NEW CHIMAERAS & THROWBACKS

Ninja mutant creatures unite. Here's the place to do it.

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Kuseru Satsujin wrote:TENGU [Genetic Chimera]
Description
: Basically mutant crows mixed with some human DNA to breed the classic mythological Tengu.
Size Level: 8
Build: Medium
Mutant Changes & Costs
Total BIO-E
: 25
Attribute Bonuses: +3 to I.Q., +2 to M.E., Brute Strength and +2 to P.S.
Human Features
Hands
: Extra Limbs: Pair of Human Arms and Hands: Full
Biped: Full
Speech: Full
Looks: Partial; Wings and body covered in black feathers, long feathered tail, lean body with broad shoulders, short neck, thin legs and large four-toed feet. Head is round with a red face, large beak and small, dark round eyes.
Natural Weapons:
5 BIO-E for 2D4 damage Talons on feet
5 BIO-E for 1D4 damage Beak
10 BIO-E for 2D6 damage Talons on feet
10 BIO-E for 1D6 damage Talons on hands
10 BIO-E for 2D4 damage Beak
Mutant Animal Powers:
5 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Affinity
5 BIO-E for Advanced Vision
10 BIO-E for Advanced Smell
10 BIO-E for Leaping: Standard
20 BIO-E for Leaping: Feline
10 BIO-E for Extra Physical Prowess
10 BIO-E for Beastly Strength
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extraordinary Speed
5 BIO-E for Glide
15 BIO-E for Basic Flight
25 BIO-E for Soaring Flight
25 BIO-E for Raptor Flight
30 BIO-E for Acrobatic Flight
5 BIO-E for Internal Compass
Vestigial Disadvantages:
-5 BIO-E for Diet: Carnivore
-5 BIO-E for Vestigial Tail
-10 BIO-E for Vestigial Wings
-15 BIO-E for NO bird tail and wings at all
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glitterboy2098 wrote:Thracian Horse (chimera)
Original Animal Characteristics:
Description: Created for the Olympus Theme Park in Greece, this chimera is a Carnivorious Horse, based on the Horses of King Diomedes in the tales of Heracles. to create these animals, Genetic engineers spliced Canine DNA into the Horses, resulting in a rather odd mix that is purely Equine in appearance, until it bares its sharp teeth and large fangs.
Size Level: 18
Height: 48 to 60 inches (1.2 to 1.5 m) tall at he shoulder.
Weight: 800 to 1,400 lbs (360 to 630 kg.)
Build: Medium

Mutant Changes and Cost:
Total BIO-E: Zero
Attribute Bonuses: +3 P.S. and +10 Spd.

Human Features:
Hands: 10 Bio-E for Partial, or 15 for full
Biped: 10 BIO-E for partial, or 15 for full
Speech: 5 BIO-E for Partial, or 10 for full
Looks:
None: Basically an intellgent horse that may have some human features such as hands or bipedal stance.
10 BIO-E for partial: a humanoid with a horse head or long muzzled face, large tubular ears on top of the head, wide spaced eyes, mane of long hair on top of the head and running down the back, short broom like tail, powerful build, thin arms and legs, three toes and fingers.

Natural Weapons:
5 Bio-E for hooved Hands, punches do 2D4+2 damage
5 BIO-E for Hooved Feet, kicks do 2D6 damage

Mutant Animal Powers:
5 BIO-E for Advanced Hearing
10 BIO-E for Advanced Taste
10 BIO-E for Extra Intellegence
10 BIO-E for Extra mental Affinity
15 BIO-E for Extra Physical Prowess
5 BIO-E for Physical Beauty
5 BIO-E for Extraordinary Speed
10 BIO-E for Leaping: Standard
5 BIO-E for Brute Strength

Vestigal Disadvantages:
-5 BIO-E for taking vestigal hooves
-5 BIO-E for taking Vestigal tail
-5 BIO-E for taking Diet: Carnivore
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glitterboy2098 wrote:Unicorn (chimera)
Original Animal Characteristics:
Description: Created for the Olympus Theme Park in Greece, the unicorn proved less successful than expected, as it was not the beautiful horned horse of myth, due to the Rhino Genes required to create it. it resembles a Przewalski's Horse, small and stocky, with a rhino like horn growing out of it's snout.
Size Level: 18
Height: 48 to 60 inches (1.2 to 1.5 m) tall at he shoulder.
Weight: 800 to 1,400 lbs (360 to 630 kg.)
Build: Medium

Mutant Changes and Cost:
Total BIO-E: Zero
Attribute Bonuses: +5 P.S. and +8 Spd.

