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The element of Gamma World I miss the most

DnDChick

Demon Queen of Templates
Here are two genotypes I wrote for Gamma World d20. The Anthropomorph (using a template and stats for animals) and the Plant.

ANTHROPOMORPH (TEMPLATE)
Anthropomorph is an inherited template that can be added to any Animal creature (hereafter referred to as the ‘base animal’). It uses all the special abilities of the base animal, except as noted below.

Size: The base animal’s size increases or decreases based on the table below:

Base animal’s Size Anthropomorph’s Size and Speed
Fine Tiny; 15 feet
Diminutive Tiny; 15 feet
Tiny Small; 20 feet
Small Small; 20 feet
Medium Medium-size; 30 feet
Large Medium-size; 30 feet
Huge Large; 40 feet

Type and Subtype: The base animal’s type changes to Humanoid, and it gains the Anthropomorph subtype. It retains all subtypes.

Hit Dice: The anthropomorph’s hit dice are equal to 1 or 1/2 the base animal’s hit dice, whichever is greater.

Speed: The anthropomorph’s ground speed is determined by its size, as given on the table above.

Defense: Adjust the anthropomorph’s Defense to account for any changes in size and Dexterity. The anthropomorph has a natural armor bonus equal to half that of the base animal.

Base Attack: If the anthropomorph has 2 or more Hit Dice, calculate the anthropomorph’s base attack bonus as a Humanoid (base attack equal to 3/4 hit dice). An anthropomorph with 1 HD replaces its racial hit dice with a character class.

Attack: The anthropomorph retains all the natural attacks of the base animal. Adjust the damage die type up or down according to the change in size. If the base animal has a claw attack, it suffers a −1 penalty to all skills that require manual dexterity, as their large claws interfere with their ability to use their hands.

Special Qualities: The anthropomorph retains all the special qualities of the base animal. Any special quality that deals damage has its damage dice type increased or decreased according to the change in size.

Abilities: Average the base animal’s Strength, Dexterity and Constitution with 10 (or 11 if the ability score is an odd number) and subtract 10. If the result is an odd number, decrease the bonus to the next lowest even number. The total is the bonus for that ability. If the base animal has an Intelligence of 1, the anthropomorph has a −2 Intelligence penalty. All anthropomorphs have a Charisma penalty of −2.

Skills: An anthropomorph with 2 or more hit dice receives racial skill points as a Humanoid (6 + Int bonus) + 1 per HD above 1. The racial skills for an anthropomorph are the same as those of the base animal. If the base animal has racial bonuses to skills, the anthropomorph receives the same bonuses.

Feats: The anthropomorph receives the bonus feats possessed by the base animal. An anthropomorph with 2 or more hit dice receives 1 bonus feat plus 1 feat per 4 hit dice beyond 1 HD.

Environment: Same as base animal.

Organization: Same as base animal.

Challenge Rating: 1/2 that of the base animal, +1 if the anthropomorph is Large.

Advancement: By character class.

Level Adjustment: Equal to HD −1 (minimum +0).

Anthropomorphic Ape
Species Traits
Scent (Ex): This ability allows an ape to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Anthropomorphic Ape: CR 1; Medium-size Humanoid (Anthropomorph); HD 2d8; Spd 30 ft., climb 30 ft.; Defense +3 natural; BAB +1; Atk claw 1d4; Full Atk 2 claws 1d4, bite 1d4; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ low-light vision, scent; Fort +0 base, Ref +3 base, Will +0 base; Str +6, Dex +4, Con +2, Cha −2.
Racial Skills: Climb, Listen, Spot. An anthropomorphic ape has racial skill points equal to (7 + Int mod).
Feats: An anthropomorphic ape receives 1 bonus feat.
Level Adjustment: +1



Anthropomorphic Bat
Species Traits
Blindsight (Ex): Bats can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 30 feet. Ultrasonic noise forces the bat to rely on its weak vision, which has a maximum range of 5 feet.
Skill Bonuses: Bats receive a +4 species bonus on Listen and Spot checks. These bonuses are lost if the bat’s blindsight is negated.
Anthropomorphic Bat: CR 1; Tiny Humanoid (Anthropomorph); Spd 30 ft., fly 40 ft. (good); FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ blindsight 30 ft.; Str −4, Dex +2, Cha −2.

Anthropomorphic Bear
Species Traits
Improved Grab (Ex): To use this ability, the bear must hit with a claw attack.
Scent (Ex): This ability allows a bear to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Anthropomorphic Bear: CR 2; Medium-size Humanoid (Anthropomorph); HD 3d8; Spd 30 ft.; Defense +2 natural; BAB +2; Atk claw 1d6; Full Atk 2 claws 1d6, bite 1d8; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ improved grab, low-light vision, scent; Fort +3 base, Ref +1 base, Will +1 base; Str +8, Dex +2, Con +4, Cha −2.
Skills: Climb, Listen, Spot. An anthropomorphic bear has skill points equal to (8 + Int modifier)
Feats: An anthropomorphic bear receives 1 bonus feat.
Level Adjustment: +2

Anthropomorphic Cat
Species Traits
Skill Bonuses: Cats receive a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the cat’s Hide bonus rises to +8. Cats use their Dexterity modifier for Climb checks.
Bonus Feats: A cat gains the bonus feats Weapon Finesse (bite) and Weapon Finesse (claw).

