Professional Documents
Culture Documents
Gamma World - DeEvolution, Mutant Manual II PDF
Gamma World - DeEvolution, Mutant Manual II PDF
CONTENTS
Credits 3
Foreword 4
A note from the editor
Plants 5
Acidweed, Boomblossom, Boomerth, Cactisaurus Rex, Claptrap, Deathmoss, Ed Ep, Eyebane, Frid Esk, Glower, Horl Ep, Japin,
Kudzu’hertl’cutl, Mal Tonas, Mimic Plant, Mut Choo, Narl Ep, Nep Ep, Ooz Blen, Prot Ep, Puff Cactus, Razorgrass, Sea Lily, Sentient
Coral Reef, Shroom, Smokerth, Starfish Cactus, Stilt Palm, Strangle, Tarn Zeb, Trechlily, Whirrzler, Xanqas
Insects 17
Ant, Giant, Belo, Blaasut, Bloodwasp, Buggem, Bu’tal, Che’tal, Cid’tal, Euryl, Floth Ha, Ger’tal, Glider, Jo’tal, Hellfly, Hellworm,
Juggernaut, Ka’tal, Landworm, Locus, Lorida Orp, Lurker, Lytid, Manta, Plague Beetle, Potato Bug, Giant, Quanakus, Rhya, Rust’ee,
Scorpito, Sea Spider, Shield Worm, Sin’tal, Slake, Slashworm, Slimer, Slimy Grazer, Staph, Thy’tal, Ti’tal, Trapworm, Tremorworm,
Vene’a’mub, Ventworm, Water Bear
Mutants 58
Blob, Diablo, Hidden, Krea, Mimic, Omnitar, Screamer, S’re’froth, Tentacled Ghoul, Wraith
Statless Creatures 62
A selection of mutants for the GM to expand and flesh out for his own campaign
Tables 67
Complete Index of all official and unofficial Gamma World 1st/2nd edition creatures by Name and by Terrain.
Index 85
Alphabetical index of the creatures found in this supplement.
2
MUTANT MANUAL II
MUTANT MANUAL II
CREDITS
Shroom- Lord Irish Misc. Statless Creatures, Acidweed, Blob- Derek Winston
Gwyll, Slashworm, Slake, Shield Worm,
Hydra, Orcoid- Kerry Jordan Tremorworm, Vent Worm, Slimy Grazer, Bigoon, Buggem, Deathmoss, Katkin,
Water Bear, Sea Lilies, Euryl, Belo, Letharp, Screamer, Weirbuled- Gary
Ape, Carnivorous- Brutorz Bill Potato Bug, Giant, Sin’Tal, Bu’Tal, Ti’Tal, Gygax, Paul Reiche III (GW1 Legion of
Thy’Tal, Juggernaut, Rhya, Slimer, Gold)
Batslith, Cark, Shef, Xanqas- Chris Van Staph, Hellworm, Hellfly, Sea Serpent
Deelen Green/Black, Yellow Belly, Ant-Giant, Albilope, Bulo, Gallus Gallus 5/13,
Che’Tal, Cid’Tal, Ger’Tal, Jo’Tal, Ka’Tal, Glower, Maali, Tarn Zeb - Michael Price
Boarz- Jeffrey Williams Lytid, Japin, Wraith, Mimic – Derek M. (GW2 Famine in Far-Go)
Holland
Floth Ha- Daniel Movrich Barxyn, E’glee, Loo Pur, Ooz Blen, Skwil,
Horsy, Sea Spider, Mingo – Les Braun Toother, Vath – Michael Price & Garry
Makeen, Mal Tonas - Robert G. Flack Spiegle (GW3 The Cleansing War of
Statless Creatures - Mars Garik Blackhand)
Scorpito- Scot F. Kent
Hawk Wolf, Kud'zu Hert'l'cul - Moses Bloodwasp, Mimic Plant- Phil
Sticky- Scott Swigert Wildermuth Taterczynski (GW4 The Mind Masters)
Locus, T’Larryn, Bahrz, Hi Snake, Hwan- Tentacled Ghoul- Neil Whitlow Frid Esk, Holcut, Daycut, Ekola,
hul- Tamerthya Freeserver (web) Boomerth, Blaasut, Ba’mutan, Ba’sled,
Sentient Coral Reef, Minda Ray – BK Ba’crolbai, Bu’daan, Chotslith, Ny’An,
Boomblossom, Croaker, Kooda, "death_machine_2416" Omnitar, Shez’Ur, Sheezu, Sre’froth,
Soopturt, Spiny Craw, Sprey, Tanglepus, Sho’day, S’re’daan, Smovbai, Tsorsut,
Trechlily, Zayshin – Zirra Scrohunter Shog, Razorgrass, Horl Ep, Eyebane, Quanakus, Vene’a’mub, Krea, Sucslith,
Claptrap, Arrowbeak – Bob Crichton Mut Choo, Smokerth, Nep Ep, Ed Ep,
Cactisaurus Rex, Puff Cactus, Starfish Prot Ep- Kim Eastland (GW6 Alpha
Cactus, Stilt Palm, Armada, Digger, Whirrzler – John Maxstadt Factor)
Fragger , Garf , Gazilla Monster, Greep,
Kaiute, Mississippi Brainhound, Rust’ee, Dyllon – Scot Hoover Rog, Sarbise, Stagon- (GW 4th edition
Rastagator, Snag, Strangle, Diablos - BJ Basic Rules Booklet)
Johnson Lurker, Lorida Orp, Spider Lil- John
Traglio (Apocalyptic Post #3) Telenha, Plague Beetle - UNKNOWN
GAMMA WORLD is a Registered Trademark of Hasbro, Inc. All Rights reserved. Used without permission. Any use of
Hasbro, Inc.'s copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or
trademarks.
3
MUTANT MANUAL II
MUTANT MANUAL II
FOREWORD
The year was 1983. My best friend Jeff had just received the Gamma World 1st edition set for his
birthday. We’d spent most of the past year game-hopping our way through D&D, Top Secret, Boot Hill, GDW’s
Traveller, and SPI’s Dragonquest, until this particular Friday night saw me rolling up a mutated human named
Baz for an excursion against the Buggems of the Barony of Horn. And it was a blast. Over the next year, we
both went Gamma World crazy. I churned out pages of weapons conversions from every science fiction novel
I’d ever read (stillsuits anyone?), and Jeff made it a point to design some ballbusting new mutant for almost
every session. In retrospect, that has been the experience of almost every Gamma World fan. That’s the way
Gamma World is.
Of all of the classic TSR rpgs, only Gamma World had that implicit DIY feel. Unlike other rpgs of the
era, monsters and characters differed little if at all. Nearly any one of the intelligent monsters could also be
used as a player character. Likewise, the character generation system was a great toy for making up your own
weird and wacky creatures. The monster descriptions in the 1st edition had only the most basic of stats and no
pictures. Just what in the hell were some of these things? Hoops were my favorite of the original GW
creatures. Rabbits with hunting rifles, jumping around,turning things to rubber. Now that’s my idea of a
monster.
When 2nd edition finally appeared, we were finally treated to a look at the monsters. But, again, the
descriptions remained short and to the point. It was ultimately up to the individual GM to make sense of it all. A
few more mutants were added to the mix (Wardents to name one), but essentially it had the same old Gamma
World standbys. The modules for Gamma World usually contained a bunch of new creatures, however; and
around this time, Dragon magazine also published rather regular Gamma World articles, including the Mutant
Manual, in a special two part Ares section. While not the most beautiful artwork (clip art in many cases); every
one of the creatures was illustrated. The mutants within covered a gamut of outer space carnivorous plants to
3-trunked elephants to Mr. Limpet-style talking crabs. Not bad. But no big published creature compendium ever
followed, only a few new beasts in GW6: Alpha Factor, then just a decade long rehash of revisions and
republications.
Fast forward through the third, fourth editions, Alternity, Omega World, and D20. Now in 2005 we’ve
STILL got just about the same mix of Arks, Badders, and Carrin. That really could be it for published Gamma
World creatures. D20 won’t be flooding the scene with a mound of new beasties. As I write this, White Wolf has
announced the Gamma World line is “on hold”. So, what has kept and will keep Gamma World alive and
vibrant given such a paltry supply of published sources? The fans! Especially those participating in mailing
lists, egroups, hosting online Gamma World campaigns and posting resources on the internet for all to use.
The gamers of Gamma World just don’t stop when it comes to creating new and even more bizarre creepie
crawlies to liven-up the next excursion into the Deathlands of Gamma Meriga. Only one problem…
Too many editions of Gamma World means there are too many different ways to invent, quantify,and
describe. At least until now. The Gamma World DeEvolution series of netbooks takes the whole lot of it and
sends it back to the Stone Age of 1st/2nd edition gaming. And in this, the Mutant Manual II, you can find nearly
every one of the published creatures and many of the homebrew mutants as well. You’ll find more than 150
new creatures, from giant carnivorous ants to talking mushrooms and everything in between. And all of them
in 2nd edition format. As the most popular, easy to use, and most importantly, easy to modify of all the various
editions, the creatures and statistics presented inside are both concise and easy to adapt to your own gaming,
while keeping the original descriptions intact. Enjoy. And don’t let the Vath catch you napping!
4
MUTANT MANUAL II
MUTANT MANUAL II
PLANTS
On the screen the black and white cave flowed steadily toward them. Minute after minute went by this way. Each
time the animals attacked again, a few more gas grenades were used up.
"Something ahead looks different," the panting voice cracked from the speaker. The narrow cave slowly opened
out into a gigantic chamber, so large the roof and far walls were lost in the distance.
"What are those?" Kerk asked. "Get a searchlight over to the right there." The picture on the screen was fuzzy
and hard to see now, dimmed by the layers of rock in between. Details couldn't be made out clearly, but it was obvious
this was something unusual.
"Never saw-anything quite like them before," the speaker said. "Look like big plants of some kind, ten meters tall
at least-yet they're moving. Those branches, tentacles or whatever they are, keep pointing toward us and I get the darkest
feeling in my head. . . ."
"Blast one, see what happens," Kerk said. The gun fired and at the same instant an intensified wave of mental
hatred rolled over the men, dropping them to the ground. They rolled in pain, blacked out and unable to think or fight the
underground beasts that poured over them in renewed attack.
In the ship, far above, Jason felt the shock to his mind and wondered how the men below could have lived
through it. The others in the control room had been hit by it as well. Kerk pounded on the frame of the screen and shouted
to the unhearing men below.
"Pull back, come back. . . ."
It was too late.
Harry Harrison - Deathworld
ACIDWEED flowers. It covers it self with the illusion of Generation, Modified Vines (Manipulation
a nearby bush to hide from prey. Vines), Telekinesis, Telepathy,
NUMBER: 1d3 Herbivores following the sweet odor of Thorns/Spikes (Thorns)
FREQUENCY: Uncommon a weed will be attacked with gas and
MORALE: 10 thorns. If attacked with fire, it will try to DESCRIPTION: These intelligent,
HIT DICE: 8d6 (24) drive the attacker away with gas (85%) or mutated descendants of the Swamp
ARMOR: 5 will give up(15%). Rose retain their blossoms (a dark rose-
SIZE: S (1.3m) Acidweeds reproduce every 5 years; pink color) longer than their ancestors,
only 20% of the seeds are viable. It keeping them from mid-spring until
LAND SPEED: Immobile absorbs prey through its root system. almost autumn. Other than that, they look
like humanoid shaped plants.
MS: 4d6 IN: 1d4 BOOMBLOSSOM Boomblossoms will make use of any
DX: n/a CH: n/a artifacts they have at hand in combat.
CN: 3d6 PS: n/a NUMBER: 2d10 They are by no means stupid, however,
FREQUENCY: Rare and understand there are times when it's
BASE STOCK: Berry bush MORALE: 7 better to not use technology. Whether or
HABITAT: Scrub Lands HIT DICE: 8d6 (24) not they use artifacts, they often will use
DIET: Carnivore ARMOR: 9 their beguiling power before entering
ATTACKS: 2xThorns (1d6) + acid (see SIZE: T (180 to 250cm) combat.
below) They communicate with each other
LAND SPEED: 12/900/18 (and other creatures) telepathically, and
MUTATIONS: Gas Generation (burning), co-ordinate their actions so as to not get
Dissolving Juices- Continuously MS: 14+1d4 IN: 14+1d4 in each other's way. If, for some reason,
produces dissolving juices, Thorns, DX: 3d6 CH: 1d8+10 they do not use artifacts, they are quite
Attraction Odor [D], Fruit (acid berries CN: 3d4+2 PS: 2d6+3 capable of handling themselves in
3d6 pts of dmg/berry 2-12 berries/plant), combat, having thorns and contact
Immunity (acids), Phobia[D] (fire), Illusion BASE STOCK: Swamp Rose poison sap in melee, and explosive
Generation - Unlimited use of Illusion HABITAT: Swamps and thickets, marshy seeds (which is how they got the name
shores of streams, ponds, and lakes ‘boomblossoms') for ranged combat.
DESCRIPTION: This small bush is DIET: Minerals from soil Boomblossom seeds sprout in the
covered with oval dark green leaves that ATTACKS: 2xLimb Strikes (1d2 plus spring and are nonsentient and immobile
drip with acid and 3cm thorns. In the Thorns) or by Weapon for their first year of life. In the spring of
spring it produces acidless yellow MUTATIONS: Beguiling, Contact Poison their second year, they become mobile
Sap, Explosive Seeds, Force Field and quickly learn the value of teamwork
and of the power of Ancient artifacts,
5
MUTANT MANUAL II
MUTANT MANUAL II
which they readily use. They will often Boomerths can sense movement CLAPTRAP
trade artifacts for items they consider around them through the vibrations in the
more useful to them. When a ground, but not in the air. Therefore, NUMBER: 1d6
boomblossom group becomes too large they never grow under any kind of FREQUENCY: Common
for the land to support them, a group will outcropping or tree where something can MORALE: 5
break away from the main group to form hang down and pick the fruit. HIT DICE: 4d6 (12)
a new community. ARMOR: 8
CACTISAURUS REX (Squealer) SIZE: S (.5m)
BOOMERTH (Bang Bush)
NUMBERS: 1d6 LAND SPEED: Immobile
NUMBER: 1d4 FREQUENCY: Rare
FREQUENCY: Rare MORALE: 10 MS: 1d4 IN: 1d4
MORALE: 8 HIT DICE: 15d10 (75) DX: n/a CH: n/a
HIT DICE: 6d6 (18) ARMOR: 4/0 CN: n/a PS: 3d6
ARMOR: 8 SIZE: H (15m+ vines)
SIZE: S (1m) BASE STOCK: Venus Fly Trap
SPEED: Immobile HABITAT: Temperate plains and hills
LAND SPEED: 4/300/6 DIET: Carnivore
MS: 2d4 IN: 1d4 ATTACKS: 1xBite (1d10)
MS: 3d6 IN: 1d4 DX: 3d6 CH: n/a MUTATIONS: Carnivorous jaws
DX: 4d6 CH: n/a CN: 3d10 PS: 3d6+10
CN: 2d6 PS: 1d4 DESCRIPTION: This primitive mutated
BASE STOCK: Saguaro Cactus plant is effectively nothing but a large
BASE STOCK: Cherry Tree HABITAT: Deserts mouth. It has no senses but touch, no
HABITAT: Any temperate except DIET: Carnivore ability to move its body, and a nervous
deathlands ATTACKS: 1xBite (4d6) system no more complicated than a
DIET: Underground Nutrients MUTATIONS: Carnivorous Jaws; Spines; venus flytrap. It tends to grow in areas
ATTACKS: 4x Cherry (2d6) Tangle Vines; Sonic Blast; Mobile Seed with tall grass, with the only sign of its
MUTATIONS: Berries - explosive seeds; Pods. presence being a slight depression in the
Immunity – fire; Manipulative vines/roots, soil.
Mobility; New Sense - siesmic vibrations DESCRIPTION: A particularly nasty Any character stepping in the mouth
mutation of the Saguaro Cactus, these of a clap trap is attacked, and only the
DESCRIPTION: The Boomerth looks like monster plants grow in a single column character's DX modifier and armor
one of many fruit bearing plants in up to 30-40 feet in height, topped by a covering the legs will affect his chances
Gamma Terra, with the exception that it hideous set of gnashing jaws that bite for of getting hit. The severe bruising of the
can pick and throw its own explosive 4d6 damage. The plant is surrounded by affected limb results in -3 Movement to
cherries. It can throw up to four cherries a 40 foot network of tangle vines growing the character for 1d4 days. If the
per turn. Each cherry causes explosive just beneath the surface. When hapless character fails two successive health
damage (2d6+MS). The Boomerth can victims become entangled, the main body rolls, the limb is broken, causing a
even manage some limited mobility by then begins to attack with vicious bites. If reduction of Movement to 1/3 the original
shuffling its roots. It mainly uses this a Cactisaurus recieves more than 1/2 it's value (1/2 for quadrupeds) until the limb
attack and movement as forms of Hit Points in damage it will utter a SONIC has healed, requiring 1d4+1 weeks. It
defense. It cannot be harmed by fire, but BLAST attack and retreat into a deep requires a challenging PS check to pry
many creatures bother it because they vertical hole, tendrils and all. It will stay the jaws apart enough to free the trapped
wish to consume its other fruit, purple buried until it heals up again. A dead character. The claptrap has only a single
berries. These berries grow on the Cacti-saurus can be chopped up to yeild attack - the jaws take several hours to
Boomerth all year round, and provide 30 gallons of water. Every year they reset themselves.
1d10 points of healing to the creature release 1d4 mobile seed pods with a 2d6 The claptrap reproduces by sending
who consumes one. There are usually bite attack and a 1/2 strength SONIC out roots underground to a new location
4d10 berries on each plant each season, BLAST attack. These are often called at a distance of 2d20 meters, after which
but if they are all picked the plant cannot Squealers by the locals. the roots detach themselves and mature
grow more for two years. The berries into individual plants.
must be eaten immediately or they lose
their potency in one hour. The cherries
may be pickled in nitroglycerine to
maintain their explosive potential.
Boomerths are not structurally sound
plants; they shake and blow a lot in the
wind. This never sets off a cherry bomb,
but if hit by a sonic attack or a physical
blow that causes more than 15 points of
damage in a single round, the plant
blows up causing 3D6+15 points of
damage to anyone within 5 meters.
6
MUTANT MANUAL II
MUTANT MANUAL II
MS: n/a IN: 1d4 MS: n/a IN: 1d4 MS: n/a IN: 1d4
DX: n/a CH: n/a DX: 2d8+4 CH: n/a DX: n/a CH: n/a
CN: n/a PS: n/a CN: 3d6 PS: 2d4+6 CN: 2d8 PS: n/a
8
MUTANT MANUAL II
MUTANT MANUAL II
MAL TONAS (Courage Moss) the wind. Only one in every twenty MUT CHOO (Gas Plant)
spores survive to produce a new Mal
NUMBER: 1 Tonas as most rupture when they land. NUMBER: 1d4
FREQUENCY: Rare Mal Tonas tend to be found on Narl Eps FREQUENCY: Rare
MORALE: n/a or Haunted Fruit Trees. MORALE: 2
HIT DICE: 4d6 (12) HIT DICE: 9d6 (27)
ARMOR: 7 MIMIC PLANT ARMOR: 5
SIZE: S (1m) SIZE: L (3-4m dia.)
NUMBER: 1d10
LAND SPEED: Immobile FREQUENCY: Very Rare FLYING SPEED: 8/600/16
MORALE: 6
MS: 2d6 IN: n/a HIT DICE: 10d4 (20) MS: 1d6+1 IN: 2d4
DX: 1 CH: 2d6 ARMOR: 3 DX: 1d6 CH: 1d4
CN: 2d6 PS: n/a SIZE: M (1,5-3m) CN: 1d10 PS: 2d4
NEP EP (Death Tree) beyond repair may still be scavenged for onto some other character at the first
parts or as curiosities. opportunity.
NUMBER: 1d2 While on the skin (or fur, scales,
FREQUENCY: Very Rare OOZ BLEN (Klonoid) feathers, etc.) the black color will remain
MORALE: 6 useless unless the creature comes into
HIT DICE: 21d6 (63) the presence of radiation. If in an area of
NUMBER: 1d4-1 per sq. meter radiation, the ooz blen will change color
ARMOR: 7 FREQUENCY: Rare
SIZE: L (5-8m) (depending on the intensity – see chart
MORALE: 4 below). The ooz blen will absorb one-half
HIT DICE: 2d6 per sq. meter (6) the damage from radiation.
