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 Post subject: NEW MUTANT ANIMALS
Unread postPosted: Fri Feb 23, 2007 5:33 pm
  

Instead of having all the mutants divided out among 20 or so different topics (and then stickying them all), I've consolidated all the mutants into a few posts for ease of viewing. Please do not post comments in these topics, however feel free to post new mutants, advantanges, vestigial traits, animal powers, and other miscellaney.

WARNING: LOONNNNG TOPIC!!!


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:33 pm
  

Thyfur wrote:
Ape: Mandrill and Drill
Original Animal Characteristics
Description: Mandrill and Drill are closely related to baboons and share some similarities. Mandrills have a olive colored fur with yellow beards. Male have a colorful face and rump of red and blue. Often heavier males with have a mane or cape at the shoulders. Mandrill are found in tropical rainforests of west Africa (Nigeria, Cameroon, Gabon and Congo). They are omnivores eating various plants, insects and small animals. Drills are found in lowland, coastal and riverine forests of west Africa. They are look very much like a Mandrill but instead of the colorful face theirs is jet black except for their bright red lower lip. Their rumps are a bright red.
Size Level: 6
Length: 24-30 inches (61-76cm)
Weight: 55 lbs. (25kg) males, 25 lbs. (11.5kg) females.
Build: Short

Mutant Changes and Costs
Total BIO-E: 40
Attribute Bonuses: I.Q. +2, M.E. +1, P.S. +1, P.E. +4

Human Features
Hands: Automatic Partial, 5 BIO-E for Full
Biped: Automatic Partial, 5 BIO-E for Full
Speech: 5 BIO-E for Partial, 10 BIO-E for Full
Looks: None, Long dog-like (colorful for Mandrills or black for Drills) muzzle, fur covered body with hairless palms and muzzle, large colorful rump, long slender arms and stubby tail, brown eyes.
5 BIO-E for Partial, Long (colorful for Mandrills or black for Drills) muzzle, hairy body with thick head fur, slender arms, smaller colorful rump, brown eyes.
10 BIO-E for Full, Large nose and narrow chin, thick head hair and sideburns, narrow hips and broad shoulders, skin tends to have a blue or a red tint.

Natural Weapons
5 BIO-E for 1D4 Bite.
10 BIO-E for 2D4 Bite.

Mutant Animal Powers
10 BIO-E for Advanced Vision
10 BIO-E for Advanced Smell
5 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Mental Endurance
5 BIO-E for Brute Strength
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Endurance
10 BIO-E for Advanced Touch

Vestigial Disadvantages
-5 BIO-E for Nearsightedness
-5 BIO-E for Musk Glands


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:34 pm
  

Gazirra wrote:
Argentodon

Original Animal Characteristics
Description: The biggest flying bird ever. Argentodon looked like a huge vulture and lived by hunting.
Size Level: 11
Length: Wingspan of up to 25 feet
Weight: to 245 pounds
Build: Medium

Mutant Changes and Costs
Total BIO-E: 35
Attribute Bonuses: PS: +3

Human Features:
Hands: 5 BIO-E for Partial (on the wings)
10 BIO-E for Full (on the wings)
20 BIO-E for separate Full hands and arms
Biped: Full Automatic
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None. Vulturelike head with beak and crooked neck. Large body with powerful legs and splayed feet.
5 BIO-E for Partial. Prominent hunchback face with beak, crooked neck, feathers and birdlike legs and feet.
10 BIO-E for Full. Head with big hooked nose, and large round eyes. Long neck, bent forward, with huge shoulders. Thick body with lean legs.

Natural Weapons
5 BIO-E for 1D6 Talons on hands.
10 BIO-E for 2D6 Talons on hands.
5 BIO-E for 1D6 Talons on feet only.
10 BIO-E for 2D6 Talons on feet only.
5 BIO-E for 1D4 damage Beak
10 BIO-E for 2D4 damage beak.

Mutant Animal Powers
10 BIO-E for Glide
15 BIO-E for Basic Flight
20 BIO-E for Soaring Flight
5 BIO-E for Extra PE
10 BIO-E for Advanced Hearing
10 BIO-E for Advanced Smell
10 BIO-E for Internal Compass

Vestigial Disadvantages
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Nearsightedness
-10 BIO-E for Vestigial Wings; wings that do not work.
-20 BIO-E for NO bird tail and wings at all -or- -25 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 with no wings (or tail).


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:34 pm
  

Kuseru Satsujin wrote:
Aye-Aye
Original Animal Characteristics
Description
: The Aye-Aye is an arboreal, nocturnal primate native to eastern Madagascar. It is the largest nocturnal primate noted for it's rodent-like teeth and long, thin middle finger. The teeth are used to chew holes in wood then the middle finger is inserted into the whole to pull grubs out, though Aye-Ayes are omnivorous. Aye-Ayes have dark brown or black fur with white 'guard hairs' at the neck as well as a bushy, squirrel-like tail. The face bears a resemblance to a rodent or racoon, with beady, bright, luminous eyes.
Size Level: 2
Length: 11.8-14.6 inches (30-37 cm) with a 17.3-20.9 inch (44-53 cm) long tail.
Weight: 4-6 lbs (2.2 to 2.7 kg).
Build: Medium.
Mutant Changes & Costs
Total BIO-E
: 70
Attribute Bonuses: +3 to I.Q., +2 to M.E., and +3 to P.P.
Human Features
Hands
: Automatically partial or 5 BIO-E for full.
Biped: Automatically partial or 5 BIO-E for full.
Speech: 5 BIO-E for partial; 10 BIO-E for full.
Looks: None. Looks like the basic animal, although probably considerably larger.
5 BIO-E for partial. Humanoid with somewhat more human face with a slight muzzle, pointed nose, widely spaced bright eyes, small pointed ears on top of head, short thick neck, thick body with short arms and legs. May have a long, prominent fluffy tail.
10 BIO-E for full. Human shape, pointed nose, sharp facial features, slightly pointed ears, powerful build and thick crop of bushy hair on head (dark brown or black with white tips).
Natural Weapons:
5 BIO-E for biting Teeth that do 1D6 damage.
5 BIO-E for 1D6 damage Climbing Claws.
10 BIO-E for Rodent Gnawing Teeth (as per Rodent, ATB2, page 130) that do 2D4 damage.
10 BIO-E for 1D6 damage Razor-Sharp Nails.
Mutant Animal Powers:
5 BIO-E for Nightvision.
5 BIO-E for Prehensile Feet; use as partial hands.
5 BIO-E for Advanced Touch.
5 BIO-E for Leaping: Rodent.
10 BIO-E for Advanced Vision.
10 BIO-E for Leaping: Feline.
15 BIO-E for Righting Reflex.
15 BIO-E for Extra Limb: Fluffy Tail; (as per Squirrel, ATB2, page 135).
Vestigial Disadvantages:
-5 BIO-E for taking Vestigial Tail.
-10 BIO-E for Nocturnal.
-10 BIO-E for taking Diet: Carnivore.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:34 pm
  

Gazirra wrote:
Barracuda

Original Animal Characteristics
Description: These long, silvery fish are more feared than sharks in many areas. Their
reputation is earned more from their habit of following divers than actually attacking them.
Size Level: 15
Length: to 10 feet long
Weight: to 450 lbs.
Build: long

Mutant Changes and Costs
Total BIO-E: 15
Attribute Bonuses: None

Human Features:
Hands: 5 BIO-E for Partial
10 BIO-E for Full
Biped: None. No legs at all, simply a long tail, character will be able to crawl at 1/4 maximum
speed while on dry land, but gets +2 to parry and dodge while underwater and can swim
twice as fast as normal
10 BIO-E for Partial. Rear fins have mutated into simple limbs.
15 BIO-E for full: rear fins have mutated into perfect legs
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: none: long, very thin body with short arms, silver scales, long face with large,
round eyes and large, pointed mouth filled with sharp teeth, small dorsal fin in middle
of back, webbed fingers and toes
5 BIO-E for Partial: long, thin body, short arms, mouth extends forward noticeably,
large eyes, silvery skin, small ridge in middle in back, slight webbing between fingers and toes
10 BIO-E for Full: very thin body, arms are slightly shorter than average, wide mouth
filled with sharp teeth, small ridge for nose, shiny skin, large eyes, slight webbing between toes

Natural Weapons
5 BIO-E for 1D8 Teeth
10 BIO-E for 2D8 Teeth

Mutant Animal Powers
5 BIO-E for Breathe Underwater
5 BIO-E for Swim Skill equal to 90%
5 BIO-E for Advanced Smell
5 BIO-E for Advanced Vision
10 BIO-E for Brute Strength
10 BIO-E for Nightvision
10 BIO-E for Advanced Vision

Vestigial Disadvantages
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Nearsightedness
-10 BIO-E for Prey Eyes
-15 BIO-E for Aquatic Vestigial Skin (must keep skin moist or it will dry out. Suffers heat exposure for every half hour it is out of water.
-15 BIO-E for Aquatic Respiratory System (breathes water)
-10 BIO-E Temperature Sensitivity: mutant suffers exposure to heat and cold twice as fast as normal. Takes double damage from heat and cold attacks
-5 BIO-E for Webbed Hands and Feet (only if character has both hands and feet)


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:35 pm
  

Thyfur wrote:
Bear: Giant Short-Faced
Original Animal Characteristics
Description: Arctodos simus was the largest bear to ever have lived and is from the Ice Age. It has longer limbs and is more slender than modern bears. They have a short broad muzzle with powerful jaws. They are pure carnivores and scavengers unlike their cousin bears. They also do not have the ability to hibernate, but can stand on its hind legs.
Size Level: 19
Length: 59+ inches (1.5+ m)
Weight: 1500 lbs (680 kg)
Build: Short

Mutant Changes and Costs
Total BIO-E: 0
Attribute Bonuses: P.S. +1D6+8, Brute Strength, P.E. +4, S.D.C. +3D6

Human Features
Hands: 5 BIO-E for Partial, 10 BIO-E for Full
Biped: Automatically Partial, 5 BIO-E for Full
Speech: 5 BIO-E for Partial, 10 BIO-E for Full
Looks: None. Large bear with a short broad muzzle, small eyes, thick fur, small tail, long limbs.
5 BIO-E for Partial. Bear-like face with a broad muzzle, large head, small eyes, thick fur, long muscled limbs, hunched over slightly.
10 BIO-E for Full. Dark circles around small eyes, wide nose, thick hair, plenty of body hair, barrel chest, well muscled limbs.

Natural Weapons
5 BIO-E for 2D4 Heavy Claws
10 BIO-E for 2D6 Heavy Claws
5 BIO-E for 1D6 Teeth
10 BIO-E for 2D6 Teeth

Mutant Animal Powers
5 BIO-E for Advanced Sight
5 BIO-E for Extra Mental Endurance
5 BIO-E for Beastly Strength
10 BIO-E for Crushing Strength
5 BIO-E for Extra Physical Endurance
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
10 BIO-E for Predator Burst
10 BIO-E for Hold Breath

Vestigial Disadvantages
Automatically gets Color Blindness
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Musk Glands
-5 BIO-E for Nearsightedness
-5 BIO-E for Reptile Brain: Predator
Note: Giant Animals can sell I.Q. & M.E. and/or P.P. & Speed to get extra BIO-E points without sacrificing size.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:35 pm
  

Rali wrote:
Bear: Giant Panda
[revised 08/24/2006]
Original Animal Characteristics
Size Level: 11
Length: 4-6 feet (1.2 to 1.8 m).
Weight: 220-250 lbs (135 to 180 kg).
Build: Medium.
Mutant Changes & Cost
Total BIO-E: 25
Attribute Bonuses: +3D6 SDC, +4 to PS, Brute Strength, +3 PE, +3 PB and +4 Spd.
Human Features
Hands: Automatically partial or 5 BIO-E for full.
Biped: Automaticallt partial or 5 BIO-E for full.
Speech: 5 BIO-E for partial or 10 BIO-E for full.
Looks: None. The giant panda, a black-and-white bear, has a body typical of bears. It has black fur on ears, eye patches, muzzle, legs, and shoulders. The rest of the animal's coat is white.
5 BIO-E for partial. Has the general characteristics similar to a mutant bear (small, humanoid in appearance, difined snout and heavy fur, and massive build) but is distinguished by it's black-and-white coat.
10 BIO-E for full. Humanoid with dark circles around small beedy eyes; broad or nose; large round dark ears; a lot of thick body hair (dark on the arms, legs, and upper back); powerful build and barrel chest.
Natural Weapons
5 BIO-E for 2D4 damage Heavy Claws.
10 BIO-E for 2D6 damage Heavy Claws.
5 BIO-E for 1D6 damage Teeth.
10 BIO-E for 2D6 damage Teeth.
Mutant Animal Powers
Automatically gets Advanced Sight (can be traded away for color blind).
10 BIO-E for Beastly Strength.
20 BIO-E for Crushing Strength.
5 BIO-E for Extra Physical Endurance.
10 BIO-E for Extraordinary Speed.
5 BIO-E for Advanced Hearing.
5 BIO-E for Advanced Smell.
10 BIO-E for Predatory Burst.
10 BIO-E for Hold Breath.
Vestigial Disadvantages
-5 BIO-E for Color Blindness.
-5 BIO-E for taking Nearsightedness.
-10 BIO-E for taking Vesigial "pseudo thumb" (Special). Over the centuries, Giant Pandas have evolved a "pseudo thumb" formed by an elongated and enlarged wrist bone covered with a fleshy pad of skin. Now this "thumb" gets in the way and reduces the Panda's manual dexterity (-10% on skills requiring manual dexterity).
-10 BIO-E for taking Reptile Brain: Predator.
-10 BIO-E for Musk Glands.
-10 BIO-E for Diet: Carnivore.
-10 BIO-E for Diet: Herbivore.
-15 BIO-E for Diet: Bamboo (Special). Giant pandas are biologically unique. They are closely related to bears and have the digestive system of a carnivore, but they have adapted to a vegetarian diet and depend almost exclusively on bamboo as a food source. Not designed to process plant matter, the panda's digestive system cannot easily break down the cellulose in bamboo, so pandas must eat huge amounts - as much as 83 pounds or about 40 kg, and for up to 14 hours, each day [Source: WWF China].

