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Page 1: MUTAMON - Lakehead Universityflash.lakeheadu.ca/~cthulu/content/Mutamon_Leaguebook.pdf · Canine Canine Mutamon refer often to doglike mutoids. A dog is generally described as a four-legged
Page 2: MUTAMON - Lakehead Universityflash.lakeheadu.ca/~cthulu/content/Mutamon_Leaguebook.pdf · Canine Canine Mutamon refer often to doglike mutoids. A dog is generally described as a four-legged

MUTAMON The Filthy Fuzzy Streets V.1.3

Index -Introduction – 2 -Mutamon Basics – 6 -Glossary of Terms – 14 -Mutamon Setting Overview – 17

- International Mutamon League – 17 - M.A.D. – 18 - The Organized crime rings – 20 - The Dark side of Mutamon – 21

-Creating a Mutamon Trainer– 24 - Starting Character’s – 24 - Mutamon Types – 25 - Mutamon Attributes – 28 - Mutamon Skill Costs – 32

-Training A Mutamon – 35 - Training Schools – 35 - Hard style Schools – 37 - Softstyle Schools – 42 - Standard schools – 47

-Personal Gear – 50 -Legends of the Ring – 51

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Introduction The Morphogenetic Project

The world became a very different place in the year 2052. Although global warming and overpopulation had become a major concern in the early century it was not until much later that businessmen and politicians finally began to realize the finality of the problem should the worst come to pass.

The solution came from highly funded planetary scientists working in the field of terraformation in hopes that Mars could one day be brought to inhabitability.

As the problem became critical the team was pushed to shift their goals towards the healing of the planet. The funding increased, but so to did the deadlines, the stress became paramount and corners were cut namely in the security department.

No logs exist of when and how it began but somewhere during the frantic work one or more of the unfinished specimens escaped. The Mutoids, as they

were called, known for their morphogenetic properties that allowed them to adapt quickly to their environment, had not been ‘programmed’, meaning they could take any form that suited their needs. As the research completed and the finished mutoids were sent into the sky quickly cleaning and converting pollutants into breathable air the world began to change in different ways.

The Rise of the Mutiods

Within 10 years Mutoid population exploded, nearly decimating the natural species that dominated the planet. The Animals of the Earth were no match for the Morphogenetic properties of the Mutoids and their uncanny ability to evolve even within a single generation that allowed them to live anywhere. Like though, breeds like and the Mutoids, as they were designed to do, began to stabalize their evolutionary habits taking shapes that fit their environments. Shapes, which, true to all reason, resembled the animals they nearly destroyed.

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Mankind could do very little to save the species of the world. As soon as it became apparent what was happening the Mutoids had nearly traversed the globe. Emergency procedures were taken to save indigenous life but the damage was done and the animals of old had become little more then a history exhibit. The Inevitable Just as the Mutoids stretched across the natural landscape soon too they did begin to inhabit the cities of men. They were not met with any great resistance. Men, whether they were from small villages or sprawling mega-cities, did with them what they did with any wild animal: kill or domesticate. It was then that something interesting occurred. The domestic Mutioids began to change again. They were becoming cuter, more playful, and more intelligent. No longer were these Mutoids adapting to their natural surroundings but instead were changing to the wills of their new masters… namely children.

The Birth of the I.M.L.

It was not long after the study that the first Mutoid fights began. It showed that young Mutoids, regardless of species, had an empathic link to their surroundings and children being endless fonts of imagination and energy drove them to greater and greater feats. The conclusion foretold that such imaginations mixed with the morphogenetic properties of the Mutoids could lead to what we may have thought to be impossible.

Children, as children are, began to compete with each other over whose Mutamon, as the slang term became, was the strongest. Soon the International Mutamon League was founded; organizing the competitions into sporting events. With heavy investment from the entertainment sector the league went global and ratings soared.

The I.M.L. quickly paid its investors and

became an independent firm. All seemed bright until the tragedy of Inosuke Sotoi: the first time the impossible happened.

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A “M.A.D.” world

Fire Errupted from the maw of the lizard called ‘Dragon’ severely burning Inosuke Satoi. Afterward Dragon and his trainer retired and disappeared into obscurity. The I.M.L. however faced almost endless criticisms and Mutamon themselves came under heavy scrutiny. The solution eventually came in the form Mutoid Activities Division or M.A.D. that were tasked with cracking down on what they called second-tier Mutoids. This branch of city police were heavily equipped with the latest technologies to defend them from the now illegal Mutamon which could perform the ‘impossible’. But it was their greatest weapon that sparked the great rift between the I.M.L. and the M.A.D. police. The I.M.L., which had already began fighting the laws that made the second-tier Mutoids illegal, were shocked when the first display of the Mutoid Gene Desequencer created the first Oid. Removing all the evolutionary traits and Morphogenic genes the Oid became the dark

punishment for any child whose pet became too powerful. Something that brought stability to the growing ‘impossibilities’ that seemed to be growing… that is until the IML fought back. The Underground Politics became the visible battleground. Laws and debates tore up the news channels and both the I.M.L. and M.A.D. representatives argued about rights to security and inevitability of second-tier mutoid incursion, whether children should be allowed to keep creatures with equivalent power of small munitions, whether its feasible to take away the pets of all the children. As the political battle tore on the I.M.L. began its underground organization, which reached out to the children. Hoping to save the Mutamon from both the M.A.D. Gene Desequencer and influence from shadier battle league elements the I.M.L. took to the streets and conducted its own Quasi-Illegal Mutamatches. There, in addition to battles, I.M.L. taught children how to keep their Mutamon happy and safe and how to show them right from wrong. M.A.D. crackdowns were common and many Mutoids

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were Desequenced to the sorrow of their trainers. This was the hidden war. The World of 2052 The IML was correct. Mutoid evolution was inevitable and became a fact of life and as a result both MAD and the IML came to a middle ground. Owning a second Tier Mutamon became Legal but the use of its powers outside an IML sanctioned arena has become a major crime punishable by both parties. The world has changed. No more do Mutamon trainers have to hide in the shadows to escape the dark fate that the Gene Desequencer holds. The I.M.L. is happy to teach children proper care of Mutoid entities

and M.A.D. agents are there to protect everybody from the harm that misuse can cause. Still the dark areas still persist. Mutamon gangs tear up the poorer areas of the world, Crime syndicates gamble on unsanctioned matches which sometimes end in terrible fates, Children, fed up with problems in their homes, run away into the dark streets with the only friend on which they can rely where they may fall victim to even darker entities. Where shall you fight? Will you take up the IML challenge and become the Global Champion or fall to the dark path and take your Mutamon on a path of destruction?

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Mutamon Basics Mutoids come in all shapes and sizes and often look like the animals of old. Often when a child is first given a Mutoid it resembles a puppy or kitten. As time passes the child fantasies begin to take root in the Mutamons genes and it begins the progression to second-tier. First Tier Mutamon

In addition to its simple physical looks its ‘Type’ describes the Mutamon. Most common Mutamon resemble basic pets and as such have the basic physical ‘type’. These ‘types’ include Avian, Canine, Feline, Rodent, Ooze, Plant, Insect, Hoofed and Reptile. They are broad terms and should be taken lightly. Furthermore it is rumored that other species exist but they are very rare. Avian Avian Mutamon mimic animals that spend most of their time in the air. These mutoids usually have wings but are not necessarily restricted to that form of

flight. Neither are they required to fly. Creatures such as Ostriches, and Penguins would be considered Avian even though they possess no flight. Canine

Canine Mutamon refer often to doglike mutoids. A dog is generally described as a four-legged omnivorous animal that relies on biting force to fight. Examples include Jackals, Wolves, Wolverines, and even bears. Feline Feline Creatures are catlike. They are usually carnivores that rely on agile claws and climbing to survive. Examples may include Cats, lions, cheetah, and foxes. Rodent Rodents are animals that some might consider pests. They usually are described as four legged omnivores that are small in size and have large front teeth. Examples could include, rats, ferrets, beavers, and kangaroo.

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Ooze Ooze Mutamon are slimy and gelatinous. They are often found in Sewers or industrial sites. Oozes are generally described as an invertebrate that has a malleable form. Examples include Slimes, jellies, or even things like Balloons. Plant Plant Mutamon are treelike. They are usually described as leafy or flowery creatures that eat though sunlight. The Mutamon used to treat the Air pollution were Plant Mutamon. Examples include Trees, Flowers, and Flytraps. Insect

Insect Mutamon are bug-like. They are often described as multi-legged creatures with an exoskeleton and antennae. Examples include ants, spiders, mantises and even lobsters.

