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NEW CHIMAERAS & THROWBACKS

Posted: Fri Feb 23, 2007 5:13 pm
by Guest
Instead of having all the mutants divided out among 20 or so different topics (and then stickying them all), I've consolidated all the mutants into a few posts for ease of viewing. Please do not post comments in these topics, however feel free to post new mutants, advantanges, vestigial traits, animal powers, and other miscellaney.

Posted: Fri Feb 23, 2007 5:14 pm
by Guest
Anonymous wrote:Angel (Purebred Genetic Chimera)
Description: Humans who desperately wished to fly under went drastic genetic and biological
modification to achieve it most succeeded resulting in the 'angel' mutant others failed giving rise to the
'harpy'.
Size Level: 9
Build: Long
Mutant Changes & Costs:
Bio-E: 0
Attribute Bonuses: +2 P.P.,
Human Features:
Hands: Full,
Biped: Full
Speech: Partial (Voice is very musical sounding)
Looks: Perfect
Natural Weapons: None
Animal Abilities
Automatically gets
Flight: Soaring or Silent
Advanced Vision
Vestigial Disadvantages
None

Posted: Fri Feb 23, 2007 5:14 pm
by Guest
gordyzx9r wrote:Aztec Dragon (Genetic Chimera)
Description: Whether from random mutation or design some dragons have developed feathers instead
of scales with bird like heads and feet. These dragons often take up residence in ancient temples and
defend them from outsiders diligently, and often gather at these temples in large groups to make sure
they stay defended.
Size Level: 6
Build: Long
Mutant Changes & Costs:
Bio-E: 60
Attribute Bonuses: Beastly Strength, +2 I.Q.
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full,
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons:
5 BIO-E for Bird of prey talons: 3d6
5 BIO-E for Bite: 2d4
Animal Abilities
10 BIO-E for Basic flight
20 BIO-E for Raptor Flight
15 BIO-E for Soaring Flight
5 BIO-E for Gliding
5 BIO-E for Rodent Leaping
10 BIO-E for Feline Leaping
10 BIO-E for Body Armor: Light (A.R.: 9 S.D.C.+25)
15 BIO-E for Body Armor: Med (A.R.: 11, S.D.C. 40)
20 BIO-E for Body Armor: Heavy (A.R.: 14, S.D.C. 60)
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
5 BIO-E for Advanced Vision
5 BIO-E for Internal compass
5 BIO-E for Predator Burst
Vestigial Disadvantages
-15 BIO-E for No legs (mutant moves on the ground like a snake)
-10 BIO-E for Domestication
-5 BIO-E for Vestigial Horns
-10 BIO-E for Vestigial Wings
-5 BIO-E for Stunted wings
-10 BIO-E for Vestigial Tail
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet: Carnivore

Posted: Fri Feb 23, 2007 5:15 pm
by Guest
Anonymous wrote:Basilisk (Genetic Chimera)
Description: Many Illegal traders needed truly devastating watch animals so they created Basilisks,
Lizards with 8 legs and paralysis causing poison.
Size Level: 6
Build: Long
Mutant Changes & Costs:
Bio-E: 60
Attribute Bonuses: +4 P.S., +1 P.E.
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons
5 Bio-E for 2D4 Teeth
5 Bio-E for 1D4 Damage Running Claws
5 Bio-E for Paralysis Poison
Animal Abilities
10 Bio-E for Light Natural Armor; A.R.: 9 and S.D.C.: +20
20 Bio-E for Medium Natural Armor; A.R.: 11 and S.D.C.: +40
30 Bio-E for Heavy Natural Armor; A.R.: 14 and S.D.C.: +60
5 Bio-E for Brute Strength
15 Bio-E for Beastly Strength
5 Bio-E for Extra P.E.
10 Bio-E for Extra Speed
5 Bio-E for Predator Burst
15 Bio-E for 1 set of extra limbs (can be bought twice each set grants an extra attack)
Vestigial Disadvantages
-5 Bio-E for taking Color Blindness
-10 Bio-E for taking Reptile Brain: Predator
-5 Bio-E for taking Vestigial Tail
-10 Bio-E for taking Diet: Carnivore

Posted: Fri Feb 23, 2007 5:15 pm
by Guest
Anonymous wrote:Centaur (Genetic Chimera)
Description: Some Horse riders weren’t happy until they were actually part of their horse creating a
bazaar combination of man and beast, from where the horse's neck would be a humanoid torso begins
(human looks refer to the 'human' torso of the creature)
Size Level: 18
Build: Medium
Mutant Changes & Costs:
Bio-E: 0
Attribute Bonuses: +3 P.S., +12 Spd.
Human Features:
Hands: Full automatic
Biped: Partial Automatic
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons
5 Bio-E for Hoofed Feet, kick does 2D6 damage.
Animal Abilities
5 Bio-E for Advanced Hearing.
10 Bio-E for Advanced Taste.
10 Bio-E for Extra I.Q..
10 Bio-E for Extra M.A..
10 Bio-E for Extra M.E..
10 Bio-E for Extra P.E..
15 Bio-E for Extra P.P.
5 Bio-E for Extra P.B.
10 Bio-E for Extraordinary speed.
10 Bio-E for Leaping: Standard.
20 Bio-E for Leaping: Rodent
5 Bio-E for Brute Strength.
20 Bio-E for Beastly Strength.
Vestigial Disadvantages
-10 Bio-E for taking Domestication
-5 Bio-E for taking Vestigial Tail
-10 Bio-E for taking Prey Eyes
-5 Bio-E for taking Diet: Herbivore

Posted: Fri Feb 23, 2007 5:15 pm
by Guest
Anonymous wrote:Cerberus (Genetic Chimera)
Description: These three-headed dogs were created as guard dogs and elite pets. The primary or
middle head controls the body the two other heads only provide additional view and extra bite attacks
Size Level: 5
Build: Medium
Mutant Changes & Costs:
Bio-E: 50
Attribute Bonuses: +1 I.Q., +2 M.A., +1 P.E. +1 attack (bite only)
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons
5 Bio-E for 1D6 Damage Teeth
5 Bio-E for 1D4 Damage Running Claws
Animal Abilities
All automatically get Advanced Vision (can trade it away for Color Blindness)
5 Bio-E for Advanced Hearing.
5 Bio-E for Advanced Smell.
10 Bio-E for Advanced Taste.
10 Bio-E for Extra I.Q..
10 Bio-E for Extra M.A..
10 Bio-E for Extra M.E..
10 Bio-E for Extra P.E..
10 Bio-E for Extraordinary speed.
10 Bio-E for Leaping: Standard.
5 Bio-E for Brute Strength.
20 Bio-E for Beastly Strength.
15 Bio-E for Predator Burst.
10 Bio-E for Internal Compass.
10 Bio-E for Digging.
Vestigial Disadvantages
-5 Bio-E for taking Color Blindness
-5 Bio-E for taking Vestigial Ears
-5 Bio-E for taking Vestigial Tail
-10 Bio-E for taking Diet: Carnivore
-10 Bio-E for taking Domestication
-20 Bio-E for taking Subservience

Posted: Fri Feb 23, 2007 5:15 pm
by Guest
Anonymous wrote:Chimera (Genetic Chimera)
Description: Certain sick individuals thought these beasts would make good pets the front of a lion hind
quarters of a goat and either a serpent for a tail or a scorpions tail
Size Level: 13 for females, 14 for males
Build: Medium
Mutant Changes & Costs:
Bio-E: 20
Attribute Bonuses: +2 M.A., Brute Strength, +8 P.S., +2 P.P., +6 Spd
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons
5 Bio-E for 2D6 Damage Retractable Claws
10 Bio-E for 3D6+2 Damage Retractable Claws
5 Bio-E for 2D6 Damage Teeth
10 Bio-E for 3D6 Damage Teeth
5 Bio-E for 1D6 damage 'tail bite'
10 Bio-E for Poison Strike tail
Animal Abilities
5 Bio-E for Extra I.Q.
5 Bio-E for Extra M.A.
10 Bio-E for Beastly Strength
20 Bio-E for Crushing Strength (males only)
5 Bio-E for Extra P.E.
5 Bio-E for Extra P.P.
10 Bio-E for Extraordinary Speed
5 Bio-E for Leaping: Rodent
10 Bio-E for Predator Burst
5 Bio-E for Nightvision
5 Bio-E for Advanced Hearing
5 Bio-E for Advanced Smell
Automatically gets Advanced Vision
Vestigial Disadvantages
-5 Bio-E for taking Vestigial Tail (only for serpent tail, tail is uncontrollable and bites anything that’s
near)
-10 Bio-E for taking Nocturnal
-5 Bio-E for taking Musk Glands
-10 Bio-E for taking Diet: Carnivore
-10 Bio-E for taking Reptile Brain: Predator

Posted: Fri Feb 23, 2007 5:16 pm
by Guest
Anonymous wrote:Chinese Dragon (Genetic Chimera)
Description: Bred as 'Attractions' for tourists and for celebrations, and as pets to the obscenely rich and
royalty after the bomb they mutated becoming more intelligent and many gained a telekinetic flight.
Size Level: 18
Build: Very Long (add 50% to length)
Mutant Changes & Costs
Total BIO-E: 10
Attribute Bonuses: +8 I.Q., +6 M.A., +5 P.P., +10 Spd
Human Features
Hands: Partial Automatic 5 BIO-E for full
Biped: None, 5 BIO-E for Partial, 10 BIO-E for full
Speech: Full Automatic
Looks: None, 5 BIO-E for Partial
Natural Weapons
5 BIO-E for Climbing Claws (3D6)
5 BIO-E for Bite (3D6)
Animal Abilities
5 BIO-E for Internal compass
10 BIO-E for Natural Body Armor: Light- A.R. 9, S.D.C. 25
20 BIO-E for Natural Body Armor: Medium- A.R. 11, S.D.C. 40
30 BIO-E for Natural Body Armor: Heavy- A.R. 14, S.D.C. 60
Vestigial Disadvantages
-5 BIO-E for taking mustache (long thin strands of skin that constantly get in the way)
Unique Psionics
Telekinetic Flight:
Range: Self
Duration: Special
Min. M.E.: none
Saving throw: None
Cost: 10 BIO-E
Similar to Psychic Walk the mutant can fly in a galloping or slithering motion (unless full biped then
simply floats) can travel at 120 mph or if purchased twice 240 mph

Posted: Fri Feb 23, 2007 5:16 pm
by Guest
Anonymous wrote:Cockatrice (Genetic Chimera)
Description: Picture an emaciated Chicken filled with hate, these poor things were created as sideshow
attractions they have spurs from their fighting ancestors long necks and always look 'half dead'.
Frequently patches of feathers are replaced by grayish scales.
Size Level: 3
Build: Medium
Mutant Changes & Costs:
Bio-E: 65
Attribute Bonuses: -6 P.B., +1 P.S.
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full, 15 Bio-E for Extra Limbs
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons
5 Bio-E for Beak 1D6 Damage
5 Bio-E for Talons (feet only) 1D6 Damage
5 Bio-E for Spurs (on ankles) 1D6
Animal Abilities
5 Bio-E for Advanced Vision
5 Bio-E for Ultraviolet Vision
10 Bio-E for Extra P.E.
10 Bio-E for Extraordinary Speed
10 Bio-E for Leaping: Standard
5 Bio-E for Glide
10 Bio-E for Basic Flight
Vestigial Disadvantages
-5 Bio-E for taking Reptile Brain: Predator
-5 Bio-E for taking Prey Eyes
-5 Bio-E for taking Vestigial Wings
-5 Bio-E for taking Vestigial Tail

Posted: Fri Feb 23, 2007 5:16 pm
by Guest
Big Red wrote:Colorado Barking Spider (Chimera)
ORIGINAL ANIMAL CHARACTERISTICS
Description: The Colorado Barking Spider is a curious mix between an aye-aye, a spider and a skunk. Despite their name, they can be found virtually anywhere, but are most often found in the company of drunken uncles. Mischievous by nature, they have the disturbing habit of sneaking up behind people, or beneath their chairs, and emitting a sharp, braying bark, then spraying their distinctive scent.
They are small creatures, covered in short, dark fur, and have the body of a spider, the markings of a skunk, and the torso, face and particularly hands—with their characteristic, improbably long middle fingers—of an aye-aye. When cornered, they will go into a defensive stance, and offer this elongated finger to their attacker to be pulled. Doing so results in another bark and noxious spray.
Size Level: 1 (Maximum 6)
Length: to 8 inches long, and 1 foot tall
Weight: to 2 pounds
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 65
Attribute Bonuses: +2 M.A., +1 P.P., +20 Spd.

