Irradiated Freaks
Irradiated Freaks
Irradiated Freaks
Mutants have endured all of these names and worse, though taunts are among the
least of their concerns. People are quick to shun the other, to blame those different from
themselves for perceived wrongs or misfortune, and even victimize the minorities in their
midst. How much easier it is, then, to single out and scapegoat mutants, marked as they
are by obvious deformations of the flesh, and powers that make them seem something
other than human.
For their part, mutants often find themselves haunted by self-loathing, or filled
with hate and jealousy for normals. Small wonder this is so, for even in those few
communities that accept them, they are still likely to be viewed as second-class citizens,
treated with suspicion and open contempt. Many have even more reason to detest
Humanity, having been enslaved, left to die in the wilderness, or driven from their homes
by angry and hateful mobs. It is no accident that raiders have so many mutants among
their numbers.
Of course, Humanity is only one animal on the planet, and mutations also occur
within other beasts. Unless they prove useful, these creatures are usually culled, especially
within domesticated stocks. In the wilds and barrens, though, many odd monstrosities
and strange creatures endure and even thrive, often forming stable breeds
Editors
Tom Cadorette, Daniel Potter
Art Director
Colin Chapman
Cover Art
John Becaro
Interior Art
Tomi Baranya, John Becaro, Adam Black
Layout
Jeremy Jagosz
http://radioactiveapedesigns.com
colin@radioactiveapedesigns.com
Copyright 2010 by Radioactive Ape Designs. All Rights Reserved. This material (art, logos, illustrations, characters,
concepts, text and game mechanics) is protected by the copyright laws of the United Kingdom. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written consent of
Radioactive Ape Designs, except for the purposes of reviews and for the blank character and vehicle/mount sheets
which may be reproduced for personal use only. References in this book to any companies or products are not meant
to challenge the trademarks or copyrights concerned.
Index...................................................................................................... 53-55
4
sam wissa (Order #12599858)
All Things Weird & Wonderful
Bug A
1-2 3-4 5-6
1 Acid Bite Bulging Eyes Drill
2 Agile Flight Buoyancy Enduring
3 Amphibious Burning Gas Enhanced Sense
4 Armored Burrow Exoskeleton
5 Bioluminescence Chemical Charming Flash Packets
6 Boneless Climber Food Reservoir
Bug B
1-2 3-4 5-6
1 Furnace Gut Independent Eyes Patagia
2 Hard Gill Invisible Silk Prehensile Appendage
3 Healing Molt Irritant Bristles Prehensile Feet
4 Honey Crop Leaping Regenerative
5 Honey Production Natural Weapon Shell
6 Hypermobile Night Vision Silk Production
Bug C
1-2 3-4 5-6
1 Spines Sticky Globules Toxin Resistance
2 Spit Glue Sticky Silk Venom
3 Spray Acid Super Strength Wall Crawler
4 Stealthy Swift Water Runner
5 Steel Mandibles Toxic Skin Waxy Exoskeleton
6 Stench Toxin Adaptation Winged
Mammal A Mammal B
1-3 4-6 1-3 4-6
1 Amphibious Enhanced Sense Night Vision Stealthy
2 Armored Food Reservoir Patagia Stench
3 Burrow Hypermobile Prehensile Appendage Swift
4 Climber/Wall Crawler Leaping Prehensile Feet Toxic Saliva
5 Echolocation/
Mimic Regenerative Toxin Resistance
Electroreception
6 Enduring Natural Weapon Spines Winged
Plant Mutations
Determine subtable:
1-3 Roll on Plant A
4-6 Roll on Plant B
Plant A Plant B
1-3 4-6 1-3 4-6
1 Sticky Globules/Acid
Acid Bite Enduring Prehensile Appendage
Grip
2 Armored Fireproof Rooting Toxic Sap
3 Bioluminescence Hypermobile Scented Toxin Resistance
4 Buoyancy Irritant Bristles Spines Wall Crawler
5 Carnivorous Natural Weapon Spore Cloud Wilt
6 Edible Growths Photosynthetic Stench Wind Catcher
Reptile Mutations
Determine subtable:
6
sam wissa (Order #12599858)
All Things Weird & Wonderful
Reptile A Reptile B
1-3 4-6 1-3 4-6
1 Amphibious Enduring Patagia Stealthy
2 Armored Enhanced Sense Prehensile Appendage Stench
3 Burrow Independent Eyes Regenerative Toxin Resistance
4 Chameleon Leaping Shell Venom
5 Climber Natural Weapon Spines Wall Crawler
6 Draw Water/Food
Night Vision Spit Venom Water Runner
Reservoir
Mondo A
1-2 3-4 5-6
1 Acid Bite Armored Buoyancy
2 Acid Grip Bioluminescence Burning Gas
3 Agile Flight Body Morph Burrow
4 Amphibious Boneless Carnivorous
5 Armored Breathe Fire Chameleon
6 Armored Bulging Eyes Chemical Charming
Mondo B
1-2 3-4 5-6
1 Climber Edible Growths Enduring
2 Drain Life Electrokinesis Enduring
3 Draw Water Electroreception Enhanced Sense
4 Draw Water Elongate Enhanced Sense
5 Drill Empathic Projection Enhanced Sense
6 Echolocation Enduring Exoskeleton
Mondo C
1-2 3-4 5-6
1 Extra Head Hard Gill Invisible Silk
2 Fireproof Healing Molt Irritant Bristles
3 Flash Packets Honey Crop Laser-beam Eyes
4 Food Reservoir Honey Production Leaping
5 Food Reservoir Hypermobile Metal Bending
6 Furnace Gut Independent Eyes Mimic
Mondo D
1-2 3-4 5-6
1 Natural Weapon Patagia Pyrokinesis
2 Natural Weapon Photosynthetic Regenerative
3 Natural Weapon Prehensile Appendage Regenerative
4 Night Vision Prehensile Feet Remote Viewing
5 Night Vision Psychic Healing Rooting
6 Null Psychometry Scented
8
sam wissa (Order #12599858)
All Things Weird & Wonderful
Mondo E
1-2 3-4 5-6
1 Shell Spore Cloud Sticky Globules
2 Silk Production Spray Acid Sticky Silk
3 Sonic Screech Stealthy Super Strength
4 Spines Stealthy Swift
5 Spit Glue Steel Mandibles Swift
6 Spit Venom Stench Telekinesis
Mondo F
1-2 3-4 5-6
1 Telepathy Toxin Resistance Wandering Eye
2 Toxic Saliva Toxin Resistance Water Runner
3 Toxic Sap Translocation Waxy Exoskeleton
4 Toxic Skin Vampiric Wilt
5 Toxin Adaptation Venom Wind Catcher
6 Toxin Resistance Wall Crawler Winged
Agile Flight
Boneless
Prerequisite: Winged.
Prerequisite: Hypermobile.
Benefits: When flying the character can hover in
Benefits: Their form given structure by pressurized
place with ease, turn on the spot, even fly backwards
fluids, bizarre organs, and odd muscles, the character
or upside down. They have Athletics 6 for purposes of
10
sam wissa (Order #12599858)
All Things Weird & Wonderful
without appropriate handholds. The characters body can house a dozen growths at
Possible Traits: Long limbs, long fingers and toes. any time, each growing back at a rate of one per day.
Possible Traits: Flower-heads, fruit, seed cones,
tubers.
Drain Life
Benefits: A strange necrotic field surrounds the
character at will, draining the life from any and all Electroreception
living things within Short Range, plants and animals Benefits: Peculiar organs give the character the
alike. Any living things within the necrotic field suffer ability to sense the direction and proximity of
1L damage per round until the field collapses or they powerful sources of electricity, such as a working
leave the area. The character can produce the field generator, up to Long Range. Up to Short Range they
once per day and it persists for 2-12 rounds. can detect the presence and direction of the faint
Possible Traits: None. electrical impulses in living beings. They can gauge
how many living creatures are operating within the
range of their senses, but cannot identify what these
Draw Water creatures are.
Benefits: Grooves, pits, and channels in the Possible Traits: None.
characters skin trap moisture from the surrounding
air and divert it directly into the characters mouth
even in the most arid conditions. This constant drip of Elongate
water means the character need never drink. Benefits: Through some unknown process the
Possible Traits: Odd patterns on the skin, strangely character can elongate their limbs and digits at
aligned scales. will, extending them up to Short Range while still
maintaining perfect physical control.
Possible Traits: None.
Drill
Prerequisite: Natural Weapon (some form of bite)
or Burrow. Exoskeleton
Benefits: The characters natural weapon rends Benefits: The character has an exoskeleton like
materials up to and including the hardness of wood an insect, crustacean, or arachnid. This provides
with ease. Their attack has its damage multiple Protection 4. The character cannot wear other armor
increased by one, so a single Success on an attack over the bulk of the exoskeleton. This Mutation cannot
does x2 damage, two Successes does x3 damage, be taken with the Armored or Shell Mutations.
and so on. The character can drill a hands depth Possible Traits: A plated dermis.
into substances such as wood with each use of this
Mutation, but cannot drill into harder materials such
as stone or metal. Extra Head
Possible Traits: None. Benefits: The character has two fully-developed
heads, each with its own brain and personality, but
sharing identical Attributes. The mutant can perform
Edible Growths two actions per round at no penalty, one action with
Benefits: The character produces healthy, tasty- each head, whether attacking, looking in two different
looking fruits, seeds, or tuber-like growths. The directions, or talking to two different people simulta-
benefits these provide are determined when the neously.
Mutation is gained: Any Skills the character possesses during character
creation must be assigned to individual heads. If
1-4 Nutritious. Each growth is the either head is knocked out or impaired, the Skills that
equivalent of a full meal. head knows cannot be used unless the other head also
5 Toxic. Each growth is poisonous if knows them, and the mutant can only undertake the
consumed. See below. normal one action per round. Any other head-based
6 Medicinal. Each growth instantly Mutations the character has must also be assigned
negates any toxins in the body to individual heads. After character creation the
when eaten. character is free to develop Skills and Attributes like
a normal character but must still assign any new or
Toxin Toxicity/Amount Type
increased Skills or Understanding/Appeal improve-
Toxic Growth 3/growth Lethal ments to individual heads.
