Mamalegs
No. Enc.: 1 (1d6)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 5
Hit Dice: 6
Attacks: 1 (bite)
Damage: 1d10 + poison
Save: L6
Morale: 8
Hoard Class: IX, XIV
XP: 2,070
"Don't be the child that bullies, don't be the child that begs, don't be the child that lies and steals...or you'll meet ol' Mamalegs." — Mutant Future rhyme
As horrifying as giant, sentient, psionic arachnids are to the average denizen of the Mutant Future, the beasts known as mamalegs are particularly terrifying...because they steal children in the night to rear as their own. A mamalegs can detect the brainwaves of pre-pubescent Pure Humans and Mutant Humans of distances up to 3 miles, and they are particularly drawn to the "unhappy" and/or "ill-behaved". A mamalegs believes it is better suited to nurture, heal, and discipline such wayward souls than their obviously unfit parents, so it creeps into a residence (Surprising on a roll of 1-4 on 1d6), tranquilizes the occupants (with its Class 12 narcotic venom), and absconds with a child or two in its 4-pronged mandibles.
No one knows what happens to those taken by the mamalegs. Some suggest the children are transformed into arachno-beings themselves, while others believe they are eaten alive. Others say that there are entire subterranean cities—complete with schools, playgrounds, and medical facilities—full of the she-spiders and their humanoid charges.
Covered in prickly fur, mamalegs have low-slung bodies that reach 4'-6' long, but their limbs can reach heights of 13'-15' or more. They are highly sensitive to light, and suffer a -3 To Hit penalty in daylight combat, and -2 To Hit in well-lit interiors.
Mutations: Empathy, Mental Phantasm, Night Vision, Toxic Weapon (Venom), Unique Sense ("Inno-Sense"), Vision Impairment (Light Sensitivity) [D]
A Bestiary for Mutant Futures, Crawlin' Classics, Gamma Worlds, and Assorted Post-Apocalyptic Wastelands.
Tuesday, June 14, 2011
"M" is for "Mamalegs"
Saturday, June 11, 2011
"LEARN THE WAYS OF SNIFFLES!!!" (Part 2)
When we last left our trio and their Xottle henchmen, they had just "secured" the services of Bruno, an independent ferryman. The group crossed the river, and dragging the raft behind them, headed further south down the broken Eye-45 road. Nightfall was a few hours away, and they still had no way of treating Sniffles' extremely serious wounds.
Random encounter time!
C) The Cryena Game
The farther the party ventured down Eye-45, the more congested the road became with debris (primarily rusted-out and stripped Ancient transports), and they wound through a veritable maze of junk. Upon breaking through to a clearing, they saw two canine creatures sitting calmly in the middle of the road ahead. The animals were bright blue, but Penny noticed they looked almost indigo-black through her IR goggles. The group slowed, and decided to walk in a wide berth around the two beasts.
And then they heard voices in their minds.
In cultured, sesquipedalian dialogue, the cryenas apologized for startling the PCs, and introduced themselves as the caretakers of the local environs. They complimented the group on their attire, and championed their courage for clearly venturing so far from the comforts of home. They then expressed condolences about how "their cyclopean reptilian colleague" was in such ill health, and offered up a helpful solution to the group's problems:
They would gladly strengthen the party's chances of furture survival by mercifully and painlessly putting Sniffles out of his misery...and they would be doing him a kindness, as even at his healthiest, they could smell that he suffered from debilitating health woes [both Poison Susceptibility [D] and Reduced Immune System [D]]. They promised to give Sniffles the most sombre of funerary rituals, and dispose of his body in its entirety. And to ameliorate any bad feelings or guilt, they even offered up a sack of functioning Ancient artifacts.
The PCs were decidely unenthusiastic about the proposal.
While further telepathic banter ensued, the Xottles readied their weapons and faded into the nearby wreckage, clearly preparing for things to take a turn for the worse.
Despite the cryenas maintaining their calm and reasonable demeanor, the party got increasingly angry...and Sniffles finally had enough, and launched a surprise attack: he let loose a blast of fire-breath, engulfing the canine duo in raging flames...
...and was dumbstruck as the inferno vanished into nothingness. (Through her goggles, though, Penny saw that the flames were seemingly "sucked" into the cryenas.)
Unphased, the cryenas continued talking like nothing had happened.
Angry, Sniffles threw his now-lit Firestarter Cube at them...and it, too, was extinguished the very second it landed.
The cryenas sighed, and thanked Sniffles for the wonderful snacks...and repeated that their hearts set on another meal. They realized, though, that negotiations had broken down, and no compromise was in sight.
It was at that point that the cryenas said that they'd let the group pass unharmed, and carry on their way. However, they added that they'd be keeping a close eye on the group, and following their exploits from a safe distance away...
...and then five more cryenas appeared at various points in the wreckage, each carrrying a mighty Xottle warrior in their jaws like a mother cat with a kitten. These newcomers dropped their captives, and the little amphibians scampered back to the group with nothing injured by their pride.
The cryenas wished the party well...and as they slinked into the shadows, said they looked forward to speaking again very, very soon.
Whew.
Exhausted and dispirited, the PCs decided that shelter was the best option, and the group hunkered down in some ruins just a little farther to the south. Hobodeath volunteered to stand watch...
...but as soon as everyone was asleep, she sneaked out into the darkness, hoping to find medical supplies. She had previously spied some buildings a few miles back with a familiar red t-shaped logo (like at the Red Crossing), and planned to check them out. Before heading north again, though, she saw a building about a mile to the south that emitted a rhythmic glowing pulse. She ignored it.
Upon reaching her destination, she entered an expansive building with an open atrium. She crept into some corridors and random rooms, grabbing whatever loose items she could find in various drawers and cabinets. While doing so, she pushed open a swinging door...
...and almost knocked over a glass sculpture right on the other side. It was human-shaped, with arms outstretched. Oddly, parts of the statue had "accessories" etched into it (like rope and boots and a hat), while a plastic bandolier of daggers was hanging across its torso. Hobodeath took the daggers, and tried to study the statue further...
...but that was when she heard the birds.
Clucking and squawking sounds were echoing through the facility, and closing fast. She fled the building, and upon looking back, saw silhouettes like this at the entrance:
Hobodeath had no idea what they were, and didn't stick around to find out. She returned to her sleeping companions.
D) Bowling For Domars (or, The Terror Of The Tenpins)
No one ever noticed Hobodeath left during the night, and the group had a pleasant breakfast of dried frogs and fish. [Oddly, the Android never shared her items found at the hospital ruins with the group. No idea if she was hoarding them for real trouble, or forgot about them.] Bruno was getting surly again, though, so Penny re-zapped him, and he calmed right down.
Sniffles: "I'm still surprised you can do that. I never knew."
The group headed for the major ruins, but Hobodeath veered them towards the aforementioned glowing building. As they neared the structure, the only distinguishing features were some letters and a faded red triangle painted on a crumbling wall:
They saw a wide opening into the building, and a very, very faded glow shone from within. The party lined up side to side, and marched into the entrance. They spent only just a few seconds in the darkness, letting their eyes adjust...
...when a sudden blazing strobe seared into their retinas.
When his vision cleared moments later [he was the only 1 of 9 to make his Save Versus Stun!], Sniffles beheld a terrible sight: all his companions—Penny, Hobodeath, the Xottles, and even Bruno—were marching in zombified lock-step into the dark recesses of the building. He tried to stop them, but they didn't reply to his cries.
Lumbering forward, Sniffles grabbed Penny and Hobodeath, and but they wriggled out of his grasp. He tried to grab them again...
...but then was a terrible roar, and from the darkness came a lightning-flash of razored jaws and claws...
...and Bruno was no more, as his body erupted in a geyser of limbs and innards.
At that point, all hell broke loose as the building's resident over-sized anglion jumped into the party's midst, trying to devour everyone and everything.
And then a furious—albiet ridiculous—battle ensued. For at least 4 rounds, every single attack from every combatant missed [which the GM blamed on the buckled wooden floors being slick with gore], but then the anglion got in a few hits on both Penny and the beleaguered Sniffles [who was now down to about 5 Hit Points]. Fortune smiled, though, as the PCs hitting with a series deadly strikes [multiple Natural 20s], and the Xottles started rolling black orbs found nearby at the beast, tripping it. Penny even landed a lucky blow [another 20!] that severed the anglion's hypnotic lure. The beast went down, and it went down hard.
The group collapsed in exhaustion, and called it a day. They didn't even have the energy to check for loot!
—
Mutant Lord's Commentary
I've been behind the screen most of my gaming career, and 90% of the games I've run have involved comic book superheroics. And to paraphrase one of the best GM's I know on the genre, it's a purely reactive one; the villains drive the plot, and force the heroes into action. With Mutant Future, though, I'm striving for a pure sandbox campaign, as I want the characters to explore—and, more importantly, shape—the world as they see fit.
And this group is doing a bang-up job. They've set their own course for adventure, and I'm reacting to their plans and actions. I had no warning at all that they'd want to recruit the Xottle henchmen, or want to "adopt" and educate the tribe (despite them being, as Sniffles' player described, "...like slimy Smurfs, but even more gross.") with such gusto; I've had to handle all that on the fly. The PCs actually feel responsible for the little guys, and they've embraced them as part of the team. (After the big brawl with the anglion, Penny said, in ever-so-serious tones, "If that monster had killed any of my Xottles, I'd have been pissed.")
Another thing that's been fascinating to watch has been Penny's development as a character. If you recall her bio, the only thing noteworthy about her is that she really, really likes wigs. But over the course of play, more facets have appeared, like that she's the youngest daughter of a very prominent family in Gone-Woe, and that she's vain and bossy.
But in Session #2, her realization that she has the Empathy mutation put an entirely different spin on things. Maybe Penny isn't just the spoiled baby of an over-protective family...instead, she may be a cold, calculating brat who's used her mental powers to manipulate people her entire life. Penny's player's complete forgetfulness of what's on the character sheet inadvertantly opened up more roleplaying opportunities.
