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PALLADIUM BOOKS PRESENTS ®

©Vicky Wyman (Thoughts and Images, 1988)

Eurasia After the Bomb ™


Vicky Wyman’s Xanadu comics for TMNT & Other Strangeness ® RPG
By Laura M. Henson

Mutants in Xanadu is an addition for the Palladium Books TM After the Bomb ® Supplement
Mutants in Avalon ® and that book is necessary for creating a character in this setting as I will refer
specifically to many of the rules published in that volume in order to avoid needless repetition.

Creating a Character: Xanadu Style!


Mutants in Xanadu is different from all other books in the After the Bomb ® series in that it contains
magical characters in addition to mutant animals. The Nobles, a group of humanoid unicorns, dragons,
griffons, and other mythical beasts rule both of the main countries in this setting. While it is possible to
use creatures from either Rifts ™, or Palladium Role-Playing Game ® I think it would be more
appropriate to use the Noble rules from this paper in order to produce characters less disruptive to game
balance.

Unlike “normal” mutant animals, Nobles resemble creatures from mythology. Sages believe that the
magical energy that covers the world reacted with whatever mutated the animals and “awakened”
dormant genes that caused them to become magical. Rarely a noble child will be born to normal mutant
animal parents (when this happens the parents rise automatically to social level b) however; Nobles are
usually born from Noble parents.

Nobles are designed using normal mutant animal rules. In Step One, the Awakened animal type is used
to determine Bio-E and the price for normal mutant changes. Now go to Step Two: purchasing Noble
features as found in this chapter.

For example, say you want to build a unicorn character. Looking under unicorn, you find that it is an
awakened Oryx. Looking in the Mutant Animal section under Antelope, you find that an oryx is size
level 13 and has 10 Bio-E. After reading the description, you decide that you want full hands, full
bipedal stance, full speech, no human looks and small horns (cost of 35 Bio-E). Looking under Unicorn
you decide that your unicorn has a magical horn (5 Bio-E) and a Unicorn Pool (15 Bio-E) for 50 Bio-E
of which 30 must be sacrificed from size. You now have a Noble unicorn character that is size level
five.

While it is best to create a character from Eurasia, you can easily bring in characters from other After
the Bomb ® settings. Two mutant hating human kingdoms border the two main mutant animal empires
in Eurasia. In the west is the Societie A Eliminer les Creations Sauvages et Nuisibles (SAECSNs) which
is detailed in Mutants in Avalon ™. The government of Jakarta, described in Mutants Down Under ™,
on the other hand controls the south. It would thus be natural for characters from Britain or Australia to
try to make an allegiance with Xanadu and/or the Golden Realm to defeat these enemies.

You start Mutants in Xanadu characters the same way as you would any other Teenage Mutant Ninja
Turtles and Other Strangeness ® or After the Bomb ® characters. Start with the usual Step One: The
Eight Attributes (see the basic rulebooks for details). Then follow through the rules below.

STEP 2: Animal Type

The following table should be used to generate new characters for adventures set in Eurasia. Animals
described in this book are in bold Type. To find the original source for already described animals the
following symbols are used:

* Teenage Mutant Ninja Turtles and Other Strangeness ®

** Road Hogs ™ (see Hippocampus for errata).

# Mutants of the Yucatan ™

^ Mutants Down Under ™

“Mutants in Avalon ™

Asian Mammals (01-55)

1 Anoa (d)

2 Antelope: Oryx (b)

3 Antelope: Nilgai (b)

4 Antelope: Chausinga (c)

5 Antelope: Blackbuck (c)

6 Antelope: Gazelle or Saiga) (c)

7 Ape (Gibbon and Siamang) (c)

8 Ape (orangutan) * (c)

9 Badger * (c)

10 Bat: common* (d)

11 Bat: False vampire # (c)

12 Bat: Flying Fox (c)

13 Beaver * (d)

14 Bear: Black * (d)

15 Bear: Brown* (c)

16 Bear: Polar * (c)


17 Bear: Sun (d)

18 Bighorn or Argali Sheep (c)

19-20 Boar * (d)

21-22 Buffalo * (b)

23-24 Camel * (d)

25-26 Canine: Dog * (e)

27 Canine: Fox * (b)

28 Canine: Wolf* (c)

29 Chevrotain (b)

30 Civet ©

31-32 Cow and Bull *(e)

33 Deer * (c)

34 Dhole ©

35 Dolphin ** (b)

37-38 Donkey ** (e)

39 Dugong (see Manatee #) (c)

40 Elephant * (b)

41 Elk * (b)

42-43 Feline: Cat (Domestic) * (e)

44 Feline: Cheetah * (d)

45 Feline: Clouded Leopard (use Puma*) (c)

46 Feline: Golden Cat (use Lynx) (c)

47 Feline: Leopard (b)

48 Feline: Leopard Cat (see Bobcat *) (c)

49 Feline: Lion * (b)


50 Feline: Lynx (see Cat: Wild, Lynx)* (c)

51 Feline: Snow Leopard (use Puma*) (c)

52 Feline: Tiger * (b)

54 Ferret Badger (use Skunk *) (d)

55 Flying Lemur (c)

56-57 Goat * (e)

58 Goat Antelope (c)

59 Hedgehog “(e)

60-61 Horse * (d)

62 Hyena (d)

63 Ibex (b)

64 Jackal (d)

65 Loris (d)

66 Marten* (c)

67 Mink * (d)

68 Mole * (d)

69 Mongoose (d)

70 Monkey * (d)

71 Moose* (c)

72 Muskrat * (d)

73 Onager (use Donkey **) (d)

74 Otter * (c)

75 Panda: Giant (b)

76 Panda: Red (b)

77 Pangolin (use Armadillo *) (d)


78-79 Pig * (e)

80 Pony “(e)

81 Porcupine * (c)

82-83 Rabbit * (e)

84 Raccoon Dog (b)

85 Rhinoceros * (d)

86 Rodent: Mouse, Hamster, & Rat* (d)

87 Seal ** (c)

88 Sea Lion** (c)

89-90 Sheep * (e)

91 Squirrel * (d)

92 Tapir # (c)

93 Tarsier (c)

94 Tree Shrew (c)

95 Walrus ** (c)

96 Water-Vole “(d)

97 Weasel * (d)

98 Whale ** (b)

99 Wild Horses (Przewalski’s or Kulan) ©

100 Wolverine * (c)

Birds (56-80)

01-05 Duck * (e)

06-10 Chicken * (e)

11-15 Coot “(c)


16-20 Crow or Raven * (b)

21-25 Goose “(e)

26-30 Gull “(d)

31-35 Heron or Crane“(d)

36-40 Magpie “(c)

41-45 Owl * (b)

46-50 Parrot * (d)

51-55 Peacock “(b)

56-60 Pigeon * (e)

61-65 Sparrow * (e)

66-70 Swallow “(b)

71-75 Swan “(b)

76-80 Vulture ** (e)

81-85 Wild Birds * (c)

86-90 Wild Fowl * (d)

91 Wild Predatory Birds: Eagle* (b)

92-93 Wild Predatory Birds: Falcon* (b)

94-95 Wild Predatory Birds: Hawk (c)

96-00 Woodpecker “(d)

Cold Blooded Animals (81-95)

1-10 Amphisbaena (use Slow-worm “) (b)

11-20 Alligator/crocodile * (b)

21-30 Butterfly Lizard (b)

31-40 Frog or Toad* (e)


41-45 Komodo dragon ^ (b)

46-55 Lizard: Typical** (e)

56-60 Lizard: Chameleon ** (d)

61-75 Newt “(e)

80-82 Octopus ** (e)

83-84 Sea turtle ** (d)

85-90 Snake: Boa Constrictor # (c)

91-92 Snake: cobra ^ (b)

93-95 Snake: Viper (as Rattlesnake #) (d)

96-00 Turtle * (c)

Noble (95-100) all social class A

01-03 Amphisien

04-06 Baku

07-09 Basilisk

10-12 Bonnacon

13-15 Caladrus

16-18 Catoblepas

19-21 Centaur

22-24 Chimera

25-27 Couatl

28-31 Dragon

32-35 Faerie

36-38 Faerie Dragon

39-41 Feng Hwang


42-44 Gargoyle

45-47 Griffin

48-50 Harpy

51-53 Hippocampus

54-56 Hippogriff

57-59 Jackalope

60-62 Kappa

63-65 Lamassu or Sphinx

66-69 Leocrota

70-72 Manticore

73-75 Mermaid

76-78 Oni

79-81 Opinicus

82-84 Pegasus

85-87 Shedu

88-90 Simurgh

91-93 Roc

94-97 Unicorn

98-00 Yale

STEP 3: Mutation Background and Social Rating (S. R.)


…and so the world was divided. The Immortal Phoenix ruled with a court of mythological Nobles to advise her. The
Freeborn served these Nobles, freeing them for their duties at court. The Domestique in turn served the freeborn, permitting
them to serve the nobility. So it has been since the beginning of civilization. - Xanadu: Phelia’s Tale

Like England, the society Eurasia is divided into castes. Each caste has a social rating (S.R.) ranging
from the lowest domestique slave (e) to the noble class (a) itself. The skills and monetary system
associated with S.R. is the same as in Mutants in Avalon ® except that the name of the standard gold
coin varies by kingdom.

One big difference from Mutants in Avalon ® is that in Eurasia ones accent does not place one’s social
rating. The way they dress is also not a good indicator for Eurasia is a vast continent with temperate
woodland, streaming jungles, desert dunes and arctic tundra often all in the same kingdom! For this
reason species is the main indicator for S.R.