HUMAN FEATURES
Hands: Full automatic
Biped: Partial automatic. They have the abdomen of a spider, with six legs.
Speech: 5 BIO-E for Partial
10 BIO-E for Full
Looks: Partial automatic. They have an elfish face, with thick sideburns, bushy hair and often a small goatee. They have very large, round eyes, and the rest of their body is covered with short, black fur, with two white stripes running down their back. Their hands are long and bony, while the middle finger on each hand is particularly long, double the length of the other digits.
Human Looks: Full is not available.

Natural Weapons: None

Mutant Animal Powers:
Automatically receives Nightvision and Advanced Vision.
Automatically receives Extra Limbs: Two Additional Sets of Legs. The character has six legs total, and receives a bonus of +20 to balance. The Spd. bonus is already included in the Attribute Bonuses.
Automatically receives Spider Adhesion Pads on both hands and all six legs. See the Spider-Goat in AtB, page 116 for details.
Automatically receives Stink Spray. Similar to skunks, but doesn’t require a non-vestigial tail. This spray can be used up to ten times per hour, or ten times per minute if the character has drunken beer and/or eaten beans in the previous hour. It will incapacitate anyone within twenty feet of the Barking Spider who fails to save against it (15 or higher) by causing nausea for 2D4 melees. Any victims who leave the area of effect will overcome all penalties within one melee. Victims who fail to save have no initiative, perform skills at -60%, and can only take defensive action (parry, dodge), with any bonuses reduced by half. The penalties from the spray are not cumulative, and victims are not marked by the spray.
5 BIO-E for Advanced Touch.
5 BIO-E for Leaping: Rodent.
10 BIO-E for Advanced Vision.
10 BIO-E for Leaping: Feline.
15 BIO-E for Righting Reflex.
10 BIO-E for Light Exoskeleton Body Armor A.R. 9, S.D.C. +25

Vestigial Disadvantages:
-5 BIO-E for Reptile Brain: Prey
-10 BIO-E for Nocturnal.
-10 BIO-E for Diet: Carnivore.
-15 BIO-E for Diet: Vampirism (Note: Can only take one diet restriction)

Posted: Fri Feb 23, 2007 5:16 pm
by Guest
Anonymous wrote:Dragon Man (Purebred Genetic Chimera)
Description: Every kid wants a pet dragon, and with the advent of EGG many got their own miniature
dragons (full sized ones were simply too large for apartments). After the crash there dragons bred to be
communal creatures formed huge colonies where they evolved into humanoid forms.
Size Level: 8
Build: Medium
Mutant Changes & Costs
Total BIO-E: 20 for Psionics and Size Level only
Attribute Bonuses: +2 I.Q., +4 P.S., +2 P.P.
Human Features
Hands: Full (separate from wings)
Biped: Full
Speech: Partial
Looks: None, Dragons faces are as Unique and individual as finger prints, they can be as plain as a
simple lizard face to as ornate as possible. The color of their scales spans the entire spectrum.
Natural Weapons
Horns: 1d4
Bird of prey talons: 3d6
Bite: 2d4
Animal Abilities
Raptor Flight
Soaring Flight
Feline Leaping
Body Armor: Light (A.R.: 9 S.D.C.+25)
Beastly Strength
Advanced Vision
Vestigial Disadvantages
Vestigial Tail
Reptile Brain: Predator
Diet: Carnivore

Posted: Fri Feb 23, 2007 5:17 pm
by Guest
Anonymous wrote:Dragon (Genetic Chimera)
Description: Every kid wants a pet dragon, and with the advent of EGG many got their own miniature
dragons (full sized ones were simply too large for apartments). After the crash the dragons bred to be
communal creatures formed huge colonies, and there are still unintelligent versions that often colonize
with their mutant brethren, and are often kept as pets by Pure bred Dragon Men.
Size Level: 2
Build: Medium or long
Mutant Changes & Costs
Total BIO-E: 75
Attribute Bonuses: +2 I.Q., +4 P.S., +2 P.P. Brute Strength
Human Features
Wings: the mutant has wings but they do not function with out buying the power of flight
Hands: 5 BIO-E for Partial, 10 BIO-E for full, 15 BIO-E for extra
Biped: partial automatic, 5 BIO-E for full
Speech: 5 BIO-E for Partial, 10 BIO-E for full
Looks: None, Dragons faces are as Unique and individual as finger prints, they can be as plain as a
simple lizard face to as ornate as possible. The color of their scales spans the entire spectrum.
5 BIO-E for partial, 10 BIO-E for full
Natural Weapons
5 BIO-E for Horns: 1d4
5 BIO-E for Bird of prey talons: 3d6
5 BIO-E for Bite: 2d4
Animal Abilities
10 BIO-E for Basic flight
20 BIO-E for Raptor Flight
15 BIO-E for Soaring Flight
5 BIO-E for Gliding
5 BIO-E for Rodent Leaping
10 BIO-E for Feline Leaping
10 BIO-E for Body Armor: Light (A.R.: 9 S.D.C.+25)
15 BIO-E for Body Armor: Med (A.R.: 11, S.D.C. 40)
20 BIO-E for Body Armor: Heavy (A.R.: 14, S.D.C. 60)
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
5 BIO-E for Advanced Vision
5 BIO-E for Internal compass
5 BIO-E for Predator Burst
5 BIO-E for Prehensile Tail
Vestigial Disadvantages
-15 BIO-E for No legs (mutant moves on the ground like a snake)
-10 BIO-E for Domestication
-5 BIO-E for Vestigial Horns
-10 BIO-E for Vestigial Wings
-5 BIO-E for Stunted wings
-10 BIO-E for Vestigial Tail
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Diet: Carnivore
Unique Psionics
Pyrokinetic Breath:
Range: Body length
Duration: Instantaneous
Min. M.E.: 10
Damage: 2D6+ 1D per Lvl
Saving throw: None
Cost: 10 BIO-E

Posted: Fri Feb 23, 2007 5:17 pm
by Guest
Big Red wrote:Elephino (Chimera)
ORIGINAL ANIMAL CHARACTERISTICS
Description: The answer to the age-old question, “What do you get if you cross an elephant with a rhino,” the Elephino is a fearsome cross between the two. With its massive head sitting atop an enormous, armored frame, the Elephino is a sight to behold. The Elephino has the size, trunk and tusks of an elephant, and the thick armored skin and horns of a rhinoceros. They tend to be short-tempered and brusque. Mutant Elephinos may have been created as soldiers, gladiators, or just on a whim. Whatever the case, the end result is a heavily armored, hulking brute of a creature. In the world of After the Bomb®, there are several small, secluded communities of Elephino living in the Midwest. They are militant isolationists, and definitely have the muscle to deter any unwanted outsiders.
Size Level: 22
Length: to 10 feet tall
Weight: to 10,000 pounds
Build: Short

MUTANT CHANGES & COSTS
Total BIO-E: 0
Attribute Bonuses: +4 I.Q., +2 M.A., +2 M.E., +15 P.S., Beastly Strength, +6 Spd.

HUMAN FEATURES
Hands: Full
Biped: Full
Speech: Partial automatic. 5 BIO-E for Full, although most Elephino are proud of the fact that most outsiders can not understand them very well.
Looks: None.

Natural Weapons:
Automatically gets 2D8 damage Horns, and 5D6 damage Tusks.

Mutant Animal Powers:
Automatically gets Extra-Heavy Natural Body Armor; A.R. 16, S.D.C. +150
Automatically gets Advanced Vision, Advanced Hearing and Advanced Smell.
Automatically gets Extra Limb: Prehensile Trunk (special). The trunk serves as an additional partial hand (in Indian Elephants, the top part of the nostril at the end of the trunk serves as a “finger”). The trunk will be long enough for the character to touch the ground with the tip of the trunk without bending over. P.S. is that of the Elephino.
5 BIO-E for Extra Limb: Advanced Prehensile Trunk (special). At the end of the trunk are the equivalent of three strong fingers, two on top, one on the bottom. The bottom finger functions as a “thumb” which means the end of the trunk works as a full Hand. Retains its P.S.
Automatically gets Padded Feet (special). Huge flattened “toes” filled with squishy fat (nature's version of gel-filled running shoes) form rounded feet that distribute the character's weight and reduce walking noise. Characters with Human Hands: None will have four Padded Feet, but all others will have them only on their two legs. Enables the massive creature to take the Prowl skill without penalty, otherwise, walks softly despite its size.
5 BIO-E for Low-Frequency Wave Detection (special). Specialized pads in the Trunk, Fingers (if the character has hands), and Padded Feet allow for the detection of low-frequency vibrations. Touching objects, the character will be able to “feel” different kinds of sounds. For example, when touching a living creature the character can feel the heartbeat, muscle spasms, and any irregularities in blood flow. By touching a pipe or faucet the character can feel the vibrations of engines, water flow or dripping, even hundreds of feet away. Finally, if the character has both Low-Frequency Wave Detection and Padded Feet, then it's possible to act like a living seismograph, with the feet full on the ground absorbing minuscule vibrations, and feeling earth- quakes, thunder, explosions and even the rumble of heavy vehicles, or stampeding animals, up to twenty-five mites (40 km) away.
5 BIO-E for Crushing Strength
10 BIO-E for Extra Intelligence Quotient.
10 BIO-E for Extra Mental Affinity.
10 BIO-E for Extra Mental Endurance.
10 BIO-E for Extra Physical Endurance.
10 BIO-E for Extra Speed.

Vestigial Disadvantages:
Automatically gets Reptile Brain: Charge(Special). When angry or in combat, the Elephino must save vs Insanity every melee round until the situation passes. If the Elephino fails to save vs insanity it will immediately charge whatever is in front of it, gaining a + 2 to initiative and +2 to strike, but is unable to preform any defensive moves at all. The Elephino will continue making charge attacks until it makes a saving throw vs insanity or every thing is dead.
-5 BIO-E for Nearsightedness.
-5 BIO-E for Color Blindness.
-5 BIO-E for Vestigial Tail.
-5 BIO-E for Musk Glands.
-5 BIO-E for Diet: Herbivore(Pick either Herbivore or Ruminant, not both).
-10 BIO-E for Diet: Ruminant.
-10 BIO-E for Vestigial Horns or Tusks.
-15 BIO-E for Vestigial Horns and Tusks.
Note: Don't forget that a Giant Animal can sell I.Q. & M.E. and/or P.P. & Speed attribute points to get BIO-E points with out sacrificing size. See Giant Animals in the creation section of the book under Growth Steps.

