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Posted: Fri Feb 23, 2007 6:14 pm
by Guest
Mephisto wrote:Lizard: Frilled Lizard
ORIGINAL ANIMAL CHARACTERISTICS
Description: When confronted by a threat, the Frilled Lizard opens its mouth wide, hisses violently, and pops up an umbrella-like frill of skin from around its neck. This gives the creature the appearance that its of a much greater size, not to mention ferocity, than it actually is.
Size Level: 3
Length: to 26 inches, with tail of to 17 inches
Weight: to 10 pounds.
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: 80
Attribute Bonuses:
M.A.: +2
Spd.: +2
HUMAN FEATURES
Hands: 5 BIO-E for Partial
10 BIO-E for Full
Biped: Partial Automatic
5 BIO-E for Full
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Long, skinny body with tail of equal length. Wedge-shaped head with protruding eyes. Character has a “cape” of loose skin around the shoulders that can be extended, like an umbrella, into a huge rigid collar.
5 BIO-E for Partial. Loose wrinkled skin, covered with scales. Body is long and thin, with skinny arms and legs. Short tail, huge head and eyes.
10 BIO-E for Full. Bald, with loose skin hanging all over the body. Slender build, with extremely long fingers and toes.
Natural Weapons: 5 BIO-E for 1D4 Claws: Running.
Mutant Animal Powers:
5 BIO-E for Advanced Hearing
10 BIO-E for Advanced Taste
10 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed
15 BIO-E for Heightened Speed. This is an increase in running speed that lets the character run at up to 30 mph for extended periods, and in bursts of speed up to 45 mph (limited by P.E.). +2 Strike, +4 Dodge.
15 BIO-E for Light Natural Body Armor; A.R.: 8 and S.D.C.: +20.
10 BIO-E for Leaping: Standard.
10 BIO-E for Brute Strength
10 BIO-E for Prehensile Tail
Vestigial Disadvantages:
-5 BIO-E for Vestigial Tail
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet: Insectivore.
-10 BIO-E for Nearsightedness
Posted: Fri Feb 23, 2007 6:14 pm
by Guest
Mephisto wrote:Lizard: Gila Monster
ORIGINAL ANIMAL CHARACTERISTICS
Description: Gila Monsters are carnivorous desert dwellers. They are the only venomous lizards. A related species, the Mexican Beaded Lizard is similar.
Size Level: 2
Length: to 24 inches
Weight: to three pounds.
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 90
Attribute Bonuses:
None
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; round, tubular body; scales with bright, mottled, yellow and brown pattern; blunt, triangular head; short, stubby arms and legs; long, fat tail.
5 BIO-E for Partial. Thick, round body; short arms and legs; bright colored scales in place of hair.
10 BIO-E for Full. Thick features, short, powerful arms and legs; bald with slightly mottled skin.
Natural Weapons:
5 BIO-E for 1D6 Claws: Digging
10 BIO-E for 2D4 Claws: Digging
5 BIO-E for 2D4 Bite (Poison Paralysis must be purchased separately)
10 BIO-E for 2D6 Bite (Poison Paralysis must be purchased separately)
Mutant Animal Powers:
5 BIO-E for Digging
10 BIO-E for Advanced Taste
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed
5 BIO-E for Leaping: Standard.
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength
15 BIO-E for Paralytic Poison Bite. The poison comes from the poison sacks in the lower jaw, along grooves in the teeth and into the victim. Victims must save vs. non-lethal poison to avoid being paralyzed. The poison does an additional +2 damage on top of the bite, even if the person saves against the paralysis.
Vestigial Disadvantages:
-5 BIO-E for Vestigial Tail
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet: Carnivore.
Posted: Fri Feb 23, 2007 6:14 pm
by Guest
Mephisto wrote:Lizard: Goanna
ORIGINAL ANIMAL CHARACTERISTICS
Description: Large reptiles found all over Australia. They eat rodents, rabbits, insects and especially birds. They are well camouflaged, coming in colors and patterns that blend in well with their environment.
Size Level: 5
Length: to 6 feet.
Weight: to 50 pounds.
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: 70
Attribute Bonuses:
P.S.: +3
P.P.: +1
P.E.: +2
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Round, tubular body, with sharp spines running along the back. Large head with huge mouth and jaw. Long, fat tail, covered in scales.
5 BIO-E for Partial. Round body, short arms and legs, and shiny scales in place of hair.
10 BIO-E for Full. Bald, with large features, widely spaced eyes, and no ears (just ear holes). Body is long and lean, with corded muscles visible in the arms and legs.
Natural Weapons: 5 BIO-E for 1D6 Claws: Climbing.
10 BIO-E for 1D6 Teeth
10 BIO-E for 2D6 Whipping Tail. Use as an extra hand to hand attack per melee round. The top of the tail is covered with a razor-sharp serration, like the blade of a steak knife.
Mutant Animal Powers:
10 BIO-E for Advanced Taste
10 BIO-E for Extra Mental Endurance
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
5 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Speed.
5 BIO-E for Leaping: Standard.
15 BIO-E for Leaping: Rodent
10 BIO-E for Prehensile Tail
25 BIO-E for Chameleon Camouflage Power. This is the power to change the pattern and color of the skin to blend in with the surroundings. Character can change at will with simple color changes taking under a minute, stripes or mottled patterns requiring as much as five minutes. So long as the character remains motionless there is only a 5% chance of being detected. Although this power is no substitute for the Prowl skill, it does give the character a +20% bonus to prowl.
Vestigial Disadvantages:
-5 BIO-E for Vestigial Tail
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet: Insectivore.
-10 BIO-E for Nearsightedness
Posted: Fri Feb 23, 2007 6:15 pm
by Guest
Mephisto wrote:Lizard: Komodo Dragon
ORIGINAL ANIMAL CHARACTERISTICS
Description: Includes both Komodo Dragons, found on several Pacific islands, and Gould's Monitors, found in Australia. These are predatory reptiles, similar to extinct dinosaurs, but with snake-like forked tongues. They are the world's largest surviving land reptiles.
Size Level: 13
Length: to 10 feet long
Weight: to 350 pounds.
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 30
Attribute Bonuses:
P.S.: +2
P.P.: +2
P.E.: +2
Spd.: +2
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Wide-snouted head with massive jaw. Wide, scaled body, with powerful arms and legs, and a long, thick tail.
5 BIO-E for Partial. Definite snout, no external ears, scales, and a wide, powerful body.
10 BIO-E for Full. Dark skinned and bald, with large jaw and wide features. Heavy, muscled body and limbs.
Natural Weapons:
5 BIO for 1D8 Claws: Heavy
5 BIO-E for 1D10 Teeth
Mutant Animal Powers:
5 BIO-E for Advanced Smell
5 BIO-E for Advanced Taste
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
5 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Endurance
5 BIO-E for Speed
5 BIO-E for Predator Burst
10 BIO-E for Light Natural Body Armor; A.R.: 6 and S.D.C.: +20
20 BIO-E for Medium Natural Body Armor; A.R.: 8 and S.D.C.: +30
30 BIO-E for Heavy Natural Body Armor; A.R. 10 and S.D.C.: +40
15 BIO-E for Bacterial Bite. The Teeth Natural Weapons must be taken before this can be selected. On a successful bite attack, the Komodo Dragon has a 1-60% chance of injecting in the victim a deadly bacteria. This bacteria attacks the P.E. of the victim, and the victim must make a save vs. lethal poison each four hours to avoid further damage. On a successful save, the victim remains shaken and sick, but does not suffer any penalties. On a failed save, the victim loses one point of P.E. and gains a -1 to save on the next roll. When the P.E. reaches zero, the character dies, with no hope of recovery. Only a hospital, magic, or psionic healing can destroy the bacteria present in the characters body.
Vestigial Disadvantages:
-5 BIO-E for Nearsightedness
-10 BIO-E for Color Blindness
-10 BIO-E for Poor Hearing
-10 BIO-E for Vestigial Tail
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet Restriction: Carnivore
Posted: Fri Feb 23, 2007 6:15 pm
by Guest
Mephisto wrote:Lizard: Thorny Devil or Moloch
ORIGINAL ANIMAL CHARACTERISTICS
Description: Desert reptiles that live on ants. Covered with spines (or thorns, or spikes, or however you want to describe them), the Moloch is usually colored with patterns of contrasting shades of brown. The creature's bony surface is covered with tiny capillary grooves that funnel the moisture from dew in its mouth.
Size Level: 1
Length: 8.5 inches
Weight: to 1 pound
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 95
Attribute Bonuses:
None
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Round, chunky body with a covering of hard, bony plates. Sharp geometric pattern of two colors, light brown and dark brown. Eyes are on the side of the head. Short stubby legs and arms, with a tail that tapers into a sharp point.
5 BIO-E for Partial. Thick, round body, short arms and legs, with bony plates covering the body. Colored in a bright pattern of tan and dark brown.
10 BIO-E for Full. Bald, with hard and glossy skin covering the whole body. Facial features are outlined in dark brown, the rest of the body is colored a pale tan color.
Natural Weapons:
5 BIO-E for Horn Projections on head; butting does 1D6 damage.
5 BIO-E for Hand Spikes that do 1D6 damage.
10 BIO-E for Spiked Tail; also provides an extra attack per melee round, a swipe with the tail's spikes (1D6 damage)
Mutant Animal Powers:
10 BIO-E for Digging
20 BIO-E for Tunneling
5 BIO-E for Advanced Smell
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Speed
5 BIO-E for Prehensile Tongue (As Partial Hand)
10 BIO-E for Light Natural Body Armor. A.R.: 8 and S.D.C.: +15. (Note: Cannot be taken with Spine Defense)
20 BIO-E for Spine Defense. This is a kind of Natural Body Armor. A.R.: 14 and S.D.C.: +35. A physical attack directed against the thorny lizard that rolls 14 or less will result in contact with the spines, and they in turn do 2D6 damage (3 points per spine) to the attacker. The Moloch can also use the spines to attack using a Body Block that will inflict 3D6 damage. Note that unlike quills, the Moloch's spines cannot be easily removed.
10 BIO-E for Capillary Skin. This unique skin structure allows the character to survive indefinitely in desert conditions. It works by collecting the morning dew and channeling it to the lips, providing enough water for survival.
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Insectivore
-10 BIO-E for Nocturnal
-10 BIO-E for Nearsightedness
Posted: Fri Feb 23, 2007 6:15 pm
by Guest
Mephisto wrote:Lizards (Typical)
ORIGINAL ANIMAL CHARACTERISTICS
Description: There are an enormous variety of lizard species in just about any color imaginable. They are generally insect eaters.
Size Level: 1
Length: to 12 inches
Weight: to one pound.
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: 100
Attribute Bonuses:
P.P.: +2
Spd.: +3
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; long, skinny body with tail of equal length; wedge-shaped head with protruding eyes, luminescent scales of bright color.
5 BIO-E for Partial. Long, thin body with skinny arms and legs; short tail, large head and eyes, bright scales.
10 BIO-E for Full. Bald, wrinkled skin that shines with highlights of lizard color, slender build, long fingers.
Natural Weapons: 5 BIO-E for 1D6 Claws: Climbing.
Mutant Animal Powers:
5 BIO-E for Advanced Hearing
10 BIO-E for Advanced Taste
10 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Physical Beauty
5 BIO-E for Extra Speed
5 BIO-E for Leaping: Standard.
10 BIO-E for Leaping: Rodent.
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength
15 BIO-E for Light Natural Body Armor; A.R. 9 and +30 to S.D.C.
30 BIO-E for Medium Natural Body Armor; A.R. 13 and +45 to S.D.C.
25 BIO-E for Accelerated Dodge, the ability to dart back and forth with blinding quickness. +4 to Automatic Dodge (only P.P. Bonuses and Automatic Dodge bonuses apply, no others), and +6 to Spd.
Vestigial Disadvantages:
-5 BIO-E for Vestigial Tail
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet: Insectivore.
Posted: Fri Feb 23, 2007 6:15 pm
by Guest
Mephisto wrote:Manatee
ORIGINAL ANIMAL CHARACTERISTICS
Description: Although shaped like a seal, the Manatee is purely aquatic; it is born in the water and never leaves it. It is related only to other Manatees and Dugongs, not to any other mammals. They live in tropical seas and eat all manner of aquatic vegetation.
Size Level: 19
Length: to 15 feet (4.5 m)
Weight: to 1500 pounds (680 kg).
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 5
Attribute Bonuses:
None
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Round, thick-skinned body. Elongated head with bulbous, wrinkled snout. Small, slitted eyes. Tiny arms and legs, flattened and thin. Rounded, flat tail.
5 BIO-E for Partial. Rounded body. Thick neck and head. Short limbs. Covered in thick, wrinkled skin.
10 BIO-E for Full. Powerful, thick body, with thick neck. Eyes have a sleepy, half open look, and the ears are just holes. Arms and legs have a flat, unfinished look to them.
Natural Weapons:
None
Mutant Animal Powers:
5 BIO-E for Advanced Touch
5 BIO-E for Advanced Smell
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Mental Endurance
5 BIO-E for Brute Strength
10 BIO-E for Extra Physical Endurance
5 BIO-E for Hold Breath
10 BIO-E for Thick Flesh. Add +20 to S.D.C. And A.R.: 8
10 BIO-E for Natural Swimming Ability equal to basic swim skill of 70%.
Vestigial Disadvantages:
-10 BIO-E for Vestigial Tail
-10 BIO-E for Diet Restriction: Herbivore
-20 BIO-E for Vestigial Disadvantage: Environment: Marine (requires to be in water to survive)
Posted: Fri Feb 23, 2007 6:16 pm
by Guest
Mephisto wrote:Marsupial Mole
ORIGINAL ANIMAL CHARACTERISTICS
Description: A marsupial mole that, unlike placental moles, has completely lost its eyes. They travel constantly through the earth (leaving no tunnels), continuously searching for food. The Marsupial Mole's entire body, from its smooth, metallic coat and shovel-like hands to its ram-prow nose, is designed for underground travel.
Size Level: 2
Length: to six inches.
Weight: to 2 pounds.
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 85
Attribute Bonuses:
P.S.: +6
HUMAN FEATURES
Eyes (Special!): Marsupial Moles, have no eyes. So, unless they are modified with BIO-E, they will be completely blind. Here are the choices:
None. The character is blind, but has Advanced Hearing and Advanced Smell automatically. This allows the character to function close to normally, even in hand to hand combat within a limited range (25 feet). Of course, being blind, the character can not read or actually see objects/people. Blindness penalties: -20% on all skills, -2 to strike, parry, and dodge, -2 on Initiative. Reduce speed by half.
20 BIO-E for Full Human Sight. Provides for normal human vision, including being able to see colors and in depth.
Hands: 5 BIO-E for Partial
10 BIO-E for Full
Biped: 5 BIO-E for Partial
10 BIO-E for Full
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; The body tapers all the way down to a neckless head and continues tapering to its hard, round nose. The arms are short and powerful, and like the legs, are held close to the body. Covered in shiny fur except for the nose, fingers and toenails, and a stubby, naked tail.
5 BIO-E for Partial. Thick, furry body, with short arms and legs. Head is bullet shaped, with a hard nose and tiny features.
