The Chel, a Manimal for Mutant Crawl Classics RPG
The Chel, a subset of Manimal for Mutant Crawl Classics RPG
The Chels are descended from an ancient and varied order of animals. Some trace their lineage to the ancient lands of ‘Zuu’ whilst others claim to have been cast out even before the Great Disaster, when they lived and allegedly even evolved in the dark places under the great cities once inhabited by the Ancient Ones.
Chels are ectotherms, so called ‘cold blooded’ manimals unable to regulate their own body heat. Whilst well adapted to Terra A.D.‘s prevalent tropical climate they will not survive prolonged exposure to cold weather and must make a daily DC12 Fortitude save or take 1D3 Stamina damage if the ambient temperature drops below acceptable levels (12 degrees Celcius/54 degrees Farenheit)
Chels who have evolved with hard shells (all sub species except ‘Soft Shell’ and ‘Leatherback’) are immune to a ‘backstab’ attacks and roll on the Carapace mutation (p.46 MCC core book) on character creation (ignoring the speed reduction) Under normal circumstances Chels move more slowly than most manimals (20′ per round) however once per day they are able to make a ‘spurt’ of movement (60′ for 1d3 turns) allowing them to win a race against even the most agile Jackalope. All of the Chel’s abilities can be repeated or recharged only if the Chel has access to natural sunlight and good ambient air temperature.
In some regions Chels are hunted for their meat and shell, subsequently many behave aggressively towards pure strain humans and some mutants.
There are three main types of ‘Chel’ (taken from the order ‘Chelonii ’or ‘Chelonia’ which contains all turtle, tortoise and terrapin species) Each type is split into several separate sub species.
Roll a D12 to determine the sub species as follows:
These land loving Chels are slow and steady but also strong and resolute (+1 Will Saves)
1. Giant (Galapagos) The tallest land going Chel stands in excess of seven feet fully grown and has a distinctive long neck.
2. Leopard Chels are of average height height (Approx 5′5″) and build. They have distinctive Leopard spotted markings on their carapace.
3. Pancake. A flat shelled Chel. Whilst the shell is hard and provides good protection it is also lighter in weight (+1 Reflex Saves)
4. Red Foot. Another average sized Chel. The Red Foot’s unremarkable, dull coloured carapace is offset by bright red scales most prominent on its feet and legs, hence it’s name.
5-9 Terrapin (Fresh Water Turtle)
These smaller Chels (typically no taller than five feet) are light footed (+1 Reflex Save) and equally at home on land and in water (+10′ Swimming movement)
5. Soft Shell. As it’s name would suggest this Chel doesn’t have the same protection as it’s hard shelled cousins (Do not roll Carapace Mutation) however the reduced weight means the Soft Shelled Chel attains a more typical manimal movement speed (30′)
6. Snapper. This Chel has distinctive, sharply keeled scales reminiscent of an Alligator. It also has a long powerful neck which can propel it’s sharp beak to deliver 1D6 damage in a melee attack.
7. Box. These small Chel (average adult height just 4 feet) have an additional hinged section to their carapace which better protects the head, arms, legs and tail. Roll the Carapace mutation (p46 MCC core book) +1 die (D24) on character creation.
8. Leaf. This small Chel is ‘perfectly formed’ in this case in the form of a leaf (or leaves) camouflaging the Chel to allow an improved chance (+5) to hide against an appropriate (outdoor) backdrop.
9. Snake neck. As the name would suggest these Chels have a long neck which bends back into the shell rather than retracts. The snake necked Chel can make a lightning fast melee bite attack (+2 to hit) for 1D4 damage.
Those Chels evolved from the ancient sea dwellers adapted well to life after the Great Disaster. Whilst their requirement for water is now no more pressing than any other land manimal they are also completely at home in the water (+20′ Swimming movement) Special abilities include Florescence (Mutation ‘Light Generation’ (p 54), once per day) and a resistance to toxins (+1 to any saves against poison) having evolved to eat some of the most dangerous sea creatures on Terra A.D.
10. Loggerhead. One of the larger ‘hardshells’, adult Loggerheads stand between six and seven feet tall and have a plain shell ranging from a yellow/orange through to a reddish brown colour.
11. Hawksbill. Standing at only four or five feet tall these Chels have a colourful shell (an amber background with irregular light and dark streaks) and a distinctive hooked beak.
12. Leatherback Matching the Loggerhead for size (6-7’ tall as an adult) this Chel is distinctive by the absence of a hard shell, instead being covered by hard, slightly oily skin. This doesn’t offer additional protection (Do not roll Carapace Mutation) but allows a more typical manimal movement speed (30′)