Category: 🐾 Bestiary
Explore my comprehensive Bestiary, a collection of science fantasy mutants, science fiction robots, mythical creatures, folklore beasts, and legendary monsters. Dive into detailed descriptions, origins, and cultural significance, all designed to fuel your imagination and enrich your storytelling experience
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- The figure appears humanoid and is clothed in a plain jumpsuit. It seems to have no other possessions. Its body quivers and shakes in a very inhuman way. It appears to be made of a dark brown, glistening, gelatinous substance. The disgusting creature will attack the party by bashing characters with its two misshapen fists.
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- The few expeditions that have made it to the lunar surface and back tell dreadful tales of the strange life forms that developed after the inhabitants of Tycho Center, the Moons only manned base, were slain by disease. (See A World Gone Mad, DRAGONissue #86, and A Field Guide To Lunar Mutants," DRAGON issue #87.) One of the mutant plants now found at Tycho Center is the so-called blaster blossom, a mutant orchid.The blaster blossom is a reactive mutant, using its powers whenever it is touched. It has two attacks. The first is a spore cloud (treated as intensity 17 con- tact poison) that can slay victims with relative ease. This is fired whenever anything touches the blossom. The sec- ond attack is a actually a series of ran- dom energy attacks, fired whenever any metallic object (such as a robot) touches the plant. In a random manner, it will use one of the following attacks (roll1d4, one attack for one action turn):1) inflict 3d10 heat damage up to 3 m from the blossoms flower stalk, in the direction of the thing that touched it; 2) fire an electrical bolt doing 2d26 damage up to 10 m from the blossoms flower stalk, in the direction of the thing that touched it;3) fire an energy-draining bolt that instantly reduces all power cells within 5 m of the blossom to half energy; or,4) energy negation activated for 2-20 action turns, within a 15 m radius. If the spores ever kill the creature who touched the plant, they will grow in the dead body and become 1-3 new blaster blossoms within three days.
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- Gliders are large lizards which possess extraordinary powers of concealment. They are carnivorous in nature, and their forelegs have developed into broad wings, which they use to swoop down on their prey. Gliders cannot truly fly, but can descend upon a victim in a silent glide that adds a +2 bonus to oppo- nents chances of being surprised (even with heightened hearing). This glide can be extended for twice as far a distance as the gliders altitude at the time it takes off; e.g., a glider starting at a height of 20 m can glide down to prey on the ground 40 m away. Gliders climb extremely well using their back legs and winged forearms, each of which has a free claw useful only for hooking into tree bark to hold position. Gliders may be found at any altitude to which trees can grow. They avoid sailing out over bodies of water, as they cannot swim. Though of animal-like intelligence, gliders rarely bother creatures which possess considerable amounts of Tech II or Tech III equipment, perhaps because they dislike the smell produced by such items. Gliders often can be caught when young and raised as pets. Native jungle inhabit- ants have also lived in peace with gliders, feeding them on scraps and employing them as guards for villages. Gliders possess a low-grade form of radiation eyes (2d6 Intensity Level radia- tion per shot) that is emitted as beams of green laser light. They use this attack only against large creatures, and never against creatures they intend to eat.
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- Win Seen are ground covering creepers that can spread to cover a large area (as much as 20 meters in diameter) The blue-green land variety covers shady areas of ground and grows in groups which are so entangled that is difficult to tell where one plant beigns and another leaves off. The yellow-green aquatic variety floats freely on the surface of shallow water, ponds, marshes, and rivers.
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- The sarbis looks strikingly like a 2-meter-tall bipedal aardvark. Its body is covered with coarse yellow to gray fur, and its face is dominated by a long snout. The hands, while manipulative, end in powerful claws good for digging and fighting. 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. Sarbises 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 position 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.
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- The X.M.A.S unit was oringnally designed to serve in department stores around the world. The general design became so popular that it wsa manufavtured with grav sleigh and robotic servo reindeer. The unit that landed in New Hope had obviously been modified into something different than the original design intended. It will be friendly to all the people of New Hope and give out tous and hte like to kids. It will talk to everyone and ask them what they want and promise to bring it the nex year ( a promise that cannot be kept). If the characters contine to attack after it lands, it will be forced to devestate the town, until some mutant destroys its power source.The unit is also equipt with Vibro Dagger, a Stun Greande Thrower , Laser Pistol, and Laser Rifle.Although it normally operates with hand and foot controls, it does have limited audio control capacity and will obey simple directional commands. All units, including the laser weapons, are powered by broadcast power from the robot factory, giving units a range of 500 kilometers. The S. Reindeer will react to any physical attack with the flame thrower in their tails. Their mini-missiles are shot on the instructions of the X.M.A.S. unit. If the X.M.A.S. unit is destroyed, the X Unit Sleigh and remaining S. Reindeer will return to the factory at maximum speed. Although the X.M.A.S. unit is programmed to be jolly, it will not allow itself to get into situations where it can be easily destroyed.
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- This unit was originally designed to be a Small Cargo Transport. The modified unit has the following additions: Two Separate Force Fields: 200 hit points each; the force fields operate independently of each other. Electrified outer shell: Does 3d10 of damage to all those touching it. Although it normally operates with hand and foot controls, it does have limited audio control capacity and will obey simple directional commands. All units, including the laser weapons, are powered by broadcast power from the robot factory, giving units a range of 500 kilometers. The S. Reindeer will react to any physical attack with the flame thrower in their tails. Their mini-missiles are shot on the instructions of the X.M.A.S. unit. If the X.M.A.S. unit is destroyed, the X Unit Sleigh and remaining S. Reindeer will return to the factory at maximum speed. Although the X.M.A.S. unit is programmed to be jolly, it will not allow itself to get into situations where it can be easily destroyed.
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- These bipedal, human- oid wolves are one of the more deadly species on the Gamma World. Luckily, they arent encountered often, for these clever and malicious creatures enjoy tricking parties of adventurers. They will meet adventurers in their Pure Strain Human form and try to join the adventurers. If they gain the partys trust, they will carefully work their way into positions in which they can success- fully slay as many Pure Strain Humans as possible, as they consider the meat a delicacy.For some unknown reason, howlers are highly allergic to silver metal. If they are merely touched by silver, it will cause 1 point of damage per action turn to them. A weapon made of silver will do double normal damage if it hits a howler. Any damage caused by silver or silver weapons cannot be regenerated or healed by these creatures. Howlers are actually able to smell silver.Both howlers and dracs (q.v.) are believed to have been purposefully bred by unknown agencies or beings for unknown reasons. Howlers resemble the Ancients concept of werewolves in many ways.Howlers will usually possess several items of Tech Level II. They will only associate with other mutant animals, and are quite rare at present.
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- These one- to two- meter long fish are a deep brown color with a dull yellow underbelly. Weirbuled seemingly have some form of intelli- gence, for they are known to cleverly attack only helpless or unsuspecting humans. These creatures have stubby teeth in their gaping mouths which enable them to bite for one die (d6) of damage. Their real weapons, however, are the three pairs of tentacle-like feelers which sprout from either side of their jaw. The longest pair (40 to 80cm) is coated with an acidic mucous which causes one die (d6) of damage when a feeler wounds an opponent. The other two pairs of tentacle-like appendages are semi-manipulative, and, in conjunction with strong pectoral fins and the creature's tail, can be used for locomotion, including climbing into vessels with low gunwales. Weirbuled have been known to capture small boats by climbing or jumping within, followed by the slaying and eating of the occupants. It is reported that truly giant weirbuleds of three or more meters length hove been seen, and such creatures would undoubtedly have more virulent acids. These reports have not been confirmed, although claims of sighting these large creatures persist.
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- Keeshin are albino mutant frogs, standing 1 meter tall with a humanoid posture and functional hands. Their skin is completely white, almost translucent, and coated with a thin layer of slime. Their eyes are wide-set and their mouth is filled with sharp teeth. They rarely wear clothing or adornment.
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- Ger'tal are mutant water striders. They have a slender, dark body, and the ability to "walk" on water. This is accomplished by large water resistant hairs on each foot. To move It extends one claw into the water (otherwise it would just sit there unable to move). They are important carrion eaters.
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- The water crep has a pink flower and lives submerged in freshwater lakes and swamps. Surrounding the plant's bulbous flower is a mass of strong, leafy vines. The crep can move about (slowly) on its thick, flexible roots, seeking better "hunting grounds". The crep's vines are mobile and quite dexterous (although the plant is largely blind, and not very intelligent).
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- This vaguely turtle-shaped unit is 9 meters long by 6 meters wide by 3 meters tall. It has 4 Micro-missile Launchers, 6 Torc Grenade Launchers (500 meter range and 5d20 Torc Grenades), 4 Black Ray Guns (200 meter range), 8 Mark VII Blaster Batteries of 3 guns each, 1 Matter Bomb Launcher 1200 meter range and 6d6 Matter Bombs) and 6 Laser Batteries of 5 guns each (1500-meter range and 15d6 damage per battery). All Warbots have a 200 Hit Point Energy Screen. They can use all weapons simultaneously.
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- He slouches to 1.5 meters tall. His large ears stick out from a bald head. The deformity of his arms and legs would earn him a spot on any beggers' steet. His nose is completly sealed over, eliminating any sense of smell. Waja usually reeks of garbage and rot. His entire body is covered with small suction cups, even his head and face.
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- The Vene'a'mub is similar to a six legged scorpion with large, four gitit hands instead of pincers. A bludgeon tail instead of a stinger, and a lizard like head that weaves back and forth on a thick muscular neck. They are usually colored an oily blue when they are not camouglaged. They have the intelligence and ability to cover themselves with their surroundings for their own safety or to trap prey.
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- This ovoid is sent by the Manhunter to track and hunt down crea- tures that attempt to escape by fleeing into a watery environment. Some versions of this cyber have camouflage detectors that cause fish and creatures using camouflag- ing mutations to appear normally for attack purposes.This cyber is covered in a plastic water- proof covering. It is also equipped with two spear rifles that have a range of 50 meters and have two spears each, coated with a substance that causes sleep for 4d10 action turns (characters drown in 2d4 action turns unless rescued or taken by the cyber). The underwater drone is also capable of leaving a thick black fog of chemical for 10 meters around itself in the water. This allows escape and obscures the vision of creatures in the area for 2d8 action turns. The cyber has sonar sensors that detect creatures up to 200 meters away.Four small, high-explosive, heat-seeking torpedoes (weapon class 16) can be launched, each having a range of 200 meters and do 4d6 hp damage each. The cyber is also equipped with an ultra-pow- erful light that blinds characters looking directly at it for 1d6 action turns out to 30 meters. The cyber has a tractor/pressor beam capable of lifting and carrying up to 200 kilograms.
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- The Holcut stand 4 feet tall at the shoulders and are mutant dogs with skin that looks like a rhino's. They have two rows of teeth in their mouths that they use to tear meat. They also have strange looking muzzles that house their elaborate olfactory system. They are immune to any sort of gas attack.
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- The Holcut stand 4 feet tall at the shoulders and are mutant dogs with skin that looks like a rhino's. They have two rows of teeth in their mouths that they use to tear meat. They also have strange looking muzzles that house their elaborate olfactory system. They are immune to any sort of gas attack.
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- These short, elfin- looking humans are well known for the practical jokes they play on unwary travelers. They live in dense forests, making their homes in hollowed-out tree trunks, and feed upon locally gathered fruits, nuts, berries, roots, leaves, and other edible plant matter. Jestes use their confusion, illusion generation, and density control mutations to cause wayfarers trouble. Of course, speed increase and chameleon powers prove useful when jestes need to hide. If a jeste is hurt by an angry victim of a joke, others will retaliate with their gamma eyes.If characters laugh along with the jestes practical jokes, they will reveal themselves and help the characters if they can, though they will still play tricks now and then. Jestes are curious by nature, and can often be coaxed into joining a party of adventurers. They will always be loyal companions, though they will still joke around when the party is not in a dangerous situation. Jestes encountered in the wild will have 1-4 items of Tech Level II. These will be items that they are able to handle with ease (for example, pistols instead of rifles).Jestes enjoy the company of friendly mutant animals, grens, and wardents. They dislike androids greatly and hate robots, reserving their more malicious tricks for these two groups of beings.
