Animal Alteration
Animal Alteration [Major] by Mr Twist and Iczer
'Attack my furry minions...Attack!!'
The character can alter the attributes of animals in bizarre and unusual ways.
1. Alter Animal Size: The character can alter an animal to be larger or smaller than it's normal form. Increasing an animals size allows it to double it's mass or halve it. The character can apply this effect over and over until he gets a target to an optimal size or reaches their maximum and minimum Masses (Minimum 6 ounces, Maximum 1000lbs +100lbs per level).
Each doubling of an animals size increases it's SDC by 50%, and it's PS and PE by 2. in addition, damage from natural weapons also increase by +1 dice size (D4 to D6, 2D6 to 2D8) for each doubling.
Each halving of an animal's size reduces it's SDC by 20 % and lowers PS and PE by 2 each. an animal at half it's normal size gains a +15% to prowl.
- Range: One animal within 5 feet per level.
- Duration: 5 minutes per level of experience
- Number affected: up to 2 animals may be affected at the same time, Plus one per level.
- Attacks: Growing or shrinking an animal counts as 2 attacks.
- Maximum mass: The character is unable to affect any creature greater than 3000lbs (1500KG).
- Note: If the GM feels it is called for, an animal may make a saving throw Vs 14 to resist an undesired size change.
- Option: If the GM is willing to incorporate aspects of the mutant animal section, he may instead allow each action to cause an animal to increase or decrease by a size level.
2. Swarm form: The character can turn an animal into a swarm of smaller creatures. The animal breaks down into 4 lb (2KG) creatures, each a miniature version of the original. As a swarm, the animals share senses and co-operate as a pack would (even if not originally a pack creature). The animals statistic change as follows:
- SDC: SDC is divided among all creatures in the swarm. A 200lb gorilla with 80 SDC becomes 50 4lb mini gorillas, each with 2 SDC (round up). Each member of the swarm has 2 HP.
- Attacks: A swarm attacks by moving over a foe and slamming, biting or goring as appropriate. Every 25 critters in a swarm inflicts 1d6 damage plus 1/4 of any damage bonus. The swarm makes a strike roll to hit a foe, but this cannot be parried, only dodged or protected by armor. The swarm can split up and attack separate foes, or converge on a single foe and pile it on.
- Speed: A swarm has only half the normal speed of the original creature.
- Damage: A swarm can only take enough damage in a single blow to kill a single member of a swarm, the rest of the damage is lost. Area attacks may kill every swarm member if they are not careful though. at the GM's discretion, some attacks (like shotgun blasts and flamethrowers) may be able to kill more than one at a time. Swarms can dodge with the same ability as the original.
- Recombining: At duration's end, all swarm members must recombine. if the animal cannot pull together more than 10% of it's original mass (SDC) it can no longer reform. the individual creatures either die or live out their lives as tiny critters.
- Duration: 5 minutes +2 minutes per level
- Range: 5 feet per level
- Attacks: Splitting a creature is a single attack.
- Number affected: Only one creature may be split at a time.
- Number of creatures: Only one creature may be split at a time.
3. Enhance/diminish: The character can enhance an animals capabilities. Referring to the mutant animals section, the character can grant 10 Bio E worth of alterations to an existing animal. These changes last only 1 minute per level. These changes can be used to augment an existing mutant animal (or to rob him of mutant abilities). as usual, any unwanted change warrants a saving throw (14+)
4. Loyal minion: The character can expend 4 actions to turn a living animal into a loyal minion. A loyal minion gains full hands, full biped, partial speech and no looks and takes 2 size level steps towards SL 10. The resulting creature has only basic Intellect (IQ 7) but is loyal to the creator. These changes last 1 hour per level.
5. Animal Influence: The character has a rapport with most animals. He is instantly able to assume a leadership role towards them, acting as pack alpha, so to speak. His general commands may be carried out, but this does not enable any meaningful conversation. The character's natural rapport adds +10% to horsemanship and +10% to any 'animal' type skill taken.