Posted: Fri Feb 23, 2007 5:17 pm
by Guest
Big Red wrote:Fanboy Geek-Out Mystery Machine
(Munchkin Chimera)

ORIGINAL ANIMAL CHARACTERISTICS
Description: The Fanboy Geek-Out Mystery Machine is every GM’s worst nightmare. It’s a cross between a wolverine, mongoose, Tasmanian Devil, Great White Shark and a starfish. Designed to kick some serious ass, it’s the best there is at what it does, and what it does ain’t pretty. Allow at your own discretion.
Size Level: 12 (minimum 8, maximum 15)
Length: to 5 feet tall
Weight: to 300 pounds
Build: Short

MUTANT CHANGES & COSTS
Total BIO-E: 45
Attribute Bonuses:
M.A. + 6
P.S. +8 (Crushing Strength)
P.P. +10
P.E. +12
Spd. +10
S.D.C. +60

HUMAN FEATURES
Hands: Full automatic
Biped: Full automatic
Speech: Full automatic
Looks: Full automatic. The FGOMM is a stocky, swarthy human with a dark complexion, powerful limbs, a thick brow, and loads of body hair. They have a broad, toothy smile, and a massive lantern jaw.

Natural Weapons:
Automatically receives 3D6 damage Digging Claws, and 6D6 Teeth.

Mutant Animal Powers:
Automatically receives Advanced Smell, Advanced Hearing, Advanced Vision, Nightvision, Predator Burst, Medium Natural Body Armor (A.R. 10, S.D.C. +60), and Advanced Toxin Resistance (special). This power allows the character to digest any animal poison without any ill effects. From the starfish DNA, the character receives Regeneration (special). This is similar to the minor super power, Healing Factor, and provides a bonus of 2D6+6 to Hit Points, +20% to Save vs. Coma/Death, and +3 to Save vs. magic, poison and toxins. The character recovers 3 S.D.C. every 10 minutes, and one Hit Point every 15 minutes. Twice per day, they can instantly regenerate 4D6 Hit Points. They are resistant to fire and cold (half damage), and all drugs, toxins and poisons (one third normal effects and damage). The character has no scarring when healed, and broken bones heal ten times faster than normal. Lost limbs are regenerated in 1D6 months.
The character also receives Increased Metabolic Rate (special). This power adds + 5 to strike, + 4 to Parry/Dodge, + 2 to Damage, and plus two attacks per melee. The character can also Jump or Leap twice as far as usual. Note: This high metabolic rate must be supported with frequent naps and constant eating. The character will have to consume more than his or her own weight every day, with at least half coming from concentrated protein (meat!). The character will also be extremely hyper, in constant motion.
5 BIO-E for Extra Mental Affinity
5 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Physical Strength
5 BIO-E for Extra Physical Prowess
5 BIO-E for Advanced Touch
10 BIO-E for Leaping: Rodent
10 BIO-E for Extra Speed
5 BIO-E for Master Swimming
20 BIO-E for Dual Breathing

Vestigial Disadvantages:
-5 BIO-E for Vestigial Gills
-10 BIO-E for Musk Glands
-10 BIO-E for Nocturnal
-10 BIO-E for Nearsightedness
-5 BIO-E for Color Blindness
-10 BIO-E for Reptile Brain: Predator
-15 BIO-E for Diet: Carnivore
-20 BIO-E for Diet: Insectivore
Note: Only one Diet restriction can be taken. Combined with the Increased Metabolic Rate, taking either of these means that the character will have to eat their own body weight in meat or bugs each day.

Posted: Fri Feb 23, 2007 5:17 pm
by Guest
Big Red wrote:Flying Elephant (Chimera)
ORIGINAL ANIMAL CHARACTERISTICS
Description: Flying Elephants are a whimsical blending of elephant, bird and bat DNA. They have oversized, flapping ears, and thick but hollow bones, which reduces their weight just enough to let their ears get them aloft.
Size Level: 12 (Minimum SL 7)
Length: to 5 feet tall
Weight: to 300 pounds
Build: Short

MUTANT CHANGES & COSTS
Total BIO-E: 10
Attribute Bonuses: +4 I.Q., +2 M.A., +2 P.S., + 4 Spd.

HUMAN FEATURES
Hands: Full
Biped: Partial
10 BIO-E for Full
Speech: Full
Looks: None. Flying Elephants are short, stocky humanoids with a smooth, youthful elephant head with massively oversized ears. Their skin is gray, and their limbs and digits are thick. They do not grow tusks, and all have a Vestigial Tail.

Natural Weapons: None

Mutant Animal Powers:
Automatically gets Basic Flight, Extra Limb: Prehensile Trunk, Extra Limbs: Wings/Ears, Advanced Hearing and Advanced Vision.
10 BIO-E for Soaring Flight

Vestigial Disadvantages: None

Posted: Fri Feb 23, 2007 5:18 pm
by Guest
Big Red wrote:Flying Monkey (Chimera)
ORIGINAL ANIMAL CHARACTERISTICS
Description: Flying Monkeys are just that—flying monkeys! A cross between chimpanzee and bird DNA, they are intelligent and resourceful, and were apparently developed to act as versatile airborne troops. In an After the Bomb® or Rifts® setting, they will tend to form communities, living in trees or abandoned skyscrapers, but will be welcomed by anyone without an aversion to mutant animals.
Size Level: 9
Length: to 5 feet tall
Weight: to 175 pounds
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 10
Attribute Bonuses: +1D6 I.Q., +1 M.E., +2 M.A., +1D6 to P.S., and + 2 P.P.

HUMAN FEATURES
Hands: Extra Limbs: Arms and Hands (Full)
Biped: Full
Speech: Full
Looks: Partial. Leathery face, short legs, long arms, lots of body hair, and large white, feathery wings.

Natural Weapons: None.

Mutant Animal Powers:
Automatically gets Advanced Vision, Prehensile Feet and Basic Flight.
10 BIO-E for Soaring Flight.
15 BIO-E for Silent Flight

Vestigial Disadvantages:
-5 BIO-E for Diet: Herbivore.
-5 BIO-E for Nearsightedness.

Posted: Fri Feb 23, 2007 5:18 pm
by Guest
duck-foot wrote:Flying Panther (Genetic Chimera)
Descricption: The flying panther is a chimera of unknown origins. It has a cat-like head, clawed fingers and toes, pitch black fur, cat tail, bipedal posture and hands that can manipulate objects as well as a humans. But, its most stricking feature are the huge raven-black wings the mutant has on its back connected to the shoulder blades. Becouse of these features the flying-panther tends to feel superior to other mutants, and is very condesending and raciest.
Size Level: 12
Height: 6 feet to 7 feet (1.8 to 2.1 m)
Weight: 100 to 200 lbs (45 to 90 kg)
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 10 (for psionics and size level only)
Attribute Bonuses: +4 P.S., 4 P.P., +1 P.E.
Human Features:
Hands: Full
Biped: Full
Speech: Partial
Looks: None. Looks like a flying cat-like humanoid.
Natural Weapons:
Automatically gets 2D6 Retractable Claws
Automatically gets 2D6 Teeth
Mutant Animal Powers:
Automatically gets Extra Limbs: Human Arms & Wings
Automatically gets Flight: Basic
Automatically gets Flight: Raptor
Automatically gets Nightvision
Automatically gets Advanced Vision
Automatically gets Advanced Smell
Vestigial Disadvantages:
Automatically gets Nocturnal
Automatically gets Superiority Complex: The character is extremely biased of his own abilities and feels he or she is superior to all others. This can range the gamut of being just a little predjiduce to out right raceism, to acts of violence against others. This often makes the mutant uncaring of others oppinions and comments. It even makes him feel above the law. He is a god and others would do right to fallow his example.

Posted: Fri Feb 23, 2007 5:18 pm
by Guest
Anonymous wrote:Flying Toad (Genetic Chimera)
Description: Certain bizarre individuals felt frogs and toads got a raw deal in life so they provided them
with bat like wings, their bodies not built for flight they can only achieve minimal or basic flight
Size Level: 2
Build: short (not counting the very long back legs)
Mutant Changes & Costs:
Bio-E: 80
Attribute Bonuses: +2 P.P., +5 Spd.
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full,
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons: None
Animal Abilities
10 Bio-E for Master Swimming (special: see frog page 112 of AtB RPG)
10 Bio-E for Hold Breath (twice as long as normal)
5 Bio-E for Night Vision
5 Bio-E for Leaping: Rodent
10 Bio-E for Leaping: Feline
10 Bio-E for Righting Reflex
15 Bio-E for Extra P.P.
15 Bio-E for Extraordinary Speed
5 Bio-E for Advanced touch
5 Bio-E for Hibernation
5 Bio-E for Glide
10 Bio-E for Basic Flight
5 Bio-E for Long Sticky Tongue (doesn’t do damage but can be used to grab things far away 2X body
length)
Vestigial Disadvantages
-10 Bio-E for taking Reptile Brain: Prey
-10 Bio-E for taking Prey Eyes
-10 Bio-E for taking Diet: Insectivore
-5 Bio-E for taking Webbed Feet
-10 Bio-E for taking Vestigial tail
-10 Bio-E for taking Vestigial Wings

Posted: Fri Feb 23, 2007 5:18 pm
by Guest
Anonymous wrote:Gargoyle (Genetic Chimera)
Description: Created by Gothic and historical groups these creatures were created as odd pets and
guardians Fiercely loyal and protective of their masters and children these creatures can appear to be
evolved from birds, cats, dogs, or reptiles but they all share a single base line allowing them to breed
with other Gargoyles but no other species. Dark Coloring is the most common but there are exceptions.
Size Level: 4
Build: Medium
Mutant Changes & Costs:
Bio-E: 65
Attribute Bonuses: +2 I.Q., +2 M.A., +2 P.S.
Human Features:
Hands: Automatic Partial, 5 Bio-E for Full, 10 Bio-E for Extra Limbs (-5 Bio-E for None)
Biped: Automatic Partial, 10 Bio-E for Full (-5 Bio-E for None)
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons
5 Bio-E for Climbing Claws 2D6 Damage
5 Bio-E for Horns 1D6 Damage
10 Bio-E for Beak 3D4
5 Bio-E for Fangs 2D6
10 Bio-E for Bird of Prey Talons 3D6 Damage
Animal Abilities
5 Bio-E for Glide
10 Bio-E for Basic Flight
10 Bio-E for Soaring Flight
10 Bio-E for Silent Flight
10 Bio-E for Raptor Flight
5 Bio-E for Advanced Vision
5 Bio-E for Night Vision
5 Bio-E for Internal Compass
5 Bio-E for Leaping: Standard
10 Bio-E for Predator Burst
Vestigial Disadvantages
-5 Bio-E for taking Color Blindness
-10 Bio-E for taking Diet: Carnivore
-5 Bio-E for taking Diet: Herbivore
-10 Bio-E for taking Domestication
-10 Bio-E for taking Reptile Brain: Predator
-10 Bio-E for taking Reptile Brain: Prey
-10 Bio-E for taking Prey Eyes
-5 Bio-E for taking Vestigial Tail
-10 Bio-E for taking Vestigial Wings
-5 Bio-E for taking Vestigial Horns
-5 Bio-E for taking Nearsighted
-10 Bio-E for taking Nocturnal

