All page references are to The Fantasy Trip In the Labyrinth rulebook, unless noted otherwise.
A collection of my own musings, not to be taken too seriously. -HJC
The Zapkit looks like an ordinary house cat and has been mistaken for such by those unable to judge the distance. They are however much much larger and have the stats of dragons of the same size in hexes.
Their thick fur protects just as well as dragon scales with the extra benefit of gathering huge static charges. In place of a dragon's breath attack a Zapkit may expend the listed fatigue during the Renew Spells phase of a turn and then the first target hit by a claw attack and/or tail swipe that turn is then automatically hit by a second attack of the listed breath damage, but this is lightning and not fire damage as per Destruction of Magic Items (ITL 167). This ability is negated when the Zapkit's fur is soaked by say dunking the creature in a large enough body of water or passing a magic rainstorm over it.
Fortunately Zapkits cannot fly, but they are very fast and agile. The first MA number is their combat speed and the second MA number is their running speed which forbids combat options. Just like with dragon flight the Zapkit's first turn of running is at half their listed top speed and if they keep running they attain their top speed the next turn.
Even when running at top speed the Zapkit is able to perform one jump per turn (ITL 104) over great distances. Divide the distance to be jumped by the size of the creature in hexes when determining MA costs and jumping rolls.
The Zapkit is an agile and clever hunter. They have the talents of Area Knowledge (for their hunting range, which is at least their hex size in miles radius), Swimming (reluctant, but capable if hungry enough), Acute Hearing, Climbing, Silent Movement, Acrobatics, Tracking, Tactics, and Woodsman. Some larger Zapkits know more talents and sometimes also languages other than the most common their local prey speaks. A few are even literate.
The Zapkit is a highly skeptical beast reacting (and reacted to) with at least a minus one on reaction rolls. They get one free disbelief per turn, even when running at top speed.
Zapkit favor sandy deserts in which they bury their (useful for Chemists) dung. They live mostly solitary lives, but occasionally a 7-hex or larger female will be seen escorting her kits to instruct them on how to hunt tasty humanoids. All Zapkits hate magic and will relentlessly hunt down all who dare use magic against them. (Pointing out that they themselves are highly magical creatures will also bring their wrath.)
The Fantasy Trip(t.m.) is a trademark of Steve Jackson Games, and their rules and art are copyrighted by Steve Jackson Games. All rights are reserved by Steve Jackson Games.
This game aid is the original creation of Henry J. Cobb and is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.