NEW MUTANT ANIMALS

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

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duck-foot wrote:Kentrosauras (Mutant Dinosaur Stegosauroid)
Description: The kentrosauras is a large qudrapedal herbivore that resembles the stegosauras, although they are little smaller. The kentrosauras has one long spike that curves facing backwards on each of the front shoulders. Its forward legs are shoter than back pair, and the dinosaur has a short triangular pain. They have 12 osteoderms on each side of thier back, and thier tails are tipped with 4 sharp spikes.
Size Level: 20
Length: 26 ft long (8.2 m)
Weight: 6,800 lbs (3050 kg)
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 10
Attribute Bonuses: +8 P.S. Brute, +3 P.E., -1 P.P., -4 Spd
Human Features:
Hands: Automatically None
5 BIO-E for Partial. Arms have 4 fingers and short a small thumb
10 BIO-E for Full. Arms have 4 fingers with an opposable thumb and are normal human length
Biped: Automatically None
5 BIO-E for Partial. Legs are thick and long. Character tends to walk and run on all fours.
10 BIO-E for Full. Character has a humanoid torso and legs.
Speech: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Looks: Automatically None. Character has a pointed stegosaur head, with small eyes, a narrow beak and cheeks. The head is set on a large massive body covered in lumpy scales, with rolls of fat. The back is covered in large osteoderms. The tail is as long as the body.
10 BIO-E for Partial. Chracter has a humanoid face with huge nostrils and large cheek bones. The body is in a "V" shape with massive torso and small waist. Character has a small short stuby tail.
20 BIO-E for Full. Character looks human, but has large lumpy scales and a heavy set build.
*Note: Roll weight as if character was one size level larger
Natural Weapons:
5 BIO-E for 1D4 beak
15 BIO-E for Predator Burst
10 BIO-E for spiked tail that does 2D6
15 BIO-E for spiked tail that does 4D6
20 BIO-E for spiked tail that does 6D6
5 BIO-E for 2D6 shoulder spikes
10 BIO-E for 3D6 shoulder spikes
15 BIO-E for 4D6 shoulder spikes
Mutant Animal Powers:
5 BIO-E for Extra Tough. Add +20 SDC
10 BIO-E for Extra Physical Endurance
10 BIO-E for Beastly Strength
15 BIO-E for Crushing Strength
5 BIO-E for Advanced Smell
10 BIO-E for Light Natural Armor: A.R.:9, +25 SDC
15 BIO-E for Medium Natural Armor: A.R.:11, +40 SDC
Vestigial Disadvantages:
-5 BIO-E for Musk Glands
-5 BIO-E for Nearsightedness
-5 BIO-E for Color Blindness
-5 BIO-E for Diet: Herbivore
-10 BIO-E for Vestigial Tail
-10 BIO-E for Stupidity. Gives the mutant -4 I.Q.
-10 BIO-E for Prey Eyes
-10 BIO-E for Reptile Brain: Prey
-10 BIO-E for Vestigial Hearing
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duck-foot wrote:Dimetradon (Mammal-Like Reptile)
Description: The dimetradon is a carnivorous synasidea (mammal-like reptile) that resembles a large monitor lizard with a sail going from the base of the neck curving upwards towards the middle of the body and downwards towards the hips ending on the base of the tail. The dimetradon lived between 290 to 220 million years.
Size Level: 12
Length: 10 ft long (8.2 m)
Weight: 600 lbs (280 kg)
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 20
Attribute Bonuses: +5 P.S. Brute, +3 P.E., -1 M.A.
Human Features:
Hands: Automatically None
5 BIO-E for Partial. Arms have 3 short clawed fingers and a short thumb.
10 BIO-E for Full. Arms have 3 clawed fingers with an opposable thumb and the arms are of normal human length.
Biped: Automatically None
5 BIO-E for Partial. Legs are thick, long and tipped with sharp claws. Character tends to walk and run on all fours.
10 BIO-E for Full. Character has a humanoid torso and legs.
Speech: Automatically None
5 BIO-E for Partial. Voice is harsh and cruel
10 BIO-E for Full
Looks: Automatically None. Character has full reptilian features. A large sail going down the back, lizard-like head, scaly skin, long sharp claws on its hands and feet, and long thick tail fully the length of the body.
10 BIO-E for Partial. Character looks more human but, still has a slight sail from the base of the neck to small of the back. Small pointy teeth, fingers and toes are tipped with sharp claws, the body is covered in rough scaly skin giving the character a flecked appearance, and the ears are tiny holes
20 BIO-E for Full. Character looks human, but has large lumpy scales and a massive build.
Natural Weapons:
5 BIO-E for 2D4 tail slap
5 BIO-E for 2D6 teeth
10 BIO-E for 3D6 teeth
5 BIO-E for 2D6 claws
10 BIO-E for 3D6 claws
5 BIO-E for 2D4 talons on the feet
10 BIO-E for 2D6 talons on the feet
Mutant Animal Powers:
10 BIO-E for Extra Tough. Add +20 SDC
10 BIO-E for Heat Regulating Sail. The character has a sail on his back that can be used to gain or dissipate heat as needed. The character can regulate his body tempature by as much as 20%. The character can store this heat for 1D6 hours. Character takes only half enviornmental effects (such has exhaustion, thirst ect.., but not damage) while the heat is stored.
10 BIO-E for Extra Physical Endurance
10 BIO-E for Predator Burst
5 BIO-E for Digging
10 BIO-E for Excavation
10 BIO-E for Extra Speed
5 BIO-E for Advanced Smell
5 BIO-E for Advanced Vision
5 BIO-E for Nightvision
10 BIO-E for Heatvision
20 BIO-E for Light Natural Armor: A.R.:9, +25 SDC
30 BIO-E for Medium Natural Armor: A.R.:11, +40 SDC
Vestigial Disadvantages:
-10 BIO-E for Musk Glands
-10 BIO-E for Nearsightedness
-10 BIO-E for Prey Eyes
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Vestiagial Sail (negates taking Heating Sail)
-10 BIO-E for Vestigial Tail (negates taking tail slap)
-10 BIO-E for Stupidity. Gives the mutant -4 I.Q.
-10 BIO-E for Reptile Brain: Predator
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duck-foot wrote:Brontotherium (Titanothere)
Description: The brontotherium resemble an over-sized rhinoceros(although it is not related to a rhino) with a "Y" shaped horn between its nostrils. The brontotherium lived between 45 and 20 million years ago.
Size Level: 20
Length: 15 ft long (9.7 m)
Weight: 6000 to 8000 lbs (2800 to 3700kg)
Build: Short
Mutant Changes & Cost:
Total BIO-E: 0
Attribute Bonuses: +1D6+8 P.S. Beastly, +5 P.E., -2 I.Q., -1 P.P., +15 SDC
Human Features:
Hands: Automatically None. Has thick hoofs like an elephant
10 BIO-E for Partial. Hands develop short thick fingers and small round thumb.
15 BIO-E for Full. Hands develop fingers and thumbs capable of full human movement and abilities.
Biped: Automatically None. Has elephant-like feet
10 BIO-E for Partial. Legs are thick, short and stubby with hoof-like feet. Character tends to walk and run on all fours.
15 BIO-E for Full. Character has a thick humanoid torso and powerful legs.
Speech: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Looks: Automatically None. Automatically None. Thick powerful robust build, with a rhino-like head and the "Y" shaped horn. Small round eyes, horse-like ears, thick lips, and a tiny scraggly tail.
5 BIO-E for Partial. Strong upper body that tappers into the chest and thins out near the waist. Head is still rhino-like although the muzzle is much shorter. Tail is short and thin.
10 BIO-E for Full. Looks rather human, but still has thick leather-like skin, round beady eyes and powerful thick frame
Natural Weapons:
5 BIO-E for 2D6 "Y" horn
10 BIO-E for 3D6 "Y" horn
20 BIO-E for 4D6 "Y" horn
Mutant Animal Powers:
10 BIO-E for Crushing Strength
5 BIO-E for Padded Feet
10 BIO-E for Low-Frequency Wave Detection (requires Padded Feet)
5 BIO-E for Extra Tough. Add +20 SDC
5 BIO-E for Extra Strength. Add +1D6+8 to P.S.
10 BIO-E for Extra Physical Endurance
5 BIO-E for Advanced Smell
5 BIO-E for Advanced Hearing
20 BIO-E for Light Natural Armor: A.R.:9, +25 SDC
30 BIO-E for Medium Natural Armor: A.R.:11, +40 SDC
50 BIO for Heavy Natural Armor. A.R.:14, +60 SDC
Vestigial Disadvantages:
-10 BIO-E for Musk Glands
-10 BIO-E for Nearsightedness
-10 BIO-E for Prey Eyes
-5 BIO-E for Diet: Herbivore
-10 BIO-E for Stupidity. Gives the mutant -4 I.Q.
-5 BIO-E for Reptile Brain: Predator
-10 BIO-E for Reptile Brain: Prey
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duck-foot wrote:Anomalocaris (Pro-Arthropoda)
Description: Anomalocaris which means "Anomalous shrimp" is an extinct pro-arthropoda (it has no legs). Anomalocaris was a swimming creature which used flexible lobes on the sides of its body to propel itself through the water. Its large head had one pair of large, compound, eyes, and a disk-like mouth that resembled a slice of pineapple. Two large shrimp-like mandibles with barbed spikes were positioned in front of the mouth.
Size Level: 3
Length: 3 ft long (1 m)
Weight: 60 lbs (24 kg)
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 80
Attribute Bonuses: +4 P.S. Brute, +1 P.P., +3 to swimming Spd
Human Features:
Hands: Automatically None. Has no arms or legs.
10 BIO-E for Insect Arms. The "torso" develops a pair of insect-like arms. These "arms" have no fingers or thumb (so no manual skills), but they can still be used to strike with or knock down objects and people.
15 BIO-E for Partial. Develops a segmented human-like arm with 2 fingers and a short thumb
20 BIO-E for Full. Has segmented arms with 3 fingers and an opposable thumb and the arms are normal human length.
Biped: Automatically None. No legs
5 BIO-E for Insect Legs. Each side of the body develops 3 insect-like legs and a centauroid form. Reduce Speed by 20%, however the mutant cannot be tripped by an opponent twice his size or smaller.
10 BIO-E for Partial. Character develops a pair of short segmented underdeveloped legs. Reduce Speed by 10%.
15 BIO-E for Full. Character has a humanoid torso and fully functional legs.
Speech: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Looks: Automatically None. Looks like an anomalocaris, segmented body, "pineapple" mouth with shrimp-like mandibles and large black eyes set on stalks.
15 BIO-E for Partial. Character looks like a segmented human with large round black eyes and a pineapple mouth.
Full not available
Natural Weapons:
5 BIO-E for 2D6 mouth bite
10 BIO-E for 3D6 mouth bite
Mutant Animal Powers:
5 BIO-E for Aquatic Swimming. The character has the swimming skill at 90% and a depth tolarence of 3000 ft.
2 BIO-E for Compound Eye and 180* Vision
5 BIO-E for Compound Eye and 360* Vision
10 BIO-E for Shrimp-Like Mandibles. Gives the mutant the equivalent of antennae touch and sense abilities.
10 BIO-E for Extraordinary Physical Endurance
10 BIO-E for Extraordinary Physical Prowess
10 BIO-E for Ultraviolet Vision
10 BIO-E for Lungs. Enables the character to breath out of water.
5 BIO-E for Nightvison
5 BIO-E for Polarized Vision
5 BIO-E for Advanced Smell
20 BIO-E for Camouflaged Skin. The mutant can change the color of his exo-skeleton to match natural surroundings, gets the Camouflage skill at +10%. He cannot do complex patterns like checkered or flannel.
15 BIO-E for Light Natural Exo-skeleton: A.R.:9, +25 SDC
20 BIO-E for Medium Natural Exo-skeleton: A.R.:11, +40 SDC
25 BIO-E for Heavy Natural Exo-skeleton A.R.:14, +60 SDC
30 BIO-E for Extra Heavy Natural Exo-skeleton. A.R.:16, +80 SDC
Vestigial Disadvantages:
-10 BIO-E for Aquatic Skin
-10 BIO-E for Nearsightedness
-10 BIO-E for Aquatic Respitory System
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptile Brain: Predator
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duck-foot wrote:Opabinia (Pro-Arthropoda)
Description: Opabinia is an extinct animal found in early Cambrian era. The animal is segmented and has a soft-shelled exoskeleton. The head has five, fully functional eyes that give the opabinia a range of vision of 360°, and a long, flexible, hose-like proboscis. At the end of the proboscis were grasping spines; these served as a grab to catch prey, which would then be brought to the mouth, located underneath the head, behind the base of the proboscis. The body segments each had pair of flap-like appendages. The three rearmost flaps formed the tail.
Size Level: 1
Length: 6 inches long (15 cm)
Weight: a few ounces
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 120 (60 must be spent on size level)
Attribute Bonuses: +1 P.S., +5 P.P., +6 to swimming Spd, -2 M.A.
Human Features:
Hands: Automatically None. Has no arms or legs.
10 BIO-E for Insect Arms. The "torso" develops a pair of insect-like arms. These "arms" have no fingers or thumb (so no manual skills), but they can still be used to strike with or knock down objects and people.
15 BIO-E for Partial. Develops a segmented human-like arm with 2 fingers and a short thumb
20 BIO-E for Full. Has segmented arms with 3 fingers and an opposable thumb and the arms are normal human length.
Biped: Automatically None. No legs
5 BIO-E for Insect Legs. Each side of the body develops 3 insect-like legs and a centauroid form. Reduce Speed by 20%, however the mutant cannot be tripped by an opponent twice his size or smaller.
10 BIO-E for Partial. Character develops a pair of short segmented underdeveloped legs. Reduce Speed by 10%.
15 BIO-E for Full. Character has a humanoid torso and fully functional legs.
Speech: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Looks: Automatically None. Has a soft segmented body, five black eyes set on stalks in a star-shape on the "head" and a flexible proboscis tipped with a grasping maw and sharp teeth.
15 BIO-E for Partial. Character looks like a segmented human with large round black eyes and a grasping proboscis.
Full not available
Natural Weapons:
5 BIO-E for 1D6 proboscis bite
10 BIO-E for 2D6 proboscis bite
Mutant Animal Powers:
5 BIO-E for Aquatic Swimming. The character has the swimming skill at 90% and a depth tolerance of 3000 ft.
2 BIO-E for Compound Eye and 180* Vision
5 BIO-E for Compound Eye and 360* Vision
10 BIO-E for Grasping Proboscis. The trunk-like proboscis on the "head" gives the mutant animal the equivalent of Hands: Partial.
10 BIO-E for Proboscis hairs. Tiny little hairs running all along the proboscis give the mutant animal the equivalent of antennae touch and sense capabilities.
10 BIO-E for Extraordinary Physical Endurance
10 BIO-E for Extraordinary Physical Prowess
10 BIO-E for Extraordinary Speed
10 BIO-E for Ultraviolet Vision
10 BIO-E for Lungs. Enables the character to breath out of water.
5 BIO-E for Nightvison
5 BIO-E for Polarized Vision
5 BIO-E for Advanced Smell
20 BIO-E for Camouflaged Skin. The mutant can change the color of his exo-skeleton to match natural surroundings, gets the Camouflage skill at +10%. He cannot do complex patterns like checkered or flannel.
15 BIO-E for Light Natural Exo-skeleton: A.R.:9, +25 SDC
20 BIO-E for Medium Natural Exo-skeleton: A.R.:11, +40 SDC
Vestigial Disadvantages:
-10 BIO-E for Aquatic Skin
-10 BIO-E for Vestigial Proboscis.
-10 BIO-E for Stupidity. Gives the mutant animal -4 I.Q.
-10 BIO-E for Timid. The character suffers a -3 to save versus Horror Factor, Insanity and any situation involving a high amount of stress.
-10 BIO-E for Nearsightedness
-10 BIO-E for Aquatic Respitory System
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptile Brain: Predator
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Big Red wrote:I have a few new animals I wanted to put out there for opinions. The first one is one I saw a request for, the lancelet. I didn't think I could post an image, so here's a link to some original artwork of it.



Some of the descriptions I include might have references to other stuff I'm working on, so if it doesn't make sense, that's why.

Lancelet
ORIGINAL ANIMAL CHARACTERISTICS
Description: The Lancelet is a small, primitive, fishlike creature found in shallow, temperate marine waters throughout the world. They grow to a maximum of two inches (5 cm) in length, have no brain or eyes, and no distinct head or fins. Their body is lined with gill slits, although these are primarily used to filter food and not oxygen from the water (breathing is done through the porous skin). They have small sensory tentacles around their oral opening which can detect motion and vibration, giving them a rudimentary equivalent to a sense of hearing, and possess chemoreceptors that give them a primitive sense of taste and smell. They also help to filter the water that passes through the body. Their body is tapered at both ends, and some have an oar-like tail. They can swim through the water and wet sand, although they usually remain buried with just their head and tentacles sticking out. They have a central nervous chord, but instead of an actual spine, they have a notochord—a protective, cylindrical rod. They are an species and believed to be the ancestor of all vertebrates.
Mutant Lancelets are typically mindless, primitive creatures, and are often farmed as a simple, reliable food source. They are a primary export of Maldivia, which is home to vast fields of mud flats where the 20 pound mutants are raised. The occasional intelligent Lancelet can be found, but they are often discriminated against due to their primitive origins and lowly place in society. As a result, most mutant Lancelets are short-tempered loners, and are more apt than other aquatic mutants to seek out a life on land.
Size Level: 1
Length: to 2 inches long
Weight: under a pound (to 1 g)
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 175
Attribute Bonuses: None.
Attribute Penalties: Reduce I.Q., M.E. & M.A. by one third.

HUMAN FEATURES
Intelligence: 10 BIO-E for Human Intelligence. Mutant Lancelets normally suffer significant penalties to their mental attributes. If this option is purchased, the character has full human intelligence, and receives no penalties to their I.Q., M.E. or M.A. Without human intelligence, characters will only be able to learn such rudimentary skills as opening doors and turning on lights. They will be able to speak, but their vocabulary will be limited to about three dozen words, and they will only be able to speak in short one to three word phrases. They will be semi-intelligent creatures of instinct, driven only by a need to survive. The only background available is the feral background, and the character will not receive any secondary skills.
Purchasing human intelligence will put the character on the same mental level as all other normal characters. The character can be of any background or apprenticeship, can speak normally (as long as Speech: Full is purchased), and can learn any skill, background and apprenticeship permitting. Lancelets can only purchase/acquire psionics if they have human intelligence.
Eyes: None: Lancelets have no eyes, or sense of vision. Characters will be effectively blind unless they purchase a set of eyes. Blind characters are -10 to strike, parry and dodge, and will not be able to perform any skills requiring eyes, nor use any long-range weaponry effectively.
10 BIO-E for a set of eyes. The eyes will appear as a set of round, black or dark red dots on the front of the head. Grants sight equal to full human vision.
Hands: None. The character has no arms or hands whatsoever. Any objects will have to be manipulated by the oral tentacles (treat as Partial Hand).
10 BIO-E for Partial. The Lancelet develops a pair of stubby (Partial) hands and short arms along the upper part of the body.
15 BIO-E for Full. Gives the mutant Lancelet a full pair of hands, arms, and narrow shoulders.
Biped: None. Character has no legs or fins, and swims via his wavy, undulating body movements. Helpless on dry surfaces, unless alternative means of movement can be found. If the character has arms then he will be able to drag himself on land at a speed of 1. Can swim twice as fast as other mutants. Human Looks: Full is impossible to combine with Biped: None.
10 BIO-E for Partial. Tail splits into a pair of legs. Character can now function on land by running on all fours, and will be most comfortable when on all fours. Will only stand up on the hind legs when necessary.
20 BIO-E for Full. Character has mutated a full set of legs and feet.
Speech: 10 BIO-E for Partial, or 20 BIO-E for Full. Mouth is surrounded by tentacles, giving the character’s voice a slobbery, gurgling quality.
Looks: None. Streamlined body with a small, tapered head and pointed, oar-shaped tail. Skin ranges in color from drab tan, to yellow or blood-red. Body is lined with gill slits, and limbs, if any, are flabby, tentacle-like structures. Mouth is comparatively large and round, and surrounded with up to two dozen short, thin tentacles.
10 BIO-E for Partial. Basic humanoid form with a narrow head, small eyes, and a round mouth surrounded by tentacles. Neck and sides are lined with gill slits, and the rest of the body is pasty and featureless. Skin is peach to red in complexion, and has an odd, clammy feel.
20 BIO-E for Full. Bald human with small facial features and a forgettable, plain appearance. Close inspection shows the neck lined with gill slits, but the character is otherwise totally unremarkable.

Natural Weapons: None.

Mutant Animal Powers:
Automatically gets Water Breathing: Dual Environment, and Aquatic Swimming at 80% efficiency. Note: The mutant Lancelet can swim through wet sand just as quickly as through water.
10 BIO-E for Advanced Taste.
10 BIO-E for Advanced Smell.
10 BIO-E for Advanced Touch (tentacles only).
10 BIO-E for Extra Physical Endurance.
5 BIO-E for Digging.
10 BIO-E for Tunneling.
15 BIO-E for Damage Reduction. The Lancelet has no skeleton. All blunt attacks, including hard impacts like bullets, do half damage. Does not work for cutting attacks or energy attacks.
10 BIO-E for Breathing Skin (Special). The character can breathe through his skin. While this makes him twice as susceptible to gasses, it also makes him very difficult to suffocate or drown. As long as part of his skin is exposed to air, he can not be suffocated or drowned.