LAND SPEED: Immobile ARMOR: 9
SIZE: L INTENSITY NEW COLOR
MS: 1d3 IN: 1d4
DX: 2d6 CH: 1d2 1-5 Blue
LAND SPEED: Immobile
CN: 2d4+2 PS: 2d8+1 6-14 Red
MS: 4d4+4 IN: 1d8+10 15+ Green
BASE STOCK: Pine Tree DX: N/A CH: 1d4+4
HABITAT: Forests CN: 3d4+3 PS: N/A The color changes actually help a
DIET: Nutrients from soil creature survive radiation by giving
ATTACKS: See below BASE STOCK: Algae warning through the color change and
MUTATIONS: Adaptation; Modified absorbing damage from harmful
HABITAT: Deathlands
Roots- Squeeze; Modified Branches- DIET: Radiosynthesis radiation.
Electrical Discharge (see below); Contact ATTACKS: See below
Poison Sap; Aromatic Powers MUTATIONS: Energy Negation; New PROT EP (Defense Tree)
Body Parts; New Sense - temperature
DESCRIPTION: The narl ep resembles sensitivity; Teleportation NUMBER: 1d6
any of a myriad of conifers; pine trees, FREQUENCY: Rare
spruce, evergreens, etc. It cannot move DESCRIPTION: The ooz blen is a form MORALE: 2
and cannot attack at any distance, but of mutated algae. This type of plant HIT DICE: 41d6 (123)
has various mutations that allow it to kill grows in patches near areas of ARMOR: 2
prey close by, which then decomposes radioactivity, almost always connected to SIZE: H (10m+)
and provides nutrients for the tree. The a source of warmth. Hot springs,
usual form of attack for anything close to fumaroles, and living flesh are their LAND SPEED: Immobile
the nep ep is to grab or trip it with the favorite locations.
roots, hoping it will, in its struggle to Ooz blen are iridescent black in their MS: 1d4 IN: N/A
break free, either brush against the natural state, and live on rocks or the DX: N/A CH: N/A
contact poison sap or come within range branches of trees and feed on tiny CN: 3d6 PS: 4d6
of the tree’s electrical discharge. The organisms such as bacteria. They
roots extend out in a 7m radius from the possess a life detecting sensitivity (New BASE STOCK: Birch/ Oak Tree
trunk, so the aromatic power can easily Sense), adaptability, color response to HABITAT: Forests
lure prey within range of the roots. The radiation, and tiny fiber extensions that DIET: Nutrients from soil
tree can absorb and store electricity over allow them to enter into a symbiotic ATTACKS: None
a period of time (electrical storms, etc.) relationship with warm-blooded creatures MUTATIONS: See below
then release it when desired. This elec- (New Body Parts). A final ability,
trical discharge has a range of 3m from Teleportation, allows them to project DESCRIPTION: Prot eps are the most
the tree’s branches (5m from the trunk) themselves onto passing creatures. ancient of trees, surviving the original
and cause 4d10 points of base damage To establish symbiosis, the ooz blen holocaust that led to Gamma World by
depending on the size of the tree (GM’s will teleport themselves onto the surface constantly adapting until they could not
decision). skin of any warm-blooded creature that be killed. Prot eps cannot take damage
The nep ep also has unique boring passes within range. Once on the skin, from any kind of attack, natural or artifi-
tendrils that only activate from the roots the algae must be scraped off for 1d10 cial. No disease, insect, or plant life can
when and item with a lot of energy is Action Turns with the creature taking 1d6 affect them. Their roots are like steel
dropped or left under the tree. The tree damage with the creature taking 1d6 cables travelling miles below the ground.
senses this power and bores up under damage per turn of scraping. If the They cannot be knocked over, torn up, or
and through the item, draining it of its creature does not scrape off the algae for driven into the ground. They have bark
energy. Therefore, there are usually the number of turns rolled, the ooz blen like a birch, leaves like a maple, but are
some items of an electrical sort under the uses their New Body Parts to enter the pure white in color, and grow to the
tree, usually buried beneath the fallen skin of the creature. This causes the shape and size of an old oak. Chemical
needles. The GM shoud determine these creature to become a shiny black, as if defoliants, radiation, or anti-matter will
items randomly; the number of items they possessed an insect chitin over their wither all the vegetation around them but
found is 1d6. There is only a 25% chance bodies. The color is not dangerous, nor cannot even change their color. They
any item is in useable shape, it will have does the presence of the ooz blen harm only die of old age, and that is after
a small hole bored into it and will always the creature. The ooz blen will remain on thousands of years.
be drained of all power. Even those items the creature – it cannot be removed – for Some civilizations revere them as
2d10 months, after which it will teleport gods, others build their villages around
11
MUTANT MANUAL II
MUTANT MANUAL II
12
MUTANT MANUAL II
MUTANT MANUAL II
SMOKERTH (Flaming Bush) with additional 1d4 damage per attack like limbs for 1d10 damage. This risk can
from their sharp spines. Each plant has be worth it, as the pods, if eaten unripe,
NUMBER: 1d4 1d8+4 of these appendages, arranged have the benefit of counteracting Poisons
FREQUENCY: Common around a central maw on the underside of up to Intensity Level 14.
MORALE: 6 that can do 3d6 damage. Stilt Palm seed pods make a delicious
HIT DICE: 2d6 (6) Starfish Cacti are often encountered snack when ripe. If uneaten, the seeds
ARMOR: 10 in large numbers in the ruins of ancient grow into adult Stilt Palms after 1d4
SIZE: S (,5m tall) towns and cities, draped over the rubble years, depending on what soil they're
sunning themselves or hunting in the dropped into, starting life as stationary
LAND SPEED: Immobile cracked streets for prey. They are also a plants and uprooting when their legs
serious hazard on ancient roadways. develop. The only other threat that can
MS: n/a IN: n/a These plants posess Life Force Sense, a arise from Stilt Palms is a tendency for
DX: n/a CH: n/a strange bioelectric sense that can other, more dangerous varieties of
CN: n/a PS: n/a determine potential prey's location and mutant plants to take up residence atop
state of health. Starfish cactus yield 5 the legs, which can remain mobile for up
BASE STOCK: Juniper bush gallons of water per arm if chopped up. to a year after the main plant has died.
HABITAT: Any except arctic
DIET: Nutrients from the soil STILT PALM STRANGLE
ATTACKS: none
MUTATIONS: Combustibility (see below) NUMBER: 1d8 NUMBER: 1d10
FREQUENCY: Uncommon FREQUENCY: Uncommon
DESCRIPTION: Smokerths are harmless MORALE: 6 MORALE: 7
little bushes that are easily ignited. If a HIT DICE: 8d8 (32) HIT DICE: 10d8 (40)
character were to strike the bush, fall into ARMOR: 6 ARMOR: 8
it, etc. it bursts into flame. This will cause SIZE: L (3-5m) SIZE: M (1-2 patch)
1d6 points of damage to anyone touching
the bush. Otherwise, the smokerth burns LAND SPEED: 10/800/12 MOVE: 2/300/6
for 5 minutes, providing a signal flare,
and easy method of starting a campfire, MS: 2d6 IN: 1d4 MS: 3d4 IN:1d4
etc. Smokerths can be found in every DX: 2d4 CH: 1d2 DX: 3d6 CH: N/A
climate but the arctic cold. They never CN: 1d10+3 PS: 2d6 CN: 2d6+3 PS: 3d6
grow close enough to each other to start
a chain-reaction and a forest fire. BASE STOCK: Palm Tree ATTACKS: 2d6
HABITAT: Rivers, Swamps, Wetlands ORIGINAL STOCK: Plant- Kelp
STARFISH CACTUS DIET: Nutrients form the soil HABITAT: Swamp, Oceans, Wetlands
ATTACKS: 2xBranches (1d10) DIET: Carnivore
NUMBER: 1d8 MUTATIONS: Mobility; Increased MUTATIONS: Squeeze Vines; Mobility;
FREQUENCY: Uncommon Hearing; New Sense- chemicals. Modified Vines - boring tendrils;
MORALE: 6 Improved Sense- sight.
HIT DICE: 10d8 (40) DESCRIPTION: These mutant palm
ARMOR: 4 trees are largely innocuous. They spend DESCRIPTION: This mutant form of kelp
SIZE: L (4.5-8m) their day slowly wandering along rivers is extremely dangerous to swimmers and
and streams, following the sun and boat crews alike. These plants lurk near
LAND SPEED: 6/900/36 searching for patches of nutrient rich mud the bottom among dense vegetation,
with their innate Chemical Sense. At watching above them for anything that
MS: 3d4 IN: 1d3 night they fold their legs up into a moves into their territory. If a likely target
DX: 2d6 CH: 1d2 defensive wall around their core bodies comes into veiw they will swim rapidly
CN: 2d8+2 PS: 2d8+4 and touching their roots down into the upward towards them, in a motion very
water. One thing that makes them handy similar to that of an octopus or jellyfish.
BASE STOCK: Saguaro Cactus to sentient beings is their use as mounts, They will then attempt to constrict the
HABITAT: Deserts since their 10 -15 foot height makes them victim in their muscular fronds, for 2d6
DIET: Scavenger a great platform to keep a lookout for points of damage per round. When all the
ATTACKS: 1d8+4 trouble, and they can be loosely life is squeezed out of their prey, a
MUTATIONS: Spines; Mobility; Constric- controlled using an umbrella, since the Strangle will drag the body to the bottom
ting Appendages; New Sense -life force. plant moves instinctively away from and feed off of the decomposing corpse
shade. for several weeks with it's root tendrils.
DESCRIPTION: This weird mutation of Once a year, during the rainy season, The central core body of a Strangle is
the Saguaro Cactus is a fearsome Stilt Palms develop a cone of seed pods roughly 50cm in diameter, but the tendrils
scavenger. It derives its name from its that take roughly 1d4 weeks to mature can extend out to 2m on larger speci-
vague resemblance to a starfish made of and drop off. During this time, the plants mens, and size is never an issue when it
cactus. They pull themselves slowly over are very dangerous to approach, and will comes to their attacks.
most terrain with their radial tentacles, rear up in threat against any being that Since they operate in groups, several
which function much like Squeeze Vines they sense coming near. If pressed they of these plants can benefit from a large
are capable of attacking with their spear kill, although theres no real
14
MUTANT MANUAL II
MUTANT MANUAL II
communication or co-operation going on hollow mouthy opening where the berries (from August through November)
among them. Strangles have been squeeze vines insert dead human-sized that can heal all damage to a person, but
known to attack boats, often jamming the or smaller creatures that are to be eaten those berries are hidden behind very
propellers or intakes of motorized ones. and digested.Strong "Aromatic Powers," poisonous thorns.
While this may kill one or two, the effective up to 10 kilometers, lure These berries appear in late fall,
remainder of what could loosely be called creatures of all kinds toward the Tarn and if not harvested (which occurs quite
"the pack" become a serious threat to Zeb in the hopes that these victims will often, due to the difficulty in harvesting
any hapless sailor sent down to clear the come close enough to become ensnared the berries), fall off the plant sometime by
obstruction. in the Squeeze Vines. Three of the mid November to produce the new batch
Squeeze Vines per round can each do 2- of trechlilies the following spring.
TARN ZEB 12 (2d6) points of damage. Unless freed, Individuals attempting to harvest the
a snared victim will suffer 2 dice of berries have a chance equal to (2 x DX)
NUMBER: 1 damage each round until it dies;at which % of successfully harvesting 1d8 berries
FREQUENCY: Unique time the dead creature is fed into the without being stuck by the thorns. If they
MORALE: 7 mutant tree's mouth opening. Another fail, they take 1d4 points of damage and
HIT DICE: 14d8 (56) attack form the Tarn Zeb possesses is its will be affected by the poison (as per the
ARMOR: 6 exploding yellow fruit. The three shortest rules).
SIZE: H (20m) Squeeze Vines each take turns plucking The trechlily does not engage in
these fruit off the branches and hurling combat per se, but is quite able to defend
LAND SPEED: 6/30/12 them at opponents.Only one such itself against those who would try to take
"missile" can be tossed per melee round its berries. Its thorns constant secrete a
MS: 1d4+1 IN: 3d8 and is always thrown at a penalty of -2 strong paralytic poison, and although the
DX: 2d4 CH: 2d6+2 "to hit." A distance of 30 meters can be plant is nonintelligent, it is able to sense
CN: 3d6 PS: 3d6 reached by anyone single toss.Once when it is being tam-pered with, and will
picked,the fruit explodes in 10 seconds then release its dissolving juices around
BASE STOCK: Tree and causes 3-18 (3d6)points of damage itself. Any creatures that survive this are
HABITAT: Deathlands to all creatures caught in its one meter typically discouraged from attempting to
DIET: Carnivore radius area of effect. gather the berries after that.
ATTACKS: 3xVines (2d6) + 1xExploding The Tarn Zeb is a vicious opponent,
Fruit (3d6) but it knows that it is a solitary being and WHIRRZLER (Propeller Plants)
MUTATIONS: Aromatic Powers; will retreat if it feels overly threatened
Explosive and / or Radiated Fruit & after engaging its opponent or opponents NUMBER: 1d4
Seeds; Physical Reflection; Squeeze in battle. FREQUENCY: Very Rare
Vines / Roots; Texture Change MORALE: 5
TRECHLILY HIT DICE: 10d8 (40)
DESCRIPTION: This carnivorous horror ARMOR: 2
arose from the fusion of intense heat and NUMBER: 3d20 SIZE: 1.5 meters across
extremely high radiation levels caused by FREQUENCY: Rare
an exploding meteor as it crashed upon MORALE: N/A AIR SPEED: 6/900/18
the surface of the earth. Fortunately, only HIT DICE: 4d6 (12)
one Tarn Zeb exists at this time, but ARMOR: 9 MS: 1d4 CH: 1d4
wind-scattered seeds make it quite likely SIZE: 30 to 100 centimeters tall IN: 1d4 CN: 1d8 + 10
that more will appear in the near future. DX: 1dl0 + 2 PS: 1d20 + 20
A 20 meter tall giant Mutated tree, this SPEED: Immobile
"thing"is highly visible because of its BASE STOCK: Sword plant (agave).
bright purple hide-like trunk (Texture MS: 1 IN: 1 HABITAT: Deserts, drylands, and
Change) which gives the Tarn Zeb its DX: 1 CH: 1d4+10 radioactive deathlands.
armor class of 6. The strange mutation of CN: 2d4 PS: 1d4+1 DIET: Carrion, often from slain prey.
"Physical Reflection" that this mutated ATTACKS: 1 cut for 6d6 hp damage.
tree possesses causes it to reflect all BASE STOCK: Swamplily MUTATIONS: Mobility/flight (special);
radioactive energies out in random HABITAT: Freshwater marshes, cypress Texture Change (variant); Modified
directions up to a distance of 10 meters. swamps, ditch & lake edges leaves; Adaptation; Increased sense
Long twisted branches filled with dwarf- DIET: Minerals from soil (Carnivore) (smell); Size increase.
sized leaves cover the entire upper ATTACKS: See Description
region of the tree. Randomly distributed MUTATIONS: Berries - blue (Heal all DESCRIPTION: Whirrzlers are
patches of yellow fruit populate the damage); Dissolving Juices; Thorns/ carnivorous desert plants that have
mutant tree's leafy branched areas. Spikes (Thorns Int 18 poison) developed a unique method of flight.
Growing all along the purple tree trunk They have no gas bags, instead rotating
are a dozen "Squeeze Vines" of lengths DESCRIPTION: Post-holocaust humans their flat rosettes of leaves so rapidly that
varying from 5 to 25 meters.The mobility and humanoids call this descendant of they lift off like helicopters. They use this
of the Tarn Zeb is due to its four strong the Swamp Lily the Trechlily, a ability to settle their roots on carrion.
feet-like root projections each 2 meters shortened, time-corrupted form of the Whirrzlers must feed fairly often; from
long. Found at the under the base of the term "treacherous lily". This is an apt time to time, they attack larger creatures
mutant, between its four "feet," is a description of the plant, since it produces wandering the desert.
15
MUTANT MANUAL II
MUTANT MANUAL II
NUMBER: 1
FREQUENCY: Uncommon
MORALE: n/a
HIT DICE: 3d4 (6)
ARMOR: 9
SIZE: Variable
16
MUTANT MANUAL II
MUTANT MANUAL II
INSECTS
He stopped in the middle of the road before the thing he'd almost driven into, and he stared at it. He'd thought at
first that it was more black lines in the sky. He'd halted because they'd seemed to appear too suddenly. It was a spider's
web, strands thick as his arm, strung between two leaning buildings. He switched on his forward flame and began to burn
it. When the fires died, he saw the approaching shape, coming down from above. It was a spider, larger than himself,
rushing to check the disturbance. He elevated the rocket launchers, took careful aim, and pierced it with one white-hot
missile. It still hung there in the trembling web and seemed to be kicking. He turned on the flame again, for a full ten
seconds, and when it subsided, there was an open way before him. He rushed through, wide-awake and alert once again,
his pains forgotten. He drove as fast as he could, trying to forget the sight.
17
MUTANT MANUAL II
MUTANT MANUAL II
BLOODWASP pheromone when they are feeding, venture outside to get hosts for their
fighting, or attacking. parasitic infants. These hosts ore
NUMBER: 2d20+5 invariably humanoid and always perish
FREQUENCY: Rare BUGGEM (Termite Folk) during the eventual hatching of the
MORALE: 5 young. In a world of far mare dangerous
HIT DICE: 2d4 (4) NUMBER: 1d10 (1d100 in nests) creatures, the buggem species survives
ARMOR: 5 FREQUENCY: Uncommon portially due to two unique mutations that
SIZE: T (10cm) MORALE: 7 occur occasionally among their kind.
HIT DICE: 5-7d8 (25) Appearing in one creature out of twenty,
LAND SPEED: 0/30/50 ARMOR: 5 the buggems’ first mutation is that of gas
BURROWING: 0/.5/0 SIZE: M (2-3m tall) generation. Sev-eral different types of
FLYING: 6/900/18 gas are possible with varying probability
LAND SPEED: 10/800/36 of appearance. The types and associated
MS: 1d4 IN: 1d4 probability are:
DX: 1d10+10 CH: 1d4-1 MS: 3d6 IN: 1d10+2
CN: 1d4 PS: 1d4 DX: 1d12+4 CH: 2d6 d00
CN: 5d4 PS: 1d10+11 1-40 Opaque gas
BASE STOCK: Wasp 41-80 Caustic gas
HABITAT: Underground, Plains, Forests BASE STOCK: Termite 81- 00 Poison gas
DIET: Carnivore HABITAT: Any Temperate
ATTACKS: Sting (1 point of damage + DIET: Herbivore Each mutated buggem is able to
poison) or 1xBite (1d4) ATTACKS: 2xClaws (1d6) and generate only one type of gas, and may
MUTATIONS: Warning, Patrolling, and 1xBite(1d10), or weapon and bite use this ability only three times per day.
Death Pheremones (see New Mutations) MUTATIONS: usually none, but occa- All buggems are immune to any of the
sionally Gas Generation and Height-ened gases‘ effects.
