Mutant Road Runner R.C.C.
©
While searching for super fast mutants, the Achilles project worked
with roadrunners as a possible genetic source. It worked in that it gave the resulting genetic specimen incredible speed, but they had no "super" powers. Therefore, only were only a few made.
One of the amazing powers of the specimens was their ability to mate
with almost any species with the same reproductive system as a human.
Like the other mutant animals, though, since the coming of the rifts they have manifested some unusual powers. Unlike most of the others, the roadrunner‘s love to venture beyond their home in the Achilles Republic. They most frequently wonder the world in search of adventure and love. They are the modern day ladies man despite there mutant appearance they are quite beautiful to most people.
They were originaly developed to be the genetic equivelent to the juicers/crazies but without the draw backs of insanity and a short life span.
The roadrunner was chose because of its great speed agility and it was a triumph in that area and they were almost human enough to make them more easy to work into a normal military unit. Even though all this was a plus they did not work out do to thier more powerful bird counter parts.
There appearance is that of a humanoid with small feathers covering the body, they have a human upper body (beside the feathers) and human hands with short claws, there legs are humanoid down to the knee where there legs are bird like they have three huge claws (avg. 4 inches) and there heads are small with a long thin beak. They have no wings.
Alignment: any, but lean towards honorable alignments due to their upbringing.
M.D.C.: none
S.D.C.: 2D6X10+2D6 a level
Hit Points: P.E.+5 a level
Attributes:
I.Q.:2D8 M.E.:2D6 M.A.:3D6 P.S.:3D6 P.P.:5D6 P.E.:3D6 P.B.:4D6 S.P.D:1D6X10+60
Size: 5 To 7 Feet Tall
Weight: 120 To 260 LBS.
P.P.E.: 2D10
Averages life span: through there genetic engineering they have a long life span 145 years
Natural Abilities:
Cost: 10 I.S.P. lasts 5 min per level; when it where’s off the mutant feel some what tired, reduce melee attacks by half and –strike ,parry ,dodge.
Experience Level: use the dog boy table from the first book.
Combat: As per skill
Damage: beak 2d6 s .d .c. ( m. d. when charged)
Claws add 5d6 s. d. c. to open hand strike(m. d. when charged)
Feet claws do 1d6x10 s. d. c. (m. d. when charged) add STR damage to all.
Bonuses: +2 initiative (can’t be surprised)
Psionics Powers: See above
Magic Powers: none
Vulnerabilities/Penalties: must consume 3500 calories a day or suffer same side affects as starvation
R.C.C Skills:
See juicer in first book +
LAN: Creole 98%
Lore physchic (+20)
Lore demon/monster (+20)
R.C.C. Related skills:
10 skills from the categories that the wilderness scout and juicer can choose from (all +10%) Note: don’t use wilderness scout or juicer bonuses for skills.
+ Choose 2 new skills at levels 4, 6, 8, and 15.
Secondary skills:
5 secondary skills from same categories as before (no bonuses)
Weapons and Equipment: starts with NG-S2 survival pack, backpack, 1 vibro-blade, 2 silver knives, 2 small sacks, 3 hand grenades, 1 rifle, 2 pistols (auto or energy),4 clips for each weapon.
Money: 3d6x100 credits
Created by Brian Haskett a.k.a. Acid_Blue, and thanks to Chris Curtis for some editing help mail him at c-curtis@tamu.com, mail me at cbhaskett@mindspring.com or come by my site http://www.oocities.org/SunsetStrip/palladium/6494.
©1997®by Acid Blue and ©Spaz industries. Feel free to display on your site or link it to mine. (Do not use this in any way for profit)