Android

Stats:

Mutations: None

Description:

Combat: Thinker Androids are artifical life forms that are given the task of doing research and science. Their focus is on anything that require a lot of thought and planning. They are not equipt to deal with combat and will defer to Warriors and Workers first in the event of combat. Thinkers are equipt with additional memory cells that allow them to record and capture the memories of the other Androids under their command. In the event of danger, they will attempt to get back to the humans or computers that dispatched them on their mission if things go wrong. They see Warrior and Worker Androids as tools to accomplish and report back on their missions.

Society: Androids do not have a society. They serve whomever created them.

Android

Stats:

Mutations: None

Description:

Combat: Warrior Androids are focused on protection and defense as their mission. They are quite proficient in these outcomes and will selflessly sacrafice themselves for the good of their mission or team.

Society: Androids do not have a society. They serve whomever created them.

Android

Stats:

Mutations: None

Description:

Combat: Worker Androids are the manual laborers the Ancient Ones deployed. They recieve their orders from first Thinkers and then warriors in the event of combat situations. They will selflessly sacrafice themselves for the good of the mission or cause.

Society: Androids do not have a society. They serve whomever created them.

Ark

Stats:

Mutations: (M) Life Leech, Telekinesis, Weather Manipulation

Description:

Combat: The arks' primary strategy is to attack from an ambush with guerrilla tactics, using their life leech mutation as much as possible. Since they are not immune to this power themselves, they life leech each other as well as the enemy in combat. However, their life leeching of each other tends to cancel itself out, so ignore it in large fights. They have an unreasonable fear of flying creatures larger than 1 meter.

Society: The hound folk travel in loosely knit family units called packs. These packs can be up to two dozen members strong, but the hunting parties rarely number more than a dozen. The pack is ruled by the alpha male, usually the ark with the most combat prowess. Other males will occasionally challenge the alpha male for the right to rule the pack. Sometimes a large pack will split, with part of it following a new alpha male and part of it staying with the old one. Arks fear all Tech Ill and IV artifacts, Ignore them if rolled as loot. However, Tech V and VI artifacts are worshipped as totems. The alpha male's first wife is charged with the care and transportation of the totems. They consider human hands to be a great delicacy.

Arns

Stats:

Mutations: (P) Immunity to Light attacks

Description:

Combat:

Society:

Badder

Stats:

Mutations: (M) Empathy

Description:

Combat: Badders prefer to swarm their opponents. By overpowering their enemies with the sheer frenzy of their attacks, they hope to confuse them. Their battle fury is so impressive that their opponents make all morale checks at -2 to their base morale score. Player characters do not have to make morale checks. Most of these creatures carry Tech Level III weapons, but some (usually nobility) possess Tech Level IV weapons as well. A few have Tech Level V artifacts. Fortunately, Badders do not know how to use these artifacts unless shown by their captives.

Society: Badders have a feudal society, with barons, counts, and the like as their leaders. The nobility makes the rules and is usually obeyed without question. Any Badders questioning rules or orders are killed immediately, and placed on display as an example for the rest of the society. Badder villages and steadings consist of underground, earthen tunnel complexes containing up to 100 males of fighting age, an equal number of females who will fight without weapons, and young. They are able to trade with other humanoids or intelligent creatures, since their reputation as thieves and brigands precedes them. This causes them to steal and kill for equipment even more.

Badder

Stats:

Mutations: (M) Empathy

Description:

Combat: Badders prefer to swarm their opponents. By overpowering their enemies with the sheer frenzy of their attacks, they hope to confuse them. Their battle fury is so impressive that their opponents make all morale checks at -2 to their base morale score. Player characters do not have to make morale checks. Most of these creatures carry Tech Level III weapons, but some (usually nobility) possess Tech Level IV weapons as well. A few have Tech Level V artifacts. Fortunately, Badders do not know how to use these artifacts unless shown by their captives.

Society: Badders have a feudal society, with barons, counts, and the like as their leaders. The nobility makes the rules and is usually obeyed without question. Any Badders questioning rules or orders are killed immediately, and placed on display as an example for the rest of the society. Badder villages and steadings consist of underground, earthen tunnel complexes containing up to 100 males of fighting age, an equal number of females who will fight without weapons, and young. They are able to trade with other humanoids or intelligent creatures, since their reputation as thieves and brigands precedes them. This causes them to steal and kill for equipment even more.

Barl Neps

Stats:

Mutations: (P) Radioactive Oil (I18)

Description:

Combat:

Society:

Ber Leps

Stats:

Mutations: (P) Displacement, Acid Generation I10

Description:

Combat:

Society:

Blaashes

Stats:

Mutations: (P) Radiation I18

Description:

Combat:

Society:

Blights

Stats:

Mutations: (P) Immunte to Radiation, Heat, & Sonics, Invisibility, Light Generation.

Description:

Combat:

Society:

Blood Birds

Stats:

Mutations: (P) Radiation I10 (M) Immune to Mental Attacks

Description:

Combat:

Society:

Brutorz

Stats:

Mutations: (M) Precognition, Telepathy

Description:

Combat: The brutorz prefers peaceful coexistence with other animals and intelligent plants, but it never backs down from a fight when peaceful options are exhausted. These massive beasts attack with a bite or with two kicks with their front legs. If attacked from the back, the brutorz can strike with its two back hooves. As an attack of last resort, the brutorz can trample with his four feet, causing 3d6 points of damage per hoof. (The GM should roll a 1d4 to determine how many hooves strike the opponent). The brutorz uses its intuition and telepathy to great advantage in combat. It always seems to know what an opponent is going to do before he does it. Frequently, brutorz taunt their enemies telepathically, trying to get them to break and run.

