Feng Shui Animal stats
From: Master_Kiero Posted on: 7/10/2003 8:14 am
To: ALL
Message: 259.1
Is there any published or otherwise good source for animals? You know, when you need the Perception value of a guard dog, Move of a horse, Dexterity for that feces flinging chimp, or combat stats for the villain's pet tiger.

I'm thinking they might have different Wound Points, due to their size. After all, most are man-sized and shaped.

Anything?

Kiero

From: Sensei Posted on: 7/13/2003 12:18 am
To: Master_Kiero
Message: 259.2
in reply to: 259.1
Here's some homebrew info I pulled off of the amazingly cool "Fortress of Shadow" website, before it closed down a year or so back. They make decent starting points.

Guard/Attack Dog
Bod 5 (Move 12), Chi 0, Mnd 1 (Per 12, Wil 6), Ref 6 (Dex 2)
Attack 8
Bite does Str + 3 (8) damage.

Shark
Bod 9 (Move 10), Chi 0, Mnd 0 (Per 5*, Wil 5), Ref 6 (Dex 0)
Attack 8
Bite does Str + 6 (15) damage.
[*Per is 12 when blood is involved… and there will be blood...]

Horse
Bod 12, Chi 0, Mnd 0 (Per 5, Wil 2), Ref 6 (Dex 1)
Attack 5
Kick/Rear does Str + 2 (14) damage.

Bear
Bod 14 (Move 7), Chi 0, Mnd 1 (Per 5, Wil 6), Ref 5 (Dex 3)
Intimidation 12
Attack 8
Claw Swipe does Str + 3 (17) damage.

Tiger
Bod 11, Chi 0, Mnd 1 (Per 8, Wil 6), Ref 8 (Dex 3)
Intimidation 12
Attack 12
Claw/Bite does Str + 3 (14) damage.

Alligator/Crocodile
Bod 9 (Tgh 10), Chi 0, Mnd 1 (Per 5, Wil 6), Ref 6 (Dex 2)
Intimidation 12
Attack 8
Bite does Str + 4 (13) damage.

Edited 7/13/2003 12:18:48 AM ET by Sensei (SENSEI22)


Edited 7/13/2003 12:03:06 PM ET by Sensei (SENSEI22)
From: Queex Posted on: 7/14/2003 5:45 am
To: Sensei
Message: 259.3
in reply to: 259.2
Most animals would be mooks, unless they're named pets of the uebervillain. There are some examples of animals in the source books (The Ice Pagoda section in Elevator to the Netherworld has a few). Basically I think you have to play it by ear given that 5 is considered average for a human.

I'd give dogs a Move of 10 (hence the difficulty 10 of outrunning an attack dog in the core rules' table of difficulties). I'd also say that the fortress of shadow ones given are maybe a little overpowered for ordinary animals. In general stats don't get used that much for NPCs; so I generally come up with reasonable numbers on the spot. All you _really_ need is Speed, attack AV and damage for a mook animal. Unless the PCs are taking special steps to avoid leaving a scent you can assume a scent-based Perception check succeeds. Similarly, I don't think you really need to adjust Dex down as it's kind of assumed they won't be driving or picking up guns. I agree that animals should not have Chi without good cause.

I'm also not sure about the Wil ratings for animals- there are some schticks that you wouldn't expect to work against animals. I don't think Drunken Stance should be terrible effective against a pack of dogs; whereas King on the Water maybe should.

Basically, do whatever seems reasonable at the time. I find it better to fill in gaps on the fly rather than exhaustively stat mooks. Chances are it won't be relevant, anyway.

From: Sensei Posted on: 7/19/2003 2:56 pm
To: Queex
Message: 259.4
in reply to: 259.3
Oh, I would agree with Queex about most animals being mook types. (Animooks?)

I think the stats as listed are more for named animals. Like if your 1860's cowboy needed to know his trusty steed's stats, or the named villain dropped the PC's into a pit with his pet grizzly, Pookums, or something.

While I'd consider most animals mooks, I'd adjust the Outcome for some to be taken down. For instance, I'd prob'ly make an outcome of "7" necessary to drop a big-ass bear, whereas a dog may be a "4".



Edited 7/20/2003 1:16:23 PM ET by Sensei (SENSEI22)