From SuspireWiki
This is a page of statistics and notations for mundane animals and ghouled animals, and what level retainers they are if purchased. This list is not all-inclusive, because, uh, we're not going to list every animal in the wild kingdom. We'll add them as we dictate stats for them, unless we forget. Sometimes we forget. :(
Contents |
Retainers 1
Bat
Note, You can have 2 bats for 1 dot of retainer. However, if Ghouled, you may have 1 bat, and add Celerity 1 to it's statistics.
Attributes: Intelligence 0, Wits 1, Resolve 0, Strength 1, Dexterity 4, Stamina 1, Presence 1, Manipulation 0, Composure 1
Skills: Athletics (Flight) 4, Brawl 1, Survival 3
Willpower: 1, Initiative: 5, Defense: 4, Speed: 15 (flight only; species factor 10), Size: 1, Health: 2
Vitae/per Turn: 1/1 (this is just Vitae usable for a creature's Discipline; it does not represent the entirety of the blood within a creature's body)
Weapons/Attacks: Type Damage Bite 1 (L)
Can kill a size 1 to size 2 creature, but on anything larger it can only inflict a maximum of one health level of damage per round, and cannot reduce the target to fewer Health levels than her size.
Boar
These statistics are for a wild pig/boar. Ghouled Boars are considered Level 1 retainers and gain Resilience 1.
Attributes: Intelligence 1, Wits 4, Resolve 3, Strength 2, Dexterity 2, Stamina 4, Presence 3, Manipulation 1, Composure 3
Skills: Athletics 3, Brawl 2, Intimidation 3, Stealth 2, Survival 2
Willpower: 6, Initiative: 5, Defense: 4, Speed: 10 (Species Factor: 6), Size: 3, Health: 7
Weapons/Attacks: Type Damage Charge 2B Gore 1L Bite 0B
Cat
Note, You can have 2 cats for 1 dot of retainer. However, if Ghouled, you may have 1 cat, and add Celerity 1 to it's statistics.
These statistics represent a normal House-cat, around 9-12 lbs
Attributes: Intelligence 1, Wits 4, Resolve 3, Strength 1, Dexterity 5, Stamina 3, Presence 3, Manipulation 1, Composure 3
Skills: Athletics 4, Brawl 2, Stealth 3
Willpower: 6, Initiative: 8, Defense: 5, Speed: 13 (species factor 7), Size: 2, Health: 5
Vitae/per Turn: 1/1 (this is just Vitae usable for a creature's Discipline; it does not represent the entirety of the blood within a creature's body)
Weapons/Attacks: Type Damage Bite 0 (L) Claw 0 (L)
Can kill a size 1 to size 2 creature, but on anything larger it can only inflict a maximum of one health level of damage per round, and cannot reduce the target to fewer Health levels than her size.
Dog
These statistics are for a guard dog, between 80-100 lbs. Ghouled dogs are called Hellhounds, and are Level 2 retainers mentioned later.
Attributes: Intelligence 1, Wits 4, Resolve 3, Strength 4, Dexterity 3, Stamina 3, Presence 4, Manipulation 1, Composure 3
Skills: Athletics (Running) 4, Brawl 3, Intimidation 3, Stealth 1, Survival (Tracking) 3
Willpower: 6, Initiative: 6, Defense: 4, Speed: 14 (species factor 7), Size: 4, Health: 7
Weapons/Attacks: Type Damage Bite 2 (L)
Eagle
Ghouled Eagles gain Vigor 1 or Celerity 1 but are still considered level 1.
Attributes: Intelligence 1, Wits 4, Resolve 3, Strength 2, Dexterity 3, Stamina 2, Presence 3, Manipulation 1, Composure 3
Skills: Athletics 3, Brawl 2, Intimidation 3, Survival 3
Willpower: 6, Initiative: 6, Defense: 4, Speed: 17 (flight only; species factor 12), Size: 3, Health: 5
Vitae/per Turn: 1/1 (this is just Vitae usable for a creature's Discipline; it does not represent the entirety of the blood within a creature's body)
Weapons/Attacks: Type Damage Beak 1 (B) Talons 1 (L)
Horse
Ghouled horses gain Celerity 1 and Vigor 1 but are still level considered level 1.
Attributes: Intelligence 1, Wits 3, Resolve 3, Strength 4, Dexterity 3, Stamina 5, Presence 3, Manipulation 1, Composure 2
Skills: Athletics 4, Brawl 1, Survival 2
Willpower: 5, Initiative: 5, Defense: 3, Speed: 19 (species factor 12), Size: 7, Health: 12
Vitae/per Turn: 4/1 (this is just Vitae usable for a creature's Discipline; it does not represent the entirety of the blood within a creature's body)
Weapons/Attacks: Type Damage Bite 1 (L) Hoof 3 (B)* * Special: Knockdown (see p. 168 in WoD)
Lizard (Small)
Note, you can have 2 small lizards for 1 dot of Retainer. However, if Ghouled, you may have 1 small lizard, and add Vigor 1 to it's statistics.
