Showing posts with label animal. Show all posts
Showing posts with label animal. Show all posts

Friday, October 19, 2018

[IN THE NEWS] Return of the Auroch

Article: The wild, extinct supercow returning to Europe

The earliest cows were mighty beasts that stood almost as tall as elephants, with lean, powerful frames and fearsome horns that would make a hunter think twice.

In a recent discussion with some friends, the topic went to lab grown meat and how it would impact the animals we domesticated in order to have ready and easy access to them as a food source.  The main animal we discussed was the domesticated cow.  Would they be allowed to go extinct, kept in small numbers as a source for "authentic" beef, or returned to the wild?

The first option, allowing them to go extinct, would be a big mistake.  Another article I came across recently talks about the devastating impact we have had on mammal biodiversity and how it could take millions of years to recover (Mammals Are Going Extinct so Fast That Biodiversity Will Need Millions of Years to Recover).  So, most likely, scientists/conservationists will step in to ensure that domesticated cattle wouldn't just die out; but possibly try to "return them to the wild" in small herds.

Conservationists now believe the loss of the [auroch, a keystone herbivore,] was tragic for biodiversity in Europe, arguing that the aurochs' huge appetite for grazing provided a natural "gardening service" that maintained landscapes and created the conditions for other species to thrive.

This in turn led me to finding the article above regarding the recreation of the Auroch, an distant early ancestor to the modern domesticated cow.  The part I find brilliant, is that instead of genetically modifying existing cattle, they are reverse breeding them.

Rather than attempt the type of gene editing or high-tech de-extinction approaches being employed for species from woolly mammoths to passenger pigeons, Goderie chose a method known as back-breeding to create a substitute bovine he named "Tauros."

The bast part is that these new Tauros are able to defend themselves again natural predators like wolves, and aren't acting like domesticated cattle anymore, increasing their survivability.  And with survivability comes the restoration of biodiversity, and hope.

Thursday, April 16, 2015

Mutants of London

Found this info online today.  I've heard of the saying, "If the Tower of London ravens are lost or fly away, the Crown will fall and Britain with it.", but never knew this part of the story.
http://ultrafactsblog.com/post/116593278579/the-ravens-of-the-tower-of-london-are-a-group-of

The ravens of the Tower of London are a group of captive common ravens which live in the Tower of London. The group of ravens at the Tower comprises at least seven individuals (six required, with a seventh in reserve). The presence of the ravens is traditionally believed to protect the Crown and the Tower; a superstition holds that "If the Tower of London ravens are lost or fly away, the Crown will fall and Britain with it."


I've never been a fan of the Mutants in Avalon sourcebook because of the Arthur angle it took, this look much more interesting.  You could use this as the background for a specific Tower Raven (Purebreed) animal species that would start with special perks.

Friday, April 20, 2012

Vulture Bat

This is one of the largest recorded bats found in the Americas.  The few in Academic field that have been able to study these creatures believe them to be a chimeric blend of the Fruit Bat and Black Vulture.

However, the Vulture Bat differs from both of these creatures in the it is not nocturnal and is predatory in nature, preferring fresh kills to carrion.

Size Level: 5 (Wingspan 8 feet)
Weight: 25 pounds
Hit Points: 12
SDC: 25
Psionics: None
Attacks Per Melee: 3
Damage: Claws 3D6+5, Beak 1D6
Bonuses: +4 to strike while flying, +6 to strike while diving, +6 to dodge while flying
Natural Abilities: Raptor Flight, Heat sense, Night Vision, Beastly Strength, Iron Grip (Claws), Advanced Hearing
Average Life Span: Unknown, estimated at 20 years.
Habitat: Found in the southeastern deserts and rocklands of North America
Notes: Unlike most bats, the Vulture Bat does not utilize sonar.

Lantern Bat

The Lantern Bat that seems to have taken a cue from the Anglerfish.  These bats employ a bio-luminescent lure or 'lantern' to attract flying insects and some small birds.  Then, much like a frog, deploys a long tongue to catch it's meal.

