TMKT

by Mike Berkey (michael.berkey@gmail.com), Copyright 2008-2010. For more Microlite20 awesomeness, head over to the Microlite20 website at http://www.microlite20.net.

Teenage Mutated Kung Fu Tortoises, of course. ;-) This is a supplement for SpyLite. Differences are noted below, as necessary. The design is intentionally modular, however, so the key bits (the mutations) should be fairly compatible with other Microlite20 systems, with a bit of nudging. The only difference not listed below is that in combat Dexterity bonus is used to modify to-hit rolls and not Strength. This is a design consideration to keep large characters from dominating the game.

Character Creation
Stats
TMKT uses three stats: Strength, Dexterity, and Mind. Roll 3d6 for each score. Reroll the lowest score, keeping the higher of the two rolls. Your stat bonuses are (STAT-10)/2, rounded down. For compatibility reasons, substitute any references to Intelligence or Charisma with "Mind".

Classes
There is one class—Hero. Characters begin at Level 1. Non-player characters use a special class, NPC. All classes can use any weapon, armor or equipment, including vehicles.

Background
Roll d20 on the table below...or pick one. d20 1-3 4-8 9-12 Result Genetic Drift. You're the mutated child of normal parents, or perhaps the most recent of a line of mutants. +2 to an ability score of your choice, or one more BioP. Lab Rat. You were the result of a laboratory experiment. You escaped, and have been living on the fringes of society ever since. Take either +2 to an ability score or another Trained Skill. Secret Experiment. You were the result of a government, military or corporate experiment. Trained for a specific purpose, you managed to escape your handlers. Or have you? You gain one more Talent. As an additional option, you can still be on good terms with your agency. Survivor. You strove and overcame all obstacles. Through sheer willpower alone, you evolved into what you are now. From now on, whenever you roll for hit points, roll twice, taking the higher of the two rolls. Toxic Spill. You were an innocent creature who stumbled across a pool of toxic waste, causing you to mutate heavily. Roll d6: 1-3 Freakish Mutation. In exchange for one obvious mutant feature—say, albinism, or an extra eye, etc—you gain another 1d4 BioP. The feature has to be severe enough to impair you in some minor way or otherwise mark you as a freak. 4-6 Adopted by a Mentor. You were discovered at an early age by a mentor, adopted and trained. Gain either +2 to a stat of your choice or another Talent.

13-14

15-19

Science. If successful. you can spend your BioP points on any mutant ability. then they get a free Talent at first level. doing damage and knocking them flat. At every level evenly divisible by 4. This represents training in wrestling or other grappling styles. Domestic Donkey Elephant Frog Horse Lion Monkey Moose Mouse Opossum Porcupine Rat Rhino Squirrel Turtle Wild Bird Wolf See the section on Mutant Creatures for more detail. with an additional +2 bonus every 5 levels. 4. New Talent Descriptions Block. Team Bonuses. etc). Start out with 1 BioP less than your species indicates. Your body is evolving at an alarming rate. You get 2 Talents at first level and an extra one every 2 levels thereafter. immediately throwing them to the ground as a free action. Escape. Once per encounter. The DC is equal to the damage taken +10. 6. but you gain an additional BioP every even level (2. initially. This game uses Gear Points. If they can be stacked. Taking this Talent again allows multiple uses. Knowledge. 8. that attack is avoided. Brawler does not increase the die size of You also gain one additional benefit: if you roll 10 points or more than your opponent during any natural weapons. If the PC group chooses the same animal type. The player chooses one as Trained. Call it cross-training.20 Unstable DNA. the effects stack. A more comprehensive list is also in the Appendix. This bonus only applies for the strength check and not to-hit rolls. . Some Talents may be taken more than once—in that case. it adds +1 to damage for each check to escape a grab. including ones that your species wouldn't normally be able to acquire. you have the option of time it has been taken. Physical. You can also make your own animals—see the end of the Species list for details. and Subterfuge. Substitute any references to "Intelligence" or "Charisma" with "Mind". so any Talents that involve Gear Points are in play. Brawler. you can make a Phys + DEX roll vs a successful incoming melee attack. it will say so in the description. These points can be "stored" and used at a future point. d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Type Aardvark Bat Bear Cat. Talents Talents work the same as in SpyLite. Species Roll d20 on the table below or pick one. Skills There are five skills : Communication. mutations and background for all the characters. It offers improved skills with maintaining or escaping grabs: it gives +2 on all rolls to maintain or escape grabs.