Vestigial Disadvantages:-5 BIO-E for Color Blindness
-10 BIO-E for Nearsightedness
-15 BIO-E for Aquatic Vestigial Skin.
-10 BIO-E for Temperature Sensitivity.
-10 BIO-E for Prey Eyes.
-5 BIO-E for Webbed Hands and Feet (only if character has Hands AND Feet).
-5 BIO-E per pair for Vestigial Oral Tentacles
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Big Red wrote:Here's another one that's brought up quite often:

Red Panda
ORIGINAL ANIMAL CHARACTERISTICS
Description: The Red Panda, or Bear Cat, looks like a red, white and brown cross between a raccoon, cat and a Giant Panda. They have semi-retractable, razor-sharp claws, are excellent climbers, and eat bamboo primarily, although they will eat berries, fruits, mushrooms, insects, eggs, birds and other small animals when necessary. Nocturnal by nature, they are sedentary during the day, and can not tolerate warm temperatures. At night though, while searching for food, they are surprisingly swift, agile creatures. They are generally friendly creatures, but can be quite dangerous when cornered.
Size Level: 4
Length: to 2 feet long, with an additional 2 feet for the tail
Weight: to 15 pounds
Build: Short

MUTANT CHANGES & COSTS
Total BIO-E: 60
Attribute Bonuses: +3 M.A., +4 P.P., +3 P.B., +6 Spd

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, or 10 BIO-E for Full
Looks: None. Round, expressive face, with large, triangular ears and a short muzzle with a small, black nose. Body and limbs are thick, with a long tail, all covered in bushy fur. They are red to reddish-brown on the back, with black legs and stomach, yellow bands on the tail, and a white mask on the ears, muzzle, cheeks, and two white spots above the eyes.
5 BIO-E for Partial. Compact humanoid frame, covered in short, thick fur. Head is round with a slight muzzle, large ears, and distinct facial markings.
10 BIO-E for Full. Attractive human with a muscular frame. Round face with large ears and bright, round eyes. Long red hair with white or black streaks in it.

Natural Weapons:
5 BIO-E for 1D6 damage Retractable Climbing Claws
10 BIO-E for 2D6 damage Retractable Climbing Claws
5 BIO-E for 1D6 damage Teeth
10 BIO-E for 2D6 damage Teeth

Mutant Animal Powers:
Automatically gets Advanced Vision.
5 BIO-E for Nightvision.
5 BIO-E for Advanced Touch.
10 BIO-E for Advanced Taste.
10 BIO-E for Advanced Hearing.
15 BIO-E for Advanced Smell.
5 BIO-E for Extra Intelligence Quotient.
10 BIO-E for Extra Mental Affinity.
10 BIO-E for Extra Mental Endurance.
10 BIO-E for Brute Strength.
10 BIO-E for Extra Physical Prowess.
10 BIO-E for Extra Physical Beauty
10 BIO-E for Extraordinary Speed
15 BIO-E for Righting Reflex.

Vestigial Disadvantages:
-10 BIO-E for Nocturnal.
-5 BIO-E for Musk Glands
-10 BIO-E for Vestigial Tail.
-10 BIO-E for Temperature Sensitivity
-10 BIO-E for Reptile Brain: Prey
-20 BIO-E for Diet: Red Panda. Can only eat bamboo.
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Big Red wrote:Here's one I really enjoyed, along with another bit of original artwork.

Hagfish
ORIGINAL ANIMAL CHARACTERISTICS
Description: The Hagfish is a distasteful, horrid little scavenger that exudes copious amounts of slimy mucous to more easily allow it to burrow into the rotting carcasses it consumes on the sea floor. They have long, veinous, jawless bodies, with a paddle-like tail. They range in color from pink to bluish-grey, and may have black or white mottling. They are extremely primitive vertebrates, with a cartilaginous skeleton, vestigial or no eyes, and six sensory barbels around the mouth. They lack both jaws and teeth, but have two pairs of jagged, tooth-like rasps on top of their extendable, tongue-like structure, which they use to dig into the flesh of their prey. Despite their reputation as carrion-eaters and scavengers, Hagfish will prey upon living fish and whales, burrowing into their skin and eating them from the insides out.
Their reputation as the most disgusting creatures in the ocean is come by honestly. On top of their repellent appearance, Hagfish have the nauseating ability to produce massive amounts of a fiber-filled mucous. This lubricates their body as they burrow into others. They can use their mucous as a defense mechanism, unleashing massive, revolting globs of it at potential predators from glands near the stomach. They also have the unique ability of tying themselves into a knot to give them additional leverage as they force their way through the skin, rip off chunks of flesh, and helps them to clean their slimy secretions from their skin.
These blind, appalling creatures’ two main eyes are either absent or useless, as is their vestigial third eye in the center of their forehead. Their skin is covered in keen, taste bud-like organs that give that allows them to detect their prey in even the darkest or murkiest of conditions, while their sensory barbels further detect taste and motion. Hagfish also have highly developed nasal organs, giving them an exceptional sense of smell. Though little is known of their reproductive habits, they are serially hermaphroditic, able to change gender numerous times throughout their lengthy life. They prey upon numerous fish and mammal species, and are themselves eaten by humans and harbor seals. They can be found in oceans throughout the world, from tropical to cold waters, and from shallow seas to over 2,000 feet (609 m) deep.
Mutant Hagfish are even more despised than their normal cousins. These muculent mutants are universally reviled and shunned, due both to their scavenging ways, and their slubbulent profusity. They are plentiful in number, and are generally found on the outskirts of communities, in garbage dumps, near cemeteries, and anywhere else they might be able to happen upon the sick, dying and dead. The vast majority of them come from a feral background. While it is possible for them to have a more civilized background and apprenticeship, live will be hard on such creatures, with discrimination against them not only approved of but encouraged by others.
Size Level: 4
Length: to 50 inches (127 cm) long
Weight: to 15 pounds
Build: Long

MUTANT CHANGES & COSTS
Total BIO-E: 115
Attribute Bonuses: +2 P.S., Brute Strength, +4 P.E.
Attribute Penalties: Reduce P.B. by two thirds.


HUMAN FEATURES
Eyes: Hagfish have vestigial or no eyes, and no sense of vision; however, their other senses compensate for this. Their skin is their primary sensory organ, covered with unique, taste bud-like organs that allow them to detect any nearby creatures or prey. They have an exceptional sense of smell, and their sensory barbels detect taste and vibrations, giving them the equivalent of a decent sense of hearing. Eyeless characters do not suffer any penalties for blindness, but will not be able to perform any skills requiring eyes, nor use any long-range weaponry effectively.
10 BIO-E for a set of eyes. The eyes will appear as a set of black, glassy eyes on the sides of the head. Grants sight equal to full human vision.
15 BIO-E for Non-vestigial Eyes. The character has three normal eyes—two on the sides of the head, and one on the forehead. This provides them with Advanced Vision at twice the normal range, and a bonus of +1 to Initiative.
Hands: None. The character has no arms or hands whatsoever. Any objects will have to be manipulated by the mouth (treat as Partial Hand).
10 BIO-E for Partial. The Hagfish develops a pair of stubby (Partial) hands and short arms along the upper part of the body.
15 BIO-E for Full. Gives the mutant Hagfish a full pair of hands, arms, and narrow shoulders.
Biped: None. Character has no legs or fins, and swims via his undulating body movements and paddle-like tail. Can slither along on dry surfaces at up to half his normal Spd. Can swim three times as fast as other mutants. Human Looks: Full is impossible to combine with Biped: None.
10 BIO-E for Partial. Character develops a pair of short, stubby legs, and can now function on land by running on all fours, and will be most comfortable when on all fours. Will only stand up on the hind legs when necessary.
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, eel-like, slimy body, with a paddle-like tail and wrinkled pink to purplish grey skin. Head is tapered, with a tube-like, funnel-shaped mouth surrounded by six tentacle-like barbels, and containing a tongue-like structure topped with two pairs of wicked, jagged teeth-like growths. Any limbs resemble the main body, with loose skin draped over powerful muscles.
10 BIO-E for Partial. Humanoid structure with a more defined torso and head, thick limbs, and a long tail. Mouth is more humanoid and surrounded by six short whiskers, though still lacks a jaw, and speech is often gurgly and hard to understand. Any eyes are less glassy, and more human in appearance.
20 BIO-E for Full. Loose-fitting skin hanging off a powerful frame. Head is bald and rounded, with a pointed nose, and a poorly defined jaw with a massive underbite. Lacks hair, but appears to have the hint of a mustache. Skin has a sickly pallor, and is constantly covered with a gleam of thick, slimy sweat.

Natural Weapons:
5 BIO-E for 2D4 damage Boring Tongue.
10 BIO-E for 2D6+2 damage Boring Tongue.
10 BIO-E for 2D4 damage Extra Limb: Tail. A large, flexible tail, at least as long as the character’s body. Does 2D4 damage, plus P.S. bonus, but does not provide an additional attack per melee.
15 BIO-E for Eject Slime (Special). The character can exude a huge amount of fiber-filled, slimy mucous, up to twelve times per day. The character can choose to eject it from their mouth, their wrists, or from a pair of glands located near the stomach. The slime has a range of 20 feet (6.1 m), and covers an area up to 30 square feet (9.1 m). The character gets a +2 to Strike with the slime, plus any P.P. bonus. Victims struck by, or who fall or step in the slime become stuck, entangled in the slimy mess and grasping fibers. Freeing any stuck character requires a combined P.S. of 50, or a Crushing P.S. of 30. Characters or objects who can not be pulled free will have to wait until the slime dissolves in 6D6+4 minutes.

Mutant Animal Powers:
Automatically gets Advanced Taste and Advanced Smell.
5 BIO-E for Nightvision (must have complete set of three eyes).
5 BIO-E for Advanced Touch.
5 BIO-E Advanced Hearing.
20 BIO-E for Lateral Line. Hagfish have a primitive form of Lateral Line, not quite as developed as other fish, and must spend additional BIO-E to acquire one.
10 BIO-E for Extra Mental Affinity.
10 BIO-E for Beastly Strength.
20 BIO-E for Crushing Strength.
10 BIO-E for Extra Physical Endurance.
10 BIO-E for Digging.
20 BIO-E for Tunneling (Automatically gets the ability to tunnel through flesh).
5 BIO-E for Water Breathing: Saltwater.
15 BIO-E for Water Breathing: Dual Environment.
15 BIO-E for Horror Factor of 1D4+9.
10 BIO-E for Knotting Body (Special, must have a tail). The Hagfish can tie its body into a knot. This provides extra leverage when burrowing into a body or performing feats of strength. When knotted up, the character’s bite does an additional 1D6 points of damage, and they receive a bonus of +1D4+4 for any feats of strength. Also, if the character has been coated in his own slime, or the slime of another Hagfish, he can get out of it without a strength roll by knotting then unknotting. The knotting action “squeegees” the slime off the character’s body. It takes one melee action to knot and another to unknot, or twice as long if the character has Human Looks: Full. Purchasing this power requires the character to have a tail. Characters with Human Looks: Full can still purchase this power, but will never be mistaken for human.
10 BIO-E for Cartilage Skeleton: Gives the character a lightweight and flexible skeleton. Character will never suffer from a broken bone, and is +2 to roll with punch/fall, but is -10 to S.D.C.
30 BIO-E for Change Gender (Special). Hagfish are serially hermaphroditic, and can switch genders at will. It takes 1D4 weeks for the character to change completely. Female Hagfish are just as hideous as males, and there are no bonuses associated with one gender over another.

