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Animal-Mutated Humans


The mutant animals of HU2 are somewhat underpowered compared to other OCCs. It's very difficult to create a mutant animal that can stand up to a mutated human.... I understand that just getting an animal with human-level intelligence represents considerable evolution, but it doesn't mean I want one for a character. My solution: Rather than make animals more human, why not make humans more animal like?

These characters start out as normal humans and are given an animal genome to base their powers from, as well as BIO-E to evolve those powers. These characters could be the result of an intentional experiment or the result of an accidental exposure (like Peter Parker's radioactive spider bite). If players want to get really creative they could mix different animal powers by "purchasing" more than one genome.

Generating these characters should be straightforward for someone familiar with the BIO-E system. Humans are just a type of animal, and you can purchase animal abilities appropriate to the available genome you've chosen. Additionally, players can purchase size levels, animal psionics, and super abilities just as a mutant animal would, as well as trade in their human abilities for further BIO-E. The only real difference I've made in this new OCC is the starting point.

Typical Human

Size Level: 10
Full Hands, Biped, Speech, and Human Looks
Base Attributes: 3D6 per attribute
Starting BIO-E: 20 + 4D4x5

Character Generation

Purchase of Animal Genome: 5 BIO-E
The character gains attribute bonuses appropriate for the specific animal he is mutating into.
The character will resemble the animal he has chosen to emulate, as described for each animal type under Full Looks.
More than one genome can be purchased, allowing characters to mix and match animal abilities and looks or side effects between species.
Purchase of Animal Powers and Weapons: Costs according to individual animal information
Typically, characters can only purchase animal abilities available to the animal/genome they've purchased.
Trade in Human Features: 5 BIO-E credit for reduction to a Partial Feature; 10 BIO-E credit for reduction to "None"
Characters may sacrifice part of their humanity, in the form of reduced Hands, Biped, Speech, or Looks to gain more animal power.
Purchase of Animal Psionics and Minor Super Abilities: Costs according to general rules in HU2 (pg 170-172)
It doesn't seem necesary to limit the number of Minor Super Abilities that can be chosen, as there are significant BIO-E costs before long.
Purchase of Size Levels: 5 BIO-E per level of growth, or 5 BIO-E credit in exchange for each level reduced

Side Effects, if needed, could be interpreted as the altered looks and attributes of the character after introducing the new genome and trading in their Human Features. If desired, additional side effects can be rolled for as usual.

All other character generation details can take advantage of the Mutant or Experimental sections, as appropriate. This new character class is simply a form of those original OCCs, after all.

New and Revised Animal Powers

Animal Abilities: 40 BIO-E
This Major Power can be purchased for the price of a Minor Power. The character must choose the animal type that his implanted genome belongs to.
Animal Metamorhposis: 40 BIO-E
This Major Power can be purchased for the price of a Minor Power. The character must choose the animal type that his implanted genome belongs to. If the character also has Effective Lycanthropy (see below) this power can be chosen for the reduced price of 20 BIO-E.
Chameleon: 30 BIO-E
This Major Power can be purchased for the price of a Minor Power. The limitation is that this power is only effective when the character is in his animal genome's natural environment. The power doesn't stem from a "bio-aura" so much as the character's natural markings, attributes, and comfort with the surroundings.
Effective Lycanthropy: 15 BIO-E
Very similar to the Side Effect "Must Physically Transform to Use Powers," this may give the character more freedom in altering his animal form. The character has reasonable control over when the physical transformation occurs, which takes 1 melee round to complete. The character does not have the ability to "stop halfway" while transforming, giving him partial use of his animal powers. This power can be purchased for 10 BIO-E if the character sacrifices control over the transformation during some limited cycle (full moon, etc) but maintains control during other times, or for 5 BIO-E if the tranformation is completely out of the character's control (traditional "full moon only" werewolves; night/day, like Ladyhawke; some other external stimulus, etc).
Lycanthropy: 50 BIO-E
This Major Power can be purchased for the price of a Minor Power. The character must choose the animal type that his implanted genome belongs to.
Natural Combat Ability: 40 BIO-E
This Major Power can be purchased for the price of a Minor Power. The character's animal instincts allow for deadly combat skills.
Nightstalking: 15 BIO-E
Nocturnal animals can choose this power for a greatly reduced BIO-E price. Diurnal animals must purchase this power at the normal price of 40 BIO-E.
Underwater Abilities: 15 BIO-E
Aquatic animals can choose this power for a greatly reduced BIO-E price. Amphibious animals can purchase this power for 25 BIO-E, while land animals must purchase this power for the normal price of 40 BIO-E.

Additional Animal Descriptions

Insects: Spider

Size Level: 1
Length: From -inch to 6 inches (depending on species)
Weight: Up to 1 lb
Build: Medium
Attribute Bonuses: +2 Spd, PP
Natural Weapons
    5 BIO-E for 1D4 Bite or Poison Spur (Non-Lethal Poison)
    10 BIO-E for 2D6 Bite or Poison Spur (Lethal Poison)
Powers:
    15 BIO-E for Impulsive Reactions: +1 Attack; +4 Initiative, Dodge, Parry; +2 Auto-Dodge
    10 BIO-E for Specialized Toxin: Choose the effects of any one type of Bio-Manipulation;
        Requires successful physical contact and Victim saves vs Non-Lethal Poison
    20 BIO-E for Webbing Excretion: Character can excrete (pick an orifice) an adhesive material, up to 2 lbs per melee.
        By slightly altering the chemical balance, the webbing will be either fast-drying (into a flexible but solid substance) or slow-drying
        (stays sticky, gooey for 1D4 hours). 2 lbs is enough to form a strand 50 feet long that can support 250 lbs.