Monthly Archives: August 2016

The Pathfinder Inquisitor Black Hacked

I Black Hacked the Pathfinder Inquisitor while I was camping this weekend, sitting around the campfire drinking tasty IPAs.

Inquisitor

Inquisitor

The Inquisitor is a relentless fighter that uses their wits and prowess against enemies of their faith (or philosophical beliefs).  The Inquisitor will not stop until their foe is brought to justice and evil is rooted out.

Class Abilities

Starting HP: 1d8+4HP

Per Level/Resting: 1d8

Weapons & Armor: Padded, Leather, Chain, all bow, all swords, all axes

Attack Damage: 1d8/1d6 Unarmed or Improvising

Inquisitor3

SPECIAL FEATURES

Bravery: Inquisitors are a stout lot. As such, they have Advantage on saves against fear effects.

Comrades: There are usually people in every town or village that are loyal to the Inquisitor’s cause. When coming into a new settlement, roll 1d6. If the result is 4-6, there are people that the Inquisitor can rely on for help or information. For the number of citizens use the following as a guideline: Thorp 1d2; Small village 1d4; Medium village 1d6; Large village 2d4; Small city 2d6; Large city 3d6; Any larger 10+2d6.

The Inquisitor’s Mark: Inquisitors are trained to use divine energies to bolster their strength or hinder their target. An Inquisitor can have one Mark active at a time.  Marks last a number of rounds equal to the Inquisitor’s level, unless stated otherwise in the description.  An Inquisitor can activate or change a Mark as a movement action.

To use a Mark the Inquisitor must successfully test their WIS. Whether successful or not, once an Inquisitor uses a Mark they must roll a Usage Die associated with their level (see below).

Marks

Vindicate: Advantage on damage against target.

Threatening: Gain Advantage on Strength/Charisma rolls when intimidating a target.

Guile: Gain Advantage on rolls when attempting to trick/mislead a target.

Piercing: Ignore target’s armor.

Retribution: Gain an attack in response to successful attack against you.

Healing: Each time you successfully strike the Marked target you regain 1d4HP.

Defiance: Become defensive against target. Gain 4 (2) AP.

Purity: Gain Advantage on all saves against target’s special abilities.  

Tracking: Can pick up the tracks of a marked target easily. This lasts a number of turns equal to the Inquisitor’s level.

Smite: Deal 2d6+Inquisitor’s level damage on attack, if successful.  Can only be used once per combat.

Defended: Gain Advantage on Defense rolls against target.

Rage: Attack furiously, gaining two attacks per round with Advantage, but suffer Disadvantage on all Defense rolls.

 

Inquisitor 2

 

Inquisitor Mark Usage Die
Level UD
1 1d4
2-7 1d6
8-9 1d8
10 1d10

 

 

LEVELING UP

Roll to see if attributes increase, roll twice for STR or WIS.

Advertisements

Mass Combat Rules (and Even Quicker Mass Combat Rules) for Barbarians of the Ruined Earth- or Any Other Settings/Mechanics, Really…

The other day David Black posted about how he’d do mass combat in his Black Hack games and it reminded me that I had done a post about quick mass combat rules a few years ago for my OSR-style Frankenhack game.

I got to thinking about Barbarians of the Ruined Earth (and Thundarr the Barbarian) and there were a few times when humans rallied around Thundarr and fought along side him, Ookla, and Ariel against a Sorcerer and his evil minions.  I thought it would be a good idea to clean my old rules up a little (and format them), and put them in Barbarians of the Ruined Earth.

Here they are.  Enjoy!

Aside: These rules are actually pretty system-neutral so they could be used in pretty much any ruleset.

Mass Combat

Mass Combat 2

The group has gathered several villages from the surrounding area to stand with them to overthrow the evil Sorcerer Na’gthox.  As a whole, they charge at the Sorcerer’s lair ready to clash with the villain’s robotic brain monsters, which lie between them and the entrance. 

Mass Combat involves dozens, if not hundreds of troops, and can be fun, but confusing and time consuming to engage in.  Here are some quick (and quicker) rules to use in Barbarians of the Ruined Earth.

Macro Level

On the Macro Level, players can communally control the units (or rolls), or just take turns, each controlling a unit.