10 BIO-E for Full. Rounded head, thick neck, and tiny features. Body is round, with short arms and legs.
Natural Weapons:
5 BIO for 1D8 Claws: Digging
Mutant Animal Powers:
5 BIO-E for Advanced Smell
5 BIO-E for Digging
5 BIO-E for Internal Compass
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Physical Endurance
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
20 BIO-E for Increased Metabolic Rate. This power adds +4 to Strike, +4 Parry, +4 Dodge, +3 to Damage, and adds one additional attack per melee. Combined with the Digging ability, this doubles the character's normal rate of travel while digging through the earth. Note: This high/metabolic rate must be supported with frequent naps and constant eating. The character will have to consume more than his/her own weight in concentrated protein (meat!) every day. The character will also be extremely hyper, in constant motion.
Vestigial Disadvantages:
-5 BIO-E for Nearsightedness (unless totally blind)
-5 BIO-E for Color Blindness (unless totally blind)
-10 BIO-E for Reptile Brain: Prey
-10 BIO-E for Diet Restriction: Carnivore
Posted: Fri Feb 23, 2007 6:16 pm
by Guest
Mephisto wrote:Mulgara
ORIGINAL ANIMAL CHARACTERISTICS
Description: Uniquely equipped to handle desert conditions, the marsupial Mulgara can go through its entire life without a drink.
Size Level: 2
Length: Body to 8.5 inches, tail to 5 inches.
Weight: to 2 pounds.
Build: Short
MUTANT CHANGES & COSTS
Total BIO-E: 90
Attribute Bonuses:
P.E.: +1
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Muzzled head with pointed nose, widely spaced eyes, large round ears on top of head, long bushy tail, and thick body.
5 BIO-E for Partial. Slightly muzzled head, round ears on top of head, thick neck and body, short tail.
10 BIO-E for Full. Sharp nose and protruding ears. Bristly hair and rounded body.
Natural Weapons:
5 BIO for 1D4 Claws: Digging
Mutant Animal Powers:
5 BIO-E for Advanced Smell
5 BIO-E for Advanced Touch
10 BIO-E for Brute Strength
20 BIO-E for Beastly Strength
10 BIO-E for Extra Physical Endurance
10 BIO-E for Recycling Kidneys. Gives the character the ability to live indefinitely without water or other liquids. Can survive simply by eating normally. Can survive without food or water for up to two weeks. It has specialized kidneys that retain almost all of the water in the creature's system. It never drinks, gaining all of its fluids from its prey/food.
Vestigial Disadvantages:
-5 BIO-E for Nearsightedness
-10 BIO-E for Prey Eyes
-10 BIO-E for Vestigial Tail.
-10 BIO-E for Diet Restriction: Insectivore
-10 BIO-E for Nocturnal Metabolism
Posted: Fri Feb 23, 2007 6:16 pm
by Guest
Mephisto wrote:Native Cat or Tiger Cat
ORIGINAL ANIMAL CHARACTERISTICS
Description: Talk about a deceptive name! The Native Cat isn't a cat at all, it's a marsupial related to possums and the Tasmanian Devil. It doesn't even look like a cat, more like a fat weasel. Its other name, the Tiger Cat, is just as deceptive, since it doesn't have stripes, it has random white spots. A common predator, it signals surprise by blowing hissing noises out of its nose.
Size Level: 3
Length: to 30 inches long
Weight: to 7 pounds.
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 80
Attribute Bonuses:
M.E.: +1
P.P.: +2
P.E.: +2
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Its head is more weasel-like than cat-like. Brown fur with small white spots of different sizes and shapes. Seems to slant down to the ground in the front since its forelegs are shorter than its hind legs.
5 BIO-E for Partial. Pointed muzzle with a pink nose. Furry body, covered with brown fur and white spots of various sizes. Short furry tail.
10 BIO-E for Full. Sharp features, with pointed nose and ears. Powerful body, with dark skin and white splotches.
Natural Weapons:
5 BIO-E for 1D6 Claws: Climbing
5 BIO-E for 1D8 Teeth
Mutant Animal Powers:
5 BIO-E for Advanced Smell
5 BIO-E for Night Vision
5 BIO-E for Extra Mental Affinity
15 BIO-E for Brute Strength
5 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Endurance
10 BIO-E for Leaping: Standard
10 BIO-E for Predator Burst
Vestigial Disadvantages:
-5 BIO-E for Nearsightedness
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Vestigial Tail.
-10 BIO-E for Diet Restriction: Carnivore
Posted: Fri Feb 23, 2007 6:17 pm
by Guest
Mephisto wrote:Newt
ORIGINAL ANIMAL CHARACTERISTICS
Description: Newts are small amphibians, living mostly in water although they can survive for long periods on dry land. They resemble elongated frogs with long tails, and have widely-splayed legs with small “fingers” on their feet. Their backs are black-brown, with an orange underbelly and white pots on their flanks. Some (Crested Newts) have a slight ridged crest along their back.
Size Level: 1
Length: to six inches (0.15 m)
Weight: Under one pound (0.25 kg)
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 85
Attribute Bonuses:
P.S.: +1
P.E.: +1
HUMAN FEATURES
Hands: Partial Automatic
5 BIO-E for Full
Biped: 5 BIO-E for Partial
10 BIO-E for Full
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Large, flat head with large mouth, large round, bulbous, black eyes on top of head, soft clammy skin, long, round, lizard-like body, short legs, and long, thick, fleshy tail.
5 BIO-E for Partial. Large mouth, bulging eyes, no ears, smooth skin with discolored patches, powerful body, although flesh is soft and clammy. Tail still prominent.
10 BIO-E for Full. Bulging eyes, soft, smooth skin, large blunt nose, strong body with thin arms and short legs, three fingered hands/three toed feet, completely hairless. Skin color is usually tan or brown; may have mottled colors of white, tan, brown or red.
Natural Weapons:
None
Mutant Animal Powers:
5 BIO-E for Night Vision
5 BIO-E for Advanced Smell
10 BIO-E for Hold Breath
10 BIO-E for Climb. Equal to a skill of 50%.
10 BIO-E for Brute Strength
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Endurance
15 BIO-E for Bio-Regeneration. This regeneration enables the newt to recover one hit point or S.D.C. Per ten minutes, and can slowly regenerate limbs. It takes one week to regenerate a finger or toe, one month to regenerate an arm, leg or tail. Heads cannot be regenerated.
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Insectivore
-10 BIO-E for Vestigial Tail
-5 BIO-E for Nearsightedness
-10 BIO-E for Nocturnal
Posted: Fri Feb 23, 2007 6:17 pm
by Guest
Mephisto wrote:Numbat or Banded Anteater
ORIGINAL ANIMAL CHARACTERISTICS
Description: This is a marsupial anteater, adapted to feeding on insects with its long, sticky tongue. It's marked like a raccoon,with white and black stripes along the back.
Size Level: 3
Length: to 16 inches, tail to 6.75 inches
Weight: to 130 pounds (59 kg).
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: 85
Attribute Bonuses:
None
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Very brightly colored head with a mask like a raccoon's, long and tapering to a point at the nose. Body is covered with reddish fur, with white stripes across its back. Long, bristly tail. Has a flattened rump like a lizard.
5 BIO-E for Partial. Long, lean body, with short arms and long legs. The head is a long muzzle with pointed ears on top. Striped fur.
10 BIO-E for Full. Pointed features, including a long, sharp nose and pointed ears. Slim body with muscular limbs.
Natural Weapons:
5 BIO-E for 1D6 Claws: Digging
Mutant Animal Powers:
5 BIO-E for Prehensile Tongue. Use as Partial Hand.
10 BIO-E for Digging
5 BIO-E for Advanced Smell
10 BIO-E for Extra Mental Endurance
10 BIO-E for Brute Strength
10 BIO-E for Extra Physical Endurance
Vestigial Disadvantages:
-10 BIO-E for Vestigial Tail
-5 BIO-E for Nearsightedness
-5 BIO-E for Color Blindness
-10 BIO-E for Poor Hearing
-10 BIO-E for Diet Restriction: Insectivore
Posted: Fri Feb 23, 2007 6:17 pm
by Guest
Mephisto wrote:Octopus
ORIGINAL ANIMAL CHARACTERISTICS
Description: The eight legged octopus is possibly the most intelligent non-mammalian animal. There are many species, some much larger than described here.
Size Level: 2
Length: varies
Weight: varies
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 80
Attribute Bonuses:
I.Q.: +2
P.S.: +3
HUMAN FEATURES
Hands: Partial hands are automatic, because the tentacles are the equivalent of partial hands.
5 BIO-E for Full. One pair of tentacles has three branches at the end of each that serve as two fingers and a thumb. Note: must be bought for EACH Extra Pair of Tentacles for full use.
Biped: None; Crawls along with arms.
10 BIO-E for Partial (two stubby legs and torso).
15 BIO-E for Full.
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; huge head with loose, bulbous back (see picture); large eyes; gray, leathery skin.
5 BIO-E for Partial; Huge head and thick neck; long, flexible body; multiple tentacles protrude from upper torso, humanoid legs and body form; clearly not human!
Full Human Looks are NOT available.
Natural Weapons:
5 BIO-E for 1D6 Beak.
10 BIO-E for Constrictive Tentacle Muscle. All squeezing, whether from wrapping a flexible body around a victim, or from wrapping around arms or legs in a wrestling-style lock/hold, is stronger and quicker because of the special design of the character's muscles. The character can use these muscles with either a Body Hold, Arm Hold, Leg Hold, or Crush/Squeeze. The Holds and Crush/Squeeze attacks require a successful roll to Strike. If successful and not dodged (because of all the tentacles, parrying is impossible) then the attacker has grabbed into the victim. Once a Hold is applied it can be held as long as the octopus likes. The Crush/Squeeze requires that the victim make a save vs. blackout (14 or better, with either P.S. or P.E. bonuses added in). Failure means victim goes unconscious. The P.S. Bonus is used when the victim is struggling to escape, the P.E. Bonus is used when the victim is just struggling to breathe and stay awake. While the Crush/Squeeze continues, the victim is helpless, and the attacker can continue indefinitely, doing damage (1D6 for Normal Strength and Brute Strength, 2D6 for Beastly Strength, and 4D6 for Crushing Strength) per melee round attack. The victim cannot reduce the damage with a Roll with Punch/Fall/Impact.
Escape from a Constrictive Hold: Victims held by constrictive tentacle muscles can only get out with brute strength, or if released by the attacker. Several people struggling to free the victim, including the victim and any helpful friends, can try to break the hold by rolling a pure strength strike (20 sided and P.S. Bonus only). The character doing the hold then rolls to Parry (20 sided, plus P.S. Bonuses, plus bonus to Parry). Note that Brute Strength adds +5 to the attackers roll, Beastly Strength adds +10 to the roll, and Crushing Strength is so strong that it can only be beaten by another Crushing Strength involved.
Mutant Animal Powers:
5 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Endurance
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength (and must be at least Size Level 4).
20 BIO-E for Crushing Strength (and must be at least Size Level 6).
5 BIO-E for Advanced Vision
10 BIO-E for Advanced Touch
5 BIO-E for Swimming 90%.
10 BIO-E for Black Ink Spray. This is an oily chemical that forms a blinding cloud in the air or water. Reduces visibility and smell to zero for up to 5 minutes for about 20 square feet. Can be used four times per day.
15 BIO-E for Multi-Limb Coordination. The ability to use more than one pair of limbs per melee. Provides one additional attack or action per melee and +1 to strike and +1 to parry. Can be bought three times (no additional attacks per melee, but provides an additional +1 to strike and parry per multi-limb coordination) to represent all eight limbs of the octopus.
5 BIO-E for Powerful Suction Cups per pair of tentacles. Enables to climb or attach to rough and smooth as glass surfaces (climb skill 60% with one pair of suction arms, add +10% for each additional pair).
20 BIO-E for Chameleon Camouflage Power. This is the power to change the pattern and color of the skin to blend in with the surroundings. Character can change at will with simple color changes taking under a minute, stripes or mottled patterns requiring as much as five minutes. So long as the character remains motionless there is only a 5% chance of being detected. Although this power is no substitute for the Prowl Skill, it does give the character a 20% bonus to Prowl.
Vestigial Disadvantages:
-5 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet: Carnivore.
Posted: Fri Feb 23, 2007 6:17 pm
by Guest
Mephisto wrote:Pandemelon or Quokka
ORIGINAL ANIMAL CHARACTERISTICS
Description: A tiny wallaby, the size and shape of a rabbit, that eats grass and leaves, and lives in mazes of thick scrub. Stocky and similar to wallaby, they are good desert survivors and intelligent enough to adapt to human dumps. This tiny macropod can scent fresh water up to two miles away. Hunted by man for their pelts, which are used to make carpets.
Size Level: 3
Length: body to 31 inches, tail to 18 inches
Weight: to 10 pounds
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 80
Attribute Bonuses:
M.A.: +1
P.P.: +1
Spd.: +3
HUMAN FEATURES
Hands: Partial Automatic
5 BIO-E for Full
Biped: Partial Automatic
5 BIO-E for Full
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Fat body, long tail, rabbit-like legs, short arms, dog-shaped head, and covered with brownish fur. Long, heavy tail.
5 BIO-E for Partial. Snouted head with ears on top. Thick body, with stubby tail.
10 BIO-E for Full. Face will have a naturally sleepy expression, with large ears. Chubby body, with thick legs and heavy hips.
Natural Weapons:
None
Mutant Animal Powers:
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
5 BIO-E for Night Vision
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Mental Affinity
5 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Speed
5 BIO-E for Leaping: Rodent
10 BIO-E for Leaping: Feline
15 BIO-E for Advanced Hopping Ability. A “rubber band” muscle in the Wallaby's legs allow for incredible leaping abilities and efficient long-distance travel at high speeds. The mutant Quokka can hop along at full speed (see Spd.) for hours without getting tired. Speeding up to a maximum of 45 mph is possible, but the time is limited by the characters P.E. Double normal distance for leaps and jumps. +3 to Dodge while Hopping, +3 to Damage from Leap and Jump Attacks only.
Vestigial Disadvantages:
-10 BIO-E for Vestigial Tail
-5 BIO-E for Nearsightedness
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Nocturnal Metabolism
-10 BIO-E for Reptile Brain: Prey
-5 BIO-E for Prey Eyes
Posted: Fri Feb 23, 2007 6:18 pm
by Guest
Mephisto wrote:Platypus (Allertil or Torrongil)
ORIGINAL ANIMAL CHARACTERISTICS
Description: Beyond a doubt, the Platypus is the weirdest looking creature in the entire animal kingdom. It has a flexible duck's bill, webbed feet, a beaver-like tail and glossy fur. It is a mammal, yet it lays eggs and secretes poison. It lives in tunnels that lead directly into the water where it feeds on aquatic insects, frogs, small fish and worms.
Size Level: 2
Length: to 25 inches (with tail)
Weight: to 5 pounds
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 90
Attribute Bonuses:
None
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Head is covered with glossy fur and features a large, flexible duck's bill. Thick, rounded body, with tiny arms and legs on the sides, and each limb tipped with webbed hands or feet. Beaver-like tail, but covered with long hair.
5 BIO-E for Partial. Snout is large and leathery, tiny eyes, and almost no neck. Fat, rounded body, covered with fur. Paddle-like tail.
