Tuesday, September 20, 2011

"B" is for "Bombfrog"

Bombfrog

No. Enc.:  1d4 (1d4)
Alignment:  Chaotic
Movement:  120' (40') 
Armor Class:  4
Hit Dice:  4+1
Attacks:  1 or 2 (1 bite, or 2 projectiles)
Damage:  1d8, or by projectile type
Save:  L3
Morale:  11
Hoard Class:  VII
XP:  665

The spindly, slimy abominations known as bombfrogs are hideous bioweapons devised by the maddest of Ancient scientists.  The grotesque creatures stand 12'-14' tall on their bifurcated legs, and their height and extra eyes combine to give them a +2 To Hit bonus with all ranged attacks.  They are never Surprised.

Through demented surgeries, bombfrogs are outfitted with a variety of projectile weapons.  Roll twice on the chart below to determine any given bombfrog's payload:

1:  12 micro missiles (7d6 damage, 30' blast radius, 1500' range)
2:  6 mini-missiles (50 HP damage, 60' blast radius, ½ mile range)
3:  6 blood agent grenades (1d6 damage per round for 1d3+6 turns, 30' blast radius, 200' range)
4:  6 concussion grenades (Stunned  for 1d4 turns, 10' blast radius, 200' range)
5:  6 frag grenades (5d6 damage, 20' blast radius, 200' range)
6:  6 photon (lethal) grenades (Death on failed Save -2; reduced to 1 HP and Stunned for 2d4 turns with successful Save, 30' blast radius, 200' range)

There is a 75% chance that, upon dying, a bombfrog will explode in a fireball that does 8d8 damage in a 50' radius.  And even if one doesn't explode, only an individual with the Intellectual Affinity (Tinkerer) Mental Mutation can successfully remove a bombfrog's weaponry for reuse.

Bombfrogs require constant hydration to maintain stable internal temperatures, and are prone to overheating.  There is a hardier, dry-terrain subspecies known as "turret toads" that lack such weaknesses, but these lumpier, slower specimens have -1 HD and reduced 60' (20') movement.

Mutations:  Aberrant Form ("Launcher-Pods"), Aberrant Form (Multiple Limbs), Epidermal Susceptibility (Requires Immersion Every Hour) [D], Epidermal Susceptibility (+2 Per Die From Heat-Related Attacks) [D]



Saturday, September 17, 2011

"The Pig?" "The Cow?" "You're Waaaaay Off. Think Smaller. Think More Legs."

Here's the cover of the Mutant Future 2e core book.


And here's some pictures from the interior of said book:


Now, some images from assorted vintage (1st through 4th editions) Gamma World products:


Finally, here's artwork from William McAusland's awesome new game, The Mutant Epoch Hub Rules:


The unifying theme is obvious:  in post-apocalyptic games, multiple parts—eyesballs, limbs, and even heads—are commonplace.  Mutants are CRAZY with additional anatomy.

But the official Mutant Future rules make extra body-bits almost impossible for Player Characters to acquire. 

Let me drop some SCIENCE! on this travesty, and attempt to right this egregious wrong.


Here's the Mutant Future Random Mutation Chart from the core book:


From the list, any given mutant has a 2% chance (10-11 on d100) of being Dual-Headed.  That's pretty much in line with every other mutation...but not really all that much fun.

Sure, you also theoretically have another 2% (01-02 on d100) chance of having an Aberrant Form, which includes the non-noggin multiples...


...but that really boils down to just a .5% chance, given that roll of 5-6 on d8. 

All said, any given PC has a fraction of a tiny percent to get Extra Parts that aren't face-based.  Madness!


Figgerin' that out made me realize that I have other problems with the whole Mutant Future Random Mutation process.

Look at the Drawbacks.  Any given mutant has a 43% (roll of 58-100 on d100) of having a physical disability.  I get that the Mutant Future is a cruel and horrible place, but that seems somewhat excessive, particularly when compared to the granddaddy of all post-apoc games, Gamma World.



Let's break Gamma World and its Defects down by edition.

Here are the First Edition Random Mutation Charts:


If you exempt the "Roll Again" freebies from the list, you have a 31.1% chance (28 out of 90) of getting a Defect.  Harsh.

But Second Edition is even more cruel...


