Gutterfly
No. Enc.: 1d6 (2d12)
Alignment: Neutral
Movement: 18' (6')
—Fly: 90' (30')
Armor Class: 7
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d3 + poison
Save: L1
Morale: 9
Hoard Class: VI, IX
XP: 22
The fetid insects known as gutterflies are drab creatures with 1' long bodies and 2' wide wingspans. They infest Ancient ruins (particularly medical facilities), cesspits, and abandoned sewers, and while primarily feeding on offal and biological waste, they also drain blood from living prey.
Gutterflies attack with piercing proboscises, and anyone bitten must make a Saving Throw Versus Poison. Those that fail become infected with gutterflu within 1d6 hours, taking Class 7 poison damage and suffering a temporary loss of -1d4 STR, -1d4 DEX, and 1d4 CON for 1d4 days. The sickness isn't deadly, just debilitating; anyone reduced to 0 or less Hit Points by the poison damage is instead reduced to 1 Hit Point, and multiple bites aren't cumulative. Those that become ill are thereafter resistent to the effects of gutterflu from new bites for 2d8 weeks.
Gutterflies are immune to all known toxins and diseases, but deathly afraid of open flames.
Mutations: Phobia (Fire) [D], Toxic Weapon ("Diseased Bite")
A Bestiary for Mutant Futures, Crawlin' Classics, Gamma Worlds, and Assorted Post-Apocalyptic Wastelands.
Sunday, May 15, 2011
"G" is for "Gutterfly"
Labels:
Bug,
Carnivore,
Mutant Future,
Other-Vore,
Scavenger
Saturday, May 14, 2011
"S" is for "Spackal"
Spackal
No. Enc.: 1d6 (2d4)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 6
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d6
Save: L1
Morale: 8
Hoard Class: None
XP: 13
Spackals are small canines that stalk praries, deserts, and badlands, but they sometimes venture in to urban areas and Ancient ruins. They have milky-gray eyes and sticky, matted fur.
When attacking, spackals spit globs of quick-drying adhesive mucus at their prey at a range of up to 15'. Each successful hit reduces both a victim's Strength and Dexterity by -3, and Movement Rate by -40' -(15'). These reductions impact appropriate Ability Modifiers (ex: a 16 STR reduced to an effective 7 drops a +2 bonus to a -1), and if values drop to 0 (or below), that Ability is unusable—0 STR prevents melee attacks, 0 DEX prevents ranged attacks, and 0' (0') Movement means the target is stuck in place.
When a target is entombed and rendered helpless, spackals close in for the kill. Their saliva contains a compound that dissolves the paste-like adhesive, so they can devour their prey alive...bite by agonizing bite.
The paste disintegrates naturally in one hour, and assuming they're still alive, a victim's Abilities return to normal.
Some tribes collect spackal saliva and for use on the tips of arrows and bolts, as the liquid adds an additional +1d3 acidic damage.
Mutations: Toxic Weapon ("Adhesive Discharge")
No. Enc.: 1d6 (2d4)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 6
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d6
Save: L1
Morale: 8
Hoard Class: None
XP: 13
Spackals are small canines that stalk praries, deserts, and badlands, but they sometimes venture in to urban areas and Ancient ruins. They have milky-gray eyes and sticky, matted fur.
When attacking, spackals spit globs of quick-drying adhesive mucus at their prey at a range of up to 15'. Each successful hit reduces both a victim's Strength and Dexterity by -3, and Movement Rate by -40' -(15'). These reductions impact appropriate Ability Modifiers (ex: a 16 STR reduced to an effective 7 drops a +2 bonus to a -1), and if values drop to 0 (or below), that Ability is unusable—0 STR prevents melee attacks, 0 DEX prevents ranged attacks, and 0' (0') Movement means the target is stuck in place.
When a target is entombed and rendered helpless, spackals close in for the kill. Their saliva contains a compound that dissolves the paste-like adhesive, so they can devour their prey alive...bite by agonizing bite.
The paste disintegrates naturally in one hour, and assuming they're still alive, a victim's Abilities return to normal.
Some tribes collect spackal saliva and for use on the tips of arrows and bolts, as the liquid adds an additional +1d3 acidic damage.
Mutations: Toxic Weapon ("Adhesive Discharge")
Labels:
Carnivore,
Mammal,
Mutant Future,
Scavenger
Friday, May 13, 2011
"N" is for "Nuculusk"
Nuculusk
No. Enc.: 1d4 (1d10)
Alignment: Neutral
Movement: 30' (10')
Armor Class: 9
Hit Dice: 4
Attacks: 1 (bite)
Damage: 1d3
Save: L2
Morale: 9
Hoard Class: None
XP: 125
Congregating in toxic waste dumps, ruined reactors, and abandoned laboratories, nuculusks are rubbery slugs that feed on radiation. Their thick, black bodies reach anywhere from 2' to 4' long, and continually glow with a pale green light (meaning they never Surprise opponents with visual senses). They have no difficulty clinging to vertical surfaces and ceilings.
Nuculusks, when agitated, fire beams of intense radiation from their antennae, ranging from Class 5 to Class 10 (determined at random on 1d6—Class 5 on a 1, Class 6 on a 2, etc.). And nuculusks can detect radiation at distances of up to mile away...meaning they are frequently drawn to the nuclear power sources of Basic Androids.
Mutations: Bizarre Appearance (Luminescence) [D], Optic Emissions (Gamma Eyes), Reflective Epidermis (Radiation), Unique Sense (Detect Radiation), Ultraviolet Vision
No. Enc.: 1d4 (1d10)
Alignment: Neutral
Movement: 30' (10')
Armor Class: 9
Hit Dice: 4
Attacks: 1 (bite)
Damage: 1d3
Save: L2
Morale: 9
Hoard Class: None
XP: 125
Congregating in toxic waste dumps, ruined reactors, and abandoned laboratories, nuculusks are rubbery slugs that feed on radiation. Their thick, black bodies reach anywhere from 2' to 4' long, and continually glow with a pale green light (meaning they never Surprise opponents with visual senses). They have no difficulty clinging to vertical surfaces and ceilings.
Nuculusks, when agitated, fire beams of intense radiation from their antennae, ranging from Class 5 to Class 10 (determined at random on 1d6—Class 5 on a 1, Class 6 on a 2, etc.). And nuculusks can detect radiation at distances of up to mile away...meaning they are frequently drawn to the nuclear power sources of Basic Androids.
Mutations: Bizarre Appearance (Luminescence) [D], Optic Emissions (Gamma Eyes), Reflective Epidermis (Radiation), Unique Sense (Detect Radiation), Ultraviolet Vision
Tuesday, May 10, 2011
"A" is for "Anglion"
Anglion
No. Enc.: 1 (1d4)
Alignment: Neutral
Movement: 120' (40')
—Swim: 90' (60')
Armor Class: 5
Hit Dice: 5
Attacks: 3 (2 claws, 1 bite)
Damage: 1d4 / 1d4 / 1d10
Save: L3
Morale: 9
Hoard Class: VII, VIII
XP: 800
An anglion (rhymes with "ganglion") is a bizarre predator roughly the size of an Ancient big cat. It has large jaws, 4 eyes, a scaly hide, a mane and tail-bristles comprised of rows of poisoned spines, and a prominent bulb jutting from its forehead. They prefer wet environs (being equally at home in fresh and salt water), but also prowl swamps, grasslands, forests, caves, and ruins.
While capable hunters, anglions prefer lying in ambush, and luring prey with their strobing bulbs. Their bioluminescence can be seen up to half a mile away. The light has a peculiar effect on sentients, as any seeing it within 50' are hypnotized on a failed Saving Throw Versus Stun. An entranced victim shambles up to the lurking anglion, and stands helpless as the creature gets in one free round of attacks, at which point the victim awakens...
...however, anyone successfully striking an anglion with a melee attack—whether unarmed, or with a weapon—must immediately make an Ability Check Versus Dexterity to avoid the beast's quills. Failure indicates being stung and injected with venom of Class 1-10 (determined at random on a 1d10). Truly, the only safe way to combat an anglion is from a distance!
Anglions also use their bulbs to generate a disorienting flash, which acts as the Optic Emissions (Bright Eyes) Physical Mutation.
While there are distinct physiological similarities between anglions and the larger bearcudas, they are not related; it's simply convergent mutation in action.
Mutations: Aberrant Form (Gills and Lungs), Dermal Poison Slime (Limited), Optic Emissions (Bright Eyes), Unique Mutation ("Hypno-Bulb")
Monday, May 9, 2011
"ALL HAIL THE SHELLED GOD!!!" (or, "Insert Gamera Joke Here")
Yesterday was the inaugural session of my Don't Mess With Wrexus campaign. It was a doozy.
Due to illness, my player pool went from 6 to 3 at the last minute, so I scrapped my ruin-crawl adventure and went with the tried-and-true "rescue the kidnappee" plot.
—
Our cast:
Penny The Craw: Not only is she obsessed with fashion and finding Ancient toys for her allicat, Baxter, she's also the precocious teenage daughter of Carl Clawson, one of Gone-Woe's key leaders on The Council Of Seven. Her big brothers Dave and Steve are elite scavengers in the Forager's Guild. Penny is convinced that her parents don't love her, because she never gets to go on adventures.
