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T20 / 2320AD Moreaus

Falkayn

SOC-13
I am running a one-off T20 / 2320AD game for some friends based upon the ideas in S. Andrew Swann's Moreau Omnibus, along with some inspiration from d20 Modern/Future (which itself borrows his ideas wholesale).
Moreau: Genetically-engineered human/animal hybrids that the nations of the world created to fight the next world war.
To that end I developed racial stats for Moreaus for T20 that make sense to me, rather than the 'balanced' stats from the d20 Modern rulebook. I have not developed stats for Franks as I have ruled that:
1. They are too rare to be PCs.
2. They vary too wildly to be done easily.

I would love other people's feedback about these stats. Bear in mind however that I was not trying to balance them (except through Level Adjustments) and that they are based on real animal abilities (as best as I can tell).

See the Moreau Timeline for its similarities to 2320AD.


MOREAU STATS
Below are the stats for various moreau types. I have included a list of special abilities (many of which are common) at the bottom of the list. In some cases the moreau is better than the combination of animal + human species, consider this due to good genetic engineering. Scientists in each nation concentrated on animals that were strongly identified with their country because:
a) Breeding stocks with diverse genetic heritage were available.
b) Morale of human troops serving with the moreaus.
c) Easy friend-or-foe identification.

These are all moreaus found in Australia as a result of the Pan-Asian War, Korean ones are missing (because they lost, and all S. Korean ones were killed - N.Korean ones are the same as Chinese), America has not officially created any moreaus (but if they did then they would at least have the Brown/Polar Bear and Wolf ones), and Australia has not officially created any moreaus (hence no Dingoes). If development of moreaus had not stopped they may have started to exhibit more extreme modifications, such as tissue regeneration and other features that scientists would love to give human soldiers, but don't dare try to engineer in - and now can't try to put into moreaus.

Also, in case you're wondering, the current campaign date is around December 2055.

I recommend http://www.wikipedia.org as an extremely good online encyclopedia resource for listing information about each base species, including photos. For sounds and video http://www.junglewalk.com may be helpful (or not).

Base Species: Tiger (Panthera tigris).
Known For: Used extensively by Indian special forces, and to a lesser extent by the Russian and Chinese, the tiger moreaus are known for their physically imposing appearance, extreme strength, and general physical ability. The most famous is Datia Rajastahn who led the Rajastahn airlift back in 2027. Tiger moreaus are relatively social people, although they prefer to be able to maintain their privacy.
Size: Large (7-9' tall).
Move: 12m.
Natural Attacks: Claw (1d8), Bite (2d6).
Natural AR: +3.
Stat Mods: +6 Strength, +2 Dexterity, +2 Constitution, -4 Intelligence, -4 Education, -2 Charisma, -10 Social Standing.
Special Abilities: Improved Low-Light Vision, Scent, Pounce, Tiger Empathy.
Skills: Tiger moreaus have a +4 racial bonus on Balance, Hide, Listen and Move Silently checks. In areas of long grass or undergrowth the Hide bonus improves to +8.
Nationality: Indian (common), Russian (rare), Chinese (rare).
Level Adjustment: +4

Base Species: Leopard (Panthera pardus) & Snow Leopard (Uncia uncia).
Known For: Slim, very fast and agile breed of moreau, the leopards were bred by many African nations for use as special forces. Russian scientists picked up on the success of the breed and started their own group, as did the Chinese with snow leopards at the end of the Pan-Asian War. Problems exist with their socialisation skills as they are mostly loners.
Size: Medium (5-6' tall).
Move: 12m.
Natural Attacks: Claw (1d3), Bite (1d6).
Natural AR: +1.
Stat Mods: +2 Strength, +4 Dexterity, +2 Wisdom, -4 Intelligence, -4 Education, -4 Charisma, -10 Social Standing.
Special Abilities: Improved Low-Light Vision, Scent, Pounce, Leopard Empathy.
Skills: Leopard moreaus have a +8 racial bonus on Balance, Climb and Jump checks. A leaopard moreau can always choose to take 10 on a Climb check, even if rushed or threatened. They also get a +4 racial bonus on Hide, Listen and Move Silently checks. In areas of long grass or undergrowth the Hide bonus improves to +8.
Nationality: African (common), Russian (rare), Chinese (very rare).
Level Adjustment: +3

Base Species: Lion (Panthera leo).
Known For: Among the most social of the feline moreaus, few lions were ever produced, perhaps because of fear that they would be too effective as leaders of other moreaus. This theory is borne out by the fact that most African forces used them in command positions.
Size: Large (7-8' tall).
Move: 12m.
Natural Attacks: Claw (1d6), Bite (2d4).
Natural AR: +3.
Stat Mods: +4 Strength, +2 Dexterity, +2 Constitution, -4 Intelligence, -4 Education, -10 Social Standing.
Special Abilities: Low-Light Vision, Scent, Pounce, Lion Empathy.
Skills: Lion moreaus have a +4 racial bonus on Balance, Hide, Listen and Move Silently checks. In areas of dry long grass or undergrowth the Hide bonus improves to +12.
Nationality: African (rare), Indian (very rare).
Level Adjustment: +4