Society: Brutorz live in herds, much like their ancestors. While they are smart enough to use technology, they disdain its use. They also lack the opposable manipulative digits needed to effectively use most technology. They live to run free and wild. If approached in a congenial manner, a brutorz may befriend a humanoid. Brutorz refuse to ally with humanoids and creatures who do not respect them. In a like manner, characters who plan to use a brutorz for their own means, without a thought toward the creature, can never hope to gain the brutorz as an ally. Brutorz willingly serve as draft animals, but refuse bits. bridles, or confining harnesses. They have a PS of 26 and can carry three normal men comfortably

Cal Thens

Stats:

Mutations: (P) Immune to Hear & Cold

Description:

Combat:

Society:

Carrins

Stats:

Mutations: (P) Poison Quills I12 (M) Genius - Economic, Heightened Intelligence, Mental Shield, Telepathy

Description:

Combat:

Society:

Centisteeds

Stats:

Mutations: (P) Increased Metabolism (M) Force Field Generation, Immune to Mental Attacks

Description:

Combat: Cemisteeds do not initiate combat at any time. They panic with the tiniest of provocation, perceiving everything as a threat to their meager lives. Unfortunately, the centisteed tends to trample any character or creature in its way. A successful attack means that the opponent has been knocked down and trampled with ld8 hooves. Each hoof does ld6 points of damage. When the centisteed perceives danger, it immediately activates its force field generarion to ward off any possible damage. If a rider is currently on the beast, the force field actually raises the character off the beast's back, causing him to fall to the ground. Centisteeds have been known to trample each other in their panic to follow another centisteed on the run. Once they get going, they are almost impossible to catch.

Society: Centisteeds have no society other than herd instinct. A centisteed can carry two human-sized passengers, or one passenger and 100 kilograms of cargo. One rider must concentrate at all times on controlling the beast, or it tries to throw and then trample the passengers. No amount of coaxing and kind words can calm these hyperactive creatures. To add insult to injury, they eat twice as much as a normal animal their size. Herds of centisceeds can overgraze a pasture or meadow in record rime. The Ranks of the Fit are rumored to have a centisteed cavalry with riders that use mental mutations to keep the beasts c

Cren Tosh

Stats:

Mutations: (P) Shapechange into Lizard

Description:

Combat:

Society:

Crep, Pink

Stats:

Mutations: (P) Modified Vines - Mobility, Symbiosis (M) Death Field Generation, Life Leech, Molecular Disruption

Description:

Combat:

Society:

Dabbers

Stats:

Mutations: (P) Light Generation (M) Empathy, Illusion Generation, Repulsion Field, Telekinesis, Telepathy

Description:

Combat: Dabbers sometimes carry Tech Level III and IV equipment and weapons. Occasionally, they even know how to use them (20% ). When dabbers fight, they use their Repulsion field mutation to ward off small projectile weapons. They use their telekinesis to lift the items to their hands. Their illusion generation is particularly strong. They can muster up visions of warbots or horrible monsters to scare their opponents off when they are at a combative disadvantage. Their telepathy and empathy give them a tremendous advantage when dealing with their opponents. They are almost impossible to ambush. As a rule, they engage in combat only to acquire fun little baubles or in self-defense if cornered.

Society: abbers are found in small, family-oriented groups. These groups, in turn, are only a small section of a larger clan. These clans, or cities, consist of up to 100 dabber families. Dabbers are intrigued with anything shiny. If they see another creature with an object, they approach cautiously, asking for it. If turned down nicely, the dabber leaves distraught, but understanding and accepting that the object is cherished by its current owner. If turned away cruelly, the dabber runs away. Often (90% of the time), the dabber then comes back with up to seven friends to take the object, and anything else that strikes his and their fancy.

Ert Teldens

Stats:

Mutations: (p) Immolation

Description:

Combat:

Society:

Erts

Stats:

Mutations: (P) Petrify Poision I12

Description:

Combat:

Society:

Fens

Stats:

Mutations: (P) Shapechange

Description:

Combat: The fen has several natural attack forms at its disposal. While in its standard man-fish form, it can use its tail to slap an opponent standing behind or to its sides for 4d6 points of damage. It can also attack with any weapon it might have. The fen also can use any weapon that does not require fine manipulation, since its fingers are heavily webbed. In its bird form, the fen has three attack forms that it may direct at only one opponent during a sinle ground of It can buffet with its wings for ld6 points of damage per wing, and it can peck with its beak for 2d6 points of damage.

Society: When in water, fens live in a society they call a lyceum. These lyceums swim together then whole lives, hunting during the early dawn and dusk. Basically omnivores, they eat both the flora and the fauna living at the sea or lake bottom. Fens are most prevalent in coastal areas and near large lakes. They are basically friendly and harmless, desiring only to live and let live.