If the character has a certain number of Talents from the list. Agile. range and cover all apply to Trick Shots. use a flat DC.Sniper. increasing by another +1 to hit and to heal. New Combat Maneuvers Trick Shots. the player must also seek out and challenge a Judo. then the attack is at an additional +2 (on top of the Aim maneuver). Other possibilities could be stapling the target to the wall through his clothing. the next morning. When making Trick Shots. you only take a penalty of -4 instead of -8. damage. Escape. Given access to herbs. practicioner of their style with that mastery level. but Weapon Specialist (Unarmed) it is a milestone in the character's martial career. depending on how much he failed by and what. you can be a Master of Tae Kwon Do and a Grandmaster of Eagle Style Kung Fu. he can choose a martial arts style for his character. then it can only be counted once for that style. tripping him and so on. on a character's action. Traditional Medicine. AC and certain skill bonuses (such as tumbling or sneaking around). From now hours of care. Creating new styles is simply a matter of typing up a list of 8 Talents that encourage the right amount of thematic specialization. It can weapon. you Weapon Specialist. The player can also declare himself to be a master of several martial arts. If it's against a live opponent. If the character is aiming with a ranged This may only be attempted once per day. If it has a scope. Declare what your attack is going to do—it could be anything from shooting a weapon from your opponent's hand to blowing his hat off or extinguishing a lantern. also. . at the GM's option. his save roll is higher than your to hit roll). 15. which could have effects ranging from a -2 to hit on his next action to flat-out surrender. Choose a type of weapon: can perform great acts of healing. Bonus points can only be reallocated once per round. tying him up. treat it as having a scope. With several Firearms. when the patient wakes up damage every 5th level (i. higher for smaller objects or more difficult shots. you did. For example. but only the +4 bonus would apply. It Judo. they achieve mastery and gain a bonus which can be split up amongst to-hit rolls. then he makes a save (usually DEX or STR + Phys) against a DC equal to your attack roll (with the to hit penalty) and either drops the weapon or is intimidated. Make a to-hit roll at -8. Defensive Roll. Each additional selection counts as a separate Talent for this purpose. Each martial art has a list of Talents. need not be a formal challenge or to the death. Brawler. he regains that many hit points. If he makes the save (i. Martial Arts Styles If a player wants. other medicinal materials and sufficient time. 5. but only the highest level of mastery will count. They do not stack. exactly. If a Talent is listed only once in a style even though it can be taken more than once. cure poisons and disease. # of Talents From List 2 3 4 5 6 Level of Mastery Novice Skilled Master Grandmaster Adept Bonus +1 +2 +3 +4 +5 In order to advance to a higher level of mastery. 20). make a MND + Know check vs a DC on you're +1 to hit and damage with those types of equal to 10 + the amount of damage that you want weapons. Specialist (Judo History or Judo Sport). 10. Note that some Talents may appear multiple times on the list—this is because certain Talents may be taken more than once. Aim. Against an inanimate object. Unconventional Fighter. Unarmed or Melee Weapons.e. If successful. then the attack applies against his AC (again with the -8 penalty)—he still might be shot by accident.e.

Kung Fu. if at all. making it bigger or smaller or acquiring special abilities. In this system. Defensive Roll. Weapon Specialist (Melee). For example. Every creature in the game has a base size. Each creature will have its size and base BioP listed under its description. Specialist (in some kind of stealth or assassination-related area).Karate. Speech. Block. The creature's ability to speak in a human tongue. Mod x4 applies to checks when attempting to hide or move silently—any skill check that would be adversely or positively affected by being very large or small. Brawler. Brawler. The first is BioP (Bio-mutation Points). Weapon Specialist (Unarmed). If "none" is selected. If none are bought then they are very clearly a mutant creature. Full handed creatures have full gripping and manipulation ability. along with a few other things. no amount of disguising can conceal it. Human features represent how far the creature has been moved along the evolutionary scale towards human. Martial Artist. Improving your character's features costs 1 for Partial or 2 for Full. Brawler. It modifies your ability scores and potentially affects your to-hit rolls and AC. but it won't be able to easily walk while doing so. Unconventional Fighter. Agile. Partial handed creatures are like apes—no opposable thumbs. Hands. Martial Artist. No other special psionic ability is gained other than projecting speech—to read minds or control others. Judo. Durable. special bonuses or weaknesses. The size varies depending on the species and how your BioP points are spent. Martial Artist. Judo. the character automatically has the ability to speak telepathically. Bipedal refers to how well the creature walks on its hind feet. Increasing a character's size category costs 2 BioP per size category. a Large bear would apply -4 to stealth attempts. Human Features. Agile. along with ability score adjustments. Decreasing the character's size gives back 2 BioP. . Partial Bipedalism gives the creature the ability to stand on its hind legs. Creatures with no hands can not hold things very well. Traditional Medicine or Specialist (Chinese Culture). Ninjutsu. like a human. Think of it like your dog trying to hold a screwdriver. you have to buy the appropriate abilities. Size Diminutive Tiny Small Medium Large Huge Example Sparrow Turtle Dog Man Bear Elephant Mod +4 +2 +1 0 -1 -2 Str -8 -6 -2 0 +8 +16 Dex +6 +4 +2 0 -2 -4 Mind -4 -2 0 0 0 0 Natural AC ----+2 +5 The "Mod" column applies to hit and AC. this bonus does not apply to grappling checks—that's already factored into the Strength bonus. Weapon Specialist (Unarmed). Power Attack. Mutant Creatures A mutant creature is defined by certain things. BioP are used to "build" a mutant creature. Escape. Looks refer to how closely a creature can pass for a human. Block. leaving its hands free for other tasks. Specialist (Okinawan or Japanese Culture). Agile.