Base Species: Afghan Hound (Canidae lupus familiaris).
Known For: Noble in bearing, but the least social canine moreaus, Afghan Hounds have attracted a reputation as bloodthirsty killers, who seem more in touch with their animal side than many other moreaus.
Size: Medium (5-6' tall).
Move: 12m.
Natural Attacks: Bite (1d4).
Natural AR: +2.
Stat Mods: +2 Strength, +4 Dexterity, +2 Constitution, -6 Intelligence, -6 Education, -2 Charisma, -12 Social Standing.
Special Abilities: Low-Light Vision, Scent, Bonus Feat (Track), Dog Empathy.
Skills: Afghan Hound moreaus have a +2 racial bonus on Spot and Jump checks, they have a +4 racial bonus to Survival checks when tracking by scent.
Nationality: Afghanistan/Pakistan (common), Russian (rare).
Level Adjustment: +2

Base Species: Tibetan Mastiff (Canidae lupus familiaris).
Known For: Large and strong canine breed that is ferocious and aggressive to enemies, but loyal to comrades in arms. Problems with genetic weaknesses caused many to die very young.
Size: Medium (6-6.5' tall).
Move: 9m.
Natural Attacks: Bite (1d4).
Natural AR: +4.
Stat Mods: +4 Strength, +2 Constitution, -2 Intelligence, -4 Education, -4 Charisma, -10 Social Standing.
Special Abilities: Low-Light Vision, Scent, Dog Empathy.
Skills: Tibetan Mastiff moreaus have a +4 racial bonus on Spot checks.
Nationality: Chinese (rare).
Level Adjustment: +2

Base Species: Black Russian Terrier (Canidae lupus familiaris).
Known For: Large and strong canine breed that is very social and loyal, but still aggressive. They are fond of working with humans, and take social rejection more passively than many other moreaus. Russian forces used them extensively as their line troops.
Size: Medium (6-6.5' tall).
Move: 9m.
Natural Attacks: Bite (1d3).
Natural AR: +4.
Stat Mods: +2 Strength, +2 Dexterity, +2 Constitution, -4 Intelligence, -4 Education, -2 Charisma, -8 Social Standing.
Special Abilities: Low-Light Vision, Scent, Bonus Feat (Track), Dog Empathy.
Skills: Black Russian Terrier moreaus have a +4 racial bonus on Spot and Jump checks, they have a +4 racial bonus to Survival checks when tracking by scent.
Nationality: Russian (common).
Level Adjustment: +2

Base Species: African Hunting Dog (Lycaon pictus).
Known For: Having a squeaky voice and wildly varying spot patterns in their fur. They were one of the less successful canine moreaus, being both very hard to train and prone to rebelliousness. Despite that many African nations found them easy to breed due to their extreme toughness.
Size: Medium (4-5' tall).
Move: 12m.
Natural Attacks: Bite (1d4).
Natural AR: +1.
Stat Mods: +2 Dexterity, +6 Constitution, -2 Intelligence, -8 Education, -6 Charisma, -10 Social Standing.
Special Abilities: Low-Light Vision, Scent, Bonus Feat (Track), Dog Empathy.
Skills: African Hunting Dog moreaus have a +4 racial bonus on Spot and Jump checks, they have a +4 racial bonus to Survival checks when tracking by scent.
Nationality: African (rare).
Level Adjustment: +1

Base Species: Spotted Hyena (Crocuta crocuta).
Known For: Very social people, Spotted Hyena moreaus tend to prefer socialising in packs, and made very good line troops for many African nations. They do tend to clash with canine (which they are not) and feline moreaus and are one of the more clannish moreau breeds. They are also known for the party tricks they can perform usng their extremely strong jaws.
Size: Medium (4-5' tall).
Move: 15m.
Natural Attacks: Bite (1d8).
Natural AR: +2.
Stat Mods: +2 Dexterity, +2 Constitution, -4 Intelligence, -4 Education, -2 Charisma, -10 Social Standing.
Special Abilities: Low-Light Vision, Scent, Bonus Feat (Track), Dog Empathy.
Skills: Spotted Hyena moreaus have a +4 racial bonus on Spot and Jump checks, they have a +4 racial bonus to Survival checks when tracking by scent.
Nationality: African (common).
Level Adjustment: +1

Base Species: Mongoose (Herpestidae).
Known For: Mongoose moreaus were bred to become Indian fighter pilots and specialist medical staff (mainly surgeons). African ones were mainly pilots as well. Those that survived the Pan-Asian War are sought after as small but intelligent moreaus that can bring incredible speed, dexterity and agility to bear.
Size: Small (2-3' tall).
Move: 6m.
Natural Attacks: Bite (1d4).
Natural AR: +0.
Stat Mods: +8 Dexterity, +2 Intelligence, -4 Strength, -2 Constitution, -2 Education, -2 Charisma, -10 Social Standing.
Special Abilities: Scent, Poison Resistance.
Skills: Mongoose moreaus have a +4 racial bonus to Spot and Listen checks and can burrow at the rate of 3m per round.
Nationality: Indian (common), African (rare).
Level Adjustment: +3