Oh, yeah—that bit with the cryenas? That was 100% pure random encounter goodness. I couldn't have been luckier on the dice, as those specific creatures were the perfect threats to appear when the party was seriously vulnerable. The group was off-balance the entire encounter, as they weren't used to such calm, rational, and loquacious monsters. And now the PC's are scared, as they know the cryenas are lurking on the fringes, and who knows when they'll pop up again...?
On top of all the above, the inter-party banter has been great. The Android has talked smack to her organic companions, and they've lobbed insults right back. They really have the "real people" rhythms down.
Here's two of my favorite quotes, utterly free of any context whatsoever:
Penny: "I snacked on some carrion along the way."
and
Hobodeath: *dismissive snort* "You wouldn't last one day in Gunspoint."
—
I am simply ecstatic about how the game is going.
—
PS: I forgot to mention that during the cryena encounter, Penny's player started talking to her compatriots at the table through clenched teeth and semi-moving lips. Her words came out muffled and completely unintelligible ("Mrrmph-murrrph-brmm-krllll-mmmmrmmm!!!"), and the overall effect was like a lousy ventriloquist's routine. No amount of asking her to repeat herself cleared it up.
Finally, exasperated, she sighed and said, "I'm trying to tell y'all things without saying or thinking them...BECAUSE THEY CAN READ OUR MINDS!!!"
Hilarity ensued.
Random encounter time!
C) The Cryena Game
The farther the party ventured down Eye-45, the more congested the road became with debris (primarily rusted-out and stripped Ancient transports), and they wound through a veritable maze of junk. Upon breaking through to a clearing, they saw two canine creatures sitting calmly in the middle of the road ahead. The animals were bright blue, but Penny noticed they looked almost indigo-black through her IR goggles. The group slowed, and decided to walk in a wide berth around the two beasts.
And then they heard voices in their minds.
In cultured, sesquipedalian dialogue, the cryenas apologized for startling the PCs, and introduced themselves as the caretakers of the local environs. They complimented the group on their attire, and championed their courage for clearly venturing so far from the comforts of home. They then expressed condolences about how "their cyclopean reptilian colleague" was in such ill health, and offered up a helpful solution to the group's problems:
They would gladly strengthen the party's chances of furture survival by mercifully and painlessly putting Sniffles out of his misery...and they would be doing him a kindness, as even at his healthiest, they could smell that he suffered from debilitating health woes [both Poison Susceptibility [D] and Reduced Immune System [D]]. They promised to give Sniffles the most sombre of funerary rituals, and dispose of his body in its entirety. And to ameliorate any bad feelings or guilt, they even offered up a sack of functioning Ancient artifacts.
The PCs were decidely unenthusiastic about the proposal.
While further telepathic banter ensued, the Xottles readied their weapons and faded into the nearby wreckage, clearly preparing for things to take a turn for the worse.
Despite the cryenas maintaining their calm and reasonable demeanor, the party got increasingly angry...and Sniffles finally had enough, and launched a surprise attack: he let loose a blast of fire-breath, engulfing the canine duo in raging flames...
...and was dumbstruck as the inferno vanished into nothingness. (Through her goggles, though, Penny saw that the flames were seemingly "sucked" into the cryenas.)
Unphased, the cryenas continued talking like nothing had happened.
Angry, Sniffles threw his now-lit Firestarter Cube at them...and it, too, was extinguished the very second it landed.
The cryenas sighed, and thanked Sniffles for the wonderful snacks...and repeated that their hearts set on another meal. They realized, though, that negotiations had broken down, and no compromise was in sight.
It was at that point that the cryenas said that they'd let the group pass unharmed, and carry on their way. However, they added that they'd be keeping a close eye on the group, and following their exploits from a safe distance away...
...and then five more cryenas appeared at various points in the wreckage, each carrrying a mighty Xottle warrior in their jaws like a mother cat with a kitten. These newcomers dropped their captives, and the little amphibians scampered back to the group with nothing injured by their pride.
The cryenas wished the party well...and as they slinked into the shadows, said they looked forward to speaking again very, very soon.
Whew.
Exhausted and dispirited, the PCs decided that shelter was the best option, and the group hunkered down in some ruins just a little farther to the south. Hobodeath volunteered to stand watch...
...but as soon as everyone was asleep, she sneaked out into the darkness, hoping to find medical supplies. She had previously spied some buildings a few miles back with a familiar red t-shaped logo (like at the Red Crossing), and planned to check them out. Before heading north again, though, she saw a building about a mile to the south that emitted a rhythmic glowing pulse. She ignored it.
Upon reaching her destination, she entered an expansive building with an open atrium. She crept into some corridors and random rooms, grabbing whatever loose items she could find in various drawers and cabinets. While doing so, she pushed open a swinging door...
...and almost knocked over a glass sculpture right on the other side. It was human-shaped, with arms outstretched. Oddly, parts of the statue had "accessories" etched into it (like rope and boots and a hat), while a plastic bandolier of daggers was hanging across its torso. Hobodeath took the daggers, and tried to study the statue further...
...but that was when she heard the birds.
Clucking and squawking sounds were echoing through the facility, and closing fast. She fled the building, and upon looking back, saw silhouettes like this at the entrance:
Hobodeath had no idea what they were, and didn't stick around to find out. She returned to her sleeping companions.
D) Bowling For Domars (or, The Terror Of The Tenpins)
No one ever noticed Hobodeath left during the night, and the group had a pleasant breakfast of dried frogs and fish. [Oddly, the Android never shared her items found at the hospital ruins with the group. No idea if she was hoarding them for real trouble, or forgot about them.] Bruno was getting surly again, though, so Penny re-zapped him, and he calmed right down.
Sniffles: "I'm still surprised you can do that. I never knew."
The group headed for the major ruins, but Hobodeath veered them towards the aforementioned glowing building. As they neared the structure, the only distinguishing features were some letters and a faded red triangle painted on a crumbling wall:
They saw a wide opening into the building, and a very, very faded glow shone from within. The party lined up side to side, and marched into the entrance. They spent only just a few seconds in the darkness, letting their eyes adjust...
...when a sudden blazing strobe seared into their retinas.
When his vision cleared moments later [he was the only 1 of 9 to make his Save Versus Stun!], Sniffles beheld a terrible sight: all his companions—Penny, Hobodeath, the Xottles, and even Bruno—were marching in zombified lock-step into the dark recesses of the building. He tried to stop them, but they didn't reply to his cries.
Lumbering forward, Sniffles grabbed Penny and Hobodeath, and but they wriggled out of his grasp. He tried to grab them again...
...but then was a terrible roar, and from the darkness came a lightning-flash of razored jaws and claws...
...and Bruno was no more, as his body erupted in a geyser of limbs and innards.
At that point, all hell broke loose as the building's resident over-sized anglion jumped into the party's midst, trying to devour everyone and everything.
And then a furious—albiet ridiculous—battle ensued. For at least 4 rounds, every single attack from every combatant missed [which the GM blamed on the buckled wooden floors being slick with gore], but then the anglion got in a few hits on both Penny and the beleaguered Sniffles [who was now down to about 5 Hit Points]. Fortune smiled, though, as the PCs hitting with a series deadly strikes [multiple Natural 20s], and the Xottles started rolling black orbs found nearby at the beast, tripping it. Penny even landed a lucky blow [another 20!] that severed the anglion's hypnotic lure. The beast went down, and it went down hard.
The group collapsed in exhaustion, and called it a day. They didn't even have the energy to check for loot!
—
Mutant Lord's Commentary
I've been behind the screen most of my gaming career, and 90% of the games I've run have involved comic book superheroics. And to paraphrase one of the best GM's I know on the genre, it's a purely reactive one; the villains drive the plot, and force the heroes into action. With Mutant Future, though, I'm striving for a pure sandbox campaign, as I want the characters to explore—and, more importantly, shape—the world as they see fit.
And this group is doing a bang-up job. They've set their own course for adventure, and I'm reacting to their plans and actions. I had no warning at all that they'd want to recruit the Xottle henchmen, or want to "adopt" and educate the tribe (despite them being, as Sniffles' player described, "...like slimy Smurfs, but even more gross.") with such gusto; I've had to handle all that on the fly. The PCs actually feel responsible for the little guys, and they've embraced them as part of the team. (After the big brawl with the anglion, Penny said, in ever-so-serious tones, "If that monster had killed any of my Xottles, I'd have been pissed.")
Another thing that's been fascinating to watch has been Penny's development as a character. If you recall her bio, the only thing noteworthy about her is that she really, really likes wigs. But over the course of play, more facets have appeared, like that she's the youngest daughter of a very prominent family in Gone-Woe, and that she's vain and bossy.
But in Session #2, her realization that she has the Empathy mutation put an entirely different spin on things. Maybe Penny isn't just the spoiled baby of an over-protective family...instead, she may be a cold, calculating brat who's used her mental powers to manipulate people her entire life. Penny's player's complete forgetfulness of what's on the character sheet inadvertantly opened up more roleplaying opportunities.
Oh, yeah—that bit with the cryenas? That was 100% pure random encounter goodness. I couldn't have been luckier on the dice, as those specific creatures were the perfect threats to appear when the party was seriously vulnerable. The group was off-balance the entire encounter, as they weren't used to such calm, rational, and loquacious monsters. And now the PC's are scared, as they know the cryenas are lurking on the fringes, and who knows when they'll pop up again...?
On top of all the above, the inter-party banter has been great. The Android has talked smack to her organic companions, and they've lobbed insults right back. They really have the "real people" rhythms down.
Here's two of my favorite quotes, utterly free of any context whatsoever:
Penny: "I snacked on some carrion along the way."
and
Hobodeath: *dismissive snort* "You wouldn't last one day in Gunspoint."
—
I am simply ecstatic about how the game is going.
—
PS: I forgot to mention that during the cryena encounter, Penny's player started talking to her compatriots at the table through clenched teeth and semi-moving lips. Her words came out muffled and completely unintelligible ("Mrrmph-murrrph-brmm-krllll-mmmmrmmm!!!"), and the overall effect was like a lousy ventriloquist's routine. No amount of asking her to repeat herself cleared it up.
