Razorex
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 3
Hit Dice: 20
Attacks: 3 or 1 (2 claws, 1 bite, or 1 volley)
Damage: 2d10 / 2d10 / 6d6, or 4d6
Save: L10
Morale: 11
Hoard Class: VII (x3)
XP: 7,250
Standing 20'-30' tall, reaching lengths of 50' long, and weighing over 7 tons, razorexes are the apex predators of the frigid wastes. Bony spurs and jagged icicles adorn their heads and necks, and a frosty crust ("Force Screen" ) protects their hides. They relentlessly stalk prey across the tundra, sometimes venturing into cave networks and Ancient complexes large enough to contain their bulk.
A razorex is an engine of carnage, delivering savage melee attacks and launching deadly ranged assaults. They can hurl icy shards up to 120', which do 4d6 damage to every target in a 10' radius.
There are rumors that some razorexes have been seen with cybernetic implants and mechanized accessories. Who—or what—would perform such modifications is unknown.
Mutations: Force Screen (Modified), Increased Sense (Smell), Increased Sense (Vision), Reflective Epidermis (Cold), Spiny Growth (Modified)
A Bestiary for Mutant Futures, Crawlin' Classics, Gamma Worlds, and Assorted Post-Apocalyptic Wastelands.
Thursday, July 21, 2011
"R" is for "Razorex"
Wednesday, July 20, 2011
"S" is for "Sanguid"
Sanguid ("Sucker From Space")
No. Enc.: 1d4 (2d4)
Alignment: Chaotic
Movement: 150' (50')
—Fly: 60' (20')
Armor Class: 4
Hit Dice: 8+2
Attacks: 3 (2 claws, 1 bite)
Damage: 1d8 / 1d8 / 1d6
Save: L9
Morale: 8
Hoard Class: XXII
XP: 7,220
No. Enc.: 1d4 (2d4)Alignment: Chaotic
Movement: 150' (50')
—Fly: 60' (20')
Armor Class: 4
Hit Dice: 8+2
Attacks: 3 (2 claws, 1 bite)
Damage: 1d8 / 1d8 / 1d6
Save: L9
Morale: 8
Hoard Class: XXII
XP: 7,220
From the depths of space they came...for the blood of the living!!!
Traveling from world to world in their giant "coffin-saucers", Sanguids are palid, 5' tall humanoids with bulbous skulls, poxy skin, tapered fangs, and elongated, suckered digits. Their scrawny, sickly frames belie fantastic strength and endurance. They cling to even the smoothest, slickest surfaces, and Surprise on a roll of 1-4 on 1d6 when attacking upside-down.
If a Sanguid successfully strikes with both claws in the same round, the target suffers automatic biting damage plus 1d8 blood-leeching damage each successive round. Escaping a Sanguid's clutches requires an Ability Check Versus Willpower, at a +3 penalty. All that's left of a drained victim is a desiccated husk.
Sanguids hate bright light, and suffer an additional +1 damage per die from light-based attacks. And their alien physiology makes them highly allergic to chlorophyllic compounds, so they take an additional +2 damage per die from plant-based attacks.
Stories of the Sanguid homeworld tell of a planet awash in blood, with crimson rains, gory geysers, lymph waterfalls, and clotted clouds.
Mutations: Control Weather, Echolocation, Empathy, Epidermal Susceptibility (Light-Based Attacks) [D], Epidermal Susceptibility (Plant-Based Attacks) [D], Increased Balance, Night Vision, Psionic Flight
Labels:
Carnivore,
Mutant Future,
Other-Vore,
Reptile,
Saucernaut,
Sentient
Tuesday, July 19, 2011
"M" is for "Mechano-Mummy"
Mechano-Mummy ("Pharoid")
No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: 45' (15')
Armor Class: 2
Hit Dice: 13
Attacks: 2 (2 fists)
Damage: 1d8 + 3d6 / 1d8 + 3d6
Save: L13
Morale: 11
Hoard Class: XXI, XXII
XP: 6,900
Tremble as the Ancient Astronauts arise from their techno-tombs!!!
In times considered ancient by The Ancients themselves, metallic beings descended from the skies in golden "sarcopha-saucers" and enslaved the planet. They ruled for thousands of years, but their secret power sources eventually faded, and the native populace buried their inert masters in hidden crypts in the bowels of the earth. But, lo...thanks to the strange radiations of the Mutant Future...the gauze-garbed automatons have awakened. The dawn of the mechano-mummies is at hand!!!
Mechano-mummies are 7' tall, nigh-indestructable, skeletal robots wrapped in dingy bandages. They are mighty conquerors, equipped with earth-shattering fists and elaborate high-tech headdresses capable of firing a variety of destructive beams.
Mechano-mummies are adept with unlocking the secrets of Ancient artifacts; in fact, they can interface with—and usurp—the programming of all robots, Androids, and AIs. Taking control requires physical contact, and Android PCs can escape such domination with a successful Ability Check Versus Intelligence.
Their sarcopha-saucers are large enough to carry several hundred individuals into deep space.
Mutations: Energy Ray (Cold, Heat, Radiation) (Implants), Disintegration (Implants), Increased Physical Attribute (Strength) (Implants), Unique Mutation (Cybernetic Control) (Implants)
No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: 45' (15')
Armor Class: 2
Hit Dice: 13
Attacks: 2 (2 fists)
Damage: 1d8 + 3d6 / 1d8 + 3d6
Save: L13
Morale: 11
Hoard Class: XXI, XXII
XP: 6,900
Tremble as the Ancient Astronauts arise from their techno-tombs!!!
In times considered ancient by The Ancients themselves, metallic beings descended from the skies in golden "sarcopha-saucers" and enslaved the planet. They ruled for thousands of years, but their secret power sources eventually faded, and the native populace buried their inert masters in hidden crypts in the bowels of the earth. But, lo...thanks to the strange radiations of the Mutant Future...the gauze-garbed automatons have awakened. The dawn of the mechano-mummies is at hand!!!
Mechano-mummies are 7' tall, nigh-indestructable, skeletal robots wrapped in dingy bandages. They are mighty conquerors, equipped with earth-shattering fists and elaborate high-tech headdresses capable of firing a variety of destructive beams.
Mechano-mummies are adept with unlocking the secrets of Ancient artifacts; in fact, they can interface with—and usurp—the programming of all robots, Androids, and AIs. Taking control requires physical contact, and Android PCs can escape such domination with a successful Ability Check Versus Intelligence.
Their sarcopha-saucers are large enough to carry several hundred individuals into deep space.
Mutations: Energy Ray (Cold, Heat, Radiation) (Implants), Disintegration (Implants), Increased Physical Attribute (Strength) (Implants), Unique Mutation (Cybernetic Control) (Implants)
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)
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.)
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
"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
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