Base Species: Chinese Crested Dog (Canidae lupus familiaris).
Known For: One of the least successful moreau breeds, the small and somewhat stupid Chinese Crested Dog breed's hairless trait was originally intended to solve the problem of moreaus having too much fur, and taking too long to breed. Deployed in large, poorly equipped units, the Chinese Crested Dog moreaus were typically physically overawed by larger opponents and failed to be more than nuisance forces. Most moreaus of this breed have an inferiority complex.
Size: Small (2-3' tall).
Move: 6m.
Natural Attacks: Bite (1d2).
Natural AR: +0.
Stat Mods: +2 Dexterity, -6 Strength, -6 Intelligence, -8 Education, -8 Charisma, -12 Social Standing.
Special Abilities: Low-Light Vision, Scent, Dog Empathy.
Skills: Chinese Crested Dog moreaus have a +2 racial bonus on Hide, Spot and Jump checks.
Nationality: Chinese (common).
Level Adjustment: +0

Base Species: Šarplaninac (Canidae lupus familiaris).
Known For: A calm, but capably ferocious breed, the Šarplaninac (pronounced "shar-pla-NEE-natz", sometimes just called "shar") moreaus were deployed as Russian military police amongst other moreau groups. Many have ended up in police or private investigative positions.
Size: Medium (4-5' tall).
Move: 12m.
Natural Attacks: Bite (1d6).
Natural AR: +2.
Stat Mods: +2 Dexterity, +2 Constitution, +2 Wisdom, -2 Intelligence, -2 Education, -2 Charisma, -8 Social Standing.
Special Abilities: Low-Light Vision, Scent, Bonus Feat (Track), Dog Empathy.
Skills: Šarplaninac moreaus have a +4 racial bonus on Spot and Jump checks, they have a +4 racial bonus to Survival checks when tracking by scent.
Nationality: Russian (common).
Level Adjustment: +2

Base Species: Wolf (Canis lupus).
Known For: Obviously wolf moreaus embody the very essence of the werewolf myth come to life, and they certainly have the ferociousness and natural ability to justify fear of them. They are also one of the more attractive moreau breeds because the idea of them has been with humankind for so long (and indeed they have their fans). They also are very social creatures, and accepting of most other moreaus (particularly canines). Health issues include problems with regular shedding of fur, and a very thick fur layer that precluded their successful deployment to most warm areas.
Size: Medium (5-6' tall).
Move: 15m.
Natural Attacks: Bite (1d6).
Natural AR: +2.
Stat Mods: +2 Strength, +4 Dexterity, +4 Constitution, -4 Intelligence, -4 Education, -2 Wisdom, -12 Social Standing.
Special Abilities: Low-Light Vision, Scent, Bonus Feat (Track), Wolf Empathy.
Skills: Wolf moreaus have a +4 racial bonus on Spot and Jump checks, they have a +4 racial bonus to Survival checks when tracking by scent.
Nationality: Russian (common), Chinese (rare), Afghanistan/Pakistan (rare).
Level Adjustment: +3

Base Species: Jerboa (Dipodidae)
Known For: Jerboa moreaus were bred to be mobile desert troops. They are unusual in their ability to hop, burrow and survive without water. Unlike most moreaus, they are omnivores, which makes them slightly easier to cater for on the march.
Size: Small (2-3' tall).
Move: 9m, burrow 3m.
Natural Attacks: Bite (1d3).
Natural AR: +0.
Stat Mods: +4 Dexterity, -6 Strength, -2 Constitution, -4 Education, -4 Charisma, -12 Social Standing.
Special Abilities: Low-Light Vision, Scent, Water Free.
Skills: Jerboa moreaus have a +8 racial bonus to Jump checks and double normal jumping distances, they also have a +4 racial bonus to Spot and Listen checks and can burrow at the rate of 3m per round.
Nationality: Afghanistan/Pakistan (common).
Level Adjustment: +1

Base Species: Brown Rat (Rattus norvegicus).
Known For: Chosen as fast-breeding experimental troops, Brown Rat moreaus were very popular troop types in China and South America. Being omnivores they were easier to cater for than many other moreaus, and unlike some small moreau breeds they were unafraid of larger opponents, provided there were enough Brown Rats available to help. They proved especially adept at dealing with water and many ended up serving in naval vessels for this reason.
Size: Small (2-3' tall).
Move: 6m, swim 6m.
Natural Attacks: Bite (1d3).
Natural AR: +0.
Stat Mods: +2 Dexterity, +2 Constitution, -6 Strength, -6 Intelligence, -4 Education, -4 Charisma, -10 Social Standing.
Special Abilities: Low-Light Vision, Scent.
Skills: Brown Rat moreaus have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb and Swim checks. A Brown Rat moreau uses its Dexterity modifer rather than its Strength modifer when making Climb or Swimming checks. They can always choose to take 10 on Swim checks, even if distracted or endangered, and they can use the run action whilst swimming in a straight line.
Nationality: Chinese (common), South-American (common), African (rare), Indian (very rare).
Level Adjustment: +0

