NEW MUTANT ANIMAL POWERS(93)
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Advanced Flight: Hover (10 BIO-E)
Usually achieved by flying into the wind or using up-currents from ridges

Advanced Flight: Power Dive (15 BIO-E)
The Peregrine Falcon is the fastest animal on the planet in its hunting dive, the stoop, in which it soars to a great height, then dives steeply at speeds of over 322 km/h (200 mph) hitting one wing of its prey, so as not to harm itself on impact.

Advanced Teeth Touch (10 BIO-E)
This functions identically to Advanced Touch, but the teeth are the sensing organ.

Advanced Tongue Touch (15 BIO-E)
Like Advanced Touch, but with the tongue, also includes Advanced Taste and Advanced Smell

Ambergris Production (15 BIO-E)
Sperm whales with this ability can produce � oz (14 g) per day of ambergris in their stomachs. In the stomach it is used to aid in the passage of hard, sharp objects, which means this character could inadvertently eat small metal, stone, keratin, chitin, shell, bone or cartilage objects, including things like nails, shuriken, needles, claws, teeth, small bits of shell, etc. without suffering undo damage. Once secreted from the body, ambergris has a wide variety of functions, making it a trade good of sorts. It can be used in perfumes, to make incense, to flavor food, as a medical treatment for some ailments, and can even be molded, dried, decorated and worn as jewelry.

Aquatic Self-Inflate (15 BIO-E)
As a defense mechanism, puffers have the ability to inflate rapidly (one melee attack/action), filling their extremely elastic stomachs with water (or air when outside the water) until they are almost spherical in shape. When this occurs, predators must roll to save vs reptile brain. Failure indicates that the predator has lost initiative, and loses one melee attack.

Autotomising limbs (10-30 BIO-E)
Allows the creature to detach a limb without suffering any damage. This is usually done when a predator has bitten or grabbed hold of that arm. Only one limb can be detached at a time, and may cause penalties, as per Side Effects from Serious (Hit Points) Damage Table, depending on the limb so detatched (i.e. legs use Fractured bone: leg penalties and Arms use Fracture Bone: Arm penalties when the appropriate limb has been detached). The limb will grow back within 6-8 weeks.

Breathing: Lungs (10 BIO-E)
This allows a creature to breathe in the air. It is automatic for all land-dwelling or flying mutants.

Breathing: Dual Breathing (20 BIO-E)
This allows a creature to breathe both in the air AND underwater.

Breathing: Gills (generally automatic)
This allows a creature to breathe underwater. It is automatic for all aquatic-dwelling mutants.

Buoyancy: Positive (2 BIO-E)
This form of buoyancy simply prevents the creature from sinking when not actively swimming. Any changes in depth must be done through locomotion.

Camouflage Flaps (15 BIO-E)
These flaps imitate vegetation and help conceal the mutant from observation, +10% to Prowl and +15% to Blend or Hide.

Camouflage Pattern (10 BIO-E)
A unique coloring pattern that generally allows the character to blend in to their background. In the right environment, or in near darkness (only starlight, or dim torchlight), as long as the character remains motionless, there is only a 30% chance of being detected. This power is no substitute for the Prowl skill, but gives the character a +10% Prowl bonus in the right environment.

Camouflage Skin Pattern (10 BIO-E)
See MotY, 18

Chameleon Camouflage Power (20 BIO-E)
This is the power to change the pattern and color of the skin to blend in with the surroundings. Character can change at will with simple color changes taking under a minute, stripes or mottled patterns requiring as much as five minutes. So long as the character remains motionless there is only a 5% chance of being detected. Although this power is no substitute for the Prowl Skill, it does give the character a 20% bonus to Prowl.

Chemoreceptors (10 BIO-E)
Can taste blood in water, up to two miles (3.2 km) away, track the blood scent/trail to its source 80% and recognize other chemicals at 60%.

Chromatophore Communication (20 BIO-E)
This ability is essentially an advanced form of body language and functions similarly to the Pleasure Bunny ability of Read Body Language, except it allows primitive communication between two or more creatures having this ability, as per the Sign Language skill.