Hoofed Hoofed animals are generally horse-like. They are described as larger creatures that have four legs and cloven hooves but aren’t necessarily restricted to such a description as most herd animals could be put into this category. Most farm animals have this type. Examples include horses, cows, camels, buffalo, elephants, or rhinoceros. Reptile Reptiles are lizard type creatures. They usually take the form of four legged scaled creatures that are cold blooded. Once again like other ‘types’ they need not adhere to this description to the letter as dinosaurs and fish would also be considered reptiles. Other examples include iguanas, chameleons, and turtles.

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The Circles of life Each Type has its strengths and weaknesses when facing off against other types and it is important to know what you’re facing in the Mutamatch ring. Exact information on the benefits of each type is described in the ‘Mutamon Types’ Section of the ‘Creating a Mutamon’ Chapter. Mixing Mutamon Types In some cases you may want to mix Mutamon ‘types’ in order to better describe your Mutoid. This is something that is very possible. Creatures like Dragonflies may have both the Insect and Avian type. In cases such as this the Mutamon receives both benefits and both penalties. First Tier Mutamon Statistics See ‘Creating a Mutamon’ chapter for numerical rules on Creating First Tier Mutamon.

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Second Tier Mutamon

Second Tier Mutamon are created by the imagination and driving forces of their children trainers. The boost in physical, mental, and seemingly supernatural power as they become second tier Mutamon is often described as ‘impossible’.

Official Second Tier Mutamon must be

registered with either the M.A.D. or the I.M.L. where their abilities are processed and maintained in a database. These statistics are used to determine threat of that Mutamon should it become rogue or its trainer become criminal. Furthermore access to the database is public domain and posted online making it a popular studying ground for the aspiring Mutamatch champion.

When a Mutamon becomes Second Tier they

receive an elemental ‘type’ in addition to their physical ‘type’. This new ‘type’ always comes in some way from the personality of the trainer (whether it enhances the already existing personality or balances it.) and represents where Mutamon derive their power. Much like physical ‘types’ Elemental types have strengths and weaknesses as well.

Elemental Types Include Earth, Air, Fire,

Water, Metal, Lightning, Ice, Light, Dark, Psychic, and Poison. Rumors of other types exist but are very rare.

Earth The element of Earth is the stones, the soil, and the mountains that bring stability to the world. Strong and stubborn: Earth often relies on heavy defense drawing upon the hardness of the stones. In other cases it draws upon the life giving properties of the soil to restore the wounded. Sadly even the toughness of the mighty stones cannot withstand constant torrents of water or the cruel persistence of psychic attacks. Air Air draws its power from the wind and the sky that can blanket the world with both soothing breezes and cruel storms. Like changes in the weather wind can be both brutally offensive, hammering enemies with gale winds, and subtly calm, caressing those in need with smooth fresh breezes. Although different,

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both aspects are contaminated by toxic poison and brought to calm by bitter ice. Fire The power of Fire is the heat and the flame, the magma and the sun. It is the unusual case where Fire is not wild and all consuming often relying on offensive all out attacks to defeat their opponents. This is usually quite effective save against both water and earth that easily smother the flames. Water

Water comes from the power of the rain, the lakes and the oceans. It flows with the certainty of the tides and never stops. Water Mutamon often balance offence and defense, moving like the water, and attacking like a sudden tsunami. Luckily the adaptability of water is easily overcome by the conductive might of electric current and the despoiling power of poisonous sludge.

Metal The element of Metal springs from everything precious like gold and silver to mundane metals like iron and steel. Much like Earth, Metal can rely on its stalwartness to defend against the enemy but also has the added benefit of a bladed offence. Sometimes seemingly undefeatable Metal can be melted with fire and manipulated by psychic powers. Lightning

Lightning element comes from both the electric turbine and its stormy weather namesake. Speed and precision force are the usual aspects that follow the element. Though quick to strike all encompassing darkness will suffocate it and although sometimes unrelenting a gust of air will simply blow it away. Ice Ice makes its home in the frigid cold and hardened matter. Hardened against many attacks and sharp to the touch Ice takes many of the good qualities of both offence and defense. Though durable Ice is

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pierced by the quick strike of Lightning and controlled easily by Psychic. Light Radiance and vision is lights creed. Light is often wispy and agile relying on subtlety over brute force. Usually focused on bringing the truth and guiding the weaker to victory. Light is often a difficult element to work with in a Mutamatch but once brought to peak effectiveness Earth and Metal can still eclipse it. Dark In the places where we cannot see lurks darkness. Like its opposite the Darkness relies on subtlety, illusion and mans primal fear of the unseen to take victory. Unlike the opposite in a Mutamatch the darkness is much more effective, sometimes unfairly so. Still despite its advantages both the radiances of the Light and Fire can dispel all disbelief.

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Psychic The force of pure will brings forth the power of Psychic. It is easily the most versatile of the Elemental properties ranging from gruesome offensive prowess, seemingly impenetrable defense, illusion and hypnotism. Though versatile the psychic has weaknesses as they can be both blinded by the light and clouded by the darkness. Poison

Venom from natural animals and Toxic sludge of the industrial places of the world is where the element of Poison draws its energies. Generally poison burns slowly or saps strength completely leading to prolonged battles or in some cases a forfeit by the opponent. Save against Air that can blow the toxicity away and Ice which renders it harmless Poison can be a truly difficult opponent.

Elemental Types vs. Elemental Attack Type Generally Mutamon attacks mirror their type.

This of course is up to the trainer and is only a guideline. If your attack/type are not the same it is encouraged to have your reason for such a choice make some degree of sense. Flavorful choices will add to the flavor of the character and game overall. An Example of an off beat combination might include a Mutamon that breathes ice breath but is of fire type with a reason that, like a refrigerator it shunts heat from its inner body fueling the outer body fire to create hyper cold breath. Elemental Feng-Shui As described, and similarly to Mutamon types, elemental types have their own strengths and weaknesses. Victory on the Mutamatch ring often comes from understanding the various powers and weaknesses that come with each type. Full details on elemental weaknesses and strengths can be found in the ‘elemental types’ section of the ‘Creating Mutamon’ chapter.

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The Third Tier of the Morphogenetic It is a myth among trainers and a rumor among Mutoid scholars that there may be yet another evolution that Mutoids can attain. Though none have seen it and only speculations can be made on how such a thing may occur it is the holy grail of mad scientists and Mutamatch trainers alike and the greatest joke to the skeptics. Reputable learners have been laughed out of their professions by theorizing it publicly and many trainers have hurt or killed their Mutamon trying to get the edge in battle by forcing their ‘evolution’, there have even been cults formed for the sole purpose of bringing it about. Though many have guessed at what the extent of such a transformation could entail and fewer still have devoted their lives to proving their theories it is to this date that nobody yet truly knows what may yet lie beyond the ‘impossible’.

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Glossary of Terms Ancient: A trainer who is more then 25 years old. Blindsiding: Use of an elemental attack that has elemental properties different from the Mutamons type. Blunderbussing: An attack that inadvertently kills a rival Mutamon. Great pains are taken to avoid such fates in IML matches. Claw Match: A Mutamatch where no elemental attacks are allowed. Often bloody and brutal, these Mutamatches if unchecked sometimes devolve into crunch matches. Clock Mountain: A term describing a Mutamon who wins a Mutamatch by defending until the opponent uncles. Crunch Match: A Mutamatch in which the winning Mutamon eats the looser. Banned by the I.M.L., but occasionally hosted by Crime syndicates or the Jaded Rich. Cruncher: A Trainer who takes part in crunch matches. Dojo: A school to train in mutamatch techniques.

Danger Rank: M.A.D.’s method of determining a Mutamons general threat level. Used in some IML tournaments to segregate classes of expertise. Elder: A trainer who is more then 18 years of age. Element: The energy source where second-tier Mutamon draw their powers. Fammy: A domesticated second-tier Mutamon that does not participate in Mutamatches. The term is often used as a goading technique to start a fight between trainers. First-Tier Mutamon : A Mutoid that has not exhibited an Element. They are common creatures found everywhere. Gene Cults: Organizations that devote all their resources to proving the third-tier theory. Many resort to criminal tactics like kidnapping and Mutamon theft to achieve their goals. Grudge Matches: A Mutamatch in which one trainer re-challenges a trainer to which he has lost, often at higher stakes, or with added restrictions. Hard Style: A Mutamon training philosophy in which the trainer believes the Mutamon to be simply a weapon to be wielded to deadly effect. Hard style advocates harsh, merciless training.

