This is really a fusion of two of my favourite games; Cyberpunk 2020 and Teenage Mutant Ninja Turtles & Other Strangeness. Though the latter is great fun, it's let down by the often unwieldy Palladium system. However, the rules for creating Mutants (by Erick Wujcik, author of the game) are almost a separate entity, and I often considered how easy it would be to extract them from the rest of the system. Then I was flicking through my books when I glanced upon my copy of Cyberpunk, and the marriage was made. Quite how much the presence of Mutanimals (as the mutants are called here) effects the world of 20 and 20 is up to the Referee; they can range from a scare handful hiding in the gutters to a world where half the population are mutants. I would favour them being a mostly hidden minority, a scarce few in each city, perhaps forging their own hidden towns or Nomad bands. Most people won't know they exist, and many of them will be mistaken for Biosculpt jobs. Never underestimate the human power of self-deception. I am aware that there are other rules for mutant animals in Cyberpunk out there somewhere, possibly even official ones, but I haven't read them. Any feedback on these rules would be greatly welcomed. If there is any interest, I'll post up details on more Animal Types.
This page is somewhat easier to follow if it's printed out, due to the size of some of the tables.
Character Creation summary
Step 1
Determine Character Points (as described in the main Cyberpunk rulebook) and work out statistics as normal, with one difference.
After determining basic stats, increase Humanity Points by 25%, rounding up. Mutanimals are somewhat used to body alteration, and are less likely to be effected by such things than humans. This is in some way balanced by the increased cost that they must pay for cyberware.
Step 2
Determine Animal Type. This can be done randomly on the Animal Type Table, or chosen (see the Appendix for a list of Animal Types).
Determine Size, Human Attributes and Special Abilities based on Animal Type, by spending BIO-E.
Modify statistics as appropriate for Size and Animal Type.
Step 3
Choose a Role. As normal, though certain Roles are restricted to Mutanimals.
Step 4
Determine Lifepath. Similar to that used in regular Cyberpunk, the modified Lifepath covers the more ... weird nature of being a mutant.
Step 5
Select skills. Note that these may be affected by Human Features modifiers.
This stands for Biological Energy. It is used to determine the precise nature of a mutanimal, and is spent to "uplift" the animal form to a more human level.
Starting BIO-E depends on the Animal Type selected. Each Animal Type has a different amount of BIO-E.
BIO-E is spent on three different areas: Size, Human Attributes and Special Abilities. (Pictorial examples of Human Attributes)
Determines, well, the size of the Mutanimal. Size scores range from 1 to 20, with 10 being the size of an average human. A low size score will result in a diminutive PC, and certain attributes will be modified. A high Size score will give a larger character, and they will often be stronger and tougher than normal. Obviously, Referees may wish to set maxima and minima on Size levels acceptable in their games.
| Size | INT | REF | MA | BODY |
|---|---|---|---|---|
| 1 | -4 | +2 | +3 | -5 |
| 2 | -3 | +2 | +2 | -4 |
| 3 | -2 | +1 | +1 | -3 |
| 4 | -1 | 0 | 0 | -2 |
| 5 | 0 | 0 | 0 | -1 |
| 6 | 0 | 0 | 0 | 0 |
| 7 | 0 | 0 | 0 | 0 |
| 8 | 0 | 0 | 0 | 0 |
| 9 | 0 | 0 | 0 | 0 |
| 10 | 0 | 0 | 0 | 0 |
| 11 | 0 | 0 | 0 | 0 |
| 12 | 0 | 0 | 0 | +1 |
| 13 | 0 | 0 | 0 | +2 |
| 14 | 0 | 0 | 0 | +2 |
| 15 | 0 | 0 | 0 | +3 |
| 16 | 0 | 0 | +1 | +3 |
| 17 | 0 | 0 | +1 | +4 |
| 18 | -1 | 0 | +2 | +5 |
| 19 | -2 | 0 | +3 | +5 |
| 20 | -3 | 0 | +4 | +6 |
| Size | Weight | Height |
|---|---|---|
| 1 | 3D6 ounces | 2D6 inches |
| 2 | 1D6 pounds | 12 + 1D6 inches |
| 3 | 4 + 1D6 pounds | 12 + 2D6 inches |
| 4 | 10 + 2D6 pounds | 24 + 2D6 inches |
| 5 | 20 + 4D6 pounds | 36 + 2D6 inches |
| 6 | 40 + 6D6 pounds | 48 + 1D6 inches |
| 7 | 75 + 3D10 pounds | 60 + 1D6 inches |
| 8 | 100 + 3D10 pounds | 60 + 1D6 inches |
| 9 | 150 + 3D10 pounds | 60 + 2D6 inches |
| 10 | 175 + 3D10 pounds | 60 + 3D6 inches |
| 11 | 200 + 6D10 pounds | 72 + 1D6 inches |