10 BIO-E for Full. Nose and mouth are dark and leathery. Arms and legs are short, with long fingers and toes. Thick body hair, with dark shades on the back and light shades on the chin, chest, and belly.
Natural Weapons:
5 BIO-e for 1D6 Claws: Digging
Mutant Animal Powers:
10 BIO-E for Digging
20 BIO-E for Tunneling
5 BIO-E for Hold Breath
5 BIO-E for Internal Compass
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
10 BIO-E for Night Vision
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Physical Endurance
20 BIO-E for Poison Spurs. A special poison spike on each ankle is capable of injecting an intensely painful and damaging substance into an opponent. Victims must save vs. Pain (on P.E.) to avoid being paralyzed (lasts for 2D6 melee rounds). Small victims (Size Level 3 or less) must Save vs. Poison to avoid fatal convulsions from this poison. If the poison is injected (during any successful kick strike) it does 1D10 damage directly to the victim's hit points; this poison damage is inflicted even if the character saves against paralysis. Injecting the poison requires a successful Kick Attack only. The damage from the spur's poison is in addition to any normal damage inflicted by the kick. Note: Injecting an opponent more than once in a single day, by the same mutant animal, does no additional damage. A poison attack by a “different” platypus will have full affect; roll vs. pain and paralysis.
10 BIO-E for Electrical Field Sensitivity. The character must have Human Looks: None and will have the typical Platypus bill. Although very short-range, less than two feet, this sense allows the character to accurately “see” the shapes of objects. It's also useful for measuring the strength and direction of electrical current.
Vestigial Disadvantages:
-10 BIO-E for Vestigial Tail
-5 BIO-E for Nearsightedness
-10 BIO-E for Diet Restriction: Carnivore
-10 BIO-E for Nocturnal Metabolism
-5 BIO-E for Webbed Feet and Hands
Posted: Fri Feb 23, 2007 6:18 pm
by Guest
Mephisto wrote:Possum or Phalanger
ORIGINAL ANIMAL CHARACTERISTICS
Description: There are dozens of varieties of possum in Australia, ranging from tiny (5 inch) Dormouse Phalanger to larger types, like the (3 ft long) Brush-Tail Possum. There's even a Striped Phalanger that's marked like a skunk, and even gives off a repulsive stink.
Size Level: 3
Length: body to 14 inches, tail to 9 inches
Weight: to 8 pounds
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 80
Attribute Bonuses:
None
HUMAN FEATURES
Hands: Partial Automatic
5 BIO-E for Full
Biped: 5 BIO-E for Partial
5 BIO-E for Full
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Long, triangular head, and mouth filled with tiny sharp teeth. Large, upright ears on top of head. Thick fur covering a wide body. Short limbs and a long tail.
5 BIO-E for Partial. Thick, fur-covered body with a tail. Snout with prominent nose. Upright ears at top of head.
10 BIO-E for Full. Large ears, buck teeth with an overbite, and a heavy growth of hair. Well built, with delicate, agile hands and feet.
Natural Weapons:
5 BIO-E for 1D4 Claws: Climbing
Mutant Animal Powers:
5 BIO-E for Advanced Smell
5 BIO-E for Night Vision
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Speed
10 BIO-E for Leaping: Rodent
5 BIO-E for Prehensile Tail. Use as Partial Hand.
10 BIO-E for Prehensile Feet. Use as Partial Hand.
Vestigial Disadvantages:
-10 BIO-E for Vestigial Tail
-5 BIO-E for Nearsightedness
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Nocturnal Metabolism
-10 BIO-E for Reptile Brain: Prey
-5 BIO-E for Prey Eyes
Posted: Fri Feb 23, 2007 6:18 pm
by Guest
Mephisto wrote:Pronghorn
ORIGINAL ANIMAL CHARACTERISTICS
Description: These grazing animals of the western plains are reputed to be the fastest animals in the Americas. Not only are they fast, but agile as well; able to take corners and come to sudden stops with surprising skill.
Size Level: 8
Length: to five feet long
Weight: to 140 pounds.
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 50
Attribute Bonuses:
P.P.: +1
P.E.: +3
Spd.: +7
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; long, snouted head with large ears at the upper corners; large, widely spaced eyes; thick neck and body with long, thin arms and legs. Straight horns that branch in two near the top.
5 BIO-E for Partial. Muzzled head, large ears, thick body with thin arms and legs. Massive eyebrow ridge.
10 BIO-E for Full. Long nose, massive eyebrow ridge, large ears, powerful build.
Natural Weapons:
5 BIO-E for 2D4 damage Hooves.
Mutant Animal Powers:
5 BIO-E for Advanced Smell
5 BIO-E for Advanced Hearing
10 BIO-E for Brute Strength
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed
10 BIO-E for Extra Physical Beauty
15 BIO-E for Heightened Speed. This is an increase in running sped that allows the mutant Pronghorn to run up to 45 mph for extended periods, and in bursts of speed up to 60 mph (only a couple of minutes). While Running: +1 to Strike, +4 to Automatic Dodge (only Automatic Dodge and P.P. Bonuses apply), +2 to damage for each 20 mph of speed.
Vestigial Disadvantages:
-10 BIO-E for Seasonal Antlers; 1D6 damage
-5 BIO-E for Vestigial Ears
-5 BIO-E for Vestigial Hooves
-10 BIO-E for Reptile Brain: Prey
-10 BIO-E for Diet: Herbivore.
Posted: Fri Feb 23, 2007 6:18 pm
by Guest
Mephisto wrote:Rat Kangaroos and Bettongs (Potoroo)
ORIGINAL ANIMAL CHARACTERISTICS
Description: The Long-Nosed Rat Kangaroo (or Potoroo) is one of the many species of tiny macropods. Bettongs, with slightly different markings, have the same attributes. Unlike other macropods, the Rat Kangaroos do not hop; instead, they run on all four legs when in a hurry. Common in Tasmania.
Size Level: 2
Length: body to 16 inches, tail to 10 inches
Weight: to 4 pounds
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 80
Attribute Bonuses:
None
HUMAN FEATURES
Hands: Partial Automatic
5 BIO-E for Full
Biped: Partial Automatic
5 BIO-E for Full
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Rat-like face, but with exceptionally long nose and snout. Thick, rounded body, with short legs and arms. Long, hairy tail.
5 BIO-E for Partial. Long muzzled head with protruding nose. Thick neck and body, short legs and arms. Short tail.
10 BIO-E for Full. Very long protruding nose, thick grey hair and beard, and slightly rounded black eyes.
Natural Weapons:
None
Mutant Animal Powers:
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
5 BIO-E for Night Vision
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Speed
10 BIO-E for Leaping: Rodent
Vestigial Disadvantages:
-10 BIO-E for Vestigial Tail
-5 BIO-E for Nearsightedness
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Nocturnal Metabolism
-10 BIO-E for Reptile Brain: Prey
-5 BIO-E for Prey Eyes
Posted: Fri Feb 23, 2007 6:19 pm
by Guest
Mephisto wrote:Ringtail
ORIGINAL ANIMAL CHARACTERISTICS
Description: Related to raccoons and has the characteristic ring-striped, bushy tail. They are nocturnal predators who live on mice, insects and berries. Other names include “cacomistle,” “ring-tailed cat” or “civet cat.”
Size Level: 2
Length: to 16 inches without tail.
Weight: to three pounds.
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: 90
Attribute Bonuses:
I.Q.: +1
M.E.: +1
M.A.: +1
P.P.: +2
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; lean, cat-like body; elongated cat face with oversized ears and long nose. Furry, ringed, floor-length tail. Black and white facial markings.
5 BIO-E for Partial. Long nosed with large ears on top of the head, stubby tail, distinct black and white markings.
10 BIO-E for Full. Long nose and features, lean build, distinct white streaks in head hair and beard.
Natural Weapons:
5 BIO-E for 1D6 Claws: Climbing
10 BIO-E for 2D4 Claws: Climbing
Mutant Animal Powers:
10 BIO-E for Advanced Hearing
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed
5 BIO-E for Leaping: Rodent.
10 BIO-E for Righting Reflex.
10 BIO-E for Brute Strength
Vestigial Disadvantages:
-10 BIO-E for Vestigial Tail
-10 BIO-E for Nocturnal
-10 BIO-E for Vestigial Ears
-10 BIO-E for Diet: Insectivore.
Posted: Fri Feb 23, 2007 6:19 pm
by Guest
Mephisto wrote:Rock-Wallaby
ORIGINAL ANIMAL CHARACTERISTICS
Description: Like mountain goats, Rock-Wallabies are capable of maintaining their footing on tiny rock ledges and almost vertical cliff faces. Incredibly agile, they easily jump across gaps and can “walk” straight up tree trunks.
Size Level: 4
Length: body to 32 inches, tail to 28 inches
Weight: to 20 pounds
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 60
Attribute Bonuses:
P.P.: +5
Spd.: +1
HUMAN FEATURES
Hands: Partial Automatic
5 BIO-E for Full
Biped: Full Automatic
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; The head is flat and stocky, with long, pointed ears and a large nose. Covered with pretty, richly colored fur. Muscular body with thick and hard-muscled legs. Long tail marked by rings of contrasting fur.
5 BIO-E for Partial. Wide head with large-nosed snout and long ears. Thick, muscular body with short, powerful limbs. Short tail.
10 BIO-E for Full. Tends to have a large head, including a prominent nose. Body will be very stocky, looking fat, but actually very well muscled. Very large feet.
Natural Weapons:
None
Mutant Animal Powers:
5 BIO-E for Advanced Hearing
10 BIO-E for Night Vision
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Speed
10 BIO-E for Leaping: Rodent
20 BIO-E for Leaping: Feline
10 BIO-E for No-Skid Palms. The pads of the hands and feet are covered with a granular skin that can be used to grip smooth surfaces. Character is stable even on smooth surfaces made of glass, stone, or metal. Add +15% to Climbing skill and +20% (or +4) to Maintain Balance.
10 BIO-E for Advanced Hopping Ability. A “rubber band” muscle in the Wallaroo's legs allows for incredible leaping abilities and efficient long-distance travel at high speeds. The mutant Wallaby can hop along at full speed (see Spd.) for hours without getting tired. Double normal distances for leaps and jumps. +3 to Dodge while hopping, +3 to Damage from Leap and Jump Attacks only.
Vestigial Disadvantages:
-10 BIO-E for Vestigial Tail
-5 BIO-E for Nearsightedness
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Nocturnal Metabolism
-10 BIO-E for Reptile Brain: Prey
Posted: Fri Feb 23, 2007 6:19 pm
by Guest
Mephisto wrote:Rodent: Kangaroo Rat/Jumping Mouse
ORIGINAL ANIMAL CHARACTERISTICS
Description: These small rodents are like kangaroos in appearance, with oversized back legs, and designed for hopping rather than running. Although the Kangaroo Rat (to 4 ounches) is much larger than the Jumping Mouse (less than 1 ounce) they are identical for the purposes of the game.
Size Level: 1
Length: to 2 inches
Weight: to 4 ounces.
Build: Short
MUTANT CHANGES & COSTS
Total BIO-E: 90
Attribute Bonuses:
Spd.: +5
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; oversized, muzzled head with thick neck, small arms, huge legs and feet, brown and white fur; and long, skinny tail that's longer than the rest of the body.
5 BIO-E for Partial. Large, muzzled head; thick body, huge legs and feet, tail.
10 BIO-E for Full. Thick neck, large thighs, legs, and feet.
Natural Weapons:
10 BIO-E for 1D6 Razor Sharp Nails
Mutant Animal Powers:
10 BIO-E for Digging
15 BIO-E for Tunneling
5 BIO-E for Advanced Vision
5 BIO-E for Advanced Hearing
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed
5 BIO-E for Leaping: Rodent.
10 BIO-E for Leaping: Feline
5 BIO-E for Righting Reflex.
Vestigial Disadvantages:
-10 BIO-E for Vestigial Tail
-5 BIO-E for Nearsightedness
-10 BIO-E for Reptile Brain: Prey
-5 BIO-E for Vestigial Musk Glands.
Posted: Fri Feb 23, 2007 6:19 pm
by Guest
Mephisto wrote:Rodent: Paca and Agoutis
ORIGINAL ANIMAL CHARACTERISTICS
Description: Two of the dozen or so species distributed throughout Central and South America. Mainly running, ground-dwelling rodents. Pacas are nocturnal and solitary, while Agoutis are daytime animals who prefer to live in packs. They live on roots, fruit, and other vegetation, storing excess supplies in underground lairs.
Size Level: 3
Length: to 2 feet long (0.6 m); body to 24 inches (0.6 m), tail to 1.25 inches
Weight: Paca to 10 pounds (4.5 kg)
Agouti to 9 pounds (4 kg).
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 85
Attribute Bonuses:
Spd.: +2
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Oversized head with huge snout, thick bristles on a chunky, bulbous nose, large round eyes on the sides of the head, and largish ears with curly ends. Short, skinny legs and a thick body, humped toward the rear. Thick fur, with dotted stripes running from front to back on the Paca, solid reddish-brown fur on the Agoutis. Tiny, naked tail.
5 BIO-E for Partial. Thick body, and bottom heavy. Arms and legs are excessively short and skinny. Head is hippo-like, with a fat nose bristling with whiskers. Ears and eyes are oversized and rounded. Light fur covers the body.
10 BIO-E for Full. Large hips, thick, almost fat body, with arms and legs that are disproportionately stubby. Large, wide chin, big, bulbous nose, wide, round eyes, and oddly shaped ears. Heavy whiskers on upper lip.
Natural Weapons:
10 BIO-E for 1D6 Bite.
Mutant Animal Powers:
10 BIO-E for Digging
20 BIO-E for Tunneling
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed
5 BIO-E for Leaping: Rodent
10 BIO-E for Natural Swimming Ability equal to basic swim skill of 60%.
Vestigial Disadvantages:
-10 BIO-E for Nocturnal Metabolism
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Reptile Brain: Prey
-5 BIO-E for Nearsightedness
Posted: Fri Feb 23, 2007 6:19 pm
by Guest
Mephisto wrote:Rodent: Pack Rat
ORIGINAL ANIMAL CHARACTERISTICS
Description: Known as the White-Throated Wood Rat, this creature is a natural thief. It will often sneak into populated areas to steal any bright shiny object that catches its fancy. They are also natural builders and will construct fortresses up to five feet tall to keep out predators.
Size Level: 1
Length: to 12 inches without tail.
Weight: to 8 ounces.
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 75
Attribute Bonuses:
I.Q.: +1
M.E.: +2
P.P.: +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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; muzzled head with pointed nose, widely spaced eyes, round ears on top of head, thick fur; long, furry tail; thick body with short arms and legs.
5 BIO-E for Partial. Slightly muzzled head, ears on top of head, thick neck and body, short tail.
10 BIO-E for Full. Sharp nose and protruding ears, thick hair, rounded body.
Natural Weapons:
10 BIO-E for 1D6 Claws: Climbing
15 BIO-E for 2D4 Claws: Climbing
Mutant Animal Powers:
5 BIO-E for Advanced Vision
5 BIO-E for Advanced Hearing
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed
5 BIO-E for Leaping: Rodent.
5 BIO-E for Righting Reflex.
10 BIO-E for Natural Thieving Ability. If the character does not possess the following skills they gain them at the base level of proficiency. If already a known skill they get the following bonuses:
+25% to Prowl
+30% to Pick Pockets
+10% to Pick Locks
+20% to Palming
+20% to Card Sharp.
