Marine Mutants Mutant Fish (or anything with gills) special characteristic Fish characters must purchase the ÒbreathÓ characteristic (well, they donÕt have to): Extra Breath: The character has both gills and lungs, and can breathe in both water and air normally. Full breath: Gills still exist on side of neck, but arenÕt very conspicuous. They no longer function, and the character has a full set of fishy lungs, and can breathe normally. Partial Breath: Gills are as in full, but the lungs just arenÕt up to the job. Character is always short of breath, but has learned to live with it. He must emerse his head in a bucket of water at least every day (to moisten his lungs), or weaken and die within seven days. -3 to strike, parry and dodge. Gills still work a little, character can stay in water up to 30 seconds, with 10 minutes rest in between. Also, character can not run or have any physical skills. No Breath: Only gills. Only breathe in water. Buy a fish bowl and put it over your head. Marine rolling table FISH OTHER 01-05 Shark 01-08 Lobsterà 06-10 Eel à 09-16 Crab à 11-15 Electric Eel à 17-24 Clam à 16-20 Porcupine puffer 25-32 Oyster 21-25 Minnow 33-40 Shrimp 26-31 Trout, salmon, etc. 41-48 Jelly Fishà 32-36 Pirhana 49-56 Penguin 37-41 Lungfish 57-64 Marine Snailà 42- 46 Deep sea angler à 65-72 Sea Star 47-51 Sword fish 73-80 Sea Urchin 52-56 Sail fish 81-90 Lampreyà 57-61 Catfish à 91-00 Sea slug 62-66 Pike 67-71 Ray 72-76 Flying Fish à 77-81 Archer Fish à 82-86 Viper Fish 87-93 Sea Horse 94-00 Tuna Marine Mutants Archer Fish Cat Fish Size Level:1 Size Level: 7 Build: Medium Build: Medium MUTANT CHANGES & COSTS MUTANT CHANGES & COSTS Attribute Bonuses: Attribute Bonuses: None None Total Bio-E: 95 Total Bio-E: 65 Hands: 5 Bio-E for partial Hands: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Biped: 5 Bio-E for partial Biped: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Speech: 5 Bio-E for partial Speech: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Breath: 5 Bio-E for partial Breath: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full 20 Bio-E for extra 20 Bio-E for extra Looks: 5 Bio-E f0or partial Looks: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E full Natural weapons: Natural weapons: 10 Bio-E for Water Shoot. Can 5 Bio-E for 1D6 bite shoot water from mouth. Range: Powers: 5 ft. per size level. Damage: 5 Bio-E for Night Vision, 50Õ 1D6 per size level, decreased for 10 Bio-E for swimming range at DMÕs discretion. equal to a base swim skill of 70% 10 Bio-E for swimming equal to a base swim skill of 70% Clam Crab Size Level: 1 Size level: 2 Build: Medium Build: Short MUTANT CHANGES & COSTS MUTANT CHANGES & COSTS Attribute Bonuses: Attribute Bonuses: None P.S. +2, Spd. +3 Total Bio-E: 95 Total Bio-E: 80 Hands: 5 Bio-E for partial Hands: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Biped: 5 Bio-E for partial Biped: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Speech: 5 Bio-E for partial Speech: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Breath: 5 Bio-E for partial Breath: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full 20 Bio-E for extra 20 Bio-E for extra Looks: 5 Bio-E for partial Looks: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Natural weapons: Natural weapons: None 5 Bio-E for 1D6 pincer Powers: 10 Bio-E for 2D6 pincer 15 Bio-E for Light Natural Body 15 Bio-E for 3D6 pincer Armour A.R. 8 SDC +20 NOTE: The right hand will be 30 Bio-E for Medium Natural Body a large pincer, that steadily Armour A.R. 10 SDC +40 becmes larger as it does 45 Bio-E for Heavy Natural Body more damage. The character Armour A.R. 10 SDC +60 will be left handed and have 60 Bio-E for Extra-Heavy Natural a non-pincer left hand. Body Armour A.R. 14 SDC +80 10 Bio-E for 1D4 Bite 10 Bio-E for swim skill equal to a base Powers: swim skill of 70%. The clam swims None by emmiting jets of water Deep Sea Angler Eel Size Level: 1 Size Level: 10 Build: Small Build: Long MUTANT CHANGES & COSTS MUTANT CHANGES & COSTS Attribute Bonuses: Attribute Bonuses: None P.P. +1 Total Bio-E: 95 Total Bio-E: 45 Hands: 5 Bio-E for partial Hands: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Biped: 5 Bio-E for partial Biped: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Speech: 5 Bio-E partial Speech: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Breath: 5 Bio-E for partial Breath: 5 Bio-E partial 10 Bio-E for full 10 Bio-E for full 20 Bio-E for extra 20 Bio-E for extra Looks: 5 Bio-E for partial Looks: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Natural Weapons: Natural Weapons: 5 Bio-E for 1D6 bite 5 