a +1 to
  interpersonal skills whenever you wear
  them (“what's that smell?”),and you will be
  at +2 for about a week, even with regular
  and frequent bathing in the traditional
  deodorizer of tomato juice.
  STR 1
  AGL 3
  AWR 4(0)
  WIL 6(8)
  HLT 5
  POW 1
  Description
  Thick-bodied snake with a distinctive
  pattern of brown and dark brown diamonds
  down the length of its body, ending in a
  multi-segmented rattle which it usually
  agitates as a threat gesture.
  Mass:8kg
  Variation:±2kg
  Length:1.5m
  Size modifier:-2
  Good reaction roll: Leave the area
  Neutral reaction roll: Hiss and rattle,
  preparing to strike
  Bad reaction roll: Attack you
  Habitat: Average temperate
  Fear Rating: 9
  Special abilities: Toughness x5.0
  Slither at up to 3m/sec
  Poisonous fangs
  Skills: Fang (lethal DV1),skill 3
  Stealth, skill 4
  Details
  Most snakes are shy and retiring with
  regards to everything except prey. The only
  time people run into them is at close range,
  and naturally the snake is going to be quite
  defensive about something human-sized
  towering over them or having possibly
  stepped on them. The snake relies on its
  poison to get food, and doesn't prefer to
  waste it in angering something big enough
  to kill it long before it succumbs to the
  poison's effects. The reactions listed
  assume an encounter where both parties
  are surprised to see each other. If the snake
  sees you coming, it will likely get out of the
  way and you'll never know it was there.
  
  The listed fang damage is solely for the
  purposes of penetrating light armor such as
  clothing. The fangs are considered armor
  piercing vs. fabrics, but normal vs. leather.
  If the target takes damage through the
  armor, it is a +1 lethal impairment,
  regardless of location, but this impairment
  will quickly be increased by the poison
  effects. Effects are those of Venom 1 in the
  basic rules (page 82). The fangs are
  considered 
  permanent 
  damage 
  only
  because of the extra tissue damage at the
  bite location from the concentrated venom.
  Rattlesnakes are cold-blooded creatures,
  and need to hibernate over the winter, often
  in “snake dens ”,some concealed, enclosed
  space where a number of them will
  congregate 
  over 
  the 
  winter 
  months,
  emerging again in spring to go their
  separate ways.
  Rattlesnakes (and snakes in general) only
  prey on species that they can fit down their
  throats, aided in most cases by the ability to
  unhinge their jaws and stretch themselves
  around prey larger around than they are.
  They are still restricted to small game like
  rodents and baby birds.
  Game notes
  Snakes and characters are unlikely to
  choose each other's company, although in
  habitats with cold nights, they may be drawn
  towards the warmth of campfires or warm
  bodies in sleeping bags.
  Since some snake-eating predators are not
  fond of being bitten by rattlesnakes, other
  snakes in its geographical range may mimic
  its appearance or behavior. Non-poisonous
  species may have a similar appearance, or
  rattle their tail in dry leaves to produce the
  rattlesnake's warning sound.
  While a bite from one of these non-
  poisonous snakes can draw blood, a person
  who thinks they have been bitten by a
  rattlesnake instead may actually get so
  agitated as to make themselves ill, which
  reinforces the belief that they have been
  poisoned. If the attacking snake escapes,
  someone who sees the snake or the bite will
  need to make a Difficulty 6 temperate
  survival task to recognize that the bite or
  snake is non -poisonous. Otherwise the
  bitten character will believe themselves
  poisoned and burn 1 exertion point per 10
  minutes for the next hour from worry and
  adrenalin rush.
  Characters with snake phobias may suffer
  worse effects.
  
  STR 1
  AGL 3
  AWR 5(0)
  WIL 6(8)
  HLT 4
  POW 1
  Description
  Medium-thick snake in shades of light
  brown and green, many varieties having a
  distinctive “hood ”that flares out when they
  are threatened.
  Mass:10kg
  Variation:±2kg
  Length:3m
  Size modifier:+2
  Good reaction roll: Leave the area
  Neutral reaction roll: Rise up, flare hood and
  prepare to strike
  Bad reaction roll: Attack you
  Habitat: Tropical to equatorial
  Fear Rating: 9
  Special abilities: Frailness x2.0
  Slither at up to 3m/sec
  Poisonous fangs
  Skills: Bite (lethal DV1),skill 3
  Stealth, skill 4
  Details
  The reactions listed for cobras assume an
  encounter where both parties are surprised
  to see each other. If the snake sees you
  coming, it will likely get out of the way and
  you'll never know it was there. A threatened
  cobra raises the front of its body off the
  ground, and spreads its neck ribs to form
  the distinctive hood, making the snake
  appear larger than it actually is, and making
  it harder for a potential predator to get a firm
  grip behind the head. Only the king cobra is
  capable of moving (1m/sec) while in this
  pose.
  The listed fang damage is solely for the
  purposes of penetrating light armor such as
  clothing, just as for rattlesnakes.
  Effects are those of Venom 2 in the basic
  rules (page 82 of the CORPS 2nd Edition
  Rulebook).
  The fangs are considered permanent
  damage only because of the extra tissue
  damage at the bite location from the
  concentrated venom. Cobra fangs are
  towards the rear of its mouth, and any
  attack which is a graze will not actually
  inject any poison, although psychosomatic
  effects are quite possible for a few hours.
  Cobra venom is neurotoxic, meaning it
  affects the nervous system, rather than the
  blood toxin of rattlesnakes. Untreated, a
  cobra bite can easily be fatal, and so most
  other creatures given them a wide berth.
  Specialized 
  snake 
  hunters 
  like 
  the
  mongoose have no innate protection
  against the venom, but rely solely on speed
  to avoid being bitten. While cobras have a
  nasty reputation, they are far from being the
  most venomous, and their strikes are slow
  enough that they can be dodged (especially
  if you count an attack vs. a leg or foot as
  taking a called shot penalty). Mongooses
  were imported into regions with the more
  deadly fer-de-lance, for instance. Most of
  the mongooses weren't fast enough, and
  the surviving mongoose took to eating
  domestic chickens instead.
  A variant of note is the African spitting
  cobra, which can accurately squirt its
  venom into the eyes of a target up to 3
  meters away, allowing it to keep its distance
  from a potential predator (treat as skill
  4).This venom is also neurotoxic, and can
  cause permanent blindness. A victim does
  not have to check for eventually fatal
  results, but if they fail all their HLT tasks, the
  impairment to their vision is permanent.
  Otherwise, it heals up like any other lethal
  injury.
  
  Game notes
  Since human habitation seems to breed
  rats, and cobras eat rats, characters can
  encounter cobras in urban areas, especially
  in densely populated countries where they
  have nowhere else to go. Even with
  antivenin available, there are a significant
  number of fatalities from cobra bites each
  year, because of the speed with which the
  venom acts. Modern adventurers who travel
  in remote areas are recommended to have
  antivenin available (at a cost of several
  hundred Cr), just in case. In low-tech
  cultures, there may be a variety of
  treatments, ranging from the passive
  acceptance of fate to herbal poultices and
  shamanic rituals, all of which are of dubious
  efficacy.
  STR 8
  AGL 6
  AWR 6(1)
  WIL 7(5)
  HLT 6
  POW 2
  Description
  Large feline with characteristic orange and
  black stripes, fading to black and white
  stripes on the underbody.
  Mass:250kg
  Variation:±50kg
  Length:2.5m
  Size modifier:-1
  Good reaction roll: Leave the area
  Neutral reaction roll: Watch and follow from
  a distance
  Bad reaction roll: Stalk and attack
  Habitat: Average to wet forest or mountain
  Fear Rating: 8
  Special abilities: Toughness x.8
  Run at up to 15m/sec
  Fur provides AV of 1/1
  Skills: Bite (lethal DV2),skill 4
  Claw (lethal DV2),skill 4
  Stealth, skill 6
  Details
  The natural habitat of tigers is the Indian
  subcontinent, parts of southeast Asia and a
  small part of Siberia. The territory of a tiger
  is determined by prey density, and can
  range from 20 square kilometers to over
  1,000 square kilometers per tiger.
  Males have larger territory than females,
  and their territory often overlaps that of
  several nearby females. Males tend to hold
  these territories more exclusively than
  females. So, if a given territory has had a
  male tiger removed from it, odds are there
  will be no more tiger encounters in that area
  until word gets around that there is some
  open real estate to be exploited.
  
  Tigers are mostly nocturnal hunters. They
  stalk their prey, and almost always attack
  from behind, using their strength to quickly
  crush the neck or skull of their prey. A
  reasonably effective tactic to prevent tiger
  attacks is to wear a mask with exaggerated
  facial features on the back of your head.
  This seems to fool the tiger into thinking that
  you are facing it when you are not. It is also
  thought that many carnivores imply a prey
  size based on its height. For instance, if you
  are as tall as a horse, you must be as
  massive as a horse.
  This gives people a slight edge against a
  tiger unsure of its abilities, since we're the
  only potential prey that always walks
  upright. However, when you bend over to tie
  your shoes, to the tiger you suddenly
  become shorter, and less formidable, which
  may prompt an attack, even if you are
  “facing 
  ”it 
  at 
  the 
  time. 
  Tigers 
  are
  opportunists, and will readily brave the
  presence of nearby humans to get at
  domestic livestock.
  “Man-killers ”are often tigers which due to
  age to disability have lost the ability to
  reliably get more challenging game.
  They brave the noise, smell and weapons of
  humans because we're soft and we can't
  run very fast. They may develop an almost
  human degree of cunning in their ability to
  find and kill lone humans, or stealthily move
  into a village and make off with penned
  livestock like goats. If desperate, they may
  even claw through the side of a thatch hut
  to get at sleepers within, grabbing a victim
  and quickly dragging them off into the
  darkness.
  Game notes
  Tigers are capable of cunning, and
  recognizing what a weapon is, especially if
  they have survived an attack from one. This
  could make tracking one down a problem,
  as it would only prey on those it saw as
  unarmed. Another angle is that while
  Western 
  cultures 
  have 
  were-wolves,
  Eastern ones might have were-tigers .This
  can bring a nasty element of surprise to the
  time and place of attacks, and could be the
  focus of a supernatural or paranormal type
  of campaign.
  Also, traditional Western “cures ”for the
  problem (silver weapons) might not apply in
  this case. Note that tigers are the mortal
  enemy of Eastern Dragons, and in such a
  campaign may have some inherent ability to
  protect themselves from and/or harm the
  much larger dragon.
  
  STR 22
  AGL 5
  AWR 5(0)
  WIL 9(9)
  HLT 7
  POW 3
  Description
  Varying coloration, unknown due to lack of
  evidence, but comparison with modern
  reptiles indicates they may have had some
  bright coloration, if only for mating purposes.
  Large bipedal reptile with very small fore
  claws and a tail that represents about half
  its body length. Powerful jaws, forward-
  facing eyes, presumably lousy disposition.
  Mass:10,000kg
  Variation:±2,000kg
  Length:10m
  Size modifier:-3
  Good reaction roll: Ignore you
  Neutral reaction roll: Watch but not attack
  Bad reaction roll: Attack you
  Habitat: Average to wet equatorial plains
  Fear Rating: 10
  Special abilities: Toughness x.2
  Inherent AV of 2/2 on body
  Inherent AV of 3/3 on head
  Run at up to 15m/sec
  Skills: Bite (lethal DV6),skill 4
  Details
  The current knowledge of Tyrannosaurus
  Rex is secondhand, based on assumptions
  and deductions made from the fossil record.
  That it was a carnivore and predator is not
  in doubt, judging by its tearing claws and
  teeth, and forward-looking eyes.
  The bipedal stance and powerful legs would
  have given it a strong running ability, and
  the long tail could be used as a
  counterweight to the body and for balance.
  So, it probably was the land equivalent of a
  shark, chasing down and munching on
  anything it felt like, as well as bullying its
  way to kills made by other carnivores. The
  massive jaw strength would allow it to crush
  and tear flesh and bone with ease, and the
  dense skull protected the small brain from
  most 
  types 
  of 
  counterattack. 
  Larger
  dinosaurs may have evolved protective
  measures like armor and spines, horns or
  spikes, but lesser creatures caught in the
  open were probably just lunch. Due to the
  denseness of the body and skull, do not
  count modern weapons as armor-piercing
  vs. a T.Rex. T.Rex had no natural
  predators, and would have been vulnerable
  only when young. How long it would take a
  T.Rex to mature depends on whether they
  were warm or cold-blooded, but would
  probably have been at least 20 years from
  egg to adult size.
  Given this length of time to maturity, the
  female T.Rex may have nurtured the
  offspring until they were old enough to hunt
  on their own, and like most watchful
  mothers would be very territorial and
  protective of the young. This and other
  parallels to current-day carnivores can be
  made, with unknown accuracy at this time.
  Game notes
  Dinosaurs are “real world ” creatures, just
  ones that have been extinct for millions of
  years. They would only be encountered as
  part of a time travel or science fiction
  adventure, either as genetically engineered
  from fossil DNA, or as an example of similar
  evolution on an alien world. In either case,
  characters who encounter it are likely to
  have advanced technology at their disposal,
  and despite its size and strength, and
  weapon that would take down an elephant
  would take out a T.Rex as well. To make
  characters fear the terrible lizard king, they
  have to be without a means of killing it at
  long range, or somehow encounter enough
  of them at one time that some can get to
  close range.
  
  The GM also needs to remember its ability
  to pick up a character in its jaws, bite a few
  times and swallow the remnants whole.
  STR 6
  AGL 6
  AWR 5(1)
  WIL 7(7)
  HLT 5
  POW 1
  Description
  Varying coloration, unknown due to lack of
  evidence, but comparison with modern
  reptiles indicates they may have had some
  bright coloration, if only for mating purposes.
  Medium bipedal reptile with powerful fore
  claws and a tail that represents about half
  its body length. Powerful jaws, forward-
  facing eyes, a wary but aggressive
  disposition.
  Mass:150kg
  Variation:±30kg
  Length:2.5m
  Size modifier:-1
  Good reaction roll: Ignore you
  Neutral reaction roll: Watch but not attack
  Bad reaction roll: Attack you
  Habitat: Average to wet equatorial plains or
  forest
  Fear Rating: 8
  Special abilities: Toughness x1.0
  Inherent AV of 1/0 on body
  Inherent AV of 1/1 on head
  Run at up to 15m/sec
  Skills: Bite (lethal DV3),skill 4
  Claw (lethal DV3),skill 4
  Details
  These stats could represent velociraptors or
  juvenile versions of T.Rex, allosaurus or
  other large meat eaters. Most of these
  details of conjectural and based on
  suppositions that may be contradicted by
  future research.
  In the modern world, reptiles are a minority,
  and often occupy niches unfilled by
  mammals. Not so during their heyday.
  
  While T.Rex had no impetus to be intelli-
  gent, lesser dinosaurs did. In a world
  composed of reptiles, competition for
  ecological niches would be with other
  reptiles, and the most adaptable or intelli-
  gent species were the ones that made it.
  Think of the velociraptors as reptilian
  wolves, able to hunt in packs to bring down
  prey too large for any individual to manage.
  The frequency and aggressiveness with
  which a velociraptor would hunt depends on
  whether they were warm or cold blooded. A
  warm-blooded carnivore of that size would
  need to hunt as often as any large
  mammalian predator. Cold blooded ones
  would need to hunt less often, and would
  restrict hunting to times when they would
  not overheat in the sun, or be sluggish due
  to the cold, probably mid-morning or early
  evening.
  With their toothy jaws and cutting fore
  claws, a typical attack might be to harry prey
  until it tires, trying to disable it with leg
  strikes and bites. If an opening can be
  found, one pack member could bite and
  hang on, using its claws to do further dam-
  age, while the   burdened prey is then set
  upon by the other members of the pack.
  Remembering that its natural prey is other
  reptiles, it had to be fast enough to chase
  down other species, and agile enough to
  strike with claws or teeth while doing so.
  The long tail probably aided balance and
  was not likely used as a   weapon.
  Game notes
  These can be played as reptilian or cunning
  as you like, but they should be used in
  quantity, so they can do simple distractions,
  diversions and flanking tactics to corner or
  herd potential prey. Seeing a group of
  characters as a herd, they might try to peel
  off what they see as a slower or weaker
  member, hoping the rest of the herd will
  scatter and sacrifice one of their number in
  the interest of group survival.
  Note that if velociraptors were cold blooded,
  there would be certain tropical climates in
  which their body temperature would match
  the background temperature, making them
  much less visible to any sort of infrared
  detectors.
  
  STR 1
  AGI 7
  AWR 5(1)
  WIL 4
  HLT 5
  POW 1
  Description
  This includes ducks, cranes, geese and
  swans. They are all wading or diving birds
  that feed on insects, fish, frogs and plant
  material.
  Mass:3kg
  Variation:±0.3kg
  Length:0.8m (wingspan 1.2m)
  Size modifier:+2
  Good reaction roll: Ignore you
  Neutral reaction roll: Watch
  Bad reaction roll: Fly away
  Habitat: 
  Swamps, 
  marshes, 
  glades,
  ponds/pools,  lakes, slow moving rivers and
  flood plains
  Fear Rating: 5
  Special abilities: Toughness x3.0
  Insulated water repellent feathers
  Fly at up to 13m/sec
  Hop/Waddle along ground at 2m/s
  Skills: Peck (lethal DV0),skill 3
  Flight, skill 7
  Swim, skill 7
  Details
  These animals are only really included as
  ‘curiosity’ animals, to solve such questions
  as, ”so how dangerous IS a duck?” The
  answer is simply, not very.
  It is useful to have some sample stats for
  animals like these though for instances
  when characters go hunting for food when
  they’re in the great outdoors.
  Some kinds of water birds (like geese) may
  in fact attack those who enter its territory,
  but situations like those are left to the
  games master to adjudicate depending on
  the situation.
  
  BEASTS
  “Surely though, shouldn’t every myth contain
  at least a grain of truth?”
  Unknown
  Basics
  This section goes over a number of mythical
  creatures, mostly from European and
  Mediterranean sources, but with a few other
  cultures thrown in as well. Sometimes we
  have taken minor liberties with classical
  descriptions 
  to 
  add 
  believability 
  and
  consistency to their biology. A few of the
  creatures are more fanciful ones from
  legends or folklore, and while they may not
  have as much detail given, it's only because
  they are harder to find... or get away from.
  Seriously, the more fanciful creatures are
  useful as examples of what people will
  believe in when information is hard to come
  by, and tales are embellished in the
  retelling. Apply this philosophy in a world
  where paranormal creatures really exist,
  and separating fact from fiction becomes
  even harder.
  Most mythological creatures will have a
  point more in their POW than natural
  creatures, to reflect their origins.
  Mythological creatures are sometimes
  oddities of biology, or unique creations of
  the gods. They are not encountered very
  often, and don't frequent the areas
  populated by humans, or perhaps humans
  don't populate the areas that they frequent.
  Otherwise, they wouldn't be mythical.
  Mythic beasts are seldom well understood.
  They may have different names in different
  regions, and wild tales and mistranslations
  often grossly misrepresent any special
  abilities they might have. Even characters
  skilled in natural wonders and ancient lore
  will seldom know all the facts, perhaps to
  their undoing.
  What if the powers of the Medusa were
  based not upon your gazing on it, but of it
  gazing on you?
  A simple transposition of words, a minor
  mistelling of the tale. It could have made a
  lot of difference for a certain Greek hero
  who 
  was 
  confident 
  he 
  could 
  avoid
  petrification by only looking at the Medusa
  through the reflection off his shield.
  Myths arise about these creatures for a
  reason. Keep them mysterious.
  
  STR 10
  AGL 8
  AWR 2(1)
  WIL 5(7)
  HLT 4
  POW 3
  Description
  This creature resembles a Tiger, although
  with a stockier wolf like body, thick mane
  and tufts of fur over the body. The tufted
  lion’s tail is knotted in the middle. The truly
  distinctive feature of the Alphyn is that it ’s
  forelegs are those of eagles, ending in large
  talons. It is skillful, but not very observant.
  Mass:80kg
  Variation:±20kg
  Length:1.2m
  Size modifier:+0
  Good reaction roll: Move away and forget
  about you
  Neutral reaction roll: Ignore you if you ig-
  nore it
  Bad reaction roll: Stalk and look for attack
  opportunity
  Habitat: Temperate mountains
  Fear Rating: 8
  Special abilities: Toughness x1.0
  AV 1/0 hide
  Run at up to 12m/sec
  Skills: Bite (lethal DV3),skill 4
  Talons (lethal DV3),skill 6
  Stealth, skill 6
  STR 2
  AGL 3
  AWR 7(0)
  WIL 6(4)
  HLT 4
  POW 2
  Description
  The also known as a coatl, it is a winged
  serpent, although its wings are not
  feathered, but covered in iridescent scales.
  It is significant in several respects. First, its
  skin is highly prized due to its beauty.
  Second, it has a religious significance
  among some peoples in its native habitat,
  and third, its venom is toxic magically as
  well as chemically, and difficult to heal.
  Mass:5kg
  Variation:±2kg
  Length:1.0m
  Size modifier:+2
  Good reaction roll: Fly or slither away
  Neutral reaction roll: Spread wings and
  threaten
  Bad reaction roll: Strike immediately
  Habitat: Tropical forest
  Fear Rating: 6
  Special abilities: Frailness x3.0
  AV 1/0 hide
  Fly at up to 30m/sec
  Slither at up to 3m/sec
  Skills: Bite (lethal DV1),skill 5
  Stealth, skill 5
  
  STR 8
  AGL 8
  AWR 3(0)
  WIL 4(3)
  HLT 5
  POW 2
  Description
  The Baewyn has a long pointed snout with
  tusks, a deer-like body with a thick line of
  long hair down its spine, ending in a rich
  horse-like tail. Its most fearsome weapons,
  however, are its meter long, serrated horns.
  These are used only when cornered or to
  drive off intruders during the mating season,
  during which it is at +4 WIL.
  Mass:200kg
  Variation:±100kg
  Length:1.5m
  Size modifier:-1
  Good reaction roll: Ignore you and chew its
  cud
  Neutral reaction roll: Look up and watch you
  Bad reaction roll: Stamp its forefeet and
  shake its head aggressively at you
  Habitat: Temperate hills
  Fear Rating: 9
  Special abilities: Toughness x.9
  AV 1/0 hide
  Run at up to 12m/sec
  Skills: Tusks (lethal DV2),skill 4
  Horns (lethal DV4),skill 6
  STR 12
  AGL 5
  AWR 5(1)
  WIL 6(4)
  HLT 6
  POW 3
  Description
  The bonacon is a strange creature, related
  to the aurochs and the boreyne, the main
  difference being its inwardly curling horns,
  similar to a bighorn ram’s, and its luxuriant
  tail, more reminiscent of a horse’s. Its horns,
  though, receive little use as weapons, since
  the 
  Bonacon’s 
  normal 
  tactic 
  when
  confronted with danger is to turn tail and
  run. Unfortunately when it does so, it
  invariably raises its tail and unleashes a
  discharge of gas and excreta that quickly
  covers a large area (a triangular patch 4
  hexes on a side). Upon contact with any
  surface, 
  this 
  discharge 
  immediately
  adheres and ignites. As these are herd
  animals, it strongly discourages any form of
  pursuit.
  Mass:800kg
  Variation:±200kg
  Length:2.5m
  Size modifier:-2
  Good reaction roll: Ignore you and chew its
  cud
  Neutral reaction roll: Watch you warily
  Bad reaction roll: Turn tail and run
  Habitat: Temperate plains
  Fear Rating: 10
  Special abilities: Toughness x.5
  AV 1/0 hide
  Run at up to 15m/sec
  Discharge,DV3
  Skills: Hoof strike (combination DV3),skill 2
  
  STR 10
  AGL 5
  AWR 5(1)
  WIL 5(6)
  HLT 6
  POW 3
  Description
  The boreyne greatly resembles its cousin,
  the Bonacon, differentiated from their
  distant cousin the Aurochs by their inwardly
  curling horns, similar to a bighorn ram’s,
  and its luxuriant tail, more reminiscent of a
  horse’s. However, there the resemblance
  ends. The Boreyne has a barbed serpent’s
  tongue, the forelegs of a predatory cat, and
  its rear legs end in immense talons, like
  those of an eagle.
  Fortunately, the Boreyne also lacks the
  Bonacon’s natural defense mechanism. The
  Boreyne is also omnivorous, though it only
  takes advantage of meat sources that tried
  to take advantage of it, rather than hunting
  them down.
  Mass:800kg
  Variation:±200kg
  Length:2.5m
  Size modifier:-2
  Good reaction roll: Ignore you
  Neutral reaction roll: Watch and flick its
  tongue at you
  Bad reaction roll: Lumber towards you,
  kicking up sod
  Habitat: Temperate plains
  Fear Rating: 10
  Special abilities: Toughness x.5
  AV 1/0 hide
  Run at up to 12m/sec
  Skills: Claw (lethal DV3),skill 4
  Horn ram (combination DV2),skill 4
  STR 6
  AGL 5
  AWR 8(1)
  WIL 5(5)
  HLT 7
  POW 2
  Description
  The calopus is an interesting form of big cat,
  primarily in that it most greatly resembles a
  wolf in form. That is, but for the meter long,
  serrated horns. The calopus has a rich
  white pelt with brown spots. It uses its claws
  and fangs to hunt with, and its horns as a
  powerful defensive weapon. These it
  generally uses in a side-to-side sweeping
  fashion because of their unwieldy length.
  Mass:150kg
  Variation:±50kg
  Length:2.0m
  Size modifier:+0
  Good reaction roll: Hiss and growl, backing
  away
  Neutral reaction roll: Make threatening
  moves with  horns
  Bad reaction roll: Attack if cornered or if
  character's  back is turned
  Habitat: Temperate hills
  Fear Rating: 8
  Special abilities: Toughness x.9
  AV 1/0 hide
  Run at up to 15m/sec
  Skills: Claw (lethal DV3),skill 6
  Gore (lethal DV3),skill 5
  Climbing, skill 6
  Stealth, skill 5
  Tracking, skill 6
  
  STR 3
  AGL 5
  AWR 4(1)
  WIL 5(5)
  HLT 7
  POW 6
  Description
  The cockatrice is an odd species of
  creature, 
  similar 
  to 
  some 
  forms 
  of
  Dinosauria. It is both feathered and covered
  in a scaly skin. It appears to have the head
  and body of a rooster, a barbed tongue, a
  long serpentine neck and tail, and wide,
  thorny, leather skinned wings. Note that it
  has wings as well as four legs. Its breath, as
  well as anything else it expels, is extremely
  poisonous, and nothing else can live in the
  same area as it does.
  The stories of its gaze being poisonous, or
  turning people to stone, are additions to the
  legend from a later age than the original
  creature.
  Traditionally, the cockatrice was created,
  along with the asp, the amphisbaena, and
  the annodyte from the spilled blood of the
  Gorgon. Cockatrice poison is hideously
  deadly, and even breathing the dust it stirs
  up can be fatal in a minute or less. Note that
  only the weasel and the rue plant are
  immune to the effects of the cockatrice, and
  the weasel is that creature ’s most hated
  enemy.
  Mass:30kg
  Variation:±10kg
  Length:1.0m
  Size modifier:+0
  Good reaction roll: Hiss at you, but keep its
  distance
  Neutral reaction roll: Hiss, move toward you,
  stir up dust
  Bad reaction roll: Aggressively move
  towards you
  Habitat: Temperate hills
  Fear Rating: 9
  Special abilities: Frailness x1.2
  AV 1/0 hide
  Run/fly at up to 6m/sec
  Poisonous touch and aura
  Skills: Claw (lethal DV1),skill 2
  Bite (lethal DV1),skill 2
  
  STR 20
  AGL 5
  AWR 7
  WIL 12(6)
  HLT 7
  POW 15
  Description
  Very large reptilian body with scaled,
  bat-like wings, and four legs ending in
  three-toed claws. Coloration varies with
  individual, but browns, greens and subdued
  reds are common.
  Mass:12,000kg
  Variation:±2,000kg
  Length:20m
  Size modifier:-3
  Good reaction roll: Invite you in
  Neutral reaction roll: Pointedly ignore you
  Bad reaction roll: Order you to leave,
  immediately
  Habitat: 
  Any, 
  but 
  prefers 
  temperate
  mountains
  Fear Rating: 13
  Special abilities: Toughness x.2
  AV 4/6 hide
  Run at up to 10m/sec
  Fly at up to 25m/sec
  Skills: Bite (lethal DV5),skill 6
  Claw (lethal DV5),skill 7
  Magical abilities (see text)
  Details
  As exceedingly large, territorial carnivores,
  dragons need a lot of elbow room. The
  territory of an average dragon is an area
  between the size of New Jersey and
  Denmark (in the region of 30,000 square
  kilometers).However, practical experience
  shows that they tend to live this close
  together only when forced to, and tend to
  leave wide unclaimed areas between their
  territories if at all possible, if only to provide
  uncontested traveling routes.
  The only way to support a good-sized
  population of dragons is if they exist on
  multiple worlds and have the ability to travel
  between them, which they apparently do.
  They are natural wizards, but their ability to
  move from world to world seems to be just
  a knack for being at the right place at the
  right time. On a world with magic, gates to
  other places will appear from time to time.
  Dragons, being extremely long lived and
  mathematically inclined, usually are able to
  predict when and where an ephemeral gate
  might appear, and if they wish to travel,
  arrange to be there at the right time.
  Many behaviors attributed to dragons are
  vestigial 
  instincts, 
  or 
  they 
  could 
  be
  genetically programmed behaviors modified
  by intelligence (like human dominance
  instincts 
  might 
  translate 
  into 
  social
  structures or competitive sports). Dragons
  hoard things because it is a natural behavior
  for them, probably deriving from a mating
  ritual showing who can make the best nest
  for a prospective mate. In this regard, most
  hoarding dragons are male, but most
  female dragons learned it as a useful
  behavior when intelligence developed and
  the concept of barter and currency came
  around.
  
