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Villains Victorious- Beast Stats:
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Beasts cannot speak with non-beast characters unless they have at least one rank in Linguistics. Similarly, Beasts may not attempt Mechanics or Drive without at least one rank. Beasts move 10 meters per round faster than basic speed.
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Beasts will be categorized based on sizes; Minuscule, Tiny, Small, Medium, Large, Gigantic
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-MINUSCULE- Smaller than a human hand- ranging anywhere from an inch to the size of a finger; Reserved for only insect characters
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-TINY- The size of a human hand or small enough to be cupped by two; Rodents, Some Birds, Lizards, Frogs, etc.
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-SMALL- Creatures measuring between a foot and two feet comfortably held by one human; Cats, Monkeys, Experiment 626, Most Dogs,etc.
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-MEDIUM- Greater than SMALL and under 10 feet long and no taller than 10 feet; Horses, Crocodilians, Deer/Antelope, Big Cats, etc.
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-LARGE- Creatures ranging in heights up to 15 feet tall; Elephants, Hippos, Rhinos, Moose, Bears, etc.
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-GIANT- Creatures that exceed LARGE; Most Dinosaurs, Whales, Mammoths, etc.
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Bonuses/Penalties Based on Size-Groupings:
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-MINUSCULE/TINY- +4 Agility, Agility cap up by 2, -2 Robustness
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-SMALL- +2 Agility.
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-MEDIUM- Gets a +2 Charge! bonus when running into melee combat on melee offensive rolls
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-LARGE- +2 Robustness, +2 on Brawl rolls when running into combat.
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-GIGANTIC- +4 Robustness, increase Robustness cap by 2, +4 Brawl rolls when running into combat.
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Statted Out Species:
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~Big Cats
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Size- Medium
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Natural Weapons: Slash, Bite give +2 on Brawl rolls.
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Traits:
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-Low to the Ground- +2 to Stealth rolls where visual detection is a possibility
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-Pinned Ya Again- Spend a Will Point and the character may choose to roll their Brawl vs. an enemy's Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character's Brawl roll to become unpinned every round until defeated or successful escape.
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Attribute Bonuses:
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+2 to Agility
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+2 to Agility, 
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~Bears
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Size: Large
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Natural Weapons: Slash, Bite give +2 on Brawl rolls.
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Traits:
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-Bear Hug- +2 bonus to Sensibility rolls involving friendly characters
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-Thick-Hide- +2 more robustness on top of Large bonus, increase Robustness cap by 2.
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-Bear-Necessities- +2 on Endure, +3 Travel.
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Attribute Bonuses: +2 Robustness, +2 Sensibility, -2 Intelligence
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~Primates
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Size: Monkey (Small) or Ape (Medium)
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Natural Weapons: Punch, Grapple. Primates can use human weaponry and armor with a modicum of fuss, so no bonus to attack rolls -- they'll be using weapons of their own soon enough.
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Traits:
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-Wanna Be Like You- 1 rank of Linguistics at Character Creation
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-Monkeyin' Around- Monkey only: +2 to Deceive. 
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-Increased Mobility- +2 to Acrobatics.
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-Attribute Bonuses: Monkey: +2 Agility, +2 Charisma, -2 Robustness.
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-Attribute Bonuses: Ape: +2 Robustness, +2 Agility, -2 Sensibility
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~Canines
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Size: Small; Sometimes Medium (Wolves, big-ass dogs, etc)
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Natural Weapons: Bite, +2 to Brawl rolls.
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Trait:
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-Loyalty- +2 on attack rolls against an enemy that has Struck an ally.
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-Puppy-Dog Eyes- Spend a Will point; +4 on Convince/Deceive)
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-Wild- 1 rank of Travel and +2 Endure OR: Domesticated: 1 rank of Linguistics and +2 Convince
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-Pack-Member- +2 on Linguistics rolls with unfriendly characters. +2 to allies making Melee/Ranged attack rolls against targets in combat with the Canine.
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-Attribute bonuses: +2 Robustness and +2 Agility, -2 Intelligence OR: +2 Robustness and +2 Charisma, -2 Intelligence.
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~Crocodilia
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Size: Medium
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Natural Weapons: Bite, Tail; +2 to Brawl Rolls.
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Traits:
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-Rivergoer- Bonus to movement in water, penalty to movement on land
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-All-Natural Armor- +2 to Prevent Harm.
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-Death Roll- Spend a Will Point and the character may choose to roll their Brawl vs. an enemy's Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character's Brawl roll to become unpinned every round until defeated or successful escape. Crocodiles do two strikes to Pinned enemies on a successful strike.
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-Crocodile Tears- +2 to Deceive.
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-Death Roll- Spend a Will Point and the character may choose to roll their Brawl vs. an enemy's Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character's Brawl roll to become unpinned every round until defeated or successful escape. Crocodiles do two strikes to Pinned enemies on a successful strike.