Anthropomorphic Cat: CR 1; Small Humanoid (Anthropomorph); Spd 20 ft.; Atk claw 1d3; Full Atk 2 claws 1d3, 1d4 bite; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ low-light vision; Str −2, Dex +2, Cha −2.
Feats: Weapon Finesse (bite), Weapon Finesse (claw).
Anthropomorphic Crocodile
Species Traits
Aquatic: Crocodiles can move in water without making Swim checks and cannot drown in water.
Improved Grab (Ex): To use this ability, a crocodile must hit an opponent of its size or smaller with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Skill Bonus: Crocodiles gain a +12 species bonus on Hide checks when submerged.

Anthropomorphic Crocodile: CR 1; Medium-size Humanoid (Anthropomorph); Spd 30 ft., swim 30 ft.; Defense +2 natural; Atk bite 1d6, tail slap 1d10; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ aquatic, improved grab, low-light vision; Str +4, Con +4, Cha −2.

Anthropomorphic Dog
Species Traits
Scent (Ex): This ability allows a dog to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Skill Bonus: Dogs gain a +2 species bonus on Jump checks. Dogs also gain a +4 species bonus on Survival checks when tracking by scent.

Anthropomorphic Dog: CR 1; Medium-size Humanoid (Anthropomorph); Spd 30 ft.; Atk bite 1d4; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent; Str +2, Dex +4, Con +2, Cha −2.

Anthropomorphic Ferret
Species Traits
Attach (Ex): If a ferret hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached ferret loses its Dexterity bonus to Defense.
Scent (Ex): This ability allows a ferret to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skill Bonuses: A ferret receives a +8 species bonus on Balance checks and a +4 species bonus on Move Silently checks. It uses its Dexterity modifier for Climb checks.
Bonus Feat: A ferret gains the bonus feat Weapon Finesse (bite).

Anthropomorphic Ferret: CR 1; Small Humanoid (Anthropomorphic); Spd 20 ft., climb 20 ft.; Atk bite 1d4; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ attach, low-light vision, scent; Str −2, Dex +2, Cha −2.
Feats: Weapon Finesse (bite).

Anthropomorphic Herd Animal
Anthropomorphic Herd Animal: CR 2; Medium-size Humanoid (Anthropomorph); HD 2d8; Spd 30 ft.; Defense +2; BAB +1; Atk butt 1d6; FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +3 base, Ref +0 base, Will +0 base; Str +4, Con +2, Cha −2.
Skills: Listen, Spot. An anthropomorphic herd animal has racial skill points equal to (7 + Int modifier)
Feats: An anthropomorphic herd animal receives 1 bonus feat.
Level Adjustment: +1

Anthropomorphic Horse
Species Traits
Scent (Ex): This ability allows a horse to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.

Anthropomorphic Horse: CR 1; Medium-size Humanoid (Anthropomorph); Spd 30 ft.; Defense +1 natural; Atk 1d3 hoof; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent, low-light vision; Str +2, Dex +2, Con +2, Cha −2.

Anthropomorphic Monkey
Species Traits
Bonus Feat: Monkeys gain the bonus feat Weapon Finesse (bite).

Anthropomorphic Monkey: CR 1; Small Humanoid (Anthropomorph); Spd 20 ft., climb 30 ft.; Atk bite 1d4; FS 5 ft. by 5 ft.; Reach 5 ft.; Str −2, Dex +2, Cha −2.
Feats: Weapon Finesse (bite).

Anthropomorphic Rat
Species Traits
Scent (Ex): This ability allows a rat to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Skill Bonuses: Rats receive a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silently checks. They use their Dexterity modifier for Climb checks.
Bonus Feat: Rats gain the bonus feat Weapon Finesse (bite).

Anthropomorphic Rat: CR 1; Small Humanoid (Anthropomorph); Spd 20 ft., climb 15 ft., swim 10 ft.; Atk bite 1d4; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent, low-light vision; Str −4, Dex +2, Cha −2.
Feats: Weapon Finesse (bite).

Anthropomorphic Tiger
Species Traits
Pounce (Ex): If a tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the tiger must hit with a claw or bite attack. If it gets a hold, it can rake (see below). See Improved Grab.
Rake (Ex): A tiger that gets a hold of its target can make two rake attacks (+9 melee) with its hind legs for 1d8+6 points of damage each. If the tiger pounces on an opponent, it can also rake. The anthropomorphic tiger loses this ability if it wears any sort of footwear.
Skill Bonuses: Tigers receive a +4 species bonus on Balance, Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, their Hide bonus improves to +8.

