NEW VESTIGIAL DISADVANTAGES(102)
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Buoyancy: Limited (-5 BIO-E)**
The character tends to sink unless actively swimming. Additionally, they have to expend energy by swimming to change depth.

Cold Susceptibility (-20 BIO-E)
Takes double damage from cold attacks.

Crepuscular (-5 BIO-E)
Fundamentally the same as Nocturnal, except the creature functions at twilight (dusk and dawn) and doesn't receive the eye penalties.

Deafness (-10 BIO-E)***
The creature has no sense of hearing. A deaf character is -4 to initiative, and is -6 to strike, parry, and dodge. Though other advanced senses may be available for purchase to offset the penalties (to some degree at least).

Dehydration: Extreme (-20 BIO-E)
Applies to Jellyfish*, sharks*, octopus (qual, can survive up to 30 min-probably includes other cephs)*, and most fish*. Can survive out of water for 15 minutes plus die within 30+3D4 minutes

Dehydration: Mild (-10 BIO-E)
Applies to some amphibians*, lobster*, eels*, starfish*. Can live for 1D4+1 days out of water.

Dehydration: Severe (-15 BIO-E)
Applies to cetaceans*, crabs*. Can survive out of water for 2D4 hours.

Dehydration: Simple (-5 BIO-E)
Applies to some amphibians*. Can live for 1D6+4 days out of water.

DIET RESTRICTIONS
Diets all pretty much function the same way, the animal is limited in what it can (or chooses) to consume. Diets focusing on eating animal meat will have the same essential characteristics as Diet: Carnivore, while specialized plant diets have the same limits as Diet: Herbivore (with more specific diets making the consumption of something not a part of the diet liable to cause illness, rather than just meat). Eating disorders (-phagy/-phagous) suffer the same basic effects as Diet: Ruminant (including attribute penalties). Unless otherwise noted, the specific food source will be the only thing listed for the diet.
A note on cannibalism: ATB2 treats cannibalism in general as eating sentient creatures, here it's a more strict application where only eating one's species (sentient or not) is what is discussed.

Diet: Amylophagia (-25 BIO-E)
(starch)

Diet: Bacteriophagous (-15 BIO-E)
(bacteria)

Diet: Cannibalism (-20 BIO-E)
Fundamentally identical to Diet: Carnivore, but limited to meat from one's own species.

Diet: Coprophagy (-20 BIO-E)
(feces)

Diet: Corallivore (-20 BIO-E)
(corals)

Diet: Detritivore (-15 BIO-E)
(decomposing materials)

Diet: Filter Feeding (-10 BIO-E)
This method of eating consists of straining suspended matter and/or food particles from water through the use of a filter mechanism, such as the baleen of whales. This requires the animal to essentially consume their body weight in water once per day or suffer the negative starvation effects associated with Diet: Carnivore.

Diet: Folivore/Frondivore/Foliophagy (-15 BIO-E)
(leaves)

Diet: Fructivore (-15 BIO-E)
(fruit)

Diet: Frugivore (-10 BIO-E)
(This variation of Herbivore feeds on fruits and flower nectar exclusively, otherwise identical to Herbivore.)

Diet: Geophagy (-15 BIO-E)
(earth, that is, soil, clay and chalk)

Diet: Graminivore (-15 BIO-E)
(grass)

Diet: Granivore (-15 BIO-E)
(seeds)

Diet: Humivore (-15 BIO-E)
(dark brown part of soil that consists of decomposed plants and animals)

Diet: Hyalophagia (-25 BIO-E)
(glass)

Diet: Lepidophagy (-20 BIO-E)
(scales of fish)

Diet: Limnivore (-15 BIO-E)
(mud)

Diet: Liquid (-10 BIO-E)
Basically the same as insectivore, except omnivorous, but must liquify whatever food source is to be used before it can be consumed (this can be through pulping, use of digestive fluid, or some other method of turning the food source into a liquid).

Diet: Liquid Carnivore (-20 BIO-E)
(Similar to the liquid died, except the only source of food is meat.)