Grabthar: Grabthar is a 16'-tall humanoid turtle with a razored beak, Gigantism, Energy Ray (heat-breath), Neural Telekinesis, Poison Susceptibility [D], Reduced Immune System [D], and below average Hit Points for his Constituion. [When rolling him up, he rolled Gigantism twice, and ended up being 44' tall. That was a game-breaker, so I had him re-roll the extra, and he got another Drawback instead. Seemed fair to me.] Because of enormous size and health woes, Grabthar was abandoned by his people (the Galapagon tribe, who are now long gone in the wilderness) as a tike, and was found by the Clawsons. So...Grabthar is Penny's adopted kid brother. And everyone calls him Sniffles.
Hobodeath: In Real Life, Hobodeath's player is a tough-as-nails-but-lady-through-and-through army sarge, so it seemed a natural fit that she wanted to play a combat-centric Basic Android bounty hunter with Energy Ray (Cold), Killing Sphere, and Natural Armor. Gleeful visions of gun-toting robo-babes from Heavy Metal and 2000 AD came to mind...but here's how she succinctly described her character: "Like 'It's Pat' from 'Saturday Night Live'." So, she's an androgynous, lumpy murder-bot...who wears a tattered black Ancient concert shirt that reads "Hobodeath". Oh, yeah—she's traveling the Mutant Future in search of a mate(?!), thus bringing her to Gone-Woe.
—
The Adventure: After setting the stage about Gone-Woe, Wrexus, with a little presentation about the game world, the economy (it's based a conglomeration of scavenged compact discs, credit cards, aluminum cans, and barter), and name-dropping some key NPC residents, the adventure began with an alarm at the main gate. A lone member of the Forager's Guild was there, battered and bloody. Turns out his team was ambushed by raiders to the south, and had their loot stolen...but they all escaped despite their injures. However, just 5 miles from the safety of town, they were ambushed again and, weak and vulnerable, they were dragged off into the forbidden woods surrounding Camp Strike (an old recreational area of The Ancients now overgrown and overrun with critters). Only he escaped, and his final words before passing out were: "Swamp gobblers."
The fact that the carnivorous xottle people had kidnapped them was bad enough, but things took a personal turn because Dave and Steve were amongst those take! Oh, the horrible fate that awaited them!
While The Elders and Security Guild squabbled about how best to proceed, Penny and Sniffles recruited Hobodeath with the promise of a pet crawdog (for use as a hunting animal) to lead them into the ruins of Camp Strike. They crept from the village (as only a 16'-tall tortoise-teen, a crawdad-gal, and andryno-borg can) and into the wilds.
Random encounter time! The group ran into 3 radpoles drinking from a pond, and while Penny really wanted to talk to them "because they might have valuable information," the others talked her out of it. [I would've LOVED to see how that played out.] The group crept past, leaving the glowing amphibians alone.
The group pressed deeper, and discovered some cement slabs on the ground, and then some rotting shacks. One had a faded sign hanging by rusted chains, and on the sign was a strange logo and the letters DSA (or maybe BSA...it was too faded to make out) that looked like this:
They decided to rummage through the buildings [which involved Sniffles just lifting the roofs off one by one and peeking inside like they were cookie jars]...and that's when they disturbed a nest of 8 leapteeth!
Combat ensued, with Hobodeath and Sniffles slaughtering beasties left and right, and Penny missing every attack and getting repeatedly chomped about the face and neck. She was demoralized by her lack of combat prowess ("Maybe dad is right...I'm just a dumb girl who can't do anything!"), but her teammates did their best to cheer her.
After killing the beasties, the PCs uncovered two 3'-tall, non-human skeletons with enlarged, toothy skulls that had all been picked clean and gnawed. Swamp gobbler remains?! One had a small sack tied to its waist, and it contained some ambiguous dried-out meat, a few scratched up silver discs with holes in the center (one reading "Billy Joel's Greatest Hits"), and a small black metal box with colored bulbs on its front, a suction cup on its top, and wires coming out of the back.
Exploring the cabin, they also found a rusted file cabinet, and inside were some soggy, tattered, 1-inch cloth discs:
With the sun going down and many dead leapteeth to snack on, the group made camp in the shacks. Penny and Sniffles fell asleep, and the all-business Hobodeath ventured out to explore the woods further.
The robot was soon drawn to the rhythmic sounds of drums and the flickering glow of a raging fire, and she crept to a clearing where she spotted a horrifying sight: over 25 diminutive swamp gobblers (including li'l foot-tall xottlings) chanting and dancing around a giant boiling pot, while others assembled an over-sized roasting spit. Overseeing this spectacle was an atypically spiny, spiky xottle with a feathered headdress, and a 4' tall xottle with a crown sitting in a throne made of bones and rubble. And just beyond the firelight was a cage with the captives! Oh, the horrors!
Hobodeath rushed back and awoke her companions, and the group sped back for a rescue with this plan in mind: the robot would create a diversion at the sound end of the clearing, and while she was dealing with the gobblers, Sniffles and Penny could free the hostages at the north end. The dialogue ended like this:
Penny: "But how will we know when you give the signal?"
Hobodeath: "Oh, you'll know...you'll know."
Penny: "But how are you going to handle them?"
Hobodeath: "Oh, you'll see...you'll see."
So the group split and took their positions...and just in time, too, for as they settled in, a bubbling, wheezing voice echoed through the clearing:
"...and it issss with great pleasure that I, the humble Sssshaman Goiglug, blessss thissss great feasssst to honor our mighty Chief Kagluushk and commemorate the glorioussss day of his sssspawning! Let ussss feed!"
At that, the guards unlocked the cages so as to drag their captives to the pot and spit...
...when out of the southern darkness zipped a crossbow bolt that hit the chief square in the shoulder, and pinned him to his throne [Hobodeath rolled a 17, and max 8 damage]. The chief wailed in agony, the xottles froze in surprise...
...and then Hobodeath strode into the clearing, and in the most pitch-perfect, Schwarzenegger-ean deadpan this GM has ever heard, said:
"Happy birthday."
And then she shot the chief again, pinning his other shoulder to the throne...and his wailing went up enough octaves to shatter glass. [She rolled a 19, and 7 damage!]
At this point the 20+ xottles went berzerk, and surged across the clearing to get at the robot. She lowered her crossbow, and stood there confidently with nothing but a smirk on her face.
Penny and Sniffles decided that had to be the signal in question, so they attacked the two cage guards from behind. With the snicker-snack of claws and chomp of jaws, there were now two headless xottle bodies that fell limply to the ground.
Chaos reigned. A fanged pink tidal wave of fury surged at the robot, Goiglug struggled to free the mortally wounded [he had 2 HP left] Chief Kagluushk, and Penny and Sniffles freed the captives.
On her turn, Hobodeath still stood rigid and smiling, because her REAL PLAN was about to unfold—she intended to lure all the xottles to her end of the clearing, and then activate her Killing Sphere. (Her allies didn't know she had it, you see.) Sniffles and Penny watched as the robot's eyes began to glow a bright, phosphorescent silver-white, and the glow radiated across the forest...
...and then there was a sudden pop, then some sparks, and then steam poured from Hobodeath's eyes. The android went dormant, and was instantly buried beneath a horde of furious, gnashing amphibians. Polymerized flesh, lubricants, and Hit Points geysered into the air. [I had Hobodeath roll a Mental Attack against the collective mass, and she only needed a 6...but she rolled a 4. Even worse, she rolled an 11 to determine how many combat rounds she'd be helpless.]
Holy crap.
Sniffles and Penny stood paralyzed as chunks of Android went flying. But movement caught Sniffles' eyes, and he saw the shaman still struggling to free the mortally wounded chief...and a proverbial lightbulb went off over his head. From the darkness, Sniffles stood, opened his mouth...
...and with a flash of red, a shrieking, squirming, fiery amphibi-man soared across the clearing and out into the swamp like a burning comet. [He rolled a natural 20!]
The xottles froze, and stopped their mangling of the robot just as the giant turtle boy lumbered into the clearing right in front of the throne. Sniffled bellowed, pounded his chest, looked down at the equally helpless and horrified xottle king...
...and leaned in and bit off his head, Jurassic Park-style. Sniffles then spit it, crown and all, into the boiling pot.
A hushed silence fell across the clearing, and Sniffles, Penny, and the captives prepared for battle...
...but then 25+ xottles collectively fell to their knees, and with arms stretched high, started basking and bowing in reverence, and croaked in exhaltation as one: "ALL HAIL THE SHELLED GOD!!! ALL HAIL THE SHELLED GOD!!!"
Sniffles was struck absolutely, positively dumb.
The seconds ticked by, and the xottles maintained their worship. Trying to get a handle on things, Sniffles sat down on on the throne to get his bearings...and utterly smashed it beneath his girth. The xottles rushed before him in supplication, still singing his praises. Females began to fawn at him and dance seductively around his shins. One infant shimmied up his shell, and latched onto his head with little suckered fingers and tentatively gurgled, "DADDY?!"
Some others dragged out a chest, which contained a sealed spindle of those silvery discs, a pile of colored plastic cards marked "Master" and "Discover", a blue plastic cube [a Firestarter Cube], and some red-tinted lenses on a strap [Infra-Red Goggles].
No one heard Dave and Steve utter, in unision, "...the hell?!"
