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.
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.
This campaign suggestion was included in the Genotype Summary, but I never wrote it up as a post.
For a more significant departure from the default campaign model, the referee may allow players to portray primitive surface-dwelling Mutants. An entire campaign can be based on such a “Tribal Defenders” approach.
Mutant PCs possess all the genotype traits as given in the Genotype Summary. Such characters are considered Primitive-Tech (except for thinkers, who are Retro-Tech).
Since they are born and adapted to the wastes, surface Mutants also possess the Creep-Resistant trait. This allows the character to re-roll a failed fortitude save vs. Creep. Due to previous mutagenic exposure, however, the PC will start with Mild Creep contamination.
In addition, all Tribal Defenders start with mutations. You may possess up to four mutations of any grade (as given in the Mutations supplement). For every mutant perk of a given grade that you possess, you must also have a mutant flaw of the same grade. The player may select one of these mutations (either the perk or the flaw), but must randomly roll for the other.
(If the referee agrees, a character who is not disfigured and has one or fewer major mutations may instead be a rare surface-dwelling Near-Human.)
(The survivalist presented here is an update of a previous post.)
Survivalists are hard-bitten adventurers who are too strong to culled by ordinary dangers. The survivalist goes where others dare not and lives where others can only die.
Unless stated below, a survivalist is identical to the enforcer in terms of rule effects:
Combat Ability: Survivalists add their full rank to attack rolls with light or medium weapons; with heavy weapons they add ½ their rank (rounded down).
Adventuring Feats: Survivalists add ½ their level (rounded down) to all adventuring feats, with +2 to Might and Skill checks.
Saving Throws: Survivalists have a +5 bonus to saving throws, plus their rank. (Humans and Near-Humans gain an additional +1 bonus.)
Enforcer Abilities: Survivalists do not get the Weapon Familiarity or Combat Specialization abilities of the enforcer. Survivalists do have the Guardian ability (starting at 1st rank) and gain Cleave at 5th rank (instead of 3rd).
Scout Abilities: Survivalists get the Tracking and Foraging abilities at 1st rank, and Creep Detector and Elusive at 3rd rank. These abilities work in the same manner as described in the scout class description.
Stalkers combine swift movement and tracking skills with additional fighting ability. Stalkers tend to engage in combat more frequently than scouts, but are not as tough as enforcers.
Unless stated below, a stalker is identical to the scout in terms of rule effects:
Combat Ability: Stalkers add their full rank to attack rolls with light or medium weapons; with heavy weapons they add ½ their rank (rounded down).
Adventuring Feats:: Stalkers add ½ their level (rounded down) to all adventuring feats, with +2 to Might and Skill checks.
Saving Throws: Stalkers have a +4 bonus to saving throws, plus their rank. (Humans and Near-Humans gain an additional +1 bonus.)
Scout Abilities: Stalkers get the Increased Movement, Scout Ahead, Tracking, and Foraging abilities at 1st rank. They gain Sneak Attack at 3rd rank (instead of 5th). They do not gain the Creep Detector or Elusive abilities.
Combat Specialization: Stalkers gain the Combat Specialization ability at 5th rank. This ability works in the same manner as described in the enforcer class description.
Slayers are warriors dedicated to hunting a particular type of foe. Different types exist – mutant-slayers, beast-slayers, human-slayers, robot-slayers, etc.
Slayers often fill a prestigious role either as elite soldiers and protectors or as far-ranging hunters who spend years at a time wiping out as many enemies as they can before returning home.
Slayers are an enforcer sub-class. They may serve as common soldiers, but are most effective against their chosen foe.
Canines of various types survived and proliferated in the mutant future. Domesticated dogs have stood right next to humanity through the dark centuries, cowered in deep-earth bunkers, drifted in orbital stations, and plodded along next to him through the debris and skeletons of the tortured world.
Game statistics depend on the dog’s size. 1-HD creatures represent smaller breeds, runts, or pups. 2-HD mutts are “normal”-sized dogs, while 3-HD specimens are larger breeds.
Mutt (1-HD) (#Enc 1d8): HD 1d6, AC 7, MV 15″, SV +1, bite (melee Atk +1, 1d6), 80 XP.
Mutt (2-HD) (#Enc 1d6): HD 2d6, AC 7, MV 15″, SV +2, bite (melee Atk +2, 1d6), 160 XP.
Mutt (3-HD) (#Enc 1d4): HD 3d6, AC 7, MV 15″, SV +3, bite (melee Atk +3, 1d6), 240 XP.
A dog handler may select these above creatures as canine companions. Unlike wild creatures, dogs from Tau will not possess the “Creep-Resistant” trait and will be susceptible to mutation.
Canines are extremely common in the wild. In addition to mutts (base stats as above), the following mutant breeds may be encountered:
Coydog (#Enc 2d4): HD 2d6, AC 7, MV 15″, SV +2, bite (melee Atk +2, 1d6), 200 XP. Possibly diseased (1-in-6).
Blink Dog (#Enc 4d4): HD 2d6, AC 5, MV 15″, SV +2, bite (melee Atk +2, 1d6), 250 XP. Blink (short-range psionic teleport, advantage to melee attacks and reflex saves, can flee combat).
Ruin Wolf (#Enc 1d6): HD 3d6, AC 5, MV 15″, SV +3, bite (melee Atk +3, 1d6), 300 XP. Rabid (advantaged in melee combat).
Riding Dog (#Enc 1d6): HD 3d8, AC 7, MV 15″, SV +3, bite (melee Atk +3, 1d6), 300 XP. Can be ridden as a mount.
Dog handlers can train wild dogs as canine companions, but they are considered 1-HD higher. Individual creatures may possess additional mutations.
I picked up Mutant: Year Zero this week and one unusual class caught my imagination…
Humans are not the only inhabitants of Tau. Your ancestors brought their canine companions to the vault, where they survived alongside your people. The dogs breed constantly and can survive by feeding on refuse and – when needed – each other. You can’t even remember how your sorry excuse for a dog became yours, but now it’s worth more to you than any human. You live in a symbiotic mutual dependency – you give your dog grub, and it will tear the jugular off anyone who stands in your way.
This class is similar to the scout, though weaker in ability. Their disadvantages are compensated for by the handler’s canine companion.