Natural animals continue to inhabit the post-apocalyptic world. Indeed, many have begun to thrive as the world slowly recovers. Like humans, most are not mutated. Roll to see if a given individual animal is mutated, and to what extent:
Roll Mutations 1-4 None
5 One Mutation and one Flaw 6 Two Mutations and two Flaws
You can choose and randomly determine Mutations/
Flaws as desired, discarding nonsensical results.
Bear
Black Bear, Brown Bear, Polar Bear Muscle 6
Understanding 0 Tenacity 3 Appeal 0 Nimbleness 3 Toughness 5 Senses 2/6
Skills: Athletics 2, Brawl 3, Intimidate 4, Notice 3, Stealth 1
Attacks: Bite/Claws 8L Armor: none Health: 42 Mutations/Abilities: Enduring, Enhanced Sense (Smell), Natural Weapons (Bite/Claws), Night Vision
Canine, Large
Grey Wolf, Large Guard Dog Muscle 2
Understanding 0 Tenacity 3 Appeal 0 Nimbleness 3 Toughness 3 Senses 2/6/6
Skills: Athletics 3/6 (running), Brawl 3, Intimidate 3, Notice 3, Stealth 2
Attacks: Bite 4L Armor: none Health: 16 Mutations/Abilities: Enhanced Sense (Hearing), Enhanced Sense (Smell), Natural Weapon (Bite), Night Vision, Swift
Bird of Prey, Large
Bald Eagle, Golden Eagle, Harpy Eagle, Lammergeier, White-Back Vulture
Bovine
African Buffalo, American Bison, European Bison, Muskox, Water Buffalo, Wildebeest, Yak
Muscle 6
Understanding 0 Tenacity 3 Appeal 0 Nimbleness 2 Toughness 5 Senses 2/6
Skills: Athletics 2, Brawl 3, Intimidate 2, Notice 3, Stealth 1
Attacks: Horns 8L Armor: none Health: 42 Mutations/Abilities: Enduring, Enhanced Sense (Hearing), Natural Weapon (Horns)
Flaws: Selective Diet (Herbivore) Boar
Razorback, Wild Boar Muscle 2
Understanding 0 Tenacity 3 Appeal 0 Nimbleness 2 Toughness 3 Senses 2/6/1
Skills: Athletics 2, Brawl 3, Intimidate 2, Notice 3, Stealth 1
Attacks: Tusks 4L Armor: none Health: 16 Mutations/Abilities: Enhanced Sense (Smell), Natural Weapon (Tusks), Night Vision
Flaws: Dull Sense (Vision)
Roadkill - Rogues’ Gallery & Bestiary
Muscle 1
Understanding 0 Tenacity 3 Appeal 0 Nimbleness 4 Toughness 1 Senses 2/6
Skills: Athletics 3, Brawl 3, Intimidate 2, Notice 6, Stealth 3
Attacks: Talons 3L Armor: none Health: 5 Mutations/Abilities: Enhanced Sense (Vision), Natural Weapon (Talons), Winged
Flaws: Fragile, Selective Diet (Carnivore)
Chapter
Crocodilian
American Alligator, American crocodile, Gharial, Nile crocodile, Saltwater crocodile
Skills: Athletics 2/6 (swim), Brawl 3, Intimidate 3, Notice 3, Stealth 3
Attacks: Bite 8L Armor: 2 Health: 42 Mutations/Abilities: Armored, Amphibious, Enduring, Enhanced Sense (Smell), Natural Weapon (Bite), Night Vision
Skills: Athletics 2/6 (leaping and running), Brawl 2, Intimidate 2, Notice 3, Stealth 1
Attacks: Antlers 7N Armor: none Health: 33 Mutations/Abilities: Enduring, Enhanced Sense (Hearing), Enhanced Sense (Smell), Natural Weapon (Antlers), Night Vision, Swift
Flaws: Selective Diet (Herbivore)
Deer, Medium
caribou/Reindeer, Mule Deer, Red Deer, White-Tailed Deer
Skills: Athletics 2/6 (leaping and running), Brawl 2, Intimidate 1, Notice 3, Stealth 1
Attacks: Antlers 5N Armor: none Health: 16 Mutations/Abilities: Enhanced Sense (Hearing), Enhanced Sense (Smell), Leaping, Natural Weapon (Antlers), Night Vision, Swift
Skills: Athletics 4/6 (leaping and running), Brawl 3, Intimidate 3, Notice 3, Stealth 4/6
Attacks: Bite/Claws 4L Armor: none Health: 14 Mutations/Abilities: Enhanced Sense (Hearing), Enhanced Sense (Smell), Leaping, Natural Weapons (Bite/Claws), Night Vision, Stealthy, Swift
Flaws: Selective Diet (Carnivore)
Feline, Small
Bobcat, caracal, Lynx, ocelot, Serval, Snow Leopard Muscle 1
Skills: Athletics 4/6 (leaping and running), Brawl 3, Intimidate 1, Notice 3, Stealth 5/6
Attacks: Bite/Claws 3L Armor: none Health: 10 Mutations/Abilities/Flaws: As above
