Archive for Creatures

Mongoliants

Posted in Game Rules, Minimalist with tags , , , on 06-Apr-15 by K-Slacker

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.

Canines in Tempora Mutantur

Posted in Game Rules, Minimalist with tags , , on 13-Dec-14 by K-Slacker

Riding Dog

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.

Cordyceps Infection

Posted in Game Rules, Minimalist with tags , , , , on 19-Jun-13 by K-Slacker

I’m not a console gamer, so I had to Google the latest Penny Arcade comic. Turns out it’s a reference to The Last of Us, a post-apoc survival/horror game. And so now I’m reskinning my old zombies and ghouls as Cordyceps-infected

Cordyceps Zombie

The Cordyceps Infection causes humans to undergo a strange transformation. It is induced by a mutated strain of Ophiocordyceps unilateralis.

Over time, the hosts’ physical appearance changes. Fungal growths make their faces completely unrecognizable. At later stages, fruiting bodies erupt from their heads, and more fungi can be seen along their skin. Eventually, they die and become spore-producing cadavers.

This fungal infection spreads via spores. These are typically delivered through bite wounds, claw attacks, or simply by breathing them in.


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Yellowjackets (and Variants)

Posted in Game Rules, Minimalist with tags , , , on 12-Jun-13 by K-Slacker

Yellowjacket

Today’s creature feature is more of a “toolkit” post on how to utilise the Mutational Evolution guidelines to create new and unexpected mutants to harass PCs, with Yellowjackets as an example.

Yellowjackets are the scourge of the summer skies, attacking humanoids for no apparent reason. These 12″ long insects are belligerent, bloodthirsty, and pumped up with rage.

They nest in large hives in ruins, under bridges, or on cliff faces; a hive contains about 4d10 members. Anything that comes within 100 feet of a nest brings out the entire hive in a killing fury.

Here are their game stats:

Yellowjacket (#Enc 1d6): HD 1d4, AC 5, MV 15″, SV +0, sting (melee Atk +0, 1 + poison), 100 XP. Poison sting (2d6 damage, fortitude save for ½), frenzy (advantaged in melee combat).

These creatures seem particularly prone to mutation; the following variants are just two examples of the range of mutant wasps which may be encountered:

Firecracker (#Enc 1d4): HD 1d4, AC 5, MV 15″, SV +0, sting (melee Atk +0, 1 + 1d6 fire damage), 100 XP. Burning sting (1d6 fire damage), explosive (explodes for 2d4 damage if exposed to extreme heat or open flame; reflex save for ½).

Spark Wasp (#Enc 3d4): HD 1d4, AC 5, MV 15″, SV +0, sting (melee Atk +0, 1 + stun), 50 XP. Stunning sting (fortitude save vs. stun), susceptible to infection (-4 on saves vs. disease).

Additional strains have also been reported, each exhibiting its own particular colouration.


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GIFs from the Wastes

Posted in Miscellaneous with tags , , , on 05-Jun-13 by K-Slacker

You might have noticed the animated GIFs from my robots posts. I’ve been Googling some old CRPGs and I came across some pics that I’d love to steal for Tempora Mutantur…

First are more of my favourite images from Wasteland (DOS PC version):

WL_ani_116 WL_ani_217 WL_ani_119

WL_ani_109 WL_ani_241 WL_ani_114

From the Bard’s Tale (Atari version):

Bard 1 51 Atari Bard 1 29 Atari Bard 1 27 Atari

From Bard’s Tale II: Destiny Knight (Amiga version):

Bard 2 40 Amiga Bard 2 62 Amiga Bard 2 59 Amiga

From Bard’s Tale III: Thief of Fate (Amiga version):

Bard 3 17 Amiga Bard 3 22 Amiga Bard 3 44 Amiga

Bard 3 43 Amiga Bard 3 54 Amiga Bard 3 59 Amiga

Bard 3 84 Amiga Bard 3 83 Amiga Bard 3 80 Amiga

From the Bard’s Tale Construction Set (Amiga version):

Bard 4 11 PC Bard 4 13 PC Bard 4 17 PC

Bard 4 26 PC Bard 4 27 PC Bard 4 36 PC

(Wasteland images are from the Wasteland Wiki and the Bard’s Tale pics are from Kroah’s Game Reverse Engineering Page.)