Vestigial Disadvantages:
-10 BIO-E for Prey Eyes.
-5 BIO-E for Webbed Hands and Feet (only if character has Hands AND Feet).
-10 BIO-E for Vestigial Tail.
-15 BIO-E for Aquatic Respiratory System.
-15 BIO-E for Aquatic Vestigial Skin.
-10 BIO-E for Reptile Brain: Predator
-15 BIO-E for Diet: Scavenger.
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duck-foot wrote:Dragonfly (insect):
Description: The dragonfly is a large flying carnivorous insect. The dragonfly's head has two large segemented eyes and large antennae. The body has three pairs of legs, four gossamer wings, the abdomen is log slim and narrow appearing has a tough immobile tail.
Size Level: 1
Length: upto 8 inches (20 cm)
Weight: Negligable
Build: Long
Mutant Changes & Cost:
Total BIO-E: 150 (60 must be spent on size levels)
Attribute Bonuses: +3 P.S. Beastly, +4 P.P., +1 P.E. (save not applicable against magic), +1D4 P.B., +1 M.A.
Human Features:
Hands: Automatically None
10 BIO-E for Partial (must pay BIO-E for each pair)
15 BIO-E for Full (must pay for each pair)
Biped: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Speech: Automatically None
10 BIO-E for Partial
15 BIO-E for Full
Looks: Automatically None. Tall, standing on six long legs that jut out from the side. A long thin abdomen juts out just below the waist. The head has long antennae, multi facated eyes and sharp mandibles. Two pairs of glisining wings are on their back near the thorax. The chitin "skin" is thick.
10 BIO-E for Partial. Still tall and thin, but looks more humanoid. The abdomen and thorax have been shortened and are less distinct. The main eyes and all insect features are reduced in size. The ocelli have disappeared and the antennae are short and thick. The wings and mandibles are also reduced in size.
Full Human Looks is not possible.
Natural Weapon:
Automatically gets 1D6 mandible bite (males only)
10 BIO-E for 2D6 mandible bite (5 BIO-E for males)
15 BIO-E for 3D6 mandible bite (10 BIO-E for males)
25 BIO-E for 4D6 mandible bite (20 BIO-E for males)
Mutant Animal Powers:
Note: see Mutants in Orbit pages 39-42 for some of these powers.
Automatically gets Optic Bonus: (+2 initiative, +1 strike and dodge)
Automatically gets Chemical Love (females only)
Automatically gets Advanced Vision
Automatically gets Wings and Basic Flight
-- 5 BIO-E for Soaring Flight
-- 5 BIO-E for Silent Flight
-- 10 BIO-E for Acrobatic Flight
-- 10 BIO-E for Raptor Flight
Automatically gets Nightvision
Automatically gets Ultraviolet Vision
Automatically gets 180* Vision ( +1 dodge)
Automatically gets Antennae: Smelling Powers
Automatically gets Advanced Taste
5 BIO-E for Antennae: Touch Powers
5 BIO-E for Antennae: Sensing Powers
5 BIO-E for Light Natural Exo-skeleton. A.R.: 9, +25 SDC
10 BIO-E for Medium Natural Exo-skeleton A.R.: 11, +40 SDC
20 BIO-E for Heavy Natural Exo-skeleton A.R.: 14, +60 SDC
40 BIO-E for Extra Heavy Natural Exo-skeleton A.R.: 16, +80 SDC
60 BIO-E for Ultra Heavy Natural Exo-skeleton A.R.:18, +100 SDC
5 BIO-E for Multiple Limbs: Arms (+1 attack and parry)
5 BIO-E for Multiple Limbs: Legs (+1 automatic dodge)
5 BIO-E for Adhesion (see HU2 pg 228)
10 BIO-E for Crushing Strength
5 BIO-E for Extraordinary Physical Endurance
5 BIO-E for Extraordinary Physical Prowess
Vestigial Disadvantages:
-5 BIO-E for taking Diaurnal
-5 BIO-E for Nearsightedness
-5 BIO-E for taking Stupidity. Gives the mutant a -4 I.Q.
-5 BIO-E for taking Reptile Brain: Predator
-10 BIO-E for taking Vestigial Wings
-10 BIO-E for Obsessive Compulsive Disorder: Light. The mutant insect must be around some type of minor light source (such as a lantern) at all times during the night. This is not a fear of the dark, rather the mutant just can't seem to get over wanting to be around light. The mutant must make a saving throw versus poison (12) or it will not leave the light source. Most mutants with this disadvantsges carry a lantern around with them.
-10 BIO-E for taking Phobia Fire. The mutant insect will not want to be around fire. It must save vs Horror Factor at a 14 or higher to be around fire (even camp fire scares the character) the mutant must remain atleast 50ft away form fire at all times. If the save fails the character flees in terror for 1D6+6 minutes in a random direction away from the fire.
-10 BIO-E for taking Diet: Carnivore
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duck-foot wrote:Bacteria
Description: Bacteria are microorganisms. They are typically a few micrometres long and have many shapes including spheres, rods, and spirals. Bacteria are in every habitat on Earth, growing in soil, acidic hot springs, radioactive waste, seawater, the earth's crust, and even the vacuum of outer space. Most are harmless although, few cause infectious diseases, including cholera, syphilis, anthrax, leprosy and bubonic plague. Unlike cells bacteria do not contain a nucleus
Size Level: effectively 1
Height: a few micrometetres (the biggest are the size of a period.)
Weight: n/a (Bacteria characters are 25% of normal weight for their size levels)
Build: most are Medium, some are Short or Long
Mutant Changes & Cost:
Total BIO-E: 200 (Character must spend atleast 80 to get too size level 8. Bacteria must spend twice has much BIO-E to attain size levels)
Attribute Bonuses: None
Human Features:
Hands: Automatically None. You must pay for each pair
5 BIO-E for Flagellates. Character has a pair (sometimes more) of whip-like psuedopods that can be used to grasp objects or pull levers and push buttons. Most manual skills are impossible
15 BIO-E for Partial. Flagellates grow two long fingers and a short semi-possible thumb. Manual skills are at an additional -5%
25 BIO-E for Full. Flagellates grow two fingers and a fully possible thumb
Biped: Automatically None. You must pay for each pair
5 BIO-E for Flagellates. Character has a pair of psuedopods of which he can use to walk at very slow pace. Reduce Speed by 75%
15 BIO-E for Partial. The psuedopods become longer and thicker allowing the character to walk upright at normal speeds for upto 1D4 minutes at a time
25 BIO-E for Full. The Flagellates become even thicker and now allow the character normal waliking speeds. He can now remain fully erect.
Speech: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Looks: Automatically None. Character has an amorphous (has no defining shape) form, with semi-permeable skin, that appears to be made out of a colorful stabilized liquid.
20 BIO-E for Shape Change. The characters body can take on a human-like form for one hour equal to his P.E. after that he will begin to "un-shape" himself and again will look like giant bacteria. For an extra 10 BIO-E this may also include the hands and feet; they will become Full. This is not applicable if the hands and feet are already full or partial
Natural Weapons:
5 BIO-E for 1D4 pseudopod whip
10 BIO-E for 1D6 pseudopod whip
Mutant Animal Powers:
10 BIO-E for Multiple Limbs. Psuedopods (maximum of 6 pairs)
5 BIO-E for Semi-permeable Body. The characters body becomes resilient towards blunt, slashing and piercing trauma. Reduce all damage by 50%. The body is also able to allow certain substances through and not others. The character could allow water in the body but not plant matter, or vice versa.
10 BIO-E for Resilience. The character is effectively immune to (pick one) Radiation, extreme heat, extreme cold, vacuum of space, acid, poison (although not anti-biotics), pressure, electricity, fire or disease. Character can pick a maximum of four for 10 BIO-E each.
10 BIO-E for any Extraordinary Attribute. Excluding P.B. and M.A.
10 BIO-E for Brute Strength
20 BIO-E for Beastly Strength
30 BIO-E for Crushing Strength
15 BIO-E for Sensory Pods. The character can sense any being with his Flagellates with an 80% accuracy has long as it is in contact with the ground. If this individual stops moving the accuracy is reduced to 50%. If the characters psuedopods are off the ground he cannot sense anything at all. Range: 50 feet. Every additional 5 BIO-E added to this ability increases the range by 20 feet.
2 BIO-E for Extraordinary Recovery. The character heals twice as fast as normal. for 2 extra BIO-E he will heal an additional time faster for a maximum of six.
25 BIO-E for Regeneration. The character can regenerate SDC and HP at a rate of 2D6 an hour. For 10 extra BIO-E he can heal an additional 1D6 faster per hour for a maximum of 6D6 an hour. Divided evenly among SDC and HP.
10 BIO-E for Normal Hearing. Bacteria cannot hear, this allows them to hear has well has a human, using his "skin". Requires Semi-permeable Skin. If the characters skin is ever completely covered he will be deaf for the time being.
10 BIO-E for Normal Sight. Bacteria cannot see, this allows them to see has well has a human, using his "skin". Requires Semi-permeable Skin. If the characters skin is ever completely covered he will be blind for the time being.
10 BIO-E for Normal Smell. Bacteria cannot smell, this allows them to smell has well has a human, using his "skin". Requires Semi-permeable Skin. If the characters skin is ever completely covered he will not be able to smell for the time being.
20 BIO-E for Heat Vision (requires normal sight and semi-permeable skin)
10 BIO-E for Nightvision (requires normal sight and semi-permeable skin)
10 BIO-E for Aquatic Breathing
5 BIO-E for Aquatic Swimming
5 BIO-E for Hibernation
10 BIO-E for Crysalis. The character is able to go into a sort of hibernation by wrapping himself around a cocoon-like crysalis. The character can stay in this state for up to 20 years (plus one year per one BIO-E point spent on it) without succumbing to death form starvation. The crysalis has an A.R.: 16 and 20 SDC per size level of the bacteria. The crysalis is immune to tempature and whether.
5 BIO-E for any Insect Chemical
20 BIO-E for Minor Infectious Disease. The character can infect another being with a minor disease in two ways. "Spitting" in water or other liquid, or by simple touching the desired target (requires a called shot to an unprotected part of the body). Save 16. Player or GM should choose or role the desired effect. Incubation. 1D4 hours
40 BIO-E for Major Infectious Disease. Same way as above only this infection can be lethal (see description for some examples). Save 14. The effect will either be towards an attribute (usually P.E.) or directly to hit points. Incubation. 1D6 hours, or 1D6 days.
50 BIO-E for Rapid Evolution. Bacteria evolve very quickly and can become immune to anti-biotics (Note: there are literally thousands of anti-biotic combinations, the character can not be immune to them all., ) if the character nearly dies from such an attack, and recovers as normal there is a 15% chance that he will become immune to that form of bacterial poison, and will not be affected by it in the future.
Vestigial Disadvantage:
Automatically gets some form of diet. Either Carnivore, Herbivore, Hemovore, Lithovore, or even something odd like metal or plastic.
Automatically gets Allergy Anti-Biotics. Although bacteria are immune to most poisons they are not immune to anti-biotics. Which act like regular poison to them. Anti-biotic damage. Tiny dose 1D6, small dose 2D4, normal dose 2D6, large dose 3D6, heavy dose 4D6, excessive dose 6D6. all damage goes directly to Hit Points.
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duck-foot wrote:Goldfish
Description: There are several different species of goldfish. This write up deals with the "common pond goldfish". The large ones people often see in large aquariums.
Size Level: 2
Length: Upto 2 feet (.6 m)
Weight: A few pounds (upto 2 km)
Build: Medium
Mutant Changes and Cost:
Total BIO-E: 80
Attribute Bonuses: +2 M.E., +1 M.A. +4 to swimming Speed.
Human Features:
Hands: Automatically None
5 BIO-E Partial: Character gains "lobe-fins" at the end of it's arms. The lobe-fins have a non-opposable thumb.
10 BIO-E Full: Fully developed arms and hands capable of fine manual movement like a humans.
Biped: Automatically None.
5 BIO-E Partial: The tail becomes a pair of rigid legs. Character can now walk or run erect on land for 1D4 minutes.
10 BIO-E Full: Character now has a set of fully developed human-like legs.
Speech None
5 BIO-E for Partial.
10 BIO-E for Full.
Looks: Automatically None. The character looks like a calmly and relaxed goldfish. Shiny golden-orange scales on the top, deep yellow scales on the belly. A fin runs down the back from head to tail.
5 BIO-E for Partial: The character has a humanoid form. Body is still extremely fish-like. The hands and feet are webbed.
10 BIO-E for Full: Large dark eyes set deep within the sockets. Big thick lips. Rough skin and no body hair.
Mutant Animal Powers:
Automatically has Advanced Swimming at 90% and a depth tolerance of 3000 ft.
5 BIO-E for an additional +10 to swimming speed
10 BIO-E for an additional +20 to swimming speed
5 BIO-E Water Breathing
20 BIO-E Brute Strength
10 BIO-E Extra Physical Endurance
10 BIO-E Extra Physical Prowess
10 BIO-E Extra Intelligence
10 BIO-E Extra Mental Endurance
10 BIO-E Extra Mental Affinity
10 BIO-E Extra Physical Beauty
10 BIO-E Nightvision
Vestigial Disadvantages:
-5 BIO-E for Reptile Brain: Prey
-10 BIO-E for Prey Eyes
-15 BIO-E for Aquatic Vestigial Skin
-20 BIO-E for Aquatic Respitory System
-5 BIO-E for Webbed Hands and Feet: An additional -5% to manual skills. And -10% to Speed.
-10 BIO-E for Diet: Herbivore
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duck-foot wrote:Lystrosauras (Mammal-Like Reptile)
Description: Lystrosaurus was an early Triassic synapsid, which lived 250 mil yrs ago. It was extremely common. More specifically it was a dicynodont. Lystrosaurs were heavily-built medium-sized herbivorous animals, the size of a pig, with very stout limbs. Their teeth are two long tusks protruding from their upper jaws.
Size Level: 14
Length: 6 ft long (1.8 m)
Weight: 500 lbs (220 kg)
Build: Short
Mutant Changes & Cost:
Total BIO-E: 15
Attribute Bonuses: +8 P.S. Brute, +5 P.E., -2 P.P., -3 Spd
Human Features:
Hands: Automatically None
5 BIO-E for Partial. Arms have 3 short clawed fingers and a short thumb.
10 BIO-E for Full. Arms have 3 clawed fingers with an opposable thumb and the arms are of normal human length.
Biped: Automatically None
5 BIO-E for Partial. Legs are thick, and stubby. Character tends to walk and run on all fours.
10 BIO-E for Full. Character has a humanoid torso and legs.
Speech: Automatically None
5 BIO-E for Partial. Voice is harsh and cruel
10 BIO-E for Full
Looks: Automatically None. Character has full reptilian features. A pig-like head with two large tusks protruding from the mouth, scaly skin, thick stubby digits on its hands and feet, small thick tail and scutes cover the shoulders and thighs.
10 BIO-E for Partial. Character looks more human but, has sharp pointy canine teeth. Fingers and toes are tipped with large "hoofs", the body is covered in fine scaly skin, and the ears are tiny holes
20 BIO-E for Full. Character looks human, but has large lumpy scales and a massive build.
Natural Weapons:
Note: only males have tusks
10 BIO-E for 2D6 tusks
15 BIO-E for 3D6 tusks
20 BIO-E for 4D6 tusks (may not be purchased with full human looks)
Mutant Animal Powers:
10 BIO-E for Extra Tough. Add +20 SDC
20 BIO-E for Extremely Tough. Add +40 SDC. This may be combined with Extra Tough.
10 BIO-E for Extra Physical Endurance
5 BIO-E for Digging
10 BIO-E for Excavation
10 BIO-E for Extra Mental Endurance
5 BIO-E for Advanced Smell
5 BIO-E for Advanced Vision
5 BIO-E for Nightvision
20 BIO-E for Light Natural Armor: A.R.:9, +25 SDC
30 BIO-E for Medium Natural Armor: A.R.:11, +40 SDC
10 BIO-E for +3 save vs Toxins and Disease
Vestigial Disadvantages:
Automatically gets Vestigial Tail. But, without the penalities.
-10 BIO-E for Musk Glands
-10 BIO-E for Vestigial Tusks
-10 BIO-E for Prey Eyes
-10 BIO-E for Diet: Ruminant (eats only the toughest plants)
-10 BIO-E for Stupidity. Gives the mutant -4 I.Q.
-10 BIO-E for Reptile Brain: Prey
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duck-foot wrote:Saurosuchus (early archeosaur)
Description: Saurosuchus is a large crocodile-like thecodont (dinosaur ancestors). However there are many features that define them greatly from crocodiles. The first is there gait, unlike crocodiles whos legs and arms are sprawled to the side, a saurosuchus gait was more like a mammals with the arms and legs set near the body. They had a fully erect posture and did not slouch like a crocodile, nor did their tails slid on the ground. Lastly there head was more like that of a Tyrannosaurs than a crocodiles.
Size Level: 18
Length: 30 ft long (10 m)
Weight: 10,000 lbs (4400 kg)
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 0
Attribute Bonuses: +14 P.S. Beastly, +4 P.E., +3 Spd, +10 SDC
Human Features:
Hands: Automatically None
5 BIO-E for Partial. Arms have 3 short clawed fingers and a short thumb.
10 BIO-E for Full. Arms have 3 clawed fingers with an opposable thumb and the arms are of normal human length.
Biped: Automatically None
5 BIO-E for Partial. Legs are thick, long and tipped with sharp claws. Character tends to walk and run on all fours.
10 BIO-E for Full. Character has a humanoid torso and legs.
Speech: Automatically None
5 BIO-E for Partial.
10 BIO-E for Full
Looks: Automatically None. Character has full saurian features. A carnosaur-like head with a powerful strong jaw, scaly skin, long sharp claws on its hands and feet, long thick tail and scutes cover the shoulders and thighs.
10 BIO-E for Partial. Character looks more human but, has sharp pointy canine teeth, strong jaws, pitch black eyes. Fingers and toes are tipped with sharp claws the body is covered in fine scaly skin, and the ears are tiny holes
20 BIO-E for Full. Character looks human, but has large lumpy scales and a massive build.
Natural Weapons:
5 BIO-E for 2D6 tail slap
5 BIO-E for 2D6 teeth
10 BIO-E for 3D6 teeth
20 BIO-E for 4D6 teeth (may not be purchased with partial or full looks)
5 BIO-E for 2D6 claws
10 BIO-E for 3D6 claws
5 BIO-E for 2D6 talons on the feet
10 BIO-E for 3D6 talons on the feet
Mutant Animal Powers:
10 BIO-E for Extra Tough. Add +20 SDC
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
10 BIO-E for Predator Burst
5 BIO-E for Leaping Standard
10 BIO-E for Extra Speed
5 BIO-E for Advanced Smell
5 BIO-E for Advanced Vision
5 BIO-E for Nightvision
10 BIO-E for Ultravoilet Vision
20 BIO-E for Light Natural Armor: A.R.:9, +25 SDC
30 BIO-E for Medium Natural Armor: A.R.:11, +40 SDC
40 BIO-E for Heavy Natural Armor: A.R.:14, +60 SDC
Vestigial Disadvantages:
-10 BIO-E for Musk Glands
-5 BIO-E for Color Blind
-10 BIO-E for Nearsightedness
-10 BIO-E for Prey Eyes
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Vestigial Tail (negates taking tail slap)
-10 BIO-E for Reptile Brain: Predator
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duck-foot wrote:Scutosaurus (Pareiasaur)
Description: Scutosaurus had massive body, spiked head and bony armor developed on the body across the flanks and head, it's legs were drawn in directly under the body. Scutosaurus was a social animal that migrated in groups. Scutosaurus was a member of the turtle family (although it did not have a shell) and lived during the Permian period.
Size Level: 11
Length: 6 ft long (1.8 m)
Weight: 800 lbs (620 kg)
Build: Short
Mutant Changes & Cost:
Total BIO-E: 25
Attribute Bonuses: +6 P.S., +4 P.E., -3 P.B.
Human Features:
Hands: Automatically None
5 BIO-E for Partial. Arms have 3 short stubby and thick fingers and a short thumb.
10 BIO-E for Full. Arms have 3 stubby fingers with an opposable thumb. The arms are somewhat short for the characters size.
Biped: Automatically None
5 BIO-E for Partial. Legs are thick, and stubby. Character tends to walk and run on all fours.
10 BIO-E for Full. Character has a humanoid torso and legs.
Speech: Automatically None
5 BIO-E for Partial. Voice is often gurgled.
10 BIO-E for Full
Looks: Automatically None. Character has full reptilian features. A round box-like head with two large tusks protruding from the mouth curving downward, scaly skin, thick stubby digits on its hands and feet, small thick tail and spikes cover the shoulders, back and thighs.
10 BIO-E for Partial. Character looks more human but, has sharp pointy canine teeth. Fingers and toes are tipped with large "hoofs", the body is covered in fine scaly skin and small round spikes dot the extremities,. Ears are tiny holes
20 BIO-E for Full. Character looks human, but has large lumpy scales and a massive build.
Natural Weapons:
Note: only males have tusks
10 BIO-E for 2D6 tusks
15 BIO-E for 3D6 tusks
20 BIO-E for 4D6 tusks (may not be purchased with full human looks)
Mutant Animal Powers:
10 BIO-E for Brute Strength
20 BIO-E for Beastly Strength
30 BIO-E for Crushing Strength
10 BIO-E for Extra Tough. Add +20 SDC
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Mental Endurance
5 BIO-E for Advanced Smell
5 BIO-E for Advanced Vision
5 BIO-E for Nightvision
5 BIO-E for Polarized Vision
20 BIO-E for Light Natural Armor: A.R.:9, +25 SDC
30 BIO-E for Medium Natural Armor: A.R.:11, +40 SDC
40 BIO-E for Heavy Natural Armor: A.R.:14, +60 SDC
10 BIO-E for +3 save vs Toxins and Disease
Vestigial Disadvantages:
Automatically gets Vestigial Tail. But, without the penalities.
-10 BIO-E for Musk Glands
-10 BIO-E for Nocturnal
-10 BIO-E for Vestigial Tusks
-10 BIO-E for Prey Eyes
-10 BIO-E for Diet: Herbivore
-10 BIO-E for Stupidity. Gives the mutant -4 I.Q.
-10 BIO-E for Reptile Brain: Prey
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duck-foot wrote:Carnivorous Ape
Description: In the early 20th century there were legends of large apes that ate meat. Scientist and many adventurers proved these rumors to be false. Nevertheless in the wanning days of mankinds "Golden Age" an ape breed for the arena was produced. The flesh eating ape came to be.
Size Level: 11
Length: 5 ft tall (1.5 m)
Weight: 480 lbs (210 kg)
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 20
Attribute Bonuses: +10 P.S. Brute, +2 P.E., +1 Spd., -3 M.E.
Human Features:
Hands: Automatically Partial. Arms have five short fingers and a short stubby thumb.
5 BIO-E for Full. Arms have five fingers with an opposable thumb.
Biped: Automatically Partial. Legs are short, and stubby. Character tends to "knuckle" walk and run on all fours.
5 BIO-E for Full. Character has a torso and legs equvilant to humans
Speech: Automatically None
5 BIO-E for Partial.
10 BIO-E for Full
Looks: Automatically Partial. Character looks like a hairy human with pronounced eye ridges and nose. The chin is small and set in the face somewhat, eyes are large and black
5 BIO-E for Full. Character looks human, but has a lot of hair, and the skin has a very pink hue to it.
10 BIO-E for Perfect. Character appears 100% human. +3 P.B.
Natural Weapons:
5 BI0-E for 1D6 claws
10 BIO-E for 2D6 claws
5 BIO-E for 1D6 teeth
10 BIO-E for 2D6 teeth
15 BIO-E for Lunge Strike (requires 2D6 claws and teeth and any Leaping ability). The mutant is able to lunge forward at his opponent and grapple him to the ground, +4 to the attack. If he successfully makes a pin/hold roll he can then begin to bite and claw at the victim without waisting an attack. (This attack is always considered successful even if the player rolls a 4 or under on a D20. He still must penetrate the armor rating, however)
Mutant Animal Powers:
10 BIO-E for Extra Tough. Add +20 SDC
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Speed
10 BIO-E for Beastly Strength
5 BIO-E for Prehensile Feet (acts as Partial: Hands)
5 BIO-E for Climbing at 90%
5 BIO-E for Advanced Smell
5 BIO-E for Advanced Vision
5 BIO-E for Nightvision
5 BIO-E for Leaping: Standard
10 BIO-E for Leaping: Rodent
15 BIO-E for Leaping: Feline
10 BIO-E for Gallop (requires Extra Speed). The mutant can run extremely fast on all fours. Either the arms or legs are in touch with ground at all times, this makes it hard to trip the mutant. However, even though the character may be fast he can not dodge or turn very well. Range: as equal to the character's P.E. Bonuses: +20 to running Speed, +2 Maintain Balance. Penalities: -3 to Dodge, and -4 to pull/roll and fall with impact.
Vestigial Disadvantages:
-10 BIO-E for Musk Glands
-10 BIO-E for Nocturnal
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Stupidity. Gives the mutant -4 I.Q.
-10 BIO-E for Reptile Brain: Predator
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duck-foot wrote:Ivory-billed woodpecker
Description: The Ivory-billed Woodpecker is a very large and extremely rare woodpecker (it once thought to be extinct). Ivory-billed woodpecker is a lazarus species, a species that is rediscovered after being considered extinct. The ivory-billed woodpecker has black feathers, a red face and white markings from its head to its wings running down the flanks of the body.
Size Level: 1
Length: upto 1 ft (30 cm)
Weight: 1/4 a lb
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 70
Attribute Bonuses: +1D4 P.B., +1 M.A., +2 M.E.
Human Features:
Hands: Automatically None
5 BIO-E for Partial. Hands grow on the tips of the wings, but are covered in a lot of feathers.
10 BIO-E for Full. Unfeathered hands with an opposable thumb grow on the tips of the wings.
15 BIO-E for Multiple Limbs: Wings. A full pair of feathered hands grow separately from the wings. The hands are capable of complete human movement.
Biped: Automatically Partial. The bird has a pair of underdeveloped legs
5 BIO-E for Full. The mutant can now stand fully erect like a human, and is capable of walking for long distances on only two legs.
Speech: Automatically None
10 BIO-E for Partial
15 BIO-E for Full
Looks: Automatically None. A large woodpecker with black feathers and red head with a crest going fully down the neck, and white stripes marking the back.
5 BIO-E for Partial. Tall, lanky and thin with a large beak. Fine tiny feathers cover the humanoid body.
10 BIO-E for Full. Looks very human, however the character has a large nose and narrow black eyes are set close to the nose. Character is either bald or balding.
Natural Weapon:
5 BIO-E for 1D6 beak
10 BIO-E for 2D6 beak
15 BIO-E for 3D6 beak
20 BIO-E for 4D6 beak (cannot be purchased with partial or full human looks)
Mutant Animal Powers:
Automatically gets Advanced Vision
Automatically gets Wings and Basic Flight
-- 5 BIO-E for Soaring Flight
-- 5 BIO-E for Silent Flight
-- 10 BIO-E for Acrobatic Flight
10 BIO-E for an additional +10 to flying speed
5 BIO-E for Headcrest. Add +2 to P.B., and M.A.
5 BIO-E for Nightvision
5 BIO-E for Extraordinary Physical Endurance
5 BIO-E for Extraordinary Physical Prowess
Vestigial Disadvantages:
Automatically has some form of Phobia or Psychosis. Roll on the appropriate tables.
-5 BIO-E for taking Diaurnal
-10 BIO-E for Annual Molting. Feathers get everywhere and the character is easy to track down (+20%) if he does'nt take alot of precautions. Plus, it is just plain annoying. Flight speed during this time of the year is reduced by 20%, due to constant feather loss.
-5 BIO-E for Nearsightedness
-5 BIO-E for taking Reptile Brain: Prey
-10 BIO-E for taking Vestigial Wings
-10 BIO-E for Vestigial Tail
-10 BIO-E for taking Diet: Insectivore
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duck-foot wrote:Heck Auroch
Description: Heck Cattle, also called reconstructed aurochs, is a hardy large breed of cattle often referred to as "aurochs". (The aurochs is an extinct ancestor to cattle.)
Heck cattle were developed in the 20th century by the Heck brothers. In Germany they began extensive breeding programs supported by the Nazis during World War II to bring back the Aurochs. The reconstructed aurochs fit into the Nazi propaganda drive to create an idyllic history of the Aryan nation. At the end of the 20th century, other so-called primitive breeds were crossbred with Heck cattle to come closer to the aim of creating a cattle breed that resembles the extinct aurochs in external appearance.
Size Level: 16
Length: 10 ft long (3. m)
Weight: 800 lbs (350 kg)
Build: Short
Mutant Changes & Cost:
Total BIO-E: 0
Attribute Bonuses: +7 P.S. Brute, +1 P.E., +3 Spd
Human Features:
Hands: Automatically None
5 BIO-E for Partial. Arms have 4 fingers and short a small thumb
10 BIO-E for Full. Arms have 4 fingers with an opposable thumb and the arms are normal human length
Biped: Automatically None
5 BIO-E for Partial. Legs are thick and long. Character tends to walk and run on all fours.
10 BIO-E for Full. Character has a humanoid torso and legs.
Speech: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Looks: Automatically None. Character has a pointed cow or bull head, with small eyes, a thick snout and cheeks. A pair of large thick horns curve upwards and rest on the side of the head near the ears, the head is set on a large massive body.
10 BIO-E for Partial. Character has a humanoid face with huge nostrils large cheek bones and a pair of medium-sized horns. The body is in a "V" shape with massive torso and small waist.
20 BIO-E for Full. Character looks human, but has a heavy set build, and is completely hairless.
Natural Weapons:
5 BIO-E for 2D6 horns
10 BIO-E for 3D6 horns
15 BIO-E for 4D6 horns
20 BIO-E for 5D6 horns
Mutant Animal Powers:
5 BIO-E for Extra Tough. Add +20 SDC
10 BIO-E for Extra Physical Endurance
10 BIO-E for Beastly Strength
15 BIO-E for Crushing Strength
5 BIO-E for Advanced Smell
10 BIO-E for Advanced Vision
5 BIO-E for Advanced Taste
Vestigial Disadvantages:
Automatically has Social Disadvantage: National Socialism. The character is raised in a society from birth that believes in the Nazi way of life. This will make him very racist towards other mutant animals (sometimes to the point of senseless violence) including other cattle, the mentally or physically disabled and humans (excluding Aryans). He will see his species as being the only true mutant cattle and all others has "rough copies" only to be exterminated. Naturally this makes him unnaceptable in most communities, and a social periha. Some beings will shot the auroch first and not bother asking question, lest they want to be targeted for extermination. By spending 10 BIO-E the character can relieve himself of this attitude, however the social stigma will always be there.
-5 BIO-E for Musk Glands
-5 BIO-E for Nearsightedness
-5 BIO-E for Color Blindness
-5 BIO-E for Diet: Herbivore
-10 BIO-E for Prey Eyes
-10 BIO-E for Vestigial Horns
-10 BIO-E for Reptile Brain: Prey
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duck-foot wrote:Goblin Shark
Description: The goblin-shark is a deep-water shark usually found near the sea bottom, at depths of around 250 meters. The most distinctive characteristic of the goblin shark is the shape of its head. It has a long, trowel-shaped, beak-like snout.The goblin-shark ranges from medium-sized to large. The are typically 6ft, but some can get upto 20 ft. Goblin sharks have the typical shark body. There fins are not pointed and instead are low and rounded.
Size Level: 5
Length: Usually 6 feet (1.8 m)
Weight: 100 lbs (upto 42 km)
Build: Medium
Mutant Changes and Cost:
Total BIO-E: 40
Attribute Bonuses: +2 P.S., +2 P.P., -4 P.B., -3 M.A. +6 to swimming Speed.
Human Features:
Hands: Automatically None
5 BIO-E Partial: Character gains "lobe-fins" at the end of it's arms. The lobe-fins have a non-opposable thumb.
10 BIO-E Full: Fully developed arms and hands capable of fine manual movement like a humans.
Biped: Automatically None.
5 BIO-E Partial: The tail becomes a pair of rigid legs. Character can now walk or run erect on land for 1D4 minutes.
10 BIO-E Full: Character now has a set of fully developed human-like legs.
Speech None
5 BIO-E for Partial.
10 BIO-E for Full.
Looks: Automatically None. The character looks like an ugly shark right out of a horror film. Pink pale skin, large horn-like nose and protruding jaws with many rows of teeth. A large dorsal fin sets in the middle of the back on the spine.
5 BIO-E for Partial: The character has a humanoid form. Body is still extremely fish-like and very ugly. The hands and feet are webbed.
10 BIO-E for Full: Large dark eyes set deep within the sockets. Huge nose and lipless mouth with large sharp teeth.
Natural Weapons
5 BIO-E 2D6 teeth
10 BIO-E 3D6 teeth
5 BIO-E 1D6 horn nose jab
10 BIO-E 2D6 horn nose jab
Mutant Animal Powers:
Automatically has Advanced Swimming at 90% and a depth tolerance of 3000 ft.
10 BIO-E for Deep Sea Survivor. The character is able to survive depths upto 2 miles underwater. He can survive pressures equivalent to 3,000 pounds per square inch, and can survive tempatures of -80*F.
5 BIO-E for an additional +10 to swimming speed
5 BIO-E Water Breathing
10 BIO-E Brute Strength
15 BIO-E Beastly Strength
10 BIO-E Extra Physical Endurance
10 BIO-E Ampullae (see Rifter 29)
10 BIO-E Lateral Line (see Rifter 29)
10 BIO-E Cartilage Skeleton (see Rifter 29)
10 BIO-E Nightvision
5 BIO-E Predator Burst
5 BIO-E Advanced Taste
5 BIO-E Advanced Hearing
Vestigial Disadvantages:
-5 BIO-E for Reptile Brain: Predator
-10 BIO-E for Prey Eyes
-15 BIO-E for Aquatic Vestigial Skin
-20 BIO-E for Aquatic Respitory System
-10 BIO-E for Diet: Carnivore
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duck-foot wrote:Cobra Lily (mutant plant: carnivorous)
Description: The cobra lily, is a carnivorous plant. The name cobra lily stems from the resemblance of its tube-like leaves to a rearing cobra. The cobra lily "hunts" with a trap underneath a swollen ballon-like organ near the bottom of the stem, this trap is covered in downward pointing hairs and lubricant to keep the prey in.
Size Level: 3
Hight: about 2 ft tall (.6 m)
Weight: a few pounds
Build: Long
Mutant Changes & Cost:
Total BIO-E: 100
Attribute Bonuses: -2 I.Q., +1 P.B., +2 P.E. +3 P.P., +1 Spd
Human Features:
Hands: Automatically None. The mutant has no hands, and no branches, just one long tube-like stem.
15 BIO-E for Partial. The mutant plant grows thicker arm-like branches with a semi-opposable thumb. The "arm" has very few leaves.
20 BIO-E for Full. The branches form into human-like arms capable of complete movement; the thumb is opposable.
Biped: Automatically None. The mutant cannot move what so ever. His torso and lower body are immobile. His body ends in a "trunk" with many roots.
10 BIO-E for Partial: The roots come to togather to form thick "legs". The branches, although they now allow movement, still do not have the finess of actual legs.
15 BIO-E for Full: The branches form into leg-like structures capable of complete human movement.
Speech: Automatically None
5 BIO-E for Partial.
10 BIO-E for Full.
Looks: Automatically None. The mutant appears as a tall snake-like plant with one large central "mouth" and a ballon-like "trap" near the bottom of its stem (or in the case of mutants it's feet)
5 BIO-E for Partial. Green humanoid appearance, including a definable head and torso. The body has few noticable leaves and the ballon trap has receded father into the legs.
10 BIO-E for Full. The plant looks basically human although the ever present leaves and vines will let one know it is a plant.
15 BIO-E for Perfect. In this case the mutant plant looks exactly like a green human (of either gender and has no noticable leaves and vines), and usually very attractive +2 P.B. The character is "bald".
Natural Weapons:
5 BIO-E for 2D4 central mouth
10 BIO-E for 2D6 central mouth
10 BIO-E for Ballon Trap. The mutant has a ballon-like trap located at or near the bottom of the feet which can be used to attract and kill creatures 1/8 its size. (So a mutant of Size-Level 8 can trap a creature of Size Level 1 or smaller). The Balloon-like trap offers multiple translucent false exits. Upon trying many times to leave via the false exits, the prey will tire and fall down into the trap. Which will then preceed to digest the prey.
Mutant Plant Powers:
Automatically gets Plant Senses. Sense location of sun and moon at 90%, tell the exact time of day (within 15 to 20 minutes), can survive for 3 days per P.E. point without sunlight.
Automatically gets Water Dowsing. The ability to find water 2D6+4 feet (roll once at character creation) under the ground at a range of 2 miles.
Automatically gets Weather Resistance. All non-magical cold and heat based attacks deal only 3/4 their normal damage.
Automatically gets Plant Breathing: Plants breath carbon-dioxide throughout the entire body and cannot be smothered.
Automatically gets Advanced Taste
15 BIO-E for Predator Burst
5 BIO-E for Hibernation
10 BIO-E for Eyes. Plants have no eyes mutants might, however. The eyes appear as a set of glassy black lenses on the side of the"head". Grants sight equal to a regular humans.
10 BIO-E for Smell. Plants have no sense of smell. With this power the plant grows tiny slits where a humans nose would be. Giving the mutant a sense of smell equal to a humans.
5 BIO-E for Touch. Plants have no sense of feeling. With this ability the plant can sense objects and physical interactions as a human would.
5 BIO-E Hearing. Plants cannot hear. This allows the plant to hear as well as a human.
10 for Photosynthesis. Plants, all plants (even carnivorous ones) subsists mainly on sugar created by water, soil and a chemical process that takes place in the plants "body". This effectively feeds the plant, negating the need for physical food. However, the plant will begin to starve after 3 days of no natural sun light.
10 BIO-E for Increased Healing. The plant heals SDC and Hit Points three times faster than an animal or human. The plant mutant can re-grow lost limbs in a matter of days (2D4), including the "head". Note: the plants central nervous system or heart is in its foot (either one).
10 BIO-E for Healing Resin. The clear thick resin acts like a natural bandage and seals wounds from infection and further damage (such as blood loss) and allows for faster healing (heals an additional 1D6 to SDC or HP every hour). The resin hardens in 1D4 melees. The plant can produce one ounce of resin per P.E. point.
5 BIO-E for Roots: The plant has tiny strands hanging of its feet that look like green strands. They effectively let the plant eat with its feet.
Vestigial Disadvantages:
Automatically has Diet: Insectivore
-5 BIO-E for taking Reptile Brain: Predator
-10 BIO-E for taking Reptile Brain: Spider
-15 BIO-E for taking Plant Brain: Without focus the mutant may temporarily get lost in the environment around him. Oblivious to the passage of time and events around him. These periods last only a few minutes (1D6) at a time. This only happens when the plant has lost focus or is bored and with nothing to do or when overwhelmed (save 14, P.E. bonuses are added in). During this time the mutant may not react with any one or any thing, and cannot defend himself even when attacked.
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duck-foot wrote:Thylacosmilus
Description: Thylacosmilus was a saber-toothed marsupial predator. It was not a relative of the saber-cats, but a prime example of convergent evolution. It was had large teeth, powerful shoulders, and a pair of elongated, scabbard-like jaw structures growing from the lower jaw, designed to protect the sabre-teeth when it closed its mouth.
Size Level: 14
Length: 7-8 feet (2.1 to 2.4 m) long does not include tail
Weight: 700-800 lbs (320 to 364 kg)
Build: Medium
Mutant Changes & Cost
Total BIO-E: 20
Attribute Bonuses: +8 P.S. Brute Strength, +2 P.E., +2 P.P., +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 massive cat-like marsupial with a powerful set of sabe-teeth to tear in to its prey, pointy ears, clawed feet and short thin fur. Both males and females will have a marsupial "pouch".
Looks: Partial 5 BIO-E. Humanoid with a somewhat civet or weasel-like head with large saber-teeth, small thick snout, powerful squat build. The pouch has receded somewhat, but is still very visible.
Looks: Full 10 BIO-E. Looks like a somewhat hairy wrestler with slightly pointed ears, thick powerful limbs and narrow waist line. No pouch.
Natural Weapons:
5 BIO-E for 1D6 claws
5 BIO-E for 1D8 teeth
10 BIO-E for 2D6 saber teeth
*15 BIO-E for 3D6+4 saber teeth
* 20 BIO-E for 3D6+8 saber teeth
Note those marked with * cannot be used with Human Looks: Full
Mutant Animal Powers:
Automatically has Advanced Vision
Automatically has Advanced Smell
10 BIO-E Advanced Hearing
5 BIO-E Advanced Taste
5 BIO-E Predator Burst
10 BIO-E Crushing Strength
10 BIO-E Extra Speed
10 BIO-E Extra Physical Prowess
10 BIO-E Extra Physical Endurance
5 BIO-E Extra Physical Endurance
5 BIO-E Leaping: Rodent
10 BIO-E Leaping Feline
Vestigial Disadvantages:
-5 BIO-E for Color 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
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duck-foot wrote:Paleocene Mammals. The first 10 million years of the age of mammals. I'm bunching a lot of these togather, because most of the mammals at this time do not differ much from the small woodland mammals of today. There are a few differences, however. The brain caseases of mammals in the first ten million years of the Palaeogene are substantually smaller than those today, they had five fingers and five toes on each hand and foot which is an exceptionally primitive feature. Another difference from modern mammals, is that the mammals from this time had teeth running all along the jaw into the back of the mouth(in todays mammals the teeth stop just before reaching the back of the mouth). Finally, even though some of these animals may appear similar to ours of today, with the exception of the opossum none are related to any modern animals.