Lantern Bats are found continent wide in the Americas and western Africa.

Size Level: 1 (Wing Span 2')
Weight: 1 pound
Hit Points: 6
SDC: 10
Psionics: None
Attacks Per Melee: 2
Damage: Bite 1D4*; Scratch 1 point of damage* (optional: Save vs. disease)
Bonuses: +10 initiative
Natural Abilities: Sonar, Acrobatic Flight, Glide, Hibernation
Average Life Span: Up to 12 years.
Habitat: Temperate to Tropical.  Has been found in the sewers and old subway tunnels in colder climates.
Notes: The Lantern Bat's 'lantern' projects from a growth located on the head of the bat.  The length of this growth on the adult ranges from 1/2 inch (when retracted) to 6 inches (when feeding).  Lantern Bats only use their 'lantern' to lure and feed on flying insects and small birds while hanging from the roof of a cave or from the branch of a tree, all other times the lure is retracted and unlit.
The Lantern Bat's diet also includes small fish, fruits, and flower nectar.

*I don't have any rules on diseases, but you can find some rules in the Yin Sloth Jungles book.

Siren's Casket

The Siren's Casket is a deadly carnivorous plant that grows partially below the ground surface.  It attracts it's meals by emitting a powerful hallucinogenic that most mammals finds irresistible.  When the victim approaches the plant they will slip and fall into it's large pit-like body containing a strong paralytic syrup and digestive fluids.

Siren Casket's are rare plants that grow naturally in wet and swampy lands from the extreme south of the North American continent to the middle of the South American continent and on many of the islands in the Caribbean.

[Stats Pending]

Monday, August 29, 2011

Turtle Cart


This video gives me so many ideas, I don't know where to start.

Tuesday, January 25, 2011

One Small Step

This is Ambam, a bachelor Western Lowland gorilla at Port Lympne Wild Animal Park in Kent, England. He loves to walk around like this!
The video was taken by Johanna Watson whilst she was working for a project on great ape locomotion.

Monday, July 19, 2010

Biped Porcupine



Here's an interesting video of a porcupine mimicking the walking motion of the people watching it.

Monday, July 12, 2010

2010 Kia Soul Hamster Commercial



I've got a few ideas brewing again. Here's something to keep the Blog alive.

Friday, June 11, 2010

20 Random Wild Mutations

Not every animal in the world of AtB was mutated into an anthropomorphic intelligent being.

Here is a list of wild mutations you might consider adding to some wild animals that your characters can encounter while traveling the wilderness. These creatures can also be used to terrorize a border town for a quick game session. As always, use your imagination.

Table of Random Wild Mutations: (roll 1D20)

  1. Bone Spurs
  2. Horns
  3. Tusks
  4. Venom
  5. Extra/Fewer Appendages
  6. Extra Heads
  7. Unexpected Appendage(s)
  8. Multiple Eyes
  9. Cycloptic
  10. Gigantism
  11. Mutant Power (See Heroes Unlimited)
  12. Animal Psionic Power
  13. Bald
  14. Odd Covering (i.e. scales instead of fur)
  15. Odd Color
  16. Diet Change (i.e. carnivore instead of herbivore)
  17. Habitat Change
  18. Sickly/Leprous/Disfigured (HF 12+)
  19. Siamese
  20. Unstable Mutation

Brief descriptions for the non-obvious Wild Mutations:

Bone Spurs: The Calcium in the creatures bones have grown into several sharp bony protrusions that have pierced the skin and can be used offensively as weapons, or defensively as armor or spikes.

Extra/Fewer Appendages: The creature is missing or has a few extra arms and/or legs. If this is a chimera, the extra appendages can be from a totally different animal.

Unexpected Appendage: This includes antennae, horns, mouthparts, wings, gills, walking legs, tentacles , swimming legs or fins, and parts of the tail that don't normally occur on the creature (ie: an elephant with elk horns or tail of a dolphin).

Cycloptic: The creature's eyes have grown together into a large single eye.

Gigantism: This creature is huge. Double or add 10 to the creatures size levels.