Diet: Liquid Insectivore (-15 BIO-E)
(Similar to the liquid diet, except the only source of food is insects.)

Diet: Lithovore (-15 BIO-E)
(rocks & minerals)

Diet: Molluscivore (-20 BIO-E)
(molluscs)

Diet: Monophagy (-25 BIO-E)
(single type (species) of food)

Diet: Mucivore/Liquid Herbivore (-20 BIO-E)
(plant juices....equals liquid herbivore)

Diet: Mycovore (-15 BIO-E)
(fungi)

Diet: Necatrivore (-15 BIO-E)
(nectar)

Diet: Necrophagy (-15 BIO-E)
(dead animals)

Diet: Oligophagy (-20 BIO-E)
(few specific types (genus) of food)

Diet: Oophagy (-20 BIO-E)
(eggs)

Diet: Ophiophagy (-15 BIO-E)
(snakes)

Diet: Opportunistic Feeder (-10 BIO-E)
When food is available, or when the character is eating, the character must make a saving throw vs Reptile Brain: Predator, or they will eat far more than their digestive system can handle, increasing the chance of taking damage from Hazardous Excretions (double the cumulative penalty each hour, i.e. -2, -4, -6, -8, etc). The character must make a saving throw for every 15 minutes that the food is available. Three failed saving throws in a row result in a bursting of the intestines, in which the character must make a saving throw vs coma/death or die.

Diet: Paedophagy (-20 BIO-E)
(young of other species)

Diet: Pagophagia (-25 BIO-E)
(ice)

Diet: Palynivore (-15 BIO-E)
(pollen)

Diet: Parasitic Vampire (-20 BIO-E)
The creature much attach itself to a host and feeds off the blood, though they require much less than a regular vampire, one pint (about 1/2 liter) per week. Such feeding causes a constant drain of 1D6 hit points while the feeder is attached, and reduces the host's P.B. by four.

Diet: Piscivore (-15 BIO-E)
(fish)

Diet: Polyphagy (-15 BIO-E)
(feeding on many kinds of food (family))

Diet: Rhizophagy (-15 BIO-E)
(roots)

Diet: Saprovore/Saprophagy (-15 BIO-E)
(dead or decaying matter)

Diet: Self-cannibalism (-30 BIO-E)
(self)

Diet: Spongivore (-20 BIO-E)
(sea sponges)

Diet: Trichophagia (-25 BIO-E)
(hair or wool)

Diet: Trophollaxis (-25 BIO-E)
(regurgitation of food to another animal)

Diet: Urophagia (-25 BIO-E)
(urine)

Diet: Vampirism (Sanguinivore/Hematophagy) (-20 BIO-E)
This diet requires the creature to feed on at least two pints (about one liter) of blood once every 48 hours, if not every day. The creature can try to resist the desire and fast. But, with each passing 24 hour period of abstinence, the hunger grows more powerful. Attempts to consume anything else will make the character violently ill (-3 on initiative, -2 on all other combat moves, reduce Spd by 40%).

Diet: Xylophagy (-15 BIO-E)
(wood)

Ectoplasmic Skin (-20 BIO-E)
No breathing, but takes double damage from poisons, gases, etc. and reduce S.D.C. to 1/4.

Genetic Defect (-20 BIO-E)(originally from Mt Nimro, pages 39-40) May be selected up to twice, re-reroll if same genetic defect is rolled.
Notes: Genetic Defect Table (modified):
01-10% Insanity (Roll on the Random Insanity Table)
11-20% Susceptibility (double damage from one of the following):
01. Fire
02. Cold
03. Electricity
04. Poison
05. Acid
06. Silver
07. Iron weapons
08. Jade
09. Bone weapons
10. Garlic
21-30% Presence causes unease (roll vs Reptile Brain) in all creatures within 20 feet.
31-40% Reduced attribute. Lower one attribute by 2D4.
1 I.Q.
2 M.E.
3 M.A.
4. P.S.
5. P.P.
6. P.E.
7. P.B.
8. Spd.
41-50% Narcolepsy
51-60% High Food Requirement; Character must ingest his or her body weight in digestible material each day.
61-70% Special Food; roll to determine diet restrictions at twice the normal consumption rate.
1. Diet: Carnivore
2. Diet: Herbivore
3. Diet: Insectivore
4. Diet: Ruminant
71-80% Choking Odor (Constantly generates the effects of the Stink Spray of Butylmercaptan (134).)
81-90% Slow to respond and react; no initiative bonuses whatsoever and -3 on initiative rolls.
91-00% Light Sensitive

