New Mutant Monday # 36 - Rainforest Terror

New Mutant Monday # 36 - Rainforest Terror

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Before the final wars, Baboons were known to be ferocious beasts, dangerous and temperamental and prone to violence.

Radiation and mutation did nothing to improve their temperament. In the case of these creatures, it was  more than just the environment and toxins released during the last conflicts that changed them.

It has been recently uncovered that a group of scientists survived the final wars in a compound hidden deep within the temperate rainforests of British Columbia. These scientists used advanced technology to transfer their minds from their failing and fragile organic bodies into androids, thus allowing them to survive for hundreds of years.

Source for original image: https://www.facebook.com/Kubasa?fref=photo&hc_location=ufi

So recently a friend [Hey Chris!] and I were complaining of a dearth of Sci Fi stuff for the d100/ Runequest system. Since I am hard at work on the BASH-SF setting Knights-Marshal of the Commonwealth for Skirmisher Publishing, and since I have been a huge RQ fan since the 70s, it made sense to me to adapt the weapons and armor of the KMotC 'Verse to Runequest. I have attached the Doc to this post. You can see the link just below the picture.

A couple of caveats:

1 - This adaptation is hot off the keyboard and has not been play-tested. You have been warned. Having said that, if you try it, and love it,  or hate it, I would love to hear from you. I would like to get your opinion on it so I can improve it. Heck you can improve it! it's a doc, you can modify it however you like. Please, tell me about it though. Not because I am proprietary, but because I would like to see it improve.

Thanks in advance.

2 - I kept the Legend System specifically in mind while writing this. It does Hit Points generously, which i think is going to be necessary with the high powered options available to warriors in Sci Fi. It also has Hero Points, which I use for overcoming Stun damage in this system. Older RQ systems don't use Hero Points, and have lower Hits Per Location. You may want to adopt both of these if you want to use this with the Avalon Hill RQ, for example. 

Art is by the incredibly talented Daryl Mandryk.

So - try it out, LMK what you think in the comments section below.

No. Enc: 1d4 or 3d8 (family)
Alignment:  Neutral
Movement: 90’ (30’)
AC: 6 (males) 4 (females) or by armor type
HD: 16 (males) 10 (females)
Attacks: 1 horn, 1 bite or by weapon
Damage: 1d8+2, 1d6+2 (males) 1d6+1 or 1d4+1 (females) or by weapon
Save: L10
Morale: 8
Hoard Class: VII, VIII (x3, 75%), IX, XII (95% each, x3), XXI (weapons and armor only, 55%)

No. Enc: 5d10
Alignment:  Neutral
Movement: 150’ (50’)
AC: 3
HD: 1d4 hit points
Attacks: 1 bite
Damage: 1d3+1
Save: L1
Morale: 3
Hoard Class: N/A

No. Enc: 1d6
Alignment:  Chaotic
Movement: 120’ (40’)
AC: 6
HD: 6
Attacks: 2 bites, 4 claws
Damage: 1d4 / 1d4 / 1d6+2 / 1d6+2 / 1d6+2 / 1d6+2
Save: L9
Morale: 11
Hoard Class: N/A

No. Enc: 3d4
Alignment: Chaotic
Movement: 150’ (50’)
Armor Class: 4
Hit Dice: 6
Attacks: 3 (bite, claw, claw), or spine
Damage: 1d8 / 1d6 / 1d6 / or 1d6 (see description.)
Save: L6
Morale: 7
Hoard Class: None

No. Enc: 1d6
Alignment:  Neutral
Movement: 120’ (40’)
AC: 0
HD: 12
Attacks: 2 claws, 1 bite
Damage: 1d8 / 1d8 / 1d6
Save: L20
Morale: 4
Hoard Class: N/A

No. Enc: 1d8
Alignment:  Neutral
Movement: 210’ (70’)
AC: 3
HD: 2
Attacks: 1 bite and two claws and special
Damage: 1d4 / 1d6 / 1d6 and special.
Save: L2
Morale: 11
Hoard Class: Incidental

No. Enc: 1d3
Alignment:  Neutral
Movement: 90’ (30’) – unless limb is effected, see description.
AC: 7
HD: 10
Attacks: 1 punch or kick or by weapon.
Damage: 1d6+2 or 1d8+2 or by weapon
Save: L10
Morale: 4
Hoard Class: V, VII, XI, XIV (50%, if rolled, always one weapon, never armor)

No. Enc: 1
Alignment:  Neutral
Movement: N/A
AC: 5
HD: 14
Attacks: Special, see description
Damage: Special, see description
Save: L14
Morale: N/A
Hoard Class: Incidental

No. Enc: 1
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 6
HD: 12
Attacks:  2 bites, 4 claws
Damage: 2d4+4 / 2d4+4 / 2d6+4 / 2d6+4 / 2d6+4 / 2d6+4
Save: L6
Morale: 11
Hoard Class: Incidental.

No. Enc: 1d4
Alignment:  Neutral
Movement: 60’ (20’)
AC: 2
HD: 10
Attacks: 2 kicks and 2 bashes
Damage: 1d12+3 / 1d12+3 / 2d8+4 & special / 2d8+4 & special.
Save: L12
Morale: 11
Hoard Class: Incidental

No. Enc: 1d4 clusters
Alignment: Neutral
Movement: As per host
Armor Class: 6
Hit Dice: 3
Attacks: see description
Damage: see description
Save: L6
Morale: 11
Hoard Class: None

No. Enc: 3d12
Alignment:  Chaotic
Movement: 120’ (40’)
AC: 5
HD: 6
Attacks: 1 bite, 4 claws
Damage: 2d4 / 1d8+4 / 1d8+4 / 1d6 / 1d6
Save: L6
Morale: 11
Hoard Class: Incidental.

New Mutant Monday # 37 - Master Caps

New Mutant Monday # 37 - Master Caps

New Mutant Monday # 35 - Air Betta

New Mutant Monday # 35 - Air Betta