Monday, July 18, 2011

"U" is for "Urchillo"

Urchillo

No. Enc.:  1d2 (1d4)
Alignment:  Neutral
Movement:  105' (35')
  —Burrow:  75' (25')
Armor Class:  2
Hit Dice:  7
Attacks:  3 or 1 (2 claws, 1 bite, or 1 volley)
Damage:  1d6 / 1d6 / 1d4, or 1d10
Save:  L4
Morale:  9
Hoard Class:  VII, VIII
XP:  2,540

The territorial urchillos are solid, bovine-sized beasts that weigh between 1-2 tons.  They are surprisingly spry given their bulk, and can bound across rocky and rubble-strewn terrain with ease, and scramble up near-vertical surfaces.  Urchillos also burrow rapidly beneath the ground, with nothing visible topside but their blade-like, electricity-arcing, armored plates.

They can launch these large plates at a range up to 50', which do 1d10 damage each, plus an additional 1d8 electrical damage.

Urchillos vocalize with gravelly snarls and bellows, and some claim that they not only understand common tongues, but can also speak them.

Mutations:  Echolocation, Energy Ray (Electricity), Energy-Retaining Cell Structure, Increased Balance, Reflective Epidermis (Electricity), Spiny Growth (Modified)


Friday, July 15, 2011

"High Fashion Is Where Her Money Goes" — Prince

I've commented before that, even as a kid, I never liked the Domar-based economy of Gamma World.  It seemed silly to me that an Ancient, hard-plastic currency would still be in use, when the post-apocalyptic residents should be melting it down for armor and weapons.

In my current campaign, I've played a bit loose with the economics, and the barter system reigns supreme.  The closest analogs to "hard currency" I use are scratched-up Ancient CDs / DVDs and credit cards, with values fluctuating based on color, logo, text, holographic embossing, etc....

...but after seeing these pics of the "Colour Chiefs", I may have to revise my system.  I want ALL my Mutant Future future mutants to dress like this.






(Images first seen at How To Be A Retronaut, but originally designed by The Library.)

Thursday, July 14, 2011

Mutants In The News — Double-Header Edition



Mutant snake wows visitors at Ukranian zoo.  Kinda says it all.

The hythons are coming...!

"B" is for "Belcher"

Belcher

Hit Dice:  12
Frame:  Armature
Locomotion:  Treads
Manipulators:  Pincers
Armor:  Duralloy (AC 3)
Sensors:  Class II
Mental Programming:  Programming
Accessories:  Tool Mount
Weaponry:  see below
XP:  2,000

The robots now known as belchers were amongst the first generation of commercial domesti-droids, and mass-marketed as Vacuu-Trak Home Cyclones.  Designed with "retro" sensibilities to appeal to the "hip" consumer, they were man-sized 'bots with bulky frames, treads, grasping pincers, and chest-mounted, telescoping suction-cleaners.  The Vacuu-Tracks would methodically move through a home, lift the heavy furniture, and vacuum underneath.

But after hundreds of unfortunate...incidents...involving toddlers and pets, the Vacuu-Traks were quickly recalled.  Desperate to recoup their losses, the manufacturer converted them for battlefield use by reversing the suction units, enabling the Vacuu-Traks to spew crowd-controlling agents and chemical weapons.  Belchers were born.

Belchers are immensely strong, and attack twice per round with pincers that do 1d10 damage each.  And the robots can spray any number of gaseous substances—nerve toxins, sensory irritants, obscurring smokes, hyper-allergic pollens, acidic sprays, etc.—in both clouds (that surround the robot) and cones (that project away).  [The Mutant Lord should create the specifics of each chemical, including size-radius and specific combat effects.]


Wednesday, July 13, 2011

"H" is for "Headhunger"

Headhunger

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  60' (20') 
Armor Class:  7
Hit Dice:  12
Attacks:  3 (2 claws, 1 bite)
Damage:  1d8 / 1d8 / 2d10 + special
Save:  L6
Morale:  10
Hoard Class:  VII
XP:  3,600 (+ 800 per extra Mutation)

Headhungers are nightmarish, headless, 10' tall beasts with broad, powerful bodies covered in shaggy, gore-streaked fur.   All limbs and teeth, they lack any obvious sensory organs.  Headhungers prowl near caravan routes, oases, and Ancient ruins, always on the hunt for their favorite prey:  Mutant Humans.