Finally, exasperated, she sighed and said, "I'm trying to tell y'all things without saying or thinking them...BECAUSE THEY CAN READ OUR MINDS!!!"
Hilarity ensued.
Wednesday, June 8, 2011
"LEARN THE WAYS OF SNIFFLES!!!" (Part 1)
The second session of my Don't Mess With Wrexus campaign was Saturday, and it was an absolute scream from start to finish. This GM is having some of the most fun of his 28-year gaming career.
—
The Prologue
A few weeks passed since Hobodeath,Grabthar Sniffles, and Penny had their run-in with the Xottles. While Hobodeath spent her days being repaired by Tic-Tac (Gone-Woe's resident Meen'go mechanic), Sniffles and Penny took up training with The Scavengers, the town's elite scouts and foragers. Thanks to their heroic actions, the teenage brother/sister duo were embraced with open arms into the fold; however, their father (Carl Clawson, a powerful figure in the town's leadership) was decidedly displeased with their dangerous career choice.
During this time, no Xottles had been seen, but they were clearly afoot, as small, turtle-shaped effigies were periodically found outside Gone-Woe's gates, along with shoddily-woven baskets filled with dead frogs, dried-out fish, crushed bugs, and flowers.
Penny, ever the diva, came up with a grand plan to procure metals and gemstones to make fancy gauntlets for her pincers.
Hobodeath: "You want to bedazzle your claws?!"
Penny: "I want to look stylish."
Sniffles: "You're the chav of the crawfish community."
But the resources simply weren't available in town, so this meant only one thing: an expedition into the wildlands! Humoring her, the trio decided to accompany The Scavengers on their next run. They would head en masse to Red Crossing (a ruined hospital at the outermost safe zone around Gone-Woe, and waystation-slash-field hospital-slash-safehouse for looted goods), split up from there, find a ferryman to take them across the river, venture to the forboding and flooded "island" ruins to the south, and then regroup a few days later. They packed their gear, and left the next morning.
The band (consisting of our heroes, plus the rescuees from last session: Dave Clawson, Steve Clawson, the Pure Human Hummer Google, and lady Mutant Human So-Nee Twizzler) made small-talk en route, and noticed more "gift baskets" left at quarter-mile intervals, along with more turtle-sculptures. Never ones to turn down free meals, Penny and Sniffles took the offerings with gusto, and our Android Hobodeath was utterly disgusted with the habits and rituals of "you mammals...or whatever you are." They arrived at Red Crossing, and got a history lesson of the place from the senior Scavengers. Some of the more experienced hands wanted to accompany the trio to the south, but the threesome insisted they'd be fine...and had their own plan on flesh out their ranks: it was time to put Sniffle's Xottle followers to good use!
[This came as a complete and total surprise to the GM....]
A) Return To Camp Strike
The group tromped into the ruined campgrounds, but noticed things seemed a little...less ruined. Underbrush had been cleared away, and paths were easier to traverse. Ancient signage had new colors (ink? dye? blood?) sloppily applied. The group wasn't sure what to expect...
...but they certainly didn't forsee stumbling through a tripwire trap that caused a volley of wobbly spears to bounce harmlessly off of Sniffles' shins. Moving more cautiously, the group encountered a wall of mud and debris blocking their path; however, they just stepped over it—it was only 3' tall, you see—and then made their way to a clearing, from which emanated the familiar croaks and gurgling grunts of agitated Xottles...
...except they weren't agitated at all. Instead, they were stomping about in formation and chanting in unison, and practicing stabbing each other with spears. All while dressed in tiny, grimy, tattered blue uniforms.
Our heroes were dumbstruck.
Turns out the Xottles had been so inspired by their god and his earthly subjects that they decided to model their own village after Gone-Woe. They tried to build fortifications. They tried to organize their troops. They even made attempts at agriculture...
...which consisted of some tubers and fruit half-buried in the dirt. Clearly, the Xottles were going to need serious help.
After some whispering, the heroes came to a decision, and Grabthar The Shelled God bellowed a decree: "Your five mightiest warriors are joining us to explore the ruins to the south. The rest of you? Go now to Gone-Woe, so that you may learn the ways of Sniffles!!!"
The five mightiest Xottles [Gulb! Fooj! Zoobosh! Krabble! Quish!] assembled proudly, and the rest of the village scampered into the woods.
Our heroes then strode southward to adventure, leading their mighty army!
[GM's Commentary: I don't think I can adequately convey how hilariously this whole side-trek into the camp played out. Not only was it completely unexpected from this side of the GM's screen, but the players' coversations (both in and out of character) were both hysterical and completely sincere.
Penny: "Do you see those fruits in the dirt? That's just so very, very sad. We're going to have to send them to farming school, aren't we?"
Sniffles: "We should probably get them better weapons."
Penny: "And maybe teach them to read...? Are they going to have to move in with us?"
Sniffles: "This sounds like a ton of work. And Dad's going to be piiiiiiissed."
Hobodeath: "S-I-G-HHHHHH. I knew this would happen. I told you to wipe them out them last time, but would you listen...? NOOOOOOO."
The discussions then veered off into socio-economical-political territory, about how they'd go about shifting the Xottles' tribal mentality into something more "enlightened"....
So awesome. So very, very awesome.]
A-1) Flying Fangs Of Furry Fury
The group marched through the woods, and Penny decided to put on her fancy new eyewear [the Infra-Red Goggles found last adventure]. In the shade of the woods, she discovered that they weren't ordinary lenses, as living things appeared "bright" while other objects seemed "darker"...so when she'd periodically spy little critters in the grass, she'd giddily snatch them up and gobble them down.
Penny: "I HAVE SNACK-DETECTING GOGGLES!!!"
Nightfall approached, and the group bedded down at the edge of the woods. Penny had the first watch (but Hobodeath didn't trust her to stay awake, so she secretly stood guard, too), and was bored silly for a few hours until her goggles bespied two furry shapes peering from the undergrowth. These intruders were interested in the frog-and-fish filled backpacks, and crept into the clearing to rummage. Penny tried shooing them away, but then four more appeared from shadows....
Penny stabbed at one with her trident, grazing it. At this point all six creatures started growling, and a whirring sound filled the woods...
...and then, too her horror, all six furry, surly beasts took to the air. Oh, no—pozzooms!
The night was suddenly filled with slashing and swearing and stabbing and screaming. Grabthar and Penny were swarmed, and our giant turtle boy was cut to ribbons. [In a fluke of terrible luck, this GM rolled nothing but 17s-20s for multiple attacks, and almost entirely maximum damage. Sniffles lost over 70% of his Hit Points right off the bat.] Xottles scattered in panic, and Penny missed every attack.
At this point, Hobodeath unleashed another of her secret armaments—a hole opened in her throat to reveal a small cannon, and she started blasting away with cold-beams. This dropped some pozzooms, and rallied the our heroes. The tide turned, and the varmints were vanquished (and some even exploded like hairy piñatas, as they had trinkets hidden in their pouches, which Hobodeath surreptitiously gathered). It was time to tend to Sniffles' serious wounds.
And then the group realized that the didn't pack any first aid equipment.
B) Don't Pay The Ferryman
The trio was terrified of staying in the woods near the site of so much bloodshed (particularly since Penny smells delicious to predators), but they also didn't want to return to Gone-Woe in shame and defeat. They decided to continue south, and limped out of the woods in the hopes of finding a ferryman with some medical supplies they could barter.
Luckily for them, the encountered a grizzled old coot named Bruno with a pontoon raft...but precious few supplies. They would have to cross the water, and hope for the best in the southern ruins. In exchange for a piece of Sniffles' gear [a functional power-chisel, rolled on some Random Junk Tables at the beginning of the campaign], Bruno would "ferry them until the sun next set." On account of Sniffles being 16' tall and almost sinking the boat, the group had to make two separate trips across the river, taking most of the afternoon. But, finally, they made it to the other side, and Bruno was prepared to depart back across...
...but then everyone remembered that that the major ruins driving their quest were surrounded by marshes and water, meaning they would need a boat again...
...so they decided to hold Bruno to his bargain.
Group: "You said we could use your boat until the sun set. It's still light, and we can make it if we hurry...so you have to come with us to the next crossing."
Bruno: "No, that's unreasonable."
Group: "But you set the terms. You have to adhere to them."
Bruno started to get belligerent, and it looked like Hobodeath might get violent...
...but then Penny's player asked, out of character, "Hey...what are these things at the bottom of my sheet? Mutations? What does Empathy do again?"
It was at this point that Bruno got Jedi-mind-tricked into following the group to the next river crossing.
And Sniffles smugly took his power-chisel back.
—
To be continued!
—
The Prologue
A few weeks passed since Hobodeath,
During this time, no Xottles had been seen, but they were clearly afoot, as small, turtle-shaped effigies were periodically found outside Gone-Woe's gates, along with shoddily-woven baskets filled with dead frogs, dried-out fish, crushed bugs, and flowers.
Penny, ever the diva, came up with a grand plan to procure metals and gemstones to make fancy gauntlets for her pincers.
Hobodeath: "You want to bedazzle your claws?!"
Penny: "I want to look stylish."
Sniffles: "You're the chav of the crawfish community."
But the resources simply weren't available in town, so this meant only one thing: an expedition into the wildlands! Humoring her, the trio decided to accompany The Scavengers on their next run. They would head en masse to Red Crossing (a ruined hospital at the outermost safe zone around Gone-Woe, and waystation-slash-field hospital-slash-safehouse for looted goods), split up from there, find a ferryman to take them across the river, venture to the forboding and flooded "island" ruins to the south, and then regroup a few days later. They packed their gear, and left the next morning.
The band (consisting of our heroes, plus the rescuees from last session: Dave Clawson, Steve Clawson, the Pure Human Hummer Google, and lady Mutant Human So-Nee Twizzler) made small-talk en route, and noticed more "gift baskets" left at quarter-mile intervals, along with more turtle-sculptures. Never ones to turn down free meals, Penny and Sniffles took the offerings with gusto, and our Android Hobodeath was utterly disgusted with the habits and rituals of "you mammals...or whatever you are." They arrived at Red Crossing, and got a history lesson of the place from the senior Scavengers. Some of the more experienced hands wanted to accompany the trio to the south, but the threesome insisted they'd be fine...and had their own plan on flesh out their ranks: it was time to put Sniffle's Xottle followers to good use!