  Dragons are not gregarious, and live
  solitary adult lives, although juveniles or
  nest-mates may form temporary bands.
  They communicate mostly by telepathy or
  technological means. The species has a
  mating season tied to long term planetary
  cycles that are not completely understood,
  but global climate change is a known
  trigger. The females are hotly contested for,
  in a number of ways. First, there is physical
  and emotional attraction, as in humans.
  There are also mating challenges among
  males hoping to impress a potential mate,
  and also challenges of wealth among those
  dragons who feel they can buy mating
  privileges. Depending on the females
  involved, any or all of these may work.
  Mating pairs may bond for life, even if they
  spend most of their lives separated. More
  mercenary females may not do this until
  they feel secure in their strength and wealth,
  using gifts by males to improve their position.
  After a protracted mating ritual that takes
  several weeks to complete, and during
  which the dragons form any strong
  emotional ties to their partner, the two
  separate and return to previous pursuits.
  The female gives birth to 2-3 live young
  approximately 2 years later. During the
  pregnancy she will be extremely withdrawn,
  but will require proportionately more food,
  including significant quantities of trace
  nutrients which she will have stockpiled
  beforehand.
  Dragon abilities
  Some dragon abilities are magically based,
  and were part of the evolutionary process.
  Some are biological, and others were
  learned once they figured out the laws of
  using magical power.
  Flight
  A dragon can use telekinesis to levitate
  itself, and uses its wings for actual forward
  motion, an evolutionary compromise for
  getting the most result from the least effort.
  In CORPS terms, it is Telekinesis, only on
  self, only for vertical lift, with no drain and
  one Power Multiple, which exactly negates
  the average dragon's mass. The wings take
  up the rest of the slack and give the dragon
  a horizontal acceleration of 4,vertical
  acceleration of 2 and a flying turn mode of
  10.With a massive wing thrust and using its
  legs for boost, a dragon can leap 5 meters
  straight up if necessary.
  Fire-breathing
  Dragon fire is a synthesized hydrocarbon
  mixture that a dragon creates with glands in
  its jaws, like a snake's poison sacs. This
  mixture can be expelled with force, and
  ignited with sparks off the teeth. Like a
  snake's poison, it was usually used for
  subduing prey, and as a threat vs. any other
  creature that could threaten the dragon.
  Presumably at one time dragons both had
  prey that needed to be roasted rather than
  clawed, and predators to be feared. Howev-
  er, neither seems to be around anymore
  and they aren't talking about it.
  Normally, dragons aren't that accurate with
  this ability, since it was designed to hit large
  creatures. Their average skill is only 3. How-
  ever, it fills a meter-wide swath out to a
  range of the dragon's STR in meters. The
  damage is whole body damage with a lethal
  DV of 3, and damage continues each turn
  for up to 20 turns as the sticky fluid clings
  and burns.
  
  The total armor value protects against this
  each turn, but each turn the armor is also
  reduced by 1 as it either heats up or is
  burned through. The dragon can generate a
  number of these blasts equal to its current
  HLT, and replenishes used fluid at HLT
  points per month. Natural weaponry such as
  claws and flame is the normal for
  challenges between dragons, since the
  abilities that they have gained with
  intelligence and magic are significantly
  more dangerous.
  If you take the view that the breath is in fact
  a magical kind of fire, why not have the
  dragon able to choose what it burns with its
  breath, so for example it could burn the
  armor of a warrior and not burn a hair upon
  his body. This was seen in the legend where
  Gilgamesh faces the dragon Tiamat, it
  burns his armor and weapons away leaving
  him naked as the day he was born.
  Spells
  Dragons are capable of learning and using
  almost all magic based paranormal abilities
  to good effect. Defense, offense and infor-
  mation gathering spells are most popular,
  and they are usually learned in the most
  economical way possible in terms of spell
  type and utility.
  Skills
  Dragons can learn almost any AWR-based
  skill, and any of the AGL-based skills that do
  not require fine detail or a human anatomy,
  and if it is a field they are interested in, they
  are usually quite good at it. They may spend
  significant sums to hire a master teacher if
  one is available.
  The newborn dragons have most of the
  abilities of an adult, but on a smaller scale.
  They develop their intellect slower than a
  human, but proportionately much faster
  when you take their lifespan into account.
  They reach a child-like level of intelligence
  after about 10 years, and adult levels at
  around 20 years.
  At age 20,a dragon is about half the size it
  will be as an adult, and it will continue to
  grow slowly for another 100 years or so, at
  which point its appetite will taper off to adult
  levels. Although by age 20 they are as
  cognitively intelligent as an adult, they are
  unlikely to have devoted as much time to
  learning skills, and so will be adventurous
  and curious. And probably chafing at the bit
  to get away from parental control and with
  some aggression to burn off.
  At this point they generally leave the
  protection of their mother and go off the
  make their own way in the world, although
  some may stay and continue to learn under
  the tutelage of their mother for decades. A
  few may also visit their fathers and ask for
  gifts of education or property, one of the few
  times an infringement upon territory will be
  permitted.
  As intelligent creatures, dragons are
  motivated by more than just instinct. They
  do more than just sleep in caves, eat cattle
  and terrorize innocent villagers. As an
  extremely long-lived species, they may not
  do things in a hurry, but they do make a lot
  of plans, long term plans. Usually, they want
  to be left alone to do their own pursuits, and
  will engage in whatever lifestyle is most
  conducive to meeting their needs.
  One of the more common tactics is a
  symbiotic 
  relationship 
  with 
  any 
  local
  humans. The humans provide a regular and
  varied diet so the dragon doesn't have to
  spend time hunting. The humans also
  protect the dragon from being disturbed, or
  provide a chosen intermediary if it is
  absolutely necessary. In return, the dragon
  provides protection from other dragons, and
  may occasionally be called on for heavy
  lifting tasks, rescue work or magical
  assistance. Both parties benefit, since a
  large force of humans can take a dragon out
  or force them to move elsewhere, while the
  dragon can wreak havoc if it so desires.
  
  Dragons 
  may 
  coexist 
  with 
  advanced
  technology, if it develops in a world with
  magic as well, and dragons are not above
  using all the benefits advanced technology
  can give them ("Yes, I'd like 75 large meat-
  lover's pizzas. Oh, and I have coupons for a
  discount if they aren't delivered in 30 min-
  utes or less...").
  STR 17
  AGL 5
  AWR 9
  WIL 12(7)
  HLT 7
  POW 22
  Description
  Very large reptilian body with small, scaled,
  bat-like wings, and four legs ending in
  four-toed claws. Coloration varies with
  individual, but pastels, bright and metallic
  colorations are common.
  Mass:8,000kg
  Variation:±1,000kg
  Length:25m
  Size modifier:-3
  Good reaction roll: Invite you in
  Neutral reaction roll: Pointedly ignore you
  Bad reaction roll: Order you to leave, imme-
  diately
  Habitat: Any, but prefers temperate moun-
  tains
  Fear Rating: 14
  Special abilities: Toughness x.2
  AV 4/6 hide
  Run at up to 6m/sec
  Fly at up to 11m/sec
  Skills: Bite (lethal DV4),skill 4
  Claw (lethal DV4),skill 6
  Details
  The eastern dragon is of the same basic
  species as the western dragon, but from an
  isolated branch a long way back on the
  evolutionary ladder. A small population of
  dragon ancestors was probably isolated
  from the main population for a long time,
  leading to two completely different dragon
  forms.
  
  Eastern 
  dragons 
  are 
  reliant 
  almost
  completely on magic for their day to day
  existence. Their wings are vestigial and
  nearly useless for flying or maneuvering,
  and they lack the flame breath of their
  bulkier cousins.
  They are however, measurably more
  intelligent and much more adept with magic,
  both great and subtle.
  This gives them a serious attitude problem
  and superiority complex. They expect to be
  deferred to by all other species whose
  presence they tolerate, and usually get what
  they want. Human supplicants seeking a
  dragon's favor should make sure they have
  unique and valuable gifts, or requests of
  sufficient import or interest to pique its
  curiosity. Otherwise, being summarily eaten
  is the most pleasant of possible outcomes.
  With this level of intelligence and power,
  they eschew the use of force between
  themselves, and settle dominance and
  other challenges through games. This could
  be as simple as a board game, or a major
  conflict 
  using 
  human 
  dynasties 
  as
  unknowing pawns in a grand wager. They
  have been known to shape-change into
  human form to make changes only through
  individual manipulation, which they find
  much more challenging than use of raw
  magical energy. They eschew areas of high
  technology, and actively suppress its
  development in areas they have occupied,
  effectively creating  stable and stagnant
  human cultures to match their own.
  Eastern dragons breed less often than
  western ones, and their culture is best
  described as a decadent one in its declining
  years. It may take many centuries for it to
  decline noticeably in human terms, but the
  spark and creativity seems to have left this
  breed. Their numbers are small, so they do
  not fill habitats as quickly, and if they
  choose to move, they can magically call
  forth holes in the space-time continuum to
  go where they want.
  Dragon abilities
  Eastern dragons have significant magic
  powers, but very few physical ones.
  Flight
  An eastern dragon can use telekinesis to
  levitate itself, and fly at significant speed. In
  CORPS terms, it is Telekinesis, only on self,
  with no drain and one Power Multiple, which
  allows it to move up to 11m/sec in any
  direction. They are not exceptionally fast,
  but very maneuverable, and they look like
  undulating or swimming snakes while
  airborne.
  Weather control
  Eastern dragons usually have some ability
  to manipulate the weather. This is an innate
  magical ability which can sometimes be
  improved upon, and the circumstances that
  allowed evolution of such massive magical
  manipulations are unknown.
  The basic power is telekinesis (the ability to
  move and shape atmospheric water, with
  derivative ability to alter temperature,
  humidity and winds by many subtle
  manipulations).
  No range +2SP
  Self +2SP
  Invisible +5SP
  No drain +5SP
  Conscious +5SP
  Inherent +5SP
  1 hour concentration -7SP
  Gestures &vocalization -2SP
  Difficulty 12 skill roll -4SP
  Causes special effect +5SP
  Only usable to alter weather -5SP
  32 Area Multiples +352SP
  1 Time Multiple +11SP
  
  This power allows the dragon, after a
  suitable 
  period 
  of 
  quiet 
  undisturbed
  concentration, to grossly manipulate the
  weather within a 25 kilometer radius of
  itself, normally for periods of a week or a
  month. It can be clear, overcast or raining,
  with 
  particularly 
  violent 
  facets 
  (hail,
  tornados, lightning) controllable only that
  they are confined to a smaller area. The
  longer the weather pattern is supposed to
  last, the less fine control that is there. If the
  dragon wanted to concentrate an hour to
  get a 10 minute rainstorm within a particular
  area, they could probably manage.
  To try to make it rain every day for a week
  except between noon and 1pm would not be
  possible.
  (Yes, this is a hideously expensive power in
  terms of character points, but it is the  ma-
  nipulation of energy equal to the yield of
  numerous atomic bombs, and so should
  cost a lot of character points).
  Shape change
  Eastern dragons are fond of the intrigue that
  can be caused by manipulating “pet
  ”populations in human or animal guise.
  This is a learned ability, often takes many
  years to master, and some dragons never
  get it completely right. The masters of the
  art also have spells to prevent the need for
  sleep, while lesser dragons must retire from
  human sight each evening when they
  change back.
  No range +2SP
  Self +2SP
  Invisible +5SP
  No drain +5SP
  Conscious +5SP
  Inherent +5SP
  1 hour concentration -7SP
  Gestures &vocalization -2SP
  Difficulty 12 skill roll -4SP
  3 Power Multiples +33SP
  This will allow the dragon enough power to
  magically hide most of its mass and take on
  all the characteristics of a human, while
  keeping its extraordinary strength and
  toughness. A skilled dragon might maintain
  its form for years at a time, the surrounding
  people never knowing its true nature.
  Other
  Eastern dragons are fond of entertaining
  spells, and those with subtle effects that
  they can linger over. Spells that are
  triggered or with time delays are popular,
  especially as a choice way to punish those
  who waste the dragon's valuable leisure
  time. Due to their personal intrigues,
  information 
  gathering 
  and 
  information
  blocking spells are often at expert levels. If
  possible, an eastern dragon will have others
  do its fighting for it, but usually will have
  some powerful offensive and defensive
  capability just in case.
  Eastern dragons tolerate western dragons,
  as long as they understand their place,
  treating them like we would lesser species
  that we think may someday become
  sentient.
  Western dragons resent this attitude more
  than humans can comprehend, but are
  seldom skilled enough to prevail in a
  magical duel, which is the only way eastern
  dragons really know how to fight.
  
  STR –
  AGL 2
  AWR 3(0)
  WIL 9(2)
  HLT 6
  POW 50
  Description
  The Fastitocalon is an immense creature
  that has been described as looking like
  island atop a turtle or a whale.
  While it is actually a sort of whale, it
  develops a turtle-like “shell ”of dirt, and
  debris due to its skin secreting an adhesive
  resinous ooze from spine like anchor points
  arrayed across its back which binds things
  to it.
  The mouth of the Fastitocalon is 300 meters
  wide and opens to 100 meters high. They
  will quite often swallow large solid objects
  such as boulders, ships, etc, that wind up in
  the creature's gullet/air sack where they are
  eventually crushed for further digestion, by
  the 
  constant 
  movement 
  of 
  stones,
  wreckage, and other indigestible bits.
  The Zaratan is the American version of the
  Fastitocalon.
  There is a version called the Terristocalon,
  which is the land based version, this is more
  like a Turtle than the aquatic version above.
  Graunecalon is the aerial version, which
  resembles a giant balloon, in this case the
  ‘shell’ is mostly hanging underneath – as
  really the creature flies upside down, since
  the gas bags it uses are located in its
  stomach.
  The adhesive qualities of its ‘shell’ binds
  many things to it, including houses, vehicles
  and creatures unfortunate enough not to get
  out of the way in time.
  Luckily though the Graunecalon can only
  float along with the prevailing wind.
  For those brave enough to alight upon the
  creature, many riches can be found upon its
  back- if they can survive wading through a
  knee high tide of resinous ooze with a thick
  treacle-like consistency that flows across
  nearly the whole creature.
  Mass: a lot
  Variation: n/a
  Length:1000m
  Size modifier:-10
  Good reaction roll: Be completely unaware
  of you
  Neutral reaction roll: Completely ignore you
  Bad reaction roll: Find a way to eat you
  Habitat: Temperate to equatorial ocean
  Fear Rating: 16
  Special abilities: Toughness x.01
  AV 10/0 hide
  Swim at up to 3m/sec
  Skills: Swallow immense objects, skill 12
  
  STR 10
  AGL 7
  AWR 7(2)
  WIL 8(8)
  HLT 7
  POW 4
  Description.
  A massive humanoid rippling with muscle.
  Some sources claim the legend simply
  describes some kind of unique troll-like
  creature. It is this idea that prompted the
  picture included in this volume.
  Grendel is a unique creature from the
  legend of Beowulf.
  For twelve years it regularly invaded the hall
  of King Hrothgar, battering down the doors
  at night, paralyzing warriors with fear,
  tearing limbs from bodies and dragging
  victims off to feast upon later. Grendel
  seemed immune to the thrusts of spears
  and swords, and could tear out a man's
  throat with his claws or snap his spine with
  his inhuman strength. Eventually, the hall of
  Heorot became empty, no man being willing
  to spend the night there. What happened?
  You should read the legend yourself to treat
  yourself to some Dark Ages storytelling.
  While Grendel is unique in the legend, there
  is nothing to say that it couldn't be  simply a
  representative of an entire race or species
  of creature. In a fantasy or medieval
  campaign they could be a primitive
  barbarian group, while in a modern game
  they might be evolutionary holdouts living in
  remote regions and long thought extinct.
  Michael Crichton has written a good novella
  with a historical derivation of the Beowulf
  legend, in which Grendel was one of a
  group 
  of 
  cave-dwelling 
  Neanderthals
  terrorizing 
  a 
  Scandinavian 
  community
  during the Dark Ages.
  A single Grendel should be a formidable
  creature for any low-tech single opponent,
  and if legend is a guide, it would take a truly
  mighty warrior to defeat Grendel, and the
  warrior would not emerge unscathed from
  the encounter. Grendel should probably
  therefore have around 4ASP's with which to
  mitigate damage done to it or ignore injury
  effects for a short amount of time. However,
  Grendel cannot modify its own skill rolls with
  these ASP.
  Mass:200kg
  Variation:±50kg
  Length:2.5m
  Size modifier:+0
  Good reaction roll: Growl and gesticulate
  menacingly
  Neutral reaction roll: Approach as if to attack
  Bad reaction roll: Attack without restraint
  Habitat: Temperate mountains
  Fear Rating: 8
  Special abilities: Toughness x.8
  Armor value 2/2
  Keen night vision
  Skills: Punch (combination DV3),skill 7
  Claw rake (lethal DV3),skill 6
  Grab, skill 6
  Bite (lethal DV2),skill 5
  
  STR 20
  AGL 8
  AWR 8(2)
  WIL 8(6)
  HLT 12
  POW 7
  Description
  The female griffon has an eagle’s head,
  wings and talons on fore-limbs, and a lion’s
  body. The male resembles the female,
  except that they have giant spikes growing
  from their shoulders and are flightless.
  They are traditionally from the lands near
  Hyperborea where they continually wage
  war with their one eyed neighbors, the
  Arimaspians. Griffons have exceptionally
  good hearing and eyesight. They are very
  large, and are reputed to carry off teams of
  oxen for their food. The fore claws have the
  same medicinal properties as the unicorn’s
  horn, if used as a drinking vessel, i.e.,
  making the drinker immune to poison and
  most disease for a limited period. A Griffon’s
  feather ground up into wine can restore
  sight.
  Mass:1600kg (male),1800kg (female)
  Variation:±400kg
  Length:7.0m
  Size modifier:-3
  Good reaction roll: Observe with curiosity
  Neutral reaction roll: Watch, alerting others
  Bad reaction roll: Try to drive intruders from
  area
  Habitat: Any temperate
  Fear Rating: 12
  Special abilities: AV 2/1 hide
  Run or fly at up to 20m/sec
  Paranormally assisted flight
  Various medicinal properties (see text)
  Skills: Talon (lethal DV5),skill 5
  Beak (lethal DV4),skill 6
  Wing buffet (DV4 non-lethal),skill 7
  STR 6
  AGL 5
  AWR 5(2)
  WIL 6(6)
  HLT 6
  POW 4
  Description
  Human-sized creatures with the heads and
  breasts of emaciated women, with black
  vulture-like talons and wings. They exude a
  terrible stench. They are eternally hungry,
  have no fear of man, and always travel in
  groups.
  Mass:50kg
  Variation:±10kg
  Length:1.7m
  Size modifier:+0
  Good reaction roll: Fly about you, cackling
  and shrieking
  Neutral reaction roll: Attempt to steal your
  food
  Bad reaction roll: Attack you and steal your
  food
  Habitat: Temperate to tropical hills or
  Mountains
  Fear Rating: 8
  Special abilities: Toughness x1.0
  Fly at up to 15m/sec
  Walk at up to 3m/sec
  Filthy talons
  Terrible stench
  Skills: Talons (lethal DV2),skill 4
  
  STR 12
  AGL 5
  AWR 6(2)
  WIL 6(6)
  HLT 6
  POW 8
  Description
  This creature has the head and wings of a
  large eagle, and the body of a horse. If
  trained from the time they are hatched, they
  can be saddled and ridden as they fly along.
  A full grown hippogriff can carry up to 144kg
  and fly at 13m/sec for extended periods of
  time (+2 Difficulty to its actions from
  encumbrance).They are quite bright, and
  will show such traits as initiative, loyalty and
  holding a grudge. Instinctive WIL is two
  points lower for ones raised from hatchlings.
  Mass:600kg
  Variation:±100kg
  Length:3.0m
  Size modifier:-2
  Good reaction roll: Observe but take no
  action
  Neutral reaction roll: Make high-pitched
  threat cry
  Bad reaction roll: Strike, then take off for
  aerial attack
  Habitat: Temperate hills or mountains
  Fear Rating: 11
  Special abilities: AV 1/1 hide and feathers
  Run at up to 8m/sec
  Paranormally assisted flight at up to
  15m/sec
  Skills: Hoof (lethal DV4),skill 5
  Beak (lethal DV3),skill 4
  Wing buffet (non-lethal DV3),skill 4
  STR 14
  AGL 3
  AWR 5(1)
  WIL 4(5)
  HLT 10
  POW 4
  Description
  The Hodag is a horned dinosaur-like
  creature 
  that 
  inhabits 
  the 
  Northern
  swamplands and forests. It has 2 long horns
  on its forehead, and its spinal column is
  lined with smaller spikes or horns, 6 from
  shoulder to hip and 8 along the length of the
  tail, spaced about 45cm apart. Its skin is
  green and black with a dry, pebbly texture,
  and it has a large black furred crest behind
  the two forward facing horns. Besides the
  horns, the Hodag has long, sharp claws,
  and a mildly poisonous bite which is seldom
  lethal. It is alleged to be carnivorous,
  although in actuality it is omnivorous.
  Hodag are solitary and come together only
  to mate, and the female buries her clutch of
  eggs (5-10) in whatever ’s handy. Hodag
  are generally inoffensive, but may be drawn
  to campsites by the smell of food and are
  used to getting their way.
  
