A Bestiary for Mutant Futures, Crawlin' Classics, Gamma Worlds, and Assorted Post-Apocalyptic Wastelands.
Thursday, July 14, 2011
Mutants In The News — Double-Header Edition
"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
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)
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)
Labels:
Carnivore,
Mammal,
Mutant Future,
Other-Vore
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
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....
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....
Labels:
Carnivore,
Designer's Notes,
Mammal,
Mutant Future
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
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-offgoblins 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: Beebras. BECAUSE 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.
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
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: Beebras. BECAUSE 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
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....)
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"
DredgeheadNo. 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.
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.
Labels:
Designer's Notes,
Herbivore,
Mammal,
Mutant Future,
Mutants In The News,
Other-Vore,
Robot,
Sentient
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)
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
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")
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
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.)
"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)
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)
Tuesday, June 21, 2011
Mutants In The News — Rules Were Made To Be Broken Edition
According to the Associated Press, federal regulators ensure that the U.S.'s nuclear reactors are operating within safety guidelines by simply altering said guidelines as necessary.
"...aging reactors have been allowed to run less safely to prolong operations. As equipment has approached or violated safety limits, regulators and reactor operators have loosened or bent the rules."
"...aging reactors have been allowed to run less safely to prolong operations. As equipment has approached or violated safety limits, regulators and reactor operators have loosened or bent the rules."
Monday, June 20, 2011
You Can't Have A Mutant Future...
...without a Mutant Past, apparently.
I just discovered this, so I apologize in advance if I'm late to the party. If you have 15 minutes to kill, take a gander. It's a multi-media piece created by artist Isao Hashimoto, entitled A Time-Lapse Map of Every Nuclear Explosion Since 1945.
Someone needs to do an identical work tracking all knownmovie documentary appearances of giant atomic bugs, CHUDs, and assorted kaiju.
I just discovered this, so I apologize in advance if I'm late to the party. If you have 15 minutes to kill, take a gander. It's a multi-media piece created by artist Isao Hashimoto, entitled A Time-Lapse Map of Every Nuclear Explosion Since 1945.
Someone needs to do an identical work tracking all known
"B" is for "Briarbear"
Briarbear
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 4
Hit Dice: 5
Attacks: 3 (2 claws, 1 bite)
Damage: 1d4+3 / 1d4+3 / 1d6+3
Save: L3
Morale: 8
Hoard Class: VI
XP: 1,400
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 4
Hit Dice: 5
Attacks: 3 (2 claws, 1 bite)
Damage: 1d4+3 / 1d4+3 / 1d6+3
Save: L3
Morale: 8
Hoard Class: VI
XP: 1,400
Briarbears are ambulatory, bipedal plants that prowl forests, jungles, and Ancient ruins. They stand between 5'-7' tall, and their stocky, woody bodies are covered in prickly thorns and burrs (which do 1d6 damage per successful strike to anyone who attacks them bare-handed).
In combat, briarbears can "take root" in the earth with their hind claws and posterior spikes. While this makes them immobile, it increases their leverage and balance, and adds an extra +1d4 damage to their claw attacks. They are also immune to the effects of Neural Telekinesis when rooted.
They possess rudimentary intelligence and minor psychic attunement, and some briarbears have been trained as guards and hunting animals.
Rumors persist that briarbears are able to hybridize with vinosaurs, but the existence of such frightening offspring hasn't been verified.
Mutations: Carnivore, Combat Empathy, Free Movement, Full Senses, Natural Armor (Plant—Extreme), Natural Vegetal Weapons, Projectile Thorns
Sunday, June 19, 2011
"N" is for "Narl"
Narl
No. Enc.: 0 (1d6+2)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 4
Hit Dice: 6
Attacks: 1 (tail-slap, head-butt or trample)
Damage: 2d4, or 2d6, or 2d8
Save: L3
Morale: 7
Hoard Class: None
XP: 1,070
Narls are grazing animals the size of Ancient rhinoceroses. They have thick, mottled hides, and each possesses a distinctive 10'-13' long horn jutting from the snout. Narls form close-knit familial herds, and are equally as comfortable in arctic climes as temperate savannahs.
When threatened, a narl Charges and Tramples its foe, or discharges a jet of concentrated steam from its blowhole. This vapor forms a cloudy cone 15' long and 10' wide, and causes 2d6 damage per round and Blindness until dissipating 1d3+1 rounds later. All narls are immune to the effects of such steam.
Thanks to their hardiness and even temperaments, narls are utilized in many communities as beasts of burden, pack animals, and mounts. And some enterprising farmers have figured out how to use the narls' bony-spurred tails as makeshift plowshares.
Mutations: None
No. Enc.: 0 (1d6+2)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 4
Hit Dice: 6
Attacks: 1 (tail-slap, head-butt or trample)
Damage: 2d4, or 2d6, or 2d8
Save: L3
Morale: 7
Hoard Class: None
XP: 1,070
Narls are grazing animals the size of Ancient rhinoceroses. They have thick, mottled hides, and each possesses a distinctive 10'-13' long horn jutting from the snout. Narls form close-knit familial herds, and are equally as comfortable in arctic climes as temperate savannahs.
When threatened, a narl Charges and Tramples its foe, or discharges a jet of concentrated steam from its blowhole. This vapor forms a cloudy cone 15' long and 10' wide, and causes 2d6 damage per round and Blindness until dissipating 1d3+1 rounds later. All narls are immune to the effects of such steam.
Thanks to their hardiness and even temperaments, narls are utilized in many communities as beasts of burden, pack animals, and mounts. And some enterprising farmers have figured out how to use the narls' bony-spurred tails as makeshift plowshares.
Mutations: None
Designer's Note: Modified to reflect the comment of Mr. Quibish.
Labels:
Designer's Notes,
Herbivore,
Mammal,
Mount,
Mutant Future
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