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- A small, tree-dwelling variety of mutant alligator, screps are bright red in color and easily visible among tree foliage. Despite their small size, screps are highly intelligent and possess manipulative hands on their fore- limbs as well as on their rear legs. Their tails are almost as prehensile as those of spider monkeys.These social and friendly creatures live in well-ordered communities among high treetops. They contruct nests from twigs, leaves, and stems, and use rudimentary tools to hollow out holes in trees for shel- ter. Some screps probably live out their entire 200-year lifespans without ever touching the ground. Some screps, being curious and fascinated by technology, carry small Tech II and Tech III devices and weapons, though this is not commonly done.Screps get along especially well with intelligent reptilian beings, but few crea- tures want to attack them anyway. This is probably due to a unique mutation screps possess, termed friendship generation. This unconscious mental mutation oper- ates continuously, and it produces an effect similar to the plant mutation allure- ment, in that anyone within its range may be persuaded that the mutant is a cher- ished ally who must be protected and defended at all costs. This is treated as a mental attack, with the mutants Mental Strength serving as both the range of the mutation in meters and the attackstrength. Since the presence of several mutants with this power requires individ- ual attack rolls for each, those who visit screp communities almost always report that those are the nicest places that any- one could ever imagine.Screps do have one enemy a mutant form of chuckwalla that has made its way into areas bordering screp forests. This creature is not very large, but it is raven- ously carnivorous and possesses a strong form of mental shield. Screps hate these creatures, known as guans, and often recruit friends to fight them.
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- Truly neither fish nor fowl, the terl is a 2 to 3 meter long mutant baracuda that is covered in bright parrot like feathers rather than scales, and capable of breathing air. They are capable of "swimming" through the air via telekinesis. They live in trees like birds as well. The Trel returns to the water to spawn in the spring and it is fully capable of breathing both water and air.
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- This mutant snake has changed beyond recognition since the Social Wars, and it now lairs in mountainous regions and near the north and south polar areas. Being clumsy and slow on land, the hogart prefers to stay aloft and avoids contact with almost all other creatures.The hogart is capable of creating sonic his mutant snake has changed beyond recognition since the Social Wars, and it now lairs in mountainous regions and near the north and south polar areas. Being clumsy and slow on land, the hogart prefers to stay aloft and avoids contact with almost all other creatures.The hogart is capable of creating sonic booms from snapping its wings. Sonic boom generation is a conscious physical mutation, useable three times per day, and it will affect all those within a 20-m radius in front of the hogart. The sonic boom blast causes 6d6 points damage, and all those who fail a constitution check (CON x 5) will become deaf for 24 hours. A hogart will only attack out of hunger or if attacked first.The hogart has learned to use its heightened vision to scan intelligent parties carefully from high altitudes, thus avoiding the more dangerous oppo- nents. If necessary, a hogart will delay attacking an enemy until the opponent is engaged in combat with another crea- ture or until the opponent is asleep. The hogart will then drop out of the sky like a rock, coming to a sudden halt directly over the victim as it snaps its wings and generates the sonic boom. It can then hover and continue to generate thesonic boom every action turn thereafter. Hogarts can sometimes (if carefully approached) serve as guides, for theyknown the territory around their snowy lairs very well. Hogarts do not like yexils for some reason, and often attempt to blast them out of the sky.Hogarts have snow-white scaly skin and feathered wings, with a coarse blue mane running from the backs of their heads to their tails. Their wing feathers are highly prized for decorative pur- poses, and four sacks full of feathers (as much as can be taken from a hogart) would be worth about 150 gold pieces.
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- These great mutated bald eagles take their name from ancient human stories of giant birds that lived in hidden mountain lairs. With a wingspan of over 20 meters, these are the largest avian creatures known on Gamma Terra. They otherwise look much like their ancestors, with dark brown or black feathers and a white-feathered head. Their keening cry can be heard for miles around, and their talons can grasp and pick up a rakox with ease.
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- This mutated snake grows to a maximum length of 4 m, and is a deep, cobalt blue in color. A xloe pos- sesses a single pair of lizardlike legs just behind its head which aid in movement, and its body splits into two separate tails, which gives the xloe the ability to use them as whips in combat.In addition, when excited or surprised, the xloe can slap its two tails together to produce a thunderous sound equal in force to a sonic blast, aimed in all direc- tions. This attack has a range of only 8 m radius, and can only be performed three times per day. Those who have never experienced this attack must roll against their MS x 5 or flee as if affected by the fear generation mutation, as the blast temporarily affects the victims nervous systems. Those who have suffered one xloe blast, however, can mentally strengthen themselves against furtherattacks of this sort, and they do not have to flee.Xloes live in any climate save arctic and high mountainous regions. They prefer fresh-water lakes, probably because of the abundance of wildlife in these areas.
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- Encroaches are found wherever food to their liking (i.e., food prepared for humans) is available. They inhabit ruins instead of populated cities because of their talent for turning popu- lated cities into deserted ruins. They are prolific and voracious, and there is vir- tually no way to remove them from any sort of building. Furthermore, they frequently (GMs option) carry terrible diseases similar to those used by plants with the bacterial symbiosis mutation. Encroaches are very fast for their size, but they are unintelligent and generally do not move more than a few meters in a straight line. It is their habit to spread their kind by hitching rides on more mobile creatures when the local popula- tion reaches saturation point or the food supply is exhausted (which is virtually always). Character parties will encounter encroaches in abandoned storerooms and kitchens. The little insects will pour out of cupboards and containers and try to crawl all over the party. They can be outrun by creatures faster than themsel- ves who are not surprised. Otherwise, nothing will prevent each and every character from being literally covered with encroaches. Encroaches are immune to all forms of electromagnetic, thermal and nuclear attack (and to poison as well); only direct kinetic force (squashing) will harm them. It is futile attack them en masse, since each one that is killed will be replaced tenfold. Slapping, picking off and stomping, rolling on the ground, and similar strate- gies will kill all but 1-10 per character. These will remain on a characters per- son or in his or her gear until they are brought to a new environment (which need not be too far away from the old environment) where there is food. Meanwhile, the encroaches will devour any carried food supplies that are not perfectly sealed. Any character who has housed encroaches for an hour or more will have 1-10 encroach eggs laid on his or her person, clothes, or gear. These eggs will hatch in two days, producing new encroaches ready to mate and start a new colony. The eggs will inevitably be in an inaccessible location (if that is in any way possible), but they can be killed with a fresher or energy bath, or disposed of by leaving the gear behind. Cities that have had experience with encroaches will ordinarily have devised horrible forms of execution specifically for any person or creature that infests the town with them.
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- These vicious and destructive pests delight in ravaging fields cultivated by humans and humanoids. They attack anyone or anything that tries to interfere with them. They can bite, but more frequently they spit a glob of highly volatile, Greek-fire-like liquid that ignites on contact with open air. It hits any unob- structed target within 8 m and burns for 2d6 damage (unless the target is immune to heat and fire). It continues to burn for 5 Action Turns, doing 2d6 damage per turn, unless it is smothered out. To do this, the creature must roll on the ground for a full Action Turn; water (excepting full immer- sion) or cyrokinesis wont put out this fire. Firebugs can spit this liquid once every four Action Turns. The bodies of firebugs are also very hot, and any creature touch- ing them takes 1d4 damage the extent of their heat generation powers.Most communities plagued by firebugs resign themselves to the loss of part of their grain. But firebugs are destructive by inclination as well as by ecological niche. They sometimes burn a field or attack a harmless passer-by out of sheer vicious- ness. They are also extraordinarily vindic- tive and typically respond to the loss of a fight by burning down the nearest village. Firebugs are also arrogant and seldom retreat from a fight. When they do flee, they are nearly impossible to catch, even though flightless, as they put up their force fields and hop 50 m in one jump, 5 times per Action Turn (ten times at fast speed).Firebugs are glossy black in color, with orange-red eyes like burning coals.
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- The S're'dan is a mutated ant eater. It has a barrel-chest with a bright red-mane covering much of its entire body. It is within this mane that the rider travels. It has a thick, 3 foot tail and a bony head with a horn on it. The S're'dan has large sad looking brown eyes. The S're'dan is an insectivore and uses its long, purple tongue to eat as it travels and therefore doesn't need to rest often as long as there are bugs for it to eat.
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- It is rumored that the Buggers appeared even before the onset of The Shadow Years, having been spawned decades earlier by the radioactive fallout of an atomic bomb test. In appearance, these malevolent creatures have the synthesized features of a man and a gargantuan insect. The creatures are bipedal (standing between 150-200 centimeters) and have only two arms. Their bloated abdomen and thorax are connected to a large head complete with long, fern-like antennae and broad mandibles.When attacking, Buggers either strike with their two claws and bite for 1-6, 1-6, and 1-10 points respectively or they can use a crude weapon such as an axe, sword, or mace. When using a weapon the creatures can also bite.These termite men live within nests made up of a myriad of burrowed passages and chambers. Due to the lack of light in the Buggem nests, the creatures hove developed heightened senses that allow the Buggers to see in the dark. Buggem nests ore found in almost all climes and are easily recognizable by the prominent mound of dirt formed over the opening into their chambers. Like any of their smaller relations these termite creatures are primarily fungus eaters, raising their own food supply deep within their dark burrows in strange fungus gardens.Although they prefer to remain in their nests, Buggers must occasionally venture outside to get hosts for their parasitic infants. These hosts ore invariably humanoid and always perish during the eventual hatching of the young. In a world of far more dangerous creatures, the Buggem species survives partially due to two unique mutations that occur occasionally among their kind. Appearing in one creature out of twenty, the Buggers' first mutation is that of gas generation. Several different types of gas are possible with varying probability of appearance. The types and associated probability are: 1-40 Opaque Gas, 42-80 Caustic Gas, 81-100 Poison Gas Each mutated Buggem is able to generate only one type of gas, and may use this ability only three times per day. All Buggers are immune to any of the gases` effects.The second mutation is more rare, occurring in only 1% of the species. The abnormality causes the termite man's size and strength to decrease, but, in return the Creature gains greater dexterity, heightened , and telepathic ability. These telepaths are able to communicate with any member of their hive regardless of distance or physical obstruction. They direct all important actions taken in their nests, allowing a degree of intelligence to enter into their lesser brothers' actions. In addition. these biological freaks use archaic weaponry such as blasters, lasers, and death roy projectors whenever such advanced weapons ore available.
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- A twisted, ugly head lies atop the hill. it is with shock that you realize the head is actually 10 meters tall. Long, greasy strands of brown hair flow down a hundred meters from the head in all directions. The face is barely human, covered in mottled green and brown. The cavernous nose is covered with a strange, fuzzy growth; the eyes are closed. The creature's body, if any exists, is buried deep in the hill.
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- This carnivorous horror arose from the fusion of intense heat and extremely high radiation levels caused by an exploding meteor as it crashed upon the surface of the earth. Fortunately, only one Tarn Zeb exists at this time, but wind-scattered seeds make it quite likely that more will appear in the near future.A 20 meter tall giant Mutated tree, this "thing"is highly visible because of its bright purple hide-like trunk (Texture Change) which gives the Tarn Zeb its armor class of 6. The strange mutation of "Physical Reflection" that this mutated tree possesses causes it to reflect all radioactive energies out in random directions up to a distance of 10 meters. Long twisted branches filled with dwarf- sized leaves cover the entire upper region of the tree. Randomly distributed patches of yellow fruit populate the mutant tree's leafy branched areas.Growing all along the purple tree trunk are a dozen "Squeeze Vines" of lengths varying from 5 to 25 meters.The mobility of the Tarn Zeb is due to its four strong feet-like root projections each 2 meters long. Found at the under the base of the mutant, between its four "feet," is a hollow mouthy opening where the squeeze vines insert dead human-sized or smaller creatures that are to be eaten and digested.Strong "Aromatic Powers," effective up to 10 kilometers, lure creatures of all kinds toward the Tarn Zeb in the hopes that these victims will come close enough to become ensnared in the Squeeze Vines. Three of the Squeeze Vines per round can each do 2- 12 (2d6) points of damage. Unless freed, a snared victim will suffer 2 dice of damage each round until it dies;at which time the dead creature is fed into the mutant tree's mouth opening. Another attack form the Tarn Zeb possesses is its exploding yellow fruit. The three shortest Squeeze Vines each take turns plucking these fruit off the branches and hurling them at opponents.Only one such "missile" can be tossed per melee round and is always thrown at a penalty of -2 "to hit." A distance of 30 meters can be reached by anyone single toss.Once picked,the fruit explodes in 10 seconds and causes 3-18 (3d6)points of damage to all creatures caught in its one meter radius area of effect.The Tarn Zeb is a vicious opponent, but it knows that it is a solitary being and will retreat if it feels overly threatened after engaging its opponent or opponents in battle.
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- The maali are bipedal descendents of the ancient North American moose. They stand upright on two huge, wide claws chat ace as snow shoes. Their anders are unusually wide and extremely sharp. The maali keep them this way because they use them as melee weapons. Their front hooves have evolved into leathery, four digit , manipulative hands.
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- The maali are bipedal descendents of the ancient North American moose. They stand upright on two huge, wide claws chat ace as snow shoes. Their anders are unusually wide and extremely sharp. The maali keep them this way because they use them as melee weapons. Their front hooves have evolved into leathery, four digit , manipulative hands.
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- The parn or "sword beetle" is one of the deadliest predators of Gamma Terra. It's 3 meters long, with a hard carapace covered with sharp spines. It's spindly limbs are also spiny, but the parn earns its name from its long antennae, which are each tipped with two sword-like blades that it wields with frightening skill.