(e) Lowborn Domestique: these mutant animals are descended from domesticated livestock or pets that
had no wild representatives in Eurasia. Members of this class are uneducated serfs (or slaves), lowlifes
or outlaws. If possible, a noble will not even speak to a member of this S.R.

(d) Domestique: mutant animals that were domesticated but had feral or semi-wild populations or are
mainly small belong to this S.R. Most members of this S.R. are working class commoners who tend to
be uneducated laborers, farmers, soldiers, or unskilled workers.

(c) Freeborn: this S.R. includes most mutant animals of wild stock. Their position in society is that of
the “middle class” worker. Most are traders, crafters, innkeepers, and artisans.

(b) Highborn: this social class consists of animals whose mutations cause them to resemble mythical
nobles but which are not themselves magical. Minotaur (mutant buffalo), Satyrs (mutant ibex), and such
sacred Asian animals as tigers, elephants and mouse deer belong to this S.R. Highborn characters will be
upper class successful merchants, business people, officers in the army, skilled craftsmen, landowners
and court attendants to the noble class.

(a) Nobles: only mutant animals awakened by magic belong to this S.R. they are the magic of the gods
made flesh and are born into a life of privilege. Most have so much money they have no need for jobs
and just hang about the court. Others have duties in the palace as captains, generals, court advisers,
jesters, ambassadors and as royal couriers.

Mutants in Avalon ® gives several professions for player characters and these professions are perfect for
Eurasia as well. The only real difference is that there are no druids in Eurasia their place being taken by
sorcerers and shamans. The game statistics of both these groups are identical to British druids and only
lifestyle differs, sorcerers live alone or among civilization while shamans perform their duties for
wilderness tribes.

New Skills

As in Britain, the Great War destroyed most of the technology that made man dominant. In many
ways, however, the crash did not affect most common people (many of which continued to be simple
farmers well into the 21st century) as much as it did the people of mechanized England and America.

The same unavailable skills given in Mutants in Avalon ® are unavailable in Eurasia with the exception
of Pilot Boats and Navigation as there are several inland seas and fishing has always been a major
industry in Eurasia. In addition, all the new skills given in that book are available as well, though the
Dialect skill is more important to identify ones country of origin than to determine status.

Several new variations on existing skills, sorcerous spells and professions will be given later on in this
book. These changes from Mutants in Avalon ® have been made both to give a fresh flavor to a Xanadu
campaign and to bring the rules more in line with Vicky Wyman’s graphic novels.

Other steps are the same as in Avalon and will not be repeated here.
New Animal Descriptions
ANOA

ORIGINAL ANIMAL CHARACTERISTICS

Description: Anoa are the smallest of all wild cattle and are native only to the islands of southern Asia.
In appearance, they resemble miniature water buffalos with small horns and deer-like faces.

Size Level: 14

Length: 4-8 ‘long

Weight: 330-660 lbs.

Build: medium

MUTANT CHANGES AND COSTS

Total Bio-E: 20

Attribute Bonuses: none

HUMAN FEATURES

Hands: 5 Bio-E for partial, 10 bio-e for full

Biped: 5 Bio-E for partial, 10 bio-e for full

Speech: 5 Bio-E for partial, 10 bio-e for full

Looks: 5 Bio-E for partial, 10 bio-e for full

Natural Weapons: 5 Bio-E for 1d6 horns

Powers:

5 Bio-E for Advanced Hearing

10 Bio-E for 10 S.D.C

ANTELOPE

ORIGINAL ANIMAL CHARACTERISTICS

Description: there are many species of Antelope in the world ranging from smaller than a cat to as large
as a horse. All resemble deer with spiraled horns like a goat and tails like a lion.

India is home to three types of antelope including the regal blackbuck, four-horned chausinga, and the
nilgai or “blue bull” in which the males have blue fur and the females are tawny. Arabia and the deserts
of western Asia are home to the regal white furred Oryx and the graceful gazelles, while Mongolia and
Siberia is home to the trunk nosed saiga.

Size Level: Blackbuck - 6, Chousinga - 5, Gazelle and Saiga - 7, Nilgai - 16, and Oryx - 13.

Length: 32” to 7’ depending on species

Weight: 26 to 660 lbs depending on species

Build: medium

MUTANT CHANGES AND COSTS

Total Bio-E: Blackbuck - 45, Chousinga - 50, Gazelle and Saiga - 40, Nilgai - 0, and Oryx - 10.

Attribute Bonuses: P.P: +1 P.B.: +2 Spd: +7

HUMAN FEATURES

Hands: 5 Bio-E for partial, 10 bio-e for full

Biped: 5 Bio-E for partial, 10 bio-e for full

Speech: 5 Bio-E for partial, 10 bio-e for full

Looks: 5 Bio-E for partial, 10 bio-e for full

Natural Weapons:

5 Bio-E for small horns 1d6

10 Bio-E for medium horns 1d8

15 Bio-E for long horns 1d10

20 Bio-E for four horns (two small and two medium) that do 2d6 points of damage. Only Chousingas
may take this type of horn.

Powers:

5 Bio-E for Advanced Smell

5 Bio-E for Advanced Hearing


APE (GIBBON)

ORIGINAL ANIMAL CHARACTERISTICS

Description: Gibbons and their larger cousin the Siamang are small, very long armed apes that spend
most of their lives in trees. They differ from the great apes in being completely bipedal, monogamous
and in being the only primate besides man that can sing.

Size Level: 4

Length: 16-36” tall

Weight: 10-33 lbs.

Build: medium

MUTANT CHANGES AND COSTS

Total Bio-E: 25

Attribute Bonuses: I.Q.: +5 ME.: +2

M.A.: +2 P.P.: +4 P.E.: +2

HUMAN FEATURES

Hands: Partial automatic, 5 Bio-E for Full

Biped: Full Automatic

Speech: 5 Bio-E for Partial, 10 for Full

Looks: Partial automatic, 5 Bio-E for Full

Natural Weapons: none

Powers: 5 Bio-E for +30% to Sing Skill.

10 Bio-E for feet as partial hands

ARGALI

ORIGINAL ANIMAL CHARACTERISTICS

Description: Argali are large wild sheep similar to the American Bighorns (which are also found in Asia
and should use the same statistics) with amazingly coiled horns. Unlike domestic sheep, they have fur
instead of wool.
Size Level: 8

Length: to 5 ½ ‘long

Weight: 55-200 lbs.

Build: medium

MUTANT CHANGES AND COSTS

Total Bio-E: 40

Attribute Bonuses: P.P: +4, Spd +1

HUMAN FEATURES

Hands: 5 Bio-E for partial, 10 bio-e for full

Biped: 5 Bio-E for partial, 10 bio-e for full

Speech: 5 Bio-E for partial, 10 bio-e for full

Looks: 5 Bio-E for partial, 10 bio-e for full

Natural Weapons: 5 Bio-E for 1d8 horns

10 Bio-E for 2d6 horns

Powers:

5 Bio-E for Advanced Hearing

5 Bio-E for Advanced Smell

Mutant Argali, by the author

BAT: FLYING FOX


ORIGINAL ANIMAL CHARACTERISTICS

Description: Flying foxes are the worlds largest bat and get their name because they really do look like
a short tailed winged vulpine. Unlike most bats, flying foxes have no sonar and depend on their owl-like
eyes for detecting the overripe fruit they eat.

Size Level: 2

Length: 2-6 foot wingspan

Weight: to 3 lbs.

Build: medium

MUTANT CHANGES AND COSTS

Total Bio-E: 55

Attribute Bonuses:

I.Q +1 M.E. +1 M.A. +1 P.B. +2 Spd. +2

HUMAN FEATURES

Hands:

5 Bio-E for partial hands at the end of wings

10 Bio-E for full hands at the end of wings

20 Bio-E for extra limbs

Biped: 5 Bio-E for partial, 10 bio-e for full

Speech: 5 Bio-E for partial, 10 bio-e for full

Looks: None, fox like face with long snout and pointed ears, membranous wings attached to the arms,
and thick reddish brown to yellow fur.

5 Bio-E for partial, 10 Bio-E for full

Natural Weapons: 5 Bio-E for 1d6 teeth

Powers:

5 Bio-E for Glide

10 Bio-E for Flight


5 Bio-E for Night vision (60’)

BEAR: SUN

ORIGINAL ANIMAL CHARACTERISTICS

Description: The sun or honey bear resemble s a small black bear with very short fur, long claws and a
yellow-orange V on the chest. These tropical bears inhabit the jungles of southern Asia where they are
famous for using their very long tongues for licking honey out of tree crevices and for their intelligence.

Size Level: 7

Length: 3 ½ to 4 ½ ‘ tall.

Weight: 110-145 lbs.

Build: short

MUTANT CHANGES AND COSTS

Total Bio-E: 30

Attribute Bonuses: I.Q.: +3, P.S.: +4, P.P.: +3, P.E. +4

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: Partial automatic, 5 Bio-E for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d6 bite

5 Bio-E for 1d8 claws (climbing)

10 Bio-E for 2d6 claw (climbing)

Powers:

5 Bio-E for Advanced Hearing

15 Bio-E for Advanced Smell


5 Bio-E for prehensile tongue (as partial hand)

BUTTERFLY LIZARD

ORIGINAL ANIMAL CHARACTERISTICS

Description: Butterfly lizards are a wide variety of brightly colored lizards native to Southeast Asia of
which the most famous species is Draco volens. They are tree dwellers whose ribs form bat-like wings
for gliding.

Size Level: 1

Length: to 6 inches

Weight: to 8 oz.

