recursal/Fanatic-Fandom huggingface dataset:
Growth Charts

**Growth** refers to the overall size of animal-based Mutants. The attributes of a Mutant will adjust depending on size to give advantages and disadvantages across the Eight Attributes and is a core element of Character Creation.

Growth also impacts the overall size per inch and weight of a player's character, this can alter some roleplaying elements and events.

The chart first appears in Teenage Mutant Ninja Turtle & Other Strangeness ranges from Size 1 to 20. With the introduction of Dinosaurs in Transdimensional Teenage Mutant Ninja Turtles, the chart was increased to 25, though this extended version of the chart is not available in any other book of the series. This book therefore contains some of the largest types of mutants in the series.

## Notes

* Being a 3-inch character may have more advantages than an 8-foot one under circumstances, but an 8-foot character is still more powerful. Where a smaller character will make up their strengths is in stats that they can invest, such as Animal Powers or Psionics.
* Growth impacts minor roleplaying, for example, an 8 foot snaring Wolf-like Mutant due to its size may be much more imtimidating. But it also has physical restraints when it comes to enviromental factors. A door that is only 7 foot tall will not easily allow a 12 foot tall character inside.
* The same goes for weight. If an elevator cannot take more weight then a certain amount and a mutant weights more then it allows, the mutant will have to use alternative routes to gain access to other levels of a complex.
* If a weight would land the character larger then the limit of their chosen animal for its size, then it is simply considered "fat" (overweight) for its species, no adjustments are made via weight.
* While stepping up and down can remove or add BIO-E, not all of the possible BIO-E expenditures are equal. Some Natural Weapons and Animal Powers are not as useful as they sound while others have a role-playing advantage only. For example, spending 10 BIO-E 1D4 for clawed feet isn't as useful as 2D6 for general claws at the same cost.
* A size of 8-10 will put a mutant on par with a Human while a weight of 110-200 pounds will also be the same as humans.
Flight & Glide

**Flight** and **Glide** were originally two Animal Powers and both to do with air travel. These abilities are mainly based on Bats, Insects and Birds. It was introduced in Teenager Mutant Ninja Turtle & Other Strangeness.

## Glide

* Bat
* Domestic Turkey
* Duck
* Wild Fowl
* Wild birds
* Crow
* Parrot

## Flight (Winged)

* Bat
* Wild Turkey
* Wild Fowl
* Wild birds
* Crow
* Parrot

## Flight (Wingless)

Heroes Unlimited introduced a 3rd type of power known as "Wingless Flight", however, this does not typically apply to Animal-Mutants unless their an "alien" variant as seen in Mutants in Orbit. Any character with this ability can fly without the aid of wings and other apendeages.

* Any species of "Space" Animal-mutants
Neutre-aligné

**Neutre-aligné** est un terme décrivant les individus dont le genre est aligné avec le fait d'être neutre, sans pour autant l'être totalement. Ce terme peut décrire des personnes comme les personnes Deminonbinaire, paranonbinaire, non-binaires ou genderfluid par exemple. On peut également décrire ce terme comme étant partiellement un neutre.
Sonar

**Sonar** is a Animal Power that Mutants can have. This allows a mutant to sense things in total darkness such as complete darkness or blindfolded. This can allow them to move around in total darkness. It does not offer any improvements in vision, ad instead acts as an alternative to vision, thus allows the character to not be completely helpless when eyesight fails them.

The ability first is mentioned in Teenager Mutant Ninja Turtle & Other Strangeness.

Mutants with this power:

* Bats
Multi-Powered Humans

**Multi-Powered Humans**, alternatively called **Enhanced Humans** are a type of Human-Mutant first seen in Transdimensional Teenage Mutant Ninja Turtles. The intention is to represent the future of humans and they were the opposite of the Hominidon mutants, which represented the past.

Note that these Humans are not the same as "Humans" given in the Mutants in Avalon, as "Human" in that scenario refers to normal humans found in other sourcebooks. These Mutants differ from the Mutants and other superpowered individuals of Heroes Unlimited and should not be created as such. In this build, the Human is no different from any other "Animal Mutant" in its treatment.

They have their own Psionic powers and do not have access to Animal Powers, but can have access to random mutations.

## Basics

* Size Level: 10
* Length: 5-6'6" feet tall
* Weight: 80-250 pounds
* Build: Medium

## Mutant Changes and costs

* Total BIO-E: 0
* Changes to Eight Attributes:
	+ I.Q.; +1
	+ M.E.; +4
	+ M.A.; +2
	+ P.B.; +4

## Human feaures

Humans are automatically set at "Full" for everything. Humans are the only Mutant type using the Growth Charts who can gain BIO-E. They can reduce this down to partial to receive bonus BIO-E, as normal Animal-Mutants have to spend to gain features, the price is looking "less human". Mutant with "none" on everything will look very strange, resembling a creature like an Alien and have almost no human features at all.

The following are the BIO-E gains for reducing features fro "Full".

Hands;

* Partial; 15 BIO-E
* None; 30 BIO-E

Bipedal;

* Partial; 10 BIO-E
* None; 20 BIO-E

Speech;

* Partial; 5 BIO-E
* None; 10 BIO-E

Looks;

* Partial; 5 BIO-E
* None; 10 BIO-E

## Additional notes

* They are one of the few mutants to gain P.B. via the Eight Attributes adjustments. Increases to this Attribute stat are very rare. The reason for this is P.B. is based on the human perception of beauty alone and since these are "humans" they have the potential to be beautiful to another human being.
* They are purely intended to be focused on the mental side of the Eight Attributes.
* They have a different Psionics powers list to Animal-Mutants as well as Psionic Superheroes.
The Sparrow-Eagles

**The Sparrow-Eagles** are a group of Sparrow Mutants from Teenage Mutant Ninja Turtle & Other Strangeness.

According to the book, they were created by early play-testers of the RPG. The group decided to be somewhat lazy and did one roll for the entire group to determine what species they were. When "Sparrow" came up, they stuck with it only because they agreed to go with whatever Dice roll they received so they could have a Team Advantage. When they did the Biological Energy Points expenses, they all were identical and attempted to do the same for the Skills but were stopped by the GM due to the group risking having no group diversity at all.