Flash Packets
Benefits: Six organic flash grenades sprout from the Honey Crop
characters flesh, and regrow at a rate of one per day Benefits: The character can hide objects with a
if pulled off and used. These are Short Range thrown volume of no more than two fists within his body. The
weapons. Anyone looking at the impact point of a object(s) must be swallowed so they cant be sharp,
flash grenade within Short Range must make a Senses toxic or wider than the characters mouth.
Attribute-Only roll or be blinded for 1-6 rounds. Possible Traits: When an object is held, it might be
Possible Traits: Fleshy packets growing on the neck felt through the skin.
or trunk.
Honey Production
Food Reservoir Benefits: The mutant produces one meals worth of
Benefits: Gorging themselves when food and water delicious and nutritious honey from their body per
are readily available, the character can store a large day. Unlike most other food supplies, honey never
reserve of sustenance in their bodies. They can spoils.
consume the equivalent of up to three days worth Possible Traits: Yellow and black markings, obvious
of food and water in a single sitting without ill effect.
abdominal glands.
For every days worth of food and water eaten this
way, they can live off their reserves for two days, so
a fully fed-up mutant can comfortably live for up to Independent Eyes
six days without food and water before they start to
starve. Benefits: The character can look in two directions
at once, such as looking forward and back, or out to
Possible Traits: Camel-like hump, obvious layer of each side. Not only do they make great watchmen,
subcutaneous fat. but they can actively defend against a number of
attackers in a round equal to their Notice +1.
Furnace Gut Possible Traits: Chameleon-like eyes.
Benefits: The character can safely consume any
Invisible Silk
non-toxic organic material as food. This includes
wood, plastic, soil, and rotting meat.
Possible Traits: An offensive odor. Prerequisite: Silk Production.
Benefits: The silk spun by the character is
transparent. Only those creatures within Short Range
Hard Gill have a chance to see it on a Senses/Notice roll.
Prerequisite: Exoskeleton. Possible Traits: Enlarged abdomen or mouthparts.
Benefits: The character has stiff hairs that provide
12
sam wissa (Order #12599858)
All Things Weird & Wonderful
Silk Production
Photosynthetic Benefits: The character can create and spin organic
Benefits: The character need not eat in the normal silk, using it like superior quality rope or cord. Each
manner; simply spending an hour a day lightly and day he can produce enough silk to create a 50-foot
shallowly rooted in damp soil to gain nutrients and rope or a web 30 feet in diameter, capable of
water, and spending at least two hours per day supporting the weight of several people.
exposed to ultraviolet light such as sunlight, provides Possible Traits: Enlarged abdomen or mouthparts.
the character with adequate energy.
Possible Traits: Green skin, leaves, root-like
structures. Sonic Screech
Benefits: The character can emit an ear-piercing,
deafening sonic screech once per day. Anyone within
Spit Glue
Benefits: The character can spit an adhesive like
that of velvet worms up to Short Range, requiring
a Nimbleness Attribute-Only attack roll. Anything
human-sized or smaller struck by the attack is covered
with glue and effectively immobilized. Breaking
free requires a Muscle Attribute-Only roll with an
Extreme (2) Difficulty, and an attempt can be made
each round. A liberal application of alcohol or similar
solvent will also dissolve the glue in a round. The glue
dries up after an hour, flaking and crumbling apart at
that point. The character only produces enough glue
to make this attack once per day.
Possible Traits: Tube-like growths in the mouth.
Spit Venom
Prerequisite: Venom.
Benefits: A single dose of venom can be expelled
by the character in a forceful spray, potentially
blinding a target. The range is only short enough to
strike someone in melee, and the attack requires a
Nimbleness Attribute-Only roll. If the venom attack
is successful and not dodged or blocked by something
like a shield, the victim is partially blinded and
Mutant with Spines and experiences burning pain; the Difficulty of all their
Cosmetic Flaw (Hairless) actions is increased by two levels for 1-6 rounds or
Short Range without ear protection, which can until the venom is washed out with water.
be as simple as having their hands over their ears, Possible Traits: Holed fangs, tube-like growths in
is temporarily deafened for 1-6 rounds and has the the mouth.
Difficulty of all their actions increased by one level.
The mutant is not immune to their own screech.
Spore Cloud
Unprotected mutants with Enhanced Sense (Hearing)
are deafened for 2-12 rounds. Benefits: The character can produce a large cloud
of spores once per day. Anyone within Short Range
Possible Traits: None.
of the character suffers minor irritation of the lungs
for 1-6 rounds after which the cloud disperses.
Spines
Anyone afflicted has the Difficulty of all their actions
increased by one level until the cloud dissipates or
Benefits: Spikes, spines, or thorny protrusions cover they remove themselves from it. Gas masks and other
the characters back. These provide Protection 4 respiratory devices provide complete protection. The
for attacks at the characters rear, and an attacker mutant is immune to their own spores/pollen.
striking them unarmed suffers damage equal to their Possible Traits: None
own Muscle + 2L. The character may use an action to
14
sam wissa (Order #12599858)
All Things Weird & Wonderful
Toxic Sap
Stench
Benefits: The characters sap is toxic. Anything biting
Benefits: Potent glands in the characters body
the mutant and inflicting damage suffers damage as if
enable them to spray a horrendously pungent fluid
they had ingested a dose of poison.
up to Short Range. Striking an opponent requires a
Nimbleness Attribute-Only roll. Anyone struck suffers Toxin Toxicity/Amount Type
nausea and irritation, and the Difficulty of all their
Toxic Sap 3/dose Lethal
actions is increased by one level for 1-6 rounds or until
they wash off the worst of the fluid. If not washed The mutant is immune to their own toxin.
away the smell can linger for days. The characters Possible Traits: None.
glands hold six doses of the fluid, these replenishing
at the rate of a dose a day. Characters with Dull Sense
(Smell) are immune to this Mutation. Toxic Skin
Possible Traits: A constant peculiar odor, skunk-like Benefits: A thin film of poison constantly covers the
markings. characters bare skin. Any attacker biting, licking,
or otherwise coming into internal contact with the
mutants skin not only finds that the character tastes
Sticky Globules revolting, they also suffer damage as if they had
Benefits: Spherical blobs of glue adorn the ends of a ingested a dose of poison.
few of the characters extremities much like a sundew. Toxin Toxicity/Amount Type
These aid the mutant in any attempts to maintain a
Toxic Skin 3/dose Lethal
strong grip, including resisting being disarmed and
grappling opponents. In such cases the mutants The mutant is immune to their own toxin.
Muscle or Nimbleness counts as being 1 higher, even Possible Traits: Brightly-colored skin, moist greasy
if that means the effective score is higher than 5. skin.
Possible Traits: Specialized branches with
glue-producing organs.
Toxin Adaptation
Sticky Silk Benefits: The character can adapt to toxins. This
means the character becomes immune to the specific
Prerequisite: Silk Production. poison after being damaged once by it. The immunity
Benefits: The characters silk can be made sticky. fades if the mutant isnt constantly exposed to the
Breaking free requires a Muscle Attribute-Only roll toxin and will vanish after one month.
with an Extreme (2) Difficulty, and an attempt can Possible Traits: None.
be made each round. A liberal application of alcohol
Wandering Eye
Benefits: With a quick pluck, the character can
remove one of their eyes and send it skittering about
on fleshy stalks. The character can see anything their
mobile eye can see providing the eye is anywhere
within Long Range. The eye possesses the same visual
abilities and perceptiveness as the character, moves
as if it had Nimbleness 1/Athletics 1, and has Stealth
5 by virtue of being tiny and quiet. The eye only
has 2 Health but is Tremendous (4) Difficulty to hit.
While the eye is deployed, any rolls by the character
requiring vision suffer a 1 die penalty. If the eye is
16
sam wissa (Order #12599858)
All Things Weird & Wonderful
Ectothermic
3 Cosmetic
Hemophilia Repulsive
Flaw
Hindrance: In cold environments the character
4 Crude Hands Light Selective
becomes sluggish, temporarily gaining the Slow Flaw
Sensitive Diet
and increasing the Difficulty of all actions by one
5 Distinctive Moisture- level. They will become slow and enter a state of
Slow
Odor Dependent torpor if exposed to temperatures approaching or
6 Speech below freezing for any real length of time, involun-
Dull Sense Partial Biped
Impediment tarily hibernating until temperatures rise again.
Additionally, some Flaw entries have a table of Because ectothermic characters do not produce their
options. In these cases, roll two dice in order, reading own body heat, wrapping up in layers of clothing is
the results first across, then down. not necessarily effective at keeping them active.
Ectothermic characters only require a third of the
food mammals and birds consume to survive.
New Flaws Possible Traits: Body temperature always seems as
Allergy warm or cold as the environment.
Hindrance: When in close proximity to significant
amounts of the substance they are allergic to, or Glowing
simply touching it, the character suffers breathing Hindrance: The characters skin glows with a
difficulties, breaks out in a nasty itchy rash, and pale incandescence in darkened conditions. Unless
otherwise finds it more difficult to act. They suffer an fully-clad the Difficulty of any attempts to remain
increase of one level in the Difficulty of any actions unseen in shadow or darkness is increased by two
they perform while exposure or contact continues. levels. Also, reduced visibility due to darkness does
If the character ingests the allergen it also acts as a not penalize any attempts to spot or attack the
weak but potentially lethal toxin. character.
Toxin Toxicity/Amount Type Possible Traits: Radioactive glow.
Allergen 1/thimble full Lethal
Hemophilia
1-3 4-6
Hindrance: When the character is injured, they
1 Beans/Peas/Nuts/
Nickel* bleed swiftly and the flow does not quickly stop.