...because you have a 36.1% chance (35 out of 97) of a Defect.

Mutatin' ain't easy, yo.

Third Edition takes a kid-gloves approach:


Only 5.6% odds (5 out of 90) of being defective?  That's some shamefully candy-ass, weak sauce.

Fourth Edition cranks it back up again...


...to something a bit more brutal, with a flat 20% (18 out of 90).


Clearly, Gamma World 2e was the most unforgiving with dishing out the pain at 36.1%...

...but that pales when compared to Mutant Future 's 43% of being flawed. 

Combine that with MF's complete removal of any chance of picking your own mutations with a 90+ percentile roll, one thing is clear:  Dan Proctor and Ryan Denison are monsters!


[Brief digression.  Looking at same four charts, multiple body parts were also relatively rare in the Gamma World days.

1e:  2.2% (2 out of 90).
2e:  3.1% (3 out of 97).
3e:  2.2% (2 out of 90).
4e:  5.56% (5 out of 90, but actually slightly higher if you factor in how New Body Parts allows a 1 in 10 chance of a second head).

Huh.  Who'da thunk it.]


Another issue I have with the Mutant Future Random Mutation Chart is its whole "Roll High, Get Hosed" design scheme. 

With the (much debated) exception of Armor Class, OSR game systems—including Mutant Future itself—adhere to the "The Higher, The Better" ethos.

Our current chart just violates the whole concept.


So, after all that bellyaching, what do I propose?

Simple.  I made my own custom Random Mutation Chart that fixes all my issues, with just minor tweaking.

I reorganized the list, with Drawbacks listed at the low end.

I got rid of Dual Headed, and just lumped it in under Extra Parts.  (Aberrant Form can still work as written, I reckon.)

I retooled the numbering scheme a bit.  Not only does this better  allow for a bevy body parts (at a flat  5%), but it also dropped the percentage of getting a Drawback to a more comfortable 36% (which is in line with Gamma World 2e).  [An added bonus:  I reduced the chance of rolling Density Alteration (Self) to only 1%.  That mutation is just too complicated with too little bang for the buck, when compared to the relative simplicity of its fellows.]

I also added in Seizures to the Mental Mutations list as a shout-out to early-edition Gamma World disadvantages (Epilepsy [D] and, obviously, Seizures [D]); plus, it let me have each Mental Drawback come in at a flat 2%.

New Mutation

Seizures [D]:  When faced with a stressful situation (especially a Surprise attack), character has a 15% chance of having a fit that acts as Paralysis for 1d4 Turns.

Oh, yeah.  When Shriek is rolled, there is a 1-3 chance on d6 that it is the standard version of the mutation, and a 4-6 chance that it is my own custom Greater Shriek.


I apologize that Blogger won't let me do up a prettier version of the chart.  But if anyone wants the Excel file, I'll happily email it out.  (Contact info is in the "About Me" box on the sidebar.)





When it comes to RPGs, the very last thing I am is a Rules Guy, so this post was really outside my usual comfort zone.  Go hog wild with any and all comments and criticisms.

"V" is for "Vespot"

Vespot  ("Yellow Tyrant")

No. Enc.:  1d4 (3d10)
Alignment:  Chaotic
Movement:  75' (25')
         —Fly:  105' (35')
Armor Class:  6
Hit Dice:  10+1
Attacks:  3 or 1 (2 claws, 1 stinger, or 1 weapon)
Damage:  1d8+1 / 1d8+1 / 1d12+1 + poison, or by weapon +1
Save:  L5
Morale:  10
Hoard Class:  VII, XXI
XP:  5,200

Vespots are imperious, towering insectoids that stand 9'-11' tall.  They possess human-like extremities, and are quite adept at utilizing Ancient technologies, and modifying them to their needs.  Vespots build elaborate subterranean complexes, often using slave labor (including repurposed Androids) in the construction.

Vespots are highly vulnerable to toxic compounds, including those of their own kind.  It is a capital offense in their culture to sting one of their fellows.

They relish devouring intelligent Mutant Plants...preferably alive.

