12 lines
1.6 KiB
Plaintext
12 lines
1.6 KiB
Plaintext
The Engineered are some of the most common mutants on Gamma Terra, and the most likely to breed true and create communities of their own. Final Wars era scientists designed these “moreaus” primarily as living weapons and hyper-specialized workers and soldiers, though some breeds were made for entertainment, pleasure and experimentation. Whatever a particular strain’s origins, many of them escaped into the wild during or immediately following the Final Wars and not only survived, but prospered. Almost any higher animal imaginable, and a few fish & invertibrates, have been elevated to this man-like status, and to varying degrees. "Equin" is a catch-all term to describe engineered mutants that have donkeys, horses, zebras and similar animals as a genetic progenitor.
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Equin Ability Adjustments: +2 STR
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Special Abilities:
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- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
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- Medium: As Medium creatures, equin have no special bonuses or penalties due to their size.
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- Equin base land speed is 40 feet.
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- Skill Affinity (Listen): Equins have keen hearing.
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- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation). |