  Mass:1800kg
  Variation:±300kg
  Length:6.5m
  Size modifier:-3
  Good reaction roll: Amble on its way,
  ignoring you
  Neutral reaction roll: Continue about its
  business, but get agitated if you get any
  closer
  Bad reaction roll: Slap tail on ground and
  bristle Spikes in threat display
  Habitat: Temperate swamp or forest
  Fear Rating: 11
  Special abilities: AV 2/1 hide
  Run at up to 6m/sec
  Defensive spines
  Mildly poisonous bite
  Skills: Bite (lethal DV4),skill 2
  Claw (lethal DV4),skill 2
  Tail slap (non-lethal DV4),skill 4
  STR 15
  AGL 5
  AWR 4(0)
  WIL 3(2)
  HLT 8
  POW 3
  Description
  At first glance these bizarre creatures
  resemble a de-horned moose, however,
  with closer examination the resemblance
  ends. The hugag ’s most noticeable feature
  is that its legs have no joints below the
  shoulder/hips, and this forces them to walk
  with a peculiar stiff legged gait. Their
  pendulous lips hang down low enough that
  they actually prohibit the hugag from
  grazing from the ground. In fact the only
  food it seems to be able to manage are the
  knots from pine trees. They have fed on
  these so long that pine pitch oozes from the
  pores of the creature and it has picked up a
  coat of pine needles rather than fur.
  Because of this saturation of pine pitch, the
  meat of the hugag is inedible, and the
  leather is much more difficult to cure.
  These inoffensive creatures have no natural
  predators and its only real enemy is forest
  fires, which it seldom can escape. The
  creature can only be found in the piney
  woods of North America. Since the hugag
  has no joints in its legs, it is forced to sleep
  leaning up against trees.
  Mass:900kg
  Variation:±200kg
  Length:3.0m
  Size modifier:-2
  Good reaction roll: Ignore you
  Neutral reaction roll: Bellow and stare at you
  Bad reaction roll: Bellow and approach
  Habitat: Temperate pine forests
  Fear Rating: 10
  Special abilities: AV 2/2 hide
  Run at up to 3m/sec
  Skills: Bite (DV2), skill 2
  Kick (DV4), skill 2
  
  STR 100
  AGL 6
  AWR 3(2)
  WIL 10(10)
  HLT 30
  POW 12
  Description
  A dragon with human or lizard heads
  (traditionally 3,7,or 9),however, this is really
  misleading as the tradition says that if a
  head is cut off, then 3 more will grow in its
  place.
  This regeneration takes a while, though.
  The necks of the cut off heads can be
  cauterized so that no more heads will grow
  from that stump. This is done by doing 20 or
  more points of fire damage to the stump
  before it starts regenerating. According to
  legend, the center (controlling) head cannot
  be killed, however it ’s neck can be cut and
  the stump cauterized. The breath and body
  fluids of the hydra are poisonous and
  caustic, but only marginally so compared to
  the power of its bite and claws. The hydra is
  not very perceptive, but gets a +1 to
  effective AWR for each head it has past the
  first. Hydras are voracious migratory eaters
  and consume everything in their path. Their
  only possible predators are other hydra.
  Fortunately their numbers are small, and
  some say there is only one, created eons
  ago for some unknown reason. Hydras are
  basically a “keep out ”sign for characters.
  Mass:50 tons
  Variation:±10 tons
  Length:45m
  Size modifier:-5
  Good reaction roll: Ignore you
  Neutral reaction roll: Approach you
  Bad reaction roll: Attempt to eat you
  Climate: Temperate to tropical ocean
  Fear Rating: 15
  Special abilities :AV 20/5 scales
  Toughness x.1
  Swim at up to 10m/sec
  Poisonous breath
  Skills: Bite (per head)(DV25), skill 8
  Claw (DV25), skill 8
  Tail (DV20), skill 7
  
  STR 6
  AGL 6
  AWR 7(1)
  WIL 5(4)
  HLT 6
  POW 2
  Description
  Although they are related, the heraldic ibex
  and antelopes are not to be confused with
  their mundane counterparts. As variations
  on a theme, these creatures can be easily
  differentiated by the direction their long and
  serrated horns point. On the ibex, the horns
  point slightly to the rear, while on the
  antelope they point to the front. The meter
  long horns are unnaturally tough and sharp,
  and are highly prized by the plains peoples
  who hunt them. Note that while only the
  male antelopes have these horns, both
  sexes of heraldic ibex have them.
  Mass:150kg
  Variation:±30kg
  Length:1.3m
  Size modifier:+0
  Good reaction roll: Run away quickly
  Neutral reaction roll: Skittishly move slowly
  away
  Bad reaction roll: Attack if cornered,
  otherwise leave
  Climate: Tropical to equatorial plains
  Fear Rating: 8
  Special abilities: AV 1/1 hide
  Toughness x.9
  Run at up to 18m/sec
  Unnaturally strong antlers
  Skills: Gore (lethal armor-piercing DV3),skill
  7
  STR 7
  AGL 6
  AWR 8
  WIL 5
  HLT 7
  POW 6
  Description
  Small, semi-equine body, usually brown or
  light brown in color, sometimes in mixed
  patterns. May or may not have a horn like a
  unicorn, but always appears to have an
  aura of majesty or ancient knowledge
  around them.
  Mass:200kg
  Variation:±50kg
  Length:2m
  Size modifier:+1
  Good reaction roll: Quietly observe you
  Neutral reaction roll: Leave if it has been
  seen
  Bad reaction roll: Think about cursing you
  Habitat: 
  Any, 
  but 
  prefers 
  temperate
  mountains
  Fear Rating: 8
  Special abilities: Toughness x.7
  AV 1/1 hide
  Run at up to 15m/sec
  Fly at up to 15m/sec
  Skills: Hoof strike (lethal DV4),skill 6
  Details
  As a unicorn strikes some western ideal of
  purity, so the Kirin strikes an eastern one of
  wisdom. Kirin is the Japanese form, while
  k'i-lin is the Chinese form, the k'i being the
  male and lin the female. Kirin may or may
  not have a small horn or protrusion on their
  foreheads, but if one exists it is purely
  cosmetic and is not used in combat.
  Instead, it intelligently uses its sharp hooves
  for maximum effect.
  Undoubtedly intelligent and long-lived, Kirin
  act as a counter to natural and unnatural
  forces of chaos.
  
  Normally unseen due to their paranormal
  powers, they wander the land gathering
  information and reasoning upon it. They
  may then seek someone who can act to
  correct the imbalances noted by them. This
  may be done through visions, parables,
  prophecies or just plain sage advice. They
  do not have the vocal apparatus needed for
  speech, but they can use mental powers to
  convey any message desired. Usually they
  portray that a deliberate imbalance can only
  be corrected by heroic or good actions of
  equal magnitude, although there may
  actually be easier ways to get the job done.
  The Kirin is not above acting on its own to
  correct imbalances in nature, and will often
  do so for minor matters, without anyone
  actually realizing what has happened until
  well after it is over. They are motivated by
  something 
  higher 
  than 
  intellect 
  and
  emotion, and are imagined to be the tools of
  an unseen higher power.
  Geographically, Kirin are only known in the
  mythic Far East, but could exist anywhere.
  Kirin and intelligent unicorns in the same
  world might be variations on a theme, each
  with their own job to do, or be entirely
  separate, wary but recognizing the need for
  the other.
  Game notes
  Kirin are to unicorns what eastern dragons
  are to western ones. They are smaller and
  less physically powerful, but a lot smarter
  and more magically adept. A Kirin has at
  least the following abilities, and maybe
  more:
  Invisibility (Subtract that affects all living
  things that could see it)
  Flight (Telekinesis that allows it to “run ”
  through the air))
  Curse (Subtract at the Kirin’s POW Aptitude
  with a 1 week duration)
  Kirin are probably divinely created beings,
  and have no known lifespan. Young Kirin
  are never seen, and if they die of natural
  causes, no one has found any carcasses.
  They do not form bonds of friendship, and
  always remain enigmatic and aloof.
  
  STR 30
  AGL 4
  AWR 5(1)
  WIL 12(10)
  HLT 10
  POW 10
  Description
  An extraordinarily large squid. If it is
  encountered on the surface, it is probably
  not in a good mood.
  Mass:10,000kg
  Variation:±5,000kg
  Length:40m
  Size modifier:-4
  Good reaction roll: Not really possible
  Neutral reaction roll: Ignore you
  Bad reaction roll: Attack you
  Habitat: Tropical to equatorial open ocean
  Fear Rating: 14
  Special abilities: Toughness x.2
  AV 3/3 hide
  Crushing tentacles
  Crushing bite
  Swim at up to 10m/sec
  Move tentacles at up to 6m/sec
  Skills: Grab (combination DV7),skill 7
  Bite (lethal DV7),skill 3
  Details
  A mythic beast based on exaggeration of
  the giant squid.
  Krakens are capable of wrestling whales
  and dragging down medium-sized ships by
  capsizing them with their long, muscular
  tentacles. The adhesive power of the
  kraken's suckers makes them very difficult
  to pry loose from any relatively smooth sur-
  face, adding 5 to their STR in such cases.
  Normally, kraken are deep-sea creatures,
  feeding on large fish and other denizens of
  the depths. They rise slowly to the surface
  once per year to mate, gradually balancing
  their internal pressure with the slow ascent.
  There, they undergo mating challenges,
  jealously protecting any female they have
  won. Ships that stumble into this area are
  most definitely considered a threat, and will
  be attacked, even if the attack is futile. Such
  ship attacks are rare, since the mating
  occurs in open ocean for only a single day
  in any given area.
  The chances of a ship passing through that
  area are not great, and high tech ships may
  move too fast to be pursued in any case.
  Females of the species are non-aggressive
  on the surface, and will react only in
  self-defense.
  If a ship is too large to be capsized, any
  crew on deck are still at risk until the vessel
  has steamed out of the female's vicinity. A
  grabbed person will be crushed once each
  second, and if that tentacle takes any
  damage, the grabbed person will also be
  smashed against a nearby object, taking
  STR-based combination damage to a
  random hit location. In general, assume a
  kraken can capsize or demolish any ship
  whose mass in tons is no more than 10
  times the kraken's STR. It may be able to
  take down larger ships, given time.
  
  Any of the ten tentacles not actively
  engaging in ship destruction will be directed
  towards signs of life on deck, as seen from
  the kraken's huge eyes. While tough to
  damage, krakens can be dissuaded pretty
  quickly with modern weapons. Once the
  kraken has taken a total of +10 in
  mpairments from various sources, it will
  immediately 
  withdraw 
  from 
  combat,
  clouding the water around it with caustic ink
  to confuse pursuit.
  Game notes
  Like many of the creatures in the book,
  kraken 
  are 
  a 
  once- 
  in-a-campaign
  encounter. They are quite capable of doing
  immediate and serious harm to characters
  and property, since only the soak value of
  any armor protects against their crushing
  damage.
  Modern characters with firearms can
  dissuade one in a matter of a few seconds,
  but it can still cause a lot of damage in that
  short amount of time. The high grab skill of
  a kraken represents the size and length of
  the tentacles, which are extremely difficult
  to block or parry because of their mass and
  the force behind them. Roll three hit
  locations. If a grab is successful, these are
  the body parts immobilized or obscured.
  STR 7
  AGL 6
  AWR 8(2)
  WIL 8(8)
  HLT 7
  POW 6
  Description
  While at first glance these great cats
  resemble their more mundane counterparts,
  there are a few details that distinguish them
  immediately. Among these are the three
  toes on each paw, and the long tail covered
  in long hair. While the mundane lion lives in
  the plains in and around groups, the lyon
  lives a solitary existence, the males and
  females coming together only to mate.
  The lyon’s cubs are born dead, and only
  after three days does the father come to
  them and breath life into the bodies. The
  lyon’s long tail can be used to obscure the
  trail behind it, or if flipped over the its back
  and head, it can render the King of the
  Beasts invisible.
  Lyons are always on the alert to danger,
  even sleeping with their eyes open, and are
  most fierce when in a fight. However, they
  will not fight people who are prostrate,
  unarmed or otherwise defenseless, and
  they are perceptive and intelligent enough
  to determine this.
  Note that running away from them just
  makes them mad.
  
  Mass:250kg (male),180kg (female)
  Variation:±50kg
  Length:2.0m
  Size modifier:-1
  Good reaction roll: Invisibly observe you
  Neutral reaction roll: Roar and challenge
  intruders
  Bad reaction roll: Pounce on dinner
  Climate: Temperate forest
  Fear Rating: 10
  Special abilities: Toughness x.8
  AV 2/1 hide
  Run at up to 15m/sec
  Paranormal invisibility (+6 to spot)
  Skills: Claw (lethal DV3), skill 6
  Bite (lethal DV3), skill 4
  Stealth, skill 7
  STR 6
  AGL 6
  AWR 9(2)
  WIL 6(6)
  HLT 6
  POW 2
  Description
  The Opinicus resembles a green-furred lion
  with golden scales on its throat and
  underside. It has large green feathered
  wings, the hooked bill of an Eagle, and long
  pointed ears.
  Mass:200kg
  Variation:±50kg
  Length:2.0m
  Size modifier:-1
  Good reaction roll: Ignore you and continue
  on its way
  Neutral reaction roll: Track you as a possi-
  ble meal
  Bad reaction roll: Stalk and attack if it is
  hungry
  Habitat: Temperate forest
  Fear Rating: 9
  Special abilities: Toughness x.9
  AV 2/1 hide
  Run or fly at up to 15m/sec
  Skills: Claw (lethal DV2),skill 6
  Bite (lethal DV2),skill 8
  Tracking, skill 5
  Stealth, skill 4
  
  STR 9
  AGL 7
  AWR 6(2)
  WIL 5(5)
  HLT 5
  POW 8
  Description
  Average size equine, usually white, with
  large white feathered wings.
  Mass:350kg
  Variation:±50kg
  Length:3m
  Size modifier:-2
  Good reaction roll: Watch warily
  Neutral reaction roll: Edge away from you
  Bad reaction roll: Flee to the skies
  Habitat: Average temperate to tropical
  plains and hills
  Fear Rating: 11
  Special abilities: Toughness x1.0
  AV 1/0 hide
  Run at up to 15m/sec
  Fly at up to 20m/sec
  Skills: Bite (DV5)-4
  Hoof strike (DV5)-6
  Details
  Pegasi are almost certainly a magical
  creation, whose origin can be known in your
  campaign, or shrouded in mystery.
  Whoever created them had their work cut
  out for them. The traditional pictures of a
  winged horse don't take things like center of
  gravity into account, or the musculature
  needed for efficient locomotion.
  Pegasi are a hybrid, a compromise and a
  work of art. A wizard or god capable of
  creating such a creature could have
  avoided the wing problem altogether and
  given the horse the ability to fly using purely
  magical means, but chose not to do so.
  Instead, they made an equine with many
  bird characteristics, such as hollow bones
  and internal air sacs. This was combined
  with large wings and enough magical
  buoyancy to negate most of the creature's
  mass.
  The result is a creature that can fly without
  too much effort, but spends much of its time
  on the ground grazing. If they are a natural
  creature, they probably travel in herds, but
  traditionally Pegasi are a gift of the gods
  and are not found by chance.
  Pegasi share many natural behavioral
  characteristics with wild horses, but with
  occasional deviations because of the ability
  to fly. For instance, mating challenges
  between stallions often have an airborne
  component. Frisky foals flap clumsily about
  instead of running, and herds scatter to the
  air to avoid predators rather than just
  running away. Being more fragile than
  regular horses, Pegasi are shy and jumpy,
  and will not stick around if strange animals
  enter their grazing range.
  
  Game notes
  The STR listed for a Pegasus is correct.
  Only a larger specimen has the lifting power
  to carry a person and fly for any length of
  time. Even so, it is tiring for the Pegasus
  and it cannot maintain the effort for as long
  as you might like.
  Typically a Pegasus and rider will glide
  down hills and walk up them, or use the
  extra mobility to get around or across terrain
  obstacles like rivers, rough terrain or sheer
  cliffs.
  Note that a Pegasus needs to get up to
  8m/sec before it can get off the ground, and
  it can accelerate up to 4m/sec from a
  standing start. They can, however, land on
  a dime.
  Pegasi can be trained as well as horses
  can, but they are seldom trained for combat
  due to their lack of durability. This is offset
  by their rarity and the unlikelihood that any
  attacker would deliberately strike such a
  valuable animal.
  Typically the saddle would need special
  harnessing arrangements to allow full flying
  motion.
  Pegasi being trained or held captive have
  harnesses that restrict use of the wings, so
  that they can't fly off, or hobbles to prevent
  them from running fast enough to get off the
  ground.
  STR 8
  AGL 8
  AWR 7(2)
  WIL 6(6)
  HLT 6
  POW 6
  Description
  The mythical panther is an extremely
  unusual cat, in that its pale red-brown coat
  is streaked and spotted with many colors,
  blue, green, and red predominating.
  The large red spot in its back grows and
  shrinks with the waxing and waning of the
  moon. Although it lives a solitary existence,
  living in caves in distant mountains, it emits
  a sweet smell that is very attractive to both
  men and animals, and has a gentle
  melodious voice.
  The only known foe of the panther is the
  dragon, which the panther fights by
  shooting flames from its mouth and ears. It
  is itself immune to dragon fire.
  Mass:85kg
  Variation:±20kg
  Length:2.0m
  Size modifier:+0
  Good reaction roll:
  Neutral reaction roll:
  Bad reaction roll:
  Habitat: Temperate mountains
  Fear Rating: 9
  Special abilities: AV 1/1 hide
  Run at up to 21m/sec
  Paranormal Blast power,DV12
  Skills: Claw (lethal DV3),skill 6
  Bite (lethal DV2),skill 6
  Climbing, skill 8
  Stealth, skill 5
  Blast, skill 4
  
  STR 2
  AGL 6
  AWR 6(2)
  WIL 5(3)
  HLT 4
  POW 6
  Description
  The salamander is a lizard that looks more
  like a short legged dog, such as a
  dachshund, than anything else.
  The fact that it prefers to live in fires has
  created the belief that the Salamander is a
  creature of fire, that it is perpetually on fire,
  and that it breathes flames. These could not
  be further from the truth. It is true that the
  Salamander prefers to live inside flame, but
  more often than not, the touch of a
  Salamander will extinguish fires, rather than
  set them. In nature, the Salamander is
  found only in the hottest parts of the desert,
  in the bubbling caldera of volcanoes, and so
  forth. The Salamander doesn’t eat food,
  such as we think of it, but rather subsists by
  absorbing energy from its surroundings,
  preferably in the form of fire and heat.
  They are very poisonous, and touching
  them, or breathing the air within a meter of
  them in can be deadly in a matter of
  minutes. In addition, the blood, sweat and
  excreta of a recovering person are also
  poisonous to the touch. Little is known of
  their life cycle except they have no natural
  predators and are thought to be created
  beings, though by whom and for what
  purpose has remained unknown.
  Mass:10kg
  Variation:±2kg
  Length:.6m
  Size modifier:+2
  Good reaction roll: Sun itself on the hot rocks
  Neutral reaction roll: Scuttle off to remoter
  places
  Bad reaction roll: Threaten and approach as
  if to bite
  Climate: Special (see text)
  Fear Rating: 7
  Special abilities: Frailness x3.0
  AV 1/0 hide
  Run at up to 6m/sec
  Armor and Absorb powers vs. heat
  Natural poison
  Skills: Bite (lethal DV0),skill 3
  Claw (lethal DV1),skill 3
  
  STR 8
  AGL 5
  AWR 8(1)
  WIL 9(8)
  HLT 6
  POW 12
  Description
  Very large reptilian body with scaled,
  bat-like wings, and four legs ending in
  three-toed claws. Coloration varies with
  individual, but browns, greens and subdued
  reds are common.
  Mass:1,000kg
  Variation:±100kg
  Length:4m (10m wingspan)
  Size modifier:-2
  Good reaction roll: Ignore you
  Neutral reaction roll: Mock attack pass vs.
  intruders
  Bad reaction roll: Attack intruders (see text)
  Habitat: Temperate to tropical hills and
  plains
  Fear Rating: 12
  Special abilities: Toughness x.5
  AV 2/1 from dense feathers
  Run at up to 6m/sec
  Fly at up to 25m/sec
  Skills: Beak (DV4)-4
  Talons (DV4)-6
  Details
  Also known as Ruc or Ruhk, the roc is an
  example of what might happen if magic
  were allowed to bypass the size limits on
  terrestrial eagles or other birds of prey.
  The roc is basically a raptor large enough to
  carry off antelope instead of rabbits, with a
  correspondingly 
  larger 
  habitat 
  and
  thankfully smaller population. Almost all
  their behaviors are scaled up versions of
  conventional raptor behavior including
  subspecies that prey on fish, those that
  prefer specific habitats, and migratory and
  non migratory types.
  If a roc were to be introduced to an area,
  local animals would be easy prey for
  generations. Large herbivores don't expect
  to have death come down from a clear sky
  and pluck them off the ground, and would
  take a while to adapt to it. If rocs were native
  to an area, local wildlife would have evolved
  to compensate, animals watching the skies
  as 
  well 
  as 
  the 
  ground, 
  developing
  complicated running, sliding and dodging
  maneuvers, or only coming out near dawn
  or dusk to lessen the chance of being
  spotted. Low tech humans would not have
  much defense, although very powerful
  crossbows would dissuade one from your
  herds if you were constantly on guard. The
  typical roc attack is a fast-moving dive with
  out-stretched talons, tearing open the prey
  and knocking it to the ground. Quick beak
  strikes occur on the next turn to the head
  and neck, often crushing the skull in a single
  blow.
  Rocs 
  can 
  accelerate 
  up 
  to 
  6m/sec
  horizontally, or 1m vertically for each 2m of
  horizontal movement sacrificed. The STR of
  a roc is based on its ability to get a mass
  airborne and fly with it at reasonable speed.
  Its powerful talons and beak do damage
  based on double this STR. Typically the roc
  will kill its prey, eat the choice bits while on
  the ground, and carry the lightened carcass
  back to the nest for later consumption.
  
  Rocs can kill animals the size of horses or
  cattle, but cannot carry off more than a
  haunch, leaving the rest for scavengers.
  Game notes
  Since rocs require magic to negate their
  mass and fly using their wings (like western
  dragons),rocs often are dealing with magic
  using humans as well. Magic items can be
  used to keep one under control as a
  formidable riding animal, but the hardwired
  aggression and hunting instincts make this
  a dangerous prospect.
  They are fearsome in battle, but will not
  develop bonds with their rider like a
  warhorse might. If magical control is lost,
  the first thing that will happen would be the
  rider getting plucked from the saddle and
  disemboweled by a giant beak. Those who
  ride rocs and survive any length of time are
  deemed 
  formidable 
  individuals 
  and
  accorded a great deal of deference.
  STR 4
  AGL 8
  AWR 6(2)
  WIL 8(6)
  HLT 7
  POW 6
  Description
  This wolf-like creature has a thick mane of
  many colors, cloven hooves, and a tail
  resembling a cow ’s.
  It has the paranormal ability to fly without
  wings and can run very fast, but has no
  other exceptional abilities.
  Mass:50kg
  Variation:±10kg
  Length:1.2m
  Size modifier:+0
  Good reaction roll: Fly away at the sight of
  man
  Neutral reaction roll: Watch warily
  Bad reaction roll: Look for opportunities to
  scavenge
  food like camp leavings
  Habitat: Any temperate
  Fear Rating: 9
  Special abilities: AV 2/0 hide
  Run at up to 17m/sec
  Fly at up to 25m/sec
  Skills: Hoof strike (lethal DV1), skill 6
  Bite (lethal DV1), skill 5
  Tracking, skill 7
  Stealth, skill 6
  
  STR 9
  AGL 12
  AWR 6(1)
  WIL 5(6)
  HLT 7
  POW 3
  Description
  The tygre is an unusual form of cat in that it
  closely resembles a wolf in form. It has a
  long, pointed snout, a wolf-like body, with a
  thick mane, although its tufted tail is
  definitely feline. The tygre ’s pelt is reddish,
  or red and brown speckled, similar to
  tortoise shell.
  Tygers move very fast. Their preferred form
  of attack is to dart in and dart back out of
  reach. According to legend, Tygres can be
  trapped by showing them their reflection in
  a mirror. A variant of the legend is the
  man-tygre, native to India, Man-tygres have
  the face of a man, but are otherwise similar.
  Man-tygres are the mortal enemies of the
  rakshasa or were-tigers.
  Mass:60kg
  Variation:±30kg
  Length:1.5m
  Size modifier:+0
  Good reaction roll: Leave the area or remain
  unseen
  Neutral reaction roll: Make territorial calls
  Bad reaction roll: Stalk quietly and attack
  intelligently
  Habitat: Temperate forested hills
  Fear Rating: 8
  Special abilities: AV 1/0 hide
  Run at up to 21m/sec
  Skills: Claw (lethal DV3),skill 8
  Bite (lethal DV2),skill 8
  Climbing, skill 5
  Stealth, skill 6
  Tracking, skill 7
  STR 11
  AGL 7
  AWR 10(2)
  WIL 5
  HLT 9
  POW 8
  Description
  The “modern” style of   unicorn
  looks similar to any of several
  middleweight horse breeds,
  usually in white, pale grey
  or tan, but with a single
  spirally grooved, straight or
  gently curving horn.
  Mass:500kg
  Variation:±100kg
  Length:3m
  Size modifier:-2
  Good reaction roll: Watch very
  warily
  Neutral reaction roll: Leave the area
  Bad reaction roll: Leave the area for an
  extended period
  Habitat: Temperate to equatorial plains and
  forests
  Fear Rating: 11
  Special abilities: Toughness x.5
  AV 1/0 hide
  Run at up to 24m/sec
  Paranormal concealment ability
  Skills: Bite (combination DV3),skill 4
  Hoof strike (combination DV3),skill 5
  Horn (lethal DV4),skill 6
  Stealth, skill 9
  Details
  The exact purpose the unicorns serve will
  vary with each game world in which they
  exist. In some, they are just a rarely seen
  species with some natural paranormal
  abilities.
  In others, they may be intelligent, created or
  placed there for a reason.
  
  That they are evolutionarily related to
  normal horses is beyond question, and they
  appear identical except for the long gently
  curving horn protruding from the top of their
  head. They also share many behavioral
  traits with horses, with the exception of
  herding behavior. Most unicorns if seen at
  all, are alone or with one or two other
  unicorns at most. Males are very protective
  of females, and females very protective of
  their young. While herbivores, the utility of
  their horn for defense makes them more
  aggressive in the rare cases where they
  need to stand and fight.
  Unicorns are paranormal creatures, and
  have a few innate powers associated with
  their mythic abilities.
  First, they can become nearly invisible at
  will, disappearing from plain sight in an
  eye-blink if threatened. Second, they are
  extraordinarily resistant to poisons and
  drugs. This ability might be conferred upon
  them by the horn, and the horn is
  supposedly able to be used by itself to
  detect or neutralize poison .If not, the horn
  (or any other bone)can be an excellent
  focus for a magical item that performs these
  functions, though.
  Game notes
  The unicorn's abilities stem from a high
  stealth skill, exceptional vision and hearing,
  and the Subtract power (vs. AWR).If a
  unicorn spots you, they can reduce your
  AWR for seeing them, and sneak away
  unmolested.
  The target does not go blind and deaf, they
  just don't see or hear the unicorn. One
  unicorn can only do this to one target at a
  time, so the ability is limited. Odds are that
  they will see you first, and be long gone
  before you even suspect their presence.
  If unicorns are intelligent, they will probably
  still remain aloof from other species, and
  might consider themselves guardians of the
  natural order, trying to protect environments
  from encroachment by people or pollution.
  Intelligent unicorns would also have the
  ability to be competent magic users, with
  spells and limitations suitable for their
  anatomy and temperament. Since unicorn
  carcasses are not reported to be found in
  the wild, presumably there is a reason why.
  Perhaps other unicorns sense the death
  and magically dispose of the body if
  possible, or there is some other mysterious
  mechanism in place.
  
