ANIMAL MUTATIONS RULES

One ot the thing we were always dissatisfied with in the 1st. and 2nd. edition rules of Gamma World was the vagueness with which mutant animals were dealt with. They were essentially the same as mutant humans, but with less ability to use artifacts. So I came up with this system for Animal Characters. These mutations account for the evolutionary catchup that animals have been playing since the Big One hit. They are all things humans take for granted, but open a wide new civilized world up for critters. Most developments come at two levels, Crude, meaning a basic early stage of growth, and Sophisticated, which means the organs are developed as a humans.

First, instead of rolling 1d4 for Physical Mutation slots, the animal rolls 1d6 (and rolls 1d4-2 for Mental Mutations). These slots can be used for rolls on either the Physical Mutations Table, or the
new Animal Mutations Table. If something is rolled twice or upgraded with a roll on the Animal Mutations Table, then the character is allowed to choose an ability from the Physical Mutation Table that matches an ability posessed by the creature's base animal stock (i.e. Quills for a porcupine character) To use these rules, roll 1d8 and consult the chart below. If the animal chooses
not to use this chart, rolling solely on the Physical Mutation Chart, they are essentially the same
physically as their base stock, with all the benefits and hinderances that carries.

1 : CRUDE HANDS
2 : SOPHISTICATED VOCAL CHORDS
3 : SOPHISTICATED HANDS
4 : PARTIAL BIPEDAL ABILITY
5 : CRUDE VOCAL CHORDS
6 : FULL BIPEDAL ABILITY
7 : ROLL TWICE
8 : HUMANOID

HANDS: Creatures without manipulative appendages can't use any sort of weapons and equipment, unless they have telekinetic abilities. They are limited only to their natural attacks.

CRUDE HANDS: The animal can't operate artifacts or machines but can grasp and use melee weapons and thrown projectiles. (Tech Level I and II)

SOPHISTICATED HANDS:These can operate all devices of any Tech Level as dexterously as human hands.

VOCAL CHORDS: Animals without vocal chords are limited to their natural vocalizations and whatever body language they can use to communicate. In game play this means that the player can't transmit meaningful information to his fellow gamers beyond noises and sign language.
(This, of course is optional. You don't have to bark like a dog if you don't want to .)

CRUDE VOCAL CHORDS: These can only master a limited volcabulary, changing reaction adjustments as if the mutant were at half charisma, in combat or stress situations the animal is 80% likely to revert to it's natural sounds and be unable to convey any meaningful information during combat.

SOPHISTICATED VOCAL CHORDS: The animal can speak human languages fluently and has only a 10% chance of reverting to it's natural vocalizations under stress.

BIPEDAL LOCOMOTION: Non Bipeds with hands of any type can only operate tools and weapons if they remain stationary (i.e. sitting on their haunches). They cannot move while holding anything in their hands and can't operate vehicles.

PARTIAL BIPEDS: The animal can move on two legs but is slow and uncomfortable with it. They can only move at half their normal movement rate on two legs, and can only maintain this gait for two rounds before having to drop to all fours for another two rounds of moving. They can manipulate objects in a stationary position indefinitely but cannot operate vehicles.

FULLY BIPEDAL: The animal can move at full speed for as long as they want on two legs, can carry and use whatever tools and weapons they want, and can operate vehicles

HUMANOID ANIMALS: These creatures gain the benefits of SOPHISTICATED HANDS and FULL BIPEDAL locomotion, plus they have a 10% chance of being able to wear and use armor designed for human beings.


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