Millions of years ago, bats were banished into the night, either by the gods or the other animals, for some long-forgotten crime, real or perceived. Since that day, they have embraced the darkness and spread to every corner of the world, quietly serving as pest controllers and pollinators for their friends, the trees and flowers. Next to rodents, they are the most widespread group of mammals in the world.
They are especially appropriate in a Creepy Crawlies campaign, where they can adopt the Familiar niche. In classic fantasy settings like the Trucewood Vale, they can also be Magic-Users.
There are two main types of bats: megabats and microbats. Each shares certain characteristics, while also maintaining unique traits.
All bat characters have the following Species Traits:
- Confuse Foes: Bats can flitter about the heads of land-borne opponents, confusing their senses. For every 5 (megabat) or 10 (microbat) bats co-operating on a confusion attack (minimum of 1 bat), one Medium-sized terrestrial opponent can be affected; each such target suffers a -2 penalty on all attack and saving throw rolls for the duration of the attack. Spell-casters or other foes with abilities that require concentration or precision must make a Paralysis save (at the above -2 penalty) or be unable to concentrate well-enough to carry out such tasks. Thus, their spell-casting is ruined.
- Flight Ability: Bats are the only species of mammal capable of true natural flight.
- Flyby Attack
- Low-Light Vision
- Swoop Maneuver
Most megabat species are frugivores or nectarivores, and have an intimate knowledge of plants.
AT (Dam): 1 bite (1d3)
Beginning HP: 3 
MV: 1; 8 flying
Species Traits: In addition to the common bat traits above, megabats have the following abilities.
- Growth Spurt: Megabats become Small in SZ at 2nd Total Levels. The largest megabats have wingspans of 5 feet.
- Plant Lore: Megabats get a +2 bonus on all lore checks involving knowledge of plants. In fantasy settings, they automatically know the languages of treants and other plant creatures.
- -4 penalty on all lore checks involving feats of strength
- Suitable Niches: Herbalist, Runner, Scout, Seer, Trickster, Warrior
AT (Dam): 1 bite (1d3 [1d4])
Beginning HP: 2 
MV: 1; 8 flying
Species Traits: In addition to the common bat traits above, microbats have the following abilities.
- Echosight: Though not truly blind, microbats rely more heavily on their hearing than on their sense of sight or smell. Thus, they suffer no penalties when making Scout lore checks if using their hearing, but a -2 penalty when using sight or smell. They can ignore the effects of attacks or effects that blind their targets, provided such attacks do not also deafen them.
- Growth Spurt: Microbat characters have the option of becoming Tiny at 2nd Total Level, but are never required to do so.
- -5 penalty on all lore checks involving feats of strength
- Suitable Niches: Healer, Runner, Scout, Seer, Storyteller, Trickster