[This came as a complete and total surprise to the GM....]
A) Return To Camp Strike
The group tromped into the ruined campgrounds, but noticed things seemed a little...less ruined. Underbrush had been cleared away, and paths were easier to traverse. Ancient signage had new colors (ink? dye? blood?) sloppily applied. The group wasn't sure what to expect...
...but they certainly didn't forsee stumbling through a tripwire trap that caused a volley of wobbly spears to bounce harmlessly off of Sniffles' shins. Moving more cautiously, the group encountered a wall of mud and debris blocking their path; however, they just stepped over it—it was only 3' tall, you see—and then made their way to a clearing, from which emanated the familiar croaks and gurgling grunts of agitated Xottles...
...except they weren't agitated at all. Instead, they were stomping about in formation and chanting in unison, and practicing stabbing each other with spears. All while dressed in tiny, grimy, tattered blue uniforms.
Our heroes were dumbstruck.
Turns out the Xottles had been so inspired by their god and his earthly subjects that they decided to model their own village after Gone-Woe. They tried to build fortifications. They tried to organize their troops. They even made attempts at agriculture...
...which consisted of some tubers and fruit half-buried in the dirt. Clearly, the Xottles were going to need serious help.
After some whispering, the heroes came to a decision, and Grabthar The Shelled God bellowed a decree: "Your five mightiest warriors are joining us to explore the ruins to the south. The rest of you? Go now to Gone-Woe, so that you may learn the ways of Sniffles!!!"
The five mightiest Xottles [Gulb! Fooj! Zoobosh! Krabble! Quish!] assembled proudly, and the rest of the village scampered into the woods.
Our heroes then strode southward to adventure, leading their mighty army!
[GM's Commentary: I don't think I can adequately convey how hilariously this whole side-trek into the camp played out. Not only was it completely unexpected from this side of the GM's screen, but the players' coversations (both in and out of character) were both hysterical and completely sincere.
Penny: "Do you see those fruits in the dirt? That's just so very, very sad. We're going to have to send them to farming school, aren't we?"
Sniffles: "We should probably get them better weapons."
Penny: "And maybe teach them to read...? Are they going to have to move in with us?"
Sniffles: "This sounds like a ton of work. And Dad's going to be piiiiiiissed."
Hobodeath: "S-I-G-HHHHHH. I knew this would happen. I told you to wipe them out them last time, but would you listen...? NOOOOOOO."
The discussions then veered off into socio-economical-political territory, about how they'd go about shifting the Xottles' tribal mentality into something more "enlightened"....
So awesome. So very, very awesome.]
A-1) Flying Fangs Of Furry Fury
The group marched through the woods, and Penny decided to put on her fancy new eyewear [the Infra-Red Goggles found last adventure]. In the shade of the woods, she discovered that they weren't ordinary lenses, as living things appeared "bright" while other objects seemed "darker"...so when she'd periodically spy little critters in the grass, she'd giddily snatch them up and gobble them down.
Penny: "I HAVE SNACK-DETECTING GOGGLES!!!"
Nightfall approached, and the group bedded down at the edge of the woods. Penny had the first watch (but Hobodeath didn't trust her to stay awake, so she secretly stood guard, too), and was bored silly for a few hours until her goggles bespied two furry shapes peering from the undergrowth. These intruders were interested in the frog-and-fish filled backpacks, and crept into the clearing to rummage. Penny tried shooing them away, but then four more appeared from shadows....
Penny stabbed at one with her trident, grazing it. At this point all six creatures started growling, and a whirring sound filled the woods...
...and then, too her horror, all six furry, surly beasts took to the air. Oh, no—pozzooms!
The night was suddenly filled with slashing and swearing and stabbing and screaming. Grabthar and Penny were swarmed, and our giant turtle boy was cut to ribbons. [In a fluke of terrible luck, this GM rolled nothing but 17s-20s for multiple attacks, and almost entirely maximum damage. Sniffles lost over 70% of his Hit Points right off the bat.] Xottles scattered in panic, and Penny missed every attack.
At this point, Hobodeath unleashed another of her secret armaments—a hole opened in her throat to reveal a small cannon, and she started blasting away with cold-beams. This dropped some pozzooms, and rallied the our heroes. The tide turned, and the varmints were vanquished (and some even exploded like hairy piñatas, as they had trinkets hidden in their pouches, which Hobodeath surreptitiously gathered). It was time to tend to Sniffles' serious wounds.
And then the group realized that the didn't pack any first aid equipment.
B) Don't Pay The Ferryman
The trio was terrified of staying in the woods near the site of so much bloodshed (particularly since Penny smells delicious to predators), but they also didn't want to return to Gone-Woe in shame and defeat. They decided to continue south, and limped out of the woods in the hopes of finding a ferryman with some medical supplies they could barter.
Luckily for them, the encountered a grizzled old coot named Bruno with a pontoon raft...but precious few supplies. They would have to cross the water, and hope for the best in the southern ruins. In exchange for a piece of Sniffles' gear [a functional power-chisel, rolled on some Random Junk Tables at the beginning of the campaign], Bruno would "ferry them until the sun next set." On account of Sniffles being 16' tall and almost sinking the boat, the group had to make two separate trips across the river, taking most of the afternoon. But, finally, they made it to the other side, and Bruno was prepared to depart back across...
...but then everyone remembered that that the major ruins driving their quest were surrounded by marshes and water, meaning they would need a boat again...
...so they decided to hold Bruno to his bargain.
Group: "You said we could use your boat until the sun set. It's still light, and we can make it if we hurry...so you have to come with us to the next crossing."
Bruno: "No, that's unreasonable."
Group: "But you set the terms. You have to adhere to them."
Bruno started to get belligerent, and it looked like Hobodeath might get violent...
...but then Penny's player asked, out of character, "Hey...what are these things at the bottom of my sheet? Mutations? What does Empathy do again?"
It was at this point that Bruno got Jedi-mind-tricked into following the group to the next river crossing.
And Sniffles smugly took his power-chisel back.
—
To be continued!
"L" is for "Landloach"
Landloach
No. Enc.: 0 (1d4)
Alignment: Neutral
Movement: 75' (25')
Armor Class: 8
Hit Dice: 6
Attacks: 1 (head-butt)
Damage: 1d6
Save: L4
Morale: 8
Hoard Class: None
XP: 820
Landloaches are sleek, cold-blooded creatures found in subtropical climes. They reach lengths of 30' long (or more), and stand as high as Ancient horses. While evincing characteristics of their aquatic lineage, the multi-legged landloaches are fully adapted to terrestrial life, and spend their days languidly grazing on vegetation.
Thanks to their hardiness and docile temperaments, landloaches make excellent mounts and pack animals. They will Trample when threatened, however.
Mutations: Aberrant Form (Multiple Limbs), Gigantism
No. Enc.: 0 (1d4)
Alignment: Neutral
Movement: 75' (25')
Armor Class: 8
Hit Dice: 6
Attacks: 1 (head-butt)
Damage: 1d6
Save: L4
Morale: 8
Hoard Class: None
XP: 820
Landloaches are sleek, cold-blooded creatures found in subtropical climes. They reach lengths of 30' long (or more), and stand as high as Ancient horses. While evincing characteristics of their aquatic lineage, the multi-legged landloaches are fully adapted to terrestrial life, and spend their days languidly grazing on vegetation.
Thanks to their hardiness and docile temperaments, landloaches make excellent mounts and pack animals. They will Trample when threatened, however.
Mutations: Aberrant Form (Multiple Limbs), Gigantism
Saturday, June 4, 2011
"M" is for "Manaconda"
Manaconda
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 105' (35')
—Swim: 75' (25')
Armor Class: 6
Hit Dice: 11
Attacks: 3 or 1 or 1 (2 fists, 1 bite, or 1 tail-slap, or weapon)
Damage: 2d6 / 2d6 / 1d8, or 3d4, or by weapon
Save: L9
Morale: 10
Hoard Class: XVIII
XP: 6,000
The Manaconda are a race of sentient reptiles with hulking, hunchbacked, humanoid torsos and serpentine lower bodies. They can reach heights of 8'-10' tall and lengths in excess of 20'. Manacondas dwell in semi-aquatic dens near lakes, rivers, swamps, and submerged ruins.
If both fists successfully strike in the same round, a Manaconda squeezes its target in a bone-breaking hug that does an additional 2d10 damage. They can also distend their jaws and Swallow targets of human-size or smaller on a biting Attack Roll of 19-20, and those ingested suffer 2d8 damage per round until perishing at the end of 6 rounds. Manacondas get a +2 bonus to both Attack Rolls and Damage Rolls when using melee weapons.
Because of their sheer strength and fierce loyalty, they make excellent bodyguards and soldiers. And Manacondas always speak in the first person.
Mutations: Aberrant Form (Gills and Lungs), Force Screen (Greater), Thermal Vision
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 105' (35')
—Swim: 75' (25')
Armor Class: 6
Hit Dice: 11
Attacks: 3 or 1 or 1 (2 fists, 1 bite, or 1 tail-slap, or weapon)
Damage: 2d6 / 2d6 / 1d8, or 3d4, or by weapon
Save: L9
Morale: 10
Hoard Class: XVIII
XP: 6,000
The Manaconda are a race of sentient reptiles with hulking, hunchbacked, humanoid torsos and serpentine lower bodies. They can reach heights of 8'-10' tall and lengths in excess of 20'. Manacondas dwell in semi-aquatic dens near lakes, rivers, swamps, and submerged ruins.
If both fists successfully strike in the same round, a Manaconda squeezes its target in a bone-breaking hug that does an additional 2d10 damage. They can also distend their jaws and Swallow targets of human-size or smaller on a biting Attack Roll of 19-20, and those ingested suffer 2d8 damage per round until perishing at the end of 6 rounds. Manacondas get a +2 bonus to both Attack Rolls and Damage Rolls when using melee weapons.
