Professional Documents
Culture Documents
2d6
13
+10
10
13
11
36
3
4(14)
+3
1
1d8
1d6
Animal
12(17)
S(.5 m)
270
Frequency:
Activity Cycle:
Tech Level:
Climate/Terrain:
Physical Mutations:
chameleon power(20)
Mental Mutations:
Special Powers:
Uncommon
Organization: Flock
Day
Diet:
Blood
0
Artifacts:
None
Temperate forests, hills
Immunity(disease), paralytic poison(17),
Directional sense
None
1d4+2
13
+4(-6 while spinning)
11(16 while spinning)
MD:
Health:
Speed:
Spinning
Level:
Hit Dice:
THAC:
Attacks:
Bite
Spin Bite(5)
Int:
Morale:
Size:
XP Value:
12
15
12
24
3
7(25)
+3
1 or 5
1d6
3d6
Animal
10
S(1 m long)
175
Frequency:
Activity Cycle:
Tech Level:
Climate/Terrain:
Physical Mutations:
Mental Mutations:
Special Powers:
Uncommon
Organization: Group
Day
Diet:
Carnivorous
0
Artifacts:
None
Temperate plains, hills, forests
None
None
Spin
1d6
5
+4
12
8
10
0
1
4(15)
+4
1
1d10
Non
10
S(.5 m)
35
Uncommon
Organization:
Solitary
Activity Cycle:
Tech Level:
Climate/Terrain:
Physical Mutations:
Mental Mutations:
Special Powers:
Day
Diet:
0
Artifacts:
Temperate plains and hills
Carnivorous jaws(18)
None
None
Carnivore
None
1d4
7
+2
7
10
10
0
1
2(7)
N/A
1
Special
Non
10
L(2 cm thick, 20 m long)
120
Frequency:
Activity Cycle:
Tech Level:
Climate/Terrain:
Physical Mutations:
Mental Mutations:
Special Powers:
Common
Organization:
Day
Diet:
0
Artifacts:
Temperate or tropical forests
Gas generation (20), poison and
None
None
Solitary
Sunlight & water
None
blinding
Society: The eyebane vine has no society as such, reproducing by windcarried pollen and seeds. It is completely dormant in winter, and is sometimes
dug up and replanted to serve as a defense by creatures which are immune to
the gas' effects.
Horl Eps [Arrow Trees]
by Bob Crichton <RCrichton@aol.com>
Number:
Percept:
Stealth/R.U.:
AC:
MD:
Health:
Speed:
Level:
Hit Dice:
THAC:
Attacks:
Seed(2)
Int:
Morale:
Size:
XP Value:
1d2
14
+3
14
10
12
0
3
12(42)
+3
2
2d8
Animal
13
L(4 m)
175
Frequency:
Activity Cycle:
Tech Level:
Climate/Terrain:
Physical Mutations:
Mental Mutations:
Special Powers:
Uncommon
Organization:
Day
Diet:
0
Artifacts:
Temperate or subarctic forests
Infravision, rocket seeds(16),
fruit(10)
None
None
Solitary
Carnivorous
A
antibiotic
Description: This relative of the pine tree has a unique method of seed
propagation - organically fueled solid rockets. It can use these seeds for
defense or for increasing the range of the species. These seeds are only
active during the late summer and early fall. After the first frost, the Horl
Ep fires off all its remaining seeds at a high angle, causing the northern
woods to be quite a hazardous place for a week or so.
Combat: The horl ep will generally attack any warm-blooded, man-sized or
larger creature that comes within 20 meters. If more than one such creature is
available, it will switch targets every 2 rounds until either all targets have
fled, or 1/2 of its seeds have been expended, reserving the remaining seeds
for defense. The wounds caused by the horl ep seeds will heal at twice normal
speed, and if the fertile tip breaks off in a wound (40% chance), it will heal
at 4 times normal speed (it will also be the first of the wounds to heal). In
the latter case, 2 weeks after the wound heals over, the seed will start to
grow, doing 1d4 damage and -1 to CN daily until the character dies (at 0 HP or
0 CN), after which a sapling will sprout from the body.
Society: As this mutant is immobile and has no means of communication, it
has no social organization. There have been some attempts to cultivate this
plant, but the dangers involved have prevented any successes.