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Head Hunting: The act of ordering one’s Mutamon to attack the Trainer in a Mutamatch. Considered dishonorable; grounds for disqualification in IML tournaments. I.M.L. : The International Mutamon League; An organization that has been at the forefront of proper Mutamon care and training. Has fought diligently for legalization of second-tier Mutamon. Although at one point illegal, membership into the IML has recently be re-legalized. Juicer: A Trainer who uses illegal drugs to enhance his mutamon. Krack : An attack designed to penetrate tough defences. Kumite : A non-IML-sanctioned tournament promoted and run privately. Generally hosted by organized crime syndicates. Such tournaments come with greater risk, but often yield greater rewards. Lost Boys/Girls: Homeless Trainers who live on the streets, their Mutamon their only trusted friend. Often hunted by MAD cops.

M.A.D. : The Mutamon Activities Division; Specialized police squad tasked with hunting and arresting rogue second-tier Mutamon and criminal trainers. Rogue Mutamon captured by M.A.D. are subjected to the dreaded Mutoid Gene Desequencer where they are turned to Oids. Mutamatch: An arranged fight between two Mutamon, overseen by the Mutamon’s trainer and a judge. Mutamon: A slang term for a Mutoid often used by children and trainers. Mutamorphosis: The term used when a first tier Mutamon advanced to the second-tier. Exact time of change varies from Mutamon and could take from 1 second to days. Mutoids: A breed of genetically engineered terra-forming creatures that almost completely replaced the animals of the world. Oids: The mindless, diminutive result of using M.A.D Cops’ Gene Desequencer on a Mutoid. Oids are roughly hamster sized, powerless creatures whose fur is colour coated as a grim reminder of their former glory.

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Pick Matches: A match where each Mutamon deals Minimum damage. Generally used on the streets to avoid criminal persecution. The Red Paw: A militant group of Elder and Ancient trainers, formerly members of the IML, who use their Mutamon to perpetrate terrorist acts against anti-Mutamon organizations or criminal elements which seek to abuse second-tier power. Second-Tier: A Mutamon that has gone though mutamorphisis and attained an Element thought close exposure to children. Second-tier Mutamon must be registered with the IML or MAD agencies. Soft Style: A Mutamon training philosophy in which it is believed that a Mutamon is a friend to be loved and cherished. Soft style advocates a deep, empathic bond between Trainer and Mutamon. Staredown: The moment at the start of a Mutamatch after both Mutamon have entered the ring but have yet to begin the fight. It is a time for posing, posturing, and playing to the crowd.

The Dread: Rogue, murderous, Mutoids created by emotionally unstable trainers who know nothing but fear sadness and pain resulting often from a troubled family life. Third-Tier : A slang term describing the awe one feels for a particular Mutamon Related action. Refers to the theoretical third-tier of mutamorphisis. Tourist : A slang term describing a poor trainer. At one time described a trainer that tried to live a normal life while keeping an illegal second- tier mutamon. Trainer : A youth who owns and takes care of a second-tier Mutamon. Uncleing: Forfeiting from a match, usually before an attack that may hurt the Mutamon. Whammy: An Elemental Attack which is debilitating or non-damaging; usually refers to Psychic elemental attacks.

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Mutamon Setting Overview International Mutamon League The International Mutamon League stands at the forefront of Human-Mutamon relations. Having countless centers around the globe, the I.M.L. devotes its vast resources to helping in the development of safe and responsible Mutoid care. Through a commitment to creating a positive influence on the children, who will inevitably bring about the second-tier transformation in their Mutoid pets, they have successfully created a new culture of tolerance towards the Mutoid and a few dollars on the side. In nearly every city around the globe there are IML stadiums that, almost nightly, hold Mutamon tournament events. Depending on the administration these events could range from single matches, fully organized tournaments, to rave-style parties with Mutoid battles on the side. Regardless of their style the tournaments all have the same purpose: to find the best and the bravest Mutamon trainers to take part in the Fully televised International Mutamon League Invitational.

There are ten separate official Invitational Leagues run by the I.M.L. with each league consisting of its own rules and regulations. Those who are skilled enough to win an I.M.L. Invitational are not only made famous but are granted a coveted I.M.L. Pin representing victory in that Invitational League. Those trainers of exceptional talent who have attained four Invitational Pins are given the privilege to compete in the greatest competition of them all: The World Mutamon Grand Masters Tournament. This grand spectacular takes place but once every five years and hosts some of the most exciting Mutamatches to grace the game. Each bout testing not only the Mutamon trainers combats prowess but their adaptability and cunning. The one who takes the Grand Masters Tournament not only has the respect and awe of all their peers, but the forever envied Grand Masters Gauntlet sealing your position as greatest of Mutamon trainers, and a 500,000 dollar a year retirement package. Beyond the Big flashy lights and shining television networks the I.M.L. does much more behind the scenes as well. Taking part in community pet care classes and non-profit child counseling

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services are but a few of the small services they provide. Additionally the I.M.L. performs more long reaching humanitarian pursuits by employing think tanks to ascertain the future problems that may arise from the growing Mutoid culture and how one could better humanity with the second-tier impossibilities that Mutoids seem to possess. Mutamon Activities Division

Separate but equally important is the ever-menacing Mutamon Activities Division or M.A.D. Their job is to ensure that the streets remain safe from all Mutoid related crime by hunting down perpetrators with high tech equipments and putting an end to their menace without prejudice or mercy. As a division of nearly every city police force M.A.D. officers are everywhere. Depending on the size of the city the M.A.D. office could range from one lone sergeant keeping the peace in a quiet town to full regiments making sure the metropolis is safe from Mutamon gangs, Yakuza crime holes, Criminal Trainers and Rogue Mutamon. Risking their lives on a daily basis many have become hard-boiled and pitiless No matter the situation M.A.D. agents are

always well equipped and well versed in the basics of Mutoid power manifestations. From its inception M.A.D. saw a consistent growth as a law enforcement body as second-tier Mutoid metamorphosis became more commonplace. While Mutamon power manifestations became more destructive so did M.A.D. technologies rush to cope with impending threat. As a result M.A.D. agents are among the most well equipped squads to grace the field of policing and none deny that they need every thing they have.

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Standard M.A.D agents come equipped with an assortment of tools to fight against Mutoid threats ranging from simple Mutoid Database uplinks, UK-827 AP Sleeper Guns, to the mighty Ares Battle Armor. Even with all the high tech equipments at their disposal it is still an uphill battle for M.A.D. agents as Mutoid powers become more and more unpredictable with each day. The solution however has existed for almost as long as second-tier Mutoids have existed: it is the most controversial and most devastating tool in M.A.D’s arsenal: the oft-accursed Mutoid Gene Desequencer. Created by scientists who feared the spread of Mutoids into human populations, the Mutoid Gene Desequencer is now commonplace among enforcers of Mutoid related Crime, much to the chagrin of a fair few. A standard Gene Desequencer is about the size of a large refrigerator and very heavy. Thus any force wishing to take with them a mobile Gene Desequencer usually has one built into a van or truck. This is standard practice by M.A.D. police. Once activated a Mutoid Gene Desequencer reduces any Mutoid to a few simple genetic pieces and stripping it of its Mutogenetic properties. The

resulting creature, devoid of energy or motivation save rest and food, resembles a small tailless rodent. To make matters worse Oid’s, as they are called, when desequenced from a second-tier Mutoid, maintain a colour of fur which always bares resemblance to their former prowess; a grim reminder of their former glory.

Regardless of M.A.D.’s seemingly shining organization some black sheep exist within it. After the legalization of second tier Mutamon many officers became disenchanted with the government and their seeming disregard for the lives of those who lost their lives to the Mutoid threat. These now ex-M.A.D. agents went rogue, taking with them much of the equipments and researches, seeking now to eliminate second-tier Mutoids completely. Hunted by the government they once served and privately funded they are probably one of the greatest threats to Mutamon trainers and a true throwback to what many trainers call the “Bad Old Days”.