Loxolophus.. This early mammal resembles a large racoon. There are differences, however. the loxolophus is a complete carnivore, and not omnivorous like a racoon. The two are not related.
Changes: Roll the character up as a racoon, but change or add as below.
Size Level: 6
BIO-E: 50
Attribute Bonuses: +2 P.P., +3 Spd
Add Natural Weapons.
5 BIO-E 1D6 teeth
10 BIO-E 2D6 teeth
Add Mutant Animal Powers:
15 BIO-E Predator Burst
Additional Disadvantages:
-10 BIO-E Diet: Carnivore
-10 BIO-E Reptile Brain: Predator

Prodiacodon. A very early on porcupine-like animal.
No changes

Thylacodon. An early Paleocene opossum.
no changes

Ankalagon. This creature resembles an early wolf, although it is not related in any way to canines. It is a messonychus, and more closely related to cows and boars than to dogs. It did not have hoofs.
Changes: Roll the character up as a wolf, but change or add as below.
Size Level: 10
BIO-E: 40
Attribute Bonuses: +6 P.S. Brute, +4 P.E.
Add Natural Weapons:
15 BIO-E for 3D6+4 canine teeth
20 BIO-E for 4D6+4 canine teeth
Add Mutant Animal Powers:
20 BIO-E for Crushing Strength
10 BIO-E for Digging
may not take Extra Intelligence Quotient
may not take Extra Mental Affinity

Chriacus:. A primitive weasel-like animal of the middle Paleocene
no changes

Ptilodus:. A rat-like Multi-teburculite.
Changes: Roll the character up as a rat, but change or add as below.
Add Mutant Animal Power:
10 BIO-E for Prehensile Tail

Onychodectus. A large squirrel like aboral insectivore.
Changes: Roll the character up as a squirrel, but change or add as below.
There is a smaller gliding species called planetherium.
Size Level: 5 (3, planeterium)
BIO-E: 60 (80, planeterium)
Attribute Bonuses: +1 P.S., +3 P.P., +3 Spd
Add Natural Weapons:
5 BIO-E 1D6 bite
Add Vestigial Disadvantage:
-5 BIO-E Diet:Insectivore

Dissascus. Although this carnivore resembles a lynx, scientist believe it to be the forebear of dolphins and killer whales.
Changes: Roll the character up as a lynx, but change or add as below.
Add Mutant Animal Powers:
5 BIO-E Advanced Swimming
5 BIO-E Hold Breath

Note: With the exception of attribute all of the additional powers are in addition to the original "parent" animals. The attribute are not in addition to those listed in the parent animal
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duck-foot wrote:Megatherium
Description: The megatherium is a giant ground relative of the sloth. It resembles a large elephant sized bear with a very horse-like head. It depended on its size and large claws to intimidate predators. Despite contrary believe, the giant ground sloth was omnivorous and would sometimes scavenge dead animals or chase other predators away from their kills.
Size Level: 20
Length: 20 ft tall (6 m)
Weight: 5,000 lbs (2020 kg)
Build: Medium
Mutant Changes and Cost:
Total BIO-E: 0
Attribute Bonuses: +10 P.S. Beastly, +4 P.E., -2 P.P., -2 Spd
Human Features:
Hands: Automatically None
5 BIO-E Partial: The hands develops semi-opposable thumbs, and the claws shorten.
10 BIO-E Full: The hands develop fully opposable thumbs.
Biped: Automatically Partial. The character tends to walk and run on all fours, but he or she can rear up fully erect for a few minutes at a time.
5 BIO-E Full: The mutant can now walk or run fully erect on two legs.
Speech None
5 BIO-E for Partial.
10 BIO-E for Full.
Looks: Automatically None. Character has a long horse-like head with round black eyes and round ears, thick meaty neck, shaggy fur, thick powerful build, long arms and legs and a tiny tail.
5 BIO-E for Partial: Character looks more human. Oversized head, thick corse fur, rounded shoulders, and the legs and arms are proportioned in size to a humans.
10 BIO-E for Full: Looks 100%human. Only the thick shaggy fur covering the entire body sets him apart. (can completely pass for human if shaved). People might think the character is an alien.
Natural Weapons
5 BIO-E 2D6 teeth
10 BIO-E 3D6 teeth
5 BIO-E 2D6 claws
10 BIO-E 3D6 claws
Mutant Animal Powers:
Automatically gets Advanced Hearing
Automatically gets Advanced Smell
10 BIO-E for Heavy Matted Fur. Add: +30 SDC
10 BIO-E Crushing Strength
10 BIO-E Extra Physical Endurance
10 BIO-E Nightvision
5 BIO-E Advanced Taste
5 BIO-E Advanced Touch
Vestigial Disadvantages:
-10 BIO-E for Retile Brain: Prey
-5 BIO-E for Reptile Brain: Predator
-10 BIO-E for Prey Eyes
-10 BIO-E for Diet: Carnivore
-5 BIO-E for Diet: Herbivore
-5 BIO-E for Nocturnal
-10 BIO-E for Musk Glands
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duck-foot wrote:Barylambda
Description: Barylambda is a pantodont from the Paleocene (the earliest epoch of the Cenozoic). Barylambda was a heavyset, 5-toed herbivore resembleing a black bear like creature with the head of a horse, well devolped canines with an a long tail. Barylambda was large especially for a Paleocene mammal, sheer size probably protecting it from carnivores. The creature lived a life similar from that of a modern horse, browsing on foliage and soft marsh vegetation.
Size Level: 13
Length: 8 ft long (2.4 m)
Weight: 500 lbs (220 kg)
Build: Medium
Mutant Changes and Cost:
Total BIO-E: 20
Attribute Bonuses: +12 P.S. Brute, +1 P.E., -3 P.B.
Human Features:
Hands: Automatically None
5 BIO-E Partial: Thick heavy set bear-like arms develop a semi-opposable thumb and short thick fingers.
10 BIO-E Full: The hands develop fully opposable thumbs and normal fingers.
Biped: Automatically Partial. The character tends to walk and run on all fours, but he or she can rear up fully erect for a few minutes at a time.
5 BIO-E Full: The mutant can now walk or run fully erect on two legs.
Speech None
5 BIO-E for Partial.
10 BIO-E for Full.
Looks: Automatically None. Character has a long horse-like head with round black eyes and dog-like ears and a large mouth, thick coarse fur, powerful build, muscular arms and legs and a long powerful tail
5 BIO-E for Partial: Character looks more human. Oversized head with large black eyes flat rounded ears and a large mouth, thick corse fur, rounded shoulders.
10 BIO-E for Full: Thick coarse shaggy fur and large black eyes. If the character was shaved hed look completly human.
Natural Weapons
5 BIO-E 2D6 teeth
15 BIO-E 3D6 teeth
5 BIO-E for canine teeth adds +1D6 to bite attacks (cannot purcahse with partial or full human looks)
5 BIO-E 2D6 claws
5 BIO-E 1D6 tail slap
Mutant Animal Powers:
5 BIO-E Advanced Hearing
5 BIO-E Advanced Smell
5 BIO-E Advanced Vision
10 BIO-E Beastly Strength
15 BIO-E Crushing Strength
10 BIO-E Extra Physical Endurance
10 BIO-E Extra Physical Prowess
10 BIO-E Extra Mental Endurance
10 BIO-E Nightvision
5 BIO-E Advanced Taste
Vestigial Disadvantages:
-10 BIO-E for Retile Brain: Prey
-10 BIO-E for Prey Eyes
-5 BIO-E for Diet: Herbivore
-5 BIO-E for Nocturnal
-10 BIO-E for Musk Glands
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duck-foot wrote:Giant Saw Bug (crustacean):
Description: A giant saw bugs live in cold, deep waters of the Atlantic and Pacific Ocean. They are the largest known isopods (rollie pollies, saw bugs). Reaching a maximum length of approximately 18 inches and a giant isopods are a good example of deep-sea gigantism. their bodies are low to the ground, protected by a tough exoskeleton composed five segments, seven pairs of legs, four sets of jaws,and gills. There are two pairs of antennae.
Size Level: 1
Length: upto 18 inches (45 cm)
Weight: 10 pounds (3.4 kg)
Build: Short
Mutant Changes & Cost:
Total BIO-E: 130 (50 must be spent on size levels)
Attribute Bonuses: +1 P.S., +2 P.E., _2 I.Q., -4 P.B., -1 Spd
Human Features:
Hands: Automatically None. seven pairs of jointed legs
10 BIO-E for Partial (Must pay for each pair). Each pair that is paid for now has 2 jointed fingers and partially opposable jointed thumb
15 BIO-E for Full (must pay for each pair). Each paired paid for now has 3 jointed fingers and a full opposable thumb.
Biped: Automatically None
5 BIO-E for Partial
10 BIO-E for Full
Speech: Automatically None
10 BIO-E for Partial
15 BIO-E for Full
Looks: Automatically None. Short thin and flat segmented body, a head that is indistinguishable from the main body. Seven pairs of legs and a head with antennae, thick black eyes and four large powerful jaws.
10 BIO-E for Partial. The segments are smaller and less distinct, the body is more rounded like a humans. The head is distinguishable from the body and the antennae are much shorter.
Full Human Looks is not possible.
Natural Weapon:
10 BIO-E for 2D6 mandible bite
15 BIO-E for 3D6 mandible bite
25 BIO-E for 4D6 mandible bite
Mutant Animal Powers:
Note: see Mutants in Orbit pages 39-42 for some of these powers.
Automatically gets Advanced Vision
Automatically gets Nightvision
Automatically gets Ultraviolet Vision
Automatically gets 180* Vision ( +1 dodge)
Automatically gets Antennae: Smelling Powers
Automatically gets Advanced Taste
Automatically has Advanced Swimming at 90% and a depth tolerance of 5000 ft.
5 BIO-E for Water Breathing
10 BIO-E for Deep Sea Survivor. The character is able to survive depths upto 2 miles underwater. He can survive pressures equivalent to 3,000 pounds per square inch, and can survive tempatures of -80*F.
10 BIO-E for Advanced Touch
5 BIO-E for 360* Vision (cannot be sneaked up on)
10 BIO-E for Antennae: Touch Powers
10BIO-E for Antennae: Sensing Powers
10 BIO-E for Light Natural Exo-skeleton. A.R.: 9, +25 SDC
15 BIO-E for Medium Natural Exo-skeleton A.R.: 11, +40 SDC
20 BIO-E for Heavy Natural Exo-skeleton A.R.: 14, +60 SDC
40 BIO-E for Extra Heavy Natural Exo-skeleton A.R.: 16, +80 SDC
55 BIO-E for Ultra Heavy Natural Exo-skeleton A.R.:18, +100 SDC
5 BIO-E for Multiple Limbs: Arms (+1 attack and parry)
5 BIO-E for Multiple Limbs: Legs (+1 automatic dodge)
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength
15 BIO-E for Crushing Strength
5 BIO-E for Extraordinary Physical Endurance
5 BIO-E for Extraordinary Physical Prowess
Vestigial Disadvantages:
-5 BIO-E for taking Nocturnal
-5 BIO-E for Nearsightedness
-5 BIO-E for taking Stupidity. Gives the mutant a -4 I.Q.
-5 BIO-E for taking Reptile Brain: Prey
-10 BIO-E for taking Diet: Wood
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duck-foot wrote:Leopard Seal
Description: Considered the most ferocious seal in the world, Leopard seals are found among the pack ice. The only seal to prey on other seal species, there are many tales from early explorers about harrowing encounters with Leopard seals. The body is dark grey above and light grey below and they have white throats with black spots. These distinctive spots are what give the Leopard seal its name. These characteristics combined with excellent sight, smell and ferocious canines have established them as one of the consummate predators of the Antarctic.
Size Level: 8
Length: 4 and 1/2 feet (1.3 m)
Weight: upto 200 lbs (88 kg)
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 30
Attribute Bonuses: +2 P.S. Brute, +3 P.P., +8 Swimming Speed, -3 M.A.
Human Features:
Hands: Automatically Partial
5 BIO-E for Full
Biped: Automatically Partial
5 BIO-E for Full
Speech: Automatically None
5 BIO-E: for Partial
10 BIO-E: for Full
Looks: None. Looks like the animal. Triangular dog-like head with large pointy ears, thin whiskers, large sharp canines, thin course fur, thick folds of blubber, two pairs of large flippers.
5 BIO-E for Partial: Thin coarse fur, thick blubber, large humanoid like body with large floppy ears, thick black nose and large black eyes.
10 BIO-E for Full: Looks almost completely human, but with leopard spots.
Natural Weapons:
5 BIO-E for 2D6 canine teeth
10 BIO-E for 3D6 canine teeth
15 BIO-E for 4D6 canine teeth
Mutant Animal Powers:
Automatically has Advanced Swimming at 90% and a depth tolerance of 3000 ft.
Automatically gets Advanced Vision
Automatically gets Advanced Smell
5 BIO-E for Nightvision
10 BIO-E for Advanced Hearing
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extra Swimming Speed
5 BIO-E for Extra Physical Prowess
10 BI0-E for Brute Strength
10 BIO-E for Predator Burst
Vestigial Disadvantages:
-5 BIO-E for Vestigial Ears
-5 BIO-E for Nearsightedness
-5 BIO-E for Color Blindness
-10 BIO-E for Prey Eyes
-10 BIO-E for Musk Glands
-10 BIO-E for Nocturnal
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptilian Brain: Predator
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duck-foot wrote:Dhole
Description: The dhole is a canine from south Asia its the size of a dingo with rusty red fur, large ears (twice the size of a normal dogs), black tipped bushy tail, and fore-toed hairless paws. The jaw is exceptionally thick and blunt allowing for powerful bites.
Size Level: 8
Length: 5 feet (1.5m) long does not include tail
Weight: 70-100 lbs (32 to 45 kg)
Build: Medium
Mutant Changes & Cost
Total BIO-E: 40
Attribute Bonuses: Brute Strength, +1 P.P., +2 P.E., +4 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 canine with large black eyes, hairless paws, black tipped tail, pointy ears, clawed feet and wiry thick fur
Looks: Partial 5 BIO-E. Humanoid with a somewhat canine head, small thick snout, strong build.
Looks: Full 10 BIO-E. Looks like a normal human, but has short thin rusty red fur that becomes black near the hind end. Looking somewhat like the 1930's wolf-man.
Natural Weapons:
5 BIO-E for 1D4 claws
5 BIO-E for 1D8 canine teeth
*10 BIO-E for 1D6+4 canine teeth
*15 BIO-E for 2D6+4 canine teeth
Note those marked with * cannot be used with Human Looks: Full
Mutant Animal Powers:
Automatically has Advanced Vision
Automatically has Advanced Smell
5 BIO-E Advanced Hearing
5 BIO-E Nightvision
10 BIO-E Predator Burst
10 BIO-E Beastly Strength
10 BIO-E Extra Physical Endurance
10 BIO-E Extra Physical Prowess
10 BIO-E Extra Intelligence Quotient
10 BIO-E Extra Mental Endurance
Vestigial Disadvantages:
-5 BIO-E for Color Blindness
-5 BIO-E for Vestigial Ears
-5 BIO-E for Vestigial Tail
-10 BIO-E for Nearsightedness
-10 BIO-E for Nocturnal (cannot be combined with diurnal
-10 BIO-E for diurnal (cannot be combined with nocturnal)
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptilian Brain: Predator
-10 BIO-E for Domestication
-20 BIO-E for Subservience (cannot be combined with domestication)
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duck-foot wrote:Iguanodon (Dinosaur Hadrosaur)
Description: Iguanodon were large herbivores that could go from bipedal to quadrupedal. The arms were long and they had a thumb spike used for defence, or for foraging for food. The fingers were dextrous, and could manipulate objects. The legs were powerful, but not built for running, and there were three toes on each foot. Overall, in body structure, it was similar from its later relatives, the hadrosaurs.
Size Level: 23 (25, for Anitotitan)
Length: 30ft long (10 m) 40 ft (13 m) Anitotitan
Weight: 15,000 lbs (8,000 kg)
Build: Medium
Mutant Changes and Cost:
Total BIO-E: 0
Attribute Bonuses: +8 P.S. Brute, +5 P.E., +1 Spd
Human Features:
Hands: Automatically Partial: The hands have semi-opposable thumbs and fingers.
5 BIO-E Full: The hands develop fully opposable thumbs and fingers.
Biped: Automatically Partial. The character tends to walk and run on all fours, but he or she can rear up fully erect to browse for food, look for hazards or to fight.
5 BIO-E Full: The mutant can now walk fully erect on two legs. The mutant still tends to run on all fours, however.
Speech None
5 BIO-E for Partial.
10 BIO-E for Full. Speech still sounds harsh, because the lips cannot move. But, is now understandable.
Looks: Automatically None. Character has a long narrow duck beak on the head that ends near the eye ridges. Thick bulky build, large massive shoulders and a tail the full length of the body.
10 BIO-E Partial. The duck beak is shorter, and more flattened at the end. The eyes are now set more in the middle of the head. The arms are now longer and more proportioned to the body. The tail is shorter at half body length.
15 BIO-E Full. Character looks like a scaly green human with large ridges on the head and un-possible lips.
Natural Weapons
5 BIO-E 1D4 thumb spike
10 BIO-E 2D4 thumb spike
15 BIO-E 2D6 thumb spike
Mutant Animal Powers:
Automatically gets Advanced Hearing
Automatically gets Advanced Smell
5 BIO-E Advanced Vision
5 BIO-E Beastly Strength
10 BIO-E Crushing Strength
10 BIO-E Extra Physical Endurance
10 BIO-E Extra Speed
10 BIO-E Nightvision
10 BIO-E Light Natural Armor. AR:9, +25 SDC
15 BIO-E Heavy Natural Armor. AR:11, +40 SDC
15 BIO-E Quadrupedal Runner (requirs Extra Speed). The mutant runs on all fours at a great speed. This gives the mutant a +20 Spd and can leap as though he had Leaping: Feline, but a -4 to dodge objects, because of how fast he is going. Duration: as P.E., Range: as P.E.
Vestigial Disadvantages:
-10 BIO-E for Retile Brain: Prey
-10 BIO-E for Prey Eyes
-5 BIO-E for Diet: Herbivore
-5 BIO-E for Diurnal
-10 BIO-E Vestigial Tail
-10 BIO-E for Musk Glands
-5 BIO-E for Booming Voice. Everything the character says will be in a low-pitched, slow manner. The word "hi becomes "hhhhhhiiiiii". The character cannot speak quietly.
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duck-foot wrote:Hyaenodon
Description: The hyaenodon looks like a large hyena about 50% larger than a siberian tiger. There are a few differences. The feet of a hyaenodon are like that of a human (they walk on their soles), their brain is tiny by comparison and their canines are located farther back in the mouth. There the fourth pair on the sides. They lived between 31 and 15 million years ago. Despite popular belief they are not related to hyenas.
Size Level: 14
Length: 8-9 feet (2.4 to 2.7 m)
Weight: 700-1,000 lbs (320 to 450 kg)
Build: Medium
Mutant Changes & Cost
Total BIO-E: 25
Attribute Bonuses: +7 P.S. Brute Strength, +4 P.E., +1 Spd, - 1 M.A., -2 M.E., -2 I.Q.
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 creodont with a powerful jaws, pointy ears, clawed feet and short thin fur
Looks: Partial 5 BIO-E. Humanoid with canine head, long thick snout, large powerful build and large lean muscles.
Looks: Full 10 BIO-E. Looks like a somewhat hairy with thick powerful limbs and narrow waist.
Natural Weapons:
5 BIO-E for 1D6 claws
10 BIO-E for 2D4 claws
15 BIO-E for 2D6 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 4D6+6 canine teeth
*20 BIO-E for Bone Crushing Jaws (must purchase 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 broken 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 BIO-E Predator Burst
10 BIO-E Leaping: Standard
10 BIO-E Crushing Strength
5 BIO-E Extra Physical Endurance
10 BIO-E Extra Physical Prowess
Vestigial Disadvantages:
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsightedness
-5 BIO-E for Vestigial Ears
-5 BIO-E for Vestigial Tail
-10 BIO-E for Diurnal
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Reptilian Brain: Predator
-10 BIO-E for Stupidity. -4 to I.Q.
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Big Red wrote:Here's another one I saw a request for a while back. It was a crazy week, so I don't have any artwork for it. I'm hoping to finish up the text for a Rifter Submission sometime this week or next, then start on the artwork for that, so I don't know when I'll have any new art or mutants to post. This one, however, was a fun one to research and write up. I didn't think this was a real animal when I first saw it mentioned, and when I finally read up on it, I was fascinated with it. These are truly amazing little creatures. Any feedback would be greatly appreciated.