NOTES & MORE INFO:
- Unlike other bears, pandas do not hibernate.
- There is on-going debate as to whether this creature is truly a bear or more related to the raccoon, or perhaps in a class of its own, rather than to a bear.
- PandaCam
- http://www.wwfchina.org/english
- http://www.panda.org/species/panda
- http://en.wikipedia.org/wiki/Panda_Bear


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:35 pm
  

Kuseru Satsujin wrote:
CHIMAERA
Original Animal Characteristics
Description
: Chimaeras are a cartilaginous fish similar to rays and sharks, so similar that they are commonly called ghost sharks. While they do resemble sharks in some ways, they have several differences, primarily in the structure and shape of the jaw. Most Chimaera have smooth skin which lacks scales, two large pectoral fins, a prominent primary dorsal fin and a smaller secondary dorsal fin, along with two anal fins, and a long, finned or whip-like tail. Some have long, trunk-like snouts, others have very short snouts. Coloration ranges from black through silvery-grey to brownish gray or pale brown. Among the more notable species of Chimaera are the Australian Ghost Shark, Dark Ghost Shark, Deep-Water Chimaera, Narrow-nose Chimaera, Pale Ghost Shark, and Spotted Ratfish.
Size Level: 5
Height: 1 foot to 4 feet long (40-150 cm)
Weight: Varies
Build: Long
Mutant Changes & Costs
Total BIO-E
: 60
Attribute Bonuses: +4 to M.E., +2 to P.E.
Human Features
Hands
: 5 BIO-E for Partial hands at the end of the pectoral fins (applicable even with arms and hands).
10 BIO-E for full hands at the end of the pectoral fins (applicable even with arms and hands).
20 BIO-E for Extra Limbs; a set of fully developed arms and hands.
Biped: None. Anal Fins have developed into two legs. 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; Looks similar to a shark, thick body, flat arms and legs, generally dark skin, and a fish-shaped face, with eyes on the side of the elongated head.
5 BIO-E for Partial; Elongated head which may or may not have an elongated snout, eyes on side of head; thick, dark skin; short arms & legs.
10 BIO-E for Full; Slightly piscine features; hairless, dark skin.
Natural Weapons:
15 BIO-E for 1D4 damage Venomous Spine (for poison effects, see MDU, page 23, under Deadly Poison Venom)
5 BIO-E for 1D4 damage Light Denticles
Mutant Animal Powers:
Automatically gets Breathing[/b]: Gills
5 BIO-E for Hold Breath (in the air)
5 BIO-E for Advanced Hearing
5 BIO-E for Electroreception (Detect Electrical Fields)
5 BIO-E for Sense Movement - Similar to Sensor Whiskers, but no air usage.
5 BIO-E for Master Swimming
5 BIO-E for Nightvision
10 BIO-E for Sense Electromagnetic Radiation
10 BIO-E for Light Natural Armor
10 BIO-E for Breathing: Lungs
20 BIO-E for Breathing: Dual Breathing
20 BIO-E for Medium Natural Armor
Vestigial Disadvantages:
-5 BIO-E for No Gills
-5 BIO-E for Webbed Hand and Feet
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Nocturnal
-10 BIO-E for Prey Eyes


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:35 pm
  

Boglin wrote:
Coelacanth
ORIGINAL ANIMAL CHARACTERISTICS
Description: Known as the "living fossil", this fish was once thought to have gone extinct more than 60 million years ago, until a live specimen was caught off the east coast of South Africa off the Chalumna River in 1938. It's thick, slimy body has eight fins, six of these are at the ends of leglike extremities ("lobe-fins") that can move in any direction. It's head is protected by a shield of bony plates and it has a unique hinged jaw that is found only on others of it's kind enabling it to move it's top & lower jaws to swallow larger prey. It continues to live in the ocean at depths of 650 feet, in numerous locations around Africa & Indonesia, numbering only in the low hundreds. After the crash, the numbers of the Coelacanth begain to slowly increase as mutations made them self-aware enough to avoid capture..plus the humans who caught them to sell as lab specimens were all wiped out. Very rarely do any mutant coelacanth come to the surface, and most sightings of them are from other ocean-going mutants. Due to the "freaky" appearence & coloration of the Coelacanth, the site of one silently emerging from the ocean depths (or coming across one under water) at night is enough to un-nerve almost anybody.

Size Level: 9
Length: to 6 feet
Weight: to 175 pounds
Build: Long

MUTANT CHANGES & COSTS
Total BIO-E: 50
Attribute Bonuses:
P.S. +5
P.E. +3

HUMAN FEATURES
Hands: None: A pair of fins (the "high pectoral fins") used for swimming.
5 BIO-E for Partial: High pectoral "lobe-fins" become stronger & slightly more developed that branch apart at the end to form a non-opposable thumb.
10 BIO-E for Full: Fully developed arms. "High Pectoral Lobe-Fins" branch apart in three places to form arms with fingers and an opposable thumb at the ends.

Biped: None: No legs, just a long eel-like tail for swimming and a pair of rear fins. Helpless on land, unless alternative means of movement cane be found. If the character has arms then he will be able to drag himself on land at a speed of 1. Can swim ten times faster then other mutants.
5 BIO-E for Partial: It's 4 "lobe-fins" (the high pectoral fins & ventral fins) mutated into primitive legs capable of walking on land. Character can run at half of it's maximum speed while on dry land.; gets +2 to dodge while underwater and can swim twice as fast as normal.
10 BIO-E for Full: Ventracl fins have fully developed into a set of legs equal to a human's.

Speech: 5 BIO-E for partial
10 BIO-E for full

Looks: None: grayish-blue, tough skin, mouth encircles half the head, wide-set eyes, very wide, pointed head with no neck, large sail-like dorsal fin on back with a second lobe-fin dorsal fin near the tail, webbed fingers and toes, bolbous 3-lobed tail, powerful build, gill slits on sides of head, no nose but has small nostrils.
5 BIO-E for partial: very wide head and mouth, wide-set eyes, powerful build, no hair, small sail-like dorsal fin on back, gray-blue skin, webbed fingers and toes, gill slits on side of head, large, pointed nose with small nostrils.
10 BIO-E for full: bald, large head, wide mouth with jagged teeth, pointed nose with no nostrils, grayish complexion, long bump in center of back, slight webbing between fingers and toes, short, fat neck with small gill slits on each side.

Natural Weapons:
5 BIO-E for 1D6 Teeth
10 BIO-E for 1D8 Teeth
5 BIO-E for Bony Head Plates: Butting with head does 1D6 damage. Also acts as a natural Helmet that protects the head with A.R. 10 and S.D.C. +25.

Mutant Animal Powers:
5 BIO-E for Swim skill equal to 70%; 80% if Multi-directional fins are taken.
5 BIO-E for Breathe underwater
5 BIO-E for Night vision (40 feet)
10 BIO-E for Brute Strength
15 BIO-E for Beastly Strength
5 BIO-E for Multidirectional fins: Character has complete control over it's Epicaudal (second tail fin), Anal & second Dorsal lobe-fins. These fins help the character move in any direction and grant a +4 to dodge rolls while underwater.
5 BIO-E for Jelly Filled Gland: Located under the nasal cartilage, that is served by numerous sensory organs, similiar to a shark's Ampullae of Lorenzini. This gland enables the character to detect the weak electrical field given off by living creatures. Range is 5 feet (1.5 m), double underwater.
10 BIO-E for Unique Swim Bladder: Swim bladder is filled with an oily, fatty tissue that remains in the bladder at all times. Instead of adjusting to different depths like a gas-filled swim bladder, the fat-filled bladder balances out the density of the characters bones and tissues without changing. The character naturally hovers at the same depth underwater unless it actively swims up or down.
15 BIO-E for Slimy Body: Adds +10 to Speed attribute while swimming- character will taste particularly disgusting & opponent will become mildly nauseous for 1D4 rounds after biting the character.
15 BIO-E for Light Natural Body Armor: AR: 8, SDC: +20
20 BIO-E for Medium Natural Body Armor: AR: 10, SDC: +40
15 BIO-E for Pressure Resistance: Allows the character to resist the effects of water pressure, up to 600 ft deep (+100 ft every 3rd level), without worry of such ailments as damage to blood vessels and decompression sickness. Since most Coelacanth live at depths of 650 feet (200 meters), their bodies have evolved (before mutation) to survive at such depths without any negative concequences. To keep this ability, the player must spend points on it.

(Vestigial Disadvantages):
-5 BIO-E for Reptile Brain: Predator
-15 BIO-E for Aquatic Vestigial Skin
-15 BIO-E for Aquatic Respiratory System
-5 BIO-E for Webbed Hands and Feet (only if character has Hands AND Feet)
-10 BIO-E for Diet: Carnivore
-20 BIO-E for Vestigial Decompression Vulnerability: Coelacanths live underwater at depths of 650 feet & only by mutation are they able to survive going closer to the surface. By taking this vestigial trait, the mutant Coelacanth will not be able to go to the surface for more then a few minutes without running the risk of dying due to decompression. (Note: It is highly suggested that players who want mutant Coelacanths to be able to interact with the surface world, NOT to take this vestigial trait. Otherwise your character's visit to the surface would be short-lived; literally.)


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:36 pm
  

duck-foot wrote:
Colossal Squid:
Description: The colossal squid is the largest and heavest squid in the world, it lives near the polar regions. The colossal squid is an intelligent active and vicious hunter of the deep ocean trenches.
Size Level: 22
Length: to 50 feet
Weight: 10 tons
Build: Long
Mutant Changes & Cost:
Total BIO-E: 0
Attribute Bonuses: +8 P.S., +4 P.E., +2 Speed
Human Features:
Hands: Tentacles function as Hands: Partial
5 BIO-E for Full: Tentacles develop fully functional fingers just as capable as a humans.
Note: You must pay 5 BIO-E for every pair of Full Hands, to a maximum of four pairs (or five if the mutant has no legs).
Biped: Automatically None
10 BIO-E for Partial: "The jet-sack" develops into two lumpy semi-movable stubs, with a "knee" in the middle for locamotion.
15 BIO-E for Full: A pair of tentacles become the legs with full human-like movability. The mutant now has a human-like torso as well.
Speech: Automatically None
5 BIO-E for Partial
10 BIOE for Full
Looks: None: Large triangular head with ten tentacles and suckers filled with "claws" (less if the mutant has arms and legs) the head ends in a sack with a beak between the tentacles. Large round, black eyes that shine in the light. Red leathery skin.
10 BIO-E for Partial: Head is large and there is beak where the mouth should be. The tentacles that are not used for amrs or legs are all clustered around the beak.
Full Human Looks is not possible.
Natural Weapons:
10 BIO-E for 2D4 Beak
15 BIO-E for 2D6 Beak
5 BIO-E for 2D4 Tentacle Claws
15 BIO-E for 2D6 Tentacle Claws
Mutant Animal Powers:
Automatically gets Nightvision
5 BIO-E for Advanced Vision
10 BIO-E for Multi-Limb Coordination (must be purchased for each pair of arms). Gives the mutant the Ambidexterity and Paired Weapons skills automatically, and +1 to attack.
10 BIO-E for Suction Cups: This lets the mutant grab objects with strength equal to Supernatural P.S. It also gives the mutant the equivalent of the Minor Power: Adhesion.
5 BIO-E Ink Spray: Underwater, this gives the mutant the ability to realease enough ink to fill a 10x10x10 area (opponents are -8 to strike, parry and dodge) On the surface it just drips down the mutant creating a nasty black puddle.
10 BIO-E Jet Propulsion: A system of swimming in which the water is taken in through a pair of glands, and forced out in a stream. +20 to Speed. On land this just makes a weird wheezing sound.
15 BIO-E Camouflage Skin: The skin of the squid is abile to blend in with its surroundings and gives it a +30% to Camouflage skill. The squid cannot do complex patterns like checker boards or flannel.
Vestigial Disadvantages:
-30 BIO-E for Aquatic Respitory System (they cannot breath out of the water)
-15 BIO-E for Aquatic Vestigial Skin
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptile Brain: Predator
-5 BIO-E for each pair of Vestigial Tentacles (they just hang there and get in the way of manual tasks, -20% to skills that require the hands).


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:36 pm
  

Kuseru Satsujin wrote:
CRAB: ANOMURA
Original Animal Characteristics
Description
: Unlike some animal orders, there is a fairly wide variation of body types among the Anomura. Four superfamilies of animals compose the order of Anomura; Galatheoida (consisting of squat lobsters, porecelain crabs and others), Hippoidea (sand crabs and mole crabs), Lomisoidea (hair stone crab), and Paguroida (hermit crabs, king crabs, and stone crabs, among others). General notable differences from other decapods are that the fifth pair of pereiopds is generally under-developed and found inside the gill chamber and they generally have a developed telson, which can be used for swimming, digging, or holding the body inside a gastropod shell.
Size Level: 1 for all varieties except King Crabs which are SL 7
Height: Varies, generally small, but up to 8 feet (2.5 m) for King Crabs
Weight: Varies
Build: Medium
Mutant Changes & Costs
Total BIO-E
: 80 for most varieties, 50 for King Crab
Attribute Bonuses: +6 to P.S., Brute Strength, +4 to P.E.
Human Features
Hands
: 10 BIO-E for Partial Humanoid Arms & Hands (MiO, page 42)
15 BIO-E for Full Humanoid arms and Hands (MiO, page 42)
15 BIO-E for Clawed hands and feet (MiO, page 42)
Biped: 2 BIO-E for Three legs for walking (MiO, page 42)
5 BIO-E for Three legs for running (MiO, page 42)
5 BIO-E for Two-legged Biped (MiO, page 42)
10 BIO-E for Two-legged Biped with a second pair of partial limbs used as both arms and legs (MiO, page 42)
15 BIO-E for Two-legged Biped with a third pair of partial limbs used both as arms and legs
Speech : 5 BIO-E for Partial or 10 BIO-E for Full.
Looks: None; Looks like a large crab (or small lobster) with six “legs”, two pincer-arms, and a hard carapace. Face generally consists of small feeding arms for the mouth, antennae, and stalked eyes.
10 BIO-E for Partial; Likely centauroid in appearance (multiple legs), with crab claws instead of regular hands, a hard carapace, stalked eyes, and manible-style mouth.
20 BIO-E for Full; Yeah, pretty much looks like Zoidberg of Futurama. http://upload.wikimedia.org/wikipedia/e ... idberg.png
Natural Weapons:
2 BIO-E for 1D4 damage Small Maxillipeds
2 BIO-E for 2D4 damage Small Chelipeds (Claws)
5 BIO-E for Single 3D6 damage Crushing Cheliped
10 BIO-E for 1D6 damage Large Maxillipeds
10 BIO-E for Two 3D6 damage Crushing Chelipeds
Mutant Animal Powers:
0 BIO-E for Superior Taste (MiO, page 42)
0 BIO-E for Compound Eye: 180 degree area of sight (MiO, page 42)
0 BIO-E for Antennae: Motion Sensing/Hearing Power [Antennae Combat Bonuses] (MiO, page 43)
0 BIO-E for Antennae: Motion Sensing/Hearing Power [Communicate with ultrasonic sound] (MiO, page 43)
0 BIO-E for Antennae: Motion Sensing/Hearing Power [Hear ultrasonic sounds/Keen hearing] (MiO, page 43)
0 BIO-E for Antennae: Motion Sensing/Hearing Power [Feel the vibrations] (MiO, page 43)
0 BIO-E for Antennae: Touch Power [Accurately identify common, known objects/substances] (MiO, page 43)
2 BIO-E for Compound Eye: Ultraviolet Vision (MiO, page 42)
2 BIO-E for Antennae: Smelling Power [Remember & identify a specific unusual scent] (MiO, page 43)
2 BIO-E for Compound Eye: Polarized Sight (MiO, page 43)
2 BIO-E for Antennae: Touch Power [Identify temperature] (MiO, page 43)
2 BIO-E for Antennae: Smelling Power [Identify common, known smells] (MiO, page 43)
5 BIO-E for Light Exoskeleton Body Armor (MiO, page 43)
5 BIO-E for Antennae: Motion Sensing/Hearing Power [Track by sound] (MiO, page 43)
5 BIO-E for Compound Eye: Hard Eye (MiO, page 43)
5 BIO-E for Compound Eye: 360 degree area of sight (MiO, page 42; in decapods this is accomplished by having rotating eye stalks)
5 BIO-E for Antennae: Motion Sensing/Hearing Power [Motion Detection] (MiO, page 43)
5 BIO-E for Antennae: Smelling Power [Track & maneuver by smell alone] (MiO, page 43)
5 BIO-E for Breathing: Gills or Breathing[/b]: Lungs (Must select one or Dual Breathing.)
10 BIO-E for Retractable Eye-Stalks
10 BIO-E for Sensing Hairs
10 BIO-E for Camouflage Pattern
10 BIO-E for Compound Eye: Advanced Eye (MiO, page 43)
10 BIO-E for Compound Eye: Optics Bonus (MiO, page 43)
10 BIO-E for Medium Exoskeleton Body Armor (MiO, page 43)
10 BIO-E for Light Exoskeleton Spine Armor (MiA, page 14)
15 BIO-E for Multi-limb Coordination (RH, page10)
15 BIO-E for Digging Telson
15 BIO-E for Swimming Telson
15 BIO-E for Breathing: Dual Breathing
20 BIO-E for Heavy Exoskeleton Body Armor (MiO, page 43)
20 BIO-E for Medium Exoskeleton Spine Armor (MiA, page 14)
20 BIO-E for Shell-holding Telson
20 BIO-E for Toxin Resistance
30 BIO-E for Heavy Exoskeleton Spine Armor (MiA, page 14)
Vestigial Disadvantages:
-5 BIO-E for No Lungs OR No Gills (Can only select one.)
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsighted
-10 BIO-E for Nocturnal
-10 BIO-E for Vestigial Legs (can be purchased up to twice)