The player names were changed in book and were referred to as "offending players" (their names were listed as "Bob, Frank and Ted"), but they were exampled as players who are particularly problematic during the Character Creation process. The group was also particularly picky with terms used, when the GM said "buy" they corrected him to "scavenge". They then took the name "Sparrow-Eagles" and insisted the GM call them that even over "Sparrows", as a response to ending up with "Sparrow" as a species.

The group consists of 3 members Brown Wing, Chirp Yenko and Gorba Chirp.
Leopard

**Leopards** are a type of Feline. They were mentioned in Teenage Mutant Ninja Turtle & Other Strangeness. They first appear in Heroes Unlimited, where they shared a entry with Jaguars in both Sourcebooks, with a slight difference being added in *Heroes Unlimited*.

## Basics

* Size Level: 12
* Length: 4-6 feet long
* Weight: up to 300 pounds
* Build: Medium

## Mutant Changes and costs

* Total BIO-E: 20
* Changes to Eight Attributes;
	+ P.S.; +2 (+4 in Heroes Unlimited)
	+ P.P.; +6
	+ P.E.; +2 (not given in Heroes Unlimited)

## Human feaures

All BIO-E costs are normal with no extras for Hands, bipedalism, Speech and looks.

## Natural Weapons

* 10 BIO-E for 1D8 Claws (retractable)
* 25 BIO-E for 2D6 Claws (retractable)
* 5 BIO-E 1D8 Teeth
* 10 BIO-E for 2D6 Teeth

In Heroes Unlimited the following were changed;

* 10 BIO-E for 2D6 Claws (retractable)
* 25 BIO-E for 3D6 Claws (retractable)
* 5 BIO-E 2D4 Teeth

## Natural Powers

* 5 BIO-E for Advance Smell
* 5 BIO-E for Night vision
* 10 BIO-E for Swimming basic skill up to 60%

In Heroes Unlimited the following were changed or added;

* 10 BIO-E for 1D6+8 to P.S. attribute

## Additional notes

* Leopards are identical to Jagaurs except they have the P.S. bonus shared with Tigers nd they lack the climbing claws.
Wolverine

**Wolverines** are part of the *Wild Animals* category. They first appear in Teenage Mutant Ninja Turtle & Other Strangeness.

An example of a NPC is Ceaser, a mutant and leader of Ceaser's Weasels.

## Basics

* Size Level: 5
* Length: 34-40 inches
* Weight: 20-30 ounces
* Build: Short

## Mutant Changes and costs

* Total BIO-E: 50
* Changes to Eight Attributes:
	+ I.Q.: +3
	+ P.S.: +2
	+ P.P.: +5
	+ P.E.: +10

## Human feaures

All BIO-E costs are normal with no extras for Hands, Bipedalism, Speech and looks.

## Natural Weapons

* 5 BIO-E 1D8 Claws
* 10 BIO-E 2D6 Teeth

## Natural Powers

* 15 BIO-E for Digging
* 10 BIO-E for Advanced Smell

## Additional notes

* Wolverines are good at physical builds, but have a little intelligence for complex puzzles.
* While it may not be worth getting both Claws and Teeth, their Teeth offer at least decent damage.
Mice and Hamsters

**Mice** and Hamsters are a Mutant species from the Rodent family. They first appear in Teenage Mutant Ninja Turtle & Other Strangeness.

In Mutants Down Under, the Marsupial Mouse is identical to the "Mouse", except for the fact it is a Marsupial.

In Mutants in Avalon all Rodents of this size have a Social Ranking of *Working Class*.

An example of this type of NPC is Fred Hamster.

## Basics

* Size Level: 1
* Length: 6-8 inches
* Weight: up to 1 pound
* Build: Medium

## Mutant Changes and costs

* Total BIO-E: 80
* Changes to Eight Attributes:
* I.Q.;+2
* M.E.; +1
* P.P.; +1

## Human feaures

All BIO-E costs are normal with no extras for Hands, Bipdeal Speech and looks.

## Natural Weapons

* 5 BIO-E for 1D6 claws (climbing)
* 10 BIO-E for 1D4 Teeth

## Natural Powers

* 5 BIO-E for Digging
* 10 BIO-E for Advance Hearing

The Following were added or changed in Heroes Unlimited;

* 10 BIO-E for Digging
* 15 BIO-E for Tunneling
* 5 BIO-E for Advance Hearing
* 10 BIO-E for Advance Smell
* 10 BIO-E for Nightvision (100 feet/30.5m)
T'Cleass

**T'Cleass the Bat-Thing** is a male Bat Animal-Mutant and a member of Ceaser's Weasels.

He is both an NPC, and due to having a Experience Level set at 6, a playable character. He appears in Teenage Mutant Ninja Turtle & Other Strangeness.

## Bio

When Ceaser escaped from the lab that he and his future gang were held at, T'Cleass was also taken, as Ceaser did not want to leave any mutant behind. While Ceaser was a success, T'Cleass was a failure, being unstable and erratic in his behaviours.

Ceaser keeps T'Cleass around due to his use as a scout, he is valuable for his information-gathering abilities. However, due to his constant arguing with Ceaser, it may end with Ceaser killing him one day.