Sea Mouse
ORIGINAL ANIMAL CHARACTERISTICS
Description: Despite its fluffy appearance, the Sea Mouse is not a mouse, or even a mammal, at all. It is actually a type of segmented, marine worm, covered in thin, light-reflecting spines. The Sea Mouse can be found throughout the world, from coastal shallows, down to over 6,500 feet (2000 m). It spends most of its time buried in the sand and silt on the sea floor. They have long, extendible mouths, and while most filter their food out of swallowed sand, some are active predators. They have 5-15 rows of raised scales that allow a channel of water to flow across the skin for respiration, and sharp, bristly spines—which can be barbed or even venomous—for protection. Their most striking characteristic, though, is their light-reflecting, hair-like spines, which cover every surface of their body, from their head, to scales to defensive spines, except the bottom. They use their spines to attract mates and prey, and at such depths, they need to be as efficient as possible. These are possibly the most effective light reflectors in the world, handling light with near 100% efficiency. They normally appear a deep red color, but when the light strikes them just right, they give off brilliant stripes of blues and greens. Each spine has a hollow center surrounded by 100,000 hexagonal, hollow tubes. They are eight times denser than the most advanced fiber-optic cables produced by man, and allow the Sea Mouse to seemingly produce greater amounts of light than it would seem able to naturally reflect. Even at depths of over 3,000 feet (1000 m) where very little light filters down, the Sea Mouse can seem to glow.
Mutant Sea Mice are generally elusive creatures, but are not truly uncommon. Staying true to their genetic nature, the vast majority are found in marine environments. Some have been found on land, although many of the land-bound mutants try to pass as actual mice or other terrestrial creatures, so their true numbers are unknown. They are most numerous off the coasts of England and the Pacific rim, but can be found just about anywhere, provided one knows where to look.
Size Level: 1
Length: to 12 inches (30 cm) long
Weight: to one pound
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 120
Attribute Bonuses: +3 M.A., +2 P.E.
Attribute Penalties: -2 I.Q. & M.E., -4 Spd.

HUMAN FEATURES
Hands: 5 BIO-E for Partial, or 10 BIO-E for Full. Sea Mice have up to 24 pairs of short, conical feet. As many as half of these can be converted to arms. Each pair used as arms must be purchased as Partial or Full. Characters can NOT have a mix of Partial and Full, they must all be one or the other. Unless the character has Biped: None, any legs not used as bipedal legs or converted to arms whither and disappear.
Biped: None. The character crawls along on his belly, using his numerous, tiny legs, at half his Spd. attribute.
5 BIO-E for Partial. The last twelve pairs of legs lengthen slightly. The character walks with his back half, and can rear up his “torso” when needed.
10 BIO-E for Full. One pair of legs develop into a fully functioning set of humanoid legs.
Speech: 5 BIO-E for Partial, or 10 BIO-E for Full
Looks: None. A big, hairy worm with red to brassy hairs, and a flesh-colored, segmented underbelly. Limbs are short and stubby, with ribbed, pasty skin. Two to four small eyes and two small, sensory antennae or tentacles, barely visible through the hairs. Head is tapered with an apparently tiny mouth, which is actually extendible and tubular, up to one third the length of the body.
10 BIO-E for Partial. Humanoid structure with a defined torso and a hairless chest and belly. The rest of the body, including the face, legs and backs of the arms, is covered with a thick coating of long fur. Head is small, tapering to a pointed “nose” with two small, tentacle-like growths on the side, two small eyes, and a small mouth.
20 BIO-E for Full. Looks essentially like someone afflicted with Congenital Generalized Hypertrichosis, or Wolfman Syndrome. Humanoid form with hair covering the face, arms, legs, back and just about everywhere else except the chest and abdomen. Two eyes, small, pointed nose and a thin mouth. Thick, powerful frame with loose-fitting, slightly banded skin. Limbs are a bit short, but muscular.

Natural Weapons:
5 BIO-E for 1D6 damage Bite.
10 BIO-E for 2D4 damage Mandibles. Character has a pair of sharp, jagged mandibles protruding from the sides of his mouth.
15 BIO-E for 2D6+4 damage Mandibles.
15 BIO-E for Extra Limb: Extensible Mouth (Special). The character has a tubular, extensible mouth one third the length of his body which provides an extra attack per melee round. The character’s mouth appears normal until extended, and does damage per bite attack or mandibles.
15 BIO-E for Spine Defense (Special). The Sea Mouse’s back and arms are covered with sharp, black spines. This is a kind of Natural Body Armor, A.R. 10 and 30 S.D.C. A physical attack (with fist, foot or body) that rolls 10 or less will contact the quills and impale himself, taking 2D4 damage. The character can attack with quills using a Body Block (does 3D6 + P.S. bonus damage if any) or the back of the arm (2D4 +P.S. bonus). The quills are NOT “shot” out from the body, and can not be removed for use as a hand-to-hand weapon or tool.
25 BIO-E for Barbed Spine Defense (Special). Same as above, but provides 45 S.D.C., attacker takes 3D4+2 damage, 4D6 on a body block, and 2D6 using the back of the arm. The spines can be used as daggers by pulling them out and brandishing them as hand-held weapons or throwing them at opponents (1D6 damage each). Those with the Lock Picking skill can use a spine to pick locks (+5% skill bonus for the mutant porcupine only).
20 BIO-E for Painful Venom. Must also buy Spine Defense. The character’s spines delivers a potent, painful venom. The venom is generally non-lethal, but causes excruciating pain, and 1D4 damage direct to Hit Points, in addition to the damage from the spine. Victims who fail to save vs. non-lethal poison are -6 to strike, parry and dodge for 2D6 melees. Additional injections of venom during this time do an additional 1D4 points of Hit Point damage, and extend the effects of the pain by 1D6 melees.

Mutant Animal Powers:
10 BIO-E for Advanced Vision.
5 BIO-E for Advanced Smell.
10 BIO-E for Advanced Taste.
10 BIO-E for Brute Strength.
5 BIO-E for Water Breathing: Saltwater.
15 BIO-E for Water Breathing: Dual Environment.
5 BIO-E for Digging.
10 BIO-E for Tunneling.
15 BIO-E for Damage Reduction: All blunt attacks, including hard impacts like bullets, do half damage. Does not work for cutting attacks or energy attacks.
10 BIO-E for Breathing Skin (Special). The character can breathe through his skin. While this makes him twice as susceptible to gasses, it also makes him very difficult to suffocate or drown. As long as part of his skin is exposed to air, he can not be suffocated or drowned.
10 BIO-E for Photonic Hairs (Special). The character’s entire body is covered with specialized, hair-like scales that are, for all intents and purposes, highly efficient fiber optic cables. They can absorb and redirect light with nearly 100% efficiency. They appear a deep red color naturally, but give off dazzling blues and greens when the light strikes them from an angle. The character will shimmer in full light, and give off a slight glow in all but complete darkness. This provides them with a -15% penalty to hide or prowl in light conditions, and -25% in semi-dark to dark conditions. However, this does make the character mostly immune to lasers. Normal lasers have no effect on the character, and are harmlessly absorbed and redirected by his hairs. Mega-Damage lasers will still damage the character, but only inflict 1/100th their normal damage. In other words, convert any Mega-Damage amounts to S.D.C. on a one-to-one basis. A laser that normally inflicts 4D6 M.D. would inflict 4D6 S.D.C. to the Sea Mouse.
5 BIO-E for Secrete Mucous (Special). The character secretes a large amount of mucous from glands on his back. This gives him a sticky, slimy coating. This doesn’t provide any combat bonuses or penalties, but the character can roll around in the silt, sand or dirt to cover himself and dampen the effect of his Photonic Hairs, allowing him to hide and prowl without penalty.
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 up to eleven times (provides no additional attacks per melee, but each extra Multi-Limb Coordination does provide an additional +1 to Strike and Parry) to cover the 24 arms of the Sea Mouse.

Vestigial Disadvantages:
-5 BIO-E for Color Blindness
-10 BIO-E for Nearsightedness
-15 BIO-E for Aquatic Vestigial Skin.
-20 BIO-E for Aquatic Respiratory System.
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Reptile Brain: Prey (one or the other, NOT both).
-15 BIO-E for Temperature Sensitivity.
-10 BIO-E for Diet: Herbivore
-10 BIO-E for Diet: Carnivore.
-20 BIO-E for Diet: Sea Mouse (Special). The character must swallow large amounts of silt and sand on a daily basis (at least 50% more than his body weight) in order to filter out and extract the plankton and vegetable matter he feeds on, and get the nutrition he needs. The character will always have a large amount of unfiltered silt and sand in his gut, increasing his overall weight by 50%, and reducing his speed by 1D4+3.
Note: The character can only take one Diet Restriction.
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Big Red wrote:Retired Juicer's mention of the Planaria in duck-foot's thread inspired me. Enjoy.

Planarium
ORIGINAL ANIMAL CHARACTERISTICS
Description: The Planaria are simple, freshwater, non-parasitic flatworms. They range in size from 3-12 mm, and have amazing regenerative abilities that allow them to actually reproduce via regeneration. They range in shape from oval to arrow-shaped, and some have distinctive, diamond-shaped heads. Color vary from dull browns to light tan, to bright reds and blues, and some are even transparent. They have two primitive eye spots, which allow them to detect light. Their skin is covered in chemoreceptors, which higher concentrations around the pointed “ears.” These give them a primitive equivalent of taste and smell, and allow them to detect prey. Their ventral surface (opposite the eyes and “back”) is covered with tiny cilia, which are hair-like structures that they move in a wavy, beating motion to move through the water, or along a secreted film of mucus. They also have adhesive glands that allow them to affix themselves to just about any surface.
The Planarium has a simple digestive system. They excrete digestive juices to soften up their prey or scavenged meal, then use their powerful, extensible mouth and pharynx—located in the middle of their body on the underside—to suck in the softened tissue. This passes to their intestine where it is digested. Their skin serves as both a respiratory and excretory organ. They have a simple brain located beneath their eye spots, and a primitive nervous system. They produce both sexually and asexually. They use their regenerative abilities for asexual reproduction, detaching part of its tail, then allowing the two body parts to regrow whatever is missing. If a portion of the Planarium is cut off, it will grow into a new but identical individual. Experiments have shown that a portion as small as 1/279th of the body will still regenerate into a new individual.
Mutant Planaria in the post-Crash world are, thankfully, scarce. Most are mindless, primitive creatures, simply larger versions than their natural counterparts. They are farmed as food in some of the lake communities of North and South America, but otherwise are largely ignored. The prospect of an intelligent mutant Planarium is frightful, indeed, as it could easily be used to create an endless army of clones. As yet, that hasn’t happened.
Size Level: 0
Length: to 0.5 inches (12 mm) long
Weight: Negligible
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 155
Attribute Bonuses: +6 P.E.
Attribute Penalties: Reduce I.Q., M.E. & M.A. by one third.

HUMAN FEATURES
Intelligence: 10 BIO-E for Human Intelligence. Mutant Planaria normally suffer significant penalties to their mental attributes. If this option is purchased, the character has full human intelligence, and receives no penalties to their I.Q., M.E. or M.A. Without human intelligence, characters will only be able to learn such rudimentary skills as opening doors and turning on lights. They will be able to speak, but their vocabulary will be limited to about three dozen words, and they will only be able to speak in short one to three word phrases. They will be semi-intelligent creatures of instinct, driven only by a need to survive. The only O.C.C. available is the feral mutant animal R.C.C., and the character will not receive any skill bonuses, or any secondary skills.
Purchasing human intelligence will put the character on the same mental level as all other normal characters. The character can be of any O.C.C. available to mutant animals, can speak normally (as long as Speech: Full is purchased), and can learn any skill, O.C.C. permitting. Planaria can only purchase/acquire psionics if they have human intelligence.
Eyes: None: Planaria have eye spots on their dorsal (upper) surface, directly above their brains, which are little more than basic photoreceptors. This allows them to see light and dark, but does not give them full vision. However, the mutant automatically has the power of Worm Skin, which grants sensitivity to sound and vibration similar to Advanced Hearing and Touch (the character must buy these powers individually to get the bonuses they would normally provide). The mutant Planaria can function normally without sight, but will not be able to perform skills requiring eyes nor use any long-range weaponry effectively.
5 BIO-E for a set of eyes. The eyes will appear as a set of round eyes, lighter in color than the surrounding skin, with black “pupils” in the center. Grants sight equal to full human vision.
Hands: None. The mutant has no hands or arms and must manipulate objects with his mouth (treat as a partial hand).
5 BIO-E for Partial. 2D4 pairs of the character’s cilia elongate into tentacles and operate together as a pair of partial arms.
10 BIO-E for Full. A pair of the character’s cilia develop into fully functioning arms.
Biped: None. The character must crawl along on his belly at one quarter his normal Spd. In water, the character crawls or swims via the cilia.
5 BIO-E for Partial. 2D4 pairs of the character’s cilia elongate into tentacles that can be used as partial legs. If the character has arms, he can crawl on all fours at half his normal Spd. If he has no arms, he must still crawl on his belly, but can stand when needed.
10 BIO-E for Full. One pair of the character’s cilia develop into fully functioning arms.
Speech: 5 BIO-E for Partial, or 10 BIO-E for Full
Looks: None. Elongated, flat body, oval or arrow-shaped, with a distinct head. Head is rounded or diamond-shaped with flared, pointed corners, or “ears.” These “ears” are where the chemoreceptors are most highly concentrated. The skin on the back or top is very smooth, while the front or bottom surface is covered in tiny cilia, and is felt-like in appearance and texture. Any limbs will be thin, smooth, tentacle-like structures. Mouth is located in the middle of the character’s abdominal region.
10 BIO-E for Partial. Body is flat with a basic humanoid form. The eyes and mouth are now both located on the head, and on the same side of the body, providing a slightly more humanoid face. Eyes are round and comical, while mouth normally appears as a hole just beneath the eyes, unless the long, tubular pharynx is extended. Any limbs are thicker, but still tentacle-like in appearance. Smooth skin, with a hairy chest and abdomen.
20 BIO-E for Full. Odd human appearance. Body has a basic, humanoid structure. Head is human shaped, and even has short hair, which are actually mutated cilia. Despite the overall human appearance, something about the character is just “not right.” The eyes are too round, and look drawn on, while the lips are colorless, and the ears and nose have no discernible holes or nostrils. Skin is smooth and featureless, with a slimy texture and odd coloration, either too grey, tan, blue or red. Character receives a penalty of -4 M.A., and others will initially feel uncomfortable around him.