Because of their sheer strength and fierce loyalty, they make excellent bodyguards and soldiers. And Manacondas always speak in the first person.
Mutations: Aberrant Form (Gills and Lungs), Force Screen (Greater), Thermal Vision
Labels:
Aquatic,
Carnivore,
Mutant Future,
Reptile,
Sentient
Friday, June 3, 2011
"Always Make The Audience Suffer As Much As Possible."
Hitchcock
Psychotic Scaly Cinephile
NPC
Character Type: Fishman
Alignment: Chaotic
Level: 8
Armor Class: 5
Hit Points: 38
Movement: 120' (40')
—Swim: 90' (30')
Abilities
STR: 13
DEX: 17
CON: 8
INT: 16
WIS: 8
CHA: 9
Modifiers
) To Hit / Damage (Melee): +1
) To Hit (Missile): +2
) AC: -2
) Initiative: +1
) Radiation Save: -1
) Technology Rolls: +30%
Saving Throws
Energy Attacks: 9
Poison / Death: 8
Stun Attacks: 10
Radiation: 9
Mutations: Chameleon Epidermis, Epidermal Susceptibility (Requires Immersion Every 2 Hours) [D], Intellectual Affinity (Tinkerer), Mind Thrust, Optic Emissions (Gamma Eyes—Class 5), Prey Scent [D]
Attacks / Weapons
) Bite (2d6)
) Axe +3 (1d8+3)
) Vibro Dagger (+2 To Hit, 1d4+6, 51 minutes of charge)
) Light Crossbow +2 (1d6+2 + Class 9 sleep poison, 14 quarrels)
) Revolver (1d10, 3 shots)
Equipment
) See Below
XP: 3,560
Description
The being calling himself Hitchcock is a 5' tall fishman [see p. 72 of the Mutant Future Core Rules] with greenish-gray scales, bulging eyes, and prominent barbels. He is quick and wiry, and stronger than he looks.
Shunned by his tribe more for his obsessive-compulsive, selfish personality than his atypical physicality and mutations, the creature once known as Lurghhg set out on his own in the Mutant Future. After a near-deadly encounter with predators, he holed up in a ruined megaplex, and set about fortifying and repairing the building and its derelict equipment. It wasn't long before he discovered the marvels and magic of Ancient cinema ("NOW IN NERVE-RATTLING, BRAIN-BLASTING CEREBR-O-RAMA 4-D!!!"), and took the name of the director (whatever that is) of his favorite "documentaries" from Ancient times.
Hitchcock spends his days repairing the building (due to the constant incursion of giant vermin drawn by his scent), scavenging from local shopping centers, refurbishing and building gadgets, and taking quick dips in the rooftop rain-catchers to rehydrate. But he spends his evenings watching film after film, transfixed in rapt wonder.
And he absolutely loves encountering strangers, and welcomes them into his home with open flippers. He enthusiastically offers shelter, food, and first aid, and giddily holds court with his knowledge of Ancient entertainment history. Hitchcock's only request is that his guests spend a few hours with him watching movies in one of the refurbished theatres. He'll smugly escort them past the "crowds"—he's filled up the vacant seats with mannequins and junked androids—to the "best seats in the house", and start up a show.
All is fine until his guests tire of his hospitality and prepare to depart, however...because Hitchcock won't let anyone leave. He'll play the good host, and offer any excuse to persuade his guests to stay, but the more insistent they are, the more agitated he'll get. Ultimately, tensions rise, and violence ensues. Hitchcock genuinely tries to keep his unruly guests alive, and attempts to subdue them with restraints and/or drugs. If that doesn't work, he'll try to pick them off one by one with his speed and camoflage, or lure them into the snares and traps he has hidden throughout the cineplex. But if his efforts fail, he will coldly kill them all, and use the corpses to fill more theatre seats...
...as they're not all mannequins, you see.
Hitchcock's stronghold contains valuables galore. He stockpiles comestibles in the main concession area and its corresponding kitchen, and his stash includes: 15d20 canned goods, 2d6 cartons of Scientologist National Tofurters, a half-ton of Atomic Pop! brand popcorn kernels, 10d20 bags of crystalized cotton candy, and 20d100 boxes of never-decomposing sweets.
He also has film-related relics worthy of a museum, including: 1d4+2 functional projection devices of all tech levels (reel, digital, holographic, and synaptic), 10d100 films on assorted Ancient media (celluloid reels, DVDs, holo-vids, synapto-spheres, etc.), a crate of 500 pairs of Cerebr-O-Rama 4-D neural-goggles, and 8d20 paper, digital, and holographic posters in various conditions. The total value of his collection is in the tens of thousands of GPs (especially to Archivists and Restorationists), but transporting such fragile and bulky matter is problematic.
Psychotic Scaly Cinephile
NPC
Character Type: Fishman
Alignment: Chaotic
Level: 8
Armor Class: 5
Hit Points: 38
Movement: 120' (40')
—Swim: 90' (30')
Abilities
STR: 13
DEX: 17
CON: 8
INT: 16
WIS: 8
CHA: 9
Modifiers
) To Hit / Damage (Melee): +1
) To Hit (Missile): +2
) AC: -2
) Initiative: +1
) Radiation Save: -1
) Technology Rolls: +30%
Saving Throws
Energy Attacks: 9
Poison / Death: 8
Stun Attacks: 10
Radiation: 9
Mutations: Chameleon Epidermis, Epidermal Susceptibility (Requires Immersion Every 2 Hours) [D], Intellectual Affinity (Tinkerer), Mind Thrust, Optic Emissions (Gamma Eyes—Class 5), Prey Scent [D]
Attacks / Weapons
) Bite (2d6)
) Axe +3 (1d8+3)
) Vibro Dagger (+2 To Hit, 1d4+6, 51 minutes of charge)
) Light Crossbow +2 (1d6+2 + Class 9 sleep poison, 14 quarrels)
) Revolver (1d10, 3 shots)
Equipment
) See Below
XP: 3,560
Description
The being calling himself Hitchcock is a 5' tall fishman [see p. 72 of the Mutant Future Core Rules] with greenish-gray scales, bulging eyes, and prominent barbels. He is quick and wiry, and stronger than he looks.
Shunned by his tribe more for his obsessive-compulsive, selfish personality than his atypical physicality and mutations, the creature once known as Lurghhg set out on his own in the Mutant Future. After a near-deadly encounter with predators, he holed up in a ruined megaplex, and set about fortifying and repairing the building and its derelict equipment. It wasn't long before he discovered the marvels and magic of Ancient cinema ("NOW IN NERVE-RATTLING, BRAIN-BLASTING CEREBR-O-RAMA 4-D!!!"), and took the name of the director (whatever that is) of his favorite "documentaries" from Ancient times.
Hitchcock spends his days repairing the building (due to the constant incursion of giant vermin drawn by his scent), scavenging from local shopping centers, refurbishing and building gadgets, and taking quick dips in the rooftop rain-catchers to rehydrate. But he spends his evenings watching film after film, transfixed in rapt wonder.
And he absolutely loves encountering strangers, and welcomes them into his home with open flippers. He enthusiastically offers shelter, food, and first aid, and giddily holds court with his knowledge of Ancient entertainment history. Hitchcock's only request is that his guests spend a few hours with him watching movies in one of the refurbished theatres. He'll smugly escort them past the "crowds"—he's filled up the vacant seats with mannequins and junked androids—to the "best seats in the house", and start up a show.
All is fine until his guests tire of his hospitality and prepare to depart, however...because Hitchcock won't let anyone leave. He'll play the good host, and offer any excuse to persuade his guests to stay, but the more insistent they are, the more agitated he'll get. Ultimately, tensions rise, and violence ensues. Hitchcock genuinely tries to keep his unruly guests alive, and attempts to subdue them with restraints and/or drugs. If that doesn't work, he'll try to pick them off one by one with his speed and camoflage, or lure them into the snares and traps he has hidden throughout the cineplex. But if his efforts fail, he will coldly kill them all, and use the corpses to fill more theatre seats...
...as they're not all mannequins, you see.
Hitchcock's stronghold contains valuables galore. He stockpiles comestibles in the main concession area and its corresponding kitchen, and his stash includes: 15d20 canned goods, 2d6 cartons of Scientologist National Tofurters, a half-ton of Atomic Pop! brand popcorn kernels, 10d20 bags of crystalized cotton candy, and 20d100 boxes of never-decomposing sweets.
He also has film-related relics worthy of a museum, including: 1d4+2 functional projection devices of all tech levels (reel, digital, holographic, and synaptic), 10d100 films on assorted Ancient media (celluloid reels, DVDs, holo-vids, synapto-spheres, etc.), a crate of 500 pairs of Cerebr-O-Rama 4-D neural-goggles, and 8d20 paper, digital, and holographic posters in various conditions. The total value of his collection is in the tens of thousands of GPs (especially to Archivists and Restorationists), but transporting such fragile and bulky matter is problematic.
Labels:
Aquatic,
Don't Mess With Wrexus,
Mutant Future,
NPC,
Omnivore,
Sentient
"Z" is for "Zanhorr"
Zanhorr
No. Enc.: 1d4 (2d8)
Alignment: Any
Movement: 90' (30')
Armor Class: 7
Hit Dice: 7
Attacks: 2 or 1 (2 claws, or 1 weapon)
Damage: 1d8 / 1d8, or by weapon
Save: L7
Morale: 9
Hoard Class: XVIII
XP: 1,840
The Zanhorr (both singular and plural) are a race of 8'-10' tall sentient plants with distinctive optic orbs and long, tapered bodies. They stand on wriggling tendrils used for both locomotion and feeding, as through them they leech moisture and minerals from soil and biomatter. The hollow tentacles on their heads are used for breathing and vocalization, and when a Zanhorr speaks, it sounds like a chorus of multiple susurrant voices.
A Zanhorr's wicked claws inject a toxin that causes Blindness for 1d4 hours upon a failed Saving Throw Versus Poison.
While many Zanhorr exist as peaceful hunter-gatherers and traders, the cruelest of their kind operate as brigands and slavers.