Climbing Pads (5 BIO-E)
No damage, otherwise identical to climbing claws

Defensive Shell (35 BIO-E)
Provides A.R. 9, 25 S.D.C. Yeah, this is pretty rare in octopi, hence the high cost in BIO-E.

Digging Telson (15 BIO-E)
This is a tail section that functions as per Digging, page 69

Electroreception, Passive (5 BIO-E)
Also known as Electroception, this is the ability to detect electrical fields. This allows the character to detect and follow the magnetic field of the earth as well as the flow of current in an aquatic environment, equal to a navigation skill of 80%. In addition, this ability provides a clear picture of the local environment, including objects, muscle movement in living creatures, machines, electrical conduit, and other sources of electrical fields, even in absolute darkness. This ability can be used to track prey by the electrical field they give off. Range: 200 feet (61m) underwater for prey and objects up to Size Level 10, double for larger creatures, 3 miles (4.8 km) for following ships/submarines and the earth's magnetic fields as well as aquatic currents. Blindness penalties are negated within 200 feet (61m) and halved up to 400 feet (122m) away. +30% to range for sharks, rays, skates, and other members of the Elasmobranch sub-class of fish.

Electroreception, Active (15 BIO-E)
This ability has all the features of Passive Electroreception, but provides a larger picture of the surrounding area; 400 feet (122m) to detect prey and objects up to Size Level 10, double for larger creatures, and can follow ships/submarines or other objects which give off a strong electrical field for up to 6 miles (9.6 km). Blindness penalties are negated within 400 feet (122m) and halved up to 800 feet (244m) away. Correspondingly, this also makes the creature using active electroreception detectable from double the normal distance.

Esca (10 BIO-E)
A bioluminescent lure, which can be wiggled to resemble a prey animal. Make a saving throw vs Reptile Brain at -2 for creatures to determine if they make this mistake and move closer to the mutant.

Expanded Lifespan (20 BIO-E)
Whales generally live about 100 years. Those with this Mutant Animal Power will live for 100+5D20 years.

Extra Limb: Additional Tail (5 BIO-E)

Extra Long Arms (10 BIO-E)
In cephalopd species, this doubles the creature's size level

Extra Limbs: Prehensile Limbs
The cephalods use the wording "prehensile limbs" because their arms can be used as both partial arms AND partial legs. Note that extra attacks per melee are NOT gained unless the character also selects Multi-Limb Coordination.

Extra Limb: Prehensile Sticky Tongue (10 BIO-E)
The character's tongue can stretch some distance from the mouth and has a large ball of muscle that can stick to most any surface or wrap around objects. The tongue has a P.S. that is only 70% of the character's P.S. attribute (rounded down) and is strong enough for the character to hang by without pain or injury. This ability does not impede the character's speech. Range: 1 foot (0.3 m) per Size Level of the character. Damage for a strike from the tongue is 2D4.

Extra Thick Skin (10 BIO-E)
Provides protection against cold (which does 1/4 damage), and +60 S.D.C.

Features: Simple Head & Prey Eyes (10 BIO-E)
The head becomes more developed along with the eyes, though no neck is present

Features: Humanoid Head & Predator Eyes (30 BIO-E)
This head and neck are quite developed, with forward facing eyes instead of eyes at the side of the head. While no hair is generated, several tentacles or oral arms.

Features: Humanoid Head & Prey Eyes (20 BIO-E)
While the jellyfish has developed a humanoid head and neck, the eyes are still at the sides of the head.

Features: Basic Head & Simple Eyes (5 BIO-E)
Part of the central body develops into a basic head-like structure, with no neck, containing a pair of simple eyes and the mouth.

High Altitude Adaptation (10 BIO-E)
A creature with this power doesn't suffer from activity in the lower air pressure found in high mountains. (See Land of the Damned 1: Chaos Lands, page 146 for the penalties of thin air due to high elevation.)

Hold Breath: Basic (5 BIO-E)
This is a categorical name change to the Hold Breath Mutant Animal Power as found in ATB2, page 72. The amount of time the character can Hold Breath remains 2D4+4 minutes.

Hold Breath: Sperm Whale (25 BIO-E)*
An advanced category of the Hold Breath Mutant Animal Power as found in ATB2, page 72. The amount of time the character can Hold Breath is 1D6x10+60 minutes.

