Mutants in the Now: Viv, Hyena Chimera

Or six hour character generation.

When I was much younger than I am today, I was fond of the teenage mutant ninja turtles.[1] Leonardo was my favourite, because his name started with an L. Then I matured, and Raphael was my favourite because his bandana was red, my favourite colour. There was a role-playing game[2] which I remember dimly as us becoming the criminal underground and controllers of a no name mid-Western US town.[3] It was a lot of fun.

Mutants in the Now is a retro-clone of that game.[4] I’m going to try and roll up a character for it. It’s, keeping with the spirit of these things, quite an involved process.[5] I do have an idea of the character I’d like to make, it’s not a revisit of that old character[6] but something new. However, the system is random gen so we’ll see what I come out with.

MitN divides characters creation into eight (9) steps:

  1. Getting together
  2. Cursing your dice
  3. You’re good at
  4. Origin Story
  5. Let’s Mutate
  6. How you fight
  7. Getting Good
  8. Get Stuff
  9. Wrapping Up

I’ll go through them in order.

Getting together doesn’t really apply as I am making a solo mutant – or Chimera, as the game refers to them. I quite like this – it’s a nice touch. However, at this stage, it does ask to pick what type of ‘group’ my chimera will be: a diverse group, a connected group, or a family. That’s what most RPG parties are, what most RPG parties should be, and the ninja turtles. It seems to only make sense to go with the ‘diverse group option’.

Step 2 is just how many ‘take-backs’ I get. These are rerolls I can use to reroll an attribute, improve an attribute (but reduce another one), reroll a % roll[7], or ‘flip’ a % (the book says this is explained elsewhere). As a diverse chimera, I get 4 takebacks.[8] The book goes into some detail here about what you can use take backs for, which I won’t reproduce. However, if I have any take-backs left over at the end, my chimera will get extra health. I bet there’s an interesting balance to be taken here. We’ll see how well I do.

Step 3 and I finally pick up my dice. Chimera have eight (8) attributes in MitN. They are:

Cognition (+COG)

Determination (+DET)

Affinity (+AFF)

Perception (+PER)

Strength (+STR)

Prowess (+PRO)

Endurance (+END)

Speed (+SPD)

The book says I roll 4d6 for each, in order. I do so! There are my results:

COG  6

DET    19

AFF    14

PER   11

STR    7

PRO   9

END   15

SPD   13

I am going to use 1 (1) takeback right now to reroll Cog.:
          COG  16

So my chimera gets to be a lot smarter.[9] I have 3 take backs left. I’m not going to raise any of the stats I have at this point.

Now it is step 4. It says I must roll some tables in line with the decision I made at step 2. That just means remembering to roll some parts as a group. As my chimera is a solo, I can do as I please here.

This time, I roll with % dice. First of all, it doesn’t say but I think I can use take-backs if I get something I don’t like here. I get a 10, which is a Chemical Leak, which means I roll on city background and city species. So, my poor chimera was in the city when lax US industrial safety laws ended up with the chimera to be drinking, eating, swimming in, and otherwise getting exposed to Goop, the transgenic substance responsible for granting opposable thumbs, higher cognitive function, and a taste for Italian food.

For my background, I roll 15 on table B-1 for Fringes of Society. My chimera was taken in by a kindly community of homeless, or undocumented immigrants, or other people who are pushed out of the mainstream. This warms my left-wing heart. I get +2 to PER, +1 to CTCT[10], +5 SHT[11]. My chimera also has one basic skill package, one wild skill package, four hobbies, and a survivor (urban or scavenger) equipment package. I don’t know what any of these mean but I am sure it will become clear!

Next, for my species, I roll on table C-1, getting 94, which tells this chimera came from the zoo. Sweet! I was assuming with those rolls I’d likely have a mutant rat, pigeon, or fox on my hands. I now need to roll on table D-5[12], getting a 71, or an Orca. I mean, a city-dwelling killer whale guy who loves stromboli, raised by Yellow Tooth Turk? I could also spend a take-back to either reverse (chimpanzee) or roll again. I’m going to roll again: 43, a spotted hyena.[13] I like that a bit more. I will find out what hyenas get in a bit.

