Animals in the Mastermind System
These are two ways to include animals [be they guard animals, attack animals, or just the Masterminds pet cat].
1. The Ever-Present Pet
An individual animal can be purchased with BP like any other piece of equipment. Not all animals can be
purchased as pets - unless your Mastermind, Henchman or Foil is habitually aquatic, use your discretion when
creating the character. The cost of the animals are detailed on the table below:
Animal | Cost [BP] |
Cat | 1 |
Dog | 3 |
Wolf | 5 |
Eagle | 3 |
Ape [Chimp] | 4 |
Baboon | 4 |
Shark* | 5 |
Dolphin* | 4 |
*These animals require an aquatic environment to survive
The animal has the standard stats for its species [see below] and is counted as level 1 for attack bonuses,
saves and abilities.
2. Animal Minions
Animals may, alternatly, be purchased in place of human minions. Their species is treated as an NPC Class [see
AF, HOG, PAC, EC]. Unlike normal human minions their six abilities are pre-chosen and some also have
particular feats built-in. Also, one member of the 'squad' is always a human with the Animal Wrangler NPC Class
of a level equal to the animals.
Abilities
The Animal Wrangler's abilites are purchased with the same number of points as the animal squad he
accompanies. The number of points used to generate the abilities for each species is listed below.
Skills
Animals come with a more restricted list of skills than humans due to their limited intelligence. These skill relect
their racial strengths and thus are always considered full skills. The Animal Wranglers skills are chosen as normal
for an NPC Class.
Animal Feats
Further feats may be purchased for the animals [and the Wrangler] though this is from a more limited list than
those available to Agents and human NPCs. For each feat the animal squad gains their Wrangler gains a feat
also.
Movement, Defense and Abilities
Not all animals move at the same ground speed as your average human. Some don't even have a ground speed
at all. Some species come with build in natural defense [thick fur, armour plates] as well as bonuses/penalties
conferred due to their size. Each of the animals movement modes, natural defense [if any] and abilities are given
below:
Animal | Movement | Natural Def | STR/DEX/CON/INT/WIS/CHA | MM pts* |
Dog, Attack | 40ft, 10ft swim | +2 | 14/ 15/ 12/ 3/ 12/ 6 | 5 |
Shark, Medium | 60ft swim | +4 | 13/ 15/ 13/ 3/ 12/ 2 | 0 |
Bear, Black | 40ft | +4 | 19/ 13/ 15/ 3/ 12/ 6 | 20 |
Eagle | 10ft, 80ft fly | +2 | 10/ 15/ 12/ 3/ 14/ 6 | 5 |
Dolphin | 60ft swim | +4 | 12/ 16/ 13/ 3/ 12/ 6 | 5 |
Ape [Chimp] | 30ft | +2 | 16/ 14/ 13/ 3/ 12/ 8 | 10 |
Wolf | 40ft | +2 | 14/ 15/ 15/ 3/ 12/ 6 | 10 |
*This is the number of extra points each species received for its abilities
Animal NPC Species
Dog, Attack 2/lvl + 13 [Vitality, Stats]
Lvl | Vit | BAB | Fort | Ref | Will | Def | Init | Special |
1 | 6 | +1 | +1 | +1 | +0 | +0 | +1 | Track |
2 | 9 | +2 | +2 | +2 | +0 | +1 | +2 | Wolf Pack Basics |
3 | 13 | +3 | +2 | +2 | +1 | +1 | +3 |
4 | 15 | +4 | +2 | +2 | +1 | +2 | +3 |
5 | 19 | +5 | +3 | +3 | +1 | +2 | +4 |
6 | 21 | +6 | +3 | +3 | +2 | +2 | +5 | Wolf Pack Advanced |
7 | 25 | +7 | +4 | +4 | +2 | +3 | +6 |
8 | 28 | +8 | +4 | +4 | +3 | +3 | +6 |
9 | 32 | +9 | +4 | +4 | +3 | +4 | +7 |
10 | 35 | +10 | +5 | +5 | +3 | +5 | +8 | Wolf Pack Mastery |
Full Skills - Key Ability
Survival - WIS
Swim - STR
Search - INT
Dogs gain a +10 racial bonus to all Search checks.
