Page 1 of 1

Sewer Gators

Posted: Sat Jan 20, 2007 4:17 am
by Juankis
Albino Sewer Gator (Purebred)
Description: For the longest time humans have had the almost genetic need to acquire newborn alligators to keep as pets, when the effect of this instinctive imperative has passed, most would dispose of their now unwanted pet, by sacrificing it to the drainage and sewer systems.
The underground network of tunnels has been more than accommodating to the little reptiles with very few predators and a large enough food supply. Over the centuries these poor rejects have evolved and adapted to their new homes.
Albino Sewer Gators come in two varieties, the "lesser" or "midget" gators, who reach a maximum height of around 5 feet (1.5 meters), and the "greater" or "overlord" gators which can reach heights of up to 10 feet (3 meters); there are also rumor of a third larger offshoot with a more animalistic behavior, both feared and venerated by the other two types of mutant gators, so far not one of these giants has ever been seen.
After The Crash the sewer gators built their civilization expanding the sewer and subway systems of most major cities; it is only natural that these endeavors have brought them into conflict with various underground cities of the moles. Their civilization is mostly tribal, in constant raids and wars with whoever happens to be their neighbors. The Overlords or Greater gators tend to be the ruling elite and bully the smaller gators into servitude.
Size Level: Lesser: 8 (Minimum 6, Maximum 10) Greater: 12 (Minimum 8, Maximum 16)
Build: Lesser: Short Greater: Long
Mutant Changes & Costs
Total BIO-E (for Psionics, Size Level and Animal Powers Only!): Lesser: 35 Greater: 15
Attribute Bonuses: Lesser: +2 P.S. brute strength, +5 P.E. Greater: +5 P.S. beastly strength, +5 P.E.
Human Features
Hands: Full
Biped: Partial
Speech: Partial
Looks: None. A bipedal albino alligator, with large milky white eyes
Natural Weapons
Automatically gets Teeth that do 2D4 damage (2D6 for greater sewer gators).
Mutant Animal Powers
Automatically gets Light Natural Body Armor, A.R.: 9 S.D.C.: +20, and Hold breath
5 BIO-E for Extra Physical Endurance
10 BIO-E for Extra Mental Endurance Lesser Albino Sewer Gator only
10 BIO-E to replace Light Natural Body Armor for Medium Natural Body Armor, A.R. 11, and S.D.C.: +40
5 BIO-E for Predator Burst Greater Albino Sewer Gator only
10 BIO-E for Alligator Quick Run, same as mutant Alligator/Crocodile (AtB pg. 77)
Vestigial Disadvantages
Automatically gets Diet: Carnivore, Nocturnal Metabolism: although not really nocturnal, the mutant sewer gators are not really used to being under direct sunlight, the same penalties apply, except that the character does not feel sleepy during the day.
Automatically gets Agoraphobic when confronted with wide open spaces, the character must roll vs Insanity (12) or be overcome with fear, if he fails the saving throw roll reduce number of attacks per melee round, combat bonuses and Spd by half for 2D6 minutes.
-5 BIO-E for taking Color Blindness
- 5 BIO-E for taking Vestigial Tail
- 10 BIO-E for taking Reptile Brain: Predator

Designer notes: I came with the idea of the Albino Sewer Gators, during our first AtB adventure, the PCs where escaping from the ruins of a major city and hid in the sewers, there they spotted a procession of Sewer Gators and got a glimpse of the cities and temples, then quickly hightailed it out of there.
For the Agoraphobia I was going to use the regular phobia rules, but I found them a bit to much, as the character would be totally helpless most of the time, so I came up with this phobia "lite" rules, which kind of work as one of the other Reptile Brains.

Posted: Sat Jan 20, 2007 6:23 pm
by mr.phillup
Well done sir. This will lead me to do a new gang in New York.

Posted: Mon Jan 22, 2007 12:18 am
by Juankis
mr.phillup wrote:Well done sir. This will lead me to do a new gang in New York.


How where you planning on having adventures in New York without sewer gators???