MitN follows on with some optional tables. For fun, I am going to roll on as many as apply for my Chimera. I’lll just summarise the results:

Height – 73 – a little taller than average, (1%) – add 5% to the weight table

Weight – 88 – heavy – 31%[14] heavier

Before mutation – 30 – constant competition – my chimera (02) often came out behind

Mutation peers – 16 – mutated alone

Learned to fight – 42 – from a martial manual

My hyena chimera is a on the hefty side, was constantly picked on in the zoo, mutated on their own and took to reading the Art of War.[15] These have no game mechanical effects but it’s fun nonetheless. On to step 5!

I need to find my species to record some traits: GOO-P value, size rating, and basic traits. I’ll also be able to see what animal traits my chimera can purchase as a hyena, which are different from the basics.

All chimeras in MitN start with Movement: quadrupedal, prehensibility: locomotors, speech: nonvocal, and mask: bestial. That means that your chimera walks on four legs, has toes, growls, and looks like an animal. Some animals get modifiers to these straight away – chimps, for example, are fully prehensile.

Hyenas get 24 GOO-P, are size rating 10, and have the basic traits Viverroidea[16] and Facultative Carnivore, so can have some veggies but requires mostly meat.

They can develop the Major Traits Enhanced Scent, Nightsight, Swift, Unnerving Vocalisation. They also have access to the minor traits Claws (pursuit), communal, enhanced hearing, pack hunter, teeth (crushing, pursuit), and ultrasonic hearing. They also have what appears to be a species-specific trait: Bone-breaking teeth, which has the note that when biting hyena inflict severing damage and does extra damage if a foe has Armour or Resistance. I don’t know what any of this means, but it does sound very cool! Hyena can also Enhance their Affinity, Strength, and Endurance scores.

GOO-P are what you spend to transfer your chimera from a simple animal to a crime against science and God. To get my final GOO-P, I go back to my attributes. An interesting feature of MitN is that the higher your attributes are, the lower your GOO-P will be, with the very highest stats reducing your GOO-P.[17]

My hyena’s scores result in the following GOO-P modification:

COG  16      +4

DET    19      +1

AFF    14      +6

PER   13      +7

STR    7        +13

PRO   9        +11

END   15      +5

SPD   13      +7

For a total GOO-P modifier of 78.[18]

My first decision for spending GOO-P is what Size rating my chimera will be. In MitN, humans are Size 10, which my hyena already is. I could increase my Size, to have a massive jacked up hyena, or I could reduce it to make them a sneaky little prowler. Increasing size costs GOO-P, whereas reducing is gives GOO-P. From my inconsequential rolls above I know my chimera is a chonk, but that has no bearing on this. I’m going to leave Size for now, but I might come back later.

Now it’s on to anthropomorphising my chimera. As I mentioned above, right now they are just a hyena on four paws. We need to get them standing up, and possibly in a suit.

The first choice is, oddly, diet. I wonder if there are Supply rules in MitN? I am not going to check. It would cost 1 GOO-P to progress to full omnivore. There seems to be no drawback, so it might be a ‘ribbon’ I grab later, but my chimera will stay as they are for now. They can manage a meat feast pizza.

Movement is a real choice. When using GOO-P on these traits, you have to work your way up the tree; to get to hands you’ve first got to have limbs at all.[19] Hyenas start of quadrupedal (obviously) but if I had stuck out with the Orca, I’d need to buy my way up to that from aquatic, using 15 GOO-P to do so. As it is, my hyena chimera can progress to semi-bipedal[20] for 5 GOO-P and to fully bipedal for 10 GOO-P. I want my Rory Calhoun standing, so I’ll drop the 10 GOO-P. For a different type of game, you might consider whether bipedal vs quadrupedal is a lineage progression, but for now it’s enough that four-legs bad, two-legs good.

The other anthro features progress the same, though with different costs. At default, hyenas have paws, with 5 GOO-P for limited use and 10 for full hands, and Vocals is 2 GOO-P for basic communication and 5 full human fluency. I go 10 for the hands, but I’m torn on the vocals. My chimera is an accident; I’m tempted now to have partial vocals and swing back round with the hyena unnerving vocalisation later. In fact, that’s what I’m going to do, for 2 GOO-P.

Mask is one of those things that makes you pause. In a game of karate chimera kicking in corrupt corporations, looking like a lion-dude is part of the appeal. I remember as a kid never seeing the point of this and, even now, I don’t know that it makes a lot of sense; of course, if you are being a stealthy panda, looking like a human does help. However, all the art of, barring the illustration of the stages of appearance, is of animal-people. The prices for Mask are minimal, though, with Inhuman for 2 GOO-P, Kemonomimi 3, and Cloaked 5, meaning it’s 10 GOO-P if you want your legless, voiceless, handless Worm to look like a people. I think I’m going to go against what I just said and opt for Kemonomimi, a total of 5 GOO-P. My chimera looks like a fucked-up cosplayer. Respiration and Senses steps I skip. If I were a fish or a frog, I could evolve or keep amphibiousness, and hyenas have all the sense humans have.[21] After anthropomorphising, my chimera can walk and shoot like a human but looks off and sounds weird. This has used up 25 of my 78 GOO-P, leaving me with 53 GOO-P for the good stuff, traits.

