Mongoliants

Another post related to an old game of mine – this time its from the Scorched Earth PbP. Mongoliants are originally from Darwin’s World. They already slipped onto the Humanoid Encounters supplement, but are getting their own writeup now.

Mongoliant

Mongoliants are giant mutants. These deformed creatures are typically underground dwellers, but sometimes they have been known to inhabit old areas of strong radioactive concentration (including waste dumps, sewers, etc).

Mongoliants generally shun light but are not actually adversely affected by it (unlike many subterranean creatures).

Mongoliants were once humans, but have now become the most heinous of mutants. No two Mongoliants look alike, though their general hunched-over figures and deformed appearance is universal.

Mongoliants are, generally speaking, quite stupid, making use of only the most primitive tools. Some few Mongoliant communities have managed to figure out more advanced technology, however, and use this newfound knowledge (and newfound egotism) to conquer other, meeker races for consumption or booty. No groups of Mongoliants are known to foster kindness or respect for other communities.

Here are their game stats:

Mongoliant (#Enc 1d4): HD 5d8, AC 6, MV 9″, SV +5, by weapon (typically melee Atk +5, 1d12 or ranged Atk +5, 1d8), 500 XP. Additional eyes (reduced chance to be surprised), infravision (range 6″), gigantism (increased melee damage).

Mongoliant Berzerker (#Enc 1d2): HD 6d8, AC 5, MV 9″, SV +6, Giant Maul (melee Atk +6, 1d12), 650 XP. Additional eyes (reduced chance to be surprised), infravision (range 6″), gigantism (increased melee damage), Berzerk (advantaged in melee combat).

Mongoliant Khan (#Enc 1): HD 8d8, AC 4, MV 9″, SV +8, Energy Pike (melee Atk +8, 1d12 plus SV vs. stun) and Gauss Needler (ranged Atk +8, 2d6), 900 XP. Additional eyes (reduced chance to be surprised), infravision (range 6″), gigantism (increased melee damage), Accumulated Resistance (+2 vs. disease, poison, & Creep), Additional Arm (can wield another weapon).

Mongoliants habitually collect small trinkets; roll once per creature. They despise pure-strains and will eat them first.

Individual Mongoliants often possess additional mutations (accumulated resistance and additional arms being the most common; 3-in-6 chance).

Mongoliant colonies can include up to 5d4 individuals. They prefer to fight through brute force, utilizing strength and numbers to win the day.

5 Responses to “Mongoliants”

  1. Could you explain how AC works? I’m used to higher AC meaning that the target is harder to hit, not easier. As of now, I understand that you would add AC to your attack roll, but then what do you roll against?

  2. In old-school D&D, lower AC was better. This is how it works in Tempora Mutantur as well.

    I use a “Target 20” core rule. You’ll have an “Attack Bonus” based on your class and level (and maybe from your weapon).

    Roll a d20 and add your Attack Bonus. Then add the target’s AC. If the result is 20 or above (“Target 20”), then you hit. Otherwise, you miss.

    The higher the target’s AC, the easier to hit. An unarmoured human would be AC 9, which means you only need an 11+ to hit (11 + 9 = 20).

    If the referee wants to keep the target’s AC secret, he can ask the player for their (modified) d20 roll:

    Player – “I rolled a 13, plus my Attack bonus of +2 is 15.”
    Referee – checks Mongoliant AC, sees it’s 5. 15 + 5 = 20. “You attack penetrates the foe’s armour – but it’s a lucky strike!”

  3. Thanks! I think I’m gonna try and run a game loosely-based off of this system! It’s pretty awesome!

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