Mutations:  Aberrant Form (Humanoid Hands/Feet), Gigantism, Increased Sense (Touch), Mind Thrust, Poison Susceptibility [D], Toxic Weapon (Venom)



Thursday, September 15, 2011

"G" is for "Gammel"

Gammel

No. Enc.:  0 (2d4)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  6
Hit Dice:  4
Attacks:  2 (1 bite, 1 kick)
Damage:  1d4 / 1d6
Save:  L5
Morale:  8
Hoard Class:  None
XP:  245

Gammels are luminous ungulates found in the most unforgiving environs.  They continually emit Class 6 radiation, so only the hardiest of individuals can utilize them as mounts and pack animals.  (Any PC riding / using a gammel must make a Saving Throw Versus Radiation once every 4 hours of close contact.)

When irritated or threatened, gammels spit an acidic gelatin up to a range of 25'.  This viscous substance does 1d8 damage per round for 1d4+1 rounds, and also adheres to, and damages for the same duration, those that touch the target after impact.

Gammels can carry 500 lbs while still maintaining their full movement rate, and a maximum of 1,000 lbs total.

Mutations:  Epidermal Photosynthesis, Toxic Weapon ("Acidic Spittle")

Wednesday, September 14, 2011

"C" is for "Crocroach"

Crocroach

No. Enc.:  4d6 (6d10)
Alignment:  Neutral
Movement:  135' (45')
         —Fly:  45' (15')
     —Swim:  90' (30')
Armor Class:  3
Hit Dice:  4 hp
Attacks:  1 (bite)
Damage:  1d3
Save:  L3
Morale:  11
Hoard Class:  VI
XP:  9

Vicious little beasts, crocroaches are foot-long monstrosities that infest all places damp, dark, and dire—cesspits, caverns and mines, toxic dumps, Ancient ruins, and the like.  They possess 3 black, bulging, compound eyes (meaning they are never Surprised), thick hides, and rows of needle-like teeth.  Crocroaches skitter up vertical surfaces, and across ceilings, with ease.

A swarm always signals an impending attack by hissing at potential prey for 1d3 rounds...and then the mass surges in a frenzy of chitin, scales, and fangs.  Each crocroach latches on with a successful bite, and does automatic damage every round.  They can skeletonize a full-grown humanoid in under a minute.

And if you think the small ones are bad....

Mutations:  Accumulated Resistance (Pollutants), Increased Sense (Smell), Night Vision




Crocroach, Giant Albino

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  150' (50')
         —Fly:  75' (25')
     —Swim: 105' (35')
Armor Class:  0
Hit Dice:  15
Attacks:  1 (bite or tail-slap)
Damage:  3d10 or 3d6
Save:  L10
Morale:  11
Hoard Class:  XXII
XP:  6,900

Denizens of the Mutant Future tell tales of the horrors that dwell in the sewagey bowels of ruined cities...and none is more horrible than the giant albino crocroach.

Over 50' long, giant albino crocroaches are the undisputed apex predators of their underground kingdoms.  The Swallow their prey on natural To Hit rolls of 16-20, and those thus consumed suffer 2d6 damage per round until perishing (or cutting their way free).

There is a 45% chance that any given giant albino crocroach will have either the Toxic Weapon (usually a breath attack) or Energy Ray (that does an additional +2d6 damage) Physical Mutation.  [Adjust the XP value accordingly.]

Mutations:  Accumulated Resistance (Pollutants), Albinism [D], Increased Sense (Smell), Night Vision, Reflective Epidermis (Radiation), Vision Impairment [D]


Tuesday, September 13, 2011

"R" is for "Reaver"

Reaver

No. Enc.:  3d6 (5d10)
Alignment:  Chaotic
Movement:  120' (40')
     —Swim:  90' (30')
Armor Class:  5
Hit Dice:  5
Attacks:  1 (1 bite, or 1 tail-slap, or weapon)
Damage:  1d6+1 or 1d4 (or by weapon)
Save:  L3
Morale:  10
Hoard Class:  XX
XP:  650

In the time of The Ancients, temples dedicated to Buc-ee—He Of The Teeth dotted the landscape.  These luminous shrines served as oases for weary pilgrims, and offered sustenance, drink, fuel, and pristine conditions for the elimination of waste. 


He Of The Teeth was revered by humankind, and despite His divine might, His blessings and glories were amongst those treasures lost during the Apocalypse.