Zoomorphic traits are traits that any chimera that meets the specific body requirements can take. For example, any quadraped can grab Tauric to become a weird centaur. Concealable is appealing; it makes obvious traits instead difficult to spot, which is useful for blending in giant hyena teeth.

I already listed the Major traits available to a hyena: Enhanced Scent, Nightsight, Swift, Unnerving Vocalisation. I already know I want unnerving vocalisation, and I think I’d like to get as many sense packages for my hyena as I can afford.

Enhanced scent (5 GOO-P) allows a chimera to recognise specific scents and their direction, and ignore disadvantage for not being able to see or hear a creature when trying to detect it. They can identify or track others with a successful roll. There’s an enhancement, Rooting, (+2 GOO-P) to detect buried items and food, but hyenas don’t qualify for it.

Nightsight (5 GOO-P) is ignores low-light disadvantage. They can’t see in total darkness. There is a drawback, colorblind (-3 GOO-P), that means the chimera perceives only a very limited array of colours. This is a universal drawback, so I can take it if I want. I am not going to, though I might change my mind.

Swift (8 GOO-P) increases MOVE by 100% while on land, grants Advantage on move actions that don’t involve climbing or swimming, and means that charging only causes distracted rather than inactive.[22] I could also select the universal drawback Sprint (-3 GOO-P), but that has what looks like a pretty hard status. My hyena remains a pursuit predator.

Unnerving vocalisation (3 GOO-P) adds the Bully manoeuvre to the chimera’s combat options. Unfortunately, this Bully can’t be used on other Viverroidea, so those mongeese aren’t backing down from this fight. Hyena also get access to snicker (+2 GOO-P), which means they add the distracted rather than disoriented status when they Bully. 5 GOO-P to have a creepy laugh.

Minor traits are the little features such as hearing good or being able to bit the legs off of a grown man. Each one costs 1 GOO-P, and +1 for each extra sub-trait. Hyenas have access to Claws (pursuit), communal, enhanced hearing, pack hunter, teeth (crushing, pursuit), and ultrasonic hearing.

As I said, I want to have lots of sense-based traits, so enhanced hearing (ignore disadvantage for long distance listening) and ultrasonic hearing (no mechanical effect, but can hear ultrasonic frequencies) are in (1 GOO-P each). I’m also going to grab claws (pursuit) (2 GOO-P) and teeth (pursuit, crushing), (3 GOO-P) and the hyena signature Bone-breaking teeth (5 GOO-P). I’m not going to grab Communal or Pack Hunter; this hyena mutated alone so those traits must have fallen off. I’m going to make both teeth and claws concealable; I’m guessing the claws are retractable and the teeth just come across as really good dentistry. That adds 2 GOO-P to each of those traits. My chimera has used a total of 16 GOO-P on minor traits, 23 GOO-P on major traits. Along with the 25 GOO-P already spent, that leaves me with 14 GOO-P. I’m also reminded at this point that I can’t spend any take backs after this point. While in particular my chimera’s Str is very low, I’m going to leave it for now. Instead, I am going to spend some GOO-P to boost STR and PRO (I can pick one stat to designate for free as being boostable, and I’m picking PRO). I use 6 GOO-P in each, boosting by +3. As they are both below 11, this bonus is doubled. My chimera’s STR increases to 13, and PRO to 15. My remaining 2 GOO-P is used to increase END and AFF by 1 each:

AFF 15

STR 13

PRO 15

END 16

Characters can also select telepathic powers using GOO-P. These are not limited by species. An alternative approach to this hyena chimera could have been to create something out of folklore, with the Telepathic Hypnosis (15 GOO-P) ability. I would probably have used rerolls on STR and PRO, losing Unnerving Vocalisation and claws for that version. Instead, they’re just a beast person.