Description: These traits are for smaller lizards, such as full grown iguanas, gila monsters and the like.
Attributes: Intelligence 2, Wits 3, Resolve 2, Strength 1, Dexterity 3, Stamina 2, Presence 2, Manipulation 1, Composure 2
Skills: Athletics 2 (Climbing), Brawl 1, Intimidation 2, Stealth 4 (Camouflage), Survival 3
Willpower: 4, Initiative: 5, Defense: 3, Speed: 10, Size: 2, Health: 4
Vitae/per Turn: 1/1
Weapons/Attacks: Type Damage Bite 1 (L) Claw -1 (B)
Can kill a size 1 to size 2 creature, but on anything larger it can only inflict a maximum of one health level of damage per round, and cannot reduce the target to fewer Health levels than her size.
Lizard (Large)
Ghouled Large Lizards gain Vigor 1 but are still considered level 1. Characters must arrange for these through the Black Market (with the appropriate rules, found on Equipment > Black Market).
Description: These traits are for larger lizards, such as one of the variety of monitor lizards or a komodo dragon.
Attributes: Intelligence 2, Wits 2, Resolve 3, Strength 4, Dexterity 2, Stamina 3, Presence 2, Manipulation 1, Composure 2
Skills: Athletics 2, Brawl 3, Intimidation 3 (Imposing), Stealth 3 (Stalking), Survival 2
Willpower: 5, Initative: 4, Defense: 2, Speed: 12 (Species Factor: 6), Size: 5, Health: 8
Weapons/Attacks: Type Damage Bite 2 (L) Claw 1 (L) Tail 0 (B)
A note on the bite attack, the bacteria and saliva of most large lizards is dangerous to humans, and has a toxicity rating of 3. If left untreated, it will cause death.
Madagascar Tree
A real Madagascar tree doesn’t exist, but some Kindred have managed to cultivate plants which serve no purpose other than to exist dangerously. In humor, the artificer of such vicious plants called them “Madagascar trees”. These plants, which can be any thorned, briared or otherwise dangerous plant (many Daeva are, unsurprisingly, fond of keeping a large rose of this sort), must be initially grown with the vitae of a Kindred from the Gangrel or Nosferatu clan who is at least Blood Potency 2. After the initial period of growth, it requires tending, much like a regular human retainer, once per month, though the vitae and willpower investiture can come from the clan of any Kindred. It should be noted that the type of plant chosen doesn’t necessarily matter, but plants created in this manner will grow exceptionally large, almost comical in size. A rose bush grown in this manner becomes a mass of writhing vines and branches, with rose blooms the size of a soccer ball. The creator of the plant has some vague connection to the plant, enough to give it orders, but a plant doesn’t reciprocate the thought process, and when left to it’s own devices can and will pick off small animals or children.
Attributes: Intelligence 1, Wits 2, Resolve 1; Strength 3, Dexterity 2, Stamina 1; Presence 3, Manipulation 1, Composure 1
Skills: Brawl 2 (Grapples, Attacks), Intimidation 2, Stealth 1 (Slow-Moving Vines)
Willpower: 2; Initiative: 3; Defense: 2; Speed: 5 (Species Factor: 0); Size: 6; Health: 7
Vitae/per turn: 2/1
Weapons/Attacks: Type Damage Thorn/Spine 1L Trip 1B (Use tackle rules) Vine tangle 0B (Depending on the plant-type, some plants don’t have vines)
A note about Speed: Plants don’t move out of where they’re potted or planted. Not even badass plants. A Madagascar Tree, however, can stretch or otherwise attack things in a 5-yard radius.
Raven
Note, You can have 2 ravens for 1 dot of retainer. However, if Ghouled, you may have 1 raven, and add Celerity 1 to it's statistics.
Attributes: Intelligence 1, Wits 3, Resolve 3, Strength 1, Dexterity 3, Stamina 2, Presence 3, Manipulation 1, Composure 3
Skills: Athletics 3, Brawl 1, Intimidation 2, Survival 3
Willpower: 6, Initiative: 6, Defense: 3, Speed: 14 (flight only; species factor 10), Size: 2, Health: 4
Vitae/per Turn: 1/1 (this is just Vitae usable for a creature's Discipline; it does not represent the entirety of the blood within a creature's body)
Weapons/Attacks: Type Damage Beak 1 (B)
Can kill a size 1 to size 2 creature, but on anything larger it can only inflict a maximum of one health level of damage per round, and cannot reduce the target to fewer Health levels than her size.