If a headhunger successfully hits a Mutant Human target with both claws in the same round, it shoves the victim head-first into its maw to follow up with a biting attack.  If the bite succeeds with a To Hit roll of 14 or higher, the victim must immediately make a Saving Throw Versus Death, with failure indicating that it is killed instantly by having its head bitten off...

...and that's when things get really terrifying. 

The very next round (after the beast has a chance to chew and swallow the cranium), the headhunger gains all of the Mental Mutations of the deceased...and the instincts to use them effectively.  These duplicated mutations only last for 1d4 days, but the more heads a headhunger consumes, the more Mental Mutations it has at its disposal.  [Mutant Lords should increase the XP values of a headhunger based on the number of mimicked Mutations it has upon death.]

Headhungers gain no benefits from the heads of Pure Humans or Mutant Animals, but will certainly eat them if  those victims are available.  And, interestingly, headhungers consume only heads; they casually discard the decapitated remains, leaving them for scavengers.

Mutations:  Unique Sense (Detect Mutant Humans)

Tuesday, July 12, 2011

"T" is for "Tigerstar"

Tigerstar

No. Enc.:  0 (1d3)
Alignment:  Neutral
Movement:  15' (5') 
Armor Class:  8
Hit Dice:  6
Attacks:  5+1 (5 limbs, +1 bite)
Damage:  1d4 / 1d4 / 1d4 / 1d4 / 1d4, + 1d10
Save:  L4
Morale:  12
Hoard Class:  None
XP:  570

Tigerstars lurk amongst the tall grasses of prairies and savannas, waiting for hapless prey to stumble onto them.  They are 12'-15' diameter creatures, each with 5 powerful limbs and a protruding maw.  Their coloration makes them almost invisible to ground-based targets (so they Surprise on a roll of 1-5 on 1d6).

When stepped on, a tigerstar lashes out with its 5 arms; if at least 2 strike successfully, the target is not only squeezed, but also restrained and drawn to the mouth.  Grabbed victims suffer automatic crushing damage each round based on the number of limbs holding them, and also an automatic 1d10 biting damage.  The victim must make a successful Ability Check Versus Strength to escape the tigerstar's clutches, or be pulled free by an ally making the same check.

Mutations:  None



Monday, July 11, 2011

"C" is for "Chimzly"

Chimzly

No. Enc.:  1d6 (4d4)
Alignment:  Chaotic
Movement:  120' (40') 
Armor Class:  5
Hit Dice:  5
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d8
Save:  L3
Morale:  12
Hoard Class:  VII
XP:  800

Equally described as both "bear-like apes" and "ape-like bears", chimzlies are regarded as amongst the most horrid beasts ever spawned in the Mutant Future.  They are powerful, agile, brutal, destructive, and cunning, and hunt live prey as much for sustenance as for the sheer joy of killing.  Chimzlies can be found in almost any environment, but favor arboreal locales.

A chimzly attacks with such savagery that if both paws strike successfully in the same round, it does an additional 2d10 damage due to brute rending and tearing...and, even worse, victims are subsequently maimed and mauled so badly that they permanently lose 1d2 points of Strength and 1d2 points of Charisma.  The mutations Acute Hyper Healing and/or Regenerative Capability counteract these Ability losses.

As a species, chimzlies suffer from severe cataracts.  This disability only makes them more irascible.

Mutations:  Increased Balance, Vision Impairment [D]



Inspirational credit goes to The Woman, who made this statement while playing a boardgame:  "After watching tons of 'I Survived' episodes, I don't know what I hate more—bears, or chimps.  They're both THE WORST."  I can't wait to spring these on her....

Sunday, July 10, 2011

"B" is for "Borer Blimp"

Borer Blimp

Hit Dice:  6
Frame:  Armature
Locomotion:  Thruster
Manipulators:  Special-Use Gripper
Armor:  Duraplastic (AC 5)
Sensors:  Class V
Mental Programming:  Programming
Accessories:  Robolink
Weaponry:  Carbine or Automatic Rifle
XP:  570

Borer blimps are 5' long, lightweight robots that were used in terrestrial and off-world mining operations, particularly in cavern complexes deemed too narrow, too inaccessible, or too dangerous for conventional mining machines and/or human beings.  They slowly floated along corridors, zeroing in on precious metals and elements with their acute sensors, and then extracted their finds with laser-drills and piston-chisels.  Too delicate to cart materials themselves, borer blimps worked in tandem with haulbots.