Seeds
When the character loses any Health due to actual
2 Crustaceans/Fish/ physical injury they will lose one Health per round
Pollen
Shellfish for the next 1-6 rounds or until they spend a round
3 Dairy Produce Plastic actively staunching the flow, applying bandages, and
so on. This bleed-out applies to each instance of
4 Feathers Latex/Rubber
damage, not accumulated injury. So, in a fight, each
5 Fungi/Mould Leather damaging attack causes bleeding, its not just tacked
6 Fur Wool on at the end of the combat.
Possible Traits: None.
*Used in stainless steel (used widely in automotive
construction, chains, cookware, cutlery, some
handguns, jewelry, surgical instruments, tools, Moisture-Dependent
machine parts, watches, etc.), coins, magnets, Hindrance: The character must keep their skin
batteries, and cheap silver jewelry. and flesh moist, immersing themselves or otherwise
Possible Traits: None.
Phobia
Hindrance: The character is afflicted with a terrible, New Psychic Powers
crippling fear. When in proximity to the object of The magnitude of a psychics power is determined by
their fear or facing the possibility of its occurrence, their Tenacity as described below.
they must make a Tenacity Attribute-Only roll to Determining Psychic Powers
act normally. If they fail, the Difficulty of all their
actions is increased by one level. The Difficulty of Roll two dice on the following table, place the results
the Tenacity Attribute-Only roll increases to Extreme in either order, and cross-reference.
(2) if they have to endure actual contact with it, and
1-2 3-4 5-6
even if they succeed, all subsequent actions suffer
an increase of one level to the Difficulty. Should they 1 Electrokinesis Pyrokinesis Telepathy
fail such a roll, they will flee if possible, or curl up 2 Empathic Remote
into a gibbering helpless ball if not. Large numbers or Telepathy
Projection Viewing
extraordinary examples of the object of the phobia
3 Remote
may increase the Difficulty beyond Extreme at the Metal Bending Telepathy
Viewing
GMs discretion, such as if a character with arachno-
phobia is locked in a room crawling with spiders. To 4 Psychic Healing Telekinesis Telepathy
determine the source of the characters phobia, use 5 Psychometry Telekinesis Telepathy
the following table.
6 Psychometry Telekinesis Translocation
1-3 4-6
1
Electrokinesis
Musophobia (Rats/
Acrophobia (Heights)
Mice)
The psychic can generate electricity, hurting others
2 Aquaphobia (Deep Necrophobia (Dead
with powerful jolts by touch. A single jolt does
Water) Things)
damage equal to the psychics Tenacity, and they
3 Arachnophobia Nyctophobia can generate a number of jolts per day equal to
(Arachnids) (Darkness) their Tenacity. Such jolts may be conducted through
4 Ophidiophobia ferrous metals and may fry electrical circuits at the
Aviophobia (Flying)
(Snakes) GMs discretion.
5 Claustrophobia
Pathophobia (Disease)
(Confined Spaces) Empathic Projection
6 Hemophobia (Blood) Pyrophobia (Fire) The psychic can implant emotions into others, making
Possible Traits: None. them feel sad, happy, enraged, joyous, or any of the
other myriad human emotions. The individual being
manipulated can resist with a Competing Tenacity
Psychic Susceptibility Attribute-Only roll between the psychic and target.
Hindrance: When it comes to resisting psychic The range of empathic projection is based on their
intrusion such as telepathy and empathic control, the Tenacity. Depending on which emotions are implanted,
character is completely defenseless. the victims reactions will change in accordance
Possible Traits: None. with how they normally react to such emotions. In
extreme cases they may even suffer a one or two
level increase to the Difficulty of any appropriate
18
sam wissa (Order #12599858)
All Things Weird & Wonderful
rolls at the GMs discretion, such as being inattentive location of certain items, discerning what purpose a
while consumed with grief, or gain a 1 die bonus when location served, possibly even helping identify items
attacking someone in a state of utter rage. used or belonging to specific individuals. The GM
should provide appropriate hints, clues, and other
useful snippets as necessary. How far back events can
Metal Bending be read depends on the psychics Tenacity.
With but a touch, the psychic can bend and deform
metal objects like they were soft clay. The specific
metal does not matter, rather the thickness of the Pyrokinesis
object, and a psychic with this power can quickly Fires start at the psychics whim. Given the presence
render many metal items useless. of oxygen, the psychic can create a burst of flame
on any target they can see with the unaided eye. If
the target is flammable, they then suffer appropriate
Psychic Healing continuing damage per round until the flame is
The psychics touch can heal by knitting flesh, setting extinguished. The damage caused by the initial
bones, or drawing out toxins and diseases. For each burst, and the continuing damage, are determined
round of successful use they heal an amount of lost by the psychics Tenacity. The psychic can also fuel
Health up to their Tenacity. In the course of a day, or dampen existing flames, increasing or reducing
they can heal a total amount of Health dictated by the continuing damage by 1 point per round to a
their Tenacity, and cannot revive the dead, affix maximum of 4L or minimum of 0 (at which point the
severed limbs, or regenerate lost limbs or organs. fire is extinguished).
Psychometry Translocation
Strong emotions and important events leave imprints With a successful use of their power, the psychic can
on objects and surroundings, and the psychic can instantly teleport to any place they can see with the
perceive these fragments of the past when touching naked eye, or have personally visited, provided it is
such objects. Images are fleeting, snatched glimpses within range of their abilities as dictated by their
of what transpired, and the most dominant feelings Tenacity. Translocation is disorientating, and the
always come through the strongest. Although far from psychic is effectively defenseless and incapable of
complete in any sense, these remnants of the past can any action for a full round when they appear. The
provide clues useful in the present identifying the psychic can only translocate a number of times per
day equal to their Tenacity.
Empathic Projection
Tenacity Metal Bending Thickness Psychic Healing Limit
Range
1 Touch Very thin, e.g. spoon 5 Health
2 Close Thin, e.g. light rifle barrel 10 Health
3 Short Moderate, e.g. 1 metal rebar 15 Health
4 Long Thick, e.g. 6 armor plate 20 Health
5 Distant Anything you can grip! 25 Health
Pyrokinetic Burst/
Tenacity Psychometry Time Translocation Range
Continuing
1 1 month 1L/1L Long
2 1 year 2L/1L Distant
3 10 years 3L/1L 1 Mile
4 100 years 4L/2L 10 Miles
5 1000 years 5L/2L 100 Miles
The core rules of Atomic Highway present optional Salamander / Newt, Large / Small
rules to play humanoid animals, beasts that have Chinese Giant Salamander, Japanese Giant Salamander
mutated into intelligent, tool-using humanoids. This / California Newt, Emperor Newt, Red-Spotted Newt,
chapter expands the number and variety of choices Rough-Skinned Newt, Tiger Salamander
available for humanoid animals, adding amphibians,
Attribute Points: 19
birds, and reptiles.
Abilities: Amphibious, Burrow (Tiger Salamander
Amphibians only), Enhanced Sense (Hearing), Enhanced Sense
(Smell), Regenerative, Toxic Skin (California, Emperor,
Frog / Toad Red-Spotted, and Rough-Skinned Newts only)
American Bullfrog, Australian Green Tree Frog, Flaws: Ectothermic, Dull Sense (Vision), Fragile (Small
Common Toad, Common Tree Frog, Corroborree Frog, Salamanders/Newts only), Moisture Dependent,
Fire-Bellied Toad, Giant Burrowing Frog, Golden Mutie, Selective Diet (Carnivore)
Poison-Dart Frog, Leopard Frog, Natterjack Toad,
Plains Spadefoot Toad, Pool Frog, Red-Eyed Tree Frog,
Wallaces Flying Frog, Yellow-Banded Poison-Dart Frog
Attribute Points: 18 (all except Corroborree, Flying,
Giant Burrowing, Poison-Dart, and Tree Frogs) / 17
(Corroborree, Flying, Giant Burrowing, Poison-Dart,
and Tree Frogs)
Customization Skill Points: 2 (Flying Frog,
Poison-Dart Frog, and Toads only)
Abilities: Amphibious, Burrow (Giant Burrowing
Frog and Toads only), Enhanced Sense
(Hearing), Enhanced Sense (Smell), Leaping,
Patagia (Wallaces Flying Frog only), Prehensile
Appendage (Tongue), Toxic Skin (Corroborree
Frogs, Poison-Dart Frogs, and Toads only), Wall
Crawler (Poison-Dart, Tree, and Wallaces Flying
Frogs only)
Flaws: Ectothermic, Fragile, Moisture
Dependent, Mutie, Selective Diet (Carnivore:
American Bullfrog, Australian Green Tree Frog,
Common Toad, Leopard Frog, Red-Eyed Tree
Frog; Insectivore for all others) Humanoid Frog
20
sam wissa (Order #12599858)
Each Little Bird That Sings
Crow / Magpie
American Crow, Australian Magpie, Black-Billed
Magpie, Carrion Crow, Common Raven, European
Magpie, Fish Crow, Jackdaw, Rook
Attribute Points: 17
Abilities: Enhanced Sense (Hearing), Enhanced
Sense (Vision), Natural Weapon (Beak), Winged