Natural Attacks: Bite [D6+2 damage]
Eagle 2/lvl + 11 [Vitality, Stats, Feat]
Lvl Vit BAB Fort Ref Will Def Init Special
1 4 +1 +0 +1 +1 +1 +1 Alertness [Weapon Finesse: Claws]
2 6 +2 +0 +2 +2 +1 +2 Track
3 9 +3 +1 +2 +2 +2 +3
4 11 +4 +1 +2 +2 +2 +3
5 14 +5 +1 +3 +3 +3 +4
6 16 +6 +2 +3 +3 +4 +5 Advanced Skill [Alertness]
7 19 +7 +2 +4 +4 +4 +6
8 21 +8 +3 +4 +4 +5 +6
9 24 +9 +3 +4 +4 +5 +7
10 26 +10 +3 +5 +5 +6 +8 Skill Mastery [Alertness]
Full Skills - Key Ability
Pilot/Flight - DEX
Spot - WIS
Survival - WIS
Eagles gain a +5 racial bonus to all Spot checks
Natural Attacks: 2 Claws [D4+2 damage]
Shark, Medium 2/lvl + 14 [Vitality]
Lvl Vit BAB Fort Ref Will Def Init Special
1 8 +1 +1 +1 +0 +0 +1 Scent
2 12 +2 +2 +2 +0 +1 +2 Wolf Pack Basics
3 17 +3 +2 +2 +1 +1 +3
4 21 +4 +2 +2 +1 +2 +3
5 26 +5 +3 +3 +1 +2 +4
6 30 +6 +3 +3 +2 +2 +5 Wolf Pack Advanced
7 35 +7 +4 +4 +2 +3 +6
8 39 +8 +4 +4 +3 +3 +6
9 44 +9 +4 +4 +3 +4 +7
10 48 +10 +5 +5 +3 +5 +8 Wolf Pack Mastery
Scent: A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of
up to a mile.
Full Skills - Key Ability
Move Silently - DEX
Swim - STR
Survival - WIS
Natural Attacks: Bite [D8+1 damage]
Dolphin 2/lvl + 21 [Vitality, Stats, Feat]
Lvl Vit BAB Fort Ref Will Def Init Special
1 8 +1 +1 +1 +0 +0 +1 Blindsight [Weapon Finesse: Butt]
2 12 +2 +2 +2 +0 +1 +2 Wolf Pack Basics
3 17 +3 +2 +2 +1 +1 +3
4 21 +4 +2 +2 +1 +2 +3
5 26 +5 +3 +3 +1 +2 +4
6 30 +6 +3 +3 +2 +2 +5 Wolf Pack Advanced
7 35 +7 +4 +4 +2 +3 +6
8 39 +8 +4 +4 +3 +3 +6
9 44 +9 +4 +4 +3 +4 +7
10 48 +10 +5 +5 +3 +5 +8 Wolf Pack Mastery
Blindsight: Dolphins are able to locate objects by echo-location [sonar] within 60' without needing to be able
to see them.
Full Skills - Key Ability
Move Silently - DEX
Swim - STR
Survival - WIS
Natural Attacks: Butt [D6+3 subdual damage*]
Ape [Chimp] 2/lvl + 23 [Vitality, Stats]
Lvl Vit BAB Fort Ref Will Def Init Special
1 8 +1 +1 +0 +0 +0 +1 Scent
2 12 +2 +2 +0 +0 +1 +2 Wolf Pack Basics
3 17 +3 +2 +1 +1 +1 +3
4 21 +4 +2 +1 +1 +2 +3
5 26 +5 +3 +1 +1 +2 +4
6 30 +6 +3 +2 +2 +2 +5 Wolf Pack Advanced
7 35 +7 +4 +2 +2 +3 +6
8 39 +8 +4 +3 +3 +3 +6
9 44 +9 +4 +3 +3 +4 +7
10 48 +10 +5 +3 +3 +5 +8 Wolf Pack Mastery
Full Skills - Key Ability
Balance - STR
Climb - STR
Jump - STR
Chimps gain a +5 racial bonus to all Climb checks.
Natural Attacks: claws [D4+3 damage], Bite [D6+2 damage]
Wolf 2/lvl + 23 [Vitality, Stats]
Lvl Vit BAB Fort Ref Will Def Init Special
1 8 +1 +1 +1 +0 +0 +1 Track
2 12 +2 +2 +2 +0 +1 +2 Wolf Pack Basics
3 17 +3 +2 +2 +1 +1 +3
4 21 +4 +2 +2 +1 +2 +3
5 26 +5 +3 +3 +1 +2 +4
6 30 +6 +3 +3 +2 +2 +5 Wolf Pack Advanced
7 35 +7 +4 +4 +2 +3 +6
8 39 +8 +4 +4 +3 +3 +6
9 44 +9 +4 +4 +3 +4 +7
10 49 +10 +5 +5 +3 +5 +8 Wolf Pack Mastery
Full Skills - Key Ability
Jump - STR
Search - INT
Survival - WIS
Wolves gain a +10 racial bonus to all Survival checks for Track.