Build: long

MUTANT CHANGES AND COSTS

Total Bio-E: 70

Attribute Bonuses: P.P.: +3 Spd: +3

HUMAN FEATURES

Hands: Extra limbs with full hands automatic

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d6 bite

5 Bio-E for 1d4 claws (climbing)

Powers:

15 Bio-e for Light Natural Body Armor, A.R.: 9 and S.D.C; +20

30 Bio-E for Medium Natural Body Armor; A.R.: 13 and S.D.C.: +35

25 Bio-E for Accelerated Dodge: +4 to Dodge and +6 to speed.


10 Bio-E for Glide

CHEVROTAIN

ORIGINAL ANIMAL CHARACTERISTICS

Description: Chevrotain, or mouse deer, are tiny deer-like mammals from Asia and Africa. Unlike true
deer, chevrotains lack antlers but have long “saber-tooth” canines. Musk deer are similar and have the
same statistics.

Size Level: 4

Length: To 23” - Chevrotain

To 39” musk deer

Weight: 4-29 lbs - Chevrotain

15-37 lbs - Musk Deer

Build: short

MUTANT CHANGES AND COSTS

Total Bio-E: 55

Attribute Bonuses: I.Q.: + 2, M.E.: +3, Spd: +2

HUMAN FEATURES

Hands: 5 Bio-E for partial, 10 bio-e for full

Biped: 5 Bio-E for partial, 10 bio-e for full

Speech: 5 Bio-E for partial, 10 bio-e for full

Looks: 5 Bio-E for partial, 10 bio-e for full

Natural Weapons:

5 Bio-E for 1d6 teeth

Powers:

5 Bio-E for Advanced Hearing


CIVET

ORIGINAL ANIMAL CHARACTERISTICS

Description: Civets are spotted nocturnal mammals resembling cats with long muzzles. There are
several species of civet but all are ring-tailed tree climbing omnivores that have the same ecological
niche in Eurasia and Africa that the raccoon family does in the Americas.

Size Level: 4

Length: 14-38”

Weight: 29-44 lbs.

Build: medium

MUTANT CHANGES AND COSTS

Total Bio-E: 55

Attribute Bonuses:

M.A.: +2

M.E.: +1

P.P: +3

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d6 teeth

10 Bio-E for retractable 1d8 climbing claws

Powers:

5 Bio-E for Night vision (50’)

10 Bio-E for Prehensile Tail (as partial hand, binturong only)


DHOLE

ORIGINAL ANIMAL CHARACTERISTICS

Description: The red furred dholes are Asia’s version of the African wild dog and like it, they have
large round ears, live in large packs and are famous for eating their prey alive.

Size Level: 5

Length: 38” long with an additional 18” of tail.

Weight: to 37 lbs.

Build: medium

MUTANT CHANGES AND COSTS

Total Bio-E: 50

Attribute Bonuses: I.Q.: +3 P.E.: +2 Spd: +3

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d8 teeth

10 Bio-E for 2d6 teeth

Powers:

5 Bio-E for Advanced smell

15 Bio-E for reputation bonus: dholes are feared, so much so that even tigers will flee a hunting dhole.
In game terms this power gives a + 30 % bonus to Interrogation skills.

FLYING LEMUR
ORIGINAL ANIMAL CHARACTERISTICS

Description: Flying Lemurs or colugos are related to both bats and primates and resemble a flying
squirrel with the head of a fruit bat. Colugos hang upside down from trees like a sloth and feed upon
flowers and leaves.

Size Level: 2

Length: 13-16 ½” with a wingspan of 26-30”

Weight: 2-4 lbs.

Build: medium

MUTANT CHANGES AND COSTS

Total Bio-E: 75

Attribute Bonuses: P.P.: +2

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d4 climbing claws

Powers:

5 Bio-E for Advanced Smell

10 Bio-E for natural acrobatics 45%

10 Bio-E for Glide

GIANT SALAMANDER

ORIGINAL ANIMAL CHARACTERISTICS

Description: the Chinese and Japanese giant salamander is a larger relative of the American hellbender.
They are giant newts with spotted pinkish grey skin and crocodilian habits.

Size Level: 6

Length: up to 5 feet long

Weight: 50 lbs

Build: long

MUTANT CHANGES AND COSTS

Total Bio-E: 50

Attribute Bonuses: P.S.: +2 P.E.: +2

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks:` 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d6 bite

Powers:

5 Bio-E for Night vision (25’)

5 Bio-E for Advanced Smell

10 Bio-E for swim skill 90% with double endurance while swimming.

10 Bio-E for Hold Breath

10 Bio-E for Cold Resistance. Unlike reptiles, giant salamanders prefer cold water and can even tolerate
runoff from glaciers: + 6 to P.E. when saving against cold weather or freeze attacks.

GOAT ANTELOPE

ORIGINAL ANIMAL CHARACTERISTICS


Description: Goat antelopes are a group of ungulates related to both antelopes and sheep. They include
the rocky mountain goat of North America, the chamois of Europe, and the serow, Takin and Tahr of
Asia.

Size Level: 7

Length: 3-4 ½ feet

Weight: 53-220 lbs.

Build: Short

MUTANT CHANGES AND COSTS

Total Bio-E: 40

Attribute Bonuses:

I.Q.: +1 P.P.: +4 Spd: +1

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d6 horns

Powers:

5 Bio-E for Advanced Hearing

HYENA

ORIGINAL ANIMAL CHARACTERISTICS

Description: Hyenas are dog-like scavenging animals with a sloping back, short tail and jaws powerful
enough to crack bone. There are two species (the spotted and brown) in Africa and one (the striped) in
Asia.

Size Level: 9
Length: 3 ½ - 4 ½ ‘

Weight: to 176 lbs.

Build: short

MUTANT CHANGES AND COSTS

Total Bio-E: 30

Attribute Bonuses:

I.Q.: +2 P.S.: +2 P.E.: +4

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 2d6 bite

10 Bio-E for 2d8 bite

Powers:

5 Bio-E for Advanced Hearing

5 Bio-E for Advanced Smell

10 Bio-E for Toxin Resistance, +5 vs. poisons and +3 to drugs.

IBEX

ORIGINAL ANIMAL CHARACTERISTICS

Description: Ibex and Markhors are large wild goats native to the mountains of Europe and Central
Asia. They differ from domestic goats by having massive horns, hook shaped in Ibex and corkscrew
shaped in marchers.

Size Level: 10
Length: to 6’

Weight: 70-330 lbs.

Build: medium

MUTANT CHANGES AND COSTS

Total Bio-E: 20

Attribute Bonuses:

I.Q.: +2 P.E.: +4 P.P.: +2 Spd: +1

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d10 horns

10 Bio-E for 2d6 horns

Powers:

5 Bio-E for Advanced Hearing

10 Bio-E for Toxin Resistance (see Hyena, above)

JACKAL

ORIGINAL ANIMAL CHARACTERISTICS

Description: Jackals are coyote-like canines, slightly larger than a fox, found in Africa and Asia. They
are known for their cowardly disposition and scavenging diet.

Size Level: 4

Length: 23 ½ to 43”
Weight: 15-33 lbs.

Build: medium

MUTANT CHANGES AND COSTS

Total Bio-E: 50

Attribute Bonuses:

I.Q.; +4 M.E.: +2 M.A.: +2 P.P.: +2

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d8 teeth

Powers:

5 Bio-E for Advanced Smell

LORIS

ORIGINAL ANIMAL CHARACTERISTICS

Description: Lorises are small slow-moving nocturnal lemurs native to tropical Asia and Africa that
have large eyes and dense wooly fur. The Asian slow loris has no tail but the African Potto has a short
busy tail and spikes under the fur on its neck. All lorises extrude a poisonous secretion with a foul odor
from their armpits that they use to coat their fur in order to deter predators.

Size Level: 2

Length: 7-16 inches

Weight: to 2 ½ lbs.

Build: Short
MUTANT CHANGES AND COSTS

Total Bio-E: 55

Attribute Bonuses:

I.Q.: +2 M.E.: +1 P.P.: +1 P.E.: +1

HUMAN FEATURES

Hands: Partial automatic, 5 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons: none

Powers:

5 Bio-E for Night Vision (60”) eyes glow in the dark as if they were flashlights with this power.

15 Bio-E for prehensile feet (as partial hand)

10 Bio-E for Quill Defense: a kind of natural body armor (A.R.: 6) that results in anyone striking at the
back of the character to come into contact with the quills and taking 3d4 points of damage. Unlike
porcupine quills, potto quills are extensions of the vertebrae and cannot be removed for throwing.

20 Bio-E for poison glands: when the liquid from these glands is rubbed onto an object (or person) than
any creature that tries to eat or bite that object must save vs. poison (on P.E.) to avoid death.

MONGOOSE

ORIGINAL ANIMAL CHARACTERISTICS

Description: Mongooses are weasel-like animals with lightning fast reflexes that are famous for
attacking snakes though they are omnivorous and will actually eat a wide variety of foods. There are
many species native to Africa and Eurasia. The Indian species was imported to South America in the
1800’s to control snakes but as mongooses hunt cobras instead of vipers, they became pests by eating
the eggs of the local birds.

Size Level: 3

Length: 7-18 “ with an additional 5-12” tail


Weight: 11 lbs.

Build: long

MUTANT CHANGES AND COSTS

Total Bio-E: 60

Attribute Bonuses:

I.Q.: +1 P.P.: +4 Spd: +5

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d6 climbing claws

5 Bio-E for 1d8 teeth

Powers:

5 Bio-E for Advanced Hearing

20 Bio-E for Increased metabolic Rate (see weasel in the basic rulebook)

PANDA, GIANT

ORIGINAL ANIMAL CHARACTERISTICS

Description: Giant pandas are the famous black and white bears from China. They have six digits on
their forepaws, five fingers and an opposable “thumb” made from a modified wrist bone. They have
extremely powerful jaws used to crush bamboo, their favorite food.