The bat is kill-crazy and has no respect for living things. He reluctantly follows Ceaser and challenges his role in the gang. When faced with difficult situations he will attack rather than resolve the issue. He is hot-tempered, irritable and obnoxious.

### Criminal Record

Several criminal law enforcement agencies have records of gunshots from a winged creature.

## Stats

* Age:17
* Sex: Male
* Weight: 137 lbs
* Height: 5ft 3inches
* Size; 8
* Alignment; Diabolic
* Hit Points; 31
* S.D.C.: 35

## Attributes

* I.Q.; 4
* M.E.; 13
* M.A.; 4
* P.S.; 14
* P.P.; 9
* P.E.; 13
* P.B.; 8
* Spd.; 13

## Human Features

* Hands; Full (extra limbs)
* Biped; Full
* Speech: None
* Looks; None

## Powers and Psionics

* Telepathic Transmission
* Flight (winged)
* Sonar Sense

## Eduction and Skills

* Experience Level; 6
* Training; None
* Scholastic Bonus; None

### Scholastic Skills

None - cannot read or write and has difficulty counting over 12.

### Combat Skills

* Attacks per Melee; 2
* Bonuses; None

## Secondary Skills

* Wilderness Survival; 70%
* Land Navigation; 64%

## Equiptment

* .38mm Rvolver
* Quick loaders; 6 (filled)

## Additional Notes

* T'Cleass is a big weakness of Ceaser's Weasels, being the overall weakest character with the lowest I.Q., he is basically stupid.
* He is also a wildcard, unpredictable an irrational.
* He is the only member known to be cruel, because of his alignment he is very evil and out of the entire gang the only one prone to kill without reason.
* T'Cleass communicates with telepathy, he cannot be reasoned with, he will not listen. Players will find it a waste of time talking to him.
Frog

**Frog**are a type of Mutant which covers most "Frog" species. They were mentioned in Teenage Mutant Ninja Turtle & Other Strangeness. They are insectivores, meaning that they do not eat plants. They are listed in Heroes Unlimited. They are cold-blooded and have a long sticky tongue.

In Mutants in Avalon, "Toads" also share this build. As a cold blooded animal-mutant, they count as *Lowlifes* in the Social Ranking.

## Basics

* Size Level: 2
* Length: up to 12 inches long
* Weight: up to 3 pounds
* Build: Medium

## Mutant Changes and costs

* Total BIO-E: 80
* Changes to Eight Attributes:
	+ P.P.; +1
	+ Spd.;+2

## Human feaures

All BIO-E costs are normal with no extras for Hands, bipedalism, Speech and looks.

## Natural Powers

* 5 BIO-E for Nightvision (25 feet)
* 5 BIO for Leaping Ability that doubles the distance for leaping.
* 15 BIO-E for Swimming equal to a competitive level.
* 10 BIO-E for Hold Breath

In Heroes Unlimited the following changes were submitted;

* 5 BIO for Leaping Ability equal to 6 feet high and 12 feet lengthwise.
* 15 BIO-E for Swimming equal to 98% and fatigues at half rate.

## Additional notes

* They are a water alternative to Rabbits and have the leaping ability. Without the swim ability, rabbits generally are considered better since they have higher spd., but the Frogs ability to swim means it has better infiltration and terrain passage in certain situations. A frog can swim a most and then leap to higher ground.
* Frogs are geared to a spd. P.P. build, which means they favour fast/agile builds. They are mostly designed for atheletes, fast assassins and situations where they have to get in and get out quickly. They are not the fastest mutant, but they are some of the most agile of the "speed" builds.
Biological Energy Points

**Biological Energy Points** (BIO-E) are the points allowed for character adjustments in the Character Creation process.

## Uses

* They allow the purchase of Growth levels to make Animal Mutants stronger, they can also be gained by decreasing a Mutants Growth equally.
* Characters with Psionics use BIO-E to purchase abilities.
* Animal Mutants use BIO-E for purchase of Animal Powers.
* It is used to gain Human Features.
* In Teenage Mutant Ninja Turtles Adventures, Mutants get an extra 50 BIO-E to spend on additional Superpowers, these powers are described from the Heroes Unlimited book. This must be spend on at least 1 power from the Sourcebooks table. Any leftover BIO-E can be spent freely and if the Superpower costs more BIO-E then 50, the player has to use additional BIO-E to gain that ability from their normal BIO-E pool.

## Notes

* BIO-E is spent only during character creation.
* It cannot be saved or traded
* Any leftover BIO-E is lost after character creation.
* It is not a requirement that players spend all their BIO-E points, however, it is also not useful to waste it. Depending on dice rolls for the Eight Attributes, characters have a chance of being strong or weak naturally without taking growth steps. Most players will have only one or Atrritbutes that are maxed at 16+, but a player who gets luck and rolls over half their stats 16+ can often afford to not spend every BIO-E point.
* It is not a requirement to take all Animal Powers offered by a particular species. Many NPCs do not make use of any of their species BIO-E and the player do not always benefit from this. The best example of this is the Weasels species, their faster metablolism gives them some huge bonuses, but increases the demand for food, problem players will have to deal with and depending on the scenario may prove a downfall.
* There is only a few instances of gaining BIO-E through Backgrounds, with one example being found in Transdimensional Teenage Mutant Ninja Turtles.
Float

**Float** is a Animal Power that Mutants can have. This ability allows the mutant to float on water, and is an alternative to the ability to Swim, but is not the same. A mutant with Float cannot for example use it to submerge themselves. However, it does allow the mutant to avoid drowning if limbs bound, etc.

The ability first is mentioned in Teenager Mutant Ninja Turtle & Other Strangeness.

