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Mutant Animals

PostPosted: Fri Jan 02, 2015 11:18 pm
by jeff
Has anyon come up with packages (for lack of a better word) for mutant animals that take into account the natural abilities of those animals?

Re: Mutant Animals

PostPosted: Sat Jan 03, 2015 3:02 am
by Blood axe
I just try to give the character an appropriate power.
quills for porcupine
claws/bite attack for lion
wings/flight for a bird

If its pretty useful, I count it as a mutation, its not extra. The player has the option not to take it. These are wacky mutants! There can be a crocodile mutant without large teeth & jaws.

I had a player want to play a mutant wolf. Not wolf- man, a wolf on four legs, no hands. He got an extra power since he missed out on guns and other useful equipment.

Re: Mutant Animals

PostPosted: Sat Jan 03, 2015 5:19 pm
by outlander
One of my issues of Wisdom from the Wastelands will be covering this in heavy detail later this year. =)

Chris

Re: Mutant Animals

PostPosted: Sun Jan 04, 2015 2:31 pm
by DavetheLost
There was a chart for Metamorphosis Alpha published in Dragon magazine listing all sorts of animal stocks, appropriate natural abilities and starting ability score dice. IIRC one of the 4th ed Gamma World modules did similarly, the one set at the zoo.

I frequently give mutant animals the base abilities of their animal type.