Human Features:
Hands: 10 Bio-E for Partial, or 15 for full
Biped: 10 BIO-E for partial, or 15 for full
Speech: 5 BIO-E for Partial, or 10 for full
Looks:
None: Basically an intellgent horse that may have some human features such as hands or bipedal stance.
10 BIO-E for partial: a humanoid with a horse head or long muzzled face, large tubular ears on top of the head, wide spaced eyes, mane of long hair on top of the head and running down the back, short broom like tail, powerful build, thin arms and legs, three toes and fingers.
15 BIo-E for Full: Human with full head of long, silky hair or mohawk style bristly hair, long face, wide mouth, buck teeth, large eyes, pointed ears and a powerful build.

Natural Weapons:
5 Bio-E for hooved Hands, punches do 2D4+2 damage
5 BIO-E for Hooved Feet, kicks do 2D6 damage
10 BIO-E for a large Rhino like horn over its nose, 2D4 damage

Mutant Animal Powers:
5 BIO-E for Advanced Hearing
10 BIO-E for Advanced Taste
10 BIO-E for Extra Intellegence
10 BIO-E for Extra mental Affinity
15 BIO-E for Extra Physical Prowess
5 BIO-E for Physical Beauty
5 BIO-E for Extraordinary Speed
10 BIO-E for Leaping: Standard
20 BIO-E for Leaping: Rodent
5 BIO-E for Brute Strength
10 BIo-E Beastly Strength

Vestigal Disadvantages:
-5 BIO-E for taking vestigal hooves
-5 BIO-E for taking Vestigal tail
-5 BIO-E for taking Diet: Herbivore
-10 BIO-E for taking Prey Eyes
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Anonymous wrote:Unicorn (Genetic Chimera)
Description: In the 20th century all girls wanted horses, well before the bomb all they wanted were
Unicorns & many got them. Many traveled to the Rockies and formed herds in the Midwest with the
Pegasus. They were created by combining Lipizzan Stallions, goats, and narwhales.
Size Level: 18
Build: Medium
Mutant Changes & Costs
Total BIO-E: 10
Attribute Bonuses: Beastly Strength, +4P.E., +12 Spd
Human Features
Hands: 5 BIO-E for Partial or 10 BIO-E for Full
Biped: 5 BIO-E for Partial or 10 BIO-E for Full
Speech: 5 BIO-E for Partial or 10 BIO-E for Full
Looks: None, a horse with a long mane and tail, hairy fetlocks (hooves) and a horn in the center of its
forehead, males almost always have a beard/goatee. Unless "perfect" looks are taken these mutants
keep the horn and hairy fetlocks (wrists and anckles), and beard. Their colors range between white
gray and black
5 BIO-E for Partial or 10 BIO-E for Full
Natural Weapons
5 BIO-E Horn does 1D4+2
5 BIO-E Hoofed hands, punches do 2D4+2 damage
5 BIO-E Hoofed feet, Kick does 2D6 damage
Animal Abilities
5 BIO-E for Advanced Hearing
10 BIO-E for Advanced Taste
10 BIO-E for Extra Intelligence
10 BIO-E for Extra M.A.
10 BIO-E for Extra M.E.
10 BIO-E for Extra P.E.
15 BIO-E for Extra P.P.
5 BIO-E for Extra P.B.
5 BIO-E for Extraordinary Speed
10 BIO-E for Leaping Standard
20 BIO-E for Leaping Rodent
Vestigial Disadvantages
-10 BIO-E for taking Domestication
-5 BIO-E for taking Vestigial Hooves
- 5 BIO-E for taking Vestigial Tail
-10 BIO-E for taking Prey Eyes
-5 BIO-E for taking Diet: herbivore
-5 BIO-E for taking Vestigial Horn
Last edited by Guest on Wed Feb 28, 2007 9:40 am, edited 1 time in total.
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Anonymous wrote:Yeti (Pure Breed Genetic Chimera)
Description: When it was discovered that the legendary Yeti (known in some parts of the world as The
Abominable Snowman) was a hoax, many humans manipulated their own DNA to bring this legend to
life. As the legends tell, the Yeti is a large humanoid like creature, cover completely in long hair. Most in
North America are of a brown coloration, while those in colder, Arctic climbs are a white color. This
serves to enable them to blend in with the natural landscape to avoid detection.
Size Level: 15
Build: Medium
Mutant Changes & Costs:
Bio-E: 0
Attribute Bonuses: Beastly Strength, +3 P.P.
Human Features:
Hands: Full
Biped: Full
Speech: Partial
Looks: Partial
Natural Weapons: None
Animal Abilities
5 Bio-E for Extra I.Q.
5 Bio-E for Extra M.A.
5 Bio-E for Extra M.E.
5 Bio-E for Extra P.E.
5 Bio-E for Extra P.P.
10 Bio-E for Extraordinary Speed
15 Bio-E for Crushing Strength
Automatically gets the following
Advanced Vision
Night Vision
Advanced Hearing
Advanced Smell
Vestigial Disadvantages
-5 Bio-E for taking Color Blindness
-10 Bio-E for taking Musk Glands
-10 Bio-E for taking Nocturnal
-10 Bio-E for taking Reptile Brain: either
Last edited by Guest on Wed Feb 28, 2007 9:40 am, edited 1 time in total.
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Anonymous wrote:NOTE: Night Mare Take any horse and add these modifications:
Description: Jet Black hair blood red eyes, Night Mares despise Unicorns and Pegasus for their beauty and grace.
Attribute Bonuses: +10 Spd., -3 P.B., & +10 P.E.
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Gazirra wrote:Cereberus Hound (Chimera)