Vestigial Disadvantages:
-10 BIO-E for Vestigial Tail
-5 BIO-E for Nearsightedness
-10 BIO-E for Reptile Brain: Prey
-5 BIO-E for Vestigial Musk Glands.
Posted: Fri Feb 23, 2007 6:20 pm
by Guest
Mephisto wrote:Rodent: Prairie Dog
ORIGINAL ANIMAL CHARACTERISTICS
Description: Prairie Dogs are communal animals, building underground cities with up to 1000 inhabitants. They communicate using a complex code of shattering, barking, signs, and odors. White-tailed Prairie Dogs are identical except that they live at higher altitudes.
Size Level: 2
Length: to 15 inches
Weight: to 3 pounds.
Build: Short
MUTANT CHANGES & COSTS
Total BIO-E: 75
Attribute Bonuses:
I.Q.: +2
M.E.: +6
M.A.: +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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; rounded, furry body with squirrel-like head; small ears; short tail.
5 BIO-E for Partial. Rounded snout, light brown fur, rather stout body.
10 BIO-E for Full. Very small ears, thick hair, round body.
Natural Weapons:
10 BIO-E for 1D6 Razor Sharp Nails
Mutant Animal Powers:
10 BIO-E for Digging
15 BIO-E for Tunneling
25 BIO-E for Excavation
5 BIO-E for Advanced Vision
5 BIO-E for Advanced Hearing
5 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Affinity
5 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Speed.
10 BIO-E for Righting Reflex
Vestigial Disadvantages:
-10 BIO-E for Vestigial Tail
-5 BIO-E for Nearsightedness
-10 BIO-E for Reptile Brain: Prey
-5 BIO-E for Vestigial Musk Glands.
Posted: Fri Feb 23, 2007 6:20 pm
by Guest
Mephisto wrote:Sea Lion Family
ORIGINAL ANIMAL CHARACTERISTICS
Description: This family of aquatic mammals includes Sea Lions and several Fur Seals. They are distinguished from other seals in that their hind flippers can be used as legs on land, and in the water they use their front flippers for propulsion. There is a huge difference between male and female sizes; the data below represents a rough average.
Size Level: 13
Length: to 7 feet
Weight: to 350 pounds.
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 30
Attribute Bonuses:
M.E: +1
M.A.: +3
P.P.: +1
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; round, furry body; long, thick neck with small, dog-like head; tiny ears, large eyes; long thin arms and legs; no tail.
5 BIO-E for Partial. Rounded body, thick neck, snouted head with whiskers, small ears.
10 BIO-E for Full. Powerful chest and neck, smallish head, short legs, large eyes.
Natural Weapons:
5 BIO for 1D6 Damage Bite
Mutant Animal Powers:
5 BIO-E for Advanced Vision
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Touch
5 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Affinity
5 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Endurance
10 BIO-E for Brute Strength
5 BIO-E for Hold Breath
5 BIO-E for Swimming 86%
5 BIO-E for Thick Blubber. Protection against cold (½ damage) and +20 S.D.C.
Vestigial Disadvantages:
-5 BIO-E for Nearsightedness
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet Restriction: Carnivore
Posted: Fri Feb 23, 2007 6:20 pm
by Guest
Mephisto wrote:Sloth
ORIGINAL ANIMAL CHARACTERISTICS
Description: There are two varieties: Three-Toed and Two-Toed, each named, rather obviously, for the number of claws on their front paws (both have three claws on each rear foot). Sloths are unique in that they spend their entire lives upside-down, hanging from underneath branches of trees. The hairs of the sloth have slight grooves, just enough for tiny algae to grow in them, and therefore, giving them a greenish tinge that makes them hard to see among the other greenery. They move slowly, and feed exclusively on the leaves and buds of the trees they live in.
Size Level: 3
Length: to 2 feet (0.6 m) long
Weight: to 10 pounds (4.5 kg).
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 85
Attribute Bonuses:
P.E.: +2
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Rounded head with flat, barely noticeable facial features, so the head seems to be just a round ball at the end of the body. Body is rounded, and covered in thick silver-gray hair. Arms are longer than the legs, longer than the body itself, but both arms and legs are well muscled.
5 BIO-E for Partial. Flat features, with a round face, and dark eyes. Thick gray hair covering a thick, well muscled body. Very long arms and legs, with the arms hanging down below the knees.
10 BIO-E for Full. Facial features tend to be wide and flat, especially the nose. Body is short, while the arms tend to be overlong. Silver-gray hair.
Natural Weapons:
5 BIO-E for 1D8 Claws.
Mutant Animal Powers:
5 BIO-E for Extra Mental Endurance
5 BIO-E for Brute Strength
15 BIO-E for Beastly Strength
5 BIO-E for Extra Physical Endurance
10 BIO-E for Natural Camouflage. Equal to a Camouflage skill of 60%. Does not increase.
Vestigial Disadvantages:
-15 BIO-E for Slow Movement. The characters P.P. is reduced by half and Spd. is reduced to 1D6+2. Attacks per melee are reduced by two and all combat abilities are -2.
-10 BIO-E for Chronic Sleeper. The character must sleep at least 10+1D4 hours a day otherwise his or her movement will be impaired. -1 Attack per melee, -1 on all combat bonuses and skill performance is reduced 15% unless the character gets enough sleep; sleep deprivation and fatigue affect this character 25% quicker than a normal character. If the character does not get enough sleep, then it will take 1D4 extra hours to catch up, cumulative per day.
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Nearsightedness
Posted: Fri Feb 23, 2007 6:22 pm
by Guest
Mephisto wrote:Slow Worm
ORIGINAL ANIMAL CHARACTERISTICS
Description: Slow-worms appear to be snakes, but are actually long thin lizards that have lost their limbs through a process of evolution; they have tiny claws still just visible outside their skins. They are brown on top with a black belly. They have sharp teeth, but their bite is not poisonous. Slow-worms are actually very timid, and can contract their muscles so rigidly that they cannot be moved or bent.
Size Level: 1
Length: Up to 12 inches
Weight: Up to 1 pounds
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: 100
Attribute Bonuses:
P.S.: +1
P.E.: +2
HUMAN FEATURES
Hands: None. In this case, the character has no arms whatsoever. Any objects will have to be manipulated by mouth (treat as Partial Hand), or, if available, by Prehensile Tail. The hands are basically useless and can be treated as Vestigial Hands.
10 BIO-E for Partial. The slow worm develops a pair of stubby (Partial) hands and short arms along the upper part of the body.
15 BIO-E for Full. Gives the mutant slow worm a full pair of hands, arms, and narrow shoulders.
Biped: None. Character has no legs, and moves along the ground by slithering. This is not necessarily slow; indeed, the character can maintain a rapid pace, equal to half the character's maximum Spd. attribute. The character can rear up the upper part of the body while continuing to slither (or climb) with the lower section. Climbing, provided that the character has the skill, can also be as quick as half the character's maximum Spd. (10 times Spd. equals yard/meters per minute). Full Human Looks is impossible to combine with Biped – None.
10 BIO-E for Partial. Character has two short stubby legs and feet that enable the character to move like a human. Reduce the characters Spd. attribute by 20%.
15 BIO-E for Full. Character has mutated a full set of legs and feet.
Speech: 10 BIO-E for Partial 15 BIO-E for Full
Looks: None; Narrow, tapering head with eyes on either side, long neck, long thin sinuous, snake-like body covered in scales, no arms and legs; the hands with long, slender fingers and feet just seem to just out of the body; long tail.
5 BIO-E for Partial. Small head, long snake-like body, slightly bulbous eyes, long tail, runty arms and legs.
10 BIO-E for Full. Feathery scales replace hair on the small head, thick neck, long/tall thick and powerful body, small tail, stubby arms and legs.
Natural Weapons:
5 BIO-E for 1D6 Fangs (bite only, no poison)
Mutant Animal Powers:
10 BIO-E for Rigidity. The slow-worm can contract any or all of the muscles in its body so as to make itself effectively immovable and its grip seemingly unbreakable. While the slow-worm is doing this it can only move at one quarter (25%) of its normal speed, but its P.S. And S.D.C. Are doubled, and it can maintain its rigidity for as many minutes as it has P.E. Points. Rigidity is not possible with Full Looks.
15 BIO-E for Light Natural Body Armor; A.R.: 8 and S.D.C.: +15.
25 BIO-E for Medium Natural Body Armor; A.R.: 12 and S.D.C.: +35.
5 BIO-E for Advanced Taste
10 BIO-E for Brute Strength
20 BIO-E for Beastly Strength
5 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Speed
10 BIO-E for Predator Burst
10 BIO-E for Prehensile Tail
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Insectivore
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Color Blindness
-10 BIO-E for Vestigial Tail
Posted: Fri Feb 23, 2007 6:22 pm
by Guest
Mephisto wrote:Snake
ORIGINAL ANIMAL CHARACTERISTICS
Description: Snakes have evolved into an entirely limbless creature. With no arms or legs, they have developed long, sinewy bodies that can slither along the ground, or climb up trees with great skill. Poison venom is a common (though not universal) feature of snakes. Among the many Australian varieties of poisonous snakes are the White-Bellied Mangrove Snake (a dark aquatic snake), De Vis's Banded Snake (a cobra with dark yellow and brown stripes), and the Eastern Brown Snake (with bright purple and yellow markings).
Size Level: 4
Length: to 4 feet long
Weight: to 20 pounds
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: 75
Attribute Bonuses:
M.E.: +3
P.S.: +3
P.P.: +2
HUMAN FEATURES
Hands: None. In this case, the character has no arms or hands whatsoever. Any objects will have to be manipulated by mouth (treat as Partial Hand), or, if available, by Prehensile Tail.
5 BIO-E for Partial. The snake develops a pair of stubby (Partial) hands and short arms along the upper part of the body.
10 BIO-E for Full. Gives the mutant snake a full pair of hands, arms, and narrow shoulders.
Biped: None. Character has no legs, and moves along the ground by slithering. This is not necessarily slow; indeed, the character can maintain a rapid pace, equal to half the character's maximum Spd. attribute. The character can rear up the upper part of the body while continuing to slither (or climb) with the lower section. Climbing, provided that the character has the skill, can also be as quick as half the character's maximum Spd. (10 times Spd. equals yard/meters per minute). Full Human Looks is impossible to combine with Biped – None.
20 BIO-E for Full. Character has mutated a full set of legs and feet.
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Long body, entirely covered in brightly colored, smooth scales. Head is flat and triangular. The jaw is double-hinged, and the eyes are sunk under bony ridges. Tongue is long and forked.
10 BIO-E for Partial. Body is long and sleek. Head is smooth, covered with tiny scales in place of hair.
15 BIO-E for Full. Entirely bald, with shiny smooth skin. Body is long and lean, with smooth muscles that clearly ripple just below the skin. Jaw is double-hinged, allowing for a huge opening.
Natural Weapons:
5 BIO-E for 1D6 Fangs (bite only, no poison)
20 BIO-E for Paralytic Poison Venom (must also get fangs). A hollow track in the two front fangs can inject a special poison into an opponent. This poison causes damage and possible paralysis. Victims must make a save vs. non-lethal poison to avoid being paralyzed for 3D6 melee rounds. Any successful attack where the poison is injected also does 1D6 damage directly to the victim's hit points with no saving throw. Injecting the poison requires a successful bite attack. The damage from the poison venom is in addition to the damage inflicted by the bite. Note: Injecting an opponent more than once increases the length of the paralysis by another 1D6 melee rounds, and does another 1D4 damage direct to hit points.
35 BIO-E for Deadly Poison Venom (must also get fangs). This poison causes damage and possibly a fatal coma. Victims must save vs. lethal poison to avoid falling into a coma. The roll to save must be made every melee round, until the wound is cleaned and flushed, anti-venom administered or until ten full minutes have elapsed. A failed roll, at any point means the victim has fallen into a coma. After falling into a coma, the character must then make a save vs. lethal point every fifteen minutes to avoid fatal convulsions from this poison. Victims in a coma will be in danger of dying for six hours, or until an anti-venom solution is administered. Injecting the poison requires a successful bite attack. The damage from the bit is in addition to the poison damage. Note: Injecting an opponent more than once in a single combat does an additional 1D6 damage direct to hit points plus the damage from the bite itself, but does not increase the risk from coma or death.
Mutant Animal Powers:
15 BIO-E for Light Natural Body Armor; A.R.: 8 and S.D.C.: +15.
30 BIO-E for Medium Natural Body Armor; A.R.: 11 and S.D.C.: +30.
10 BIO-E for Advanced Tongue Touch, this ability requires the character to touch things with the tongue. Also includes Advanced Taste and Advanced Smell (again, with the tongue).
5 BIO-E for Advanced Taste
10 BIO-E for Extra Mental Endurance
10 BIO-E for Brute Strength
20 BIO-E for Beastly Strength
10 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed
10 BIO-E for Leaping: Standard
5 BIO-E for Prehensile Tongue (As Partial Hand)
10 BIO-E for Predator Burst
5 BIO-E for Infrared Vision (25 ft range). Allows the character to “sense” objects according to their temperature, even in total darkness.
25 BIO-E for Accelerated Strike. The ability to dark forward with blinding quickness. +3 Strike, +6 to burst of Spd.
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Carnivore
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Nocturnal
-10 BIO-E for Nearsightedness
-10 BIO-E for Vestigial Tail
Posted: Fri Feb 23, 2007 6:23 pm
by Guest
Mephisto wrote:Snake: Boa Constrictor and Emerald Tree Boa
ORIGINAL ANIMAL CHARACTERISTICS
Description: Boas are snakes without poison, killing machines that use their hook-like teeth and the strength of their massively muscled bodies to squeeze their prey into submission. Among the largest snakes in the world (second only to the anaconda), Boa Constrictors live in swampy rain forests and jungles, ranging from the ground to the trees. Whereas the Emerald Tree Boa lives exclusively up in the trees. Boa Constrictors are somewhat larger and colored in a camouflage pattern of mottled brown, tan, and white. Emerald Tree Boas are a bit smaller, colored with a green upper body, a yellowish underbelly, and a “vein” of irregular white scales along the top of the spine, a perfect color match for the leaves of their jungle habitat.
Size Level: BOA CONSTRICTOR: 11
EMERALD TREE BOA: 6
Length: BOA CONSTRICTOR: to 20 feet long (6 m).
EMERALD TREE BOA: to 10 feet long (3 m)
Weight: BOA CONSTRICTOR: to 250 pounds (113 kg)
EMERALD TREE BOA: to 75 pounds (34 kg)
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: BOA CONSTRICTOR: 35
EMERALD TREE BOA: 60
Attribute Bonuses:
P.S.: +4
HUMAN FEATURES
Hands: None. In this case, the character has no arms or hands whatsoever. Any objects will have to be manipulated by mouth (treat as Partial Hand), or, if available, by Prehensile Tail.
5 BIO-E for Partial. The snake develops a pair of stubby (Partial) hands and short arms along the upper part of the body.