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The Organized Crime Syndicates Wherever there is profit to be made, wherever there are places the world at large doesn’t look, there are elements of society that the law does not desire moving actively for their own interests. Whether it is a classical Mafia, Asian gangs or simply self-funded organizations the crime in 2052 is far from a distant memory. Animal fights have always been a major gambling venue, even before the first Mutoid ever existed, but since their proliferation into society and eventual manifestation of second-tier prowess these illegal contests have become all the more popular. Businessmen and gangster alike seeking to escape the humdrum of day-to-day life flock to these underground arenas, throwing down hundreds, even thousands, to see fire, explosions, blood and death, and to win a few bucks in the process. Of course any Mutoid trainer can enter into these underground tournaments and for those who do the payout is extensive. Unlike the IML who may or may not have major prizes for victory most unlicensed Mutamon tournaments pay a fair sum even for last

place and provide considerable compensation to a trainer for silence should their Mutoid come to serious harm; something that is a serious possibility. Unlike the IML many of the tournament challenges found in the shadows of organized crime follow no strict safety regulations and in fact sometimes go beyond the bounds and actively try to be more violent and cruel then normal. Tournaments like these are rare but usually have fantastic prizes to entice trainers to take the risk. Both M.A.D. and the I.M.L. work nonstop to stop the proliferation of privately funded Mutoid battle competition. The I.M.L. advertising the danger of Crunch and Headhunting matches that are often found in these venues and M.A.D. working in collaboration with the police to find the headquarters and bring these profiteers to an end. Despite continuing efforts to suppress the crime rings they continue to thrive. Fueled by promises of quick rewards for trainers beyond what the I.M.L.

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offers and risqué entertainment for the bloodthirsty patron; the Syndicates of Crime shall probably remain The undesirable patron of Mutamon for some time to come. The Dark Side of Mutamon

Away from the razzle-dazzle of the IML ring and the hard-edged drama of the MAD organization even from the operas of high crime there is another element to the empathic interconnection between people and Mutoids that is often overlooked; their impact on the children they touch and the impact of the children on them.

In most cases children with Mutamon lead

fulfilling and all too natural lives, much in the same way as any child who had a regular pet, Growing, learning and eventually becoming a productive member of society. Sadly it is in the odd cases that these trends break down.

Mutamon, being deeply empathic, respond

heavily to their trainer’s emotions and, as a result, usually form a deep emotional bond. These bonds are what create second-tier Mutamorphosis and what

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often makes trainer and Mutamon inseparable. While usually a close bond with a pet is healthy such a bond when mixed with anxieties over home life and families can create in a trainer a sort of quazi-independence which leads the trainer to believe that he and his Mutoid, the only creature who could understand them, would be better off elsewhere.

Living on the streets, these lost boys and girls

are an all too common; often alone with their Mutamon, feeling isolated from society, usually hunted by M.A.D. for crimes of desperation and trying to survive on the streets these children earn themselves a hard edge where before, without Mutamon help, they would have simply returned home. The Lost children who live the streets for a long time soon realize that there is strength in numbers and take the initiative to form Mutamon gangs. These groups of vagrants usually take a criminal edge, which often lead them into robbery and violence in order to survive.

These groups are fervently hunted by M.A.D. agents for their crimes and often must move quickly

from place-to-place avoiding persecution. Gangs that survive long enough and catch the eye of a larger crime syndicate are often sponsored. From there if they continue to succeed they become full-fledged members, receiving all the benefits that come with such a title.

Finally, there is a darkness that frightens even those who lurk the streets of the great cities. A fear, which brings into doubt the very safety of the Mutoid culture and tries the skills of even the toughest M.A.D. squads. These terrors are known as The Dread.

Created by the emotional bond between a

Mutoid and child, that causes the second-tier Mutamorphisis, when the child is abused, alone and afraid. In such a case it is possible for the Mutoid to become a creature of nightmares lashing out against the world the child believes doesn’t care.

A Dread is often horribly powerful and near

impossible to communicate with. Their violent intent varies from case to case but always coincides with what the Mutamon perceives is or was the best course

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of action to take in fulfilling the child’s wishes to make their pain go away.

As most dread are not told what to do by their

owners, whom are often oblivious to their pets actions, it is difficult to locate them when they are not in action. Luckily it is a great boon if the distraught child is found; as it is often the easiest way to defeat a Dread by finding the problem that plagues the child’s diseased mind and solving it.

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Creating a Mutamon Trainer Starting Characters Playing Mutamon: The Filthy Fuzzy Streets is really very similar to any other BESM game. Generally PC’s will play Mutamon trainers struggling to shine on the Mutamatch ring in the great big world of 2052. This situation isn’t mandatory of course, one

could easily play M.A.D. agents or even Yakuza mobsters and maintain the setting, but for the purposes of this book we will discuss only child trainers. Beginning Mutamon Trainers start with 22 attribute points and 20 skill points. It is assumed that 2 of those points will be spent on Mutoid companion (described on page 28) leaving 20 points to spend as the player sees fit but once again this is not necessary. Initial points are spent on your trainer and Mutamon. Customizing your trainer is done as normally described in BESM. Purchasing certain attributes, on the other hand, is the only way to enhance your Mutoid. These attributes are described later in the book. For all purposes no attribute or skill can be purchased above level 6. It is possible however to attain a higher level then 6 through methods like school training and items. Finally one thing that is quite different from normal BESM is the linked attributes. These are attributes that require the player to meet a certain

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criteria before enhancing this current one further. For example: If the ability Speed was linked to the ability Super Strength then that would mean that to purchase your Speed trait at level 1 you would first need Super Strength 1. Mutamon Types

Mutamon Physical Types

As stated before: upon creation first tier

Mutamon are given a physical ‘type’ and that each of these ‘types’ has benefits and weaknesses in regards to dealing with other Mutamon of different ‘types’.

Put simply all physical ‘types’ have an

offensive advantage against one ‘type’ and one defensive advantage against another ‘type’. For further simplicity experts have organized these types and catalogued them into an easy-to-remember format called the ‘Circles of life’. The system contains two circles the Offensive and the Defensive. Both Circles travel Clockwise with the first ‘type’ having advantage over the next. Those who have advantage in the Offensive circle are

accustomed to chasing their disadvantaged prey and thusly receive a -2 bonus to their attack rolls. Those who have advantage in the Defensive similarly are well suited to escaping their prey’s attacks and receive a –2 bonus on defensive rolls. Multiple bonuses do not stack.

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For example: Mutamon with the Ooze type and the Plant type receive a –2 bonus to hit against canine and other Ooze type Mutamon because they are at an offensive advantage plus they receive a –2 bonus to defense rolls against Avian and Insect Mutamon because of Defensive advantage. Mutamon Elemental Types Just like Physical ‘Types’ accompany a first-tier Mutoid second-tier evolution brings with it an Elemental ‘type’. These new properties are displayed often in lavish ways (such as Fiery manes, Icy spikes, or stone chitin.) and are a major tell if a Mutoid has reached the second tier. In the same way as physical ‘types’ Elemental ‘types’ have a distinct advantage against certain Mutoids of differing elemental ‘types’ and generally the weaknesses for each ‘type’ are consistent from Mutamon to Mutamon. Luckily Mutamon elemental experts have compiled a way for every trainer to easily understand what the weakness of each element is: The Elemental Feng-Shui diagram.

The Elemental Feng-Shui diagram is read exactly the same way as the circles of life chart with clockwise circles signifying advantage over the next element. Mechanically speaking a Mutamon with advantage deals not only +5 damage when attacking but also gains +5 to the armor rating against the disadvantaged Mutamon. Unlike the Circles of Life chart these bonuses do stack. For Example: Wind-ego the Air Mutamon is fighting against Toxikice the Poison-Ice Mutamon. Wind-ego would receive a +5 to damage and armor because Wind has advantage over poison but Toxikice would receive +5 bonuses from poison having an advantage over air and again because Ice also has advantage over air for a total of +10 to Damage and Armor rating.

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Mutamon Attributes

Mutoid Companion Cost: 2points / level Relevant Stat: none Type: Normal, Technological Linked: none

In the world of 2052 Mutoids are common and many people the world over have taken to domesticating them. For the most part their empathic connection to their masters make them easier to train then regular pets. If given to a child a Mutoid, unlike a dog or a cat, can transform to the second-tier and perform the ‘impossible’.