—
Post-combat interaction ensued. Hobodeath clinically (and quite robotically) wanted to eradicate the xottles ("Don't these things infest your town's lakes every spring and eat up all your fish?" ), but Sniffles explained that he knew the pain of being unwanted and alone, and there was no way he could kill the parents of the helpless little xottlings and leave them orphaned, much less outright kill the babies. Penny decided that an alliance was in order, and did her best to explain to Grickle, the now-senior xottle, that a peace treaty was in order. If the tribe would act as scouts and front-line guards for Gone-Woe, then the two settlements could could establish a joint trading alliance for fish, supplies, and medical aid. The xottles enthusiastically agreed ( "Love fissssh! LOVE FISSSSH!!!" ), and Sniffles gave Grickle one of his badges as a token of faith to seal the deal. Penny fished the chief's crown from the pot ("It'll look great with my wigs!"), and the party and hostages returned to Gone-Woe just as dawn broke.
Upon their arrival, there was much celebration, as a search party was just about to head out to find the wayward teens. And the Foragers were safe! However, lecturing and haranguing by The Elders set in, but before things could get too heated, the alarm bells started ringing again...
...and all returned to the gates to see a swarm of xottles sitting outside, proudly displaying a 4' tall turtle effigy made of mud, reeds, and saliva. They were chanting Sniffles name, and wanting their fish.
His new family had followed him home.
—
Epilogue #1: Sniffles went out to the xottles, and got frustrated as he realized they really didn't seem to understand the concepts of "trade" and "alliance" and "treaty". He tried to explain that he didn't want to be their ruler, and incinerated the sculpture in an attempt to show them they didn't need gods. That backfired, though, and the creatures fled screaming back into the wilds. Vexed, he sat down at the city wall, started smoking a cigar he kept hidden in his shell, and exhaustedly sighed...just as a lone female xottle cozied up to his ankle and sighed, too, while fluttering her gill-fronds ever so suggestively.
—
Epilogue #2: That night, at the site of now-abandoned xottle feast, a broken, blackened figure dragged itself by one arm into the clearing. It inched across the ground to the ruined throne, pried a leather bag from the wreckage, and pulled a plastic cylinder from within. A switch was flipped, and from the tip of the cylinder came a narrow beam of yellowish light...which the figure held up and beneath its chin.
From between gritted fangs and cracked, blistered lips came a gurgling hiss equal parts agony and rage: "Goiglug will have vengeance. Oh, yessssss...GOIGLUG WILL HAVE HISSSS REVENGE!!!"
—
Mutant Lord's Commentary: I have to confess that I was totally nervous about the game, as not only did I have to cobble together a scenario (and a cliched Very, Very Cliched First Adventure, at that) on the fly, but I don't think I've GM'd something that didn't involve superheroes in well over a decade. My concerns were unfounded, as the game was an absolute scream from start to finish.
The group consisted of one experienced LARPer (Sniffles), and two newbies who only have 3 RPG sessions under their belts. The gonzo post-apocalypse was new to all of them, but everyone seemed to have a blast as they recognized familiar modern-day environs and items (and they are anxious to figure out what the black box is). And unbeknownst to me, Sniffles' player was/is an Eagle Scout, and actually spent summers at the very real CampStrike Strake.
As for the climactic showdown? It was AWESOME. Thanks to their rather sweet (and totally random) mutations, Chief Kagluushk and Shaman Goiglug were supposed to be combat machines...but they never got a chance to actually do anything. The party had an amazing plan, and Hobodeath's unexpected bungle—she just needed a 6!—only heightened the drama. And no one—NO ONE—anticipated that Sniffles would end up as King Of The Swamp Gobblers (who came across in play like Spielberg's gremlins). And Goiglug getting blasted into the off-camera ether with just one lone Hit Point? That, friends, is just pure gaming gold. (Oh, yeah...during Goiglug's little vow, I actually held up a flashlight to my face; I had it with me for something else that didn't transpire, but it sure came in handy.)
Speaking of random—everyone seems to be enjoying how everything is ol' school haphazard. The PCs rolled their stats randomly, I'm randomly building the monsters and corresponding treasures, and it's all working out quite peachily.
And a confession? It wasn't until about 10pm after the game was over that I re-read the Killing Sphere description, and realized I may have made an error. While the Mental Attack rules [on p. 47 of the Mutant Future Core Rules] state that psionic combat requires a mental test roll between the antagonists, the actual mutation description says that the Field seemingly goes off without any complications. Everything worked out thanks solely to the players' creativity, but I would've felt terrible if my mistake had doomed them all. (And I can't make up my mind if I want Killing Sphere to actually require a roll or not; I'm leaning towards not.)
But when all was said and done, mutants were vanquished, Ancient artifacts were plundered, and Gamera cracks flew fast and furious. All the players said they can't wait for the next session, and I'm right there with them. This is gonna be a hoot AND a holler!
Due to illness, my player pool went from 6 to 3 at the last minute, so I scrapped my ruin-crawl adventure and went with the tried-and-true "rescue the kidnappee" plot.
—
Our cast:
Penny The Craw: Not only is she obsessed with fashion and finding Ancient toys for her allicat, Baxter, she's also the precocious teenage daughter of Carl Clawson, one of Gone-Woe's key leaders on The Council Of Seven. Her big brothers Dave and Steve are elite scavengers in the Forager's Guild. Penny is convinced that her parents don't love her, because she never gets to go on adventures.
Grabthar: Grabthar is a 16'-tall humanoid turtle with a razored beak, Gigantism, Energy Ray (heat-breath), Neural Telekinesis, Poison Susceptibility [D], Reduced Immune System [D], and below average Hit Points for his Constituion. [When rolling him up, he rolled Gigantism twice, and ended up being 44' tall. That was a game-breaker, so I had him re-roll the extra, and he got another Drawback instead. Seemed fair to me.] Because of enormous size and health woes, Grabthar was abandoned by his people (the Galapagon tribe, who are now long gone in the wilderness) as a tike, and was found by the Clawsons. So...Grabthar is Penny's adopted kid brother. And everyone calls him Sniffles.
Hobodeath: In Real Life, Hobodeath's player is a tough-as-nails-but-lady-through-and-through army sarge, so it seemed a natural fit that she wanted to play a combat-centric Basic Android bounty hunter with Energy Ray (Cold), Killing Sphere, and Natural Armor. Gleeful visions of gun-toting robo-babes from Heavy Metal and 2000 AD came to mind...but here's how she succinctly described her character: "Like 'It's Pat' from 'Saturday Night Live'." So, she's an androgynous, lumpy murder-bot...who wears a tattered black Ancient concert shirt that reads "Hobodeath". Oh, yeah—she's traveling the Mutant Future in search of a mate(?!), thus bringing her to Gone-Woe.
—
The Adventure: After setting the stage about Gone-Woe, Wrexus, with a little presentation about the game world, the economy (it's based a conglomeration of scavenged compact discs, credit cards, aluminum cans, and barter), and name-dropping some key NPC residents, the adventure began with an alarm at the main gate. A lone member of the Forager's Guild was there, battered and bloody. Turns out his team was ambushed by raiders to the south, and had their loot stolen...but they all escaped despite their injures. However, just 5 miles from the safety of town, they were ambushed again and, weak and vulnerable, they were dragged off into the forbidden woods surrounding Camp Strike (an old recreational area of The Ancients now overgrown and overrun with critters). Only he escaped, and his final words before passing out were: "Swamp gobblers."
The fact that the carnivorous xottle people had kidnapped them was bad enough, but things took a personal turn because Dave and Steve were amongst those take! Oh, the horrible fate that awaited them!
While The Elders and Security Guild squabbled about how best to proceed, Penny and Sniffles recruited Hobodeath with the promise of a pet crawdog (for use as a hunting animal) to lead them into the ruins of Camp Strike. They crept from the village (as only a 16'-tall tortoise-teen, a crawdad-gal, and andryno-borg can) and into the wilds.
Random encounter time! The group ran into 3 radpoles drinking from a pond, and while Penny really wanted to talk to them "because they might have valuable information," the others talked her out of it. [I would've LOVED to see how that played out.] The group crept past, leaving the glowing amphibians alone.
The group pressed deeper, and discovered some cement slabs on the ground, and then some rotting shacks. One had a faded sign hanging by rusted chains, and on the sign was a strange logo and the letters DSA (or maybe BSA...it was too faded to make out) that looked like this:
They decided to rummage through the buildings [which involved Sniffles just lifting the roofs off one by one and peeking inside like they were cookie jars]...and that's when they disturbed a nest of 8 leapteeth!
Combat ensued, with Hobodeath and Sniffles slaughtering beasties left and right, and Penny missing every attack and getting repeatedly chomped about the face and neck. She was demoralized by her lack of combat prowess ("Maybe dad is right...I'm just a dumb girl who can't do anything!"), but her teammates did their best to cheer her.
After killing the beasties, the PCs uncovered two 3'-tall, non-human skeletons with enlarged, toothy skulls that had all been picked clean and gnawed. Swamp gobbler remains?! One had a small sack tied to its waist, and it contained some ambiguous dried-out meat, a few scratched up silver discs with holes in the center (one reading "Billy Joel's Greatest Hits"), and a small black metal box with colored bulbs on its front, a suction cup on its top, and wires coming out of the back.
Exploring the cabin, they also found a rusted file cabinet, and inside were some soggy, tattered, 1-inch cloth discs:
The robot was soon drawn to the rhythmic sounds of drums and the flickering glow of a raging fire, and she crept to a clearing where she spotted a horrifying sight: over 25 diminutive swamp gobblers (including li'l foot-tall xottlings) chanting and dancing around a giant boiling pot, while others assembled an over-sized roasting spit. Overseeing this spectacle was an atypically spiny, spiky xottle with a feathered headdress, and a 4' tall xottle with a crown sitting in a throne made of bones and rubble. And just beyond the firelight was a cage with the captives! Oh, the horrors!