  STR 5
  AGL 7
  AWR 9(2)
  WIL 8(6)
  HLT 6
  POW 10
  Description
  As first mentioned by the historian
  Ctesias in his histories of India
  and Persia, the  unicorn is a form
  of deer or goat. Their body is
  white, including the tufted lion-like
  tail and the cloven hooves.
  However, the head of the Unicorn
  is red, with dark blue eyes, and a
  reddish goat ’s beard.
  The most interesting physical
  aspect of the Unicorn is, of
  course, its tri-colored horn, called
  an alicorn. The tip of the 1m long
  horn is red, the middle white, and
  the portion closest to the creature ’s head is
  black.
  The Horn has enormous magical powers, of
  which the unicorn only has a fraction.
  Should someone drink from a cup carved
  from the horn, they will become resistant to
  all diseases and poisons (+10 HLT) for the
  next 24 hours, as well as healing or
  negating up to +5 in any impairments that
  person might have.
  If the horn is ground into powder and
  consumed, it will have the same effects.
  Unicorns lead very lonely lives, not trusting
  those around that might want to kill it for its
  horn. It is attracted to innocence, and may
  be trapped by someone using an innocent
  person as bait.
  Mass:120kg
  Variation:±30kg
  Length:1.0m
  Size modifier:+0
  Good reaction roll: Run away
  unless 
  you 
  are 
  completely
  innocent
  Neutral reaction roll: Run far
  away
  Bad reaction roll: Run very far
  away
  Habitat: Temperate forest
  Fear Rating: 10
  Special abilities: AV 1/1 hide
  Run at up to 18m/sec
  Magical horn
  Virtually immune to poisons and
  magic
  Skills: Gore (lethal DV2),skill 6
  Stealth, skill 9
  
  STR 9
  AGL 10
  AWR 5(1)
  WIL 5(4)
  HLT 12
  POW 10
  Description
  This legendary creature was the inspiration
  for the cartoon “Tasmanian Devil ”.It is a
  gorilla-like 
  creature 
  with 
  laughably
  undersized legs, but moves so fast it can
  not be easily identified. It hits people and
  turns them to “syrup ”, gobbling down the
  semi-liquefied bits before dashing off. It is
  omnivorous, and needs to eat frequently to
  maintain its hyped-up metabolism.
  Fortunately, it is very noisy when it moves,
  and any smart creature in its habitat runs
  and hides upon hearing it. The signs of its
  passage are obvious, and it will often attack
  inanimate objects for no other reason than
  that they were in the way. If killed, the ten-
  dons and bones are remarkably strong and
  durable and make extremely high-quality
  bows and other low-tech stored energy
  weapons.
  Mass:100kg
  Variation:±30kg
  Length:1.0m
  Size modifier:+0
  Good reaction roll: Zoom on by without tak-
  ing notice
  Neutral reaction roll: Stop, pant and growl
  Bad reaction roll: Whirl in and attack
  Habitat: Temperate plains or forests
  Fear Rating: 11
  Special abilities: Toughness x.5
  AV 1/1 hide
  Run at up to 45m/sec
  Raises dust cloud when it moves
  Skills: Spinning punch (combination DV5),
  skill 14
  Stealth, skill 9
  STR 10
  AGL 5
  AWR 7(3)
  WIL 6(4)
  HLT 6
  POW 3
  Description
  Large, shaggy ape-like creature with a
  flattened humanoid face. Coloration varies
  by area, but are general black, brown or
  red-orange, with the exception of the
  Himalayan Yeti, which is supposedly white.
  All are said to smell powerfully bad.
  Mass:300kg
  Variation:±50kg
  Length:2.3m
  Size modifier:-1
  Good reaction roll: Watch warily from a
  distance
  Neutral reaction roll: Leave the area
  Bad reaction roll: Leave the area
  Habitat: Temperate mountains
  Fear Rating: 9
  Special abilities: Toughness x.8
  AV 1/1 hide
  Run at up to 12m/sec
  Skills: Brawling (non-lethal DV3),skill 5
  General tool use, skill 2
  Stealth, skill 6
  Details
  The Yeti is but one name for a creature said
  to exist in remote mountainous regions the
  world over. Other names it may be known
  by are the Wodehouse, Bigfoot, Mo-Mo,
  Alma, Skunk Ape, Goatman, Sasquatch,
  Soquiam, Susskuatl, Mi-go, Ban-mana,
  Gul'Biyavan 
  or 
  Snezhniy 
  Chelovik,
  depending on where in the world it is
  encountered.
  
  The habitat of the reclusive yeti has been
  greatly restricted by the encroachment of
  man. Preferring solitude to confrontation,
  they retreat from civilization to more and
  more remote regions. By repute, yeti live
  alone, are violent and carnivorous. Howev-
  er, they are actually quite peaceful and
  non-aggressive omnivores whose dietary
  preference is for roots and berries. They live
  in family groupings of 1 male to 3-5 females,
  with the young males being driven off at
  maturity to find their own way. Although they
  are generally silent, they have a distinctive,
  very loud cry or scream that resembles a
  mournful wail that they use as a territorial
  call. The yeti is highly adept at hiding it's
  own tracks, although they have been known
  to leave behind tufts of fur.
  Game notes
  The yeti could be any number of things in
  different campaigns. Horror campaigns
  might have them be the mi-go, intelligent,
  secretive and highly advanced, keepers of
  terrible secrets. Modern campaigns might
  have a search for “Bigfoot”,or fantasy
  campaigns might use them as “giants”.
  While they might not tower over the trees,
  they are certain taller and stronger than
  most humans, and living a more primitive
  lifestyle that encourages the “big guy with
  club” stereotype, whether or not it is
  actually true. In any case, the default yeti
  seem to be on the cusp of true intelligence,
  if not actually there. They are tool users,
  capable 
  of 
  complex 
  communications,
  recognizing similarities in broad classes of
  items (“hey, that's a gun, I better leave...”)
  and 
  understanding 
  cause 
  and 
  effect
  relationships.
  
  CREATIONS
  “Its alive!.....Its Alive”      Dr Frankenstein
  Basics
  A Creation is a product of human
  intelligence, 
  especially 
  of 
  imaginative
  thought or artistic ability
  This means that the creatures in this section
  are just that – created or made by another
  person for one or more tasks, either directly
  (through building it) or indirectly (by causing
  it to occur due to thought or feeling).
  These are not natural creatures, so they do
  not fit into any given ecological niche. They
  are created for a purpose – usually to guard
  something for physical creations and the
  Conceptuals exist simply to cause others to
  feel the emotion they embody.
  Such creatures have appeared in numerous
  movies and so forth over the years. In
  CORPS terms though, such a creature
  represents a serious threat to even the best
  equipped character group, especially when
  facing one of the huge Creations, this is due
  to them being “objects” and thus taking
  damage as an item – making it very difficult
  to take one down due to the number of
  subsystems such a thing has.
  This is why I’ve used the idea of an “Achilles
  Heel”  this could be the plug that finished up
  the molding process or whatever. So
  breaking this plug or seal causes the vital
  fluids of the creation to flow or spray out,
  which will in turn ‘kill’ it by rendering it inert.
  However by replacing the fluid and
  resealing the plug, the creation could again
  be functional.
  By the same token, such Creations can only
  be repaired – they cannot heal naturally at
  all. So in order to keep a Creation in top
  condition it should be serviced and looked
  after regularly.
  STR 10
  AGL 3/4/5*
  AWR 6(5)
  WIL 10(10)
  HLT 4
  POW 10
  *The first number is for most
  golems, the  second is for bronze
  caryatids, and the third is for flesh
  golems.
  Description
  Those creation with physical bodies are
  created to guard an area, or simply cause
  as much mayhem as possible. Some
  Homunculi are created in a misguided
  attempt to create life……
  These are not ‘dumb animals’ they are
  capable of reason and rational thought, as
  well as ambush and other combat tactics if
  desired by their creator.
  Mass:300kg
  Variation:±50kg
  Length:2.1m
  Size modifier:-1
  Good reaction roll: Depends on what they
  were made for, typically defense so that
  would be raise the alarm
  Neutral reaction roll: Raise the alarm and
  watch/follow you
  Bad reaction roll: Raise the alarm and
  attack you
  Habitat: Anywhere
  Fear Rating: 11
  Special abilities: Special powers by type of
  creation (see details)
  AV varies by type of creation
  Skills: Brawling (lethal DV3),skill 5
  Weapon (DV varies by weapon) skill 5
  General tool use, skill 2
  
  Details
  The 
  different 
  types 
  of 
  Creation 
  are
  explained in a little more detail below.
  Golems
  These are made from typically soft naturally
  occurring materials such as mud, clay and
  wax. This kind of creation can envelope
  others and can be split into multiple smaller
  versions if hit with bladed weapons
  An enveloping attack, will count as a Grab
  and Hold. If the body part grabbed is the
  head, then suffocation or drowning could
  occur depending on the type of golem.
  Mud and Wax golems will regenerate if
  melted. Every second that it (or parts of it)
  remains in a fluid state it regains the use of
  one ‘broken’ subsystem. Being melted for a
  Mud golem simply means being mixed with
  water again.
  A 
  successful 
  attack 
  that 
  breaks 
  a
  subsystem will split the golem into multiple
  smaller versions. Each version will have the
  same attributes but with a -1 penalty to STR
  for each other golem that exists, so 3
  golems would each be at 7 STR for
  example. When the STR reaches 1, then it
  can split no more, so in the example above
  the 10 golems would be the limit, as each
  would then have 1 STR.
  Caryatids
  These are made from naturally occurring
  hard material (either organic or not) such as
  wood, bone, stone, glass, flint etc.
  Iron ones are made like mechanical men
  and have the ability to taser people. Targets
  must make a HLT roll versus the Caryatids
  POW or fall unconscious for 1d10 minutes.
  Failure by more than your current HLT
  means you take the points failed by as lethal
  Whole Body damage.
  Stone ones like marionettes, where they
  crack and shift as they move, they are
  camouflaged. While immobile they look just
  like statues and as long as they are in
  contact with a stone surface, such as a rock
  face or floor they regenerate wounds. Every
  30 seconds that it (or parts of it) remain in
  contact with stone, it regains the use of one
  ‘broken’ subsystem.
  Bronze ones creak but remain whole they
  are fast and virtually invulnerable, no
  moving parts, no weak seams, and the
  cooling system is the only weak point on
  them
  Homunculus
  These are made from organic materials and
  constructed like a human body, with flesh,
  bone and skin etc
  Obviously they are made like men or
  women, with bones and muscle and skin etc
  they can be repaired by sewing new limbs
  on to their bodies
  Game Details
  The armor (AV) for various Creation Types
  is given below
  Since these things are creations, you
  damage them as an object see CORPS 2nd
  Edition page 79. This makes them very hard
  to kill, as each one will have many
  subsystems. But then you try “killing” a
  stone statue with a sword…
  Creation AV
  Creation Type
  Object
  Type
  Typical
  AV
  Golem: mud, clay or wax Delicate 7
  Caryatids: Granite
  Tough
  18
  Caryatids: Pine
  Normal
  7
  Caryatids: Oak
  Normal
  11
  Caryatids: Bronze
  Tough
  7
  Caryatids: Iron
  Tough
  14
  Caryatids: Steel
  Tough
  21
  Homunculus: Flesh
  Normal
  1
  
  Saying that though, every creation has to
  have an “Achilles Heel”. This will be a +4
  Location to try and hit (ignoring normal size
  modifier, as the seal is always the same
  size regardless of the size of the Creation),
  and if successful, the seal will be broken
  and the creation will start to power down, as
  it loses vital steam, boiling lava etc,
  (whatever powers it).
  Treat it as an Eventually fatal wound (that
  effects in seconds instead of minutes) and
  when its HLT reaches zero it becomes
  inert.. the hard part is keeping out of its way
  until it does run out of power.
  If you want larger sized Creations than that
  given above, each multiple of height is x8
  weight and x2 AV of the previous size from
  the chart above.
  This means that the really large golems are
  going to need explosives or heavy weapons
  in order to kill them.
  Huge Homunculus are only possible if there
  are humanoids of that size in the campaign
  setting.
  STR 0
  AGL 0
  AWR 6(5)
  WIL 10(10)
  HLT 0
  POW 10
  Description
  "have you ever been at work, created
  something of great beauty or wit, and
  thought that weren't in control of the
  process, it was as if your very hand were
  being guided by an outside force? many
  explained this as the work of god, or a
  muse. More than likely you were inspired by
  a fundamental."
  These are creations without physical
  bodies. These creatures are types of golem.
  Often they come into being when there are
  overwhelming 
  amounts 
  of 
  a 
  specific
  emotion being felt in a given place at the
  same time.
  In rare circumstances an individual can
  cause a radical or fundamental to manifest
  without realizing, but it should be known,
  that it is next to impossible to willingly create
  one.
  Typically, a Radical or Fundamental will
  embody one given emotion or feeling from
  the list below:
  pride, envy, gluttony, lust, anger, greed,
  sloth, faith, hope, charity, fortitude, justice,
  temperance, prudence, belief, trust, fidelity,
  loyalty, 
  conviction, 
  desire, 
  reliance,
  expectation, 
  generosity, 
  benevolence,
  mercy, courage, strength, resolution, equity,
  fairness, dispassion, moderation, restraint,
  despair, deception, creativity, cowardice,
  inspiration, tolerance, pigotry, frugality,
  sobriety, wisdom, vigilance, and discretion
  Creation Size
  Size
  STR
  Size
  Mod Weight
  AV
  2.1m
  10
  -1
  As Listed
  As Listed
  4.2m
  11
  -2
  2400kg
  x2
  6.3m
  12
  -3
  19200kg
  x4
  8.4m
  13
  -4
  153600kg
  x8
  10.5m 14
  -5
  1228800kg
  x16
  12.6m 15
  -6
  9830400kg
  x32
  14.7m 16
  -7
  78643200kg x64
  
  Radicals
  Invisible entities who advocate their views in
  another by mere presence of them being
  there.
  Make a WIL test vs. the POW of the
  Radical. Failure means you feel the emotion
  etc embodied by that Radical, this gives you
  the appropriate Psych Lim at 1 level per
  point you failed by. An existing Psych Lim of
  the same type is increased to the highest of
  its original number or the number of points
  you failed the roll by.
  This could make you love someone else or
  hate them etc.
  Fundamentals
  These are similar to radicals, being invisible
  creatures who reinforce emotional states
  that are already in effect, rather than cause
  an emotional state like a Radical.
  Make a WIL test vs. the POW of the
  Fundamental. Failure means you increase
  in the emotion etc embodied by that
  Fundamental, this adds to the appropriate
  Psych Lim at 1 level per point you failed by
  if it is present already, if not then the
  Fundamental has no effect.
  For example it could increase the Psych Lim
  of love for each other of two lovers, but it
  couldn’t MAKE one love the other.
  Radicals may seem to be more powerful
  than fundamentals but this often not the
  case, a person who is feeling hatred already
  may find that a fundamental can drive him
  to a murderous frenzy
  In both cases however, the effects last for a
  period of time equal to the points you failed
  by, doubled and looked up on the Base
  Time Column of the General Task Difficulty
  Chart on page 8 of the CORPS 2nd Edition
  rulebook.
  Neither type of Creation is inherently
  malignant, even if they embody the ‘bad’
  traits from the list above, they are what they
  are made to be – so if one is summoned or
  made and told to go and sow hatred among
  the townsfolk then that’s what it will do.
  
  OTHER WORLDS
  “The sheer diversity of the universe belies the
  theory that we are but one, the world around
  us is but one part of an infinite whole”
  Anonymous
  Basics
  Alternate worlds is where we depart all
  known creatures and just have fun with
  biology as it might have been, or might be
  elsewhere. This could be alien flora or
  fauna, or those that developed on alternate
  Earths. They range from minor variants on
  Terran species to departures wondrous and
  strange. Some may be drawn partially or
  completely from fiction, while others are
  made up completely from scratch.
  Regardless, they are still animals, and will
  have genetic programming and fixed
  behaviors, even if not the typical ones for
  the animals we are familiar with. They
  probably eat, breed and compete for
  resources, even in ways we consider
  bizarre.
  This section can cover alien species from
  other worlds, to trans-dimensional oddities
  and otherworldy terrors, it is wide open to
  the addition of new creatures. Remember
  though not to put actual Species in this
  area, only animals or those races too
  powerful or odd to be allowed as Player
  Characters.
  The Multiverse is a huge place, with more
  than enough room in it to hold these
  creatures and many many more.
  STR 0
  AGL 1
  AWR 3(0)
  WIL 3(5)
  HLT 5
  POW 1
  Description
  Large black beetle with red-orange stripes,
  typically seen scurrying along the forest
  floor.
  Mass:.1kg
  Variation:-
  Length:8cm
  Size modifier:+4
  Good reaction roll: Ignore you
  Neutral reaction roll: Become agitated
  Bad reaction roll: Spray you if you get close
  Habitat: Tropical to equatorial forest
  Fear Rating: 3
  Special abilities: Frailness x10
  Chemical spray
  Skills: None
  Details
  These are a variation of the Bombardier
  Beetle, and are several times as large.
  Normally, they scurry their way through life,
  munching on plant matter and any smaller
  bugs they happen upon. If threatened by a
  predator, they have a pair of glands in the
  back which store concentrated hydrogen
  peroxide and mild acid.
  They can selectively spray this onto the face
  of anything that gets too close (within about
  a meter).This will do a non-lethal damage of
  1 to any exposed mucous membranes or
  bare skin, and can be repeated several
  times, depending on the size of the beetle.
  
  The second defense is that the beetle can
  use a stronger version of this blast to rocket
  propel itself away from the scene, dropping
  it anywhere from 10-20 meters away, where
  it can hopefully find cover before the
  predator finds it again. The beetle can only
  do this once, although it will still threaten if it
  has no other choice. The last defense is that
  if actually damaged while in an agitated
  state, the beetle bomb will explode, doing a
  lethal damage of 1 to whatever it is touching
  at the time, like a paw, mouth or beak. While
  this maneuver doesn't save that beetle, any
  creature capable of learning from the
  experience usually thinks twice before
  trying it with a different beetlebomb.
  While a damage of 1 will not do more than
  bruise a person through shoes or boots, it
  will take a chunk out of rubber or leather
  soles in the process, and is also capable of
  damaging the sensitive inner surface of a
  horse's hoof.
  Game notes
  Any biological land mine, even one that
  doesn't do a lot of damage, can keep
  characters on their toes. They can be a
  known or unknown natural hazard in an
  area, and there isn't really any way to avoid
  them, as they can fly to new areas, be
  hidden under grass, and are dumb enough
  to move to areas they can't survive in or
  crawl into your boots during the night. If you
  made them twice as powerful, they would
  be a significant problem rather than an
  annoyance. Places where they are common
  will have developed basic defenses like
  armored footwear for people and animals. A
  magic-user might be able to selective
  remove them from an area, or concentrate
  them, sometimes to good effect (how would
  you like a few to crawl onto your face while
  you're asleep?).
  STR 7
  AGL 10
  AWR 5(2)
  WIL 8
  HLT 4
  POW 1
  Description
  A large tawny furred brown cat-like being,
  with the face and mane of a lion whose front
  legs have adapted into large green wings
  that mimics the native foliage in the jungle
  in which it lives.
  It has a long and sinewy fur covered tail that
  it uses to aid its efforts when hunting, by
  distracting prey or tripping/entangling them.
  Its rear legs and wing ‘knuckle’ all sport
  massive talons which the Buzz Cat uses to
  incredible effect when hunting and chasing
  prey.
  Mass: 140kg
  Variation: ±40kg
  Length: 3m
  Size Mod: +0
  Good Reaction Roll: Ignore you
  Neutral Reaction Roll: Fly past and swipe
  with claws once
  Bad Reaction Roll: Attack and hunt you
  down
  Habitat: Hot humid jungles
  Fear Rating: 7
  Special Abilities: Entangling Tail
  Fly at 17m/s
  Limited endurance when flying
  Can Hover in place
  Skills Talons (Lethal DV 2) skill 10
  Tail Entangle (Non-Lethal DV 0) skill 5 see
  earlier in this book for sweep/trip and other
  maneuvers
  
  Details
  This animal is a voracious predator in some
  jungles. It often just hunts for fun and
  doesn’t even eat its prey, just leaves the
  bodies to rot.
  It knows no fear and unlike ordinary animals
  who may shy away from large opponents,
  the Buzz Cat will attack anyway, after
  roaring for help (which can be heard for
  over a mile away). When help arrives they
  proceed to kill their prey and share the
  proceeds based on hierarchy within their
  pack.
  Even though it is quite a large creature, it
  retains a reasonably light weight and high
  speed and agility through having a
  lightweight bone structure like a bird and by
  having internal air bladders which help keep
  it afloat in the air.
  These do not offset their weight totally, but
  enough to make them as dangerous as they
  are.
  Native races in the same area as these
  beasts will often have nets covering the air
  above their homes to help stop this
  creatures attacks.
  STR 1
  AGL 4
  AWR 4(1)
  WIL 4(4)
  HLT 5
  POW 1
  Description
  A wide, flat-bodied fish that typically rests on
  or swims near the bottom of its habitat.
  Typically seen in shades of light grey or
  brown to match the local sediment color.
  Mass:10kg
  Variation: ±5kg
  Length:.7m
  Size modifier:+1
  Good reaction roll: Swim off
  Neutral reaction roll: Use faint warning jolt
  Bad reaction roll: Zap you if within range
  Habitat: Tropical to equatorial river
  Fear Rating: 6
  Special abilities: Frailness x3.0
  Swim at up to 4m/sec
  Electrical jolt (see text)
  Skills: None
  Details
  The electric ray lives mainly in slow-moving
  tropical rivers, usually those that are murky
  with biological material and sediment.
  Almost 40% of the ray's body weight is
  biological batteries, which serve the ray in
  two ways. First, it uses very weak electrical
  discharges as a form of sonar to let it see
  through the clouded waters it lives in, and
  second, it can discharge a more substantial
  pulse into the water around it, stunning
  small fish, which it then gobbles down.
  Normally, it is content to lie in the muck at
  the bottom and wait for prey to come by, but
  will move several times a day based on
  current, water temperature, hunger, etc. If
  attacked, the ray will deliver a quite
  substantial jolt to its attacker before
  attempting to flee.
  
  Treat the electric ray as having a normal
  AWR in any sort of murky water. Also,
  assume the ray has 10 “charges ”for attack
  or defense purposes. One charge has a
  non-lethal DV of 2 out to a range of 1
  meter,+1 DV each time you double the
  number of charges used, and total damage
  is doubled if the target is actually in contact
  with the ray. This bypasses any armor if
  there is water contact between the ray and
  its target. So, a person wearing rubber hip
  waders might be unaffected because they
  are dry, but a person wearing rubber shoes
  would get zapped because their leg is in the
  water, even if their foot is insulated from
  direct contact. Getting severely zapped by a
  ray is seldom directly fatal, but the shock is
  capable of knocking a person unconscious
  or impairing their ability to swim, either of
  which can be fatal if no help is nearby. Rays
  will often provide a very mild (unpleasant
  but no damage) jolt as a warning or threat
  display.
  Aborigines in an area with electric rays often
  carry a stick to sweep the river bottom in
  front of any areas where they will be
  walking. They may get a mild shock as a
  result, but will usually avoid the hazard of
  stepping on a ray and being incapacitated
  for a day or two. They are not hunted for
  meat, since they don't have all that much
  and regular fish are easier and less
  hazardous to catch.
  Game notes
  This creature falls into the “natural hazard
  ”category, and is a good result for a badly
  botched survival roll in a tropical or
  equatorial clime. It will typically avoid
  characters or large animals if it notices them
  coming.
  STR 8
  AGL 2
  AWR 6(1)
  WIL 6(6)
  HLT 5
  POW 2
  Description
  Very 
  heavy-bodied 
  quadruped 
  with
  oversized head, prominent pointed teeth
  and clawed forepaws. Hind legs are
  extremely muscular and short, giving the
  animal an exaggerated bulldog appearance.
  Mass:50kg
  Variation:±20kg
  Length:1.0m
  Size modifier:+0
  Good reaction roll: Decide you're not worth
  eating
  Neutral reaction roll: Watch and wait for
  opportunity
  Bad reaction roll: Ambush prey if possible
  Habitat: Tropical to equatorial plains for
  forest
  Fear Rating: 7
  Special abilities: Toughness x1.0
  AV 4/2 hide on front,1/1 on back
  Run at up to 3m/sec
  Skills: Bite (DV3),skill 3
  Claw (DV3),skill 3
  Details
  Froons are type of lurking cold-blooded
  carnivore.
  They 
  have 
  abnormally 
  large 
  heads,
  powerful jaws and sharp front claws, mated
  to a comically squat body and stumpy little
  hind legs. However, they are admirably
  suited to the way they hunt. Typically, they
  lurk quietly where game comes by, either
  watering holes or trails. When something
  comes close enough, they leap out (up to
  2m) and latch on with those jaws, and then
  use the fore claws to disembowel the prey.
  
  The front of the Froon is not furred, but
  covered in thickened horn-like skin, making
  it tough for a victim to do any significant
  damage while the Froon is busy tearing into
  it.
  After eating its fill, the Froon will typically
  drag what is left to a place of cover, and
  continue to eat it for several days.
  Froons will often attack prey several times
  their size, and while they prefer the safety of
  attacking herbivores, they will attack
  anything if they are hungry enough. When
  not lurking, they usually are in underground
  burrows that they dig with their for claws,
  and in there, no other creature dares to
  assault them. Froons are egg-layers, and
  the young are raised by a protective mother
  until old enough to stand a chance on their
  own, at which time they either leave or are
  driven off. Only a fraction of the juvenile
  Froon survive to adulthood.
  The only creature that Froons won't usually
  eat are another very small carnivore, about
  the size of a mouse. A number of these
  usually are found in any Froon den or on the
  Froon itself. These eat insects and other
  parasites the Froon can't clean off itself due
  to a lack of flexibility, and also get scraps of
  food from the Froon’s kills.
  Game notes
  At least they won't come looking for you.
  Froon’s are a “surprise ”encounter for a new
  environment. In a tropical or equatorial
  zone, their body temperature matches that
  of the surrounding area, making them hard
  to pick up on visual sensors. Their stealth
  represents the ability to hide rather than
  moving quietly, and they are naturally
  camouflaged.
  Their main limitation is that they aren't very
  good at the attack unless they have
  surprise, and if they miss, the prey can
  always outrun them.
  Froon’s are intelligent enough to be trained,
  but seldom show much loyalty or friendship.
  Rather, they are often used in addition to
  sentries, providing an extra intimidating
  presence at movement choke-points like
  doorways or gates.
  
