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Stat Block

Essence: 1; Willpower: 5; Join Battle: 6 dice (see Stalking Cat Advantage)
Health Levels: -0/-1x4/-2x4/-4/Incap. Great cats will typically flee after taking six levels of damage.
Actions: Feats of Strength 7d (may attempt Strength 5 feats); Intimidating Growl 5d; Senses 6d (see Keen Scent and Night Vision); Stealth 7d (see Camouflage); Tracking 7d (see Keen Scent).
Resolve: 3; Guile: 2

Combat

 Attack (Bite): 9d (Damage 16)
 Attack (Claw): 13d (Damage 12)
 Attack (Grapple): 9d (10 dice to control)
 Great cats cannot throw or slam grappled enemies.
 Combat Movement: 10d
 Evasion 4, Parry 4
 Soak/Hardness: 6/0
Special Attacks
  • Ambush Hunter: The great cat adds three dice on all attack rolls made from stealth.
  • Leaping Pounce: If a great cat moves into close range with an enemy of the same size or smaller and deals 5+ damage to it with a withering attack on the same turn, it may pay a point of Willpower to reflexively make a grapple gambit against its prey.
  • Mauling Bite: When the great cat makes a savaging decisive attack against a clinched enemy, it adds +4 to the raw damage of this attack. It can receive this bonus only once per clinch, unless reset by crashing the clinched enemy.
  • Pouncing Shadow: Great Cats may pay a point of Willpower when they roll Stealth to ignore the usual -3 penalty for moving while concealed. In addition, each turn it spends in stealth, it stocks up a single die, up to a maximum of three dice. On the turn that it breaks stealth, it adds these dice both to any movement actions it makes and to the raw damage of any grappling or decisive attacks it makes.
Merits
  • Camouflage: The patterning of a great cat's fur allows it to blend into the scenery. Whenever it is in its native territory--a tiger in the jungle, a lion on the savannah, a sabretooth in the plains or tundra--it applies double 9s on Stealth rolls. A great cat can be trained to stalk through unfamiliar environments as a latent ability, allowing it to apply double 9s to any Stealth roll it makes while hiding under cover, and double 8s while in its native territory.
  • Keen Scent and Hearing: Great cats apply the double 9s rule on Perception-based rolls made using scent and hearing.
  • Night Vision: Great cats can see in dim conditions as though they were in broad daylight, and reduce the difficulty of Perception-based checks made in deeper darkness by one.
  • Stalking Cat Advantage: Great cats add one automatic success to any Join Battle roll made while in stealth.
  • Battle Cat (Latent): Great cats in the wild rely on ambush tactics to take down weaker prey, and generally avoid animals capable of fighting back against them. With training, they can be taught to defend against the tactics of trained combatants, adding +1 Evasion against any attack made by an enemy of lower Initiative and +1 Evasion against any attack made from medium range or further. These bonuses stack.

Shah, Mirya's Tiger Companion