Original Animal Characteristics
Description: Created by a Pre-Crash scientist, the Cereberus is a large, three-headed canine from right out of Greek Mythology. They tend to be carnivorous and seem to possess a one-track mind. They are excellent guards, true to the mythological canine guardian of the Underworld from which they get their name.
Size Level: 13
Length: to 7 feet
Weight: to 350 pounds
Build: Medium

NOTE: All features bought affecting the head affect all three heads, unless the Separate Consciousnesses Disadvantage is bought. Between the heads (on the necks) is a stretch of spinal cord which relays information between the heads for instantaneous thought in all of them.
Mutant Changes and Costs
Total BIO-E: 10
Attribute Bonuses: PS: +8, Brute PS, PE +4

Human Features:
Hands: 5 BIO-E for Partial
10 BIO-E for Full
Biped: 5 BIO-E for Partial
10 BIO-E for Full
Speech: Partial Automatic
10 BIO-E for Full
Looks: None. An intelligent four-legged, three-headed canine.
10 BIO-E for Partial. Humanoid with three fierce canine heads and black fur-covered body
Full Looks not possible (due to the three heads thing)

Natural Weapons
5 BIO-E for 1d6+1 damage Running Claws
5 BIO-E for 1d8+2 damage canine Teeth
10 BIO-E for 2d6+4 damage canine Teeth

Mutant Animal Powers
Automatically gets Advanced Vision
5 BIO-E for Advanced Smell
10 BIO-E for Advanced Hearing
10 BIO-E for Beastly Stregnth
20 BIO-E for Crushing Strength
5 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Physical Prowess
10 BIO-E for Extraordinary Speed
5 BIO-E for Predator Burst
10 BIO-E for Leaping: Standard
15 BIO-E for Sulphurous Smoke Breath: the Hound exhales a cloud of sulphurous gas in a 15 foot radius, forcing all within to make a save vs. poison.The stench of sulfur causes watery eyes, burning nose and throat, and nausea. All who fail the save vs. poison take 1d6 damage per melee round and has a -30% chance of vomitting once per round, causing the player to lose intiative, one melee attack/action, and is -2 to strike/parry/dodge while in the Sulphur Breath area. Those who save are unaffected. Duration: 6 melee rounds unless blown away by strong winds. Usable only three times per 24 hours
15 BIO-E for Obscuring Smoke Breath: Creates a dense, black smoke cloud with an area of 20'*20'*20'. Victims within the cloud are -8 to strike/parry/dodge. Causes the victims to cough and choke. Usable only 4 times per 24 hours

Vestigial Disadvantages
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptile Brain: Predator
-15 BIO-E for Separate Consciousnesses (special): Normally, the Cereberus Hound has only one consciousness divided between its three heads. All features bought affecting the head affects all three. However, with this Vestigial Disadvantage, each head is unique in its personality. This means that the player will need to roll up three sets of mental stats and buy separate Mutant Animal Powers for each head, with all the trouble that brings.
-15 BIO-E for Vestigial Ears
-10 BIO-E for Nocturnal
-15 BIO-E for Colorlbindness
-10 for Vestigial Head: the two "side" heads act like normal dogs, barking, howling, snapping, stealing food, etc.
NOTE: Only one type of Head disadvantage may be bought. The Chimera is stuck with normal heads (one consciousness), Separate Consciousnesses, or Vestigial Heads.

I would greatly appreciate tons of feedback for this one, I want it to be pretty cool, but I don't really know how to balance Chimeras yet :)

Edit: changed a few things thanks to Kuseru pointing out the problems and making several suggestions. ^_^
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Big Red wrote:I was mulling over a few things this afternoon, instead of sleeping like I should have been, and kept coming back to a little annoying thought about how much I'd like to have seen an AtB sourcebook that described the Ganeshi. I dug my book out this evening (well, it was actually already sitting right next to my keyboard), and came up with the following. I realize they're a bit powerful, and may be more appropriate as NPC's than PC's, but I think it captures the general feel of the characters hinted at in the book. Let me know what you think.