A borer blimp attacks 3 times per round, with its drillbit doing 2d10+6 damage and its arm-picks doing 1d8+2 damage each.  And in volatile regions prone to labor unrest and rioting, they were equipped with carbines or assault rifles.


Saturday, July 9, 2011

So It's Come To This

Upon reaching 150 mutated menaces and 55 followers, I think a celebration is in order.  And what better way to mark a milestone than with the most hoary and dreaded of TV cliches...the accursed clip show!

That means I'm going to wallow in my own vanity by revisiting my top ten favorite monsters from this here blog.  And I need the ego boost, as Blogger's technical hiccups over the last month deleted 99.9% of the feedback from the Reaction buttons.  (I keep coming thiiiiis close to just removing the functionality entirely, as it's really glitchy, and rather pointless.)



Without further ado and in no particular order, here's my Top Ten Doomsday Mutants:

1.  The Xottles.  These one-off goblins villains have taken on prominent roles in my current campaign.  No one is more surprised than me.


2.  Shatterbirds.  These feel really "Gamma World-y" to me.  (And even I didn't have the moxie to call them "glassowaries".)


3.  Molebears.  Seeing Jaws at the age of 6 made me obsessed with all things shark as a wee one, and Gamma World's subterranean seps equally captivated and terrified me ("Sharks...IN THE GROUND???!!!" ).  I always wanted to come up with a burrowing critter that did them justice...and if I may be so bold, I think I succeeded.  I'm pleased as punch with these guys.


4.  Squalruses.  Shark monsters are hard to pull off, as most have already been done...but I think I'm the first to give them blubber and tusks.


5.  Leafbleeders.  Surly, sanguine, sap-filled, symbiotic sloths.  If those descriptors don't sound awesome to you, we'll never be able to game at the same table.


6.  Crules.  Malevolent, full-monty'd, magnetic mule-men.  Same rule as above applies.


7.  Brainwhales.  At some point in my game, I want armies of these guys rolling over the landscape inside giant, tank-treaded aquariums, and crushing all in their path.


8.  Fizzfiends.  Consuming mass quantities of energy drinks is one of my vices, so I'm rather enamored with these high-caloric creeps.  Besides, "Brawndo golem" is just plain fun to say.


9.  Moonatics.  As the great and powerful Trey said, you never knew you needed 'em until you got 'em.


10.  Quarillas.  As a lifelong DC Comics fan, I'm a sucker for monkeys.


Honorable Mention:  BeebrasBECAUSE YOU DEMANDED IT!!!  My homages to centisteeds had the highest "Cool" and "Would Use In Your Game" ratings of all my monsters before the Great Blogger Glitches Of June '11.  It would be a disservice not to mention them.




Gamma World 2e—my very first RPG—had 58 unique beasties, and I soundly stomped that number months ago.  And the granddaddy of all monster sourcebooks, the original Monster Manual, had 260.

Only 91 more to go!

Thanks for reading, y'all.

"O" is for "Overtoad"

Overtoad

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  90' (30')
Armor Class:  4
Hit Dice:  10
Attacks:  1 (bite)
Damage:  1d6
Save:  L10
Morale:  9
Hoard Class:  VIII, IX, XXI (see below)
XP:  8,700

Overtoads are a race of sentient amphibians bent on total conquest of the Mutant Future.  They sit 4' tall and weigh up to 300 pounds, and project an aura of confident smugness and dominance (which instills fearful loathing in all who behold them).  They speak all known languages in a gutteral, croaking rasp.

Overtoads have 15' long tongues, and can yank any being of child-size or smaller toward their mouths for a bite attack.  Those hit with an Attack Roll of 20 are Swallowed, taking 1d8 digestion damage per round.

