Cape Town by Night
  • Welcome to Cape Town!
  • Setting Guide
    • The Story So Far
  • Getting Started
    • Do I Need the Book?
    • Character Sheet Best Practices
    • Character Creation
    • Getting Approved
    • Beginner's Guide
      • Player Etiquette
      • How to Format
      • Common Mechanics
        • Project Rolls
      • Server-Specific Information
      • Creating and Pursuing Plots
    • Experience Spending
    • Time Skip
    • Frequently Asked Questions
    • Rulings and Clarifications
      • Extra Animal Stat Blocks
  • Material Availability
    • Core
    • Fall of London
    • The Chicago Folios
    • Let the Streets Run Red
    • Cults of the Blood Gods
    • Children of the Blood
    • Trails of Ash and Bone
    • Forbidden Religions
    • Players Guide
    • Blood Sigils
    • The Book of Nod Apocrypha
    • Blood-Stained Love
    • Gehenna War
    • Loresheets
    • Bloodlines
    • UNDER CONSTRUCTION - NOT FOR PLAYER CONSUMPTION
      • Sect War Rules
      • Book Material Template
      • Loresheet WIP
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  • Protean and Animalism Clarification
  • Special Animal Qualities

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  1. Getting Started
  2. Rulings and Clarifications

Extra Animal Stat Blocks

Protean and Animalism Clarification

We’ve added these African-focused stat blocks to accompany the ones in the Core book (p. 373) If you need a different animal type, let Staff know and we can work something out with you.

Special Animal Qualities

Some animals have abilities beyond what a character can normally do - a bat's sonar, for example. While this is represented mostly by the narrative quality of being able to see in complete darkness, it is mechanically represented by a high Awareness pool. A dog has a keen sense of smell, and are often used for tracking. They have a low Awareness and no Survival because, despite that ability, they do not inherently use it to track specific targets for humans. This is best represented by using your character using their Animal Ken skill to direct them or using their Survival skill and getting a teamwork die from the dog they are directing. There’s a narrative power to most of these special qualities that exist beyond stats; for instance, a cheetah can run incredibly fast compared to a person. That’s just part of being a cheetah, it doesn’t need any special mechanic for it beyond narrative implications.

American Alligator Snapping Turtle

Standard Dice Pools: Physical 4, Social 1, Mental 1 Secondary Attributes: Health 5, Willpower 3 Exceptional Dice Pools: Intimidation 4, Awareness 4, Stealth 6 Special: Does +2 superficial damage to attacks and +2 armor unless rolled onto their back

African Wild Dog

Use ‘Wolf’ stats from Corebook.

Baboon

Standard Dice Pools: Physical 4, Social 1, Mental 1 Secondary Attributes: Health 5, Willpower 3 Exceptional Dice Pools: Athletics 5, Awareness 4, Stealth 3 Special: Has thumbs!

Big Cat (Lions, Cheetah, Leopards, Jaguar)

Use ‘Wolf’ stats from Corebook.

Boa Constrictor

Standard Dice Pools: Physical 5, Social 1, Mental 1 Secondary Attributes: Health 5, Willpower 3 Exceptional Dice Pools: Brawl 6, Stealth 6, Intimidation 4, Awareness 4 Special: If a boa constrictor successfully grapples an opponent, it may constrict its victim as a +2 heavy impact Brawl weapon.

Cape Fox

Standard Dice Pools: Physical 4, Social 1, Mental 1 Secondary Attributes: Health 3, Willpower 2 Exceptional Dice Pools: Athletics 5, Stealth 6, Awareness 7

Cape Cobra

Standard Dice Pools: Physical 4, Social 1, Mental 1 Secondary Attributes: Health 4, Willpower 2 Exceptional Dice Pools: Brawl 6, Stealth 7, Intimidation 4, Awareness 4 Special: A cobra’s fangs are a light piercing Brawl weapon with a +2 damage modifier. Its venom kills or debilitates a mortal victim by the end of the scene if not treated. Against vampires, the venom from a cobra bite has no effect.

Crocodile/Alligator

Standard Dice Pools: Physical 6, Social 1, Mental 1 Secondary Attributes: Health 7, Willpower 2 Exceptional Dice Pools: Stealth 6, Intimidation 5, Awareness 5 Special: Does +4 damage.

Elephant Standard

Dice Pools: Physical 8, Social 1, Mental 1 Secondary Attributes: Health 10, Willpower 3 Exceptional Dice Pools: Awareness 3, Intimidation 6 Special: Does +4 damage. Feats of Strength auto success for Str 13 and below.

Giraffe

Standard Dice Pools: Physical 6, Social 1, Mental 1 Secondary Attributes: Health 6, Willpower 2 Exceptional Dice Pools: Awareness 4 Special: +2 Damage when trampling prone opponents

Greater Kudu

Standard Dice Pools: Physical 5, Social 1, Mental 1 Secondary Attributes: Health 5, Willpower 3 Exceptional Dice Pools: Athletics 6, Stealth 5, Awareness 4 Special: +1 Damage when trampling prone opponents

Hippo

Standard Dice Pools: Physical 7, Social 1, Mental 1 Secondary Attributes: Health 9, Willpower 3 Exceptional Dice Pools: Awareness 3, Intimidation 5, Stealth 3 on land and 6 underwater Special: +2 damage to attacks

Hyena

Use Wolf stats from the Corebook.

Jackal

Standard Dice Pools: Physical 5, Social 1, Mental 1 Secondary Attributes: Health 5, Willpower 2 Exceptional Dice Pools: Athletics 7, Stealth 6, Intimidation 2, Awareness 3 Special: The jackal’s long, curved canines are a light piercing Brawl weapon with a +2 damage modifier.

Large Shark

Standard Dice Pools: Physical 6, Social 1, Mental 1 Secondary Attributes: Health 7, Willpower 3 Exceptional Dice Pools: Stealth 6, Intimidation 5, Awareness 5 Special: Does +3 damage

Small and Medium-Sized Birds

Standard Dice Pools: Physical 3, Social 1, Mental 1 Secondary Attributes: Health 2, Willpower 1 Exceptional Dice Pools: Awareness 5, Stealth 7

Warthog

Standard Dice Pools: Physical 5, Social 1, Mental 1 Secondary Attributes: Health 6, Willpower 2 Exceptional Dice Pools: Awareness 3, Brawl 6, Intimidation 3, Stealth 4 Special: Tusk attacks from a warthog ignore 2 points of armor and get +1 to damage

Zebra

Use Horse stats from the Corebook

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Last updated 4 months ago

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