Hobodeath rushed back and awoke her companions, and the group sped back for a rescue with this plan in mind: the robot would create a diversion at the sound end of the clearing, and while she was dealing with the gobblers, Sniffles and Penny could free the hostages at the north end. The dialogue ended like this:
Penny: "But how will we know when you give the signal?"
Hobodeath: "Oh, you'll know...you'll know."
Penny: "But how are you going to handle them?"
Hobodeath: "Oh, you'll see...you'll see."
So the group split and took their positions...and just in time, too, for as they settled in, a bubbling, wheezing voice echoed through the clearing:
"...and it issss with great pleasure that I, the humble Sssshaman Goiglug, blessss thissss great feasssst to honor our mighty Chief Kagluushk and commemorate the glorioussss day of his sssspawning! Let ussss feed!"
At that, the guards unlocked the cages so as to drag their captives to the pot and spit...
...when out of the southern darkness zipped a crossbow bolt that hit the chief square in the shoulder, and pinned him to his throne [Hobodeath rolled a 17, and max 8 damage]. The chief wailed in agony, the xottles froze in surprise...
...and then Hobodeath strode into the clearing, and in the most pitch-perfect, Schwarzenegger-ean deadpan this GM has ever heard, said:
"Happy birthday."
And then she shot the chief again, pinning his other shoulder to the throne...and his wailing went up enough octaves to shatter glass. [She rolled a 19, and 7 damage!]
At this point the 20+ xottles went berzerk, and surged across the clearing to get at the robot. She lowered her crossbow, and stood there confidently with nothing but a smirk on her face.
Penny and Sniffles decided that had to be the signal in question, so they attacked the two cage guards from behind. With the snicker-snack of claws and chomp of jaws, there were now two headless xottle bodies that fell limply to the ground.
Chaos reigned. A fanged pink tidal wave of fury surged at the robot, Goiglug struggled to free the mortally wounded [he had 2 HP left] Chief Kagluushk, and Penny and Sniffles freed the captives.
On her turn, Hobodeath still stood rigid and smiling, because her REAL PLAN was about to unfold—she intended to lure all the xottles to her end of the clearing, and then activate her Killing Sphere. (Her allies didn't know she had it, you see.) Sniffles and Penny watched as the robot's eyes began to glow a bright, phosphorescent silver-white, and the glow radiated across the forest...
...and then there was a sudden pop, then some sparks, and then steam poured from Hobodeath's eyes. The android went dormant, and was instantly buried beneath a horde of furious, gnashing amphibians. Polymerized flesh, lubricants, and Hit Points geysered into the air. [I had Hobodeath roll a Mental Attack against the collective mass, and she only needed a 6...but she rolled a 4. Even worse, she rolled an 11 to determine how many combat rounds she'd be helpless.]
Holy crap.
Sniffles and Penny stood paralyzed as chunks of Android went flying. But movement caught Sniffles' eyes, and he saw the shaman still struggling to free the mortally wounded chief...and a proverbial lightbulb went off over his head. From the darkness, Sniffles stood, opened his mouth...
...and with a flash of red, a shrieking, squirming, fiery amphibi-man soared across the clearing and out into the swamp like a burning comet. [He rolled a natural 20!]
The xottles froze, and stopped their mangling of the robot just as the giant turtle boy lumbered into the clearing right in front of the throne. Sniffled bellowed, pounded his chest, looked down at the equally helpless and horrified xottle king...
...and leaned in and bit off his head, Jurassic Park-style. Sniffles then spit it, crown and all, into the boiling pot.
A hushed silence fell across the clearing, and Sniffles, Penny, and the captives prepared for battle...
...but then 25+ xottles collectively fell to their knees, and with arms stretched high, started basking and bowing in reverence, and croaked in exhaltation as one: "ALL HAIL THE SHELLED GOD!!! ALL HAIL THE SHELLED GOD!!!"
Sniffles was struck absolutely, positively dumb.
The seconds ticked by, and the xottles maintained their worship. Trying to get a handle on things, Sniffles sat down on on the throne to get his bearings...and utterly smashed it beneath his girth. The xottles rushed before him in supplication, still singing his praises. Females began to fawn at him and dance seductively around his shins. One infant shimmied up his shell, and latched onto his head with little suckered fingers and tentatively gurgled, "DADDY?!"
Some others dragged out a chest, which contained a sealed spindle of those silvery discs, a pile of colored plastic cards marked "Master" and "Discover", a blue plastic cube [a Firestarter Cube], and some red-tinted lenses on a strap [Infra-Red Goggles].
No one heard Dave and Steve utter, in unision, "...the hell?!"
—
Post-combat interaction ensued. Hobodeath clinically (and quite robotically) wanted to eradicate the xottles ("Don't these things infest your town's lakes every spring and eat up all your fish?" ), but Sniffles explained that he knew the pain of being unwanted and alone, and there was no way he could kill the parents of the helpless little xottlings and leave them orphaned, much less outright kill the babies. Penny decided that an alliance was in order, and did her best to explain to Grickle, the now-senior xottle, that a peace treaty was in order. If the tribe would act as scouts and front-line guards for Gone-Woe, then the two settlements could could establish a joint trading alliance for fish, supplies, and medical aid. The xottles enthusiastically agreed ( "Love fissssh! LOVE FISSSSH!!!" ), and Sniffles gave Grickle one of his badges as a token of faith to seal the deal. Penny fished the chief's crown from the pot ("It'll look great with my wigs!"), and the party and hostages returned to Gone-Woe just as dawn broke.
Upon their arrival, there was much celebration, as a search party was just about to head out to find the wayward teens. And the Foragers were safe! However, lecturing and haranguing by The Elders set in, but before things could get too heated, the alarm bells started ringing again...
...and all returned to the gates to see a swarm of xottles sitting outside, proudly displaying a 4' tall turtle effigy made of mud, reeds, and saliva. They were chanting Sniffles name, and wanting their fish.
His new family had followed him home.
—
Epilogue #1: Sniffles went out to the xottles, and got frustrated as he realized they really didn't seem to understand the concepts of "trade" and "alliance" and "treaty". He tried to explain that he didn't want to be their ruler, and incinerated the sculpture in an attempt to show them they didn't need gods. That backfired, though, and the creatures fled screaming back into the wilds. Vexed, he sat down at the city wall, started smoking a cigar he kept hidden in his shell, and exhaustedly sighed...just as a lone female xottle cozied up to his ankle and sighed, too, while fluttering her gill-fronds ever so suggestively.
—
Epilogue #2: That night, at the site of now-abandoned xottle feast, a broken, blackened figure dragged itself by one arm into the clearing. It inched across the ground to the ruined throne, pried a leather bag from the wreckage, and pulled a plastic cylinder from within. A switch was flipped, and from the tip of the cylinder came a narrow beam of yellowish light...which the figure held up and beneath its chin.
From between gritted fangs and cracked, blistered lips came a gurgling hiss equal parts agony and rage: "Goiglug will have vengeance. Oh, yessssss...GOIGLUG WILL HAVE HISSSS REVENGE!!!"
—
Mutant Lord's Commentary: I have to confess that I was totally nervous about the game, as not only did I have to cobble together a scenario (and a cliched Very, Very Cliched First Adventure, at that) on the fly, but I don't think I've GM'd something that didn't involve superheroes in well over a decade. My concerns were unfounded, as the game was an absolute scream from start to finish.
The group consisted of one experienced LARPer (Sniffles), and two newbies who only have 3 RPG sessions under their belts. The gonzo post-apocalypse was new to all of them, but everyone seemed to have a blast as they recognized familiar modern-day environs and items (and they are anxious to figure out what the black box is). And unbeknownst to me, Sniffles' player was/is an Eagle Scout, and actually spent summers at the very real Camp
As for the climactic showdown? It was AWESOME. Thanks to their rather sweet (and totally random) mutations, Chief Kagluushk and Shaman Goiglug were supposed to be combat machines...but they never got a chance to actually do anything. The party had an amazing plan, and Hobodeath's unexpected bungle—she just needed a 6!—only heightened the drama. And no one—NO ONE—anticipated that Sniffles would end up as King Of The Swamp Gobblers (who came across in play like Spielberg's gremlins). And Goiglug getting blasted into the off-camera ether with just one lone Hit Point? That, friends, is just pure gaming gold. (Oh, yeah...during Goiglug's little vow, I actually held up a flashlight to my face; I had it with me for something else that didn't transpire, but it sure came in handy.)
Speaking of random—everyone seems to be enjoying how everything is ol' school haphazard. The PCs rolled their stats randomly, I'm randomly building the monsters and corresponding treasures, and it's all working out quite peachily.
And a confession? It wasn't until about 10pm after the game was over that I re-read the Killing Sphere description, and realized I may have made an error. While the Mental Attack rules [on p. 47 of the Mutant Future Core Rules] state that psionic combat requires a mental test roll between the antagonists, the actual mutation description says that the Field seemingly goes off without any complications. Everything worked out thanks solely to the players' creativity, but I would've felt terrible if my mistake had doomed them all. (And I can't make up my mind if I want Killing Sphere to actually require a roll or not; I'm leaning towards not.)
But when all was said and done, mutants were vanquished, Ancient artifacts were plundered, and Gamera cracks flew fast and furious. All the players said they can't wait for the next session, and I'm right there with them. This is gonna be a hoot AND a holler!
