Mutants in Avalon

**Mutants in Avalon** is a expansion to After the Bomb and requires the Teenager Mutant Ninja Turtle & Other Strangeness Sourcebook in addition to play, with Road Hogs and Mutants Down Under are mentioned when it comes to the Character Creation process. It is an exception among the books as the text was written by a British author and British Spellings and phrases are used over American ones on purpose to help set the scene for the book. The book is also different as it focuses on a story, while other Sourcebooks focus on a more open-world story.

It focuses on the Mutants of Avalon.

## About

The Sourcebook is set in Great Britiain and contains enough details for an old or a modern campaign. Whichever is chosen, Avalon takes place 150 years after a great disaster known as "The Crash" (this is left to the GM's choice of type) in which mutant animals appeared and took over the Island.

It is possible to travel to this scenario using Transdimensional Teenage Mutant Ninja Turtles.

## Character Backgrounds

150 years after the Crash, Great Britain is full of mutants living together with the remaining humans. Technology is gone, there are no computers, no advance navigation, no camera, aircraft, or even lasers. Fearful of invasion, the land is divided into several countries, and a complex social ranking has formed. King Arthur and his knights are not even a legend anymore, but real and mutants.

The Upper-Class Royals enjoy a life of comfort, with plenty of money. They are the leaders of their land and everyone is beneath them. They are highly educated and skilled, acting as court advisors, land-owners and ambassadors to other lands.

The middle classes work to profit from the efforts of others, being skilled craftsmen and merchants. Educated and wealthy enough they have a name to themselves.

The working class are labourers, the lowest valued citizens, farmhands and unskilled workings.

Soldiers, bards, druids, mercenaries, knights and idle rich alike all fear the *Outsiders* and *Low-lifes*, foreigners and people doing and whatever they can to get by in this land. Untrusted and deemed unworthy of note.

Then there is King Authur, a mutant himself, already he and his Round Table are heroes of the land, his tales give people hope.

And then there is the foreign threat, constantly looming across the land.

## Character Creation

There are 5 steps to the Character Creation process, the process is the same as other books with some new changes.

### New social Ranking System

This impacts certain gameplaying mechanics and includes background examples.

Backgrounds for new Avalon-made characters are picked based on Social Rankings, which are in turn set by the type of Mutant the player choose. For example, a Raven has a higher Social Rank than a Duck, this limits their backgrounds. For example, Upper-Class mutant such as Ravens can become Idol Rich while Ducks can become a background such as a Bard. Each background is divided by "Old" and "New" depending on which version of Teenager Mutant Ninja Turtle & Other Strangeness system is being referenced, the Original or Revised.

While players cannot change ranks, note that NPCs can.

### Foreigners

Foreigners are;

* Mutants of species not from Avalon such as Zoo and Imported animals.
* Created from the pages of another sourcebook even if they are a Avalon species (eg. creating a Sheep via the Teenager Mutant Ninja Turtle & Other Strangeness book and not from this one)
* Any character originating from a past campaign unless it was created for an Avalon one that is a native species (such as Sheep).
* All mutants from Transdimensional Teenage Mutant Ninja Turtles, even if they were found in Great Britain in the past

Players using foreigner-type Mutants will find that they are *outsiders* in this scenario and Avalon Mutants will take time to warm up to them, since natives do not trust Foreigners. And without Social Rank, foreigners will have some difficulty achieving certain goals in Avalon campaigns. This presents a challenge for GMs and players to meet, making for interesting gameplay. The difference between a *Outsider* and a *Lowlife* (a non-native species, but born in Avalon) is not much and both have the lowest ranking in society, but *Outsiders* are trusted slightly less than *Lowlifes*. All *Outsiders* have to earn trust and this will take some time.

While new player creations will have this background and be restricted to the 4 backgrounds for their rank, note that past creations brought into Avalon will either have resources left over from the past campaigns, or according to the sourcebook of origin in the case of new non-Avalon creations.

### Origins

Characters created from the source book should choose one of the 8 Kingdoms of Great Britain to originate from, though for King Arthurian settings, this is automatic "West Country".

The Kingdoms are;

* West Country
* Cornwall
* Wales
* East Anglia
* Midlands
* Scotland (lowlands)
* Scotland (highlands)
* Wastelands

The origins are determined by rolling, though the choice is optional. For natives, they originate from the Country the campaign starts in listed above. For foreigners, they originate from the country of their original campaign and are recent citizens of one of those 8 countries.