Mutations: Animal Limbs (Arms and Hands), Free Movement, Full Senses (Vision), Injected Poison Sap ("Blinding Toxin")
No. Enc.: 1d4 (2d8)
Alignment: Any
Movement: 90' (30')
Armor Class: 7
Hit Dice: 7
Attacks: 2 or 1 (2 claws, or 1 weapon)
Damage: 1d8 / 1d8, or by weapon
Save: L7
Morale: 9
Hoard Class: XVIII
XP: 1,840
The Zanhorr (both singular and plural) are a race of 8'-10' tall sentient plants with distinctive optic orbs and long, tapered bodies. They stand on wriggling tendrils used for both locomotion and feeding, as through them they leech moisture and minerals from soil and biomatter. The hollow tentacles on their heads are used for breathing and vocalization, and when a Zanhorr speaks, it sounds like a chorus of multiple susurrant voices.
A Zanhorr's wicked claws inject a toxin that causes Blindness for 1d4 hours upon a failed Saving Throw Versus Poison.
While many Zanhorr exist as peaceful hunter-gatherers and traders, the cruelest of their kind operate as brigands and slavers.
Mutations: Animal Limbs (Arms and Hands), Free Movement, Full Senses (Vision), Injected Poison Sap ("Blinding Toxin")
Labels:
Mutant Future,
Other-Vore,
Plant,
Scavenger,
Sentient
Thursday, June 2, 2011
Mutants In The News — \m/ METAL!!! \m/ Edition
According to Australian Geographic, great white sharks know how to rawk.
"Matt's research was inspired by dive operators on Guadalupe Island, who discovered playing music underwater for clients also caused changes in shark behaviour...when the great whites heard the AC/DC songs, they swam up and rubbed their faces against the source of the music."
—
I wonder what they think of John Williams' scores?
"Matt's research was inspired by dive operators on Guadalupe Island, who discovered playing music underwater for clients also caused changes in shark behaviour...when the great whites heard the AC/DC songs, they swam up and rubbed their faces against the source of the music."
—
I wonder what they think of John Williams' scores?
"R" is for "RANAbot"
RANAbot
Hit Dice: 3
Frame: Armature
Locomotion: Legs (Multiple), Propeller (Water)
Manipulators: None
Armor: Alumisteel (AC 4)
Sensors: Class VI
Mental Programming: Programming
Accessories: AV Recorder, AV Transmitter, Magnetic Feet, Self-Destruct System, Weapon Mount
Weaponry: Laser Pistol Mk1, or Plasma Pistol, or Stun Pistol
XP: 125
Small swarms of amphibious Recon And Naval Assault robots were used by The Ancients to infiltrate and attack enemy warships and submerged installations. They stand 2' tall, and can leap considerable distances. RANAbots possess full arrays of visual and recording sensors, and their small frames each house one collapsible, pop-up weapon.
Hit Dice: 3
Frame: Armature
Locomotion: Legs (Multiple), Propeller (Water)
Manipulators: None
Armor: Alumisteel (AC 4)
Sensors: Class VI
Mental Programming: Programming
Accessories: AV Recorder, AV Transmitter, Magnetic Feet, Self-Destruct System, Weapon Mount
Weaponry: Laser Pistol Mk1, or Plasma Pistol, or Stun Pistol
XP: 125
Small swarms of amphibious Recon And Naval Assault robots were used by The Ancients to infiltrate and attack enemy warships and submerged installations. They stand 2' tall, and can leap considerable distances. RANAbots possess full arrays of visual and recording sensors, and their small frames each house one collapsible, pop-up weapon.
Wednesday, June 1, 2011
"A" is for "Apocra"
Apocra
No. Enc.: 1d6 (3d6)
Alignment: Lawful
Movement: 75' (25')
—Fly: 120' (40')
Armor Class: 6
Hit Dice: 8
Attacks: 3 or 3 (2 fists, 1 bite, or 2 fists, 1 sting)
Damage: 1d10 / 1d10 / 2d6, or 1d10 / 1d10 / 1d6 + poison
Save: L8
Morale: 9
Hoard Class: XVII
XP: 1,560
No. Enc.: 1d6 (3d6)
Alignment: Lawful
Movement: 75' (25')
—Fly: 120' (40')
Armor Class: 6
Hit Dice: 8
Attacks: 3 or 3 (2 fists, 1 bite, or 2 fists, 1 sting)
Damage: 1d10 / 1d10 / 2d6, or 1d10 / 1d10 / 1d6 + poison
Save: L8
Morale: 9
Hoard Class: XVII
XP: 1,560
The Apocra (both singular and plural) are a race of insectoid beings with hunched, strong, ape-like bodies and reddish-yellow fur. An average specimen reaches 6'-7' tall and weighs over 450 lbs. They dwell in grasslands, low hills, and forested regions, and build waterproof, compartmentalized, papery huts out of a mixture of plant fibers and their own saliva. Apocra raise and breed giant insects for food, and also consume nectars and vegetation.
An Apocra's stinger injects a Class 6 poison; however, it is particularly nasty to those who suffer from the Poison Susceptibility Drawback. Such stings trigger an anaphylactic reaction, and instead of the normal -4 to Saving Throws Versus Poison, Apocra venom causes a -7 to Save.
Apocra "paper" is highly valued in the Mutant Future, as it retains dyes and inks, and is highly resistant to weather and vermin damage. Many communities establish trading agreements with the Apocra just for this precious resource.
Mutations: Simian Deformity [D], Toxic Weapon (Venom)
Labels:
Bug,
Mammal,
Mutant Future,
Omnivore,
Sentient
Tuesday, May 31, 2011
"G" is for "Grizelle"
Grizelle
No. Enc.: 0 (1)
Alignment: Chaotic
Movement: 150' (50')
Armor Class: 4
Hit Dice: 9
Attacks: 4 or 3 (2 claws, 1 gore, 1 bite, or 2 kicks, 1 sting)
Damage: 1d6+1 / 1d6+1 / 2d4 / 2d6, or 1d6 / 1d6 / 1d4 + poison
Save: L5
Morale: 10
Hoard Class: None
XP: 3,100
Many a predator in the Mutant Future is drawn to the frail, helpless grizelle as it limps along, alone and terrified and bleating for its herd. These predators don't live very long.
Found in praries, scrublands, and barren wastes, grizelles appear as slight antelopes of garish coloration that stand in stark contrast to their surroundings. They hobble about and cry forlornly, seemingly oblivious to danger. But when other creatures approach and get within 10'...
...a grizelle's mass shifts and its skin ruptures, and a fanged, muscular, gore-drenched beast the size of an Ancient horse bursts forth from within (Surprising on a 1-5 on 1d6). It attacks in a savage frenzy of teeth, horns, and claws, and its tail barbs inject a Class 1-6 (determined randomly) poison.
Once a grizelle has fed, it shrinks and regenerates its concealing skin, and begins the hunt anew.
Mutations: Aberrant Form ("Skin-Shifting"), Toxic Weapon (Venom)
No. Enc.: 0 (1)
Alignment: Chaotic
Movement: 150' (50')
Armor Class: 4
Hit Dice: 9
Attacks: 4 or 3 (2 claws, 1 gore, 1 bite, or 2 kicks, 1 sting)
Damage: 1d6+1 / 1d6+1 / 2d4 / 2d6, or 1d6 / 1d6 / 1d4 + poison
Save: L5
Morale: 10
Hoard Class: None
XP: 3,100
Many a predator in the Mutant Future is drawn to the frail, helpless grizelle as it limps along, alone and terrified and bleating for its herd. These predators don't live very long.
Found in praries, scrublands, and barren wastes, grizelles appear as slight antelopes of garish coloration that stand in stark contrast to their surroundings. They hobble about and cry forlornly, seemingly oblivious to danger. But when other creatures approach and get within 10'...
...a grizelle's mass shifts and its skin ruptures, and a fanged, muscular, gore-drenched beast the size of an Ancient horse bursts forth from within (Surprising on a 1-5 on 1d6). It attacks in a savage frenzy of teeth, horns, and claws, and its tail barbs inject a Class 1-6 (determined randomly) poison.
Once a grizelle has fed, it shrinks and regenerates its concealing skin, and begins the hunt anew.
Mutations: Aberrant Form ("Skin-Shifting"), Toxic Weapon (Venom)
Saturday, May 28, 2011
"D" is for "Dynok"
Dynok ("Kleptile")
No. Enc.: 1d4 (2d6)
Alignment: Neutral
Movement: 195' (65')
Armor Class: 6
Hit Dice: 5
Attacks: 3 or 1 (2 fists, 1 bite, or weapon)
Damage: 1d4 / 1d4 / 1d6, or by weapon
Save: L5
Morale: 8
Hoard Class: VII, VIII, XVI, XXII
XP: 800
Dynoks are agile, 5' tall bipedal reptiles with 4 eyes and enlarged, dextrous hands. They travel in organized packs, and communicate with a series of chirps and whistles that emanate from their elongated nostrils.
Dynoks are drawn to technology and artifacts of the Ancients...and the shinier and better preserved, the better. In combat, they target those wielding the most tech, and try to disarm them. Anyone struck by a dynok's claw attacks must make an Ability Check Versus Strength or Dexterity (whichever is higher) with a -1 penalty; failure indicates that they have lost their weapon...and will most certainly have it used against them the next round. Dynoks are just as likely to kill their foes as they are to simply loot and flee.
While dynoks clearly seek out artifacts, what they do with them is another matter entirely. They never arrive on the scene with tech of their own, and they have proven too fast and wily to follow; no one knows where they stash their purloined goods, and communication has proven fruitless. Some posit that dynoks are amassing weapons and gadgetry to create an unconquerable reptilian army. Others believe they are religious zealots akin to Archivists, Restorationists, or Seekers. And some even claim they are invaders from another world!