Natural Attacks: Bite [D6+2 damage]
Animal Wrangler
Many Masterminds like to have vicious animals around. They are excellent for feeding meddling agents to, and
often look good to boot. The only problem is someone has to train and maintain these deadly and often high
maintenance animals, this is where the Animal Wrangler steps in. These highly skilled individuals act as trainer,
vet and, in times of emergency, leader.
Lvl Vitality BAB Fort Ref Will Def Init Special
1 8 +0 +1 +0 +1 +0 +1 Animal Companions
2 12 +1 +1 +0 +1 +1 +2 Tactics [1/session]
3 17 +1 +2 +1 +2 +1 +3
4 21 +2 +2 +1 +2 +2 +3
5 26 +2 +3 +1 +3 +2 +4
6 30 +3 +3 +2 +3 +2 +5 Tactics [2/session]
7 35 +3 +4 +2 +4 +3 +6
8 39 +4 +4 +2 +4 +3 +6
9 44 +4 +4 +3 +4 +4 +7
10 48 +5 +5 +3 +5 +5 +8 Tactics [3/session]
Full Skills - Key Ability
Handle Animal - Wis
Knowledge [Zoology] - Int
First Aid [Animals] - Wis
Half Skills - Key Ability
Climb - Str
Concentration - Con
Languages - Wis
Listen - Wis
Perform - Cha
Profession [Animal Trainer] - Wis
Spot - Wis
Survival - Wis
Swim - Str
Class Features
Starting Feats
Armour Proficiency [Light]
Armour Proficiency [Medium]
Weapon Group Proficiency [Melee]
Weapon Group Proficiency [Hurled]
Weapon Group Proficiency [Handgun]
Weapon Group Proficiency [Rifles]
Animal Companions: The Animal Wrangler always accompanies a squad of animal minions. He is
their trainer and makes sure they keep on track. While the Animal Wrangler is with the rest of his squad they gain
a +10 bonus to all loyalty checks.
Tactics: At 2nd level the Animal Wrangler gains the ability Tactics, usable once per session to grant a +1
bonus to any roll, as the Pointman ability. This becomes a +2 bonus at 10th level. The Animal Wrangler may use
this ability an additional time per session at levels 6 and 10. This ability is usable only on animals in the Wranglers
squad.
New Equipment
GPS Micro-Transmitter [2 BP]: This is a small transmitter placed under the skin of an animal, on it's
collar, or attached to a fin. Whereever it is placed the transmitter constantly beams the animals GPS location, via
satellite, back to a receiving unit [see below]. The transmitter works down to a depth of 30ft underwater, after
which the signal is unable to pass through the intervening water successfully. The transmitter's on-board battery is
good for 24 hours of use, after which time it must be replaced. The cost listed is for one transmitter.
GPS Receiving Unit [5 BP]: This unit displays the location of up to five GPS Micro-Transmitters at
one time. The display has a zoom function, allowing as much or as little of the detail of the transmitters location to
be shown.
Mini-camera hood - birds only [2BP]: This is a miniturised camera attached to a harness that will
comfortably fit over the head of most birds. This allows the bird to film anything that it flies over and have it
transmitted back to a Wrangler with a video receiver [see below]. The camera have a range of upto 5 miles and
have sufficient battery power to operate for 12 hours.
Video Receiver [5 BP]: This unit displays the views of upto 5 Micro-cameras at one time. Utilising
Picture-in-Picture technology, the user is able to effortlessly switch between different cameras as desired.
New Gadgets
Collar and Receiving unit [1 GP]
Spot DC: 20 [Superscience]
This appears to be a normal animal collar, but it is actually fitted with audio recording and transmitting
equipment.
Mechanics: This allows any audible noise within 30ft of the collars wearer to be transmitted upto 300ft to
the receiving unit. The collars battery is good for 24 hours of use.
Gas Collar [+2 GP]
Spot DC: 0 [obvious when activated]
This upgrade mounts tiny gas canisters inside the collar. On activation by the animals controller [the trigger is built
into the receiving unit above] it fires out jets of knock-out gas [see SEH].
Mechanics: The gas emitted is enough to fill a 10ft square area, affecting everything within [including the
animal wearing the collar]. The gas inside the collar must be replaced after each use at the Home Office.
Mastermind Threat Resource
Animal Training Ground
The Mastermind may train animals to be minions.
Prerequisites: Wealth: 3+
Benefit: The Mastermind may include animals as minion types. These animals gain levels as minions,
but are restricted to only the minion type for their species and no other [No Cat-Dogs here]. When this site is
neutralised by the agents the Mastermind loses his ability to replace his animal minion teams at subsequent sites
and is left with only those he has at the time.
Possible Sites: Kennel, Aviary, Aquarium