> For the complete documentation index, see [llms.txt](https://wiki.capetownvtm.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.capetownvtm.com/getting-started/rulings/animal-rules.md).

# 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.

<details>

<summary>American Alligator Snapping Turtle </summary>

**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

</details>

<details>

<summary>African Wild Dog</summary>

Use ‘Wolf’ stats from Corebook.

</details>

<details>

<summary>Baboon</summary>

**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!

</details>

<details>

<summary>Big Cat (Lions, Cheetah, Leopards, Jaguar) </summary>

Use ‘Wolf’ stats from Corebook.

</details>

<details>

<summary>Boa Constrictor </summary>

**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.

</details>

<details>

<summary>Cape Fox </summary>

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

</details>

<details>

<summary>Cape Cobra </summary>

**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.

</details>

<details>

<summary>Crocodile/Alligator </summary>

**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.

</details>

<details>

<summary>Elephant Standard </summary>

**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.

</details>

<details>

<summary>Giraffe </summary>

**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

</details>

<details>

<summary>Greater Kudu </summary>

**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

</details>

<details>

<summary>Hippo </summary>

**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

</details>

<details>

<summary>Hyena </summary>

Use Wolf stats from the Corebook.

</details>

<details>

<summary>Jackal </summary>

**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.

</details>

<details>

<summary>Large Shark </summary>

**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

</details>

<details>

<summary>Small and Medium-Sized Birds </summary>

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

</details>

<details>

<summary>Warthog </summary>

**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

</details>

<details>

<summary>Zebra </summary>

Use Horse stats from the Corebook

</details>


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