Base Species: Brown Bear (Ursus arctos).
Known For: Designed for heavy weapons positions, the Brown Bear moreaus developed a reputation as incredibly tough soldiers, able to shrug off damage that would fell most humans or other moreaus. The reality is that they have their limitations, a lower than normal Dexterity being one of them. Like most bear moreaus, public reaction to them is warmer than to many other moreaus, perhaps because of their perceived "cuddly" nature. Being omnivores they were easier to cater for than many other moreaus.
Size: Large (8-9' tall).
Move: 12m.
Natural Attacks: Claw (1d8), Bite (2d6).
Natural AR: +5.
Stat Mods: +10 Strength, +6 Constitution, -2 Dexterity, -4 Intelligence, -4 Education, -4 Charisma, -8 Social Standing.
Special Abilities: Improved Grab, Low-Light Vision, Scent.
Skills: Brown Bear moreaus have a +4 racial bonus on Swim checks.
Nationality: Russian (common).
Level Adjustment: +5

Base Species: Polar Bear (Ursus maritimus).
Known For: With a similar reputation to Brown Bear moreaus, and surprisingly good at handling warmer areas, Polar Bear moreaus were used by Russia in many special forces operations, but are less common than their Brown Bear moreau cousins. Like most bear moreaus, public reaction to them is warmer than to many other moreaus, perhaps because of their perceived "cuddly" nature. Being omnivores they were easier to cater for than many other moreaus.
Size: Large (8-9' tall).
Move: 12m, swim 9m.
Natural Attacks: Claw (1d8), Bite (2d6).
Natural AR: +5.
Stat Mods: +12 Strength, +6 Constitution, -2 Dexterity, -4 Intelligence, -4 Education, -4 Charisma, -8 Social Standing.
Special Abilities: Improved Grab, Low-Light Vision, Improved Scent,
Infrared Invisible.
Skills: Polar Bear moreaus have a +8 racial bonus on any Swim check. They can always choose to take 10 on Swim checks, even if distracted or endangered, and they can use the run action whilst swimming in a straight line. Their white coat provides a +12 racial bonus to Hide checks in snowy areas.
Nationality: Russian (rare).
Level Adjustment: +6

Base Species: Asiatic Black Bear (Ursus thibetanus).
Known For: Based one of the smaller breeds of bear, the Asiatic Black Bear moreaus were intermingled with other forces in a heavy weapons capacity due to their relatively high strength. Like most bear moreaus, public reaction to them is warmer than to many other moreaus, perhaps because of their perceived "cuddly" nature (this is less true in the Asian region, where their base species is known to be made up of deadly wild animals). Being omnivores they were easier to cater for than many other moreaus.
Size: Medium (5-6' tall)
Move: 9m, climb 6m.
Natural Attacks: Claw (1d4), Bite (1d6).
Natural AR: +2.
Stat Mods: +6 Strength, +4 Constitution, -2 Dexterity, -4 Intelligence, -4 Education, -2 Charisma, -8 Social Standing.
Special Abilities: Improved Grab, Low-Light Vision, Scent.
Skills: Asiatic Black Bear moreaus have a +6 racial bonus to Climb checks, and can take 10 on climb checks, even when distracted or endangered.
Nationality: Afghanistan/Pakistan (common), Chinese (common), Indian (rare), Russian (rare).
Level Adjustment: +3


FAILED MOREAUS
The following base species proved to be unreliable sources for genetic material:
* Cheetah.
* Egyptian Hound


SPECIAL ABILITIES
Here the special abilities are explained further:

<Animal> Empathy: Able to basically communicate with this type of animal, and have a +4 racial bonus on Charisma checks against this type of animal.

Bonus Feat (<Feat>): The character gets this feat for free as an extra bonus at 1st level.

Improved Grab: To use this ability, the character must hit an opponent who is one size smaller than them with a claw attack. They can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Improved Low-Light Vision: As per Low-Light Vision , except the range is six times normal human eyesight under these conditions. The mechanism that grants this ability, also makes their eyes shine when light is directed at them.

Improved Scent: As per Scent, but ranges are tripled, and the social check awareness bonus is increased to +4.

Infrared Invisible: Naturally (i.e. when not wearing or carrying heat-emitting devices) the character is invisible in the infrared spectrum.

Low-Light Vision: A character with low-light vision can see twice as far as a human n starlight, moonlight, torchlight and similar conditions of shadowy illumination. They retain the ability to distinguish colour and detail under these conditions.

Poison Resistance: The character has +4 to saves versus poison.

Pounce: When a character with this special attack makes a charge, it can follow with a full attack using their natural weapons (but not any other melee or ranged weapons).

Scent: This special quality allows a character to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Characters with this ability can identify familiar odours just as humans do familiar sights. Against characters without this ability, they have a +2 awareness bonus to social checks as they are more aware of their emotional state. The character can detect opponents withn 10m using their sense of smell (upwind 20m, downwind 6m). Strong scents can be detected at twice the range, overpowering scents at three times the range. Exact location is not revealed until the character comes within 3m of the source.

Water Free: The character is able to metabolise enough water to survive on from their food and does not ever need to drink water provided some food is available. However, they must make a Will save, DC10, in order to voluntarily drink any fluid.

===

So that's it, I hope someone else finds this useful, it took me long enough to bring it together!

NOTE: Copyright (C) 2004 Angus McDonald. Please do not republish this information without contacting me.
 