Another common bonus is to allow characters their first Species special ability point for free. Jump. Size: Medium Ability Modifiers: +2 Str Special: Load-bearing Creature Weaknesses: Poor Eyesight Possible Abilities: Keen Hearing. Prehensile Limb (Trunk) Frog. Donkey. This sort of speech can also not be recorded by machines. Size: Large Ability Modifiers: None Special: Load-bearing Creature Weaknesses: None Possible Abilities: Keen Hearing. Species Aardvark. Domestic. 10 BioP Size: Diminutive Ability Modifiers: +2 Dex Special: Hands (Partial. Size: Large Ability Modifiers: +4 Str Special: Partial Biped Free (1 pt invested) Weaknesses: None Possible Abilities: Climb. Keen Smell. Requires Water Possible Abilities: Amphibious. Natural Armor (Thick Hide). Size: Huge Ability Modifiers: +2 Mind Special: Load-bearing Creature Weaknesses: Poor Eyesight Possible Abilities: Keen Smell. The GM can also adjust beginning BioP totals based on how powerful he wants starting characters to be in his campaign. Keen Smell. Keen Smell. Keen Smell. 9 BioP Size: Medium Ability Modifiers: None Special: None Weaknesses: Poor Eyesight Possible Abilities: Digger. +/-1 size category costs or gives back 2 BioP. 6 BioP.Bipedal Hands Looks Speech None 0 0 0 0* Partial 1 1 1 1 Full 2 2 2 2 * But gives limited telepathy. Natural Armor (Thick Hide). 1 pt invested) Weaknesses: Poor Eyesight Possible Abilities: Climb. Keen Hearing. Extra Limbs. Natural Weapons (Claws and Bite) Cat. 5 BioP. Natural Weapons (Hooves and Bite) Elephant. Size: Diminutive Ability Modifiers: +2 Dex Special: None Weaknesses: Cold-blooded (gets lethargic in cold weather). brown and grizzly bears. Keen Hearing. These will almost always be 1 BioP each. Natural Armor (Thick Hide) Bat. Keen Hearing (Can Echolocate) Bear. which only allows speech and has a relatively short range. 12 BioP. Nightvision. all the way up to +1d10. Leftover BioP can be spent on stats at a 1/1 ratio or hit points at 2 hp per 1 BioP. Keen Hearing. Flier. 4 BioP Includes black. Natural Weapons (Hooves and Bite). 9 BioP Size: Tiny Ability Modifiers: +2 Dex Special: None Weaknesses: None Possible Abilities: Climb. Other Abilities: The character can buy special abilities from the "possible abilities" entry in their species' write-up. Keen Smell. Keen Smell. Natural Weapons (Tusks). Talents can also be bought for 2 BioP. Runner . +1d2 for slightly more powerful than the default. Natural Weapons (Bite and Claw). Keen Vision Horse. 7 BioP.

Keen Hearing.Lion. 11 BioP. 5 BioP. Nightvision Monkey. macaque. Keen Smell. 7 BioP. 10 BioP. Nightvision. Jump. Flier. Elk. Natural Weapon (Bite). 6 BioP. Prehensile Limb (Tail). Small monkey varieties replace the +2 Dex bonus with +2 Str. 10 BioP. chickadees. Runner weather) Possible Abilities: Amphibious. Partial Looks (1 pt invested) Weaknesses: None Possible Abilities: Climb. Special: Natural Armor (Shell. Natural Weapons (Beak and Claws). Also includes chipmunks. Keen Hearing. 8 BioP. 1 pt invested) Weaknesses: Poor Eyesight Possible Abilities: Natural Armor (Thick Hide). Keen Smell. Special: Load-bearing Creature Size: Tiny Weaknesses: Poor Eyesight Ability Modifiers: None Possible Abilities: Keen Hearing. Size: Diminutive Includes most small non-predatory birds. Size: Tiny Ability Modifiers: +2 Dex. Wolf. Keen Hearing. Natural Weapons (Claws and Bite). Vision Size: Large Ability Modifiers: None Turtle. Keen Smell. Natural Armor Mouse. 7 BioP. including Ability Modifiers: +2 Mind budgies. mandrills and whatnot. -2 Dex Special: Natural Armor (Thick Hide. Natural Weapons (Bite and Claw) Also includes other diminutive rodents such as gerbils and hamsters. Flier. Noise Attack. Quills. Size: Tiny Ability Modifiers: None Special: None Weaknesses: Poor Eyesight Possible Abilities: Climb. Natural Weapon (Bite). Feign Death. Natural Weapons (Bite and Claws). Keen Smell. rhesus. Nightvision Special: Biped (2 pts invested) Opossum. 8 BioP. Jump. Natural Weapons Weaknesses: Cold-blooded (gets lethargic in cold (Antlers and Hooves). Natural Weapon (Horn) Squirrel. Weaknesses: None Size: Tiny Possible Abilities: Extra Limbs. Natural Armor (Thick Hide). do not have the Poor Eysight Possible Abilities: Climb. Size: Diminutive Ability Modifiers: +2 Dex Special: Partial Biped (1 pt invested). Strong Constitution . Weaknesses: None Size: Small Possible Abilities: Keen Hearing. Keen Smell. Keen Ability Modifiers: +2 Dex Smell. Keen weakness—reduce the BioP total to 6. +2 Mind Special: Partial Biped (1 pt invested). Keen Ability Modifiers: None Vision. Partial Hands (1 pt invested). Nightvision. Strong Size: Medium Constitution. 8 BioP. The larger varieties are size Small—adjust BioP down to 4 total. (Shell). Weaknesses: None Also includes elk. Weaknesses: Poor Eyesight Size: Diminutive Possible Abilities: Climb. Includes a wide variety of monkeys: baboons. Digger. Partial Hands (1 pt invested) Moose. Size: Medium Ability Modifiers: +2 Str Special: None Weaknesses: None Possible Abilities: Climb. 11 BioP. Strong Constitution Rhinocerus. Digger. Special: None Navigation Weaknesses: Poor Eyesight Possible Abilities: Climb. finches Special: None and so on. Mimic. howler monkeys. Ability Modifiers: None Natural Weapon (Bite). 11 BioP. Runner Special: None Weaknesses: Poor Eyesight Possible Abilities: Climb. Prehensile Limb (Tail) Rat. parakeets. 1 pt invested) Natural Armor (Thick Hide). Ability Modifiers: None Special: None Porcupine. Wild Birds. Size: Huge Ability Modifiers: +2 Str. pigeons.