Natural Weapons:
5 BIO-E for 1D4 damage Bite.
15 BIO-E for Digestive Enzymes (Special). The Planaria feed by breaking their food down with a powerful digestive enzyme that dissolves most materials into a disgusting goo which they then slurp down. The acidic secretions do 2D6 damage per round for 3D4 melee rounds, or until washed or wiped off.
15 BIO-E for Extra Limb: Extensible Mouth (Special). The character has a tubular, extensible mouth one third the length of his body which provides an extra attack per melee round. The character’s mouth appears normal until extended, and does damage per bite or enzyme attack.

Mutant Animal Powers:
Automatically gets Aquatic Swimming, Worm Skin and Water Breathing: Dual Environment.
5 BIO-E for Advanced Taste.
5 BIO-E for Advanced Smell.
5 BIO-E for Advanced Hearing.
5 BIO-E for Advanced Touch.
15 BIO-E for Brute Strength.
30 BIO-E for Beastly Strength.
5 BIO-E for Extra Physical Endurance.
15 BIO-E for Damage Reduction: All blunt attacks, including hard impacts like bullets, do half damage. Does not work for cutting attacks or energy attacks.
10 BIO-E for Breathing Skin (Special). The character can breathe through his skin. While this makes him twice as susceptible to gasses, it also makes him very difficult to suffocate or drown. As long as part of his skin is exposed to air, he can not be suffocated or drowned.
20 BIO-E for Transparency (Special). Some Planaria are almost completely transparent. While not true “invisibility,” the character's entire body is as transparent as clear plastic, providing a bonus of +20% to Prowl or Camouflage skill to remain hidden in most situations. In water, rain, fog or darkness, it's almost impossible to see a fully transparent character (+30% to Prowl or Camouflage skill to remain hidden/unseen).
10 BIO-E for Adhesive Glands (Special). The Planaria has glands on his underside that secrete a powerful adhesive. Enables the character to climb or attach to rough and smooth as glass surfaces. Gives the Planaria a climb skill of 70%. Characters with Biped: None or Partial get an additional +20% bonus.
20 BIO-E for Regeneration. The character heals at a rate of one Hit Point/S.D.C. per melee round. Any limbs cut off, including the head, will heal in a matter of 2D4 hours.
40 BIO-E for Advanced Regeneration (Special, optional, and NOT recommended for player characters). The character heals at a rate of 2D6 Hit Points/S.D.C. per melee round. Any limbs cut off, including the head, will heal in a matter of 3D4x10 minutes. Any portion of the character’s body, down to 1/279th their body weight, will regrow into an exact clone of the character. It will have all his powers, abilities and skills, and all recent memories. The clone remembers everything that happened just prior to it being cut free from its “parent,” equal to the character’s I.Q.+M.E. in hours worth of memories, so a clone created from a character with an I.Q. of 6 and an M.E. of 3 would remember everything that happened over the last 9 hours. If the character has an I.Q. or M.E. of 16, then the amount of memories the clone retains is counted in days, not hours. They will also recognize anyone significant to the character (friends, teammates, enemies), and will have a general idea who they are, but only a handful of specific memories older than their base memories. All clones and their skills start at first level of experience. Clones will initially start with the same alignment as the character, but that could change over time. Characters of a good alignment will never create a clone with selfish or harmful intentions, and generally will not create them intentionally. Evil or selfish characters may, but since the clone starts with the same alignment and at least some of the same memories, they are just as likely to double-cross their parent as they are to fall for whatever scheme the parent had in mind. This power could lead to some complicated and messy situations, and could unbalance a game, and is NOT recommended for player characters. An NPC villain with an army of clones could be intriguing, though.
When a character has a portion of his body cut off, either intentionally or accidentally, the largest portion is the “parent,” while the smaller portion(s) is the clone. Determine the proportion of the body size of the cut off piece, or pieces, versus the main body, and divide the total S.D.C. and Hit Points between them. The main body heals at its normal rate for lost limbs. New clones grow at a rate of one S.D.C./Hit Point every ten minutes. The new clone is not fully functional until its growth process completes. Example: A character with 100 S.D.C and 50 Hit Points loses a portion of his arm, equal to one tenth his entire body. The main body is reduced to 90 S.D.C. and 45 Hit Points, while the arm has 10 S.D.C. and 5 Hit Points. The main body heals completely in 3D4x10 minutes. The arm will grow into a new clone in 22.5 hours (90+45x10 minutes).

Vestigial Disadvantages:-10 BIO-E for Diet: Scavenger
-10 BIO-E for Reptile Brain: Prey.
-15 BIO-E for Aquatic Vestigial Skin.
-20 BIO-E for Aquatic Respiratory System.
-15 BIO-E for Slime Trail. The character leaves a mucousy trail of slime wherever he goes. This gives others a 30% bonus to track the character.
Guest

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Big Red wrote:Saw Amorlord mention this, already had it, just hadn't posted.

Vampire Squid
ORIGINAL ANIMAL CHARACTERISTICS
Description: The Vampire Squid is an imposing, deep sea cephalopod, different enough from both the octopus and squid to be given its own taxonomical order. They range in color from coal black, to dark purple, to blood-red, and have extensive webbing between their tentacles, which provides them with a sinister looking cape. Their eyes are blue or red, depending on the light, adding further to their eerie appearance. They swim with their two wing-like fins, appearing to fly through the sea, and they are capable of dazzling, mesmerizing bioluminescent displays. In addition to their eight tentacles, Vampire Squids have two long velar filaments, which are sensory strands which they deploy to help them find their prey. If the strands should come in contact with a creature, or even detect their vibrations, the Vampire Squid springs into action, attacking whatever tripped its senses with their gripping tentacles and sharp, powerful beak. At shallower depths, they give off a light blue glow, which makes them invisible to the creatures beneath them. When threatened, instead of ink they emit a glowing goo that distracts any predators, or they pull their tentacles and capes over their heads, exposing rows of sharp and threatening, yet harmless spines. A Vampire Squid’s eyes, proportionately speaking, are the largest in the animal kingdom, nearly one tenth as long as the entire body. They also have large photoreceptors on top of their, providing them with some of the keenest vision of any deep sea creature. They are also much more active than other creatures at the same, low-oxygen depths, thanks to their efficient metabolism and the extremely large surface area of their gills.
Vampire Squids can be found in oceans throughout the world, from tropical to temperate waters, at depths of 2,000-4,000 feet (600-1200 m). They prey upon copepods, crustaceans and cnidarians, and whatever else may cross their path. They, in turn, fall victim to larger deep sea fish, whales and sea lions, although their excellent senses, quick speed and defensive arsenal make them well-equipped to meet just about any challenge.
Mutant Vampire Squids present a disturbing presence, bringing unease with them wherever they go. They are most common in the sparsely populated deepwater environments, although they are highly adaptable and have been seen throughout the oceans. Large numbers of them are known to inhabit the shadier areas of Marianas, but despite their reputation, they are not the diabolic, lawless creatures they are so often made out to be. They are generally good-spirited with a self-deprecating sense of humor, once one gets to know them, though few can get past their unsettling appearance.
Size Level: 2
Length: to 1 foot long
Weight: to 3 pounds
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 90
Attribute Bonuses: +2 I.Q., +4 M.A., +2 P.S., +4 P.E., +3 Spd.
Attribute Penalties: Reduce P.B. by one third.

HUMAN FEATURES
Hands: Automatically Partial. Tentacles function as partial hands.
5 BIO-E for Full. Tentacles develop branches at the ends that function as full hands. Must be purchased for each set of tentacles.
Biped: None. Crawls along on their tentacles at half normal Spd.
10 BIO-E for Partial. Develops four legs and a rough torso. The remaining tentacles can be used as arms.
15 BIO-E for Full. A single pair of tentacles develops into a pair of fully functioning legs. Develops a more humanoid torso, with the remaining limbs being available as arms.
Speech: 5 BIO-E for Partial, or 10 BIO-E for Full
Looks: None. Massive, rubbery head, with enormous red eyes, two wing-like fins, and a large, sharp, white beak. Arms are thin with suckers at the ends, and a dark but transparent cape-like webbing between them. Skin is rubbery to leathery in appearance and texture, and ranges in color from blood-red to inky black, depending on how the light strikes it.
10 BIO-E for Partial. Large, bulbous head with huge, almost glowing eyes, and a small, sharp beak. Roughly humanoid torso, with several pairs of long arms connected with a cape-like webbing, and thin, rubbery legs.
20 BIO-E for Full. Extremely dark complexion with glowing red eyes, a thin, craggy nose, pointed mouth with sharp teeth, and long, pointed ears. Arms are long and thin, ending in thin, jagged fingers, and connected to one another with a dark, flowing cape. Character has a natural Horror Factor of 12 among humans, and a bonus of +2 M.A.

Natural Weapons:
5 BIO-E for 1D6 damage Beak.
10 BIO-E for 2D6 damage Beak.
10 BIO-E for Constrictive Tentacle Muscle. All squeezing, whether from wrapping a flexible body around a victim, or from wrapping around arms or legs in a wrestling-style lock/hold, is stronger and quicker because of the special design of the character's muscles. The character can use these muscles with either a Body Hold, Arm Hold, Leg Hold, or Crush/Squeeze. The Holds and Crush/Squeeze attacks require a successful roll to Strike. If successful and not dodged (because of all the tentacles, parrying is impossible) then the attacker has grabbed into the victim. Once a Hold is applied it can be held as long as the octopus likes. The Crush/Squeeze requires that the victim make a save vs. blackout (14 or better, with either P.S. or P.E. bonuses added in). Failure means victim goes unconscious. The P.S. Bonus is used when the victim is struggling to escape, the P.E. Bonus is used when the victim is just struggling to breathe and stay awake. While the Crush/Squeeze continues, the victim is helpless, and the attacker can continue indefinitely, doing damage (1D6 for Normal Strength and Brute Strength, 2D6 for Beastly Strength, and 4D6 for Crushing Strength) per melee round attack. The victim cannot reduce the damage with a Roll with Punch/Fall/Impact.
Escape from a Constrictive Hold: Victims held by constrictive tentacle muscles can only get out with brute strength, or if released by the attacker. Several people struggling to free the victim, including the victim and any helpful friends, can try to break the hold by rolling a pure strength strike (20 sided and P.S. Bonus only). The character doing the hold then rolls to Parry (20 sided, plus P.S. Bonuses, plus bonus to Parry). Note that Brute Strength adds +5 to the attackers roll, Beastly Strength adds +10 to the roll, and Crushing Strength is so strong that it can only be beaten by another Crushing Strength involved.
10 BIO-E for Bioluminescent Spray (Special). Instead of an ink spray, the Vampire Squid ejects a glowing, bioluminescent liquid that blinds and confuses potential predators. Undersea, the spray fills a 20 foot area, and lasts for ten minutes. At depths down to 656 feet (200 m), anyone within 30 feet (9.1 m) of the squid will be temporarily blinded until their eyes adjust (one full melee, -10 to Strike, Parry and Dodge). From 657 to 3,000 feet (914 m), victims within 50 feet (15.2 m) will be blinded for 2D4 melees. Below 3,000 feet, victims within 75 feet (22.9 m) of the spray will be effectively blinded as long as they are within range, or until the spray dissipates. In an atmosphere, the spray can be directed at a single target, with +2 to Strike. A successful strike means the victim is blinded for 1D4 melees, and will glow for 20 minutes (-40% to Prowl, and anyone tracking the victim gets a +20% bonus), or until they wash off the spray (takes 1D4 minutes to wash it off thoroughly). The Vampire Squid can only use the spray twice per day.
15 BIO-E for Mesmerizing Bioluminescent Display/Gaze (Special). The Vampire Squid is capable of putting on a dazzling, hypnotizing lightshow using his natural bioluminescence. Victims must save vs. mind control (15 or better, with M.E. bonus added in), or be stunned for 2D4 minutes. The stunned character is frozen, like a deer in the headlights, and is unable to attack or defend themselves. They can make another saving throw each minute until the effect wears off, or will be snapped out of it as soon as they are attacked. For most Vampire Squids, their entire body glows and phosphoresces during the display. For characters with Human Looks: Full, this power is focused in their eyes, giving them a mesmerizing gaze.
10 BIO-E for Spiny Cape Defense (Special). The character can pull his arms over his head and envelope himself completely in his webbed “cape.” This also exposes several rows (one per limb) of short, sharp spines. While these are harmless in nature, they provide the mutant with a form of natural body armor, A.R. 8, +10 S.D.C. Attackers who roll an 8 or less while the character is wrapped in his cape will strike the spines and take 2D4 points of damage. This disturbing display also gives the character a Horror Factor of 8, and a bonus of +10% to hide or remain unseen in dim to dark conditions. The character can not attack while wrapped in his cape, but the webbing is transparent, so they can move and Dodge without penalty.

Mutant Animal Powers:
Automatically gets Advance Vision and Nightvision at double the normal range.
Automatically gets Aquatic Swimming at 90% proficiency and five times the speed of other mutants.
5 BIO-E for Advanced Smell.
5 BIO-E for Advanced Touch.
10 BIO-E for Velar Filaments (Special). The character has two thin, specially adapted tentacle-like structures which he can deploy, giving him a keen sense of motion and vibration. The character suffers no penalties from blindness or in complete darkness, and is +3 to Initiative, and +2 to Parry and Dodge.
10 BIO-E for Advanced Hearing.
10 BIO-E for Extra Mental Endurance.
10 BIO-E for Extra Mental Affinity.
10 BIO-E for Brute Strength.
20 BIO-E for Beastly Strength.
30 BIO-E for Crushing Strength (minimum of Size Level 10, and Human Looks: Full only).
5 BIO-E for Extra Physical Endurance.
10 BIO-E for Extraordinary Speed.
5 BIO-E for Water Breathing: Saltwater.
10 BIO-E for Water Breathing: Dual Environment.
15 BIO-E for Bioluminescent Camouflage (Special). The Vampire Squid can cause his body to glow a uniform shade of blue, white or green, making himself completely invisible in the right conditions. When swimming above creatures in midwater (657 to 3,281 feet/200-1000 m) to upper deepwater (to about 3,500 feet/1067 m) depths, the character is completely invisible to those below him (+40% to Prowl or Camouflage skill to remain hidden/unseen). In areas with a green or white ambient glow, the character has a +20% bonus.
5 BIO-E for Bioluminescent Tentacles (Special). The Vampire Squid has bioluminescent cells at the ends of his tentacles that allow him to illuminate small darkened areas (5 feet/1.5 m in diameter), and distract opponents in combat with his moving, flashing lights. Anyone trying to strike the character in well-lit situations receive a -1 to Strike, while those in dimly lit situations receive a -3 to Strike.
5 BIO-E for Powerful Suction Cups per pair of tentacles. The Vampire Squid has suction cups at the ends of his tentacles. Enables the character to climb or attach to rough and smooth as glass surfaces. Gives the Vampire Squid a climb skill of 50% with one pair of suction arms, add +10% for each additional pair. Characters with Biped: None get a +15% bonus, while characters with Biped: Partial get a +10% bonus.
10 BIO-E for Predator Burst
15 BIO-E for Multi-Limb Coordination. The ability to use more than one pair of limbs per melee. Provides one additional attack or action per melee and +1 to strike and +1 to parry. Can be bought three times (no additional attacks per melee, but provides an additional +1 to strike and parry per multi-limb coordination) to represent all six limbs of the Vampire Squid.

Vestigial Disadvantages:
-5 BIO-E for each pair of Vestigial Tentacles: Limbs that hang limply and do not work at all.
-20 BIO-E for Aquatic Respiratory System.
-15 BIO-E for Aquatic Vestigial Skin.
-10 BIO-E for Diet: Carnivore.
-5 BIO-E for Reptile Brain: Predator.
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Big Red wrote:And, for pretty obvious reasons...

Jellyfish: Tiburonia Granrojo, or “Big Red”
ORIGINAL ANIMAL CHARACTERISTICS
Description: Big Red is the sole member of a genus of jellyfish discovered near the dawn of the 21st century. With a dark, velvety skin, four to seven thick, oral arms and no tentacles or sting, it is unlike any other jellyfish. Considered one of the largest jellies in the ocean, Big Red is an imposing predator who uses his short, thick arms to capture prey. He is found nearly a mile deep (2,100 to over 4,900 feet/640-1500 m), and can be found throughout the Pacific, from California, to Mexico, to Japan.
Mutant Big Reds are not exceedingly rare, but one may not realize they are in the presence of one. Big Reds are one of the few invertebrates who are capable of full human looks. These humanoid jellies prefer the land to the sea, and can even be found far inland as the Free Cattle regions and the Midwest. Although they’re clearly not normal humans, one would never know from looking at them that they are mutant jellyfish. Several dozen to several hundred of these mutants can be found throughout North America, with similar numbers likely showing up in other regions around the world. The non-humanoid mutants can be found in or near many of the larger populated areas undersea, although they are most common at the lower depths.
Size Level: 8
Length: to 3.3 feet (1 m) in diameter
Weight: to 150 pounds
Build: Short

MUTANT CHANGES & COSTS
Total BIO-E: 135
Attribute Bonuses: +4 P.S., Brute Strength, +6 P.E.
Attribute Penalties: Reduce I.Q., M.A. & M.E. by two thirds.

HUMAN FEATURES
Intelligence: 20 BIO-E for Human Intelligence. Mutant Big Reds normally suffer significant penalties to their mental attributes. If this option is purchased, the character has full human intelligence, and receives no penalties to their I.Q., M.E. or M.A. Without human intelligence, characters will only be able to learn such rudimentary skills as opening doors and turning on lights. They will be able to speak, but their vocabulary will be limited to about three dozen words, and they will only be able to speak in short one to three word phrases. They will be semi-intelligent creatures of instinct, driven only by a need to survive. The only O.C.C. available is the feral mutant animal R.C.C., and the character will not receive any skill bonuses, or any secondary skills.
Purchasing human intelligence will put the character on the same mental level as all other normal characters. The character can be of any O.C.C. available to mutant animals, can speak normally (as long as Speech: Full is purchased), and can learn any skill, O.C.C. permitting. Big Reds can only purchase/acquire psionics if they have human intelligence.
Eyes: Big Reds have simple eyes, capable of detecting changes in light and dark only. The character is -4 to strike, parry and dodge, and unable to use ranged weapons, or any skills that require vision.
5 BIO-E for Full. Character has developed a pair of fully functioning eyes.
Other Senses: 10 BIO-E for Hearing. Big Reds have no sensory organs in the traditional sense, although they do have an excellent sense of touch, and keen chemoreceptors that give them an excellent sense of taste and smell by which they hunt their prey. Mutant characters will be completely deaf, but will have a sense of smell, taste, and touch. Deaf characters are -6 to Parry or Dodge attacks from behind, -3 to Parry and Dodge all other attacks, and -4 to Initiative. If they wish to function normally, they will have to purchase a sense of hearing. While the character does not grow ears, they develop small, sensory hairs on their bell that provide them with the equivalent of normal human hearing.
Hands: Automatically Partial. The character’s oral arms function as partial hands.
10 BIO-E for Full. The tentacles branch off at the end, forming two fingers and a thumb (or five digits, if the character has Human Looks: Partial or Full). Must be bought for EACH extra pair of tentacles for full use. Up to five of a character’s arms can converted to Full Human Hands, or seven if the character has Biped: None. Characters with an odd number of arms can convert the last arm to Full for a cost of 5 BIO-E. Any extra limbs not purchased as full arms wither away and disappear. The character can not have a mix of full and partial limbs.
Biped: Automatically Partial. The character uses his arms as partial legs.
10 BIO-E for Full. Two of the character’s arms have developed into fully functioning legs.
Speech: 10 BIO-E for Partial, or 20 BIO-E for Full.
Looks: None. Body consists of a reddish-grey, velvety bell, and 1D4+3 thick arms with a digestive opening in the center. Any eyes will be small, and located at the base of the bell, between two of the arms.
10 BIO-E for Partial. Body has taken on a somewhat humanoid form, with a bell-shaped head, thick, billowing torso, two powerful legs, and 2-5 thick, muscular arms. Round, red eyes are located in the center of the “face,” while the oral opening is located beneath the lip of the bell. Clearly NOT human.
25 BIO-E for Full (must also have full Intelligence, Eyes, Hands and Biped). The character has a fully humanoid form and appearance, except the skin is a dark red color, and has a plush, velvety feel. Thick head of hair is actually the character’s sensory hairs, and are capable of providing an excellent sense of hearing. Stocky, powerful frame, with as many as seven muscular limbs. Despite the full human appearance, the character still has no skeleton, and is quite flexible. Receives a bonus of +3 M.A., and +2 P.B.

Natural Weapons: None.

Mutant Animal Powers:
Automatically gets Aquatic Swimming at 80% proficiency, and swims at five times the normal rate.
Automatically gets Gelatinous Body (Special). The Big Red’s body is soft and gelatinous, providing it with resistance to most physical attacks. Blunt attacks, such as punches, kicks, impacts and falls inflict one quarter damage. Stabbing and piercing attacks inflict half their normal damage.
10 BIO-E for Nightvision
15 BIO-E for Advanced Hearing (must have Human Looks: Full)
5 BIO-E for Advanced Taste.
5 BIO-E for Advanced Smell.
5 BIO-E for Advanced Touch.
10 BIO-E for Extra Mental Affinity (must have full Human Looks & Intelligence)
10 BIO-E for Beastly Strength.
20 BIO-E for Crushing Strength.
10 BIO-E for Extra Physical Endurance.
15 BIO-E for Extra Physical Beauty.
5 BIO-E for Water Breathing: Saltwater.
10 BIO-E for Water Breathing: Dual Environment.
10 BIO-E for Breathing Skin (Special). The character can breathe through his skin. While this makes him twice as susceptible to gasses, it also makes him very difficult to suffocate or drown. As long as part of his skin is exposed to air, he can not be suffocated or drowned.
10 BIO-E for Predator Burst.
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 once if the character has three or four arms, or a second time if the character has a fifth arm (provides one additional attack per melee, and an additional +1 to Strike and Parry). Can be purchased a third time if the character has Biped: None, and six or seven arms for an additional bonus of +1 to Strike and Parry, but does not provide an additional attack per melee.