10 BIO-E for Full. Gives the mutant snake a full pair of hands, arms, and narrow shoulders.
Biped: None. Character has no legs, and moves along the ground by slithering. This is not necessarily slow; indeed, the character can maintain a rapid pace, equal to half the character's maximum Spd. attribute. The character can rear up the upper part of the body while continuing to slither (or climb) with the lower section. Climbing, provided that the character has the skill, can also be as quick as half the character's maximum Spd. (10 times Spd. equals yard/meters per minute). Full Human Looks is impossible to combine with Biped – None.
20 BIO-E for Full. Character has mutated a full set of legs and feet.
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Long, flexible body with the length at least 20 times the width, entirely covered with brightly colored, smooth scales. Head is wide and triangular, with a double-hinged jaw, and eyes are on the sides and sunk under bony ridges. Tongue is long and forked.
10 BIO-E for Partial. Body is long and sleek, at least 10 times longer than it is wide. Head is smooth, with a lumpy skull and forehead, wide mouth and jaw, and covered with tiny scales in place of hair. Nose and ears are flat with small holes.
15 BIO-E for Full. Entirely bald, with shiny smooth skin. Body is long and lean, with smooth muscles that clearly ripple just below the skin. Wide face, with broad, flat nose, and wide brow ridge above the eyes.
Natural Weapons:
5 BIO-E for 1D8 Fangs
10 BIO-E for 2D6 Fangs
10 BIO-E for Constrictive Body Muscle. All squeezing, whether from wrapping a flexible body around a victim, or from wrapping around arms or legs in a wrestling-style lock/hold, is stronger and quicker because of the special design of the character's muscles. The character can use these muscles with either a Body Hold, Arm Hold, Leg Hold, or Crush/Squeeze. The Holds and Crush/Squeeze attacks require a successful roll to Strike. If successful and not parried or dodged then the attacker has grabbed into the victim. Once a Hold is applied it can be held as long as the snake likes. The Crush/Squeeze requires that the victim make a save vs. blackout (14 or better, with either P.S. or P.E. bonuses added in). Failure means victim goes unconscious. The P.S. Bonus is used when the victim is struggling to escape, the P.E. Bonus is used when the victim is just struggling to breathe and stay awake. While the Crush/Squeeze continues, the victim is helpless, and the attacker can continue indefinitely, doing damage (1D6 for Normal Strength and Brute Strength, 2D6 for Beastly Strength, and 4D6 for Crushing Strength) per melee round attack. The victim cannot reduce the damage with a Roll with Punch/Fall/Impact.
Escape from a Constrictive Hold: Victims held by constrictive body muscles can only get out with brute strength, or if released by the attacker. Several people struggling to free the victim, including the victim and any helpful friends, can try to break the hold by rolling a pure strength strike (20 sided and P.S. Bonus only). The character doing the hold then rolls to Parry (20 sided, plus P.S. Bonuses, plus bonus to Parry). Note that Brute Strength adds +5 to the attackers roll, Beastly Strength adds +10 to the roll, and Crushing Strength is so strong that it can only be beaten by another Crushing Strength involved.
Mutant Animal Powers:
Automatically gains Brute Strength
5 BIO-E for Prehensile Tail (as Partial Hand). Boa Constrictor only! Not available for Emerald Tree Boa.
15 BIO-E for Light Natural Body Armor; A.R.: 8 and S.D.C.: +20.
25 BIO-E for Medium Natural Body Armor; A.R.: 11 and S.D.C.: +30.
10 BIO-E for Advanced Tongue Touch, this ability requires the character to touch things with the tongue. Also includes Advanced Smell (again, with the tongue).
5 BIO-E for Advanced Smell
10 BIO-E for Extra Mental Endurance
5 BIO-E for Beastly Strength
15 BIO-E for Crushing Strength
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed
10 BIO-E for Leaping: Standard
5 BIO-E for Prehensile Tongue (As Partial Hand)
10 BIO-E for Predator Burst
10 BIO-E for Camouflage Scale Pattern. For Boa Constrictors this will be a mottled brown, black, and white, useful for blending in against dark objects, especially tree trunks, dark bushes, dark rocks and bare earth. Emerald Tree Boas will have a green, yellow, and white pattern that allows them to blend in with any green forest, grass, jungle or swamp environment. In the right environment, or in near darkness (only starlight, or dim torch light), as long as the character remains completely motionless, there is only a 10% chance of being detected. This power is no substitute for the Prowl skill, but it gives the character a +20% bonus to prowl in the right environment.
15 BIO-E for Death-Like Stance. Allows the snake to become absolutely motionless, to slow breathing and other body functions. In this state the character can go up to two weeks without food or water. Also, if the character is trapped in a sealed environment with limited air, the Death-Like Stance will reduce the character's oxygen consumption to only a tenth of normal (the air would last ten times as long).
While in the Death-Like Stance, a hidden characters chances of being detected are only 15%. And if combined with either artificial camouflage (clothing and appropriate make-up on exposed body parts), or if the character has the right kind of Camouflage Scale Pattern (above), then the chances of being detected while in a Death-Like Stance are reduced to 4%.
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Carnivore
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Nocturnal
-10 BIO-E for Nearsightedness
-10 BIO-E for Vestigial Tail
Posted: Fri Feb 23, 2007 6:23 pm
by Guest
Mephisto wrote:Snake: Rattlesnake, Fer-De-Lance, and Bushmaster
ORIGINAL ANIMAL CHARACTERISTICS
Description: Pit Vipers are the foremost venomous snakes of North and South America. They are usually camouflaged with scales of brown, black, and gold. A sheath of fleshy membranes covers the fangs, and the poison venom of a pit viper causes rapid and severe internal bleeding. Pit vipers are given the name “pit” not because of pits in the ground, but because of the pits in their faces; actually heat sensors that allow them to track their warm-blooded prey.
The Bushmaster and the Fer-De-Lance, both tropical snakes, are among the most feared snakes in the world, not because of the strength of their poison, but because they are so big that they just have a lot more poison, and inject larger “doses” of poison, than other snakes. Although the most common rattlesnake in Central America is the Cascabel, there are many species of rattlesnake, including the Massasauga (up to 8 rattles), Sidewinder (the classic desert rattlesnake), and Diamondback (the largest of the rattlers).
Size Level: BUSHMASTER: 6
FER-DE-LANCE: 5
RATTLESNAKE: 4
Length: BUSHMASTER: to 12 feet long (3.6 m).
FER-DE-LANCE: to 8 feet long (2.8 m)
RATTLESNAKE: to 5 feet long (1.5 m)
Weight: BUSHMASTER: to 50 pounds (22.6 kg)
FER-DE-LANCE: to 30 pounds (13.6 kg)
RATTLESNAKE: TO 15 POUNDS (6.8 kg)
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: BUSHMASTER: 70
FER-DE-LANCE: 75
RATTLESNAKE: 80
Attribute Bonuses:
P.P.: +4
HUMAN FEATURES
Hands: None. In this case, the character has no arms or hands whatsoever. Any objects will have to be manipulated by mouth (treat as Partial Hand), or, if available, by Prehensile Tail.
5 BIO-E for Partial. The snake develops a pair of stubby (Partial) hands and short arms along the upper part of the body.
10 BIO-E for Full. Gives the mutant snake a full pair of hands, arms, and narrow shoulders.
Biped: None. Character has no legs, and moves along the ground by slithering. This is not necessarily slow; indeed, the character can maintain a rapid pace, equal to half the character's maximum Spd. attribute. The character can rear up the upper part of the body while continuing to slither (or climb) with the lower section. Climbing, provided that the character has the skill, can also be as quick as half the character's maximum Spd. (10 times Spd. equals yard/meters per minute). Full Human Looks is impossible to combine with Biped – None.
20 BIO-E for Full. Character has mutated a full set of legs and feet.
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Long body, at least ten times as long as it is wide, entirely covered with dark scales. Head is long and narrow, tapering only slightly to the back of the neck, and with a blunt snout. The jaw is double-hinged, and the eyes are sunk under bony ridges. Tongue is long and forked. Long tail, and in the case of rattlesnakes, 1D6+3 rattles at the end of the tail that the character can use as a noisemaker.
10 BIO-E for Partial. Body is long and sleek. Head is smooth, covered with tiny scales in place of hair. Rattlesnakes will have a small tail with 1D4 rattles that can be used to make noise.
15 BIO-E for Full. Entirely bald, with shiny smooth skin. Body is long and lean, with smooth muscles that clearly ripple just below the skin.
Natural Weapons:
5 BIO-E for 1D6 Fangs (bite only, no poison)
20 BIO-E for Paralytic Poison Venom (must also get fangs). A hollow track in the two front fangs can inject a special poison into an opponent. This poison causes damage and possible paralysis. Victims must make a save vs. non-lethal poison to avoid being paralyzed for 3D6 melee rounds. Any successful attack where the poison is injected also does 1D6 damage directly to the victim's hit points with no saving throw. Injecting the poison requires a successful bite attack. The damage from the poison venom is in addition to the damage inflicted by the bite. Note: Injecting an opponent more than once increases the length of the paralysis by another 1D6 melee rounds, and does another 1D4 damage direct to hit points.
35 BIO-E for Deadly Poison Venom (must also get fangs). This poison causes damage and possibly a fatal coma. Victims must save vs. lethal poison to avoid falling into a coma. The roll to save must be made every melee round, until the wound is cleaned and flushed, anti-venom administered or until ten full minutes have elapsed. A failed roll, at any point means the victim has fallen into a coma. After falling into a coma, the character must then make a save vs. lethal point every fifteen minutes to avoid fatal convulsions from this poison. Victims in a coma will be in danger of dying for six hours, or until an anti-venom solution is administered. Injecting the poison requires a successful bite attack. The damage from the bit is in addition to the poison damage. Note: Injecting an opponent more than once in a single combat does an additional 1D6 damage direct to hit points plus the damage from the bite itself, but does not increase the risk from coma or death.
Mutant Animal Powers:
15 BIO-E for Light Natural Body Armor; A.R.: 8 and S.D.C.: +15.
30 BIO-E for Medium Natural Body Armor; A.R.: 11 and S.D.C.: +30.
10 BIO-E for Advanced Tongue Touch, this ability requires the character to touch things with the tongue. Also includes Advanced Taste and Advanced Smell (again, with the tongue).
5 BIO-E for Advanced Taste
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed
10 BIO-E for Leaping: Standard
5 BIO-E for Prehensile Tongue (As Partial Hand)
10 BIO-E for Predator Burst
10 BIO-E for Heat Location Pit Organs. These hollow “pits” in the face allow the character to “sense” the location, size, and temperature of warm objects and creatures, just by heat. Works in any amount of light, or in total darkness, with a 50 foot (15 m) range. These heat sense organs are located just above and behind the cheekbones, spaced wide apart. Adds a bonus of +2 strike with a bite attack only.
20 BIO-E for Accelerated Strike. The ability to dark forward with blinding quickness. +1 Strike, +8 to burst of Spd.
10 BIO-E for Camouflage Scale Pattern. Mottled or striped brown, black, gray, orange and white, useful for blending in with the ground, tree trunks, roots and other dark or shadowy areas. In the right environment, or in near darkness (only starlight, or dim torch light), as long as the character remains completely motionless, there is only a 15% chance of being detected. This power is no substitute for the Prowl skill, but it gives the character a +10% bonus to prowl in the right environment.
Posted: Fri Feb 23, 2007 6:23 pm
by Guest
Thyfur wrote:Social Insects
Social insects are those insects that form hives with queens. Often different hives of the same species will war with each other when territories are too close. Termites and Ants are often at war, this is taken to new heights with intelligence mutant insects that have gathered automatic weapons and advanced warfare technologies. Some areas even have become barren wastelands from two warring hives. Most often two hives only resort to raiding each other. Most species of ants are very similar and even the most devout Entomologist will have a hard time distinguishing different species and tribes. Hence the entries for ants (and most insects) will be very similar, but beware there are differences, mainly in Attribute Bonuses and some Animal Power changes.
Social Insect: Fire Ant
Original Animal Characteristics
Description: Over 280 species of Fire Ants are found worldwide. One species Solenopsis invicta commonly known as red imported fire ant (RIFA) thrives as a pest and is the most infamous. They feed primarily on plants and seeds, but can kill small animals. They use their pinchers (mandibles) to get a grip and then sting with a toxic venom. All living hive members are females. Males are winged but die shortly after mating or are rare. Queens are the sole authority within the hive and are the only ones to mate and reproduce. Hives contain 100,000 to 500,000 workers, and up to several hundred winged forms and queens. Some hives will have only one queen with slightly larger workers. Other hives have multiple queens with smaller workers. Fire ants are generally either red or black.
Size Level: 1
Length: 0.1-0.3 inch (3-6mm)
Weight: Negligible
Build: Short
Mutant Changes and Costs
Total BIO-E: 70
Attribute Bonuses: Workers - P.S. +4, Brute Strength, P.P. +2, P.E. +2, P.B. -2, Spd. +6. Queens and Winged Females - P.S. +6, Brute Strength, P.P. +2, P.E. +2, P.B. -2, Spd. +6 (Queens Spd. +0).
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, tall, standing on two long hind legs that jut from the thorax at an odd angle. Large abdomen, two long antennae, large compound eyes stand out from the side of the head, exoskeleton is thick and gleaming.
5 BIO-E for Partial, tall and thin, smaller abdomen less distinct from the thorax, smaller compound eyes at sides of head, shorter thicker antennae.
Full, not available.
Natural Weapons
Can choose either Mandible but not both, can however choose both Claw types.
10 BIO-E for 3D6 Mandibles
5 BIO-E for 2D6 Mandibles
5 BIO-E for 1D4 Razor-Sharp Claws
15 BIO-E for Climbing Claws (special), can walk up or down walls and surfaces if there is some rough areas for a toe hold like brick, concrete, wood and rough metal. Cannot climb on glass, polished plastic or smooth metal surfaces. Speed is one half normal land speed for walking.
Mutant Animal Powers
Wings: Remember, mutant insects that automatically has wings, do NOT function (can NOT glide or fly) unless the character has the power of Glide or Flight. Hands DO NOT grow on the wings.. See the note about wings at the beginning of the Bird Section in ATB2, Page 81. Only Winged Females (future queens), Males and Queens have Wings.
Automatically gets Simple Compound Eye
Variable BIO-E for Antennae, all powers available. See Antennae for Costs.