Gators

Stats:

Mutations: (P) Immune to Radiation

Description:

Combat:

Society:

Grens

Stats:

Mutations: None

Description:

Combat: A gren's skin color allows him to blend in with natural surroundings. If a gren is outside his normal forest environment, his Stealth/Remain Unseen bonus does not apply. Though normally peaceful, grens will defend their homes with spears, staves, and other primitive weapons if necessary. They never wear armor or use equipment above Tech Level I, and hate and shun ancient technology. Gren communities are often guarded by domesticated animals or intelligent plants, usually blackuns, gators, kal lins, or obbs. A typical tribe has 1d4 + 2 of a single type of these creatures. Other community defenses include snares and pit traps, and a few settled tribes have primitive catapults

Society: Grens are normally nomadic, living as simple hunter-gatherers in forests and jungles. Some tribes have settled and expanded, however. These communities consist of 20-80 (1d4 X 20) members. Communities form only in very isolated areas. Settled grens still hunt and gather food, but they also tend any food plants which grow within their communities. They are careful to not harm the local ecology, trying to hvc in harmony with nature. Grens are also remarkably adept with animals and can train even the most stubborn of creatures, such as gators. This training ability also applies to semi-intelligent plants and funguses Creatures are domesticated solely for the use of the community and are never kept as personal guardians or pets. Grens are very insular but sometimes help friendly pure strain humans.

Hawkoids

Stats:

Mutations: (M) Fear Generation, Levitation, Repulsion Field

Description:

Combat: Hawkoids are aggressive hunters and will attack almost any reptilian or mammalian life form for food. They are nearly fearless. Hawkoids almost always attack first by swooping silently down upon their prey, attempting to get in one surprise attack. After that, they will usually stay in melee range of a chosen victim, fighting until one or the other is dead. If hard pressed, or if a group of prey seemingly has a powerful guardian, hawkoids will use their fear generation to drive the biggest threat away. Though largely fearless, they are not stupid, and will retreat if their lives are threatened. Hawkoids generally have their repulsion fields to protect them when they decide to retreat with any victims they have slain.

Society: Hawkoids consider hissers and hoops special delicacies. They will not eat carrion. They consider carrins disgusting and will not associate with them. Hawkoids seldom land, preferring to levitate even when fighting or talking. The ability to fly is so precious to them that if for some reason a hawkoid loses it, it enters a self-induced coma and wills itself to death.

Herkels

Stats:

Mutations: (P) Poision Scales I18

Description:

Combat:

Society:

Herps

Stats:

Mutations: (P) Carpace - Relfect Sonic

Description:

Combat:

Society:

Hissers

Stats:

Mutations: (P) Immune to Lasers and Sonics (M) Mass mind, Sonic Blast, Telpathy, and One More Rolled at Random.

Description:

Combat: Most hissers fight with clubs, sonic blast, and mental powers, although 20% of any group may have artifacts useful in combat and know how to use them (50% chance). They wear no armor, relying on their scales which are both hard and somewhat reflective of laser attacks. Half of all hisser patrols are accompanied by packs of trained squeekers. When accompanied by squeekers, a hisser's Stealth/R.U. drops to + 3. Hissers seldom attack alone and are never uncoordinated. They use their telepathy to execute precise maneuvers on the battlefield. Groups follow the orders of a leader who stays back from the battle, processing the thoughts of the others. If this commander is slain, there is a brief period ( 1d6 rounds) of disorganization before another hisser assumes control.

Society: Hissers are communal creatures. Each village (clutch) is ruled by a brood queen; nearly all the hissers of the village are her children. A nest queen may rule several villages which are composed of the offspring of herself and her children. Some hissers have formed nations, such as Huush, ruled by a single grand matriarch, known as the Great Mother of Us All. Hisser clutches are commonly located on high ground in the swamp. These are silent communities, except for the shrieks of their squeekers (raised for food and defense) since the man-snakes communicate entirely by telepathy. Many cannot even speak the most rudimentary languages. They have little attachment to artifacts, and tor an appropriate offer, they may sell one that they have. However, they do not trust or welcome outsiders.

Hoops

Stats:

Mutations: (P) Leap 2x MV, (P) Transform Metal to Rubber at will 1 Meter Radius (M) Mass Mind (M) Telepathy

Description:

Combat: Hoops patrol their home area in military units. When they spot an intruder, they attack first with ranged weapons, then leap to attack in an organized manner. Hoops are able to leap as far as 10 meters. Once hoops have moved into melee, they will first attempt to touch any metal items carried by their opponents. If they are successful in this attack, the molecular bonding of the metal item is altered, and it becomes like rubber-soft, stretchy, etc. Softened weapons and armor are all but useless; armor protection is negated and weapons do minimum damage. Artifacts affected by this power no longer work. Once the hoops' opponents are weakened in this manner, the hoops will proceed to enter melee. After 1d4 hours the softened metal returns to normal, and the item resumes its normal shape. Artifacts will function normally once again. During a combat, hoops use their mutations to stay in contact with and help one another.

Society: Hoops Society is based on a military structure, and a community's leader is always called "general." Hoops try to gather as many artifacts as they can to "maintain combat superiority." They consider "floppsies" a derogatory term.

