TEXT: ANIMAL EXPANSION II 
  “BIGGER BEASTS” 
  An unofficial ​Mutant Year Zero​ supplement by Patrick Reilly (v 1.0) 
  Following the release of the video game ​Mutant Year Zero: Road to Eden​, Matt Kay wrote up a great unofficial expansion, found
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
    
   
   
   
   
  here​, about animal hybrids that may be found in your gaming group’s Genlab or out in The Zone at large.  
  Being inspired by his work, I thought to put my own notes on off piste animal mutants out into the post-apocalyptic world. Being
   
   
   
   
    
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  a fan of the ​Beyond Good and Evil​ games, I thought I should first address the lack of elephants in the room. 
  ANIMAL TYPE COMMON SPECIES 
  ATTRIBUT
  E 
  ANIMAL POWERS 
  Elephantidae 
  Elephants or Mammoths Wits 
  Furry or Leathery*, Gargantuan*, Herbivore, Predator (Tusks), 
  Trunk* 
  Rhinoceros 
  Rhinos 
  Strength 
  Charge*, Herbivore, Huge, Horn*, Leathery*, Sixth Sense 
  Hippopotamus 
  Hippos 
  Instinct 
  Blood Sweat*, Huge, Herbivore, Amphibian, Nocturnal, Leathery*, 
  Predator (Tusks), Warning Call 
  Giraffe 
  Giraffes 
  Agility 
  Herbivore, Huge, Flight Response, Horns*, Fleet Footed 
  *Powers found in this document. 
  Lab Names 
  Elephantidae are named after famous philosophers. Examples:
   
   
   
   
   
   
   
  Plato 03, Aristotle 05, Augustine 02, Rawls 09, Marx 04. 
  Rhinoceros are named after the ancient human gods of war.
   
   
   
   
   
   
   
   
   
   
  Examples: Maahes 21, Mars 24, Gurzil 29, Ifri 19, Cratos 01.  
  Hippopotamus are named after Nobel Peace Prize winners.
   
   
   
   
   
   
   
   
  Examples: Roosevelt 01, Dae-jung 11, Carter 07, Mandela 02,
   
   
   
   
   
   
   
   
   
  Obama 08. 
  Giraffe are named after famous painters. Examples: van Gogh
   
   
   
   
   
   
   
   
   
  06, Kahlo 15, Warhol 4, Hiroshige 20, Okore 18. 
    
  New Animal Powers 
   
  BLOOD SWEAT (E/R) 
  You sweat a sanguine colored sunscreen that acts as a natural 
  defense against the “natural environment” of the Zone. This 
  bloody perspiration allows you to survive longer against the 
  Rot, spending 1 FP allows you to reduce the Rot level you are 
  experiencing by one, and you may reduce it again by spending 
  2 FP more. In addition, your body naturally processes out the 
  Rot faster than most allowing you the ability to spend 1 FP to 
  eliminate one point of trauma from the Rot immediately after 
  exiting a Rot Area in which you used your Blood Sweat power. 
  Design note​: A heavy handed adaptation of Rot-Eater from MYZ 
  (pg. 76). 
   
   
  CHARGE 
  For a brief moment, you become a awe-inspiring, logic-defying 
  juggernaut. Nothing stands in your way. You may:  
  -Attack one or more enemies along a straight path dealing a 
  total amount of damage equal to the FPs spent. Or… 
  -Run down and trample a single enemy smaller than you 
  dealing damage equal to FP spent + the difference in size scale 
  (see ​Zone Compendium 1​ pg. 29). Or… 
  -Move toward, at a high rate of speed, an article of cover an 
  opponent has decided to occupy, in addition all creatures in 
  near range along your charge suffer one point of doubt.  
  -You may not use this power if you do not have the 
  freedom-of-movement to run at a full sprint. 
   
  Design note​: A more dynamic adaptation of Manbeast from MYZ 
  (pg. 74). 
   
   
   
   
   
   
   
   
   
   
  
   
  GARGANTUAN (E/R) 
  You are nightmare fuel. The biggest and baddest of The People 
  cannot look you in the eye without a ladder, and no living 
  being but the most dangerous of true monsters can challenge 
  you in a battle of brawn. This power has several facets:  
  -You may spend FPs up to your strength value after a 
  successful attack to deal that many extra damage (even with a 
  melee weapon). (E) 
  -You can also spend FPs when suffering an external attack (not 
  while pushing your own rolls) to reduce the damage up to your 
  strength value. (R) When you use this power in this way, you 
  suffer one ​fatigue​.  
  -You are a beast. Strength is a key attribute for you now. If it 
  was already, your strength is increased by one to a max of 6.  
  -You can only use heavy items normally. The world was built 
  for creatures much smaller than you. Friendly characters can 
  attempt to jury-rig some items for you, at GMs discretion, for 
  double the required resources and time.  
  -Life is harder being bigger. You must consume twice as much 
  grub and water as other mutants for your daily requirements. 
  You also have a -2 to all actions related to sneaking around or 
  not being found. (Unless you are a hippo in water.) 
   
  Design note​: This was designed to take Huge from MGA (pg 64) 
  off-the-leash and apply some environmental restrictions on playing a 
  character so large in a world so barren. 
   
   
   
  HORNS 
  You sport a sturdy pair of horns on your head. You can use 
  these for attacking and defending in close combat, as long as 
  you don’t use any handheld weapon. For each FP you spend 
  before you roll for Fight (whether attacking or defending) you 
  get a +2 modification from your horns. Roll for feral effects 
  after the attack is completed. 
  Design note​: from Animal Expansion I. 
   
   
  LEATHERY (R) 
  You have a thick, leathery hide which protects you against
   
    
   
   
   
   
   
   
   
  damage. You can activate this power when you suffer damage
   
   
   
   
   
   
   
   
   
   
  from an external attack (not while pushing your own rolls).
   
   
   
   
   
   
   
   
   
   
  The damage is then reduced by one. You cannot spend more
   
    
   
   
   
   
   
   
   
   
  than one FP to reduce damage. 
  Design note​: from Animal Expansion 1. 
   
   
   
  TRUNK (E) 
  You have a long flexible trunk that helps you balance and can 
  hold or retrieve light objects. You can activate this power when 
  rolling Move to jump, climb or perform any acrobatic action 
  that requires a sense of balance. Every FP you spend modifies 
  your roll by +2. Secondly, you may use your trunk spending 
  one FP to retrieve an item you have on your person or an ally 
  in arm’s reach. Finally, you can use your trunk in a dominance 
  conflict - every FP you spend modifies your roll by +1. In both 
  cases, you must spend FP before you roll, and have your trunk 
  free of any light objects you may be holding. Your trunk may 
  not be used to carry out melee attacks with or without 
  weapons.  
  Design note​: This is a reskin and minor enhancement of Tail from 
  MGA (pg 67). 
   
  
SOURCE: textdata/thevault/Mutant Year Zero (Year Zero Engine) [multi]/3rd Party/Animal_Expansion_II.pdf