Human Features

**Human Features** are the traits that Animal-Mutants take on after their genetics are altered.

## About

As they have their DNA combined/influenced by Human DNA, they gain human-like traits. How much is determined by BIO-E points.

A Mutant with no alterations or "None" resembles the animal they are based upon (i.e. a Sheep mutant with none on everything looks almost exactly just like a sheep); an animal with "Full" resembles a strange looking human (i.e. very hairy, strange jaws, etc). Some mutants, such as Birds (who often have "Full" bipedal commonly have "Partial" or "Full" trait to begin with. This means they have only half or no BIO-E costs to gain a more human-like trait.

The advantage of spending BIO-E to gain certain traits is simply to pass as human as possible at times. However, the need to conceal the character's appearance is entirely dependant on the scenario and setting.

* In Teenage Mutant Ninja Turtle & Other Strangeness, being hidden certainly helps when it comes to tracking information down, or remaining hidden from scientists and bounty hunters. Certainly, the need to hide can become essential and part of the character's safety, its why the Teenage Mutant Ninja Turtles hide to begin with.
* In After the Bomb, while in mutant settlements characters do not need to hide at all unless it's part of their character's personnelity. Unless on an undercover role, mutants have little reason for hiding at all and *After the Bomb* was designed for this in mind.
* In Heroes Unlimited, the need to pose as a human may be lessened depending on the character design, a character who wishes to avoid attention make acquire a secret identity but a character who has no reason to hide may not. Having a private life depends on the player's preferred style and if they wish to invest in an alter ego.

Note that even if two mutants have the same amount of features, they can look significantly different to another mutant despite this. Mutants that look similar tend to be more of a case of being creating in the same "batch" or "origin".

Alternatively, Multi-Powered Humans lose Human features to gain BIO-E. The recovery is the reverse of the normal costs to gain traits, for example, "none" in looks gives the character "BIO-E 10" points while partial gives them "BIO-E 5" and "Full" gives them "BIO-E 0".

The Human Features mostly contribute to how well a Mutant can pull off a "Human" appearance, for further information see Disguises, Covers and Alter Egos.

## Hands

* None; Mutant has a full paws and cannot hold items nor execute many skills. Average BIO-E; 0
* Partial; Mutant can use hands for holding things but loses -20% to the proficiency of all physical skills and -4 to Strike, -6 to Parry. Average BIO-E; 5
* Full; no penalties. Average BIO-E; 10

Players will typically have to advance their Hands to "Full" to gain use of items.

Prehensile Limbs follow the same rules as Hands though BIO-E cannot be spent to change their status. Use of the limb mimics that of a "Full" or "Partial" limb. For example, an Elephants Trunk can be used as a Partial hand, with all of the penalties that would come with a partial hand. The advantage is there may be situations where the Player has their hands bound, and the use of feet, tail, or trunk can be vital in an escape or alternatively to allow them to do more actions at once.

Birds, Bats and Insects can pay BIO-E 20 for extra limbs allowing them a full set of working hands and freeing up the need to alter their wings. Birds do not alter their hands if this is applied.

## Bipedal Stance

* None; Mutant cannot stand upright at all, forcing them to walk on all paws/feet Average BIO-E; 0
* Partial; Can stand and fight, but looses 1/3 of all spd., running, leaping, kicking, jumping cannot be done standing up. Character must be on all fours to do any of these. Average BIO-E; 5
* Full; no pentalities. Average BIO-E; 10

Players will typically have to advance their Stance to "Full" for convience. Natural Weapons are most useful to "None" and "Partial" characters, as they cannot hold weapons so well. Bears usually have Partial Bipedalism, so full costs BIO-E: 5. Birds usually (but not always) have full bipedalism for free.

## Speech

* None; Understands human speech, but must purchase Telepathic abilities to talk. Average BIO-E; 0
* Partial; Can be understood only by those familair with the individual, voice is growly and grated. Average BIO-E; 5
* Full; full human speach with no hinderence. Average BIO-E; 10

If the Mutant has Partial Speech then "Full" costs only BIO-E:5

Some birds such as Parrots and Ravens have Partial Speech and therefore Full costs BIO-E; 5

## Looks

* None; looks the animal it is based upon. Average BIO-E; 0
* Partial; somewhere between the animal they are based upon and a human, features are extremely exaggerated and warped. It is possible to cover up animal features and pose as a human. Average BIO-E; 5
* Full; full human appearance with some oddities, while they never look fully human, they can go unsuspecting in Human society. Small traits will betray them, for example, a Lizard may be scaly in places and a Bird will have feathers where hair should be. Average BIO-E; 10

Note; Natural Weapons may give away a Mutant even at "Full", a mutant may be able to pull off a successful "human" look to a point, but a giant set of horns or talons may give the game away that something is off.

Apes start off as Partial, full costs BIO-E; 5.

NPCs typically do not bother to have Full looks and its rare for them to do so, the majority go for "none". Despite the fact the mutant has opted for "none", this does not mean the mutant cannot hide its appearance. The Teenage Mutant Ninja Turtles regularly pulled off a number of disguises that didn't always hide all of their Turtle appearances.

For further information see Disguises, Covers and Alter Egos.