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:36 pm
  

Kuseru Satsujin wrote:
CRAB: BRACHYURA (TRUE)
Original Animal Characteristics
Description
: True Crabs are decapod crustaceans from the order Brachyura. Notable crab species include Arrow Crab, Black Crab, Blue Crab, Circular Crab, Dungeness Crab, Edible Crab, Fiddler Crab, Ghost Crab, Halloween Crab, Horse Crab, Japanese Spider Crab, Masked Crab, Pea Crab, Sand Crab, Shame-faced Crab, Snow Crab, Swimming Crabs, and Thumbnail Crab, among others. True Crabs are distinguished from other decapods by having short tails and four pair of walking periopods.
Size Level: Small Crabs = SL 1, Medium Crabs = SL 3, & Large Crabs = SL 5
Height: Varies from as little as a few millimeters, to 4 meters wide legs-span
Weight: Varies.
Build: Medium
Mutant Changes & Costs
Total [BIO-E
: Small Crabs = 80, Medium Crabs = 70, and Large Crabs = 60
Attribute Bonuses: +4 to P.S., Brute Strength, +4 to P.E., +10 to Speed
Human Features
Hands
: 10 BIO-E for Partial Humanoid Arms & Hands (MiO, page 42)
15 BIO-E for Full Humanoid arms and Hands (MiO, page 42)
15 BIO-E for Clawed hands and feet (MiO, page 42)
Biped: 2 BIO-E for Four legs for walking (MiO, page 42)
5 BIO-E for Four legs for running (MiO, page 42)
5 BIO-E for Two-legged Biped (MiO, page 42)
10 BIO-E for Two-legged Biped with a second pair of partial limbs used as both arms and legs (MiO, page 42)
15 BIO-E for Two-legged Biped with a third pair of partial limbs used both as arms and legs
20 BIO-E for Two-legged Biped with a fourth pair of partial limbs used as both arms and legs
Speech : 5 BIO-E for Partial or 10 BIO-E for Full.
Looks: None; Looks like a large crab with eight “legs”, two pincer-arms, and a hard carapace. Face generally consists of small feeding arms for the mouth, antennae, and stalked eyes.
10 BIO-E for Partial; Likely centauroid in appearance (multiple legs), with crab claws instead of regular hands, a hard carapace, stalked eyes, and manible-style mouth.
20 BIO-E for Full; Yeah, pretty much looks like Zoidberg of Futurama. http://upload.wikimedia.org/wikipedia/e ... idberg.png
Natural Weapons:
2 BIO-E for 1D4 damage Small Maxillipeds
2 BIO-E for 2D4 damage Small Chelipeds (Claws)
10 BIO-E for 1D6 damage Large Maxillipeds
Mutant Animal Powers:
0 BIO-E for Superior Taste (MiO, page 42)
0 BIO-E for Compound Eye: 180 degree area of sight (MiO, page 42)
0 BIO-E for Antennae: Motion Sensing/Hearing Power [Antennae Combat Bonuses] (MiO, page 43)
0 BIO-E for Antennae: Motion Sensing/Hearing Power [Communicate with ultrasonic sound] (MiO, page 43)
0 BIO-E for Antennae: Motion Sensing/Hearing Power [Hear ultrasonic sounds/Keen hearing] (MiO, page 43)
0 BIO-E for Antennae: Motion Sensing/Hearing Power [Feel the vibrations] (MiO, page 43)
0 BIO-E for Antennae: Touch Power [Accurately identify common, known objects/substances] (MiO, page 43)
2 BIO-E for Compound Eye: Ultraviolet Vision (MiO, page 42)
2 BIO-E for Antennae: Smelling Power [Remember & identify a specific unusual scent] (MiO, page 43)
2 BIO-E for Compound Eye: Polarized Sight (MiO, page 43)
2 BIO-E for Antennae: Touch Power [Identify temperature] (MiO, page 43)
2 BIO-E for Antennae: Smelling Power [Identify common, known smells] (MiO, page 43)
5 BIO-E for Light Exoskeleton Body Armor (MiO, page 43)
5 BIO-E for Antennae: Motion Sensing/Hearing Power [Track by sound] (MiO, page 43)
5 BIO-E for Compound Eye: Hard Eye (MiO, page 43)
5 BIO-E for Compound Eye: 360 degree area of sight (MiO, page 42; in decapods this is accomplished by having rotating eye stalks)
5 BIO-E for Antennae: Motion Sensing/Hearing Power [Motion Detection] (MiO, page 43)
5 BIO-E for Antennae: Smelling Power [Track & maneuver by smell alone] (MiO, page 43)
5 BIO-E for Breathing: Gills or Breathing[/b]: Lungs (Must select one or Dual Breathing.)
10 BIO-E for Retractable Eye-Stalks
10 BIO-E for Compound Eye: Advanced Eye (MiO, page 43)
10 BIO-E for Compound Eye: Optics Bonus (MiO, page 43)
10 BIO-E for Medium Exoskeleton Body Armor (MiO, page 43)
10 BIO-E for Digging/Tunnelling
15 BIO-E for Hibernation
15 BIO-E for Multi-limb Coordination (RH, page10)
15 BIO-E for Breathing: Dual Breathing
20 BIO-E for Heavy Exoskeleton Body Armor (MiO, page 43)
Vestigial Disadvantages:
-5 BIO-E for No Lungs OR No Gills (Can only select one.)
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsighted
-10 BIO-E for Nocturnal
-10 BIO-E for Vestigial Legs (can be purchased up to three times)
-10 BIO-E for Diet: Cannibalism


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:37 pm
  

Boglin wrote:
Dinichthys
ORIGINAL ANIMAL CHARACTERISTICS
Description: A primitive, armoured, fishlike animal that dominated ancient seas. Dinichthys lived during the Late Devonian Period (374 to 360 million years ago) and is found fossilized in rocks of that age in Europe, northern Asia, and North America. Dinichthys grew to a length of about 30 feet, more than 6 feet of which consisted of an armoured head shield that was hinged in the neck region, permitting the upper jaw to be raised in relation to the lower. Dinichthys was clearly the dominant marine predator of its time. In the world of After the Bomb, mutant Dinichthys are rare, but exist in small numbers near the coasts of MesozoicLand, perhaps also created as a possible Aquatic Attraction of the Pre-Crash park. They've developed a hatred for mutant sharks & believe themselves to still be a contender for the title of dominant marine predator.

Size Level: 22
Length: to 30 feet
Weight: to 2,000 pounds
Build: Long

MUTANT CHANGES & COSTS
Total BIO-E: 0
Attribute Bonuses:
P.S.: +8
P.E.: +4
Spd.: +4

HUMAN FEATURES
Hands: None: A pair of fins used for swimming.
10 BIO-E for Partial: Fins become "lobe-fins", or fins on the end of limbs. Stronger, more developed fins that branch apart at the end to form a non-opposable thumb.
15 BIO-E for Full: Fully developed arms. Fins branch apart in three places to form fingers and an opposable thumb.

Biped: None: No legs, just a long eel-like tail for swimming and a pair of rear fins. Helpless on land, unless alternative means of movement cane be found. If the character has arms then he will be able to drag himself on land at a speed of 1. Can swim ten times faster then other mutants.
5 BIO-E for Partial: Fins grow into "lobe-fins" & become strong enough to support the weight of the character on land. Can rear up on hind legs like a bear & walk that way, but the long tail design makes it a bit difficult. Prefers to walk on all 4's.
10 BIO-E for Full: Fully developed set of legs equal to a human's.

Speech: 5 BIO-E for Partial
10 BIO-E for Full

Looks: None: Rounded head & thick body with thick, greenish skin; awkward, flat legs and arms. Head, eyes & part of neck covered in heavy bony plates. Large, powerful mouth, jaws like a snapping turtle's beak. Thick tail with thin, eel-like fin on tip, webbed fingers and toes.
5 BIO-E for Partial: Rounded head with flat face, eyes on side of head; thick greenish skin; short arms & legs; webbed fingers and toes.
Full Human looks are NOT available.

Natural Weapons:
5 BIO-E for 1D10 Bone jaw
10 BIO-E for 2D10 Bone jaw
10 BIO-E for Extra Jaw Strength (Enables the character to use P.S. bonuses in bite attacks.)
10 BIO-E for Bone Plates: Butting with head does 2D4 damage. Also acts as a natural helmet that protects the head with A.R. 12 and S.D.C. +25.

Mutant Animal Powers:
5 BIO-E for Swim skill equal to 80%
5 BIO-E for Breathe underwater
10 BIO-E for Light Natural Body Armor: A.R.: 7 S.D.C.: +25
10 BIO-E for Extra P.S.
10 BIO-E for Extra P.E.
10 BIO-E for Beastly Strength
15 BIO-E for Crushing Strength
5 BIO-E for Predator Burst
15 BIO-E for Locking Jaws: requires the bone jaw natural weapon to be purchased, once the character makes a successful bite attack, they can lock their jaws with crushing strength, doing an additional 2D8 damage per melee and has a 20% chance of breaking the bone of the target (if animal). The jaws cannot be released except if the character releases or is killed, otherwise it takes a combined strength equal three times the character's P.S. to pry the jaws apart. This, combined with bone plates, makes for a virtually in-escapable situation.
20 BIO-E for Dinichthys ability to bite through bone, cartilage, shells & other hard organic defenses. When attacking an opponent with a natural A.R., character will inflict damage directly to the victim's Hit Points, regardless of rolling over the A.R. or not. If attacking an opponent with an un-natural A.R. of 12 or less, will bite directly through & inflict damage to victim's natural S.D.C. (Note: Must first purchase Bone Jaws)

(Vestigial Disadvantages):
-5 BIO-E for Reptile Brain: Predator
-15 BIO-E for Aquatic Vestigial Skin
-15 BIO-E for Aquatic Respiratory System
-5 BIO-E for Webbed Hands and Feet (only if character has Hands AND Feet)
-10 BIO-E for Diet: Carnivore
-5 BIO-E for Vestigial Skull Plates: Plates on head & face are no thicker then the other bone of it's body & just succeptible to breaking. (This negates taking the Skull Plates natual weapon from above.)
Note: Remember, a Giant Animal can sell I.Q. & M.E. and or P.P. & Speed attribute points for extra BIO-E points without sacrificing Size Levels.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:37 pm
  

Gazirra wrote:
Dodo

Original Animal Characteristics
Description: The Dodo is an extinct bird from Mauritius. It was hunted for its plumage and seemed to have no fear of man.
Size Level: 32 inches tall
Weight: to 45 lbs.
Build: Short

Mutant Changes and Costs
Total BIO-E: 40
Attribute Bonuses: +2 PE, +2 PP, +1 SPD

Human Features:
Hands: All Dodos have vestigial wings
5 BIO-E for Partial
10 BIO-E for Full
Biped: 5 BIO-E for Partial
10 BIO-E for
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None.
5 for Partial.
10 for Full.

Natural Weapons
5 BIO-E for 1d6 damage beak
10 BIO-E for 1d6 damage Talons (feet only)

Mutant Animal Powers
10 BIO-E for Extra PE
10 BIO-E for Extra Spd
5 BIO-E for Brute Strength
10 BIO-E for Internal Compass
5 for Advanced Vision

Vestigial Disadvantages
Automatically has Vestigial Wings that do not function
10 BIO-E for Diet: Herbivore
5 BIO-E for Prey Eyes
10 BIO-E for Reptile Brain: Prey


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:37 pm
  

Kuseru Satsujin wrote:
EAGLE RAYS
Original Animal Characteristics
Description
: Eagle Rays are a group of large rays typically found living in the open ocean instead of the bottom of the sea. There are eight notable species of eagle rays, the bat rays, bonnet rays, bull rays, common eagle rays, cownose rays, devil rays, manta rays, and smooth-tail eagle rays. The general anatomical layout of eagle rays is as follows[/b]: two large, broad pectoral fins with pointed tips, rounded, two narrow pelvic fins, one small dorsal fin, a long, whip-like tail (which may or may not have stinging barbs), and often, a caudal fin. Coloration varies widely and can include a spotted pattern consisting of white rings with a black center, blue with white spots, brown with an off-white belly, brown-grey dorsally with a white belly, dark brown, olive-green, or yellow dorsal surface with pale gray or blue spots and a white belly, dramatically spotted with white, blue-white, green, pearl, or yellow spots against a brown, black, or dark gray background, reddish-brown with white spots, uniform gray, or white ventrally and blue or black dorsally.
Size Level: Small Ray = SL 5, Medium Ray = SL 10, Large Ray = SL 20
Height: Small Ray = 1.2-4 feet (45-120 cm)
Medium Ray = 5-8.2 feet (up to 2.5m)
Large Ray = up to 16 feet (up to 5 m)
Weight: Varies
Build: Short
Mutant Changes & Costs
Total BIO-E
: Small Ray = 60, Medium Ray = 35, Large Ray = 0
Attribute Bonuses: +2 to I.Q. and +2 to P.S.
Human Features
Hands
: 5 BIO-E for Partial hands at the end of the pectoral fins (applicable even with arms and hands).
10 BIO-E for full hands at the end of the pectoral fins (applicable even with arms and hands).
20 BIO-E for Extra Limbs; a set of fully developed arms and hands.
Biped: None. Pelvic Fins have developed into two legs. 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; An intelligent ray.
10 BIO-E for Partial; A mutant that looks to be half-man, part-bat with an almost shark-like head and face, short legs, bat-like wings, and a stout, thick-skinned body with a whip-like tail.
20 BIO-E for Full; A human-looking character with very large bat-like wings. The nose is generally small, the mouth wide with thin lips, piercing eyes, and may or may not have horns. Hairless, though may have a noticeable tail.
Natural Weapons:
5 BIO-E for 2D4 damage Barbed Tail
10 BIO-E for 2D6 damage Crushing Teeth
10 BIO-E for 1D4 damage Light Denticles
15 BIO-E for Poison Tail (for poison effects, see MDU, page 23, under Deadly Poison Venom)
15 BIO-E for 1D6 damage Feeding Horns (Devil Rays & Manta rays only)
Mutant Animal Powers:
Automatically gets Breathing: Gills
5 BIO-E for Electroreception (Detect Electrical Fields)
5 BIO-E for Sense Movement - Similar to Sensor Whiskers, but no air usage.
5 BIO-E for Master Swimming
5 BIO-E for Hold Breath (in the air)
10 BIO-E for Leaping[/b]: Standard
10 BIO-E for Digging
10 BIO-E for Breathing: Lungs
20 BIO-E for Breathing: Dual Breathing
Vestigial Disadvantages:
-5 BIO-E for No Gills
-5 BIO-E for Webbed Hand and Feet
-5 BIO-E for Color Blindness
-10 BIO-E for Total Blindness
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Vestigial Tail


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:38 pm
  

Kuseru Satsujin wrote:
ELECTRIC EEL
Original Animal Characteristics
Description
: Not actually an eel at all, this is actually a fish, notable for being capable of generating electrical discharges with its tail. Unlike many fish however, these bottom-dwelling hunters actually breathe air and surface roughly every ten minutes to get more air.
Size Level: 6
Height: up to 8 feet (2.4 m long).
Weight: up to 44 lbs (20 kgs).
Build: Long
Mutant Changes & Costs
Total BIO-E
: 55
Attribute Bonuses: +4 to P.P.
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 Hands. The snake develops a pair of stubby (Partial) hands and short arms along the upper part of the body.
10 BIO-E for Full Hands. 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 Spd attribute. The character can rear up on the upper part of the body while continuing to slither with the lower section.
20 BIO-E for Full. Character has mutated a full set of legs and feet.
Speech : 5 BIO-E for Partial or 10 BIO-E for Full.
Looks: None; Long body, at least five times as long as it is wide, with an olive, brown, or greenish back and yellowish belly. Head is flattened, with a blunt snout. Smooth skin with tiny scales. Long tail with slightly developed fins.
5 BIO-E for Partial; Body is long and sleek. Head is smooth, with no hair.
10 BIO-E for Full; Entirely bald, with shiny, smooth skin. Body is long, with smooth muscles that clearly ripple just below the skin
Natural Weapons:
5 BIO-E for Stun Discharge
10 BIO-E for Paralyzing Discharge
20 BIO-E for Kill Discharge
Mutant Animal Powers:
Automatically gets Breathing: Lungs
5 BIO-E for Electroreception
5 BIO-E for Master Swimming
10 BIO-E for Hold Breath
10 BIO-E for Light Natural Armor
10 BIO-E for Breathing: Gills
20 BIO-E for Breathing: Dual Breathing
20 BIO-E for Medium Natural Armor
Vestigial Disadvantages:
-5 BIO-E for No Lungs
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsightedness
-10 BIO-E for Total Blindness
-10 BIO-E for Diet: Carnivore