DESCRIPTION: Bloodwasps are Abilities (see below) The second mutation is more rare,
burrowing wasps about 10cm long. They occurring in only 1% of the species. The
exhibit some traits of both solitary and DESCRIPTION: It is rumored that the abnormality causes the termite man’s
social insects; bloodwasps live singly, in buggems appeared even before the size and strength to decrease, but, in
burrows, with 2d20+5 burrows located in onset of The Shadow Years, having been return the Creature gains greater
a region of 1 hectare. Their behaviour is spawned decades earlier by the dexterity, heightened inielligence, and
controlled by pheromones. Bloodwasps radioactive fallout of an atomic bomb telepathic ability. These telepaths are
wait in their burrows for prey. test. In appearance, these malevolent able to communicote with any member of
Bloodwasps sense their prey by smell creatures have the synthesized features their hive regardless of distance or
within a range of 30m (plus or minus 10m of a man and a gargantuan insect. The physical obstruction. They direct all
for wind direction if any). They can also creatures are bipedal (standing importont actions taken in their nests,
sense prey by feeling ground vibrations between150-200 centimeters) and have allowing a degree of intelligence to enter
within a range of 5cm per kg of the prey. only two arms. Their bloated abdomen into their lesser brothers’ actions. In
A bloodwasp attacks with a dashing and thorox are connected to a large head addition. these biological freaks use
flight and a sting, delivering 1hp of complete with long, fern-like antennae archaic weaponry such as blasters,
damage and a paralyzing poison of and broad mandibles. lasers, and death roy projectors
intensity 14. The poison leaves its prey When attacking, buggems either strike whenever such advanced weapons ore
immobile, but conscious, while the with their two claws and bite for 1-6, 1-6, available.
bloodwasp burrows one-half centimeter and 1-10 points respectively or they can
into its preys flesh and sucks 3ml of use a crude weapon such as an axe,
blood. This causes 1d4+1 more points of sword, or mace. When using a weapon
damage. When the first attacker is the creatures can also bite.
through feeding it will leave. Then, other These termite men live within
bloodwasps will approach and feed until nests made up of a myriad of burrowed
the poison wears off or until all the wasps passages and chambers. Due to the lack
in range of the first attacker’s Pheromone of light in the buggem nests, the
mutation have fed. Victims of bloodwasps creatures hove developed heightened
must pass an attribute check for MS each senses that allow the buggems to see in
search turn, while the bloodwasps’ the dark. Buggem nests ore found in
poison is in effect. If the victim fails an almost all climes and are easily
attribute check, he will suffer the recognizable by the prominent mound of
irrational effects of the Insanity [D] dirt formed over the opening into their
mutation when the poison wears off. The chambers. Like any of their smaller
victim does not have the insanity relations these termite creatures are
mutation permanently. primarily fungus eaters, raising their own
Bloodwasps emit the patrolling food supply deep within their dark
pheromone when they are not feeding or burrows in strange fungus gardens.
fighting. Bloodwasps emit the warning Although they prefer to remain in their
nests, buggems must occasionally
18
MUTANT MANUAL II
MUTANT MANUAL II
MS: 2d4 IN: 1d4 MS: 1d6+4 IN: 1d4 MS: 1d10+4 IN: 1d4
DX: 3d6 CH: 1d4 DX: 3d6 CH: 1d2 DX: 3d6 CH: 1d2
CN: 1d12+9 PS: 1d20+20 CN: 1d12+4 PS: 1d10+4 CN: 1d12+4 PS: 1d20+10
BASE STOCK: Ambush bug BASE STOCK: Deer Fly BASE STOCK: Cicada
HABITAT: Plains, Forests HABITAT: temperate forests and HABITAT: temperate hills/forest
DIET: Carnivore swamps DIET: Omnivore
ATTACKS: 1xBite (4d6) + 2xClaws (2d6) DIET: Carnivore ATTACKS: Sucks sap (1d8/rnd)
MUTATIONS: Chameleon power; ATTACKS: 1x Bite (2d6) MUTATIONS: Full Carapace; Sonic Blast
Silence Field; Gamma Hands (Heat); MUTATIONS: Sonic Blast, Sonar, (see below)
Magnetic Control Gamma Eyes; Confusion; Magnetic
Control DESCRIPTION: This mutant cicada is
DESCRIPTION: These are mutant the terror of green folk everywhere. Other
ambush bugs. They are stout bodied with DESCRIPTION: Giant deerflies, che'tal than its size, it looks exactly like their
greatly enlarged forelegs like a manta have yellow eyes, black spotted wings, small ancestors.
(green render). The abdomen is much and a dark brown body with light brwon When a cid'tal sees prey, it flys to the
wider than the wings at that point. They stripes. They have a nasty bite. attack. It uses it beak to punch a whole
are green-brown, and though 3 meters After finding prey with sonar, che'tal into the plant to get at the vascular
long, they are only .5 meters tall. attack with confusion or a roar. After that, tissue. If the prey resists, the cid'tal uses
They hide using chameleon power they use mutations or a bite randomly. its beak and whine to kill the prey. The
and a silence field. When prey carrying whine has a range of 35 meters and
metal objects comes within 10 metersof does 7d6 points of damage. It can be
the bu'tal, it uses magnetic control to used 1/5 rounds. Remember to check
draw the prey closer. It attacks as a equipment damage!
manta. If the prey struggles, it uses hot It is unknown where the nymphs lair.
hands to kill the prey quickly. The adults live for 3-4 weeks during the
Bu'tal feed on the blood of most summer. Also the cid'tal appears only
anything, but prefers those who wear once per 17 years (and in great
metal objects (ie PCs and NPCs) numbers).
19
MUTANT MANUAL II
MUTANT MANUAL II
JO’TAL (Lesser Bloodwing) DESCRIPTION: Adult hellworms, hellflies Hellworms are found in volcanos,
are giant butterflies with red and yellow mostly in and around the natural cavern
NUMBER: 4d10 markings. systems found deep inside and feed on
FREQUENCY: Uncommon The pair hunts for food for the next blights, yexils, yfiefs, parns, and mantas.
MORALE: 8 generation. They swoop down (and are They ignore and are ignored by obbs;
HIT DICE: 5d8 (20) easy to see) on and attempt to paralyse they are preyed upon by the Kraak (see
ARMOR: 7 potental food. When the prey is Overlord of Bonparr).
SIZE: S (.5m long) paralysed, the female inject it with 100-
1000 eggs. The eggs release a paralytic JUGGERNAUT (Big Daddy)
LAND SPEED: 0/600/12 compound to keep the food from moving
FLYING: 14/900/18 until they hatch. If the eggs are elim- NUMBER: 1
inated (inventive GMs will thing of how), FREQUENCY: Rare
MS: 3d4+6 IN: 1d4 the affected PC/animal/NPC can be MORALE: 8
DX: 2d4+6 CH: 1d2 restored to normal. Hellflies live only for 2 HIT DICE: 35d8 (legs have 12d6
CN: 1d10+4 PS: 1d10+4 weeks and do not feed. each)(Body 140)(Legs 36)
ARMOR: Legs 5 Body 4
BASE STOCK: Black Fly HELLWORM SIZE: Gigantic (see below)
HABITAT: near shallow water
DIET: Hemovore (blood) NUMBER: 3d6 LAND SPEED: 22/1700/40
ATTACKS: 1x Bite (1d6) FREQUENCY: Very Rare
MUTATIONS: Silence Field; Poison (bite MORALE: 10 MS: 2d6+4 IN: 1d4
INT 6 paralytic); Gas Generation HIT DICE: 17d6 (51) DX: 1d10+11 CH: 1
(blinding); Fear Generation; Detect Life; ARMOR: 8 CN: 3d8+4 PS: 2d10+20
Mental Drain SIZE: L(4m)
BASE STOCK: Harvester spider
DESCRIPTION: Giant blackflies, jo'tal LAND SPEED: 6/500/15 HABITAT: Light forests and Plains
have mutated to consume blood and DIET: Carnivore / Insectivore
intelligence. Other than size, they appear MS: 1d4+2 IN: 1d4 ATTACKS: 2x feeler whips (2d6+2) 2x
no different. DX: 2d4+4 CH: 1 fore leg stabs (2d10)2x fangs (2d10)
When prey is detected, the swarm CN: 2d10+11 PS: 1d20+11 MUTATIONS: Poison (Int 15/destruc-
attacks within a silence field. They use tive); Chameleon Power; Re-generation
gas and bites to immobalize the prey for BASE STOCK: Caterpillar (legs only- one leg restored per week)
feeding. If the swarms moral fails it HABITAT: Volcanic areas
generates fear and flees. DIET: Omnivore DESCRIPTION: This is a giant daddy-
ATTACKS: 1x horns (2d6+4) 1x bite long-legs (or harvester spider). Its legs
HELLFLY (2d12) go up to 10 meters in the air, so the body
MUTATIONS: Diminished sense is held 8 meters aloft. It is brown with
NUMBER: 2 [D](sight), Heat Dependent [D](treat like black fangs. (there are several types of
FREQUENCY: Very Rare photodependent: 95°C light), daddy-long-legs- this one has a spider-
MORALE: 10 Spines(back), Horns, Immune to like body, not oval shaped).
HIT DICE: 12d6 (36) Fire/Heat, Pyrokinesis - Breath Weapon: Juggernauts hunt by sight, using all 8
ARMOR: 6 cone (3m wide X10m long) of fire, eyes. When prey is sighted, the
SIZE: M (2m) damage 4d10, useable once per 4 juggernaut runs to the attack. It will
rounds, Susceptibility – cold [D] retreat only when it fails morale or losses
LAND SPEED: 6/500/15 3+ legs.
FLYING: 22/2000/55 DESCRIPTION: A hellworm is a giant They are a very important organism,
caterpillar with orange and yellow stripes as they keep mutant insect populations
MS: 1d4+4 IN: 1d4 and spots. It has 4 horns and a ridge of down, where they live. When intelligent
DX: 3d6+2 CH: 1 spines along its back. beings see them, they tend to run away-
CN: 1d10+11 PS: 1d10+11 A 'worm is aggressive and will attack which is good for both parties.
any living thing it detects. If the prey is
BASE STOCK: Hellworm (see next distant, the hellworm will use pyrokinesis.
entry) If the prey is up to 10 meters away, the
HABITAT: Volcanic areas 'worm will rear up and spit fire upon it. If
DIET: None the flames do not kill the prey, the
ATTACKS: 1x bite (1d10) 2x claws hellworm will attack with its horns and
(1d12) bite until the prey is dead or it can spit
MUTATIONS: Heightened Sense (smell); again.
Poison (Int 20/paralytic); Gas generation They have no real society, they just
(Int 22/paralytic); Immune to Fire/Heat; congragate. They feed on heat resistant
Mental Paralysis; Confusion lichens and fungus, some minerals, other
heat loving animals (e.g. relanops), and
adventurers.
21
MUTANT MANUAL II
MUTANT MANUAL II
22
MUTANT MANUAL II
MUTANT MANUAL II
23
MUTANT MANUAL II
MUTANT MANUAL II
PLAGUE BEETLE (Nurglez) POTATO BUG, Giant (Taterbug) QUANAKUS (Moving Barricade)
24
MUTANT MANUAL II
MUTANT MANUAL II
attacks. A succesful pincer attack will SHIELD WORM on the underside of the insect. They tend
allow the creature to land and use its to be green and brown.
stinger attack on the next round. The NUMBER:1-3 Sin'tal hide up in large trees
scorpito may use its pincer to hold on to FREQUENCY: Rare attempting to make themselves invisible
the victim after it has landed. In this case, MORALE: 5 and silent to possible prey. When such
it can only attack with one pincer and its HIT DICE: 12d8 (48) prey is sighted below the tree, the sin'tal
stinger. A successful attack on the ARMOR: 2 jumps down, making a charge attack with
scorpito is needed to dislodge it. SIZE: L (6-8m) its claws. It next blinds the prey, and
In-fighting within a swarm is attempts to bite it to death. Due it its
typical, though the intent is usually to WATER SPEED: 6/600/8 unusual anatomy, the sin'tal can attack
subdue rather than kill. Males generally with its claws OR bite, but not both in the
lead attacks when hunting, though an MS: d2 IN: d2 same round.
attack swarm may also include females DX: d4+2 CH: d2 Sin'tal hunt in small packs in order to
without young. The swarms typically do CN: d6+4 PS: d6+6 bring down large prey. They breed in the
not stay in one area for very long. They fall and the egg masses are layed on
can essentially be considered nomadic. BASE STOCK: Worm very large trees in the canopy.
Potential prey usually becomes scarce HABITAT: Oceans
after the animals in an area learn to DIET: Carnivore SLAKE (Giant Sea Slug)
associate the thrumming noise of the ATTACKS: 1 Bite (1d6 damage)
swarm with danger. MUTATIONS: None NUMBER: 1-3 (1-6 when domesticated)
FREQUENCY: Very Rare
SEA SPIDER (Salt Spider) DESCRIPTION: This is a very important MORALE: 5
animal to many underwater races. The HIT DICE: 15d10 (75)
NUMBER: 1 worm is covered with plates of chitin that ARMOR: 8
FREQUENCY: Rare are used to make arms (blades) and SIZE: H (12-15m)
MORALE: 6 armor. A shield worm is 6 to 8 meters
HIT DICE: 20d6 (60) long and has 2 plates for every meter. WATER SPEED: 2/300/3
ARMOR: 4 They are usually harvested when they
SIZE: L (5m) are .5 meters in diameter and grow back MS: d4+6 IN: d2
in a month. DX: d2 CH: d2
LAND SPEED: 3/400/9 CN: d8+10 PS: d8+14
WATER SPEED: 6/900/12 SIN’TAL (Assassin Bug)
BASE STOCK: Sea Slug
MS: 2d6+4 IN : 1d6+6 NUMBER: 1d8 HABITAT: Oceans
DX: 1d6+12 CH: 1d4+4 FREQUENCY: Uncommon DIET: Scavenger
CN: 1d8+6 PS: 1d10+8 MORALE: 7 ATTACKS: Bite (2d12 damage)
HIT DICE: 15d8 (60) MUTATIONS: None
BASE STOCK: Crab ARMOR: 4
HABITAT: Oceans SIZE: L (3.5m) DESCRIPTION: These giant slugs have
DIET: Carnivorous elongated bodies similar to a snake.
ATTACKS: 2 pincers (5d10 each) LAND SPEED: 18/1000/26 They move slowly along the bottom,
MUTATIONS: Regeneration FLYING: 24/1800/36 hunting the animals hiding in the sand
and rarely in the corals. They are about
DESCRIPTION: A giant cross between a MS: 1d10+8 IN : 1d4+2 12-15 meters long and are a dull gray.
crab and spider about 5 meters in size. DX: 1d10+5 CH: 1d4 Some races use them as food livestock.
This creature spins sticky webs in areas CN: 1d10+11 PS: 1d20+20
of sea currents to catch food. It is non-
venomous. It typically hides in its lair (like BASE STOCK: Assassin Bug
a cave or rock outcropping) until its prey HABITAT: Hardwood forests (ie
exhausts itself in the web. Then it goes broadleaf)
and picks the victim to pieces with its DIET: Carnivorous
claws while the victim is still stuck fast. ATTACKS: 1x bite (2d10) 1x claws (2d4)
The sea spider is immune to the MUTATIONS: Ultravision; Photo-
stickiness of the web due to body generation; Silence Field; Mental
excretions. Invisiblity
26
MUTANT MANUAL II
MUTANT MANUAL II
27
MUTANT MANUAL II
MUTANT MANUAL II
28
MUTANT MANUAL II
MUTANT MANUAL II
MS: 2d4+6 IN: 1d4 LAND SPEED: 16/900/24 MS: d4+1 IN: d2
DX: 1d10+11 CH: 1 DX: d6+16 CH: d2
CN: 2d8+4 PS: 2d10+4 MS: 1d4+1 IN: 1d4+1 CN: d4+3 PS: d3+2
DX: 1d6 CH: 1d2
BASE STOCK: Earthworm CN: 3d4 PS: 3d10 BASE STOCK: Worm
HABITAT: Plains and sandy Deserts HABITAT: Near undersea volcanic vents
DIET: Carnivore BASE STOCK: Scorpion DIET: Minerals and Metals
ATTACKS: 4xTentacles (2d4) or 1x Bite HABITAT: Any ATTACKS: Bite (2d10 damage)
(3d10) DIET: Carnivore MUTATIONS: None
MUTATIONS: Heightened Sense - touch; ATTACKS: 2xHands (1d6) or 1xTail
New Body Parts – tentacles; Sonic Blast (1d8) DESCRIPTION: These worms absorb
- attacks do 3X damage and the worm MUTATIONS: Collapsible Exoskeleton the minerals and metals emitted by the
retreats for 2d4 rounds (see below) vents they live near and so have iron and
zinc based "teeth" used to kill prey (this
DESCRIPTION: A big worm with 4 DESCRIPTION: The appearance of a can rip through some metals). They still
tentacles with mouths from its own vene’a’mub is similar to a six-legged use the bacteria that their deeper
mouth. The mouth has 3 sections that scorpion with large four-digit hands dwelling cousins use, but now also add
look like beaks. instead of pincers, a bludgeon tail fresh meat when available. They build a
A graboid attacks from underground instead of a stinger, and a lizard-like case out of the metals captured from the
using its tentacles to ensnare its prey, head that weaves back and forth on a vent(s) and only come out to feed or to
then it draws the prey to its mouth and thick, muscular neck. They are usually collect more nutrients from the hot water.
tries to swallow the prey. colored an oily blue when they are not Each worm is between .25 and 1 meter
camouflaged; they have an ability and an long and is bright red in color.
intelligence to cover themselves with The hot water they dwell in inflicts
their surroundings (rocks, leaves, etc.) for between d6 and 6d10 points of damage
their own safety or to trap prey, but this depending on the temperature (190° F to
takes them a half hour to complete. 600° F) and the protection the diver has.
The vene’a’mub only attacks when
hungry or if walked on, a common
occurrence considering their camouflage
abilities. It is also able to alter its
exoskeleton to be wider and thinnner,
thereby flattening itself (see New
Mutations).
The vene’a’mub’s favorite food is
bone marrow, which it feeds on after
splintering the bones of its prey with its
bare hands. Because of this, vene’a’mub
prefer mammals, and love slightly
mutated ones (as everyone knows they
have the best tasting bone marrow).
Vene’a’mub will always attack mutants
first.
Their normal attack mode, upon
grasping their prey, is to do crushing
damage with their hands while swinging
their mace-like tail over their body and
down on the “meal”. Given enough time,
a vene’a’mub can crack open almost
anything, except a ba’mutan. They are
curious, very tenacious, and are found in
most climates.
29
MUTANT MANUAL II
MUTANT MANUAL II
30
MUTANT MANUAL II
MUTANT MANUAL II
ALBILOPE look,the Albilope possess a single deadly has fair intelligence and is extremely
horn in the center of its forehead.This 30 cunning. It hungers particularly for
NUMBER: 2d6 centimeter tall Y-shaped horn has a saw human flesh (Grens are also a favorite
FREQUENCY: Common toothed edge and is razor sharp.Any item on their menu). The eyesight of the
MORALE: 5 wounds delivered by the alibilope's horn ape is keen, as is it's hearing and sense
HIT DICE: 6d6 (18) will inflict 3-12 points of damage on the of smell (any attempts to surprise or
ARMOR: 8 round it hits and will result in 1-4 more sneak up on the beast suffer a -2 die
SIZE: M (1,5m) points of damage each round after-ward roll). It can also swing limb-from-limb in
due to the excessive bleeding caused by the trees at a speed of 18.
LAND SPEED: 21/1400/42 the cut. The bleeding can be stopped if
the wound is attended to and properly
treated.
ARMADA (Man-o-War)
MS: 2d6+3 IN: 2d4+1
DX: 3d6+4 CH: 2d4+4 Albilopes are omnivores that usually
eat plants, but when hungry,they have NUMBER: 1d4
CN: 2d6+2 PS: 1d8+2 FREQUENCY: Rare
been known to viciously attack vulnerable
prey.Their great speed allows them to MORALE:
BASE STOCK: Antelope HIT DICE: 3d10 (15)
HABITAT: Temperate and Arctic plains catch unsuspecting creatures,but more
import-antly it permits them to escape ARMOR: 9
DIET: Omnivore SIZE: L (3m)
ATTACKS: 1x Horn (3d4) and most of the predators found in this area.