Wow! I've been thinking of including Moreaus in my next game, and it looks like you've done a great deal of the work here. I like that they have more flavor than the stock D20 Moreaus. If you can find the old GeneTech supplement from Polyhedron, it has some more details on Moreaus then D20M/D20F. Including the Orca Moreau...

I did present some guidelines in the 2320AD GM
s Guide chapter on including Moreaus, but it was pretty sketchy.

Colin
2320AD writer
 
Originally posted by Colin:
Wow! I've been thinking of including Moreaus in my next game, and it looks like you've done a great deal of the work here. I like that they have more flavor than the stock D20 Moreaus. If you can find the old GeneTech supplement from Polyhedron, it has some more details on Moreaus then D20M/D20F. Including the Orca Moreau...

I did present some guidelines in the 2320AD GM's Guide chapter on including Moreaus, but it was pretty sketchy.
Thanks Colin!

I have the Genetech Polyhedron supplement, the d20 Future pre-release from Wizards and the d20 Modern rules ...

I am a little worried about some of the stats, some of the Intelligence negatives are probably not negative enough ...

OTOH, the huge stat mods are pretty non-standard d20, and give the anti-nonhuman movement some pretty powerful ammo when it comes to arguing that moreaus aren't deserving of human rights.

I did do a lot of work sourcing the animal abilities though, and a lot of research on just how realistic it is to have these sorts of moreaus. They turn out to be surprisingly plausible, although I suspect that engineering problems will mean that most moreaus have a much shorter lifespan than humans (or even their animal cousins) and a greater number of health problems. However, they could breed true (with good genetic engineering), and will be useful for at least a service term or two (provided you train them fast enough).

In my own game world I'm mixing Swann's Moreau Omnibus, his Hostile Takeover Trilogy and Voice of the Whirlwind by Walter Jon Williams (mainly his aliens as Swann's are too boring for my liking), with some 2320AD ideas as well - although that is mainly just tech/rules at this point.

Eventually I'd like to look at Franks in mroe detail as that is where future improvements would come in, but Swann's long-term idea, that Moreaus would end up settling their own worlds is pretty cool.

In an Australian setting, I am tossing up between having Aboriginal culture accept or reject the Moreaus. I lean towards acceptance, they have parrallels with Dreamtime stories, and this could be very cool as it fits in interestingly with the Tribal stuff from 2320AD.
 
BTW, the grossest piece of fact I discovered was that female hyenas give birth and urinate through their clitoris. <ugghhh!>
 
Thanks for that...

If you can find it, an interesting comic that explores the theme of uplifted animals in a human-dominated universe is Fusion, by Steve Gallacci and Lena Dowling. Worth a read if you can find them (I have them all). Quite interesting is the stroyline where one of the ship's crew, who might as well be a Lion Moreau, goes into rut. An example of where the animal insticts overrule the human intelligence.

Colin
 
On another note, some of the Dex mods are very high. For a T20 combat-character, Dex is of primary importance, and can quickly overwhelm other characteristics. The psychological stats really don't provide a good trade-off for Dex, as anyone who wants a combat-monster is going to go fo a Mongoose. (On an average roll they wind up with a 20 Dex).

I will print these out and examine them more thoroughly.

Colin
 
Originally posted by Colin:
On another note, some of the Dex mods are very high. For a T20 combat-character, Dex is of primary importance, and can quickly overwhelm other characteristics. The psychological stats really don't provide a good trade-off for Dex, as anyone who wants a combat-monster is going to go for a Mongoose. (On an average roll they wind up with a 20 Dex).
Well, that IS what the genetic engineers were looking for ... although a Mongoose is too small to make a good grunt, and probably so much more effective in a plane that you would rarely bother training them as ground-pounders.

The real key for me is whether it works when the PCs are ALL moreaus. Will the opposition just seem like cannon fodder, or will the inherent deadliness of the T20 system kick in and prevent that feeling? Do you just need to put them up against another moreau team to ensure they stay humble?

Originally posted by Colin:
I will print these out and examine them more thoroughly.
Thanks, I'd appreciate any other feedback.
 
Heh. How about a two Mongoose (Mongeese?) team with a FTE-22 sniper rifle? Or better yet, a Mongoose shooter with a Bear porter for the rifle and ammo. Heck, the Bear could even carry the Mongoose as well.

Sixth-level army or marines (which is really 9th level), with a masterwork weapon, 24 Dex... BAB +6/+1 Weapon +1 Dex +7... +14/+9. Hmm.

Gimme a couple of those teams for special forces work.

I like the variety you've put into these Moreaus. Gives them more flavor.

Thinking back to Fusion, the ship's engineer was an otter, and could get into very tight spots to fix the drive. Or steal stuff. Captain and first amte were human, rest fo the crew were animals. Yeah, it was a "fuzzy" I guess, but reasonably so.

Colin
 
The Mongoose. I wouldn't give it any intelligence bonus, and I would penalize it another level.

The Bears: I would reduce their level penalty. the Dex reduction is a fairly stiff penalty for a combat-oriented character.