Hoppers

Stats:

Mutations: (P) Chamelon Powers, Horns

Description:

Combat: Jackalopes are easily spooked unless they have been trained. A wild jackalope will attack anything which startles it, leaping at the offensive being (or object) and attempting to skewer it. A hopper will attack until it is hurt or otherwise frightened, such as by a loud noise or bright light. Once it has been frightened, a jackalope will hop away, often pausing after only one or two leaps, hunkering down and using its chameleon powN m11rntion to blend in with its surroundings. After blending in, the hopper tries to remain still until it believes that the source of the danger has left.

Society: Hoppers live in small family herds. A typical herd will consist of half adults and half young. If approached carefully, young jackalopes can be captured and trained. They will respond to only one master, and will still be easily spooked, though the presence of its master will raise a hopper's morale to 12. Jackalopes have very rough gaits, and a first-time rider is 80% likely to fall off and take 1d6 damage. A trained jackalope can carry one man-sized rider. A hopper with a rider can leap 10 meters, while an unencumbered hopper can leap as far as 15 meters.

Horl Choos

Stats:

Mutations: (P) Disolving Juices, Mobility, Spines

Description:

Combat:

Society:

Jagets

Stats:

Mutations: (P) Attraction Odor, Poison Weakness (M) Fear Generation, Feat of Plants, Levitation, Precognition, Telekinesis, Telepathy

Description:

Combat: Jagets avoid combat with foes much larger than themselves, but occasionally cooperate to pull down a large animal. A single human-sized opponent may be attacked by a lone jaget, but the savannah cats generally pursue smalkr and safer game. Jagets attack with two claws and a bite. If hunung together, the cats will often use their fear generation ability to drive prey towards the waiting pride. Jagets will attempt to use their intuition abilities in combat, gaining a + 2 THAC with a successful MP roll.

Society: The savannah cats are a wide-ranging race of hunters. Their intelligence is barely above the animal, and their lives revolve about the hunt. On the open plain, they usually live in family groups, which cooperate in the taking of prey and the defense of the group. Families are composed of a mated pair and one or two young or subadults. Their telepachic and intuitive abilities make it nearly impossible to surprise a group of cats, and also make the jagets skilled stalkers. Rarely, savannah cats are found wandering alone far from their homelands as the compan10ns of other creatures. Usually this is because, due to their substantial mental powers, jagets are often desired as followers or hirelings of other species. Jagets love bright, shiny objects and often slip into human camps to pilfer small artifacts.

Kai Lins

Stats:

Mutations: (P) Attraction Odor, Electrical Generation, Immune to Radiation, Radiation Eyes

Description:

Combat:

Society:

Kamodos

Stats:

Mutations: (P) Sonic Blast x3 (M) Absorption (Heat), Intution, Mental Sheild, Molecular Disruption, Reflection, Will Force

Description:

Combat:

Society:

Keeshin

Stats:

Mutations: (M) Cryokinesis (15), forcefield generation(15), life leech (15), Mental Reflection (12), Mental Blast (11), Telekinetic hand (17), Telekinesis(16) Telekinetic Flight (13)

Description:

Combat:

Society:

Kep Plants

Stats:

Mutations: (P) Dissolving Juices, Seed Mobility, Modified Roots

Description:

Combat:

Society:

Lil

Stats:

Mutations: (P) Light Generation, Physical Reflection, Wings (M) Anti-Life Leech, Dual Brain, Empathy, Force Field Generation, Illusion Generation, Mass Mind, Telepathy, Total Healing

Description:

Combat: The grace and beauty of these tiny beings hides their incredible roughness They will avoid combat as much as possible, preferring to use their vast array of mutations to protect themselves and drive opponents away. If forced into close melee combat they are essentially helpless. Lils often use tiny bows and arrows which do 1 point of damage if they hit successfully, but are dipped in intensity 15 sleep poison. This poison functions like paralytic poison, but never goes above Stage III. Stage III is "asleep." It lasts an hour.

Society: Lils live in village built of mazes of brables, building small nest-like family dwellings. They are very playful and mischievous, playing pranks on one another and on outsiders. They prefer to avoid contacts with other intelligent life, though they have been known to aid travelers who have not caused them any problems. Lil often have artifacts of great sophistication, but their ability to use such items is limited by their size. Nonartifact items are always Tech Level I or II.

Mantis

Stats:

Mutations: (P) Speed increase

Description:

Combat:

Society:

Menarls

Stats:

Mutations: (P) Heightened Strength

Description:

Combat:

Society:

Narl Eps

Stats:

Mutations: (P) Seed Mobility, Modified Roots

Description:

Combat:

Society:

Obbs

Stats:

Mutations: (P) Immune to Heat & Radiation & Lasers. Radiation Eyes

Description:

Combat:

Society:

Orens

Stats:

Mutations: (M) Telepathy, Telekinesis, Will Force

Description:

Combat: Any given orlen's combat abilities will vary widely with the nature of the extra mutations he may have and what kind of weaponry he is carrying. A typical orlen might carry two battle axes, a duralloy shield, a flintlock rifle, and an IR laser pistol, with a grenade or two thrown in for good measure. He would prefer to save the pistol for an emergency and use the flintlock from good cover, entering melee only when necessary.

Society: Many orlens are wanderers, but there is a significant segment of the species that likes to settle down. The only orlen settlement of any significant size is Jainus, a fairly large city. Nomadic orlens are peaceful and gentle. The urban orlens are more aggressive and love sporting events, particularly those with a lot of physical contact.