5 BIO-E for Digging
10 BIO-E for Tunneling
15 BIO-E for Excavation
5 BIO-E for Extra Legs, Spd. +15
5 BIO-E for Beastly Strength
15 BIO-E for Crushing Strength
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extraordinary Speed
10 BIO-E for Basic Flight
15 BIO-E for Advanced Flight
20 BIO-E for Acrobatic Flight
5 BIO-E for Polarized Sight
10 BIO-E for Advanced Vision, cannot take any of the Compound Eye powers and loses Simple Compound Eye.
5 BIO-E for Advanced Compound Eye
10 BIO-E for Complex Compound Eye
5 BIO-E for Advanced Taste
5 BIO-E for Chemical Alarm
10 BIO-E for Chemical Attack
5 BIO-E for Chemical Trail
10 BIO-E for Insect Endurance
15 BIO-E for Extreme Insect Endurance
10 BIO-E for Light Exoskeleton Body Armor A.R. 9, S.D.C. +25
20 BIO-E for Medium Exoskeleton Body Armor A.R. 11, S.D.C. +40
30 BIO-E for Heavy Exoskeleton Body Armor A.R. 14, S.D.C. +60
50 BIO-E for Extra-Heavy Exoskeleton Body Armor A.R. 16, S.D.C. +80
Vestigial Disadvantages
-5 BIO-E for Color Blindness
-10 BIO-E for Diet: Carnivore
-5 BIO-E for Nearsighted
-15 BIO-E for Reptile Brain: Insect
Posted: Fri Feb 23, 2007 6:23 pm
by Guest
Thyfur wrote:Social Insect: Gliding Ant
Original Animal Characteristics
Description: Gliding or canopy ants are found throughout South America and tropical Central America. They have developed a form of gliding to return to their home tree when they fall from branches. First observed in 1998, they got full recognition in 2005. Other canopy ants found worldwide are not capable of gliding, and other than coloration appear similar to most ants. They have flatten out bodies and heads in comparison to other ants. All of these ants are black. Like most other ants, queens lose their wings shortly after mating.
Size Level: 1
Length:
Weight: Negligible
Build: Short
Mutant Changes and Costs
Total BIO-E: 70
Attribute Bonuses: Workers - P.S. +2, Brute Strength, P.P. +4, P.E. +4, P.B. -2, Spd. +4. Queens and Winged Females - P.S. +5, Brute Strength, P.P. +4, P.E. +4, P.B. -2
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, tall, standing on two long hind legs that jut from the thorax at an odd angle. Large flat abdomen, two long antennae, large compound eyes stand out from the side of the head, exoskeleton is thick and gleaming, flatten square head.
5 BIO-E for Partial, tall and thin, smaller abdomen less distinct from the thorax, smaller compound eyes at sides of head, shorter thicker antennae, triangle head.
Full, not available.
Natural Weapons
Can choose either Mandible but not both, can however choose both Claw types.
10 BIO-E for 3D6 Mandibles
5 BIO-E for 2D6 Mandibles
5 BIO-E for 1D6 Razor-Sharp Claws
15 BIO-E for Climbing Claws (special), can walk up or down walls and surfaces if there is some rough areas for a toe hold like brick, concrete, wood and rough metal. Cannot climb on glass, polished plastic or smooth metal surfaces. Speed is one half normal land speed for walking.
Mutant Animal Powers
Wings: Remember, mutant insects that automatically has wings, do NOT function (can NOT glide or fly) unless the character has the power of Glide or Flight. Hands DO NOT grow on the wings.. See the note about wings at the beginning of the Bird Section in ATB2, Page 81. Only Winged Females (future queens), Males and Queens have Wings (at least until mating).
Automatically gets Simple Compound Eye
Variable BIO-E for Antennae, all powers available. See Antennae for Costs.
5 BIO-E for Digging
10 BIO-E for Tunneling
15 BIO-E for Excavation
5 BIO-E for Extra Legs, Spd. +15.
5 BIO-E for Beastly Strength
15 BIO-E for Crushing Strength
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extraordinary Speed
10 BIO-E for Basic Flight
15 BIO-E for Advanced Flight
5 BIO-E for Glide
5 BIO-E for Polarized Sight
10 BIO-E for Advanced Vision, cannot take any of the Compound Eye powers and loses Simple Compound Eye.
5 BIO-E for Advanced Compound Eye
10 BIO-E for Complex Compound Eye
5 BIO-E for Ultraviolet Vision
5 BIO-E for Advanced Taste
5 BIO-E for Chemical Alarm
10 BIO-E for Chemical Attack
5 BIO-E for Chemical Trail
10 BIO-E for Insect Endurance
15 BIO-E for Extreme Insect Endurance
10 BIO-E for Leaping: Feline
10 BIO-E for Light Exoskeleton Body Armor A.R. 9, S.D.C. +25
20 BIO-E for Medium Exoskeleton Body Armor A.R. 11, S.D.C. +40
30 BIO-E for Heavy Exoskeleton Body Armor A.R. 14, S.D.C. +60
50 BIO-E for Extra-Heavy Exoskeleton Body Armor A.R. 16, S.D.C. +80
Vestigial Disadvantages
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsighted
-15 BIO-E for Reptile Brain: Insect
Posted: Fri Feb 23, 2007 6:24 pm
by Guest
Thyfur wrote:Social Insect: Leafcutter Ant
Original Animal Characteristics
Description: Leafcutter ants or Attines are pure fungus farmers. There are 202 known species each of which grows a variety of fungi, often by cutting up leaves for fungi growth, hence the name. The more primitive forms of Attines use droppings and dead plant for their gardens and have small nests. The Trachymyrmex build a larger nest and use flowers, fruit and droppings for their gardens. The most advanced types use fresh cut leaves and tend to cultivate a single fungus with hives reaching 500,000. These ants feed solely on the fungus gardens, but are fierce protectors of their hives.
Size Level: 1
Length: 0.1-0.3 inch (3-6mm)
Weight: Negligible
Build: Short
Mutant Changes and Costs
Total BIO-E: 65
Attribute Bonuses: Workers - P.S. +6, Brute Strength, P.P. +2, P.E. +2, P.B. -2, Spd. +4. Queens and Winged Females - P.S. +8, Brute Strength, P.P. +2, P.E. +2, P.B. -2, Spd. +4
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, tall, standing on two long hind legs that jut from the thorax at an odd angle. Large abdomen, two long antennae, large compound eyes stand out from the side of the head, exoskeleton is thick and gleaming.
5 BIO-E for Partial, tall and thin, smaller abdomen less distinct from the thorax, smaller compound eyes at sides of head, shorter thicker antennae.
Full, not available.
Natural Weapons
Can choose either Mandible but not both, can however choose Razor-Sharp Claws and Digging or Climbing Claws.
10 BIO-E for 3D6 Mandibles
5 BIO-E for 2D6 Mandibles
5 BIO-E for 1D4 Razor-Sharp Claws
5 BIO-E for Digging Claws
15 BIO-E for Climbing Claws (special), can walk up or down walls and surfaces if there is some rough areas for a toe hold like brick, concrete, wood and rough metal. Cannot climb on glass, polished plastic or smooth metal surfaces. Speed is one half normal land speed for walking.
Mutant Animal Powers
Wings: Remember, mutant insects that automatically has wings, do NOT function (can NOT glide or fly) unless the character has the power of Glide or Flight. Hands DO NOT grow on the wings.. See the note about wings at the beginning of the Bird Section in ATB2, Page 81. Only Winged Females (future queens), Males and Queens have Wings.
Automatically gets Advanced Compound Eye
Variable BIO-E for Antennae, all powers available. See Antennae for Costs.
5 BIO-E for Digging
10 BIO-E for Tunneling
15 BIO-E for Excavation
5 BIO-E for Extra Legs, Spd. +15.
5 BIO-E for Beastly Strength
15 BIO-E for Crushing Strength
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extraordinary Speed
10 BIO-E for Basic Flight
15 BIO-E for Advanced Flight
20 BIO-E for Acrobatic Flight
5 BIO-E for Polarized Sight
10 BIO-E for Advanced Vision, cannot take any of the Compound Eye powers and loses Simple Compound Eye.
5 BIO-E for Complex Compound Eye
5 BIO-E for Ultraviolet Vision
5 BIO-E for Advanced Taste
5 BIO-E for Chemical Alarm
10 BIO-E for Chemical Attack
5 BIO-E for Chemical Trail
10 BIO-E for Hold Breath
10 BIO-E for Insect Endurance
15 BIO-E for Extreme Insect Endurance
10 BIO-E for Leaping: Feline
10 BIO-E for Light Exoskeleton Body Armor A.R. 8, S.D.C. +35
20 BIO-E for Medium Exoskeleton Body Armor A.R. 10, S.D.C. +50
30 BIO-E for Heavy Exoskeleton Body Armor A.R. 13, S.D.C. +70
50 BIO-E for Extra-Heavy Exoskeleton Body Armor A.R. 15, S.D.C. +90
Vestigial Disadvantages
-5 BIO-E for Color Blindness
-10 BIO-E for Diet: Herbivore
-5 BIO-E for Nearsighted
-15 BIO-E for Reptile Brain: Insect
Posted: Fri Feb 23, 2007 6:24 pm
by Guest
Thyfur wrote:Social Insect: Pharaoh Ant
Original Animal Characteristics
Description: Pharaoh ants are small, yellow ants where all the workers are one size. They can be found across North America but is most common in the old southern states. They do not tolerate cold climates, so in temperate areas they commonly find heated buildings to infest. Unlike many other ants they do not build mounds but will nest in any dark void. A hive many contain up to 300,000 workers and many queens. Queens are very mobile, again unlike most other ant colonies. Males are black and not found within any colony, but like most other males they too die after mating.
Size Level: 1
Length: 0.1 inch (2 mm)
Weight: Negligible
Build: Short
Mutant Changes and Costs
Total BIO-E: 70
Attribute Bonuses: Workers - P.S. +4, Brute Strength, P.P. +2, P.E. +4, P.B. -2, Spd. +4. Queens and Winged Females - P.S. +6, Brute Strength, P.P. +2, P.E. +4, P.B. -2, Spd. +4
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, tall, standing on two long hind legs that jut from the thorax at an odd angle. Large abdomen, two long antennae, large compound eyes stand out from the side of the head, exoskeleton is thick and gleaming.
5 BIO-E for Partial, tall and thin, smaller abdomen less distinct from the thorax, smaller compound eyes at sides of head, shorter thicker antennae.
Full, not available.
Natural Weapons
Can choose both Claw types.
5 BIO-E for 2D6 Mandibles
5 BIO-E for 1D4 Razor-Sharp Claws
15 BIO-E for Climbing Claws (special), can walk up or down walls and surfaces if there is some rough areas for a toe hold like brick, concrete, wood and rough metal. Cannot climb on glass, polished plastic or smooth metal surfaces. Speed is one half normal land speed for walking.
Mutant Animal Powers
Wings: Remember, mutant insects that automatically has wings, do NOT function (can NOT glide or fly) unless the character has the power of Glide or Flight. Hands DO NOT grow on the wings. See the note about wings at the beginning of the Bird Section in ATB2, Page 81. Only Winged Females (future queens), Males and Queens have Wings.
Automatically gets Simple Compound Eye
Variable BIO-E for Antennae, all powers available. See Antennae for Costs.
5 BIO-E for Digging
5 BIO-E for Extra Legs, Spd. +15.
5 BIO-E for Beastly Strength
15 BIO-E for Crushing Strength
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extraordinary Speed
10 BIO-E for Basic Flight
15 BIO-E for Advanced Flight
5 BIO-E for Polarized Sight
10 BIO-E for Advanced Vision, cannot take any of the Compound Eye powers and loses Simple Compound Eye.
5 BIO-E for Advanced Compound Eye
10 BIO-E for Complex Compound Eye
5 BIO-E for Ultraviolet Vision
5 BIO-E for Advanced Taste
5 BIO-E for Chemical Alarm
5 BIO-E for Chemical Trail
10 BIO-E for Hold Breath
10 BIO-E for Insect Endurance
15 BIO-E for Extreme Insect Endurance
10 BIO-E for Light Exoskeleton Body Armor A.R. 9, S.D.C. +25
20 BIO-E for Medium Exoskeleton Body Armor A.R. 11, S.D.C. +40
30 BIO-E for Heavy Exoskeleton Body Armor A.R. 14, S.D.C. +60
50 BIO-E for Extra-Heavy Exoskeleton Body Armor A.R. 16, S.D.C. +80
Vestigial Disadvantages
-5 BIO-E for Color Blindness
-10 BIO-E for Diet: Carnivore
-5 BIO-E for Nearsighted
-15 BIO-E for Reptile Brain: Insect
-10 BIO-E for Temperature Intolerance: Cold 50’ F (10’ C)
Posted: Fri Feb 23, 2007 6:24 pm
by Guest
Mephisto wrote:Spiny Anteater or Echidna
ORIGINAL ANIMAL CHARACTERISTICS
Description: Looks like a little porcupine, but with badger-like digging claws and a long, naked snout, out of which comes a long, sticky tongue (up to 8 inches long). Like its own known relative, the Platypus, the Echidna is an egg-laying mammal. One of the creature's major talents is that of digging, a skill that allows it to burrow straight down and out of sight of predators.
Size Level: 4
Length: to 18 inches
Weight: to 13 pounds
Build: Short
MUTANT CHANGES & COSTS
Total BIO-E: 75
Attribute Bonuses:
P.S.: +2
P.E.: +3
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Head tapers into a long, narrow, naked snout at the end of which is a small, slitted mouth, with a long, sticky tongue. Body is wide and thick, and covered with dense fur. Both the stubby arms and legs splay out to the sides and have toes and fingers that are almost all nail.
5 BIO-E for Partial. Head is narrow and tapers to a tiny mouth. Body is very wide and round, with short, thick arms and legs.
10 BIO-E for Full. The face looks small compared to the body, with a small nose, tiny eyes, almost invisible ears, but with protruding lips. Feet point outward and the legs are bowed. Thick hair that stands straight up. Very large fingernails and toenails.
Natural Weapons:
5 BIO-E for 1D6 Claws: Digging.
Mutant Animal Powers:
10 BIO-E for Digging
5 BIO-E for Advanced Smell
10 BIO-E for Extra Mental Endurance
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
5 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Speed
5 BIO-E for Prehensile Tongue (As Partial Hand)
15 BIO-E for Quill Defense. This is a kind of Natural Body Armor; A.R.: 10. A physical attack directed against the Spiny Anteater that rolls a 10 or less will result in painful contact with the quills, they in turn do 3D6 damage (3 per quill) to the attacker. The Spiny Anteater can also use the spines to attack using a “Body Block” (4D6 damage) or with the “back of the arm” (2D6 damage per blow). The quills are NOT shot out from the body. However, a Spiny Anteater character can use quills as daggers, pulling them out and “throwing” or “thrusting” them for 1D4 damage.
20 BIO-E for Poison Spurs. A special poison spike on each ankle is capable of injecting an intensely painful and damaging substance into an opponent. Victims must Save vs. Pain (on P.E.) to avoid being paralyzed for 2D6 melee rounds. Small victims (Size Level 3 or less) must Save vs. Lethal Poison to avoid fatal convulsions from this poison. Successful kick attacks do 1D10 damage (from poison) directly to the victim's hit points with no saving throw. Injecting the poison requires a successful Kick Attack only. The damage from the spur's poison is in addition to any normal damage inflicted by the kick. Note: Injecting an opponent more than once in a single day, by the same attacker, does no additional damage.
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Insectivore
-10 BIO-E for Nocturnal
-10 BIO-E for Nearsightedness
-10 BIO-E for Vestigial Tail
Posted: Fri Feb 23, 2007 6:24 pm
by Guest
Mephisto wrote:Tapir
ORIGINAL ANIMAL CHARACTERISTICS
Description: Tapirs are solitary creatures that cover huge territories, wandering through the jungle from one water hole or mud wallow to the next. They've been described as a strange cross between a pig, a horse, and an elephant. They can extend or retract their short trunk, and use it for plucking fruit and rooting up aquatic plants.
Size Level: 16
Length: to 6.5 feet (2 m) long, tail to six inches
Weight: to 600 pounds (270 kg).
