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Gamma World Mutated Animal Problem Solved
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<blockquote data-quote="Gallo22" data-source="post: 1190164" data-attributes="member: 11325"><p>Animal Mutants Problem Solved...at least for me...</p><p></p><p>I'm one of those who was disappointed in the lack of mutations and lack of animal/plant templates so I just stared going over my old GW books (I have them all, including Dragon articles, yes all!!) and I have solved the problem for the animal template. If your going to use the D20 system (the system I'm going to use) and not the Modern, I think your all set with my information.</p><p></p><p>On page 12 and 13 of the 4th edition GW rules has a list of 44 stock animals with base strength, dexterity and constitution. They are listed as slightly different stats but work on the same scale. You take this base number and role 2d4 and add your total to each. With intelligence, wisdom and charisma you would roll normally (maybe give afew minuses for balancing against pure strain humans). Also, each animal has been given what base mutations each may have. Let me give you an example.</p><p></p><p>Bear:</p><p>S16 D7 C13 (plus 2d4 to each)</p><p>claw/claw/bite for d8/d8/d6</p><p>Base Speed 35 (this was adjusted/formulated from 4th edition rules to meet D20, very simple to do)</p><p>Mutation(s) heightened smell</p><p></p><p>Raccoon:</p><p>S6 D10 C6 (plus 2d4 to each)</p><p>Bite for d4</p><p>Mutation: night vision(dark vision)</p><p>Base Speed 25 (see description above) </p><p></p><p>Just take these templates, give the animal, human features as mutations and your good to go. I would probabaly give a mutated animal a CLR a +2 (maybe +1) as opposed to Pure Strain Human. I'm not going to use the other human type that the new GW d20 gave. </p><p></p><p>I do not see any reason this would not work and you can always roll/add more mutations to your animal that you see fit.</p><p></p><p>I'm woking on the mutations and the plant template issues next! I'd love some constructive comments, if you like.</p><p></p><p>Gallo22</p></blockquote><p></p>
[QUOTE="Gallo22, post: 1190164, member: 11325"] Animal Mutants Problem Solved...at least for me... I'm one of those who was disappointed in the lack of mutations and lack of animal/plant templates so I just stared going over my old GW books (I have them all, including Dragon articles, yes all!!) and I have solved the problem for the animal template. If your going to use the D20 system (the system I'm going to use) and not the Modern, I think your all set with my information. On page 12 and 13 of the 4th edition GW rules has a list of 44 stock animals with base strength, dexterity and constitution. They are listed as slightly different stats but work on the same scale. You take this base number and role 2d4 and add your total to each. With intelligence, wisdom and charisma you would roll normally (maybe give afew minuses for balancing against pure strain humans). Also, each animal has been given what base mutations each may have. Let me give you an example. Bear: S16 D7 C13 (plus 2d4 to each) claw/claw/bite for d8/d8/d6 Base Speed 35 (this was adjusted/formulated from 4th edition rules to meet D20, very simple to do) Mutation(s) heightened smell Raccoon: S6 D10 C6 (plus 2d4 to each) Bite for d4 Mutation: night vision(dark vision) Base Speed 25 (see description above) Just take these templates, give the animal, human features as mutations and your good to go. I would probabaly give a mutated animal a CLR a +2 (maybe +1) as opposed to Pure Strain Human. I'm not going to use the other human type that the new GW d20 gave. I do not see any reason this would not work and you can always roll/add more mutations to your animal that you see fit. I'm woking on the mutations and the plant template issues next! I'd love some constructive comments, if you like. Gallo22 [/QUOTE]
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