heat. Some creatures. +4 to spot things at a distance or discern detail. In nature. etc). It typically has a fairly short range. Feign Death.e. and they can cling to surfaces with ease. They also gain +2 to damage when using their claws in combat. +4 bonus to detecting vibrations and other such details. Occasionally. Electrolocation. the character can glide. If you want all characters of that species to start out with any of these. This creature has the ability to sense the direction and strength of magnetic fields when submerged. the heat they give off.Building Other Species All animals start out with 8 BioP. Jump. needing less water than most creatures. SPECIAL Abilities And Weaknesses Some of these abilities can be taken multiple times —if they can. Keen Hearing. they can change their coloration at will. Constrictor. drooling and passing out. increasing the bonus to +8 and making them virtually invisible in the right conditions. this level is free instead of prepaid since it can be rather Heat-sensing. The character is adapted to living in the water. Taken twice. the ability's description will say so. Digger. The character has very sharp ears. Some creatures can track prey by situational. +4 to listen checks. Taken again. They may also be able to hear sounds outside of human range (dog whistles or impending earthquakes. Finally. . Winged creatures who've bought the full hands feature can buy this ability. to the point of stiffening up. Keen Smell. Taken once. This state will last a few Camouflage. give a short list of possible abilities that the base species possesses. such as moles. The character is very good at pretending to be dead. The character has a keen sense of smell. Keen Vision. pressure. the character can fly. +4 to swim rolls. The character has a natural minutes up to an hour. Climb. Stat penalties give back 1 BioP for every -2 Special abilities or weaknesses cost (or give back) 1 BioP each. Extreme Environment. The character is adapted to a specific environment making them highly resistant to its special features (no damage from extreme cold. proper settings (i. Keen Touch. it's mostly used to track other creatures by sensing the contraction of muscle tissue. +4 to all grappling checks and does another +2 damage when squeezing. It gives them a full pair of arms. The character can dig extremely well. wearing much clothing. Taken into their environment provided they are not twice. Can make burrows and holes in record time. The creature can grapple extremely well. +8. adjusted by their size. the bonus goes up to +6 and the character can breathe underwater. +4 to Jump rolls. Extra Limbs. polar bears in snowy environments). Attempts to see through the coloration that provides +4 to all stealth rolls in the ruse will be at +5 to the DC. +4 to smell things. allowing them to blend Flier. then "pre-buy" them under "Special". ending in hands in addition to their wings. for example). panthers at night. Size Category Diminutive Tiny Small Medium Large Huge BioP mod +3 +2 +1 0 -1 -2 Stat bonuses cost 1 BioP for every +2. and they can hold their breath a very long time. The character can jump very far. Taken again. have keen senses of touch that allow them to sense their surroundings and detect other creatures through the vibrations that their movements cause. Amphibious. The character is a natural climber. and some can even track by smell alone. +4 to Climb rolls. +4 to any rolls involved with moving earth.

Regeneration. This creature has evolved to be capable of lifting and carrying great weights. The taget must save or be several rounds. four times as fast. 1d8 for large. Taken once. Mimic. These creatures are hardy and painful. They can carry twice as much as another creature of similar strength and size. Requires Water. 1d6 damage to anybody within close earshot. however. the creature's Str score + 10. so there is no huge advantage. Often delivered by a bite or poisoned claw. victim dies. The creature has a gift for mimicking noises. After an hour or so without water. This creature is unusually tall. Natural Armor. If the attack roll misses. Examples include monkey's tails. rolls and may. The character can see in low-light several rounds with a persistent smell that lasts for conditions fairly well. The character is covered by a coat of quills. The save DC is the creature's Str + 10. Poison. If the save is failed. This creature can run twice as fast as a human. 1 hp per 10 minutes. Whenever a skill roll comes up that might be helped by great lifting strength. . Navigation.Load-bearing Creature. combat reach. Tall. +2 to AC. the creature heals 1 hp per hour. this is a combination of instinct and the ability to detect magnetic fields. Prehensile Limb. The character takes a -4 to any skill roll involving hearing. 1d10 for huge. The save DC is the creature's Str + paralyzed for a span of hours. can be faster or slower-acting. The character takes a -4 to any easily reach things that other creatures can not. the venom such things. +5 to AC if taken again. Make an attack roll—if successful the victim has to save or be nauseated for Nightvision. Make an attack roll—if Poison. Paralyzing. -all stats are at -2. be incapacitated from nausea for a few rounds. Taken again. plus they have to Nauseated targets are at -4 to most skill and attack save vs DC 15 or be stunned for 1d3 rounds. This creature can project a potent stench at one nearby target. diseases and other score + 10. The character has a thick hide. Depending on the creature. Their other senses can This ability is usually "free" since it doesn't give a take up the slack in combat. It provides +1 AC. +4 to appropriate rolls. The character needs to stay wet constantly or they begin to dry out. This creature can regenerate lost limbs and damage. Save DC is equal to 10. protective scales. The character can also detach quills and throw them as darts. Any attacker that tries to hit a character covered with quills with an unarmed attack and fails by 4 points or more will take 1d4 damage. Stench. this poison is relatively fast-acting Strong Constitution. They are rarely affected by poisons or damage every round until the save is made or the diseases and can usually eat just about anything. they get an additional +2. They can Poor Eyesight. In many cases. 1d6 damage for medium or smaller characters. they can make an additional attack per round with no penalty so long as that additional attack is with one of their natural weapons. devastating noise once per encounter. Usually claws or a bite. and also adds +2 damage to any unarmed melee attacks. the character begins to take 1d6 damage per half hour until rehydrated. Taken again. If you track such things in your to-hit penalty unless the character is trying to game. Deadly. Some creatures have an unerring sense of direction and never get lost. but these aren't the only options. ranging from specific voices to sounds like fire alarms and other random environmental noises. skill roll involving vision. a thick shell. Quills. Poor Hearing. Runner. Spit. if they fail their save spectacularly. whatever. it causes 1d4 Str and fecund. After several hours. Save DC is equal to the creature's Str +4 to checks against poison. Usually delivered by a bite successful the victim has to save or be blinded for or poisoned claw. elephants trunks and even a chameleon's tongue. this character will probably have better perform a ranged attack. The creature is capable of making a will drench a nearby target. The creature can spit. Twice. days. The character has a prehensile limb that can act as an extra limb or possibly even a spare hand. Natural Weapons. there's a 50% chance the fluid Noise Attack.