Girigatai (-20 BIO-E)
Sense of Duty. This is a conceptual form of repayment where the character is bound to repay gifts, as well as perform their job to the best of the ability. Familial obligations are also important to the character. If a situation occurs where the character is obligated to perform a service, or repay a gift, they will do so to the utmost of their abilities.

Hazardous Excretions (-10 BIO-E)
Because they have no digestive tract, these fish build up toxic (to them primarily) waste that is excreted from the gills and feces. In still or brackish water they slowly poison themselves unless a method is found to remove this toxic build-up. Make a saving throw vs lethal poison every hour that the water they are in does not receive aeration or another method of detoxification. There is a cumulative penalty of -1 for every hour that detoxification does not take place. The ocean and any freshwater sources (lakes, rivers, etc) receive sufficient aeration to prevent this poisonous buildup. Saltwater lakes, stagnant ponds, marshes, swamps, and the like do not provide sufficient detoxification. Pools and tanks of sufficient size (a minimum of one square foot of surface water for every inch of the creature's length) will provide sufficient detoxification, unless more goldfish are introduced into the system (the minimum surface area needed increases based on the total inches of all goldfish in the are).

Humpbacked (-10 BIO-E)
This is a deformative mutation which results in a structural anomaly of the spine, giving the character a hunched appearance with an additional deformed growth on the back (similar to a camel's hump). The effects of this vestigial disadvantage are -2 to P.B. and the character is susceptible to pain from long periods of physical activity. If the character has engaged in any physical activity for a period of time equal to half their fatigue rate (See New P.E. Rules), they must make a saving throw vs pain. Each level of increasing severity of physical activity adds a penalty of -1 per level (i.e. Medium Exertion is -1, Heavy Exertion is -2, Strenuous Exertion is -3, and All-Out Exertion is -4). Additionally, the character must make another saving throw vs pain when they have reached their maximum fatigue rate with double the normal penalties (-1 to save for Light Exertion, -2 for Medium Exertion, -4 for Heavy Exertion, -6 for Strenuous Exertion, and -8 for All-Out Exertion).

Lack of Pigmentation (-5 BIO-E)
The fish cannot be exposed to darkness for more than 10 hours or it will slowly loose it's skin color, eventually becoming white. Roll 1D10 to determine cumulative percentage of pigmentation lost per hour after 10 hours the creature is exposed to water.

Light Sensitive (-10 BIO-E)
The character is sensitive to bright light. In daylight, they can only see about 30 feet, and suffer penalties of -5 to strike, parry, dodge, disarm, pull punch and similar combat moves. Speed is reduced by 30%. And skills requiring vision are -25% to perform.

Limited Respiration (-5 BIO-E)
The character must be moving in order to breathe.

Low Metabolic Rate (-15 BIO-E)
This power provides the penalties of -2 to initiative, -2 to dodge, -5% to Escape Artist skill, and -1 attack per melee round. Note: The low metabolic rate allows the character to go twice as long without sleeping, and reduces the amount of food they have to eat by half. The character also tends to be constantly still and lethargic due to lack of energy.

Masked Face (-5 BIO-E) [ATB2, ?]

Molting: Annual (-5 BIO-E)
Molting is a growth process, in which their size increased by 20%, necessitating the loss of the hard carapace (the character loses any benefits of natural body armor or exoskeleton armor and suffers a -20 to S.D.C. during the period), until a new one can be grown (a process taking 6-8 weeks). This process occurs once a year and has no effect on Size Level (it instead acts like the overweight notation on page 23 of ATB2).