Mutations: Increased Sense (Sight), Increased Sense (Touch), Quick Mind
No. Enc.: 1d4 (2d6)
Alignment: Neutral
Movement: 195' (65')
Armor Class: 6
Hit Dice: 5
Attacks: 3 or 1 (2 fists, 1 bite, or weapon)
Damage: 1d4 / 1d4 / 1d6, or by weapon
Save: L5
Morale: 8
Hoard Class: VII, VIII, XVI, XXII
XP: 800
Dynoks are agile, 5' tall bipedal reptiles with 4 eyes and enlarged, dextrous hands. They travel in organized packs, and communicate with a series of chirps and whistles that emanate from their elongated nostrils.
Dynoks are drawn to technology and artifacts of the Ancients...and the shinier and better preserved, the better. In combat, they target those wielding the most tech, and try to disarm them. Anyone struck by a dynok's claw attacks must make an Ability Check Versus Strength or Dexterity (whichever is higher) with a -1 penalty; failure indicates that they have lost their weapon...and will most certainly have it used against them the next round. Dynoks are just as likely to kill their foes as they are to simply loot and flee.
While dynoks clearly seek out artifacts, what they do with them is another matter entirely. They never arrive on the scene with tech of their own, and they have proven too fast and wily to follow; no one knows where they stash their purloined goods, and communication has proven fruitless. Some posit that dynoks are amassing weapons and gadgetry to create an unconquerable reptilian army. Others believe they are religious zealots akin to Archivists, Restorationists, or Seekers. And some even claim they are invaders from another world!
Mutations: Increased Sense (Sight), Increased Sense (Touch), Quick Mind
Friday, May 27, 2011
"O" is for "Oxidont"
Oxidont
No. Enc.: 1d2 (1d4)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 6
Hit Dice: 5
Attacks: 3 (2 claws, 1 bite)
Damage: 1d4 / 1d4 / 2d6 + special
Save: L3
Morale: 9
Hoard Class: None
XP: 650
Oxidonts are stealthy predators with builds and temperaments like Ancient big cats. Their eyes are atrophied to just a series of nerve clusters, and their oversized craniums barely contain their dripping, tusk-like fangs.
An oxidont's saliva rusts metal on contact. Anyone bitten while wearing metal armor finds their protection disintegrate around them, as each bite increases a target's AC by 1 (75% chance) or 2 (25% chance). [Ex: someone in chain mail has an AC 5, but an initial bite shifts it to AC 6 or 7.] The armor is completely destroyed when it reaches AC 9. Furthermore, there is a 35% chance per bite that any carried metal artifacts are also corroded into uselessness.
The deviant Labwraths sometimes use oxidonts as guard animals.
Mutations: Increased Sense (Smell), Toxic Weapon ("Oxidizing Saliva"), Vision Impairment [D]
No. Enc.: 1d2 (1d4)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 6
Hit Dice: 5
Attacks: 3 (2 claws, 1 bite)
Damage: 1d4 / 1d4 / 2d6 + special
Save: L3
Morale: 9
Hoard Class: None
XP: 650
Oxidonts are stealthy predators with builds and temperaments like Ancient big cats. Their eyes are atrophied to just a series of nerve clusters, and their oversized craniums barely contain their dripping, tusk-like fangs.
An oxidont's saliva rusts metal on contact. Anyone bitten while wearing metal armor finds their protection disintegrate around them, as each bite increases a target's AC by 1 (75% chance) or 2 (25% chance). [Ex: someone in chain mail has an AC 5, but an initial bite shifts it to AC 6 or 7.] The armor is completely destroyed when it reaches AC 9. Furthermore, there is a 35% chance per bite that any carried metal artifacts are also corroded into uselessness.
The deviant Labwraths sometimes use oxidonts as guard animals.
Mutations: Increased Sense (Smell), Toxic Weapon ("Oxidizing Saliva"), Vision Impairment [D]
Thursday, May 26, 2011
"F" is for "Flensefin"
Flensefin
No. Enc.: 1d4 (1d10)
Alignment: Neutral
Movement: 6' (2')
—Fly: 150' (50')
—Swim: 90' (30')
Armor Class: 4 (or 9)
Hit Dice: 3
Attacks: 1 (slice)
Damage: 2d6
Save: L2
Morale: 8
Hoard Class: VII
XP: 125
Flensefins are 5' long amphibians with flattened bodies protected by razored "scales" and spines. They lurk at the edges of bodies of fresh and/or polluted water, and in shallow pools. Flensefins wriggle into the mire, but spy on their surroundings with telescoping eyestalks that extend to lengths of 5'.
When flensefins detect prey, they explode from the water (Surprising on a 1-4 on 1d6) and soar around their target, lacerating with abandon. Anyone thus sliced suffers an additional 2 Hit Points damage per round from blood loss until the wounds can be properly bandaged.
Ungainly when grounded, a flensefin's AC rises to 9 when it is feeding or scuttling on land.
Their hides are prized by weaponsmiths and armorers.
Mutations: Aberrant Form (Telescoping Eye), Night Vision, Psionic Flight
No. Enc.: 1d4 (1d10)
Alignment: Neutral
Movement: 6' (2')
—Fly: 150' (50')
—Swim: 90' (30')
Armor Class: 4 (or 9)
Hit Dice: 3
Attacks: 1 (slice)
Damage: 2d6
Save: L2
Morale: 8
Hoard Class: VII
XP: 125
Flensefins are 5' long amphibians with flattened bodies protected by razored "scales" and spines. They lurk at the edges of bodies of fresh and/or polluted water, and in shallow pools. Flensefins wriggle into the mire, but spy on their surroundings with telescoping eyestalks that extend to lengths of 5'.
When flensefins detect prey, they explode from the water (Surprising on a 1-4 on 1d6) and soar around their target, lacerating with abandon. Anyone thus sliced suffers an additional 2 Hit Points damage per round from blood loss until the wounds can be properly bandaged.
Ungainly when grounded, a flensefin's AC rises to 9 when it is feeding or scuttling on land.
Their hides are prized by weaponsmiths and armorers.
Mutations: Aberrant Form (Telescoping Eye), Night Vision, Psionic Flight
Monday, May 23, 2011
"A" is for "Anenomouth"
Anenomouth
No. Enc.: 1 (1d2)
Alignment: Neutral
Movement: 45' (15')
Armor Class: 5
Hit Dice: 7
Attacks: 1 + 2d6 (1 bite, 2d6 tentacles)
Damage: 1d10 + 1 hp per tentacle + poison
Save: L4
Morale: 11
Hoard Class: VI, VII
XP: 1,840
Anenomouths are terrestrial predators with huge jaws and 10'-12' long, slug-like bodies covered in flailing tentacles. They slither across the landscape in a never-ending search of prey, hunting by body heat (up to a range of 60') instead of sight.
Each successful tentacle strike injects a Class 1 toxin that is particularly harmful to Mutant Animals of fish- and crustacean-based stock, as they suffer double damage from its effects. (For expediency, one overall Saving Throw Versus Poison can be made for the cumulative attacks.)
Anenomouths' body cavities frequently contain the undigested belongings of their victims.
Mutations: Increased Caloric Needs [D], Sensory Deficiency (Blindness) [D], Toxic Weapon (Venom), Unique Sense (Thermal Sense)
No. Enc.: 1 (1d2)
Alignment: Neutral
Movement: 45' (15')
Armor Class: 5
Hit Dice: 7
Attacks: 1 + 2d6 (1 bite, 2d6 tentacles)
Damage: 1d10 + 1 hp per tentacle + poison
Save: L4
Morale: 11
Hoard Class: VI, VII
XP: 1,840
Anenomouths are terrestrial predators with huge jaws and 10'-12' long, slug-like bodies covered in flailing tentacles. They slither across the landscape in a never-ending search of prey, hunting by body heat (up to a range of 60') instead of sight.
Each successful tentacle strike injects a Class 1 toxin that is particularly harmful to Mutant Animals of fish- and crustacean-based stock, as they suffer double damage from its effects. (For expediency, one overall Saving Throw Versus Poison can be made for the cumulative attacks.)
Anenomouths' body cavities frequently contain the undigested belongings of their victims.
Mutations: Increased Caloric Needs [D], Sensory Deficiency (Blindness) [D], Toxic Weapon (Venom), Unique Sense (Thermal Sense)
Sunday, May 22, 2011
"C" is for "Cryena"
Cryena
No. Enc.: 2d6 (2d6)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 7
Hit Dice: 4
Attacks: 1 (bite)
Damage: 3d4
Save: L3
Morale: 9
Hoard Class: VII, VIII, IX
XP: 410
Cryenas are matriarchal pack hunters with stocky builds and spotted bluish coats. They crave and absorb ambient heat, and dwell in the hottest climes—savannahs, badlands, deserts, and even burning oilfields.
Intelligent and erudite, cryenas view themselves as caretakers of the Mutant Future environs, and it is their noble duty to weed out the weak and infirm. Any time cryenas encounter sentient beings (including, of course, PCs), the creatures attempt to negotiate via telepathy—they offer their treasure and safe passage in exchange for the life of the party member with the lowest CON score and/or Hit Points. Cryenas find this arrangement perfectly reasonable, and if talks go sour, they conclude that they're obviously dealing with the mentally weak and infirm....
Mutations: Energy Ray (Cold), Epidermal Susceptibility (Cold) [D], Metaconcert, Neural Telepathy, Reflective Epidermis (Heat), Temperature Control (Cold)
No. Enc.: 2d6 (2d6)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 7
Hit Dice: 4
Attacks: 1 (bite)
Damage: 3d4
Save: L3
Morale: 9
Hoard Class: VII, VIII, IX
XP: 410
Cryenas are matriarchal pack hunters with stocky builds and spotted bluish coats. They crave and absorb ambient heat, and dwell in the hottest climes—savannahs, badlands, deserts, and even burning oilfields.
Intelligent and erudite, cryenas view themselves as caretakers of the Mutant Future environs, and it is their noble duty to weed out the weak and infirm. Any time cryenas encounter sentient beings (including, of course, PCs), the creatures attempt to negotiate via telepathy—they offer their treasure and safe passage in exchange for the life of the party member with the lowest CON score and/or Hit Points. Cryenas find this arrangement perfectly reasonable, and if talks go sour, they conclude that they're obviously dealing with the mentally weak and infirm....