Parns

Stats:

Description:

Combat:

Society:

Perths

Stats:

Mutations: (P) Radiation Generation

Description:

Combat:

Society:

Pinetos

Stats:

Mutations: (P) Heightened Senses: Visual, Heightened Senses: Olfactory

Description:

Combat: Opposite the neck growth is another growth that tapers to a relatively thin stalk. This stalk is flexible, and the plant can use it to attack. This attack is treated as a tail swipe.

Society: Horse cacti are encountered in small groups of two or fuu1, u1 hrn.b of as much as 16. They reproduce by budding. Pinetos are extremely skittish and will bolt as soon as they perceive a threat. Only one of a pack has to become aware of the threat for everyone else to run. Intelligent races, such as sleeths, have tamed pinetos and used them as beasts of burden and riding animals. In this respect, they have the same endurance and load-bearing qualities as a normal horse.

Podogs

Stats:

Mutations: (P) Immune to Poison, Mimic Sounds (1% have Dual Brain) (M) (1% have Telepathy and 1 other random mutation)

Description:

Combat: Podogs attack with a powerful bite, but begin com bat with a rush, charging and leaping for the throat of their victim. This first rush allows them to make a full move and then atttack with a + 2 THAC. A successful hit of 4 or more above the required number means a small- or medium-sized victim has been knocked flat and is now fighting prone. Podogs also have the unusual habit of baying as they attack, exactly imitating the cries or sounds their opponents may be making. Note that the character who tries to use sonic blast or uses a screamer on a pack of rushing podogs will have as many as a dozen hounds return ing the sonic attack at full cffrLL. Wheu figlniug a.\ u10ums. podogs still imitate sound, but they cannot use their bounding rush to enter melee.

Society: Podogs are very intelligent creatures and have a rich oral pack tradition. They are not tool users, but they certamly understand some basic implements like bows and arrows or simple machines. If they are encountered as mounts, it is because they feels friendship for the person riding them-a podog will never allow itself to be saddled and ridden by a stranger' In thr wild, podogs are clever and dangerous hunters, using thrir sound imitation to maximum effect and making fast, hit-andrun attacks to weaken strong prey.

Rakoxen

Stats:

Mutations: (P) Partial Carpace, Antlers

Description:

Combat: Rakoxen typically attack when they are spooked . The rakox will gore with its extraordinarily dense set of horns once per round and can charge if the target is more than 10 meters away. Rakoxen are exceptionally strong for their size (PS 24), giving them a bonus to damage and THAC in combat . A normal gore attack does 2d6 + 6 points of damage, while a charging attack does 4d6 + 6 points .

Society: Rakoxen roam plains areas in large herds, grazing in groups of 20d 10. They are also found in many Tech Level II and III civilized areas, where they are used to pull wagons , plows, etc . Domestic rakoxen often have their horns saw down or capped by their owners. If sawn , the horns grow back in a season , requiring them to be cut again . Rakoxen are rarely ridden, since they tend to buck off riders. In many places, older rakoxen are butchered for food. The meat is salty but otherwise palatable . The hide can be cured and used , but it is less serviceable than rog hide (see the "Campaign " chapter). The horns are hollowed out and made into musical instruments or storage containers , like gunpowder horns.

Red Crep

Stats:

Mutations: (P) Modified Vines - Mobility, Symbiosis (M) Death Field Generation, Life Leech, Molecular Disruption

Description:

Combat:

Society:

Seps, Sand

Stats:

Description:

Combat:

Society:

Seps, Snow

Stats:

Description:

Combat:

Society:

Serfs

Stats:

Mutations: (P) Heightened Strength, Partial Carpace (M) Deathfield generation, Density Control (others), Life Leech, Light manipulation, Mental Blast

Description:

Combat: Serfs may make two claw attacks per or other type of attack. They much prefer to engage in mental combat as opposed to physcial melee, and are 90% likely to do so. Serfs commonly wear chain mail into battle and will fight with Tech III weapons, such as flintlock rifles. They prefer the battle axe to sword in melce combat .

Society: Serf, are either encontered as a small patrol, or may be found in large "brigades" of 5d20+50 individuals. (a bridage will include 30% females and 30% children.) Serfs are militant, and prefer to dress in uniforms imitating ancient military and police designs, using these as clan symbols. They are lifely to attack other brigades of serfs as they are other enemies. Although they are a Tech Level II society, they readily use higher Tech Level equipment if shown how to operate it. They are semi-nomadic, traveling when food in a partiiclar area becomes scarce, or whth the changing of seasons. Once every few years, at the whim of the commander, a brigade travels to Gran Rads. Once there it partipates in a festival of celebration with other serf bridages, holding fladitorial contests and swapping stories. One serf clan, the Ministers of Thought, never leaves Gra Rad. Its memvers believe that a serf leader called the Forstar will be born to their caln there, and will lead the serfs to create a great new Nation.

Seroon Lous

Stats:

Mutations: (P) Aromatic Powers, Modified Vines and Roots

Description:

Combat:

Society:

Sleeths

Stats:

Mutations: (M) Plant Control, Precognition, Telepathy, Total Healing

Description:

Combat: Sleeths are normally peaceful. They use their mutations and intelligence to avoid combat, sending plants to attack and using telepathy and intuition to discover the intent of their opponents. They prefer using nonlethal high-tech weapons to defend themselves. If forced, they will fight using me lee weapons of Tech level I, II, or III , coordinating their efforts with telepathy.