And now, the beings known as the Reavers seek to return the Mutant Future to the most holy state of times past, when Pure Humans revered their furry, buck-toothed masters...

...and they don't care how much blood they have to spill to do it.


Reavers are 3' tall, pyromaniacal humanoids with prominent teeth, flattened tails, oily fur, and webbed digits.  What they lack in stature, they more than make up with belligerence and nastiness.

Reavers tend to build floating wooden fortresses in the middle of deep lakes, and such strongholds are only accessible by underwater tunnels and hatches.  They then gleefully convert any remaining trees into weapons and siege engines, so as to wage war against and enslave their neighbors. 

Slaves that wear out their usefulness are turned into a succulent—albiet disgusting—jerky that heals 3d6 Hit Points per pound ingested.  The Reavers zealously guard the secrets behind the recipe.

Mutations:  Pain Insensitivity [D], Reflective Epidermis (Heat), Temperature Control (Heat)



Saturday, September 10, 2011

"T" is for "Trodo"

Trodo

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  5
Hit Dice:  3
Attacks:  3 (3 bites)
Damage:  1d4 / 1d4 / 1d4
Save:  L2
Morale:  11
Hoard Class:  None
XP:  125

Trodos are surly, flightless birds that stand 4' tall and weigh around 50 pounds.  Their 4 eyes provide 360-degree vision, so they are never Surprised.

Trodos attack Pure Humans on sight, and they gain a +2 To Hit bonus against such targets due to sheer aggression.

Mutations:  Aberrant Form (Extra Beaks), Mental Barrier, Precognition

Thursday, September 8, 2011

"G" is for "Glarebear"

Glarebear

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  5
Hit Dice:  8
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d8
Save:  L4
Morale:  9
Hoard Class:  VII
XP:  4,060

Glarebears are immense, shaggy beasts that stand 15' tall on their hind legs.  They can be found in almost any climate, but tend to congregate near areas of high radioactivity.

Glarebears ordinarily scintillate with cascading red, green, and blue lights, but they can become completely invisible when hunting.  Glarebears can also "flare up" with an intense white radiance, causing everyone lacking appropriate eye protection (sunglasses, treated goggles, etc.) within 30' to suffer a -3 to all To Hit rolls directed their way.  And their Mental Phantasms—actually holograms—affect everyone (except blinded targets) within the same 30' radius.

Like most ursines, if both claws strike in the same round, they squeeze their targets in a powerful hug for an additional 2d8 damage.

A garment fashioned from a glarebear's pelt provides the wearer with concealment abilities identical to the Chameleon Epidermis Physical Mutation.

Mutations:  Control Light Waves, Night Vision, Optic Emissions (Bright Eyes), Optic Emissions (Gamma Eyes), Reflective Epidermis (Lasers/Light), Mental Phantasm (Modified)



Saturday, September 3, 2011

"O" is for "Ophidam"

Ophidam

No. Enc.:  1d4 (1d12)
Alignment:  Lawful
Movement:  105' (35') 
Armor Class:  5
Hit Dice:  8
Attacks:  3 or 1 (2 claws, 1 bite, or 1 weapon)
Damage:  1d4+3 / 1d4+3 / 1d6+3 + poison, or by weapon +3
Save:  L8
Morale:  9
Hoard Class:  IX, XIV, XXI
XP:  3,060

Ophidams are a race of female reptilians that inhabit deserts and radioactive wastelands.  They have long, serpentine bodies and heads adorned with elaborate scaly growths.  Compassionate and generous, they form monastic enclaves that serve as oases of healing and contemplation.

Ophidams are dependent on Pure Human, Mutant Human, or Mutant Reptile males to procreate.  That said, they never use their Empathy or Mental Phantasm mutations to facilitate mating, as they find such violations horrific.  Ophidams rely on charm, grace, humor, and sensuality, and successful consumations result in a clutch of 1d6 eggs (which always hatch more Ophidams).

They are utterly immune to the harsh environmental conditions of the wastelands; in fact, skin contact with quantities of water exceeding 1 quart causes them 2d6 damage per exposure.  Ophidams encountered outside of desert environs are daring souls with a thirst for adventure, and often work as medics, translators, scribes, and courtesans.