Bio-E for 1D6 teeth Powers: Powers: 5 Bio-E for Night Vision (50Õ) 10 Bio-E for swimming 5 Bio-E for Bio-Luminescence. to swim skill of 70% Little dangly thing on head equal to flashlight. Can be tuned ÒonÓ, and ÒoffÓ 10 Bio-E for swimming equal to swim skill of 70% Electric Eel Flying Fish Size Level: 7 Size Level: 2 Build: Long Build: Medium MUTANT CHANGES & COSTS MUTANT CHANGES & COSTS Attribute Bonuses: Attribute Bonuses: P.P. +1 None Total Bio-E: 60 Total Bio-E: 90 Hands: 5 Bio-E for partial Hands: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Biped: 5 Bio-E for partial Biped: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Speech: 5 Bio-E for partial Speech: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Breath: 5 Bio-E for partial Breath: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full 20 Bio-E for extra 20 Bio-E for extra Looks: 5 Bio-E for partial Looks: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Natural weapons: Natural weapons: 5 Bio-E for 1D6 teeth None Powers: Powers: 10 Bio-E for swimming ability 10 Bio-E for swimming equal to swim skill of 70% ability equal to swim skill 20 Bio-E for Electicity. The character of 70% can turn into a living dynamo, crackling 10 Bio-E for glide with electrical energy. Anyone else attempting to attack (or touch!) the chaacter in hand-to-hand with fists, etc., or with a conductive weapon takes 1D6 damage worth of electrical skock. This can also be used for the character, once per melee, adding 1D6 to damage caused by kicking, etc., or with attacks with conductive weapons. The character also takes no damage from electrical attacks while the field is up. The field is visible, while up. It also affects anything the character touches, usually shorting, or burning out, electrical devices or circuitry. Jelly Fish Lamprey Size Level: 2 Size Level: 2 Build: Medium Build: Long MUTANT CHANGES & COSTS MUTANT CHANGES & COSTS Attribute Bonuses: Attribute Bonuses: None P.S. +1 Total Bio-E: 90 P.E. +2 Hands: Partial Automatic Total Bio-E: 80 5 Bio-E for full Hands: 5 Bio-E for partial Biped: 10 Bio-E for partial (crawls, sort of) 10 Bio-E for full 15 Bio-E for full (stands upright on Biped: 5 Bio-E for partial tentacles) (slithers as a snake) Speech: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Speech: 5 Bio-E for partial Breath: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Breath: 5 Bio-E for partial 20 Bio-E for extra 10 Bio-E for full Looks: 5 Bio-E for partial 20 Bio-E for extra NOTE: full looks not possible Looks: 5 Bio-E for partial Natural Weapons: 10 Bio-E for full 15 Bio-E for lashing, whip-like Natural Weapons: tentacles. Do 1D8 damage. Provides 5 Bio-E for 1D6 Bite an extra attack per melee with the Powers: tentacles 15 Bio-E for lamprey ability Powers: to latch on to its prey. If a Paralytic poison as a snake from the successful bite attack is Yukatan, delivered with a successful made, the lamprey grabs its tentacle attack target, inflicting an additional 1D6 every round. To break the hold requires the victim to roll 1D20 and add his plus to damage. The lamprey character does the same. If the victim wins, he breaks free of the lamprey. If the lamprey wins, the victim is still held, and manages to do 1D4 damage to himself in the process. Lampreys are -2 to strike, parry and dodge while latched. Only works on organisms Lobster Marine Snail Size Level: 2 Size Level: 2 Build: Long Build: Medium MUTANT CHANGES & COSTS MUTANT CHANGES & COSTS0 Attribute Bonuses: Attribute Bonuses: None None Total Bio-E: 85 Total Bio-E: 90 Hands: Partial Automatic Hands: 5 Bio-E for partial 5 Bio-E for full 10 Bio-E for full Biped: 5 Bio-E for partial Biped: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Speech: 5 Bio-E for partial Speech: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Breath: 5 Bio-E for partial Breath: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full 20 Bio-E for extra 20 Bio-E for extra Looks: 5 Bio-E for partial Looks: 5 Bio-E for partial 10 Bio-E for full 10 Bio-E for full Natural Weapons: Natural Weapons: 5 Bio-E for ONE 1D6 pincer 10 Bio-E for 1D4 bite 10 Bio-E for TWO D6 pincers Powers: 10 Bio-E for ONE 2D6 pincer 15 Bio-E for Light Natural 15 Bio-E for TWO 2D6 pincers Body Armour: A.R. 6/10, SDC Powers: +20 None 30 Bio-E for Medium Natural Body Armour: A.R. 8/12, SDC +40 45 Bio-E for Heavy Natural Body Armour: A.R. 10/14, SDC +60 10 Bio-E for snail ability to retreat into shell. At any time, the snail may cloister itself inside the shell. They can not fight (except psionically), but gain the A.R. to the right of the slash on the above armours