1xBite(1d6) FLYING: 3, or Wind Speed
MUTATIONS: Anti-Life Leech; Light APE, Carnivorous (Magilla)
Generation MS: 2d4 IN: 1d4
NUMBER: 2d4 DX: 2d6+2 CH: 1
DESCRIPTION: This slenderly built FREQUENCY: Rare CN: 1d10+5 PS: 1d10+4
creature is easily recognized because of MORALE: 7
its snowy white fur and glowing pink HIT DICE: 8d8 (32) BASE STOCK: Jellyfish- Man o War
eyes.The albilope,a descendent of the ARMOR: 8 HABITAT: Coastal rivers and streams
antelope,still has the general appearance SIZE: L (2m+) DIET: Smaller birds & insects
of its fore-runner except for two ATTACKS: Special
noticeable changes;it is an albino and it LAND SPEED: 8/450/12 MUTATIONS: Gas Bags; Poison –
has a unique two-pronged horn in the paralytic; Acid
middle of its forehead.The albino nature MS: 2d6+2 IN: 1d10+5
of this mutant resulted because of the DX: 1d10+11 CH: 2d4+2 DESCRIPTION: No doubt about it, the
anti-life leeching power that developed, CN: 1d10+15 PS: 1d10+15 brilliant hues that this mutant species of
and it is believed that the alibilope is one Portugese Man-O-War comes in are a
of the first creatures to have evolved with BASE STOCK: Gorilla warning of extreme danger for anything
this powerful ability.A thick fur appeared HABITAT: Forests that crosses it's path. Armadas float
on mutants as a means of protecting DIET: Carnivore slowly along coastal rivers and streams,
themselves against both the cold and ATTACKS: 2xClaws (1d6/1d6) (If both supported about 2-3m above the surface
harmful radiation. claws hit add 1d8 additional wounds due by a natural hydrogen balloon, aided by
Albilopes are immune to cold attacks to rending) + 1xBite (1d4) the wind, or pulling themselves by their
and their thick, white furry coat effectively MUTATIONS: None larger, visible tentacles if the air is still.
doubles their constitution score (from 8 to It hunts by means of a etheral
16) when determining the results of DESCRIPTION: The carnivorous ape is a network of almost invisible stinging
radiation exposure on the Radiation larger, stronger and very aggressive filaments that float in a 2m radius around
Matrix. In addition to its distinctive albino mutant relative of the gorilla. This beast the creature's main body, that carry an
31
MUTANT MANUAL II
MUTANT MANUAL II
Intensity 16 Paralytic Poison. Only a eleon power is usually only used in long. It uses these with great precision
faint, silvery shimmer in the air around combat. when attacking and if the Ba'crolbai can
the Armada betray's the filament The usual tactics used by charge at its opponents for more than
network's presence. Once a victim is arrowbeaks is for the males in a flock to five meters, it will do quadruple damage.
paralysed, the jellyfish pulls itself rapidly cause a distraction ahead of a group of The reputation of the Ba'crolbai,
toward it's prey and attacks with it's victims, while the females dive in and however, lies not in its attack ability as
deadly main cluster of tentacles, that attack from behind. As they use their much as in its ability to run relent-lessly.
combine an Acid Attack that does 2d6 chameleon power and glide silently A Ba'crolbai can run, full tilt, for more
per round of contact, and an Intensity during their attack, they are very difficult than 12 hours without overly exerting
Level 17 Poison. to detect (sonar or infravision usually itself. This is due to its amazing
While it mainly targets smaller birds work). They will attack separate targets, metabolism, need for little sleep (three
and insects, it's more than able to digest unless there are fewer targets than hours at the most), and its atmovoric
prey of any size. Armada's reproduce by attackers. After a target has been nature. The Ba'crolbai has no teeth.
budding, and most specimens encoun- paralyzed, the attacking arrowbeak will Rather its mouth is equipped with sieves
tered have 1d6 smaller hydrogen pods. suck blood from the target for 5 rounds, that allow it to capture tiny airborne
These begin life as extra support then fly off to roost and deliver an egg. If organisms and constantly feed on them.
balloons for the tentacle network, and an attacker fails, she will generally Because of this unique metabolism, the
split off to become independent adults harass the party to protect the successful average life-span of a Ba'crolbai is only
when they grow large enough. One of the individuals. Males will not usually two years. Once every twenty four hours
best ways to handle one of these participate in combat except when it can double its speed for one plus MP
creatures is to attempt to nail the attacked. modifier hours. Because of its speed, it
hydrogen balloons from a distance, but Arrowbeaks have a primitive is very, very hard to hit.
this should be done carefully, because organization, with a flock consisting of
the gas inside has a tendency to several mated pairs,with the oldest BAHRZ
explode, blanketing a 10m area with female as the leader. Chicks are raised
loose filaments and tentacles segments, communally, maturing after 2 years. They NUMBER: 1d4
which usually take a couple days to lose are quite peaceful during summer and FREQUENCY: Uncommon
their potency. autumn, even allowing travellers to camp MORALE: 7
under their roosts, as long as they are HIT DICE: 6d8 (18)
ARROWBEAK quiet and unobtrusive. ARMOR: 6
SIZE: L (2m)
NUMBER: 2d6 BA'CROLBAI
FREQUENCY: Rare (Endlessly Running Beast) LAND SPEED: 6/600/12
MORALE: 12
HIT DICE: 4d8 (16) NUMBER: 5d10 MS: 4d4+2 IN: 1d10+11
ARMOR: 7 FREQUENCY: Uncommon DX: 2d6+2 CH: 2d6
SIZE: S (.75m at the shoulder) MORALE: 2 CN: 3d6 PS: 1d10+11
HIT DICE: 6d6 (18)
LAND SPEED: 0/300/6 ARMOR: 3 (1 when using speed BASE STOCK: Brown bear
FLYING: 6/900/18 increase) HABITAT: Mountains and Forests
SIZE: L (2m) DIET: Omnivore
MS: 1d10+11 IN: 1d4 ATTACKS: 2xClaw (1d4) + Bite (1d6) or
DX: 1d0+2 CH: 1d4 LAND SPEED: 36/4000/54 Hug (3d6)
CN: 1d10+8 PS: 1d10+5 MUTATIONS: Regeneration; Light
MS: 1d6+1 IN: 1d3 Generation; Chameleon Powers; Partial
BASE STOCK: Bird- Robin DX: 2d4+2 CH: 2d4 Carapace; Mental Control; Heightened
HABITAT: Temperate forests, hills CN: 3d4 PS: 2d10+5 Intelligence x2; Teleportation
DIET: Hemovore
ATTACKS: 1x Beak (1d8) 1x Leech BASE STOCK: Lizard DESCRIPTION: These Intelligent black
(1d6) HABITAT: Temporate plain and bears are fearsome opponents if
MUTATIONS: Immunity - disease; grassland provoked with the ability to camouflage
Poison - Int 14/paralytic; Chameleon DIET: Atmovore itself and blend into the surrounding
Powers; Directional Sense ATTACKS: 1xAntlers (1d8(4d8 if terrain, and with the ability to regenerate
charging) up to 30 hit points a day. The Bahrz have
DESCRIPTION: : During the spring MUTATIONS: Heightened Speed; a protective armored shell around their
mating season, these mutated robins are Atmovore; Antlers ribcage and upper back as well. In
one of the most dangerous avian Combat the Bahrz preferred attack
lifeforms known in the Gamma World, DESCRIPTION: This quadruped looks method is to generate a light flash, then
due to their requirement to ingest several like a hybrid cross between a horse and select one target that still has vision for
pints of mammalian blood for each egg a lizard. (It is actually a member of the mental control. If threatened with death
produced. Their coloration is normally reptile family.) It has an equestrian the Bahrz will automatically teleport to
dark brown, with a light brown patch on shape with scaly black hide. The three their den. If surprised, they can still attack
their chest (bright red in the case of the inter-twisting antlers curve forward and as a traditional bear doing 1d4, 1d4, 1d6
non-aggressive males). Their cham- are sometimes up to 150 centimeters of damage (Claw, Claw, Bite) plus a 3d6
32
MUTANT MANUAL II
MUTANT MANUAL II
crush hug if both foreclaws hit. There is and extracting the body from the shell, a It is a fierce hunter and will attempt to
always a 40% chance there are 1d4 4 day job. Because of this, most kill almost any creature. The barxyn has
additional bears in the immediate vicinity ba’mutan that were loners have been razor sharp teeth and claws with which to
of a Bahrz as the Bahrz has taken upon slain and the remaining ba’mutan have attack its opponents. The dark brown
itself the task of serving as a protector for become herd animals. This means that partial carapace protects the barxyn’s
the normal bear population. When the area of the gas clouds emitted by a head and shoulder area from most
encountering any bears in the Rocky herd can be immense and that the attacks, giving the creature an Armor
Mountains, there is also a 10% chance concentration is so strong that it will class of 4. Large purple buglike eyes
one or more Bahrz are present as well. suffocate, or at least choke, any char- project deadly radiation at opponents
Bahrz sometimes will go into population acter caught in the middle of it. when the barxyn is angered.
centers to trade information for goods The value of the land pearl is nothing Evolving over the years, this mutated
and services. Bahrz are especially to sneeze at, but the trouble to obtain it bear has developed fur that is
aggressive with hunters and trappers. may be more trouble than it is worth, multicolored brown, yellow, and green in
when one considers the risk of facing the patches. When hungry, the barxyn
BA'MUTAN (Rock That Gases) ba’mutan, the anger of local natives over delight in burning trapped creatures out
mercenary slaughter of their wildlife of their hiding places with Pyrokinesis
NUMBER: 2d3 (which keeps larger predators at bay), powers (hence the name, Smokie)
FREQUENCY: Rare the sometimes dangerous reactions of
MORALE: 8 conservationist Cryptic Alliance BA’SLED (Rock That Burrows)
HIT DICE: 26d6 (78) members, and so forth. There are strict
ARMOR: 4 laws in certain lands against any aircraft NUMBER: 1d4+1
SIZE: G (10 m long; 4 m tall) or fast moving vehicles from entering an FREQUENCY: Rare
area where ba’mutan inhabit. The last MORALE: 7
LAND SPEED: 16/1000/32 thing local people want is a ba’mutan HIT DICE: 13d8 (52)
stampede. Ba’mutan prefer plains, ARMOR: 5
MS: 4d4 IN: 4d4 forests, and hilly areas. SIZE: L (4 m long)
DX: 1d6 CH: 1d3
CN: 3d6 PS: d00+50 BARXYN (Smokie) LAND SPEED: 24/3200/48
BURROWING: 2/0/6
BASE STOCK: Armadillo NUMBER: 1d4
HABITAT: Forest, plain, hill FREQUENCY: Rare MS: 1d10+4 IN: 1d4
DIET: Herbivore MORALE: 6 DX: 1d10+2 CH: 1d4
ATTACKS: 1xBite (4d10) HIT DICE: 16d8 (64) CN: 1d10+11 PS: 1d10+12
MUTATIONS: Total Carapace; Immunity ARMOR: 4
- all physical attacks; Gas generation SIZE: L (2,5m) BASE STOCK: Bas
HABITAT: Ruins, desert, hills and
DESCRIPTION: Ba'mutan are gentle LAND SPEED: 6/600/12 mountains
herbivores that have evolved into DIET: Carnivore
extremely large, well-defended creatures. MS: 2d6+2 IN: 2d4+2 ATTACKS: 2xClaws (2d8)
They resemble a copper colored DX: 4d4 CH: 1d6+8 MUTATIONS: Ultravision; Infravision;
armadillo with a dragon's head. Primarily CN: 2d6+10 PS: 8d8+16 Sonic Blast
nocturnal, they are almost blind by day,
but have such acute hearing that they BASE STOCK: Grizzly Bear DESCRIPTION: Ba'sleds have evolved
suffer no penalties for this condition. HABITAT: Temperate and Sub-Arctic to a completely different grouping than
Ba'mutan are nearly invulnerable to Forests most other animals, being neither
most attacks and can emit a gas cloud DIET: Carnivore mammal, reptile, bird or fish. They are
when they feel threatened. This gas ATTACKS: 2xClaws (6d6) and 1xBite bas, a new evolutionary branch
attack fills up an eight meter radius for (5d8) characterized by an extremely hardy
2+MP modifier in rounds. Any character MUTATIONS: Partial Carapace; constitution and impressively strong
not completely protected from the Directional Sense; Narcolepsy [D]; epidermis. Ba'sleds appear as gray,
environment is affected; the gas does Pyrokinesis; Radiation Eye hunched over bipedal humanoids with
3D10 damage per turn of exposure and long, apish arms ending in large, wicked,
obscures the vision. Ungoggled or DESCRIPTION: This fearsome mutant claws. When standing motionless, they
unvisored characters must move out of bear usually lives in isolated forest can easily pass for rocks. A goat shaped
the gas-filled space to see clearly. regions. It travels on all fours but if need head houses two wide set eyes.
Ba’mutan have a unique by-product of be it can stand on its hind legs. While Ba'sleds are extremely belligerent
their existence which entices many standing up the barxyn can use weapons towards intelligent life forms. They can
fortune-hunters into risking their wrath. of all types with its front paws at -2 to hit. seldom be bargained with or
There is a 40% chance the ba’mutan has This creature is very large, 2 and a half telepathically communicated with
produced a “land pearl” under its shell, meters at the shoulders and almost 5 because of their attitude. They can dig
created in much the same manner as meters when standing fully erect. through anything but metal at their
normal oyster pearls but much larger. Although larger, it is much sleeker than normal movement rate, clawing right
There is no way to determine if this its unmutated predecessor. through stone walls as if they were so
pearl exists without slaying the ba’mutan much clay. They often makes traps by
33
MUTANT MANUAL II
MUTANT MANUAL II
the Peace Brigade (Racketeers with no Bu'daan are extremely territorial and Anytime a Bulo successfully butts its
sense of Morality or Honor) and Ranks of feed mostly on Tsorut and Yexil. target,that creature is considered
the Fit (whom they consider stupid However, they have been known to be knocked down to the ground and must
zealots). cannibalistic and sometimes use their fight with a -2 penalty "to hit"during its
phlegm balls on each other. They next combat round.A Bulo will attempt to
BU'DAAN generally do not eat humans or human trample any victim it knocks down (roll
(Those Which Fly The Moon) sized creatures, as their size hardly again "to hit" with the trample attack).Any
makes the effort worthwhile. The target trampled can not be bitten that
exception to this guideline is when a round by the Bulo.If a person is trampled
NUMBER: 1 large troop of human sized creatures are by a Bulo,there is also a chance that any
FREQUENCY: Very Rare traveling out in the open. items being carried by that person will be
MORALE: 8 The fur of a Bu'daan is so thick and damaged or destroyed (GM's decision
HIT DICE: 52d8 (208) luxurious that it fetches an incredible depending on items and circumstances).
ARMOR: 2 price in market places, provided it is not The ability to absorb a certain amount of
SIZE: G (55m) shot up, burned, or otherwise greatly damage from physical blows each round
damaged and if it is no older than six (see KineticAbsorption mutation) makes
LAND SPEED: 24/1800/36 days, so the tanners can properly the Bulo one of the toughest opponents
FLYING: 36/1800/36 preserve it. around. Finally,the power to shape-
change allows the Bulo to change form
MS: 1d10+11 IN: 1d4+4 into any one of the following three flying
DX: 1d10+20 CH: 1d4
BULO
insect-like creatures; a Blaash, a Blight,
CN: 1d10+20 PS: 1d20+40 or a Cal Then.
NUMBER: 2d4
BASE STOCK: Weasel FREQUENCY: Uncommon
HABITAT: Hills, mountains, and forest MORALE: 6 CARK (Blend Dog)
DIET: Carnivore HIT DICE: 14d8 (56)
ATTACKS: 1xBite (12d6) and 2xClaw ARMOR: 5 NUMBER: 2d6
(4d12) SIZE: L (2m) FREQUENCY: Uncommon
MUTATIONS: Electrical Generation; MORALE: 8
Physical Reflection - electro-magnetic LAND SPEED: 15/800/22 HIT DICE: 8d6 (32)
ARMOR: 7
DESCRIPTION: A Bu'daan is the master MS: 2d4+2 IN: 1d4+2 SIZE: M (1.5 meters long)
of all it surveys. It resembles a huge DX: 2d4+1 CH: 1d8+3
weasel with great bat wings and is CN: 3d6+2 PS: 1d10+12 LAND SPEED: 18/900/36
extremely rare. It usually lives in high
areas and its fur brings an enormous BASE STOCK: Buffalo MS: 2d4+8 IN: 1d4
price. When a Bu'daan is on the ground HABITAT: Temperate plains and Tundra DX: 1d10+11 CH: 1d4+1
it is slower and can only use two attacks DIET: Herbivore CN: 2d6+6 PS: 1d12+6
at most per turn. When flying, though, it ATTACKS: 1xButt(1d10)+Trample (5d6)
can use all of its attacks (if airborne it can or 1xBite (1d8) BASE STOCK: Dog
use two claws instead of a claw and bite MUTATIONS: Shapechange; Kinetic HABITAT: Anywhere
if it desires). The electrical discharge is Absorption DIET: Carnivore
only available to the Bu'daan twice a day. ATTACKS: 1xBite (2D4) or 2xClaws
When it discharges it sends out 10 DESCRIPTION: This massive mutated (1D6)
electrical bolts to targets within 30 meters buffalo weighs well over a ton and is MUTATIONS: Chameleon Powers
in one turn. Roll to hit as if it was a justifiably feared by most reatures living
physical attack. Each bolt does 3d6+MS in the region.Combining the great DESCRIPTION: Physically, these dogs
damage. charging peed of an animal this size appear to be normal and unmutated.
The last attack form, the phlegm ball, along with a very evil temper,the Bulo is However, over the generations, this type
is a bizarre one that is unique to this a creature that predators generally tend of dog has developed retractable claws,
creature. A great ball is spit at a large to avoid unless extremely hungry. much like a cats, and their bodies are
target or a party. If a successful roll is Bulos look amazingly like their much more flexible than their ancestors,
made, the victim must make a Dexterity ancestors, except for the peculiar purple again, just like a cats. Only the larger
check or be trapped and the victim will matted fur that covers their arge-framed breeds of dogs (Dobermans, German
suffocate in a number of rounds equal to bodies.Being plant eaters,Bulos do not Shepherds, etc) have managed to
1/2 its constitution. Even if the victim is hunt for food although they are very survive to create this new breed. Wolf
successful, it must make a second protective of their grazing lands and will climbers have also been reported to exist
Dexterity check or they will be trapped for kill or frighten off intruders.Through the in the Rocky Mountains and northern
a number of turns equal to 30-STR. years Bulos have developed a thick skull forests of Kanda.
Next, the victim must make a health which has aided them in perfecting their As with normal dogs, this breed uses
check vs Intensity 20 or be stunned for primary mode of attack...the charge. simple pack tactics to surround, and
1d10+6 turns. The range of effect is a 15 When angered,a Bulo will charge its bring down weakened prey, or solitary
meter radius from the target point. The target,butt the creature with its head and travelers. The main difference is the fact
Bu'daan can muster up one phlegm ball knock it down,and then attempt to that they also will use trees to help them
every 12 hours. trample the prone victim. surround their prey. So if you are in a
35
MUTANT MANUAL II
MUTANT MANUAL II
forest, and find yourself surrounded by a thus are just as deadly in the dark as in DAYCUT (Bird Friend)
pack of these creatures, don't bother to the light of day.
climb a tree to escape. You'll find NUMBER: 1d8
yourself staring down the maws of CROAKER FREQUENCY: Uncommon
several of these animals. MORALE: 6
Just as a normal pack dog, these NUMBER: 3d6 HIT DICE: 6d8 (24)
animals are lead by both an alpha male FREQUENCY: Uncommon ARMOR: 3
and alpha female. The rest of the pack is MORALE: 3 SIZE: L (4m)
subservient to these, unless another HIT DICE: 4d6 (12)
male thinks it is strong enough to ARMOR: 6 LAND SPEED: 64/3600/108
challenge the leader. Females tend to SIZE: 10 to 24 centimeters long
build dens high in large trees, ruins, or if MS: 1d4+2 IN: 1d8+2
nothing appropriate is available, in dens LAND: 16/1200/24 DX: 3d6+1 CH: 1d4
on the ground. The females give birth SWIMMING: 24/1800/36 CN: 2d4+3 PS: 3d4+4
late in spring to litters of 2D4 pups. The
pups, if caught at an early age, can MS: 1d6+4 IN: 1d4 BASE STOCK: Bantam Chicken
easily be domesticated. Wolf climbers DX: 2d6+6 CH: 2d4 HABITAT: Any except Deathlands
can not be domesticated however. CN: 2d6 PS: 1d4 DIET: Insectrivore
ATTACKS: 1xBeak (2d8) 1xClaw (2d4)
CHOTSLITH (Bristle Snake) BASE STOCK: Cane Toad MUTATIONS: Absorption - sonic attacks;
HABITAT: Swamps & Wetlands Heightened dexterity; Photogeneration
NORMAL LARGE DIET: Insectivore
NUMBER: 1d6 1d3 ATTACKS: 1xBite (1d3) DESCRIPTION: Daycuts are four-meter
FREQUENCY: Uncommon Rare MUTATIONS: Displacement; Light tall bipedal birds who have no flight
MORALE: 7 9 Manipulation; Poison - Int 12; Stunning wings, but are covered with large
HIT DICE: 7d8 (28) 12d8 (48) Force; Thought Imitation feathers. They are also colorblind. Once
ARMOR: 4 3 properly trained, a daycut will tolerate a
SIZE: L (3m) L (5m) DESCRIPTION: This mutated saddle, but prefers a rider who rides
descendant of the Cane Toad looks bareback.
LAND SPEED: 4/20/10 8/30/16 much like its ancestor It is brown to Daycuts seem to relish close quarter
yellow-brown, with prominent cranial combat. They are unbelievable in their
MS: 2d6 IN: 1d6+1 crests, and a somewhat round, flattened ability to zigzag as they run, a rider must
DX: 2d4+1 CH: 1d2 body outline. It also retains the poison strap himself on to stay mounted or jump
CN: 2d4+1/2d6+1 PS: 2d10+5 producing paratoid glands of its off to save his neck (or make a moderate
3d10+5 unmutated predecessor. Dexterity roll every turn just to stay on).
