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:

AnimalCost [BP]
Cat1
Dog3
Wolf5
Eagle3
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:
AnimalMovementNatural DefSTR/DEX/CON/INT/WIS/CHAMM pts*
Dog, Attack40ft, 10ft swim+214/ 15/ 12/ 3/ 12/ 65
Shark, Medium60ft swim+413/ 15/ 13/ 3/ 12/ 20
Bear, Black40ft+419/ 13/ 15/ 3/ 12/ 620
Eagle10ft, 80ft fly+210/ 15/ 12/ 3/ 14/ 65
Dolphin60ft swim+412/ 16/ 13/ 3/ 12/ 65
Ape [Chimp]30ft+216/ 14/ 13/ 3/ 12/ 810
Wolf40ft+214/ 15/ 15/ 3/ 12/ 610
*This is the number of extra points each species received for its abilities

Animal NPC Species

Dog, Attack 2/lvl + 13 [Vitality, Stats]
LvlVitBABFortRefWillDefInitSpecial
16+1+1+1+0+0+1Track
29+2+2+2+0+1+2Wolf Pack Basics
313+3+2+2+1+1+3
415+4+2+2+1+2+3
519+5+3+3+1+2+4
621+6+3+3+2+2+5Wolf Pack Advanced
725+7+4+4+2+3+6
828+8+4+4+3+3+6
932+9+4+4+3+4+7
1035+10+5+5+3+5+8Wolf 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