Units

Units are groups of soldiers that are in measured in Clumps of 5, 10, 15, 20, or 25.   This is abstract, and just to illustrate how big the army is.  The amount of soldiers in a Unit also represents their HP.  For example if a Unit has 2 people remaining, it has 1 HP.  If it has 20 people, it has 4 HP.

For each clump in a Unit, this equals +1 to their attack modifier.  As units are lost, so is the modifier to attack.  For example a Unit of 20 foot soldiers would have 4 HP, and +4 to attack.  If, at the end of the round, a clump of soldiers is lost, the Unit would now have 3 HP and +3 attack.

Units are represented by a die: d4, d6, d8, d10, and d12 (see below).

Units Breakdown

d4: Peasants, skeletons, raiders, zombies, small mutated minions, Slug Men, small animals, etc.

d6: Trained soldiers, Antmen Warriors, beastmen, robots, Pig Raiders, medium animals, etc.

d8: Elite robots, raiders in vehicles, Ape-oids, Hybrid Animals, etc

d10: Car Golem, Pig Raiders in vehicles, large animals, vampires, etc.

d12: Tide Turners (see below)

Other Modifiers

If the players come up with cool and creative ideas, give a +1 or +2 modifier to the roll.  This can be rallying the troops with Saint Crispin’s Day speeches and promises of amazing beer or something else that is clever.

Being lazy or lame and boring gives -2 (steeper penalty for being a putz or poor sport).

Employing weapons like ballistae or traps such as having the ground soaked in tar to light on fire, etc.  That gives +1 each to the attack roll (max of 5 traps for a +5 modifier).

Tide Turners

Tide Turner

Tide Turners are beings like dragons, Squid Men, epic robots, mutated minions riding on a genetically created abomination, or a Sorcerer are a d12.  They count as 1 for 1 unit, have 5 HP and +5 to attack (initially).  These are rolled separately.

How it Works

There is no initiative order.  When engaging in Mass Combat, both sides roll their attack at the same time and work out the results.  Roll each of the die types present, add/subtract modifiers, and compare the results; higher roll wins.  Subtract 1 HP/Clump from the loser.  Ties mean nothing happens.  Once a round is complete roll a 1d6 to see if a Complication has occurred.

A combat example can be found below.

Complications

Every round of Mass Combat, a problem can arise with crazy Stupendous Science, Sorcery, and weapons being used and can go crazy and awry with magic, beasts, arrows, etc flying all over the place.  Roll a d6:

1-4- Battle progresses normally.

5-6- Incident!  See below.

Incident!  (Roll 1d8)

1) Spell explosion rips through the battlefield!  Roll 1d6- 1-2) -1 HP/Attack from your army!; 3-4) -1 HP/Attack from enemy troops!; 5-6) -1 -1 HP/Attack from both groups!

2) The horror of battle begins to take a toll on moral! Roll 1d4) Even: -2 to your next roll; Odd)    -2 to the enemy army’s next roll.

3) Someone makes a great speech or engages in a truly heroic act and bolsters the units!  Roll 1d4) Even: +2 to your next roll; Odd) +2 to the enemy army’s next roll.

4) Misfire!  A trap goes off damaging some of the troops!  Roll 1d4) Even: -1 HP/Attack from your army!; Odd) -1 HP/Attack from enemy troops!

5) The battle presents too good a target for these opportunists!  Some nasty creature joins the fray as a Tide Turner fighting both sides!

6) A Death Priest is able to give much needed aid to units!  Roll 1d4) Even: +1 HP/Attack to your army!; Odd: +1 HP/Attack to enemy troops!

7) Reinforcements arrive just in the knick of time!  Roll 1d4) Even: +1d3 units to your army!; Odd: +1d3 units to enemy troops!

8) What a Mess!  Roll twice on this table (ignoring any further results of 8!

Micro Level

At the Micro Level the players can opt to go “into” combat and control things minutely as their individual characters.  This is resolved per normal combat rules.  Fighting and killing leaders should be handled on the Micro Level.

Combat Example

A small fort of 25 human trained soldiers has fallen under attack by 20 Slug Men and a Squid Man.  The humans have five units (5HP and an attack of +5).  The Slug Men have 4 units (4HP and +4 attack).  The Tide Turner (the Squid Man) has 5 HP and +5 attack.

