Thursday, September 4, 2014

Mutants In The News — "Google Preps For The Sharkocalypse" Edition



It's long-known that those toothy predators target sunken power and telecom lines.



I imagine that the dreaded subterranean seps from Gamma World congregate near Ancient energy plants and ruined communications hubs.  That's a hook certainly worthy of an adventure or three.

Wednesday, September 3, 2014

Mutants In The News — "I Think That I Shall Never See...Something, Something, Radioactivity" Edition

[This accidentally sat in my drafts cue for months.  Apologies!]


The illustrious Smithsonian reports that, decades after the fact, long-dead trees in the Chernobyl hot zones aren't decomposing properly.  And by "properly", they mean "the fundamental processes underlying ecosystemic function are plum broken, and new stuff ain't growin' cuz old stuff ain't dyin'."

(I may have paraphrased there.)

Scientists suspect that the radiation impacted not only the insects that facilitate rotting, but also the fungi and microbes, leading to an abundance of leaf litter and debris.  The ruined vegetation just won't go away.

It's a fascinating read.  And, clearly, the Mutant Future is full of dead-yet-still-standing trees. Zomboreal forests, perhaps?

Tuesday, September 2, 2014

"P" is for "Phibbon"

Phibbon

No. Enc.:  1d8 (3d6)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  4
Hit Dice:  2
Attacks:  1 (bite)
Damage:  1d6
Save:  L1
Morale:  8
Hoard Class:  II
XP:  47

The arboreal, 2'-tall phibbons possess massive jaws and grinding teeth to better masticate nuts and armored mutant plants. And though their markings render them almost invisible in the treetops, phibbons' incessant hoot-croaks make them considerably less than stealthy (meaning they Surprise on a 1-3 on 1d6).

Phibbons shoot energy beams (type determined at random) from their cyclopean eyes, and their bites inject a powerful hallucinogen which causes Confusion for 1d12 hours upon a failed Saving Throw Versus Poison.  Native tribes use such secretions for medicinal purposes, and in religious rites.

Mutations:  Energy Ray (Any), Toxic Weapon (Venom)


Tuesday, August 26, 2014

"L" is for "Liposucker"

Liposucker


No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  45' (15')
Armor Class:  7
Hit Dice:  13
Attacks:  1 (barb, or smother)
Damage:  1d12 + Special, or Special
Save:  L13
Morale:  11
Hoard Class:  XXI
XP:  9,600

Lurking in derelict medical facilities and ruined health resorts, liposuckers are pulsating, trundling blobs of sentient fat.  They reach heights of 6' and weights in excess of a ton.  Sandwiched between a liposucker's two sensory nodules is a barbed appendage that stretches up to 20'.  A cavernous, dripping mouth slurps obscenely.

Liposuckers impale their prey to leech out the lipids and fluids within.  Anyone struck by a liposucker's feeding nozzle takes an automatic 2d6 draining damage per round until removed (requiring a successful STR check at a +5 penalty).  Liposuckers also smother adjacent targets with a successful melee attack, and their victims endure 1d20 damage per round until pulled free.

Being comprised of greasy, gelatinous goo, liposuckers are only harmed by electrical-, laser/light-, or acid-based attacks.

Liposuckers flirt telepathically with horrifyingly lascivious come-ons.

Mutations:  Metaconcert, Neural Telepathy 


Thursday, August 14, 2014

"F" is for "Frisbee Fungus"

Frisbee Fungus

No. Enc.:  1d6 (1d6)
Alignment:  Neutral
Movement:  3' (1')
         —Fly:  180' (60')
Armor Class:  5
Hit Dice:  2
Attacks:  1d6 (tentacles)
Damage:  1d3 per tentacle
Save:  L1
Morale:  12
Hoard Class:  None
XP:  65

Frisbee fungus is a levitating, bioluminescent organism found in tropical jungles, fetid swamps, and mouldering ruins. It generally floats docilely above the landscape, drifting with the winds...but upon sensing prey, the creature rockets with frightening speed.