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:38 pm
  

Kuseru Satsujin wrote:
ELECTRIC RAY
Original Animal Characteristics
Description
: Electric Rays, also known as Torpedo Fish, are a group of rays with rounded wings which can generate an electrical discharge. They are typically gray or light brown in color and may or may not have dark spots.
Size Level: 7
Height: 1 to 6 feet (33-180cm).
Weight: up to 97 lbs (44 kg).
Build: Short
Mutant Changes & Costs
Total BIO-E
: 50
Attribute Bonuses: +3 to P.P. and +2 to P.E.
Human Features
Hands
: 5 BIO-E for Partial hands at the end of the pectoral fins (applicable even with arms and hands).
10 BIO-E for full hands at the end of the pectoral fins (applicable even with arms and hands).
20 BIO-E for Extra Limbs; a set of fully developed arms and hands.
Biped: None. Pelvic Fins have developed into two legs. 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; An intelligent ray.
10 BIO-E for Partial; A mutant that looks to be half-man, part-ray with an almost shark-like head and face, short legs, round wings, and a stout, thick-skinned body with a whip-like tail.
20 BIO-E for Full; A human-looking character with very large round wings. The nose is generally small, the mouth wide with thin lips, and piercing eyes. Hairless, though may have a noticeable tail.
Natural Weapons:
5 BIO-E for Stun Discharge
10 BIO-E for 2D8 damage Crushing Teeth
10 BIO-E for Paralyzing Discharge
20 BIO-E for Kill Discharge
Mutant Animal Powers:
Automatically gets Breathing: Gills
5 BIO-E for Electroreception
5 BIO-E for Sense Movement - Similar to Sensor Whiskers, but no air usage.
5 BIO-E for Master Swimming
5 BIO-E for Hold Breath (in the air)
10 BIO-E for Neutral Buoyancy
10 BIO-E for Camouflage Skin Pattern (MotY, 18)
10 BIO-E for Breathing: Lungs
15 BIO-E for Predator Burst
20 BIO-E for Breathing: Dual Breathing
Vestigial Disadvantages:
-5 BIO-E for No Gills
-5 BIO-E for Webbed Hand and Feet
-5 BIO-E for Color Blindness
-10 BIO-E for Total Blindness
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Vestigial Tail


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:38 pm
  

Thyfur wrote:
Elephant: Woolly Mammoth
Original Animal Characteristics
Description: Most mammoths are in similar size to African and Asian Elephants. Woolly Mammoths are built like elephants. They have small ears and short tails to prevent heat loss with a thick coat of dark brown or black hair up to 20 inches long (50 cm). This thick coat is shed during summer months, and will appear much like Asian Elephants with slightly more hair. Their trunks have two ‘fingers’ at the tips to pluck grass. Their tusks are large and upward-facing. Males have a longer more spiral shaped tusks than females measuring up to 16 feet long (5 m). They also have a numerous sebaceous glands that secrets greasy fat into their hair for insulation against the cold. Mammoths have a hump of hair and fat behind their heads similar to that of bison.
Size Level: 21
Length: 9 feet 8 inches (3 m)
Weight: 7 tons (14,000 pounds, 6350 kg)
Build: Short

Mutant Changes and Costs
Total BIO-E: 0
Attribute Bonuses: I.Q. +2, M.A. +2, Brute Strength, P.S. +10, P.E. +3

Human Features
Hands: 5 BIO-E for Partial or 15 BIO-E for Full
Biped: 5 BIO-E for Partial or 10 BIO-E for Full
Speech: 5 BIO-E for Partial or 10 BIO-E for Full
Looks: None. A large furry elephant with a fatty hump over the shoulders, small eyes, small floppy ears, massive body, tree trunk like limbs, short skinny tail.
5 BIO-E for Partial. Large elephant like, thick body hair, small eyes, hunchback appearance, small ears, muscled body and limbs, very large nose.
10 BIO-E for Full. Human looking with larger than normal head, large broad shoulders, bony eye ridge, large nose, thick neck and body, muscled arms and legs.

Natural Weapons
5 BIO-E for 3D6 Tusks
10 BIO-E for 5D6 Tusks

Mutant Animal Powers
Automatically gets Advanced Vision and Advanced Smell
10 BIO-E for Extra Limb: Prehensile Trunk (special). SEE ELEPHANT ATB2
15 BIO-E for Extra Limb: Advanced Prehensile Trunk (special). SEE ELEPHANT ATB2
5 BIO-E for Padded Feet (special). SEE ELEPHANT ATB2
10 BIO-E for Low-Frequency Wave Detection (special). SEE ELEPHANT ATB2
5 BIO-E for Natural Body Armor (Fur): A.R. 8, S.D.C. +25
10 BIO-E for Medium Body Armor (Fur): A.R. 10, S.D.C. +35
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
5 BIO-E for Extra Physical Endurance
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Taste
5 BIO-E for Advanced Touch
10 BIO-E for Cold Insulation: Has a layer of fat and thick fur that protects the character from extreme cold. Cold attacks do ½ damage, +20 S.D.C., add 20% to the characters weight.

Vestigial Disadvantages
-5 BIO-E for taking Nearsightedness
-5 BIO-E for taking Color Blindness
-5 BIO-E for taking Musk Glands: Odd to Strong Smelling Musk
-10 BIO-E for taking Diet: Ruminant
-10 BIO-E for taking Vestigial Horns (Tusks)
Note: Giant Animals can sell I.Q. & M.E. and/or P.P. & Speed to get extra BIO-E points without sacrificing size.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:38 pm
  

duck-foot wrote:
Epicyon Haydeni
Description: Picture a very large brendal pitbull the size of a Siberian tiger. This canine belonged to a group called borophaginae (bone crusher) they were the top predators of thier day. They lived between 15 million years ago to just under 20,000 years ago.
Size Level: 15
Length: 8-9 feet (2.4 to 2.7 m) long does not include tail
Weight: 700-900 lbs (320 to 410 kg)
Build: Medium
Mutant Changes & Cost
Total BIO-E: 20
Attribute Bonuses: +10 P.S. Brute Strength, +6 P.E., +2 Spd
Human Features:
Hands: 5 BIO-E for partial or 10 BIO-E for full
Biped: 5 BIO-E for partial or 10 BIO-E for full
Speech: 5 BIO-E for partial cannot take full speech
Looks: None 0 BIO-E. An intelligent four-legged massive canine with a powerful set of hyena-like jaws, pointy ears, clawed feet and short thin fur
Looks: Partial 5 BIO-E. Humanoid with a somewhat canine head, small thick snout, powerful squat build.
Looks: Full 10 BIO-E. Looks like a somewhat hairy wrestler with slightly pointed ears, thick powerful limbs and narrow waist line. Skin is either brendal or light gray with a few fading stripes.
Natural Weapons:
5 BIO-E for 1D6 claws
5 BIO-E for 1D8 bite
*10 BIO-E for 2D6 canine teeth
*15 BIO-E for 3D6+4 canine teeth
*20 BIO-E for Bone Crushing Jaws (must purchuse 3D6 canine teeth). Allows the character to use P.S. bonuses in bite attacks and there is a 20% chance that if a limb was bitten a bone is brocken or a muscle is torn (see optional minor injury table in ATB2 page 29).
Note those marked with * cannot be used with Human Looks: Full
Mutant Animal Powers:
5 BIO-E Advanced Vision
5 BIO-E Advanced Smell
10 BIO-E Advanced Hearing
5 BIOE Predator Burst
10 BIO-E Crushing Strength
5 BIO-E Extra Physical Endurance
Vestigial Disadvantages:
-5 BIO-E for Colar Blindness
-5 BIO-E for Vestigial Ears
-5 BIO-E for Vestigial Tail
-10 BIO-E for Nocturnal
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptilian Brain: Predator
-10 BIO-E for Domestication


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:39 pm
  

Kinthalis Silverbow wrote:
FELINES(wild)TIGER
Original Animal Characterisics
Description:
Size level: 15
Length: 6-9.5ft
Weight: up to 500 pounds.
Build: Medium.
Mutant Changes & Costs
Total BIO-E: 15
Attribute Bonuses: +2 I.Q., Brute Strength, +10 to P.S.,+2 to P.P.,+4 to Spd.
Human Features
Hands: 5 BIO-E for partial or 10 BIO-E for full.
Biped: 5 BIO-E for partial or 10 BIO-E for full.
Speech: 5 BIO-E for partial or 10 BIO-E for full.
Looks: None. A large, wide head, massive jaws, broad nose,wide set eyes and ears on top. Thick fur with black and orange stripes. The body is long and lean, with a powerful build, and a long tail.
5 BIO-E for partial. Humanoid with a cat's head or strong feline features: muzzled face, whiskers, striped fur, long, flexible body, tail,powerful arms and legs.
10 BIO-E for full. Human shape with a lean, muscular build, large hands and feet, with dark stripes all over bronze skin. The face has sharp features, strong jaw and cheek bones, wide flat nose, almond shaped eyes, small slightly pointed ears,and short thick hair on head: light hair on the body, mainly the arms, legs and chest.
Natural Weapons
5 BIO-E for 2D6 damage Retractable Climbing Claws.
10 BIO-E for 3D6 damage Retractable Climbing Claws.
5 BIO-E for 2D6 damage teeth.
10 BIO-E for 3D6 damage teeth.
Mutant Animal Powers:
Automatically gets Righting Reflex and Advanced Vision.
5 BIO-E for Extra Intelligence Quotient.
10 BIO-E for Beastly Strength.
15 BIO-E for Crushing Strength.
5 BIO-E for Extra Physical Endurance.
5 BIO-E for Extra Physical Prowess.
10 BIO-E for Extraordinary Speed.
5 BIO-E for Leaping: Feline.
10 BIO-E for Predatory Burst.
5 BIO-E for Advanced Hearing.
5 BIO-E for Advanced Smell.
5 BIO-E for Night vision.
5 BIO-E for Swimming +15%(must still take the skill)
Vestigial Disadvantages:
-5 BIO-E for Vestigial Tail.
-5 BIO-E for Musk Glands
-10 BIO-E for Reptile Brain: Predator.
-10 BIO-E for taking Diet: Carnivore.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:39 pm
  

duck-foot wrote:
Feline: Snow Leopard
Description: The snow leopard lives high in the Himilayas. This feline is rarely seen by man. The snow leopard is a nocturnal predator with exraordinary leaping abilities. The snow leopard looks very similar to the Central and South African leopard only its off white thick arctic fur and slightly larger size set it apart.
Size Level: 13
Length: 6 to 7 feet long (1.8 to 2.1 m)
Weight: 300 to 400 lbs (135 to 180 kg)
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 30
Attribute Bonuses: +8 P.S.(Brute Strength), +4 P.P., +3 P.B.
Human Features:
Hands: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Biped: Automatically None.
5 BIO-E for Partial
10 BIO-E for Full
Speech: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Looks: None. Character looks like a large white and black spotted predatory cat. Massive jaws, whiskers, thick powerful body, long tail and ears on the top of the head.
5 BIO-E for Partial: A humanoid with a cats head, thick white fur. Long tail, whiskers, and a powerful build.
10 BIO-E for Full: Human looking with a lean, muscular build. Large powerful arms and legs with black spots over skull-white skin, small pointy ears and thick hair on the head.
Natural Weapons:
10 BIO-E for 2D6 Retractable Climbing Claws
15 BIO-E for 3D6 Retractable Climbing Claws
5 BIO-E for 2D4 Teeth
10 BIO-E for 2D6 Teeth
15 BIO-E for 3D6 Teeth
Mutant Animal Powers:
Automatically has Nightvision and Leaping: Standard
10 BIO-E for Beastly Strength
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Physical Beauty
10 BIO-E for Extra Speed
5 BIO-E for Advanced Smell
5 BIO-E for Leaping: Feline
15 BIO-E for Predator Burst
5 BIO-E for Advanced Hearing
15 BIO-E for Extra Physical Endurance
15 BIO-E for Arctic Fur: The character is resistant to the effects of the coldest weather. Any non magical cold based attack on the character deals 1/4 normal damage. This fur tends to make the character look very puffy.
Vestigial Disadvantages:
-5 BIO-E for taking Vestigial Tail
-10 BIO-E for taking Nocturnal
-10 BIO-E for taking Reptile Brain: Predator
-10 BIO-E for taking Diet: Carnivore
-20 BIO-E for taking Low Heat Tolarance: The character cannot take tempatures above 60* Fierhenhiet (20* C) for more than an hour at a time before he or she succumbs to fatigue and exhaustion. Character must save versus poison or suffer -4 to strike, parry and dodge, -6 to Speed and -4 to P.S. and P.P. This effect will last for one hour for every point that the roll failed on a save.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:39 pm
  

Rali wrote:
Giant Gatorland Toad, aka Devil Toad

It's been said that reptiles--frogs and toads ecspecially--are the best barrometer to changes in the environment, so it's no suprise that a creature such as the giant Gatorland toad emerged from the aftermath of the Big Death.

There are many other amphibian mutations, but few are as menacing to the inhabitants of Gatorland as this creature. With their large and powerful toothy jaws, these creatures are blamed for the loss of many swamp traveller as well as animals and children from communities located close to wetlands.

It's coal black skin has earned these creatures the nickname, "Devil Toad"

Size Level: 7 (Long)
Size: 4 to 4.5 feet tall
Weight: 75 to 100 pounds
Hit Points: 5D6+12
SDC: 1D4x10
Armor Rating: 8
Psionics: None
Horror Factor: 13
Attacks Per Melee: 3
Damage: Bite does 2D8, Punch does 1D8+3, Tackle does 1D4, Head Butt does 1D6, Entagle with tounge. These giant toads prefer to entangle their prey and then drag it into the water and drown it, victims will be -2 to strike, parry, and dodge while the toad tries to drown it.
Bonuses: +1 on initiative, +1 to strike, +4 to Dodge, +2 roll with Fall/Impact, +4 vs. poison/disease, +4 save vs. psionics.
Natural Abilities: Feline Leaping; Predator Burst; Night Vision 120 feet; Prowl in water 60%; Beastly Strength; Iron Grip, Jaws (PS 22+ needed to pry open mouth)
Average Life Span: 10 years
Habitat: Temporate Wetlands, Primarily found in the Gatorland swamps
Notes: Rarely found out of the water. Prefers to hide underwater with only it's eyes above the surface.
(This is a slightly modified Timrek from Palladium's Monster and Animals, 2nd Edition)


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:40 pm
  

Rali wrote:
Giant Razortooth Quirrel

A mutant relative of the grey squirrel. These odd creatures are primarily carrion feeders, but have also been known to turn predatory when carrion is scarce, or another larger carrion feeder is sharing the Quirrel's territory. Often times, if a settlement is nearby, they will find the community dump a veritable buffet. Normally, the razortooth quirrels will leave the community alone, but will attack if they feel their access to their food is threatened.