(including Prehensile Feet)
Flaws: Dull Sense (Smell), Fragile, Mutie
Humanoid Eagle
Duck
Canvasback Duck, Common Eider, Common Merganser,
Common Scoter, Greater Scaup, Hardhead Duck, Hummingbird
Mallard, Red-Crested Pochard, Rosybill Pochard Bee Hummingbird, Black-Chinned Hummingbird,
Attribute Points: 18 Blue-Throated Hummingbird, Rainbow-Bearded
Abilities: Amphibious, Enhanced Sense (Vision), Thornbill, Ruby-Throated Hummingbird, Rufous
Winged (including Prehensile Feet) Hummingbird, Sword-Billed Hummingbird, Tooth-
Billed Hummingbird
Flaws: Dull Sense (Smell), Fragile, Mutie
Attribute Points: 17
Abilities: Agile Flight, Enhanced Sense (Hearing),
Eagle / Falcon / Hawk
Enhanced Sense (Vision), Natural Weapon (Bill),
African Fish Eagle, Bald Eagle, Golden Eagle, Goshawk, Winged (including Prehensile Feet)
Harpy Eagle, Hen Harrier, Kestrel, Martial Eagle,
Flaws: Dull Sense (Smell), Fragile, Mutie, Selective
Osprey, Peregrine Falcon
Diet (Nectarivore: sugary sweet water and fruit juices
Attribute Points: 18 supplemented by the occasional insect)
Abilities: Enhanced Sense (Vision), Natural Weapon
(Beak), Natural Weapon (Talons), Winged (including Lyrebird
Prehensile Feet)
Alberts Lyrebird, Superb Lyrebird
Flaws: Dull Sense (Smell), Fragile, Mutie, Selective
Attribute Points: 17
Diet (Carnivore)
Abilities: Enhanced Sense (Hearing), Enhanced Sense
Vulture
Andean Condor, African White-Backed Vulture,
Egyptian Vulture, King Vulture, Turkey Vulture,
Yellow-Headed Vulture
Attribute Points: 18 (Andean Condor, African White-
Backed Vulture, and Egyptian Vulture) / 17 (King,
Turkey, and Yellow-Headed Vultures)
Customization Skill Points: 2 (Turkey Vulture only)
Abilities: Enhanced Sense (Vision), Natural Weapon
(Beak), Natural Weapon (Talons), Winged (including
Prehensile Feet)
Flaws: Dull Sense (Smell; Andean Condor, African
White-Backed Vulture, and Egyptian Vulture), Fragile,
Humanoid Ostrich Mutie, Selective Diet (Carnivore; all except Turkey
Vulture)
22
sam wissa (Order #12599858)
Each Little Bird That Sings
Bear (revised)
Mammals Black Bear, Brown Bear, Polar Bear, Sloth Bear, Sun
Anteater, Large / Medium Bear
Giant Anteater / Tamandua Attribute Points: 17
Attribute Points: 20 (Giant Anteater) / 18 Customization Skill Points: None
(Tamandua) Abilities: Climber (Sloth and Sun Bears only) or
Abilities: Climber (Tamandua only), Enhanced Enduring, Enhanced Sense (Smell), Natural Weapon
Sense (Smell), Natural Weapon (Claws), Prehensile (Bite), Natural Weapon (Claws), Night Vision
Appendage (Tail; Tamandua only) Flaws: Color Blind, Mutie
Flaws: Color Blind, Dull Sense (Vision), Mutie,
Selective Diet (Insectivore)
Beaver / Coypu
American/Canadian Beaver, European Beaver, Coypu
Armadillo Attribute Points: 18
Fairy Armadillo, Giant Armadillo, Hairy Armadillo, Abilities: Amphibious, Enhanced Sense (Hearing),
Nine-Banded Armadillo, Pichi Enhanced Sense (Smell), Natural Weapon (Teeth)
Attribute Points: 17 Flaws: Color Blind, Dull Sense (Vision), Mutie,
Abilities: Amphibious, Armored, Burrow, Enhanced Selective Diet (Herbivore)
Sense (Smell), Natural Weapon (Claws)
Flaws: Color Blind, Dull Sense (Vision), Mutie, Camel
Selective Diet (Insectivore)
Bactrian Camel, Dromedary
Attribute Points: 19
Baboon / Mandrill
Abilities: Enduring, Enhanced Sense (Smell), Food
Chacma Baboon, Guinea Baboon, Hamadryas Baboon, Reservoir
Mainland Drill, Mandrill, Olive Baboon
Flaws: Color Blind, Crude Hands, Mutie, Selective
Attribute Points: 17 Diet (Herbivore)
Abilities: Climber, Natural Weapon (Teeth)
Flaws: Mutie Echidna
Long-Beaked Echidna, Short-Beaked Echidna
Badger Attribute Points: 17
American Badger, Eurasian Badger, Hog Badger, Honey Customization Skill Points: None
Badger Abilities: Burrow, Electroreception, Enhanced Sense
Attribute Points: 18 (Hearing), Enhanced Sense (Smell), Natural Weapon
Abilities: Burrow, Enhanced Sense (Smell), Natural (Claws), Spines
Weapon (Claws) Flaws: Dull Sense (Vision), Mutie, Selective Diet
Flaws: Color Blind, Dull Sense (Vision), Mutie (Insectivore)
Elephant Hedgehog
African Elephant, Asian Elephant African Hedgehog, Desert Hedgehog, European
Attribute Points: 17 Hedgehog, Four-Toed Hedgehog, Long-Eared Hedgehog
Abilities: Armored, Enduring, Enhanced Sense Attribute Points: 18
(Hearing), Enhanced Sense (Smell), Natural Weapon Abilities: Enhanced Sense (Hearing), Enhanced Sense
(Tusks), Prehensile Appendage (Trunk) (Smell), Spines, Toxin Resistance
Flaws: Color Blind, Crude Hands, Dull Sense (Vision), Flaws: Color Blind, Dull Sense (Vision), Fragile, Mutie
Mutie, Selective Diet (Herbivore)
Giraffe
Masai Giraffe, Somali Giraffe
Attribute Points: 19
Abilities: Enduring, Enhanced Sense (Hearing),
Enhanced Sense (Vision)
Flaws: Color Blind, Crude Hands, Mutie, Selective
Diet (Herbivore)
Ground Squirrel
Antelope Squirrel, Ground Squirrel, Marmot,
Prairie Dog, Woodchuck
Attribute Points: 18
Abilities: Burrow, Enhanced Sense
(Hearing), Enhanced Sense (Smell)
Flaws: Color Blind, Fragile, Mutie Humanoid Ape
24
sam wissa (Order #12599858)
Each Little Bird That Sings
Rhinoceros
Black Rhinoceros, Indian Rhinoceros,
Javan Rhinoceros, Sumatran
Rhinoceros, White Rhinoceros
Attribute Points: 18
Abilities: Armored, Enduring, Enhanced Sense
(Hearing), Enhanced Sense (Smell), Natural Weapon
(Horns)
Flaws: Color Blind, Crude Hands, Dull Sense (Vision),
Mutie, Selective Diet (Herbivore)
Humanoid Platypus
26
sam wissa (Order #12599858)
Each Little Bird That Sings
Wombat
Common Wombat, Hairy-Nosed Wombat
Attribute Points: 17
Customization Skill Points: 2
Abilities: Armored, Burrow, Enhanced Sense
(Hearing), Enhanced Sense (Smell), Natural Weapon
(Claws)
Flaws: Dull Sense (Vision), Mutie, Selective Diet
(Herbivore)
Reptiles
Alligator / Crocodile
American Alligator, American Crocodile, Gharial, Nile
Crocodile, Saltwater Crocodile
Attribute Points: 17
Customization Skill Points: None
Abilities: Armored, Amphibious, Enduring, Enhanced
Sense (Smell), Natural Weapon (Bite), Natural Weapon
(Claws), Night Vision Humanoid Python
28
sam wissa (Order #12599858)
Each Little Bird That Sings
Prehensile Appendage (Tail; Crocodile and Emerald Flaws: Ectothermic, Color Blind, Crude Hands,
Tree Monitors only), Venom Dull Sense (Hearing), Fragile, Mutie, Selective Diet
Flaws: Ectothermic, Dull Sense (Hearing), Fragile (Carnivore)
(Small monitors only), Mutie, Selective Diet (Carnivore)
Turtle, Aquatic, Large / Medium / Small
Snake, Non-Venomous Green Sea Turtle, Hawksbill Sea Turtle, Loggerhead
Aesculapian Snake, Brown House Snake, Common Sea Turtle / Alligator Snapping Turtle, Mata Mata,
Kingsnake, Corn Snake, Golden Flying Snake Mesoamerican River Turtle / African Side-Necked
Turtle, Asian Pond Turtle, Diamondback Terrapin
Attribute Points: 19 (all except Golden Flying Snake)
/ 18 (Golden Flying Snake only) Attribute Points: 19 (Small turtles) / 18 (Medium
turtles) / 17 (Large turtles)
Abilities: Climber, Enhanced Sense (Smell), Natural
Weapon (Bite), Night Vision (actually Infrared), Patagia Abilities: Amphibious, Armored, Enduring (Large
(Golden Flying Snake only), Prehensile Appendage turtles only), Natural Weapon (Beak), Natural Weapon
(Tail), Stealthy (Claws; Medium and Small turtles only), Night Vision,
Shell, Toxin Resistance (Large turtles only)
Flaws: Ectothermic, Color Blind, Crude Hands,
Dull Sense (Hearing), Fragile, Mutie, Selective Diet Flaws: Ectothermic, Crude Hands, Dull Sense
(Carnivore) (Hearing), Fragile (Small turtles only), Mutie, Selective
Diet (Carnivore; all except those listed as Herbivores)
or Selective Diet (Herbivore; Asian Pond Turtle, and
Snake, Venomous Green Turtle), Slow
Adder, Australian Tiger Snake, Black Mamba,
Boomslang, Bushmaster, Diamondback Rattlesnake,
Turtle / Tortoise, Terrestrial, Large / Medium
King Cobra, Puff Adder, Sidewinder, Spitting Cobra
/ Small
Attribute Points: 19 (all except Boomslang and
Galapagos Tortoise / African Spurred Tortoise,
Spitting Cobra) / 18 (Boomslang and Spitting Cobra
Brazilian Giant Tortoise, Leopard Tortoise / Chinese
only)
Box Turtle, Desert Tortoise, Gopher Tortoise, North
Abilities: Climber (Boomslang only), Enhanced Sense American Box Turtle
(Smell), Natural Weapon (Bite), Night Vision (actually
Attribute Points: 19 (all except Galapagos Tortoise)
Infrared), Prehensile Appendage (Tail), Spit Venom
/ 18 (Galapagos Tortoise only)
(Spitting Cobra only), Stealthy, Venom
Abilities: Armored, Burrow (Desert and Gopher
Tortoises only), Enduring (Galapagos Tortoise only),
Natural Weapon (Beak), Natural Weapon (Claws),
Night Vision, Shell
Flaws: Ectothermic, Crude Hands, Dull Sense
(Hearing), Fragile (Small turtles/tortoises only),
Mutie, Selective Diet (Herbivore; tortoises only), Slow
Groups with a penchant for the truly odd have the Cactus, Golden Torch Cereus / Common Fishhook
option of including not only sapient humanoid animals, Cactus, Easter Lily Cactus, Strawberry Cactus
but sapient humanoid plants as well. Although they Attribute Points: 17 (Medium and Small cacti) / 16
are not plants, we have included humanoid fungi in (Large cacti)
this category for ease of use.