The origin of the mutant impacts their knowledge of that Kingdom, with them being familiar with their country of origins but not with the other 7 Countries. For example, a mutant born in "Wales" has extent knowledge of "Wales", but not of the "Midlands". Foreigners have a limited knowledge of their country of residents, and limited or no knowledge of Great Britain to begin with overall. A GM may hold this against players as a result.

### Druids

One other thing to note is that the book details "Druids", including player ones and what they can do per level. This is one of the few cases where Magic is available to mutants and is a rare chance for players to try out something new as Mutants are traditionally restricted to Psionics and Animal Powers.

## List of Mutant species

### New

* Coot
* Coypu
* Goose
* Gull
* Hedgehog
* Heron
* Magpie
* Peacock
* Newt
* Pony
* Puffin
* Shire Horse
* Slow-Worm
* Swallow
* Swan
* Water-Vole
* Woodpecker
* House Martin
* Swift

### Returning

The followed is reused from past books.

Teenager Mutant Ninja Turtle & Other Strangeness;

* Badger
* Bat
* Cat
* Cow
* Deer
* Dog
* Red Fox
* Goat
* Horse
* Mole
* Otter
* Pig
* Puma (is a reference to big-cat sighting in Great Britain)
* Rabbit
* Sheep
* Squirrel (Red or Grey)
* Weasel
* Wild Cat
* Chicken
* Crow
* Duck
* Owl
* Pet Bird
* Pigeon
* Frog
* Wild Turkey/Domestic Turkey
* Aardvarks
* Alligator
* Apes
* Baboons
* Beavers
* Bears
* Boar
* Buffalo
* Camel
* Cheetah
* Elephant
* Emu
* Falcon
* Hippopotamus
* Kangeroo
* Lion
* Monkey
* Porcupine
* Possum
* Racoon
* Rhinoceros
* Skunk
* Tiger
* Wolf
* Wombat
* Hamster
* Eagle
* Mink

Road Hogs;

* Donkey
* Seal
* Buzzard
* Lizard

### Repurposed

The following added new mutants, but uses old builds.

* Dormouse
* Ferret
* Field Mouse
* Hare
* Mouse
* Polecat
* Rat
* Shrew
* Stoat
* Blackbird
* Dove
* Goshawk
* Grouse
* Harrier
* Jay
* Kite
* Merlin
* Osprey
* Partridge
* Peregrine Falcon
* Pheasant
* Raven
* Robin
* Rook
* Snipe
* Thrush
* Tit
* Wren
* Woodcock
* Adder
* Grass Snake
* Toad
* Guinea-Pig
* Wallaby

### Special

* Human - note that other books are needed to complete this category, and that Hominidon and Multi-Powered Humans don't count

### Non-Playable

The book also adds a series of mounts based on Insects, these are purchasable. They are usually only purchased by the rich.

## The Kingdoms of Britain

The section covers the details of all 8 countries within Gret Britain, detailing who rules, what each is like. It describes "How to be British" for non-natives and details travelling around the island. Included are minor notes of islands under the "Great Britain" domain used for thing like banishing undesirables to. Random encounters are listed, though the game lists both old and new historic, note that encounters that contradict the setting can be skipped. There are also encounters for pre-crash Ruins.

## The Threat from Aboard

Talks about the SAECSN and their threat to Avalon. Included are tanks, aircraft and soldiers, as well as standard weapons.

## A Clash of Belief

This lists the beliefs the Druids follow, their powers and experiences and what they mean to Avalon.

## Game Master Section

The campaign listed is about King Arthur and details an old world Britain with King Arthur legends.

The first Campaigne is "Firepower and Ice" which is a novice level campaign. This is a introductionary campagin to help set up future games. New NPCs for this campagin incluse "Brock", a Badger mutant and Midland Soldiers, this is a war campaign wherein a battle is about to occur. Another campagin is called "The Crystal Cave", another is "The New King", followed by "Dungeons and Druids". Another campaign is called "The Tournament" which lists the NPCs "Bran" a Shire-Horse mutant and "Olwen" a Hedgehog mutant. Other suggestions for furture adventures are also noted.

## Heroes of the Realm

This section of the book lists details of NPCs; King Arthur, Queen Genaever, Sir Guy, Sir Lancelot, Merlin, Morgana, Rex, Sir Mordred, Sir Tristram, Sir Perceval, Sir Bors and Sir Peredur.

It also lists a standard "Knight of the Round Table" stat set up, a West Country Soldier, a Welsh Advisor, Agents of Morgana.