Size Level: 4 (Long)
Length: 3 feet (male), 2.5 feet (female)
Weight: 15 pounds
Hit Points: 3D4+6
SDC: 3D4
Psionics: None
Attacks Per Melee: 2
Damage: Bite does 1D8, Claws do 1D4
Bonuses: +1 on initiative, +1 to strike, +4 to Dodge, +2 roll with Fall/Impact, +4 vs. poison/disease
Natural Abilities: Rodent Leaping, Advanced Smell, Night Vision 60 feet, Prowl 40%, Climbing Claws
Average Life Span: 8 years
Habitat: Woodlands, sewer systems, and ruins
Notes: Razortooth Quirrels are nocturnal predators that typically hunt in packs of 2D4+1. There is a 45% chance that the quirrels are diseased (save vs. disease each time the character is bitten).

The Giant Razortooth Quirrels family pack typically consists of 6+1D4 adult members and 2D4 young, but have been found in numbers ten times as large. Razortooth Quirrels are also notorious scavengers and there is a 35% chance that 1D4 items may be found stashed in their den (roll on the "Scavenger Uses & Value Table" and "Item Category Table" in AtB2, Pg 191 & 192).


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:40 pm
  

Kinthalis Silverbow wrote:
Giraffe
Original Animal Characteristics
Description: Giraffes are the tallest of all land creatures. They have long legs and a long neck which enables them to reach leaves at the top of most trees. While normally passive, the horns and hooves a giraffe are capable of killing an adult lion.
Size level: 20
Length: up to 20feet(6 m)
Weight: Up to 2800 pounds
Build: Long
Mutant Changes and Costs
Total BIO-E: 0
Attribute Bonuses: +2 P.S., +4 P.E., and +10 Speed.
Human Features
Hands: 5 BIO-E for Partial or 10 BIO-E for Full
Biped: 5 BIO-E for Partial or 10 BIO-E for Full
Speech: 5 BIO-E for Partial or 10 BIO-E for Full
Looks: None. A triangular head with long ears at the upper corners, large wide spaced eyes, long neck, short spotted body with long legs.
5 BIO-E for Partial. A humanoid body that has tan fur with darker spots, giraffe like head and long limbs
(including the neck).
10 BIO-E for Full. A lean, muscular human with olive skin and long legs. Face is human looking with large
fluid eyes, large ears, long neck, and powerful build.
Natural Weapons
5 BIO-E for 2D6 damage Hooves
5 BIO-E for 1D6 damage Horns
Mutant Animal Powers
5 BIO-E for Advanced Vision
5 BIO-E for Advanced Smell
5 BIO-E for Advanced Hearing
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extraordinary Speed(use horse speed bonus)
10 BIO-E for Sleepless(special). With this power, the character only needs to sleep for 30 minutes a day tobe completely rested.
Vestigial Disadvantages
-5 BIO-E for taking Vestigial Ears
-5 BIO-E for taking Color Blindness
-5 BIO-E for taking Vestigial Tail
- 5 BIO-E for taking Musk Glands( similar to the Elephant)
-5 BIO-E for taking Diet: Herbivore( pick either Herbivore or Ruminant, not both).
-10 BIO-E for taking Diet: Ruminant.
-10 BIO-E for taking Vestigial Horns
-10 BIO-E for taking Reptile Brain: Prey
Note: Don't forget that a Giant Animal can sell I.Q. & M.E. and/or P.P. & Speed attribute points to get BIO-E points with out sacrificing size.See Giant Animals in the creation section of the book under Growth Steps.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:40 pm
  

duck-foot wrote:
Grays
Description: Small spindly gray skinned humanoids with a big head, almond shaped black eyes, tiny slits for a nose, scrawny arms and legs and general weak appearance.
Size Level: 5 or 10
Height: up to 3 feet (0.9 m) or 6 feet (1.8 m)
Weight: 30-50 lbs (12-33 kg) or 85-220 lbs (38 to 110 kg)
Build: Medium
Total BIO-E: Zero must trade away its humanoid features, size level etc..., to get BIO-E points to purchase Animal Powers.
Attribute Bonuses: +6 I.Q., +4 M.A., +4 M.E., -4 P.B., -3 P.S.
Humanoid Features:
Hands: Automatically Full
Gets 10 BIO-E in excahnge for partial: The four fingers once useful become short and less dextrious the thumb is only partly opposable.-10% penality on all manual skills
Gets 20 BIO-E in exchange for none: The hands looks like a stubby round stuffed bear paw and the fingers are little more than stubs. Hands can no longer pick up or use objects all manual skills are at -70%.
Biped: Automatically Full.
Gets 10 BIO-E in exchange for partial: Legs are short and underdeveloped (-30% to Spd and P.P.), the spine is curved and the alien is sligthly hunched foreward. Can only stand up straight for 1D4 minutes.
Gets 20 BIO-E in exchange for none: Legs are stubby useless and short, or small cilia strands. Cannot stand erect at all, and is forced to use a vehicle or other form of locamotion. The charector cannot balance himself unless leaning up against something stable -80% to Spd and P.P.
Speech: Automatically has Telepathic Transmission and Telepathic Listening. Gets 15 BIO-E if the character trades them in (both, you may not trade in only one). However, the character will be able to make no sound whatsoever no simple words not even grunts or growls.
Looks: Automatically has Full (alien) Looks
Gets 5 BIO-E in exchange for partial: Face grows a nose in the middle between the eyes and just above the mouth and a pair of small ears on the side of the head -2 P.B. (the characters species will find him or her less attractive)
Gets 10 BIO-E in exchange for none: Face grows a very prominant nose between the eyes and a pair of large elf-like ears on the side of the head. Head size shrinks to that of a normal human and the skin tone takes on an ebony or peach coloration -4 P.B. (the characters species will find him or her less attractive)
Natural Animal Weapons: The Grays have no natural weapons, but a mutant may buy Animal Weapons with BIO-E points.
5 BIO-E for 1D6 damage claws
10 BIO-E for 2D4 damage teeth
5 BIO-E for 1D6 damage horns
10 BIO-E for Brain Sucking Elephtine Trunk. This trunk serves to suck the brains out of the victims skull. It takes one seconds per the victims size level to suck out its brain. The trunk is 1/4 the characters height. The character must also have the vestigial disadvantage Diet: Brains to have this ability.
Mutant Animal Powers:
15 BIO-E for Multiple Limbs: Arms
10 BIO-E for Extra Limb: Prehensile Tail
5 BIO-E for Glide
15 BIO-E for Extra Limb: Bat-Like Wings and Basic Flight
*15 BIO-E for Soaring Flight
*30 BIO-E for Silent Flight
10 BIO-E for extra Intelligence Quotient
10 BIO-E for extra Mental Affinity
10 BIO-E for Digging
20 BIO-E for Predator Burst
note those marked with * may only be used if wings are purchased.
Mutant Psionic Powers:
Automatically has Telepathic Listening and Telepathic Transmission
5 BIO-E Bio-Regeneration
10 BIO-E Alter Aura
5 BIO-E Mind Block
5 BIO-E Ectoplasmic Hands
5 BIO-E Ectoplasmic Walk
10 BIO-E Telekenetic Punch
10 BIO-E Telekenetic Leap
5 BIO-E Sixth Sense
5 BIO-E Total Recall
10 BIO-E Bio-Manipulation Audio Area
10 BIO-E Bio-Manipulation Motor Area
10 BIO-E Bio-Manipulation Neural Disruption
10 BIO-E Bio-Manipulation Optic Area
5 BIO-E See Aura
10 BIO-E Mind Trap
20 BIO-E Psi-Sword
15 BIO-E Psi-Shield
Vestigial Disadvantages:
-10 BIO-E Vestigial Tail
-10 BIO-E Vestigial Wings
-5 BIO-E Color Blind
-5 BIO-E for Diet: Herbivore
-5 BIO-E for Diet: Carnivore
-20 BIO-E for Diet: Hemavore. Character must drink blood to survive. Needs one pint of blood per size level each week. No other food will suffice. Without blood the character will starve to death
-40 BIO-E for Diet: Brains. The character must eats brains to survive. No other food will suffice. It can be the brain of an intelligent or unintelligent being. Needs at least three human-sized brains per week or the character will starve.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:41 pm
  

Rali wrote:
Guargoyle
In the late 2040's several biotech companies began to create new creatures to supplement their human security forces. It was around this time that increasingly violent anti-eugenics groups were attacking EGG manufacturers and bioengineering facilities. Since regular human guards were not very effective, companies chose to grow something a little more... intimidating. The Guargoyles were one of the more popular choices, and were individually grown with inbred loyalty and obedience to their host corporation. Guargoyle intelegence was designed to be slightly higher than a domesticated dog, but less than that of a primate, which made them quite easy to train.

In the world of After the Bomb, these creatures have changed very little, and through the past several generations they still contain their inbred loyalty and obedience toward anyone seen as a member of their original sponsor.

Most guargoyles maintain a den or camp within five miles of their sponsors building or ruins with a usual population of 12 to 20 with a social structure similar to that of a pack of wolves with the strongest acting as pack leader. However, some have had to find new grounds as their original sponsor facilities were wiped out in the Big Death, or by marauders in the aftermath. These 'ronin guargoyles' will usually find a new place to guard and protect, or may even be found serving a new master in a wilderness fortress.

Attributes: IQ 2D4,ME 2D4,PS 5D6*,PE 5D6,PP 5D6,Spd. 3D6
*Minimum PS is 20
Size Level: 13 (Medium)
Height: 6-7ft tall
Weight: 300-350lbs
Average Life Span: 15 years
Natural Body AR: 11
S.D.C.: 80
Hit Points: 2D4x10
Horror Factor: 15
Psionics: Presence Sense**, Mind Block
**see Beyond the Supernatural or Heroes Unlimited for a full description.
Natural Abilities: Crushing Strength, Basic Flight, Glide, Color Blind, Night vision, Ultraviolet Vision, Advanced Hearing, Feline Leaping, Predator Burst
Vestigial Traits: Obedience***, Protection***, Loyalty***, Vestigial Horns (1D6 Dmg)
***Limited to anyone wearing their sponsors uniform or announcing a password.
Attacks Per Melee: 5
Damage: Claws 2D4, Talons 2D6, Bite 2D6, Flying Tackle 3D6 (counts as two attacks)
Bonuses: In addition to physical bonuses, +2 Initiative, +2 Dodge in flight, +1 vs. Psionic Attacks.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:41 pm
  

Kuseru Satsujin wrote:
HABU (Viper)
Original Animal Characteristics
Description
: Habu is any one of the four species, Habu, Himehabu, Sakishima Habu, Tokarahabu, of pit vipers found in Japan (primarily the Ryukyu Islands). They are not generally aggressive, but will bite if provoked. Habu do not generally hibernate during the winter, but are less active. Scales are generally mottled in shades of brown, including tan, dark brown, and light brown.
Size Level: 5
Height: to 6 feet long.
Weight: to 25 pounds.
Build: Long
Mutant Changes & Costs
Total BIO-E
: 65
Attribute Bonuses: P.P. +4, Spd +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 Hands. The snake develops a pair of stubby (Partial) hands and short arms along the upper part of the body.
10 BIO-E for Full Hands. 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 Spd attribute. The character can rear up on the upper part of the body while continuing to slither with the lower section.
20 BIO-E for Full. Character has mutated a full set of legs and feet.
Speech : 5 BIO-E for Partial or 10 BIO-E for Full.
Looks: None; Long body, at least ten times as long as it is wide, entirely covered with light scales. Head is long and narrow, tapering only slightly at 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.
5 BIO-E for Partial; Body is long and sleek. Head is smooth, covered with tiny scales in place of hair.
10 BIO-E for Full; Entirely bald, with shiny, smooth skin. Body is long, with smooth muscles that clearly ripple just below the skin.
Natural Weapons:
5 BIO-E for Fangs; bite only, no poison, 1D6 damage.
20 BIO-E for Paralytic Poison Venom (must also get Fangs). (MotY, 19)
35 BIO-E for Deadly Poison Venom (must also get Fangs). (MotY, 19)
Mutant Animal Powers:
10 BIO-E for Light Natural Armor
20 BIO-E for Medium Natural Armor
15 BIO-E for Advanced Tongue Touch (Like Advanced Touch, but with the tongue, also includes Advanced Taste and Advanced Smell).
10 BIO-E for Thermoreceptors (Heat Location Pit Organs, MotY, 19).
20 BIO-E for Accelerated Strike (MotY, 19)
10 BIO-E for Camouflage Scale Pattern (Moty, 19)
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extraordinary Speed
5 BIO-E for Prehensile Tail
Vestigial Disadvantages:
-5 BIO-E for Color Blindness
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Nocturnal
-10 BIO-E for Reptile Brain: Predator


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:41 pm
  

Kinthalis Silverbow wrote:
Hippopotamus
Original Animal Characteristics
Description: A huge, grey, bulky body with a huge head. It's facial features resemble those of a pig. Hippos spend most of their time in the water.
Size Level: 20
Length: 13'-15', 5 feet tall at shoulder
Weight: 4,000 to 8,000 pounds
Build: Short
Mutant Changes & costs
Total BIO-E: 0
Attribute Bonuses: none
Human Features
Hands: 10 BIO-E for partial or 15 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, wide muzzle, enormous cheeks, powerful jaws,small, valved nostrils, tiny eyes and small round ears on top of head, thick, leathery loose skin, thick neck and body, short small tail, powerful arms and legs.
5 BIO-E for partial, huge head with massive jaws, small eyes and eras, leathery skin, huge neck and body, short limbs.
10 BIO-E for full, large head with large jaw, wide nose, small eyes and ears, bald, muscular neck and body
Natural Weapons:
5 BIO-E for 2D6 damage Teeth
Mutant Animal Powers:
15 BIO-E for Light Natural Body Armor; A.R. 9, S.D.C. +30
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
5 BIO-E for Advanced Hearing
5 BIO-E for Hold Breath
Vestigial Disadvantages:
-5 BIO-E for Diet: Herbivore(Pick either Herbivore or Ruminant, not both).
-10 BIO-E for Diet: Ruminant.
-15 BIO-E for Dehydration(special): A hippos skin dries out quickly, therefore they need twice the water intake a someone the same size as they are. Dehydration applies any time the character is out of the water.

Note: Dehydration information can be found in PFRPG book 9: The Balgor Wastelands
Note: Don't forget that a Giant Animal can sell I.Q. & M.E. and/or P.P. &Speed attribute points to get extra BIO-E points without sacrificing size. See Giant Animals in the creation section of the book under Growth Steps.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:42 pm
  

Mephisto wrote:
Honey Badger (Also Known as Ratel)

ORIGINAL ANIMAL CHARACTERISTICS
Description: A small but ferocious animal, with large claws on the front legs and fur that is lighter on top than on the bottom. They are found endemically in the Kalahari desert, but can adapt to live anywhere. They are known for killing snakes and bees, and are one of the few animals to have no natural predators. Female honey badgers are typically smaller than males, but not overwhelmingly so.

Size Level: 5
Length: to three feet (1 m) long
Weight: to 32 pounds (14 kg)
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 65
Attribute Bonuses:
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; Squat head with brown eyes and long nose, with white fur on the top of the head. Short, powerful legs, with long claws, greyish fur on the top of the back, with a long tail.
5 BIO-E for Partial. Squat head with brown eyes and a noticeably long nose, short arms and legs, powerful upper body, squat appearance, with a short tail. A strip of lightly colored hair goes down the center of the back.
10 BIO-E for Full. Small head with brown eyes, nose seems rather obvious, powerful arms and legs. Upper body is strong but lean, with a short appearance, and a small bit of discolored hair runs down the characters back.

Natural Weapons:
5 BIO-E for 1D6 Bite.
10 BIO-E for 1D8 Bite.
5 BIO-E for 1D6 Claws: Digging
10 BIO-E for 1D8 Claws: Digging

Mutant Animal Powers:
5 BIO-E for Advanced Smell
5 BIO-E for Digging
10 BIO-E for Tunneling
10 BIO-E for Brute Strength
20 BIO-E for Beastly Strength
5 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Endurance
10 BIO-E for Leaping: Standard
5 BIO-E for Righting Reflex
10 BIO-E for Predator Burst
10 BIO-E for Loose Skin. This adds +20 S.D.C. to the character. Grappling moves against the character suffer a -2 penalty, and there is no additional A.R. assigned for the Honey Badger.