Society: Sleeths live in peaceful, scholarly communities. Each sleeth village is headed by a dean, who often presides over a governing body called a faculty. In times of trouble, the deans of neighboring villages gather together and form a college . They then elect a president from among their number to preside during their decision-making. Once the trouble is dealt with or the major decision made, the college and presidency dissolve, and the deans return to their villiages. The faculty is composed of professors, the most respected members of sleeth society. Beneath the professors are teachers and students. Visitors are often referred to as transfers. Sleeths tend to be friendly to transfers . They are subtly arrogant in the extreme , however, believing themselves to be men tally superior to all other races. Sleeths build beautiful villages and towns. Thev make full use of their plant control ability. Though sleeth villages and towns are mostly Tech Level III, they almost always contain high-tech items. These items are put to easse living contiinos and for defense.

Soul Besh

Stats:

Mutations: (P) Chamelon Powers, Paraytic Poison (I18) (M) Intution

Description:

Combat:

Society:

Squeekers

Stats:

Mutations: (P) Sonic Blast

Description:

Combat: Squeekers are pack animals, taking their prey by surrounding and overwhelming the target. Although vicious and quite capable of causing serious harm, squeekers have never been known for their courage. When hunting, they single out weak or isolated targets that can easily be pulled down. Their most common hunting tactic is to stealthily surround the victimm and then rush out all at once, directing their sonic blast attacks at the target. If the civtim is still standing, they then attack with their bite, clinging to the animal until it is pulled down by the weight of their numbers. If their dinner puts up strong resistance, they will circle it at a safe sitance, hoping to wear the target down by repeasted lunges. If this does not work or help arrives, the squeekers flee in all directions.

Society: Squeekers can be found in any terrain, but are most frequently encountered near settlements, lurking around garbage pits, or close to the lair of larger creatures. They prey on passerby or scavenger food from the waste of others. Their dens are usually a small complex of underground tunnels with several shambers and exists. Squeekers can be domesticated somewhat and trained to severlike guard dogs and hunting animals. This requires that they be trained from birth and even then can only be accomplished by those immune to their sonic blast mutation. Hissers, in particular, keep pens of the animals for use both in the hunt and as food. Indeed it is likely that the hisser immunity to sonic blasts developed slowly from a close relationship squeekers.

Terls

Stats:

Mutations: (P) Immune to Heat, Sonic, Laser, and Light. Sonic Blast (M) Cryokinesis, Telekinetic Flight

Description:

Combat:

Society:

Wardents

Stats:

Mutations: (M) Heitened Intelligence, Metal Reflection, Mental Control, Telepathy, Telekinesis, Will Force, Stunning Force

Description:

Combat: Not having a great physical preseme, the wardents, opt to combat threats mentally, which provides them with a chance to escape, if necessary. They are not naturally aggressive and will avoid violence, if possible. They are quite cunning, and will usually keep potential enemies at bay with a variety of mental tricks. Occasionally, a wardent will carry an artifact weapon of some sort, but will avoid using it except in dire need.

Society: Wardents tend to be solitary by nature, usually traveling alone, or with a single companion. They dwell in deep and inaccessible mountain and forest regions, and their homes tend to be complex mazes of winding passages made of mud walls or intertwined in the branches of very tall and large trees Thev have a natural curiosity for knowledge and odd experiences, as well as an insatiable hunger for tasty food . These traits can convince a wardent to join in on an adventure. provided anu group it comes in contact with does not seem menacing to it. Although wardents are natively a Tech Level I culture, they have no fear of stranger artifacts and will readily use them. It is not uncommon to see wardents with steel knives, flintlocks or even artifacts that they have found or acquired that they have found or acquired through trade. Their insatiable curiosity means that any usable artifacts which fall into their hands will soon yield up their secrets or be broken.

Win Seen, Green

Stats:

Mutations: (P) Modified Vines and Roots (Poison and Tangle Vines Intinsity 14), Sonic Blast, Allurement (17), Squeeze vines

Description:

Combat:

Society:

Win Seen / Winisleans, Yellow

Stats:

Mutations: (P) Modified Vines and Roots (Poison and Tangle Vines Intinsity 14), Sonic Blast, Allurement (17), Squeeze vines

Description:

Combat:

Society:

Yexils

Stats:

Mutations: (P) Immune to Cold, Laser Eyes (as a Laser Rifle)

Description:

Combat:

Society:

Zarns

Stats:

Mutations: (P) Paralytic Poison I16 (M) Teleportation

Description:

Combat:

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Zeethh

Stats:

Mutations: See Behavior

Description:

Combat:

Society:

Attercops

Stats:

Mutations: (P) Electrical generation (14), (M)Immune to mental Attacks except Illusion

Description:

Combat:

Society:

Attercops Abulare

Stats:

Mutations: (P) Electrical generation (14), (M)Immune to mental Attacks except Illusion

Description:

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Fleshins

Stats:

Mutations: (P) Shapechange (10) gator only, New body parts, spines, poison spines (intensity 15 delilitative). Immune ot own poison, Feeding Frenzy

Description:

Combat:

Society:

Katkins

Stats:

Mutations: (P) Heightened balance, Heightened speed (10), sound imitation (M) Thought Imitation

Description:

Combat: Katkins typically rely on their own natural weapons and small Tech II ranged weapons-darts, javelins, and small bows and arrows. If they possess usable artifact weapons as part of their treasure, they will use these too. However, because of their small, light frames, katkins do not carry rifles or othrr large weapons when on the hunt. Such gear is typically mounted for defense of the lair. Their most common defense tactic is to use sound imitation to lure their prey away from the herd or nest and then attack from the trees. By custom. they prefer to make kills with their own claws, often weakrnmg a victim with missile weapons before closing in for melee.