Customization Skill Points: 4 (Common Fishhook
Humanoid plants lack the obvious facial features and Easter Lily Cacti) / 2 (Golden Torch Cereus and
of their animal-like counterparts, their mouths and Strawberry Cactus) / None (all Large and Barrel cacti)
sensory organs being distinctly non-animal and often
Abilities: Edible Growths (Nutritious; all Large,
difficult to discern or strangely located. They are
Barrel, and Strawberry cacti), Enduring (Large cacti
usually hard of hearing, and while they may act or
only), Food Reservoir (actually water), Photosyn-
react swiftly, are otherwise slow in their movement.
thetic, Rooting, Scented, Spines
Now mobile and aware, humanoid plants no longer
Flaws: Dull Sense (Hearing), Fragile (Small cacti
rely solely on external means of pollination. They
only), Mutie, Slow
are evergreen given appropriate sources of food,
and may produce fruits or flowers year-round if well
nourished. Eggplant / Pepper / Tomato
Bell Pepper, Campari Tomato, Cherry Tomato,
Bramble, Large / Small Eggplant, Jalapeo Pepper, Plum Tomato
Blackberry, Raspberry / Dewberry Attribute Points: 18
Attribute Points: 18 (Dewberry) / 17 (Blackberry Abilities: Edible Growths (Nutritious), Photosyn-
and Raspberry) thetic, Rooting
Customization Skill Points: 4 (Dewberry) / 2 Flaws: Dull Sense (Hearing), Mutie, Slow
(Blackberry and Raspberry)
Abilities: Edible Growths (Nutritious), Enduring Fern, Large / Medium / Small
(Blackberry and Raspberry), Photosynthetic, Giant Salvinia, Gully Tree Fern, Soft Tree Fern /
Rooting, Spines Common Bracken, King Fern, Royal Fern, Sword Fern
Flaws: Dull Sense (Hearing), Fragile (Dewberry), / Mosquito Fern, Ostrich Fern
Mutie, Slow Attribute Points: 19 (Mosquito and Ostrich Ferns)
/ 18 (all Medium ferns) / 17 (Giant Salvinia and Tree
Cactus, Large / Medium / Small Ferns)
Indian Fig Opuntia, Organ Pipe Cactus, Saguaro, San Abilities: Buoyant (Giant Salvinia and Mosquito
Pedro Cactus / Fishhook Barrel Cactus, Golden Barrel Fern only), Edible Growths (Nutritious; fiddleheads),
30
sam wissa (Order #12599858)
Each Little Flower That Opens
Enduring (Large ferns only), Photosynthesis, Rooting Stinging Nettle, Large / Medium / Small
(all except Giant Salvinia and Mosquito Fern) Ongaonga / Common Nettle / Dwarf Nettle
Flaws: Dull Sense (Hearing), Fragile (Small ferns Attribute Points: 18 (Dwarf Nettle) / 17 (Common
only), Mutie, Slow Nettle and Ongaonga)
Customization Skill Points: 4 (Common and Dwarf
Fungus Nettle) / 2 (Ongaonga)
Beefsteak Fungus, Common Mushroom, Common Abilities: Edible Growth (Nutritious; young leaves),
Stinkhorn, Death Cap, Destroying Angel, European Enduring (Ongaonga only), Irritant Bristles, Photosyn-
Blusher, Fly Agaric, Giant Puffball, Oyster Mushroom, thetic, Rooting
Panther Cap, Shiitake, Springtime Amanita, Tawny Flaws: Dull Sense (Hearing), Fragile (Dwarf Nettle
Grisette, Vermilion Grisette only), Mutie, Slow
Attribute Points: 20 (Beefsteak Fungus, Common
Mushroom, European Blusher, Giant Puffball, Oyster
Sundew
Mushroom, Shiitake, Springtime Amanita, and Tawny
Grisette) / 19 (all others) Alice Sundew, Common Sundew, English Sundew,
Giant Sundew, Indian Sundew, Oblong-Leaved
Abilities: Rooting, Spore Cloud, Stench (Common
Sundew, Sturdy Sundew, Thread-Leaved Sundew,
Stinkhorn only), Toxic Sap (Death Cap, Destroying
Tropical Sundew
Angel, Fly Agaric, Panther Cap, and Vermilion Grisette
only) Attribute Points: 17
Flaws: Dull Sense (Hearing), Fragile, Mutie, Slow Customization Skill Points: 2
Abilities: Acid Grip, Carnivorous, Photosynthetic,
Prehensile Appendage (extra tentacular arm),
Seaweed, Large / Medium / Small
Scented, Sticky Globules
Bull-Head Kelp, Feather Boa Kelp, Giant Kelp /
Flaws: Dull Sense (Hearing), Fragile, Mutie, Slow
Knotted Kelp, Oarweed / Bladder Wrack, Spiral
Wrack, Sea Lettuce
Attribute Points: 18 (Small seaweeds) / 17 (Large
and Medium seaweeds)
Customization Skill Points: 4 (Medium and Small
seaweeds) / 2 (Large seaweeds)
Abilities: Aquatic, Buoyancy, Enduring (Large
seaweeds only), Photosynthetic, Rooting
Flaws: Dull Sense (Hearing), Fragile (Small seaweeds
only), Mutie, Slow
Venus Flytrap
Attribute Points: 17
Abilities: Acid Bite, Carnivorous, Natural Weapon
(Bite), Photosynthetic, Scented
Flaws: Dull Sense (Hearing), Fragile, Mutie, Slow
Vine, Climbing
Common Ivy, Grape, Japanese Honeysuckle, Kudzu,
Passionfruit, Poison Ivy, Virginia Creeper, Wisteria
Attribute Points: 17 (Common Ivy and Kudzu) / 16
(Grape, Japanese Honeysuckle, and Poison Ivy) / 15
(Passionfruit, Virginia Creeper, Wisteria)
Customization Skill Points: None
Abilities: Edible Growths (Nutritious: Grape and
Passionfruit; Toxic: Virginia Creeper, Wisteria), Humanoid Appletree
Enduring, Photosynthetic, Prehensile Appendage
32
sam wissa (Order #12599858)
Chapter 4:
All Creatures Great & Small
Mutant Horrors
Angel Armo
Angels are mutant bats that, while amazingly cute, Massive mutant armadillos, armos are used as
are predators that specialize in eating humans. mounts and pack animals by some people. Though
Fortunately for the human population, angels only slower than horses, they are larger and can carry
need to eat once a week. They are intelligent,using more. Wild armos have long digging claws, which
Appeal/Persuade to convince targets not only to not are cut in domesticated individuals to prevent them
hurt them, but to also accept a small nip - which from escaping. As armos are insectivores, they can
delivers a paralytic toxin. Angels hunt in packs of 3-18 forage just about anywhere, but they dont have
and as each weighs about 30 pounds, an adult human much of a defense in terms of a bite. Because of
will feed around a dozen. this, armos are skittish, easily spooked by nearly
Muscle 1 any odd sight, smell, or sound, and must be tied to
a tree or boulder when not being ridden.
Understanding 1
Muscle 6
Tenacity 1
Understanding 0
Appeal 6
Tenacity 1
Nimbleness 5
Appeal 0
Toughness 1
Nimbleness 2
Senses 2/6
Toughness 5
Skills: Athletics 1/6 (flying), Brawl 1, Notice 2,
Senses 2/6/1
Persuade 5
Skills: Athletics 2, Brawl 1, Notice 3
Attacks: Bite 1L (plus toxic saliva)
Attacks: Bite 4N, Claw 8L (Wild only)
Armor: none
Armor: 2
Health: 6
Health: 36
Mutations/Abilities: Agile Flight, Enhanced Sense
(Smell), Night Vision, Slow Metabolism (unique; Mutations/Abilities: Armored, Burrow (Wild
only need to eat once per week), Toxic Saliva, Wall only), Enduring, Enhanced Sense (Smell), Natural
Crawler, Winged Weapon (Claws, wild only)
Flaws: Selective Diet (Humanivore) Flaws: Dull Sense (Vision), Selective Diet
(Insectivore)
34
sam wissa (Order #12599858)
All Creatures Great & Small
Hawk Squirrel
These winged rodents are the size of small
dogs. Unlike their fox squirrel ancestors,
they are carnivores, feeding on birds and
other rodents. They have a predilection
for collecting shiny objects, often those
belonging to the unwary travelergetting
said objects back can be difficult as hawk
squirrels protect their nests and can easily Hawk Squirrel
bite fingers off.
Lake Blimp
This monstrous plant lives in the air above freshwater.