  STR 8
  AGL 5
  AWR 6(1)
  WIL 7(6)
  HLT 6
  POW 2
  Description
  Large, six-legged reptilian with serrated
  bony plates instead of teeth, and moderate
  length tail, vertically flattened for use in
  swimming.
  Mass:80kg
  Variation:±20kg
  Length:2.5m
  Size modifier:+0
  Good reaction roll: Decide you're not worth
  eating
  Neutral reaction roll: Watch and wait for
  opportunity
  Bad reaction roll: Ambush prey if possible
  Habitat: Temperate rivers
  Fear Rating: 7
  Special abilities: Toughness x1.0
  Pain tolerance
  AV 1/1 hide
  Run at up to 9m/sec
  Night vision
  Special metabolism
  Skills: Bite (DV3),skill 3
  Details
  Grendels are taken mostly from Larry
  Niven's novel “The Legacy of Hierot ”,and
  named for the legendary nemesis of
  Beowulf. Imagine a predatory alligator-like
  creature with the ability to chemically hype
  up its metabolism for short periods. It
  becomes so fast that it is hard to even follow
  with the eye, and it heats up so much that if
  its doesn't return to water within minutes to
  cool off, it will die. It normally attacks at
  night, and is adapted to see in these
  conditions.
  Grendels are very territorial, and solitary,
  treating any large creature in their hunting
  region as either prey or competition, and
  both are subject to being attacked or eaten,
  depending on whether they smell like
  herbivores or carnivores. This includes
  other Grendels, especially juveniles leaving
  the habitat of their parents either upstream
  or downstream.
  Game notes
  Grendels are meant to be a challenge to
  even well equipped adventurers armed with
  modern weapons.
  For a number of minutes equal to their
  current HLT, Grendels can add 8 to their
  AGL,WIL, skill and movement rate (they
  don't actually become more skillful, but their
  speed of movement makes them much
  more difficult to evade or block).This boost
  makes them impossibly fast and devilishly
  hard to hit with ranged weapons, especially
  at night. In this mode, they will move
  constantly, attacking anything in their path,
  especially whatever it was that set them off
  in the first place. Usually they are alerted to
  potential competition like man by the scent,
  and may or may not have a particular
  individual in mind when they leave their river
  to hunt. By the time their boost wears off,
  Grendels are literally too hot to touch, and if
  they aren't back in the water by then to cool
  off, they will fade and die in minutes.
  Once a Grendel is killed, its habitat is
  temporarily vacated, and all the juveniles
  that it would have killed have a chance to
  reach larger size before they begin
  competing with each other in an uncluttered
  habitat.
  Within a few months of the older Grendels
  demise, anyone still in the area may end up
  having to deal with half a dozen or more
  small Grendels, all of them growing, hungry
  and 
  developing 
  aggressive 
  territorial
  instincts.
  
  STR 0
  AGL 2
  AWR 3(0)
  WIL 8
  HLT 3
  POW 0
  Description
  Winged reddish-brown ants with serrated
  pincers, about half as long as your finger.
  They are always found in large numbers,
  either around mound colonies, or in a
  droning swarm during the migratory phase.
  Mass:.01kg
  Variation:±0kg
  Length:2.5cm
  Size modifier:-4
  Good reaction roll: Bite you
  Neutral reaction roll: Bite you
  Bad reaction roll: Bite you
  Climate: Average to dry tropical to equatorial
  Fear Rating: 5
  Special abilities: Swarming attack
  Crawl at 1m/per 5 seconds
  Fly at 3m/sec
  Skills: None
  Details
  Hellswarmers are a perennial hazard in
  certain subtropical regions. Normally, they
  are just an obnoxious form of venomous
  ant, living in mound colonies and feeding on
  plants and insects. They are a hazard if you
  stumble into a nest and get repeatedly
  bitten, but easily avoidable due to the visible
  nature of their colonies.
  Every several years, however, some
  unknown biological trigger occurs and most
  of the colonies in a given area begin to
  produce winged ants instead of the normal
  ground variety. When these mature, each
  colony takes completely to the air and
  migrates for several days to a new home.
  The swarms in an area will all depart within
  a few days of each other, and may coalesce
  to form larger groups, dividing again only
  when the final destination is reached. In the
  meantime, the Hellswarmers are hungry
  and protective of their queen. They fly at low
  altitude, and woe be to any animal that
  happens to be in their path. Whenever they
  land, they denude the area of anything
  edible, and attack anything that lives in that
  area. Individually they are just painful.
  As a swarm, they are lethal.
  Any volume that is not completely sealed
  will be quickly filled with ants. This doesn't
  mean you need a spacesuit. A bee-keeper's
  outfit would mostly suffice if you put it on
  securely and taped all the cuffs. How long it
  takes Hellswarmers to get in through a
  small opening will vary with the energy de-
  voted to keeping them out. They don't mali-
  ciously crawl into holes looking for people,
  just food and potential threats to their
  queen. People happen to be both. A person
  covered with the things is going to get pin-
  cered quite a bit, even if they leave the area
  immediately.
  Once the Hellswarmers find a new home,
  they shed their wings and begin to build
  colonies again.
  Hellswarmers have few natural predators in
  their ground stage, and none when they
  swarm. Eradicating them from an area is
  impossible without high technology or
  magic. Low tech efforts can keep them
  under control if effort is constantly dedicated
  to it, and observation can give warning of
  when they enter the swarming stage.
  
  Assume that any hit location exposed takes
  a +1 lethal impairment each 10 seconds as
  long as there are fresh Hellswarmers to
  continue the attack. If a character is
  completely or almost completely exposed or
  vulnerable (4 or more hit locations),they will
  have to check for eventually fatal results
  based on the average lethal impairment
  taken (round down).
  Example -If you took a total of +5
  impairment over 80%of your body, you
  would base the eventually fatal roll on an
  impairment of +5 x 80%=+4.
  An area that has been repeatedly pincered
  will be covered with small bleeding sores,
  and be red and swollen for days or weeks.
  Broken off pincers will need to be removed
  from wounds, and the toxin load on the body
  may 
  cause 
  fevers, 
  convulsions 
  and
  delirium.
  Most of the punctures will heal normally, but
  some will leave mottled scar tissue that
  could be a permanent impairment to a
  character's appearance.
  Game notes
  Hellswarmers are a natural hazard of
  unpredictable nature.
  They do not swarm often enough for people
  to constantly carry around protective gear,
  but they are frequent enough that anyone
  who lives in such an area has felt a
  pervasive sense of dread upon hearing the
  unmistakable drone of an approaching
  swarm. They can ruin crops, stampede
  livestock, kill entire families and disfigure
  you for life. People will be very wary of them
  once they are aware of the hazard, and the
  smart ones will swarm-proof their homes if
  possible to provide a safe refuge. In a
  high-tech game, a colony or expedition
  might not have been in place long enough
  to know the swarming behavior, and be
  caught by surprise.
  Or, pity the poor adventurers who leave the
  hatch of their ship open in balmy weather,
  only to have it used as a new home for a
  colony. In lower-tech cultures, shamans or
  witch doctors may find some keys to
  swarming behavior, and use this knowledge
  to 
  further 
  their 
  status 
  or 
  ambitions.
  Magically, a swarm is very easy to control,
  provided you have a power that can work
  over a large volume rather than a single
  mind.
  
  STR 1
  AGL 6
  AWR 5(1)
  WIL 5
  HLT 5
  POW 1
  Description
  Long very lightweight lizard that survives by
  leaping and running across the trees in its
  jungle home, hunting for insects and
  succulent shrubs and leaves.
  Mass: 1kg
  Variation: 0.3 kg
  Length: 1.5m
  Size Modifier: 0
  Good Reaction Roll: Watch curiously
  Neutral Reaction Roll: Watch Warily
  Bad Reaction Roll: Flee as fast as possible
  Habitat: Hot humid jungles
  Fear Rating: 7
  Special Abilities: Frailness x3
  Run at 7m/sec
  Leap 1m per 1m/sec running speed
  Skills: Bite (DV 0) skill 4
  Details
  These animals are incredibly lightweight
  due to their bone structure and internal air
  sacs which allow them to jump such long
  distances.
  They are quite harmless to anything larger
  than a bug, and have little value to an
  adventurer save as target practice.
  STR n/a
  AGL n/a
  AWR n/a
  WIL n/a
  HLT n/a
  POW 1
  Description
  The mantrap has no visible structure to
  those who are not its victims, since it is
  entirely underground. In cross-section, it
  would look similar to a giant vase, with a
  funnel-shaped top, cylindrical body and
  bulbous goop filled bottom.
  Mass: n/a
  Variation: n/a
  Length:6m deep
  Size modifier: n/a
  Good reaction roll: n/a
  Neutral reaction roll: n/a
  Bad reaction roll: n/a
  Climate: Average to wet tropical to equatorial
  Terrain: Swamps or bogs
  Fear Rating: 11
  Special abilities: Toxic digestive juices
  Skills: n/a
  Details
  The mantrap is only found in areas with wet
  soil that is lacking in nutrients. Boggy,
  marshy areas are typical, and the upper
  surface of the plant is usually at a local high
  spot, drier than the surrounding terrain. The
  upper layer of the plant is a network of
  fibrous stems that extend from the periphery
  of the opening to the center.
  These have sub-stems that catch falling
  leaves and eventually provide a solid
  looking surface to the opening. When a
  medium to large animal steps on this mat of
  vegetation it collapses under their weight
  (Difficulty 10 AGL task to avoid).The mat of
  vegetation slides off the slick, fibrous stems,
  and the victim falls several meters down a
  slimy hollow root to the base of the plant.
  
  The entire inside of the plant is lined with
  down- ward pointing spines that are sharp
  enough to hurt, but too loosely attached to
  serve as handholds. While the fetid air
  inside the plant is enough to overcome all
  but the hardiest souls, the goop at the
  bottom is the real hazard. Deep enough to
  drown in, it is also a mild digestive fluid and
  neurotoxin. Each minute of exposure is a
  Difficulty 1 HLT task, with a cumulative +1
  Difficulty per minute. Failing a roll means a
  loss of 1 point of HLT and +1 lethal
  impairment, with unconsciousness resulting
  at HLT 0.
  The interior wall of the plant is not tough
  enough to dig handholds into, and the
  overhanging slope makes climbing difficult
  in any case. Trying to get out of the plant is
  a climbing task with a Difficulty of 8 and a
  base time of 1 minute.
  This gets you out of the bottom chamber,
  although you will still be taking toxin effects.
  Climbing the rest of the way out is a
  Difficulty 6 climbing task, also with a base
  time of 1 minute. Failing either roll means
  you fall back into the glop.
  The Difficulty of either task is at -1 if the
  climber has a large knife or puncturing
  implement like the spike of a war hammer.
  Game notes
  A mantrap of this size is a very old plant.
  While it doesn't get substantial prey more
  than once or twice a year, this is all it
  requires. Smaller plants may only be big
  enough to catch small animals, but they are
  still deep enough to trip up a horse or a
  person, and left unwashed, the toxin could
  make a person dizzy after a while
  (increasing Difficulty HLT roll once per 5
  minutes for half an hour).The toxin takes
  days to get purged from the body, and is
  considered lethal damage for healing
  purposes, but does not count towards
  permanent impairments. Low tech cultures
  may have religious or medical uses for the
  toxin from this plant.
  STR *
  AGL *
  AWR 5(2)
  WIL 5(3)
  HLT 5
  POW 8
  Description
  Mimics appear as whatever you want them
  to be, but in their natural state they are
  amoeba-like 
  translucent 
  blobs 
  of
  protoplasm with a greyish nerve cluster at
  the center.
  Mass:80kg
  Variation:±40kg
  Length:1.5m
  Size modifier:+0
  Good reaction roll: Become what you want
  it to be
  Neutral reaction roll: Do nothing
  Bad reaction roll: Flee or change shape
  Habitat: Any, but prefers temperate
  Fear Rating: 7
  Special abilities: Toughness x1.0
  Move as appropriate for body form
  Skills: None
  Details
  Mimics are empathic creatures who attain
  shape-changing through use of illusion.
  They feed off of normal plant or animal
  matter which is absorbed through their
  membranous skin, but what is unusual is
  the way in which they prefer to acquire it.
  A mimic picks up on the strongest source of
  emotions in its vicinity, and changes shape
  to become the object of longing for whoever
  has the strongest such thoughts. This is an
  actual physical shape change rather than
  illusion, with the success based on how
  complex the item is.
  
  Often, the item is picked up by the intended
  recipient, and kept on or near them. It also
  has the ability to implant simple illusions in
  the mind of its host to smooth out any
  imperfections in the shape-change.
  The nature of the illusion is that the keeper
  rationalizes any inconsistencies in it, and
  the mimic takes advantage of a more
  powerful creature to gain scraps of food it
  could not normally acquire. For instance, a
  tiger might see a small mimic as a recently
  lost cub, and carry it back to her lair, where
  it would get scraps left over from kills
  brought back. A person might see a mimic
  as a recently lost lover. The mimic is not
  intelligent, but extremely responsive to the
  emotional needs of its host. It will act like
  you want it to act, and say what you expect
  it to say. If you overcome the illusion, it may
  try to switch to another form, or retreat away
  to someplace safe, like a drain or under the
  floor. It will return whenever the feelings of
  longing return again.
  Game notes
  A mimics ability is mainly the Shape-shift,
  Dominate and Detect (emotions) powers,
  always on and requiring no effort or
  maintenance. It does not have enough
  power to significantly change it mass, so the
  forms it takes vary with its age and size. It
  does not control its host in any way except
  through their own desires.
  Human-sized mimics can be a popular
  commodity in certain locales, but can also
  have their hazards. If the strongest desire in
  an area is “I'm looking for a fight!”, then you
  will get a mimic of someone capable of
  giving you one. If the person expects the
  mimic to get by their guard, it will.
  Otherwise, 
  mimics 
  are 
  non-violent
  creatures. Their only defense is to make
  themselves loveable. In a group of
  characters, a mimic will be drawn towards
  the character with the lowest WIL and
  highest AWR, preferring people over
  animals.
  This person needs to pass a WIL task with
  a Difficulty of the mimic's POW, rolled
  secretly by the GM. If the character fails, the
  mimic should be described as the genuine
  article, with explanations for its presence
  rationalized 
  from 
  the 
  character's
  subconscious. Even long-dead friends can
  appear to have come back from the grave.
  Other characters present at the time also
  get WIL rolls to detect the illusion, again
  made secretly by the GM. Exact rolls give
  the feeling something is fishy, and regular
  successes let them know this is definitely
  not the genuine article. How they act on this
  is up to them.
  
  STR n/a
  AGL n/a
  AWR n/a
  WIL n/a
  HLT n/a
  POW 1
  Description
  Crowns of long thick leaves ranging in size
  from a tuft of grass to a large bush, dark
  green on the top and lighter green on the
  bottom.
  Mass: n/a
  Variation: n/a
  Length: n/a
  Size modifier: n/a
  Good reaction roll: n/a
  Neutral reaction roll: n/a
  Bad reaction roll: n/a
  Habitat: Dry to average temperate
  Fear Rating: n/a
  Special abilities: See text
  Skills: n/a
  Details
  Mistroot is another adaptation to marshy
  soil with low nitrogen content. The root
  spreads by underground runners, and a
  single plant may cover several hectares,
  cohabiting with other marsh-dwelling plants.
  The only visible part of the plant is a
  thick-leaved bush that grows out of the
  ground at irregular intervals along the root.
  These look much like the tops of overgrown
  pineapples, and can reach two meters in
  height and breadth. While the upper leaves
  taste bitter and alkaloid, the lower leaves
  are edible and have succulent nodules that
  are attractive to ground-dwelling herbivores.
  The plant lives by luring animals into its area
  to eat, and suffocating them while they
  sleep. At irregular intervals, most often at
  night, the hollow roots emit a poison gas
  through the center of the bushes. This kills
  a good fraction of any ground-dwelling
  animals in the entire region of the root, and
  provides useful nutrients for the root as
  these animals decay. In game terms, each
  minute of exposure is a Difficulty 8 HLT
  task, with failure resulting in a +1 Difficulty
  to all tasks from stupor and weakness
  (including waking up).
  When the total penalty exceeds the HLT of
  the creature or character, they stop
  breathing, 
  and 
  death 
  follows 
  shortly
  thereafter. People will not usually wake up
  until they have taken a +2 penalty and are
  finding breathing difficult. Those with a keen
  sense of smell or who are light sleepers will
  wake up faster than those who aren't.
  In areas where Mistroot is prevalent, local
  carnivores may be able to anticipate the
  out-gassing, and take advantage of the
  feast the next morning. Students of animal
  behavior may be able to notice a change in
  the day or two before this happens.
  Game notes
  Another natural hazard for characters
  unfamiliar with an area to encounter.
  Natives may have superstitions or taboos
  about such an area. Smarter ones may be
  able to use it to their advantage. For
  instance, the nodules are edible to humans
  in a pinch. The bushes are also a good site
  for hunting, and the roots can be dug up and
  a natural anesthetic (or arrow poison)
  distilled from them.
  
  STR 0
  AGL 3
  AWR 6(2)
  WIL 5(2)
  HLT 1
  POW 1
  Description
  Floating balls of plasma, ranging from larger
  yellow-orange 
  to 
  smaller 
  blue-white
  individuals, accompanied by the hiss and
  crackle of high-voltage electricity.
  Mass:.1kg
  Variation: n/a
  Length:.5m
  Size modifier:-1
  Good reaction roll: Drift over and observe
  Neutral reaction roll: Ignore you
  Bad reaction roll: Discharge against you
  Habitat: Any electrically violent area
  Fear Rating: 8
  Special abilities: Toughness x.1
  Float at 3m/sec
  Rapid learning ability
  Skills: None?
  Details
  Plasmis are a volatile form of electronic life.
  They exist only on planets with regular
  violent electrical activity, and how they
  evolved is still a mystery to the cultures that
  are aware of them. A Plasmis is effectively
  a living form of ball lightning, absorbing
  energy from the environment to survive, and
  occasionally fissioning into two smaller
  Plasmis. They spend their entire lives
  airborne, and violently discharge and
  dissipate if they contact the ground or any
  grounded item.
  In campaigns with an actual ‘Net’ in the
  Johnny Mnemonic or Matrix style, the
  Plasmis could actually be natives of the net
  itself, making an additional hazard for
  characters hacking into systems or simply
  traveling through.
  Aside from an individual lifespan measured
  in minutes, the most intriguing feature of
  Plasmis is that they may have a form of
  intelligence. Whatever passes for thought
  processes in a Plasmis occurs very rapidly,
  and while an individual may only exist for a
  few minutes, it can remember things that
  were helpful or harmful. If it fissions, both
  new Plasmis retain this knowledge. Plasmis
  also combine with other Plasmis regularly
  and then fission again, and again, both
  Plasmis retain the knowledge of each. So, if
  one Plasmis learns a useful behavior, every
  other Plasmis in that colony will also know it
  within a few hours. This is remarkable in
  and of itself, but once a  colony has
  acquired a piece of knowledge, they are
  capable of using it in concert to good effect.
  Plasmis have been observed to combine
  with others immediately before undertaking
  an action that results in their own
  dissolution, 
  apparently 
  passing 
  their
  knowledge base or perhaps a sense of
  identity 
  on 
  before 
  deliberately 
  doing
  something that destroys them.
  Game notes
  Plasmis don't have a lot of threat value, but
  they are a curiosity that can be useful or
  annoying. An individual Plasmis will do a
  non-lethal DV of 5 if it is grounded through
  a character who doesn't have metal armor,
  and they will deliberately do this if
  characters seem to be a threat. The other
  problem is that they can damage delicate
  electronics as much as any other source in
  their environment, and are curious about
  new forms of electrical energy in their
  habitat. It is also conceivable that their
  ordered patterns could be preserved in
  computer memory like human DNA, which
  would make them an interesting commodity,
  an “artificial ”intelligence capable of rapid
  learning and understanding electricity and
  electronics on an instinctive level.
  
  STR 10
  AGL 3
  AWR 5(1)
  WIL 5(3)
  HLT 5
  POW 6
  Description
  Skyhooks look like large white balloons with
  a small gondola beneath, from which hang
  a number of whitish-pink tentacles. If seen
  during the day, they float silently through the
  sky, sometimes changing color, sometimes
  moving against the wind. Males are
  somewhat larger than females of the same
  age, and more likely to have color in their
  gas envelopes. Their size is limited only by
  the level of nutrition available. Specimens
  up to 40m across have been reported.
  Mass:4,000kg
  Variation:±2,000kg
  Length:20m
  Size modifier:-4
  Good reaction roll: Ignore you
  Neutral reaction roll: Leave the area
  Bad reaction roll: Attack you
  Climate: 
  Any, 
  but 
  prefers 
  temperate
  mountains
  Fear Rating: 11
  Special abilities: Toughness x1.0
  Fly at up to 4m/sec
  Skills: Tentacle thrust (lethal DV3),skill 4
  Details
  Skyhooks are mesa-dwellers, preferring dry
  climates, but able to live in any area that is
  free from hurricanes and is at least
  subtropical. 
  They 
  are 
  a 
  paranormal
  creature, using telekinesis for directional
  control and vertical movement, and a large
  gas bag for primary lift.
  Normally they hunt at night, able to sense
  the heat from warm blooded prey. They
  silently drift down from mesa nests, using
  either telekinesis or color change and solar
  heating to modify lift. Upon locating suitable
  prey, they close to within tentacle reach.
  One tentacle is larger than the others, and
  is equipped with a hard, barbed tip. This is
  speared through the target, injecting a
  powerful neurotoxin. After the prey ceases
  struggling, the other tentacles grab it, and
  the skyhook lumbers back to its nest. There,
  digestive juices are injected, and the
  skyhook drains the prey from the inside.
  The carcass is then dumped off the edge to
  the ground below. If the prey ends up being
  too large to lift, the skyhook will be trapped
  on the ground and vulnerable until it can
  work its spearing tentacle loose.
  Male skyhooks compete for females in
  aerial combat. The loser usually withdraws
  quickly from the field. Those who press a
  losing battle often find their gas envelopes
  repeatedly punctured and sent on a
  one-way trip to the unfriendly ground.
  Skyhooks 
  are 
  egg-layers, 
  laying 
  2-3
  leathery, 
  basketball-sized 
  eggs 
  in 
  a
  well-sheltered nest. These hatch after about
  two months into flightless skyhooks. Their
  gas envelopes develop to lifting potential
  after about 2 months, but the young usually
  stay in the nest for a few months after that.
  They are about the size of a compact car,
  and able to spear small game such as
  rabbits and young goats. At this point they
  move to nearby spots and make their first
  nest, often returning to the home nest for
  food handouts if their own hunting has gone
  poorly.
  If well fed, skyhooks can grow to enormous
  size, which can be a serious disadvantage
  in bad weather. They normally anchor
  themselves to a nest with their tentacles,
  but in high winds they can deflate their gas
  envelope to protect it. Since skyhooks
  produce hydrogen biologically, re-inflating
  the gas envelope is a major energy
  expenditure and cannot be done very often.
  
  Game notes
  Skyhooks 
  are 
  only 
  likely 
  to 
  attack
  characters sleeping in the open. During the
  day, they can be seen from a long way off,
  and they are not maneuverable enough to
  chase down wary prey. The spearing
  tentacle does lethal thrusting damage
  based on the skyhook's STR. An embedded
  one requires a STR task to dislodge
  (Difficulty of skyhook STR).The spear has
  an AV of the skyhook's STR, but the rest of
  the body is only AV1. The lesser tentacles
  have half the skyhook's STR, but are not
  used in combat. Skyhooks are quite
  vulnerable to having their gas envelope
  punctured. While the envelope is split into
  10 compartments, loss of any three to
  damage will ground the skyhook until they
  heal.  Skyhooks are intensely vulnerable to
  fire. Any fire-based attack that does more
  than 1 point of damage will engulf the
  skyhook in flames, as will open flame near
  one with a ruptured gas cell.
  STR n/a
  AGL n/a
  AWR n/a
  WIL n/a
  HLT n/a
  POW 1
  Description
  Medium-sized tree with dense canopy of
  oblong, dark green leaves and long sharp
  thorns on all of the smaller branches.
  Mass: n/a
  Variation:-
  Length:10m high,10m wide
  Size modifier:-4
  Good reaction roll: n/a
  Neutral reaction roll: n/a
  Bad reaction roll: n/a
  Habitat: Average to dry tropical to equatorial
  Fear Rating: 11
  Special abilities: Symbiotic ants
  Lethal DV1 thorn clusters
  Skills: n/a
  Details
  The spear acacia is a small, thorny tree that
  has a symbiotic relationship with a species
  of ant. The ants live on and near the tree,
  protecting it from encroachment by other
  plants, while the tree provides protection to
  the ants from small animals. The ants eat or
  cut any non-acacia plant matter from
  around the tree, out to a radius of several
  meters, and will attack any other insects
  that land on the tree or the ground around it.
  The tree itself is thorny enough that few
  birds dare land on it. The spear acacia also
  sends out underground runners for several
  meters in each direction. These are
  miniature land mines with spring-loaded
  thorns that punch upwards into anything
  that hits the ground with more force than a
  raindrop. This is sufficient to kill or maim
  small animals, or cause a lot of pain to the
  foot of a larger one.
  
  Treat them as having a lethal DV of 1 (or 2
  if you are feeling   particularly vicious), and
  armor-piercing vs. cloth, leather or soft
  materials. They are also coated with a
  caustic sap that causes continuing pain until
  the barbed thorn is removed and the wound
  cleaned.
  The spear acacia reproduces through
  winged seeds that are carried far from the
  parent plant on seasonal winds, the same
  winds that carry winged ant queens to new
  habitats after mating flights. While a number
  of these trees may cluster in a given area,
  they do not form forests, as the ant colonies
  require vegetation that lives outside the
  acacia exclusion zone. Without the ants, the
  slow-growing 
  acacia 
  is 
  very 
  quickly
  overwhelmed by faster growing plants.
  Game notes
  Anyone familiar with an area in which these
  grow will know to stay well clear of the plant,
  but travelers new to an area might find such
  cleared areas to be attractive camping
  spots...once. Aborigines of such areas will
  know how to carefully dig up the thorn clus-
  ters without activating them, and can use
  them against the unwary, or to cripple game
  for easier hunting. Communities that need
  defense but cannot afford sophisticated
  walls might ring themselves with a grove to
  deter or channel any attackers, and it would
  also keep pests like mice from migrating
  into town from surrounding fields.
  The tree itself is nothing special, and can
  easily be felled by normal means. Individual
  ants are also easy to dispatch, or dispose of
  en masse with area effect attacks, although
  several waves of ants are likely to occur,
  new forces coming out from inside the tree
  and underground. If you arouse the ant's ire
  (by being there),treat it as a lethal DV1
  attack each 5 seconds to any body part
  touching the ground that is not tightly
  sealed. The damage migrates one body
  location upward each 5 seconds as the ants
  climb higher.
  Damage continues until you get out of the
  area and kill the ants on a particular
  location. This takes about 5 seconds per
  location as well for most types of attack.
  Anyone who is out of the guarded territory
  will eventually cease to be attacked if they
  cease struggling.
  