Elephant: Ganeshi (Purebred Chimera)
ORIGINAL ANIMAL CHARACTERISTICS
Description: The Ganeshi are the powerful, purebred elephant rulers of the Indian subcontinent (what was formerly India, Afghanistan, Kajikstan, Kyrgystan and Burma). Citizens of Ganesh believe them to be divinely spawned, although they are most likely the result of genetic experimentation by the pre-Crash Indian government. They are elephant-sized humanoids, and extremely powerful psychics. Each Ganeshi has a third eye, which glows a bright golden color when they use their psionics. They can appear in their astral form, can teleport themselves and other large objects, and can control others with their gaze. They may have multiple arms, and as many as 8 tusks, although the ones with a single, small tusk are the most powerful psionically. They wear elaborate jewelry, clothing and makeup. They communicate with their subjects telepathically, eschewing television, newspapers and other forms of mass media (certain Ganeshi are trained as mass communicators, and have Telepathic Listening & Transmission at a range of 100 miles per level of experience, but have no other additional psionics). They are worshipped as gods by their subjects, and make regular displays of their vast powers in order to remind them of their apparent divinity.
Size Level: 22 (minimum 18)
Height: to 20 feet (7.6 m) tall
Weight: to 5 tons
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 2D4x10, to be used on Psionics and Mutant Animal Powers only. Characters can trade in Size Levels (down to SL 18) for additional BIO-E.
Attribute Bonuses: +4 I.Q., +2 M.A., +6 M.E., Brute Strength, +8 P.S.

HUMAN FEATURES
Hands: Automatically Full. Ganeshi have 1D8 pairs of arms. Those with two or more pairs automatically receive the power of Multi-Limb Coordination. Each additional pair of arms past the first gives a bonus of +1 to Strike and Parry. Characters with 2-4 pairs of arms receive one additional hand-to-hand attack per melee; 5-7 pairs of arms receive two additional attacks, and 8 pairs receive 3 additional attacks.
Biped: Automatically Full
Speech: Automatically Full
Looks: None. The Ganeshi are massive, humanoid elephants, with a huge pot belly, thick, powerful limbs, and a third eye in the center of the forehead that emits a bright golden light whenever they use their psionic abilities.

Natural Weapons:
All Ganeshi have up to 8 tusks, although those with a single tusk have the most powerful psionics. Roll percentile dice to determine the number of tusks. 01-95 means the character has 1D4 pairs of tusks. These are full-sized elephant tusks, and powerful weapons. A single pair does 5D6 points of damage, and each additional pair adds another 1D6 to that (up to 8D6 total). Characters who roll 96-00 have a single, short, stubby tust that is not effective in combat situations. However, they receive a bonus of 1D4x10+10 BIO-E to be spent on Mutant Animal Psionics.

Mutant Animal Powers:
Each Ganeshi automatically gets Extra Limb: Advanced Prehensile Trunk, Padded Feet, Low-Frequency Wave Detection (see After the Bomb®, page 106, for descriptions of these three powers), Advanced Vision, Advanced Hearing, Advanced Smell and Natural Armor (Thick Skin): A.R. 8, +25 S.D.C.
10 BIO-E for Beastly Strength.
20 BIO-E for Crushing Strength.
5 BIO-E for Advanced Touch.
5 BIO-E for Advanced Taste.

Mutant Animal Psionics:
The Ganesh automatically receive the abilities of Astral Projection, Psionic Teleportation (available to the Ganeshi ONLY), and Hypnotic Suggestion (double the normal range and duration). They can also purchase additional psionic abilities not normally available to other mutant animals, although BIO-E costs are listed in case the Game Master chooses to allow their inclusion. The Ganeshi are extremely powerful psionics, and receive all purchased powers at double the normal range and duration. The Ganeshi are also the only psionic mutant animal characters who can use more than one psionic ability at a time. At first level, all Ganeshi are limited to the standard of one power in use at a time. They can use one additional power simultaneously at levels 2, 5, 8, 11 & 14.
Astral Projection:
Same as the ability found in Heroes Unlimited™ and Rifts®, except that the Ganeshi is visible to all others, and appears as a glowing, blue version of their regular self.