It has a gasbag, a body, and 6 root-like harpoons it
uses to capture food. On average, a lake blimp is 60ft
long, although some can be as large as 100ft, and
Lake Blimp
its harpoons can attack up to Short Range. It hunts
fish and other creatures both above and just below Attacks: Harpoon 10L
the waters surface. For its size a blimp is very fast Armor: 15 (vehicle scale)
and makes little sound while moving. It accomplishes
Health: 42
this with small gas jets along the bag. Because of its
ability to move silently, people in boats are occasion- Mutations/Abilities: Armored (special), Enduring,
ally speared and taken before anyone else notices. If Enhanced Sense (Vision), Natural Weapon (special;
a harpoon hits, the target can make a Competing roll Harpoon x 6), Swift
using Muscle to avoid being drawn up to the blimp. Flaws: Dull Sense (Hearing), Dull Sense (Smell),
Blimps are hard to kill, as small firearms and most Selective Diet (Carnivore)
melee weapons are useless against them. Rockets,
grenades, and other explosives will, at the least,
Rapscallion
drive a blimp away if not outright kill it.
Mutant bivalves, rapscallions are strange little mutants
There is a sea blimp but it is much larger and never
that come ashore to have fun on moonless nights. Fun
hunts humans (they are too small to be worth
tends to involved stealing and/or breaking things,
consuming). Both species hunt near the surface of
but it can sometimes include taking small animals or
the water and rest several hundred feet up to avoid
children as food. The weapons they use are clubs,
aquatic predators.
pointed sticks, or other improvised weapons they find
Muscle 8 during their raids. They stand just over 4ft tall and
Understanding 0 have 2 tentacles, a snail-like foot, and a large, brittle
Tenacity 1 shell. They find bright light to be painful, and have a
difficult time hearing in air. When in water or under
Appeal 0
it, they can flee from most predators easily, but
Nimbleness 1 move much more slowly than humans when on land.
Toughness 5 Communities that are targets of frequent raids set
Senses 2/6/1/1 up bonfires along the water to ward them off, killing
those who are found. Because of this, rapscallion
Skills: Athletics 4, Notice 5, Shoot 4, Stealth 1
36
sam wissa (Order #12599858)
All Creatures Great & Small
Rapscallion
38
sam wissa (Order #12599858)
All Creatures Great & Small
Tech 1 Muscle 2
Attacks: none Understanding 0
Armor: none Tenacity 4
Health: 3 Appeal 0
Mutations/Abilities: Enhanced Sense (Hearing), Nimbleness 2
Enhanced Sense (Vision), Winged Toughness 2
Flaws: Dull Sense (Smell), Fragile Senses 2/6/6/0
Skills: Athletics 3, Brawl 3, Intimidate 4, Notice 1,
Tree Chomper Stealth 4
Tree chompers are sheep that act like beavers. Attacks: Bite 6L
After consuming edible ground vegetation, they
Armor: 2
chew through tree trunks to bring the leaves down
to ground level. A roving flock reduces the land it Health: 16
passes through to naught but shattered tree trunks, Mutations/Abilities: Armored, Burrow, Drill (Paws
denuded soil and toxic weeds. Unlike beavers, they only), Enhanced Sense (Hearing), Enhanced Sense
do not have teeth that are constantly growing and (Smell), Natural Weapon (Bite, upgraded), Steel
many die from starvation after their teeth have worn Mandibles (Paws)
down. This doesnt matter to the species because Flaws: Blind
they reproduce like rabbits. Each litter consists of
twelve to twenty lambs, though typically only four or
five survive to adulthood. Tree chompers arent that Unidentified Floating Object
much of a problem in human-controlled areas because UFOs are giant Spanish Dancers, a species of sea
they are easy to drive off or kill, but when a forest slug, measuring 6ft in length. Unlike normal dancers,
is devoured and a herd reaches tens of thousands, UFOs are dull and look like pieces of floating trash.
towns can be overrun and the buildings damaged as This draws fish that lay eggs on trash as well as
the sheep mistake lumber for trees. the occasional boat looking for floating junk. When
Muscle 2 something comes within five feet of the UFO, it uses
its foot to grasp it and draw it to the UFOs mouth.
Understanding 0
Unlike rapscallions, a UFOs radula is not strong
Tenacity 1 enough to chew through wood or anything stronger. If
Appeal 0 they bite into flesh, UFOs will continue to gnaw unless
Nimbleness 2 stopped. Those who know of UFOs use sticks or pipes
to check floating trash for any UFOs that might be
Toughness 2
present.
Senses 2/6/6
Muscle 4
Skills: Brawl 1, Notice 2
Understanding 0
Attacks: Bite 6L
Tenacity 5
Armor: none
Appeal 0
Health: 10
Nimbleness 3
Mutations/Abilities: Drill, Enhanced Sense
Toughness 5
(Hearing), Enhanced Sense (Smell), Natural Weapon
(Bite, upgraded), Night Vision Senses 2
Flaws: Selective Diet (Herbivore) Skills: Athletics 1/5 (swimming), Brawl 2, Notice 2
Attacks: Grapples, then Bite 6L
Tunnel Hound Armor: none
Usually found in subway tunnels and basements, Health 28
tunnel hounds are medium canines with large digging
Mutations/Abilities: Natural Weapon (Bite), Toxic
paws. They can dig through just about anything short
Skin
of steel, and have been known to burrow so deeply
under a city as to bring down ruined skyscrapers. Flaws: Marine, Selective Diet (Carnivore)
They are blind but have highly developed senses of
hearing and smell, enabling them to track prey for
miles. Barriers are mostly useless against them, due
to their ability to dig and rend.
Tunnel Hound
40
sam wissa (Order #12599858)
All Creatures Great & Small
42
sam wissa (Order #12599858)
All Creatures Great & Small
Understanding 0 Appeal 0
Tenacity 2 Nimbleness 2
Appeal 0 Toughness 3
Nimbleness 2 Senses 3/6/1
Toughness 2 Skills: Athletics 3 (climbing, scorpion only/
Senses 3/6 swimming, crayfish only), Brawl 3, Intimidate 1,
Notice 2, Stealth 1
Skills: Athletics 1, Brawl 2, Notice 3, Stealth 1
Attacks: Claws 5L, Sting 3L (plus 3L venom) for
Attacks: Claws 3L
scorpions only
Armor: 4
Armor: 4
Health: 5
Health: 9
Mutations/Abilities: Enhanced Sense (Smell),
Mutations/Abilities: Aquatic (Crayfish only;
Exoskeleton, Natural Weapon (Claws)
athletics 6 swimming), Climber (Scorpion only),
Flaws: Fragile, Slow Enhanced Sense (Hearing), Exoskeleton, Natural
Weapon (Claws), Natural Weapon (Sting; Scorpion
Crab, Giant (6ft wide body) only), Swift, Venom (Scorpion sting only)
Giant crabs are known for sitting in shallow water and Flaws: Fragile, Dull Sense (Vision), Selective Diet
crushing small boats that come within reach. They (Carnivore)
arent fast so the watchful boater may be able to
avoid them. Killing a giant crab takes a lot of effort Crayfish / Scorpion, Giant (10ft long)
and some communities use this as an adulthood rite. Muscle 6
Empty shells or claws adorn houses in these places.
Understanding 0
Muscle 6
Tenacity 5
Understanding 0
Appeal 0
Tenacity 4
Nimbleness 2
Appeal 0
Toughness 6
Nimbleness 2
Senses 3/6/1
Toughness 5
Skills: Athletics 3/6 (climbing, scorpion only/
Senses 3/6 swimming, crayfish only), Brawl 3, Intimidate 3,
Skills: Athletics 1, Brawl 2, Intimidate 2, Notice 3, Notice 2, Stealth 1
Stealth 1 Attacks: Claws 8L, Sting 6L (plus 5L venom)
Attacks: Claws 8L Armor: 8
Armor: 12 Health: 34
Health: 30 Mutations/Abilities: Aquatic (Crayfish only;
Mutations/Abilities: Enhanced Sense (Smell), athletics 6 swimming), Climber (Scorpion only),
Exoskeleton (upgraded), Natural Weapon (Claws) Enhanced Sense (Hearing), Exoskeleton (Upgraded),
Flaws: Slow Natural Weapon (Claws), Natural Weapon (Sting;
Scorpion only), Swift, Venom (Scorpion sting only,
upgraded)
Crayfish / Scorpion, Huge (4ft long)
Flaws: Dull Sense (Vision), Selective Diet (Carnivore)
Scorpions and crayfish are similar in shape and
mechanics. The major, and obvious, differences are Cricket / Grasshopper / Katydid, Huge
the tail and sting of the scorpion and the aquatic
(4ft long)
nature of the crayfish. Both use large claws to capture
and rend prey before shredding it with their mouth Muscle 3
parts. Though they walk slowly, crayfish can jet Understanding 0
backwards very fast to escape predators. Tenacity 2
Muscle 3 Appeal 0
Understanding 0 Nimbleness 3
Tenacity 3 Toughness 2
44
sam wissa (Order #12599858)
All Creatures Great & Small
Attacks: Bite 1N (plus 1L acid, continuous) Attacks: Bite 3L (plus 6N toxin, plus 2L/round drain)
Armor: 4 Armor: 2
Health: 7 Health: 7
Mutations/Abilities: Acid Bite, Agile Flight, Mutations/Abilities: Blood Drain (special), Diseased
Diseased (may spread disease at GMs discretion), (bite may spread disease at GMs discretion), Enhanced
Enhanced Sense (Smell), Exoskeleton, Winged (no Sense (Smell), Enhanced Sense (Vision), Exoskeleton
Prehensile Feet) (Downgraded), Natural Weapon (Bite), Toxic Saliva
Flaws: Fragile, Selective Diet (moist decaying organic (upgraded), Water Runner
matter) Flaws: Fragile, Selective Diet (Hematophage)
House Fly, Giant (8ft long) Orb Weaver Spider, Huge (3ft body)
Giant house flies are dangerous only because of their Spinning spiders of this size use trees or ruins as
size. Like huge house flies, they are well known for anchor points for their web. They do not attempt
spreading disease. to block roads as a vehicle can break through a web
Muscle 5 easily, wasting a dozen hours of spinning. Some have
developed a taste for humans, building denser webs
Understanding 0 and/or forming colonies that hunt in packs of 3-18.