Vestigial Disadvantages:
-10 BIO-E for Diet: Insectivore
-5 BIO-E for Vestigial Tail
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Nearsightedness


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:42 pm
  

Thyfur wrote:
Horse: Zebra
Original Animal Characteristics
Description: Zebras are white with black stripes. It has a greater stamina than the horse but is slower. There are three species, plains zebra the most common, mountain zebra of southwest Africa, and Grevy’s zebra the largest. They commonly travel in large herds and mingle with other grazing animals. Plains zebras are found south of Ethiopia to South Africa and are mid-sized with short legs. Mountain zebras tend to have a sleek coat with a white belly and narrow stripes. Grevy’s zebra or the Imperial Zebra is found in Kenya, Somalia and Ethiopia is more similar to wild donkeys or onagers than zebras except in coloration with a distinctive chevron on the hind quarters.
Size Level: 16
Length: 4-5 feet at the shoulder (1.25-1.6 m)
Weight: 510-990 lbs (230-450 kg)
Build: Medium

Mutant Changes and Costs
Total BIO-E: 15
Attribute Bonuses: P.S. +1, P.E. +3, Spd. +6

Human Features
Hands: 10 BIO-E for partial, 15 BIO-E for full
Biped: 10 BIO-E for partial, 15 BIO-E for full
Speech: 5 BIO-E for partial, 10 BIO-E for full
Looks: None, black and white striped fur, long, narrow head and muzzle, long, thin limbs, mohawk-like mane running along head and halfway down back, feet are solid hooves, long tail ending in a tuft of hair.
5 BIO-E for partial: three toes and fingers, long face, black and white stripes in skin, large eyes and ears, thin limbs, short tail, mohawk running across head and down back.
10 BIO-E for full: long face, thin limbs, powerful body, pointed ears, thick, black hair with white streaks running down it, ridge of hair runs across top of head and down neck.

Natural Weapons
5 BIO-E for Hoofed Hands, punches do 1D6 damage
5 BIO-E for Hoofed Feet, kick does 1D8 damage

Mutant Animal Powers
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
5 BIO-E for Extra Physical Endurance
15 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Beauty
10 BIO-E for Extraordinary Speed
10 BIO-E for Leaping: Standard
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength

Vestigial Disadvantages
-5 BIO-E for Diet: Herbivore
-10 BIO-E for Diet: Ruminant
-5 BIO-E for Vestigial Hooves
-10 BIO-E for Prey Eyes
-5 BIO-E for Vestigial Tail


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:42 pm
  

Thyfur wrote:
Horse: Zeedonk
Original Animal Characteristics
Description: Zeedonks or Zonkeys are hybrid crosses between zebras and donkeys. They are very rare and will only be found where both zebras and donkey are found in proximity to each other. Like mules they are often sterile, with a very rare case of one zeedonk that bred with a bay mare. Donkeys have 44 chromosomes and zebra have 62. Most often it has to be the zebra sire with a donkey mare. The date from as far back as 1815. Often they will look like a donkey in almost every aspect except that they will have a black-white striped Mohawk mane and black-white striped legs or socks.
Size Level: 14
Length: 4 feet at the shoulder (1.25 m)
Weight: 350-700 lbs (160-320 kg)
Build: Medium

Mutant Changes and Costs
Total BIO-E: 15
Attribute Bonuses: M.E. +1, P.E. +4, Spd. +3

Human Features
Hands: 10 BIO-E for partial, 15 BIO-E for full
Biped: 10 BIO-E for partial, 15 BIO-E for full
Speech: 5 BIO-E for partial, 10 BIO-E for full
Looks: None, black and white striped Mohawk and legs, long head and muzzle, long thin limbs, feet are solid hooves, long tail ending in a tuft of hair.
5 BIO-E for Partial, three toes and fingers, long muzzled face, black and white striped mohawk, large ears, thin limbs, short tail.
10 BIO-E for Full, long face, thin limbs, stocky build, pointed ears, thick, black hair with white streaks running down it.

Natural Weapons
5 BIO-E for Hoofed Hands, punches do 2D4+2 damage.
5 BIO-E for Hoofed Feet, kick does 2D6 damage.

Mutant Animal Powers
5 BIO-E for Advanced Hearing
10 BIO-E for Advanced Taste
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Mental Endurance
15 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Physical Beauty
10 BIO-E for Extraordinary Speed
10 BIO-E for Leaping: Standard
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength

Vestigial Disadvantages
-10 BIO-E for Domestication.
-5 BIO-E for Diet: Herbivore
-5 BIO-E for Vestigial Hooves
-10 BIO-E for Prey Eyes
-5 BIO-E for Vestigial Tail


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:42 pm
  

Thyfur wrote:
Horse: Zorse
Original Animal Characteristics
Description: Zorse are zebroid hybrid crosses between zebras and horses. They are rare and will only be found where both zebras and horses are found in proximity to each other. Like mules they are sterile. Horses have 64 chromosomes and zebra have 62. Most often it has to be the zebra sire with a horse mare. Often they will look like a horse in almost every aspect except that they will have a black-white striped Mohawk mane and faint black stripes on the body and legs. If the mare was brown or chestnut, the Zorse is often called a Golden Zebra due to coloration.
Size Level: 17
Length: 4-5 feet at the shoulder (1.25-1.6 m)
Weight: 650-1200 lbs (295-545 kg)
Build: Medium

Mutant Changes and Costs
Total BIO-E: 10
Attribute Bonuses: P.S. +2, P.E. +1, Spd. +9

Human Features
Hands: 10 BIO-E for partial, 15 BIO-E for full
Biped: 10 BIO-E for partial, 15 BIO-E for full
Speech: 5 BIO-E for partial, 10 BIO-E for full
Looks: None, black and white striped fur, long, narrow head and muzzle, long, thin limbs, mohawk-like mane running along head and halfway down back, feet are solid hooves, long tail ending in a tuft of hair.
5 BIO-E for Partial, three toes and fingers, long face, black and white stripes in skin, large eyes and ears, thin limbs, short tail, mohawk running across head and down back.
10 BIO-E for Full, long face, thin limbs, powerful body, pointed ears, thick, black hair with white streaks running down it, ridge of hair runs across top of head and down neck.

Natural Weapons
5 BIO-E for Hoofed Hands, punches do 2D4 damage
5 BIO-E for Hoofed Feet, kick does 2D6 damage

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

Vestigial Disadvantages
-10 BIO-E for Domestication
-5 BIO-E for Diet: Herbivore
-5 BIO-E for Vestigial Hooves
-10 BIO-E for Prey Eyes
-5 BIO-E for Vestigial Tail


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:43 pm
  

Mephisto wrote:
Impala

ORIGINAL ANIMAL CHARACTERISTICS
Description: Impalas are antelope with brown fur and a white underbelly. They are extremely agile and graceful and are known for leaping great distances. They form herds and can be found grazing through most of East Africa. They are a common prey for most predators.

Size Level: 8
Length: to five feet (1.5 m)
Weight: to 150 pounds (67 kg)
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 30
Attribute Bonuses:
P.S.: +1
P.P.: +3
Spd.: +10

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 body, with long legs and neck, males have lyre-shaped horns, with a brown coat of fur with a white underbelly. Dark eyes on the side of the head with ears on top. Short tail.
5 BIO-E for Partial. Oval-shaped body, with short arms and long legs, males have horns on top of head, long neck, brown fur on top body with a white belly. Dark eyes on side of narrow face with an almost non-existent tail.
10 BIO-E for Full. Long narrow face, athletic, lean body, with short arms and powerful long legs, males have horns on top of head, brown hair covers body with white hair on the chest. Dark eyes on side of face with no tail at all.
Natural Weapons:
5 BIO-E for Hoofed Hands: 1D6 Punch.
5 BIO-E for Hoofed Feet: 1D6 Kick.
10 BIO-E for Hoofed Feet: 2D6 Kick.
5 BIO-E for 1D6 Horns (males only).

Mutant Animal Powers:
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Vision
10 BIO-E for Brute Strength
5 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Speed (note: uses second bonus).
5 BIO-E for Leaping: Rodent
10 BIO-E for Leaping: Feline

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 Vestigial Hooves
-5 BIO-E for Vestigial Horns (male only)
-5 BIO-E for Vestigial Tail (not available with Full Looks)
-10 BIO-E for Vestigial Musk Glands


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:43 pm
  

dulsi wrote:
Indri
Original Animal Characteristics
Description: These active, Lemur-like animals live on the coastal areas of Madagascar since their mountain homes have been destroyed through deforestation. They look similar to the sloths of South America, but with much stronger arms.
Size Level: 4
Height: to two and a half feet
Weight: to 20 lbs
Build: medium

Mutant Changes and Costs
Total BIO-E: 50
Attribute Bonuses:
IQ +2
ME +2
MA +2
PP +1
PE +2
Spd +1

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: human-like torso, strong-looking arms and legs, long toes, smallish, round head, thick neck, round ears, yellow eyes, dog-like muzzle, short fur is white with black patches on face, back of neck, shoulders, upper back, hands, thighs, knees, and feet, 2 inch tail
5 BIO-E for Partial: strong-looking arms and legs, round head, thick neck, round ears, pale eyes, small muzzle, thick body hair varying in color as above
10 BIO-E for Full: strong looking individual with light eyes, white hair, round head and ears, and black facial hair (if any)

Natural Weapons:
5 BIO-E for 1D6 Claws (climbing)

Mutant Animal Powers:
5 BIO-E for Advanced Hearing
10 BIO-E for Prehensile Feet (treat as a partial hand)
10 BIO-E for Shrieking Ability: by inflating a large air sac in his throat, an Indri can
make a booming howl that can be heard from up to three miles away, any character standing within 10 ft of the Indri and is in its line of sight during the howl, will have to save (13 or higher) or be temporarily deafened for 1D4 melees (_3 to strike, parry, and dodge, -4 to initiative), howl can only be used once every two minutes
5 BIO-E for Leaping: Feline

Vestigial Disadvantages:
-5 BIO-E for taking Diet: Herbivore


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:43 pm
  

Mephisto wrote:
Jellyfish

ORIGINAL ANIMAL CHARACTERISTICS
Description: Jellyfish are invertebrates that live in the ocean and are 94% water. They have a bell-shaped body with several dozen tentacles coming out that exist as a defense mechanism and also help in hunting. There are many species of jellyfish, some more dangerous than the others. All are poor swimmers (except for the Box Jellyfish) and rely on ocean currents for movement. Note that the Box Jellyfish has the most deadly poison sting of all Jellyfish (and one of the most venomous marine animals period), and is responsible for a number of human fatalities each year.
Important Note: Because of the character's lack of spine and central nervous system, both strength and pain are not registered the same as a normal character. The P.S. Maximum is 12 regardless of bonuses (only roll 1D6 for P.S.) and the character automatically gets a +6 bonus to save vs. pain.

Size Level: 2
Length: Varies
Weight: Varies
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 80
Attribute Bonuses:
None

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 (the tentacles are mutated into arms and legs, and remaining tentacles are small or non-existent).
Speech: 10 BIO-E for Partial. Anything the character says sounds like it's being said through a fan and will be hard to understand. -15% on any language skill the character may have.
15 BIO-E for Full. The character speaks with a slightly altered voice, but is understandable.
Looks: None; Bell-shaped body with eyes on the outside of the body, with long, flowing tentacles protruding from the main body.
5 BIO-E for Partial; Huge head connected directly to a body, with arms and legs coming out of the body as one solid mass; multiple eyes surrounding the head, vaguely humanoid mouth, ears, and nose; clearly not human!
Full Human Looks are NOT available.
Natural Weapons:
5 BIO-E for Gripping Tentacles. Unlike octopuses, jellyfish rely on poison stings to subdue the enemy. Consequently, the strength of the tentacles is not as impressive. The characters tentacles are actually weaker than human arms, and as such suffers a -2 penalty on grappling moves, and Crush/Squeeze does only 1 damage per attack.

Mutant Animal Powers:
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Endurance
5 BIO-E for Advanced Vision
10 BIO-E for Advanced Touch
5 BIO-E for Swimming 30% (Box Jellyfish: Swimming 60%).
10 BIO-E for Predator Burst (Box Jellyfish only)
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 up to eight limbs of the jellyfish.
10 BIO-E for Poison Sting. The sting of the jellyfish is dangerous to the nervous system and is designed to incapacitate. Any character stung by the jellyfish needs to roll against lethal poison to avoid being paralyzed. Characters paralyzed stay that way for 1D4 hours. The poison takes 1D6 minutes to work (half the time for a Box Jellyfish, and that poison gets a -2 to save against), and also causes damage: 1D6 S.D.C. (1D8 for the Box Jellyfish) regardless of the saving throw. Poison damage is cumulative for up to three stings and each sting requires a separate saving throw. The poison sting can be used once per melee as a normal attack for the character.

Vestigial Disadvantages:
-5 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet: Carnivore.
-20 BIO-E for Vestigial Disadvantage: Environment: Marine (requires to be in water to survive)
-5 BIO-E per pair for Vestigial Disadvantage: Tentacles (tentacle version of vestigial tail)


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:44 pm
  

Kuseru Satsujin wrote:
KIRIGASHIU-KOUMORI (Horseshoe-nose Bat)
Original Animal Characteristics
Description
: This sub-species of bat is known for leaf-like or horseshoe-shaped protuberance on their nose which emits echolocation calls.
Size Level: 1
Height: Varies
Weight: Varies
Build: Short
Mutant Changes & Costs
Total BIO-E
: 70
Attribute Bonuses: +2 to I.Q., +1 to M.E. and +1 to Spd.
Human Features
Wings
: Unless the character buys Extra Limb to get a pair of human arms and legs (full), the bat can only get hands on its leathery wings.
Hands: 5 BIO-E for partial hands at the end of the wings (applicable even with arms and hands).
10 BIO-E for full hands at the end of the wings (applicable even with arms and hands).
20 BIO-E for Extra Limbs; a full set of developed arms and hands.
Biped: Automatically full.
Speech : 5 BIO-E for Partial or 10 BIO-E for Full.
Looks: None; A giant, intelligent bat.
5 BIO-E for Partial; A mutant that looks to be half-man, half-bat with a bat-like head and face, large pointed ears, short legs, bat wings and stout, fur covered body. Fur is generally light or dark brown with the ears, nose, and wings generally dark grey.
10 BIO-E for Full; A human-looking character with large bat wings. The nose is either leaf-like or horse-shoe shaped, the mouth wide with thin lips, piercing dark eyes, and large, rounded, ears. Hair grows thickest on the head, arms, legs, chest and back are hairy.
Natural Weapons:
5 BIO-E for 1D6 damage Teeth.
10 BIO-E for 1D6 damage Razor Fingers.
15 BIO-E for 2D4 damage Climbing Claws.
Mutant Animal Powers:
5 BIO-E for Sonar
5 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Prowess
5 BIO-E for Glide
10BIO-E for Basic Flight
15 BIO-E for Acrobatic Flight
5 BIO-E for Hibernation
5 BIO-E for Advanced Smell
10 BIO-E for Advanced Sonar (MotY, page 10, the only differences are the sensory organ is located in the nose, not the ears, and this species of bat does not get the water-related abilities).
Vestigial Disadvantages:
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsightedness
-10 BIO-E for Vestigial Wings
-10 BIO-E for Nocturnal
-10 BIO-E for Diet: Insectivore


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:44 pm
  

orinsul wrote:
KIWI
Original Animal Characteristics
Description: The kiwi is a small flightless nocturnal bird. They eat small insects and berries and hunt by pushing their beaks into the soil and sniffing out their prey.
Size level: 3
Length: 45cm
Weight: male: 2.4kg., female: 3.3kg.
Build: short
Mutant Changes & Costs
Total BIO-E: 55
Attribute Bonuses: None
Human Features
Hands: 10 BIO-E for full pair of human arms and hands in the place of wings.
Biped: Automatically full
Speech: 5 BIO-E for partial or 10 BIO-E for full
Looks: None. The Kiwi is about the size of the average domestic chicken. The Kiwi has small rounded useless wings on the side of the body and no tail. A small rounded body coated with coarse, bristly feathers in shades ranging from light brown to black. They have their nostrils are at the tip of a long slender beak to aid in the search of food. Their feet are three pronged
5 BIO-E for partial. Feathered humanoid with rounded head and body, shortened beak, eyes human shaped but almost black, with bird legs and feet.
Natural Weapons:
5BIO-E for Talons (feet only) that inflict 1D6 damage.
Mutant Animal Powers:
5 BIO-E for Advanced kiwi sense of Smell: the Kiwi’s specially designed beak allows for it to sniff out food, small insects and worms underground. While it no good for tracking. It can be used to detect movement or animal/insects underground up to 10ms away.
5 BIO-E for Nightvision
5 BIO-E for Advanced Hearing
5 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Affinity
5 BIO-E for Extra Mental Endurance
Vestigial Disadvantages:
-5 BIO-E for Diet: Insectivore
-10 BIO-E for Nocturnal


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:44 pm
  

Boglin wrote:
Kiwi
ORIGINAL ANIMAL CHARACTERISTICS
Description: All kiwi are pear-shaped, flightless, mostly nocturnal birds, related to the same family as the ostrich & other flightless birds. They possess one of the most bizarre, un-birdlike adaptaions: a extremely acute sense of smell. Unlike most birds, Kiwi nostrils are located on the tip of their long beaks, making it easy for them to sniff out food along the ground. They are completely tailless, with tiny stubs of vestigial wings hidden beneath their spiky, fur-like plumage. After the Crash, mutant kiwi began to take control over their homeland of New Zealand & reclaimed dominance over it after kicking out all non-native creatures. After several hundred years, the kiwi were finally back in charge of things, which suits them fine so long as they stay out of each other's territory.