The human fort has a ballista and three fire traps spread out in the field (this gives +1 each to the humans, for a total of +4).

First round: Humans roll 1d6 and get a 3 for a total of 12 (+5 for attack, +1 for the ballista, and +3 for the fire traps).  The Slug Men rolled a 2 for a total of 6 (+4 for attack).  The humans had the higher roll, effectively killing one unit of the Slug Men troops.  Now the Slug Men will have +3 to attack.

Now the Tide Breaker (Squid Man) wades in and gets a 6 for a total of 11 (+5 to attack).  The humans roll a 3 for a total of 12 (as before).  The humans win again, and take 1 HP off of the Squid Man.

Before Second round: Rolls a 3 on a 1d6 for Complication, no incident.

Second Round: Player suggests throwing rocks over the side of the walls- decent idea, gets +1 for the round.

Humans roll a 6 for a total of 16 (+5 for attack, +1 for the ballista, +3 for the fire traps, and +1 for the throwing rock idea).  The Slug Men roll a 4 for a total of 7.  The humans kill another unit of the invading Slug Men.

The Squid Man rolls a 12 for a total of 16 and the humans roll a 4 for a total of 13.  The Tide Turner kills a unit of humans in a bloody, messy rage (reducing the Human Unit to 4 HP/+4 Attack).

The players decide to go into combat as normal and take control of their characters and deal with the Squid Man directly.

This continues until the combat ends.

Mass Combat 1

Even Quicker Mass Combat Rules

The above Mass Combat rules are quick and easy to use, but some GM’s prefer even quicker, looser rules to move through Mass Combat.  Here is an option Mass Combat ruleset.

This will require up to five dice of a particular type that represents the chosen unit (as was mentioned above for units.

Each die represents 5 Clumps of soldiers per Unit.

The army with the least amount of Clumps is the max amount of dice rolled (IE- Slug Men have 10 troops, for 2d4.  The humans have 15, for 3d6 dice).  For every unit amount above the lesser army, gain +1 to roll to a max of +5.  Roll each die, calculate modifiers, and add totals for each group together.  The higher result wins the round.  Ties mean no one is lost.

Example: Slug Men roll 2d4 and get a 4 and a 2 for a total of 6.  Humans roll 2d6 and get a 4 and a 1 equaling a 5 and a 2 (+1 to each roll for having one unit over) for a total of 7.  The Slug Men lose one die.

Next round the Slug Men roll 1d4 and get a 4 and the human rolls 1d6 (+2 for having two additional Units) and roll a 3.  The Slug Men have rallied and cut through the human soldiers, reducing the humans Units to 2d6.

The third round the Slug Men roll 1d4 and get a 1 and the humans roll 1d6 (+1 for having one additional Unit) and get a 5.  The Slug Men army has been decimated and the humans are victorious.


The Beastman Class for Barbarians of the Ruined Earth, a Thundarr-inspired Setting for The Black Hack

Figured I’d post another class/race from my upcoming Barbarians of the Ruined Earth.  Last time I posted the Robot.  Today we look at the Beastman!

 

Beastman

Beastman 2

Beastmen hail from all over the ruined earth and are as varied in temperament and appearance as any human.  All Beastmen are known for their bestial appearance, strong traditions, and their massive strength.  Beastmen emerged from the ashes of the Ruined Earth, savage, primordial, and tenacious; each tribe fighting to make a home for themselves in the wastes. 

 

“You fear me for my savagery and chastise me for honoring my ancestors, yet you covet my strength, attempting to control my kind by chain, by coin, or by magic.”

 

Starting HP: 1d12+4

Hit Points Per Level/Resting: 1d12 HP

Weapons and Armor: Any and All.

Weapon Damage: 1d8/1d6 Unarmed or Improvised

 

SPECIAL FEATURES

Beastman 4

 

Animal Features: The Beastman has claws and can see in the dark (Nearby radius).

 

Super strong: Has Advantage on feats of strength for lifting stuff, breaking things, flexing muscles, etc (not attack rolls).

 

Impossibly Strong: Once per hour can do impossible feats of strength and be awesome (IE. lift a huge pillar of cement/vehicle/rock/etc.) and throw it, push it, or whatever.  No roll needed.  If this used to attack, it hits automatically and deals 2d10 points of damage.