  STR n/a
  AGL n/a
  AWR n/a
  WIL n/a
  HLT n/a
  POW 0
  Description
  Clusters 
  of 
  green 
  shiny 
  grass 
  with
  fingernail-sized burrs on the tips of each
  stem.
  Mass: n/a
  Variation: n/a
  Length: n/a
  Size modifier: n/a
  Good reaction roll: n/a
  Neutral reaction roll: n/a
  Bad reaction roll: n/a
  Habitat: Dry to average temperate
  Fear Rating: n/a
  Special abilities: See text
  Skills: n/a
  Details
  Ur-burrs are a small bush-like grass that
  thrives 
  in 
  dry 
  open 
  plains 
  normally
  colonized by grasses. They grow high
  enough to match the tops of the grasses,
  but not much more. Their claim to fame is
  their means of reproduction.
  After flowering in the spring, the plant
  produces a number of small seed pods with
  barbed burrs that stick to the fur of passing
  animals, or the clothing or gear of passing
  travelers. These help to spread the seeds
  far and wide in a conventional manner.
  However, the seeds are rich in oil, and
  glitter in the sunlight from excreted silica
  that the ur-burr extracts from the soil.
  While birds and rodents prize the seeds for
  the calorie-rich oil, some survive to fulfill
  their natural function.
  Direct sunlight hitting the seeds can built up
  hot spots through natural lenses, causing
  the seedpod to burst into flames. This
  generally 
  ignites 
  the 
  surrounding
  grasslands, releasing the nutrients of those
  plants back into the soil, and coincidentally
  wiping out any competition for the new
  ur-burr plant. In fact, the inner seeds will not
  even germinate unless they have been
  exposed to open flame for several minutes.
  Late autumn grassfires are a natural and
  inescapable facet of life in ur-burr country.
  Sometimes the updrafts caused by the fires
  will lift other seeds high into the air and carry
  them several kilometers downwind, to
  possibly germinate in fresh territory.
  Game notes
  Having oil-filled burrs attached to your pack
  animals and clothing, ready to burst into
  flame anytime the sun is out, can be really
  annoying. 
  Another 
  natural 
  hazard 
  of
  exploring new territory. When an ur-burr
  seed pod ignites, it does a lethal DV of 1 to
  whatever it is touching, and will do another
  point if not extinguished for the 10 seconds
  in which it is burning the hottest.
  Fortunately, the flame can be easily doused
  or slapped out, but several going off in quick
  succession can cause a lot of trouble.
  Imagine trying to put one out on your frantic
  horse's leg and your own at the same time.
  On the other hand, the oil burns quickly and
  cleanly, making excellent lamp fuel. The
  seed pod casings make excellent tinder,
  and the seeds themselves are quite
  nutritious once you crack open the gritty
  shell, which can also be ground up to make
  abrasives. Areas where they are common
  will have learned to live with them, and the
  locals will no doubt be amused at the
  misadventures of newcomers who don't
  regular check themselves and their gear.
  
  CREATURES OF
  HORROR
  “A horror by any other name is still just as
  frightening”     A Victim
  Basics
  These are more than just creatures that are
  ugly or ill-mannered. Creatures of horror are
  those that have a component of evil in their
  nature, a malevolence towards the myriad
  of conventional life ingrained into their
  genetic code, often with a cunning normally
  thought impossible for their simple brains.
  Even if they just seem hideous to behold,
  people will find such creatures repulsive at
  a deeper level. The weak of heart may find
  themselves 
  panicking, 
  and 
  a 
  close
  encounter with them may even give the
  strongest person nightmares.
  Assume that fear checks are in order for
  personal encounters with the creatures in
  this section, that chance of irrational
  behavior or hesitation that could spell doom
  in a life-or-death situation.
  Play up the unnatural or inimical nature of
  such creatures, how they seem to add a
  note of gloom to even the brightest of
  surroundings, or add a tinge of unwhole-
  someness to even the purest setting...
  unless of course, the nature of the beast is
  to stay hidden until it is ready to strike. In
  that case, all seems normal until the
  hideous truth is revealed, a stark contrast
  that can pinion even the stoutest heart with
  fear.
  Strictly speaking Vampires and Werewolves
  should appear here in this section of the
  book, however since they are more
  appropriate being Templates added to
  characters.
  STR 0
  AGL 4
  AWR 6(1)
  WIL 6(6)
  HLT 4
  POW 1
  Description
  Bloodshrikes are similar in appearance to
  bats, except with an unusually shaped fang
  filled mouth, and flexible cartilaginous wings
  instead of a bat's bone and leather structure.
  Mass:.5kg
  Variation:-
  Length:.2m
  Size modifier:+3
  Good reaction roll: Leave the immediate
  area
  Neutral reaction roll: Watch but not follow
  Bad reaction roll: Stalk as potential prey
  Climate: Average equatorial plains or forests
  Fear Rating: 4
  Special abilities: Frailness x5.0
  Fly at up to 10m/sec
  Bloodsucking ability (see text)
  Skills: Stealth, skill 4
  Details
  Bloodshrikes feed exclusively on mammal
  blood, and can live most of their life cycle on
  a large host. Usually attacking when the
  host is asleep, they use sensitive organs in
  their mouth to determine major nerve
  pathways, sink their fangs into or near these
  areas, and begin to feed. If the abused
  animal attempts to remove the bloodshrike,
  it secretes chemicals through its fangs that
  cause intense amounts of pain, proportional
  to what the bloodshrike itself is feeling. On
  the other hand, if the bloodshrike is content,
  it secretes chemicals that induce a mild
  euphoria in the host.
  
  On a large enough host, the predations of a
  few bloodshrikes can be sustained, and a
  male-female pair will nest and rear young
  on a pouch    constructed on the side, back
  or under- belly of the host. Eventually, the
  food needs of the brood will weaken the
  host to the point of death, but by this time
  the young are able to fly and fend for
  themselves, 
  and 
  repeat 
  the 
  process
  elsewhere.
  Game notes
  Bloodshrikes are not the sort of thing you
  want to find attached to your arm when you
  wake up in the morning.
  Attempts to remove one will cause the
  victim to feel the effects of an impairment
  equal to what the bloodshrike feels.
  This does no actual damage, but may knock
  the person unconscious. After the first
  excruciating attempt, the average person
  will have to make a Difficulty 10 WIL task to
  voluntarily go through the agony of pulling
  one off. Causing the bloodshrike an instant
  death is a severe system shock to the host,
  and is a Difficulty 12 WIL task for purposes
  of being stunned, regardless of the location
  the bloodshrike is
  attached to. In addition, the bloodshrike will
  convulsively latch onto the host for a +1
  lethal impairment. The preferred means of
  removing them is to get bloodshrike and
  host stinking drunk, and then yank it off
  while both are asleep.
  Some areas may have bloodshrike  cults,
  whose 
  members 
  will 
  willingly 
  accept
  bloodshrikes in exchange for the drugged
  euphoria they bring. They may also have
  rites and rituals to some nameless deity the
  bloodshrikes are associated with, and offer
  sacrifices to this god by covering a
  sacrificial victim with bloodshrikes until they
  die of blood loss, as slowly or quickly as the
  rite demands.
  In game terms, a person with a bloodshrike
  draining them has a +1   impairment on the
  location the shrike is attached to (true
  believers prefer the back of the neck).This
  is not due to damage, but to caution for fear
  of angering the shrike. They also lose 1
  exertion point per bloodshrike per month
  from their maximum due to the constant
  draining of blood, and take a +1 Difficulty to
  all AWR tasks due to their dreamy state.
  This blood loss can cause a permanent
  impairment on HLT, just like the character
  had lost the points through an eventually
  fatal result. If a victim loses all their exertion
  points due to blood loss, they die. Priests of
  such 
  cults 
  often 
  have 
  their 
  shrikes
  acclimated to being removed on occasion
  and transferred to other hosts, both to allow
  replenishment of their own blood supply,
  and 
  to 
  walk 
  unnoticed 
  among 
  the
  unbelievers.
  
  STR 10
  AGL 4
  AWR 6(0)
  WIL 10(10)
  HLT 4
  POW 10
  Description
  The form of a bodiless terror depends on
  the area it chooses to form in. In a forest, it
  will an agglomeration of dirt and decayed
  organic matter. In a cemetery, it would be a
  vile mix of tombstones, decayed flesh, dirt
  and casket pieces.
  On a cleanly swept cement floor, well, it
  wouldn't be able to form at all.
  Mass:1,000kg
  Variation:-
  Length:3m
  Size modifier:-2
  Good reaction roll: Attack someone else first
  Neutral reaction roll: Attack you
  Bad reaction roll: Attack you
  Habitat: Any
  Fear Rating: 12
  Special abilities: Toughness x.1
  Move at up to 6m/sec
  Special effects based on body matter
  Skills: 
  Strike 
  (combination 
  or 
  lethal
  DV3),skill 4
  Grab, skill 4
  Engulf, skill 4
  Details
  Bodiless terrors are intangible guardian
  beasts created by magic to defend a
  location against intruders. It is a magic
  object buried with whatever it is to defend,
  imbued with attributes and skills, and able
  to use its inherent strength to form a body
  as needed to fulfill its duties. The bodiless
  terror attacks with whatever is available,
  using either a skill it was enchanted with, or
  its AGL Aptitude.
  Often it will simply engulf and smother
  victims, leaving the bodies behind as a
  warning to future visitors.
  Any given manifestation of a bodiless terror
  can be “killed ” by causing the body enough
  damage, but the being itself suffers no harm
  from these attacks, and it can form a new
  body within seconds of releasing control of
  the old one. A bodiless terror cannot be
  mentally controlled unless you know where
  the object generating the terror is located,
  because that is where the intelligence lies.
  The only way to prevent a bodiless terror
  from manifesting is to remove all non-living
  debris from the area, or bind/transmute it
  into something too tough for the terror's
  strength to manipulate.
  The bodiless terror might still be able to
  manifest as a little whirlwind of leaves or
  dust, but this is annoying rather than fatal. It
  wouldn't be wise to leave any melee
  weapons lying about, though.
  
  Game notes
  An engulfing attack is using a multi-hex area
  of the bodiless terror to completely smother
  an object. This cannot be parried or
  blocked, and so only a character's Base
  Defense counts to avoid this fate. An
  engulfed character is crushed for a     com-
  bination DV of 3 per turn in addition to being
  unable to breathe. If the character can man-
  age to actually do an impairment to the
  incredibly tough bodiless terror while taking
  +3 Difficulty for being grabbed, they have
  managed to cut, bash or blast their way
  out...for now. Note that any form of basic
  puncturing or blunt attack (arrows, bullets,
  spear thrusts, clubs) have no effect on this
  creature.
  Bodiless terrors make excellent treasure
  guardians, and can be tailored in size and
  ability to match the importance of what they
  guard. For instance, if it can manifest only
  once per day, it is less formidable than if it
  can manifest at will. As a magic item, it
  needs to have all the attributes it needs to
  use both Telekinesis and Detect powers at
  the desired level.
  The Detect is so that it can sense intruders
  while buried with its treasure, and the
  Telekinesis is a measure of the STR it can
  use to form and manipulate a body.
  Normally, 
  a 
  bodiless 
  terror 
  is 
  not
  reprogrammable, 
  and 
  will 
  mindlessly
  defend a site long after it has been
  despoiled, but it is possible that it could be
  convinced that its duties were complete, or
  programmed with a password that would
  allow a person to go through the area
  unimpeded. For instance, a bodiless terror
  might guard a necromancer's lair, and the
  necromancer knows the way to pacify the
  guardian.
  STR 20
  AGL 2
  AWR 4(0)
  WIL 14(10)
  HLT 9
  POW 6
  Description
  A large amoeba-like mass, usually in
  shades of brown, gray and green, glistening
  with caustic mucus, sometimes with the
  outlines of past meals visible under its
  surface.
  Mass:5,000kg
  Variation:-
  Length:4m
  Size modifier:-3
  Good reaction roll: Ignore you for the
  moment
  Neutral reaction roll: Move towards you
  Bad reaction roll: Mindlessly follow you
  Habitat: Average to wet temperate to
  equatorial
  Fear Rating: 12
  Special abilities: Toughness of x.1
  Move at up to 4m/sec
  Extend pseudo pods 4m from body
  Lethal DV1 caustic touch
  Skills: Punch (combination DV5),skill 3
  Grab, skill 3
  Engulf, skill 3
  Details
  Definitely an unnatural creature, a charnel
  mass is a byproduct of some magic or
  high-tech experiment gone awry.
  Unlike most amoebic organisms which
  fission and increase their numbers, the
  charnel mass simply keeps getting bigger
  and bigger. There is no known upper size
  except limits on how fast it can move
  nutrients to the different parts of its body.
  Examples 25m across are known, but they
  could become larger.
  
  The outer layer of the charnel mass is
  comprised of cartilaginous filaments, and
  secretes a caustic mucus that acts like
  digestive fluid. The mass can thus absorb
  nutrients from any organic matter it passes
  over. While it has no eyes, ears or sense of
  smell, it can detect the faint electrical
  impulses from the nervous system of
  anything with a spinal cord, and it
  associates these impulses with a rich food
  source. It will seek them out in its own
  ponderous fashion, oozing slowly through
  doorways, and extending pseudo pods into
  areas where its full bulk cannot fit. These
  pseudo pods can strike with surprising
  speed, flow around a target and reform the
  cartilage filaments into a tough set of
  corrosive bonds.
  Larger masses have strength capable of
  dragging a person back through an opening
  far too small for a living person to fit through.
  A charnel mass does not understand
  tactics, threats or bluffs. All it understands is
  “food ”and “hurt ”.If what it thought was
  “food ”was instead “hurt ”,then it would drop
  the “food ”and look elsewhere. But as
  expected, hurting a charnel mass is rather
  difficult. Normal weapons have no effect, as
  the protoplasm reforms almost as quickly as
  it is damaged. An attack which completely
  severs a large pseudo pod would be a +1
  impairment. For a charnel mass, “hurt ”is
  toxic chemicals, explosions, fire, and
  extreme cold. These attacks do normal
  damage, taking its Toughness into account.
  Mental attacks are next to useless, as the
  diffuse nervous system of the mass makes
  targeting impossible.
  You can't get an instantly fatal result on a
  charnel mass without blowing it into little
  bits, and even then some of those bits might
  be viable on their own, oozing off to get
  bigger on their own. It can be impaired into
  uselessness, but can only be killed by total
  destruction of its body.
  Game notes
  Just the sort of thing to leave in a long
  abandoned complex out in the middle of
  nowhere, or to escape a containment facility
  and 
  terrorize 
  unprepared 
  townsfolk,
  dragging them into storm drains, lurking
  under fall leaves, and smashing cars open
  to get at the juicy tidbits inside. Being the
  response team to a small town that was
  devastated by one of these would be a
  mental jolt. Corroded skeletons lying about,
  slime trails everywhere, smashed windows
  and doors, relics of desperate but futile
  combats, with maybe a few terrified
  survivors huddled where it couldn't quite
  reach.
  
  STR 0
  AGL 3
  AWR 3(0)
  WIL 9(10)
  HLT 4
  POW 8
  Description
  A dark follower appears as a dark,
  semi-transparent outline of its last victim,
  but it is only visible to its next victim. It does
  not show up on any technological recording
  device, although it can be detected
  magically.
  Mass:0kg
  Variation:-
  Length:2m
  Size modifier:+0
  Good reaction roll: Follow you
  Neutral reaction roll: Follow you
  Bad reaction roll: Follow you
  Habitat: Any
  Fear Rating: 9
  Special abilities: Base Toughness of x0
  Move at up to 2m/sec
  Needs no food or sleep
  Skills: Grab, skill 3
  Details
  Dark followers are life leeches, draining the
  life and substance from their victims in order
  to gain the energy needed to reproduce. A
  dark follower only needs to feed once per
  generation, which is fortunate, since it has
  very specialized feeding requirements. In
  order to drain a victim, the victim must have
  a psychic profile that exactly matches the
  needs of the dark follower.
  Until such a being wanders within their
  sensing range (several meters),the dark
  follower remains dormant, a bundle of
  magical energy without discernable form or
  purpose. Once it detects a suitable victim, it
  manifests and begins a slow, relentless
  pursuit. It only moves at 2m/sec,but it does
  so constantly, unimpeded by physical
  barriers, never resting, and never swerving
  from the most direct path, even if the prey is
  lost to sight. A person can escape it at a
  brisk walk, but will eventually need to rest or
  sleep. In a low-tech world, a person will
  have to stay on the move, never able to
  settle down or stay in one place for more
  than a few days. In a high-tech setting, you
  can evade one for months just by jetting a
  few time zones, or evade it more or less
  forever if you can catch a spaceship to
  another planet.
  The touch of the dark follower is an
  unnatural cold that pales the skin and
  leaves a chill that slowly passes with time.
  The dark follower gains color and substance
  with each touch.
  Each minute the dark follower touches its
  victim, the victim gains a x.1 addition to
  Frailness. For instance, a person with a
  normal x1.0 damage multiple would have a
  x1.2 Frailness after two minutes of a dark
  follower's touch. If the victim ever gets to
  x2.0,they die.
  This is healed like a lethal injury, each x.1
  addition to Frailness counting as a 5 point
  impairment.
  
  A dark follower in its initial state is immune
  to all weapons, and can only be harmed or
  stopped by paranormal powers that can
  block the effects of its POW. Once it begins
  to feed, it becomes tangible and vulnerable.
  It has a Toughness equal to the amount
  drained from its victim, and can then be
  killed on any instantly fatal physical or
  magical attack. For instance, one that has
  added x.2 in Frailness to a victim would
  have a Toughness of x.2.Once it reaches a
  Toughness of x1.0,it ceases feeding, and
  finds a place of concealment in which to go
  dormant. After approximately a month, its
  Toughness gradually goes back to x0,and it
  fissions into a pair of dark followers, one of
  which waits at this spot for a new victim, the
  other returning to its point of origin.
  Game notes
  In a fantasy game, these creatures are often
  part of a family curse. Since psychic
  signature is partially inherited, a family that
  had members stalked in the past may have
  recurring problems each generation.
  There may be areas that are considered
  “cursed ”for that family, where vengeful
  ancestors lie in wait to drag others into the
  grave. A person hounded by a dark follower
  might be thought mad by those who cannot
  sense magic, since only the pursued can
  see it.
  They might lock the poor wretch up in hopes
  of curing this delusion, only to make a grisly
  discovery the next morning.
  STR 15
  AGL 10
  AWR 6
  WIL 7(9)
  HLT 10
  POW 8
  Description
  This bat winged humanoid is covered in fur,
  warts and
  slime, and is a more powerful manifestation
  than the minor demon. It has a humanoid
  head with oddly shaped ears. Horns grow
  from its temples, reach back, down and
  around the neck (giving an AV of 12 to the
  creature ’s neck), and it has a barbed, poi-
  soned tail whose venom can only be healed
  magically.
  Of the demons, it is the type that looks the
  most ‘human’ this being due to their position
  as rulers and nobility over the bestial lower
  demon orders. Bear in mind though that
  even this type of demon has its masters…..
  It can mimic any voice it has ever heard,
  and change shape at will, and since it is of
  human intelligence, it can use these abilities
  with cunning and fore-thought. Demons are
  generally only found in the material world if
  summoned, and summoning is usually for a
  particular purpose. The demon will be im-
  placable in pursuit of this goal, and will only
  stop to engage in conversation or violence
  if forced to or as needed to achieve its pur-
  pose.
  Demons freed of magical obligations can
  and will usually act according to their own
  perverse whims. Like the minor demon, its
  armor is of a magical nature, and it only has
  an AV of 3/0 vs. any magical weapon or
  damaging attack.
  
  Mass:300kg
  Variation: none
  Length:2.5m
  Size modifier:+0
  Good reaction roll:
  Neutral reaction roll:
  Bad reaction roll:
  Habitat: n/a
  Fear Rating: 9
  Special abilities: AV 8/0 hide
  Toughness x.5
  Run at up to 9m/sec
  Fly at up to 12m/sec
  Skills: Bite (DV4)- skill 8
  Claw (DV5)- skill 9
  Tail (DV3)-skill 6
  Tracking - skill 8
  Stealth -skill 8
  STR 9
  AGL 7
  AWR 5
  WIL 7(8)
  HLT 8
  POW 6
  Description
  This bat winged humanoid is covered in fur,
  warts and
  slime. It has a humanoid head with
  strangely shaped ears. Horns grow from its
  temples, reach back, down and around the
  neck (Giving an AV of 10 to the creature’s
  neck).
  Some of these minor demons are very
  bestial in appearance and attitudes, so
  remember to adjust the details accordingly.
  It has no active powers other than it can
  mimic any voice it has ever heard, and since
  it is of human intelligence, it can use this
  ability with cunning and forethought. Note
  that once a bite attack is successful, the
  creature ’s head will remain attached to the
  victim until either the flesh is bitten through,
  or until the head is pried off (although if
  killed, the demon will putrefy in a matter of
  minutes).Also note that its armor is of a
  magical nature, and it only has an AV of 2/0
  vs. any magical weapon or damaging attack.
  
  Mass:125kg
  Variation: none
  Length:2.0m
  Size modifier:+0
  Good reaction roll:
  Neutral reaction roll:
  Bad reaction roll:
  Habitat: n/a
  Fear Rating: 9
  Special abilities: AV 6/0 hide
  Toughness x.5
  Run at up to 9m/sec
  Fly at up to 12m/sec
  Skills: Bite (DV4) - skill 4
  Claw (DV5) - skill 4
  Tracking - skill 8
  Stealth - skill 6
  Details
  Demons or infernal beings representing evil
  are common to most cultures, and rather
  than pushing the medieval Western view of
  red guys with barbed tails and pitchforks,
  here is some background on “demons ” the
  world over..
  Lilith
  Created from the same dust as Adam, she
  comes from Hebrew tradition. She hates
  humanity, strangling infants, seducing men
  and draining their will to live.
  Her children are all daughters, and are
  bringers of nightmares and woe.
  Lidérc
  A Hungarian demon lover, called into being
  by excessive grief of a widow over a dead
  husband. If the widow believes the demonic
  double is their loved one returned, the
  demon will slowly suck their life away, for it
  feeds on love and pain.
  Only by spurning it can the victim be saved.
  Djinn
  Arabic guardians of fabulous riches, and
  also eaters of souls. They are powerful
  enough to tear a man apart, and capable of
  great evil magic. Some delight in the
  torment of mortals, and make promises and
  bestow boons that are technically what they
  say, but always end up twisted to the
  recipient's downfall.
  Anzu
  A Sumerian being who guarded the private
  chambers of Enlil, the storm god. Anzu had
  the paws of a lion, and the beak and talons
  of an eagle, and its hide was proof against
  almost any weapon. Anzu stole the Tablet
  of Destinies from Enlil, and with it anything
  he put into words  became reality.
  
  The red guys with pitchforks
  Here is one of the classifications for the
  Catholic hierarchy of bad guys and their
  spheres of influence:
  Name 
  Sphere
  Asmodeus Avarice
  Astaroth 
  Laziness
  Balberith Murder
  Beelzebub Pride
  Gressill 
  Disease
  Leviathan Blasphemy
  Sonneillon Hatred
  Verrine 
  Impatience
  Carnivean Obscenity
  Carreau 
  Cruelty
  Oeillet 
  Greed
  Rosier 
  Lasciviousness
  Verrier 
  Disobedience
  Belais 
  Arrogance
  Olivier 
  Parsimony
  Luvart 
  Sins not covered by other devils
  Game notes
  Quite often (including in the examples
  above), demons have a vast array of
  differences in appearance from the Succubi
  of legend to the Rakshasa of Indian
  mythology. They run the gamut of shapes,
  but generally tend to be humanoid in one
  way or another, the wings, hooves, and tails
  differ according to type of demon and their
  general status within the hierarchy of
  demon-kind.
  Demons and similar beings in other cultures
  tend to have certain characteristics in
  common.
  You can't take them at their word. Even if
  they are speaking the truth, they are
  probably twisting it somehow, whether the
  wishes granted by a Djinn, or promises
  made by the devil.
  Demons (as opposed to imps and other
  minor 
  manifestations) 
  have 
  great
  knowledge they can impart to mortals...
  for a price.
  They have some hidden vulnerability.
  Despite being stronger and tougher than
  mighty warriors, heroes of legend usually
  find a way to trick them or exploit a
  weakness to give them the victory.
  They don't like you. Any behavior that
  seems otherwise is just a ruse to snare you
  later.
  Traditionally, gods of the defeated are
  “demonified ”by the victors. So, when
  culture A conquers B, within a few
  generations, B's gods and godlings will
  transmute into personifications of evil to
  culture A. Whether or not the perception
  shapes metaphysical “reality ”is beyond the
  scope of this simple book.
  
  STR n/a
  AGL 6
  AWR ?
  WIL 12
  HLT 12
  POW 12
  Description
  An Elder Thing appears as a cluster of
  glowing colored globules that merge and
  separate with some alien pattern that is
  hard to fathom.
  Mass: effectively infinite
  Variation: n/a
  Length:.5-3.0m
  Size modifier:+2
  Good reaction roll: n/a
  Neutral reaction roll: n/a
  Bad reaction roll: n/a
  Climate: Any
  Terrain: Any
  Fear Rating: 8
  Special abilities: Toughness of x1
  Armor of 10/0
  May move or appear/disappear anywhere
  within 20m of any globule each turn.
  Skills: n/a
  Details
  No creature supplement would be complete
  without some type of nameless entity from
  beyond time and space. Hence the Elder
  Thing. These are creatures of considerable
  intelligence, 
  whose 
  origin 
  and 
  true
  appearance are ultimately unknowable, for
  they 
  move 
  freely 
  throughout 
  an 
  n-
  dimensional space which includes time as
  an axis, while our reality only lets us move
  freely through length, width and depth, time
  being fixed and constant. What a person
  would see of an Elder Thing is only the
  fraction of it that is in our limited three
  dimensional space at any given moment.
  The best way to understand it to place
  yourself in the position of being able to
  interact with beings that live in a two-
  dimensional world, like floating on water.
  They can only see you when you dip your
  hand in, and to them, your hand appears as
  four circles appearing out of nowhere as
  your fingers enter the water, then a fifth as
  your thumb does, and the lot of them
  merging into a single oblong as your wrist
  passes through their plane of existence.
  So does the Elder Thing appear to us,
  except in three dimensions, a number of
  three-dimensional multi-colored globules
  and tendrils that move and coalesce as
  different parts of the Thing intersect our
  space. The unearthly nature of an Elder
  Thing is immediately apparent to anyone
  who sees part of one manifest.
  What would an Elder Thing want with us?
  Perhaps it was just in the area, saw
  something curious and bent down to take a
  look, picking something up like we might
  scoop interesting flotsam from the surface
  of a puddle we were walking by.
  