Because I have 2 take backs remaining, my hyena will get +2 HP and +2 SHT

Now we are on to Step 6, picking a fighting style. Every mutant starts with a fighting style. Unlike background and species, you get to pick what style your chimera knows, with some caveats. Fighting styles are divided into four traditions: Sport, Street, Tradition, or Wild. Each background has access to three of the four traditions. My City background hyena can access Sport, Street, or Tradition styles. There are also Secret and Inspiration styles, but those require specific traits which my hyena does not have.

Looking them over, the two styles that appeal are Aikido and Heihuquan[23]; Aikido due to it’s auto-grab feature, which works nicely with big hyena teeth, and Heihuquan, as it enhances natural weaponry, of which my chimera has a lot. Aikido supports the Grab manoeuvre, Heihuquan supports Bully. Sadly, the Pursuit Predator, as a Wild style, is not available to my hyena; I guess living in a zoo dampens those instincts! I am going to go for Heihuquan, which increases STR by 1, PRO by 2, and grants the following abilities:

Core Ability (Black Tiger Fister): Add a die of damage to your natural weapons or strength when performing a melee strike

Base Ability (Tiger Gate): When repositioning a foe, inflict prone. When inflicting prone on a foe, reposition them.

It also has the supported manoeuvres Bully, Knockdown, Knockout, Press, and Reposition, but I don’t know what that means yet. And Step 6 is done. That was quick.

Step 7 is selecting Skill packages. As a chimera raised on the streets by the homeless, they have one basic skill package, one wild package, and four hobbies. A skill package is a collection of three skills, an attribute bonus, and a package ability. You can tweak and customise packages by swapping out one skill for another recommend skill or losing one skill to advance the other two.

The Basic packages available are Artist, Automotive, Construction, Domestic, Extreme Sports, Farming, Hunting, Industrial, Spirituality, and Traversal. I’m going to do something a little off base and go for Spirituality. My hyena was taught the wonders of the universe on the inside of a tin can. They gain +1 Determination, +1 Endurance, and the primary skills Meditation, Mysticism, and Philosophy. However, I’m going to swap Philosophy for the optional skill Psychology. They also get two additional values, but I don’t know what that means yet.

Wild packages are Handler, Predator, Prey, Spirituality, and Traversal. I could go with Predator – I’m very tempted – but I’m going to grab Traversal. Like the homeless, my chimera is always on the move. That grants +1 PRO, +1 SPD, can ignore any disadvantage due to rough terrain, gain +25% move, and the skills Athletics, Climbing, and Swimming. I am going to replace Swimming with Escape.

In addition to the 4 skills from their background, my chimera gains bonus hobby skills based on their Cognition, a +3, for a total of 7. I can select any skill from the list, but I’m going to be lazy and just grab other skills from my packages: Astronomy, First Aid, Philosophy, and Swimming. I’m going to also pick Stalk, Track, and Vigilance (from Predator).

I get to designate a number of skills as specialist skills, again based on COG.[24] I’m going to have Stalk, Track, and Vigilance as my specialist skills; it’s a bit of a cop-out but on the other hand my chimera really does have to find their own meals.

MitN has a percentile skill system, like the thing its imitating. To calculate a skill depends on whether it is a background skill or a hobby skill. When calculating skills, for Background skills you use the higher attribute for the base, and the lower attribute for the modifier. With Hobby skills, you do the opposite (lower stat as base, higher stat modifies).[25] Specialist skills use the highest stat for both base and modifier and add COG as a further bonus. My chimera’s skills are:

Speciality

Stalk   (PER/END)             68%   Adv +4%

Track (DET/PER)              74%   Adv +4%

Vigilance (AFF/PER)         64%   Adv +4%

Background

Athletics (STR/SPD)          58%   Adv +3%

Climbing (STR/END)          64%   Adv +3%

Escape (PRO/SPD)           66%   Adv +3%

Meditation (DET/END)       70%   Adv +4%

Mysticism (COG/DET)       70%   Adv +4%

Psychology (COG/AFF)     62%   Adv +4%

Hobby

Astronomy (COG/PER)      55%   Adv +4%

First Aid (COG/AFF)          60%   Adv +4%

Philosophy (COG/AFF)      60%   Adv +4%

Swimming (STR/END)       58%   Adv +4%

An odd mix, to be sure! The book also notes I should note the Prime Attribute, Base, Modifier and so on for my attributes, as they won’t be modified again. So my chimera’s stat block looks like this:

Att.     Score.          Prime Sk Base %    Gain %         Damage

COG  16                +3      62                4                  1d12

DET    20                +4      70                4                  2d8

AFF    15                +2      60                4                  1d10

PER   13                +1      55                3                  1d8

STR    14                +2      58                3                  1d10

PRO   18                +4      66                4                  2d8

END   17                +3      64                4                  1d12

SPD   14                +2      58                3                  1d10

Lots of things. I am not sure how many of those stats will need a damage die, but it’s there if I need it!