Mutoids act much in the same way as a Servent

bought at the 1pt level (see BESM main book). The major difference is the way they are created. Unlike a Servent who is made with a lump sum of attribute points Mutoids are created using the following guidelines.

- 6 points to spend on Body, Mind, and Soul - May purchase up to 3 points in flaws to spend

on normal attributes and Body, Mind, and Soul

- 10 skill points to spend on Mutoid Skills (See Mutamon skills section. page 32)

- Must choose a physical type or types - Automatically Gains the flaws

o Cannot Talk II o Low Manual Dexterity I

Each level of the skill allows you to create

another Mutoid companion. You may take this skill beyond level 6.

Level 1 – one first-tier Mutoid Companion Level 2 – two first-tier Mutoid Companions Level 3 – three first-tier Mutoid Companions Level 4 – four first-tier Mutoid Companions Level 5 – five first-tier Mutoid Companions Level 6 – six first-tier Mutoid Companions

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Mutamon Trainer Cost: 2 points / level Relevant Stat: Soul Type: Normal Linked: none People of all ages make it a point of pride to teach their Mutoid various tricks. Mutamon Trainer allows a trainer to Give their Mutoid that extra edge or help it that extra bit. An important skill for any would be Mutamon Champion. Each level will allow you to choose from one of the following abilities. Analyze Mutamon: The Trainer can judge the power level of opposing Mutamon, and is well versed in all the common breeds. Mutamatch Motto: Once per match the Trainer may chant an annoying rhyme, which causes his own Mutamon to gain 5 energy and the opposing Mutamon to lose 5 energy. Mutamon Breeder: The trainer is highly skilled in the selective breeding of Mutamon for desirable traits. Mutamon Dietician: The trainers care and feeding help his Mutamon grow strong; they recover

Health and Energy twice as fast, and resist disease well. Inspire Mutamon: The trainer’s enthusiasm and leadership aid his Mutamon in Matches. As an action, the trainer may spend 5 energy and make a Soul + Animal Training check; success gives the trainer the option to heal the mutamon 5 health, or give +1 ATC or +1 DCV for one turn. Instill Discipline: The Trainer is good at keeping his Mutamon level and in line. A 1-hour training session and 5 energy from both trainer and Mutamon will give the Mutamon +1 initiative and +1 DCV for the rest of the day. Instill Ferocity: The trainer hones his Mutamon’s killer instinct. As instill Discipline but ads +1 ACV instead. Mutamatch Tactics: The Trainer is a skilled strategist. As long as the Trainer can observe the Match and shout orders, the Mutamon gains a +2 on Initiative. Nurse Mutamon: The trainer has a powerful knack for tending Mutamon injuries. Under his care, Mutaon heal 3 times faster. This can combine with Mutamon Dietician for a total of x5.

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Training School: The trainer is well versed in a school of Mutamon Training and may choose a school with which they may train their Mutamon. (See Training schools on Page 35) This may be taken multiple times with each time pertaining to a different school. Countermand: The Trainer is skilled at undoing another Trainers work. Once per match the trainer may spend 5 energy. Both trainers roll Soul + Animal Training; should the active trainer win the target trainers Mutamon active Trainer Abilities (such as instill ferocity or Mutamatch tactics) are suppressed for the remainder of the round. Level 1 – Trainer has one ability. Level 2 – Trainer has two abilities. Level 3 – Trainer has three abilities. Level 4 – Trainer has four abilities. Level 5 – Trainer has five abilities. Level 6 – Trainer has six abilities.

Mutamon Power Cost: 5 points / level Relevant Stat: none Type: Normal Linked: Mutamon Trainer Mutamorphisis: The great change from the first to the second tier of the morphogenetic tree. Mutamon Power is the Attribute that shows just how well your Mutamon can perform the ‘impossible’. Generally M.A.D. agents rate a Mutoids power by ‘Danger Rating’ with one being a first-tier Mutoid and two through seven being each level of Mutamon power taken afterwards and eight being ‘Absolute Danger’. (They have no real way of gauging this but a GM should use this to explain how powerful an enemy is or how people perceive the power of their Mutoid.)

These evolutions sometimes take place over a span of days or instantaneously, varying from Mutamon to Mutamon. Sometimes they are very noticeable but often they are completely unchanged as a result.

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Each level of the skill grants the Trainers Mutamon the following options. It must be noted that all special attributes are linked to Mutamon Power meaning that a Mutoid with Mutamon Power II can only purchase special attributes at second level (This includes abilities bought with magic).

- +5pts to be spent on Body, Mind, Soul and Normal attributes.

- +5 pts to be spent on Normal and Special Attributes.

- +10 skill points - +5 points can be attained from flaws that can be

spent on anything.

Furthermore all Mutamon with ‘Mutamon Power’ automatically receive Marked I.

Level 1 – +5pts B,M,S,Norm; +5pts Norm, Special; +10 skillpts; +0-5pts from flaws. Level 2 – +10pts B,M,S,Norm; +10pts Norm, Special; +20 skillpts; +0-10pts from flaws. Level 3 – +15pts B,M,S,Norm; +15pts Norm, Special; +30 skillpts; +0-15pts from flaws. Level 4 – +20pts B,M,S,Norm; +20pts Norm, Special; +40 skillpts; +0-20pts from flaws. Level 5 – +25pts B,M,S,Norm; +25pts Norm, Special; +50 skillpts; +0-25pts from flaws. Level 6 – +30pts B,M,S,Norm; +30pts Norm, Special; +60 skillpts; +0-30pts from flaws.

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Mutamon Skill Costs Skills for Trainers Acrobatics - 3 Animal Training - 4 Architect - 1 Artisan - 1 Biological Sciences - 2 Boating - 2 Burglary - 3 Business Management - 1 Computers - 3 Controlled Breathing - 2 Cooking - 1 Cultural Arts - 1 Demolitions - 3 Disguise - 4 Driving - 4 Electronics - 2 Forgery - 4 Gaming - 3 Interrogation - 2 Intimidation - 4 Law - 1 Linguistics - 1 Mechanics - 2 Medical - 3 Military Services - 2 Navigation - 2

Performing Arts - 1 Physical Sciences - 3 Piloting - 2 Poisons - 4 Police Sciences - 3 Riding - 3 Seduction - 2 Slight of Hand - 3 Social Sciences - 2 Sports - 3 Stealth - 4 Swimming - 3 Urban Tracking - 4 Visual Arts - 1 Wilderness Survival - 2 Wilderness Tracking - 2 Writing - 1 Archery - 3 Gun Combat - 4 Heavy Weapons – N/A Melee Attack - 5 Melee Defense - 5 Ranged Defense - 3 Thrown Weapons - 5 Unarmed Attack - 5 Unarmed Defense - 5

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Skills for Mutamon Acrobatics - 3 Controlled Breathing – 2 Intimidation - 4 Stealth - 4 Swimming - 3 Wilderness Survival - 2 Wilderness tracking - 2 Natural Weapon Attack - 5 Natural Weapon Defense - 5 Elemental Attack - 5 Elemental Defense - 5 Mutamatch Style - 2 New skill descriptions Natural Weapon Attack Relevant Stats: None (Uses Combat Value) Specializations: Claws, Teeth, Tentacle The ability to attack with natural weapon attacks.