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- The entire body of a sucslith, usually over 6 feet long, is covered with sucker like discs and barbed tendrils. The snake's ability to crawl anywhere is amazing (equal to its land speed on any surface but liquid, which reduces its speed by half). It prefers to climb up to a vantage point, usually about 3m above the surface and stay there indefinitely until prey comes along. It is a chameleon and can match its surrounding coloration in 5 turns.
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- These gigantic, kindly natured tortoises roam radioactive deathlands and other dry, desolate places. They are always willing to telepathically talk to any intelligent creature, and gener- ally try to help anyone in trouble or need. The only exception here is a dagmit. This is understandable, since dagmits kill and eat stuhumphagas whenever they can, and make their homes out of the empty shells.When a stuhumphagus is attacked, it immediately withdraws into its shell. It is able to pull the undershell shut so that it is completely protected. In this state, most attacks can only hit the shell (which is still AC 3). Thrusting and slashing weapons, such as spears, arrows, and all but two- handed swords, do not harm the shell even if they hit. Cutting and crushing weapons, such as axes, two-handed swords, and maces do full damage to the shell, which can take damage equal to the stuhumphaguss hit-point total before splitting open. Damage from energy attacks such as sonic blast and heat gener- ation are split evenly between the shell and the tortoise inside, but lasers and energy weapons do their damage to the shell only. Blasters treat the shell as nonliv- ing matter they put a 10-cm hole in it.The tortoise relies on its defenses as long as it can, and saves stunning force for cases of absolute necessity, even though it can use that mutation three times per day. A stuhumphagus uses thought imitation when attacked with a mental mutation.Stuhumphagas have extra room in their shells; one can carry three human-sized creatures. A stuhumphagus can carry or house friendly, intelligent creatures in its shell at need. The passengers gain all of the shells protection, including immunity to radiation outside. Stuhumphagas sometimes carry Healers through deserts and deathlands, functioning as small mobile hospitals. Stuhumphagas need very little food and water to survive (considering their bulk), but they always know where safe food and water can be found. Stu- humphagas weigh approximately 25 met- ric tons each. If one steps on a smaller creature (something they never do inten- tionally, even to a dagmit, and something they certainly cannot do as an attack in combat), the victim takes 2d6 hp damage. Stuhumphagas heal all damage to their shells at the same rate as they heal dam- age to their bodies. No known medicine can speed up the process.
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- The N'thlai are three meters tall, have two long barbed, triple-jointed legs, and have four two-meter tentacles extending from a barrel chest. At the end of the tentacles are eight-digit hands that they use with complete dexterity. Their head is heart-shaped, cleaved down the middle. On the right and left sides of their head are 60-cm long comb feelers, similar to those found on moths. In addition, around their heads are clusters of multiple optical organs. At the bottom of their face is a huge circular orifice that serves as a moth. Inside are thousands of writing, worlike tongues and flat, grinding ridges used for chewing. They suck up munched protine through ta hollow tongue.
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- Vast tracts of North Americas wild forests were destroyed in the years prior to the Social Wars and only a few large wildlife preserves were in existence before the start of the Social Wars Unknown to mankind these areas also served as the homelands of the mountain men formerly known as sas quatches or now squatches Semi intelligent apelike creatures the mountain men knew they had to avoid humans or perish Though they were sometimes spotted by trappers or hunters little hard evidence of their existence was producedFollowing the Social Wars and the disruption of civilization the mountain men left their forests and began to spread through the North American west Bigger and stronger than before they have also become more aggressive especially against Pure Strain Humans Mountain men attack with their fists refusing to use any technological items or tools If one hits an opponent with both fists he can hug the victim for an additional 1d8 points of damage and he will also attempt to bite the victim and inject intensity 5 poison into the oppo nents bloodstream Only those who are the same size as or smaller than a moun tain man may be huggedMountain men are also able to throw stones at opponents hurling rocks up to 5 m diameter as far as 10 m The largest rocks cause 3d10 points damage weap ons class 9 Mountain men can catch similar missiles if they see them coming firstMountain men live in caves forming loose family groups of 2d6 adults with 1d4 children Females and males appear in equal numbers Animal skins are used to cover cave entrances and to make beds A fire is usually kept burning near the cave entrance to ward off animals and to cook foodFemales often pick berries and dig for roots to get food for the family group while males hunt whatever herbivorous creatures live nearby If a mountain man tribe feels it necessary they will raid a humanoid village for food Pure Strain Human villages are attacked with the intent to destroy them completelyMountain men do not like machines robots or any mechanical devices Even before the war their ancestors were known to have destroyed construction vehicles and automobiles Wardents and mountain men frequently trade with each other and a strong friendship exists between the two racesMountain men appear to be large brown gorillalike beings who walk erect Their thick fur keeps out the cold and serves as their only body armor
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- Though primarily nocturnal, these large quill-covered mammals occasionally venture out into the daylight in search of tasty grubs or insects. Spinies are large mutated porcupines that grow up to two meters in length. They are slow-moving, preferring to climb a tree or use their quills to defend against predators.
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- Garrels are agile mam- mals of reasonable intelligence that have developed several special skills to foil predators. They are intensely curious beings, and they love to collect small pieces of both metal and plastic, espe- cially if they are shiny, have strange shapes, or are in some other way attrac- tive to the garrel. Because of this, gar- rels often unwittingly have one or two small artifacts in their possession, mak- ing them targets for treasure hunters(especially for Archivists). However, it is unlikely that the garrels need fear extinction at the hands of such as these.When not gathering food, a garrel is always on the lookout for new items to add to its collection. Anyone who camps in or near a forest inhabited by garrels can expect at least one of these creatures to be lurking nearby, just out of sight. The garrel will wait until it sees something attractive thats also unguarded. It will then use its teleport object ability to gain possession of the item and will then return to its lair, most often a hollow tree trunk or a small burrow, where the garrel will put the item with the others it has accumulated.If a garrel is attacked, either by a predator or by angry beings whose equipment has been borrowed,' its first reaction will be to flee, holding any treasures it has acquired for as long as it can, using its speed, agility, tree-climbing skills, and any available foliage to speed its escape. Garrels prefer forests with a thick blanket of undergrowth so that they can lose pursuit with a minimum of effort. During the chase, the garrel will trust its displacement ability to send it to safety if it is at any time in imminent danger of being killed.If displacement cannot be used, the garrel will then use its stunning force to buy time. Garrels are immune to the effects of another garrels stunning force attack. If both of the previous powers have been used and the garrel is still in danger, it will then attack its pursuer, biting with its sharp teeth and never relenting.
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- A batslith is a beautifully colored snake noted among scholars for its unusal transportation and attack-- Spinning. A batslith can raise its one-meter length up to full length vertically and begin spinning, pivioting on its tail. After one action of this the snake spins so fast to seem like a miniature, multi-colored tornado. Live batsliths are worth quite a bit to certain collectors.
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- A Verbat is an intelligent creature of unique appearance and purpose. A verbat is spherical, covered with glossy black mirror-like facets, and is usually found floating mid-air. They move about by levitation, but they can not levitate others and do not tire in levitating themselves. A verbat has a keen memory and lives for centuries. Despite its weird appearance, a verbat is both highly intelligent and peaceful and will not attack intelligent creatures unless provoked.
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- Garrels are agile mam- mals of reasonable intelligence that have developed several special skills to foil predators. They are intensely curious beings, and they love to collect small pieces of both metal and plastic, espe- cially if they are shiny, have strange shapes, or are in some other way attrac- tive to the garrel. Because of this, gar- rels often unwittingly have one or two small artifacts in their possession, mak- ing them targets for treasure hunters(especially for Archivists). However, it is unlikely that the garrels need fear extinction at the hands of such as these.When not gathering food, a garrel is always on the lookout for new items to add to its collection. Anyone who camps in or near a forest inhabited by garrels can expect at least one of these creatures to be lurking nearby, just out of sight. The garrel will wait until it sees something attractive thats also unguarded. It will then use its teleport object ability to gain possession of the item and will then return to its lair, most often a hollow tree trunk or a small burrow, where the garrel will put the item with the others it has accumulated.If a garrel is attacked, either by a predator or by angry beings whose equipment has been borrowed," its first reaction will be to flee, holding any treasures it has acquired for as long as it can, using its speed, agility, tree-climbing skills, and any available foliage to speed its escape. Garrels prefer forests with a thick blanket of undergrowth so that they can lose pursuit with a minimum of effort. During the chase, the garrel will trust its displacement ability to send it to safety if it is at any time in imminent danger of being killed.If displacement cannot be used, the garrel will then use its stunning force to buy time. Garrels are immune to the effects of another garrels stunning force attack. If both of the previous powers have been used and the garrel is still in danger, it will then attack its pursuer, biting with its sharp teeth and never relenting.
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- This fearsome mutant bear usually lives in isolated forest regions. It travels on all fours but if need be it can stand on its hind legs. While standing up the barxyn can use weapons of all types with its front paws at -2 to hit. This creature is very large, 2 and a half meters at the shoulders and almost 5 meters when standing fully erect. Although larger, it is much sleeker than its unmutated predecessor.It is a fierce hunter and will attempt to kill almost any creature. The barxyn has razor sharp teeth and claws with which to attack its opponents. The dark brown partial carapace protects the barxyn's head and shoulder area from most attacks, giving the creature an Armor class of 4. Large purple buglike eyes project deadly radiation at opponents when the barxyn is angered.Evolving over the years, this mutated bear has developed fur that is multicolored brown, yellow, and green in patches. When hungry, the barxyn delight in burning trapped creatures out of their hiding places with Pyrokinesis powers (hence the name, Smokie)
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- The aero squid is an amphibious predator, equally formidable in or out of water. Its telekinetic flight ability is constant: it essentially swims through water and air with ease. An aero squid does not need to return to the water except to mate, so it may be encountered over all sorts of terrain in all climates but the coldest, as well as in the ocean depths. It has no need to sleep, although it will rest after a large meal. The small and completely aquatic infant form of the aero squid is exceedingly vulnerable, so the adults are happily rare. A hungry aero squid is an eating machine that will devour any form of animal life it can get its tentacles on.
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- Floth-Ha are mutated "common house" moths. They are virtually identical to their predecessors except for their extra front two limbs from which they can manipulate objects and also for their great size. (wingspan is an impressive 3m) Their bodies are covered in a fine fur, and for those who have seen a Shutter in flight, the underside is a palette of light browns. Due to the chameleon powers their back and wings poses, the natural coloring of these surfaces are unknown. Floth-Ha do have antenna but rely primarily on sonar to guide them.
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- Ameebies may be descended from giant microbes produced in genetic-engineering laboratories during the Shadow Years, though little else is known of their origins. An ameebie has two forms. The first is that of an amophous blob, roughly 2-3 m in diameter. The blob is omnivorous and attacks living prey by attempting to stretch out, envelope, and smother the victim. A successful to hit roll means the ameebie has extended a pseudopod and successfully covered the victims face. (Being rather intelligent, the ameebie knows where to aim.) The victim takes 2d6 damage per Action Turn there- after until either it or the ameebie is slain. Blunt weapons (clubs, maces, etc.) do no damage to the ameebie in this form, as it can reshape itself to absorb the blows impact.The ameebie's second form is that of a humanoid being, devoid of facial features, hair, and so forth. This form is about 1.5 m tall, and takes 2 Action Turns without interruption to assume. In this form, the ameebie cannot digest prey, as it is using all of its energy to maintain the humanoid shape. It is not known if ameebies can assume other forms.Ameebies cannot be affected by cold. They automatically form a hard, rubbery surface when subjected to cold tempera- tures, and actually gain 1 armor class level for every 10 hit points of cold damagethey absorb (even from mutant cold-generating powers). The lowest armor class they can attain is AC 3.Ameebies are quite intelligent and may join adventuring parties out of curiosity. They see by using thousands of minute eyespots over their bodies. Though severely myopic (missing all objects fur- ther than 10 m away), they cannot be surprised within their limited visual range. Ameebies are deaf, but have normal senses of touch. They eat any organic matter, being immune to poisons. Some ameebies have learned to communicate with other beings using very rudimentary sign language. They also regenerate any physical damage they take.Nothing is known about how ameebies reproduce, though it is guessed that they use budding or fission. Ameebies cannot be contacted by using telepathic powers of any sort. For some reason, they seem to avoid their own kind, and are only encountered singly.