That said, Overtoads abhor physical exertion, and use their bite and/or tongue attacks as matters of last resort.  They prefer to dominate foes with their "Force Of Mind", or use their honed Mental Telekinesis to manipulate Ancient weaponry.  For every 3 Overtoads encountered, they will have in their possession an Advanced Melee Weapon, Advanced Pistol, or Advanced Rifle (determined randomly on p. 107 of the Mutant Future Core Rules).

Overtoads also use their Telekinesis to pilot Ancient vehicles and battle-mechs; some even claim to have seen them at the control of tripods (see p. 100).

Mutations:  Ancestral Form, Empathy, Force Screen (Greater), Mental Telekinesis, Mind Reflection, Mind Thrust, Negative Empathy [D], Quick Mind, Teleport



Friday, July 8, 2011

Mutants In The News — "Fishin' Hole" Edition

Discovery News provides info on the first documented attack of a cookiecutter shark on a human being.

A fish that looks like a shoddy sockpuppet that scoops bloody craters out of its prey?  Nature has a cruel sense of humor.

(And I wonder what kind of music they happen to like....)

"D" is for "Dredgehead"

Dredgehead

No. Enc.:  0 (1d6)
Alignment:  Neutral
Movement:  120' (40')
     —Swim:  45' (15')
Armor Class:  6
Hit Dice:  11
Attacks:  1 (tail-slap or trample)
Damage:  2d8 or 5d6
Save:  L6
Morale:  7
Hoard Class:  VIII, XXII
XP:  2,800

The nocturnal, bioluminescent dredgeheads are elephantine, semi-aquatic reptiles that congregate near inland bodies of water.  They reach heights of 15' at the hips, and can attain lengths of 65' or more. 

Dredgeheads are very protective of their young, and Trample when threatened.  And anyone struck by their tails goes flying 20', taking another 2d4 damage upon landing with a failed Saving Throw Versus Stun.  Those with the Increased Balance Physical Mutation ignore the additional damage.

Able to hold their breaths for 90 minutes, dredgeheads use their unique skull-crests to scoop up the muck and mire from lake- and riverbeds.  They then feed upon uprooted plant matter and displaced crustaceans and mollusks.

Dredgeheads continually unearth soggy and rusty detritus (including vehicles) of the Ancients, which constitutes their "treasure".  Such items are usually in terrible shape, though, and range from Condition Grades 0-2 (determine by rolling 1d3) as described on p. 42 of the Mutant Future Core Rules.

Mutations:  None


Wednesday, July 6, 2011

"S" is for "Stingeroo"

Stingeroo

No. Enc.:  0 (2d6)
Alignment:  Neutral or Chaotic
Movement:  180' (60') 
Armor Class:  4
Hit Dice:  6
Attacks:  2 or 1 or 1 (2 kicks, or 1 rocket, or 1 grenade)
Damage:  1d8 / 1d8, or 8d6, or variable (see below)
Save:  L4
Morale:  9
Hoard Class:  None
XP:  1,570

The perverse results of Ancient military experiments gone awry, stingeroos are 6' tall bipedal creatures wired with cybernetic implants and deadly weaponry.  They are usually found lazily grazing around abandoned(?) bases and installations...but when intruders appear, they suddenly spring into violent—and synchronized—action.

Each stingaroo is equipped with shoulder-mounted micro-missile launchers that contain up to 8 projectiles.  These missiles have a range of 2,000', and each inflicts 8d6 damage in a 45' blast area.  Stingaroos also possesess tail-mounted grenade launchers, which contain up to 3 grenades of any type (see p. 118 of the Mutant Future Core Rules) that can be fired up to 500'.  These weapons cannot be removed without killing their host.  Optical targeting sensors provide stingaroos with a +2 bonus with all missile attacks, and they always fire on airborne targets before terrestrial ones.

While still able to process plant matter, stingaroos' digestive systems have been modified to utilize Ancient fuels and nuclear waste as "food".

Stingaroos are usually controlled by another being or an Artificial Intelligence via a remote-controlled Robolink (as per the Robot section on p. 126 of the Mutant Future Core Rules).  However, some have "assimilated" the combat algorithms and data contained within their circuitry, and attained sentience.  Such stingaroos are invariably belligerent, power-hungry, and unhinged.

Mutations:  Echolocation (Implants), Night Vision (Implants), Thermal Vision (Implants)




Credit goes to Theron, who first told me about Australia's problems with rocket-wielding militant marsupials.