Hold Breath: Advanced Cetacean (20 BIO-E)*
An advanced category of the Hold Breath Mutant Animal Power as found in ATB2, page 72. The amount of time the character can Hold Breath is 2D6+24 minutes.

Hold Breath: Basic Cetacean (15 BIO-E)*
An advanced category of the Hold Breath Mutant Animal Power as found in ATB2, page 72. The amount of time the character can Hold Breath is 2D6+14 minutes.

Hold Breath: Advanced (10 BIO-E)*
An advanced category of the Hold Breath Mutant Animal Power as found in ATB2, page 72. The amount of time the character can Hold Breath is 2D6+10 minutes.

Hold Breath (in air) (5 BIO-E)
This variant of the Hold Breath Mutant Animal Power as found in ATB2, page 72, applies to creatures with gills holding their breath in the air.

Independent Eye Movement
Effectively gives the character 360 degree area of sight and cannot be surprised by attacks from behind. In addition the character gets a bonus of +1 to dodge and +1 to parry. This can also be combined with the bonus from Prey Eyes.

Jet Propulsion (Water) (15-20 BIO-E)
This means of locomotion, typically found in cephalopods allows the creature to attain fast speeds (Spd of 66 (45 mph/72kph) for short periods of time (1D6 minutes) by using a siphon-like organ to project a jet of water. The jet propulsion is so powerful it can hurl the creature out of the water, soaring through the air at a speed of 55 (about 37 mph/59kph) for a distance of 1D6x100 yards/meters.

Large Swimming Fin (15 BIO-E)
Doubles the character's swimming speed.

Lateral Line (5 BIO-E)
Similar to Sensor Whiskers, but no air usage. Can detect vibration/movement in the water and air; equal to advanced touch. Penalties for blindness are half.

Leaping: Lizard (10 BIO-E)
Can leap 10 feet high and 10 feet long; no running start required, and a running start does not increase the distance

Leaping: Spider (10 BIO-E)
Can leap 200 feet high or lengthwise!

Limb Regeneration (20 BIO-E)
Provides the ability to regenerate lost or damaged limbs within 1D4 days.

Low Oxygen Requirement (20 BIO-E)
Because of the difference in amount of oxygen present in the ocean (which requires a discussion not suited for here, reference "Oxygen Minimum Zone"), there exists an area with low oxygen in the middle depths of the ocean (roughly at depths of 656-3281 feet (200-1000 m), depending on local conditions) which results in the equivalent (for animals with gills) of low air at high altitudes, meaning there is little oxygen to 'breathe' resulting in characters wearing out far more quickly (same effects in game terms as the penalties of thin air due to high elevation in Land of the Damned 1: Chaos Lands, page 146). Vampire Squids have adapted to this and don't suffer the standard penalties, making this effectively the aquatic version of High Altitude Adaptation.

Luminsecent Blinding Pattern (35 BIO-E)
Another advanced form of the luminescent patch, which allows the creature to modulate and pulse the bioluminescent photophores in a pattern designed to blind the target creature. The effects and saving throw are the same as the Psionic Power of Invisible Haze.

Luminescent Cloud Spray (25 BIo-E)
Unlike other Cephalopods, the Vampire Squid doesn't have an ink spray. Instead they spray out a cloud of bioluminscent particles, which has a similar effect. It reduces visibility and smell to zero for up to 10 minutes for about 20 square feet. However, it can only be used once per day due to the high metabolic costs of producing the bioluminscent particles.

Luminsecent Distraction Pattern (20 BIO-E)
This advanced form of a Luminescent patch allows the creature to further distract the predator or prey by modulating or pulsing the bioluminescent producing organs in a distracting pattern, providing a -4 to the victim's saving throw vs panic. Failure means the predator loses initiative and one attack and prey will move closer to the mutant mistaking the mutant for something else.

Luminsecent Hypnosis (30 BIO-E)
The most advanced form of biolumiscent defense, wherein the lumiscent patches or photophores are pulsed in a hypnotic pattern. The effects and saving throw are identical to the Psionc Power of Hypnotic Suggestion.

