Daniel2112 wrote:Killer Cyborg wrote:Mutant Hominid Vagabond with 3 major and 3 minor super powers.
Make one of the powers Growth, and you can drop the size category down to 1, and spend all the Bio-E on enhancing attributes.
Using Palladium's rules/guidelines for defaulting skills, a Hominid with an Intelligence of 90 would have a 90% chance to default on any applicable skills, and with overall high attributes could fake it adequately with many other skills as well.
Super-powered mutant weasel juicers are also pretty nice, especially if you give them one of the optionally available N&S martial arts.
And a mutant octopus with multi-limb coordination, a bunch of MD knives, Sonic Flight and Spin At Extraordinary Speed?
Forgetaboutit.
People won't even know why they're exploding.
How the bloody blue hell do you get an I.Q. much above 30, much less to 90? And what are these skill default rules you speak of?
dragonfett wrote:The skill default rules that he speaks of basically states that for any skill that you do not have, you roll a percentile against your IQ (IIRC, correct me if I am wrong).
As to how to get an IQ above 30 (much less to 90), I have no fraking clue and am curious myself. What book(s) do(es) Mutant Hominid appear in KC?
Hominids are in Transdimensional TMNT, p. 16-17.
They have full hands and biped automatically, along with partial speech and looks.
After that, it gets kind of complicated, so I'll put it in a spoiler to save room.