Canine, Medium
African Wild Dog, Dingo, Guard Dog, Maned Wolf Muscle 1
Attacks: Bite 3L Armor: none Health: 10 Mutations/Abilities: Enhanced Sense (Hearing), Enhanced Sense (Smell), Natural Weapon (Bite), Night Vision, Swift
16
Horse
Skills: Athletics 2/6 (leaping and running), Brawl 2, Intimidate 1, Notice 3, Stealth 1
Attacks: Hooves 7N Armor: none Health: 33 Mutations/Abilities: Enduring, Enhanced Sense (Hearing), Enhanced Sense (Smell), Leaping, Natural Weapon (Hooves), Night Vision, Swift
Attacks: Bite 9L Armor: none Health: 45 Mutations/Abilities: Aquatic (Athletics 6 swimming), Enduring, Enhanced Sense (Smell), Natural Weapon (Bite), Night Vision
Flaws: Selective Diet (Carnivore)
Roadkill - Rogues’ Gallery & Bestiary
Shark, Medium
Attacks: Bite 7L Armor: none Health: 24 Mutations/Abilities: Aquatic (Athletics 6 swimming),
Attacks: Bite 5L Armor: none Health: 18 Mutations/Abilities: Aquatic (Athletics 6 swimming), Enhanced Sense (Smell), Natural Weapon (Bite), Night Vision
Flaws: Selective Diet (Carnivore) Snake, Constrictor
Anaconda, Boa constrictor, Burmese Python, Reticulated Python
grapples) Armor: none Health: 18
Mutations/Abilities: Amphibious, Climber (Athletics 6 climbing), Enhanced Sense (Smell), Natural Weapon (Bite), Night Vision (actually Infra-Red), Prehensile Appendage (Tail)
Attacks: Bite 2L + toxin Armor: none Health: 6
Chapter
Abomination
Brutish, almost pitiful freaks, abominations are barely recognizable as they humans from which they are descended. Large, powerful, and hideous, they are shambling humanoids, limbs twisted and uneven, features contorted, their knotted flesh sprouting vestigial limbs and semi-formed parasitic twins.
Robbed of higher intellect by their warped bodies and constant pain, they retain ape-like cunning and reasoning, and while some may be befriended, they always remain unpredictable.
They are opportunistic and notoriously unfussy omnivores, using deformed, bone-laden fists to attack and defend themselves. of the post-apocalypse, generally the unique, solitary offspring of mundane parents. In a few cases though, mutations have stabilized, producing entire populations of twisted species. Here are some of the most common ones, though you can easily make your own by taking an existing normal animal, adding appropriate Mutations and Flaws, and tweaking Attributes to suit the concept you have.
A particularly foul mutation of the Grey Wolf, Blood Hounds still live as pack predators of up to a dozen individuals, but differ greatly from their forebears.
Similar in size and body shape, they are slighter than wolves, with shorter, slicker coats. Though still obviously canine, their ears are larger, their muzzles shorter, blunter. Their most apparent physiological changes are the large membranes of skin that extend between their front and rear paws, allowing them to glide, and their longer, prehensile paws, these traits enabling them to climb well and launch themselves to silently glide from perch to perch.
Vampiric rather than carnivorous, they bring down prey by surprising them with an initial glide, then harrying them as do most wolves, stopping to drink through their tubular tongues only when their prey is dead or incapacitated. Savaged, drained corpses are good indicators that Blood Hounds are in the area.
Skills: Athletics 3/6 (climbing and gliding), Brawl 3, Intimidate 3, Notice 3, Stealth 3 hindlegs larger and more powerful, giving them a low bipedal running gait reminiscent of ancient dinosaurs.
Their hooves have split, each half becoming pointed, claw-like, ideal for digging out roots or attacking prey, while their teeth are more obviously those of an omnivore now. The loper’s tail has become long and muscular, providing balance to their bipedal motion.