Saturday, May 7, 2011
Mutants In The News — Nightmare Fuel Edition
I can't tell if the addition of the word "Swedish" makes the following headline more or less terrifying:
"Swedish Insect Shoots Larvae Into Victims' Eyes."
AIEEEEEEEEE.
"Swedish Insect Shoots Larvae Into Victims' Eyes."
AIEEEEEEEEE.
"B" is for "Bearcuda"
Bearcuda
No. Enc.: 1d4+1 (1d8+2)
Alignment: Neutral
Movement: 120' (40')
—Swim: 60' (20')
Armor Class: 6
Hit Dice: 5
Attacks: 4 (2 claws, 2 bites)
Damage: 1d6 / 1d6 / 1d10 / 1d10
Save: L3
Morale: 9
Hoard Class: VII, VIII
XP: 650
Equally at home on land or submerged, bearcudas are scaly, toothy carnivores that never stray far from bodies of fresh water. They make their lairs in burrows or underwater caves, and sometimes find their way into cavern complexes or ruins. They stand 3'-4' at the shoulder, reach lengths between 5'-7', and weigh around 450-600 pounds. Unlike most ursines, bearcudas have difficulty standing up on their hind legs.
Bearcudas attack with surprising speed, and are able to accelerate in short bursts, bumping their land movement rate to 180' (60') and swimming rate to 120' (30') for up to 3 consecutive rounds once per turn. And during those 3 rounds, the creatures get a +1 To Hit bonus for each attack.
They are always encountered in familial groups (called a "battery"), consisting of pairs of mated adults and their offspring. For every 2 adult bearcudas, there will be at least 1 cub.
Mutations: Aberrant Form (Gills and Lungs)
No. Enc.: 1d4+1 (1d8+2)
Alignment: Neutral
Movement: 120' (40')
—Swim: 60' (20')
Armor Class: 6
Hit Dice: 5
Attacks: 4 (2 claws, 2 bites)
Damage: 1d6 / 1d6 / 1d10 / 1d10
Save: L3
Morale: 9
Hoard Class: VII, VIII
XP: 650
Equally at home on land or submerged, bearcudas are scaly, toothy carnivores that never stray far from bodies of fresh water. They make their lairs in burrows or underwater caves, and sometimes find their way into cavern complexes or ruins. They stand 3'-4' at the shoulder, reach lengths between 5'-7', and weigh around 450-600 pounds. Unlike most ursines, bearcudas have difficulty standing up on their hind legs.
Bearcudas attack with surprising speed, and are able to accelerate in short bursts, bumping their land movement rate to 180' (60') and swimming rate to 120' (30') for up to 3 consecutive rounds once per turn. And during those 3 rounds, the creatures get a +1 To Hit bonus for each attack.
They are always encountered in familial groups (called a "battery"), consisting of pairs of mated adults and their offspring. For every 2 adult bearcudas, there will be at least 1 cub.
Mutations: Aberrant Form (Gills and Lungs)
Labels:
Aquatic,
Carnivore,
Mammal,
Mutant Future,
Scavenger
Friday, May 6, 2011
Brand Names, Brand Identity
In the Mutant Future, baby-naming books have long turned to ash. So how do proud, post-apocalyptic parents-to-be go about naming their little radioactive bundles of tentacular joy?
They dig through the rubble and ruins to find junk, artifacts, trash, and signage with the snazziest, jazziest labels and logos on them, that's how.
So here's some charts with random first and last names. Roll away, or mix and match to taste. Tweak the spellings as desired (and some are already altered below).
—
First Names
Last Names
Mush Pot
You can guarantee that my players in the upcoming Don't Mess With Wrexus campaign will encounter an Exxon Honda, a Jeep Supreme, a Manwich Snapple, a Reebok Bacardi, and a Quizno Pibb, whoever they happen to be.
(Special thanks to Idiocracy.)
—
UPDATE: The above lists have been expanded here.
They dig through the rubble and ruins to find junk, artifacts, trash, and signage with the snazziest, jazziest labels and logos on them, that's how.
So here's some charts with random first and last names. Roll away, or mix and match to taste. Tweak the spellings as desired (and some are already altered below).
—
First Names
- Alka
- Amway
- Arby
- Brawndo
- Calgon
- Chee-Toh
- Draino
- Exxon
- Faygo
- Jeep
- Kellogg
- Manwich
- McRib
- Mel-O
- Nextel
- Quizno
- Reebok
- Rolex
- Shiner
- Trojan
Last Names
- Audi
- Bacardi
- Boy-R-D
- Coke
- Colgate
- Del-Monty
- Dentyne
- Fanta
- Funyun
- Honda
- Jolt
- Kodak
- Kroger
- Nissan
- Pibb
- Pringle
- Snapple
- Supreme
- Yel-O
Mush Pot
- Atari
- Avon
- Bose
- Duracell
- Eebay
- Folger
- Hershey
- I-Max
- I-Pod
- Jheri
- Kotex
- Lego
- Noxema
- Sansabelt
- Shasta
- Slimjim
- Twizzler
- Whopper
- Zenith
- Zima
You can guarantee that my players in the upcoming Don't Mess With Wrexus campaign will encounter an Exxon Honda, a Jeep Supreme, a Manwich Snapple, a Reebok Bacardi, and a Quizno Pibb, whoever they happen to be.
(Special thanks to Idiocracy.)
—
UPDATE: The above lists have been expanded here.
Thursday, May 5, 2011
"S" is for "Slaguar"
Slaguar
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 3
Hit Dice: 5
Attacks: 3 (2 claws, 1 bite)
Damage: 1d4+2 / 1d4+2 / 1d8+2
Save: L5
Morale: 10
Hoard Class: V, VII
XP: 1,100
Slaguars are 4' tall, 750-pound felines that stalk mountainous badlands and urban ruins. Instead of conventional pelts, their bodies are coated with fine iron filaments. White-hot molten saliva drips from their jaws.
Slaguar teeth and claws are made of piercing alloys that radiate intense heat; consequently, the beasts get +2 To Hit and +2 Damage with all melee attack rolls. And 3 times per day, a slaguar can exhale a cone of molten metal 15' long and 10' wide at its end. All targets successfully struck take 2d6 damage per round for 1d6+1 rounds, and they are also entombed in a metallic shell and considered Paralyzed for 1d4 turns (or until making a successful Ability Check Versus Strength, which can be made once every turn).
The beasts feed upon meat and metal, and find Androids to be particularly tasty. As they compete for the same food sources, slaguars and chromodos are natural enemies.
Mutations: Energy-Retaining Cell Structure (Heat), Frailty (Cold) [D], Frailty (Electricity) [D], Reflective Epidermis (Heat), Unique Mutation ("Molten Breath")
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 3
Hit Dice: 5
Attacks: 3 (2 claws, 1 bite)
Damage: 1d4+2 / 1d4+2 / 1d8+2
Save: L5
Morale: 10
Hoard Class: V, VII
XP: 1,100
Slaguars are 4' tall, 750-pound felines that stalk mountainous badlands and urban ruins. Instead of conventional pelts, their bodies are coated with fine iron filaments. White-hot molten saliva drips from their jaws.
Slaguar teeth and claws are made of piercing alloys that radiate intense heat; consequently, the beasts get +2 To Hit and +2 Damage with all melee attack rolls. And 3 times per day, a slaguar can exhale a cone of molten metal 15' long and 10' wide at its end. All targets successfully struck take 2d6 damage per round for 1d6+1 rounds, and they are also entombed in a metallic shell and considered Paralyzed for 1d4 turns (or until making a successful Ability Check Versus Strength, which can be made once every turn).
The beasts feed upon meat and metal, and find Androids to be particularly tasty. As they compete for the same food sources, slaguars and chromodos are natural enemies.
Mutations: Energy-Retaining Cell Structure (Heat), Frailty (Cold) [D], Frailty (Electricity) [D], Reflective Epidermis (Heat), Unique Mutation ("Molten Breath")
Labels:
Carnivore,
Mammal,
Mutant Future,
Other-Vore
Wednesday, May 4, 2011
"S" is for "Sluggernaut"
Sluggernaut
No. Enc.: 1 (1d3)
Alignment: Neutral
Movement: 45' (15')
Armor Class: 9
Hit Dice: 16
Attacks: 1 (bite or trample)
Damage: 2d12 or 4d10
Save: L8
Morale: 9
Hoard Class: None
XP: 3,300
Sluggernauts are slime-dripping behemoths that reach heights over 20', lengths over 40', and weights in over 10 tons. They favor open grasslands and expansive wetlands in order to graze on plant matter, carrion, and offal, but they sometimes slither into underground cavern complexes.
Thanks to their thick, resilient hides, sluggernauts only take half damage from conventional melee weapons and firearms. And their four eyestalks grant 360-degree vision, meaning they're only Surprised only on a roll of 1 on 1d6.
While relatively docile, sluggernauts bite with toothy maws or Trample with their prodigious bulk when threatened. And warlike tribes train them for use as relentless (albiet ponderously slow) combat mounts, strapping massive howdahs—equipped with ballistae and cannons—onto their backsides.
Any given sluggernaut has a 25% chance of possessing the Dermal Poison Slime Physical Mutation, with the effect class determined at random.