Psionic Teleportation
Range: One mile (1.6 km) per level of experience, unless the character has an exceptional M.E. Characters with an M.E. of 16 or higher have a ranges of their M.E. bonus (vs. psionic attack) plus one mile per level of experience. In other words, a character with an M.E. of 22 would have a range of 5 miles (8 km) per level of experience. Double the range for characters with a single tusk.
Duration: Instant.
Minimum M.E.: None.
Saving Throw: None.
BIO-E Cost: An inherent power only available to the Ganeshi.
The Ganeshi can instantly transport himself and up to 1,000 lbs (450 kg), per level of experience (twice that if the Ganeshi only has one tusk), miles away. To teleport, the character must have a mental picture of his destination. The best results can be achieved when the character is personally acquainted with the target destination, some place he has visited or knows well. However, locations seen in photographs or described in detail can also be reached, but there is always a chance of a miscalculation.
The Ganeshi can teleport himself alone, or other people and objects within 20 feet (6.1 m) of him. The total number of people and items which the mystic can teleport is limited by the amount of weight he can handle (1,000 lbs/450 kg per level of experience, double for characters with a single tusk). The following tables indicate the chance of a success and the results of a failed teleport. Note: Characters who use Remote Viewing or Object Read (see below) to view a place before teleporting to it receive a bonus of +15%.
Chances of a successful teleport:
•Teleporting to a familiar location or a destination visible from one's starting point: 99%.
•A place seen only a few times before (2-6 times): 85%.
•A place seen in a photo (the photograph is being looked at during the moment of teleportation): 80%.
•A place never visited before, but described in detail: 58%.
•A place never before visited and known only by name or brief description: 20%
Results of an Unsuccessful Teleport:
01-40%: Appear at the wrong place. No idea of present location; 3D6x10 miles off course.
41-75%: Appear at the wrong place. No idea of present location; 1D6x10 miles off course.
76-98%: Teleport several feet above the ground; everybody falls, suffering 2D6 damage.
99-00%: Teleport into an object; instant death.
A few Notes: A character cannot Teleport away and leave behind something that was implanted in him. A character can Teleport into the air, but he is still subject to the dangers of the environment and will fall to the ground unless some other means are used to prevent or cushion the fall. A character can Teleport a vehicle he is inside, along with himself as long as the total weight (including passengers and cargo) is under his maximum weight limit. Teleporting into water is not dangerous as long as the character can either swim or has an air supply and doesn't Teleport too deep. Once a character has teleported away, he has made a clean getaway. However, if the teleporter has left behind a personal object, a psychic can use the Object Read ability to get a general idea of his location or direction. Attempting to Teleport (whether successful or not) takes up two melee actions. This ability can NOT be used to deliberately Teleport an enemy into a solid object.

The following abilities are the same as the abilities found in Heroes Unlimited™ and Rifts®, but can be purchased by the Ganeshi for the amounts listed, and used the same as other Mutant Animal Psionics.
Bio-Regeneration (Super): 20 BIO-E
Induce Sleep: 10 BIO-E
Intuitive Combat: 20 BIO-E
Mentally Possess Others: 20 BIO-E
Mind Bolt: 20 BIO-E. Does 1D6 points of damage at level one, and an additional 1D6 points of damage at levels 3, 5, 7, 9, 11, 13 & 15. For Ganeshi, does 1D6 points of damage per level of experience, at double the range.
Mind Bond: 10 BIO-E
Mind Wipe: 15 BIO-E. Making the memory loss permanent costs the mutant animal character 4 M.E. points and 2 P.E. points.
Object Read: 10 BIO-E
Psychic Body Field: 20 BIO-E. Provides a telekinetic force field with 25 S.D.C. per level of experience (double for Ganeshi)
Remote Viewing: 10 BIO-E
Speed Reading: 5 BIO-E
Telekinetic Lift: 10 BIO-E