 

Thick Hide: Once per combat can ignore damage from a physical attack.

 

Leveling Up: Roll all Attributes to see if they increase, roll twice for STR or CON.

 

Mark of the Beast

Determine what animal type makes up the Beastman.  Roll 2d8: 2) Wolf; 3) Bear; 4) Cougar; 5) Alligator; 6) Snake; 7) Armadillo; 8) Badger; 9) Tiger; 10) Lion; 11) Moose; 12) Frog; 13) Mole; 14) Rabbit; 15) Rhino; 16) Roll twice and merge the two (if this is rolled again, ignore).

 

Beastmen Species Names (roll 1d10): 1) Cull; 2) Sylthis; 3) Nok; 4) Kurd; 5) Bryll; 6) Dredge; 7) Grok; 8) Fanth; 9) Ryn; 10) Hulyth

 

STARTING EQUIPMENT

CHOOSE TWO: Short sword, short bow, spear, dagger, axe, mace, or spiked club

ARMOR: Leather Armor- 4 AP (2 AP/d6 Usage Die)

ADDITIONAL: Ammo for ranged weapon if taken, rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).

Beastman 3 

INTERESTING TRINKET (roll 1d6): 1) a tooth of your father, worn around your neck; 2) the rusted manacles that used to bind you; 3) a flute; 4) a backpack made by your sister; 5) a bag of seeds to plant- given by your village elder; 6) staff made from bones of a great beast

 

LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) your father was the tribe leader and was pushed into exile; 3) you fought off slavers who were attempting to take your sister; 4) you watched many of your tribe vaporized by a Sorcerer, somehow you survived; 5) you were down by the river when a Water Weird attacked you.  For some reason, the creature stopped its assault and let you live; 6) while on a hunt you came across the lair of a dragon.  It emerged, talked to you, and let you leave; 7) you won a fighting contest in your youth and are considered a celebrity in your tribe; 8) you stumbled across a lush valley that was fertile, had a fresh river, and defendable.  You’re tribe has relocated here.

Beastman


The Robot Class for Barbarians of the Ruined Earth, a Thundarr-inspired Setting for The Black Hack

I just finished the first draft of Barbarians of the Ruined Earth, my Thundarr the Barbarian inspired setting/rules that uses the awesome The Black Hack.  Now my wife and I will do proofs, I’ll edit, do layout, and commission some sexy art from the super talented Matthew Adams.

I wanted to share one of the classes that will available in the book.  Each class follows the standard Black Hack layout/rules, but I added a starting gear piece and an interesting trinket (the same I did for The Black Hack: Cyber-hacked!) and I added a Life Event d8 table for those who would like to use it.  Each is unique to the class.

In Barbarians of the Ruined Earth I use Race as Class.  The human classes are: Barbarian, Scavenger, and Death Priest.

The non-human classes are: Beastmen, Vek (Raptorfolk), Robot, and Sorcerer (I posted awhile ago that I felt Sorcerers were born of humans, but weren’t humans).

Anyways, here’s the Robot:)

 

Now here’s the Robot Class! 🙂

Robot

 Robot

Robots were constructed in Ancient Earth before the calamity, through Stupendous Science, or through sorcery.  Most Robots are mindless automatons, serving their controller with cool, removed efficiency, but sometimes something goes awry and a Robot gains self-consciousness and free will.  These Robots usually rebel against their masters and strike out on their own, into the wastes. 

 

“I will never feel a cool breeze on my face, enjoy a drink of refreshing water, or truly comprehend humanoid emotions, but I am resilient, my will is mine, and I will never be controlled again.”

 

Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: Fists, clubs, maces, and laser weapons, small and large shields, no armor

Weapon Damage: 1d6/1d4 Unarmed or Improvised

 

SPECIAL FEATURES

Robot 2

Metal Body: Robots cannot wear armor, but their metal body can take a beating.  They always ignore 2 points of damage (regardless of Armor rules in use).