a curse will give a -4 to all skill or to-hit Effect: Mind score + Level in pounds can be lifted. Illusion Range: Eye Contact At the GM's option. chosen every fifth level. allows the detection of psionic Range: Line of Sight power usage and intelligent life forms. Mute. Mental Awareness Range: A few hundred yards Beast Mind Effect: When used. taken multiple times. a lever may be thrown. Mentally aware targets Effect: Gives a curse of some sort. it this ability is 10. with a cumulative +1. general background. indeed. The only exceptions are "Iron Will" and save. Some can be several extra rolls) are taken. Not only does it give the GM a plot device tool. It can first time in an adventure he does it. a minute and are at a cumulative +1. it will say so in the power's description. longer than a few minutes. Effect: The character has prophetic dreams. more elaborate commands can be given if extra time (and Psionic powers cost 1 BioP each. If taken although not with completely reliable detail. Every subsequent use adds reverts back to normal. Hypnosis Any effect that requires overcoming a target's Range: Eye Contact willpower will require an opposed MIND + Level Effect: Works like "Control Animal". this applies to all animals. then roll to resist. a . this time can be used per round and it takes up a standard at +1. If so. rolls affected by the condition or simply make Effects are limited to basic manipulation—an object certain things impossible. if the player already has The attacker can control what the target sees or psionic abilities. except with roll between the target and the attacker. Duration is 10 minutes. If the other Effect: Allows the character to communicate with parties don't want to be found. another effect must be chosen. Animals will regard the character as one of their own. intelligent creatures. Battle Mind anything requiring willpower to overcome. or other Clumsiness. The again. mutations.Psionic Powers Psionic powers can be used at will. Range: Line of Sight The target also gets to resist after the first combat Effect: Divulges one piece of information about round. "Battle Mind". (possessing Mental Awareness. the power is first taken. Iron Will Effect: +4 to saves against psionics or. Only one power at which point the victim can save again. Inflicting damage within the illusion will allow another roll to resist Aura Sense (and snap out of it) and does 1d4+1 point per level. Telekinesis Range: Mind score + Level in feet Typically. At the GM's option. appropriate powers such as Hypnosis. vague description of intent. If taken Prophecy again. it lets him reroll Effect: Can give a single command to an animal any dice roll. Deafness. The that it will carry out to the best of its ability. Pain. a new psionic power can be Effect: Imprisons the target within its own mind. but no sound. the DC to use attempt to resist. animal type as the character's base stock. taking the better of the two rolls. In game terms. It picks up Range: Eye Contact images. The effect must be chosen when Telepathy) can roll to detect the scrying. can be lifted and carried. When the command is finished. which give a persistant bonus. experiences for the duration. whatever. Every additional 10 minutes allows another action. Effect: Gives the attacker a +4 bonus when making opposed rolls for psionic abilities. Only works on the same Effect: The character can see distant events. DC varies depending on how close the scried event is: DC 10 for right next door all the way up to DC Evil Eye 35 for the other side of the planet. The target doesn't need to be aware of the attempt to make a save. this applies to all animals. animals of their own base stock. Blindness. Numbness. If the command takes another +5 to the DC. Subsequent resist rolls take place every the target—level. Each time the power is taken again. Illusion or Stun. it gets another roll to resist every 5 minutes or so with a cumulative +1 Scry every subsequent roll. the Control Animal character can also roll to see if he "remembers" the Range: Line of Sight events of the day.