Mutant Power: Grab a copy of Heroes Unlimited, Powers Unlimited, or copy of the Rifter and pick a suitable, or outrageous, power to add to this creature.

Bald: Obviously this doesn't apply to a creature that doesn't already have hair. If that's the case, just add a whole lot of hair instead. This works best when added to another Wild Mutation.

Odd Body Covering: Hairy Dolphin, Scaly Cow, Chitinous Gopher... Just change the skin normally found on a creature to one that is way out of place.

Habitat Change: Funny, you don't normally find Polar Bears in the Tropics... Does your creature normally live under water? Well, now it burrows underground (Land Shark!).

Sickly/Leprous/Disfigured: Oh, the horror!! This creature is scarred by sickly soars, oozing pustules, and/or rotting flesh, etc... Anyone who sets eyes on it must make a Horror Factor check or run in terror (House Rule: NPCs are -10 to all HF checks).

Siamese: Two creatures (not necessarily the same species) are joined at some part of their anatomy. Some may speculate that this to be some form of chimera that didn't work out so well.

Unstable Mutation: Every so often this creature goes through a metamorphosis that changes it. Be it a new unstable mutation, a change to it's appearance, a new power or disadvantage, or even a chimeric addition; you never know what you'll be facing from one encounter to the next.

Wednesday, January 13, 2010

[IN THE NEWS] Plant-Animal Hybrid

Ever wish you didn't need to eat? Well, there is a Sea Slug that can do just that thanks to its ancestors stealing plant DNA allowing them to create genes necessary to make green chlorophyll pigment. They then steal chloroplasts from algae they eat to conduct photosynthesis.

LiveScience.com wrote: [link]

"The sea slugs live in salt marshes in New England and Canada. In addition to burglarizing the genes needed to make the green pigment chlorophyll, the slugs also steal tiny cell parts called chloroplasts, which they use to conduct photosynthesis. The chloroplasts use the chlorophyl to convert sunlight into energy, just as plants do, eliminating the need to eat food to gain energy.

"We collect them and we keep them in aquaria for months," Pierce said. "As long as we shine a light on them for 12 hours a day, they can survive [without food]."
Something like this has to have been toyed around with at some point in the AtB setting. A few years ago I did write up an adventure called "The Green Death" which involved a symbiotic plant that dominated it's human and animal hosts, but this concept opens up a whole new dimension of possibilities.

Here's a little mutation package you could add to your game:

Animal Photosynthesis Package

BIO-E Cost: 25
Appearance: This mutant's skin and hair/fur/feathers/scales now have a dark green pigment from the natural chlorophyll.
Power: With exposure to light, the character's natural chlorophyll and chloroplasts needed to convert sunlight into energy and reducing, or alleviating, the character's need to eat depending on the character's level of activity.
NOTE: A majority of the character's body must be exposed to sunlight for this power to be affective. Clothing reduces the effecivness of this power dramitically.

Friday, September 25, 2009

[IN THE NEWS] Fanged Frogs

Not too long ago, I wrote an article on a new AtB creature I called the Viper Frog. Well, as it would turn out, scientists have discover fanged frogs in Thailand:

Fanged Frog and Other Bizarre Species Discovered [livescience.com]

A bird-eating frog with fangs, an alien gecko equipped with orange eyes and technicolor skin, and a flightless bird are among the 163 newly identified species discovered in Southeast Asia last year...

Bird-eating fanged frog (Limnonectes megastomias): An opportunistic eater, this frog lies in wait for its prey in streams in Thailand. Males of the species use their fangs for male-to-male combat, as scientists have seen frogs with missing limbs and multiple scars.
And this wasn't the first fanged frog found recently. Another species was found in New Guinea:

Lost world of fanged frogs and giant rats discovered in Papua New Guinea [guardian.co.uk]
A lost world populated by fanged frogs, grunting fish and tiny bear-like creatures has been discovered in a remote volcanic crater on the Pacific island of Papua New Guinea.
So, it is possible that the Viper Frog could have evolved in nature. Funny how science fiction always seems to be one step ahead.