Luminsecent Patch (5 BIO-E)
This acts as a lure, by making the mutant appear to be another, smaller, creature. Smaller fish, upon which the mutant feeds, are attracted to the patch, mistaking it for food. Make a saving throw vs Reptile Brain for creatures to determine if they make this mistake and move closer to the mutant.

Mimic Other Predator (30 BIO-E)
A few species, such as the Mimic Octopus, have a fourth defense mechanism. They can combine their highly flexible bodies with their color changing ability to accurately mimic other, more dangerous animals such as lionfish, sea snakes and eels. When this occurs, the other creature must make a saving throw vs reptile brain (prey) or suffer the penalties.

Minimal Diet (20 BIO-E)
This increases the time span in which a creature is required to eat. For, carnivores (and carnivore specific diets) this means the character only has to eat a quantity of meat equal to the character's size level in pounds once every 4 weeks, and allows them to go 2D4 weeks without eating at all, with no serious side effects.

Nictating Membrane (5 BIO-E)
A.R. 11 for the eyes and +5 S.D.C.

Olfactory Sense (10 BIO-E)
This is the basic sense of smell.

Photophores (15 BIO-E)
These can generally be thought of as bioluminescent headlights. Control over these allows the character to mimic another creature, as per Luminescent Patch. Additionally, they can be used to distract predators, by making it appear as though the creature has swum away, by changing the diameter of the photophere output. Predators exposed to this tactic, in low-light conditions, or if they have poor vision (nearsightedness, color blindness, total blindness, or simple eye) must save vs panic or believe the creature has fled.

Pineapple Posture Defense (15 BIO-E)
Allows the vampire squid to turn it's limbs and associated webbing inside out, making the vampire squid appear to be a different creature. When this occurs, predators must roll to save vs reptile brain. Failure indicates that the predator has lost initiative, and loses one melee attack.

Poison Immunity (poison) (10-20 BIO-E, varies)
Makes the character immune to the particular poison listed, no saving throw required.

Retractable Eye-Stalks (10 BIO-E)
Provides an A.R. of 9 for the eyes when retracted.

Retractable Sensor Filaments (20 BIO-E)
As Sensor Filamanets below, however these can be retracted into the body to protect them from damage.

Retreat into Shell (20 BIO-E)
This power allows the animal to completely pull its soft, vulnerable body into it's armored shell. All strikes directed at the creature MUST hit the shell, even called shots.

Seasonal Coat (10 BIO-E)
Basically, any animal with this power has a dual-season minor camouflage pattern to their fur. In warmer months the seasonal coat provides a +5% bonus to Prowl and +5% bonus to Blend or Hide. In winter months however, the seasonal coat becomes almost all-white, giving the character a +10% bonus to Prowl and +15% bonus to Blend or Hide.

Sense Electromagnetic Radiation (10 BIO-E)
The ability to sense electromagnetic activity is so acute it can detect brain activity and neural circuitry. Like a living E.E.G. and E.K.G. machine, the creature can detect signals from the brain, recognize deficiencies and aberrations and pinpoint the cause, such as blood clots, tumors, brain or spinal damage, heart problems, paralysis, physical and internal injury, fatigue, and pain. They can also detect brain implants. The ability also helps them to sense and actually see electromagnetic energy that is invisible and often undetectable by humans. This enables them to see, feel, recognize and follow energy trails in the earth like highways or roads with identifying markers to better navigate the oceans and seas even in complete darkness. Range: 30 feet (9.1m)

Sensing Hairs (5 BIO-E)
Equivalent to Heightened Touch

Sensor Filament (10 BIO-E)
Functions as a trip-wire appendage with the same bonuses as Sensor Whiskers.

Sensory Forehead Tusk (10 BIO-E)
It is widely believed that the long tusk of the narwhal also acts as a chemoreceptor, allowing the narwhal to detect temperature, salinity, pressure, and the particulate makeup of the water in which they are swimming.

Shadow Concealment (5 BIO-E)
This ability means the creature has a naturally camouflaged body which provides them a +10% bonus to prowl or camouflage while in a shadowed, or otherwise dimly lit area (such as the twilight zones of the ocean).