Vestigial Disadvantages:
Automatically gets Diet: Herbivore. All Ganeshi are vegetarians.
-5 BIO-E for Nearsightedness.
-5 BIO-E for Color Blindness.
-5 BIO-E for Vestigial Tail.
-5 BIO-E for Musk Glands
-5 BIO-E for Partial Hands, or -10 BIO-E if the character has 4 or more pairs of arms. Ganeshi characters can not have a mix of full and partial hands, it’s either one or the other.
-5 BIO-E for Human Speech: Partial
-10 BIO-E for Human Speech: None. Must purchase Telepathic Transmission to make up for this.
-20 BIO-E for No Third Eye. The character has devoted himself to developing his physical body, rather than his mental abilities. Reduce range and duration of all psionic abilities by half, but add +4 to P.S., +6 P.E. and +50 to S.D.C.
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duck-foot wrote:Torgyr (Chimera)
Description: A torgyr is a cross between a dog, tiger and baboon. They resemble large pitbulls that stand 4ft at the shoulder on ll fours, with tiger stripes and clawed fingers and toes ad prehensile feet.
Size Level: 12
Length: 6-7 feet (1.8 to 2.1 m)
Weight: 200 to 300 lbs (90 to 136 kg)
Build: Medium
Mutant Changes & Cost
Total BIO-E: 20 (for psionics only)
Attribute Bonuses: +5 P.S. Beastly Strength, +3 P.P., +5 P.E., +3 Spd
Human Features:
Hands: The front pair are automatically full
Biped: Partial. The character can walk at half speed, and fight erect, but tends to run on all fours.
Speech: Automatically partial
Looks: Like a large striped dog with thumbs and prehensile feet.
Natural Weapons:
Automatically has 2D6 claws
Automatically has 3D6 canine teeth
Mutant Animal Powers:
Automatically has Advanced Vision
Automatically has Advanced Smell
Automatically has Advanced Hearing
Automatically has Leaping: Feline
Automatically has Improved Prehensile Feet. The character has prehensile feet like an ape, however the thumb and fingers are equivalent length to a humans making them just has good at manipulating objects as a human hand. No penalities.
Vestigial Disadvantages:
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptilian Brain: Predator
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duck-foot wrote:Slepnir (Chimera)
Description: Slepnir are eight legged mutant horses that have been crossed breed with spiders. Although they have insect DNA they do not appear insect like, they simple look like a multilegged horse. For what purpose they were made for is unknown, most suspect it was a bet by two collage students trying to out do one another. The slepnir are very sore of their appearance and do not like being harassed. This will incite them to attack or take revenge later.
Size Level: 14
Height: 6-7 feet (1.8 to 2.1 m)
Weight: 600 to 1,000 lbs (272 to 454 kg)
Build: Long
Mutant Changes & Cost
Total BIO-E: 10 (for psionics only)
Attribute Bonuses: +10 P.S. Beastly Strength, +5 P.P., +1 P.E., +4 Spd, -1 M.A., -2 M.E., - 1 P.B.
Human Features:
Hands: Automatically Partial for the first pair, the last three pair are simple normal horse legs.
Biped: Automatically None
Speech: Automatically partial
Looks: None. It looks like an eight legged horse.
Natural Weapons:
Automatically has 1D6 blunt teeth
Automatically has 3D6 back kick attack. The opponent must be behind the character to be hit. The slepnir is -2 to such attacks. Enemies hit that are the same size level or under will be 80% likely to fall off balance losing one attack and initiative.
Mutant Animal Powers:
Automatically has Advanced Taste
Automatically has Advanced Hearing
Automatically has Leaping: Rodent
Automatically has Great Balance: Due to the horses many legs the character has a +4 bonus to balance checks (+30%, if using D%). This also makes it exceptionally hard for opponents who are not aleast 3 size levels larger to trip the character. All such attacks are at -4, and -1 per every two size levels the attacker is smaller than the slepnir. Characters 3 size levels or larger are at -2.
Automatically has Multi-Spectrum Sight: The slepnir is able to see in 30% more colors than a human and most animals. This can be valuable for detecting hidden opponents, traps or items that are of a similiar color, but vary just a degree or two. The character is +15% to Detect Concealment and Traps and Detect Ambush, and (optional) +3 to Perception rolls. If the character does not automatically have these skills, then he starts out with them at half base percentage.
Vestigial Disadvantages:
-5 BIO-E for Diet: Herbivore
-10 BIO-E for Reptilian Brain: Prey
-10 BIO-E for Prey Eyes
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duck-foot wrote:Ulligila a.k.a Chupacabra (Chimera)
Description: The chupacabra is a lizard-like humanoid creature with scaly green/gray, or sometimes black skin and sharp quills running down its back. The creature stands approximately 3 to 4 feet tall. It has a human-like face with no noticable lips, nose or ears, its head is very large, and it has black almond shaped eyes and a a mouth filled with razor sharp teeth and a forked tongue protruding from it. It has long kangaroo-like legs capable of great leaps. Males will have pair of large bat-like wings.
Size Level: 6
Length: 3 to 4 feet (.9 to 1.2 m)
Weight: 80 to 100 lbs (36 to 45 kg)
Build: Medium
Mutant Changes & Cost
Total BIO-E: 0
Attribute Bonuses: +2 P.S., +4 P.P., +5 Spd (does not count when walking), -4 I.Q.
Human Features:
Hands: Automatically Partial: Although, the chupacabra has complete movement in its fingers, thumbs and joints in its hands, the beasts claws are so thick and sharp that they constantly get in the way of manual tasks.
Biped: Automatically Partial: The chupacabra is like a kangaroo. It is actually easier and less exhaustive for this beast to hop then it is to walk. When it walks it does so like a kangaroo by taking tiny hops. Its speed is reduced by half when walking.
Speech: Automatically None. The beast cannot speak, at all. It can only grunt, howl, bark, growl and scream.
Looks: Like a creature out of an alien horror movie. Some have remarked that it looks very similar to a beastly gray alien. This leads many to believe that it is indeed a gray experiment. But, like all the other chimeras, anybody’s guess can right or wrong.
Natural Weapons:
Automatically gets 2D6 canine teeth
Automatically gets 2D6 claws on the hands
Automatically gets 3D6 talons on the feet
Mutant Animal Powers:
Males get Wings and Raptor Flight. This is a notable sexual dimorphism in the chupacabra species. Only mature adult males have wings. The wings will often stay curled up when the beast is sleeping upside down like a bat.
Automatically has Hopping: A muscle in the body acts as a rubber-band allowing the chupacabra to leap incredible distances. It is extremely efficient for long range travel at high speeds. The mutant beast can hop along at 25mph (40 km/h) for hours without getting tired or fatigued. Maximum speed is 50 mph (70 km/h), time is limited by the mutants P.E. quadruple for leaps and jumping. +3 to auto-dodge, +8 damage to leap kikes.
Automatically has Winter Torpor
Automatically has Advanced Hearing
Automatically has Advanced Smell
Automatically has Super Nightvision: Double the usual the range. The chupacabra, also needs much less light to see 1/20, then most normal mutants and animals.
Vestigial Disadvantages:
Automatically gets Glowing Eyes: When the chupacabra becomes exited in any way, or it starts to feed the beats eyes will begin to glow a dark red. This will instill in all non-chimeras or gray experiments (another link to the grays?) an overriding sensation of fear. HF: 12. On the downside this makes them easy to target at nighttime to individuals that are not afraid of this creature. Even in a dark area those attacking a chupacabra while its eyes are glowing get a +1 to strike, and are not considered to be shooting or attacking blindly.
Automatically gets Reptilian Brain: Predator
Automatically gets Diet: Carnivore
Automatically gets Nocturnal
Automatically gets Diet Hemavore: Character must drink blood to survive. Needs one pint of blood per size level each week, No other food will suffice. Without blood the character will starve to death.
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Unread post by Rathorc Lemenger »