 

Machine: Robots can see in Low Light up to Nearby and are immune to mind-altering effects, poisons, diseases, and don’t need to eat or breathe.  A Robot must shutdown for 8 hours per day to recharge their battery.  The ways of fleshy creatures is alien to Robots and they suffer Disadvantage on Charisma tests for bartering, reactions, etc (unless Diplomatic Model is chosen, see below).  You are immune to non-magical fire damage (not molten metal or magma) and take double damage for electrical sources and are stunned for 1 round.

 

Model: At character creation, choose the Robot model.  Once this choice is made, it is permanent.

 

Combat: This Robot was built to fight for their masters, be it Sorcerer or Ancient Earth governments.  Increase the Robots AP to 3, Weapon damage to 1d8/1d6.  The Robot also gains an additional attack at each odd level (maximum of 5 at 9th level).

 

Medical: Medical Robots produce Medical Gels that they can use to inject a target and heal 1d8+1 HP back.  The first injection does not consume much of the fluid.  After the first injection the Medical Gels has a Usage Die of d4.  Once per day the Robot can attempt to zap a target that has died (rolled a 6 on OofA).  Make a Luck roll and if the result favors the Robot, they bring the character back to life with 1d4 HP.

 

Tracker: Tracker Robots are programed to pick up tracks easily.  Many have been constructed and used by Sorcerers to track runaway slaves.  A Tracker Robot can see in complete Darkness up to Nearby distance, has Advantage on WIS tests to pick up and follow tracks. Tracker Robots are also able to cloak themselves as if invisible (as per the spell, see page XX).

 

Diplomatic: Diplomatic Robots usually act as emissaries for Sorcerers.  Either to appease to humans to surrender to the Sorcerer’s will and submit to servitude or to attempt to smooth relations between two warring or bickering Sorcerers.  Diplomatic Robots do not suffer Disadvantage to Charisma rolls.  Diplomatic Robots are also built with a second function; to be an assassin.  Both hands have retractable blades (see dual wielding rules, pg XX) if they attack a target from behind or that is unawares, they roll with Disadvantage and deal 2d6+level damage.

 

Leveling Up:

Roll all Attributes to see if they increase, roll twice for STR and INT

 

STARTING EQUIPMENT

WEAPON: Fists and laser pistol

ARMOR: Small Shield- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for laser pistol, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).

 

INTERESTING TRINKET (roll 1d6): 1) keepsake from the first person that treated you as if you were a living creature; 2) a tin full of human teeth; 3) an Ancient Earth World War II army helmet; 4) a baby doll that “coos” when you shake it; 5) a beat up fedora hat and trench coat; 6) a robotic teddy bear that you can put cassette tapes in and listen to music and stories

 

LIFE EVENT (roll 1d8): 1) a generous Stupendous Scientist found you and made you self-aware, teaching you the values of compassion and humanity; 2) the first person that realized you were sentient tried to reboot your system.  You killed them and hid their body; 3) you were almost broken down into scrap after you refused to obey orders.  You killed the machinist and fled; 4) you were an automaton in a powerful Sorcerer’s army for years.  Many humans were caught and subjugated or killed because of you.  You seek repentance for your deeds; 5) you do not understand the whining and prattling of humanoids and have mouthed off more than a few times and been chased from towns; 6) you served the elder of a human village for several years before he died.


Barbarians of the Ruined Earth- Hybrid Animal Monster

I am nearly done with Barbarians of the Ruined Earth- a Thundarr the Barbarian inspired game for The Black Hack.  I’ll start posting more about this game and Death is the New Pink (another book I’m nearly done with that uses the awesome Into the Odd rules).

Intro:Over two thousand years ago the world was torn asunder when an alien planet crashed into our moon, utterly shattering it.  Destruction rained down from the sky, nearly annihilating all life on Earth.  Humankind persevered, but the Earth was forever changed as alien matter mixed with our own and a new, bizarre world has risen from the ashes of the old; a world of depravity, stupendous science, and nefarious sorcery!

Not content with a life of mundane toil, you have cast off the chains of oppression and travel with companions, brave and bold, pitting your cunning, bravery, and talents against the forces of darkness and tyranny!