In general, Human opponents will fair well against moreaus as long as they have better guns and armor. Their skills and levels will generally be higher/better. If the Moreaus are equipped tot eh same level as the humans, though, they will likely win. And if it ever gets to close combat... OUch.

Colin
 
Originally posted by Colin:
The Mongoose. I wouldn't give it any intelligence bonus, and I would penalize it another level.

The Bears: I would reduce their level penalty. the Dex reduction is a fairly stiff penalty for a combat-oriented character.
Thankls for taking the time to review them, I think I agree with you, especialy regarding the Mongoose's INT bonus. You especially don't want to fast-draw against one of them.

Originally posted by Colin:
In general, Human opponents will fair well against moreaus as long as they have better guns and armor. Their skills and levels will generally be higher/better. If the Moreaus are equipped tot eh same level as the humans, though, they will likely win. And if it ever gets to close combat... OUch.
Skills will be a big difference, however the skill bonuses to Spot/Listen/Hide that many of them have will negate these advantages in many combat situations. Armour will have to be a LOT better as many moreaus have natural AR, and higher movements rates before they end up wearing armour.

As far as getting to close combat goes, the Hide skill bonuses will help them with that too. Especially nasty would be a group of stealthy polar bears in the snow ... in fact there is a free Wizards d20 Modern adventure that is set in the snow (Adelie 14?), and it would be perfect for Polar Bears (although the d20 rules don't give them any bonuses in cold weather, which they should).

Overall the genetic engineers would be clapping themselves on the back with most of this lot. The real interesting question is can inter-species moreau breeding occur and what happens when it does? Also, what happens after 5-6 generations of natural breeding (especially considering the fact that genetic failures will probably not end up breeding due to theior combat role).
 
I would say that interspecies breeding CANNOT occur. There are very few examples of species that can interbreed, and most of those very closely related (goats-sheep, horses-donkeys, polar bears-grizzly bears). So closely related that they may not truly be separate species.

In-species breeding will likely breed true, though perhpas not in all cases. Given the likely manner of the genetic engineering, inbreeding is probably an issue, with many of hte offspring bein unviable. Of those that live, most will exhibit undesired traits, while a few will be superb examples. If this breeding takes place over several generations while involved in a war, or if another method of culling is used, they will likely become quite powerful, though still with a low birthrate (my take, anyways, based on what's left of my university courses in genetics, and a writer's desire to not create a superrace.)

Colin
 
If the U.S. does create Moreaus in your setting, they would likely base them off the following: wolf, coyote, grizzly bear, polar bear, cougar (puma, mountain lion, etc), and if they are feeling especially pugnacious, the wolverine.

Colin
 
Originally posted by Colin:
In-species breeding will likely breed true, though perhpas not in all cases. Given the likely manner of the genetic engineering, inbreeding is probably an issue, with many of hte offspring bein unviable. Of those that live, most will exhibit undesired traits, while a few will be superb examples. If this breeding takes place over several generations while involved in a war, or if another method of culling is used, they will likely become quite powerful, though still with a low birthrate (my take, anyways, based on what's left of my university courses in genetics, and a writer's desire to not create a superrace.)
Swann has a foundation, the Bersheim (sp?) Foundation that provides breeding help to moreaus. Basically friendly genetic engineers that will help two moreaus merge their DNA in whatever way seems most fit to them. It seems that thi smight even cover inter-species breeding - a rabbit/fox mating producing some rabbit babies and some fox ones, as the paretns like.

I suspect the main reason it's in the story is to provide a suitable anti-moreau terrorism target, and to handwave moreau 'breeding', which would be fraught with all the difficulties you described (perhaps not issues for the military that originally bred them, but certainly an issue for parents producing children they intend to love and raise themselves).

The main character in Swann's first moreau story is actually a 2nd gen tiger moreau that was raised outside the military complex (and mostly by a mongoose :eek: ).
 
Here's a couple of good (and relatively on-topic) quotes from Arnold J. Toynbee:

"The human race's prospects of survival were considerably better when we were defenceless against tigers than they are today when we have become defenceless against ourselves. "

"We have been God-like in our planned breeding of our domesticated plants and animals, but we have been rabbit-like in our unplanned breeding of ourselves."

"So-called racial characteristics are not really racial at all but are due to the historical experiences of the communities in question."
 
Well I finally ran my T20/2320AD Moreau game this weekend, and it was a rousing success!

The guys played Bravo Six, a sort of second-rate Tactical Assault Squad (TAG) team based in the Homebush Barracks in Sydney, Australia. TAGs currently are formed of SAS personnel, but I figure that with the rise of world violence, and ex-military moreau refugees, there was a perceived need for elite moreau teams to handle moreau situations.

In this case I threw them into a classical X-Files type investigation, using "The First Assignment" a d20 Modern adventure from the WotC website.

I only had 2 players (1 had to pull out at the last minute), so I let each one have 2 PCs.

I had pre-generated a lot of the PC info and given them a standard equipment list, so it was reasonably fast to get started, although the guys were not d20 veterans and had played little modern /sci-fi stuff (it took about 1.5 hours to create the PCs).

The PCs were:
1. An ex-marine (Russian wet navy) Polar Bear.
2. A remote piloting/sharpshooter Indian Mongoose.
3. An African Hunting Dog army grunt.
4. An ex-Indian special forces Tiger.

