Mutant Animals

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Mutant Animals

Postby jeff » Fri Jan 02, 2015 11:18 pm

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?
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Re: Mutant Animals

Postby Blood axe » Sat Jan 03, 2015 3:02 am

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.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
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Re: Mutant Animals

Postby outlander » Sat Jan 03, 2015 5:19 pm

One of my issues of Wisdom from the Wastelands will be covering this in heavy detail later this year. =)

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Re: Mutant Animals

Postby DavetheLost » Sun Jan 04, 2015 2:31 pm

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.
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