Mutations: None
No. Enc.: 1 (1d3)
Alignment: Neutral
Movement: 45' (15')
Armor Class: 9
Hit Dice: 16
Attacks: 1 (bite or trample)
Damage: 2d12 or 4d10
Save: L8
Morale: 9
Hoard Class: None
XP: 3,300
Sluggernauts are slime-dripping behemoths that reach heights over 20', lengths over 40', and weights in over 10 tons. They favor open grasslands and expansive wetlands in order to graze on plant matter, carrion, and offal, but they sometimes slither into underground cavern complexes.
Thanks to their thick, resilient hides, sluggernauts only take half damage from conventional melee weapons and firearms. And their four eyestalks grant 360-degree vision, meaning they're only Surprised only on a roll of 1 on 1d6.
While relatively docile, sluggernauts bite with toothy maws or Trample with their prodigious bulk when threatened. And warlike tribes train them for use as relentless (albiet ponderously slow) combat mounts, strapping massive howdahs—equipped with ballistae and cannons—onto their backsides.
Any given sluggernaut has a 25% chance of possessing the Dermal Poison Slime Physical Mutation, with the effect class determined at random.
Mutations: None
Labels:
Bug,
Mount,
Mutant Future,
Omnivore,
Scavenger
Tuesday, May 3, 2011
"P" is for "Prowlasite"
Prowlasite
No. Enc.: 1d6 (2d6)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 7
Hit Dice: 2+3
Attacks: 3
Damage: 1d3 / 1d3 / 1d6 + drain
Save: L2
Morale: 10
Hoard Class: None
XP: 59
Slimy and pungent, the horrid prowlasites stalk swamps, forests, caves, and Ancient ruins. They are similar in size and build to Ancient hounds, and their hairless, rubbery skin comes in a variety of unpleasant hues. They continually make a slurping, suckling sound that is the stuff of nightmares.
Prowlasites hunt in packs, and attack by pouncing on victims with claws and razored fangs. With a successful bite attack, a prowlasite latches onto its prey, doing automatic gnawing damage each round plus an additional 1d4 blood-drain damage until it or the victim is dead. After feeding, all that's left of a prowlasite's meal is a mound of bones bound by loose skin.
Saliva continually drips from their maws, and contains a numbing agent so strong that anyone bitten by a prowlasite has a 20% of contracting the Pain Insensitivity Drawback. This saliva is highly valued for medicinal purposes.
Mutations: None
No. Enc.: 1d6 (2d6)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 7
Hit Dice: 2+3
Attacks: 3
Damage: 1d3 / 1d3 / 1d6 + drain
Save: L2
Morale: 10
Hoard Class: None
XP: 59
Slimy and pungent, the horrid prowlasites stalk swamps, forests, caves, and Ancient ruins. They are similar in size and build to Ancient hounds, and their hairless, rubbery skin comes in a variety of unpleasant hues. They continually make a slurping, suckling sound that is the stuff of nightmares.
Prowlasites hunt in packs, and attack by pouncing on victims with claws and razored fangs. With a successful bite attack, a prowlasite latches onto its prey, doing automatic gnawing damage each round plus an additional 1d4 blood-drain damage until it or the victim is dead. After feeding, all that's left of a prowlasite's meal is a mound of bones bound by loose skin.
Saliva continually drips from their maws, and contains a numbing agent so strong that anyone bitten by a prowlasite has a 20% of contracting the Pain Insensitivity Drawback. This saliva is highly valued for medicinal purposes.
Mutations: None
Saturday, April 30, 2011
"X" is for "Xottle"
Xottle ("Swamp Gobbler")
No. Enc.: 1d12 (4d12)
Alignment: Chaotic
Movement: 105' (35')
—Swim: 90' (30')
Armor Class: 7
Hit Dice: 1
Attacks: 1 (bite, or weapon)
Damage: 1d4, or by weapon
Save: L1
Morale: 7
Hoard Class: II, VIII, XIII
XP: 16
Xottles are a savage race of pink, 3' tall amphibians with ravenous appetites and nasty temperaments. They build ramshackle dwellings in wetlands and humid caves, and on the bottoms of lakes. Xottles tend to despoil their environs with their gluttony, and having no agriculture or industry of their own, they raid the settlements of other sentients for food and supplies.
They attack with spears, tridents, clubs, and nets, and fashion traps (often poisoned) to bring down larger game. Hunting parties wear hand-carved masks to better terrorize their foes, and such masks give Xottles +1 to their Morale, and reduce opponents' Morale by -1.
Xottle communities are ruled by the larger members of their race. Xottle shamans have 2 HD and 1 beneficial Physical or Mental Mutation, and chieftans possess 3 HD and 1d3 beneficial Mutations.
Mutations: Aberrant Form (Gills and Lungs)
No. Enc.: 1d12 (4d12)
Alignment: Chaotic
Movement: 105' (35')
—Swim: 90' (30')
Armor Class: 7
Hit Dice: 1
Attacks: 1 (bite, or weapon)
Damage: 1d4, or by weapon
Save: L1
Morale: 7
Hoard Class: II, VIII, XIII
XP: 16
Xottles are a savage race of pink, 3' tall amphibians with ravenous appetites and nasty temperaments. They build ramshackle dwellings in wetlands and humid caves, and on the bottoms of lakes. Xottles tend to despoil their environs with their gluttony, and having no agriculture or industry of their own, they raid the settlements of other sentients for food and supplies.
They attack with spears, tridents, clubs, and nets, and fashion traps (often poisoned) to bring down larger game. Hunting parties wear hand-carved masks to better terrorize their foes, and such masks give Xottles +1 to their Morale, and reduce opponents' Morale by -1.
Xottle communities are ruled by the larger members of their race. Xottle shamans have 2 HD and 1 beneficial Physical or Mental Mutation, and chieftans possess 3 HD and 1d3 beneficial Mutations.
Mutations: Aberrant Form (Gills and Lungs)
Labels:
Aquatic,
Mutant Future,
Omnivore,
Scavenger,
Sentient
Thursday, April 28, 2011
Don't Mess With Wrexus
I draw ever closer to starting up my Mutant Future campaign, as I now have two PCs ready to go: Penny The Craw, and a sixteen-foot tall turtle with heat-breath and some serious health woes named Grabthar (who goes by "Sniffles").
And no campaign is complete without a map...and here it is, courtesy of the guys at Hexographer.
Welcome to Gone-Woe, Wrexus.
Danger surrounds the small town of Gone-Woe and its sister village Walled Den, home of The Craw.
To the north lies Huntsvile, a barren land overrun with machines of Living Metal that stalk and trap human and mutant alike. What hideous fate ultimately befalls their captives...?
In the northeast, the desperate, degenerate community of Grieveland is dying. Will the rivalry between Grieveland and Gone-Woe finally come to bloodshed...?
The broken Woe-5 road leads to The Queen's Wood, the domain of the savage and mysterious Queen and her legions. The time draws near when she expects her annual tribute, and her ever-increasing, ever-unreasonable demands may be unattainable this year.... And not far is the blighted, twisted Fearbrook, rumored to hide a graveyard of flying machines....
Braving The Wooded Lands down The Eye-45 road and across the Sandy Jack River leads to dangers unimaginable, like Woebrook to the southwest and the frontier town-slash-fortress known as Gunspoint to the south. Travel to Gunspoint is forbidden by The Elders of Gone-Woe, but every young mutant longs to glimpse its fabled wonders....
And beyond that last bastion of civilization lies the sprawling ruins of Hugeston...and The Firesea...and Fangleton...and Fearlake (home of the NASTAR spaceport)...and the waterlogged spires of Graveston....
Watch out, players...the eyes of Wrexus are upon you!
And no campaign is complete without a map...and here it is, courtesy of the guys at Hexographer.
Welcome to Gone-Woe, Wrexus.
Danger surrounds the small town of Gone-Woe and its sister village Walled Den, home of The Craw.
To the north lies Huntsvile, a barren land overrun with machines of Living Metal that stalk and trap human and mutant alike. What hideous fate ultimately befalls their captives...?
In the northeast, the desperate, degenerate community of Grieveland is dying. Will the rivalry between Grieveland and Gone-Woe finally come to bloodshed...?
The broken Woe-5 road leads to The Queen's Wood, the domain of the savage and mysterious Queen and her legions. The time draws near when she expects her annual tribute, and her ever-increasing, ever-unreasonable demands may be unattainable this year.... And not far is the blighted, twisted Fearbrook, rumored to hide a graveyard of flying machines....
Braving The Wooded Lands down The Eye-45 road and across the Sandy Jack River leads to dangers unimaginable, like Woebrook to the southwest and the frontier town-slash-fortress known as Gunspoint to the south. Travel to Gunspoint is forbidden by The Elders of Gone-Woe, but every young mutant longs to glimpse its fabled wonders....
And beyond that last bastion of civilization lies the sprawling ruins of Hugeston...and The Firesea...and Fangleton...and Fearlake (home of the NASTAR spaceport)...and the waterlogged spires of Graveston....
Watch out, players...the eyes of Wrexus are upon you!
Wednesday, April 27, 2011
"B" is for "Brawlrus"
Brawlrus
No. Enc.: 1d2 (1d6)
Alignment: Neutral
Movement: 60' (20')
Armor Class: 7
Hit Dice: 10+1
Attacks: 5 (4 punches, 1 bite)
Damage: 1d8 / 1d8 / 1d8 / 1d8 / 1d6
Save: L5
Morale: 11
Hoard Class: VIII, IX, XIII
XP: 2,400
Brawlruses are enormous beasts that reach lengths of 15' long, and weights between 3-4 tons. They stand 6' tall at the shoulder thanks to 2 powerful, flippered "legs" used for support and locomotion, and 4 muscular arms ending in bony-spurred paws sprout from their torsos. Highly adaptable, brawlruses can be found in any climate and terrain. They'll eat anything within reach.