Croakers are not the bravest Once in battle, daycuts are quite fierce
BASE STOCK: Snake creatures in the world. They are small, and loyal. Many are the accounts of a
HABITAT: Any nonartic and deathlands and therefore not able to inflict much daycut who died while standing over its
DIET: Carnivore damage on larger creatures. When faced fallen rider, protecting him, instead of
ATTACKS: 1xBite(1d6/2d8) or with larger creatures, they prefer to use fleeing to safety. Unlike some other
1xBristleCoil (1d6+7/1d8+7) their mutations to remain hidden. If they mounts, though, they have no ability to
MUTATIONS: Mental shield; Poison Int are spotted, they will use their Stunning pick a rider back up and return him to
16/paralytic Force mutation and attempt to escape if safety.
at all possible. If left with no option but to Daycuts can be found in most
DESCRIPTION: The entire body of the fight, they will bite and attempt to rub geographical locations, including the
chotslith is covered with 10-30 cm long their bodies (which are coated with a mountains, and come in a wide variety of
needle-like spikes. It can coil and look contact poison) on any exposed flesh plumage and colors that match their
like any one of a hundred different types they can find on the enemy creatures. native surroundings.
of spike plants found on Gamma Terra (it Croakers band together in groups for
usually lives among these). mutual protection and for breeding. They
The chotslith is a constrictor and spawn year-round with suitable
attacks by both biting and coiling around temperature and rainfall. Eggs are laid in
its prey. The normal chotsloth can wrap long-standing water - ditches, canals,
around a man-sized creature 1d4+1 streams, and ponds.
times. Each "coil" causes 1d6+7 points
of damage. The larger chotsloth can
wrap around a man-sized creature 1d4+3
times. Each "coil" causes 1d8+7 points
of damage. The strength of these coils,
for purposes of pulling them off, equals
Strength 25. The chotsloth's bite injects
an intensity 16/destructive poison into its
prey. The chotslith hunts by smell and,
36
MUTANT MANUAL II
MUTANT MANUAL II
MS: 2d6+6 IN: 1d10+11 MS: 1d10+11 IN: 1d10+12 MS: 3d4+3 IN: 3d6
DX: 3d6 CH: 2d6+4 DX: 3d6 CH: 3d6 DX: 2d6+6 CH: 4d4
CN: 1d10+11 PS: 1d10+11 CN: 1d10+11 PS: 3d6 CN: 3d6+3 PS: 6d6
BASE STOCK: Armadillo BASE STOCK: Porcupine BASE STOCK: Bald Eagle
HABITAT: Dry temperate or deserts HABITAT: Mountains HABITAT: Mountains
DIET: Carnivore DIET: Omnivore DIET: Carnivore
ATTACKS: 2 claws (1d10) or by weapon ATTACKS: 1xBy weapon or Quills ATTACKS: 1xClaw(6d8) and 1xBite
MUTATIONS: Scientific Genius; Modified MUTATIONS: Pyrokinesis; Force Field (3d6)
Body Parts -Burrowing claws,hands;New Generation; Death Field Generation; MUTATIONS: Fear Generation;
Body Parts- crude vocal cords; Mind Weight Decrease [D]; Taller Heightened Precision; Heightened
Shield; Full Carapace; Full Biped. or Shorter; Light Generation; Gas Sense; Limited Time Suspension;
Generation- paralysis musk; Quills/ Oversized Body Parts; Phobia [D];
DESCRIPTION: Diggers are a civilized Spines Regeneration
breed of mutant armadillo. They live in
loose tribal communities of burrows and DESCRIPTION: Dyllon are a race of DESCRIPTION: These huge winged
stone structures. They are posessed of a insular mutant porcupine. They never creatures are the mutated descendents
full carapace, as well as burrowing claws grow much taller than a ten year old, and of the American Bald Eagle. The e’glee
that allow them to do 1d10 per hit in are covered in a mass of long, sharp live on the craggy slopes of the highest
combat and burrow up to 3 feet a round. brown quills. They also have an organ on mountains. Having a wing span close to
These creatures are totally immune to their rear that can produce either light or 8 meters (Oversized Body Parts),
telepathic Mental Attacks. musk, depending on them. leathery dark-brown wings and well-
Digger society is ruled by Shamans, Dyllon also have the Pyrokinesis developed back and wing muscles, these
who each have 1d4-1 Mental Mutations. mutation which they use in mutual mutants, when adult, are able to carry a
They are skilled herbalists, and are the defense. Any predators approaching a single passenger when flying at normal
source of many of the folk medicines, Dillon village will have to deal with a lot of speed. E’glee still bear the traditional
such as Medicine Paints (a.k.a. brush fires mark of the bald eagle, white head
Neutralizing Pigments), available in the Occasionally (10%) one is born that is feathers.
New West. They also make moonshine much bigger than the others, and these E’glee are sometimes used as a steed
vodka and know the secret of are always tribal leaders, known as the by other mutants and humans but this is
gunpowder. Diggers are generally non- Bobs. Strangely, the Bobs do not share only in rare instances because the e’glee
violent, but will fight if cornered. the quills of their smaller relatives, and is very wary of other creatures. When
Most settlements of these creatures instead are a frail, naked pink, and meeting a creature that it does not trust,
will pay nearby towns of humans or usually seen wearing heavy robes as the e’glee first lets out a tremendous
Kaiute packs, whoever's stronger, with protection. The Bobs also possess the screech and uses its powers (Fear
liquor and gunpowder for protection, so Death Field Generation mutation, which Generation) to ward of the unwanted
they can tend their roots in peace. If they they use to kill intruders approaching the visitor or enemy. With their giant taloned
arm themselvs at all it's usually with village, as well as Force Field Generation claws (6d8 damage) and curved beak
some form of rifle, musket, or shotgun if which will provide 10Hp for every Dyllon (3d6 damage) these mutants are deadly
they gan get it. They use their claws if within 100m of the Bob, again as hunters and killers. They have
they can' t. protection for the village. All Dyllon are Heightened Vision ( large, bulging black
immune to the effects of the Bobs eyes) allowing them to spot prey or
mutations. enemies at great distances. Heightened
Dyllon live in small tribes of up to 30 Precision lets them do additional damage
members. They construct plastered, (2d6) to opponents in combat. Their
squat adobe houses for shelter, but for usual targets for food are fish and small
the most part spend their time hunting or game, but in times of famine they have
farming the grasslands. They are also been known to hunt humanoids or PSH.
extremely adept scavengers. Any Bob The e’glee are intelligent,
has a 40% chance of possessing a understanding Trade language, but they
weapon of TL IV or higher. Other dyllon are unable to speak it themselves. The
may also have artifacts (15%) e’glee are deathly afraid of fire
(Pyrophobia), smoke, and steam. Seeing
37
MUTANT MANUAL II
MUTANT MANUAL II
or coming close to any fire larger than a FRAGGER GALLUS GALLUS 5/13
bonfire sends them into an uncontrollable NUMBER: 1d8
panic. E’glee heal damage by FREQUENCY: Uncommon NUMBER: 1d4
Regeneration. MORALE: 4 FREQUENCY: Very Rare
HIT DICE: 2d8 (8) MORALE: 7
EKOLA (Fur Ball) ARMOR: 8 HIT DICE: 7d6 (21)
SIZE: T (25cm) ARMOR: 7
NUMBER: 1d20 SIZE: M (1.25m)
FREQUENCY: Common LAND SPEED: 6/30/12
MORALE: 4 LAND SPEED: 12/900/18
HIT DICE: 3d6 (9) MS: 3d4 IN: 1d4
ARMOR: 7 DX: 2d4+4 CH: 1d3 MS: 2d6+4 IN: 1d10+11
SIZE: T (15 cm) CN: 2d4+4 PS: 2d4+1 DX: 2d8+1 CH: 1d10+8
CN: 2d4+3 PS: 1d10+11
LAND SPEED: 4/600/8 BASE STOCK: Toad
HABITAT: Swamps and Wetlands BASE STOCK: Chicken
MS: 1d6+1 IN: 2d4+1 DIET: Insectivore HABITAT: Plains, Ruins
DX: 2d4 CH: 1d4+1 ATTACKS: 1x Spines (poison) or 1x DIET: Herbivore
CN: 1d6 PS: 1d6 Explosion (1d10) ATTACKS: 1xBite (1d4) or by Weapon
MUTATIONS: Poison Spines MUTATIONS: Heightened Brain Talent;
BASE STOCK: Kangaroo rat Mental Blast; Complete Mental Block [D];
HABITAT: Ruins, plains, forest, hills, DESCRIPTION: Just to show that you Chameleon Powers; New Body Parts; No
mountains, desert, and swamps don't neccessarily have to be big to be Resistance to Poison [D]; Body Structure
DIET: Herbivore dangerous, a Fragger can kill animals Change [D]
ATTACKS: 1xBite (1d4) several times it's size, usually by
MUTATIONS: Temporal fugue accident. This bizarre species of toad DESCRIPTION: The hideous result of an
measures only about a foot or so, and is accidental overexposure to
DESCRIPTION: Ekola are 15 centimeter normally quite passive. radiation,Gallus Gallus 5/13 is a living
long mammals that closely resemble If agitated, the creature puffs itself abomination to Man's technology. This
kangaroo rats. They have four limbs and rapidly up with air, launching it's Intensity mutated chicken species is malignant to
a prehensile tail, but most of their Level 15 Poison coated spines in all the core and seeks to dominate all other
movement is primarily done by hopping directions out to 10 feet. They will repeat creatures.The superior mental ability of
on their hind legs. When hopping, the this attack for 1d4 rounds, until the loose this mutant makes it a cunning and
tail is wound around the body trunk to spines are depleted, leaving only a deadly foe.These creatures are quite
protect it. Naturalists believe that an sparse coat of more firmly attached, adept at figuring out the workings of
ekola's tail is as sensitive as a human partially developed spines. If cornered, technological items,and within their own
fingertip and can easily sort and pick up the creature will panic and explode, for physical limitations are skilled at using
even minute items. Their body is 1d10 damage to all within a 5 foot radius, the artifacts created by the Ancients. For
covered with soft, long fur that is either plus the danger of spines hitting targets some unknown reason every Gallus
all white, all black or black and white out to 15 feet. Gallus 5/13 has a Complete Mental Block
striped. Unfortunately for wild ekola, their Fraggers have a nasty habit of lurking against Companion Units.
hides are prized for their warmth and under vegetation like a living land mine. These mutants appear fat and
splendor and ekolas are trapped squatty,and are covered with patchy
extensively in the wilderness. They also yellow-orange feathers.
make wonderful pets and are quite Their exposure to radiation in the lab
harmless. has left these mutant chickens with two
A good trainer who spends time with very bizarre features;one beneficial and
his ekola can teach it numerous tricks the other a defect.Instead of having two
and commands, up to eight different eyes,Gallus Gallus 5/13's possess one
ones including fetching small objects, large central green eye (Body Structure
pushing buttons, delivering and dropping Change).This unfortunate defect means
objects over a short distance, and so on. that these mutants lack depth
Ekola can be found everywhere. perception,and must fight in melee with a
-1 penalty "to hit"and when using ranged
weapons with a -2 penalty "to hit."Their
former wings have been transformed into
thin stubby feathered arms with hand-like
appendages (New Body Parts). These
newly acquired "hands,"although only
having three fingers, are what permit the
Gallus Gallus 5/13's to manipulate
artifacts and weapons.
Probably their most effective mutation
of all, and the one used with great
38
MUTANT MANUAL II
MUTANT MANUAL II
39
MUTANT MANUAL II
MUTANT MANUAL II
40
MUTANT MANUAL II
MUTANT MANUAL II
MS: 2d4 IN: 2d4 MS: 2d6+2 IN: 1d4 MS: 3d6 IN: 3d6+2
DX: 2d4+1 CH: 1d3 DX: 1d8+4 CH: 1d4 DX: 3d6 CH: 3d6
CN: 2d4+1 PS: 2d6 CN: 1d6+6 PS: 2d10+8 CN: 3d6-2 PS: 3d6
BASE STOCK: Dog BASE STOCK: Sea Horse BASE STOCK: Human
HABITAT: Ruins, forest, and plains HABITAT: Oceans HABITAT: Mountains
DIET: Carnivore DIET: Herbivore DIET: Omnivore
ATTACKS: 1xBite (3d6) ATTACKS: Ram (2d10 damage) ATTACKS: by Weapon
MUTATIONS: Heightened Senses - MUTATIONS: None MUTATIONS: Heightened Intelligence
vision and smell x2; Regeneration; Dual-Brain; Height-
DESCRIPTION: Horsy (sometimes ened Brain Talent; Magnetic Control,
DESCRIPTION: Holcut are quadruped spelled Horsea) are giant ridable Illusion Generation
mammals, have rough, reddish-brown, seahorses. Many underwater races prize
rhino-like hide and have two rows of them as mounts. They are capable of DESCRIPTION: These silver haired
teeth that are designed to rip and shred. very fast movement underwater and are Albinos are naturally talented mutant
Otherwise they are built like a normal dog easy to train once domesticated. Their leaders with a nose for technology and
and occupy that position in many only attack consists of smashing into an with exceptional abilities to lead,
people's lives. Easily trained and very opponent. The Horsy must have enough organize, and motivate other mutants.
intelligent, a holcut can learn up to six room to move in order to use this attack. The Hwan - Hul are easily iden-tfiable
tricks or commands from a proper trainer. Horsy are quite loyal creatures whether by their albino skin and/or their
They have become very popular hunting it’s to a family group or rider. natural white fur coat. They generally
and guard animals over the years. Their avoid combat relying on subterfuge,
funny looking muzzle houses an illusion, deception, and their followers to
elaborate olfactory system full of baffles achieve their goals. They work to protect
and filters, anything that attacks by all living species, and are commonly
inhalation has no effect on them. found in mountain front range
Holcut can be quite lovable (despite communities.
their ugliness) and fun to have around
(despite their favorite pastime-
mudwallowing). Encountering a pack of
holcut in the wild can be dangerous.
Their excellent eyesight makes them
marvelous hunting companions and
combined with their intelligence and
teeth, fearsome predators.
41
MUTANT MANUAL II
MUTANT MANUAL II
HYDRA the male. After the meal, the female KATKIN (Cat Folk)
travels in search of a radiated region in
NUMBER: 1 which to lay her eggs. During this period, NUMBER: 1d6
FREQUENCY: Very Rare the female eats only when necessary and FREQUENCY: Common
MORALE: 7 tends to ignore other creatures.When a MORALE: 6
HIT DICE: 23d8 (92) nest has finally been prepared, the HIT DICE: 9d8 (36)
ARMOR: 4 female lays 6-12 eggs, covers them with ARMOR: 4
SIZE: G (10m length) dirt or sand, and then leaves. The eggs SIZE: S (1m)
hatch 3-4 days later and the young
LAND SPEED: 20/1500/35 hydras dig themselves out. LAND SPEED: 15/900/24
MS: 1d4 IN: 1d4 MS: 2d4+4 IN: 1d4 MS: 2d6 IN: 4d4+4
DX: 1d10+5 CH: 1d4 DX: 1d10+2 CH: 1d4 DX: 3d6 CH: 2d4
CN: 3d4+8 PS: 1d12+8 CN: 5d4 PS: 1d12+6 CN: 2d6+6 PS: 3d4+3
BASE STOCK: Great Barracuda BASE STOCK: Catfish BASE STOCK: Timber Wolf
HABITAT: Oceans HABITAT: Freshwater Lakes and Ponds HABITAT: Temperate and Sub-arctic
DIET: Carnivore DIET: Underground Nutrients forests
ATTACKS: 1 bite (3d6 damage) ATTACKS: 1 DIET: Carnivore
MUTATIONS: Taller; Chameleon MUTATIONS: Chameleon powers ATTACKS: 1xClaw (1d12) and 1xBite
Powers; Speed Increase (Improved) (2d6)
DESCRIPTION: Letharp are huge, MUTATIONS: Chameleon Powers;
DESCRIPTION: This mutated bottom-feeding fish which range in size Energy Sensitivity; Multiple Body Parts;
descendant of the great barracuda from four to seven meters in length. Sonic Attack; Temporal Fugue
retains many of the habits of its ancestor. Letharp have silvery-white underbellies
To become a successful feeder, the and solid or mottled backs which range DESCRIPTION: Loo purs are cunning,
Great Barracuda developed a technique from blue-brown to yellow to brilliant carnivorous, mutant wolves that inhabit
of racing through a school of fish with its orange. Mottling is usually white, groy. ar great portions of Northern Meriga. These
blade like teeth attacking the helpless yellow. Coloration is seldom unchanging six-legged (Multiple Body Parts)
fish. After it injures and immobilizes some for very-long, since letharp have creatures are silvery grey in color and
of the fish, the barracuda returns to chameleon powers. Their heads are cov- have glowing red eyes. A fierce predator
snatch them up. Koodas do the exact ered with a bony plate around which are made more deadly by its Chameleon
same thing, but are even more effective many enlarged and thickened scales. Powers, loo purs travel in packs when
due to their larger size and their Projecting upwards and forewards from hunting food in the forests and plains.
mutations. The Kooda's Speed Increase this plate is a horn-like bone growth When close to prey, these mutants let out
is improved in that it can be used three whose length varies (accor-ding to the a terrifying howl (Sonic Attack) and then
times per day. Koodas use their highly size of the lethorp) from one meter to strike with lightning speed. Individual
evolved instincts to take advantage of the nearly two meters. mutant wolves within a pack will, on
disorder that occurs around dusk, when Normally sluggish and peaceful, occasion, use their power of Temporal
the nighttime fish switch places with the sudden movements or passing shadows Fugue to make an entire pack of loo pur
daytime fish. It is at this time, when their throw a letharp into a state of alarmed appear larger and more menacing to
prey least expect it, that koodas make frenzy which results in the creature opponents. Lone loo purs often use this
their attack. swimming in a blind rush (double normal mutation to make prey believe there is
movement far up to 100 meters) towords more than one present.
the possible threat, either to frighten the Standing 1 and a half meters tall at
intruder away or to kill by ramming with the shoulder, this mutant is able to carry
its horn. Because of this unpredictable a single rider of less than 50kg without
behavior boats are often smashed or any loss of speed. Obtaining a loo pur for
holed by frightened letharp. a mount would require some form of
Knowledgeable mariners are reported mental force, as they are extremely
to paint the bottoms of their vessels a intelligent, speak Trade language, and
bright yellow-orange, far this color tends can even use some artifacts of the
to repel or possibly reassure the would- Ancients (limited by their physical
be attacker. constraints and their mutational defect –
see below). All of these mutated wolves
are afraid of electrical power, robots, etc.
(Energy Sensitivity Defect) and will avoid
such items at all cost.
43
MUTANT MANUAL II
MUTANT MANUAL II
MAALI to challenge the Maali's authority within Between the arms on each side stretches
its domain,and in return the mutant a skin membrane, used by a Makeen to
NUMBER: 1 moose becomes a fierce protector of its glide when jumping across large
FREQUENCY: Rare forest home.The facial expressions of spans between trees.
MORALE: 9 these mutants have been scarred by the Makeens attack with two crude
HIT DICE: 11d8 (44) cruel effects of radiation,so much so that clubs or, if weaponless, by biting. They
ARMOR: 6 their crossed-eyes and drooping tongues will use their Fear Generation when first
SIZE: L (2,5m) have made them appear as idiot encountered, trying to avoid conflict.
creatures.This impression is often the They activate this power by screaming
LAND SPEED: 12/600/12 downfall of most enemies, since Maali loudly at the target. They won't use
are a dangerous and deadly foe if Stunning Force until a morale check is
MS: 1d10+11 IN: 2d8+1 provoked.These mutated moose possess needed. If it fails, all of the Makeens
DX: 2d4+1 CH: 1d6+1 great mental powers and having a dual present will use their Stunning Force
CN: 3d6+1 PS: 1d10+12 brain allows them to function quite mutation and then try to flee. A Makeen
effectively in the wild forests. activates the Stunning Force with a very
BASE STOCK: Moose Maali are fascinated by high high pitched scream. Note that neither
HABITAT: Temperate Woodlands technology and will always try to acquire the Fear Generation or Stunning Force is
DIET: Herbivore artifacts and items created by the a sonic attack, so protection against
ATTACKS: 1xAntler(2d8) and Ancients.They are very skilled in the sonics have no effect. These are mental
2xClaws(1d6) or by Weapon handling of such items and they enjoy attacks.