Mutants with this power:

* Ducks
Wild birds

**Wild Birds** are a type of Mutant that represents all manner of "wild birds species".

All these birds have a diet consisting of insects and/or seeds.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb and included Jays, Cardinals, Robins and other small birds. Smaller seed eaters such as Sparrows and Finches are not listed with this category and are instead in their own Category of "Sparrow". However, Heroes Unlimited added a note that both Sparrows and Finches count as "Wild Birds" and follow this build and merged the Mutant type with "Wild Birds".

They appear in every Sourcebook except Mutants in Orbit, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

They are very common in Mutants in Avalon with a 6 roll options leading to a Wild Bird.

## Natural Weapons

None

Heroes Unlimited added the following;

* 5 BIO-E for a Beak that does 1D4
* 10 BIO-E for Talons that do 1D6
* 20 BIO-E for Bird of Prey Talons that so 2D6 damage

## Natural Powers

* 10 BIO-E for Glide
* 20 BIO-E for Flight

## Additional notes

* As with many birds, Wild birds do not have a specific build speciality.
* This type of mutant covers the most species of animal, as the majority of birds will fall into this category.
Owl

**Owls** are a type of Mutant that represents all manner of "owl species".

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook except Mutants in Orbit, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

In Mutants Down Under, the Morepork and Grass Owl use this build.

## Natural Powers

* 5 BIO-E for Night Vision (60 feet)
* 5 BIO-E for Advance Vision
* 5 BIO-E for Advance Hearing
* 10 BIO-E for Glide
* 10 BIO-E for Flight

## Additional notes

* Like Bats, Owls make for good night scouts, but due to their BIO-E options they also make good scouts in general, being one of the few mutants to have more than one Advance sense power. They lean towards builds such as a rogue-like or assassin-like character.
* They have one of the stronger natural weapons available for Mutants.
* The cost of Glide or Flight is the same, it is up to the player to decide which option is better.
* They lean to speed builds due to their affinity for Spd. and P.P.
Deer

**Deer** are a type of Mutant which covers most "Deer" species. They are herbivores, meaning that they do not eat meat.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook except Mutants in Orbit, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

## Natural Weapons

* 5 BIO-E for 1D6 small Antlers
* 10 BIO-E for 2D6 large Antlers

## Natural Powers

* 5 BIO-E for Advance Hearing

Heroes Unlimited added the following;

* 10 BIO-E for +10 Spd. and leap 6ft high and 12 ft. long; +50% running speed.

## Additional notes

* They are one of the stronger herbivorous animals, due to the ability to acquire Large Antlers, most heavy damage dealers tend to be predators.
* Deer have a relatively simple design with few BIO-E options, however, they are geared towards a light offensive build, with some speed to back them up. The speed aspect was highlighted in *Heroes Unlimited*, as the sourcebook gave a boaster to the Deers speed, making them very much geared to gaining ground quickly to or from a fight.
Hold Breath

**Hold Breath** is a natural Animal Power that is used by Mutants. Its purpose is to allow mutants to hold their breath for long periods of time to allow for Swimming into deeper depths or longer periods. It can also allow the Mutant to go for longer periods of a lack of air in general to avoid suffocation.

The time is the usual 6 minutes characters can hold their breaths for, plus 2D6.

The ability first is mentioned in Teenager Mutant Ninja Turtle & Other Strangeness.

Mutants with this ability:

* Crocodiles
* Alligators
* Turtles
* Hippopotamus
* Beaver
* Frogs
Advance Senses

**Advanced Senses** is a type of Animal Power to do with the main 4 senses of sight, hearing, touch and smell. They are used in Role-Playing for early warning or for getting extra information on the Mutants surroundings.

## Advanced Hearing

Advanced Hearing is a Animal Power that Mutants can have. This allows them to hear conversations at a greater distance and hear light touches of sound that others would normally not hear.

Characters get +1 to the initiative.

The ability first is mentioned in Teenager Mutant Ninja Turtle & Other Strangeness.

### Mutants with this ability

* Beavers
* Owls
* Fox
* Domestic Turkey
* Wild Turkey
* Elephant
* Marten & Mink
* Mice and Hamsters
* Rats and Guinea Pigs
* Rabbit
* Horse
* Rhinoceros
* Deer

## Advance Smell

Advance Smell is a type of Animal Power which involves being able to use their sense of smell to find objects or people.

The ability first is mentioned in Teenager Mutant Ninja Turtle & Other Strangeness.

It gives the "Tracking" ability without needing to invest skills into this, allowing the player to save the need to invest in education that would give this. The % is 30 per level. Individuals that are "known" to the character have a 64% chance to detect the emotion of that character, allowing the ability to be used as a unreliable "lie detector".

### Mutants that can use this

* Polar Bear
* Brown Bear
* Black Bear
* Grizzly Bear
* Fox
* Marten & Mink
* Wolverine
* Weasel
* Rabbit
* Wolf
* Coyote
* Mice and Hamsters (Heroes Unlimited)
* Rats and Guinea Pigs (Heroes Unlimited)
* Rhinoceros
* Tigers
* Lions
* Jaguars

## Advanced Touch

Advanced Touch is a Animal Power that Mutants can have. This allows a mutant to feel things in total darkness such as complete darkness or blindfolded. This can allow them to move around in total darkness or to identify items hidden out of fight via touch such as hidden in draws, holes and bags. It does not offer any improvements in vision but allows the character to not be completely helpless when eyesight fails them.

The ability first is mentioned in Teenager Mutant Ninja Turtle & Other Strangeness.

### Mutants with this power

* Gorillas
* Chimpanzees
* Orangutans

## Advanced Vision

Advanced Vision is a natural Animal Power that is used by Mutants. It allows for vision to be improved making it better than normal, allowing for advance planning of actions such as tactics, snipering and general recon.

The distance they can see is double that of a normal Human.