Size Level: 10

Length: 5 ½ to 6 ½ feet tall

Weight: 150-330 lbs.


Build: Short

MUTANT CHANGES AND COSTS

Total Bio-E: 0

Attribute Bonuses:

P.S.: +5 P.P.: +2 P.E.: +4

HUMAN FEATURES

Hands: Partial automatic

5 for Full (two thumbs)

Biped: Partial automatic, 5 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d10 bite

5 Bio-E for 1d8 claw (climbing)

Powers:

5 Bio-E for Advanced Hearing

15 Bio-E for Advanced Smell

PANDA, RED

ORIGINAL ANIMAL CHARACTERISTICS

Description: The red panda or cat-bear is a long tailed relative of the giant panda found throughout
Asia. Because of its appearance, it was once thought to be raccoon but it is actually the most primitive
member of the bear family. Red pandas have the same six fingered paws and massive bamboo cracking
teeth of the giant panda.

Size Level: 4

Length: 20-25” with another 11-20” of tail


Weight: to 12 lbs.

Build: Short

MUTANT CHANGES AND COSTS

Total Bio-E: 40

Attribute Bonuses:

P.S.: +3 P.P.: +3 P.E.: +3

HUMAN FEATURES

Hands: Partial automatic

5 for Full (two thumbs)

Biped: Partial automatic, 5 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d8 bite

5 Bio-E for 1d6 claw (climbing)

Powers:

5 Bio-E for Advanced Hearing

15 Bio-E for Advanced Smell

RACCOON DOG

ORIGINAL ANIMAL CHARACTERISTICS

Description: the raccoon dog is a larger relative of the American grey fox and is one of the few
members of the dog family that commonly climbs trees. It gets its name from the black mask over its
eyes and dark tipped tail.

Size Level: 4

Length: 20-32 inches with a 7-inch tail.


Weight: 16 ½ lbs.

Build: short

MUTANT CHANGES AND COSTS

Total Bio-E: 60

Attribute Bonuses:

I.Q.: +2 M.E.: +4 P.P.: +4 Spd: +2

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d6 teeth

10 Bio-E for 1d8 teeth

Powers:

5 Bio-E for Advanced Hearing

5 Bio-E for Advanced Smell.

TARSIER

ORIGINAL ANIMAL CHARACTERISTICS

Description: Tarsiers (called Yara-ma-yha-whos in Australian myth) are tiny nocturnal primates with
large eyes, long feet and fingers and toes ending in suction pads. Tarsiers are carnivorous and have the
unusual owl-like ability to swivel their heads around almost 360 degrees.

Size Level: 1

Length: 4-6 inches tall

Weight: to 4 oz.
Build: short

MUTANT CHANGES AND COSTS

Total Bio-E: 45

Attribute Bonuses:

I.Q.: +4 M.E.: +2 M.A.: +2 P.P.: +6

HUMAN FEATURES

Hands: Partial automatic, 5 for full

Biped: Full automatic

Speech: 5 for partial, 10 for full

Looks: Partial automatic, 5 for full

Natural Weapons: 5 Bio-E for 1d6 teeth

Powers:

5 Bio-E for Night vision (60’)

5 Bio-E for Leaping Ability (doubles the normal distance for jumps)

10 Bio-E for suction cups on fingers and toes (see Disk-Winged Bat in Mutants of the Yucatan for
details on this power).

TREE SHREW

ORIGINAL ANIMAL CHARACTERISTICS

Description: Tree Shrews are omnivorous tree-dwellers with long bushy tails that look like long nosed
squirrels but are actually primates related to Purgatorius of the Cretaceous period.

Size Level: 1

Length: 4-8 inches long (+ a 5-7” tail)

Weight: to 5 ½ oz.

Build: long

MUTANT CHANGES AND COSTS


Total Bio-E: 75

Attribute Bonuses:

I.Q.: +2 P.P.: +3

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Natural Weapons:

5 Bio-E for 1d4 climbing claws

Powers:

5 Bio-E for advanced hearing

WILD HORSES

ORIGINAL ANIMAL CHARACTERISTICS

Description: Wild horses include Przwalaki’s horse (or Takhi) of Mongolia, the Kulan of Tibet and the
African Zebras. Like all wild equines, they are smaller than domesticated riding horses and have upright
manes. Przwalski’s horses are golden dun and both sexes have goat-like beards in the winter. Kulans
resemble reddish gold mules with white legs and undersides but differ from other wild asses in that they
live in large herds like true wild horses. Zebras are African equines notable for their black and white
stripes.

Size Level: 15

Length: 7-8 ½ feet

Weight: 440-660 lbs.

Build: medium

MUTANT CHANGES AND COSTS

Total Bio-E: 5
Attribute Bonuses:

P.S.: +2 P.E.: +2 Spd.: +5

HUMAN FEATURES

Hands: 5 Bio-E for Partial, 10 for Full

Biped: 5 Bio-E for Partial, 10 for Full

Speech: 5 Bio-E for Partial, 10 for Full

Looks: 5 Bio-E for Partial, 10 for Full

Note: The Original and Avalon rulebook stated that horses have to pay 10 points for partial features
and 15 for full. No other animal, including the totally limbless snakes or even donkeys have this
restriction so I think the Bio-E cost should be a standard 5/10 for all equines.

Natural Weapons:

5 Bio-E for hoofed feet that do 1d8

Powers:

5 Bio-E for advanced hearing

5 Bio-E for advanced smell

5 Bio-E for +10 S.D.C.

The Nobles
Below is a selection of Noble races for Xanadu. It is by no means exhausted as there are almost as many
mythical beasts as there are real animals but a I have chosen a good selection from Eurasian legend. If
the G. M. allows Nobles from other sources can be created using the rules here for inspiration. A good
example would be an Eye-killer from Native American mythology designed by combining a mutant owl
with the Basilisk rules.

Optional Rule: because the mythical beasts of legend are usually larger or more impressive than
their mundane counterparts the player, with the G.M.s approval may minus all attribute bonuses
except speed and add the Bio-E points of the score (5 points per bonus) to the noble's total Bio-E.

AMPHISIEN

Description: An Amphisien or “hoop-snake” is a reptile with two heads, one in the usual place and
another growing out of the tip of its tail that is found in the art and myths of America and
Eurasia. Some amphisien are legless and resemble snakes while others have feathery scales, bird-
like legs or even wings!

Awakened: Amphisbaena

Build: long

Additional Bonuses:

Because of their two heads, amphisiens get a bonus of +20% to the skills Detect Ambushes and
Detect Concealment.

HUMAN FEATURES

Amphisiens with no human looks resemble mutant slowworms but (unless they take natural body
armor) have feathery scales and feet like a bird. Amphisiens due to their nature rarely have
human looks.

5 Bio-E for hands at the end of wings (hands must already have been purchased in Step One).

10 Bio-E for extra limbs (hands must already have been purchased in step one)

Natural Weapons:

5 Bio-E for 1d4 fangs

Additional Powers:

5 Bio-E for advanced smell

10 Bio-E for hooping ability: by grasping one head in the mouth of the other the amphisen can roll
at 60 mph like an old tire for one turn per every 5 points of P.P.

20 Bio-E for Paralytic poison (as rattlesnake)

35 Bio-E for Deadly poison (as rattlesnake)

BAKU

Description: A Baku is a beast from oriental mythology with the trunk of an elephant, a boar’s
tusk, a tiger’s paws, a buffalo’s body and a lizard-like tail. It is good luck to see a Baku as they are
said to feed on bad dreams.

Awakened: Tapir

Build: short
Additional Bonuses:

Because of their elephantine heads, Baku get a bonus of +20% to advanced hearing and Advanced
Smell.

HUMAN FEATURES

Baku with human looks still have short trunks and pawed feet like those of a tiger complete with
faint stripes otherwise they resemble tapirs.

Natural Weapons:

5 Bio-E for 1d6 tusk

10 Bio-E for 2d6 tusks

Additional Powers:

5 Bio-E for Detect Nightmares psionic power: this psionic ability works just like Detect Psionics
except that it detects people having bad dreams or people suffering from the Mind Trap psionic
power.

15 Bio-E for Devour Nightmares psionic power: by touching someone suffering from bad dreams
or from a Mind Trap fantasy with his trunk the Baku can banish the vision, replacing it with a
similar good dream.

In the case of Mind Trap victims, the Baku must win a saving throw with the psionic giving the
nightmare before he can banish it. Let us say a Baku is going to modify the sample mind trap
given on page 27 of the basic rulebook. The sparrow-eagle Brown Wing is placed into a Mind
Trap in which he is in a cage with two hungry lions. A Baku touches Brown Wing and uses
Devour Nightmares. Being psionic the Baku must roll 10 or more to save. He makes his save and
changes the vision to a dream where Brown Wing is a famous lion tamer in the circus.

BASILISK

Description: Basilisks (or cockatrices) are a bizarre mixture of snake and chicken. Most are
chicken-like with a serpent’s tail but some are more like snakes with a cock‘s comb and wattles.
Basilisks are feared for their potent venom.

Awakened: Chicken

Build: long

Additional Bonuses:

Basilisks get a + 20% bonus to Tracking skills.