Mutations:  Combat Empathy, Empathy, Epidermal Susceptibility (Water) [D], Mental Phantasm, Night Vision, Reflective Epidermis (Heat), Toxic Weapon (Venom)





Friday, September 2, 2011

"I" is for "Infestid"

Infestid  ("Swarman")

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  90' (30') 
Armor Class:  6
Hit Dice:  7+2
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d10
Save:  L6
Morale:  10
Hoard Class:  VII
XP:  4,500

Infestids (or "swarmen") are hideous collectives of arthropods given humanoid form.  They are malevolent and cruel, and ever accompanied by the unholy susurrus of tens of thousands of teeming organisms.  Infestids strip their territories bare by devouring plant and animal alike, forcing them to raid farms and supply depots.

All infestids have 360-degree vision (meaning they are never Surprised).  They can cling to any surface, and can become amorphous so as to scuttle through cracks and crevices.  All infestids also have Mutations and abilities specific to their aggregate species, as determined randomly from the list below:

1:  Centipede—Toxic Weapon, additional 1d4+2 limbs that do 1d6 damage each
2:  Crustacean—Natural Armor (Extreme), +1d8 extra damage per claw attack, swim—60' (20')
3:  Moth—Fragrance Development, Increased Sense (Smell), fly—150' (50')
4:  Scorpion—Toxic Weapon, additional tail attack that does 1d12 damage
5:  Tick—Natural Armor (Extreme x2AC 2), Parasitic Control
6:  Worm—Dermal Poison Slime, burrow—120' (40')

[Other types not listed—spiders, wasps, cockroaches, mosquitos, mantids, etc.—are up to the Mutant Lord to design.]

Infestids are immune to damage from all conventional weapons and firearms, and explosives just temporarily dissipate them, as they reform in 1d6+2 rounds.  They can only be harmed by energy-based attacks, mental attacks, and poisons.

Mutations:  Aberrant Form ("Composite Entity"), Regenerative Capability, Shriek



Thursday, September 1, 2011

"R" is for "Raybat"

Raybat

No. Enc.:  2d10 (5d10)
Alignment:  Neutral
Movement:  15' (5')
         —Fly:  90' (30')
Armor Class:  6
Hit Dice:  1
Attacks:  4 (2 claws, 1 bite, 1 stinger)
Damage:  1d2 / 1d2 / 1hp / 1d4 + poison
Save:  L1
Morale:  8
Hoard Class:  None
XP:  16

Raybats are 2' wide, brightly-hued creatures that congregate in humid cave complexes and Ancient ruins.  They attack from the air with claws and tails (which inject a Class 10 paralytic neurotoxin), and usually feed on small animals and funguses; however, flocks will tackle larger prey.  It is a slow, agonizing fate to be nibbled to death by a swarm of clinging raybats. 

Flocks of 10 or more Confuse [per p. 57 of the Mutant Future Core Rules] their targets.  And a raybat loses use of its claw attacks when grounded, because the creature can only manange an ungainly hop when standing on two legs.  This also increases its Armor Class to 9.

Mutations:  Toxic Weapon (Venom)

Wednesday, August 31, 2011

"A" is for "Atuu"

Atuu

No. Enc.:  1d4 (2d10)
Alignment:  Chaotic
Movement:  90' (30')
             Fly:  45' (15')
Armor Class:  4
Hit Dice:  9
Attacks:  2 or 1 (2 claws, or 1 wing-slash, or 1 weapon)
Damage:  1d8 +1d6 / 1d8 +1d6, or 2d6 +1d6, or by weapon +1d6
Save:  L9
Morale:  9
Hoard Class:  XXII
XP:  5,900

Embracing and channeling the constant pain that wracks their bodies, the Atuu are a savage race of avians that live for slaughter and conquest.  Broad and powerful, they stand 6'-7' tall, but their impressive head crests can add another 2'-3'.  The Atuu dwell in forests (in pyramid-shaped "nest-dens") and overgrown ruins, and raid surrounding villages for slaves, supplies, and precious technology.

Their feathers are as hard and sharp as the finest metal blades.  Anyone struck with a successful wing-slash attack on a natural roll of 16-20 [not a modified 16-20 from their martial bonus] bleeds profusely, and suffers an additional +1d4 damage per round for 1d8 rounds.