Molting: Bi-Monthly (-20 BIO-E)
Identical to Annual Molting, but occurs once every other month and has no effect on Size Level.

Molting: Quarterly (-15 BIO-E)
Identical to Annual Molting, but occurs once every three months and has no effect on Size Level.

Molting: Semi-Annual (-10 BIO-E)
Identical to Annual Molting, but occurs once every six months and has no effect on Size Level.

Narcolepsy (-10 BIO-E)
15% chance of falling dead asleep for 1D6 minutes, cannot be wakened without one full melee round of being jostled and shouted at. Occurs only when the character is bored or focusing on one non-physical activity for more than 20 minutes.

No Gills (-5 BIO-E)
Cannot breathe in water. Must be purchased if Breathing: Lungs is selected, not available if Breathing: Dual Breathing is selected.

No Lungs (-5 BIO-E)
Cannot breathe in air. Must be purchased if Breathing: Gills is selected, not available if Breathing: Dual Breathing is selected.

No Sense of Motion (-15 BIO-E)
(they can't tell they're moving)

No Sense of Smell (-15 BIO-E)***
Provides the following penalties; -4 to Perception, -4 saving throw vs gasses, -2 to save vs poisons, and -2 on initiative. On the bright side, cannot be overpowered by odors (such as Butylmercaptan and Musk Glands).

Poison Susceptibility (-10 BIO-E)
The character takes double damage from certain (listed) poisons.

Reflexive Jaw (-10 BIO-E)
Whenever touched, these jaws automatically close. -10% to speaking languages and -5% to prowl.

Reptile Brain: Uncontrolled Aggression (-15 BIO-E)
Essentially similar to Reptile Brain: Predator, however the saving throw vs panic is only 15 or higher, and the triggering events are expanded to include such things as being communicated with, presence of another creature of a different species, and waking up on the wrong side of the bed.

Reptile Brain: Suicidal (-10 BIO-E)
A primitive part of the character's brain interferes with the character's rational thoughts and decisions. During tense situations the character will have to Roll vs Panic, which is similar to Roll vs Insanity (using M.E. bonus), where the character needs to roll a 12 or better to resist being taken over by their Reptile Brain.
Suicidal Loss of Control. If the character is a non-predatory mutant animal, like the lemming, then the character has to resist mindlessly committing suicidal acts (such as attacking a predator mindlessly, jumping off a cliff, jumping into water when one can not swim, etc). Triggering events include danger where the character experiences serious injury, threats and outright attacks from obvious predators, being confined in a small area, being in a very large group, etc.

Soft Body (-20 BIO-E)
This vestigial trait reduces the character's S.D.C. to one-half of it's end value. Any skills or abilities will only provide 1/2 the listed S.D.C., rounded down.

Territorial (-15 BIO-E)
The creature is extremely protective of it's control over a particular area. Anything entering the territory will trigger a saving throw vs panic and results in the effects of Predator Loss of Control, without regards to the type of creature entering the territory.

Total Blindness (-10 to -15 BIO-E)***
As should be obvious, this means the character will suffer the penalties for blindness, though other advanced senses may be available for purchase to offset the penalties (to some degree at least).

Upside Down Paralysis (-20 BIO-E)
If a shark is inverted, it becomes catatonic for 15 minutes, essentially paralyzed and does not respond to stimulation.

Vestigial Arm (-10 BIO-E)
Treat as vestigial tail. While the arm itself is equivalent to having Hands: None, it actually impedes normal actions by acting as a vestigial tail.

Vestigial Dorsal Fin (-5 BIO-E)
Treat as vestigial tail

Vestigial Eyes: Simple Eyes (-10 BIO-E)
These are pretty much the most primitive form of ocular lens. Changes in light and shape can vaguely be made out. -8 to strike, parry, dodge, and other combat moves, -80% to perform skills requiring vision, and -50% to speed.

Vestigial Eyes: Glowing (-10 BIO-E)
They glow red. This makes the character easily visible at night or in low-light conditions.

