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MMMC: Felicity
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==Ancestry== :'''Enhanced Attribute (Agility)''': One attribute based on the animal’s strong point starts at d6 instead of d4 and can be raised to d12+1. :'''Heightened Senses''' ::''Hearing'': The character can hear a whisper up to a mile away if he knows to listen for it. It also gives him +2 to Notice rolls based on hearing. ::''Smell'': A keen sense of smell gives the hero +2 to Survival rolls made to track if the target had a scent and the trail is no more than a day old. ::''Low-Light Vision'': The being ignores penalties for Dim or Dark illumination (but not Pitch Darkness). :'''Leaper''': Double jumping distance. +4 damage on Wild Attack instead of +2. :'''Sleep Increase (Minor)''': (Cat-Napper!) This species requires additional sleep, usually in the form of cat naps. :'''Stubborn''': The character wants his way and rarely admits his mistakes. :'''Awkward Shape''' (Minor): Mutant animals are humanoid, but they are not necessarily proportioned like humans. Mutant animals must disguise themselves while in public or risk panic (see the Mutants in Disguise rules below). Clothing must be specially made, as off-the-shelf clothing never fits right. Any gear that is worn costs twice as much as standard. :'''Outsider''' (Major): Mutant animals are not human and have no legal rights. Undisguised mutant animals take a -2 penalty on Persuasion rolls when interacting with most humans.
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