Wednesday, February 25, 2009

Gene-Hound (Purebred)

[Revised March 2, 2009]

The Gene-Hound is a transgenic chimera blend of Wolf, Blood Hound, and Rottweiler with a specially designed extra-sensory organ, sort of a complex bio-computer, tied into several of the gene-hound's other senses and organs (sinuses, lungs, taste buds, and skin) that it uses to sense and track transgenic mutants.

Before the Crash, scientists and law enforcement agencies utilized these hounds to track down genetically modified plants, animals, and humans that had escaped into the wild. A few other animals were gengeneered with the gene-hound's extra-sensory organ, but only the Gene-Hounds were known to survive the Big Death.

The Empire of Humanity military will often bring a gene-hound along on raids to pick out any mutant animals that may be trying to hide themselves as wild animals, or use them to track down any escaped military and/or political prisoners.

Size Level: 6
Build: Medium

Mutant Changes & Costs
Total BIO-E: 20, for Animal Psionics and Powers only.
Attribute Bonuses: +4 I.Q., +3 P.S., Brute Strength +3 M.E. and +5 Spd.

Human Features
Hands: Partial.
Biped: Partial.
Speech: Partial.
Looks: None. Appears to be a very thick and solid hound, with a large short snouted skull that is a cross between Rottweiler a Bloodhound, without the jowls, and with the erect ears and yellow eyes of a wolf. Their coat is medium length and consists of a waterproof undercoat and a coarse top coat. The fur is normally black with mahogany patches, but some variations have been know; light gray or a dark brown, or the very rare red.

Natural Weapons:
Automatically gets 1D6 Damage Canine Teeth
Automatically gets 1D4 Damage Running Claws
5 BIO-E for 1D6+1 Running Claws
5 BIO-E for 1D8+d Damage Canine Teeth
10 BIO-E for 2D6+4 Damage Canine Teeth

Unique Mutant Animal Powers:
Mutation Sense (Special!). This ability is automatic and constant, the gene-hound can sense the presence of mutant animals in close proximity.
Range: 15 feet, +5 feet per level of experience.
Base Skill: 60%, +3% per level of experience.

In addition, much like the Cell Reader, the hound can sense the genetic structure of an animal, human, or plant by coming in contact with some fragment of the subject (tissue, blood, seeds, etc.). The character can identify the type of animal from which it has evolved, as well as any genetic modifications or mutations and added genes from other species. The gene-hound can even identify a Shifter Mouse in disguise.

Gene-Track (Special!). Like a souped-up Bloodhound, by sampling some fragment of the target (tissue, blood, pollen, etc.) the hound can track and identify specific mutants over great distances.
Base Skill: 60%, +5% per level of experience. Roll once per hour to stay on track.

Mutant Animal Powers:
Automatically gets Advanced Smell.
5 BIO-E for Advanced Hearing
10 BIO-E for Advanced Taste
10 BIO-E for Leaping Standard
15 BIO-E for Beastly Strength
5 BIO-E for Extra Intelligence Quotient
10 BIO-E for Extra Mental Endurance
5 BIO-E for Extra Physical Endurance
5 BIO-E for Extra Physical Prowess
10 BIO-E for Extraordinary Speed
10 BIO-E for Predator Burst
10 BIO-E for Internal Compass

Animal Psionics:
Most Gene-Hounds tend to have few, if any, psionics.

Vestigial Disadvantages:
Automatically gets Domestication
-5 BIO-E for taking Color Blind
-5 BIO-E for taking Vestigial Tail
-5 BIO-E for taking Vestigial Ears
-10 BIO-E for taking Diet: Carnivore

Monday, February 16, 2009

Panacea-Goat (Genetic Chimera)

In the mid-21st century, pharmaceutical scientists had genetically engineering goats to produce a variety of drug proteins in their milk to treat various diseases and illnesses. In the years following the Crash, mutagens in the environment altered the goats so that they gained the ability to detect what disease or illness was affecting others and produce the appropriate cure in their milk.