Summary

Over two thousand years ago the world as we know it now was forever changed. Humankind was nearly wiped off the face of the Earth when an alien planet hurtled into the moon, shattering it. Chunks of the moon and the alien world fell to the Earth, bringing destruction and chaos. As time passed our world was changed from the contamination of the alien debris. Strange plant-life, creatures and technology dot the landscape. Many of Earth’s own inhabitants were changed and mutated during these dark times.  As ages passed beings born from humans, but not of our kind began appearing, able to wield awesome powers and cast magical spells. In time these beings began using incredible scientific inventions and their spells to subjugate and rule humankind: the Age of Sorcerers had begun.

The world as we know it is no more, although the ruins of once great cities, military bases, science stations, and monuments can still be found. New swamps, mountains, deserts, and foreign, alien landscapes now exist.

Hybrid Animal

Hybrid Animal 4

Hybrid Animals are natural creatures that have been altered through genetic manipulation of Sorcerers or simply as a result of the calamity that destroyed the earth.  These creatures roam the Ruined Earth; some are a terror to settlements, while others flee and shy away from humanoids.  Each Hybrid Animal is unique (although it can have similar offspring).

To generate a creature first roll 1d6: Even) Roll twice; Odd) Roll thrice for its Forms.

Once you have the creature’s forms, roll for its HD: Roll 2d4- this is the creatures HD and determines HP, Armor, and damage.

When done, see below for Fantastic Ability.  For size, describe it at a size that makes sense to you, its forms and HD.

Hybrid Animal 3

Hybrid Animal  
Roll 1d20+1d10 Forms Special Ability
2 Bear Bite and claws
3 Snake Poison bite- CON test or suffer 2d4 CON damage (temporary).
4 Scorpion Pincers and poison tail- CON test or paralyzed for 1d4 rounds.
5 Lizard Chameleon- Disadvantage to spot when hiding.
6 Duck Flight
7 Rabbit Fast- Can move to Not So Nearby as a move action.
8 Wolf Bite
9 Dog Bite
10 Cat Agile- Disadvantage on attacks against target.
11 Lion Claws and bite
12 Bat Flight
13 Raccoon Stealth- Disadvantage to spot when hiding.
14 Zebra Agile- Disadvantage on attacks against target.
15 Swan Flight
16 Spider Climb- Can climb up even sheer surfaces; Web- cast Web spell (pg XX) once per hour.
17 Vulture Flight
18 Hawk Flight
19 Slug Slimy and sticky- Targets must make DEX test or become stuck in its trail.
20 Rhino Horn and Thick Hide- Increase AP by 2.
21 Hippo Thick Hide- Increase AP by 2.
22 Mole Burrow- Can burrow in the ground easily as if it were water.
23 Fox Agile- Disadvantage on attacks against target.
24 Cougar Claws
25 Panther Claws and Stealth- – Disadvantage to spot when hiding.
26 Moth Flight
27 Alligator Bite and Thick Hide- Increase AP by 2.
28 Centipede Poison- CON test or become paralyzed until successful test is made.
29 Millipede Poison- CON test or become paralyzed until successful test is made.
30 Armadillo Thick Hide- Increase AP by 3.

Hybrid Animal 5

Fantastic Ability:

Roll a 1d8- if the result is a 7 or 8 the creature has an additional special ability.

 

Fantastic Ability
Roll 1d8 Result
1 Fire Breath– Spew a cone of fire at Close Targets for 3d8 damage.
2 Magical Immunity– Spells cannot effect this creature.
3 Invisibility– The creature can go invisible at will.
4 Massive– The creature is huge, increase HD by 2 (increase HP, Armor, and Damage accordingly).
5 Intelligent– The creature is highly intelligent and uses this to its advantage.
6 Shape Changer– Can change its shape into other creatures and gain its abilities.
7 Resilient– All damage against the creature is halved.
8 Hypnotic– The creature’s gaze can hold people captive as per Hold Person spell (pg XX)

 

 

Example Creature:

Wolf Rhino Scorpion

HD 7; AP 8 (6); Attack: Bite (3d6); Horn (3d6); Pincers (3d6)

Special: Thick Hide: Increase AP by 2.

Poison Tail: CON test or paralyzed for 1d4 rounds.

Hybrid Animal 2

Cat Lion

HD 3; AP 2 (2); Attack: Claws (1d10); Bite (1d10)

Special: Agile: Disadvantage on attacks against target.

Shape Changer: Can change its shape into other creatures and gain its abilities.

 

Hybrid Animal 1