Shark (Small)
These statistics are for a small shark, either as a small breed (such as a spotted catshark) or a young version or a larger breed up to a meter long.
Ghouled small sharks gain Vigor 1, but are still considered Level 1. Generally, they'll kill any other tank-mates, however, or try.
Attributes: Intelligence 1, Wits 3, Resolve 2, Strength 2, Dexterity 2, Stamina 2, Presence 2, Manipulation 1, Composure 1
Skills: Athletics (Swimming) 4, Brawl 2, Intimidation 1, Stealth 3, Survival (Tracking) 3
Willpower: 3, Initiative: 3, Defense: 3, Speed: 12 (Species Factor 8), Size: 3, Health: 5
Vitae/per Turn: 1/1 (this is just Vitae usable for a creature's Discipline; it does not represent the entirety of the blood within a creature's body)
Weapons/Attacks: Type Damage Bite 2L Ram 2B
Snake (Small)
Note, You can have 2 small snakes for 1 dot of retainer. However, if Ghouled, you may have 1 small snake, and add Celerity 1 to it's statistics.
Description: These traits are for a common black snake (also called a black rat snake).
Attributes: Intelligence 1, Wits 2, Resolve 3, Strength 1, Dexterity 3, Stamina 1, Presence 3, Manipulation 1, Composure 4
Skills: Athletics 1, Brawl 1, Intimidation 2, Stealth 4, Survival 3
Willpower: 7, Initiative: 7, Defense: 3, Speed: 6 (species factor 2), Size: 2, Health: 3
Vitae/per Turn: 1/1
Weapons/Attacks: Type Damage Dice Pool Bite 1 (L) 3
Can kill a size 1 to size 2 creature, but on anything larger it can only inflict a maximum of one health level of damage per round, and cannot reduce the target to fewer Health levels than her size.
Snake (Large)
Ghouled Large Snakes gain Vigor 1 or Resilience 1 but are still considered level 1.
Description: These traits are for larger snakes, such as a boa constrictor, anaconda or python.
Attributes: Intelligence 1, Wits 2, Resolve 2, Strength 3, Dexterity 2, Stamina 2, Presence 2, Manipulation 1, Composure 3
Skills: Athletics 1, Brawl 2, Intimidation 2, Stealth 4, Survival 3
Willpower: 5, Initiative: 5, Defense: 2, Speed: 7 (species factor 2), Size: 4, Health: 6
Vitae/per Turn: 1/1 (if ghouled, with Resilience 2/1)
Weapons/Attacks: Type Damage Dice Pool Bite 1(L) 6 Crush*
A Python has a special attack, where it may, after immobilization only, begin a crushing attack. This attack is considered a "Crush" and increases the snake's Strength by 1 and does 1B.
Wolverine
These statistics are for a badger or wolverine. Ghouled Wolverines are considered Level 1 retainers and gain Resilience 1.
Attributes: Intelligence 1, Wits 4, Resolve 3, Strength 2, Dexterity 2, Stamina 4, Presence 3, Manipulation 1, Composure 3
Skills: Athletics 3 (Burrowing), Brawl 2, Intimidation 3, Stealth 2, Survival 2
Willpower: 6, Initiative: 5, Defense: 4, Speed: 10 (Species Factor: 6), Size: 3, Health: 7
Weapons/Attacks: Type Damage Bite 1L Claw 3L
Retainers 2
Alligator / Crocodile
These statistics are for a normal sized adult crocodile or alligator that are around 5-7 feet in length. Ghouled Alligators are Level 3 Retainers. Characters must arrange for these through the Black Market (with the appropriate rules, found on Equipment > Black Market).
Attributes: Intelligence 1, Wits 2, Resolve 3, Strength 5, Dexterity 2, Stamina 4, Presence 3, Manipulation 1, Composure 2
Skills: Athletics 3 (Swimming), Brawl 4, Intimidation 3, Stealth 1 (Water), Survival 3
Willpower: 5, Initiative: 4, Defense: 2, Speed: 12 (species factor 5), Size: 6, Health: 10
Weapons/Attacks:
Type Damage
Bite* 3 (L)
*After a successful bite, can choose to reflexively initialize a grapple without needing another attack.
*Damage Opponent when used in this special grapple does Lethal instead of bashing, as the Alligator flips
or twists itself, trying to tear at it's victim (otherwise known as the "Death Roll").
Big Cat
These stats represent big cats such as jaguars or panthers. Ghouled Big Cats are called Hell-Cats and are Level 3 Retainers. Characters must arrange for these through the Black Market (with the appropriate rules, found on Equipment > Black Market).