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- Ameebies may be descended from giant microbes produced in genetic-engineering laboratories during the Shadow Years, though little else is known of their origins. An ameebie has two forms. The first is that of an amophous blob, roughly 2-3 m in diameter. The blob is omnivorous and attacks living prey by attempting to stretch out, envelope, and smother the victim. A successful to hit roll means the ameebie has extended a pseudopod and successfully covered the victims face. (Being rather intelligent, the ameebie knows where to aim.) The victim takes 2d6 damage per Action Turn there- after until either it or the ameebie is slain. Blunt weapons (clubs, maces, etc.) do no damage to the ameebie in this form, as it can reshape itself to absorb the blows impact.The ameebie's second form is that of a humanoid being, devoid of facial features, hair, and so forth. This form is about 1.5 m tall, and takes 2 Action Turns without interruption to assume. In this form, the ameebie cannot digest prey, as it is using all of its energy to maintain the humanoid shape. It is not known if ameebies can assume other forms.Ameebies cannot be affected by cold. They automatically form a hard, rubbery surface when subjected to cold tempera- tures, and actually gain 1 armor class level for every 10 hit points of cold damagethey absorb (even from mutant cold-generating powers). The lowest armor class they can attain is AC 3.Ameebies are quite intelligent and may join adventuring parties out of curiosity. They see by using thousands of minute eyespots over their bodies. Though severely myopic (missing all objects fur- ther than 10 m away), they cannot be surprised within their limited visual range. Ameebies are deaf, but have normal senses of touch. They eat any organic matter, being immune to poisons. Some ameebies have learned to communicate with other beings using very rudimentary sign language. They also regenerate any physical damage they take.Nothing is known about how ameebies reproduce, though it is guessed that they use budding or fission. Ameebies cannot be contacted by using telepathic powers of any sort. For some reason, they seem to avoid their own kind, and are only encountered singly.
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- The S. Reindeer was originally designed to serve as a surplus pulling unit for the X.M.A.S. unit's sleigh. It has been modified to act as Fire Support for the protection of the X.M.A.S. unit. Its systems are internal. Mini-missile launcher (20d10) Flame Thrower (10d10)All units, including the laser weapons, are powered by broadcast power from the robot factory, giving units a range of 500 kilometers. The S. Reindeer will react to any physical attack with the flame thrower in their tails. Their mini-missiles are shot on the instructions of the X.M.A.S. unit. If the X.M.A.S. unit is destroyed, the X Unit Sleigh and remaining S. Reindeer will return to the factory at maximum speed. Although the X.M.A.S. unit is programmed to be jolly, it will not allow itself to get into situations where it can be easily destroyed.
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- This is an upright-walking 2-meter-tall unit that is humanoid in shape. It has two arms and two 2 meter long tentacles, each equipped for handling precision instruments and can light 200 kilograms each. In addition to the tentacles each robot is equipped with a pair of tractor / pressor beams that can lifht 200 kilograms at a range of 30 Meters. Weapons inlcude 4 paralysis rods (each with a 3-meter extension, a slug thrower A (with 10 clips of ammunition), and a grenade launcher with 60-meter range and 1d6 tear gas grenades and 2d6 stun grenades.
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- This is an upright-walking 2-meter-tall unit that is humanoid in shape. It has two arms and two 2 meter long tentacles, each equipped for handling precision instruments and can light 200 kilograms each. In addition to the tentacles each robot is equipped with a pair of tractor / pressor beams that can lifht 200 kilograms at a range of 30 Meters. Weapons inlcude 2 paralysis rods with a 3-meter extension, energy mace, a Vibro blade, a Mark V Blaster. A grenade launcher with 60-meter range and 2 tear gas grenades, 2 stun grenades, 1d6 chemex, 1d6 poison gas, 1d6 emergy.
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- Horsy (sometimes spelled Horsea) are giant ridable seahorses. Many underwater races prize them as mounts. They are capable of very fast movement underwater and are easy to train once domesticated. Their only attack consists of smashing into an opponent. The Horsy must have enough room to move in order to use this attack. Horsy are quite loyal creatures whether it's to a family group or rider.
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- A giant cross between a crab and spider about 5 meters in size. This creature spins sticky webs in areas of sea currents to catch food. It is non- venomous. It typically hides in its lair (like a cave or rock outcropping) until its prey exhausts itself in the web. Then it goes and picks the victim to pieces with its claws while the victim is still stuck fast. The sea spider is immune to the stickiness of the web due to body excretions.
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- This serpent is a mutated eel. Other than it size, it appears no different.It hunts by sonar. If attacking another creature, the serpent uses its eyes to slow the prey, then its bite and tail whip to slay the prey. When attacking ships, the green slows the ship, then uses magnetic control and TK to unarm the crew. Next it activates kinetic absorption, roars at the ship nand constricts it. The ship must be made of wodd and be between 4 and 8 meters in lenght for constriction to be successful. After the ship sinks, the serpent bites the whole crew to death before feeding. If it fails a moral check, the serpent generates fear and flees.They breed in the late summer at depths of 40-60 feet. They rarely come to the serface and will attack ships only if starving.
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- Black sea serpents are mutated snakes that have adopted the anaconda's lifestyle. They are between 3 and 12 meters long, jet black with green stripes, have thick scales, and sonar to detect prey. Black sea serpents capture a prey animal by biting it and coiling around it. It does not crush the prey (like the myths state), but instead, keep the animal from breathing by compressing its lungs (use suffocation rules). They then swallow the prey whole, having no way of chewing. If found on land, a serpent is just as dangerous as if it was in the water. They can be driven off by fire and extreme cold.Black sea serpents are only found in freshwater lakes and ponds. They like to hide among the weeds that float near the surface and catch the birds and fish that visit the weed mats. Occasionally, one out hunting will fall prey to sea lilies or the giant sea serpents, but otherwise they tend to die of old age. They hibernate during the winter on land in deep mud. The snakes are considered a major threat to the fishermen of both bodies of water. They do not congregate, except during mating, when up to 10 males try to mate with a single female.
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- Sea Monkeys are a generally peaceful group of creatures. They are very curious however and will watch or follow anything out of the ordinary with great interest. This includes adventurers who travel through their areas. In fact, Sea Monkey are so curious that after the initial observation period is over, they will actually come right up to the thing which has held their attention for a better look (if it doesn't seem too dangerous). Once in close proximity, they become very playful and mischievous - taking items, throwing small objects, making a chaotic ruckus as they move rapidly in an out of reach. If harmed they will fight back by scratching or biting. They cannot survive out of water.
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- Hydrozoans are two meter tall jellyfish-like creatures. They are of a particularly evil nature and consider themselves the most superior form of life on the planet. Because of this all other life forms fall into two categories, food or servants. The Hydrozoans have been actively pursuing plans of dominating the entire ocean environment for sometime now. They have found this to be more difficult than they first expected because of efforts by others to accomplish this same goal. They are now pursuing plans to eliminate said competition. They have a number of attacks they are capable of using on others (in fact, they can even wield weapons which are not too heavy - but this is rare), but their most feared ability is their poisonous skin which turns victims to stone (exactly as per Ert in the rulebook - but will cause damage even if the victim doesn't turn to stone).
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- Sea lilies are cousins to starfish. They have a base developed to hold strongly onto the bottom in the body of water they dwell (it looks like worms attached to a root). Attached to this are dozens of "arms" covered in fine hairs, used to catch food. Some species have evolved to survive in fresh water, and most of those developed a mass attack to consume large prey. Anything wandering through a sea lily patch to attacked once per phase using an enzymatic approach. If the person is moving, treat every square meter as a single patch. They do grow up to the waters edge, so anyone reaching in the water is also attacked. Their defenses are based on the fact that they are submerged; if they are brought up on land, they have no armor and are totally defenseless (-4 to ranged /melee attacks).
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- Draguns still resemble their ancestral alligator forms, though they are much larger and cannot leave the water. They establish territorial areas across sea beds, defending them fiercely (even against ships and submarines just passing by). Being particularly stupid and rather clumsy, draguns may be slowed and stopped by heavy, steel cable nets dropped across their paths. They seem to like basking on the surface of the ocean during sunny days, and they are often encountered during these times.Draguns possess a rudimentary form of communication consisting of bellows, croaks, and grunts, all of which are uttered while the dragun is floating on the surface. Mutant reptiles may learn to imitate these sounds with some success (50% chance of getting a vocalization correct), and this technique, coupled with an amplifier, has been used to attract or drive away these beasts.Draguns have three forms of attack. They prefer to bite and swallow prey that is man sized or smaller, there being a 15% chance per bite that such prey is gulped down whole. A swallowed character takes 2d6 damage per action turn from slow suffocation and drowning on water the dragun swallowed, plus an amount equal to his or her base AC from digestive acids. The victim may only attack with daggers. claws, or teeth against the dragun's insides (AC 9). The dragun must be slain in order for a victim to be removed. Once this is done, 100 points of damage must be inflicted on the dead dragun's midsection, either by persons outside the dragun or by a swallowed victim, to free the captive. Note that a dead dragun floats easily and can be towed to land.Draguns also like to ram ships and other creatures that are floating on the surface of the water, using their snouts as battering rams. A vessel of sailboat size or smaller is 90% likely to capsize if rammed; a ship the size of a sailed frigate would have a 5% chance of rolling over.Finally, draguns have a New Body Part: a gizzard that collects large stones and can expel them forcefully out of the dragun's open mouth. A fired stone weighs 2d4 kilograms, has a 40 meter range, and does 6d6 points of damage to whatever it strikes. Draguns only fire stones when floating, not underwater. Because of this effect, and because of the blasting sound made when the stone is launched, the original name of `dragon'was modified to its current form. A dragun has 1d4 such stones which may be fired at any particular time.If a dragun senses any sort of poison gas on the water's surface, it immediately submerges and flees the area.
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- During the twentieth century the world heard tales of a large creature living within the unexplored regions of the Congo The beast was said to be larger than an elephant with a long serpentine neck and small head The natives called the creature mokele mbembe and scientists were able to film it in 1984 However the beast was not proven to exist until a live one was cap tured in 1989 These creatures were soon bred and cloned in captivity by the Ancients In time they were as common a sight at the zoo as were elephants them selvesAfter the Social Wars some of these creatures escaped from captivity to live in warm areas of the wilderness At present there are two species of this creature one which has been mutated by the war and one which has remained virtually unchanged over millennia The Pure strain variety is described firstMokele mbembe better known as the mokla or baby bront is a modernday descendant of the brontosaurus which was believed to have become extinct over 100 million years ago The mokla weighs 915 tons and is a brownishgray in color Like many mutated reptiles and just as scientists had suspected of dinosaurs for many years moklas are warmblooded The mokla spends most of its time in the water only coming to shore in the early morning and late evening to feed on plant life there Otherwise it eats coarse lake vegetation of many sortsMoklas are very territorial and attack most creatures and boats which get too close to them Any creatures that are 3 m in height or less which are stepped on by a mokla must in addition to taking damage make a CN x 3 check or fall unconscious for 1d4 hours due to the beasts weight Creatures which come too near to a wading mokla may be knocked aside by the charging creature and probably nipped with its flat but painfully powerful teeth Moklas are not very brightThe mutated mokla has flippers in place of legs and it strongly resembles the prehistoric plesiosaur This flesheating creature feeds upon fish and small landdwelling animals like humans humanoids and so forth The sea devil as it is known has been known to attack ships in order to devour the crew It fires electrical bolts from its back tentacles after arising from the water before a vessel attempting to sink the ship and gather up crewmen to eat The back tentacles are highly flexible and can squeeze prey 3 m or smaller doing 3d6 damage every Action Turn without requiring a roll to hit after the first successful hit The electrical hands of power mutation can be used up to 4 times per day Sea devils are completely immune to electrical effects If a sea devil fires its hands of power at the surface of the sea or underwater the damage done is reduced by half round fractions up but the electrical bolt is diffused over a spherical or hemispherical area with a radius of 3 mDuring the summer mating season both species of Moklas come ashore to lay their eggs in huge clutches which are covered over with sand and left alone The eggs hatch within a month and the young moklas then stay with the nearest local herd of their own species Moklas reach adulthood after a period of 1015 years and have a lifespan of over 500 years
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- Sea Behemoths are little more than gigantic mutant versions of ordinary sea creatures. Their large size (usually around 100 meters or so) makes them extremely dangerous. They can be encountered in any region of the ocean and sometimes will come ashore looking for food when it becomes scarce in their area. In most cases they will have no additional mutations (other than their monstrous size), but some may have numerous mutations which they will use to full effect.
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- Very little is known about this strange and twisted species of mutated beings, They are thought to be sexless and so do not reproduce themselves biologically, propagating their kind by the destruction of other life-forms instead. The corpse of any human or humonoid creature killed by a screamer slowly metamorphs itself into a screamer the nightfall following the day of its death. The only way to prevent this is to completely destroy the body before the change is effected. From mere wounds inflicted by screamers, however, one recovers in a normal manner.Screamers appear as emaciated and shrunken humanoids with yellowish-grey skin. They are usually clad in the rotting remains of what was once normal clothing. The heads of screamers are brutally hairless and their faces have disappeared, mutated and melted into a glistening, featureless mass of sickly- colored flesh. Only a formless, cavernous, toothless mouth is still discernible. From this mouth come the unnerving moans, shrieks, and howls that give the creature its name. Though unable to communicate verbally and seemingly not capable of rational thought as we understand it, screamers appear to have a highly developed, instinctive sense of balance and direction.Radiation causes screamers to emit a bluish-green glow, the brightness of which varies according to the level of screaming maintained by the creature.AII screamers are totally immune to laser, radiation. stun, poison, heat and cold-based attacks. They possess the abilities of directional sense and life leech, the Iatter with a ronge of 20 meters (mental strength 12). In addition, the touch of a screamer gives a sudden lase of intensity 13 radiation to its victim.
