By Alexander Marzec (marzec@bc.edu)
Disciplines (equivalents): Fortitude 1
Health Levels: OK, OK, -1, -1, -1, -2, -2, -5, -5, Incapacitated.
Attacks: Claw/8 dice
Talents: Alertness 3, Athletics 1, Brawl 4, Climb 3, Intimidation 3, Smell 3, Survival 4 (specialty in Tracking)
Notes: Bears are tough and difficult to kill. Only with a high caliber shotgun will normal humans have even a chance of killing one, and even then, their firearms skill had better be good. Bears often split their dice pools to make two claw attacks for 8 dice each. When dealing with spirited resistance, such as a Brujah Kindred with Celerity and Potence, bears employ another method of attack, and grapple with their intended meals. Victims caught by this grappling attack automatically take three levels of damage every turn, though this is soakable as normal. Furthermore, they can only attack with a bite. People caught in the bear hug may make a strength + potence roll (difficulty 9) to break free.
Disciplines (equivalents): Fortitude 1, Celerity 1 (see notes below)
Health Levels: OK, -1, -2, -3, -5, Incapacitated.
Attacks: Claw/4 dice; Bite/3 dice
Talents: Alertness 3, Athletics 4, Brawl 3, Climb 4, Dodge 1, Intimidation 2, Smell 3, Stealth 3, Survival 4 (specialty in Hunting)
Notes: Mountain lions always attack savagely on the first turn and usually surprise their prey, hoping to down it with a turn of frenzied attacks before it can retaliate. This is represented by the Celerity 1 discipline which these great cats possess. Unlike the vampiric discipline it does not burn blood, but may only be used on the first turn. These animals never attack groups of three people or more, and usually attempt to surprise their opponents using their stealth skills, thus either getting a turn of free attacks, or automatically seizing the initiative.
Disciplines (equivalents): Fortitude 1
Health Levels: OK, OK, OK, -1, -1, -1, -2, -2, -3, -3, -5, Incapacitated.
Attacks: Trunk/8 dice (attack difficulty is 5)
Talents: Alertness 2, Brawl 3, Intimidation 4, Smell 3, Survival 3.
Notes: A blow from an elephant's massive trunk may knock its opponent to the ground. For each success that the elephant obtains on the damage roll, the victim must get a success on a dexterity + athletics roll (difficulty 7) or be knocked prone. A prone victim may do virtually nothing on the ground, and must spend an action to get back to their feet.
In addition, elephants may trample those unfortunates it has knocked to the ground. This requires a Dex + Brawl roll (difficulty 7). It does a base damage of 15 dice; each success on the attack roll adds one to this base.
Disciplines: (equivalents): Fortitude 1
Health Levels: OK, OK, OK, -1, -1, -2, -2, -3, -5, -5, Incapacitated.
Attacks: Horn/7 dice
Talents: Alertness 2, Brawl 4, Intimidation 3, Smell 2, Survival 3. Notes: A rhinoceros may not split its attack dice pool. Rhinoceri attack by charging short distances and butting their opponents. They rarely attack crippled or incapacitated foes, unless these foes threatened their young. Because a rhinocerus needs to get up a certain degree of speed in a particular direction to hit, it may not attack an opponent that it has successfully hit last turn (its forward momentum towards that opponent has been lost).
If a rhinoceros is very angry or panicked, it may charge at its opponent at full tilt. This requires a Dexterity + Brawl roll (difficulty 7). The charge does base damage of 11 dice; each success on the attack roll adds one die to this base.