You wouldn't happen to know what the Human Looks for the Mytho's creatures on some of the pages (the ones that don't have looks described in their stat bloacks) would be, would you?

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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rathorc Lemenger »

It's just that I was hoping to add them to an alphabetical list thread that I had posted earlier. Some people probably still remember the thread that I'm talking about.

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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rathorc Lemenger »

Sorry Duck-Foot-Sama, I meant in an earlier topic. You even posted on it.

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Re: NEW CHIMAERAS & THROWBACKS

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Flying Monkey (Genetic Chimera)

Description: Not wanting to be outshone by the Porkopolis Flying Pigs, geneticists at the Wortman Habitat for Primates in Boulder Colorado created a chimera inspired by the winged primates from the Wizard of Oz. These creatures proved to be so popular that countless variations were created by zoos and circuses all around the world. Unfortunately, some of these creatures had to be destroyed due to genetic defects which caused a few to become extremely violent. There were several instances of them attacking and eating other animals. Following the Crash, these monkeys came near extinction due to their inbred reliance on humans. The few that survived can be found in or near human populations. Those who have broken from their domestication typically stay far away from civilization, preferring life in the woods or mountains.

Original Animal Characteristics
Size Level: 4
Build: Long

Mutant Changes & Cost
Total BIO-E: 15
Attribute Bonuses: +3 IQ, +1 ME, +3 PP, +2 Spd.

Human Features
Hands: Partial
Biped: Partial
Speech: Partial
Looks: Partial

Natural Weapons
5 BIO-E for 1D6 damage Teeth.
10 BIO-E for 1D4 damage Razor-Sharp Nails.

Mutant Animal Powers
Automatically gets Extra Limbs: Wings & Basic Flight.
Automatically gets Prehensile Tail (use as partial hand)
Automatically gets Prehensile Feet (use as partial hand)
10 BIO-E for Soaring Flight.
15 BIO-E for Raptor Flight.
5 BIO-E for Advanced Vision.

Vestigial Disadvantages
-5 BIO-E Vestigial Tail
-5 BIO-E Diet Carnivore
-10 BIO-E Domestication
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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rathorc Lemenger »

No offense Rali, but aren't there already "Flying Monkey's" already on this board???

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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rali »

Rathorc Lemenger wrote:No offense Rali, but aren't there already "Flying Monkey's" already on this board???

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Yes there is: viewtopic.php?f=12&t=70702&p=1386736&#p1386736

However, besides the fact that Big Red's entry is actually a Flying Chimp (see description) there's nothing to say that there can't be multiple species of Flying Monkey, each with their unique differences.
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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rathorc Lemenger »

Don't get me wrong though. I DO like it, you know, the whole alternate bit.

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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rali »

Rathorc Lemenger wrote:Don't get me wrong though. I DO like it, you know, the whole alternate bit.