Frisbee fungi feed off psychic energies, and target those with 3+ Mental Mutations and/or WIL scores of 15+.  They fixate on the head, lashing out with probing tentacles that invade any and all orifices to leech the brains within.  Those struck by 3 or more frisbee fungus tentacles in any given combat round not only take the appropriate damage, but lose 1d4 WIL points upon a failed Saving Throw Vs. Stun.  Anyone reduced to 0 WIL collapses in a drooling, brain-dead heap.

Lacking minds proper, frisbee fungi are completely immune to Mental attacks.

Mutations:  Flight, Free MovementUnique Sense ("Cerebro-Sense")

Tuesday, August 12, 2014

"R" is for "The Rax"

The Rax  ("Webrustler")

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  4
Hit Dice:  11
Attacks:  3 (2 claws, 1 bite) or 2 (2 kicks) or 4 (4 spine-volleys) or 1 (lasso)
Damage:  1d3 / 1d3 / 1d8 + poison, or 1d10 / 1d10, or 1d4 / 1d4 / 1d4 / 1d4, or See Below
Save:  L11
Morale:  9
Hoard Class:  XXII
XP:  7,800

The Rax (singular and plural) are nightmarish arachnoids that stand 10' tall atop six spindly, spike-festooned legs.  They possess another set of stunted limbs that ends in manipulative digits.

Nocturnal, silent, and terrifyingly fast, The Rax lurch from the darkness (which they often generate themselves...), Surprising on a 1-4 on 1d6 and attacking in a flurry of claws and spines.  They hurl these spines ranges of 60' without penalty.  A rax bite injects Class 11 paralytic poison.

The Rax primarily use their "hands" to weave and hurl lariats made of sticky webbing.  It takes 1 round to spin a lasso, after which it can be tossed up to 45'.  Anyone struck is trussed up on the spot, and falls helpless to the ground.  The web-cords are nigh-unbreakable, and require 15 points of cutting damage from an outside party, or solvents (which invariably damage the prisoner).

The Rax are religious fanatics, and their bizarre faith fixates on "the liquids of life"...so their rituals involve blood, battery acid, gasoline, and android fluids.

Mutations:  Control Light Waves, Enhanced Vision (Night), Mind Thrust, Shriek, Spiny Growth (Small), Toxic Weapon (Venom)


Tuesday, August 5, 2014

"E" is for "Eyecone"

Eyecone

No. Enc.:  3d12
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  4
Hit Dice:  3 hp
Attacks:  1 (bite)
Damage:  1d4
Save:  L1
Morale:  11
Hoard Class:  None
XP:  7

Eyecones are small, parasitic insects that infest larger plants (usually conifers...and often of the killer-mutant variety) to leech the fluids within.  They are virtually indistinguishable from vegetative growths, and Surprise on a 1-5 on 1d6.

Aggressive and opportunistic feeders, eyecones drop on passersby en masse.  If an eyecone makes a successful attack against a target, it burrows into the victim, and does automatic damage each round until removed or killed.   Those wearing metal- or plastic-based armor are resistant to this effect.

Eyecones are also far quicker than they have any right to be, and sprint after foes on spindly "branches".

Mutations:  None



Monday, July 28, 2014

"H" is for "Hippoid" [Metamorphosis Alpha Version]



Hippoid

Number Usually Appearing:  1-3
Armor Class:  3
Movement (Yards / Turn):  8
Hit Dice:  9

Mutations:  Heightened Brain Talent, Heightened Intelligence, New Body Parts (Photosynthetic Skin), No Sensory Nerve Endings [D], Telekinesis

Hippoid (Hippopotamus):  This gregarious, creative biped stands a beefy 7' tall and is wholly immune to pain.  Hippoids are skilled body modification artisans, and each sports numerous tattoos, piercings, implants, and decorative scars / brands.

The creatures are psionically attuned to electrical current, and with minimal concentration, can pinpoint the location of any functional artifacts within a one-mile radius.  Hippoids are also photosynthetic, and heal 4x as quickly in lit environs; conversely, they move 50% slower in the dark, and suffer -2 to Saving Throws versus temperature-related attacks.