HUMAN FEATURES
Being awakened birds basilisks have full bipedal stance automatically but not all legendary
basilisks are bipeds. A character may thus gain additional Bio-E points by sacrificing Bipedal
features. For +5 Bio-E the basilisk is partial bipedal like many lizards. For +10 Bio-E, the basilisk
has no hind legs but rather has the hindquarters of a snake so snake rules will be used for
movement.

20 Bio-E for Extra limbs with hands: many legendary basilisks lacked wings but had four
forelimbs. Basilisks with four arms get an extra attack per melee-round.

Natural Weapons:

5 Bio-E for 1d4 fangs

Additional Powers:

5 Bio-E for advanced smell

35 Bio-E for Deadly poison (as rattlesnake)

20 Bio-E for Bio-Manipulation: Paralysis

BONNACON

Description: Bonncons resemble buffalo with long shaggy white fur, ram-like horns and a horse-
like tail. They are best known for their skunk-like musk glands under their tails.

Awakened: Buffalo

Build: Medium

Additional Skill Bonuses: none

HUMAN FEATURES

Bonnacon rarely have human looks but if they do, they will be notable for their white hair and
strong body odor.

Natural Weapons:

10 Bio-E for 2d6 horns

Additional Powers:

15 Bio-E for Stink Spray (as skunk)


CALADRUS

Description: A caladrus resembles talking raven with pure white feathers. They are said to be the
greatest healers in the world able to cure any disease or make an antidote to any poison.

Awakened: Crow

Build: Medium

Additional Bonuses:

Because of their nature, caladrus get a bonus of +15% to all medical skills.

HUMAN FEATURES

Caladrus have the same features as crows but always have white feathers.

Natural Weapons: none additional

Additional Powers:

20 Bio-E for Bio-Manipulation: Heal. This psionic power works just like Bio-Manipulation but
instead of harming a target, it cures 2d6 Points of damage per minute of duration. Healing is first
done to Hit Points before affecting S.D.C.

CATOBLEPAS

Description: A catoblepas is a boar with a long mane that hangs over its bulging eyes, a long
serpentine neck and tail, and hippo-like body. They are said to turn their victims to stone with
only a look.

Awakened: Boar

Build: long

Additional Bonuses: none

HUMAN FEATURES

Catablepas with human features always have bulging eyes and shaggy bangs that hang over the
eyes.

Natural Weapons:

10 Bio-E for 1d6 tail club

Additional Powers:
20 Bio-E for Bio-Manipulation: Paralysis

CENTAUR

Description: A centaur combines the body and legs of a horse or wild ass with the head and torso
of a man.

Awakened: Wild Horse

Build: medium

Additional Bonuses:

All centaurs are experts with the bow and get an extra +1 to strike with W.P. Bow.

HUMAN FEATURES

The typical centaur has four limbs (no bipedal stance) extra arms with hands and full human
looks. Some legendry centaurs differed from this norm by being depicted with hooves instead of
four human feet or with a human head and an equine body with no arms.

15 Bio-E for Extra limbs with hands: most centaurs have four forelimbs: two front legs and two
full human hands. Centaurs may buy this feature instead of full hands and with this feature, they
gain an additional +2 to speed.

Natural Weapons: none additional

Additional Powers: none

CHIMERA

Description: A chimera is a lion with the horns of a goat and the tail of a lizard. A few legendary
chimera have wings like a bat.

Awakened: Lion

Build: Medium

Additional Bonuses: none

HUMAN FEATURES

Chimera always look like a combination of lion, goat and dragon and even a character with full
human looks should reflect this. In addition to full hands chimera also get:
5 Bio-E for hands at the end of wings (hands must already have been purchased in Step One).

10 Bio-E for extra limbs (hands must already have been purchased in step one)

Natural Weapons:

5 Bio-E for hoofed feet, kick does 1d8.

5 Bio-E for 1d8 horns

10 Bio-E for 2d12 horns

Additional Powers:

10 Bio-E for Glide

20 Bio-E for flight

5 Bio-E for Natural Energy Blast: fire. A chimera can breathe fire up to 3 times a day. This fire
shoots out to a basic range of 75 feet (maximum range of 150 feet) and do 3d6 points of damage.
Things caught on fire will burn for 2d4 melees. This power may be taken multiple times for
additional uses per day.

COUATL

Description: A couatl is a snake with feathers. They are known in all mythologies and those
without arms are known as amphipteres while those with arms are known as wyverns in Eurasia.
Many have bat-like wings covered in feathery scales.

Awakened: snake (any)

Build: long

Additional Bonuses: none

HUMAN FEATURES

Couatl usually have no bipedal stance, having instead a serpent’s tail. In full human looks, a
couatl will have feathers instead of hair.

5 Bio-E for hands at the end of wings (hands must already have been purchased in Step One).

10 Bio-E for extra limbs (hands must already have been purchased in step one)
Natural Weapons: none additional

Additional Powers:

10 for Glide

20 for flight

5 Bio-E for advanced vision

DRAGON

Description: A dragon is a dinosaur-like creature, often winged, known for their great wisdom,
desire to hoard wealth and fiery breath.

Awakened: alligator or crocodile

Build: long

Additional Bonuses: If the player wishes, one of the alligator bonuses may be replaced with a M.A.
bonus.

HUMAN FEATURES

Dragons have longer necks and more graceful builds than their crocodile ancestors and many
have external ears and crests of hairy feathers. Dragons with full human looks resemble
amazingly graceful oriental people with flowing hair and brightly colored eyes.

5 Bio-E for hands at the end of wings (hands must already have been purchased in Step One).

10 Bio-E for extra limbs (hands must already have been purchased in step one)

Natural Weapons:

5 Bio-E for 1d6 claws

10 Bio-E for 2d6 club or bladed tail

Additional Powers:

5 Bio-E for night vision (60’)

10 Bio-E for infrared vision

10 Bio-E for advanced vision

10 Bio-E for Glide


20 Bio-E for flight

10 Bio-E for Gigantism: the dragon gains an additional number of Bio-E equal to his P.E.
multiplied by 5 that can only be used for growth .

5 Bio-E for Natural Energy Blast: fire. A dragon can breathe fire up to 3 times a day. This fire
shoots out to a basic range of 75 feet (maximum range of 150 feet) and do 3d6 points of damage.
Things caught on fire will burn for 2d4 melees.

This power may be taken multiple times for additional uses per day.

©Vicky Wyman (Thoughts and Images, 1988)

FAERIE

Description: The faerie folk are a humanoid race that comes in a variety of breeds from the tall
elves to the sturdy dwarves to the tiny winged sprites. Faeries are famed for their psionic powers
and most are telepathic.

Awakened: Human

Build: varies, most are medium but elves are long in build and dwarves are short.

Additional Bonuses: none


HUMAN FEATURES

Faeries are mutant humans, usually with full hands and bipedal stance but they are very different
in appearance from the mutants given in Transdementional TMNT.

Full automatic (no cost). Faeries with this appearance resemble human beings, differing only in
having slightly pointed ears and large slanted eyes. Some may have odd skin or hair colors
(usually blue or green) but they can easily pass for human.

Partial (gain 5 Bio-E). Faeries with partial looks include the hobs and goblins of legend. They have
long arms, short legs, and large feet and many are covered in short fur or scales. A few may have
tails, claws, or cloven hooves for feet.

None (gain 10 Bio-E). Only a few faeries such as the kobolds have this appearance in myth. Their
faces extend into a muzzle and a long tail extends from the rear. The most monstrous may have
horrible deformities.

5 Bio-E for hands at the end of wings (hands must already have been purchased in Step One).

10 Bio-E for extra limbs (hands must already have been purchased in step one)

Natural Weapons:

5 Bio-E for 1d6 climbing claws

5 Bio-E for 1d4 bite

10 Bio-E for hoofed feet, kick does 1d8.

10 Bio-E for 1d8 horns

Additional Powers:

5 Bio-E for Night vision (60’)

10 Bio-E for infrared vision

10 Bio-E for Glide

20 Bio-E for flight

15 bio-E for Light natural body armor (scales): A.R.: 6, S.D.C.: + 25

FAERIE DRAGON

Description: Faerie dragons are tiny dragon-like creatures with the wings and antennae of a gaily-
colored butterfly. Faerie dragons are famed for their mischievous natures and fondness for
sweets.

Awakened: Butterfly lizard

Build: long

Additional Bonuses: none

HUMAN FEATURES

Faerie dragons are always brightly colored and even one with full human looks will have skin in a
rainbow of hues including blue, green, and purple.

Natural Weapons: none additional

Additional Powers:

5 Bio-E for Night vision (50’)

10 Bio-E for Prehensile Tail (as partial hand)

20 Bio-E for flight

5 Bio-E for poison gas breath. three times per day, the faerie dragon may breathe out a cloud of
smoke that covers a 15’ radius. All within this cloud, except for the faerie dragon must save vs.
non-lethal poison or wander about in a dream state “looking at all the pretty colors” for the next
½ hour. While high as a kite, the victim will be -5 to all dice rolls and will be react as if under a
hypnotic suggestion to any question.

FANG HWANG

Description: Fang Hwang are beautiful birds similar to a peacock but with a hooked beak like a
falcon and feathers of a fiery red, orange and gold hue. They are the firebirds of Russia and the
orient differing from the true phoenix only in not being immortal or unique.

Awakened: peacock

Build: Medium

Additional Bonuses: none

HUMAN FEATURES

Fang Hwang resemble peacocks in appearance and differ only in having golden-red feathers.

Natural Weapons: none additional


Additional Powers:

5 Bio-E for Natural Energy Blast: fire. A Fang Hwang can surround itself with an aura of fire up
to 3 times a day. This fire covers the body and causes 2d6 points of damage to anything touching
the character. Things caught on fire will burn for 2d4 melees. The fang hwang is immune to fire
or heat as long as this power is in effect.