Vestigial Eyes: Telescope Eyes (-15 BIO-E)
Due to the way some goldfish grow, they develop enlarged, protruding eyes which limits their vision. This type of eye is nearsighted, and acts as prey eyes, though with double the normal penalties and without any bonuses because they cannot see all around them as well.

Vestigial Eyes: Bubble Eyes (-20 BIO-E)
This is actually a development of telescopic eyes, where vision is further reduced by pouches which ground directly under each eye, forcing them into an upward-looking position. Because they have to move their head to look down (only possibly with partial or full human looks), they have huge blindspots of vision, making them -4 to parry and strike with projectile weapons, -2 to parry and strike with melee attacks or weapons, and -2 to dodge.

Vestigial Eyes; Standard Spider Eyes (-5 BIO-E)
Spiders usually have eight eyes in various arrangement. These eyes are typically very poor in quality, combining both color blindness and nearsightedness in the same eye. Some spiders have more advanced eyes, allowing them to see at night, into the ultraviolet range, or as well as some birds of prey. For each set of eyes, the standard is both Color Blindness and Near-Sighted. Purchasing any vision option for a set of eyes eliminates this vestigial disadvantage from that set of eyes. Prey Eyes can be chosen for up to two sets of eyes.

Vestigial Gliding Wings (-15 BIO-E)
Essentially the same as Vestigial (flying) Wings, except the penalties are -5% to prowl, acrobatics, and gymnastics, -10% to swim, and can not pass for human even at a distance.

Vestigial Head (-10 BIO-E)
Flares like a cobra's hood when angry or excited.

Vestigial Head Growth (-10 BIO-E)
This is simply a puffy, raspberry shaped head growth which covers the entire head except for the eyes and mouth. P.B.-2

Vestigial Hood (-10 BIO-E)
Flares when angry or excited.

Vestigial Legs (-10 BIO-E)
These are extra legs which have not fully developed, uses the same penalties as Webbed Hands and Feet. Can be purchased up to twice.

Vestigial Pereiopods & Legs (-10 BIO-E)
These are extra sets of under-developed legs. They reduce walking speed by 40% for each pair of legs and are constantly bumping and knocking things over, getting snagged or hitting those around the mutant (no damage, just annoying). When used as weapons (i.e. kicking) they do, at most, one point of damage and get no bonuses to strike, parry, or dodge. Moreover the character is -10% to hide and prowl for each pair of vestigial legs.

Vestigial Pleopods (-10 BIO-E)
These are huge swimming legs that constantly get in the way, flailing wildly about and reducing swimming speed by half.

Vestigial Shell (-20 BIO-E)
As per ATB2, page 138

Vestigial Skin (-5 BIO-E)
The skin becomes bright red when the character becomes angry or excited.

Vestigial Swim Bladder (-5 BIO-E, -10 BIO-E)
Swim Bladders are the organs in fish which allow them to control their buoyancy, allowing them to maintain or change their depth without having to swim. Vestigial Swim Bladders are poorly developed organs which are subject to pressure and thus depth changes, and can be ruined if there is a sudden change in depth, negating the character's ability to control buoyancy.

Vestigial Tentacles (-5 BIO-E per 10 (nautiloid), -5 BIO-E (squid))
These preform similarly to a Vestigial Tail, however, for each pair (or group of 10 for Nautiloids), the penalties are doubled.

Vestigial Testicles (-10 BIO-E)
These extremely large reproductive organs make life difficult for the character. They generally get in the way and tend to be extremely sensitive. Reduce running speed by 30% and make a saving throw vs pain for every 50 yards traveled (at any speed).

Vestigial Uropods (-10 BIO-E)
Identical to Vestigial Tail.

Water Vascular System (-5 BIO-E)
This represents the starfish's normal system of "muscles" used for locomotion (in fact, any movement of the limbs), respiration, digestion, and excretion. Without water to use in the system the character will be incapable of moving, breathing, eating, and just about every other activity, making them completely helpless and liable to die in 1D4x10 minutes.

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