Posted: Fri Feb 23, 2007 5:19 pm
by Guest
Anonymous wrote:Gorgon (Genetic Chimera)
Description: With Genetic modification becoming wide spread many humans thought it trendy to alter
their own bodies one of which was the 'gorgon' or medusa. Humans adding serpents to their hair or
simply replacing their hair with snakes.
Size Level: 8
Build: Medium
Mutant Changes & Costs:
Bio-E: 20
Attribute Bonuses: +2 M.A., -2 P.B. (a man or woman with snakes growing out of their head is
disturbing)
Human Features:
Hands: Automatic full (-5 for partial, -10 for None)
Biped: Automatic full (-5 for partial, -10 for None)
Speech: Automatic full (-5 for partial, -10 for None)
Looks: Automatic full (-5 for partial, -10 for None)
Natural Weapons
5 Bio-E for Serpent 'hair' bites 1D6 Damage
10 Bio-E for Serpent 'hair' bites 2D6 Damage
5 Bio-E for Razor Nails 1D4 Damage
Animal Abilities
5 Bio-E for Extra I.Q.
5 Bio-E for Extra M.A.
5 Bio-E for Extra M.E.
5 Bio-E for Extra P.S.
5 Bio-E for Extra P.E.
5 Bio-E for Extra P.P.
5 Bio-E for Extra P.B.
10 Bio-E for Extraordinary Speed
10 Bio-E for Predator Burst
10 Bio-E for Leaping: Standard
Vestigial Disadvantages
-5 Bio-E for taking Color Blindness
-10 Bio-E for taking Diet: Carnivore
-10 Bio-E for taking Webbed Hands and Feet
-10 Bio-E for taking Reptile Brain: Predator
-5 Bio-E for taking Nearsighted
-5 Bio-E for taking Diet: Herbivore

Posted: Fri Feb 23, 2007 5:19 pm
by Guest
Anonymous wrote:Gremlin (Genetic Chimera)
Description: Created as saboteurs these critters love taking apart machines natural mechanics. Gremlins
are exceptionally mischievous and can't help but play pranks and move objects
Size Level: 1
Build: medium
Mutant Changes & Costs:
Bio-E: 70
Attribute Bonuses: +2 I.Q., +4 P.P.
Human Features:
Hands: Partial Automatic, 5 Bio-E for Full,
Biped: Partial automatic, 5 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons: none
Animal Abilities
10 Bio-E for Prehensile tail
10 Bio-E for Leaping: Standard
15 Bio-E for Leaping: Rodent
5 Bio-E for Advanced Touch
5 Bio-E for Advanced Hearing
10 Bio-E for Righting Reflex
5 Bio-E for Nightvision
Vestigial Disadvantages
-5 Bio-E for taking Vestigial Ears
-5 Bio-E for taking Vestigial Tail
-10 Bio-E for taking Webbed Hands and Feet
-5 Bio-E for taking Color Blindness
-5 Bio-E for taking Nearsighted

Posted: Fri Feb 23, 2007 5:19 pm
by Guest
Anonymous wrote:Griffin (Genetic Chimera)
Description: Companies needed watchdogs that could guard the roof and the outer walls of their
complexes so they had Griffins created to act as guard dogs. The evolved forms are fiercely territorial
and loyal to their own kind but often distant with others.
Size Level: 12
Build: Medium
Mutant Changes & Costs
Total BIO-E: 30
Attribute Bonuses: Brute Strength, +4 P.E., +6 Spd
Human Features
Hands: 5 BIO-E for partial, 10 BIO-E for full (Extra limbs automatic)
Biped: 5 BIO-E for partial, 10 BIO-E for full
Speech: 5 BIO-E for partial, 10 BIO-E for full
Looks: 5 BIO-E for partial, 10 BIO-E for full, and 20 BIO-E for perfect
Natural Weapons
5 BIO-E for Bird of prey Talons on hind legs (2D4)
5 BIO-E for retractable claws on forelegs (2D6)
5 BIO-E Bird of Prey Beak (3D6)
Animal Abilities
Advanced Vision Automatic
(All Extra Attribute Points available)
Flight
10 BIO-E for basic Flight
15 BIO-E for Soaring flight
15 BIO-E For Raptor Flight
5 BIO-E for Standard Leaping
Vestigial Disadvantages
-5 BIO-E for Diet: Carnivore
-5 BIO-E for Reptile Brain: Predator
-10 BIO-E for Wings (cannot take with flight)
-10 BIO-E for Nocturnal

Posted: Fri Feb 23, 2007 5:19 pm
by Guest
Anonymous wrote:Harpy (Genetic Chimera)
Description: These mutations come from 'Angel' mutants but the mutations when bad leaving the
creature an angry twisted version of their brethren.
Size Level: 10
Build: Medium
Mutant Changes & Costs:
Bio-E: 20
Attribute Bonuses: +2 P.P., -4 P.B.
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full, 15 for extra
Biped: Partial Automatic, 5 Bio-E for Full
Speech: Partial automatic (voice is very screechy), 5 Bio-E for Full
Looks: Partial Automatic, 10 Bio-E for Full
Natural Weapons:
10 Bio-E for Bird of Prey Talons 2D6
Animal Abilities
5 Bio-E for Glide
10 Bio-E for Flight: Basic
15 Bio-E for Flight: Soaring
15 Bio-E for Flight: Silent
20 Bio-E for Flight: Raptor
Bio-E for Nightvision
Automatically gets advanced vision
Vestigial Disadvantages
-5 Bio-E for taking Color Blindness
-10 Bio-E for taking Diet: Carnivore
-10 Bio-E for taking Near Sighted
-10 Bio-E for taking Vestigial Wings

Posted: Fri Feb 23, 2007 5:20 pm
by Guest
Thyfur wrote:Human: Homo floresiensis/Hobbit (Throwback)
Original Animal Characteristics
Description: Homo floresiensis thrived on the Indonesian island of Flores and might have survived elsewhere. Last reported sighting date to the 19th century. All skeletons and tools date to 94,000 to 13,000 years ago. They are small body and brain humanoids that lived side by side with dwarf elephants and giant monitor lizards. Nicknamed hobbits after J.R.R. Tolkien’s creatures of about the same height, locals have another name, Ebu Gogo. They are reported by mythology to be furry diminutive humans. They are believed to be descendants of Homo erectus and have many of the same structures. It is possible that they also lived on Sumatra and were known as Orang Pendek, will a very slim possibility that they are still there. Some believe that H. floresiensis is more properly a sub-species of H. sapiens, and other believe that all the found skeletons suffer from microencephaly.
Size Level: 6
Length: 39 inches (1 m)
Weight: 55 lbs. (25 kg)
Build: Short

Mutant Changes and Costs
Total BIO-E: 30
Attribute Bonuses: I.Q. +2, M.E. +2, M.A. +2, P.B. -2

Human Features
Hands: Automatically Full
Biped: Automatically Full
Speech: Automatically Partial
Looks: Automatically Full. Nearly identical to normal humans except for extreme size, more body hair, and larger eye brow ridges.

Natural Weapons
None

Mutant Animal Powers
5 BIO-E for Advanced Smell
10 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Affinity
5 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Physical Prowess
10 BIO-E for Brute Strength
20 BIO-E for Beastly Strength
30 BIO-E for Crushing Strength
10 BIO-E for Extraordinary Speed

Vestigial Disadvantages
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsightedness
-10 BIO-E for Diet: Carnivore
-5 BIO-E for Reptile Brain: Predator

Posted: Fri Feb 23, 2007 5:20 pm
by Guest
Thyfur wrote:Human: Hominidon (Throwback)
Original Animal Characteristics
Description: From the earliest hominids, the family of man has shared certain characteristics. All hominids are fully and flexibly bipedal. All hominids also have useful hands. There are really only three things that changed from evolution of man. First, size ranged from childlike to giant. Second, features of the body, especially the face and throat, changed to favor better communication. Finally, the brain consistently became larger and more complex. This species entry represents Homo habilis, H. rudolfensis, H. ergaster, H. erectus and H. antecessor.
Note that Homo sapiens includes H. heidelbergensis, Neanderthals (H. sapiens neanderthalensis), H. rhodesiensis, H. cepranesis, H. georgicus, H. sapiens idaltu, Modern Humans and Cro-Magnons (H. sapiens sapiens) as each of these species are sometimes argued as being subspecies of H. sapiens. Other than the last three listed most of the other Hominid species are very close but different, akin to the differences between different feline species.
Size Level: 8
Length: to 5 feet 10 inches
Weight: to 150 lbs
Build: Medium

Mutant Changes and Costs
Total BIO-E: 20
Attribute Bonuses: I.Q. +3, M.E. +1, M.A. +2

Human Features
Hands: Automatically Full
Biped: Automatically Full
Speech: Automatically Partial
Looks: Partial. Forward thrusting jaw, low sloping forehead, massive bony brow over the eyes, flat nose, lean and muscular body, hairy body.
5 BIO-E for Full. Nearly identical to normal humans.

Natural Weapons
None

Mutant Animal Powers
5 BIO-E for Advanced Smell
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
10 BIO-E for Brute Strength
20 BIO-E for Beastly Strength
30 BIO-E for Crushing Strength
10 BIO-E for Physical Beauty
10 BIO-E for Extraordinary Speed

Vestigial Disadvantages
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsightedness
-10 BIO-E for Diet: Carnivore
-10 BIO-E for Nocturnal
-10 BIO-E for Reptile Brain: Prey or -5 BIO-E for Reptile Brain: Predator

Posted: Fri Feb 23, 2007 5:20 pm
by Guest
Thyfur wrote:Human: Neanderthal (Throwback)
Original Animal Characteristics
Description: Homo neanderthalensis (or H. sapiens neanderthalensis depending on who you ask) lived in Europe and western Asia around 350,000 to 50,000 years ago (30,000 in Asia). The are adapted to cold climate, have short robust builds and large noses. Larger kneecaps and long collar bones over that of humans. They are vulnerable and suffer ill effects just as any human does and for game purposes as the same as humans.
Size Level: 9
Length: 59-67 inches (1.5-1.7 m)
Weight: to 175 lbs.
Build: Medium

Mutant Changes and Costs
Total BIO-E: 10
Attribute Bonuses: I.Q. +2, M.E. +2, M.A. +2, P.E. +1, P.B. -1

Human Features
Hands: Automatically Full
Biped: Automatically Full
Speech: Automatically Full
Looks: Partial. Robust muscled build, large nose, large round fingers, barrel chest, broad shoulders, thick bowed legs, short chins, prominent brow ridge, projecting cheek bones.