Build: Short
MUTANT CHANGES & COSTS
Total BIO-E: 20
Attribute Bonuses:
P.S.: +1
P.E.: +2
Spd.: +1
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Rounded body, with thick neck and head that narrows down to a tubular, flexible nose. Rounded ears on top of head, and small eyes on the sides of the head. Short tail. Arms and legs are relatively lean, knobby, and muscular. Hands and feet have three toes, each tipped with huge, white nails. Thick, bristly, but very short-cropped dark hair.
5 BIO-E for Partial. Lumpy body, with lean arms and legs. Thick, long head, with nose hanging over the mouth. Eyes and ears rounded and set far apart. Large jowls under the chin, overhanging belly.
10 BIO-E for Full. Long, high forehead with broad, very long, very thick nose, small eyes, round ears. Thick body and hips, with undersized arms and legs. Bristly hair, forming crest at the top of the skull and extending back to the neck. Thick hands, with broad, thick fingernails.
Natural Weapons:
5 BIO-E for 1D6 Bite.
10 BIO-E for 1D10 Bite.
Mutant Animal Powers:
5 BIO-E for Extra Mental Endurance
5 BIO-E for Brute Strength
15 BIO-E for Beastly Strength
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Speed.
10 BIO-E for Prehensile Trunk in place of nose (Partial Hand)
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
5 BIO-E for Hold Breath
Vestigial Disadvantages:
-10 BIO-E for Prey Eyes
-10 BIO-E for Reptile Brain: Prey
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Nearsightedness
Posted: Fri Feb 23, 2007 6:25 pm
by Guest
Mephisto wrote:Tasmanian Devil
ORIGINAL ANIMAL CHARACTERISTICS
Description: Tasmanian Devils are the marsupial equivalents of wolverines, vicious predators that are capable of attacking prey much larger than themselves. This marsupial carnivore looks like it's mostly made of jaw and teeth.
Size Level: 5
Length: body to 32 inches, tail to 11 inches
Weight: to 26 pounds
Build: Short
MUTANT CHANGES & COSTS
Total BIO-E: 65
Attribute Bonuses:
P.S.: +3 (Brute Strength)
P.P.: +2
P.E.: +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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Huge head with massive muzzle. Strong teeth and powerful jaws, capable of crushing bone. Black fur with white markings, and pale skin. Body is wider at the shoulders and tapers down to the hips. Short limbs and bristly tail.
5 BIO-E for Partial. Large head with muzzle filled with teeth. Black fur with white markings. Body thicker at the shoulders than at hips. Short, furry tail.
10 BIO-E for Full. A weight lifters build, with oversized shoulders tapering down to narrow hips. Large head with large teeth, covered with black hair and marked by white sideburns.
Natural Weapons:
5 BIO-E for 1D8 Teeth.
10 BIO-E for 2D6 Teeth.
20 BIO-E for 3D6 Teeth.
Mutant Animal Powers:
10 BIO-E for Night Vision
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
10 BIO-E for Extra Mental Endurance
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Speed
10 BIO-E for Leaping: Rodent
5 BIO-E for Righting Reflex
5 BIO-E for Predator Burst
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Carnivore
-10 BIO-E for Nocturnal
-10 BIO-E for Nearsightedness
-5 BIO-E for Color Blindness
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Musk Glands
Posted: Fri Feb 23, 2007 6:25 pm
by Guest
Mephisto wrote:Tree Climbing Anteaters
Note: parts of this animal description were omitted in the initial entry. I will be including new information not seen in Mutants of the Yucatan, Pages 20-21.
ORIGINAL ANIMAL CHARACTERISTICS
Description: Toothless and tree-dwelling, both the Tamandua and two-toed tree-climbing anteaters live exclusively on the insects they scoop up with their long, sticky tongues. Both prey on hives of ants and termites that make nests in trees. The major difference between the Tamandua and the Two-Toed Anteater is in size. However, there are four minor differences. First, the Tamandua's tail is naked on the underside, allowing for a better gripping surface. Second, where the Two-Toed Anteater is covered in uniform light brown fur, the Tamandua has varied markings, with a dark area on the body as if the creature were wearing a vest, and with mottled patches of dark and light fur on the tail. Third, the Tamandua has three claws on its forelegs, where the Two-Toed Anteater, obviously, has but two. Finally, the Tamandua has a tiny mouth at the end of its snout, like the Giant Anteater, but unlike the Two-Toed Anteater which has a mouth with jaws that partially split the snout..
Size Level: TAMANDUA: 3
TWO-TOED ANTEATER: 1
Length: TAMANDUA: body to 24 inches (0.6 m), tail to 22 inches.
TWO-TOED ANTEATER: body to 7 inches (0.2 m), tail to 8 inches.
Weight: TAMANDUA: to 10 pounds (4.5 kg)
TWO-TOED ANTEATER: to 1 pound (0.45 kg)
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: TAMANDUA: 85
TWO-TOED ANTEATER: 95
Attribute Bonuses:
P.P.: +2
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Covered in a thick fur with a long body; long face with a long snout; short arms and a long tail; long tongue that is sticky, eyes are small and dark.
5 BIO-E for Partial. Thick fur with a long, slender body; face is long and horse-like with a long nose and mouth, eyes are small and dark, arms and legs are relatively short, tongue is exceptionally long dexterous.
10 BIO-E for Full. Facial features are really long, especially mouth and nose, thick hair all over the body, body is very thin and lanky, arms and legs are short but well defined, eyes are dark and small, tongue is long.
Natural Weapons:
5 BIO-E for 1D8 Claws: Climbing.
Mutant Animal Powers:
10 BIO-E for Digging
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Speed
10 BIO-E for Leaping: Rodent
5 BIO-E for Prehensile Tongue (As Partial Hand)
5 BIO-E for Prehensile Tail
5 BIO-E for Righting Reflex
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Insectivore
-10 BIO-E for Nocturnal
-10 BIO-E for Nearsightedness
-10 BIO-E for Vestigial Tail
Posted: Fri Feb 23, 2007 6:25 pm
by Guest
Mephisto wrote:Tree Kangaroo
ORIGINAL ANIMAL CHARACTERISTICS
Description: This kangaroo has evolved into a purely tree-dwelling leaf eater. It actually looks more like a bear than a kangaroo. Unlike other kangaroos, the tree kangaroo has rear legs that are shorter than the forearms. They can also leap great distances (up to 30 feet) and jump down from heights as high as sixty feet.
Size Level: 5
Length: Body is up to 30 inches long, tail up to 31 inches long
Weight: to 35 pound
Build: Short
MUTANT CHANGES & COSTS
Total BIO-E: 55
Attribute Bonuses:
P.S.: +2
P.P.: +3
HUMAN FEATURES
Hands: Partial Automatic
5 BIO-E for Full
Biped: Full Automatic
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Triangular head with snub snout, widely spaced eyes, and rounded ears on the top of the head. Thick body, with long powerful arms and short legs. Long, dangling tail with rings.
5 BIO-E for Partial. Slightly snouted head with protruding ears. Long, powerful arms and short legs. Soft brown fur, with lighter markings on the face and belly. Stubby furred tail.
10 BIO-E for Full. Good looks, with thick brown hair (streaked with blond), large features. Powerfully built body with muscular arms that dangle down to the knees. Big feet and somewhat bow-legged.
Natural Weapons:
5 BIO-E for 1D6 Claws: Climbing
Mutant Animal Powers:
Automatically gets Leaping: Rodent
5 BIO-E for Advanced Hearing
10 BIO-E for Brute Strength
15 BIO-E for Beastly Strength
5 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Beauty
5 BIO-E for Extra Speed
5 BIO-E for Leaping: Feline
10 BIO-E for Nonskid Palms. The pads of the hands and feet are covered with a granular skin that can be used to grip most smooth surfaces. Character is stable and will not slip, even on smooth surfaces made of glass or metal.
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Diet Restriction: Ruminant (must pick either Herbivore or Ruminant, can not choose both)
-10 BIO-E for Nocturnal
-10 BIO-E for Nearsightedness
-10 BIO-E for Reptile Brain: Prey
Posted: Fri Feb 23, 2007 6:25 pm
by Guest
Mephisto wrote:Tree Porcupine
ORIGINAL ANIMAL CHARACTERISTICS
Description: Totally adapted to living in trees, with long, curved claws for climbing, able to swing from its prehensile tail, and it is covered in a thick set of quills. The Tree Porcupine eats mostly leaves and tree buds.
Size Level: 3
Length: to 2 feet long (0.6 m), tail to 18 inches long
Weight: to 10 pounds (4.5 kg).
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 85
Attribute Bonuses:
P.P.: +1
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Covered in thick fur (or quills, if Quill Defense is selected) that covers most of the head and body. Sticking out, and of darker color are the end of the snout, the hands and feet, and the end of the tail. Its the eyes that are really strange; since they are surrounded by more normal-looking skin, it makes the whole creature is inside a porcupine costume. Thick tail, almost as long as the rest of the body.
5 BIO-E for Partial. Blunt head, with broad nose and mouth, wide, round eyes, and small, round ears. Body is somewhat humpbacked, with wide shoulders and hips. Short tail, long fingers and toes. Very thick hair everywhere except on the hands, feet, tail tip, and face.
10 BIO-E for Full. Thick body, large head and neck. Round eyes with a perpetual “surprised” look. Thick, bristly hair. Long, strong hands and fingers.
Natural Weapons:
5 BIO-E for 1D6 Claws: Climbing
5 BIO-E for 1D6 Teeth.
Mutant Animal Powers:
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
10 BIO-E for Extra Mental Endurance
10 BIO-E for Brute Strength
10 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Speed
10 BIO-E for Leaping: Standard
10 BIO-E for Prehensile Tail. Use as Partial Hand.
15 BIO-E for Quill Defense. This is a kind of Natural Body Armor; A.R. 12 and S.D.C.: +30. A physical attack directed against the Tree Porcupine that rolls 12 or less will result in contact with the quills, and they in turn do 2D6 damage (2 points per quill) damage to the attacker. The Tree Porcupine can also use the quills to attack, either (1) a Body Block that will inflict 3D6 damage, (2) a Backhand Strike that does 2D6 damage or (3) a Tail Strike that does 2D6 damage. Another possibility is for the Tree Porcupine to use the quills as daggers, pulling them out and throwing them at opponents for 1D4 damage each.
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Prey Eyes.
-10 BIO-E for Reptile Brain: Prey
-5 BIO-E for Nearsightedness
-5 BIO-E for Vestigial Tail
-10 BIO-E for Musk Glands
-10 BIO-E for Nocturnal
Posted: Fri Feb 23, 2007 6:26 pm
by Guest
Mephisto wrote:True Seals
ORIGINAL ANIMAL CHARACTERISTICS
Description: True seals have no external ears and cannot use their rear flippers on land. In the water they use the back flippers and pull themselves on land with the front flippers.
Size Level: 11
Length: to 6 feet
Weight: to 250 pounds.
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 40
Attribute Bonuses:
M.E.: +2
M.A.: +3
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; round, furry body; long, thick neck with small, dog-like head; large eyes; stubby, narrow arms and legs, no tail.
5 BIO-E for Partial. Rounded body, thick neck, smallish head, short legs, large eyes.
10 BIO-E for Full. Powerful chest and neck, smallish head, short legs, large eyes.
Natural Weapons:
5 BIO for 1D6 Damage Bite
Mutant Animal Powers:
5 BIO-E for Advanced Vision
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Touch
5 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Endurance
5 BIO-E for Hold Breath
5 BIO-E for Swimming 86%
5 BIO-E for Thick Blubber. Protection against col (½ damage) and +20 S.D.C.
Vestigial Disadvantages:
-5 BIO-E for Nearsightedness
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet Restriction: Carnivore
Posted: Fri Feb 23, 2007 6:26 pm
by Guest
Mephisto wrote:Turtle: Sea Turtle
ORIGINAL ANIMAL CHARACTERISTICS
Description: The two main varieties are the Leatherback and the Green Turtle. Both are deep water animals that range all over the world. Their armor is more leather, and thicker than a land turtles.
Size Level: 17
Length: to 5 feet
Weight: to 800 pounds.
Build: Short
MUTANT CHANGES & COSTS
Total BIO-E: 5
Attribute Bonuses:
P.E.: +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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; small head on a round body; large, flat arms and legs; mottled, green, brown and white pattern on leathery skin.
5 BIO-E for Partial. Bald head with large nose, leathery neck, round body and soft shell.
10 BIO-E for Full. Thick, leathery skin, green eyes, bald, and powerful build.
Natural Weapons:
5 BIO for 1D6 Damage Bite
Mutant Animal Powers:
5 BIO-E for Advanced Vision
5 BIO-E for Advanced Hearing
5 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Speed.
10 BIO-E for Brute Strength
5 BIO-E for Hold Breath
5 BIO-E for Swimming 86%
10 BIO-E for Light Natural Body Armor; A.R. 9, +30 S.D.C.
20 BIO-E for Medium Natural Body Armor; A.R. 11, +50 S.D.C.
30 BIO-E for Heavy Natural Body Armor; A.R. 13, +75 S.D.C.
40 BIO-E for Extra Heavy Natural Body Armor; A.R. 15, +100 S.D.C.
Note that Heavy and Extra Heavy Natural Body Armor must have a Size Level at least 10 and Looks: Partial maximum.
Vestigial Disadvantages:
-5 BIO-E for Nearsightedness
-10 BIO-E for Reptile Brain: Predator
-20 BIO-E Vestigial Disadvantage: Environment: Marine (requires to be in water to survive)
Posted: Fri Feb 23, 2007 6:26 pm
by Guest
Mephisto wrote:Wallace's Flying Frog
ORIGINAL ANIMAL CHARACTERISTICS
Description: This tiny frog is bright green with red markings. Its tiny body, arms and legs are dwarfed by huge hands and feet. Between the fingers and toes are broad webs, which the creature can actually use for gliding through the air. Found only in Southeast Asia.
Size Level: 1
Length: To 4 inches
Weight: under 1 pound
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: 90
Attribute Bonuses:
P.P.: +2
Spd.: +3
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Shiny, wet-looking skin, mostly bright emerald green but with large blood vessels of bright red. Thin, little body, with ribs and other features clearly outlined. Long, lean arms and legs, both longer than the body. Hand and feet have long fingers with wide pats at the tips. Frog face with protruding eyes spread wide across the head.
5 BIO-E for Partial. Skinny body and bony head. Long legs with very broad hands and feet. Green with red veins.
10 BIO-E for Full. Thin, bony appearance, with rib cage and skull features showing clearly through thin, greenish tight skin. Long, skinny arms and legs, but with very large hands and feet. Eyes are bulbous and protruding. Shoulder and hips are very narrow.
Natural Weapons:
None
Mutant Animal Powers:
5 BIO-E for Advanced Vision
5 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed
5 BIO-E for Leaping: Standard
10 BIO-E for Leaping: Rodent
5 BIO-E for Hold Breath
10 BIO-E for Righting Reflex
10 BIO-E for Glide
30 BIO-E for Basic Flight
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Insectivore
-5 BIO-E for Webbed Hands and Feet
-10 BIO-E for Prey Eyes
-10 BIO-E for Reptile Brain: Prey
Posted: Fri Feb 23, 2007 6:26 pm
by Guest
Mephisto wrote:Wallaroo
ORIGINAL ANIMAL CHARACTERISTICS
Description: Large Kangaroo-type creatures, but with a heavier look and a shaggy coat. Wallaroos also tend toward furry noses. Smaller than kangaroos, but more heavily built and much more aggressive. They live in small packs in forest areas, and rely on their dark fur for concealment.