| 12 | 250 + 6D10 pounds | 72 + 2D6 inches |
| 13 | 300 + 6D10 pounds | 72 + 3D6 inches |
| 14 | 350 + 6D10 pounds | 84 + 1D6 inches |
| 15 | 400 + 6D% pounds | 84 + 2D6 inches |
| 16 | 500 + 6D% pounds | 84 + 3D6 inches |
| 17 | 600 + 2D% pounds | 96 + 1D6 inches |
| 18 | 800 + 2D% pounds | 96 + 2D6 inches |
| 19 | 1,000 + 5D100 pounds | 96 + 3D6 inches |
| 20 | 1,500+(D% x 100) pounds | 108 + 1D6 inches |
These record how close the Mutanimal is to appearing entirely human. There are four aspects to these; Hands, Speech, Biped, and Looks. There are three potential levels to each of these; NONE, PARTIAL and FULL. These cost BIO-E to increase, varying from Animal Type to Animal Type. Certain Animal Types start with these already at a PARTIAL or FULL level (i.e. - birds start with Biped FULL, Opossums start with Hands PARTIAL). Human Attributes cannot be lowered from their starting level in exchange for BIO-E.
Hands:
This determines the natural state of the Animals hands.
Speech:
This is the ability to speak. All Mutanimals understand at least one language at +8, as standard, though they may not be physically able to use it. Any penalties from NONE or PARTIAL levels can be overcome with cyberware, see Mutants and Cyberware for more details.
Biped:
This reflects the characters physical stance, and ability to use objects and move at the same time. If Hands are taken at PARTIAL or FULL levels, but Biped is lower than FULL, then the characters hands will also have to double as feet.
Looks:
This determines how an Mutanimal looks, and is a very important aid to working unnoticed in human society.
These are any natural attributes from the original Animal Type that the Mutanimal retains when it mutates. By default, all the bonuses or powers an animal has are lost when it mutates; BIO-E must be spent to keep them. Each Animal Type has it's own particular Special Abilities, and a different BIO-E cost for them, but a few are generic enough to be listed below. Those particular to an Animal Type are listed with it's description.
As with everyone else, Mutanimals must choose a Role, though this is not always as easy as it seems. Not all Mutanimals are suited to all Roles; this is chiefly dependant on the characters Human Attributes. The most popular roles for Mutanimals are Solo, Nomad or Fixer. Those with sufficient funds but poor Looks can also find an outlet as Netrunners.
ROCKERBOYS - Usually FULL Appearance is required, though this is not always the case. An Animalistic appearance could be "part of the show". Also, FULL Hands are needed to play any instruments.
SOLOS - Any Appearance, Hands are usually required to be PARTIAL or greater. Particularly favoured by Predator-type Mutanimals.
NETRUNNERS - If the relevant cyberware is fitted, any Mutanimal can be a Netrunner, regardless of Human Attributes. Think of Jones in Johnny Mnemonic.
TECHIES - Any sufficiently smart Mutant can become a Techie, but FULL Hands is a requirement.
MEDTECHIES - As with Techie, FULL Hands are required to be a Medtechie. However, unless FULL Looks are taken, then there might not be so many willing patients.
MEDIAS - All Human Attributes must be FULL in order for a Mutanimal to become a Media, due to the exposure.
COPS - Mutanimals are never Cops.
CORPORATES - Mutanimals are very, very rarely Corporates, though one or two with FULL Human Attributes have sneaked in.
FIXERS - Because of the social dealings a Fixer must undertake, PARTIAL Appearance and Speech (or better) is required, and a pretty relaxed or very fucked-up neighbourhood is a bonus.
NOMADS - Any Looks, Hands must be at least PARTIAL. This is one of the most popular Roles for Mutanimals.
Mutanimals are assumed to be very rare, and practically never occur in nature unaided. If you want to make them more common in your games, you may need to modify the below.
Step 1) Origins and Personal Style are as in the main Cyberpunk rulebook, but don't roll up ethnic origins. This is based on Animal Type and the Organization who created you. Native language is the same as the primary language of your creators, be that Japanese, Russian, English or other. Like all Cyberpunk PCs, Mutanimals are assumed to have picked up streetslang once they went out into the world.