Anthropomorphic Tiger: CR 2; Medium-size Humanoid; HD 3d8; Spd 30 ft.; Defense +1 natural; BAB +2; Atk claw 1d6; Full Atk 2 claws 1d6, bite 1d6; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ pounce, improved grab, rake 1d6, low-light vision; SV Fort +1 base, Ref +3 base, Will +1 base; Str +6, Dex +2, Con +4, Cha −2.
Skills: Balance, Hide, Listen, Move Silently, Spot, Swim. Anthropomorphic tigers have racial skill points equal to (8 + Int modifier).
Feats: Anthropomorphic tigers receive 1 bonus feat.
Level Adjustment: +2

Anthropomorphic Wolf
Species Traits
Scent (Ex): This ability allows a wolf to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action (see page 152) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skill Bonuses: Wolves receive a +4 species bonus on Survival checks when tracking by scent.

Anthropomorphic Wolf: CR 1; Medium-size Humanoid (Anthropomorph); Spd 30 ft.; Defense +1 natural; Atk bite 1d6; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent, trip, low-light vision; Str +2, Dex +2, Con +2, Cha −2.







PLANT GENOTYPE
Abilities: +2 Constitution, −2 Wisdom, −2 Charisma. Plants are tough survivors, but often seem aloof and lack the ability to effectively interact with non-plants.

Size: The ability score modifiers for plant characters depend on size. Plant player characters may be Small or Medium-size. Certainly larger and smaller sentient plant species exist, but they are not available as player characters. In addition to the usual effects of size, each size carries the following modifiers:
Small plants have a −2 modifier to Strength and a +2 modifier to Dexterity. The base movement for Small plants is 30 feet per round. Due to their small size, they also have a +2 genotype bonus on Balance and Hide checks.
Medium plants have no adjustments to their ability scores and have a base speed of 30 feet per round.

Immunities: Plants are immune to sleep.

Tough Skin: Plants have tough fibrous or bark-like skin which provides a +2 natural bonus to Defense.

Damage Reduction: DR 5/ballistic, piercing and slashing. Plants are naturally resistant to impacts.

Green Growth: A plant heals at a slightly more rapid rate than mammals. A plant heals 1 extra hit point per day (i.e. 1 hit point per day per level, +1).

Vulnerability: Plants take 50% more damage from fire than normal. In instances where a saving throw is allowed for half damage, the plant takes 50% more damage on a failure and normal damage on a success.

Alien Biology: Plants cannot be healed through use of the Treat Injury skill. Knowledge (Earth and Life Sciences) can be used in lieu of Treat Injury to tend the wounds of a plant.

Alien Psychology: Any non-plant attempting to use Bluff, Intimidate, or Diplomacy on a plant has a −2 penalty to the check. The plant suffers the same penalty when attempting to use those skills on non-plants.

Chlorophyll: A plant that spends more than 1 day without sunlight must succeed on a DC 20 Fortitude save or be fatigued. If the fatigued state lasts for more than its Constitution modifier in days (minimum 1 day), it takes 1 point of Constitution damage per day after that. Once returned to normal sunlight, the fatigued state ends after 1 hour per day it was fatigued.

Plants don’t need to eat, but they do need to spend at least 1 hour a day with their root-like feet buried in at least 1 foot of fresh soil with nutrients. If a plant is unable to root itself for the required time, it suffers the effects of starvation. Plants can go twice as long without water as humans before suffering the effects of thirst. (See Starvation and Thirst on page 213 of the d20 Modern Core Rulebook).

If the soil is inadequate, plants can supplement their diet with plant food. They add it to their water when good soil is unavailable. Plant food, despite being somewhat commonly available, is nowhere near as commonly available as animal rations. Communities with sizable plant populations would obviously have it in ready supply. It has a purchase DC of 6 for a 3 day supply in these areas. In areas with few plants its DC goes up to about 14. In some areas it is entirely unavailable.

Foliage: A plant has a +8 racial bonus to Hide checks in natural foliage as long as it remains motionless.

Skills and Feats: A plant isn’t as adaptable or quick to learn as a human. A plant character has 1 less feat and 4 fewer skill points at 1st level, and 1 less skill point each level after that.
 

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Kanegrundar

Explorer
I've been using the Anthropomorphic Template in Savage Species to create mutant animals. (I'd actually forgotten about GR's templates until just now.) There are plenty of options for those. However, there aren't so many for mutant plants. That's the part of Erica's post that really caught my attention.

Kane
 

DMH

First Post
Von Ether said:
Good stuff, though Green Ronin's Advance Beastary has a biped and plant template. Mutations can be used to simulate animal types as well.

The half-humanoid template in BOT(DE) is better. The plantform template has some interesting ideas that can be used as plant mutations.
 

Masada

First Post
I haven't examined current rules at all. I had the original 1st edition. There was a bizarre complex flow chart for determining how to comprehend the ancient weapons... it was always fun to play out the characters trying to figure out a device... Is that a feature in d20 apocolypse anything now? (gamma, darwin, d20 apoc)?
 





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