Panacea Goats look like any other goat and tend to live among normal non-mutant goat herds. The only way to tell them apart is with a genetic test or a Cell Reader. Due to this these mutant goats are considered very rare.

It is rumored that the milk of these goats will grant an extraordinary long life, maybe even immortality, to anyone who drinks it regularly and thus these goats are a highly sought commodity.

Size Level: 6 (Medium)
Size: 4' long, 4' 6" feet tall
Weight: ~75 pounds
Hit Points: 20 (2D6+10)
SDC: 12
Psionics: See Aura, Cell Reader, Telepathic Transmission
Attacks Per Melee: 2
Damage: Horns 2D4; Hooves 2D4 (front only)
Mutant Animal Abilities: Panacea Milk (special), Immune to Disease & Illness
Average Life Span: 10 years
Habitat: Various
Notes: Panacea Goats have greater than animal intelligence, and may communicate to others with their telepathic transmission in short and simple words (yes, no, leave, sick, danger, etc.). Only females produce the Panacea Milk.

Panacea Milk (Cure Disease/Illness 85%): To produce this cure-all, the goat must first sample a bit of the patient's blood. This is usually done by the goat biting the sick being and drawing blood (1 hit point). This would normally heals within fifteen minutes. It will take 8-48 hours for the goat to produce the cure in their milk, depending on the severity and nature of the disease/illness, during which time the goat must consume a large amount of grass. There is an infinitesimal chance that someone might be allergic to the proteins in the goats milk, in which case hypersensitivity reactions, including anaphylaxis, are possible. Fortunately, the goat will know this from their Cell Reader ability and will not produce any milk for them.

Empathic Transmission: (See Heroes Unlimited or Beyond the Supernatural)

Thursday, December 04, 2008

Chickogriffen (Genetic Chimera)

These rare beasts, found scattered in the Appalachian Mountains, appear to have been created as a chimeric blend of pony and chicken. No pre-Death records have been found that detail their cration, so it is not known for sure whether they were spawned durring the golden age, or whether they were created after.

It should also be noted that these creatures have the most foul nature around other equine species, and are known to hunt feral dear and horses - both mutant and natural.

Size Level:
13 (Medium)
Size: 5' 8" long, 5' 4" feet tall (adult)
Weight: ~270 pounds
Hit Points: 25 (4D6+10)
SDC: 20
Armor Rating: 8
Psionics: Sense Weather, 5% have Invisible Haze
Horror Factor: n/a
Attacks Per Melee: 3
Damage: Bite does 1D6, Claws do 2D6
Bonuses: +2 on initiative, +1 to Strike
Natural Abilities: Basic Flight, Glide, Adv. Hearing, Adv. Vision
Average Life Span: Unknown
Habitat: Temperate Woodlands, Mountains. Normally found in the Appalachian Mountians.

Tuesday, July 22, 2008

Viper Frog (Genetic Chimera)

It is unknown whether this species of viper-frog chimera was the product of wild mutation or the creation of some geneticist from the Pre-Crash Golden Age. Regardless, it has become a very strong species and can be found as far north as the Gatorland Swamps and as far south as the rain forests of Central America. Several feral communities in these areas have taken to collecting these animals for their venom, which they use to poison their weapons.

Size Level: 1 (short)
Size:
4 to 4.5 inches
Weight: 3 to 6 ounces
Hit Points: 3
SDC: 4
Psionics: None
Attacks Per Melee: 2
Damage: Bite does 1D4+poison, Entangle very small creatures with tongue. Poison Venom will cause paralysis in any creature size level 2 or smaller in two melee rounds and will last for 3D10 minutes (save vs. non-lethal poison reduces duration by half and doubles the time paralysis sets in).
Bonuses: +6 on initiative, +3 to strike, +10 to Dodge, +10 roll with Fall/Impact, +4 vs. poison/disease, immune to psionics.
Natural Abilities: Nocturnal, Reptilian Leaping (special); Predator Burst; Night Vision 90 feet; Prowl 85%
Average Life Span: 6 years
Habitat: Temperate to Tropical Wetlands, Viper Frogs are tree dwellers and excellent jumpers.