Note: Hairstyle will obviously be affected by Animal Type; you may not have any hair, but you can always wear a wig :)
Step 2) Family Background has been replaced by Creation, though the two are pretty similar. Roll once on the Cause of Mutation table, once on the Organisation table and once in the Sibling table.
| 1 | Accidental encounter in wilderness, grew up in the wilds |
| 2 | Accidental encounter in lab, raised as an experiment |
| 3 | Deliberate experimentation, raised as normal human |
| 4 | Deliberate experimentation, raised as pet |
| 5 | Deliberate experimentation, raised free in lab, as subject |
| 6 | Deliberate experimentation, raised caged in lab, as subject |
| 7 | Deliberate experimentation, escaped, raised on the streets |
| 8 | Deliberate experimentation, rescued, raised in wilds by those who freed you |
| 9 | Deliberate experimentation, raised as specialist in natural abilities, employee |
| 10 | Deliberate experimentation, raised as specialist in natural abilities, escaped slave |
| 1 | Corp |
| 2 | Corp |
| 3 | Corp |
| 4 | Corp |
| 5 | Corp |
| 6 | Private individual or group |
| 7 | Private individual or group |
| 8 | Private individual or group |
| 9 | Military |
| 10 | Military |
Who were these people that created you? Even if you were mutated as a result of an accident in the wild, someone made the stuff that changed you, and they may come looking. The player and Referee should consider this, though (as always) there may be more to it than the player realises.
Siblings
Were you created in your own or as part of a group? For characters mutated in the wild this may literally be family, but for those thrown together by fate the bonds may be no less intense. You may have up to 5 siblings; roll 1D10. 1-5 is the number of siblings you have. On 6-10 you were a unique creation, or none of your siblings survived the mutation process. All siblings are assumed to be the same age as you.
For each brother or sister:
Roll 1D10. Even: You have a brother. Odd: You have a sister.
Where are they now? Did they all escape the lab, or are some still trapped in there? It's a harsh world for humans, let alone mutants, so you might want to keep track of them.
Step 3) Motivations. This is unmodified from Cyberpunk, but your Cause of Mutation should be considered throughout, as this has a severe impact on personality. Being brought up in a cage, or the wild, will produce a far less socially-inclined person then being cared for will. Many Mutanimals are deeply distrustful of humans.
Step 4) Life Events. Mutanimals are assumed to age at the same rate as humans, though mature a little faster, but their more extreme nature leads them to make encounters earlier in life. Hence start rolling for life events from age 14 and onwards, rather than 16.
The events table is again unmodified, this should be viewed through the eyes of a mutant. For example, Hunted by a Corporation could be your creators attempting to track you down, while Imprisonment could mean that they actually cought you for a while. Similarly, Friends & Enemies will be more extreme, and Romantic Life will require another Mutanimal, FULL Looks or a very open-minded partner...
And anyone talking about rats when they roll Find a Sensei is in for a slapping.
Whether or not Mutanimals can be fitted with Cyberware is up to the Referee, though as there are references in Cyberpunk culture to cybered-up animals (Jones again), these rules will assume that it is possible.
However, the strange biology and physiology of most Mutanimals makes this something of a complicated process, and subsequently more costly than normal. Most ripperdocs will be incapable of implanting cyberware into mutants, or at least incapable of doing so successfully. There is one key rule to be remembered; a Mutanimal is an animal. It may look like a human, walk and talk like a human, but underneath it all it is simply an altered animal.
All Mutanimal PCs who start the game with cyberware can be assumed to have had it installed successfully, be that from a particularly talented surgeon or from the Organisation that created them.
Certain parts of a Mutanimals very nature can be changed through surgery. Examples are as follows.
Size
Growth hormones and similar treatments can increase a Mutanimals Size level. This is very hard to obtain (usually only from the creating Organisation), requiring a potent cocktail of rare drugs, and is suitably expensive: 5,000eb and up per Size level. This will only work on Mutanimals, who have ... flexible ... bodies to begin with. Should the Mutanimal undergoing this treatment have any cyberware, then the Referee is free to introduce all manner of problems into the equation as the rigid cyberware conflicts with the expanding meat and bones. Not to mention nervous tissues.
Hands
Replacing Mutanimal hands with cyberhands is a complicated matter. If the mutant had less than FULL Hands to start with, then the required nerves and tendons may not be developed enough to properly connect with the new technology.