MUTATIONS: Dual Brain; Force Field using these devices whenever the Makeens have an arboreal society,
Generation; Illusion Generation; Weather opportunity arises. However, the sight of never coming to the ground unless
Manipulation; Displacement; Epilepsy robotic units sends these mutants into necessary. They build sleeping areas in
[D]; Sonic Blast; Bodily Control epileptic trances (Epilepsy defect).Maali trees with branches, leaves and twigs. A
will remain motionless for a period of large band can number up to 30,
DESCRIPTION: These solitary creatures about 10 minutes when robotic units are including young and females. The young
are rarely seen and only a few of them first seen,then afterwards they will react have no combat ability, but females are
are known to exist in this region. Evolving normally. just a capable as the males. Makeens
over the years from the haphazard will defend their home territory and young
exposure to high energy radiation, Maali MAKEEN [Skreecher] with a morale of 6 for flight, but the
seem to be the distorted descendents of standard 10 for the use of their Stunning
the North American moose.Their general NUMBER: 1d4 Force mutation. Thus, a Makeen can
appearance is still moose-like as they still FREQUENCY: Uncommon use its Stunning Force ability without
possess short brown fur and large MORALE: 6 fleeing when defending its home.
branching antlers. These bony and sturdy HIT DICE: 13d6 (39)
antlers usually grow over a meter in ARMOR: 9 MINGO
height and are used as deadly weapons SIZE: S (1.5m)
by these mutants. Maali are four-legged NUMBER: 1-20
creatures when travelling over great LAND SPEED: 12/1800/36 FREQUENCY: Uncommon
distances or when running, but through GLIDING: 6/300/16 MORALE: 1d6+2
successive mutations they have evolved HIT DICE: 3d6 (9)
thick muscular hind legs. A startling MS: 2d6+1 IN: 1d4 ARMOR: 8
development in these mutants was their DX: 1d10+11 CH: 1d8+1 SIZE: M (1m tall)
change from hooven front feet to leathery CN: 2d8+4 PS: 1d10+5
human-like hands. The combination of LAND SPEED: 4/400/15
strong rear legs and manipulative front BASE STOCK: Spider Monkey WATER SPEED: 12/900/15
hands has permitted these creatures to HABITAT: Any Tropical Forest
stand up, walk around, and use tools, DIET: Omnivore MS: 2d6+4 IN: 1d6+6
weapons, and devices of the Ancients. ATTACKS: 1 or 2xBite (1d3) 1xClub DX: 1d6+12 CH: 1d4+4
Outstretched on its hind legs,a Maali (1d6) CN: 1d8+6 PS: 1d10+8
stands over 3.5 meters tall. The most MUTATIONS: Heightened Constitution;
amazing aspect of these mutants though New Body Parts - extra eyes,prehensile BASE STOCK: Flamingo
is their ability to speak. Rumor has it that tail; Multiple Limbs - extra arms; Air Sail; HABITAT: Any temperate wetlands
they even understand the language of Stunning Force; Fear Generation; DIET: Carnivore
humans! Maali live in forest areas, but Bipedal ATTACKS: 1 beak (2d6 damage)
they are occasionally found in grassy MUTATIONS: Gills; sonar
locales when encountered migrating from DESCRIPTION: A Makeen appears as a
one forest to another. They enjoy eating large American Spider Monkey, with DESCRIPTION: Mingos are birdlike
vegetation of all kinds and are known to three major exceptions. Instead of two creatures descended from Flamingos.
have enormous appetites. All Maali hate eyes, Makeens have four. The two They are now more at home in the water
meat. additional eyes are located just above than they are on land. Mingos travel in
These beasts are almost always each ear, giving them excellent vision. groups to track hunt their meals, often
leaders of a large territory within the They also have two additional arms, one looking like a large school of long legged
forest.It is very rare for another creature arm at the top of the hip on each side. fish when encountered underwater. They
44
MUTANT MANUAL II
MUTANT MANUAL II
BASE STOCK: Manta Ray DESCRIPTION: This prized breed of DESCRIPTION: Ny’An are leathery,
HABITAT: Near sentient reefs mutant dog doesn't look like much, mammalian creatures with two wings, no
DIET: Carnivore beyond being ugly in a cute kinda way. legs, and a long prehensile tail with a
ATTACKS: See below. They move very slowly, if at all, on their stinger in the end. At a quick glance they
MUTATIONS: See below. stubby little legs, and rarely make any can be mistaken for obbs. When they
kind of sound short of a muffled grunt successfully strike with their tail there is
DESCRIPTION: This creature is a once in a while. However, what they lack an 85% chance of poison being injected
detached part of a sentient coral reef in physical presence is more than made into the victim. The poison is always a
(see above). A successful attack means up for in their powerful mental abilities. variable level for each ny’an (2d6+2
the creature has bitten its target (1d4 Brainhounds are used primarily as Intensity). Ny’an prefer caves, ruins and
damage). A second attack against the trackers, hunting their quarry thru a other dimly lit areas where they can lurk
victims AC means the creature has special Telepathic link that can be gained around.
attached itself to the victim and stabs the from a Psychometric reading of
victim for 1d6 damage. A third attack something from the target's posessions. ORCOID
means the creature has entangled the In other words, on a faint psionic
spinal cord and now controls the creature impression from, say, an article of NUMBER: 2d10
via the Coral Reef. Once the creature is clothing, a Brainhound can track you out FREQUENCY: Rare
attached, all of the target creatures to a radius of 20 km. An uncanny baying MORALE: 8
abilities are under the control of the reef. that echoes in the target's mind only, HIT DICE: 20d8 (80)
Any land creature which is controlled by while the dog floats silently along in ARMOR: 3
the Minda Ray can breathe in both the pursuit, makes them the last thing you SIZE: H (8m)
water and on land as the ray breathes for want to be on the wrong side of.
the creature underwater and the creature When threatened, a Brainhound will SWIMMING: 24/1800/36
after 10-20 seconds can breathe for both defend itself with a telekinetic "bite" at a
creatures on land. range of 10 meters, doing 1d8 damage in MS: 3d6+2 IN: 1d10+11
an attack seemingly out of thin air. DX: 1d10+11 CH: 1d10+2
Brainhounds posess slightly above CN: 1d10+15 PS: 1d20+20
average intelligence for dogs, and make
loyal, if somewhat aloof, companions. BASE STOCK: Killer whale
Their extensive Telepathic range makes HABITAT: Large lakes or oceans
them unbeatable watchdogs as well. DIET: Carnivore
ATTACKS: 1xBite (8d8) or 1xTailslap
(6d8) or 1xRam (8d8)
MUTATIONS: Horn; Partial Carapace;
Sonar; Sonic Blast; Death field
generation; Telekinetic flight; Immune to
death field generation
46
MUTANT MANUAL II
MUTANT MANUAL II
SARBISE (Vark) left unmolested, even in the most hostile except during mating, when up to 10
territories. Each camp is ruled by a males try to mate with a single female.
NUMBER: 1d20 strong man, a single leader who
FREQUENCY: Uncommon achieved his position through bullying
MORALE: 7 and threat. All trading in the camp is
HIT DICE: 10d8 controlled by the strong man or his
ARMOR: 8 minions.
SIZE: M (2m) Sarbises will often buy artifacts useful
to mining, sometimes offering other
LAND SPEED: 9/600/12 artifacts or to make useful implements in
BURROWING: 3/300/9 exchange.
48
MUTANT MANUAL II
MUTANT MANUAL II
49
MUTANT MANUAL II
MUTANT MANUAL II
cauterization, so it's usually necessary approaching (which they know to be a DESCRIPTION: Spider Lils have a
for a Snag villiage to keep schools of sign of fishermen & turtle hunters) they humanoid body. They have four spider-
Garfs around for the huge beasts' will submerge & try to put as much like arms attached to their back. Each
protection. If pressed, a Softshell Snag distance between them and the boats as arm ends in a three fingered hand that
can bite for 4d10 points of damage. possible. has spinnerets in the "palm." These arms
Occasionally a specimen will have As hatchlings, soopturts spend a year and hands are very dexterous and are
1d4-2 small extra heads growing if its at sea, floating on large mats of able to wield tools and weapons as well
keepers haven't been paying attention, seaweed, feeding off of small as their humanoid arms. Each humanoid
but at most they'll only do 2d10 damage invertebrates and plants. After this year, arm has two fingers and a thumb. Their
per bite. they return to shallow waters to graze on legs have an extra joint in them and they
aquatic plants until maturing. end in two claws. The spider Lils have
SOOPTURT After reaching adulthood at the age of eight eyes, the arrangement of the eyes
20 to 30 years, they return to the depends upon the tribe. The spider Lils'
NUMBER: 1d4 beaches where they hatched, sometimes coloration covers the spectrum, and they
FREQUENCY: Uncommon travelling 3,000 kilometers or more. have varied markings. The bones and
MORALE: 6 There the females lay their eggs. At night muscles of the spider lil are very dense.
HIT DICE: 10d6 (30) they will crawl onto the beach, dig a nest The spider lils employ a wide variety
ARMOR: 4 hole, and lay up to 100 spherical, golf of weapons around their home. There will
SIZE: 70 to 150 centimeters long ball sized eggs, which will hatch in about be several traps on the outskirts. Also,
2 months, if not disturbed. there will be a variety ballista weapons.
Land Speed: 4/300/6 The first type of ballista weapon is a
Water Speed: 8/600/12 SPIDER LIL crossbow jury rigged for the spider lil to
be able to fire. The bolts of this weapon
MS: 1d12+4 IN: 1d4+4 NUMBER: 1d20 (10-100) {*1d8 (2d20)} will be covered in some type of local
DX: 1d6 CH: 1d6 FREQUENCY: Very Rare poison. The second type of ballista is a
CN: 1d8+10 PS: 1d8+10 MORALE: 8~10 handgun secured to a wooden frame
HIT DICE: 6d6 {*13d8} which allows the spider lil to move and
ORIGINAL STOCK: Green turtle ARMOR: 2 (3*) fire the gun. The third type of ballista
HABITAT: Shallow waters with abundant SIZE: 10-25cm (*1.5-3m) involves DNA locks. The spider lils take a
aquatic plants, and open seas during freshly severed human or android hand
migrations LAND SPEED: 6/500/15 and jury rigs it with the weapon to be able
DIET: Herbivore LAND SPEED*: 12/900/20 to fire.
ATTACKS: 1 Bite (1d6) In hand to hand combat, the spi-der
MUTATIONS: Cryokinesis; Directional MS: 1d10+12 IN: 1d10+13 lils poison their hand-held weapons with
Sense; Kinetic Absorption; Regeneration; {1d10+8*} their own poison. Also, they will make
Total Carapace DX: 1d12+14 CH: 1d10+8 "web bombs" that contain a powdered
{*1d10+11} version of their poison. The spider lils can
DESCRIPTION: The Green Turtle was CN: 1d10+8 PS: 1d10+8 leap 3 meters upward and back-ward;
declared an endangered species in the {*1d12+11} {*1d12+12} and 5 meters forward. Those affected by
late 20th century. Before that it was the taller mutation can leap 6 meters
hunted extensively for the variety of BASE STOCK: Human/Spider upward and backward; and 10 meters
products that could be gained - meat, HABITAT: Forest forward.
flipper leather, and oils for use in cooking DIET: Carnivore Spider Lils also use allies in their
and cosmetics. Its mutated descendant is ATTACKS: 1xBite (1d4 + poison Int 16- defense and combat situations. In the
hunted by humans and himanoids for the 18) *1xBite (1d8 + poison Int 12-18) Great Kudzu Jungle, the lurker is used
very same reasons, and also for the Weapon (by weapon type) troop carrier, tank, and general support.
shells, which are often used to make MUTATIONS: Shorter; New Body Parts; Also, the lorida orp is used as the lurker
shields or occasionally pieces of armor. Modified Body Parts; Heightened is and used as shock troops when
Physically the soopturt looks much the Intelligence; Heightened Strength; Re- required. Other tribes use whatever
same as its ancestor, having a broad, generation; Ultravision; Skeletal creature they can find that will work with
oval shaped carapace and being olive to Enhancement; Genius Capability- them. It is rumored that tribes in urban
dark brown in color, with white edging on Mechanical; Heightened Brain Talent; ruins have modified ancient vehicles--yes
the flippers, often in a mottled or radiating Duality; Mental Blast; Force Field beware the heavily armed and armored
pattern. Generation GO-CART of DEATH.
Soopturts do not enjoy combat. They * MUTATIONS: Taller; New Body Parts; The spider lils prefer to set their
typically prefer to use their Cryokinesis to Modified Body Parts; Heightened villages up in out of the way places. They
discourage predators. If this fails and Intelligence; Heightened Strength; Re- maintain a work and play hard ethic.
they cannot get away, they will use their generation; Ultravision; Skeletal Everyone has an important job to do,
bite as a last resort. If they feel they can Enhancement; Genius Capability- regardless of what the job is. The center
drive off the offending creatures, they Mechanical; Duality; Total Carapace of a spider lil village is the library. This is
will. When faced by surface creatures where most of the techs live, work, and
that they do not believe they can defeat, * Denotes stats for Spider Lil with the die. The techs are responsible for all
they will submerge and make their Taller Mutation mechanical and technological goings on
escape that way. If they see boats in the village. The techs do not believe in
51
MUTANT MANUAL II
MUTANT MANUAL II
the impossible. Lately, they have been alcohol will neutralize it, but once injected surface below. When it locates prey, it
working on how to use cybernetics for into a living creature, the amount of dives steeply, its talons outstretched
their race. alcohol needed to neutralize the poison (gaining an additional +5 to its attack
Every 18 months, spider lil villages would be far more dangerous to the rolls), and splashes into the water. It
from around Mergia will travel to a secret victim than the poison itself. quickly resurfaces, and if it successfully
location for a species "equinox." They Spiny craws are often found in small captures its prey, it flies off, adjusting the
trade many things here; animals, groups. Rarely (10% chance) a larger fish in its claws so the head is pointed
gadgets, gems, ideas, and DNA. The group will be found, numbering up to forward.
spider lil mate throughout the whole year, 6d6.If one captures a perticularly large An adult sprey is typically solitary,
but the "equinox" celebration gives them fish, the others nearby will typically wait associating with other spreys primarily for
the chance to share their blood-lines. for the capturing 'craw' to finish eating, mating. The female lays 2 to 4 white,
Every thirteenth generation there several then sweep in for the leftovers. pink, or buff colored eggs, in a bulky
spider lil are born who are affected by the The spiny craw is an important source mass of sticks and debris in trees, on tall
taller mutation. While they are very of protien in the coastal regions near poles, on rocks, or even on the ground (if
welcomed in their tribe, they realize they where they are found. A few skilled it can conceal the nest). Younger sprey
are very different. The "equinox" craftsmen in the coastal regions where may, upon being ejected from the nest,
celebration offers them a chance to meet spiny craws reside have been able to remain together for some time, until they
others of their size. fashion a sort of scale mail out of the feel ready to strike out on their own.
pieces of carapace. This carapace armor
SPINY CRAW provides an Armor Class of 4 if a full suit S’RE’DAAN (Dependable One)
is made.
NUMBER: 1d6 NUMBER: 1d10
FREQUENCY: Common SPREY FREQUENCY: Uncommon
MORALE: 8 MORALE: 5
HIT DICE: 8d6 (24) NUMBER: 1d4 HIT DICE: 13d8 (52)
ARMOR: 4 FREQUENCY: Uncommon ARMOR: 7
SIZE: 1 meter long MORALE: 6 SIZE: M (1m at the shoulder)
HIT DICE: 7d6 (21)
LAND SPEED: 6/450/9 ARMOR: 7 LAND SPEED: 16/1500/32
SIZE: 50 to 60 cm long, 140 to 180 cm
MS: 3d4 IN: 2d4 wingspan MS: 1d6+3 IN: 2d4+3
DX: 2d6 CH: 1d4 DX: 3d6 CH: 1d6
CN: 3d4+4 PS: 2d6+3 LAND SPEED: 3/225/4.5 CN: 3d6 PS: 4d6
AIR SPEED: 36/2700/54
ORIGINAL STOCK: West Indies Spiny BASE STOCK: Dog
Lobster MS: 1d4+1 IN: 1d4+1 HABITAT: Plains, Wetlands
HABITAT: Among rocks, reefs, sponges, DX: 1d4+15 CH: 3d4 DIET: Insectivore
and other growth CN: 3d4 PS: 3d4 ATTACKS: 1xBite (1d12) + 1xHorn
DIET: Omnivore (2d4+1)
ATTACKS: 2 claws (1d6 each), Spines ORIGINAL STOCK: Osprey MUTATIONS: Bodily Control- smell;
(see mutation description) HABITAT: Lakes, rivers, and seacoasts Mane; Empathy (with rider)
MUTATIONS: Chameleon Powers; Quills DIET: Fish
or Spines; Total Carapace; New Body ATTACKS: 2 claws (1d6 each) DESCRIPTION: The s’re’daan is a
Parts (poisonous spines, Int 12) MUTATIONS: Doubled Pain (D); Force mammalian quadruped, barrel-chested,
Field Generation; Speed Increase with a bright red mane covering much of
DESCRIPTION: This mutated its entire body. It is within this mane that
descendant of the West Indies Spiny DESCRIPTION: The use of certain the rider travels. It has a thick, one-meter
Lobster is approximately 50% larger that pesticides in the 1950s and 1960s long tail, a long cone-like skull ending in
its ancestor. It always leaves its threatened the osprey population, but the a rather sharp horn, and extremely sad-
Chameleon Power mutation "switched disuse of these chemicals allowed looking brown eyes. It is an insectivore,
on", and therefore often goes unnoticed ospreys to make a comeback by the and uses its long purple tongue to snatch
by any passers by. Its carapace has rows early 21st century and they returned to up insects as it travels, and thus, does
of strong spines, which it uses to capture areas in which they had disappeared. not need to rest often.
prey, and as a defense. Ospreys survived long enough to witness These extremely hardy mounts are
The spiny craw will sit paitently in its the Apocalypse of 2322 and their quite peaceful, but can be taught to bite
chosen location, waiting for fish to pass decendents, like many other animals, and attack with their horn upon
near by. when prey comes too near to mutated. The sprey looks almost identical command. If they successfully charge a
the spiny craw, it will grab the prey with to its pre-holocaust ancestor, having target, the horn’s damage is doubled.
it's pincers and attempt to force it onto brown feathers except on the underbelly, They have an extyremely good sense of
the spines protruding from its carapace. where it has white feathers. The head is smell and can follow scents. Characters
The spines secrete a paralytic poison. also white, with a dark band running who own a s’re’daan for a long period of
When the prey is immobilized, it can along the side of the face. time, and treat it well find that it becomes
begin feasting. The poison from a spiny Spreys hunt for fish by flying and extremely devoted to them. There have
craw's spines is not water soluble, but hovering over the water, watching the been many recorded cases where a
52
MUTANT MANUAL II
MUTANT MANUAL II
s’re’daan burrowed under its fallen STICKY (Swamp Sucker) Stickies live in communities of 20-50
master, worked him onto its back, and individuals. They basically pile branches
returned back to a campsite or settlement NUMBER: 1d8+1 over a large area, then throw grasses
with him. S’re’daan prefer plains and FREQUENCY: Uncommon and mud all over the top. Once that is
wetlands. MORALE: 9 done, they make tunnels into the
HIT DICE: 20d8 (80) resulting mess and clear out "rooms."
STAGON (Riding Deer) ARMOR: 8 The males form hunting parties, and may
SIZE: L (2.5m) be gone for days. The females remain in
NUMBER: 2d6 the dens to raise the young. This
FREQUENCY: Common LAND SPEED: 10/500/20 consists of stuffing food into their mouths
MORALE: 7 until they are old enough to give birth or
HIT DICE: 11d6 (33) MS: 2d4+2 IN: 2d6+3 hunt. If the den is threatened, all adult
ARMOR: 6 DX: 1d10+11 CH: 1d6 stickies will attack. The females have the
SIZE: L (3m long) CN: 1d10+11 PS: 1d10+15 same abilities as the males, but can only
drain life at 1d4 Hit Points per round.
LAND SPEED: 24/1800/36 BASE STOCK: Human Their PS is 18 and they have 15 (52) Hit
HABITAT: Swamps Dice.