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- Skwil are dog-sized mutant squirrels that inhabit most of Gamma Meriga's wilderness. This shy creature is easily recognized by it's curly light brown, gray, and black spotted fur, and it's large zebra striped prehensile tail. These mutated squirrels are so shy that they use their Empathy powers to detect the approach of other beings and can only be surprised on a roll of 1. If they feel sufficiently threatened by the approaching creature, they will use any number of protective mutations (Beguiling, Physical Reflection, Stunning Force, Teleport Objects, or Weather Manipulation) to ward off the intruder. These mutants are quite acrobatic (Heightened Balance) and live most of their lives in the branches of trees.Skwil are mildly intelligent and can speak in short simple phrases when using Trade language. They love collecting shiny items and stealing things from other creatures (Teleport Objects). These mutated squirrels are able to use small weapons and items of the Ancients with their front paws. Their main source of food are berries, nuts, and fruit found in the fertile wilderness. Skwil often, because of immediate dangers or because of incredible laziness, teleport food from neighboring trees or bushes into their paws. Although these mutants are very sensitive to pain (Doubled Pain [D]) they overcome this debilitating defect by employing their powerful mutation, Total Healing.
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- Ba'mutan are gentle herbivores that have evolved into extremely large, well-defended creatures. They resemble a copper colored armadillo with a dragon's head. They can grow up to 30 feet in length, and they are over 12 feet tall. They are primarily nocturnal and thus almost completely blind in the daylight. However their hearing is excellent and can get around with just that sense. Ba'mutan have large shells that can conceal the formation of a "land pearl". A little less than half of the Ba'mutan out there have these pearls. There is no way to determine if a given Ba'mutan has a pearl outside of killing it and spending four days extracting it from its shell. Because of this, over time the Ba'mutan who were solitary creatures have become extinct and the only surviving creatures are herd animals. This means that groups of these creatures will be found together and attacking one to extract its pearl will cause the whole herd to panic and attack.
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- Based appear as gray, hunched-over bipedal humanoids with long, apeish arms ending in large claws. If they stand still they can pass for rocks using the same rules Plantients can to hide. They have a goat-shaped head with two wide set eyes. They are extremely belligerent towards intelligent life forms.
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- The Robohunter was specifically constructed for several track- ing purposes, including the ability to fol- low escaping creatures over any type of terrain. The Robohunter was designed for use with the tracking of creatures during the Pre-Shadow era, but is now normally controlled and responsive to the pursuit of mutated animals (making them very trea- sured by the Knights of Genetic Purity), as well as the few remaining resistant animal population (those creatures that were not affected by the radiation). It was used to either capture or destroy prey, depending on the needed function. Gamma World sages speculate that this type of unit has been much modified by post-holocaust humans because of the robots extreme deadliness, far beyond what would logi- cally be required of an animal hunter.The Robohunter can never harm crea- tures of Pure Strain Human appearance (including humanoids with non-obvious physical mutations), but always tries to kill or capture any creatures of mutated stock, as well as all characters that have muta- tions which obviously separate them from pure stock. The Robohunter only de- stroys its objective and anything that attacks it (including PSH characters), ig- noring all other life forms. Due to its pro- gramming, the Robohunter cannot be commanded for other purposes until whatever current mission it possesses is completed.The Robohunter appears as a massive, large-proportioned humanoid. It has a height of 4 meters and is actively hidden by a holographic projector. This device allows the robot to have environmental coloring as if it had the chameleon powers mutation. Various equipment and housings cover the outside of the Robohunter. The surface of the body is covered in sharp duralloy shards that do not affect any of its functions.As with all of the other units in the Hunter robot class, the Robohunter is capable of utilizing all of its weaponry simultaneously. Included in its vast arsenal are several weapons not detailed in the GAMMA WORLD game booklets. Unless detailed elsewhere, these weapons and their functions should only be used in conjunction with the Hunter-class robots.Placed in the robots upper chest is a taser rifle with a range of 100 meters, charged by an atomic energy cell that allows 20 shots; a supply of 20 cables is also provided for use with this weapon. The weapons damage is variable; a taser cable can be charged to do from 1d8 to 4d8 hp damage to a victim, once the dural- loy cable is fired at an opponent and deliv- ers its electrical damage directly to the victims skin. The cable is also equipped with magnetic seals that enable the cable to wrap around a victim. These cables require a combined or singular strength of 21 or greater to pry apart. If a cable is destroyed (each takes 10 hp damage), another replaces it. Cable-wrapped charac- ters can be hit by other weapons automati- cally. The weapon class of the taser rifle is 16.Built into the hands of the Robohunter are separately powered razor pistols. These devices have a weapon class of 16 and a range of 80 meters. A razor pistol fires a stream of duralloy shards at crea- tures. These shards do 8d8 hp damage per hit; victims take 1d4 hp damage from bleeding per action turn until the shards are removed and the damaged area is treated. The razor pistol has enough ammunition for 15 shots and is powered by two solar energy cells that allow for 15 shots to be fired per charge.The head of the Robohunter has been made with several offensive purposes in mind. Attached to one side is a flamethro- wing device with a weapon class of 16. It does 8d10 hp damage and has enough flammable gas for six shots. The possibility of the fire spreading to flammable materi- als is up to the Game Masters discretion. The helmet also has an optical weapon built in; this eye is capable of firing radioactive energy in any direction the Robohunter is facing. This weapon has the same effect as the mutation radiation eyes, and fires a beam of Intensity Level 3d6 radiation like the mutation. This attack can only be used 10 times, until the atomic energy cell source is drained and must be recharged.Two robotic tentacles spring from the back of the Robohunter, allowing it to attack in all directions at once in hand-to- hand combat. These tentacles do 1d8 hp damage and are capable of lifting and throwing up to 200 kilograms 10 meters away, causing 2d6 hp damage. Stored in the lower chest area of the Robohunter are three magnetic seal nets that are the same in detail as those of the Cybohunter. The Robohunter also has a needler pistol that contains needles coated in a powerful sleeping serum. This serum will cause the victim to fall asleep for 4d10 action turns unless he rolls under his individual consti- tution score on a d20. The pistol is built into the robots chest.The Robohunter is also armed with an automatic rifle. This rifle is capable of firing a steady stream of duralloy bullets that do 10d10 hp damage per burst. Only one burst can be fired per action turn, and the weapon has a range of 200 meters and a class of 16. It is powered by three hydro- gen energy cells and has enough ammo for five bursts. This weapon is built into the left arm of the robotic unit.For underwater hunting, the Robohun- ter can utilize a modern spear gun. This spear gun has a range of 20 meters and does 3d8 hp damage. The device has a weapon class of 12 and is attached to a strong line that allows the Robohunter to automatically retrieve its spears, as well as dead creatures. The Robohunter is equipped with two spears and one hydro- gen energy cell that allows 10 shots. This weapon can only be used in underwater environments and is part of the right arm of the robot.The Robohunter has numerous unusual defenses. A magnetic field can be created that can either be used to repel or attract small metallic objects near the robot (like guns). If held by living beings, these small objects may be retained only if the being holding them has a strength of 18 or greater. If this field is activated when the robot is near large metal-constructed buildings, then the robot itself is drawn to the building and takes 2d6 hp damage unless braced against the building before- hand (a Robohunter scans its area auto- matically to make sure this wont happen, but the unit can be tricked). This field also allows the bot to climb vertical surfaces made of duralloy or other materials that can be magnetically charged, moving at the rate of 20 meters per action turn. This field has a range of 50 meters.A paralysis field that has a range of 10 meters can also be activated. This field causes effects much the same as the paral- ysis rod. The field also causes its victim(s) to fall into unconsciousness and not be awakened for 4d4 hours. Plants are not affected by this field, but beings with organic brains are.An energy field that surrounds the Ro- bohunters surface at a 2-centimeter-wide layer does 3d10 hp damage to characters coming into contact with it. The entire duralloy surface of the Robohunter is covered in sharp metallic protrusions, similar to a sharks rough skin (only magni- fied in effect). Individuals pressed against this surface or held there by the robot suffer 2d4 hp damage. The Robohunter may also attempt to bear-hug any crea- ture. This hug requires two consecutive successful fist attacks. Trapped characters take 6d4 hp damage per action turn until dead or rescued.Various equipment and items used for other purposes of tracking and hunting are also present in the Robohunters con- struction. Although not originally planned for offensive use, some of the devices can cause damage. Acid spray was used to destroy the remains of a hunted animal; it can be fired up to 10 meters away and causes 1d8 hp damage per turn until washed away or neutralized. The Robo- hunter has enough acid for 20 spray at- tacks. Two vibro saws used for cutting through dense underbrush can be used to attack and have abilities similar to the vibro blade. Each vibro saw does 8d6 hp damage.The Robohunter is also equipped with herbicides, fungicides, and insecticides (as detailed in the GAMMA WORLD game), used in sprayers to help in the pursuit of deadly game. A sonic torch used for de- stroying structures and large obstructions does 8d6 hp damage per action turn and is capable of cutting through duralloy walls in 10 action turns (allowing enough space for the Robohunter to pass through). The sonic torch has enough power for one hour of use. A tractor/pressor beam capa- ble of moving up to 1000 kilograms at a 30-meter range is also included.The Robohunter has radar/sonar func- tions that are capable of detecting crea- tures up to 100 meters away, allowing the robot to never be surprised, save by tele- porting beings. There is also a medi-kit for use on captured animals (which works as a normal medi-kit on mutated animals). The bot is sealed for underwater use and is able to move 50 meters per turn in this environment. The Robohunter is also able to skim across the surface of land with the aid of anti-grav pods. The Robohunter can obtain only a maximum altitude of 2 me- ters, but can use all weapons and defenses normally while in the air.Oddly enough, some Robohunters are capable of changing their structure to avoid recognition by animal prey. Such a Robohunter can resemble the following robots: Engineering Bot Light, General Household Robot, Medical Robot, Security Robot, or Supervisory Borg. This change requires two action turns of inactivity, and all attacks and defenses are kept while in the changed appearance. The Robohunter has radio-controlling circuits which allow it to control other robots as if it had a Stage IV I.D., which further enhances the deceptive changing ability described above. These functions appear to be re- cent additions made by Knights of Genetic Purity or other groups.The arms of this unit are capable of sustaining 40 hp damage before being destroyed, and the tentacles take 30 hp damage before being useless. A fist strike from a Robohunter does 4d6 hp damage.