  A person would see this as the globules
  forming a wall around the intended target,
  englobing it, and then shrinking until they
  vanished, leaving nothing behind. The poor
  victim would see things beyond description
  or comprehension when pulled into the n-
  dimensional world of the Thing, with only
  mentally 
  disturbing 
  three-dimensional
  shadows of multidimensional objects to
  compare things to. Another check for fear or
  abject terror is in order here.
  If you were an Elder Thing, and that flotsam
  you picked up happened to sting or bite you,
  you would probably shake it off your hands
  in a hurry...which brings us to hurting an
  Elder Thing. If an Elder Thing takes any
  damage that it would feel, it will immediately
  withdraw from that region of our space, or
  drop whatever it was holding. In the latter
  case, the object would probably land
  “nearby”, in relative terms of space and time
  (within some kilometers and/or months from
  where it was taken).
  Game notes
  Of limited use, obviously, but something
  that could be forewarning of stranger things
  to come. Also, it is possible an Elder Thing
  could scoop up an entire group of
  characters and deposit them someplace
  very different in terms of time and space, a
  way to radically shift the focus of a
  campaign.
  STR 6
  AGL 6
  AWR 5(2)
  WIL 6
  HLT 6
  POW 2
  Description
  Short, hunched humanoids, possibly with
  crude clothing made of untanned leather,
  and carrying simple weapons like bone
  clubs or pointed sticks. They are dirty, foul
  smelling, and communicate by simple
  gestures and a small variety of meaningful
  sounds.
  Mass:80kg
  Variation:±20kg
  Length:1.7m
  Size modifier:+0
  Good reaction roll: Leave
  Neutral reaction roll: Observe and maintain
  distance
  Bad reaction roll: Stalk and prepare attack
  Habitat: Any temperate to equatorial
  Fear Rating: 8
  Special abilities: Toughness of x1.0
  Move at up to 8m/sec
  Armed with crude weapon
  Possibly 1/1 armor on torso
  Skills: Melee weapons, skill 2
  Unarmed combat, skill 3
  Details
  Ghouls are represented a variety of ways in
  different 
  cultures, 
  from 
  bestial 
  grave
  robbers to a sophisticated culture of eaters
  of the dead. The ghouls here are the former.
  Ghouls are human throwbacks, degenerate
  remnants of some long-ago catastrophe
  that forced them away from the surface and
  to desperate measures in order to survive.
  For instance survivors of a plague that
  destroyed their minds but left their primitive
  drives intact.
  
  Ghouls have lost almost all of what we
  consider to be human. They cannot make
  tools, or use any but the simplest, like clubs.
  They drape themselves with funeral clothing
  or uncured animals skins only if needed to
  protect against the cold, and communicate
  in grunts, whistles and basic threat
  gestures. They are prone to disease and
  malnutrition, 
  and 
  live 
  in 
  the 
  most
  unwholesome of conditions.
  Natural selection has provided them with
  tough teeth and horny fingernails to rake
  and tear at flesh.
  Ghouls are dangerous because any injuries
  they cause almost always become infected
  in the worst way, and because where you
  find one ghoul, you find many. They live in
  warrens dug into the earth, or in old sewers,
  basements or crypts, often with an
  elaborate network of tunnels to allow them
  to travel without going outside. Ghouls
  almost always work at night, and shun the
  daylight and bright lights. They use naturally
  dark adapted eyes, stealth and numbers to
  surprise and overwhelm prey, attacking fast
  and furious, beating, biting, clawing and
  dragging down victims by weight of
  numbers, devouring them on the spot if
  possible.
  Easily removed parts may be carried off for
  later consumption, butt typically the ghouls
  will return to the carcass until it is gone, also
  preying on any unwary vultures that get too
  close.
  Male ghouls may kidnap human females
  instead of killing them, especially if the
  dominant male ghoul is present at the
  attack. It is equally likely that the dominant
  female ghoul will tear the captive's throat
  out, seeing her as competition.
  Such unfortunate wretches seldom escape
  or survive for long, and if they do, it will likely
  drive them mad.
  Game notes
  Ghouls are nasty, vile brutes with no
  redeeming features.
  They will probably not attack people unless
  they are obviously helpless or the ghouls
  have 3:1 odds. There is no societal onus on
  killing them, and many localities offer a
  bounty for their heads. On the other hand,
  some cultures may coexist with them,
  seeing them as a part of nature and offering
  them the dead as a ritual, a domestication
  or tacit understanding that the ghouls stay
  in their territory and do not disturb the living,
  and that people stay out of their territory and
  provide them with corpses.
  
  STR 0
  AGL 0
  AWR 0(0)
  WIL 6(6)
  HLT 3
  POW 1
  Description
  Adult 
  gutworms 
  are 
  pasty 
  white,
  maggot-like creatures about the size of your
  thumb, with a circular, rasping mouth at one
  end.    Gutworms are a destructive parasite
  that causes a hideous, painful death to
  humans more than animals.
  Most animals can smell tainted meat and
  have locally evolved to avoid it. The ones
  that didn't are all dead.
  Mass:.1kg
  Variation:-
  Length:4cm
  Size modifier:+4
  Good reaction roll: n/a
  Neutral reaction roll: n/a
  Bad reaction roll: n/a
  Habitat: Average to wet temperate to
  equatorial
  Fear Rating: 3
  Special abilities: Frailness of x10
  Skills: n/a
  Details
  Once poorly cooked infested meat is eaten,
  stomach 
  acids 
  dissolve 
  the 
  cyst
  surrounding an immature gutworm. It
  immediately begins eating, first going after
  the partially digested meal in the host's
  stomach, then burrowing through the
  stomach or intestinal wall into the abdomen.
  This is intensely painful and causes terrible
  cramps. After several days of wandering
  through the torso, with associated peritonitis
  and internal bleeding, the now-mature
  gutworms burrow into muscle tissue and lay
  encysted larvae.
  After this is complete, the gutworm dies and
  begins to rot, hastening the death of the
  host, which ensues within a few days at
  most. If the carcass is not eaten by
  scavengers, 
  the 
  larvae 
  die 
  when
  decomposition is complete. If a host
  consumes only a few larvae, it is possible
  they will survive the infestation, but their
  flesh will be riddled with hundreds of cysts,
  each a tiny time bomb for an unwary hunter
  at some later date. The only known cures
  once gutworms are in the abdominal cavity
  are poisons and magic. It is possible to
  poison a person at a dose which is barely
  survivable, 
  but 
  usually 
  kills 
  all 
  the
  gutworms. If the then weakened person can
  survive the complications of damage
  already done, they might recover.
  Magical effects to kill the gutworms usually
  involve an area effect spell that does
  damage to the entire abdomen, causing a
  minor lethal injury to the person, but
  disintegrating the gutworms. Again, the
  person needs to survive the ensuring
  complications. If the gutworms can be
  treated while still in or burrowing through the
  stomach, orally administered poisons have
  been proven effective a great deal of the
  time. 
  Straight 
  alcohol 
  is 
  universally
  recommended. It dulls the pain, sterilizes
  any wounds and kills the gutworms at the
  same time.
  Game notes
  A truly nasty thing to dump on someone. In
  game terms, the severity of an infestation is
  proportional to the circumstances that
  brought it about. One hour after eating, the
  character is hit with abdominal cramps
  doing a +5 non-lethal impairment.
  These do not go away. Each day, replace a
  point of non-lethal impairment with a point of
  lethal impairment, and check for an
  eventually fatal result. This continues until
  the GM- determined maximum impairment
  is reached, or the victim dies from an
  eventually fatal wound.
  
  Once maximum   impairment is reached, the
  damage stops accumulating, and the
  injuries will begin to heal. Attempting to nip
  an infestation in the bud with strong liquor is
  a choice that the character must make.
  Gutworms have a collective HLT of 3. To die
  from an alcohol overdose, they have to fail
  a HLT task by 5 points or more, which
  means the Difficulty has to be 6+or better.
  The character has to survive the same HLT
  task based on their current HLT, with the
  same chance of an overdose. The character
  only gets one try at this, and they get to set
  the Difficulty themselves.
  They succeed if the gutworms fail the roll by
  5 or more and the character does not. Any
  other result is bad. To guarantee gutworm
  death is a Difficulty 11 task (gutworm’s don't
  get long shots),which will kill a HLT 5 person
  about 60%of the time. Anyone who has
  seen a badly infested victim will not hesitate
  to take that chance.
  STR 3
  AGL 6
  AWR 6(2)
  WIL 6
  HLT 5
  POW 4
  Description
  Gremlins are squat, imp-like creatures, with
  lustrous 
  black 
  bodies 
  of 
  overlapping
  chitinous plates. They have two arms and
  two legs, each of which ends in a
  three-clawed hand.
  Mass:20kg
  Variation:±5kg
  Length:.7m
  Size modifier:+1
  Good reaction roll: Ignore you unless you
  are target
  Neutral reaction roll: Mangle you and pro-
  ceed elsewhere
  Bad reaction roll: Kill you and proceed else-
  where
  Climate: Any
  Terrain: Any
  Fear Rating: 7
  Special abilities: Toughness of x.8
  Move at up to 6m/sec
  Overall AV of 4/4
  Claws with lethal DV of 3
  Skills: Claw - skill 5
  Grab - skill 4
  Climbing - skill 6
  Details
  Gremlins are an extremely destructive form
  of summoned being, not native to any plane
  of existence humans call home. Gremlins
  are perhaps a minor form of demon. It is
  known that it requires magic to summon
  one, and they only exist here for a limited
  amount of time before disappearing back to
  wherever they came from.
  
  While here, they can be given mental
  commands that involve travel, places and
  things or people, and will sadistically and
  gleefully tear their target to shreds, as well
  as anything they encounter on the way
  there and anything they feel like after they
  have completed their commission.
  Their claws are capable of gouging stone,
  making them superb climbers, and tougher
  than most steel, making them formidable
  demolition tools and weapons.
  If confronted by a person or animal that is
  between them and their goal, they will
  normally cripple and blind the victim, making
  it easier for them to come back and toy with
  them later. Gremlins have evil tempers, but
  a 
  well-developed 
  sense 
  of 
  self-
  preservation. If injured by a foe, they will
  quickly retreat to safety, attempting to cause
  havoc on the way.
  They will hold a special place in their black
  hearts for such a person and will definitely
  come back later once their mission is
  complete, with cunning and deliberation.
  If a gremlin is killed, it will quickly
  decompose into brittle fragments which
  evaporate 
  into 
  nowhere, 
  presumably
  reverting back to the dimension from which
  it was summoned.
  Game notes
  Gremlins as a summoned creature use the
  Create power, A Time Multiple must also be
  applied to generate the amount of time the
  gremlin will serve the summoner before
  disappearing back to its native plane.
  Normally this or any other type of demon
  summoning will have a required skill roll,
  side effect and backlash if the skill roll is
  failed. This can be mitigated by having
  another spell up to contain the brute if you
  botch (Armor, surrounding an area, only vs.
  paranormal beings).
  STR 1
  AGL 4
  AWR 5(1)
  WIL 8
  HLT 4
  POW 0
  Description
  Gobblers are slimy grayish-green fish the
  size of a large bass, but vertically flattened
  like a sunfish, with bulging black eyes,
  powerful swimming fins and a mouthful of
  sharp, triangular teeth. Disposition and
  appetite-wise, they are like piranha who
  woke up really, really pissed and never got
  over it.
  Mass:8kg
  Variation:±2kg
  Length:.5m
  Size modifier:+2
  Good reaction roll: Ignore you
  Neutral reaction roll: Make an attack if
  convenient
  Bad reaction roll: Make an attack regardless
  Climate: Any temperate
  Terrain: Freshwater lakes and rivers
  Fear Rating: 6
  Special abilities: Frailness of x2
  Swim at up to 8m/sec
  Bite for lethal DV of 2
  Skills: Bite - skill 4
  Details
  Gobblers eat anything that swims, including
  each other if there is no other prey. They
  breed exceptionally fast, can tolerate a wide
  range of freshwater conditions, and have no
  major predators to keep them in check.
  Once introduced into a habitat, they will
  overwhelm it in a few years, and then
  rapidly die off due to self-feeding.
  
  However, they will always maintain a small
  but stable population, eating any other fish
  trying to recolonize the habitat. Periodically,
  they die off naturally due to a natural
  parasite 
  or 
  disease 
  linked 
  to 
  water
  conditions.
  This will render an area safe for a number
  of years, but eventually conditions will
  change and some will migrate in from
  adjacent habitats. They are not native to
  Earth, 
  but 
  come 
  from 
  some 
  other
  desperately hostile ecosphere, or were
  created for the sole purpose of increasing
  human misery.
  Gobblers will usually manage to nail a
  number of swimmers and fishermen before
  people get enough sense to stay out of the
  water. Individual specimens and groups
  have been known to leap into boats to take
  a bite out of someone, and have isolated
  island communities at times, the inhabitants
  too scared to try and get to the mainland.
  They will follow major ships just on the
  off-chance a person will fall overboard.
  Patient and always hungry, they will also
  frequent areas where people walk by the
  water, such as beaches and piers, hoping to
  grab a quick bite. They have also infiltrated
  storm sewers, where they at least keep the
  rat population down. Some people think
  they travel in schools and are only seen if a
  school is nearby. Others think that they only
  leave certain areas alone to lull potential
  meals into a false sense of security before
  striking.
  Game notes
  Gobblers 
  in 
  an 
  area 
  are 
  extremely
  dangerous to anyone who needs to use a
  major waterway. In a time of population
  explosion, everyone in an area will know to
  avoid the water at all costs. At other times
  minor protective measures will be taken,
  including educating the children, wearing
  heavy clothing while boating, etc.
  Seeing something, especially a person,
  taken out in a gobbler feeding frenzy is not
  a pretty sight and may give the viewer
  nightmares or a panic attack.
  
  STR 3
  AGL 6
  AWR 6(2)
  WIL 7
  HLT 6
  POW 2
  Description
  Hateful ones look exactly like very large
  rats, except with pink and white eyes that
  shine in the dark with reflected light.
  Mass:15kg
  Variation:±5kg
  Length:.5m
  Size modifier:+1
  Good reaction roll: Chitter angrily and leave
  Neutral reaction roll: Chitter angrily and
  glare at you
  Bad reaction roll: Chitter angrily and
  possibly attack
  Climate: Any
  Terrain: Any
  Fear Rating: 7
  Special abilities: Frailness of x2
  Move at up to 5m/sec
  Bite for lethal DV of 1
  Skills: Bite - skill 3
  Grab - skill 3
  Climbing - skill 3
  Details
  Hateful ones are large rats with a tiny but
  malignant 
  intelligence. 
  They 
  are 
  not
  capable of conscious thought and action,
  but are capable of near-human cunning in
  their movements. Hateful ones are natural
  empaths, both passive and active. The
  passive part (Detect) allows them to pick up
  any negative emotions in their vicinity,
  especially from non-rat sources. This is part
  of their cunning, since a person who is
  afraid hateful ones might block a particular
  exit unconsciously communicates part of
  that to them, and they will gleefully comply.
  The active part of their empathy is a very
  small application of the Dominate power.
  It is not enough to control anyone, but it is
  always on, and always inciting everyone in
  the area to violence. This acts as a +1
  Difficulty to any interpersonal skills, and as
  conflicts arise and people get angry, the
  extra Difficulty only makes things worse.
  People who were barely in control of their
  negative emotions now boil over into
  destructive violence, but recover and regret
  it immediately upon leaving the area.
  The hateful ones profit from the destruction,
  as it increases the chaos of their habitat.
  Hateful ones do not fear man, and will
  attack in groups in any situation they feel
  they can win without suffering personal
  losses. They will sneak up on sleeping
  dogs, attack infants in cradles or cribs,
  panic horses, contaminate foodstuffs and
  chew holes in phone lines and auto tires just
  for the hell of it.
  Game notes
  As if normal rats weren't bad enough. A
  group of hateful ones can exist for months
  beneath a group's feet without them
  knowing it, if the GM handles the conflicts
  correctly.
  Deals that should have gone through fall
  apart, relationships break up, fights happen,
  etc., until someone notices that they only
  happen at particular spots.
  
  STR 0
  AGL 1
  AWR 3(?)
  WIL 4
  HLT 3
  POW 0
  Description
  Hijackers 
  look 
  like 
  large 
  mutated
  cockroaches, but give off a feeling of
  wrongness beyond a level that most people
  would call disgust or squeamishness.
  Mass:.1kg
  Variation:-
  Length: 0.05m
  Size modifier:+4
  Good reaction roll: n/a
  Neutral reaction roll: n/a
  Bad reaction roll: n/a
  Climate: Any temperate or equatorial
  Terrain: Any
  Fear Rating: 3
  Special abilities: Frailness of x10
  Move at up to 1m/sec
  Mental control/disruption ability
  Skills: Those of host body
  Details
  Hijackers are a parasitic hive mind.
  Unintelligent by themselves, a group of 10
  or more can express rudimentary concepts
  and communications, while a group of 100
  has near-human intelligence. Assume the
  AWR of a group is equal to a quarter the
  square root of the number on a host.
  Hijackers prefer sentient hosts. Since they
  have no skills of their own, they need such
  hosts to access and use the skills needed to
  further their numbers. The first host is often
  acquired by accident. For instance, a drunk
  falls asleep in the wrong spot. A lone
  hijacker burrows into the base of their neck
  and attaches itself to the spinal cord,
  disrupting most signals to the body from the
  brain.
  It feeds and lays eggs, while the host lies
  paralyzed but able to understand what is
  happening and use their body from the neck
  up. If the host manages to survive until the
  first eggs hatch (a week or so), enough
  hijackers line the spine to form a       simple
  rudimentary intelligence. The breeding still
  continues, but the hijackers control the body
  so that it can get water and food, while small
  hijackers burrow up into the brain and gain
  access to memories and skills. By the time
  a person is carrying a hundred hijackers,
  they have no control over their body, but are
  still aware of their surroundings. The
  hijackers then use the host's memories,
  skills and abilities to lure others to where
  they can be incapacitated and given
  hijackers of their own.
  Usually, the first victims are unsuspecting
  family members or friends. They in turn will
  work in concert with other controlled
  individuals to take over as many hosts as
  possible.
  If the host body is killed, the hijackers
  immediately 
  lose 
  all 
  access 
  to 
  the
  knowledge of that person, and their group
  intelligence shortly follows as the spinal
  cells die. They then burrow out through the
  skin (grisly to watch), and then go their
  separate ways. A person who survives a
  hijacker infestation will be terribly scarred
  on 
  their 
  back, 
  and 
  possibly 
  suffer
  permanent 
  neurological 
  damage. 
  In
  addition, they may have severe trauma and
  psychological problems if they were forced
  to watch their body betray and infest their
  family and friends.
  Game notes
  An insidious, gruesome way to take over the
  hearts and minds of the populace .A friend
  who disappeared for a few weeks returns,
  gaunt and emaciated, and wants you to
  meet them in a deserted building.
  
  Children disappearing from playgrounds.
  Homeless people passing wild rumors and
  looking suspiciously at each other. Police
  arresting people on spurious charges, and
  then releasing them a week later...
  A host is treated normally for purposes of
  taking damage, except they cannot be
  stunned or knocked unconscious except by
  blows to the back or head. The signs of
  infestation are unmistakable, but easily
  concealed by clothing.
  Early victims may also appear thin and
  wasted, but later hosts are kept well fed
  from the start and will appear normal, with
  only momentary lapses when the host body
  gains partial control of voice or facial
  features.
  STR 7
  AGL 2
  AWR 5(1)
  WIL 7
  HLT 7
  POW 7
  Description
  Mindbenders are sessile predators that live
  beneath the surface. An excavated one
  would look something like an inverted
  octopus, a number of ropy tentacles
  surrounding a cylindrical body.
  Mass:800kg
  Variation:±400kg
  Length:2m
  Size modifier:-1
  Good reaction roll: Ignore you
  Neutral reaction roll: Wait for better
  opportunity
  Bad reaction roll: Control you and drag you
  in
  Climate: Average or wet equatorial
  Terrain: Plains
  Fear Rating: 10
  Special abilities: Toughness of x.8
  DV3 crushing maw
  Body protected from most attacks
  Tentacles can extend 8m from body
  Dominate power vs. one target
  Skills: Grab - skill 2
  Details
  Mindbenders normally live on hillsides with
  an unobstructed line of sight for their mental
  powers. 
  They 
  have 
  the 
  paranormal
  Dominate power, and force prey to walk into
  their maw under its own power. Since most
  animals have a self preservation instinct
  that would kick in when they smell the
  stench of rotting carcasses from the
  mindbenders maw, the tentacles help any
  reluctant victims to their fate.
  
  The tentacles emerge through burrowed
  openings in the ground, and are not visible
  unless extended. In order to get at its vital
  organs, an attacker must be able to look
  down the central maw of the mindbender,
  since the nervous system is completely be-
  low ground level.
  Once in the maw, powerful jaws crush the
  life out of the prey and feed it into a stomach
  at the base of the body. There it is digested.
  Bones, hide and other undigestable parts
  are regurgitated and moved away from the
  maw by the tentacles. Bodily wastes are
  excreted into a natural septic system the
  animal makes for itself.
  Mindbenders reproduce hermaphroditically.
  One of the tentacles develops a separate,
  primitive brain, and builds up a supply of
  nutrients. It then detaches from the main
  body and slithers off to find a new home,
  burrowing into the ground and becoming an
  immature mindbender. It will slowly develop
  a full body and other tentacles, but this
  usually takes several years, during which
  time it subsists on mice, birds and other
  easily controlled creatures.
  Game notes
  In a fantasy world, large mindbenders are
  things normal people just learn to avoid until
  a strong-willed hero can come along to take
  care of it. A non-sentient mindbender is
  actually not much of a threat, as one person
  can be bait, attached to a safety rope, while
  several other people can pour several
  gallons of oil, petrol or pitch down the maw
  and toss in a torch. A sentient mindbender
  is another matter. It could have a victim
  untie themselves, control a person with a
  weapon or otherwise be a pillbox with
  unwilling guards.
  It could also be in a mutually beneficial
  relationship with a cult, providing guard
  services in exchange for sacrifices and
  offerings.
  STR 8
  AGL 4
  AWR 6(?)
  WIL 6
  HLT 4
  POW 8
  Description
  A shapeless horror is a coruscating
  multicolored blob that constantly changes
  size and shape, never appearing to mimic a
  natural object, and sometimes appearing to
  be several close but separate entities that
  merge and separate without rhyme or
  reason.
  Mass: n/a
  Variation: n/a
  Length:3m
  Size modifier:-2
  Good reaction roll: Drain someone else first
  Neutral reaction roll: Attack you as long as
  you stay here
  Bad reaction roll: Follow you to exclusion of
  all else
  Climate: Any
  Terrain: Any
  Fear Rating: 11
  Special abilities: Toughness of x.2
  Move up to 50m/sec
  Permanent AWR and skill drain
  Skills: Grab - skill 4
  Details
  A 
  shapeless 
  horror 
  is 
  the 
  partial
  manifestation of a larger four dimensional
  being. Imagine what your hand would look
  like to a being living in the plane of a sheet
  of paper. It would only see the outer edge of
  the cross-section of your fingers appearing
  from 
  nowhere, 
  coalescing 
  into 
  the
  cross-section of your hand as it was thrust
  through the plane of their existence. So it is
  with the shapeless horror, except we see
  the three-dimensional cross-section of its
  four-dimensional form.
  
  The shapeless horror uses the appendage
  it inserts through our plane to engulf a victim
  and drain away the chemical and electrical
  bases of thought and memory.
  Whether this is for nourishment or research
  is 
  unknown, 
  but 
  fortunately 
  their
  appearance 
  is 
  sporadic 
  and 
  rare.
  Presumably, they are not limited by normal
  time and space, and so are also predating
  on the past, future and alternate worlds,
  making their appearance at a particular
  place or time very unlikely. Once grabbed
  by the horror, escape is impossible.
  However, dodging the shifting colors can
  delay the inevitable.
  Treat the horror as having a “Grab ”skill of
  4, which cannot be blocked or parried. It can
  only be dodged, and movement of the target
  does not make them harder to be hit.
  Imagine the shapeless horror viewing a
  scene like we would view tadpoles in a
  puddle. The tadpoles are in a finite space,
  and can't leave, while the hand reaching
  down to them is invisible until it enters the
  water, surprising them from a direction they
  cannot see. If engulfed and the victim
  cannot succeed at a WIL task vs. the
  horror's POW, they permanently lose 1AP
  of AWR and 1 SP from their highest skill.
  This continues until the victim is a
  permanently comatose vegetable.
  A shapeless horror cannot be killed, but it
  can be trapped like a fly on flypaper, or
  injured. Telekinesis that the horror cannot
  escape with its STR will hold it, but only for
  a few seconds, since it will shift itself to a
  time where the telekinesis does not exist. In
  this case, it will probably not return.
  Fragments, blades, bullets or beams do no
  damage. 
  Fires, 
  explosions 
  or 
  other
  volume-filling damage can hurt it. An
  engulfed victim is considered to have 5
  points of protection against such attacks,
  but none vs. other types of damage. If a
  horror takes a total of +5 impairment, it will
  retreat to wherever it came from, and be
  very unlikely to return. If injured, it leaves
  floating globs of similarly colored material
  which rapidly shrink in size and disappear
  into nowhere.
  Game notes
  This is a scary alien being, an intelligence of
  unfathomable 
  nature 
  that 
  cannot 
  be
  communicated with and drains away the
  essence of your being. An adventure
  involving one could revolve around a horror
  terrorizing a particular place, perhaps
  because of some paranormal activity that it
  either finds tasty or intriguing to research. It
  won't go away until it is dissuaded by force,
  taking victims perhaps once a week,
  sometimes publicly, sometimes when they
  are alone.
  
  STR 7
  AGL 4
  AWR 3(1)
  WIL 12
  HLT 10
  POW 1
  Description
  Corpses, usually human, almost always in
  an advanced state of decay, wearing the
  clothes and bearing the injuries they had at
  the time of death.
  Mass:75kg
  Variation:±20kg
  Length:1.7m
  Size modifier:+0
  Good reaction roll: Kill you
  Neutral reaction roll: Mutilate and then kill
  you
  Bad reaction roll: Torture, mutilate and then
  kill you
  Climate: Any
  Terrain: Any
  Fear Rating: 7
  Special abilities: Toughness of x.3
  Move at up to 7m/sec
  May claw for combination damage
  All injuries done take longer to heal
  Skills: Punch (DV2) - skill 3
  Claw (DV2) - skill 3
  Optional skills: Melee weapons - skill 3
  Ranged weapons - skill 2
  Details
  The walking dead take a variety of forms.
  Some are the near-dead, strong in body but
  nearly dead in mind, drugged or magically
  controlled as slaves.
  Some are magical creations, mana poured
  into a container of flesh and given will and
  purpose. A more hideous kind is that of
  tormented souls bound to rotting human
  flesh, lessening their own damnation by
  increasing that of others.
  Created by malevolent forces, or a side
  effect of massive genocide, lost souls give
  a semblance of life to dead flesh and
  wander among the living. Putrid and
  decaying, they hold an insensate hatred of
  all living things, and seek to destroy them
  with whatever tools are at their disposal.
  Most are too blind with rage to use anything
  but fists and claw-like finger bones.
  Perhaps 10% have enough direction and
  intelligence to be capable of using tools and
  weapons, though not with the competence
  they had while alive.
  Zombies 
  do 
  not 
  suffer 
  non-lethal
  impairments or eventually fatal injuries, and
  their Toughness is due to the fact that they
  can only be taken out by structural
  disassembly. The only way to de-animate a
  zombie is to get an instantly fatal result on
  it. This destroys enough vital tissue that the
  body cannot support coherent movement
  any longer, and the animating spirit departs.
  Otherwise, even a crippled and mutilated
  zombie will continue to attack, even if it
  knows it is futile.
  Any lethal injury done by zombie talons is
  considered to be a broken bone for healing
  purposes, due to the corruption and decay
  introduced into the wound. Even if quickly
  cleaned out, the contamination prevents
  rapid healing.
  Game notes
  Walking dead are a popular staple of horror
  or fantasy adventures. They're tough to kill,
  they aren't very competent, and you don't
  feel bad about sending them back to their
  eternal reward.
  