Domestic 16-18 Chameleon 19-35 Dog 36-38 Pig 39-40 Gecko 41-45 Gerbil (see Mouse) 46-50 Guinea Pig 51-55 Hamster (see Mouse) 56-60 Horse 61-70 Monkey 71-77 Mouse 78-82 Parrot 83-88 Rabbit 89-94 Rat 95-100 Turtle . If the Range: Mind score + Level in yards mind is unwilling. Telepathy Range: Line of Sight or unlimited if the target is known (might require a roll versus a variable DC to "find" the target). —the attack becomes a small 10' diameter area of effect. Taking this ability again the target might get a bonus on. Does will require several opposed rolls. Requires an attack roll. Effect: Grabs a pebble or other small object and Probing deeper in the mind to get at information hurls it at an enemy. Taking this ability again adds fine manipulation. Domestic Dog Mouse Pigeon (see Wild Bird) Raccoon Rat Sparrow (see Wild Bird) Squirrel Wilderness Badger Bat Bear Beaver Bobcat Chipmunk (see Squirrel) Cottonmouth (see Snake) Cougar (see Cat. an opposed roll is required. Domestic 09-15 Chicken 16-25 Cow (Bull) 26-35 Dog 36-38 Donkey 39-43 Duck (see Wild Fowl) 44-49 Goat 50-54 Goose (see Wild Fowl) 55-64 Horse 65-66 Llama 67-68 Mink 68-70 Ostrich 70-80 Pig 80-88 Rabbit 89-95 Sheep 96-100 Turkey (see Chicken) d100 Pets 01-5 Budgee (see Wild Bird) 06-15 Cat.button pressed. but typing a password into a keyboard would be out of the question. Telekinetic Bullet Effect: Can talk to or read another mind. depending on the upgrades it so several objects can be thrown at once GM. Appendix: More Critters Tables! d20 1-4 5-8 9-12 13-16 17-20 Table Farm Animals Pets Urban Wilderness Zoo d20 1-2 3-5 6-8 9-10 11-12 13-14 15-16 17-18 19-20 d100 01-02 03-04 05-08 09-11 12-13 14-17 18-19 20-22 23-26 27-30 30-33 34-35 36-38 39-40 41-43 44-46 47-48 49-50 51-53 54-55 56-58 59-60 61-62 63-64 65-67 68-70 71-74 75-76 77-79 80-83 84-86 Urban Bat Cat. some of which 1d4+level in damage. Big) Coyote Crow or Raven Deer Eagle (see Predatory Birds) Ferret Fox (see Coyote) Frog Groundhog Hawk (see Predatory Birds) Mink Mole Moose Mouse Muskrat Opossum Owl Porcupine Rabbit Raccoon Rattlesnake (see Snake) Skunk Squirrel Turtle d100 Farm Animals 01-08 Cat.

Keen Smell. 5 BioP. 8 BioP. Runner (mostly for charging) Armadillo. gibbons. Partial Biped Free (1 pt invested) Weaknesses: None Possible Abilities: Amphibious. Extreme Environment (Cold). including chimpanzees. Nightvision . Size: Medium Ability Modifiers: +2 Str Special: None Weaknesses: Poor Eyesight Possible Abilities: Keen Hearing. 8 BioP. Natural Armor (Bony Plates). gorillas. Jump Badger. Size: Small Ability Modifiers: +2 Mind Special: Partial Hands (1 pt invested) Weaknesses: Poor Eyesight Possible Abilities: Amphibious.87-88 Weasel (see Ferret) 89-92 Wild Bird 93-96 Wild Fowl 97-98 Wolf 99-100 Wolverine d20 01-05 06-10 11-15 16-17 18-22 23-25 26-30 31-35 36-37 38-42 43-47 48-52 53 54-58 69-63 64-73 74-75 76-77 78-82 83-87 88-92 90-94 95-00 Zoo Alligator Ape Bear Bear. Keen Smell. Size: Small Ability Modifiers: +2 Str Special: None Weaknesses: Poor Eyesight Possible Abilities: Climb. Keen Smell. 9 BioP. Digger. Also includes crocodiles and other similar creatures. Natural Armor (Thick Hide). 8 BioP. Strong Constitution Buffalo. Keen Hearing. Natural Armor (Thick Hide). Natural Weapons (Horns). Big) Roll again on Wilderness Ape. 4 BioP. Big) Lion Monkey Ocelot Panda Panther (See Cat. Natural Weapons (Claws and Bite) Bear. For simplicity's sake includes all number of apes. Size: Small Ability Modifiers: None Special: Natural Armor (Bony Plates. Natural Weapon (Bite) Boar. Big) Parrot Rhino Tiger (See Cat. Keen Hearing. free). Natural Weapons (Tusks). Strong Constitution Alligator. Natural Weapons (Claws and Bite) Beaver. 3 BioP. Digger. Keen Smell. Keen Smell. Size: Medium Ability Modifiers: +4 Str Special: Partial Biped (1 pt invested). Size: Large Ability Modifiers: +2 Str Special: Camouflage (in snowy conditions. Size: Large Ability Modifiers: +4 Str Special: Load-bearing Creature Weaknesses: None Possible Abilities: Keen Hearing. Partial Hands (1 pt invested). mandrills and orangutans. 1 pt invested) Weaknesses: Cold-blooded (gets lethargic in cold weather) Possible Abilities: Amphibious. Digger. Keen Smell. Partial Looks (1 pt invested) Weaknesses: None Possible Abilities: Climb. 1 pt invested) Weaknesses: None Possible Abilities: Amphibious. Size: Large Ability Modifiers: None Special: Natural Armor (Scales. Polar Boa (see Snake) Cheetah Cobra (see Snake) Elephant Gila Monster Giraffe Hippopotamus Koala Komodo Dragon Leopard (See Cat. 7 BioP. Natural Weapons (Bite). Natural Armor (Thick Hide). Natural Armor (Scales). Polar. Keen Smell.