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- This incredibly fast tracking and killing machine was designed for unknown purposes about which Gamma World sages can only speculate. Its abilities and functions make it a perfect construct for following and killing oppo- nents, but the original need for the heavy armor and weaponry of the Manhunter is unknown. The unit may possibly have been used to defeat rogue Defense Borgs and Warbots, in conjunction with several others of its kind. Other uses may have included assaults on advanced-tech gue- rilla squads, but this is not known for sure.The Manhunter is an exceptionally pow- erful robot, but is extremely rare and found only in the surrounding areas of the Cybernetic Installations they were com- manded to guard. Others can possibly be found patrolling vast regions, still follow- ing ancient, outdated programs. They ignore all beings that are not directly affected by their missions, unless foolish characters attack them. As with other units of the Hunter class, the Manhunter continues to follow its mission until com- pleted, ignoring all other commands from any source.This 16-meter-long, 8-meter-wide, 2- meter-high hunting and tracking machine is covered in weapons and sensors. On each side of the unit are 2-meter-long, 1-meter-wide, and 1-meter-high ovoids stored in depressions (these are the cyber robots detailed below). Near the back of the Manhunter are four smaller ovoids (only .5 meters long) stacked in a row, their front ends aimed forward. On the bottom of the robot is a faint outline of a hatch (leading to the stasis chamber) and many projections surrounding it (the pres- sor/tractor beam). On the upper side are the main batteries of weapons and most of the tracking equipment. The sides of the unit are fitted with all of its close-range weaponry.The Manhunter is capable of using all weapons and defenses (including screens and fields) simultaneously. For long-range and immediate killing purposes, the Manhunter has several effective weapons. The unit has a battery of two lasers at- tached to each of twelve optical scanners; each has a range of 500 meters and does 10d6 hp damage per battery. A photonrifle that delivers 18-intensity radiation has a range of 300 meters and a weapon class of 5. Four automatic rifles that have a range of 200 meters and do 10d10 hp damage per burst are included, each equipped with enough ammunition forfive bursts. Two micro-missile launchers with 2d10 missiles are on the sides, each with a range of 1000 meters. One top- mounted mini-missile launcher with 1d10 missiles has a range of 3000 meters and can be fired individually or simultaneously with the micro-missile launcher.Two black ray guns (front- and rear- mounted) have a range of 200 meters, and a laser cannon (front-mounted) does 20d6 hp damage and has a range of 1000 me- ters. A fusion cannon that does the same damage as a fusion bomb but only has a range of 50 meters is centered on the top. A molecular disruptor that has the same effects as the mutation molecular disrup- tion, but has a range of 150 meters and twice the normal chances of disruption, is also top-mounted (on the robots front). A fission gun occupies an upper-rear plat- form, having a ray with the same effect as a dirty fission bomb, with a range of 4000 meters and a weapon class of 16. A top- mounted bomb launcher that has a range of 750 meters is able to fire the following bombs: matter bombs (up to four Alpha, two Beta, or one Delta), fusion bombs(only two), clean fission bombs (only two), mutation bombs (up to four), and negation bombs (up to four). Only one type of bomb load may be carried.The Manhunter also has a grenade launcher (with capacity for up to 100 grenades of any type) that has a range of 150 meters and is used to ferret out hid-den individuals and destroy buildings. The unit has a stun-missile launcher equipped with six stun missiles; each missile has a range of 500 meters and has the effect of stunning everyone within a 30-meter range of the impact for 2d4 search turns. Both weapons are side-mounted on oppo- site sides of the robot left for the gre- nade launcher and right for the stun-missile rack.Two forward-mounted Mark VI rifles and a battery of four stun-ray rifles (two front, two rear, all bottom-mounted) round out most of the long-range offensive weap- onry. The unit is fitted with a forward- underside taser rifle that has a range of 1000 meters and does 4d8 hp damage, wrapping a cable around the character; only a combined or individual strength of 21 or greater can free a trapped victim (see the Robohunter for details on this weapon). Fifty spare cables are included.A battery of four razor rifles is mounted on the forward underside of the robot. They have a range of 90 meters and each do 8d6 hp damage per hit (causing an additional 1d4 hp damage of bleeding per action turn until blades are removed and wounds are healed). For close-range com- bat, there is a needler rifle with needles coated in a sleep-inducing serum. This serum causes characters to fall asleep for 4d10 action turns. The needler is another front-underside weapon.The Manhunter has several weapon devices not described elsewhere. The unit can spray a heavy nerve-affecting gas. This heavy gas flows down to the lowest level possible (draining into holes) and causes creatures caught in the cloud to save against the effects by rolling under their constitution on d20. Characters who fail this roll are totally unable to perform any movement voluntarily (involuntary muscles such as the heart and lungs still function normally) for 4d20 action turns. Twelve vents (six per side) spread the gas in a 20-meter radius around the robot. Enough gas for six uses is provided.Another gas that can be sprayed up to 20 meters away affects only metallic ob- jects. This gas coats such objects with a chemical that, in two action turns, turns the metal into a frail glasslike substance. Any object coated with this gas is de- stroyed if struck against any hard surface and melts if it is a heat-using device (such as a laser pistol). The chemical must be washed off as soon as it comes into con- tact with metal to counter the damage. The Manhunter is coated with a substance that makes it immune to the gas itself, unless the covering of the robot is cracked to admit the gas into its interior.The Manhunter can also drop a canister that explodes on impact, sending special particles raining down on the ground below. These particles cover a 50-meter- radius area and only affect organic mate- rial (characters totally covered in metallic or plastic armor are unaffected). The robot has only four of these cannisters. Attacked creatures suffer 1d6 damage per action turn for 1d4 turns (while particles are still in the air). Unless affected victims made a CON 2 check on percentile dice, they lose 1d10 points of strength, dexter- ity, and constitution as well for 2d8 hours (no score can drop below 1).The Manhunter also has a force-field destroyer that inflicts 100 hp of damage to all force fields within a 100-meter range, but it wont affect unprotected characters. A force field that can sustain up to 200 hp of damage per action turn is part of the Manhunters protection. The hull of the robot is covered in a thick duralloy shield- ing that allows the unit to operate under- sea or in near vacuum conditions. A reflective hull causes laser attacks to do up to half damage on hits (the robot can take 200 hp of damage from lasers until the reflective ability is destroyed and laser attacks are then made at normal damage).The robot is surrounded by a paralysis field that has a range of 20 meters. This field stuns characters as the paralysis rod can, and it allows the Manhunter to make attacks that automatically hit the para- lyzed victims. This field has enough power for 30 action turns of use.The Manhunter itself is equipped with a holographic projector, which it can use to make itself appear invisible or camou- flaged in the surrounding vegetation.There is a 1% chance per action turn that the projection will flicker, allowing onlook- ers to realize the deception and make attacks as normal until the Manhunter leaves the area. While hunting or tracking, the robot is totally soundless and surprises characters on a roll of 1-5 on d6.A robotic deactivation/activation field can be used up to 200 meters away. The robots can also be controlled by special circuits as if the Manhunter had Stage IV I.D.Herbicides and fungicides can besprayed over an area of 100-meters radius per use (10 such uses possible) to destroy ground cover for hiding fugitives. The unit can immerse its entire self in water, but is incapable of combat while in this environ- ment. It has special remote-controlled drone units which are described below.
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- The top of this oval robot looks like a serving plate. A smooth mass of metal hangs down a full meter below this concave area. Two 2-meter-long retractable tentacles are mounted along the edges. It floats on antigrav pods. It uses a calm, smooth female voice for victims, anda bold, authortative male voice for bystanders.
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- Reptoads appear to be nothing more than normal, olive-brown toads. They dig their lairs in sand, loose soil, or mud, leaving only their dark brown eyes showing. Unwary creatures have no chance of noticing these eyes. Creatures without heightened vision have only a 2% chance per action turn even if they are scanning the ground in search of a reptoad; creatures with heightened or otherwise highly superior vision have a 10% chance per action turn, and creatures with heightened or otherwise highly supe- rior smell have a 5% chance per action turn of locating a reptoad if they are actively trying.The mastery that reptoads have gained over force fields and repulsion fields is unparalleled in GAMMA WORLD game lands. Like standard repulsion fields, these fields last as long as the creature concen- trates on them. Reptoads can create an unlimited number each day. However, the reptoad has developed concentrative powers sufficient to maintain up to eight repulsion fields at the same time. The fields have a surface area of no more than 24 square meters, and must remain within 20 meters of the toad, but within those strictures, a reptoad can shape its repul- sion fields into any shape it wants a 2-meter cube, a circular band to bind opponents together, a 2 x 8 x 8 meter cage (with repulsion field bars and gaps between), or a toad-shaped force field. (Reptoads keep any one of these fields around their bodies at all times.) When it wishes to eat, a reptoad simply puts up an outside repulsion field around itself and its prey, and only then takes down the inside one surrounding itself; thus, it is never vulnerable.All of a reptoads repulsion fields are proof against any normal physical attack; physical objects cannot pass through or damage the field. Also, laser, blaster, and energy-weapon attacks cannot pass through the field, but they can hit and automatically do normal damage to it. Each field has 50 hit points, but the reptoad can instantly renew any broken repulsion field if it is alive, conscious, and still within range. Radiation, heat, cold, gas, mental attacks and stun rays do not affect the repulsion field; these attacks pass through the field, although the first three attacks cannot harm a reptoad.Twice per day, a reptoad can also create a long-lasting repulsion field identical to the others in every way except that it does not require the toads continued concen- tration to keep it up. These shields stand for 50 + 1d100 days or until destroyed by energy attacks, even if the reptoad dies, is stunned, or goes away. The area around a reptoads lair is often cluttered with old, forgotten, invisible cages.Reptoads are vicious and cruel, hating all larger forms of terrestrial life. Their favor- ite pastime is to trap creatures in repul- sion fields and watch them slowly dehydrate or starve to death. Fortunately, reptoads have never been known to coop- erate with anyone not even the Red Death. They care nothing for treasure or artifacts. The only creature feared by a reptoad is a sleeth, for a sleeth can dispel all of a reptoads repulsion fields just as if they were force fields.
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- The blood bird, also know as the Red Death is a mutated Scarlet Tanager. It retains the startling red plumage of its unmutated cousin, but is much larger, standing nearly a meter tall. Its serrated beak is a formidable as the spurs on its wings. On the top of its red head, the blood bird carries two long spurs that apparently serve no purpose. Its eyes are exceptionally keen.
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- This mechanical Forest Ranger is about the same size and shape as the Ecology Bot-Agricultural. It has two 6 meter long tentacles and four 3 meter long tentacles. All are equipped the same as the tentacles on the Ecology Bot - Agricultural (but there is an 80% chance they have electrical stun). All have soil, air and water analysis labs, nozzles for spraying the same liquids as Ecology Bots - Agricultural, (but with defoliants in addition), a sonic torch, laser torch, flame gun and vibro saw. Each has capture equipment including a paralysis field with a 30 meter range (works like a Stun Grenade), a net launcher with 3 weighted throwing nets and a 20 meter range, and a collapsible man-sized duralloy cage. A veterinary Medi-kit will be included that works on Mutated Animals the way a normal Medi-kit does on Pure Strain Humans. The kit also has surgical tools for the Robot's use.
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- The juggernaut is a large rhinoceros with bright red eyes and armor-like skin of a metallic, blue-black color. The juggernaut is not a carnivore, but is still dangerous as it may charge if irritated by some move- ment within 100 m of its eyes (its effec- tive visual range). A juggernaut will attack first by charging, and then by standing and goring one or two oppo- nents. A charging juggernaut can cover an amazing distance in one action turn (60 m), and a standing juggernaut can gore twice in a round. However, its weak eyesight makes it -4 to hit at all times, although it has good senses of hearing and smell. An attacking jugger- naut will use its radiation eyes (intensity3d4) while goring if it is really angry (GMs option, based on the situation). One charge will often satisfy a jugger- naut, especially if its target falls down and plays dead. However, a wounded juggernaut will attack anything in range at random (including trees). Juggernauts are totally immune to poison and radia- tion.Though juggernauts are found only in North America, they were not originally native to this land. They are descended from zoo specimens that escaped confinement during the Social Wars.
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- The few expeditions that have made it to the lunar surface and back tell dreadful tales of the strange life forms that developed after the inhabitants of Tycho Center, the Moons only manned base, were slain by disease. (See A World Gone Mad, DRAGONissue #86, and A Field Guide To Lunar Mutants,' DRAGON issue #87.) One of the mutant plants now found at Tycho Center is the so-called blaster blossom, a mutant orchid.The blaster blossom is a reactive mutant, using its powers whenever it is touched. It has two attacks. The first is a spore cloud (treated as intensity 17 con- tact poison) that can slay victims with relative ease. This is fired whenever anything touches the blossom. The sec- ond attack is a actually a series of ran- dom energy attacks, fired whenever any metallic object (such as a robot) touches the plant. In a random manner, it will use one of the following attacks (roll1d4, one attack for one action turn):1) inflict 3d10 heat damage up to 3 m from the blossoms flower stalk, in the direction of the thing that touched it; 2) fire an electrical bolt doing 2d26 damage up to 10 m from the blossoms flower stalk, in the direction of the thing that touched it;3) fire an energy-draining bolt that instantly reduces all power cells within 5 m of the blossom to half energy; or,4) energy negation activated for 2-20 action turns, within a 15 m radius. If the spores ever kill the creature who touched the plant, they will grow in the dead body and become 1-3 new blaster blossoms within three days.
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- Whirrzlers are carnivorous desert plants that have developed a unique method of flight. They have no gas bags, instead rotating their flat rosettes of leaves so rapidly that they lift off like helicopters. They use this ability to settle their roots on carrion. Whirrzlers must feed fairly often; from time to time, they attack larger creatures wandering the desert. Whirrzlers are light metallic blue in color, so they are hardly visible at a dis- tance. However, they never surprise crea- tures that can hear, because of the low whirring sound they make when they fly. Whirrzler leaves are as hard as iron and as sharp as swords; they attack by edging sideways into their opponents and slicing with several leaves at once. Whirrzlers attack creatures with AC 1 or 2 only once before flying away, since this hurts their leaves (doing l-4 hp damage to them).Whirrzlers have the adaptation muta- tion, so each can only be injured once by any nonphysical form of attack. The GM may decide to which attacks any given whirrzler has become immune, or may roll 1d6 2 to see how many immunities it has developed. The GM should then roll 1d8 for each immunity on the following table. Whirrzlers encountered in radioac- tive deathlands are assumed to be immune to radiation.1d81 - Immunity2 - Cold3 - Heat4 - Light and lasers Electricity5 - Sonic blast and blasters 6 - Radiation7 - Life leech8 - Molecular disruption
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- Dyllon are a race of insular mutant porcupine. They never grow much taller than a ten year old, and are covered in a mass of long, sharp brown quills. They also have an organ on their rear that can produce either light or musk, depending on them. Occasionally (10%) one is born that is much bigger than the others, and these are always tribal leaders, known as the Bobs. Strangely, the Bobs do not share the quills of their smaller relatives, and instead are a frail, naked pink, and usually seen wearing heavy robes as protection. Dyllon live in small tribes of up to 30 members. They construct plastered, squat adobe houses for shelter, but for the most part spend their time hunting or farming the grasslands. They are also extremely adept scavengers.