By far the most effective turned out to be the Polar Bear and Mongoose - but they were played by the same guy, who was pretty switched on to what was going on - and had some hellaciously lucky die rolls.

{WARNING!} Adventure spoilers follow

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If you look at the adventure it seems pretty straightforward, and the main set of opponents are non-human, which made my job easier in devising combat tactics for them. I set it up as a possible moreau murder, with the PCs assigned to investigate it as they might be better suited to fighting a rabid moreau serial killer than any State police units (and were deemed chaper to use than a real SAS/Federal Police team). The real plot has a local scientist cloning dinosaurs (the 'raptors' from Jurassic Park) and he has 'lost' 3 of them (in my version 7).

Of course no adventure survives contact with the PCs, and this was no exception. For a start, the Polar Bear had a P/Hunting of around +10, which along with his Improved Scent ability made him able to pretty much consider tracking the dinosaurs by scent alone. I covered that by having the trail get lost, but not without player grumbling.


The scared kid was the NPC who did the most damage to the PCs. When the Mongoose went to calm him down (they wisely decided against sending the Tiger or the Polar Bear ;) ), he managed to get the jump on him (flat-footed, no DEX bonus!) and snap off a shot from his 9mm that did noticeable damage to the Mongoose (it took him from Lifeblood 8 to 6!).

The ferret's (ok, ok ... Mongoose's) response was to whip out both his Traylor Model 57A1 9mm automatic pistols and blow the streetkid away. Thus the effectiveness of the 2-Gun Kid feat was well and truly established ... and the streetpunk was left on 0 Lifeblood, unable to answer any questions (even after the Polar Bear stuck a band-aid on him
file_23.gif
). For some reason the Mongoose (de facto team leader with an INT of 14) decided to Bluff his way onto an ambulance and get taken to hospital - where a Mongoose medico promptly discharges him!

The only clues left to the 3 remaining PCs being the lizard-like scent (identified by the Mongoose) and the remains of the collar, the PCs manage to blunder their way into Hilberg Biotech and meet the renegade Doctor.

At this point things go very wrong. The Doctor managers to trap them in the room, but one burst from a MP-67 PDW blows the emerging dinosaur away, a couple more shatter the observation window and then the PCs are after the bad Doctor before he's even reached his car. Managing not to be intimidated by 9' of Polar Bear moreau (with the Run feat!) breathing down his neck, the Doctor manages to get in his car, win a STR contest with the bear to pull the door closed (!!!) and start it.

Then the Polar Bear (with Improved Infighting ...) sticks a claw in his front tires and sticks his MP-67 PDW against the car window whilst reading the Doctor the riot act. So, the big car chase didn't happen, the PCs are able to pump him for info about how to find the dinosaurs and it looks like we'll end up in the final act earlier than expected.

Once they established where the dinosaurs were (and got the Mongoose back), the PCs went out and shopped for equipment ... another hours goes by, dinner is ordered, and ... they decide to go into the tunnels without anything extra! (OK, I did have to turn down a request for a Rockwell 12-81 Magnum hunting rifle, "the most powerful sporting rifle in known space")

<GM whinge>
OK, I know this is a FREE adventure, but this tunnel sucked. There are three different scales, given for it. The map says 1 square = 50 feet, the description says 1 square = 10 yards in one section, and then says that a pit that is 2 squares square is a 10-foot-by-10-foot pit.

There is NO description of the tunnel's height, surface features or water speed. I ruled that it was half as high was it was wide, and that it was 20 metres wide (i.e. 1 square = 10 metres). This caused some consternation as there are no stormwater drains like that in Sydney to the best of our knowledge, but bluffed through that one by saying that Sydney Water confirmed these were old tunnels not publicly well-known. There is a DC 20 Swim check required every round to stay on your feet (effectively a STR check if unskilled), so this really annoyed the PCs as their characters nearly all fell over and got their fur wet.
</GM whinge>


The PCs ended up going back and taking a 30-foot inflatable boat inside. My dad bought one of the ex-Olympics boats, and this was modelled on his one. It has a hard bottom, with inflatable walls all around it, made up of kevlar, and broken into sections to prevent deflation problems with loss of integrity.

The boat looks something like this:
pic1.jpg


So they rigged it up with spotlights, the Mongoose sat on top with his MP-67 PDW ready, controlling a Hund Whisperdrone that floated 100 metres ahead, the Polar Bear and Tiger sat up front and the African Hunting Dog slowly drove the boat into the tunnel ... the dinosaurs never stood a chance.

Basically I was nice to the guys, and didn't mess with the scenario much, except I'd had 8 dinosaurs created instead of 4. They worked out pretty quick what was going to happen, especially once two of the dinosaurs attacked the remote when they hovered it in the crossroads right on top of the water, managing to completely trash it.

Now that they weren't slowed down by the remote, they decided to put on a burst of speed and blow through the intersection to see what came after them. I figured they should be able to surprise the dinosaurs (who'd only been alive for a few days) and let them get past without damage, and then drawing off the remaining dinosaurs.