Tenacity 6 Muscle 3
Appeal 0 Understanding 0
Nimbleness 5 Tenacity 2
Toughness 5 Appeal 0
Senses 4/6 Nimbleness 3
Skills: Athletics 4/6 (flying), Brawl 1, Intimidate 2, Toughness 3
Notice 3
Senses 2/6
Attacks: Bite 5N (plus 1L acid, continuous)
Skills: Athletics 2/6 (climbing), Brawl 2, Intimidate 1,
Armor: 4 Notice 3, Stealth 1
Health: 32 Attacks: Bite 5L (plus 3L toxin)
Mutations/Abilities: Acid Bite, Agile Flight, Armor: 4
Diseased (may spread disease at GMs discretion),
Enhanced Sense (Smell), Exoskeleton, Winged (no Health: 8
Prehensile Feet) Mutations/Abilities: Enhanced Sense (Vision),
Flaws: Selective Diet (moist decaying organic matter) Exoskeleton, Natural Weapon (Bite), Silk Production,
Sticky Silk, Toxic Saliva, Wall Crawler
Flaws: Fragile, Selective Diet (Carnivore)
Mosquito, Giant (4ft long)
Giant mosquitoes are a major disease vector. Females Orb Weaver Spider, Giant (8ft body)
are blood-feeders and inject a toxin that makes the
target drowsy before taking a pint or two. This takes These spiders have silk strong enough to capture
1-6 rounds and may kill weaker victims. Fortunately, motorcycles and the smallest cars.
as individuals, mosquitoes are weak, easy to smash or Muscle 8
dislodge. The real danger is their numbers: in warm, Understanding 0
wet years swarms can reach a hundred or more. Tenacity 4
Muscle 1 Appeal 0
Understanding 0 Nimbleness 3
Tenacity 5 Toughness 5
Appeal 0 Senses 4/6
Nimbleness 4 Skills: Athletics 2/6 (climbing), Brawl 2, Intimidate 5,
Toughness 1 Notice 3, Stealth 1
Senses 3/6/6 Attacks: Bite 10L (plus 6L toxin)
Skills: Athletics 1, Brawl 1, Intimidate 2, Notice 3, Armor: 4
Stealth 1
Slug / Snail, Huge (5ft long) Tiger Beetle, Huge (4ft long)
Slugs and snails, regardless of size, are not a threat Tiger beetles are predators with large mandibles.
to humans directly. They are simply too slow to catch They chase prey on the ground and only rarely take to
anyone ambulatory, and their slime and weight would the air. Some species are brightly colored and humans
wake any sleeping victim they might attempt to feed use their exoskeletons as shields or decorations.
on. They are a huge threat nonetheless, due to famine
Muscle 4
conditions created by slug population explosions,
eating through crops like scythes through wheat. Some Understanding 0
giant snails are aquatic, and they have been known to Tenacity 4
sink boats or collapse docks by accident with their Appeal 0
giant tongues, or radula, capable of weakening
Nimbleness 4
wood and concrete as they consume the barnacles
and mussels found there. Killing the creatures is easy, Toughness 4
but where one slug or snail is found there are ten Senses 3/6
others in hiding. Skills: Athletics 3, Brawl 3, Intimidate 2, Notice 3
Muscle 3 Attacks: Mandibles 6L
Understanding 0 Armor: 4
Tenacity 1 Health: 24
Appeal 0 Mutations/Abilities: Enhanced Sense (Vision),
Nimbleness 1 Exoskeleton, Natural Weapon (Mandibles), Super
Toughness 2 Strength, Swift, Winged (no Prehensile Feet)
Senses 1/6 Flaws: Selective Diet (Carnivore)
Skills: Athletics 1/6 (climbing), Notice 1, Stealth 1
Attacks: Radula 1N (herbivorous species)/3L Tiger Beetle, Giant (10ft long)
(carnivorous species) Giant tiger beetles are known for their ability to chew
Armor: none (Slug) / 10 (Snail) through almost anything given enough time. Even
hardened bunkers simply slow them down.
Health: 12
Muscle 8
Mutations/Abilities: Enhanced Sense (Smell),
Natural Weapon (Radula), Shell (Snail only), Wall Understanding 0
Crawler Tenacity 5
Flaws: Selective Diet (varies by species), Slow Appeal 0
Nimbleness 3
Slug / Snail, Giant (12ft long) Toughness 6
Muscle 7 Senses 3/6
Understanding 0 Skills: Athletics 3, Brawl 3, Intimidate 5, Notice 3
Tenacity 1 Attacks: Mandibles 10L
Appeal 0 Armor: 8
Nimbleness 1 Health: 57
Toughness 3 Mutations/Abilities: Drill, Enduring, Enhanced
Senses 1/6 Sense (Vision), Exoskeleton (upgraded), Natural
Weapon (Mandibles), Steel Mandibles, Super Strength,
Skills: Athletics 1/6 (climbing), Notice 1, Stealth 1
Swift, Winged (no Prehensile Feet)
Attacks: Radula 3N (herbivorous species)/7L
Flaws: Selective Diet (Carnivore)
(carnivorous species)
Armor: none (Slug) / 10 (Snail)
46
sam wissa (Order #12599858)
All Creatures Great & Small
Wolf Spider, Huge (4ft body) Wolf Spider, Giant (10ft body)
Muscle 4 Muscle 8
Understanding 0 Understanding 0
Tenacity 3 Tenacity 5
Appeal 0 Appeal 0
Nimbleness 4 Nimbleness 3
Toughness 4 Toughness 7
Senses 3/6 Senses 3/6
Skills: Athletics 3/6 (climbing), Brawl 3, Intimidate 1, Skills: Athletics 3/6 (climbing), Brawl 3, Intimidate 5,
Notice 3, Stealth 3 Notice 3, Stealth 2
Attacks: Bite 6L (plus 3L toxin) Attacks: Bite 10L (plus 6L toxin)
Armor: 4 Armor: 8
Health: 22 Health: 40
Mutations/Abilities: Enhanced Sense (Vision), Mutations/Abilities: Enhanced Sense (Vision),
Exoskeleton, Natural Weapon (Bite), Silk Production, Exoskeleton (upgraded), Natural Weapon (Bite), Silk
Swift, Toxic Saliva, Wall Crawler Production, Swift, Toxic Saliva (upgraded), Wall
Flaws: Selective Diet (Carnivore) Crawler
Flaws: Selective Diet (Carnivore)
48
sam wissa (Order #12599858)
Mammal A Snake,
4 Gecko Lizard
1-2 3-4 5-6 Venomous
1 Bear Turtle/
Anteater Canine 5 Gecko Lizard
(revised) Tortoise, Ter.
2 Badger/ Gila Monst./ Turtle,
Armadillo Canine 6 Lizard
Coypu Bead Liz. Aquatic
Baboon/
3 Boar Deer/Antelope
Mandrill 1d. Type of Plant
4 Badger Bovine Deer/Antelope Determine subtable, then roll two dice, place the
5 Bat Bovine Echidna results in either order, and cross-reference.
Bat, 1-3 Roll on Plant A
6 Camel Elephant
Disk-Winged 4-6 Roll on Plant B
Mammal B Plant A
1-2 3-4 5-6 1-3 4-6
Feline 1 Bramble Fungus
1 Hedgehog Koala
(revised) 2 Cactus Seaweed
Hippopot- Meerkat/ Eggplant/Pepper/
2 Giraffe 3 Seaweed
amus Mongoose Tomato
Mink/Polecat/ 4 Fern Shrub, Spiny
3 Goat/Sheep Horse
Stoat/Weasel
5 Fern Stinging Nettle
4 Goat/Sheep Horse Monkey
6 Fungus Stinging Nettle
Great Ape Opossum/
5 Hyena
(rev) Possum
Ground Kangaroo/
6 Otter Plant B
Squirrel Wallaby
1-3 4-6
Mammal C 1 Sundew Tree, Edible Fruit
1-2 3-4 5-6 2 Tree Venus Flytrap
1 Pangolin Rhinoceros Skunk 3 Tree Vine, Climbing
2 Platypus Rodent Squirrel 4 Tree Vine, Climbing
3 Porcupine Rodent Squirrel 5 Tree, Baobab Vine, Climbing
Rabbit/Hare Tasmanian 6 Tree, Edible Fruit Water Lily
4 Rodent
(revised) Devil
Rabbit/Hare
5 Seal/Sea Lion Wolverine
(revised) 2. Mutated?
Raccoon/R.
6 Shrew Wombat 1-5 No (continue character creation as normal)
Panda
6 Yes (Table 3)
50
sam wissa (Order #12599858)
Step 2: Statistics human!), Tenacity to 5 (unrelenting) ready to power
The next step is to create the Attributes and Skills the queens telepathic might, and Appeal to 2 (so the
of the beast before applying any unnatural Mutations queen can bargain and communicate effectively). He
and Flaws. Apart from the General Guidelines, ask increases Intimidate to 4, and adds Persuade 2.
yourself questions such as, Just how strong/tough/
agile/stubborn is this animal? With a clear idea of Step 3: Mutations/Flaws
its relative abilities you can look at existing bestiary Once the base animal has been selected or created,
entries and use them as guidelines. If the creature its time to select and apply appropriate Mutations
has wolf-like strength, give it the same Muscle as the and Flaws, being sure to recalculate/modify Attack
Large Canine entry. If its as agile as an ocelot, give damage, Health, Senses ratings, and Skills where
it the same Nimbleness as the Small Feline entry, and necessary.
so on. Apply the same thinking to Skills and Abilities/
Flaws using the General Guidelines and following a
little research if necessary. Example A: The obvious Mutation for Dan to apply
to his mutated lions is Spines. He doesnt want to
apply more than that, nor does he want to add any
Example A: AH doesnt have rules for large felines of the existing Flaws. He renames his mutated lion,
such as tigers and lions, so Dan must make up his basic Quillion, a cheesy name melding quill and lion, and
animal first. Fortunately, glancing at the Medium and makes the appropriate tweaks. His final entry looks
Small Feline entries shows that a lot of the traits are like this:
shared across Felines regardless of size. He needs
to up the Muscle and Toughness, and increase the
Intimidation Skill, and make any needed adjustments Quillion
to Attack values and Health. After a few moments of A mutated variety of lion found in the vicinity of
thought and some changes, he has the following: the ruined zoo, the quillion lives in the same pride
structure as normal lions and hunts in the same way.