Size Level: 3 (4 if Female)
Length: to 3 feet
Weight: to 9 pounds
Build: Short

MUTANT CHANGES & COSTS
Total BIO-E: 70 (65 if Female)
Attribute Bonuses:
Spd.: +5

HUMAN FEATURES
Hands: None: Only small stumpy arms with a single small claw on the tip.
5 BIO-E for Partial: Stumpy arms become a bit larger/longer & single-clawed tip grows a semi-opposable thumb.
10 BIO-E for Full: Arms remain shorter then most arms, but fully functional 3-digited hangs are now on the ends of them.
Biped: Full automatic
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None: fat, round, pear-shaped body covered with spiky, fur-like feathers, no tail, thin, slightly fuzzy arms, scaly legs make up one-third of body-weight, three large toes and fingers, long neck, small head, tiny eyes, long, flexible bill with nostrils on tip as well as stiff wiskers.
5 BIO-E for Partial: round body with short, muscular legs, body covered with scales, three toes and fingers, long neck, small head with thick, hair-like feathers, tiny eyes, narrow mouth that extends forward, no ears.
10 BIO-E for Full: chubby, round body, short, muscular legs, neck is longer and thinner than average, very pointy nose with large "whiskers", thick, pointed hair-like feathers, small eyes, narrow mouth.

Natural Weapons:
5 BIO-E for 1D4 Talons (on hands if partial or full hands are taken)
5 BIO-E for 1D6 Talons (on feet)
10 BIO-E for 2D4 Talons (on feet)
10 BIO-E for Spring Muscles (Special). The legs possess elastic ligaments that can snap back like a rubber band when stretched, it allows the character to do 1D8 damage kick, but when combined with foot talons, does 3D6 damage, also adds 10 mph to cruising and sprinting speeds if combined with heightened speed.

Mutant Animal Powers:
Automatically gets Advanced Smell.

5 BIO-E for Advanced Hearing
5 BIO-E for Extra Physical Endurance
5 BIO-E for Digging
10 BIO-E for Tunneling
10 BIO-E for Extraordinary Speed (Spd.)
5 BIO-E for Sensor Whiskers (Special). Can detect vibration/movement in the ground & air; equal to Advanced Touch. Penalties for blindness are half (-5).

(Vestigial Disadvantages):
Automatically gets Vestigial Wings (arms are in no way ever capable of flight) & Vestigial Tail (tail is so small & not visible unless x-rayed)

-5 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet: Insectivore
-10 BIO-E for Diet: Herbivore
-10 BIO-E for taking Nocturnal Metabolism
-5 BIO-E for Nearsightedness.
-10 BIO-E for Territorial (Special). Kiwis are extremely territorial & will attack anyone who tresspasses in their territory, especially other kiwi. Character must make a Roll vs. Panic (just like with the Reptile Brain checks) to resist the urge to attack anyone who is considered "tresspassing". -2 to the roll if the tresspasser is another mutant Kiwi.

Well there's the mutant Kiwi! What's interesting to note, is real-life kiwi females are in fact LARGER then the males & are the dominant ones instead of the other way around. Kiwi were also the dominant "predator" filling in the niche left by the lack of mammals in New Zealand until settlers brought dogs & cats over.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:45 pm
  

Kuseru Satsujin wrote:
LAMPREY
Original Animal Characteristics
Description
: Lampreys, often called lamprey eels, are jaweless fish with circular, sucking mouths, typically used to bore into the flesh of other flesh in order to drink blood (though not all lampreys are blood drinkers, some eat flesh instead). They can be found in both fresh- and saltwater. Coloration is dark dorsally, typically brown, gray , or black, and lighter ventrally, typically white or light grey.
Size Level: 2
Height: 24-30 inches (61-76cm)
Weight: averages about one pound (2.2 kg).
Build: Long
Mutant Changes & Costs
Total BIO-E
: 75
Attribute Bonuses: +3 to P.E. and +6 to Spd.
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 Hands. The snake develops a pair of stubby (Partial) hands and short arms along the upper part of the body.
10 BIO-E for Full Hands. 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 Spd attribute. The character can rear up on the upper part of the body while continuing to slither with the lower section.
20 BIO-E for Full. Character has mutated a full set of legs and feet.
Speech: 5 BIO-E for Partial or 10 BIO-E for Full.
Looks: None; Long body, at least five times as long as it is wide, entirely covered with smooth and slimy skin. Head is short with one nostril on top and gills to either side, with the mouth being notably large and round. The eyes are fairly large. One or two dorsal fins will be present.
5 BIO-E for Partial; Body is long and sleek. Head is smooth, with a large, rounded mouth.
10 BIO-E for Full; Entirely bald, with smooth skin. Body is long, with smooth muscles that clearly ripple just below the skin
Natural Weapons:
10 BIO-E for Leeching Bite (This allows the character to stick to virtually any surface. Of course, the primary method of use is to leech onto another creature in order to drain blood. The strength of the suction action is equivalent to the character’s P.S. This bite does little damage (1D4) by itself, but is used to drain the affected creature of it’s blood. Blood draining does hit point damage to the target, with creatures Size Level 4 and under losing a single point per melee round, Size Level 5-9 creatures losing 1D4 hit points per melee round, and creatures larger than Size Level 10 losing 1D6 hit points per melee round.)
Mutant Animal Powers:
Automatically gets Breathing: Gills
5 BIO-E for Electroreception
5 BIO-E for Master Swimming
5 BIO-E for Hold Breath (in air)
10 BIO-E for Predator Burst
10 BIO-E for Breathing: Lungs
20 BIO-E for Breathing: Dual Breathing
Vestigial Disadvantages:
-5 BIO-E for No Gills
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsightedness
-10 BIO-E for Total Blindness
-10 BIO-E for Diet: Vampirism
-10 BIO-E for Diet: Carnivore


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:45 pm
  

Gazirra wrote:
Liger

Original Animal Characteristics
Description: A crossbreed resulting from the union of a male lion and a female tiger, it resembles a large lion with faded stripes. The mane on males is less prominent than a lion's. The liger tends to be sterile. The female is usually larger than the male.
Size Level: 17
Length: 10 feet long
Weight: 700 lbs.
Build: Medium

Mutant Changes and Costs
Total BIO-E: 5
Attribute Bonuses: +2 IQ, +2 MA, +12 PS, Brute Strength, +2 PP, and +5 Spd.

Human Features:
Hands: 5 BIO-E for Partial
10 BIO-E for Full
Biped: 5 BIO-E for Partial
10 BIO-E for
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None.
5 for Partial.
10 for Full.

Natural Weapons
5 BIO-E for 2D6 damage Retractable Climbing Claws.
10 BIO-E for 3D6 damage Retractable Climbing Claws.
5 BIO-E for 2D6 damage teeth.
10 BIO-E for 3D6+2 damage teeth.

Mutant Animal Powers
Automatically gets Advanced Vision
5 BIO-E for Extra PE
10 BIO-E for Advanced Hearing
10 BIO-E for Advanced Smell
10 BIO-E for Internal Compass
10 BIO-E for Extra IQ
10 BIO-E for Righting Reflex
10 BIO-E for Swimming Ability equal to the Basic Swimming skill at 80%
10 BIO-E for Extraordinary Speed
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength (females only)
5 BIO-E for Leaping: Rodent
10 BIO-E for Leaping: Feline
5 BIO-E for Extra PP
10 BIO-E for Predator Burst
5 BIO-E for Night Vision

Vestigial Disadvantages
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptile Brain: Predator
-5 BIO-E for Vestigial Tail
-5 BIO-E for Musk Glands


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:45 pm
  

Kuseru Satsujin wrote:
LOBSTER (CLAWED)
Original Animal Characteristics
Description
: Lobsters, or, more specifically, Clawed Lobsters (family Nephropidae) are a group of large decapod crustaceans. Unlike other decapods, lobster generally have poor vision due to the convex retina of their eyes. Their blood is colors, developing a bluish tint when exposed to oxygen. Lobster are notable for molting, a process which occurs differently for each species, and throughout their life cycle. Coloration includes blue, blue-green, calico, dusty orange, green-brown, grey, light yellow, red, yellow, and white. Spots or bi-coloration may also exist.
Size Level: Small Lobster - SL 1, Medium Lobster = SL 2, Large Lobster = SL 6
Height: Small Lobster are about 6 inches (15 cm) long, Medium Lobster are about 9 inches (23 cm) long, and Large Lobster can get up to 3 feet (1 m) long.
Weight: Small Lobster weigh about 1 lbs (500 g), Medium Lobster range from 1.5-2 lbs (600-2200 g), Large Lobster can get up to 44.4 lbs (20.14 kg).
Build: Medium
Mutant Changes & Costs
Total BIO-E
: Small Lobster = 80, Medium Lobster = 75, Large Lobster = 55
Attribute Bonuses: +2 to P.S., Brute Strength, +2 to P.P., +3 to Spd.
Human Features
Hands
: 10 BIO-E for Partial Humanoid Arms & Hands (MiO, page 42)
15 BIO-E for Full Humanoid arms and Hands (MiO, page 42)
15 BIO-E for Clawed hands and feet (MiO, page 42)
Biped: 2 BIO-E for Four legs for walking (MiO, page 42)
5 BIO-E for Four legs for running (MiO, page 42)
5 BIO-E for Two-legged Biped (MiO, page 42)
10 BIO-E for Two-legged Biped with a second pair of partial limbs used as both arms and legs (MiO, page 42)
10 BIO-E for five pairs of Pleopods (swimming legs)
15 BIO-E for Two-legged Biped with a third pair of partial limbs used both as arms and legs
20 BIO-E for Two-legged Biped with a fourth pair of partial limbs used as both arms and legs
Speech : 5 BIO-E for Partial or 10 BIO-E for Full.
Looks: None; Decapod crustaceans, particularly lobster are notable for having 19 body segments grouped into two main body parts. The Cephalothorax contains the head (consisting of antennules, antennae, mandibles, and two sets of maxillae, along with two, usually stalked, compound eyes) and the Thorax or Pereon (consisting of three sets of maxillipeds - modified mouth parts, and five sets of pereiopods - walking legs, of which the first set is often referred to as a cheliped, as they have chelae (claws). The Abdomen or Pleon contains the rest of the body, including five pairs of pleopods (swimmerets or swimming legs) and a tail fan which contains a pair of uropods (steering legs), anus and the telson (a segement which acts as a caudal fin).
10 BIO-E for Partial; The pleon shrinks and becomes more tail-like while the rest of the body retains a centauroid appearance (multiple legs), with claws instead of regular hands, a hard carapace, stalked eyes, and manible-style mouth.
20 BIO-E for Full; Yeah, pretty much looks like Zoidberg of Futurama. http[/b]://upload.wikimedia.org/wikipedia/en/thumb/c/cd/Doctor_Zoidberg.png/250px-Doctor_Zoidberg.png
Natural Weapons:
2 BIO-E for 1D4 damage Small Maxillipeds
2 BIO-E for 2D4 damage Small Chelipeds (Claws)
5 BIO-E for Single 3D6 damage Crushing Cheliped
10 BIO-E for 1D6 damage Large Maxillipeds
10 BIO-E for Two 3D6 damage Crushing Chelipeds
Mutant Animal Powers:
Automatically gets Breathing: Gills
0 BIO-E for Superior Taste (MiO, page 42)
0 BIO-E for Compound Eye: 180 degree area of sight (MiO, page 42)
0 BIO-E for Antennae: Motion Sensing/Hearing Power [Antennae Combat Bonuses] (MiO, page 43)
0 BIO-E for Antennae: Motion Sensing/Hearing Power [Communicate with ultrasonic sound] (MiO, page 43)
0 BIO-E for Antennae: Motion Sensing/Hearing Power [Hear ultrasonic sounds/Keen hearing] (MiO, page 43)
0 BIO-E for Antennae: Motion Sensing/Hearing Power [Feel the vibrations] (MiO, page 43)
0 BIO-E for Antennae: Touch Power [Accurately identify common, known objects/substances] (MiO, page 43)
2 BIO-E for Antennae: Smelling Power [Remember & identify a specific unusual scent] (MiO, page 43)
2 BIO-E for Compound Eye: Polarized Sight (MiO, page 43)
2 BIO-E for Antennae: Touch Power [Identify temperature] (MiO, page 43)
2 BIO-E for Antennae: Smelling Power [Identify common, known smells] (MiO, page 43)
5 BIO-E for Light Exoskeleton Body Armor (MiO, page 43)
5 BIO-E for Antennae: Motion Sensing/Hearing Power [Track by sound] (MiO, page 43)
5 BIO-E for Compound Eye: Hard Eye (MiO, page 43)
5 BIO-E for Compound Eye: 360 degree area of sight (MiO, page 42; in decapods this is accomplished by having rotating eye stalks)
5 BIO-E for Antennae: Motion Sensing/Hearing Power [Motion Detection] (MiO, page 43)
5 BIO-E for Antennae: Smelling Power [Track & maneuver by smell alone] (MiO, page 43)
10 BIO-E for Retractable Eye-Stalks
10 BIO-E for Medium Exoskeleton Body Armor (MiO, page 43)
10 BIO-E for Breathing: Lungs
15 BIO-E for Swimming Uropods
15 BIO-E for Swimming Telson (swimming fan; allows the character to swim backwards at ½ their normal swimming rate)
15 BIO-E for Multi-limb Coordination (RH, page10)
20 BIO-E for Limb Regeneration
20 BIO-E for Heavy Exoskeleton Body Armor (MiO, page 43)
20 BIO-E for Breathing: Dual Breathing
Vestigial Disadvantages:
-5 BIO-E for No Gills
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsighted
-5 BIO-E for Annual Molting
-10 BIO-E for Semi-Annual Molting
-15 BIO-E for Quarterly Molting
-20 BIO-E for Advanced Molting
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Nocturnal
-10 BIO-E for Vestigial Pereiopods (can be purchased up to three times)
-10 BIO-E for Vestigial Pleopods
-10 BIO-E for Vestigial Uropods (identical to Vestigial Tail)
-20 BIO-E for Diet: Cannibalism