A Mutanimal with PARTIAL Hands trying to get cyberhands has to have Minor Surgery (500eb) to prepare themselves even before the limb is grafted, though this will all be done in one sitting.
A Mutanimal with Hands NONE is in a much worse state. Critical Surgery (2,500eb) is required to graft new tendons and such things to anchor the limb, and recovery time is increased by 50%, as the mutant struggles with the new digits. For the next six months, any rolls made involving the new hands/limbs are penalised by -1.
Speech
This is perhaps the easiest Human Attribute to modify, as it is not that different from normal Implant surgery. Also, the Mutanimal already knows how to speak, they just can't physically form the words.
Either a Voice Synthesizer or an AudioVox will fulfil this role (or any other suitable piece of 'ware from another sourcebook that I don't have.) These are implanted with the standard cost modifiers for Mutanimals, as detailed above. The Mutanimal is assumed to work out how to speak properly during recovery, though it might be fun to roleplay them still learning for a little while thereafter.
Biped
A Mutanimals stance cannot be improved with cyberware; the extent of the changes required throughout the creatures entire body is beyond the capabilities of medical science.
Looks
Looks can be changed with cosmetic surgery, aka bodysculpt, as detailed in the main Cyberpunk rulebook. However, Looks may never be increased by more than one step; NONE to PARTIAL, or PARTIAL to FULL. It is impossible to go from NONE to FULL, under any circumstances.
Going from one level to the next costs 2,000eb. This increases the Mutanimals Appr by 1 point. Once FULL Looks have been reached, Appr can be increased at the usual cost of 600eb per point.
Decreasing Looks is also possible, and this is cheaper than a human getting a Facial Sculpt; the Mutanimal already resembles the desired Animal Type. To go from FULL to PARTIAL costs 2,500eb, to go from PARTIAL to NONE costs 2,000eb. Appr will be reduced to the maximum allowed at each level. This is also rather more convincing than a human with a Facial Sculpt, except to other Mutanimals, who can usually tell without a bother.
On that subject, while a Mutanimal with FULL looks can use bodysculpt to hide their intrinsic animalistic appearance (see Looks, above), other Mutanimals will rarely be fooled by this either.
And once again, decreasing Attr is a simple matter of buying a razor blade.
Spare Parts
Getting replacement meat parts for a Mutanimal is awkward. It's even pretty hard to get blood for a transfusion. This is because, on a very fundamental level, these creatures are animals. The amount of immunosuppressives required to allow the grafting of a human limb to a Mutanimal is staggering, and would render the mutant open to every virus that floats through the toxic streets of the future. As such, no Mutanimal has ever survived a human limb transplant. Blood transfusions are somewhat more manageable, as blood from the relevant animal type can be used with very little extra effort. The only problem is getting it.
This leaves three options for the maimed Mutanimal: go chrome; find an identical Mutanimal of the same genus as yourself and steal it's limbs (and hope that mutation hasn't made it's DNA alien to yours); or go back to your makers and see of they can help. Not really much of a choice.
Misc
A Mutanimal whose Animal Type naturally possesses Claws, of any type, will loose no Humanity Points for installing Rippers or Wolvers. This applies only if they did not retain their natural claws when they mutated.
Certain types of cyberware mimic Special Abilities that Mutanimals may already possess; this is noted under the relevant Special Ability. If the Mutanimal has that Special Ability, then they may not take the relevant piece of cyberware. For example, a Mutanimal with Advanced Scent could not take an Olfactory Boost, if for no other reason than that they'd go nuts from the overstimulation. The exception to this is natural weaponry, such as Claws, which may be removed and then replaced by Razors or Wolvers, as noted above. However, this does cause a loss of Humanity points. If the Mutanimal could have taken the Special Ability but did not, then they may buy the cyberware at no Humanity cost, as it's akin to returning to their true form for them, rather than a disturbing alteration. This is also mentioned above.