Shell-holding Telson (20 BIO-E)
This tail section is used for holding empty seashells around the mutants body. Provides protection equivalent to Superheavy Exoskeleton Body Armor. A.R. 18 S.D.C. 500

Sleep With Eyes Open (20 BIO-E)
Cannot be surprised while asleep.

Sonic Echo-Location (10 BIO-E)
By bouncing sounds (clicks, whistles, etc.) off an area and interpreting the return signal, dolphins, porpoises, and whales can see by creating sound images. The echo-location sound system enables the character to accurately see and understand its environment better than vision alone, and can 'see' in total darkness, identify and locate objects, fish, humans and other creatures even in mixed groups, identify ships, submarines, and other sea vessels, obstacles and land formations (underwater mountains, ravines, trenches, shipwrecks, seaweed, underwater cities, etc.), determine the speed a vessel or animal is traveling, dodge attackers, navigate, measure depth, determine the speed and direction of the ocean current, and make precision maneuvers.
This ability is so sensitive and precise that it can identify and locate each and every species of fish (animal or humanoid) in the area being probed, determine the approximate number of fish in the school, their relative size and speed, and current direction. To belabor the point, a dolphin can pinpoint the location of a 5mm copper wire on the ocean floor. Base Skill: 20%+5% per level of experience; +20% for dolphins, +15% for killer whales and porpoises, +10% for most other whales. Range: 1000 feet (305m) for maximum accuracy. Up to 2000 feet (610 m) but at a skill penalty of -20%. On dry land or in air the range is reduced by 1/4 and there is a skill penalty of -30%. Additionally, rain, snow, fog, dust, smoke, and sand storms will render the ability inoperative.

Spermaceti Case/Neutral Buoyancy (5 BIO-E)
Allows the creature to change depth or remain at the same depth without devoting energy to swimming.

Squeeze Through Small Spaces (25 BIO-E)
See Contortionist

Swim Bladder (Buoyancy: Neutral; 5 BIO-E)
Allows the creature to change depth or remain at the same depth without devoting energy to swimming.

Swimming (Advanced Swimming Skill) (5 BIO-E)
This is the Swimming skill with a +15% bonus.

Swimming (Master Swimming Skill) (10 BIO-E) [ATB2, 113]
Minor wording change here, otherwise identical to the ability.

Swimming & Surfacing: Whale (10 BIO-E)
Advanced Swimming Skill, Depth Tolerance: 2 miles (3.2 km), Swimming Speed is P.S.x6 and can be maintained for P.E.x6 minutes. Bonuses: +1 to strike in water, +1 to damage for every 40 mph (64 kph) of speed, up to a mximum of +4 damage. The character is also +1 to dodge for every 30 mph (64kph) of speed, to a maximum bonus of +5 to dodge. Combat Maneuvers:
Breaching: Allows the character to jump out of the water (up to 90% of their body length) if they can reach a minimum speed of 28 (19 mph/32.5 kph). Besides leaping out of water, this ability can be used to land on an opponent in the water, if the opponent is successfully struck, they take 2D4+P.S. damage and must make a saving throw vs KO/Stun or be temporarily stunned, losing initiative and one attack per melee, as well as being knocked 1D6 feet away from their previous location. If desired, this ability can be used to perform a backward flip.
Spyhopping: Allows the character to tread water vertically, with as much as half their body above the water. A spyhop can be maintained for their P.E. attribute in melee rounds.
Lobtailing: This is an attack where the tail is used to slap an opponent, does 1D4x10 damage*
Tail Strike: A full blown strike with the tail, does 2D6x10 damage.
Dive: Can perform a hight speed dive straight down or at a slight angle at double normal speed, +1 to strike.
Headjab: A simple butt with the head that does 1D6+P.S. Damage.
Headbutt: A charging attack with the head, a restrained Headbutt does 1D4x10 damage and costs two attacks, a full strength Headbutt does 2D4x10 damage* (may change damage to reflect speed & size) and costs three attacks.