Natural Weapons
None

Mutant Animal Powers
5 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Affinity
5 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
10 BIO-E for Brute Strength
20 BIO-E for Beastly Strength
30 BIO-E for Crushing Strength
10 BIO-E for Extraordinary Speed

Vestigial Disadvantages
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsightedness
-10 BIO-E for Diet: Carnivore
-5 BIO-E for Reptile Brain: Predator

Posted: Fri Feb 23, 2007 5:20 pm
by Guest
Thyfur wrote:Human: Paranthropian (Throwback)
Original Animal Characteristics
Description: Paranthropus aethiopicus, P. boisei and P. robustus make up the group of Paranthropian. They rose around 2.7 millions years ago in east Africa, until about 1 million years ago. Paranthropians are part of the “robust” linage of Hominids, all capable of heavy chewing of tough fibrous foods and seemed to prefer arid savannas. They are not very adaptable in comparison to other Great Apes. Males are larger and heavier than females, much like Gorillas are. Cheek bones are large and forward on the face giving a dish-shaped face. They are much hairy and more ape-like that humans with a possible slight slope over look. Skull shape is very similar to that of gorillas.
Size Level: 6
Length: 51-55 inches (1.3-1.4 m)
Weight: to 75 lbs.
Build: Medium

Mutant Changes and Costs
Total BIO-E: 30
Attribute Bonuses: I.Q. +1, M.E. +2, P.S. +3

Human Features
Hands: Automatically Full
Biped: Automatically Full
Speech: Automatically Partial
Looks: Partial. Large jaw, sloping forehead, massive bony brow over the eyes, lean and muscular body, hairy body.
5 BIO-E for Full. Nearly identical to normal humans.

Natural Weapons
5 BIO-E for 1D6 Crushing Bite

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

Vestigial Disadvantages
-5 BIO-E for Color Blindness
-5 BIO-E for Nearsightedness
-5 BIO-E for Diet: Herbivore
-10 BIO-E for Nocturnal
-10 BIO-E for Reptile Brain: Prey

Posted: Fri Feb 23, 2007 5:20 pm
by Guest
Anonymous wrote:Hydra (Genetic Chimera)
Description: a Multi Headed Dragon with very long necks these Creatures often suffer from multiple
personalities (each head having its on personality), and can spend hours arguing with it self
Size Level: 8
Build: Short
Mutant Changes & Costs:
Bio-E: 30
Attribute Bonuses: +3 P.S., +5 M.E.
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full,
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons
10 Bio-E for Teeth 1D6
5 Bio-E for Running Claws 1D6
10 Bio-E for Running Claws 2D6
Animal Abilities
5 Bio-E for each Extra Head
10 Bio-E for Brute Strength
15 Bio-E for Beastly Strength
10 Bio-E for Extra M.E.
10 Bio-E for Multi-Limb Coordination (see page 9 Road Hogs AtB supplement [+1 attack for every
two heads])
Vestigial Disadvantages
-5 Bio-E for taking Vestigial Head (for each Brain dead head) the Hydra will refuse to let the head be
amputated for one reason or another
-10 Bio-E for taking Vestigial Tail
-5 Bio-E for taking Nearsighted
-10 Bio-E for taking Multiple Personality

Posted: Fri Feb 23, 2007 5:21 pm
by Guest
Anonymous wrote:Imp (Genetic Chimera)
Description: These creatures creator is unknown but they have crude statues wherever they gather that
they worship. They delight in chaos and causing havoc and causing harm to others.
Size Level: 4
Build: Medium
Mutant Changes & Costs:
Bio-E: 60
Attribute Bonuses: +2 M.E., +2 P.P.
Human Features:
Hands: Partial, 5 Bio-E for Full,
Biped: Partial, 5 Bio-E for Full
Speech: Partial, 5 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons:
5 Bio-E for Horns 1D6
5 Bio-E for 1D4 Claws
Animal Abilities
10 Bio-E for Basic Flight
10 Bio-E for Nightvision
Vestigial Disadvantages
-10 Bio-E for taking Diet: Carnivore
-5 Bio-E for taking Nearsighted
-10 Bio-E for taking Nocturnal
-5 Bio-E for taking Vestigial Tail
-10 Bio-E for taking Vestigial Wings

Posted: Fri Feb 23, 2007 5:21 pm
by Guest
glitterboy2098 wrote:Jackalope (chimera)
originally an animal of myth and tall tale, the Town of Douglas Wyoming had a population of Jackalopes specially ordered for the Tourist trade. after the crash, these animals turned the town of Douglas into a freetrade zone, and are often seen with Free cattle forces.

Original Animal Characteristics:
Discription:
Size level: 4
Length: 14 to 24 inches
Weight: 6 to 12 pounds
Build: Medium

Mutant Changes and cost:
Total Bio-E: 50
Attribute Bonuses: +3 PP, +2 PS, +8 SPD

Human Features:
Hands: 5 Bio-E for partial, or 10 for full
Biped: 5 Bio-E for partial, or 10 for full
Spech: 5 Bio-E for partial, or 10 for full
Looks:
None- just an oversized jackrabbit, with antlers.
5 Bio-E for partial: humanoid with Rabbit ears, small round eyes, slight muzzle, thick neck and body. powerful human legs with thighs bulging and large, wide four teod feet -or- haunches and legs may be rabbit like. Fur covers the body except for the face and the bottom of the hands and feet.
10 Bio-E for full: human shape and appearance wih a muscular body, narrow shoulders, thighs bulging with mucles and large, wide four toed feet. the face is attractive with small mouth, button nose, warm brown eyes, large pointed ears, and a bush crop of hair on the head.

Natural Weapons:
Automaticly receive Antlers that do 1d8 damage
5 Bio-E for Running claws that do 1d6 damage (hands and feet)

Mutant Animal Powers:
5 BIO-E for Leaping: Rodent
10 BIO-E for Leaping: Feline
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
10 BIO-E for Extra Mental Affinity
10 BIO-E for Brute Strength
10 BIO-E for Extraordinary speed
10 BIO-E for Righting Reflex
10 BIO-E for Hibernation
10 BIO-E for Vocal effects (special) has the ability to recreate a wide range of noises, making uncannily realistic sounds. Aside from being to mimic other mammals, Frogs, Birds, and insects, they can mimic artificial sounds of telephones ringing, alarm systems, and any kind of electronic beep or whistle. Those with Human speech: partial can Imitate any other mutant animals with Human Speech: partial. those with Human Speech: Full can Imitate any other voice, but will still need the Imitate Voice skill (+10%) if they want to imitate Another character's Accent, Dialect, or patterns of speech.

Vestigial disadvantages:
-10 Bio-E for taking Seasonal Antlers; 1d6 damage
-5 BIO-E for taking Vestigial Ears
-10 BIO-E for taking Prey Eyes
-5 BIO-E for taking Diet: Herbivore
-10 BIO-E for taking Reptile Brain: prey

Posted: Fri Feb 23, 2007 5:21 pm
by Guest
Kuseru Satsujin wrote:KAPPA [Chimaera]
Description
: In an effort to create the classical mythological being known as kappa for amusement parks, turtles were gene-spliced with frogs and monkeys.
Size Level: Varies (Average 7, minimum 5, maximum 9).
Height: Typically 3 feet.
Weight: Typically 80 pounds.
Build: Short
Mutant Changes & Costs
Total BIO-E
: 35 for Mutant Powers, Psionics and Size Level .
Attribute Bonuses: +2 to P.E., Brute Strength, +6 P.S., plus whatever bonuses are conferred by the specific breed.
Human Features
Hands
: Partial
Biped: Partial
Speech :Partial
Looks: Partial & Weird. See Breed for physical description.
Natural Weapons:
5 BIO-E for 1D6 damage Digging Claws
5 BIO-E for 2D6 damage Bite
Mutant Animal Powers:
15 BIO-E for Medium Natural Armor
25 BIO-E for Heavy Natural Armor
5 BIO-E for Hold Breath
5 BIO-E for Advanced Vision
10 BIO-E for Nightvision
5 BIO-E for Advanced Swimming Skill (+15% bonus)
10 BIO-E for Master Swimming (113)
10 BIO-E for Advanced Smell
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
15 BIO-E for Extra Physical Prowess
5 BIO-E for Hibernation
Vestigial Disadvantages:
-5 BIO-E for Nearsightedness
-5 BIO-E for Webbed Feet
-10 BIO-E for Vestigial Shell (138)
-5 BIO-E for Vestigial Tail
-10 BIO-E for Reptile Brain: Predator
-10 BIO-E for Dehydration
Notes: Due to the wide mix of DNA used in attempting to create Kappa, there are several breeds which have resulted.
Kappa Breed:
01-06 Benkeiborinokawata (SL 8, +2 to I.Q.,+1 to M.A., +1 to P.E., and +2 to Spd). Has a slim body with long arms & legs.
07-12 Enkou (SL 5, +3 to P.P. and +5 to Spd.). Body like a human baby, slimy skin like an eel, and a red face like a monkey.
13-18 Fuchizaru (SL9, +2 to P.E. ). Turtle-like body with the legs and arms of a monkey and a bowl depression on the top of the head.
19-24 Garappa (SL 5, +1 to P.P. and +4 to Spd.). The creature has a slim body and long arms and legs. Its legs particularly long. When it sits, its knees rise above its head, and a bowl depression on the top of the head. Gets Leaping: Standard.
25-30 Gataro (SL 7, +3 to I.Q., +1 to M.E., and +2 to P.P.). Yellow-green skinned monkey with long arms & legs, short hair and no fur.
31-36 Hyousue (SL 8, +2 to P.P. and +5 to Spd.). Green-skinned frog body with a duck-bill and short hair.
37-42 Hyouzunbo (SL 8, +1 to P.P. and +4 to Spd.). Blue-skinned frog body with a turtle beak and thick scaly skin.
43-58 Kappa (SL 7). Yellow-green skin with the body of a turtle, long, fish-scaly legs and arms, an ape face and a bowl depression on the top of the head. Gets Beastly Strength.
59-64 Kawaero (SL 6, +3 to I.Q., +1 to M.E., +1 to M.A., +2 to P.P., +1 to P.E., and +2 to Spd). Appears as a monkey with a a white face and dark eyebrows, with no heels.
65-70 Kawatarou (SL 6, +2 to I.Q., +2 to M.E. and +2 to P.E.). The creature has a red face, sharp eyes and a body as big as a five-to-six-year-old human child. Bowl depression on the top of the head.
71-76 Kawawaro (SL 7). Green skinned tortoise with long arms & legs, webbed hands and feet, long hair and no fur.
77-82 Kenmun (SL 9, +2 to I.Q., +2 to M.E. and +1 to P.B.). Bald although others have bobbed hair. Its body looks like that of a 3-to-13-year-old child, but its skin color is purple or red and its feet are like those of a bird’s or are sickle-shaped.
83-88 Mintsuchi (SL 9, +2 to I.Q., and +1 to M.E.). Yellow skin with the body of a turtle, long, slimy, arms and legs, turtle-like shell on the back, red face and sharp eyes.
89-94 Nenekogappa (SL 6, +4 to I.Q., +3 to M.A., and +2 to P.P.). Yellow-green skin with the body of a turtle, long, fish-scaly legs and arms, and a beak-like snout.
95-00 Umikozou (SL5, +3 to I.Q., +2 to M.E., +3 to P.P., and +3 to Spd). Appears as a blue-skinned three-year old boy with long hair and long body fur.