Tuesday, July 5, 2011

"T" is for "Treehorse"

Treehorse

No. Enc.:  0 (4d6)
Alignment:  Neutral
Movement:  6' (2')
         —Fly:  18' (6')
Armor Class:  6
Hit Dice:  1
Attacks:  1 (bite)
Damage:  1 hit point
Save:  L4
Morale:  7
Hoard Class:  None
XP:  28

Treehorses are reclusive, foot-long animal/plant hybrids that dwell in thick forests and dense jungles.  Strictly arboreal, they congregate in clusters along the branches of larger host plants to leech the moisture within.

In addition to being mildly venomous (their own sap acts as a Class 1-4 poison, determined randomly on a 1d4), treehorses have limited psionic abilities.  Each possesses the Mind Thrust Mental Mutation at a reduced 2d6 damage, and the ability to levitate.  And they gradually adopt the natural colorations of their hosts, and therefore Surprise on a roll of 1-5 on 1d6.

While no proof exists, some naturalists posit that treehorses may be smarter than they appear, and share a "hive mind".  [Mutant Lords can add the Metaconcert and Mental Phantasm mutations, if they so desire.]

Mutations:  Flight, Free Movement, Injected Poison Sap, Mind Thrust (Limited), Reflective Cellular Structure (Radiation)



Sunday, July 3, 2011

"F" is for "Femini"

Femini

No. Enc.:  1d8 (4d10)
Alignment:  Any
Movement:  165' (55') 
Armor Class:  6
Hit Dice:  8
Attacks:  4 or 2 (4 punches, or 2 weapons)
Damage:  1d4 / 1d4 / 1d4 / 1d4, or by 2 weapons
Save:  L8
Morale:  9
Hoard Class:  XIV, XVIII
XP:  3,560

The Femini are a race of statuesque feminoids with skin tones ranging from dark olive to rich burgundy to deep mahogany.  Each possesses two pairs of arms, legs, and eyes, and when speaking, they vocalize with two distinct voices that "overlap" as one.

Femini are extremely agile, and can brachiate through the treetops just as quickly as sprinting across the ground.  And thanks to their multiple eyes and honed senses, they are never Surprised.  20% of all Femini also possess two heads, which provide both the Increased Sense (Vision) Physical Mutation and an extra Mental Mutation above and beyond the one granted by their Dual Cerebella.

They tend to live as nomadic hunter/gatherers, but some embrace civilization and the technologies of the Ancients.  These ambitious Femini work as scouts, guides, mercenaries...and even assassins.

To reproduce, they require the affections of male Mutant Humans or Pure Humans, and the offspring are always more Femini.

Mutations:  Aberrant Form (Extra Parts x2), Dual Cerebellum (adds +1 Mental Mutation), Mind Reflection

Friday, July 1, 2011

"S" is for "Sundoom"

Sundoom

No. Enc.:  1d6 (2d6)
Alignment:  Chaotic
Movement:  90' (30') 
Armor Class:  7
Hit Dice:  4+2
Attacks:  3 or 1 (2 claws, 1 bite, or 1 weapon)
Damage:  1d6 / 1d6 / 1d10, or by weapon
Save:  L4
Morale:  10
Hoard Class:  VI
XP:  515

Sundooms are man-sized, vaguely-humanoid plants with slender stems,  powerful limbs, and enormous fanged maws.  They favor hot and humid environs, and form thuggish clans that plunder and despoil their habitats.  While technically sentient, they truly stretch the definition of the word.

Sundooms secrete a frictionless, oily substance that allows them to "glide" across the landscape.  They can also discharge a slick 20' in diameter of the same liquid, and anyone caught within must make an Ability Check Versus Dexterity or slip and stumble for 1d6 rounds.  Those falling prone suffer an effective +2 penalty to their Armor Class, and a -2 penalty for all To Hit rolls.  The Increased Balance Physical Mutation negates this effect.

For every 6 assembled sundooms, there will be a Moondoom "leader" present (who may or may not be active, depending on the time of day).

