DevastationBob wrote:Having recently rolled up a few muties recently, I've noticed that with all the human features, powers, and weapons, there isn't a lot of Bio-E left over for psionics (at least the way I build them) so I almost never made them. Has anyone used the mutant animal psionics more extensively, and what was your experience?
The game is built like that on purpose. You're not 'supposed' to be able to have "All human features, (hands, biped, speech, looks) and powers and weapons, and psychic powers. The way the game is built, you're not even supposed to get "All the human features, powers and weapons" Very rare is the animal that has enough Bio-E points to get it all.
you're supposed to prioritize. The way the numbers break down you're very likely to end up 'small' too. Size level 6 to 8 or so max. This usually ends up being TMNT size or smaller (4 and a half to five feet). Again, this is purposeful. The game was designed to end up with very TMNT type mutants when it's all said and done.
If you want psionics on your mutant you've got to sacrifice some where. Usually you end up sacrificing looks (If you're playing a mutant animal why look like a human? If you're a human with claws or wings there's much easier ways to get there) and if you want psionics you likely have to sacrifice powers and natural weapons too.
I generally toss an additional 25-35 Bio-e points on so people can have hands, biped, speech, AND get a claw or power or two. You still have to prioritize.
Tor wrote:TMNT Adventures fixed the Bio-E problem. Everyone gets the "Animal Abilities" major super power form HU for free (or alternatively, the minors of either Winged Flight of Underwater Abilities for flying/aquatic breeds) and an extra 50 Bio-E. Suddenly, they can compete, sorta.
Mmmmmm No. Not really at all.
What TMNT Adventures has is an extreamly old table. Where if you choose to have Mutant Animals++++++SUPER POWERS, You can roll on a table, if you get 90-100 You get a mutant animal with a super power.
IF you manage to get that, you get +50 points to spend on a super power. You --have-- to spend these points (At least part of them) On the super power.
You can chose from the limited list or roll via heroes unlimited and hope you land on "Animal Abilities" it states specifically you
cannot just choose this one.
And you don't get all animal abilities for free. You get the ones in Heroes Unlimited under the super power, which are very different from the ones in TMNT/ATB. You do get that 'power' for free, if you manage to roll that way and do end up with +50 Bio-E points.... that +50 Bio-E is your 'super powers'
More or less.
But
A) It's not standard. You have to be playing a game with Super powered Mutant animals. (I.E. A mutant badger who can fly through the air, or a mutant Giraffe who can alter physical structure fire)
B) You only have a 10% chance of rolling the Mutant WITH super powers. There's a 50%chance you're human (Not what you're aiming for) and a 40% chance you're a 'normal' Mutant Animal. only that 10% chance you end up with powers.
C) If you DO choose to have a game with Flying or icy or invisable, or what ever kinda Mutant animals, You DO end up hitting that 90-100 roll to be one with a super power, it states very clearly you can
not 'choose' the Animal abilities one. You
have to roll it. So... on top of all the above.. you have a 2% chance of hitting Animal Abilities, via the HU book when you roll.
So... the chances of that happening -on demand- when you want/need it to..... you got a 1 in 10 chance of even getting to try, and then a 2% chance, if you mange that one in ten.. to get the boost.
That's ---------Alot------------ of trouble for more bio-e points. It's much easier to talk to the GM and just get him to give a boost in your Bio-E to be able to make a cooler Mutant, than to try and hit that one in how ever many chance that ends up being.