New Mutation:
Rocket Seeds
Physical, Plant; Activated, MP 4d6-L
This highly evolved version of Explosive Seeds results in the growth of
organic solid fuel rocket motors to propel seeds a great distance from the
parent tree. The base range for these seeds is 20+MP modifier meters, and they
do 2d6+MP modifier damage. Each plant will grow 4d6 rocket seeds per season.
This mutation has only recently been developed, and has only been reported in
areas to the south of Lake Ont.
Hydras
by Kerry Jordan <kdj1@Ra.MsState.Edu>
Number:
Percept:
Stealth/R.U.:
AC:
MD:
Health:
Speed:
Level:
Hit Dice:
THAC:
Attacks:
Bite (5)
Int:
Morale:
Size:
XP Value:
1
12
0
18
13
13
20
3
23(81)
+3
5
2d6
Low
15
G(10 m length)
11000
Frequency:
Activity Cycle:
Tech Level:
Climate/Terrain:
Physical Mutations:
Mental Mutations:
Special Powers:
Very rare
Organization: Solitary
Night
Diet:
Carnivore
0
Artifacts:
None
Any nonartic
Dual brain, five heads/brains, gas generation (15),
burning, night vision, nocturnal [D], poison (17),
radiating eyes (15), regeneration (14), sonic
blast (14)
Mental blast (12), mental reflection (15)
Immune to radiation and sonic attacks
Description: Hydras are mutated serpents which greatly resemble the hydra
of legend. Their long slender bodies each sport five heads. Each head is
mounted on a 2 m long neck and is a different color. The body is generally a
basic green or brown, but the heads are green, blue, red, black, and white.
Combat: Hydras are very aggressive hunters and deadly in combat. Each of
the hydra's heads has control of a particular attack form: the green head
controls the gas generation mutation, the blue head controls the mental blast
mutation, the red head controls the radiating eyes mutation, the black head
is poisonous, and the white head controls the sonic blast mutation. A
specific head may be targeted by the hydra's opponent, but he receives a -4
penalty to THAC and each head can withstand 15 points of damage. Generally,
when in close combat, only three heads can attack a man-sized creature at
once. However, all heads can be used to combat multiple opponents.
The hydra's mental reflection mutation is a unconscious collaboration of
all the heads. For each head destroyed, the hydra loses not only that head's
attack ability, but also 3 points from the mental reflection's MP.
Society: Hydras are very unsociable creatures. They only come together
during mating season. After being fertilized by the male, the female, who is
usually 4 meters or greater in length than the male and has 3 additional
hit dice, kills and eats the male. After the meal, the female travels in
search of a radiated region in which to lay her eggs. During this period,
the female eats only when necessary and tends to ignore other creatures.
When a nest has finally been prepared, the female lays 6-12 eggs, covers them
with dirt or sand, and then leaves. The eggs hatch 3-4 days later and the
young hydras dig themselves out.
Makeens [Skreechers]
by Robert G. Flack <flack-rg@salem.ge.com>
Number:
Percept:
Stealth/R.U.:
AC:
MD:
Health:
Speed:
Level:
Hit Dice:
THAC:
Attacks:
Bite
Club
Int:
Morale:
Size:
XP Value:
1d4
21
3
11
13
13
12
3
13 (46)
3
1 or 2
1d3
1d6
Animal
13
S (1.5m)
1400
Frequency:
Activity Cycle:
Tech Level:
Climate/Terrain:
Physical Mutations:
Mental Mutations:
Special Powers:
Uncommon
Organization:
Band
Day
Diet:
Omnivores
0
Artifacts:
None
Any tropical forested area
Heightened Constitution (13 CN),
New Body Parts (Extra Eyes),
Multiple Limbs (Extra Arms), Air Sail
Stunning Force (11), Fear Generation (13)
Bipedal; manipulate tools & objects;
Climbing attempts are two difficulty levels
easier than normal; can swing from grip to
grip at speed of 8; +1 bonus to robot
recognition; base speed of 12 even if
walking upright; prehensile tail.