This power may be taken multiple times for additional uses per day.

GARGOYLE

Description: A gargoyle resembles a classical demon with skin like stone. They often resemble apes
with reptilian tails, bat-like wings and horns.

Awakened: Bat

Build: medium

Additional Bonuses: none

HUMAN FEATURES

Gargoyles differ in appearance from “normal” mutant bats. Some features are regressive and
some gargoyles are wingless or walk on all fours. Gargoyles with no human looks have beaks like
a bird, those with partial looks have ape or bat-like faces while gargoyles with human looks may
seem very human indeed.

No wings (+ 5 Bio-E) the Gargoyle has no wings at all and cannot fly. He is also -1 to P.B. as
wingless gargoyles are not considered as attractive to their own kind.

Natural Weapons:

5 Bio-E for 1d8 tail

5 Bio-E for 1d6 small horns

10 Bio-E for 1d8 large horns

10 Bio-E for 1d8 hoofed feet

Additional Powers:

15 Bio-e for Light Natural Body Armor, A.R.: 9 and S.D.C; +20

30 Bio-E for Medium Natural Body Armor; A.R.: 13 and S.D.C.: +35
GRIFFIN

Description: A griffon is half lion and half eagle. Most have an eagle’s head, arms and wings and a
lion’s legs and tail but a few have feathered tails or four eagle-clawed feet.

Awakened: Eagle

Build: Medium

Additional Bonuses: none

HUMAN FEATURES

Griffins usually have extra limbs and can be told apart from “normal” mutant eagles by their
furred leonine bodies and ears. Even with full human looks, a griffin will have thick hair with the
lean muscular build and strong legs of a mutant cat instead of the long limbs and thin hair of a
normal mutant eagle.

Natural Weapons: none additional

Additional Powers: none

HARPY

Description: Harpies, or sirens, have the heads (and sometimes the arms and breasts) of humans
and the wings, tails, and legs of vultures. They are best known for their hypnotic voices.

Awakened: vulture

Build: short

Additional Bonuses: none

HUMAN FEATURES

Harpies differ in appearance from normal mutant vultures. All have feathered bodies and bird-
like legs and feet and the degree of human looks determines how human their faces look more
than their bodies.

None: Harpies with no human looks have a beaked mouth upon a human face, -2 to P.B.

Partial: Harpies with partial looks have hunched shoulders and wrinkled faces with huge hooked
noses, snaggleteeth, and lank greasy hair, -1 to P.B.

Full: Harpies with full looks have the faces of normal attractive human people, no penalties to
P.B.
Natural Weapons: none additional, beaks replaced by teeth in partial and full looks.

Additional Powers:

15 Bio-E for Hypnotic song: treat as the psionic gift Hypnotic suggestion but affects everybody
within a 20-foot radius who hear the song.

HIPPOCAMPUS

Description: Hippocampuses are the original sea horses, they are dolphins with the heads of
horses. Sometimes they are depicted with webbed feet or with fur upon their front halves and
scales behind. Their coloring varies from bluish silver to white with a mane like sea foam.

Awakened: Dolphin

Build: medium

Additional Bonuses: none

HUMAN FEATURES

Hands: Hippocampuses with no hands have flippers like a dolphin, those with partial hands have
webbed forepaws while full hands give hands that have only the slightest of webbing.

Biped: The dolphins given in the basic rulebook get four feet automatically, which is odd since no
other naturally legless animal (including snakes, slow worms, true seals or manatees) get such a
thing. I thus prefer that dolphins (and hippocampuses) with no bipedal stance have flukes and
must drag themselves along the sand as do seals. Partial bipedalism gives short legs and full
bipedalism gives longer legs.

Looks: Hippocampuses with no human looks have equine heads with flowing manes and a smooth
dolphin’s tail. Hippocampuses with partial or full looks resemble dolphins with the same features
except that the head has a long face, ears and upright mane like a horse with same looks.

Natural Weapons: 1d8 bite replaced with hooves that do the same amount of damage.

Additional Powers:

15 bio-E for Light natural body armor (scales): A.R.: 6, S.D.C.: + 25

5 Bio-E for Hold Breath (this should be available to true dolphins and the other sea creatures
given in Road Hogs ™ as well).

10 Bio-E for Natural Swimming ability equal to a basic swim skill of 70% (this should be available
to true dolphins and the other sea creatures given in Road Hogs ™ as well).
HIPPOGRIFF

Description: A hippogriff is similar to a griffin except that it is half horse instead of half lion. Most
have an hawk-like head, arms and wings and the hindquarters of a horse but a few have feathered
tails or four clawed feet.

Awakened: falcon

Build: Medium

Additional Bonuses: none

HUMAN FEATURES

Hippogriffs usually have extra limbs and can be told apart from “normal” mutant hawks by their
equine bodies and ears. Even with full human looks, a hippogriff will have the Mohawk-like mane
and pointed ears of a mutant horse instead of the tiny ears and thin hair of a mutant falcon.

Natural Weapons:

5 Bio-E for 1d8 hooves.

Additional Powers:

15 Bio-E for Heightened Speed: this is an increase in flying speed. The hippogriff can fly at up to
200 mph for a couple of minutes. At this speed, the hippogriff is +1 to strike, +4 to dodge, and +2
to damage for each 20 mph flown.

JACKALOPE

Description: Jackalopes can be found in American, Eurasian and African mythology. They are
horned hares with most having the antlers of a deer though the Arabian Al-mi-raj has a single
spiraled horn like that of the unicorn.

Awakened: Rabbits

Build: Medium

Additional Bonuses: none

HUMAN FEATURES

Jackalopes have the same features as mutant rabbits except for their horns.

Natural Weapons:
5 Bio-E for small (1d6) antlers

10 Bio-E for Large (1d8) antlers

15 Bio-E for (2d6) unicorn’s horn

Additional Powers: none

KAPPA

Description: A kappa is a Japanese creature that looks like a scaly green monkey with webbed
hands and feet, a turtle’s shell and a shallow depression on top of the head that it keeps filled with
water. It is said that while kappas are unfailingly polite and expert healers they are also vampires
who will demand a high price.

Awakened: Turtle

Build: medium

Additional Bonuses:

Because of their nature, Kappa get a bonus of +10% to all medical skills.

HUMAN FEATURES

Kappas usually have an appearance similar to those of “normal” mutant turtles except that they
tend to be slimmer and have stringy dark hair surrounding their skull dish.

Natural Weapons:

5 Bio-E for 1d4 claws.

Additional Powers:

5 Bio-e for Super Strength: as long as the kappa has water in his skull dish he has a +3 strength
bonus. If he is immersed in water, this bonus rises to +5.

20 Bio-E for Bio-Regeneration. The power cures 2d6 Points. Healing is first done to Hit Points
before affecting S.D.C. This power will even cure severed limbs but it only works if the kappa is
immersed in water or has water in his head dish. Kappas can use this power up to 8 times per day.

LAMASSU
Description: A lamassu is a winged feline. The most typical form is the Babylonian winged lion but
flying tigers, panthers, pumas and even domestic tabbies are known from legend. The most
common type of sphinx found in Egyptian and Eurasian mythology is similar but has a human
face.

Awakened: any feline

Build: as base feline

Additional Bonuses: none

HUMAN FEATURES

Lammassu are winged cats and even a character with full human looks should reflect this. In
addition to the level of Hands chosen by the player lamassu characters also get:

5 Bio-E wings attached to the forelimbs like in a bat.

10 Bio-E for extra limbs (wings) in addition to the hands.

5 Bio-E for Partial Human Looks (special): lamassu may choose this option instead of the partial
human looks given in the feline entry. With this appearance, a lammasu has a body with no
human features and a face with full human looks.

Natural Weapons: none additional

Additional Powers:

10 Bio-E for Glide

20 Bio-E for flight

LEOCROTA

Description: A leocrota is a beast from African and Asian myth that looks like a white hyena with
stripes like a badger and the proportions and tail of a cheetah. In some legends, it has cloven
hooves like a deer. The strangest features of this creature is its very wide mouth that is filled with
teeth that resemble horizontal bony ridges and its laugh that sounds like a room full of people all
talking at once.

Awakened: Hyena

Build: long

Additional Bonuses: Spd: +10

HUMAN FEATURES
Leoctota have the same features as hyenas except that their mouths are extremely wide (extending
almost to the ears with no human looks) and their legs and tails are much longer.

Natural Weapons:

5 Bio-E for 1d8 hoofed feet

Additional Powers:

10 Bio-E for the leocrotta power of being able to chew anything with its special teeth. A character
with this power can chew through wood, bone or plastic at about one inch per melee. Stone,
concrete and metals are not applicable.

MANTICORE

Description: A manticore is a creature from Asian mythology that has the body of a tiger, the
mane of a lion, the head of a man, and the teeth of a shark. Some legends also give it the tail of a
scorpion or the wings of a bat. Its roar sounds like the music from a flute and it is thought to be a
fierce and gluttonous man-eater.

Awakened: Tiger

Build: medium

Additional Bonuses: none

HUMAN FEATURES

Manticore resemble normal mutant tigers except that their heads are always one Human Look
higher in appearance, in other words a manticore with no human looks would have a face with
partial human looks and one with partial looks would have a face with full human looks.

A manticore with Full Human Looks is called a Rakasha and is characterized by having several
rows of shark-like teeth and hands with fingers that can curve backwards.