After this, it’s on to step 8, and gear. From background, my chimera gets a survivor equipment pack, either scavnger or urban. The choice here is between having more conventional rpg equipment (weapons) or a couple of tricks up your sleeve and a little cash up your sleeve. This hyena is already naturally armed, so I’ll go with the urban package, granting one small weapon, two basic or survivor gimmicks, and -20% wealth. I’m going to go with two survivor gimmicks: food source and bolthole. That means my chimera has a safe place to hide out – I’m imagining a lean-to under an overpass or something – and ready access to food – the local Favourite chicken never secures their dumpsters.

For wealth, I roll d%, getting 76, reduced to 56 thanks to being a urban survivor: that’s access to a bank account with £1,000.[26] For my weapon, I’m going to be silly and pick a light pistol, almost certainly stolen. My hyena is automatically proficient in this light pistol; you can get more weapon proficiencies by using hobby skill selections, but any weapon seems excessive at this point.

Step 9, wrapping up, has you selecting your chimeras name and values, and determining contacts.

For name, I’ve been thinking back to the order that hyenas belong to, and I think it’s a pretty good source of inspiration, so my hyena is Viv. We know Viv is a little taller, and a lot heavier, than most people in Size 10, they look like a human to a casual glance, but still have hyena ears, eyes, probably body hair, and really sharp teeth. Viv lives among a homeless community which, in some ways, helps to remain invisible, in others means they probably get hassled by the police a great deal.

All chimera get three (3) Values, and Viv, thanks to their background package, has an extra two (2). It doesn’t say what these do, only that they are things your character believes in/will fight for. Viv the hyena is competitive[27], enlightened, just, self-reliant, and passionate. I imagine a lot of these are through the lends of being an exceptionally clever but rather hungry hyena.

With a final CTCT of +3, Viv has a single contact with 3 skills. Chimera contacts are usually human. They don’t have to have the skills that they offer, but know someone who does. I was originally going to make someone up, but there is the return of handy tables!

I get a male contact (48), with a non-gendered name (93) – Reese (74) Moore (51). Reese has a different occupation to Viv (77) and is a pro-surfer (71), so can help out with the Surfing skill. As Reese has two skills, I roll twice to determine hobbies. The first hobby skill is Urban (11), with Reese being an entrepreneur (32), so has the Marketing skill. Their second hobby skill is rural (43), as a rancher (75) and the livestock skill. While one of these definitely lends itself to help out Viv,[28] Reese’s reason for supporting the hyena-mutant is professional interest (85). Reese wants to have a team of surfing mutants on his farm? I think this might have worked with a mutant Orca? Anyway, that’s Viv’s major connection with the human world, a full-time surfer who is looking to invest in cattle futures. Invaluable.

There’s a few bits of other information to record, secondary abilities, but Viv the hyena is done:[29]

Viv

Diverse – Spotted Hyena, Chemical Leak, Raised on the fringes of society.

Values: Competition, enlightenment, justice, self-reliance, passion.