Where it differs is in its defensive armory, for the
Feline, Large
quillion has a mane of quills and a double row of quills
Lion, Tiger running the length of its back, making it a painful
Muscle 4 prospective meal for any larger predators. Best not
Understanding 0 to think what might be large and powerful enough to
consider a quillion a meal
Tenacity 3
Muscle 4
Appeal 0
Understanding 0
Nimbleness 4
Tenacity 3
Toughness 3
Appeal 0
Senses 2/6/6
Nimbleness 4
Skills: Athletics 4/6 (leaping and running), Brawl 3,
Intimidate 4, Notice 3, Stealth 4/6 Toughness 3
Attacks: Bite/Claws 6L Senses 2/6/6
Armor: none Skills: Athletics 4/6 (leaping and running), Brawl 3,
Intimidate 4, Notice 3, Stealth 4/6
Health: 20
Attacks: Bite/Claws 6L
Mutations/Abilities: Enhanced Sense (Hearing),
Enhanced Sense (Smell), Leaping, Natural Weapons Armor: 4 (attacks to neck/back; can roll into a ball
(Bite/Claws), Night Vision, Stealthy, Swift for complete protection)
Flaws: Selective Diet (Carnivore) Health: 20
Mutations/Abilities: Enhanced Sense (Hearing),
Example B: Jeremy notes that the typical ants of the Enhanced Sense (Smell), Leaping, Natural Weapons
colony are of the 3ft. variety, with soldiers being 8-ft. (Bite/Claws), Night Vision, Spines (anyone attacking
He wants the queen to be as physically powerful as the quillion unarmed suffers their own Muscle + 2L
the mighty soldiers, but to also be intelligent and damage), Stealthy, Swift
gifted with telepathy! He uses the 8ft. ant as his Flaws: Selective Diet (Carnivore)
base, upping Understanding to 3 (the level of a bright
Random Beasts
A quick way to generate a new creature with which murky, unlit depths. The light near the surface is
to populate your setting or terrorize your Players is disorientating for these ghostly, silent predators.
to create a random beast. Simply select or roll for a Derek thinks this creates a cool, creepy variety
random base animal and roll one or two Mutations of shark, and also adds an extra factor to the
and Flaws according to type or on the Mondo tables. adventure; going into the water unprotected may
Then, consider what the Mutations might indicate be perilous, and not just because of the sharks. It
in terms of habitat and habits, give the new animal also means that he has a strong urge to run part
and name, and youre good to go. of the adventure in the murky depths, claustro-
Example: Running an off-shore adventure investi- phobic, murky and toxic, replete with albino
gating the ruins atop an island, Derek decides to hammerheads.
create some kind of mutant shark as a potential
encounter for his Players. He opts for a Medium
Shark, in this case noting that its a mutated
Random Base Animal
Hammerhead.
Roll two dice and cross-reference.
Because hes running a game heavy on weird
mutants, he makes two rolls on the Mondo 1-2 3-4 5-6
Mutant Mayhem tables, and one roll for a Flaw. 1 Bear Crocodilian Horse
He ends up with Toxin Resistance, Echolocation,
2 Boar Deer, Large Shark, Large
and Light Sensitive. Pondering them for a moment
he decides that maybe the shark has developed Bird of Shark,
3 Deer, Medium
Toxin Resistance because the waters around the Prey, Large Medium
island are heavily polluted, maybe because of the Feline, Large
4 Bovine Shark, Small
continual seepage of some sunken chemical or (page 51)
oil canisters. Echolocation ties in nicely because Canine, Feline, Snake,
perhaps the pollution is so bad the waters are 5
Large Medium Constrictor
incredibly murky and the only way the shark
can see much of the time is via echolocation. Canine, Snake,
6 Feline, Small
Light Sensitivity makes sense in this case too, as Medium Venomous
perhaps these sharks are albino, spending time in
52
sam wissa (Order #12599858)
Index
Companions, New.................................... 47 Snak...................................................37-38
Determining Mutations............................... 4 Stench Roach......................................... 38
Gonzo Mutation Options.............................. 4 Thief................................................. 38-39
Mounts, New.......................................... 47 Tiger Beetle, Giant................................. 46-47
Random Humanoids................................ 48-49 Tiger Beetle, Huge................................... 46
BESTIARY Tree Chomper........................................ 39
Angel................................................... 33 Tunnel Hound......................................... 39
Ant, Giant............................................. 41 Unidentified Floating Object....................... 39
Ant, Huge............................................. 41 Vampire................................................ 40
Ant, Psychic Queen.................................. 52 Wolf Spider, Giant.................................... 47
Armo................................................... 33 Wolf Spider, Huge.................................... 47
Bee/Hornet/Wasp, Giant............................ 41 FLAWS
Bee/Hornet/Wasp, Huge............................ 41 Allergy................................................. 17
Black Moth............................................ 34 Distinctive Odor...................................... 17
Burn Worm............................................ 34 Ectothermic........................................... 17
Butterfly/Moth/Skipper, Giant.................... 41-42 Glowing................................................ 17
Centipede, Giant..................................... 42 Hemophilia............................................ 17
Centipede, Huge..................................... 42 Moisture-Dependent................................17-18
Cockroach, Giant..................................... 42 Phobia................................................. 18
Cockroach, Huge..................................... 42 Psychic Susceptibility................................ 18
Crab, Giant............................................ 43 Repulsive.............................................. 18
Crab, Huge.......................................... 42-43 HUMANOID ANIMALS
Crayfish/Scorpion, Giant............................ 43 Albatross / Gull....................................... 21
Crayfish/Scorpion, Huge............................ 43 Alligator / Crocodile................................. 27
Cricket/Grasshopper/Katydid, Giant.............. 44 Anaconda / Boa / Python........................... 27
Cricket/Grasshopper/Katydid, Huge............. 43-44 Anteater............................................... 23
Dragonfly, Adult, Giant.............................. 44 Armadillo.............................................. 23
Dragonfly, Naiad, Giant.............................. 44 Baboon / Mandrill.................................... 23
Feline, Large.......................................... 51 Badger................................................. 23
Giant Rat............................................ 34-35 Bat, Disk-Winged..................................... 23
Giant Sundew......................................... 35 Bear (revised) ........................................ 23
Hawk Squirrel......................................... 35 Beaver / Coypu....................................... 23
House Fly, Giant...................................... 45 Booby / Cormorant / Grebe........................ 21
House Fly, Huge.................................... 44-45 Camel.................................................. 23
Ice Rat............................................... 35-36 Chameleon............................................ 27
Lake Blimp............................................ 36 Crow / Magpie........................................ 21
Mosquito, Giant....................................... 45 Duck.................................................... 21
Orb Weaver Spider, Giant......................... 45-46 Eagle / Falcon / Hawk............................... 21
Orb Weaver Spider, Huge........................... 45 Echidna................................................ 23
Quillion................................................ 51 Elephant............................................... 24
Rapscallion.......................................... 36-37 Feline (revised) ...................................... 24
Slug/Snail, Giant...................................... 46 Frog / Toad............................................ 20
Slug/Snail, Huge...................................... 46 Gecko.................................................. 28
54
sam wissa (Order #12599858)
Healing Molt........................................... 12 Wandering Eye........................................ 16
Honey Crop............................................ 12 Water Runner......................................... 16
Honey Production.................................... 12 Waxy Exoskeleton.................................... 16
Independent Eyes.................................... 12 Wilt..................................................... 16
Invisible Silk........................................... 12 Wind Catcher......................................... 16
Irritant Bristles....................................... 13 PSYCHIC POWERS
Laser-beam Eyes...................................... 13 Electrokinesis ........................................ 18
Mimic................................................... 13 Empathic Projection................................18-19
Null..................................................... 13 Metal Bending........................................ 19
Photosynthetic........................................ 13 Psychic Healing....................................... 19
Rooting................................................ 13 Psychometry.......................................... 19
Scented................................................ 13 Pyrokinesis............................................ 19
Shell.................................................... 13 Translocation......................................... 19
Silk Production....................................... 13 RANDOM TABLES........................................ 19
Sonic Screech........................................13-14 Amphibian Mutation Tables.......................... 5
Spines.................................................. 14 Base Animal........................................... 52
Spit Glue............................................... 14 Bird Mutation Tables.................................. 5
Spit Venom............................................ 14 Bug Mutation Tables.................................. 5
Spore Cloud........................................... 14 Flaws Table........................................... 17
Spray Acid............................................. 15 Human or Humanoid................................. 48
Steel Mandibles....................................... 15 Mammal Mutation Tables............................. 6
Stench................................................. 15 Mondo Mutant Mayhem Tables.....................8-9
Sticky Globules....................................... 15 Plant Mutation Tables................................ 6
Sticky Silk............................................. 15 Psychic Powers Tables............................... 18
Super Strength........................................ 15 Reptile Mutation Tables............................. 6-7
Toxic Sap.............................................. 15 Type of Amphibian................................... 48
Toxic Skin.............................................. 15 Type of Bird........................................... 48
Toxin Adaptation..................................... 15 Type of Humanoid.................................... 48
Toxin Resistance...................................... 16 Type of Humanoid Animal........................... 48
Vampiric............................................... 16 Type of Mammal...................................... 49
Venom................................................. 16 Type of Plant......................................... 49
Wall Crawler (revised) .............................. 16 Type of Reptile....................................... 49
Fini ed
!
sh
sam wissa (Order #12599858)
sam wissa (Order #12599858)