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Natural Weapon Defense Relevant Stats: None (Uses Defense Combat Value) Specializations: Claws, Teeth, Tentacle The ability to defend against natural Weapon attacks Elemental Attack Relevant Stats: None (Uses Combat Value) Specializations: Close Range, Area attacks, Beams The ability to attack with elemental special attacks. Elemental Defense Relevant Stats: None (Uses Defense Combat Value) Specializations: Close Range, Area attacks, Beams The ability to defend against elemental special attacks. Mutamatch Style Relevant Stats: None (Uses Defense Combat Value) Specializations: Close Range, Area attacks, Beams

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Training A Mutamon Training Schools Most trainers are content to teach their Mutamon at their own pace, learning and teaching their beloved pets as they go steadily go through life as a trainer. For a fair few the prospect of a pre-established way of quickly and efficiently training a Mutoid is something that is worth making the extra effort for. These driven individuals turn to the experienced ones who have blazed the trail of training and are eager to teach those with the discipline to learn how to make the best Mutamon in the business. There are countless schools of training around the world of 2052 but only a few have stood the test of time and frequently displayed consistent victory. Each school generally specializes in some aspect of Mutamon ability taking a Mutamons considerable power to even greater level by diet, consistent training and constant attention to the tenants of the regimen. As with all things no school is perfect; although they increase a certain aspect of a Mutoids being they often disallow certain techniques or let others wane to

the point of weakness. This creates with some trainers a conundrum as to what school, if any, they should teach and indeed it is a difficult choice; for some regimes can ruin the combat capacity or even be deadly if applied to the wrong Mutamon. Training schools come in three types: Hard, Standard and soft styles. Hard styles are often brutal regimens of physical endurance and mental stress that calls fourth the evolutionary traits of the Mutoids. Soft style on the other hand tries to bring harmony to mind and emotion with loving care and constant positive attention. Finally Standard styles focus on combat strategy or fighting technique instead of the mental or physical. It is within the rules of the IML that a trainer can learn and know any style but not all styles can be taught or put into practice. Styles such as Matsuri or Uragiri when used will bring about the ire of the IML and in extreme cases even MAD.

When a Mutamon Chooses that they wish to learn a school style and has taken the appropriate ability with the “Mutamon Trainer” ability they may then choose a single school which they will be able to teach to their Mutamon. Once the choice has been made the Trainer can begin the training.

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Training takes time and requires discipline. As

time goes on, provided the bans in the regimen have been maintained, the trainee Mutamon will gain benefits from the regimen. Each school is given five stages with an amount of time attached representing the checkpoints of progress in the training. If enough time has elapsed in the training without mishaps such that a checkpoint is reached the Trainee Mutamon gains the effects of that stage of training (These effects can increase abilities and attributes above maximum or even kill your Mutamon). If any ban is indulged the trainer must begin the training again from the last checkpoint and repair the damage that this break in the regimen has caused. If there are too many ban breaks then the GM can opt to demote the Mutamon down one stage of the regimen.

Ex: Yuki is training her Mutamon Musiclair in

the Shinka style and has been doing so for nearly two months. Because of this she has passed the one-month checkpoint, attained its benefits, and has nearly reached her two-month checkpoint. In a battle Yuki was forced to use a Soul Draining attack to win the Mutamatch; Something that goes against the Shinka training. Because of this her Mutamon has

learned a poor lesson and must be re-taught returning her to the one-month checkpoint thus requiring another month of training to reach the two-month checkpoint.

Many schools grant special abilities or attacks.

Unless otherwise stated these abilities can be used as often as desired at the beginning of the round as long as the appropriate energy is spent.

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Hard style Schools

Nagare Boshi (“Falling Star”)

“You cannot win if you’ve lost before you start.”

Type: Hard Emphasis: Brutal Swiftness

Nagare Boshi relies on offensive speed over defensive power turning the Mutamon into a lightning fast attack spring, ready to uncoil and tear the enemy to shreds. The school, by sacrificing physical build with anorexic dietary regimens quickly transforms a Mutamon into a sleek wiery animal. Fast and efficient performance in the Nagare Boshi School means rewards of Lean Meats and games of fetch whereas inefficiency is met with harsh dietary cuts,

long exhausting treadmill sessions and furious games of dodge ball. 1 month – Initiative +1 2 months – Speed I, Hp -5 6 months – Initiative +1, DCV +1 1 year – DCV +1, Hp -10 2 years – Falling Star: 2 energy: +1 combat action once per turn. Bans: Cannot Inspire or Nurse Mutamon, Cannot use static attacks, cannot have un-optimized non-hidden heavy armor.

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Menran Menesanzun (“War of the Mind”)

“Mind over Matter”

Type: Hard Emphasis: Psychic Assault

Menran Menesanzun is probably the most demanding of any of the schools for it not only requires psychic abilities but an absolute dependence on your psychic faculties.

The school trains the mind to be the ultimate instrument of destruction by constant and un-avoidable exercise with it. Training is achieved with chained physical restraints giving the Mutamon no hope of food, water or escape save through psychic means. Those who fail the training often die in solitude having been unable to feed themselves. The ones who succeed on the other hand become terrifying

combatants capable of dealing out energy attacks seemingly without end. 1 month – +10 energy, -1 Body 2 months – +1 Elemental ACV, -5hp 6 months – +10 Elemental Attack Damage, -1 Body 1 year – Telekinesis I (2pt version), -5 hp 2 years – Regain 1 energy/turn, +1 Mind Bans: Cannot Nurse or Inspire Mutamon, Physical Attacks, Super Strength

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Yajuu (“Wild Beast”)

“If the problem cannot be solved by force you are not

using enough.” Type: Hard Emphesis: Savage Strength Yajuu’s sole focus is strength: Physical strength that cannot falter to create a Mutamon whose physical prowess surpasses some heavy machinery. Of course this kind of raw offensive power is desirable in many Mutamon trainers making it, when combined with the simplicity of its training style and the low risk of hurting the Mutamon, one of the most popular Hard Style schools of 2052. Sadly it is often the case that the trainers desire for raw strength sometimes becomes so strong that it is not uncommon for many trainers to resort to strange, experimental and potentially dangerous enhancement drugs that give their Mutamon a further edge.

Unlike many other hard style schools Yajuu yields a low risk in harming the Mutamon during training. Generally training consists of gradual weight exercise backed with protean heavy food rewards and punishment including hard work and heavier goals. 1 month – Initiative +1 2 months – Combat Damage +2, Energy -5 6 months – Hp +5, Combat Damage +3 1 year – ACV +1, Energy -5 2 years – Overpower: 3 energy: Super strength I (lasts 1 round) Bans: Cannot Inspire or Nurse Mutamon, Non-Muscle-Powered ranged attacks, Energy Bonus.

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Furutetsu (“Scrap Iron”)

“If their worst cannot harm you, you cannot lose”

Type: Hard Emphasis: Relentless Toughness

Furutetsu School is probably one of, if not, the most brutal school in Mutamon training history. Its training methods reliance on heavy non-stop beatings is something that many trainers do not have the heart to perform but for those trainers whose hearts are steel they create for themselves a Mutamon whose resilience is such that almost any blow is easily deflected. Diet consists of high protean foods (something that is never taken away), with Ointment and massages being the reward for good performance. Punishment consists of heavier beatings. Sadly many Mutamon who have been subjected to this styles brutality have come away with permanent injuries,

broken limbs often becoming completely useless in a Mutamatch ring. 1 month – Pre-requisite: Regeneration I, Hp +5 2 months – Damage Reduced by 2pts, Initiative -1 6 months – Damage Reduced by 3pts, Hp +10 1 year – Pre-requisite: Life Support I*, DCV +1 2 years – Pre-requisite: Life Support II*, ForgeArmor: 4 energy (once per turn): Damage reduced by 10pts (Lasts 1 minute) * Pre-requisite must be purchased before checkpoint can be reached.

Bans: Cannot Inspire or Nurse Mutamon, Cannot increase initiative through attributes

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Kyouran (“Berserker Rage”)

“Let it out! Don’t stop until it’s over.”

Easily the most violent style around, Kyouran focuses on the animalistic nature of a Mutamon pushing the trainee Mutamon to be a soulless, almost un-sealable bottle of rage ready to be unleashed upon the poor subject of the trainer’s ire. The Kyouran style consists mainly of Brutality training to draw out the violent animalistic nature of the Mutamon, because of this, the style requires of its trainers an extra amount of competence in controlling them. Those trainers who find themselves with a control deficit will often unwittingly become the instigator of an un-desired crunch match or, worse yet, the terminal victim of the terrible weapons he has spent so long honing.

1 month – Instill Ferocity doubly effective 2 months – Natural Weapon Improvement*, -1 soul 6 months – +10 Natural attack damage 1 year – Natural Weapon Improvement*, -2 soul 2 years – BERZERK: 5 energy (once per turn): Super Strength I, Massive Damage I, +1penalty to soul checks (Lasts 1 minute), When the minute ends Trainer makes a check of his Animal Training + Mutamon’s Soul failure means Mutamon might not follow orders for the rest of the scene. *See Below

Bans: Cannot Inspire or Nurse Mutamon

Natural Weapon Improvements Claws or Spikes: +5 damage Fangs, Beaks, or Mandibles: +3 damage, -2 bonus to defensive rolls against a third individual. Horns: +5 charge damage, no penalty to initiative or defense for failed charge, -1 bonus to defense rolls after failed charge. Spines: Breaking a grapple also deals combat value in damage. Tail strike : -1 Attack Bonus, +1 to enemy defense roll penalty Tentacles: +1 ACV/DCV while wrestling.