Vestigial Disadvantages:
-5 BIO-E for Color Blindness
-10 BIO-E for Nearsightedness
-15 BIO-E for Aquatic Vestigial Skin.
-20 BIO-E for Aquatic Respiratory System.
-10 BIO-E for Reptile Brain: Predator
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Big Red wrote:I stumbled across this one yesterday morning, thoght it was pretty cool, and that it'd be quick and easy to write up.

Giant Palouse Earthworm
ORIGINAL ANIMAL CHARACTERISTICS:
Description: The Giant Palouse Earthworm is an exceedingly rare, white worm native to the Palouse Prairie in eastern Washington. It grows up to 3 feet long, is entirely white except for its pink mouth, and can spit a lily-scented saliva in self defense. Little is known of the worm, which was first discovered in 1897, and was thought to have gone extinct in 1978 thanks to habitat loss and invasive species, although the occasional specimen has turned up about once every other decade or so since then. They feed on decaying plant matter, can burrow as deep as 15 feet (4.6 m) beneath the surface, and are susceptible to sunburn and heat stroke due to their pale skin.
Although no Giant Palouse Earthworms sightings have been confirmed in the post-Crash world, sporadic rumors of a band of mysterious white worms engaging in gang warfare with the Road Hogs occasionally trickle out of the West.
Size Level: 1
Length: to 3 feet (0.9 m) long.
Weight: to one pound.
Build: Long.

MUTANT CHANGES & COSTS
Total BIO-E: 125
Attribute Bonuses: +4 M.A., +2 P.P., +3 P.E.
Attribute Penalties: -2 to I.Q., M.E., and P.B.

HUMAN FEATURES
Intelligence: None. The character is slightly dimwitted.
10 BIO-E for Full. The character is the mental equivalent of a normal human, and receives no penalties to I.Q. or M.E.
Eyes: None: Earthworms have no eyes or nostrils, and therefore have no sense of sight or smell. However, the mutant automatically has the power of Worm Skin. Worm Skin grants sensitivity to sound and vibration similar to advanced hearing and touch. This means the mutant earthworm will be able to function normally without sight, but will not be able to perform skills requiring eyes nor use any long-distance weaponry effectively.
10 BIO-E for a set of eyes. The eyes will appear as a set of glassy lenses on the sides of the head. Grants sight equal to human. However, the mutant will still have no sense of smell.
Hands: None: The mutant has no arms or hands and must manipulate objects with the tail. (Treat as partial hand.)
5 BIO-E for Partial: The mutant develops stubby tentacles that sprout from the sides of the body.
10 BIO-E for Full: The tentacles develop branches at the ends that work as fingers and thumbs.
Biped: None: The mutant worm has to crawl around on its belly. This is done at half the character's maximum Spd.
10 BIO-E for Full: Develops stumpy, but solid legs.
Speech: 5 BIO-E for Partial, or 10 BIO-E for Full.
Looks: None: Looks like a big, plump, white earthworm. Long, tubular body composed of flesh rings. Skin is completely white, with a pink mouth. Any eyes will be light pink or red.
10 BIO-E for Partial: The mutant develops a rough face in the general shape of a human, as well as a humanoid body structure. However, the skin is still the same white color, and besides having a rough facial shape, there will still be no eyes unless purchased with BIO-E.
Full Human Looks is NOT POSSIBLE.

Natural Weapons:
5 BIO-E for Fragrant Spit (Special). Character can spit out a fragrant saliva that smells like lilies, range: 20 feet (6.1 m), +2 to strike; if spit into eyes, victim is temporarily blinded (-10 to strike, parry and dodge) for 2D4 melee rounds. Victims also smell like lilies until they can wash off the saliva, or until the smell fades in 1D4+1 hours. Anyone trying to track the victim by smell gets a +15% bonus.

Mutant Animal Powers:
Automatically gets Worm Skin and Digging.
5 BIO-E for Advanced Touch.
5 BIO-E for Brute Strength.
15 BIO-E for Beastly Strength.
25 BIO-E for Crushing Strength.
10 BIO-E for Extra Physical Endurance.
15 BIO-E for Extra Physical Prowess.
5 BIO-E for Tunneling.
15 BIO-E for Damage Reduction: All blunt attacks, including hard impacts like bullets, do half damage. Does not work for cutting attacks or energy attacks.
20 BIO-E for Regeneration: The character heals at a rate of one Hit Point/S.D.C. per melee round. Any limbs cut off will heal in a matter of hours. Cannot survive being decapitated, though.

Vestigial Disadvantages:
-10 BIO-E for Diet: Herbivore (Earthworms do NOT eat dirt).
-10 BIO-E for Reptile Brain: Prey.
-15 BIO-E for Temperature Sensitivity: Mutant suffers from exposure to heat and cold twice as fast as normal. Also takes double damage from heat and cold based attacks.
-10 BIO-E for Vestigial Skin.
-20 BIO-E for Albinism (Special). The character is an Albino, and has all white skin, and bright pink or red eyes. They are extremely sensitive to light, and must protect their eyes and skin at all times. Characters without eye protection are nearly blinded. No hand-to-hand combat penalties thanks to the Worm Skin power, but the character is -30% to any skills requiring eyesight, and -6 to Strike with any ranged weapons. Characters must always wear sunscreen or long sleeves and pants legs. If not, the character is liable to get a sunburn. The character’s skin will burn after 30 minutes in the sun, and will get a severe burn after an hour. Characters with a mild sunburn are in constant discomfort and will itch for 3D4 days, with a penalty of -1 to Strike, Parry and Dodge. Characters with a severe burn will suffer 2D6 points of S.D.C. damage, and be in constant pain for 2D4 days. During this time, they will be -3 to Strike, Parry and Dodge. They will then go through the 3D4 days of discomfort. If the character also has Vestigial Skin, this will double the effects of the heat exposure when dried out.[/b]
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Big Red wrote:This is both one of my favorite and least favorite creatures to wrtie up so far. Favorite because it's just so bizarre, and least favorite because, well, I squirmed quite a bit while writing some of this. I know I've seen a request or two for this one, so hopefully you'll all like it. I haven't had time to do any art for it, but I'll try to post something for it soon. Enjoy.

Candiru
ORIGINAL ANIMAL CHARACTERISTICS
Description: The Candiru, also known as the Canero or Vampire Catfish, is a small, parasitic fish that feeds on the blood of other fish. It has backward-facing spines on its gills, which it uses to attach itself to the gills of its victims. It draws blood both with its spines and long, sharp teeth, and feeds rapidly, gorging itself on the blood and soft gill tissue, often swelling up to two to three times its normal size in as little as 30-145 seconds. It then sinks to the bottom of the river and burrows into the sand or mud to digest its meal.
The Canidiru is found mostly in the Amazon and Orinoco rivers in Brazil and Venezuela. It is a notorious and highly feared fish, even more so than the piranha, despite its small size (no more than 6.7 inches/17 cm, although 1 inch/2.5 cm is average). The terrible reputation comes from the fact that the Candiru finds its victims by tasting the water to find the water stream coming from a fish’s gills. Once it detects a stream, it follows it to the source and imbeds its head into the opening. Unfortunately for both humans and other animals, the Candiru can not easily distinguish between the stream of nitrates from coming from the gills, and that coming from a urinating animal or human. The Candiru has been known to imbed itself into the urethra of swimmers, causing great pain to its host as it extends its spines, slashes at the walls of the urethra with its teeth, and swells up as it feeds. Swollen up with spines extended, it is unable to remove itself from a human and will eventually die, leading to a severe infection and even more pain as it slowly decays. It can only be effectively removed via surgery. While numerous folk remedies exist that claim to kill and dissolve the fish, these remedies—or even worse, just yanking the fish out—can result in even greater pain, infection and even death.
The Candiru has a small, eel-shaped body, with skin ranging from a light, fleshy pink, to a pale bluish grey, to nearly transparent. It has tiny eyes, small fins, and up to four tiny barbels around its mouth. The teeth of its upper jaw are long and thin, and can protrude from its mouth. It has two tiny, retractable hooked spines at the top and bottom of its gill flaps, and as many as four more even smaller spines lining the edge of each gill.
Mutant Candiru are exceedingly rare, and very seldom found outside of the Amazon region. If recognized as a Candiru, mutants are often killed on sight, which just adds to their scarcity. Player characters will have a difficult time among others, especially if their true nature is discovered, and would do best to avoid any areas from the Yucatan south.
Size Level: 1
Length: to 6.7 inches (17 cm), although 1 inch (2.5 cm) long and 0.13 inches (3.5 mm) wide is average.
Weight: less than 1 pound
Build: Long

MUTANT CHANGES & COSTS
Total BIO-E: 115
Attribute Bonuses: None.

HUMAN FEATURES
Hands: None: A pair of fins used for swimming.
10 BIO-E for Partial: Fins become “lobe-fins,” or fins on the ends 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 tail for swimming and a pair of rear fins. Helpless on land, unless alternative means of movement can be found. If the character has arms then he will be able to drag himself on land at a speed of 1, or slither on his belly at one quarter his Spd. attribute. Can swim three times faster than other mutants.
10 BIO-E for Partial: Tail splits into a pair of legs. Character can now function on land by running on all fours, and will be most comfortable when on all fours. Will only stand up on the hind legs when necessary.
15 BIO-E for Ful1: Character gains a fully developed set of legs. Equal to human.
Speech: 5 BIO-E for Partial, or 10 BIO-E for Full
Looks: None. Long, eel-like body with a very long neck, tiny, somewhat flattened, oval head, and very short limbs. Skin is pale and smooth with no scales, and light to almost transparent in color. Tiny eyes and a small mouth with sharp, thin teeth, and four tiny, whisker-like barbels at the corners.
5 BIO-E for Partial. Tall, skinny humanoid with a thin, elongated torso and neck, short limbs, and a small, oval head. Small facial features, with a fleshy, thin moustache and long, sharp teeth.
10 BIO-E for Full. Extremely tall, skinny human with an exceptionally long neck, slender limbs and a pale complexion. Narrow, oval head with small facial features, tiny, fleshy whiskers at the corners of the mouth, and small, hooked spines at the corners of the jaw, and in front of the ears.

Natural Weapons:
5 BIO-E for 1D6 damage Teeth.
5 BIO-E for 1D4 damage Gill Spines (Special). The character has tiny, hooked spines lining his gills (or jaw, if Human Looks: Full). These are designed to anchor the character into a host more than to cause damage, and can not be used offensively. In order to anchor himself into a victim, the character can be no more than 10% the size of the victim, and must have clear access to an opening in the unsuspecting victim’s body. Inserting one’s head into a victim, whether gills or some other opening, requires a called shot at a small target, and even then carries an additional penalty of -2 to strike. The only exception would be if the victim was unconscious. Once achored, the character extends his spines doing 1D4 points of damage direct to Hit Points, and is free to feed, but can only remain imbedded in the victim as long as he is able to hold his breath. Unlike the natural fish, mutant Candirus can retract their spines and remove themselves from a mammalian victim. Pulling the Candiru out is a dangerous and risky option, doing 2D6 points of damage direct to Hit Points if attached to the gills, and 4D6 points of Hit Point damage if attached anywhere else.
10 BIO-E for Blood Drinking Bite (must purchase Teeth and/or Gill Spines). A bite or spine attack from this character will do one Hit Point of damage in addition to the normal damage, plus one additional Hit Point of damage per melee action/attack. The attack can be maintained as long as the character can hold his breath, but generally lasts no longer than 2D4 melees. An opponent can be drained dry fairly quickly, although the character can not drain more than 5 Hit Points per Size Level in a single attack. Drinking the maximum amount of blood leaves the character bloated. Reduce speed, Parry & Dodge bonuses, and attacks per melee by half until the character can digest the meal, which takes 3D4x10 minutes.

Mutant Animal Powers:
Automatically gets Aquatic Swimming at 75%.
10 BIO-E for Lateral Line.
10 BIO-E for Barbels (Special). The character has 4 whisker-like sensory barbels around their moth, which provide them the equivalent of Advanced Taste and Advanced Smell, and allow them to operate in total darkness or while blinded with half the normal penalties. If the character also has Ampullae of Lorenzini and Lateral Line, they receive no penalties from blindness or total darkness.
5 BIO-E for Aquatic Advanced Taste (Special). The character has an advanced sense of taste, and can track by taste while underwater. This is essentially the same as the track by smell ability, although the character gets a +5% bonus if they have Barbels, and a +10% bonus if their target is bleeding, or if they urinate in the water.
10 BIO-E for Extra Mental Endurance.
10 BIO-E for Extra Physical Endurance.
10 BIO-E for Digging.
5 BIO-E for Water Breathing: Freshwater
15 BIO-E for Water Breathing: Dual Environment

Vestigial Disadvantages:
-5 BIO-E for Color Blindness
-10 BIO-E for Nearsightedness
-10 BIO-E for Prey Eyes.
-10 BIO-E for Reptile Brain: Predator.
-20 BIO-E for Diet: Hemavore: Character must drink blood to survive. Needs a number of pints of blood equal to size level each week. No other food will suffice for this character. Without blood the character will starve to death.
-10 BIO-E for Temperature Sensitivity.
-5 BIO-E for Webbed Hands and Feet (only if character has Hands AND Feet).
-15 BIO-E for Aquatic Vestigial Skin.
-15 BIO-E for Aquatic Respiratory System.
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LEMMING
Original Animal Characteristics
Description
: Lemmings are small, herbivorous, rodents typically found in arctic conditions. While they have many things in common with other rodents, they do not hibernate in winter, preferring to remain active.
Size Level: 1
Height: About 2.75 to 6 inches (7-15 cm) long.
Weight: 1 to 4 ounces (30-112 g).
Build: Small
Mutant Changes & Costs
Total BIO-E
: 80
Attribute Bonuses: +1 to M.E., +3 to P.P., and +6 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; Looks like the basic animal, although probably considerably larger.
5 BIO-E for Partial; Humanoid with rodent’s head and face or somewhat more human face with a slight muzzle, pointed noise, widely spaced dark eyes, very small round ears, short thick neck, thick body with short arms and legs. Except for the face, hands, feet and belly (typically light grey, reddish-grey, grey, plae grey or silver grey), lemmings are covered in short grey, brownish-grey, brown, or reddish-brown fur AND may have a pale brown, reddish, or rust-colored collar across their chest, with occassional "racing" stripes of red, black, yellow, or dark grey. Additionally, some have red patch behind their ears. May have a short naked tail too. Exact looks vary with species of lemming.
10 BIO-E for Full; Rat face; long pointed chin and nose, small dark eyes, and very small round ears. Wide mouth with small teeth, thin lips (if any). Stout, squat body, powerful build, but small delicate hands. Coarse brown or gray hair covers the body except for the hands, feet, face, neck and belly.
Natural Weapons:
5 BIO-E for 1D6 damage Climbing Claws
5 BIO-E for biting Teeth that do 1D6 damage
10 BIO-E for 2D4 damage Razor Fingernails
10 BIO-E for Rodent Gnawing Teeth (130)
Mutant Animal Powers:
5 BIO-E for Advanced Vision (otherwise Color Blind)
5 BIO-E for Advanced Hearing
5 BIO-E for Leaping: Rodent
10 BIO-E for Digging
10 BIO-E for Advanced Smell
10 BIO-E for Seasonal Coat
15 BIO-E for Extraordinary Physical Prowess
20 BIO-E for Tunneling
20 BIO-E for Leaping: Rodent
Vestigial Disadvantages:
-5 BIO-E for Diet: Herbivore
-5 BIO-E for Nearsightedness
-10 BIO-E for Reptile Brain (suicidal)
Notes: Yes, I know Lemmings aren't really suicidal, I just thought it was more fun this way.

Seasonal Coat
Basically, any animal with this power has a dual-season minor camouflage pattern to their fur. In warmer months the seasonal coat provides a +5% bonus to Prowl and +5% bonus to Blend or Hide. In winter months however, the seasonal coat becomes almost all-white, giving the character a +10% bonus to Prowl and +15% bonus to Blend or Hide.