Natural Weapons (Horns). Night Weapons (Antlers and Hooves). Breed size can vary from Tiny all the way up to Cheetah. Prehensile Limb (its tongue is sticky and can be used to grab and retrieve objects at a fair Dog. 7 BioP. Size: Tiny Ability Modifiers: -2 Mind Special: Full Biped (2 pts invested) Weaknesses: None Possible Abilities: Extra Limbs. Keen Smell. Natural Armor (Thick Hide). Size: Medium Size: Diminutive Ability Modifiers: None Ability Modifiers: None Special: None Special: Chameleon (2 pts invested) Weaknesses: None Weaknesses: Cold-blooded (gets lethargic in cold Possible Abilities: Climb. Wild. ocelots and so on. 7 BioP. Adjust the BioP total accordingly (+1 for Size: Medium Small. +2 for Tiny). Also includes foxes and jackals. Keen Hearing. Climb. Runner Chicken. 9 BioP. Turkeys are similar. Size: Small Ability Modifiers: +2 Dex Special: None Weaknesses: None Possible Abilities: Climb. Natural Weapons (Bite and Claw). Chameleon. Runner Vision. Size: Large Ability Modifiers: None Special: Load-bearing Creature Weaknesses: None Possible Abilities: Extreme Environment (Desert). Nightvision. distance). Also includes gazelle. Keen Smell. Includes big cats such as leopards. Natural Weapons (Claws and Bite). Size: Tiny Ability Modifiers: +4 Dex Special: None Weaknesses: Poor Eyesight Possible Abilities: Climb. tigers and cougars. Nightvision Cat. Runner (mostly for charging) Coyote. Also includes mongooses and weasels. Possible Abilities: Keen Hearing. Size: Medium Ability Modifiers: +2 Dex Special: None Weaknesses: None Possible Abilities: Chameleon. Keen Smell. except they start out as Small. Keen Sight. Keen Hearing. Keen weather). Runner Crow. Panthers must automatically spend 1 point to gain the first level of Chameleon. Keen Smell. Size: Small Ability Modifiers: None Special: None Weaknesses: None Possible Abilities: Keen Hearing. but with one less BioP. 5 BioP. Keen Smell. Poor Hearing Smell. 9 BioP. Natural Weapons (Bite). 6 BioP. Big. jaguars. Weaknesses: None Natural Weapons (Claws and Bite). 6 BioP. Keen Vision. Keen Hearing. 6 BioP. Natural Weapons (Claw and Beak). Flier. Cow (Bull). panthers. Keen Smell. bobcats. Size: Large Ability Modifiers: +2 Str Special: Load-bearing Creature Weaknesses: None Possible Abilities: Keen Hearing. Natural Possible Abilities: Climb. Keen Hearing. 8 BioP.Camel. Size: Tiny Ability Modifiers: +2 Mind Special: Partial Speech (1 pt invested). Natural Weapon (Bite). Flier Deer. 11 BioP. Keen Smell. such as lynxes. Runner Natural Weapon (Bite). Runner. Mimic. Spit Cat. Regeneration Dogs are a breed with widely varying features. Ability Modifiers: +2 Dex Size: Medium Special: Runner (1 pt invested) Ability Modifiers: None Weaknesses: None Special: None Possible Abilities: Keen Hearing. Medium. Keen Hearing. antelope and other similar creatures. Full Biped (2 pts invested) Weaknesses: None Possible Abilities: Extra Limbs. Natural Weapons (Claws and Beak). Nightvision. Nightvision . 8 BioP Covers smaller wild cats. 7 BioP. Navigation Ferret. Also includes Ravens. Keen Smell.

Add +1 Size: Large BioP. Keen Vision. Extreme Environment (arid deserts). 8 BioP. Alpaca are similar but start out as Medium. Spit Goat. Extreme Environment (hot. Ability Modifiers: +2 Str Size: Tiny Special: Natural Armor (Scales. Regeneration Koala. Keen Smell Hippopotamus. Paralyzing Poison Muskrat. Keen Hearing. Poor Eyesight made daily instead of by round). Keen Hearing. Ability Modifiers: None Size: Large Special: Tall (free) Ability Modifiers: None Weaknesses: None Special: None Possible Abilities: Extreme Environment (arid Weaknesses: None plains). Keen Smell. arid environments). Keen Vision. Runner. Natural Weapons (Bite) Llama. Keen Hearing. Size: Tiny Ability Modifiers: None Special: Partial Hands (1 pt invested) Weaknesses: Poor Eyesight Possible Abilities: Amphibious. 7 BioP. Size: Small Ability Modifiers: +2 Str. Natural Weapon (Horns). Nightvision. Keen Vision. Natural Weapons (Bite) Mink. 7 BioP. Size: Huge Ability Modifiers: +2 Str Special: None Weaknesses: None Possible Abilities: Amphibious. Keen Vision. 12 BioP. 1 pt invested) Ability Modifiers: -2 Dex Weaknesses: Cold-blooded (gets lethargic in cold Special: Natural Armor (Scales. -2 Dex Special: Partial Hands (1 pt invested) Weaknesses: Poor Eyesight Possible Abilities: Climb. Climb. Also includes martens and fishers. Keen Touch. Natural Weapons (Claws) Komodo Dragon. Size: Medium Gila Monster. Natural Possible Abilities: Extreme Environment (high Weapons (Hooves). 1 pt invested) weather).Gecko. Digger. 5 BioP. Size: Diminutive Ability Modifiers: +2 Mind Special: None Weaknesses: Poor Eyesight Possible Abilities: Digger. Digger. Keen Smell. Runner elevations). Climb (can stick to walls). Keen Smell. Size: Medium Ability Modifiers: +2 Mind Special: None Weaknesses: None Possible Abilities: Climb. Giraffe. 9 BioP. Keen Eyesight. 12 BioP. Size: Tiny Ability Modifiers: -2 Dex Special: None Weaknesses: Poor Eyesight Possible Abilities: Keen Hearing. Keen Smell. Environment (arid desert). Natural Weapons (Bite) Armor (Scales). 12 BioP. Size: Tiny Ability Modifiers: +2 Dex Special: None Weaknesses: None Possible Abilities: Amphibious. Strong Constitution Groundhog. Poor Hearing Weaknesses: Cold-blooded (gets lethargic in cold Possible Abilities: Deadly Poison (checks are weather). 12 BioP. 7 BioP. Keen Hearing. Extreme Possible Abilities: Deadly Poison. Keen Smell. Natural Weapon (Bite) . Nautral Armor (Thick Hide). Load-bearing Creature. 9 BioP. Keen Hearing. Size: Diminutive Ability Modifiers: None Special: None Weaknesses: Cold-blooded (gets lethargic in cold weather) Possible Abilities: Chameleon. 12 BioP. Natural Weapon (Bite and Claws) Guinea Pig. Keen Smell. Keen Hearing. Size: Small Ability Modifiers: None Special: Partial Biped (1 pt invested) Weaknesses: None Possible Abilities: Climb. Keen Hearing. Natural Natural Armor (Scales). Keen Smell. Keen Hearing. 8 BioP. Natural Weapon (Bite) Mole. Keen Smell.