Mutations: Energy Ray (Cold), Epidermal Susceptibility (Cold) [D], Metaconcert, Neural Telepathy, Reflective Epidermis (Heat), Temperature Control (Cold)
Saturday, May 21, 2011
Rebranding! All New...And Improved!
I expanded my Post-Apocalyptic Naming Guide, and tried to put it into convenient table form...but creating a table in Blogger is a nigh-impossible nightmare.
After too many hours and too many web searches, this is the prettiest I could make it. I apologize in advance for its clunkiness, and the inability to print it. I guess I can email the original table, if anyone wants it.
I also posted a link (under Radioactive Resources) off to the side, so y'all can find it later.
—
You know the drill. Roll 'em, or mix and match to your heart's content. (Some sound more gender-specific than others, but I didn't want to limit them like that.) Be sure to scroll up and down on the chart itself, as the numbers go 1-20.
And I gotta say that Bic Marlboro—Raygun For Hire gives me the giggles.
After too many hours and too many web searches, this is the prettiest I could make it. I apologize in advance for its clunkiness, and the inability to print it. I guess I can email the original table, if anyone wants it.
I also posted a link (under Radioactive Resources) off to the side, so y'all can find it later.
—
You know the drill. Roll 'em, or mix and match to your heart's content. (Some sound more gender-specific than others, but I didn't want to limit them like that.) Be sure to scroll up and down on the chart itself, as the numbers go 1-20.
And I gotta say that Bic Marlboro—Raygun For Hire gives me the giggles.
"S" is for "Shatterbird"
Shatterbird
No. Enc.: 1d3 (1d6)
Alignment: Neutral
Movement: 210' (70')
Armor Class: 5
Hit Dice: 4+1
Attacks: 3 or 1 (2 claws, 1 peck, or head-butt)
Damage: 1d6 / 1d6 / 1d4, or 2d4
Save: L2
Morale: 10
Hoard Class: VII, XIV
XP: 215
Standing an impressive 6'-7' tall, shatterbirds are flightless avians with garish plumage, and their heads sport bony crests and prominent wattles. They dwell almost exclusively in Ancient ruins and wreckage yards, and bound across rubble and debris with uncanny speed and nimbleness.
Shatterbirds feed on glass, and they possess a terrifying mutation that facilitates their dietary needs: they project beams from their eyes that transmute organic carbon into silicon, effectively turning their targets into glass. This ability functions like the Energy Ray Physical Mutation, with two key differences. First, each successful hit raises a target's AC by 1d3, and secondly, it doesn't do direct damage; instead, the Mutant Lord secretly tallies the damage done by the beams. When a victim takes enough damage to equal or exceed its Hit Points, it solidifies into a lifeless crystalline statue. [The Mutant Lord should use flavor text to describe the effects of the beams, like "innards turning to ice" and "heavy, lifeless limbs" and such.] Inorganic matter is unaffected by this process, as are targets protected by force screens and/or powered armor.
Shatterbirds attack with beaks and wicked claws. They also use their crests as crushing mallets, or battering rams (when combined with a Charge maneuver).
Mutations: Unique Mutation ("Glassine-Beams")
No. Enc.: 1d3 (1d6)
Alignment: Neutral
Movement: 210' (70')
Armor Class: 5
Hit Dice: 4+1
Attacks: 3 or 1 (2 claws, 1 peck, or head-butt)
Damage: 1d6 / 1d6 / 1d4, or 2d4
Save: L2
Morale: 10
Hoard Class: VII, XIV
XP: 215
Standing an impressive 6'-7' tall, shatterbirds are flightless avians with garish plumage, and their heads sport bony crests and prominent wattles. They dwell almost exclusively in Ancient ruins and wreckage yards, and bound across rubble and debris with uncanny speed and nimbleness.
Shatterbirds feed on glass, and they possess a terrifying mutation that facilitates their dietary needs: they project beams from their eyes that transmute organic carbon into silicon, effectively turning their targets into glass. This ability functions like the Energy Ray Physical Mutation, with two key differences. First, each successful hit raises a target's AC by 1d3, and secondly, it doesn't do direct damage; instead, the Mutant Lord secretly tallies the damage done by the beams. When a victim takes enough damage to equal or exceed its Hit Points, it solidifies into a lifeless crystalline statue. [The Mutant Lord should use flavor text to describe the effects of the beams, like "innards turning to ice" and "heavy, lifeless limbs" and such.] Inorganic matter is unaffected by this process, as are targets protected by force screens and/or powered armor.
Shatterbirds attack with beaks and wicked claws. They also use their crests as crushing mallets, or battering rams (when combined with a Charge maneuver).
Mutations: Unique Mutation ("Glassine-Beams")
Labels:
Avian,
Mutant Future,
Other-Vore,
Scavenger
Friday, May 20, 2011
"Z" is for "Zotz"
Zotz
No. Enc.: 1d6 (2d10)
Alignment: Lawful
Movement: 120' (40')
—Fly: 150' (50')
Armor Class: 6
Hit Dice: 6
Attacks: 3 or 1 (2 claws, 1 bite, or volley)
Damage: 1d4 / 1d4 / 1d6, or 1d8
Save: L6
Morale: 8
Hoard Class: VII, XVI
XP: 2,320
The Zotz (both singular and plural) are a race of nocturnal beings that form colonies in cave networks and Ancient ruins. They have lanky, lean physiques, and range from 4'-6' in height, with wingspans of 12'-16'. Their skin is so thin as to be almost transparent, and their forearms are covered with long quills (which can be hurled up to 50').
Lacking eyes, the Zotz rely on hyper-keen aural and radio-detection senses; in fact, sound is the center of their existence. They are drawn to Ancient military installations, radio stations and towers, satellite beacons, and sites with active broadcasting technology. Some tribes found monastic enclaves at these locales, where self-professed "Prophets of The Voice" deliver auguries derived from Ancient programming. The Zotz zealously trade for noise-related artifacts (digital players, phonograph records, instruments, etc)...and they can be quite insistent in their negotiations.
Zotz are master mimics, and can flawlessly replicate any sound—including voices, animal cries, and modulated "computer speak"—upon hearing just the briefest of snippets.
Due to their hollow bones, they take an extra +2 per die of damage from clubs, hammers, flails, and the like.
Mutations: Echolocation, Frailty (Crushing Implements) [D], Increased Sense (Hearing), Sensory Deficiency (Blindness) [D], Shriek (Greater), Spiny Growth (Large), Unique Sense (Detect Radio Waves)
No. Enc.: 1d6 (2d10)
Alignment: Lawful
Movement: 120' (40')
—Fly: 150' (50')
Armor Class: 6
Hit Dice: 6
Attacks: 3 or 1 (2 claws, 1 bite, or volley)
Damage: 1d4 / 1d4 / 1d6, or 1d8
Save: L6
Morale: 8
Hoard Class: VII, XVI
XP: 2,320
The Zotz (both singular and plural) are a race of nocturnal beings that form colonies in cave networks and Ancient ruins. They have lanky, lean physiques, and range from 4'-6' in height, with wingspans of 12'-16'. Their skin is so thin as to be almost transparent, and their forearms are covered with long quills (which can be hurled up to 50').
Lacking eyes, the Zotz rely on hyper-keen aural and radio-detection senses; in fact, sound is the center of their existence. They are drawn to Ancient military installations, radio stations and towers, satellite beacons, and sites with active broadcasting technology. Some tribes found monastic enclaves at these locales, where self-professed "Prophets of The Voice" deliver auguries derived from Ancient programming. The Zotz zealously trade for noise-related artifacts (digital players, phonograph records, instruments, etc)...and they can be quite insistent in their negotiations.
Zotz are master mimics, and can flawlessly replicate any sound—including voices, animal cries, and modulated "computer speak"—upon hearing just the briefest of snippets.
Due to their hollow bones, they take an extra +2 per die of damage from clubs, hammers, flails, and the like.
Mutations: Echolocation, Frailty (Crushing Implements) [D], Increased Sense (Hearing), Sensory Deficiency (Blindness) [D], Shriek (Greater), Spiny Growth (Large), Unique Sense (Detect Radio Waves)
Thursday, May 19, 2011
"B" is for "Bloodbloom"
Bloodbloom ("Harpoon-Plant")
No. Enc.: 0 (1d6)
Alignment: Neutral
Movement: 0' (0')
Armor Class: 9
Hit Dice: 5
Attacks: 1d6+4 (barbed vines)
Damage: 1d6 per vine + drain
Save: L3
Morale: 12
Hoard Class: VIII, XIV
XP: 500
No. Enc.: 0 (1d6)
Alignment: Neutral
Movement: 0' (0')
Armor Class: 9
Hit Dice: 5
Attacks: 1d6+4 (barbed vines)
Damage: 1d6 per vine + drain
Save: L3
Morale: 12
Hoard Class: VIII, XIV
XP: 500
Found in swampy and tropical environs, bloodblooms are hearty plants with thick, squat 2'-3' tall stems and stunning 5'-7' diameter flowers. They appear harmless enough, but whenever a humanoid or animal closes within 90' of the plant's optic bulb, 1d6+4 hollow barbs stealthily emerge from beneath its petals.
Once the prey closes within 60', the bloodbloom launches its barbs...which happen to be connected to tube-like vines housed in the underground portions of the stem. Bloodblooms can target up to 4 victims at a time, and fire multiple spurs (but no more than 3) at each. Every successful hit imbeds a spur within the torso of the victim(s), and after the initial piercing damage, the prey suffers a sustained 1d4 damage per thorn per round as the lifeblood is sucked away.
Bloodbloom vines have an AC of 7, and can be severed if sustaining at least 6 hit points of damage in one strike (resulting in a gory geyser of fluids).
Once the victims are dead, the plant retracts its vines with the corpses attached, and drags the bodies underground to use as additional sustenance. These remains, and their corresponding possessions, constitute the bloodbloom's "treasure". It takes 1d3 full turns to dig out a dead bloodbloom and unearth its "loot".
Mutations: Full Senses (Thermal Vision), Projectile Thorns (Modified)
Labels:
Carnivore,
Mutant Future,
Other-Vore,
Plant
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