Society: Katkins live in small family groups among the treetops. The adults typically hunt as a team and kittens, when old enough, assist by driving the prey closer to the pair. Katkins are reclusive and keep treetop summer homes-small, camouflaged huts of branches and bark high in the trees. In winter, they move to warmer quarters, usually a dwelling made from a hollowed-out tree, although some have been know to build cabins. Contact with the outside world is normally limited to a few select traders. Katkins are the mortal foes of squeekers. They will attack these vermin whenever encountered, although not by foolhardy means.

Sarbises

Stats:

Mutations: (P) Heightened senses-Sight, Smell, Taste, Directional sense

Description:

Combat: Varks are not warlike creatures, and mainly prefer to be left alone. They favor defensive tactics, especially burrowing out of danger. However, once roused, they are tenacious fighters and will continue until death or victory is gained. They are quite comfortable with most types of Tech III weaponry and will use it to their best advantage.

Society: Sarbises can be found in almost any terrain except the coldest . Their settlements or camps invariably signal the presence of minerals, for the sarbis are passionate miners . The camps are a mixture of above- and underground constructions. Sarbies are paranoid that others (especially other sarbis) might try to "claim-jump" their diggings, so most camps are well defended with stockades and guard towers. Attack is made doubly difficult since the ground outside the camp is broken by jagged heaps of tailings. Sarbises rely on trade for food, clothing, and other interesting goods. In exchange, they sell refined minerals-ingots of pig iron , copper, lead, tin, nickel, bags of sulphur, salt, and coal; whatever is useful from the earth. Because few others have the talent to dig and smelt these needed metals, sarbises are often left unmolested, even in the most hostile territories . Each camp is ruled by a strong man, a single leader who achieved his posmon through bullying and threat . All trading in the camp is controlled by the strong man or his minions. Sarbises will often buy artifacts useful to mining, sometimes offering other artifacts or to make useful implements in exchange.

Ba'crolbai

Stats:

Mutations: (P) Atmovore, Speed Increase

Description:

Combat:

Society:

Ba'mutan

Stats:

Mutations: (P) Shell, Absorption - Physical, Reflection - for Non-Mental Attacks), Gas Generation

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Ba'sled

Stats:

Mutations: (P) Ultravision, Infravision, Sonic Roar

Description:

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Blassut

Stats:

Mutations: Chameleon Powers Infravision

Description:

Combat:

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Bofs

Stats:

Mutations: (P) Large Horns (Dm=9), Heightened Strength, Manipulative hands

Description:

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Boomerth

Stats:

Mutations: (P) Mobilty, Increased Senses - Vibration. Physical Reflection - Fire, Berries

Description:

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Society:

Bu'Daan

Stats:

Mutations: Physical Reflection - Electro-Magnetic Electrical Generation (30) Phlegm Ball (Orange = Sticky & suffocates in 5 turns, Yellow = Stuns victim for 1d10+6 turns, Green = traps for 1d8 turns, Blue = knocks victim down for 2 turns. Size = 15 meter radius)

Description:

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Society:

Chotslith, Large

Stats:

Mutations: (M) Mental Shield

Description:

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Society:

Chotslith, Medium

Stats:

Mutations: (M) Mental Shield

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Daycut

Stats:

Mutations: (P) Color Bling, Light Generation (M) Absorption-Sonics

Description:

Combat:

Society:

Ed Eps

Stats:

Mutations: (P) Invunerable to fire, heat, and checmial defoliants.

Description:

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Society:

Ekola

Stats:

Mutations: (M) Temporal Fuge

Description:

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Frid Esk

Stats:

Mutations: (P) Increased Sense - Smell, Radar / Sonar.

Description:

Combat:

Society:

Holcut

Stats:

Mutations: (P) Heightened Vision, Heightened Olfactory sense

Description:

Combat:

Society:

Krea

Stats:

Mutations: (P) Electrical Generation, Sonic Blast (M) Quick Teleportation, Pyrokinesis.

Description:

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Mut Choo

Stats:

Mutations: (P) Increased Sense - Sight/Smell/Hearing; Flight- Gas Bags

Description:

Combat:

Society:

N'thlai

Stats:

Mutations: Roll a D10. On the result of a 1, roll twice on the following table. Otherwise roll once. 1=Beguiling; 2 = Confusion; 3=Epathy; 4=Fear Generation; 5=Genius Cpabaility; 6=Intuition; 7=Leitation; 8=Mental Blast;9=Mental. Control; 10=Pyrokinesis

Description:

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Society:

Nep Ep

Stats:

Mutations: (P) Adaptation; Modified Roots- Squeeze; Modified Branches- Electrical Discharge (see below); Contact Poison Sap; Aromatic Powers

Description:

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Society:

Ny'an

Stats:

Mutations: Poison Sting (85% chance of injection. Intensity level = 2d6+2. for each Spike Tail attack)

Description:

Combat:

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Omnitar

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Description:

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Prot Eps

Stats:

Mutations: (P) Total Immunity

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Quanakus

Stats:

Mutations: (P) New Body Parts - Sensory Antenna (see below), Physical Reflection - radiation; Absorption - light

Description:

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Rakees

Stats:

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Combat:

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S're'daan

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Description:

Combat:

Society:

Sheezu

Stats:

Mutations: (P) Absorption - Acid

Description:

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Shez'ur

Stats:

Mutations: (M) Racial Mind

Description:

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Sho'day

Stats:

Mutations: (P) Infravision, Regeneration (M) Empathy, Thought Imitation, Telepathy, Total Healing - Others

Description:

Combat:

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Smokerth

Stats:

Mutations: (P) Combustibility

Description:

Combat:

Society:

Smovbai

Stats:

Mutations: (P) Dimisnished Smell (M) Directional Sense, Absorption-Radiation

Description:

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Society:

Sre'froth

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Combat:

Society:

Sucslith

Stats:

Mutations: (P)Chameleon Powers

Description:

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Tsorsut

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Combat:

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Vene'aMub

Stats:

Mutations: (P) Collapsible Exoskeleton

Description:

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Society:

Abomination

Stats:

Mutations: (P) Phtotosynthetic Skin (28), Skeltal enhancement (18), Speed Increase (14), Duality (15), Enhanced Smell (12) (PL) Divisional body segments (15) (M) Phobia - Androids (16), Fear Generation (10), Tempral Fugue (12), Life Leech (14), Cryokinesis(8)

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Abomination Claws

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Android

Stats:

Mutations: None

Description:

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Society:

Android

Stats:

Mutations: None

Description:

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Bounder

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Batslith

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Conola

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Cynl'xon

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Debgon

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Society:

Equinoid - Race

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Erdgon

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Felgon

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Fhotl'Xon

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Gelgon

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Guman

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Indie

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Inslith

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Jemagon

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Kraw

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Combat:

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Mught

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Nogl'Xon

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Rakrods

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Rismish

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Rodcut

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Combat:

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Rodqas

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Combat:

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Rrerslith

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Combat:

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Sarbis - Race

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Combat:

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Sergon

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Shinarl

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Combat:

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Skyzorr'n - Peon

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Skyzorr'n - Queen

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Skyzorr'n - Sacred Warriors

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Skyzorr'n - Warriors

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T'Brath

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Combat:

Society:

Verbat

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Combat:

Society:

Wedl'Xon

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Combat:

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Woo'N

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Combat:

Society:

Xanqas

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Combat:

Society:

Timon

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Description:

Combat:

Society:

Timon's Dabber Agents

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Ermon

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Combat:

Society:

Ranse

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Combat:

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Jonn Dukas

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N'Yark

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Combat:

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Alynor d'Vrie

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May'Jir

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Mentus

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Shiir'ka

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Hrierf

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Kiikce

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Combat:

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Nytacal

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Combat:

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Unsut

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Combat:

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Y'Zor

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Combat:

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Wed Tsurp

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Combat:

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Anfal

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Carrday

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Combat:

Society:

Nort

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Combat:

Society:

Scar

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Combat:

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Freleng

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Combat:

Society:

Norien

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Combat:

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Partha

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Combat:

Society:

Timon

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Combat:

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Sutkins

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Combat:

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Gri'xon

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Combat:

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Ini'xon

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Combat:

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Ashi'xon

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Combat:

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Badgon

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Frothgon

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Ghitgon

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V'ath

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Albilope

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Pierinhorl

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Combat:

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Pierinhorl

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Suthorl

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Juog

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Helslith

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Maali - alone

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Maali-Village

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Harod

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Lajjin

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Irnslith

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Hyri'xon

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Hophar

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Hargon

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Crep,White

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Czonk

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HarlanQuade

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Etar

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Brutus

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Cool Jules

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Coote

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Drona

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Hugoth

Stats:

Mutations: (P) Two Trunks, Head Generation (20), (M) Thought Imitation (8)

Description:

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Jut

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Krone

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Combat:

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Markus Dema

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Nik'toth

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Nos'ferat

Stats:

Mutations: (P) Wings, Radar/Sonar, Energy Metamorphosis/Radiation, Knockout Poison (tail Sting), Immunity to Electrical effects (D) Nocturnal, Inhibiting field

Description:

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Rojak

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Combat:

Society:

Silus

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Sly

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Combat:

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Teakel

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Combat:

Society:

Tehwhisz

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Combat:

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Waja

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Combat:

Society:

Waldis

Stats:

Mutations: None

Description:

Combat:

Society:

Professor Foss

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Combat:

Society:

Colonel Robert Markus

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Shreelon

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Combat:

Society:

Shreelon cyborgs

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Combat:

Society:

Shreelon Android

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Combat:

Society:

Shreelon Crystal Guardian

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Society:

Shreelon AI Unit

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Aeroscpids

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Blade Whales

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Blaster Blossoms

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Crusteans

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Dracus

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Encroaches

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Flipps

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Garrels

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Harmony Trees

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Hogarts

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Howlers

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Jestes

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Juggernauts

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Marloks

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Mountain Men

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Sifoners

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Spitters

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