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Softstyle Schools

Jinkei (“Mercy”)

“Lets have fun and not get hurt.”

Type: Soft Emphesis: Non-Lethal Combat Jinkei is easily the most sportsman-esque training school and certainly the most helpful in everyday life. In combat it specializes in non-lethal attacks, preferring to subdue their enemies rather then bloody them. More interestingly it is outside of combat that Jinkei trainers find themselves most useful as they focus on helping hurt Mutamon and healing them back to fighting fitness. These skills are often so useful that the IML pays good money for Experienced Jinkei trainers to oversee as many matches as they can.

The pacifist nature of Jinkei trained Mutamon, though useful around the Mutamatch mat, often leads to a very trusting nature which in many cases has been abused and, because of the value of their training, are prone to, and an easy target for, Mutamon thievery. 1 month – +5 non-lethal damage, -5 lethal damage 2 months – +5 non-lethal damage, -5 lethal damage 6 months – Nurse Mutamon is doubly effective. 1 year – Healing I, -5 lethal damage 2 years –. De-Lethalize: 1 energy: Modifies one of your attack to be non-lethal (dealing stunning damage instead of regular damage). Bans: Cannot Inspire Ferosity, or Instill Discipline, Use incurable Attacks, Attacks that allow no regeneration, or hurt another Mutamon (lethally)

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Unmakase (“Trusting in Fate”)

“We won? LUCKY!”

Type: Soft Emphesis: Indirect Luck Manipulation

Unmakase training is difficult, both to learn and to determine success, because it relies on a strange immeasurable constant… Fate and luck. Originally designed as a hard style school under the name Kusemono Anki (“fate stealer”) its unreliability led to the abolishment of the school as a serious tool and its tenants later picked up as a soft school under its current name. The basics of Unmakase training are very simple, as it requires only extensive game playing. The true difficulty lies in training the Mutamon that victory is desirable and leads to everybody being

happy then applying the same skills to non-gaming situations. The hardship of teaching Unmakase has led many people into believing that, after many years of training, their Mutamon is a master of fate without having any mastery over it at all. 1 month – -1 bonus to using linking attacks 2 months – Both Opponents and you gain Unlucky I* 6 months – Shields block on failures by up to two. 1 year – Both Opponents and you gain Unlucky II* 2 years –. Kusemono Anki: 5 energy: After dice are rolled: roll a die. You may switch one of the Dice with your roll. *See Below

Bans: Cannot instill discipline or Ferocity, use aura attacks or focused damage.

Disability: Unlucky Luck is not with you and actually seems to work to your disadvantage. Level I – Once per battle (or scene) your opponent (or GM) may force you to re-roll your dice. Level II – As above but twice per battle or scene.

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Soubi (“Sublime Beauty”)

“Understanding how Mutamon feel is the key to true

power” Type: Soft Emphesis: Trainer-Mutamon Empathy Soubi School focuses on the link between Mutamon and trainer and how to enhance it such that both trainer and Mutamon work as one entity. For that reason it is one of the most popular soft style schools among starting trainers who wish to both befriend their Mutamon and win Mutamatches. Furthermore there are those devout Soubi practitioners who believe it is the key to unlocking the legendary Third-tier. Soubi training requires the trainer and the Mutamon to create a total dependency on each other. This is most commonly achieved by constant contact

with the Mutamon and non-stop positive attention. As the link grows between the trainer and the Mutamon their empathy grows and both excel because of it. Sadly if something terrible were to happen to the other the guilt and depression created, as a result from the empathic link, is often debilitating and in some extreme cases, though uncommon, the depression has led to tragic suicides. 1 month – Trainer gains (Animal Friendship I [trained mutamon only]), -1 shock value. 2 months – Trainer and Mutamon gain (+1 initiative), -1 shock value 6 months – Trainer and Mutamon gain (+5 energy), -5hp 1 year – Trainer and Mutamon (Precognition I [about the other], Significant Other II) 2 years – Trainer gains (Im Here for You: 10 energy: Mutamon gains Place of Power II (The trainer) (lasts one minute) (usable only once per round) Bans: Cannot Inspire Ferocity or Discipline, use Harmful Mutamon Drugs or Backblast attacks.

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Chounouryouku (“Psychic Power”)

“The mind is everywhere. With it we can do

anything.”

Type: Soft Emphesis: Psyonic Energy

The Chounouryouku School, like most Psychic schools, is very clique as it only accepts Mutamon with pre-existing psychic abilities. Those few who are accepted are tought the secret methods of honing psychic power to become the purfect conduit for ambient psyonic energy. Unlike Menran Menesanzun, Chounouryoku focuses less on violent psychic assaults and more on endurance of psychic energy and utility of the powers through constant use (Usually by playing using specially chosen items) and meditation. Training that, in the end, creates a far less potent creature but far

more energetic and easily more useful in non-combative situations. It is even said that Mutamon that have mastered the style can tap into the ambient mind of other Chounouryouku users to Perform feats that they were seemingly unable to do before. 1 month – +5 energy, Not so Strong I 2 months – +5 energy, -5 hp 6 months – Extra Energy I, Not so Strong I 1 year – Telekinesis I, -5hp 2 years –. Ambient Intelligence: 10 energy: Gain Hightly skilled I (can be spent anywhere, lasts one minute) (usable once per round) Bans: Cannot instill Discipline or Ferocity, use Super Strength or Natural Attacks.

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Shinka (“Sacred Flame”)

“God is the Greatest Trainer”

Type: Soft Emphesis: Faith Based Training Of all the schools of Mutamon training the Shinka school is probably the most segregated. Though not originally so, the school of Shinka fractured over basic theological tenants and now, plagued by fanaticism in the ring, has become a far cry from the banner of religious unity that it once stood for. Fractured school and fanaticism aside, Shinka consistently draws those looking for piety and clarity of purpose. For this reason, although the school has won its fair share of matches though unity with their god(s), the greater number of Shinka followers stay

out of the ring preferring to find peace with their Mutamon and the powers above, away from the violence of the Mutamon leagues. 1 month – +5 energy 2 months – Divine Relationship I, Wanted I (Sacred Flame Fanatics) 6 months – +2 soul, Attack Restriction I (Non Hostile Non Mutamatch opponents) 1 year – Divine Relationship I, -1 Initiative 2 years –. Divine Might: 10 energy: +2 Body, Mind, Soul, +1 DCV (Lasts 1 minute) (usable once per round) Bans: Cannot Instill Ferocity, use Soul Draining Attacks or Natural Attacks

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Standard schools

Zakku Zakku (“THUD THUD”)

“Power through martial Training man can become a

weapon, so to can this apply to Mutamon”

Type: Standard Emphesis: Hand to hand Skill Zakku Zakku is a traditional style. Its tenants of discipline and martial training overcoming any barrier, are simple and its training has been tested by time. As master teaches student to hone body and focus attacks to pierce even the toughest defenses so too does the mind grow learning to accept the world around it and protecting itself from the toils of deception. Bans: Cannot Instill Ferocity or Nurse Mutamon, Attack restriction II: Non-Duel Combatants

1 month – Trainer Req. (Melee Attack II), Instill Discipline is doubly effective 2 months – Trainer Req.(Melee Attack III), +10 damage for piercing armor 6 months – Trainer Req.(Melee Attack IV), +10 damage for Piercing Force fields 1 year – Trainer Req.(Soul 6), Mind Shield I 2 years –. Trainer Req.(Soul 8),

Touch of Death: 2-12 energy: Grants one attack +5 AP, FFP damage, +1 ACV per 2 energy spent

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Matsuri (“Feasts”)

“ Its time to eat!”

Type: Standard – BANNED- Emphasis: Crunch Matches Only the most vile and cruel trainers walk the path of Matsuri: the style that focuses solely on the killing and devouring of your enemies. Those who do chose the Matsuri live off the lives of others and are forever hunted by the IML for it. Lurking only in the deepest shadows of the most depraved crime rings where such things are cheered.