The ability first is mentioned in Teenager Mutant Ninja Turtle & Other Strangeness.

### Mutants with this ability

* Baboons
* Mandrills
* Geladas
* Owls
* Parrots
* Sparrows
* Pet Birds

## UltraViolent Vision

This mutant can see forms of light others can't. This allows them to see things such as secret messages and signs hidden from view.

* Chicken

## Nightvision

Was a later introduction to Animal-Mutants. Unless otherwise stated, the mutant is able to see at night or in darkness using its eyes.

* Mice and Hamsters (Heroes Unlimited)
* Rats and Guinea Pigs (Heroes Unlimited)
* Tigers
* Lions
* Jaguars
* Frogs
* Domestic Cat
Jaguar

**Jagaurs** are a type of Feline Mutant. They were mentioned in Teenage Mutant Ninja Turtle & Other Strangeness. They first appear in Heroes Unlimited, where they shared a entry with Leopards in both Sourcebooks, with a slight difference being added in *Heroes Unlimited*.

## Basics

* Size Level: 12
* Length: 4-6 feet long
* Weight: up to 300 pounds
* Build: Medium

## Mutant Changes and costs

* Total BIO-E: 20
* Changes to Eight Attributes:
	+ P.S.; +2
	+ P.P.; +6
	+ P.E.; +2 (not given in Heroes Unlimited)

## Human feaures

All BIO-E costs are normal with no extras for Hands, bipedalism, Speech and looks.

## Natural Weapons

* 10 BIO-E for 1D8 Claws (retractable)
* 25 BIO-E for 2D6 Claws (retractable)
* 5 BIO-E 1D8 Teeth
* 10 BIO-E for 2D6 Teeth

In Heroes Unlimited the following were changed;

* 5 BIO-E for 2D4 Claws (climbing)
* 10 BIO-E for 2D6 Claws (retractable)
* 25 BIO-E for 3D6 Claws (retractable)
* 5 BIO-E 2D4 Teeth

## Natural Powers

* 5 BIO-E for Advance Smell
* 5 BIO-E for Night vision
* 10 BIO-E for Swimming basic skill up to 60%

In Heroes Unlimited the following were changed or added;

* 10 BIO-E for 1D6+8 to P.S. attribute

## Additional notes

* Jagaurs are identical to Leopard except they lack the P.S. bonus sand have climbing claws as an option.
* Jagaurs cannot have both Climbing and Retractable claws due to the rules of Claws, so there is some decisions the player has to make. For example, they may indeed go for the climbing claws, but due to their weakness may opt to additionally chose Teeth to make up for the damage. On the other hand, they may go for the heavy hitting claws and ignore the teeth. Jagaurs are the felines with the most choices as a result and it largely depends on what the player wishes. However, ifthe Climbing claws are not taken they may be better off choose the Leopard mutant as it hits P.S. is higher.
Birds

Mutants often are based on **Birds** and therefore have the features of the various species of bird they are based on. They are some of the most extensively covered types of creatures in the books. Birds are the most common family variant of Mutants as a result.

Birds generally are broken into several groups which share builds; Wild Fowl, Ducks (until Mutants in Avalon this represented all waterfowl), Wild birds, Pet Birds, Wild Predatory Birds. Others represented a specific family, like Owls and Crows. It was rare that entries such as Peacocks existed, which represented specific breeds, this was not the case with other groups of animals such as mammals, unless speaking of Dogs, Bears, Rodents, etc. For this reason, Birds cover the most species in fewer entries compared to all other animal-Mutants.

Birds are unlike most other mutants, in that they can have both a normal set of arms, plus wings, or alternatively, they can just add hands to their wings, adding 4 hands to the bird. Many of the birds are automatically bipedal saving investments in BIO-E points, save odd species like ducks. Many lack adjustments to the Eight Attributes such as ducks or Domestic Turkeys, resulting in a versatile character that can be taken in any direction but has no specialty as a result. Some like Ravens and Parrots also automatically have partial speech.

Birds, Bats and Insects are the only mutants able to naturally Flight, though some additional species may lack that capability and can only glide. For example, Chickens are only able to Glide.

Birds are the only surviving branch of the Dinosaur family tree, however, for the sake of Character Creation this is not mentioned, as this was no concern to any Sourcebook at the time of their creation. This does, however, create possible some roleplaying elements in modern times.
Ninja

**Ninja** are trained assassins that are trained in the art of Ninjistu, they mostly rely on stealth.

They are found throughout the RPG in Teenage Mutant Ninja Turtle & Other Strangeness, Teenage Mutant Ninja Turtles Adventures, Truckin' Turtles, After the Bomb and most importantly, Ninjas & Superspies.

Examples of "Ninjas" are found throughout the RPG and they can be made in Teenage Mutant Ninja Turtle & Other Strangeness, After the Bomb, Heroes Unlimited and Ninjas & Superspies as a playable character.

In terms of NPCs, a large number of them are included through the various books including several organizations.
Wild Predatory Birds

**Wild Predatory Birds** are a type of Bird grouping of Mutants that represent Hawks, Falcons and Eagles. The main difference between the 3 is Growth steps, they are different sizes. Other predatory birds such as Owls and Buzzards have their own builds.

The category is used as "catch-all" for many species of birds within the Sourcebooks with the intention being players match their character to the closest relative of the 3. For example, even though Bald and Golden Eagles would have slightly different sizes, both would use the "Eagle" build.
Domestic Cat

**Domestic Cat** covers the Mutant based on the common house cat that Humans keep as pets, this entry covers all breeds. They are small carnivores. They are part of the Feline family.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook except Mutants in Orbit, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

In Mutants in Avalon they are just listed as "Cats".