A brawlrus is direct and brutal in combat, as it unleashes a flurry of savage blows until its opponent is battered and broken. And if at least 2 paws strike successfully in a round, the creature can squeeze for an additional 2d10 damage. Anyone squeezed in this fashion must make a Saving Throw Versus Stun or be Stunned for 1d4 rounds afterwards.
There is anecdotal evidence that brawlruses may be evolving intelligence, as some witnesses swear they've seen the creatures plod along on wheeled platforms, propelling themselves with their flippers. If they exist, the speed and specifications of these contraptions is unknown.
Mutations: Aberrant Form (Multiple Limbs)
No. Enc.: 1d2 (1d6)
Alignment: Neutral
Movement: 60' (20')
Armor Class: 7
Hit Dice: 10+1
Attacks: 5 (4 punches, 1 bite)
Damage: 1d8 / 1d8 / 1d8 / 1d8 / 1d6
Save: L5
Morale: 11
Hoard Class: VIII, IX, XIII
XP: 2,400
Brawlruses are enormous beasts that reach lengths of 15' long, and weights between 3-4 tons. They stand 6' tall at the shoulder thanks to 2 powerful, flippered "legs" used for support and locomotion, and 4 muscular arms ending in bony-spurred paws sprout from their torsos. Highly adaptable, brawlruses can be found in any climate and terrain. They'll eat anything within reach.
A brawlrus is direct and brutal in combat, as it unleashes a flurry of savage blows until its opponent is battered and broken. And if at least 2 paws strike successfully in a round, the creature can squeeze for an additional 2d10 damage. Anyone squeezed in this fashion must make a Saving Throw Versus Stun or be Stunned for 1d4 rounds afterwards.
There is anecdotal evidence that brawlruses may be evolving intelligence, as some witnesses swear they've seen the creatures plod along on wheeled platforms, propelling themselves with their flippers. If they exist, the speed and specifications of these contraptions is unknown.
Mutations: Aberrant Form (Multiple Limbs)
"S" is for "Scrawler"
Scrawler ("Doodlethug")
No. Enc.: 1d4 (1d12)
Alignment: Neutral / Chaotic
Movement: 120' (40')
Armor Class: 4
Hit Dice: 7+2
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6 / 1d6 / 1d8
Save: L5
Morale: 9
Hoard Class: VIII, XVI
XP: 900
Scrawlers are man-sized, cyclopean arachnoids with thick, multihued exoskeletons. Each is distinct in markings and coloration. The creatures have 4 legs and 4 arms, with 2 of their upper limbs ending in unique ink-producing organs.
Ambush predators, scrawlers nest exclusively in Ancient ruins, particularly those that attract explorers and scavengers—derelict shopping centers, warehouses, factories, tractor-trailers, etc. Using their ink-glands, they work in groups to cover their territories with glyphs that mimic Ancient iconography. Scrawlers don't seem to comprehend what the symbols mean, yet recognize that adventurers are drawn to such images.
While scrawlers seem to indiscriminately mark their hunting grounds without a cohesive "theme", each nest apparently uses certain symbols more than others. Perhaps that is how different groups identify themselves to their own kind.
In combat, scrawlers try to blind opponents with a conical spray of ink (15' long, 10' wide at the end) before attacking with claws and jaws. Anyone caught within the discharged ink is Blinded for 3d4 rounds on a failed Saving Throw Versus Poison.
All attempts at communication with scrawlers have failed, and scholars debate whether the creatures are mindless drones capable only of rote mimicry, or actually sinisterly sentient.
Mutations: Toxic Weapon ("Ink Spray")
No. Enc.: 1d4 (1d12)
Alignment: Neutral / Chaotic
Movement: 120' (40')
Armor Class: 4
Hit Dice: 7+2
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6 / 1d6 / 1d8
Save: L5
Morale: 9
Hoard Class: VIII, XVI
XP: 900
Scrawlers are man-sized, cyclopean arachnoids with thick, multihued exoskeletons. Each is distinct in markings and coloration. The creatures have 4 legs and 4 arms, with 2 of their upper limbs ending in unique ink-producing organs.
Ambush predators, scrawlers nest exclusively in Ancient ruins, particularly those that attract explorers and scavengers—derelict shopping centers, warehouses, factories, tractor-trailers, etc. Using their ink-glands, they work in groups to cover their territories with glyphs that mimic Ancient iconography. Scrawlers don't seem to comprehend what the symbols mean, yet recognize that adventurers are drawn to such images.
While scrawlers seem to indiscriminately mark their hunting grounds without a cohesive "theme", each nest apparently uses certain symbols more than others. Perhaps that is how different groups identify themselves to their own kind.
In combat, scrawlers try to blind opponents with a conical spray of ink (15' long, 10' wide at the end) before attacking with claws and jaws. Anyone caught within the discharged ink is Blinded for 3d4 rounds on a failed Saving Throw Versus Poison.
All attempts at communication with scrawlers have failed, and scholars debate whether the creatures are mindless drones capable only of rote mimicry, or actually sinisterly sentient.
Mutations: Toxic Weapon ("Ink Spray")
Monday, April 25, 2011
"S" is for "Stinguin"
Stinguin
No. Enc.: 3d6 (6d6)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 6
Hit Dice: 2
Attacks: 2 (1 bite, 1 sting)
Damage: 1d4 / 1d6+1 + poison
Save: L1
Morale: 10
Hoard Class: XI
XP: 47
Stinguins are horrid little beasts that nest in cold, dank environs—cavern complexes, abandoned sewers, subterranean ruins, etc. They are covered with greasy feathers, and stand between 1.5'-2' tall on 8 chitinous legs. Their long tails end in menacing barbs that inject a Class 5 poison.
When hunting or defending their lairs, stinguins swarm over foes, tearing and stabbing until the threat is killed. They scuttle up vertical surfaces and ceilings with ease.
Their multiple compound eyes give them almost 360-degree vision, so stinguins are Surprised only on a roll of 1 on 1d6.
Mutations: Toxic Weapon (Venom)
No. Enc.: 3d6 (6d6)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 6
Hit Dice: 2
Attacks: 2 (1 bite, 1 sting)
Damage: 1d4 / 1d6+1 + poison
Save: L1
Morale: 10
Hoard Class: XI
XP: 47
Stinguins are horrid little beasts that nest in cold, dank environs—cavern complexes, abandoned sewers, subterranean ruins, etc. They are covered with greasy feathers, and stand between 1.5'-2' tall on 8 chitinous legs. Their long tails end in menacing barbs that inject a Class 5 poison.
When hunting or defending their lairs, stinguins swarm over foes, tearing and stabbing until the threat is killed. They scuttle up vertical surfaces and ceilings with ease.
Their multiple compound eyes give them almost 360-degree vision, so stinguins are Surprised only on a roll of 1 on 1d6.
Mutations: Toxic Weapon (Venom)
Labels:
Avian,
Bug,
Carnivore,
Mutant Future,
Scavenger
Friday, April 22, 2011
"S" is for "Skyder"
Skyder
No. Enc.: 0 (1d6)
Alignment: Neutral
Movement: 18' (6')
—Fly: 75' (25')
Armor Class: 4 (9)
Hit Dice: 5
Attacks: 1d8+1 (up to 8 claws, 1 bite)
Damage: 1d4 per claw / 1d10
Save: L3
Morale: 9
Hoard Class: None
XP: 650
Skyders are nightmarish, arachnoid horrors that reach lengths of 8'-10' long. They possess the typical furry bodies, 8 limbs, and multiple eyes on their heads...but also bloated, distended abdomens filled with helium, fanged maws, and extra eyes (at least 3d6) along their underbellies. Skyders are never Surprised.
The creatures float lazily through the air, scanning the ground for prey. When a suitable target is located, a skyder descends and attacks in a flurry of grasping claws. If at least 3 claws successfully hit, the skyder has grappled its prey, and can bite freely each round without the need for a To Hit roll. It then tries to float upwards into the atmosphere to devour its victim at leisure. One can break a skyder's grip with a successful Ability Check Versus Strength [per p. 51 of the Mutant Future Core Rules]; however, the consequential falling damage could be just as deadly as the beast's jaws.
By day, skyders are light blue with "cloud-like" markings, and such camoflage means they Surprise victims on a 1-4 on 1d6. At night, they shift to a dark hue with light spots, allowing them to Surprise on a 1-5 on 1d6.
Skyders are ungainly and clumsy on land (primarily because they're struggling to keep from floating away), so their Armor Class becomes 9 when grounded.
Mutations: Chameleon Epidermis (Limited), Increased Sense (Vision)
No. Enc.: 0 (1d6)
Alignment: Neutral
Movement: 18' (6')
—Fly: 75' (25')
Armor Class: 4 (9)
Hit Dice: 5
Attacks: 1d8+1 (up to 8 claws, 1 bite)
Damage: 1d4 per claw / 1d10
Save: L3
Morale: 9
Hoard Class: None
XP: 650
Skyders are nightmarish, arachnoid horrors that reach lengths of 8'-10' long. They possess the typical furry bodies, 8 limbs, and multiple eyes on their heads...but also bloated, distended abdomens filled with helium, fanged maws, and extra eyes (at least 3d6) along their underbellies. Skyders are never Surprised.