Posted: Fri Feb 23, 2007 5:21 pm
by Guest
Kuseru Satsujin wrote:KIRIN [Chimaera]
Description
: The Japanese unicorn, Kirin have the head of a dragon, the body of a deer, scales in place of fur, a strange, ridged breast, the tail of an ox and the hooves of a goat. The horn of the kirin is a small, fleshy horn and it is not in any way hard. To achieve this Japanese scientists mixed the DNA of lizards, deer, ox an goats.
Size Level: 8
Height: to 6 feet
Weight: 100-150 pounds
Build: Long
Mutant Changes & Costs
Total BIO-E
: 25
Attribute Bonuses: +2 to P.S., +1 to P.P. and +8 to Spd.
Human Features
Hands
: None.
Biped: None.
Speech : Full.
Looks: None. Pretty much as described above.
Natural Weapons:
5 BIO-E for 2D4 damage Hooves
5 BIO-E for 1D10 damage Teeth
Mutant Animal Powers:
10 BIO-E for Light Natural Armor
20 BIO-E for Medium Natural Armor
30 BIO-E for Heavy Natural Armor
5 BIO-E for Nightvision
5 BIO-E for Advanced Smell
5 BIO-E for Advanced Hearing
5 BIO-E for Brute Strength
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Physical Prowess
5 BIO-E for Extraordinary Speed.
Vestigial Disadvantages:
Automatically has Vestigial Hooves
-5 BIO-E for Vestigial Horns
-10 BIO-E for Diet: Herbivore
-10 BIO-E for Musk Glands
-5 BIO-E for Vestigial Tail

Posted: Fri Feb 23, 2007 5:22 pm
by Guest
Anonymous wrote:Kirin (Genetic Chimera)
Description: Deer like animals of Asian Myth. They have short fur covered horns (like a giraffe), solid
hooves (like a horse), a tail about twice as long as a deer's, and five stripes of color on their backs.
Kirin are extremely noble and over 70% of them are principled feeling they are above anything petty,
but there are always exceptions, but no matter their alignment Kirin always feel they are noble and have
a regal air about them.
Size Level: 13
Build: Medium
Mutant Changes & Costs:
Bio-E: 25
Attribute Bonuses: +3 P.P., +10 Spd.
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full,
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons:
5 Bio-E for 2D4 Damage Hooves
Animal Abilities
5 Bio-E for Advanced Smell
5 Bio-E for Advanced Hearing
10 Bio-E for Brute Strength
15 Bio-E for Beastly Strength
5 Bio-E for Extra P.E.
5 Bio-E for Extra P.P.
10 Bio-E for Extraordinary speed
5 Bio-E for Extra P.B.
5 Bio-E for Leaping: Rodent
10 Bio-E for Leaping: Feline
Vestigial Disadvantages
-10 Bio-E for taking Reptile Brain: Prey
-5 Bio-E for taking Diet: Herbivore
-10 Bio-E for taking Musk Glands
-5 Bio-E for taking Vestigial Hooves
-5 Bio-E for taking Vestigial Ears
-10 Bio-E for taking Prey Eyes

Posted: Fri Feb 23, 2007 5:22 pm
by Guest
Anonymous wrote:Kraken (Genetic Chimera)
Description: Similar to Merfolk but the lower body is replaced with 8 octopus tentacles but they lack
the coordination to use them as partial hands. Merfolk and kraken rarely get along unless a mutual
threat or a treat to the ocean brings them together.
Size Level: 11
Build: Medium
Mutant Changes & Costs:
Bio-E: 15
Attribute Bonuses: +3 P.S.
Human Features:
Hands: Full,
Biped: Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: Full
Natural Weapons: none
Animal Abilities
5 Bio-E for Master Swimming (see Frog page 112 of AtB RPG)
10 Bio-E for Sonar
5 Bio-E for Internal Compass
5 Bio-E for Brute Strength
10 Bio-E for soft Bones (special: instead of bones the mutant has flexible cartilage which allows them to
fit into spaces equal to half their size level, which allows +20% to escapes but -10% to S.D.C.)
Vestigial Disadvantages
-5 Bio-E for taking Nearsighted
-5 Bio-E for taking Color Blindness
-10 Bio-E for taking Webbed Hands and feet (assuming they have feet)
-10 Bio-E for taking Nocturnal

Posted: Fri Feb 23, 2007 5:22 pm
by Guest
Anonymous wrote:Leviathan (Genetic Chimera)
Description: Originally created as pets many got 'flushed' and began growing beyond their originally
intended size. Designed as basically scaly eels in a modern ocean their bodies stand out.
Size Level: 20
Build: long
Mutant Changes & Costs:
Bio-E: 0
Attribute Bonuses: +2 P.P., +8 P.S., Brute Strength
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full,
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons:
10 Bio-E for bite 2D6
10 Bio-E for Tusks 2D4
Animal Abilities
5 Bio-E for Master Swimming (see Frog page 112 of AtB RPG)
10 Bio-E for Sonar
5 Bio-E for Internal Compass
10 Bio-E for Beastly Strength
15 Bio-E for Crushing Strength
15 Bio-E for Predator Burst
10 Bio-E for Natural Body Armor: Light-A.R. 9, S.D.C. +25
Vestigial Disadvantages
-5 Bio-E for taking Vestigial Fins (always getting in the way)
-5 Bio-E for taking Nearsighted
-5 Bio-E for taking Color Blindness
-10 Bio-E for taking Webbed Hands and feet (assuming they have feet)
-10 Bio-E for taking Nocturnal
-10 Bio-E for taking Diet: Carnivore
-10 Bio-E for taking Reptile Brain: Predator
-5 Bio-E for taking Vestigial Tail

Posted: Fri Feb 23, 2007 5:22 pm
by Guest
Anonymous wrote:Manticore (Genetic Chimera)
Description: A feline predator with a lions body human face bat like wings and a scorpion's tail. These
creatures were created for pure fear factor as they originally lacked human intelligence, of course
creation of these beasts was illegal in most countries.
Size Level: 13 for female, 14 for male
Build: Medium
Mutant Changes & Costs:
Bio-E: 20
Attribute Bonuses: Brute Strength, +8 P.S., +3 P.P., +6 Spd
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full,
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons
5 Bio-E for 2D6 Damage Retractable Claws
10 Bio-E for 3D6+2 Damage Retractable Claws
5 Bio-E for 2D6 Damage Teeth
10 Bio-E for 3D6 Damage Teeth
15 Bio-E for 3D4 Striker Tail
5 Bio-E for 1D4 per round Poison (requires striker tail)
Animal Abilities
5 Bio-E for Extra M.A.
5 Bio-E for Extra P.E.
5 Bio-E for Extra P.P.
10 Bio-E for Extraordinary Speed
10 Bio-E for Beastly Strength
20 Bio-E for Crushing Strength
5 Bio-E for Leaping: Rodent
10 Bio-E for Predator Burst
5 Bio-E for Night Vision
5 Bio-E for Advanced Hearing
5 Bio-E for Advanced Smell
15 Bio-E for Basic Flight
Automatically gets Advanced Vision
Vestigial Disadvantages
-5 Bio-E for taking Vestigial Tail
-10 Bio-E for taking Nocturnal
-10 Bio-E for taking Diet: Carnivore
-5 Bio-E for taking Musk Glands
-10 Bio-E for taking Vestigial Wings

Posted: Fri Feb 23, 2007 5:22 pm
by Guest
Anonymous wrote:Merfolk (Genetic Chimera)
Description: Many Humans felt their future was in the sea and began to alter their bodies so they could
live in the oceans few still have legs but most have completely replaced them with fish or dolphin like
tails gaining fins on their arms and backs.
Size Level: 11
Build: Medium
Mutant Changes & Costs:
Bio-E: 15
Attribute Bonuses: +10 Spd.,
Human Features:
Hands: Full Automatic (-5 Bio-E for Partial, -10 Bio-E for None)
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: Automatic Partial, 5 Bio-E for Full
Natural Weapons: None
Animal Abilities
5 Bio-E for Master Swimming (see Frog page 112 of AtB RPG)
15 Bio-E for Amphibious (normally they can only breath water)
5 Bio-E for Extra P.B.
10 Bio-E for Sonar
10 Bio-E for Internal Compass
Vestigial Disadvantages
-5 Bio-E for taking Vestigial Fins (always getting in the way)
-5 Bio-E for taking Nearsighted
-5 Bio-E for taking Color Blindness
-10 Bio-E for taking Webbed Hands and feet (assuming they have feet)
-10 Bio-E for taking Nocturnal

Posted: Fri Feb 23, 2007 5:23 pm
by Guest
Kuseru Satsujin wrote:NIHON-OOKAMI (Japanese Wolf) [Throwback]
Description
: Also known as Shamanu, Honshu Wolf, Shamainu, and Yamainu, Japanese Wolves were widely believed to be extinct by the end of the 20th century. They were commonly held to be dwarf versions of the grey wolf.
Size Level: 6
Height: About four feet.
Weight: About 45-70 pounds.
Build: Medium
]Mutant Changes & Costs
Total BIO-E
: 30
Attribute Bonuses: +4 to I.Q., +1 to M.A., +3 to M.E., Brute Strength, +3 to P.S., +2 to P.P. and +6 to Spd.
Human Features
Hands
: Full
Biped: Partial
Speech : Full
Looks: Partial. Humanoid with a wolf’s head and grey fur covered body; powerful, squat build.
Natural Weapons:
5 BIO-E for 1D6 damage Running Claws
5 BIO-E for 1D8 canine Teeth
10 BIO-E for 2D6 damage canine Teeth
Mutant Animal Powers:
Automatically gets Advanced Vision
5 BIO-E for Advanced Smell
10 BIO-E for Advanced Hearing
5 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Affinity
5 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Physical Prowess
10 BIO-E for Extraordinary Speed
5 BIO-E for Predator Burst
10 BIO-E for Leaping: Standard
10 BIO-E for Camouflage Pattern (A unique coloring pattern that generally allows the character to blend in to their background. In the right environment, or in near darkness (only starlight, or dim torchlight), as long as the character remains motionless, there is only a 30% chance of being detected. This power is no substitute for the Prowl skill, but gives the character a +10% Prowl bonus in the right environment.)
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
-20 BIO-E for Girigatai (Sense of Duty. This is a conceptual form of repayment where the character is bound to repay gifts, as well as perform their job to the best of the ability. Familial obligations are also important to the character. If a situation occurs where the character is obligated to perform a service, or repay a gift, they will do so to the utmost of their abilities.)

Posted: Fri Feb 23, 2007 5:23 pm
by Guest
Anonymous wrote:Pegasus (Genetic Chimera)
Description: In the 20th century all girls wanted horses, well before the bomb all they wanted were
Pegasus & many got them. Many traveled to the Rockies and formed herds in the Midwest with the
Unicorns. They were created by combining Lipizzan Stallions and Doves for wings.
Size Level: 19
Build: Medium
Mutant Changes & Costs
Total BIO-E: 0
Attribute Bonuses: Brute strength, +6 P.E., +10 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: 5 BIO-E for Partial or 10 BIO-E for Full
Natural Weapons
5 BIO-E Hoofed hands, punches do 2D4+2 damage
5 BIO-E Hoofed feet, Kick does 2D6 damage
Animal Abilities
5 BIO-E for Advanced Hearing
10 BIO-E for Advanced Taste
10 BIO-E for Extra Intelligence
10 BIO-E for Extra M.A.
10 BIO-E for Extra M.E.
10 BIO-E for Extra P.E.
15 BIO-E for Extra P.P.
5 BIO-E for Extra P.B.
5 BIO-E for Extraordinary Speed
10 BIO-E for Leaping Standard
20 BIO-E for Leaping Rodent
5 BIO-E for Beastly Strength
Vestigial Disadvantages
-10 BIO-E for taking Domestication
-5 BIO-E for taking Vestigial Hooves
- 5 BIO-E for taking Vestigial Tail
-10 BIO-E for taking Prey Eyes
-5 BIO-E for taking Diet: herbivore
-10 BIO-E for taking Vestigial Wings (do not work)

Posted: Fri Feb 23, 2007 5:23 pm
by Guest
glitterboy2098 wrote:Pegasus (Chimera)
Original Animal Characteristics:
Description: Created for the Olympus Theme Park in Greece, this Winged horse was always a big draw. After the Crash, several Communities of Pegasi have developed up in the Alps.
Size Level: 18
Height: 48 to 60 inches (1.2 to 1.5 m) tall at he shoulder.
Weight: 800 to 1,400 lbs (360 to 630 kg.)
Build: Medium

Mutant Changes and Cost:
Total BIO-E: Zero
Attribute Bonuses: +3 P.S. and +10 Spd.

