Manigator
No. Enc.: 1d8 (3d6)
Alignment: Any
Movement: 120' (40')
—Swim: 60' (20')
Armor Class: 4
Hit Dice: 7
Attacks: 3 or 1 (2 claws, 1 bite, or weapon)
Damage: 1d4 / 1d4 / 1d10, or by weapon
Save: L8
Morale: 11
Hoard Class: IX, XVIII
XP: 1,840
The Ancients' earliest experiments in the regrowth of human tissue often involved serums derived from the animal kingdom...
...and reptile-based concoctions proved the most successful, healing savage burns and regenerating lost limbs in mere weeks...
...BUT AT THE COST OF TRANSFORMING PATIENTS INTO SAVAGE, SCALY SAURIANS!!!
Actually Mutant Humans instead of anthropomorphic Mutant Animals, the nocturnal Manigators are the descendants of Ancients injected with experimental rejuvenating drugs. The treatments were initially successful, but within a year, the recipients manifested thick scales, diminished mental acuity, and increased aggression. Subsequent exposure to the wild contaminants of The Apocalypse further mutated their features, yet stabilized their temperaments.
Radiation in all its forms wreaks havoc on a Manigator. While they have adapted to the background contamination of the Mutant Future, certain unique energies (like those from "gamma rays from cobalt bombs, plus high-intensity x-rays" ¹) regress them back to a less bestial appearance...and ultimately into Pure Humans! Radiation-based weapons and Mutations have a 50% chance of inflicting the following additional effects on a Manigator:
Roll 1d12 Effect
1-4 Damage total diminished by -1d8 points
5-9 Damage total increased by +2d6 points
10-11 Manigator becomes more bestial, increasing its damage to 1d6 / 1d6 / 2d8
12 Manigator permanently gains 1 random Mutation
12 Manigator permanently gains 1 random Mutation
And intense solar radiation and artifacts that mimic the same (like "sun-ray projectors"²) have depressive effects on Manigators, making them lethargic. A Manigator suffers a -3 To Hit penalty in full sunlight, and actually goes dormant after a full Turn of exposure. This effect wears off in 1d6 rounds after the sun goes down.
Each Manigator possesses its own unique motivation and outlook. Some live in self-imposed exile, and vengefully and savagely hunt down those with high CHA scores. Others seek to regain their human forms at any cost, hoarding Ancient medical artifacts and kidnapping tech-minded types to operate them. And many are wholly accepting of their conditions, and form peaceable communities of like-minded souls.
Wild crocodilians (mutant and otherwise) have a primal aversion to Manigators, and attack them on sight.
Mutations: Enhanced Vision (Night Vision), Epidermal Susceptibility ("Radiation Reactivity") [D], Natural Armor (Extreme), Regenerative Capability
1-2: The Alligator People
Designer's Notes: The origin of Spider-Man's foe The Lizard (who first appeared in 1963) is nigh-identical to that of the The Alligator People. Stan Lee has some 'splainin' to do!
Believe it or not, there was an Atari 2600 game created based on this movie. Only one prototype has surfaced. I played it at a classic game convention about a decade ago.
ReplyDeletehttp://www.atariprotos.com/2600/software/alligator/alligatorpeople.htm
Alligator people you say?
ReplyDeleteManigators you say?
Hmmm ...
@Mr. Tim: Thank you for that link! I had no clue. (And I love that you're a retro-gamer, too. I'm going to spend next weekend at the local annual Arcade Expo.)
ReplyDelete@Mr. Legion: HISSSSSSSSSS!!!