Reptile Brain: Suicidal
A primitive part of the character’s brain interferes with the character’s rational thoughts and decisions. During tense situations the character will have to Roll vs Panic, which is similar to Roll vs Insanity (using M.E. bonus), where the character needs to roll a 12 or better to resist being taken over by their Reptile Brain.
Suicidal Loss of Control. If the character is a non-predatory mutant animal, like the lemming, then the character has to resist mindlessly committing suicidal acts (such as attacking a predator mindlessly, jumping off a cliff, jumping into water when one can not swim, etc). Triggering events include danger where the character experiences serious injury, threats and outright attacks from obvious predators, being confined in a small area, being in a very large group, etc.
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duck-foot wrote:Pine Tree (mutant plant)
Description: The pine tree is a medium sized flowering plant that has large rough sides that resemble wooden handles all along its length. The pine tree will grow pineapples which are a good source of food. In a post holocaust world having a pine tree around in tough times can mean the difference between life and death.
Size Level: 20
Height: up to 50 ft tall (15 m)
Weight: tons
Build: Tall
Mutant Changes & Cost:
Total BIO-E: 0
Attribute Bonuses: +17 P.S. (Crushing), +4 P.E., -3 P.P., -4 Speed
Human Features:
Hands: Automatically None. The mutant has no arms or hands, just branches that weave their way around the tree.
15 BIO-E for Partial. The mutant plant grows thicker arm-like branches with a semi-opposable thumb. The "arm" of a pine tree is rough and will have a lot of leaves near the base thinning out towards the end.
20 BIO-E for Full. The branches form into human-like arms capable of complete movement; the thumb is opposable.
Biped: Automatically None. The mutant cannot move what so ever. His torso and lower body are immobile. His body ends in a "trunk" with many roots.
20 BIO-E for Partial: The roots come to together to form thick "legs". The roots, although they now alloy movement, still do not have the finesse of actual legs and feet.
25 BIO-E for Full: The branches form into leg-like structures capable of complete human movement.
Speech: Automatically None
5 BIO-E for Partial.
10 BIO-E for Full.
Looks: Automatically None. The mutant plant is tall and has a rough bark that feels like sand paper when it is young, but eventually smooths out. The top of the tree is heavy with leaves and branches.
10 BIO-E for Partial. Tan, brown (as in tree brown), yellow (has in pine yellow) or gray humanoid appearance, including a definable head and torso.
20 BIO-E for Full. The plant looks basically human although with brown or gray rough bark instead of skin, and the ever present leaves, vines and pineapples will let one know it is a plant. Pine trees with full looks cannot grow pineapples.
Natural Weapons:
5 BIO-E for 1D6 log fists
10 BIO-E for 2D4 log fists
15 BIO-E for 2D6 log fists (must be at least size level 13)
20 BIO-E for 3D6 log fists (must be at least size level 17)
25 BIO-E for 4D6 log fists ( must be at least size level 20)
Mutant Plant Powers:
Automatically gets Plant Senses. Sense location of sun and moon at 90%, tell the exact time of day (within 15 to 20 minutes), can survive for one week per P.E. point without sunlight or water.
Automatically gets Pineapple Fruit: Pineapples contains a bacteria, which helps with digestion. Pineapple juice can be used as a tenderizer for meat, because it breaks down protein. It also taste delicious to herbivorous mutant animals. The character can grow one pineapple per month, which is large to satisfy one person of size level 10 or less for one meal. The plant must, however get a lot of sunlight and carbon to produce any fruits. Lack of such necceseties means the plant will not produce fruit.
10 BIO-E for Rapid Fruit Production: In the days before the crash mankind figured out a way to produce plant that will grow fruits not only quickly, but also in abundance. The mutant will grow two pineapples a day for its entire life. This can be annoying for the mutant, but great for starving companions.
10 BIO-E for Sap Secretion. Sap is a sticky gooey adhesive that can be produced by the mutant. When spread over an area with a half inch of saps it can momentarily (1D6 rounds) glue and hold an object in place equal to a P.S. 24. A combined P.S. of 25 or higher is needed to pull free. A P.S. 30 or higher if a lot of sap was used (1/2 lb or more). The character can produce half a pound of sap per six hours.
10 BIO-E for Medium Bark Armor-AR:11 +40 SDC
20 BIO-E for Heavy Bark Armor-AR:14 +60 SDC
5 BIO-E for Rough Bark: +10 to SDC
10 BIO-E for Eyes. Plants have no eyes mutants might, however. The eyes appear as a set of glassy black lenses on the side of the"head". Grants sight equal to a regular humans.
10 BIO-E for Smell. Plants have no sense of smell. With this power the plant grows tiny slits where a humans nose would be. Giving the mutant a sense of smell equal to a humans.
5 BIO-E for Touch. Plants have no sense of feeling. With this ability the plant can sense objects and physical interactions as a human would.
5 BIO-E Hearing. Plants cannot hear. This allows the plant to hear as well as a human.
10 for Photosynthesis. Plants, all plants (even carnivorous ones) subsists mainly on sugar created by water, soil and a chemical process that takes place in the plants "body". This effectively feeds the plant, negating the need for physical food. However, the plant will begin to starve after 3 days of no natural sun light.
10 BIO-E for Increased Healing. The plant heals SDC and Hit Points three times faster than an animal or human. The plant mutant can re-grow lost limbs in a matter of days (2D4), including the "head". Note: the plants central nervous system or heart is in its foot (either one).
10 BIO-E for Healing Resin. The clear thick resin acts like a natural bandage and seals wounds from infection and further damage (such as blood loss) and allows for faster healing (heals an additional 1D6 to SDC or HP every hour). The resin hardens in 1D4 melees. The plant can produce one ounce of resin per P.E. point.
5 BIO-E for Roots: The plant has tiny strands hanging of its feet that look like green strands. They effectively let the plant eat with its feet.
Vestigial Disadvantages:
-10 BIO-E for taking Plant Brain: Without focus the mutant may temporarily get lost in the environment around him. Oblivious to the passage of time and events around him, These periods last only a few minutes (1D6) at a time. This only happens when the plant has lost focus or is bored and with nothing to do or when overwhelmed (save 14, P.E. bonuses are added in). During this time the mutant may not react with any one or any thing, and cannot defend himself even when attacked.
-5 BIO-E for taking Booming Voice. Everything the character says will be in a low-pitched, slow manner. The word "hi becomes "hhhhhhiiiiii". The character cannot speak quietly.
-10 BIO-E for taking Diurnal
-10 BIO-E for Vestigial Pineapples. The pineapples will hang loosely on the character, and get in the way of its face, causing a -10% penality to skills that require visual aid.
-10 BIO-E for Over Abundance: While this may be good for companions, the mutant grows to much fruit to handle. The character is constantly producing one pineapple every hour. Which not only weighs him down (one pineapple weighs on average 2 pounds), but they ripen and fall off after just 8 hours, leaving a trail for individuals to fallow (+15% to the Tracking skill). Needless to say this is an annoyance. To curb this problem the mutant will have to cut his upper branches, something that is considered a disgrace in mutant plant society.
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duck-foot wrote:Clams:
Description: Clams are oval-shaped aquatic invertebrates with elongated shells on both the under and upper sides of the body. Clams are mollusks, with shells divided into two halves. The halves join at a hinge, with two muscles that open and close the shells. Clams have no brains or eyes, but they do have a heart, kidneys, mouth, and anus. Clams have an open circulatory system, which means that their organs are surrounded by watery blood that contains nutrients and oxygen. Clams eat plankton. Clams move around by a muscular foot they have. This foot contains little toes that are used in reproduction.
Size Level:: 1
Length: usually 6 inches or less (15 cm)
Weight: a few ounces
Build: Short, Medium or Long
Mutant Changes and Cost:
Total BIO-E: 100
Attribute Bonuses: +2 P.S., +4 P.E. +3 M.E., +2 P.B. (There shells can be very beautiful) -3 I.Q., -2 M.A., -4 P.P., -3 Spd
Human Features:
Hands: Automatically None. Clams have absolutely no limbs at all.
5 BIO-E for Stub Arms: These "arms" end in a flexible elbow-like joint which allows the mutant to move the arm around. The area that would normally contain the hands, now contains a blunt fingerless stub. This can be used to knock down items, or do very simple tasks. But, the mutant cannot do any skills that require manual manipulation.
10 BIO-E Partial: The stubs develop semi-opposable fingers. These "fingers" are hard and rigid. But, they do allow for the use of manual skills. The mutant has an additional -5% penalty to skills.
20 BIO-E Full: The stub arms develop fully opposable thumbs. However, they still are not as maneuverable as most characters, and have a -5% skill penalty.
Biped: Automatically None. No limbs. Character crawls along the bottom half of his body with a long muscle often called a foot. This is a very slow means of transportation (reduce spd by 3/4). On the up-side the character is harder to trip and tackle. This gives him a +3 bonus in both cases.
10 BIO-E for Partial: The character has a pair of rigid legs and feet. The joints on the "legs" allow for movement, albeit slow.
20 BIO-E for Full: Character now has full use out of both legs.
Speech None
5 BIO-E for Partial.
10 BIO-E for Full.
Looks: Automatically None. Looks like a clam with appendages, and a head that resembles a tongue. The character will have to open up his shell to see, hear, smell or breathe.
15 BIO-E for Partial: A humanoid appearance that somewhat resembles a knight in armor with a white powdery segmented shell covering both the back and front side. The shell is absent in areas that require movement (like joints) or one of the areas of the 5 senses. In its place is a very pink or red rubbery skin.
20 BIO-E for Full: Looks near-human. Only the slippery slimy skin, lack of body hair, deep black eyes, and the lack of natural lines on the body (like finger prints, and fat folds) will set him apart. Character looks completely human in bad or low-light conditions. Characters with full looks may not have natural body armor.
Mutant Animal Powers:
Automatically gets Advanced Taste
10 BIO-E for Prehensile Mouth: The clam develops a soft fleshy mouth that in some ways resembles that of a snail, with tiny finger-like stubs. This mouth acts like partial hands.
10 BIO-E for Eyes: Clams have no eyes at all, and therefore have no sense of sight. This enhancement will give them eyes equivalent to that of a person that has bad vision. In the case of partial looks the eyes will appear has soft lidless fleshy round orbs on the head. If the character has full looks the eyes look like black glossy orbs.
10 BIO-E for Superior Vision: This will allow the clam to have the sight of a normal human. This requires eyes.
15 BIO-E for Smell Sense: Clams have no nose and cannot smell anything. This allows the mutant the ability to smell like a human, through a "nose" on the face. This nose resembles a fleshy lump discolored from the rest of the body. For partial or full looks the nose will rest in the middle of the face between the eyes and mouth.
15 BIO-E for Hearing Organs: Two round fleshy lumps on the side of the head will allow the clam to hear like a human. In full looks they resemble ears.
10 BIO-E for Leaping Basic: Some clams have the ability to "leap" with their foot muscle. Reduce leaping distance by 10% if the mutant has natural armor heavier than medium.
15 BIO-E for Leaping Rodent: Reduce distance by 10% if the mutant has natural armor heavier than medium.
10 BIO-E for Jet Propulsion: Some snails are able to move rapidly by sucking in water through a set of glands, and then force out the water through a stream. This gives the mutant a burst of speed equal to 48 in water only. This may be done once every 30 seconds.
10 BIO-E for Damage Reduction: Blunt attacks will do only half normal damage. This does not work for energy attacks piercing or cutting attacks.
20 BIO-E for Regeneration: The mutant can regenerate one SDC/HP point per melee round. Any decapitated limbs will regrow in a matter months (2 for an arm, 3 for a leg). They cannot survive the loss of the head or torso, however.
10 BIO-E for Light Natural Armor: A.R. 9, +25 SDC
15 BIO-E for Medium Natural Armor: A.R. 11, +40 SDC
20 BIO-E for Heavy Natural Armor: A.R. 14, +60 SDC
30 BIO-E for Extra Heavy Natural Armor: A.R. 16, +80 SDC
Vestigial Disadvantages:
-10 BIO-E for Retile Brain: Prey
-10 BIO-E for Diet: Plankton
-20 BIO-E for Brain Dead: The characters I.Q. is reduced to 3. All skills (including OCC skills) that are not paramount to survival are reduced by 80%. The character may not learn additional skills has he goes up in level. He may, however still advance his current skills. He will function more on instinct than reason.
-10 BIO-E for Aquatic Vestigial Skin
-10 BIO-E for Aquatic Respitory System
-10 BIO-E for Open Circulatory System: (Read Description) The mutant will tire twice as quickly has normal. Reduce the rate of healing by 50%, the clam will not be able to handle injuries has well has other mutants.
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Unread post by Guest »

Big Red wrote:Glyptodon
ORIGINAL ANIMAL CHARACTERISTICS
Description: Like an enormous mammalian turtle, the Glyptodon lumbered through the Cenozoic. A high-topped, rounded shell, edged with serrated bone, is the main protection. The head is also crowned with a “cap” or helmet of bone. As a final protection, the muscular tail comes ringed with bone and is capable of being swung as a weapon .
Size Level: 20
Length: to 10 feet (3 m) long including tail, and 5 feet (1.5 m) tall
Weight: to 2000 pounds
Build: Short

MUTANT CHANGES & COSTS
Total BIO-E: 5
Attribute Bonuses: +4 P.S., Brute Strength, +3 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. Wide head topped with bony outcropping, with pointed ears at side, and with large, jawed muzzle. Wide body with rounded back, short, stubby arms and legs. Hands and feet have stubby fingers and toes with hoof-like nails. Massive tail as long as the legs.
10 BIO-E for Partial. Wide, turtle-like head, with large cheeks and jaws. Wide body with short arms and legs. nick, stubby tail.
15 BIO-E for Full. Short, round head, with protruding forehead and wide features. Round body with short limbs, and stubby, thick nailed fingers and toes.

Natural Weapons:
5 BIO-E for 2D4 damage Digging Claws.
5 BIO-E for Armored Head. Butting does 1D6 damage. Armor acts as a natural helmet with an A.R. of 10, +15 S.D.C.
10 BIO-E for 2D6 damage Horn Projections and bony forehead. This also acts as a natural helmet that provides the head with A.R. 14, +25 S.D.C.
10 BIO-E for Extra Limb: 1D8 damage Armored Tail. Use as an extra attack per melee round. The tail is covered in thick, bony bands.
15 BIO-E for Extra Limb: 2D6 damage Spiked Tail. Use as an extra attack per melee round. The tail is covered with spiked bony bands.
10 BIO-E for Club Tail. The tail ends in a heavy, bony club that adds 1D6 damage to tail attacks.
15 BIO-E for Mace Tail. The tail ends in a large, spiked ball that adds 2D6 damage to tail attacks.
15 BIO-E for Spike Defense. The flat armored plates of the shell have been modified into short, sharp spikes, 1-2 inches (2-5 cm) long. This gives the character an effective A.R. of 16, and +25 S.D.C. Any physical attack directed at the character with a strike roll of 16 or less means that the attacker hits the spikes, and takes 1D4+1 damage, plus the attacker’s P.S. bonus. Rolling over the character’s natural A.R., but under the A.R. for the spikes means the attacker damages the character, but still takes damage from the spikes. These spikes can also be used in hand to hand combat with a body block that does 3D6+P.S. bonus damage. Characters with Biped: None or Partial who are on all fours get a bonus of +2 to the A.R. of their Spike Defense.

Mutant Animal Powers:
10 BIO-E for Advanced Hearing.
10 BIO-E for Extra Mental Endurance.
10 BIO-E for Beastly Strength.
10 BIO-E for Extra Physical Endurance.
5 BIO-E for Digging.
10 BIO-E for Light Natural Body Armor; A.R.: 6 and S.D.C.: + 25
20 BIO-E for Medium Natural Body Armor; A.R.: 8 and S.D.C.: + 50
30 BIO-E for Heavy Natural Body Armor; A.R.: 12 and S.D.C.: + 75
40 BIO-E for Extra-Heavy Body Armor; A.R.: 14 and S.D.C.: + 100

Vestigial Disadvantages:
-5 BIO-E for Color Blindness.
-5 BIO-E for Nocturnal.
-10 BIO-E for Diet: Herbivore.
-5 BIO-E for Vestigial Claws.
-10 BIO-E for Reptile Brain: Prey.
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Unread post by GreenGhost »

Has anyone seen or written a Sloth Mutant Animal? A friend of mine at work was asking if there was one and I don't remember if there is one or not. :D
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Unread post by GreenGhost »

Thanks Mephisto. I didn't see that before. :)
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Unread post by NMI »

would anyone mind if I added these creations to my wiki site? proper credit will be given where due.
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Unread post by Rali »

Mr. Deific NMI wrote:would anyone mind if I added these creations to my wiki site? proper credit will be given where due.

Does silence equal consent?
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Unread post by NMI »

Rali wrote:
Mr. Deific NMI wrote:would anyone mind if I added these creations to my wiki site? proper credit will be given where due.

Does silence equal consent?
Well If I end up putting something up that nobody said "not to", I will take it down if they ask me to. There are alot of posts by "guest". We know who that is (Kuseru), if he comes to me later and says he doesnt want them posted, then as I said, I will take them down.
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Re: NEW MUTANT ANIMALS

Unread post by Rathorc Lemenger »

In answer to your question, my dear Korbi, the 3 items are found in the AtB 2nd edition book under the Spider-Goat and the Spider Stats in Riftewr # 29 (if your playing 2nd edition) and I can't remember what book it is (if any) that has the 1st edition stats.

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Re: NEW MUTANT ANIMALS

Unread post by Tearstone »

After looking through 4 pages of this... I find nothing on mice. :? Anybody know where there's one for mice or rats?
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Re: NEW MUTANT ANIMALS

Unread post by Rathorc Lemenger »

Well, Tearstone, if you want some rodents, I know that I did up some prehistoric rodents. They're all in my thread.

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Re: NEW MUTANT ANIMALS

Unread post by The Galactus Kid »

I'm going to be working on a mutant Rhino. I'll bring the one from TMNT into line with AtB2 mainly using the Elephant tempates in both books as a guide.
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Re: NEW MUTANT ANIMALS

Unread post by taalismn »

Okay, first attempt at creating an AtB-style mutant:

Sea Sponge

Despite their resemblance to sessile marine plants, Sea Sponges are actually primitive animals that spend their entire lives filtering sea water for small plants and plankton to eat(though some sponges have been known to trap and devour very small crustaceans). Sponges lack skeletons, but instead have a ‘scaffolding’ of rigid fibers(spongin, made of calcite or silica)) that compartmentalizes softer jelly-like cells(mesophyl) in individual cells, around channels and conduits that allow nutrient-rich water to circulate through the sponge, pushed in may cases by specialized pumping cells. Sponges have a hydraulic circulation system, based on pumping water throughout their bodies, using the flagella and crude contractive tissues to do so. Sponges can reproduce asexually, reproducing by budding, by gemmulation(producing spore-like pods) or by fragmentation(pieces of sponge generating new sponge mass), but they can also reproduce sexually, releasing sperm and eggs into the water to combine in open water and produce new sponges. Sponges are fairly hardy; they have been discovered living at depths as deep as 5.5 miles down.
Mutant sponges arise from the more complex Glass Sponges and Demosponges, which have generally larger sixes, use silica fibers in their skeletal scaffolding, and have a multi-compartmented ‘leucinoid’ structure. Mutant Sponges doubtlessly came about from pumping and concentrating mutagen-rich waters in their tissues. These mutants have adapted their hydraulic circulatory systems to become hydraulic muscles, allowing them to move about like more evolved animals.
Size Level: 8
Length: 3.3 ft in diameter
Weight: 2-5 lbs
Build: Short
Mutant Changes & Cost:
Total BIO-E: 60
Attribute Bonuses: None

Human Features:
Hands: Automatically None,
15 BIO-E for Partial, the mutant growing a rough paw with crude stumpy fingers
20 BIO-E for Full, the mutant growing a more dexterious tendriled hand

Biped: Automatically None
10 BIO-E for Partial, the mutant has a hunched over quadraped posture
15 BIO-E for Full, the mutant is fully upright with articulated bipedal legs.

Speech: Automatically None,
5 BIO-E for Partial, the mutant has adapted some of its vesicles to pump air and produce noise; typically a breathy, whispery voice.
10 BIO-E for Full, the mutant

Looks: Automatically None, the mutant looks like a mass of sponge, with no apparent eyes, and multiple small openings(‘ostia’) in its body(usually with one large water intake/pump known as an ‘osculum’)
10 BIO-E for Partial, the mutant looks like a roughly humanoid sculpture of lumpy, spongy material, with very small eyes and a crude mouth. Could only pass for human in very poor lighting and/or heavily disguised.
Full Looks are not possible

Natural Weapons: None

Mutant Animal Powers:
Automatically has Water Breathing

5 BIO-E for Internal Compartment----Primitive sponges have structures of the Asconoid and Syconoid type, with a large central chamber feeding water to the outer body walls. In this case, the mutant has a central chamber or ‘pouch’ that can be as large as HALF the mutant’s apparent external size.

10 BIO-E for Anti-Biotic Production---In lieu of an immune system, sponges produce powerful inhibitive substances that kill offending cells and micro-organisms that would infect a sponge. Mutant sponges can produce a powerful anti-biotic substance that gives a +3 to save versus disease(the sponge can produce enough doses of the subtance equal to its P.E., per 24 hours).

15 BIO-E for Damage Resistance---The mutant is extremely resistant to blunt or concussive physical damage, taking HALF damage from punches, kicks, clubbing attacks, and concussive blasts. Cutting attacks, claws, and other attack types do damage as normal.

5 BIO-E for Liquid Absorption---The mutant sponge can soak up water (and other liquids, provided they aren’t solvent or toxic to itself), absorbing up to six times its own weight/mass in water.

15 BIO-E for Damage Regeneration---The mutant sponge has an extremely effective regenerative system, and can heal damage at a very fast rate; 4d6 Hit Points/SDC per hour.

Vestigal Disadvantages:
-20 BIO-E for Aquatic Rspiratory System(must breath water)

-5 BIO-E for Diet: Broth---While many mutant sponges can get by eating very finely minced or pureed foodstuffs diluted in water(or a good regular soup), this mutant’s needs are for a very dilute mixture of plants and micro-organisms that must be pumped through the sponge’s body at least 12 hours of every 24(the mutant has no way of storing up the equivalent of fat against lean times).

-5 BIO for Nearsightedness

-20 BIO-E for Total Blindness

-10 BIO-E for Sponginess----The Sponge’s structure isn’t as rigid as it normally should be, and is flexible to the point of softness; its physical attacks do only HALF damage to opponents, and are more akin to being Nerf-punched.
Last edited by taalismn on Wed Feb 01, 2012 7:59 pm, edited 1 time in total.
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Re: NEW MUTANT ANIMALS

Unread post by abe »

taalismn wrote:Okay, first attempt at creating an AtB-style mutant:

Sea Sponge

Despite their resemblance to sessile marine plants, Sea Sponges are actually primitive animals that spend their entire lives filtering sea water for small plants and plankton to eat(though some sponges have been known to trap and devour very small crustaceans). Sponges lack skeletons, but instead have a ‘scaffolding’ of rigid fibers(spongin, made of calcite or silica)) that compartmentalizes softer jelly-like cells(mesophyl) in individual cells, around channels and conduits that allow nutrient-rich water to circulate through the sponge, pushed in may cases by specialized pumping cells. Sponges have a hydraulic circulation system, based on pumping water throughout their bodies, using the flagella and crude contractive tissues to do so. Sponges can reproduce asexually, reproducing by budding, by gemmulation(producing spore-like pods) or by fragmentation(pieces of sponge generating new sponge mass), but they can also reproduce sexually, releasing sperm and eggs into the water to combine in open water and produce new sponges. Sponges are fairly hardy; they have been discovered living at depths as deep as 5.5 miles down.
Mutant sponges arise from the more complex Glass Sponges and Demosponges, which have generally larger sixes, use silica fibers in their skeletal scaffolding, and have a multi-compartmented ‘leucinoid’ structure. Mutant Sponges doubtlessly came about from pumping and concentrating mutagen-rich waters in their tissues. These mutants have adapted their hydraulic circulatory systems to become hydraulic muscles, allowing them to move about like more evolved animals.
Size Level: 8
Length: 3.3 ft in diameter
Weight: 2-5 lbs
Build: Short
Mutant Changes & Cost:
Total BIO-E: 60
Attribute Bonuses: None

Human Features:
Hands: Automatically None,
15 BIO-E for Partial, the mutant growing a rough paw with crude stumpy fingers
20 BIO-E for Full, the mutant growing a more dexterious tendriled hand

Biped: Automatically None
10 BIO-E for Partial, the mutant has a hunched over quadraped posture
15 BIO-E for Full, the mutant is fully upright with articulated bipedal legs.

Speech: Automatically None,
5 BIO-E for Partial, the mutant has adapted some of its vesicles to pump air and produce noise; typically a breathy, whispery voice.
10 BIO-E for Full, the mutant

Looks: Automatically None, the mutant looks like a mass of sponge, with no apparent eyes, and multiple small openings(‘ostia’) in its body(usually with one large water intake/pump known as an ‘osculum’)
10 BIO-E for Partial, the mutant looks like a roughly humanoid sculpture of lumpy, spongy material, with very small eyes and a crude mouth. Could only pass for human in very poor lighting and/or heavily disguised.
Full Looks are not possible

Natural Weapons: None

Mutant Animal Powers:
Automatically has Water Breathing

5 BIO-E for Internal Compartment----Primitive sponges have structures of the Asconoid and Syconoid type, with a large central chamber feeding water to the outer body walls. In this case, the mutant has a central chamber or ‘pouch’ that can be as large as HALF the mutant’s apparent external size.

10 BIO-E for Anti-Biotic Production---In lieu of an immune system, sponges produce powerful inhibitive substances that kill offending cells and micro-organisms that would infect a sponge. Mutant sponges can produce a powerful anti-biotic substance that gives a +3 to save versus disease(the sponge can produce enough doses of the subtance equal to its P.E., per 24 hours).

15 BIO-E for Damage Resistance---The mutant is extremely resistant to blunt or concussive physical damage, taking HALF damage from punches, kicks, clubbing attacks, and concussive blasts. Cutting attacks, claws, and other attack types do damage as normal.

5 BIO-E for Liquid Absorption---The mutant sponge can soak up water (and other liquids, provided they aren’t solvent or toxic to itself), absorbing up to six times its own weight/mass in water.

15 BIO-E for Damage Regeneration---The mutant sponge has an extremely effective regenerative system, and can heal damage at a very fast rate; 4d6 Hit Points/SDC per hour.

Vestigal Disadvantages:
-20 BIO-E for Aquatic Rspiratory System(must breath water)

-5 BIO-E for Diet: Broth---While many mutant sponges can get by eating very finely minced or pureed foodstuffs diluted in water(or a good regular soup), this mutant’s needs are for a very dilute mixture of plants and micro-organisms that must be pumped through the sponge’s body at least 12 hours of every 24(the mutant has no way of storing up the equivalent of fat against lean times).

-5 BIO for Nearsightedness

-20 BIO-E for Total Blindness

-10 BIO-E for Sponginess----The Sponge’s structure isn’t as rigid as it normally should be, and is flexible to the point of softness; its physical attacks do only HALF damage to opponents, and are more akin to being Nerf-punched.

in other words think spongbob squarepants?
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Re: NEW MUTANT ANIMALS

Unread post by taalismn »

abe wrote:[in other words think spongbob squarepants?



I really hope not. I REALLY really hope not. More like AbsorboMan or the Incredible Insidious Bloodsucking Vampire SpongeBeast.
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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