This is a collection of animal writeups for Torg. Most are duplicated from published Torg material and the original sources are indicated in the writeups.

(Original bestiary assembled 11/7/93)


Table of Contents


Asp (Gleaming Asp, Nile Empire sourcebook)

Dexterity 11
          Maneuver 12, Stealth 13, Unarmed Combat 13
Strength 2
Toughness 2
Perception 1
          Trick (10)
Mind 1
          Test (10)
Charisma 1
          Taunt (8)
Spirit 3
          Intimidation 12

Natural Tools: Fangs (STR+9/11), Venom (damage value 11); venom acts for six rounds once introduced into the bloodstream and then death occurs. If the victim generates a Toughness total against the venom's damage value and gets a Superior or better success the poison is neutralized.


Bear

Dexterity 10
          Running 11, Unarmed Combat 12
Strength 13
          Climbing 14
Toughness 13
Perception 9
          Tracking 10
Mind 5
          Test 8
Charisma 4
          Charm (12), Persuasion (12)
Spirit 6
          Intimidation 12

Natural Tools: Running speed value 11, Claws (STR+3), Fangs (STR+2)


Camel (Nile Empire sourcebook)

Dexterity 7
          Running 8, Unarmed Combat 8
Strength 13
Toughness 11
Perception 5
Mind 6
          Survival (self only) 13, Willpower 13
Charisma 3
Spirit 3

Natural Tools: Bite (STR+1/14), Hooves (STR+2/15)


Crocodile (High Lord of Earth module)

Dexterity 9
          Maneuver 10, Stealth 12, Swimming 10, Unarmed Combat 11
Strength 11
Toughness 10
Perception 8
          Tracking 9, Trick 9
Mind 4
          Test (9)
Charisma 4
          Charm (15), Persuasion (17), Taunt (17)
Spirit 5
          Intimidation 10 (15)

Natural Tools: Teeth (STR+3/14), Claws (STR+2/13), Scaly hide (TOU+4/14), Swimming speed value 5

Crocodile (Nile Empire sourcebook)

Dexterity 7
          Swimming 10, Unarmed Combat 8
Strength 8
Toughness 9
Perception 3
          Find 10, Tracking 8, Trick (8)
Mind 1
          Test (15), Willpower 8
Charisma 1
          Taunt (8)
Spirit 3
          Intimidation (8)

Natural Tools: Teeth (STR+5/13), Tail (STR+0/8), Hide (TOU+2/11)

Special Note: Once a crocodile has clamped down with its jaws, it requires a Strength total of 16 to pry them open again.


Horse (Aysle sourcebook and Kanawa Land Vehicles supplement)

Dexterity 10
          Long Jumping 11, Maneuver 11, Running 13, Unarmed Combat 11
Strength 12
          Climbing 13
Toughness 10
Perception 4
Mind 4
          Test (8), Willpower (8)
Charisma 5
          Charm (8), Persuasion (9), Taunt (10)
Spirit 5
          Intimidation (7)

Natural Tools: Hooves (STR+2/14), running speed value 12

Horse (Nile Empire sourcebook)

Dexterity 9
          Dodge 10, Running 11, Unarmed Combat 10
Strength 13
Toughness 10
Perception 6
Mind 3
          Willpower 8
Charisma 3
Spirit 3

Possibility Potential: Some (35)

Natural Tools: Hooves (STR+2/15)


Lion/Tiger

Dexterity 11
          Maneuver 12, Stealth 12, Unarmed Combat 13
Strength 12
Toughness 12
Perception 8
          Tracking 9 Mind 6 Test (15)
Charisma 5
          Charm (15), Persuasion (15), Taunt (12)
Spirit 6
          Intimidation 12

Natural Tools: Running speed 11, Claws (Str+3/15), Fangs (STR+2/14)


Mastiff (The Possibility Chalice module)

Dexterity 12
          Maneuver 15, Running 13, Unarmed Combat 14
Strength 12
Toughness 10
Perception 13
          Find 14
Mind 6
          Test (11)
Charisma 4
Spirit 6
          Intimidation 11

Natural Tools: Fangs (STR+2/14), running speed value 11

Special Notes: Mastiffs ignore shock damage, they can only be knocked out by a KO condition. They also attack viciously, using the All Out Attack maneuver.