6 BioP. cassowaries. Flier. 10 BioP. Partial Hands (1 pt invested) Weaknesses: None Possible Abilities: Digger. Keen Smell. Natural Weapons (Beak and Talons). Keen Hearing. Partial Hands (1 pt invested) Weaknesses: None Possible Abilities: Climb. Natural Weapons (Horns). Runner Skunk. etc. Add +1 BioP. Keen Hearing. Electrolocation. 8 BioP. Keen Hearing. Size: Tiny Ability Modifiers: +2 Str Special: Full Biped (2 pts invested) Weaknesses: None Possible Abilities: Extra Limbs. 8 BioP. Stench . Keen Vision. Jump. Keen Smell. Runner Raccoon. Keen Vision. Size: Medium Ability Modifiers: +2 Mind Special: None Weaknesses: Poor Eyesight Possible Abilities: Keen Hearing. 7 BioP. Keen Vision. Size: Tiny Ability Modifiers: None Special: None Weaknesses: None Possible Abilities: Amphibious. Keen Smell Owl. Nightvision Panda. Natural Weapons (Claws and Bite) Parrot. Natural Weapons (Beak and Talons) Pig. Natural Weapons (Claws). Size: Medium Ability Modifiers: None Special: Full Biped (2 pts invested) Weaknesses: None Possible Abilities: Extreme Environment (arid conditions). Keen Hearing. ospreys. Keen Smell. Keen Hearing. Partial Speech (1 pt invested) Weaknesses: None Possible Abilities: Extra Limbs. 8 BioP. 5 BioP. Keen Sight Prairie Dog. Flier. 6 BioP. Strong Constitution Platypus. Gophers are similar but start out as Diminutive. Flier. Keen Smell. Extreme Environment (cold aquatic). Mimic. Partial Hands (1 pt invested) Weaknesses: Poor Eyesight Possible Abilities: Keen Smell. Includes eagles. Size: Medium Ability Modifiers: +2 Str Special: Partial Biped Free (1 pt invested). Size: Tiny Ability Modifiers: +2 Mind Special: Partial Biped (1 pt invested). 7 BioP. Nightvision. Keen Sight. Nightvision Sheep. rheas and other large and aggressive flightless birds. Keen Smell. Size: Small Ability Modifiers: +2 Dex Special: Partial Hands (1 pt invested) Weaknesses: None Possible Abilities: Amphibious. Natural Armor (Thick Hide). 6 BioP. Runner Otter. Keen Hearing. Size: Tiny Ability Modifiers: None Special: Full Biped (2 pts invested) Weaknesses: None Possible Abilities: Extra Limbs. Size: Tiny Ability Modifiers: +2 Dex Special: Partial Biped (1 pt invested) Weaknesses: None Possible Abilities: Jump. Size: Medium Ability Modifiers: -2 Mind Special: None Weaknesses: None Possible Abilities: Keen Hearing. Size: Tiny Ability Modifiers: None Special: None Weaknesses: Poor Eyesight Possible Abilities: Keen Hearing. Deadly Poison (males only. hind claws). falcons.Ostrich. 9 BioP. Size: Tiny Ability Modifiers: +2 Mind Special: Full Biped (2 pts invested). Also includes emus. Size: Small Ability Modifiers: +4 Mind Special: Partial Biped (1 pt invested). hawks. Natural Weapons (Beak and Talons) Rabbit. 7 BioP. Keen Vision Predatory Birds. 11 BioP.

Spit Wild Fowl. Heat-sensing. as well as the more harmless varieties such as copperbellies and garter snakes. Deadly Poison. Keen Vision. such as geese. pheasants and so on.Snake. Size varies widely. Constrictor. 9 BioP. including asps. Keen Hearing. Runner. Natural Armor (Scales). can be Small— subtract 1 BioP. Size: Small Ability Modifiers: +2 Dex Special: None Weaknesses: Cold-blooded (gets lethargic in cold weather) Possible Abilities: Amphibious. Size: Small Ability Modifiers: +4 Str Special: None Weaknesses: Poor Eyesight Possible Abilities: Extreme Environment (arctic). Natural Weapons (Bite and Claws). Covers a wide variety of snakes. Bigger birds. Natural Weapons (Claws and Beak). Paralyzing Poison. cobras. 8 BioP. Keen Smell. Size: Tiny Ability Modifiers: None Special: Full Biped (2 pts invested) Weaknesses: None Possible Abilities: Amphibious. Navigation Wolverine. Natural Armor (Thick Hide). from Diminutive to Medium (garter snake up to boa constrictor)– adjust BioP accordingly. coral snakes and so on. Extra Limbs. mambas. rattlesnakes. Strong Constitution . Keen Scent. geese. Natural Weapons (Bite). 8 BioP. cottonmouths. Climb. Flier. boas. Includes such birds as ducks. Digger.