Size Level: 7
Height: to 6 feet tall
Weight: to 100 pounds
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 45
Attribute Bonuses:
P.S.: +4 (Brute)
P.P.: +1
HUMAN FEATURES
Hands: Partial Automatic
5 BIO-E for Full
Biped: Full Automatic
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Hairy, muzzled snout, with donkey-like ears. The upper body is slim, with narrow arms and shoulders. Legs are very large, with huge feet almost as long as the legs. Thick, muscular tail, even longer than the legs.
5 BIO-E for Partial. Snouted head, with ears on top. Wide hips and huge feet. Thick tail that reaches all the way to the floor.
10 BIO-E for Full. Large nose, large ears and widely spaced eyes. Shaggy, long hair and beard. Legs tend to be long, with outrageously large feet.
Natural Weapons:
5 BIO-E for 1D8 Claws (Hand): Climbing
5 BIO-E for 1D10 Claws (Foot): Climbing. In this case, the middle toe will have a large protruding claw that can be used in kick attacks.
Mutant Animal Powers:
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Speed
5 BIO-E for Leaping: Rodent
15 BIO-E for Advanced Hopping Ability. A “rubber band” muscle in the Wallaroo's legs allows for incredible leaping abilities and efficient long-distance travels at high speeds. The mutant Wallaroo can hop along at 35 mph for hours without getting tired. Speeding up, a maximum of 60 mph is possible, but the time is limited by the character's physical endurance (P.E.). Double normal distance for leaps and jumps. +3 to Dodge while Hopping, +4 to Damage from Leap and Jump attacks only.
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Nocturnal
-10 BIO-E for Nearsightedness
-10 BIO-E for Vestigial Tail
Posted: Fri Feb 23, 2007 6:27 pm
by Guest
Mephisto wrote:Walrus
ORIGINAL ANIMAL CHARACTERISTICS
Description: Like Sea Lions, Walruses can use their back flippers for walking on dry land, and like True Seals, have no exterior ears. Their heavy whiskers are used to feel for food in the dark. Tusks are used both for fighting and for dredging the bottom of the ocean for food.
Size Level: 18
Length: to 10 feet
Weight: to 1200 pounds.
Build: Short
MUTANT CHANGES & COSTS
Total BIO-E: 5
Attribute Bonuses:
None
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; round, wrinkled body; thick neck with small, dog-like head; and huge, whiskered upper lip.
5 BIO-E for Partial. Rounded body, thick neck, snouted head with whiskers; thick, wrinkled skin.
10 BIO-E for Full. Powerful chest and neck, smallish head, short legs; heavy, handlebar mustache.
Natural Weapons:
5 BIO for 1D6 Tusks
10 BIO-E for 2D6 Tusks
15 BIO-E for 3D6 Tusks
Mutant Animal Powers:
5 BIO-E for Advanced Vision
5 BIO-E for Advanced Touch
10 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Affinity
5 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Physical Endurance
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
5 BIO-E for Hold Breath
5 BIO-E for Swimming 86%
5 BIO-E for Thick Blubber. Protection against cold (½ damage) and +30 S.D.C.
Vestigial Disadvantages:
-5 BIO-E for Nearsightedness
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet Restriction: Carnivore
Posted: Fri Feb 23, 2007 6:27 pm
by Guest
Mephisto wrote:Waterfowl: Coot
ORIGINAL ANIMAL CHARACTERISTICS
Description: Coots are small black waterfowl, smaller than ducks, with long legs and feet with four toes, not fully webbed. Coots have a white beak and a small white patch above their eyes. A similar species, moorhens, look almost identical apart from a red patch in the same place. Coots move quickly and jerkily and are able to swim and dive.
Size Level: 2
Length: up to 12 inches (0.3 m)
Weight: up to two pounds (0.9 kg)
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 75
Attribute Bonuses:
Spd.: +2
HUMAN FEATURES
Wings: Remember, the mutant bird automatically has wings, but they do NOT function (can NOT glide or fly) unless the character has the power of Glide or Flight. Hands grow on the wings, unless Extra Limbs (arms and hands) are purchased. See the note about wings at the beginning of the Bird Section in ATB2, Page 81.
Hands: 20 BIO-E for Extra Limbs: Pair of Human Arms and Hands
5 BIO-E for partial, on the wings (not available if Extra Limbs is taken)
10 BIO-E for full, on the wings (not available if Extra Limbs is taken)
Biped: Automatic Full
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Looking a little ridiculous with a large rounded torso on thin scaly legs. Black feathers still cover the body, apart from the white or red flash on the forehead. A short beak, eyes the side of the head. Large feet with long toes.
5 BIO-E for Partial. A very small beak, normal looking head and neck, apart from the white or red and black forehead feathers which are still present. The mutant looks top-heavy, with a plump torso and big feet.
10 BIO-E for Full. Black feathers resemble a head of hair, with a streak down the middle (in either red or white). A strong upper torso, broad shoulders and powerful legs.
Natural Weapons:
10 BIO-E for 1D6 Beak
Mutant Animal Powers:
10 BIO-E for Advanced Hearing
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Speed
5 BIO-E for Prehensile Toes. The character can pick up and manipulate objects with its feet as if they were Partial Hands.
10 BIO-E for Float. This is not a swim skill, but the ability to float effortlessly, even while sleeping, on the water. Characters with Flight will be able to take off directly from the surface of the water. Those with Glide or Flight can come down into the water, directly to a floating position.
10 BIO-E for Glide.
20 BIO-E for Basic Flight.
15 BIO-E for Insulating Water Repellent Feathers. Resistant to Cold, Snow, and Rain. Adds a bonus of +5 to S.D.C.
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Webbed Hands and Feet
-10 BIO-E for Vestigial Wings
-15 BIO-E for No bird tail and wings at all -or- -20 BIO-E if no wings but a Vestigial Tail is kept. Characters with none or partial looks will still have feathers, a beak and such, but no wings (or tail).
Posted: Fri Feb 23, 2007 6:27 pm
by Guest
Mephisto wrote:Water-Vole
ORIGINAL ANIMAL CHARACTERISTICS
Description: A small reddish-brown rodent, often mistakenly called a “Water-Rat” since they do resemble their land-based cousins. They tend to live in burrows near water (usually rivers or streams) and in their natural state can swim with ease, both on the surface and under water.
Size Level: 1
Length: Up to 12 inches (0.3 m)
Weight: 1-2 pounds (0.9 kg)
Build: Medium
MUTANT CHANGES & COSTS
Total BIO-E: 95
Attribute Bonuses:
I.Q.: +1
P.P.: +1
Spd.: +2
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Rodentoid face with small black eyes and a pointed nose, large mouth, small ears on top of head, fur covers body, long bare tail, short arms and legs.
5 BIO-E for Partial. Prominent nose, small ears, thick neck, stout body covered with fine hairs, short tail, short thin legs.
10 BIO-E for Full. Sharp facial features, large torso, skinny legs and arms.
Natural Weapons:
5 BIO-E for 1D6 Claws: Digging
10 BIO-E for 1D4 Bite
Mutant Animal Powers:
5 BIO-E for Advanced Touch
5 BIO-E for Advanced Smell
5 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Speed
5 BIO-E for Leaping: Standard
10 BIO-E for Leaping: Rodent
10 BIO-E for Hold Breath
15 BIO-E for Tunneling
20 BIO-E for Natural Swimming. The character can swim with a skill of 75% twice as long as an ordinary human.
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Herbivore
-5 BIO-E for Vestigial Tail
-10 BIO-E for Prey Eyes
-10 BIO-E for Reptile Brain: Prey
Posted: Fri Feb 23, 2007 6:27 pm
by Guest
Mephisto wrote:Water Opossum
ORIGINAL ANIMAL CHARACTERISTICS
Description: Also known as Yapok, it is the only known aquatic marsupial, ranging from Mexico, south to Argentina. Uses its super-long tail and broad-webbed hind feet for swimming. Has a muscle lining its pouch that keeps the young completely water-tight. Looks like a long-legged rat, with lots of spindly whiskers.
Size Level: 3
Length: body is to 13 inches (0.3 m), tail is to 16 inches
Weight: to 8 pounds (3.6 kg)
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: 80
Attribute Bonuses:
P.E.: +3
Spd.: +2
HUMAN FEATURES
Hands: Partial Automatic
5 BIO-E for Full
Biped: 5 BIO-E for Partial
10 BIO-E for Full
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Built like a very long-legged rat, with a long, slightly upturned snout, and a lean body. Very long, leathery tail, only furry about a quarter of the way down. Dark fur on back and head, light gray on belly and chin. Protruding pink ears and nose. Webbed rear feet.
5 BIO-E for Partial. Long, sinewy body, with long arms and legs. Prominent tail, little round ears, long, narrow face.
10 BIO-E for Full. Long legs and arms with a smooth long body. Large feet and large nails on both fingers and toes. Narrow, sharp-featured face.
Natural Weapons:
5 BIO-E for 1D6 Claws: Standard
Mutant Animal Powers:
5 BIO-E for Advanced Hearing
10 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed
10 BIO-E for Leaping: Standard
5 BIO-E for Hold Breath
5 BIO-E for Whiskers. These whiskers can detect vibrations in the darkness and underwater, so the character suffers half penalties in total darkness.
5 BIO-E for Swimming at 65%. Does not increase.
5 BIO-E for Prehensile Tail (as Partial Hand)
Vestigial Disadvantages:
-10 BIO-E for Nearsightedness
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Prey Eyes.
-10 BIO-E for Reptile Brain: Prey
-10 BIO-E for Vestigial Tail
-5 BIO-E for Webbed Hands and Feet
Posted: Fri Feb 23, 2007 6:27 pm
by Guest
Mephisto wrote:Wombat
ORIGINAL ANIMAL CHARACTERISTICS
Description: The most intelligent of all marsupials, Wombats look like beavers that are missing their tails. They live in elaborate tunnels that they are continuously changing and expanding. Other than an occasional display of huffing and growling, they are completely non-aggressive, even to the point of tolerating exploration of their tunnels by children.
Size Level: 7
Length: to 4 feet tall
Weight: to 90 pounds
Build: Short
MUTANT CHANGES & COSTS
Total BIO-E: 60
Attribute Bonuses:
I.Q.: +4
M.A.: +3
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: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; The head is flat and stocky, with short ears and a large nose. Covered in dark hair. Barrel-shaped body with short but very thick and hard-muscled legs.
5 BIO-E for Partial. Wide head with large-nosed snout. Thick, muscular body with short, powerful limbs.
10 BIO-E for Full. Tends to have a large head, including a prominent nose. Body will be very stocky, looking fat, but actually very well muscled.
Natural Weapons:
5 BIO-E for 1D6 Teeth
5 BIO-E for 1D6 Claws: Digging
Mutant Animal Powers:
10 BIO-E for Digging
15 BIO-E for Tunneling
20 BIO-E for Excavating
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
5 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Mental Affinity
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Physical Beauty
10 BIO-E for Extra Speed
Vestigial Disadvantages:
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Nocturnal
-10 BIO-E for Nearsightedness
Posted: Sat May 12, 2007 8:07 am
by Guest
Big Red wrote:Thylodon (Thylacoleo Carnifex or Marsupial Lion)
ORIGINAL ANIMAL CHARACTERISTICS
Description: A marsupial predator from the Pliocene and Pleistocene. Related to Australian carnivores like the Native Cat and the Tasmanian Devil. One of the most specialized carnivores ever, its special bolt-cutter teeth and jaws are the all time champion destructive weapons in a living animal. Pound for pound, its bite was stronger than any animal that ever lived. It was a robust hunter that relied more on stealth and ambush than active, high-energy predation. A common tactic would like have been to drop on its prey from a tree, or lie in wait at a common watering or feeding site. They were true killing machines, with each part custom-designed to make it a more efficient killer.
Size Level: 13
Length: to 6 feet long
Weight: to 350 pounds
Build: Long
MUTANT CHANGES & COSTS
Total BIO-E: 25
Attribute Bonuses: +6 P.S., Brute Strength, +3 P.P.
HUMAN FEATURES
Hands: Automatically Partial, or 5 BIO-E for Full
Biped: Automatically Partial (can prop itself up on its tail), or 10 BIO-E for Full
Speech: 5 BIO-E for Partial, or 5 BIO-E for Full
Looks: None. Heavy-jawed, muzzled head, with large eyes and a thick neck. Sloping body , with the front end taller than the rear, and a thick, powerful tail. Bristly fur covering a body bulging with muscles.
5 BIO-E for Partial. Large head with a wide muzzle. Body far thicker at shoulders than hips. Muscular body, limbs, hands and feet, and a thick tail that reaches all the way to the floor.
10 BIO-E for Full. Built like a world champion weight lifter or body builder, with oversize shoulders and narrow hips. Large head dominated by wide teeth and nose.
Natural Weapons:
5 BIO-E for 1D6 damage Retractable Climbing Claws
10 BIO-E for 2D6 damage Retractable Thumb Claw (Special). The Thylodon had a huge, retractable slashing claw on its thumb. This provided it with a formidable, switchblade-like weapon, and an exceptional climbing ability. Character receives a +20% to his climbing skill, or +30% if Retractable Climbing Claws are also purchased. Purchasing both types of claws will provide the character with a 2D6+6 damage claw attack.
5 BIO-E for 1D8 damage Teeth
10 BIO-E for 2D6 damage Stabbing Teeth. The Thylodon’s incisors were overgrown, tusk-shaped, stabbing/slashing weapons.
15 BIO-E for 4D6+4 damage “Bolt Cutter” Shearing Cheek Teeth (Special). A special set of large teeth, one upper and one lower, located on each side of the mouth. These curved, serrated teeth came together like a pair of shears, and could be used to cut through windpipes, spinal columns and the thickest bones. They were the Thylodon’s most powerful weapon, and fit together so perfectly that the bottom teeth sharpen the top teeth with every bite. The teeth can also be used to slice through objects made of wood, bone, metal or plastic, including wire, rope, and bars.
25 BIO-E for full set of Thylodon teeth, including both the Slashing Tusk and Shearing Teeth previously described.
Mutant Animal Powers:
5 BIO-E for Advanced Vision
10 BIO-E for Night Vision
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
5 BIO-E for Prehensile Feet.
10 BIO-E for Extra Mental Endurance
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Physical Prowess
10 BIO-E for Leaping: Rodent
5 BIO-E for Righting Reflex
5 BIO-E for Predator Burst
10 BIO-E for Strong Grip (Special). The Thylodon had extremely powerful forearms, which provided it with an exceptionally strong grip. Character receives a bonus of +2 to P.S., +4 to all Choke/Hold rolls, and +5% to their climbing skill.
Vestigial Disadvantages:
-10 BIO-E for Nearsightedness
-5 BIO-E for Color Blindness
-10 BIO-E for Nocturnal
-5 BIO-E for Vestigial Tail.
-10 BIO-E for Diet Restriction: Carnivore
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Musk Glands