Contributors: pspahn; Brett; & Centurion
Come join the discussion in PIG’s message forums and help with this project:
http://www.pigames.net/forum/viewtopic.php?t=617
Evolved Animal (Scamp) OPTIONAL RULE
Instead of rolling to see if your Scamp character has beneficial and detrimental mutations, your Scamp character can have more Remnant gimmicks. The number of gimmicks is equal to your Scamp character’s fitness rating divide by half +1 ((fitness rating / 2)+1) round up to the next whole number. (For example: If a Scamp character has 5 Fitness, the character may have 4 Remnant Gimmicks (5/2=2.5=3+1=4) . I am making a house cat Scamp character. I decide I want Agile, Fur, and lastly Claw Gimmicks.) This optional rule means that the player creating the Scamp character has to match the abilities of the animal as close as possible. Thus a house cat can not have the Gliding, Webbed Digits, or Flight Gimmicks to name a few. If you have extra Gimmicks that you can not use, or do not want to use, because none of the other Remnant Gimmicks portrays the abilities of the animal then you lose the left over Remnant Gimmick point(s).
New Remnant Gimmicks are below. Many of them come from different PIG’s gDi books in one form or other but I wanted to point them out that they can easily be used as Remnants.
Agile = (Same as GenreDiversion i Core’s Mutant-Based Heightened Reflexes.)
Advanced Vision = (Same as GenreDiversion i Core’s Mutant-Based Acute Vision.)
Advanced Hearing = (Same as GenreDiversion i Core’s Mutant-Based Acute Hearing.)
Advanced Smell = (Same as GenreDiversion i Core’s Mutant-Based Acute Smell) except -1DIFF on all awareness-based tasks relating to smell and -0 DIFF on all tracking tasks.
Advanced Touch = (Same as Hard][Nova’s Heightened Touch.)
Antlers = (Same as EarthAD.2’s Remnant Gimmick Horns) except instead of +2 INJ antlers bestow +1 INJ.
Beak = (Same as EarthAD.2’s Remnant Gimmick Claws)
Camouflage = (Same as EarthAD.2’s Beneficial Gimmick Chameleon Hide.)
Decreased Mental Capacity = (Same as EarthAD.2’s Detrimental Gimmick Diminished Talent.) The gimmick provides one (1) extra point for abilities or (3) extra points for skills.
Diet Restriction Herbivore = Can only eat plant life. The gimmick provides one (1) extra point for abilities or (3) extra points for skills.. May not have the Remnant Gimmick Diet Restriction Insectivore.
Diet Restriction Insectivore = Can only eat insects. The gimmick provides one (1) extra point for abilities or (3) extra points for skills. May not have the Remnant Gimmick Diet Restriction Herbivore.
Fearful = (Same as EarthAD.2’s Detrimental Gimmick Fear Response.) The gimmick provides one (1) extra point for abilities or (3) extra points for skills.
Flight = (Same as EarthAD.2’s Savage Beast Gimmicks.) However, the character does not have an extra set of appendages. The wings are part of the arms and hands.
Heightened Speed = (Same as Coyote Trail’s Horse Gimmick Lightning Fast.)
Hold Breath = EarthAD.2’s Asphyxiation rule is changed. The character can hold his/her breath for a number of minutes equal to their Fitness ability times 4 (Fitness X 4). The rest of the rule stays the same.
Hoofed Feet = This character has horny sheaths covering the toes or lower part of the feet. They do not require foot-ware (such as shoes or boots). The hoofed foot inflicts +1 INJ when used with brawling attacks.
Large = The character is larger than the typical human. All attacks directed at this character receive -1DIFF. The gimmick provides one (1) extra point for abilities or (3) extra points for skills. (This is from Iron Gauntlets.)
Light Fur = (Same as EarthAD.2’s Remnant Gimmick Fur) except it provides a natural armor rating of 1.
Mimic = (Same as EarthAD.2’s Beneficial Gimmick Sound Imitation)
Natural Thief = Gain the Fitness Based Finesse Skill at rating (1) one. It the character already has a Finesse rating then add (1) one skill rating to it for free but do not go over skill rating 8 in that skill.
Nauseous Spray = (Same as EarthAD.2’s Beneficial Gimmick Nauseous Spray.)
Nearsighted = Has terrible eyesight and receives a penalty of +2 DIFF on all tasks requiring vision (this includes investigation and aiming.) The gimmick provides one (1) extra point for abilities or (3) extra points for skills.
Partial Hand Appendages = (Same as EarthAD.2’s Detrimental Gimmick Crude Appendages.) The gimmick provides one (1) extra point for abilities or (3) extra points for skills.
Permeable Skin = (Same as EarthAD.2’s Detrimental Gimmick Waterskin.) The gimmick provides one (1) extra point for abilities or (3) extra points for skills.
Pheromones = (Same as EarthAD.2’s Beneficial Mutation Gimmick Powerful Pheromones.)
Poison Venom = When used with a successful brawling attack (bite) the venom inflicts 1 INJ per hour for highly toxic venom. For weaker, non-fatal venom, a successful brawling attack (bite) the inflicts 1 FAT per hour. If an anti-venom is administered the venom stops inflicting damage. (This is based off of Iron Gauntlets Poison Brew.)
Prehensile Tail = This tail has adapted to be able to manipulate, grasp, and/or hold objects.
Scent Gland = A specialized gland that produces a strong-smelling substance used for communicating between members of the same species, marking territory, and discouraging predators or competitors. The scent is only specific to your character’s tribe/clan/group/pack others will know you are an outsider. The gimmick provides one (1) extra point for abilities or (3) extra points for skills.
Small = The character is smaller than the typical human. All attacks directed at this character receive +1DIFF. (This is from Iron Gauntlets.)
Thermal Vision = The character has eye’s that “only” allow him/her to see in the dark and through smoke by detecting various levels of heat radiated by objects in his/her line of sight. The gimmick provides one (1) extra point for abilities or (3) extra points for skills.
Thick Blubber = This fatty layer protects the character from extreme cold. This character is immune to the “Exposure To Extreme Cold Optional Rule”
Tough Hide = (Same as Coyote Trail’s Animals In The Wild Toughness Gimmick.)
Toxic Resistance = This character is immune to weaker venom. Highly toxic venom inflicts 1 FAT instead of 1 INJ per hour.
Tusks = Extremely long teeth that protrudes when the mouth is closed, inflicting +2 INJ if the character can manage to gore a target.
Water Storage = This character can go for several days without water. This character is immune to the “Exposure To Extreme Heat Optional Rule” for two days.
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