## Natural Weapons

* 5 BIO for 1D8 Teeth
* 5 BIO-E for 1D8 Claws (retractable, climbing)
* 10 BIO-E for 2D6 Claws (retractable, climbing)

Heroes Unlimited changed the following;

* 5 BIO for 2D4 Teeth
* 5 BIO-E for 1D6 Claws (retractable, climbing)

## Natural Powers

* 5 BIO-E for Nightvision (50 feet, eyes will be cat-like)

Heroes Unlimited added the following;

* 10 BIO-E for Advanced Hearing

## Notable NPCs

In Turtles Go Hollywood, the character of Space Case was based on a Domestic Cat mutant.

## Additional notes

* The adjustments for the claws and Teeth in *Heroes Unlimited* was more likely a balancing issue, as there was little point in players choosing Teeth and Claws when they did both the same damage.
* Essentially, they are a 'lite' form of the Jaguar, Lion, Leopard and Tiger build. While they are not as strong their M.E. results in a slight lean for a mental build. This allows for a Psionics build, whereas the other Felines tend to be more suited for a pure physical build.
* Their M.E. is a nod to the joke about domestic cats being their own masters and often disobeying Humans unlike Dogs, while manipulating Humans to their whim.
* Natural Weapons states that claws can be retractable or climbable, so players have to choose upon making their character which it is.
* Cats have the added issue of being left with cat-like eyes if they take their "Night Vision" power. Most of the time, general Animal Powers do not add issues with concealment to the mutant, with Natural Weapons and Natural Armour being the only known powers to add to this, making the Cats an exception to the rule. A simple way around this is just to have the cat wear stinted glass frames such as sunglasses, visors and shades.
Alligator and Crocodile

**Alligators and Crocodiles** eat meat, come from various locations around the world. Though there is often considered a difference between the two families, they both have the same states in the RPG because of how close they are in terms of overall build.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb. They appear in every Sourcebook except Mutants in Orbit, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

They are extremely common in Transdimensional Teenage Mutant Ninja Turtles because many of the possible mutant catagories have a Alligator as the option, there are 4 chances of being a Alligator in the dice roll table: Jurassic Animals, Cretaceous Animals, Cenozoic Animals, Cold-Blooded Animals. This is mostly due to the family being ancient - Jurassic, Cretaceous and Cenozoic variants are considered based upon ancient species of that era.

In Mutants Down Under Crocodiles are a native "Outback" species.

## Natural Powers

* Natural Armour:
	+ 15 BIO-E for light Armour (A.R.: 6 and S.D.C: +20)
	+ 30 BIO-E for Medium Armour (A.R.: 8 and S.D.C: +40)
	+ 45 BIO-E for Heavy Armour (A.R.: 10 and S.D.C: +60)
* 5 BIO-E to Hold Breath
* 10 BIO-E to Swim at competitive skill level: 80%
* 20 BIO-E for Quick Run Max Distance: 200 feet. +2 Dodge while running. Can use only every 3rd Melee.

### Other

Heroes Unlimited changed or added the following;

* Natural Armour:
	+ 15 BIO-E for light Armour (A.R.: 9 and S.D.C: +20)
	+ 30 BIO-E for Medium Armour (A.R.: 11 and S.D.C: +40)
	+ 45 BIO-E for Heavy Armour (A.R.: 16 and S.D.C: +60)
* 20 BIO-E for Quick Run. It can make a lightning/dash at 35 mph for Max; 2000 feet (620m) and as a +2 dodge while running. Can use only every 3rd Melee.

## Additional notes

* The speed referenced in the character creation build refers to the fact that in water, these creatures are capable of sudden bursts of movement as they are ambush predators, though does not account for their sluggish nature on land.
	+ In reality, both families are incapable of pursuit of any form.
* They have a lot of BIO-E options and are flexible in terms of characters for offensive builds.
* They are best for campaigns that involve a lot of water.
* For land campaigns, their natural armour and weapon still make them an optional choice.
* Fully mutated individuals may struggle to pass as humans due to their lumpy skin and sharp teeth.
* Though they offer natural armour, it is worth noting that compared to some other animals, it is very expensive.
* Heroes Unlimited boasted the abilities of the Mutant overall.
* Despite these mutants being extremely common, no NPCs exampled in any of the Core or Sourcebooks feature a NPC of this type.
Badger

**Badgers** are carnivores.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook except Mutants in Orbit, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

They are a native species in Mutants in Avalon.

## Natural Weapons

* 5 BIO-E for Bite that do 1D8 damage.
* 5 BIO-E for Claw that do 1D8 damage.

## Natural Powers

* 5 BIO-E for Digging
* 10 BIO-E for Tunneling
* 5 BIO-E for Night Vision (50 feet)

## Notable NPCs

An example of an NPC who is a Badger is Brock.

## Additional notes

* They are physical characters with many options for physical melee fighting
* They have great flexibility for BIO-E adjustments.
* They are designed for night or dark conditions and are best suited for this as it gives the advantages in darkness, their main focus is towards barrowing habits due to their Digging/Tunneling powers and Night Vision.
Referencias

IEEE (2004). Computer Society. SWEBOK Guide V3 Topics

Recuperado de https://www.computer.org/education/bodies-of-knowledge/software-engineering/topics

Mendívil Vázquez, C. O. y Corral, L. (2019). Revisión literaria concerniente al análisis semántico de requerimientos de un producto de software escritos en lenguaje natural mediante el método de Procesamiento de Lenguaje Natural. Memorias del Congreso Internacional de Investigación Academia Journals, 11 (2), 1820–1824.