Swimming & Surfacing: Dolphin (10 BIO-E)
Advanced Swimming Skill, Depth Tolerance: 1 mile (1.6 km), Swimming Speed is P.S.x6 and can be maintained for P.E.x6 minutes. Bonuses: +1 to strike in water, +1 to damage for every 40 mph (64 kph) of speed, up to a mximum of +4 damage. The character is also +1 to dodge for every 30 mph (64kph) of speed, to a maximum bonus of +5 to dodge. Combat Maneuvers:
Breaching: Allows the character to jump out of the water (up to 90% of their body length) if they can reach a minimum speed of 28 (19 mph/32.5 kph). Besides leaping out of water, this ability can be used to land on an opponent in the water, if the opponent is successfully struck, they take 2D4+P.S. damage and must make a saving throw vs KO/Stun or be temporarily stunned, losing initiative and one attack per melee, as well as being knocked 1D6 feet away from their previous location. If desired, this ability can be used to perform a backward flip.
Spyhopping: Allows the character to tread water vertically, with as much as half their body above the water. A spyhop can be maintained for their P.E. attribute in melee rounds.
Lobtailing: This is an attack where the tail is used to slap an opponent, does 1D4x10 damage*
Dive: Can perform a hight speed dive straight down or at a slight angle at double normal speed, +1 to strike.
Headjab: A simple butt with the head that does 1D6+P.S. Damage.
Headbutt: A charging attack with the head, a restrained Headbutt does 1D4x10 damage and costs two attacks, a full strength Headbutt does 2D4x10 damage* (may change damage to reflect speed & size) and costs three attacks.

Swimming & Surfacing: Orca (10 BIO-E)
Advanced Swimming Skill, Depth Tolerance: 1 mile (1.6 km), Swimming Speed is P.S.x6 and can be maintained for P.E.x6 minutes. Bonuses: +1 to strike in water, +1 to damage for every 40 mph (64 kph) of speed, up to a mximum of +4 damage. The character is also +1 to dodge for every 30 mph (64kph) of speed, to a maximum bonus of +5 to dodge. Combat Maneuvers:
Breaching: Allows the character to jump out of the water (up to 90% of their body length) if they can reach a minimum speed of 28 (19 mph/32.5 kph). Besides leaping out of water, this ability can be used to land on an opponent in the water, if the opponent is successfully struck, they take 2D4+P.S. damage and must make a saving throw vs KO/Stun or be temporarily stunned, losing initiative and one attack per melee, as well as being knocked 1D6 feet away from their previous location. If desired, this ability can be used to perform a backward flip.
Spyhopping: Allows the character to tread water vertically, with as much as half their body above the water. A spyhop can be maintained for their P.E. attribute in melee rounds.
Lobtailing: This is an attack where the tail is used to slap an opponent, does 1D4x10 damage*
Tail Strike: A full blown strike with the tail, does 2D6x10 damage.
Dive: Can perform a hight speed dive straight down or at a slight angle at double normal speed, +1 to strike.
Headjab: A simple butt with the head that does 1D6+P.S. Damage.
Headbutt: A charging attack with the head, a restrained Headbutt does 1D4x10 damage and costs two attacks, a full strength Headbutt does 2D4x10 damage* (may change damage to reflect speed & size) and costs three attacks.

Swimming: Acrobatic (20 BIO-E)
This form of swimming is incredibly graceful and capable of fantastic maneuvers. Depth Tolerance is two miles (3.2 km). Swimming Speed is P.S.x5 and can be maintained for P.E.x5 minutes. Swimming skills; Can stop and turn on a dime and turn in tight cirlces in an area as small as 10 feet diameter. Bonuses: +1 to strike in underwater combat, +1 to disarm, +2 to entangle, +2 to roll with punch/fall/impact, +1 to dodge for every 20 mph (32 kph) of speed (the maximum possible bonus is +6).

Swimming: Basic (varies)
Minimal Swimming skill, Depth Tolerance: Varies. Swimming speed is P.S.x5 and can be maintained for P.E.x5 in melee rounds. It takes a full melee round (15 seconds) to build each additional 40 mph (64 kph) of swimming speed. That's four melee rounds to reach the maximum speed of a character with a P.S. of 40 (136 mph). Bonuses: While swimming up to 20mph (32 kph), characters are +2 to dodge. When flying at high speed the character has a basic +1 to dodge for every 30 mph (48 kph) of speed, to a maximum of +4 to dodge.