1
24
+11
7
11
11
Immobile
1
4
n/a
None
Nonn/a
S (1m)
270
Frequency:
Activity Cycle:
Tech Level:
Climate/Terrain:
Physical Mutations:
Mental Mutations:
Special Powers:
Very Rare
Organization:
Any
Diet:
0
Artifacts:
Temperate swamps, forests, or hills
Fruit(13), Chameleon Power(12),
Poisonous Thorns(18)
Mental Paralysis(15)
None
Solitary
Scavenger
None
Frequency:
Activity Cycle:
Tech Level:
Climate/Terrain:
Physical Mutations:
Mental Mutations:
Special Powers:
Common
Organization:
Day
Diet:
0
Artifacts:
Temperate plains
Razor-edged Leaves, immunity to
None
None
Patch
Carnivore
None
heat
1d4
12
+1
11
16
15
8
4
15(53)
+6(0)
1
1d8
Weapon
Int:
Morale:
Size:
XP Value:
+5
High
15
M(2 m)
650
Frequency:
Uncommon
Organization: Tribal
Activity Cycle:
Day
Diet:
Omnivorous
Tech Level:
III
Artifacts:
E, W
Climate/Terrain:
Temperate/subarctic forests
Physical Mutations:
Heightened physical strength, immunity, mental
attacks, body change, baldness, bony skull ridge, diminished hearing
Mental Mutations:
None
Special Powers:
None
Description: Shog are a race of humanoids generally considered quite ugly
by human standards. Shog have great difficulty in distinguishing between the
sounds of the English language, communicating among themselves using a complex
sign language. Their inability to learn spoken languages quickly often results
in their being considered stupid, a viewpoint reinforced by their great
strength and slow movements. In actuality, shog are quite intelligent, and
possess a great deal of knowledge about the abilities and characteristics of
the various mutated animals living in their environment. They frequently
possess Tech IV artifacts.
Combat: Shog are not very precise with ranged weapons, preferring to close
with enemies and attack with melee weapons or their fists. While slow on their
feet, once one has a grip on an opponent, it is very hard to break free (Tough
PS check). A favored tactic is to grab an opponent and swing him into another
(1d6 for both opponents, separate attack rolls), which can be performed with
opponents of up to 130 kg mass. If another opponent is not available, walls,
trees, etc. are often battered instead.
Society: Usually found living in small villages, shog are also known to
occasionally live with grens. When shog and grens live together, the shog
follow the customs of grens with regards to use of armor and ancient
technology. Shog are also frequently hired as servants or laborers, especially
by those with secrets to keep!
Xanqas [Shocking Mildew]
by Chris Van Deelen <chrisv@nucleus.com>
Number:
Percept:
Stealth/R.U.:
AC:
MD:
Health:
Speed:
Level:
Hit Dice:
THAC:
Attacks:
Shock
Int:
Morale:
Size:
XP Value:
Frequency:
Activity Cycle:
1
n/a
+14
11
n/a
13
1
1
3(11)
n/a
1
1d4(2d4)
n/a
n/a
Variable
35
Uncommon
Any
Organization:
Diet:
Solitary
Omnivore
Tech Level:
Climate/Terrain:
Physical Mutations:
Mental Mutations:
Special Powers:
0
Artifacts:
Any underground
None
None
Electric shock
None
Description: Xanqas are a type of mutated mildew which adapt to the color
and texture of any surface upon which it grows.
Combat: Xanqas feed on freshly killed organic substances and will attack
any animals or characters that approach within one meter. Once an animal is
within range, the xanqas will release a slight chemical electrical charge
causing 1d4 damage. If anyone touches a xanqas with metal gloves or a metal
weapon, the charge damage is doubled. Armor does not protect against this
charge. However, the charge can be blocked by force fields. This discharge
is automatic if the plant is touched.
Water thrown on the xanqas will stun it for 1d8+2 combat rounds.
Society: Little is known about this strange mutated mildew.