Human Features:
Hands: 10 Bio-E for Partial, or 15 for full
Biped: 10 BIO-E for partial, or 15 for full
Speech: 5 BIO-E for Partial, or 10 for full
Looks:
None: Basically an intellgent that may have some human features such as hands or bipedal stance.
10 BIO-E for partial: a humanoid with a horse head or long muzzled face, large tubular ears on top of the head, wide spaced eyes, mane of long hair on top of the head and running down the back, short broom like tail, powerful build, thin arms and legs, three toes and fingers.
15 BIo-E for Full: Human with full head of long, silky hair or mohawk style bristly hair, long face, wide mouth, buck teeth, large eyes, pointed ears and a powerful build.

Natural Weapons:
5 Bio-E for hooved Hands, punches do 2D4+2 damage
5 BIO-E for Hooved Feet, kicks do 2D6 damage

Mutant Animal Powers:
automatically recieves Extra limbs (wings)
10 BIO-E for Glide
15 BIO-E for Basic Flight
5 BIO-E for Advanced Hearing
10 BIO-E for Advanced Taste
10 BIO-E for Extra Intellegence
10 BIO-E for Extra mental Affinity
15 BIO-E for Extra Physical Prowess
5 BIO-E for Physical Beauty
5 BIO-E for Extraordinary Speed
10 BIO-E for Leaping: Standard
20 BIO-E for Leaping: Rodent
5 BIO-E for Brute Strength
10 BIo-E Beastly Strength

Vestigal Disadvantages:
-5 BIO-E for taking vestigal hooves
-5 BIO-E for taking Vestigal tail
-5 BIO-E for taking Diet: Herbivore
-10 BIo-E for Vestigal Wings
-10 BIO-E for taking Prey Eyes

Posted: Fri Feb 23, 2007 5:23 pm
by Guest
Anonymous wrote:Phoenix
Description: Created as elite pets for the rich and decadent. A Golden and Red bird with long tail
feathers and a crest of bright Feathers on their heads.
Size Level: 3
Build: Medium
Mutant Changes & Costs:
Bio-E: 70
Attribute Bonuses: +3 P.S., +3 P.P., +2 Spd
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full, 15 Bio-E for Extra Arms
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons
10 Bio-E for Razor Finger nails 2D4 Damage
10 Bio-E for 2D6 Damage Talons on hands
15 Bio-E for 3D6 Damage Talons on hands
5 Bio-E for 2D6 Damage Talons on feet
10 Bio-E for 3D6 Damage Talons on feet
5 Bio-E for 3D4 Damage Beak
10 Bio-E for 3D6 Damage Beak
Animal Abilities
10 Bio-E for Extra M.E.
5 Bio-E for Brute Strength
10 Bio-E for Beastly Strength
10 Bio-E for Extra P.E.
5 Bio-E for Extra P.P.
5 Bio-E for Extra P.B.
5 Bio-E for Glide
10 Bio-E for Basic Flight
15 Bio-E for Soaring Flight
20 Bio-E for Raptor Flight
20 Bio-E for Silent Flight
5 Bio-E for Advanced Vision
10 Bio-E for Advanced Hearing
10 Bio-E for Advanced Smell
10 Bio-E for Internal Compass
Vestigial Disadvantages
-5 Bio-E for taking Vestigial Tail
-10 Bio-E for taking Reptile Brain: Predator
-5 Bio-E for taking Nearsightedness
-10 Bio-E for taking Diet: Carnivore
-10 Bio-E for taking Vestigial wings
-20 Bio-E for NO Bird tail or wings
-25 Bio-E for no Bird wings but keeping the tail
Notes: Frequently acquire pyrokinesis

Posted: Fri Feb 23, 2007 5:23 pm
by Guest
Anonymous wrote:Roc (Genetic Chimera)
Description: A giant mythical bird said to be capable of lifting full-grown Elephants into the sky their size
is absurd reaching wingspans of over 100 feet. Usually with white or gray colors fairly small beaks (like
a seagull or vulture). These mutants were created as riding animals for the eccentric and rich, since they
were the only ones who could afford to pay for their food.
Size Level: 25
Build: Medium
Mutant Changes & Costs:
Bio-E: 0
Attribute Bonuses: Crushing Strength
Human Features:
Hands: 5 Bio-E for Partial, 10 Bio-E for Full, 15 for Extra Limbs
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: 5 Bio-E for Partial, 10 Bio-E for Full
Natural Weapons
10 Bio-E for Beak 2D4 Damage
5 Bio-E for Bird of Prey Talons 2D6 Damage
10 Bio-E for Bird of Prey Talons 3D6 Damage
Animal Abilities
10 Bio-E for Extra M.E.
10 Bio-E for Extra P.E.
5 Bio-E for Extra P.P.
5 Bio-E for Extra P.B.
5 Bio-E for Glide
10 Bio-E for Basic Flight
15 Bio-E for Soaring Flight
20 Bio-E for Raptor Flight
5 Bio-E for Advanced Vision
10 Bio-E for Advanced Hearing
10 Bio-E for Internal Compass
Vestigial Disadvantages
-10 Bio-E for taking Reptile Brain: Predator
-10 Bio-E for taking Diet Carnivore
-10 Bio-E for taking Nearsightedness
-10 Bio-E for taking Vestigial Wings
-20 Bio-E for taking No Wings or Tail
-25 Bio-E for taking No Wings but Tail is kept

Posted: Fri Feb 23, 2007 5:24 pm
by Guest
Anonymous wrote:Satyr (Pure breed Genetic Chimera)
Description: Some Naturalists a.k.a. environmentalists wanted to get back to nature by becoming satyrs
mythical nature spirits the upper half of the body is perfectly human except for horns and the lower
body is of a goat.
Size Level: 6
Build: Medium
Mutant Changes & Costs:
Bio-E: 15
Attribute Bonuses: +2 I.Q., +1 M.E., +3 P.E., +3 Spd.
Human Features:
Hands: Full Automatic
Biped: Full Automatic
Speech: Full Automatic
Looks: Partial Automatic
Natural Weapons
5 Bio-E for 2D4 damage Horns
5 Bio-E for 2D4 damage Hooves (feet only)
Animal Abilities
Automatically gets Advanced Vision
5 Bio-E for Advanced Hearing.
10 Bio-E for Extra I.Q..
15 Bio-E for Extra M.E..
10 Bio-E for Extra P.E..
10 Bio-E for Extraordinary speed.
10 Bio-E for Brute Strength
20 Bio-E for Beastly Strength
Vestigial Disadvantages
-10 Bio-E for taking Domestication
-5 Bio-E for taking Vestigial Horns
-5 Bio-E for taking Vestigial Ears
-10 Bio-E for taking Diet: Ruminant

Posted: Fri Feb 23, 2007 5:24 pm
by Guest
Big Red wrote:Sea Monkey (Chimera)
ORIGINAL ANIMAL CHARACTERISTICS
Description: Sea Monkeys are a cross between three types of monkeys, several species of fish, and one variety of brine shrimp. They were apparently created in an effort to replicate a popular mailaway pet of the late 20th century. They are diminutive creatures, looking like pink, scaly humanoids, with webbed feet, a long tail, and a crown-like growth on the head (actually, a modified dorsal fin, courtesy of some Oarfish DNA). These were accidentally rediscovered when someone found some dusty, paper packets in a long-abandoned warehouse and added them to water.
Size Level: 1
Length: to 8 inches tall
Weight: to 1 pound
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 70, mostly used for Size Levels, Dual Breathing and Animal Psionics.
Attribute Bonuses: +2 I.Q., +4 M.A.


HUMAN FEATURES
Hands: Full
Biped: Full
Speech: Automatically gets Partial, or 5 BIO-E for Full
Looks: Partial. Pink, scaly humanoid with a long tail, dorsal fin, and a crown-like growth on top of the head that ends in round, red “beads.” The feet are overly long and webbed, looking like oranic scuba fins. Out of the water, Sea Monkeys have a penalty of -3 to Spd.

Natural Weapons: None.

Mutant Animal Powers:
Automatically gets Breathing: Gills, and Advanced Swimming
10 BIO E for Breathing: Lungs
20 BIO E for Breathing: Dual Breathing
10 BIO-E for Extra Physical Beauty.
5 BIO-E for Extra Intelligence Quotient.
10 BIO-E for Extra Mental Affinity.
10 BIO-E for Extra Mental Endurance.

Vestigial Disadvantages:
-5 BIO-E for Webbed Feet.
-5 BIO-E for Vestigial Tail
-10 BIO-E for taking Domestication.
-20 BIO-E for taking Subservience (Special!). Same as Canine: Dogs & Hounds in After the Bomb®. As the ad used to say, “So eager to please—They can even be ‘trained’!”
A character can take Domestication or Subservience, but not both.

Posted: Fri Feb 23, 2007 5:24 pm
by Guest
Kuseru Satsujin wrote:SHISHI (Foo Lion) [Chimaera]
Description
: Also known as Koma-inu, Shisa, Karashishi, and other names. This is a mix of dog and lion.
Size Level: 12
Height: 4 feet (1.2m)
Weight: 200-300 lbs (90-135kg)
Build: Medium
Mutant Changes & Costs
Total BIO-E
: 10
Attribute Bonuses: Brute Strength, +8 to P.S., +1 to I.Q., +2 to M.A., and +2 to P.E.
Human Features
Hands
: Partial
Biped: Partial
Speech: Full
Looks: None. Large dogs with blunt, lion faces and a soft mane of hair.
Natural Weapons:
5 BIO-E for 2D6 damage Teeth
10 BIO-E for 3D6 damage Teeth
5 BIO-E for 2D4 damage Running Claws
Mutant Animal Powers:
5 BIO-E for Extra Intelligence Quotient
5 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Physical Endurance
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
10 BIO-E for Extraordinary Speed
5 BIO-E for Leaping: Rodent
10 BIO-E for Predator Burst
5 BIO-E for Nightvision
5 BIO-E for Advanced Hearing
5 BIO-E for Advanced Smell
Vestigial Disadvantages:
-5 BIO-E for Vestigial Tail
-10 BIO-E for Diet: Carnivore
-5 BIO-E for Vestigial Ears
-20 BIO-E for Subservience (95-96)

Posted: Fri Feb 23, 2007 5:24 pm
by Guest
Anonymous wrote:Sphinx (Genetic Chimera)
Description: A large cat with wings and a human like face created as aids for the disabled and sensory
impaired. Sphinx enjoy collecting books and reading occasionally helping others, often only sharing their
knowledge with those they deem 'worthy' some enjoy using riddles as tests finding the inner joke
hilarious.
Size Level: 4
Build: Medium
Mutant Changes & Costs:
Bio-E: 60
Attribute Bonuses: +2 I.Q., +3 M.A.
Human Features:
Hands: 5 Bio-E for Partial, Full not available
Biped: None
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Looks: Partial Automatic, 5 Bio-E for Full
Natural Weapons:
10 Bio-E for Claws 2D6
Animal Abilities
5 Bio-E for Extra I.Q.
5 Bio-E for Extra M.A.
5 Bio-E for Extra M.E.
5 Bio-E for Extra P.S.
5 Bio-E for Extra P.E.
5 Bio-E for Extra P.P.
5 Bio-E for Extra P.B.
10 Bio-E for Extraordinary Speed
10 Bio-E for Basic Flight
5 Bio-E for Glide
5 Bio-E for Nightvision
5 Bio-E for Advanced Hearing
5 Bio-E for Ultraviolet Vision
10 Bio-E for Leaping: Standard
10 Bio-E for Righting Reflex
Vestigial Disadvantages
-5 Bio-E for taking Vestigial tail (feline)
-10 Bio-E for taking Vestigial Wings
-10 Bio-E for taking Nocturnal
-5 Bio-E for taking Nearsightedness

Posted: Fri Feb 23, 2007 5:24 pm
by Guest
Big Red wrote:Spider-Monkey (Chimera)
ORIGINAL ANIMAL CHARACTERISTICS
Description: The Spider-Monkey is a cross between a spider and a spider monkey. It is a nimble creature, with the ability to spin and shoot webs. They are generally light-hearted and clever, and love to harass their foes with witty banter.
Size Level: 9
Height: to 6 feet tall
Weight: to 175 pounds
Build: Medium

MUTANT CHANGES & COSTS
Total BIO-E: 10
Attribute Bonuses:
I.Q. +2
P.S. +4, Beastly Strength
P.P. +6

HUMAN FEATURES
Hands: Full
Biped: Full
Speech: Full
Looks: Full. Looks like a normal human, although the Spider-Monkey’s ears may be a little on the large size.