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Attribute Bonuses: +2 Robustness, +2 Charisma, -2 Agility
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Small Cats
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Size Small
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Natural weapons: Claws and teeth provide +2 to Brawl, assuming they can hook them into a vulnerable place.
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Racial Traits:
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Slippery Git: +2 to Ledgermain rolls.
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Tree Climber: +3 to Acrobatics rolls involving climbing.
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Nine Lives: Spend a Will Point to miraculously survive an attack that SHOULD have killed you, you lucky bastard. -1 Strike.
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Attribute Bonuses: +2 Agility, +2 Intelligence, -2 Sensibility OR:
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+2 Agility, +2 Charisma, -2 Intelligence.
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Elephant
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Size Large
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Natural Weapons: Tusks, Smash provide +2 to Brawl rolls.
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Racial Traits:
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An Elephant Never Forgets: +2 to all Science, Occult, Academia, or Insight rolls to remember something that you know.
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Terrifying: +3 to Intimidate if you are physically larger than your target.
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Hard Skin: +2 to Endure and Prevent Harm rolls.
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Flight: It is a rarely-known and carefully guarded secret that Elephants are capable of short-distance flights. Sssh! Spend a Will Point to achieve flight (slow, 20 meters a round) for one minute.
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Attributes: +2 Robustness, +2 Intelligence, -2 Charisma, -2 Agility.
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Insects
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Size Miniscule!
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Natural weapons: Stingers, Poisonous bites provide +2 to Brawl -- but you're playing a fools game if you think that's how you'll inflict any serious harm unless you've got one nasty dose of poison.
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Racial Traits:
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Creepy and Crawly: One rank of Intimidate, and your size is never a problem in an Intimidate roll.
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Flight: Whether an incredible jump or actual wings, you possess the ability to stay airborne pretty much indefinitely.
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OR:
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Scuttle: Spend a Will point to double your current Speed for a round -- this may be done as many times as you have Will points, and stacks.
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Absolutely Insignificant: +2 on Stealth rolls, and another +2 against Humans.
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Quick-legged: +2 to Prevent Harm checks.
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Attributes: -2 Robustness, +2 Intelligence, +2 Agility
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Birds:
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Size Small
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Natural Weapons: Beaks, Talons provide +2 to Brawl.
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Flight: Obviously, you can fly. That's just the nature of the beast.
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Birdsong: 1 rank of Music. Not all birds have birdsong, but this is Disney so they can sing regardless.
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Shiny!: +4 on Legerdemain when Stealing something shiny. (It's hidden in your beak.)
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Skyhunter: +2 to Brawl
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OR:
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Bird of Omen: 1 rank of Occult
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Attributes:
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+2 Agility, -2 Robustness, +2 Charisma (Pretty bird!)
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Horses:
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Size Large
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Natural Weapons: Hooves provide +2 to Brawl.
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Racial Traits:
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Run Like The Wind (Name Pending): +2 to Athletics and Travel. Add 20 meters to base speed. +2 to Agility cap.
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Smarter Than You Look: 1 rank in Academics, Occult, or Science (Filler trait. I really have no idea what to add for horses.)
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Attribute Bonuses: +4 Agility, -2 Sensibility.
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Snakes:
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Size: Small to Medium
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Racial Weapons: Constricting coils OR Venomous Bite provide +2 to Brawl
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Racial Traits:
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Slow: -20 meters a round. If this would somehow leave you with no speed, you move one meter a round.
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Trussssst Me: +2 to Deceive.
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Gift of Kaa: Spend a Will point to roll Deceive+Charisma against an opponent who can see you. (They roll Sensibility+Endure) If you gain a Strike against them, instead of being defeated or gaining a Strike, you may order them to obey one command that does not immediately endanger their life. After one minute this hypnosis wears off.
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Cold-Blooded: +2 to Stealth and +2 to resist Fear.
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Snake Charmer: +2 to Persuasion.
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Attributes: +2 to Charisma, +2 to Agility, -2 to Robustness 
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OR:
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+2 to Charisma, +2 to Robustness, -2 to Sensibility
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CARNOSAUR
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Size: Giant, occasionally Large (Small male Allosaurus, etc)
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Natural weapons(Bite, Smash) provide +2 to Brawl.
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Racial traits: 
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Lizard King: +3 on all Social rolls against Lizards and other cold-blooded landdwellers.
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Bonecruncher: Ignores Armor on Brawl or Melee rolls 
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OR:
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Slicing Teeth: +2 on Brawl and Melee rolls using natural weapons.
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Bull Charge: Make the bonus +2, and stacks with Giant Size bonus for a total of +6 on a charge.
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Impossible Strength: +2 to Robustness Cap
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Attributes: +2 Robustness to stack with the +4 for Giant, for a total of 12 of 14.
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+2 Agility, -2 Intelligence, -2 Sensibility.
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Tyrant's Roar: Spend a Will Point to gain +10 to an Intimidate roll, and it affects everyone within a hundred meters instead of one target.