They are the ones to be feared for it is said that those who have mastered Matsuri become more powerful with every meal. Feeding off the very stuff that lets the Mutoids perform the ‘impossible’ and never stopping until they are deemed unstoppable.

1 month – Instill Ferocity is doubly effective 2 months – Natural weapon I (Bite), Natural Weapon Improvement (Bite, see page 41), -1 soul 6 months – +15 damage to pierce armor, -1 soul 1 year – -2 bonus to called shots to vital spots, -1 soul 2 years –. Feast of Plenty: 50 energy: Destroy a K.O. Mutamon of at least ten fewer character points then your Mutamon and gain a character point. Bans: NONE But gains the following: Mutamon:

Wanted II (“IML”) Trainer:

Wanted II (“Various Trainers/Ex-Trainers”) Nemesis II (“IML Crunch Hunters”) Skeleton in closet I(“Matsuri Student”)

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Uragiri (“Trechery”)

“Cut off the Head and the Beast falls”

Type: Standard –BANNED- Emphesis: Head Hunting Uragiri is a school for criminals. Its claim to fame is the ability to both cheat without being noticed by causing ‘accidents’ to opposing trainers and create between the Mutamon and trainer a perfect team that can take down any opponent. Because of the nature of the school, the IML, which only allows trainers to give orders and supplement their Mutamon with minor items, has banned its use in the Mutamatch ring. Sadly for them Uragiri is about stealth and few judges can detect and disqualify the subtle users of Uragiri before its too late.

Furthermore MAD Special Forces are always on the hunt for Mutamon criminals and those who use head hunting to win often find themselves with many enemies quick to divulge their locations. To avoid the MAD hunt users of Uragiri often stay to the shadows of the underworld where Headhunting leagues flourish.

1 month – +2 ACV on first trainer attack in a match. 2 months – Trainer gains +1 DCV against Mutamon 6 months – Penalty for hiding a headhunt is reduced to +4 1 year – Trainer gains Art of Destraction +I 2 years –. Trainer and Mutamon gain:

X-Treachery: 10 energy: Modify one of your physical/ Weapon attacks to link with any Mutamon/Trainers Attack

Bans: NONE But gains the following: Trainer: Wanted II (“MAD Cops”)

Wanted I (“IML”) Skeleton in closet I (“Uragiri school”)

Nemisis I (“MAD Special Forces”)

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Personal Gear These Items can be taken in addition to other choices found in the BESM Corebook. Be sure to have all choices approved by the GM. Items marked with an ‘(L)’ are usually allowed in some way during IML sanctioned matches provided the stipulations are declared before the tournament begins and Items marked ‘(E)’ are experimental or illegal. Keep in mind that these Items are priced for children and would be easier to attain should a child have more money or better access. Minor Items First Aid™ (6 doses; dose recovers 5 health)(L) Second Aid™ (3 doses; dose recovers 10 health)(L) PEP™ (6 doses; dose recovers 5 energy)(L) VIM ™ (3 doses; dose recovers 10 energy)(L) Panecea™ (3 doses; dose when mixed with venom cures poison)(L) Simple Street weapon (Such as a knife) Simple Street vehicle (Such as a Bike) Simple Special Requirement (5 doses, like cigarettes) Simple training tools (Fetch Balls, Ropes, ramps) Food and Drink (Mutamon and Trainer for three days)

Major Items Mutopancea™ (3 doses; dose recovers 30 health but lowers max health by 1 permanently)(E) Mutaetheria™ (3 doses; dose recovers 30 energy but lowers max energy by 1 permanently)(E) BERSERK™ (2 doses; dose gives Super Strength I and Massave damage I for 30 minutes then Mutamon looses 20 health and energy)(E) Psystimulant™ (2 doses; Reduces costs for elemental attacks by 3 for 1 minute then Mutamon suffers 10 damage) Compress™ (2 doses; Mutamon gains Light armor I for 1 minute then suffers 5 damage) Angels Kiss™ (1 dose; Return recently dead Mutamon to life, then give Mutamon –1 to all stats permanently) Mutoid Database Uplink (Access MAD database) Exotic Training tools (Such as Psychic Instruments) Rare Special requirement (3 doses, like drugs) Street Weapon (such as a gun or sword) Street vehicle (such as motorbike) Safehouse (Such as an apartment, or old building) Mutamon Battle Armor (Heavy armor I; Partial area)(L)

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Legends of the Ring

It is advised that you create your own NPC’s for your game but if your stuck here are some semi-famous people of the year 2052.

Ryu and Shocken When the second-tier Mutoids first came to be used as fighting animals Ryu was there having just recently found his lifelong companion Shocken (the electric Chicken). There he fought and lost countless matches, ran from trouble with innumerable M.A.D. agents, lost more matches, won a match and then lost more matches again. Notorious, in his day, for biting off more then he could chew with unyielding energy he now, many years later, has joined the ranks of the Red Paw striving to abolish the use of the M.A.D. Gene-Desequencer which he has nearly fallen victim to oh so many times. Ryu is energetic and compassionate but a bit of a bungler. Shocken, whose exploits are constantly lauded by Ryu looks like nothing more then a yellow

chicken, and with the exceptions of a few bolts of lightning here and there, is just that. Saiya Yamato and Blizz

In MAD Special Forces HQ there is little known about Saiya Yamato’s personal life. Having come from a policing family, her father being a former MAD agent, now retired, on the surface there is little doubt as to why she has come to lead the MAD Special Forces against Dread incidents. But when asked about her choice of profession she denies family ties exclaiming with a look of regret “I do this for … an old friend … that one day I may find and help her.” Like an old Sensei behind her, the old weathered looking dragonfly Blizz, seems to be her constant companion. The two of them work diligently to solve Dread related cases and bring them to a conclusion peacefully. Saiya is quiet and un-obtrusive but when the need arises she will speak clearly and to the point. Blizz seems to act as her old and weathered tutor pointing out details that she seems to miss. Together they have solved every case

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put before them save one, which they call their holy grail, the case of Umeka and ‘Father’. The Saboteur of Osaka Nothing is concretely known about the Saboteur of Osaka save for two things… he invented the Uragiri style and his first Mutoid was named muzai. It is believed, based on heresy, that he was once a trainer in the very early days of the IML. When the MAD agents cracked down on second-tier Mutoids he fought and lost his friend Muzai. From there he started again. Legend has it that he took arms against the MAD both he and his new mutamon, whom it is rumored was named kyuushuu could fight like twin demons. With his great skill it is said he earned the trust of the underground … that is until The Day of No Trust when in Osaka he betrayed the underground, some say for reasons of love, other for reasons of opinion, to MAD and in the confusion destroyed everything from both parties, including his name, and disapeared.

When great tragedies befall MAD without trace or clue it is said to be the work of the Saboteur continuing to extract his revenge on those who have wronged him. His name and all traces have been removed from all records save for the name Muzai, which is listed as De-sequenced by MAD. None have ever found him and few believe that they ever will… but the search goes on. Ivan and Puffballmon

Nothing strikes fear into the hearts of trainers more then the demon terror known as Puffballmon. All that is known was that Ivan Kyrkov, who stands roughly 7 feet tall and built like a professional body builder, was studying to be a Cosmonaught when Mutoids first came to dominate the animal world. Though he has never commented about events past this point it is believed that it was then that he met and trained his companion Puffballmon. Who after completely blunderbussing two IML world champions was declared the most destructive Mutoid in existence.

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Nowadays Ivan is building what he calls a spaceship and Puffballmon still fights for his title but only after the challenger pays 10,000$ and signs a waver stating understanding of consequences. Ivan, who seems to perpetuate his demon stigma by relaying only one command “PAIN” explains his success with the phrase “Creating the deadliest Mutamon is a matter of intelligence and imagination. Stay in school or you too will feel PAIN.” Not only has Puffballmon, who appears to be a simple ball of dust bunny fluff, has not only never lost but no Mutamon has ever survived a single attack.

Credits: Writer/Editor/Artist/Poor Grammar – Bryant Baxter Original Concept/Writer – Peter Burkouski Special thanks – Robers Sachs, Ryan Schutte, The rest of C.Th.U.L.U. Some art was taken without the permission of the artists

and such works are in no way the property of the creators of the book. We hope you have enjoyed the Mutamon game. All setting concepts and characters of the world of 2052 are property of Bryant Baxter and Peter Burkouski.