Skewmen

Posted in Game Rules, Minimalist with tags , , , , on 24-May-13 by K-Slacker

This creature is swiped from Other Dust by Sine Nomine. You can check out my earlier review for the game.

UPDATED 08-Sep-13: I’ve swiped the Harvestman from Savage AfterWorld because the picture is so creepy.

Skewman

A particularly nasty mutant flaw leaves Skewmen with strangely-jointed limbs and a great difficulty in standing upright. Furry pelts, scales, and other cosmetic epidermal changes are often experienced as well.

Skewmen are forced to creep and scrabble through the wastes, reliant on crude clubbing weapons that can handle the abuse of their locomotion.

Most Skewman tribes hate the “upright”, and blame them for their twisted condition, crediting their evil ways with bringing the curse down upon the innocent ancestors of the Skewmen.

Here are their game stats:

Skewman (#Enc 2d6): HD 1d8, AC 8, MV 6″, SV +1, club (melee Atk +1, 1d6) or rocks (ranged Atk -1, 1d4), 75 XP. Aberrant deformity.

Individual Skewmen often possess additional mutations (thick hide and scaly armour being the most common; 3-in-6 chance). Some also have the ability to scale walls like a gecko (6″ climb speed; 2-in-6 chance).

Skewmen tribes may number up to 4d10 individuals. Some groups make a point of enslaving the “upright”, committing gruesome surgical atrocities on these wretched prisoners in order to leave them more like their captors.


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Carrins

Posted in Game Rules, Minimalist with tags , , , , on 21-May-13 by K-Slacker

This creature is adapted from Outland Art’s Mutant Epoch RPG; the name is swiped from Gamma World. You can download the Muto-Harpy supplement for free from the Mutant Epoch Forum.

Muto-Harpy

Carrins (also known as Muto-Harpies) are winged humanoid mutants who often nest in the ruins of urban skyscrapers. From these aeries, they manage flocks of birds for both food and hunting companions.

Although able to wear clothing or modified junk armor, they often go entirely naked, their skin colours ranging from dark brown to orange and all the way to albino white. Their hair color also varies, and for females is worn long and free flowing while males tend to shave their heads bald.

Carrin society is matriarchal, and males are outnumbered. An aerie may contain up to 20 individuals. Carrins can be negotiated with if explorers approach – but do not enter – their skull and feather totem marked territories.

Several Carrin castes exist, with common braves and the more experienced patch-wings most frequently encountered. Some individuals (1-in-20) are born with a bird-like head and talons, and have the power to control avian creatures. Here are their game stats:

Carrin Brave (#Enc 2d4): HD 2d6, AC 9, MV 6″ (land) / 12″ (air), SV +2, javelins (ranged Atk +2, 1d6), 200 XP. Winged flight, thin-skinned (+1 damage per die from physical attacks).

Carrin Patch-Wing (#Enc 1d4): HD 3d6, AC 6 (junk armour), MV 6″ (land) / 9″ (air), SV +3, sabre (melee Atk +3, 1d8) or short bow (ranged Atk +3, 1d6), 300 XP. Winged flight, thin-skinned (+1 damage per die from physical attacks).

Carrin Bird-Speaker (#Enc 1): HD 3d6, AC 9, MV 6″ (land) / 12″ (air), SV +3, beak (melee Atk +3, 1d6) or 2 talons (melee Atk +1/+1, 1d4/1d4), 300 XP. Winged flight, thin-skinned (+1 damage per die from physical attacks), natural weapons, avian psi-charm (makes birds allies).

Carrins are often accompanied by vulchlings (2-in-6 chance) or other mutant avians. Groups containing a bird-speaker almost always have avian companions.

Exceptional Carrins may advance in rank, typically as scouts.