Swimming: Master (5 to 10 BIO-E; varies)
A more advanced form of swimming. Depth Tolerance is two miles (3.2 km). Swimming speed is P.S.x6 and can be maintained for P.E.x6 minutes. Bonuses: +1 to strike underwater, +1 to damage for every 40 mph (64 kph) of speed, up to a maximum of +4 to damage. The character is also +1 to dodge for every 30 mph (64kph) of speed, to a maximum bonus of +5 to dodge.

Swimming: Predator (10 BIO-E)
Advanced Swimming Skill, Depth Tolerance: Unlimited. Swimming skills, Quick Turns & Stops: Can stop on a dime, Tight Circle/Turn: Tight circles and turns in an area a small as 15 feet (4.6m) in diameter. Dive: Up to 3000 feet (914m) at double normal speed. Swimming speed is P.S.x6 and can be maintained for 6x P.E. minutes, and gains 60 mph (96kph) per melee round to their maximum speed (remember, P.S. caps at 40 for mutant animals) of 164 mph (263 kph). Bonuses: +2 to initiative, +2 to pull punch, +1 to strike underwater, and +1 to damage for every 20 mph (32kph) of speed (for a maximum possible bonus of +16...they have an incredible dive attack). The character is also +1 to dodge for every 30 mph (64kph) of speed, to a maximum bonus of +5 to dodge (bonus does not apply to speed dives).

Swimming Telson (15 BIO-E)
Swimming fan; allows the character to swim backwards at � their normal swimming rate.

Swimming Uropods (15 BIO-E)
These are swimming legs used solely for swimming, doubling swimming speed.

Thick Blubber (5 BIO-E)
Protection against cold, � damage and +40 S.D.C.

Toxin Resistance (20 BIO-E)
Advanced Toxin Resistance, MDU, page 18

Transparency (25 BIO-E)
As per ATB2, 131

Ultrasonic Probe (15 BIO-E)
This is a sonic probe that works very similar to ultrasound scanners used in hospitals and by scientists. The probe is so precise that it can detect the thickness of walls, locate weak spots (thin or damaged areas), locate heat sources, sonar and communication arrays, engine rooms, and pinpoint crew locations (-40% skill and range when probing large ships or thickly armored vessels).
When used on living beings, ultrasound cn detect whether or not animal or humanoid is pregnant, has a cancer or tumor and its location, as well as locate bullets, foreign objects, blood clots, and scar tissue; detect and locate bionics, cybernetics, medical prosthetics, and artificial skin. This also enables the character to make positive identification of a species by determining the physiology of the subject being scanned. Base Skill: 20%+5% per level of experience; +15% for dolphins, +10% for porpoisoes, and +5% for killer whales, but not available to most other cetaceans. Range: 100 feet (30.5 m) or closer for maximum accuracy. Up to 200 feet (61 m) but at a skill penalty of -20%. Note: Half range for porpoises and killer whales.

Warm Coat (10 BIO-E)
Provides the creature with protection against cold temperatures. Provides a +2 bonus to saving throws vs Extreme Cold and cuts exposure penalties by 1/4.

Web Bolas (5 BIO-E)
Can be used to Entangle, Trip, or Disarm, used more like a grappling hook than true bolas, it can still be thrown some distance (30 feet)

Web Net Casting (5 BIO-E)
Snaring an opponent's weapon. The weapon becomes entangled and is pulled out of the persons hand.
Snare one's opponent. By throwing a large net completely over the opponent (up to size level 7), one can snare him. The intended victim must dodge or be netted. If caught in the net, the victim is -8 to strike, -10 to dodge, and -6 to parry. It will require 1D4 melees to break from the net, unless one has superior weapons or strength (Beastly Strength of 35+ or Crushing Strength of 24+). Note that though quite helpless while in the net, those attacking him will be doing a lot of damage to the net, thereby destroying it in a melee. If the person dodges the net, the net thrower will be without a weapon (it takes two hands and two melee attacks to throw a net) until he can draw another. Even if the net has a drawstring attached to it, the thrower will need one melee attack/action to pull it back to him or grab a different weapon. If the net is being used to parry, entangle, or whip an opponent, it can be used with one hand, while the other wields a sword or other weapon; parry the same as usual. Using the net as a whipping weapon does 1D4 damage.

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