Classification: Viverroidea

Diet: Facultative Carnivore

Mask: Kemonomimi

Movement: Bipedal

Prehensibility: Full

Senses: Enhanced Hearing, Enhanced Smell, Nightsight, Ultrasonic Hearing

Vocals: Limited

Att.     Score.          Prime Sk Base %    Gain %         Damage

COG  16                +3      62                4                  1d12

DET    20                +4      70                4                  2d8

AFF    15                +2      60                4                  1d10

PER   13                +1      55                3                  1d8

STR    14                +2      58                3                  1d10

PRO   18                +4      66                4                  2d8

END   17                +3      64                4                  1d12

SPD   14                +2      58                3                  1d10

Secondary Attributes

Initiative        +3

Defence        16

Morale          15

SHT              69

HP                36

WILL            4

CTCT           3

LIFT             140

MOVE          90, 162 on land

Skills

Speciality

Stalk   (PER/END)             68%   Adv +4%

Track (DET/PER)              74%   Adv +4%

Vigilance (AFF/PER)         64%   Adv +4%

Background

Athletics (STR/SPD)          58%   Adv +3%

Climbing (STR/END)          64%   Adv +3%

Escape (PRO/SPD)           66%   Adv +3%

Meditation (DET/END)       70%   Adv +4%

Mysticism (COG/DET)       70%   Adv +4%

Psychology (COG/AFF)     62%   Adv +4%

Hobby

Astronomy (COG/PER)      55%   Adv +4%

First Aid (COG/AFF)          60%   Adv +4%

Philosophy (COG/AFF)      60%   Adv +4%

Swimming (STR/END)       58%   Adv +4%

+2 HP

+7 SHT

+1 CTCT

Major Traits

Enhanced Scent – Ignore disadvantage when unable to see or hear a creature, recognise familiar scents, can identify from scent with a dramatic roll

Night sight – Ignore disadvantage for low light

Swift – +100% Movement on Land; Distracted while charging; +A for movement that doesn’t involve climbing or swimming

Unnerving Vocalisation (Snicker) – Gain the Bully manoeuvre, Bully causes distracted, doesn’t work on other Viverroidea

Minor traits

Claws (pursuit) – Natural Weapon, edged, 1d10 damage with Bully and Press manoeuvres, gain advantage to pursue prey in natural habitat, foes increase difficulty to retreat by 3.

Enhanced hearing – ignore disadvantage from distance when listening

Teeth (crushing, pursuit) – Natural weapons, severing, 1d8 damage with grab and knockdown manoeuvres, if successfully grabbing with teeth, deal teeth damage at the end of any turn where you fail to perform a manoeuvre against them and they remain grabbed. Bone breaking teeth – deal extra 2d10 damage vs armour or resistance.

Ultrasonic hearing – can hear ultrasonic frequencies

Fight Style

Heihuquan

Core Ability (Black Tiger Fister): Add a die of damage to your natural weapons or strength when performing a melee strike

Base Ability (Tiger Gate): When repositioning a foe, inflict prone. When inflicting prone on a foe, reposition them.

Supported Manoeuvres: Bully, Knockdown, Knockout, Press, Reposition.


[1] Hero turtles here in Britain – the word ninja might have incited us to (more) violence

[2] When I told my partner this, she exclaimed that there was a role-playing game for everything. This is probably true.

[3] Everything is always in the US, because they have guns.

[4] It’s always nice to see retroactive games that aren’t about prisoners or basilisks.

[5] It’s either all or nothing with RPGs – either you write a name, a verb, and a tick-box or it’s time to get out the calculator.

[6] I can’t remember what I played. Probably a crocodile? Maybe a wolf?

[7] MitN obviously does not have a unified mechanic. As I mentioned, it’s emulating older stuff, where every activity has its own dice mechanic. I’m personally not fond of this, but it’s fine.

[8] If I had been a connected or family group, I would get 3 personal take-backs, and the ‘group’ would get 3 more. I suppose I could go with a connected solo but that’s cheaty!

[9] Didn’t realise this at the time, but high COG is definitely a power move.

[10] Connections, which is apparently dealt with in a later step. I will note it down.

[11] Superficial Harm Threshold – this is like the original game’s SDC (structural damage capacity) but with an altogether funnier acronym. Characters beat the SHT out of each other.

[12] You can tell it is Old School when a table leads to another table which leads to another table.

[13] Dr Jones will be so pleased!

[14] 2d20+20%, first time rolling d20s in this system!

[15] I know it’s not a fighting book.

[16] Viverroidea doesn’t have an in-game effect but did tell me that mongooses are in the same classification as Hyena. The more you know.

[17] That 18 18 18 18 18 17 Paladin is going to be very disappointed!

[18] 24 from being a Hyena, 54 from ability scores. I once ran a role-playing game session for a stag do. One of the players nearly wept at how much maths was involved in that game. That game, which was also about playing weird mutants, involved substantially less maths than this one!

[19] Nobody likes worms.

[20] Like a chimp or a bear.

[21] And more, but I have to buy those with GOO-P.

[22] I’m assuming this is a good thing!

[23] Arnis is here and is very cool, but my hyena uses toof and clor

[24] It really pays to be smart in this game!

[25] At first I misread as getting both base and modifier, but the modifier is for advancing a skill, not straight off the bat.

[26] 1d6 x 1000 and I roll a 1!

[27] They always lost but by gum they tried!

[28] Steak!

[29] This took me six hours. I can’t imagine getting this game to table with what, for my group, it two sessions to generate a character. It was fun, though.

One thought on “Mutants in the Now: Viv, Hyena Chimera

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