Herd Animals

On the great savannas of Africa, every-
thing gives way to solitary predators such
as the lion, the cheetah, and the jackal. In
comparison, the gazelle and zebra appear
almost tame. Twoorthreeseem picturesque
and seven to eight almost majestic. It’s not
until I 0 or more appear that they begin to
evoke a sense of unease. With a herd, it’s
not quality that matters: it’s quantity.

Herd animals are not combatants. Most
are physically weak and cannot stand toe
to toe with the creatures that hunt them.
They rely on the power of numbers to
defend themselves and, should the need
require it, to overpower their enemy. Even
a cow can be threatening when supported
by 10 others in a stampede.

Most heard animals run away when
frightened,makingascampedeadangerous
event. The exception is the zebra, which
prefers to face its attacker and fight. (This
nasty rem per also makes zebras impossible
to domesticate.)

A stampeding herd does standard
Strength Damage (with any modifiers
for the ability to trample) plus receives
+5 to brawling for one round per five to
20 animals in the group. (The larger the
animal, the fewer that need to participate
to receive this bonus.)

The purpose of a herd is defense. Give
the hunter multiple opponents to choose
from, and he might become confused. If
this fails, most hunters feed after their
first kill, allowing the rest of the herd to
escape by sacrificing one life for the good
of the whole.

Herd animals can be found in nearly
any environment, from freezing tundra
to scorching desert, though they generally
stick co places with plenty of grass and
shrubs to eat. These four-footed mammals
have rough hides, as well as other adapta-
tions for their environment, such has thick
coats, sharp hooves, pointy horns, and so
on. Unless mutated by radiation or sorcery,
they’ re suictly vegetarians with teeth suited
for clipping plants.

Herd animals may attack the same target
twice in one round with their hooves (two
front or two back) with no penalty, or they
may bite once.

Typical Cow

Reflexes 1D+2: brawling 3D+1
Coordination 1D
Physique 4D+1: lifting 5D, running 4D+2, stamina 5D+1
Knowledge 1D
Perception 2D: survival 3D
Presence 1D+2: willpower 3D+1
Strength Damage: 3D
Move: 30
Fate Points: 0
Character Points: 0
Body Points: 23
Wound levels: 3

Natural Abilities: bite (damage +2; +5
to combat difficulty); horns (damage +2;
generally limired to males only); hooves
(damage +ID; one attack per round to
rear only); trample (damage +2D; must
charge); stoic (+1D to all willpower rolls
when in herds of 10 or more); speed in
herd (+2 to running totals when in herd
of 10 or more); strong (+3D to liftingtotals
when attempt to push, carry, or break free);
large size (scale value 3)

Typical Zebra

Reflexes 2D+ 2: brawling 4D, dodge 3D+1, jumping 3D+2
Coordination 1D
Physique 3D+2: lifting 4D, running 5D+2, stamina 4D
Knowledge 1D
Perception 2D+2: hide 3D+1, survival 3D+2
Presence 1D+1: willpower 3D+1
Strength Damage: 2D
Move:25
Fate Points: 0
Character Points: 0
Body Points: 21
Wound levels: 3

Natural Abilities: bite (damage +2;
+5 to combat difficulty); hooves (damage
+1D); stripes (in a herd of 10 or more
zebra, add +1D to dadge); trample (dam-
age +2D; must charge); speed in herd (+2
to running totals when in herd of 10 or
more); strong (+15 to lifting totals when
attempt to push, carry, or break free); large
size (scale value 3)

D6 Adventure Creatures (WEG 51021), © 2005 Purgatory Publishing Inc.
This page is Open Game Content.