In a world like AtB, there is room for numerous different variations of chimera. The discussion in the Jersey Devil thread is a prime example of there being several different mutations, or chimera, that could be called a Jersey Devil since they are all named after a mythical creature.
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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rathorc Lemenger »

You just HAD to use one of my things as your example, didn't you Rali??? :lol: :lol:

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Re: NEW CHIMAERAS & THROWBACKS

Unread post by taalismn »

duck-foot wrote:using his own creation against him..... ouch


Moreau Doctrine...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rathorc Lemenger »

I'm saddened, truly saddened by it all.... Why?? I've yet to figure it yet.

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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rathorc Lemenger »

For that, I promise that I WILL RULE THE WORLD!!!!!! (maybe).

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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rathorc Lemenger »

Join me, Duck-Foot. Come to the darkside..... We will RULE TOGETHER.......

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Re: NEW CHIMAERAS & THROWBACKS

Unread post by taalismn »

Rathorc Lemenger wrote:Join me, Duck-Foot. Come to the darkside..... We will RULE TOGETHER.......

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Run, everybody...don't look back...just...start...running....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rathorc Lemenger »

Time to use our ultimate weapon.... The TELETUBBIES....

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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rathorc Lemenger »

Along with ...... Barney & Dora the Explorer. MWAHAHAHAHA.... Cough cough hack... Okey no more spicy nachos.

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Re: NEW CHIMAERAS & THROWBACKS

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Gene-Hound (Purebred)
http://is.gd/kRWi

The Gene-Hound is a transgenic chimera blend of Wolf, Blood Hound, and Rottweiler with the unique ability to track genetic markers. Their ancestors were designed to help scientists and law enforcement agencies track down genetically modified plants, animals, and humans that had escaped into the wild. Other animals were bred with the gene-tracking ability, but only the Gene-Hounds were known to survive after The Crash.

Empire of Humanity military will often bring a gene-hound along on raids to pick out any mutant animals that may be trying to hide themselves as wild animals, or used to track down any escaped military and/or political prisoners.

Size Level: 6
Build: Medium

Mutant Changes & Costs
Total BIO-E: 20, for Animal Psionics and Powers only.
Attribute Bonuses: +4 I.Q., +3 P.S., Brute Strength +3 M.E. and +5 Spd.

Human Features
Hands: Partial.
Biped: Partial.
Speech: Partial.
Looks: None.

Natural Weapons:
Automatically gets 1D6 Damage Canine Teeth
Automatically gets 1D4 Damage Running Claws
5 BIO-E for 1D6+1 Running Claws
5 BIO-E for 1D8+d Damage Canine Teeth
10 BIO-E for 2D6+4 Damage Canine Teeth

Unique Mutant Animal Powers:
Gene-Track (Special!). Like a souped-up Blood Hound, this ability allows the user to track and identify individuals by sampling their DNA through blood, hair, or even by clothes the target has worn for an extended period of time. The tracker's ability to track is proportional to the quality of the DNA sample:
High-Quality: 85%
Fair-Quality: 70%
Poor-Quality: 45%
With a high or fair quality sample, the tracker can point out the individual in a crowd. With a poorer sample, the tracker will only be able to track the target to a general area - within 50 yards.

This ability can also be used to track down mutated plants as long as there is a sample of some trait specific to the one being sought.

Mutant Animal Powers:
Automatically gets Advanced Smell.
5 BIO-E for Advanced Hearing
10 BIO-E for Advanced Taste
10 BIO-E for Leaping Standard
15 BIO-E for Beastly Strength
5 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Physical Prowess
10 BIO-E for Extraordinary Speed
10 BIO-E for Predator Burst
10 BIO-E for Internal Compass

Animal Psionics:
Most Gene-Hounds tend to have few, if any, psionics.

Vestigial Disadvantages:
Automatically gets Domestication
-5 BIO-E for taking Color Blind
-5 BIO-E for taking Vestigial Tail
-5 BIO-E for taking Vestigial Ears
-10 BIO-E for taking Diet: Carnivore
Last edited by Rali on Mon Jul 06, 2009 10:41 am, edited 1 time in total.
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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rathorc Lemenger »

WELL, I think the reason that he did it up as a Chimera might have to do with the fact that it has more than 1 canine species.

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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Rali »

duck-foot wrote:true, but a chimera is two or more completly unrealated species. a canine is still a canine. now if it was a tiger/wolf that would make sense. i would label this as a purebreed.

Good point. I'll change it's classification.
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Re: NEW CHIMAERAS & THROWBACKS

Unread post by Vrykolas2k »

The plural of "chimera" is "chimerae".
Eyes without life, maggot-ridden corpses, mountains of skulls... these are a few of my favourite things.

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