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

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.


"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")



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?


"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.


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

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)



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)



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


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]

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


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)


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)

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.


"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")

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)


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

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)

Tuesday, May 17, 2011

"K" is for "Karkhan"

Karkhan

No. Enc.:  1d4 (1d6)
Alignment:  Any
Movement:  120' (40')
     —Swim:  60' (30')
Armor Class:  5
Hit Dice:  10
Attacks:  3 or 1 (2 claws, 1 bite, or weapon)
Damage:  1d8 / 1d8 / 3d6, or by weapon
Save:  L10
Morale:  9
Hoard Class:  XV, XVI
XP:  7,300

The Karkhans are a race of 9' tall piscine beings possessing great physical strength (with average STR scores of 13+1d8) but even greater mental might (average WIL scores of 15+1d6).  They have broad, toothy heads, prominent crests and fins, and rough hides.  While equally at home in fresh and salt water, they aren't limited to aquatic environs, and frequently venture inland to pursue their own diverse interests—exploration, looting, hunting, etc.

All Karkhans are adorned with 1d8 small, sucker-headed parasites called memoras.  These creatures share a psychic link with their hosts, as all of a Karkhan's memories and knowledge are jointly shared between them.  When different bands of Karkhans meet, they exchange parasites, thereby instantaneously transferring information, emotions, and experience amongst themselves.  And placing a memora (via a successful melee attack) on an intelligent being of a different species allows its Karkhan owner to communicate telepathically with, or take mental control of, the target.  (This requires a successful Mental Attack made immediately after the initial melee contact.)  They can also use the parasites as long-range "communication devices"; exchanged memoras allow telepathic communication over distances of up to 5 miles.

Despite their intellectual prowess, Karkhans still succumb to primordial ancentral tendencies.  When any Karkhan is reduced to 15 or fewer Hit Points, its fellows enter a frenzied state and savagely turn on it, devouring the wounded individual alive.  Only when the injured Karkhan is killed and its bones picked clean (in 1d3+1 rounds) will the survivors resume attacking their original foes.  Karkhans of Lawful and Neutral dispositions are deeply ashamed of this behavior, as the act of consuming a fellow Karkhan—and, naturally, its memoras—removes that individual's "soul" and "essence" from their collective species memory.

Mutations:  Aberrant Form (Gills and Lungs), Force Screen, Increased Sense (Smell), Metaconcert (Modified), Mind Reflection, Mind Thrust, Neural Telepathy (Modified), Parasitic Control (Modified), Temperature Control



Sunday, May 15, 2011

"G" is for "Gutterfly"

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")

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")

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