Recuperado de https://search-ebscohost-com.ibero.basesdedatosezproxy.com/login.aspx?direct=true&db=fap&AN=140758857&lang=es&site=ehost-live

Segobia Ocaña, M. A., Torres Vargas, R. J. y Sobenis Cortez, J. A. (2019). La gestión de la calidad en las factorías de software: una alternativa eficaz. Dilemas Contemporáneos: Educación, Política y Valores, 7, 1–17.

Recuperado de https://search-ebscohost-com.ibero.basesdedatosezproxy.com/login.aspx?direct=true&db=fap&AN=139572029&lang=es&site=ehost-live

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Black Bear

**Black Bears** are considered part of the Bear category.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook except Mutants in Orbit, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

## Natural Weapons

* 5 BIO-E for 1D6 bite
* 10 BIO-E for 1D10 bite
* 5 BIO-E for 1D8 claw
* 10 BIO-E for 2D6 claw

## Natural Powers

* 5 BIO-E for Advance Hearing
* 10 BIO-E for Advance Smell

## Notable NPCs

* Possible: The Terror Bears - Doom Bear, Pain Bear, Fear Bear and Nightmare Bear from Teenage Mutant Ninja Turtle & Other Strangeness, a second upgraded version of them appeared in Teenage Mutant Ninja Turtles Adventures.
* Possible: Reverend Judge, a bear cub from Teenage Mutant Ninja Turtles Adventures

## Additional notes

* Black bears are the smallest of the Bears listed in Teenage Mutant Ninja Turtle & Other Strangeness.
* Like other Bears they specialize in physical brute force and have heavy natural damaging weapons.
* They are the only type of Bear which has free BIO-E points to spare, but like other bears have few options without adjustments to Growth.
Experiments

**Experiments** are a Hero type first introduced in Heroes Unlimited. They are similar in nature to Mutants.

## About

These are individuals who were experimented on to gain new abilities and powers. The subject was typically an ordinary human prior to being experimented on, or was impaired mentally or physically. They may or maynot have been a volunteer, but they remain on good terms with their sponsors (unlike Mutants who are usually unwilling subjects and hate what has happened to them) - so long as the new Super being and its organisation get along. Since they are on good terms they often start with a good amount of savings and have a good wage.

Experiments are similar to Mutants, as they often gained their new changes from experimentation. The main difference between them and Mutants is a mutant gains powers from genetic mutations, and the other gains powers from the experiment process itself, often resulting in a power that genetics could never unlock.

There are crossovers, as Teenage Mutant Ninja Turtles Adventures allows for Animal-experiments and Mutants with Superpowers, but otherwise the additional change is a result of the circumstances the individual became a "mutant".

## History

Experiments were introduced in Heroes Unlimited and were a Hero whose background is that they gained their powers via an experimentation.

In Teenage Mutant Ninja Turtles Adventures a new character background table was given that allowed the Super-Type to become an animal that was Experimented on and gained powers, allowing the Type to have Teenage Mutant Ninja Turtle & Other Strangeness-style adventures and therefore use all of the "Mutants" books for such characters.

## Nature

A Experiment gains their powers via one of 4 process; Chemical, Radiation, both or an unknown force. They are created via deliberate, accidental or an unexpected side effect of the experiment.

During the Character Creation process, the Experiment rolls to see if they gain a number of minor and major powers, as well as their Experiments side-effect. The Mutant also has a sponsor (similar to again Mutants) and have a status with their sponsor (usually but not always good).

They have a normal level of education, learn all skills as normal and are extremely wealthy, thus have access to a a high level of weapons and armour.

In addition, they alternately can be a result of a Supersoldier experiment and gain additional abilities.

They are any alignment but Heroes are typically Good or Selfish.
Class

**Class** was a gameplay mechanic used in Mutants in Avalon and is the basis of Character Creation backgrounds for the Sourcebook and help Mutants determine where they stand in society. They are divided into several "ranks".

## Lowlifes/Outsiders

The lowest-ranked member of society and for the most part the most mistrusted by all other inhabitants of Avalon.

The difference between a *Outsider* and a *Lowlife* is that *Outsiders* are foreigners (not born in Avalon) and *Lowlifes* were born there.

### Jobs in this rank

* Soldiers
* Labourers
* Gypsy/Tramp
* Druids

### Species with this rank

* All Zoo Animals native or otherwise non-native have this rank as do all Imported Animals.
* All Mutants created with any other Sourcebook, including Teenage Mutant Ninja Turtle & Other Strangeness.
* All cold-blooded animals are found at this level.
* All other mutants not in any other rank even if they come from Avalon.

No matter what, even if the species is found in Avalon if it was created with any other Sourcebook, it is a *Outsider*.

## Working Class

These are the "commoners" and most Mutants fall into this class. They are mostly uneducated, unskilled, uncouth and dirty. They make up the backbone of farm workers, miners, and gathers.

### Jobs in this rank

* Bard
* Labourer
* Scout
* Soldier
* Town Militia
* Traveling Trader
* Druid

### Species with this rank

* Tit bird species
* Thrush
* Swift
* Starling
* Sparrow
* Snipe
* Pigeon
* Pet Birds
* Gull
* Goose
* Duck
* Crow
* Coot
* Chicken
* Blackbird
* Wild Cat
* Water-Vole
* Stoat
* Grey Squirrel
* Shrew
* Sheep
* Rabbit
* Polecat
* Mouse
* Hedgehog
* Hamster
* Goat
* Field Mouse
* Dormouse
* Bat

## Lower Middle Class

These represent skilled crafters and traders. They make up the backbone of cities and towns and have a decent education.

### Jobs in this rank

* Bard
* Engineer
* Mercenary
* Scout
* Solider
* Druid

### Species with this rank

* Badger
* Cats
* Donkey
* Ferret
* Hare
* Mole
* Pig
* Puma
* Shire Horse
* Seal
* Buzzard
* Grouse
* Heron
* Kite
* Partridge
* Puffin
* Robin
* Rook
* Swallow
* Wren
* Woodcock
* Woodpecker

## Upper Middle Class

These are the most successful of the Middle-Class individuals who own entire businesses and good education.