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:45 pm
  

Kuseru Satsujin wrote:
MOMONGA (Dwarf Flying Squirrel)
Original Animal Characteristics
Description
: This Japanese flying squirrel can only be found in the Japanese islands.
Size Level: 1
Height: 14-20cm does not include tail
Weight: 150-220g
Build: Medium
Mutant Changes & Costs
Total BIO-E
: 80
Attribute Bonuses: +2 to P.P. and +1 to P.E.
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; Basically the animal, although probably larger.
5 BIO-E for Partial; Humanoid with a definite muzzle, small pointed ears on top of the head, body covered in silver to buff gray dorsal fur and buffy white ventral fur. Haunches and legs may be animal/squirrel-like or more human.
10 BIO-E for Full; Compact and muscular build, sharp facial features, small pointed or button nose, brown eyes, tiny pointed ears, thick hair on head, long narrow feet.
Natural Weapons:
5 BIO-E for 1D4 damage Razor Nails
10 BIO-E for 1D6 damage Climbing Claws
Mutant Animal Powers:
Automatically gets Glide
10 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Physical Beauty
5 BIO-E for Advanced Hearing
10 BIO-E for Advanced Smell
10 BIO-E for Hibernation
10 BIO-E for Advanced Touch
15 BIO-E for Extraordinary Speed
5 BIO-E for Leaping: Rodent
5 BIO-E for Righting Reflex
10 BIO-E for Camouflage
Vestigial Disadvantages:
-5 BIO-E for Vestigial Tail
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsightedness
-10 BIO-E for Diet: Herbivore
-10 BIO-E for Nocturnal


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:46 pm
  

Kinthalis Silverbow wrote:
MONGOOSE
Original Animal Characteristics
Description:
Size level: 2
Length: 12-18 inches long plus tail (roughly the same size as the body).
Weight: 1-8 pounds
Build: Long
Mutant Changes & Costs
Total BIO-E: 85
Attribute Bonuses: +2 M.A., +5 P.P., and +5 Spd.
Human Features
Hands: Automatically partial or 5 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.
5 BIO-E for partial.
10 BIO-E for full.
Natural Weapons:
5 BIO-E for 1D6 damage Digging Claws
10 BIO-E for 2D6 damage Digging Claws
5 BIO-E for 1D6 damage Teeth
10 BIO-E for 2D6 damage Teeth
Mutant Animal Powers:
5 BIO-E for Advanced Smell
15 BIO-E for Advanced Touch
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Physical Prowess
10 BIO-E for Digging
15 BIO-E for Tunneling
5 BIO-E for Leaping: Standard
15 BIO-E for Leaping: Rodent
15 BIO-E for Righting Reflex
20 BIO-E for Advanced Toxin Resistance (special). This power allows the character to digest any animal poison without any ill effects.
Vestigial Disadvantages
-5 BIO-E for taking Vestigial Tail
-10 BIO-E for taking Diet: Carnivore
-5 BIO-E for taking Diet: Insectivore
NOTE: only one Diet restriction can be taken.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:46 pm
  

Kuseru Satsujin wrote:
MUSASABI (Giant Flying Squirrel)
Original Animal Characteristics
Description
: The Japanese Giant Flying Squirrel is a herbivore that can only be found on the Japanese islands.
Size Level: 3
Height: 25-50cm; does not include tail
Weight: 700-1500g
Build: Medium
Mutant Changes & Costs
Total BIO-E
: 70
Attribute Bonuses: +2 to P.P. and +1 to P.S.
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; Basically the animal, although probably larger.
5 BIO-E for Partial; Humanoid with a definite muzzle, small pointed ears on top of the head, body covered in black, brown, chestnut or yellow-gray fur and a prominent white face with black "mask like" patches over eyes. May have a larger, prominent fluffy tail. Haunches and legs are typically longer than non-gliding squirrels.
10 BIO-E for Full; Compact and muscular build, sharp facial features, dark circles around the eyes, small pointed or button nose, brown eyes, tiny pointed ears, thick hair on head, long narrow feet.
Natural Weapons:
5 BIO-E for 1D6 damage Razor Nails
10 BIO-E for 2D4 damage Climbing Claws
Mutant Animal Powers:
Automatically gets Glide
10 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Physical Beauty
5 BIO-E for Advanced Hearing
10 BIO-E for Advanced Smell
10 BIO-E for Advanced Touch
15 BIO-E for Extraordinary Speed
5 BIO-E for Leaping: Rodent
5 BIO-E for Righting Reflex
Vestigial Disadvantages:
-5 BIO-E for Vestigial Tail
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsightedness
-10 BIO-E for Diet: Herbivore
-10 BIO-E for Nocturnal


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:46 pm
  

Rali wrote:
Nightmare Beetles
These insects are the bane of many a traveller who pass through forests and ruins. The Nightmare Beetle is known for burrowing under an unsuspecting, sleeping, or resting traveller and then capturing them in a Mind Trap while directing it's young to feed off the helpless victim. If the victim is able to escape the Mind Trap, the beetle will then surface and attempt to stun (bio-manipulate) it victim while it's young continue their feast. The beetles last line of defence is it's poisonous bite which can cause hallucinations in it's victim, disorienting it long enough to escape or attempt a fresh attack.

Size: Adults grow as large as 3 feet in diameter
Weight: 8 pounds
Speed: 16, 8 burrowing/digging
Hit Points: 2D4
SDC: 3D4+6
Natural Armor: 8
Horror Factor: Individual 8; Swarm 16
Psionics: Mind Trap, Bio-Manipulation: Stun
Attacks Per Melee: 3
Damage: Bite does 1D6+Poison (hallucinogenic, save vs. non-leathal poison; durration 1D12 melees)
Bonuses: +4 save vs. Psionics
Natural Abilities: Rodent Leaping, Digging, Tunneling, Excavation, Poisonous, Hibernation
Average Life Span: 5 years
Value: $400 for the poison gland
Habitat: Woodlands and Ruins. Active only durring warm periods (above 50 degree Fahrenheit (10 degree Celsius)).
Notes: The Nightmare Beetle usually lays 2 dozen eggs at a time which got through four distinctive growth stages over a period of 2 months:
* Eggs: The white oval eggs are usually about 6 inches long and 3 inchs wide. They are placed in fresh carrion where they absorb moisture and become more roundish
* Larvae: The larvae are typical white grubs with a V-shaped series of bristles on the raster. Young larvae are about 8 inches long while the mature third instars are about 14 inches long
* Pupae: The pupae are first cream colored and become light reddish-brown with age. The average pupa is about 18 inches long and 1 foot wide
* Adults: The adults exoskeleton is a deep oily black, generally oval in outline, 3 feet long and 2 feet wide. The abdomen has a row of five tufts of white hairs on each side. These white tufts are diagnostic. The males have a sharp tip on the foreleg tibia while the female has a long rounded tip.
Only the pupae and adult forms of Nightmare Beetles have the ability to Mind Trap, and only the Adult has the ability to use bio-manipulation. The poison gland may be removed as earliy as the larval stage, but the smaller gland will be worth less.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:46 pm
  

Rali wrote:
Northeastern Wargar
These large hounds are the product of mutations brought about by the aftermath of the Big Death and selective breeding by the Wolf Barbarians who often use them as war mounts.
While the Wolf Barbarians refuse to traffic in the sale of their Wargar, some have escaped into the wilderness and found their way onto the black market in Filly. Wargar are a prised item among low-tech mercenary groups and estates in the Contested Lands.

Size Level: 19 (Medium)
Height: 5ft at the shoulder
Length: 9ft snout to tail
Weight: 1000 - 1800 pounds
Hit Points: 5D6+10
SDC: 2D4x10
Horror Factor: 13
Psionics: None
Attacks Per Melee: 3
Damage: Bite does 2D4+4, Claws do 3D6+6
Bonuses: +2 on initiative, +3 to strike, +2 to parry, +6 to save vs. horror factor, +4 to save vs. poison or disease.
Natural Abilities: Rodent Leaping, Color Blind, Advanced Smell, Advanced Hearing
Average Life Span: 12
Value: $1300 for a full grown Wargar, $2000 for a Wargar cub, Hides fetche ~$800
Habitat: Northeastern Seaboard, Wolf Barbarian Territories
Notes: The Wolf Barbarians often times equip their Wargar with armored barding which offers an AR of 12-14 and 50-75 SDC.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:47 pm
  

Gazirra wrote:
Okapi

Original Animal Characteristics
Description: This smaller, forest-dwelling relative of the giraffe is notable for the zebra-like stripes on its hind legs and the lack of a long neck. The function of the stripes are still being debated, with the primary school of thought being that the stripes are a way to aid the young in following the mother through the rainforest, another being that the stripes are camouflage. The Okapi only requires 5 minutes of sleep per 24 hours to remain alert.
Okapi typically eat tree leaves and buds, with the occasional grass, ferns, fruit, and fungi.
Size Level: 16
Length: to 6.5 feet at the shoulder
Weight: to 550 lbs.
Build: Short

Mutant Changes and Costs
Total BIO-E: 25
Attribute Bonuses:

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.
5 BIO-E for Partial.
10 BIO-E for Full.

Natural Weapons
5 BIO-E for 2D4 damage Hooves
5 BIO-E for 1D4 damage Horns

Mutant Animal Powers
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Vision
15 BIO-E needs only 5 minutes of sleep a day to be well-rested
5 BIO-E for Extra PE
10 BIO-E for Extra Speed

Vestigial Disadvantages
10 BIO-E for Diet: Herbivore
5 BIO-E for Vestigial Horns
10 BIO-E for Prey Eyes
10 BIO-E for Reptile Brain: Prey
15 BIO-E for Vesitigial Scent Glands on feet: these glands leave behind a tar-like substance that gives off a scent unique to each Okapi; trackers receive a +15% to track this character


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:47 pm
  

Kuseru Satsujin wrote:
OOKAMOURI (Fruit Bat)
Original Animal Characteristics
Description
: This sub-species of bat is known as the Megabat.
Size Level: 2
Height: Varies
Weight: Varies
Build: Short
Mutant Changes & Costs
Total BIO-E
: 60
Attribute Bonuses: +2 to P.P., +2 to P.S., +4 to Spd.
Human Features
Wings
: Unless the character buys Extra Limb to get a pair of human arms and legs (full), the bat can only get hands on its leathery wings.
Hands: 5 BIO-E for partial hands at the end of the wings (applicable even with arms and hands).
10 BIO-E for full hands at the end of the wings (applicable even with arms and hands).
20 BIO-E for Extra Limbs; a full set of developed arms and hands.
Biped: Automatically full.
Speech : 5 BIO-E for Partial or 10 BIO-E for Full.
Looks: None; A giant, intelligent bat.
5 BIO-E for Partial; A mutant that looks to be half-man, half-bat with a bat-like head and face, large pointed ears, short legs, bat wings and stout, fur covered body. Fur is generally light or dark brown with the ears, nose, and wings generally dark grey.
10 BIO-E for Full; A human-looking character with large bat wings. The nose is either leaf-like or horse-shoe shaped, the mouth wide with thin lips, piercing dark eyes, and large, rounded, ears. Hair grows thickest on the head, arms, legs, chest and back are hairy.
Natural Weapons:
5 BIO-E for 1D6 damage Teeth.
10 BIO-E for 1D6 damage Razor Fingers.
15 BIO-E for 2D4 damage Climbing Claws.
Mutant Animal Powers:
Automatically receives Advanced Smell.
5 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extraordinary Speed
10 BIO-E for Beastly Strength
5 BIO-E for Glide
10BIO-E for Basic Flight
15 BIO-E for Acrobatic Flight
5 BIO-E for Hibernation
5 BIO-E for Nightvision
Vestigial Disadvantages:
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsightedness
-10 BIO-E for Vestigial Wings
-10 BIO-E for Nocturnal
-10 BIO-E for Diet: Frugivore (This variation of Herbivore feeds on fruits and flower nectar exclusively, otherwise identical to Herbivore.)


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:47 pm
  

Mephisto wrote:
Ostrich

ORIGINAL ANIMAL CHARACTERISTICS
Description: Ostriches are large flightless birds, native to Africa. The feathers of adult males are mostly black, while the females are grayish-brown with a bit of white. The feathers are also soft and serve as insulation unlike flying birds. The eyes of ostriches and their thick black eyelashes are the biggest eyes of all living land animals.

Size Level: 10
Length: to 6 feet, six inches tall (160 cm)
Weight: to 215 pounds (97 kg).
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 35
Attribute Bonuses:
P.S.: +1
P.P.: +1
P.E.: +2
Spd.: +10

HUMAN FEATURES
Hands: 5 BIO-E for Partial
10 BIO-E for Full
Note: Unlike other birds, the Ostrich can not gain the power to fly! Thus the Vestigial Wings that are natural to the Ostrich are used to form the hands for the Ostrich.
Biped: Full Automatic
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: None; Round, feathered body, long neck and very little feathers on the neck and head; long, smooth legs that end in two toes; huge eyes and eyelashes; small wings.
5 BIO-E for Partial. Round body, with a noticeably long neck, smooth close feathers around neck and head, legs that are long and powerful, short arms that are covered in feathers. Face is smooth with a large nose in the center and two enormous eyes on top; no opening for ears or nose.
10 BIO-E for Full. Facial features tend to be wide and flat, especially the nose and also has noticeably big eyes. Body is round while the arms are short and the legs are long. The neck is also long and the body is covered in a long hair, while the rest of the body is smooth.
Natural Weapons:
5 BIO-E for 1D8 Beak.
5 BIO-E for 2D6 Kick.
10 BIO-E for 3D6 Kick.
15 BIO-E for 4D6 Kick.

Mutant Animal Powers:
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Vision
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 Physical Prowess
5 BIO-E for Extra Speed (note: uses second bonus).
10 BIO-E for Leaping: Standard
10 BIO-E for Natural Kicking Ability. The Ostrich can perform kicks with amazing proficiency, gaining a bonus of +2 to strike with any Kick Attack. The Kick can be aimed at someone's head or stomach, and is quite powerful.

Vestigial Disadvantages:
Automatically gets Vestigial Wings. They can not be used to fly!
-10 BIO-E for Diet Restriction: Herbivore
-10 BIO-E for Domestication
-10 BIO-E for Prey Eyes.


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 Post subject:
Unread postPosted: Fri Feb 23, 2007 5:47 pm
  

glitterboy2098 wrote:
Penguin: Emperor Penguin
(this animal originally appeared in Rifter #18, pg 16, and is reposted here with minor alterations to make it more true to the real animal.)

Original Animal Characteristics
Description: A flightless aquatic bird, generally with a black back and white front, with yellow patches right behind the eyes. they are natural swimmers, but can only waddle on land. considered to be quite cute by many before the crash, they are actually very tough and Intellegent beings.
Size Level: 6
Length: 4 feet (1.2 m) on average.
Weight: 75 pounds
Build: Medium

Mutant Changes and Costs:
Total Bio-E: 35
Attribute Bonuses: +2 to P.E., +1 to P.B., +1 to I.Q.

Human Features:
Hands: 5 BIO-E for partial, 10 for full
Biped: automatically full
Speech: 5 BIO-E for Partial, 10 for full
Looks:
5 for partial
10 for full

Natural Weapons:
5 BIO-E for a Medium Beak (1d4 damage, not available for characters with Full Human Looks)
5 BIO-E for Clawed Feet (1d6 damage)

Mutant Animal Powers:
5 BIO-E for hold breath
10 BIO-E for Resist Hunger (same as the Psionic power, no ISP cost)
10 BIO-E for master swimming
5 BIO-E for Insulating Water Resistant Feathers (see Duck). +8 SDC, resistant to Cold, Rain, and Snow.
5 Bio-E for leaping: Standard
10 BIO-E for Leaping: Rodent

Vestigal Disadvantages:
Automatically begins with Vestigal Wings and tail, with no BIO-E bonuses, but with out the usual penalties.
-10 BIO-E for taking Webbed Feet


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