MS: 2d8+1 IN: 1d4+1 DIET: Carnivore
DX: 3d6 CH: 1d4+1 ATTACKS: 1xLife drain (1d6) SUCSLITH (Sucker Snake)
CN: 3d6 PS: 3d4+2 MUTATIONS: Life drain (see below)
NUMBER: 1d4+1
BASE STOCK: Whitetail Deer DESCRIPTION: Stickies are your basic FREQUENCY: Uncommon
HABITAT: Plains & Woodlands big, ugly, smelly, and slimy creatures. MORALE: 4
DIET: Herbivore They are slightly larger than a man. HIT DICE: 6d6 (18)
ATTACKS: 2xHorns (2d6) or Their head is oversized, and they have ARMOR: 7
2xHooves (1d4) basically no neck. Their eyes bulge from SIZE: M (2m long)
MUTATIONS: Size Increase; Immunity the sockets, their noses are large and
from Disease/Poison flat, and their mouths stretch practically LAND SPEED: 12/900/18
from one ear to the other. Their skin is
DESCRIPTION: The stagon is a mutated very thick (equivalent to leather armor), MS: 1d6 IN: 1d6
whitetail deer with six legs. It is a little and translucent. Internally, most of their DX: 2d6 CH: 1d2
larger and stronger than its ancestors, organs are redundant (4 lungs, 4 CN: 2d4 PS: 2d10+5
making it ideal for riding and use as a kidneys, 2 livers, 3 hearts, etc.). As a
draft beast. Other animals are sometimes result, their Health and Constitution BASE STOCK: Snake
used as beasts of burden, such as the scores are quite high. They move HABITAT: Anywhere except deserts
rakoxen, podog, and centisteed, but somewhat slowly, and are quite stupid. DIET: Carnivore
stagons are by far the most common. Stickies will hide in small groups in ATTACKS: 1xBite (1d8)
Domesticated male stagon usually have swampy areas. They can sit motionless MUTATIONS: Chameleon Powers (see
their horns sawn off or capped for safety. for hours. When a creature wanders below)
Stagons will only attack with their near, the closest sticky will attack and the
hooves when desperate. However, a others will soon join. Stickies attack by DESCRIPTION: The entire body of a
stagon trained to fight can butt with its grabbing onto the creature and using sucslith, usually 2m long, is covered with
horns for 2d6 points of damage. Such their special life draining powers. Their sucker –like discs and barbed tendrils.
war stagons also have a better morale hands are somewhat sticky (hence the The snake’s ability to crawl anywhere is
(10). When carrying a rider, they have a name), and their grips are incredible amazing (equal to its land speed on any
reduced speed of 20. (treat as a Physical Strength of 21). Once surface but liquid, which reduces its
attached to his victim, a sticky can drain speed by half). It prefers to climb up to a
1d6 Hit Points per round (which gets vantage point, usually about 3m above
added to their own Hit Points). The the surface and stay there indefinately
sticky will continue to drain the victim until prey comes along. It is a chameleon
until he has died or the hold is broken. and can match its surrounding coloration
Stickies rely on their toughness and in 5 turns.
numbers to endure whatever damage The sucslith is able to fast for weeks,
their target inflicts. and can recycle its body fluids, negating
Stickies are also just smart enough to the necessity of moving to find moisture.
know to avoid their target's weapons. When attacking, the sucslith normally
When they attack, they attempt to wrestle uses its web first. This web can work in
their opponent into a defenseless one of two ways. Either it can be used to
position. As a result, if a sticky “catch” a small target (range 6m) or it can
successfully captures a creature in his clog up a 3m area. This second type of
hold, that creature receives a -2 penalty web is suffciently thick enough to slow
to his attack rolls (this effect is the movement of anyone in the affected
cumulative). area to half speed, except for the sucslith
itself, which has no difficulty moving
53
MUTANT MANUAL II
MUTANT MANUAL II
through its own or another suslith’s web. determine the number of tentacles a Tanglepus hide is leathery, tough, and
The web has a PS equal to the sucslith’s given tanglepus has), but always an even waterproof. Someone with knowledge of
-2. number, unless tentacles have been leatherworking can make jackets,
Oftentimes this intelligent snake will lay severed from some previous combat and raincoats, ponchos, or even armor from
down its thick web underneath rotting it hasn't had time to regenerate them tanglepus hide. The ink from these
floorboards or during a leaf fall, knowing (This takes 1d6+6 weeks, and all creatures is another product that can
it will be camouflaged. It will then perch tentacles severed will be regrown by that have value among those who would be
at a vantage point above the webbed time). There have been rumors of brave enough to hunt these creatures.
area and wait for a good sized victim to tanglepusses being sighted with 20 or
come along. Once the creature is slowed more tentacles, but these have not been TELENHA
down by the ground web, the sucslith will positively confirmed.
cover it with another web, thus A tanglepus will happily attack a NUMBER: 1d10
preventing its prey from seeing or using swimmer or small boat in order to get a FREQUENCY: Uncommon
its appendages for combat. Then, the chance to indulge in its favorite pastime: MORALE: 2d4
sucslith drops down on the hapless victim torturing, and eventually eating, sentient HIT DICE: 2d6+3 (9)
and enters the web, biting until the creatures. If none of the preferred prey is ARMOR: 5
creature is dead. Unfortunately, sucsliths available, it will eat nonsentient animals, SIZE: S (30cm long)
can be found anywhere, though they or seaweed to keep itself alive. It can
tend to avoid deserts and deathlands. wrap one tentacle around a creature for SWIMMING: 16/900/24
each meter (or fraction thereof) of the
TANGLEPUS prey's height or length. If a creature is MS: 2d6+1 IN: 2d6+1
struck by a tentacle, roll 1d4-2 to DX: 3d6+4 CH: 1d4
NUMBER: 1d3 determine how many limbs are CN: 1d10+5 PS: 2d6+4
FREQUENCY: Rare entangled. If two limbs are entangled,
MORALE: 7 they will be the same type of limb (arms BASE STOCK: Fish- Red Breasted
HIT DICE: 18d6 (54) or legs, or whatever) in the same Piranha
ARMOR: 7 approximate region of the prey creature's HABITAT: Flowing streams, lakes or
SIZE: 3 to 4 meters long body. If no limbs, or only the creature's large ponds
legs, are entangled, then the body of the DIET: Carnivore
WATER SPEED: 12/900/18 creature is held, and the trapped creature ATTACKS: 3xBite (1d6)
suffers a -1 penalty to attack rolls. If one MUTATIONS: Heightened Intelligence;
MS: 2d4+8 IN: 1d4+8 arm is trapped (or two arms on a creature Increased Speed; Telekinesis; Mass
DX: 3d6 CH: 1d6 with more than two arms), the creature Mind; Heightened Dexterity
CN: 1d6+15 PS: 1d6+14 suffers a -3 penalty to attack rolls. In any
case, a creature held by one or more DESCRIPTION: Compressed, disc-
ORIGINAL STOCK: Common Atlantic tentacles suffers a -4 penalty to AC and shaped body. Lower jaw somewhat
Octopus loses any applicable bonuses due to high projected, showing 2 rows of ominous
HABITAT: Among rocks and coral reefs Dexterity. Furthermore, if a creature is looking incisors. Eyes glow a dull red
near shore; near low tide line and below held by a tentacle, the tanglepus will color. They lurk in the more shadowy
in shallow water constrict the creature for 2d4 points of areas of the water where they cannot be
DIET: Carnivore damage on each subsequent round (no readily detected until it is too late. They
ATTACKS: ?xTentacles (1d6 each, plus attack roll required). like to use their telekinesis to pull prey
constriction) + 1x Bite (2d6) The only way to break free of a into the water where they proceed to strip
MUTATIONS: Chameleon Power; Mental tentacle is to sever it from the tanglepus. flesh from bone at a heart-pounding rate
Blast; Multiple Body Parts - tentacles; Each tentacle has 18 hit points (recorded of speed. They are fearless and when
see below); Regeneration seperately from the main body HP). If a organized by a central "leader" can make
tanglepus loses 25% or more of its very deadly military groups.
DESCRIPTION: This descendant of the tentacles in a combat, it is 90% likely to
Common Atlantic Octopus is a reddish eject a 20 meter cloud of ink that
brown color in its natural state, but obscures all vision and attempt to escape
typically uses its Chameleon Power to its lair or some other suitable hiding
mutation to blend in with its surroundings. place. If it does not attempt to flee after
The tanglepus is only slightly larger than losing the requisite 25% of it tentacles,
its unmutated ancestor, but is check again each time another tentacle is
considerably more intelligent, and far severed.
more vicious. This evil-minded creature Tanglepusses generally prefer a
will use its Empathy on prey to feel its solitary existence, but will work together
fear. as it delights in the suffering of its to bring down larger creatures or boats.
prey. The head of a tanglepus is roughly This is most common in the spring, when
spherical, and amounts to one-sixth of their mating season occurs. Tanglepus
the creature's total length. A tanglepus lairs are typically sea caves or the
has more tentacles than its ancestor. remains of sunken ships. Any treasure
They typically have 10 to 16 tentacles found in these lairs is incidental, as the
(roll 1d4+4, and multiply by two to tanglepus is unconcerned with wealth.
54
MUTANT MANUAL II
MUTANT MANUAL II
around the target. Once used, the tsorsut mutation. The hard rubbery skin of the YELLOW BELLY
must wait 5 turns before using the sonic Vath slows its air speed by 25% when
blast again. the weather gets cold (Skin Structure NUMBER: 1-2
Tsorsut will always counter-attack Change). These creatures make their FREQUENCY: Very Rare
when attacked and will continue to do so homes in caves and other dark places, MORALE: 9
until certain any attacker(s) are cowed. although unlike their ancestors, they HIT DICE: 80d8
Tsorsut usually nest in ravines, canyons, travel during the day as well as night. ARMOR: 7
and large caves or trees. They are the SIZE: G(45 m)
favored prey of bu’daan. WEIRBULED
SWIMMING: 12/900/18
VATH (Lee’Gosi) NUMBER: 1d8
FREQUENCY: Uncommon MS: 1d6+10 IN: 1d4+2
NUMBER: 1d8 MORALE: DX: 1d10+8 CH: 1d4
FREQUENCY: Rare HIT DICE: 5d10 CN: 2d10+11 PS: 4d20+30
MORALE: 1d4+5 ARMOR: 7
HIT DICE: 7d6 (21) SIZE: L(1-2m) BASE STOCK: Sea snake
ARMOR: 5 HABITAT: Oceans
SIZE: L (2-3m wingspan) SWIMMING: 12/900/18 DIET: Omnivore
ATTACKS: 1x (10d4+10)
FLYING: 16/1200/36 MS: 1d10+8 IN: 1d4 MUTATIONS: Sonar; Heightened Sense
DX: 1d10+2 CH: 1d4 –smell; Silence field; Phasing;
MS: 2d6+2 IN: 3d4 CN: 1d8+6 PS: 1d10+11 Telekinesis
DX: 1d8+6 CH: 2d4
CN: 3d6 PS: 2d6+2 BASE STOCK: Trout DESCRIPTION: The largest of the known
HABITAT: Freshwater lakes & rivers serpents, the yellow belly looks like a
BASE STOCK: Vampire Bat DIET: Carnivore gigantic tadpole which is grey execept its
HABITAT: Underground, Ruins, ATTACKS: 2xBite (1d6) & yellowish belly. It has a very wide mouth,
Mountains 2xFeelers (1d6) 4 meters wide- half of its head!
DIET: Carnivore MUTATIONS: None The 'belly hunt by smell and sonar.
ATTACKS: 1xBite (2d8), 1xBite When it finds prey, it tries to sneak up by
(2d8+level 2d4+5 poison) DESCRIPTION: These one- to two- using a silence field. It only attacks with a
MUTATIONS: Beguiling, Life Leech, meter long fish are a deep brown color massive bite and swallows prey upto 5
Multiple Body Parts, Radar/Sonar, Skin with a dull yellow underbelly. Weirbuled meters long. When attacking a ship, it
Structure Change seemingly have some form of intelli- uses telekinesis to unarm the crew
gence, for they are known to cleverly (sending the weapons into the water),
DESCRIPTION: Perhaps the most attack only helpless or unsuspecting then bites through the hull. If it fails a
hideous of all of the Gamma World humans. These creatures have stubby moral check, it phases and swims
creatures, the Vath are twisted mutant teeth in their gaping mouths which straight down.
descendents of the vampire bat. They enable them to bite for one die (d6) of The yellow belly is a ocean species of
are much deadlier than their ancestors damage. Their real weapons, however, serpent and, once in a great while, is
and a meter in size. The most striking are the three pairs of tentacle-like feelers found swimming into fresh water looking
feature this mutant possesses is its two which sprout from either side of their jaw. for food. The greatest concen-tration is
heads (Multiple Body Parts). Each of the The longest pair (40 to 80cm) is coated the kelp beds near tropical land.
Vath’s heads is connected to its body by with an acidic mucous which causes one
a long, thin, muscular neck, 15cm in die (d6) of damage when a feeler
length. Both heads and faces are wounds an opponent. The other two
similarly shaped (just like a vampire bat’s pairs of tentacle-like appendages are
face) but one head is colored bright semi-manipulative, and, in conjunction
crimson and the other a ruddy brown. with strong pectoral fins and the
The bright red face has poisoned fangs creature’s tail, can be used for
(inflicting 2d6 damage and causing locomotion, including climbing into
2d4+5 intensity poison damage) while vessels with low gunwales. Weirbuled
the other has hollowed fangs for sucking have been known to capture small boats
blood (2d8 points of damage). This bat by climbing or jumping within, followed by
continually seeks out the blood of other the slaying and eating of the occupants.
creatures in order to get its essential It is reported that truly giant weirbuleds of
nourishment. The body and wings of the three or more meters length hove been
mutated bat are colored a golden brown seen, and such creatures would
speckled with black. Like other bats, Vath undoubtedly have more virulent acids.
travel and maneuver through the use of These reports have not been confirmed,
sonar. When encountering opponents, although claims of sighting these large
these creatures prefer using their creatures persist.
Beguiling. Only in desperate situations
will the Vath use their Life Leech
56
MUTANT MANUAL II
MUTANT MANUAL II
ZAYSHIN
NUMBER: 2d6
FREQUENCY: Uncommon
MORALE: 1d4+3
HIT DICE: 6d6 (18)
ARMOR: 5
SIZE: M (120cm)
57
MUTANT MANUAL II
MUTANT MANUAL II
MUTANTS
Flick came closer, but still was unable to tell from even a few feet away what the white sticks were. It was not until
he stood over them and saw them shining dully against the dark earth in the noonday sun that he realized with a sickening
chill they were bones.
The jungle behind the stocky Valeman burst apart with a thunderous thrashing of limbs and brush. Forth from its
place of concealment emerged a grayish, multi-legged horror of monstrous size. A nightmare mutation of living flesh and
machine, its crooked legs balanced a body formed half of metal plating, half of coarse-haired flesh. An insect-like head
bobbed fitfully on a neck of metal. Tentacles tipped with stingers dipped slightly above two glowing eyes and savage jaws
that snapped with hunger. Bred by the men of another time to serve the needs of its masters, it had survived the
holocaust that had destroyed them, but in surviving and in preserving its centuries-old existence with bits of metal grafted
to its decaying form, it had evolved into a misshapen freak-and worse, an eater of flesh.
It was upon its hapless victim before anyone could move.
Krea are incredibly destructive just for OMNITAR (Mirrored One) SCREAMER
the sheer cruelty of it. In addition to their
fearsome attacks, they can teleport every NUMBER: 1 NUMBER: 1d6
third round up to 30m away, as long as FREQUENCY: Rare FREQUENCY: Rare
they can see the destination. MORALE: 3 MORALE: 8
HIT DICE: 9d6 (36) HIT DICE: 9d8 (42)
MIMIC (The Unseen) ARMOR: 4 ARMOR: 9
SIZE: M (1,5m tall) SIZE: M (human-sized)
NUMBER: 4-16 (1d4x4)
FREQUENCY: Very Rare LAND SPEED: 40/3000/60 LAND SPEED: 9/900/18
MORALE: 15
HIT DICE: 15d8 (60) MS: 2d8+2 IN: 3d6 MS: 3d4 IN: 2d6+4
ARMOR: Variable DX: 2d4 CH: 1d3 DX: 1d10+11 CH: 1d4+2
SIZE: Large CN: 3d6 PS: 2d4+2 CN: 1d10+11 PS: 1d10+11
WRAITH
(He Who Walks in Shadows)
NUMBER: 1
FREQUENCY: Very Rare
MORALE: 10
HIT DICE: 40d6 (120)
ARMOR: 0
SIZE: M (human-sized)
61
MUTANT MANUAL II
MUTANT MANUAL II
STATLESS CREATURES
Sea creatures Vacuum Worms. These worms are the surface, 95% invisible underwater.),
only known predator of trash slugs. They Beguiling, Displacement
Red's Jelly. This is not a jellyfish, but a are .5 to .75 meters long, jet black in
comb jelly. It is an oblong sphere .2 coloration and literally suck up their prey. Turtle, Spiny Leatherback Sea
meters wide and .35 meters long, with a (Gammaras). 2-3 m. shell, up to 600 kg,
reddish ting. The jelly has 16 rows of Black Skate. These small, flattened fish Spines, ‘Breathes Fire’ (Spits burning
small hairs (cilia) that allow the jelly to sit on the bottom in coral reefs and feed Napalm 15 m. -above water only) Mated
move. And it has two branched feeding on the scraps of food produced by other pairs guard eggs and protect young who
tentacles that are held within the body predators. They hide in the shadows and ride on parents backs among the spines,
until food is encountered. can startle a person when they slowly like baby opossums.
swim out to feed as they look like a
Dish Sponges. These animals are moving shadow. Island Fish (Barl Sutsut). 1-3 km
mostly found in the northern hemisphere. across, plankton eater, sleeps on surface
They are from .1 to 4 meters in diameter Clam Council. This odd mutant is for weeks, back has carapace that looks
and concave- this allows them to collect descended from a group of ocean like rock, Partial Carapace,
falling debris as well as filter a larger dwelling clams that absorb nutrients Photosynthetic Skin, Energy Negation
amount of water. directly from the water (i.e. they don't (D)
feed). They have developed a species
Feller's Eel. These animals are not fish, hivemind (and are very intelligent) and Otter, Sea. Awakened species 1.2
but are cephalopod analogs. They have thus are used by others for meters tall, oxygen storage gland- stay
a very elongated body, with old adults communication and memory storage. active underwater 3 hours, 6 hours to
being 5-8 meters long. They have a head Since they can not move on their own replenish. Hands, speech, d2 mental
covered with 16 eyespots (which makes and are helpless (except for their shells), mutations
up 1/5 of the body length) and a single they are almost always found with armed
tentacle covered with sensory cells that mutants. Each clam is about .25 Kg. Wahoo. 3 m., 200kg Related to tunas,
give it the ability to "taste" the water and Some races find them irresistible as food has pointed beak and bright stripes,
find prey. The mouth is recessed and has and have made wars on those who use usually solitary, very fast and nimble.
a set of rasping teeth that can break the clams. Speed Increase (Hunt the Wild Wahoo!)
shells easily. It usually hunts fish though Excellent game and eating fish.
and can be a nuisance to fish farmers. Shark, Flying Mako. 3.6 m. very fast,
Oyster Toadfish. 0.4 m., poisonous
leaps spectacularly, glide 50 m., 1 in 10
Hunter Worms. Hunter worms are spines, sometimes enters fresh water,
have Levitation and can glide for 10
commonly seen slowly moving over coral tolerant to toxic environs
minutes. Bright blue body and vanes,
and sponges as they feed on both them slender body
and any other small animal that blunders Eku-zu (Furry Crawlers) 0.2 to 0.6 m.
into them. They are camouflaged in the shell green-furred tree dwelling crabs live
Shark, Tiger. 7 m., 1000kg, dark blue,
color of the sponge or coral species it is dark stripes. Pure Strain, immune to on the coasts. Shells of large specimens
crawling on (each species of worm has a are sometimes used for small shields.
mutation. (Perfect killing machines don’t
specific prey species). Coral feeders need improving!)
have a set of large mandibles used to Hundreds of types of fish from 1 cm to 2
crush the coral to get at the food inside, Moray Eel, Green. 2.5 m., ocean reefs, meters long live in the coastal regions of
whereas the sponge feeders have small Meriga. Approximately 30% of them are
very territorial, Electrical Generation, 4 m.
mandibles and small tentacles emanating long specimens reported toxic to humanoids and many just taste
from the head that help in non-sponge awful. Buy Zah-Slah’s Field Guide to
prey capture. Needlefish. 1.5 m. 4.5kg, .5 m spike on Edible Fish of the Lantik Zea, now
available in waterproof version!
nose. Leaps out of water and skewers
Trash Slugs. These mollusk analogs are boaters when confused, attacks light
found near human settlements and feed sources when confused, Still stupid and Sea Flora
on the garbage (food waste) thrown into easy to confuse.
the water. They are poisonous and quite Bubble Kelp 50 m. long, 1 meter wide
colorful (purples, reds and yellows are Narlquith (Sea Ghost) Manatee. 2 to 4 blade with tiny hydrogen bubbles along
most common but any color is possible). m., up to 580kg, stay underwater 60 edges. Will grow up to 10 meters out of
Some are kept as pets as they are very minutes, lives in fresh and salt water, the water, held up by increasingly larger
easy to take care of. totally transparent (75% invisible on bubbles with a large gasbag at the top.