5 Bio-E wings attached to the forelimbs like in a bat.

10 Bio-E for extra limbs (wings) in addition to the hands.

Natural Weapons:

15 Bio-E for quills on tip of tail like a porcupine. Anyone struck by the tail takes 3d6 damage and
by lashing the tail, any loose quills (1d4 per lash) can be thrown at an attacker like a dagger for
1d4 damage each. A manticore has enough quills to do this 8 times a day.

Additional Powers:
10 Bio-E for Glide

20 Bio-E for flight

20 Bio-E for Paralytic poison (as rattlesnake) on tail quills only.

35 Bio-E for Deadly poison (as rattlesnake) on tail quills only.

MERMAID

Description: A mermaid (or Merman if male) looks like a human from the waist up and like a fish
from the waist down. Most have long flowing hair, webbed fingers and lovely singing voices.

Awakened: Manatee

Build: medium

Additional Bonuses:

Because of their nature, mermaids get a bonus of +10% to singing skills.

HUMAN FEATURES

Hands: mermaids with no hands have manatee-like flippers; those with partial have webbing
between the fingers while those with full hands have no webbing.

Biped: most mermaids are not bipeds but have the tail of a dugong instead of legs and must drag
themselves along on land at ¼ normal speed. Those with partial bipedal features have two “fish
tails” that they can balance on but cannot run while mermaids with full bipedal features have
human legs with webbed toes.

Looks: Mermaids with no human looks have faces much like a seal with long flowing head hair
and rounded ears. Those with partial looks have monkey-like features and those with full looks
resemble human beings from the waist up.

Natural Weapons:

5 Bio-E for 1d4 claws

Additional Powers:

15 Bio-E for Hypnotic song: treat as the psionic gift Hypnotic suggestion but affects everybody
within a 20-foot radius who hear the song.

15 bio-E for Light natural body armor (scales)on the tail (or legs): A.R.: 6, S.D.C.: + 25
ONI

Description: Oni is the Japanese term for an Ogre, giant, or troll. Oni is preferred to giant because
not all “giants” are gigantic, the Shetland trolls averaged four feet in height while Japanese ogres
are rarely larger than a man is. Oni are better described as dim witted, ugly humanoids known
for their great strength.

Awakened: Ape

Build: medium

Additional Bonuses:

Because of their nature Oni lack, the attribute bonuses to I.Q., M.E. and M.A. but have an
additional 15 Bio-E.

HUMAN FEATURES

Oni with no human looks resemble great apes with knuckles that drag on the ground and bowed
legs. They differ from apes in having tusk-like teeth and odd colored warty hides (often greenish
in hue) covered with sparse wiry hairs. Those with full looks are similar to men.

Oni in mythology may be Cyclopes (having only one eye) or have three eyes. Oni with these
features gain an additional 5 Bio-E to use for raising size levels only.

Natural Weapons:

5 Bio-E for 1d4 tusks.

5 Bio-E for 1d6 horns.

Additional Powers:

5 Bio-e for Earth’s Strength: as long as the Oni’s feet touch the earth (including natural stone but
not wooden floors, concrete, glass or plastic) he gains an additional +3 to P.S.

10 Bio-E for Gigantism: the giant gains an additional number of Bio-E equal to his P.E. multiplied
by 5 that can only be used for growth .

OPINICUS

Description: An opinicus is a winged camel, often with the head and paws of a monkey. They are
best known from Oriental and Arabian myth and are considered very psionic.
Awakened: Camel

Build: medium

Additional Bonuses: none

HUMAN FEATURES

The classic opinicus of legend either looks like a normal camel with wings or has no bipedal
stance, full hands and partial looks. They are usually single humped like a dromedary camel but
have the shaggy fur of a Bactrian camel or llama.

5 Bio-E wings attached to the forelimbs like in a bat.

10 Bio-E for extra limbs (wings) in addition to the hands.

Natural Weapons: none additional

Additional Powers:

10 Bio-E for Glide

20 Bio-E for flight

PEGASUS

Description: Winged horses of several types are known in mythology. The Greek Pegasus with its
feathered wings is the best known but bat winged “dragon-horses” can be found in English,
European and Oriental myth under various names.

Awakened: Horse

Build: medium

Additional Bonuses: none

HUMAN FEATURES

Pegasi are winged horses and their appearance should reflect this. Even pegasi with full human
looks should have a long face, wide shoulders and feathery hair extending to the waist.

5 Bio-E wings attached to the forelimbs like in a bat. The Indian “cock-horse” has wings of this
sort. Wings may be feathered or bat-like.

10 Bio-E for extra limbs (wings) in addition to the hands. Most pegasi have wings of this sort that
may be feathered or leathery.

Natural Weapons: none additional

Additional Powers:

10 Bio-E for Glide

20 Bio-E for flight

SHEDU and PERYTON

Description: A Shedu is a winged bull from Babylonian mythology that is sometimes shown with a
human head while a peryton is a winged deer.

Awakened: Cattle (or Deer)

Build: medium

Additional Bonuses: none

HUMAN FEATURES

Shedu are winged kine or deer and their appearance should reflect this. Even with full human
looks, a shedu should have feathery hair extending down the back.

5 Bio-E for Partial Human Looks (special): shedu may choose this option instead of the partial
human looks given in the cattle or deer entry. With this appearance, a shedu has a body with no
human features and a face with full human looks.

5 Bio-E wings attached to the forelimbs like in a bat.

10 Bio-E for extra limbs (wings) in addition to the hands.

Natural Weapons: none additional

Additional Powers:

10 Bio-E for Glide

20 Bio-E for flight

SIMURGH
Description: The simurgh or cynogriffin is found in the myths of the middle east, Asia, and Russia.
It has the head and body of a wolf-like dog and the wings and tail of a golden red peacock.

Awakened: any canine

Build: long

Additional Bonuses: none

HUMAN FEATURES

Simurghs are dog-birds and those with full human should reflect this by having canine features
combined with feathery hair. All simurghs that have none or partial Looks will have a long,
gorgeously feathered tail.

5 Bio-E wings attached to the forelimbs like in a bat.

10 Bio-E for extra limbs (wings) in addition to the hands.

Natural Weapons: none additional

Additional Powers:

10 Bio-E for Glide

20 Bio-E for flight

20 Bio-E for Healing feathers. By removing a feather and soaking it in wine, the simurgh can
make a potion that will cure 1d8 Points of damage or automatically become an antidote for any
poison. Each feather causes one point of damage to the simurgh when removed and will make
enough potion for one dose.

ROC

Description: A roc or thunderbird is a gigantic bird whose silhouette blocks out the sun and whose
wings sound like thunder. These birds are found in Arabian, African, Norse, Oriental and native
American lore and look like immense condors with white heads and necks and powerful talons.

Awakened: Hawk

Build: medium

Additional Bonuses:

Because of their great size, any Roc over size level 10 gains a +1 bonus to P.S. for every extra size
level.
HUMAN FEATURES

Rocs almost never have partial of full human looks but rather look like gigantic eagles or hawks.
Very rare Rocs in mythology have hands on the ends of the wings and almost all have human
speech. In all shapes a roc will have a marking (either a birthmark or a pattern of darker
feathers) on its abdomen resembling a human face.

Natural Weapons: none additional

Additional Powers:

15 Bio-e for thunder flap: by clapping its wings together the roc can create a shockwave that will
cause 1d6 points of damage for every five size levels (rounded normally) possessed by the
character. The shockwave affects everything within 15 feet of the direction of the clap.

10 Bio-E for Gigantism: the dragon gains an additional number of Bio-E equal to his P.E.
multiplied by 5 that can only be used for growth .

5 Bio-E for Natural Energy Blast: lightning. A roc can shoot lightning out of its eyes up to 3 times
a day. This electricity shoots out to a basic range of 75 feet (maximum range of 150 feet) and do
3d6 points of damage. This power may be taken multiple times for additional uses per day.

UNICORN

Description: Unicorns are found in most mythologies and resemble slim white horses with the
grace of deer, the hooves of a goat, the tail of a lion and a single spiral horn in the center of the
forehead.

Awakened: Oryx

Build: long

Additional Bonuses:

Because of their nature, Unicorns get an additional +2 bonus to P.B.

HUMAN FEATURES

The majority of unicorns in mythology have no human features except speech but the Empress of
Xanadu has full hands and Biped as well. A very few legendary unicorns have full human looks in
which they resemble lovely silver haired humans with oddly shaped feet and either a short horn or
a birthmark in the center of their forehead.

Natural Weapons: none additional though a unicorn only has one horn.
Additional Powers:

5 Bio-E for Magical Horn: a character with this power has a horn that can harm supernatural
beings like spirits and werewolves. If using the Rifts ® rules a magical horn does Mega damage.

10 Bio-E for Springy Horn: by landing upon its horn (a successful P.P. roll) the unicorn takes no
damage from falling. The horn absorbs all the damage but if the damage exceeds the S.D.C of the
horn (which is equal to the P.E. of the character plus the maximum damage inflicted by the horn)
the horn will break. It takes one melee to extract a horn embedded in mud or earth, two melees to
extract one stuck in wood or plaster and three melees to remove one stuck in rock.

10 Bio-E for Antidote horn: a unicorn with this power can cure any poison by shaving off a small
sliver of horn and mixing it with pure water to make an antidote that must be drank by the
victim.

15 Bio-E for Unicorn Pool: this is a pool of clear spring water that the unicorn must bathe in at
least once a week. These pools are famous for their healing ability and anyone immersed in its
waters will heal 2d6 points of damage one time per day for every level the character has. Unicorn
water also has two other special abilities, first it increases the percentage chance +10% on any
attempt to use divination magic by gazing into its depths and it acts as a non lethal poison (it
quenches their fire) when drank by a dragon or other fire-breathing creature.