Attributes: Intelligence 1, Wits 4, Resolve 4, Strength 4, Dexterity 4, Stamina 3, Presence 3, Manipulation 1, Composure 3
Skills: Athletics (Climbing) 4, Brawl 4, Intimidation 3, Stealth 3, Survival (Tracking) 3
Willpower: 7, Initiative: 8, Defense: 4, Speed: 16 (species factor 8), Size: 5, Health: 8
Weapons/Attacks: Type Damage Bite 3 (L) Claw 2 (L)
Hellhound
Hell hounds originate as normal dogs who gain supernatural prowess over the course of their lives. In most cases, this is due to being fed vampiric Vitae (thus turning them into ghouls), but in other cases, certain magics of the undead twist them into these brutish beasts. Hell hounds have far shorter tempers than their normal counterparts, except toward their masters. Hell hounds are fanatically loyal, even more so than most canine companions.
The Attributes listed here represent a large guard dog (80- 100 pounds) as the base stock from which the beast is created.
Attributes: Intelligence 1, Wits 4, Resolve 4, Strength 4, Dexterity 3, Stamina 3, Presence 4, Manipulation 1, Composure 3
Skills: Athletics (Running) 4, Brawl 3, Intimidation 3, Stealth 1, Survival (Tracking) 3
Willpower: 7, Initiative: 6, Defense: 4, Speed: 14 (species factor 7), Size: 4, Health: 7
Disciplines: Vigor 2
Vitae/per Turn: 2/1 (this is just Vitae usable for a creature's Discipline; it does not represent the entirety of the blood within a creature's body)
Weapons/Attacks: Type Damage Bite 2
Shark
These statistics are for a normal sized adult shark that is approximately 2 to 3 meters in length.
Characters must arrange for these through the Black Market (with the appropriate rules, found on Equipment > Black Market), as well as have a large area in which they can swim.
Ghouled sharks gain Vigor 2 and Resilience 1. They are exceptionally aggressive, even by ghouled animal standards, and have even been known to harm their own handlers in search of vitae. Though they may be kept in M/F pairs, generally, in safety.
Attributes: Intelligence 2, Wits 4, Resolve 3, Strength 4, Dexterity 3, Stamina 4, Presence 4, Manipulation 1, Composure 2
Skills: Athletics (Swimming) 5, Brawl 3, Intimidation 4, Stealth 3, Survival (Tracking) 4
Willpower: 5, Initiative: 5, Defense: 4, Speed: 15 (Species Factor 8), Size: 6, Health: 10
Vitae/per Turn: 3/1 (this is just Vitae usable for a creature's Discipline; it does not represent the entirety of the blood within a creature's body)
Weapons/Attacks Type Damage Bite 3L Ram 3B Drag*
An adult shark has a special attack where it may, after biting, elect to drag it's victim it's Strength rating in yards under water.
Retainers 3
Ghouled Alligator / Crocodile
These statistics are for a normal sized adult crocodile or alligator that are around 5-7 feet in length. Ghouled Alligators are Level 3 RetainersCharacters must arrange for these through the Black Market (with the appropriate rules, found on Equipment > Black Market).
Attributes: Intelligence 1, Wits 2, Resolve 3, Strength 5, Dexterity 2, Stamina 4, Presence 3, Manipulation 1, Composure 2
Skills: Athletics 3 (Swimming), Brawl 4, Intimidation 3, Stealth 1 (Water), Survival 3
Willpower: 5, Initiative: 4, Defense: 2, Speed: 12 (species factor 5), Size: 6, Health: 12
Disciplines: Vigor 1, Resilience 2
Vitae/per Turn: 2/1 (this is just Vitae usable for a creature's Discipline/stats; it does not represent the entirety of the blood in the alligator's body)
Weapons/Attacks:
Type Damage
Bite* 3 (L)
*After a successful bite, can choose to reflexively initialize a grapple without needing another attack.
*Damage Opponent when used in this special grapple does Lethal instead of bashing, as the Alligator flips
or twists itself, trying to tear at it's victim (otherwise known as the "Death Roll").
Hell-Cat
These stats represent big cats such as jaguars or panthers. Ghouled Big Cats are called Hell-Cats and are Level 3 Retainers. Characters must arrange for these through the Black Market (with the appropriate rules, found on Equipment > Black Market).
Attributes: Intelligence 1, Wits 4, Resolve 4, Strength 4, Dexterity 4, Stamina 3, Presence 3, Manipulation 1, Composure 3
Skills: Athletics (Climbing) 4, Brawl 4, Intimidation 3, Stealth 3, Survival (Tracking) 3
Willpower: 7, Initiative: 8, Defense: 4, Speed: 16 (species factor 8), Size: 5, Health: 9
Disciplines: Vigor 2, Resilience 1
Vitae/per Turn: 2/1 (this is just Vitae usable for a creature's Discipline/stats; it does not represent the entirety of the blood in the cat's body)
Weapons/Attacks: Type Damage Bite 3 (L) Claw 2 (L)