Natural Weapons:
None

Mutant Animal Powers:
Automatically gets Web Shooters, same as the Spider-Goat, AtB page 115
Automatically gets Spider Adhesion Pads on the hands and feet. See the Spider-Goat in AtB, page 116, for details.
Automatically gets Leaping: Feline, and Righting Reflex
Automatically gets Advanced Vision and Advanced Touch
Automatically gets the Animal Psionic Power: Danger Sense
5 BIO-E for Extra Physical Prowess
5 BIO-E for Crushing Strength
10 BIO-E for Extra Limbs: Eyes, same as the Spider-Goat, AtB page 116
10 BIO-E for Extra Limbs: Set of Arms. The character can buy up to two additional sets of arms, for a total of six arms. Unlike the Spider-Goat, the Spider-Monkey automatically gets adhesion pads and web shooters for each of the new arms. Each additional pair of arms provides one additional attack or action per melee and +1 to strike and +1 to parry.
15 BIO-E for Extra Limb: Prehensile Tail; use as a partial hand

Vestigial Disadvantages:
-5 BIO-E for Vestigial Tail (can not be prehensile)
-5 BIO-E for taking Diet: Herbivore
-15 BIO-E for taking Diet: Hemavore
-10 BIO-E for Nocturnal[/b]

Posted: Fri Feb 23, 2007 5:25 pm
by Guest
Anonymous wrote:Stone Monkey (Genetic Chimera)
Description: Created by monks as a ‘pet project’ these hardy monkeys are ideal warriors, often having
bone growths covering their joints and are trained for years in the martial arts.
Size Level: 5
Build: Long
Mutant Changes & Costs
Total BIO-E: 45
Attribute Bonuses: +3 I.Q., +1 M.A., +1 M.E., +2 P.P., +2 Spd., Brute Strength
Human Features
Hands: Full automatic
Biped: Partial automatic, 5 Bio-E for full
Speech: None, 5 Bio-E for Partial, 10 Bio-E for Full
Looks: Partial automatic, 5 Bio-E for Full
Natural Weapons
5 Bio-E for Bite1D6 damage
5 Bio-E for Bone Knuckles +1D4 damage
Animal Abilities
5 Bio-E for Advanced Vision
10 Bio-E for Night Vision
15 Bio-E for Advanced Touch
5 Bio-E for Prehensile Feet
10 Bio-E for Prehensile Tail
5 Bio-E for Extra I.Q.
5 Bio-E for Extra M.A.
5 Bio-E for Extra M.E.
5 Bio-E for Extra P.P.
5 Bio-E for Extra P.B.
10 Bio-E for Beastly Strength
10 Bio-E for Leaping Rodent
20 Bio-E for Leaping Feline
10 Bio-E for Righting Reflex
Vestigial Disadvantages
-5 Bio-E for taking Vestigial Tail
-5 Bio-E for taking Diet: Herbivore
-10 Bio-E for taking Nocturnal
-10 Bio-E for taking Domestication
-5 Bio-E for taking Color Blindness
-5 Bio-E for taking Nearsighted

Posted: Fri Feb 23, 2007 5:25 pm
by Guest
Anonymous wrote:Swamp Thing (Genetic Chimera)
Description: Many botanists and hobby gardeners felt they related to plants better then humans so they
decided to add a few human and animal genes to make their little green friends more responsive, a few
could even speak. After the bomb they mutated more escaped their green houses and began to
interbreed.
Size Level: 3
Build: Varies
Mutant Changes & Costs
Total BIO-E: 80
Attribute Bonuses: +5 M.A., +10 P.E., Brute Strength
Human Features
Hands: 5 BIO-E for Partial or 10 BIO-E for Full
Biped: Partial automatic, 5 BIO-E for Full
Speech: 5 BIO-E for Partial or 10 BIO-E for Full
Looks: None,
10 BIO-E for Partial or 15 BIO-E for Full
Natural Weapons
5 BIO-E Thorns (1d4)
10 BIO-E Long Thorns
5 BIO-E Nettles (all or part of the mutants skin is covered in tiny needles that with contact on bare skin
causes sever itching requiring a save vs. pain or stop what they are doing to scratch)
10 BIO-E Poison (any character taking a bite out of this mutant must make a save vs. poison or
become violently ill)
15 BIO-E Toxin (this poison is deadly if it enters the blood stream)
Animal Abilities
5 BIO-E Prehensile Limbs (for every 5 points spent on this ability the mutant gets 1 vine with 10
S.D.C. and a P.S. of 5)
20 BIO-E Natural Body Armor: Medium ([bark] A.R. 11/ 40 S.D.C.)
10 BIO-E for Extra Limbs (Arms)
Vestigial Disadvantages
-10 BIO-E for taking Diet Carnivore
-10 BIO-E for taking Domestication
- 5 BIO-E for taking Nearsightedness
-10 BIO-E for taking Roots (the character must be rooted down for the equivalent of 48 hours a week
or lose 2 P.E. per day until 0 then 4 H.P. per day until death or the character can root down for 2 days
continuously)
-10 BIO-E for taking Branches (the mutants upper body is covered in short branches that make it
impossible to wear clothing and are always getting in the way)
-5 BIO-E for taking Seasonal leaves (the character is covered in leaves that every fall change color and
drop off leaving a mess [no one likes raking up leaves])

Posted: Fri Feb 23, 2007 5:25 pm
by Guest
Kuseru Satsujin wrote:TATSU (Dragon) [Chimaera]
Description
: The dragon's appearance is described as having a body of a snake; the scales and tail of a fish; the antlers of a stag; the face of a camel; and two pairs of talons of eagles; ears of a bull; feet of a tiger and the eyes of a demon. It has a flaming pearl under its chin. Japanese dragons are further known to have three claws on each limb. Japanese scientists mixed so much DNA to get this mix right that it took many years to fully develop and defective mutations still crop up from time to time.
Size Level: 15
Height: 9-10 feet.
Weight: 400-500 pounds.
Build: Long
Mutant Changes & Costs
Total BIO-E
: Zero; must trade away size, I.Q., M.E., P.P. and Spd. attribute points to purchase Natural Weapons, Animal Powers, Animal Psionics and other abilities. Also see available Vestigial Disadvantages for additional BIO-E.
Attribute Bonuses: +1 to I.Q., +1 to M.E., +1 to M.A., +1 to P.S., Brute Strength, +1 to P.P., +1 to P.E., +1 to P.B. and +1 to Spd.
Human Features
Hands
: Partial (unlike true birds, Tatsu do have arms).
Biped: Partial.
Speech: None. (Automatically has Telepathic Transmission).
Looks: None & exotic. A true chimaera, the description above pretty clearly explains what they look like.
Natural Weapons:
5 BIO-E for 2D4 damage Razor Fingernails on hands
10 BIO-E for 2D6 damage Talons on hands
15 BIO-E for 3D6 damage Talons on hands
5 BIO-E for 2D6 damage Retractable Claws on feet
10 BIO-E for 3D6+2 damage Retractable Claws on feet
5 BIO-E for 1D6 damage Teeth
Mutant Animal Powers:
5 BIO-E for Advanced Vision
10 BIO-E for Nightvision
15 BIO-E for Ultraviolet Vision
15 BIO-E for Advanced Hearing
5 BIO-E for Advanced Camel Sense of Smell (92)
15 BIO-E for Light Natural Armor
25 BIO-E for Medium Natural Armor
10 BIO-E for Camouflage Scale Pattern (MotY, 18)
5 BIO-E for Leaping: Rodent
10 BIO-E for Leaping: Feline
5 BIO-E for Hold Breath
5 BIO-E for Advanced Swimming Skill (+15% bonus)
10 BIO-E for Master Swimming (113)
10 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Endurance
10 BIO-E for Extra Mental Affinity
10 BIO-E for Extra Physical Prowess
10 BIO-E for Extra Physical Beauty
10 BIO-E for Extra Physical Endurance
10 BIO-E for Extraordinary Speed
10 BIO-E for Beastly Strength
20 BIO-E for Crushing Strength
Vestigial Disadvantages:
-10 BIO-E for Prey Eyes
-10 BIO-E for 1D6 damage Seasonal Antlers
-10 BIO-E for Vestigial Eyes: Glowing (They glow red).
-10 BIO-E for Musk Glands
-10 BIO-E for Vestigial Wings
-20 BIO-E for Genetic Defect (originally from Mt Nimro, pages 39-40) May be selected up to twice, re-reroll if same genetic defect is rolled.
Notes: Genetic Defect Table (modified):
01-10% Insanity (Roll on the Random Insanity Table)
11-20% Susceptibility (double damage from one of the following):
01. Fire
02. Cold
03. Electricity
04. Poison
05. Acid
06. Silver
07. Iron weapons
08. Jade
09. Bone weapons
10. Garlic
21-30% Presence causes unease (roll vs Reptile Brain) in all creatures within 20 feet.
31-40% Reduced attribute. Lower one attribute by 2D4.
1 I.Q.
2 M.E.
3 M.A.
4. P.S.
5. P.P.
6. P.E.
7. P.B.
8. Spd.
41-50% Narcolepsy (15% chance of falling dead asleep for 1D6 minutes, cannot be wakened without one full melee round of being jostled and shouted at. Occurs only when the character is bored or focusing on one non-physical activity for more than 20 minutes.)
51-60% High Food Requirement; Character must ingest his or her body weight in digestible material each day.
61-70% Special Food; roll to determine diet restrictions at twice the normal consumption rate.
1. Diet: Carnivore
2. Diet: Herbivore
3. Diet: Insectivore
4. Diet: Ruminant
71-80% Choking Odor (Constantly generates the effects of the Stink Spray of Butylmercaptan (134).)
81-90% Slow to respond and react; no initiative bonuses whatsoever and -3 on initiative rolls.
91-00% Light Sensitive