  POWER GROUPS
  “The world is not well arranged”
  Chinua Achebe
  Basics
  This section is reproduced from the 1st
  Edition CORPS game by kind permission of
  Greg Porter, and modified by myself to bring
  it into line with the multi genre style of
  CORPS 2nd Edition.
  Every where you go, in whatever genre and
  world you adventure in, there will be minor
  and major power blocs that will be
  attempting to control or influence world
  events and the public perception of them.
  This shouldn’t only apply to human culture
  either, other races should have similar
  groups within their own culture.
  Each such power group or organization will
  have several statistics associated with them.
  Profile
  This is the number of people who have
  heard of and (more importantly) believe in
  that power group or the hidden nature of an
  overt organization.
  Each point of this is a 10% segment of the
  overall 
  population, 
  rounding 
  fractional
  amounts down to the next lowest 10%
  bracket. In areas especially influenced by
  that group, the level is 1 or more higher, and
  in areas far from their influence, the level is
  1 or more lower.
  Membership
  The maximum number of people who are
  members of this organization or power
  group.
  This represents the ‘inner circle’ of the
  group, which could be the Board of
  Directors for a company, the Government of
  a country, or the Advisors and the Evil
  Queen of a fantasy kingdom.
  Each point of this represents a power of 10
  and is shown fully on the table below:
  Membership
  Full Members
  1
  10
  2
  100
  3
  1000
  4
  10,000
  5
  100,000
  6
  1 million
  7
  10 million
  8
  100 million
  9
  1 billion
  10
  10 billion
  In addition an organization will have a
  number of People Employed which are
  those knowingly or unknowingly employed
  by the organization. These could be
  ordinary wage slaves, shareholders in a
  co-operative et al. This is an amount of
  people dependant on how extensive a
  workforce the organization has:
  Size of
  Workforce
  # of people per full
  member
  None
  n/a
  Small
  5
  Medium
  10
  Large
  20
  Huge
  40
  Also, an organization will have Friends and
  Associates These are the friends, contacts
  and business associates of the Full
  Members and the people employed. They
  too may be unaware that they are working
  to further the groups goals. This depends on
  how extensive a web of contacts the
  organization has:
  Size of Con-
  tact Group
  # of People per full mem-
  ber or people employed
  Small
  5
  Medium
  10
  Large
  20
  Huge
  40
  
  Influence
  The ability of the group to sway events, alter
  public perceptions, and outright get away
  with crimes that ordinary people cannot.
  Each point represents a power of 10, and is
  the importance of the event, as measured
  on a worldwide scale, usually either the
  number 
  of 
  people 
  affected 
  or 
  the
  importance of one person in that many
  people.
  For instance, an Influence of 9 represents a
  1 in a billion event or 6 such events in the
  world population. A group with an influence
  of 9 could assassinate the leader of a major
  country, and get away with it (in the sense
  that they would never be held accountable,
  or the true story is never known or
  revealed). Or they could cause an event
  that affects 1 billion people, and get away
  with it. An influence of 5 could affect
  100,000 people, like a major oil spill or toxic
  chemical disaster, or target the most
  important person in 100,000, like arresting
  the mayor of a city. The actual kind of
  influence wielded depends largely on the
  organization.
  Some might affect resources, while others
  affect careers, and still others affect lifespan.
  Not that this influence can be gotten away
  with while maintaining the profile of the
  group.
  More influence can be used but risks
  permanently increasing the groups profile,
  each +1 to Influence means you have to roll
  a d10 and get higher than the number of
  extra Influence used. Failure means your
  raise your Profile by 1.
  Subtract the Membership from the Influence
  of the Organization, this becomes the
  maximum 
  Influence 
  each 
  individual
  member can wield, and only if a consensus
  of opinion is reached between all the
  members can the full Influence of the group
  be used, making full group influence a rare
  thing for large organizations, due to internal
  splits, subplots etc.
  If the organization used in the example
  below had an influence of 9, then each Full
  member could wield an Influence of 6 and if
  all the members co-operated on a single
  task then the organization as a whole could
  exert its total Influence.
  Resources
  The amount of money this group has in
  cash and assets. Each point of this
  represents a power of 10 as shown on the
  chart below:
  Influence
  Number of People
  1
  10
  2
  100
  3
  1000
  4
  10,000
  5
  100,000
  6
  1 million
  7
  10 million
  8
  100 million
  9
  1 billion
  10
  10 billion
  11
  100 billion
  12
  1 trillion
  Influence
  Assets
  (Cr)
  Yearly
  Income (Cr)
  1
  10
  1
  2
  100
  10
  3
  1000
  100
  4
  10,000
  1000
  5
  100,000
  10,000
  6
  1 million
  100,000
  7
  10 million
  1 million
  8
  100 million 10 million
  9
  1 billion
  100 million
  10
  10 billion
  1 billion
  11
  100 billion
  10 billion
  12
  1 trillion
  100 billion
  13
  10 trillion
  1 trillion
  
  Running an Organization
  Each power group usually has a yearly in-
  come and a membership. This income is
  usually divided somehow between the Full
  members and the People Employed, usually
  a 50-50 split.
  Subtract the Membership level from the
  Resources to find out how much of the
  groups assets and yearly income each Full
  Member has access to.
  So an organization with Resources of 9 and
  a Membership of 3 would have resources of
  6 split between each Full Member (1 million
  assets and 100,000cr per year) of which
  they would keep half and distribute the rest
  between the People Employed, which. In
  this case is 500,000 in assets and 50,000
  per year divided between a Small Workforce
  of 5 people per Full member. Obviously
  some will have more than their share or
  resources.
  This is the budget that these people must
  work under. It is how much money and /or
  resources that can afford to be spent on
  them over the course of a year. Less than
  this and there is a surplus for new
  equipment, bail, money, bribes etc. More
  than this, and the employees may become
  expendable, or more trouble than they’re
  worth.
  Sample Organizations
  Being multi genre, the list of possible
  organizations you could have in CORPS is
  endless, and each campaign setting should
  have its own such Organizations, whether
  malign or beneficial.
  However some of the more common
  organizations are listed below.
  Multinationals
  Profile 9
  Membership 5
  People Employed Medium
  Friends/Associates Medium
  Influence 8
  Resources 12
  The Multinationals are corporations or
  corporate entities that rival governments as
  economic powers. Only the constant
  vigilance of Big Governments has kept
  them from flaunting national authority, and
  even so, they are still slowly gaining ground.
  In some games they are governments in
  themselves, 
  more 
  powerful 
  than 
  the
  existing governments of the world..
  They desire an unrestrained access to
  markets, monopoly/oligopoly control and
  unlimited power to use global resources as
  they see fit.
  While most of them don’t have armies to
  enforce their influence, they do have highly
  trained ‘anti-terrorist’ security teams. Many
  also have contracts for military equipment
  and contracts involving secret technologies.
  Big Government
  Profile 9
  Membership 3
  People Employed Large
  Friends/Associates Large
  Influence 8
  Resources 12
  Big government represents an individual
  “first world” nation, like the United States or
  Japan. Giant amorphous entities beyond
  the control or manipulation of any single
  individual, they can only be slowly steered
  by a number of powerful individuals, and
  have extraordinary amounts of momentum.
  These governments retain control by having
  a major army at its disposal, by having a
  bewildering array of laws and by keeping
  detailed records on every one of its citizens.
  
  Its goal is nothing more complicated than
  self perpetuation and self defense of itself
  and its citizens.
  Average Government
  Profile 6
  Membership 2
  People Employed Medium
  Friends/Associates Medium
  Influence 7
  Resources 11
  This is the typical government, common
  across the world. Its can be used for the
  United Kingdom, most of Europe, a lot of
  South American countries and so forth.
  Like big governments they are out to self
  perpetuate and protect their citizens in
  much the same ways, they are only smaller.
  Little Government
  Profile 3
  Membership 1
  People Employed Small
  Friends/Associates Small
  Influence 6
  Resources 9
  This represents the small and ‘useless’
  governments of the world, most of them
  only havens for illicit funds, agricultural
  areas for drug production, terrorist training
  areas, or safe havens for those wanted by
  others. A lot of African countries and small
  island nations in the Indian and Pacific
  ocean are good examples.
  Organized crime
  Profile 9
  Membership 3
  People Employed Medium
  Friends/Associates Medium
  Influence 7
  Resources 9
  The Mafia, the Yakuza, the Black Hand, the
  Tongs or any other similar group or
  subgroup. They run drugs, extortion,
  prostitution, gambling, labor organizations
  and not a few politicians. Almost everyone
  knows about them, but not many talk about
  it. They have enough local influence to alter
  national policy in any area they operate, and
  enough international influence to have
  foreign 
  governments 
  take 
  notice 
  on
  occasion.
  World Government
  Profile 10
  Membership 3
  People Employed Medium
  Friends/Associates Medium
  Influence 9
  Resources 13
  This is a world government, something we
  only have a vague shadow of, with the
  United Nations. The idea of such an
  institution is that it governs all fairly by
  representation in a council of countries.
  Trouble is such a system is slow in the
  extreme to make a firm decision and it is
  VERY 
  rare 
  for 
  them 
  to 
  all 
  decide
  unanimously on a certain course of action.
  Each Big, Average and Little Government
  involved has a representative on the council
  – and so do some multinationals in some
  genres.
  
  Terrorists
  Profile 7
  Membership 3
  People Employed Small
  Friends/Associates Small
  Influence 7
  Resources 7
  This is a broad category, ranging from
  guerrilla forces to militant anti-vivisectionists
  and environmentalists. Examples would be
  the IRA, Islamic Jihad, Red Army etc.
  Generally these groups try to bring down
  governments, or force social change
  through the use of needless violence and
  bloodshed.
  Still others are simply out to cause as much
  destruction and terror as possible with no
  real motive, thankfully this type of terrorist is
  rare, usually they have a political or social
  motive.
  Some terrorism is religious based, with
  fanatical followers who will stop at nothing
  to accomplish their goals
  Sadly most people support terrorism,
  usually unknowingly through donating funds
  to organizations that secretly hand some of
  this money to such groups.
  The Media
  Profile 10
  Membership 5
  People Employed Large
  Friends/Associates Huge
  Influence 6
  Resources 9
  Although controlled by several major
  companies, the media is in essence a
  separate entity which bombards us with
  advertising, tell us the news of the world,
  and influences our tastes in consumer
  goods.
  The media is so pervasive that all groups
  would like to totally control it, but so diverse
  that such control is impossible. This is even
  more true in the modern world thanks to the
  internet, as anyone can make the news
  what they want it to be thanks to the sea of
  disinformation that exists on the net.
  UFOs
  Profile 0
  Membership 2
  People Employed Small
  Friends/Associates Small
  Influence 4
  Resources 7
  Alien beings from a distant star system, they
  have visited earth on occasion through the
  centuries, but were more strongly drawn
  about 100 years ago, coinciding with the
  first experiments with radio, picked up by
  there monitoring satellites.
  Although 
  this 
  organization 
  is 
  pretty
  campaign specific it is reprinted here to
  follow the Conspiracy heritage of this
  section.
  The reasons why they abduct people and
  perform experiments on them etc is left
  entirely up to the games master, and the
  membership 
  notes 
  assume 
  some
  government employees of the group.
  
  Illuminati
  Profile 0
  Membership 2
  People Employed Medium
  Friends/Associates Medium
  Influence 9
  Resources 11
  The Illuminati are a secret group of the
  worlds most richest and powerful people,
  dedicated to the complete economic control
  of the globe, for whatever reason people
  desire total mastery over their fellow man.
  They control much of the worlds money
  supply, and as such have a tremendous
  influence on the world economy, from the
  smallest lender to the highest government.
  No tactic is too distasteful for them.
  Immortals
  Profile 0
  Membership 3
  People Employed Small
  Friends/Associates Small
  Influence 6
  Resources 9
  The Immortals are a loosely allied group of
  immortals who are dedicated to looking
  after themselves and their interests through
  the years to come. Any threats of exposure
  or discovery are met with deadly force.
  The Hierarchy
  Profile 0
  Membership 3
  People Employed Small
  Friends/Associates Small
  Influence 5
  Resources 8
  The 
  Theomagical 
  Hierachy 
  for 
  the
  Enslavement of Mankind is an ancient
  group, 
  which 
  has 
  undergone 
  many
  transformations through the centuries. They
  are constantly on the look out for magical
  devices or relics which will allow them
  power over their fellow men. Many
  unexplained disappearances or bizarre
  archaeological 
  happenings 
  can 
  be
  attributed to these.
  Hackers
  Profile 2
  Membership 5
  People Employed None
  Friends/Associates Small
  Influence 6
  Resources 5
  A poorly organized group of talented
  individuals who penetrate and explore the
  internet, hacking into secure systems etc to
  satisfy their curiosity and sometimes to
  leave viruses and destroy or alter data.
  
  Index
  A
  Acceleration Effects................................ 15
  Acceleration Tolerance........................... 1
  Acoustic Enhancer.................................. 36
  Ads & Disads.......................................... 1
  AI Companion........................................ 36
  Alligator.................................................. 86
  Alphyn.................................................... 136
  Alter Probability..................................... 24
  Amphibian.............................................. 87
  Amphiptere............................................. 136
  Anaconda................................................ 88
  Animal AWR.......................................... 57
  Animal HLT........................................... 59
  Animal WIL............................................ 59
  Appearance............................................. 1
  Armor...................................................... 80
  Artificial Muscle..................................... 37
  Attack mentality...................................... 62
  Attack types............................................ 61
  Auto-chrome........................................... 37
  Average Government.............................. 214
  Avoidance training................................. 71
  B
  Baewyn................................................... 137
  Bear, kodiak............................................ 91
  Bear, polar.............................................. 89
  Beetle-bombs.......................................... 171
  Bestiary Basics........................................ 57
  Bestiary................................................... 57
  Big Government..................................... 213
  Bio-status Monitor.................................. 37
  Bite.......................................................... 10
  Bloodrinking........................................... 51
  Bloodshrikes........................................... 188
  Blowthrough and Blowoff...................... 9
  Boar........................................................ 92
  Bodiless terror......................................... 190
  Body Plating........................................... 37
  Bonacon.................................................. 137
  Boosted reflexes..................................... 38
  Boreyne................................................... 138
  Brain Bomb............................................. 38
  Brain Lock.............................................. 38
  Brain Rewire........................................... 38
  Building Things...................................... 15
  Buzz cat.................................................. 172
  C
  Called Shots............................................ 12
  Calopus................................................... 138
  Camel...................................................... 93
  Cancer Therapy....................................... 17
  Cancerous Effects................................... 17
  Cape buffalo........................................... 95
  Carrying Things...................................... 21
  Cat, domestic.......................................... 96
  Cellular Skill Implant............................. 39
  Characters go looking for creature..........74
  Charnel mass........................................... 191
  Chemical Analyzer................................. 39
  Chew on this!.......................................... 65
  Chimpanzee............................................ 97
  Cockatrice............................................... 139
  Combat.................................................... 9
  Command training.................................. 72
  Conceptual   creations............................. 169
  Controlling the change............................ 54
  Coup de grace......................................... 63
  Covens.................................................... 22
  Create...................................................... 27
  Creating Paranormal Items..................... 27
  Creating/Summoning Multiple Things....27
  Creations Basics...................................... 167
  Creations................................................. 167
  Creature Attacks..................................... 60
  Creature goes looking for characters.......74
  Creature stats.......................................... 57
  Creature Type......................................... 82
  Creatures and Fear.................................. 28
  Creatures as environmental hazard..........75
  Creatures as general plot enhancement....75
  Creatures of Horror Basics......................188
  Creatures of Horror..................................188
  Criminal Record......................................1
  Cults........................................................ 22
  Curing Lycanthropy................................ 55
  Curing Vampirism.................................. 52
  Cyber-limbs............................................ 40
  Cybernetic Hand Weapons..................... 40
  Cybernetics - The Price of Fashion.........34
  Cybernetics - What are they?.................. 31
  Cybernetics............................................. 31
  Cyber-psychosis...................................... 33
  Cyber-snake............................................ 40
  Cyber-systems Available........................ 36
  
  Cyber-systems General Notes................. 36
  Cyberware versus the Environment.........34
  Cyber-Whip............................................ 41
  Cyborg Body/Rebuild............................. 41
  D
  Damage Values....................................... 10
  Dark follower.......................................... 193
  Dark Secret............................................. 1
  Deafening................................................ 14
  Deer........................................................ 99
  Defense mentality................................... 65
  Demon, greater....................................... 194
  Demon, minor......................................... 195
  Designer Cyberware............................... 33
  Diamondback.......................................... 126
  DIY Creatures - Its stats......................... 77
  DIY Creatures - Size............................... 79
  DIY Creatures - What does it eat?...........76
  DIY Creatures - What's special about it? .77
  DIY Creatures - Where does it live?........76
  Do it yourself creatures........................... 76
  Dog, german shepherd.............................100
  Dolphin................................................... 102
  Don't worry, we'll take care of you..........68
  Dragon (eastern)..................................... 143
  Dragon (western).................................... 140
  E
  Eagle....................................................... 103
  Eat them all, let God sort them out......... 64
  Effects of Electromagnetic Pulses.......... 35
  Effects of Extreme Cold......................... 35
  Effects of Particulate Matter................... 35
  Effects of Water Immersion.................... 35
  Elder thing.............................................. 198
  Electric ray.............................................. 173
  Elephant.................................................. 104
  Eventually Fatal Injuries......................... 9
  Explosions.............................................. 14
  F
  Fastitocalon............................................. 146
  Fear Ratings............................................ 28
  Flash Attack............................................ 42
  Flashbacks.............................................. 2
  Flying Tackle.......................................... 10
  Food and leather..................................... 68
  Forget about it......................................... 66
  Freeze...................................................... 65
  Froon....................................................... 174
  G
  Generic life cycles.................................. 68
  Ghouls..................................................... 199
  Gobblers.................................................. 203
  Gremlins................................................. 202
  Grendel, Mythological............................ 147
  Grendel................................................... 176
  Gryphon.................................................. 148
  Gutworms............................................... 201
  H
  Habitat.................................................... 67
  Hackers................................................... 216
  Harpy...................................................... 148
  Hateful ones............................................ 205
  Height and Weight (Additional)............. 2
  Hellswarmers.......................................... 177
  High Gravity General Difficulties.......... 21
  High Gravity........................................... 21
  Higher Tech Level Cyber-ware.............. 32
  Hijackers................................................. 206
  Hippogriff............................................... 149
  Hippopotamus......................................... 106
  Hodag...................................................... 149
  Horse....................................................... 107
  Horse, arabian......................................... 108
  Horse, belgian......................................... 107
  Horse, welsh pony.................................. 108
  How do you get Cybernetics?................. 31
  How long does it take to get Cybernetics 32
  Howling Banshee.................................... 42
  Hugag...................................................... 150
  Hydra...................................................... 151
  Hyena...................................................... 111
  I
  Ibex......................................................... 152
  Illuminati................................................ 216
  I'm big, I'm bad, Don't mess with me!.... 66
  Image Enhancement................................ 42
  Immortals................................................ 216
  Immunity................................................ 3
  Implant Lists........................................... 36
  Implanted Armor.................................... 43
  Infection.................................................. 54
  Influence................................................. 212
  K
  Ki rin....................................................... 152
  Killing Vampires.................................... 52
  
  Knockback.............................................. 14
  Kraken.................................................... 154
  L
  Laser Finger............................................ 43
  Leaf runner............................................. 179
  Light Amplification................................ 43
  Lion......................................................... 112
  Little Government................................... 214
  Lizard-men Culture................................. 55
  Lizard-men Locales................................ 56
  Lizard-men.............................................. 55
  Locator.................................................... 43
  Lurking................................................... 64
  Lycanthropes.......................................... 53
  Lycanthropic Culture.............................. 55
  Lyon........................................................ 155
  M
  Mammoth................................................ 114
  Maneuver descriptions............................ 10
  Mantrap................................................... 179
  Marine bird............................................. 115
  Membership............................................ 211
  Metabolism............................................. 70
  Micro-vision........................................... 43
  Mimic...................................................... 180
  Mindbenders........................................... 207
  Mistroot.................................................. 182
  Mommy's here, but!................................ 68
  Movement Type...................................... 82
  Movement............................................... 19
  Multinationals......................................... 213
  Mutagenic Effects................................... 18
  Mythological Beasts .............................. 135
  Mythological Beasts Basics.................... 135
  N
  Nano-surgeons........................................ 44
  Nanotech Surgery................................... 32
  Natural AWR.......................................... 83
  Natural Defense...................................... 83
  Natural HLT........................................... 84
  Natural Offense....................................... 83
  Natural STR/AGL................................... 83
  Natural WIL............................................ 83
  New powers............................................ 24
  O
  Offspring Rearing................................... 84
  Opinicus.................................................. 156
  Optical Readout...................................... 44
  Orca........................................................ 116
  Organized crime...................................... 214
  Other Worlds Basics............................... 171
  Other Worlds.......................................... 171
  Oxygen Extractor.................................... 44
  P
  Pack attack.............................................. 63
  Paranormal ............................................. 22
  Paranormal Basics.................................. 22
  Pegasus................................................... 157
  Physical    creations................................ 167
  Physical Adv (Additional)...................... 4
  Physical Lim (Additional)...................... 4
  Plasmis.................................................... 183
  Pordalis................................................... 158
  Power Changes....................................... 26
  Power Groups Basics.............................. 211
  Power Groups......................................... 211
  Power Supplies....................................... 35
  Profile..................................................... 211
  Programmed Responses.......................... 45
  Psych Adv............................................... 5
  Psych Lim (Human Rights).................... 6
  Psych Lims (Cultural)............................. 5
  Psych Lims (General)............................. 6
  Puma....................................................... 117
  R
  Radar/Sonar Sense.................................. 45
  Radiation Damage.................................. 16
  Radiation Sickness Effects..................... 18
  Rainfall................................................... 67
  Random ecologies................................... 81
  Random Habitat...................................... 81
  Random Size........................................... 82
  Rat........................................................... 118
  Reaction rolls.......................................... 59
  Real Beasts Basics.................................. 85
  Real Beasts............................................. 85
  Real World.............................................. 15
  Reality Matrix......................................... 45
  Reflex Coordinator................................. 45
  Religious Magic...................................... 23
  Resources................................................ 212
  Retinal Projector..................................... 46
  
  Rhinoceros.............................................. 120
  Roc.......................................................... 160
  Run like Hell........................................... 65
  Running an Organization........................ 213
  S
  Sacrifice.................................................. 24
  Safety in numbers................................... 65
  Salamander............................................. 159
  Sample Organizations............................. 213
  Scare....................................................... 10
  Scorpion.................................................. 121
  Sexual Filter............................................ 46
  Sexual Weapons..................................... 46
  Shanghai Surprise................................... 46
  Shapeless horror..................................... 208
  Shapeshift............................................... 26
  Shapeshifting.......................................... 54
  Shark, great white .................................. 122
  Shark, lesser ........................................... 124
  Shielded Systems.................................... 35
  Short Lifespan......................................... 6
  Shove...................................................... 11
  Silver Tongue......................................... 47
  Skill Implant........................................... 47
  Skills....................................................... 80
  Skunk...................................................... 125
  Skyhooks................................................ 184
  Slam........................................................ 11
  Slap/Nail Gouge and Rake...................... 11
  Smart Link.............................................. 47
  Snake, diamondback............................... 126
  Snake, cobra............................................ 128
  Social Class............................................. 7
  Social Organization................................ 84
  Sound Damper........................................ 47
  Space Sickness........................................ 20
  Spear acacia............................................ 185
  Stalking................................................... 62
  Stress Analyzer/Lie Detector.................. 48
  Sub-dermal Timepiece............................ 48
  Swarm attack.......................................... 64
  Sweep/Trip.............................................. 11
  T
  Taste/Smell Enhancer............................. 48
  Telescopic Vision................................... 48
  Temperature............................................ 67
  Templates................................................ 50
  Terrain.................................................... 67
  Terrorists................................................. 215
  The Change............................................. 55
  The Hierarchy......................................... 216
  The Media............................................... 215
  The price of flexibility............................ 68
  Theow..................................................... 161
  Thermokinesis........................................ 24
  Thermograph/UV vision......................... 48
  Thralls..................................................... 52
  Throwing (Additional)............................ 12
  Tiger........................................................ 129
  Training a creature.................................. 71
  Tygre....................................................... 162
  Types of Creature................................... 57
  Typical animal communications............. 70
  Tyrannosaurus rex.................................. 131
  U
  UFOs....................................................... 215
  Underwater Explosions........................... 14
  Unicorn (traditional)............................... 164
  Unicorn (western)................................... 162
  Upgrading Cyberware............................. 34
  Ur-burrs.................................................. 187
  Using creatures in adventures................. 73
  V
  Vampire Culture..................................... 52
  Vampires................................................. 50
  Velociraptor............................................ 132
  VR Jack................................................... 48
  Vulnerability........................................... 7
  W
  Water birds............................................. 134
  Wealth..................................................... 8
  Weapons and Fear.................................. 29
  Wetware.................................................. 49
  Whirling whumpus................................. 165
  World Government................................. 214
  Y
  Yeti......................................................... 165
  You're on your own, kid......................... 68
  Z
  Zero Gravity Combat.............................. 20
  Zero Gravity Effects............................... 18
  Zero Gravity General Difficulties........... 20
  Zombies.................................................. 210
  
SOURCE: textdata/thevault/Corps/CORPS 2e - APV2701 CORPS Rules Expansion.pdf