### Jobs in this rank

* Army Officer
* Court Attendant
* Land-Owner
* Mercenary
* Messenager Knight

### Species with this rank

* Pheasant
* Owl
* Merlin
* Peregrine Falcon
* Sparrowhawk
* Harrier
* Goshawk
* Falcon
* Dove
* Squrriel (red)
* Pony
* Otter
* Human
* Red Fox
* Dogs

## Upper Classes

Represent older money and established families who enjoy luxary and wealth. They have the highest money and education.

### Jobs in this rank

* Courtier
* Idle Rich
* Messenger Knight
* Royal Family

### Species with this rank

* Ravens
* Swan
* Horse
* Deer
* Peacock
* Osprey
* Eagle
* Rook
Turtle

**Turtle** is a Mutant species and represent all "Turtle" species. They first appear in Teenage Mutant Ninja Turtle & Other Strangeness and were one of the few cold-clooded species of Mutants introduced in the Sourcebook.

In Mutants in Avalon Turtles are not a native species, meaning all Turtle-mutants are *Outsiders* on the Social Ranking system.

An example of this type of NPC is the Teenage Mutant Ninja Turtles Leonardo, Michaelangelo, Donatello and Raphael.

## Basics

* Size Level: 1
* Length: up to 5 inches
* Weight: up to 1 pounds
* Build: Short

## Mutant Changes and costs

* Total BIO-E: 95
* Changes to Eight Attributes:
	+ None

## Human feaures

All BIO-E costs are normal with no extras for Hands, Bipdeal Speech and looks.

## Natural Powers

* 15 BIO-E for Light Natural Armour A.R.; 8 S.D.C. +20
* 30 BIO-E for Medium Natural Armour A.R.; 10 S.D.C. +40
* 45 BIO-E for Heavy Natural Armour A.R.; 12 S.D.C. +60
* 60 BIO-E for Extra-Heavy Natural Armour A.R.; 14 S.D.C. +80
* 5 BIO for Hold Breath
* 10 BIO-E for Swimming equal to the basic Swim Skill 75%

## Additional Notes

* Turtle-mutants are built for defence and have some of the heaviest there is available. They are the very definition of a "tank" class mutant.
* With 95 BIO-E points before Growth even begins, Turtles have a lot of flexibility when it comes to purchases, but at a size of "1" they cannot drop Growth to gain BIO-E either.
Funciones

## Funciones del producto

*Se realiza un resumen de las funciones principales que tendrá el producto de software, se organizaran de tal manera que sean entendibles al cliente y pueden contener métodos textuales o gráficos para el entendimiento de las mismas*.

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Resumen

*.Actualmente, en el contexto digital que nos encontramos, desarrollar un proyecto de software personalizado puede resultar una ventaja competitiva y diferencial frente a la competencia. Análisis de Requerimientos Pero para que realmente sea efectivo, es necesario realizar un buen trabajo de análisis de requerimientos. El fallo más común, que deriva en el fracaso del proyecto, es un manejo de requerimientos inadecuado. En la Ingeniería de software, un Análisis de Requerimientos es una tarea que cubre el hueco entre la definición del software a nivel sistema y el diseño del mismo. Tanto el desarrollador como el cliente tienen un papel activo. Juntos definen en detalle los requisitos del sistema a desarrollar y los pasos a seguir. Conoce qué es un análisis de requerimientos y la importancia que tiene durante el proceso de diseño y desarrollo de software y aplicaciones móviles.*

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Bat

**Bats** are a mutant. They are particularly useful due to their nocturnal nature. They eat fruit and insects.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook except Mutants in Orbit, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

Until Mutants of the Yucatan, "Bats" covered all species of bat-mutant. The Sourcebook introduced Vampire Bat, Disk-Winged Bat, False Vampire Bat and the Fisherman Bat. The sourcebook also noted that Ghost bats and White-lined Bats were identical to the normal bat mutant, but different appearances with the Ghost bat being completely white and the White-Lined Bat having white markings. This means various bat-species are very common in the Yucantan as a result.

## Natural Powers

* 10 BIO-E for Glide
* 20 BIO-E for Flight
* 5 BIO-E for Sonar

## Notable NPCs

* T'Cleass - Teenage Mutant Ninja Turtle & Other Strangeness

## Additional notes

* Bats are some of the smallest Mutants in the game and may need Growth steps.
* They lean towards speed builds, due to their abilities they favour night flight and therefore are good night recon characters and scouts.
* Bats are good Psionics characters.
Baboon

**Baboons** come from Africa. Mandrills and Geladas also are covered by this animals stats.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

## Natural Powers

* 5 BIO-E for Advance Vision
* 10 BIO-E for Prehensile Feet

## Additional notes

* They are similar in design to Apes and are a good alternative, trading some mental capabilities and physical appearance advantage (passing off as humans) for flexibility. While a good alternative to apes, apes generally end up being slightly stronger overall.
* They are good Psionics characters, while still having the ability to be combat fighters.
The Empire of Humanity

**The Empire of Humanity** is the ruling main force that was introduced in After the Bomb as the Sourcebooks main "villian" side. On the other side of the war are Mutants.

## About

The Empire makes up the survivng members of the Human species. They are constantly hunting Mutants to rid themselves of them, though make an exception when it comes to Dog-mutants who are spared to help with the aid of finding and tracking other Mutants.

However they are not the only surviving source of Humans;

* In Australia, Jakarta is the main source of Humans.
* In Europe, Mutants in Avalon mentions that the SAECSN replaces the Empire.