Mutations:  Animal Limbs, Carnivore, Free Movement, Full Senses, Toxic Weapon ("Oil Slick")




Moondoom

No. Enc.:  1 (1d3)
Alignment:  Chaotic
Movement:  75' (25') 
Armor Class:  6
Hit Dice:  5+2
Attacks:  3 or 1 (2 claws, 1 bite, or 1 weapon)
Damage:  1d6 / 1d6 / 1d10, or by weapon
Save:  L5
Morale:  10
Hoard Class:  VII
XP:  1,860

While still brutal and primitive, Moondooms are craftier and sneakier than their diurnal brethren.  They browbeat roving bands of sundooms into more effective fighting units, and lead nighttime raids on settlements and caravans.

Moondooms are also canny enough to make bargains, but whether they uphold them is another matter entirely....

Mutations:  Animal Limbs, Carnivore, Damage Turning, Free Movement, Full Senses, Mind Thrust, Nocturnal [D], Toxic Weapon ("Oil Slick")

Wednesday, June 29, 2011

"N" is for "Neon King"

Neon King

No. Enc.:  0 (1d4)
Alignment:  Neutral
Movement:  30' (10')
     —Swim:  60' (20')
Armor Class:  3
Hit Dice:  9
Attacks:  1 (bite)
Damage:  1d6
Save:  L6
Morale:  9
Hoard Class:  None
XP:  5,200

Neon kings are hefty aquatic beasts that reach lengths of 12'-15' and weights over 2 tons.  Their smooth, supple shells and hides (which feel almost velvety to the touch) are usually dark and drab, but glow with an unearthly fluorescence when exposed to ultraviolet light.

The creatures feed primarily on poisonous seaweeds and venomous jellyfish, and such a diet makes them immune to all known toxins.  Neon kings also absorb ambient radioactivity.  They congregate near submerged power plants and sunken atomic vessels, and make their nests on contaminated beaches.

Twice per day, a neon king can snort a cloud of salt in a cone 20' long and 15' wide at the end, which induces Blindness for 1d4+1 rounds with a failed Saving Throw Versus Stun.  The salt has two additional effects:  it causes 2d8 damage (this value doesn't double) to anyone with the Pain Sensitivity Mutational Drawback that isn't currently healed to maximum Hit Points, and it also acts as a Class 7 poison against Mutant Plants.

Mutations:  Energy Ray (Radiation), Optic Emissions (Gamma Eyes), Reflective Epidermis (Radiation), Toxic Weapon ("Salt-Spew"), Ultraviolet Vision

Thursday, June 23, 2011

Mutants In The News — Leakin' Like A Sieve Edition

Those muckrakers at the AP are at it again, reporting on prolific leaks of radioactive contamination from aging reactors.

"Radioactive tritium has leaked from three-quarters of U.S. commercial nuclear power sites, often into groundwater from corroded, buried piping...."

Here's an evocative quote, just ripe for any Mutant Lord wanting to set an adventure in a ruined reactor itself:

"Like rust under a car, corrosion has propagated for decades along the hard-to-reach, wet underbellies of the reactors...."




(Image courtesy of Boing-Boing, by way of Jay's awesome Gamma World War! blog.  He's got more maps there, and I wouldn't have known such pix existed without his amazing find.)

"T" is for "Thotter"

Thotter

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  90' (30')
     —Swim:  60' (20')
Armor Class:  2
Hit Dice:  2
Attacks:  3 or 1 (2 claws, 1 bite, or by weapon)
Damage:  1d2 / 1d2 / 1d4, or by weapon
Save:  L2
Morale:  7
Hoard Class:  VII, VIII
XP:  74

Thotters are sleek, sinewy creatures that reach lengths of 3'-4', and they never stray far from water.  They possess enlarged craniums that house cunning—and impish—minds.

With their nimble digits, thotters are adept with small tools, and they have an almost savant-like ability at understanding both the theories behind, and applications thereof, Ancient technology.  That said, their quadrupedal anatomy isn't conducive to actually using most Artifacts, and they suffer a -3 To Hit penalty with hand-held weapons.  And unlike the effusive Meen'go, thotters usually don't share their technical knowledge without suitable compensation....

A thotter's slick, greasy fur provides protection from temperature extremes and associated damage.

Mutations:  Energy-Retaining Cell Structure, Neural Telepathy, Precognition, Quick Mind, Reflective Epidermis (Cold, Heat/Fire)