Mountain Wolves (Full Moon Draw module)

Dexterity 11
          Dodge 13, Long Jumping 12, Maneuver 12, Running 12, Stealth 13, Unarmed Combat 14
Strength 9
          Climbing 10
Toughness 8
Perception 8
          Tracking 10, Trick (10)
Mind 6
          Test 9
Charisma 5
          Charm (20), Persuasion (28), Taunt (9)
Spirit 5 I
          ntimidate 10

Natural Tools: Claws (STR+2/11), Fangs (STR+3/12)


Python (High Lord of Earth module)

Dexterity 10
          Maneuver 10, Stealth 12, Swimming 10, Unarmed Combat 11
Strength 12
Toughness 8
Perception 9
          Track 10, Trick 10
Mind 4
          Test (8)
Charisma 6
          Charm (10), Persuasion (11), Taunt (11)
Spirit 6
          Intimidation 11 (13)


Piranha (High Lord of Earth module)

Dexterity 10
          Swimming 13, Unarmed Combat 12
Strength 4
Toughness 4
          Perception 11 Find 12, Track 12, Trick (17)
Mind 5
          Test (20)
Charisma 5
          Charm (30), Persuasion (25), Taunt (25)
Spirit 5
          Intimidation 12 (18)

Natural Tools: Teeth (STR+3/7), Swimming speed value 6

Special Note: piranha attack in swarms of 100-150, doing a group damage total of 15.


Scorpion (Scorpion of Set, Nile Empire sourcebook)

Note: the Scorpion of Set is "slightly larger" than a CE scorpion.

Dexterity 6
          Unarmed Combat 11
Strength 2
Toughness 3
          Perception 8 Trick (20)
Mind 1
          Test (20)
Charisma 2
          Taunt (20)
Spirit 2
          Intimidate (14)

Natural Tools: Stinger (STR+8/10), Venom (unknown)


Shark

Dexterity 10
          Swimming 13, Unarmed Combat 13
Strength 12
Toughness 14
Perception 8
          Tracking 12
Mind 4
          Test (16)
Charisma 4
          Charm (25), Persuasion (25), Taunt (15)
Spirit 6
          Intimidation 13

Natural Tools: Swimming speed 8, Teeth (STR+4/16)


Tarantula (Nile Empire sourcebook)

Note: the Nile tarantula is "quite a bit larger" and "nastier" than a CE tarantula.

Dexterity 8
          Maneuver 9, Stealth 15, Unarmed Combat 13
Strength 1
Toughness 2
Perception 2
          Trick (15)
Mind 1
          Test (20)
Charisma 1
          Taunt (20)
Spirit 3
          Intimidation (15)

Natural Tools: Fangs (STR+13/14)


Vampire Bats (High Lord of Earth module)

Dexterity 9
          Dodge 10, Flight 12, Unarmed Combat 10
Strength 4
Toughness 4
Perception 10
          Find 11, Tracking 11
Mind 5
          Survival 8
Charisma 5
          Charm (25), Persuasion (25), Taunt (25)
Spirit 4
          Intimidation 10(8)

Natural Tools: Flight speed value 9, Teeth (STR+3/7)

Special Note: bats attack in swarms of 10, doing damage total of 13 - for every six consecutive rounds a bat swarm is attached to a target it suffers a -1 to Dexterity and all Dexterity skills.


Wolverine

Dexterity 12
          Running 10, Unarmed Combat 13, Stealth 14
Strength 10
          Climbing 11
Toughness 11
Perception 11
          Tracking 12
Mind 5
          Test 16
Charisma 2
          Charm (20), Persuasion (18)
Spirit 5
          Intimidation 15

Natural Tools: Running speed value 9, Claws (STR+2), Fangs (STR+1)

Like the mastiffs above, Wolverines ignore shock damage and are easily enraged (All-Out Attacks).



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page created 11/11/97