Besting—and killing—an Atuu chieftan (who has an extra +2 Hit Dice) in hand-to-hand combat is such an impressive, life-changing feat that the victor gains both the Intellectual Affinity (Martial) Mental Mutation, and a permanent -3 Reaction Adjustment when dealing with other Atuu.

Mutations:  Body Adjustment, Chameleon Epidermis, Increased Sense (Taste), Intellectual Affinity (Martial), Pain Sensitivity [D], Spiny Growth (Large)





Tuesday, August 30, 2011

"O" is for "Octohog"

Octohog  ("Porktopus")

No. Enc.:  1d6 (2d6)
Alignment:  Neutral
Movement:  120' (40') 
Armor Class:  7
Hit Dice:  3
Attacks:  3 (2 tentacles, 1 bite)
Damage:  1d4 / 1d4 / 1d6
Save:  L2
Morale:  7
Hoard Class:  None
XP:  125

Octohogs resemble their Ancient barnyard ancestors in size, shape, and coloration, but differ in that they possess, in addition to their legs, 4 10'-15' long tentacles.  These extra limbs aren't very useful for fine grasping or manipulation, but do allow octohogs to scale any surface or obstacle with ease.

An octohog's eyes glow radioactive green, and discharge bursts of Class 3 radiation.  And the creatures emit a strange, sickly-sweet odor atypical of swine.

Octohogs take an extra +1 damage per die from laser-, heat-, and chemical-based attacks, and also suffer from a crippling fear of robots.

Mutations:  Aberrant Form (Extra Limbs), Fragrance Development, Frailty ("Sensitive Skin") [D], Optic Emissions (Gamma Eyes), Phobia (Robots) [D]

Saturday, August 27, 2011

"R" is for "Repulslug"

Repulslug

No. Enc.:  1d2 (1d8)
Alignment:  Neutral
Movement:  45' (15') 
Armor Class:  5
Hit Dice:  7
Attacks:  5 (4 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d6 / 1d6 / 1d8
Save:  L3
Morale:  10
Hoard Class:  IX, XV
XP:  2,890

Repulslugs are loathsome carnivores that dwell in dank, polluted environs—abandoned sewers, cesspits, medical waste depositories, toxic dumps, and the like.  They drag their corpulent, 12'-15' bodies through the muck and mire upon two sets of wicked claws, and their bloated posteriors glisten with pulsating egg-sacs.

Repulslugs not only secrete a deadly Class 13 mucus, but they can also emit sizzling beams from their three eyes.  And numerous antennae grant them uncanny sensory abilities, including the powers to both overhear and project radio wave-based communications.  Repulslugs often broadcast distress signals so as to lure explorers and treasure-seekers to their dooms.

They are immune to all known poisons and diseases.

Mutations:  Dermal Poison Slime, Echolocation, Energy Ray (Heat), Increased Sense (Hearing), Unique Sense ("Radio Sense")

Thursday, August 25, 2011

"B" is for "Brainsaw"

Brainsaw

No. Enc.:  1 (1)
Alignment:  Chaotic
Movement:  120' (40')
         —Fly:  120' (40')
Armor Class:  5
Hit Dice:  11
Attacks:  L1 (slice)
Damage:  2d6 + special
Save:  L6
Morale:  9
Hoard Class:  VII
XP:  4,400

Brainsaws are enormous, carnivorous fish that reach anywhere from 15' to 25' in length.  Devious hunters, they cruise busy waterways, hoping to snag unwary fishermen and sailors with their razored snouts.  Crown-shaped nodules on their heads throb as they use their psionic abilities.

Brainsaws favor attacking beach- or ship-based prey, as upright targets allow them more maneuverability and accessibility for Dive [p. 58 of the Mutant Future Core Rules] attacks.  If a brainsaw does more than 20 points of damage with one Dive, the victim suffers the loss of a body part (weapon hand, arm, leg...or even head), as determined at random by the Mutant Lord.  It then swoops in to gobble the dismembered prey.  Brainsaws must submerge for 1 round out of every 5 airborne.

Some brainsaws have been known to work in concert with other sentient aquatic creatures, like Fishmen [p. 72], lobstrosities [p. 81], and Clamazons.

Mutations:  Mind Reflection, Mind Thrust, Precognition, Psionic Flight