by Michael Sachau
This power is enables a character to change his human form into an animal form. Some of these animals and powers are taken from TMNT and Supplements. You can also play a ``pure'' animal with these rules. But you should have a copy of the TMNT rule-book and GURPS Supers handy.
You pick your Attributes (ST, IQ, HT, DX) as normal. To be an animal or the ability to transform to one or more animal types is an advantage.
So you must first pick an animal type, then you get an amount of starting Bio-E specified in the animal description section for the animals you selected. You can increase the Bio-E by making the animal bigger or smaller. The total Bio-E is the cost of points you have after increasing/decreasing starting Bio-E. With these Bio-E points you can upgrade your animal. The total cost in CP for all animal forms you selected is the sum of all Bio-E points multiplied by 2 plus the additional points for the transformation if any.
In the TMNT rulebook there are some Attribute bonuses in the form of Attribute+x, to convert these, uses this table:
Palladium | GURPS |
IQ+x | IQ+x |
ME+x | Strong Will Bonus=x/2 |
MA+x | Reaction Bonus=x/2 |
PS+x | ST+x |
PP+x | DX+x |
PE+x | HT+x |
PB+x | Appearance Bonus =x/2 |
Spd+x | Basic Speed Bonus = x/4 |
AR | PD=AR/3 |
SDC | DR=SDC/5 |
For a ``pure'' animal character, select one or roll an animal from TMNT. If you want a character that transform to one or more animals, just do the same for all animal-forms you want to transform to.
If you cannot transform back to a human form, this cost 0 points. For each transformation to an animal type you have pay 15 points each
Each Animal has a size level and starting Bio-E points. If a character wants to have more/less Bio-E points he may increase/decrease his size by one level for an additional 5 points. Example: If you take an Elephant with starting points 0. You can gain 30 points by reducing the size of the elephant to 14.
Size | Weight | Bio-E | IQ | ST | HT | Basic Speed | DR |
1 | 0-1 lb | 0 | -8 | -12 | -4 | +2.5 | 0 |
2 | - 5lbs | 5 | -6 | -6 | -2 | +2 | 1 |
3 | - 10lbs | 10 | -4 | -3 | -1 | +1.5 | 2 |
4 | - 20lbs | 15 | -2 | -2 | 0 | +1 | 3 |
5 | - 40lbs | 20 | - | -1 | 0 | 0 | 4 |
6 | - 75lbs | 25 | - | 0 | 0 | 0 | 5 |
7 | - 100lbs | 30 | - | +1 | 0 | 0 | 6 |
8 | - 150lbs | 35 | - | +2 | 0 | 0 | 7 |
9 | - 175lbs | 40 | - | +3 | +1 | 0 | 8 |
10 | - 200lbs | 45 | - | +4 | +2 | -0.25 | 9 |
11 | - 250lbs | 50 | - | +5 | +3 | -0.5 | 10 |
12 | - 300lbs | 55 | - | +6 | +4 | -0.75 | 11 |
13 | - 350lbs | 60 | - | +7 | +5 | -1 | 12 |
14 | - 400lbs | 65 | - | +8 | +6 | -1.25 | 13 |
15 | 500lbs | 70 | - | +9 | +7 | -1.5 | 14 |
16 | 600lbs | 75 | - | +10 | +8 | -1.75 | 15 |
17 | 800lbs | 80 | - | +11 | +9 | -2 | 16 |
18 | - 1000lbs | 85 | - | +12 | +10 | -2.25 | 17 |
19 | -1500lbs | 90 | - | +13 | +11 | -2.5 | 18 |
20 | - 2500lbs | 95 | - | +14 | +12 | -2.75 | 19 |
Palladium | GURPS |
1d4 | 1d-2 |
1d8 | 1d+1 |
1d10 | 1d+2 |
2d6 | 1d thrust,2d6-2 swing |
teeth | impale |
claws | cut/impale |
tusks | crush |
horns | crush |
antlers | crush |
The following list of disadvantages are automatically gained due to the various
A character wishes to build a hero, that can transform to a bull. His starting values are ST 12, DX 12, IQ 10, HT 13 in human-form. Now he must pick the Metamorphosis advantage at 15 points.
This document was generated using the LaTeX2HTML translator Version 98.1p1 release (March 2nd, 1998)
Copyright © 1993, 1994, 1995, 1996, 1997, Nikos Drakos, Computer Based Learning Unit, University of Leeds.
The command line arguments were:
latex2html -split 0 -no_navigation animalmeta.tex.
The translation was initiated by Michael Sachau on 1998-10-07