These gather extra sunlight and
62
MUTANT MANUAL II
MUTANT MANUAL II
eventually break off and drift off to start within 3 meters share the In and MS of
new bubble kelp elsewhere. Gas bags the highest Serrod plus 1. Additional
are explosive and have about 20 kg of Serrods add 1 to MS and In of the group,
lift, kelp is sometimes used to make maximum is 21.
temporary rafts
Heckles (sturmkrows) 0.5 m. wingspan,
Neocypress 30 m., tolerates salt water, weather manipulation, sound imitation,
will grow in 10 meter deep water, grows can deliver messages, Sometimes used
close together by Carrins instead of bloodbirds.
Throwbacks
Land Creatures
NEW MUTATIONS
Adaptive Enzyme Hallucinogenic Spores Once a pheromone from a
RANGE: Touch RANGE: 3 cubic meters different species is detected there is
TYPE: Physical, Concious, Plant TYPE: Physical, Plant, Concious only a 20% chance of identifying the
DURATION: Constant DURATION: d4 hours species that is emitting the
USE: Constant USE: Three times/day pheromone. There is only a 10% of
NUMBER: Variable NUMBER: n/a understanding the meaning of a
DAMAGE: Variable DAMAGE: None, see below for other pheromone of a different species.
effects
EFFECTS: Some plants have TYPES OF PHEROMONES
developed the adaptive enzyme EFFECTS: These plants are able to
mutation as a means of reproduction. secrete powerful hallucinogenic spores Patrolling: The patrolling pheromone
The enzyme changes animal tissue through hundreds of tiny openings all is used to indicate nonaggressive
into plant material. Victims of an over their bodies, resulting in a slightly behaviour. It is usually emitted by
enzyme attack begin losing skin pungent cloud of the substance solitary insects crossing the territorial
growth (hair, feather, scales, etc.) 1d8 roughly 3 cubic meters in volume boundaries of other members of their
hours after the attack. Their skin which remains airborne for 1 round. species. The patrolling pheromone
growth is gradually replaced by green Those who inhale it must make a supresses the impulse to attack.
plant-like skin over the next 4 days. On Constitution check or suffer -3 to all Warning: The warning pheromone
the fifth day the victim becomes very actions due to extreme disorientation. warns other members of a species to
sick and loses half its PS. After The spores’ onset time is 1 round and stay away. Any being emitting this
another 1d4 days the victim dies. A have a duration of d4 hours. Mutant pheromone will attack other members
few weeks later the enzyme will plants with this mutation are of its own species which come within
change the corpse into a new plant unaffected by their own spores and 10m.
root. Several months later a new plant, those of others of their own species. Death: The death pheromone is given
like the one that used the enzyme, will off whenever a being with this mutation
grow from the root. Pheromones is killed. The death pheromone is
The adaptive enzyme can be usually only found among social
RANGE: 500m
treated by a Medi-Kit, a Cur-In dose, or TYPE: Physical, Plant, Unconcious insects, such as bees, ants, and
exposure to radiation. For a radiation wasps. The death pheromone warns of
DURATION: Variable
cure the victim must make an attribute a threat to the insect colony and incites
USE: Constant
check three times his CN plus the all members of the same species
NUMBER: All of same species
Radiation Intensity. An additional within range to attack any being of a
DAMAGE: None, see below for other
check for radiation damage is required. different species within 10m of the
effects
Characters who are cured will acquire dead insect. The death pheromone will
the photosynthetic skin mutation, and EFFECTS: Pheromones are powerful not be released if the being with the
recover their normal strength. chemicals secreted by mutants or pheromone is destroyed by fire. The
Adaptive enzyme attacks cause gland that produces the death
subintelligent life forms as signals to
victims with bacterial or poison pheromone is frozen by mental
members of the same species. Only a
susceptibility to suffer the ill effects of very tiny amount of pheromones is attacks, if the attacker passes a MS
those mutations. needed to produce it’s effect. check.
Pheromones are released
Collapsible Exoskeleton involuntarily, triggered unconsciously Race Mind
RANGE: Self by the activity or emotional state of the RANGE: All members of same
being with this mutation. Pheromone species/family
TYPE: Physical, Animal, Concious
DURATION: Variable use is most developed in insect and TYPE: Mental, Animal/Plant,
USE: Variable insect mutatnt species. Characters Unconscious
NUMBER: N/A with this mutation have a percent DURATION: Constant
chance of detecting other species’ USE: Constant
DAMAGE: N/A
pheromones according to the following NUMBER: All of same species
chart. DAMAGE: None, see below for other
EFFECT: This mutation is usually
effects
possessed by insects and insectoid
mutants. With this ability the mutant Species Pheromone from
Detecting Insect Insectoid Other EFFECT: Species with this mutation
can expand and contract its
exoskeleton, allowing it to flatten itself Insect 1% 5% 10% all think as one huge organism instead
Insectoid 1% 8% 15% of as tens of small individual units. For
or puff itself up.
Other 1% 3% 25% the purposes of combat, MS is a single
statistic for all members of the species.
Any mental attacks affecting one
64
MUTANT MANUAL II
MUTANT MANUAL II
Rocket Seeds
RANGE: 200 meters (20 meters
combat)
TYPE: Physical, Plant, Concious
DURATION: one growing season
USE: one attack to each target, per
action round
NUMBER: 4d6 seeds per season
DAMAGE: 3d6
65
MUTANT MANUAL II
MUTANT MANUAL II
MUTANT STATISTICS
The creatures and monsters of the SPEED: The creature’s speed using a NOTES ON ABBREVIATIONS
GAMMA WORLD® game are particular mode (eg. Land, Swimming, USED IN INDICES
fantastic and terrible, and all of them Flying, Burrowing, etc.)
could turn out to be either an enemy SOURCES
ABILITY SCORES: The range for each
or a friend. A seemingly harmless creatures’ Mental Strength (MS), BRB- Second Edition Basic Rule Booklet
insect or tree could be a deadly Intelligence (IN), Dexterity (DX), DM# - Dragon Magazine issue #
predator, while a scaly, fanged Constitution (CN), Charisma (CH), and PO# - Polyhedron Issue #
lizardman is a gentle devotee of Physical Strength (PS). The GM should MM- Mutant Manual I
culture and etiquette. roll individually, or use the average MM2- Mutant Manual II
values in parentheses. GW#- Gamma World module/cod
The listing that follows nd
* Denotes 2 edition statistics
describes the essential information available in Mutant Manual II
that the Game Master needs to BASE STOCK: The original real-world
roleplay an encounter. Each of the animal, plant or insect to which this
mutant traces its ancestry. TYPES
entries is described in detail below. MA- Mutated Animal (sentient)
HABITAT: The terrain types where the MH- Mutated Humanoid (sentient)
NAME: This is the creatures name. Other MP- Mutated Plant (sentient)
creature can be found
names, if any, are listed in parentheses.
DIET: Carnivores eat meat, herbivores
NUMBER: This is the typical number of
eat plants, and omnivores eat both.
creatures found in a random encounter.
Scavengers eat carrion or waste
Villages or lairs probably have more.
byproducts. Plants actually "eat" minerals
and nutrients derived from waste by-
FREQUENCY: The relative chance of
products. They are classified by the
encountering this creature.
animal diet category they come closest
to.
MORALE: Whenever the Game Master
thinks that the creatures might break and
ATTACKS: All of the natural attacks of
run (first blood, clearly losing the battle,
the creature are listed along with the
etc.), he can have them make a morale
damage that they can do. By weapon
check. He rolls a 10-sided die, and if the
indicates the creature will usually attack
value is less than or equal to the morale with a melee weapon (see Equipment
number, the creatures stay and fight.
Charts for weapon class & damage)
HIT DICE: This is the number and type of
MUTATIONS: These are the physical,
dice rolled for hit points. The average
mental, and/or plant mutations of the
value for this die roll is given in paren-
creature.
theses for quick encounters where the
GM does not want to generate individual DESCRIPTION: Prose description of the
hit points.
creatures’ abilities, activity cycle, combat
ARMOR: The creatures Armor Class strategy, and any other pertinent
(AC) when not wearing armor.
information.
SIZE: The creatures’ average size.
Estimates based on the table below
adapted from GW 4th Editions’ Basic Rule
Book.
66
MUTANT MANUAL II
MUTANT MANUAL II
TABLES
Table 1: Mutants A to Z
PLANTS
Name Alternate Source
Acidweed MM2
Ber Lep Sweetpad BRB
Blaster Blossom Zapper MM
Boomblossom MM2
Boomerth Bang Bush GW6*
Cactisaurus Rex Squeeler MM2
Claptrap PO#79*
Coner DM#87
Crep Plant BRB
Crumbleweed Desert Roller MM
Deathmoss GW1*
Deng Khesh Spiny Recluse MM
Ed Ep Paradise Tree GW6*
Eyebane MM2
Frid Esk Phoenix Hedge GW6*
Glower GW2*
Harmony Tree Friendly MM
Horl Choo Porcupine Plant BRB
Horl Ep Arrow Tree PO#79*
Japin MM2
Kai Lin Lizard Bushes BRB
Kep Plant Sand Devil BRB
Kudzu’hertl’cutl Gardner MM2
Mal Tonas Courage Moss MM2
Mimic Plant GW4*
Mut Choo Gas Plant GW6*
Narl Ep Ghost Tree BRB
Nep Ep Death Tree GW6*
Ooz Blen Klonoid MM2
Perth Gamma Bush BRB
Pineto Horse Cactus BRB
Prot Ep Defense Tree GW6*
Puff Cactus MM2
Ralla Kren Cannibal Plant OB
Razorgrass MM2
Rosoid DM#87
Sea Lily MM2
Sentient Coral Reef MM2
Seroon Lou BRB
Shooter DM#87
Shroom Mushroom Folk MM2
Smokerth Flaming Bush GW6*
Spitter Bot Basher MM
Starfish Cactus MM2
Stilt Palm MM2
Strangle MM2
Tarn Zeb GW2*
Trechlily MM2
Win Seen Tangler BRB
Whirrzler Propeller Plant DM*
Xanqas Shocking Mildew MM2
Zeethh Gamma Grass BRB
67
MUTANT MANUAL II
MUTANT MANUAL II
INSECTS
Aerosquid Sky Walker MM
Ant, Giant MM2
Arn Dragon Bug BRB
Belo Giant Water Bug MM2
Blaash Gamma Moth BRB
Blackun Attercop BRB
Blaasut Giant Moth GW6*
Blight Cloud Worm BRB
Bloodwasp GW4*
Buggem Termite Folk GW1*
Bumble Bee Folk MM
Bu’tal Ambush Bug MM2
Cal Then Flying Ripper BRB
Che’tal Greater Bloodwing MM2
Cid’tal Nymph MM2
Crustean Crusty’un MM
Encroach Them MM
Euryl Mayday Bug MM2
Firebug The Black Plague MM
Floth Ha Shutter MM2
Ger’tal Water Walker MM2
Gigglebug DM#126
Glider Zap Lizard MM
Jo’tal Lesser Bloodwing MM2
Kreel Torn Leaper MM
Lukaluka Gobbler MM
Hellfly MM2
Hellworm MM2
Herp Tiger Beetle BRB
Humbug DM#85
Juggernaut Big Daddy MM2
Jungle Lurker DM#85
Ka’tal Flying Death MM2
Landworm Mutha MM2
Locus Giant Locust MM2
Lorida Orp Scorpion Folk AP2*
Lurker AP2*
Lytid Giant Beetle MM2
Manta Green Render BRB
Molnang Death Snail DM#126
Parn Sword Beetle BRB
Plague Beetle Nurglez MM2
Potato Bug, Giant Taterbug MM2
Quanakus Moving Barricade GW6*
Reptoad DM#126
Rhya Bigwig MM2
Rust’ee Hulk Mollusk MM2
Scorpito Thrum MM2
Sea Spider Salt Spider MM2
Shield Worm MM2
Sin’tal Assassin Bug MM2
Slake Giant Sea Slug MM2
Slashworm MM2
Slimer Blue Snail MM2
Slimy Grazer MM2
Soul Besh Skeeter BRB
Staph MM2
Thy’tal Silver Sucker MM2
Ti’tal Green Lantern MM2
Trapworm MM2
68
MUTANT MANUAL II
MUTANT MANUAL II
69
MUTANT MANUAL II
MUTANT MANUAL II
Gwyll MM2
Hawkoid BRB
Hawkwolf MM2
Herkel Devil Fish BRB
Hi-snake MM2
Hisser Man Snakes BRB
Hogart Thunder Bird MM
Holcut Ugly Friend GW6*
Hoop Floppsy BRB
Hopper Jackalope BRB
Horsy MM2
Howler Wolf Folk MM
Hwan-hul MM2
Hydra MM2
Hydragen DM#75*
Jaget Savannah Cat BRB
Jeste Trickster MM
Joardanz OB
Kaiute MM2
Kamodo Thunder Lizard BRB
Katkin Cat Folk GW1*
Keeshin Water Weird BRB
Kooda MM2
Kraak OB
Letharp GW1*
Lil Wee One BRB
Loo-pur Grey Shadow GW3*
Maali GW2*
Makeen Skreecher MM2
Marlok Deep Dweller MM
Menarl Slime Devil BRB
Mingo MM2
Minda Ray MM2
Mississippi Brainhound MM2
Mokla Baby Bront/Sea Devil MM
Mountain Man Squatch MM
Nireg Killer Turtle MM
Ny’an GW6*
Orcoid MM2
Orlen BRB
Podog BRB
Purrlion Heer Kitty MM
Rakox BRB
Rampant Juggernaut MM
Rakkon Brown Runner MM
Rastagator MM2
Raydium DM#75*
Relanop Lava Lizard OB
Ribbet Flying Frog MM
th
Rog Bristleback GW 4 BRB
th
Sarbise Vark GW 4 BRB
Sea Serpent, Black MM2
Sea Serpent, Green MM2
Sep Land Shark BRB
Screp Tree Gator MM
Serf Thought Master BRB
Shef Giant Crab MM2
Sheezu Climber GW6*
Shez’ur Spiked Flyer GW6*
Sho’day Bird of the Moonlight GW6*
Shog MM2
70
MUTANT MANUAL II
MUTANT MANUAL II
71
MUTANT MANUAL II
MUTANT MANUAL II
CLEAR
(Including plains, grasslands, savannahs, scrublands, and rolling hills)
73
MUTANT MANUAL II
MUTANT MANUAL II
MOUNTAINS
(Including hills)
74
MUTANT MANUAL II
MUTANT MANUAL II
FOREST
(Including jungles)
75
MUTANT MANUAL II
MUTANT MANUAL II
76
MUTANT MANUAL II
MUTANT MANUAL II
DESERT
(Including wastelands, badlands, and tundra)
77
MUTANT MANUAL II
MUTANT MANUAL II
FRESHWATER WETLANDS
(Including swamps, bogs, ponds, lakes, and rivers)
78
MUTANT MANUAL II
MUTANT MANUAL II
79
MUTANT MANUAL II
MUTANT MANUAL II
RUINS
80
MUTANT MANUAL II
MUTANT MANUAL II
DEATHLANDS
(Including all irradiated terrains)
81
MUTANT MANUAL II
MUTANT MANUAL II
UNDERGROUND
(Including caves & caverns)
82
MUTANT MANUAL II
MUTANT MANUAL II
OCEANS / SALTWATER
83
MUTANT MANUAL II
MUTANT MANUAL II
LUNA
84
MUTANT MANUAL II
MUTANT MANUAL II
INDEX
Acidweed .................................... 5 Deathmoss..................................7 Jo’tal..........................................21
Adaptive Enzyme ...................... 64 Defense Tree ............................ 11 Juggernaut ................................21
Albilope..................................... 31 Dependable One ....................... 52 Ka’tal .........................................22
Ambush Bug ............................. 19 Diablo........................................ 58 Kaiute........................................42
Ant............................................ 17 Digger ....................................... 37 Katkin ........................................42
Ape........................................... 31 Dyllon........................................ 37 Klonoid ......................................11
Armada..................................... 31 E’glee........................................ 37 Kooda........................................43
Arrow Tree.................................. 9 Ed Ep..........................................7 Krea ..........................................58
Arrowbeak ................................ 32 Ekola......................................... 38 Kud'zu Hert'l'cul .......................... 9
Assassin Bug ............................ 26 Endlessly Running Beast........... 32 Landworm .................................22
Ba’sled...................................... 33 Euryl ......................................... 20 Lee’gosi.....................................56
Ba'crolbai.................................. 32 Eyebane......................................8 Lesser Bloodwing ......................21
Bahrz ........................................ 32 Flaming Bush ............................ 14 Letharp ......................................43
Baldee ...................................... 37 Floth-Ha .................................... 20 Locus ........................................22
Ba'mutan .................................. 33 Flying Death.............................. 22 Loo Pur......................................43
Bang Bush .................................. 6 Fragger ..................................... 38 Lorida Orp .................................23
Barxyn ...................................... 33 Frid Esk.......................................8 Lurker........................................23
Batslith...................................... 34 Fur Ball ..................................... 38 Lytid ..........................................23
Belo .......................................... 17 Gallus Gallus 5/13 ..................... 38 Maali .........................................44
Big Daddy ................................. 21 Gardner.......................................9 Magilla.......................................31
Bigoon ...................................... 34 Garf........................................... 39 Makeen .....................................44
Bigwig....................................... 25 Gas Plant .................................. 10 Mal Tonas..................................10
Bird Friend ................................ 36 Gazilla Monster ......................... 39 Man-O-War................................31
Bird Of The Moonlight ............... 49 Ger’tal ....................................... 20 Mayday Bug ..............................20
Blaasut ..................................... 17 Giant Bat................................... 55 Mimic.........................................59
Blend Dog................................. 35 Giant Beetle .............................. 23 Mimic Plant................................10
Blob .......................................... 58 Giant Crabs............................... 48 Minda Ray .................................45
Bloodwasp ................................ 18 Giant Locust .............................. 22 Mingo ........................................44
Blue Snail ................................. 27 Giant Moth ................................ 17 Mirrored One .............................59
Boarz ........................................ 34 Giant Sea Slug .......................... 26 Mississippi Brainhound ..............45
Boomblossom ............................. 5 Giant Water Bug........................ 17 Moving Barricade.......................24
Boomerth .................................... 6 Glower ........................................8 Mushroom Man..........................13
Bristle Snake............................. 36 Graboid ..................................... 29 Mut Choo...................................10
Bristleback ................................ 46 Greater Bloodwing..................... 19 Mutha ........................................22
Bu’tal ........................................ 19 Green Lantern ........................... 28 Nep Ep ......................................11
Bucker ...................................... 55 Greep........................................ 39 Nurglez......................................24
Bu'daan .................................... 35 Grey Shadow ............................ 43 Ny’an.........................................45
Buggem .................................... 18 Gwll........................................... 40 Nymph.......................................19
Bulo .......................................... 35 Hallucinogenic Spores............... 64 Omnitar .....................................59
Cactisaurus Rex.......................... 6 Hateful One............................... 58 Ooz Blen ...................................11
Cark.......................................... 35 Hawkwolf................................... 40 Orcoid .......................................45
Cat Folk .................................... 42 Hellfly........................................ 21 Paradise Tree............................. 7
Che’tal ...................................... 19 Hellworm................................... 21 Pheromones ..............................64
Chotslith.................................... 36 Hi-Snake ................................... 40 Phoenix Hedge ........................... 8
Cid’tal ....................................... 19 Holcut........................................ 41 Plague Beetle ............................24
Claptrap...................................... 6 Horl Ep........................................9 Potato Bug.................................24
Climber ..................................... 48 Horsy ........................................ 41 Prickly Folk................................37
Collapsible Exoskeleton ............ 64 Hulk Mollusk.............................. 25 Propeller Plants .........................15
Courage Moss .......................... 10 Hwan-Hul .................................. 41 Prot Ep ......................................11
Croaker..................................... 36 Hydra ........................................ 42 Puff Cactus................................12
Daycut ...................................... 36 Invisible Glider........................... 60 Quanakus..................................24
Death From Above.................... 40 Iron Beast.................................. 50 Race Mind .................................64
Death Tree................................ 11 Japin ...........................................9 Rastagator.................................46
85
MUTANT MANUAL II
MUTANT MANUAL II
86
MUTANT MANUAL II