It was all over in a round or two. Memorable bits were the Mongoose criticalling (twice!) using his MP-67 PDF (roll 6d10, ignoring creature's AR!) and the Polar Bear reaching down and taking a dinosaurs's head off with his claw (he was doing a full attack and didn't even have to use the other claw or bite as he rolled a natural 20 on the first hit for 2d12 + 10!, ignoring creature's AR).


Summary
The Mongoose was reprimanded for blowing away an innocent pink, although he was let off because his gun cameras did show he was firing in self-defense ("Self-defense only needs one gun you mongrel ferret!"). He was however widely acknowledged as one nasty SOB, and the PCs' rule now is that if you see a Mongoose you don't know you check for a first-aid bag, if he doesn't have one then you shoot first and ask questions later. It helped that he had the Sniper and 2-Gun Kid feats.

The Tiger came off looking like a loser, mainly because he rolled badly on his d20s, and never got a chance to use his Demolitions/Combat Engineering skill (thank goodness Sydney Water convinced him they needed the tunnel kept open!).

The African Hunting Dog was the quiet achiever, he has the best overall skills because of his class choices and high class levels, and his BAB is impressive too. He doesn't have the uncanny accuracy of the Mongoose or the sheer terrifying ferocity of the Polar Bear.

The Polar Bear had everyone very happy. His ranged attack skills weren't too bad, mainly because of his OK DEX and Weapon Focus in SMGs. His overall physical ability in swimming, running and mangling whatever got in his way had everyone staying on his nice side - except perversely the Mongoose who reckons he could take him if he could bring a gun to the fight. The combination of Improved Infighting, Savage Fighting and raw ability meant that the Polar Bear was VERY nasty.

Overall the team performed better than expected as they were able to immediately identify the attacker was not a moreau, but a lizard of some sort, and they managed to nab the human perpetrator and the dinosaurs in one day.

The players had a GREAT time and want to play again. This is amazing as one of the guys is a rabid DnDer who hates d20 and doesn't want to play any sci-fi. He said it helped to place the adventure in Sydney as it made it more real for him. Yay! :D


Lessons Learned?
Improved Infighting and 2-Gun Kid are very nice feats, perhaps too nice for single slot items, particularly when combined with natural moreau abilities.

Scent is a BIG deal wtih these guys. It is a bit like True Seeing in DnD terms, in that it gives a big sensory advantage to the side with it. In this case the enemy had it as well, but were disadvantaged by their lack of ranged attacks. EVERY adventure needs to be checked for occasions where this will make a difference.

Rather than letting them mess with the equipment list again I should come up with a standard set of what is available to them and leave it to that. These PCs are not hte sort to go buy weird stuff for themselves and it just slows the game down (especially as I am limiting their equipment TL to 11).

In a world where opponents have AR (either natural or from armour), burst fire is your friend. The MP-67 PDW did 3d10 damage when firing 4 round bursts, and the dinosaurs' AR of 5 managed to modify that to 1d10 - 3, but it wasn't enough.

Criticals kill. Anything that allows a PC to get a critical without rolling natural 20 (e.g. sniper feat) needs to be GM reviewed and strictly policed.

Australia has a totally different intelligence/law enforcement culture than the USA. This has been apparent to me before, but when I looked into it I was schoked by how different it is. There are no real counterparts for the FBI/CIA over here - which might be why we have less issues than the USA does ... See "Australia's Response to Terrorism", especially the bit about "Contrasts in National Approaches" for more info.
 
Originally posted by Tom Mazanec:
Are you familiar with
http://games.groups.yahoo.com/group/d20Moreaus/
http://www.letsgetitout.com/kev/modern_files/moreaus/main_page.htm
or any other sites.
I am a fan of the Swann books, and I once had a lot of RPG "worldbooks" or "sorcebooks", but never played a game.
Tom, didn't know about either of those sites, thanks for the lead! I've joined that first one.

I encourage you to try a roleplaying game out, if you can get the right mix of friends, and the right rules system (T20 is good! ;) ) then it can be hours of creative fun for relatively little investment.

BTW, I've diverged from the standard d20 moreau stats because they make all moreaus equal (they all have the same range of stat plusses and minusses). My reading of Swann's books (and common sense) tells me that there will be a LOT of differences between a rat and bear moreau.
 
A weight of 300 lbs probability...i.e. fat chance. I work second shift and weekends. It's hard enough in my area to find ANYTHING that meets when I can be there, much less a RPG!
But thanks for the suggestion...sorry.
 
Originally posted by Tom Mazanec:
A weight of 300 lbs probability...i.e. fat chance. I work second shift and weekends. It's hard enough in my area to find ANYTHING that meets when I can be there, much less a RPG!
But thanks for the suggestion...sorry.
Well ... not to beat a dead horse, but there are a lot of Play-By-EMail (PBEM - played by exchanging emails), Play-By-Post (PBP - playe don message boards like this one) and Play-By-Chat (PBC - played using MSN Messenger, ICQ etc.) games around. The experience is not quite the same (PBC is the closest to face to face gaming) but it can be fun - and the advantage is that people in different timezones, on different shifts can get together.
The other posisbility is uni/college students - they play at ALL sorts of hours. :rolleyes:
 
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