The creatures float lazily through the air, scanning the ground for prey. When a suitable target is located, a skyder descends and attacks in a flurry of grasping claws. If at least 3 claws successfully hit, the skyder has grappled its prey, and can bite freely each round without the need for a To Hit roll. It then tries to float upwards into the atmosphere to devour its victim at leisure. One can break a skyder's grip with a successful Ability Check Versus Strength [per p. 51 of the Mutant Future Core Rules]; however, the consequential falling damage could be just as deadly as the beast's jaws.
By day, skyders are light blue with "cloud-like" markings, and such camoflage means they Surprise victims on a 1-4 on 1d6. At night, they shift to a dark hue with light spots, allowing them to Surprise on a 1-5 on 1d6.
Skyders are ungainly and clumsy on land (primarily because they're struggling to keep from floating away), so their Armor Class becomes 9 when grounded.
Mutations: Chameleon Epidermis (Limited), Increased Sense (Vision)
Thursday, April 21, 2011
"H" is for "Howligator"
Howligator
No. Enc.: 2d6 (3d6)
Alignment: Neutral
Movement: 180' (60')
Armor Class: 4
Hit Dice: 3+1
Attacks: 1 (bite)
Damage: 1d8
Save: L2
Morale: 9
Hoard Class: None
XP: 170
Howligators are carnivorous pack hunters encountered in all but the coldest climes. They are similar in size and build to Ancient canines, and exhibit almost identical social and predatory behaviors.
A howligator's distinctive vocalization—a gutteral, resonant bellow—makes herd animals and mounts panic. Any such creature within a 2 mile radius of a baying howligator suffers a -2 penalty to Morale.
Howligator pups can be raised as hunting animals and guards. That said, most howligator breeders and trainers are Mutant Humans blessed with multiple limbs and/or regeneration-based mutations, as they tend to lose many digits (or worse) in the process.
Mutations: Increased Sense (Hearing), Increased Sense (Smell)
No. Enc.: 2d6 (3d6)
Alignment: Neutral
Movement: 180' (60')
Armor Class: 4
Hit Dice: 3+1
Attacks: 1 (bite)
Damage: 1d8
Save: L2
Morale: 9
Hoard Class: None
XP: 170
Howligators are carnivorous pack hunters encountered in all but the coldest climes. They are similar in size and build to Ancient canines, and exhibit almost identical social and predatory behaviors.
A howligator's distinctive vocalization—a gutteral, resonant bellow—makes herd animals and mounts panic. Any such creature within a 2 mile radius of a baying howligator suffers a -2 penalty to Morale.
Howligator pups can be raised as hunting animals and guards. That said, most howligator breeders and trainers are Mutant Humans blessed with multiple limbs and/or regeneration-based mutations, as they tend to lose many digits (or worse) in the process.
Mutations: Increased Sense (Hearing), Increased Sense (Smell)
Tuesday, April 19, 2011
"V" is for "Vapir"
Vapir
No. Enc.: 0 (1d4)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 4
Hit Dice: 4+2
Attacks: 1 (bite)
Damage: 1d6
Save: L5
Morale: 6
Hoard Class: None
XP: 440
Dwelling in forests, jungles, and swamps, vapirs are hefty browsing animals with short, prehensile snouts. They stand around 4' tall at the shoulder, reach lengths of 6'-7', and weigh between 600-800 pounds.
Vapirs are continually blanketed by billowing green mists which cause all melee attacks directed their way to suffer a -2 To Hit penalty, and all ranged attacks to suffer a -4 To Hit penalty. And once every 4 rounds, a vapir can exhale a cloud of gas 20' in diameter with the following random colors and effects [roll 1d6]:
1) Debilitating Gas (orange, Class 1-8 poison [determined randomly by rolling 1d8])
2) Hallucinogenic Gas (purple, causes Confusion for 1d10 rounds with failed Saving Throw Versus Poison)
3) Corrosive Gas (red, causes continual 3d4 damage per round [may optionally include damage against equipment and possessions] for 1d4+1 rounds, with no Save allowed)
4) Obscurring Gas (black, induces Blindness and loss of olfactory senses for 1d6+1 rounds with failed Saving Throw Versus Poison)
5) Narcotic Gas (blue, Class 9 Sleep poison)
6) Nerve Gas (yellow, Class 12-20 poison [determined randomly by rolling 1d8])
Effects can overlap. Vapirs are immune to any and all effects generated by their fellows' fumes, plus all other hazardous environmental toxins or chemicals.
When a vapir is reduced to 10 or less Hit Points, it assumes a gaseous form and attempts to flee at a movement rate of 45' per round. It is completely immune to all conventional weapons and energy attacks in this form, but is still vulnerable to wind-based attacks and Mental Mutations. At -10 Hit Points or less, a vapir is truly dead; otherwise, it re-solidifies after 1d8 hours at full Hit Points.
A vapir's morale becomes 10 when protecting its young.
Mutations: Aberrant Form (Gaseous Form), Toxic Weapon ("Gas Generation")
No. Enc.: 0 (1d4)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 4
Hit Dice: 4+2
Attacks: 1 (bite)
Damage: 1d6
Save: L5
Morale: 6
Hoard Class: None
XP: 440
Dwelling in forests, jungles, and swamps, vapirs are hefty browsing animals with short, prehensile snouts. They stand around 4' tall at the shoulder, reach lengths of 6'-7', and weigh between 600-800 pounds.
Vapirs are continually blanketed by billowing green mists which cause all melee attacks directed their way to suffer a -2 To Hit penalty, and all ranged attacks to suffer a -4 To Hit penalty. And once every 4 rounds, a vapir can exhale a cloud of gas 20' in diameter with the following random colors and effects [roll 1d6]:
1) Debilitating Gas (orange, Class 1-8 poison [determined randomly by rolling 1d8])
2) Hallucinogenic Gas (purple, causes Confusion for 1d10 rounds with failed Saving Throw Versus Poison)
3) Corrosive Gas (red, causes continual 3d4 damage per round [may optionally include damage against equipment and possessions] for 1d4+1 rounds, with no Save allowed)
4) Obscurring Gas (black, induces Blindness and loss of olfactory senses for 1d6+1 rounds with failed Saving Throw Versus Poison)
5) Narcotic Gas (blue, Class 9 Sleep poison)
6) Nerve Gas (yellow, Class 12-20 poison [determined randomly by rolling 1d8])
Effects can overlap. Vapirs are immune to any and all effects generated by their fellows' fumes, plus all other hazardous environmental toxins or chemicals.
When a vapir is reduced to 10 or less Hit Points, it assumes a gaseous form and attempts to flee at a movement rate of 45' per round. It is completely immune to all conventional weapons and energy attacks in this form, but is still vulnerable to wind-based attacks and Mental Mutations. At -10 Hit Points or less, a vapir is truly dead; otherwise, it re-solidifies after 1d8 hours at full Hit Points.
A vapir's morale becomes 10 when protecting its young.
Mutations: Aberrant Form (Gaseous Form), Toxic Weapon ("Gas Generation")
Saturday, April 16, 2011
"Y" is for "Yowli"
Yowli
No. Enc.: 1d4 (1d6)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 6
Hit Dice: 12
Attacks: 3 or 1 (2 claws, 1 bite, or spittle)
Damage: 1d12 / 1d12 / 1d4, or 1d10
Save: L9
Morale: 9
Hoard Class: XX
XP: 5,200
Yowlis are primitive, muscular, 11' tall humanoids that haunt mountainous peaks and frigid wastes. While clearly avian (with feathered bodies, beaks, and oversized claws), they curiously possess mammalian sex characteristics. They can rotate their heads almost a full 360 degrees around, and are never Surprised.
Yowlis are fierce combatants. They are almost invisible in snowy conditions, and Surprise on a roll of 1-4 on 1d6. Three times per day, they can screech so terrifyingly that any non-yowli within a 50' radius flees in a random direction for 3d4 rounds on a failed Saving Throw Versus Energy. And their spittle (capable of being sprayed up to 15' away) is acidic, doing 1d10 damage on contact and an additional 1d8 damage per round for 1d6 rounds.
Their wings are non-functional, and only used in threat and mating displays.
Mutations: Increased Sense (Vision), Reflective Epidermis (Cold), Toxic Weapon (Spittle)
No. Enc.: 1d4 (1d6)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 6
Hit Dice: 12
Attacks: 3 or 1 (2 claws, 1 bite, or spittle)
Damage: 1d12 / 1d12 / 1d4, or 1d10
Save: L9
Morale: 9
Hoard Class: XX
XP: 5,200
Yowlis are primitive, muscular, 11' tall humanoids that haunt mountainous peaks and frigid wastes. While clearly avian (with feathered bodies, beaks, and oversized claws), they curiously possess mammalian sex characteristics. They can rotate their heads almost a full 360 degrees around, and are never Surprised.
Yowlis are fierce combatants. They are almost invisible in snowy conditions, and Surprise on a roll of 1-4 on 1d6. Three times per day, they can screech so terrifyingly that any non-yowli within a 50' radius flees in a random direction for 3d4 rounds on a failed Saving Throw Versus Energy. And their spittle (capable of being sprayed up to 15' away) is acidic, doing 1d10 damage on contact and an additional 1d8 damage per round for 1d6 rounds.
Their wings are non-functional, and only used in threat and mating displays.
Mutations: Increased Sense (Vision), Reflective Epidermis (Cold), Toxic Weapon (Spittle)
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