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- The horl choo is an odd black plant that looks like a lumpy porcupine with long quills, about a meter in diameter with quills about a meter long, it's also known as the "spiny" or "spear-thrower" plant. It can move with a slow, shuffling motion and usually does so only at night, seeking better hunting grounds. Although it has no visible eyes or ears, a horl choo can sense heat (notably body heat) and has a rudimentary sense of touch (but no other senses).
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- (Pet) Sho'day are nocturnal birds that avoid confrontation and are extremely curious. They will circle low over encampments and sometime 'buzz' them to get a better look at those sitting around the campground. They love hot food of any kind. If the campground has any, and the campers are friendly, they will attempt to land. The Sho'day nest in trees and tall rocks and soar to incredible heights when hunting, they usually hunt small mammals or fish. They have incredible sight, are completely black, and have a wingspan of over 6 feet.
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- The plague beetle is a giant scarab. It is 1 meter long and has almost perfect chameleon abilities (in fact, it can not turn it off). It is a scavenger that uses disease to kill its food (like a Komodo dragon). They are not violent, and will only use the disease when their food supply is in major decline.
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- The paradise tree is very rare and quite small. It looks like a heavily nut-laden oak tree. The tree never grows anywhere closer to another one, can not be harmed by fire, heat, or chemical defoliants. It can ether be extremely hardy or very frail. It produces a variety of nuts from other trees.
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- This creature is an odd fusion of a Parakeet and Piranha. It can hunt under or above the water. These creatures are very social and hunt together in large schools. They will go into a feeding frenzy much like Herkels, but while in the frenzy a random number of the group will emit high-pitched Sonic Blasts.
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- Originally this creature was a small potted houseplant which was left here by a frightened tourist during the evacuation of the starport. When the cloud of radioactive dust swept over the area, it caused the plant to mutate. Over the years the plant has kept the starport pest-free by devouring all intruders.
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- The omnitar are atmovores, that is, they exist without consuming any plants or animals, just microbes found in the air. They resemble 1.5m tall crystalline cones that have millions of 10cm bristles underneath that provide locomotion. So smooth is the bristling action that it looks like the omnitar is floating on air and just brushing the ground.
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- Mingos are birdlike creatures descended from Flamingos. They are now more at home in the water than they are on land. Mingos travel in groups to hunt down their meals, often looking like a large school of long legged fish when encountered underwater. They still retain the ability to hunt while standing along shores, but find prey easier to catch in the open sea. They no longer have the capability to fly because of their water adaptations. They have been known to attack humans/humanoids when hungry.
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- This creature is a detached part of a sentient coral reef (see below). A successful attack means the creature has bitten its target (1d4 damage). A second attack against the victims AC means the creature has attached itself to the victim and stabs the victim for 1d6 damage. A third successful attack means the creature has entangled the spinal cord and now controls the creature via the Coral Reef (see above). Once the creature is attached, all of the target creature's abilities are under the control of the reef. Any land creature which is controlled by the Minda Ray can breathe both water (after 10-20 seconds) and on land, as the ray breathes for the creature underwater and the land animal can breathe for both creatures on land.
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- These foul sea creatures look very much like female Mer-kind. However their disposition is quite evil. They are well aware of their physical similarity to Mer-kind (except for a row of razor sharp shark-like teeth) and will use it to every advantage. However, Psirens prefer to remain out of sight of their potential prey, if at all possible. They typically use their mutations to lure victims to their doom by first using Empathy to gage the emotional state of their target. Once this is accomplished, they will then begin singing" to their potential prey. Using Sound imitation to spread confusion (in any number of ways based on what their Empathy has revealed), or directly into the mind with Beguiling or Mental paralysis. The later is the preferred method to finish off their victims, as it keeps the Psirens out of harms way (and leaves their meal undamaged).
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- Mimic plants are mutated orchids that grow up to 3 meters high. They have large showy flowers that can look like various animals. Mimic plants grow near ponds and their root tendrils extend into the water from underground. Their roots absorb large amounts of water that are given off by their leaves as a fine mist. The mist obscures vision enough that the flowers are mistaken for animals.Animals and characters who find mimic plants have a chance equal to 50% minus their intelligence of believing the plant to be an attractive animal or character of the opposite sex. When a creature is attracted to within 6m of the plant, an elastic tentacle whips out and wraps itself around the victim. The tentacle secretes a corrosive fluid which contains adaptive enzymes. The fluid burns the skin for 2d4 points of damage if it is not washed off in a number of turns equal to 11 minus the victim's armor class. The tentacle will withdraw as soon as the victim fights back. No plant will attack two crea-tures, and no creature will be attacked by more than one plant each day.
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- Mer-kind are half-man, half-fish beings (human torso with a fish tail) who live in harmony with most creatures of the ocean. They usually reside in small undersea communities and will sometimes use trained Horsy as mounts. They will generally help any creature they come across who appears to be in trouble. Of the many intelligent beings living in the strange seas of Gamma World, they are perhaps the most noble. They are able to survive for short periods of time above the surface.
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- This upright-walking, 2 meter tall unit is humanoid in shape. It has two arms and two 1 meter tentacles, each of which is equipped for handling precision instruments. Special equipment includes all normal Medi-kit tools and materials (in 5 times the quantity found in a Medi-kit) plus more extensive medical labs than are in the Medi-kit. A Medical Robot can perform complex surgery, if necessary. It heals characters at the same rate as a Medi-kit (1d10+20 hit points of damage to Pure Strain Humans and 1d10+10 hit points of damage to Humanoids and Mutated Animals).
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- The euryl looks like most aquatic insect larvae: long, thin with the legs cramped up near the head. The long antennae, large tusks, and frilly gills on its abdomen identify it as a euryl (mutant mayfly). Unlike its ancestors, the euryl will remain in its larval state (but still will be able to reproduce). They are found in gravelly areas looking for food.
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- This cyber is also cov- ered in plastic armor, but has tracked rollers that can be lowered for ground movement. It is equipped with radar capa- bilities (up to 200 meters) and armed with two Mark V pistols as well as two stun rifles on a top mount. A flamegun that has four charges and does 8d10 damage out to 10 meters (weapon class 16) is attached to one end of the robot. The cyber is also capable of spraying a kinetic nullifier fluid (effects are detailed in the GAMMA WORLD game rules) over a 10-meter- square area (six uses possible).Like the underwater model, this under- ground model is equipped with a tractor/ pressor beam capable of lifting up to 200 kilograms for the purpose of transporting the character or object it was assigned to ind back to the Manhunter.The cyber units are used for retrievingor killing characters that flee into areas the Manhunter is not suited for traversing. Once a character is caught by a cyber tracker, he brought back and captured by the Manhunters own tractor/pressor beam (which can lift 500 kilograms). Once in this field, the individual is taken up into the unit and stored in a very special facil- ity on its underside.The Manhunter contains one entire stasis chamber that works as the one described in the GAMMA WORLD game. The character is kept in the state of slee- plike suspended animation until brought back to the commanding Cybernetic Instal- lation for whatever purpose the CI has in mind. Individuals in this chamber can be healed by a robotic medi-kit if necessary, but the stasis chamber can also work as a rejuv chamber for characters who are nearly dead. Up to four man-sized beings (500 kilograms) may be kept in the chamber.The upper surface of the Manhunter also carries a number of special probes, described below.
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- These data-probes are used to send televised pictures of areas that the robot is investigating, for general tracking and surveying missions. They are used to scout areas before alerting the Manhunter to send out the cybers or have the Manhunter come itself. The probes are equipped and fitted for underwater use. The armor given combines the probes speed and size, and the number given in parentheses indicates the armor class while the probes are stationary (hovering). The probes can be controlled by the Manhunter up to a distance of 10 kilome- ters, and they automatically return if a distance greater than this is indicated. The probes have radar- and infravision-jam- ming screens (which even affect muta- tions) that allow them to pass by unnoticed.The probes are also equipped with an electrical defense shield that does 1d10 hp damage to characters touching them. The probes themselves cannot attack, and flee as soon as they have registered the posi- tion of the desired hiding group.
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- No doubt about it, the brilliant hues that this mutant species of Portugese Man-O-War comes in are a warning of extreme danger for anything that crosses it's path. Armadas float slowly along coastal rivers and streams, supported about 2-3m above the surface by a natural hydrogen balloon, aided by the wind, or pulling themselves by their larger, visible tentacles if the air is still.
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- A hissers is a 3-meter long mutant snake with a humanoid torso and arms, and a snake-like head and lower body. They can rear upright on their powerful tails to stand about 1.5 meters off the ground. Hisser scales tend to be green or brown, lightening toward the belly and chest area, although some tribes of hissers have brightly colored markings.
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- Intelligent humanoids that have adapted to living on both land and in the water. The fen is a 2 meter tall humanoid fish with both lung and gills (similar to a prehistoric lungfish). It has pearly white, almost translucent, flesh and scales and can walk (slowly) on land on its stubby legs. It has hands able to crudely manipulate objects (including weapons).
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- The carnivorous ape is a larger, stronger and very aggressive mutant relative of the gorilla. This beast has fair intelligence and is extremely cunning. It hungers particularly for human flesh (Grens are also a favorite item on their menu). The eyesight of the ape is keen, as is it's hearing and sense of smell (any attempts to surprise or sneak up on the beast suffer a -2 die roll). It can also swing limb-from-limb in the trees at a speed of 18.
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- These solitary creatures are rarely seen and only a few of them are known to exist in this region. Evolving over the years from the haphazard exposure to high energy radiation, Maali seem to be the distorted descendents of the North American moose.Their general appearance is still moose-like as they still possess short brown fur and large branching antlers. These bony and sturdy antlers usually grow over a meter in height and are used as deadly weapons by these mutants. Maali are four-legged creatures when travelling over great distances or when running, but through successive mutations they have evolved thick muscular hind legs. A startling development in these mutants was their change from hooven front feet to leathery human-like hands. The combination of strong rear legs and manipulative front hands has permitted these creatures to stand up, walk around, and use tools, weapons, and devices of the Ancients.Outstretched on its hind legs,a Maali stands over 3.5 meters tall. The most amazing aspect of these mutants though is their ability to speak. Rumor has it that they even understand the language of humans! Maali live in forest areas, but they are occasionally found in grassy locales when encountered migrating from one forest to another. They enjoy eating vegetation of all kinds and are known to have enormous appetites. All Maali hate meat.These beasts are almost always leaders of a large territory within the forest.It is very rare for another creature to challenge the Maali's authority within its domain,and in return the mutant moose becomes a fierce protector of its forest home.The facial expressions of these mutants have been scarred by the cruel effects of radiation,so much so that their crossed-eyes and drooping tongues have made them appear as idiot creatures.This impression is often the downfall of most enemies, since Maali are a dangerous and deadly foe if provoked.These mutated moose possess great mental powers and having a dual brain allows them to function quite effectively in the wild forests.Maali are fascinated by high technology and will always try to acquire artifacts and items created by the Ancients.They are very skilled in the handling of such items and they enjoy using these devices whenever the opportunity arises. However, the sight of robotic units sends these mutants into epileptic trances (Epilepsy defect).Maali will remain motionless for a period of about 10 minutes when robotic units are first seen,then afterwards they will react normally.
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- At first glance, a kai lin looks like an odd sort of reptile: a 3-meter long, sinuous body with a single pair of short, claws limbs that allow it to move, dragging its long tail behind it, a blunt, triangular head like a snake and rough, green scales. But in fact the kai lin is not an animal, but a mutant breed of plant. Its "scales" are rough bark and its "claws" a thorny pads and its "tail" is a trailing root cluster.
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- This 1 meter high, 1 meter wide, 2 meters long unit has 2d4 3-meter long tentacles, each of which can lift 100 kilograms and use human tools. It has a tractor/pressor beam that can move 500 kilograms at a 12-meter range. Special equipment includes a sonic torch, micro-laser, power winches and power tools. Small numbers of replacement parts are stored inside its steel hull. It can operate underwater and in near-vacuum.
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- This 6 x 3 x 1 meter (tall) unit has a front-mounted 1 meter by 3 meter equipment platform carrying the following: a 6 meter crane with a 3 pronged claw able to lift 900 kilograms, four 6 meter tentacles able to lift 500 kilograms each and a tractor/pressor beam able to lift 1800 kilograms at a 30-meter range.