YALE

Description: A yale is a black and tawny spotted antelope with tusks like a boar, a goat like beard
and movable horns.

Awakened: Blackbuck

Build: medium

Additional Bonuses: none

HUMAN FEATURES

Yales resemble normal “mutant” antelope except that they always have protuberant lower teeth
and noticeably odd horns, even yales with full human looks will have twisted horny bumps on
their heads and undershot jaws.

Natural Weapons:

5 Bio-E for 1d6 tusks.

Additional Powers:

5 Bio-e for swiveling horns: a yale’s horns are movable at will. With this power, the yale has
perfect quardination with his horns and gets a +2 bonus (+1 per horn) to strike and can strike two
different targets at one time as long as the targets are both standing near the yale.
© Vicky Wyman (Thoughts and Images, 1988)

The New Beasts of Eurasia

Eurasia differs from most After the Bomb ® settings in that its vast territory has allowed
vertebrate animals to mutate in directions beyond the usual humanoid form. These new animals
are unintelligent and share the ecosystem with the giant insects found in the rest of the world.
Herbivorous mammals descended from rabbits and rodents are the most common but some odd
antelopes and pigs have also evolved, as have some giant herbivorous lizards. Carnivorous
mammals include giant short faced weasels that have taken the place of the big cats and
monstrous packs of giant rats that have the niche formerly held by members of the dog family.
© http://www.sivatherium.com

Harelopes and Aurochids

The most common herbivorous mammals are the hareolopes, hoofed descendants of rabbits and
hares. Most of these animals resemble long eared hornless deer and can be found in both forests
and plains. Two species are domesticated a small goat like form and a very large shaggy haired
species used much as pre change cattle and yaks were. The statistics below are for the common
wild harealope.

Attributes: I.Q.: 1d4 P.S.: 2d6 P.P.: 3d6 P.E.: 3d6 Spd: 7d6

Size level: 13

Weight: 350 lbs.

Length: 3-5 feet long

A.R.: 5

S.D.C.: 45

Hit Points: Equal to P.E.

Natural Weapons: 1d4 hooves

Attacks per melee: 2

Special Abilities: Advanced hearing

Breeding modifications: the ox-like Aurochid is much larger than the typical harealope (Size
Level 18, S.D.C.: 70) but tends to be more placid and less agile (P.E.: 2d6). They can be bred for
softer or coarser wool, richer milk, and for stronger cart oxen (add 1d6 to P.E. and P.S.).
© http://www.sivatherium.com

Zaranders

Another common type of herbivore is the huge decedents of wild pigs that have taken on the niche
once held by the elephants. There are many species ranging from the hairless inhabitants of the
tropical forests to shaggy haired tundra dwellers and hippo-like shovel-tuskers. All are
characterized by their huge size and elongated trunks. The statistics below are for the typical
jungle zarader and wooly nozdrokh.

Attributes: I.Q.: 1d6 P.S.: 5d6 P.P.: 2d6 P.E.: 11d8 Spd: 2d6

Size level: 19-20

Weight: 1000-2000 lbs.

Length: 8-10 feet long

A.R.: 11

S.D.C.: 60

Hit Points: Equal to P.E.

Natural Weapons: 2d8 tusks, 2d6 trample, 1d6 trunk (zarander only)

Attacks per melee: 2

Special Abilities: Advanced hearing, Advanced Smell

Breeding modifications: the flattooth is a semi-aquatic porcine shovel tusker whose short trunk is
useless for combat and whose tusks only do 1d8 points of damage. It uses its odd snout to feed on
lotus blossoms and lily pads.
© http://www.sivatherium.com

Hornheads and Thunderhorns

In the coniferous woodlands yet another herbivore lives, an antelope that has evolved to eat
conifer needles. The ibex sized mountain hornhead uses its expanded horns to amplify its calls but
the more large buffalo sized species that inhabit the vast taiga have horns that cover their entire
upper jaw forming a beak like that of the duckbilled dinosaurs of the Cretaceous. The statistics
here are for the common hornhead, which is the most common” duckbilled” species. It roams the
coniferous forest in small herds of 1d10.

Attributes: I.Q.: 1d4 P.S.: 3d6+6 P.P.: 3d6 P.E.: 5d6 Spd: 6d6

Size level: 16

Weight: 600 lbs.

Length: 5-6 ½ feet long

A.R.: 16

S.D.C.: 60

Hit Points: Equal to P.E.

Natural Weapons: 1d8 horns

Attacks per melee: 2

Special Abilities: Advanced hearing, Advanced Smell

Breeding modifications: there are many other species of hornhead found in the coniferous
woodlands including the large horned helmeted hornhead (2d6 horns), the large and moose like
water hornhead (size level: 17, add +5 to P.S.and S.D.C.) and the small mountain dwelling
thunder horns (Size Level: 10, S.D.C.: 35,1d6 horns, P.S.: 3d6, and P.E.: 3d6).
Falanx © 1981, Dougal Dixon

The Falanx, A Typical Predator Rat

The Falanx is a very large dog-like rat that hunts in packs, as the wolves of long ago did. Falanx
live in temperate forests, where they single out weaker prey animals and hound them to
exhaustion. Coming from a world with humans, they have no fear of them and will readily add
them to their diet.

Attributes: I.Q.: 1d4+3 P.S.: 3d6+3 P.P.: 3d6+5 P.E.: 2d8 Spd: 3d6 +2

Size level: 6

Weight: 30-60 lbs.

Length: 4-5 feet long

A.R.: 6

S.D.C.: 30

Hit Points: Equal to P.E.

Natural Weapons: 2d4 bite

Attacks per melee: 1

Special Abilities: Advanced hearing, Advanced Smell, Night vision

Breeding modifications: Falanx can be tamed much as dogs used to be, the other species can be
used to design various breeds of domesticated falanx. Other species of predator rats include
rapides, raveres, and jarisets. The rapide is a native of northern grasslands and plains, and is
clearly built for speed. Its long legs, sleek physique, and highly flexible spine enable it to reach
speeds of up to 45 in sprints. Rapides though are weaker in attack (damage 1d6), and are
generally either solitary or found in mated pairs. The ravere is about the size of a fox or wild cat
(size level 3, P.S.: 2d6 +3, 15 S.D.C. 1d6 claws and 1d4 bite) and the jariset is an even smaller long
bodied weasel-like form (size level 2, P.S.: 1d6 +3, 10 S.D.C. and 1d4 bite).
Modified from: © http://www.sivatherium.com

The Gurrath, a Typical Giant Weasel

The Gurrath is the most typical cat-like animal in Eurasia. It is a spotted jaguar like animal
descended from a mongoose or weasel ancestor. Like its ecological counterpart from the age of
man, the Gurrath is a good climber and will leap down upon its prey.

Attributes: I.Q.: 1d4+1 P.S.: 4d6+1 P.P.: 3d6+2 P.E.: 5d6 Spd: 5d6

Size level: 13

Weight: 350 lbs.

Length: 5-6 ½ feet long

A.R.: 7

S.D.C.: 45

Hit Points: Equal to P.E.

Natural Weapons: 2d6 claws and 2d8 bite

Attacks per melee: 3

Special Abilities: Advanced hearing, Night vision

Breeding modifications: there are many species of giant cat-like weasels, in addition to the Jaguar-
like Gurrath of the forests, there is also the snow leopard like shurrack (1d6 claws and 1d8 bite) of
the mountains, and the coniferous woodland and plains dwelling Pamthret that has a solid brown
coat and a lion-like mane.
The Bounder, Eurasia’s Most Common Mode of Transportation

The most common domesticated herbivores to be encountered in Eurasia would be bounders and
dray. Bounders are herbivorous running rodents that resemble kangaroos but are actually
descended from jerboas. Bounders can be found running wild in large herds across the arid plains
and deserts. As riding animals, they are preferred by nobles and Highborn.

Attributes: I.Q.: 1d6+1 P.S.: 3d6+6 P.P.: 3d6 P.E.: 2d6+6 Spd: 4d6+6

Size level: 18

Weight: 1000 lbs.

Length: 6 ½-8 feet long

A.R.: 5

S.D.C.: 70

Hit Points: Equal to P.E.

Natural Weapons: 1d4 bite

Attacks per melee: 2

Special Abilities: Advanced hearing, Jump

Breeding modifications: Racing Bounders are 1d6 faster but minus 1d6 from P.S. war bounders
add 1d6 to P.S. and P.E. but minus 1d6 from P.P. and Speed.

© Vicky Wyman (Thoughts and Images, 1988)

The Dray, Eurasia’s Principle Beast of Burden

Unlike the bounder, the dray is a reptile, a giant agamid lizard that resembles a cross between a
rhinoceros and an iguana. Dray are dim-witted quadrupeds used for riding and as beasts of
burden by domestiques and those highborn who prefer a more sturdy and placid steed than a
bounder.

Attributes: I.Q.: 1d4 P.S.: 4d6+6 P.P.: 2d6 P.E.: 5d6 Spd: 3d6

Size level: 18

Weight: 1000 lbs.

Length: 5-6 ½ feet long

A.R.: 9

S.D.C.: 70

Hit Points: Equal to P.E.

Natural Weapons: 1d8 bite, 1d6 horn

Attacks per melee: 2

Special Abilities: Night vision

Breeding modifications: Dray can be bred for speed (+6), for heavy draft work (P.S. and P.E.
+1d6 but minus 1d6 from P.P. and speed), or for war (A.R.: 12).

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