| 1 | Bat |
| 2 | Bear |
| 3 | Cat |
| 4 | Dog |
| 5 | Gorilla |
| 6 | Monkey |
| 7 | Opossum |
| 8 | Rat |
| 9 | Wild Bird |
| 10 | Wolf/Coyote |
Bat
Size level: 1
BIO-E: 70
Attribute Bonuses: MA +1
Human Features
Hands:
5 BIO-E for PARTIAL hands, at the end of the wings
10 BIO-E for FULL hands, at the end of the wings
20 BIO-E for extra set of fully functional arms and hands
Biped:
FULL Automatic
Speech:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Looks:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Special Abilities:
5 BIO-E for 1D6 Teeth
10 BIO-E for Glide
20 BIO-E for Flight
5 BIO-E for Sonar (as the cyberware Sonar Implant)
Bear (generic)
Size level: 17
BIO-E: 0
Attribute Bonuses: Body +3
Human Features
Hands:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Biped:
PARTIAL Automatic
5 BIO-E for FULL
Speech:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Looks:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Special Abilities:
5 BIO-E for 1D6 Bite
10 BIO-E for 1D10 Bite
5 BIO-E for 1D8 Claw
10 BIO-E for 2D6 Claw
5 BIO-E for Advanced Hearing
15 BIO-E for Advanced Smell
Cat
Size level: 3
BIO-E: 70
Attribute Bonuses: Ref +2, MA +1
Human Features
Hands:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Biped:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Speech:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Looks:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Special Abilities:
5 BIO-E for 1D8 Bite
5 BIO-E for 1D8 Retractable Claws (Climbing)
10 BIO-E for 2D6 Retractable Claws (Climbing)
5 BIO-E for Nightvision, 50'
Coyote
Size level: 5
BIO-E: 55
Attribute Bonuses: Ref +1, Cool +1
Human Features
Hands:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Biped:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Speech:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Looks:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Special Abilities:
5 BIO-E for 1D6 Claws
5 BIO-E for 1D8 Teeth
10 BIO-E for 2D6 Teeth
5 BIO-E for Advanced Smell
Dog (Generic)
Size level: 5
BIO-E: 60
Attribute Bonuses: Int +1, Ref +1
Human Features
Hands:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Biped:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Speech:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Looks:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Special Abilities:
5 BIO-E for 1D6 Teeth
5 BIO-E for 1D4 Claws
5 BIO-E for Advanced Smell
Gorrila
Size level: 11
BIO-E: 0
Attribute Bonuses: Cool +1, Body +2
Human Features
Hands:
PARTIAL Automatic, five-fingered.
5 BIO-E for FULL
Biped:
PARTIAL Automatic
5 BIO-E for FULL
Speech:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Looks:
PARTIAL Automatic
5 BIO-E for FULL
Special Abilities:
5 Bio-E for Advanced Touch
10 BIO-E for Prehensile Touch
Monkey
Size level: 4
BIO-E: 45
Attribute Bonuses: Ref +1, MA +1
Human Features
Hands:
PARTIAL Automatic
5 BIO-E for FULL
Biped:
PARTIAL Automatic
5 BIO-E for FULL
Speech:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Looks:
PARTIAL Automatic
5 BIO-E for FULL
Special Abilities:
10 BIO-E for Prehensile Tail; Use as PARTIAL Hand
15 BIO-E for Prehensile Feet; Use as PARTIAL Hand
Opossum
Size level: 3
BIO-E: 70
Attribute Bonuses: None
Human Features
Hands:
PARTIAL Automatic
5 BIO-E for FULL
Biped:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Speech:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Looks:
NONE, PARTIAL Hands on rear legs.
5 BIO-E for PARTIAL
10 BIO-E for FULL
Special Abilities:
5 BIO-E for 1D4 Claws (Climbing)
5 BIO-E for Play Dead.
5 BIO-E for Prehensile Tail; Use as a PARTIAL Hand.
5 BIO-E for Advanced Smell.
Rat
Size level: 2
BIO-E: 75
Attribute Bonuses: Ref +1, Cool +1
Human Features
Hands:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Biped:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Speech:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Looks:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Special Abilities:
5 BIO-E for 1D6 Claws (Climbing)
10 BIO-E for 1D4 Teeth
5 BIO-E for Digging
10 BIO-E for Advanced Hearing
Wild Bird
Size level: 4
BIO-E: 65
Attribute Bonuses: None
Human Features
Hands:
5 BIO-E for PARTIAL hands, at the end of the wings
10 BIO-E for FULL hands, at the end of the wings
20 BIO-E for extra set of fully functional arms and hands
Biped:
FULL Automatic
Speech:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Looks:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Special Abilities:
10 BIO-E for Glide
20 BIO-E for Flight
Wolf
Size level: 6
BIO-E: 50
Attribute Bonuses: Ref +1, Cool +1
Human Features
Hands:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Biped:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Speech:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Looks:
5 BIO-E for PARTIAL
10 BIO-E for FULL
Special Abilities:
5 BIO-E for 1D6 Claws
5 BIO-E for 1D8 Teeth
10 BIO-E for 2D6 Teeth
5 BIO-E for Advanced Smell
