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Mutant Animal Creation - Arboreal Wailer

Posted: Sat Apr 11, 2020 6:25 am
by Warshield73
I am trying to create a mutant animal using some of the rules from After the Bomb for the Arboreal Wailer, DB 2 Phase World, Pg. 109. I would appreciate any constructive feedback or suggestions.

So I have been in the process of creating new pre-gen characters for all of my convention games and I just started replacing my oldest set of pre-gens the Phase World characters. While I was working some new character concepts I thought of creating a mutant Arboreal Wailer named Turbo, in no way related to a mutant trash panda from the movies with a similar name.

When I started I decided to follow the KISS principal and do the following:
- roll the animals physical attributes as listed including MDC
- replace IQ, ME, MA with rolls of 3D6.
- give the character all the Natural Abilities listed in the book
- use the howl as a mutant power worth 15 BIO-E
- replace the base percentage for climb and acrobatics with a bonus of +15% and +10% respectively
- combat would add 1 attack to those gained by skills, same as the Seljuk
- give the claws and bite as listed
- assign a Size Level of 6
- assign 35 BIO-E for the purchase of powers, I figure this is fair since it has a supernatural PS and is MDC
- Hands: Automatically full.
- Biped: Automatically partial or 5 BIO-E for full.
- Speech: None to start, 5 BIO-E for partial or 10 BIO-E for full.
- Looks: None to start, 5 BIO-E for Partial or 10 BIO-E for full.
- the OCC was going to be spacer but I was thinking of using the Feral Dog Boy RCC from WB 13 Lonestar, Pg. 38 to modify it but probably not.

So simple done, then last night I was reading through after the bomb and I came up with this

Arboreal Wailers
Original Animal Characteristics
Description: Wailers are scaly, monkey-like reptilians that dwell on the seljuk's homeworld. As a result of the harsh conditions of the planet, they are incredibly tough for their small size. The wailers are as smart as Earth chimpanzees, but have better temperaments, and can be domesticated and trained to perform complex tricks and tasks.

Size Level: 6
Length: 3 to 5 feet
Weight: 50 to 80 lbs.
Build: Medium

Human Features
Total BIO-E: 35
Attributes: +3 I.Q., +1 M.E., +1 M.A., +3 P.P., +1 P.E. and +2 Spd.

Human Features
Hands: Automatically full.
Biped: Automatically partial or 5 BIO-E for full.
Speech: None to start, 5 BIO-E for partial or 10 BIO-E for full.
Looks: None. Basically the animal, although probably larger.
5 BIO-E for partial. Humanoid with a definite muzzle, small round ears on top of the head, body covered in scales. May have a long tail (prehensile or vestigial). Haunches and legs may be animal-like or more human.
10 BIO-E for full. Compact and muscular build, sharp facial features, small pointed nose, brown eyes, tiny round ears, and bald.

Natural Weapons
5 BIO-E for claws
5 BIO-E for bite
15 BIO-E for Howl

Mutant Animal Powers
Automatically gets Advanced Vision and prehensile tail.
5 BIO-E for Prehensile Feet.
5 BIO-E for Extra Intelligence Quotient.
10 BIO-E for Extra Mental Affinity.
10 BIO-E for Extra Mental Endurance.
5 BIO-E for Advanced Touch.

Vestigial Disadvantages
-5 BIO-E for Diet: Herbivore.
-5 BIO-E for Nearsightedness.
-5 BfO-E for taking Vestigial Tail.
-15 BIO-E for taking Domestication.


Not sure which approach to take but would love to hear if anyone has any suggestions.