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- Letharp are huge, bottom-feeding fish which range in size from four to seven meters in length. Letharp have silvery-white underbellies and solid or mottled backs which range from blue-brown to yellow to brilliant orange. Mottling is usually white, groy. ar yellow. Coloration is seldom unchanging for very-long, since letharp have chameleon powers. Their heads are cov- ered with a bony plate around which are many enlarged and thickened scales. Projecting upwards and forewards from this plate is a horn-like bone growth whose length varies (accor-ding to the size of the lethorp) from one meter to nearly two meters.Normally sluggish and peaceful, sudden movements or passing shadows throw a letharp into a state of alarmed frenzy which results in the creature swimming in a blind rush (double normal movement far up to 100 meters) towords the possible threat, either to frighten the intruder away or to kill by ramming with its horn. Because of this unpredictable behavior boats are often smashed or holed by frightened letharp.Knowledgeable mariners are reported to paint the bottoms of their vessels a bright yellow-orange, far this color tends to repel or possibly reassure the would- be attacker.
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- Perhaps the most hideous of all of the Gamma World creatures, the Vath are twisted mutant descendents of the vampire bat. They are much deadlier than their ancestors and a meter in size. The most striking feature this mutant possesses is its two heads (Multiple Body Parts). Each of the Vath's heads is connected to its body by a long, thin, muscular neck, 15cm in length. Both heads and faces are similarly shaped (just like a vampire bat's face) but one head is colored bright crimson and the other a ruddy brown. The bright red face has poisoned fangs (inflicting 2d6 damage and causing 2d4+5 intensity poison damage) while the other has hollowed fangs for sucking blood (2d8 points of damage). This bat continually seeks out the blood of other creatures in order to get its essential nourishment. The body and wings of the mutated bat are colored a golden brown speckled with black. Like other bats, Vath travel and maneuver through the use of sonar. When encountering opponents, these creatures prefer using their Beguiling. Only in desperate situations will the Vath use their Life Leech mutation. The hard rubbery skin of the Vath slows its air speed by 25% when the weather gets cold (Skin Structure Change). These creatures make their homes in caves and other dark places, although unlike their ancestors, they travel during the day as well as night.
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- Kreel torrn are large, bipedal grasshopper-folk with manipula- tive forelimbs. Though they have lost the flight capability of their ancestors, they still retain their leaping ability. Kreel torrn may leap up to 30 m in any direction every other Action Turn, for as many leaps as they have CN points. Afterwards, they must rest 10 minutes for each leap made before they can leap again. A kreel torrn in mid-leap is -3 to hit and be hit.Kreel torrn are semi-nomadic beings and employ Tech Level I weapons and equipment. They often supplement their wealth by ambushing unwary travelers. When lying in ambush, kreel torrn use chame- leon powers to conceal themselves until their quarry passes by. They then leap out of cover, attempting to surround their prey and overwhelm any opposition, attacking to kill only if resistance proves to be too great.A favorite tactic of the kreel torrn is to hide completely out of sightand use their empathy to follow the progress of their target(s). A similar ploy is for the kreel torrn to wait in complete darkness, using ultravision to find their marks. Kreel torrn are opportunists and flee if their position becomes untenable. They can sometimes be hired so long as the work is not too hard and the pay is good.
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- Seps are mutated sharks that have fully adapted to life on land and are no longer suited for living in the water. The Snow Seps are adapted to living in the Snow and Ice and are only found in arctic conditions. The Sep has an organ in their brains that pushes and packs snow and ice pack out of its way allowing it to swim forward below the surface.
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- Seps are mutated sharks that have fully adapted to life on land and are no longer suited for living in the water. The Sand Seps are adapted to living in the sand and are only found in deserts. The Sep has an organ in their brains that pushes and packs earth out of its way allowing it to swim forward below the surface of the earth.
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- This mutated descendant of the great barracuda retains many of the habits of its ancestor. To become a successful feeder, the Great Barracuda developed a technique of racing through a school of fish with its blade like teeth attacking the helpless fish. After it injures and immobilizes some of the fish, the barracuda returns to snatch them up. Koodas do the exact same thing, but are even more effective due to their larger size and their mutations. The Kooda's Speed Increase is improved in that it can be used three times per day. Koodas use their highly evolved instincts to take advantage of the disorder that occurs around dusk, when the nighttime fish switch places with the daytime fish. It is at this time, when their prey least expect it, that Koodas make their attack.
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- The Ooz Blen numbers and hitdice are based per square meter. Patches can be larger than that.The ooz blen is a form of mutated algae. This type of plant grows in patches near areas of radioactivity, almost always connected to a source of warmth. Hot springs, fumaroles, and living flesh are their favorite locations.Ooz blen are iridescent black in their natural state, and live on rocks or the branches of trees and feed on tiny organisms such as bacteria. They possess a life detecting sensitivity (New Sense), adaptability, color response to radiation, and tiny fiber extensions that allow them to enter into a symbiotic relationship with warm-blooded creatures (New Body Parts). A final ability, Teleportation, allows them to project themselves onto passing creatures.To establish symbiosis, the ooz blen will teleport themselves onto the surface skin of any warm-blooded creature that passes within range. Once on the skin, the algae must be scraped off for 1d10 Action Turns with the creature taking 1d6 damage with the creature taking 1d6 damage per turn of scraping. If the creature does not scrape off the algae for the number of turns rolled, the ooz blen uses their New Body Parts to enter the skin of the creature. This causes the creature to become a shiny black, as if they possessed an insect chitin over their bodies. The color is not dangerous, nor does the presence of the ooz blen harm the creature. The ooz blen will remain on the creature it cannot be removed for 2d10 months, after which it will teleport onto some other character at the first opportunity.While on the skin (or fur, scales, feathers, etc.) the black color will remain useless unless the creature comes into the presence of radiation. If in an area of radiation, the ooz blen will change color (depending on the intensity see chart below). The ooz blen will absorb one-half the damage from radiation.INTENSITY NEW COLOR1-5 Blue 6-14 Red 15+ GreenThe color changes actually help a creature survive radiation by giving warning through the color change and absorbing damage from harmful radiation.
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- Each head will have seperate Mental Strength, Intelligence, and Charisma.Descended from the snapping turtle, this two-headed creature is certainly one of the strangest mounts that can be found. A nireg is basically friendly in nature, though its left head tends to be aggressive in attitude and its right head prefers to solve things without a fight. Since the right head does all of the talking with other creatures, the left- sided head can be rather surly if ignored.Niregs are dangerous in combat. Aside from the bonuses that the left head gets in combat, a nireg can generate sonic blasts simultaneously from its two mouths. These blasts can be focused on a single target within range, and the two blasts combine to produce extra damage equal to a third sonic blasts effects. The two fore feet are clawed and can be used in fights as well. If an opponent is bitten by one of the huge, parrotlike beaks (which always strike first), then claw attacks against the bitten person are made at +4 to hit on the die roll.A nireg (if willing) can carry up to 200 kg at full speed over any terrain but the rockiest, and can haul up to 400 kg at half speed over smooth ground or roads. Niregs typically have a single name despite having two separate personalities.
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- Vilchneks are predatory spiders that use their chameleon powers to lie in wait undetected until prey hap- pens by. Parties are surprised by a vilch- nek encounter unless they succeed on a surprise roll and the character with the highest IN in the party makes a successful check vs. IN x 1, or unless someone in the party has a mutation that negates surprise, such as intuition. Vilchneks have eyes all around their heads, so they cannot be surprised by anything visible. They are surprised by invisible creatures on foot only on a 5 or 6, because they are very sensitive to ground vibrations. Vilchneks tend to lurk in trees or among shrubs on the ground, and hunt by day or by night. They can cover up to 12 m in a single leap. Their fear impulse is set off only by birds and other winged creatures at least as large as themselves, and they may not notice furled wings.
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- Hoppers are herd animals that are mutated from Jackrabbits. Each Hopper stands 3 meters tall at the shoulder, large enough to carry 1 man-sized creature. Hoppers look like giant hares, the size of small horses, usually with brown or tan fur (although their fur color changes to suit the environment when they use their Chameleon Flesh mutation).
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- (Mount) The Smovbai is a short, six legged reptile with a brown plated body and mottled grey head. It resembles a small triceratops without horns. It has a plate / crest around its head that can flare out when the Smovbai wishes it, and allow the rider to sit on the neck. Once in position the rider is considered to be better protected from all attacks that don't come from the front. The Smovbai are found around swamps, marshy areas, along rivers and lakes and other areas where there is a lot of standing water.
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- Sre'froth are lifeofrms that resemble two to three meter transparent gelatinous planes. Their origins are unknown, but they are thought to be amphibians who learned how to glide. They are definitely not flyers. Sre'froth can blend in anywhere, crawl up any surface, and attach themselves on anything, even ceilings, by secreting a warm, sticky fluid as they move.
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- There are two 6-meter-long tentacles on the front and a single smaller claw on a 2-meter-long arm just below them. The body is a large block, with a cargo bay area loaded from the top. Large tracks line either side, each 2 meters tall. Usually these behemoths are tracked robots (as is this model), but occasionally, they will have wheels or legs, or, rarely, anti-gray pods. These robots have a flat, emotionless, stereotypical computer voices.
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- Conola are large, living spheres covered with matted hair. They travel by rolling forward, like a tumbleweed, aparently under their own muscle-power. They are relitevely unitntelligent scavengers. Ususally found in installations and other types of ruins. conola roll endlessly through the hallways consuming dirt, debris, carcasses, dropped items. Conola are completly silent.
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- These are mutated garden snails that make their homes in old rusted appliances, vehicles, and robots. They creature itself is a 4 meter formless blob with 3 tentacles sprouting from its sides. They are very vulnerable in this state (AC 10). But because of their unique habitat, they are almost always well protected, by the sturdy carapace" of whatever metallic hulk they choose to live in. Young rust'ee can be found in small metallic appliances, oil drums, etc. As they grow larger they will periodically move into something larger. The biggest rust'ee may inhabit an Ancient robot or even a car or a truck!
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- A Mutated thornbush that is neither a horse nor a cactus. The Pinetos has a horizontal trunk and thick leg stalks giving it a equine appearance. This is increaed by way the pineto dips its roots to take in water by lowering its "head" to drink. The compairson to a cacuts comes from the sharp thorns entirely covering the plant. These thorns make it impossible to ride without a saddle. A sharp prod must be jammed between trunk and the root ball. They are extremely valueable as mounts, and it is very difficult to catch them and then even harder to tame them. However those that are are considered excellent mounts.
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- Purrlions are among the largest mutant felines in North America, reaching 3.5 m high at the shoulder and 9 m long (excluding the 3 m tail). Possessing a beautiful tiger-striping over a golden- brown coat, purrlions are fairly easy to domesticate as guards, and some communities have even used them as steeds, though they are not the best. A purrlion comfortably carries up to 230 kg of mate- rial, including riders, at full speed, but it wont often carry any more than that. Purrlions have a loping gait that is very uncomfortable for riders, particularly if the purrlions are moving quickly.Purrlions are able to climb large trees and steep slopes using their claws. One may even do this with a rider on its back, though the rider had better be securely fastened to his seat. Purrlions move very softly despite their size, causing opponents to be surprised on a roll of 1-4.Like their ancestors, purrlions have an affinity for certain smelly herbs and flowers, particularly catnip. Certain forms of mutant catnip cause purrlions to behave in a dazed and irrational manner, though the purrlions usually cause no injury to anyone while under the effects of this substance.
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- This cigar-shaped unit is 18 meters long and 6 meters in diameter. Its 4 retracting 12 meter long cranes can lift 2000 kilograms each and its 8 heavy duty 18-meter long tentacles can handle 800 kilograms each. The Robot also has four 6-meter tentacles for handling human equipment. A tractor/pressor beam can lift 2000 kilograms at a 30-meter range. Special equipment includes batteries of 2d4 sonic torches, lasers, atomic torches and power tools. Most units also have 6d12 triangular duralloy sheets and a supply of assorted rivets, plates, bolts, etc. plus the special tools needed to use them. All units are sealed for underwater use.
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- Floth-Ha are mutated 'common house' moths. They are virtually identical to their predecessors except for their extra front two limbs from which they can manipulate objects and also for their great size. (wingspan is an impressive 3m) Their bodies are covered in a fine fur, and for those who have seen a Shutter in flight, the underside is a palette of light browns. Due to the chameleon powers their back and wings poses, the natural coloring of these surfaces are unknown. Floth-Ha do have antenna but rely primarily on sonar to guide them.
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- Sea Crones are evil tempered sea dwelling humanoids whose sole purpose seems to revolve around causing suffering to others. They sometimes have a pet or pets in their company which they use for various purposes. They generally attack using their mutations, but if pressed will use their bony claws.
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- Also called the grizlion, this fearsome predator is actually neither bear nor cat, but rather a giant mutation of the wolverine. If anything its ferocity has increased with size. The griozlion is fully 3 meters from nose to tail and over 1.5 meters tall at the shouldder. Its fur is black and dark brown, often with dark yellowish coloration around the face or haunches. It has vicious claws, and its mouth of razor-sharp teeth is usually twisted in a snarling grimace.
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