In a world populated with mythical, monstrous creatures, natural animals can still be quite dangerous.
Summoning Difficulty: +10
Vast Strength, Savage Claws
Good At: Mauling (+3), Being Tough (+3)
Bad At: Being Active During Winter (-2)
Stress [1][2][3]
Mild (2)
Moderate (4)
Bears always fight as individuals.
Tough Hide: Because I have a tough hide I reduce by one (1) all stress inflicted on me as damage by physical attacks, and when I defend against physical attacks and tie my opponent does not get a boost.
Summoning Difficulty: +7
Ferocity, Tusks
Good At: Goring (+2), Being Tough (+2)
Bad At: Climbing And Jumping (-2)
Boars generally fight as individuals, particularly male boars. However up to three (3) may form a mob, with each individual represented by two (2) stress boxes. Gain +1 to attack and defend for each additional individual.
Ferocity, Strong Jaws
Good At: Biting (+2), Being Tough (+2)
Do not treat as a mob.
Summoning Difficulty: +3
Really Big Rat
Good At: Very Sharp Teeth (+2), Eating Just About Anything (+2)
Bad At: No Thumbs (-2)
Hits: [1][1]
Up to three (3) may form a mob. Add two (2) hit boxes per rat. +1 to attack and defend for each additional rat remaining.
Summoning Difficulty: +1
Regal Raptor, Endless Vision
Good At: Noticing Things (+2), Beak And Talon (+2)
Bad At: No Thumbs (-2), Indoors (-2)
Do not treat as a mob; eagles always fight as individuals.
Good Hunter, Always Alert
Good At: Noticing Things (+1), Biting (+1)
Bad At: Not Growling Or Barking (-1), Knowing When To Run Away (-1)
Up to five (5) may form a mob. Add two (2) hit boxes per dog. +1 to attack and overcome for each additional dog remaining.
Swift And Cunning Hunter, Always Alert
Good At: Noticing Things (+2), Tooth And Claw (+2)
Bad At: Social Interactions (-2)
Wolves generally fight as individuals. However up to five (5) may form a mob. Add two (2) hit boxes per wolf. +1 to attack and create advantage for each additional wolf remaining.