Notes: Viper Frogs are carnivores and their diet consist of any animal that will fit in their mouths, even other frogs! Viper Frog venom can be concentrated into two types of poison:

Size LevelDilutedConcentrated
1-5Lethal (1D12 Hit Points/Melee)Lethal (no save - death)
6-10Non-Lethal (Paralysis 1D12 Hours / Save vs. Coma)Lethal (1D12 Hit Points/Melee)
11-15Non-Lethal (Paralysis 1D4 Hours)Lethal (1D6 Hit Points/Melee)
16-18Non-Lethal (Paralysis 3D10 Minutes)Lethal (1D4 Hit Points/Melee)
19-21No AffectNon-Lethal (Paralysis 1D12 Hours / Save vs. Coma)
22+No AffectNo Affect

*Reptilian Leaping: Can leap eight times their length or height both lengthwise and height-wise, and ten times leaping down from a height.

Wednesday, July 09, 2008

Flying Monkey (Genetic Chimera)

Description: Not wanting to be outshone by the Porkopolis Flying Pigs, geneticists at the Wortman Habitat for Primates in Boulder Colorado created a chimera inspired by the winged primates from the Wizard of Oz. These creatures proved to be so popular that countless variations were created by zoos and circuses all around the world. Unfortunately, some of these creatures had to be destroyed due to genetic defects which caused a few to become extremely violent. There were several instances of them attacking and eating other animals. Following the Crash, these monkeys came near extinction due to their inbred reliance on humans. The few that survived can be found in or near human populations. Those who have broken from their domestication typically stay far away from civilization, preferring life in the woods or mountains.

Original Animal Characteristics

Size Level: 4
Build: Long

Mutant Changes & Cost
Total BIO-E: 30
Attribute Bonuses: +3 IQ, +1 ME, +3 PP, +2 Spd.

Human Features
Hands: Partial
Biped: Partial
Speech: Partial
Looks: None

Natural Weapons
5 BIO-E for 1D6 damage Teeth.
10 BIO-E for 1D4 damage Razor-Sharp Nails.

Mutant Animal Powers
Automatically gets Extra Limbs: Wings & Basic Flight.
Automatically gets Prehensile Tail (use as partial hand)
Automatically gets Prehensile Feet (use as partial hand)
10 BIO-E for Soaring Flight.
15 BIO-E for Raptor Flight.
5 BIO-E for Advanced Vision.

Vestigial Disadvantages
-5 BIO-E Vestigial Tail
-5 BIO-E Diet Herbivore
-10 BIO-E Domestication

Tuesday, July 08, 2008

Weird Animal Ideas

It's strange the ideas you can come up with for new mutant animal species to insert into AtB. While browsing Reddit, I came across these images:

Flying Monkey

A Really Big Fish

Snake-frog

The Frog-fly

Another Frog-fly

The Frogbat
(More Cool Frog Images)

Now all I need to do is create their details.

Tuesday, May 13, 2008

Tamandua

Over the past couple days I've seen several pictures of Tamandua (anteaters) dressed in sweaters and jacket posted online and today I came across this video of one striking a very cool kung-fu pose when threatened.

I'm thinking that these guys really do deserve their own martial art form for After the Bomb. Their hooked clay and meaty tail look like they could be used as a formidable weapons if properly trained.

Speaking of which, I really should post the Panda Fist Kung-Fu style I wrote up for Jing Pi - Mike Jones' Panda character.

Thursday, February 07, 2008

Rifter #41: The City of Philly

After the Bomb received some attention in The Rifter #41 thanks to Erin (OmegaGirl) Lindsey.

This 24 page article brings the city of Philly to life with descriptions of the city, it's wards, history, and the Rodent Cartel and it's Families. Also included are NPC's, new mutant animals, apprenticeships, and beasts. Including the fearsome Jersey Devil!!!

And if that weren't enough, the article contains great illustrations and a full page map of the area!

If you love AtB, you've got to get this issue!